#Link to this headingRequired Setup
- Under
Queen Ansurek
in BigWigs find the first mechanic, Reactive Toxin, click the>>
arrows, and disableSay
andSay Countdown
. - Disable
Reactive Toxin Marker
.
- Search for
Web Blades
in your WeakAuras, or find the aura namedWeb Blades
underNerub-ar Palace
,Queen Ansurek
,Queen Ansurek - Bars
. This aura is set to load Never by default. Uncheck that to turn it back on. If you want to modify this WeakAura to make a sound when it's safe to move, view instructions here.

The green ticks are when the Web Blades spawn, and the red ticks are when they erupt.
-
Tanks need to find the Weakaura below in the assignment auras and enable it. They should also review our assignments sheet and in the custom options pick the correct markers for the first and third Ascended Voidspeaker for their side.
Voidspeaker Automark - CUSTOM OPTIONS + DISABLED BY DEFAULT
#Link to this headingMechanics
The major change to Phase 1, the 2nd and 3rd set of Reactive Toxin goes out 3 players, spawning 3 Reactive Froth bombs instead of 2. Be weary of looking at old preparation materials for this fight as the third set used to have 4 bombs (2-3-4), post-nerf it’s 2-3-3.
When a Reactive Froth bomb is popped everyone is given a 2000% vulnerability to this mechanic for 1 second, requiring bomb popping to be staggered.
The roots are mechanically the same as on heroic. However, most mechanics in phase one happen every 5 seconds, and often with sensitive positioning urging us to clear them as fast as possible. Players will self-clear wherever possible and things like Master’s Call will be assigned to help those in need. A small number of roots will need to be cleaved down each set (they have 18 million health).
There is utility in Monks, Holy Paladins, Priest, and Rogues being Gnomes so they can self-clear with the Escape Artist racial. This gives Priests and Rogues more self-clearing capabilities, whereas Holy Paladins and Monks can use their racial to self clear then Freedom or Tiger’s Lust someone else.
Those who cannot always clear themselves:
- Demon Hunter can use their pre-meta jump to immune the root, however it’s not worth messing up their cd timings. It’s common for DHs to be under the boss to cleave away their root every set.
- Priests
- Holy needs help every time.
- Discipline is currently a dead spec.
- Shadow can disperse one, or two with a talent. However, this talent is on a choice node with Mental Fortitude and shouldn’t be taken unless strictly necessary.
- Augmentation Evoker Can only clear themselves once.
- Rogues will need help on one of the roots unless taking double vanish, which is a decent DPS loss depending on the spec.
Iteration | Timing |
---|---|
Silken Tomb 1 | 0:16 |
Silken Tomb 2 | 0:56 (+40 Seconds) |
Silken Tomb 3 | 1:50 (+54 Seconds) |
The only class which requires Time Spiral is Shamans Spirit Walk is a 1 minute cooldown), therefore the only necessary Time Spiral is on Silken Tomb 2.
#Link to this headingThe fuck does Time Spiral do?
Time Spiral is a 2-minute evoker talent that does the following when cast for 10 seconds:
- Allows everyone within 40 yards to use their “major movement ability” even if it is on cooldown.
- Using one’s “major movement ability” in this window will not incur a cooldown.
Class | Spells |
---|---|
Death Knight | Wraith Walk, Pre-AMS, Death Charge (Rider) |
Demon Hunter* | Pre-Meta Jump (Once) |
Druid | Shapeshift |
Evoker* | Preservation — Dream Flight, Emerald Communion, Deep Breath Devastation — Deep Breath Augmentation* — Breath of Eons (Once) |
Hunter | Feign Death, Disengage, Pre-Turtle, Master’s Call on friend (Twice) |
Mage | Blink, Ice Block, Invisibility |
Monk | Tiger’s Lust |
Paladin | Freedom, Bubble, Spellwarding (Protection), Unbound Freedom on friend (Protection, Retribution) |
Priest* | Dispersion (Shadow), Ultimate Penance (Discipline, Once) |
Rogue* | Vanish (Once), Cloak of Shadows (Once) |
Shaman** | Spirit Walk (Twice, Thrice with Time Spiral) |
Warlock | Demonic Circle with Soulburn |
Warrior | Bladestorm, Avatar, Charge (Fury, Arms Slayer), Odyn’s Fury (Fury with Titan’s Torment if Avatar isn’t active), Spell Reflect |
*These classes don't have the ability to clear themselves 3 times.
