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SWTOR OPS Comprehensive Guide Last update - 2019-Feb-02 Version: 1.0 Operations Quicklinks: Eternity Vault [EV] Karragga’s Palace [KP] Explosive Conflict [EC] Terror From Beyond [TFB] Scum And Villainy [SnV] The Dread Fortress [DF] The Dread Palace [DP] The Ravagers [RAV] Temple Of Sacrifice [ToS] Gods From The Machine [GftM] Date Revision Change 2019-02-02 1.0 Initial release Sharing, copying and releasing this guide outside the guild is prohibited.

SWTOR OPS Comprehensive Guide - Amazon S3 · Unwritten SWTOR DPS rule: Melee DoT > Melee Burst > Ranged DoT > Ranged Burst Raid buffs are abilities that boost the entire raid group

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Page 1: SWTOR OPS Comprehensive Guide - Amazon S3 · Unwritten SWTOR DPS rule: Melee DoT > Melee Burst > Ranged DoT > Ranged Burst Raid buffs are abilities that boost the entire raid group

SWTOR OPS Comprehensive Guide Last update - 2019-Feb-02

Version: 1.0

Operations Quicklinks:

Eternity Vault [EV]

Karragga’s Palace [KP] Explosive Conflict [EC]

Terror From Beyond [TFB] Scum And Villainy [SnV] The Dread Fortress [DF] The Dread Palace [DP] The Ravagers [RAV]

Temple Of Sacrifice [ToS] Gods From The Machine [GftM]

Date Revision Change

2019-02-02 1.0 Initial release

Sharing, copying and releasing this guide outside the guild is prohibited.

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Introduction and basics An Operation is a complex mission aimed for a team of 8 or 16 people. Each operation consists of several sections:

● Main Boss (Last Boss [LB]) ○ Usually hardest boss in the operation. Drops the best available loot. ○ Defeating it triggers weekly missions like Group Finder mission or Ossus

Weekly mission. ● Regular Boss [RB]

○ A Boss before the last boss. There are several in each operation varying in difficulty

● Puzzle Boss [PB] ○ A Boss before the last boss. Usually in the middle of the operation. ○ It has an extra mechanic of a puzzle that has to be solved. Puzzles are

different in each operation and require an extra attention ○ Also known as pug-breaker as they were designed to increase players

communication. ● Mobs [Trash]

○ Standard, Strong, Elite and Champion enemies placed between bosses ○ Some bosses may spawn some, in which scenario they are called adds

Difficulty levels for Operations are:

● Story Mode [SM] ● Veteran Mode [VM], previously known as Hard Mode [HM] ● Mastermode Mode [MM], previously known as Nightmare Mode [NiM]

Previous names are mentioned here because people still like to use them in calls in general chat, so it is best to keep that in mind. A team composition is a combination of three (four) roles that makes up the team of 8 or 16 players. Possible roles are Tank [T], Damage Dealer [DD] or [DPS] and a Healer [H]. Possible fourth role is Damage Dealer with Taunt [DwT]. DwT rose to popularity due to stripped mechanics in SM where 2nd tank is no longer needed on most bosses so it is swapped for 5th damage dealer. Standard team setup for team of 8 players is:

● 1st Tank ● 2nd Tank or DwT ● 4 DD ● 2 H

Ideal team composition would consist of:

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● 1 Tank ● 1 DwT ● 1 Melee Burst DD ● 1 Melee DoT DD ● 1 Ranged Burst DD ● 1 Ranged DoT DD

Damage classification:

● Burst damage ○ Means a class makes most damage in few strong attacks and fills the rest of

time with weaker attacks ○ Ideal for burn phases of the boss fights and taking care of trash mobs

● Damage over time [DoT] ○ Means a class makes most damage over time with several abilities that take

up to 18 seconds to do damage ○ Lacks burst potential ○ Has better uptime and overall dps ○ Ideal for sustained damage on boss

● Area of Effect damage [AoE] ○ Apart from Engineering Sniper, no class has major boost to AoE abilities ○ Every class has some AoE abilities ○ These are best used on mobs and adds ○ They cost a lot of resources, therefore are ideal for short bursts on multiple

enemies Unwritten SWTOR DPS rule: Melee DoT > Melee Burst > Ranged DoT > Ranged Burst Raid buffs are abilities that boost the entire raid group. Every class except tanking classes has at least one. They have 5 minute CD therefore its best used at the beginning of a fight and at the burn phase. They last 10 seconds.

● Marauder ○ Bloodthirst - +10% damage and healing for ○ Predation - +50% movement speed, +10% melee and ranged defense

■ 30s CD or no CD with utilities ● Sorcerer

○ Unlimited power: +10% mastery and endurance ● Operative

○ Tactical superiority: +10% critical chance ● Mercenary

○ Supercharged celerity: +10% alacrity ● Sniper

○ Ballistic shield: +20% damage reduction, CD is 150 or 180 seconds Note: Since Mercenary buff requires 10 stacks of Supercharge that also gives a buff to Mercenary itself, and its buff is alacrity, it is better to omit using this raid buffs unless in tight dps checks.

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Requirements In order to play Operations with fun and be successful in them, several criteria has to be met. It would be best described as knowledge - skill - gear trio. Knowledge means that each player has to know class they are playing, preferably in depth. There are no good or bad classes, therefore play what you love. That is the most essential part since that will make you most motivated to learn. Some classes are priority based as they depend on procs of certain abilities. Other have rotation system. Whatever is the case, those have to be learned to certain level. Knowledge also means learning boss mechanics and operation flow. Even though raid leader will give briefing before each fight, coming prepared is beneficial. Eventually, it will cut time needed for briefing. Skill means practice. Personal ship, Fleet, Starter and Capital World and Rishi Stronghold have training dummies that allows you to practice your abilities, their rotation or priority. It is essential to get this down to muscle memory and eliminate tunnel view, meaning to be focused on your quickbar rather than fight as a whole. If unlocked, personal ship has a droid that sells modifications for dummy. Buy the one with 2.5M health and one that gives raid buffs. Then, practice 10-15 mins each day with those two applied to the dummy. Practice more if you like it. Gear level is required if the team is to meet damage goals and pass dps checks. Each operation mode has different requirement. Ideally that would be:

● SM - 236 ● VM - 242 ● MM - 248

SM OPS have almost no requirements except to be level 50. There is a bolster in place that will buff players to minimum gear level. However, that doesn’t mean each player should go without gear and expect an easy pass. This is meant for 1 member of the group to be carried in order to gain gear. All players are required to have at least 230 augmented gear. This gear is available cheaply for direct purchase for command tokens at the fleet vendor and no player has an excuse for having lesser gear. SM OPS drop 236 directly. We will have master looter in our runs to allow players who need that gear to get it over time.

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Advanced gearing tips Playing Ossus daily and weekly missions will allow you to get tokens to get/buy 252 and 258 gear pieces. It takes a lot of grind, bit of luck and considerable time effort to get a full set. However, it allows skipping all previous gear levels and jumping directly into latest top gear. This will make you overpowered, therefore it is not required, but highly recommended for at least your main toon. One note here, tier 5 gear cannot be min-max’ed as each piece must be in its designated slot, meaning enhancement from chest cannot be put into a weapon. Additionally, getting your character to command rank 300 will give you better gear pieces over time. The fastest way to get to max rank is playing OPS and Weekly missions for daily areas.

Gearing strategy

Damage Dealer ● Accuracy - get accuracy to a minimum number above 110%. That will make you

never miss an attack on bosses. ● Alacrity - For gear levels up to 248, aim for 703 or slightly above. For gear levels

248+ aim for either 703+ or 1857+ depending on your class. More on alacrity in Appendix A.

● Critical - Everything else should go to critical.

Healer ● Alacrity - Since healers do not need accuracy, alacrity goal is 1857+ ● Critical - Everything else should go to critical.

Tank ● Shield and Absorb - For tanks only. Aim for balanced build with those two stats,

meaning an even split between the two. ● Defense - Your gear should have enough defense. ● Endurance - Some tanks prefer more endurance over tertiary stats. For such builds,

replace BiS enhancements for desired item rating 246 endurance heavier enhancements and BiS mods with Warding Mod 54B.

Mastery - With 236/240 augments, there is now only mastery augment for primary stats. However, gear itself has enough mastery, therefore it is recommended to skip this augment, unless you are aiming for something very specific. Legacy gear - Have all your mods placed into a legacy gear that should be augmented. Never augment bound gear piece, unless they are an earpiece, an implant or a relic. This way, when upgrading mods, you don’t have to spend credits for a new augment slots.

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How to improve? ● Ask questions on Discord or in game

○ There are experienced players in the guild willing to help ● Read about your class

○ Knowing your class is essential and there are many guides on the web ● Practice on a dummy

○ At least 10 minutes a day ● Play easier content first

○ Getting into Veteran Flashpoints is a good place to start ● Play PvP

○ This will improve your reflexes, using defensives, movement, coordination ● Play other two roles you usually do not play

○ This will give you an insight what your teammates are doing helping you to better coordinate

Using Star Parse Star Parse is a software that reads your combat log and gives you a breakdown of your abilities, threat, damage taken etc. When in group, it will do the same for all group members. It is an essential tool when running any harder content, therefore it is advisable to install it, set it up and use it. Follow this link for more information: http://ixparse.com/ Our server details are: Name - ADG-Malgus Password - adgmalgus You will need to enter those in StarParse’s Raid Settings. Read guides on provided site for more information or ask in Discord.

Using Voice Chat We use Discord for all our communications. It is recommended to join on a Voice Channel. No one is required to speak, if they don’t want to. However, muting yourself and listening to OPS leaders is useful in many way. Also, it is fun to talk to your teammates during trash mob phases, as it makes them less boring and it bonds people. If you can’t access the channel, remind leaders to give you permission.

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Operations Rules 1. Read this guide and review the specific operation flow that is about to be played.

a. This is expected as some mechanics are too complex to go into details during the operations run

b. Find a video on YouTube regarding specific boss fight. 2. Sign up on the web site. Signed up players have an advantage.

a. Make sure to set your primary role b. If you want to play other roles, set them as backup c. Sign up even if there appears to be no more room

3. Show up 15 minutes before the operation starts. If late, notify OPS leaders 4. Be polite to other people in your team 5. Never offend anyone on any basis 6. Do not talk during the briefing 7. Do not chat during the briefing 8. Announce if you are going afk and for how long 9. If you have any suggestions or complaints, notify the OPS leaders directly

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Eternity Vault [EV]

Boss 1 - Annihilation Droid XRR-3

Mechanics - Story Mode ● Coned AOE Cleave/KnockBack - Will knock back and damage anyone in front of

him. ● Missile Salvo - Raid wide damage. Comes with a audible and visual queue prior to

firing. ● Missile Blast - Fire missiles at the ground where players are standing. Red circles

will appear on the ground. Comes with a Audible queue. ● Missile Burst - Will randomly target a party member and fire a rocket at them that

will damage them and any party member around them. Comes with a visual effect on the player to warn prior to firing.

Mechanics - Hard Mode ● No additional Abilities ● Boss HP and damage output increased ● Enrage timer reduced

Boss 2 - Gharj

Mechanics - Story Mode ● Cleave - Boss does a frontal Cleave that will damage anyone in front of the boss. ● Leap - Boss will leap up and land that will damage anyone within melee range. ● Smashing Leap - A larger leap that will spawn Adds and Cause the platform to

shake signifying it is sinking into the lava and another platform will become visible. ● Knockback - Will knock back ALL party members a large distance except for who

currently has threat on the Boss.

Mechanics - Hard Mode ● No additional Abilities ● Boss HP and damage output increased ● Enrage timer reduced

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Boss 3 - Ancient Pylons [puzzle boss]

Mechanics - Story Mode ● Pylons have 3 columns, 4 rows. The middle column must be solved to match the

outside columns (by row). ● Adds spawn as it is solved. Adds get progressively harder as time passes. ● Pylons must be solved together before time runs out.

