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Sayuri

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Posts posted by Sayuri

  1. I have it on PS4 and haven't played very far. Like crap ship if any tbh. 

     

    I have a raid tonight but tomorrow night I'd be game suggesting the PS4 and PC servers are one and the same. I don't know much about it. It was Free to download and play on ps4 and I love me some star trek so I downloaded it :D 

  2. I'm game!

    For now I'd only prefer to heal for MM.

    I can possibly tank, but my DPS output as tank is lower than it needs to be for MM content. I still need to work on that but for much the same reason I'm a sub-par DPS, I don't do well with standard DPS rotations. 

  3. I currently organize and lead a group already plus have to High Elder so while im all for raiding, i will not be adding more to my leadership plate.

     

    I’m down to raid though! :) 

    • Like 1
  4. I went ahead and scheduled a meeting to get the run down on some web things for 9pm EST so best case i can be in game to support but distracted. 

     

    Spoiler alert: tyrlo and Rav are going to be there too.

     

    meeting shouldnt be too long but right in the middle of this raid either way.

  5. 6gWgMeS.png

     

     

    Greetings my Scions!

        After receiving reports from Darth Azumi of your incredible success in defeating the Ravagers at their most dangerous, I've decided to compile and catalog your victories within this chamber to further immortalize your achievement into Vestige of Despair history. 

     

       Enjoy this victory for all time my Scions....you have earned it and my favor.

     

    Scions Kill Video - 6/30/18 - 7/2/18

     

    Kill Roster

    Tank: @Sayuri - Assassin 

    Tank: @Kij - PowerTech

    Healer: @Aravail - Sorcerer 

    Healer: @KageSennen - Operative 

    DPS: @Katalaw - Sniper

    DPS: @AidenRhen - Mercenary 

    DPS: @Tyrlo - Marauder 

    DPS: @Passiflora - Sniper

     

    Recognition: @Merliah for being a part of the first Master & Blaster kill as well as continuous stand in support! 

     

     

  6. @Neo This is too short notice for me to make the raid. I'm getting ready to make dinner (home made chicken tenders and potatoes) which is about an hour long process and then I have to interview an applicant. I'll be around for the interview and then in game at 8:30 PM but no sooner unfortunately. 

  7. Journey Between Two Bosses Part 4

    Nothing new or special here. You will have a rinse of the droids that explode when low on health and if not killed fast enough. Just repeat either of the two strategies I explained in the Part 3 post. And don't forget that if you have a Coombs in your group to try super hard to pull him into a explosion! :D 

  8. Grob’Thok
    hrMMSUT.png


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    Roar:

    Conal Attack that will damage anyone in the cone and knocks back Adds.

    Overhead Smash:

    Raid wide damage that will knock players in the air and interrupt any channels.

    Pipe Smash:

    Continuous Raid Wide damage. Can only be stopped by the magnetic lift.

    Mining Droid:

    A random Raid Member will be targeted by a mining droid and will have lava placed at their feet that damage anyone that stands in it.

    Ugnoughts:

    Low HP Adds that spawn in continuous intervals and attack the raid. Can be killed with the lava.

             Strategy
    Everyone needs to understand that there is a lift circling the room and if ANYONE gets in it they will be stunned until it moves past them, or a Sorc/Sage pulls them out. Lets be honest, if you're in a operation with either Telana or myself then you have better chances being pulled INTO one that being pulled out. You’ve been warned. :P 

    Everyone also needs to watch out for when they get targeted by a probe droid (red text on your screen) and simply place the lava trail as close together as possible out of the way of the group. Your Tanks will thank you for this when done right.

    Tanks
    First you will need to assign who will be tanking the boss and who will be tanking the adds.

    Boss Tank: you will want to keep the boss to the outside of the room, facing away from the group. Watch the magnetic lift circling the outside of the room as you will need it for pipe smash. It is important to know that the lift only spawns in two locations (Northwest, Southeast) and tends to switch between the two. Until the first pipe smash you will have to keep the boss close to the lift moving with it (careful to not be in it’s path because every time the boss channels he stops moving which can make the lift hit him too early). Once the first pipe smash is done and you push the boss into the lift, depending on where the lift spawns, you will bring the boss to a location and wait for it to come to you.

    If the Lift spawns Northwest, bring the boss to the Southeast corner.
    If the Lift spawns Southeast, bring the boss to the Northwest corner.

    It is important to note that the above positioning will not be exact, EX: if you bring the boss Southeast the lift will be between the Northeast corner and Southeast corner when the boss channels pipe slam. The above positioning will however ensure the pipe slam does not get interrupted from the Lift. If that happens then as soon as the lift is destroyed he will channel it again immediately now with no lift to stop it. You can then push him into the lift from the corner to stop it after about 1-2 slams. By all means, you will be able to better time it in the future so that you can stop the slam after only 1 hit or maybe even 0, but this is a starting point!.

    Listen for the Add tank to call out his AOE taunt in case the boss is too close and you need to single taunt back.

    Also note that the direction of Roar will follow you so be careful not to turn it on your group. You can avoid some damage from Roar by running through the boss in the last seconds of Roar’s channel; however, I don’t recommend it until you are comfortable with everything else you have to do. Your healers should be able to heal you through it no problem.

