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Sayuri

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Posts posted by Sayuri

  1. Journey Between Two Bosses Part 4

    On your way to the next boss you will come across spawns of groups mixed with Underworld Traders, Stimfiends, Carvers, Snipers.... Handle them just like you did before, using CC when you can and watching AOEs, but I will note that the very first group is on a ledge and the Carver can knock you all right off if he is not planned for and taken care of.

    *Pro tip* You can have your tank go and pull agro while the rest of the group remains stacked behind the corner. The tank will then join you and because of LOS the usual stationary adds will come to you and you shouldn't have to worry about being knocked off the ledge by the carver.

  2. Olok the Shadow
    OloktheShadow.png.27158db90b1078652e8d2e1e83c11b5f.png


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    P1- Body Guards:

    Two Adds that protect the Wealthy Buyer from damage.

    P1- Wealthy Buyer:

    Phase 1 boss that drops tokens used to purchase droids. Gains a stacking buff that goes up as he drops tokens. Total 8, at 5 stacks and higher he begins placing AOE damage circles.

    P1- Tokens:

    Must be used on the terminal to remove droids from below to reduce Adds in Phase 2. These droids will also help you in Phase 1.

    P1- Gas:

    After the final token is spent the room fills with gas damaging anyone in the room over time.

    P2- Frontline Droid:

    Low HP, high damage dealing NPC that has a threat drop and continuously leaps to random players.

    P2- Recon Droid:

    Low HP Droid that will target and channel damage on a single target.

    P2-Assault Droid:

    High HP, High damage droid.

    P2- Artillery Droid:

    High HP, Low Damage droid that will place lightening domes on the ground marked by red circles. They will be placed on whoever has its agro.

    P3- Olok:

    High HP boss that will stealth out periodically and return with the aide of two adds.

    P3- Underworld Trader:

    Add that acts the same as all Underworld Traders casting AOE abilities.

    P3-Shady Customer:

    Add that will stealth and pop out shiving random raid members.

              Strategy
    Phase 1
    To begin this fight you will want to hug the left wall and take a peek at the level below you displaying the adds. They will be set up in a 4x4 sequence with each row being the focus of your attention.

    In phase one you will have to spend tokens to remove the droids from down below so that you don’t get overrun in Phase 2.

    Artillery and Assault Droids have the Highest HP and cost 2 tokens to remove.

    Frontline and Recon Droids have the lowest HP and cost 1 token to remove.

    Keeping that in mind, when deciding which ones to remove per row I use the HP rule in doing so as it's the most important factor followed by ensuring certain combos aren’t present.
    Example: Say a row has 2 Front line Droids and 2 Assault Droids. I would spend two tokens on that row so that I have only the two champions remaining as that will be roughly 500k HP total in that row to DPS through in Phase 2.

    1. When deciding what to remove and what to leave try and never have more than two total of either the Assault or Artillery droids in a single row. If you have two then try and get rid of the other two droids.
    2.  Remove Frontline droids over recon droids.
    3. If you HAVE to have 3 droids on a row (not talking 3 front line/recon droids, then have the last row be that row.
    4. You can have everyone stay outside the door, engage the fight then cloak out or die to reset the droids down below if they simply are not presenting a decent layout for your group as every time they spawn it is completely random on how many of what droid is on what row.

    Now that you have a plan of which ones to remove, mark them down below target markers and explain to the raid to remove the marked ones. Also let them know that they correspond with the terminal they must spend their tokens on. So the closest row of droids will be the bottom row in the terminal. Blue slots signify it cost one token to remove while yellow signify it cost 2 tokens to remove that droid. After one token is spent on a yellow slot, that slot will then turn red.

    This terminal I keep speaking of is directly in front of the wealthy buyer before you engage the fight.

    Now we have the plan let’s move through Phase 1. You must kill the body guards first to remove the shield from the wealthy buyer. The wealthy buyer has a constant threat drop and not worth tanking. Focus on tanking the guards. The wealthy buyer will not die but instead disappear at low health dropping two coins that are picked up by two random raid members. (Once a raid member gets a token they will not get another). Those raid members must QUICKLY get to the terminal and remove the correct droid. After the first clicks the panel it will outline red for a few seconds. You must wait until it goes green again for the second token to be spent

    The wealthy buyer will then spawn with a stacking buff and two fresh guards. At 4-6 stacks and greater (after 4-6 coins have dropped) he will begin shooting AOE damage out signified by circles on the ground. Avoid them.

    Once the last tokens drop (Wealthy buyer will need to be officially killed at this point) the raid team will want to move to the turbo lift in the middle-back of the room (directly across from the terminal) since as soon as the last token is spent gas will fill the room and you will all need to use the lift to get to the bottom floor.

    Phase 2
    Once all raid members are on the bottom floor, click the panel to the right of the room to begin phase 2 and start dropping the shields.
    You will have about 1 minute for each row before then next shield drops and the next row adds enter the fight.

    Tanks
    Communicate who is tanking what as moving through the rows so that damage is focused on you instead of the group. If you are the tank taking a Artillery droid, just place the circles around the droid leaving one open area for any melee dps. (you can however kite at range if needed).

    DPS
    Kill order will need to be Frontline->Recon->Assault->Artillery.
    Follow that order for your targets!

    Healers
    There will be a lot of damage going out to the raid in these waves as any recon and frontline droids can’t be tanked easily. Having the group stay huddled up for AOE heals is helpful. Well since 4.0 the damage out put is pretty low but still look out!

    Phase 3
    Once all rows have been gone through the Boss will spawn and begin the final phase.

    Tanks
    One tank will need to be on boss duty the entire time while the other picks up the adds. Adds will come every time the boss returns from stealth.

    DPS
    Assign one strong DPS to adds, or two if needed, following the kill order of Underworld Trader->Shady Customer->Boss. Remember to try and keep the Underworld Trader interrupted.

    Assign 3 DPS, or two if you put two on adds, to the boss the entire time.

    Healers
    Not a lot of damage goes out from the actual boss fight unless underworld traders are left to go nuts so enjoy the break from Phase 2 :) 

    All in all, this final phase is a easy tank and spank.
     


    Veteran Mode

              Additional Mechanics

     

    P2-Packaged Deal:

    Frontline droids and Assault droids will place a raid wide debuff that greatly increases the damage dealt to raid. These will stack and one stack per frontline/assault droid in the row.

              Strategy
    Phase 1
    Strategy here is identical to Story mode with one big exception. You CANNOT have 2 Frontline or Assault droids in any row for phase 2 meaning you must plan with this above all other notions in planning the tokens. When I say no two, that includes a combo of 1 frontline and 1 assault droid as that will still produce 2 stacks of packaged deal debuff.

    Aside from that, the fight remains the same.

    Phase 2
    Same strategy as Story Mode

    Phase 3
    Only change here is that due to HP increases to the adds, I recommend keeping two DPS and a tank assigned to adds rather then 1 DPS and a tank (suggesting you did that for story mode).
     


    Master Mode
    *Coming Soon*

  3. Operations Chief
    OasisCityOperationsChief.png.d04575e9ca8d73ae6fface4e61813054.png


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    Infiltration:

    Raid must infiltrate Oasis City and defeat all 4 teams before Operations Chief gets Alerted. Raid will have 10 minutes to infiltrate and engage Operations Chief

    Terminate:

    Single target attack that deals massive damage

    Mass Explosive Probe:

    Puts out a probe to entire raid that will explode on next damaging attack inflicting damage to the player and any player around them. *Can be cleansed*

    Rail Turrets:

    4 low HP Adds that spawn in the four corners of the space that the Boss is on.

    Entrench:

    Boss will put up additional cover after knocking back the Tank. Threat Drop.

              Infiltration
    In Story Mode now there is no need to split your group up to deal with the 4 infiltration teams. You can move as a group and take them out 1 at a time! You have 10 minutes to complete so don't worry about it. :) When on Gold team you will want to kill the Medtech first, keeping him interrupted and on Blue team you'll want the tanks to face the hunters away and use stuns to interrupt their channel for ease.

    Take a look at the below map to see where the teams. It is important to try and get to your locations without agroing the patrolling droids as they will slow you down and cause unwanted excess damage. If you do happen to agro one, just CC it and move on. There is a very nice path that avoids all of them with a bit of patience but is difficult to explain via guide and is something you have to see.
     
    OperationsChiefMap.thumb.jpg.5c5042b8768efc0f24d27647ba8cad8c.jpg
    *Image taken from Dulfy*

    Once all teams have been defeated move on into the room where the boss is waiting!

              Strategy
    If everyone has a cleanse they should use it on the explosive probe as SOON as you see it. If a rail turret hits you with it on it hurts and they will be spawning shortly after it goes out on the raid.

    Tanks
    You will tank the boss where he is, placing you back to the console behind him. When Terminate is being channeled, if you are low on health, use a defensive to help absorb the damage. You can even tank swap on this to help the healers recoup the health on the tank that had terminate. Pay attention for when he entrenches as you will need to taunt the boss back.

    DPS
    Assign one DPS per corner of where the boss is (even have them spread out if ranged) to take care of that corner’s Rail Turret Add. These will spawn after every mass probe goes out. Be spread out during mass probe as to not stack the damage from it if it goes off. If you have a Cleanse you can even cleanse it off. Simply kill boss, then your add, then boss, then add….well you get the picture.

    Healers
    Be sure to be spread out and pay attention to when the boss is doing “terminate” as that tank is about to get hit HARD. Don't forget you can cleanse the probe!


    Veteran Mode

              Additional Mechanics

     

    Infiltration:

    You only have 6 minutes to infiltrate and engage Operations Chief.

              Infiltration

    Alright so this time around you will have to split your group so this is what I recommend for the split up

    Red

    Flametech & Assault Gunner

    Tank & DPS

    Green

    Duelist & Pyroguard

    DPS (Ranged Preferred) & Healer

    Gold

    Medtech & Pyroguard

    DPS (Melee Preferred) & Healer

    Blue

    2x Hunters

    Tank & DPS (Can Off Heal Preferred)

    Once you have your team assigned, take a look at the map above in the SM section to see where they will need to go. It is important to try and get to your locations without agroing the patrolling droids as they will slow you down and cause unwanted excess damage. If you do happen to agro one, just CC it and move on.
     

    Red Team
    Nothing too special to say about your NPC’s other then try and focus one down as quick is possible and utilize hard stuns/interrupts to help where applicable. I like to start with the Flametech.

    Green Team
    You will want to engage from the bottom of the stairs to avoid any extra agro from the PAT on the stairs. (Why Ranged DPS is recommended) I recommend starting with the Duelist first as it deals the most damage.

    Gold Team
    You will want to kill the medtech droid first keeping it interrupted or your fight will never end. (Melee DPS is recommended due to having quicker interrupts then most other ranged DPS classes).

    Blue Team
    The hunters don’t do a significant amount of damage outside of a channel they do, but this channel is a cone damage effect and hits HARD. The idea is to focus one down at a time, tank keeps them turned away from the dps and stun them/use knockbacks to interrupt the channel. Do NOT panic if you cannot interrupt the channel as once they channel they do not change direction enabling you the ability to move through them and avoid the attack completely.

    Once a team completes their two kills they will need to go to the end of the map and wait for the field to drop. Once all 4 teams complete the field will drop and you can enter to engage Operations Chief. It is important to note that you should NOT engage until all parties arrive. Also, do not worry about patrolling droids at this point as you will drop agro once inside the room with Operations Chief.

    Once all parties are in the room, you can engage Operations Chief to end the timer and finish the Boss fight.

             Strategy
    There are NO differences in how you should approach this fight but it is important to note that EVERYTHING has had a damage face lift and the boss mechanics from story mode now do a lot more damage. Also do NOT waste time while infiltrating. I recommend that you know your path and be sure not to agro anything on the way so you can remain on your speeders all the way. Teams should engage upon reaching their targets so that no time is wasted.

    Aside from those pointers, get it done!
     


    Master Mode
    *Coming Soon*

  4. Journey Between Two Bosses Part 3

    Big Bad Bo Zarran!

    This is Thrasher's handler and really just a named Add. Best thing to do is have one tank jump to the golds with him and aoe taunt while the second tank single taunts Bo into the corner after the AOE taunt goes off. DPS burn the golds down then Bo. As you do harder modes Bo does start hitting real hard but does nothing fancy other than a Cleave.

    Adds

    You will see the adds from the first "Journey Between Two Bosses Part 1" Plus the below:

    • Underworld Trader: Champion that can be CC'd. He must be interrupted and look out for his reflect shield. Works the same as Juggy's saber reflect. Icon looks like the static barrier from sorcs.
    • Shady Customer: Gold that can be CC'd that will cloak and pop out on random people.
    • Engineer: Gold that comes with silvers. Will heal droids, can be CC'd

    Strategy

    Kill priority will be the same. Be sure to CC all that you can to make it easier, ensuring the underworld traders are among the CC'd.

    When dealing with the engineer, only kill him, ignore the silvers as they die when he dies.

    When moving, stick to the right wall as you don't want to spawn extras while moving. There will be a few challenging pulls!

  5. Thrasher
    Thrasher.png.a1249d65868f9996a25d15b330a210af.png


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    Stomp:

    A small AOE on whoever is holding agro on the boss. Does moderate damage.

    Roar:

    When the agro target is too far away it will begin roaring doing high raid wide damage.

    Knockback:

    Will do a massive knock up/back to anyone in front of him, this will cause Roar to go off.

    Snipers:

    Sniper adds will spawn on the top, outer ring of the arena. If not killed fast enough they will build a turret that will begin one shotting the raid.

    Firebug:

    A add that will run to whoever has a blue circle surrounding them planting a fire pit at their feet that does massive damage.

              Strategy
    First let me explain that anyone, at any time, can get a firebug add. If you happen to be one of the two up top, you can ignore it until you leave the top. All others, run to the gates to place it, as soon as the firebug reaches you it will place it so no need to wait for a fire pit to appear to move away.

    Tanks
    One tank will want to be assigned to the snipers up top for the duration of the encounter. This tank will want to be the one that engages the fight. This tank will stand on one of the skeletons in the arena with their back to the wall, try and get to the one where the snipers spawn, but doing this will cause the knockback to easily place you and whatever DPS needs to get up top as well for the snipers. There will be little health power-ups up there if needed or just stand on the ledge so a healer can get to you.

    Once this happens, the second tank will take the boss and just move all the way to the wall with your back to the wall. This will negate Roar entirely since the knockback wont knock you far enough away to trigger it.

    *Pro Tip* If you have a tank that can Leap and a Melee DPS that can leap, there is no reason to not assign those players to the top since they can jump up there without the knock back. If this is in your composition, then the Thrasher tank can just find a wall and place their back to it. Jumpers will have to find a very particular sweet spot to jump up to the adds and may require a little bunny hopping to achieve.

    DPS
    Simply stay behind the boss at all times and burn baby burn. If you are a ranged DPS that is assigned to the snipers, you do not need to be knocked up top. There will be a very particular sweet spot. The easiest way to find it is to target one and just keep moving until your ranged abilities light up for use. You can always elect to get knocked up there tho which is a instant success. If you get knocked up there and need health, stand on the ledge so healers can target you.

    *Pro Tip* Melee DPS can leap to the snipers by finding the sweet spot, plus maybe some bunny hops, and jumping up top.

    Healers
    This can be a very intense fight for you if things don’t go as planned. Make sure that one of you pays attention to the tank and DPS on add duty up top and be vocal if they need to be on the ledge so you can heal them. Usually a Sorc/Sage placing a puddle up top for them is more then enough. Aside from this, make sure to never be in front of the boss.


    Veteran Mode

              Additional Mechanics

     

    Mercenary

    Demolitionist:

    Additional Add that spawns with the snipers that will be channeling and placing circles at random raid members feet. If you do not move out in time it will do MASSIVE damage.

              Strategy

    *Note* It seems with 4.0 the added Sniper Shield mechanic that was only removed via roar has been removed so I removed it from the guide and re-worked the strategy as it made the fight almost just as easy as SM!

    Firebug strategy works the same; however, the strategy changes a bit to ensure success. This time around you must assign a healer to get knocked up top with a DPS for the entire fight.


    Tanks
    Similar to SM, one of you will be knocked up top and stay up top while the other will remain below and after the first knockback will place your back to a wall to negate Roar.
    Thrasher tank will need to watch their feet for the demolitionist circle as the damage from it combined with the increased boss damage of HM, plus a healer having to be up top means you can't afford to take extra damage. Be quick!


    DPS
    Not much changes for you, but make sure you watch your positioning very closely and move out of circles quickly.

    DPS that is assigned up top, you MUST kill the demolitionist FIRST to stop the circles and then the snipers. Be quick because if the snipers aren’t dead by the time the next group spawns, a turret will be built and wipe the raid. If you have any trouble, or don’t think you can kill them in time, call it out so that a ranged DPS can switch and help. Also you can split and have two DPS up top and Two on the bottom but I've found this to be over kill and the people up top end up finishing too early which lowers overall raid DPS.

