Strategy - Summary. Here are a couple other tips for Zorn and Toth in Master Mode:. All melee DPS group composition is extremely punishing in this fight. I strongly believe that 2 players playing worse on ranged DPS is still better than playing really well on melee DPS due to the increase in damage taken from Mental Anguish and risk of Fearful. Classes with reflect abilities can reflect damage from Baradium Poisoning so can delay using their medpac slightly to deal a little extra damage.
The DPS check is not particularly punishing on Zorn and Toth even in Master Mode so the main check is not dying and coordinating the push into burn phase. Tanks and melee DPS on Toth will take a lot of damage no matter what, so everyone else needs to do everything they can to avoid damage even at the risk of a little downtime. Fearful lasts 15s with the tank taking increased damage from Zorn and reflecting damage from their own attacks. The basic structure to the fight is that they alternate between offensive systems and defensive systems phases.
During offensive systems, most players should be on the tanks dealing damage to them and attempting to burn them down equally. The key overall fight mechanics are as follows:. Offensive Systems: The default phase for both Tanks during which they are actively attacking the player and receive normal damage.
Magnetically Stabilized: A buff applied to any player who is standing on either Firebrand or Stormcaller. This debuff prevents them from being Targeted so long as one player does not have this buff.
Targeted: A debuff applied to a random player who is on the ground and does not have a Magnetically Stabilized buff. Note this debuff is applied to 2 players at a time in 16m instances. The debuff lasts a few seconds and is accompanied by a large yellow light. When the debuff expires, the yellow graphic will become fixed on the ground and be hit with a Charged Burst missile attack a few seconds later. Charged Burst: A missile AoE attack that hits the area affected by the Targeted yellow graphic and deals heavy damage over a small AoE.
Electrical Disturbance: During Offensive Systems, Stormcaller fires a missile at the Targeted player that plants a lightning orb that deals heavy damage over time. Its positioning can be predicted and largely avoided with experience and skill. During Defensive Systems, Stormcaller targets the tank with aggro with 8 electric missiles during the 25s duration of Defensive Systems. Firebrand channels Mortar Barrage for the entirety of this phase and deals very heavy damage to everyone except the player with aggro on Stormcaller.
Mortar Barrage: 25s channeled attack by Firebrand during Defensive Systems that deals very high AoE damage to any players not protected by a shield. The tank with aggro on Stormcaller takes reduced damage from this attack. Shields: During Defensive Systems, shields will spawn near the tanks that protect the group from Mortar Barrage.
All players should huddle in these during Defensive Systems except the Stormcaller tank. Adds spawn in these shields and can be safely AoE'd down in Story Mode. The overall strategy to the fight is as follows:. Split the team into equal groups with half assigned to each tank. In 16m groups, one healer and a mobile DPS should generally be assigned this duty. Everyone else needs to be on a tank at all times during Offensive Systems. Everyone else huddles into a shield near their assigned tank boss.
A Stormcaller healer should make sure to top off the tank kiting lightning attacks whenever possible. As soon as Mortar Barrage ends, everyone gets back up on the tank except the people assigned to stay on the ground. The main differences involve tank mechanics and adding the ability to destroy the shield through AoE damage. A team progging this fight for the first time will primarily tend to struggle with tank mechanics and once those are nailed down should clear this fight relatively quickly.
Similar to Story Mode, the team should divide into half with each group assigned to a tank. In 16 person groups two players should remain on the ground. It is also helpful to put your stronger healer on the Stormcaller side and let the Firebrand healer or a mobile DPS kite on the ground. The Firebrand and Stormcaller encounter in Veteran Mode includes the following new and revised notable mechanics:.
The attack has 2 charges and operates in a conal attack that affects the first two players closest to the boss along its conal trajectory. Any player who gets 2 charges e. Incinerate Armor: Firebrand will cast this attack shortly after Stormcaller casts Double Destruction. In Veteran Mode it is possible for the Firebrand tank to eat this debuff and hold the boss with strong defensive cooldowns. However, it is not recommended to do so in most circumstances. See below for some strategy options.
Targeted: The targeted debuff operates similarly to Story Mode except that it does not naturally fall off and stop tracking the player. As soon as the debuff is applied, the player must cleanse to drop the targeting reticle on the ground.
