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The Writhing Horror–Terror from Beyond boss guide

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This is the boss strat for The Writhing Horror, the first boss in SWTOR Terror from Beyond TFB Operation in Patch 1.4. Included are strats for both storymode and hardmode.

Health

  • Writhing Horror – 957k (8M SM), 1.76 million (8M HM)
  • Jealous Male – 85k (8M HM)

Storymode

Mechanics Strategy
Burrows in/out Tanks need to use their gap closers and leap/jump to the boss ASAP when he reappears. Otherwise he will spit stuff at the raid. You do not lose target when the boss disappears so just spam your gap closer as soon you see the boss pop up. There is a set pattern on where the boss will appear next after he burrows in.
Jealous Male & Foul Offspring Jealous Male and Foul Offspring spawns in the fight with a red text on screen. DPS/Healer need to be assigned to run to the red circle to “attract” the adds while a tank grab the Jealous Male
Tank Swap Tank swap on the main boss everytime you see the Jealous Male spawn. Boss puts a Incubated debuff on whoever tanking it.
Red Circles One red circle will spawn on the raid. It will usually spawn where the “flowers” are located on the ground. Don’t stand on the flowers unless you are assigned to red circle duty.
Corrosive Slime This is a hard ticking DoT (3.6k damage every 3 seconds) that can be cleansed

Things to do before the fight

  • Assign people on red circle duty (healer/DPS). You can’t have a single person doing it as he/she will receive a debuff when they exit the circle. Usually 4 players is a good number.
  • Learn where the boss burrows (see diagram below)
  • Learn the locations of the 3 flowers on the ground and don’t stand on them during the fight. One of them will become a red pool when the Jealous Male spawns.

tfbflowersloc

Burrowing

There are two things to know about burrowing

  • There is a fixed pattern on where the boss spawns after he burrows
  • After he appears from the ground, he will spit at the raid unless someone has threat (i.e. tank) in melee range. Tanks will need to use gap closer on him ASAP. Failure to do so will cause him to spit at raid, causing raid wide damage.
  • The name of the spit is called Angry Spittle if you are tracking it via a combat log program (hits for 3k damage on hardmode)

This is the pattern he uses when burrowing. It is a 5 point star essentially. He will go back to point 1 and repeat the pattern.

tfbboss1map

If your tank is quick, you will get 1-2 spits on the boss from the boss maximum. The damage is fairly small and can be easily healed through.

tfbboss11

Tank Swap

The tank tanking the boss will get stacks of a debuff called Incubation from the boss. This debuff doesn’t always land everytime (can be dodged) so you may get different stacks of it everytime. The maximum stack this debuff will go to is 10.

tfbboss12

  • The number of stacks of Incubation determines how many Foul Offspring will spawn ( see below).
  • Incubation debuff will fall off if the Jealous Male hits the tank with it
  • If the tank has 10 stacks of the Incubation debuff, he may explode

Generally, we tank swap every time we see the red text emote for Jealous Male spawning.The tank that was on the boss would grab the Jealous Male and erase his stacks of Incubation to spawn Foul Offspring.

Jealous Male, Foul Offspring & Red Circle

Jealous Male is an add with a fixed spawn timer

  • First spawns 45 seconds into the fight (tank will usually have ~4 stacks of Incubation debuff here)
  • Second one spawns at 2:15 (1:30 from the first add, tank will usually have ~8 stacks)
  • Third one spawns at 3:45 (1:30 from second add)
  • Fourth one spawns at 5:15

There is a red text on your screen when he spawns – A Jealous Male Has Arrived to Defend His Mate!

tfbboss13

When the Jealous Male spawns, one of the flowers on the ground will also turn into a red blood pool, this pool is used for the Foul Spring that will spawn right after.

tfbboss15

Jealous Male has a cleave and knockback, tank him away from the raid. You should have the tank swapped here and have the tank with the Incubation debuff tanking him, this will spawn a bunch of smaller adds called Foul Offspring depending on the # of stacks of the debuff. Make sure the tank is not tanking the Jealous Male near the red pool as the knockback from the Jealous male can knock the person in the pool out of it.

tfbboss14

The red pool will spawn with Jealous Male but it takes a second of mating for the Foul Offsprings to pop out. You will want to to have the assigned player to run into the red pool as soon the Jealous Male spawns and not move from the pool until the Foul Offsprings are killed. You will get a message on screen when the assigned player runs to the pool – Player X has absorbed the Calming Pheromones!

tfbboss16

Moving out of the pool will cause the player to get a debuff called Stale Pheromones that prevent them from entering red circle again to attract the Foul Offsprings. If the player does that before the Foul Offsprings are killed, the red circle will disappear and the Offsprings will run wild on the raid.

tfbboss17

This player inside the pool will attract all the Foul Offsprings to him/her. They have about a 10 second grace window where they will hardly take any damage from the Foul Offsprings. This is a perfect time for your DPS to unload their AOEs. Once the Offsprings are dead, kill the Jealous Male and then go back on the boss.

Corrosive Slime

This is a DoT applied to a random raid member (there is no warning but there is an animation for it) throughout the raid. The animation, however, is too fast and easily missed to be reliable. Instead, everyone should periodically check their debuff window for this icon and ask for a cleanse. Note that on storymode there is no circle when this DoT is cleansed, that is a hardmode mechanic.

corrosiveslimeanimationtfbhmboss1

Hardmode


Additional Mechanics Strategy
Corrosive Slime Cleansing this DoT will now leave behind a yellow circle on the ground that damages anyone standing in it.
Twisted Spawn These mobs spawn at ~10% (176k HP) and will attack the raid. Tank them if you can but your efforts should be on killing the boss ASAP

In addition to all the mechanics described above for storymode, two new additional mechanics are in hardmode but one of them won’t kick in until the boss is ~10%. Keep the following in mind for hardmode

  • Enrage timer is 5:45
  • This means that you only need to assign 4 players on red pool duty as the 4th Jealous Male and red pool pops at 5:15.

Corrosive Slime (circle placing 101)

This is a DoT applied to a random raid member (there is no warning but there is an animation for it) throughout the raid. The animation, however, is too fast and easily missed to be reliable. Instead, everyone should periodically check their debuff window for this icon.

corrosiveslimeanimationtfbhmboss1

If you have this debuff icon on you, move to a good location that is

1) Not on top of the flowers

2) Not where the boss pops up after burrowing.

Once you have done that, either cleanse yourself or ask for a cleanse. Doing so will remove the debuff from you but leave a yellow circle on the ground. These yellow circles will damage anyone standing in them and persists for about a minute.

Here are some examples of ok circle placement and terrible circle placement.

tfbhm12tfbhmboss14

The circle placement on the left isn’t perfect but it leaves room for melee to get on the boss and the assigned person to stand in the red pool. The circle placement on the right is fairly terrible as two players basically put circles around where the boss will burrow, making it harder for melee and tanks to get to the boss.

Twisted Spawn (boss burning 101)

Twisted Spawns are new adds in hardmode that spawns at around/after 5 minutes into the fight (contrary to popular belief, they are not spawned at the 10% mark and but spawns anywhere from 15-5% depending on your DPS. See screenshot below with Twisted Spawn spawning at 13%).

twistedspawnsnotpercent

These things have 71k HP but you really shouldn’t be killing them. In addition to the Twist Spawns, you should also get the Jealous Male and the Foul Offspring to join in the fun. This is basically a max DPS burn phase, killing the boss down the final couple % before he spawns too many Twisted Spawns that wipes the raid.

twistedspawns

The post The Writhing Horror–Terror from Beyond boss guide appeared first on Dulfy.


Ciphas, Heirad, and Kel’Sara–Terror from beyond Operation boss guides

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This is the boss strat for Ciphas, Heirad, and Kel’Sara, the second boss in SWTOR Terror from Beyond Operation in Patch 1.4. Included are strats for storymode and hardmode. Video for hardmode will be coming shortly.

Health

  • Heirad (402 k – 8m SM, 535k 8m HM)
  • Ciphas (579k – 8m SM, 786k 8m HM)
  • Kel’sara (601k – 8m SM, )

Storymode

Mechanics Strategy
Kill order Heirad –> Ciphas –> Kel’sara
Phase 1 : Heirad casts Surging Chains and becomes immune to damage Source of immunity is from Ciphas, who needs to be damaged and then interrupted (Ciphas is immune to interrupts until you burn through his barrier).
Tank Swap (all phases) Both Ciphas and Kel’sara put stacking debuffs on their tanks that deals more damage with more stacks. Swap tanks at 5 stacks. Ciphas has a cleave so becareful when swapping around.
Phase 2: Ciphas dooms players Person with doom need to run into 2 green circles to clear the debuff or they get one shot.
Phase 2: Green circles Green circles are spawned on top of players, move away from them as soon as they spawn and don’t run through them unless you have Doom.
Phase 3: Death mark Person marked need to run away from Kel’sara, use speed boosts or sorc/sage pulls to help marked player escape.
Phase 3: Withering Terror Uncurable DoT that needs to be healed through

Boss buffs

All bosses are immune to CC and have the buff Death Covenant (When the target dies, any Dread Guard Commander in the area are fully healed). This is to prevent you from killing all bosses at the same time as killing one will fully heal the others.

In addition, every boss have uniques buffs.

  • Ciphas – Dark Pact – As Ciphas takes damage, Heirad occasionally becomes more and more empowered with Overcharge, significantly increasing the damage he deals.
  • Heirad – Dark Relief – As Heirad takes damage, Kel’sara occasionally receives significant healing
  • Kel’sara – Dark Bond – As Kel’sara takes damage, Ciphas occasionally becomes more and more empowered with Blood Vengeance, significantly increasing the damage he deals.

Heirad, in particular, have Taunt Immunity and cannot be taunted. He will instead target random players and damage them with Force Lightning.

Kill Order

The three bosses are killed in the following order: Heirad –> Ciphas –> Kel’sara (HCK). The reason for this order is as follows

  • Heirad have taunt immunity and damaging him heals Kel’sara, which doesn’t matter since Kel’sara will be fully healed once Heirad dies anyways.
  • Damaging Ciphas will buff Heirad’s damage but if Heirad is already dead then it doesn’t matter.
  • Killing each boss will introducing new abilities into the remaining bosses.

Phase 1 – Killing Heirad

Heirad will randomly shoot Force Lightning at random players in the raid. This attack deals 700-1400 damage per tick and ticks for 3-4 ticks. Two tanks will tank Kel’sara and Ciphas and do a tank swap on when the debuffs on the tanks reaches 5 (5 is an arbitrary number, you can swap earlier or later than 5).

bossdebuff

After a few lighting attacks, you will see the message – Heirad Begins to Cast Surging Chain! Ciphas will hop over and casts Empowered Barrier on Heirad to make him immune to damage. You now must damage Ciphas so break his shield bubble and the interrupt his Empowered Barrier ability. The symbol for his shield bubble is the same as the sorc/sage bubble. Surging Chain hits for 2.5-3.5k.

ciphasempoweredshield

Rest of this phase is basically Heirad switching back and forth between Force Lighting and Surging Chain.

Phase 2 – Killing Ciphas

Killing Heirad bring new mechanics into phase 2 for Ciphas (Kel’sara is unchanged).

You still need to tank swap between Ciphas and Kel’sara while burning down Ciphas. Ciphas will doom random players in the raid (doesn’t seem to target tanks). You will get a red text on screen when this happens.

doom

When someone is Doomed, they get 2 stacks of the Doom debuff on them (2 stacks in storymode, 3 stacks in hardmode) and will need to run into 2 green circles on the ground to clear it.

doom2

Green circles on the ground are called Expiatory Motes and are spawned on top of players. You get a warning for when the circle will spawn as your character will get green mist shortly before the circle appears. Move as soon as you see the green mist.

greenmistgreencircle

You have about 10 seconds to clear Doom by running through the green circles, each time you run through a circle you will take about 2.2 k damage. Do not run through the circles if you don’t have Doom as you will take unnecessary damage and make the circle disappear.  Failure to clear Doom in a timely manner will hit you for 15246755 damage.

Phase 3 – Killing Kel’Sara

Killing Ciphas will introduce two new mechanics for Kel’sara.

