SWTOR operation loot table with a list of items from the new and revamped operations. Updated for Patch 2. Firebrand and Stormcaller are the second bosses in Nightmare EC. This pair requires very high DPS due to the tight enrage timer and revised mechanics that prevents you from getting a second Double Destruction per shield phase.
Thus the cleanse is important to avoid taking damage but also to avoid a huge damage debuff. If the team swaps, the Toth tank picking up Zorn can go ahead and attack since they should not get Fearful.
If not swapping, the Zorn tank should not attack at all and should pop a strong high duration defensive cooldown. This will trigger all the Charge leaps that trigger Fearful. If you miss Toth with the purple circle then you likely will get another yellow circle, though you have a bit less time to get into position. Technically there are some other differences. Also, the Handler at the end is immune to interrupts. He is still pretty easy but is not nearly the pushover as in Story or Veteran Mode.
Happy to discuss if you like! Positioning: Your team leader should split your team up again, with half of your team on Firebrand and half your team on Stormcaller, so the Tanks can be attacked at roughly the same rate.
Most groups have their team-mate who is a tank stand on the nose of the enemy tank, and the rest of your team mates will stand on the sides of the tanks. At the start of the fight, all players should rush to the tanks and try and get on top of them as quickly as possible. Yellow Ground Duty Healer: One of the healers on your team will be chosen by your team leader to stay on the ground instead of on the tanks.
When the debuff that goes with this expires, they can step out of the yellow light to avoid the damage. The debuff for being Targetted looks like a man on a pink background with an orange targeting laser on him. The assigned healer will want to stick in the area on the ground between the two tanks, so they can heal the group on either side will dodging the circles. Veteran Mode person Yellow Ground Duty Healer: If you have a team member who is a ranged DPS but has high mobility and a self-cleanse, you can also have them on the ground instead of a healer.
A few seconds after you hear this, you and your team mates will be knocked backwards off of the tanks and everyone will need to go find shelter under the glowing orange shields near your tank. Find your shield, get inside and stay inside, and you and your team mates will kill the smaller enemies in there.
While the shields are up, the bosses take very little damage, so only attack them from the shields if all the other enemies are dead. They goal is to move around the map, dropping lightning spires, while trying not to drop them on the shields and trying to stay within range of the healers. Where to stand on the tank: While the tank player should always be on the front of the tank, your team can decide if they want to have the rest of their team mate stand on the inside edge of the tank or on the outer edge if the tank, near the wall.
If your team decides to stand on the inside, so both teams are closer together, this makes it easier to heal, but harder to get positioned for the knockback during the shield phase.
If they decide to stand on the outer edge of the tank, it makes the knockback easier, but it makes it hard for the healer running around in the center to reach all team members for healing. The first big change is that their location will be more random — the shields can appear either in the front, the back, or to the side of the tank, and they appear in separate randomized locations for each tank. To easily figure out where they will appear so you can position yourself for the knock back, you can watch your mini-map — look for three little dots, as that represents the three enemies that will appear where the shields come up.
If you want to use AOEs, you can take advantage of pushes or pulls to get the Trandoshans away from the shield first. The first is called Double Destruction, and will be for the players on Stormcaller, the tank on the right. Stormcaller will start casting an ability called Double Destruction, and during that time, your team mate who is tanking will need to have two human shields in front of them to soak up the Double Destruction for them. The most common way to deal with this is to instruct your damage-based team mates to stick together on the side of the tank, and when the blue Double Destruction cast starts, your team mate who is tanking will run behind them, then afterwards run back to their original position on the nose of the tank.
The two players who get Double Destruction will take extra damage over time, so your healers should be prepared to heal them. This is a long cast that the Firebrand tank, the tank on the left, places on your team mate who is tanking Firebrand. When the cast starts, the player it starts on will have their armor burned away, and will probably die if Firebrand attacks them, so the goal is to get another member of your team to take the Incinerate Armor debuff by taunting Firebrand away temporarily.
