Where is terror from beyond swtor




















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News Submit news Blogs Patches. Achievement Leaderboard Additional Links. The Terror from Beyond has a very tight DPS check in Phase 1 and will challenge your tanks to survive high damage slams, with Phase 2 being easier by comparison but with very little room for error. As time allows, I intend to add separate pages with detailed boss fight guides for each fight. New to Operations?

Check out this guide from Swtorista to learn the basics about how to join an operations group. The Writhing Horror is a very easy first boss in this operation. It has a few basic mechanics and some additional spawning enemies but is very nearly a tank and spank encounter.

The Horror itself has a conal basic attack and so should always be tanked facing away from the group. The Horror will periodically burrow into the ground and relocate to another location. This rotation is fixed and essentially swaps back and forth between sides of the room twice per side then returns to its starting point.

The only additional mechanic related to the Horror is it applies a Corrosive Slime DoT to a random player that should be cleansed by a healer. Several times during the fight the team will need to deal with waves of adds. This wave begins with the spawning of a Jealous Male a similar beast to the Horror but much smaller and then soon after a wave of around Foul Offspring. The Jealous Male has a knockback attack so should similarly be faced away from the group. As the group pulls, you should see 3 "flowers" situated in the middle area of the room.

One player should run into this red puddle to absorb these pheromones. Doing so causes the Foul Offspring to aggro to that player but also causes them to deal virtually no damage, and makes grouping them up for easy AoE quite simple.

The basic strategy for this fight is to DPS the Horror, cleanse the Corrosive Slim DoT, and each time adds spawn one player should run into the red puddle. A post-fight note is that it sometimes takes abnormally long to exit combat after the fight is won. The Writhing Horror remains a very easy boss encounter in Veteran Mode, with just a few changes to mechanics worth noting.

Depending on your tank class composition, the fight may actually get easier overall. The Writhing Horror encounter in Veteran Mode includes the following new and revised notable mechanics:. Incubation: Just as in Story Mode, the Writhing Horror applies stacks of Incubation to the player with aggro once every several seconds. In Veteran Mode, the Incubation debuff has a 15 second duration and Foul Offspring spawn when the player reaches 10 stacks of Incubation or when the debuff expires.

Recently Implanted: When stacks of Incubation expire, the player gets a debuff called Recently Implanted. The debuff lasts for 30 seconds and will kill the player if they get any stacks of Incubation. This mechanic requires a tank swap in Veteran Mode. The Void Zone lasts for 60 seconds and will damage any player who enters the AoE circle. In Veteran Mode, only one player can get the Calming Pheromone buff per flower and they can lose the effect if they step out of the red puddle.

Also, when the Calming Pheromone buff is removed the player receives the Stale Pheromone debuff that prevents them from using the flower again for the rest of the encounter. They spawn one at a time every 5 or so seconds until the boss is defeated and should explode when the boss is defeated. The key strategic considerations to defeat the Writhing Horror in Veteran Mode include the following:.

Be careful for aggro during opener. The Incubation buff mechanics make it very important for the tank to avoid losing aggro especially during the opener. If the tank loses aggro and an Incubation stack gets applied to a DPS by accident, that can trigger an early wave of Foul Offspring and apply the Recently Implanted debuff to the tank and really mess up the fight.

The DPS check on the Writhing Horror is really easy so if there is any doubt about pulling aggro then err on the side of being careful. Tank swap when Jealous Male spawns. The Recently Implanted debuff makes it impossible to solo tank the Writhing Horror. Trying to do so will cause the tank to eventually get 10 stacks of Incubation that trigger a wave of Foul Offspring and apply the debuff, then the next time they get Incubation they will instantly die.

The simple strategy to deal with this mechanic is to have the tanks swap each time the Jealous Male spawns, with the tank swapping off the Writhing Horror picking up the Jealous Male. Assign a rotation for Calming Pheromone red flower puddles.

