5 BOSS TIPS THAT MAKE M+ DUNGEONS EASY!!!

Tettles
19 Sept 202417:36

Summary

TLDRThis video delves into the mechanics of challenging bosses in Mythic plus Dungeons, focusing on five specific encounters. It discusses strategies for dealing with mechanics like Dark Orb, tank busters, and AOE effects, emphasizing the importance of positioning, coordination, and healer management. The video provides a detailed breakdown of each boss fight, highlighting the need for players to understand mechanics to overcome the increased difficulty in Season 1.

Takeaways

  • 🎯 The video focuses on providing strategies for tackling challenging bosses in Mythic plus Dungeons, specifically in season 1.
  • 🛡️ The first boss discussed is from Dawn Breer, with a key mechanic being the Dark Orb ability, which requires players to manage falloff damage effectively.
  • 👹 The second boss from City of Threads is highlighted as potentially the hardest of the season, emphasizing the importance of group coordination and movement.
  • 🕷️ The final boss of City of Threads involves a mechanic where players must avoid being rooted and deal with AOE damage, requiring precise timing and positioning.
  • 🐞 The boss fight in Stone Vault is likened to a raid boss due to its complexity, with mechanics like vent activation and box push requiring quick reactions and strategic movement.
  • 🔥 Master Machinists in Stone Vault presents a challenge with overlapping mechanics that demand constant awareness of safe spots in the room.
  • 🕳️ The video emphasizes the importance of pre-spread and quick dispelling in dealing with prideful orbs to avoid taking excessive damage.
  • 👾 The Arakara dungeon's first boss, Avox, is noted for its heal checks and the need for melee to manage starve crawlers effectively to prevent damage amplification.
  • 🌀 The video stresses the significance of group stacking and healer's movement during the Gosser Onslaught and Alarm Shill phases to mitigate damage and ensure survival.
  • 📈 The overall message is that season 1 will present more intricate heal checks and mechanic overlaps, requiring a deeper understanding and execution of mechanics for success.

Q & A

  • What is the main focus of the video script?

    -The main focus of the video script is to provide a technical discussion on how to tackle challenging bosses in Mythic plus Dungeons, specifically addressing mechanics and strategies for dealing with them.

  • How many bosses does the script identify as particularly challenging in the current season?

    -The script identifies five bosses from the current season's dungeons that are expected to be challenging for players.

  • What is the first boss discussed in the script and what has changed about its mechanics?

    -The first boss discussed is the second boss of Dawn Breer. The change is that the boss no longer patrols around the area but is instead planted in a slightly different spot, affecting the strategy for the fight.

  • What are the key mechanics of the fight against the second boss of Dawn Breer?

    -The key mechanics include the Dark Orb ability, a tank Buster AOE fear ability, spawning adds that need to be summoned inside melee range, and the Shadowy Decay AOE effect.

  • Why is the Dark Orb ability considered the most important mechanic in the fight against the second boss of Dawn Breer?

    -The Dark Orb ability is crucial because it is a falloff damage mechanic where the orb must be fired as far as possible to minimize damage upon explosion, which can significantly affect the group if not handled correctly.

  • What advice is given for managing the tank circle mechanic in the City of Threads final boss fight?

    -For the tank circle mechanic, it is advised that the tank should be planted against a wall to minimize the impact of the ability, which also knocks the tank back.

  • How does the script describe the difficulty of the final boss of City of Threads?

    -The script describes the final boss of City of Threads as the hardest boss of the season, with mechanics that require precise group movement and coordination, similar to the yasma fight from Dragonflight season 3.

  • What is the significance of the fourth Dark Orb in the Dawn Breer boss fight?

    -The fourth Dark Orb is significant because after it explodes, the group immediately goes into a healing check, which is a critical moment to use abilities like Zephyr, anti-magic Zone, and other defensive cooldowns.

  • What is the main challenge in the fight against the second boss in Stone Vault?

    -The main challenge in the fight against the second boss in Stone Vault is the intense movement and coordination required, with mechanics that overlap and require quick identification of safe spots in the room.

  • How does the script suggest players should deal with the mechanics of the final boss of Arakara?