    Healers
    WATCH YOUR FEET!!! So many times I see healers eat more circles from the demolitionist then any other role in a ops. This is mostly because there will be a TON more damage going out causing significant healing tunnel vision. You’ve been warned!

    One of you will need to be up top at all times to keep the tank and DPS alive that is on add duty. You will still be able to throw heals from the ledge to the rest of the group if needed. If you need to get knocked up top, be sure to stack on the tank when the boss glows read and you hear, “Like this trick, been working on it for a while”
     


    Master Mode
    *Coming Soon to a Guide Near You!*

  6. Journey Between Two Bosses Part 2

    Adds

    • Champion Dusclaw: Champion add that will channel a ability that increases the damage received on it's target by the other silver and gold adds
    • Womp Rats: Silver Adds, nothing special
    • Gold Adds: Stronger but nothing special


    Strategy

    Rotate the tanks jumping in with AOE Taunts. Focus Single fire on the champion, but feel free to make it rain AOE's down on them. Keep the Champion interrupted!!!

    The last spawn of these guys you run into will have TWO champions. Split your tanks and DPS onto the champions and keep them interrupted and burn them first.

  7. Titan 6
    Titan6.png.86695a4a0f929a8fab011c7e42bcacd4.png
    Gangsta Lean


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    Lots of Missiles:

    Raid wide damage that can stack if multiple players are stacked

    Air Strike:

    AOE damage signified by small red circles on the ground. Avoidable and will place two per raid member.

    Launch:

    Boss will launch in sky burning the entire playing field and killing anything on the ground. Rocks on the battlefield will produce a yellow cone for players to run into for protection.

    Probe Droid Adds:

    Boss will launch in sky burning the entire playing field and killing anything on the ground. Rocks on the battlefield will produce a yellow cone for players to run into for protection.

    Soft Enrage:

    At 20% the boss will hunker down and begin spamming a flame sweep in Melee Range leaving only 3 safe gaps and missiles at long range that work like lots of missiles but at a slower rate.

              Strategy
    Assign one tank to main tank boss and one tank to try and keep the adds busy for this fight. The remaining group will stay spread out for most of this encounter to reduce the impact of lots of missiles.

    The Damage phasing will go as follows:
    Lots of Missiles -> Air Strike(2Adds) -> Lots of Missiles -> Launch(6Adds)

    Repeat until 20%

    Understanding this order will make the fight a breeze.

    Remain spread out for lots of missiles -> Avoid Red Circles from Air Strike (Off tank grab adds and bring them to boss for DPS to AOE) -> Remain Spread out for second Lots of missiles -> Get behind rocks for Launch(you can DPS and heal from behind the rocks if any adds remain) -> All players move to bosses feet at end of launch so Tank can AOE taunt the adds -> Spread back out for lots of missiles and AOE down adds+Boss -> Repeat until 20%

    When the soft enrage hits, there will be 3 gaps in the flame sweep fire for melee to get in and ranged should just stay out at range and not stack too closely to avoid stacking damage. Kill boss before he kills you!
     

    *Pro Tip* For Air Strike (red circles) each player should get exactly two red circles at their feet, one after another. To keep focused on the fight I like to do what I call the 2 step as it keeps everyone in the same relative spots and easily avoids the mechanic.

    What you do is as soon as you see the first red circle, move forward or back out of the circle and then the second circle should drop about the time you got out of the first so then you move left or right out of that one and then you are done! 2 steps :) 


    Veteran Mode

              Additional Mechanics

     

    Huge Grenade:

    After Air Strike the Titan will throw a grenade at whoever has agro with a large radius does massive damage to anyone inside the red circle.

    Launch:

    Only one player can be behind each rock during launch. Launch’s scorch effect spreads faster increasing reaction time needed.

    Stomp:

    Boss will stomp whoever has agro into the ground. While in the ground the player will take increased damage. Stun Breaker will work to escape.

    Soft Enrage:

    The soft enrage now has a grapple ability that will pull the party into him periodically. Must move back out through the gaps in flame sweep.

    Strategy
    Overall Strategy will remain from SM with a few exceptions. First is that the rocks close to the boss will need to be reserved for tanks then melee. Ranged must stay at range and get behind the rocks out there.

    Using the same phasing above in SM let me add the extra mechanics: Lot of Missiles->Stomp->Air Strike->Huge Grenade->Lots of Missiles->Launch

    *Note* I may have Stomp and the first Lots of Missiles mixed up in the order as they happen really close to the same time as each other.

    Tanks
    You will want to assign a tank to eat the Huge grenade. Have a cooldown ready for it.

    Tank eating the Huge Grenade will want to taunt boss when main tank gets stomped into the ground. Main Tank will taunt it back after huge grenade as the debuff from stomp should have worn off at this point. Assign one tank to always get rock to left and the other to the right of boss. Maintain these positions. Tank with Huge Grenade should hug the wall running away from the group to a safe distance. Rinse and repeat this. Main tank be sure to call stop so the offtank knows to taunt!


    *Pro Tip* Assassins/Shadows Force Shroud/Resilience will negate the damage and are great for this mechanic.


    DPS
    Be sure to be at range and get to your own rock for launch. Remember to DPS any adds remaining from Air Strike while behind your rock. If you have a add on you from Air strike, bring it to the bosses feet so it can be AOE'd down but don't let it distract you from the other mechanics!

    Healers
    You will need to make sure the tank eating huge grenade is topped off and the tank that is in the ground gets healed as lots of missiles can happen while they are in the ground causing them massive damage.

    If you have a add on you from Air strike, bring it to the bosses feet so it can be AOE'd down but don't let it distract you from the other mechanics!

    Utilize the group coming together at the bosses feat after launch as a great AOE heal time to get them all back up.


    Master Mode

              Additional Mechanics

     

    Huge Grenade:

    Will now throw two, one at each of the top two Threat holders on the raid. Huge Grenade will now destroy any rocks within the blast radius.

    Soft Enrage:

    Titan will throw one Huge Grenade at a random raid member.

              Strategy
    You will use the same strategy as in HM but now both tanks will get hit with Huge Grenades. When this happens, they need to hug the wall by the boss and move in opposite directions being careful how many rocks get caught in the blast as they will be needed to survive launch. I also recommend that the tanks just taunt swap on Stomp and be sure to take any utility reductions to your CC breakers. No need for a tank to taunt back after Huge grenade as the boss doesn't move and both tanks should have Huge Grenades of their own to deal with. It's just super important you plan out where to take the grenades as you need the rocks they destroy for launch.

    When the soft enrage hits, whoever gets the random grenade will just need to run as far away from the group as possible and pop any defensive cool downs they have. Healers try to make sure that player is as close to full health as possible.

  8. The Journey Between Two Bosses Part 1

    Adds

    • Medtech Droid: Champoin droid that cannot be CC'd or Interrupted. Will heal NPC Adds
    • StimFiend: Champion add that cannot be CC'd or Interrupted. Will jump around and apply several cleansable Debuffs to the tank that holds its agro.
    • Merc Carver: Cannot be interrupted but can be CC'd/Stunned and pushed. Has a vicious knockback that is the only channel it does.
    • Sniper: Gold NPC add that can be CC'd and Interrupted
    • Merc: Gold NPC add that can be CC'd and Interrupted. Channels Grav Rounds

    Strategy

    Many groups attempt to just power through these adds, and it is possible, but I prefer not wiping on adds so I enjoy making things as easy as possible so with that being said:
    Assign CC targets to ALL that can be CC'd.

    DPS priority will be the Medtech Droid then Stimfiend.

    Break the remaining ones out one at a time and burn them down. Watch your AOE's. When burning the Carver down, remember to stun when he channels so nobody gets hit with that nasty knock back.

  9. Dash'roode
    Dashroode.png.0bcffd634e8dd4fac0692ac35bafd5aa.png


    Story Mode

    Tank Video

     

     

     

              Mechanics

     

    Sandstorm:

    The storm in effect will place a stacking DOT on all members unless protected under a shield.

    Shield Generator:

    There will be a Shield Generator that is powered by 4 stations on the dotted patch on our map. It will need to be carried to each as power runs out. Protects the Raid from Sandstorm

    Lost

    2 random raid members will be teleported and “Lost” away from the raid. Womp Rats will spawn and snare them as they attempt to make their way back to the Raid.

    Groundshatter:

    a AOE knockback that will knock raid members back a large distance

    Gutwrenching Kick:

    A cleave that hits all in front of the boss for a moderate amount of damage.

    Knock Up:

    Boss will knock whoever has agro into the air for a few seconds causing them to get sandstorm DOT and drop agro.

    Yellow Circles:

    When moving between generators there will be yellow circles that will significantly snare you.

              Strategy
    First and foremost when zoning into the instance you will be at a camp with a Shady Dealer. ALL members of the raid must purchase at least 2 Personal Shield Generators from the dealer for when/if they get Lost during the encounter.

    Once the team is ready you will move as a group to the first generator location and activate the shield to spawn the boss and start the fight. You will get some sandstorm DOTs but don’t worry about it.

    *Alternate Strat* You can reverse group placement to what is described below meaning tanks put their back to the rocks while the group puts their backs to the objects near the shield. Many groups do this method; however, I prefer the below method because you only have two players using the wonky positioning vs 6 players and if the tanks get knocked about due to not being in the exact right spot it isn't as impactful on healing and DPS as the other way around. Also this keeps the tanks closer to the shield generator for AOE taunting adds which will make the HM and NiM encounter easier of a transition for your group. The DPS and healers can easily see the adds at the shield while the tanks are in a perfect spot to taunt them. This also places the boss in a nice spot so that while DPS are AOEing down the adds, the boss is being hit too. Both ways work so decide what is best for your group!

    Tanks
    You will want one to be assigned main tank with the other off tank to taunt when the main tank gets knocked into the air. When engaging the fight you will notice items sticking up from the ground and large rocks/walls. You want to place your back to the debris, finding a spot that if you press the back button you do not move (This protects you from the knockback) with the boss now between you and the large rocks/wall. Your raid group will be stacked up on those walls. Positioning is key here as it will protect everyone from the knockback playing a role in the fight and the cleave. Off tank will stack with you so that when they must taunt they are in position.

    When the generator is out of power, the main tank will begin moving the boss to the next generator location, being careful to not move out of the shield, or too fast, or running into yellow circles. A healer will end up grabbing the shield. Whoever has agro of the boss or is carrying the shield will be immune to the lost mechanic. Off Tank, if you get lost, use the personal shield generator and get back ASAP.

    *Pro tip* If the off tank ends up getting lost one round, they can switch with the main tank on taking the boss to the next generator so that they don’t get lost again without a personal shield generator. It is random and it is VERY possible that the same person will get lost several times unfortunately.


    DPS
    When the fight is engaged, you will all want to place your backs to the rocks/wall inside the shields, melee DPS, just make sure your back is always facing that wall so you don’t get knocked out of the shield.

    When the shield runs out of power, you will move with the shield the healer is carrying, DPSing the boss still, and avoiding the yellow circles until you get to the next generator location.
    Once at the next location, get into position and keep burning the boss. If adds come back with the people lost, kill them and then back on the boss (AOE’s work great here). If you get lost, use the personal shield generator and hurry back to the group. Feel free to kill the womp rats chasing you as you do so.

    You will rinse and repeat this until the boss is dead.

    Healers
    You will want to assign a healer to pick up the shield and carry it between generators. This will ensure that at least one healer never gets lost.

    You will want to stack with the DPS on the Rocks/Wall in the shielded areas to protect yourself from the knockback. There is pretty consistent damage in this fight so be mindful.
    If you get lost, pop your personal shield generator and hurry back to the group, ignore womp rats if possible and let the DPS clear them when you get back.

    Healer carrying the shield: Be sure to move so that the entire group not lost stays under the shield and take a path clear of yellow circles. When getting to the next location, watch the shield bar that is counting down and try to place it between 15-18 seconds. This will maximize shield uptime, give lost people extra time to return, and the group to get in position. Also know that while moving you will need to keep healing every chance you get.

    *Pro Tip* If the healer not carrying the shield gets lost, you can swap carrying roles so that they don’t get lost again without a personal shield generator since the one that was carrying still has yet to use theirs. Healers tend to get lost a lot and hit hard with the “RNG” of it.
     


    Veteran Mode

              Additional Mechanics

     

    Voracious Xuwa Adds:

    3 Waves of 2 silver adds will spawn per power generator and immediately go for the generator, destroying it.

    Lost:

    Womp Rats Snare cannot be cleansed.

              Strategy
    The strategy to this fight remains pretty much unchanged. The big differences is that the boss has more health and everything does a lot more damage. The Xuwa will be the biggest thing to watch for as if they take down your shields too early you will end up without any more power generators and a boss with too much health to kill before the sandstorm kills you. Also for all roles: if you get lost and don't have a good means of knockbacks and de-snares to make it back without killing the womp rats then you will want to go ahead and burn them down especially if you are a DPS before heading back. Do whatever gets you back to the group the fastest!

    Tanks
    Whoever is main tanking will want to use a AOE taunt when available on the Xuwa adds to keep them off the generators so they don’t bring down the shield forcing you to move too early.

    Off tank should try and get there attention without the use of a AOE taunt.

    DPS
    You will need to focus on the Xuwa when they spawn and kill them ASAP. Using AOE’s to take them down plus the boss is recommended but if you do not kill them fast enough they will bring down the shield and force you to move too soon so do what is fastest for your spec. If you are already a nice AOE spec then WOOT WOOT but if not then stick to what you are good at :) 



    Healers
    Nothing changes for you in this fight
     


    Master Mode

              Additional Mechanics

     

    Shield:

    When transporting the shield from one generator to the next, the radius is much smaller making it more difficult to DPS from inside it.

              Strategy
    The strategy is identical to HM for all parties with the exception being that EVERYTHING does more damage and due to the small shield size when carrying it, it is recommended to plant it ASAP when reaching the next generator. The total damage output of this fight from all sides makes this a difficult one. Good Luck Healers!

  10. 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
    *Master Mode Portion of this guide is still under construction for last 5 bosses*

     

    Boss

    SM

    VM

    MM

    Dash'roode

    • 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

    Titan 6

    • 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

     

    Thrasher

    • 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

    Operations Chief

    • 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

    Olok the Shadow

    • 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

    Cartel Warlords

    • 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 Styrak

    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Chance for Purple Grade 10 Mat.
    • Chance for Decoration.
    • Exarch MK-2 (220) Item
    • Tier 1 Hands X2
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Increased Chance for Decoration.
    • Tier 2 Hands 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 Hands X2

     

    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 - 240 Gear is recommended with most set bonus items. (final boss enrage may require much higher gear due to being overtuned)
    • Master: Level 70 - 246 Gear level with full set bonus gear.
  11. The Terror From Beyond
    TFB.png.15939e8814e7c7cc6fe0789338524b3b.png


    Story Mode

    Tank VIdeo

     

     

     

     

              Mechanics

     

    Tunneling

    Tentacles:

    In Phase 1 there will be two tentacles that spawn to the left and right of the boss. They come equipped with a Cone Slam attack that does moderate damage.

    Unstable

    Larva:

    In Phase 1 Two silver adds will spawn and begin going to the tanks. Once they reach the tanks they will explode and one shot the tank.

    Acid Spit:

    In Phase 1 The boss will spit at the members furthest from the tentacles. This spit does moderate damage and will do continued damage if you stand in it.

    Birthing

    Larva:

    In Phase 1 when the tunneling tentacles fall, several larva adds will exit the boss and move to the water behind you. If they are agitated in any way they will burrow and then emerge at whoever agitated them and explode doing massive damage. This target can swap once burrowed based on threat numbers.

    Grasping

    Tentacles:

    In Phase 2 there will be two tentacles at a time grasping two of the platforms. They will lift then slam back down doing damage to anyone on the platform. These can only be damaged from the platform they are on.

    Scream:

    In Phase 2 the boss will scream at whoever has it’s agro leaving a debuff behind that increased the damage they take.

    Spit:

    In Phase 2 the boss will spit at whoever has agro leaving behind green spit like in phase 1. The AOE range is the entire platform. Will vanish after time.

    Hypergate

    Irregularity:

    After both Grasping tentacles are killed this adds will spawn on several platforms while the boss is channeling. If any are alive still by the time the channel ends then they begin doing raid damage until all are defeated.

    Furious

    Tantrum:

    At 16% boss health he will enter a soft enrage where he will randomly target people and attack. Will periodically spit at whoever it is targeting.