Only one player can use the Calming Pheromone flower puddle per wave of Foul Offspring and each player can only use the flower once per fight. Assign a rotation for all the DPS and healers so each person knows when it is their turn. Do not step out of a Calming Pheromone red flower puddle. Once you step into the Calming Pheromone red puddle, do not step out or you will lose the buff and so will the adds.

Even if you step into the flower puddle by accident, it is critical to not lose the buff early. Watch positioning when cleansing Corrosive Slime. Avoid placing the Void Zone on top of the flowers or in other inconvenient locations. The DoT does not tick that hard so it is fine to take a few seconds to reposition before cleansing.

The off-tank should try to grab as many of the Twisted Spawn as possible. Here are a couple other tips for Writhing Horror in Veteran Mode:. The Writhing Horror continues to tunnel between locations in Veteran Mode and follows the same pattern. The team can shorten the fight by having the off-tank position the Jealous Male adjacent to the Writhing Horror to facilitate DoT spread and splash damage. The Foul Offspring die very quickly with targeted AoE attacks. Avoid standing near or on top of the flowers at all times.

Tanks will benefit from holding onto at least one big defensive cooldown for the burn phase, especially if the tank with aggro on the Writhing Horror may need to AoE taunt and hold the boss and multiple Twisted Spawn.

The team should be careful about balancing the timing of Jealous Male spawns and pushing into the burn phase. Getting the Jealous Male, Foul Offspring and unending waves of Twisted Spawn at the same time is the most common cause of a wipe in Veteran Mode for what is otherwise an easy boss fight.

If the team expects a Jealous Male to spawn soon, it may be best to simply stop DPS until the Jealous Male spawns, kill it and the Foul Offspring, then safely push through the burn phase with only the Twisted Spawn to consider. The Writhing Horror is one of the easiest boss encounters in Master Mode operations.

The fight features very similar mechanics to Veteran Mode but substantially increased damage scaling especially for the tanks.

The Writhing Horror encounter in Master Mode includes the following new and revised notable mechanics in addition to those in Story and Veteran Mode:. Writhing Horror hits much harder: The damage taken in Master Mode is much higher particularly for the tank with aggro on the Writhing Horror.

The boss does not have any predictable big hitting attacks but its Nasty Bite and Melee Attack abilities that are used very frequently can take big chunks of health if you get unlucky with defense and shield rolls. Tanks will semi-frequently see a quarter or more of their health get spiked away. Healers need to keep the main tank topped off as much as possible. The potential spawn points are the same as in lower difficulties, however.. The key strategic considerations to defeat the Writhing Horror in Master Mode include the following.

Please note all strategic considerations in Veteran Mode also apply unless directly contradicted below. Same burn order as in lower difficulties. Position in advance for Corrosive Slime cleanse. Since the DoT ticks much harder in Master Mode, players should always position themselves to facilitate an immediate cleanse. Avoid Jealous Male spawning in burn phase. Since the damage taken is the primary barrier to clearing the fight in Master Mode, the most dangerous phase is the burn phase.

My experience has been that a wipe is likely if the Jealous Male spawns early in the burn phase. The team should pay attention to their DPS level and timing on pushing the boss and slow DPS if necessary to clear adds before entering burn.

Main tank should avoid taunting Twisted Spawn. The tank with aggro on the Writhing Horror can hold adds for a brief time with a strong defensive cooldown but will likely die quickly when defensives expire due to the combination of boss damage and the DoT. Save raid buffs for burn phase. Burn phase lasts longer in Master Mode due to increased enemy health, which means the damage taken will be much higher and for much longer as more and more Twisted Spawn enter the fight.

As such, I recommend saving raid buffs and adrenals for burn phase and making sure DPS time their use of cooldowns so they are back up for burn phase.. Here are a couple other tips for Writhing Horror in Master Mode in addition to those in lower difficulties:.

When the Horror burrows, I recommend beginning to move towards the middle of the room until you see where she resurfaces. This initial movement will usually guarantee you are in range of your gap closer and at most the group takes one cleave from the boss, whereas waiting to see the boss tunnel across the room can lead to 3 or more cleaves in some cases. The off-tank will still need to hold the Jealous Male and the Twisted Spawn but it is much simpler than risking non-debuffed Foul Offspring running around killing DPS and healers.

