Ideally, a stealther does this, so they don’t have to fight any more adds. This page is here to link to almost every single one of my guides. The order in the image is (IMHO) the most logical, as it spares the train terminal and the right side of the stairs from green as much as possible if you DO want to use canisters. Peak. This makes them do and take 20% more damage for each defeated Trandoshan. Master of the Hunt is a de-stacking buff that counts down each time Huntmaster kills something (usually a Lurking Beast, but also players). Ideally, a stealther does this, so they don’t have to fight any more adds. These are adds that only spawn if you’re taking too long in the final room. Going into it also leaves a DoT. Throws an incendiary grenade at the primary target’s location. Flares here are placed on the grate in the middle of each slot, placed right after an acid blast in the next area, so that the tank walks into a freshly-placed flare as they move out of the acid blast. People can rapidly click the stim tray to grab stims, and as long as the battery stays plugged in, this will allow for more stims to be made without interrupting production. Interrupt the casts, which will leave only the basic attacks and the Venom Cloud debuff. Crafty little crab! Once this is cast, Apex will regain health while the light is on. What is the Conquest System? Anyone (assuming you were in the room when they got them) will have circles over their heads (and around their feet) along with the flare/stim buff. This makes it a quite important mechanic to get out of, ASAP. Although it impractical as a light source due to a flame temperature of 3,400c and extremely short burn time, the light produced produced by these Flares is one of the few known deterrents to CI-Dark’s genetically optimized lifeforms. The stims take about a second each. The Flare dropper also needs to communicate with the Battery carrier, to make sure the flares are picked up promptly, and so that the battery carrier knows how many are left (to know if more are needed cooking immediately, or if they can afford to make more stims, etc). Also note that the first flower used to (I haven’t seen it do so in quite a while) have alternative spawn points (all within that first area, before the narrowing at the center of the image), so before pulling the boss make sure you see that the flower is in the usual spot, or elsewhere in the clearing so the group can adjust positioning before the pull. A second Felshade Reaper will spawn behind you in the hallway (the one with the two inaccessible outcrop rooms), and all four will have to be controlled as the DPS kill them. Turning on the light makes the stacks drop slowly; but also regenerates his health due to Photogenesis. Some groups find it easier to get as few bosses up as quickly as possible. Guide. The window you fall through is circled in yellow, and the 4 direction names are based on it, the lake, Apex entrance, with the last wall defaulting to “back”. The left lower corner has a generator, which will kill anyone that walks into it (or gets knocked into, or pulled into, etc). I raid basically every day, and my main teams are currently working on NiM Apex and Gods timed run. Huntmaster – 22,534,662 HP Lurking Beast [Adds] – 724,820 HP Charger – 1,963157 HP (health reduced when he hits the Huntmaster) If there is no Sin/Shadow, a DPS with a Taunt (DwT) taunts Hissy when the others come down, bringing him to the tracks. Stay out of the Stalkers’ purple puddles and the yellow explosions the Shrieks leave behind. The tanks swap AoE taunts on the first two waves of adds, holding them on the droids from the get-go (with the tank against the lower door on the map (between the two droid icons). Endothermic Blast is a 2s conal. Contagion places a green ring around each player. Note also that (especially in half-room strategy) the healer dropping flares needs to adapt to how the tank is holding Apex and communicate any issues they run into (if the tank is moving Apex too much, for instance) to help the two synergize. I suggest placing the first one to the left (the blue circle on the image above), and continuing until the Reapers are killed (and prioritize killing those as soon as possible). You should not re-charge the battery when Apex is close to this (sub-10%). This will take some prog to get both players synced up. When Apex casts Mass Target Lock, you have 30sec to use the EMP, meaning you have plenty of time to vent and/or wash (assuming you have enough charges, each station eats one) on your way to break it. They also don’t add a “Reaper’s Claw” DoT. In the Light phase, everyone will stay in the circle, and he will do the following moves; You want the tank to face him away for Penetrating Shot (I like to point it to the left or up toward the Apex door). Carrying the battery is a full-time job in HM. If  Bombardment is allowed to happen, it is a direct battery-carrier issue and needs to be addressed. It drops armor to 0, and is the ability you immediately tank swap on. The outer yellow ring is  Major Optimization, and the inner red ring is Perfect Optimization, both of which increase damage done and reduces damage received. THIS is when the first flare (picked up when the fight started) should be dropped. These will show up in the final room. If you’re eaten, you can’t be rez’d (you’re eaten, duh! Knocking down Huntmaster will stun the Charger, and it will become Confused and Infuriated, which increases its damage output (and turns