    -The script suggests that for the final boss of Arakara, players should stay stacked to deal with Gosser Onslaught and Alarm Shill mechanics, and that healers need to manage their healing CDs effectively to handle the intense heal checks.

Outlines

00:00

🎯 Tackling Challenging Mechanics in Mythic Plus Dungeons

The video focuses on the technical aspects of dealing with challenging bosses in Mythic plus dungeons, particularly in the current season. It addresses the need for players to understand outplay potential and setup strategies for bosses. The speaker identifies five specific bosses from the season's dungeons for detailed discussion. The first boss analyzed is from Dawn Breer, where changes in the boss's behavior are noted. The mechanics of the fight, including the Dark Orb ability and tank Buster AOE fear, are discussed in depth. The video emphasizes the importance of managing mechanics like the Dark Orb explosion and Shadowy Decay for a successful encounter.

05:01

🕷️ Navigating the City of Threads' Final Boss Encounter

This section delves into the final boss of the City of Threads, which is considered the most challenging due to its complex mechanics and group coordination requirements. The splice mechanic, web wrapping, and the beetle form's ground slam are highlighted as key elements that contribute to the fight's difficulty. The importance of staying stacked as a group, the use of defensive cooldowns, and the necessity of healer movement are emphasized. The video provides a detailed walkthrough of the boss's attack cycles and the strategies to mitigate damage effectively.

10:01

💣 Mastering the Mechanical Mayhem of Stone Vault

The video discusses the multifaceted mechanics of the boss encounter in Stone Vault, likening it to a raid boss due to its complexity. The mechanics of Speaker Brock, including the vent activation and box push, are explained. The interrupt mechanic and the need for ranged kicks to prevent damage are also covered. The segment on Speaker Dorito covers the box pull ability and the orb shoot mechanic. The video illustrates the intense movement and positioning required during the fight, emphasizing the need for quick decision-making and coordination to identify safe spots amidst the various mechanics.

15:04

🕷️ Overcoming Arakara's Challenging Heal Checks

The final boss discussed is Avox from Arakara, which poses a significant challenge due to its heal checks and the need for precise movement and coordination. The gossamer burst and alarm shill mechanics are detailed, with a focus on how healers must manage their cooldowns effectively to survive the intense damage periods. The video also addresses the starve crawler mechanic and its impact on melee compositions. It concludes with advice on maintaining group stacking and the importance of healer movement to ensure success in this encounter.

Mindmap

Keywords

💡Mythic plus

Mythic plus is a difficulty level in World of Warcraft that is higher than the standard Mythic difficulty, offering increased challenge and rewards for players who complete dungeons within a time limit. In the context of the video, Mythic plus dungeons are the setting where challenging bosses are encountered, and the video aims to provide strategies for tackling these encounters.

💡Boss mechanics

Boss mechanics refer to the specific abilities and behaviors that a boss enemy in a game exhibits, which players must understand and counter to defeat the boss. The video focuses on explaining the mechanics of certain bosses in Mythic plus dungeons, which are crucial for players to learn in order to succeed in their runs.

💡Healing check

A healing check in gaming terminology is a phase or moment in a boss fight where the group's healer is significantly challenged to keep the party alive due to high damage output from the boss. The video discusses how certain bosses pose substantial healing checks, requiring effective use of healing cooldowns and coordination among the group.

💡Dark Orb

The Dark Orb is a specific mechanic mentioned in the video where players must manage a falling damage mechanic. The boss in question uses this ability to challenge players to deal with the orb in a way that minimizes damage to the group, showcasing the need for strategic thinking and coordination.

💡Shadowy Decay

Shadowy Decay is an ability of a boss that inflicts an area-of-effect (AOE) damage over time, challenging the group's healer and requiring efficient damage distribution and healing. The video emphasizes the importance of managing such effects, especially in the context of Mythic plus dungeons where the intensity is heightened.

💡Stacking

Stacking in the context of the video refers to a strategy where players position themselves close together to minimize the impact of certain boss abilities, such as AOE damage or effects that target multiple players. This tactic is crucial for managing specific mechanics and ensuring the group's survival.

💡Prideful Orbs

Prideful Orbs are a mechanic where players must manage incoming damage from orbs that shoot in specific directions. The video explains the importance of pre-spread positioning to facilitate the dispelling of these orbs and avoid taking excessive damage, highlighting the need for precise movement and coordination.