              Strategy
    Phase 1
    You will want to start by splitting the group into two functioning groups containing 1 tank, 2 DPS, and a healer. Try to put one ranged DPS in each group, if this is not possible then a healer must fill the job described further down in Roll specific section. You must work your way through 3 sets of tentacles. In between each set will be the birthing phase. Entire group must move to the water edge and find a gap in the adds as they run to the water. Do NOT target them, do NOT attack them, don’t even heal when they are out. You do NOT want them to notice you. Try and get into a large gap to be safe.

    *NOTE* You can swap to always have a healer placing split vs a ranged DPS. This may even be preferred in HM and NiM if DPS is having issues with the enrage timers on the tentacles. I personally favor ranged DPS doing it as they will be closer to the adds that spawn which means they can drop them faster vs waiting for them to come into range. This is minimal of an adjustment and gain and in later difficulty settings you may need to maximize DPS up time on tentacles as well as having ranged DPS closer to where the Beacons spawn meaning to be flexible with this portion based on how your group is performing and the difficulty setting you are in!

    Tanks
    You will want to take your tentacle and face it away from the group to protect them from the slam cone attack. Since you will be facing the water you make great eyes to call out when the unstable adds spawn. Also be sure to call out percentages. If the tentacles go down at roughly the same time, it does greater damage to the bosses overall health. Be sure to run to a safe spot between tentacle spawns and be careful. If the Unstable add is getting close, keeping the tentacle facing away from the group, move away but not into the boss as it will one shot you.

    DPS
    If you are assigned to placing the spit as a ranged DPS, be sure to be mobile and try to place them as close together as possible. Do not hesitate to move as you will take massive damage from standing in spit. When unstable adds are spawned, be sure to quickly get on them so they don’t reach your tank. For all DPS it will look like this for you as far as damage: Tentacle->Unstable Adds->tentacle->avoid birthing larva. You will rinse and repeat this until all 3 sets are down. If DPS is not strong enough you may get a second set of Unstable adds before the tentacles go down. DPS not placing spits must stack on the tentacle, just behind it, with the healer. This is to make sure the DPS at range gets all the spit.

    Healers
    You will stack with the DPS not placing the spit just behind the tentacle. This phase is about a good heal rotation and that’s about it. Be sure to avoid the birthing larva in between tentacles with the rest of your group. Do not heal anyone while birthing larva are out. They can be attracted to you via threat gen from heals. If you must place the spit from range due to not having enough ranged DPS in your group, then be mobile, try and stack them next to each other, do not stand in them.

    Phase 2
    After all 3 sets of tentacles are destroyed you will be teleported in to the hypergate. Below is a map of the platforms I will be referencing:

    TFBMap.thumb.jpg.59ef5fdfdce0665acc2971f687489f82.jpg

    NOBODY IS TO ENGAGE OR HEAL UNTIL THE TANKS HAVE AGRO ON THE BOSS!!! Boss dies at 3% health.

    Tanks
    For this phase you will want to have your healers guarded. Do not listen to what the DPS say, they will be wrong. Guard your healers! While moving to your platform, target and attack/taunt boss so that your group can begin, calling out once done. Make sure the boss is your focus target so you can always see channels. Seeing how the first two grasping tentacles will be on platforms 12 and 14, one tank will begin tanking from platform 10 while the other takes position on 16. When scream begins to channel on the boss, whoever currently does not have agro will want to taunt DURING the scream channel. The boss should spit at a tank before a scream. When you get spat at you will then jump to platform 11 or 15 depending on what side you are on. This will help leave some paths open for the DPS. Don’t bother using damaging attacks on the boss, just use high threat based attacks. After both grasping tentacles are killed and the boss begins channeling for the irregularities, you will want to spread out and help kill them before the channel ends. Focus on the ones close to your tanking platforms first. Pay attention to the channel so you can get back into position for the boss. For the next set of tentacles you will want to start tanking from 12 and 14 on your respective sides to place the spit then again move to 11 and 15 on your respective sides. After the next set is dead you will again help with irregularities. For the final set you will return to 10 and 16. After the final set die the boss will enter furious tantrum. Make sure you are on your own platform and you guys will rotate taunts every time the boss switches target. If he spits on your platform then move. This will prevent others from tanking damage so the healers can remain focused.

    DPS
    You will move as a unit to one grasping tentacle at a time. Once the tanks call out they have agro you may begin DPSing the tentacles. You must be ON the platform with the tentacles. The first two will spawn at 12 and 14, second set at 10 and 16, final set back on 12 and 14. When the tentacle lifts up, move off the platform, wait for it to slam, then jump back on it and continue. Once the first two are dead irregularities will spawn. Fan out and begin killing them FAST! Pop shot any you pass through on the way to your own, but if someone is currently killing one, move on to another. You may want to assign platforms for this if your team is having a hard time getting to them all and killing them. Once all are dead the second set of tentacles will spawn and you will repeat the process again. For SM I recommend you move as a group to each tentacle only separating for the irregularities. You can split 2 DPS per tentacle so that you are already spread out a little more to make the irregularities easier but in SM it shouldn't be needed. Good practice for HM though! Once the third set of grasping tentacles are down, spread out so that you are all on your own platform, target the boss and BURN! The boss itself does not respect range and can be damaged from ANY platform once in furious tantrum.

    *Note* Video above shows the group of DPS split. I personally like to do this so that my group is use to the same movements in harder versions of the fight. Plus, making the irregularities easier is always a bonus!


    Healers
    Be sure your tanks are guarding you. You will remain on platform 1 (the platform you get teleported to) as you will be able to heal anyone, anywhere as it will respect range. Be sure NOT to heal until your tanks say they have agro. When scream occurs, go ahead and over heal the tank that is getting screamed as he/she will most likely get hit once before the swap goes through. This will ensure they don’t die. When irregularities spawn I recommend both healers kill the one on platform 1 then they each split a direction, one going to 5 the other going to 6. Then continue to move outward until all are dead. You can easily return to platform 1 by jumping off the edge, not into a portal. Rinse and repeat this until furious tantrum. At that point you will once again split to 5 and 6 and heal your butts off!


    Veteran Mode

              Additional Mechanics

     

    Tentacle Enrage:

    Tunneling Tentacles come with a enrage timer and serve as a DPS check. Enrage is just over a minute but I am unsure the exact timer.

    Hypergate

    Beacon:

    In Phase 1 these will spawn near a tentacle when the tunneling tentacles are out. They will target a random person and begin pulling them to it. By the 5th pull it is a instant kill.

    Swirling Orbs:

    In Phase 1 these will spawn 1 near each tentacle. Running into it will attach it to you and radiate damage to you and the tentacle.

    Hyperspace

    Anomaly:

    In Phase 2 one of these will spawn on a outer platform, per grasping tentacle, at 70% health and 25% health on the tentacle. They radiate raid damage and must be killed.

    Scream:

    In Phase 2 the scream Debuff can only be cleansed now by returning to platform 1.

    Furious

    Tantrum:

    In Phase 2 once the final set of grasping tentacles, no matter how low the boss health is, it will reset to 16% for the final burn.

              Strategy
    Phase 1
    Just like on Story mode you will split the group into the same type of teams but note that ALL damage output has been increased so it is VERY important you watch your feet and DON’T miss your mechanics!

    *Pro Tip: If you are having trouble with DPS and hitting the enrage timer on the tentacles, Assassin/Shadow tanks and Juggernaut/Guardian tanks can absorb the shot from unstable larva (suggesting the healers have them topped off and shielded) with abilities such as force shroud and (the ability that increases a Juggs health by a ton). I only recommend this as a LAST ditch effort because you can’t meet the enrage on the tentacles, otherwise do NOT do this. It is very risky.*

    Tanks
    You will do the same as you did in SM for this phase but when the swirling orbs spawn and you are able to get it without turning the tentacle to the group, then do so. Call out any beacon you see and try and turn the tentacle to give a clear path for any Melee DPS you may have in the group. If a unstable larva is getting too close for comfort, just start backing up, careful not to turn the tentacle to the group, until it is dead. Use any ranged abilities to help with the beacon if it is close enough to you. If unstable adds remain going into the birthing larva stage, kite them on your way to a safe spot while the DPS burn them.

    DPS
    This WILL be a DPS check for you. Just like in SM if you are placing the spit, do so with caution, if not then be up on the tentacle, but behind it. If a swirling or is near you at the tentacle (and the tank can’t get it without turning the tentacle) go ahead and run into it then back to the tentacle to assist with your DPS. When you hear beacons or adds called out, GET ON THEM QUICK AND BURN!! If any adds remain during the birthing phase, still move into position to avoid the birthing larva and use SINGLE target only to deal with the unstable adds. Any adds left over after the 3rd set of tentacles go down can be ignored as you will be teleported.

    Healers
    Just like SM you will be up on the tentacles with one of the DPS unless the group has opted for you to place the spit. Take note that a DPS may grab the swirling orbs if the tank is unable to and will need some heals. AOE heals are great for this situation. Look for beacons/adds and call them out. Assist with the beacon if you can. Very important these go down quick. Any chance you can assist with DPS, feel free to do it but NEVER at the expensive of a team mate. Don’t let someone die because you were helping to DPS.

    Phase 2
    Just like in SM, everyone will need to get in position and nobody attack or heal until your tanks give the go ahead. Also, DPS will remain split for this and each pair will be responsible for their own Grasping Tentacle.

    Tanks
    Same as in SM but now you will have to return to platform 1 to cleanse the scream debuff from you. It will no longer just fall off. I find it easiest to just leap of the side of my plat form to be teleported directly to home, then if there are any anomalies on my way back I’ll hit them a few times, making sure I never lose site of the next scream so that I can taunt. Suggesting you are doing everything else from SM as I described, you should have no problems.

    DPS
    Your job will be a little different in HM. You will remain split into two groups of two DPS. One group will always DPS the left grasping tentacle while the other group will always DPS the right grasping tentacle. There are two ways you can go about the anomalies at 70% and 25%. 1: Assign one DPS from each tentacle to go search and destroy theirs at those percentages then get back on their tentacle, OR 2. Assign only one DPS to go hunt all anomalies after the first one spawns. Option 2 will cause a DPS disparity between the tentacle and require which ever group that was not hunting anomalies to assist with the other tentacle. My personal preference is option 1. This will be the only real change for you DPS from SM to HM.

    *Note* I have seen and been a part of groups who continue to keep the DPS moving as a unit with 1 DPS splitting off for anomalies. Considering the Slam channel reduction isn't until Mastery Mode, this method is completely plausible and able to be used! Just realize that you will be in for some adjusting in Mastery Mode as well as if you are slow on irregularities, they will hurt a lot more!

    Healers
    Nothing really changes for you other then the damage output is higher so your heals need to be on point! Try to manage your Force/action/heat so that going into the irregularities you have full resource to DPS them down then regain it back after. Going to be a delicate dance but it marks a great healer.
     


    Mastery Mode

              Additional Mechanics

    Enrage:

    Phase 1 comes with a tight 1 minute enrage on the tentacles and Phase 2 has about a 8:30 enrage. Strong DPS check.

    Hypergate

    Alacrity:

    Grasping tentacles gain a stacking buff from every slam reducing it’s cast time by .25 seconds per stack.

    Inconsistency:

    At 50% the grasping tentacles will create a inconsistency that spawns at a platform and will attach a green beam to the person closest to platform 1. Reduces healing received by 80%, cleansed by going to the platform with the inconsistency on it and running into it.

              Strategy
    Overall this is a very tough encounter due to how tight the enrage timers are and the DPS requirement. It really take a full team effort to get through this!

    Phase 1
    Not much changes here other then a EXTREMELY tight DPS check. Tanks can no longer eat the accidental unstable larva. It is a one shot.

    Tanks
    Nothing changes for you from HM other then to NEVER let the unstable larva reach and NEVER let that tentacle face and hit your group. It will be devastating. Remember to grab swirling orbs when you can to help with DPS

    DPS
    I hate to say it, but Nightmare mode is ALL about the DPS. You need to be ready and NOT miss your marks. Just like in HM you will burn the Beacons and adds as they come with one exception to help with DPS on the tentacle. Each set of tentacles, due to health, will spawn two sets of adds. Burn the first set as usually but for the second set, ignore them to finish of the tentacle then SINGLE TARGET them down as you move into position for the birthing larva. DPS near the tunneling tentacle, remember to grab the swirling orb to help with DPS if the tank is unable to.

    Healers
    A lot more damage will be coming out in Nightmare mode so you may not find a ton of opportunity to help DPS things like the beacon and tentacles. Still try if you can but again, NEVER at the expense/risk of someone dropping. Healing is your number one priority after all.

    Phase 2
    Once again refer to the map in SM for this and just like in HM you want your DPS to be split for this.

    Tanks
    Nothing really changes for you in this fight from HM other then everything hitting harder and with more health. If on your way back to platform 1 to cleanse the scream you get tagged by the inconsistency, go clear that before returning to your tanking location.

    *Pro Tip: Suggesting you have the boss set as focus target, when you are NOT currently tanking the boss you essentially are standing still or moving back from the cleanse. I tend to help clear anomalies/DPS the tentacle close to my tanking platform until I see Scream on my focus target. I then click the target, taunt, and jump to my tanking platform. This will help increase DPS to meet the enrage time. This does require you to be able to multi-task and never lose focus on the boss. Do at your own risk*

    DPS
    You will be splitting and assigning someone on each side to look for and kill anomalies. Anomaly DPS: be quick and once done (or if only one spawned which sometimes happens) return to your tentacle ASAP. Be mindful that the tentacles slam channel will progressively get faster so quick feet! Aside from this, business as usual. Try to have plenty of attack adrenals ready for the tentacles.

    Healers
    Not much will change for you guys but the inconsistencies will most likely target one of you since you are on platform 1 hence being the closest. It does no damage and just requires you to run to the platform with it on it and clear it. If having both of you on platform 1 is causing it to attach to a DPS then one of you go ahead and jump down to platform 4 or 5 so that it attaches to you every time. Aside from this, business as usual.

  12. Kephess the Undying
    KephessTheUndying.png.447a85da649b220d6aab3abecefa6ca8.png


    Story Mode

    Tank Video

     

     

     

     

     

              Mechanics

     

    Tank Swap:

    In Phase 1, Tank with current agro will begin to glow blue and receive debuffs that will kill the tank. Second Tank will need to taunt.

    Blue Circle:

    In Phase 1, there will be a blue circle on the ground that must be avoided unless you are the tank that is glowing.

    Focused Laser Blast:

    In Phase 1, Kephess will target a random raid member and do a conal attack at them that does high damage.

    Phase 1->2 Transition:

    At around 50% Kephess will leap in the air and land in the middle of the room. Tetris looking pillars will come up from the ground moving outward from the center. Must be avoided.

    Leap:

    In Phase 2, Kephess will leap in the air leaving a expanding blue circle called Pulse Tremors and a red circle will begin to follow a random raid member. Kephess will land on that member with a Earthquake attack that will do AOE damage to anyone in the red circle.

    Nanites:

    In Phase 2, Kephess will place corrupted nanites on a random raid members, 1 at a time. This is a DOT that can only be cleansed by the pillars.

    Soft Enrage

    At less then 10% Kephess will enter a 3rd Phase that serves as a soft enrage. We will begin barraging the raid with orange circles that do massive damage.

              Strategy
    So now in SM this fight has turned into pretty much a tank and spank fight all the way through with the mechanics doing very little. That said, I'm still going to leave the detail below as it is good practice for when going into HM and NiM in the future!

    Phase 1
    During this phase you will notice lightening going from a pillar to the top of Kephess’s head. He should be brought to this pillar and whoever he targets with focused blast will want to stand between him and that pillar. Doing this will cause the pillar to drop on Kephess placing a debuff on him that makes him take increased damage while he is on the ground. Be sure someone is calling out the pillars and focused blast.

    Phase 2
    You will want to bring Kephess to one of the clickable pillars but not too close so that when he jumps the circles become a problem. Once 2 players have the nanites, which will be signified by a green debuff on them and a yellowish circle over their head, those two players will begin channeling the pillar to remove the nanites. Once Kephess is close to the pillar, break the channel to drop the pillar on him to create enough debuff on him to increase burn. Try to time this for AFTER he lands from a fresh jump. If it’s been too long since his last jump, just wait for another. It is a good idea to save the last pillar for when the boss has about 13% health. This will enable you to reduce the amount of health he has in the final soft enrage phase. Be sure to have someone call out nanites, what pillar they will be stacking on, and when to channel/break.

    Tanks

    • Phase 1: You will want to swap when you start glowing blue. The tank glowing blue will need to quickly run through the blue circle on the ground to cleanse the debuff off. Failure to do so will kill you and can cause a wipe. When you are tanking the boss, try to pay attention to what pillar is attached to Kephess with lightening and bring the boss close to that pillar. This will ensure that whoever gets hit with the focused blast is close enough to make the pillar drop on him as well as know where they need to stand.
    • Phase 2: No tank swap is required at this point. Watch for if you have nanites, avoid the expanding blue circle, if you have the red one just move away from a pillar/group and eat it, bring boss close to glowing pillars for nanite cleansing (listen to whoever is assigned to calling the locations out).
    • Phase3: Circle wide around the boss kiting the orange circles and using instants on the boss. Kill him before he kills you!