  • Withering Terror, a 24 second DoT on random raid members that ticks for 1486 damage every 3 seconds. ~14 kdamage in total. Cannot be cleansed and must be healed through.

witheringterror

  • Death Mark – One random raid member will be marked for death (name will be announced in red text) and slowed. This person must run while Kel’sara chases them. On storymode you can take 1 hit from Kel’sara. This stage lasts about 20 seconds. Sorcs/Sages can use their pull to help marked players escaping from Kel’saradeathmark1

deathmark2

Hardmode

Additional Mechanics Strategy
Phase 1: Heirad Begins to channel Lighting Field Everyone need to be assigned to a location in the room that they ran to during this phase. Goal here is to spread out as much as possible while keeping healers near tanks to top them off. The raid will take massive damage that can be lessened if everyone is spread out.
Phase 2: Ciphas strangle random raid members Ciphas will need to be interrupted ASAP (tanks can do this) to stop the strangle
Phase 2 Ciphas’ doom have 3 stacks Run through 3 circles
Phase 3 Kel’sara casts Force Leech on tank Tank swap immediately and do not heal the tank being leeched (no HOTs, medpacks or Endure Pain)
Phase 3 Dread Guard Legionaries Low HP adds that can be killed quickly, one of them casts Mass Affliction and need to be DPS’ed quick,.~ 7k HP per add

This fight is very healing intensive on hardmode, especially phase 1. You will want to get through phase 1 as quick as possible and get only one Lighting Field.

Enrage: 6:45

Phase 1

Heirad has some nasty tricks up in his sleeves for phase 1 on hardmode. He will start to channel Lighting Field shortly after his Surging Chain immunity phase. This is a raid wide AoE that ticks for 1144 per tick for 7 ticks and then explodes, dealing anywhere from 6.6k –7.5k damage if you are all spread out to instant one shot if you are all clustered together. So, spread out as much as you can! The circles in the picture below will give you a rough idea of how much you need to spread out.

deathcircles

Generally if you are <50% HP when the lighting Field started, there is a very good chance you won’t survive it. Use defensive cooldowns/medpacks if you need.

Everyone need to be assigned a spot in the room that they run to for this phase so people don’t run into each other and get each other killed. Tanks and healers should be near each other so tanks can be topped off after this phase to tank Ciphase and Kel’sara. Ranged DPS should be assigned spots near the bosses they can they keep DPS during the Lighting Field phase to help meet enrage timer.

After the Lighting Field phase, it is a good idea to have everyone stack in the same pile (make sure you face Ciphas away from the raid due to his cleave) so healers can drop healing circles and heal everyone up at the same time.

nicepile

Ideally, you will want to have only one Lighting Field in Phase 1 or otherwise you might have trouble with the enrage timer.

Phase 2

The new mechanic for Ciphas in phase 2 is his leap & strangle. The initial leap to a random raid member deals ~ 6k damage and the strange after deals about 4k damage per tick. Tanks will need to interrupt Ciphas to stop the Strangle (red text message on screen)

strangle

In addition to the strangle, Doom is now 3 stacks on hardmode. Watch your debuff bar carefully as sometimes running through a green circle may not clear it.

Phase 3

Kel’sara gains two additional mechanics in hardmode.

Force Leech

Reduces healing on target (tank) by 99% and any healing to this target will cause their health leeched to Kel’sara. Tank swap immediately when you see the red emote and stop all healing for 20 seconds to the tank (don’t use medpacks or Endure Pain!)

As it can be hard to see due to the intensive healing on this phase, tanks will ideally call out for healers to not heal them. You will also want to make sure that tanks are topped off before the Force Leech starts so that they have some leeway.

Force leech comes about 10 seconds after Ciphas is killed and comes after every Death Mark phase.

Dread Guard Legionnaires

Three Dread Guard Legionaires will spawn in about the middle of the room  (might be more on 16m). The one in particular you have to kill ASAP is the one on the right (if you are facing the door behind the boss). He will cast Mass Affliction, which is a raidwide curable DOT that ticks for 1190 every second. That is a lot of raid damage and can be quite taxing for your healers so you will want to kill that particular guard ASAP. The rest of the Dread Guard Legionnaires are melee and will use Smash which deals for ~2.5k damage.

massafflition

They have only ~7k HP on 8m so they should be killed as soon as they spawn. These Legionnaires are usually summoned a few seconds after Kel’sara marks someone for death so you can expect quite a few waves of them.

Other thoughts

  • Withering Terror, the uncurable DoT from Kel’sara, hits for 2.4k every 3 seconds on hardmode so you will want to make sure to top off whoever has the DoT.

The post Ciphas, Heirad, and Kel’Sara–Terror from beyond Operation boss guides appeared first on Dulfy.

Operator IX–Terror from Beyond operation boss guide

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This is the boss strat for Operator IX, the third boss in SWTOR Terror from Beyond Operation in Patch 1.4. Included are strats for storymode with hardmode coming shortly.

Health

  • Data Core (77k – 8m SM, 90k-8m HM)
  • Operator IX (803k – 8m SM, 1.45 million –8m HM)
  • Recognizer (15k –8m SM & HM)
  • Regulator (51k – 8m SM, 70k – 8m HM)

Storymode

Mechanics Strategy
Color coordination Match every DPS with a tank or healer. Then each DPS +tank/healer pair pick a color.
Phase 1: Central circle color The pair with the same color as the central circle undernearth Master Control will need to split up. The tank/healer stands inside the central circle while DPS channel at a console to unlock two datacores that can be attacked. You have 70 seconds in each colored phase to kill the two datacores (additional adds may spawn if you don’t kill them within the time limit).
Phase 1: Recognizer adds/Regulator Recognizer adds will come running to attack the pair standing in the central circle or channeling at the console, a tank should remain to tank them. One regulator add will come instead of the Recognizer add when you destroy the last 2 datacores.
Phase 2: Black Obtuse Players will need to find their colored circle within 10 seconds while Operator IX casts Black Obtuse.

This fight on storymode is very relaxing and tests your coordination skills rather than throwing out big damage numbers.

Color coordination

Before the start of the fight, everyone will need to pick a color. On a 8m group, you will typically have 2 tanks, 4 DPS and 2 healers. You will want to pair a non DPS color and pick a color. You will end up with something like this

  • 1x DPS and 1x Tank picking color A
  • 1x DPS and 1x Tank picking color B
  • 1x DPS and 1x Heal picking color C
  • 1x DPS and 1x Heal picking color D

color A, B, C, D could be any of the four colors provided: blue, purple, yellow and orange.

tfbpickcolor

Once everyone has picked, you will end up with something like this and ready to start the fight!

tfbcolorspicked

Phase 1

In phase 1, you will want to keep an eye on the Master Control in the middle, especially on the circle he is standing on top of. When that circle turns into one of the four colors, the healer/tank of that color will need to run to the circle and stand in it. The DPS of the pair will need to run to one of the console activated nearby and channel it. This will unlock two data cores on the outer rims of the room.

The sequence of the circles will be

1. Blue

2. Orange

3. Purple

4. Yellow

tfbboss31tfbboss32

You will want to keep a tank healer/combo near the Master Control as there will be some Recognizer adds come running by to attack the person channeling the console. These adds have very little health and can be killed quickly. Rest of the raid can run to the Data Cores to attack them.

There will be two Data Cores activated per color pair. They tend to be on opposite sides of the room but you run slightly faster inside the room.

datacores

When you are down to the last two data cores, you may get a Regulator add instead of the regular Recognizers. He has slightly more health.

regulatoradd

Phase 2

Phase 2 gets slightly more exciting. Master Control will disappear and Operator IX, a giant droid, will show up. Operator IX will announce periodically, Operator Response timed out, Please Repeat and start casting Black Obtuse, a 10 second channel. While he is channeling, the small circles around him will have colored circles and each person of the pair will need to run to the appropriate colored circle within 10 seconds. It is recommended that you do not stand in the smaller circles when fighting and do not run through them during the Black Obtuse stage.

operatorixblackobtuse

Running through the wrong colored circles may cause that circle to disappear, screwing other color pairs. In storymode you can get away with it.

In the event that one player of a specific color pair dies, the remaining player of that color will need to run to both circles during this stage.

Operator IX may have an aggro during/after Black Obtuse so tanks will need to taunt right before he finishes the channel.

Hardmode

This fight on hardmode is tightly tuned and is a lot of fun. Enrage timer is 5:55 – 6 minutes on Operator IX (phase 2).

Additional Mechanics Strategy
Phase 1: Timer on killing data cores. Blue: 70 seconds, Orange: 60 seconds, Purple: 55 seconds, Yellow: 50 seconds. Failure to kill both datacores within the time limit will cause the Master Control to repeat that color (giving you time to kill the datacores) but also spawns a Rectifier and any adds in that phase.
Phase 1: Rectifier Rectifier have a conal attack and must be tanked away from the raid.
Phase 1: Adds Both orange and yellow will spawn 2x Champion adds called Regulators while blue and purple only spawn Recognizers. You want to make sure you kill the datacores in orange and yellow phase in a timely manner if possible.
Phase 1: Color spheres Everyone must kill a color sphere of their color to get a buff for phase 2.
Phase 2: Disinfection Disinfection, a 19k hit (close to one shot) to a random player seems to be some sort of aggro wipe/attack on the player with the 2nd highest threat. Occurs after Black Obtuse.
Phase 2: Color Deletion Protocol The person called out for color deletion have a circle underneath them that the raid member with the respective color have to run to in order to “protect” them.

Phase 1

Timer on killing datacores

On storymode, all the colored circles are given a 70 second window to kill both datacores. This is not the case for hardmode.

  • Blue: 70 seconds
  • Orange: 60 seconds
  • Purple: 55 seconds
  • Yellow: 50 seconds.

The trick to know the time remaining on each colored phase is to have the Master Control as a focus target. This will allow you to see his cast bar.

hmtimer

You have will plenty of time to kill both datacores on blue phase but the subsequent phases might be close. You should aim to kill both datacores within the time limit for Orange phase as well as that will make the encounter slightly easier.

Tip for killing datacores: DPS killing datacores do not need to move back to thecenter after a color phase is over (unless their color is called). Instead, they can stay at the destroyed datacore and datacore that will be unshielded next is either to the left or right. This can shave off a few of those precious seconds.

It is not always bad to fail the time limit and for some phases like purple you may actually fail the timer on purpose to clean up the adds (explained below).

Consequences of not killing datacores within time limit

Not killing the two datacores for a color phase within the time limit will cause the Master Control to repeat that color phase (giving you more time to kill the datacores) but there there are two consequences.

1) Rectifier Spawns (you will get the following message on screen: Failed to Achieve Red Obtuse. Activating Green Bisector). Rectifier has 90k HP and a very nasty conal attack so he should be tanked faced away from other players.

2) Any adds that spawn during that color phase will spawn again (i.e. if you repeat orange phase for example, you will get two more champion Regulators.

If you have to repeat a color phase, you want to do it on the color without the Regulator adds.

Adds

  • Blue and Purple phases only spawn Recognizer adds, these have very low HP (15K) and doesn’t do a lot of damage (i.e. mostly harmless).
  • Orange and Yellow phases spawn 2x Regulator adds. These are champion level mobs with 70k HP and cast a spell called End of Line, which is a knockback. For this reason, they should be tanked well away from the central color circle and the person channeling on the console. The second Regulator will spawn about 10 seconds after the first, giving you sometime to DPS down the first.

regularknockback

To help burn down the Regulator adds quicker, we have the tanks within each tank/DPS color pair to channel at the console (the other tank grab both Regulator adds). This allow the DPS in the middle circle to help burn down the first Regulator.

Repeating a color phase

We tend to repeat the purple phase on purpose to give us time to clean up the Regulator adds from the yellow phase. When repeating this phase, we have all the DPS burn down the Rectifier and Regulator adds first before running back to the data cores to finish the purple phase.

The reason we picked purple is because 1) only Recognizer adds spawn 2) 55 seconds is fairly tight and you don’t want to waste your DPS cooldowns and have nothing for the subsequent yellow phase.

Depending on your DPS, you may repeat the Yellow phase (last colored phase of Phase 1). If this happens, make sure you kill the Rectifier and Regulator adds first before killing the datacores to end Phase 1 or otherwise you will bring these adds into Phase 2 with Operator IX.

Colored spheres

During each color phase, two color spheres of the corresponding color will spawn. Each person of the same colored pair will need to grab one and kill it to receive a buff. Players not of that color will need to avoid damage these spheres and accidently killing them (they only have 5K HP).

colorsphere

For example, during the purple color phase, two purple spheres will spawn. The two players with the purple color will need to each grab a sphere and kill it individually to receive a buff called Purple Obtuse. This buff is crucial for phase 2 and not getting that buff may cause you to wipe on that phase.

These color spheres of the previous color do not despawn when you transition into a new color, as long other players don’t accidently kill them.

