SWTOR Quartermaster Bulo Ravagers Operation Guide
SWTOR Quartermaster Bulo Ravagers Operation guide. Both storymode and hardmode guides are available.
Contents
Storymode
Basic Info
Gear Recommendation
- 186 Dread Master gear is sufficient
Health
- 2.9 mil (2911972)
Enrage
- Unknown
Loot
- 1x Unassembled Resurrected Helm (192)
- 1x Random Massassi gear (192, no set bonus)
- 1x Exonium (crafting mat)
- 4 Elite Commendations
Basic Overview
Quartermaster Bulo is the second boss of Ravagers and is a significant step up in difficulty. The two tanks need to position Bulo and maintain the highest and 2nd highest threat on him to avoid his frontal telegraphs from cleaving the raid. When Bulo summon Drunken Pirates, tanks can use a barrel to group them up for to either into a Volley circle or AoE’ed down. Every other spawn of pirates can be handled by Mass Barrage. Watch out for Bulo’s Barrel Throw and Load Lifters that are coming to the raid.
Video
Differences from Hardmode
In storymode, the pirates have fairly low HP and do not hit particular hard so pirates can be killed regularly instead of using Volley. You should still let Mass Barrage to kill them to save time. Exonium Carts do not appear in storymode and only a single Lift Lifter shows up every 30s. There is no debuff after picking up a barrel so the same tank can pick up barrels repeatedly if needed.
Basic Mechanics
Mechanic | Description |
Shotgun Blast | Hard hitting frontal AoE with long telegraph. Mostly stick on tanks |
Scatter Blaster | Similar to Shotgun Blast bit this attack switch targets between the highest and second highest threat |
Drunken Pirates | Drunken Pirates arrive every 45s, starting at 20s into the fight. You can use the Volley circles or Mass Barrage circles to kill them or just AoE them down on storymode. |
Barrels | In the fight area are several barrels scattered all over the room. These barrels will attract the pirates and cause them to run to you. This is a good way to get them inside Volley circles. You cannot use any abilities while carrying the barrel but you can click them off on your buff bar after they have filled their purpose. |
Volley | Very hard hitting AoE circle (purple initially when it can get be moved, turns blue when it is stationary). Used primarily to kill pirates. Tend to target random players outside 10 m range of boss. |
Mass Barrage | Room wide AoE first encounter 60s into the fight. Used to camp pirate spawn points and kill them as soon as they spawn. |
Barrel Throw | Flame AoE with a big fireball effect. Deals damage if you stand in it. |
Load Lifter | 1x Load Lifter will come out every 30s to chase a random raid member. |
Boss Abilties
Ability | Damage Type | Damage Source | Damage | Cooldown |
Barrel Throw | Elemental | AoE | ~12k per tick | 10s |
Volley | Energy | AoE | ~10k | 18s |
Load Lifter | Kinetic | AoE | ~6k | 30s |
Scatter Blaster | Energy | Frontal | ~3k x5 | |
Shotgun Blast | Energy | Frontal | ||
Mass Barrage | 60s |
Add abilities
Ability | Damage Type | Damage Source | Damage |
Ranged Attack | Kinetic | Direct | ~516 x6 per second |
Detailed Mechanics
Shotgun Blast and Scatter Blaster
Shotgun Blast and Scatter Blaster are the two frontal telegraphs that Bulo uses throughout the fight. Shotgun Blast is a straightforward telegraph that will stick to the primary tank. Scatter Blaster, however, will bounce back and forth between the highest and second highest threat targets. This means that both tanks need to spam taunts on Bulo to maintain their threat or they risk having the Scatter Blaster going back and forth between a tank and a DPS, thus cleaving the raid.
To prevent DPS/healers running into the telegraphs, it is a good idea to limit their useable area and leave the backs to the tanks to drop the telegraphs. Here is an example.
Drunken Pirates
Four Drunken Pirates will spawn 20s into the fight and usually every 45s after that. They will spawn from one of three locations in the room, depending on where Quartermaster Bulo is. Quartermaster Bulo have a tendency to jump to 3 locations.
- Spot 2 in the diagram is where he resides by default. If he stays at Spot 2, the Pirates will spawn from the backdoors.
- Spot 1 in the diagram is his left jump spot. If he stays at Spot 1, the Pirates will spawn from the left doors but also check backdoor.
- Spot 3 in the diagram is his right jump spot. If he stays at Spot 3, the Pirate will spawn from the right door (there is only one) but also check the backdoor.