Mechanics - Hard Mode ● A debuff will be placed on anyone that clicks either the left or right terminal

preventing them from clicking the next one in succession. ● Puzzle timer (enrage) is decreased. ● NPC Adds hit for more damage

Boss 4 - Infernal Council

Tactics ● DPS vs Juggernauts (tanks) ● Tanks vs Marauders (dps) ● Healers vs Assassins (strong dps)

Mechanics - Story Mode ● NPC’s must be killed before timer runs out. ● Unique Debuffs applied to the first member that hits a NPC pairing it to that NPC for

the entire fight. ● Debuff will be applied to anyone that attempts to damage or heal anyone else in their

dual of fate. You only get one normal hit. Debuff will reduce your healing and damage to nothing.

Mechanics - Hard Mode ● No additional abilities or debuffs ● NPC DMG and HP increased ● Timer to complete reduced.

Boss 5 - Soa

Mechanics - Story Mode ● [Phase1] Power supplies - will erupt with green smoke on the ground that damage

any one within them.

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● Transition Phases Power supplies - represent the bosses dmg in the next phase and can be destroyed while jumping.

● [Phases 2&3] Mind Trap - Boss will trap a random party member in a Mind Trap and they cannot escape. Raid members need to dps the trap to free the prisoner.

● [Phases 2&3] Lightning Ball - Boss will spawn a lightning ball that will slowly move to a named player that will be called out in red text on the screen. Ball will damage anyone it gets near and can only be destroyed by impact from the targeted player.

● [Phase 3] Shielded - Soa will become shielded and immune to all damage. Can only be broken by falling pyramid like structures. Tank needs to position him.

● [Phase 3] Pyramid structures will fall throughout this phase. Will kill any party member directly under it.

● [Phase 3] Soa’s amazing bubble joy ride - Soa will randomly target a party member and send them on a joy ride around the structure doing mild damage to them. Cannot be avoided.

● Enrage timer - Usually will enrage after 4 pyramid falls.

Mechanics - Hard Mode ● Boss HP and Dmg output increased ● Lightning Ball will spawn two and target two players instead of one ● Enrage Timer Reduced

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Karragga’s Palace [KP]

Boss 1 - Bonethrasher

Mechanics - Story Mode ● Taunt Immunity - Boss cannot be taunted, also will randomly switch and attack

targets. ● Swipe/Cleave - A large ranged frontal attack that will damage for a high amount

anyone in front of the boss. ● KnockBack - Boss will do a frontal knock back to any in front of him. ● Pounded - Boss will bound a party member into the ground which places a debuff on

them that will increase the amount of damage the receive for the short duration of the debuff.

● Smash - Boss will smash the ground, knocking everyone into the air. Minor raid wide damage.

● Gamorrean (Little Piggie) - There will be a add with a red light highlighting him as food for Bonethrasher. If the Boss consumes this add, he will enrage for a small duration increasing his damage output.

Mechanics - Hard Mode ● No additional abilities ● Damage taken while having the pound debuff significantly increased (Pretty much

one shot) ● Boss HP and DMG increased ● Tight enrage timer.

Boss 2 - Jarg & Sorno

Mechanics - Story Mode ● Team - They are synergetic and when one dies, the other enrages at the loss of it’s

fallen friend. ● Sorno - Interruptible ● Death From Above - through the fight, Sorno will launch in the are and fire missiles

marked by purple circles. ● Stun Droids - While Sorno is in the air Gold Stun droids will spawn and stun a tank

one at a time. ● Jarg Leap - Jarg will leap to a random party member, threat drops. ● Jarg Flames - Jarg has a AOE Melee ranged Flames he will shoot off.

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Mechanics - Hard Mode ● Bosses will need to be tanked separate ● Sorno - Will have a heal cast and DPS cast ability. Still interruptible ● HP and DMG increased ● Enrage timer reduced

Boss 3 - Foreman Crusher

Mechanics - Story Mode ● Smash - AOE Knockback. ● Rock Throw - Will hurl a boulder up in the air that will land where the red circle is on

the ground. ● Frenzy - A soft enrage that will make him unable to be taunted and do a large

amount of damage to it’s target for 10 seconds.

Mechanics - Hard Mode ● No new abilities ● HP and DMG increased ● Enrage timer reduced

Boss 4 - G4 B3 Heavy Fabricator [puzzle boss]

Mechanics - Story Mode ● Shielded - Boss has increased defenses and all damage received is reduced. ● Stun Droid - 3 Droids will spawn on the conveyor that will stun the closest party

member. 1 droid near each of the three pipes. ● Proximity Mine Droids - Droids will spawn on the bottom and top of the area and

slowly increase proximity. Getting with in range will cause them to explode for moderate damage.

● Armor debuff - Boss will apply a armor debuff to the tank that reduces the tanks armor. Stacks 10 times and cannot be cleansed.

● Grenade - Boss will launch a sticky grenade onto a random party member that will explode in 3 seconds and do AOE damage.

Mechanics - Hard Mode ● No new abilities ● Boss HP and DMG is increased ● Enrage timer reduced

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Boss 5 - Karragga The Unyielding

Mechanics - Story Mode ● Heat Vents - Karagga will shoot fire directly behind him dealing cone AOE damage

to anyone behind him for a large amount. ● Oil Slick - Karagga will shoot a oil puddle in front of him and light it on fire doing

damage to anyone in it for a moderate amount. Do not despawn. ● Drill Spike - Will tunnel a drill and randomly target a party member damaging them

for a moderate amount and interrupting their current action. ● Gravity Zone - Will apply a Gravity DOT to a party member, rooting them, and then

pulling everyone near that member to them doing AOE dmg. Can be cleansed. ● Mouse Droids - Will drop mouse droids that will scatter and explode for a moderate

amount of damage, large amount if they explode on the same target.

Mechanics - Hard Mode ● No new abilities ● HP and DMG is increased ● Enrage timer reduced.

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Explosive Conflict [EC]

Boss 1 - Zorn & Toth

Mechanics - Story Mode ● Close Proximity - If Toth and Zorn are within range of each other they will become

empowered doing increased damage and begin spamming an AOE attack that will impact ANYONE within 30 meters of them.

● Leap - Toth will leap to Zorn placing the Fearful debuff on anyone within 28 meters of Zorn.

● Fearful - Anyone with this Debuff that damages Zorn will have the damage reflected back onto them.

● Berserk - Toth will go Berserk doing increased Melee AOE damage. ● Rock Toss - While Toth is Berserk Zorn will begin throwing rocks at random raid

members within 30 meters. ● Scream - Zorn will do a long channelled scream stunning anyone in front of him. ● Red Circles - Following the scream red circles will begin spawning at the raids feet.

Move out quickly as AOE damage from rocks coming up from the ground will follow. ● Weakened - A cleansable debuff that will lower the damage output of those infected.

Will infect and stack on anyone within 28 meters of Zorn. ● Soft Enrage - When either Toth or Zorn die before the other it will cause the living

one to enrage and do increased damage. ● Sweeping Fire - When Toth and Zorn are dead and the handler jumps down this will

be a conal AOE attack that can be interrupted. ● Death From Above - When Toth and Zorn are Dead and the handler jumps down he

will channel this and damage an area marked by a red circle. Can be interrupted.

Mechanics - Hard Mode ● Rock Toss - Now one member of the raid will get targeted by a giant yellow circle

that will follow them. Once this turns Purple it will stop following and a large boulder will be in bound doing large damage.

● Berserk - Toth will remain in berserk until he is hit by the large Boulder thrown by Zorn.

Mechanics - Nightmare Mode ● Baradium Poisoning - A DoT that hits ALL members when combat is started that

does MASSIVE damage every second. Can only be cleansed with a medpack. ● Red Circles - Have less time to move out of them and they hit a lot harder ● Berserk - While Toth is Berserk he will take less damage from all sources.

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● Handler Murdock - Can no longer be interrupted causing sweeping fire and death from above to be avoided instead of interrupted.

Boss 2 - Firebrand & Stormcaller

Mechanics - Story Mode ● 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.

● 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.

● Incinerate Armor - Firebrand will channel an attack that places a debuff on it’s target reducing it’s armor thus increasing damage that target takes.

● Cone Attack - Both Tanks come equipped with a heavy hitting cone attack. ● Defensive Systems - Both tanks will channel a ability called defensive system. While

channelling, 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.

Mechanics - Hard Mode ● Incinerate Armor - Debuff is far more effective, it will need to be dealt with by either

a Tank swap, DPS with Taunt eating it, or Storm Tank taunting briefly. ● 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 it’s target. It must be cleansed to make it stop following it’s target. Failure to do so will cause a one shot kill.

Mechanics - Nightmare Mode ● Double Destruction - The Debuff lasts longer on the targets that absorb it. This will

require a DPS swap.

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● 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.

Boss 3 - Colonel Vorgath

Mechanics - Story Mode ● Minefield - The field from the entrance to the boss is covered with mines and the

group must move through it without triggering a mine. ● 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.

Mechanics - Hard Mode ● 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.

Mechanics - Nightmare Mode ● Overload - No longer a channelled ability and is an instant cast from the Probe

Droid. ● Mine - The mines will re-arm as they are diffused 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.

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Boss 4 - Warlord Kephess

Mechanics - Story Mode ● Saturation Fire - An 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 Circle - Will leap and land on the red circle, does high damage to anyone in the

circle. Also a threat Drop. ● Gift of the Masters - Radiates with power and grows doing massive damage to

anyone within the circle for 8 seconds. ● Breath of the Masters - Channel that will then place aoe purple circles on it’s target

for a duration.

Mechanics - Hard Mode ● Calibrating Shot - Additionally adds a damage reduction to the Siege Droids. ● Trandoshan Adds - Spawn Faster ● Gift of the Masters - Pulls group in before casting. ● Breath of the Masters - Channel time reduced

Mechanics - Nightmare Mode ● Calibrating Shot - Applies a stacking buff that significantly increases damage output

and significantly reduces damage intake on Siege Droids ● Trandoshan Adds - Spawns now come 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.

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Terror From Beyond [TFB]

Boss 1 - The Writhing Horror

Mechanics - Story Mode ● 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 - Approximately 6 minutes

Mechanics - Hard Mode

● 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

Mechanics - Nightmare Mode ● 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

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Boss 2 - The Dread Guards (Ciphas, Heirad, Kel'sara)

Mechanics - Story Mode ● 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 it’s 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 a 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.

Mechanics - Hard Mode ● Lightning Field - Heirad will channel a 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.

● 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

Mechanics - Nightmare Mode ● Lightning 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.

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● 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 Timer - 7:20

Boss 3 - Operator IX [puzzle boss]

Mechanics - Story Mode ● 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.

Mechanics - Hard Mode ● 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.

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● 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.

Mechanics - Nightmare Mode ● 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.

Boss 4 - Kephess The Undying

Mechanics - Story Mode ● 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.

Mechanics - Hard Mode ● 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.

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● 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.

● 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 its 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.

Mechanics - Nightmare Mode ● 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. Pillars channel quick.

Boss 5 - The Terror From Beyond

Mechanics - Story Mode ● 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.

● 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.

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Phase 2 Platform Map:

Mechanics - Hard Mode

● 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.

Mechanics - Nightmare Mode ● 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.

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● 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.

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Scum And Villainy [SnV]

Boss 1 - Dash'roode

Mechanics - Story Mode ● 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. 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.

Mechanics - Hard Mode ● 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.

Mechanics - Nightmare Mode ● 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.

Boss 2 - Titan 6

Mechanics - Story Mode ● 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.

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● 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.

Mechanics - Hard Mode ● 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.

Mechanics - Nightmare Mode ● 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.

Boss 3 - Thrasher

Mechanics - Story Mode ● 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.

Mechanics - Hard Mode ● Snipers - Snipers now come with shields that only the Roar from the boss get rid of.

They also hit a lot harder.

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● Merc 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.

