Operation Guide: Terror from Beyond

Terror from Beyond is an Operation that takes you to the Gree world of Asation. The Dread Master’s agents opened an ancient Hypergate and unleashed unspeakable horrors. If you do not contain those threats, they will spread to every corner of the galaxy.

The entrance to Terror from Beyond is located on the Ziost Shadow.

Notice: This guide was written before 7.0 and may no longer be completely up-to-date.
  • The Data Cores during the Operator IX encounter are now immune to crowd control effects in Terror from Beyond Operation - Master Mode.
  • If the Terror from Beyond is denied the opportunity to scream for too long, its pent-up frustration will now express itself in the form of an empowered Frustrated Scream (it's unhealthy to bottle up emotions) - Veteran and Master Modes.
  • -- Changes mentioned in the Patchnotes.

    1 The Writhing Horror

    The Writhing Horror The Writhing Horror, a bloated … something lurking in the sewer systems of Satikan – Equation Enclave, is the first boss of Terror from Beyond. It is a pretty straightforward fight.

    Enrage Timers

    The timers start when the encounter starts. Once expired, the boss will receive Dealing 200% increased damage.
    View on swtor.jedipedia.net
    Enrage,
    increasing damage dealt by 200% for the rest of the encounter.

    Story Mode 6:00min (360s)
    Hard / Nightmare Mode 5:45min (345s)

    1.1 Story Mode

    The locations of the Writhing Horror.

    The Writhing Horror does not move, instead she burrows underground to re-emerge in a new location. Should the tank be not standing in melee range to the boss, she will do raid wide AoE damage. The Writhing Horror’s positioning is displayed in the image on the left.

    The boss will apply a stacking debuff, You have been implanted with young larva!
    Duration: 5 minutes
    View on swtor.jedipedia.net
    Incubation,
    on the tank. At 45 seconds into the fight and after that every 90s, a Jealous Male appears. If it hits a target with You have been implanted with young larva!
    Duration: 5 minutes
    View on swtor.jedipedia.net
    Incubation,
    as many Foul Offspring will spawn as stacks were on the target. The stacks will then get removed. The off tank can pick up the Jealous Male.

    Those pheromones can be used to attract the Foul Offspring.

    With the Jealous Male spawning, a red pheromone pool will appear on a group of three flowers. Standing in it applies Attracting young larva.
    Duration: 0.25s
    View on swtor.jedipedia.net
    Calming Pheromone
    to the player. This taunts the Foul Offspring and applies Calmed by mother’s pheromones, dealing reduced damage.
    Duration: 0.25s
    View on swtor.jedipedia.net
    Calming Pheromone
    to them, greatly reducing their damage dealt.

    For each add up, the boss has a stack of The Writhing Horror watches over her young. One stack per offspring or males currently alive. At 20 stacks, she will furiously protect her spawn.
    View on swtor.jedipedia.net
    Mother’s Brood.
    At 20 stacks, she will receive Dealing 200% increased damage.
    View on swtor.jedipedia.net
    Full Infestation,
    increasing damage dealt by 200%. Having too many adds up should therefore be avoided.

    1.2 Hard and Nightmare Mode

    When the tank gives birth to Foul Offspring after the stacks of You have been implanted with young larva! At the end of the duration or at 10 stacks, they will be born! Once this happens, you cannot be implanted again for several seconds or suffer consequences.
    Duration: 15s
    View on swtor.jedipedia.net
    Incubation
    get removed, they will receive Your body is weak from giving birth to the young larva, you cannot survive another implantation for the duration!
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Recently Implanted.
    This debuff will cause instant death should that tank receive another You have been implanted with young larva! At the end of the duration or at 10 stacks, they will be born! Once this happens, you cannot be implanted again for several seconds or suffer consequences.
    Duration: 15s
    View on swtor.jedipedia.net
    Incubation
    stack while having Your body is weak from giving birth to the young larva, you cannot survive another implantation for the duration!
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Recently Implanted
    active. A tank swap is needed at this point.

    Corrosive Slime.

    The Writhing Horror will regularly apply a cleansable DoT, called Taking perioidic damage from the corrosive slime. Removing the effect will drop the slime to the ground!
    Attack and Damage Type: Force, Kinetic
    Duration: 60 seconds
    View on swtor.jedipedia.net
    Corrosive Slime,
    on a random player. Cleansing this DoT will leave a yellow puddle on the floor, damaging anyone standing in it.

    Only one player can gain Attracting young larva to you with the calming effect of the pheromone pool. This effect can only be given to one player per pheromone pool. Stepping out of the pool will end this effect and make you unable to receive it again for the duration of the encounter.
    Duration: 0.25s
    View on swtor.jedipedia.net
    Calming Pheromone
    per pheromone pool. Stepping out of a pheromone pool now additionally applies You've been affected by the pheromones and cannot be affected again. Standing in another pheromone pool will damage you!
    Attack and Damage Type when stepping in a pheromone pool again: Force, Kinetic
    Duration: 10min
    View on swtor.jedipedia.net
    Stale Pheromones
    to the player, damaging them if they stand in a pheromone pool again.

    Soft Enrage below 15%

    When the Writhing Horror’s health falls below 15%, a new type of add, the Twisted Spawn, spawns every few seconds. The Twisted Spawn will Periodic internal damage.
    Attack and Damage Type: Force, Internal (DoT)
    Duration: 10 seconds
    View on swtor.jedipedia.net
    Spit
    on players, leaving a DoT behind. Like the Foul Offspring, they regularly switch their target.

    To prevent the boss from gaining 20 The Writhing Horror watches over her young. One stack per offspring or males currently alive. At 20 stacks, she will furiously protect her spawn.
    View on swtor.jedipedia.net
    Mother’s Brood
    stacks and enraging, she should be killed fast. The adds can be picked up by the off tank.

    Should a Jealous Male be up when the boss’ health is close to 15%, it should be killed before pushing in the burn phase.

    Nightmare Mode

    The mechanics on NiM are the same as on HM. The only real difference is that, instead of teleporting in the order depicted in the image, the boss can re-appear at any of these locations.

    Additionally, the boss’ damage output is much higher. The Taking perioidic damage from the corrosive slime. Removing the effect will drop the slime to the ground!
    Attack and Damage Type: Force, Kinetic
    Duration: 60 seconds
    View on swtor.jedipedia.net
    Corrosive Slime,
    DoT should be cleansed very fast as only a few ticks can result in death. Tanks need to use cooldowns during the burn phase.

