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Master Mode Nahut: A brief description of the *pieces* of the Phase 1 puzzle | 11.16.2018, 05:21 PM
Greetings all!

Over this past 24h or so, it's been really cool to watch groups plugging away at the Nahut encounter and see how you're all attempting to evolve and refine the stock Veteran strategies to deal with the new realities of Master mode.

In a slight departure from the norm, I actually want to share some information with you all that may help this process. Specifically, I want to give some details about Nahut's mine launch sequences and patterns. I'm inclined to share this because I don't know that the information is as learnable as it ought to be, given the fact that the vast majority of what is going on during the launches is almost entirely invisible (save for one person). I think it'd be better in this case to at least let everyone know the pieces of the puzzle that are in play.

I'm going to spoiler tag this up quiet a bit so people can go as shallow or deep into this as they want, out of respect for anyone who might really want to work at this fully internally.

To start, completely unspoilery, here is a desaturated overhead diagram of the Singularity Chamber encounter area, which you may find a useful base for encounter diagrams of your own:


Prepare the Field (Master Mode):

Minefield diagram for Launch 1:

Launch timings and patterns (refers to diagram notation):

Launch 2 layout and pattern:

What happens after Launch 2 is completed (Master Mode Only):

Maintenance: November 20th, 2018 | 11.16.2018, 01:44 PM
Hey everyone!

We will be taking the servers offline on Tuesday, November 20th for maintenance. This is for back-end updates only, there will not be a patch to download.

DATE: 20 November 2018
TIME: 6:00AM - 8:00AM PST (1400 - 1600 GMT)

Thank you for your patience as we maintain Star Wars™: The Old Republic™!


PTS Offline - 11/9 | 11.15.2018, 05:05 PM
Originally Posted by Pandoras_Jar View Post
Any updates on this? Would really prefer not to redownload the PTS...
Yup, just received an update.

Players who were experiencing the login error can now login into PTS. Upon logging in they will receive the patch as intended.

However, when you close the game and relaunch PTS, it will make you download the patch again. We are investigating why this is happening but in the meantime you should now be able to downlaod and access PTS normally.


Guild Perks in 5.10 | 11.14.2018, 02:09 PM
Hey folks,

Some updates from the stream today that I wanted to ensure were posted here as updates:
  • The cost for Guild Ships in 5.10 will be 8 million (down from 15 million we originally stated)
  • Stat perks will no longer work for Master Mode Operations (in addition to not working in PvP content)
  • One quick clarification on how the stat perks actually work. The "abilities" which perks grant to give you extra stats are exact mirrors of the class perks, and they do not stack. So if you already have all 4 class buffs, these perks will provide no statistical benefit. The passive boost perks you can apply, you can only ever have one at a time. What this means is that if you are a player who has all Class buffs applied you could, at most, have a single stat passive perk and a perk set bonus applied.
Hopefully the perk changes / clarifications will help alleviate some concerns about the impact of the stat perks.

Thanks everyone.


Conquest Changes in 5.10 | 11.14.2018, 01:29 PM
Originally Posted by EricMusco View Post
  • Guilds will now earn a small bonus on all Conquest points earned once they have committed to a planet. The team is trying to balance the bonus % between offering incentives to Guilds for committing early, and not “planet sniping” but we also don’t want to punish Guilds who don’t immediately commit. I am still working with the dev team on locking down the exact bonus but will get it for you next week.
From above, the % has been locked down. Guilds will earn a 15% Conquest Point bonus as soon as they have committed to a planet. We hope this will work to curb Guilds who try to "planet snipe" other Guilds.

As an added bonus, if you are a Guild who commits early, this is effectively a flat 15% bonus to Conquest Points earned.

Thanks everyone.


PTS Offline - 11/9 | 11.13.2018, 05:53 PM
Hey folks,

PTS is now available!