The oldest by-the-books tactic is to have the tank on Stormcaller taunt Firebrand immediately after Double Destruction, and the Firebrand tank will taunt Firebrand back when they see the Incinerate cast has started. Another great option is to have one of your damage-focused team mates who also has a taunt, taunt Firebrand immediately after Double Destruction, instead of the other player tank doing it.
That way, neither of the tanks gets Incinerate. If your team is damaging the bosses fast enough, you may not even see Incinerate at all. When Stormcaller dies, Firebrand will enrage, so your team will want to run under the shields, until the shields are gone then kill Firebrand before it kills you.
Killing Firebrand first is the go-to for teams who struggle with the high DPS check. One of the Trandoshan enemies at random will explode if it is defeated while in the shield, so your team will need to push or pull it out of the shield first. Master Mode More tips: For both Veteran Mode and Master Mode, there are some interesting ways to deal with the different mechanics based on your class and your teams composition.
This can be helpful because it enables the Stormcaller healer to keep all players in range to help compensate for the Firebrand healer running on the ground.
It also makes LoS easier for the Firebrand healer to help add heals. This is very much a group preference though and some may prefer outside to make sure no one gets punted the wrong way for defensive systems. This trick is far more relevant in Master mode and not necessary in Veteran. Colonel Vorgath, better known as the minefield, is the third boss in the Explosive Conflict operation.
Your team will not fight the boss directly until the end, and will need to carefully make their way through the unmarked minefield to reach the other side of the battlefield. The fight will start when one of your team mates runs through the red striped lines at the end of the hallway, so make sure everyone stays away from them until your team is ready to go and the elevator in the minefield is near the floor.
Moving Across the Minefield: At the beginning of the fight, there is no indication of where the mines are hiding, so your team will want to stay behind the sandbags until a GREEN square shows up. When it does, your team will be safe to move on to the green square and stay there.
If you step into any of the blank spaces, your character will automatically get hit by a mine. If another gene square shows up in front of you, attached to the green square you are currently on, you and your team can move forward on to it, staying safely in the green. When it does, random members of your group will have a symbol floating above their head, indicating that they have a mine defusal kit.
Your team should look around to see who got it, and start looking out for the red square in front of them to turn from red to yellow. Once it turns yellow, any team members who have the mine defusal kit can run forward safely onto the yellow square, and right-click the bomb to defuse it. Once it is defused, and the square turns green, your group can move forward again. Once you reach the very end of the field, there will be a blue button on the right hand side you can right-click to disable the entire mine field.
Your team can help reduce how much damage the Probe does to your group by interrupting its Cleave ability. Veteran Mode Demolition Probe Knock-back and Interrupts: In Veteran mode, the Demolition Droid has a knock-back ability called Overload which will knock all nearby players back if it is successfully completed. Instead of interrupting the Overload, a new attack will be cast often called Cleave, that should be interrupted as often as possible to reduce incoming damage.
Melee DPS need to be very careful in this fight if they end up on Zorn at any point. This should take the melee DPS player out of range to get Fearful so they can swap back to Zorn after the leap. The team should coordinate where Zorn and Toth will be positioned to ensure ranged DPS and healers can be at least 28 meters from both bosses at the same time if possible.
The fight is fundamentally about dealing with Fearful, balancing DPS and minimizing damage taken. Helping half or so of your group avoid most damage is extremely helpful. Healers should prepare for burst damage on the Zorn tank during Fearful if not swapping and on the Toth tank during Berserk. Zorn and Toth are more difficult in Master Mode as expected, though I feel that the spike in difficulty is not too bad in 8m assuming a reasonable group composition.
I have found the damage scaling is extremely punishing in 16m and is far more difficult than in 8m as a result. The Zorn and Toth encounter in Master Mode includes the following new and revised notable mechanics:.
Baradium Poisoning at start of fight. As soon as the team enters combat everyone receives a Baradium Poisoning DoT. The DoT does not expire and can only be cleansed by using a medpac. Make sure everyone on the team has a medpac and uses it after the DoT is applied. Be careful not to use the medpac before the DoT as that will lead to a death and an early waste of a battle revive.
