M+ Mechanics Series: Siege of Boralus

Starting a series of threads aimed at focusing on important mechanics, spells, abilities, and strategies.

Siege of Boralus

  • Irontide Waveshaper Caster
    • Watertight Shell: 3s cast (Interrupt or Spellsteal)
      • 90% damage reduction aura
      • Explodes causes damage to all nearby enemies and stuns for 4 seconds
  • Irontide Raider Lieutenant
    • Iron Hook (Run out after pull)
      • Damages and pulls players
  • Scrimshaw Enforcer Lieutenant
    • Shattering Bellow
      • Inflicts high damage and interrupts spellcasting for 1.5 seconds
  • Chopper Redhook Boss
    • On the Hook
      • Fixates on a player and chases them, priority targets are ranged players. Kite boss around and him run into Heavy Ordnance
        • Don’t feign or shadowmeld because the boss will target another player suddenly who might not be prepared or expecting it.
    • Heavy Ordnance
      • Boss needs to be kited into the bombs, but if you run into it then you will be damaged and knocked back. More importantly, the ordnance will disappear making the fight harder.
      • Heavy Ordnance stuns the boss for 10 seconds and increases damage taken by 50% for 10 seconds. Lust right before boss hits the first ordnance.
      • If the timer on the ordnance expires, the entire group will take major damage. If boss isn’t able to get to the ordinance in time, tank can drag the adds to them.
    • Boiling Rage
      • Increases movement speed by 5% every 2s, cleared by hitting an ordnance.
    • Iron Hook
      • Hotfix 10/01/2024, temporary immunity to Heavy Slash after being pulled in.

  • Ashvane Commander Lieutenant
    • Bolstering Shout: 2.5s cast (Interrupt)
      • Reduces all damage nearby units take by 75% for 8 seconds
    • Azerite Charge (Move away from group)
      • Charges towards a random player. Move out of the circle.
  • Irontide Curseblade
    • Cursed Slash (Decurse)
      • Deals damage and increases all damage received by 15% for 10 seconds. Stackable.
  • Ashvane Spotter Lieutenant
  • Iron Volley (LOS)
    • Constantly inflicts damage to players not behind cover
  • Bounding Retreat (Root or snare)
  • Dread Captain Lockwood Boss
    • Evasive (Root or snare)
    • Gut Shot
      • Hits random players if not being melee attacked
    • Fiery Ricochet (Move out of group)
      • Targets 1 player and bounces to 3 nearby players
  • Bilge Rat Demolisher
    • Terrifying Roar 3s cast (Stun/Stop)
      • Fears all players in range for 4 seconds. Quickly become worse when feared into bananas.
  • Hadal Darkfathom Boss
    • Break Water
      • Knock up and leaves puddles on the ground. Fight standing away from pillar so there is a clear path around.
    • Tidal Surge
      • Two waves spawn. Hide behind pillar and rotate for the 2nd wave.

  • Viqgoth Boss
    • Putrid Waters (Dispel when player is away from others)
      • Targets random players and gives them a 30 second DoT. Dispelling causes damage to the player anyone within their circle.
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this just reads like a copy paste out of a dungeon guide. no nuanced tips or tricks here whatosever, this is just the dungeon journal of abilities

You forgot to mention the 1st boss spawns more adds whenever he runs into a bomb. You also can pop a big CD/immunity and soak one yourself if its about to time out.

  • Scrimshaw Enforcer Lieutenant
    • Shattering Bellow: 2.75s Cast (Interrupt)
      • Inflicts high damage and interrupts spellcasting for 1.5 seconds

This isn’t interruptible

    • Azerite Charge (Move away from group)
      • Charges towards a random player. Move out of the path to target.

Path to target doesn’t matter, just don’t be in circle

    • Fiery Ricochet (Move out of group)
      • Targets 1 player and bounces to 3 nearby players

Move out of group? That doesn’t do anything. The furthest person from the boss is the one person who won’t get the debuff unless the initial ricochet is targeted on them. Recommend healers stay outside so they don’t have to heal themselves and the group as the dot is extremely hard-hitting at high keys

  • Bilge Rat Demolisher
    • Terrifying Roar 3s cast (Interrupt)
      • Fears all players in range for 4 seconds. Quickly become worse when feared into bananas.

This isn’t interruptible. Also you want to run into bananas if you get feared because it stuns and stops you so you won’t run into another pack. Ideally you don’t get hit by either though. You also didn’t mention his crushing stomp - which is changed from BFA in that it’ll hit anyone that is LOS. You can hide around a corner during this cast and take no damage (in BFA this was just a big swirly to run out of)

  • Hadal Darkfathom Boss
    • Break Water
      • Knock up and leaves puddles on the ground. Fight standing away from pillar so there is a clear path around.
    • Tidal Surge
      • Two waves spawn. Hide behind pillar and rotate for the 2nd wave.

On third wave cast, the boss will do his tank frontal in between the first and 2nd wave. The tank needs to have him positioned accordingly so he doesn’t wipe the group.

Also you didnt mention that the pillar blocks the wave almost all the way out to the wall, you don’t have to be standing in the water right by the pillar.

  • Viqgoth Boss
    • Putrid Waters (Dispel when player is away from others)
      • Targets random players and gives them a 30 second DoT. Dispelling causes damage to the player anyone within their circle.