**These classes require Time Spiral to clear themselves 3 times.
Players will take 402k nature damage every 1.5 seconds to players within 2 yards. This was a mechanic on heroic and it still does not do a lot of damage. It's safe to run through players to reposition for Wrest, but otherwise loosely spread to the best of your ability.
Throughout the duration of the phase the Grasping Silk miasma left behind in the previous phase will grow. In addition, each Wrest will also spawn more Grasping Silk miasma which also grows.
Stay ahead of the miasma but also make sure to be ahead of any incoming Paralyzing Waves, which will kill you.
This is a magic-dispellable debuff that we've seen in heroic from the Devoted Worshippers, aka the shielded mobs on the 2nd phase 2 platform. It deals mild, 575k shadow damage every 1.5 seconds for 12 seconds, now also cleaving this damage to anyone within 8 yards in mythic.
Expiration or removal of the debuff deals 2 million damage to players on the platform of the dispellee via Gloom Blast and leaves a moderately sized Gloom miasma puddle on the ground.
The Devoted Worshippers still cast this ability on one random healer per side shortly after reaching the second phase 2 platform, but players who step through a Shadowgate are also afflicted with this debuff.
In Mythic, the adds that share health across platforms via Echoing Connection will emerge from a Shadowgate on each platform. The gates themselves spam a 12 second cast of the same name, Shadowgate, that will kill their side of the room if it goes off. This cast can be reset by stepping into them, teleporting the player to the opposite platform's Shadowgate, but afflicting the player with two debuffs:
- Gloom Touch, which is described above this mechanic; deals raid damage and drops miasma when dispelled.
- Shadowy Distortion prevents the player from re-entering a Shadowgate for 30 seconds.
When we clear a platform the Shadowgate will jump to the next platform and spawn the next set of adds. Importantly, when a Shadowgate jumps it will reset its cast timer, though it will start casting immediately on the new platform even before we get there. Lastly, killing the final add of phase 2, the lone Ascended Voidspeaker, will destroy the Shadowgates as well as any active Gloom Touch debuffs.
Ascended Voidspeaker
The Ascended Voidspeakers spawn at the beginning and end of phase 2, share health, and knock us across platforms. They have the same, simple heroic mechanics scaled to lethal levels.
Shadowblast is a 4-second cast that will kill whoever it is cast on. We will be using the interrupt anchor WeakAura to orchestrate a kick order.
Radiating Gloom is periodic rot damage within 45 yards of the Voidspeaker. They also spawn a void zone under a random ranged that shoot Gloom Orbs from it. The void zone and orbs will probably kill anyone hit.
Chamber Guardian
These are actively tanked mobs, with Oust dealing massive damage to its target and knocking them away. This ability also spawns a few Ousting Fragments as swirlies that deal large damage on impact and knocking away anyone hit.
Chamber Expeller
Seen in heroic, the expeller teleports around and casts Expulsion Beam at a random player. Anyone hit will take lethal damage and be knocked away. This overlapping with Wrest can be deadly to anyone poorly positioned.
Devoted Worshipper
I've explained this mechanic above. 🥰 This one is only cast once per side, on a random healer.
Worshippers sacrifice their 95 million health pool for 1 health and a 95 million shield because they're stupid or something. If anyone was completely asleep at the wheel in heroic this means executes deal full damage to them, especially executes that activate give temporary damage buffs such as Touch of Death.
If we take too long to get to the Devoted Worshipper and kill it before this 1.2 minute cast goes off, it will do 5.1 million Shadow damage to everyone nearby and an additional 2.3 million Shadow damage every 2 seconds, forever. It also coats the platform in Gloom for added flair.
The cast starts when we enter phase 2, giving us about 30 seconds from when we reach the second phase 2 platform to kill it, and we should be on the next platform by then.
Chamber Acolyte
The incomparable Chamber Acolytes with their cute little mage hoods wiggle their hands around for 10 seconds to cast Dark Detonation, simply killing everyone on that side of the room if not interrupted 😍. Talk about a cuteness overload.
Infest applies Infested Gloomburst to a tank as a 15 yard debuff that deals large damage to anyone within when it expires and spawns Gloom Hatchlings that will wipe the raid if they reach the boss. Hatchlings leave Gloom miasma behind when they die.
Gorge is the other tank swap mechanic causes raid damage and Gloom Splatter as swirlies under players feet that leaves behind Gloom miasma.