    2 The Dread Guard Commanders

    The Dread Guard Commanders The Dread Guard Commanders Heirad, Ciphas and Kel’sara are the second encounter in Terror from Beyond. The group must kill them after each other since the remaining Commanders will regenerate health when one of them dies.

    Enrage Timers

    The timers start when the encounter starts. Once expired, the bosses will receive Dealing 200% increased damage.
    View on swtor.jedipedia.net
    Enrage,
    increasing damage dealt by 200% for the rest of the encounter. On Hard and Nightmare Mode, movement speed is increased by 200% as well.

    Story Mode 7:30min (450s)
    Hard / Nightmare Mode 7:20min (440s)

    2.1 Story Mode

    The kill order is Heirad -> Ciphas -> Kel’sara.

    Phase 1: Heirad

    The raid focuses on Heirad, who is taunt immune, the tanks take Ciphas and Kel’sara.

    Kel’sara stacks Increases damage taken from crushing effects.
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Pulverized
    on the tank tanking her, increasing the damage taken from her attacks with each stack. A tank swap is, however, optional.

    At some point, Heirad will cast With each cast, Surging Chain increases its target cap by one.
    Attack and Damage Type: Force, Elemental (AoE)
    3 seconds cast
    View on swtor.jedipedia.net
    Surging Chain.
    Ciphas will receive Absorbs damage and grants interrupt immunity.
    View on swtor.jedipedia.net
    Dread Barrier,
    granting him immunity to interrupts, and channel Cannot be damaged.
    View on swtor.jedipedia.net
    Empowered Barrier
    on Heirad, making Heirad immune to damage. The group must switch to Ciphas and damage him. If he is damaged enough, Absorbs damage and grants interrupt immunity.
    View on swtor.jedipedia.net
    Dread Barrier
    will be removed, and he can be interrupted. The group then switches back to Heirad. This repeats until Heirad is dead.

    Phase 2: Ciphas

    In the second phase, the group focuses on Ciphas.

    The green puddles (Expiatory Motes) through which the player affected with Doom has to run through.

    Kel’sara will regularly target a random player (those tanking excluded) with Drains life to create an Expiatory Mote at the feet of the target.
    Attack and Damage Type: Force, Elemental
    Duration: 3s
    View on swtor.jedipedia.net
    Vitality Extraction,
    dealing some damage and creating an Attack and Damage Type when running in it: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Mote,
    a green puddle, beneath the player. Standing in it applies Periodic elemental damage. This effect can also remove a stack of Doom, but is consumed by Doom in the process.
    Attack and Damage Type: Force, Elemental (AoE, DoT)
    Duration: 24s
    View on swtor.jedipedia.net
    Expiatory Mote,
    dealing damage over time and removing the puddle; they should therefore be avoided.

    He will regularly doom a random player (those tanking excluded), applying Festers on the target until it matures or is warded off by Expiatory Motes [i.e. the green puddles]. If it matures, it explodes, dealing extraordinary damage to the target.
    Attack and Damage Type on expiration: Force, Internal
    Duration: 24 seconds
    View on swtor.jedipedia.net
    Doom.
    This is a 24 seconds debuff with 2 stacks. If it expires naturally, the player will receive massive damage, killing them.

    The Festers on the target until it matures or is warded off by Expiatory Motes [i.e. the green puddles]. If it matures, it explodes, dealing extraordinary damage to the target.
    Attack and Damage Type on expiration: Force, Internal
    Duration: 24 seconds
    View on swtor.jedipedia.net
    Doom
    stacks can be cleansed by walking through Attack and Damage Type when running in it: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Motes,
    each mote removing one stack. The mote is consumed in the process, the DoT will not be applied, though.

    There are many ways to cheese Festers on the target until it matures or is warded off by Expiatory Motes [i.e. the green puddles]. If it matures, it explodes, dealing extraordinary damage to the target.
    Attack and Damage Type on expiration: Force, Internal
    Duration: 24 seconds
    View on swtor.jedipedia.net
    Doom,
    some are explained in the Appendix.

    Phase 3: Kel’sara

    In the last phase, only Kel’sara remains.

    A player is marked for death (indicated by the beam) and running away from Kel’sara.

    She will regularly apply Targeted and slowed by Kel'sara.
    Duration: 15 seconds
    View on swtor.jedipedia.net
    Mark of Death
    (tank excluded), reducing their movement speed by 50%, and walking to them. It is also indicated by a green beam between Kel’sara and her target. The player must kite Kel’sara across the room. If she gets withing 3 metres of the player, she will do Attack and Damage Type: Force, Energy
    View on swtor.jedipedia.net
    Mad Strike,
    dealing high damage.

    Another attack is Periodic elemental damage.
    Attack and Damage Type: Force, Elemental (DoT)
    Duration: 24s
    View on swtor.jedipedia.net
    Withering Terror,
    a DoT on a random player and those standing close to them.

    2.2 Hard Mode

    Phase 1: Heirad

    Heirad will regularly channel Attack and Damage Type: Force, Elemental (AoE)
    7.5 seconds channel
    View on swtor.jedipedia.net
    Lightning Field,
    dealing damage to every player during the channel. On the last tick, damage increases when players stand too close to each other; therefore, the group must spread out as far as possible or use defensives.

    In addition to Kel’sara’s Increases damage taken from crushing effects.
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Pulverized
    stacks, Ciphas stacks Increases damage taken from bleed effects.
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Gored
    on the tank tanking him, increasing the damage taken from his attacks. A tank swap is needed when both tanks are at about 5 stacks.

    Phase 2: Ciphas

    Ciphas will regularly Attack and Damage Type: Force, Internal
    6 seconds channel
    View on swtor.jedipedia.net
    Strangle
    a DPS which must be interrupted as fast as possible.

    Festers on the target until it matures or is warded off by Expiatory Motes [i.e. the green puddles]. If it matures, it explodes, dealing extraordinary damage to the target.
    Attack and Damage Type on expiration: Force, Internal
    Duration: 24 seconds
    View on swtor.jedipedia.net
    Doom
    now has 3 stacks.