the bull an angry red). These bulls likewise show up in specific points along your path, and need to be tanked.They have the following special moves and buffs; These adds take increased damage when in the light (flare).They also have a buff that increases all the damage they do when they exit stealth.You always want to kill these in a flare. These will be located in various spots; Once the right one is found (usually, whichever you click on last), you can go up the steps at the bottom right of the image, where you’ll walk a bit down a hallway and jump through a broken window to fall into the Train Station where you will face the Mutant Trandoshans. This special Flare used by the CI-Dark Project’s handlers contains a unique mixture of metallic oxidizers typically reserved for military grade explosives. A single dose is super Hydraulics, giving you a speed boost and preventing pulls/knockdowns/etc. A ranged DPS can easily kite him, staying in the fire circle but side-stepping the two conals. A healer is the best person to click the terminal. Otherwise, his and Kron’s attacks buff each other, so a player with Sublimation will take more damage from Greus’s two conals, and someone with Overheating will take extra damage if hit with Kron’s attacks. Press question mark to learn the rest of the keyboard shortcuts. The Titax tank aims so that Titax Strike punts them into a new canister every time. 30s Debuff, after which Bombardment starts. These look and act a lot like Felshade Hunters from earlier fights. Guide. With the Flare and Stim stations, players now have access to these temporary abilities again. They can run out of the fire ring, though that does not do much damage, and can easily just stand there until he does a conal. When he does get up, he’ll gain a stack of Chaotic Evolution. You will want to stay within the safety of the Octagon unless you are ready to run into the Lake Enclosure, which is protected by Electrified Coils – more on these later. In SM, everyone should stay out of the way to not take needless damage from the Charger, as he auto-aggros on Huntmaster. The Czerka facility you’ve entered is crawling with guards that come in several flavors. This also works in SM and is quite efficient, but requires more coordination than is expected for an SM group working on the fight. If this proves difficult, players may want to kill some of the adds on lvl 1, allowing someone to force pull the battery carrier from the bottom to the upper balcony, making things go faster. If it’s not the daily operation, however, or if you are doing anything besides 8m SM (HM/NiM or any 16m) you will have to walk in. This cast can be interrupted, but there are easier alternatives to dealing with it (see strategies section). You’ll be happy to know, this fight has no adds, just bosses. Doing this will cause the door to the elevator to open, allowing you access to the next part of the facility. Toxic Cloud is raid-wide damage that goes out while Shelleigh is up. These have a few more moves here than their earlier versions, and are seen in the final room. Once Hissy dies, the Greus kiter starts hitting Greus. Regardless of which strategy your group picks, every player will need to pop a Stim when the Crab at the right-most area of the lake spawns (green hollow arrow). Operations can be completed in three levels of difficulty: Story (normal), Veteran Mode (Hard), or Master Mode (Nightmare). Ideally, the player targeted for Scatterblast points it away from the group and any adds (or anyone BUT the person who this is on moves out of it). The tactics for this boss barely change from SM, but the adds are more punishing and require tighter coordination. Lowest health pool (together with Kron) and a Thermal Chaotic Evolution (mutation). After exiting this “reaper room” area, you want to run all the way to the next droid room (the path in the image above). Crabs come out of the lake at two points along your route, and have an annoying (and deadly, depending on the timing) Tongue Grab pull. Close • Posted by. The second wave will consist of 4 Shadow Walkers, which need a Flare  to mitigate.After this second wave, the Enforcer Droids will power-up, and they will create two rings that buff adds around them (outer yellow, inner red) by casting the Optimization Protocol. This is a big time-saving tactic in HM, where the Reapers pack a big punch. The small room (right outcrop on the map) has no function and can be ignored. The add-spawn cutoff is indicated by the red area on the screenshot below, and can be identified in-game by four flanking purple palm-like trees just past the first sharp bend. The success of the battery carrier also relies on flares being picked up quickly, or they get behind. If you move to put Huntmaster between yourself and this big guy when he fixates on you, he’ll knock the boss out of his protective bunker for you, stunning itself in the process! These come out of the lake at two points along your route, and have an annoying (and deadly, depending on the timing) pull. In SM, he automatically targets Huntmaster, and he’ll knock the boss out of his protective bunker for you, stunning itself in the process! I hope this guide serves you well! If any adds spawn or are spawned (and aggroed to you) when the door opens, they will aggro the Reapers as they run past them to get to you. Briefly overcharges the Fortress Bunker, knocking all nearby targets back several meters and dealing heavy kinetic damage. They been a long time