If you are receiving the error "Unable to Retrieve Patch Data," hold tight. There is nothing you could do to address this other than reinstall PTS, which we do not recommend just yet. We are working on a solution from our side (but don't expect anything until tomorrow).



PTS Offline - 11/9 | 11.13.2018, 04:19 PM
Tuesday update for everyone. The team is hopeful on a fix for the issues from the weekend. Looking at getting PTS up today or tomorrow. I will let you know.


Twitch Livestream - November 14th | 11.13.2018, 09:26 AM
Hey folks,

Charles and I will be jumping on a livestream tomorrow from 9AM Pacific for about 30-45 minutes to go over the Guild changes coming in 5.10. This will include leveling, perks, etc. Most of what we will cover has been discussed in the forum posts in the PTS forum. We'll also work on addressing some of the feedback we have seen popup since going on PTS.

When: Nov 14th @ 9AM Pacific

We'll see you there!


PTS Offline - 11/9 | 11.10.2018, 05:16 PM
Hey folks,

Looking pretty unlikely that we'll be able to bring PTS up today but the team is working on it. I'll pass on updates as I have them.


PTS Offline - 11/9 | 11.09.2018, 07:49 PM
Hey folks,

We ended up discovering an issue which caused us to bring PTS offline. We are working on trying to address the issue so we can bring PTS back up this weekend. While you can't login, definitely take some time to read through the various Guild change threads and let us know your thoughts! We are doing everything we can to get PTS back up later this weekend. I will provide updates as I have them, PTS definitely won't be back until the soonest of tomorrow.



Guild Perks in 5.10 | 11.09.2018, 02:45 PM
Since I am seeing it come up in the thread already I wanted to clarify. The intention is that all of the stat affecting perks do not impact players while they are in PvP.


Guild Leveling / Perk Bugs | 11.09.2018, 02:03 PM
Hey folks,

Please use this thread to report any issues that you run into while playing through Guild Leveling or applying Guild Perks!

To get you started, there are a couple of known issues:
  • Perks can sometimes overlap each other within the purchase window.
  • If a purchase fails, you won't necessarily get a clear reason why it failed. Double check that the slot you're trying to put it into is empty (and remove the active perk from that slot, if needed).
Some clear bugs to look out for:
  • Do perks cost what they claim too?
  • Does the perk behave as intended based on the tooltips?
  • Do set bonuses apply as intended once you have 4 similar perks?


Guild Leveling and Guild Perks on PTS! | 11.09.2018, 11:43 AM
Hey folks,

We have just had a pretty large update to PTS! This update includes Guild Leveling, Guild Perks, and some Conquest Changes. Please review their respective threads and leave us your feedback. Additionally, we are going to be hosting a livestream next week to talk over all of these systems! Stay tuned for details on that.

Testing Guild Leveling and Perks
  1. Buy a guild and a guild bank, if you don't already have one.
  2. Go to the fleet and look for GU-PU, the "Guild Flagship Components (PTS)" vendor, located in the Galactic Trade Market.
    • Rep coordinates: -4533, -4799
    • Imp coordinates: 4560, 4832
  3. The GU-PU vendor sells flagship room components for 1 credit each, allowing you to buy all the parts you need to unlock every room on the flagship. Remember to deposit these into your guild bank located behind him! (PS. Need credits? Use the Level Booster terminal on Odessen!)
  4. The "Guild Level Booster" terminal placed next to the droid will grant you Guild XP and Guild Commendations when used. Feel free to click this as many times as you'd like for testing purposes (though note that after Guild Level 64, there are no new unlocks waiting for you).
How to use Perks
  1. Press 'G' to open the Guild window and head over to the Perks tab
  2. Unlocked flagship rooms are visible here and can be selected in order to view the available perks for that slot.
  3. Perks unavailable in the listing will display a reason why you're unable to purchase them. If any tooltips are unclear, common reasons could be:
    • Your guild isn't high enough level.
    • You already have a different tier of the exact same perk slotted.
    • You don't have the required components.
  4. Purchasing a perk will immediately activate it. If the perk is an active ability, you'll find the ability in the "General" tab of your abilities. (These will be moved to a new Guild tab in the Abilities window in the future.)
  5. If you want to replace a perk with another perk, you'll need to first right-click the slotted perk to remove it, then you'll be able to buy a new perk for that slot.
Again, please head over to the threads for Guild Leveling, Guild Perks, and Conquest Changes to give us your feedback. Also, if you run into any bugs please visit our bug report thread for those systems and let us know of any issues you run into!


