City of Threads Mythic Dungeon Guide

yumytv
20 Aug 202410:57

Summary

TLDRIn this guide, viewers are offered a comprehensive walkthrough of the 'City of Threads' dungeon in 'Mythic Plus' difficulty for 'World of Warcraft: Shadowlands'. The presenter shares essential mechanics, strategies for boss fights, and tips for dealing with various mobs, including the Lieutenant-style mob 'Heral of Aner' and the final boss 'Eo the Grand Splicer'. The guide also covers the importance of group coordination, dispelling debuffs, and managing damage over time effects to ensure a successful run.

Takeaways

  • 🏰 The City of Threads is a dungeon in 'The War Within' designed for Mythic Plus difficulty, with unique mechanics and strategies.
  • 🔧 Players can interact with statues of the queen at the beginning for a short buff, which is helpful but not crucial for success.
  • 🛡 Interrupting and managing the Caster mobs and Patrols with AOE disruption is essential for efficient clearing.
  • 👥 Coordination within the group is key, especially for managing the debuff mechanics from mobs like Swarm Guards and Lieutenant mobs.
  • 💊 The boss 'Raider Cricks Visis' requires players to stay within a specific circle and manage the 'Shadow of Doubt' debuff effectively.
  • 👀 Uncovering the 'Eyes of the Queen' involves avoiding detection and following spirit illusions to locate mini-bosses.
  • 🗡 The 'Fangs of the Queen' fight is a two-boss council with phases that require managing group damage and defensive cooldowns.
  • 🐍 The Crypt Lord 'Royal Venom Shell' has a lethal 'Venomous Spray' mechanic that demands careful dodging and poison dispels.
  • 🥚 The 'Unnaturals' and 'Unstable Test Subjects' in the transformatory require interrupting casts and managing additional damage mechanics.
  • 🧬 The boss 'Coalation' involves soaking orbs to prevent healing the boss while managing the 'Black Blood' debuff.
  • 🧩 The final boss, 'The Grand Splicer', has a sequenced fight with heavy group damage and tank busters that require strategic use of defensives and healing cooldowns.

Q & A

  • What is the main topic of the video?

    -The video is a guide explaining the mechanics and strategies for the 'City of Threads' dungeon in the game 'World of Warcraft: Shadowlands' at Mythic Plus difficulty.

  • What is the significance of the Statues of the Queen at the beginning of the dungeon?

    -The Statues of the Queen provide a short 30-second buff to damage, healing, and movement speed for the group if interacted with by a priest, rogue, or someone with at least 25 skill in engineering.

  • How should players deal with Caster mobs in the dungeon?

    -Caster mobs, known as Silk Binders, should have their bolts interrupted and ideally be grouped together for area-of-effect (AOE) disruption.

  • What is the strategy for dealing with Swarm Guards' ravenous swarm mechanic?

    -Swarm Guards' ravenous swarm mechanic applies a 5-second damage-over-time effect that cannot be dispelled. Players should proceed at their own pace, coordinating based on group capabilities and interrupt availability.

  • How should players handle the Lieutenant Style mob 'Heral of Aner'?

    -Players should dispel the 'Shadows of Doubt' debuff as needed, wait a few seconds to allow the affected player to position correctly to avoid others being hit by the orbs, and interrupt the 'Twist Thoughts' cast to prevent random damage and puddle creation.

  • What is the key mechanic for the first boss encounter, 'Ur'zul and the Vile Familiars'?

    -The key mechanic involves standing within a tight circle and managing the 'Shadow of Doubt' debuff, 'Indoctrination' damage pulses, and avoiding puddles of damage under the boss.

  • How does the dungeon's stealth section work?

    -Players must uncover four 'Eyes of the Queen' in the city without being detected by guards. They follow 'Spirit Illusions' to locate the mini-bosses, who become hostile once uncovered.

  • What is the main mechanic to watch out for during the 'Eyes of the Queen' encounter?

    -The main mechanic is 'Void Rush', where the mob dashes to multiple players, dealing heavy damage and a short damage-over-time effect. Players should use damage cooldowns, healing, and defensives to manage this mechanic.

  • What are the key mechanics for the 'Fangs of the Queen' boss encounter?

