The Silken Court Boss Guide - Nerub-ar Palace - Heroic/Normal - The War Within Raid 11.0

Ready Check Pull
7 Sept 202406:38

Summary

TLDRZax introduces a guide to defeating the Silken Court, the penultimate boss in Nerub-ar Palace, in a video brought to you by Wowhead's new raid cheat sheets. The fight involves two bosses with three phases and intermissions, requiring strategic use of mechanics like tethers to prevent raid-wide damage. Key strategies include managing the 'tether' mechanic, dealing with adds, and coordinating debuffs during intermissions. The guide also highlights the importance of role assignments and coordination for a successful raid.

Takeaways

  • 🌐 The Silken Court is a boss encounter in the Nerub'ar Palace with two bosses: a melee and a caster.
  • 🔗 Players must manage a 'tether' mechanic during phase one to prevent massive raid damage.
  • 🎯 On heroic difficulty, two pairs of players are needed to handle the tether mechanic effectively.
  • 💥 The melee boss's charge ability must be stopped by tethers to avoid a wipe.
  • 🤺 Tanks need to taunt swap after the melee boss casts Piercing Strike to mitigate increased damage.
  • 🧙‍♂️ The caster boss frequently casts Poison Bolt, requiring regular dispels on the tank.
  • 🌀 Players marked with a green circle should spread out to avoid damaging explosions.
  • 🐛 Adds spawned by the melee boss fixate on players and should be风筝 through the melee boss for cleaving.
  • 🛡️ Intermissions involve the bosses hiding and casting abilities that require raid-wide movement and avoidance.
  • 🔁 Phase two introduces new abilities, including the Stinging Swarm debuff which must be transferred to the caster boss to interrupt a devastating cast.
  • 🎉 WoWHead Cheatsheets provide quick access to key information and strategies for each boss in Nerub'ar Palace.

Q & A

  • What is the Silken Court boss fight in Nerub-ar Palace?

    -The Silken Court is a boss fight in the game where players face two bosses simultaneously, a melee boss and a caster boss, in a multi-phase encounter with specific mechanics to manage.

  • What is the significance of the 'tether' mechanic in the Silken Court fight?

    -The 'tether' mechanic is crucial in the first phase of the fight. Players must create tethers to prevent the melee boss from charging across the room and causing massive raid-wide damage.

  • How many players are needed to handle the 'tether' mechanic in the normal and heroic modes?

    -In normal mode, two players are needed to handle the 'tether' mechanic, while in heroic mode, two pairs of two players, totaling four, are required.

  • What should players do when the melee boss is about to cast a charge?

    -When the melee boss is about to cast a charge, one of the tethered players must move to the opposite side of the charge to stretch the tether across the path, stopping the boss and preventing damage.

  • Why is it important to manage the 'Piercing Strike' ability during the fight?

    -The 'Piercing Strike' ability deals significant physical damage and increases damage taken from subsequent strikes. Tanks must taunt swap after each cast to mitigate this effect.

  • How should players deal with the adds that spawn during the fight?

    -When adds spawn, they fixate on random players and deal increased damage with each stack. Players should drag these adds through the melee boss to be slowed and cleaved down.

  • What happens during the first intermission in the Silken Court fight?

    -During the first intermission, the melee boss hides, and the caster boss goes to the center, gains a shield, and starts a long channel that spawns explosive cones around the room.

  • What is the main mechanic to focus on during the second phase of the fight?

    -In the second phase, the main mechanic involves dispelling a debuff called 'Stinging Swarm' onto the caster boss to interrupt her 'Cataclysmic Entropy' cast, which would otherwise wipe the raid.

  • How do players manage the raid-wide pull-in ability during phase three?

    -In phase three, players must manage the raid-wide pull-in by keeping tethers for the charge mechanic. Ranged and healers should keep their tethers unless specified otherwise by the raid leader.

  • What additional mechanics are introduced in the third phase of the Silken Court fight?

    -In the third phase, players face a combination of mechanics from the first two phases, including the charge and the need to transfer debuffs to the caster boss. Additionally, the melee boss spawns rings on the ground that players must avoid.

  • What is the role of WoWHead Cheatsheets in relation to the Silken Court guide?

    -WoWHead Cheatsheets provide a quick and easy reference for key information about each boss in Nerub-ar Palace, including strategies, assignments, and pro tips.

