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 [GUIDE] Operation: Eternity Vault

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Fluttershy
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PostSubject: [GUIDE] Operation: Eternity Vault   Sat Jan 07, 2012 2:52 am

Severely outdated and inaccurate.

As per request, here is a full text guide on the Eternity Vault based on events and transitions.

Eight Man Group Specs:
Two Tanks (One Ranged and One Melee recommended)
Two Healers (One Sage Seer/Sorcerer Corruption recommended)
Four DPS (Three Ranged and One Melee* recommended)

*Sentinel Watchman/Marauder Annihilation are highly recommended for their Inspiration/Bloodthirst buff for increased party DPS and healing.

Transition: Entrance
Players will spawn onto a ship that has been damaged by Anti-Air Turrets from the Vault. Players must escape the ship by activating one of the eight escape pods scattered around the room. Note: The far back left pod is known as "The Terrorist" pod, take it and you'll find out why.

After you land there will be a few random NPCs (Level 1 Tauntauns and Level 50 Something Cats). These can just be simply ignored or killed for pure entertainment. Head to the compound and walk up the slope for the first boss encounter. Note: Do not head to the top of the hill before all the group members are there and ready. Stepping to the plateau will start the event and cause all group members to aggro, this will always happen even if you are using a stealth.

Boss Encounter: Annihilation Droid XRR-3
Once the group steps to the top of the hill the first encounter will begin. There are two large turrets, one to the left and right, and re-spawning normal mobs between the two turrets. Have your two tanks armor up and use their Guards on melee DPS members that will be near them during the fight. The turrets will focus on the two entering tanks immediately so DPS and Healers may easily enter. Have one of your members immediately Crowd Control (CC) one of the turrets by targeting it's gun up top. Have the DPS quickly wipe out the adds with AOEs as the tanks work on gathering the non-CC'd turret. Once the adds are handled drop all DPS on the turret. If you are a melee character, tank or otherwise, target the Power Cells around the base of the turret. Damage done to those will be transferred to the turret's health. Have two or three of the DPS take out spawning adds while the rest focus on the turret. Once the first turret is down, rinse and repeat on the second turret. Once both turrets have been destroyed the first boss will spawn.

Annihilation Droid XRR-3 is the first, and one of the hardest, bosses that you will have to fight in the Operation. He will spawn in between the two pillars that once housed the turrets you initially encountered. The players will have to Line-of-Sight (LoS) some of the boss' attacks, so choose one of the two turret pillars for your group to run behind during those moments. Have the melee tank (if present) main tank XRR-3 and turn the droid to face the main door of the facility. Have the off-tank placed behind the droid to avoid any collateral damage, and have any melee DPS keep near the off-tank so any Guards placed will be active. Have all the ranged DPS and healers stand on the same side of the designated cover turret. XRR-3 has randomly targeting abilities and full group targeting that the tanks cannot do anything about. Here list a list of his attacks.

Note: Not all ability names are exact, but will give you an idea. This goes for all bosses and enemies in this guide.
  • Auto-attack: Single-target attack on the player with the highest threat (hopefully the tank).
  • Stomp: An AOE attack that will damage all players within it's small range. (~10m)
  • Rocket Launcher: A random party member will be targeted by XRR-3's rocket launcher. The indicator for this attack is the same animation used when a companion is told to attack a target (red/green sight). This attack cannot be entirely dodged, but it is recommend to run out of the fighting area to avoid other random party targeting abilities or be prepared for a Missile Barrage (see below).
  • Mine Drop: All players will be targeted with a red sight at their feet. Each player will have four mines/grenades lobbed at them by XRR-3. These can be easily dodged by running to the side while targeted. Note: Make sure not to cross-over other players to avoid damage from their mines.
  • Missile Barrage: This is XRR-3's most powerful attack and will be launched at all members of the group. The only way to survive this attack is to have all players retreat behind a designated turret pillar to LoS the missiles. While the players are hidden during the barrage, healers are recommended to AOE heal everyone for the missiles that were able to land on any of the players. Wait until the attack is completely over before leaving cover and allowing your main tank or off-tank to re-gain aggro.

Armoring buffs should be saved for the tanks when Missile Barrage starts due to the long distance they have to run before getting behind the turret pillar. This boss is only one phase and will loop the same attacks. He is very simple but a lack of focus on what attacks he is doing can easily be fatal even for the best geared players. Make sure your tanks keep aggro and all party members stay within range (30m) of the healers for HoTs and quick heals when necessary.