    -The fight involves managing 'Knife Throw' damage over time, 'Shade Slash' frontal attacks, 'Duskbringer' AOE damage, and 'Ice Sickle' group damage. Players should use defensives and dispels strategically.

  • How should players approach the 'Crypt Lord the Royal Venom Shell' encounter?

    -Players should be prepared to dodge 'Venomous Spray' and manage the long poison it applies, using personal defensives or poison dispels as necessary.

  • What is the strategy for the final boss, 'The Grand Splicer'?

    -The strategy involves managing heavy group damage phases, avoiding 'Tremor Slam' and 'Umbrell Weave' mechanics, and dealing with 'Splice' damage over time effects and tank busters.

Outlines

00:00

🛡️ City of Threads Mythic Plus Guide Overview

This paragraph introduces the video guide for the City of Threads dungeon in the War Within, specifically for Mythic Plus difficulty. The guide covers essential mechanics, noting that some may differ from normal or heroic modes. It mentions the optional but helpful buff from the Statue of the Queen, which requires specific classes or skills to activate. The guide also touches on the initial challenges of the dungeon, such as dealing with caster mobs and patrol groups, and provides strategies for managing them effectively.

05:00

🗡️ Encounters and Mechanics in City of Threads

This section delves into the various encounters and mechanics within the City of Threads, including the Lieutenant Style mob, Heral of Aner, which applies a debuff and requires careful positioning to avoid damage. The first boss, Raider Cricks Visis, is discussed, with its unique mechanics involving a tight circle and a damaging puddle. The guide also covers the strategy for the second boss, the Fangs of the Queen, highlighting the importance of managing damage over time effects and group damage abilities. The paragraph concludes with tips for navigating the transformative area, emphasizing the need for stealth and speed to uncover the Eyes of the Queen and avoid unnecessary combat.

10:02

🐉 Boss Strategies and Dungeon Completion

The final paragraph outlines the strategies for the later bosses in the City of Threads, including the third boss, the Coalition, which involves soaking orbs to prevent healing the boss and managing a healing absorb debuff. The guide details the mechanics of the final boss, the Grand Splicer, with its sequenced attacks and the importance of using defensive and healing cooldowns effectively. The summary also mentions the post-boss flight point and the dense mob area leading to the final bosses, advising on tactics to avoid unnecessary fights. The guide concludes with a reminder to collect loot and an invitation for viewers to share any additional tips in the comments.

Mindmap

Keywords

💡Mythic Plus

Mythic Plus is a difficulty level in the game 'World of Warcraft', where players face more challenging versions of dungeons with added modifiers. It is central to the video's theme as the entire guide is about strategies for Mythic Plus dungeons, specifically the 'City of Threads'.

💡Dungeon Mechanics

Dungeon mechanics refer to the specific challenges, enemy behaviors, and environmental interactions that players must understand and overcome within a dungeon. In the video, the guide explains various mechanics such as 'Shadow of Doubt' and 'Ravenous Swarm', which are crucial for successful completion of the 'City of Threads' dungeon.

💡Buff

A buff in gaming terminology is a temporary beneficial effect that enhances a player's abilities. The script mentions a 30-second buff obtained from interacting with the Statue of the Queen, which boosts damage, healing, and movement speed, although its impact is considered minor due to its short duration.

💡AOE (Area of Effect)

AOE refers to abilities or spells that affect multiple targets within a certain area. The guide discusses using AOE disruption on caster mobs to efficiently handle multiple enemies at once in the dungeon.

💡Interrupt

Interrupting is a game mechanic where a player can stop an enemy from casting a spell or ability. The script emphasizes the importance of interrupting 'Caster mobs' to prevent them from casting damaging bolts and roots.

💡Debuff

A debuff is the opposite of a buff, inflicting negative effects on a player or enemy. The 'Shadows of Doubt' is a debuff that deals damage over time and requires dispelling, as explained in the video for the boss fight strategy.

💡Raider

A Raider in 'World of Warcraft' is a player who participates in challenging PvE content such as raids and dungeons. The script uses the term to describe the boss 'Raider Cricks Visis', indicating a challenging encounter in the dungeon.

💡Duskbringer

Duskbringer is a specific ability mentioned in the script, used by the boss NX in the 'Fangs of the Queen' encounter. It is a dangerous AOE ability that pulses light damage to the group, requiring careful management of defensive cooldowns.