Outlines

00:00

🎮 Silken Court Boss Fight Strategy

Zax introduces a guide to defeating the Silken Court, the penultimate boss in Nerub-ar Palace, brought to viewers by Wowhead's new raid cheat sheets. The fight involves two bosses, a melee and a caster, and is divided into three phases with intermissions. The guide emphasizes the importance of the 'tether' mechanic, where two players (four on heroic) must manage a web explosion to create a tether that prevents the melee boss from causing massive damage. The caster boss requires frequent dispelling due to Poison Bolt, and the tanks must taunt swap after Piercing Strike. Additional mechanics include dodging swirlies, managing adds, and avoiding ground effects. The guide promises Patreon supporters exclusive content like mythic plus guides.

05:01

🛡 Advanced Phase Mechanics and Recap

The second paragraph delves into the advanced mechanics of the Silken Court fight. In the second phase, the melee boss no longer charges but instead applies a 'Stinging Swarm' debuff that must be transferred to the caster boss to interrupt a devastating cast. The third phase reintroduces the charge mechanic and requires the debuffs to be managed simultaneously. The guide suggests using Wowhead Cheatsheets for quick strategies and thanks Patreon supporters for enabling the creation of exclusive content. The guide concludes with a reminder to check out the provided links for more detailed guides and resources.

Mindmap

Keywords

💡Silken Court

The Silken Court refers to the second-to-last boss in the Nerub-ar Palace raid. It consists of two bosses: a caster and a melee fighter. The fight against the Silken Court involves multiple phases and intermissions, where players must deal with mechanics like tethering and dodging abilities.

💡Tether Mechanic

The tether mechanic requires players to link together by stepping into a web and creating a connection. This tether plays a key role in stopping the melee boss from charging across the room, which would otherwise cause massive raid-wide damage. On heroic difficulty, two pairs of players need to manage this mechanic.

💡Bloodlust

Bloodlust is a key strategy in the fight, referring to a powerful spell that increases attack speed for all raid members for a limited time. The guide advises using Bloodlust right at the start of the fight for maximum damage output during the Silken Court encounter.

💡Phase One

Phase One is the initial phase of the Silken Court fight. In this phase, players deal with both bosses simultaneously, with the primary mechanic being the management of the melee boss's charge using the tether. Successful coordination during this phase sets up the raid for an easier transition to the later stages.

💡Intermission

An intermission occurs when one boss temporarily hides while the other becomes the focus. In the first intermission, the melee boss disappears, and the caster boss moves to the center of the room, gaining a shield. Players must break this shield while dodging environmental hazards like exploding cones.

💡Void Bolt

Void Bolt is one of the caster boss’s key abilities in Phase Two. This spell targets the tank and deals significant damage, applying a debuff that requires a dispel. Managing this ability is crucial for tank survival during the fight.

💡Cataclysmic Entropy

Cataclysmic Entropy is a powerful raid-wide ability cast by the caster boss in Phase Two. If not interrupted by transferring three stacks of a debuff onto the caster, this ability will wipe out the entire raid. Players must carefully manage the debuff to prevent this from happening.

💡Piercing Strike

Piercing Strike is a heavy physical attack used by the melee boss, which requires tanks to perform a taunt swap. This ability increases the damage taken by the next Piercing Strike, so alternating tanks is necessary to prevent overwhelming damage to a single tank.

💡Phase Three

Phase Three is the final stage of the Silken Court encounter, combining mechanics from both previous phases. Both bosses return, and players must handle the melee boss’s charge while transferring debuffs to the caster to interrupt her catastrophic spell casts. This phase is the most complex and demanding in terms of coordination.

💡Raid-wide damage

Raid-wide damage refers to damage that affects all players in the raid simultaneously. This type of damage occurs frequently in the Silken Court fight, especially during the boss’s charge or when certain mechanics fail to be managed correctly, such as when tethers are broken or the caster's shield isn’t destroyed in time.

Highlights

Introduction to Silken Court, second to last boss in Nerub-ar Palace, presented by Wowhead.

Fight mechanics involve two bosses: the caster boss and the melee boss, fought simultaneously with 3 phases and intermissions.

Key phase one mechanic involves the 'tether' – players must create a tether by exploding webs and prevent the melee boss from charging into the wall.

Melee boss charge mechanic, when stopped, doubles damage taken by the boss for a few seconds.

Tanks should taunt swap on the melee boss after Piercing Strike, and dispel Poison Bolt from the caster boss.

Green circle mechanic requires players to spread out to avoid overlapping circles before explosion.

Phase one intermission: the caster boss gets a shield and starts channeling raid-wide damage while spawning exploding cones.

