The Maw of Souls is the level-cap dungeon in the Stormheim region of the Broken Isles, which means it's only accessible to players once they have hit Legion’s new level cap of 110. Despite its status as a max-level dungeon, it is not considered to be a challenging one.
It has only three bosses and a mostly linear pathway, making it one of the fastest dungeons runs you can have in Legion, although there are a moderate number of trash fights to deal with. This dungeon is part of the Class Hall questline for Death Knights, Rogues and Warriors, and as it is only available once you hit level 110, it is recommended you get to this point on your Class Hall development before you run the dungeon.
The dungeon is divided into two parts: one where the players must approach the harbour of the Maw (guarded by King Ymiron, a returned boss from Wrath of the Lich King) and a second one, set inside the ship of the damned, the Naglfar, from where players must fight to reach the deck outside. Here they will fight the second boss, Harbaron, and then go from the stern to the bow to meet the final boss, Helya.
In our Maw of Souls guide, we'll outline strategies and role-based responsibilities for each of the three bosses, as well as for any notable trash mobs you'll run into along the way. We’re basing this on Normal difficulty, although keep in mind that most tactics will also apply to Heroic mode. In future updates of the guide, we’ll go into more detail on what exactly to expect during Heroic, Mythic and Mythic+ runs.
Ymiron, The Fallen King - Strategy and Tips
There's very little trash before Ymiron, and the only notable ability along the way is the Shieldmaiden’s Breach Armor. When cast repeatedly on the tank, it will make them very vulnerable to damage. As such, Shieldmaidens should be the party’s priority.
Ymiron regularly makes use of Screams of the Dead, fearing everyone close to him. This spell is telegraphed by a clearly visible circle at his feet and should be avoided. He does not move while casting it, so even the tank should have no trouble evading the effect.
He will also use Winds of Northrend to push players away from him, sometimes comboing this ability with Bane, a spell that spawns orbs of shadow that rotate around him and deal heavy damage to anyone they come into contact with. Finally, once he reaches maximum mana, he'll cast Dark Slash, dealing heavy damage to the tank.
Damage dealers should be aware of both Screams of the Dead and the positioning of Bane’s orbs, and avoid them at all costs. DPS cooldowns should be used at the start of the fight.
Tanks may need to use a cooldown as Ymiron begins casting Dark Blade, so as to survive the damage. The boss should not be moved around too much, or it may become difficult for the other players to avoid the orbs from Bane.
Healers should dispel fear if any players fail to avoid Screams of the Dead, and should also be aware that the whole party will take damage during Winds of Northrend. The tank's health should be topped up right before Dark Blade too.
Harbaron - Strategy and Tips
Most of the trash fights in this instance happen on your way to Harbaron - including a mini-boss fight. Notable abilities here are the Night Watch Mariner’s Lantern of Darkness, a channeled AoE attack that is not interruptible and deals heavy damage to the party, which will strain healers somewhat. Due to the tight area where the fights take place, it is hard for the party to avoid the range of this AoE, and so these enemies should be killed as quickly as possible.
Also of note is the Seacursed Mistmender’s Torrent of Souls, a spell with a range so big it might as well be considered entirely unavoidable, and which deals heavy damage to the party while healing the enemies. It can and should be interrupted, and the Mistmender should be stunned whenever possible as well.
The Grimewalker is the mini-boss and is mostly a test of the tank’s movement skills. He attacks with a conical AoE attack, and as such should be faced away from the party. The attack also deposits a puddle of damaging sludge at his feet, one that will be fatal to the tank and melee party members if stepped upon - the tank must keep moving him while facing him away from the party. Movement should be restricted only to that which is necessary to avoid the puddle, due to the small amount of room available inside the ship.
Harbaron, on the other hand, places a lot of responsibility on the damage dealers. He will frequently summon a Shackled Servitor during the fight. This is a stationary enemy that will deal increasing damage to the party every 6 seconds, and as such must be interrupted and killed as quickly as possible.
Harbaron will also cast Fragment Soul on random targets, stunning them and spawning 2-3 Soul Fragments at their location. These Fragments have low health and must be killed fast, as they damage the targeted player continuously while alive. Finally, Harbaron will cast Cosmic Scythe at random players, a straight-line AoE attack that can be sidestepped.