As noted above in strategy, you usually will wipe if you get Foul Offspring spawning during burn phase. If this happens, make sure your healers know who is standing in the Calming Pheromone red puddle and keep them alive because if they die the debuff will expire and the Foul Offspring will run wild.

Tanks should communicate with their healers about the use of defensive cooldowns. The Writhing Horror is not too dangerous when the tank has cooldowns available to help mitigate spike damage or respond to spikes to let healers catch up. Any time you are out of defensives you should let the healers know to be more aggressive in healing you. The basic structure to the fight is to DPS them down one boss at a time, with each phase having one or two unique mechanics.

The fight is fairly easy in Story Mode and the only difficulty that semi-frequently causes issues is the Doom mechanic during the Ciphas phase. Firstly, let's cover tanking. Heirad has a random aggro table and does not move, so no tanking is necessary. Ciphas and Kel'sara both need to be tanked. Kel'sara places a stacking debuff on her target that causes them to take more damage.

This mechanic requires a tank swap during the fight. Use your judgment based on how many stacks your healers can comfortably handle - a common threshold is to swap at 5 stacks for newer groups or around 10 stacks for experienced groups. Really high DPS may be fast enough to avoid any swaps at all.

Phase 1 - Heirad. The team begins DPS'ing Heirad. Heirad's primary attack is Force Lightning aimed at random players and deals low damage. Tanks should pick up Ciphas and Kel'sara to kite them. The primary mechanic for Phase 1 is Surging Chain. Heirad will begin chain casting Surging Chain while Ciphas leaps near him and begins channeling Empowered Barrier, which makes Heirad immune to damage. DPS should swap to Ciphas and attack him until the interrupt ability is usable then immediately interrupt his cast.

This makes Heirad damageable again and the team should resume attacking Heirad. Phase 2 - Ciphas. Ciphas is probably the most difficult phase of the encounter due to its emphasis on awareness and positioning. There are a few mechanics to deal with during this phase:. Expiatory Motes green puddles : A green puddle spawns underneath a random player.

A debuff is applied to the player for a few seconds prior to the puddle spawning it looks like a person with a green background and lasts for around 2 seconds , and after it spawns the player has seconds to move out of the way. Otherwise, stepping into the green puddle will consume it.

Players should avoid using these puddles as they are needed for the Doom mechanic, and using them unnecessarily will apply a uncleanseable DoT to the player indicated by a green orb DoT debuff.

Doom: A player receives a Doom debuff that lasts for 30 seconds. The debuff has 2 stacks. One stack can be cleansed by running into a green puddle of Expiatory Motes. The Doom mechanic will kill the player if the debuff expires without being cleansed of both stacks.

As such, the player needs to run into 2 green puddles to cleanse the mechanic. Pro Tip - some classes can use defensive abilities to mitigate Doom without running through puddles, but be careful doing so as it isn't usually necessary in Story Mode. Force Choke: Ciphas leaps to a random target and stuns them with a channeled Force Choke. Other players should immediately interrupt this ability, then Ciphas will resume his normal mechanics.

Phase 3 - Kel'sara. Kel'sara has one primary mechanic called Marked for Death that occurs a few times during this last phase. She will aggro to a random player and be connected to them by a green energy beam i.

This mechanic slows the player. Kel'sara begins moving to them and will deal heavy damage if she reaches melee range. The other mechanic to consider for healers is Withering Terror, a DoT that gets applied periodically to several random players. The DoT cannot be cleansed and must be healed through, so any players with the DoT will benefit greatly from HoT or shield effects as they will take much higher damage than most non-tank players.

The Dread Guards encounter is a step up in difficulty from Story Mode with new mechanics during each phase of the fight. The most important new mechanic is Force Leech that requires your healers to be very careful during the last phase or else risk killing their tank.

