The Silken Court Boss Guide - Nerub-ar Palace - Heroic/Normal - The War Within Raid 11.0
Summary
TLDRZax introduces a guide to defeating the Silken Court, the penultimate boss in Nerub-ar Palace, in a video brought to you by Wowhead's new raid cheat sheets. The fight involves two bosses with three phases and intermissions, requiring strategic use of mechanics like tethers to prevent raid-wide damage. Key strategies include managing the 'tether' mechanic, dealing with adds, and coordinating debuffs during intermissions. The guide also highlights the importance of role assignments and coordination for a successful raid.
Takeaways
- 🌐 The Silken Court is a boss encounter in the Nerub'ar Palace with two bosses: a melee and a caster.
- 🔗 Players must manage a 'tether' mechanic during phase one to prevent massive raid damage.
- 🎯 On heroic difficulty, two pairs of players are needed to handle the tether mechanic effectively.
- 💥 The melee boss's charge ability must be stopped by tethers to avoid a wipe.
- 🤺 Tanks need to taunt swap after the melee boss casts Piercing Strike to mitigate increased damage.
- 🧙♂️ The caster boss frequently casts Poison Bolt, requiring regular dispels on the tank.
- 🌀 Players marked with a green circle should spread out to avoid damaging explosions.
- 🐛 Adds spawned by the melee boss fixate on players and should be风筝 through the melee boss for cleaving.
- 🛡️ Intermissions involve the bosses hiding and casting abilities that require raid-wide movement and avoidance.
- 🔁 Phase two introduces new abilities, including the Stinging Swarm debuff which must be transferred to the caster boss to interrupt a devastating cast.
- 🎉 WoWHead Cheatsheets provide quick access to key information and strategies for each boss in Nerub'ar Palace.
Q & A
What is the Silken Court boss fight in Nerub-ar Palace?
-The Silken Court is a boss fight in the game where players face two bosses simultaneously, a melee boss and a caster boss, in a multi-phase encounter with specific mechanics to manage.
What is the significance of the 'tether' mechanic in the Silken Court fight?
-The 'tether' mechanic is crucial in the first phase of the fight. Players must create tethers to prevent the melee boss from charging across the room and causing massive raid-wide damage.
How many players are needed to handle the 'tether' mechanic in the normal and heroic modes?
-In normal mode, two players are needed to handle the 'tether' mechanic, while in heroic mode, two pairs of two players, totaling four, are required.
What should players do when the melee boss is about to cast a charge?
-When the melee boss is about to cast a charge, one of the tethered players must move to the opposite side of the charge to stretch the tether across the path, stopping the boss and preventing damage.
Why is it important to manage the 'Piercing Strike' ability during the fight?
-The 'Piercing Strike' ability deals significant physical damage and increases damage taken from subsequent strikes. Tanks must taunt swap after each cast to mitigate this effect.
How should players deal with the adds that spawn during the fight?
-When adds spawn, they fixate on random players and deal increased damage with each stack. Players should drag these adds through the melee boss to be slowed and cleaved down.
What happens during the first intermission in the Silken Court fight?
-During the first intermission, the melee boss hides, and the caster boss goes to the center, gains a shield, and starts a long channel that spawns explosive cones around the room.
What is the main mechanic to focus on during the second phase of the fight?
-In the second phase, the main mechanic involves dispelling a debuff called 'Stinging Swarm' onto the caster boss to interrupt her 'Cataclysmic Entropy' cast, which would otherwise wipe the raid.
How do players manage the raid-wide pull-in ability during phase three?
-In phase three, players must manage the raid-wide pull-in by keeping tethers for the charge mechanic. Ranged and healers should keep their tethers unless specified otherwise by the raid leader.
What additional mechanics are introduced in the third phase of the Silken Court fight?
-In the third phase, players face a combination of mechanics from the first two phases, including the charge and the need to transfer debuffs to the caster boss. Additionally, the melee boss spawns rings on the ground that players must avoid.
What is the role of WoWHead Cheatsheets in relation to the Silken Court guide?
-WoWHead Cheatsheets provide a quick and easy reference for key information about each boss in Nerub-ar Palace, including strategies, assignments, and pro tips.
Outlines
🎮 Silken Court Boss Fight Strategy
Zax introduces a guide to defeating the Silken Court, the penultimate boss in Nerub-ar Palace, brought to viewers by Wowhead's new raid cheat sheets. The fight involves two bosses, a melee and a caster, and is divided into three phases with intermissions. The guide emphasizes the importance of the 'tether' mechanic, where two players (four on heroic) must manage a web explosion to create a tether that prevents the melee boss from causing massive damage. The caster boss requires frequent dispelling due to Poison Bolt, and the tanks must taunt swap after Piercing Strike. Additional mechanics include dodging swirlies, managing adds, and avoiding ground effects. The guide promises Patreon supporters exclusive content like mythic plus guides.
