The Silken Court Raid Guide in Nerub-ar Palace
The Silken Court is the 7th and penultimate boss encounter in the Nerub-ar Palace raid in The War Within.
On this page you will find a both a short and a full written guide for this encounter, with everything you need to know to take the boss on in Normal, Heroic, or Mythic difficulty.
          
          Nerub-ar Palace Guides
        
        
      
      TABLE OF CONTENTS OF THIS PAGE
    
    
  1. 
Silken Court Raid Guide
2. 
Quick TLDR Guide
1.1. 
Phase 1:
- Tanks: Swap tanking duties based on  Piercing Strike stacks. Piercing Strike stacks.
- Avoid  Impaling Eruption Impaling Eruption
- Drag the Scarabs under the boss if you are fixated and stun it.
- 100 Energy: In this phase you will be dealing with Anub'arash's special ability  Reckless Charge. Reckless Charge.
- Move into  Web Bombs with another player to be tethered together and position yourself so your line 
cover the charge line to trip up the boss and make them take increased damage for a short period of time. Web Bombs with another player to be tethered together and position yourself so your line 
cover the charge line to trip up the boss and make them take increased damage for a short period of time.
1.2. 
Intermission 1:
- Pay attention to the order  Shatter Existence areas spawn. Shatter Existence areas spawn.
- Stand next to the first or second area and wait for it to detonate and move into the new safe area.
- This intermission ends when the absorb shield on the boss is removed.
1.3. 
Phase 2:
- Tanks: Swap tanking duties based on  Piercing Strike stacks. Piercing Strike stacks.
- Run away on  Web Vortex. You can snap the Web Vortex. You can snap the Binding Webs in this phase. Binding Webs in this phase.
- Three players will have the permanent debuff  Stinging Swarm applied to them. These players need to be focused 
by Healers. Dispelling Stinging Swarm applied to them. These players need to be focused 
by Healers. Dispelling Stinging Swarm will make it jump to a nearby player or Takazj. Only dispel if you have to. Stinging Swarm will make it jump to a nearby player or Takazj. Only dispel if you have to.
- 100 Energy: In this phase you will be dealing with Takazj's special ability  Cataclysmic Entropy. Cataclysmic Entropy.
- Takazj will teleport to the middle of the room at 100 Energy and those three players should move in a triangle next to the boss and get dispelled to stun the boss and make it take increased damage for a short period of time.
1.4. 
Intermission 2:
- Pay attention to where  Spike Storm spawn. Spike Storm spawn.
- Move out of these areas and hit the boss.
- This intermission ends when the absorb shield on the boss is removed.
1.5. 
Phase 3:
- Tanks: Swap tanking duties based on  Piercing Strike stacks. Piercing Strike stacks.
- Both 100 Energy abilities are active and you will want to keep some  Binding Webs active to interrupt Binding Webs active to interrupt Reckless Charge. Reckless Charge.
2. 
Strategy Guide: Full Guide
On this encounter both bosses will share health and phase based on a timer.
1.6. 
Core Abilities:
1.6.1. 
Anub'arash:
- Periodically Anub'arash will cast  Burrowed Eruption and move to a new location. This will deal raid wide damage and apply a DoT to the raid. Burrowed Eruption and move to a new location. This will deal raid wide damage and apply a DoT to the raid.
 Call of the Swarm will spawn several scarabs which fixate on players. These Scarabs have stacks of a damage reduction on them which fall off over time. 
Move these Scarabs under the boss and stun them. Cleave them down, they are not a priority to kill unless they have been active for a long time. Call of the Swarm will spawn several scarabs which fixate on players. These Scarabs have stacks of a damage reduction on them which fall off over time. 
Move these Scarabs under the boss and stun them. Cleave them down, they are not a priority to kill unless they have been active for a long time.
 Impaling Eruption will create a cone of spikes in the room. Move out of the area before they erupt to avoid being stunned and taking unnecessary 
damage. Impaling Eruption will create a cone of spikes in the room. Move out of the area before they erupt to avoid being stunned and taking unnecessary 
damage.
- Tanks:  Piercing Strike is the tank swap of the encounter. This will deal a large amount of physical damage and increase physical damage taken 
per stack. Piercing Strike is the tank swap of the encounter. This will deal a large amount of physical damage and increase physical damage taken 
per stack.
1.6.2. 
Takazj:
 Skittering Leap is how Takazj moves around the room, they are otherwise stationary. Skittering Leap is how Takazj moves around the room, they are otherwise stationary.
 Web Bomb Web Bomb- These will spawn around players and slow you if you are standing in them.
- If any player stands in the ball in the centre of the bomb it will detonate and tether them to another player with  Binding Webs. Binding Webs.
 Binding Webs will show a visual circle for the players connected to show the distance they can be apart from each other before the 
		tether breaks. Binding Webs will show a visual circle for the players connected to show the distance they can be apart from each other before the 
		tether breaks.
 