The Dread Guards encounter in Veteran Mode includes the following new and revised notable mechanics:. The channel takes 7. The last tick at the end of the Lightning Field channel will trigger AoE damage that can affect other players. Doom Ciphas : As in Story Mode, Ciphas applies the Doom debuff every 30 seconds to a player that will kill them unless the stacks of Doom are cleansed by entering an Expiatory Mote green puddle.

In Veteran Mode, the player receives 3 stacks of Doom instead of 2 as in Story Mode , so the player must consume 3 green puddles to cleanse Doom. Doom lasts 24 seconds similar to Story Mode. Strangle Ciphas : Ciphas has an added mechanic where he will leap to a random player and choke them over 6 seconds.

Strangle can be interrupted and deals high damage over its channel. Ciphas will prioritize players outside melee range and usually targets DPS. The first Force Leech goes out shortly after Ciphas is defeated and thereafter happens immediately after each Marked for Death mechanic.

The add with one lightsaber will immediately cast Mass Affliction over 8 seconds and cannot be interrupted. In 16m groups there will be more adds and 2 will attempt to cast Mass Affliction. In Veteran Mode the DoT ticks for significantly more damage but is predictable in that it goes out immediately after Force Leech. The key strategic considerations to defeat the Dread Guards in Veteran Mode include the following:. There is no change to the kill order in Veteran Mode due to the Dark Bond mechanics.

Most groups should tank swap around 5 stacks. Avoid taunting Ciphas during Empowered Barrier the channeled shield on Heirad as Ciphas is taunt immune until interrupted. Spread out for Lightning Field. The last tick of Lightning Field deals moderate AoE damage in Veteran Mode that can be very dangerous if the team is grouped together.

Spread out during the channel to avoid overlapping AoE damage. Doom requires 3 green circles. Doom requires a bit more strategy in Veteran Mode, which is discussed below. Interrupt Strangle. Strangle deals high damage over its full channel so should be immediately interrupted.

Avoid killing tanks with Force Leech. Force Leech is by far the most difficult mechanic added in Veteran Mode and may challenge less experienced tanks and healers. See below for more substantive discussion on these mechanics and strategies to deal with them. Spread out for Withering Terror. The team should try to spread out prior to Force Leech and remain so until the DoT goes out, then can safely group together a bit more if needed.

Any player who get the Withering Terror DoT should use a low cooldown defensive ability to help mitigate the damage taken. Kill adds before Mass Affliction.

After Force Leech killing your tanks, the next most common cause of a wipe is Mass Affliction going out from the adds. Mass Affliction cannot be interrupted. The casting adds are readily identifiable since they have a single lightsaber and do not move after spawning.

The remaining adds should be killed afterwards as they deal relatively high damage. Advanced Strategy - Doom. The Doom mechanic is only slightly more complicated in Veteran Mode than in Story Mode, but some additional discussion may be helpful to players. When Heirad is defeated, the first Doom will go out 30 seconds into the second phase while the group attacks Ciphas. Doom lasts for 24 seconds before it expires and potentially kills the affected player, with another Doom going out 6 seconds later and on a 30 second timer.

The green Expiatory Mote circles go out every 6 seconds. A player without Doom entering the circle gets a DoT that ticks for low damage and more importantly they consume the circle. A player with Doom needs to run into 3 green circles to cleanse it.

In Veteran Mode, the team strategy should generally be to avoid wasting green circles and use them to cleanse Doom. It is possible to cheese Doom though again it is not generally recommended since it adds difficulty and the potential to kill a player without any meaningful upside.

Advanced Strategy - Force Leech. All team members need to understand how the mechanic works and the plan to clear the mechanic. The first Force Leech goes out shortly after Ciphas is defeated and after every Marked for Death mechanic thereafter. Channeled heals and heal-over-time HoT effects are especially dangerous. The tank with aggro will need heals but healers should avoid applying HoTs or delayed heals.