Royal Condemnation is applied to 3 players as debuffs that deal large falloff damage and leave behind Royal Shackles that grip players with increasing strength, encasing them in a Royal Cocoon if pulled all the way in.
The raid takes mild damage every 2 seconds throughout the phase, increasing by 20% when Abyssal Conduit portals open. If Ansurek reaches 4 stacks of this buff she will not stop casting Frothing Gluttony.
Killing a Summoned Acolyte leaves behind the Acolyte's Essence. A glowing orb on the ground that can be picked up by walking over it that deals moderate damage for 15 seconds before falling back on the floor. When it does expire, the player becomes Essence Scarred which will cause any other essences they pick up to deal 500% more damage to them.
Ansurek hovers above the center of the platform as she casts Frothing Gluttony, tethering players with Glutton Threads that pulls them with increasing force towards her, killing anyone who is pulled to her location by Consume.
If any Acolyte's Essence are not held by players and are touched by Frothing Gluttony, it explodes as Froth Vapor, killing the raid.
Two players are given Abyssal Infusion debuffs that leave behind Abyssal Conduit portals when they expire. Players can use one portal to exit the other, though doing so applies Abyssal Reverberation that deals large damage to nearby players after 4 seconds. The portals can be used to safely move Acolyte's Essence away from the Frothing Gluttony ring, but this causes Canduit Collapse, collapsing the portal shortly after and leaving behind Gloom miasma. When an Abyssal Conduit is created or destroyed, it also spawns Conduit Ejections, orbs that shoot out from the portal.
#Link to this headingPhase 1 • A Queen's Venom
The Phase 1 RaidPlan has been rotated so that it lines up with how movement is seen in log replays. The biggest concerns of this phase are being out of position for the fast-paced mechanics.
The fight is started with the boss brought to the tip immediately to the right if you were running onto the platform. Everyone will stack on her to keep acid pools as close together as possible, just as on heroic.
Roots are placed as closely as possible to any preceding acid, but avoid crossing into the trapezoid on the other side of the red line as we want to keep this area clean for the intermission.
- If you have assigned utility like Freedom, Tiger’s Lust, or Master’s Call on another player, their raid frame will glow thanks to the MRT note.
- Tanks or those with immunities can dip into the acid before removing their root to save space.
During Web Blades melee will stack with the active tank in front of the boss near the edge and ranged loosely spread on the other side of the boss.
-
The Web Blades will spawn every 0.5 seconds until 3 are spawned, after which there is a 1-second delay before they erupt every 0.5 seconds in the same order they spawned in.
-
Everyone will refer to the WeakAura on their screen and wait to move until the last blade spawns (the last green tick), or at the least stagger movement as a cohesive unit. We want to avoid someone running 20 yards ahead of the group and cutting everyone off if they are targeted.
The first set of Reactive Toxin goes out on 2 players and spawns 2 Reactive Froth bombs.
- A WeakAura will assign players with Reactive Toxin to spawn their bomb on
(stack 1) or
(stack 2). Consider the following when placing these bombs:
- There will not be world markers for this set.
- There must be enough room between these bomb circles for the raid to stack between.
- The bombs can partially overlap the web miasma to save space. If the boss is too close the melee popper can go a half-second early.
If the and
markers are placed correctly there will be a cubbie between the two. If there isn't, the raid can stack just outside of their intersection.
If necessary, you can cheat into the middle of the room. Only cheat ahead if it prevents you from being killed. Remember, immunities (that don't prevent you from dropping webs) should be used during webs so that you may dip into the acid and save room for the rest of the group.
This starts a sequence of 2 back-to-back Web Blades. This image depicts the first blades, and nothing about them is different from the first time we've done them. Reminder of web blade mechanics:
- Melee are in front of the boss with the tanks.
- Ranged are loosely spread opposite of the melee group, behind the boss.
- Don't move until the WeakAura shows the third blade has spawned.
- Dodge in the same direction as your group. Otherwise, you can be out of position for the next mechanic.
However, once we finish dodging everyone should remain in position to bait the next set of Web Blades away from where we just came from.
After the first Web Blades are spawned, and we've waited where we've dodged to, we will spawn a second set. We dodge these Web Blades by still listening to the WeakAura, but back towards the wall of web miasma.
As we are running back, the boss will spawn the 2nd set of Reactive Toxin debuffs.