In Master Mode the bosses have different health levels. Toth's Smash has a knockback and hits much harder. The knockback is not hugely impactful to players as long as the tank has their back to a wall. The higher Smash damage we found was very punishing to group compositions with only 1 melee DPS, as it seems to be shared amongst all players affected. We found Smash easier to heal through with 2 melee DPS or the Ranged DPS standing closer to the boss, which led to higher average damage taken but less punishing spike damage on non-tanks.
Mental Anguish DoT ticks very hard. Healers should prioritize cleansing tank s first to manage spike damage potential. Zorn tank will take more damage. The Toth tank will primarily be vulnerable to spike damage during Berserk but otherwise the top priority will tend to be the Zorn tank.
Given the danger of Fearful, the significant extra damage from Mental Anguish and the loss of uptime from Toth's Smash knockback, players should make sure to position themselves to avoid all of these mechanics if possible but above all else avoid getting all of them.
The Toth healer getting Mental Anguish and the knockback is particularly dangerous since it takes them away from healing for at least 2 GCDs to cleanse themselves and move back into range. Toth's Ground Shatter is likely to one shot players. The red AoE circles are very dangerous and simply must be avoided in Master Mode. Missing Baradium Heave is very dangerous. If the first Baradium Heave misses Toth then a second one will go out immediately. The second one will have far less time before the yellow circle turns purple, so a quick reaction and use of movement speed abilities is crucial.
The Toth tank may need to be aggressive in kiting Toth towards the circle as well. Boss Soft Enrage is ridiculously dangerous. I recommend the tanks communicate and coordinate killing the bosses such that the tank on the surviving boss has an extremely strong defensive cooldown available to survive the soft enrage boost.
Handler is immune to interrupts. This isn't a huge issue but just watch for AoE attacks and move out of them. The Handler is still trivial but is much less of a joke than in lower difficulties.
Strategy - Summary. Here are a couple other tips for Zorn and Toth in Master Mode:. All melee DPS group composition is extremely punishing in this fight. I strongly believe that 2 players playing worse on ranged DPS is still better than playing really well on melee DPS due to the increase in damage taken from Mental Anguish and risk of Fearful.
Classes with reflect abilities can reflect damage from Baradium Poisoning so can delay using their medpac slightly to deal a little extra damage. The DPS check is not particularly punishing on Zorn and Toth even in Master Mode so the main check is not dying and coordinating the push into burn phase.
Tanks and melee DPS on Toth will take a lot of damage no matter what, so everyone else needs to do everything they can to avoid damage even at the risk of a little downtime. Fearful lasts 15s with the tank taking increased damage from Zorn and reflecting damage from their own attacks. The basic structure to the fight is that they alternate between offensive systems and defensive systems phases. During offensive systems, most players should be on the tanks dealing damage to them and attempting to burn them down equally.
The key overall fight mechanics are as follows:. Offensive Systems: The default phase for both Tanks during which they are actively attacking the player and receive normal damage. Magnetically Stabilized: A buff applied to any player who is standing on either Firebrand or Stormcaller.
This debuff prevents them from being Targeted so long as one player does not have this buff. Targeted: A debuff applied to a random player who is on the ground and does not have a Magnetically Stabilized buff. Note this debuff is applied to 2 players at a time in 16m instances. The debuff lasts a few seconds and is accompanied by a large yellow light.
When the debuff expires, the yellow graphic will become fixed on the ground and be hit with a Charged Burst missile attack a few seconds later.
Charged Burst: A missile AoE attack that hits the area affected by the Targeted yellow graphic and deals heavy damage over a small AoE. Electrical Disturbance: During Offensive Systems, Stormcaller fires a missile at the Targeted player that plants a lightning orb that deals heavy damage over time.
Its positioning can be predicted and largely avoided with experience and skill. During Defensive Systems, Stormcaller targets the tank with aggro with 8 electric missiles during the 25s duration of Defensive Systems. Firebrand channels Mortar Barrage for the entirety of this phase and deals very heavy damage to everyone except the player with aggro on Stormcaller. Mortar Barrage: 25s channeled attack by Firebrand during Defensive Systems that deals very high AoE damage to any players not protected by a shield.