💡Molten Metal

Molten Metal is a mechanic described in the video where a boss casts an ability that can deal significant damage if not interrupted. It serves as an example of the many mechanics that require attentiveness and quick action from the player group to prevent wipeouts in challenging encounters.

💡Vent mechanic

The vent mechanic is a specific ability used by a boss where certain areas of the dungeon become unsafe due to environmental effects, such as fire spewing from vents. The video describes how players must identify and move to safe spots to avoid taking damage, illustrating the dynamic and reactive nature of boss encounters in Mythic plus dungeons.

💡Box push

Box push is a mechanic where a boss pushes a box or similar object through the room, requiring players to move out of the way to avoid damage. The video uses this as an example of the spatial awareness and quick reactions needed to navigate the boss's abilities successfully.

💡Interrupts

Interrupts are abilities used by players to stop a boss from casting a spell or ability, often preventing significant damage or negative effects. The video mentions the importance of coordinating interrupt usage, especially during high-intensity phases of the boss fights, to ensure the group's survival.

Highlights

The video discusses strategies for challenging bosses in Mythic plus Dungeons.

Five specific bosses from the season's dungeons are identified for detailed analysis.

The mechanics of the second boss of Dawn Breer are explained, including the Dark Orb ability.

Tank Buster AOE fear ability and its management are discussed.

Advice on handling adds and the Shadowy Decay AOE effect is provided.

The importance of saving abilities for the fourth Dark Orb is emphasized.

The City of Threads final boss is highlighted as the most challenging.

Coordination and movement as a group are key in the City of Threads boss fight.

The splice mechanic and its impact on the fight are explained.

The necessity of breaking free from web wrapping is discussed.

The importance of pressing defensive cooldowns during the beetle form's ground slam is noted.

The tank mechanic's execution and its role in avoiding damage are described.

The video analyzes the second boss in Stone Vault, focusing on Master Machinists.

Vent activation and safe spot identification during the Stone Vault fight are explained.

Interrupting the Box push mechanic is crucial, as demonstrated in the video.

The difficulty of the Stone Vault boss due to overlapping mechanics is discussed.

The last boss analyzed is from Arakara, with a focus on the healer's role.

Gossamer burst and alarm shill mechanics are key heal checks in the Arakara boss fight.

The importance of staying stacked and the healer's burden in the Arakara fight are highlighted.

The video concludes with a summary of the top five bosses that players are expected to struggle with.

The video aims to help players understand the challenges of season 1 boss design.

Transcripts

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so this is going to be a little bit more

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of a technical video talking about how

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to specifically tackle mechanics because

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what you might have noticed this season

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is that there are a lot of very

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challenging bosses in Mythic plus

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Dungeons and I think that there's going

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to be a few instances where it's going

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to be pretty unclear as to what the

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outplay potential was or how you're

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supposed to set up uh the pole set up

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the boss to be able to deal with it and

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I kind of expect there to be a decent

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amount of bosses this season that

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players are going to struggle with to be

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able to complete but I want to kind of

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talk about how you're supposed to be

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able to deal with the and and what the

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situation is supposed to be where you're

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able to set up this boss and deal with

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it appropriately so I've identified five

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bosses from this season's dungeons that

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we're going to kind of talk through and

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I I think we're going to kind of like

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drag this out and be very technical and

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intentional with our explanation of how

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you're supposed to be able to deal with

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these bosses because I think it's kind

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of important for players to understand

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what they're supposed to be doing with

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the bosses coming into season

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1 the first boss is the second boss of

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dawn Breer if you gone into Dawn breaker

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you're probably going to notice that

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you're not playing this boss here

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anymore uh I think that they've changed

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this boss to no longer patrol around the

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area instead it's going to end up being

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in like a slightly different spot hold

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on let me pull up MDT real quick so as

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you can see on MDT right here instead of

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patrolling throughout this entire area

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uh from like here to here now the boss

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is just going to be planted like right

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here the entire time but I think that

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even even with that being the case I

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think we can still talk about the

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mechanics of this fight how to deal with

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the swas and what you're actually going

