Login

Forgot password?

Sign up

Recover password

Contact us

Support working hours
Ready to help 24/7
Link copied to clipboard!
Table of Contents

The Blinding Vale Mythic+ Route Guide

Updated 30 Nov -0001 | Author: Kir | ~10 min

The Blinding Vale dungeon was introduced to the game with the launch of the Midnight expansion, but it only became part of the Mythic+ system in the expansion's second season. While even Normal or Heroic difficulty could give players a taste of the zone's primary dangers, Mythic+ has a way of radically transforming even the most memorized encounters. In the guide below, we'll break down the most optimal Mythic+ route for The Blinding Vale, along with its key creatures and their deadliest abilities.

The Blinding Vale Mythic+ Route Overview

Inside The Blinding Vale, you'll face four boss encounters and hordes of enemies between them. The timer demands you complete the dungeon in 31 minutes to earn the best rewards, upgrade your Keystone, and rack up more Mythic+ score. Let's take a look at the route that will help you sail through this dungeon without a hitch — even with a PUG.

  1. Upon entering the dungeon, take the path to the right and decimate the pack of 1x Lightfeather Petalwing, 2x Thorny Saptor, 3x Spineshield Beetle, 2x Leafy Grovecrawler, and 1x Overgrown Hydra.
  2. From there until the boss, only kill the trash on the left side of your path, skipping just a single pack of x4 Lasher.
  3. After defeating the first boss, your focus should be on the pack of 1x Lightgorged Lasher, 5x Lasher, 2x Underbrush Stalker, 1x Virid Grovekeeper, 1x Sporeblight Belcher, 1x Lightfeather Petalwing, and 1x Thorny Saptor, after which you can move on to the bosses themselves.
  4. Before the third boss, pay attention to the pack of 1x Lightfeather Petalwing, 1x Thorny Saptor, 5x Spineshield Beetle, 1x Leafy Grovecrawler, and 1x Luminous Thornmaw. Then deal with the pack of 2x Thorny Saptor, 1x Leafy Grovecrawler, and 1x Luminous Thornmaw, followed by the boss.
  5. On your way to the final boss, grab three packs on the left side of your path.
  6. Take down the final encounter.

Now that the route is laid out, it's time to talk in detail about the most dangerous enemies lying in wait for you within the dungeon.

Ikuzz the Light Hunter Trash and Notable Abilities

Right at the start, your group needs to decide on a direction — choose the right or left route. Beyond the order of boss encounters, this decision also affects the buffs you can obtain. This route is built around taking the right-hand path, and after we walk you through the key enemies you'll meet along the way, we'll dive into the buffs in detail.

Trash Abilities
Lasher These mobs apply Spore Spines to the tank with their melee swings — cleanse it with a Magic dispel, break it with a freedom effect, or rotate defensives to survive.
Lightgorged Lasher The moment this mob gains Lightbloom Pollination, everyone should swap to it and keep pressure on until the shield collapses.
Radiant Spellsower Light Bolt Volley is a must-kick. Light Bolt flies at a random player — throw any spare interrupts its way. When the mob drops low, it will try to wake nearby Dormant Lashers with Call The Grove — lock it down with CC and finish it before the cast completes.
Underbrush Stalker Thornblade lands on a random player — healers should prioritise that target, and the player should pop a defensive or cleanse the bleed.
Virid Grovekeeper Cannot be crowd controlled. Earthrupture Strike hits the tank — use a defensive if needed and drop the resulting puddle well away from the group. Watch out for the knockback and AoE from Uproot.
Sporeblight Belcher Cannot be crowd controlled. Healers should have cooldowns ready for the pulsing damage from Spouting Floret. Stay out of the circles spawned by Belch Spores.
Thorny Saptor Sidestep the random target Hunting Leap frontal channel, or shut it down with a CC.
Lightfeather Petalwing Disorienting Screech needs to be interrupted on every single cast.
Leafy Grovecrawler Seed Shot targets a random player — use spare interrupts if you have them.
Overgrown Hydra Cannot be crowd controlled. Lightmaw Beams channel into 3 random players — break line of sight with allies and use defensives or combat drops to stop the channel. Avoid the random target lines from Bullet Seeds.
Spineshield Beetle Be careful attacking these while Spiny Shield is active — it reflects damage back at anyone who hits them.

Light-Starved Blossom and Baby Grovecrawler Buffs

As promised, let's talk about the buffs you can grab at the very start of your The Blinding Vale run:

  • If you choose the Left route, you can find The Light-Starved Blossom. If your group includes Paladins, Priests, or Herbalists with at least 25 Midnight skill points, that player can interact with the object to grant your group the Flourishing Stride buff, increasing movement speed by 20% and Haste by 5% for 2 minutes.
  • If you head down the Right path, you'll encounter The Baby Grovecrawler. Druids or Hunters can free the poor little creature and receive its aid in combat for 1 minute in return.

Ikuzz the Light Hunter Boss Tactics

If you're following our route, your first boss encounter will be the fight against Ikuzz the Light Hunter. It's no walk in the park, and for most of the fight, you'll need to keep an eye not just on the boss, but on your surroundings as well.

  • Healers should be ready for the constant pulsing damage from Thorncaller Roar, while everyone else needs to avoid the Bloodthorn Roots scattered across the floor. This becomes especially dangerous once the boss drops below 50% health and enters Lightcrazed Frenzy.
  • If someone steps on a root, the group can cleave it down, or a freedom effect can be used to break the player free. Freedom effects can also clear multiple roots at once if the situation demands it.
  • Be mindful of your positioning during Verdant Stomp so you don't get knocked into a root. After the stomp, a root spawns on every player after a short delay—either use a freedom effect or stack near the boss so the roots can be cleaved down quickly.
  • Bloodthirsty Gaze makes the boss fixate on a random player. Run from the boss and, if possible, kite him through existing roots to destroy them in the process.