💡Cooldown

A cooldown is the period of time after using a skill or ability during which it cannot be used again. The guide advises players to use their damage and healing cooldowns strategically during the 'Void Rush' mechanic to mitigate the heavy damage dealt by the boss.

💡Encounter

An encounter in a dungeon refers to a specific challenge or battle with a boss or group of enemies. The video script details several encounters, such as 'Raider Cricks Visis' and 'The Fangs of the Queen', each with unique mechanics and strategies.

💡Puddle

In the context of the game, a puddle refers to an area on the ground that deals damage over time to players standing in it. The script mentions avoiding puddles created by 'Indoctrination' during the first boss fight to prevent taking additional damage.

Highlights

Introduction to the City of Threads dungeon in Mythic Plus difficulty with tips on the mechanics and group composition.

Explanation of the statues of the queen that provide a 30-second buff if interacted with by specific classes or professions.

Details on dealing with Silk Binders and Swarm Guards, emphasizing the importance of interrupts and careful pacing.

Strategies for handling the Herald of Aner, including the timing of dispels to avoid damage from the orbs.

Tips for the first boss, Raider Cricks Visis, focusing on positioning and the importance of staying within the boss's tight circle.

Guide on navigating the city area, uncovering the Eyes of the Queen, and avoiding unnecessary trash mobs.

Overview of the Fangs of the Queen boss fight, highlighting the importance of managing group damage and soaking mechanics.

Description of the Royal Venom Shell mini-boss, with a focus on avoiding venomous spray and utilizing poison dispels.

Strategy for the third boss, Coalition, involving soaking orbs and managing healing absorb debuffs.

Explanation of the final boss fight mechanics, particularly the sequence of group damage, tank busters, and dealing with orbs.

Advice on how to manage the orbs that chase players during the final boss fight, ensuring the tank can survive the tank buster.

Recommendation to stay loosely stacked during the final boss fight to maximize AOE healing and efficiently break out of roots.

Summary of the dungeon mechanics and how to approach each section for a successful Mythic Plus run.

Emphasis on the use of personal and group defensives during high-damage phases in the dungeon.

Final tip to use the flight point unlocked after the second boss to avoid a long run back to the dungeon entrance.

Transcripts

play00:00

Hello friends this is growl in this

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video I'm going to teach you everything

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you need to know about the city of

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threads for Mythic Plus in the war

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within I've been testing all of the

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dungeons thoroughly on beta and I wanted

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to make a quick and easy to understand

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guide for all of the important mechanics

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remember that this is for Mythic plus

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difficulty so some of the mechanics may

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be missing if you're running this

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dungeon on normal or heroic city of

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threads is a straightforward dungeon

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with no important group composition

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requirements the only minor thing is

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these statues of the queen that you can

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interact with at the beginning of the

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dungeon if you have a priest Rogue or

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someone with at least 25 skill in

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engineering you can talk to the Statue

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and get a short 30-second buff to your

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damage healing and movement for your

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group this can be helpful but ultimately

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isn't super important for the success of

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the Run considering how short the buff

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is the beginning of the dungeon can be a

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bit frustrating with a slew of Caster

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mobs and patrols silk binders are Caster

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mobs that continuously cast bolts and

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Roots these should be interrupted and

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ideally gathered together so that you

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can use AOE disruption on them once your

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team runs out of kicks swarm guards

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Patrol the area and frequently cast

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ravenous swarm while in combat this puts

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a 5-second damage overtime effect on

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each player that cannot be dispelled

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although this damage isn't lethal it can

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quickly lead to Deaths when paired with

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bolts going off from the casters go at

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your own pace in this area depending on

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the coordination of your group and how

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many interrupts you have available heral

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of aner is another Lieutenant Style mob

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that debuffs players with shadows of

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doubt this deals damage over time to one

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player and surrounds them in orbs this

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debuff can be dispelled but once

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dispelled it shoots out orbs in each

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Direction stunning and dealing damage to

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any player they pass through although

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you do want to dispel this debuff it's a

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good idea to wait a few seconds to allow

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the player to position correctly so that

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nobody else is going to get hit by the

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orbs this mob also casts twist thoughts