The first mechanic that need to be discussed here is the Volley mechanic. Volley is a purple circle that move you for a few seconds and then turn blue to becomes stationary. A series of attacks will land in that blue circle, dealing ~10k to anything standing in it. Volley circles tend to go on someone that is further than 10m from the boss. That is its only preference. Knowing this and the fact that Bulo always start at Spot 2, you can eliminate most of the pirates from the first wave.
The other mechanic concerning the pirates are the barrels that are scattered around the room. Picking up the barrel will give you the Barrel Carry buff for 18s. This buff prevents you from using any abilities but you can click it off anytime you want. The Barrel Carry buff makes the pirates stop their range attacks and follow you around.
- Only tanks should grab the barrels since the pirates deals a ton of damage to the barrel carrier.
For the first wave of Drunken Pirates spawning at 20s, have everyone stack up on Bulo except one tank who will grab the barrel next to Bulo at 15s. He will grab this barrel and go up the ramp to area behind Bulo. Since he is the only person that is more than 10m from Bulo, he will get the Volley circle and can drag the pirates that spawns into the volley fire.
For the even number pirate waves (i.e. the 2nd wave of pirate adds), you can use the Mass Barrage to eliminate the pirates. Mass Barrage comes 60s into the fight and there should be a wave of pirate that spawn near the end of Mass Barrage is the timers sync up. Mass Barrage is bascially a series of blue circles that follow you around and turns into blue stationary circles after a few seconds much like Volley. Your goal is to drop the Mass Barrage circles on all the potential pirate spawn points so that as soon as the pirates appear, they are immediately killed by the Mass Barrage.
- For example, if Bulo is at Spot 1, you will want to place Mass Barrage on both the left doors and the backdoors incase the pirates spawn from one instead of the other.
- Mass Barrage does not hurt as much as Volley and is rather slow so you do not need to fear about getting out of their circles quickly.
For odd number pirates waves on storymode you can either gather them up with barrels to AoE them down or wait for the next Mass Barrage to eliminate them.
Barrel Throw
Barrel Throw is a fire AoE with no cast time. There is an animation where Bulo wil throw a barrel at someone but that is all the warning you get. There will be a fireball at the spot the barrel lands and the cicular area will be filled with fire. Luckily the fire damage doesn’t tick right away so you have time to get out of it. This ability is something to be aware of if you are stacked for the first pirate wave as the first barrel throw is around 20s.
Load Lifters
A single load lifter will spawn every 30s and target someone. They always spawn from the same location under the little structure that is between the two ramps. Their targets are random.
Strategy
Raid stack on top of the boss with both tanks fighting for aggro on the boss. The offtank leave the group at 15s into the fight and then grab a barrel next to Bulo before heading up and behind Bulo. At 20s in, the pirates will spawn and there should be a purple circle undernearth the offtank. Run the pirates into the volley circle, careful to not get yourself killed by the Volley in the process. Rest of the group should spread out for the Load Lifter that comes out at 30s
At 60s into the fight, Mass Barrage will come along with the next wave of pirates that will spawn around 1:05. Run Mass Barrage circles into all the possible spawn points of the 2nd wave of pirates (tanks should get the backdoor to avoid cleaving the DPS). This will hopefully kill all the pirates quickly.
Rest of the fight doesn’t follow the timer strictly. Sometimes the pirates or the Mass Barrage will get delayed. Regardless, you should always have Mass Barrage to kill the even wave adds. For the odd wave adds, either AoE them down or wait for the next Mass Barrage.
Hardmode
Basic Info
Gear Recommendation
- 186 Dread Master gear with some 192 mixed in is sufficient
Health
- 3.80 mil (3804838)
Enrage
- Unknown
Loot
- 1x Unassembled Revanite Helm (198)
- 1x Random Deceiver gear (198, no set bonus)
- 1x Exonium (crafting mat)
- 6 Ultimate Commendations
- 8 Elite Commendations
Basic Overview
Quartermaster Bulo is the second boss of Ravagers and is a significant step up in difficulty. Much like the Sword Squadron Units In ToS, this fight has tons of raid damage and requires good mobility. The two tanks need to position Bulo and maintain the highest and 2nd highest threat on him to avoid his frontal telegraphs from cleaving the raid. When Bulo summon Drunken Pirates, they need to be taken care of by having one tank using a Barrel and dragging them into the Volley circles. Every other spawn of pirates can be handled by Mass Barrage. Watch out for Bulo’s Barrel Throw and Load Lifters/Unstable Carts that are coming to the raid and tanks respectively.