The tank with aggro on Stormcaller takes reduced damage from this attack. Shields: During Defensive Systems, shields will spawn near the tanks that protect the group from Mortar Barrage. All players should huddle in these during Defensive Systems except the Stormcaller tank. Adds spawn in these shields and can be safely AoE'd down in Story Mode. The overall strategy to the fight is as follows:.
Split the team into equal groups with half assigned to each tank. In 16m groups, one healer and a mobile DPS should generally be assigned this duty. Everyone else needs to be on a tank at all times during Offensive Systems. Everyone else huddles into a shield near their assigned tank boss. A Stormcaller healer should make sure to top off the tank kiting lightning attacks whenever possible. As soon as Mortar Barrage ends, everyone gets back up on the tank except the people assigned to stay on the ground.
The main differences involve tank mechanics and adding the ability to destroy the shield through AoE damage. A team progging this fight for the first time will primarily tend to struggle with tank mechanics and once those are nailed down should clear this fight relatively quickly.
Similar to Story Mode, the team should divide into half with each group assigned to a tank. In 16 person groups two players should remain on the ground. It is also helpful to put your stronger healer on the Stormcaller side and let the Firebrand healer or a mobile DPS kite on the ground.
The Firebrand and Stormcaller encounter in Veteran Mode includes the following new and revised notable mechanics:. The attack has 2 charges and operates in a conal attack that affects the first two players closest to the boss along its conal trajectory.
Any player who gets 2 charges e. Incinerate Armor: Firebrand will cast this attack shortly after Stormcaller casts Double Destruction. In Veteran Mode it is possible for the Firebrand tank to eat this debuff and hold the boss with strong defensive cooldowns. However, it is not recommended to do so in most circumstances. See below for some strategy options. Targeted: The targeted debuff operates similarly to Story Mode except that it does not naturally fall off and stop tracking the player.
As soon as the debuff is applied, the player must cleanse to drop the targeting reticle on the ground. Failure to do so will result in the player getting hit with a high damage Charged Burst attack.
First, only one shield appears on each side instead of 3 on each side in Story Mode. Second, the shield generator can be damaged by the players and takes very little damage to destroy.
The overall strategy to the fight in Veteran Mode is similar to Story Mode except that the team needs to develop a strategy to handle Double Destruction and Incinerate Armor to avoid the tanks being killed by these mechanics. During Defensive Systems the team needs to be careful to get to the shield safely and should avoid any abilities that have AoE, splash damage or DoT spread to avoid destroying the shield generator.
Otherwise the fight proceeds normally as in Story Mode where the team alternates phases and burns the tanks down evenly. Strategy - Double Destruction and Incinerate Armor. The key strategic considerations to defeat Firebrand and Stormcaller in Veteran Mode involves how to deal with Double Destruction and Incinerate Armor.
Double Destruction is pretty simple where the healer and DPS players standing on Stormcaller on the side should group together, and when Double D goes out the tank runs behind them so they get the debuffs then after the cast immediately runs back in front of the tank so the others avoid taking boss damage with the debuff.
As for Incinerate, there are a few effective strategies depending on group composition, tank class and relative player experience.
The overall goal is generally to ensure someone other than the Firebrand tank gets the Incinerate armor debuff. Here are a few options to consider:. Since Incinerate Armor occurs shortly after Double Destruction, the tank should use Force Cloak right afterwards to drop aggro. The tank needs to taunt before Incinerate Armor finishes its cast to ensure Firebrand swaps back to them immediately.
This strategy is similar to the above except works for all tanks. Stormcaller tank taunts after Double Destruction. This strategy is riskier than the others but is doable with good defensive cooldowns and if the healers know its coming.
The Stormcaller tank taunts Firebrand right after Double Destruction and briefly holds both tanks until Incinerate Armor goes out. The Stormcaller tank should save a defensive cooldown for each time they take Incinerate to moderate damage taken. Firebrand tank takes Incinerate Armor. This strategy is even riskier but may be necessary for some groups. The Firebrand tank cannot survive the debuff without a strong defensive cooldown and in some cases multiple cooldowns.