    Phase 3: Kel'sara

    The tank swap mechanic of the phases 1 and 2 is replaced with Reduces all healing the target receives and deals by 100%. Healing the target will leech health from the target to Kel'sara.
    Attack and Damage Type if receiving healing: Force, Elemental
    Duration: 18 seconds
    View on swtor.jedipedia.net
    Force Leech.
    Kel’sara will cast this debuff on the tank which reduces the tank’s healing received by 99% and healing done by 300%. In addition to that, any healing on said tank will damage them and heal Kel’sara. The other tank must taunt during the cast and the tank with Reduces all healing the target receives and deals by 100%. Healing the target will leech health from the target to Kel'sara.
    Attack and Damage Type if receiving healing: Force, Elemental
    Duration: 18 seconds
    View on swtor.jedipedia.net
    Force Leech
    should move away from the group and hide behind the pillars at the exit. Any HoTs must be clicked off. If there are Annihilation Marauders in the group, they should be in another OPS frame than the tanks to prevent healing them during Reduces all healing the target receives and deals by 100%. Healing the target will leech health from the target to Kel'sara.
    Attack and Damage Type if receiving healing: Force, Elemental
    Duration: 18 seconds
    View on swtor.jedipedia.net
    Force Leech.

    When Kel’sara’s health reaches 75% / 50% / 25%, three adds will spawn that should be killed fast, especially the one casting [Force] Periodic internal damage.
    Attack and Damage Type: Force, Internal (DoT)
    8 seconds cast
    View on swtor.jedipedia.net
    Mass Affliction,
    a raid wide DoT.

    Getting hit with Attack and Damage Type: Force, Energy
    View on swtor.jedipedia.net
    Mad Strike
    now applies stacks of Increases the damage done by Mad Strike.
    Duration: 10s
    View on swtor.jedipedia.net
    Infuriation
    to Kel’sara, increasing the damage dealt by it by 100% per stack.

    2.3 Nightmare Mode

    The damage output is very high on NiM.

    Phase 1: Heirad

    The Attack and Damage Type: Force, Elemental (AoE)
    7.5 seconds channel
    View on swtor.jedipedia.net
    Lightning Fields
    are now casted earlier, making a tank swap needless as the stacks will expire naturally. Defensives should be used for the last tick of Attack and Damage Type: Force, Elemental (AoE)
    7.5 seconds channel
    View on swtor.jedipedia.net
    Lightning Field
    (i.e., shortly before the channel ends).

    Cannot be damaged.
    View on swtor.jedipedia.net
    Empowered Barrier
    (applied to Heirad during With each cast, Surging Chain increases its target cap by one.
    Attack and Damage Type: Force, Elemental (AoE)
    3 seconds cast
    View on swtor.jedipedia.net
    Surging Chain)
    now reflects damage dealt to Heirad.

    Phase 2: Ciphas

    Festers on the target until it matures or is warded off by Expiatory Motes [i.e. the green puddles]. If it matures, it explodes, dealing extraordinary damage to the target.
    Attack and Damage Type on expiration: Force, Internal
    Duration: 24 seconds
    View on swtor.jedipedia.net
    Doom
    now has 6 stacks and lasts 34 seconds. It should be cheesed as often as possible.

    Phase 3: Kel’sara

    Getting healed while having Reduces all healing the target receives and deals by 100%. Healing the target will leech health from the target to Kel'sara.
    Attack and Damage Type if receiving healing: Force, Elemental
    Duration: 18 seconds
    View on swtor.jedipedia.net
    Force Leech
    is extremely punishing; one tick can already be lethal.

    The group should spread out to prevent multiple people receiving Periodic elemental damage.
    Attack and Damage Type: Force, Elemental (DoT)
    Duration: 24s
    View on swtor.jedipedia.net
    Withering Terror
    as it ticks much harder on Nightmare Mode. Periodic elemental damage.
    Attack and Damage Type: Force, Elemental (DoT)
    Duration: 24s
    View on swtor.jedipedia.net
    Withering Terror
    happens shortly after Reduces all healing the target receives and deals by 100%. Healing the target will leech health from the target to Kel'sara.
    Attack and Damage Type if receiving healing: Force, Elemental
    Duration: 18 seconds
    View on swtor.jedipedia.net
    Force Leech.
    Alternatively, one player can stand between 10 and 35m from Kel’sara while the rest stands less than 10m from her.

    Expiatory Motes

    The Attack and Damage Type when running in it: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Motes
    (“the puddles”) happen in the second and third phase.

    In the second phase, they work as on Hard Mode: Kel’sara will apply Drains life to create an Expiatory Mote at the feet of the target.
    Attack and Damage Type: Force, Elemental
    Duration: 3s
    View on swtor.jedipedia.net
    Vitality Extraction
    to someone, an Attack and Damage Type when running in it: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Mote
    (“green puddle”) will appear beneath them. Standing in it removes the mote and either applies the Periodic elemental damage. This effect can also remove a stack of Doom, but is consumed by Doom in the process.
    Attack and Damage Type: Force, Elemental (AoE, DoT)
    Duration: 24s
    View on swtor.jedipedia.net
    Expiatory Mote
    DoT or removes a Festers on the target until it matures or is warded off by Expiatory Motes [i.e. the green puddles]. If it matures, it explodes, dealing extraordinary damage to the target.
    Attack and Damage Type on expiration: Force, Internal
    Duration: 24 seconds
    View on swtor.jedipedia.net
    Doom
    stack.

    There can only be up to 12 Attack and Damage Type when running in it: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Motes
    present at the same time.

    Nightmare Mode adds another type of Attack and Damage Type when running in it while being marked for death: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Mote
    for the third phase. They work similar to the green ones, but are red. They apply Periodic elemental damage. This effect can also remove a stack of Doom, but is consumed by Doom in the process.
    Attack and Damage Type: Force, Elemental (AoE, DoT)
    Duration: 24s
    View on swtor.jedipedia.net
    Expiatory Mote
    when standing in them, a DoT that, however, deals much more damage than the green one. The Attack and Damage Type when running in it while being marked for death: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Mote
    will not be removed by this. Walking through it while having Targeted and slowed by Kel'sara.
    Duration: 15 seconds
    View on swtor.jedipedia.net
    Mark of Death
    stuns the player for 4 seconds.

    To minimise the number of red motes (the maximum of 12 counts red and green ones), 12 of the green Attack and Damage Type when running in it while being marked for death: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Motes
    should be left while fighting Ciphas.