Phase 2

Black Obtuse

Black Obtuse on hardmode is only 8 seconds (storymode is 10 seconds). This means that all the players should stack in the middle with Operator IX as that offers the shortest travel time to their circles during Black Obtuse.

blackobtusehm

In the event that one player of a specific color pair dies, the remaining player of that color will need to run to both circles during this stage.

Operator IX may have an aggro drop during Black Obtuse so tanks need to make sure to taunt him near the end of his channel.

Disinfection

This is a 19k hit on a random player shortly after Black Obtuse and before Color Deletion Protocol. The cause of this attack is not certain but it was theorized to be some sort of aggro wipe/attack on person with the second highest threat. Disinfection can be rendered mostly harmless by having both tanks fighting for aggro immediately during and after Black Obtuse. This strat seemed to focus most of the Disinfection on tanks.

Color Deletion Protocol

Color Deletion Protocol comes after Operator IX finishes channeling Black Obtuse. One random member of the raid (name will be announced in red text) will be targeted for deletion by a specific color. The person with that color buff will need to run to that person (who also have a corresponding color circle undernearth them). Doing so will protect them from the deletion protocol. You have 5 seconds to do this.

datadeleltion

Since there are two players with the buff for each color, make sure you sort out who does the “protect” first as to not waste both buffs. If both players run in to protect, both of their buffs will be used up (see picture below).

deletionshieldboth

Make sure that the player targeted for deletion stand still and those without the corresponding color buff to protect that person move away.

The post Operator IX–Terror from Beyond operation boss guide appeared first on Dulfy.

Kephess the Undying-Terror from Beyond TFB operation boss guide

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This is the boss strat for Kephess the Undying, the fourth boss in SWTOR Terror from Beyond TFB Operation in Patch 1.4. Included are strats for storymode with hardmode coming shortly.

Health

  • 1.89 million (8m SM)

Storymode


Mechanics Strategy
Phase 1: Tank swap The tank tanking Kephess will get two debuffs on him/her and glow. When this happens, the other tank will need to taunt Kephess so that the glowy tank can run to the big glowy circle on the ground to remove the two debuffs.
Phase 1: Focused Laser Blast Move Kephess to the pillar his laser beams are attached to. The person being blasted can either run behind the pillar or in front of it (but face Kephess). This will cause Kephess to get knocked down temporarily and take increased damage.
P1 – P2 transition Avoid the walls that radiate from Kephess when he lands on the ground (middle of the room)
Phase 2: Red & blue circles Kephess will leap from ground, creating a pulsating and expanding blue circle to jump down on a random player marked by a red circle. Avoid both circles.
Phase 2: Corrupted Nanites Run to one of the pilars and start the channel to get it removed. Destroying the pillar (finishing the channel) when Kephess is near will cause him to get knocked down for increased damage.

Phase 1

Phase 1 has very simple mechanics and is designed to ease you into the fight.

Tank swap

One of the tanks tanking Kephess will receive two debuffs and start to glow. When this happens, the other tank need to taunt Kephess so that the tank with the debuff can run to the glowing pool in the center of the room to cleanse himself (other players should avoid the pool).

tankswapdebufftankglow

Laser Blast

Kephess will have a laser beam attached to him periodically throughout the fight. The tanks need to locate the pillar it is attached to and move Kephess to that pillar.

kephessbeam

Soon after, you will get a red text message on the screen: Kephess Charges a Focused Laser Blast at Player X!

chargedlasermessage

This is the cue for that player to either run behind the pillar or in front of it to squeeze out some additional DPS (but they must be  facing Kephess). Kephes will channel a 9 second Laser Blast, and the player will take damage (need heals) even if they are behind the pillar.

lasercastbarkephesslaserblast

At the end of the 9 second cast, Kephess will be knocked to the ground for a few second and you can do increased damage to him while he is in that state.

kephessknockeddown

You pretty much repeat this until Kephess is ~ 50%, which triggers phase 2.

Phase 1 to Phase 2 transition

There will be a big red circle in the middle of the room  to which Kephess make will a landing from the air. The landing will cause walls to radiate out from him but the walls move so slow that they are easy to avoid.

 expandingpillars

Phase 2

 Phase 2 gets a bit more chaotic.

Red and blue circles

Kephess will put down a red circle on a random player that will follow the player for a second or two. The red circle will then disappear and then Kephess will jump down on the area the red circle was in previously while leaving an expanding blue circle.

kephessredbluecircle

Players will need to run out from the red circle (it is fairly easy to avoid) and stay away from the blue circle to prevent damage to themselves. The blue circle is called Pulse Tremors in the combat logs and deals 1530 damage per second that the player stands in it.

When Kephess jumps to a player with the red circle, he may perform an AoE attack called Earthquake while being taunted back to the tank. This attack deals low raidwide damage (~ 600 damage).

earthquakekephess

Corrupted Nanites

Corrupted Nanites is a 30 second DoT casted on a random player that deals 1143 damage every 3 seconds (11k damage over 30 seconds). You will see a red text on screen: Corrupted Nanites on YOU! as well as a circle icon above your head.

corruptednanites2corruptednanites

You can run to one of the clickable pillars and click it to channel a skill called Hypergate Tower to remove the Corrupted Nanites. Corrupted Nanites is removed as soon you start the channel (you can cancel the channel right away). The channel itself is a 13.5/14 seconds channel and the pillar will be destroyed if everyone on it either finish or cancel the channel. If Kephess near the pillar when it is destroyed, Kephess will be knocked down temporarily again, allowing you to do increased damage to him for a couple seconds.

pillarsnanitekephessknockeddown2

Since Corrupted Nanites is removed as soon as you start the channel, a number of people can use the same pillar to remove the debuff if they keep the pillar alive (start channeling, wait for the next person to channel and then cancel your channel).

Phase 3

Phase 3 is triggered when Kephess reaches 10% HP. He will basically shoot mortars at the entire raid using a skill called Volatile Emission.. This skill is easily avoidable (orange circles on ground). In addition, Kephess will also does an raidwide AoE called Fury of the Masters that deals ~800 damage per second and serves as a soft enrage mechanic.

kephessp3

Hardmode


Additional Mechanics Strategy
P1: Energy Distortions They will spawn in the middle of the room and tag on the nearest player. Once tagged, only that player can damage the energy distortion. It is essential that DPS run into the white circles and grab it ASAP.
P2: Dread Bomb The red circles on a random raid member that indicates where Kephess will jump down is unavoidable and deals aton of damage. Bubble shield + top that player off.
P2: Radioactive Barrage Person being targeted by this barrage should move away from the raid and leave the barrage trail in an empty area. The farthest person in the raid seems to be most likely targeted by this barrage.
P2: Corrupted Nanites Corrupted Nanites does not go away and will keep increasing in stacks (deals over 7k dmg/tick at 4 stacks). It is essential you use the pillars properly to clear Nanites and knock Kephess down to help meet enrage
P3: Fury of the Masters &Volatile Emission Kephess is a lot more unforgiving on P3, it is recommended that you do the last pillar at 11% so you can knock Kephess down and shave a couple % off Kephess to help survive this phase.

Phase 1

Pillars

Due to the strict enrage timer on Kephess, it is recommended that you do not miss a single pillar in phase 1. You do not have to stand next to the pillar, as long you are under the electric line/beam connecting Kephess to that pillar it will work.

kephessbeam2

Also, make sure that the person being targeted by Laser Blast runs to their position ASAP so that Kephess gets 4 stacks of the damage increase debuff for maximize DPS.

debuff4stacks

Kephess’s Laser Blast deals quite a lot of damage in hardmode so it is essential that the targeted person gets topped off and receive dedicated healing from a healer. Sorcs/sages can also bubble shield them to lower the incoming damage.

Energy Distortions

Energy Distortions are two orbs that spawn in the middle of the room. They each have 10k HP and will attach onto the nearest person. After they spawn, they have a white circle underneath them for a couple of seconds. Those who run into the white circle will get the energy distortions attached onto them. If no one runs into the white circle, they will pick the person closest to them and place the white circle underneath them.

energydistortions1energydistortions2

Each energy distortion have about 10k HP but they cannot be damaged by other players once they are attached onto someone. For that reason, it is recommended that DPS pick them up ASAP and kill them. Having them attached to tanks isn’t too bad as Kephess’s ability that cause tanks to glow will kill these energy distortions. Having these attached onto healers is generally bad as they will need to stop healing in order to kill them.

These energy distortions will do a pulsating AoE damage that increases in damage overtime. Failure to kill them in a timely manner will cause the raid to take large amount of damage.

Phase 2

Dread Bomb

Unlike storymode, the pulsating blue circle that marks where Kephess took off no longer exists. Instead, the red circle that Kephess places on a random raid member to indicate the position he will land is no longer avoidable. It deals ~19k damage to the targeted player. If the person is not topped off, they will most likely get one shot. Sorcs/sages should also place their bubble shield onto that person to mitigate some of the damage.

dreadbomb

Needless to say, the person with the red circle should move away from the rest of the raid so they don’t take any unnecessary raid damage. 

Radioactive Barrage

Radioactive Barrage is essentially a lava trail that follows the targeted person (you will see a red text on screen). Whoever being targeted need to run away from the raid and basically do a circular lap on an empty area before returning to the raid. This will drop the lava trail well away from the raid.

radioactivebarrage

Kephess seems to have a preference for targeting the furthest person in the raid for radioactive barrage.

Corrupted Nanites

You phase 2 you will get 4 pillars to work with. The pillars, like in storymode, have a dual function. You use it to both cleanse Corrupted Nanites off players and breaking the pillars to knock Kephess down for increased damage. You cannot miss a single pillar here as doing so will most likely cause trouble with enrage.

You will need to break the pillars when Kephess is next to it to knock Kephess down. Breaking the pillars when Kephess jumps away will basically “waste” that pillar.

Corrupted Nanites on hardmode do not fall off and will keep increasing in stacks (at 4 stacks it deals over 7k damage a tick) until it is cleansed with a pillar. Therefore, you have to manage pillars so you have one left for the P2-P3 transition but do not wait too long between pillars such that players die from Nanites damage.

Click on the pillar will immediately cleanse you of Nanites but the pillar does not break until everyone on it either cancel the channel or let the channel finish. On hardmode this channel is 6 seconds but might be shorter if you have alacrity (for me it is 5.6 seconds).

The way we manage our pillars (on 8m) is as follows

  • Once two players get the corrupted Nanites debuff, we click on the first pillar and break it immediately if Kephess is nearby (we don’t wait for the 3rd person as it takes too long and the first person may get too many stacks of Corrupted Nanites and die from it).
  • For the next two pillars, we wait until 3 players get the Corrupted Nanites debuff. All three players stack on the pillar and as soon Kephess returns from his jump, everyone clicks, count to 2, and cancel the cast to break the pillar.
  • For the last pillar, we use it when Kephess is at 11-12% so we can break it and push Kephess into Phase 3. Pop all DPS cooldowns here.

Phase 3

Phase 3 is basically a burn phase but Kephess also have two nasty abilities. We bubble shield all raid members before going into P3 and everyone pop medpacks etc to help survival. If you use the last pillar at 11-12%, you should get Kephess ~7% before he gets up and start phase 3.

One really easy trick for P3 is to have everyone but the tanks stack up on Kephess. Tanks will need to run around and dodge the circles but everyone else can just go full DPS on the boss.

Fury of the Masters

Deals 1.6k damage every second until Kephess is dead. Soft enrage mechanic.

Volatile Emissions

Circles on the ground that will target raid members and deals 5k damage to them if they don’t move out of it immediately.

The post Kephess the Undying-Terror from Beyond TFB operation boss guide appeared first on Dulfy.

The Terror from Beyond–Terror from beyond operation boss guide

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This is the boss strat for The Terror from Beyond, the final boss in SWTOR Terror from Beyond TFB Operation in Patch 1.4. Included are strats for storymode and hardmode.

Health

  • Tunneling Tentacle (181k, 8m SM, 261k 8m HM)
  • The Terror from Beyond (2.18 mil, 8m SM, 3.1 mil 8m HM, 6.8 mil 16m HM)
  • Hypergate Irregularity (9k HP, 8m SM)

Storymode –Phase 1


Mechanics Strategy
Tunneling Tentacles They have a frontal attack and should be tanked away from the raid. We generally divide into two self sufficient groups and kill both tentacles at the same time as that deals more damage to the boss.
Unstable Larva One spawn at each side and head straight for the tank to explode unless DPS kill it first.
Birthing Occurs between Tunneling Tentacles, avoid the Birthed Larva.
Slam Deals ~8k damage and push you back, can be avoided by positioning smartly.
Acid Spit Spit attack those not close to the tentacles. The combination of getting knocked back by Slam into the Spit can be deadly.