Mechanics - Nightmare Mode ● Mercenary Demolitionist now stands in a different section of the wall from the snipers

and will spam his Rocket Launcher ability every 5 seconds. He will have a a 5s channel where he will perform the Loading ability and then he will target a random person with the Rocket Launcher attack. This Rocket Launcher places a red reticle on the ground and you only have ~2s to move out of it. Bad reaction time or bad ping will get you killed as the ability hits for ~37k damage. What you can do is to have the person going after the Demolitionist call ouwt whenever there is 1s left on Loading so everyone can start moving before the reticle lands to ensure safety.

● Snipers hit like trucks, dealing on average 9-10k damage every hit. We have a tank, healer and 2-3 DPS stand next in front of Thrasher to get punted up the snipers. Tank will need to AoE taunt and grab all snipers aggros while ranged DPS from below eliminate them in a speedy manner. One of the DPS will be running to the Mercenary Demolitionist and call out reticles whenever there is ~1s left on his Loading. Healer duty is divided when snipers spawn, with one healer going up to heal the tank while the rest remain on the ground to heal the rest of the raid.

● Dealing with Firebugs is pretty much the same as hardmode. Remember to drop them near the stage/gates if possible as to not block access to the snipers when they spawn. You can move immediately when the Mercenary Firebug stops near you, there is no need to wait for him to actually drop it as you will take a big chunk of damage otherwise.

● When Thrasher get to below 50%, the next sniper group he spawn will contain two snipers, opposite of each other. What we do is as align Thrasher to face the stage where his handler Bo is standing and split the raid into two groups, each with a tank/healer and some DPS. One group will be standing near the stage and in front of Thrasher (a bit on the sides to avoid his frontal Swipe) and the other group will be standing away from the stage near Thrasher’s butt. The next knockback that Thrasher performs will knock everyone onto the outer rims where the snipers are. You now just need to run to the nearest Sniper group and kill them ASAP while avoiding the reticles from the demolitionist.

● You only get the double sniper once, rest of the fight continues as normal with a single sniper group that spawn instead. As long you don’t get killed by snipers or die to the reticles when your raid should be able to down Thrasher if you made it safely past the double sniper stage.

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Boss 4 - Operations Chief

Mechanics - Story Mode ● 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 by tech cleanses and works just like the explosive probe Agents have*

● 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.

Mechanics - Hard Mode ● Infiltration - You only have 6 minutes to infiltrate and engage Operations Chief.

Mechanics - Nightmare Mode ● You have only 3 minutes to get to Operations Chief. This means not playing around

with the security droids and start combat ASAP (we tend to start combat once people get to the second group). If done right, you will just make it to the Operations Chief in time with seconds to spare. You can engage Operations Chief when you have a tank, 2 healers and some DPS in the room without waiting for everyone to be in the room.

● Operation Chief’s AoE grenade hurt so make sure to spread out. This also applies to the Mass Explosive Probe he throws out which can be cleansed by mercs/operatives but not sorcerers. Terminate can mess up a tank bad if they don’t have their defensive cooldowns up and will pretty much one shot a DPS/healer.

Boss 5 - Olok the Shadow [puzzle boss]

Mechanics - Story Mode ● P1 - Bodyguards - 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.

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● 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 it’s 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.

Mechanics - Hard Mode ● 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.

Mechanics - Nightmare Mode ● In phase 1, the droids you purchase are hostile and have to be killed. This means

that you want to save a low HP droid (i..e a frontliner or recon droid) as the last droid to purchase so that you can kill them quickly once the room fills with gas at the transition to phase 2. If you leave a melee droid (i.e. Frontliner) behind, you do not need to kill it before going downstairs for phase 2 as they cannot reach you.

● Phase 1 otherwise stays the same except for the high damage from the AoE flame circles and red circles. Failure to move out them in time can cause death.

● Phase 2 is largely the same from hardmode. You still get 1 minute per shield but the HP increase for the droids in Nightmare isn’t that big compared to hardmode (i.e. 364k in nightmare vs 312k in hardmode).

● In phase 3, both the Shady Customer/Underworld Arms trader cannot be CC’ed. Generally we kill the Arms Trader first and then work on the Shady Customer.

Boss 6 - Cartel Warlords

Mechanics - Story Mode ● Vilus Garr - Taunt Immunity, will cloak randomly and then pop out on random raid

member. ● Captain Horic - Taunt Immunity, will randomly target a raid member and fire a cone

damage attack doing high damage to anyone in the cone. (cone is not displayed but is the front of the boss)

● Sunder - Slow moving boss that does large melee damage. When 1 boss is dead he comes with a ability called Fixate that will adjust his agro to the nearest target. When

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2 bosses remain he will root his target occasionally. He Is tauntable. If last boss he will cast an ability called the end that will do MASSIVE damage to his target.

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

● Battle Companions - When one Warlord dies it will heal all remaining warlords to full health.

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

Mechanics - Hard Mode ● Bosses have increased health and do increased damage.

Mechanics - Nightmare Mode ● This fight is fairly challenging but luckily there is a strategy in place that make it fairly

easy once you get two bosses down. Your kill order will be Horic –> Tu’Chuk and then kill Sunder and Vilus Garr at exactly the same time via using AoE abilities such as Orbital Strike.

● Phase 1 is extremely rough as all the bosses use their special abilities from hardmode (i.e. fixate for Sunder, grapple for Garr) in addition to new abilities (Horic get a corrosive grenade DoT, Tu’Chuk get an armor debuff).

● You will need to have a fixed areas for ranged DPS/healer/tank to stand so they don’t stand in each other’s conal area when Horic does his Spray and Pray ability. You can predict who will be targeted for conal as Horic will target that player before activating his ability. Call that player’s name out and have them start moving before Horic starts shooting to lessen the damage.

● Same thing applies to the tank kiting Sunder. They will need their own half of the room to kite Sunder so Sunder doesn’t fixate on the Tu’Chuk tank and deal excessive damage.

● Horic now applies Corrosive Grenade as an AoE attack to random raid members. This DoT tick hard and fast (around 4.2k per second) so will need to be cleansed ASAP. Fortunately, this DoT also have a slow component so anything that can remove movement impairment will also remove the DoT (i.e. Stun breakers will remove it).

Boss 7 - Dread Master Styrak

Mechanics - Story Mode ● P1 - Dread Officer - Gold add that heals the silver adds around them. ● P1 - Dread Guard - Silver adds that come with the officer that do decent damage. ● P2 - Kell Dragon - Champion Beast that will do frontal damage and leap to it’s target

if out of range doing great damage.

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● P2 - Spins - Kell Dragon will begin spinning sending spines out in all directions. Will damage entire raid unless protected by LOS from. (standing behind tank)

● P2 - Acid Spit - Kell Dragon will spit acid on the ground of it’s target in the form of a green circle. Causes high Damage over time to any inside it.

● P2 - Styrak Choking Apparition - A Silver NPC add that will spawn randomly, pull whoever has current agro of the Kell Dragon and then choke that target, stunning them, until it is defeated.

● P3 - Force Push - Styrak will send the target with current agro flying into the exhaustion zone.

● P3 - Force Lightning & Thundering Blast - Both are Cone abilities that do moderate to high damage to those in front of the boss

● P3 - Nightmare Manifestation - One random raid member will be sent to a nightmare where they must defeat their companion to escape.

● P3 - Chained Manifestation - The boss will split into 5 apparitions. 1 giant one in the center with 4 smaller connected ones from the outside moving into the middle attached by lightning. If anyone is caught in the enclosing lightening they are killed. Only the Giant one takes damage.

● P3 - Lightning Manifestation - The boss will split into 4 NPC’s that will attune and attack the nearest targets to them with lightning.

● P4 - Kell Dragon - Styrak will resurrect the kell dragon now that takes increased damage but also does increased damage.

● P4 - Power of the Master - The kell dragon will spam this ability that hits hard as AOE damage to all.

● P5 - Saber Throw/Charge - The boss will target a random raid member, saber throw then charge them knocking them back a great distance and doing high damage. A new target will be picked at the end of the cycle.

Mechanics - Hard Mode ● Bosses have increased health and everything does increased damage. ● Enrage Timer - I haven’t timed this, although I can tell you the timer doesn’t start

until Phase 2. I can tell you that your DPS needs to be on point as in most of my clears of this fight (using Arkanian Gear) we still see the boss enraging in the final phase and just muscle through it.

● P2 - Styrak Empowering Apparition - I additional apparition that will empower the dragon causing increased damage.

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

Mechanics - Nightmare Mode ● P1 - Kell Dragon phase now have 3 separate adds that you need to deal with. One of

them is an add that buffs Kell Dragon and need to be killed ASAP. The second add is the one that Force Choke the main tank. The third add is new in Nightmare mode and spawn right before the Spines phase. He will jump to one random player (usually in the back but not always) and do a knockback. Everyone need to spread out so the

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knockback affect the least number of players. This knockback add despawns right after so there is no need to kill him.

● P1 - Right before Spines hit, Kell Dragon will also punt the main tank quite a distance away and the offtank need to taunt it back immediately. Failure to do so cause the Kell Dragon to get buffed and deal more damage on the next Leap Slam.

● P1 - You will get 2-3 Spines phase (2 if you have really good DPS and can push it fast). Spines hurt and applies a nasty DoT to those getting hit by it. You want to position the raid in a line behind tanks to reduce raidwide damage. If done right, only the two tanks will get Spines (and maybe the player getting the knockback add).

● P2 - Spread out once Kell Dragon is killed as Dread Master Styrak will spawn and do a Thundering Blast (conal attack) immediately. Spreading out reduces the chance you will get hit by it if the tanks didn’t grab and turn him immediately.

● P2 - After Thundering Blast, he will perform Force Storm (it is called Force Lightning but has the Force Storm symbol) before summoning his Chained Manifestations. There is a small explosion at end of the Force Storm so be sure to spread out to avoid overlapping damage.

● P2 - One of the players will also get sucked into the Nightmare Manifestation and leave behind a purple circle on the ground. This purple circle will damage you if you stand in it but it ticks very slow and for very little damage you don’t really need to worry about it. We tend to stack in the middle to drop the purple circle there before heading out to control the Chained Manifestations but this may not be necessary.

● P2 - For Chained Manifestations, you cannot ignore the four approaching manifestations and just focus on the big manifestation in the middle. The big manifestation in the middle have 316k HP and there is no way you can kill him before the smaller manifestations close in and wipe the raid. Luckily, they are vulnerable to knockbacks, stun, slow, Force Push, Force Choke, and slow/stun grenades crafted by Cybertech. You will want to split the raid into groups of 2, each dealing with an approaching manifestation. Stun/slow them as they approach and mercenaries/snipers can use their AOE knockback as a last resort if they get too close. Be sure to interrupt the Suffering channeled by the big manifestation in the middle as it can cause your knockbacks/stun etc to get resisted on the smaller manifestations.

● P2 - After the Chained Manifestations, four Lightning Manifestations will spawn and DPS/tanks will need to run to them immediately. The difference from hardmode here is that they no longer spawn in fixed locations. Instead, their spawn is a bit random and sometimes two manifestations can spawn in the same place. Assign your players to cover a general area rather than a specific spot. We have each of the tanks on a Manifestation and the remaining four DPS split into two Manifestations to kill them quicker before aiding the tanks. These guys hit quite hard so the faster you kill them the better.

● P2 - Rest of phase 2 is simply a repeat of Force Storm –> Chained Manifestation –> Lightning Manifestation. You will need to do the Chained Manifestation part 5-7 times without any screw ups. A resist here or there can ruin the day, making the fight a bit RNG dependent.

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● P3 - Reanimated Kell Dragon hits quite hard with his repeated Leap Slam so lots of AoE heals are needed. He applies a debuff to tanks so make sure to tank swap at ~ 4k stacks.

● P3 - Once reanimated Kell Dragon is dead, we have everyone run back to the entrance and put their backs on the wall below the ledge you jump down to prevent getting Force Pushed and receive a deadly Saber Throw. Styrak have a frontal knockback/stun so be sure to turn him away from the raid as well.

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Dread Fortress [DF]

Boss 1 - Nefra

Mechanics - Story Mode ● Twin Attack - A massive Cleave strike that needs to be split among two raid

members.. ● Voice of the Masters - DoT attack that will apply to random raid members and tick

for 20 seconds. Can be cleansed. ● Overloaded Assault Droid - Add that spawns and will run to a random Raid member

and then channel a AOE Explosion that will kill anyone inside it.

