SWTOR Quartermaster Bulo Ravagers Operation Guide

SWTOR Quartermaster Bulo Ravagers Operation guide. Both storymode and hardmode guides are available.

swtor-quartermaster-bulo-ravagers-operation-guide-16

Storymode

Basic Info

Gear Recommendation

  • 186 Dread Master gear is sufficient

Health

  • 2.9 mil (2911972)

Enrage

  • Unknown

Loot

  • 1x Unassembled Resurrected Helm (192)
  • 1x Random Massassi gear (192, no set bonus)
  • 1x Exonium (crafting mat)
  • 4 Elite Commendations

Basic Overview

Quartermaster Bulo is the second boss of Ravagers and is a significant step up in difficulty. The two tanks need to position Bulo and maintain the highest and 2nd highest threat on him to avoid his frontal telegraphs from cleaving the raid. When Bulo summon Drunken Pirates, tanks can use a barrel to group them up for to either into a Volley circle or AoE’ed down. Every other spawn of pirates can be handled by Mass Barrage. Watch out for Bulo’s Barrel Throw and Load Lifters that are coming to the raid.

Video

Differences from Hardmode

In storymode, the pirates have fairly low HP and do not hit particular hard so pirates can be killed regularly instead of using Volley. You should still let Mass Barrage to kill them to save time. Exonium Carts do not appear in storymode and only a single Lift Lifter shows up every 30s. There is no debuff after picking up a barrel so the same tank can pick up barrels repeatedly if needed.

Basic Mechanics

Mechanic Description
Shotgun Blast Hard hitting frontal AoE with long telegraph. Mostly stick on tanks
Scatter Blaster Similar to Shotgun Blast bit this attack switch targets between the highest and second highest threat
Drunken Pirates Drunken Pirates arrive every 45s, starting at 20s into the fight. You can use the Volley circles or Mass Barrage circles to kill them or just AoE them down on storymode.
Barrels In the fight area are several barrels scattered all over the room. These barrels will attract the pirates and cause them to run to you. This is a good way to get them inside Volley circles. You cannot use any abilities while carrying the barrel but you can click them off on your buff bar after they have filled their purpose.
Volley Very hard hitting AoE circle (purple initially when it can get be moved, turns blue when it is stationary). Used primarily to kill pirates. Tend to target random players outside 10 m range of boss.
Mass Barrage Room wide AoE first encounter 60s into the fight. Used to camp pirate spawn points and kill them as soon as they spawn.
Barrel Throw Flame AoE with a big fireball effect. Deals damage if you stand in it.
Load Lifter 1x Load Lifter will come out every 30s to chase a random raid member.

Boss Abilties

Ability Damage Type Damage Source Damage Cooldown
Barrel Throw Elemental AoE ~12k per tick 10s
Volley Energy AoE ~10k 18s
Load Lifter Kinetic AoE ~6k 30s
Scatter Blaster Energy Frontal ~3k x5
Shotgun Blast Energy Frontal
Mass Barrage 60s

Add abilities

Ability Damage Type Damage Source Damage
Ranged Attack Kinetic Direct ~516 x6 per second

Detailed Mechanics

Shotgun Blast and Scatter Blaster

Shotgun Blast and Scatter Blaster are the two frontal telegraphs that Bulo uses throughout the fight. Shotgun Blast is a straightforward telegraph that will stick to the primary tank. Scatter Blaster, however, will bounce back and forth between the highest and second highest threat targets. This means that both tanks need to spam taunts on Bulo to maintain their threat or they risk having the Scatter Blaster going back and forth between a tank and a DPS, thus cleaving the raid.

swtor-quartermaster-bulo-ravagers-operation-guideswtor-quartermaster-bulo-ravagers-operation-guide-2

To prevent DPS/healers running into the telegraphs, it is a good idea to limit their useable area and leave the backs to the tanks to drop the telegraphs. Here is an example.

swtor-quartermaster-bulo-ravagers-operation-guide-3

Drunken Pirates

Four Drunken Pirates will spawn 20s into the fight and usually every 45s after that. They will spawn from one of three locations in the room, depending on where Quartermaster Bulo is. Quartermaster Bulo have a tendency to jump to 3 locations.