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to notice that's very challenging on

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this fight so first and foremost let's

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kind of go through the mechanics that

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you have on this fight boss the by far

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the most important mechanic is the Dark

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Orb ability the Dark Orb ability is a

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falloff damage mechanic where you try to

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fire this orb as far as possible and

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then whenever it contacts something or

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reaches Max duration it would explode

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doing a little bit of damage to your

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group the second ability is a tank

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Buster AOE fear ability this is marked

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by a circle on the tank it also knocks

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the tank back it is Shadow meltable by

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your tank if they want to avoid a little

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bit of damage um I don't expect a reason

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for your tank to be able to need this

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especially especially since it got

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nerfed a little bit but it could change

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the amount of damage that you're taking

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by a little bit the last two mechanics

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are one of them spawns ads that are on a

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player in general you just kind of want

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to sumon these ads inside of melee and

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the final mechanic is the shadowy Decay

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which is another AOE effect ability and

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so we have two large AOE effects which

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this is going to be pretty difficult for

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a healing check that that's what's going

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to make this this fight very challenging

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and the healing check is not something

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to laugh at uh additionally after the

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fourth Dark Orb that goes off there's

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going to be a the Dark Orb is going to

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explode and then you're going to go

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immediately into the healing check

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that's when you actually want to save

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abilities like Zephyr like anti-magic

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Zone rally and cry stuff like that is

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definitely going to want to be saved for

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that fourth uh shadowy orb overlap so

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now let's kind of talk about what we're

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supposed to be doing with the shadowy

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orb so in the past we were shooting it

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up and down this ramp basically you

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would shoot the orb like this direction

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or this direction trying to make sure

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that it was getting max distance away

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from the boss so it didn't explode doing

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an insane amount of AE damage now with

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the position that they moved it kind of

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a similar concept I mean we can I'll put

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back up MDT real quick and basically

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what you're going to be doing is you're

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going to be shooting it either towards

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this fountain or you're going to be

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shooting it down this like ramp towards

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like the last boss area um in a general

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this should be fine you should be able

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to get that dealt with pretty easily

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next up the tank circle is kind of an

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interesting one so in general the tank

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Circle they want to be planted up

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against a wall and so you can actually

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do that in the new spot that you're

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actually tanking the boss pretty pretty

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comfortably um the last thing is a

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shadowy Decay a lot of this is going to

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be on your healer managing

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their um managing their healing CDs

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really well but it's also this is the

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the correct time to be pressing a

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defensive cool down you don't want to be

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pressing a defensive cool down on the

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Dark Orb explosion because the Dark Orb

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explosion either it's one of those

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things that it's going to hit you 100 to

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zero and somebody shot in the wrong spot

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or somebody shot in the right spot it

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should only hit you for like 60 to 80%

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of your HP your healer is able to get

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you topped the exception of this is of

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course on the fourth Dark Orb and so

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that's those are all the things that

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make this boss very very challenging um

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and so yeah let's move on to the next

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boss we have the final boss of city of

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threads as the second boss and I think

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that this is honestly probably my number

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one pick for hardest boss of the

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season this is a fight that is similar

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to yasma from dragonflight season 3

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where where the hard part of this fight

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is stacking up and moving as a group um

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there's a couple different mechanics

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first off there's a splice mechanic

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which is just an AOE dot that goes on

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your entire party there are these orbs

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that you can see on screen here

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basically these orbs uh get shifted by

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the boss occasionally and they they do

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this purple ground effect they're

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actually very difficult to see I would

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say um there's also a web wrapping

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ability which is why you want to stay

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stacked the web wrapping similar to like

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tendril Roots Roots you in place now you

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can break this with with removal effects

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such as Freedom or tiger lust or shape

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shifting or whatever but uh getting out

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of these is very important so you want

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to stay stacked that way your group in

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particular your Mele able to cleave you

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down rather quickly and then the last

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ability or there's actually two more

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abilities uh one of the last abilities

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that you kind of care about is there's

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this Beetle whenever EO turns into the

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beetle form it does the ground slam the

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ground slam especially in conjunction

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with the slice splice dot can deal an

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insane amount of AE damage so pressing a

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defensive there is actually very

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important also your healer has to move

