The Eternity Vault

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The Eternity Vault

Post  Web Admin on Fri Mar 02, 2012 1:08 am

The Eternity Vault

These tactics are created from various sources, and are due corrections and updates.
Tactics Updated on 01-03-12 - Full Post.


Last edited by Adesta on Mon Mar 19, 2012 12:33 pm; edited 6 times in total

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Annihilation Droid XRR-3

Post  Web Admin on Fri Mar 02, 2012 1:08 am

Annihilation Droid XRR-3

    Abilities of Note:

    • Cannonade
      Instant
      Range: 60m
      Cooldown: 7 seconds
      Description: Single target attack.

    • Missile Salvo
      1 seconds
      Range: 70m
      Cooldown: 90 seconds
      Description: Damages everyone in LoS with missiles.

    • Overwhelming Swipe
      1 seconds
      Range: 50m
      Cooldown: 20 seconds
      Description: Deals damage and knocks back all players in front of the boss.

    • Rocket Burst
      Instant
      Range: 65m
      Cooldown: 6 seconds
      Description: Targets a specific player and does damage to them, and anyone around them.

    • Shockwave
      1 seconds
      Range: 50m
      Cooldown: 30 seconds
      Description: Damages all nearby targets.

    Boss Description:

      The Annihilation Droid XRR-3 is the guardian to the Eternity Vault's entrance, and therefore the first boss you must face to gain entry. The boss will appear after players have killed the trash droids, and the two turrets on either side of them.
      Annihilation Droid XRR-3 is a stationary boss, and once he walks out he won't move from his spot. The boss's main mechanics involve launching various types of missiles, which players must dodge, LoS, or heal through.

    Fight Information:

      XRR-3's primary attacks consist of three missiles attacks.
      The first missile attack is a targeted attack called Rocket Burst, randomly targeting a player (noted with visual effect on said player) and attacking after a few seconds, knocking them down for a second and doing significantly more damage to any other players that happen to be around.
      Move away from other players when you are targeted, or when someone else is targeted.

      The second attack is a volley of ground targeted missiles, which places a reticule below a player's feet, implying you should move out of that area, and fast as there is little leeway.
      This attack starts only after the second Missile Salvo and lasts for 10 seconds.
      Everyone must be on their toes and ready to move to avoid damage.
      It has a short cooldown so it will be used multiple times between Missile Salvos.

      The final missile attack type is Missile Salvo, occurring approximately every 90 seconds, XXR-3 essentially does damage to anyone within his LoS for 17 seconds.
      To avoid this, run behind one of the turrets during this period.
      When it ends, he will not attack for a few seconds allowing the tank some time to build up some threat if needed.

      The XRR-3 will also use Cannonade on his primary target, as well as a cleave and AoE knockback.

    Boss Strategies & Tips:

      It is suggested that ranged DPS and healers stand near the turrets from the start to reduce movement time, however, be wary of being targeted by Rocket Burst.

      Melee and tanks should be aware of XRR-3's Overwhelming Swipe - which is a knock back.
      Overwhelming Swipe punts everyone in front of him away.
      This means that the player with the next highest threat nearest to him will start taking hits.
      He will actively use Cannode on his primary target, and once in a while he will stomp the ground, using Shockwave, damaging all nearby targets.
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Last edited by Adesta on Mon Mar 19, 2012 12:32 pm; edited 2 times in total

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Gharj

Post  Web Admin on Fri Mar 02, 2012 1:09 am

Abilities:

Quote:Dispel
Instant
Cooldown: 10 seconds
Description: Dispels
------------------------------------

Leap
Instant
Range: 90m
Cooldown: 30 seconds
Description: Jumps into the air, doing aoe damage upon landing.
------------------------------------

Smashing Leap
Instant
Range: 75m
Cooldown: 4 seconds
Description: Causes the ground to shake, and lava to cover the area.
------------------------------------

Pulverizing Slam
1 seconds
Range: 15m
Cooldown: 24 seconds
Description: A quickly cast melee attack that does high damage to a single target.
------------------------------------

Rending Swipe
Instant
Range: 12m
Description: Hits everyone in front of Gharj for high damage.
------------------------------------


Stats:
Normal Mode HP: 1020436
Normal Mode Damage: 100%
Hard Mode HP: ?
Hard Mode Damage: ?
Nightmare Mode HP: 1122480
Nightmare Mode Damage: 110%

Boss Description:
Gharj is the second boss of the Eternity Vault Operation. He starts out on an island in the middle of a large lava pool, and you reach him by hoping your way across some conveniently places pebbles.

