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Maut - Ny'alotha Raid Strategy Guide
来自 FatbossTV
[Last Updated]:
2020/02/03
变更日志
补丁:8.3.0
目录
评分:4.7/5
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指南导航
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This guide provides tips and strategies for defeating the Maut encounter on Normal Difficulty in Ny'alotha, the Waking City. Changes to the fight for the other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties.
Mythic Maut Guide
Maut is a two phase encounter which revolves around the bosses mana. During phase one, players need to correctly deal with mechanics and avoid abilities to reduce the rate in which the boss gains mana. During phase two, the raid needs to damage through the bosses mana bar whilst absorbing mana-granting orbs that are travelling towards the boss.
Maut is the second or third boss of Ny'alotha. After defeating
Maut
and
Prophet Skitra
, players may choose between the
Dark Inquisitor Xanesh
,
The Hivemind
,
Shad'har
and
Drest'agath
encounters.
Mythic Maut World Firsts
Maut Loot
Maut drops the battle pet
as well as the following armor and weapons:
- The weapon always comes with the
corruption effect, which increases your character's corruption by 50.
- The weapon always comes with the
corruption effect, which increases your character's corruption by 35.
For a more in-depth explanation of the boss' loot, please read the
Maut Loot Guide
.
Maut Quick Tips
Phase One
Move away and spread from your allies when afflicted with
, but don't go to far as people need to access the
zones they leave behind.
Stand inside a
zone to avoid getting one-shot by the
cast.
Tanks should taunt off of one another when their
stacks reset (usually around 2-4).
Run against the
black hole pull-in and kill the add that spawns out of it as soon as possible.
Move the
add into a
zone to interrupt its
cast. (move it straight back out afterwards!)
Keep the
add at least 20 yards away from the boss at all times.
Phase Two
Stack next to the boss and nuke through his mana shield before he finishes his
cast.
Mobile DPS should soak any mana orbs that travel towards the boss as soon as possible.
After soaking a mana orb, stand on the raid to spread the
buff to your allies.
Kill the boss before he gains too many
stacks!
Maut Phase One
Throughout phase one, Maut occasionally applies
to the entire raid. These debuffs deal a small amount of shadow damage over 3 seconds. This damage increases as Maut generates mana.
The boss gains mana passively over time as well as through a couple of his abilities, making this damage progressively more dangerous.
Healers just need to be aware that towards the end of phase one, the raid is likely to be taking a decent amount of damage.
Around every 25 seconds, several players will be marked with the
debuff.
The amount of players afflicted with the debuff scales with raid size, with 1 debuff being applied for roughly every 5 players.
After these 6 second long debuffs expire, they deal a burst of magic damage to all players within 9 yards whilst also granting the boss mana for each player hit.
Each
debuff also leaves behind a
zone which deals ever increasing ticking damage and drains mana from players who stand within it.
The zones also make all players or creatures within it immune to magic damage and healing whilst also silencing them. This does not effect the boss.
zones last until the end of the phase, at which point they detonate dealing a burst of damage to anyone stood within them.
Players who are targeted by
should place their debuffs away from others, but not too far away as players need to have access to the
zones they leave behind.
We recommend that at least one
debuff expires near melee, as to allow melee to enter it without having to move out of melee range.
Move away from allies when afflicted with
!
Every ~40 seconds, the boss casts
which deals a lethal burst of shadow damage to all players.
Players must enter a
zone created by the
debuffs before the 5 second cast completes as to become immune to damage it deals.
Once the
has ended, everybody should quickly leave the zones as otherwise they'll be taking unnecessary excess damage.
Stand within an
zone to avoid the
damage.
Maut occasionally strikes the tank with
, dealing a large burst of physical damage and applying a stack of
.
is a 24 second debuff dealing moderate shadow damage every 2 seconds. This can stack.
Tanks should taunt off of each other when their debuff drops, usually after 2-3 Shadow Claw casts.
Every ~40 seconds, Maut casts
which creates a black hole which drags all players towards it.
After 6 seconds it detonates, dealing a large burst of damage to anyone within 12 yards.
Immediately after detonation, an add under the same name spawns from the black hole.
Run against the pull in from the
black hole.
adds have less than 100 HP, but they have a large mana pool which acts as a shield due to its
passive.
The off-tank should keep the add at least 20 yards away from Maut at all times, as otherwise the boss will cast
, killing the add instantly whilst gaining any remaining mana the add had.
