Start of the dungeon

Be mindful of multiple 165414 in these pulls because of 325876, a DoT that needs to be dispelled or it explodes. With multiple, you will not have a dispel for each so you can use td to fill in the awkward gaps. Because you probably aren't able to dispel the tank, you need to keep an eye on them more as well.

Other notable mobs here include 164562: Watch for 326450 cast. This cast makes the 164563 do more damage and be immune to any form of CC. It is an enrage buff and overwave can be used to remove this.

164557 do a channeled AoE called 326409 which does heavy group damage. 326441 is also a cast that leaves a zone on the ground. This snapshots your position when cast and then appears under your feet ~1s later, because of this you can pre-move after the cast finishes. In order to counter the AoE, cycle between basic lb setups, stasis, rewind, or zephyr/rescue. On a lower key, s3chrono4p might be enough to handle it by itself by just casting chronof on allies.

165408

Not much to say here, the only two sources of AoE damage happen when he does either 322936 or 322943 (targeted at random non-tank players). You can pre-cast into these towards the tail end of the cast for the correct timing to top people immediately.

156827 Trash

167612 will destroy your tank because they have 1235766 reducing healing, consider holding at least 1 charge of td for your tanks. 167607 also cast 1235326, be careful not to get spell-locked. 167610 are the little mobs in these pulls that will randomly jump and leave bleeds from 1235245 on people, making them unironcally one of the more dangerous mobs in here. Just be ready for it, and you can caut if stacks get too high on one person and/or even pre-stasis cauterize for three people. You still have the 165414 from before so managing dispels is key here as well as assisting in kicks.

156827

Not too dangerous, just be careful when the adds die because they do AoE explosion damage. Counter it pre-emptively with zephyr if you see a lot of them about to die. You can rescue someone into correct positioning with the 328206 debuff if you see they are out of position, note that you and anyone in that circle will be stunned if you are slow to react. Save a td for the person that gets 328206. The boss jump will leave an extremely heavy DoT.

Special Tech: You can rescue the person with the leap right before it goes off to negate the damage entirely. The timing is difficult, but huge if you can do it.

165410

Just pick someone to dispel and then use externals on the other person. Trying to dispel both in each set makes the timing weird with your dispel CD so just plan to heal one. Preferably this will likely mean ignoring yourself if you are one of the two people chosen. The only other danger here is AoE damage when the ghosts are chasing people before they are led to cages and any potential overlaps if your tank pulls a 167607 into the boss.

The Chapel

It's just 167876 here, stack close for group AoE but spread and use defensives when 1236614 is about to fade. Not much else, just be careful because of the amount of mobs here that fixate people and the damage intake can be high.

164218

Mostly unchanged from Shadowlands, but one notable change is that there's a huge AoE right as the statues settle into place. This happens when the four of them move in the intermission right before 328791. Use a defensive pre-emptively because the telegraph is not obvious.