The Empire and the Republic both fight for the control over the Baradium mines on the planet of Denova. However, due to unknown circumstances forces on both sides defected to a warlord named Kephess who now controls the mines.
Your objective is to recapture the mines and find out why your forces defected.
The entrance is located on the Ziost Shadow.
While this is a fairly simple fight on Story Mode, it is one of the harder first encounters on Hard and Nightmare Mode.
The timers start when the encounter starts. Once expired, the bosses will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the fight.
8-person | 16-person | |
---|---|---|
Story Mode | 6:30min (390s) | 6:30min (390s) |
Hard / Nightmare Mode | 5:10min (310s) | 5:20min (320s) |
Zorn has the
Deals internal and elemental damage.
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Spellbound
passive, Toth has
Deals kinetic and energy damage.
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Weaponbound.
Zorn will therefore deal internal and elemental Force / Tech damage, Toth kinetic and energy Melee / Ranged damage. This can help choosing the right defensives (though they are hardly needed on Story Mode).
Zorn has three notable mechanics on Story Mode:
Attack and Damage Type: Force, Internal
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Shriek
will apply
[Any] Periodic internal damage.
Attack and Damage Type: Force, Internal (DoT)
Duration: 30s
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Mental Anguish
to anyone closer than 25 metres, a DoT dealing damage for 30 seconds. It can be cleansed.
When Toth is
Damage increased.
Duration: 15s
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Berserk,
Zorn will do
Attack and Damage Type: Tech, Elemental
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Baradium Tosses,
throwing rocks and random players, dealing damage.
Attack and Damage Type: Force, Elemental
14s channel
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Sonic Paralysis
is a 20 seconds channel on the tank, dealing damage in a cone. The others should move out of it.
Toth’s first mechanic is
Damage increased.
Duration: 15s
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Berserk,
increasing damage dealt by 100% for 15 seconds.
While Zorn channels
Attack and Damage Type: Force, Elemental
14s channel
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Sonic Paralysis,
Toth will do
Toth’s strengh is shattering the ground!
Attack and Damage Type: Tech, Kinetic
Duration: 15s
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Ground Shatter.
This places red circles under random players. After 3 seconds, the spikes appear at the circles, damaging anyone in the circle. In addition to the circles, everyone will be receiving damage until
Attack and Damage Type: Force, Elemental
14s channel
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Sonic Paralysis
is over.
Zorn and Toth can be tanked together in one spot for AoE and DoT spread.
Both drouks should die around the same time. 30 seconds after the first died, the second will enrage. After both drouks are dead, Handler Murdok will spawn. He does
Attack and Damage Type: Ranged, Energy (AoE)
4.5s channel
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Sweeping Blasters
and
Attack and Damage Type: Tech, Kinetic
3s channel
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Death from Above,
two AoE attacks that can be interrupted.
Zorn and Toth can no longer be tanked at the same spot. When closer than 15 metres, they both receive
Damage dealt dramatically increased. Damage taken dramatically reduced.
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Surging,
increasing damage dealt by 10% and reducing damage received by 10% per stack. This stacks up to 10 times unless they are separated.
They are therefore tanked against opposite walls. The tanks must face them away from the group to prevent it being cleaved. Ranged DPS stand close to the exit and far away from Zorn (see below why). Healers stand somewhere where they can reach both tanks but do not receive damage from the bosses (i.e. as far away from them as possible while still having the tanks in range).
Toth will regularly jump to Zorn. This can happen whenever Toth’s health falls below 90%, 70%, 50%, 30% or 10% and he is not
Damage dealt increased. A Baradium explosion will end this.
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Berserk
or doing
Toth’s strengh is shattering the ground!
Attack and Damage Type: Tech, Kinetic
Duration: 20s
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Ground Shatter.
If he is
Damage dealt increased. A Baradium explosion will end this.
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Berserk
or doing
Toth’s strengh is shattering the ground!
Attack and Damage Type: Tech, Kinetic
Duration: 20s
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Ground Shatter,
he will jump after that ended.
When Toth jumps to Zorn, Zorn will apply
Zorn now deals extreme damage against fearful enemies. Reflects damage back to fearful enemies.
Duration: 15s
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Emboldened
to himself and
Damage dealt by Zorn is increased. All damage dealt against Zorn is reflected. Cannot be cleansed.
Duration: 15s
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Fearful
to all players closer than 28 metres to him (the 28m range is the reason why ranged DPS should stand far away from him). Both effects last 15 seconds.
Zorn now deals extreme damage against fearful enemies. Reflects damage back to fearful enemies.
Duration: 15s
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Emboldened
causes Zorn to reflect all attacks from players with
Damage dealt by Zorn is increased. All damage dealt against Zorn is reflected. Cannot be cleansed.
Duration: 15s
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Fearful.
Additionally, he deals double damage to players with
Damage dealt by Zorn is increased. All damage dealt against Zorn is reflected. Cannot be cleansed.
Duration: 15s
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Fearful.
It can happen that Zorn is still channelling
Attack and Damage Type: Force, Elemental
20s channel
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Sonic Paralysis
when Toth jumps, completely skipping this mechanic.
Toth’s strengh is shattering the ground!