    Add Tank: You will simply need to grab the adds that spawn and kite them through the lava trails being left by the raid. The lava will kill them for you. If you have to AOE taunt near the boss, call it so the boss tank can taunt right after. Also call out if you become too overwhelmed with adds from lava kiting problems.

    DPS
    Ranged will want to stack up with the healers in the middle of the room. You simply just have to hammer the boss down and watch out for when you get the mining droid and have to place the lava trail. Also listen out for if the Add tank says they need help with adds. If they do, then and only then will you use some AOE’s on them real quick then get back on the boss.

    Melee DPS, WATCH OUT FOR THE LIFT, and stay to the side or behind the boss at all times. If you get the mining probe, move away to place the lava.

    Healers
    You will want to stack in the center of the room for easy AOE healing. Be mindful of Overhead smash as it will interrupt any channel you are doing. I find it easy to assign one healer to Boss tank, throwing side heals to off tank when needed, and the other healer to managing the group’s health. Example: Sorc healer I’d assign to Add tank and group since they have strong AOE heals, and assign a Operative healer to the boss tank for their single target healing ability.

    Just like everyone else, remember to watch for when you get a mining probe and place the lava away from the group as close together as possible for the add tank.

    Follow the above and it really is a Tank and Spank fight!
     


    Veteran Mode

              Additional Mechanics

     

    Pipe Smash:

    Does more damage, will interrupt channels, and causes the boss to take less damage.

    Magnetic Lift:

    The lift moves quicker and will randomly spawn in either of the two spawn points.

    Enrage:

    Boss has a fairly tight enrage timer. Any DPS loss to the adds can cause you to hit the enrage timer.

              Strategy
    The strategy for this fight remains the same as in SM. Tanks need to be aware that Pipe Smash is far more lethal and the interrupts will slow heals and DPS down now. The add tank really needs to bring their A game when kiting the adds. Any DPS that has to assist with adds can cause you to hit the enrage timer.

    I should also point out that the Magnetic lift tends to spawn at the opposite corner from where you need to be forcing you to move. So if say you are in position from the lift coming from the Northwest spawn point. If you remain in that location then it will most likely spawn at the Southeast location next. If you move to the other location before it spawn you may find the lift spawning once again at the Northwest spawn point instead of Southeast.

    *Pro Tip* I did find a trick that almost works every time to make the lift spawn in the same point so I barely have to move the boss. Say the lift spawned at the Northwest so you are southeast waiting for smash. After the lift is destroyed, I’d move the boss close to the North east corner until the lift returns. About 7 out of 10 times this has made the lift spawn in the Northwest corner again. You can do this reverse too. Less moving means more DPS, less chance of someone eating a roar, etc.
     


    Master Mode
    To be Continued

     

  9. Journey Between Two Bosses Part 3

    Nothing too special or overly difficult with the Adds on your journey.

    First ones you will notice are a group of Silver Elite Beasts with one Champion Elite Beast. I find it best to let your main tank jump in and round them up, focus single target DPS on the Champion and AOE DPS on the Silvers. Make it rain!

    Next set of NPC's you will come to are Gold Elite Droids that will channel and explode(red circle that will kill anyone inside it) once low on health if not killed fast enough. It is important to note that you can CC them and burn them one at a time. It is safe and effective; however, I enjoy just sending in a tank to keep their agro then having the DPS AOE them down until they blow with the tank avoiding the explosions. It is quick, effective, but can cause some deaths if the tank isn't fast enough and/or a melee DPS decides to join them and then not move. A lot of fun to troll your group with too! :D 

     

  10. Gate Commander Draxus

    zYVkKmr.png


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    Draxus:

    Comes with a conal attack called sweeping fire and will randomly target a raid member and hit them with a corrosive grenade that will apply a DOT to that person and anyone within melee range of them. Boss will leap up and leave the fight 3 times based on roughly 20% health intervals.

    Subteroth:

    Adds that explode upon defeat and do AOE damage to anyone around them.

    Dispatcher:

    Adds that randomly target members and channel force lightning. At the end of each channel there is a threat drop and a new target is picked.

    Corruptor:

    Channel a Mass Affliction dot that will hit the entire raid. Can be cleansed and can be interrupted.

    Dismantler:

    Comes with a attack called Strong Swipe that will knock it’s target back and then leap to him doing a follow up strike that hits pretty hard.

    Bulwark:

    These adds channel a shield protecting the NPC’s under it. You cannot damage anything inside the shield unless you are under the shield yourself.

    Despoiler:

    This add will channel and heal all enemy NPC’s. Can be CC’d and Interrupted.

    Guardian:

    These adds have 3 main attacks they cycle through. Slam, which is a frontal cleave marked by purple. Thundering Blast, which is another conal not marked. Ravage, which is a threat drop that causes him to leap to a random raid member and channel ravage. This NPC can be interrupted.

    Waves:

    The fight is broken up into 9 waves of adds with 3 waves bringing Draxus back. Waves end and transition when the final add of the wave is killed. Killing the boss or letting him live has no effect on the waves.