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at that point which it's a bit sketch I

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will I will say um healer movement on

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this fight is very very dangerous and

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then the final ability is the tank

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mechanic in theory how the tank mechanic

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is supposed to work is the tank it gets

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the circle they Sprint it straight into

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the middle of the room that way they

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avoid hitting anybody with uh that

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ability and so let's take a second to

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kind of look at what this is going to

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end up looking like whenever you're

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playing that High group so as you can

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notice here we're all permanently

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stacked we move out of the way of those

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orbs now we're getting rooted by The

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umbrell Weave um basically we're stack

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for this umbral weave ability uh the

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Enhancement Shaman and the assassination

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Rog are going to be able to break us out

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almost instantly here especially

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whenever we were permanently stacked

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like this we have enough AOE damage now

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the issue is if you don't break players

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out fast enough about 10 seconds after

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that umbrell weave happens you get these

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orbs that start to move again and so

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you're going to see us uh you know be

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stacked up and we're going to just

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continue to move and if we if we weren't

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broken out of that umbral weave say

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we're say we're far from the group

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somebody's going to die those orbs one

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shot you 100 to zero I would argue that

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they're very difficult to see in a PR

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obnoxious way um but yeah that's that's

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why you want to make sure that you're

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just running around it and staying

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stacked as a group now EO like you saw

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on the screen right there turns into the

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beetle they summon smaller ads these ads

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don't really do anything don't really

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worry about them too much but that you

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saw that slam it did AOE damage it was

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off the back of the splice dot falling

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off of us which is is pretty scary um

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that's definitely a great time for you

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to be looking to press your defensive

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and then the tank mechanic like I was

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talking about the proc of elimination

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happens your tank be lines it into the

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middle of the room staying as far away

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from the group as possible this also

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allows your you see our melee are

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maintaining 100% up time on this boss

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and so that's that's kind of why your

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tank wants to run away is to make sure

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that your melee can continue to maintain

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uptime on the boss and that's generally

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one cycle of this fight and the fight

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happens in Cycles it it works roughly

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the same way every single time we move

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from orbs we uh get rooted in melee we

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Dodge the tank Buster we you know press

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defensives whenever the beat is going to

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start slamming and that's how this fight

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should in theory look next boss that

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I've isolated as one that I think is

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going to be problematic is problematic

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for different reasons I think that that

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last boss has pretty pretty substantial

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heel checks and pretty weird

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coordination checks sometimes this one

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is almost purely based off of knowledge

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particularly tank

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knowledge by far the most important

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mechanic is at 100 energy the boss does

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starts to do pulsing AOE and whenever

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that pulsing AOE Fades then uh um then

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there's a puddle underneath the boss

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whenever the puddle happens underneath

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the boss the tank needs to be moving the

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boss immediately there's a couple of

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other mechanics of course you see the

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frontal that was on the screen right

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there the other mechanic that you need

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to watch out for is prideful orbs so the

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tech for this is honestly just a pre-

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spread so um you can see myself and this

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Enhancement Shaman right here we both

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have these prideful orbs basically for

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me right here these prideful orbs are

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going to be shooting in this direction

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and the reason you want to be pre-s

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spread is because in theory your healer

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wants to like dispel one play

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immediately um if you don't dispel one

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player immediately you get in this weird

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situation where you have to dodge two

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sets of prideful orbs at the same time

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that you're dodging the frontal and

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that's not really something that you can

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reasonably do so what you want to do is

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uh pre- spread and we have 5 Seconds to

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actually get one of these dispelled off

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and so then somebody's going to get

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dispelled here in just a second actually

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yeah so so that person gets dispelled

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our enhancement sh gets dispelled these

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orbs shoot out in different directions

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away from him which is totally fine you

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basically end up having to dodge it can

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get a bit sketch whenever it goes

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through the boss and it can be a little

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bit difficult to see but then after you

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dodge that first set and so basically

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this this is a safe spot then you're

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looking at like where these orbs are

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going to come out from on my player and

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you make sure that you dodge these in

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sucession and that's why staying spread

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whenever those orbs are about to come

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out is very important because it's kind

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of challenging to dodge both of these at

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once and you actually want to dispel one

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player rather quickly and so as you can