Guild Perks in 5.10 | 11.09.2018, 11:37 AM
Hey folks,

There are a lot of changes coming to Guilds in 5.10. Be sure to read up on the Conquest changes and especially all about how Guild Leveling works. Guild Leveling is especially relevant to understanding Guild Perks. Let’s start with what Guild Perks are, how you get them, and how you use them. At the bottom of the post I will include a very large list of some very specific Guild Perks we are looking at using.

What is a Guild Perk?
Simply put a Guild Perk is something that can apply to your Guild to give it a specific benefit. Maybe you want to have increased mount speed when you are out and traveling. Maybe your Guild is Flashpoint focused and so you want some extra rewards from Flashpoints. These are examples of some of the things you can accomplish with Perks.

What are our Goals for Guild Perks?
What we want to be able to do is to give your Guild the power to really focus in on what you enjoy! Perks give a mechanism where players can effectively say “We are a PvP focused Guild” and mean it in new ways. Now, not only are you like minded players, but you can focus perks, benefits, and additional rewards to your chosen playstyle.

Guild Perks along with Guild Levels provide great incentives for Guilds to remain active. This also provides new ways for Guild Leaders to recruit around specific play-styles along with rewards to encourage participation in Guild activities!

How to Acquire and Apply Them?
Guild Perks have up to 3 costs to purchase them:
  • Credits
  • Guild Commendations
  • Reinforcement Modules
  • There may also be a minimum Guild Level required, depending on the Tier of the perk

Credits must be spent from the Guild Bank, so this is a good mechanism to get everyone contributing to the cause. Guild Commendations are earned in a couple of ways:
  • When your Guild Levels up
    • 5-10 per level
  • When/if your Guild reaches an Invasion Yield Target
    • Small Yield - 70 Commendations
    • Medium Yield - 80 Commendations
    • Large Yield - 90 Commendations

Reinforcement Modules is a new blueprint which players acquire by combining 10 Reinforcement Components. Reinforcement Components are a bind-on-pickup crafting material which is acquired in a couple of ways:
  • As a part of completing your Weekly Yield Target.
  • A rare chance to acquire during harvesting if you have the “Harvesting Yield I / II / III” Guild Perk equipped.
  • Can be earned by completing specific Heroic Missions on Ossus if players are in a Guild group with the “Ossus Reinforcement” Perk active.

Once a player has 10 Components, they simply right click them to combine into a Reinforcement Module which they can then donate to the Guild.

Perks are purchased directly via their Perk Nodes. Perk Nodes exist as a new user interface on your Guild Flagship. I should pause for a moment, Guild Flagships are required to use Perks. As a part of that requirement we understand that their cost can be prohibitive to some Guilds and so in GU 5.10 their cost will be lowered from 50,000,000 down to 15,000,000.

You are able to slot Perks based on your Flagship room unlocks, up to 6 Perks. Each Node is assigned to a specific room and that room must be unlocked to assign its respective Perk. Basically, each Perk has a Node (room) requirement and reminder, the Bridge is unlocked by default with Guild Ship purchase.. Here are the Nodes:
  • Two Nodes
    • Bridge
  • One Node Each
    • Forward Command Room
    • Starboard Command Room
    • Port Command Room
    • Engine Room

In the interface you would simply click the node which will give you a pop-up where you can purchase and apply your chosen Perk. Assuming of course you meet the requirements, and can pay the cost.