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which if not interrupted deals damage to

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a random party member and creates a

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puddle at their feet that deals

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increased ticking damage while anyone

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stands inside the first boss uh or

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Raider cricks visis can be a bit

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intimidating at first but once you learn

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the dance it actually becomes quite easy

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the boss has a very tight Circle that

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you must stand in and if you leave that

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Circle you get yed in and take extra

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damage the boss places the same Shadow

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of Doubt debuff from earlier on two

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different players at once one of these

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players should be dispelled fairly

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quickly just be a aware of your allies

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position in the circle in order to not

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get hit I've seen teams try and maintain

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a square formation so that dispels can

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be instant however this might be

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difficult to pull off in random pug

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groups after the debuff the boss casts

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indoctrination which pulses damage to

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the entire party once that cast ends a

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pool starts to spawn and grow under the

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boss dealing heavy damage to anyone

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inside during the damage cast your party

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should be stacking on the tank and then

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moving together in that direction in

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order to avid avoid the puddle if you

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aren't paying attention you're very

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likely to die with the combination of

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the puddle hitting you and also getting

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yint from the boss as the rest of your

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team walks away this cycle repeats over

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and over until the boss is dead continue

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past the bridge to subdue an easy mini

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boss that grants you with a buff

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allowing you entry into the city this

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part of the dungeon is quite strange you

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must uncover four eyes of the queen

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throughout the city you don't have to

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fight any of the trash in this area

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besides the Four Queens as long as you

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aren't detected by the guards patrolling

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around you can basically just walk

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freely without AGG gring anything in

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order to detect which mobs are the

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Queens you must always follow the path

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of spirit Illusions in the city you can

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see where they're facing and follow them

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they're almost always going to lead you

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to the next mini boss generally speaking

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there's one of these right at the start

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and then the other three are kind of

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spread out in different parts of the

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city it isn't known yet how these random

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spawns work maybe there might be some

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sort of pattern or way that you can

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detect them even faster once you uncover

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the eye of the queen it will become

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hostile and attack your party sometimes

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with even more mobs to help the main

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mechanic here to worry about is void

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Rush the mob dashes to multiple players

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and Deals heavy damage also inflicting a

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large but short damage overtime effect

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on each person hit since you're spending

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a lot of time running around from spot

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to spot you want to just expend all of

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your damage cooldowns healing defensives

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on these void rushes and these mobs

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since they can be pretty lethal this

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part of the dungeon can can be a bit

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slow and tedious but things pick up

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quickly once all four of them are

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defeated find your way to exeggutor

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nisel to open the way to the second boss

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the fangs of the queen this is a two

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boss Council fight that has multiple

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phases that it Cycles through but in

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general the mechanics are quite simple

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knife throw will go out periodically

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dealing moderate damage and also

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applying a short damage overtime debuff

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make sure you're healing these up and if

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you happen to overlap these with a group

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damage use a defensive NX has a frontal

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attack shade slash that also sends a

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beam out and then copies itself each

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time it's used and sends the beam out

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from that location we found that it

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wasn't really too difficult to just sort

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of YOLO this and Dodge it but you may

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want to be a bit more strategic as a

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tank for where you're placing these

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after a certain amount of time NX will

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cast duskbringer pulsing light AOE

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damage to the group this is dangerous

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because VX also uses ice sickles a heavy

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group damage ability which is a great

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time to use defensives for both of these

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the icicles leave a 11 second long

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damage over time on all party members

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but this can be dispelled so it's great

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to use dispels dwarves or even something

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like Mass dispel from priest to reduce

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the damage in the next phase VX will

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cast rhyme dagger on the tank this

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creates a blue circle around the tank

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that must be soaked by your entire party

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and it deals moderate group damage it's

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a good idea to just preemptively sit

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around the tank since this mechanic can

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come out pretty quickly in phase two

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after two rhyme dagger come out there's

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another duskbringer and then the bosses

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switch back to the first phase in

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between each phase there's sort of a

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dance line Dodge that gives you a little

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bit of a break in the action and let

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some of your cooldowns come up since the

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damage is so heavy during the phases

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just keep dealing with the mechanics

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powering through the group damage and

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the fangs of the queen will go down

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defeating this boss as well as the third

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boss unlocks a flight point that you can