Transition: The Path to Gharj
After completing the first boss, head inside of the Vault and prepare yourself for fighting many mobs on your way to the second boss. This will be the longest transition phase and fairly dangerous if positioning is ignored. Below is a list of enemies listed by priority targeting. Excuse me for forgetting some of the names, healers tend to ignore NPCs, so the names won't be 100% accurate.
  • [Priority Target] Reaver Drones: These are the least abundant of all the mobs in this transition, but are the most powerful and should be focused on by all members of the group. They have a grappling ability that will pull players in close and a normal auto-attack. Players should be considered with interrupting their channeled ability that will deliver massive damage to the targeted player. Interrupts are the only abilities that will work on them to stop the attack. Luckily, there are never more than three of them at a time, so interrupts shouldn't be too much of a problem.
  • Sentinel Drone: Sentinels are identical to Reavers but aren't as powerful. They have a normal auto-attack and grappling hook as before but no channeled ability. Avoid standing near ledges when fighting them because these NPCs do have a knockback that can launch players into the Vault's abyss.
  • Lava Kakks: Very weak Champions that solely possess an auto-attack. Their only boasting point this a high health bar. Feel free to AOE these groups and don't worry about CC.
  • Infernal Minions: Strong enemies that will spawn in groups of ten or greater. They melee based and hardly do any damage, but their large numbers and mixed spawns with the Drones label them a threat. AOEs will handle them quickly and focused healers will prevent any deaths from these NPCs.

Players will first arrive at a narrow bridge leading to the center of a large room with a fatal drop in the center. Attack anyone of the Drones and run towards the center pillar with backs toward the pillar to avoid hazardous knockbacks. Head over the next bridge and start working through the waves of enemies ensuring to avoid the ledges. Try and stick together for AOE heals and to attract mobs into clumps for AOE damage.

After all the Drones and Minions, the players will arrive at a cave entrance filled with Lava Kakks. Work through the mobs ensuring not to stand in any lava pools or running off ledges into lava. Your group will eventually approach a chamber with a trail of rocks set in lava leading to an island platform. Ready your group and jump across the stepping stones to the first island to initiate the second boss encounter.

Boss Encounter: Gharj
Open your map and take a look at the battlefield, you'll notice that there are more islands and stepping stones than what is initially on the field. Gharj will sink an island and raise another for your group to run to. Beware of Gharj's attacks and your surroundings during the fight so you know where to go and what to expect. First, let's go over his attacks before getting into the shifting arena mechanics and other details.
  • Smash: Gharj's auto-attack on the player with the highest threat. Nothing special here.
  • Swipe: Randomly targets one member of the group and delivers and AOE to everyone within the cone of attack. Does a small amount of damage and pushes all group members ~15m back, usually into the surrounding lava.
  • Stomp: A short range AOE that will cause moderate damage to all those within ~10m of the boss. This will also trigger the next island and its stepping stones to rise, and the current island to sink.

Place Guards on any Melee DPS first and then healers second if necessary. Have your main tank (Ranged or Melee) land on the initial platform first and trigger the boss fight. Have them pull the boss to the opposite end of the island and face to one of the sides be standing near the edge of the lava. Don't worry about knockbacks as having Gharj facing away from the group is essential for later. Have all Melee DPS on Gharj's back, healers and ranged should be moved to the furthest end of island from Gharj. Gharj isn't a high damage dealer but has a lot of endurance, and the surrounding lava is your worst foe in this encounter. After some time Gharj will switch aggro from the tank and preform his Swipe on the rest of the group. If the tank successfully pulled him to face the side of island as instructed, the tank will be out of the radius of the swipe and won't have to worry about being launched into lava. Any group members launched into the lava must run onto the island as quickly as possible. An AOE by either healer and a few HoTs applies should keep the group set. When Gharj preforms his Stomp attack, the current island he is on will begin to crumble, and stepping stones along with the next island will rise from the lava. As soon as those stones appear, quickly have all group members hop across to the next platform. Continue to DPS has you hop across by using instant casts and healers should focus on dropping AOEs on the new island immediately for anyone who fell in the lava for a moment. Set up like before and repeat the same strategy until Gharj is defeated.

Transition: The Path to the Ancient Pylons
Once exiting the caves, players will enter into a large bio-dome type jungle area with a large structure on the other side. Follow the path down the mountain face to the floor of the area. This area is filled with normal and strong type mobs. Have your group make its way to the center clearing all the enemies in their way. Head north and clear all the mobs. You will see the first of two Pylons, ignore it for now and head south to clear the rest of the mobs. Now you are ready to start preparing for the next encounter.

Boss Encounter: Ancient Pylons
Split your group into two teams of four. Having the Ops leader editing the overlay to reflect these groups is recommended for clarity. The two teams should comprise of the following.
  • Team A:
    • One Tank
    • One Healer
    • Two DPS

  • Team B:
    • One Tank
    • One Healer
    • Two DPS

Send one team to work the North Pylon and the other to work the South Pylon. The following will be very sectioned so that players can easily learn about the enemy waves and read about their specific tasks.

