Queen Ansurek Guide - Nerub-ar Palace - Heroic/Normal - The War Within Raid 11.0
Summary
TLDRIn this video, Jimfro discusses the final boss of Nerub-ar Palace, Queen Ansurek, providing an educated guess on her mechanics due to the lack of actual footage. The fight is speculated to have three phases with an intermission, requiring strategic use of abilities like bloodlust and careful management of adds and environmental hazards. Key mechanics include dealing with Reactive Toxin, avoiding deadly rings, and coordinating raid movements. The video also highlights the importance of the new WoWHead Cheatsheets for quick boss strategy access and thanks supporters on Patreon for exclusive content.
Takeaways
- 🎮 The boss fight against Queen Ansurek in Nerub-ar Palace is speculated based on dungeon journal information as there's no actual footage available.
- 🔄 The encounter consists of three phases with an intermission after the first phase, requiring strategic movement and coordination among players.
- 💣 In phase one, players must manage Reactive Toxin by moving to the platform's edge and using bombs to jump over expanding rings, avoiding damage.
- 🌀 During the intermission, the boss gains an absorb shield, and players must avoid being pulled and manage stacks of slow debuff while dodging ground waves.
- 🐜 Phase two involves splitting the raid to ascend platforms, dealing with various adds like Ascended Voidspeakers and Chamber Guardians, each with unique mechanics.
- 🚫 Devoted Worshippers, a type of add, must be prioritized for quick elimination as they can wipe the raid with a long cast if not interrupted.
- 🔮 In phase three, players must use portals to teleport through collapsing rings, similar to a mechanic in Sepulcher against Artificer Xy’mox.
- 🕷️ The boss employs marks and Royal Shackles on heroic difficulty, which require players to manage additional mechanics like avoiding connected shackles.
- 🤺 Tank mechanics include Infest and Gorge, which demand taunt swaps and careful management of debuffs and adds spawned during the fight.
- ⏱️ The boss fight has a hard enrage condition after the fourth collapsing ring, emphasizing the need for timely damage output and strategy execution.
Q & A
Who is the last boss of Nerub-ar Palace?
-The last boss of Nerub-ar Palace is Queen Ansurek.
What is the significance of the dungeon journal in relation to Queen Ansurek?
-The dungeon journal provides the best educated guess for the boss fight strategies since there's no actual footage of Queen Ansurek being tested.
How many phases are there in the fight against Queen Ansurek?
-There are three phases in the fight against Queen Ansurek, with an intermission after the first phase.
What is the recommended action when players receive the Reactive Toxin debuff?
-Players with the Reactive Toxin debuff should move to the same edge of the platform, spread out a little, and wait for the debuff to drop a bomb on the ground when it expires.
How should players handle the expanding ring mechanic during the fight?
-Players should split up between each bomb and wait in its circle until the ring gets close, then have a player touch each bomb to detonate it and launch everyone over the ring.
What is the strategy for dealing with the boss's root cast in phase one?
-Players should group together without being in each other's circles too much and aoe down the web adds that spawn after the cast to free everyone from their roots.
What is the role of the tanks during the Liquefy and Feast casts by the boss?
-Tanks need to taunt swap right after the Liquefy cast to avoid heavy damage and increased physical damage taken. They also need to keep tanking during Feast while healers blast through the heal absorb.
What happens during the intermission phase with Queen Ansurek?
-During the intermission, the boss gets a massive absorb shield, applies a long dot to the whole raid, and occasionally pulls everyone toward her, one-shotting anyone too close.
What is the main goal of phase two in the fight against Queen Ansurek?
-The main goal of phase two is to split the raid in half and work up the side platforms around the outside of the room, killing all the adds to eventually get to the boss and end the phase.
How should players deal with the Devoted Worshippers add in phase two?
-Devoted Worshippers have a huge absorb shield and a super long cast that wipes the raid if they finish it, so they need to be nuked down super quick.
What is the key mechanic in phase three of the fight against Queen Ansurek?
-The key mechanic in phase three is similar to Artificer Xy’mox, where a short debuff goes on a couple players, dropping a portal on the ground when it expires, which players use to teleport through a collapsing ring that the boss spawns.
Outlines
🐜 Queen Ansurek: Nerub-ar Palace's Final Boss Strategy
The script introduces Queen Ansurek, the final boss of Nerub-ar Palace, with a focus on the absence of actual footage due to the boss not being tested. The strategy is based on the dungeon journal, with a promise to update once the boss is defeated on heroic. The video is sponsored by Wowhead, which offers raid cheat sheets. The boss fight is outlined in three phases with an intermission after the first phase. In the first phase, players deal with mechanics like Reactive Toxin and an expanding ring that requires strategic use of bombs to avoid damage. The intermission involves a shield and a long dot on the raid, with mechanics that pull players toward the boss and slow stacks that increase difficulty. Phase two splits the raid to climb platforms and deal with adds, while phase three reintroduces the boss with mechanics similar to Artificer Xy’mox, including portals and collapsing rings. The summary also covers tank mechanics and the importance of dealing with adds quickly to avoid a raid wipe.
