The Scions of Zakuul have contacted you about an ancient prophecy that has been uncovered. TYTH, one of the six Gods, built on Iokath to cause destruction has awaken and you need to take care of this threat.
The entrance is located on Iokath. To be able to access Iokath, the story arc there must be completed (or someone has to summon you to Iokath).
It is not possible to have players of the Empire and the Republic in the same group. Players who changed their faction on Iokath either have to change it back or join on a different character.
As Gods from the Machine has been released encounter by encounter, the different bosses can be reached by taking a tram from a central hub.
The Hard and Nightmare Mode guides for this operation might be added in the future.
The fight is pretty much a tank and spank on Story Mode.
The tank positions TYTH at the edge of a platform so that his attacks do not cleave the group or the adds. The group focusses on TYTH; apart from Grace droids, the adds can be ignored. The Grace should be killed as it heals TYTH. After the boss is dead, everyone can loot him and jump off the platform to get to the start and take the tram to the next encounter.
For those interested, see the more in-depth explanations below.
TYTH’s main mechanic is
Tyth’s rage builds every time an ally falls in battle. Tyth builds a great deal of rage if one of his own attacks kills an ally. Tyth’s rage will begin to subside on its own if he has not gained rage recently. Tyth’s rage is also diminished by certain support abililties from his allies. Every stack of rage increases Tyth’s damage.
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Rage.
Whenever an add dies, he gains a stack. If the add is killed by one of his attacks, he gains 3 stacks. When TYTH’s health falls below 30%, he will regularly channel
0.8s channel
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Intensify Rage,
gaining 2 stacks. Each stack increases his damage dealt. At 10 stacks, he will channel
Attack and Damage Type: God Damage
2.5s channel
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Rage Overload,
dealing raid-wide damage and reducing his stacks by 3.
TYTH’s
Tyth’s rage builds every time an ally falls in battle. Tyth builds a great deal of rage if one of his own attacks kills an ally. Tyth’s rage will begin to subside on its own if he has not gained rage recently. Tyth’s rage is also diminished by certain support abililties from his allies. Every stack of rage increases Tyth’s damage.
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Rage
stacks decay over time. After gaining a stack, he also receives
Tyth’s rage s subsiding gradually. This timer resets whenever Tyth gains rage.
Duration: 8s
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Rage Decay
for 8s, reducing his
Tyth’s rage builds every time an ally falls in battle. Tyth builds a great deal of rage if one of his own attacks kills an ally. Tyth’s rage will begin to subside on its own if he has not gained rage recently. Tyth’s rage is also diminished by certain support abililties from his allies. Every stack of rage increases Tyth’s damage.
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Rage
by a stack. The timer resets when he gains further stacks.
Another, although usually not necessary on Story Mode, way to remove the stacks is by having a Grace droids healing or shielding him.
4s channel
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Aivela’s Restoration
reduces his stacks by 1,
Damage received reduced by 50%.
Duration: 12s
4s channel
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Aivela’s Grace
by 3.
The rest of TYTH’s abilities is very straightforward.
His first AoE ability is
Attack and Damage Type: Tech, Energy (AoE)
4s channel
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Energy Wave,
a 2.4s channel. It deals damage to any player or add in a cone before the boss. To avoid others getting hit with it, TYTH is tanked at the edge of the platform.
Attack and Damage Type: Melee, Energy (AoE)
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Sweep
is a frontal cleave and his second AoE ability.
Attack and Damage Type: Melee, Energy (AoE)
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Sweep,
as well as his basic attack apply stacks of
[Any] Armor reduced by 2% per stack.
Duration: 15s
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Armor Melt,
reducing Armor by 2% per stack. This can stack up to 10 times and lasts 15s. It can be cleansed.
Roughly every 33s after the encounter started, adds spawn. The first wave consists out of three adds, the waves afterwards out of four. While the composition is random, at the second wave and then every two waves, a Grace spawns. The composition is indicated by markers that appear where the adds will spawn. They can be stunned (but not controlled otherwise).
Lances spawn from the red markers. They come with the channel
Attack and Damage Type: Tech, Energy (AoE)
3s channel
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Energy Lance,
a red cone (see image). Standing in the cone deals damage and applies
Target’s shield generator has been overloaded. Shield chance reduced by 100%.
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Shield Overload,
reducing the player’s Shield Chance by 100% for 10s. Everyone can move out of the cone; it does not move. After firing, the Lance will aim at another player.
Justices slowly move around the room. Their passive
This unit releases energy pulses that hit all enemies within 6m. Pulses deal elemental damage and make targets more vulnerable to further damage from Charge Fields. This effect is suppressed while the owner is unable to act.
Attack and Damage Type: Tech, Elemental (AoE)
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Charge Field
damages anyone within 6m. Additionally, it applies stacks of
[Any] Taking increased damage from Charged Field.
Duration: 5s
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Charge Buildup,
increasing the damage taken from it by 20% per stack. The debuff can be cleansed.
Graces heal TYTH and spawn on the second wave and then every two waves.
4s channel
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Aivela’s Restoration
is a 4s channel healing TYTH and removing 1 stack of
Tyth’s rage builds every time an ally falls in battle. Tyth builds a great deal of rage if one of his own attacks kills an ally. Tyth’s rage will begin to subside on its own if he has not gained rage recently. Tyth’s rage is also diminished by certain support abililties from his allies. Every stack of rage increases Tyth’s damage.
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Rage
After three
4s channel
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Aivela’s Restorations,
the Grace does
Damage received reduced by 50%.
Duration: 12s
4s channel
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Aivela’s Grace,
reducing TYTH’s damage received by 50% for 12s and removing 3
Tyth’s rage builds every time an ally falls in battle. Tyth builds a great deal of rage if one of his own attacks kills an ally. Tyth’s rage will begin to subside on its own if he has not gained rage recently. Tyth’s rage is also diminished by certain support abililties from his allies. Every stack of rage increases Tyth’s damage.
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Rage
stacks.
Lance, Guardian, and Justice can be left alone. Grace should be killed as there is – unless DPS is too low and TYTH starts getting too many stacks from
0.8s channel
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Intensify Rage
– no need to extend the fight by having TYTH being healed.
The sisters AIVELA, Goddess of Passion, and ESNE, Goddess of Envy, are the second encounter. The players receive a module allowing them to change polarisation to mitigate various attacks.
The encounter can be divided into an opener and three phases.
The first part involves destroying the Codices on the edge of the platform and bringing the Nexus to 50% to draw the sisters out. They can be approached without starting the encounter.
Each Codex drops one (two on 16-person difficulties)
In possession of a polarity module. Target is able to polarise itself.
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Polarity Module,
marked with a yellow arrow above them. Everyone must pick up one of them. Having one grants two abilities on the temporary ability bar:
Applies a positive polarisation to yourself.
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Polarise (Positive)
and
Applies a negative polarisation to yourself.
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Polarise (Negative).
Using the former ability grants
Immune to positively polarised damage.
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Positive Polarisation
granting immunity to positive polarised attacks, the latter
Immune to negatively polarised damage.
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Negative Polarisation,
granting immunity to negative polarised attacks. Polarised attacks occur from the third phase onwards.
For each Codex alive, the Nexus in the centre has a stack of
Immune to damage.
