Maut is an encounter which alternates between two phases. During Phase 1, he gathers mana, during Phase 2 he begins a cast using all his mana. This cast ends when his mana reaches 0, and you re-enter Phase 1.
Dark offering = 2% Maut mana
Adds lose 2% mana per 2 seconds within the circles, so 100 seconds in circle = ded
Adds spawn every 35-40 seconds
Maut naturally gains about .66% mana per second, or 1.5 seconds per 1% mana.
Maut gains 1% mana per person hit by devour magic
Boss has exactly 2x HP vs mana
Adds have 10% boss’s mana
Killing add is 5% of boss HP
Deals 268k Physical damage to the current tank, and applies the Shadow Wound Debuff
Deals 36k Shadow damage every 2 seconds for 24 seconds. Stacks.
Marks 4 players with a purple targeting circle
After 6s, the circle explodes dealing 53k Shadow damage to everyone hit
Each person hit also generates 1% mana for Maut
Leaves a Devoured Abyss wherever the explosions happened
9 yard radius purple circle of bad
Standing inside silences you, prevents incoming healing, deals 42k Shadow damage every 2 seconds, and drains your mana
While inside, you’re also immune to all other forms of magic damage
These explode when P2 starts, dealing 268k damage to anyone standing in them
AoE, deals 1.7 million Shadow damage to the entire raid
Periodically puts a 3 second DoT on the raid that deals Shadow damage every 3s. This DoT deals more damage as Maut’s mana increases
Frontal cone ability, deals 142k Physical damage and knocks back anyone hit
Targeted at a random melee
Large purple swirly pool of bad spawns, lasts 6 seconds. After 6s, it explodes dealing 267k Shadow damage to anyone inside
Has a relatively weak sucking effect, dragging players towards the bad circle
After the explosion, a Dark Manifestation add spawns where the explosion occurred.
Adds take damage to their mana instead of HP. At 0 mana they die.
Periodically cast Dark Offering. If the cast completes, the add loses 20% mana and the boss gains 2% of his max mana.
If the add gets within 20 yards of Maut, he’ll eat it, consuming all the adds mana and adding it to his own. The max amount of mana an add can give Maut is 10% of Maut’s mana pool.
When Maut reaches 100% mana, he casts Obsidian Skin, followed by Obsidian Shatter. He also destroys all of the Devoured Abyss circles on the ground, dealing 268k Shadow Damageto anyone inside them.
All damage dealt to Maut is instead dealt to his mana pool
You take 100% of the damage you deal to Maut as Arcane damage
Making Maut reach 0 mana immediately ends Phase 2 and stops his cast of Obsidian Shatter
60 second cast. Upon completion, deals 1 million Shadow damage to the raid. You wipe. Don’t let this happen.
Every 6 seconds during Phase 2, Maut consumed 10% of his mana pool, and gains 1% increased magic damage dealt. Stacks.
Mana orbs spawn one at a time from the altars at the edge of the room.
When an orb spawns, it drains Maut of 10% mana
If they reach Maut, they restore 20% of his mana
These can be soaked by players. Soaking deals AoE damage to the raid. The further the orb has traveled, the more damage it deals. Soaking an orb gives you the Forbidden Mana debuff
After 6 seconds, you explode with mana. All players within a 20 yard range of the explosion gain 150% increased mana regen and 50% increased healing done for 8 seconds
Purple swirly on 2 players, deals 35k Shadow damage and burns 4k mana per second for 8 second. While the debuff persists, Maut gains 1% mana per second
When dispelled, deals 71k Shadow damage and burns 10k mana from players within 8 yards
During testing, two strategies worked well to defeat this boss on Heroic. Option 1 makes Phase 2 longer in exchange for longer Phase 1s. This increased the strain on healers in Phase 2, and also allows the boss to accumulate more stacks of Consumed Magic, increasing the overall damage of the fight. Option 2 is basically a zerg strat, and required a higher DPS output. Both will be explained below. We’ll first talk about the fight as a whole, then break out the differences, as it all boils down to how you handle the adds.
Lust on pull
Tanks should start the boss either where he is, or just off to the left. Raid should stand behind the boss, loosely spread
Tanks swap every 2 stacks, preferably when there’s only 1 add alive
Tanks should slowly move the boss around the room to make sure the raid doesn’t run out of room from puddles
The rest of the raid should be loosely spread behind the boss, leaving space to the right-hand side (closest to the outer edge)
Players affected by Devour Magic will move to this open area on the right side to drop their puddles
When Stygian Annihilation goes out, everyone needs to step into a purple puddle, as it makes you immune to the damage
Melee need to move to the side of the boss right before Black Wings occurs to bait it
You want this going harmlessly to one side or the other, not through the raid
As soon as Maut starts casting, melee need to quickly move and get back with the rest of the raid
Consuming Shadows just needs to be healed through, no big deal
Phase 2 – Boss hits 100% Mana
Boss runs to the middle of the room, and simultaneously makes all the purple circles explode and begins casting Obsidian Shatter
Whole raid should stack together in melee range of the boss to help the healers be more efficient
Tanks should focus on soaking the Mana Orbs. After soaking, yeet yourself back on top of the raid stack point to apply the mana buff to your healers
Players affected by Drain Essence need to move 8 yards away to be dispelled, then move back after being dispelled
You’ll want to use 2 healing cooldowns each time you’re in this phase. Spread them out however works best for your raid, but this is a high intensity healing phase so CDs will be necessary to keep the raid stable
Once the boss’s mana hits 0, you go back to Phase 1. If you don’t do this before his cast ends, you lose gg
Add strategy Option 1 – slow and steady
Have the tank not currently on the boss pick up the add when it spawns, and drag it near a purple circle
When it begins casting Dark Offering, drag it into the purple circle. After the cast ends, bring it back out. This prevents the cast from actually finishing, and stops the mana from going into the boss
DoT up the adds, but don’t prioritize damage
Tanks swap whenever a new add spawns. When taunting the boss, bring your add with you and let him suck it. Do this for add #1 and add #2. Don’t let add #3 get sucked.
By doing this, you’ll have Phase 1 last around 2 minutes,give or take, assuming you did well with Devour Magic.
Once you enter P2, just kill the last add from cleave damage, focus DPS on boss
Add strategy Option 2 – Zerg
Have the tank not currently on the boss pick up the add when it spawns. Immediately drag it under the boss he can eat it.
All DPS just keep nuking the boss
Repeat for Add 2
Repeat for Add 3, although he’ll spawn when the boss is close to 100% mana, so make sure you get it eaten
Idea here is to maximize effective DPS on the boss with minimal downtime. By doing this, your Phase 1s will last between 1:35 and 1:45, so quite a bit less time than doing it slow and steady. It’s simpler overall, but not by much, and adds a little more risk of not killing the boss during the 2nd Phase 1
During PTR testing, the Zerg strategy seemed easier than the “Slow and Steady” strategy. However, we recommend using the “Slow and Steady” strategy, as it’s more forgiving and still pretty simple. It’s also much more likely the way Blizzard envisioned the fight, and more like what you’ll be doing for Mythic.
Basic positioning during Phase 1. You’ll need to move the boss slowly as the Devour Magic puddles block too much space.
Phase 2 positioning. If you have Drain Essence, move away from the raid, somewhere like to X.