    Ciphas should therefore be tanked along the wall so that the motes can be placed there. Once 12 motes are present, the group should switch to the other side of the room.

    Nine green Expiatory Motes that should be placed near the wall during the second phase and two red ones. A third red one will appear soon.

    If there are less than 12 Attack and Damage Type when running in it while being marked for death: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Motes
    in the third phase (e.g., because someone accidentally walked in them while being marked for death), the red ones will appear (watch out for Drains life to create an Expiatory Mote at the feet of the target.
    Attack and Damage Type: Force, Elemental
    Duration: 3s
    View on swtor.jedipedia.net
    Vitality Extraction).
    In the image, there are nine green and two red motes; meaning that a third red one will spawn soon.

    Should someone step in a red mote and receive Periodic elemental damage. This effect can also remove a stack of Doom, but is consumed by Doom in the process.
    Attack and Damage Type: Force, Elemental (AoE, DoT)
    Duration: 24s
    View on swtor.jedipedia.net
    Expiatory Mote,
    they can walk in a green one to receive Periodic elemental damage. This effect can also remove a stack of Doom, but is consumed by Doom in the process.
    Attack and Damage Type: Force, Elemental (AoE, DoT)
    Duration: 24s
    View on swtor.jedipedia.net
    Expiatory Mote
    which deals less damage instead. The green mote, however, is consumed and another red Attack and Damage Type when running in it while being marked for death: Force, Elemental
    View on swtor.jedipedia.net
    Expiatory Mote
    will appear.

    As Kel’sara also has a knockback, the group must be especially cautious when having motes near them.

    3 Operator IX

    Operator IX Operator IX is the third and encounter in Terror from Beyond and probably the one with the most interesting mechanics in the whole operation. One could argue that the lines Operator IX says during the encounter is secretly the code of the game screaming in bugs features.

    Enrage Timer

    A timer of 6:00 min (360s) starts when Operator IX spawns. Once expired, it will receive Dealing 200% increased damage.
    View on swtor.jedipedia.net
    Overload,
    increasing damage by 200% for the rest of the encounter.

    3.1 Story Mode

    In order to enter the room where the encounter happens, every group member must choose a colour: Blue, orange, purple or yellow. There are different compositions that work, especially in Story Mode. One composition for 8 people would be 2 DPS. 1 Tank and 1 DPS, 1 Healer and 1 DPS or 1 Tank and 1 Healer (see the Hard Mode part for a more detailed explanation).

    Phase 1: Data Cores
    One player is standing in the middle, another one clicking to console. Meanwhile, the group destroys the unshielded cores.

    Before the boss shows up, eight Data Cores have to be destroyed. The Data Cores are shielded. To remove the shield, one person of a colour must stand in the middle of the room in the circle and the other person of the colour has to click a panel. The person clicking the panel must not move for the duration of the channel. Also, tanks should ensure that the clicking person is not interrupted by adds that will spawn regularly.

    During the time the person clicks the panel, two cores, one in the Northern half, the other one in the Southern half, will be unshielded and should be killed as fast as possible. Should the person clicking be interrupted, then they must click again.

    For each colour are 70 seconds time to kill the two Data Cores. Else the phase is marked as failed and an add spawns. The order is blue, then orange, then purple and at last yellow.

    Phase 2: Operator IX

    After the eight Data Cores are destroyed, Operator IX will appear.

    Operator IX starting Black Obtuse; the group now must go through their circles.

    Its main mechanic is Attack and Damage Type: Tech, Energy (AoE)
    10 seconds channel
    View on swtor.jedipedia.net
    Black Obtuse,
    also known as Colour Phase. The boss will shield, and coloured circles will appear around it. The players with matching colours have 10 seconds to run through their circles; one person can thereby run through several circles of their colour.

    Attack and Damage Type: Tech, Energy (AoE)
    10 seconds channel
    View on swtor.jedipedia.net
    Black Obtuse
    will regularly happen until Operator IX is destroyed.

    3.2 Hard Mode

    Phase 1: Data Cores
    One of the spheres that must be killed in the first phase.

    At the start of each colour, the persons with said colour must find a sphere and kill it. The sphere is very small and a bit tricky to target. It also has a circle in the colour of the current phase underneath to be spotted more easily. It is important that everybody only kills their sphere and not the sphere of others.

    Killing a sphere of the own colour grants <colour> Obtuse prevents data deletion.
    View on swtor.jedipedia.net
    <colour> Obtuse
    which is required in the second phase.

    The time for the colours is reduced. Blue has 70s, orange 60s, purple 55s and yellow 50s. That is why on yellow all DPS should be available to kill the Data Cores.

    A possible solution for dealing with the adds is to fail purple: One core gets destroyed, while the other one gets to almost 0%. Then the raid focuses on killing the adds and at last kills the second Data Core. This ensures that there will be less adds during yellow.

    A second strategy would be assigning the two DPS with the strongest burst damage to blue. After blue is completed, one of them then takes the Northern half of the Data Cores, the other one the Southern cores. The other DPS kill the adds. Should there be no adds, they can help on the cores.

    Phase 2: Operator IX

    Operator IX now has another ability, the Damage Type: Internal
    5 seconds channel
    View on swtor.jedipedia.net
    Deletion Protocol,
    also known as Deletion Phase.

    The boss will mark a random raid member for deletion with a certain colour. The message displayed reads “Operator IX targets <target> with <blue/orange/purple/yellow> Deletion Protocol!” This means that the target, as well as one player of the announced colour with <colour> Obtuse prevents data deletion.
    View on swtor.jedipedia.net
    <colour> Obtuse
    have to group up under the boss and hug each other. It will then be announced that “<player> has activated a deletion shield!” meaning that the person is safe.

    The player who saved will have <colour> Obtuse prevents data deletion.
    View on swtor.jedipedia.net
    <colour> Obtuse
    removed meaning that they cannot save a second time. The group must therefore make sure that only one person stands with the target under the boss for later Damage Type: Internal
    5 seconds channel
    View on swtor.jedipedia.net
    Deletion Protocols.

    Sometimes, Damage Type: Internal
    5 seconds channel
    View on swtor.jedipedia.net
    Deletion Protocol
    is skipped, and Attack and Damage Type: Ranged, Energy
    View on swtor.jedipedia.net
    Disinfection
    happens instead.