Lightblossom Trinity Trash and Notable Abilities

After taking down the first boss according to our route, you'll run into the exact same trash that was waiting for you earlier. So, we won't waste time describing it again — let's move straight to the next boss encounter.

Lightblossom Trinity Boss Tactics

Next up on the boss menu is the Lightblossom Trinity. It's a good old-fashioned multi-target fight, broken down in great detail below:

  • Maintain an interrupt rotation on Kezkitt's random target Light Bolt — this is not optional.
  • If Thornblade lands on you, move away from your allies so you don't cleave them, then get out of the area when Lekshi leaps to your position. Pop a defensive or cleanse the bleed if the DoT is too much.
  • Tanks should have a defensive ready for Bedrock Slam, then position the bosses near one of the 3 Fertile Loam circles that appear afterward. Just be ready to sidestep the Lightsower Dash line that cuts through all 3 circles.
  • When Lightblossom Beam goes off, those circles become soaks that deal ticking damage to anyone standing inside. They must be soaked to prevent the Lightbloom Overgrowth AoE — I recommend the tank and 2 other players step in as soon as possible. After the channel ends, the circles turn into Light-Scorched Earth, which acts as area denial. Tanks need to reposition the bosses quickly before the next Bedrock Slam lands.

Lightwarden Ruia Trash and Notable Abilities

Once you've dealt with the first two bosses, look for a bird near the arena that can carry you off to Lightwarden Ruia's area. The mobs here should be largely familiar to you by now, but there's one key difference: many of them are currently under the effects of Lightwarden's Blight, causing them to deal AoE damage upon death and leave behind harmful puddles on the ground.

Beyond that, there's one more new mob exclusive to this zone — the lieutenant Luminous Thornmaw. Its abilities deserve a closer look.

Trash Abilities
Luminous Thornmaw Cannot be crowd controlled. Grievous Gash hits the tank — use bleed removals or self-healing to mitigate it. Stay out of the random target frontal from Solar Breath.

Lightwarden Ruia Boss Tactics

Missing the thrill of fighting Druids? Lightwarden Ruia will gladly remind you what it's like to face an opponent capable of shifting forms.

  • From the pull until 70% health, the boss fights in Moonkin Form. Interrupt Warden's Wrath to reduce tank damage, and avoid the circles created by Lightfall. Lightfire debuffs 3 players — use defensives as needed and be ready to dodge the tornadoes that shoot out when the debuff expires. If possible, have the debuffed players stack together so the tornadoes are easier to avoid.
  • From 70% to 40% health, the boss switches to Bear Form and gains the Mangling Claws passive, which tanks should respect. Use self-healing, bleed cleanses, or defensives to deal with the Bleed from Grievous Thrash. If you're targeted by Pulverizing Strikes, spread out so you don't cleave your allies with the frontal.
  • From 40% health until the boss dies, he shifts into Haranir Form and channels Spirits of the Vale, cycling through Lightfire, Grievous Thrash, Lightfall, and Pulverizing Strikes every 8 seconds for the rest of the encounter.

Ziekket Trash and Notable Abilities

After your clash with Lightwarden Ruia and on the way to the dungeon's final boss, you'll mostly be dealing with familiar mobs. But don't expect a free ride — prepare for a sudden mini-boss encounter.

Trash Abilities
Potatoad Matriarch Cannot be crowd controlled. Tongue Toss flings the tank high into the air — be ready for the landing and watch your positioning. Healers should prepare for the Toxic Spew group DoT and use Poison dispels to remove as many stacks as possible. Focus down the eggs from Toadspawn and destroy as many as you can before they hatch into Newborn Potadpoles.
Newborn Potadpole Potad-Toss targets a random player — expect a solid hit and a shove.

Ziekket Boss Tactics

After the hordes of enemies you've conquered throughout your run through The Blinding Vale, the final boss is unlikely to feel like an insurmountable wall. Still, there are tactical tips you'd be wise not to ignore.

  • Healers need to be prepared for the pulsing group damage from Oozing Xylem, which remains active for the entire fight.
  • Cleave down the adds spawned by Awaken the Lightbloom, using interrupts and CCs to cut down on the number of Lightspore Shot casts. Once an add dies, hit its body with the Concentrated Lightbeam frontal to permanently destroy it. This leaves a large puddle on the ground, so try to position the boss and adds near the edge of the platform.
  • Soak the orbs created by Lightbloom's Essence before they reach the boss, and spread the soaks evenly so the DoT doesn't get out of hand.
  • Tanks should be ready for the Thornspike hit and knockback — use a defensive or bleed cleanse as needed.

The Blinding Vale Bloodlust Usage

Lastly, here's a quick advice on when to use your big group cooldown. Sure, every dungeon run plays out a little differently, and you definitely don't have to follow this like a strict rule. But in most cases, it'll help you choose the right moment to hit that button and save your party from a whole lot of possible trouble. For The Blinding Vale, the best times to use Bloodlust or Heroism are:

  1. The first big pull inside the dungeon.
  2. The second boss.
  3. The final boss.

This kind of timing lets you push through the nastiest spikes your Mythic+ run can throw at you.

Good luck completing the seasonal dungeons, conqueror! And don't miss our Midnight Season 2 Mythic+ Overview.

Table of Contents