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  1. #1

    Default Temple Of Sacrifice Guides [SM / HM / NiM]

    This is a level 60 operation and has 5 boss encounters.

    Suggested Average Gear Rating:
    Story Mode = 186
    Hard Mode = 192
    Nightmare Mode = 198

    The third boss encounter (The Underlurker) is the puzzle boss for this raid.

  2. #2

    Default

    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
    There is no nightmare mode currently (July 2015).

    Story Mode:


    Hard Mode:
    Last edited by Irish_Darkshadow; 8th July 2015 at 02:32 AM.

  3. #3

    Default

    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.
    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
    There is no nightmare mode currently (July 2015).

    Story Mode:


    Hard Mode:
    Last edited by Irish_Darkshadow; 8th July 2015 at 02:39 AM.

  4. #4

    Default

    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 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
    There is no nightmare mode currently (July 2015).

    Story Mode:


    Hard Mode:
    Last edited by Irish_Darkshadow; 8th July 2015 at 02:55 AM.

  5. #5

    Default

    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 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
    There is no nightmare mode currently (July 2015).


    Story Mode:


    Hard Mode:
    Last edited by Irish_Darkshadow; 8th July 2015 at 03:03 AM.

  6. #6

    Default

    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.
    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 Abberation: 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
    There is no nightmare mode currently (July 2015).

    Story Mode:


    Hard Mode:
    Last edited by Irish_Darkshadow; 8th July 2015 at 03:12 AM.

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