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Hardened Shield,
making it invulnerable to damage. When all Codices are destroyed, the Nexus can be attacked.
When no longer shielded, the Nexus’ attack is
Attack and Damage Type: Tech, Energy (AoE)
2.5s channel
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Charge Fire,
a 2.5s channelled beam at a random player. Standing in the beam applies up to 3 stacks of
Taking internal damage over time.
Attack and Damage Type: Tech, Internal (DoT)
Duration: 9s
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Residual Burn,
dealing internal damage over time.
When the Nexus reaches 50%, the sisters spawn.
AIVELA and ESNE are immobilised.
They do
Targeted by a positive / negative polarised Energy Burst.
Attack and Damage Type: Tech, Elemental (AoE)
3s channel
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Polarised Energy Burst,
a 3s channel placing circle on two random players. The targets receive a debuff showing that they are targeted. AIVELA’s
Targeted by a positive negative polarised Energy Burst.
Attack and Damage Type: Tech, Elemental (AoE)
3s channel
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Polarised Energy Burst
is positive (blue) and can therefore be mitigated with
Immune to positively polarised damage.
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Positive Polarisation,
ESNE’s
Targeted by a negative polarised Energy Burst.
Attack and Damage Type: Tech, Elemental (AoE)
3s channel
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Polarised Energy Burst
is negative (red) and can be mitigated with
Immune to negatively polarised damage.
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Negative Polarisation.
Shortly after the sisters spawn, Countermeasures and shortly after Glares spawn.
Countermeasures shoot at players, usually healers, and can be ignored completely.
Glares have the passive
Knocks away and deals damage to enemies within 2.5m.
Attack and Damage Type: Tech, Elemental (AoE)
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Repulsion Field,
knocking away players within the 2.5m circle around them. To avoid getting knocked off the platform, nobody should stand too close to them. They have the ability
Attack and Damage Type after the channel ended: Force, Elemental (AoE)
8s channel
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Charge Fire,
an 8s channel aiming a beam at the closest player without the same polarity. After the channel ended, the beam fires and damages anyone standing in it without the matching polarity. Two Glares do
Attack and Damage Type after the channel ended: Force, Elemental (AoE)
8s channel
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Charge Fire
the same time in this phase (see below for an image).
When one of the sisters reaches 72%, she shields and becomes immune to damage. When both reach 72%, the next phase starts.
The second phase adds
Attack and Damage Type: Force, Elemental (AoE)
6s cast
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Radiance,
a 6s cast, creating a huge red circle about AIVELA and ESNE, respectively. AIVELA’s
Attack and Damage Type: Force, Elemental (AoE)
6s cast
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Radiance
is positive, ESNE’s
Attack and Damage Type: Force, Elemental (AoE)
6s cast
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Radiance
negative. Once the cast is completed, the circles change appearance (they look like in the picture then) and periodically damage anyone without the same polarity. When not targeted by any other polarised attack, players should match their polarity to negate the damage.
Up to four Glares can now do
Attack and Damage Type after the channel ended: Force, Elemental (AoE)
8s channel
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Charge Fire.
Aiming the beams at the sides of the platform reduces the risk of hitting others with it.
The Nexus does
Channeling a beam of empowering energy at Aivela / Esne.
24s channel
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Synergy Protocol,
a beam at the sisters. They then receive
Damage done increased, based upon stack count. Damage taken decreased.
Duration: 1.1s
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Empowered
stacks, increasing their damage dealt and reducing their damage taken. Players can intercept the beam by standing between the Nexus and one of the sisters. Doing so grants
Intercepting a powerful stream of energy intended for a god-machine. Damage done increased by 100%. Damage taken decreased by 50%. Accumulating System Shock.
Duration: 1.1s
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Intercepted Empowerment,
increasing damage dealt by 100% and reducing damage received by 50%, as well as stacks of
Taking periodic internal damage, based upon stack count. Ticks instantly whenever an additional stack is received.
Duration: 6s
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System Shock,
dealing periodic damage.
When one of the sisters reaches 40%, she shields and becomes immune to damage. When both reach 40%, the next phase starts.
Just like in the second phase, the sisters cast
Attack and Damage Type: Force, Elemental (AoE)
6s cast
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Radiance,
(which ended at the end of the second phase) at the start of the phase.
They are now no longer immobilised and can be stacked up in the middle. While that results in players taking damage from
Attack and Damage Type: Force, Elemental (AoE)
6s cast
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Radiance,
it allows AoE damage and healing.
They should be damaged equally.
Instead of
Attack and Damage Type after the channel ended: Force, Elemental (AoE)
8s channel
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Charge Fire,
two Glares do
Attack and Damage Type: Force, Elemental (AoE)
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Purification
simultaneously. These beams are indicated on the sides for 3s and then move across the whole platform within 15s. Getting hit without matching polarity is lethal and players must adjust their polarity to the beam. It is possible to do that already before the beams start by looking at the Glares’ polarisation (red means negative, blue positive). Standing in the middle also increases the time until the beam is there.
This makes the polarity matching priority to
Attack and Damage Type: Force, Elemental (AoE)
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Purification
/
Attack and Damage Type after the channel ended: Force, Elemental (AoE)
8s channel
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Charge Fire
>
Targeted by a positive / negative polarised Energy Burst.
Attack and Damage Type: Tech, Elemental (AoE)
3s channel
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Polarised Energy Burst
>
Attack and Damage Type: Force, Elemental (AoE)
6s cast
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Radiance.
When one of the sisters reaches 10% health, the last phase starts.
When one of the sisters reaches 10% health, both start casting
Damage dealt increased by 100% (200% on 16-player Story).
8s cast
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Overdrive Mode.
After this 8s cast, they heal for 7.5% of their health and deal 100% (200% on 16-person Story) more damage.
Instead of doing
Targeted by a positive / negative polarised Energy Burst.
Attack and Damage Type: Tech, Elemental (AoE)
3s channel
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Polarised Energy Burst,
they do
Attack and Damage Type: Tech, Elemental (AoE)
3s channel
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Overdrive Energy Burst,
a combination of the positive and negative
Targeted by a positive / negative polarised Energy Burst.
Attack and Damage Type: Tech, Elemental (AoE)
3s channel
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Polarised Energy Burst,
meaning that only half the damage can be mitigated. Players targeted with it should move away from the group.
Attack and Damage Type: Force, Elemental (AoE)
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Purification
continues to happen in this phase.
They group should focus on one sister and then the other. That way, one of them can already be killed before completing the
Damage dealt increased by 100% (200% on 16-player Story).
8s cast
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Overdrive Mode.
cast.
To make things even more interesting, the encounter happens in a singularity generator and standing next to a black hole is not exactly healthy.
The encounter has four phases.
Picking up the candle starts encounter. Anyone not standing on the inner platform will be killed instantly.
The player picking up the candle receives
Stealth detection capabilities greatly augmented.
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Candle Passive Detection,
allowing them to see stealthed enemies, and three abilities on their temporary ability bar.
Emits a stealth suppressing burst from the Candle. Suppresses stealth of all enemies within 15m of your targeted area for at least 16 seconds, but also disables your Candle’s passive stealth detection for the same duration.
