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AxaraBlue

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Posts posted by AxaraBlue

  1. So trying to get my mind off some things I decided to open up PS again. I threw some things together and something about it just wasn't right and then Violet came along and poked me a bit and then poked it a bit. So with a sprinkle of her sparkle dust and my design here is the finished product. I hope it's not too horrible it is bright however :p


     


     


     


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  2. The Dread Masters

    Phase 1

     

    YlST0CM.png

     

     

    Split up the bosses so that each one is “tanked”. Bestia and Calphayus both need an actual tank on them and a DPS.  There is a tank swap mechanic.  Ideally, melee dps will be on Calphayus.  A DPS with a speed boost (AP Powertech) or roll (snipers), or mobile DPS like madness sorc will “tank” Raptus. Tyrans also needs a DPS “tank”.  

    Once a boss is down to 60% have that DPS go and help the other bosses. Once all the bosses are at around 60% you can push them, starting with Bestia. After Bestia it really doesn’t matter too much who you burn down. You will have 40 seconds after the first Master that was pushed to push the remaining Masters to 50%.

     

    Dread Master Bestia -Tank DPS Has a stacking debuff this debuff lasts for 20 seconds and once this debuff hits 6 stacks a kill mechanic takes effect. Bestia also has a nasty knockback that has a range of about 30m, so keep this in mind as to not get throw off the edge. Bestia needs to be tanked generally in the 6-8 o’clock position on this map. This DPS can pretty much tunnel the entire time, make sure not to pull threat off the tank. Once at 60% go help another DPS/boss.

     

    Dread Master Calphayus - Tank DPS Has a circle that he drops which does two things. First, it applies a debuff reducing all incoming healing by 50%. Secondly, any Master standing in the circle is granted 50% damage reduction due to a buff called Damage Font.   It is important to kite Calphayus well outside of the circle to eliminate that buff so it can still be easily killed. The circles are dropped roughly every 6 seconds.  Calphayus also has a shield so  this DPS has to stay inside the shield to hit Calphayus. Once at 60% go help another DPS/boss.

     

    Tanks

    Have the main tank pull Dread Master Bestia. After about 15 seconds Dread Master Calphayus will drop down.   Have the off tank pick up Calphayus. Tank Bastia with back against pillars at entrance  to avoid being thrown off.

     

    The tank switch mechanic is as follows:

    At 3 or 4 stacks wait for Bestia to knockback.  After, have the other tank taunt Bestia off you.  Repeat as necessary being mindful to wait for knockbacks to switch.  The tank who is not on Bestia should resume kiting Calphayus.


    Dread Master Raptus: is kited by a DPS. You  kite this boss around the outer ring of the map. Always be on the move. Periodically he will cast an ability called “Deadly Slash” and a giant frontal purple cone will appear on the ground. Avoid being in the purple when his channel finishes otherwise you will get knocked back and most likely die. When he starts to cast this he stops moving, simply move through him to avoid.  Raptus also has a spinning attack (a red circle will appear underneath him). Kite this normally.You won't be able to DPS him down very much and will have to rely on all the other DPS to do this. Once Bestia is pushed one of the tanks may take threat on Raptus.


    Dread Master Tyrans: DPS. This DPS can pretty much tunnel the boss the entire time. He does not have a threat table and will randomly target someone in the raid and cast “Thundering Blast”. He also casts something called “Death Mark” which will put a dot that kills people once the debuff runs out on 3 or 4 members of the raid.  Call this cast out, it helps! Once at 60% go help another DPS/boss.


    Heals

    Stand near the middle and split both room and tanks.  Often both will not be in range at the same time.  Special attention needs to be paid attention to the DPS kiting Raptus.  Split dispells for Death Mark by icon.  One healer will always take Skull and the other Corpse.  The Frankenstein and Mummy also need to be cleansed and should be called out.  Skull and Corpse are the priority as they are the two shortest debuffs.  Many classes can self cleanse this debuff and should be encouraged to for the primary dispels.  You should maintain communication with dispels and healing.  If someone low is out of range, let the other healer know as individuals are moving a lot in this phase.  

     





    Phase 2

     

     

    This phase is one giant burn phase. At the end of it, Brontes will port to the holocron and start a giant beam of death that will face the entrance and rotate clockwise. You will have 2 minutes and 30 seconds to accomplish all of this before the dread masters jump down.

     

     

    Tanks

    The Main tank will have aggro on Styrak and the off tank should go to the throne of Styrak (to the left of the entrance).  The OT should jump on the throne and channel the crystal of Styrak.   You will get debuff claiming that you have stolen some of Styrak’s power and making them immune to taunts and forcing him to attack whoever got that crystal until Styraks death. While this is happening, the main tank will pick up Brontes who has a nasty cleave and keeps teleporting  around the room. Play keep up with him.  

     

     

    EpBxzUI.png

     

     

     

    DPS

    Styrak needs to be burned down ASAP as he has a stacking buff that increases damage dealt. Once Styrak is dead you will have to burn down Brontes. Be aware not to get cleaved.  

     

    Heals

    One healer will go to Brontes throne and click to clear a buff from Brontes.  This can be done at any time, but do as soon as healing permits.

     

     

     

    Phase 3

    For this phase there will be portals that appear near the thrones of the dread masters but only after Brontes has been killed in Phase 2. The DPS that were assigned to Raptus and Tyrans need to take the portal that corresponds to the boss they were assigned to in phase 1 and click the crystal above the throne.  Face Tyrans away from raid.   Tanks will get the crystal for Bestia and Calphayus. This attaches the corresponding boss to you.  From here on out it is essentially the same  as phase 1 with the only difference being the percentages that you can push at. If Calphayus gets pushed beyond 30% he will one shot everyone. That is bad. Do not do that. Try to get Bestia, Raptus and Tyrans down to 17% and Calphayus to 32%. The first Dread Master you burn to 15% will start phase 4.

     

     

     

     

    9OTpoLb.png

     

     


    Phase 4



    Phase four is just a simple burn phase. All four of the Masters will jump and surround the holocron in the middle while dealing constant AOE damage. The Masters should be burned down in order of who is lowest.

     

    Everyone should be stacked in the center for this phase.