The second set of Reactive Toxin goes on 3 players instead of 2. To deal with this we will place them in a line with the radius of each debuff touching the miasma from the webs.
Unlike the first set, sets of 3 toxin debuffs do not need to have a space between them.
The popper needs to be careful to follow the
DON'T POP
WeakAura, not the assignment WeakAura as that is an estimate. The popper must always pop the moment the vulnerability falls off from
This is the difficult dance of the phase. The following happens in quick succession:
1:35
— (Prior Slide) The Reactive Froth bombs have finished exploding.1:38
— Web Blades spawn. Since we have too little time to reconvene back at the bomb miasma, we instead dodge towards the opposite side of this platform section.1:40
— The moment we can dodge the blades coincides with Liquefy puddles. So the ranged and melee groups should move into a safe position after the third blade spawns, then stack together for Liquefy.
Some level of mess is acceptable here in the name of safety, but avoid crossing into the next section of room. You may cheat into the middle of the room, or behind us, if you wish.
After a short break from the previous mechanic set we have Silken Tomb roots. Then, as we're dodging with our melee and ranged groups, we get Web Blades. We dodge towards the next secton of the room.
The last overlap of the phase is Web Blades at 2:20
followed by the Reactive Froth bomb-popping sequence starting at 2:23
. This is most difficult for the group, but other players should be trying to dodge these blades towards their assigned bomb positions.
Time | Mechanic | Count | Delta |
---|---|---|---|
0:08 | Liquefy | 1 | |
0:09 | Feast | 1 | |
0:16 | Silken Tomb | 1 | |
0:20 | Reactive Toxin | 1 | |
0:20 | Web Blades | 1 | |
0:34 | Venom Nova | 1 | |
0:48 | Liquefy | 2 | 40s |
0:49 | Feast | 2 | 40s |
0:56 | Silken Tomb | 2 | 40s |
1:00 | Web Blades | 2 | 40s |
1:13 | Web Blades | 3 | 3s |
1:16 | Reactive Toxin | 2 | 56s |
1:30 | Venom Nova | 2 | 56s |
1:38 | Web Blades | 4 | 25s |
1:42 | Liquefy | 3 | 56s |
1:43 | Feast | 3 | 56s |
1:53 | Silken Tomb | 3 | 53s |
1:57 | Web Blades | 5 | 19s |
2:12 | Reactive Toxin | 3 | 56s |
2:20 | Web Blades | 6 | 13s |
2:26 | Venom Nova | 3 | 56s |
2:38 | Predation | 1 |
A bunch of empty space.
Looking to buy some lucrative timeshare opportunities in the Cayman Islands? 🏝️
#Link to this headingIntermission • The Spider's Web
There isn't anything too special about the intermission, but it's easy to get killed by the waves if you're not careful. Repetition will help everyone get used to the positioning.
The goal of the intermission is to break her shield before she casts Wrest for the third time. For the duration of the intermission all previous Grasping Silk miasma spawned by roots, as well as Grasping Silk now spawned by each Wrest in mythic, will grow in size.
The intermission starts with a Wrest. Fit as tightly against the acid as possible, even dipping in if you have a strong enough personal. Eveyone should stay ahead of the red line so that melee have more room to spread after.
Melee should get comfortable and consistent with clustering between the oncoming waves.
The second wrest is the most dangeorus part of the intermission, but should come easily with comfort. She stops casting waves during the 6-second Wrest cast, so when you see your WeakAura popup for the cast position yourself between the most recent waves. There is another red line we do not cross; we want prevent webs from taking all of the melee space.
It's easy for players to misjudge their position with encroaching web pools and waves. When in doubt, you want to be on the left side of a wave before you're gripped.
The rest of the intermission is a burn. Get comfortable figuring out where to stand to cast your spells before she grips us or we wipe.
#Link to this headingPhase 2 • Royal Ascension
The second phase starts when we break her intermission shield. Specifically, we have to break her Predation shield before she finishes casting Wrest for the third time which starts at 3:18
and finishes (wipes us) at 3:24
. The goal is clearing and ascending the platforms while preventing the Shadowgates from finishing their cast by having a pair of players swap sides. The Ascended Voidspeakers, Chamber Guardians, and Chamber Expellers share health across sides with the exception of the lone Chamber Guardian on melee side platform 2.
- We start on the phase 1 platform by killing an Ascended Voidspeaker.