              Strategy
    You will begin this fight with only the boss in front of you. You will treat this as a tank and spank, being sure to turn the boss away from the group. Also, it is a good idea to spread out so that when he throws corrosive grenade it impacts as little raid members. When the boss leaps into the air, the waves will begin.

    Waves
    There are three points that adds will spawn from, East, West, and South. The below table will show you what adds spawn from where and in what waves. Then I will explain how to deal with each wave.

    Wave

    West

    South

    East

    Boss

    1

    Subteroth x3

    Subteroth x3

    Subteroth x3

     

    2

    Dispatcher x3

     

    Dispatcher x2
    Subteroth x2

     

    3

    Dispatcher x2
    Corruptor x1

     

    Dispatcher x2
    Corruptor x1

    Draxus

    4

    Dismantler x1

    Subteroth x2

    Dismantler x1

     

    5

    Dispatcher x2
    Bulwark x1

    Corruptor x2
    Bulwark x1

    Dispatcher x2
    Bulwark x1

    Draxus

    6

    Dismantler x1

    Dispatcher x1
    Corruptor x1
    Despoiler x1
    Bulwark x1

    Dismantler x1

     

    7

    Guardian x1

    Subteroth x2

    Guardian x1

     

    8

    Corruptor x2
    Bulwark x1

    Despoiler x1

    Corruptor x2
    Bulwark x1

     

    9

    Guardian x1

    Dispatcher x2
    Corruptor x1

    Guardian x1

    Draxus

    Before we get into the waves, healers should be positioned in the middle of the room, slightly apart so they don’t both get corrosive grenade. The rest of the raid will be split in two for most of the waves.

    Wave 1
    Have one tank bring all of the subteroths to the middle and AOE taunt, then have the DPS use AOE’s to bring them down. When they are beginning to blow from death, use knockbacks and stuns or have the tank start kiting them as they blow. Use single target DPS to blow them once all their health has been dropped.

    Wave 2
    For this you will want 1 tank and 2 DPS to go East, and 1 tank and 2 DPS to go West. Dispatchers should be killed first followed by the subteroths last, remembering to use knock backs and stuns on them as they are about to blow so you do not take damage. Tanks, you can AOE taunt the dispatchers but they will drop you as soon as that taunt goes away. I personally do not AOE taunt unless I notice my healers health dropping.

    Wave 3
    For this wave 1 tank will need to be assigned to the boss, remembering to turn the boss to face away from the raid. I usually assign the East Tank to boss duty.

    Keeping the same group split from wave 2, the DPS will want to focus and kill the Corruptor for their side first, establishing a interrupt priority so that mass affliction does not get off.

    East group will want to leave 1 Dispatcher alive while West kills all of their adds. Once one Dispatcher remains, DPS will get on the boss and kill him until he jumps.
    Once this happens, kill the dispatcher left alive at East to trigger the next wave.

    Wave 4
    Using the same group split as in waves 2 and 3, the tanks will grab the dismantler for their side (East tank gets East dismantler, West tank gets the West one) and DPS will kill the dismantlers for their side ASAP and then kill the subteroths, remembering that they blow up!

    Wave 5
    This wave will be tough! East tank will want to grab the boss and hold him, keeping him facing away from the group.

    East DPS will go south, get UNDER the Bulwark’s shield, and if facing South will interrupt and kill the left corruptor. Once their Corruptor is dead they will begin killing the boss.

    1 West DPS will stay west and kill the dispatchers their while 1 West DPS and West Tank go South, and if facing South, will interrupt and kill the right corruptor. Once this is done the tank can remain and begin killing the Bulwark but the DPS need to go finish off the Boss.

    Once the boss has left again, you will then DPS the Bulwarks down to begin the next wave.

    Wave 6
    You will want 1 person that can do a long Mez (I usually use a healer) to CC the Despoiler immediately so it cannot heal.
    East Tank and 1 East DPS will go East to kill the dismantler while West Tank and 1 West DPS go to West to kill their Dismantler. Once both Dismantlers are dead, these 2 DPS will then kill the Despoiler. If for whatever reason the Despoiler gets out of CC, it will need to be dealt with or it will continue to heal the NPC's you are trying to kill.

    The other 2 DPS will stay South and kill the Corruptor first, remembering to interrupt it, then the dispatcher, then the Bulwark. Remember you must be under the shield to do damage AND watch your AOE’s depending on where the Despoiler gets CC’d at.

    Wave 7
    Groups will return to their original Split locations of East and West. Tanks get your sides Guardian and turn it away from the group. Remember you can interrupt it and recommend interrupting Slam and Ravage. DPS will kill their side’s Guardian before dealing with the subteroths (remembering they blow up when killed). Tanks, remember that ravage is the threat drop and you will want to taunt your guardian back after ravage.

    Wave 8
    Just like in Wave 6, one person will need to CC the Despoiler coming from south.

    For this wave the groups will again be split in two, East and West. Tanks will be responsible for interrupting the Corruptor closest to the gate for their side. For East, if facing east, it will be the LEFT corruptor and for West, if facing west, it will be the RIGHT corruptor.

