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.
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.
The timers start when the encounter starts. Once expired, the boss will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the encounter.
Story Mode | 6:00min (360s) |
---|---|
Hard / Nightmare Mode | 5:45min (345s) |
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
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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
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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.
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
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Calming Pheromone
to the player. This taunts the Foul Offspring and applies
Calmed by mother’s pheromones, dealing reduced damage.
Duration: 0.25s
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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.
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Mother’s Brood.
At 20 stacks, she will receive
Dealing 200% increased damage.
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Full Infestation,
increasing damage dealt by 200%. Having too many adds up should therefore be avoided.
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
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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
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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
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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
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Recently Implanted
active. A tank swap is needed at this point.
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
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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
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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
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Stale Pheromones
to the player, damaging them if they stand in a pheromone pool again.
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
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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.
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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.
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
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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.
The timers start when the encounter starts. Once expired, the bosses will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the 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) |
The kill order is Heirad -> Ciphas -> Kel’sara.
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
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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
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Surging Chain.
Ciphas will receive
Absorbs damage and grants interrupt immunity.
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Dread Barrier,
granting him immunity to interrupts, and channel
Cannot be damaged.
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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.
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Dread Barrier
will be removed, and he can be interrupted. The group then switches back to Heirad. This repeats until Heirad is dead.
In the second phase, the group focuses on Ciphas.
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
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Vitality Extraction,
dealing some damage and creating an
Attack and Damage Type when running in it: Force, Elemental
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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
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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
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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
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Doom
stacks can be cleansed by walking through
Attack and Damage Type when running in it: Force, Elemental
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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
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Doom,
some are explained in the Appendix.
In the last phase, only Kel’sara remains.
She will regularly apply
Targeted and slowed by Kel'sara.
Duration: 15 seconds
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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
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Mad Strike,
dealing high damage.
Another attack is
Periodic elemental damage.
Attack and Damage Type: Force, Elemental (DoT)
Duration: 24s
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Withering Terror,
a DoT on a random player and those standing close to them.
Heirad will regularly channel
Attack and Damage Type: Force, Elemental (AoE)
7.5 seconds channel
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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
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Pulverized
stacks, Ciphas stacks
Increases damage taken from bleed effects.
Duration: 30 seconds
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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.
Ciphas will regularly
Attack and Damage Type: Force, Internal
6 seconds channel
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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
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Doom
now has 3 stacks.
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
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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
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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
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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
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Mass Affliction,
a raid wide DoT.
Getting hit with
Attack and Damage Type: Force, Energy
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Mad Strike
now applies stacks of
Increases the damage done by Mad Strike.
Duration: 10s
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Infuriation
to Kel’sara, increasing the damage dealt by it by 100% per stack.
The damage output is very high on NiM.
The
Attack and Damage Type: Force, Elemental (AoE)
7.5 seconds channel
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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
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Lightning Field
(i.e., shortly before the channel ends).
Cannot be damaged.
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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
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Surging Chain)
now reflects damage dealt to Heirad.
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
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Doom
now has 6 stacks and lasts 34 seconds. It should be cheesed as often as possible.
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
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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
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Withering Terror
as it ticks much harder on Nightmare Mode.
Periodic elemental damage.
Attack and Damage Type: Force, Elemental (DoT)
Duration: 24s
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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
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Force Leech.
Alternatively, one player can stand between 10 and 35m from Kel’sara while the rest stands less than 10m from her.
The
Attack and Damage Type when running in it: Force, Elemental
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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
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Vitality Extraction
to someone, an
Attack and Damage Type when running in it: Force, Elemental
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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
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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
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Doom
stack.
There can only be up to 12
Attack and Damage Type when running in it: Force, Elemental
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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
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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
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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
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Expiatory Mote
will not be removed by this. Walking through it while having
Targeted and slowed by Kel'sara.
Duration: 15 seconds
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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
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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.
If there are less than 12
Attack and Damage Type when running in it while being marked for death: Force, Elemental
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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
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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
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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
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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
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Expiatory Mote
will appear.
As Kel’sara also has a knockback, the group must be especially cautious when having motes near them.
bugs features.
A timer of 6:00 min (360s) starts when Operator IX spawns. Once expired, it will receive
Dealing 200% increased damage.
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Overload,
increasing damage by 200% for the rest of the encounter.
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).
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.
After the eight Data Cores are destroyed, Operator IX will appear.
Its main mechanic is
Attack and Damage Type: Tech, Energy (AoE)
10 seconds channel
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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
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Black Obtuse
will regularly happen until Operator IX is destroyed.
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.
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<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.
Operator IX now has another ability, the
Damage Type: Internal
5 seconds channel
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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.
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<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.
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<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
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Deletion Protocols.
Sometimes,
Damage Type: Internal
5 seconds channel
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Deletion Protocol
is skipped, and
Attack and Damage Type: Ranged, Energy
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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
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Black Obtuse
ended. This causes
Damage Type: Internal
5 seconds channel
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Deletion Protocol
or
Attack and Damage Type: Ranged, Energy
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Disinfection,
respectively, to go on said tank.
On
Attack and Damage Type: Tech, Energy (AoE)
8 seconds channel
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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
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Deletion Protocol
starts.
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.
Data Cores now have the passive
Core activates damage mitigation protocols when parallel core is destroyed.
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Dual Core.
Once one of the two active cores is destroyed, the other one will cast
Damage mitigation protocols activated.
5s cast
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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.
Those standing in a circle of another colour during
Attack and Damage Type: Tech, Energy (AoE)
8 seconds channel
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Black Obtuse
will be killed instantly. Caution, the adds have knockbacks.