    It is possible to have the tank taunt 2.5 – 3s after Attack and Damage Type: Tech, Energy (AoE)
    8 seconds channel
    View on swtor.jedipedia.net
    Black Obtuse
    ended. This causes Damage Type: Internal
    5 seconds channel
    View on swtor.jedipedia.net
    Deletion Protocol
    or Attack and Damage Type: Ranged, Energy
    View on swtor.jedipedia.net
    Disinfection,
    respectively, to go on said tank.

    On Attack and Damage Type: Tech, Energy (AoE)
    8 seconds channel
    View on swtor.jedipedia.net
    Black Obtuse,
    which is 2 seconds shorter than on Story Mode, each colour will appear exactly twice. After running through the circles, the group then should stack up in the middle to allow AoE healing. Make sure to move away before the Damage Type: Internal
    5 seconds channel
    View on swtor.jedipedia.net
    Deletion Protocol
    starts.

    3.3 Nightmare Mode

    While the mechanics are mostly the same as on Hard Mode, failing them is more punishing. This can turn the fight into memes quite fast.

    Phase 1: Data Cores

    Data Cores now have the passive Core activates damage mitigation protocols when parallel core is destroyed.
    View on swtor.jedipedia.net
    Dual Core.
    Once one of the two active cores is destroyed, the other one will cast Damage mitigation protocols activated.
    5s cast
    View on swtor.jedipedia.net
    Dual Core.
    for 5s, increasing damage reduction by 90%. The cores must therefore die around the same time.

    Failing a colour results in a wipe (announced as “Failed to achieve Red Obtuse. Activating Green Bisector.”). Having DPS with burst disciplines killing the cores helps passing the colours. Apart from the two DPS on blue, everyone can kill their spheres after their colour to maximise DPS (blue should not as the timer for blue does not start straightaway and they need to destroy the cores when their colour is over). Those in the middle can also kill them while they are in the middle.

    The Regulators deal a lot of damage and should die fast.

    Players attacking a sphere of another colour will be stunned for 3 seconds.

    Phase 2: Operator IX

    Those standing in a circle of another colour during Attack and Damage Type: Tech, Energy (AoE)
    8 seconds channel
    View on swtor.jedipedia.net
    Black Obtuse
    will be killed instantly. Caution, the adds have knockbacks.

    The damage from Attack and Damage Type: Ranged, Energy
    View on swtor.jedipedia.net
    Disinfection
    is extremely high and can one-shot a non-tank. Therefore, a tank must taunt 2.5 to 3s after Attack and Damage Type: Tech, Energy (AoE)
    8 seconds channel
    View on swtor.jedipedia.net
    Black Obtuse.

    Damage Type: Internal
    5 seconds channel
    View on swtor.jedipedia.net
    Deletion Protocol,
    work the same as on Hard Mode.

    4 Kephess the Undying

    Kephess the Undying Guess who’s back? It’s everyone’s most favourite lizard: Kephess! After meeting an unfortunate end in Explosive Conflict, he has been resurrected by his masters to cause some more terror and destruction. This Kephess version, however, is less dangerous than the previous one and the encounter is easier than the previous two.

    4.1 Story Mode

    Phase 1: Kephess 100% - 50%

    The first phase is simply a tank and spank. At 50% the encounter transitions to phase 2.

    Transition aka. Tetris Phase
    Transition from Phase 1 to Phase 2 with Tetris.

    Kephess discovers his love for Tetris, jumps in the air and lets a cascade of blocks come from the centre to the corners of the room. Anyone standing inside the blocks receives high damage, the path however is always the one as shown in the image.

    Phase 2: Kephess 50% - 10%
    Kephess jumping up, leaving an expanding blue circle behind and landing in the red circle.

    Kephess will leap in the air, leaving an expanding blue circle, dealing damage to those standing in it, behind and jump to a random player. A red circle underneath them will appear and damage anyone standing inside as soon as the boss jumps down.

    Periodic internal damage. Damage increases over time. Allows access to Hypergate Control Towers.
    Attack and Damage Type: Tech, Internal (AoE)
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Corrupted Nanites
    are a DoT that will regularly be placed on random players. They can only be cleansed by clicking the pillar which is usually done when 2 to 3 group members have the debuff. The Periodic internal damage. Damage increases over time. Allows access to Hypergate Control Towers.
    Attack and Damage Type: Tech, Internal (AoE)
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Corrupted Nanites
    are indicated by a small orange circle above the player’s head.

    Phase 3: Soft Enrage
    Kephess is getting a bit angry and starts barraging you with explosives.

    At 10%, Kephess will execute Kephess’ suit rapidly vents radioactive emission, frantically firing explosives at his enemies.
    Attack and Damage Type: Force, Energy
    View on swtor.jedipedia.net
    Fury of the Masters
    and barrage the group with orange circles. Make sure to not stand in them.

    4.2 Hard Mode

    Phase 1: Kephess 100% - 50%

    This phase now even has some mechanics.

    A ranged DPS (left) and a tank (right) picking up Energy Distortions. The tank will then run into the Hypergate Void to kill their sphere.

    From time to time, 2 (4 on 16-person HM) Energy Distortions will spawn with a white circle underneath them. Those will lock onto the nearest player unless they are being attacked before. The white circle will then appear under said player and only they can damage their Energy Distortion. Ranged DPS should take the Energy Distortions. The Energy Distortions do stacking AoE damage and should therefore die fast.

    Kephess has a new ability called Kephess discharges excess electricity from his suit, dealing damage over time to his target and ignoring them while the effect persists.
    View on swtor.jedipedia.net
    Overcharge.
    This ability will put two debuffs on the tank, Not considered a threat.
    Duration: 180 seconds
    View on swtor.jedipedia.net
    Ignored
    and Periodic energy damage.
    Attack and Damage Type: Tech, Energy (DoT)
    Duration: 180 seconds
    View on swtor.jedipedia.net
    Overcharge.
    Not considered a threat.
    Duration: 180 seconds
    View on swtor.jedipedia.net
    Ignored
    will cause Kephess to attack another player; therefore, a tank swap is needed when the tank receives those 2 debuffs. Periodic energy damage.
    Attack and Damage Type: Tech, Energy (DoT)
    Duration: 180 seconds
    View on swtor.jedipedia.net
    Overcharge
    is a DoT.

