(saw the following on a reddit post; thought it might be useful to some)
SotS: key classes - melee interrupts
It might be worth to invis *** / shroud / soulstone mass ress the patrols before 3rd boss. Instead **** the big packs in the chapel and the eel packs before final boss.
Final boss - start by positioning the boss at the entrance, when he summons adds, just ignore the adds and kite the boss to the far end.
WM: key classes - ranged dps
Left boss - apparently you can LoS/outrange the group-wide AoE on the 2nd sister.
The trash packs in the basement can be skipped using invis *** or shroud or soulstone healer. Instead though, you need to **** extra mobs else where, such as before the right boss or the middle boss.
FH: key classes - ranged dps
1st boss - ranged can stand outside of the fence and ignore mechanics.
2nd boss - the bartender throws 30% haste buffs sometimes. Use a weakaura to identify them. They look like barrel smash, just with a smaller circle.
3rd boss - RP take s a long time, so use it to clear trash. All 5 party members spam clicking on the skeleton in the middle of the arena will instantly catch the pig.
Final boss - You can skip some of the trash packs before the final boss by fighting him on the left side. Use invis *** or shroud or soulstone healer to get past them (or just jump up the small hill). The % should be enough even with skipping.
ToS: key classes - none
2nd boss - the snake knots can be broken by CC'ing them instead of dpsing them
3rd boss - position him at the far left corner so the charge beams are easier to intercept.
Final boss - the debuff from the toads is a disease and can be dispelled.
TD: key classes - rogue
Basically bring a rogue for easy routes, JC/Scribes/Engineers can do it too with lockpicking tools. There are 3 route changes: in the sewer, 1st prison floor and 3rd prison floor. Unlocking the prison cells on the 1st prison floor gives some party buffs too.
3rd Boss - bring the 2 barrels outside of the room. She sometimes target these barrels and waste a shot. Lust on this boss too.
Final boss - spread at left corner so cannons cannot hit you. step into the boss hitbox instead of stride left or right to avoid cross fire.
UR: key classes - warlock, rogue
It might be worth it to use invis *** or shroud or soulstone healer to get past the trash before first boss. Alternatively, you can opt to do the same for the tentacle packs before last boss, just not both. % should be fine either way.
The mask in the pack before first boss can be banished.
Not really a cheese but you can clear the trash before 3rd boss and come back to do the 2nd boss for lust (if you lusted for 1st boss). This way you can use lust 3 times for the entire dungeon assuming you skipped the trash before first boss.
2nd boss - tank the boss facing the ribcage bones at the entrance to the big room. have dps stack on the tank after the frontal AoE to bait the charge into the wall.
Locks can banish the tentacle trash before the final boss. This makes some of the tricky trash pulls match easier.
DKs can MC deathspeakers.
3rd boss - the debuff from eating shrooms is a disease and can be dispelled.
Final boss - stack in a cave-ish corner on the left then you won't get hit by the puddles at all. All you need to do is to prevent clouds from hitting the boss.
KR: key classes - DK, druid
As a DK tank, MC one of the beastmasters before 3rd boss boosts the party's dps by 1.5k.
1st boss - bring a druid for mass entangle, which will be up for every single cast, put the puddles near the gong and ignore adds.
AD: key classes - DK, warlocks
As a DK tank, MC one of the reanimated guardians boosts the party's dps by at least 3k.
Left boss - the adds that eat the puddles can be ignores because they can be banished or rooted. They can also be knocked back and gripped. Lastly, if they are about to eat a puddle, tank should just eat it before they do. The debuff should last longer than transfusion cast in most cases.
Middle boss - tank the boss near the stair. LoS by going under the stair. The waterway on the side of the room has no puddles in it, so whoever's kiting should run through that to avoid adds. Immunities can be used too to negate pursuit.
SoB: key classes - none
2nd boss - the two adds can be CC'ed when they are even on the ship, and they won't respawn. Only need to **** the gunner.
The spotter trash mobs put a circle on someone, this circle hits both enemies and friends. Use it to damage enemies too.
Final boss - the tentacles can be stunned to interrupt slam. Alternatively, as a DK tank, pop death march to avoid being knocked back.
ML: key classes - none
It might be worth to skip the last few trash packs before final boss by using invis *** / shroud / soulstone healer. The % should be made up by killing more mobs before 1st boss and 2nd boss.