Phase 1 is the boring phase of the two but easy to master.

Tunnelling Tentacles

You cannot damage the boss at this point but the damage you do to the tentacles will be transferred to the boss. For this reason, it is better to divided the raid into two groups and kill both tentacles individually. While this will take longer than having all the DPS killing one tentacle, it will deal more damage to the boss, resulting a bit shorter phase 1.

One tentacle will spawn on each side, but they seem to alternate in the position where they spawn. There are two possible positions: inside or outside.

On the inside position, the two tentacles are closer together and it is safe for healers and melee DPS to stand behind the tentacle while the tank grabs it on the other side. This allow healer and DPS to avoid most of the acid spit and the slam attack.

tentaclesinside

On the outside position, the two tentacles are further apart and it is safer for healers and DPS to stand diagonally from the tank, facing the boss. This will avoid most of the spit and slam attacks.

tentacleoutside

In terms of the Acid Spit, players close to the tentacle receive a buff that decrease their chance of getting the spit. You will assign one player (ranged DPS or healer) on each side with good situational awareness that stands in the back (away from the tentacles) to eat the spit and avoid the slam.

acidspit

Unstable Larva

When the Tunneling Tentacle reaches 50%, two Unstable Larva will spawn on either side, beaming for the tank. Ideally, you will want the ranged DPS to kill them before they get to the tank and explode for massive amounts of damage.

volatilelarva

Birthing

Once the Tunneling Tentacle is dead, the boss will channel Birthing, a 3 second cast. At the end of the cast, a bunch of Birthed Larva will spawn from the boss and headed straight for the shore. Your job here is simple: simply find a gap in the incoming Birthed Larva line and stand there, allowing the Birthed Larva to pass.  If you maintain a good distance away from them, they won’t bother you.

birthedlarva

You will repeat the Tunneling Tentacle, Volatile Larva, and Birthing cycle until you get the boss down to ~44% (961 K). Your entire group will be then teleported to phase 2!

Storymode –Phase 2

Mechanics Strategy
Range is not an issue Don’t trust your operation window here! Even if someone is out of range in the ops window, they can be healed! Ranged DPS can also damage the boss from any platform. Range doesn’t apply here!
Platform Positioning. Tanks will need their own platforms at the top as the boss spit acid at them (occupies an entire platform). This frees up the lower platforms for DPS to travel to hit the Tentacles (you do need to be in range to hit them).
Tank swap The boss will need to be tanked here while the DPS kill the tentacles. He will spit at a tank, forcing him/her to switch platforms and then follow it with a Scream (channeled cast). At end of the channel, the other tank will need to immediately taunt and grab aggro as the tank that got screamed at will now take increased damage from the boss.
Grasping Tentacle These spawn in the lower platforms around the boss and will need to be killed. When these tentacles channel Slam, everyone need to get out of that platform and get back in right after.
Hypergate Irregularity These spawn in a bunch of platforms after you have killed two Grasping Tentacles. They do an AoE pulsating damage so kill them ASAP (spread out after killing the tentacles).
Furious Tantrum Occurs at 16%~, you will see a red text emote and the boss will aggro players randomly, damaging them for 11k using an attack called Phasic Spittle. Tanks will need to keep taunting the boss back to them.

Range and Positioning.

Range isn’t an issue for healing and attacking the boss. Even if your operation window tell you someone is out of range, you can still target them and heal them.

Proper positioning is crucial here. Generally we have the healers and tanks up top. This allow healers to keep an eye on everything while tanks can leave spit on a platform without hindering the traveling of DPS down below killing the tentacles. You will want a healer and tank pair go left while the other healer and tank pair go right. Tanks will want to grab their own platforms to handle the spit from the boss.

tankhealerplatforms

Tank Swap

Terror from Beyond will spit at a tank, forcing that tank to change platforms and then immediately channel a spell called Scream (4 second cast).

scream

At the end of the channel, that tank will receive a debuff that causes them to take increased damage from the boss. The other tank will need to taunt immediately during the channel.

screamdebuff

Grasping Tentacles

These tentacles are the things DPS need to kill to damage the boss.Two tentacles will spawn in the following two platforms first. All the DPS should focus burn one tentacle first (move away when the tentacle casts Slam) before moving to the other.

tentacleplatform1

The other location the tentacles will spawn are the two platforms in the back once they are killed in the two front platforms.

tentacleplatform2

Hypergate Irregularity

After killing the two tentacles, all the DPS should spread out as Hypergate Irregularities will spawn on a bunch of platforms. The top ones can be handled by tanks and healers while the bottom ones should be cleaned up by the DPS. They have only 9k HP on storymode.

hypergate

Furious Tantrum

After killing about 3 set of tentacles and 2 sets of Hypergates, the boss should reach 367k (~16%) and enter a Furious Tantrum.

furioustantrum

Doing this stage, he will attack random players with Phasic Spittle, dealing ~11k damage. Tanks will need to taunt him back immediately. It is mostly a burn phase here. Once you get the boss down to 83k (~3%), the fight is over.

Hardmode –Phase 1

8m

16m

 

Additional Mechanics Strategy
Positioning (Slam | Acid Spit) You can have one or two ranged DPS with good situational awareness to stand in the back to eat the acid spit while avoiding the slam from the boss. Rest of the raid are split into two groups and stacked onto the tentacles.
Hypergate Beacon These Beacons will spawn in between the two Tunneling Tentacles and latch onto a random member (usually non-tanks). Generally they will pull a raid member onto them a couple times before killing them. These Beacons need to be killed ASAP. They tend to spawn when the tunneling tentacles are ~60%.
Swirling Orbs These orbs can spawn either in the middle of the two tentacles or near one. Whoever grabs them will deal damage to themselves but also deals damage to the tentacle. Using them is optional and you can successfully complete phase 1 by ignoring them.
Unstable Larve Due to the high health of the tunneling tentacles, you can expect two waves of Unstable Larve to spawn

Positioning

  • Split raid into two functional groups (i.e. tank, healer, 2x DPS on 8m)
  • Each group have a ranged DPS standing in the back to eat the acid spit from the tentacles while avoiding Slam from the boss (on 8m, you can have a single ranged DPS eat spit for both groups to minimize the number of players affected by Slam)
  • Tanks should tank the tentacles diagonal from the boss while rest of the group stands diagonal from the tank with the tentacle between the boss and the player. . This positioning allow the entire group to avoid Slam and acid spit.

tfbphase1positioning

  • It may take several attempts for the assigned ranged DPS to get used to the Slam positioning. Generally, if the said DPS position themselves such that the Tunneling Tentacle is between them and the boss, they can avoid most of the slam.

Hypergate Beacon

  • New mechanic introduced in hardmode, 1x Hypergate Beacon (on 8m) will spawn shortly after the tunneling tentacles (~60-70% HP of the tentacles) and start pulling a random raid member to them. If they reach a certain number of pulls (around 5), they will instant kill that person, regardless of how far they are from the hypergate/boss.
  • DPS should switch from the tentacles and burn down Hypergate Beacon ASAP, it doesn’t have a lot of HP.

hypergatebeacon

  • Doesn’t seem to spawn with every tentacle phase as we have killed tentacles without seeing the beacon spawning.

Swirling Orbs

  • Spawn around the same time as the Hypergate Beacon. Seem to only get 1 to spawn per pair of tentacles on 8m but 2 spawns on 16m.
  • You can either avoid it or have one person grab it. It will deal continuous damage to that person and the tentacle (doesn’t damage rest of the raid).
  • The issue with picking up the swirling orb on 8m is that it will deal considerable more damage to one tentacle, causing you dealing more damage to one tentacle than the other and thus dealing less total damage to the boss.

swirlingorb

Unstable Larve

  • Not a big deal but expect 2x Unstable Larve waves per pair of tentacle compared to storymode since it have considerably more HP.

Hardmode –Phase 2

No matter how much damage you do to the boss in phase 1, he will reset to 50% HP on hardmode.

Additional Mechanics Strategy
Scream debuff Tanks will need to clear this debuff by running to the Home platform.
Spit “dump” Tanks will need to have fixed platforms for spit from the boss so that DPS don’t run into them while traveling between platforms
Hypergate Anomaly These spawn on the upper platforms when the tentacles are at 70% and 25%. You will need to assign DPS who will hunt down these anomalies.
Hypergate Irregularity Spawns on most platforms once both tentacles are down, DPS will need to be assigned specific platforms to kill these Irregularities.
Furious Tantrum Boss HP reset to 15-16% (after 3 pairs of Tentacles are down) and starts Furious Tantrum phase where he basically goes crazy and aggro wipes. Everyone need their own platform to stand on and max DPS burn while tanks taunt him back/forth.

Platform /Positioning

The first thing your entire raid team need to be clear on is the platform assignment for phase 2.

platformsmarked

Tentacles: First pair of Tentacles will be on platforms 11 & 13, second pair, 9 &15, and third pair back to 11 & 13

Tanking: One tank at each side, one tanking from platform 10, the other from platform 14. Tank will need to move to another platform for spit/acid and then move back to eat scream.

Spit Platforms: Tanks will take the spit on platform 9& 15 (and then move to 10, 14 to eat the scream) when tentacles are at platform 11 and 13. Tanks will take the spit on platforms 11 & 13 (and then move to 12 to eat the scream) when tentacles are at platforms 9 & 15. Basically, tanks take the spit on the empty tentacle platforms.

Alternatively, tanks can simply jump to platforms 1 & 8 to eat the spit. .

Anomaly: Anomalies will spawn on all the red platforms (1, 2, 3, 4, 5, 6, 7, 8 ) – random outer platforms.

Hypergate Irregularity: Has a chance to spawn on all platforms except tentacle platforms.

Healers: Healers can sit on platforms, 3, 4, 5, or 6. 4 & 5 seems to have less issues with LOS with regards to tank healing and are preferred platfroms.

Quick way to get back to Home: This may or may not work for you but jumping off any platforms may have a chance to bring you right back to the Home platform or it may simply bring you to a nearby platform.

Scream Debuff & Acid/Spit dump

Similar to storymode, TFB will spit at the tank and then follow it with a channeled scream. The tank being spit at will need to move to a clean platform while other tank will need to taunt during the channel. Unlike storymode however, the scream debuff does not wear off by itself. You will need to travel back to the home platform to remove it.

Make sure your DPS are aware of where the spits are placed and do not travel to these platforms

Hypergate Anomaly

Hypergate Anomaly is the new mechanic introduced in hardmode and spawns at 70 and 25% HP of each tentacle. This means that you will get four hypergate anomalies per pair of tentacles. Anomlies have a chance to spawn on any of the “red” platforms in the above picture. .

You can either split DPS on the two tentacles or focus DPS on one of the tentacles and leave the other one alone. Usually one DPS is enough to kill the anomalies that spawn. Anomalies do pulsating damage called Hypergate Instability that deals 1683 damage per second on 8m. If the anomaly spawns on a platform the healer is standing on, he/she should move off to a different platform (i.e. if it spawns on platform 4, move to 3 etc).

Hypergate Irregularity

Once a pair of tentacles are down, all platforms except for the four tentacle platforms have a chance to spawn Hypergate Irregularities. During this period, the boss will channel Hypergate Irregularity for 30s and will not attack.

You have 17 (16 platforms + Home platform) – 4 tentacle platforms = 13 platforms to cover. On 8m you will need to assign healers and tanks to a platform and assign DPS to 2-3 platforms.

Here is an example of platform assignment for my 8m guild. Healers have platform 3, 6. Tanks got platform 16, and 14. Two of the DPS got 2 platforms while the other two got 3 platforms (they co-cover the home platform).

platformassignmentsedition

For a 16m raid, you have a much easier assignment as you can pretty much assign a single person to each platform with extras to spare.

Furious Tantrum

Furious Tantrum starts once you have 3 pairs of tentacles down. During this phase, everyone need their own platform as the boss attack damages an entire platform. He will casts Phasic Spittle (hits for 16k) on a random raid member and then switches to someone else. He needs to be taunted by the tanks back and forth (make sure the other tank take a bit of damage before you taunt it back) as he aggro wipes frequently.

While the tanks are juggling the boss’s threat back and forth, all DPS need to pop their adrenals, buffs, etc and max burn. Remember, the boss dies at 3%!

The post The Terror from Beyond–Terror from beyond operation boss guide appeared first on Dulfy.

