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  1. #1

    Default Scum & Villainy [SM / HM / NiM]

    This is a level 55 operation and has 7 boss encounters.

    Suggested Average Gear Rating:
    Story Mode = 156
    Hard Mode = 162
    Nightmare Mode = 168

    The fifth boss encounter (Olok The Shadow) is the puzzle boss for this raid.
    Last edited by Irish_Darkshadow; 6th July 2015 at 07:53 AM.

  2. #2

    Default

    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.


    Story Mode:


    Hard Mode:


    Nightmare Mode:
    Last edited by Irish_Darkshadow; 13th July 2015 at 08:02 AM.

  3. #3

    Default

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

    Story Mode:


    Hard Mode:


    Nightmare Mode:
    Last edited by Irish_Darkshadow; 6th July 2015 at 05:27 AM.

  4. #4

    Default

    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.
    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 out 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.


    Story Mode:


    Hard Mode & Nightmare Mode:
    Last edited by Irish_Darkshadow; 6th July 2015 at 05:41 AM.

  5. #5

    Default

    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.

    Story Mode:


    Hard Mode:


    Nightmare Mode:
    Last edited by Irish_Darkshadow; 6th July 2015 at 05:45 AM.

  6. #6

    Default

    Boss 5 - Olok the Shadow [puzzle boss]


    Mechanics - Story Mode
    P1- Body Guards: Two Adds that protect the Wealthy Buyer from damage.
    P1- Wealthy Buyer: Phase 1 boss that drops tokens used to purchase droids. Gains a stacking buff that goes up as he drops tokens. Total 8, at 5 stacks and higher he begins placing AOE damage circles.
    P1- Tokens: Must be used on the terminal to remove droids from below to reduce Adds in Phase 2. These droids will also help you in Phase 1.
    P1- Gas: After the final token is spent the room fills with gas damaging anyone in the room over time.
    P2- Frontline Droid: Low HP, high damage dealing NPC that has a threat drop and continuously leaps to random players.
    P2- Recon Droid: Low HP Droid that will target and channel damage on a single target.
    P2-Assault Droid: High HP, High damage droid.
    P2- Artillery Droid: High HP, Low Damage droid that will place lightening domes on the ground marked by red circles. They will be placed on whoever has 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.

    Story Mode:


    Hard Mode:


    Nightmare Mode:
    Last edited by Irish_Darkshadow; 6th July 2015 at 05:50 AM.

  7. #7

    Default

    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 2 bosses remain he will root his target occasionally. He Is tauntable. If last boss he will caste a ability called the end that will do MASSIVE damage to his target.
    Tu’Chuk: Melee boss that is tauntable and does moderate damage to his target. When 2 bosses remain he will root and knock his target back. If knocked into the sides of the room the target will take massive damage (possible one shot). When last boss remaining he will stop knocking targets back but will gain a stacking buff that increases his damage output. At 10 stacks the damage begins to become a threat.
    Battle Companions: When one Warlord dies it will heal all remaining warlords to full health.
    Cartel Lieutenants: When only 1 boss remains 3 of these adds will spawn around the outside of the room and cannot be taunted. They do minimal damage.

    Mechanics - Hard Mode
    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).

    Story Mode:


    Hard Mode:


    Nightmare Mode:
    Last edited by Irish_Darkshadow; 6th July 2015 at 05:58 AM.

  8. #8

    Default

    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.
    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 Lightening & Thundering Blast: Both are Cone abilities that do moderate to high damage to those in front of the boss
    P3: Nightmare Manifestation: One random raid member will be sent to a nightmare where they must defeat their companion to escape.
    P3: Chained Manifestation: The boss will split into 5 apparitions. 1 giant one in the center with 4 smaller connected ones from the outside moving into the middle attached by lightening. If anyone is caught in the enclosing lightening they are killed. Only the Giant one takes damage.
    P3: Lightening Manifestation: The boss will split into 4 NPC’s that will atune and attack the nearest targets to them with lightening.
    P4: Kell Dragon: Styrak will resurrect the kell dragon now that takes increased damage but also does increased damage.
    P4: Power of the Master: The kell dragon will spam this ability that hits hard as AOE damage to all.
    P5: Saber Throw/Charge: The boss will target a random raid member, saber throw then charge them knocking them back a great distance and doing high damage. A new target will be picked at the end of the cycle.

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

    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 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.

    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.


    Story Mode:


    Hard Mode & Nightmare Mode:
    Last edited by Irish_Darkshadow; 6th July 2015 at 06:07 AM.

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