    DPS will be responsible for interrupting and killing the other corruptor for their side. If facing East this will be the RIGHT corruptor and for West it will be the LEFT corruptor.

    Healers, you will want to split with them and watch the Tanks Corruptors as they MAY need you to get the second interrupt based on spec, class, and just timing. You do NOT need to be under the bulwark shield to interrupt!

    Kill the Corruptors and Bulwarks, then get into position for the 9th wave and kill the despoiler to trigger it.

    Wave 9
    This is the final wave and the boss will be back for the last time. Boss tank needs to face him away from the raid while the other tank grabs the guardians and kites them around.

    East DPS will kill the Corruptor on south, then Dispatchers, then get on boss.

    West DPS will start killing the boss as soon as he drops down.

    The guardians WILL be going nuts due to the threat drop and leaping around. EVERYONE needs to watch their feet and if you are in purple, GTFO of it!

    Once the boss is dead, finish off the guardians! Now enjoy your loot!

    This is a chaotic fight and for fresh groups it will take some time for everyone to get the flow of it.
     


    Veteran Mode

              Additional Mechanics

     

    Draxus:

    Draxus now has a Threat drop and during the 9th wave he will have a shield that lasts 30 seconds making him immune to damage.

    Dismantler:

    Strong Swipe now places a Debuff on its target increasing damage received by 1000%

    Guardians:

    Can no longer be interrupted.

    Enrage:

    You have less time to make it through all 9 waves before enrage.

              Strategy
    The strategy from Story Mode to Hard Mode mostly remains the same with a few exceptions that I will explain. Rather then go through all of the waves in detail again I will only go through the waves that the changes occur.

    Before getting into that, the tank that is tanking the boss every time he drops must now taunt the boss for every threat drop. If you look at the image of Draxus in this guide at the top of this section you will see his left fist in the air with a effect (this also has a audio effect). He will drop threat and switch target every time he does this. This timing will line up exactly with the cooldown of a single target taunt. Taunt him every time his fist goes in the air and you will keep his agro.

    BE EXTRA CAREFUL NOT TO BREAK THE DESPOILERS FROM CC!!! But if you do then they NEED to be dealt with by somebody!

    *Waves*
    Wave 4
    This wave will work the same as in Story Mode with a minor modification. Tanks, you will allow the DPS to get the attention of the dismantlers for your side, be VERY careful not to pull them off the DPS. Once the DPS gets knocked back from strong swipe, you will THEN taunt the dismantler off the DPS. This will place the debuff on the DPS instead of the tank.
    DPS taking the dismantlers, do NOT have your back facing something that will obstruct you getting knocked back, such as stairs or a wall. The tanks can’t taunt until AFTER the channel meaning that if you are still too close after the knockback you will be killed with one hit before the taunt takes effect.

    Wave 6
    Using the same strategy from Story Mode, the 2 DPS that are on the dismantlers will once again get the agro until after Strong Swipe, then the tanks will taunt off of them.

    *NOTE* Since there will only be one DPS per dismantler in this wave, assign strong DPS to this as if your DPS isn’t strong enough then a second strong swipe can occur leaving the tanks having to improvise or die.

    Wave 7
    The guardians cannot be interrupted so it is important that the tanks get them where they drop and then keep them turned away. When slam occurs, tanks just bunny hop through them to avoid the slam, then back into position.

    Tanks, when they jump to ravage someone, do not give chase, just wait for the ravage to end from your location then taunt them back at the end of the channel. They like to follow up ravage with a slam or thundering blast and if you are with them on a random raid member they will do it there rather then jumping back to you before doing it.

    Wave 9
    This go around, all DPS will be killing adds, avoiding any slams and such. Tank on the boss, call out as soon as the shield drops off the boss. When this happens, ALL DPS switch and burn down the boss before he enrages!

    Clean up any adds remaining after the boss dies
     


    Master Mode
    To be Continued

  11. Storming the Gates!

    On story mode there is nothing special about this journey. Just move on through to the boss!

    For Hard Mode and Nightmare Mode you will have to address this puzzle below!

    The Puzzle

    For ease, I went ahead and used the image Dulfy had since I didn't remember to take one of my own :/

    swtor-gate-commander-draxus-puzzle-map_t

    You'll want to split the group up into 2 teams.  Like So:

    Team Ugleh Maniacs

    1 - Tank

    2 - Healer

    3 - DPS

    4 - DPS

    Team Drama Queens

    5 - Tank

    6 - DPS

    7 - Healer

    8 - DPS

    The Crystals are located wherever the #'s are.  White Arrow takes you the paths 1,2,7,8 take and the Red Arrow takes you the paths 3,4,5,6 take. 3,4,5,6 will begin their trek once the duo's take out the crystals along the sides of the Gate blocking their path.

    Once everyone has traversed all of the paths,  everyone will converge upon the Boss.

     
  12. Nefra
    Nefra.jpg.9b321378c7db7ecb0416040e0d4608f5.jpg


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    Twin Attack:

    A massive Cleave strike that needs to be split among two raid members..

    Voice of

    the Masters:

    DoT attack that will apply to random raid members and tick for 20 seconds. Can be cleansed.