     

     

    Tanks

    Use CD’s to make sure that the healers don’t have to worry about your heals at all otherwise save offensive CD’s for this point (Assassins - Overcharge/Recklessness, Powertechs - Explosive Fuel/Thermal sensor override, Juggernauts - Enrage)

     

     

     

     

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    [media

    ]https://www.youtube.com/watch?v=GbEs0MbRLHA

     
  3. Dreadmaster Raptus

     

    The start of the fight is very straight forward. You will pull the boss (face him away), DPS him down to 92%, and then you will be ported to a stadium (see below).  

    Upon arriving, everyone needs to run to the dias and pick up their crystal.  DPS needs to run to the red crystal , healers need to do the same on the green crystal, and tanks need to do the same on the purple crystal.

    **Periodically throughout the fight someone will be targeted with a giant swirling circle (sub 75%). Move away from the rest of the group. This will teleport you to the bridge in the back and take anyone who is right next to you when the debuff ends.

     

     

     

    Phase 1




    LjnO5E6.png




     

    Tanks

    Tank him at base of ramp.  Positioning is key. Tank swap on knockup and on the deadly slash cast.

     

    DPS Heals

     

    Stack at base.

    At 75% and 50% Raptus will “challenge” the raid.  During this time 3 of the 6 portals will open, 1 for each archetype (1 for heals, 1 for tank, 1 for DPS). Everyone from each archetype should enter their portal (at the same time!). One person will be challenged directly by Raptus (a DPS) and will need to kite him in the stadium until all challenges are done.  He becomes reflective at this point, so do not hit him. The challenge  lasts 60 seconds (ALL challenges need to be completed in this time.) Each individual challenge last 30 seconds (based on the first person to enter the specific challenge).  After every challenge phase you will have a small window of time to DPS Raptus before he returns to his throne. When he does this everyone will need to pick up their crystal again.  



    DPS Challenge: All available DPS should enter the portal and simply kill the add. Be aware that the add casts a heal so someone should be assigned to interrupt it.

     

    Heal Challenge: Just heal the add.

     

    Tank Challenge: Don’t hit mob, just survive.


    Tanks

    Upon exiting the challenge, tank with highest HP should taunt as we noticed massive damage spikes then.  

     

     

    DPS

    The dps member who is asked to stand and face raptus will be pulled into him and you must kite him around the Stadium. Do not hit him, he reflects.  Do not go through a portal (or raid is wiped).

     

     

    Heals

    Challenge begins when the first person enters, so make sure to go in together. Save CDs for this phase.  As a sorc, I pre-load a 3 stack Revivication so that I can simply Dark Infusion spam for the duration.  You will be able to regen after the challenge.  

     

     

     

    Phase 2


     

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    At <50% Raptus will start using a move called “force execution”. When he does this he will place a purple circular area around himself, as well as 2 other areas that extend straight out in front of and behind him.No one should be standing in them except for the tank.

     

    It has been said the best way to handle this was to have everyone make a 180 turn and walk away; however, the off tank will have to move to a side in order to avoid the backwards cleave.  You can grab crystals again as they are supposed to buff you, but we noticed no Force or Tech power was gained.

     

     

     

    [media

    ]https://www.youtube.com/watch?v=yvez_zhq2cs

  4. Dreadmaster Calphayus

     

    Phase 1

     

    *Distorted Perceptions- massive red circle and dot that ticks for 3k.  This will slow your movement but you need to move away from the raid.   Split raid into two teams of 1 tank, 1 healer, and 2 dps.  When this phase triggers, Group A will go to the past (left) and Group B will go to the future (right).  The next time this phase triggers, Group A will go to the future (right) and Group B will go to the past (left).  During the last phase, Only Group A tank goes to the past (left) initially, everyone else to future (right) .

     

     

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    DPS Calphayus to 80% which will trigger the past/future phase.  Two portals will open up the blue one is for the past the orange one is for the future.

     

     

    Tanks

    Tank facing away from the group and tank swap on the casted ability “Inevitability” debuff. This move is a 180% cleave and if you take any damage i.e. red circle or boss damage you will die to a kill mechanic.

     

    Phase 1 Past - Tank near the crystal.

     

    Phase 1 Future - Tank where you start and help DPS.

     

     

    DPS

    Future DPS- this team has Calphayus and Dread Defiler adds that spawn to cast Mass Affliction. These HAVE to be killed before they finish the 15s cast. You also need to be on the lookout for a growth (looks like a tree) that spawns in one of the four corners of the room and tell the group in the past where it spawned (Back left, front left, front right, back right).

     

    Past DPS-This team needs to protect the “Seed of Knowledge” from the boss and adds. There are 3 types of adds; 1 is melee (Ravager), 1 casts dots on the seed and disappears (can be stunned to avoid DoT), and the last is ranged and casts (interruptible) lightning.The seed needs to be kept alive for 75 seconds till the channel finishes. After 75 seconds the Seed of Knowledge needs to be picked up and planted wherever the growth was that appeared in the future. Once the seed has been planted everyone will be ported back to the same area and phase 2 will begin.

     


    Heals

    This initial pull hits very hard, and you will notice it especially with Sin/Shadow tanks. Past healer will be able to, and should, heal and cleanse the Seed.  Future healer needs to help DPS add(s).

     

     


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    Phase 2



    80%-50% This phase is Identical to phase 1.  At 50% the Past and Future bubbles will spawn again and everyone will have to switch sides; the people who went to the future will now have to go to the past and vice versa.

     

    Phase 2 Past - Tank wherever the other group calls out and help DPS.

     

    Phase 2 Future - Follow Calphayus around the room and call out which crystal he destroys.

     

    DPS Future- Keep damaging Calphayus until he leaps to one of the fountains and smashes one of the crystals, when this happens you must tell the team in the past which location it was, if the past team destroys the correct one Calphayus will be knocked down and be vulnerable to damage again. There is a 30s time limit for the past team to do it correctly. To relay the correct position we like to use a “back left, front left, front right, back right” to determine the correct fountain and then use a “clock” system to determine the correct crystal.  In this example, we would call out “front right 10 o’clock”.   Past - Your only job is to locate the crystal the future team tells you and destroy it.  Call out sub 30% begin precasting of abilities like Orbital Strike and applying dots.  

     

     

     

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    Heals

    Light healing, help DPS

     

     

     

    Phase 3


    50%-20% is the same as phase 1 and 2.  For this switch, all DPS and healers will go to the future.

