5 BOSS TIPS THAT MAKE M+ DUNGEONS EASY!!!
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
🎯 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.
🕷️ 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.
💣 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.
🕷️ 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
💡Boss mechanics
💡Healing check
💡Dark Orb
💡Shadowy Decay
💡Stacking
💡Prideful Orbs
💡Molten Metal
💡Vent mechanic
💡Box push
💡Interrupts
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
so this is going to be a little bit more
of a technical video talking about how
to specifically tackle mechanics because
what you might have noticed this season
is that there are a lot of very
challenging bosses in Mythic plus
Dungeons and I think that there's going
to be a few instances where it's going
to be pretty unclear as to what the
outplay potential was or how you're
supposed to set up uh the pole set up
the boss to be able to deal with it and
I kind of expect there to be a decent
amount of bosses this season that
players are going to struggle with to be
able to complete but I want to kind of
talk about how you're supposed to be
able to deal with the and and what the
situation is supposed to be where you're
able to set up this boss and deal with
it appropriately so I've identified five
bosses from this season's dungeons that
we're going to kind of talk through and
I I think we're going to kind of like
drag this out and be very technical and
intentional with our explanation of how
you're supposed to be able to deal with
these bosses because I think it's kind
of important for players to understand
what they're supposed to be doing with
the bosses coming into season
1 the first boss is the second boss of
dawn Breer if you gone into Dawn breaker
you're probably going to notice that
you're not playing this boss here
anymore uh I think that they've changed
this boss to no longer patrol around the
area instead it's going to end up being
in like a slightly different spot hold
on let me pull up MDT real quick so as
you can see on MDT right here instead of
patrolling throughout this entire area
uh from like here to here now the boss
is just going to be planted like right
here the entire time but I think that
even even with that being the case I
think we can still talk about the
mechanics of this fight how to deal with
the swas and what you're actually going
to notice that's very challenging on
this fight so first and foremost let's
kind of go through the mechanics that
you have on this fight boss the by far
the most important mechanic is the Dark
Orb ability the Dark Orb ability is a
falloff damage mechanic where you try to
fire this orb as far as possible and
then whenever it contacts something or
reaches Max duration it would explode
doing a little bit of damage to your
group the second ability is a tank
Buster AOE fear ability this is marked
by a circle on the tank it also knocks
the tank back it is Shadow meltable by
your tank if they want to avoid a little
bit of damage um I don't expect a reason
for your tank to be able to need this
especially especially since it got
nerfed a little bit but it could change
the amount of damage that you're taking
by a little bit the last two mechanics
are one of them spawns ads that are on a
player in general you just kind of want
to sumon these ads inside of melee and
the final mechanic is the shadowy Decay
which is another AOE effect ability and
so we have two large AOE effects which
this is going to be pretty difficult for
a healing check that that's what's going
to make this this fight very challenging
and the healing check is not something
to laugh at uh additionally after the
fourth Dark Orb that goes off there's
going to be a the Dark Orb is going to
explode and then you're going to go
immediately into the healing check
that's when you actually want to save
abilities like Zephyr like anti-magic
Zone rally and cry stuff like that is
definitely going to want to be saved for
that fourth uh shadowy orb overlap so
now let's kind of talk about what we're
supposed to be doing with the shadowy
orb so in the past we were shooting it
up and down this ramp basically you
would shoot the orb like this direction
or this direction trying to make sure
that it was getting max distance away
from the boss so it didn't explode doing
an insane amount of AE damage now with
the position that they moved it kind of
a similar concept I mean we can I'll put
back up MDT real quick and basically
what you're going to be doing is you're
going to be shooting it either towards
this fountain or you're going to be
shooting it down this like ramp towards
like the last boss area um in a general
this should be fine you should be able
to get that dealt with pretty easily
next up the tank circle is kind of an
interesting one so in general the tank
Circle they want to be planted up
against a wall and so you can actually
do that in the new spot that you're
actually tanking the boss pretty pretty
comfortably um the last thing is a
shadowy Decay a lot of this is going to
be on your healer managing
their um managing their healing CDs
really well but it's also this is the
the correct time to be pressing a
defensive cool down you don't want to be
pressing a defensive cool down on the
Dark Orb explosion because the Dark Orb
explosion either it's one of those
things that it's going to hit you 100 to
zero and somebody shot in the wrong spot
or somebody shot in the right spot it
should only hit you for like 60 to 80%
of your HP your healer is able to get