SWTOR Terror from Beyond TFB Operation boss guides

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SWTOR Terror from Beyond Operation boss guide with strats for both storymode and hardmode.

General Difficulty:

Storymode drops Rakata gear and is meant to be defeated by players in Columi/Rakata gear. Hardmode drops Dread Guard gear and it is meant for players in Campaign gear. However, on the PTS we were able to down a few hardmode bosses with a mix of Rakata/Campaign gear.

Loot Table

Hidden chests (give out crafting mats only)

There are two hidden chests we have found so far, one right before Operator IX and one before Kephess.

First chest (Hint: Look for blue screens, one of them you can enter).

Spoiler Inside SelectShow>

Second chest  Hint: Look to you right after you get to the open

Spoiler Inside SelectShow>

Detailed Strats

FAQ

  • You are missing hardmode strat for boss X:  More hardmode strats will come as we kill them on live. Due to our limited time on PTS, we were only able to clear the first two bosses of HM. You are welcome to contribute any information you like to share.
  • Your strat on boss X is wrong: My POV is from a healer and there are some mechanics that I may not catch. If you disagree with a mechanic or think I am missing something, please make a comment in the comment section below the specific boss guide. This will allow others to see your input!

The post SWTOR Terror from Beyond TFB Operation boss guides appeared first on Dulfy.

SWTOR 1.4 Patch Notes

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SWTOR 1.4 Patch Notes for Terror from Beyond. Those are the live server patch notes.

Patch notes taken from http://www.swtor.com/patchnotes/game-update-1.4/terror-beyond and copied here for those who can’t access swtor.com from work.