    DPS

    • Phase 1: You will want to avoid the blue circle on the ground and be sure to follow the boss to the pillar he is being dragged too staying close. If you get targeted by the Focused blast you must stand between the boss and the pillar so that it knocks him down and makes him take more damage. Save DPS bursts for when this happens.
    • Phase 2: Watch and listen for the nanite calls. Call out if you have them and go to the pillar with the group. Do not channel it and break it until told to (unless you are the one calling it out as assigned by your group). Remember to avoid the expanding blue circles and if you have the red one, move it away from the pillar and group and eat it. Save your bursts for when Kephess is knocked on the ground from the pillars.
    • Phase 3: When the soft enrage hits, move closer to the boss and avoid the circles from there. Use plenty of instants and don’t get caught in the circle. The come fast and frequently and don’t give a lot of time to get out of them. Burn that boss!


    Healers

    • Phase 1: Follow the group around, staying behind the boss, to the pillars. Whoever gets targeted by the focused blast will need strong heals for it. If you get targeted be sure to stand between the boss and the pillar. Sorcs, once in place, can use their Force Barrier to nullify all damage from this. Avoid the blue circles like the plague.
    • Phase 2: Healers make great people to assign to calling out nanites like Tanks make good callers for what pillar to move to and channel. Healers also make good players to call out when to channel and break. Be sure to avoid the blue expanding circles and if you get the red to move it away from the pillars and group. Bubble and be ready to heal whoever gets targeted by the red circle as it will be the hardest hitting thing in this phase.
    • Phase 3: Join the DPS close to the boss and be sure to avoid all orange circles. Aside from bubbles it is best for you to only use instant heals and keep moving and even help DPS the boss. The only real damage is coming from the circles in this phase and other then tanks, most will not survive getting hit by a orange circle.

    Veteran Mode

              Additional Mechanics

     

    Energy Distortions:

    In Phase 1 Two Energy balls with white circles beneath them will spawn. They will target and attach to the nearest raid member. Only that member will be able to damage it. It will do stacking AOE damage until destroyed.

    Leap:

    In Phase 2 the Leap no longer has a expanding Blue Circle but Still has the red Circle. This does far greater damage.

    Nanites:

    In Phase 2 these will come more frequently and do more damage. Channeling the terminals has a reduced channel time. Click together and break channel together.

    Radioactive Barrage:

    In Phase 2 a raid member will be targeted by this ability. Their name will be flashed on the screen in red text as well as they will have a unique icon above their head much like nanites. A trail of lava looking substance will begin making it’s way toward this raid member and continue to follow them. Does massive damage if stepped in.

    Soft Enrage:

    The damage in this phase is increased but works the same as in SM.

     

              Strategy

     

    This fight now does have all the mechanics at play and will need to be dealt with. If you tank and spanked through SM then scroll up and read through the SM version so you better understand the below explanations!


    Phase 1
    The majority of this phase remains the same from SM with exception of the Energy Distortions. You should assign two DPS to deal with the energy distortions when they spawn.

    Phase 2
    Be sure that if you get the radioactive barrage that you kite it away from the group into a empty open area. Do not begin channeling the Nanites until 3 members are infected. Time the channel and break after a Leap to ensure you don’t miss the boss. Try and save last pillar for when the boss is 11%-13% to reduce how much health he has in Phase 3.

    Phase 3
    DPS and Healers should try and remain close to the boss, still avoiding any circles that may spawn, while the tanks rotate far from the boss. This tends to keep the orange circles on the tanks freeing the DPS and Healers up to burn boss and heal. Does NOT guarantee a orange circle will spawn near the boss.

    Tanks

    • Phase 1: Try and keep the boss to the outsides of the room, taking him to whatever pillar is attached to him like in SM. IF you get tagged by a distortion by mistake, then don’t sweat it too much as the tank swap mechanic will actually help damage it and clear it.
    • Phase 2: Unchanged, keep boss near a channeled pillar for Nanites. Watch for the red circle from leap and the radioactive barrage.
    • Phase 3: Unchanged, remember to circle wide on the boss avoiding the orange circles.


    DPS

    • Phase 1: Assign 2 DPS for the energy distortions. Ranged DPS can hang in middle waiting for them, while if melee is assigned they should save their leap for when they spawn. Be sure to run INTO the distortion ASAP as that is the only guarantee to make it attach to you. Just damaging won’t do it. Melee leaps make this easy as they will leap and be inside the white circle quickly. While doing this, don’t forget that if you get targeted by focus blast you still need to run between the boss and the pillar. Other then this, phase is unchanged.
    • Phase 2: Watch out for radioactive barrage, stack up with group on pillar. If you get the red circle from leap, move away from raid members and eat it. Defensive cooldowns work well here. Do not channel pillar to clear nanites until 3 members have nanites. Save burst for when Kephess is knocked down.
    • Phase 3: Stack up close to the boss, use instants if you have to move. Avoid the Orange circles.


    Healer

    • Phase 1: STAY OUT OF MIDDLE! If you get tagged by a energy distortion it can cause serious problems for the group as you can only DPS it to get rid of it. Damage is increased so keep those heals up.
    • Phase 2: Continue to call out nanites, watch for barrage, do not channel until 3 people have nanites. Be sure to keep whoever has the red circle shielded and topped off or they will die.
    • Phase 3: Stack up with DPS close to boss and avoid any orange circles that spawn. Can be VERY healing intense.

    Mastery Mode

              Additional Mechanics

     

    Yellow Circle:

    In Phase 1 there will be a yellow circle around a pillar. Kephess must be in this circle and facing the pillar for focused blast for it to fall on him.

    Energy Distortions:

    In Phase 1 Three energy balls will spawn instead of 2.

    Nanites:

    In Phase 2 will come in waves, placing them on 3 raid members in each wave. They stack every time a wave occurs. Group will need to click together as first channel that ends will break the pillar.

              Strategy
    Phase 1
    You will want to assign a main tank and off tank for this now. Preferably two ranged DPS for the energy distortions. Off tank will pick up the additional energy distortion. Yellow circle makes it VERY easy to find the pillar you need to bring Kephess to now, be sure to bring him inside it and leave him there.

    Phase 2
    Nanites will come a lot quicker now. You want to channel the pillars when 6 people are infected. Time this very carefully as you don’t want nanites stacking. The damage will become too much to handle. Leap doesn’t happen as fast. Cleanse and break based off of this: After jump for first channel, do not wait for jump for second channel, wait for jump for third channel, do not wait for fourth and final channel.

    Phase 3
    VERY important to avoid circles and burn that boss quick. Any slow reactions will cause certain death.

    Tanks

    • Phase 1: Main tank will keep boss inside yellow circles. Off tank, you will grab one distortion, once tagged, taunt the boss to receive the blue debuff normally associated with the tank swap, Main tank taunt back once debuff is on off tank, off tank will then cleanse the debuff. The debuff will damage the distortion on the off tank and kill it for the tank. Tanks will rinse and repeat this.
    • Phase 2: Not much is changed for the tanks here. Do not cleanse nanites until 6 members are infected. Business as usual.
    • Phase 3: Be quick on your feet! Business as usual.


    DPS

    • Phase 1: Two ranged DPS will be assigned to picking up one distortion each. Aside from that, business as usual.
    • Phase2: Watch the leaps, the barrage, and only cleanse nanites when 6 people can channel. Save burst for when the boss is on his butt.
    • Phase 3: stick close to the boss and do NOT get caught in a orange circle! BURN HIM!!


    Healers

    • Phase 1: Stack in the yellow circle with the group and KEEP THOSE HEALS GOING! Damage output is significant now.
    • Phase 2: Make sure you watch for nanites, barrage, and leap. The person with the red circle will need lots of love. Damage output is crazy!
    • Phase 3: Do NOT get caught in a circle. People will die here, just do your best!
  13. The Journey Between Two Bosses Part 3
    Road to the Hypergate

    You will have one final stretch of adds to the next boss and in this final stretch you will meet 3 more vortexes that must be handled the same way as previously described. Tanks will round up the adds that spawn while the DPS burn the Vortexes first, then adds.

    This time around you will have some Larva spawning with the vortexes. Remember that these guys will explode upon death so melee beware and tanks/healers be ready.
    Easy stuff :) 

  14. Operator IX
    OperatorIX.png.cc09cdf768f8cf821974e2a6c716c740.png


    Story Mode

    Tank Video

     

     

     

             

     

             Mechanics

     

    Color Assignment:

    Before entering players will have to pick colors from the terminals. Blue - DPS & Healer, Orange – DPS & Tank, Purple – DPS & Healer, Yellow – DPS & Tank.

    Data Cores:

    Will be shielded NPC targets around the room that must be killed to expose the boss. Will require the colored group members for particular Phase to bring down. Only two will become unshielded at a time and will be opposite to each other in the room.

    Color Phases:

    The color phases to bring down the cores will last 70 seconds each and be in this order – Blue->Orange->Purple->Yellow. One member of the particular color phase will have to stand in the middle of the room while the other of the same color will have to find and channel the correct lit up terminal on one of the 4 pillars surrounding the middle of the room.

    Recognizer Add:

    Low HP Silver Add that will spawn in the first 3 color phases and target the members of that color phase trying to channel. These adds are able to be CC’d.

    Regulator Add:

    Champion NPC with high health that will do a “end of the line” channel that should be interrupted. The ability will knock back it’s target. They also can stun their target randomly. Will only show up in final color phase.

    Rectifier Add:

    A Champion with High health that comes with a high damage conal attack. This add will only spawn if you fail a color phase. (do not bring down the two cores within the time limit)

    Black Obtuse:

    When all cores are down and the boss is summoned, he will periodically channel this ability for 10 seconds. This will shield him for the 10 seconds from damage and you will notice small color circles spawn around them. The group members need to run through their color’s circles before the channel ends or it will do massive AOE damage.

              Strategy
    Phase 1
    There will be two gold droids roaming when you initiate this fight. Be sure to kill those before you begin the color phases by channeling. I also highly recommend that all group members set the holo image in the middle of the room to focus target so they can see the timers on the color phases.

    Color Phases: Tanks and healers will be channeling the terminals for their phases while the DPS remain in the middle to handle adds for their phases

    Tanks
    Once blue team begins their channel you will be in the center keeping adds in control the entire time, and in range of the DPS in center to kill, aside from when it is your time to channel. If you are the tank for the regulator, yellow color phase, be sure to interrupt the only channel it does!

    DPS
    When you are not killing adds in the middle during your color phase, remembering that it goes Blue->Orange->Purple->Yellow, you will be burning down the Cores on the outside of the room. It will always be one North and one South. To save time, just run to the closest one to you and when yours goes down if the phased doesn’t end, begin heading to the exact opposite side to help burn the other one down. Predation is very useful for this transition. I also recommend that if your color is next, begin moving back to the middle looking for the terminal when the second core is near dead. This will speed up your phase.

    *Pro Tip:* If it is not your turn to be in the center of the room, you can remain at the second defeated core and just start looking left or right of it as the next shield to drop will be one of those two. No need to go running off and lose DPS time.

    Healers
    You will remain in the middle with the tanks at all times, aside from when it is your turn to channel. There is no need for you to leave as the DPS will not be taking significant damage and can easily be healed when they transition between cores. You will want to keep the tanks/middle DPS alive and help them DPS the adds in middle since there will not be a whole lot of damage going out to heal. When the Regulator is out, you will need to spend more time healing that tank as they place a debuff on them that increases the damage they take but it is not too difficult.

    Phase 2
    Once all the cores are downed the Boss will spawn in the middle and begin the next phase. For this, the group will want to form a circle around the boss, being careful to not stand in the little circles surrounding the boss as when black obtuse channels it can cause you to clear the incorrect color. The boss in this phase is a complete tank and spank with one exception, black obtuse. When black obtuse is channeled, all group members will want to run through the color circle that matches their color until it clears. There will be two color circles for every color which equates to everyone having their own circle to clear. You can clear both circles for your color so don’t be afraid if they are right next to each other to clear them both. Just call it out. Repeat all of this until the boss is dead.
     


    Veteran Mode

     

              Additional Mechanics

     

    Color Phases:

    Timer on color phases are now Blue – 70, Orange – 60, Purple – 55, Yellow – 50

    Color Spheres:

    During each color phase two color spheres will float around the room. Upon killing them they will place a Debuff on you that is needed for Phase 2.

    Recognizer Adds:

    Will now spawn in Blue and Purple phases only

    Regulator Adds:

    Two will spawn in both Orange and Yellow Phases only

    Disinfection

    Protocol:

    At the end of black obtuse the boss will target second highest threat target in group to hit with a large single target attack. Can be taunted.

    Deletion Protocol:

    Boss will will mark a group member for deletion by a certain color. This will be red text on the screen. Must be protected by the color called out in same red text.

    Adds:

    Will now spawn in phase 2 periodically. Low impact but should be killed with the boss quickly.

    Black Obtuse:

    It is now important that only one person per color runs through to clear their circle. If your color partner is dead then you will be able to run through both colors. Do NOT clear anyone elses color.

              Strategy
    Phase 1
    There is a very particular finesse to this I will try to explain in detail. First and foremost, Tanks and healers are still channeling while DPS remain in middle to handle adds in their respective color phases.


    Color Phases
    Now let me break down what each color needs to do for their phase to ensure they get their spheres.

    Blue Color: The two spheres will spawn, one to the left and one to the right from where you enter the encounter. You and your partner will need to split up to find yours, one left and one right. You cannot Tab target these and must actually click it. Do that first while the rest of the group kills the golds and prepares. Once you do this you may begin channeling for your phase like in SM.

    Orange Color: DPS- Try and move into position a few percent before the second core drops for the sake of time. Just like SM, Tank will channel and the DPS will be in the middle. Orange DPS – You will immediately look for one of the orange spheres from the middle and use whatever range move you have to tag it and attract it to you. Once you kill it, call it out. The second tank in the middle will get the first regulator that comes out so you can do this. You will then burn those regulators down ASAP!. Be sure to help interrupt end of the line every time you can or your Tank is going to take a MESS of damage.  Orange Tank – Once the DPS calls out that they have their sphere, while still channeling, use your camera and mouse to find yours floating around and go ahead and click on it to target. Do not break channel. Once Orange phase ends you will then go directly to your sphere and kill it before continuing on.


    Purple Color: Try and begin moving into position when you see the cores are almost down. DPS - Help clean up the Regulator if there is one remaining from Orange phase first. Then look for a Purple Orb from the middle and use whatever range attack you can to bring it in and kill it. Call this out so the Purple Healer knows. Then move onto the silver adds the tanks have been rounding up and burn them down. Healer - Once the DPS calls out they have their orb, begin using your camera and mouse to look for the remaining orb, click it to target without breaking your channel. As soon as purple phase ends you will go straight to your orb and kill it before moving on with the fight. 


    Yellow Color: Much like Orange, Yellow Tank – you will want to begin heading to your terminal when the second purple core is almost down so that you can channel immediately. Yellow DPS – start heading to  the middle you will look for a yellow sphere, tag and kill it. Then call out it is dead and begin burning the regulator down helping Orange Tank interrupt it when you can.. Orange tank will be sure to grab the first regulator as a priority. Yellow Tank – once you hear that the DPS has their sphere, while channeling, you will look for the second and try to click target it to prepare. As SOON as yellow ends and the boss spawns you will go kill it first before meeting the rest of the group.

    Phase 2
    As soon as the boss spawns, one of the tanks needs to make sure to grab him so he doesn’t hit anyone else with Disinfect. Be sure you have a defensive cooldown and some health for this. DPS will focus on killing all the remaining adds first before getting onto the boss. Then quickly get into a circle around the boss.

    Deletion Protocol: Remember that circle you form around the boss? Here is why it is important and a example of what to do. Say Player X gets marked for deletion by color purple. That player along with the player from purple will run under the boss to meet each other and shield that player. Failure to do this quick enough will cause that player to be one shot killed. I recommend having the DPS for each color shield first followed by the healer and tanks second. You must spot this quick and react quick. This mechanic wipes so many groups. Once you are shielded you will then return to your spot surrounding the boss.

    Remember now that black obtuse will require each player to get one circle of their color. I recommend calling out color 1 and color 2 as you get them to ensure they are all gotten. Tanks, watch closely here at the end to see if the boss is targeting anyone other then a tank as he will be doing the disinfection shot right after black obtuse. Go ahead and taunt him in the last second of the channel if needed.

    Throughout this phase adds will spawn, tanks just AOE taunt them to middle and DPS use AOE’s to burn them and the boss but make sure the adds die.
    Rinse and repeat all this to finish the fight. VERY TOUGH ENCOUNTER!