     

     

    Don’t hesitate to use CD’s here the boss will be hitting you hard.

     

    Phase 3 Past - Grab the holocron from the back of the room, run to the present and place it on the left table (you will then get a debuff preventing you from getting another holocron). Then join the group in the future and take boss. Drag the boss the the right side of the statue and keep him in the ring.  

     

    Phase 3 Future - Drag the boss to the left of the statue.  A yellow circle will appear underneath the boss and Calphayus must be inside this circle, after a few seconds he will fall to the ground  When the Past Tank taunts off, exit Future and follow Past directions.

     

     

    DPS

    Future- After a few seconds Calphayus will fall to the ground and he should be DPS’d down as quickly as possible (pop those CDs).

     

     

    Heals

    Both healers go to future.  If tanks are topped off and raid is taking no damage, help DPS.



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    [media

    ]https://www.youtube.com/watch?v=EBE6DrkJu3A

  5. Dreadmaster Tyrans

     

    *Simplification- Debuff which becomes smaller before it drops off and clears a floor tile. (3 per) Try and place at outside of room.

     

    *Inferno-  Debuff that drops a circle of fire.

     

    *Affliction- is a green DoT that is placed on 2 random raid members it cannot be cleansed and ticks for about 5.5k every 3 seconds.

     

     

    NQaBI0t.png



     

    Tanks

    Tank swap on the casted ability “Simplification”, an ignore debuff.  The tank who doesn’t have agro should taunt at this point to prevent Tyrans from teleporting to the square that the tank who had agro is on when Simplification ends.  Keep movement to a minimum (Tyrans teleports to tank with aggro) to help melee dps.

     

    Dps

    Melee need to be careful of Thundering blast, the entire raid needs to be aware of Simplification. One Simplification seems to always go onto the tank who has aggro while the other two will go to whoever.

     

    Heals

    Stand near ranged DPS, or near outsides of platform, so that your simplifications can consume the outermost tiles.

     

     

    You should start on the left and move right.  Ranged and healers attempt to remove (via Simplification) the outermost tiles, leaving the inner ones to melee and tanks.

     

     

     

    [media

    ]https://www.youtube.com/watch?v=dUxDmE2IEPU

  6. Phase 1


     


     


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    Tanks


    The tanks split the two sides of the room.  They will focus on tanking the Dread Monsters, but if possible can pick up the smaller Dread Larvae. One tank will only ever be tanking one dread monster (this will be the one the dps are killing)and the second tank with hold onto the other monsters currently in play. When the solo monster dies, the first tank taunts a new monster over to be killed next.


     


     


    Dps -


    Dread Tentacle -This add will randomly target someone and cast an attack called “Spit”. This attack is an 6s cast and needs to be interrupted. These are a priority target. Standing within melee range will prevent future “Spit’s” from being cast.


    Dread Larva - These cast an AOE attack that hits for around 6k dmg to the raid, they are very weak and die rather quickly.


    Dread Monster - These guys have a lot of HP and buff each other if they are close.   They need to be tanked away from each other.


     


     


    Heals


    Split tanks and stand on platform or with melee DPS.  The melee dps and ranged should both fall in range of AoE’s if placed correctly.


     


     


    Phase 2 and 3


     


     


     


    Avoid standing in water for the next phases so no red puddles are dropped there.  Adds will start spawning sub 50%  from the corners and should be killed ASAP.  Phase 3 is essentially the same as phase 2 except adds (same ones as in phase 1 except not as many) will spawn once again.


     


     


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    Tank


    When Bestia becomes attackable (around 50s into the fight) whichever tank is free from monsters will pick her up and tank her near the door. She places a stacking debuff on the tanks which should be swapped of regularly (about 5/6 stacks). At 50% adds start spawning, ensure the monsters are tanked but you still need to tank swap. The tank on Bestia should ensure she isn’t near any adds as she buffs them.  Bestia has a 3s channel called Dread Strike that on a fully stacked tank does massive damage.  Switch accordingly.  11 stacks will kill you.


     


     


    DPS


    After a few of these add waves Bestia will come out  and will drop red puddles on random raid members similar to the Kel’sara circles. These are an instant cast and there is no warning. If you do not move these circles will tick for around 12k dmg.  Bestia also has a move called Combusting Seed which is a reticle that will explode for around 18k dmg when it ticks down after 10s. Try to not stand in the water if at all possible to avoid placing these circles in the water. Anyone with this debuff needs to be topped off. Once Bestia is at 50% phase 3 begins.


     


     


    Heals


    Stay with tank assignments and try to stay near platform to keep red puddle manageable.  Top off players with Combusting Seed.


     


     


     


    [media

    ]https://www.youtube.com/watch?v=0N9_Klcpu0c


  7. Dreadmaster Brontes

    Phase 1

     

    rM1nIfo.png

     

    Tanks

    One tank should grab aggro on the Right hand and the other tank on the Left hand. The hands will apply a debuff called Touched (or something of that nature). At 80% and 60% the hands will cast attunement which attunes you to the right or left hand based on which you were tanking. Simply switch to the hand that you were not on and continue (Note - it’s important to make sure your dps know when it is ok to push the hand to the next phase otherwise you may end up with both attunements.  A few hits will deal a significant amount of damage).

     

    DPS

    Attack two smaller Fingers of Brontes as a priority.  Split DPS between larger Hand of Brontes.   Dps needs to keep even as transitions occur every 80%, 60% and 40%.  The Hands will then respawn at a different location.  We will get them both to about 65% and stop until another set of fingers spawn, once we kill the fingers the tank will call to push the hand. If done too early the tank has overlapping tentacle attunements and takes significant damage.  For the 60%-40%, DPS focuses right side first followed by left side. Fingers of Brontes can potentially spawn here, but strong DPS groups shouldn’t worry.  You want to avoid adds so during the lightning transition there are no small Fingers up.

     

     

    Heals

    Stack with ranged DPS and split tanks.  

     

     

    Msc0Smc.png


    In the transition here you will see 4 pairs of large Fingers spawn at the feet of random players.  The weill begin to emit an AoE lightning around their base a before they shoot a large lightning beam between them. These simply need to be avoided by standing on the perimeter before Brontes respawns in the middle for the start of phase 2.