In phase two, Stinging Swarm debuff must be transferred to the caster boss, interrupting her Cataclysmic Entropy cast to prevent a wipe.

In phase two, melee boss no longer charges but places dispellable debuffs on random players that need to be managed.

Phase two intermission mirrors the first, but with rings around the room instead of cones.

Phase three combines mechanics from both earlier phases – charge from phase one and Stinging Swarm from phase two.

In phase three, tethers are created randomly by the caster boss's raid-wide pull-in, and players need to manage them dynamically.

Melee boss no longer spawns adds or performs a frontal attack in phase three but instead spawns dodgeable rings and channels raid-wide damage.

Recommendation for ranged DPS and healers to keep their tethers for charge management, especially on heroic.

Introduction of Wowhead's new Cheatsheets for concise boss strategies and key assignments in Nerub-ar Palace.

Transcripts

play00:00

Hey, we pullin'?

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Hey I’m Zax and here’s our guide to the  Silken Court, the second to last boss in  

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Nerub-ar Palace. This guide is brought to you by  Wowhead and their brand new raid cheat sheets,  

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which we’ll tell you more about right  after the boss. Also big thank you to  

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our supporters on patreon, hope you’ll  enjoy all the patreon-exclusive content  

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we’ve got coming out this tier,  like mythic plus guides and more.

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Alright, so the Silken Court is dumb and dumber  over here. We’ll call the skinny one the caster  

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boss and this other guy the melee boss. They have  3 phases, with a couple intermissions in between  

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them. You fight both bosses at the same  time, so it’s a mostly two-target cleave  

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fight. And you’ll want to bloodlust on pull. But before you pull, you need to assign 2  

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players to be in charge of the “tether”  mechanic of the fight, and you should  

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put a mark on them so they’re easy to see.  Ideally they are mobile ranged dps or healers,  

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and on heroic, you actually need to assign two  pairs of two players for this, so 4 total. This  

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assignment is for the most important mechanic  in phase one, and here’s what they need to do. 

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When a bunch of these swirlies spawn on  the ground, everyone needs to dodge them,  

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and then stay out of the webs they leave on the  ground, and then the assigned players need to  

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move together next to one of the webs and wait.  Then when the melee boss gets to around 90 energy,  

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they both need to move into the web, and one of  them needs to move into the little bubble in the  

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middle of the web to explode it, which creates a  tether between the two players. Then they need to  

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stay close enough to each other to not break the  tether, shown by this big circle around them. And  

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finally, when the melee boss gets to full energy  and starts casting this charge across the room,  

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one of the players needs to move to the other side  of the charge, to stretch the tether across the  

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charge path, so when the boss charges, the tether  stops him and prevents him from hitting the wall,  

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which would do an insane amount of raid-wide  damage and probably cause a wipe. As a bonus,  

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the boss takes double damage for a few seconds  if you stop the charge, so that’s nice. But  

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you have to do all this twice in the  phase before it’s over, and on heroic,  

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you need the charge to go through two different  tethers to stop it, which is why you need two  

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pairs of two players to handle all that. It’s definitely a little complicated,  

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but if you can manage the charge, everything  else in the phase is a lot simpler. 

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The bosses share health, so it doesn’t matter  which one you hit, and the tanks should try to  

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keep them stacked as much as possible for  cleave damage, but the caster boss can’t  

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be moved and he jumps around randomly, so  they can’t be stacked 100% of the time. 

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The tanks also have to taunt swap on the melee  boss after every time he casts Piercing Strike,  

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because it does a ton of physical damage and  increases damage taken from the following  

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Piercing Strike. And the tank that has aggro on  the caster boss has to be dispelled pretty often,  

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because she spam casts Poison Bolt on them,  which does magic damage and applies a heavy dot. 

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When everyone gets this green circle around  them, you need to spread out so you’re not in  

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each other’s circles before they  explode after a couple seconds. 

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When the melee boss spawns these adds,  they fixate random players and melee them,  

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giving them stacks of a damage taken increase, so  the fixated players need to try to drag the adds  

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through the melee boss so they can get slowed and  cleaved down by everyone. On heroic, the adds have  

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a big damage reduction buff that goes away over  time, so they just take a little longer to kill. 

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And when the melee boss casts this big cone  on the ground, everyone needs to quickly move  

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out of it before the cast finishes and  it impales anyone it hits, doing a ton  

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of damage to the player and stunning them until  the impaling spike is destroyed by other people. 