Here are a couple other tips for Firebrand and Stormcaller in Veteran Mode:. Any players with reflects can add a LOT of damage by standing in the Electrical Disturbance with a reflect active. While kiting electrical disturbances during Defensive Systems, try to stack the last lightning circles in an overlapping fashion.
As soon as Defensive Systems ends, pop Saber Reflect and stand in the overlap of the circles. This strategy can add enough DPS to let the tank challenge the DPS for top damage, especially if they are offensive gearing. Place your stronger healer on Stormcaller. Stormcaller primarily uses Tech attacks while Firebrand uses Ranged attacks, so the Stormcaller tank will take more damage most of the time.
Also, two players on the Stormcaller side will take charges of Single Destruction from Double Destruction and take periodic damage usually leading into Defensive Systems.
This makes the healer job on that side much more difficult compared to the Firebrand side, which is why it is usually preferable to have your stronger healer on Stormcaller and have the Firebrand healer kite on the ground.
Have DPS and healers stand on the inside of each tank. Many groups tend to have DPS and healers stand on the outside edge of their tank. This makes the transition to Defensive Systems a bit easier but prevents any healer from having the entire team in range.
If the DPS and healers stand on the inside sides of their tank then both healers should have the entire team in range. This helps healers on each side help the other side if anyone gets low. The only trick is that players need to reposition quickly for the knockback from Defensive Systems. Use the minimap to identify the shield positioning. I have found the visual cue for the adds coming down and the shield coming up being a bit slow sometimes to identify its location and get the group positioned for the knockback.
I believe a better and more consistent method is to watch your mini-map for the red dot indicating the shield. Use a consistent nomenclature to call out shield locations.
If damage taken is a problem, have a ranged DPS kite on the ground. Teams progging this fight for the first time may struggle with damage taken. If so, use the above strategy to have non-tanks on the inside of each tank to stay in range of healers and perhaps consider having a ranged DPS kite on the ground so both healers can stand on the tanks and turret heal.
Firebrand and Stormcaller are more difficult in Master Mode as expected. There is one notable new mechanic added in Master Mode for dealing with shields and adds during Defensive Systems, but otherwise the fight is essentially the same with a few other tweaks.
As of the 6. Additional coordination is necessary to deal with Double Destruction as well. The Firebrand and Stormcaller encounter in Master Mode includes the following new and revised notable mechanics:. DPS check is very difficult. Many groups struggle to destroy the tanks usually a traditional strategy to kill the tanks at the same time.
Very high DPS groups can use a traditional strategy or group compositions with lots of reflect defensives may also do so if they can coordinate to use reflects to add DPS. See below for the alternative strategy for groups unable to clear the traditional DPS check which will be most groups when progging this fight for the first time. Bomber add explodes when killed. One Trandoshan add per shield will have a Overcharged Jetpack buff looks like a red mushroom cloud explosion and will explode when killed.
Killing the add inside the shield will destroy the shield. Option 1 is usually optimal if possible to maximize uptime on the bosses given the difficult DPS check. Double Destruction DoT lasts longer. Since Double Destruction has a cooldown of 30 seconds, it means that anytime Double Destruction goes out twice during any phase that the same two players cannot take Double Destruction.
At some point in the fight a rotation will be necessary amongst 4 players to rotate who takes Double Destruction. In Story or Veteran Mode it is possible for tanks to eat Incinerate Armor by using a defensive cooldown. In Master Mode it is extremely difficult to do so without cycling through nearly all defensive cooldowns.
Stormcaller hits very hard in Master Mode. Stormcaller's damage is very high in Master Mode and is particularly dangerous coming out of Defensive Systems when healers are usually moving to get back on the tanks when tanks may already be low from kiting missiles during the phase. I suggest tanks plan to use a defensive cooldown of some kind coming out of Defensive Systems to bridge the incoming damage while healers get positioned and heal you back up.
Mortar Barrage will one shot non-tanks. The Mortar Barrage channeled attack during Defensive Systems hits extremely hard in Master Mode and will usually one-shot non-tanks. The Firebrand tank can survive a couple hits at most but should try and avoid.