- We are knocked up to platform 1 with a Chamber Guardian, the tanked mob that spawns swirlies, and a Chamber Expeller with their beam.
- We scuttle over to platform 2, the "melee" and "ranged" platforms:
- Both sides have another Chamber Expeller with a beam, a Devoted Worshipper with 1 health and a shield, and Caustic Skitterers on the bridge.
- The melee side also has a Chamber Guardian, the tanked mob that spawns swirlies.
- The ranged side has a brand-new mob, the Chamber Acolyte. Two spawn suspended above the left and right sides of the platform. They are not reachable by melee and spam a 10 second cast, Dark Detonation that will kill everyone on the platform if it goes off. We will orchestrate kicks with the Interrupt Anchor WeakAura.
- We mosey over to the last platform, killing another Ascended Voidspeaker which knocks us to the phase 3 platform.
As we enter the second phase the raid will split and deal with the Ascended Voidspeakers spawning in front of their assigned sides. You may see the following nomenclature throughout the known cosmos for the sides:
- Melee, Left, Close, or North: Northermost on the minimap, or to the left of our position post-intermission facing Ansurek.
- Ranged, Right, Far, or South: Southermost on the minimap, or to the right of our position post-intermission facing Ansurek.
After everyone briefly collects their dignity from being ragdolled in the intermission, we split into our groups and moves to their respective Voidspeaker.
-
The goal is to kill the Voidspeakers in under 20 seconds.
- We want to only need to use the Shadowgates once. The Shadowgates cast for 12 seconds, and if the first swap happens at 4 seconds left, we have those first 8 seconds + 12 from the second cast, or a 20 second hard limit. These first people can go at like, ~2 seconds, but don't play any risky games edging the gate.
- During progression we may need to use the Shadowgates a second time on this platform if we aren't killing the Shadowspeakers fast enough.
- Do not use any kind of damage cooldowns here and save them for the next platform.
-
The Voidspeaker interruptable cast and orbs are simple, but if anyone falls asleep at the wheel these are 1-shot mechanics. Ranged should also stay away from melee whenever possible to not spawn the orbs in melee.
Shadowgate Rundown ✨
The first Shadowgates we will assign a pair of healers to swap sides. These healers will need to wait for the Shadowgate cast to be near its end. Swapping anywhere from 4 to 2 seconds before the cast finishes will suffice. These healers can then dispel themselves immediately, right on top of the Shadowgate, or slightly to the side, it doesn't matter Mr. Pollock. When everyone else should use the gates is described in the next slide, but I discuss the assignment aura below so don't skip ahead sweaty.
-
The tanks will keep the Voidspeakers directly in line with the Shadowgate, only moving it forward a few yards if needed to avoid the Gloom miasma from the debuff.
-
The Shadowgate assignment WeakAura is a pair of bars visible that represent the cast time of the actual Shadowgates themselves. As a reminder, when this 12 second cast reaches 0, everyone nearby dies, so we send someone through to force the gate to restart its cast. When we clear a platform the gates also reset their cast as they move to the next platform.
-
The assignment aura will pick the next viable (not deceased) person in the assignment list for each cast. This person will see in the middle of their screen something like,
GATE --> RIGHT
orGATE --> LEFT
and a countdown until the Shadowgate explodes. This isn't a countdown to when you should go through the gate, again, this is a countdown to when it kills us. If you aren't the very first set of players swapping, when you use the gate is also again, explained in the next slide. -
Don't stress your melon about the left and right in the WeakAura. If you want to understand it or you'll explode, it means said person is going to that side. In the picture,
Waysoone (Right)
means Waysoone is currently on the left platform, or melee side, and is being sent to the right, or ranged, side. Waysoone doesn't need to know this though, as all they need to know is they're next to use the gateway on their side.
The principle dance of abilities dealt with by both groups is a beam followed by a grip. It's typical but not guaranteed that the ranged side will get the first and third grips while the melee side will get the second. Importantly, the platform that gets the first grip has their beam go off with about ~3.5 seconds left before the grip whereas the platform that gets the second grip has their beam go off with 2 seconds left on the grip.
It's possible, and likely during progression, that the third grip will go off. If this happens there shouldn't be any other mechanics to deal with or positional requirements, just do your best to survive.
-
You land on your platform and position so you're baiting the beam away from the red-covered areas pictured.
-
If your side gets the first grip, wait for the beam to spawn then position for the grip. If your side gets the second grip, bait the second beam just shy of where you'll be for the grip.
