Where is coruscant world boss




















Search the Site Search. SD-0 World Boss Coruscant. Proximity Laser Description: Two red crosshairs will target two random raid members, and a laser will connect the two players. This fight is a simple tank-and-spank, with very few mechanics. All Roles Proximity Laser will place a red target reticule on two of the people in your operations group and will damage anyone who is near to these two players.

Healers There is nothing to cleanse in this fight, so focus your heals on the tank with the most stacks of Ionized Stream and any DPS who are taking damage from Proximity Laser.

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Support Us. Follow TORCommunity. Dark Light vs. X Armormech Leveling Pre X Armormech Leveling 4. X Armstech Leveling 4. Plasma Pulse — Will pick a player and start hitting them with a laser beam, can be interrupted! Fusion Missile — This will cause a very faint red circle to appear on the ground, just have your team members run far away from them — this can be interrupted!

If you have a big group, try and and interrupt these as they can hit many members at once. The boss also has a Shockwave ability that does damage to the whole group, but you can interrupt it. Shockwave — Shockwave is a frequent attack that can be interrupted. Directions: The worldboss Rogue Cartel Warbot is recommended for characters level 37 and up.

You will need to fly to Quesh, as there is no Quesh heroic quicktravel option to get there faster. On Republic side, the warbot is located just to the west of the Republic area you load in to, head south west as you leave the camp and head towards the gap in the large walls. Imperial side quicktravel or taxi to Imperial Waystation in the middle of the map. I will probably still get hit with the lightning where my trooper is standing on the bottom left, even though she is out of the red circle.

Explosive Charge — Throughout the fight, the boss will throw an Explosive Charge on some of your group members — it looks like an orange flower debuff icon, and the players who have it will hear a ticking timebomb beeping sound effect and see the debuff timing down.

Experimental Prototype Attack — At the end of the fight, the boss will count down from five and then explode itself! If your team wants to live they should back away, they do not need to continue attacking at this point.

Directions: The first Hoth worldboss Gargath is recommended for characters level 41 and up. Mechanics: This boss has an interesting mechanic, where it switches between attacking the group and attacking a single target, usually the tank.

With that said, when I tested fighting him alone I got the red text… but when I fought him with a big group, there was no red text and as far as I can tell no mechanics, possibly because we were damaging him so fast with a full group. Directions: The second Hoth worldboss Snowblind is recommended for characters level 41 and up. On Republic side, quick travel to Outpost Senth or take the taxi there, then run way South, while not taking any paths that lead downwards into the crevasses.

Mechanics: Snowblind has an interesting mechanic your group will want to pay attention to. Throughout the fight, the boss will create a snowstorm. When this happens, players will need to huddle up for warmth, otherwise they will get a stacking debuff that will likely kill them if they go off on their own, so make sure all group members know to stack up when the snowstorm happens. Other than that mechanic, Snowblind is not difficult, but may take a long time to kill.

I believe you can fight this boss with a group of four, though I recommend more, as it seemed like it would take us a very long time with two undergeared damage characters, a tank and a healer. Directions: The Primal Destroyer worldboss is recommended for characters level 45 and up. Note that in the past you may have needed to unlock the Rakata transporters through the story, now anyone may use them. Mechanics: The Primal Destroyer has an important mechanic your group will need to know about.

Shortly into the fight, the boss will summon three beasts to help him in the fight. Let your team know not to use area attacks, and not to attack the smaller enemies. The Primal Destroyer is not difficult to fight, and we did it quite easily with a group of four including two undergeared damage characters, a tank and a healer. Make sure the tank does their best to keep the aggro of all four enemies, or if you have a second tank that tank can pull the smaller enemies away from the boss.

Directions: The worldboss Lucky is recommended for characters level 50 and up. Imperial side, quicktravel to Axial Park South on the top middle of the map, or take the speeder. Note that in the past, you may have had to unlock the speeders through the story, but now anyone may use the trams. Lucky is located in the very center of the park, in a walled in area that has a crack in it you can enter through. Mechanics: Lucky does not have any special mechanics.

However, he has two casted attacks that your team should try and interrupt as often as possible to reduce incoming damage. Lucky has a LOT of health compared to the other worldbosses. We were able to do it with a team of four including two undergeared damage characters, a tank and a healer, but it took us 27 minutes to kill him, so I highly recommend bringing a larger group. On Republic side quicktravel or taxi to Camp Talanis, then head west then south.

Imperial side is a bit easier at Outpost Skyline. If you have more than 16 players, the Nightmare Pilgrim will become immensely strong and wipe your group. Throughout the fight, the Pilgrim will knock everyone around him backwards, and then put up a shield. All players will start on the dog except for the tank on the pilgrim, and the dog has two extremely important mechanics to pay attention to.

Gore: The Dog will be constantly try to cast the ability called Gore — it has an extremely quick cast, and needs to be interrupted as often as possible. All tanks and damage players should be helping to interrupt Gore, as there will be far too many gores for the tank to take care of alone. The reason you want to interrupt it is because the tank who is holding dog will eventually receive an orange debuff called Damage Vulnerability, and Gore hits really hard while this debuff is on.

It looks like a cast bar with an icon of a dripping red skull. On seeing this, ALL players attacking dog need to immediately stop all their attacks. The boss will randomly choose a handful of players who are attacking them over the course of a few seconds, and give them the Bloodmark debuff. This debuff has the exact same symbol of a dripping red skull, and these players will also be marked temporarily with a white glowing light pillar.

For the entire time players have this red debuff, even after the white light goes away, they should not attack the Dog at all, as damaging the dog will harm the player with the debuff. During this time, the player can still make themselves useful either by continuing to focus on interrupting the boss, or switch over to the Pilgrim and attack him for a while. If you have three tanks, and the tank on Dog gets Bloodmark, the third tank should pick up Dog.

If you only have two tanks, the two tanks will want to switch bosses if one of them has Bloodmark, so the marked tank will wind up on Pilgrim instead. Worse comes to worse, if you have a tank on dog and they get Bloodmark, they can actually stay there, and only interrupt and use taunts, but not do any damage until their Bloodmakr wears off.

If you kill the Dog, and the Pilgrim still has a lot of health, the fights becomes very hard as when the Dog dies, he will become enraged and deal extra damage. It is also critical to note that Proximity Laser can be used by SD-0 on the the initial pull. Since your two tanks are likely going to be the only people attacking the boss, if this happens the second tank should move away from the raid.

The next ability to keep in mind Is Ionized Stream. This is a blaster bolt that will hit the tank for a ton of damage. This ability must be interupted every time it is used. So make sure your DPS is playing attentions to the boss's "casting" bar. The last and perhaps most important thing to consider takes place between your two tanks. So once the stacks get past 6 the second tank will need to taunt and get aggro.

If your tanks are higher level, you may be able to wait until a higher level of stacks before taunting. In our first kill we swapped at 8 stacks but both our tanks were in the low 20s.

After the tank switch, the tank affected by the debuff needs to be to be fully healed and the debuff must have completely worn-off of him before he taunts back. This tank switch should continue throughout the duration of the fight, so keep a close eye on the number of stacks each tank has.



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