Failure to do so will result in the player getting hit with a high damage Charged Burst attack. First, only one shield appears on each side instead of 3 on each side in Story Mode. Second, the shield generator can be damaged by the players and takes very little damage to destroy. The overall strategy to the fight in Veteran Mode is similar to Story Mode except that the team needs to develop a strategy to handle Double Destruction and Incinerate Armor to avoid the tanks being killed by these mechanics.
During Defensive Systems the team needs to be careful to get to the shield safely and should avoid any abilities that have AoE, splash damage or DoT spread to avoid destroying the shield generator. Otherwise the fight proceeds normally as in Story Mode where the team alternates phases and burns the tanks down evenly.
Strategy - Double Destruction and Incinerate Armor. The key strategic considerations to defeat Firebrand and Stormcaller in Veteran Mode involves how to deal with Double Destruction and Incinerate Armor. Double Destruction is pretty simple where the healer and DPS players standing on Stormcaller on the side should group together, and when Double D goes out the tank runs behind them so they get the debuffs then after the cast immediately runs back in front of the tank so the others avoid taking boss damage with the debuff.
As for Incinerate, there are a few effective strategies depending on group composition, tank class and relative player experience. The overall goal is generally to ensure someone other than the Firebrand tank gets the Incinerate armor debuff. Here are a few options to consider:. Since Incinerate Armor occurs shortly after Double Destruction, the tank should use Force Cloak right afterwards to drop aggro.
The tank needs to taunt before Incinerate Armor finishes its cast to ensure Firebrand swaps back to them immediately. This strategy is similar to the above except works for all tanks. Stormcaller tank taunts after Double Destruction. This strategy is riskier than the others but is doable with good defensive cooldowns and if the healers know its coming. The Stormcaller tank taunts Firebrand right after Double Destruction and briefly holds both tanks until Incinerate Armor goes out.
The Stormcaller tank should save a defensive cooldown for each time they take Incinerate to moderate damage taken. Firebrand tank takes Incinerate Armor.
This strategy is even riskier but may be necessary for some groups. The Firebrand tank cannot survive the debuff without a strong defensive cooldown and in some cases multiple cooldowns. Here are a couple other tips for Firebrand and Stormcaller in Veteran Mode:. Any players with reflects can add a LOT of damage by standing in the Electrical Disturbance with a reflect active.
While kiting electrical disturbances during Defensive Systems, try to stack the last lightning circles in an overlapping fashion.
As soon as Defensive Systems ends, pop Saber Reflect and stand in the overlap of the circles. This strategy can add enough DPS to let the tank challenge the DPS for top damage, especially if they are offensive gearing.
Place your stronger healer on Stormcaller. Stormcaller primarily uses Tech attacks while Firebrand uses Ranged attacks, so the Stormcaller tank will take more damage most of the time. Also, two players on the Stormcaller side will take charges of Single Destruction from Double Destruction and take periodic damage usually leading into Defensive Systems. This makes the healer job on that side much more difficult compared to the Firebrand side, which is why it is usually preferable to have your stronger healer on Stormcaller and have the Firebrand healer kite on the ground.
Have DPS and healers stand on the inside of each tank. Many groups tend to have DPS and healers stand on the outside edge of their tank.
This makes the transition to Defensive Systems a bit easier but prevents any healer from having the entire team in range. If the DPS and healers stand on the inside sides of their tank then both healers should have the entire team in range. This helps healers on each side help the other side if anyone gets low. The only trick is that players need to reposition quickly for the knockback from Defensive Systems. Use the minimap to identify the shield positioning.
I have found the visual cue for the adds coming down and the shield coming up being a bit slow sometimes to identify its location and get the group positioned for the knockback. I believe a better and more consistent method is to watch your mini-map for the red dot indicating the shield. Use a consistent nomenclature to call out shield locations. If damage taken is a problem, have a ranged DPS kite on the ground.
Teams progging this fight for the first time may struggle with damage taken. If so, use the above strategy to have non-tanks on the inside of each tank to stay in range of healers and perhaps consider having a ranged DPS kite on the ground so both healers can stand on the tanks and turret heal.
Firebrand and Stormcaller are more difficult in Master Mode as expected. There is one notable new mechanic added in Master Mode for dealing with shields and adds during Defensive Systems, but otherwise the fight is essentially the same with a few other tweaks.
As of the 6. Additional coordination is necessary to deal with Double Destruction as well. The Firebrand and Stormcaller encounter in Master Mode includes the following new and revised notable mechanics:.