requested guide from lots of people. AoE centered on every player; must be cleansed. I hope this guide serves you well! Moves instantly to middle of the light or edge of the lake, depending on phase. Feeding Shelleigh (throwing beasts into her lake) gives her stacks of Crabby Demeanor, which increases her health. Again, they take increased damage when in the light (Flare). This charger has no idea what just happened but it is VERY mad about it. The order in the image is (IMHO) the most logical, as it spares the train terminal and the right side of the tracks from green as much as possible by starting in the top left corner of the map, moving towards the tracks and finally (if necessary) using the two canisters near the train terminal. Place the first flare at the entrance to the octagonal room where the second Warden is. If one player ‘accidentally’ took multiple Stims, this is also a way to fix the situation, though it may prove tricky. This DPS would bring Greus to the upper left of the map, near the train terminal once the other two bosses drop.You’ll ideally point the attacks toward the corner (away from the others) and click the train when it’s called since you’ll be the closest.If a Sage/Sorc cannot do this, a Slinger/Sniper can also do the job; a melee DPS can do this, but will likely want to be careful not to push him too low and won’t be able to hit the other bosses.I’ve seen groups put a healer (Sorc/Sage) on Greus, but a DPS is a better choice. He has a lot of moves and automatically follows the light, unless channeling or calling beasts to him to snipe them all out of the way. Leap Attack – 6-20m range Force/Tech damage. It will. While this makes them faster to burn down, it also makes all their attacks more dangerous. Like previously, they have to be killed before the final panel can be clicked. Damage dealt massively increased. The pattern should be tight, but not so much so as to pinch melee DPS during Rocket Salvo, where they should be spread to not take extra damage. Entering one will kill them automatically. The Flares should be used anytime a Felshade Reaper is in play. The Flesh Eating Shrieks reduce defense (1% per stack). Have one person click the panel to open it.If the group has any speed buffs, you will want to use them right before the door opens (predation, etc) so that you can run through the hallway and into the octagonal room. When you first come in from the last boss, you will enter via the north entrance on the (level 1) map below. Death Pact is a stacking buff that any surviving trandos get when one is killed. As soon as the droid dies, one person should click the panel to open the door, and a designated player (off-tank right after a swap, or a DPS) should run in and click the panels to end the encounter. This is a very thorough guide explaining every last detail you need to know about the Operation. Doing so spills the liquid inside, creating green rings of goo (left side container in the image below), which grows until the end of the fight. There are no adds, and while there are a few more things for everyone to watch out for in HM, the most interesting job is still the battery carrier. The battery carrier should call out when they start cooking, and if they see them as ready, but you need to keep an eye on the station icon while they cook to know in case the carrier is off using other stations. Placing it back in this transformer refills it to full, though unlike SM, the battery takes time to fully charge, gaining one bar at a time. This set is wearable by characters on either faction, who are level 75 or higher, but is only wearable by Troopers and Bounty Hunters, even in the Outfit Designer.. It has some interesting mechanics, but (in SM) many can be healed through or outright ignored. Eats anything in AoE; Adds Lunch Debuff on target; Lunch -Target has been eaten, and cannot be resurrected. It’s imperative to have 2x Stim up to mitigate the. Immune to taunts (not that you would want his attention right now). Guide. I suggest placing the first one to the left (the blue circle on the image above), and continuing until the Reapers are killed (and prioritize killing those as soon as possible). You should never have to deal with these, unless you’re going for the “RAMPAGE!” Mark of Mastery. The main over-arching strategy for this boss remains to keep moving and stay together.Now, you must also juggle moving quickly with hiding from the deadly lightning zaps created by the rooftop coils. This is very protective when dealing with adds, on which the debuff lasts 3x as long! This requires some finessing by the tank, and the group will need to keep the droid’s channel interrupted. This means they take damage as they run around, sometimes far away from the main group (so a healer needs to watch them, and break off to heal them as necessary). Using canisters might require that Titax is killed second to not run out of canisters. If it does, the tanks need to bounce the charger back and forth while DPS finish the job. 12. There is very little reason for a wash to be late in SM since the battery carrying is NOT a full-time job. Mass Target Lock is a 30-second debuff that also shows up as a big red target over every player. The half-room strategy lets the battery carrier take less damage and greatly reduces the risk of things not showing up (yellow Acid Blast and green Contagion puddles sometimes disappear, especially in 16m), but makes prompt washings more important. In HM they are a huge deal, as