    Overloaded

    Assault Droid:

    Add that spawns and will run to a random Raid member and then channel a AOE Explosion that will kill anyone inside it.

              Strategy
    This fight on Story Mode is pretty much a tank and spank fight with a few important things to note. First, make sure BOTH tanks are in front of the boss to share the Twin Attack damage, failure to do so will cause a tank to die. Make sure the tanks face the boss away from the group.

    Next, I'd stack your group behind the boss to maximize AOE heals. The Voice of the Masters DoT will be applied every time the boss roars, any class with a cleanse should self cleanse, aside from that you can assign cleanses but isn't really needed in Story Mode.

    I recommend assigning one ranged DPS to stand apart from the group to try and get the add's attention every time it spawns so that the group and tanks don't have to move. If they time it right, a single shot can bring the droid to you, either way it is good to have this DPS call out when and where the add is going. Remember to wait for it to reach it's target and channel before moving otherwise you will never have the red circle to move out of.

    *Tip* The exact timing is that as SOON as you see it take its first step from landing, pop shot it. Healers can also do this if you are having DPS issues and not Healing issues.

    Nothing else to it.
     


    Veteran Mode

              Additional Mechanics

     

    Voice of the Masters:

    This DoT will now hit for 2k a second and must be cleansed.

    Hard Mode:

    Overall Damage output increase.

              Strategy
    The real big change in Hard Mode is now the DoT must be dealt with. The easiest way is to ensure all classes with a cleanse self cleanse but if needed, assign cleanse priority. Healers should cleanse tanks first then their selves. Other DPS assigned to cleanse other DPS should cleanse their selves first then their assigned target.
    If a tank dies for whatever reason, a DPS will need to take his/her place until a revive is sent.


    Master Mode
    (To be Continued)

     

  13. Journey to the First Boss

    On your way to the first boss you will come across some Mini Nefras as I like to call them. Anyone else think they look like big mutant beetles?? :D 

    These guys come equipped with frontal cone damage and a vicious knockback.

    The first two you pull will come with risk of knocking you off the bridge, you've been warned. It's important to note that they will knock their target back as soon as they enter melee range.

    Aside from this knowledge, simple tank and spank adds like most.

  14. Here is a guide detailing loot, mechanics, and a working strategy for any who are running a raid and wish to link/use it! Important to note that they have removed many things from SM operations in 4.0 as far as mechanics.

     

    Considering most of my experience since 4.0 has been HM so some of these may not apply anymore and will be updated when I find that out; however, the below strategies will work regardless!

     

    Loot Table
    *Nightmare portion to this guide is under construction due to progressing through it*

     

    Boss

    SM

    VM

    MM

    Nefra

    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Chance for Purple Grade 10 Mat.
    • Chance for Decoration
    • Chance for RNG Tier 1 item
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Increased Chance for Decoration.
    • Chance for RNG Tier 2 item
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Chance at Exclusive NiM loot such as mounts/pets
    • Chance for RNG Tier 3 item

    Gate Commander Draxus

     

    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Chance for Purple Grade 10 Mat.
    • Chance for Decoration
    • Increased Chance for RNG
      Tier 1 item
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Increased Chance for Decoration.
    • Increased Chance for RNG
      Tier 2 item
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Chance at Exclusive NiM loot such as mounts/pets
    • Increased Chance for RNG Tier 3 item

    Grob'Thok

    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Chance for Purple Grade 10 Mat.
    • Chance for Decoration
    • Increased Chance for RNG
      Tier 1 item
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Increased Chance for Decoration.
    • Increased Chance for RNG
      Tier 2 item
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Chance at Exclusive NiM loot such as mounts/pets
    • Increased Chance for RNG Tier 3 item

    Corrupter Zero

    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Chance for Purple Grade 10 Mat.
    • Chance for Decoration
    • Increased Chance for RNG
      Tier 1 item
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Increased Chance for Decoration.
    • Increased Chance for RNG
      Tier 2 item
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Chance at Exclusive NiM loot such as mounts/pets
    • Increased Chance for RNG Tier 3 item

    Dread Master Brontes

    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Chance for Purple Grade 10 Mat.
    • Chance for Decoration.
    • Exarch MK-2 (220) Item
    • Tier 1 Boots X2
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Increased Chance for Decoration.
    • Tier 2 Boots X2
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Chance at Exclusive NiM loot such as mounts/pets
    • Tier 3 Boots & Offhand



     

    Suggested Gear

     

    • SM: Level 50-70 - Gear isn't a issue! You will be bolstered to the correct level and stats to complete!
    • Veteran: Level 70 - 236 Gear is recommended with most set bonus items.
    • Master: Level 70 - 246 Gear level with full set bonus gear
  15. Dread Master Styrak
    DreadMasterStyrak.png.7fe01a689f2599648fd9b7fb23ba4cad.png


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    P1: Dread Officer:

    Gold add that heals the silver adds around them.

    P1: Dread Guard:

    Silver adds that come with the officer that do decent damage.

    P2: Kell Dragon:

    Champion Beast that will do frontal damage and leap to its target if out of range doing great damage.