DPS check is very difficult. Many groups struggle to destroy the tanks usually a traditional strategy to kill the tanks at the same time. Very high DPS groups can use a traditional strategy or group compositions with lots of reflect defensives may also do so if they can coordinate to use reflects to add DPS. See below for the alternative strategy for groups unable to clear the traditional DPS check which will be most groups when progging this fight for the first time.
Bomber add explodes when killed. One Trandoshan add per shield will have a Overcharged Jetpack buff looks like a red mushroom cloud explosion and will explode when killed.
Killing the add inside the shield will destroy the shield. Option 1 is usually optimal if possible to maximize uptime on the bosses given the difficult DPS check. Double Destruction DoT lasts longer. Since Double Destruction has a cooldown of 30 seconds, it means that anytime Double Destruction goes out twice during any phase that the same two players cannot take Double Destruction.
At some point in the fight a rotation will be necessary amongst 4 players to rotate who takes Double Destruction.
In Story or Veteran Mode it is possible for tanks to eat Incinerate Armor by using a defensive cooldown. In Master Mode it is extremely difficult to do so without cycling through nearly all defensive cooldowns.
Stormcaller hits very hard in Master Mode. Stormcaller's damage is very high in Master Mode and is particularly dangerous coming out of Defensive Systems when healers are usually moving to get back on the tanks when tanks may already be low from kiting missiles during the phase. I suggest tanks plan to use a defensive cooldown of some kind coming out of Defensive Systems to bridge the incoming damage while healers get positioned and heal you back up.
Mortar Barrage will one shot non-tanks. The Mortar Barrage channeled attack during Defensive Systems hits extremely hard in Master Mode and will usually one-shot non-tanks. The Firebrand tank can survive a couple hits at most but should try and avoid. Getting into the shield directly or getting knocked into it immediately is very important. Strategy - DPS Check.
The first strategic consideration to clear Firebrand and Stormcaller in Master Mode is how to clear the DPS check as many groups may struggle to do so without using crystals or using defensive cooldowns in an offensive fashion.
The bosses enrage in 6 minutes and 20 seconds, or seconds total. Many groups that are able to clear most NiM DPS checks may struggle to kill both tanks in this time frame. Here are some examples of how group composition can help with the DPS check:. Other classes with reflects should generally not do so since other reflects generally do not mitigate damage. If you do not have sufficient DPS or a group composition that makes the check easier, an alternative strategy is necessary to clear the fight.
The most common strategy is as follows:. The added mechanic of the exploding add killing the shield, the greater danger of DPS dying to Mortar Barrage by not getting into the shield in time and the sustained high damage on the Stormcaller tank generally make Defensive Systems the toughest phase. Getting those out of the way helps simplify the remainder of the fight, where the only dangerous mechanics are tank-related with Incinerate Armor and Double Destruction.
DPS focus on Stormcaller until destroyed. As will be discussed in a moment, Stormcaller cannot be allowed to enrage as it will one-shot players in sequence. Firebrand's enrage is much more lenient so the overall goal is to kill Stormcaller before the enrage and then deal with Firebrand's enrage.
At least 4 players other than the Stormcaller player tank should be positioned on Stormcaller to deal with Double Destruction. As Stormcaller dies, Firebrand will immediately cast Defensive Systems. The team needs to identify where the shield is located and move to the shield as quickly as possible. Players previously on Stormcaller likely the majority of the team need to move particularly quickly. Just like every other Defensive Systems, adds will be inside the shield including an exploding add.
DPS Firebrand from inside the shield. However, the shield will remain past the 25 second duration of Firebrand's DR. This means for the first 25 seconds the team will deal very little damage to Firebrand but after the DR buff wears off it can be damaged normally. Kill Firebrand within 60 seconds. The shield generator duration is 60 seconds assuming it is not killed by player AoE attacks or damage from the exploding add. That gives the team 35 seconds of uptime on Firebrand after the Defensive Systems DR buff expires to destroy Firebrand.
Melee DPS and tanks can "suicide" in to Firebrand to deal some damage before dying if they lack basic ranged abilities, and if so should utilize defensive cooldowns to get as much uptime as possible. Strategy - Incinerate Armor. A tank swap is essential to clear this mechanic in Master Mode, whereas it was suggested but not mandatory in Veteran Mode.
