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Enrage timers?

Muffintopped's Avatar


Muffintopped
01.12.2012 , 07:53 PM | #1
Anyone know the enrage timer on the EV firt raid mob annihilation droid xrr-3 we got him to 5% and he 2 shotted everyone lol on first try just wondering if anyone knows for sure?

Dxkrooked's Avatar


Dxkrooked
01.12.2012 , 09:44 PM | #2
Sounds like either your slightly under geared/bad specs/running out of missile volley too early.

theirs 2 solutions to this

have your healers throwing out dps between heals, and/or eat the last missile barrage and blow cds.

Cleptic's Avatar


Cleptic
01.12.2012 , 09:52 PM | #3
Do you have all of your DPS hiding behind the pillars? You should have some that can stay out and dps the whole time and just make sure they are near the healers, shouldn't be too hard for them to heal through.

Muffintopped's Avatar


Muffintopped
01.12.2012 , 10:18 PM | #4
yep we killed him np the 2nd time we didnt know all the mechanics the first time around. Anyone have a webpage that has the strats for EV all the way through ?

Dxkrooked's Avatar


Dxkrooked
01.12.2012 , 10:33 PM | #5
This is a guide my guild put together for our newbs.

0.5) Twin Turrets

Though this is not a true boss, this is a miniboss that is very challenging if you do not know how to fight it.

First, an overview of the fight area. The turrets are on top of pillars to either side. Due to to the buggy nature of EV right now, there may or may not be Power Cells at the bottom. There is an open area between them where adds spawn.

When you start the encounter, 10-12 droid adds will spawn in the middle. The tanks should taunt the turrets and then start grabbing the droids. As you progress through the fight, more droids (~4 at a time) will spawn at intervals. The droids hit kind of hard, and that many adds is hard to control, so the droids should be the priority targets whenever they spawn. Also, both DPS and tanks should do what they can to keep them off the healers.

The turrets do have a threat table, but it is hard for a tank to keep threat all the time due to their position on the pillars - taunting is the best way to manage it. The turrets' basic attacks are not TOO bad, but should still be on a tank if possible. The only other attack is a white beam that will target a player. That player should move out of the group, as the turret is targeting an AoE that does several thousand damage.

Priority on targets should be killing the adds, then focus down one turret at a time. If the Power Cells spawn, melee can kill them while ranged attack the turrets. When the power cells are destroyed, they deal damage to the turrets. Once both are down, the first boss should spawn.

1) Annihilation Droid XRR-3



This boss is stationary and will not move from its initial position. It will alternate between a few "stances" as the fight progresses.

Its basic stance has few attacks. It will shoot missles at the tank, occasionally knockback the melee, a close-range stun, and an AOE targetting on somebody (watch for the big red targeting reticle). Tanks should note that the knockback seems to reset threat, so charge back in ASAP and taunt.

At intervals, the boss will cast a Missle Barrage, which hits everybody for very significant damage. The key to surviving is to Line of Sight the boss and group up behind one of the pillars - LOSing the boss stops the damage, and gives your healers time to help everyone.

Finally, Storm Protocol - a bunch of small targets that appear under players. After a few seconds you're going to be getting a missle to the head, so take a few steps out. The damage is not fatal, but it's so easy to avoid that you shouldn't stress your healers.

The enrage timer on this guy can be kind of short if you're undergeared. For safety, our group has been staying in for the last missle barrage (usually between 10-20%), blowing cooldowns, and burning him down.

2) Gharj

This fight is your basic DPS/Healing check, with some movement thrown in for "fun."

When you engage the boss, you are on top of a platform in lava. Throughout the fight, Gharj will be frequently leaping up and down. This will occasionally create a path to a new platform, and you should take advantage of this time to get there, as odds are your current platform is about to sink into the lava. He will continue jumping up and down several times (no damage dealt) while a platform is sinking, followed by a leap to the tank.

Gharj himself only has a few moves. Aside from a basic melee on the tank, he will occasionally do an emote that he is about to pounce. This will be a big leap straight up, followed by an AoE that deals pretty significant damage (~5-6 k) in melee. Melee can take this time to run out to avoid damage. His other move is a knockback on everyone but the tank. It's a sizable knockback, so you're almost guaranteed to end up in the lava. Be quick to get out. Finally, he has a Frenzy mechanic, which just increases damage on the tank. Save cooldowns for this.

For us, at sub-50% health he started spawning adds (5-6 at a time) at intervals with a few thousand health. They don't hit hard so the tank should pic them up. These should be AOEd down to help the tank anyway.

There are two keys to make this fight easy: ranged DPS and luck. Being able to avoid the pounce damage makes the fight much easier on the healers, and increases your uptime on the boss. Secondly, the platform transitions occur randomly - sometimes you can get them back-to-back, sometimes it can be several minutes between them.

3) Ancient Pylons

Puzzle boss. You have two pylons a good distance apart, each has four "levels" of symbols arranged vertically. There will be matching symbols on the left and right, and the goal is to make the symbols in the center match them.

You accomplish this via the control panels in front which changes the symbol for the current level (starting at the bottom and automatically progressing up as you match each level). You can rotate left or right to match the symbols, but they follow a specific order. This order depends on which pylon you are at.

According to SWTOR Human Relations the order is:

Blue, Green, Red, Purple, White, Yellow

Blue and White look very similar; the way to tell is that Blue has dots in the corners, and White does not.

The way this is organized, when you push the left button, you get the symbol to the left of the current on. The idea is to choose the direction that gets you to the goal the fastest. On hard mode, the pylons must be locked in at the same time or you get locked out.