     

     

     

     

    Phase 2

     

     

     

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    In this phase, Brontes will appear in the center of the room. Corrupted Kephess clones spawn in various locations 3 times.  


    *Energy Spheres- spawned adds with aggro to DPS (occasionally tanks) during phase 2.  These need to be exploded by running into them between 15-19 stacks (buff on sphere).  Give healers a 3 second count down.

     

     

    Tanks

    Brontes appears and should be tanked facing the red force field( to the left as you come in the room).  Since no clones spawn in that area, it decreases raid cleave chance.   Tanks switch after 4 stacks are applied.  The tank with the stacks should switch to the corrupted Kephess clone add that spawns. Repeat until phase 3 (Note before the push to phase 3(50%) you can taunt the orbs that spawn and run into or pull them before the taunt ends to free up a dps)).  During the transition, work ahead of DPS to gain threat on adds, one tank beginning on the last 4 adds.

     

     

    DPS

    Dps Brontes from 100%-50%.  Arcing Assault is a cleave which will reach to the wall, so you need to be positioned behind.  Energy Spheres throughout this phase and most of the time attach itself to a DPS. When this happens that DPS needs to tell the healers so that they can get topped off. Once the Energy Sphere has around 15 stacks on it the DPS should run into it.  When corrupted Kephess Clones spawn, DPS him down.  He also throws a nanite debuff.  Healers should cleanse these but you can self cleanse/evasion/ect.  Near the 50% mark, make sure all the add clones have been taken care of and push to the second transition.

     

     

    Heals

    Stack with DPS and AoE heal raid.  Split tanks by who is staying with Brontes and who is tanking Kephess clones.  Dispel nanites.  One healer will heal player with Energy Sphere.  The player will be taking noticeably more damage.  Hold off on barriers until the dps begins countdown as it will mitigate damage most efficiently.  The player needs to be topped of around 90%.

     

     

     

    Phase 3

     

     

    eyHHSOa.png

     

    The transition here brontes will start a clockwise rotation with a large beam of lightning that creeps toward a set of adds.  The goal here is to kill all of the droids, in order, before the lightning can touch them. Failure to do so results in an instant raid wipe.  Also, the raid member that is closest to the droids adds gets aggro, so make sure you position accordingly.

     

    **Use this phase to give healers time to top everyone off.

     

    The small Fingers aggro via proximity.  DPS and Healers must “tank” assigned Finger.  Assign tentacle buddies so players from the first 3 tentacles can gain aggro and relieve players 4-6  by being closer to the Fingers after their own Finger is down.   During this phase there will also be purple reticles which can deal around 12k damage.  Avoid them while remaining in melee range.

     

     

     

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    Tanks

    Each tank will tank one Hand.  During this phase tank  the Hand so that the path of the slam destroys the incoming Energy Spheres.  These orbs cause massive damage and too many going through will result in a wipe.   If you direct the tentacle to one corner it will automatically get whatever spawns behind you and allow you to only need to watch one corner and spin to that when it spawns an orb (keeping an eye on the minimap also helps).

     

     

    DPS

    Drop all aoes on Fingers 2 and 3 and then have everyone focus down 1 .  Follow with 2,3,4,etc. It’s important to pop defensive cooldowns here such as sniper shield, saber wards etc as the damage going out is pretty significant. You will have a tentacle buddy  that will step in when you are low and out of CDs.  Be sure to communicate.   It’s a bit of a mess but stay focused and follow the dps order. After all the fingers are dead we kill the hands right then left and push to phase 4.

     

     

    Heals

    AoE heals will only hit 2 people in the beginning of this phase.  (Precast reviv as a sorc between yourself and the player next to you.  I try and preload a 3 stack during the transition.  Barriers are important.)  If you are the healer whose Finger clears first, take a second to heal before picking up a DPS’s finger.  After one side is clear AoE’s are easier to hit more players with.  Split tanks as you will not be able to reach both depending on where they are kiting Hand slams.

     

     

     

    Phase 4

     

    Brontes will come down and heal to ~62.  The raid should gather in the corner farthest from the door, near a hand.  During this phase a stacking debuff called Manifest Supremacy goes out that  will deal close to 10k dmg per tick at 20 stacks. To stop this, dps the first Hand until it produces a shield.  Once inside the shield, debuffs are reset and you can and head back out to continue dps near the second tentacle. Once both shields are consumed its more or less a race to kill Brontes before we die.

     

     

     

    Du4YQzo.png

     

     

    Tanks

    Do your best to have your back to a wall and make sure both tanks coordinate taunts as much as possible. When the raid reaches 5-6 stacks move to the shield that the hand puts up. Then make the transition to the other corner with the hand repeat above until 5-6 stacks then get under the shield and by this time Brontes should be nearing death.

     

    DPS

    Burn Brontes until you debuffs hit 5-6 stacks.  DPS Hand until the shield pops. For final burn, make sure your back is to a wall, but not the same wall as tanks.

     

    Heals

    Use the shield phases to regen and get tanks topped off.  During the last burn phases, damage is pretty heavy and you will get heals interrupted by knockbacks.

     

     

     

    [media

    ]https://www.youtube.com/watch?v=jXH4rvvTlYE

  8. Corrupter Zero


    *Concussion mine stacking debuff which causes you to do AOE damage to yourself and the rest of the raid. To cleanse this you must run right next to Corrupter Zero. (Random debuff).


     


    * Unified beam attack between  20-30% .  Zero will leap into the air and drop to 1 of 4 locations and shoot the beam horizontally and vertically.  LOS the attack on the opposite side of the walls.  After each beam he rotates positions, so move to the other side of the corner.  


     


    *Missile Salvo Red reticle which knocks members down.  Can be interrupted/stunned via Elite Add.


    There are two phases, the add phase and the laser beam phase, followed by a burn phase at 30% or 3 minutes.  


     


    Tanks


    Tank with your back to a wall.  During phase 1, the tank swap is based on a stacking debuff (4 stacks). If you’re not tanking when adds spawn, pick them up (try and time a swap as the adds spawn so that you get a clean stack while the adds are burnt down and then re-swap once they’re all dead). There are two types of add groups that spawn, ranged and melee. If the melee group spawns, the off-tank can taunt and stack them together at which point the DPS can use their AOE. If the ranged group spawns, the adds will not move with a taunt, so go to them. The boss casts Gravity Field which needs to be moved out of.