Mechanics - Hard Mode ● Voice of the Masters - This DoT will now hit for 2k a second and must be cleansed. ● Overall Damage output increase.

Mechanics - Nightmare Mode ● Tank swap before a stacking debuff on offtank (Nefra’s Curse) get to 5 stacks ● Once Nefra gains 15 stacks of Nightmare Twin Attack, 6-8 players need to stand in

front of him to split the damage. ● DoT from Nefra ticks very hard, needs to be cleansed quickly or have DPS that can

self-cleanse ● Exploding droids now jump to their target instead of running to them, so you have

less time to react.

Boss 2 - Gate Commander Draxus [puzzle boss]

Mechanics - Story Mode ● Draxus - Comes with a conal attack called sweeping fire and will randomly target a

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

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

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

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

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

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

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

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

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

On story mode, the crystals only need to be clicked once as they are destroyed and permanently activated after you have interacted with them. This makes the puzzle extremely trivial since one player can activate a number of crystals at once. Split the raid into two teams (a) Tank / Healer / DPS / DPS (b) Tank / Healer / DPS / DPS. (a) Tank = 1 / Healer = 2 / DPS = 3 / DPS = 4

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(b) Tank = 7 / Healer = 5 / DPS = 6 / DPS = 8 Players 1256 click their crystals all at the same time (that is 2 purple crystals, 1 blue crystal and 1 green crystal). This will open the gates on both sides for players 3478 to pass through. (3 &4 go through one gate, 7 &8 go through the other gate). Once players 3478 clear through their mobs, they will be able to click on the two crystals on either side. Once 3478 have clicked the crystals at the same time, the big middle south gate will open, allowing players 1256 to pass through. You will see this message on your screen - The South Gate Has been Opened. Behind the South Gate is an elite (Qor’Thest the Guardian with ~180k HP). Each person that pass through the gate will display a red message on your screen (Player has passed through the South Gate). Behind the elite is a group of four strongs with lots of AoE attacks so 2 healers here will help a lot. After killing the strongs, wait for the east and west inner gates to be opened by players 3478. Once players 1256 passed through the south gate, players 3478 can move up to the double gates. The next part isn’t synchronized on two sides so all four players do not need to click at the same time. Players 37 will need to click on the crystal on the outside of the double gates, allowing players 48 to pass through the first gate. Players 48 will need to click on the crystal between the double gates, allowing players 37 to move beyond the double gates. Players 37 clicking will also open up the West Inner Gate and East Inner gate respectively. (Displayed on screen as West Inner Gate has been opened and East Inner Gate has been opened). Players 48 trapped inside the double gates can click on their crystal while standing right next to the outer gate. Since their crystal open the outer gate as well, they can slip through the outer gate before the gate has a chance to shut. If this shortcut works, player 48 can head to west and east gate access tunnel respectively and wait for them to be opened. Only use this shortcut after you know players 1256 have pass through the West and East Inner gates. Once the West and East Inner Gates have being opened, players 1256 will need to split again and go through their gates (12 go through West Inner Gate, 56 go through East Inner Gate). They will need to turn a corner and find two crystals. Before clicking them, wait for players 3/7 to arrive at their crystals (they are on a different floor). All three players (123 on west side, 567 on east side) will need to click at the same time to open up West and East Gate respectively. (Displayed on screen as Access to the West Gate has been opened/East Gate has been opened). If players 48 used their shortcuts, they can now pass through the Access to West/East access tunnel (displayed on screen as Player has passed through the West/East Gate Access Tunnel) and players 37 can meet them up. All four players need to click the four crystals by two big gates at the same time and they will see a message The Gatehouse has been cleared.

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If the shortcut is not functional or not used, then Player 7 will need to come to the West gate access tunnel (make sure players 123 are still there holding it open), pass through it and then click on the crystal right outside the western double gates to bail player 4 out. Player 4 will then need to return the favor by doing the same for player 8 (player 7 will need to go back and hold the East gate access tunnel with players 56). Wave Composition:

Mechanics - Hard Mode ● Draxus - Draxus now has a Threat drop and during the 9th wave he will have a

shield that lasts 30 seconds making him immune to damage. ● Dismantler - Strong Swipe now places a Debuff on its target increasing damage

received by 1000% ● Guardians - Can no longer be interrupted. ● Enrage - You have less time to make it through all 9 waves before enrage.

Mechanics - Nightmare Mode ● Subteroths now apply a debuff when exploding that cause players hit by it to take

200% more damage. Tanks cannot survive more than 2-3 of these explosions. Juggernaut/Assassins tanks and their Republic equivalent have special abilities that allow them to survive this such as Saber Reflect and Force Shroud.

● Interrupting Corruptors now cause you to take a debuff called Backlash, preventing you from interrupting them again (you die instantly if you try to interrupt again).

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Therefore an interrupt rotation needs to be planned out before the fight starts so everyone knows the rotation and no interrupts gets missed.

● Bulwarks now apply a debuff to anyone under their shields that prevent them from getting healed (healers cannot heal them even if they are under the same shield) Players need to pay attention to their HP and run out of their shields for heals before their HP gets too low. Sorc/sage bubbles still work if casted outside the shield and can absorb some damage.

● Guardian of Fortress Slam (i.e. purple attacks) deals huge amount of damage and likely one shot any non-tanks inside it.

● Draxus immune to damage in the final phrase until all the adds are killed.

Boss 3 - Grob'Thok

Mechanics - Story Mode ● Roar - Conal Attack that will damage anyone in the cone and knocks back Adds. ● Overhead Smash - Raid wide damage that will knock players in the air and interrupt

any channels. ● Pipe Smash - Continuous Raid Wide damage. Can only be stopped by the magnetic

lift. ● Mining Droid - A random Raid Member will be targeted by a mining droid and will

have lava placed at their feet that damage anyone that stands in it. ● Ugnaughts - Low HP Adds that spawn in continuous intervals and attack the raid.

Can be killed with the lava.

Mechanics - Hard Mode ● Pipe Smash - Does more damage, will interrupt channels, and causes the boss to

take less damage. ● Magnetic Lift - The lift moves quicker and will randomly spawn in either of the two

spawn points. ● Enrage - Boss has a fairly tight enrage timer. Any DPS loss to the adds can cause

you to hit the enrage timer.

Mechanics - Nightmare Mode ● Magnet now kills you if you get caught under it. ● Two players get affected by the mining laser, which allow you to drop more lava that

are used for the Ugnaughts. ● Dreadful Ugnaughts hit super hard and have an immune shield around them that is

only removed by running them over the lava spit out by the mining laser. They must be kited by the offtank or crowd controlled when they have immune shield up. Make sure to guard the healers during this fight.

● Grob’thok’s Roar attack now causes does a knockback to anyone caught in it and force a tank swap.

● Pipe Smash now deals massive damage. The second consecutive Pipe Smash will cause any remaining Dreadful Ugnaughts to explode and most raids won’t survive

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past the third consecutive Pipe Smash. Pipe Smash comes about after every 3 Roars so tanks can prepare for it ahead of time.

Boss 4 - Corruptor Zero

Mechanics - Story Mode ● Droid Adds - One of them will target a random raid member and put down a red

circle with Missile Salvo. ● Melee Mode - Massive Slam – a PBAOE that deals around 4k damage. ● Melee Mode - Heavy Slash – Channeled attack on tank that does a ton of damage.

Healers/tanks need to be ready for this. Leaves a Bleed at the end (Physical) that can be cleansed by operatives/scoundrels and commandos/mercs.

● Ranged Mode - Anti-Gravity Field – red circle casted on tank that lifts them and cause aggro drop if not avoided.

● Ranged Mode - Chest Laser – Channeled attack w/ DoT that should be cleansed (tech)

● Ranged Mode - Missile Barrage – raidwide AoE centered on each person, spread out to lessen damage.

● Unified Beam – Laser attack past 20%, anyone caught in the path of the beam "could" be insta-killed. Adds at this point become melee.

Mechanics - Hard Mode ● Tank Swap - Tank receives a stacking debuff from boss that forces them to tank

swap at 4-6 stacks. ● Concussion Mine - cast on a random raid member (has a cast bar). Whoever gets

this stacking debuff will do AoE damage to themselves and rest of the raid. They will need to run to the boss and damage him with this ability to get it removed.

● Unified Beam - Laser attack past 20%, anyone caught in the path of the beam will be insta-killed. Adds at this point become melee.

Mechanics - Nightmare Mode ● Adds are immune to Crowd control effects ● Three extra Unified beams (one right when he jumps down, one after 70%, one after

35%) ● Throws out two Concussion mines on two different players at the same time which

you cannot remove at the same time or the raid wipes. The player with the mine receives a debuff with the mine which can be only removed when you run into Corruptor Zero to remove the mine.If two players with the debuff are next to each other, the whole raid wipes.

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Boss 5 - Dread Master Brontes

Mechanics - Story Mode ● P1 - Fingers of Brontes should be killed by DPS immediately ● P1 - The Left and Right Hand of Brontes will need to be turned away from the raid as

they have a nasty conal slam attack that can wipe the raid ● Transition - Reach of Brontes will spawn at the feet of random players and start

beaming together. Anyone caught inside the beam will die instantly. Those who are too close to the Reach of Brontes will take massive AoE damage unless they move away. Four pairs will spawn one after the other

● P2 - Arcing Assault cleave. This attack come in two versions, a 1s cast and a 4s channel that usually casted back to back. The 1s cast isn’t too worrisome but the 4s channel will place 4 stacks of debuff on the tank, which increases their damage taken from Brontes and forces a tank swap. Make sure to turn Brontes away from the raid as well or the entire raid will get cleaved and debuffed by Arcing Assault.

● P2 - Corrupted Clone’s Laser Blaster and nanites. Clones of Kephess will also spawn during this phase and they will need to be tanked by the offtank. Much like Kephess in Terror from Beyond, the clone has a conal attack called Laser Blast and will need to be faced away from the raid. In addition to the Laser Blast attack, the clone will throw out two Corrupted Nanites on random raid members which can be cleansed.

● Transition [50%] - Clean up the Clones and Energy Spheres as much as you can as they can make this transition difficult. Do not stand in the direction that Brontes is facing when this transition starts (she always faces the same direction) or you will die right away when her beam comes up.

● Transition [50%] - Brontes’s beam will start in a clockwise fashion and if her beam touches any of the Unshielded D-09 Droids, there will be a massive explosion that wipes out your raid. Your goal is to kill the droids before her beam gets there.This is a DPS race for the most part.

● Transition [50%] - Once her beam completes a full revolution around the room, this transition ends. Healers will need to be prepared and top everyone off/bubble everyone as the next phase is very intensive for healing.

● P3 - At start of Phase 3, there will be 6 Fingers of Brontes in the middle and two Hands of Brontes on the side. It is tank’s job to grab the Hands of Brontes while everyone else grab one Finger of Brontes and stand next to it. (It helps if you pre-assign everyone to a finger). You want a healer on either side so they can be in range of the tanks holding Hands of Brontes.

● P3 - Spike of Pain is a purple circle place under random player. It deals ~10-12k damage if you do not move out of it. With how heretic this phase, some purple circles may go unnoticed and they can kill off players who are low on HP.

● P3 - Fingers of Brontes - Everyone need to focus on one Finger at a time as these fingers will start casting Focused Beams that deals massive damage if they are not killed quick enough. You cannot move away from the Fingers as they will start shooting someone else instead so you want to kill melee DPS’s fingers, then

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healer’s, and then finally ranged DPS. This order free up the melee DPS right away so they can help with other fingers and allow healers to focus on healing.

● P3 - Hands of Brontes - Tanks will need to kite Hands of Brontes’s slam to kill Energy Spheres that are trying to reach rest of the raid while rest of the raid is killing their fingers. The spheres will come from two corners of the room but which corner they spawn from is purely random. Once all the Fingers are dead, focus DPS on the Hands evenly.