Damage dealers must seek out the Shackled Servitors and Fragments and continuously interrupt them while also killing them as fast as possible. The boss should always be the lowest priority here.
Tanks have little to worry about here, and so long as threat is established on Harbaron, they should position him close to Servitors so that any cleave damage will splash onto him. They should also contribute to interrupting the Servitors.
Healers mostly need to worry about the players hit by Fragment Soul, as their health will drop rapidly. If the other players fail in interrupting the Servitors, party-wide healing will be necessary. Cooldowns should be saved for this purpose.
More WOW Legion dungeon guides:
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|Halls of Valor guide||Maw of Souls guide|
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|Vault of the Wardens guide||Violet Hold guide|
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Helya - Strategy and Tips
The trash up to the final boss is similar to the one preceding Harbaron. The Helarjar Mistcallers will have the same abilities as the previously mentioned Seacursed Mistmenders, and should be managed in the same way. You only need to fight the trash on one side of the ship, so pick either port or starboard and stick close to the rail in order to avoid pulling enemies from the other side.
Right before reaching the bow of the ship, the party will face another mini-boss, Skjal. This is principally another tank test. Skjal deals heavy damage to the tank, as well as anyone in front of him, so he must be tanked facing away from the party.
During the fight, he will summon adds that the tank must pick up. These should be burned down by cleave or AoE attacks that the damage dealers should aim at the mini-boss, so the tank should work to keep them all together. Skjal will occasionally charge a random player and deal damage to everyone around them, so the party should stay spread apart, maintaining due care so as to avoid pulling the trash that was skipped.
Upon reaching the bow of the ship, the party will begin a three-phase encounter with Helya. During Phase 1, she will be away from the party, attacking via several tentacles. Destructor Tentacles appear in the deck and must be tanked or they'll deal heavy damage to the party.
Grasping Tentacles grab the sides of the ship and have no abilities but can be targeted by ranged damage dealers. In addition, small tentacles will pop up frequently on the deck, following a short blue swirl effect. These are not targetable and do AoE damage, so players should avoid the swirls. After the tentacle is gone, it will leave a hole behind. Falling through will deal moderate damage, so try to avoid this as well!
Helya will also attack the party with two spells: Torrent, which deals random damage to two players every 3-5 seconds and cannot be avoided, and Taint of the Sea, a debuff applied to a random target every 12 seconds. This lasts 21 seconds and will inflict moderate damage to the player each second. Dispelling it deals a large amount of damage to that player, and light damage to the entire party.
After six tentacles have been killed, they'll stop spawning and the fight enters Phase 2. This lasts some 20 seconds and the party simply has to survive, dodging an increasingly large amount of AoE, as well as dealing with the previous mechanics, minus the targetable tentacles.
After this phase has finished, the fight will enter Phase 3. From here, Helya directly attacks the party and must be tanked. The AoE mechanics will be reduced but everything else remains the same, with the addition of a new ability: Corrupted Bellow.
This is an AoE ability that targets a third of the arena: center, left or right. The party must pay attention to which direction Helya is facing when she starts to cast it, and quickly move away as it deals near fatal damage. If Helya is not defeated within 90 seconds (she will flee at 70% health, awarding the victory to the party), Phase 2 will resume for another 20 seconds.
Damage dealers should focus on avoiding the AoE mechanics and interrupting Helya’s Torrent when she is targetable in Phase 3. If caught with Taint of the Sea, they should use defensive abilities to ensure that healers can dispel them with minimum risk.
Tanks should always be within melee range of a Destructor Tentacle or Helya to avoid heavy party damage. Helya should be interrupted whenever possible, and tanked facing a section of the deck where no-one else in the party stands.
Healers should dispel Taint of the Sea as soon as it is applied, and be prepared to heal the target immediately afterwards. Only delay dispelling if the party is extremely low on health. The tank will also take heavy damage at times, so be alert to sudden health drops.
That’s it, you’ve conquered Maw of Souls! As usual, the tactics outlined here apply to Normal difficulty, but they're also pretty much directly applicable to Heroic as well. In future iterations of our Maw of Souls guide, we will cover Heroic and Mythic mechanics with greater detail.
Until then, please let us know in the comments if you have any feedback about this dungeon guide. Did we miss anything important? Do you use an alternative tactic? Please share below!