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Operator IX TFB HM


bjpbjp's Avatar


bjpbjp
05.26.2013 , 05:46 AM | #1
Is it just me or is Operator IX in TFB HM much harder than it was at level 50? Our team had cleared TFB HM at level 50 including many Operator IX kills but we're seemingly nowhere at level 55. Withering Horror and Dread Guards seem much easier at 55 than at 50 which results in a extremely big jump when you get to Operator IX.

We're able to either deal with the adds OR the cores but not both. We've got all 4 dps available in yellow but end up failing to kill the cores or we have one tank with 2 small adds and 2 big adds at the same time which doesn't work either.

Our current color pairings are below but we've tried other combinations without any success.

Blue: dps/dps
Orange: tank/dps
Purple: dps/heal
Yellow: tank/heal

Brittaany_Banks's Avatar


Brittaany_Banks
05.26.2013 , 05:54 AM | #2
Quote: Originally Posted by bjpbjp View Post
Is it just me or is Operator IX in TFB HM much harder than it was at level 50? Our team had cleared TFB HM at level 50 including many Operator IX kills but we're seemingly nowhere at level 55. Withering Horror and Dread Guards seem much easier at 55 than at 50 which results in a extremely big jump when you get to Operator IX.

We're able to either deal with the adds OR the cores but not both. We've got all 4 dps available in yellow but end up failing to kill the cores or we have one tank with 2 small adds and 2 big adds at the same time which doesn't work either.

Our current color pairings are below but we've tried other combinations without any success.

Blue: dps/dps
Orange: tank/dps
Purple: dps/heal
Yellow: tank/heal
The trash mobs hit a HELL of a lot harder now. Thats the issue
I don't care who you are. I don't care if you are male, or female, black, or white, gay, or straight, religious, or non-religious, old or young. I care about 3 things. Can you tank properly? Can you DPS properly? Can you heal properly?

MisterMuse's Avatar


MisterMuse
05.26.2013 , 06:03 AM | #3
Quote: Originally Posted by bjpbjp View Post
Is it just me or is Operator IX in TFB HM much harder than it was at level 50? Our team had cleared TFB HM at level 50 including many Operator IX kills but we're seemingly nowhere at level 55. Withering Horror and Dread Guards seem much easier at 55 than at 50 which results in a extremely big jump when you get to Operator IX.

We're able to either deal with the adds OR the cores but not both. We've got all 4 dps available in yellow but end up failing to kill the cores or we have one tank with 2 small adds and 2 big adds at the same time which doesn't work either.

Our current color pairings are below but we've tried other combinations without any success.

Blue: dps/dps
Orange: tank/dps
Purple: dps/heal
Yellow: tank/heal
It is harder which is a nice change considering what a piss it was before.

Panzerfire's Avatar


Panzerfire
05.26.2013 , 06:53 AM | #4
Good job actually helping him... not.
Ok, what you can do is having your dps on orange stand in middle and the tank on button.
Split the Regulators on yellow phase between both tanks, have a dps on button/middle during yellow if you want, make sure no adds from purple are up.

On storymode you cannot do a double phase, on hardmode you can. If you need to kill adds from orange then kill those then start purple -> let purple expire -> kill all adds with Rectifier first -> complete purple with 0 adds left -> go to yellow. And be careful on the operator as Black Obtuse had a damage increase, hope it helps.

abokado's Avatar


abokado
05.26.2013 , 07:40 AM | #5
We fail the purple phase on purpose. After orange phase we clean up the adds, kill one core and by that time one of this big adds comes - a Rectifier or something - we kill him and proceed to kill the second core. I don't really know now but I think we fail the yellow phase too, which is doable.
We haven't done the fight in 2.0 (only the first boss) but yeah, the fight is difficult and requires a lot of coordination with your group. Usually it's easier to get the colour balls.. things.. during a round, but we couldn't deal with that and kill them before we start channeling, so we have less time on the cores, but it's still manageable.

Rumz's Avatar


Rumz
05.26.2013 , 08:32 AM | #6
Quote: Originally Posted by bjpbjp View Post
Blue: dps/dps
Orange: tank/dps
Purple: dps/heal
Yellow: tank/heal
Change to:
Channel / Stand in center
Tank / DPS
DPS / Heal
Tank / DPS
DPS / Heal

With your way of doing it, I am assuming the adds are over running you because you have no tanks free and the adds are going to the healers.

Rahizm's Avatar


Rahizm
05.26.2013 , 09:23 AM | #7
My guild's tactic is flawless.

Blue: Tank + DPS
Orange: Heal + DPS
Purple: Tank + DPS
Yellow: Heal + DPS.

Instead of putting DPS in the center, the tanks and healers go in the center with the DPS on the panels. The reason for this is survivability. Those adds can only be TAUNTED to get aggro on. On BLUE and PURPLE phase 2 adds will always spawn. It makes more sense to have two tanks available than one on the panel.

Also, having 4 dps available on yellow isn't a necessity anymore. We easily got yellow down with 3 DPS only. Just make sure your DPS have their relics and offensive cooldowns available. Having a Sentinel makes things easier too .

The reason for heals in the center is so that healer can keep the tanks alive, the other healer can work on the rest of the group and throwing minor DPS on the cores. And yes we also fail purple.

When your DPS down the second core of each phase, let them at the one to it's right, it'll be the next one. Ofcourse one DPS has to move to the panel next.