The tanks should ideally taunt swap just before an add spawns, so that the
stacks are kept to a minimum on any given tank.
Additionally, the add will cast
which gives the boss up to 20% of the adds remaining mana.
This cast can only be interrupted by dragging the add into a
zone.
The off-tank should drag the add into the zone to interrupt the cast, but quickly back out again as the add would otherwise be immune to magic damage whilst inside the zone.
All DPS should focus on killing the
add as quickly as possible, as to ensure that no more than one add is active at any given time.
Keep the
add at least 20 yards away from the boss.
Upon reaching full mana, Maut will move to the middle of the encounter space and enter phase two.
All
zones will detonate, so players should make sure to avoid them as the transitions begin.
If a Dark Manifestation add is alive when the boss is due to transition, it should be brought next to the boss so that it is instantly killed, as ideally you wouldn't have an add active during phase two.
Maut Phase Two
Maut is completely inactive during phase two, standing still in the middle of the room.
During this phase, he is protected by his mana shield. Maut loses mana instead of health when he takes damage, and 100% of the damage he takes is reflected back at the attacker.
The raid needs to break through his shield within 1 minute, as otherwise he will cast
, dealing lethal damage to the entire raid.
DPS using large bursty cooldowns may need to be careful when doing so, as they will be taking a large amount of reflected damage in return.
Don't let these orbs reach the boss!
During this phase, an orb will spawn every 10-15 seconds from a randomly selected pillar in the room.
This orb travels towards Maut. Upon reaching him it grants him 15% of his maximum mana back which could lead to a wipe due to
.
Players can intercept the orb, causing it to detonate dealing raid wide damage which increases the further the orb has travelled.
Players who soak the orb will gain the
debuff, which causes them to explode after 6 seconds.
This explosion grants allies within 20 yards 150% mana regeneration and 50% increased healing done for 8 seconds.
As the orbs can travel in from any given direction, multiple mobile ranged DPS such as hunters and mages should actively seek to intercept them.
This should be done as soon as possible, as to minimize the amount of damage the orb deals when it is soaked.
Once soaked, the player should return to the rest of the raid team as to grant the
buff to the healers.
The raid should stack directly next to the boss as to benefit from AoE healing spells, as a decent amount of healing can be required during this phase.
After soaking an orb, stand on the raid to apply
to them!
As healers will gain all of their mana back by the end of phase two, as long as they have been given each
buff, they should not be concerned with mana preservation during phase one.
Maut will slowly drain his own mana shield during phase two, gaining a permanent stacking damage increase.
Players should look to get out of this phase as soon as possible, as the longer the phase goes on the more damage he will deal for the rest of the encounter.
This also acts as a pseudo-enrage, as the boss deals more and more damage each time it leaves phase two.
Once Maut's mana shield has been depleted, the fight will return to phase one and continue to repeat until the boss is defeated.
Maut Heroic Difficulty
Phase One
Periodically during phase one, Maut will face a random melee DPS, or a random player within melee range, and cast
.
After a short cast, Maut unleashes a large knockback in a 40 yard cone, dealing a moderate burst of physical damage.
As this only faces the location of melee players, these players should attempt to stack on one side of the boss whilst all other players stand on the other side.
This doesn't always work out, as melee may need to change their position when dealing with mechanics (such as a
debuff or killing a
add).
As a precaution, all ranged players should position themselves in such a way that a knockback will not be too harmful (such as making sure that they won't be knocked into a
zone).
Phase Two
During phase two, Maut will periodically apply a few
debuffs onto random players.
These magic debuffs deal ticking damage to the player whilst burning their mana over 8 seconds.
Maut gains 1% mana each second this debuff is active.
When the spell is removed, it deals a moderate burst of shadow damage and burns 10,000 mana from all allies within 8 yards.
When a player is afflicted with
, they should quickly move away from the stacked raid team to be dispelled safely.
This ensures the raid stays healthy, but is likely to mean that Maut may gain a decent amount of mana.
Alternatively, the healers may just want to instantly dispel these debuffs. This will deal damage to the raid, but will minimise the damage needed to break through Mauts mana shield in time.
This is a call that your healers will need to make, as they should only instantly dispel if they are comfortable with it.
The mana burn that occurs when the debuffs are removed does not grant Maut mana, it only takes mana away from players which isn't an issue due to the constant flow of
buffs.