    Blue circles will appear every now and then, placing a Attack and Damage Type when standing in it: Tech, Elemental
    View on swtor.jedipedia.net
    Hypergate Void
    on the floor. Standing in it applies stacks of Hypergate Void damage taken increased.
    Duration: 3min
    View on swtor.jedipedia.net
    Void Vulnerability,
    increasing damage taken. Walking in it while having Periodic energy damage.
    Attack and Damage Type: Tech, Energy (DoT)
    Duration: 180 seconds
    View on swtor.jedipedia.net
    Overcharge
    removes it, as well as the Attack and Damage Type when standing in it: Tech, Elemental
    View on swtor.jedipedia.net
    Hypergate Void.
    Therefore, the tank with Periodic energy damage.
    Attack and Damage Type: Tech, Energy (DoT)
    Duration: 180 seconds
    View on swtor.jedipedia.net
    Overcharge
    must run in a
    Attack and Damage Type when standing in it: Tech, Elemental
    View on swtor.jedipedia.net
    Hypergate Void
    when they receive the DoT.

    They can also pick up a sphere Energy Distortion before receiving Periodic energy damage.
    Attack and Damage Type: Tech, Energy (DoT)
    Duration: 180 seconds
    View on swtor.jedipedia.net
    Overcharge.
    When they then walk in the Attack and Damage Type when standing in it: Tech, Elemental
    View on swtor.jedipedia.net
    Hypergate Void,
    the Energy Distortion dies.

    One of the Energy Distortions.

    The third new feature evolves around the pillars standing at the edge of the room. Kephess will attach to a pillar and charge up his suit. When that is fully charged, he will cast Kephess’ suit is fully charged with energy, firing a focused cone at a chosen target.
    Attack and Damage Type: Tech, Energy
    9 seconds channel
    View on swtor.jedipedia.net
    Laser Blast,
    a cone, at a player, dealing massive damage. The player must use a defensive; the rest must avoid the cone.

    If the player aims Kephess at the tower he is attached to, Kephess will receive up to four stacks of Damage taken increased.
    Duration: 9s
    View on swtor.jedipedia.net
    Wounded,
    increasing his damage taken for 9s. Raid buffs could be used then. When the channel ends, Kephess will be stunned for 4.5s.

    Phase 2: Kephess 50% - 10%

    The blue circle from Story Mode will no longer spawn when Kephess jumps in the air, instead the red circle, when he jumps down, deals more damage.

    A random player will be targeted by a Kephess’ suit vents radioactive emission, sending a trail of energy at a chosen target.
    Attack and Damage Type: Tech, Elemental (AoE)
    View on swtor.jedipedia.net
    Radioactive Emission,
    causing a trail of lava chasing them. Standing in it deals massive damage.

    The Periodic internal damage. Damage increases over time. Jumps to nearby player on death. Allows access to Hypergate Control Towers.
    Attack and Damage Type: Tech, Internal (AoE)
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Corrupted Nanites
    should be cleansed when 2 to 3 people have them. Kephess should stand at the pillar being used to cleanse, so he gets stunned when the pillar collapses. It helps to have one person assigned to coordinate the cleansing to prevent raid members from clicking too early.

    4.3 Nightmare Mode

    Kephess is easier than the previous two encounters.

    Phase 1: Kephess 100% - 50%

    Instead of 2 (4 on 16-person HM) Energy Distortions, 3 (6 on 16-person NiM) will spawn.

    During Kephess’ suit is fully charged with energy, firing a focused cone at a chosen target.
    Attack and Damage Type: Tech, Energy
    9 seconds channel
    View on swtor.jedipedia.net
    Laser Blast,
    there will be a yellow circle around the pillar Kephess is attached to. He will only receive Damage taken increased.
    Duration: 9s
    View on swtor.jedipedia.net
    Wounded
    stacks and the stun if he is inside the circle and facing the group. The player targeted must use a strong defensive.

    Phase 2: Kephess 50% - 10%

    The first player breaking the channel to cleanse the Periodic internal damage. Damage increases over time. Jumps to nearby player on death. Allows access to Hypergate Control Towers.
    Attack and Damage Type: Tech, Internal (AoE)
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Corrupted Nanites
    will destroy the currently active pillar. The players should click at the same time once two sets of nanites have gone out and only break the channel when all Periodic internal damage. Damage increases over time. Jumps to nearby player on death. Allows access to Hypergate Control Towers.
    Attack and Damage Type: Tech, Internal (AoE)
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Corrupted Nanites
    have been removed.

    5 The Terror from Beyond

    The Terror from Beyond The Terror from Beyond, also known as the Terror from Behind is the last boss in Terror from Beyond and likes to slap people with tentacles.

    The encounter features two phases, one in front of and one inside the Hypergate.

    Enrage Timers

    On Story on Hard Mode, after four sets of tentacles have been killed, the Terror outside and any tentacles outside receive Dealing 200% increased damage.
    View on swtor.jedipedia.net
    Enrage,
    increasing their damage done by 200%. On Nightmare Mode, the enrage happens after three sets of tentacles have been killed.

    On Hard and Nightmare Mode the tentacles outside enrage 1:30min (70s on 8-person NiM) after they spawned, increasing their damage by 100%.

    The Terror inside enrages after 9:00min (9:30min on 16-person SM).

    5.1 Story Mode

    Phase 1: Tentacle Phase
    The first phase of the encounter where the group kills the tentacles.

    In the first phase, the Terror from Beyond itself cannot be attacked. Instead, his tentacles must be killed. There are three sets with two tentacles each. The tentacles will do a frontal cone and therefore should be tanked away from the group.

    Every now and then, two Unstable Larvae will spawn and walk to the tanks. Should a Larva reach a tank, it will blow up, dealing massive damage.

    Standing close to the tentacles applies The Terror from Beyond is less likely to target you while you are in proximity to its tentacle.
    View on swtor.jedipedia.net
    Tentacle Proximity,
    reducing the chance the chance of receiving the Terror’s Attack and Damage Type when standing in it: Tech, Elemental (AoE)
    View on swtor.jedipedia.net
    Acid Spit
    attack, a green puddle on the floor. Everyone except the healers should stay close to the tentacles so the healers are the ones spitted on.

    The rugby team spawning at the Terror and running towards the outside. Stay away to avoid them.

    After the first and the second set of tentacles have been killed, the “rugby team”, a group of larvae, will spawn at the boss and run to the edge of the room. If players stand too close to them, they will attack and explode. They can be avoided easily by standing at the edge of the map and walking towards the gaps between the “rugby team”.