-
If you're up next to use the Shadowgate pay attention to where the next grip will be.
- If your current side starts getting gripped, aka she puts a tether on you, step through when the gate has around 4 seconds left on its timer. This should be about 2 seconds into the grip cast.
- If the other side is getting gripped, look at Ansurek's boss frame cast bar and step through 1-2 seconds before the cast finishes. Your gate should have around 2 seconds left on its cast.
Time | Mechanic | Count |
---|---|---|
3:52 | Land | |
3:55 | Grip Start | 1 |
3:56 | ├ Beam | 1 |
3:57 | ├ Shadowgate | 1 |
3:59 | └ Shadowgate | 2 |
4:00 | Grip End | 1 |
4:03 | Grip Start | 2 |
4:05 | ├ Shadowgate | 3 |
4:06 | ├ Beam | 2 |
4:07 | └ Shadowgate | 4 |
4:08 | Grip End | 2 |
4:11 | Grip Start | 3 |
4:16 | Grip End | 3 |
The strategy for the second platforms is to ensure we have enough ranged on the ranged platform to deal with the Devoted Acolytes while still clearing both platforms in roughly the same time despite only the Expeller sharing health. We deal with this by, generally, starting with ranged and melee on opposite sides to their role and swapping them using the portals before the second platform.
The remainder of the mechanics on the second platform are ubiquitous with the only difference being, again, if a side gets the first or second grip. However, we can pick which side gets the first grip by having someone on that side reach the second platform first, probably a Warrior leaping up the web bridge or similar. It's not important which side gets the first grip, only that we're consistent with it.
- The first mechanic is Gloom Touch on a random healer per side. It will take a few seconds for the Devoted Worshipper to smell that healers are on the platform, but healers should stack in the back left edge of the platform and whoever gets it dispels themselves immediately.
- The Chamber Expeller will jump to the left side of the Devoted Worshipper, making the only worthwhile beam bait position the left side of the platform. Everyone should try to stay as far left as possible until the first beam goes out.
- Positions for the grip are not as important as the Shadowgate is next to the bridge and nobody should be over there. However, try to leave the area along the back wall next to the Shadowgate clear for Gloom Touch dispels. The second dispel can happen on top of the Shadowgate itself.
- The Shadowgate assignment logic from the first platform applies here as well. If you're going to get gripped, go through the gate about two seconds into the grip cast. If you're not getting gripped, go through right before the cast on the other side finishes.
Time | Mechanic | Count |
---|---|---|
4:22 | Beam | 1 |
4:22 | Grip Start | 1 |
4:24 | ├ Shadowgate | 1 |
4:26 | └ Shadowgate | 2 |
4:27 | Grip End | 1 |
4:30 | Grip Start | 2 |
4:32 | ├ Beam | 2 |
4:32 | ├ Shadowgate | 3 |
4:34 | └ Shadowgate | 4 |
4:35 | Grip End | 2 |
The final platform is just like the start of phase 2 with a lone Ascended Voidspeaker.
- Follow the Shadowblast kick rotation.
- Ranged stay away from melee and the Voidspeaker to bait the Gloom Orbs.
- Use the Shadowgates when when safe but avoid going early. When the Voidspeaker dies, the Shadowgate will disappear.
#Link to this headingPhase 3 • Paranoia's Feast
The only mechanical difference on mythic is that Acolyte's Essences are not consumed by using the Abyssal Conduit portals. Most of the strategy is optimizing placement of Gloom miasma and keeping Ansurek within cleave range of active adds as the phase is simplified greatly by skipping the later add sets.
-
She enters her Sailor Moon era by casting Aphotic Communion for 20 seconds when we reach her platform.
-
The tank mechanics Infest and Gorge spawn adds and swirlies respectively.
-
Web Blades return from phase 1.
-
Royal Condemnation debuffs go out on 3 players dealing massive damage to all players reduced by distance and spawning Royal Shackles that grip players with increasing strength, stunning them if they are too close.
-
Dreadful Presence is periodic rot damage that is increased by 20% for every set of portals and acts as a soft enrage where she will not stop casting the ring if she reaches 4 stacks.
The major mechanics are the trifecta of Summoned Acolytes that drop essences that Ansurek tries to eat with a collapsing shadow ring so we use debuffs that drop portals to teleport the essences to safety.