Highlights
  • Terror from Beyond, a new Operation, is now available! Travel to the remote planet of Asation, where the Dread Masters have commandeered an ancient Gree Hypergate in order to unleash untold horrors upon the galaxy. Terror from Beyond features 5 powerful new boss encounters that can be challenged in 8- and 16- player Story or Hard Mode, offering some of the most challenging group content yet!
  • A new set of PvE gear is available! Dread Guard gear is now the most powerful PvE equipment in the galaxy. It can be acquired from deep within Terror from Beyond (Hard Mode).
  • Significant changes have been made to crowd control to address the amount of control a player can be subject to at once. See the Classes and Combat section for details.
Classes and Combat
    General
    • The crowd control gameplay has been adjusted to address the amount of control a player can be subject to at once. The majority of this change comes from reduced ranges on a number of crowd control abilities, as well as some adjustments to area of effect knockback abilities. To complement these changes, some small Resolve system tweaks (found in the PvP section) have been put in place to polish the system as a whole.
    • The ground targeting reticule for an ability queued during another ability’s channel is no longer cleared when the channeled ability has finished.
    • Players no longer receive the error message "You cannot cast while moving" when moving, stopping, and then immediately using a ground-targeted ability.
    • When a player is defeated immediately after applying a damage over time effect to another character, the player is no longer occasionally put back into combat after being revived.
    Jedi Knight
      General
      • Force Sweep’s timing has been adjusted; the ability now executes faster.
      • Force Stasis has a new animation.
      Sentinel
      • Guarded by the Force now lasts 4 seconds (down from 5 seconds).
      • Zen (Shii-Cho Form) has been redesigned. Now, while Shii-Cho Form is active, using Zen consumes 1 charge every .5 seconds, generating 2 Focus for each charge consumed.
      • Valorous Call can no longer be activated when you already have 30 stacks of Centering.
        Focus (Sentinel)
        • Zephyrean Slash has been redesigned. It now gives Strike, Zealous Strike, Slash, Blade Storm, and Dispatch a 50% chance per point to reduce the active cooldown of Force Sweep and Zealous Leap by .5 seconds per point.
        • Swift Slash now additionally affects Dispatch.
        • Saber Strength now additionally affects Dispatch.
        • Singularity: Stacks of Singularity now additionally reduce the Focus cost of Force Sweep by 12.5% per point per stack.
        • Shii-Cho Mastery’s armor penetration has been increased to 15% per point.
      Guardian
        Vigilance
        • Gather Strength: The bonus damage provided by each stack has been reduced to 2% per point.
        Focus (Guardian)
        • Zephyrean Slash has been redesigned. It now gives Strike, Zealous Strike, Slash, Blade Storm, and Dispatch a 50% chance per point to reduce the active cooldown of Force Sweep and Zealous Leap by .5 seconds per point.
        • Swift Slash now additionally affects Dispatch.
        • Saber Strength now additionally affects Dispatch.
        • Singularity: Stacks of Singularity now additionally reduce the Focus cost of Force Sweep by 12.5% per point per stack.
        • Inner Focus now causes Combat Focus to generate 2 additional Focus per point.
        • Shii-Cho Mastery: Armor penetration has been increased to 15% per point.
    Sith Warrior
      General
      • Smash’s timing has been adjusted; the ability now executes faster.
      • Ravage’s audio now plays reliably when the ability is used.
      Marauder
      • Undying Rage now lasts 4 seconds (down from 5 seconds).
      • Berserk (Shii-Cho Form) has been redesigned. Now, while Shii-Cho Form is active, using Berserk consumes 1 charge every .5 seconds, generating 2 Rage for each charge consumed.
      • Frenzy can no longer be activated when you already have 30 stacks of Fury.
        Rage (Marauder)
        • Overpower has been redesigned. It now gives Assault, Battering Assault, Vicious Slash, Force Scream, and Vicious Throw a 50% chance per point to reduce the active cooldown of Smash and Obliterate by .5 seconds per point.
        • Brutality now additionally affects Vicious Throw.
        • Saber Strength now additionally affects Vicious Throw.
        • Shockwave: Stacks of Shockwave now additionally reduce the Rage cost of Smash by 12.5% per point per stack.
        • Shii-Cho Mastery’s armor penetration has been increased to 15% per point.
      Juggernaut
      • Pooled Hatred: The bonus damage provided by each stack has been reduced to 2% per point.
        Rage (Juggernaut)
        • Overpower has been redesigned. It now gives Assault, Sundering Assault, Vicious Slash, Force Scream, and Vicious Throw a 50% chance per point to reduce the active cooldown of Smash and Obliterate by .5 seconds per point.
        • Brutality now additionally affects Vicious Throw.
        • Saber Strength now additionally affects Vicious Throw.
        • Shockwave: Stacks of Shockwave now additionally reduce the Rage cost of Smash by 12.5% per point per stack.
        • Empowering Rage now causes Enrage to generate 2 additional Rage per point.
        • Shii-Cho Mastery: Armor penetration has been increased to 15% per point.
    Jedi Consular
      General
      • Force Stun now costs no Force and has a 10-meter range.
      • Force Speed now has a 20-second cooldown (down from 30).
      • Force Wave now costs no Force and affects targets in a 15-meter cone in front of you. This ability now executes faster.
      Sage
      • Force Mend: This new ability allows you to heal yourself for a moderate amount. It costs no Force, is instant, and has a 30-second cooldown.
        Seer
        • Valiance now additionally increases the healing of Force Mend by 15% per point.
        • Egress has been redesigned. It now causes Force Speed to remove roots and snares and grants immunity to roots and snares for its duration.
        Telekinetics
        • Mental Alacrity now additionally provides immunity to interrupts for its duration. It has improved visual effects to demonstrate this effect.
        • Telekinetic Effusion no longer reduces the cooldown of Force Speed.
        • Telekinetic Wave has a new animation.
        • Kinetic Collapse: The Incapacitation effect caused by this skill no longer breaks on damage.
      Shadow
      • Force Cloak now has a 2 minute cooldown.
        Kinetic Combat
        • Elusiveness has been redesigned. It now requires Double-Bladed Saber Defense and increases the Force recovered by Double-Bladed Saber Defense. Successful shielding, parries, and deflects now reduce the active cooldown of Resilience by .5 second per point. This effect cannot occur more than once every second.
        Infiltration
        • Infiltration Tactics: When Find Weakness activates, your next Shadow Strike deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
        • Celerity now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
        • Masked Assault now additionally finishes the cooldown of Blackout when you exit stealth. In addition, Masked Assault causes Shadow’s Respite to reduce all damage taken by 25% while active.
        • Fade now additionally reduces the damage taken from area effects by 15% per point and reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point). Kinetic Field no longer provides this effect.
        • Kinetic Field has been redesigned. Critical hits now cause you to build a Kinetic Field, increasing damage reduction by 1% per point per stack. This effect stacks up to 3 times. This skill is now located in tier 5 of the skill tree.
        • Situational Awareness is now located in tier 6 of the skill tree.
        • Deep Impact is now a 2-point skill with the same overall effect.
        • Humbling Strike is a new 1-point skill in tier 6 of the skill tree. It causes the target of your Spinning Kick to be slowed by 70% for 3 seconds when the knockdown effect ends. It requires Subduing Techniques.
        • Clairvoyant Strike: Using Project no longer consumes the buff provided by this ability. This change was made to better synergize with Spinning Strike during execute phases.
        • Clairvoyant Strike now correctly increases Project’s damage with 1 stack.
    Sith Inquisitor
      General
      • Electrocute now costs no Force and has a 10-meter range.
      • Force Speed now has a 20-second cooldown (down from 30).
      • Overload now costs no Force and affects targets in a 15-meter cone in front of you. This ability now executes faster.
      Sorcerer
      • Unnatural Preservation: This new ability allows you to heal yourself for a moderate amount. It costs no Force, is instant, and has a 30-second cooldown.
        Corruption
        • Dark Resilience now additionally increases the healing of Unnatural Preservation by 15% per point.
        • Fadeout has been redesigned. It now causes Force Speed to remove roots and snares and grants immunity to roots and snares for its duration.
        Lightning
        • Polarity Shift now additionally provides immunity to interrupts for its duration. It has improved visual effects to demonstrate this effect.
        • Lightning Effusion no longer reduces the cooldown of Force Speed.
        • Backlash: The blindness effect caused by this skill no longer breaks on damage. The visual explosion effect now plays on the correct target.
      Assassin
      • Force Cloak now has a 2 minute cooldown.
        Darkness
        • Lightning Recovery has been redesigned. It now requires Lightning Reflexes and increases the Force recovered by Lightning Reflexes. Successful shielding, parries, and deflects now reduce the active cooldown of Force Shroud by .5 second per point. This effect cannot occur more than once every second.
        Deception
        • Duplicity: When Exploit Weakness activates, your next Maul deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
        • Avoidance now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
        • Darkswell now additionally finishes the cooldown of Blackout when you exit stealth. In addition, Darkswell causes Dark Embrace to reduce all damage taken by 25% while active.
        • Fade now additionally reduces the damage taken from area effects by 15% per point and reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point). Entropic Field no longer provides this effect.
        • Entropic Field has been redesigned. Critical hits now cause you to build an Entropic Field, increasing damage reduction by 1% per point per stack. This effect stacks up to 3 times. This skill is now located in tier 5 of the skill tree.
        • Resourcefulness is now located in tier 6 of the skill tree.
        • Cracking Blasts is now a 2-point skill with the same overall effect.
        • Magnetism is a new 1-point skill in tier 6 of the skill tree. It causes the target of your Spike to be slowed by 70% for 3 seconds when the knockdown effect ends. It requires Static Cling.
        • Voltaic Slash: Using Shock no longer consumes the buff provided by this ability. This change was made to better synergize with Assassinate during execute phases.
        • Static Charges now correctly refers to the damage dealt by your next Surging Charge’s Discharge.
        • Voltaic Slash now correctly increases Shock’s damage with 1 stack.
    Smuggler
      General
      • Defense Screen: This ability’s tooltip now mentions that it absorbs damage up to a moderate limit and that it does not break stealth.
      • Flash Grenade no longer has an Energy cost.
      • An issue that could prevent players from taking cover properly has been corrected. This issue could cause the error "Unknown Effect Result" to display.
      Gunslinger
      • Scrambling Field has a new icon.
      • Pulse Detonator’s timing has been adjusted; it now executes faster.
        Saboteur
        • Hot Pursuit: This ability can now only be triggered once every 20 seconds.
        • Incendiary Grenade’s appearance no longer incorrectly displays 2 grenades in the air. Some timing issues with the throwing animation have been addressed.
        Sharpshooter
        • Trickshot is now usable within the 5 seconds immediately following Charged Burst, Aimed Shot, or Quickdraw.
        Dirty Fighting (Gunslinger)
        • Wounding Shots has a new animation.
      Scoundrel
      • Disappearing Act now has a 2 minute cooldown.
        Scrapper
        • Fight or Flight has been redesigned. It finishes the cooldown on Sneak when you exit stealth and allows Sneak to be used out of stealth, increasing movement speed by 50% for 6 seconds. It still removes the penalty to healing done and received caused by Disappearing Act.
        • Flee the Scene now additionally reduces the cooldown of Sneak by 7.5 seconds per point. It also now reduces the cooldown of Disappearing Act by 15 seconds per point (down from 30 seconds per point).
    Imperial Agent
      General
      • Flash Bang no longer has an Energy cost.
      • An issue that could prevent players from taking cover properly has been corrected. This issue could cause the error "Unknown Effect Result" to display.
      Sniper
      • Ballistic Shield has a new icon.
      • Cover Pulse’s timing has been adjusted; it now executes faster.
        Marksmanship
        • Followthrough is now usable within the 5 seconds immediately following Snipe, Ambush, or Takedown.
        Engineering
        • Calculated Pursuit: This ability can now only be triggered once every 20 seconds.
      Operative
      • Cloaking Screen now has a 2 minute cooldown.
        Concealment
        • Energy Screen has been redesigned. It is now called "Ghost." It finishes the cooldown on Sneak when you exit stealth and allows Sneak to be used out of stealth, increasing movement speed by 50% for 6 seconds. It still removes the penalty to healing done and received caused by Cloaking Screen.
        • Advanced Cloaking now additionally reduces the cooldown of Sneak by 7.5 seconds per point. It also now reduces the cooldown of Cloaking Screen by 15 seconds per point (down from 30 seconds per point).
    Trooper
      General
      • Hold the Line now has more noticeable visual effects.
      • Cryo Grenade’s range has been decreased from 30 meters to 10 meters.
      Commando
      • Due to changes in the Commando skill trees, all Commandos have had their skill points refunded.
      • Disabling Shot is a new ability that interrupts the target’s current action and prevents that ability from being used for the next 4 seconds.
        Gunnery
        • Concussive Force: Stockstrike now immobilizes the target for 4 seconds instead of knocking it back.
        • Cover Fire: This ability’s snare has been increased to 70%.
        • Charged Barrel: Each stack of Charged Barrel now additionally reduces the activation time of your next Advanced Medical Probe by 20% per stack.
        Combat Medic
        • Kolto Residue now additionally snares enemies struck by your Kolto Bomb by 50% for 3 seconds.
        • Potent Medicine is now a 3-point skill with the same overall effect.
        • Frontline Medic is a new 2-point skill. While protected by your own Trauma Probe, firing Hammer Shot at an enemy now triggers your Trauma Probe (this can only happen once every 3 seconds). This does not trigger if your health is full.
      Vanguard
        Tactics
        • Pulse Generator: Each stack now causes 20% additional damage. This can stack up to 3 times.
        • Shock Absorbers now additionally reduces damage taken from area effects by 15% per point. Damage reduction while stunned has been increased to 15% per point.
        Assault Specialist (Vanguard)
        • Sweltering Heat’s snare has been reduced to 30%.
        • Incendiary Round’s range has been reduced to 10 meters.
        • Assault Plastique’s range has been reduced to 10 meters.
        Assault Specialist (Commando)
        • Sweltering Heat’s snare has been reduced to 30%.
    Bounty Hunter
      General
      • Electro Dart’s range has been decreased from 30 meters to 10 meters.
      • Unload has a new animation when used with a single blaster pistol.
      Mercenary
      • Due to changes in the Mercenary skill trees, all Mercenaries have had their skill points refunded.
      • Disabling Shot is a new ability that interrupts the target’s current action and prevents that ability from being used for the next 4 seconds.
        Arsenal
        • Afterburners: Rocket Punch now immobilizes the target for 4 seconds instead of knocking it back.
        • Pinning Fire: This ability’s snare has been increased to 70%.
        • Tracer Lock: Each stack of Tracer Lock now additionally reduces the activation time of your next Healing Scan by 20% per stack.
        Bodyguard
        • Kolto Residue now additionally snares enemies struck by your Kolto Missile by 50% for 3 seconds.
        • Warden is now a 3-point skill with the same overall effect.
        • Peacekeeper is a new 2-point skill. While protected by your own Kolto Shell, firing Rapid Shots at an enemy now triggers your Kolto Shell (this can only happen once every 3 seconds). This does not trigger if your health is full.
        Pyrotech (Mercenary)
        • Sweltering Heat’s snare has been reduced to 30%.
      Powertech
        Advanced Prototype
        • Prototype Flame Thrower: Each stack now causes 20% additional damage. This can stack up to 3 times.
        • Stabilized Armor now additionally reduces damage taken from area effects by 15% per point. Damage reduction while stunned has been increased to 15% per point.
        Pyrotech (Powertech)
        • Sweltering Heat’s snare has been reduced to 30%.
        • Incendiary Missile’s range has been reduced to 10 meters.
        • Thermal Detonator’s range has been reduced to 10 meters.
Companion Characters
    General
    • Players can now use "match color to chest" for their companions, and can choose to show or hide companion head gear.
    • Companions no longer have their weapons drawn on the player’s starship.
    Companions
      Gault
      • Memento Marketing: This conversation is now only available on the player’s ship.
      Lord Scourge
      • Legends: Affection gained during this conversation is now properly granted to Lord Scourge (instead of Rusk).
      Tallos Drellik
      • The conversation for "Failure" now grants affection gains and losses correctly.
      Vector
      • Agents on the conversation "The Lost Colony" now properly receive affection rewards for the dialogue.
Crew Skills
    Gathering
    • Several gathering nodes that were previously inaccessible (for instance, some that were underneath terrain) can now be harvested.
Flashpoints and Operations
    Flashpoints
      General
      • While participating in a Flashpoint conversation, using Esc to cancel a conversation and then pressing the "x" button to close the window no longer causes the player to exit the Flashpoint instance.
      Kaon Under Siege
      • Players can no longer stand on a wall in order to trivialize encounter mechanics.
      • Floating lights in this Flashpoint now render correctly in low-detail mode.
      Lost Island
      • Transgenic Sample Eleven’s overall damage has been decreased in Story Mode.
      • Project Sav-Rak no longer spits Rak Rot in Story Mode.
      • In Story Mode, Doctor Lorrick no longer casts Satchel Charge, and Corrosive Smash’s cooldown has been increased.
      • Doctor Simlo and Doctor Proxinus are now easier to defeat.
      • The Putrid Shaclaw’s Infectious Bite no longer causes Festering Rot in Story Mode.
      • LR-5 Sentinel Droid’s Discharge now gives players a 4.5-second warning in Story Mode (and a 3-second warning in Hard Mode) before activating its ground effect. Players can now move the impending effect away from the group or tank. Plasma Arc no longer has an activation time and is executed while moving, and Incinerate is correctly marked as area of effect damage.
      • In Story Mode, LR-5 Sentinel Droid’s Discharge ground effects have a longer duration before growing in size, and it is limited to 3 active effects at one time. Incinerate’s damage has been reduced, its damage over time effect can be dispelled, and it is now only applied to its primary target (instead of nearby targets).
      The Esseles
      • Players who fall into the Power Core are now defeated more reliably.
    Operations
      General
      • [WEEKLY] Deadly Operations now awards 30 Daily Commendations.
      • [WEEKLY] Galactic Operations now awards 10 Daily Commendations and 8 Black Hole Commendations.
      • [WEEKLY] Galactic Crisis Points now awards 10 Daily Commendations and 8 Black Hole Commendations.
      • Explosive Conflict now awards 10 Black Hole Commendations and crafting materials.
      Eternity Vault
      • Annihilator Droid XRR-3 can now be attacked more reliably with abilities that require standing behind the target.
      • Characters no longer occasionally become invisible when moving through the lava tunnels.
      • Corrected the location of a misplaced Ancient Power Source during the Soa encounter.
      Explosive Conflict
      • Ugnaut Engineers’ "Firebomb" now correctly displays visual effects on the ground for the full duration of the effect.
      • The console that deactivates Colonel Vorgath’s minefield is now positioned in a more accessible location.
      • Damaging Toth and Zorn too quickly no longer causes their health threshold mechanics to overlap (in all difficulty modes).
      • Chests in Explosive Conflict no longer contain Black Hole Commendations. They now have increased amounts of credits and crafting materials.
      • Bosses in Hard Mode Explosive Conflict now drop 5 Black Hole Commendations each.
      • Players can no longer use certain abilities to avoid an exhaustion zone in this Operation.
      • A number of changes have been made to Explosive Conflict’s Story Mode in order to make it more accessible for pick-up groups.
          Toth and Zorn
          • Frenzy now increases damage less per stack.
          • Toth now waits longer before using area of effect abilities after jumping.
          • Fearful now increases damage taken by a lower amount.
          • The amount of time before Toth and Zorn enrage when one dies has been increased.
          • The enrage timer for the encounter has been increased to 6 minutes 30 seconds.
          Firebrand and Stormcaller
          • The activation time of Incinerate Armor, Double Destruction, and Defensive Systems has been increased.
          • Incinerate Armor no longer increases damage taken in addition to its armor debuff.
          • Shield generators can no longer be damaged by players.
          Colonel Vorgath
          • Probe Droids no longer use Cleave.
          • The enrage timer for the encounter has been increased to 4 minutes 30 seconds.
          Warlord Kephess
          • The time before Baradium Bombers explode has been increased.
          • The damage for the Pulsar Power Droids’ rail shot has been decreased.
          • Kephess’ damage in the final phase has been decreased.
          • The damage from the Trandoshan Warrior’s reflective shields has been decreased.
          • The enrage timer for the encounter has been increased.
        Karagga’s Palace
        • Bonethrasher can now be attacked more reliably with abilities that require standing behind the target.
        • Proximity Pulse Mines no longer spawn during the G4-B3 Heavy Fabricator encounter in Story Mode.
    Group Finder
    • Players participating in a Group Finder group now have the ability to teleport to the Group Finder instance at any point.
    • Players who leave an active Group Finder instance can now be returned to the location they were in when they used the "travel now" dialog option to travel to the instance.
    • Once players reach a checkpoint or defeat an Operation boss, they may choose to exit at the normal area entrance when leaving.
    • Players no longer receive more than one "Travel Now" dialog if one is open when the group finds a new member.
    • Completing the Group Finder mission for Operations now rewards a lockbox that contains 5 Black Hole Commendations and 30 Columi Commendations.
    Items
    • The majority of offhand items can now be modified. Shields, Generators, and Foci accept Armoring modifications, and Vibroknives and Shotguns accept Barrels. Additionally, they can contain Color Crystal, Mod, and Enhancement slots (though the Color Crystal slot does not currently impact the visuals of the item). Note that there are some exceptions – not all offhands can be modified. Due to this change, previously damaged offhand items will be fully repaired, but items on the GTN or in the mail will have their durability reduced to 0 and will need repairs.
    • Bind on pickup and Bind on Legacy items can now be traded for up to 2 hours between players that were eligible to loot the item.
    • Items purchased from a vendor can now be sold to any vendor for full purchase price (in commendations) for up to 2 hours. Stackable items and mission items cannot be traded or sold back for full value. The 2 hour time is terminated if a mod is added or removed or an augment slot is added. Bind on Equip items cannot be refunded (in commendations) if they are traded, mailed, put in a guild bank, or listed on the GTN.
    • Lockboxes’ 2 hour timer terminates when the lockbox is opened.
    • The formula that determines extraction costs for modifications has been adjusted. Costs to remove Premium and Artifact quality modifications have been reduced substantially. The cost to remove Prototype modifications has been decreased slightly.
    • The Heavy Sonic Disruptor can now be drawn correctly by characters.
    • Legacy items now drop more frequently.
    • New offhand items are now available on Black Hole vendors.
    • The Czerka Crate-o-Matic no longer causes players to become invisible.
    Missions and NPCs
      General
      • Shuttles on Corellia, Belsavis, and Ilum now allow direct travel between areas with daily missions.
      • Several cinematics throughout the game have been improved. In many cases, animations have been cleaned up and missing or extraneous characters have been addressed.
      • Some instances where the player would enter or leave a mission phase unexpectedly have been corrected. This could, in some cases, cause a player to become stuck.
      • An issue that could cause a glow effect to be applied to a player’s starship holoterminal several times has been corrected.
      World Missions
        Alderaan
        • Hive Mined: Imperial Mine Inspectors now run away and despawn correctly when freed.
        • Paladins: Players can no longer accidentally attack Duke Charle Organa while fighting the Wolf Baron.
        • Revenge Served Cold: Line of sight issues with the Thul Cryo Dragoon have been corrected.
        • Thwarting House Thul: Looting Deral Thul’s Cybernetic Implant now works properly when the player is in a group.
        Balmorra
        • Big Guns: Mission indicators now direct players to the correct locations.
        • Coms Away: The post-mission ambient dialogue from Fixer 66 now properly relates to the player’s choices.
        • Data Corruption: This mission no longer progresses if the player cancels the action while uploading the virus.
        • Flush out the Snipers: Enemies for this mission’s objective now have an appropriate name ("Resistance Sharpshooter" instead of "Gold Neerbray Commando").
        • Salting the Fields: Each player in a group must now use the Soil Devastators separately.
        • Storming the Front: The medical supplies item is now displayed in the mission tracker during the step "Heal the Wounded Republic Defenders.
        • Wild Fire: The mission log text now correctly instructs players to return to the Troida Military Workshop Hangar.
        Corellia
        • The item "Anti-rad Injector" associated with Glow and Counter Eco-Terrorism now properly removes stacks of radiation poisoning from a character over time.
        • Asset Liquidation: Usable objective items and enemy NPCs related to this mission now respawn more quickly.
        • Coronet Shipping Invasion: More Imperial forces in the Coronet Shipping Docks now count towards completion of this bonus mission.
        • Counter Eco-Terrorism: Objective items related to this mission now respawn more quickly.
        • Criminal Crackdown: Usable objective items and enemy NPCs related to this mission now respawn more quickly.
        • Forced Labor: A Drall Engineer no longer runs through the force field when rescued. Usable objects related to this mission now respawn faster.
        Hoth
        • Imperial Interference: This bonus mission is now the appropriate level (previously, it was lower level than its main mission).
        • Razing the Ice Fortress: The step "Speak to Seeker Kabath" now directs the player to the correct location.
        Ilum
        • Darkness on Ilum: multiple encounters related to this mission can no longer be activated at the same time.
        Korriban
        • Allegiance: Players can now consistently complete this mission while in a group.
        Nar Shaddaa
        • Back Alley: This mission now correctly provides a lockbox in its reward choice.
        • Recruitment: The Jedi Master now spawns reliably.
        • Zero Protocol: The step "Return to Commandor Stron" now has an appropriate map link.
        Ord Mantell
        • Take Back Drelliad Village: Separatist Defenders and Separatist Heavy Gunners now grant credit towards the objective "Dispatch the Separatist Forces.
        Quesh
        • The Republic Commando and Medical Officer on Quesh now properly show mission indicators if a player is the appropriate level for Quesh.
        Taris
        • Bashun’s Bodyguards: This bonus mission now activates correctly for Imperial Agents. It is a bonus mission for the mission Cathar Assassination.
        Tatooine
        • Shields Down: Players now receive kill credit for Shielded Mark V Junk Droids if their companion deals the killing blow.
        Voss
        • A Selfless Act: Log entries for this mission now reflect the proper mission steps.
        • Dark Rites: Dark Mastery: This mission now correctly awards affection points for Companion Characters.
        • March of Time: Monument text now remains on screen for a longer period of time.
        • Signal Fires: Gormak Tower Guards no longer pre-emptively despawn during this mission.
      Class Missions
        Jedi Knight
        • Vault of the Gormak King: Players can no longer re-enter the Gormak Vault phase once this mission has been completed.
        • Weapon of the Jedi: Players who did not properly receive the "Jedi Weapons" Codex entry will find it unlocked.
        Sith Warrior
        • Ambush: A Republic Strike Droid in Darth Vengean’s Flagship no longer becomes invisible.
        • An Army of One: Players can no longer destroy Commander Naughlen’s barricade before they reach the mission step to do so.
        • Bringing up the Rear: The map note for the task "Defeat the Imperial Rear Guards" now displays correctly.
        • Choke Point: The map note related to the mission step "Rendezvous with Lieutenant Dargus" now displays correctly.
        • Distress Call: Halidrell Setsyn now has a mission indicator on the appropriate mission step.
        • General Durant: The conversation with General Durant is no longer forced upon completion of the mission step "Confront General Durant." Lieutenant Pierce no longer enters combat during this mission.
        • Power Play: The fight with Darth Vengean now only resets if Lord Draahg is killed.
        Jedi Consular
        • Deep Cradle, Dark Heart: The conversation with Sophia Farash now triggers correctly.
        • Nightmares: The step "Find Doctor Kerrian" now directs players to the correct location.
        • Old Blood: The mission step "Enter Bekvalen Hall" now has an appropriate map note. Hollow Voice now uses the correct language.
        Sith Inquisitor
        • The Dark Council: The step "Defeat Darth Thanaton" now points the player to the correct location.
        Smuggler
        • Eco-Terrorists: This mission now correctly provides a Premium Skill Barrel 8 in addition to the reward choice.
        • Heist of the Millennium: The Droid head now has the appropriate model, and it is now more obvious that players are removing a piece of it.
        • Into the Fire: The conversation with Lokir-Ka no longer auto-triggers again if the player uses Esc to end the conversation.
        • The Endless Abyss: This mission now correctly provides a Prototype Artful Mod 14 if you do not keep the blaster.
        Imperial Agent
        • Imperial Agents who are simultaneously on the "Travel to Nar Shaddaa" step of Kaliyo’s mission "What You Do for a Partner" and the "Closing the Deal" class mission can now satisfy both mission steps by traveling to Nar Shaddaa.
        • The Assassin’s Prize: Players can no longer accidentally leave Denri Ayl’s mission area.
        • The Sky Burns: Players no longer see this mission progress until the beacons are fully planted.
        Trooper
        • Public Relations: Sergeant Jaxo can no longer die during one of the steps requiring the player to speak with her. Re-opening the door after closing it during the bomb sequence can no longer cause this mission to become blocked. Players can no longer infiltrate Port Raga until they have spoken to Jaxo.
        • Welcome Party: Colonel Gaff’s conversation no longer begins automatically when the player approaches.
        Bounty Hunter
        • Electrocution: Jicoln’s electric floor now properly stuns players, and its debuff has an appropriate icon.
        • Honor or Glory: The conversation with Toran is no longer forced if the player uses Esc to cancel the conversation.
        • Meeting the Admiral: The last step of this mission no longer directs you back to Hangar Bay 59 if you helped the Admiral.
        • The Alderaan Target: All companion affection changes during this mission are now properly applied at the end of the mission.
      NPCs
      • The Nightmare Pilgrim can now be respawned every 30 minutes (down from 2 hours).
      • Intelligence Officer Breerdin no longer treats all alien characters as Chiss.
      • Corsec Blaster Droids on Corellia are no longer invisible.
      • Members of the Black Sun and Coruscant Security now engage in combat appropriately in several areas on Coruscant.
      • Several common NPC Boss encounters have had their loot adjusted to be more in line with their rarity.
      • Conquest Droids on Balmorra no longer attack other Imperial NPCs that enter their range.
      • Lowered the volume of some vociferous training droids on Korriban.
      • The Released Rancor on Belsavis now animates properly when moving.
    PvP
      General
      • Level 50 daily Warzone missions (No Quarter and March Them Down) now only require 4 Warzone completions (down from 6). Winning a Warzone still counts as an extra completion.
      • The Resolve system has been adjusted in the following ways.
        • When a player becomes immune to control due to Resolve, his Resolve meter will not start decaying until after all the current controlling effects expire (instead of decaying immediately after the immunity begins).
        • Players under the effects of a control ability now build less Resolve for other control abilities that target them. The exact amount of Resolve the player builds is based on the time remaining on the ability currently controlling the player and the relative strength of that ability’s effect. If two stuns of similar strength (such as Electrocute and Debilitate) target a single player at the same time, the second ability would generate very little Resolve. However, if the two effects were applied so that the duration of their effects overlapped very little, each effect would grant its full (or nearly full) Resolve to the target.
        • A new Codex entry can be found in the Game Rules section to help players who are unfamiliar with the details of the Resolve system.
      • New Recruit MK-2 gear is now available. This gear replaces the Recruit set, which is no longer available.
      • Unranked Warzones now backfill empty player slots more frequently.
      • Elite War Hero weapons and offhands have been added to the PvP vendors.
      • The cost of War Hero weapons and offhands has been reduced.
      • 3 Warzone Commendations can now be traded for 1 Ranked Warzone Commendation.
      • Non-flagged players will no longer be flagged for PvP when a hostile player users beneficial abilities on an NPC the non-flagged player’s companion is in combat with.
      Warzones
        General
        • Leaving a Warzone queue from the queue window now properly closes the "join Warzone" dialog.
        Huttball
        • Arena crowd visual effects have been added.
        • Frogdogs now hear voiceover when they score their second point.
        • The maximum time limit in Huttball has been reduced from 15 minutes to 13 minutes.
        • Some locations that would erroneously remove the AFK debuff when the player was not in a combat area have been corrected.
        Novare Coast
        • The fire rate for each of the turrets has been increased from 8 seconds to 9 seconds.
        • Players are no longer required to press Spacebar to exit the loading screen before this Warzone.
        Voidstar
        • In the event that neither team breaches the first set of doors, the winner of the match is now the team that scored the most kills.
        • Players can no longer target area of effect abilities through the forcefield in the third room.
        • Some locations that would erroneously remove the AFK debuff when the player was not in a combat area have been corrected.
    Space Combat
    • Items that grant repeated upgrades of the same type are now correctly accounted for.
    • Power Conversion Module abilities now appear in the correct quickslot during Space Combat Missions for Imperial Agents.
    UI
      General
      • The title row in panels such as the Guild Roster and Who List no longer occasionally disappear.
      • The "inspect" window now closes when the inspected character is too far away.
      • The "promote" and "demote" buttons are now more visible in the guild UI.
      • Players can now set their moods, altering their character’s facial expression. Moods can be found in the emote browser near the chat window.
      • Activating multiple UI panels in very rapid succession no longer causes the game to become unresponsive.
      • Players can now use shift+right click to equip an item directly on their active companion.
      Chat
      • PvP messages (such as becoming flagged) can now be toggled off in chat tabs.
      • The description of the chat preference "Group Awareness Ping" now more accurately describes its effect. The tooltip now reads: "Plays an audible tone when your name is said in a Group chat channel. If you have heard an audible tone in the last 30 seconds, you won’t hear one.
      Maps
      • The accuracy of the Promenade map on Nar Shaddaa has been improved.
      • The map for the Dark Temple Approach on Dromund Kaas now better reflects the world.
      • Several areas where the map would incorrectly transition to a new map have been corrected.
    Miscellaneous Bug Fixes
    • Jedi Consulars arriving on Balmorra are no longer facing their ship door upon entering the spaceport.
    • The Dromund Kaas Nexus Cantina rest zone has been slightly adjusted.
    • The Fernell Research Facility on Balmorra now displays the correct name.
    • Trees and large moving objects now cast animated shadows in the game world. Shadows are smoother, and players will notice improved self-shadowing. Additionally, the shadow system has been optimized to increase performance. Players utilizing AMD Crossfire or Nvidia SLI options will see a boost in performance. To see these changes, the shader settings and shadow settings must be set to "high."
    • Several minor art issues, like floating objects, seams in the terrain, and issues with disappearing geometry have been corrected.
    • Many places in the world where players could get stuck have been fixed.
    • Several typographical errors have been corrected.
    • An issue that could cause display problems after changing a video card out has been addressed.
    • Players can no longer use some abilities near ledges to avoid taking falling damage.
    • Players performing certain emotes while riding the Jawa Balloon on Tatooine are no longer teleported back to the balloon’s start position.
    • Changes to the Grass Quality slider in the options now apply immediately when the player presses "OK" or "Apply."