you topped the exception of this is of
course on the fourth Dark Orb and so
that's those are all the things that
make this boss very very challenging um
and so yeah let's move on to the next
boss we have the final boss of city of
threads as the second boss and I think
that this is honestly probably my number
one pick for hardest boss of the
season this is a fight that is similar
to yasma from dragonflight season 3
where where the hard part of this fight
is stacking up and moving as a group um
there's a couple different mechanics
first off there's a splice mechanic
which is just an AOE dot that goes on
your entire party there are these orbs
that you can see on screen here
basically these orbs uh get shifted by
the boss occasionally and they they do
this purple ground effect they're
actually very difficult to see I would
say um there's also a web wrapping
ability which is why you want to stay
stacked the web wrapping similar to like
tendril Roots Roots you in place now you
can break this with with removal effects
such as Freedom or tiger lust or shape
shifting or whatever but uh getting out
of these is very important so you want
to stay stacked that way your group in
particular your Mele able to cleave you
down rather quickly and then the last
ability or there's actually two more
abilities uh one of the last abilities
that you kind of care about is there's
this Beetle whenever EO turns into the
beetle form it does the ground slam the
ground slam especially in conjunction
with the slice splice dot can deal an
insane amount of AE damage so pressing a
defensive there is actually very
important also your healer has to move
at that point which it's a bit sketch I
will I will say um healer movement on
this fight is very very dangerous and
then the final ability is the tank
mechanic in theory how the tank mechanic
is supposed to work is the tank it gets
the circle they Sprint it straight into
the middle of the room that way they
avoid hitting anybody with uh that
ability and so let's take a second to
kind of look at what this is going to
end up looking like whenever you're
playing that High group so as you can
notice here we're all permanently
stacked we move out of the way of those
orbs now we're getting rooted by The
umbrell Weave um basically we're stack
for this umbral weave ability uh the
Enhancement Shaman and the assassination
Rog are going to be able to break us out
almost instantly here especially
whenever we were permanently stacked
like this we have enough AOE damage now
the issue is if you don't break players
out fast enough about 10 seconds after
that umbrell weave happens you get these
orbs that start to move again and so
you're going to see us uh you know be
stacked up and we're going to just
continue to move and if we if we weren't
broken out of that umbral weave say
we're say we're far from the group
somebody's going to die those orbs one
shot you 100 to zero I would argue that
they're very difficult to see in a PR
obnoxious way um but yeah that's that's
why you want to make sure that you're
just running around it and staying
stacked as a group now EO like you saw
on the screen right there turns into the
beetle they summon smaller ads these ads
don't really do anything don't really
worry about them too much but that you
saw that slam it did AOE damage it was
off the back of the splice dot falling
off of us which is is pretty scary um
that's definitely a great time for you
to be looking to press your defensive
and then the tank mechanic like I was
talking about the proc of elimination
happens your tank be lines it into the
middle of the room staying as far away
from the group as possible this also
allows your you see our melee are
maintaining 100% up time on this boss
and so that's that's kind of why your
tank wants to run away is to make sure
that your melee can continue to maintain
uptime on the boss and that's generally
one cycle of this fight and the fight
happens in Cycles it it works roughly
the same way every single time we move
from orbs we uh get rooted in melee we
Dodge the tank Buster we you know press
defensives whenever the beat is going to
start slamming and that's how this fight
should in theory look next boss that
I've isolated as one that I think is
going to be problematic is problematic
for different reasons I think that that
last boss has pretty pretty substantial
heel checks and pretty weird
coordination checks sometimes this one
is almost purely based off of knowledge
particularly tank
knowledge by far the most important
mechanic is at 100 energy the boss does
starts to do pulsing AOE and whenever
that pulsing AOE Fades then uh um then
there's a puddle underneath the boss
whenever the puddle happens underneath
the boss the tank needs to be moving the
boss immediately there's a couple of
other mechanics of course you see the
frontal that was on the screen right
there the other mechanic that you need
to watch out for is prideful orbs so the
tech for this is honestly just a pre-
spread so um you can see myself and this
Enhancement Shaman right here we both
have these prideful orbs basically for
me right here these prideful orbs are
going to be shooting in this direction
and the reason you want to be pre-s
spread is because in theory your healer
wants to like dispel one play
immediately um if you don't dispel one
player immediately you get in this weird
situation where you have to dodge two
sets of prideful orbs at the same time
that you're dodging the frontal and
that's not really something that you can