Attack and Damage Type: Tech, Kinetic
Duration: 20s
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Ground Shatter.
and
Attack and Damage Type: Force, Elemental
20s channel
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Sonic Paralysis
happen when Toth’s health falls below 60% and 20%. The time to move out of the red circles is 2.5 seconds (down from 3 seconds).
Toth’s
Damage dealt increased. A Baradium explosion will end this.
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Berserk
no longer expires on its own. Instead, it is removed by Toth getting hit with
Attack and Damage Type: Tech, Elemental
4s channel
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Baradium Heave.
This is a yellow circle moving with a random player (it can even target the tank on Zorn). Said player will receive
Zorn is tracking you!
Duration: 13s
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Tracked,
lasting 13 seconds and must move close to Toth (it is possible to stand behind him to avoid getting cleaved). Upon expiration, the circle will turn purple and is no longer moving. Zorn will then throw a rock at the circle, removing Toth’s
Damage dealt increased. A Baradium explosion will end this.
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Berserk
if he is hit.
Attack and Damage Type: Force, Internal
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Shriek
will not only apply
[Any] Periodic internal damage.
Attack and Damage Type: Force, Internal (DoT)
Duration: 30s
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Mental Anguish,
but also
[Any] Dealing less and less damage over time.
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Weakened,
reducing damage dealt by 5% per stack, stacking up to 15 times.
When the health of either one of them reaches 5%, a soft enrage happens. Toth will do
Toth’s strengh is shattering the ground!
Attack and Damage Type: Tech, Kinetic
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Ground Shatter
and Zorn
Attack and Damage Type: Tech, Elemental
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Baradium Tosses
until death. 4 seconds after one of them dies, the other one enrages, dealing 200% more damage.
There are several strategies to kill Zorn and Toth.
The first strategy is damaging both drouks equally until they are dead. Melee DPS stay on Toth, ranged DPS attack Zorn from more than 28 metres away unless they have
Damage dealt by Zorn is increased. All damage dealt against Zorn is reflected. Cannot be cleansed.
Duration: 15s
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Fearful.
The second strategy is bringing Toth to 9 – 10% first, then bringing Zorn to 9 – 10% and then burning them equally.
With the first strategy, the percentage-based abilities can be timed better as they usually happen when Toth’s health drops below the thresholds. Additionally, the risk of pushing the bosses to the soft enrage while the other one is still at (almost) full health is significantly lower.
The second strategy on the other hand reduces the risk of dying to
Damage dealt by Zorn is increased. All damage dealt against Zorn is reflected. Cannot be cleansed.
Duration: 15s
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Fearful
as everyone except one tank is attacking Toth anyway. DPS must still watch out for it when switching to Zorn as it usually happens when Toth’s health reaches the 9 – 10% threshold to switch.
As the tank on Zorn receives
Damage dealt by Zorn is increased. All damage dealt against Zorn is reflected. Cannot be cleansed.
Duration: 15s
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Fearful
when Toth jumps, said tank will take a lot more damage. To avoid this, there are two different possibilities:
The tanks swap. When Toth jumps, the tank on Zorn taunts him and moves him back to where he was tanked. The tank who was on Toth takes Zorn.
The second option would be the tanks not swapping, and the tank on Zorn using a defensive.
The second strategy is easier than having to swap.
While it would be possible for the tank to kite Zorn while having
Damage dealt by Zorn is increased. All damage dealt against Zorn is reflected. Cannot be cleansed.
Duration: 15s
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Fearful,
they might end up cleaving the group with
Attack and Damage Type: Force, Elemental
20s channel
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Sonic Paralysis.
Additionally, it is a pain for healers as they have to chase after a tank who is running around like a headless chicken, risking receiving
[Any] Periodic internal damage.
Attack and Damage Type: Force, Internal (DoT)
Duration: 30s
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Mental Anguish
and so on. It can work if the healing is too low but especially in pug groups, healers are annoyed by this strategy.
When the encounter starts, the whole group receives
Periodic damage over time. Can be cleansed with most medpacs.
Attack and Damage Type: Tech, Internal
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Baradium Poisoning.
This DoT must be cleansed with a Medpac.
Attack and Damage Type: Force, Elemental
20s channel
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Sonic Paralysis
now adds a 20 seconds stun to players in the cone. The stun can be cleansed.
While Toth is
Damage dealt increased. A Baradium explosion will end this.
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Berserk,
he has
Taking 50% reduced damage.
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Nightmare Berserk,
reducing damage received by 50%. To keep both at roughly the same health percentage when attacking both drouks at the same time, Zorn starts with more health than Toth.
As Toth’s AoE attacks deal high damage, it is best to avoid them. One of these attacks is Toth squatting to then jump in the air and deal damage. Melees can spot the animation and move out of melee range (4m).
Handler Murdok can no longer be interrupted.
Strategy wise, Nightmare Mode and Hard Mode are quite similar; the damage output on NiM is significantly higher though.
An Assassin tank can use Force Shroud to negate the damage taken during
Damage dealt by Zorn is increased. All damage dealt against Zorn is reflected. Cannot be cleansed.
Duration: 15s
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Fearful
but the debuff is longer than Shroud’s duration and if the group focuses on Toth until 9 – 10% and then on Zorn, Shroud will not always be available.
Those who have them available should use AoE damage reduction utilities.