The post SWTOR 1.4 Patch Notes appeared first on Dulfy.

Terror from Beyond TFB loot table

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Loot table for Terror from Beyond TFB operation in Patch 2.0 with loot table for storymode and hardmode.

NOTE: This loot list only covers Terror from Beyond, see this list for all operations.

http://dulfy.net/2013/04/08/swtor-patch-2-0-operation-loot-tables/

Hidden chest locations: http://dulfy.net/2012/09/26/swtor-terror-from-beyond-tfb-operation-boss-guides/

Storymode

  • Weekly Terror from Beyond mission give 20 Elite Comms and 20 Ultimate Comms
  • One time TFB story mission give 5 Ultimate Comms, 4 Grade 10 Equalizers, and 2 Grade 10 Mass Generators
  • This loot list is for 8m, double the armor pieces for 16m.
Boss Armor Crafting Mats Commendations
The Withering Horror Black Market piece   4 Elite Comms
Frog Miniboss   2 Grade 10 Equalizers 2 Elite Comms
Ciphas, Heirad, Kel’sara Black Market piece   4 Elite Comms
Chest #1 miniboss   2 Grade 10 Equalizers 2 Elite Comms
Operator IX Arkanian Boots   4 Elite Comms
Chest #2 miniboss   2 Grade 10 Equalizers 2 Elite Comms
Kephess the Undying Arkanian Helm   4 Elite Comms
The TFB Arkanian Offhand +
2 Black Market pieces
1 Grade 10 Equalizer 4 Elite Comms
Total   7 Grade 10 Equalizers 26 Elite Comms

 

Hardmode

 

All bosses and hidden chests in HM have a chance to drop Black Purple color crystal.