    P2: Spins:

    Kell Dragon will begin spinning sending spines out in all directions. Will damage entire raid unless protected by LOS from them. (standing behind tank)

    P2: Acid Spit:

    Kell Dragon will spit acid on the ground of it’s target in the form of a green circle. Causes high Damage over time to any inside it.

    P2: Styrak Choking

    Apparition:

    A Silver NPC add that will spawn randomly, pull whoever has current agro of the Kell Dragon and then choke that target, stunning them, until it is defeated.

    P3: Force Push:

    Styrak will send the target with current agro flying into the exhaustion zone.

    P3: Force Lightening

    & Thundering Blast:

    Both are Cone abilities that do moderate to high damage to those in front of the boss

    P3: Nightmare

    Manifestation:

    One random raid member will be sent to a nightmare where they must defeat their companion to escape.

    P3: Chained

    Manifestation:

    The boss will split into 5 apparitions. 1 giant one in the center with 4 smaller connected ones from the outside moving into the middle attached by lightening. If anyone is caught in the enclosing lightening they are killed. Only the Giant one takes damage.

    P3: Lightening

    Manifestation:

    The boss will split into 4 NPC’s that will atune and attack the nearest targets to them with lightening.

    P4: Kell Dragon:

    Styrak will resurrect the kell dragon now that takes increased damage but also does increased damage.

    P4: Power of

    the Master:

    The kell dragon will spam this ability that hits hard as AOE damage to all.

    P5: Saber Throw/Charge:

    The boss will target a random raid member, saber throw then charge them knocking them back a great distance and doing high damage. A new target will be picked at the end of the cycle.

              Strategy
    Phase 1
    You will notice a huge group of adds divided in rows before you. It is VERY important that you use range to pull them one row at a time and wait for them to get close before sending melee after them. I like to rotate tanks based on rows so that AOE taunts can be rotated. Tank 1 gets first row, tank 2 gets second, tank 1 gets third, tank 2 gets fourth.

    Be sure to focus kill the gold officer, interrupting the heal first before bringing down the silvers.

    Phase 2
    Once the adds are dead the Kell Dragon will join the fight. The entire group will want to be behind the Kell Dragon, minus the tank with agro, to assist with easy healing and dealing with the spines.

    Tanks
    One of you will need to start with the dragon. I recommend turning him to face the sides. Be sure when spit is thrown you adjust the boss accordingly so that neither you nor your group eats any acid.

    When the spines occur you most stand between the boss and your group so that you absorb the spines and protect them from the damage. Carefully watch the channel and in the last 1-2 seconds start moving back around as he follows spines with a acid spit.

    When the tank gets pulled and choked by the apparition, call it out fast so that the DPS can kill it quick and so that the off tank can taunt to prevent the dragon from leaping and going nuts. I tend to notice that this apparition likes to come a little before spines.

    DPS
    Stack with your healers behind the boss. Listen and watch closely for the Choking apparition as it will need to be killed ASAP to free the tank. Sometimes it can choke the tank in spit and will be very problematic if not dealt with fast.

    Watch for when the boss channels spines and be sure to be directly behind tanks so that they are between you and the boss to prevent damage.

    Healers
    This Phase can be heal intense if the spines and spit aren’t managed well. Keeping the group stacked behind the boss helps loads by use of AOE heals.

    Phase 3

    Now the boss has graced us with his presence and the entire raid will want to move to the center of the platform in the middle of the area. The Manifestations will occur in this order: Boss -> Nightmare -> Chained -> Lightening -> Boss -> Repeat. It is important to note that the boss will still be attackable while someone gets sent to a nightmare and if your DPS is strong enough while working through the manifestations he will be attackable for a few seconds between Chained and Lightening.

    Tanks
    Depending who has agro you will want keep the boss faced away from your group. Be vocal if you get caught in a nightmare so that the raid can adjust.

    When Chained Manifestation occurs, be under the nut sack of the giant apparition and help DPS it. Use DPS rotation and not Threat rotation to ensure it is destroyed in time.

    When you get pulled/pushed, call it so that the other tank can take your spot.

    For Lightening Manifestation the two tanks should go in opposite directions, one to the add that spawns near the thrown and the other to the add that spawns near the entrance. This will help fixate those two onto you to minimize damage to the DPS and Healers.

    DPS
    Stack up with the healers behind the boss.

    If you get in a nightmare manifestation, communicate it and kill your companion to be freed.

    When Chained manifestation occurs be under the dress of the giant apparition and burn ONLY the giant one.

    If your DPS is strong enough you will be able to kill the boss some more after chained ends.

    For Lightening manifestation start with killing the left and right adds first (splitting is not a bad idea as it will prepare you for Hard Mode but for Story mode you can focus burn them one at a time). Once all are dead the boss will return. Rinse and repeat this.

    Healers
    Stack up behind the boss for easy AOE heals.

    Communicate if you get sent into a nightmare and get out quick by killing your companion.

    When Chained Manifestation occurs be under the nut sack of the giant apparition and help DPS it down.

    With Lightening Manifestation there will be damage going out to DPS and even yourself so be ready to heal fast.