  • Spot 2 in the diagram is where he resides by default. If he stays at Spot 2, the Pirates will spawn from the backdoors.
  • Spot 1 in the diagram is his left jump spot. If he stays at Spot 1, the Pirates will spawn from the left doors but also check backdoor.
  • Spot 3 in the diagram is his right jump spot. If he stays at Spot 3, the Pirate will spawn from the right door (there is only one) but also check the backdoor.

swtor-quartermaster-bulo-ravagers-operation-guide-4

The first mechanic that need to be discussed here is the Volley mechanic. Volley is a purple circle that move you for a few seconds and then turn blue to becomes stationary. A series of attacks will land in that blue circle, dealing ~10k to anything standing in it. Volley circles tend to go on someone that is further than 10m from the boss. That is its only preference. Knowing this and the fact that Bulo always start at Spot 2, you can eliminate most of the pirates from the first wave.

swtor-quartermaster-bulo-ravagers-operation-guide-7swtor-quartermaster-bulo-ravagers-operation-guide-8

The other mechanic concerning the pirates are the barrels that are scattered around the room. Picking up the barrel will give you the Barrel Carry buff for 18s. This buff prevents you from using any abilities but you can click it off anytime you want. The Barrel Carry buff makes the pirates stop their range attacks and follow you around.

  • Only tanks should grab the barrels since the pirates deals a ton of damage to the barrel carrier.

swtor-quartermaster-bulo-ravagers-operation-guide-10swtor-quartermaster-bulo-ravagers-operation-guide-9

For the first wave of Drunken Pirates spawning at 20s, have everyone stack up on Bulo except one tank who will grab the barrel next to Bulo at 15s. He will grab this barrel and go up the ramp to area behind Bulo. Since he is the only person that is more than 10m from Bulo, he will get the Volley circle and can drag the pirates that spawns into the volley fire.

swtor-quartermaster-bulo-ravagers-operation-guide-5swtor-quartermaster-bulo-ravagers-operation-guide-6

For the even number pirate waves (i.e. the 2nd wave of pirate adds), you can use the Mass Barrage to eliminate the pirates. Mass Barrage comes 60s into the fight and there should be a wave of pirate that spawn near the end of Mass Barrage is the timers sync up. Mass Barrage is bascially a series of blue circles that follow you around and turns into blue stationary circles after a few seconds much like Volley. Your goal is to drop the Mass Barrage circles on all the potential pirate spawn points so that as soon as the pirates appear, they are immediately killed by the Mass Barrage.

  • For example, if Bulo is at Spot 1, you will want to place Mass Barrage on both the left doors and the backdoors incase the pirates spawn from one instead of the other.
  • Mass Barrage does not hurt as much as Volley and is rather slow so you do not need to fear about getting out of their circles quickly.

swtor-quartermaster-bulo-ravagers-operation-guide-11

For odd number pirates waves on storymode you can either gather them up with barrels to AoE them down or wait for the next Mass Barrage to eliminate them.

Barrel Throw

Barrel Throw is a fire AoE with no cast time. There is an animation where Bulo wil throw a barrel at someone but that is all the warning you get. There will be a fireball at the spot the barrel lands and the cicular area will be filled with fire. Luckily the fire damage doesn’t tick right away so you have time to get out of it. This ability is something to be aware of if you are stacked for the first pirate wave as the first barrel throw is around 20s.

swtor-quartermaster-bulo-ravagers-operation-guide-12swtor-quartermaster-bulo-ravagers-operation-guide-13

Load Lifters

A single load lifter will spawn every 30s and target someone. They always spawn from the same location under the little structure that is between the two ramps. Their targets are random.