-
Summoned Acolytes cast increasing raid damage that we can't interrupt until we break their shield. When they die, they drop an essence players can pick up for 15 seconds, after which it falls back on the floor. We have to rotate who picks up essences as players become vulnerable to subsequent essences after dropping one.
-
Ansurek teleports to the center of the platform and pulls players towards her, killing them if they are pulled too close while a shadow ring collapses from the edges of the platform towards her location. The raid is killed if there are any Acolytes alive when she casts this, or the ring touches an essence.
-
Prior to this, two players are conveniently given a debuff that leave behind a portal. We place them at the outside and inside edges of the platform and step through the inner portal once the ring passes the outer to save ourselves and the essences from the ring.
-
Stepping through a portal gives a circle debuff that explodes for large damage within 8 yards after 4 seconds, requiring players to spread out after passing through the portal.
-
If someone with an essence uses a portal it will quickly destabilize and explode.
-
Portals shoot lethal orbs when they're created or destroyed as well as leaving miasma behind.
-
Time | Mechanic | Count |
---|---|---|
5:44 | Aphotic Communion | 1 |
5:56 | Infest | 1 |
5:57 | Gorge | 1 |
6:12 | Queen's Summons | 1 |
6:13 | Web Blades | 1 |
6:23 | Abyssal Infusion | 1 |
6:42 | Frothing Gluttony | 1 |
6:50 | Web Blades | 2 |
7:02 | Infest | 2 |
7:03 | Gorge | 2 |
7:11 | Web Blades | 3 |
7:16 | Queen's Summons | 2 |
7:22 | Royal Condemnation | 1 |
7:28 | Web Blades | 4 |
7:43 | Abyssal Infusion | 2 |
8:02 | Frothing Gluttony | 2 |
8:09 | Web Blades | 5 |
8:21 | Infest | 3 |
8:22 | Gorge | 3 |
8:39 | Queen's Summons | 3 |
8:38 | Royal Condemnation | 2 |
8:50 | Web Blades | 6 |
9:03 | Abyssal Infusion | 3 |
9:26 | Web Blades | 7 |
9:30 | Frothing Gluttony | 3 |
- Once we reach her platform she casts Aphotic Communion for 20 seconds so we can blast before she lands at
.
- Ranged will stack on the edge of the platform with their right shoulder by pillar across from
. Melee will stay tightly stacked against the edge of the platform as she is dragged to the pillar across from
.
- The first tank gets Infest, spawning Gloom Hatchlings.
- If any of these spiderbebbies reach her it will be a wipe. We will lay out a Ring of Peace and immediately stun and focus them down.
- Melee don't be in the circle around the tank, Infested Gloomburst.
- The other tank will taunt for Gorge, dealing raid damage and causing Gloom Splatter to spawn Gloom swirlies under players feet everyone pre-stacked for.
- This tank should stutter-step Ansurek slightly away from the location the adds are spawning from.
- Ranged should stutter-step along the edge of the platform not into the room to maximize platform space.
-
Next we get 3 Summoned Acolytes while we dodge Web Blades.
- Ansurek must be near
as she summons the Acolytes centered on the closest corner of the inner hexagon.
- Ansurek must be near
-
The raid will focus on killing the adds with Ansurek positioned in cleave range of
until it dies, then moving to
. Ranged will focus on the Acolyte at
.
- Use Curse of Tongues on any Acolyte that melee isn't currently dealing with, as melee will melt their shield and make them interruptable.
- The essences spawn directly in front of the markers, so melee should be careful not to accidentally pick them up, nor should Ansurek be tanked directly in front of a marker.
-
Ansurek will then put Abyssal Infusion on two players that drop portals after 6 seconds. We want one of them in melee at
and one at ranged on
.
- You may be marked by BigWigs but they mean nothing and since you have 6 seconds there are no assignment auras.
- Be careful as orbs will shoot out of their spawning location.
-
As the portals open and players are dodging the orbs the first 3 players will see a WeakAura telling them when to pick up an essence. Any essence. Coordinate with your fellow essence-touchers or Briar as to which one you want.
There is nothing special about the WeakAura. It only says when you're meant to pick up any of the 3 essences.
-
Ansurek will then teleport to the middle and cast the ring.
- Players who can teleport over the ring should do so in the area between
and
to give the other players space to spread out with their debuffs. This is also where the boss will be next.
- The cast time for this ability is 5 seconds, which is enough time to disengage and prepare things like Transcendance.