Tanks should also be very careful about using any self-heal abilities. If any of these are active or any HoTs or probes have been applied, the tank should try to manually click them off their bar before Force Leech goes out. Healers should immediately stop healing the tank with aggro to avoid any heals landing after Force Leech is applied. I recommend the tanks and healers communicate in advance where the tanks will move to shelter during Force Leech. Force Leech will expire shortly before the Marked for Death mechanic, which will be followed by another Force Leech tank swap.

Healers should then heal them to full in preparation for the tank swap. Here are a couple other tips for Dread Guards in Veteran Mode:. This includes during Phase 1 and Phase 2. Getting an unexpected wave of adds can be deadly if it leads to Mass Affliction going out, so avoid that at all costs. Skilled tanks should consider how to add damage during the Heirad phase to help push the phase faster. This strategy is important in Master Mode so getting practice is a good idea.

I recommend tanks use their full opener on their assigned boss prior to the first Surging Chains mechanic to build aggro. After the tank swap, I would hit that boss a few times then pull them adjacent to Heirad and then swap targets and attack Heirad.

Tank damage is much lower than the other DPS, but between two tanks and a little extra damage from healers that is close to having an extra DPS player. I have never noticed a difference in Veteran Mode and have actually found it sub-optimal in Master Mode. This helps facilitate extra DPS on Heirad in phase 1, but more importantly will make it easier for healers to use AoE healing to maintain healing uptime on the tanks but also clip the DPS.

Many classes can cheese the Lightning Field damage and I recommend doing so if possible. Melee DPS in particular may benefit from doing so by getting more uptime to damage Heirad.

I do not recommend ranged DPS bother with cheesing the damage since they can maintain uptime anyway. Just use a regular defensive cooldown. For any players that struggle with identifying and placing the green puddles, I recommend keeping an eye on the ops frame. A green debuff is applied 2 seconds before a green puddle spawns. If you get it yourself and react quickly, you have a second or so to move away from the group to drop the puddle then can move back in.

Either way, you have a second or so grace period to move out of the green puddle without consuming it. Many classes can cheese Doom but I do not recommend it in Veteran Mode. The team will get 5 green puddles per Doom window plus an entire wave of green puddles before the first Doom. As such, there should always be plenty of green puddles unless the team is horrible at watching their feet.

This strategy can help in an emergency if the team runs out of green puddles to cleanse Doom. The simplest one I would recommend is based on the typical swap pattern in Master Mode. Stacks will drop off during Lightning Field and do not require a tank swap, so each Surging Chains should coincide with the appropriate timing to swap.

During the second Ciphas phase, tanks can swap on every Strangle. Feel free to swap more or less often though, as the tank damage is not typically a massive problem in Veteran Mode for most healers as long as they avoid going above 10 stacks.

Healers will usually be safe to apply HoTs, shields and probes on a tank right after Force Leech expires. Outside that specific time window, I suggest avoiding those effects on tanks entirely. As noted above, it is usually safe to shield the tank after Force Leech expires since the shield will be consumed before the next one. If you already have a Revitalized Mystic set with augments, this one might be better for this fight. All players should check their utilities for anything that might add a heal to a friendly player.

Make sure you remove these utilities at least for the Dread Guards fight. There are few new mechanics but the fight features very high outgoing damage and a tight DPS check. The Dread Guards encounter in Master Mode includes the following new and revised notable mechanics:.

Lightning Field hits very hard: Lightning Field goes out more frequently and deals much higher damage in Master Mode. An unmitigated last tick of damage will typically consume around half or more of a DPS or healer health bar.

The team absolutely must avoid overlapping Lightning Field damage unless those players are using abilities to completely cheese the damage. Since outgoing damage is very high in this fight on the tanks, all players should try to mitigate Lightning Field damage as much as possible to help healers avoid falling behind due to excessive group healing.

As long as players promptly swap targets it should not matter. The damage is lower during Phase 1 but offset by much higher group damage from Lightning Field. Among the pre-Gods operations in Master Mode, the Dread Guards have among the higher damage dealt to tanks.