Fun fact: There is a Jawa called “lord of the jawas” with the same abilities as Firebrand.
The timers start when the encounter starts. Once expired, the bosses will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the fight.
8-person | 16-person | |
---|---|---|
Story Mode | 7:36min (456s) | 8:30min (510s) |
Hard / Nightmare Mode | 6:20min (380s) | 7:40min (460s) |
Before the encounter starts, assign somebody to kite the spikes that will go out throughout the fight. This is usually done by a healer. On 16-person difficulties, two healers must kite the spikes.
Firebrand will apply
The Firebrand Battle Tank has targeted you!
Duration: 4.5s
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Targeted
to said healer, lasting 4.5 seconds. This causes a yellow beacon to move with the healer. Once
The Firebrand Battle Tank has targeted you!
Duration: 4.5s
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Targeted
expires, Firebrand will do
Attack and Damage Type: Ranged, Energy (AoE)
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Missile Blast
at the beacon, damaging anyone close to it. Stormcaller will shoot blue
Attack and Damage Type: Tech, Elemental
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Electrical Disturbance
spikes at the healer.
The healer must not stand on a tank to receive the spikes. The rest of the group must stand on a tank (have the effect
Less likely to be targeted by the Stormcaller Blast Tank and the Firebrand Battle Tank.
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Magnetically Stabilized)
not to receive the spikes.
The tanks should stay at the front of the tanks as both have frontal cleaves (frontal hereby refers to the front of the moveable tower, not the base where the group stands on), the rest on the sides.
It is easier to get on the tanks from the side than the front or back. For Phantom Stride and Holotraverse, jumping and then using the ability while in the air helps getting on the tanks.
The main mechanic of this encounter is
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
5s cast
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Defensive Systems.
This is a 5 seconds cast casted by both tanks for the first time either one of them reaches 80%, 60%, 40% or 20% health. With the cast starting, shields will spawn. On 8-person Story Mode, there will be one shield per tank on the outside. On 16-person Story Mode, there will also be the two shields in front of the tanks. Everyone (including the healer that is kiting the spikes) except Stormcaller tank must hide under the shields at the end of the cast. After the cast is complete, everyone on the tanks will get knocked back and the tanks receive
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
5s cast
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Defensive Systems,
reducing damage received by 95% for 25 seconds.
Furthermore, offensive systems start. During the 25 seconds of
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
5s cast
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Defensive Systems,
Firebrand will channel
Attack and Damage Type: Ranged, Energy
25s channel
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Mortar Volley,
damaging anyone outside the shields. Stormcaller will shoot
Attack and Damage Type: Tech, Elemental
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Electrical Disturbance
spikes on its tank. Said tank must therefore not stand under a shield but kite the spikes. The rest of the group meanwhile kills the adds under the shields.
After
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
5s cast
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Defensive Systems
is over, everyone but the healer kiting the spikes can go on their tanks again.
The tanks should die at roughly the same time.
Should Firebrand die, Stormcaller will start casting
Increases damage taken from the Stormcaller Blast Tank by 100%. Deals damage every 2 seconds.
Attack and Damage Type: Tech, Elemental
Duration: 15s
2.5s cast
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Ultimate Destruction.
This applies
Increases damage taken from the Stormcaller Blast Tank by 100%. Deals damage every 2 seconds.
Attack and Damage Type: Tech, Elemental
Duration: 15s
2.5s cast
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Ultimate Destruction,
increasing damage taken from Stormcaller by 100% and dealing damage periodically. Furthermore, it reduces the player’s aggro which lets Stormcaller attack the whole group first to then attack everyone again.
Should Stormcaller die, Firebrand will channel
Attack and Damage Type: Ranged, Energy
2:00min channel
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Mortar Volley
for 2 minutes.
While both soft enrages can be survived for some time, it is best to have them die at roughly the same time.
The fight is mostly the same as on Story Mode with two additional abilities.
Stormcaller will regularly cast
4.1s channel
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Double Destruction
for 4.1 seconds. The two DPS (or a DPS and a healer) on Stormcaller must stand between Stormcaller and the tank once the cast is finished. Both will then receive
Increases damage taken from the Stormcaller Blast Tank by 200%. Deals damage every 2 seconds.
Attack and Damage Type: Tech, Elemental
Duration: 15s
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Single Destruction
for 15 seconds, increasing the damage taken from Stormcaller’s attacks by 200% and dealing periodic damage. Stepping in one of the
Attack and Damage Type: Tech, Elemental
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Electrical Disturbance
spikes with this debuff is lethal. Should only one player get hit, they will receive
You have been hit with Double Destruction and are now being Destroyed!
Duration: 4s
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Double Destruction,
killing them instantly. During the cast, they players who are about to get hit will have the debuff
Single Destruction is charging! You have been targeted with one part of Double Destruction, receiving both parts of Double Destruction will have disastrous consequences!
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Single Destruction.
While it is possible to have the DPS coming to the tank, it is easier to have the tank go to the DPS for the cast and then go in front of the tank again.
Shortly after
4.1s channel
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Double Destruction,
Firebrand will cast
Armor Incinerated! The Firebrand Battle Tank's attacks also do 100% more damage.
Duration:15s
4s cast
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Incinerate Armor.