Move out of the raid when you are afflicted with
!
Maut Mythic Difficulty
Our Mythic Guide has been moved to a different page. We've worked with Hyperion to have a written
Mythic Maut Guide
!
The only Mythic change is the addition of the
debuff, which will be applied to the entire raid every 50 seconds while in Phase 1.
can be removed by stepping into a
puddle, and the raid has 24 seconds from the time of application to clear everyone's curse before it times out and kills the affected player.
Mythic Maut Guide
This section of the guide, alongside all others, will be updated when Maut is encountered on live servers.
Approximately every minute during phase one, Maut applies an
debuff on all players.
These curse debuffs last 24 seconds and slow players movement speed by 15%.
When the curse is removed before expiring, the entire raid takes a tiny amount of physical damage.
If the curse expires naturally after 24 seconds, the player instantly dies.
will immediately be dispelled if a decursed by a Druid, Mage or Shaman or if a player enters a
zone.
The raid should remove their debuffs over the course of ~20 seconds in a staggered way.
If the entire raid would remove their debuff at the same time, the combined raid damage would wipe the group.
We recommend that you do not have more than 4 people reset at the same time, to prevent incoming raid damage from being spiky.
Tanks should not reset in this fashion, instead they should be decursed by another player. This helps keep enemy positioning consistent.
Alternatively, the raid could just be fully decursed by players.
The raid has 24 seconds to dispel 20 people. In theory, 5 players dispelling perfectly could each dispel 4 players, negating the mechanic.
In reality, it is likely that each decurser will only get 3 dispels out before the debuff expires.
So, to pull off this strategy, the raid to bring 7 curse removing classes in their composition.
We recommend that each "decurser" is assigned 3 people to decurse, as to ensure that the entire raid is safe each and every time.
As a reminder, the classes that can remove curses are: Druid, Mage, and Shaman.
The benefit of this strategy is that players would not have to enter an
zone, allowing for more output uptime.
The downside is that it requires a lot of assignments and has a pretty awkward raid composition requirement.
It is currently unclear which of the two strategies will be used.
Maut Advice for All Classes
Our class writers have written raid information on all specs, covering ideal talent builds and strengths and weaknesses for each spec in a raid environment:
Blood Death Knight Raid Tips
Arcane Mage Raid Tips
Assassination Rogue Raid Tips
Frost Death Knight Raid Tips
Fire Mage Raid Tips
Outlaw Rogue Raid Tips
Unholy Death Knight Raid Tips
Frost Mage Raid Tips
Subtlety Rogue Raid Tips
Havoc Demon Hunter Raid Tips
Brewmaster Monk Raid Tips
Elemental Shaman Raid Tips
Vengeance Demon Hunter Raid Tips
Mistweaver Monk Raid Tips
Enhancement Shaman Raid Tips
Balance Druid Raid Tips
Windwalker Monk Raid Tips
Restoration Shaman Raid Tips
Feral Druid Raid Tips
Holy Paladin Raid Tips
Affliction Warlock Raid Tips
Guardian Druid Raid Tips
Protection Paladin Raid Tips
Demonology Warlock Raid Tips
Restoration Druid Raid Tips
Retribution Paladin Raid Tips
Destruction Warlock Raid Tips
Beast Mastery Hunter Raid Tips
Discipline Priest Raid Tips
Arms Warrior Raid Tips
Marksmanship Hunter Raid Tips
Holy Priest Raid Tips
Fury Warrior Raid Tips
Survival Hunter Raid Tips
Shadow Priest Raid Tips
Protection Warrior Raid Tips
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评论
评论来自
Mikihisa77
I wonder if the "silence" effect is a regular silence or that kind of silence that prevent ANY spell to be cast (as
阿修先生
this guy does)
If the first case melee should be able to remove the curse with the Devoured Abyss without loosing dps. Casters otherwise could use instant cast and remove the curse during GCD.
Unless the silence is remaining for a time after you leave the zone, I doubt it is worth it to actually plan around dedicated decurse comp / rotation.
评论来自
Edoloth
When dispelled, will
Drain Essence
remove resources other than mana (Energy / Runic Power) on classes that don’t use mana?
评论来自
bobbis91
For the mana orbs in P2, I did it as G druid and Monk tank combo and we handled them fairly well, two doing it is enough though probably added a bit more healing, but left all the dps for hitting the boss. I guess so long as you're not a DK tank, it'd be fine :D
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