swtor-quartermaster-bulo-ravagers-operation-guide-15

Strategy

Raid stack on top of the boss with both tanks fighting for aggro on the boss. The offtank leave the group at 15s into the fight and then grab a barrel next to Bulo before heading up and behind Bulo. At 20s in, the pirates will spawn and there should be a purple circle undernearth the offtank. Run the pirates into the volley circle, careful to not get yourself killed by the Volley in the process. Rest of the group should spread out for the Load Lifter that comes out at 30s

At 60s into the fight, Mass Barrage will come along with the next wave of pirates that will spawn around 1:05. Run Mass Barrage circles into all the possible spawn points of the 2nd wave of pirates (tanks should get the backdoor to avoid cleaving the DPS). This will hopefully kill all the pirates quickly.

Rest of the fight doesn’t follow the timer strictly. Sometimes the pirates or the Mass Barrage will get delayed. Regardless, you should always have Mass Barrage to kill the even wave adds. For the odd wave adds, either AoE them down or wait for the next Mass Barrage.

Hardmode

Basic Info

Gear Recommendation

  • 186 Dread Master gear with some 192 mixed in is sufficient

Health

  • 3.80 mil (3804838)

Enrage

  • Unknown

Loot

  • 1x Unassembled Revanite Helm (198)
  • 1x Random Deceiver gear (198, no set bonus)
  • 1x Exonium (crafting mat)
  • 6 Ultimate Commendations
  • 8 Elite Commendations

Basic Overview

Quartermaster Bulo is the second boss of Ravagers and is a significant step up in difficulty. Much like the Sword Squadron Units In ToS, this fight has tons of raid damage and requires good mobility. The two tanks need to position Bulo and maintain the highest and 2nd highest threat on him to avoid his frontal telegraphs from cleaving the raid. When Bulo summon Drunken Pirates, they need to be taken care of by having one tank using a Barrel and dragging them into the Volley circles. Every other spawn of pirates can be handled by Mass Barrage. Watch out for Bulo’s Barrel Throw and Load Lifters/Unstable Carts that are coming to the raid and tanks respectively.

Video

Differences from Storymode

The pirates on hardmode have too much HP to be killed manually so they should be killed via Volley and Mass Barrage. They also hit fairly hard so disposing them ASAP is preferable. 4x Exonium Carts shows up in hardmode in addition to two Load Lifters.

Basic Mechanics

Mechanic Description
Shotgun Blast Hard hitting frontal AoE with long telegraph. Mostly stick on tanks
Scatter Blaster Similar to Shotgun Blast bit this attack switch targets between the highest and second highest threat
Drunken Pirates Drunken Pirates arrive every 45s, starting at 20s into the fight. You need to use the Volley circles or Mass Barrage circles to kill them as they have too much HP to kill regularly.
Barrels In the fight area are several barrels scattered all over the room. These barrels will attract the pirates and cause them to run to you. This is a good way to get them inside Volley circles. You cannot use any abilities while carrying the barrel but you can click them off on your buff bar after they have filled their purpose. The same tank cannot carry the next set of barrels as doing will cause your accuracy to get reduce to nearly 0.
Volley Very hard hitting AoE circle (purple initially when it can get be moved, turns blue when it is stationary). Used primarily to kill pirates. Tend to target random players outside 10 m range of boss.
Mass Barrage Room wide AoE first encounter 60s into the fight. Used to camp pirate spawn points and kill them as soon as they spawn.
Barrel Throw Flame AoE with a big fireball effect. Deals damage if you stand in it.
Load Lifters/Unstable Carts 2x Load Lifters will target a random raid member while the 4x Exonium Carts tend to always go to the tank with the top threat on Bulo. The tank just have to eat the damage while ensuring no one else is nearby for splash damage. Exonium Carts come out every 45s while Load Lifters come out every 40s.