However, the damage applied by Force Leech for each tick of healing received is significantly increased. Given that the tank getting Force Leech will usually be below max health, this means often just one tick of Force Leech will kill the tank whereas in Veteran Mode a tick or two may be survivable. Just like the green puddles , stepping into the puddle applies a DoT. The red puddle DoT ticks extremely hard and will likely kill the player very quickly.

The red circle can be cleansed by entering a green puddle, which will convert the red DoT to a green DoT. The green DoT still ticks for damage but is far easier to heal through. Withering Terror goes out shortly after Force Leech. The key strategic considerations to defeat the Dread Guards in Master Mode include the following.

All Phases - Same burn order as in lower difficulties. We found the DPS check to be moderately challenging among Master Mode fights and in particular wanted to guarantee we could avoid a third Lightning Field attack that would leave us low in health when moving to Phase 2. If using this strategy, the key consideration is avoiding the loss of aggro early in the fight. After a few tank swaps this will cease to be an issue due to the multiplicative impact of taunts. My usual approach in this fight while tanking would be to use my normal rotation on my assigned boss until the first Surging Chain to build aggro.

Phase 1 - Use defensives to cheese Lightning Field. Lightning Field hits very hard in Master Mode and can be stressful to healers given the high sustained healing required on tanks. All players should use strong defensive cooldowns to mitigate damage and cheese it if possible.

The team ideally should only see 2 Lightning Field mechanics so plan accordingly. See below for more discussion on this topic.

We found that optimal timing for swapping was based on the timing for certain mechanics and usually led to swapping between stacks of the debuffs. Phase 2 - Cheese Doom to avoid consuming Expiatory Motes green puddles. Cheesing Doom is highly recommended if the group composition allows it, since it can enable the group to avoid consuming green puddles. See below for more discussion.

Phase 2 - Drop Expiatory Motes green puddles together near the wall. As will be discussed below, the optimal strategy is to place all the green puddles closely together near a wall somewhere in the room.

Once 12 green puddles have been placed on the ground, no more will spawn unless some are consumed. If 12 green puddles are on the ground, no red puddles will spawn during phase 3. The team should be looking to strategically place green puddles near a wall and close together during Phase 2. As such, we usually ask a ranged DPS player to take responsibility for interrupts if possible.

If your group has fewer than 2 ranged DPS then you may want to assign one player to handle interrupts. A healer can usually handle the interrupt though without accuracy gearing their interrupt has a chance to miss. Phase 3 - Tank swap on Force Leech. The Force Leech mechanic functions similarly to Veteran Mode but each tick is roughly double compared to Veteran Mode. Also, tanks take so much higher damage in Master Mode that it can be very challenging to heal through the damage and avoid ticking Force Leech.

Phase 3 - DPS should interrupt add casts and focus down adds. As long as the team is safely ahead of the enrage timer then I recommend getting all adds down immediately as the safer and better option. Phase 3 - Spread out for Withering Terror. The Withering Terror DoT can be really rough on healers if it gets applied to multiple players.

The team should stay loosely spread out after Force Leech until Withering Terror is applied, and then ranged DPS and healers can group up safely. Phase 3 - Avoid red puddles, use green puddles to cleanse if necessary. Ideally the team should try to drop 12 green puddles during Phase 2 and avoid using them. If so, no red puddles will spawn during Phase 3. If a red puddle spawns, avoid it at all costs to avoid the red DoT. They will still take damage from a green puddle but it is survivable, whereas the red DoT will kill a player relatively quickly regardless of your healers.

Phase 3 - Use movement abilities and pulls for Marked for Death. Marked for Death is much more difficult in Master Mode due to the more powerful slow effect applied to the player. Often the player has less room to move around assuming the group has successfully dropped green puddles in one side of the room. Make sure to take utilities that help improve movement speed or provide immunity to slows as they are really helpful.

This mechanic is not super hard but the kiting path is not a pure face roll like in Story or Veteran Mode. Advanced Strategy - Lightning Field.