    After the third set of tentacles is killed, the group gets sucked into the Hypergate.

    In order to speed up the first phase, the group can always focus one tentacle and leave only a tank on the other tentacle.

    Phase 2: Beyond Phase
    The platforms in the Beyond.

    Inside the Hypergate, there are 16 platforms and the home platform, where the group spawns. The platforms are connected via tubes (displayed as the white lines in the image).

    Positioning requirements are changed here. When entering the Hypergate, everyone will receive the buff The laws of physics do not apply here. Maximum range of all healing, shielding and resurrection abilities are greatly increased.
    View on swtor.jedipedia.net
    Captured in the Void,
    greatly increasing the range of healing and shielding. Damage can only be dealt to targets on the same platform as oneself, however. The Terror can be damaged from any platform.

    The DPS must attack the tentacles. As in the first phase, there are three sets of two tentacles. The first set spawns on the platforms 11 and 13, the second one on 9 and 15 and the third set again on 11 and 13. To damage the tentacles, the DPS must stand on the same platform as the tentacle.

    The tentacles will regularly cast Attack and Damage Type: Force, Kinetic (AoE)
    4.5 seconds channel
    View on swtor.jedipedia.net
    Slam
    on the platform, damaging anyone standing on the platform when the cast finishes.

    The tanks go on the platforms 10 and 14 and attack the Terror. When the Terror spits on their platform, they should go to 1 and 8. Upon entering the Hypergate one tank should taunt immediately.

    Irregularities. You can track how many remain by looking at the beams between the Irregularities and the Terror.

    After both tentacles are killed, Irregularities spawn on all platforms (including the home platform). They must be killed in under 30 seconds; else they do raid wide AoE damage.

    Phase 3: Burn Phase

    After the third set of tentacles is killed, the Terror’s health is set to 15% and he enters a Damage dealt increased. Targets hit by any attacks will have all threat removed.
    View on swtor.jedipedia.net
    Tantrum,
    dealing increased damage. Additionally, his attacks zero their targets’ threat. The tanks can use their taunts to keep the Terror on themselves for most of the time. Once the Terror reaches 3%, he dies.

    5.2 Hard Mode

    Phase 1: Tentacle Phase
    A Hypergate Beacon pulling someone in the Hypergate.

    A Hypergate Beacon regularly spawns. It will target a DPS or healer and pull them close towards them. If the affected gets pulled into the Beacon, they will die. Therefore, the Beacon must be killed as fast as possible.

    The tentacles must die approximately at the same time to prevent an enrage. They can only die when both are below 10% health.

    There will be an orb spawning, applying [Any] Deals damage to anything nearby. (Force, Tech)
    Damage Type: Internal (AoE)
    Duration: 20 seconds
    View on swtor.jedipedia.net
    Void Disturbance
    to a player should they run through it. This effect deals damage to everything around the player, including the tentacles, and can be used as DPS boost.

    Phase 2: Beyond Phase

    When the tentacles reach 75% and 25%, they create a Hypergate Anomaly. The Anomalies can spawn on the platforms 1 - 8.

    The Anomalies have the buff Prevents travel from this platform. Deals damage to anyone on the platform every second. Damage taken from ranged attacks reduced by 100%.
    View on swtor.jedipedia.net
    Hypergate Instability.
    This causes players to be stuck on the Anomaly’s platform until it is destroyed and reduces damage from range by 100%. After 30 seconds, the Anomalies gain Periodic damage now has a vastly increased range.
    View on swtor.jedipedia.net
    Unstable Anomaly,
    dealing raid wide AoE damage.

    The Terror will regularly cast Attack and Damage Type: Force, Elemental
    4 seconds cast
    View on swtor.jedipedia.net
    Scream
    at the tank, applying the debuff You have lost grasp on reality, damage taken increased by 200%.
    Duration: 120 seconds
    View on swtor.jedipedia.net
    Faded Reality,
    increasing the tank’s damage received by 200%. The off tank must taunt, preferably already during the cast. You have lost grasp on reality, damage taken increased by 200%.
    Duration: 120 seconds
    View on swtor.jedipedia.net
    Faded Reality
    is cleansed by going to the home platform or when the Irregularities spawn.

    Phase 3: Burn Phase

    The burn phase starts either after the third set of Grasping Tentacles has been killed or the Terror’s health falls below 16%. While Damage dealt increased. Targets hit by any attacks will have all threat removed.
    View on swtor.jedipedia.net
    Tantrum
    happens in both cases, in the second case the boss heals for 20%, making the burn phase extremely long. The tanks must therefore take care not to push the Terror too far. Each death of a tentacle drains 6% of the Terror’s health; the Terror inside starts at 49% health.

    5.3 Nightmare Mode

    Nightmare Mode comes with tighter DPS checks and higher damage.

    Phase 1: Tentacle Phase

    Due to the tentacles’ short enrage timer, the tank usually must take one enraged Attack and Damage Type: Force, Kinetic
    View on swtor.jedipedia.net
    Slam.
    Attack and Damage Type: Force, Kinetic
    View on swtor.jedipedia.net
    Slam
    happens every 10.5s; the sixth (usually around the second time the Unstable Larvae spawn) will be enraged. To survive, the tanks must use a strong defensive. Cleaving the group with it must be avoided as well.

    There is a second Attack and Damage Type: Force, Kinetic
    View on swtor.jedipedia.net
    Slam
    attack which is used when the tank is at least 13m away from the tentacle. The tanks must stay close enough to their respective tentacles to avoid these Attack and Damage Type: Force, Kinetic
    View on swtor.jedipedia.net
    Slams.
    Both are cleaves.

    Kiting the Unstable Larvae. The tanks’s paths are white, the larvae’s red.

    The Unstable Larvae’s explosion can no longer be mitigated or cheesed, instead it is an instant kill.

    If they are not killed fast enough, the tanks can run around their tentacles, using the tentacles to break the larvae’s LoS (they cannot explode if they cannot see the tank). In the graphic, the while line indicates the tanks’ path whereas the dotted red line indicates the Unstable Larvae’s path.

    When the second set of larvae spawns and the tentacles enrage, DPS should focus the tentacles and kill the larvae afterwards. The tanks need to make sure not to hit the group with (enraged) Attack and Damage Type: Force, Kinetic
    View on swtor.jedipedia.net
    Slams.