This applies the debuff
Armor Incinerated! The Firebrand Battle Tank's attacks also do 100% more damage.
Duration:15s
4s cast
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Incinerate Armor
to the tank, greatly reducing their armour and increasing the damage received from Firebrand by 100% for 15 seconds.
A DwT or the Stormcaller tank can taunt Firebrand after
4.1s channel
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Double Destruction.
Once the
Armor Incinerated! The Firebrand Battle Tank's attacks also do 100% more damage.
Duration:15s
4s cast
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Incinerate Armor.
cast is complete, the Firebrand tank can taunt back.
Assassin tanks can cloak during the cast and re-taunt after it casted again.
It is also possible to take the damage with a defensive.
The shields for
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
6s cast
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Defensive Systems
now can appear in the back, in front or on the sides of the tanks.
Dealing AoE damage under the shield causes the shield to be destroyed. This again will most likely result in the players under that shield to die to
Attack and Damage Type: Ranged, Energy
25s channel
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Mortar Volley.
It is however possible to knock the adds outside the shields and use AoE there.
The
Increases damage taken from the Stormcaller Blast Tank by 200%. Deals damage every 2 seconds.
Attack and Damage Type: Tech, Elemental
Duration: 35s
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Single Destruction
debuff now lasts 35 seconds.
One of the adds under each shield during
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
6s cast
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Defensive Systems
has the passive
This Trandoshan has overcharged his jetpack, if he is unable to control it it will explode doing tons of damage. (It may also destroy the shield generator if he is near it).
Attack and Damage Type when the add dies: Tech, Elemental
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Overcharged Jetpack.
When it dies, it will explode, damage players close to it and destroy the shield. Therefore, it must be knocked or pulled out of the shield before it dies. If the DPS under the shield are melee, wait until the add’s health is low.
While there are no major additions on Nightmare Mode, it might still be harder than expected. The 6:20min (7:40min for 16-person) are a tight DPS check and might require a different approach.
Instead of attacking both tanks at the same time, Firebrand is pushed below 20% to trigger the
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
6s cast
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Defensive Systems.
During this first part, one
4.1s channel
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Double Destruction
should go out and
Armor Incinerated! The Firebrand Battle Tank's attacks also do 100% more damage.
Duration:15s
4s cast
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Incinerate Armor
can usually be taken by the Firebrand tank.
After the 20%-
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
6s cast
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Defensive Systems
is over, the DPS on Firebrand go on Stormcaller. As the cooldown of
4.1s channel
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Double Destruction.
is shorter than the duration of the debuff, two groups must switch in taking the debuff. Two players can stay on one side of Stormcaller, the rest on the other side. That way the tank can move Stormcaller to the group without debuff.
Once Stormcaller dies, Firebrand will soft enrage.
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
6s cast
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Defensive Systems
is casted, and a shield appears. The whole group (there are no spikes to kite as they come from the already destroyed Stormcaller) hides under the shield. Firebrand will do its 2-minute
Attack and Damage Type: Ranged, Energy
2:00min channel
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Mortar Volley.
As soon as
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
6s cast
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Defensive Systems
expires, the group can attack Firebrand from under the shield. The shield lasts 60 seconds until it is destroyed; Firebrand must be killed in this time.
The puzzle’s timer starts when the encounter starts. The Imperial Demolitions Probe’s timer starts after it is put out of stealth. Vorgath’s enrage timer starts as soon as he is engaged. Once these timers expire, respectively the turrets, the probe or Vorgath will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the fight.
Story Mode | Hard Mode | Nightmare Mode | |
---|---|---|---|
Puzzle | 6:00min (360s) | 4:45min (285s) | 5:30min (330s) |
Probe | 45s | 45s | 50s |
Vorgath | 4:30min (270s) | 3:00min (180s) | 3:00min (180s) |
The encounter starts as soon as someone walks through the red force field.
The group should decide who does the puzzle before starting.
The minefield is a 7x4 grid with mines.
Red mines explode once a player steps on them, killing the player. Green mines are inactive and can be accessed by everyone. The yellow mines can only be accessed and defused by the player with the
Able to defuse mines.
Duration: 45s
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Mine Defusal Kit
(marked with pliers above the player’s head).
The group member assigned to do the puzzle must take the elevator to the control tower. The terminal there shows which mines are active (red), inactive (green), ready to be defused (yellow) or covered (light blue).
Clicking on a light blue field reveals either an active or an inactive mine. Clicking on a red field allows the mine to be defused.
To receive the
Able to defuse mines.
Duration: 45s
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Mine Defusal Kit,
the player on the tower must click on the button next to the terminal, allowing them to scan for probes. Those probes are at the right and left wall of the trench. When close enough with the scanner, the probe will exit stealth, turn hostile and attack the group.
Once the group kills the probe, up to four players will receive the
Able to defuse mines.
Duration: 45s
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Mine Defusal Kit
for 45 seconds. The player on the tower should click on the active mine when the probe dies. Upon clicking, the mine can be defused for 15 seconds. The terminal will be inactive for this time. With the
Able to defuse mines.
Duration: 45s
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Mine Defusal Kits
lasting for 45 seconds, multiple mines can be defused with one kit (and therefore one probe).
When the mine is defused, the group moves on until the minefield is passed. It is not possible to jump diagonally over an active mine.