The damage from
Attack and Damage Type: Ranged, Energy
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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
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Black Obtuse.
Damage Type: Internal
5 seconds channel
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Deletion Protocol,
work the same as on Hard Mode.
The first phase is simply a tank and spank. At 50% the encounter transitions to phase 2.
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.
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
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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
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Corrupted Nanites
are indicated by a small orange circle above the player’s head.
At 10%, Kephess will execute
Kephess’ suit rapidly vents radioactive emission, frantically firing explosives at his enemies.
Attack and Damage Type: Force, Energy
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Fury of the Masters
and barrage the group with orange circles. Make sure to not stand in them.
This phase now even has some mechanics.
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.
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Overcharge.
This ability will put two debuffs on the tank,
Not considered a threat.
Duration: 180 seconds
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Ignored
and
Periodic energy damage.
Attack and Damage Type: Tech, Energy (DoT)
Duration: 180 seconds
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Overcharge.
Not considered a threat.
Duration: 180 seconds
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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
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Overcharge
is a DoT.
Blue circles will appear every now and then, placing a
Attack and Damage Type when standing in it: Tech, Elemental
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Hypergate Void
on the floor. Standing in it applies stacks of
Hypergate Void damage taken increased.
Duration: 3min
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Void Vulnerability,
increasing damage taken. Walking in it while having
Periodic energy damage.
Attack and Damage Type: Tech, Energy (DoT)
Duration: 180 seconds
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Overcharge
removes it, as well as the
Attack and Damage Type when standing in it: Tech, Elemental
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Hypergate Void.
Therefore, the tank with
Periodic energy damage.
Attack and Damage Type: Tech, Energy (DoT)
Duration: 180 seconds
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Overcharge
must run in a
Attack and Damage Type when standing in it: Tech, Elemental
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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
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Overcharge.
When they then walk in the
Attack and Damage Type when standing in it: Tech, Elemental
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Hypergate Void,
the Energy Distortion dies.
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
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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
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Wounded,
increasing his damage taken for 9s. Raid buffs could be used then. When the channel ends, Kephess will be stunned for 4.5s.
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)
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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
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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.
Kephess is easier than the previous two encounters.
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
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Laser Blast,
there will be a yellow circle around the pillar Kephess is attached to. He will only receive
Damage taken increased.
Duration: 9s
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Wounded
stacks and the stun if he is inside the circle and facing the group. The player targeted must use a strong defensive.
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
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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
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Corrupted Nanites
have been removed.
The encounter features two phases, one in front of and one inside the Hypergate.
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.
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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).
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.
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Tentacle Proximity,
reducing the chance the chance of receiving the Terror’s
Attack and Damage Type when standing in it: Tech, Elemental (AoE)
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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.
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.
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.
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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
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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.
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.
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.
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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.
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
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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.
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%.
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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.
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Unstable Anomaly,
dealing raid wide AoE damage.
The Terror will regularly cast
Attack and Damage Type: Force, Elemental
4 seconds cast
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Scream
at the tank, applying the debuff
You have lost grasp on reality, damage taken increased by 200%.
Duration: 120 seconds
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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
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Faded Reality
is cleansed by going to the home platform or when the Irregularities spawn.
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.
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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.
Nightmare Mode comes with tighter DPS checks and higher damage.
Due to the tentacles’ short enrage timer, the tank usually must take one enraged
Attack and Damage Type: Force, Kinetic
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Slam.
Attack and Damage Type: Force, Kinetic
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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
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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
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Slams.
Both are cleaves.
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
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Slams.
To increase DPS on the tentacles, the
[Any] Deals damage to anything nearby. (Force, Tech)
Damage Type: Internal (AoE)
Duration: 20 seconds
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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.
The Grasping Tentacles’
Attack and Damage Type: Force, Kinetic (AoE)
4s cast
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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.
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Hypergate Alacrity,
reducing the cast time of the next
Attack and Damage Type: Force, Kinetic (AoE)
4s cast
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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)
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Monsterous Swipe,
dealing Melee damage. On all other platforms, he deals Tech damage. As the attacks there (
Attack and Damage Type: Tech, Kinetic (AoE)
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Devastating Slam
on 11 and 13,
Attack and Damage Type: Tech, Kinetic (AoE)
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Tail Whip
on 9 and 15,
Attack and Damage Type: Tech, Kinetic (AoE)
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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)
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Phasic Spit Pool,
Attack and Damage Type: Force, Elemental
4 seconds cast
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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)
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Phasic Spit Pool,
and then back to the initial spot for
Attack and Damage Type: Force, Elemental
4 seconds cast
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Scream
(due to the short stun applied by
Attack and Damage Type: Force, Elemental
4 seconds cast
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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%.
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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.
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.
An Assassin tank can use their cloak to get rid of the
You have been implanted with young larva!
Duration: 5 minutes
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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
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Recently Implanted,
the tank can then take the Jealous Male.
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
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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.
It is possible to pick up an Energy Distortion and stealth out. The Energy Distortion will then disappear.
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.
It is possible to stealth out (including Force Camouflage on the Marauder) while targeted by the Beacon, causing it to despawn.
The tentacles’
Attack and Damage Type: Force, Kinetic
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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
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Slam
to make the DPS check easier.
The Grasping Tentacles’
Attack and Damage Type: Force, Kinetic (AoE)
4s cast
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Slam
can be mitigated by many classes. This spreadsheet (not by me) lists possible defensives and utilities.
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.