Boss Abilties

Ability Damage Type Damage Source Damage Cooldown
Barrel Throw Elemental AoE ~18k per tick 10s
Volley Energy AoE ~21k 18s
Exonium Cart Kinetic AoE ~8-10k 45s
Load Lifter Kinetic AoE ~13k 40s
Scatter Blaster Energy Frontal ~4k x5
Shotgun Blast Energy Frontal ~5.5k x5
Mass Barrage 60s

Add abilities

Ability Damage Type Damage Source Damage
Ranged Attack Kinetic Direct ~900 x6 per second

Detailed Mechanics

Shotgun Blast and Scatter Blaster

Shotgun Blast and Scatter Blaster are the two frontal telegraphs that Bulo uses throughout the fight. Shotgun Blast is a straightforward telegraph that will stick to the primary tank. Scatter Blaster, however, will bounce back and forth between the highest and second highest threat targets. This means that both tanks need to spam taunts on Bulo to maintain their threat or they risk having the Scatter Blaster going back and forth between a tank and a DPS, thus cleaving the raid.

swtor-quartermaster-bulo-ravagers-operation-guideswtor-quartermaster-bulo-ravagers-operation-guide-2

To prevent DPS/healers running into the telegraphs, it is a good idea to limit their useable area and leave the backs to the tanks to drop the telegraphs. Here is an example.

swtor-quartermaster-bulo-ravagers-operation-guide-3

Drunken Pirates

This fight is all about controlling Drunken Pirates. You do not want to manually kill the Drunken Pirates as they spawn way too often and have way too much HP. Instead, you want to utilize Volleys and Mass Barrage to help kill them. Four of them spawn every 45 starting at 20s into the fight.

Drunken Pirates spawn from one of three locations in the room, depending on where Quartermaster Bulo is. Quartermaster Bulo have a tendency to jump to 3 locations.

  • Spot 2 in the diagram is where he resides by default. If he stays at Spot 2, the Pirates will spawn from the backdoors.
  • Spot 1 in the diagram is his left jump spot. If he stays at Spot 1, the Pirates will spawn from the left doors but also check backdoor.
  • Spot 3 in the diagram is his right jump spot. If he stays at Spot 3, the Pirate will spawn from the right door (there is only one) but also check the backdoor.

swtor-quartermaster-bulo-ravagers-operation-guide-4

The other mechanic that need to be discussed here is the Volley mechanic. Volley is a purple circle that move you for a few seconds and then turn blue to becomes stationary. A series of attacks will land in that blue circle, dealing ~21k to anything standing in it. Volley circles tend to go on someone that is further than 10m from the boss. That is its only preference. Knowing this and the fact that Bulo always start at Spot 2, you can eliminate most of the pirates from the first wave.

swtor-quartermaster-bulo-ravagers-operation-guide-7swtor-quartermaster-bulo-ravagers-operation-guide-8

The third mechanic concerning the pirates are the barrels that are scattered around the room. Picking up the barrel will give you the Barrel Carry buff for 18s. This buff prevents you from using any abilities but you can click it off anytime you want. On hardmode there is also an Exhaustion debuff lasting for 2 minutes that will be applied if you try to pick up another barrel after. This debuff reduces so accuracy so there needs to be a tank swap for the other tank to pick up the second barrel. The Barrel Carry buff makes the pirates stop their range attacks and follow you around.

  • Only tanks should grab the barrels since the pirates deals a ton of damage to the barrel carrier.

swtor-quartermaster-bulo-ravagers-operation-guide-10swtor-quartermaster-bulo-ravagers-operation-guide-9

For the first wave of Drunken Pirates spawning at 20s, have everyone stack up on Bulo except one tank who will grab the barrel next to Bulo at 15s. He will grab this barrel and go up the ramp to area behind Bulo. Since he is the only person that is more than 10m from Bulo, he will get the Volley circle and can drag the pirates that spawns into the volley fire.

  • You will want to spread out immediately once the offtank gets the Volley circle as Mine Carts and Load Lifters will come in 5s later to do AoE damage.

swtor-quartermaster-bulo-ravagers-operation-guide-5swtor-quartermaster-bulo-ravagers-operation-guide-6

For the even number pirate waves (i.e. the 2nd wave of pirate adds), you can use the Mass Barrage to eliminate the pirates. Mass Barrage comes 60s into the fight and there should be a wave of pirate that spawn near the end of Mass Barrage is the timers sync up. Mass Barrage is bascially a series of blue circles that follow you around and turns into blue stationary circles after a few seconds much like Volley. Your goal is to drop the Mass Barrage circles on all the potential pirate spawn points so that as soon as the pirates appear, they are immediately killed by the Mass Barrage.

