City of Threads Mythic Dungeon Guide
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
- π° The City of Threads is a dungeon in 'The War Within' designed for Mythic Plus difficulty, with unique mechanics and strategies.
- π§ Players can interact with statues of the queen at the beginning for a short buff, which is helpful but not crucial for success.
- π‘ Interrupting and managing the Caster mobs and Patrols with AOE disruption is essential for efficient clearing.
- π₯ Coordination within the group is key, especially for managing the debuff mechanics from mobs like Swarm Guards and Lieutenant mobs.
- π The boss 'Raider Cricks Visis' requires players to stay within a specific circle and manage the 'Shadow of Doubt' debuff effectively.
- π Uncovering the 'Eyes of the Queen' involves avoiding detection and following spirit illusions to locate mini-bosses.
- π‘ The 'Fangs of the Queen' fight is a two-boss council with phases that require managing group damage and defensive cooldowns.
- π The Crypt Lord 'Royal Venom Shell' has a lethal 'Venomous Spray' mechanic that demands careful dodging and poison dispels.
- π₯ The 'Unnaturals' and 'Unstable Test Subjects' in the transformatory require interrupting casts and managing additional damage mechanics.
- 𧬠The boss 'Coalation' involves soaking orbs to prevent healing the boss while managing the 'Black Blood' debuff.
- 𧩠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
π‘οΈ 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.
π‘οΈ 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.
π 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
π‘Mythic Plus
π‘Dungeon Mechanics
π‘Buff
π‘AOE (Area of Effect)
π‘Interrupt
π‘Debuff
π‘Raider
π‘Duskbringer
π‘Cooldown
π‘Encounter
π‘Puddle
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
Hello friends this is growl in this
video I'm going to teach you everything
you need to know about the city of
threads for Mythic Plus in the war
within I've been testing all of the
dungeons thoroughly on beta and I wanted
to make a quick and easy to understand
guide for all of the important mechanics
remember that this is for Mythic plus
difficulty so some of the mechanics may
be missing if you're running this
dungeon on normal or heroic city of
threads is a straightforward dungeon
with no important group composition
requirements the only minor thing is
these statues of the queen that you can
interact with at the beginning of the
dungeon if you have a priest Rogue or
someone with at least 25 skill in
engineering you can talk to the Statue
and get a short 30-second buff to your
damage healing and movement for your
group this can be helpful but ultimately
isn't super important for the success of
the Run considering how short the buff
is the beginning of the dungeon can be a
bit frustrating with a slew of Caster
mobs and patrols silk binders are Caster
mobs that continuously cast bolts and
Roots these should be interrupted and
ideally gathered together so that you
can use AOE disruption on them once your
team runs out of kicks swarm guards
Patrol the area and frequently cast
ravenous swarm while in combat this puts
a 5-second damage overtime effect on
each player that cannot be dispelled
although this damage isn't lethal it can
quickly lead to Deaths when paired with
bolts going off from the casters go at
your own pace in this area depending on
the coordination of your group and how
many interrupts you have available heral
of aner is another Lieutenant Style mob
that debuffs players with shadows of
doubt this deals damage over time to one
player and surrounds them in orbs this
debuff can be dispelled but once
dispelled it shoots out orbs in each
Direction stunning and dealing damage to
any player they pass through although
you do want to dispel this debuff it's a
good idea to wait a few seconds to allow
the player to position correctly so that
nobody else is going to get hit by the
orbs this mob also casts twist thoughts
which if not interrupted deals damage to
a random party member and creates a
puddle at their feet that deals
increased ticking damage while anyone
stands inside the first boss uh or
Raider cricks visis can be a bit
intimidating at first but once you learn
the dance it actually becomes quite easy
the boss has a very tight Circle that
you must stand in and if you leave that
Circle you get yed in and take extra
damage the boss places the same Shadow
of Doubt debuff from earlier on two
different players at once one of these
players should be dispelled fairly
quickly just be a aware of your allies
position in the circle in order to not
get hit I've seen teams try and maintain
a square formation so that dispels can
be instant however this might be
difficult to pull off in random pug
groups after the debuff the boss casts
indoctrination which pulses damage to
the entire party once that cast ends a
pool starts to spawn and grow under the
boss dealing heavy damage to anyone
inside during the damage cast your party
should be stacking on the tank and then
moving together in that direction in
order to avid avoid the puddle if you
aren't paying attention you're very
likely to die with the combination of
the puddle hitting you and also getting
yint from the boss as the rest of your
team walks away this cycle repeats over
and over until the boss is dead continue
past the bridge to subdue an easy mini
boss that grants you with a buff
allowing you entry into the city this
part of the dungeon is quite strange you
must uncover four eyes of the queen
throughout the city you don't have to
fight any of the trash in this area
besides the Four Queens as long as you
aren't detected by the guards patrolling
around you can basically just walk
freely without AGG gring anything in
order to detect which mobs are the
Queens you must always follow the path
of spirit Illusions in the city you can
see where they're facing and follow them
they're almost always going to lead you
to the next mini boss generally speaking
there's one of these right at the start
and then the other three are kind of
spread out in different parts of the
city it isn't known yet how these random
spawns work maybe there might be some
sort of pattern or way that you can
detect them even faster once you uncover
the eye of the queen it will become
hostile and attack your party sometimes
with even more mobs to help the main
mechanic here to worry about is void
Rush the mob dashes to multiple players
and Deals heavy damage also inflicting a
large but short damage overtime effect
on each person hit since you're spending
a lot of time running around from spot
to spot you want to just expend all of
your damage cooldowns healing defensives
on these void rushes and these mobs
since they can be pretty lethal this
part of the dungeon can can be a bit
slow and tedious but things pick up