    To increase DPS on the tentacles, the [Any] Deals damage to anything nearby. (Force, Tech)
    Damage Type: Internal (AoE)
    Duration: 20 seconds
    View on swtor.jedipedia.net
    Void Disturbance
    should be picked up. They must be cleansed at 4 stacks; at 5 stacks the player having it dies.

    Since the Terror enrages after the third set of tentacles dies, the group must make sure not to stand in the spits.

    Phase 2: Beyond Phase

    The Grasping Tentacles’ Attack and Damage Type: Force, Kinetic (AoE)
    4s cast
    View on swtor.jedipedia.net
    Slam
    must either be avoided (by leaving the platform before the cast is finished and jumping back to it once it is over) or mitigated (see Appendix), otherwise it can one-hit players. Mitigating it is preferred not to lose too much DPS.

    As on the other difficulties, the tentacles gain a stack of Decreases the cast time of Slam by 0.25 seconds per stack.
    View on swtor.jedipedia.net
    Hypergate Alacrity,
    reducing the cast time of the next Attack and Damage Type: Force, Kinetic (AoE)
    4s cast
    View on swtor.jedipedia.net
    Slam
    by 0.25s per stack, each time they cast it. The group must therefore be quick on defensives or leaving the platform.

    The Terror itself is still tanked on the platforms 10 and 14. His basic attack depends on where its target is. On the platforms 10 and 14 (and probably also 12 and 16, but as both are required to get to the tentacles, nobody is tanking there), the Terror does Attack and Damage Type: Melee, Kinetic (AoE)
    View on swtor.jedipedia.net
    Monsterous Swipe,
    dealing Melee damage. On all other platforms, he deals Tech damage. As the attacks there ( Attack and Damage Type: Tech, Kinetic (AoE)
    View on swtor.jedipedia.net
    Devastating Slam
    on 11 and 13, Attack and Damage Type: Tech, Kinetic (AoE)
    View on swtor.jedipedia.net
    Tail Whip
    on 9 and 15, Attack and Damage Type: Tech, Kinetic (AoE)
    View on swtor.jedipedia.net
    Phasic Spittle
    on the outer ones) deal more damage, the tank currently tanking the Terror should spend as little time as possible there. As the attacks damage everyone on the tank’s platform, no one else should be there.

    The Terror’s attack pattern is 8x basic attack, Attack and Damage Type when standing in it: Tech, Elemental (AoE)
    View on swtor.jedipedia.net
    Phasic Spit Pool,
    Attack and Damage Type: Force, Elemental
    4 seconds cast
    View on swtor.jedipedia.net
    Scream,
    then the other tank taunts. After the eight basic attacks, the tank can move to one of the inner platforms without tentacle to place the Attack and Damage Type when standing in it: Tech, Elemental (AoE)
    View on swtor.jedipedia.net
    Phasic Spit Pool,
    and then back to the initial spot for Attack and Damage Type: Force, Elemental
    4 seconds cast
    View on swtor.jedipedia.net
    Scream
    (due to the short stun applied by Attack and Damage Type: Force, Elemental
    4 seconds cast
    View on swtor.jedipedia.net
    Scream,
    standing in the puddle should be avoided).

    When a tentacle reaches 50%, a Hypergate Inconsistency will spawn. The player on the home platform (usually a healer) will receive Healing received reduced by 80%.
    View on swtor.jedipedia.net
    Inconsistency,
    reducing healing received by 80%. Said player then must go to the platform of Inconsistency which causes it to despawn.

    Falling of a platform results in an instant death.

    The last Anomaly before the burn phase starts can be ignored to kill the last tentacle and then the Terror faster.

    6 Appendix

    Welcome to the Appendix! As one can imagine, some of the mechanics can be ignored. This list is by no means complete, but at least some things can be found here.

    The Writhing Horror – Incubation stacks

    An Assassin tank can use their cloak to get rid of the You have been implanted with young larva!
    Duration: 5 minutes
    View on swtor.jedipedia.net
    Incubation
    stacks without adds spawning. This should happen when the Jealous Male spawns. As it does not prevent receiving Your body is weak from giving birth to the young larva, you cannot survive another implantation for the duration!
    Duration: 30 seconds
    View on swtor.jedipedia.net
    Recently Implanted,
    the tank can then take the Jealous Male.

    The Dread Guard Commanders – Doom

    Many instant-kill mechanics kill you (i.e., set your health to 0 without leaving you a possibility to prevent that) when you fail them. Festers on the target until it matures or is warded off by Expiatory Motes [i.e. the green puddles]. If it matures, it explodes, dealing extraordinary damage to the target.
    Attack and Damage Type on expiration: Force, Internal
    Duration: 24 seconds
    View on swtor.jedipedia.net
    Doom
    however deals very high damage which you can negate by using the right defensives. Anything against Force attacks works. An Assassin can negate the damage with Force Shroud and save somebody else with the Friend of the Force tactical, Powertechs can use Rebounders to save others, Concealment Operatives their Exfiltrate, Juggernauts their Mad Dash and so on.

    Kephess – Energy Distortions

    It is possible to pick up an Energy Distortion and stealth out. The Energy Distortion will then disappear.

    The Terror from Beyond – Unstable Larvae

    Assassin tanks can use Force Shroud to ignore the damage of their Unstable Larva, Juggernauts can use Mad Dash. Do not stand too close to others though, else they will receive damage. This does not work on Nightmare Mode.

    The Terror from Beyond – Cheesing the Hypergate Beacon

    It is possible to stealth out (including Force Camouflage on the Marauder) while targeted by the Beacon, causing it to despawn.

    The Terror from Beyond – Reflecting the Slams in the first Phase

    The tentacles’ Attack and Damage Type: Force, Kinetic
    View on swtor.jedipedia.net
    Slams
    can be reflected. A Powertech, for example, can give their group Rebounders and let them stand in front for the Attack and Damage Type: Force, Kinetic
    View on swtor.jedipedia.net
    Slam
    to make the DPS check easier.

    The Terror from Beyond – Mitigating Slams in the second Phase

    The Grasping Tentacles’ Attack and Damage Type: Force, Kinetic (AoE)
    4s cast
    View on swtor.jedipedia.net
    Slam
    can be mitigated by many classes. This spreadsheet (not by me) lists possible defensives and utilities.

    7 Download

    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 5 January 2022.