reasonably do so what you want to do is
uh pre- spread and we have 5 Seconds to
actually get one of these dispelled off
and so then somebody's going to get
dispelled here in just a second actually
yeah so so that person gets dispelled
our enhancement sh gets dispelled these
orbs shoot out in different directions
away from him which is totally fine you
basically end up having to dodge it can
get a bit sketch whenever it goes
through the boss and it can be a little
bit difficult to see but then after you
dodge that first set and so basically
this this is a safe spot then you're
looking at like where these orbs are
going to come out from on my player and
you make sure that you dodge these in
sucession and that's why staying spread
whenever those orbs are about to come
out is very important because it's kind
of challenging to dodge both of these at
once and you actually want to dispel one
player rather quickly and so as you can
see right there everybody Dodges the
first set and then makes a really good
judgment call as to where the second set
is going to be coming from what player
it's going to be coming from as they see
us pulsing AOE and then you just kind of
get out of the way then as you see on
the screen right here the tank does a
great job the boss hits 100 energy the
tank decides that we are going to be
moving in this direction right here and
this is a great time to be using pings
like in pugs right to be able to show
everybody where we're going to be moving
the thing is with this ground effect is
it ticks you insta and so you need to be
moving immediately and if you're not the
tank honestly actually even if you are
the tank you want to be preposition
yourself on this side of the boss if
we're moving in this direction the
reason for that is because you don't
want to be ticked by the ground effect
you can't get stuck behind it otherwise
you are going to die next boss that I've
determined that is something that I
think that needs to be discussed is the
second or potentially third boss in
stone Vault depending on which way you
go this it's Master machinists Master
machinists I would describe as like a
raid boss it's got a lot of
mechanics let's talk let's start talking
about the mechanics and isolation we
have speaker Brock here speaker Brock
Brock has a couple of core mechanics
first off speaker Brock will activate
vents how the vent mechanic works is uh
all three out of the four vents activate
they start spewing fire out of them that
one vent that's not active actually
becomes a safe spot additionally speaker
Brock does a box push style mechanic
where they will push the box box through
the middle of the room coming from
either the right or the left side as you
can see on screen here and the third
mechanic that broadcast is an interrupt
the interrupt is on I don't know I say
like 10c cool down or something like
that you get to cycle a bunch of
interrupts on it but there's a weird
mechanic whenever Brock I don't say
weird but there's a mechanic that
whenever Brock jumps and does the Box
push here uh Brock will then be standing
right here and have to start casting
this means that some of the ranged kicks
in your group such as Shaman kicks such
as uh Mage with blink such as evoker
interrupt potentially with with hover
charges have to go and be able to get
that kick because if that cast goes off
then your group gets slowed and they
actually end up taking a lot of damage
the other mob we have right here is
speaker
Dorito uh Dorito does a box pull ability
where they jump into the middle of the
room and they make a big circle and then
they pull the box into the middle the
box then explodes shooting waves in the
cardinal directions so north south east
and west here and so basically the safe
spots are on top of the vents and so I
can I think you can see where the
difficulty comes here where you have to
you'll have like the vent coming out and
then like 2 or 3 seconds after the vent
starts or the vent expires
then Dorito does the Box pull ability
where then the the waves are coming out
so you have to very quickly identify
where the safe spot is in the room and
that's the most mechanically challenging
thing additionally Dorito's got this orb
shoot mechanic that'll that's like a
frontal ability it should be pretty easy
to dodge you see it pretty regularly on
some of the trash mobs and so let's take
a second to kind of look at what this
fight looks like just for one of the
cycles of this fight it's not even the
static time so I would argue that the
the first box pull is probably the
hardest part of this entire boss and as
the fight goes on it it becomes a little
bit easier so you can see that we're we
actually miss a kick of the molten metal
which is actually very dangerous there
um and so now Brock uh now Brock is
actually doing that box push that I was
talking about so everybody peels out of
the middle then our Shaman walks up to
here is and gets that kick on Brock then
Brock will run all the way in because
the issue too is like if you don't get
the kick Brock will run in after the
cast goes off but you really don't want
to be taking that damage um cuz any any
avoidable damage that you can avoid
taking is is very very good additionally
if you take that molten metal whenever
you have that vent out it become it can
become a little bit difficult so let's
talk about the vents so you can see
these vents right here are starting to
activate you can you can notice that
they are having this effect and
immediately I I swing my camera and
notice that this is going to be our safe