The group should move on the first inactive mine fast as the starting area will be filled with fire soon after the encounter starts.
While in the minefield, the group will get attacked by turrets which is unavoidable. Additionally, Defected Imperial Troopers and Imperial Assassin Droids spawn. The troopers do nothing special and can be killed with AoE damage once they arrived. The droids have the buff
Armed and ready to explode. Immune to taunts.
Attack and Damage Type when exploding: Tech, Kinetic
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Armed.
When they reach the group, they explode and damage anyone close to them. A player can stand apart from the group and attack them so that only one person takes damage from the explosions.
Once the group has traversed the minefield, someone must click the console (see image above) to deactivate the turrets. This also allows the player on the tower to safely move to the group.
Vorgath himself is an easy fight.
He will regularly drop threat, announced as “Colonel Vorgath switches targets!”. The tank can just taunt back.
A random player will receive
Rigged to blow...
Attack and Damage Type: Tech, Kinetic (AoE)
Duration: 3.5s
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Sticky Grenade,
a 3.5 seconds debuff. Upon expiration, the grenade will explode, damaging anyone in the red circle. The targeted player should move away from the group and use a defensive.
Turrets will spawn regularly. They will not spawn, however, if there is at least one turret up. If left alone, the turrets will attack the healers. As they only got 30 metres range, the healers can stand near the forcefield at the exit but still in range of the group. That way, the turrets can be ignored until Vorgath is dead.
Hard Mode adds knockbacks to the first part, making it much more dangerous. Vorgath stays more or less the same; the group should have the healers stay near the exit for the turrets.
The first part has some more changes:
Considering the probe’s enrage timer, a tank should do the puzzle to minimise DPS loss.
The probe now has the ability
1.5s cast
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Overload,
a 1.5 second casted 360° knockback. It can be casted every 6 seconds and must be interrupted. The group should decide on an interrupt rotation; communicating via voice chat helps as well.
Attack and Damage Type: Melee, Kinetic (AoE)
1.5s cast
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Cleave,
a frontal cleave dealing damage, can also be interrupted. The focus, however, is on interrupting
1.5s cast
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Overload.
Standing against the wall serves as additional protection against knockbacks. The group should therefore go along the side, not in the middle.
Once the probe dies, only one player receives
Able to defuse mines.
Duration: 15s
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Mine Defusal Kit
which lasts only 15 seconds. As each mine requires one probe to be killed, having to many active mines in a row can lead to the puzzle enraging and the group wiping.
Nightmare Mode even makes some aspects easier.
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Overload
is no longer a cast but instead an instant, frontal knockback. The group should interrupt
Attack and Damage Type: Melee, Kinetic (AoE)
1.5s cast
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Cleave,
though.
[Any]
Attack and Damage Type upon expiration: Tech, Kinetic (DoT)
Duration: 5s
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Explosive Probe,
one of the debuffs applied by the probe, should be cleansed as soon as possible.
The first revealed mine will always be inactive. The player on the tower should therefore start with the first one on the side.
The player defusing the bomb will be hit with
Attack and Damage Type: Tech, Elemental (AoE)
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Orbital Strike
and will require some healing.
The rows of previously defused mines will get hit with another
Attack and Damage Type: Tech, Elemental (AoE)
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Orbital Strike,
turning the mines active again. This also blocks the way for the player on the tower until someone from the group deactivated the minefield, opening a path for a brief moment. The player on the tower must run to the group quickly.
Vorgath’s bleed deals very high damage and should be cleansed fast.
The encounter features several phases in which the group must kill all sorts of trash and a walker before finally engaging Kephess.
The timers start when the encounter starts. Once expired, the bosses will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the fight.
Story Mode | Hard / Nightmare Mode | |||
---|---|---|---|---|
8-person | 16-person | 8-person | 16-person | |
Walker | 8:30min (510s) | 9:30min (570s) | 7:30min (450s) | 8:30min (510s) |
Kephess | 5:00min (300s) | 5:30min (330s) | 4:00min (240s) | 5:30min (330s) |
While having many phases, the encounter is not overly complicated on Story Mode. The longest part is to destroy the walker and lure Kephess out. Fighting Kephess himself goes faster.
In the beginning, the Warstrider Battlewalker and three Imperial Siege Droids are up.
The Imperial Siege Droids regularly do
Increases all damage dealt and accuracy by 8% per stack. Will become fully calibrated at 10 stacks!
Attack and Damage Type: Ranged, Energy
1.5s cast
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Calibrating Shot,
a 1.5 seconds cast, applying
Increases all damage dealt and accuracy by 8% per stack. Will become fully calibrated at 10 stacks!
Attack and Damage Type: Ranged, Energy
1.5s cast
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Calibrating Shot
stacks to them. Each stacks increases their damage dealt and accuracy by 6%. Upon reaching 10 stacks, they receive
Damage increased by a further 100%.
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Fully Calibrated,
increasing damage by a further 100%. The cast should therefore be interrupted.
Each tank can take one of the droids, the rest of the group focuses the third one.
The Warstrider Battlewalker does
Attack and Damage Type: Ranged, Energy (AoE)
5s channel
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Saturation Fire
on the floor before itself, starting on the right and then going clockwise. It is indicated by purple on the floor. The area in which is deals damage seems to be larger than the purple marks, the group should therefore not stand too close.