  • For example, if Bulo is at Spot 1, you will want to place Mass Barrage on both the left doors and the backdoors incase the pirates spawn from one instead of the other.
  • Mass Barrage does not hurt as much as Volley and is rather slow so you do not need to fear about getting out of their circles quickly.

swtor-quartermaster-bulo-ravagers-operation-guide-11

For odd number pirates waves other than the first wave, it is a bit tricky. You can’t really stack on top of each other like you did for the first wave due to frequent Load Lifters/Exonium Carts and Barrel Throws from the boss. Instead, it might be a good idea to have a ranged DPS hang around the possible pirate spawning points to try get lucky with a Volley circle. Otherwise, have one of the tanks AoE taunt them for a bit and stay alive until the next Mass Barrage.

Barrel Throw

Barrel Throw is a fire AoE with no cast time. There is an animation where Bulo wil throw a barrel at someone but that is all the warning you get. There will be a fireball at the spot the barrel lands and the cicular area will be filled with fire. Luckily the fire damage doesn’t tick right away so you have time to get out of it. This ability is something to be aware of if you are stacked for the first pirate wave as the first barrel throw is around 20s.

swtor-quartermaster-bulo-ravagers-operation-guide-12swtor-quartermaster-bulo-ravagers-operation-guide-13

Load Lifters and Unstable Carts

Around 30s into the fight, the first batch of 4 Exonium Carts will come in from 4 corners of the room towards the tank with main threat. That particular tank need to eat the damage (it is around 25-30k or in total) and everyone else need to run away as the explosion deals AoE damage. The delay between the first set and second sets of these cart is 60 seconds but after that it is 45s.

swtor-quartermaster-bulo-ravagers-operation-guide-14

Load Lifters will not come with the Exonium Carts. Instead, they will show up by themselves around 1:20 into the fight and then every 40s after. They always spawn from the same location under the little structure that is between the two ramps. Their targets are random.

swtor-quartermaster-bulo-ravagers-operation-guide-15

Strategy

Raid stack on top of the boss with both tanks fighting for aggro on the boss. The offtank leave the group at 15s into the fight and then grab a barrel next to Bulo before heading up and behind Bulo. At 20s in, the pirates will spawn and there should be a purple circle undernearth the offtank. Run the pirates into the volley circle, careful to not get yourself killed by the Volley in the process.

Everyone else need to spread out immediately after the Volley Circle lands as the Exonium Carts will come out around 30s. After the cart explosions, both tank need to fight for threat again to prevent Scatter Blaster from going to a DPS. If not all the pirates are killed by the Volley, wait for the Mass Barrage.

At 60s into the fight, Mass Barrage will come along with the next wave of pirates that will spawn around 1:05. Run Mass Barrage circles into all the possible spawn points of the 2nd wave of pirates (tanks should get the backdoor to avoid cleaving the DPS). This will hopefully kill all the pirates quickly.

Rest of the fight doesn’t follow the timer strictly. Sometimes the pirates or the Mass Barrage will get delayed. Regardless, you should always have Mass Barrage to kill the even wave adds. For the odd wave adds, do your best to drag them into a volley. Failing that, AoE taunt them and try to kill them off with the next Mass Barrage.

28 Comments

  1. Will McBurney
    Dec 03, 2014 @ 18:28:00

    Hey Dulfy: I’m tanking this tonight (haven’t seen the fight first hand yet), one question I wanted to ask, was there a reason you guys didn’t have one of the tanks get barrels on the odd numbered pirate spawns and have everyone else get within 10 meters of the boss?