📜 Detailed Breakdown of Phase Two and Three Mechanics
This paragraph delves into the specifics of phase two and three of the Queen Ansurek encounter. In phase two, the raid is split to navigate side platforms, dealing with various adds such as Ascended Voidspeakers, Chamber Guardians, Chamber Expellers, Caustic Skitterers, and Devoted Worshippers, each with unique mechanics that require coordination and strategic play. The boss also interferes with the raid-wide pull and a long cast that can wipe the raid if not interrupted. Phase three's mechanics are complex, involving player-placed portals to avoid a collapsing ring, adds that must be quickly killed to prevent a wipe, and an essence pickup mechanic on heroic difficulty that adds an extra layer of strategy. The boss also marks players for Royal Shackles on heroic, which require careful management to avoid damage. Tank mechanics like Infest and Gorge add to the challenge, with the latter increasing in damage based on the tank's received damage. The paragraph concludes with a reminder of the boss's hard enrage condition after the fourth ring spawn, emphasizing the need for high damage output.
Mindmap
Keywords
💡Queen Ansurek
💡Phases
💡Intermission
💡Reactive Toxin
💡Rings and Bombs
💡Heroic Mode
💡Adds
💡Taunt Swap
💡Voidspeakers and Guardians
💡Portals and Essence
💡Enrage Timer
Highlights
No actual footage of Queen Ansurek, the last boss of Nerub-ar Palace, as it wasn't tested.
The guide will be updated once the boss is killed on heroic to reflect the best strategy.
Sponsorship acknowledgment for Wowhead and their raid cheat sheets.
The boss fight consists of three phases and an intermission after phase one.
Phase one begins on a lower platform with the boss, followed by an intermission.
Phase two involves splitting the raid and climbing platforms while fighting adds.
It's suggested to save bloodlust for the last phase, but it might be better on pull if phase one ends on a timer.
In phase one, players with Reactive Toxin should move to the platform's edge and spread out.
The boss spawns an expanding ring that requires players to use bombs to jump over it.
On heroic, players need to split evenly between bombs to reduce debuff stacks.
There's a debuff that guarantees death from the second bomb a player touches.
Players must dodge acid and random swirlies and waves on the ground after landing from a bomb-launch.
The boss has a raid-wide root cast similar to Tindral from Amirdrassil.
On heroic, roots leave webs on the ground that deal damage and require quick movement.
Tanks need to manage Liquefy, Feast, and other casts that increase damage taken and require taunts.
During the intermission, the boss gains a shield and applies a long dot to the raid.
Players must avoid being pulled by the boss and dodge slow stacks and ground waves.
Phase two requires splitting the raid to ascend platforms and defeat adds to reach the boss.
Adds in phase two have various abilities, including casting, teleporting, and spawning pools of damage.
Devoted Worshippers have an absorb shield and a long cast that can wipe the raid if not interrupted.
Phase three involves a mechanic similar to Artificer Xy’mox, with portals and collapsing rings.
Adds in phase three have a shield that must be broken and require quick killing to avoid a wipe.
On heroic, players must pick up essences from defeated adds and use them strategically.
The boss marks players with Royal Shackles on heroic, which must be destroyed to avoid damage.
Tanks face mechanics like Infest and Gorge, requiring taunt swaps and crowd control of adds.
The boss hard enrages after the fourth collapsing ring spawn, demanding high damage output.
Introduction of WoWHead Cheatsheets for quick access to boss strategies and tips.
Acknowledgment of Patreon supporters and预告 of exclusive content for this tier.
Transcripts
What’s up I’m Jimfro and here’s what we know so far about Queen Ansurek,
the last boss of Nerub-ar Palace. There’s no actual footage of the boss since it wasn’t tested,
so this is really our best educated guess based on the dungeon journal,
but we’ll update this guide once the boss is killed on heroic and we see what the
best strategy is. Also, a big thank you to the sponsor of this video, Wowhead and their
brand new raid cheat sheets, which we’ll tell you more about right after the boss.
Alright, on to the boss. Just to give a quick little overview, there’s three phases and an
intermission after phase one. You start the fight with the boss on this lower platform, and then the
intermission with the boss is here as well. But then in phase two you split the raid and climb
these platforms on the side while fighting a bunch of adds, finally getting to this platform at the
top where you fight the boss again in phase three. Our guess is that it’s better to save bloodlust
for the last phase, but if phase one ends on a timer and not at a certain health percent, there’s
a chance it could be better to lust on pull. Alright so kicking off phase one.