spot so so people are going to start
pinging that this is our safe spot we're
going to be looking to walk the bosses
over here you might have to kick Brock
because the Brock will channel the vents
cast and can get stuck out in the middle
of the room
typically this is a good time for a rang
to be looking to kick probably not the
range that's supposed to be kicking the
uh the the cast every single time
whenever the boss does the jump but
right here you see I just like walk up I
get the Brock kick and then we have
Dorito's box pull mechanic that I was
talking about now we're on top of this
vent um that that I was showing
additionally we're going to be pressing
defensives I rescue somebody there I
might even press Zephyr here no zephyr's
not even up but in theory this is a good
time to be pressing Zephyr because again
that that uh box explosion is very very
dangerous and and that's roughly how
this boss looks again this is a fight
that I think players are really going to
struggle with because the movement
intensity of this fight is not really
something to scoff at the last boss that
I want to talk about is a little bit
different than the rest um I would
describe a lot of this the burden of
this fight is on your healer this fight
has two heal checks gossamer burst and
alarm shill so right off the bat avox
which is the first boss of arakara is
going to be slamming alarm shell alarm
shell does a little bit more damage than
goser burst but it's over a shorter
period of time or it does a little bit
less damage sorry it is a little bit
less damage than gos reverse but it's
over a shorter period of time which can
make it a little bit deadly typically
healers find that one a bit easier to
heal without any major cooldowns because
you don't have to move while you're
doing it then some of these these starve
crawlers
spawn I'm going to level with you guys
this fight's very difficult for like a
double or a triple melee comp just
because this mechanic here basically
your melee DPS would have to get off the
boss in theory your tank should be
tanking the boss like right next to the
ads and slowly walking them away so
these ads fixate onto players if you
have triple range it doesn't really
matter how you're doing it you can see
in our group here we're playing balance
Druid augmentation of ochre Frost Mage
so we don't care if they're stacked on
the boss or not realistically we'll be
able to be able to deal with these but
if you're playing a bunch of melee
you're going to need to be able to tank
the the boss kind of close additionally
if the Crawlers get too close avox
consumes the spiders and then has a
damage amp for 60 seconds which then you
wipe now you see that gossamer
onslaughts getting ready to start we're
kind of we're kind of grouped in theory
you probably want to be stacked but
being lightly grouped is is very
important because you don't want to be
cluttering up your room and you actually
don't want to box people off and so what
you're going to see here and what I kind
of expect to happens everybody's going
to be moving in this direction the
Healer needs to be pre- ramping their
CDs disc priest I think it has probably
the hardest time on this fight but this
is a great time to be pressing things
like spatial Paradox for your healer
Spirit Walker's Grace very very strong
in this aspect because you're going to
be taking probably 150% of your HP over
the uh over the 4C cast and you see
actually the spatial Paradox gets
pressed on the disc priest here to be
able to top us
up group defensive cool Downs at that
point are also very strong for the
Gosser Onslaught the alarm shrill then
is going to be coming up in the next 15
seconds after that so your your healer
has the burden on them to be able to get
everybody top back up in general what I
would say is you you really want to be
stacked on this fight it's pretty easy
to get spread um especially whenever
that gossar Onslaught happens but I
swear to God your healers are going to
be super salty at you if you're not
staying stacked up with the rest of your
group you're going to receive less
healing and you're likely to die on this
fight additionally the healers are going
to have to really knuckle down with
their movement and really make sure that
their movement is strong because
otherwise they're going to be wiping on
the boss as well and failing the
potential heal
check anyways those were the top five
bosses that I thought were going to
people were going to struggle with this
season I really hope it helps you guys
understand like what's going to be
difficult this season with bosses I
think the boss design in season 1 is
going to be more difficult than it ever
has been before with more intricate heal
checks and mechanic overlaps that make
the fights hard I don't think that all
of the fights are difficult because of
heel checks as you saw it today a lot of
these are actually difficult because of
the movement so anyhow that's going to
be it for me today I hope to see you
guys in the next video and if you
enjoyed the video like And subscribe
goodbye
Weitere ähnliche Videos ansehen
City of Threads Mythic Dungeon Guide
Rasha'nan Boss Guide - Nerub-ar Palace - Heroic/Normal - The War Within Raid 11.0
ONLY Launch Guide You Need For THE WAR WITHIN
The Silken Court Boss Guide - Nerub-ar Palace - Heroic/Normal - The War Within Raid 11.0
LAST CHANCE TO GET THESE CODES! ICE WITCH BESTE F2P GUIDE! BEST FIGHT! [Solo Leveling: Arise]
Ara-Kara City of Echoes DUNGEON GUIDE - Complete Mythic+ Overview
5.0 / 5 (0 votes)