🛡 Advanced Phase Mechanics and Recap
The second paragraph delves into the advanced mechanics of the Silken Court fight. In the second phase, the melee boss no longer charges but instead applies a 'Stinging Swarm' debuff that must be transferred to the caster boss to interrupt a devastating cast. The third phase reintroduces the charge mechanic and requires the debuffs to be managed simultaneously. The guide suggests using Wowhead Cheatsheets for quick strategies and thanks Patreon supporters for enabling the creation of exclusive content. The guide concludes with a reminder to check out the provided links for more detailed guides and resources.
Mindmap
Keywords
💡Silken Court
💡Tether Mechanic
💡Bloodlust
💡Phase One
💡Intermission
💡Void Bolt
💡Cataclysmic Entropy
💡Piercing Strike
💡Phase Three
💡Raid-wide damage
Highlights
Introduction to Silken Court, second to last boss in Nerub-ar Palace, presented by Wowhead.
Fight mechanics involve two bosses: the caster boss and the melee boss, fought simultaneously with 3 phases and intermissions.
Key phase one mechanic involves the 'tether' – players must create a tether by exploding webs and prevent the melee boss from charging into the wall.
Melee boss charge mechanic, when stopped, doubles damage taken by the boss for a few seconds.
Tanks should taunt swap on the melee boss after Piercing Strike, and dispel Poison Bolt from the caster boss.
Green circle mechanic requires players to spread out to avoid overlapping circles before explosion.
Phase one intermission: the caster boss gets a shield and starts channeling raid-wide damage while spawning exploding cones.
In phase two, Stinging Swarm debuff must be transferred to the caster boss, interrupting her Cataclysmic Entropy cast to prevent a wipe.
In phase two, melee boss no longer charges but places dispellable debuffs on random players that need to be managed.
Phase two intermission mirrors the first, but with rings around the room instead of cones.
Phase three combines mechanics from both earlier phases – charge from phase one and Stinging Swarm from phase two.
In phase three, tethers are created randomly by the caster boss's raid-wide pull-in, and players need to manage them dynamically.
Melee boss no longer spawns adds or performs a frontal attack in phase three but instead spawns dodgeable rings and channels raid-wide damage.
Recommendation for ranged DPS and healers to keep their tethers for charge management, especially on heroic.
Introduction of Wowhead's new Cheatsheets for concise boss strategies and key assignments in Nerub-ar Palace.
Transcripts
Hey, we pullin'?
Hey I’m Zax and here’s our guide to the Silken Court, the second to last boss in
Nerub-ar Palace. This guide is brought to you by Wowhead and their brand new raid cheat sheets,
which we’ll tell you more about right after the boss. Also big thank you to
our supporters on patreon, hope you’ll enjoy all the patreon-exclusive content
we’ve got coming out this tier, like mythic plus guides and more.
Alright, so the Silken Court is dumb and dumber over here. We’ll call the skinny one the caster
boss and this other guy the melee boss. They have 3 phases, with a couple intermissions in between
them. You fight both bosses at the same time, so it’s a mostly two-target cleave
fight. And you’ll want to bloodlust on pull. But before you pull, you need to assign 2
players to be in charge of the “tether” mechanic of the fight, and you should
put a mark on them so they’re easy to see. Ideally they are mobile ranged dps or healers,
and on heroic, you actually need to assign two pairs of two players for this, so 4 total. This
assignment is for the most important mechanic in phase one, and here’s what they need to do.
When a bunch of these swirlies spawn on the ground, everyone needs to dodge them,
and then stay out of the webs they leave on the ground, and then the assigned players need to
move together next to one of the webs and wait. Then when the melee boss gets to around 90 energy,
they both need to move into the web, and one of them needs to move into the little bubble in the
middle of the web to explode it, which creates a tether between the two players. Then they need to
stay close enough to each other to not break the tether, shown by this big circle around them. And
finally, when the melee boss gets to full energy and starts casting this charge across the room,
one of the players needs to move to the other side of the charge, to stretch the tether across the
charge path, so when the boss charges, the tether stops him and prevents him from hitting the wall,
which would do an insane amount of raid-wide damage and probably cause a wipe. As a bonus,
the boss takes double damage for a few seconds if you stop the charge, so that’s nice. But
you have to do all this twice in the phase before it’s over, and on heroic,
you need the charge to go through two different tethers to stop it, which is why you need two
pairs of two players to handle all that. It’s definitely a little complicated,
but if you can manage the charge, everything else in the phase is a lot simpler.
The bosses share health, so it doesn’t matter which one you hit, and the tanks should try to
keep them stacked as much as possible for cleave damage, but the caster boss can’t
be moved and he jumps around randomly, so they can’t be stacked 100% of the time.