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see right there everybody Dodges the

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first set and then makes a really good

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judgment call as to where the second set

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is going to be coming from what player

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it's going to be coming from as they see

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us pulsing AOE and then you just kind of

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get out of the way then as you see on

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the screen right here the tank does a

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great job the boss hits 100 energy the

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tank decides that we are going to be

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moving in this direction right here and

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this is a great time to be using pings

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like in pugs right to be able to show

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everybody where we're going to be moving

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the thing is with this ground effect is

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it ticks you insta and so you need to be

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moving immediately and if you're not the

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tank honestly actually even if you are

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the tank you want to be preposition

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yourself on this side of the boss if

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we're moving in this direction the

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reason for that is because you don't

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want to be ticked by the ground effect

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you can't get stuck behind it otherwise

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you are going to die next boss that I've

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determined that is something that I

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think that needs to be discussed is the

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second or potentially third boss in

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stone Vault depending on which way you

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go this it's Master machinists Master

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machinists I would describe as like a

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raid boss it's got a lot of

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mechanics let's talk let's start talking

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about the mechanics and isolation we

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have speaker Brock here speaker Brock

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Brock has a couple of core mechanics

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first off speaker Brock will activate

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vents how the vent mechanic works is uh

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all three out of the four vents activate

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they start spewing fire out of them that

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one vent that's not active actually

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becomes a safe spot additionally speaker

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Brock does a box push style mechanic

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where they will push the box box through

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the middle of the room coming from

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either the right or the left side as you

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can see on screen here and the third

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mechanic that broadcast is an interrupt

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the interrupt is on I don't know I say

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like 10c cool down or something like

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that you get to cycle a bunch of

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interrupts on it but there's a weird

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mechanic whenever Brock I don't say

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weird but there's a mechanic that

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whenever Brock jumps and does the Box

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push here uh Brock will then be standing

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right here and have to start casting

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this means that some of the ranged kicks

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in your group such as Shaman kicks such

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as uh Mage with blink such as evoker

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interrupt potentially with with hover

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charges have to go and be able to get

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that kick because if that cast goes off

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then your group gets slowed and they

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actually end up taking a lot of damage

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the other mob we have right here is

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speaker

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Dorito uh Dorito does a box pull ability

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where they jump into the middle of the

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room and they make a big circle and then

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they pull the box into the middle the

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box then explodes shooting waves in the

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cardinal directions so north south east

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and west here and so basically the safe

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spots are on top of the vents and so I

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can I think you can see where the

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difficulty comes here where you have to

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you'll have like the vent coming out and

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then like 2 or 3 seconds after the vent

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starts or the vent expires

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then Dorito does the Box pull ability

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where then the the waves are coming out

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so you have to very quickly identify

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where the safe spot is in the room and

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that's the most mechanically challenging

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thing additionally Dorito's got this orb

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shoot mechanic that'll that's like a

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frontal ability it should be pretty easy

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to dodge you see it pretty regularly on

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some of the trash mobs and so let's take

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a second to kind of look at what this

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fight looks like just for one of the

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cycles of this fight it's not even the

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static time so I would argue that the

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the first box pull is probably the

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hardest part of this entire boss and as

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the fight goes on it it becomes a little

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bit easier so you can see that we're we

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actually miss a kick of the molten metal

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which is actually very dangerous there

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um and so now Brock uh now Brock is

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actually doing that box push that I was

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talking about so everybody peels out of

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the middle then our Shaman walks up to

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here is and gets that kick on Brock then

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Brock will run all the way in because

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the issue too is like if you don't get

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the kick Brock will run in after the

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cast goes off but you really don't want

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to be taking that damage um cuz any any

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avoidable damage that you can avoid

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taking is is very very good additionally

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if you take that molten metal whenever

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you have that vent out it become it can

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become a little bit difficult so let's

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talk about the vents so you can see

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these vents right here are starting to

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activate you can you can notice that

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they are having this effect and

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immediately I I swing my camera and

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notice that this is going to be our safe

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spot so so people are going to start

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pinging that this is our safe spot we're

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going to be looking to walk the bosses

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over here you might have to kick Brock

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because the Brock will channel the vents

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cast and can get stuck out in the middle