Perk Details
Perks themselves have a variety of statistics you will want to be aware of before purchasing. Let’s give you an example of a Perk and talk about each of its components.
Summon Guild Bank
Grants Activated Ability to summon the Guild Bank for the Player
Duration: 3 Minutes // Cooldown: 15 minutes
Perk Duration: 28 days // Tier: 1
Cost(s): Guild Commendations: 0 // Credits: 900,000
Room: Forward Command Room // Set: Fortune
This perk is purchased and applied into the Forward Command Room Node for 900,000 credits. There is no Commendation or Reinforcement Module Cost. It is Tier 1 so your Guild can purchase it at any level. Once applied, this Perk will last for 28 days unless your Guild replaces it. On the 28 day mark the Perk will expire and no longer function.

This Perk grants everyone in the Guild the ability to summon access to the Guild Bank in the field for 3 minutes. Once activated, that ability will go on cooldown for 15 minutes.
Last part, which may have raised an eyebrow is that this perk is a part of the Fortune set. There will be 5 Guild Perk sets at launch. This adds an extra layer of choice when placing your Perks. Does your Guild want to go after a set bonus? Do you prefer to just choose the best 5 perks? It is up to you. Since I used Fortune in the example above, here is Fortune's current set bonus (which is acquired by slotting 4 Fortune perks):
  • Increase Critical Chance by 5% in Operations and Flashpoints
  • Increase Efficiency and Critical Chance for all professions by 2%

There are also two types of Perks, Core and Cycling. Core Perks, such as Summon Guild Bank, typically only cost Credits and are always available. Cycling Perks are typically more powerful with higher requirements, and are only available for a limited time. Our current plan is that they will cycle every couple of weeks or so. This gives us a lot of flexibility in being able to introduce special, powerful, limited time Perks!

Let us know your thoughts on Guild Perks! We are really excited about this system as it really gives players the power to tailor their Guild to be exactly what they want.


Tentative list of some upcoming Guild Perks (this is not a comprehensive list, expect changes to these before launch including removal)

Conquest Changes in 5.10 | 11.09.2018, 11:36 AM
Hey folks,

With all of the Guild Changes coming in Game Update 5.10, we also wanted to make some changes to Conquests. As you will learn later today on PTS, Guild Leveling and Perks are tied directly into Conquests, so there is no better time than this update to make some changes.

Before we dive into the specifics we want to ensure that you understand what we are trying to achieve with Conquests in 5.10. Keep these goals in mind as you review the planned changes.
  • We want to continue to ensure you expect weekly consistency in Conquest Objectives. We are doing this for three reasons:
    • We heard your feedback from our first round of Conquest changes that you felt that there should be Objectives in every Conquest for most gameplay styles.
    • With Guild Perks, players will have the ability to add new Daily Repeatable Conquest Objectives to fit their Guilds playstyle.
    • Guild XP is tied to Conquest Points and so you need to know what to expect in each week’s Conquest reliably.
  • Create methods to allow players to earn more Conquest points.
  • Incentivize Guilds to commit earlier to prevent “planet sniping.”

  • The following Objectives have been added to every Conquest:
    • Complete any Chapter (repeatable)
    • Complete any round of the Eternal Championship (repeatable)
    • Complete Round 10 of the Eternal Championship (daily)
    • Defeat enemies anywhere, you must complete step 1 before you can complete step 2, etc:
      • 1: 100 Enemies (daily)
      • 2: 125 Enemies (daily)
      • 3: 250 Enemies (daily)
    • Obtain 8 badges in a Warzone (repeatable)
  • The following Objectives have been removed”
    • Defeat Imperial / Republic Guards
  • Guilds will now earn a small bonus on all Conquest points earned once they have committed to a planet. The team is trying to balance the bonus % between offering incentives to Guilds for committing early, and not “planet sniping” but we also don’t want to punish Guilds who don’t immediately commit. I am still working with the dev team on locking down the exact bonus but will get it for you next week.