     


    Dps


    There are two types of add groups that spawn, ranged and melee. If the melee group spawns, the off-tank can taunt and stack them together at which point the DPS can use their AOE. If the ranged group spawns, the adds will not move with a taunt and the DPS can still use their AOE’s (just not as effectively).   On Zero, it is a tank and spank until Gravity Field is cast (move!).   DPS should be on the lookout for a stacking debuff called Concussion Mine. This debuff deals constant AOE damage and the only way to cleanse it is to run within melee range of Corrupter Zero.


     


    Heals


    Phase 1 of this fight is fairly simple and AoE placement will mitigate healing pressure.  Split tanks between healers for adds groups.  Cleanse debuffs (on tanks).


     


     


     


    f3Ha9cu.png


     


     


    [media

    ]https://www.youtube.com/watch?v=4GjPG1VRsWQ


  9. Grob’thok Who Feeds the Forge

     

    This cybernetic rancor is a tank mechanic boss and does well with an AoE heavy group.  Ranged DPS and healers can be fairly stationary as the boss is moved around the room.

     

     

    Tanks -One tank takes the boss, for the first half simply tank the boss facing away from the raid, when he summons a pipe drag the boss into the magnetic claw moving around the room asap (repeats several times). This usually occurs at 80, 60, 40 and 20%.

    The second tank gathers the adds that spawn so the dps can easily kill them.  You can drag these adds into to lava to kill them also.

    .

    Dps- Be aware of the Mining droid, it will target a random member of the raid and you will run around leaving behind a lava trail, Make sure to kite the trail out of the way of the rest of the raid (melee in particular). Groups of Ugnaughts will constantly spawn which need to be aoe’d down. The rest of the fight as far as we're concerned is tank and spank.

     

    Heals-  Stay near ranged DPS.  The tank with adds will periodically take high amounts of damage if they are using the lava trick.

     


    We like placing the lava near the boss, between ranged and melee. This means melee can maximize DPS by staying near the boss and ranged AoE can quickly get rid of the adds.  The timing off adds is every 30s, so rotate AoE’s between raid.

     

     

     

    8ERiRaf.png

     

     

    [media

    ]https://www.youtube.com/watch?v=6mf7lnEa6Zg

  10. This boss will periodically jump up/down during multiple add waves.  Split dps to make sure that all possible interrupts are covered. Wave composition below.  


     


     


    G4HJtly.jpg


     


     


    Tanks- The fourth and sixth wave of adds spawn 2 dismantlers.  These Dismantlers have to be tanked one tank on each.  When the Dismantlers channel, they need to be tank switched or the tanks get 1 shot.  In the 7th and 9th wave of adds, 2 guardians will appear.  They both need to be tanked with their backs away from the group as they have a cone aoe that is avoidable once they start the cast.  The boss needs to be picked up as well by one of the tanks in waves in 3,5, and 9..  


     


    DPS- Your Priority should be killing the Dismantler, Despoiler and Corrupter adds first, Corrupter adds’ Mass affliction needs to be interrupted, it’s a 5s channel . Initially  burn the boss for around 10 seconds before he disappears. Waves of adds will begin to spawn based on the previous waves last add death, or boss jump up.  Hold off on killing the last add  to give healers the chance to catch up, if necessary.


    Wave 1: A bunch of Subteroths. Wait for them to be grouped up and AOE them down. They deal splash damage upon death so be aware of that.


    Wave 2: 4 Dispatchers and 2 Subteroths. Burn the Dispatchers first.


    Wave 3: 4 Dispatchers and 2 Corrupters. Burn/interrupt the Corrupters first and then the Dispatchers.  Leave 1-2 Dispatchers, then burn boss.  


    Wave 4: 2 Dismantlers and 2 Subteroths. All DPS should focus on one of the Dismantlers first and then burn down the other one. Subteroths should only be touched after both Dismantlers are dead.


    Wave 5: 4 Dispatchers, 2 Corrupters and 3 Bulwarks. Here the priority should be the Corrupters, Dispatchers and then the Bulwarks. In order to damage the Corrupters or Dispatchers you will need to be in melee range.  Leave 1 Bulwark and then burn boss.  


    Wave 6: 2 Dismantlers, 1 Corrupter, 1 Bulwark and 1 Despoiler. This is probably the trickiest phase. In my opinion the Despoiler needs to be killed first because if he gets his cast off then the boss will be healed to 100%. After the Despoiler is dead then you can focus on the Dismantlers, then the Corrupter, and finally the Bulwark.


    Wave 7: 2 Guardians and 2 Subteroths. Choose one of the Guardians to burn down first while being aware not to be in his purple cone when the cast goes off.


    Wave 8: 4 Corrupters, 1 Despoiler, 2 Bulwarks. Burn down the Despoiler first before you kill the Corrupters and then finally the Bulwarks.


    Wave 9: 2 Guardians, 2 Dispatchers and 1 Corrupter. Kill the Corrupter first followed by the Dispatcher and then the Guardians.  After initial 15 secs, burn boss.


     


    Heals- Split tanks between healers and well as right vs. left sides.  AoEs will be difficult to cast as raid members need to spread in order to avoid Corrosive Grenade splash debuff.  I found that during side add phases i would position between the tanks and ranged dps.


     


     


    WAVE COMPOSITION

     

    Wave 1 Subteroths only

    Wave 2 Dispatcher x4 Subteroth x2

    Wave 3 Dispatcher x4 Corrupter x2  Boss

    Wave 4 Dismantler x2 Subteroth x2

    Wave 5 Dispatcherx4 Corrupterx2 Bulwarkx3 Boss

    Wave 6 Dismantler x2 Corrupter x1 Bulwakr x1 Despoiler x1

    Wave 7 Guardian x2 Subteroth x2

    Wave 8 Corrupterx4 Despoiler x1 Bulwark x2 

    Wave 9 Guardian x2 Dispatcher x2 Corrupter x1 Boss

     

     

     

    Subteroth- Explode when they die, hold off on these to give healers regen time. 

    Dread Guard Dispatcher- Force Lightning  spam

    Dread Guard Bulwark - Casts a shield that reflects all the damage from outside.

    Dread Guard Corrupter - Casts Mass Affliction, needs to be interrupted

    Guardian of the Fortress - AOE frontal cone, has a 2.5 second cast timer, Ravage with stun (can be CC broke). 

