Gordian Knot

Mug’Zee, Heads of Security Mythic Down!

Mug’Zee Mythic Down – 220 Pulls, 2 Heads, and 1 Very Angry Skil

Gordian Knot strikes again!
Mug’Zee is finally down after 220 pulls of ogre-fueled madness. That’s right—two heads, one mythic-sized headache, and a team that refused to quit (even when Skil nearly did).

Tensions ran high—Skil might’ve yelled, Leleko almost started a mutiny over Bloodlust timing (she won, of course), and Murph only figured out what the boss was doing sometime after pull 200. Meanwhile, Kholyo, Snoot, and Tase tanked the boss and ate bomb explosions like they were protein bars. Heroes, all of them!

But hey, dead boss is dead boss.


Mug’Zee Mythic – Strategy Highlights

Overview:

Mug’Zee is a two-headed ogre who takes turns being the Head Honcho. The arena is split in two halves—red and blue. The raid decides which head takes control based on which side has more players. Every ~60 seconds, you must swap sides to avoid a raid wipe and to keep mechanics manageable.
At 40%, an intermission begins with high movement demands. Then, Phase 2 combines everything at once in a glorious bullet-hell finale.

Phase 1 – Blue Side: Zee in Charge

You will start on the far end of the room and on the blue side.
Once the fight starts everyone should hug the boss.

  1. Crawler Mines: when the first mines appear everyone should move out and avoid the puddles where the mines will be landing as they are one-shot.
    The tanks will stagger taking the mines in two waves and everyone should be soaking the fire puddles that come as the tanks break the mines.
    A good strategy for soaking is to divide the room in 4 quarters in paint and assign each one of the four raid groups in every side so you can easily have five people per quarter to cover them.
  2. Goblin-Guided Rocket: you need to assign five people with immunities for the first soak on this. This should be positioned at the end of the room, on the far opposite side of the entrance.
  3. Double Whammy: move it away from the raid towards the wall and stand still so the tank can soak it. The tank will need a defensive for this.
  4. Spray and Pray: move it away from the raid towards the wall and stand still with the big red circle. You will need a defensive for when the circle expires. Do not clip anyone with it as this is also a one-shot mechanic.

After these abilities and right before the boss goes to full energy, everyone should be moving to the red side.

Phase 2 – Red Side: Mug in Charge
  1. Gaols (Earthshaker) (aka Prisons): on these you will only use one player per prison to interrupt and kill the mobs. DH, locks and other strong classes on single target can work. If someone who’s not supposed to go in gets targeted, you can save them (drag them out of the prison as it spawns) with am evoker, but it needs to be timed properly. The prisons should be positioned one on the right side and one on the left side, barely leaving some space behind them towards the wall so people can pass through. Also make sure there is enough space between them for the boss to be positioned for the tank ability.
  2. Molten Gold Knuckles (Tankbuster): the tank will go between the prisons and as the boss will be casting the Knuckles, he will move towards the wall and over the fire patch to put the golden puddles next to the wall.
  3. Frostshatter Boots: once the prisons are done, everyone should be ready to move in the fire puddle to get rid of the sliding debuff and whoever gets targeted will have to move behind the walls to avoid the spear. You can use a WeakAura to automatically assign people on each side for the spears.

After that you will all move back to the blue side right before the boss goes to full energy again.

Phase 3 – Blue Side: Zee in Charge
  1. Finger Gun: the entire raid should stand towards the wall and the player targeted by the finger gun should point it to the middle so it goes through the adds to break their shield and stun them. Also if you get targeted by this you should use a strong defensive to survive it.
  2. Dodge the lighting puddles on the ground as they get you stunned and move the boss towards the middle and stack under.
  3. Crawler Mines: new mines will appear and you will have to deal with them exactly as you did the first time.
  4. Goblin-Guided Rocket: this should be positioned in the middle of the room and everyone who didn’t soak on the first one with the immunity should make sure to get in and soak for this. For the last one (next one) you will have to use people with immunities again, so people without immunities need to make sure to be in this second rocket.
  5. Double Whammy and Spray and Pray: you position them towards the entrance and deal with them as mentioned on the first phase.
  6. Bloodlust: you will lust and use all DPS cooldowns. Don’t move with the prisons so you can push and phase the boss before you get them activated. The goal here is to hit 40%.
Intermission – Bulletstorm at 40% HP

The room will be divided in two by an electricity pylon. Make sure to not touch the electricity.
Mug’Zee charges, cutting the half of the remaining (safe) room to two. All charges will be the same in pattern.
You need to stay towards the middle of the room on every charge as this will be the safe side where as he will be rotating.
Make sure to not get hit by his guns as he’s spinning as they one-shot.

Last Phase

This phase is a race against time pretty much and DPS output is crucial.
As the charges finish you will all have to move under the boss. Make sure to not get hit by the lighting puddle to avoid getting stunned.

  1. Dodge the upcoming puddles for the upcoming mines.
  2. You will assign your tanks to stagger only two mines. One mine each. Also you will assign six people with high speed and blink abilities to stay back and soak the puddles from the two mines. They will need to be careful while soaking so they don’t break any more mines.
    The rest of the raid will move ahead towards the blue side and towards the middle, positioned next to the fire puddle to be ready to get into it to get rid of the Frostboot debuffs.
    Those with the debuffs will move behind the mines to control them and then everyone should move in position next to the far wall in the blue side to drop the four prisons.
  3. You will need to split the raid for this and make sure that everyone is in the prisons. The adds should die asap, so people can resume DPS on the boss.
  4. While people deal with the prisons, the tank who’s tanking the boss should deal with the knuckles and face the boss towards the wall and away from the prisons.
  5. Goblin-Guided Rocket: this will be the last rocket which will have to be soaked only from people with immunity.
  6. Keep kitting and controlling the mines. You will probably have to stagger the rest of the mines and soak the puddles if your DPS is not enough to kill the boss before the mines reach you. So plan ahead for that scenario.
  7. Kill the boss and GG!


    Final Words

    It wasn’t pretty. It wasn’t clean. But it was *glorious*.
    Shoutout to the team for pushing through 220 wipes of ogre therapy.
    Skil’s sanity may not have survived, but the boss sure didn’t either.

    Next stop: final mythic mayhem. Stay tuned.

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