Apart from that, the walker can be ignored.
The walker has the buff
This is a powerful war machine and immune to normal attacks while fully functional. Deals damage to anyone standing underneath.
Attack Type: Force
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War Machine,
making it immune to all damage and damaging anyone under it.
To remove said buff, a Baradium Bomber will enter from one of the doors. He carries a
You are carrying a powerful baradium bomb! Take it to the walker to disable it!
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Baradium Explosive Pack
which will be transferred to the player who killed him once he dies. It is also broadcasted who received the bomb. The player must run right under (in the red hitbox when targeting it) the walker to get grappled up and detonate it. As
This is a powerful war machine and immune to normal attacks while fully functional. Deals damage to anyone standing underneath.
Attack Type: Force
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War Machine
still deals damage at this point, a Sorcerer can pull the player once the grappling animation has started.
Upon detonating the bomb, the walker will receive
The walker is not acting and vulnerable to damage!
Duration: 20s
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Damaged
for 20 seconds. During this time, it is stunned and vulnerable to damage.
Shortly before the debuff expires, the next phase starts.
The phase starts with a group of Trandoshans exiting through the Southern door. The Trandoshan Warrior is carrying a shield, applying
Under a reflective shield. Will deal damage back to anyone damaging it.
Attack and Damage Type: Tech, Kinetic
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Shielded
to the Trandoshan Trenchgutters under it. If they get hit while having
Under a reflective shield. Will deal damage back to anyone damaging it.
Attack and Damage Type: Tech, Kinetic
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Shielded
they deal damage back to the attacker. On higher difficulties, this would mean no AoE under the shield; on Story Mode, however, the damage is low enough to allow AoE.
After 35 seconds, the second group enters from the Northern door; 25 seconds later, the third and last group comes from the Eastern door.
Once, the Trandoshans are dead, the next phase starts.
This phase works the same as the second phase. Again, a Baradium Bomber must be killed, the bomb used to remove the walker’s shield and the walker damaged.
If DPS is good enough, the walker will die in this phase and Kephess will spawn. A tank must pick him up and get him away from the group.
Shortly after the 20 seconds, the next phase starts.
Two Power Pulsar Droids
spawn. The Eastern droid will channel
Attack and Damage Type: Tech, Kinetic (AoE)
20s channel
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Channelled Pulse
for 20 seconds. This is a large purple circle damaging anyone in it. Everyone except a tank must go to the other droid and stay at closer than 8 metres. The tank stays further than 8 metres away; standing like in the image allows the tank to stay there even when the droids switch.
The droid that is not channelling will regularly attack the tank with
Attack and Damage Type: Ranged, Energy
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Rail Shot,
dealing high damage.
After the Eastern droid’s channel ends, the Western droid will channel
Attack and Damage Type: Tech, Kinetic (AoE)
20s channel
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Channelled Pulse
and everyone except the tank must stay (this is shown in the image). This cycle repeats until they are dead.
If Kephess – because the walker has already been destroyed – is up, the tank standing outside should take him, so he does not cleave the group.
If the walker has not been destroyed yet, more Baradium Bombers will spawn until it is destroyed. Additionally, Kephess will enter combat and should be taken away by the tank until the walker is destroyed.
Kephess’ main mechanic in this phase is him jumping in the air to land in a red circle somewhere on the map. When he jumps down, anyone in the circle will receive damage. He also drops threat and receives
Kephess’ next strike will be very powerful!
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Empowered,
allowing him to use
Attack and Damage Type: Tech, Internal
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Empowered Slash
on the tank once, dealing high damage.
As the
Attack and Damage Type: Tech, Internal
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Empowered Slash
should go on the tank, they must move in the circle and taunt Kephess when he comes down.
Kephess also does
Attack and Damage Type: Melee, Kinetic (AoE)
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Arcing Slash,
a frontal cleave. Anyone but the tank should therefore stand behind the boss.
Shortly after Kephess reaches 60% health, he will do
Kephess has been empowered by his dark Masters.
Attack and Damage Type: Force, Kinetic
6s channel
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Gift of the Masters.
This is a 6 seconds channel, damaging anyone inside the purple circle.
During this last phase, Kephess’ basic attack deals more damage and has a wider range. Instead of
Attack and Damage Type: Melee, Kinetic (AoE)
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Arcing Slash,
the boss will do
Attack and Damage Type: Melee, Kinetic (AoE)
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Savage Arcing Slash,
dealing more damage and adding a knockback. The jump up and down mechanic no longer happens.
Hard Mode introduces tighter DPS checks, higher damage output and adds a tank swap mechanic in the last phase. And someone might die because they accidentally used AoE under the shield…
Each
Increases all damage dealt and accuracy by 12% per stack, as well as reduces damage taken by 6% per stack. Will become fully calibrated at 8 stacks!
Attack and Damage Type: Ranged, Energy
1.0s cast
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Calibrating Shot
stack now increases the droid’s damage dealt and accuracy by 12% and reduces damage received by 6%. Additionally, the cast time is now 1.0 seconds and
Damage increased by a further 100%.
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Fully Calibrated
happens at 8 stacks.