     
    Mastery Mode
     

    Additional Mechanics

     

    Dual Core:

    When one core dies the other will begin a 5 second channel called White Parallel. At the end of the channel it will place a Dual Core buff that greatly reduces incoming damage to the core.

    Black Obtuse:

    Running into ANY color then your own will result in a raid wipe.

     

    Strategy


    Phase 1
    You can no longer repeat ANY color phase. Failing a color phase will now cause a wipe.

    Group should be broken up and operate the terminals as such:

     

    Team

    Console

    Middle

    Blue

    DPS

    DPS

    Orange

    Tank

    DPS

    Purple

    Healer

    DPS

    Yellow

    Tank

    Healer

     
    Blue Color: Blue DPS will split like in HM, one left and one right to get their orbs while remaining group deals with the golds. After getting your orbs and group is ready, one Blue DPS to channel while the other Blue goes middle to kill adds. Orange DPS should go to North Core while Purple DPS goes to south Core. Orange Tank can also go to north core to assist with DPS and Purple Healer can go to south core to assist. Be sure to call out percentages so they drop within 5 seconds of each other. Orange DPS be sure to stand at range of your core so you can quickly get to the middle for your phase. Orange Tank and purple healer, at 5% on your core remaining begin getting into position for the Orange Phase. Orange tank head to your pillar and await. Yellow Tank and Healer will remain middle for Blue phase to assist with the adds.

    Orange Color: Orange Tank will channel while Orange DPS goes middle. Orange DPS, you will FIRST find a Orange orb FROM the middle and kill it before getting on the adds, call out when completed. Orange tank, once Orange DPS calls out that he/she has their orb, you will find and mark yours FROM the channeled position. Once your phase ends you will immediately go and kill your orb before doing anything else. Both Blue DPS will go to the north core to DPS. When the north core gets to about 6%-9% one Blue DPS will go south to assist the South core DPS. Be sure to keep track of percentages and drop them within 5 seconds of each other. Purple DPS, you will be on the south core like in the blue phase. When your core gets to less then 5% you will begin heading to middle to prepare for the next phase while both Blue DPS finish the cores off at the same time. Yellow Tank and Healer will remain in center once again. Remember that in Orange phase you will have two Champions to deal with. Be sure to interrupt as best you can and DPS burn them one at a time as fast as you can.

    Purple Color: Purple Healer will channel while Purple DPS goes middle to DPS. Purple DPS, you will immediately find and kill your purple orb from middle before killing ANYTHING else, call out once completed. Purple Healer, once your DPS calls out they have their orb you will find and mark yours while channeling and immediately go and kill it when your phase ends. At this point you should have one Blue DPS south and one Blue DPS north. Both Blue DPS will remain in these locations for the remainder of Phase 1 DPSing their corresponding cores. Orange DPS, you will go help the North Core until it gets to about 6%-9% then go to the South Core to assist until it is dead. Be sure to call out those percentages so they drop within 5 seconds of each other. Orange Tank be sure to have a AOE taunt ready for when the cores are about to drop so that you can Taunt all adds off of Yellow Tank so they can prepare to channel. Yellow Tank move to position when the cores are getting ready to drop so that you can channel right away.

    Yellow Color: Yellow Tank will Channel while Yellow Healer stays in the middle. Yellow Healer, be sure to target and kill your orb from the center, call out once completed. Yellow Tank, when your partner calls out they have their orb, find and mark yours while channeling. As soon as your phase ends go and kill it and then taunt boss as Orange tank will be taking loads of damage in the transition. Purple DPS you will be going to DPS the North Core with the Blue DPS that should still be there while the other Blue and Orange DPS remain South to DPS that core. Remember to drop them within 5 seconds of each other so call those percentages.

    Phase 2
    As soon as phase 2 begins and the boss spawns, Orange tank will want to use a AOE taunt to grab the boss while keeping the regulator adds remaining from Yellow Phase. Healers be ready as initial damage will be great. Tanks try and have cooldowns ready for this beginning. Yellow Tank will be taking the boss after they get their orb.

    Just like in HM you will want to circle the boss and watch for the deletion protocol. Do NOT stand in any of the small circles to ensure black obtuse doesn’t get you! Just like in HM, DPS will shield first for their color followed by the tank/healer. The exception to this is now that Blue and Yellow do not share the same composition. For those colors you will want to assign who goes first.

    DPS will want to finish off the champions from Yellow phase before beginning on the boss. Then DPS boss only switching to adds when they spawn throughout phase 2 like in HM

    Be sure that when Black Obtuse happens you do not run into any color but your own and tanks watch for the end of black obtuse and fire a taunt off in the last second or two of the channel to be sure the boss hits you with the disinfection protocol.

    If you though HM was tough, this is NO better and expect many wipes until every member of your group finds their groove. GOOD LUCK!!
  15. Journey Between Two Bosses Part 2
    Into the Data Network!

    Adds
    • Data Core: These are NPC’s that will discharge lightening from them in 4 directions. Standing in the lightening will do significant damage to you and come with a loud ticking sound. These Cores will continue to spawn additional NPC’s as they are defeated.
    • Gold Droids: These adds can be CC’d and do minimal damage. They also die rather quick.
    • Champion Droid: This droid comes with a knockback and after a certain percentage will discharge shields to all NPC’s currently alive.
    Strategy

    You will have to travel through 3 rooms with data cores. The first 2 rooms come equipped with 1 data core in each room and a set of gold droids and one champion droid.

    DPS will want to burn down the data core FIRST so that the adds can be killed without respawning. Be sure to avoid the lightening until the core is down. One tank should round up the Gold Droids while the other tank keeps the champion busy, being sure not to have their back to any lightening to avoid being knocked back into it. Once the Core is down, DPS should burn the Golds first so that they do not become shielded and then finish off the Champion droid last. Repeat this strategy for the first two rooms. For the bonus mob room there will be no core but again, burn golds first then the champion.

    *Note* Many groups flip the kill order on the adds, not the cores, as once the champion is down the shields he placed also get removed from the golds. I suggest doing it the above way because killing the champion first means that more NPC's are active for longer which equals more damage out put to the raid. This is the healer in me talking :P This isn't required really on any mode.

    In the 3rd and final room there will be 2 data cores and 2 sets of adds. For this you will want to make sure the tanks are guarding the healers. The entire group will stack up to the left of the entrance to the room while one tank goes and activates the cores and spawns the adds. That tank will then meet with the group to the left of the door. Once the all the adds come to greet the group, 1 tank will fire a AOE taunt to get their attention. The 4 DPS will then go into the room and begin burning down the left core first. Be sure to avoid the lightening as the healers will not be with you. Healers, keep AOE heals going strong and the tanks alive. Tanks, rotate your AOE taunts and defensive cooldowns and keep AOE threat gen going. Once the first core is down, healers and tanks will begin moving the adds into the room but stay as a group for the AOE heals. When the second core is finished, DPS will come to the healers and Tanks and finish off all the adds.

    This room wipes many groups so be ready and don’t miss the strategy!

  16. Ciphas, Heirad, Kel'sara

    CiphasHeiradKelsara.png.e0a6b497181803c86a8c42aff06bd1cd.png 

     


     

    Story Mode

    Tank Video

     

     

     

     

     

            Mechanics

     

    Kill Order:

    Heirad->Ciphas->Kel’sara

    Heirad:

    Taunt immunity. Damage taken heals Kel’sara

    Surging Chains:

    Damage immunity to Heirad from Ciphas

    Ciphas:

    Damage dealt to Ciphas increases damage output of Heirad. Ciphas comes with a cleave too.

    Tank Swap:

    Kel’sara will be placing a stacking debuff on the tanks. Swap at 5 stacks is recommended.

    Green Circles:

    After Heirad dies green circles will appear at players feet that cleanse doomed players. Avoid them unless doomed.

    Doom:

    After Heirad is defeated Ciphas will begin placing a Doom debuff on a random player. This will kill the affected player at the end of its timer. Requires a player to run through 2 green circles to cleanse it off.

    Deathmark:

    After Ciphas is defeated Kel’sara will mark a player for death and begin chasing that player (signified by a green line from Kel’sara to the player). If she reaches her target it is an instant death.

    Withering Terror:

    A DOT that cannot be cleansed and must be healed through. Minor damage. Only shows up after Ciphas has been defeated.

     

              Strategy


    I recommend marking the bosses with target markers for easy switching. I use Target for Heirad, Flame for Ciphas, Shield for Kel’sara.

    Tanks
    Tanks will want to guard healers in this fight to avoid them getting agro due to their threat being generated for all bosses based on healing. One tank will start on Ciphas and the other on Kel’sara.

     

    • Phase 1: Tanks will want to only use initial threat gen abilities and single target taunt to open on Ciphas and Kel’sara. After that, just use pop shot high threat abilities only. This will prevent you from buffing the other bosses damage while the DPS work through the targets. Try and keep them on the sides they start at too for easy switching. Not required but does make things easier. Pay attention to the stacking debuffs and swap at 5 stacks then just swap based on when you are cleansed of the stacks which will work out to be 4-5 stacks anyways. When tanking Ciphas, be sure to turn him away from group members to avoid any cleave damage.
    • Phase 2: When Heirad is killed phase 2 will begin, watch out for green circles at your feet and pull the boss out of any so that they are available to whoever gets doomed. If you get doomed, be sure to run through 2 green circles to cleanse it.
    • Phase 3: When Ciphas is defeated phase 3 will begin ending the Doom mechanic. When Kel’sara is the last boss remaining, no tank swapping is needed but she will still be placing the debuff on you in story mode so if they are becoming a problem for you and the healer. Call out a swap and just do it.


    *Pro Tip: If the DPS are not using AOE’s and doing their Jobs correctly, the tanks can actually help DPS Heirad without losing agro on their bosses. This can continue for all bosses as well and makes the encounter go quicker. Do NOT do this at the cost of losing your bosses agro or at the cost of a DPS’s output. Examples would be Telekinetic/Lightening & Balance/Madness Sage/Sorcs. Not using AOE’s for them reduces their damage output. This is simply a pro tip for those tanks that can handle it. Not required at ALL to complete the encounter.*

    DPS
    Watch your AOE abilities as they relate to the boss you are on. If you are questioning whether it will hit, air on the side of caution and keep it single target until you KNOW it is safe. This will prevent any unwanted boss damage increases as well as help your tanks not lose threat on the bosses not being killed yet. This is not a huge deal in SM since 4.0 and can be widely ignored but progressing through HM and NiM you will not be able to ignore it so you might as well get use to it now while an enrage timer isn’t a issue.

     

    • Phase 1:  While Burning down Heirad first, he will become bubbled up casting surging chains. When this happens, all DPS will switch and begin attacking Ciphas until Ciphas’s bubble pops. At that time you will then interrupt Ciphas to end surging chains and then continue to DPS Heirad. Do this until Heirad is dead.
    • Phase 2: Once Heirad is dead phase 2 will begin. You will begin to DPS Ciphas for phase 2 paying attention to any green circles that spawn at your feet. Try and stay behind Ciphas as best you can to avoid the cleave. If you get Doomed, be sure to run through 2 green circles to cleanse yourself of the doom. You can get a visual heads up on the circles if you watch your character for two little datacrons that will begin circling you. This is the visual effect right before a circle will spawn at your feet.
    • Phase 3: Once Ciphas is dead phase 3 will begin. You will no longer have to worry about Doom or the green circles. This is a simple tank spank so all you need to do is burn Kel’sara DOWN!! She will randomly target someone with Deathmark. If that is you, be sure to stay far away from her and do NOT let her catch you. If she does then it will be a one shot. Escape abilities, pulls, ETC are great for this.


    *Pro Tip: If you are a ranged DPS, stay beyond 20 meters of your target. It’s just easier and will help keep you from moving as much which cuts most DPS’s damage output*

    Healers
    This encounter can be very heal intense for you. Be sure to manage your resources well and make sure your tanks guard you.

     

    • Phase 1: Heirad will randomly target raid members so be aware of who he is targeting and make sure they survive! Not very difficult and most healers are able to even throw DPS out in this phase.
    • Phase 2: Watch the green circles and watch out for Doom. I highly recommend Healers call out the Doom target to ensure they are aware and get that debuff cleansed. It’s only natural for the healer to be watching debuffs :P
    • Phase 3: Watch out for the deathmark. Sage/Sorcs have your pull ready to help anyone targeted for death to escape. Also watch for the withering terror DOT. It cannot be cleansed but that target will need to be healed through.

     

    Veteran Mode
     

              Additional Mechanics

     

    Lightening Field:

    Heirad will channel an ability that will do raid wide damage. This damage is increased if people are too close to each other.

    Strangle:

    During Phase 2 Ciphas will jump and strangle a random raid member. Can be interrupted

    Doom:

    Doom will now require 3 green circles to cleanse it.

    Force Leach:

    During Phase 3 Kel’sara will cast this and place a debuff on the tank. Any heal that tank receives will do massive damage instead and Kel’sara will be healed.

    Dread Guard Legionaries:

    Adds in Phase 3 that will need to be killed ASAP. One will cast mass affliction raid wide DOT. Is the center of the 3 that spawn. Takes priority.

    Tank Swap

    Ciphas will also be placing a stacking debuff on the tank that has agro to him. In phase 3 Kel'sara no longer places a debuff but the tank swap is replaced with force leach

    Enrage:

    6:45

     

              Strategy



    Before you engage the fight you will want to assign people places in the room in preparation for the lightening field mechanic. Ranged DPS should spread out in the back and sides standing as close to 29 meters from Heirad as possible. Healers will want to be second tiered, closer to the bosses. Tanks will stand to the boss they are currently tanking’s side. Any Melee DPS will want to run to the door behind the bosses when the channel begins.

    The boss effects in HM are a lot more noticeable now. So tanks really try to maintain threat with minimal abilities relying mostly on taunts. DPS really pay attention to who you are attacking.

    *Map displaying this coming soon*

    Tanks

    • Phase 1: Not much changes for you other then make sure you move out to the sides with your boss when lightening field is channeled. Saving a defensive cooldown for this will help the healers, especially force shroud/resilience.
    • Phase 2: Make sure when Ciphas jumps and strangles someone you get to him fast and interrupt him. Aside from that, nothing changes other than IF you get doomed, run through 3 green circles instead of 2. Tanks don’t usually get targeted with this but you will get green circles spawning at your feet so be sure to move out of them so they are available for doomed targets.
    • Phase 3: You will now have a tank swap mechanic for Kel’sara in this phase. When Leach Life is casted, whoever is currently tanking will want to run to the side while the other tank taunts her off of you. Once healers are clear you have the debuff you can help with the adds. Be sure to call out when the debuff is clear so that healers can begin healing you again.


    DPS

    • Phase 1: If you are ranged, do not EVER move from your assigned spot. No need to and it will do nothing but hurt your DPS having to. Aside from that, nothing changes for you during this phase. Melee DPS, be sure to pay attention and get to your assigned spot when lightening charge is casted it. Using your defensive cooldowns is recommended for this as it will help the healers since you cannot avoid this damage.
    • Phase 2: Be sure to avoid the green circles unless doomed. If doomed, be sure to run through 3 circles now instead of 2. Also hit your interrupt as soon as you see Ciphas channeling his strangle ability.
    • Phase 3: 2 DPS will want to be on Add duty the entire time, preferably ranged DPS. Try to focus your DPS on the add that will be channeling the Mass Affliction so that it dies before the channel completes. This will cut damage significantly. Usually the middle add will be the one channeling the mass affliction. Aside from this, nothing will change for the DPS in this phase.


    Healers
    It is extremely important you manage your resources well as there will be a TON of more damage going out which means healing intensive for you.

    • Phase 1: Don’t move from your assigned spot and just keep those heals going out. It helps to have one healer focus on half of the group while the other focuses on the second half. This will help prevent wasting heals on the same target.
    • Phase 2: Continue to call out the dooms and if you get doomed, run through 3 green circles instead of 2. When Ciphas jumps to a random target to strangle, that target will take massive damage until it’s interrupted. Be ready. Aside from that, business as normal.
    • Phase 3: Do NOT place ANY HOTs on either tank at ALL. It will kill that tank when it gets the force leach ability. Avoid using puddles and area heals in general as well. They too can cause problems for the tanks. The good news is that single target heals should be plenty for this phase suggesting a mass affliction doesn’t make it through. Listen closely to the tanks when they call out they have force leach to ensure you don’t heal them which will kill them. They will also tell you when they are clear so you can then get them topped back off. Aside from this, business as usual.

     

    Mastery Mode
     

     

              Additional Mechanics

     

    Lightening Field:

    Damage is increased and now will slow your movement

    Surging Chains:

    Attacking Heirad during surging chains will now reflect the damage back.

    Doom:

    Now requires 6 green circles to cleanse. Make sure NO green circles are wasted.

