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 Post subject: I'm Bored Denova Strategy Thread
 Post Posted: Wed May 23, 2012 4:32 am 
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Geek In Training

Joined: Fri Jan 20, 2012 6:58 pm
Posts: 40
Location: Houston, TX
This thread is going to be a compilation of strategies and not wholly original work.

Toth and Zorn

So the fight mechanics for this fight are as follows:

Toth Abilities:

Smash – An AOE attack that hits everyone within 25m of Toth. If positioned correctly, only the Toth tank and the melee should take any damage.

Backhand Smash – A 2 second knockdown. Seems to hit anyone in front of Toth.

Cleave – Toth has a small Cleave that will hit anyone in front of him.

Ground Shatter – A sustained AOE that hits everyone within 50m. Also causes red circles to appear and then the ground erupts. Will kill you if you’re not topped off and just hurt you a lot if you’re not.

Berserk – Toth does 200% damage with all his abilites. Can only be removed by a successful Baradium Heave from Zorn.

Zorn Abilities:

Flurry – Zoth’s standard hit on the tank is a flurry of blows.

Emboldened – When Toth leaps to Zorn, anyone within 25m of Zorn will be affected with the Fearful debuff, which causes them to take double damage from Zorn’s abilities. Only the Zorn tank should be hit by this.

Shriek – An AOE that hits for small damage to everyone within 25m. Leaves two DoTS on anyone hit.

Mental Anguish – A damaging DoT applied by Shriek. Can be cleansed.

Weakened – A stacking debuff that causes the player to do less and less damage over time. Applied by Shriek. Can be cleansed.

Baradium Toss – Throws a piece of baradium ore at a random player within 25m.

Baradium Heave – Targets someone with a yellow circle. That player runs over to Toth and stands under him. The yellow circle turns purple when the debuff wears off, and then Zorn throws a huge baradium boulder at Toth that clears his Berserk buff. Anyone standing inside the circle takes huge damage.

Sonic Paralysis – Stuns the tank and does damage. Will not necessarily be breakable every time by the tank, so healers should be prepared for it the second time it happens.

Shared Abilities:

Surge – Both Toth and Zorn get a stacking buff that increases their damage done if they are too close to one another. They have to be kept separated to avoid this extra damage.

Enrage – When Toth dies, Zorn will enrage and vice versa. Therefore Toth and Zorn should die at around the same time. It’s better to kill Toth first to avoid the double damage Smash.

Strategy:

The raid splits in two 1 tank, 1 healer and 2 DPS on each side on 8-man. Any melee DPS should be on Toth full time and should never DPS Zorn. Ranged can be put on either boss.

Toth is positioned in the area just in front of the cave entrance. Zorn is positioned just in front of the tree to the left of the cave entrance, roughly 35-40m away from Zorn. Ranged on Zorn and Toth are 30m back in the open meadow, on their respective sides.

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The fight consists of three phases:

Phase One:

Zorn will use Shriek on anyone within 25m. Toth will Smash anyone within 25m.

Tanks:
- Be conscious of your positioning and try to have your side to the raid, so that you no further from the raid than the boss. This keeps your healers from having to back out to avoid damaging attacks.
- Save your taunts for transitions. If someone rips right before a transition, don’t taunt and then have nothing when the leap happens.

Zorn Tank:
- Watch for the Mental Anguish and Weakened debuffs and make sure to call for a cleanse.

Zorn Ranged DPS:
- Be at max range to avoid getting hit by Shriek. Pay very close attention to where you are standing when the Toth leap is about to happen. Be at max range to avoid getting Fearful. If you do get the Fearful debuff, then go over to the Toth side until it expires and just DPS Toth.

Zorn Healers:
- Watch for debuffs that hit anyone on your side and make sure to cleanse them. If the tank positions poorly both you and the tank may get the debuff. You will have to swap sides if this happens.

Toth Tank:
- Move Toth quickly back to his original position to avoid a Smash hitting the Zorn side of the raid.
- Keep Toth faced away from melee and yell at them if they’re standing with you during this phase.
- Don’t waste your 2min stun break on Backhand Smash. You need to save it for Zorn.