● P4 - Manifest Supremacy is her stacking debuff, which increases the damage you take from Brontes but is also a DoT that ticks harder with more stacks. It appears to tick every 5 seconds and when you get to ~20 stacks it can deal close to 10k damage per tick.

● P4 - Purple circles will spawn on top of random players. Don't stand in stupid. ● P4 - Fire and Forget – selects a random raid member and punt them away like

Styrak in S&V last phase. Tanks need to taunt Brontes back immediately after she punts someone or they will be killed. Ideally everyone should have their back to a wall but the purple circles make it a bit hard to stack up.

● P4 - Once the hands are dead, pull Brontes to a wall and tank her there. Your goal here is to kill Brontes before her stacking debuff becomes too much to handle.

Mechanics - Hard Mode ● P1 - Debuff from the left/right hands of Brontes that will force a tank swap ● P2 - Brontes’s Arcing Assault will cleave and leave behind a tank swapping debuff ● P2 - Corrupted Clones throw out two Corrupted Nanites ● P2 - Energy Spheres (run into them at 15-19 stacks). These Energy Spheres are

attached to one random player in the raid (usually a DPS). Whoever is targeted by the Energy Sphere need to run into it to explode it but you do not want to do this until the Energy Sphere has at least 15+ stacks (but under 20) of a buff.

● P3 - Fingers Of Brontes debuff that increases your damage intake if you don’t kill them fast enough.

● P3 - Energy Spheres ● P4 - Both hands will spawn again with their low HP on two diagonal corners of the

room. Getting each Hand to 5% spawns a shield around them, which cleanses the stacking debuff you get from Brontes. You can fight Brontes until you get 10 stacks of her debuff, then run and damage a Hand to 5% to spawn the shield. Repeat this again for the other hand when you get another 10 stacks.

Mechanics - Nightmare Mode ● P1 - Energy spheres added for this phase, also two Finger of Brontes spawn instead

of just one. ● P1->P2 transition - This transition phase is a bit extended as about 6-7 pairs of

Reach of Brontes spawn than just 4 in hardmode. Also everyone will be slowed but you can break out of it for a few seconds by using your stun breaker or class specific

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abilities such as Force Speed etc to avoid death from the beams. Your incoming heal is reduced significantly while in this transition.

● P2 - Energy Spheres continue in this phase. Also Kephess clone will also jump on a random player, dealing large amount of damage to the player and anyone caught inside the red circle (similar mechanic to Kephess in TFB).

● 50% transition - The beam from Brontes now can swing either clockwise or counterclockwise (randomized) so you need to prepare for both scenarios.

● P3 - The six Fingers of Brontes now perform a knockback and you cannot go back to the same Finger after the knockback. You will need to perform some sort of rotation (see Detailed Mechanics)

● P4 - Energy Spheres were added to this phase and tanks will need to use the two Hands of Brontes to squash the Energy Spheres as they come out. Tons of outgoing damage and very difficult phase.

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Dread Palace [DP]

Boss 1 - Dread Master Bestia

Mechanics - Story Mode ● P1 - Dread Master Bestia won’t aggro you unless you attack her first so you can

stand next to her. ● P1 - She won’t come down engage you until phase 2 so phase 1 is just dealing with

her adds. ● P1 - Be sure to kill the Tentacles first since if you leave them up when Bestia

becomes active they can explode and kill some raid members. ● P1 - Dread Tentacle. Will randomly target someone (announced in red text) and cast

an attack called Spit. If you do not interrupt this Spit attack, the tentacle will one shot whoever it was targeting.

● P1 - Dread Larva. Cast an AoE attack called Expectorate that hits for ~6.5k damage to the raid. These guys should be killed next after the tentacles.

● P1 - Dread Monster. Raid will need to split these guys apart. ● P2 - Stacking debuff on tanks. Tank should swap generally at 4 stacks but

sometimes we let the tanks get to 8 stacks. If you have more than 5 stacks of this debuff and Bestia uses her Dread Strike (channeled attack) on you, you will take a ton of damage.

● P2 - Combusting Seed. Red circle placed on a random raid member. This circle moves with you and will explode shortly dealing around 18k damage so move away from the raid when you get it.

● P2 - Dread Pool. A red pool placed under a random raid member. This pool ticks for ~12k damage per tick if you stand or move inside it. Normally this pool isn’t hard to spot/avoid but you can get this pool dropped on you at the same time you get the Combusting Seed circle so this makes it very hard to spot.

● P3 - Phase 3 is just a combination of phase 1 and phase 2. ● P3 - Bestia will use all of her abilities from phase 2. ● P3 - Bestia will summon adds from phase 1

Mechanics - Hard Mode ● P1 - Dread Tentacles have a one shot Spit attack ● P1 - Dread Monsters buff each other if they get close ● P2 - Tank swap debuff from Bestia ● P2 - Bestia buffs Dread Monsters nearby ● P3 - Tank swap debuff from Bestia ● P3 - Bestia buffs Dread Monsters nearby

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Mechanics - Nightmare Mode ● Huge DPS check, you cannot have more than 3 Dread Monsters up before Bestia

activates and more than 1 Dread Monster up after Bestia activates at the 2 minutes mark

● Healing check as the Dread Monsters hit hard. Healing needed is inversely proportional with your raid’s DPS.

● Dread Monsters now throw the tank so tanks need to position themselves accordingly to avoid getting thrown into a pool or having the Dread Monster running around and cleaving the raid.

● Dread Monsters spawn every 30s pre-Bestia and every 45s after Bestia activates. ● Pre-Bestia have one tank tanking two Monsters, the other one tank one monster and

AoE taunt the larvas. One DPS is focused on killing the tentacles as soon as they spawn while the rest focus on Dread Monsters.

● After Bestia activates we have one tank grabbing Bestia while the other grabbing lone Dread Monster. One DPS is focused on DPSing the boss while the rest focus on Dread Monster with the same DPS peeling off to kill the tentacles.

Boss 2 - Dread Master Tyrans

Mechanics - Story Mode ● Thundering Blast - A frontal blast that hits players for 20-25k damage. Turn boss

away from raid. ● Simplification - Three successive circles will be placed on the main tank (tank swap)

and two random raid members. This circle gradually get smaller and destroy the tile the player was standing on.

● Inferno - A red debuff placed on a random raid member after Simplification. When this debuff ends a red fire is placed on the player’s location.

● Affliction - A green DoT placed on 2 random raid members which can be cleansed and ticks for 5.5k dmg every 3 seconds.

Mechanics - Hard Mode ● Simplification - Hits 4 targets ● Inferno - Drops under 3/4 raid members ● Affliction - DoT from Tyrans cannot be cleansed

Mechanics - Nightmare Mode ● You have way less platforms to work with so you will need to strategize on which

platforms to remove. Melee/tank tend to get the outer ring of platforms while ranged move on the inner platforms.

● When you get Simplification now, you need to drop down to remove a ticking debuff by clicking on the pylon below. Failure to do so in a timely manner is an instant death.

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● Inferno now lands on every member of the raid. Raid need to stack together and drop Inferno in the same spot to maximize the amount of usable space.

● Having 2 heals with a 3rd person being a healer/dps hybrid would help in times when both healers get simplification.

Boss 3 - Dread Master Calphayus [puzzle boss]

Mechanics - Story Mode ● P1 - 100% to 80% ● P1 - Distorted Perceptions – massive red circle under a random player. The

targeted player will receive a ticking DoT that hits for ~3k damage per second and have their movement slow.

● P2 - 80% - Calphayus will go immune and open up two portals. The blue one is the portal to the past and the orange one is the portal to the future. The raid will need to split into two, with one team going into the past and the other going into the future.

● P2 - [Future Team] - Your #1 priority is to kill off the Defiler adds before they can get their cast off (15s cast). You cannot kill off Calphayus in there but if you get him to 20%, he will become immune to damage and stop attacking the group.

● P2 - [Future Team] - Your goal here is to find the Dark Growth. It can spawn in one of five spots.

● P2 - [Past Team] - Go into the back of the room and protect that Seed of Knowledge from waves of adds while holding off the boss. You can heal the Seed of Knowledge if it takes damage.

● P2 - [Past Team] - You need to keep the seed alive for 75 seconds, until it finishes the Pure Seed channel.

● P2 - [Past Team] - Once the Future Team has located the Dark Growth a glowing sphere will appear at the corresponding location in the Past.

● P2 - [Past Team] - Once the seed has finished channeling, , pick it up and plant it at the location indicated by the glowing sphere.

● P3 - 80 to 50% ● P3 - Distorted Perceptions – massive red circle under a random player. The

targeted player will receive a ticking DoT that hits for ~3k damage per second and have their movement slow.

● P4 - 50% - Calphayus will go immune and open up two portals. The teams from P2 can go through the same portal as they did previously.

● P4 - [Future Team] - Keep damaging Calphayus until he leaps to one of the four fountains and smashes one of the crystals.

● P4 - [Past Team] - Locate the glowing sphere which indicates which crystal was smashed in the Future.

● P4 - Repeat those two steps until the phase completes. ● P5 - 50 to 20% ● P5 - Distorted Perceptions – massive red circle under a random player. The

targeted player will receive a ticking DoT that hits for ~3k damage per second and have their movement slow.

● P6 - 20% - Calphayus will go immune and open up two portals.

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● P6 - Healer & Tank need to go into the Past portal. ● P6 - Remaining raid members need to go into the Future portal. ● P6 - [Past Team] - The tank/DPS will find a Seed of Knowledge pyramid object at

back of the Past room behind the throne. They will need to carry it back to the entrance and exit the portal. They will continue to take damage while carrying this Seed of Knowledge and their movement speed will be slowed. Do not use any stun breaker or anything that enhance your movement speed as doing so will cause the Seed to disappear.

● P6 - [Past Team] - Once the Seed carrier has exited the portal, they will need to deposit it on the altar on one side of the throne. This will place a yellow circle on the same location inside the Future room.

● P6 - [Past Team] - There are two seeds in the Past portal room but the same person cannot carry the second seed again.

● P6 - [Future Team] - Tanks need to make sure to taunt Calphayus even when he is immune as he might bug out and reset.

● P6 - [Future Team] - Calphayus cannot be damaged until the Seed carrier from the Past Team has placed the Seed on the altar. He will be able to attack you so you will need to heal the tanks.

● P6 - [Future Team] - Once the Seed has been placed, a yellow circle will appear in the same side of the throne that the Seed was placed. Drag Calphayus into this yellow circle while staying out of it yourself and the yellow circle will knock Calphayus down, allowing you to damage to him for around 10 seconds.

● P6 - [Future Team] - There are unlimited Seeds of Knowledge available so you have about 10 seconds each time to damage him.

Mechanics - Hard Mode ● P1 / P3 / P5 - Inevitability - massive frontal knockback and applies a debuff that will

kill you instantly if you take any damage from Calphayus. This is a tank swapping mechanic as the other tank has to taunt immediately after this cast go off to prevent Calphayus from going after the other tank. Be sure to turn Calphayus away from rest of raid to prevent them from getting this debuff.

● P2 - There is no glowing sphere showing where the past team need to plant the Seed of Knowledge. Communication from the future team is needed.

● P4 - Players cannot enter the same portals as in phase 2 as there is a debuff and there are no glowing spheres pointing out the 3 crystals that the past team need to destroy so they need communication from the future team.

● P6 - [Future Team] - There are only two Seeds of Knowledge available so you have about 20 seconds in total to kill him. If you fail to kill him within the time limit, the encounter will fail.

Mechanics - Nightmare Mode ● Distorted Perceptions (red circle) now hits much harder and root you in place. Use

defensive cooldowns and one healer needs to focus heal. ● You have less time (5 seconds) to run to the portals before they lock you out, so

everyone needs to be assigned positions.

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● No big differences in the first portal phase. Left side crystal needs to be cleansed and right side need to kill the add that is casting Mass Affliction quickly.

● For the second portal phase, there is a purple circle you need to avoid on both sides and right side have a DPS check to kill a black orb before it reaches Calphayus.