quickly once all four of them are
defeated find your way to exeggutor
nisel to open the way to the second boss
the fangs of the queen this is a two
boss Council fight that has multiple
phases that it Cycles through but in
general the mechanics are quite simple
knife throw will go out periodically
dealing moderate damage and also
applying a short damage overtime debuff
make sure you're healing these up and if
you happen to overlap these with a group
damage use a defensive NX has a frontal
attack shade slash that also sends a
beam out and then copies itself each
time it's used and sends the beam out
from that location we found that it
wasn't really too difficult to just sort
of YOLO this and Dodge it but you may
want to be a bit more strategic as a
tank for where you're placing these
after a certain amount of time NX will
cast duskbringer pulsing light AOE
damage to the group this is dangerous
because VX also uses ice sickles a heavy
group damage ability which is a great
time to use defensives for both of these
the icicles leave a 11 second long
damage over time on all party members
but this can be dispelled so it's great
to use dispels dwarves or even something
like Mass dispel from priest to reduce
the damage in the next phase VX will
cast rhyme dagger on the tank this
creates a blue circle around the tank
that must be soaked by your entire party
and it deals moderate group damage it's
a good idea to just preemptively sit
around the tank since this mechanic can
come out pretty quickly in phase two
after two rhyme dagger come out there's
another duskbringer and then the bosses
switch back to the first phase in
between each phase there's sort of a
dance line Dodge that gives you a little
bit of a break in the action and let
some of your cooldowns come up since the
damage is so heavy during the phases
just keep dealing with the mechanics
powering through the group damage and
the fangs of the queen will go down
defeating this boss as well as the third
boss unlocks a flight point that you can
take from the start of the dungeon we're
very far away so don't run back all the
way if you've made it this far the the
next area is incredibly mob dense but
most of the mobs here are relatively
harmless just some basic melee and
ranged attacking units with a few
casters sprinkled in on top of the
stairs however is a giant Crypt Lord the
Royal Venom shell this mob has one major
mechanic but it can be quite lethal
venomous spray it puts a long poison on
each party member but is also creating
dangerous swirlies on the ground to
dodge it can be very difficult for a
Healer to keep up with all the dodging
so it's a good spot to use personal
defensives or ideally just poison
dispels in the transformatory you'll
find the last two bosses of the dungeon
the hallway is full of eggs that if you
run over them they spawn Caster mobs
that can be very annoying and don't
contribute to the enemy forces of
completing the dungeon for this reason
we preferred not to fight in these
hallways and instead to try and pull
things into the boss room you can use
this strategy at your own risk the
unnaturals are casters that have a long
void wave cast if this goes off it deals
group damage and knocks everyone back so
so it should be a priority stop
especially in the hallways where you're
worried about getting knocked back into
the eggs the unstable test subjects have
some group damage and also Dodge
mechanics but is a fairly simple mob for
how dangerous it looks once you clear
your way into the third boss room the
coalation is formed this void ooze boss
is another fairly simple but fun fight
orbs fly from the outside of the room
inwards toward the boss and must be
soaked or they heal the boss for 5%
Health per orb when you soak these orbs
as a player however they inflict you
with black blood a healing absorb that
deals damage over time until it's healed
off generally you should be soaking as
many orbs as possible and then using a
major defensive or selfhealing button if
your healer starts to fall behind you
don't want to use everything in this
phase though because once the boss
reaches 100 energy it casts Dark Pulse
dealing heavy group damage over 6
seconds this is a good time to use major
healing cooldowns and get stacked for
maximum efficiency since there isn't
really much else going on in the fight
after the Dark Pulse more orbs spawn and
the cycle of the boss repeats again once
coalation is defeated you can make your
way to the final boss room where you'll
meet the two mini bosses these guys show
off the main mechanics of the boss fight
I'll go over them in a second when I
talk about the final boss one thing to
know though is fighting these guys
together can be really dangerous because
you get very scary overlaps I believe it
was intended to only fight one at a time
although they're very close I wouldn't
recommend fighting them together unless
you have blood lust in an experienced
group EO the grand splicer is another
very sequenced boss that has some pretty
scary mechanics that get more manageable
as you get used to them throughout the
fight the boss deals heavy group damage
followed by a major tank Buster splice
is a cast that puts a pretty nasty
damage overtime effect on your entire
party attempting to soften the group up
for the following major group attack
Tremor slam is the first one it summons
a giant nerubian that slams The ground
creating a large Circle and also dealing
a heavy burst of group damage umbrell
weave also deals heavy group damage but
this mechanic Roots players to the
ground and you must destroy the weave on
each player to get free being free is
important because of the orbs that chase
you throughout the fight during each
mechanic EO will send the orbs towards
players so be careful and try not to
Greed casts while breaking the roots or
surviving the group damage after the
group damage is over they will then send
all three orbs to attack the tank as a
major tank Buster the tank must get out
of the group and then pop a major
defensive in order to survive this might
seem like a lot but it's the same
sequence over and over splice group
damage splice group damage and then tank
Buster be sure to actively use and
spread out all of your defensive and
healing cooldowns and watch your feet
from the orbs we have found a good
strategy is just to stay Loosely stacked
up for the entire fight so that the
Healer can get efficient use of AOE
heals and so everyone can AOE down the
we leaves in order to break out of the
roots in time once you defeat the boss
the dungeon is over and you can collect
your loot that wraps up my guide to City
of threads in the war within if you
think there's anything important I
missed out leave it in the comments for
others to see thanks for watching and
happy he
[Music]
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