Lightning Field is a dangerous mechanic in Master Mode because it can lead to a wipe if people do not spread out. Even with proper positioning the mechanic severely stresses healers who are already dealing with very high sustained damage on tanks. The team should pre-assign positions for Lightning Field to ensure no overlap. Keep in mind that players are slowed during the Lightning Field channel. Melee DPS who plan to cheese the Lightning Field attack and keep attacking Heirad should be identified, and the group should allow sufficient spots near Heirad for them.

Usually at least 2 melee DPS or tanks can stand near the door. During the fight, ranged DPS and healers should try to be relatively near their assigned position prior to the mechanic. When Lightning Field begins, everyone should move to their position and use a movement ability if necessary. Everyone should use a strong defensive to mitigate the last big tick of damage.

DPS and healers should generally take very little damage during Phase 1 except from Lightning Field so have no reason to save defensives.

After Lightning Field, all team members should group up near Heird for efficient AoE healing to top everyone up. The group should generally see two Lightning Field phases. If you get a third then you are likely behind the enrage timer. In 16 person operations, positioning will be much trickier. I highly recommend everyone who can cheese Lightning Field do so, which will help provide more space for those unable to do so. Classes that can cheese Lightning Field include the following:. Try to be near a wall and dash into the wall to avoid clipping someone else with your AoE.

I do not recommend doing so though as it may not be back up in time for Doom. Tanks can also shield a guarded player if running the Friend of the Force tactical. Other disciplines cannot cheese the damage. Tanks may be able to cheese using Emergency Power though the absorb shield has a cap so may not work depending on how many players are stacking.

Advanced Strategy - Tank Mechanics. Tanks and healers have a tough time in the Dread Guards fight in Master Mode due to the much higher damage taken during the fight. During the first phase, I recommend tank swapping at each Surging Chain, which should work out to stacks.

Debuff stacks will naturally drop off during Lightning Field that happens in between each Surging Chain, so the first phase should go as follows:. Begin fight. Each tank takes their assigned boss. Surging Chain, tank swap.

Lightning Field, stacks drop off and tanks resume tanking the same boss afterwards. Lightning Field, stacks drop off again. Surging Chain, tank swap teams should ideally defeat Heirad before the third Lightning Field. My experience with kiting bosses has been that I take essentially the same damage but makes the healing tougher since they can not clip other players with AoE heals as often.

Positioning near Heirad lets healers maintain primary focus on tanks and let AoE heals targeted on the tanks provide group healing to other players, and may let the tanks add DPS to Heirad to push the phase faster. In phase 2, pull Ciphas to a pre-determined position along the wall. At this point the goal is to move Ciphas as green puddles are dropped along the wall.

The tanks should swap at at each Strangle mechanic by Ciphas. Try to avoid leaping or running out to Ciphas when he leaps for Strangle, as after it is interrupted he will jump back. Also make sure to move Ciphas out of green puddles and leave room for melee DPS to stand to avoid the cleave and green puddles. As soon as 12 green puddles have been dropped, pull Ciphas to the middle of the room away from the green puddles. If any green puddles get consumed, pull him back to drop more.

I generally recommend being aggressive with defensives early in phase 2 so that they are back up going into phase 3. That tank needs to save a big defensive cooldown. Force Leech is much more dangerous however since each heal received ticks for more damage. As soon as you get Force Leech, run far away from your healers. I highly suggest using defensive cooldowns as Force Leech goes out to mitigate damage, especially for the first one.

Doom functions similarly in Master Mode to Veteran except that you have more time to cleanse it and require 6 green puddles instead of 3. Given the rate at which green puddles go out, this leaves very little room for error by teammates wasting green puddles if the team deals with Doom using a conventional strategy to use green puddles to cleanse Doom.

The preferred strategy for Doom is to have as many players preferably all cheese Doom to avoid using any green puddles. Once the team places 12 green puddles on the ground then no more will go out. More importantly, the team will not get any red puddles in phase 3. Was this guide helpful?

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