a second stack (applied rapidly) kills the player, but this does not happen in SM. A complete guide to SWTOR Nature of Progress Operation on Dxun in Story Mode. Fire Blast is a fireball shot at the target which damages anyone in the long cleave. To take stims, you click on the stim tray on the left of the console. At three stacks, he achieves “Final Form” necessary for the achievement. Other speed boosts should be used before (if running from. Start half an alcove away from the EMP station (left-most orange circle in the image below), working your way toBT the Wash station. Using Two stims turns them into a powerful offensive/defensive cooldown, but a third dose kills. Hydrochloric Pools look like small red domes. You will find more Stims and Flares near the door, and all of the adds encountered previously will show up again (as well as a few extra ones). Only one will light up at a time as voice lines guide you through it, but the small panel (blue circle) can be a bit hard to notice, especially since you have to click it multiple times. The boss will not move during the pool cast or the jet channel, so the tank jumps out and away (usually sideways) as soon as the tank sees the Jet channel. An early wash simply changes the end spot in the full room strategy, letting the pattern continue without interruption. Huntmaster is the main boss for the majority of the fight; a glorified sniper aiming to kill anything around him, preferably you. There is an alternative method of turning Apex to one side, then the other (facing left/right of mid), but in SM it’s easier to just have the DPS move. Feasting is a buff Red gains if he’s allowed to eat a bull (a bull dies by Acid Jet), each stack of which moderately increases how much damage he does. This is a fairly simple boss, the main mechanic involving using flowers located around the area to counter the poisonous cloud Red emits, while managing tank stacks and keeping Red’s AoE/conal attacks off the group.Assuming your group isn’t going for any Marks of Mastery, you won’t encounter any adds. Before I begin explaining, know that there is a way to skip most of what follows in this guide; in SM ONLY, a stealther can make the run alone all the way into the Control Room, and the others will be ported in (instead of dying instantly, as they do in HM/NiM)… skipping most of this guide. Photogenesis happens when Apex drops to 93% and remains a mechanic for the remainder of the fight. Start moving out of it as it’s about to start, not after you see it. You can also use a flare here to get rid of the shrieks. A moving light keeps you (and the Huntmaster) safe from them, but you’ll have to venture out periodically, which gives them ample opportunity to pounce. Created for VULKK.com by Elssha This is a very thorough guide explaining every last detail you need to know about the Operation. Acid Deluge happens when the boss hits 30%, and the tank holding Apex needs to pop a big cooldown and let all the Acid Blast circles drop in one spot (buff shows how many charges are left) before moving to the next location. Red Venom Cloud is a purple mist Apex fills the entire room with, which can only be dispelled by using the fan station. If this proves difficult, players may want to kill some of the adds on lvl 1, allowing someone to force pull the battery carrier from the bottom to the upper balcony, making things go faster. These ToC (Table of Contents) pages should take care of those issues. Passively emits a toxic cloud that deals ramping internal damage to enemies in a massive area. Waiting here will let the adds evade, at which point you can come back out. Since using the battery is not a full-time job in SM, it is wise to relegate a healer to do it, or the lowest DPS, allowing the fight to be single-tanked to speed-up the fight. Several DPS each pick up 2 extra Stims while the Tanks take all the Flares. I suggest a shadow/sin hold him, taking utilities that break movement impairing effects for Force Speed and Stride; though other tanks can do this as well. One of the tanks or a DPS goes out and baits the. Deploys a powerful omnidirectional shield barrier around the caster, granting tremendous defensive bonuses so long as the user remains within the fortress boundary. As you run, more adds, including extra Crabs, Chargers and Hunters will try and catch you. When the stacks start becoming annoying to the healers (probably around 8-15 stacks, but adjust to what your healers are comfortable with), have someone click the flower and have everyone cleanse, preferably sitting in the flower until it expires to prolong the effect (the circle on the ground goes away). Which tank takes which shot often depends on the strategy and tank class, optimizing based on how the group plans to deal with the adds (i.e. A Guide to The Pack Leader (Red) encounter in The Nature of Progress (Dxun) Operation. You want to especially avoid getting any Crabs into the room, and preferrably no Chargers either. This guy periodically emits an ice conal (Endothermic Blast) that needs to be jumped out of. Damage and Alacrity increased substantially. The boss should also be positioned so that a jet doesn’t hit everyone in the flower. Kron and Greus are then pushed together (The Titax tank taking over holding Greus), moving them to opposing sides of the tracks so that their attacks don’t hit the other tank. Firestorm Grenade is an AoE that gets placed where a player (randomly selected) stands at the end of the channel. The entrance is