To keep the phase short, the casts must be interrupted. The DPS can attack and interrupt one droid, each one tank takes another droid with a healer each helping them with interrupting.
Increases all damage dealt and accuracy by 12% per stack, as well as reduces damage taken by 6% per stack. Will become fully calibrated at 8 stacks!
Attack and Damage Type: Ranged, Energy
1.0s cast
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Calibrating Shot
happens around every 10 seconds.
The bomber’s
Carrying a powerful baradium bomb! Will explode at the end of the effect, killing the carrier and doing high damage to surrounding enemies. If killed before this, the killer will have the bomb.
Attack and Damage Type upon expiration: Tech, Kinetic (AoE)
Duration: 20s
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Baradium Explosive Pack
now lasts 20 seconds. If it expires, the bomber will explode, damaging anyone close to him, and the bomb is lost. (Note:
Carrying a powerful baradium bomb! Will explode at the end of the effect, killing the carrier and doing high damage to surrounding enemies. If killed before this, the killer will have the bomb.
Attack and Damage Type upon expiration: Tech, Kinetic (AoE)
Duration: 20s
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Baradium Explosive Pack
is a debuff and therefore in the debuff tray, making it harder to spot.)
To kill him faster, players with a pull can pull him in range of the melees.
The player receiving the
You are carrying a powerful baradium bomb! Take it to the walker to disable it! Will explode for very high damage at the end of the duration.
Attack and Damage Type upon expiration: Tech, Kinetic (AoE)
Duration: 20s
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Baradium Explosive Pack
also has 20 seconds to blow up the walker before the bomb explodes.
There is now only 20 seconds between the groups spawning.
Additionally, doing AoE damage under the shield will deal very high damage back to the attacker, if not killing them instantly.
The group can either pull the Trandoshan Warrior with the shield out or have a Mercenary / Juggernaut use their reflect, deal AoE damage while the reflect lasts and kill the Warrior that way. The latter requires some practice.
Same as in the second phase.
The
Attack and Damage Type: Tech, Kinetic (AoE)
15s channel
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Channelled Pulse
now is a 15s channel
The tank standing away from the droids should use defensives as there will be high spike damage from
Attack and Damage Type: Ranged, Energy
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Rail Shot.
The tanks can also swap when their defensives are on cooldown.
Kephess deals a lot of damage. While the group is still busy finishing the walker, he can just be kited around.
Once Kephess leaps in the air and jumps down again, the tank must stand in the circle to receive the
Attack and Damage Type: Tech, Internal
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Empowered Slash.
Attack and Damage Type: Tech, Internal
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Empowered Slash
now applies
Taking periodic internal damage every 3 seconds, cannot be cleansed.
Attack and Damage Type: Tech, Internal
Duration: 18s
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Savage Wounding,
a DoT ticking for heavy damage over 18 seconds. After receiving the DoT, the tanks should swap.
Due to the damage, the tank should use a defensive as soon as Kephess is about to jump down. While almost all of Kephess’ attacks deal melee damage, this one is Tech and cooldowns can be used accordingly (Assassins can use Shroud, Juggernauts Saber Ward).
Make sure not to cleave the group with
Attack and Damage Type: Melee, Kinetic
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Arcing Slash.
Tanking this phase the first time(s) can be painful.
Right after
Kephess has been empowered by his dark Masters.
Attack and Damage Type: Force, Kinetic
6s channel
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Gift of the Masters,
Kephess will do
Attack and Damage Type: Melee, Kinetic (AoE)
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Savage Arcing Slash,
applying
Taking damage again while this effect is active will lead to your doom!
Attack Type when receiving damage: Force
Duration: 15s
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Touch of the Masters
to anyone hit for 16 seconds. This debuff causes the player to die should they get hit by Kephess again.
As the damage from
Attack and Damage Type: Melee, Kinetic (AoE)
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Savage Arcing Slash,
can kill any non-tank, the tank should stand with their back against a wall and the group behind.
After
Attack and Damage Type: Melee, Kinetic (AoE)
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Savage Arcing Slash,
the boss will cast
You have been corrupted by the Dark Masters, and will leave a pool of corruption every 5 seconds.
Attack and Damage Type of the circles: Force, Elemental
Duration: 15s
1.5s cast
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Breath of the Masters,
applying
You have been corrupted by the Dark Masters, and will leave a pool of corruption every 5 seconds.
Attack and Damage Type of the circles: Force, Elemental
Duration: 15s
1.5s cast
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Breath of the Masters
to the tank. The debuff lasts 15 seconds and lets the tank drop a purple circle every 3 seconds (ergo 5 circles in total). As the circles do not expire (or persist for quite some time) and standing in them deals heavy damage, the circles should be placed along the walls. The tanks must take care to not get knocked in the circles by
Attack and Damage Type: Melee, Kinetic (AoE)
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Savage Arcing Slash.
This is when the tanks swap.
Once the first tank drops their last circle, Kephess will already cast
You have been corrupted by the Dark Masters, and will leave a pool of corruption every 5 seconds.
Attack and Damage Type of the circles: Force, Elemental
Duration: 15s
1.5s cast
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Breath of the Masters
again and the next swap must happen. This repeats until the boss is dead.
Kephess NiM – also known as wiping on trash. The encounter can be very punishing sometimes where a missed interrupt leads to a DPS dying, for instance.