The strategies discussed in Veteran Mode are all applicable here, except that surviving with the debuff is much more difficult. The simplest and easiest solution is to have a DWT in the group to taunt when necessary. The Stormcaller tank can taunt in an emergency but I would strongly advise against it given the lack of armor will escalate an already high level of damage taken on that side of the fight.
Strategy - Double Destruction. As noted above, the Single Destruction debuff applied by Double Destruction lasts 36 seconds in Master Mode while Double Destruction only has a 30 second cooldown. Unless the team enters Defensive Systems within 30 seconds after Double Destruction goes out, the team will get a second Double Destruction while 2 players still have the ticking debuff.
Please note that any player who gets two stacks from Double Destruction instantly dies. As such, the team must have a rotation of 4 players to cycle in to take waves of Double Destruction. Please note a ranged DPS assigned to Firebrand can still stand on Stormcaller and attack their target.
The basic premise to this strategy is to have 4 players stand on Stormcaller together. When Double Destruction goes out, the tank hides behind them to avoid getting the debuff then returns to their position right after the cast. The 2 players who get the debuff should move a bit towards the back of the tank until their debuffs expire. The 2 players who did not get the debuff will then be positioned for the next Double Destruction, and so on. This cycle repeats as often as necessary. The key it to ensure 2 people are ready for Double Destruction with no debuffs at all times, and that no one with the debuff is standing too close to risk getting a second stack.
Bear in mind that ranged DPS assigned to Firebrand will have further to go to their shield so need to have movement abilities ready. If the team encounters it a second time that likely means DPS is unbalanced or is a bit slow. An important note for the team is that if Stormcaller is killed during a Double Destruction cast, that may result in the cast instantly finishing rather than being interrupted as one would expect.
I have died several times to this phenomenon, so if the team has sufficient awareness I would recommend delaying DPS slightly to kill after Double Destruction finishes.
Strategy - Exploding Adds. As noted above, each shield will have one add with an Overcharged Jetpack buff that will explode on death and potentially destroy the shield. A few strategies can be employed to deal with this add safely are discussed below.
In all cases, the key is to avoid destroying the shield. Mortar Barrage ticks just before the channel ends, so even dropping the shield a few seconds early can wipe the group. All classes have a push or pull ability sometimes both that can be used to reposition the exploding add out of the group. Classes with pulls can time it to step briefly out of the shield to pull an add out and get back inside before taking damage.
Push abilities are safer. The only risk to this strategy involves using knockbacks that deal damage and might destroy the shield. I have found that even conal knockbacks that deal damage will not generally one-shot the generator and can typically be used safely. Once the add is out of the shield, it can be killed safely without risking the shield.
Kill the add right after Defensive Systems. If the add is low enough it should only take one or two abilities that can be used on the move to kill the add while remounting the tanks. The risk to this strategy is accidentally killing the add early. Avoid the add. In this strategy, the team avoids the exploding add entirely until after Defensive Systems and designates a ranged DPS to kill the add once they have remounted the tank.
This strategy is fine for early pulls while the team is getting the hang of mechanics but I strongly discourage this approach once the team is ready to get a kill since it costs valuable uptime on the tanks when the DPS check is a significant factor for most groups. Otherwise, I suggest coordinating to burn the add down to low health and kill afterwards. Some mistakes are likely as the team gets experienced at it but with practice it goes smoothly.
Here are a couple other tips for Firebrand and Stormcaller in Master Mode:. Killing Stormcaller during Double Destruction may not interrupt the cast but instead cause it to immediately finish casting.
I primarily tanked Stormcaller during my team's progression of NiM EC and died once or twice due to killing Stormcaller during Double Destruction and thus getting both stacks and immediately dying.
Healers should be prepared for much higher damage on the Stormcaller tank and should be particularly careful during the transition back onto the tanks after Defensive Systems. The player tank may be a bit low at that point from kiting missiles and is vulnerable to spike damage. The Colonel Vorgath encounter is usually called simply as the "Minefield" boss. It has two phases. The team must first make their way across a minefield by progressively uncovering and disarming mines, then the team must fight Vorgath himself.
Colonel Vorgath himself is largely a pushover, so the overall focus of the encounter is on clearing the minefield. The minefield is laid out as a grid 4 units wide and 7 units long. The area where the team jumps down is initially safe up to the row of sandbags, though after some time it will begin to periodically be light on fire and kill any players standing in it. Past the sandbags, the minefield is initially invisible and must be uncovered via the Tower directly in front of the entryway into the area.
