Sorry for the late update, lately haven't had the motivation doing more than my daily chores in this game.
DUSK VIGIL: This is the first available instance in Heavensward. You will gain access after doing some Main quests in the Western Coerthas zone (one of the 2 first starting zones in Heavensward). The dungeon itself is optional, however if you want to have the ability to fly in this zone, it is required to complete the quest that involves finishing the dungeon. Mobs hits very hard in here and the dungeon leven is synced to 52 if you are higher. Meaning you can't use brute force by outleveling and there is no Unsync option in Heavensward dungeons as of yet (for some reason). Unlike Realm Reborn dungeons, chests contain fair amount of gear so be sure to open them all.
Difficulty Multiboxing: MEDIUM
BOSS 1: This boss has a very simple mechanic. Spread out your characters so that they are not near each other. Boss will randomly target a member that is not a tank and drags him/her to him, stuns it and pushes back. He also periodicaly does a zone wide aoe. Around 50%, boss does his dragging skill but with an added ability which is a charge. Since that person is stunned, you cannot dodge. You can however share some of the damage if someone gets in between the player and the boss and reduce damage. Do not get in between before he knocks back or else you will be stunned too.
Video:
https://www.youtube.com/watch?v=KvLvRF7AL1UBOSS 2: This looks simple at first but can get hectic after 50% of its health. He has some basic aoes, and summons adds. The thing about this boss is, the adds will cast a buff around them and if the boss is near, he will gain a dmg buff which you don't want. These adds accumulates just like the ones in Pharos Sirius. Kill the caster first and then the melee ones. If you damage the boss too much before the adds are down, you can have up to 5+ adds and the damage the tank gets could get too high for you to heal.
Video:
https://www.youtube.com/watch?v=v9MZNWNmL-wBOSS 3: Notice the rocks piled around the field. These are used to dodge specific attacks the boss deals. However these rocks will demolish as they get damage, similar to Garuda's Rock pile mechanic (it can only resist 2 hits). The primary mechanic to watch out is the Whirlwind he summons in the middle. When you see this, you should use the rock to get out of its line of sight. Failing to do this will get some heavy damage as well as a wind damage increase debuff that can stack up to 4. Keep moving your members between the rock piles to avoid accidentaly getting into the whirlwind.
Video:
https://www.youtube.com/watch?v=Cy3xaB6y1TsSOHM AL: Your second Heavensward dungeon, has a level range of 53-55. The start area involves some Plant mob that if you do not kill it, it will keep spawning pods near you which explodes and gives you a poison debuff just like the ones in Totorak. Around mid course there will be mobs which spawns some pilars which adds will keep spawning. These adds will explode when it gets near the players so no need to kill them. Just get initial aggro and kill them. Trash pack starts to become quite hard to control in this dungeon, partial reason being their size.
Difficulty Multiboxing: HARD - VERY HARD (last boss)
BOSS1: This boss has its mechanic but you can pretty much ignore it and heal through its damage. Outside its initial aoe, boss will periodicaly spawn bees which moves toward the boss. The boss then targets one with a pollen like icon in their head. Then it will drag him/her toward it and consumes them. Anyone who are near that target will get consumed, then he spits off followed by a field wide aoe. This aoe damage will increase depending on how many things he have consumed. This includes the bee adds. The trick is to put each character near the boss but outside the aoe range, and let it consume 1 target. The idea is to kill him before he consumes too many target and its damage becomes unhealable.
Video:
https://www.youtube.com/watch?v=B5xBnDDgnxEBOSS2: Mechanic wise this boss is very simple. However you may wipe due to your other members not assisting properly to kill key add that needs to die fast. The main mechanic are the two occasions that adds spawn. The first add phase you do not need to worry about killing. However you need to consider 2 things. The boss will consume a slime on each hop. This can be red or blue. Red means you need to gather up to split the damage. Blue is the opposite. Just spread a little your people and make sure the one targetted when the boss consumes the blue slime to get away from others. You can heal through though. The 2nd phase of adds, it will spawn a very large green slime. He will imediately start casting an aoe which can deal up to 90% of your parties health. So you need to kill it fast.