When a few players get a short dot on them, called Reactive Toxin,
they should all move toward the same edge of the platform and spread out a little bit,
because the dot does aoe damage in a little circle and drops a bomb on the ground when it expires.
Then when the boss spawns an expanding ring on the ground, everyone should split up between each bomb
and wait in its circle until the ring gets close to it, and then have a player touch each bomb to
detonate it and launch everyone in the circle up into the air, effectively making them jump
over the ring as it passes under them. You’re doing all of this because the
ring kills anyone it touches, and if it touches a bomb, it kills the entire raid.
And you have to use the bombs to launch over the ring, because otherwise most classes don’t have
a blink or teleport to avoid it themselves. On heroic, everyone needs to split up evenly
between the bombs, because each bomb puts stacks of a dot on the people in its circle
and having more people in the circle reduces the number of stacks. And you need to have a
different set of players touch the bombs each time, because there’s a debuff that basically
guarantees you die from the second one you touch. When everyone lands after the bomb-launch, get out
of the acid the bomb leaves on the ground, and get away from the person that touched the bomb before
they do a little explosion around themselves. And dodge the random swirlies
and waves on the ground. So to summarize all that, put bombs
toward the edge, use them to launch everyone over the ring, and then dodge stuff after you land.
Everything else in phase one is more straightforward.
The boss does a raid-wide root cast, which is super similar to Tindral from Amirdrassil,
if you did that boss, where everyone gets a little circle around them when the cast
starts and you have to group together without being in other peoples’ circles too much,
and then aoe down all the web adds that spawn when the cast finishes, in order to free everyone from
their roots. Classes that can free themselves or others from the roots are gonna be real
useful for this part, just like on Tindral. On heroic, the roots also leave webs on the
ground that do big damage to anyone in them, so you have to get out of those quickly,
and you’ll probably have to rotate around the room a bit to get away from the webs.
The tanks have a couple different casts to worry about:
Liquefy does big mixed damage and applies a heavy dot for a while that drastically increases
physical damage taken, so tanks need to taunt swap right after. This also spawns a big pool
of acid underneath the boss, and throws acid on the ground near random players - so the tank will
probably need to pre-position the boss toward the outside of the room to bait the big pool,
while everyone else baits the acid swirlies toward the outside as well.
Right after Liquefy, she casts Feast, which does big physical damage and applies a huge
heal absorb, which the healers will need to blast through, because the tank has to keep
tanking while the absorb is still up. On heroic, the heal absorb scales with how much damage
the initial hit did, so the tank definitely needs to use a big cooldown for every Feast.
After a certain amount of time we don’t know yet, the boss starts the intermission,
where she gets a massive absorb shield and applies a long dot to the whole raid.
Every once in a while, she pulls everyone toward her and one-shots anyone that gets too close,
so you’ll have to run away before that cast and probably use movement cooldowns
or a warlock gateway to avoid getting one shot. She also applies stacks of a slow to the raid
over time, which makes it harder and harder to survive every pull in. And every time another
slow stack goes out, everyone has to dodge some waves on the ground, because they do
big damage and give you yet another slow stack. On heroic, there’s an extra bit of challenge where
the dot everyone has actually pulses in a little circle around every player, so everyone also has
to try to stay a little spread out the whole time. Once the boss’s shield is broken, phase two starts
where she retreats up to the platform above where you can’t reach her and starts spawning
a bunch of adds, and the goal of this phase is to split the raid in half and work your way up
these side platforms around the outside of the room, while killing all the adds,
to eventually get to the boss and end the phase. The journal doesn’t say anything about where the
adds spawn or how many spawn at a time or in what order, but here’s what they do:
Ascended Voidspeakers have a single-target cast you have to interrupt, and they explode when they
die, knocking back anyone in 45 yards and spawning a big pool on the ground. My guess is you’ll have
to use this knockback to hop to the next platform sometimes, so aim to kill these last and position
your knockback to the right spot. They also share health with any other Voidspeakers in the fight,
so a little coordination with the other half of the raid might be required to time the knockback
well. And on heroic, they spawn some moving orbs around themselves that everyone has to dodge.
Chamber Guardians need to be handled by the tanks. They have a big mixed damage cast that knocks the
tank away, so they’ll need to avoid getting knocked off the platform. And the guardians
share health with any other guardians in the fight. These guys aren’t a huge priority to kill.
Chamber Expellers teleport around and cast a beam toward a random player that knocks back anyone it
hits. Everyone should dodge this, of course, but if it’s not dodgeable by the person it’s aimed at,
they’ll have to move to a spot where they don’t get knocked off the platform. These guys also
share health with other Expellers in the fight. Caustic Skitterers are just little adds
that the tanks need to get aggro on while everyone cleaves them down.