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of the room

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typically this is a good time for a rang

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to be looking to kick probably not the

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range that's supposed to be kicking the

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uh the the cast every single time

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whenever the boss does the jump but

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right here you see I just like walk up I

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get the Brock kick and then we have

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Dorito's box pull mechanic that I was

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talking about now we're on top of this

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vent um that that I was showing

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additionally we're going to be pressing

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defensives I rescue somebody there I

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might even press Zephyr here no zephyr's

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not even up but in theory this is a good

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time to be pressing Zephyr because again

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that that uh box explosion is very very

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dangerous and and that's roughly how

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this boss looks again this is a fight

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that I think players are really going to

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struggle with because the movement

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intensity of this fight is not really

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something to scoff at the last boss that

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I want to talk about is a little bit

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different than the rest um I would

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describe a lot of this the burden of

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this fight is on your healer this fight

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has two heal checks gossamer burst and

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alarm shill so right off the bat avox

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which is the first boss of arakara is

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going to be slamming alarm shell alarm

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shell does a little bit more damage than

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goser burst but it's over a shorter

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period of time or it does a little bit

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less damage sorry it is a little bit

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less damage than gos reverse but it's

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over a shorter period of time which can

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make it a little bit deadly typically

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healers find that one a bit easier to

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heal without any major cooldowns because

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you don't have to move while you're

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doing it then some of these these starve

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crawlers

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spawn I'm going to level with you guys

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this fight's very difficult for like a

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double or a triple melee comp just

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because this mechanic here basically

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your melee DPS would have to get off the

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boss in theory your tank should be

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tanking the boss like right next to the

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ads and slowly walking them away so

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these ads fixate onto players if you

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have triple range it doesn't really

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matter how you're doing it you can see

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in our group here we're playing balance

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Druid augmentation of ochre Frost Mage

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so we don't care if they're stacked on

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the boss or not realistically we'll be

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able to be able to deal with these but

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if you're playing a bunch of melee

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you're going to need to be able to tank

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the the boss kind of close additionally

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if the Crawlers get too close avox

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consumes the spiders and then has a

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damage amp for 60 seconds which then you

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wipe now you see that gossamer

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onslaughts getting ready to start we're

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kind of we're kind of grouped in theory

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you probably want to be stacked but

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being lightly grouped is is very

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important because you don't want to be

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cluttering up your room and you actually

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don't want to box people off and so what

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you're going to see here and what I kind

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of expect to happens everybody's going

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to be moving in this direction the

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Healer needs to be pre- ramping their

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CDs disc priest I think it has probably

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the hardest time on this fight but this

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is a great time to be pressing things

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like spatial Paradox for your healer

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Spirit Walker's Grace very very strong

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in this aspect because you're going to

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be taking probably 150% of your HP over

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the uh over the 4C cast and you see

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actually the spatial Paradox gets

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pressed on the disc priest here to be

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able to top us

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up group defensive cool Downs at that

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point are also very strong for the

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Gosser Onslaught the alarm shrill then

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is going to be coming up in the next 15

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seconds after that so your your healer

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has the burden on them to be able to get

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everybody top back up in general what I

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would say is you you really want to be

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stacked on this fight it's pretty easy

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to get spread um especially whenever

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that gossar Onslaught happens but I

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swear to God your healers are going to

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be super salty at you if you're not

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staying stacked up with the rest of your

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group you're going to receive less

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healing and you're likely to die on this

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fight additionally the healers are going

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to have to really knuckle down with

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their movement and really make sure that

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their movement is strong because

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otherwise they're going to be wiping on

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the boss as well and failing the

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potential heal

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check anyways those were the top five

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bosses that I thought were going to

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people were going to struggle with this

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season I really hope it helps you guys

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understand like what's going to be

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difficult this season with bosses I

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think the boss design in season 1 is

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going to be more difficult than it ever

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has been before with more intricate heal

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checks and mechanic overlaps that make

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the fights hard I don't think that all

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of the fights are difficult because of

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heel checks as you saw it today a lot of

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these are actually difficult because of

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the movement so anyhow that's going to

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be it for me today I hope to see you

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guys in the next video and if you

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enjoyed the video like And subscribe

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goodbye

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