0.4s cast
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Suppression Burst
prevents every enemy within 15m from entering stealth for 16s. It also applies
Target cannot benefit from the Candle’s passive Stealth Reveal ability.
Duration: 16s
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Candle Suppressed
to the player who used the candle, disabling
Stealth detection capabilities greatly augmented.
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Candle Passive Detection,
for 16s. This does not make any difference as NAHUT’s stealth is suppressed anyway. With the cooldown of
Emits a stealth suppressing burst from the Candle. Suppresses stealth of all enemies within 15m of your targeted area for at least 16 seconds, but also disables your Candle’s passive stealth detection for the same duration.
0.4s cast
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Suppression Burst
being 40s, at least two or three players are required to keep NAHUT’s stealth constantly suppressed. To pass the candle to another player, the
Pass the Candle in the direction of another friendly player within 50m.
1s cast
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Pass Candle
ability can be used. The other player must be targeted (by clicking on their name in the OPS frame, for instance) before passing the candle. Another option is using
Drops the candle at your feet, allowing others to pick it up. You can pick up your own dropped candle once it has been on the ground for at least 5 seconds.
0.3s cast
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Drop Candle
to drop the candle on the floor. It can then be picked up by someone else. To pass the candle to another specific player,
Pass the Candle in the direction of another friendly player within 50m.
1s cast
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Pass Candle
should be used, though.
10s after the candle has been picked up, NAHUT spawns and everyone receives
Something extremely dangerous is here, and it’s uncomfortably close.... Movement speed increased by 25%.
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Instinctual Fear,
increasing movement speed by 25%.
NAHUT spawns with
NAHUT has rendered himself transparent, allowing him to invisbly move about and strike. Stealthed. Able to attack while stealthed. Immune to stealth breaking abilities.
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Unseen Shadow,
making him practically invisible. Only the player with the candle and those standing close to him can see him. The player with the candle must therefore use
Emits a stealth suppressing burst from the Candle. Suppresses stealth of all enemies within 15m of your targeted area for at least 16 seconds, but also disables your Candle’s passive stealth detection for the same duration.
0.4s cast
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Suppression Burst
to pull him out of stealth and then pass the candle to another player. While NAHUT has the
Target has been hit with Suppression Burst.
Duration: 16s
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Suppression Burst
effect, he also has
Unable to stealth. Something is interfering with NAHUT's stealth systems’ ability to manipulate light.
1s cast
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Disruptive Distortion,
pulling him out of stealth and preventing him from entering stealth again.
At the start of the phase and when reaching 80% health, NAHUT channels
Deploying one distortion mine into the battlefield each second. This channel can be prematurely interrupted by dealing enough damage to break through Prepare’s absorb shield.
20s channel
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Prepare the Field
for 12s, placing Nails and Pins on the outside of the inner platform. While channelling, NAHUT has
Protected by a damage absorbing shield while deploying distortion mines. This shield will fail early if it absorbs too much damage.
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Prepare Shield,
absorbing damage. Dealing enough damage causes the shield to collapse, interrupting
Deploying one distortion mine into the battlefield each second. This channel can be prematurely interrupted by dealing enough damage to break through Prepare’s absorb shield.
20s channel
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Prepare the Field
(and therefore reducing the number of mines placed).
Nails and Pins are mines. The Nails are bigger than the Pins, apart from that they work the same. Standing in a mine detonates it, applying
Stunned. Hindered. Defense chance and shield chance reduced to 0. Attracting attention...
Duration: 6s
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Distortion Mine Incapacitation,
stunning the player and reducing their Shield and Defence Chance to 0. NAHUT receives
Something has caught Nahut’s attention...
Duration: 6s
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Snared Prey,
causing him to aggro said player. The tank must taunt back.
The floor vents will regularly heat up and then emit plasma, applying
Standing somewhere unsafe and taking elemental damage.
Attack and Damage Type: Tech, Elemental (AoE)
Duration: 1.6s
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Plasma Vent,
dealing periodic damage to anyone standing in them. When becoming active, they also remove any Nails and Pins on them.
With everything apart from the centre of the room being occupied by either mines or active vents, the group must stand in the centre. As NAHUT has cleaves and drops puddles on the tank, the tank should stand either on the inactive vents or between them.
After NAHUT’s
Deploying one distortion mine into the battlefield each second. This channel can be prematurely interrupted by dealing enough damage to break through Prepare’s absorb shield.
20s channel
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Prepare the Field
ended, he will cast
Movement speed decreased. Attacks generate stacks of Predatory Thrill.
Duration: 3min
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Pursuit,
decreasing his movement speed. For every attack he gains a stack of
Damage increased by 10% and alacrity increased by 15% per stack.
Duration: 6s
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Predatory Thrill,
increasing his damage by 10% and Alacrity by 15% per stack, stacking up to 5 times. Furthermore, he gains
Dealing internal damage to enemies within 8m.
Attack and Damage Type: Tech, Internal (AoE)
Duration: 48s
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Rending Cloud,
dealing damage to anyone within 8m and
Reflects damage from attackers outside the shield’s radius.
Duration: 50s
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Reflect Shield,
reflecting 35% of all damage dealt from more than 10m away. While it would be theoretically possible to stand in the shield but outside of
Dealing internal damage to enemies within 8m.
Attack and Damage Type: Tech, Internal (AoE)
Duration: 48s
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Rending Cloud,
it is not important as the damage dealt by it is almost non-existent. Shortly before reaching 80% and 60%,
Movement speed decreased. Attacks generate stacks of Predatory Thrill.
Duration: 3min
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Pursuit,
and with it
Dealing internal damage to enemies within 8m.
Attack and Damage Type: Tech, Internal (AoE)
Duration: 48s
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Rending Cloud
and
Reflects damage from attackers outside the shield’s radius.
Duration: 50s
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Reflect Shield,
end.
NAHUT’s other two attacks in this phase are
Attack and Damage Type: Force, Energy (AoE[?])
1s channel
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Energized Slice,
a frontal cleave, and
0.5s cast
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Mass Distortion.
0.5s cast
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Mass Distortion
applies
Movement speed reduced. Hindered. Movement causes increasing internal damage. When this effect expires, a Mass Distortion Field will appear at the target’s location.
Attack and Damage Type when moving: Tech, Internal
Duration: 10s
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Inertial Distortion
to the tank which works like the Mercenary’s Electro Net; the damage increases when the tank is moving. When
Movement speed reduced. Hindered. Movement causes increasing internal damage. When this effect expires, a Mass Distortion Field will appear at the target’s location.
Attack and Damage Type when moving: Tech, Internal
Duration: 10s
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Inertial Distortion
expires, a
Attack and Damage Type: Tech, Internal (AoE)
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Mass Distortion Field,
damaging anyone in it, drops on the tank’s feet. The tank receives
Target is briefly immune to Mass Distortion Fields, due to having recently been the target of a Mass Distortion.
Duration: 4s
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Mass Distortion Immunity
for 4s, making them immune to the field so they can move to a free spot. The group must not stand in the
Attack and Damage Type: Tech, Internal (AoE)
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Mass Distortion Fields.
When NAHUT reaches 60%, the second phase starts.