Getting into the shield directly or getting knocked into it immediately is very important. Strategy - DPS Check. The first strategic consideration to clear Firebrand and Stormcaller in Master Mode is how to clear the DPS check as many groups may struggle to do so without using crystals or using defensive cooldowns in an offensive fashion.
The bosses enrage in 6 minutes and 20 seconds, or seconds total. Many groups that are able to clear most NiM DPS checks may struggle to kill both tanks in this time frame. Here are some examples of how group composition can help with the DPS check:. Other classes with reflects should generally not do so since other reflects generally do not mitigate damage.
If you do not have sufficient DPS or a group composition that makes the check easier, an alternative strategy is necessary to clear the fight. The most common strategy is as follows:. The added mechanic of the exploding add killing the shield, the greater danger of DPS dying to Mortar Barrage by not getting into the shield in time and the sustained high damage on the Stormcaller tank generally make Defensive Systems the toughest phase.
Getting those out of the way helps simplify the remainder of the fight, where the only dangerous mechanics are tank-related with Incinerate Armor and Double Destruction. DPS focus on Stormcaller until destroyed. As will be discussed in a moment, Stormcaller cannot be allowed to enrage as it will one-shot players in sequence. Firebrand's enrage is much more lenient so the overall goal is to kill Stormcaller before the enrage and then deal with Firebrand's enrage.
At least 4 players other than the Stormcaller player tank should be positioned on Stormcaller to deal with Double Destruction. As Stormcaller dies, Firebrand will immediately cast Defensive Systems. The team needs to identify where the shield is located and move to the shield as quickly as possible. Players previously on Stormcaller likely the majority of the team need to move particularly quickly. Just like every other Defensive Systems, adds will be inside the shield including an exploding add.
DPS Firebrand from inside the shield. However, the shield will remain past the 25 second duration of Firebrand's DR.
This means for the first 25 seconds the team will deal very little damage to Firebrand but after the DR buff wears off it can be damaged normally. Kill Firebrand within 60 seconds. The shield generator duration is 60 seconds assuming it is not killed by player AoE attacks or damage from the exploding add. That gives the team 35 seconds of uptime on Firebrand after the Defensive Systems DR buff expires to destroy Firebrand.
Melee DPS and tanks can "suicide" in to Firebrand to deal some damage before dying if they lack basic ranged abilities, and if so should utilize defensive cooldowns to get as much uptime as possible. Strategy - Incinerate Armor. A tank swap is essential to clear this mechanic in Master Mode, whereas it was suggested but not mandatory in Veteran Mode.
The strategies discussed in Veteran Mode are all applicable here, except that surviving with the debuff is much more difficult. The simplest and easiest solution is to have a DWT in the group to taunt when necessary. The Stormcaller tank can taunt in an emergency but I would strongly advise against it given the lack of armor will escalate an already high level of damage taken on that side of the fight.
Strategy - Double Destruction. As noted above, the Single Destruction debuff applied by Double Destruction lasts 36 seconds in Master Mode while Double Destruction only has a 30 second cooldown.
Unless the team enters Defensive Systems within 30 seconds after Double Destruction goes out, the team will get a second Double Destruction while 2 players still have the ticking debuff. Please note that any player who gets two stacks from Double Destruction instantly dies.
As such, the team must have a rotation of 4 players to cycle in to take waves of Double Destruction. Please note a ranged DPS assigned to Firebrand can still stand on Stormcaller and attack their target. The basic premise to this strategy is to have 4 players stand on Stormcaller together. When Double Destruction goes out, the tank hides behind them to avoid getting the debuff then returns to their position right after the cast.
The 2 players who get the debuff should move a bit towards the back of the tank until their debuffs expire. The 2 players who did not get the debuff will then be positioned for the next Double Destruction, and so on. This cycle repeats as often as necessary. The key it to ensure 2 people are ready for Double Destruction with no debuffs at all times, and that no one with the debuff is standing too close to risk getting a second stack.