    Reply

    • Dulfy
      Dec 03, 2014 @ 20:47:00

      Stacking was a bit hard later on with all the carts, load lifters and stuff

      Reply

      • Will McBurney
        Dec 04, 2014 @ 04:19:00

        I’m finding that out now, haha.

        Reply

    • Will McBurney
      Dec 04, 2014 @ 15:19:00

      Just an update: we only had tanks pick up barrels if there were more than two adds up, but we didn’t stack.

      Also, fire barrel seems to be ticking for immediate 20K damage.

      Reply

  2. ArcadioBuenida
    Dec 05, 2014 @ 07:39:00

    Killed this 8m SM tonight and he dropped the head as well as an unassembled implant (in addition to one dropped by the first boss). Not sure if that’s a bug or if the additional drops to get the belt/bracers could be semi-random.

    Reply

  3. Theho
    Dec 06, 2014 @ 22:23:00

    Enrage in 8hm is exactly 5 minutes.

    Reply

  4. theOtherGuy
    Dec 08, 2014 @ 03:24:00

    Tried an 8-man SM PUG, but we couldn’t figure out how to pull the pirates. Kept picking up the barrels but it wouldn’t pull them.

    Reply

    • TheHarbingersKwerty
      Dec 08, 2014 @ 04:20:00

      You have to get within 5-ish meters of them for them to chase you down. Apparently you also can’t use abilities (tanks words, not mine), otherwise you drop it and they wont chase you.

      Reply

  5. DogEyedBoy
    Dec 08, 2014 @ 22:28:00

    Tried this boss today on HM and it was made quite difficult due to the adds spawning however they damn well pleased. The first group of adds would spawn at the back most of the time, but several times they also spawned on the right. Past the first group of adds there seemed to be no reliable pattern to where they spawned, we even had the boss on the left and adds spawning on the right side at times.

    Reply

  6. FogW
    Dec 09, 2014 @ 20:41:00

    In 16m sm, the load lifters absolutely destroy anyone they touch. There are 3 and they one-shot our healers or ranged. Is there any way to determine who gets them or stop them before they even hit someone? They blow up anywhere between 15 and 40k dmg.

    Reply

    • Red15squirrel
      Dec 10, 2014 @ 05:13:00

      We were having the same problem. It doesn’t seem to make any sense they would be that much harder in 16m as compared to 8m. Our group’s theory is HM was bleeding into SM because of the patch tonight; we’ve had it happen before where a higher level mechanics/damage bleed into a lower level before a patch.

      Reply

  7. Joe Larsson
    Dec 10, 2014 @ 14:38:00

    Can confirm major lag in 16 man. We went into DP and killed the first 2 bosses just to warm up. Then went to Ravangers. It was hard for some players. I had no lag personally so it has to be a hardware issue on our end. Start looking at your drivers. tweek your settings.

    Reply

  8. CoveredInBurningWhiskey
    Dec 12, 2014 @ 00:11:00

    Can people dodge the barrel? It seems to be an instant hit for us. Even whilst running with a speed boost (started before he started throwing), it just tags us instantly.

    Reply

    • Dawn
      Dec 14, 2014 @ 15:23:00

      Not sure if it is lag or what not, but we’ve noticed people getting hit by the first tick of barrels even while moving – if there is a grace period to move out, we haven’t seen it.

      Also wondering if the damage numbers listed above were pulled from the PTS as on live we are seeing barrels in 8 HM hit for ~28-30 K a tick, carts for ~13k, lifters (which many times targeted the same player) for ~21K, and volley for ~27K a tick.

      Reply

  9. Disqus this
    Dec 17, 2014 @ 03:26:00

    Did this and we realized for SM, not many PUGs will be going past this boss. It’s too chaotic for that kind of group especially in 16 man and thats not including the lag.