The reactor’s start up sequence has been initiated and the group must bring two Power Couplings in the North-Western part of the room to 1HP before it completes. From the announcement “The reactor’s start up sequence is almost complete” on, the group has 60s to do so. Failure will result in the reactor starting, pulling everyone in and killing them with
You’re in the same room as a black hole. This is probably going to end very badly.
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Spaghettification.
During this phase, everyone receives
Movement speed reduced.
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Oppressive Gravity,
reducing movement speed by 15%. Players standing too close to the singularity (inside the red circle 30m around it) receive damage from Gravity Shear.
Pulls happen regularly, pulling everyone inwards. Players should stand at the pillars to get knocked in them instead of in the singularity.
A few Extermination Droids spawn, the group should take care of those as well.
The player with the candle will be targeted by NAHUT with
Nahut is preparing to fire...
Attack and Damage Type when the channel ended: Tech, Kinetic (AoE)
3s channel
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Railgun Snipe
which is also indicated by the debuff
Nahut is preparing to fire...
Attack and Damage Type when the channel ended: Tech, Kinetic (AoE)
3s channel
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Railgun Snipe
and a red line from NAHUT to his target.
Nahut is preparing to fire...
Attack and Damage Type when the channel ended: Tech, Kinetic (AoE)
3s channel
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Railgun Snipe
can shoot through walls and will hit everyone in the line of fire. Extermination Droids die instantly, players receive damage and a stack of
Healing received reduced by 5%, Maximum health reduced by 5%, damage taken from Railgun Snipe increased by 50% per stack.
Duration: 40s
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Railgun Trauma.
Healing received reduced by 5%, Maximum health reduced by 5%, damage taken from Railgun Snipe increased by 50% per stack.
Duration: 40s
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Railgun Trauma
reduces healing received and maximum health by 5%, as well as increases the damage taken from
Nahut is preparing to fire...
Attack and Damage Type when the channel ended: Tech, Kinetic (AoE)
3s channel
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Railgun Snipe
by 50% per stack. If the damage becomes too high, the player with the candle can pass it on to another player, though it is usually not needed. To prevent cleaving the group (and potentially killing them that way), the candle holder should stand a bit away from the group.
Once the Power Couplings are at 1HP each, the third phase starts.
The third phase involves pushing NAHUT to 34% and destroying five Rail Turrets.
As in the first phase, NAHUT’s stealth must be suppressed with the candle. Instead of the
Nahut is preparing to fire...
Attack and Damage Type when the channel ended: Tech, Kinetic (AoE)
3s channel
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Railgun Snipe,
he does
Attack and Damage Type: Force, Energy (AoE[?])
1s channel
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Energized Slice
and
0.5s cast
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Mass Distortion
again. The tank must make sure not to drop the
Attack and Damage Type: Tech, Internal (AoE)
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Mass Distortion Fields
on the spots where the group gets knocked in the pillars.
When NAHUT reaches 34%, he receives
Invulnerable.
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Energy Barrier,
making him invulnerable for the rest of the phase.
The main objective is destroying the Rail Turrets. These spawn on the outer ring in random locations.
When over 40% health, they have
Immune to crowd control and gravity distortion effects while over 40% health.
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Resilience Shield,
making them immune to crowd control effects and the pulls. When reaching 40% health, it receives
Immune to damage, unable to act.
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Emergency Shield,
stunning them and making it invulnerable to damage but susceptible to the pulls. Getting pulled in the singularity kills the turret instantly (announced by “The singularity is further destabilised after consuming another Rail Turret!”). After 5 turrets have been consumed, the singularity will turn critically unstable, and the last phase starts.
Every 8s after spawning, the turrets gain a stack of
Rail Shot damage increased and channel time decreased per stack. Railgun becomes Fully Charged at 10 stacks, giving it the same properties as NAHUT’s rail cannon.
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Powering Up,
starting with one when they spawn and stacking up to 10 times. While below 10 stacks, they regularly cast
Attack and Damage Type when the channel ends: Tech, Kinetic
7s channel
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Rail Shot.
Each
Rail Shot damage increased and channel time decreased per stack. Railgun becomes Fully Charged at 10 stacks, giving it the same properties as NAHUT’s rail cannon.
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Powering Up
stack increases the damage dealt by it by 10% and reduces the cast time by 0.2s (the initial cooldown of
Attack and Damage Type when the channel ends: Tech, Kinetic
7s channel
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Rail Shot
is 7.0s). When reaching 10 stacks, the turrets receive
This rail platform is now fully charged. Its shots now go through walls, hit all enemies in the line of fire, and apply Railgun Trauma on hit.
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Fully Charged
and now does
Being targeted by a Rail Snipe attack...
Attack and Damage Type when the channel ends: Tech, Kinetic (AoE)
5s channel
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Railgun Snipe
instead which works the same as NAHUT’s in the second phase. The turrets should therefore die within 72s to prevent that.
After the fifth Rail Turret has been sucked into the singularity, the burn phase starts. The group must kill NAHUT before running out of space.
Like the second phase, everyone receives
Movement speed reduced
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Oppressive Gravity,
slowing them down by 35%. Standing in the smaller pink circle around the singularity instantly kills players with
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Spaghettification.
Standing larger red circle deals damage with
Attack and Damage Type: Tech, Internal (AoE)
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Gravity Shear.
The red circle expands over time, reducing the space the group has available.
NAHUT receives
The unstable singularity’s massive and unpredictable distortion of spacetime is completely overwhelming Nahut’s chromatic holoskin. Nahut cannot stealth nor can he disguise his physical appearance.
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Overwhelming Distortion
when the phase starts, disabling his stealth. The candle can therefore be ignored in this phase. His only relevant attack in this phase is
Attack and Damage Type: Force, Energy (AoE[?])
1s channel
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Energized Slice.
Every 12s, the area where NAHUT is standing on will become electrified. Players standing in it receive
Standing somewhere unsafe and taking elemental damage.
Attack and Damage Type: Tech, Elemental
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Powered Conduit Ring,
dealing damage.
The group must move out of the electricity. The tank must make sure not to move NAHUT too far to prevent free spaces between electrified parts.
As the electricity persists until the end of the fight, NAHUT should die before the whole outer ring is covered with it.
Many of the mechanics can be ignored on Story Mode, making the encounter appear more complicated than it actually is.
The first phase is destroying the Omega Protocol Droid.
Short version: Aim the Sterilisation Array Modules’ beams at the shield generators next to SCYVA to kill the droid and start the next phase.
Long version below.
The droid has
Immune to disabling and movement impairing effects.
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Omega Immunity,
making it immune to disabling and movement impairing effects. As this does not include pushes and pulls, players should avoid using them.
When the encounter starts, the droid receives
The shield generators provide an ambient layer of protection which prevent the Omega Protocol Droid from being destroyed while they remain active.
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Ambient Reinforcement,
preventing him from dying as long as the shield generators are active.
The shield generators are destroyed by aiming the Sterilisation Array Modules’
Attack and Damage Type: Tech, Elemental
1.4s channel
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Targeting Solution
(the blue beams in the image) at them. When they cleave the droid, they drain 20% of his health and 50% health of Stasis Swarm Droids; shield generators are destroyed instantly. The players targeted receive – in addition to a red line between the Sterilisation Array Module and themselves –
You have been marked for destruction by the Sterilisation Array.