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take from the start of the dungeon we're

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very far away so don't run back all the

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way if you've made it this far the the

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next area is incredibly mob dense but

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most of the mobs here are relatively

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harmless just some basic melee and

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ranged attacking units with a few

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casters sprinkled in on top of the

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stairs however is a giant Crypt Lord the

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Royal Venom shell this mob has one major

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mechanic but it can be quite lethal

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venomous spray it puts a long poison on

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each party member but is also creating

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dangerous swirlies on the ground to

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dodge it can be very difficult for a

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Healer to keep up with all the dodging

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so it's a good spot to use personal

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defensives or ideally just poison

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dispels in the transformatory you'll

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find the last two bosses of the dungeon

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the hallway is full of eggs that if you

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run over them they spawn Caster mobs

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that can be very annoying and don't

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contribute to the enemy forces of

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completing the dungeon for this reason

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we preferred not to fight in these

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hallways and instead to try and pull

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things into the boss room you can use

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this strategy at your own risk the

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unnaturals are casters that have a long

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void wave cast if this goes off it deals

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group damage and knocks everyone back so

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so it should be a priority stop

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especially in the hallways where you're

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worried about getting knocked back into

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the eggs the unstable test subjects have

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some group damage and also Dodge

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mechanics but is a fairly simple mob for

play07:41

how dangerous it looks once you clear

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your way into the third boss room the

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coalation is formed this void ooze boss

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is another fairly simple but fun fight

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orbs fly from the outside of the room

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inwards toward the boss and must be

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soaked or they heal the boss for 5%

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Health per orb when you soak these orbs

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as a player however they inflict you

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with black blood a healing absorb that

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deals damage over time until it's healed

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off generally you should be soaking as

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many orbs as possible and then using a

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major defensive or selfhealing button if

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your healer starts to fall behind you

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don't want to use everything in this

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phase though because once the boss

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reaches 100 energy it casts Dark Pulse

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dealing heavy group damage over 6

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seconds this is a good time to use major

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healing cooldowns and get stacked for

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maximum efficiency since there isn't

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really much else going on in the fight

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after the Dark Pulse more orbs spawn and

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the cycle of the boss repeats again once

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coalation is defeated you can make your

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way to the final boss room where you'll

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meet the two mini bosses these guys show

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off the main mechanics of the boss fight

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I'll go over them in a second when I

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talk about the final boss one thing to

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know though is fighting these guys

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together can be really dangerous because

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you get very scary overlaps I believe it

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was intended to only fight one at a time

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although they're very close I wouldn't

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recommend fighting them together unless

play09:00

you have blood lust in an experienced

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group EO the grand splicer is another

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very sequenced boss that has some pretty

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scary mechanics that get more manageable

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as you get used to them throughout the

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fight the boss deals heavy group damage

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followed by a major tank Buster splice

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is a cast that puts a pretty nasty

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damage overtime effect on your entire

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party attempting to soften the group up

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for the following major group attack

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Tremor slam is the first one it summons

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a giant nerubian that slams The ground

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creating a large Circle and also dealing

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a heavy burst of group damage umbrell

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weave also deals heavy group damage but

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this mechanic Roots players to the

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ground and you must destroy the weave on

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each player to get free being free is

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important because of the orbs that chase

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you throughout the fight during each

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mechanic EO will send the orbs towards

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players so be careful and try not to

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Greed casts while breaking the roots or

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surviving the group damage after the

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group damage is over they will then send

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all three orbs to attack the tank as a

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major tank Buster the tank must get out

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of the group and then pop a major

play10:03

defensive in order to survive this might

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seem like a lot but it's the same

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sequence over and over splice group

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damage splice group damage and then tank

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Buster be sure to actively use and

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spread out all of your defensive and

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healing cooldowns and watch your feet

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from the orbs we have found a good

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strategy is just to stay Loosely stacked

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up for the entire fight so that the

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Healer can get efficient use of AOE

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heals and so everyone can AOE down the

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we leaves in order to break out of the

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roots in time once you defeat the boss

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the dungeon is over and you can collect

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your loot that wraps up my guide to City

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of threads in the war within if you

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think there's anything important I

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missed out leave it in the comments for

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others to see thanks for watching and

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happy he

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[Music]

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