    Phase 4
    When the boss gets to be about 17% health he will resurrect the Kell Dragon. The entire raid will want to begin moving to the entrance placing their backs to the stone wall.

    Tanks
    Swap as needed for damage intake reasons but be moving the boss to the entrance placing your backs to the rocks. I believe there is a actual stacking debuff but that may only be on Hard Mode. If there is one, it is good practice to simply swap on your taunts cooldowns as the debuff falls off rather fast.

    DPS
    DPS the dragon as you move to the rocks at the entrance where you will place your back. This boss does a lot of damage to the raid and serves as a burn him down before he burns you.

    Healers
    Move to the rocks with the group, using any movement buffs you has as the faster you get there the faster you can provide strong heals. This will be heal intense as this is a burn the boss before he burns you phase.

    Phase 5
    Once the dragon is dead you all are already in position for the final phase of the now giant boss.

    Tanks
    Rotate taunts to keep the boss focusing on you as the DPS or Healers will barely survive the boss attacking them. Communicate those taunts!

    DPS
    BURN BABY BURN!

    Healers
    Unfortunately you just made it through one phase of intense raid damage to a phase where now your tanks will be taking a ton of damage. The last two phases of this fight will test your resource management and burst healing abilities.
     


    Veteran Mode

              Additional Mechanics

     

    Hard Mode:

    Bosses have increased health and everything does increased damage.

    Enrage Timer:

    I haven’t timed this, although I can tell you the timer doesn’t start until Phase 2. I can tell you that your DPS needs to be on point as in most of my clears of this fight (using correct Gear) we still see the boss enraging in the final phase and just muscle through it. With 5.0 the tuning on this fight is out of balance. You will need to be over geared for this specific fight with DPS all on point.

    P2: Styrak Empowering Apparition:

    I additional apparition that will empower the dragon causing increased damage.

    Lightening Manifestation:

    This time around there must be players within melee range of each add before they finish atuning or it will cause them to begin one shotting people.

    P4: Power of

    the Master

    In Hard Mode there will be a stacking Debuff placed on the Target with agro making them take increased damage. Falls off rather fast.

              Strategy
    I cannot stress enough about maximizing the DPS in this fight because of the enrage timer. Be sure your team, including the tanks, are using Power adrenals AND focus them for burning down the boss himself, not the manifestations. This fight's enrage timer is difficult for even  the best of teams with some of the best of gear.

    Phase 1
    NOTHING NEW FOR ANYONE!!!!

    Phase 2
    Tanks
    Not much will change for you in this fight other then EVERYTHING doing more damage. Try to call out BOTH apparitions as you see them. The spines to a TON more damage, if needed (no taunt required) have the off tank step in front if the main tanks health drops too rapidly. This way you two can share the damage.

    DPS
    Same strategy as SM but now there are TWO apparitions you must burn down. Be sure to hit them fast and hard!

    Healers
    Only thing different for you is that more damage is going out so more heals are needed.

    Phase 3
    Tanks
    The only big change here for you is that now you MUST be assigned to a lightening manifestation add and remain in melee range of it. I prefer having one tank take the throne add while the other gets the entrance add.

    Be sure to communicate if you are in a nightmare and when you are out because the back up DPS will be taking your spot unless you tell them otherwise.

    Be SURE to help DPS the giant apparition in Chained Manifestation as the smaller ones enclose faster.

    DPS
    Big change here is in Lightening Manifestation. Now two of the DPS will NEED to be assigned to a add. One to the left add and the other to the right add. These two DPS MUST stand within melee range of their add. DPS your assigned add as well. (Melee DPS should be the priority to assign to this job). The other two DPS will be back ups in case you are in a nightmare. Two Back DPS: Focus on killing the left and right adds first in this manifestation as they will be hitting the assigned DPS hard making the healers work harder.

    DPS assigned to adds in Lightening manifestations need to be SURE to communicate when they are in or out of a nightmare so that the back DPS know whether or not to take their spot on the add for lightening manifestation.

    Focus your burst for the boss himself but do NOT fail the chained manifestation. The smaller guys will be enclosing faster.

    Healers
    Going to be a lot more damage going out in general but be SURE to help with the Chained manifestation as the smaller guys enclose faster in Hard Mode leaving less time to kill the big guy.

    Final Two Phases
    Nothing new in these phases other then everything hurting a lot more! If the stacking debuff wasn't in SM it is in HM but sticking with the same plan of swapping on single taunt cooldown should do the trick for managing it. The boss may enrage in the final phase meaning tanks and healers (healers especially) will have to work their butts off to keep you all alive! Good Luck!
     


    Master Mode
    *Coming Soon*

  16. Journey to the Last Boss

    Well now, we have been on quite the journey together and thankfully the end is near.

    Now since I am both tired of typing and I'm sure you don't want to be bored with the details I will describe these next adds with simply how to defeat them.

    There will be a total of 3 pulls you must do.

    First Pull: There will be a bunch of Rakghoul looking NPC's, one that is named "Insaned" will have a mushroom cloud buff. This one will explode upon death marked by a yellow circle.