Duration: 7s
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Marked Target
and should stand so that they hit the Omega Protocol Droid and the shield generators (as in the image). They can be aimed slightly to the side and will still hit the shield generators.
The Omega Protocol Droid also receives
Analysing enemy defense tactics, if this effect expires the Omega Protocol Droid’s outgoing damage will increase by 300%.
Duration: 6min
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Combat Analysis
for 6min. Upon expiration it receives
Increases all outgoing damage by 300%.
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Unstoppable,
increasing damage dealt by 300%. In reality there is no way how this enrage timer could expire (maybe it would if the team took a 6min coffee break after starting the encounter).
During almost the entire phase, the droid has
Reflects all incoming damage dealt from sources greater than 8m from the caster.
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Omega Protocol,
reflecting all damage dealt from more than 8m away.
The Omega Protocol Droid has two relevant attacks,
Erupts with explosive force that knocks enemies within 8m away.Attack and Damage Type: Tech, Kinetic (AoE)
3s cast
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Explosive Force
and
Attack and Damage Type: Tech, Kinetic (AoE)
5s channel
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Accelerated Destruction.
Erupts with explosive force that knocks enemies within 8m away.Attack and Damage Type: Tech, Kinetic (AoE)
3s cast
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Explosive Force
damages the whole group,
Attack and Damage Type: Tech, Kinetic (AoE)
5s channel
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Accelerated Destruction
is a channel dealing some damage and applying stacks of
Severe burns reduce healing received from all sources.
Duration: 15s
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Critical Injury,
reducing healing received by 2% per stack, stacking up to 15 times. The damage from these two attacks scales with the stacks of
Each stack of this effect augments the intensity and alacrity of Explosive Force and Accelerated Destruction.
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Priming Ignition
which it gains every second. At 11 stacks it receives
Preparing to execute
Duration: 4s
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All Systems Primed
and starts channelling
Attack and Damage Type: Tech, Kinetic (AoE)
5s channel
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Accelerated Destruction,
removing one
Each stack of this effect augments the intensity and alacrity of Explosive Force and Accelerated Destruction.
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Priming Ignition
stack per tick.
Stasis Swarm Droids spawn regularly, locking onto random players and trapping them in a
Captured in the stasis field.
Attack and Damage Type when applied: Tech, Kinetic
Duration: 8s
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Stasis Field,
reducing their movement speed by 50%. The targeted players receive
You are being pursued.
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Magnetic Attraction.
The Stasis Swarm Droids also channel
10s channel
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Atrophic Field
if they are close enough, applying stacks of
Movement speed and alacrity are reduced.
Attack and Damage Type: Tech, Energy
Duration: 6s
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Atrophy
The stacks reduce the player’s movement speed by 30% and for each stack they reduce Alacrity by 2%.
The second phase is destroying the two Railguns. The blue one is usually killed first.
The Purge Beam Emitters on the sides fire a beam every 12s. Players standing on the Eastern side receive stacks of
A stabilization of entropy dramatically enhances durability, reduces alacrity and increases the potency of healing and damage effects.
Duration: 10s
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Anomalous Entropy,
players on the Eastern side
Unstable acceleration of your system dramatically increases the speed at which you can use abilities at the cost of reducing your healing received.
Duration: 60s
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Unstable Acceleration.
A stabilization of entropy dramatically enhances durability, reduces alacrity and increases the potency of healing and damage effects.
Duration: 10s
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Anomalous Entropy
increases maximum health, damage and healing done by 27.5% but reduces Alacrity by 5% per stack.
Unstable acceleration of your system dramatically increases the speed at which you can use abilities at the cost of reducing your healing received.
Duration: 60s
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Unstable Acceleration
increases Alacrity by 5.5% but reduces healing received by 5% per stack. Each of these buffs lasts 60s. As the duration is refreshed when receiving another stack, players can first stand at the Eastern Railgun to receive
A stabilization of entropy dramatically enhances durability, reduces alacrity and increases the potency of healing and damage effects.
Duration: 10s
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Anomalous Entropy,
go to the Western once the Eastern one is dead to receive
Unstable acceleration of your system dramatically increases the speed at which you can use abilities at the cost of reducing your healing received.
Duration: 60s
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Unstable Acceleration
and switch back to the Eastern side to receive another stack of
A stabilization of entropy dramatically enhances durability, reduces alacrity and increases the potency of healing and damage effects.
Duration: 10s
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Anomalous Entropy.
This allows entering the next phase with these buffs.
Ignition Catalysts spawn regularly and cast
Attack and Damage Type: Tech, Internal (AoE)
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Ignite Reaction.
When the cast is completed, the whole group receives damage. As the damage is not very high, they can be ignored.
Short version: Attack SCYVA while avoiding the AoE. The tank should try not to cleave the orbs with
Attack and Damage Type when the channel ends: Force, Elemental (AoE)
2.1s channel
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Radiance.
Long version below.
Players standing in the Eastern half of the room receive
Gravity is reduced, increases the ballistic force of Upheaval, Inverse Gravity and CFA-Railgun impacts.
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Reduce Gravity,
players standing in the Western half receive
Gravity is reduced, increases the ballistic force of Upheaval, Inverse Gravity and CFA-Railgun impacts.
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Amplify Gravity.
The
Temporarily invert the influence of gravity for yourself providing a brief window of immunity to damaging events up to 2m in height. This effect increases or decreases relative to the intensity of gravity. WARNING: Multiple sources of acceleration along the vector in confined areas may result in undesired spontaneous deceleration, death.
Duration: 2s
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Inverse Gravity
ability that everyone receives when the phase starts allows inverting the gravity for oneself. Players standing on the East side (i.e., having the
Gravity is reduced, increases the ballistic force of Upheaval, Inverse Gravity and CFA-Railgun impacts.
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Reduce Gravity
buff) can use this ability to get knocked in the air and to avoid some damage.
The phase starts with SCYVA channelling
Attack Type: Tech (AoE)
5s channel
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Atomic Scattering,
dealing raid-wide damage. The damage can be avoided by standing on the East side and using the
Temporarily invert the influence of gravity for yourself providing a brief window of immunity to damaging events up to 2m in height. This effect increases or decreases relative to the intensity of gravity. WARNING: Multiple sources of acceleration along the vector in confined areas may result in undesired spontaneous deceleration, death.
Duration: 2s
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Inverse Gravity
ability. After the
Attack Type: Tech (AoE)
5s channel
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Atomic Scattering,
SCYVA gains alternating
This effect causes catastrophic damage to all organic lifeforms within its toroidal area while excited and those within its interior radius at ground level upon cycling into Atomic Compression.
Attack and Damage type when standing outside of the torus: Tech, Energy (AoE)
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Atomic Excitation
or
Creates protective shell around Scyva which reflects 35% of damage dealt back to the attacker. Causes catastrophic damage to all organic forms at ground level upon cycling to Atomic Excitation.
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Atomic Compression.
The former creates a blue torus (see graphic above), dealing high damage to anyone outside; the latter creates a shield around SCYVA, reflecting 35% of the damage received. It starts with
This effect causes catastrophic damage to all organic lifeforms within its toroidal area while excited and those within its interior radius at ground level upon cycling into Atomic Compression.