In addition to the changes above, there are a number things that are a part of Guild Leveling and Perks which will also impact Conquest. Definitely take a look at those posts!

Please let us know your thoughts as Conquests are a big part of the Guild changes in 5.10. Thanks everyone.


Guild Leveling in 5.10 | 11.09.2018, 11:11 AM
Hey folks,

In Game Update 5.10 we will be introducing a brand new system to the game, Guild Leveling. Guild Levels tie heavily into both Conquests and Guild Perks, so please look out for forum posts on both of those other topics to get the full picture of what is changing! Fair warning, there is a lot of information to cover so expect a fairly long post.

Here is a TLDR for you: Guild Levels are earned via Conquest Points. As you gain levels you can slot perks into your Guild Ship to provide a variety of benefits, leveling also gives you new benefits for XP, CXP, and Reputation gain.

What is Guild Leveling and How Does it Work?
Guild leveling is fairly simple at its core. Similar to a player character, Guilds will now earn Guild Experience. As they hit the next Guild XP target, they will level up. Guilds start at level 1 and can theoretically, level infinitely.

Guild XP is earned by players in the Guild earning Conquest points. Players will earn 2 Guild XP for every 1 Conquest points earned. Ex: If a player reaches their Personal Weekly Conquest target of 15,000 Conquest points, they would earn 30,000 Guild XP for their Guild.

Currently, there is a weekly Guild XP cap of 8,000,000 (or 4,000,000 Conquest points worth). We expect that our very large Guilds will regularly hit the cap, but the majority of Guilds will not.

Every time a Guild levels up, a few things happen:
  • They receive a fixed amount of Guild Commendations (these are used to purchase Guild Perks)
  • The amount of XP, CXP, and Reputation earned by the Guild increases. These values start at 5% XP, 5% Rep, and 0% CXP and they steadily increase until they cap at 15% XP, 15% Rep, and 10% CXP.
    • This is a new benefit as players can now reach higher bonuses to XP and Rep than ever before, without relying on Guild size. Plus we have introduced a new bonus to CXP which did not exist previously.
  • At specific Guild Level breakpoints, Guilds will qualify to purchase higher Tiers of Guild Perks.

What Are Our Goals?
Now that you have a basic understanding of how Guild Leveling works, let’s talk about how we arrived at this plan and what our goals are. First and foremost, we wanted to add a whole new set of incentives for players to be a part of a Guild. SWTOR is a social game at its core and so we want to do all that we can to encourage people to play together. However, we also understand that many players like to play with just their small circle of friends in small Guilds, and so the system needed to work for everyone. Second, one of our goals for Conquests was to work as a system to incentivize players to be rewarded for playing any and all content in SWTOR. By tying Conquests and Guild Leveling together it means that by simply playing the game, you will be earning Guild XP for your Guild. Whether you want that to be a focus of your Guild to level as fast as possible, or to just let it happen, you should be gaining Guild levels as you play.

In a moment we are going to share some key breakpoints that exist in our plan for Guild leveling. We built these targets with two key pieces of information. The current amount of Conquest points that Guilds are earning across all yield sizes and the continued potential for Conquest point gains based on the additional Conquest changes coming in 5.10 and the added Conquest point potential from Perks.

Let’s talk about some specific numbers for Guild Leveling. Two quick disclaimers:
  • As always, everything is subject to change.
  • It is unlikely we would make any sweeping changes from these targets until all of you get your hands on it. These numbers are already based on Weekly Conquest data, and so we are going to be hesitant in any big changes until we see how it plays on live. Just know that we will be monitoring this every week along with listening to your feedback to look for areas to make changes.

