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Guide

Tarisland New Dungeon Progression Report

Jul 18, 2026
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A new dungeon tier just dropped and every group on the server is racing for clears. Some players have been grinding for twelve hours straight. Some are still putting their roster together. Some have been stuck on the third boss for two days. This is what progression looks like. Messy, chaotic, and honestly the most fun this game ever gets.

I've been following a few progression streams this week and keeping up with community reports. Here's where things stand, plus the common pitfalls showing up at every difficulty level. Whether you're in the thick of it right now or about to step in, knowing a few things ahead of time will save you a lot of wipes.

 

 

Overall Server Progression Status

Since the dungeon opened, top guilds have been clearing faster than last season. Normal difficulty fell within the first day for most organized groups. That's expected. Normal mode is meant to let the majority of players see the content and story. Heroic is where the real competition is happening right now. Only a handful of guilds have cleared the Heroic final boss. Most teams are stuck somewhere between the fourth boss and the end. As for Mythic, only a few elite groups are attempting the early bosses. A world first kill is still a ways off. The interesting shift this tier is class demand. Last season, ranged DPS had a rough time finding groups. A lot of raid leads stacked melee and benched ranged entirely. This dungeon flips that dynamic. Several key bosses require ranged players to handle split targets across the arena. Melee spends certain phases with nothing to do except wait for the mechanic to resolve. Progression chat channels are full of guilds urgently recruiting Mages and Hunters.

 

The Three Walls Most Groups Are Hitting

Regardless of difficulty, certain fights are filtering groups hard. Here's what the community is flagging most:

All three walls share one thing. It's not a numbers problem. It's a preparation problem. Having the gear means you qualify to attempt the fight. It doesn't mean you're ready to clear it. Progression always comes down to execution in the end.

 

Class Performance: Who's In and Who's Out

Every new dungeon tier reshuffles the class meta. Last season's kings might be warming the bench. Here's how things are shaping up:

Class balance is always temporary. What matters is how many options you have when the meta shifts. If you main a class on the weaker side this tier, the realistic move isn't rerolling. It's finding a group that values you and doing your part to the best of your ability.

 

The Strategy Split Behind the World First Race

Mythic difficulty is still being contested by the top handful of guilds, and their approaches are visibly different. Some teams are farming Heroic final boss to stack gear before touching Mythic. Others hit the gear threshold and jumped straight into Mythic without looking back. Neither strategy is objectively correct. The farm-first approach is safer. Better gear means more room for mistakes. The rush-first approach bets on using extra pull count to grind out mechanical consistency with minimum gear. For regular groups, don't waste time debating which route to take. Farm whatever difficulty you can clear reliably, build your gear base there, and then move up when you're ready. But there's one trap to watch for: do not blindly copy the strategies and comps of top-tier racing guilds. When you watch a world first guild force a phase skip or run with a bare-minimum healing roster, remember that's built on near-zero individual error rates, perfectly synchronized burst windows, and frame-perfect timeline execution. A regular group attempting that same approach will miss the DPS threshold or fail to stabilize health bars and wipe immediately. During progression, consistency beats speed every time. It is better to handle one extra mechanic cycle and run one extra rotation than to dance at the edge of survival. The risk tolerance and time commitment of world first racers operate on a completely different scale from normal players.

 

 

Three Things to Do Before Your Group Steps In

If your group hasn't started yet or is still forming, don't stress about the leaderboards. Progression isn't a race against other guilds. It's a race against your own execution. Before you pull the first boss, three things are worth your time:

Handle these three things ahead of time and every ounce of your focus inside the instance can go toward execution. The goal of progression isn't just killing the boss. It's walking out of the kill with your entire group knowing exactly how that boss works. Once you hit that point, next week's farm clear is a formality.

One more thing worth mentioning, because it's the most underrated discipline in progression: set a fatigue stop-loss. I mentioned at the start that some players grind for twelve hours straight. At extreme fatigue, reaction speed and attention span drop off a cliff. Late at night, teams start making basic errors. Walking into walls, missing mechanics, forgetting to use cooldowns. Pushing through that state doesn't advance progress. It drains morale and can even break up a team. If you wipe three or four pulls in a row to the same basic positioning mistake, the group is mentally done. Log off. Sleep. Come back tomorrow with a clear head and review the logs. More often than not, you'll one-shot it after a good night's rest.

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