Attack and Damage type when standing outside of the torus: Tech, Energy (AoE)
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Atomic Excitation.
Attack and Damage Type when the channel ends: Force, Elemental (AoE)
2.1s channel
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Radiance
is a cleave on the tank, damaging anyone in it. If one of the orbs that move around SCYVA get cleaved, they turn purple. Should they get cleaved again withing the next 30s, it explodes and damages the entire group, else it turns blue again.
When this channel ends Scyva will heave all enemies skyward.
2s channel
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Upheaval
knocks players on the East side in the air and stuns them for a few seconds. Players standing on the West side are only stunned for a very short time.
Attack and Damage type: Melee, Kinetic
3s channel
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Deconstruct
is a 3s channelled beam to the tank. Others intercepting the beam receive stacks of
Interfering with analysis increases the threat you generate by 25% per stack.
Duration: 15s
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Prioritize,
increasing the threat they generate by 25%. The rest should therefore not stand on the tank.
During these abilities, SCYVA has
While <ability> is active Scyva is immune to all interrupting effects.
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Advanced Target Selection,
making her immune to interrupts.
During
Deals increasing damage to random enemies. The number of targets and frequency of damage instances increases as this channel continues. If the core is successfully ignited it will deal catastrophic damage.
Attack and Damage Type: Force, Energy (AoE)
10.2s channel
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Ignite Core,
a 10.2s channel, the group must deal enough damage to interrupt the channel, else everyone takes high damage.
On the floor, there is purple AoE moving. Anyone in it receives damage from
Attack and Damage Type: Force, Energy (AoE)
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Organic Destruction Array.
As the damage is low, players can stand in it.
The last phase is mostly like the previous phase. If the DPS is high enough, it is skipped altogether.
It starts with SCYVA channelling
3s channel
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Initialize Extinction Protocols.
After that, she does
Attack and Damage Type: Tech, Energy (AoE)
5s channel
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Extinction Protocol,
placing red circles on the floor. Standing in them deals massive damage and must therefore be avoided. Instead, the group should keep moving during the phase.
Attack and Damage Type: Tech, Energy (AoE)
5s channel
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Extinction Protocol
will continue happening in this phase, only without the
3s channel
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Initialize Extinction Protocols
happening first.
SCYVA’s other abilities are mostly the same as in the third phase, just with different names and icons.
This effect causes catastrophic damage to all organic lifeforms within its toroidal area while excited and those within its interior radius at ground level upon cycling into Atomic Compression.
Attack and Damage type when standing outside of the torus: Tech, Energy (AoE)
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Atomic Excitation
and
Creates protective shell around Scyva which reflects 35% of damage dealt back to the attacker. Causes catastrophic damage to all organic forms at ground level upon cycling to Atomic Excitation.
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Atomic Compression
are replaced by
This effect causes catastrophic damage to all organic lifeforms within its toroidal area while excited and those within its interior radius at ground level upon energizing Atomic Destruction.
Attack and Damage type when standing outside of the torus: Tech, Energy (AoE)
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Mass Synthesis
and
Causes 20% of all damage received to be reflected to the attacker as all available shielding is redirected into Extinction Protocol.
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Atomic Destruction
with
Causes 20% of all damage received to be reflected to the attacker as all available shielding is redirected into Extinction Protocol.
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Atomic Destruction
only reflecting 20% instead of 35% of all damage.
Attack and Damage type: Melee, Kinetic
3s channel
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Deconstruct
is replaced by
Attack and Damage Type: Melee, Kinetic
3s channel
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Destroy
and now adds stacks of
You are being ripped apart at the molecular level causing you to receive 5% less healing from all sources per stack.
Duration: 15s
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Extraordinary Trauma,
reducing healing received by 5% per stack.
The encounter features seven phases.
To start the encounter, a player must use the
Using this ability will start the Izax encounter. NOTE: The roof access elevator will be disabled while the encounter is active. Make sure your entire group is present before starting.
5s channel
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Start Encounter
ability on their temporary ability bar. After the 5s channel ended, the encounter starts and the elevator leading to IZAX can no longer be used. The entire group should therefore be present before starting.
The first phase is mostly a warmup. The group is trapped inside IZAX’s
Projecting a deflector shield capable of stopping battleship-class blasters. Effectively immune to small arms damage. Puncturing this shield would require a blast of immense power.
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Deflector Shield
and must bring him to 96% health (IZAX has 73M health on 8-person SM, so it can take a bit) Anyone moving further than 19.4m away from IZAX will get knocked back.
The tank tanks IZAX on one side, the rest stands on the other side, close to the middle but not in IZAX’s cleave. The player with
Movement speed increased to 160%. Immune to Binding Shockwave immobilization. Target is about to begin emitting a cascading energy burst in their immediate vicinity.
Duration: 5s
1s cast
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Induction Cascade
stays further outside not to damage the rest and moves back to the group once it ends.
Standing in the yellow
Dealing periodic internal damage to targets standing too close. Projecting a radiation field designed for self-cleaning, and warding off organic pests.
Attack and Damage Type: Tech, Internal
1s cast
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Germicidal Radiation Field
AoE close to IZAX deals damage and applies stacks of
Taking increased damage from Germicidal Radiation Field per stack.
Duration: 60s
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Accumulated Radiation,
increasing damage received by 25%. IZAX regularly does
Damage Type: Kinetic
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Swipe
on either the left or the right side, depending on the tank’s location. The orange area covers roughly two third or the available space. Getting hit with it applies
Damage taken from Izax’s melee attacks increased by 15% per stack, and defense chance reduced by 15%.
Duration: 6s
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Melee Vulnerability,
increasing damage taken by 15% per stack and reducing Defense by 15%. The tank can either move inside the
Dealing periodic internal damage to targets standing too close. Projecting a radiation field designed for self-cleaning, and warding off organic pests.
Attack and Damage Type: Tech, Internal
1s cast
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Germicidal Radiation Field
or to the group to avoid getting hit. When moving to the group, the tank should move back right after the
Damage Type: Kinetic
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Swipe
happened so that the next one does not happen where the group is standing.
IZAX also does
Damage Type: Kinetic
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Power Slam,
damaging anyone in the orange circle. Additionally, everyone receives
Hindered. Unable to move. Even if Izax’s slam attack is physically dodged, the burst of energy it releases causes problems of its own.
Attack and Damage Type: Tech, Energy (AoE)
Duration: 3s
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Binding Shockwave,
rooting them for 3s.
A random player will receive
Movement speed increased to 160%. Immune to Binding Shockwave immobilization. Target is about to begin emitting a cascading energy burst in their immediate vicinity.
1s cast
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Induction Cascade,
increasing their movement speed by 160% and making them immune to the
Hindered. Unable to move. Even if Izax’s slam attack is physically dodged, the burst of energy it releases causes problems of its own.
Attack and Damage Type: Tech, Energy (AoE)
Duration: 3s
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Binding Shockwave
root. After 5s,
Movement speed increased to 160%. Immune to Binding Shockwave immobilization. Damage done reduced by 100%. Target is dealing periodic emental damage in an area around itself.