And finally Devoted Worshippers have a huge absorb shield instead of health,
and they make the boss immune to damage, but more importantly, they have a super
long cast that wipes the raid if they finish it, so they need to be nuked down super quick.
They also frequently put a dot debuff on random players,
which the healers can just dispel freely, but on heroic, it explodes on the raid when it expires,
so healers may need to stagger the dispels to be able to heal up between the explosions.
Alright, so that’s all the adds, but the boss is also being kinda annoying in this phase. Every
once in a while, she does the raid-wide pull from phase one, so everyone will need to move
toward the opposite side of the platform from her to avoid getting pulled off the platform.
And she also has a super long cast that wipes the raid if she finishes it,
which is the enrage timer for the phase, so you have to get to her platform quickly to stop it.
And that finally starts phase three, where you fight the boss
again after she gets all voidy and stuff. The main mechanic of this phase is pretty
similar to Artificer Xy’mox back in Sepulcher. A short debuff goes on a couple players,
which drops a portal on the ground when it expires, so those players need to place
those portals apart from each other so everyone can use them to teleport through
a collapsing ring that the boss spawns later on. However, this is further complicated by some adds
that spawn, which have to be killed quickly before the ring spawns, or else the boss wipes the raid.
The adds have a huge shield that makes them immune to interrupts, and they spam a ramping raid-wide
damage cast, so the shield needs to be broken quickly and then they have to be interrupted until
they die, which means you might have to split the raid if more than one of them spawn at a time.
On heroic, the adds drop an essence on the ground when they die, and someone has to pick it up or
else the ring will touch the essence and wipe the raid. After picking it up, they then have to go
through one of the portals to dodge the ring, but the essence gets consumed by the portal and
destroys the portal, so they might have to be the last one to go through after everyone else.
And you also have to have a different player pick the essence up every time because it gives you a
debuff that basically guarantees you die from the second one you pick up - because why wouldn’t it.
The whole essence portal part isn’t super clear in the journal so take it with a grain of salt.
While the ring is out, the boss also pulls everyone toward her, so you have to run
against the pull until you can go through a portal at the right time and skip the ring.
So to summarize all that, put portals away from each other, quickly kill the adds, pick up the
essence on heroic, and everyone go through a portal at the right time to avoid the ring.
When the portals are destroyed, they also leave a big pool on the ground,
which means you’ll have to rotate around the room each time and eventually running out of room.
And on heroic, everyone has to spread out a little bit after they go through a portal,
because it makes them do a little 3 yard explosion shortly after.
But that’s not all in phase three! This next mechanic is a huge question
mark, because the way the journal is written is super vague, but here we go.
The boss puts marks on random players, and they have to get far away from the raid and each other
before a big web spike hits them and does falloff damage to the raid. That part’s pretty clear,
and that’s all that happens on normal. But on heroic, these spikes form Royal Shackles,
which connect to players, apply a ramping dot and slow, and they stun anyone they touch,
until they’re destroyed. There’s no telling how this will actually look and work, but either way,
somehow avoiding the shackles while also killing them quickly is gonna be important.
Finally we have the two tank mechanics of the phase.
First is Infest, which does big mixed damage to the tank and gives them a short dot that
explodes in a big circle when it expires, spawning a bunch of little spider adds that
run toward the boss and do massive raid damage if they reach her and give her a damage buff. So
the tanks have to taunt swap after this cast and the debuffed tank has to run away from the boss,
and then everyone has to cc and slow and aoe nuke all the little spiders.
On heroic, the spiders also leave pools on the ground when they die,
so the tank should try to spawn them near some other pools to save room on the platform.
And the second tank mechanic is Gorge, which is a short channel that does big physical damage to
the tank, leaves a big physical damage taken debuff for a while, pulses raid-wide damage,
and spawns swirlies on the raid that leave pools on the ground. So the tanks need to taunt swap
right after the channel, and everyone should try to bait the swirlies to go near some old pools on
the ground to save some room. On heroic, the raid damage is increased based on how much damage the
channel did to the tank, so it’s extra important to use a big defensive for every channel.
Alright…that’s an insane phase that could be an entire boss on its own.
Oh and I almost forgot, the boss hard enrages after the fourth time she spawns the collapsing
ring, so…big damage is required. And that’s pretty much it!
For our recaps this tier, we're excited to introduce the new WoWHead Cheatsheets - a
quick and easy way to get all of the key info for every boss in Nerub-ar Palace,
including concise strategies, key assignments, and any pro tips you might need. So check
out the Cheat Sheet link in the description. Thanks again to our supporters on patreon! We’ve
got a ton of patreon-exclusive content coming this tier like extended heroic guides, mythic guides,
and a bunch more. So check out that link below. Peace.
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