Fight Information:
Occasionally, Gharj will pounce (Leap), doing damage to all players that stay in melee range. Shortly after the fight begins, Gharj will go into a Frenzy (Smashing leap), causing the ground to shake and lava to spill over, and melee players should move away. During this phase players need to keep an eye out for a new path of falling rocks that will lead to another island, as the original one will sink and anyone caught in the lave will take extra damage.

Once the island sinks, Gharj will jump to the new island and proceed to attack the tank once more. Gharj will also gain a new ability, where he will knock all players, except the tank, back into the lava. After moving to the third island, when Gharj does his next Smashing Leap (signaling the move to the fourth island), he begins to summon 8 adds during each Smashing Leap, which can be AoE'd in a few seconds.

Strategies/Tips:

Melee: Gharj uses a cleave, so be aware of it and don't stand in front of him. Gharj also uses Pulverizing Slam on his target, a short cast melee attack which cannot be interrupted, doing about 1000 more raw damage than his regular attacks.

Healers: Be aware of the AoE knockback into the lava. The lava puts a debuff on everyone that ticks for 4 seconds, so not only should everyone be shielded or topped off before hand, but dispelling a target of the fire debuff will save some time healing.

Everyone: When the adds spawn it's best just to stack up quickly and burn them down with AoEs. Healers can toss out a couple AoE heals, and everyone will be set. While the adds generally spawn right when you need to move to a new island, it is still preferable to quickly burn them down and then move, rather then drag them with you to the new island.


Last edited by Adesta on Mon Mar 19, 2012 12:32 pm; edited 3 times in total

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Ancient Pylons

Post  Web Admin on Fri Mar 02, 2012 1:09 am

Eternity Vault Ancient Pylons Puzzle Tool

Midway through the Eternity Vault operation you are going to come across a lush jungle. That lush jungle is blocked at one end by a blast door with a chest in front of it.

Multiple animals roam around the jungle waiting to devour the unlucky operation that is not on their toes. Once you clear your way down to the middle you will see a path north and south and a pylon there. You must unlock these pylons in order to proceed past these doors for your last two encounters of this operation.

You will split up into two teams, you will take one north and one south, as you most likely already guessed. You will have to solve these independently of each other.

There are 3 blocks from left to right, and 4 of those rows from bottom to top. You will have two consoles at the bottom of the pylons to control which way to turn the center wheel. This wheel will go full circle back to the color it started but once it does match the two outside blocks it will automatically stop and you will then be able to solve the next row. It goes from bottom to top.

Hitting the left console will spin the wheel left and hitting the right console will spin it right!!!

The point of this entire evolution is to get both pylons completely solved as fast as you can. As you solve them there will be mobs that spawn. They are normal mobs and every so often there will be a solo elite that spawns as well. The normal mobs will put a reflect shield up that if you aren’t paying attention even a tank will kill themselves on. Quite humorous I assure you. Each group has to take care of their side by themselves. They can be CC’ed and they can CC you as well. Overall these are not an issue just something to keep the whole group occupied.

Once each side solves their entire pylon you win! It’s that simple. You want to solve it as quick as possible. That is where this handy ‘app’ comes into play. This will give you the shortest path on the wheel turns.

Special notes:

Hard and Nightmare modes are the same exact thing with very slight increase in damage from the mobs and just a slightly bigger health pool.
One caveat on hard and nightmare. “Spinning” the wheel will put a debuff on you in these difficulty levels. This makes it necessary for you to have your team cycle through on who clicks it. Just make sure they know which side they are clicking.

the following link below is a puzzle solver for this

http://www.buslei.com/swtor/tools/pylon.html




Last edited by Adesta on Mon Mar 19, 2012 12:33 pm; edited 2 times in total

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Infernal Council

Post  Web Admin on Fri Mar 02, 2012 1:09 am

Infernal Council

Possible Bosses/Classes:

Maurader:

Alarii, Sister of Sorrow
Cyrisop, the Exiled
Fahren Jaj, the Laughing Lord
Keryha, Sister of Sorrow
Luthro the Kinslayer
Wei'val the Elder
Wei'val the Lesser

Assassin:

Doruk, the Uncaged
Jael, the Silencer
Serrod the Messenger
Kahesh, the Reborn
Kyyrah, Jewel of Xo

Juggernaut:

Jekhop, the Bowed Lord
R'hoteb, the Bowed Lord
Yshaar Kael, Betrayer of Adas
Yshaar the Bowed Lord
Za'heen Kaur, the Bowed Lord


Stats for 8 man:
Normal Mode HP: 28266
Normal Mode Damage: 100%
Hard Mode HP: ?
Hard Mode Damage: ?
Nightmare Mode HP: 31093
Nightmare Mode Damage: 110%

Boss Description:

In this fight, each member of your raid will face off against an elite NPC. They start off neutral, standing on a small platform until you engage. You may not help other players during this fight, either with heals or DPS. They are all force users, so their class will be either Juggernaut, Marauder, or Assassin. The Juggernaut will sunder, Marauder will apply a trauma effect on the player, reducing healing received.

