Halls of Infusion
This dungeon comprises four boss fights:
Watch out for the Spark Volley ground puddles, if you do get hit by one it will leave a magical debuff that damages you over time.
During Stage Two of the fight, the boss will cast Ablative Barrier, kill 3 Nullification Devices on top of the boss so they can remove its Ablative Barrier applications with the Nullifying Pulse cast. Just remember, the longer the boss stays in Ablative Barrier, the more stacks of Siphon Power he gets.
Aim the Titanic Fist frontal away from your party.
The boss will periodically apply 3 Power Overload magic debuffs to your team members. Dispel as many as you can and spot-heal the rest of your teammates with the debuff. As soon as the debuff runs out, it will trigger a follow-up spell - Power Field.
Sidestep the Cave In ground animation.
Once the boss casts Gulp, select one player from your party to be deliberately "consumed" to prevent him from getting Hangry Enrage Effect, in case you get it, you can always Enrage Dispel. On Mythic Difficulty you can't Enrage Dispel the Hangry effect anymore, unlike Normal and Heroic! Keep in mind once you get Gulp you will take initial damage and get 3 applications of Gulp Swog Toxin!
Sidestep the Belly Slam ground animation at all costs.
Spot heal the target that gets [spell=385551, here is a good place to use your external-defensive (like Restoration Druid's Ironbark cooldowns!
Khajin the Unyeilding
Once the Khajin the Unyielding begins to cast Hailstorm, hide behind any nearby Ice Boulder or use immunity to survive.
One important note is that once you used the Ice Boulder they will become damaged and completely destroyed with the next Hailstorm], triggering Avalanche, so always make sure to find a new boulder to hide after each Hailstorm. You can still damage through the Ice Boulder.
Avoid being hit by the Glacial Surgerings at all costs.
Throughout the whole fight, players will have Polar Winds debuff on them, don't forget to top them up frequently!
Top up the health of the party members that get targeted by the Frost Shock, and dispel the follow-up slow effect.
Primal Tsunami boss encounter has two stages: Stage One: Violent Swells and Stage Two: Infused Waters. During Stage One, you will be fighting on the main platform (from where you pull the boss) until the boss reaches 100 energy, once he does that, it will cast Cast Away and begin its Stage Two. During this stage, you will be sent back to the beginning of the bridge (where you've entered originally), and your goal is to make your way back to the boss. Keep in mind, your team will be split in two (3 players in one corridor and 2 players in the other) and the Crashing Tsunami will be present once again! Here is a more detailed breakdown of the fight:
During Stage Two, avoid the incoming Crashing Tsunami while you are making your way back to the boss. You will have to deal with 2 Primalist Infuser, defeating them will put an end the Stage Two. Upon this, the sequence of the spells and stages will repeat until the boss is dead.
On Mythic difficulty, the boss will cast an additional ability - Rogue Waves, dodge the incoming waves!
Be present in melee at all times to prevent the boss from dealing mass AoE damage to the entire party.
Use active mitigation once the boss is casting Squall Buffet. Not only will it knock you back, but it will also apply a follow-up effect - Focused Deluge. Your goal is to get as quick as you can in melee to prevent him from casting Undertow (dealing mass AoE damage to the entire party).
Dispel the slow effect from Waterlogged as quickly as you can.