The group should be split evenly between pillars - one tank, one healer, and 2 DPS at each one. If possible, one in-combat CC for organic enemies at each also. Every time you rotate the symbols, adds will spawn. It can be three things: three normal adds (they have a channel that stuns, interrupt it), one elite, or two elites. The elites hurt quite a bit, so if you get the group of two try to CC one of them. EG, Bounty Hunter's Conc Missle, or Sorcerer's Whirlwind. After burning the group down, push the button again.

Once one pillar matches their symbol, the other pillar has to match the same level before the groups can progress. Once all four on both pylons match, the encounter ends.

4) Infernal Council/Duel of the Fates

This is a massively entertaining encounter. As you enter the room, you will notice that there are 8 enemies in stasis, one for each member in the raid. When the encounter starts, each ops member must engage an enemy and fight it will little to no help from other people. This is enforced by two things: a 75% healing reduction debuff, and a debuff which is set so if you engage someone else's target, you deal 0 damage for 10 seconds afterwards.

Each add has a "Class" - Assassin, Marauder, or Lord. These roughly equate to roles, though not exactly. Assassins can either be average DPS or healers. The way to tell which is the healer is by the health - they have the lowest at ~26k. Healers should be burned down by your top DPS, and other DPS should grab the DPS assassins. Marauders are high DPS and should be grabbed by tanks or high-armor DPS (assassins in Dark Charge, Juggernauts, or Bounty Hunters). Lords are low-DPS, high-health, so they're easiest to leave for healers.

After you kill your enemy, you are allowed to provide some help to your teammates. As said before, you can only do one attack per 10 seconds. This applies to DoTs as well - only the initial tick will do damage. So, use your heaviest-hitting direct attack every 10 seconds.

If you die fighting your enemy, that enemy will pause for a few seconds before choosing someone else to fight. The combination of two enemies on one player is basically a death sentence unless theirs is almost dead.

Overall, this fight is all about correct target assignments, and is EXTREMELY easy otherwise. Also, extremely fun because Duel of the Fates plays during the fight.

During our first fight, the enemy makeup was 2 lords, 3 marauders, 2 healer assassins, and 1 DPS assassin. I do not know if this can change. Apparently on 16-man (or possibly Hard Mode) there is a Champion-level mob that a healer has to take and just heal through; he has too much health to burn through before he'll kill any other person.

5) Soa, The Infernal One

Finally, a real fight. This is a rather challenging fight that happens in three phases with transitions in between. We'll discuss this phase by phase.

Phase 1: Before engaging, note the layout of his arena. It is a big circle, with three concentric rings. When you engage the boss, he only has a couple abilities. He will do a lightning attack on the tank which hits for ~2k per hit. He will also cause the pylons scattered around him to erupt into a "Void Zone" type area. Very simple, just DPS him down, watch threat, and stay out of stuff that hurts. At 75-70%, he puts up his shield and goes immune to damage. At this point, run to the outer-most circle of the arena and group up. Marking a healer or a tank for this really helps.

Intermission 1: When the intermission starts, the floor in the center drops out and the only safe area is the outermost ring (until it drops, too). If you are in the middle when it drops, you are dead. To get to the next phase, you must drop down from platform to platform to get to the next area, and as you do it you will notice Energy Cells on the platforms. DPS these as you pass - they don't have much health so they go down fast, but you need to kill a few for the next phase. As you progress downward, there are two spots where your only option is a long drop - WAIT HERE. Heal up, since you will be taking fall damage along the way. At these two areas, wait a few seconds and a new platform will drop down which is much more convenient. When you reach the bottom, you start the next phase.

Phase 2: Now Soa begins to mix things up a little. He loses the ability to erupt the pylons, but begins doing three new attacks. The first is Mind Trap - he will throw an op member into a different phase, where there is an enemy waiting. The enemy should be DPSed by the trapped person. Note that the tank or healers can be tossed in, so a second tank should pick up the boss, or the second healer should plan for additional healing. Meanwhile, the raid gets a targetable Mind Trap enemy to be DPSed to release the op member. The second attack is to launch an op member into the air and throw them around a bit. I'm pretty sure this does no damage or very little, so it's little more than an annoyance. The final ability is Ball Lightning - these will spawn from the pylons and chase after random op members. They attack anyone nearby, and will eventually explode for some significant AoE damage. Naturally, avoid them. At ~30%, he shields again and you should retreat back to the outer ring.

Intermission 2: Exact same as transition 1, rest locations and all.

Phase 3: New phase, same basic idea with one catch. He'll continue to do Mind Traps and Ball Lightnings, but he keeps his shield up. Tanks should watch for floating, orange, glowing pillars hovering in the air. The idea is to position Soa under them, and when they fall they will smash his shield. Note that tanks will usually take damage from the pillars too, though it is possible to get Soa hit without getting hit yourself. Healers be sure to keep the tank above 10k health at all times; this is about what the pillars will do to the tanks if they get hit by them. When his shield is smashed, he is stunned DPS should drop everything to burn him as much as possible. He has a lot of health, a short vulnerability period, and he DOES enrage. When he puts the shield back up, DPS should go back to getting op members out of Mind Trap. Repeat until he dies.

This is a pretty big check on all three roles. DPS need to be able to burn down Mind Traps and the boss while avoiding Ball Lightning, and Healers need to keep tanks and DPS up despite being in Mind Trap, and tanks will be taking some significant damage and need to watch for the falling pillars on the last phase.

Trayne_'s Avatar


Trayne_
01.12.2012 , 10:42 PM | #6
Umm, you guys hide behind pillars? that's the problem there. sniper bubble and 2 sorc healers aoe ground right next to his back legs and have everyone stack.
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