Attack and Damage Type: Tech, Energy (AoE)
Duration: 8s
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Induction Cascade,
also reduces their damage dealt by 100% and causes them to damage anyone close to them for 8s. After that, they receive
Residual energy surges through your body increasing your outgoing damage by 100%.
Duration: 8s
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Induction Rebound,
increasing their damage dealt by 100% for 8s. Since
Movement speed increased to 160%. Immune to Binding Shockwave immobilization. Target is about to begin emitting a cascading energy burst in their immediate vicinity.
1s cast
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Induction Cascade,
deals heavy damage, the player having it must move away from the group.
When IZAX reaches 96%, he does
IZAX is power cycling his deflector to eject any foreign objects from his shield perimeter.
1s cast
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Deflector Pulse,
knocking everyone back and starting the second phase. Standing too far on the sides can result in getting knocked off the roof and death.
The second phase is one of the most confusing ones, despite having a repeating pattern. The group must first walk into a white circle, kill the Anchor Drone, aim beams at IZAX to remove his shield, damage him and repeat.
The phase starts with IZAX casting
1s cast
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Drone Launch,
creating a white circle somewhere on the map. Everyone should run into that circle. When the shrinking inner circle has collapsed, droids spawn.
At the location of the white circle, an Anchor Drone appears. Its
This drone is projecting an anchoring field that confines anchored objects to the boundaries of the field.
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Anchoring Field
prevents players from leaving the – now blue – circle around itself. IZAX will target the Anchor Drone with
Attack and Damage Type: Tech, Kinetic
4s channel
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Saturation Volley
(the huge orange marker), damaging the entire group around 15 – 20 seconds after the drone spawned, unless the group kills the Anchor Drone before that. Killing the Anchor Drone is therefore top priority.
An Electro-Tether Droid will also be in the circle. Like the ones in the puzzle before IZAX, it stuns a player with
You have become entrapped in a magnetic tether and are unable to act!
Attack and Damage Type: Force, Elemental
10s channel
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Magnetic Tether
(can be interrupted by using a stun breaker or someone else interrupting the droid). It drops a tether module that allows the player picking it up to use
Pull a tethered target to your position. This behavior will change contextually based on your proximity to locations to which you can anchor the tether. Certain connections may result in the temporary loss or destruction of a tether. The distance you can pull a target toward you is relative to your distance from the target.
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Tether
on droids. The usual behaviour is that they are being pulled to the player. Tethering IZAX, however, knocks the player over the edge, killing them.
After the Anchor Drone is dead,
Movement speed increased to 160%. Immune to Binding Shockwave immobilization. Target is about to begin emitting a cascading energy burst in their immediate vicinity.
1s cast
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Induction Cascade,
starts happening again. Additionally, IZAX does
Damage Type: Kinetic
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Magnetar Plasma Cannon
on the tank, leaving small circles on the floor behind. Players standing in it take high damage from
Attack and Damage Type: Tech, Elemental (AoE)
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Plasma Field.
A second
1s cast
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Drone Launch
spawns Hull Cutter Drones that are as nasty as they sound. They deal high single target damage and must be killed fast. Their
Damage from Area of Effect sources reduced by 75%. Designed for breaching sensitive areas of hardened targets, the Hull Cutter drone is built to be extremely resistant to the collateral damage that is typical of large scale combat.
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Dampening Field
passive reduces the AoE damage they take by 75% and they must therefore be killed with single target abilities or DoT spread.
The remaining two types of droids are Energy Drones and Amplifiers. Those are used to bring down IZAX’s shield. The Energy Drones do
This drone is preparing to fire a beam of energy at its target.
4s channel
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Energy Beam
(blue beam in the image) at the player with the highest threat. Should they hit an Amplifier, said Amplifier receives a stack of
The amount of energy this amplifier drone is currently storing.
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Energy Charge,
allowing the usage of
This drone is preparing to fire an amplified beam of energy at its target
4s channel
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Amplified Energy Beam
(the purple arrows in the image). The players targeted with
This drone is preparing to fire a beam of energy at its target.
4s channel
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Energy Beam
and
This drone is preparing to fire an amplified beam of energy at its target
4s channel
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Amplified Energy Beam
receive the respective debuff, indicating that they are targeted. If the
This drone is preparing to fire an amplified beam of energy at its target
4s channel
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Amplified Energy Beam
is aimed IZAX (it can also be aimed slightly next to him, just hitting the shield around IZAX is not enough though), the beam destroys IZAX’s shield. The Amplifiers can be pulled with the
Pull a tethered target to your position. This behavior will change contextually based on your proximity to locations to which you can anchor the tether. Certain connections may result in the temporary loss or destruction of a tether. The distance you can pull a target toward you is relative to your distance from the target.
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Tether
if there is too much AoE on the floor. It is enough to have one player take care of bringing down the shield while the rest kills the Hull Cutter Drones.
When IZAX’s shield is destroyed, he receives
Unable to act. Unable to activate Deflector Shield. Damage received increased by 200%. Temporarily incapacitated due to a critical feedback overload in his shield systems.
Duration: 15s
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Feedback Overload
for 15s, stunning him, removing his shield, increasing his damage taken by 200% and removing all adds except the Hull Cutter Drones. Everyone should then focus on IZAX. When
Unable to act. Unable to activate Deflector Shield. Damage received increased by 200%. Temporarily incapacitated due to a critical feedback overload in his shield systems.
Duration: 15s
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Feedback Overload
expires, IZAX shields again and knocking back everyone standing within 24m of him (as in the first phase, be careful not to fall off the roof).
The cycle then repeats with another white circle and so on until IZAX is pushed to 84%.
The third phase is mostly damaging IZAX and interrupting him.
It starts with IZAX casting
Attack and Damage Type: God Damage
3s cast
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Omnicannon,
damaging everyone for approximately 65% of their maximum health.
After the first
Attack and Damage Type: God Damage
3s cast
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Omnicannon,
IZAX charges it again by chain-casting
2s cast
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Charge Omnicannon.
Every cast increases his
The charge percentage of Izax’s omnicannon.
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Omnicannon Charge
level by 2. At 100 stacks, he can cast
Attack and Damage Type: God Damage
3s cast
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Omnicannon
again, wiping the group.
When the group has dealt enough damage to IZAX, he receives
Momentarily vulnerable to interrupts.
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Shaken,
making him vulnerable to interrupt. His
2s cast
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Charge Omnicannon.
must then be interrupted as often as possible.
Movement speed increased to 160%. Immune to Binding Shockwave immobilization. Target is about to begin emitting a cascading energy burst in their immediate vicinity.
1s cast
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Induction Cascade,
is also happening in this phase.
To shorten the phase, the group can overload the broadcast towers on the corners of the roof. The first one can be overloaded by simply pressing the button on it, draining 5% - 6% of IZAX’s health. He then repositions and his
The charge percentage of Izax’s omnicannon.
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Omnicannon Charge
level resets to 0. However, he also gains the interrupt immunity again until the immunity is removed by the group dealing enough damage.
To overload the remaining towers, another small puzzle is required.
After IZAX’s repositioning, a Conductor Droid spawns. A player must
Pull a tethered target to your position. This behavior will change contextually based on your proximity to locations to which you can anchor the tether. Certain connections may result in the temporary loss or destruction of a tether. The distance you can pull a target toward you is relative to your distance from the target.