- Players who can teleport over the ring should do so in the area between
-
If you cannot teleport over the ring, there is a WeakAura that will tell you when to use the portal. Follow it exactly!
- The WeakAura instructs melee to go 1 second before ranged as melee are often faster moving and can spread out from the exit portal further. Melee should spread as far as they can to help the ranged.
- Essence holders are told to go 0.5 seconds after ranged as any essence holder going through the portal causes it to quickly destabilize and explode.
- As you spread out be weary of the portals as they will spawn more orbs and leave miasma behind.
-
The next sequence is Web Blades while the 3 essences are expiring and about to fall on the floor.
-
Essence holders will place their now expiring essences slightly behind
while avoiding dropping their essence directly on the marker; see the picture below.
-
The only important bit is that the essences safely in the trapezoid formed by
,
and the pillars opposite them. It's incredibly dangerous if an essence were to be placed anywhere past the line drawn from
to the pillar opposite it, aka the next section of the room we'll be playing in.
The blue area represents the area reserved for essence players to dodge mechanics and place their essences. However, they should try not to drop their essence directly on top of the marker as the raid will need to stack here later.
-
- The sequence resets with another set of adds from Infest and puddles from Gorge where the ranged are on the edge by the pillar across from
and the boss by the pillar across from
.
- Remember, ranged should stutter-step forward to avoid the puddles. Melee follows the stutter movements of the boss.
- There will be Web Blades during the add set.
- Next, we simultaneously get our first Royal Condemnation debuffs while 4 Summoned Acolytes will spawn.
- The players with Royal Condemnation will go to
to spawn the Royal Shackles. These players need to pop a large personal and healers external them.
- Everyone else and the boss will stack on
to kill that Acolyte while the Royal Condemnation debuffs explode. Ranged will focus on the
acolyte and the shackles as they spawn.
- The
acolyte will melt, after which the boss is taken to
to burn down the shackles and nearby Acolyte, then lastly
.
- The players with Royal Condemnation will go to
- New portal debuffs go out, placed at the new locations of
and
and spawning orbs to dodge.
- The ring sequence repeats, now with 7 essences on the floor. The WeakAura will show assigned players a countdown when to pick up an essence, and another WeakAura will tell everyone when to use the portal.
- Those who can teleport should do so in the
&
area.
- Those who can teleport should do so in the
- After the ring the essences can be hapharzardly dropped near
. We are not going to be touching the essences again.
- The final Infest spawns some adds while ranged are across from
and the boss across from
. There will be Web Blades as we kill the adds.
- We will move the boss towards
then we burn the boss or we die trying.
- Players who get Royal Condemnation will just fuck off towards like
, pop personals, and make it back.
- Melee will incidentally kill the
Acolyte and ranged can cleave off of the others so that we remove their shields to get some interrupts, but killing them is not important.
#Link to this headingVideos
This Stankie video is a good high-level overview of the fight.

Dratnos explains well the reasonings behind certain setups, issues that may arrise, and tank specific positioning. Beware that this is a pre-nerf video, but he discusses this in a pinned comment.

A Fury Warrior pov video from Northern Sky's kill. This is pre-nerf, but it's not visually cluttered and they are the patrons of our WeakAura pack, and therefore, we mimic their core strategies.

#Link to this headingNerf History
This doesn't include the hotfix nerfs prior to the World First kill from Liquid.
#Link to this headingTuesday, November 12th, 2024
- Web Blades
- Number of targets reduced to 3 (was 4).
- Grasping Silk damage reduced by 25%.
- Phase 1:
- Number of Reactive Toxins applied per cycle no longer increases beyond 3 (was up to 4).
- Removed second Silken Tomb cast from the final cycle of the phase, and adjusted the timings of other abilities in this final cycle to accommodate this change.
- Silken Tomb health reduced by 30%.
- Frothy Toxin damage reduced by 23%.
- Phase 2:
- Shadowy Distortion duration reduced to 30 seconds (was 3 minutes).
- Gloom Blast damage reduced by 20%.
- Phase 3:
- Number of Summoned Acolytes per cycle no longer increases beyond 4 (was up to 5).
- Removed the first cast of Royal Condemnation from the final cycle of the phase, and adjusted the timings of some other abilities in this final cycle to accommodate this change.
- Removed Web Blades casts that overlapped with applications of Abyssal Infusion.