jade_de_aguilera Posted September 17, 2013 Share Posted September 17, 2013 Guys we are going to try TfB HM 16 this eve. Is there anybody that have done it recently to tell me how many color spheres are there on Operator IX - 4 each color or still 2 ? Link to comment Share on other sites More sharing options...
RikuvonDrake Posted September 17, 2013 Share Posted September 17, 2013 (edited) There are four spheres that spawns at the start of each colour phase, meaning that blue people can grab theirs before they start to channel, also note that only two blue have to channel/stand in middle so the two other blue are "free". The spheres don't despawn so the other colors can grab theirs during other color phases or when big boss droid spawns =) Edited September 17, 2013 by RikuvonDrake Link to comment Share on other sites More sharing options...
fire-breath Posted September 17, 2013 Share Posted September 17, 2013 You got 4 orbs. phase 1 needs 1 person in mid and 1 channeler, other 2 can kill cores Phase 2 has random colour circles to clear (most of the time its 2x 4 of the same colour (example/ 4x blue and 4x purple). Be aware you can only clear 2 circles per person. Also the best thing to do is to do the Operator fight with 5 healers, so let one of your dps respec to heal for that fight. Damage in phase 2 is just plain BRUTAL. Link to comment Share on other sites More sharing options...
jade_de_aguilera Posted September 17, 2013 Author Share Posted September 17, 2013 Done it on 16 SM and 8 HM so we know the basics. Be aware you can only clear 2 circles per person. This means that 3rd does not work or ? Link to comment Share on other sites More sharing options...
AAAAzrael Posted September 17, 2013 Share Posted September 17, 2013 You get a stacking debuff when you clear a circle, 3rd won't work. Link to comment Share on other sites More sharing options...
AAAAzrael Posted September 17, 2013 Share Posted September 17, 2013 Also the best thing to do is to do the Operator fight with 5 healers, so let one of your dps respec to heal for that fight. Damage in phase 2 is just plain BRUTAL. I never cleared this boss in 16-man - always something caused a wipe at low HP, but AOE damage to the group is really brutal I must agree. The DPS seems to be much less of an issue. Usually we had 1-2 DPS assigned to adds constantly and cores were still going down in like 10-15 seconds each. I am inclined to think one could even bring 6 healers to brute force through this I'll try to convince whoever is leading next 16-man TFB HM I join to bring more heals (my guild doesn't like 16-man much so I do 16-man mostly in PUGs). Link to comment Share on other sites More sharing options...
jade_de_aguilera Posted September 17, 2013 Author Share Posted September 17, 2013 Thanks guys. I was also thinking to assign 2 DPS on adds but the healz news are bit scary, because we only have 4 and no DPS with offheal I think. Link to comment Share on other sites More sharing options...
AAAAzrael Posted September 17, 2013 Share Posted September 17, 2013 Usually deaths happen when healers try to run to circles in phase 2 so maybe taking that off them is an idea. Plus there are 4 adds in phase 2 and pretty hard to pick them all up by the tanks. They have to absolute priority for the DPS and also as many overloads as possible should be interrupted as they do quite a bit of damage. Phase 1 is much easier then 8-man but phase 2 is a bit harder I think. That being said it can be cleared really easily I believe if everyone in the group did 8-man before. I just never was in such run. Link to comment Share on other sites More sharing options...
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