Reminder - 1 Conquest Point = 2 Guild XP

For context on XP vs Leveling, going from level 1 to level 2 requires 1,000,000 Guild XP. Going from 2-3 requires another 1,010,000 -or- 2,010,000 total (for the math lovers out there, this curve is not necessarily incremental). We expect that Guilds which are hitting Small Yield Planetary targets will be gaining around 3 or so levels a week. This can vary greatly based on Guild size and activity.

Here are some key breakpoints:
  • Level 6 - Guild reaches 10% bonus XP and Reputation
  • Level 12 - Guild qualifies for Tier 2 Guild Perks
  • Level 32 - Guild qualifies for Tier 3 Guild Perks
  • Level 40 - Guild has capped XP and Reputation Gains at 15% bonus
  • Level 49 - Guild qualifies for Tier 4 Guild Perks
  • Level 51 - Guild has capped CXP Gains at 10% bonus
  • Level 64 - Guild qualifies for Tier 5 Guild Perks (current highest tier)
  • Level 65+ - Guild will continue to earn Guild Commendations but there is no gameplay benefit beyond level 64. There will be cosmetic rewards that may be introduced in a later patch tied to Heraldry that will take Guild Level into account.
We know that some of you may do the math on average levels per week and the breakpoints of some of these benefits and be concerned. This is one of the reasons we are also introducing a cap. We want to show you the breakpoints so that you know that this is a system with a long tail on it, that we intend to support for a long time going forward. Guild Leveling isn’t meant to be something your Guild can do in a week and then just ignore. We want to be able to provide something new that your Guild can be working towards every week!

Also, by having a cap we know the pace that the fastest possible Guilds can level. This allows us to plan when and how to introduce perks into economy. Definitely take a look at our Perk post to get your head around how Perks can affect your Guild.

This is a lot of information to digest. Please, let us know your feedback!


What is the studio plans for adjusting Bolster in 5.10?? | 11.09.2018, 10:14 AM
Just a quick update for the thread. We are going to take Bolster to 252 instead of 248 as originally stated in the thread. New post detailing that info here.

Thanks for the feedback everyone, keep it coming!


Bolster Plans for 5.10 and Beyond | 11.09.2018, 09:28 AM
Hey folks,

Whenever we introduce new gear to the game, there is an inevitable conversation about what changes will be made to Bolster. As I mentioned in this thread, our original intention in 5.10 was to take Bolster and move it to 248. That thread along with the rest of the forums led to a lot of great feedback from all of you on how you feel about the state of Bolster, should it be higher, or lower, etc. That brought us to sit down and really look at what we want from Bolster now and going forward and so we are going to make an additional change. Let’s talk about why we originally landed on 248, where we are going next, and why.

Addressing Master Work Gear and 248 Bolster
Simply put, in order to make Master Mode Gods From the Machine as terrifying as it should be we needed to have a larger item rating jump than usual for our new gear. As many of you likely know, typically a new tier of gear means a 6 item rating differential. In this case, since we wanted to balance against a higher target we opted to introduce two item ratings of growth at 252 and 258 as a part of a single tier. Historically, we have moved Bolster to be equal to the previous tier’s best in slot item rating. In this case, that makes it 248 (which is what we chose). However, since this tier jump was different it also meant that we couldn’t be 100% consistent. By choosing 248 it means there is a 10 item rating differential, where normally this is only a 6 rating difference. Even though it is a “one tier” jump, it actually creates a larger item rating differential than there usually is. To address this, we are going to be increasing Bolster in Game Update 5.10 to item rating 252 (previously planned to be 248).

Also, as a reminder we are not only adjusting Bolster on gear, but also on Augments. We are increasing Augment Bolster from 208 to 236. This will additionally help in closing the gap between BiS players and those being Bolstered.

Bolster Beyond 5.10
A number of players have brought up the idea of having Bolster be at the highest item rating available. Effectively making gear in PvP irrelevant, where skill is the only deciding factor. Although we understand the desire from players on that side of the debate, it does introduce some issues. If there is no gear chase from PvP that removes all progression from PvP gameplay and it also removes a part of the reward structure.