Toth Melee DPS:
- Watch your positioning and don’t stand in front of the boss. You want to avoid the Cleaves.

Toth Ranged DPS and Healers:
- Be at max range to avoid getting hit by Toth’s Smash. This may be impossible for the healers to avoid if the tank positions poorly.

When one of the bosses falls below 90%, Toth leaps to Zorn. At this point the two tanks swap targets, dragging their new mob back to the original position.

When one of the bosses falls below 80% health, phase two begins.

Phase Two:
(We have been healing through this which would account for the spikes in healing need and the inconsistency in raid output, lets try it with more coordination and less crazy :-))

Phase two begins with an emote “Toth is Berserk! Stay away!” At this point Toth now has a damage buff called Berserk that doubles his damage done. The healers on that side should be aware that Smashes and tank damage are going to double so more intense healing will be required on that side.

Meanwhile Zorn will begin tossing baradium at anyone within 25m of his position. He will remain stationary as long as someone is within 25m to soak rocks.

Everyone:
A yellow circle will appear under someone’s feet during this phase. That person must run over to Toth’s backside such that the yellow circle is underneath Toth’s feet. After 15 seconds, the yellow circle turns purple, and you have 2-3 seconds to get out of the circle. Zorn will then heave a giant baradium boulder at Toth and it will hit him, removing Toth’s Berserk and returning his damage to normal.

Toth Tank:
You will be taking double damage while Toth has the Berserk, so be prepared to use cooldowns during this phase if needed. Be very aware of your position relative to Zorn. If Zorn is out of position for some reason, make sure to be far enough away that people on your side are not getting hit by Zorn’s rocks.

Toth Melee DPS:
Smash will hit for double damage, and this is the most damage you will be taking during the entire fight. This is the time to use your damage reducing cooldowns and medpacks.

Toth Ranged DPS:
Try to position yourself so that you outrange Smash. Since it is hitting for double damage, you really don’t want to be caught by it.

Toth Healers:
The tanks and melee will take a lot of damage during this phase.

Zorn Tank:
Watch for Shriek right after the phase ends and make sure to call for a cleanse. Stay on top of Zorn to maintain threat and to be the target for his smaller rocks. Position yourself so that your healer can reach you without also taking rock damage.

Zorn Ranged DPS:
Be careful about cheating too far in. Don’t eat rocks when you don’t have to. If you get the yellow circle and have to run to Toth, make sure you return to your original position quickly. The transition to the next phase may happen while you are out of position, causing you to get Fearful. Be aware that this can happen and just stay on the Toth side if it does.

Zorn Healers:
If the Zorn tank has to leave because he gets the yellow circle, make sure to walk within range of Zorn and soak rocks to keep Zorn from moving. It’s better to help keep Zorn stationary than to avoid Fearful here. Still, you can try to be aware of when the phase is about to end and back away right before the leap to avoid it.

Try to help out on the Toth side with that damage if you can. It’s ok to cheat over there a bit.

Watch out for a Shriek at the end of the phase and make sure to cleanse the Zorn tank (and yourself if you get hit by it).

When one of the bosses falls below 70%, the fight returns to P1.

Phase One (repeated):

This phase lasts from 70%-60% with a leap occurring when one of the bosses falls below 60%. When one falls below 60%, Phase Three begins.

Phase Three:

Zorn will stun his tank with Sonic Paralysis. The tank should break the stun the first time it happens and keep DPSing.

Toth will begin pounding the ground. This ground shatter will do a raidwide AOE tick to everyone. In addition red circles will appear on the ground that will erupt with spikes after a few seconds. These hit for massive damage, so make sure to move out of them or risk dying.

At 50%, the fight will return to P1 for a third time.

Phase One (repeated):

This phase lasts from 50-40%, with a leap occurring when one of the bosses falls below 40%. At 40%, Phase Two happens again. In general, the fight alternates P1 with P2/P3.

Phase Two (repeated):

This phase goes from 40%-30%.

Phase One (repeated):

30-20%.

Phase Three (repeated):

The Zorn tank will get stunned during the repeat of Phase Three and won’t be able to break it. The tank should try to have a cooldown in effect before the stun happens and healers should be aware that the tank is stunned.