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Tether
it between the destroyed tower (i.e., the tower that was used initially) and an intact tower next to it. While the Conductor Droid is usually pulled between the two towers next to IZAX, it is not necessary to do so (like in the image above).
After getting the Conductor Droid in position, a connection between the Bypass Conduits and the Conductor must be established. This is done by standing on a Bypass Conduit (the player receives the buff
Networking broadcast towers together by connecting linked conductors may result in explosive power surges.
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WARNING: High Voltage
when standing on it, indicating that they are close enough) and then using the
Pull a tethered target to your position. This behavior will change contextually based on your proximity to locations to which you can anchor the tether. Certain connections may result in the temporary loss or destruction of a tether. The distance you can pull a target toward you is relative to your distance from the target.
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Tether
on the Conductor, consuming a
Pull a tethered target to your position. This behavior will change contextually based on your proximity to locations to which you can anchor the tether. Certain connections may result in the temporary loss or destruction of a tether. The distance you can pull a target toward you is relative to your distance from the target.
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Tether
in the process (i.e., the player must pick up another one for the second connection). The same goes for the other conduit.
Once the connection is established, the overload button on the intact tower can be used.
When IZAX reaches 64% health, the fourth phase starts.
In this phase, IZAX must be brought to 33%. Additionally, waves of Hull Cutter Drones spawn again.
At the start of the phase, an Augment Droid, a Makeshift Energy Drone and Makeshift Amplifier Drones appear.
The Augment Droid applies
Damage dealt significantly increased.
Duration: 8.1s
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Optimized Augmentation
to players in the magenta circle around it, increasing their damage dealt by up to 200%. It should therefore be tethered close to IZAX and DPS should stand in the circle.
The edges of the room including the corners become electrified, damaging any player with
Attack and Damage Type: Force, Elemental (AoE)
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Electrical Overload,
especially melees must pay attention to not standing too close to IZAX.
Movement speed increased to 160%. Immune to Binding Shockwave immobilization. Target is about to begin emitting a cascading energy burst in their immediate vicinity.
1s cast
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Induction Cascade,
continues to happen. IZAX also does
Damage Type: Kinetic
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Magnetar Plasma Cannon
on the tank again. The tank should therefore keep IZAX on them and stand away from the rest.
In addition to pushing IZAX to 33%, the group must also kill the waves of Hull Cutter Drones that spawn throughout the phase. Aiming the Makeshift Amplifier Drones’ beams at IZAX damages him and can therefore help to push to the next phase before the group is being overwhelmed by Hull Cutters.
When IZAX reaches 33% health, the next phase starts.
In this transition phase, IZAX barrages the group with
Attack and Damage Type: Tech, Internal
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Missile Volleys.
There is always one free spot to which the group must move. 10s after the circles spawn, missiles fire. Players hit with a missile receive damage and the debuff
Incoming healing is reduced by 95% for each stack of this effect.
Duration: 25s
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Searing Plasma,
reducing healing received by 95%. Players with this debuff must make sure not to stand on the electrified edges of the roof.
IZAX fires four
Attack and Damage Type: Tech, Internal
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Missile Volleys
right after another. After the fourth, the fifth phase starts.
The fifth phase is somewhat confusing. The group’s objective is to keep SCYVA, whose consciousness is now in a Repurposed GEMINI Droid, alive for two minutes.
SCYVA has the effect
This platform is unable to act or defend itself due to computational burden. For lack of any timely alternatives, SCYVA has transferred her consciousness into a GEMINI droid. Unfortunately, this severely constrains SCYVA, as a GEMINI platform has nowhere near the processing power required to fully handle SCYVA’s consciousness.
Duration: 120s
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Voice of Iokath
for 120s. Upon expiration, the phase is completed and the last “phase” starts.
The group must protect SCYVA from various threats during this time.
Tether Droids will regularly spawn and apply
You have become entrapped in a magnetic tether and are unable to act!
Attack and Damage Type: Force, Elemental
10s channel
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Magnetic Tether
to SCYVA, stunning her. Players trying to tether her while she has
You have become entrapped in a magnetic tether and are unable to act!
Attack and Damage Type: Force, Elemental
10s channel
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Magnetic Tether
receive
Stunned, unable to act.
Duration: 5s
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Violent Shock,
stunning them for 5s. The Tether Droids must be killed fast to allow the group to pull SCYVA out of other attacks.
Energy Balls move from East to West, damaging anyone – including SCYVA – standing in them. A player should tether her out of these Energy Balls.
Combat Mines can spawn from any side and move towards SCYVA where they will explode. Players can tether them, which will either pull them off the roof or somewhere else where they then detonate.
IZAX, apart from firing his
Damage Type: Kinetic
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Magnetar Plasma Cannon
at the tank, does
Attack and Damage Type: Tech, Internal
4.5s channel
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Missile Barrages
or
Attack and Damage Type: Force, Internal
4.5s channel
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Homing Missile Barrages
at SCYVA and players. If SCYVA does not have
You have become entrapped in a magnetic tether and are unable to act!
Attack and Damage Type: Force, Elemental
10s channel
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Magnetic Tether,
she applies
Scyva’s interference prevents Izax from using long range scanners, missile guidance systems, or flight navigation.
Duration: 3s
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Signal Jamming
to IZAX, forcing him to use
Attack and Damage Type: Tech, Internal
4.5s channel
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Missile Barrages.
Those missiles that do not move with players (or SCYVA). Is SCYVA stunned with
You have become entrapped in a magnetic tether and are unable to act!
Attack and Damage Type: Force, Elemental
10s channel
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Magnetic Tether
IZAX can use homing missiles that move with their target. Both missile attacks apply
Receiving increased damage from all sources. Izax’s weapon synthesis systems have adapted to produce intelligent shrapnel capable of burrowing deeper after impact.
Duration: 25s / 35s
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Adaptive Shrapnel
to those they hit; however, there are two different debuffs. The homing missiles’
Receiving increased damage from all sources. Izax’s weapon synthesis systems have adapted to produce intelligent shrapnel capable of burrowing deeper after impact.
Duration: 35s
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Adaptive Shrapnel
stacks increase damage received by 5% per stack, lasting 35s and stacking up to 99 times. The not-homing missiles’
Receiving increased damage from all sources. Izax’s weapon synthesis systems have adapted to produce intelligent shrapnel capable of burrowing deeper after impact.
Duration: 25s
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Adaptive Shrapnel
stacks increase damage received by 15% per stacks, but last only 25s. Due to these debuffs it is important to tether SCYVA out of as many (not-homing) missiles as possible.
Healers can also heal SCYVA if she is taking too much damage.
The last “phase” consists out of IZAX blowing up.
Most of the roof will turn orange, leaving only one side for the group to hide. As the floor on the outside is still electrified, healing is required. It is also possible to stand on the Overloaded Bypass Conduits to negate the damage from the electrified floor. Standing in such a safe spot is indicated by a red cross above the player.
The group has 10 seconds to get to safety. After that, anyone who is still in the orange circle receives
If the ground is glowing hot, you probably shoudln’t be walking there.
Attack and Damage Type: God Damage
Duration: 1.1s
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Immolation,
dealing extremely high damage if not killing them.
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 13 February 2022.