● There is now a Guardian of Knowledge guarding the pedestals where you need to place the crystal. He respawns quickly so get him low and kill him right before you place the crystal.

● Inside the left portal where you need to retrieve the crystal, abilities like roll, force speed, leap etc no longer works. There is an add that spawns that needs to be killed quickly as it roots you.

Boss 4 - Dread Master Raptus

Mechanics - Story Mode ● Deadly Slash - A 2s cast cleave attack followed with a knockback. Make sure he is

turned away from the raid and run through him to avoid the knockback. ● Rising Slash - This attack will knock the current tank way up into the air and forces a

tank swap. Make sure the tanks are not tanking the boss by the edge of the platform as they could potentially fall off the platform and die.

● Force Execution - This attack doesn’t happen often but it is basically a huge beam attack with a circle centered on Raptus. This ability has a 3s cast so tanks should have enough time to get out.

● Swirling Circle - Whoever gets this swirling circle will need to move away from the raid. This circle will teleport everyone in it to the back of the platform onto a bridge. This bridge is filled with gaps but it is fairly easy to navigate. Players who get teleported will need to run back to the fight.

● Curses - Immediately after getting teleported to the big platform, Raptus will become immune and players will need to run up to the stage that he is standing and grab their curses. You will need these curses in order to enter the challenges.

○ Shrine of the Incompetent (Green) – Healing power increased. Maximum health decreased. This shrine is designed for Healers.

○ Shine of the Coward (Purple) – Armor increased. Threat generation decreased. This shrine is designed for Tanks.

○ Shrine of the Weakling (Orange) – Tech and Force Power increased. Armor decreased. This shrine is designed for DPS.

● Challenges - At around 75% and 50%, shortly after everyone have grabbed their curses, Raptus will directly challenge a player (usually a DPS) and then open up three of the six portals on the edges of the circular platform. You have exactly 1 minute to complete all three challenges but if you do them fast you can complete all three within 30s. It might be helpful to have tanks go into their challenge first while DPS/healers wait a few seconds. This allow them to get out first and grab Raptus right away. The player being directly challenged need to kite Raptus around while he performs the Spinning Attack (one shot if you let him hit you with it). While Spinning Attack is active Raptus is immune to all damage so the player being challenged should just kite him and survive.

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○ Tank Challenge - Survive pulsating AoE damage from a single enemy. ○ Healer Challenge - Need to keep a dying captive alive while a DoT is ticking

his HP away. ○ DPS Challenge - Kill a single enemy and make sure to interrupt Health of the

Void when the mob casts it at 25%. ● Failing a challenge isn’t the end of the world but each failed challenge will grant a

buff to Raptus (i.e. failing the healing challenge and the tank challenge will grant two separate buffs to Raptus). There are two rounds of challenges and if you failed too many of them then you will have a very rough time killing Raptus. After you finish both set of the challenges, rest of the fight is pretty much killing him while avoiding his knockbacks and especially his Force Execution attack. Make sure you grab the curses as they can help you even if they are not required anymore for challenges.

Mechanics - Hard Mode ● Force Execution attack has a red circle in the middle that instant kills.

Mechanics - Nightmare Mode ● Force Execution now occurs much more frequently throughout the fight instead of

just near the end. There is one right at the start so melee DPS need to beware. ● Healing and DPS challenges are much more challenging. Operatives heals shine

here due to their double cleanses which can remove the healing debuffs. ● Around 40% and below, Raptus now performs a Spinning Attack phase where he will

chase random raid members. Anyone who gets hit will most likely die.

Boss 5 - The Dread Masters (Dread Council)

Mechanics - Story Mode ● P1 - 100 to 50% ● P1 - Bestia will become active first, followed by Calphayus, Raptus and finally

Tyrans. They each have their own separate abilities and the raid will need to split up to deal with them.

● P1 - Bestia - Tanks will need to be on her and tank swap whenever they get 3-4 stacks of her debuff.

● P1 - Calphayus – The offtank will need to be on him when after the swap from Bestia and a melee DPS should be chasing him around.

● P1 - Raptus – a high mobility ranged DPS should be kiting him (a DoT spec’ed class is the best).

● P1 - Tyrans – Doesn’t need to be tanked or kited. Stick 2 ranged DPS on him that swap to Bestia when Tyrans reaches ~55%.

● P1 - [Bestia] - Force Push attack that will throw you across the room – stand in the very middle of the room or face yourself such that you will get pushed to the middle of the room.

● P1 - [Bestia] - Places a stacking debuff on the tanks that requires tank swap as it allows Bestia to deal more damage and potentially one shot the tanks at high stacks.

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● P1 - [Bestia] - Corruption aura around her that buffs any other Dread Master standing next to her (increases their damage done and reduces their damage taken).

● P1 - [Calphayus] - Has a shield around himself that reflects all damage coming outside the shield. Melee DPS is the best candidate for this.

● P1 - [Calphayus] - Regularly drops orange circles on the ground. Any player standing in it will have their healing received reduced and any Dread Master standing in it will take reduced damage.

● P1 - [Raptus] - Deadly Slash attack with frontal knockback (purple telegraph on the ground). Either run out of it or run into him to avoid the knockback.

● P1 - [Raptus] - Whirlwind attack where he will spin and chase a player. Stay outside the red circle or you will take massive damage.

● P1 - [Tyrans] - Thundering Blast, a blast that will hit anyone in the path of the blast. Hits for ~10k damage as long he doesn’t get buffed by Bestia.

● P1 - [Tyrans] - Pulls random players to him, this is more of an annoying for people kiting Calphayus or tanking Bestia as the pull can screw up their pathing.

● P1 - [Tyrans] - Periodically casts out 1 Death Marks on the raid. Each Death Mark has a different icon and different duration. If the Death Mark is allowed to expire on the player, it will instantly one shot them. I have labeled the 4 marks here with ranking based on their duration (1 is the shortest). Anyone with a cleanse can remove them, including agent/smuggler’s Evasion skill. This leaves just tanks/melee DPS without cleanse and healers should prioritize them first.

Activating Phase 2 - Phase 2 will trigger if all four Dread Masters get to 50% HP within 40s of each other. When the first one reaches 50%, that Dread Master will return to his/her throne and start channeling Siphon Energy. It is a 40s channel and at end of the channel they heal up. What this means is that you need to push every Dread Master to ~55% and then together as a raid, starting pushing them one at a time to 50%. Once the first one returns to the throne, you have <40s to push the other 3 to 50%.

● P2 - The ghost forms of Styrak and Brontes will return. ● P2 - One player will need to head to Brontes throne, go through the portal, and

interact with the crystal on top of her throne to remove her Supremacy buff, which will prevent her from becoming immune to damage at low health. Brontes throne is to the left of the entrance if you are facing the entrance.

● P2 - One of the tanks will need to go and do the same for Styrak. Styrak is taunt immune but getting this crystal the the subsequent buff seems to make him sticking on the tank with the buff. Styrak’s throne is to the right of the entrance if you are facing it.

● P2 - Drag Styrak and Brontes together so DPS can AoE both them of at the same time. There is a timer for getting this phase as each of the 4 other Dread Masters have a buff called Weakened. When this buff expires, they will jump down and enter the fight. If this happens and Brontes and/or Styrak still remains alive then you are going to have a very bad time.

● P2 - Styrak needs to die fast as he gains a stacking buff that increases his damage output. After Styrak is dead, get Brontes to 20% and stay away from the entrance.

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Brontes will cast her Overcharged Beam attack which will always point first at the entrance. This beam will one shot players if they get hit by it.

● P3 - Phase 3 is much like Phase 1 except there is no tank swapping on Bestia since she doesn’t put the stacking debuff on tanks anymore.

● P3 - Two DPS should head to Tyrans and Raptus’s throne and grab their crystals. The buff they receive seems to allow the specific bosses to stick on them.

● P3 - Tanks can grab the crystals from Bestia and Calphayus to prevent their abilities from autocrit, dealing more damage than necessary.

● P3 - Calphayus’s DPS players will switch to Tyrans, Tyran’s DPS will switch to Bestia and Raptus DPS remains the same.

● P3 - Calphayus seems to cast Dark Empowerment if you bring him to 30% HP or below and this wipes the raid if he finishes casting it. Even if you push to phase 4, he will keep casting this ability.

● P3 - Bring Bestia to ~20-25% and then get everyone else except for Calphayrus to around the same % (Calphayrus should remain above 30%).

● P3 - DPS one of the Dread Masters (we picked Tyrans) to 15% and this will trigger phase 4.

● P4 - This is a soft enrage phase where all four Dread Masters will gather around the holocron and do perioidic damage that increases with time as their buff stacks get higher.

● P4 - Every Dread Master should be fairly low in HP except for Calphayrus which you should kill last.

● P4 - Focus your DPS on one Dread Master at a time. ● P4 - For healers, if the healing becomes a bit hard to keep up, focus on keeping the

DPS alive as the tanks are not tanking anything in this phase.

Mechanics - Hard Mode: ● P1 - Tyrans only sends out 4 Death Marks. ● P1 - You need to syncronise the DPS burns on the Dread Masters to keep their

health drops near the same percentages. ● P4 - The AoE ticks for harder and harder as there is a stacking debuff.

Mechanics - Nightmare Mode ● All of the bosses come down at the same time when you begin the fight (in HM they

appear one after another). ● Be aware of Tyran's position at all costs, when tanking bestia. Because if Bestia gets

close to Tyrans, he gets buffed with increased damage and can potentially kill a player, if not 100% healed.

● Raptus kiting is substantially harder, because his kick void cast is 1.5s long so the kiter needs to jump to force update of their position, so the game doesn't randomly kick them, even though visually they were out of the void.

● All bosses should be pushed to about 51% at the same time. When that happens, you start to burn Tyrans and Raptus at the same time, since the time it takes for them to come down is 20s. After that you take down calphayus, he has 10s to come down, and lastly bestia, she takes 5 seconds to get down from her throne.

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● The 2nd phase is the one which decides the boss fight. You need alot of dps there to kill styrak and brontes in time.

● The group should focus on Styrak, once killed the apparition of Styrak will come in the middle, just like in S&V, kill the middle apparition before the adds manage to get to center.

● The tank who went to Styraks throne immediately goes to the throne of brontes, if not she will get the fire and forget mechanic from Dread Fortress.

● The rest of the DPS burn Brontes. At 45% mark she will start to spawn the Fingers of Brontes which cast the lightning in between them, one shotting anyone who is caught in between. That is the hardest part of the fight, since the outcome depends on the whole group surviving through that phase.

● The player who is kiting Raptus should go up to take the Raptus throne crystal. ● It can be useful to have a melee dps taking the crystal from Tyrans, so the group

damage is avoided (this is a must since every boss deals increased damage and Tyrans can hit multiple players, if attacking in the direction of group) and the melee is tanking him away from the group.

● Nobody except the tanks attack Calphayus, if pushed under 35% its an instant wipe. ● The rest of the DPS go on Bestia/Raptus/Tyrans as needed until all 3 of them are at

17% mark. At that point push Tyrans and Raptus to 16% and then focus down Tyrans.

● The end phase begins, and it is not heal intensive anymore, since the NiM buff is removed, and is the easiest of all phases. Just kill Tyrans, then Raptus, then Bestia and then Calphayus. Use your shields, medpacks and everything else to mitigate as much damage as possible and keep dpsers alive, tanks DO NOT matter in this phase at all, only for their dps.

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The Ravagers [RAV]

Boss 1 - Sparky

Mechanics - Story Mode ● Shield Collar - Sparky initially have a Shield Collar that reduces incoming damage

by 50%. This collar will overload after taking a certain amount of damage and stun Sparky. The only time she regain this shield is during Brutalize.

● Adds - 3 wave of single adds spawn in the first minute, with 15-20s in between. 2 waves of duo/trio adds spawn next with a minute between them. A sixth group of adds will spawn past 3 minutes that marks the soft enrage phase with additional adds spawning every 5s after.

● Rending Swipe - Adds apply this debuff to the offtank tanking them. Each stack of debuff causes you to take 4% more damage.