    Strangle:

    Ciphas’s choke does significant more damage and will most likely kill anyone under 50% health. Interrupt ASAP.

    Red Circles:

    These are new to phase 3 and act like the green circles but damage anyone that runs into them by placing a heavy hitting DOT on them. DOT can be cleansed by running into any left over green circles from phase 2.

    Enrage

    Unsure, haven’t seen it.

     

              Strategy


    Positioning from Hard Mode remains for Nightmare mode to deal with the Lightening Field. If Field is causing too much damage to recover from in between them, I recommend calling for a huddle on your healers right AFTER the explosion to top your DPS back off for the next round. Tanks be careful if you join for the huddle because you have bosses with you! :D

    *Pro Tip* Sage and Sorcs can use their immunity bubble to negate Doom in Phase 2. This is especially useful if there aren’t enough green circles on the ground due to issues or if you want to keep as many down for Phase 3 Red circle mistakes as the greens will cleanse the red circle DOT. Using this trick does not PURGE doom or anything. You have to time it for when Doom is about to tick off of you and kill you to negate the damage Doom does that would normally one shot you.

    Tanks:

    • Phase 1: Nothing changes for you in this phase. Just be sure to have a defensive cooldown for lightening field to help healers.
    • Phase 2: Be sure to get the interrupt on Ciphas ASAP so that it doesn’t wipe a DPS or Healer. Be VERY good about keeping the boss and yourself out of green circles. Accidently hitting one will mean that there are not enough for whoever has doom to get cleansed and cause a wipe.
    • Phase 3: Try and keep Kel’sara away from any red circles so that group members don’t get knocked back into them. Whoever is not tanking boss at the time should try and grab agro of the adds as they hit harder and can cause added problems to the DPS and Healers. I’ve seen many groups successful in having everyone stack in front of Kel’sara and the group moves as a whole around the room as red circles drop so that there are still plenty of paths to walk and the knockback is less of an issue. This can be problematic for groups with DPS that have abilities that require being behind the target. Take note of what your group has and adjust accordingly.

    DPS

    • Phase 1: Nothing new for positioning, but melee, make sure to have some defensive cooldowns from lightening field and get to your spot ASAP. You will be slowed. Also be VERY quick to switch to Ciphas for surging chains. Any damage you do to Heirad during it will reflect back at you and can kill you.
    • Phase 2: Make sure to not accidently eat any green circles and run through 6 to cleanse doom if you are doomed. It’s also important you stay at range of Ciphas or to his back for you melee guys as you need to keep as much health as possible in case you get strangled. Be sure to interrupt it as soon as you see it too.
    • Phase 3: You may want to assign 3 DPS to the adds for this as they come with more health and can cause some havoc in NiM. Be sure to watch out for Red Circles and try not to ever have your back to a red circle so you don’t get knocked back into one. It’s good for range to try and stack to the outside of the room for this phase so that any red circles at their feet get placed far away. Take note to whether the group wants everyone to simply watch their feet or do the stack method moving around the room. If the group decides to use the stack method, it is important that after the knockback occurs that you all spread out as the death mark will be random and you don’t want to be caught too close to the boss.


    Healers
    This is by far going to be one hell of an experience for you all :P

     

    • Phase 1: A lot more damage is going to be going out in this phase so be ready. Lightening field will cause some stressful healing.
    • Phase 2: Continue to call out doom, watch out for green circles, and run through 6 if you get doomed. Try and keep DPS and yourself above 50% at all times due to Ciphas’s strangle. It hurts a TON.
    • Phase 3: It is going to be far more difficult for you to not use your AOE heals in NiM mode but continue to not use any HOTs on the tanks. Watch out for red circles and be ready for a lot of damage to be coming out during the adds. Take note to whether the group wants everyone to simply watch their feet or do the stack method moving around the room. If the group decides to use the stack method, it is important that after the knockback occurs that you all spread out as the death mark will be random and you don’t want to be caught too close to the boss.
  17. The Journey Between Two Bosses Part 1



    The Three Amigos

    You will first encounter three adds, a Champion and two Golds. Important to note that these guys can be CC'd and interrupted so if you have any troubles with them be sure to utilize those assets. Otherwise, on all three modes, these guys are easiest to just be tanked and then make it rain on them (The phrase I coin to mean go AOE crazy). Be sure NOT to move past them until they are defeated.

    Space Vortex

    After the Three Amigos you will encounter 3 Vortexes that will bring forth a bunch of adds.
    Here are the Deets:

    • Vortex: Big space portal that will continue to spawn the adds if you kill them as well as do some nasty raid wide damage. This damage is greater depending on which mode you are in. For this reason you will want to burn it first THEN make it rain on the adds. Tanks, don't bother with the vortex, just keep the adds under control as the AOE damage from the vortex will be unavoidable. Healers.....have fun

     

    1. Vortex will spawn golds that can be CC'd, I don't suggest wasting DPS to CC them but tanks, feel free to stun them!
    2. Vortex will spawn a Giant Beast Champion that is immune to interrupts and CC along with a Beast Master Champion that can be CC'd. Each tank will want to grab one and just wait for the DPS to get done with the Vortex. I recommend burning the Beast first after the Vortex since it cannot be controlled.
    3. Vortex will spawn Golds and BOTH Champions from the second Vortex. A little crazier of a pull but not too bad. Tanks save your cooldowns for this vortex and split left and right with your AOE Taunts.3rd


    Beware of the Frogs!

    Next adds you will encounter are two groups of frogs. Many like to run through them until the end then AOE them down together. This is doable in SM and HM but a needless risk in NiM and needless really as it doesn't save you any time to do so. Instead, just take them one group at a time with tank one using their AOE taunt on the first group, DPS make it rain, then the second tank will use their AOE Taunt for the second group. Easy stuff. You can also just run to the second group and start killing those. The first group will meet you there!

    The Frog Boss

    This guy is all those frogs mad older brother. He comes equipped with a nasty Melee AOE as well as raid wide one that cannot be avoided. It really is a burn the boss before he kills you. The damage done is crazy. I recommend having a Sage/sorc healer place a puddle between the boss and the ranged so that everyone gets benefited from it but the healers and ranged are at 15 meters so they avoid the extra damage from being near the boss. Tanks, rotate your Defensive cooldowns based on who has agro.

    The Dread Army

    The final adds you encounter will involve a mix of Golds and Champions with one Champion in paticular that cannot be CC'd or Interrupted. This guy always needs to be burned first and always look out for purple circles of doom. Most all of these adds can be CC'd and SHOULD be CC'd so that you can easily burn them down one at a time. SO many groups try to not do this and wipe needlessly. Start your burn targets based on the ones that cannot be CC'd. The Champion Sith, both the one that can be CC'd and the one that cannot come with a knockback so be ready. One will also put out a nasty DOT on the group while the other does a nasty raid wide damage attack.

  18. The Writhing Horror

     writhing-horro.png.50e38b3c0b4a70e2c7dff311ada18066.png

     

    NiM timer for the title will begin with this fight

     


     

    Story Mode

    Tank Video

     

     

     

     

     

                 Mechanics

     

    Burrowing

    Boss will burrow underground and emerge in a new location. Burrowing follows a fixed pattern in the room.

    Angry Spittle

    Boss will Spit at entire raid if Tank is outside of melee range.

    Incubation

    The boss will place a stacking debuff on whoever has agro. At 10 stacks the target will explode.

    Jealous Male/Foul Offspring

    Jealous Male add will spawn. Jealous male has a knockback, hits hard, will clear the incubation debuff causing Foul Offspring to spawn. The amount of offspring is dependent on how many stacks of incubation the target has. Foul Offspring cannot be tanked.

    Red Pheromones

    Red circles will spawn at random points on the room around the flowers. Only one person may enter the red circle to gain the pheromones. This will pacify the Foul Offspring and attract them to that person within the circle. If anyone extra enters the circle or the person in the circle leaves it they will get a stale pheromone debuff making them no longer effective for pacifying the Offspring.

    Corrosive Slime

    a DOT that will be flung at random raid members that can be cleansed. This DOT hits hard.

    Enrage Timer

    I haven’t hit the enrage timer on SM but I think it is close to 6 minutes

     

              Strategy


    For this fight, the first thing you want to do is assign DPS to an order of who will enter the Red Circles and when. At most you will have 4 circles throughout the fight. I recommend making your Melee DPS be first up as toward the end of the fight you may need to ignore adds and burn boss. Having a melee in the circle during this would cut your DPS significantly. On SM you may only see two-three red circles depending on your DPS as it has been scaled down pretty heavily in 4.0 on SM.

    DPS:
    You will be damage the boss until a jealous male spawns. At this time, if it is your turn in the red circle, you will find it and get in it. Feel free to continue DPSing the boss or Jealous male while in the circle until the foul offspring make it to you. Once the foul offspring make it to the red circle, DPS will rain down AOE’s until they are dead, and then switch to the Jealous Male until it is dead, and then back to the boss. This process will repeat until the boss is dead.
    Melee DPS ONLY- you will ignore the foul offspring entirely unless it is your turn in the red circle. It is too risky for you to be in melee range of them as if you set foot inside the red circle and it isn’t your turn then you will unleash all hell on your raid group. Instead, you will go directly to the Jealous Male and burn him until death and then return to the boss.

    Tanks:
    You will assign who gets first agro, after that point you will Tank swap on every Jealous male that spawns. While tanking the boss it is important spam your gap closer while it burrows to get to it ASAP to avoid Spittle Damage to the entire raid. Until familiar with the layout locations, you can look for a red outline type of circle that will tell you where the boss will emerge. This is also a good habit to get into now as in NiM version of this fight there is no pattern and is completely random meaning you have to learn to look for that circle eventually!


    When tanking the Jealous male it is important to take him to a side that is in range of your healers but away from the pheromone circles and then place your back to that wall. This will prevent his knockback from controlling you too much but also make sure it doesn’t knock anyone else into the pheromone circles or the DPS out of the pheromone circles. It is also good to call out to your DPS when the foul offspring spawn from you so they no to get ready to rain down the DPS on them. You will rinse and repeat this process until the boss is dead.

    Healers:
    You will want to position your selves in the center as best you can so that you are always in range of all that need to be healed. It is very important that you don’t get tunnel vision while healing and forget where the flowers are. You do not want to be standing near one or it will throw your DPS’s circle cycle off. You will also want to ensure to assign DOT cleansing priority to ensure the corrosive slime gets cleansed. By all means, communicate to any DPS that have a cleanse to self-cleanse and just be sure to remind them if they don’t cleanse it. In SM both healers shouldn’t have too much a problem cleansing but you may want to ask for DPS self-cleansing in harder modes. In my raid groups I have the groups split as 1 tank, 2 DPS, 1 Healer and then make sure the healers know that they are responsible for the people within their group. This can help stop double healing or cleansing.


    If everyone does everything above, you will enjoy some new loot and a nice victory!


     


     

    Veteran Mode
     

     

               Additional Mechanics

     

    Corrosive Slime

    When the DOT is now cleansed it will leave behind a yellow circle that will damage anyone standing in it.

    Twisted Spawn

    Adds that will spawn at around 15% boss health.

    Enrage Timer

    Around 5:45

     

              Strategy


    Like in story mode you will assign DPS priority for the red circles with Melee entering them first.

    DPS
    The strategy for you will remain the same as in Story mode with one big exception. When the twisted spawns begin coming at around 15% boss health, you will still get inside the red circle if is your turn to pacify the offspring but you will ignore killing them, the jealous male, and the twisted spawn and do a max burn on the boss. The twisted spawn will spawn faster than you can kill them and will only stop when the boss is dead. Also it is important that you listen to your healers when they say you have the dot. If you have a self-cleanse, move to the outside of the room, away from where the boss spawn points are, and cleanse the dot or call to have the healer do it.

    Tanks
    Your strategy will remain unchanged from Story Mode with the exception of whoever is not tanking the boss when the twisted spawn begin coming will try and round them up as best as possible so that the DPS can continue burning the boss and healers can continue to heal. If you are currently tanking a Jealous Male then be very careful about where you move so that the knock back does not impact other raid members. Try to have your defensive cooldowns back for this last burn on the boss at 15%. Also listen for when the healer says you have the dot. When they do you will want to move to the outside of the room, away from where the boss spawn points are so that they can cleanse you and place the yellow circle.

    Healers
    Your strategy remains unchanged however you might want to ask DPS to self-cleanse as healing demand will pick up and you MUST be very vocal about the dots to ensure your raid members move to good locations to be cleansed.

    If you are confident with your group following the golden rule of “Don’t Stand in Stupid” then rather than calling or waiting to cleanse you can simply cleanse the person and inform them to watch for yellow circles. This actually is good practice for NiM as the DOT ticks harder than the circle and waiting to cleanse it for them to be in an ideal location isn’t recommended. Simply cleanse and tell them to get out of the yellow!

    If you do all the above and survive the chaos then enjoy some good loot!


     

    Mastery Mode

     

              Additional Mechanics

     

    Angry Spittle

    Large Damage Increase

    Corrosive Slime

    Large Damage Increase, more frequently occurs.

    Burrowing

    Boss will burrow to random locations, no longer following a set pattern.

    Enrage Timer

    5 Minutes

     

              Strategy


    The strategy to this fight from hard mode remains the same but has a far tighter enrage timer serving as a DPS check and is far more healing intense.

    DPS
    Follow the same strategy from Hard Mode however you will want to self-cleanse if you have a cleanse and just make sure you are not anywhere near where the boss or red circles spawns when cleansing. Avoid the yellow circles!

    Tanks
    Be sure to stagger your Defensive cooldowns to help out the healers and be mindful to the yellow circles. Also make sure you are quick to getting to that boss every time it burrows because the Angry Spittle cannot be healed through. You will get away with maybe one spit getting out.

    Healers
    Make sure to assign those cleanse priorities and just look for your target to be safely away from the red circle spawn points (flowers). You will not have a lot of time to wait to cleanse as it will tick on them HARD! If you get an unlucky RNG with one of your DPS inside a redcircle with the DOT, cleanse them anyway as the yellow circle ticks for far less damage then the DOT. If you have to heal through one, might as well be the lesser of two evils. This holds true for any cleanse though. As long as they aren't near a flower, cleanse then call out their name, they will move out of the yellow circle.

    A far more intense fight and unfortunately there isn’t any saving grace tricks to it. Watch your footing and BURN baby BURN!

  19. Road to the First Boss


    On the road to your first boss there are going to be two different sets of adds that should be dealt with different ways. Now these groups can be powered through on SM, not so much on HM and NiM so I will be discussing the strategies to deal with them that does not involve powering through. You can measure your raid and decide otherwise 

    The first set you will run into are some droids.

    Droid Adds:


    Champion lvl Droid cannot be CC'd or Interrupted and hits like a pillow until he is almost dead. At that point he will begin channeling a ability that will cause him to explode and do massive damage to your raid. On HM and NiM this can cause a wipe. You will want to max burn when that channel begins.

    The Droids with legs have a conal spray attack so you will want them faced away from the group when killing.

    The Droids that look like little probe droids have an AOE Stun/damage that can hurt the Raid and even cause a wipe in some cases. The best way to deal with the Probe looking Droids is that when you are ready to burn them down, chain stun them.

    Strategy Breakdown:

    • Assign one tank to the champion.
    • Figure out how many CC's you have and assign your squad CC targets with priority on the Probe looking droids.
    • Other tank will then start with whatever golds cannot be CC'd. DPS will burn these golds first.
    • Once only CC'd Golds remain. All DPS will burn the Champion down.
    • Finish of Golds one at a time remembering to chain stun the Probe looking droids


    The next type of adds you will run into are larva adds.

    Larva Adds:


    Large Larva adds do more damage and when killed will explode doing AOE damage and causing any of the smaller ones near the AOE to grow and become large ones.

    Small Larva don't do a ton of damage but it does add up.

    Strategy Breakdown:

    • Have Tank one jump into the group and aoe taunt.
    • Have Tank two Single Taunt the Large Larva from the group
    • Have DPS AOE down the small Larva
    • Burn down large Larva after all the small ones are down. Melee may want to stand back when it is almost dead on HM and NiM as it will hurt greatly.
    • For next group have the two tanks swap roles.

    When Clicking on the terminals where the Larva are it will cause groups to spawn. The terminal closest to the doors will spawn a group that has two large larvas. For this one I recommend staggering the tanks AOE Taunts and Defensive cooldowns while the DPS single target the little larva down first. With strong enough heals, you can have each tank single taunt a Large Larva and pull them away while the little larva attack the Healers and DPS so that AOE's can be used but in HM and NiM this will be heal intense.

  20. 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 HM some of these may not apply anymore and will be updated when I find that out; however, the below strategies will work regardless!

    Please note that Loot will be changing in January 2017 and I will update these tables once this happens!