Minefield Tower. One player will need to ride the lift beside the Tower up into the top area. This player should usually be one of the tanks. Inside, there is a 7x4 grid interface that controls the minefield and a small button to the right of the minefield grid. The bottom of the grid corresponds to the entrance where the team begins , so the goal is to progress from bottom to top on the minefield grid to enable the team to traverse it safely.
The player running the minefield tower can take the following actions:. Reveal a mine: Clicking a blank square in the 7x4 grid will uncover it to reveal whether a mine exists. Green means no mine is present and the team can safely advance into this area below. Red means a mine exists and will kill anyone who enters the red area below.
There is a short cooldown on this ability after using it before it can be used again. Defuse a mine: Clicking a red square in the 7x4 grid will make it defusable for 15s, turning the square yellow during the time. A player with a defusal kit can advance into a yellow square and click on the mine to complete a 5s cast to disarm the mine. For the team to obtain a mine defusal kit, the player running the minefield tower will also need to summon Demolition Droids.
This is accomplished by clicking the small button to the right of the 7x4 grid. Doing so teleports the player down onto the minefield as a hologram, where the player should run towards the group until they uncover a cloaked Demolition Droid. Uncovering it will cause it to unstealth and engage the players down below.
Strategy - Minefield Puzzle. The overall strategy for the player running the minefield Tower is as follows:. Enter the tower and immediately uncover mines on the bottom row until a green square is revealed. Start with the bottom left and move left to right. The bottom left or middle left should always include a green square.
Click the small button and uncover a Demolition Droid for the team to engage. Kill the add in the tower. As soon as the Demolition Droid is killed, click the red square above the team's location to turn it yellow and make it defusable. Wait for the player with the defusal kit to disarm the mine and turn the square green.
The above step can be repeated for the duration of the defusal kit buff on the player. If the team moves quickly, up to 3 mines can be disarmed per defusal kit. Repeat this cycle, starting with clicking the small button and uncovering a Demolition Droid, until the team clears the Minefield. Once the team clears the Minefield, wait for someone to destroy the minefield device at the far end.
Then, look to the ground and make sure it is clear of fire. If so, jump down and follow the team's path through the minefield to join the team. Strategy - Traversing the Minefield. The mechanics for the team traversing the minefield are much simpler.
It primarily involves knowing which areas are safe to stand in, as follows:. The team should progress through the green squares. Any time a Demolition Droid is summoned, all DPS priority should be killing the droid before it enrages. Whomever is closest to the droid when it dies will get a defusal kit note multiple players receive a kit in 8m but only 1 in 16m due to a bug applying certain HM mechanics in 16m ops instances. As soon as a Demolition Droid is killed, the player s receiving the defusal kit should wait to make sure the mine ahead of them turns yellow.
As soon as it does, they should run in and click the mine in the center of the square. This disarms the mine and turns it green. The team should advance and keep disarming mines up to 3 until the defusal kit expires then a new Demolition Droid should be summoned.
Two other sets of adds exist in the area. Assassin Droids the slowly walking adds will explode if they reach the group and should generally be cc'd or knocked back by healers until the Demolition Droid is killed. Two DoTs go out that should be cleansed. The DoT that resembles an explosion takes very high priority to cleanse, while the yellow DoT is much lower priority and can even be ignored and healed through. Strategy - Colonel Vorgath.
Vorgath himself is a pushover and a very straightforward tank and spank. He has a few basic mechanics:. Turrets: Vorgath periodically summons turrets to attack the group. That's why, in our website, you will find not only videogame guides but also tricks, secrets and thousands of tips so you can play to the limit. Are you ready to get it? Enter now and enjoy your videogame!
WoW - Shado-Pan Monastery. Black Desert Online - La Dompteuse. The gear drops are based on progression - and your skipping a step - never ends well. A group is most likely ona gear check you Wipes are expensive JacksonMo I don't want to trouble and dead weight for any group, learned that pretty hard when I tried to do HM Battle of Illum as a fresh lvl I became a punching ball for the enemy.
A hard way to learn a lesson, but a effective one Anyway thanks for answer and advices. All rights reserved. All other trademarks are the property of their respective owners. You are about to leave this website Close Continue. Thanks for any help First A group is most likely gonna gear check you Apologies - forget to consider Pub side Agreed - with BH comms, it's a grind
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