● Brutalize - A random raid member is pinned down by Sparky for 20s. Damage Sparky to break her channel or they will get one shot after Spark finishes her channel

● Rampage - Sparky will jump to a random raid member with an AoE circle. Spread out to avoid having multiple raid members getting hit by the same Rampage

Mechanics - Hard Mode ● Rending Swipe - Adds apply this debuff to the offtank tanking them. Each stack of

debuff causes you to take 4% ore damage. The debuff have no time duration. High stacks of this debuff can cause tanks to get one shot.

● Delicious - Sparky applies a stack of this debuff with every Shoulder Throw/Body Slam. This debuff make you take 20% more damage per stack. Tank swap is advised after 2 stacks.

● Command Presence / Safety of the Pack - Any adds within Sparky’s circle will take 50% less damage and attack Sparky’s target.

● Tank swap is needed as Sparky applies the Delicious debuff and should be done on every other throw / slam.

● Adds need to be tanked away from Sparky due to the Command Presence circle around her which reduces damage to nearby adds by 50%.

Mechanics - Nightmare Mode TODO

Boss 2 - Quartermaster Bulo

Mechanics - Story Mode ● Shotgun Blast - Hard hitting frontal AoE with long telegraph. Mostly stick on tanks

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● Scatter Blaster - Similar to Shotgun Blast bit this attack switch targets between the highest and second highest threat

● Drunken Pirates - Drunken Pirates arrive every 45s, starting at 20s into the fight. You can use the Volley circles or Mass Barrage circles to kill them or just AoE them down on storymode.

● Barrels - In the fight area are several barrels scattered all over the room. These barrels will attract the pirates and cause them to run to you. This is a good way to get them inside Volley circles. You cannot use any abilities while carrying the barrel but you can click them off on your buff bar after they have filled their purpose.

● Volley - Very hard hitting AoE circle (purple initially when it can get be moved, turns blue when it is stationary). Used primarily to kill pirates. Tend to target random players outside 10 m range of boss.

● Mass Barrage - Room wide AoE first encounter 60s into the fight. Used to camp pirate spawn points and kill them as soon as they spawn.

● Barrel Throw - Flame AoE with a big fireball effect. Deals damage if you stand in it. ● Load Lifter - A load lifter will come out every 30s to chase a random raid member.

Mechanics - Hard Mode ● Drunken Pirates - Drunken Pirates arrive every 45s, starting at 20s into the fight.

You need to use the Volley circles or Mass Barrage circles to kill them as they have too much HP to kill regularly.

● Barrels - The same tank cannot carry the next set of barrels as doing so will cause your accuracy to get reduced to nearly 0.

● Load Lifters / Unstable Carts - Two Load Lifters will target a random raid member while the four Exonium Carts tend to always go to the tank with the top threat on Bulo. The tank just have to eat the damage while ensuring no one else is nearby for splash damage. Exonium Carts come out every 45s while Load Lifters come out every 40s.

Mechanics - Nightmare Mode TODO

Boss 3 - Torque

Mechanics - Story Mode ● Wookie Rage - Wookie Rage is an ability he uses every 45s starting at 45s into the

fight. He will walk to one of the four consoles and channel this Wookie Rage for 3.0s to break down a console.

● Repair Droids - These drodis comes in two flavors - FIX-4U and Repair Astromech. They have next to no HP and appear with a red nameplate so they can be killed with 1-2 hits. Your goal is to make sure the repair droids get to the broken console before it gets killed by the adds or your own players.

● Flame Turret / Shoots Lasers - These are the adds that Torque summon frequently (every ~30s). Flame Turret’s job is to spread the nearby area with fire while Shoots

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Laser have a special long conal attack called Laser Beam. They will destroy the Repair Droid if it gets close to you need to prioritize and kill these two adds first.

● Floor Vents - Two random floor tiles will burst into flames at about 25 seconds into the fight. They will deal periodic damage to anyone standing in them but does not seem to harm the repair droid.

● Magnetic Clamp - DoT applied on a random raid member every 30-35s. The player with the DoT is immobilized and cannot perform any actions. Healers will need to be alert and cleanse off this DoT ASAP

● Sick of You - Tank swap mechanic. Tanks will get a knockback from Torque and receive this debuff. Tank swap when this happens or you will take extra damage from Torque

● Consoles - If four are destroyed the encounter fails. ● Puzzle - You have 45s to burn the boss before he can destroy any console. Watch

out for Floor Vents and Magnetic Clamp if you are a healer. Once Torque breaks a console at 45s into the fight, clear out any remaining Shoots Lasers/Dangerous Fire Device before having a rDPS or healer summoning the repair droid in the back. Make sure rest of the raid stop their AoEs and do not accidently kill the repair droid. If the repair droid is killed, you can use the second console. The cooldown on the console is around 30s so even if both repair droids are killed, you still have plenty of time.

● Make sure to tank swap when you get knocked and receive the Sick of You debuff. Melee pay extra attention to the Dangerous Fire Device.

Mechanics - Hard Mode ● The amount of DPS required to kill the boss is much higher. ● The Flame Turret / Shoot Lasers have more health. ● New set of adds called Tamper Deterrent Devices which deal a large amount of

damage and require some AOE DPS since there are four on each side. ● Consoles - If three are destroyed the encounter fails.

Mechanics - Nightmare Mode TODO

Boss 4 - Master & Blaster

Mechanics - Story Mode ● Ravager Ultra Scatterblast - Frontal knockback on anyone caught in it. Knockback

is moderate. Tank need to face boss away ● Resonant Explosive Probes - Explosives attached to 4 random raid members with

varying duration. The explosives will explode pre-maturely and does a knockback if you step into someone else’s explosive circle.

● Thermite Rocket Mortar - Drastically reduce the amount of useable space by occupying them with giant orange circles. Stepping inside one won’t kill you right away but you will take a fair amount of damage. Makes it harder to avoid overlapping explosive probes.

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● Calling the Boss - Activated at around ~54% of Blaster’s HP or about 1:10 into the fight. This will call in the Master Droid into the battlefield

● Overpowered Deflection Shield - This shield appears on either Blaster or Master, reducing incoming damage by 90%. This force you to attack the non-shielded droid.

● Fire Wheel of Death - Master Droid’s spinning fire attack, will follow the tank around, Melee need to beware.

● Overpowered Ion Cutter - Channeled beam that also applies a debuff that increase damage taken from the beam by 100% per stack. Can have another player stand in front of the tank to absorb some the stacks.

● Rain of Pain - Special attack from Master Droid. He will fly off and carpet bomb about half the platform. Run away from the red areas.

● Ion Pulse Wave / Ravager Electro-Pulse Nova - This is a frontal attack from Master that applies a beneficial debuff. The debuff will attach you in place, preventing from getting knocked off by Blaster’s Ravager Electro-Pulse Nova. 1 Tick of the frontal is enough to grant the debuff.

● Self-Destruct - Unfortunately you won’t get to kill both of the droids as they self-destruct at around 9%. Make sure you put your back against the wall as the knockback is pretty large.

Mechanics - Hard Mode ● Blaster’s Ravager Ultra Scatterblast knockback is extremely damaging and also

launches anyone caught in it very far (about 4 times further than Story mode). ● Anyone with mines (Resonant Explosive Probes) must be extremely careful, since

colliding into another player with a mine causes a damaging collision and knockback, potentially sending players into ground reticles or off the edge of the map.

● The Rejiggering phase at the end is much harder since Blaster and B0-55 must die at approximately the same time, due to the buff provided by B0-55 which enables the raid to survive Blaster’s Ravager Electro-Pulse Nova (huge knockback).

Mechanics - Nightmare Mode TODO

Boss 5 - Coratanni

Mechanics - Story Mode ● P1 - Fight Coratanni and Pearl until Cortanni reaches 18%. She will then leave and

Pearl will enrage. Click on escape pod to transition to next phase ● P2 - Ruugar, be careful to not kill your party members when he holds someone

hostage. ● Ricochet Shot - Ricochet Shot is an ability casted by Coratanni every 10s with a

2.5s cast time to a random raid member. It applies a debuff called Double Down that will also spread to the nearest player to the targeted person. If they get hit again with Ricochet Shot with Double Down debuff, they will likely get instantly one shot.

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● Suppressive Fire - 3.0s channeled conal attack with a big telegraph, need to face Coratanni away from the raid. 15s cooldown.

● Flame Grenade - Cast every 30s starting at 30s into the fight. Flame Grenade applies a burning debuff to everyone in the raid. You can remove this by using the panels in the back to spawn blue circles to remove the buff.

● Corrosive Grenade - Poison DoT applied to a random target. 15s CD. Very low damage and can be ignored.

● Deck Guns - Four cannons will activate on a 20s cooldown one side of the room when Coratanni reaches 66%. They have big yellow telegraphs you need to avoid.

● Acid Spit - Conal attack from Pearl, need to turn him away from the raid as well. 15s cooldown with 2s cast time.

● Frenzied Onslaught - 4.5s channel from Pearl that pins the target down. 30s cooldown.

● Pearl’s Poison - DoT applied to whoever Pearl is attacking. 30s cooldown ● Activating - At exactly 732192 HP (around 18-19%), Coratanni will stop taking

damage and run to the escape pod. You have a few seconds to kill Pearl before he enrages and deals 300% more damage.

● Land Mine - Orange circles placed on the ground by Ruugar, anyone stepping inside them will get a Burned DoT

● Corrosive Grenade - AoE poison around the target from Ruugar, can be cleansed. 15s cooldown.

● Corrosive Dart - A stacking DoT from Ruugar applied to the target with main threat. 10s cooldown. Tank swap mechanic

● Cull - 3.0s channeled attack from Ruugar with 20s cooldown. May force a tank swap since it causes all poison DoTs on the target to deal damage as well.

● Knockback - Standard knockback from Ruugar, 30s cooldown. ● Hostage Situation - Ruugar grabs a random raid member, any damage dealt to

Ruugar will be transferred to that raid member. 60s cooldown. ● Death Mouse - Exploding droid targeting a random raid member during fight with

Ruugar. Deals massive AoE damage and cannot be taunted. ● Self-Destruct - Occurs when Ruugar reaches 7% HP. Fight is over.

Mechanics - Hard Mode ● The core mechanics are almost exactly the same, but all attacks are somewhat more

damaging making this one of the most challenging fights to heal. ● Ricochet Shot now instantly kills people if done incorrectly, requiring good execution

throughout the first phase. ● Ruugar’s enrage timer is very tight on Hardmode which requires strong DPS and a

strategy to maximize uptime.

Mechanics - Nightmare Mode TODO

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Temple Of Sacrifice [ToS]

Boss 1 - Malaphar the Savage

Mechanics - Story Mode ● Savage Flurry - This is the boss’s autoattack on the tank ● Savagery - Stacking debuff that increase your outgoing damage/heals but also

increase your incoming damage every stack. Only gained while inside Malaphar’s circle (1 stack every 5 seconds)

● Savagery (Exhaustion) - Stacking debuff that reduces your outgoing damage/heals. Only gained while outside Malaphar’s circle.

● Hammer Smash - Responsible for majority of the raid damage. This AoE attack comes every 5 seconds. The damage this attack deals increases with each stack of your Savagery debuff.

● Dispense Adds - Adds spawn at 30 seconds into the fight and then every 50 seconds. Tank swap here is optimal. Tank adds outside the circle.

● Spear Toss - Red circle that appears on the ground, kite it into the adds if possible damage and knock them down. Malaphar only performs this attack when adds are around.

Mechanics - Hard Mode ● The incoming damage per stack of Savagery is much higher, forcing you to step out

of the circle at ~ 10 stacks (exact number is dependent on your healers) to clear it before returning inside the circle.

● Tank swap is needed whenever the adds arrive. ● Boss and adds have higher HP, and you might hit enrage if you don’t use the Spear

Toss red circle on the adds.

Mechanics - Nightmare Mode TODO

Boss 2 - Sword Squadron

Mechanics - Story Mode ● Emergency Shielding - Unit 1 will receive Emergency Shielding on a 60s timer

starting at 30s into the fight. You have 5 bombs in the back to disable this shield. One bomb can disable two shields.