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Once the caster boss gets to full energy after  a couple minutes, the first intermission starts,  

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where the melee boss hides and the caster boss  goes to the middle of the room, gets a big shield,  

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and starts a long channel. This channel  does ramping raid-wide damage and spawns  

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these cones all around the boss, which everyone  has to avoid being in when they explode after a  

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few seconds. The timing of the cones can be a  little tricky because the whole room fills up  

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before they start exploding, but just stand in a  newer cone until an older one explodes and then  

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move into the safe spot it leaves behind. Once the boss’s shield is broken,  

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phase two starts, where the melee boss comes  back and both bosses get some new abilities. 

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The only thing that changes for the melee boss  is that he doesn’t do the charge in this phase,  

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but now instead, he has the new main  mechanic of the phase. At some point,  

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he puts a dispellable debuff, Stinging Swarm, on  three random players, and when this debuff gets  

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dispelled, it jumps to the closest player OR to  the caster boss if she’s the closest. And the goal  

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with these debuffs is to get them all onto the  caster, importantly getting the third stack of  

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the debuff onto her when she gets to full energy  and starts her big raid-wiping cast, Cataclysmic  

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Entropy. When she gets the third stack, it  interrupts the cast, preventing the wipe. 

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The way we recommend making this happen is  by having the three players with the debuff,  

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which you can see based on this swirly purple  effect on them, go stand in a triangle around  

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the caster boss while everyone else gets away  from them. And then when the big cast starts,  

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quickly dispel all three of them, and gg. You  could even use mass dispel from a priest to  

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make it real easy. Each dispel also does some  raid-wide damage, so the healers will need to  

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get everyone topped beforehand. So that’s the new main mechanic. 

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As for the caster boss, her  abilities are all new but simple. 

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The cast she spams at the tank is now  Void Bolt, but it does the same thing,  

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just needs a dispel sometimes. She has a random cone on the ground  

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for everyone to dodge before it explodes. And she casts a raid-wide pull-in that also  

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tethers random players together, followed  immediately by a big explosion in a circle  

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around her that everyone has to quickly run  out of. You don’t actually need the tethers  

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for anything in this phase, so just make sure  to run away from your partners and break the  

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tethers to remove the dot it puts on you. Once the melee boss gets to full energy after  

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another couple minutes, the second intermission  starts, where the caster boss hides and the melee  

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boss goes to the middle, gets a big shield, and  starts a long channel, very similar to the first  

play05:01

intermission. But now instead of cones on the  ground, a bunch of these rings spawn around the  

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room that everyone has to avoid being in when they  explode, or else they take a bunch of damage and  

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get impaled and have to be broken out. Once the boss’s shield is broken,  

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phase three starts, where the caster  boss comes back and things get real. 

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This phase has both of the main mechanics from  phase one and two, so the melee boss does the  

play05:20

charge again AND puts out those debuffs that you  have to transfer to the caster boss at the right  

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time. And to make things even more complicated,  the only way to get tethers for the charge is  

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from the raid-wide pull-in the caster does,  which just tethers random people together,  

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so you can’t really just rely on the assigned  people from phase one to handle it. There will  

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probably be some add-on or weakaura thing  that tells you who should keep their tether,  

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but otherwise, we recommend all the ranged and  healers keep their tethers and use them for the  

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charge, unless the raid leader calls for specific  people to keep their tether and then everyone else  

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can break them to prevent some dot damage. And  don’t forget, two tethers are needed on heroic. 

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As for the other mechanics of phase three, the  melee boss doesn’t spawn adds anymore and he  

play05:58

doesn’t have a frontal. Instead he spawns rings  on the ground for everyone to dodge, like in the  

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second intermission. And he has a big raid-wide  damage channel for the healers to watch out for. 

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And that’s pretty much it! 

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For our recaps this tier, we're excited to  introduce the new WoWHead Cheatsheets - a  

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quick and easy way to get all of the key  info for every boss in Nerub-ar Palace,  

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including concise strategies, key assignments,  and any pro tips you might need. So check  

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out the Cheat Sheet link in the description. Thanks again to our supporters on patreon! We’ve  

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got a ton of patreon-exclusive content coming this  tier like extended heroic guides, mythic guides,  

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and a bunch more. So check out that link below. See you next time.

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World of WarcraftRaid GuideSilken CourtBoss MechanicsRaid StrategiesWoWhead CheatsheetsRaid TipsHeroic ModeDungeon TacticsGaming Guides
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