Boss 4: Mason the Echo
Last updated: 4/29/25
NEW - Updated 4/29/25
The berserk timer is now 10 minutes.
The timer was originally 5min 30sec, then 7min, and now currently 10min.
Mason is a relatively challenging fight. His mechanics are fairly simple, but they are tuned incredibly tightly, so this fight really stresses every part of your raid - execution of mechanics, decursing, healing capacity, overall damage during burn periods, and tank survivability.
To spawn the boss, you must kill First Mate Kip. He’s located on top of the scaffolding beside the in-progress ship on the beach. Once spawned, Mason patrols up and down the central dock, occasionally stopping to taunt your raid.
Combat Phase
This fight starts on the beach in combat with the primary boss. He has a number of mechanics:
- Oil Spill: Mason dashes around the raid, coating the ground in oil. These only slow players on their own, but they interact with his next mechanic.
- Burning Oil: This is almost identical to the Artillery Bombardment (Lind) mechanic from Beatrix - areas will be marked where players are standing, and after a short time, cannons will fire upon those spots, setting them ablaze for a short while. However, this mechanic additionally will light Oil Spills ablaze if they overlap.
- Mortal Wound: Simple tank swap debuff. This stacks - taunt-swap after 1-2 stacks, depending on how beefy your tanks are.
- Drowning Shallows: This is a raid-wide curse that will get applied to 10 players. After 10 seconds, this will instantly kill anyone still afflicted. Decursing this must be the highest priority when it goes out.
This may get patched in the future, but currently, because Drowning Shallows is a breathing debuff, you can pre-emptively mitigate it with a few mechanics. Warlocks can cast Underwater Breathing on players to increase the time until death from 10 to 30 seconds. Noggenfogger Elixir, if you roll the Skeleton Buff, will prevent you from dying entirely. Druids can technically enter Aquatic Form… but they should just decurse themselves.
Cannon Phase
At 75%, 50%, and 25% health, he will surround himself with a shield and become invulnerable.
While in this state, he will gain stacks of Tidal Force, a buff that empowers him the longer he stays in this bubble. Each stack will increase his attack speed and damage by 5%, and he retains all stacks for the duration of the fight. He already hits fairly hard, so it is imperative that you don’t let him get too many stacks during each intermission. He gains one stack every 3 seconds.
To break his shield and interrupt his channeling, you will need to board each of the two moored ships nearby. As soon he enters an intermission phase, adds will spawn on the top and middle decks of each ship, and one stack of cannonballs will spawn in a random place on the middle deck of each ship. One player will need to fetch a cannonball from the middle deck and fire it from the cannon on the top deck. Once both cannons (one from each ship) have fired, Mason will return to normal, buffed by any stacks he managed to gain in that time.
Mason gains one stack of Tidal Force every 3 seconds, which means if this phase takes you 15 seconds, he will have gained 5 stacks - a permanent +25% damage and attack speed buff.
In order to quickly deal with this phase, you should assign 2-3 raiders to board each ship, and have them move to board the ships around 3% before each trigger - so at 78%, 53%, and 28% health. Each group should be comprised of one player to round up and hold adds (tank or offtank), a healer (to keep everyone alive), and someone else to pick up the cannonballs. Hunters and Warlocks can use pets to round up the adds while they grab the cannonballs solo, but this is risky and not recommended for most groups.
Players aboard ships are eligible targets for the Drowning Shallows debuff, so either try to time their boarding so it doesn’t occur right as this mechanic is going out, or ensure they have a decurser with them.
There are cannons located on the dock that Mason is originally pulled from. These can be used to quickly board whichever ship they’re pointing at.
There is only one cannonball spawn per ship per cannon phase. If the player holding the cannonball dies, you must battle rez them or reset the fight. Cannonballs cannot be kept between attempts.