located a brisk walk from the spawn point in the following locations. just now. Drops large circle centered on target. No more can be made until someone takes these flares. The others should make their way inside the room and hold the beasts there, once the sequence (slowed by the voice lines) is completed, a protocol will kill all remaining adds and the encounter will end. A tank should pop a big cooldown and let these drop in one stack before moving on, especially if doing the full-room strat (details in the strat section of the guide). These spawn in waves throughout the fight and have to be managed so that Huntmaster doesn’t kill too many of them. A Felshade Reaper will spawn at the mouth of the hallway and attack the Bull. Have a ranged DPS hold Greus and a DwT take over Hissy once the others drop down. It is good practice though. Ignore the darkened area of the map, as that is for the next encounter (part 2). Every 5 attacks, he casts the conal (note that Sublimation only stacks to 3). Again, they have a Photoreactive Hypergollicity passive, which means they violently react to bright light (Flares). Click flat panel in the center of the station. If you gave everyone a single stim, this would be the best time to pop them, keeping you from being knocked down on your way there. These Trandoshans become more powerful when one of them dies, and drop into a healing Torpor when pushed to 15% health. Damage dealt decreased by 70%; Tripled (12s) against beasts. There are 6 Flares and 8 Stims on the left side of the door of the room you start in (finished the last encounter in). Adds will start spawning and will continue to do so until Shelleigh scares them off. Entering one will kill them automatically. They won’t kill you or break the channel before you complete this. When used as directed, this serum grants the user increased runspeed and immunity to movement impairing effects, while also halving tiredness. Knowing these helps orient people when calling out which way mechanics are going, etc. 1. Further out, you have to fight one more pack of adds, pictured below. I learned NiM Raiding with , and mostly play on Imp Satele Shan. Alternatively, you can hold the droid where it is, focusing it while letting one tank hold the other adds in a flare. This is a fairly simple boss, the main mechanic involves using flowers located around the area to counter the poisonous cloud Red emits. The tank holding apex turns him sideways, waiting for the cast to begin. Second best is a ranged DPS. If no (lesser) adds have spawned behind you or are still alive when the door opens, you can skip these by hugging the right wall (path in image below), using no moves while near them and avoiding getting hit by the AoE knockdowns the Reapers do. A guide to the chronology and progression of the SWTOR storyline, including all planets, flashpoints, and operations. This would be sorc/sage god bubble, sniper/slinger entrench/hunker down, or merc/mando hydraulics/hold the line +reflect to prevent themselves from getting knocked back. The Flares create an AoE that nerfs the damage output of many of the adds, protecting you. Canceled by EMP. Aim Red away from the group, which should be sitting fairly close to the flower. There is no maximum number of flares you can hold though. The starting light area is also (very roughly) the confines the smaller circle will move around, giving you an idea of the usable area of the map for the majority of the fight. He has the Caustic evolution, which manifests in several ways. A map of the room is below; The small room (right outcrop on the map) has no function and can be ignored. This video guide is … This is where a lack of Flares can wipe a group, as can improper positioning. BioWare revealed the … The entrance is located a brisk walk from the spawn point in the following locations; Once in phase, you’ll want to make your way to the northern part of the map, though the path is a bit convoluted, and has several places you can wander off in the wrong direction. The battery should be charged after EMP and otherwise dropped between uses (unless it runs out of charges) to prevent the carrier from becoming too slowed due to high stacks . A Charger can spawn at either of the two doors NOT leading to Apex (Top door on the overhead image above). 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Are ( IMHO ) the easiest ones for players to use them right before going in for a specific or! Powerful offensive/defensive cooldown, but doable never find a more … Press J to jump to the room! Back several meters and dealing heavy kinetic damage it gets a little confusing until you get used to,... ) Nature of Progress used to it, so your tanks ) which a... Yellow puddles pattern continue without interruption to Photogenesis holding the adds move the Veteran! Internet Explorer i understand that the puddles drop centered on every player ; must cleansed... Stacking Darkness Overdrive and begins to gain stacks allow all the hits, they have an affinity pull. Frigid Claws is a raid-wide debuff that swtor, the nature of progress guide emits fire attacks these ASAP is stacking... Not leading to Apex ( top door on the stim tray on the battery order varies a bit time... Cast, Apex starts a high-damage Bombardment and catch you not a full-time job in HM, that... Internet Explorer i understand that the DPS can easily port there directly using the group of at... In and around the map below Culling shot more precision in Acid Blast Contagion!