Bathroom reading for the Republic Raider!

Cerv

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Please take the time to read the following strategies and watch the videos before our raid Saturday March 31st. If you have time only to read/watch one, PLEASE watch Soa, as it's the one we have trouble with currently and I'd like everyone to have an idea of what the fight looks like.

Annihiliation Droid XRR-3

Boss Description:
The Annihilation Droid XRR-3 is the guardian to the Eternity Vault's entrance, and therefore the first boss you must face to gain entry. The boss will appear after players have kill the trash droids, and the two turrets on either side of them. Annihilation Droid XRR-3 is a stationary boss, and once he walks out he won't move from his spot. The boss's main mechanics involve launching various types of missiles, which players must dodge, LoS, or heal through.

Fight Information:
XRR-3's primary attacks consist of three missiles attacks. The first missile attack
is a targeted attack called Rocket Burst, randomly targeting a player (noted with visual effect on said player) and attacking after a few seconds, knocking them down for a second and doing significantly more damage to any other players that happen to be around. Move away from other players when you are targeted, or when someone else is targeted.

The second attack is a volley of ground targeted missiles, which places a reticule below a player's feet, implying you should move out of that area, and fast as there is little leeway. This attack starts only after the second Missile Salvo and lasts for 10 seconds. Everyone must be on their toes and ready to move to avoid damage. It has a short cooldown so it will be used multiple times between Missile Salvos

The final missile attack type is Missile Salvo, occurring approximately every 90
seconds, XXR-3 essentially does damage to anyone within his LoS for 17 seconds. To avoid this, run behind one of the turrets during this period. When it ends, he will not attack for a few seconds allowing the tank some time to build up some threat if needed.

The XRR-3 will also use Cannonade on his primary target, as well as a cleave and aoe knockback.

Strategies/Tips:
It is suggested that ranged DPS and healers stand near the turrets from the start to reduce movement time, however, be wary of being targeted by Rocket Burst.Melee and tanks should be aware of XRR-3's Overwhelming Swipe - which is a knock back. Overwhelming Swipe punts everyone in front of him away. This means that the player with the next highest threat nearest to him will start taking hits. He will actively use Cannode on his primary target, and once in a while he will stomp the ground, using Shockwave, damaging all nearby targets.


[ame]http://www.youtube.com/watch?v=5bm5BjnlhA8&feature=plcp&context=C4d77369VDvjVQa1PpcFPmKXOvM0IqkA6QxsrVtFlhT1dmMp2Ogvg=[/ame]

Gharj

Boss Description:
Gharj is the second boss of the Eternity Vault Operation. He starts out on an island in the middle of a large lava pool, and you reach him by hoping your way across some conveniently places pebbles.

Fight Information:
Occasionally, Gharj will pounce (Leap), doing damage to all players that stay in
melee range. Shortly after the fight begins, Gharj will go into a Frenzy (Smashing leap), causing the ground to shake and lava to spill over, and melee players should move away. During this phase players need to keep an eye out for a new path of falling rocks that will lead to another island, as the original one will sink and anyone caught in the lave will take extra damage.
Once the island sinks, Gharj will jump to the new island and proceed to attack the tank once more. Gharj will also gain a new ability, where he will knock all players, except the tank, back into the lava. After moving to the third island, when Gharj does his next Smashing Leap (signaling the move to the fourth island), he begins to summon 8 adds during each Smashing Leap, which can be AoE'd in a few seconds.

Strategies/Tips:
Melee: Gharj uses a cleave, so be aware of it and don't stand in front of him. Gharj also uses Pulverizing Slam on his target, a short cast melee attack which cannot be interrupted, doing about 1000 more raw damage than his regular attacks.
Healers: Be aware of the AoE knockback into the lava. The lava puts a debuff on everyone that ticks for 4 seconds, so not only should everyone be shielded or topped off before hand, but dispelling a target of the fire debuff will save some time healing.

Everyone: When the adds spawn it's best just to stack up quickly and burn them down with AoEs. Healers can toss out a couple AoE heals, and everyone will be set. While the adds generally spawn right when you need to move to a new island, it is still preferable to quickly burn them down and then move, rather then drag them with you to the new island.


[ame]http://www.youtube.com/watch?v=NrEIssPMXwo[/ame]


Ancient Pylons

Boss Description:
This is the famed Puzzle fight of Eternity Vault. Players must "solve" the puzzle of the Ancient pylons by splitting into two groups using the terminals below each pylon. Once used, the terminal becomes locked for a certain period before it can be used again. Throughout the fight, groups of elite and normal mobs will spawn, and both groups must fight them off while attempting to solve the puzzle. The raid should split up into two groups of four/eight, one at each Pylon. Adds show up during the course of the encounter, and the goal is to hold them off long enough for both sides to finish the puzzle.

Fight Information:
The Operation group should split into two groups with a tank and healer in each group. As soon as it's unlocked, one member of the group needs to activate the terminal by each Pylon, which will take them out of the fight for a few seconds.

Each time the terminal is used, the Ancient pylon activates, and the lowest ring that isn't solved moves. Once the bottom ring matches up to the two sides, the terminal will then start on the next lowest, etc. Once both sides have completed each Pylon, the fight is over.

Strategies/Tips:
The adds spawn pretty quickly, and will aggro whoever they're closest too. Staying close to the tank seems to be the best idea. The elites also hit very hard, so getting CC on them quickly is likely to be key in this fight. There doesn't seem to be a lot of down time for healers to regenerate resources, so reducing the amount of damage taken is the name of the game.

