The Stonevault,located in The Ringing Deeps, is one of the eight Mythic+ dungeons available in Season 1 ofThe War Within. In this dungeon, players are tasked with preventing High Speaker Eirich, corrupted by the Void, from reclaiming power within the Stonevault facilities.

The Stonevault’s route is relatively linear, with few variations aside from grouping strategies due to its straightforward layout. Known for its high difficulty this season, the dungeon demands strong healing output, along with effective use of crowd control, interrupts, and dispels. This guide will cover the optimal strategies for bosses and trash mobs, as well as routing options for players tackling The Stonevault inThe War Within.

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In The Stonevault, most routes lead through the same trash packs due to the dungeon’s linear layout, which directs players along a set path. The main variations between routes come from the way packs are grouped for each pull, which may vary depending on players' skill levels, experience, and class composition. Although the pulls aren’t particularly complex, the trash packs and bosses are relatively challenging compared tosome of the other dungeons in Season 1.

There are several routes players can follow; the route above is just one of many variations.Players can use the AddonMythic Dungeon Tools (MDT) to plan and customize their own routes. They can also use it to import existing ones, including the one mentioned above. This guide will reference trash pulls using groupings assigned by MDT.

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The Stonevault: E.D.N.A

Trash

For the first pull, it’s common to engage all mobs in the initial hallway (G1,G2, andG3) at once, usingBloodlust/Heroismto burst them down quickly and put it on cooldown. Depending on key level and group skill, players may also include Pull 2 (G-3) in the initial Bloodlust/Heroism pull, provided the healer and DPS can handle the extra damage from twoGround Pounds.

It’s recommended to pullG5next, allowing the boss RP (roleplay) timer to start while players handleG4. Players can also opt to pullG5andG4together, but this requires the tank to position near a wall so the DPS and healer can line-of-sight (LOS) the three Ground Pounds.

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Notable trash mobs and their abilities in the area before the first boss include:

E.D.N.A

E.D.N.A is the first boss in The Stonevault, presenting a healing-intensive encounter.

The main challenge for players is balancing how manyVolatile Spikesto handle withRefracting Beamsversus allowing the boss to destroy withEarth Shatterer. This strategy depends on the healer’s healing profile and how many Volatile explosions they can safely manage at once. For example, Shamans can often handle three explosions simultaneously,while Druids may prefer only two. Since Volatile Spikes deal significant damage and DoT on eruption, avoid letting the boss destroy too many at once to prevent damage overlap with Earth Shatterer.

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Tanks should use a major defensive cooldown for the firstSeismic Smashin the fight.Healers should hold off on dispellingtheSeismic Reverberationdebuff until just before the next Seismic Smash, allowing tanks to benefit from the 6-second damage reduction that remains from the debuff. Seismic Smash coincides withRefracting Beam, so healers must be attentive to group healing and time their dispel for the tank carefully. Without the damage reduction from Seismic Reverberation, tanks are at risk of dropping quickly to Seismic Smash in higher keys.

Tanks should avoid using immunities for Seismic Smash. Otherwise, it will prevent them from receiving Seismic Reverberation, which is crucial for damage reduction.

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The Stonevault: Skarmorak

After defeating E.D.N.A, proceed down either passage. Heading left is generally recommended to align the nextBloodlust/HeroismforSkarmorak, widely considered the dungeon’s most challenging boss. The grouping of packs in this hallway can be adjusted based on team comfort. A general rule is to avoid more than oneVoid BoundDespoilerper pull, and only pull as manyVoid Bound Howlersas the group can effectively interrupt.

For a more advanced pull, consider combiningG6andG14, the packs near each hallway entrance. In this pull, the tank should grabG14first, as theDespoilerinG6will begin castingVoid Outburstshortly after entering combat.

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Notable trash mobs and their abilities in the area before Skarmorak include:

ForPull 8, choose eitherG11orG13, based on the location of the patrollingG12 Despoiler. Always pull the pack furthest from the Despoiler and use LOS behind the doorway to bring the mobs back safely.

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Skarmorak

Skarmorak is one of the mosthealing-intensive bosses in Season 1and requires decent group coordination. Using the secondBloodlust/Heroismon this boss is highly recommended. The encounter revolves around destroyingCrystal Shardsand collectingUnstable Fragmentsto break Skarmorak’sFortified ShellduringVoid Discharge.

It is of the utmost importance tokill off all six Crystal Shards before each Fortified Shellto prevent the shield from getting too big. However, destroying a shard triggersCrystalline Eruption, which deals AoE Shadow damage and applies a 2-second vulnerability debuff. To manage this, kill one shard at a time, allowing the debuff to fall off before destroying the next.