    Dread Guard Despoiler - Wave 6 and 8, heals the adds and the boss, must be killed first or can be CC’d by sorcs and mercs. 

    Dread Guard Dismantler -Priority! Applies one shot debuff.

     

     

     


  11. Nefra, Who Bars the Way


    Tanks -Tanks need to both stack in front of the boss to share the cleave damage. If one Tank is targeted by the droids then both tanks need to move, switch back and forth between 2 locations as needed.  Tanking against statues is advised. Also, be sure that you have first and second threat. There is a chance that if you do not have second threat he will hit a dps with half of twin attack.  Cleanse DoT if able.  


     


    DPS- When you’re targeted by the Overloaded Assault Droids, they will run up to you and place a red circle that does a massive amount of damage.   If you don’t move, it is possibly enough to one shot you. Other than the red circle you can sit in place and tunnel the boss. Some DPS classes, for example a Sniper, can self cleanse the dot.  


     


    Heals-  Stack with DPS behind boss.  Split tank cleanses (priority cleanse) for mass debuff , then themselves, then dps (since they will be able to cleanse their own every other debuff).  Avoid red reticle.


     

    WWT4yan.png


     

     


  12. The Terror
     
    Phase 1:
     
    Mechanics Strategy
     
    Tunneling Tentacles They have a frontal attack and should be tanked away from the raid. We generally divide into two self sufficient groups and kill both tentacles at the same time as that deals more damage to the boss.
     
    Volatile Larva One spawn at each side and head straight for the tank to explode unless DPS kill it first.
     
    Birthing Occurs between Tunneling Tentacles, avoid the Birthed Larva.
     
    Slam Deals ~8k damage and push you back, can be avoided by positioning smartly.
     
    Acid Spit Spit seems to cover the area furthest from the boss. The combination of getting knocked back by Slam into the Spit can be deadly.
     
     
    Phase 2:
     
    Mechanics Strategy
     
    Range is not an issue Don’t trust your operation window here! Even if someone is out of range in the ops window, they can be healed! Ranged DPS can also damage the boss from any platform. Range doesn’t apply here!
     
    Platform Positioning. Tanks will need their own platforms at the top as the boss spit acid at them (occupies an entire platform). This frees up the lower platforms for DPS to travel to hit the Tentacles (you do need to be in range to hit them).
     
    Tank swap The boss will need to be tanked here while the DPS kill the tentacles. He will spit at a tank, forcing him/her to switch platforms and then follow it with a Scream (channeled cast). At end of the channel, the other tank will need to immediately taunt and grab aggro as the tank that got screamed at will now take increased damage from the boss.
     
    Grasping Tentacle These spawn in the lower platforms around the boss and will need to be killed. When these tentacles channel Slam, everyone need to get out of that platform and get back in right after.
     
    Hypergate Irregularity These spawn in a bunch of platforms after you have killed two Grasping Tentacles. They do an AoE pulsating damage so kill them ASAP (spread out after killing the tentacles).
     
    Furious Tantrum Occurs at 16%~, you will see a red text emote and the boss will aggro players randomly, damaging them for 11k using an attack called Phasic Spittle. Tanks will need to keep taunting the boss back to them.
     
     
    Hardmode:
     
    Phase 1:
     
    This phase is, for the most part, the same as story mode. The differences are that the tentacles have more hit points, there are more acid puddles and the damage from the various mechanics such as tentacle slams hit harder. The biggest difference is the addition of the Hypergate Beacons which will spawn and start pulling one of the two ops members who are standing away from the tentacles. If the Beacon successfully pulls them in the player will die instantly. The Beacons are destroyed pretty quickly, but you have to be ready to switch targets when you see them.
     
    Tip: An easy way to predict the Beacon arrival is with a swirling circular graphic that will appear. The graphic won’t have a name but if you see it spawn, you will know that the Beacon is not far behind. Keep in mind that the Beacon won’t appear where the graphic anomaly is, it is just an indicator that one is about to spawn.
     
    If your group’s rhythm is good, you should see the Beacon spawn at about 65% then, shortly after, a set of Unstable Larva adds will appear. Kill the Beacon, kill the adds, then get back on the tentacle. At about 20% a second set of Unstable Larva will appear. Kill them quickly, then finish off the tentacles before retreating to the water to avoid the Birthed Larva. On occasion, you will see a random Hypergate Beacon appear just before the Birthing. If so, just kill it quickly and retreat back to the water’s edge. Remember to give the Birthers a wide berth as they do quite a bit more damage in Hard Mode if they burrow and explode on someone.
     
    This is a rinse and repeat phase for about 4 cycles. After the final tentacle is destroyed the group will be teleported into the hypergate where you will begin phase two. Tanks should change their guard over to the healers for phase two. The best time to do this is before the last tentacle dies. By that time the tanks will have enough aggro and won’t need to have their guard on a dps.
     
    Phase 2
     
    This phase is probably the hardest for the dps as it is up to them to kill tentacles, anomalies and irregularities while jumping from platform to platform. At the same time it is probably one of the most fun fights as dps because of this fact as well. Tanks aren't too stressed during this phase as all they need to do is swap when they get the scream debuff then run up to the starting platform to cleanse the debuff before getting back to position to tank. Healers have it easiest as all they have to do is stand on the starting platform and heal. The only time they should have to move is during the soft enrage towards the end of the fight. That being said, there is quite a bit of damage that is going out, but there are no mechanics in place that will force them to move during most of this phase.
     

     

    K9E4bp7.jpg

     
    The graphic above is going to be useful when describing positioning. If you split the map down the middle, the dps and tank that was on the left tentacle in phase one will head off to the left while the right goes right. Healers will remain on the starting platform (1) for most of this fight. From platform 1 the healers can see everyone on the field and heal them without line-of-sight issues with the exception of platform 17.
     
    Tanks: Start on platforms 11 and 15 and switch between 10 and 16 respectively during the first sets of tentacles for the acid spits. When one tank is hit with a scream the other must taunt off and begin tanking. The tank with the scream debuff must make their way to platform 1 where the healers are and stand in a darkened area on that platform to cleanse off the debuff before making their way back to their tanking platform. During the second set of tentacles, the dps will need platform 10/11 and 15/16 so tanks will need to shift over to 12 and 14 while sharing platform 13 to avoid acid.
     