Video
Differences from Storymode
The pirates on hardmode have too much HP to be killed manually so they should be killed via Volley and Mass Barrage. They also hit fairly hard so disposing them ASAP is preferable. 4x Exonium Carts shows up in hardmode in addition to two Load Lifters.
Basic Mechanics
Mechanic | Description |
Shotgun Blast | Hard hitting frontal AoE with long telegraph. Mostly stick on tanks |
Scatter Blaster | Similar to Shotgun Blast bit this attack switch targets between the highest and second highest threat |
Drunken Pirates | Drunken Pirates arrive every 45s, starting at 20s into the fight. You need to use the Volley circles or Mass Barrage circles to kill them as they have too much HP to kill regularly. |
Barrels | In the fight area are several barrels scattered all over the room. These barrels will attract the pirates and cause them to run to you. This is a good way to get them inside Volley circles. You cannot use any abilities while carrying the barrel but you can click them off on your buff bar after they have filled their purpose. The same tank cannot carry the next set of barrels as doing will cause your accuracy to get reduce to nearly 0. |
Volley | Very hard hitting AoE circle (purple initially when it can get be moved, turns blue when it is stationary). Used primarily to kill pirates. Tend to target random players outside 10 m range of boss. |
Mass Barrage | Room wide AoE first encounter 60s into the fight. Used to camp pirate spawn points and kill them as soon as they spawn. |
Barrel Throw | Flame AoE with a big fireball effect. Deals damage if you stand in it. |
Load Lifters/Unstable Carts | 2x Load Lifters will target a random raid member while the 4x Exonium Carts tend to always go to the tank with the top threat on Bulo. The tank just have to eat the damage while ensuring no one else is nearby for splash damage. Exonium Carts come out every 45s while Load Lifters come out every 40s. |
Boss Abilties
Ability | Damage Type | Damage Source | Damage | Cooldown |
Barrel Throw | Elemental | AoE | ~18k per tick | 10s |
Volley | Energy | AoE | ~21k | 18s |
Exonium Cart | Kinetic | AoE | ~8-10k | 45s |
Load Lifter | Kinetic | AoE | ~13k | 40s |
Scatter Blaster | Energy | Frontal | ~4k x5 | |
Shotgun Blast | Energy | Frontal | ~5.5k x5 | |
Mass Barrage | 60s |
Add abilities
Ability | Damage Type | Damage Source | Damage |
Ranged Attack | Kinetic | Direct | ~900 x6 per second |
Detailed Mechanics
Shotgun Blast and Scatter Blaster
Shotgun Blast and Scatter Blaster are the two frontal telegraphs that Bulo uses throughout the fight. Shotgun Blast is a straightforward telegraph that will stick to the primary tank. Scatter Blaster, however, will bounce back and forth between the highest and second highest threat targets. This means that both tanks need to spam taunts on Bulo to maintain their threat or they risk having the Scatter Blaster going back and forth between a tank and a DPS, thus cleaving the raid.
To prevent DPS/healers running into the telegraphs, it is a good idea to limit their useable area and leave the backs to the tanks to drop the telegraphs. Here is an example.
Drunken Pirates
This fight is all about controlling Drunken Pirates. You do not want to manually kill the Drunken Pirates as they spawn way too often and have way too much HP. Instead, you want to utilize Volleys and Mass Barrage to help kill them. Four of them spawn every 45 starting at 20s into the fight.
Drunken Pirates spawn from one of three locations in the room, depending on where Quartermaster Bulo is. Quartermaster Bulo have a tendency to jump to 3 locations.
- Spot 2 in the diagram is where he resides by default. If he stays at Spot 2, the Pirates will spawn from the backdoors.
- Spot 1 in the diagram is his left jump spot. If he stays at Spot 1, the Pirates will spawn from the left doors but also check backdoor.
- Spot 3 in the diagram is his right jump spot. If he stays at Spot 3, the Pirate will spawn from the right door (there is only one) but also check the backdoor.
The other mechanic that need to be discussed here is the Volley mechanic. Volley is a purple circle that move you for a few seconds and then turn blue to becomes stationary. A series of attacks will land in that blue circle, dealing ~21k to anything standing in it. Volley circles tend to go on someone that is further than 10m from the boss. That is its only preference. Knowing this and the fact that Bulo always start at Spot 2, you can eliminate most of the pirates from the first wave.
