Cutter’s Cry is a level 38 optional dungeon, built for a four player party. This dungeon is an optional one and is not part of the main story arc. You receive the breadcrumb quest for this dungeon from Sibold in the market wards of Ul’Dah. From there, a quick run out to the dungeon is required to unlock it in Duty Finder.
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Cutter’s Cry is a relatively easy level dungeon intended for level 38-40 characters. The fights are movement intensive, but not extremely so. This is a rather large dungeon and new groups may be hard pressed to complete all the side content and the bosses within the allotted time. In our experience, the side chests are well worth pursuing as this dungeon seems to be filled with jewelry, we have pulled five pieces jewelry in a single run.
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One of the oddities of Cutter’s Cry is that the dungeon itself is comprised of large, open rooms with no direct hallways. Rather, you traverse the dungeon by jumping into quicksand traps and being pulled to the next room.
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Additionally, many rooms in this dungeon feature geographic hazards. These range from bubbling sand to geysers in the deeper areas. In each case, travelling through the hazard causes damage. Not so much to kill you, but enough to merit avoiding during fights.
The Myrmidon Princess
The first boss of the dungeon is the Myrmidon Princess. She is a large ant, sitting alone in a large, circular room. Sounds like a trap, right? Rest assured, this princess is not alone. Managing adds is the key to this fight. Periodically, the Princess calls in help. Her help comes in three types.
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Early in the fight, a single Myrmidon Marshall enters. This ant acts as a healer and will gradually heal the princess to full health. The Myrmidon is a high priority kill, you won’t really make headway on the princess until he is dead.
Myrmidon Soldiers are low hitpoint, swarm monsters. These typically come in packs of four or five, entering the room from dispersed locations. They generally swarm the healer and can drop your healer very fast. The tank should pickup a couple of these as they enter, but should not approach the healer. The Princess and other add-types generally do cleave damage and it is easy to get your entire party caught in overlapping cleaves. Instead, have your DPS quickly burn down the adds.
Myrmidon Guards are hard hitting melee dps adds. These generally enter one at a time. The tank needs to pick these up and they should be a priority for your party.
The Priestess periodically casts a silence on a random party member. This can be interrupted, but it is very short lasting if it does land. The Priestess and the Guards also each cast a cleave attack which can strike anything in a frontal arc.
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Our tactics for this fight involve the tank acquiring and holding aggro on the Princess, Myrmidon, Guard, and typically one or two soldiers as they enter. DPS prioritizes killing soldiers not acquired by the tank, then the remaining soldiers.
With all soldiers dispatched, our top priority is the Marshall. Once he is dropped, you can actually make progress on the Princess. Guards should be taken down whenever they are up, assuming soldiers and the Myrmidon are also down.
Giant Tunnel Worm [Video Enhanced]
The second boss of the instance is the Giant Tunnel Worm. This is a movement intensive fight which features a number of geographic hazards to avoid. The Worm periodically targets party members and adds a silence or poison effect which needs to be cleansed. Due to the size of the room and the nature of the movement, it is advisable for the party to bring antidotes.
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Early in the fight, the worm will burrow underground. When this happens, an aggro line (an orange arc) will traverse from the worm to one member of the party. This will be the worm’s target for the burrow. The worm will travel across the diameter of the room towards the location where his target was standing at the point of the burrow. Anyone in the path of the burrow takes multiple ticks of damage. Avoiding this is rather simple if you see who has aggro, simply move in a perpendicular line from the direction of the dust cloud.
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Around halfway through the fight, the Worm adds a new trick to his tunneling game. He will burrow underground and begin a swirling funnel of sand. This sand sucks the party towards the center of the room. Once the swirling sands end, a large explosion damages anyone in the middle of the room. Avoiding this effect is fairly simple, once you start getting sucked in, turn and run towards an outer wall.
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In the final stages of the fight, the worm adds one new wrinkle to the burrowing. Once he goes underground, a series of explosions ring the outer walls of the arena. After a few seconds, the worm emerges in the middle of the room causing a large explosion damaging any players near the center of the room. Avoiding this effect requires moving inwards (slightly) during the initial stage and then moving outwards as the explosion series winds down.
Chimera [Video Enhanced]
The final boss of Cutter’s Cry is the fearsome Chimera. This mythological creature has three heads, a lion, a dragon and a goat. Yes, a goat. Ask the Greeks.
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This is also a movement intensive fight. The Chimera processes a number of breath and cleave type attacks for the tank to avoid. However, the real mechanics of this fight involve a series of glowing colored callouts and proper responses to them. People familiar with the children’s song “the Hokey Pokey” will easily understand this fight:
you put your conjurer in, you put your conjurer out, you throw a glowing ball of goo at your conjurer and run them all about…
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The Chimera Glows Purple is a warning to those on the outside to run in. The area surrounding the Chimera will remain safe, but the outer ring of the fight will cascade in lightning doing high damage (and I believe a Paralysis) to all who are hit.
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The Chimera Glows Blue is a warning to those nearby to run out. The Chimera will soon explode in a shock of ice. This causes damage and inflicts a slow on all who receive it.
The Chimera focuses on a single target is a warning that an object is heading towards a party member, frequently the healer. This will manifest as a blue orb that slowly paths towards the targeted party member. I believe it explodes on contact, but I am not certain as we never triggered its effect. Simply run it off and let it drop.
Run in, Run out, Run all about. It’s the hokey pokey all wrapped up in a mythological creature. Enjoy the video!