This phase ends at 10%.

Phase One (repeated):

Rinse and repeat.

Video for Fight
http://www.youtube.com/watch?feature=player_embedded&v=1oAYmRDqV2Y#t=0s

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 Post subject: Re: I'm Bored Denova Strategy Thread
 Post Posted: Wed May 23, 2012 4:42 am 
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Geek In Training

Joined: Fri Jan 20, 2012 6:58 pm
Posts: 40
Location: Houston, TX
Firebrand / Stormcaller

Firebrand Abilities:

Missile Blast – The standard attack on a tank. Hits every 3 seconds. Will also hit people in front of the Firebrand turret.

Missile Barrage – A larger attack that always occurs while the tank has Incinerate Armor. It has a high chance of 1-shotting any tank that has the Incinerate Armor debuff. Will also hit people in front of the Firebrand turret.

Mortar Volley – A rain of damage that hits everyone who is outside of a shield every three seconds. There are eight total hits.

Targeted – A yellow circle appears under someone’s feet. Keep moving and get cleansed (or self-cleanse) and run out before the damage hits. On Story Mode no cleanse is needed.

Mortar Barrage – Red circles appear all over the playing field. Mortar Barrage will hit after a second or two where those red circles appeared.

Incinerate Armor – A debuff placed on the tank that removes all of his armor for 15 seconds.

Stormcaller Abilities:

Zap Attack – The standard attack on a tank. Hits every 3 seconds. Will also hit people in front of the Stormcaller turret.

Electric Discharge – A larger attack that is used only a couple of times per phase. It has a high chance of 1-shotting any tank that has the Double Destruction debuff. Will also hit people in front of the Stormcaller turret.

Electrical Disturbance – A lightning spire placed on the ground that pulses as long as a person stands inside its area of effect.

Single Destruction – Debuff when someone stands in front of a Double Destruction cast. Turns into Double Destruction after a few seconds.

Double Destruction – Name of both a cast and a debuff that is applied. The DoT also doubles all damage taken from Stormcaller attacks.

Shared Abilities:

Defensive Systems – The hovertanks become virtually immune to damage and knock back anyone near them. This is a buff on the hovertanks, so you can watch to see when it expires.

Enrage – The hovertanks eventually Enrage. In addition to doing increased damage, anyone standing on the hovertanks will start taking damage. Therefore healers especially should get off the hovertanks when they Enrage. Tanks should get off also unless they have a major CD running.

Strategy:

The fight consists of two phases. During the normal phase the hovertanks are damaged and during the shield phase, players must hide under shields and DPS adds instead.

Image

During P1, healers and tanks should stand up on Firebrand and Stormcaller. Tanks should rotate the turrets about 45 degrees outwards so that nobody will get hit by Firebrand and Stormcaller’s frontal cone abilities. Anyone standing on the tanks is Magnetically Stabilized and is less likely to get selected by Targeted and Electrical Disturbance.

Note that the easiest way up onto the tanks is via the sides. If you have trouble jumping straight up via the front, then use the inner sides (i.e., the side of Firebrand that faces Stormcaller and vice versa) as your path up. The outer sides are dangerous to use since you risk getting hit by Firebrand and Stormcaller’s frontal attacks.

At the beginning of P1, Firebrand will use Mortar Barrage and red circles will appear all over the playing field. People standing up on the hovertanks will be safe, but ranged DPS will have to avoid the circles.

Throughout P1, Stormcaller will target random ranged DPS with Electrical Disturbance. This is a lightning spire that persists on the ground for a while. Get out of the crackling blue sphere to avoid taking damage.

Firebrand will randomly place a yellow circle under a ranged DPS. Although it is very unlikely that someone on the hovertanks will be chosen, it can happen. Make sure to pay attention even if you’re not a ranged DPS. The person with the yellow circle should run away from everyone else and self-cleanse while still moving or call for a cleanse while still moving. The key to avoiding damage from this attack is to never stop moving. On Story Mode no cleanse is required.