Bear in mind that ranged DPS assigned to Firebrand will have further to go to their shield so need to have movement abilities ready. If the team encounters it a second time that likely means DPS is unbalanced or is a bit slow. An important note for the team is that if Stormcaller is killed during a Double Destruction cast, that may result in the cast instantly finishing rather than being interrupted as one would expect.
I have died several times to this phenomenon, so if the team has sufficient awareness I would recommend delaying DPS slightly to kill after Double Destruction finishes. Strategy - Exploding Adds. As noted above, each shield will have one add with an Overcharged Jetpack buff that will explode on death and potentially destroy the shield. A few strategies can be employed to deal with this add safely are discussed below. In all cases, the key is to avoid destroying the shield.
Mortar Barrage ticks just before the channel ends, so even dropping the shield a few seconds early can wipe the group. All classes have a push or pull ability sometimes both that can be used to reposition the exploding add out of the group. Classes with pulls can time it to step briefly out of the shield to pull an add out and get back inside before taking damage.
Push abilities are safer. The only risk to this strategy involves using knockbacks that deal damage and might destroy the shield. I have found that even conal knockbacks that deal damage will not generally one-shot the generator and can typically be used safely. Once the add is out of the shield, it can be killed safely without risking the shield.
Kill the add right after Defensive Systems. If the add is low enough it should only take one or two abilities that can be used on the move to kill the add while remounting the tanks. The risk to this strategy is accidentally killing the add early.
Avoid the add. In this strategy, the team avoids the exploding add entirely until after Defensive Systems and designates a ranged DPS to kill the add once they have remounted the tank. This strategy is fine for early pulls while the team is getting the hang of mechanics but I strongly discourage this approach once the team is ready to get a kill since it costs valuable uptime on the tanks when the DPS check is a significant factor for most groups.
Otherwise, I suggest coordinating to burn the add down to low health and kill afterwards. Some mistakes are likely as the team gets experienced at it but with practice it goes smoothly. Here are a couple other tips for Firebrand and Stormcaller in Master Mode:. Killing Stormcaller during Double Destruction may not interrupt the cast but instead cause it to immediately finish casting.
I primarily tanked Stormcaller during my team's progression of NiM EC and died once or twice due to killing Stormcaller during Double Destruction and thus getting both stacks and immediately dying. Healers should be prepared for much higher damage on the Stormcaller tank and should be particularly careful during the transition back onto the tanks after Defensive Systems. The player tank may be a bit low at that point from kiting missiles and is vulnerable to spike damage.
The Colonel Vorgath encounter is usually called simply as the "Minefield" boss. It has two phases. The team must first make their way across a minefield by progressively uncovering and disarming mines, then the team must fight Vorgath himself. Colonel Vorgath himself is largely a pushover, so the overall focus of the encounter is on clearing the minefield.
The minefield is laid out as a grid 4 units wide and 7 units long. The area where the team jumps down is initially safe up to the row of sandbags, though after some time it will begin to periodically be light on fire and kill any players standing in it. Past the sandbags, the minefield is initially invisible and must be uncovered via the Tower directly in front of the entryway into the area. Minefield Tower. One player will need to ride the lift beside the Tower up into the top area.
This player should usually be one of the tanks. Inside, there is a 7x4 grid interface that controls the minefield and a small button to the right of the minefield grid. The bottom of the grid corresponds to the entrance where the team begins , so the goal is to progress from bottom to top on the minefield grid to enable the team to traverse it safely.
The player running the minefield tower can take the following actions:. Reveal a mine: Clicking a blank square in the 7x4 grid will uncover it to reveal whether a mine exists. Green means no mine is present and the team can safely advance into this area below. Red means a mine exists and will kill anyone who enters the red area below. There is a short cooldown on this ability after using it before it can be used again. Defuse a mine: Clicking a red square in the 7x4 grid will make it defusable for 15s, turning the square yellow during the time.
A player with a defusal kit can advance into a yellow square and click on the mine to complete a 5s cast to disarm the mine. For the team to obtain a mine defusal kit, the player running the minefield tower will also need to summon Demolition Droids.
0コメント