Raid Setup
Introduction
Welcome to our Mythic Nymue, Weaver of the Cycle Boss Guide!
Fight Style: Single Target fight
Recommended Setup: 2 Tanks / 4 Healers / 14 DPS
Useful utilities: Warlock Gateway, Blink, Speed-Boosts, Tank off-healing
Hero/Lust usage: On Pull or 3rd intermission
Easy Mode
- All melees soak red circle
- Everyone soaks Surging growth circles as much as possible
- Dodge swirls that spawn after soaking Surging Growth or Red Circle
- Dodge stun lines
- Spread the Grass buff to as many players as possible while moving back to your position
- Send a team of 4 DPS + Healer to kill the Mythic add in the middle
Mechanics
Reclamation
Whenever you soak Surging Growth puddles or Ephemeral Flora, a swirl will appear dealing high damage to anyone standing within them. Simply dodge this.
Ephemeral Flora
Red circle that only spawns in melee range, this needs to be soaked by every (or most) melee players as soon as possible. By soaking, it will deal reduced damage to the entire raid when it expires. It is important that players soak this as soon as it spawns.
Manifested Dream
This is an extra add in the intermission; basically a full copy of the KT Mythic add from Sanctum of Domination. Players fighting against it take ticking damage, have to dodge frontal cones and kill it before it reaches 100 energy.
You will need a team of 4 DPS and 1 healer for each intermission to do that. They have to be different players each time, as you are locked from doing it again for 12 minutes; gaining a debuff after entering the mob’s shielded dome.
Strategy
So this fight is basically Heroic with extra steps. While this could be said for the majority of WoW encounters, Nymue Mythic is basically what Heroic was supposed to be in terms of execution with additional intermission mechanics. Heroic is very forgiving and can be done in a very unorganised way, whereas Mythic requires more structure.
For Mythic Nymue, we split the team into 3 groups. If you have several duplicate specs, you want to make sure to split them up to create even conditions on both sides; both for soaking and dealing with intermission adds.
Mythic Nymue Group Setup
Create 3 groups of 5 players (4 DPS + 1 Healer). Make sure to play around their cooldowns, because the add has a hard enrage at 100 energy.
You also want to make sure that the side who has 1 healer less in the 3rd intermission has good off-healing potential to avoid wiping the boss this late due to a lack of healing.
Another important thing is that you need to pay attention to who is assigned to your Left and Right groups. You want to avoid having an intermission set where 4 DPS from the same side go to kill the Mythic add.
Positioning and dealing with mechanics
For ranged players, this fight does not change much at all from Heroic. The only difference are the swirls that appear after each soak, but these are very easy to dodge as ranged.
You want your mages to be very motivated, and soak as many puddles as possible. They can skip taking damage from crossing the lines via blink, so they are the best at doing this mechanic.
For melees, this fight does become significantly harder and you want to reduce the amount of melees you bring to this encounter if possible. 5 melee players, plus Tanks is a very good number.
Where it gets complicated for melees are the swirls that now spawn after each soak. As you can see on the image below, there is a Red Circle, a Green one and a bunch of lines that need to be dodged. Red circle is always the highest priority, but what's more important is that you want to avoid splitting up as a melee unit. That means that you should be soaking the same circles on the same side as much as possible; which is important to avoid getting boxed in or forced to do some crazy dodges because of the swirls.
It will take a few tries for melees to understand what I mean with this, simply because of how many things are happening at the same time for them. One thing that is important for them to understand is that they should not avoid crossing the line if they need to dodge something. Crossing the line does far less damage then getting hit by a swirl or a beam.
Red Circle: Spawns in melee and lasts 10 seconds. Standing inside of it will reduce its damage done to the raid upon expiration. You want all your melees and some close range to help out soaking this to make sure your raid takes minimal damage afterwards, because the DoT lasts for 30 seconds. It is important that the players stand in the red circles as soon as it spawns, because the damage reduction happens every 0.5 seconds.
Tip: Make sure to make use of the ‘Grass’ buff to cross lines as much as possible. Melee players, and some close range will always bring some after they drop the big circle away.
Note: One special note regarding this fight, at all times, is that mechanics are your absolute highest priority at all times. The moment someone starts slacking and ignores soaking something, you will instantly feel the ramp up in damage taken.
Intermission
First of all, make sure that your raid is not placing Barrier Blossom in the bottom middle, as this is where the Mythic extra add spawns. This will make intermission much harder because it will limit the space available to dodge frontals. Also, doing so during the final set of drops before intermission could mean a player gets the debuff from the dome before it’s time to enter (killing them when they try to enter the dome again).
As soon as Nymue reaches 100 energy, you want everyone to quickly make their way to their designated side, the faster you get there, the faster you will be done with the intermission. The key to successfully complete the intermission is spending the lowest time possible there.
Note: Make sure to dodge stun lines still before they despawn, especially if you are going towards the Mythic add because that area tends to be filled with those.
Mythic Mob Team
The players assigned need to get as close as possible to the Manifested Dream mob, doing so makes dodging its frontal cones easier. The cone seems to target players, so it's also recommended that you make a small split within the area to minimise the movement needed (increasing damage and healing output in the process).
Note: Make sure when you enter, that you don’t attempt to leave the zone again before the add is finished, if you do, entering again will result in you dying because of the debuff.
Suggested Teams:
- 1st set - Mages, Hunters, Warlocks
- 2nd set - Warriors, Shamans, Demon Hunters
- 3rd set - Rogues, Druids
You can do intermission teams however you want, but classes mentioned above synergise very well with those intermission timings.
Once done, ranged players should help out by killing left & right group’s Treants, focusing on the one that has more health.
Everyone Else
Apart from doing the intermission the same way as on Heroic, you really want to make sure to soak any Surging Growth circles that spawn during the intermission. Those can cause a problem because they last for 1 minute, so if fully ignored, you will start the Phase 1 again with 4-5 stacks before any other circles spawn. This will just add additional raid-wide damage, which is avoidable.
Also, pay close attention to your own Health. If your group currently has 1 Healer less because they are doing the mythic add, you want to invest in using healthstones, personals or help off heal.
Closing Thoughts
The fight will get harder with each intermission, and the hardest points of the fight are the phase before the 3rd intermission and 3rd intermission. If you manage to get out of 3rd intermission, the boss will most likely die. The mechanics stay the same throughout the fight, the only thing that changes is how much you actually have to commit to soaking.
There are also 2 ways to use Heroism/Bloodlust in this fight:
- On pull (your raid likes you)
- 3rd intermission (your raid dislikes you)
The reason why you could want to use Bloodlust during 3rd intermission is because you want to ensure you get past that phase without issues. This is very late into the fight and it's also the hardest point of the fight, both healing and DPS wise, so wiping there feels bad.
Using it on pull won’t change the fight that much, it will just make logs look better. If you decide to use Bloodlust on pull, you will simply spend less time in the final phase, but that has very little impact on the fight, because you have plenty of time to kill the boss before the 4th intermission (enrage).