Twice during this phase Stormcaller will cast Double Destruction. Double Destruction must be split among two players, since any player who eats it by himself gets stunned and thrown up in the air (and will die). The two players closest to the front of the Stormcaller turret will get a Single Destruction debuff that turns into a Double Destruction debuff after a few seconds. This debuff is a ticking DoT that also doubles damage taken from Stormcaller.

Two melee should handle the Double Destruction debuff. If you don’t have two melee, use a healer instead. The Stormcaller tank can rotate the turret so that it is facing the ranged DPS (at 0 degrees instead of 45) to make it easier for the melee to get in front of the tank, although this really shouldn’t be necessary if the melee are paying attention.

Shortly after the Double Destruciton DoT goes up on both melee, the Stormcaller tank will get hit with Electric Discharge. As long as he doesn’t have the Double Destruction debuff, this can easily be healed.

Following the Double Destruction, the Firebrand tank will get Incinerate Armor. This reduces the Firebrand tank armor to Zero. This can be healer and should be a focus heal moment for the firebrand healer.

After Stormcaller hits 80% ( and 60,40,20%) P1 will end and P2 will begin as both Firebrand and Stormcaller cast Defensive Systems.

Image

During Phase Two, the hovertanks have a buff on them called Defensive Systems that makes them virtually immune to damage. Adds will come jetting in, and it’s much easier to see them if you have enemy nameplates on. One of the adds will deploy a Shield Generator.

On Story Mode, the shields always appear towards the front of the tanks and off to the sides. On Hard Mode, the location of the shields is variable, and in the worst case scenario, the shields can actually be behind the hovertanks.

Defensive Systems actually applies a knockback when the cast finishes, so people standing on the tank can use this knockback to be propelled towards the shield.

It is important to be under the shield after Defensive Systems finishes casting, since it protects players from the attack that Firebrand unleashes for the rest of the phase. This attack is called Mortar Volley and it hits 8 times every 3 seconds for a few thousand damage each tick. Save defensive cooldowns for if you get caught outside the shield and have to eat a tick or two of this attack.

On the Firebrand side, everyone can get under the shield and DPS the adds. It is important to use only single target attacks, as any AOE attacks will also hit the Shield Generator itself. If the shield dies early, then everyone will take Mortar Volley damage and possibly die. The tank on the Firebrand side can hold aggro on the adds and keep others from taking damage.

On the Stormcaller side, things are a bit different. During this phase Stormcaller now targets his tank with Electrical Disturbance over and over again. The tank must be constantly moving and has to stay outside the shield in order to avoid dropping Electrical Disturbances on other players on the Stormcaller side. It is important that the tank not outrange healers who will be inside the shield. In addition the tank should be constantly moving to avoid getting hit by pulses of Electrical Disturbance. The Stormcaller tank is also eating Mortar Volley the entire time. Tank CDs should be saved for this phase.

After the Mortar Volley ends and the Defensive Systems buff expires from Firebrand and Stormcaller, P1 starts again. It is important for all players to get away from the outside, since the hovertank turrets will get turned in that direction by the tanks. Return to your P1 positions as quickly as possible.

The fight consists of DPS Stormcaller with all DPS to force the phases, and then once Stormcaller is below 20% all DPS rushes Firebrand and burns him down. Two ranged DPS stay on Stormcaller's platform so that the Stormcaller tank can rotate double destruction to them. They are pure damage mitigation at this point.

Burn Firebrand to 10-15% and then even out DPS and kill both tanks together.

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 Post subject: Re: I'm Bored Denova Strategy Thread
 Post Posted: Wed May 23, 2012 6:26 am 
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Joined: Tue May 11, 2010 2:01 pm
Posts: 1366
Location: Austin, TX
For those reading the strats keep in mind that one Ooops or Mistake by just about any member of the raid has bad consequences.

2 examples

Tanks miss their swap(which is harder than it sounds) on Z&T one of them will die and its a wipe from there.

On Stormcaller if the DPS don't intercept the Double destruction for the tank the tank will probably outright die AND if they are quick enough to evac the area then they most surely will die.

All the while the healers on both fights have to be cleansing, healing AND moving constantly. so much so that the rest of the party have to use their cooldowns to help them out.

EC Storymode is definitely not for casual players... but damn its fun!

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