However, we do know that there has been unhappiness with PvP gearing in general in the 5.0 era, especially with the removal of Expertise. To make large itemization changes to PvP like that will require an equally large update, so this is the type of issue we will have to wait until an expansion sized update to tackle. We will consider a variety of options including reintroducing PvP specific stats/gear, Boslter changes, etc. and we will make sure to talk through planned changes with all of you when we get to that point.

Let us know your thoughts.


Maintenance: November 6th, 2018 | 11.02.2018, 02:20 PM
Hey everyone!

We will be taking the servers offline on Tuesday, November 6th for maintenance. This is for back-end updates only, there will not be a patch to download.

DATE: 6 November 2018
TIME: 5:00AM - 9:00AM PST (1300 - 1700 GMT)

Thank you for your patience as we maintain Star Wars™: The Old Republic™!


5.10 PTS Refresh #3 Operations Notes (2nd of November, 2018) | 11.02.2018, 01:15 PM
Onward we go, brave testers! There's a skip button for Nahut down now, as well as delicious 258 gear! The components are a little trickier, but I have confidence that you all can handle the execution complexity.

As a warning: This is likely the last refresh where Tyth will be playable. We need to start pushing forward and picking at the later encounters, so earlier encounters are going to start becoming unpullable as we go forward.

  • Tier 5 Legendary Gear (258) is now available from purchase from ED-5E L at the Odessen landing area. There is also a vendor selling 258 components.
  • To try and ease the total run time of the GftM operation in non-master modes, the health of non-boss encounters have been reduced by ~15% in Story Mode, and ~13% in Veteran Mode.


Just a couple of odds and ends here, cleaning up things that went wonky with the build.

I'm leaving Tyth open this refresh to get a little more information about the power level of the Justice buff (especially when it's actually working as intended). If it's making things too easy, we'll dial it back a bit.

All Modes:
  • Lances are no longer taunt immune.

  • The Justice Drones' Energized Overload proc now actually applies its damage buff to players.
  • The Justice Drones' Energized Overload proc will no longer apply its damage buff to Tyth and other Drones.

  • Removed Inversion's hinder component, as it was odd to do this in Veteran mode but not in Master mode.

Aivela & Esne:

No more permanent disco mode, and a little bit of time pulled out of Phase 3 (approx 1 million HP), to pull the encounter forward just a tad faster. We'll see how this goes.

  • Pushing the Nexus from Phase 0 to Phase 1 before destroying all of the Codex Obelisks will now unleash a Codex Feedback shockwave that wipes the raid.
  • Half of the Nexus's Phase 3 health has been removed. The net result of this is that the Nexus has 25% less HP than it used to, and the transition point out of Phase 0 is 33% instead of 50%.


A little quality of life for Nahut, but not much more, as testers were unable to make much of any headway into the encounter without 258 gear. It turns out Master Mode Nahut is kind of a hard encounter. ¯\_(ツ)_/¯

So, funny story: Way back when, in the long long ago... Candle passes originally hit the first thing in their path (player or Nahut). As it turns out, this was a horrendously mean thing to do. I removed it by simply flagging the player interception behavior as Master Mode only (since we weren't making Master Mode, it was the quickest and cleanest change to remove it). Fast forward to the reality of today, and you Master Mode testers were delighted(?) to discover these new candle interception mechanics.

Spoiler: Candle interception is still not an okay thing to do, so that business has been rightly and properly removed.

Master Mode:
  • Power Cells will now become usable 6s earlier than before (3s after Candle Pickup, down from 9s) so that players have ample time to pick up a cell and get back to the center.
  • Other players can no longer accidentally intercept candle passes in Master mode. (Nahut can still intercept passes, just like Veteran mode)
  • The debuff associated with the Radiation Field outside the Singularity Chamber should no longer be right-click dispellable.

  • Rail Turrets should actually have 20% less HP in Vet8 now.

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