● Unit 1 - Unit 1 tank should expect alternating Rapid Fire and Mega Blast with Basic Attack mixed in between. You can and should avoid Rapid Fire but you will need to eat Basic Attack and Mega Blast in the face.

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● Unit 2 - Unit 2 tank should expect regular missiles that hit you regularly and a purple AoE missile that can be avoided on a 15s cooldown.

● Taunt Immunity - Unit 2 is immune to taunts so the tank need a few seconds to gain threat first.

● Tank Swap - There is a hidden tank swap where tanks lose aggro on their walker and need to swap between. There doesn’t appear a sure way to know when this happens other than using target of target.

● Rolling Mines - Two Rolling Mines will appear every 45s under each unit. They will have an orange circle under them. They can be taunted to explode on the tanks instead. They deal around 5.5k kinetic damage to non-tanks.

● Targeting Droid - Every 50s starting at 30s into the fight, a Targeting Droid will spawn under Unit 1 and begin casting Laze Target. If he finishes casting, he will apply a Laze Target debuff on whoever he has targeted that forces the walker to attack them. Usually this debuff is on the tank.

● Huge Grenade - Huge white circle on a random raid member every 30s. They need to run out of the raid to avoid damaging others. There is a knockdown when the grenade explodes as well that can make things worse.

● Ground Burst Missile - Red circles on 3 random raid members every 8s. Deals over 21k damage if you get hit. Can one shot players with low HP.

● Rain of Missiles - Raidwide AoE occuring every 20s. Around 6-8k damage in total.

Mechanics - Hard Mode ● Grapple & Gravity Missile - Raid gets grappled to a fixed spot in between the walkers

every 40s. Each raid member receive an expanding Gravity Missile that deals 16k damage. Spread out to a designated spot to avoid standing in more than one circle.

● No one should be standing near the grapple spot as doing so can cause Ground Burst Missile to drop on that spot and killing the entire raid when it get grappled to it.

Mechanics - Nightmare Mode TODO

Boss 3 - The Underlurker [puzzle boss] Mechanics - Story Mode

● Hurl/Smash - Hurl is a casted attack on the tank, 2.1s cast time. Smash is an instant skill with 11s cooldown.

● Lurkerling - Three adds spawn right before the Collapse phase, doing roomwide AoE. They should be killed ASAP. They respawn every 50s with first group spawning 15s into the fight.

● Collapse - Rocks falls from the ceiling, also roomwide AoE. Hide behind the rocks to negate damage from Rage Storm

● Rage Storm - Massive roomwide channeled AoE, anyone not behind the rocks will not survive more than 1-2 ticks of it.

● Devastation - A blue cross will appear under the Underlurker. Each arm needs to be occupied by players. Front/Back are the tanks while side arms are for 2xDPS/1

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Healer on each side. If done correctly the cross should turn green and no one should take any damage. Incorrect crosses will turn red.

Mechanics - Hard Mode ● Increased HP on the boss and adds, making this fight a huge DPS check. ● Lurkerlings will root you in place until they are killed. This makes getting behind rocks

much harder and reduce your survive chances against Rage Storm. ● There is a tank swap mechanic forcing tanks to go on the opposite arms every

Devastation attack. ● Lurkerlings - Three adds spawn right before the Collapse phase, doing roomwide

AoE. They must be killed or you will be rooted in place and cannot move in safety for Rage Storm. They respawn every 50s with first group spawning 15s into the fight.

● Devastation - A blue cross will appear under the Underlurker. Each arm need to be occupied by players. Front/Back are the tanks while side arms are for 2xDPS/1 Healer on each side. If done correctly the cross should turn green and no one should take any damage. Incorrect crosses will turn red. Tanks will receive a debuff that prevents them from stepping in the front again so there needs to be a tank swap for the next cross.

Mechanics - Nightmare Mode TODO

Boss 4 - The Revanite Commanders

Mechanics - Story Mode ● P1 (0-30s) - 6 Revanite adds, 2 of each type, will appear and keep you occupied for

the first 30s. This initial start can be quite a bit of damage. ● P2 - One of the three bosses will jump down and stay around for 25-33s. During

which which you will get 3 waves of adds (about 15s per wave), first wave when the boss jumps down, second wave when the boss has stayed for half of his duration, and last wave when the boss leaps back to safety. The add wave can be composed of 1-3 adds. You get a 25-30s break in between during which another wave of adds spawn. Repeat this 6 times as each boss needs to jump down twice.

● P3 - This last phase is a bit hectic with all 3 bosses jumping down and add waves keep spawning every 15s.

● Outlaw Revanite - This add’s main attacks are Three Round Burst and Saturation Fire. Saturation Fire is a frontal AoE with an orange telegraph that deals quite a lot of damage. He may also heal other adds with Kolto Bomb.

● Mandolorian Revanite - This add’s main attacks are Dual Shot and Death from Above. Death from Above is the one doing most of the damage if not avoided.

● Sith Revanite - This add’s main attacks seems to be Force Leap, Melee Attack, and Traumatic Slash. Not a lot of AoEs from him.

● Deron Cadoruso - Spams Tracer Missiles constantly that Sunder (reduce) the raid’s armor rating. Tanks can use taunts to keep all the Tracer Missile on themselves but

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this also will cause them to take more damage from Guided Missile Volley. Also does a 360 knockback with his Jet Boost.

● Sano Thrica - His shield will reflect 25% of your damage if you are not inside it. His main attacks are Scattergun which is a frontal and Disrespectful Kick.

● Lord Kurse - Mostly does Melee Attack with Greater Traumatic Slash in between. One thing to watch out for is his Soaring Smash which is an AoE that deals a fair deal of damage. Has Defensive Roll buff that reduce his AoE damage intake by 30%.

Mechanics - Hard Mode ● Significantly more DPS is required to ensure that the bosses don’t enrage. ● Every mechanic hits quite a bit harder but a significant amount of damage is

avoidable if adds are killed or controlled and everyone moves out of AoE reticles.

Mechanics - Nightmare Mode TODO

Boss 5 - Revan The Returned

Mechanics - Story Mode ● P1 (0-1:30) - You will fight Revan in the lower floor, there are AoE damages from his

Heave attack and cleave attacks such as Impale and Saber Overcharge to avoid (Impale has a huge knockback). There will also be two swords chasing players around that can be knocked off.

● P2 (HK-47) - Avoid HK’s Pseudorandom Violence frontal attack and move away from each other when you get Handful of Grenades. When you see HK deploy Invulnerability Field, get inside his shield to damage him.

● P3 - Climb up the stairs after defeating HK. Destroy the four Machine Focus pillars around the room to make Revan appear again. Avoid the Force Aberrations around the platform. Revan will despawn after 1:20 of fighting.

● P4 - Take the portal up to the 3rd floor. Revan will channel a 125s Resonance. He will absorb all damage while channeling this but beat him up until he break the channel. In this phase you will get both Swords and Force Aberrations to chase players around. Bring Revan down to 9% and he will disappear to trigger the next phase.

● P5 - Whack on the Machine Core in the middle. This is a DPS race to kill the Machine core before you gain 100 stacks of the debuff that reduce your HP by max of 1% per stack. You must melee this core as attacks greater than 5m are reflected

● Heave - Raid wide AoE. Casted every 30s and deals moderate raidwide damage. ● Impale - Telegraphed narrow attack. Anyone caught in the telegraph will be knocked

back a decent distance (could be knocked off the platform). ● Saber Overcharge - This shows up on combat log as Overcharged Dual Saber

Attack. It is a massive conal from Revan. Revan should be turned away to avoid cleaving the raid. 15s CD.

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● Force Wield / Sword of Alek and Revan - These two swords will chase two random players in the raid. They are not meant to be killed and can be knocked off the edge.

● HK-47 - HK will appear 1:30 into the fight after Revan disappears. He has a nasty conal attack and a raidwide AoE called Handful of Grenades you need to spread out. Past 50% he also gain Invulnerability Field that force you to stack inside the shield to attack him.

● Machine Focus - Take out 4 of them to make Revan reappear ● Force Aberration - Purple circular clouds that rotate around the room. Avoid them ● Resonance - Revan’s channeled ability that can absorb a certain amount of damage

before breaking ● Machine Core - Soft Enrage/DPS race. You gain debuffs that reduce your max HP

by 1% per stack. Periodic AoEs will deal large amount of damage

Mechanics - Hard Mode ● P1 - The fight opens on the first floor, fighting Revan to push him to 64 percent. ● P2 - After Revan is pushed, HK-47 jumps down from the ramparts. The raid pushes

HK from 100 percent to 9 percent while periodically destroying waves of adds. At 9 percent, HK self-destructs and a pathway leading to stairs up to the second floor appears.

● P3 - The raid climbs the stairs to the second floor on either side of the room. Once on the second floor, the raid must destroy the four Machine Focuses to force Revan to reappear.

● P4 - Now the raid must fight Revan on the second floor to push him from 64 percent to 28 percent. Once at 28 percent, Revan teleports himself to the top floor and begins to channel Resonance, which begins a timer to a raid wipe. A set of rocks forming “stairs” to the third floor are also summoned, spiraling around the center beam.

● P5 - The raid must climb the rocks to reach the top of the tower. Once one person reaches the circle on top, the Boon of the Spirit will teleport all raid members to the top, including reviving the dead. The raid must then DPS down Revan’s shield in order to break his cast.

● P6 - When the cast is broken, the fight proceeds on the third floor. Now the raid must push Revan from 28 percent to 9 percent, at which point he jumps away to one of the broken walls on the edge of the tower and shields himself.

● P7 - Revan summons the Machine Core, which pulses with energy and threatens to disintegrate everything in its vicinity. This is the burn phase in which raid maximum health decreases over time, causing damage taken to become increasingly punishing until it can no longer be endured.

Mechanics - Nightmare Mode TODO

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Gods From The Machine [GftM] TODO

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Appendix A - Alacrity Numbers This section is taken from Reddit [1]. All alacrity value calculations use the following equation: Alacrity Percentage = 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( Alacrity Rating / 70) / 1.25 ) ) All alacrity % breakpoints use the following equation: Alacrity Percentage = (1.5/(Desired GCD)-1)*100 Percentage Breakpoints (Rounded to the nearest thousandth)

● 1.4s - 7.143% ● 1.3s - 15.385% ● 1.2s - 25% ● 1.1s - 36.364% ● 1.0s - 50%

No Alacrity Bonuses

● 1.5s - 0-701 ● 1.4s - 702-1856 ● 1.3s - 1857-4624 ● 1.2s - 4625+ (currently impossible with available tertiary stat budget)

3% Alacrity Bonuses (e.g. Arsenal, Carnage)

● 1.5s - 0-383 ● 1.4s - 384-1374 ● 1.3s - 1375-3411 ● 1.2s - 3412+ (possible, but probably inadvisable)

5% Alacrity Bonuses (e.g. Lightning)

● 1.5s - 0-191 ● 1.4s - 192-1096 ● 1.3s - 1097-2835 ● 1.2s - 2836+ (possible, but probably inadvisable)

20% Alacrity Bonuses (e.g. Polarity Shift)

● 1.3s - 0-470 ● 1.2s - 471-2034/2035, depending on calculation precision ● 1.1s - 2035/2036+, depending on calculation precision

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25% Alacrity Bonuses (e.g. Polarity Shift+Lightning)

● 1.2s - 0-1228 ● 1.1s - 1229-4624

33% Alacrity Bonuses (e.g. Berserk+Carnage)

● 1.2s - 0-306 ● 1.1s - 307-2158 ● 1.0s - 2159+

I haven't included numbers for Supercharged Celerity since it seems pointless to optimize for an effect that has a typical up-time of <3%. However, characters with 1.5 to 1.3-second GCDs will find themselves with a 0.1s shorter GCD.

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References [1] https://www.reddit.com/r/swtor/comments/7n6eu0/some_alacrity_numbers/ [2] http://jupiterforce.org - Operation’s Guides