Ran a comp of Legion/Troll/Lina/Witch Doctor. Got to the final boss and wiped.
We pretty much never kited since between Legion PTA+ulti, Voodoo Restoration, Vlad's, Greaves, and Unhallowed Icon we had amazing sustain. Our other artifacts were 2 Creeds of the Omniscience, a Sign of the Arachnid for Troll, and a Pelt of the Old Wolf on Legion (we played about 3-4 times today each depending on the person). WD skill build was QWWEEEER. Maledict works on bosses, making WD one of the best heroes to have against them
One general note I want to make is that there doesn't seem to be a finite number of enemies. They'll just spawn in fog and start coming towards you, which becomes a lot more noticeable in some of the later levels (Temple of Ermacor and Road to Kalabor mostly)
Another general note is that like in past events with item drops (Wraith Night/Dark Moon), they will eventually disappear if left alone. THIS INCLUDES BIG ITEM DROPS. We've seen Aether Lens, Dagon, Eaglesong, Talisman of Evasion, Shadow Amulets drop. We had a Mystic Staff drop during the Omniknight fight and left it for the end of the battle and it disappeared. If you see something big and you have space, pick it up! You can always sell it or trade it later.
Finally, communicate with your team when you're about to open a chest. Sun Strike traps are annoying and if someone is fighting or dealing with other hazards it's needless stress on the party.
Howling Weald: This is pretty straightforward and easy, so long as you don't get hit by too many arrows from the wolves or claps from the bears.
Crossroads Garrison: We had Lina take the right, Troll take top, and LC+WD take left. Left seems to consistently have the toughest enemies so we put 2 there. Once people start getting overwhelmed from running oom we grouped up at the shrine. Boss has 3 moves: summons a bunch of wolves (save aoe for this), a charge that damages+stuns, and a line nuke that applies rupture. The last two abilities are both countered by moving out of the way he's facing. Be warned that Rupture isn't removed just because the boss died. Had people die to this once.
From here you can either go to the Trial of Gallaron or Bonemeal Ridge. We choose Trial first because there's no boss, so having higher exp/gold for Bonemeal is better.
Trial of Gallaron: Enemies are straightforward. The Shadow Poison will cause the banshee to channel a fiend's grip on the first target it hits. Just stun them out of it (or dodge the poison). The fire traps are a lot easier if you have higher movespeed, for obvious reasons. Everyone on our team ran Phase Boots to help get through this part, and if someone got hit we could stop to heal them. Try to go through one at a time as to prevent bodyblocking. First set is easy as they're triggered by stepping on the black bars on the ground. You shouldn't take any damage here for sure. Second one is all about timing, and is probably the second trickiest after the last set. Third set the main thing is to have a ranged hero kill the crates in each section BEFORE trying to run to it, as otherwise it's easy to misclick one and stop to autoattack in the middle of the path. Fourth set goes left middle right in that order, so it's pretty easy. Final one is annoying, but there's no more enemies after it so you can afford to just send your best/fastest guy at it. Abaddon is probably good here due to borrowed time.
Bonemeal Ridge: Don't kite ogres, it's a waste of time. Their smash hits an aoe away from them, so your melees can run in, bait it, hit for a few seconds, then run out as they do their stomp. Note that big ogres can't be stunned (which is why I only get one point in WD's stun, it's just weak compared to his other spells in this mode). For the boss, we had LC run in and bait him away from the party, killed his adds, then dropped a Maledict + Death Ward on him.
Silkmire Pass: The little spiders do a stacking slow on you (I think it's like every attack is a 1% slow). Popping egg sacs does aoe damage so preferably have a tanky hero do that. The big green spiders shoot a venomous gale that disarms you, fortunately unlike Halberd it can be purged with Press the Attack. The big purple ones will lasso and pull you back to the boss's lair (and, as seen from Slacks clip, you can and will be chainpulled). Just stun and kill these on sight and this shouldn't be an issue. We had Cask+LSA and that was enough, with PTA to purge it. I don't really know what the boss does since it dies really quickly to Witch Doctor + our other 3, but it seems to summon more egg sacs and has some sort of poison aoe?
Temple of Ermacor: This place requires a lot of coordination with your team. The hallways are extremely narrow, and there are 2 common hazards that will eat up your lives. The first is the arrow traps, which will instantly kill anyone hit. The second is the acid sprays from the big visage familiar enemies, which will kill anyone standing in them in a few seconds. The first is countered by just communicating on when someone is walking over a trap tile, the second is by stunning+quickly killing enemies. Hardest part of this is the winding puzzle before the shops+boss. In my opinion it's best to have one person who can handle enemies alone go through the whole thing, since they can handle enemies sitting over there. Then have your 2 squishies who can't go through 1 after another, so that the guy left at the start is also capable of fending for themselves. Then the fourth guy goes through.
As for double Omniknights, they both do the standard smash attack like the ogres, but I think the aoe is a bit bigger so it's a bit more annoying to dodge. They also throw out a big whirling axe that stuns+damages anyone in the way. Periodically purification each other. When you kill one, the other will periodically become immune to all damage and channel a spell that causes big explosions all around the encounter area. Just focus on dodging them. We were able to burn one down quickly with WD, which makes the fight a lot easier since there's half as many Omnis to dodge.
Road to Kalabor: In this area you are escorting a Bristleback through a winding desert valley, full of human bandit enemies. If he dies, it's instantly game over. Fortunately, he's pretty tanky, but he won't dodge skillshots. There are 3 enemy types: A small melee bandit, a larger melee bandit, and archers, who shoot skillshots that deal a significant chunk of damage. The archers will frequently be shooting at you from out of your reach until you get to the last section, but can be nuked from range. The most important thing here is to keep enemies off the escort as much as possible. If he's not fighting he's moving forward, and the sooner he gets to the gate the sooner you're done with this hell. It's pretty much impossible to kill enemies faster than they respawn anyway I think, so don't even bother. I think our composition had a big advantage here since it was very strong at just fighting hordes of enemies like this and sustaining itself.
Kalabor Waste: You can see the burrowers as burrow'd Nyxes. They'll cast Impales on you, so don't line up. The terrain in this area is annoying since it's very hilly, so you frequently get fogged. The warlords have a blademail-type ability I think, but I just bloodthorned every one we saw after the first. The medium centaurs will net you, and they have some weird fire remnant-like ability that I have no idea what it does. This place is pretty chill compared to like everything but the first zone to be honest. We had 0 deaths in this part, and only didn't get more stars because we didn't know about it til after and thus took a few shopping breaks
Shatterblast Canyon: Dodge the red circles, it's just like the Demolishers in dark moon--lots of hurt. The big golem-like enemies will use Searing Chains and channel Sun Ray, but they don't turn so try to move out of the way if you can. Like most other threatening enemies in this mode, they can't be stunned. You get a big creep army so having auras is super nice for this part. We were 8 seconds too slow on a 2 star and only had 1 death. tbh I was getting a lot of fps drop from all the stuff going on so I'm not really sure what all happened.
Rhyzik's Stronghold: I'm pretty sure you need BKBs for this. He has 20,000HP, regens 56/s, has a linken's and shivas. Something like 86% physical damage reduction. We went in with 4-5 lives on everyone and when we game overed he still had full HP. He does this weird burrowing around thing, spawns adds (the little donothing bugs from the waste), does a tail whip that knocksback+damages+stuns, summons a bunch of tornados that damage+slow, and does some weird mass shockwave attack.