 Venomous Rain will create visual circles around players targeted. This will deal damage to all players in range of it. Venomous Rain will create visual circles around players targeted. This will deal damage to all players in range of it.
- Tanks:  Poison Bolt is Takazj's tank ability. This is a dispellable DoT and deals a large amount of Nature damage. Poison Bolt is Takazj's tank ability. This is a dispellable DoT and deals a large amount of Nature damage.
1.7. 
Phase 1 Unique Abilities:
- 100 Energy:  Reckless Charge Reckless Charge- Anub'arak will position themselves on one edge of the room and charge to the opposite edge.
- If they successfully hit the wall, the raid will die.
- You can trip up the boss to interrupt the boss by collecting  Binding Webs from standing in Binding Webs from standing in Web Bombs with another player. Web Bombs with another player.
- You and the other player should stand on either side of the  Reckless Charge line. Reckless Charge line.
- Anub'arak will now fall over and take increased damage for a short period of time.
 
- After two  Reckless Charges Intermission 1 will begin. Reckless Charges Intermission 1 will begin.
1.8. 
Intermission 1:
 Shatter Existence Shatter Existence- The room is split into 8 segments and 2 areas will fill at a time and detonate shortly after.
- Pay attention to the order the segments are filled.
- Stand next to the first or second area and wait for it to detonate and move into the new safe area.
- This intermission ends when the absorb shield on the boss is removed.
 
1.9. 
Phase 2 Changes:
- Ability Changes:
- Anub'arash will no longer cast  Reckless Charge. Reckless Charge.
- Tanks:  Poison Bolt is replaced with Poison Bolt is replaced with Void Bolt which deals Shadow damage (still dispellable). Void Bolt which deals Shadow damage (still dispellable).
- Takazj gains access to three new abilities;  Web Vortex and Web Vortex and Cataclysmic Entropy. Cataclysmic Entropy.
- Anub'arash now casts  Stinging Swarm. Stinging Swarm.
 
- Anub'arash will no longer cast 
 Web Vortex Web Vortex- After Takazj teleports away all players will be dragged towards them and be tethered together with  Binding Webs. Binding Webs.
- Every player in the raid must run away from the Vortex before it detonates.
- It is safe to snap all of the  Binding Webs in this phase. Binding Webs in this phase.
 
- After Takazj teleports away all players will be dragged towards them and be tethered together with 
 Stinging Swarm Stinging Swarm- Three players will have the permanent debuff  Stinging Swarm applied to them. Stinging Swarm applied to them.
 Stinging Swarm deals increasing amounts of nature damage to these players, so Healers need to be mindful of their health. Stinging Swarm deals increasing amounts of nature damage to these players, so Healers need to be mindful of their health.
- If  Stinging Swarm is displled it will jump to the nearest target. Stinging Swarm is displled it will jump to the nearest target.
- If that nearest target is Takazj it will no longer be permanent and only last 12 seconds.
- Takazj needs 3 stacks of this debuff to interrupt their 100 Energy ability. Only dispell when necessary.
 
- Three players will have the permanent debuff 
- 100 Energy:  Cataclysmic Entropy Cataclysmic Entropy- Takazj will teleport to the middle and begin casting  Cataclysmic Entropy, if this cast is successful it will apply a very 
		large DoT to the raid. Likely resulting in death. Cataclysmic Entropy, if this cast is successful it will apply a very 
		large DoT to the raid. Likely resulting in death.
- The three players with  Stinging Swarm triangle next to the boss and get dispelled to transfer the debuff to Takazj. Stinging Swarm triangle next to the boss and get dispelled to transfer the debuff to Takazj.
- At three stacks of  Stinging Swarm Takazj will be interrupted and take increased damage for a short period of time. Stinging Swarm Takazj will be interrupted and take increased damage for a short period of time.
 
- Takazj will teleport to the middle and begin casting 
1.10. 
Intermission 2:
 Spike Storm Spike Storm- Several circles will spawn around the room and ripple.
- Shortly after spawning spikes will erupt from these circles. Avoid standing in them.
- This intermission ends when the absorb shield on the boss is removed.
 
1.11. 
Phase 3 Changes:
- Both 100 Energy abilities are active!
- Have some assigned players keep their  Binding Webs active to interrupt Binding Webs active to interrupt Reckless Charge. Reckless Charge.
1.12. 
Heroic Changes:
- None.
2. 
Mythic Strategy
Currently, this tab will only contain information on what changes on Mythic. A more robust strategy will be added after the raid goes live.
1.13. 
Mythic Changes:
- At the start of the encounter the raid will need to split into two groups of 10 and be close to the bosses for  Whispers of The Silken Court and have Whispers of The Silken Court and have Mark of Paranoia or Mark of Paranoia or Mark of Rage applied to them. Any players without a mark will die. Mark of Rage applied to them. Any players without a mark will die.
- You cannot make contact with any player with the opposite mark to you as you will both die.
- Mechanics will force players to drop motes which must be soaked by players with the opposite mark. This will force the raid to swap bosses that they are on to avoid any risk of touching another player.
- Three sets of  Binding Webs are now required to trip up Anub'arash. Binding Webs are now required to trip up Anub'arash.
2. 
Changelog
- 30 Sep. 2024: Removed reference to Heroic changes as there are now none. Only 1 set of webs is required to break the Anub'arash 100 Energy Ability now. Same as Normal difficulty.
- 09 Sep. 2024: Guide created.
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This guide has been written by Panthea, who raids in Catalyst and is the author of TankNotes. He plays all tanks and is a Moderator for the Hammer of Wrath Paladin Discord. You can follow him on Twitter.
    
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