    All the rest of the adds have different buffs that do different things but to manage this pull I find it best to have one of your tanks jump in, with DPS using AOE's and focusing single target damage on the Insane add. Once the yellow circle appears ensure no melee dps are in it and leave the tank to eat it. After this explosion just finish mopping up the adds.

    Second Pull: the same as the first pull but I usually rotate the other tank to this pull.

    Third pull: This pull is a bit trickier as you will see one group to pull but a second group will join the battle from behind you. Each group will have a insane add. Have one tank engage the adds you can see with the DPS focusing on that group while the second tank grabs the group that spawns and keeps them distracted. Once the first group is dead move to killing the second following the same method for the first two pulls. This pull in general will be heal intensive.

  17. Cartel Warlords
    CartelWarlords.png.f29b4d91aee03e4d7b342515a7f74d78.png


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    Vilus Garr:

    Taunt Immunity, will cloak randomly and then pop out on random raid member.

    Captain Horic:

    Taunt Immunity, will randomly target a raid member and fire a cone damage attack doing high damage to anyone in the cone. (cone is not displayed but is the front of the boss)

    Sunder:

    Slow moving boss that does large melee damage. When 1 boss is dead he comes with a ability called Fixate that will adjust his agro to the nearest target. When 2 bosses remain he will root his target occasionally. He Is tauntable. If last boss he will caste a ability called the end that will do MASSIVE damage to his target.

    Tu’Chuk:

    Melee boss that is tauntable and does moderate damage to his target. When 2 bosses remain he will root and knock his target back. If knocked into the sides of the room the target will take massive damage (possible one shot). When last boss remaining he will stop knocking targets back but will gain a stacking buff that increases his damage output. At 10 stacks the damage begins to become a threat.

    Battle

    Companions:

    When one Warlord dies it will heal all remaining warlords to full health.

    Cartel

    Lieutenants:

    When only 1 boss remains 3 of these adds will spawn around the outside of the room and cannot be taunted. They do minimal damage.

            Strategy
    Due to the battle companion mechanic you will want to focus your DPS and kill them in a specific order.

    Kill Order: Captain Horic -> Vilus Garr -> Sunder -> Tu’chuk

    Now that we have the order I will break down this fight based on the Boss.

    Captain Horic
    For killing this first boss you will want to have your ranged DPS and healers spread out in a arc at range of the boss. This will help minimize movement avoiding the cone damage. Ensure that all your DPS have Target of Target turned on. Melee DPS will want to stay behind the boss at all times unless the boss is targeting them. Using Target of Target, if the boss is targeting you then you do not move and instead allow your group to move as needed.

    Assign one tank to keep Sunder’s agro and kite him around to the back of the room. It is important that this tank understands to swing by the healers when needed.

    Assign the other tank to keep Tu’chuk busy. This tank can keep this boss in the center or near the front of the room.

    With this all in mind, kill Horic as quick as possible.

    Vilas Garr
    Once Horic is dead you will want all raid members, minus the tank that is currently keeping Sunder busy, to stack up in the middle of the room ON Tu’chuk. This will help keep Vilas Garr in one place as all members will be close to each other. (You do not NEED to do this if you do not have any melee DPS, but it is still recommended as it’s easier for the healers). There is a chance that Vilas will pop out on the tank going after Sunder, if you have melee DPS don’t bother chasing him to Sunder as he will come back pretty quick.

    Tank that is kiting Sunder, he will now be doing a Fixate ability. If he fixates on anyone else, simply taunt him back.

    Tu’chuk tank, be sure to NOT have your back to the sides of the room. ONLY front and back of room.

    Sunder
    Once Vilas is dead DPS will switch to Sunder. Sunder will now be rooting his target making kiting harder to accomplish. If any melee DPS are in the group, they WILL pull when he fixates.
    Ensure to have a taunt ready to quickly taunt him back.

    Tu’chuk tank, keep Tu’chuk in the middle and ensure your back is NEVER to the sides!!

    Tu’chuk
    When Sunder dies, all DPS and tanks will stack on Tu’chuk in the center of the room. Tu’chuk will no longer knock anyone back but his stacking buff will begin. If you stack in the right spot, the adds will not even attack you. If they do attack, just ignore them as they do little damage.

    Tanks will want to save their defensive cooldowns until Tu’chuk starts getting close to 10 stacks, when that happens tank swap based on cooldowns and health.

    Once Tu’chuk dies, kill off the adds. The final burn on this boss will be taxing to the healers and tanks. Be ready.
     


    Veteran Mode

              Additional Mechanics

     

    Hard Mode:

    Bosses have increased health and do increased damage.

              Strategy
    The strategy to this fight goes unchanged from story mode but you will want to pay notice to things like Horic’s cone attack as it will over run your healers with damage to heal if not cared for. Sunder does a LOT more damage so that tank NEEDS to be very good on their kiting and visit their healers regularly.

    Tu’chuk as the last boss will stress the tanks and healers even more, so DPS be strong and burn them! I will say that if your DPS is prepared for Styrak then this shouldn't be a issue for the DPS and more of a check for the tanks and healers.
     


    Master Mode
    *Coming Soon*

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