     

                                                           Loot Table

     

    Boss

    SM

    Veteran 

    Master 

    The Withering Horror

    • 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

    Ciphas, Heirad, Kel'sara

    • 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

    Operator IX

    • 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

    Kephess the Undying

    • 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/petsIncreased Chance for RNG Tier 3 item

    The Terror From Beyond

    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Chance for Purple Grade 10 Mat.
    • Chance for Decoration.
    • Exarch MK-2 (220) Item
    • Tier 1 Legs X2
    • Random Legacy Schematic
    • Blue Exotic Grade 10 Mat
    • Purple Exotic Grade 10 Mat
    • Increased Chance for Decoration.
    • Tier 2 Legs 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 Legs X2



    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 - 242 Gear level with full set bonus gear.

     

  21. Warlord Kephess
    WarlordKephess.png.622911a0e0d74cb74ded5bd27243f2eb.png


     

    Story Mode
    Tank Video
     

     

     

    Mechanics
     

    Saturation Fire

    A AOE ground effect signified by a scorched purple color fired from the Walker

    Calibrating Shot

    Siege Droids will channel this increasing their damage output, can be interrupted

    Baradium Bomber

    Add that will spawn holding a bomb that will blow in 20 seconds

     

    Trandoshan Adds

    1 Warrior will spawn with several Trenchgutters. The warrior will shield the trenchgutters reflecting damage back to the attackers.

    Channeled Pulse

    One at a time the Pulsar Power droids will channel this doing damage to anyone inside the AOE circle.

    Rail Shot

    Pulsar droid not channeling will continuously fire this at the person farthest from it. Moderate to high damage

    Warlord Kephess

    Does HIGH damage and does a frontal cleave.

    Red Circles

    will leap and land on the red circle, does high damage to anyone in the circle.

    Gift of the Masters

    Radiates with power and grows doing massive damage to anyone within the circle for 8 seconds

     

    Strategy


    Phase 1
    Ignore the walker as you can’t hurt it. It is important to note that for as long as it lives it will shoot saturation fire in the direction it’s head is facing starting with the right then moves to the left.

    To begin you will be faced with 3 Siege Droids surrounding the walker. I recommend that when you engage that one tank goes to the far left one, while the other tank goes to the far right one. Note that the first saturation fire will be where the right tank is going. Step carefully. The 4 DPS should start on the middle one and burn it quick. Remember to interrupt calibrated shot to reduce the damage output of them. Then 2 split left and 2 split right to finish them off.

    When all three are dead a Baradium Bomber will spawn. Burn it down quick and once dead it will place the bomb on one of the raid members signified by the same icon that was on the bomber now over someone’s head. That person will need to run directly under the walker to tether up and plant the bomb. This person will take large damage and should be focused on by the healers.

    *Pro Tip: Sages can pull the bomb carrier out AFTER they have been lifted minimizing the damage they take while exploding the walker.

    This will bring the walker to it’s knees and make it able to be damage. Max burn on it until it stands back up.

    Phase 2
    The trandoshan’s will begin spawning now, a total of 3 groups one group at a time. Tanks will need to rotate groups for the AOE taunts. Try and pull them to the outsides so that the saturation fire is less of a problem. There should be NO AOE’s going out and ONLY SINGLE TARGET DPS on the warrior until it is dead and the shield goes down. Failure to do so will kill you. Once the shield is down, AOE the remaining adds down. Rinse and repeat this for all 3 spawns. If DPS is falling behind, tanks should kite their groups until the DPS are ready.

    *Pro Tip: A DPS with taunts can actually taunt and pull the warrior away from the tank and other adds and kill it fast on their own while the other 3 DPS AOE down the remaining adds with the tank.

    After all 3 groups are dealt with another Baradium Bomber will spawn to be killed quickly. Once again, whoever gets the bomb needs to run to the walker to bring it to its knees. Once on the ground BURN it! Be sure to leave the walker with at least a little health as killing it too fast could cause too many mechanics to spawn. You want to kill it in 3 phases, no less, and preferably no more.

    Phase 3
    In this phase the Pulsar Droids will spawn. The group will want to stack up on the one without the AOE with one Tank staying out to absorb the rail shots. You can interrupt the channeled pulse on the other one but I find it better to leave it because it will tell you exactly when you need to switch. Keep doing this and switching droids as you need to until both are dead.

    *NOTE* For both SM and HM encounters the ENTIRE group can stack together on the Droid you are attacking with little to no impact from the Rail Shots. I leave the above strategy up because I like to be difficult like that :P 

    When both die Kephess will jump down when the 3rd Baradium Bomber spawns. One tank needs to kite Kephess around with tons of love from the healers while the DPS burn the bomber to then do the final burn on the walker. Once the walker is destroyed, the final phase will begin. Kephess will be leaping during this so watch out for red circles. Off tank, good habit to start making sure you are the closest to that red circle, without going in it, for the later versions of this fight. NOT required in SM. After landing Kephess will go to the closest person to where he landed and do a nasty hit! On SM, it can be healed through, but on later modes it will destroy!

    Phase 4
    For this phase tanks will want to swap to share damage. It will be good to get into the habit of swapping at the red circles up to the 50% mark (remembering that if you are the off tank to be closest too the red circle without going in it) as that is when mechanics shift.

    At 50%ish Gift of the masters will occur which is will be a channel that buffs Kephess up and creates a circle around him doing MASSIVE damage to those inside it.

    Melee DPS should look out for it and try to be ahead of it. Range can stay away to avoid it entirely. Phase walks are great for this for those of you that have one!

    Remember, never run into ANY circles in this fight!

    This is a VERY healing intensive fight and requires GREAT situational awareness from the group.
     


     

    Veteran Mode

     

    Additional Mechanics
     

    Calibrating Shot

    Additionally adds a damage reduction to the Siege Droids

    Trandoshan Adds

    Spawn Faster

    Gift of the Masters

    Pulls group in before casting.

    Red Circles

    Threat drop when landed and will then target the closest raid member performing heavy hitting bleed attack.

    Breath of the Masters

    Channel that will then place aoe purple circles on its target for a duration

     

    Strategy


    Phase 1
    This time around, I recommend splitting the group into three; 1 tank and 1 DPS to the far left droid, 2 DPS for the middle one, and the other Tank and DPS on the far right one. Place one healer between the far left and middle droid with the other between the far right and middle droid. Rotate interrupts on calibrating shot and kill them ASAP.
    Just like SM, a bomber will appear, kill it and go Luke Skywalker on that walker!

    Phase 2
    This time around, the trandoshan’s will spawn quicker but work the same as SM. For this, you will want Tank 1 to grab the first group, then tank 2 will split off and kite group 2 until group one is dead. Tank 1 will then go and grab group three and kite while the DPS work through group 2.
    Once again, when all are dead a bomber will appear and rinse and repeat to DPS the walker.

    *Pro Tip* Tanks: Considering the reflective abilities of the Trandoshans under the shield you will have a tough time holding agro of them from the healers since you can't use your aoe rotation. Also, your AOE taunt may not be up by the 3rd spawn, especially so in NiM. Shadows and assassins make ideal tanks for this as you can use Resilience/shroud to negate the reflect damage allowing you to use your AOE rotation for a few seconds to gain agro. If this isn't a option, try to focus on at least keeping the warrior(s) as that will keep the shield at least away from them so the DPS can manage them.

    *Pro Tip: A DPS with taunts can actually taunt and pull the warrior away from the tank and other adds and kill it fast on their own while the other 3 DPS AOE down the remaining adds with the tank.

    Phase 3
    Pulsar droids work identical as in SM, remember that when they die, the boss will become active and a tank will need to pick him and kite him. DPS, feel free to burn Kephess while waiting on a bomber if it hasn’t spawned.
    Repeat Bomber part until walker is dead. (Should be dead at this point).

    REMINDER: Off tank will want to be closest to the red circle upon Kephess landing. Once the bleed has been applied, main tank will then taunt him back.

    Phase 4
    This phase will work the same as on SM with one exception. I recommend everyone stack close, behind the boss until Gift of the Masters (50%). Doing this will decrease the amount of time it takes you to escape due to the pull being pretty much voided. Sages and Shadows can use Phase Walk to quickly escape this pull. Gunslingers can use hunker down, if timed right, to evade the pull and remain far away from boss to negate the pull. Troopers can use hold the line similarly too!


    After Gift of the Masters will begin Breath of the masters. This is the final tank swap mechanic in the fight. The off tank will want to taunt DURING the channel so that the now was boss tank can start kiting the purple circles away from the group, remaining within taunt range as this will occur until the next Breath of the Masters channel. Repeat this until the boss is dead. 

     This is very heal intense and requires your tanks to manage and rotate their defensive cool downs.


     

    Mastery Mode
    Additional Mechanics
     

     

    Calibrating Shot

    Applies a stacking buff that significantly increases damage output and significantly reduces damage intake on Siege Droids

    Trandoshan Adds

    Spawns now come with two Warriors instead of one

    Breath of the Masters

    Channel timer reduced and will now pull the player with the circles to him after the second circle is dropped

     
       
     

     

    Strategy


    Phase 1
    Just like HM you will need to divide the group in 3 but this time around the droids NEED to be interrupted with minimal fail. If they achieve any more then 5 Stacks it will most likely be a wipe. I also recommend that DPS from middle split 1 and 1 to the outsides once theirs is dead.

    Phase 2
    This is one of the hardest phases to get pass in this fight because tanks are unable to maintain AOE threat until the warriors are dead. I recommend the group stacking on the first spawn for AOE heals. For the second I recommend range staying at range with the healers so that it takes the adds longer if they agro to get to you (continue to stack together at ranged).

    This will be a difficult Phase, but once you get targeting the warriors and burst down (NO AOEs until warriors are dead) it will get easier.

    Phase 3
    Nothing new here, just overall damage is increased

    Phase 4
    Strategy remains the same as HM but Tanks really need to be even faster on the taunts and the tank that is on the boss should be moving away from the tank with breath until the pull happens. At that point they can stop moving so that the tank with breath remains in taunt range. This will help ensure the pull doesn’t drop a purple circle on the group.

    Good Luck!

  22. Road Between Two Bosses Part 3


    On the path to the last and final boss you will run into adds that you ran into on your journey to the first boss with the addition of some turrets. Just take it slow, stick to the left so when you get to the turrets you will be out of range, CC and bring them down one at a time.

    Not a whole lot to say about these adds other then the champions have that one AOE ability that should be interrupted.

  23. Colonel Vorgath
    ColonelVorgath.jpg.f6250831956a76a43c35c08a06e2bab0.jpg

    In 4.0 they have made changes to SM which removed MANY of the below mechanics.

    I will update this after going into the next time on SM. I have only done HM since 4.0.

    In the interim, reading through both SM and HM will teach you the HM fight for SURE and doing any of the SM things listed below will still net you success and be good practice for HM!


     

    Story Mode
    Tank Video
     

     

    Mechanics
     

     

    Minefield

    The field from the entrance to the boss is covered with mines and the group must move through it without triggering a mine.

    Minefield

    Assassin

    Droids

    This are slow moving adds that will start far and move to the group. Will do heavy damage when close

    Melee Adds

    Adds will jetpack into the group. Do minor damage

    Probe Droid

    Massive Droids that will drop the tools needed to defuse mines when defeated.

     

     

    Defuse Tools

    When the probe droid falls one member will get a fancy icon over their head which signifies they have the tools. That person and ONLY that person will be able to go into a yellow square to defuse the mine. You have 15 seconds to defuse as soon as a square turns yellow.

    Cleave

    Probe droid does a front Cleave that does large cone damage. Can be interrupted

    Turrets

    Raid wide damage that cannot be avoided.

    Red Circles

    Vorgath will place a red circle on a raid member that will follow the raid member. Does damage to anyone inside it.

    Summon Turrets

    Will Spawn 4 turrets that can be CC’d.

     

     

    Probes

    Periodically while doing the mine puzzle, two random players with the team on the field will periodically get two different explosive probe debuffs. One will tick faster than the other. Should be cleansed as one of them will do massive damage when it wears off while the other does damage over time.

     
    Strategy


    Phase 1
    For this one you will want one Tank that goes up the platform to where the mine panel is while the remaining group goes to the minefield. Let me take a minute to talk to that chosen tank.

    Minesweeper Tank: As soon as you get up there you will want to click on the bottom row, start with the bottom right or bottom left as taking the outside path will be a good habit to get into for both future HM and NiM runs. Once you have a front one for your team to jump to start clicking a few in a line to the back to see if you get any other free greens. Don’t spend too long doing this as there is a enrage timer.

    Once your group is in position go ahead and click the terminal to the right to teleport to the bottom to de-stealth a probe droid. Call out when you find one and where it is coming from. This will put you back up top where a add will spawn. Kill this add while they kill the probe droid. Use any free time to keep searching for free greens and a optimal path. As soon as the probe droid dies, click the red square you want to turn yellow for defusing. Do not click this early as the 15 second timer starts as soon as you click it. Once the mine is defused and your team has moved up, go ahead and search for the next droid. Rinse and repeat this until the team makes it to the end, then you can jump down and follow the green path to join them.

    Remaining group: At the start you will kill the add up top where the minesweeper tank is going until you see a green square to move to. Once that occurs you will move to the green and stay only in green squares all the way to the end. Do NOT go catty corner, it will cause you to explode! Assign interrupt priority to the cleave on the probe droid.

    *Pro Tip* In Story Mode, the defusing tools last long enough for the player to defuse two mines if the Minesweeper tank turns two tiles yellow making this phase incredibly easier and shorter. The video shows us doing it both ways as I didn't realize it until someone mentioned it! :D 

    Tank
    You will want to grab the melee adds and probe droid when they are up. Bring the probe droid to the edge of the green square to give your group room to be behind it. This is in case a Cleave gets through. Respect the interrupt priority to prevent any from going through. If you get the tools at its death, be quick to go into the yellow square and click on the mine to defuse it. Rinse and repeat this until you get to the end of the field.

    DPS
    Always be behind the probe droid as best you can and be sure to respect your spot in the interrupt rotation! No cleaves should make it through!

    You should assign ranged DPS to burn the assassin adds down so they don’t make it to the group. Use AOE’s on the melee ones when they come. Each Probe Droid has a enrage timer so don’t take too long on your DPS switching!

    If you get the tools to defuse when the droid falls then be quick to enter the yellow circle to defuse the mine! Rinse and repeat this.

    Healers
    You just need to move with the group and keep them alive through the AOE damage that can’t be avoided. The probe droid will hit the tank pretty hard, but as long as cleaves don’t make it through it should be simple for you. You may even be able to help with AOE’s on the adds and Droid.

    You will want to assign one healer to each of the two Probe Debuff/DOTs that go out during the minefield portion of the fight. They will look slightly different than each other but one ticks fast while the other slower. The one that ticks fast will have MASSIVE damage once it expires and needs to be cleansed ASAP! The other serves as more of a damage over time and can be healed through if missed. It is best to cleanse both to be safe!

    If you get the tools to defuse when the droid falls then be quick to enter the yellow circle to defuse the mine! Rinse and repeat this.

    Phase 2
    Now it’s time to engage Coloenel Vorgath who will come with two little adds.

    Tanks
    Keep boss turned away from group, move red circles away when you get them. When the Turrets spawn if they cannot be CC’d by the group, it’s a good habit to get in to have the off tank grab them so that they don’t add damage to the main tank. Just taunt them and get in range of your healers. Guarding any Melee DPS for this part is a pretty good idea.

    DPS
    Ranged DPS should move through the boss as stand AT 29 meters range stacking by the cave entrance. This will put you out of range of the turrets and minimize the damage you take. Note that you could get a red circle and should move it away from the group.

    Kill the adds first then get on the boss. Ignore the turrets entirely unless you are going to CC them.

    Melee DPS, you will have to just eat some extra damage being next the boss but try and stay behind the boss.

    Healers
    You will move through the boss, stacking at range with the ranged DPS near the cave entrance. This should protect you from the turrets. If you get a red circle then move it away from the group. Good idea to have heals ready for whoever gets the red circle. This part of the fight will put out more damage and require more attention from the healers.
     


     

    Veteran Mode

     

    Additional Mechanics
     

    Adds

    Adds such as the add up with the minesweeper tank and turrets are now golds instead of Silvers

    Overload

    The Probe Droids will now cast this that will do a AOE knockback, Can be interrupted

    Turrets

    Cannot be CC’d any longer during Vorgath fight.


     

    Strategy


    Strategy remains the same mostly and I’ll discuss a few changes.

    Phase 1
    Minesweeper Tank: Once again, try and get a path to the left or right side as this is good practice for NiM, but not required for HM. Still a good idea in case a Overload goes off.

    Remaining Group: This time around you have two abilities that need to be interrupted, Overload and Cleave. The tank and one DPS that is ALWAYS going to be on the boss should rotate on Overload. If this goes off it will knock you into a mine and BOOM wipe. If you are taking the right side down for NiM practice, the group should keep their backs to the wall.