Each
Increases all damage dealt and accuracy by 12% per stack, as well as reduces damage taken by 12% per stack. Will become fully calibrated at 8 stacks!
Attack and Damage Type: Ranged, Energy
1.0s cast
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Calibrating Shot
stack now increases the droid’s damage dealt, accuracy and damage reduction by 12% (on Hard Mode, the damage was only reduced by 6%).
The DPS’ failure to interrupt their droid can lead to the one with the aggro to die to damage. Therefore, the group should communicate who does which interrupt.
The player receiving the
You are carrying a powerful baradium bomb! Take it to the walker to disable it! Will explode for very high damage at the end of the duration.
Attack and Damage Type upon expiration: Tech, Kinetic (AoE)
Duration: 10s
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Baradium Explosive Pack
now has only 10 seconds to blow up the walker.
Use raid buffs when the walker can be attacked.
Two Trandoshan Warriors spawn per wave which means two shields to destroy.
The easiest way to kill them is using reflects (as on Hard Mode).
While it is still possible to get the Warriors away from the other Trandoshans, it is much more difficult with two Warriors. On the other hand, this strategy is not dependent on having people with reflects in the group and the reflected damage could be nerfed or buffed by BioWare in future updates.
The group on the Trenchgutters (a tank, a healer and two Snipers in our case; the snipers can use Diversion and their shield when needed) stands next to the bunker and kills them with AoE.
The group on the Warriors (a tank, a healer and two Mercenaries here) singles them out and kills them with single target damage (or reflects if available). Failure to keep them away from the other group will – especially when they applied DoTs to the Trenchgutters – lead to their death.
It is very important that the Trenchgutters and Warriors go to their respective groups. If the tank on the Trenchgutters guards the tank on the Warriors, the adds will run to the Trenchgutter tank. The Warrior group then just uses single target attacks / taunts on the Warriors.
The group on the Warriors must also watch out for the walker’s
Attack and Damage Type: Ranged, Energy (AoE)
5s channel
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Saturation Fire
which can deal a lot of damage on NiM.
The group on the Trenchgutters will get overrun with adds (the time between the groups spawning is still 20 seconds) and the tank will not have an AoE taunt ready for each group, meaning that the DPS will most likely end up with having adds on them. Things like the Sniper’s Diversion can assist in reducing the damage the group takes.
Same as in the second phase.
The tanks must use defensives and swap when they are on cooldown. Healers must watch out for the spike damage.
If nobody stands out (more than 8m away), the whole group will receive damage instead. A tank should therefore stand out.
Kephess’ damage output is extremely high. The tank must use a defensive when Kephess is about to jump down (if he already came down, it is usually too late). Furthermore, they must stand in the circle and aggro Kephess; else
Kephess’ next strike will be very powerful!
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Empowered
pulls someone else towards Kephess.
Even after the tank swap, healers must still watch out for the tank with
Taking periodic internal damage every 3 seconds, cannot be cleansed.
Attack and Damage Type: Tech, Internal
Duration: 18s
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Savage Wounding.
The group should save speed cooldowns for
Kephess has been empowered by his dark Masters.
Attack and Damage Type: Force, Kinetic
6s channel
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Gift of the Masters;
it deals a lot of damage.
After
Kephess has been empowered by his dark Masters.
Attack and Damage Type: Force, Kinetic
6s channel
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Gift of the Masters,
Kephess will receive
Kephess gains power by slaying his foes.
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Nightmare of the Masters.
Each time a player dies, he will receive one stack of
Kephess is gaining power from defeating his enemies. At 2 charges, he will become all-powerful!
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Nightmare of the Masters.
At 2 stacks, the group wipes.
You have been corrupted by the Dark Masters, and will leave a pool of corruption every 5 seconds.
Attack and Damage Type of the circles: Force, Elemental
Duration: 15s
1.5s cast
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Breath of the Masters
and the tank swap are almost the same as on Hard Mode; after dropping the second pool, however, the tank with the debuff gets pulled back to Kephess. The first two pools can be dropped further away and the remaining three closer to Kephess.
Some class-specific tips and tricks.
Stormcaller’s spikes can be reflected with Responsive Safeguards, Saber Reflect, etc. If a Juggernaut tanks Stormcaller, they can reflect the spikes during
Reduces Damage.
Attack and Damage Type of the knockback: Tech, Kinetic
Duration: 25s
5s cast
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Defensive Systems.
It is also possible to stack multiple spikes close to each other so that they overlap. Just mind the duration of Saber Reflect and move out before it expires.
Powertechs’ Jet Charge and Warrior’s Force Charge serves as an interrupt as well. Combined with the short cooldown of their Interrupt, a Juggernaut tank can solo-interrupt their droid.
A Powertech can use their Rebounders to reflect the damage on the group if nobody is standing out. The tank stands out and gets the Rail Shots, the PT gives Rebounders to the group. Then, the tank comes to the group, and everyone gets hit which is then reflected. The tank must move outside directly afterwards so that the group is not hit again.
This only works on NiM.
Written by Syseea. Images taken from Star Wars: The old Republic. Additional information taken from swtor.jedipedia.net. For questions or complaints, contact me.
This page was last updated on 9 September 2021.