The tanks also have to taunt swap on the melee boss after every time he casts Piercing Strike,
because it does a ton of physical damage and increases damage taken from the following
Piercing Strike. And the tank that has aggro on the caster boss has to be dispelled pretty often,
because she spam casts Poison Bolt on them, which does magic damage and applies a heavy dot.
When everyone gets this green circle around them, you need to spread out so you’re not in
each other’s circles before they explode after a couple seconds.
When the melee boss spawns these adds, they fixate random players and melee them,
giving them stacks of a damage taken increase, so the fixated players need to try to drag the adds
through the melee boss so they can get slowed and cleaved down by everyone. On heroic, the adds have
a big damage reduction buff that goes away over time, so they just take a little longer to kill.
And when the melee boss casts this big cone on the ground, everyone needs to quickly move
out of it before the cast finishes and it impales anyone it hits, doing a ton
of damage to the player and stunning them until the impaling spike is destroyed by other people.
Once the caster boss gets to full energy after a couple minutes, the first intermission starts,
where the melee boss hides and the caster boss goes to the middle of the room, gets a big shield,
and starts a long channel. This channel does ramping raid-wide damage and spawns
these cones all around the boss, which everyone has to avoid being in when they explode after a
few seconds. The timing of the cones can be a little tricky because the whole room fills up
before they start exploding, but just stand in a newer cone until an older one explodes and then
move into the safe spot it leaves behind. Once the boss’s shield is broken,
phase two starts, where the melee boss comes back and both bosses get some new abilities.
The only thing that changes for the melee boss is that he doesn’t do the charge in this phase,
but now instead, he has the new main mechanic of the phase. At some point,
he puts a dispellable debuff, Stinging Swarm, on three random players, and when this debuff gets
dispelled, it jumps to the closest player OR to the caster boss if she’s the closest. And the goal
with these debuffs is to get them all onto the caster, importantly getting the third stack of
the debuff onto her when she gets to full energy and starts her big raid-wiping cast, Cataclysmic
Entropy. When she gets the third stack, it interrupts the cast, preventing the wipe.
The way we recommend making this happen is by having the three players with the debuff,
which you can see based on this swirly purple effect on them, go stand in a triangle around
the caster boss while everyone else gets away from them. And then when the big cast starts,
quickly dispel all three of them, and gg. You could even use mass dispel from a priest to
make it real easy. Each dispel also does some raid-wide damage, so the healers will need to
get everyone topped beforehand. So that’s the new main mechanic.
As for the caster boss, her abilities are all new but simple.
The cast she spams at the tank is now Void Bolt, but it does the same thing,
just needs a dispel sometimes. She has a random cone on the ground
for everyone to dodge before it explodes. And she casts a raid-wide pull-in that also
tethers random players together, followed immediately by a big explosion in a circle
around her that everyone has to quickly run out of. You don’t actually need the tethers
for anything in this phase, so just make sure to run away from your partners and break the
tethers to remove the dot it puts on you. Once the melee boss gets to full energy after
another couple minutes, the second intermission starts, where the caster boss hides and the melee
boss goes to the middle, gets a big shield, and starts a long channel, very similar to the first
intermission. But now instead of cones on the ground, a bunch of these rings spawn around the
room that everyone has to avoid being in when they explode, or else they take a bunch of damage and
get impaled and have to be broken out. Once the boss’s shield is broken,
phase three starts, where the caster boss comes back and things get real.
This phase has both of the main mechanics from phase one and two, so the melee boss does the
charge again AND puts out those debuffs that you have to transfer to the caster boss at the right
time. And to make things even more complicated, the only way to get tethers for the charge is
from the raid-wide pull-in the caster does, which just tethers random people together,
so you can’t really just rely on the assigned people from phase one to handle it. There will
probably be some add-on or weakaura thing that tells you who should keep their tether,
but otherwise, we recommend all the ranged and healers keep their tethers and use them for the
charge, unless the raid leader calls for specific people to keep their tether and then everyone else
can break them to prevent some dot damage. And don’t forget, two tethers are needed on heroic.
As for the other mechanics of phase three, the melee boss doesn’t spawn adds anymore and he
doesn’t have a frontal. Instead he spawns rings on the ground for everyone to dodge, like in the
second intermission. And he has a big raid-wide damage channel for the healers to watch out for.
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. See you next time.
Посмотреть больше похожих видео
Nexus-Princess Ky'veza Boss Guide - Nerub-ar Palace - Heroic/Normal - The War Within Raid 11.0
Queen Ansurek Guide - Nerub-ar Palace - Heroic/Normal - The War Within Raid 11.0
Rasha'nan Boss Guide - Nerub-ar Palace - Heroic/Normal - The War Within Raid 11.0
Nerub-ar Palace Boss Preview (Every Boss) - The War Within 11.0
City of Threads Mythic Dungeon Guide
FULL Crota's End Raid Guide (Destiny 2)
5.0 / 5 (0 votes)