You want your tanks to deal with the adds constantly. Our tanks (I'm one of them) pull the adds close together with their backs against eachother, and we use AOE damage. It will take those adds down faster. When your DPS is running from a destroyed core to the one across from there, they can throw in a fast instant AOE attack if they have any (Sticky / Thermal grenade or a cone attack like Twin Saber Throw).

After orange phase, let the DPS kill the regulators (you should have only 2 up) and make sure they immediately resume to core killing. If they can get a core down before purple ends, you should be fine. When it announces that purple phase failed, everyone should be on the Rectifier, then resume to killing the cores asap.

I hope this helps.

PS: Make sure each group gets their spheres!!!

Riplin's Avatar


Riplin
05.26.2013 , 10:04 AM | #8
We set ours up a little different. With the way I set our group up, we don't purposely fail any phase.

Channel/Middle
mdps/heal
tank/rdps
mdps/heal
tank/rdps

With this set up, healing is a bit rougher on the 1 tank that will have 2 champs of him for a short time. The ranged in the middle will always focus the champs first. How ever with a good healer it still can be mainly solo healed if you time your heals when the healing debuff on the tank is about to go off to get the most out of your heal. The healing debuff does stack so if both are on it's ~80% reduced healing on the tank. This really the only thing that make orange and yellow difficult.

For the first 3 color phases, put your strongest healer on full time heal duty. I used to have my 2nd healer do this but I am a scoundrel healer and recently changed to me being the full time healer and things go a lot smoother now. The other healer can switch to mainly helping dps the adds.

Blue- Pretty straight forward, but do not start the channeling until all adds are down, including the grey/strong that spawn. The timer for blue does not start until you begin the channel. This is the only color you use this start on.

Orange- 3 dps not in middle kill the first core, as they transition to 2nd core, 1 mdps breaks off and helps finish the champ adds, while other 2 dps kill the 2nd core.

Purple- Pretty straight forward as well. 3 dps kill cores.

Yellow- This is where the healer that was mainly dpsing the adds will drop back and go into healing mode. I usually will dps the 1st champ a bit, till the 2nd one is about to spawn and then drop back to heal. All dps not in middle uses all cd's and insperation to kill both of the cores.

Note: With this strat a lot of pressure is put onto your tanks, your tanks will need to coordinate their taunts, to take any adds that are on the tanks that has to go and channel. If a tank uses a taunt at the wrong time most likely the adds will go kill a healer or hit the person channeling causing you to fail the color most likely.

Also like I said earlier, using this strat you have to have a very strong healer that can solo heal up to yellow phase. Also the 2nd healer is still full heal spec. I am thinking about having 2nd healer go hybrid heals/dps to maybe not have the 1 dps peal for orange phase, will have to see how it goes next week after lockouts.

Another note about the color spheres and when to kill them...For blue we kill them right away. After that the person channeling will get on the panel right away and find/target their sphere and kill it immediately after the color phase. The ranged dps in the middle focus on killing the champs and when his color sphere is close to the adds they just aoe and kill their sphere...this allows for maximum dps on adds/cores at all times. For yellow this is the same, Tank that is channeling will taunt operator as soon as it spawns then go and kill his color sphere while add are being finished off.

In 2nd phase, the 2 adds that spawn will get aoe taunted, other tank single taunts the boss back. Adds are just tanked until shield goes up, get in your color circles then drop the adds while waiting for shield to come back down. Then have your tanks swap roles so the adds can be aoe taunted next time they spawn.

KarethRiker's Avatar


KarethRiker
05.26.2013 , 01:38 PM | #9
If you have enough dps you can have 4 dps available in yellow with one helping the tanks burn down the champs. Decreases amount of time you have to deal with them.
Kareth Kalzeth Kairieth Karzeth Karyeth
Kelschuz Staccia Karjeth Karxeth
The Last Centurions - The Harbinger

Leravulan's Avatar


Leravulan
05.26.2013 , 01:48 PM | #10
I'll drop and put my guild way of doing it as well. It is somewhat similar to the ways already proposed, with slight differences here and there. It goes as follows:

Preparation.

We have the following setup before starting the encounter:
Blue color - healer + dps (melee dps if possible);
Orange color - tank + dps (range if possible);
Purple color - healer + dps (any dps would suffice);
Yellow color - tank + dps (range if possible. If you only have 1 range dps, he or she should be on this color);

Healers and tanks are channeling the consoles / buttons, while dps are staying in the middle of the room.

Blue phase.

Spoiler


Orange phase

Spoiler


Purple phase

Spoiler


Yellow phase

Spoiler


Transition / 2nd phase start.

Spoiler


Additional pointers.

  • Spread dps between the cores. 1 dps on 1 core, 2 dps on 2nd core. If your dps are good, when 1 core will die that solo-dps should bring his to around 60-40%. So 1 dps can go to the middle right away (usually the next "color phase" person) and help with the adds, while another dps goes to help with the remaining core;

  • I cannot say that enough - Regulators MUST be interrupted. Tank can solo interrupt 1 of them, so if the 2nd one spawns while 1st is still up, healer or dps should be on interrupt duty;

  • Positioning. Range dps can attack the cores almost from the consoles, minimizing the travel time between the cores. That might not be much, but every extra second helps, especially on later phases.

  • Blood thirst. If you have 1, use it on yellow phase;

  • Feel free to fail purple phase on purpose. It will give you the extra edge on yellow phase.


Hope that helps. Feel free to ask any additional questions.