Video:
https://www.youtube.com/watch?v=tmKTgLhaI1kBOSS3: This is one of those bosses that has A LOT of Aoes to dodge since every one of them are fatal. Boss has scripted attack routines:
Phase 1: Frontal Aoe (massive tank damage) => Spiltting Aoe (Other members) => Comet (Other members)
Phase 2: Random target multi aoe (initial aoe + multiple aoe on target) x 3 => Field wide AoE
Phase 3: (Similar to phase1) Frontal AoE => Splitting AoE x 2 => Comet(Increased damage) => Field wise AoE
The Splitting aoe that he does on phase 1 and 3, will hit initial aoe which is targetted toward a random non tank player. Then it spawns an aoe circle below each non tank target, followed by a 8 way aoe which probably will kill every other member if hit. Comet has a different aoe mechanic. First it indicates who is going to get the comet, after 10 seconds the comet will land on the last area these targets were. The damage will increase the closer you are on the comet's landing area. Phase2's multi target aoe will select the target where the aoe will hit. It first deals the initial aoe damage, followed by small aoe near the targgeted player that is clustered near where the target resides. Naturaly if you get hit by many of them you will die.
The deal is to survive the aoe's and deal as much damage as possible when you do not need to dodge. Phase 1 it will be the time between the splitting aoe and the comet. Keep in mind the tank gets massive damage from the boss's frontal aoe (Which has a VERY WIDE range so be sure not to be anywhere near the tank) and its melee damage. Phase 2 the multi aoe starts right after the boss gets into position (center of the room). Phase 2 involves defeating her wings. (2 targets) Make sure your other members have its target correct. Switch around the member who gets targetted by the AoE to dodge it while other DPS dishes damage and keep healing anyone low on health. Caster Limit break it really nice since it can deal more than 50% to both wings at level 2.
The idea of this fight is to dodge as many aoe as possible, deal enough damage when you can and stay alive. Wiped can happen if you forget to heal the tank, or dps dies to aoe. Phase 2 will need some luck on who gets the aoe and how well you dodge it. For phase 1 and 3, as shown in the video I used the healer and made the DPS follow her to dodge the multi aoe. On phase2 I quickly tried to spread out the DPS so that they don't get hit by its multi aoe. Make sure you have the heal buttons set to the DPS as well since you will be switching to different members constantly.
Video:
https://www.youtube.com/watch?v=DNtp8njAvU8THE AERY: Third Heavensward Dungeon. Level range is 55-57. Initially until you defeat the first boss, the path toward the first boss has a random aoe happening near the players. This can happen when you are dealing with trash mobs. Mid course you can encounter some dragons dealing aoe on your path. Just watch where they are facing. The slumbering dragons can be ignored if you do not with to kill, the small dragonites will scream before they die and if the slumber dragon is near it can wake them up.
Difficulty Multiboxing: HARD
BOSS1: This boss has a few aoes to watch out. Most of them if you stay near him you can avoid getting damaged. Periodically someone will get marked. That person will get a high damage spell if they don't drop the debuff to the pilars that are located on the outer rim of the field. Adds will spawn everytime someone gets marked. Kill it first. While other members who don't get marked will get a small aoe field below them, if you don't move you will get hit. The boss does this 3 times. It is healable. After this the boss will knockback 3 random targets. They will get knocked back and he will then start casting an aoe that hits all the battlefield except near him. Put others on follow so that you don't get hit by this aoe.
Video:
https://www.youtube.com/watch?v=BWGfA4A2D-QBOSS2: This is a movement heavy encounter. You will need to switch to different members to avoid getting hit by them. Periodically the boss will spit a poison cloud to a non tank target. It sets a target and spits a cloud which will then becomes a damage zone. Staying in this will give you a poison debuff that cannot be cured until the boss is dead (like the 2nd boss in Hullbreaker Isle). The boss will gain a damage buff related to how many gas field is present in the field. These gas field can be nullified if you let the bomb add that spawns periodically suck them. However the bomb will self destruct after absorbing 4 of the gas field. You want to kill the bomb after he finishes absorbing the 2nd gas field. Place the members far appart from others and move them slightly away from the gas field when you get targetted.
Video:
https://www.youtube.com/watch?v=C55E6395zgY (the video is long but I believe I can kill him faster)
BOSS3: First note to get into acount is, if the NPC dies its a wipe. And he will periodically gets damaged. So make sure your healer has a macro to heal this npc. (Just target him and use a heal spam macro or something). This boss has 3 phases. Phase 1 he does his frontal aoe (tank), targets 2-all non tank players and spits a ball of fire, which then roars and these ball becomes a random frontal target aoe. He will periodically targets a non tank and traps them into a magic field. You need to kill these fast or that person will die. Phase 2 involves killing adds before they kill the NPC. Since the adds mostly targets the npc, you may want the healer to heal the NPC and others kill the adds as fast as possible. Once all adds are dead, enter the force field the npc spawns. Phase 3 is the same as phase 1 but the amount of fire orbs the boss spawns will get up to 5.
Video:
https://www.youtube.com/watch?v=Y0teT3RAa3c