Fight Information:

The elites here do very simple attacks. Each seem to have only one or two abilities. Several of them can be avoided by stepping away during the channel. If you can't heal yourself in this fight, you won't get heals, so make sure to minimize the damage taken to make up for it.

With a 2 minute enrage timer, this fight is all about doing the most damage you can, while still staying alive. Healers and damage dealers with low mitigation/avoidance will have the hardest time on this fight, but by playing to each individuals class strengths it is doable.

Strategies/Tips:

Healing anyone else, or attacking their target, is useless because of the debuff you get.

Ideally, people should be paired as below:

Healers on the Assassins
Dps on the Marauders
Tank's on the Juggernauts


For this fight everyone will be set there own target and your goal is to kill it with no help from any one else so if your a little lacking in gear this will be the fight of you life and you have to really push your limit's but there is help if there is one person still on there and everyone else has finished you can get away with hitting that target once Smile




Last edited by Adesta on Mon Mar 19, 2012 12:33 pm; edited 2 times in total

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The Infernal One

Post  Web Admin on Fri Mar 02, 2012 1:09 am

8-man Normal Operation:


Soa, The Infernal One,

This is a 3-stage boss encounter.

First Stage - 100% HP - 75% HP

Soa will have a yellow shield around him at the beginning of the fight. He can not be damaged during this time. This lasts about 8 seconds after starting the encounter. This phase is fairly simple, just dps him down, ranged dps and healers to watch out for the growing green circles on the floor that come from the obelisks on the edges of the room.

Once Soa reaches 75%, a blue shield will surround him. Everyone needs to run to the outer ring as the middle area will crumble and fall after a short time. It is recommended that everyone runs to the west side of the room.

The raid must now jump down onto several platforms in order to reach the lower level. Destroy the obelisks on each platform on the way down. Be sure to keep each player's HP capped off so that a fall will not kill them. You will need to wait at times for new platforms to fall down, these are good times to drop aoe heals. Once you reach the ground floor, the boss won't come back out immediately, so this is another good time to cap everyone's HP before the second stage starts.

Second Stage - 75% HP - 35% HP

Abilities:

Mind Trap

Throws 1 random player into an obelisk. DPS needs to take these down immediately in order to pull the player back out. Players inside the mind trap will have a normal npc to deal with, but it has no effect on the fight. The only way to get out is to have the mind trap destroyed.

Ball Lightning

Spawns a lightning ball on a random obelisk around the room. It will target a random player and slowly path towards him/her. The raid will be warned as to which player it has targeted (each ball will stay on the same target). The ball will last a short time, it can be easily outrun, just be sure not to drag it through other people. It will damage anyone it passes by.

Force Throw

Soa will throw one random player into the air. They will hit several walls around the room before being slammed down on the ground next to Soa. The player will take damage each time they hit something.

Combat:

The priority in this phase is to take out the mind traps as they come up. Simply dps him down to about 37-40%. You may need to hold off dps at this point to make sure a player is not in the air from Soa's Force Throw ability. The floor will fall again at 35% so this kill the player when they come down. Once Soa reaches 35% he will throw the blue shield up again and everyone will need to get to the edge of the room again. If a mind trap is still up at this point, it will despawn and the player will be released.

Again, players will need to jump down the platforms to get to the ground level. Taking out obelisks and healing along the way as before, nothing new in this part.

Final Stage 35% Hp - 0% Hp

Soa has no new abilities here, but his blue shield will be up permanently (he can't be damaged when it is up). Soa will no longer use Force Throw here, but will continue to use Mind Trap and Ball Lightning.

If you look at the edges of the room, there are larger obelisks with an orange glow in the middle. Soa will pull one up and move it across the room and drop it in a random location. The tank will have to manuever the boss under the falling pillar. It will do a decent amount of damage to the tank so be sure to watch his/her HP.

Once the pillar falls, Soa will be stunned and the shield will drop. This is the only time to put any dps on him, so it will be number one priority even over the mind traps. If the raid doesn't do enough damage or you miss too many of the pillar drops, you will hit an enrage timer. So definitely be sure to get him into position every time the pillar drops, and pop cooldowns when Soa is stunned.

A good tip for the tank is to position Soa in the middle of the room after each pillar drop so that he/she can easily get to the next. Bear in mind that the pillar will take some time to move into it's position so be sure to adjust camera around to see exactly where it is coming down.

http://www.youtube.com/watch?v=7XFlJlXbjpo

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