The post Terror from Beyond TFB loot table appeared first on Dulfy.


SWTOR Operation Loot table–Patch 1.5

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SWTOR Operation Loot table for Patch 1.5. This loot table contains all the drops from bosses in Eternity Vault, Karagga’s Palace, Explosive Conflict, Asation, and the two L50 World Bosses. Table/chart compiled by Taraq of Vanjervalis Chain.

Loot Chart


Here is a printable list: http://dulfy.net/wp-content/uploads/2013/01/swtor-operation-lootchart-printable1.pdf

swtor_operation_loot_list_1.5

Loot List (sorted from newest to oldest operation)


Terror from Beyond and Explosive Conflict hardmode/nightmare bosses all give out 5 Black Hole Commendations each

Terror from Beyond: Hardmode

  • The Withering Horror: Random Hazmat piece
  • Ciphas, Heirad, and Kel’sara: Dread Guard Gloves
  • Operator IX: Dread Guard Boots
  • Kephess the Undying: Dread Guard Pants or Offhand
  • The TFB Dread Guard Chest or Mainhand (chance for Deep Wiggler pet)

Terror from Beyond: Storymode

  • The Withering Horror: Rakata bracers, Rakata Boots
  • Ciphas, Heirad, and Kel’sara: Rakata Belt, Rakata Gloves
  • Operator IX: Rakata head, Rakata Legs
  • Kephess the Undying: Rakata Offland, Black Hole Piece
  • The TFB: Rakata Chest | Rakata Mainhand, Black Hole Piece

Explosive Conflict: Nightmare (all bosses have chance to drop Avalanche Heavy Tank Mount)

  • Toth and Zorn: 2x Hazmat Ear
  • Stormcaller and Firebrand: 2x Dread Guard Bracer
  • Colonel Vorgath: 2x Dread Guard Belt
  • Warload Kephess: 2x Dread Guard Helmet + 2x random Hazmat piece

Explosive Conflict: Hardmode

  • Toth and Zorn: Campaign Legs, Campaign Bracers, Random Black Hole gear or Campaign Relic
  • Stormcaller and Firebrand: Campaign Belt, Campaign Offhand, Random Black Hole gear or Campaign Relic
  • Colonel Vorgath: Campaign Chest, Campaign Gloves, Random Black Hole gear or Campaign Relic
  • Warload Kephess: Campaign Mainhand, Campaign Helm, Random Black Hole gear  or Campaign Relic

Explosive Conflict: Storymode

  • Toth and Zorn: Rakata Bracer, Rakata Implant, Rakata Chest
  • Stormcaller and Firebrand: Rakata Belt, Rakata Offhand, Rakata Boot
  • Colonel Vorgath: Rakata Legs, Rakata Gloves, Rakata Implant
  • Warload Kephess: Rakata Helmet, Rakata Mainhand, Random Black Hole gear or Campaign Relic

Karagga’s Palace – Hardmode/Nightmare

  • Bonetrasher: Rakata headpiece, Exotech gloves
  • Jarg and Sorno: Rakata belt, Columi offhand
  • Foreman Crusher: Rakata bracers, Exotech pants
  • G4-BC Heavy Fabricator: Exotech boots, Relic w/ procs
  • Karagga the Unyielding: Rakata mainhand, Exotech chest

Karagga’s Palace – Storymode

  • Bonetrasher: Columi headpiece, Xenotech gloves
  • Jarg and Sorno: Columi belt, Tionese offhand
  • Foreman Crusher: Columi bracers, Xenotech pants
  • G4-BC Heavy Fabricator: Xenotech boots, Relic w/ procs
  • Karagga the Unyielding: Columi mainhand, Xenotech chest

Eternity Vault – Hardmode/Nightmare

  • Annihilation Droid XRR-3: Rakata gloves, Exotech headpiece
  • Gharj: Rakata offhand, Columi belt, Columi implant
  • Pylon: Rakata pants, Columi bracers
  • Infernal Council: Rakata boots, Relic w/ on use
  • Soa: Rakata chest, Columi Mainhand

Eternity Vault – Storymode

  • Annihilation Droid XRR-3: Columi gloves, Energized headpiece
  • Gharj: Columi offhand, Tionese belt
  • Pylon: Columi pants, Tionese bracers
  • Infernal Council: Columi boots, Relic w/ on use
  • Soa: Columi chest, Tionese Mainhand

Individual Operation Loot Lists


The post SWTOR Operation Loot table–Patch 1.5 appeared first on Dulfy.

SWTOR Patch 2.0 Operation Loot tables

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SWTOR patch 2.0 operation loot table with a  list of items from the new and revamped operations.

Gearing Chart


Arkanian

Note that Golden Fury in Toborro’s Courtyard have a chance to drop any Arkanian piece on storymode

Helm Kephess The Undying TFB (storymode)
Chest Dread Master Styrak S&V (storymode)
Gloves Operations Chief S&V (storymode)
Legs Olok the Shadow S&V (storymode)
Boots Operator IX TFB (storymode)
Mainhand Cartel Warlords/Golden Fury S&V (storymode)
Offhand The TFB TFB (storymode)
Belt    
Bracers    
Implants    
Ear    
Relics 150 Basic Comms each or random drop from storymode operation bosses  

Underworld

Note that Golden Fury in Toborro’s Courtyard have a chance to drop any Underworld piece on hardmode/nightmare

Helm Kephess The Undying TFB (hardmode)
Chest Dread Master Styrak S&V (hardmode)
Gloves Operations Chief S&V (hardmode)
Legs Olok the Shadow S&V (hardmode)
Boots Operator IX TFB (hardmode)
Mainhand Cartel Warlords S&V (hardmode)
Offhand The TFB TFB (hardmode)
Belt Dash’Roode S&V (hardmode)
Bracers Withering Horror TFB (hardmode)
Implants Titan 6 S&V (hardmode)
Ear Thrasher S&V (hardmode)
Relics Dread Guards TFB (hardmode)

L55 Operations


Golden Fury – L55 – Archon’s Estate/Hutt Strongholds

  • Weekly Toborro’s Courtyard mission give 6 Ultimate Comms.and 12 Elite Comms.
  • Golden Fury may have the chance to drop pretty much anything
Boss Armor Crafting Mats Commendations
Storymode

Random Arkanian Piece

Pleasure Speeder Subspace Music Transceiver

4 Vial of Stabilized Isotope-5
1 Grade 10 Equalizer

4 Elite Comms (8m)
6 Elite Comms and 4 Ultimate Comms (16m)

Hardmode Random Underworld Piece
2x Pleasure Speeder Subspace Music Transceiver (3x in 16m)
6 Vial of Stabilized Isotope-5 
3 Grade 10 Equalizers
8 Elite Comms and 6 Ultimate Comms (8m)
10 Elite Comms and 8 Ultimate Comms(16m)

Terror from Beyond (Storymode) – L55

  • Weekly Terror from Beyond mission give 12 Ultimate Comms and 12 Elite Comms.
  • One time TFB mission give 5 Ultimate Comms
  • This loot list is for 8m, double the armor pieces for 16m.
  • Note that there are only Arkanian relics so if you see a boss dropping a Black Market piece, he has a chance to drop Arkanian relics as well.
  • 16m raid drops more commendations than 8m and drops Ultimate Commendations in storymode.
Boss Armor Crafting Mats Commendations
(8m)
Commendations
(16m)
The Withering Horror Black Market piece   4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Frog Miniboss   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Ciphas, Heirad, Kel’sara Black Market piece   4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Chest #1 miniboss   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Operator IX Arkanian Boots +
Black Market piece
  4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Chest #2 miniboss   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Kephess the Undying Arkanian Helm +
Black Market piece
  4 Elite Comms 6 Elite Comms
4 Ultimate Comms
The TFB Arkanian Offhand +
2 Black Market pieces
1 Grade 10 Equalizer 4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Total   7 Grade 10 Equalizers 26 Elite Comms 36 Elite Comms
20 Ultimate Comms

Terror from Beyond (Hardmode) – L55

  • This loot list is for 8m, double the armor pieces for 16m.
  • 16m raid drops more commendations than 8m
Boss Armor Crafting Mats Commendations
(8m)
Commendations
(16m)
The Withering Horror Underworld Bracers +
Verpine piece
1 Grade 10 Equalizer 8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Frog Miniboss   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Ciphas, Heirad, Kel’sara Underworld Relic + Verpine piece 1 Grade 10 Equalizer 8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Chest #1 miniboss   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Operator IX Underworld Boots + Verpine piece 1 Grade 10 Equalizer 8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Chest #2 miniboss   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Kephess the Undying Underworld Helm +
2 Verpine pieces
1 Grade 10 Equalizer 8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
The TFB Underworld Offhand + 2 Verpine pieces 1 Grade 10 Equalizer +
1 Mass Manipulation Generator
8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Total   11 Grade 10 Equalizers + 1 Mass Manipulation Generator 46 Elite Comms
30 Ultimate Comms
56 Elite Comms
40 Ultimate Comms

Scum and Villany (Storymode) – L55

  • Weekly Scum and Villainy mission give 12 Ultimate Comms and 20 Elite Comms
  • One time Scum and Villainy mission give 5 Ultimate Comms
  • This loot list is for 8m, double the armor pieces for 16m.
  • Note that there are only Arkanian relics so if you see a boss dropping a Black Market piece, he has a chance to drop Arkanian relics as well
  • 16m raid drops more commendations than 8m and drops Ultimate Commendations in storymode.
Boss Armor Crafting Mats Commendations(8m) Commendations (16m)
Dash’roode Black Market piece   4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Titan 6 Black Market piece   4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Thrasher Black Market piece   4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Accomplished Arms Dealer #1   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Operations Chief Arkanian Gloves + Black Market Piece   4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Olok the Shadow Arkanian Legs +
Black Market Piece
  4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Accomplished Arms Dealer #2   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Cartel Warlords Arkanian Mainhand +
2 Black Market Pieces
1 Grade 10 Equalizer 4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Dread Master Styrak Arkanian Chest +
2 Black Market pieces
1 Grade 10 Equalizer 4 Elite Comms 6 Elite Comms
4 Ultimate Comms
Total   6 Grade 10 Equalizers 32 Elite Comms 46 Elite Comms
28 Ultimate Comms

Scum and Villany (Hardmode) – L55

  • This loot list is for 8m, double the armor pieces for 16m.
  • 16m raid drops more commendations than 8m
Boss Armor Crafting Mats Commendations (8m) Commendations (16m)
Dash’roode Underworld Belt +
Verpine piece
1 Grade 10 Equalizer 8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Titan 6 Underworld Implant+
Verpine piece
1 Grade 10 Equalizer 8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Thrasher Underworld Ear +
Verpine piece
1 Grade 10 Equalizer 8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Accomplished Arms Dealer #1   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Operations Chief Underworld Gloves + Verpine Piece 1 Grade 10 Equalizer 8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Olok the Shadow Underworld  Legs +
Verpine Piece
1 Grade 10 Equalizer 8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Accomplished Arms Dealer #2   2 Grade 10 Equalizers 2 Elite Comms 2 Elite Comms
Cartel Warlords Underworld Mainhand +
2 Verpine Pieces
1 Grade 10 Equalizer 
1 Mass Manipulation Generator
8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Dread Master Styrak Underworld Chest +
2 Verpine pieces
1 Grade 10 Equalizer 
1 Mass Manipulation Generator
8 Elite Comms
6 Ultimate Comms
10 Elite Comms
8 Ultimate Comms
Total   11 Grade 10 Equalizers
2 Mass Manipulation Generators
60 Elite Comms 
42 Ultimate Comms
74 Elite Comms 
56 Ultimate Comms

L50-55 Operations


[ WEEKLY] Classic Operations give 12 Ultimate Comms and 12 Elite Comms

The post SWTOR Patch 2.0 Operation Loot tables appeared first on Dulfy.

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