    DPS: For the first set of tentacles, all dps will go to platform 13 until the tentacles slam down. The left side dps group will go to 12 while the right goes to 14. DPS will have to kill three sets of tentacles during this phase before you get to the soft enrage. While killing the tentacles they will cast Hypergate Anomalies when they reach about 75% and again at 50%. Take a quick glance around at the upper levels. Left group will look at 2 through 5 and right side will look from 6 to 9. If any Anomalies appear the dps for that side will have to jump over and destroy it. Once down, return to your spots and kill the tentacles. Remember that the cast will not always spawn Anomalies so look before you leap.
     
    Hypergate Anomaly
     
    Once the first set of tentacles are killed the Terror From Beyond will begin to channel Hypergate Irregularity. This will spawn Irregularities on the platforms where you see the green dot on the map above. DPS will need to split and kill them all, preferably before the channel finishes. If any are still up, they will begin to do AoE damage to the ops group until it is killed.
     
    Hypergate Irregularity
     
    Soft Enrage:
     
    The dps cycle will continue for two more rounds. When the last set of tentacles reach about 10%, one of the dps should announce this, break off and find another platform to stand on while leaving the last dps there to finish off the tentacle. When the announcement is made, one of the healers should leave platform 1 and continue healing. Tanks will need to be ready to take turns taunting, knowing who will pick up the boss first. Once the phase begins the boss will randomly drop aggro and go after another member of the operation. The other tank should be ready to pick up the boss when this happens and the tanks will take turns taunting. The random aggro drop is timed just long enough so that both tanks have to coordinate their taunts. Save your AoE taunt as an emergency. Healers heal your hearts out. DPS will burn down the boss. You only have to reach 3% before the Terror From Beyond is forced back into the depths of whence it came.

     

     

    [media

    ]https://www.youtube.com/watch?v=qBiDZ4hJgZ4

  13. Kephess

     

    Mechanics Strategy

     

    Phase 1: 

     

    Tank swap The tank tanking Kephess will get two debuffs on him/her and glow. When this happens, the other tank will need to taunt Kephess so that the glowy tank can run to the big glowy circle on the ground to remove the two debuffs.

     

    Focused Laser Blast Move Kephess to the pillar his laser beams are attached to. The person being blasted can either run behind the pillar or in front of it (but face Kephess). This will cause Kephess to get knocked down temporarily and take increased damage.

     

    P1 – P2 transition Avoid the walls that radiate from Kephess when he lands on the ground (middle of the room)

     

    Phase 2: 

     

    Red & blue circles Kephess will leap from ground, creating a pulsating and expanding blue circle to jump down on a random player marked by a red circle. Avoid both circles.

     

    Corrupted Nanites Run to one of the pilars and start the channel to get it removed. Destroying the pillar (finishing the channel) when Kephess is near will cause him to get knocked down for increased damage.

     

    BURN

     

     

    Hardmode:

     

    The new mechanics that you have to deal with are tricky to master but the more you do the fight the easier it gets. The fight begins the same way as story mode with tank swaps happening whenever one gets the electrical debuff. From there you will have to deal with some new tricks.These come in the form of white circles that appear on the ground in two random spots on the fighting area. These will appear when Kephess is linked by an electrical bolt to a pillar. DPS need to seek these out and stand next to them. After a few seconds they will link themselves to a player standing nearest to them and they need to be burned down by those individuals. Only those linked can do damage to them so you want to avoid healers getting linked. Healers, if these appear near you then run away. Tanks should do their best to avoid them but if they happen to get linked then it isn’t as big of a deal because when they get the electrical debuff from Kephess the distortion will be destroyed.

     

    This is the only new mechanic in phase one so it starts out fairly easy. However, if you haven’t been using the pillars in story mode effectively then you will need to in hard mode. Whenever Kephess is linked to a tower, the tank needs to kite him over to that tower and stand between the boss and the tower. Not too far but not too close either. Kephess will then randomly target someone with laser blast. That player needs to run over to where the tank was standing and absorb the laser blast. Shields, health packs and heavy healing is required during this channeled cast. Once the cast is over he will be knocked over and you will start to do extra damage to him while he is on the ground. You will have only six towers to use during this phase to get him to 50% so make it count.

     

    Corrupted Nanites

     

    Once Kephess reaches 50% health he will jump up in the air and land in the center of the room causing some blocks to rise and fall out of the ground in a wave. Just avoid them and carry on. Tanks still need to continue to swap but he no longer has the Energy Distortion mechanic. Instead he now has Corrupted Nanites which he will cast on random players. In story mode, the nanites do a DoT but eventually fade away. In hard mode, the only way to clear the nanites is to channel on the glowing towers that spawn. If you don’t clear them in time the DoT begins to stack and you will not be able to be healed through it. Channeling the towers also serves as a way to knock down Kephess in phase 2 as well. Kite him to the first tower where first two players with nanites will start channeling. As soon as you break the channel it will destroy the tower and knock Kephess down allowing you extra damage on him. The second and third tower you will need to wait until three players are affected by nanites before breaking them. In addition to the nanites, Kephess will randomly target a player with Radioactive Barrage. It is essentially a trail of molten earth that will follow the targeted player. Just kite it away from the operation group. He also will jump into the air and target a player with a red circle. This is unavoidable so just keep away from that player and keep heals at the ready.

     

    Burn Phase

     

    For the last, tower (total of 4) the best strategy is to wait until he reaches 11% before breaking the tower. It doesn’t matter how many people have nanites on them at the time. This will put Kephess on the ground for a few seconds, giving the ops group some extra time to damage him before he goes into his soft enrage. The soft enrage is at 10% so be sure you break the last tower before this mark. If you are successful you should be able to get him down to about 8% before he gets back up and starts his soft enrage.

     

    Kephess’ soft enrage will cause him to grow and start spitting out a ground cover blast very similiar to ‘Storm Protocol’ of our old friend Annihilation Droid XRR-3 in Eternity Vault. Keep moving and keep up the damage and healing as best as you can. This is the time to use your cooldowns and med packs if you need to. Spread out as much as you can to avoid running into eachothers circles and burn burn burn!

     

     


  14. Operator IX

     

    Mechanics Strategy

     

    Color coordination Match every DPS with a tank or healer. Then each DPS +tank/healer pair pick a color.