The third mechanic concerning the pirates are the barrels that are scattered around the room. Picking up the barrel will give you the Barrel Carry buff for 18s. This buff prevents you from using any abilities but you can click it off anytime you want. On hardmode there is also an Exhaustion debuff lasting for 2 minutes that will be applied if you try to pick up another barrel after. This debuff reduces so accuracy so there needs to be a tank swap for the other tank to pick up the second barrel. The Barrel Carry buff makes the pirates stop their range attacks and follow you around.
- Only tanks should grab the barrels since the pirates deals a ton of damage to the barrel carrier.
For the first wave of Drunken Pirates spawning at 20s, have everyone stack up on Bulo except one tank who will grab the barrel next to Bulo at 15s. He will grab this barrel and go up the ramp to area behind Bulo. Since he is the only person that is more than 10m from Bulo, he will get the Volley circle and can drag the pirates that spawns into the volley fire.
- You will want to spread out immediately once the offtank gets the Volley circle as Mine Carts and Load Lifters will come in 5s later to do AoE damage.
For the even number pirate waves (i.e. the 2nd wave of pirate adds), you can use the Mass Barrage to eliminate the pirates. Mass Barrage comes 60s into the fight and there should be a wave of pirate that spawn near the end of Mass Barrage is the timers sync up. Mass Barrage is bascially a series of blue circles that follow you around and turns into blue stationary circles after a few seconds much like Volley. Your goal is to drop the Mass Barrage circles on all the potential pirate spawn points so that as soon as the pirates appear, they are immediately killed by the Mass Barrage.
- For example, if Bulo is at Spot 1, you will want to place Mass Barrage on both the left doors and the backdoors incase the pirates spawn from one instead of the other.
- Mass Barrage does not hurt as much as Volley and is rather slow so you do not need to fear about getting out of their circles quickly.
For odd number pirates waves other than the first wave, it is a bit tricky. You can’t really stack on top of each other like you did for the first wave due to frequent Load Lifters/Exonium Carts and Barrel Throws from the boss. Instead, it might be a good idea to have a ranged DPS hang around the possible pirate spawning points to try get lucky with a Volley circle. Otherwise, have one of the tanks AoE taunt them for a bit and stay alive until the next Mass Barrage.
Barrel Throw
Barrel Throw is a fire AoE with no cast time. There is an animation where Bulo wil throw a barrel at someone but that is all the warning you get. There will be a fireball at the spot the barrel lands and the cicular area will be filled with fire. Luckily the fire damage doesn’t tick right away so you have time to get out of it. This ability is something to be aware of if you are stacked for the first pirate wave as the first barrel throw is around 20s.
Load Lifters and Unstable Carts
Around 30s into the fight, the first batch of 4 Exonium Carts will come in from 4 corners of the room towards the tank with main threat. That particular tank need to eat the damage (it is around 25-30k or in total) and everyone else need to run away as the explosion deals AoE damage. The delay between the first set and second sets of these cart is 60 seconds but after that it is 45s.
Load Lifters will not come with the Exonium Carts. Instead, they will show up by themselves around 1:20 into the fight and then every 40s after. They always spawn from the same location under the little structure that is between the two ramps. Their targets are random.
Strategy
Raid stack on top of the boss with both tanks fighting for aggro on the boss. The offtank leave the group at 15s into the fight and then grab a barrel next to Bulo before heading up and behind Bulo. At 20s in, the pirates will spawn and there should be a purple circle undernearth the offtank. Run the pirates into the volley circle, careful to not get yourself killed by the Volley in the process.
Everyone else need to spread out immediately after the Volley Circle lands as the Exonium Carts will come out around 30s. After the cart explosions, both tank need to fight for threat again to prevent Scatter Blaster from going to a DPS. If not all the pirates are killed by the Volley, wait for the Mass Barrage.
At 60s into the fight, Mass Barrage will come along with the next wave of pirates that will spawn around 1:05. Run Mass Barrage circles into all the possible spawn points of the 2nd wave of pirates (tanks should get the backdoor to avoid cleaving the DPS). This will hopefully kill all the pirates quickly.
Rest of the fight doesn’t follow the timer strictly. Sometimes the pirates or the Mass Barrage will get delayed. Regardless, you should always have Mass Barrage to kill the even wave adds. For the odd wave adds, do your best to drag them into a volley. Failing that, AoE taunt them and try to kill them off with the next Mass Barrage.