    Reply

  10. Naoj81
    Dec 17, 2014 @ 11:01:00

    We’ve tried this boss last week (before yesterday’s patch) and honestly I do no know if it is a lag issue or simply a bug, but sometimes barrel does nothing with adds they keep shooting heals even if you are close to them.
    We will try it again after new patch…

    Reply

  11. Luke
    Dec 21, 2014 @ 21:50:00

    Just did a number of tries in HM, however the second add phase always spawns when Mass Barrage is already gone. This makes the fight rather hard, especially with the barrel cooldown for tanks which prevents them to pick up the barrels in the later phases. We’re not sure how to handle this atm…

    Reply

    • Will McBurney
      Jan 07, 2015 @ 00:14:00

      These adds spawn at 70% on the boss (that is, after he finishes the cast that is ongoing at 70%.

      Basically, you either need more DPS or you need to keg the adds.

      Add spawns appear to be at

      90%
      70%
      50%
      35%
      20%

      It is NOT timing based. Thus, you need good DPS to kill the second group of adds with mass barrage.

      Reply

  12. JBagKY
    Dec 22, 2014 @ 14:16:00

    We did this last night and he was jumping around in 5 different locations. The three that you have marked and then another 2 that are further in and further down. About where Chetmix is in your diagram for the spots. I don’t know if that’s where he is supposed to go or not, but it made it hard for our DPS to be behind him. We have a few that are bit undergeared but thought we would try it. Definitely going to be a learning experience

    Reply

  13. Hugo A Sanchez
    Dec 30, 2014 @ 20:19:00

    Barrel throw bugged? its not doing 12k per tick its doing direct 26K

    Reply

  14. Bawbert
    Jan 05, 2015 @ 02:06:00

    The barrel throw is definitely not working as stated in the guide. It hits immediately for ~27k and does no more damage after. You can stand in the fire and take no more damage after the initial hit. Needless to say if someone gets targeted by load-lifters and barrel throw at the same time, they WILL die. Nothing you can do without a godmode defensive CD. That can’t be as intended…

    Reply

  15. Will McBurney
    Jan 07, 2015 @ 00:16:00

    Something to correct:

    Add Spawns are NOT time based. They are percentage based (at least, in HM). We pulled 30+ times and kept note of when the adds spawn timewise and it varied. However, it was always around

    90% (initial wave, might as well be scripted because we handle it like it is anyways)
    70% (if you are slow on DPS, you WILL NOT be able to kill the adds with Mass Barrage.
    50%
    35%
    20%

    Reply

    • Will McBurney
      Jan 20, 2015 @ 15:03:00

      Also, there is a 5% spawn, but we just have a tank taunt and burn the boss.

      Reply

    • Mastercaster
      Jan 21, 2015 @ 21:07:00

      any1 can confirm ?

      Reply

    • danielo
      Jun 19, 2015 @ 07:18:00

      There are youtube videos where dps was a bit slower, adds can come at 77% 72% 57% 55% etc, of course with higher dps they can come at or below the %s you are saying, but it doesn’t seem fixed to me (expect for the first one @ 20 seconds). Maybe there is trigger that combines % OR time.

      Reply

  16. Sneakiest
    Jan 15, 2015 @ 04:54:00

    Something to add about spawn locations of pirates. They go to the location nearest the TANKS (not sure if its 1st or 2nd on threat table), not the boss. Usually tanks are on top of boss, but you can manipulate the locations by placing tanks closer to whatever spawn point you want. That way you never have to run up on the stage, which is the toughest spawn point.

    Reply

  17. Dookus
    Jan 21, 2015 @ 04:28:00

    what numbers should I be looking at for effective heals and DPS? are set bonuses for the tanks at least critical?

    Reply

    • Will McBurney
      Jan 22, 2015 @ 09:03:00

      Assuming you mean Hard Mode: I’ve cleared this fight with less than 7.5K EHPS combined between the two healers. If you find yourself healing over 8K on this fight and falling behind, it’s because people are not handling mechanics correctly. This fight isn’t about healing through damage, it’s about avoiding it.

      The thing with this fight is that it really isn’t a large amount of healing you need, it’s spike healing. When players do take damage, they take a LOT of damage very quickly. However, if you keep everyone above at least 70% and people use defensives to handle load lifters, it’s not THAT heal intensive.

      Reply

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