     

    1x DPS and 1x Tank Blue

    1x DPS and 1x Tank Orange

    1x DPS and 1x Heal Purple

    1x DPS and 1x Heal Yellow

     

    Phase 1: 

     

    Central circle color The pair with the same color as the central circle undernearth Master Control will need to split up. The tank/healer stands inside the central circle while DPS channel at a console to unlock two datacores that can be attacked.

     

    Recognizer adds/Regulator Recognizer adds will come running to attack the pair standing in the central circle or channeling at the console, a tank should remain to tank them. One regulator add will come instead of the Recognizer add when you destroy the last 2 datacores.

     

    Phase 2: 

     

    Black Obtuse Players will need to find their colored circle within 10 seconds while Operator IX casts Black Obtuse.

     

     

    Hardmode

     

    Color Change:

     

    Blue: Melee DPS channeling with a healer in the center

    Orange: Tank channeling with a ranged DPS in the center

    Purple: Melee DPS channeling with a healer in the center

    Yellow: Tank channeling with a ranged DPS in the center

     

    A mechanic is a timer to destroy the datacores of each color phase. If you target the Master Control in the center and hit your Focus Target hotkey (Default: Alt-F) you will be able to monitor the time left on each color. They are as follows:

     

    Blue: 70 seconds

    Orange: 60 seconds

    Purple: 55 seconds

    Yellow: 50 seconds

     

    Failure to destroy both datacores in the prescribed time results in the color having to repeat which includes all adds. It will also spawn an additional add called a Rectifier which will have to be dealt with.

     

    Adds:

     

    Recognizer – Spawn on Blue (1st) and Purple (3rd) phase in 2 waves of 2. 15k HP and die quickly.

     

    Regulator – Spawn on Orange (2nd) and Yellow (4th) phase in 2 waves of 1. Interrupt End of Line knockback if possible. ~70k HP

     

    Rectifier – Spawn when datacores are not destroyed on time. Face away from the operation to avoid cleave. ~80k HP

     

     

    Spheres:

     

    During each color phase 2 spheres will spawn that will circle the room with the color of that particular phase. Those who are channelers or standing in the center of that phase will need to each kill one of those spheres. They only have about 5k HP and die fast. If you do not match the color of the sphere and you hit it with an AoE, not only do you run the risk of destroying it, but it will also stun you constantly until destroyed. If it is destroyed by someone not of the proper color then you will run the risk of being without a color to deal with the Deletion Protocol mechanic in phase two which will one shot the targeted operation member.

     

     

    Phase 1:

     

    Blue Phase: Everyone run in and kill the two patrolling mobs. They die quickly and don’t really need to be tanked. The blue dps will need to find the blue sphere and destroy it before going to channel. The blue healer will go to the center and begin to heal. Between heals the blue healer can destroy their blue orb. Tanks will run to the back of the room and pick up the Recognizers that spawn. The DPS will destroy the data cores and toss some dps onto the Recognizers as they pass by.

     

    Orange Phase: The orange tank will break off and begin to channel once the ranged dps is in the center. The remaining tank will need to pull the Regulators within range of the center dps so that they can help kill it but don’t forget to kill the orange sphere somewhere in between. Interrupt any End of Line knockbacks. Healers will heal as necessary but it couldn’t hurt to possibly toss some dps onto the Regulator. Having two up at the same time can be a bit troublesome due to knockbacks. DPS will destroy datacores. Once that phase is over the channeling tank will need to seek out and destroy their sphere.

     

    Purple Phase: DPS can take a moment to help burn down any remaining Regulator(s) that are up as this is a good phase to ‘fail’ on purpose. This is due to the fact that the adds that spawn during this phase are easy to kill. The purple healer will stand in the center and kill their sphere when they can. The purple dps can kill their sphere now or during the repeat of this phase. Either way, channel as soon as you can to at least destroy one datacore before failing. When the phase does fail it will spawn a Rectifier add which will need to be tanked facing away from the ops group to avoid 8k cleaves. DPS kill this add as well the respawns of the Recognizers before finishing off the datacore.

     

    Yellow Phase: As soon as the last purple phase datacore is destroyed the yellow tank and the yellow ranged dps will need to get in position and start channeling. Since this is the shortest phase you can’t waste any time. The yellow dps in the middle can destroy their orb at anytime but the tank will need to destroy theirs after the last datacore is destroyed. The DPS will burn down both datacores as quickly as possible, but when they do there will likely be an add (maybe 2) up. When this happens, the yellow tank will need to taunt the Operator IX boss THEN go after their yellow sphere. This will keep the boss off the healers for a few moments while the dps focus on killing the remaining Regulator droids. The DPS should not touch the boss until the Regulator droids are down. Once the droids are destroyed the orange tank that was on the Regulators can taunt the boss, giving the yellow tank time to finish killing their sphere. This transition is a little tricky but we’ve found that it reduces the risk of a tank getting one shot.

     

     

    Phase 2 and Spheres:

     

    Finally we get to see what the spheres do! Now if you did this right then everyone should have a buff as seen above. This is to handle the Deletion Protocol that Operator IX will cast on a random ops member. The boss will pick someone at random and cast a color on them in the form of a big circle. The best way to handle this is for the affected member to run to the center while someone who has the color of the circle stands next to them which will save them from being ‘deleted’. We rotate the tank/healers in first then, if a second of the same color occurs then the dps goes in. If two people of the same color runs in then both member’s buffs will be cleared and you will be left without one and hoping that the color doesn’t come up again. As long as everyone remembers what color they are and what colors have been used this mechanic isn’t too terrible, but due to the amount of activity going on it can be hard to remember. Just pay attention and remember where you need to be. Aside from this new mechanic, you now have 8 seconds on the Black Obtuse countdown (opposed to 10 seconds in story mode). There are also two adds that spawn about every other Black Obtuse but they die quickly. Good luck and have fun!

     

     

     


  15. Welcome to Ordo and if you need anything just let me know. I'll be happy to help!


     


     




    Watch out for that Xoza guy Klik.. he's trouble




     


    Xoza isn't that bad ... I know others that bite more!


     




    That kishoshima is a bit dodgy too, and welcome to O.I Klik:D 




     


    You are one to talk buddy!!!


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