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In pug groups, aim to pick up one Unstable Fragment each time Unstable Crash occurs. This way, the second fragment refreshes the first’s duration, allowing each player to have two stacks of Unstable Energy going into each Fortified Shell phase. Unstable Fragments will eventually disappear, so collect the first set promptly.

The Stonevault: Master Machinists

After defeating Skarmorak, take the mine cart in the boss room to return to the central area and proceed to the opposite hallway to face the Master Machinists boss. As with the previous hallway, pull sizes and pack combinations can be adjusted based on the group’s comfort and composition. In addition to new enemies,Cursedheart InvadersandRepurposed Loaderbotsalso appear in this area. Although there are some routing options here, it’s generally advised to avoid pulling the doubleForge Loaders (G22)due to their high damage output.

Notable trash mobs and their abilities in the area before Master Machinists include:

World of Warcraft The War Within

The DoT from Molten Mortar can stack, so beware of pulling more than one Forge Loader at a time.

Players can pick up theImbued Iron Bar, granting a 10% Versatility buff for 10 minutes, from atop an anvil next toG28 (pull 15). Activating this buff requires a Warrior, a Dwarf, or a player withat least 25 Skill in Khaz Algar Blacksmithing. This buff is incredibly valuable for reducing damage taken during theMaster Machinistsencounter.

Master Machinists

TheMaster Machinistsencounter involves two bosses,Speaker BrokkandSpeaker Dorlita.They must be killed simultaneously to avoidSilenced Speaker, a deadly enrage effect that increases their damage and pulses fire damage every 3 seconds. This encounter is also quite healing-intensive, but much easier to handle than Skarmorak once players recognize the fight pattern. If Bloodlust/Heroism is off cooldown at this point, it is a good idea to use it on Master Machinists rather than save it for the last boss. Here’s a breakdown of key abilities to watch out for:

TheMaster Machinistsencounter follows a predictable rotation, alternating betweenScrap SongandBlazing Crescendo, withExhaust Ventshappening before each, except at the start. The sequence always begins with Scrap Song, followed by Exhaust Vents into Blazing Crescendo, and repeats with Exhaust Vents preceding each Scrap Song throughout the fight.

After eachScrap SongandBlazing Crescendo, the tank should reposition the bosses in the center of the room, making it easier for the group to move quickly to an unlit vent. Additionally, a player with a ranged interrupt should be prepared to stop Brokk’sMolten Metalcast, which he uses immediately after each Scrap Song.

The Stonevault: Void Speaker Eirich

After defeatingMaster Machinists, take the nearby mine cart (next toG21) back to the central area. This mine cart requiresa group with hard CC, such asSap,Imprison,Sleep Walk,Paralysis + Ring of Peace, orMind Soothe, to bypass theAspiring Forgehandnext to it. Groups without this utility can opt to take the regular route back.

The hallway before the final boss,Void Speaker Eirich, is brief but challenging.Pull 18can become chaotic due toShield StampedesfromCursedforge Honor Guards, particularly for melee-heavy groups. One approach is to handle justG29andG30before tackling the rest ofPull 18. It’s generally advised to avoid pullingG32,G34, andG35together, as managing multipleRocksmashersandCursedforge Stoneshaperssimultaneously can be extremely challenging.

Players can skipG29by having one player lure the pack away and either die or use a vanish effect likeShadowmeld(for Night Elves)to reset aggro. However, this skip requires the group to pick upG70in theMaster Machinistsarea instead. While effective, this strategy is challenging to execute in pugs and has a significant drawback, as it removes access to the dungeon’s graveyard for the remainder of the run.

Notable trash mobs and their abilities in the area before Void Speaker Eirich include:

Void Speaker Eirich

Void Speaker Eirichis the final boss of The Stonevault and relatively easier than the prior three. Despite this, the encounter can get messy due to area denial and ramping DoTs. Eirich starts with twoVoid Riftsaround the edge of the room that pull in nearby players and kill anyone that touches them.

Death Knights can use Anti-Magic Shellbefore Eirich finishes casting Void Corruption to prevent the application of the DoT.

Players should be careful with the placement ofEntropic Reckonings, as the area denial can make it difficult for players to reach the Void Rifts for Void Corruption removal.Tankier classes, such as Paladinsand Death Knights, can attempt to drop them on top of existing puddles to help conserve space.

Due to the high ramping damage of Void Corruption, players should allow squishier classes and the healer to remove their DoTs first, with the tank ideally being the last to remove theirs. consider establish a removal order before the fight, so the players clearing last can pop defensive cooldowns to help with the healing.