If your Temple of Sethraliss group reaches the final boss, kills the Corrupted Guardian and then mysteriously explodes a few seconds later, there is a good chance nobody touched the three glowing green orbs sitting on the floor. The redesigned Avatar of Sethraliss encounter has brought an important Mythic+ mechanic into Midnight Season 2: when the Corrupted Guardian dies, it creates three Corrupted Lifeforce orbs, and as a general rule each DPS player should immediately soak one. Ignore them and Corruption Burst can turn an otherwise stable pull into five corpses wondering what happened.

This is particularly easy to miss because Temple has changed substantially from its Battle for Azeroth version. We spent much of the PTR watching Blizzard repeatedly rebuild the Temple of Sethraliss final encounter, and the company made another major round of dungeon changes only hours before Season 2 launched. Anyone relying entirely on eight-year-old muscle memory is therefore running a modern Mythic+ dungeon with historical documentation.

Each DPS Should Usually Take One Green Orb

The sequence is straightforward once you know what to look for. During the Avatar of Sethraliss encounter, the group kills a Corrupted Guardian. As it dies, Unstable Corruption creates a dangerous area around the Guardian that players should move away from. When that resolves, three green Corrupted Lifeforce orbs appear. Those orbs need to be collected quickly.

According to the current breakdown of the redesigned final boss, the simplest assignment is one orb for each DPS. Soaking Corrupted Lifeforce cleanses it so the Avatar can consume the energy and restore health. If an orb instead expires without being handled, it triggers Corruption Burst, dealing heavy Shadow damage to the entire group and increasing damage taken from subsequent Corruption Bursts by 100% for three seconds.

That last part is why leaving multiple orbs untouched becomes so ugly. One missed orb hurts. Several expiring together can rapidly turn into escalating group-wide damage that is extremely difficult to recover from, particularly as key levels rise. Blizzard already increased the health of every Season 2 Mythic+ enemy by 4%, so spending extra time recovering from avoidable boss mechanics is not helping the timer either.

Why the Tank and Healer Should Avoid the Orbs

The tank and healer can soak an orb if something has gone wrong, but they are normally the worst players to assign. Taking Corrupted Lifeforce applies Corruption for 15 seconds. The debuff deals periodic Shadow damage, increases Physical damage taken by 250% and reduces healing done by 33%. It can also stack. Giving that to the tank immediately before another physical hit is adventurous. Giving it to the healer during an encounter where healing the Avatar is literally the objective is equally creative.

This is why the DPS assignment works so cleanly: three orbs, three DPS players. Each takes one, nobody doubles up unnecessarily, and the tank and healer remain free to perform the jobs Blizzard has already made sufficiently complicated.

Temple of Sethraliss Has Changed More Than It Looks

The green orbs are another reminder that this is not simply the 2018 dungeon with larger numbers. Blizzard retired three original Temple of Sethraliss achievements because the Season 2 rework changed too much of the dungeon, and even after launch it had to fix Temple's Enemy Forces calculation without breaking existing routes. We specifically recommended using the Patch 12.1 pre-season to relearn returning dungeons for exactly this reason.

Fortunately, this particular mechanic does not require a spreadsheet.

Guardian dies.

Three green orbs appear.

Three DPS players soak them.

Sometimes Mythic+ really can be that simple.

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