    Assign the other two DPS to interrupt the cleave with the healers helping when they can. Remember, OVERLOAD TAKES PRIORITY AND MUST BE INTERRUPTED!

    Aside from this, the probe droid has a shorter enrage timer but that’s it. Just overall damage increase.

    *Tip* If getting the interrupt on Overload is a concern or issue, ALL group members in the mine field should place their backs against the wall with the tank. The damage from cleave is a far better evil then getting hit into a mine!

    *Note* The Defusing Tool timer is reduced! You will only be able to defuse one mine per tools!

    Phase 2
    All ranged should stack up by the cave entrance like in SM while tanks and melee stay with boss. The Turrets can no longer be CC’d but 1 tank and 1 to two DPS can kill the front two turrets and the back two will be too far to impact anyone really. I still recommend getting use to ignoring them completely but not required for HM.

    Everything else is the same strat is SM.
     


     

    Mastery Mode

     

    Additional Mechanics
     

    Overload

    No longer a channeled ability and is a instant cast on the Probe Droid

     

    Mine

    The mines will re-arm as they are defused starting with the row farthest from the boss. Mine field must be deactivated at the other end by clicking on a terminal so that the tank can make it through. Limited time to travel.

    Defuse

    Defuse time is only 10 seconds down from 15 seconds.

    Turrets

    Turrets will continuously spawn during the Vorgath fight if destroyed.

     

    Strategy


    Phase 1
    This fight can be challenging based on some RNG. You HAVE to take the far right or left path to get to the end.

    Minesweeper Tank: You must unlock the right or left path. So only spend time clicking those squares. Also be sure not to turn one yellow too early as they will only have 10 seconds to defuse and the channel is rather long. Aside from this, usual business but be ready for when the minefield is deactivated as you will have a VERY short time to get to the end. There will be someone to pull you or intercede to. As soon as you are in range, do so.

    Remaining Group: You MUST ALL put your backs to the outside and interrupt cleave. Overload can no longer be interrupted and failure to have your back to the wall will knock you into a active mine and BOOM dead.

    Be very quick on burning the droid and to defuse as you only have 10 seconds to do so now. Once a new square is defused the ENTIRE group needs to move up as far as they can go quickly as in a few seconds the squares you were previously on will turn red again.

    Once you get to the edge a sage or sorc will want to remain near the edge of the minefield after clicking the terminal to pull the Minesweeper tank to safety as they will have a very short time to catch up to you guys and could go BOOM.

    Phase 2
    Just like in SM and HM, All ranged to the cave entrance and be at range. Off tank you will want to grab the front two turrets attention then just ignore them as they can’t be CC’d or killed as they will just keep coming. You pretty much need to burn the boss down then the droids before the damage becomes overwhelming.

  24. The Journey Between Two Bosses Part 2


    Now this one is going to be a bit vague as for the life of me I can't remember the exact add names to adequately tell you what EACH one does, BUT here is a breakdown of what you should do:

    When you approach a group, CC the targets you can CC which should be some Gold snipers and a Champion or two. There are some stealthers that spawn too once combat is engaged if I remember correctly.

    On of the golds have a channel that if you interrupt it, then it will place a buff on it that makes it take like NO damage, so since I can't give you a exact NPC name, just don't interrupt the golds.

    The champions on the other hand have a bomber AOE ability and these guys should be interrupted for a easier kill.

    So bottom line, move slow, CC what you can CC and single target them down one at a time. Can NEVER go wrong doing this!

  25. Firebrand & Stormcaller
    FirebrandandStormcaller.thumb.jpg.dba23d695a6f5bb3487912b15e5bda0c.jpg

    *Note*

    4.0 has brought in changes to SM that removed many of the mechanics only keeping them on HM and NiM.

    I have removed the mechanics known to be missing from SM and adjusted the strategy accordingly.


     

    Story Mode
    Tank Video
     

     

    Mechanics
     

    Firebrand

    Bombardment

    Firebrand will shoot several missiles that come down on little orange circles doing heavy damage.

    Stormcaller

    Electric Missiles

    Stormcaller will be shooting electric missiles to anyone not on the tank that have a AOE field that does DOT to anyone inside it. Heavy hitting

    Cone Attack

    Both Tanks come equipped with a heavy hitting cone attack.

     

     

    Defensive

    Systems

    Both tanks will channel a ability called defensive system. While channeling, a shield for each tank will be placed on the outside. At the end of the channel they will knock anyone on the tank off of the tank. Stormcaller will begin spamming a Electric missile on whoever has his agro while Firebrand will do a heat bombing attack doing massive raid damage to anyone outside the shields.

    Focus Blast

    Firebrand will zero in on a target signified by a yellow circle then launch a devastating attack.

    Adds

    There will be three adds per shield during defensive system. The shield also can take damage.

    Soft Enrage

    When one tank dies before the other, the living one will enter a enrage and begin doing massive damage to the raid.

             Strategy


    First you will want to divide the group into two, one for each tank. 1 healer, 2 DPS, 1 tank per group.

    Firebrand Group
    The entire group needs to jump onto the tank for the majority of the fight. DPS and Healer need to be to the outside of the tank (still on top of it) while the tank keeps to the front so the cone attack doesn’t hit the group.

    *Pro Tip: Have healers/DPS stack to the inner sides of the tanks with the healer on the ground being in the space between dropping the electric missiles/focus blast. This creates a layout that has both healers in range of both sides to help with healing support. This will also get your group more familiar with layouts that will be desired in strategies for the harder versions.*

    At 80%, 60%, 40%, and 20% the tanks will channel defensive system. When this happens your entire group wants to get under the shield with the adds for protection. WAIT for the channel to happen, do move before hand.

    *Pro Tip: The heads of the tank aren’t real, meaning you can walk through them and stand in them. When the channel for defensive system begins you can simply walk into the middle of the head, look for where the shield is dropping, then start walking to it. When the channel ends the tank will launch right into the shield. VERY nice and quite essential for HM and NiM runs.*

    Once in the shield Tank should taunt the adds and the DPS burn them down!!

    *Pro Tip: While under the shields, tanks/DPS can avoid using AOE damage and splash damage and only do single target on the adds. This will get your DPS and tanks use to avoiding AOE's in the shields as in later difficulties the shield is targetable, attackable, and will take damage from AOE's causing the shield to go down early and damaging the group to the point of wiping. This is NOT required but more just good for practice if your group is having no issues in the fight as it stands*

    Once the adds are down you should start seeing orange circles, this is your signal it’s time to get back into position on the tank.

    Rinse and repeat this, calling out percentages so the two tanks die at close to the same time.

    Stormcaller Group
    Tank and DPS will get on the tank, with the DPS will STACK together on the outside(still on top of the tank) and the tank in front of Stormcaller. Healer will remain on the ground, to the outside of the tank to place the Electric Missiles and attract the focused blast from Firebrand.

    Healer, just move side to side as needed, when you have the yellow circle move until it stops following you then be sure to be out of the yellow.

    *Pro Tip: Have healers/DPS stack to the inner sides of the tanks with the healer on the ground being in the space between dropping the electric missiles/focus blast. This creates a layout that has both healers in range of both sides to help with healing support. This will also get your group more familiar with layouts that will be desired in strategies for the harder versions.*


    At 80%, 60%, 40%, and 20% the tanks will channel defensive system. When this happens your entire group, minus the tank, wants to get under the shield with the adds for protection. WAIT for the channel to happen, do move before hand.

    *Pro Tip: The heads of the tank aren’t real, meaning you can walk through them and stand in them. When the channel for defensive system begins you can simply walk into the middle of the head, look for where the shield is dropping, then start walking to it. When the channel ends the tank will launch you right into the shield. VERY nice and quite essential for HM and NiM runs.*

    Once in the shield Tank should run by for a quick AOE taunt on the adds and then keep moving placing the Electric missiles safely away from the group. Swing by your healer when you need a heal.

    *Pro Tip: While under the shields, DPS can avoid using AOE damage and splash damage and only do single target on the adds. This will get your DPS and tanks use to avoiding AOE's in the shields as in later difficulties the shield is targetable, attackable, and will take damage from AOE's causing the shield to go down early and damaging the group to the point of wiping. This is NOT required but more just good for practice if your group is having no issues in the fight as it stands*

    Once the adds are down you should start seeing orange circles, this is your signal it’s time to get back into position on the tank, minus you healer.

    Rinse and repeat this, calling out percentages so the two tanks die at close to the same time.


     

    Veteran Mode
     

     

    Additional Mechanics
     

     Incinerate

    Armor

    Firebrand will channel an attack that places a debuff on its target reducing its armor thus increasing damage that target takes.

    Double

    Destruction

    Stormcaller will channel a ability that will place a debuff on up two members standing in front of Stormcaller increasing damage received. If anyone reaches 2 stacks they will explode as a one shot.

     

    Defensive

    System

    The Shield that the NPC’s are in now has far less health and will take damage from the tanks bombardment during the phase. Very important that players do not use AOE’s or hit it at ALL. Shields will now randomly spawn at either the Front, Outside, or Back of the tanks.

    Focus Blast

    The yellow circle will no longer stop following its target. It must be cleansed to make it stop following its target. Failure to do so will cause a one shot kill.



    Strategy

    First let me say that on HM, ALL boss damage output has been increased and the enrage timer is shorter. Since 5.0 this fight's tuning has become one of the toughest DPS checks in game currently. You've been warned!

    *Note* If you choose to have the Stormcaller tank taunt for incinerate armor, you may want to swap your healers around. I detail having the storm caller healer being on the ground and dealing with the ground mechanics while healing stormcaller side. The tank will be taking damage from both bosses while dealing with incinerate armor and it can prove a challenge on the healer for that side. Switching them places a dedicated healer onStorm tank to help counter that extra damage. If you swap which healer is on the ground or not, then be sure they understand the focus and mechanic changes below! Also be sure that your tanks understand when to taunt. Storm caller tank will want to Taunt during or right after Double Destruction and firebrand tank will taunt back right after incinerate armor.

    Firebrand Group
    You will follow the same strategy for SM; however, now you will need to deal with the incinerate armor mechanic. You can do this by either having a Shadow/Assassin DPS, Vanguard/Powertech DPS, or Guardian/Juggernaut DPS in this group Taunt the boss off every time double destruction goes off then having the tank taunt him back after incinerate armor. For this to work easily, I recommend that DPS set Stormcaller as his/her focus target so he/she can see when Double Destruction channels. At the end of that channel is when the DPS will want to taunt Firebrand. Tank will taunt back in the last few seconds of Firebrand channeling incinerate armor.
    If you do not have a DPS that can do this then you can have the Stormcaller Tank set Firebrand as a focus target for easy switching and do the same thing just from the storm side.
    Finally you could always just do the tank swap on incinerate armor. Doing this means that BOTH tanks need to read BOTH this section and the stormcaller section of this guide to ensure they know what to do for each side. (make sure they read the SM section too as I’m not going over the SM stuff again in these sections.)

    For defensive system it is HIGHLY recommended that all members stand dead center in the tanks head, zoom their cameras out to look for the shield, then just start walking toward it. You will be launched into it by the tank at the end of the defensive system channel. Failure to do this could end you up far away from your shield and dead by the time you get to it. Remember NO AOEs in that shield and be SURE of your target!!

    Don't forget to call boss percentages and try to kill them as closely to the same time as possible!

    Stormcaller Group
    You will follow the SM strategy for this with a few exceptions:

    First is the healer, be sure you cleanse the yellow circle to get it to stop following you, then move out of it while placing those Electric Missiles. Failure to do so will kill you. Also, set stormcaller as your focus target so you can see defensive system channel. I recommend that as soon as you see this channel that you jump on the tank and join your group inside the boss’s head. Search for the shield then take a few steps toward it and you’ll be knocked right into it!

    When Double Destruction begins channeling, call it out, Tank move behind the DPS. This will protect you from the debuff and place it on them instead. As soon as it fires, move back to the front so a cleave doesn’t kill your DPS. DPS, you can meet the tank half way on this to ensure the tank gets shielded in time. I prefer having my DPS be stationary to reduce moving parts in the fight. 

    Tank, be sure to be clear whether you have to do a Tank Swap and if you do, be sure to read the Firebrand section for both SM and HM in this guide so you know what to do over there: or, if you are just taunting firebrand after every Double Destruction. If you are just taunting then I recommend you set Firebrand as your focus target so that you can easily target and taunt as soon as you deal with Double Destruction. As SOON as you see defensive system channel, jump off the tank so that the healer doesn’t drop a electric missile on the tank while they jump on it.

    Everyone remember, run into the boss’s head for defensive system, search for the shield, then begin walking to it. At the end of the defensive systems channel you will be launched right into your shield of done correctly. Absolutely NO AOE’s in that shield and be sure to target the correct NPC’s and not the shield!

    Don't forget to call boss percentages and try to kill them as closely to the same time as possible.


     

    Mastery Mode

     

    Additional Mechanics
     

    Double

    Destruction

    The Debuff lasts longer on the targets that absorb it. This will require a DPS swap.

    Explosive Add

    There will be one add per shield in defensive system phase that will have a mushroom cloud debuff. This Add will explode upon death doing AOE damage.

    Defensive

    System

    Shields can take absolutely NO extra damage from players or it will cause the shield to fail before the phase ends.

     

    Strategy


    This fight by far stops most groups from progressing, this is highly due to the fact that any screw up, no matter how small, will cause the group to wipe. With a DPS swap being added to the mix it really causes problems. Don’t get discouraged and just keep at it!

    To start off you will want the groups split again but the only constants in this split will be the tanks and healers. Also instead of stacking to the outside of the tanks you will now want to stack on the INSIDES of the tanks to make the DPS swap more fluid and also enable the firebrand healer the ability to assist healing on the other side due to the increased damage that will be going out.


    Tanks
    Firebrand tank: you will continue to tank from the front of the tank, be sure to call out percentages. For NiM you will want the StormCaller tank to eat incinerate armor so that only the DPS are really moving for the fight. When it is time for Defensive system you will use the same strategy to get into your shield (moving into the center of the bosses head then taking a few steps toward the shield from there). After you AOE taunt the adds in the shield, find the one that will explode and use Force Push to knock it out of the shield so the DPS can burn it last. If you are a Powertech or Assassin tank, run out of the shield real fast and pull the NPC out then return to the shield. Remember, NO AOE this includes AOE threat gen moves. AOE taunt is the only safe AOE to use!

    Stormcaller tank: you will want to set Firebrand as your Focus target as you will be taunting him everytime after Double Destruction finishes. Remember to get off the tank ASAP when Defensive system begins channeling to kite the Electric Missiles. Try and circle to your healer for heals and first and for most find the ADD with the explosive debuff and pull him out of the shield. If you are a Juggy then the DPS will just have to not kill that one all the way until after the phase ends.

    DPS
    You will have a VERY difficult time in this fight as it makes you do something you ever had to do in the past, a swap mechanic! It is easier then you think. First and foremost ALL DPS need to understand that while on Stormcaller, you are the shield for that tank during double destruction so be sure the two DPS that stack on each other so the tank can just move behind you! ( I also recommend both tank and two DPS meeting halfway for the channel then moving a part after but assess your group and decide that).
    Double Destruction will occur twice per Defensive phase if DPS is performing as they should. DPS will ONLY swap on the FIRST double destruction for each defensive phase as the time spent during defensive systems is long enough for the debuff to where off. SO it will look like this:

    First Double destruction->Shield the tank->Immediately swap with Firebrand DPS->Second Double Destruction->Shield tank->NO SWAP->Defensive System-> First Double destruction->Shield the tank->Immediately swap with Firebrand DPS->Second Double Destruction->Shield tank->NO SWAP->Defensive System
    Repeat that until both tanks are dead.

    During Defensive system you will go to the shield of the tank you are CURRENTLY on when it begins. Remember to run into the bosses head, then take a few steps toward your shield to get knocked into it. Remember to single target DPS ONLY and save the NPC with the debuff (which should be outside of the shield if your tank did it correctly) for last. If the Stormcaller tank is unable to get the explosive add out of the shield, DPS that one until he is almost dead then just wait until the phase ends to finish it off on your way back to position.

    Healers
    Firebrand Healer: You won’t have a whole lot change for you other then where you stand but you will have to help keep the stormcaller healer alive and even some of the stormcaller group. Be global!

    Stormcaller Healer: You will now be between the two tanks placing the electric missiles and yellow circles. Try to keep a path clear between the two tanks for the DPS to travel. Remember to get on the tank for Defensive system ASAP so you have a easier time getting to where you need to be. Be QUICK though as it can also knock you further away if you aren’t careful. I recommend setting one of the tanks as your focus target so you can see when defensive system starts.

Members and Assistants of the Month

ESO MotM / AotM: Amrithir  / Illius the Pale

GW2 AotM: NatCogs

SWTOR MotM / AotM: TBD / TBD

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