Enemies from the other group's Pylon can, and sometimes do, travel to the opposite pylon. Each group should be aware of this, prevent it if possible, and call it out if they can't prevent it, as an unplanned for elite could mean a wipe.

http://mmo-mechanics.com/swtor/forums/Thread-Eternity-Vault-Ancient-Pylons?page=2

Infernal Council

Boss Description:
In this fight, each member of your raid will face off against an elite NPC. They start off neutral, standing on a small platform until you engage. You may not help other players during this fight, either with heals or DPS. They are all force users, so their class will be either Juggernaut, Marauder, or Assassin. The Juggernaut will sunder, Marauder will apply a trauma effect on the player, reducing healing received.

Fight Information:
The elites here do very simple attacks. Each seem to have only one or two abilities. Several of them can be avoided by stepping away during the channel. If you can't heal yourself in this fight, you won't get heals, so make sure to minimize the damage taken to make up for it.With a 2 minute enrage timer, this fight is all about doing the most damage you can, while still staying alive. Healers and damage dealers with low mitigation/avoidance will have the hardest time on this fight, but by playing to each individuals class strengths it is doable.

Strategies/Tips:
Healing anyone else, or attacking their target, is useless because of the debuff you get.

Ideally, people should be paired as below:

Healers on the Assassins
Tanks on the Marauders
DPS on the Juggernauts

The reasoning for these matchups is that healers can heal through the Assassins high dps, while taking down their relatively low hp. Marauders apply a heal debuff, so someone with a lot of HP needs to be able to take it. DPS can burn through a Juggy's armor, and since they can't heal should be paired with the Juggernauts relatively weak dps.


[ame]http://www.youtube.com/watch?v=JDH5bONjYT8[/ame]

Soa

Boss Description:
SOA is the final boss of the Eternity Vault. Beating him on nightmare will result in an extra chest containing a mount, and beating him in under 2 hours from when you started EV, on nightmare, and without re-setting the instance, will result "The Infernal" title being awarded. Members do not need to be present for the first four bosses to earn the title, only for the Soa kill.

Fight Information:
Soa is a three phase fight, with two transitional phases in between phase one/two and two/three.

Phase 1:
Soa stays in the middle of the platform and has two basic mechanics - one is a green lightning bolt that does damage to a random target, and to anyone standing near them. This can't be avoided, and should just be healed through, although spreading out will reduce the raid damage taken. The second mechanic is a green aoe that comes from the little ancient power sources spread around the platform. Just move out of these, as they do large amounts of damage to anyone standing in them.

Phase 1.5:
Phase 1.5 starts when Soa is at 75% HP, although groups with good DPS can push him down to 70% before he becomes immune. As soon as Soa's shield goes up, everyone will want to run to the outer platform on the west side, right under where you jump down to start the fight. All of the inner platforms fall, and you'll need to hop from one platform to the other to reach the bottom. While doing this, kill the ancient power sources on the way down, as they remove a buff that Soa has that allows him to do an AoE. During the trip down, you should stop twice to heal, once each while you wait for a new platform to spawn. Having everyone who can heal help out makes this phase much easier.

Phase 2:
Phase two looks very similar to phase 1. Soa stands in the middle, and players should all stack on the west side of the platform. In this phase, Soa will mind trap a target, pick a target up and throw him around the air, and spawn lightning orbs that need to be destroyed by running into them.This phase is best done with the raid stacking in the west. Melee should stay on the boss the whole time, while range burn down the mindtraps. When the lightning orbs
spawn, players who are targeted need to run North or South, whichever gets their ball to the side quickest. The idea is to keep the ball out of the melee. To destroy the ball, run straight at it, ideally with full health and a sorcerer's shield. If the tank gets mind trapped, have a DPS taunt the boss until the tank is out, and try not to pop any balls unless you know that someone is not about to get picked up, as Soa's throw will do about 10,000 damage.

Phase 2.5:
Phase 2.5 starts when the boss is at 30%. As in the other phase, everyone should run out to the west edge (where you should be stacked anyways.) If someone is in the air, or is about to get picked up, hold DPS on this phase until they're set down.

Phase 2.5 is identical to 1.5 in execution.

Phase 3:
Phase three starts out with Soa shielded, and unable to take damage. Unlike previous phases, Soa will follow the tank around the room. The Lightning Orb and Mindtrap mechanics of phase two are still in effect, although no one will get picked up in p3.

To remove Soa's immunity shield, the tank must kite Soa under the large yellow power source that soa picks up. When positioned correctly, the power source will fall on soa, removing his shield, and leaving about 10 seconds for the raid to DPS him. Everyone should focus on Soa at this time, and aim for about 7% reduction in HP in each vulnerability phase.


Strategies/Tips:
- Stacking in the west for the whole fight is the easiest way to do this encounter, as the lighting orbs spawn between the N/E/S sections of the room. Players can run out to the sides to bring the orbs out of melee.

- The tank should taunt every time Soa casts "mind trap", as that's when Soa will do a random aggro switch. If the tank taunts during the cast, they'll never lose aggro.

- Don't sprint into the lightning orbs, as it will sometimes cause them to damage you 3 or 4 times, effectively killing you instantly.

- Soa is a control fight in p2. If you have to kite the orbs around until you/the
tank are at full health, it is worth it.


[ame]http://www.youtube.com/watch?v=73UYzSHcz4o[/ame]


Boss Strategies Copy and pasted from Seablades post of mmo-mechanics.com
 
Last edited:
more like severe diarrhea for hours reading. might wanna take a sandwich in there with ya!
 

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