The primary difficulty of this boss is the fact that at several points during the fight, the dots come out at the same time the slam is going off. The dots do a large initial hit (should just be changed so the first tick takes a second or so) and the slam does a large initial hit so everyone needs to be paying attention to the timers and be ready to pop big defensives on that overlap if you get a dot. The timing can be less than a second between overlaps, its bad and Blizz should change.

Also you should not get in a cannon if you have the dot as many healer addons have difficulty targeting players in vehicles.

Also the next batch of tentacles only spawn when you go to the next platform. My group often waits until a batch of dots come out, cleanse them, then go to the next platform as it helps the initial slam/dot overlap get reset. Also if a demo tentacles gets engaged in combat and there’s nothing in melee range it will cast a group wipe ability called Hullcracker so if someone is dispelled with the tank in their circle it will shoot them out into africa and someone will have to stay in melee range to save the group.

Looking forward to the next entry on this series having a bit more meat and insight

I’m assuming you wanted to do this ‘series’ because of how much people are struggling in keys this season. Agreed with the need but I’d also challenge you to make the post more valuable than just a data dump of mobs and abilities. Why are the abilities challenging? What’s a way to combat these beyond ‘do big dps and healing’? Is there los considerations? Range considerations? Does standing somewhere avoid a mechanic (like the bleeds from the first mobs in mists that they wont’ cast if you’re in melee). Where’s the best spot for lust? What are the worst mobs

1 Like

I picked the mechanics that are most important and the dungeon journal only covers bosses.

I intentionally didn’t include every single ability because that would just be bloat. The adds that spawn are an insignificant part of the fight.

Thanks that’s good to know Ill update it.

I’m pretty certain you can stun/stop the fear. Interrupt maybe wasn’t the best choice of wording.

If the initial target is away from others, won’t it not “ricochet”? You kind of pointed that out if the person farthest away is the primary target.

I don’t know why you are so negative. I’m doing this to be helpful and also learning about the mechanics more myself in the process. I appreciate you adding to what I said or correcting the mistakes, but you could do it with a more positive demeanor.

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This just sort of signifies why M+ might not be as enjoyable as it should be; Sosari offers guidance and some tips and help and in comes the negativity.

Why not direct your feedback constructively?

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PSA, don’t feign death/shadowmeld/vanish if he’s chasing you. He’ll focus another player who may be positioned directly next to the boss. Just accept that your dps will suffer for the 15 seconds he’s chasing you.

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I find this to be so annoying. I had to search everywhere to find that shadow blast dot details that the lts in dawnbreaker put out.

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oh you must be confused, i offered several tangible bits of advice related to the dungeon, much more than his copy-paste dump did.

i think the bigger issue is someone taking something like ‘I didn’t find much value in this because of xy and z’ and you then going ‘HUR DUR HATER BE CONSTRUCTIVE’

2 Likes

idk how to format like you did

wowhead/icyveins/method all offer guides by M+ title-holders that already have every bit of trash abilities and mobs detailed out with tooltips so you can hover over and read the abilities within the guide. Method’s guide especially highlight the dangerous mobs and casts. More importantly all the details in their guides are accurate, unlike yours

No you can’t interrupt or CC the huge demolisher trolls in any way like most huge mobs in dungeons

No, ricochet always goes on 4 people regardless of how far away the initial target it. it just won’t jump to the furthest target, preferring closer ones instead. If someone is out in africa and gets targeted with it itll just jump back to everyone else

i was not negative at all. You are just fragile. If i said something like ‘this is worthless, dont bother posting’ or called you a name or something then sure. But all i said was ‘this offers very little additional value to a wowhead or icy-veins or method guide and many of the details you provided were just flat-out wrong’. That’s not negative, that’s pragmatic. If that causes you to go on the defensive that’s a you problem.

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I appreciate the info. More for the other dungeons, please! Have often wished that dungeon guides don’t only cover bosses.

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See, I kind of expected this sort of response considering how you have highlighted the type of human you are :slight_smile:

just stop posting as no matter what you post you obviously are apparently “fragile” and have no interpersonal skills and would rather be aggressively “cool” in your own mind.

As your reactions are generally hostile and “useless”; you will be ignored going forward so only respond if you wish to waste your toxic energy for no reason at all :slight_smile:

Take care sir!

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I’ve seen it get interrupted some how, maybe bananas?

I haven’t seen them before so I thought I would make this. Like I said this is as much for the community as it is for myself. I’m learning more about the finer details of each ability as I create the series. I will make errors because I’m only human. You on the other hand continue to be negative and inflammatory. It has nothing to do with me being “fragile” and everything to do with how you present yourself. I have zero issue with calling it out and arguing, as many people on the forums know. However, I don’t make things personal and tend to stick to the facts. If you want to be constructive, I’m all for it. I took in the corrections you offered and the strategies and I am grateful for those, but the additional jabs you inserted were not necessary.

Right…

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:rofl: what in the?!?

so many haters here now! geeze!

which enemies need to be purged in siege?

This isn’t true anymore, it was changed to % based add spawns. You only get 2 additional waves.

Don’t quote me, but would you be able to purge the Watertight Shell from Irontide Wavehapers? Other than that I don’t see what other Magic type buffs they have in this place.

It can be purged, but it also seems to be bugged and not scaling with key level or doing the stun for some reason.

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Was this a mechanic that carried over from when it was current? Maybe they changed that part and the tooltip was never updated.

i always tell ppl in my groups that cast CAN NOT go out. it always wants to stun ME…so nope.