Enemy Waves:
  • Rakata Wave: Three or more Rakata Soldiers will spawn with a variety of types. Some will be ranged, other melee, and a few will even use Force powers. They are all weak type but do fairly strong DPS. Feel free to take them down as you see fit whether that be focusing on one target at a time or spreading DPS out and hitting all at once. Just make sure that they are incapacitated by the time the next wave spawns.
  • Acklay Wave: One to two Elite Acklay will spawn as a wave every once and awhile instead of Rakata. The Acklay are the largest threat and shouldn't be taken lightly. Their auto-attack, a Slash, isn't too much of a threat, but their Headbutt attack can hit upwards of 8k. Two of those at the same time can take out most DPS and healers in an instant. The best way to handle spawns of two is to CC one of the Acklays and focus on the other. In the event your ranged tank is having trouble handling them or the tank is dead, Acklays can be easily kited by ranged DPS around the area. Beware when kiting though, if you are out of range of the healer or they can't see you, you're on your own!

Class Roles:
  • DPS: Protect the healer from generating threat and DPSing all enemies as quickly as possible. On the Rakata wave feel free to take separate enemies, but stay in the healer's range for quick refreshers. On the Acklay wave focus all DPS on a single Acklay, when it is down go to the next. If there are two, CCing one of them would be the best idea if you can.
  • Tank: The primary objective of the tank is to DPS the Rakata wave and tank the Acklay wave. Assisting to kill the Rakata is crucial to ensure that there aren't any leftover NPCs to take out in the next wave. Keeping the Acklay's attention is also vital to reduce the risk of it killing one of the DPS or charging after the healer. If you are ranged, kiting is acceptable if necessary, but will make DPS for melees and healing effectively a lot more difficult for your group.
  • Healer: The healer holds the most important role in this event, operating the puzzle. The healer should stand on top of the panels in order to get a better vantage point, see the puzzle, and easily target all members. You will notice that there is a left and right panel and each one will rotate the puzzle one to the right or left. Choose one panel to focus on (either left or right, doesn't matter) and click it as much as possible. It has a three second channel to activate and about a five second cooldown. You want to match the center rotating piece with the image reflected on the left and right of that puzzle level. For example, you see two green tablets so you want to match the center to those. When one level is matched, the puzzle will lock up and wait for the other one to be completed. Once the first level of the North and South Pylon are matched, the healers can start rotating the second icon by using the same panels as before. Keep at it until all four levels are matched. Note: Make sure to heal teammates in-between panel channels. Do not worry about DPSing the NPCs, the other three members of your team should be able to handle them.


Once both puzzles have been completed, clear out any remaining enemies and head to the center of the area to claim your reward from the large chest in front of the door.

Boss Encounter: Infernal Council
The Infernal Council is a unique fight. There are eight elite enemies all stasis'd. One player will each take one foe to fight. Match ups depend on the player's DPS and the enemy's health. There are two elites for each level of health. Two 28ks, two 48ks, two 70ks, and two 78ks.
  • 28k Health: Healers
  • 48k Health: Tanks
  • 70k Health: Lowest DPS**
  • 78k Health: Highest DPS

**If the lowest DPSers are having a tough time, feel free swapping their positions with the tanks. It should still work if the tanks are geared well.

To activate the fight, the player with one of the closer targets should activate the panel and run to their enemy directly after doing so. This encounter is a fairly simple one-on-one fight between players and their respective target. The trick to it is that once the event is activated, players will be locked in a "Duel of Fates" with their target. Once locked, they cannot assist other players in any way. No healing or buffing anyone but yourself, and no attacking any target then the one you are locked with, even after you have defeated yours. There are many conditions that will cause the group to fail the event and wipe. Here is a list of them.
  • If a player dies, all enemies will Enrage, killing the players.
  • If a player takes the aggro of another target, the enemies will Enrage, thus killing the group.
  • Failing to kill the bosses before their Enrage timer kicks in will cause the players to die.
  • Healing or buffing another player while they are in combat will cause the enemies to Enrage, killing the players.

Just don't break any of these conditions and you will pass this encounter with relative ease. Claim your prize and continue to the final encounter.

Boss Encounter: Soa the Infernal One
Known Bugs

Still a work in progress, but it's coming along! Excuse the typos, I am trying to get it out first and revise it later.

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Last edited by Fluttershy on Thu Nov 15, 2012 5:41 pm; edited 10 times in total
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crazyBE
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PostSubject: Re: [GUIDE] Operation: Eternity Vault   Sat Jan 07, 2012 11:43 am

Did you write all of this yourself? If so that's amazing and sure to be very helpful indeed ^^

Things like this make me glad I joined the guild =)



Last edited by crazyBE on Sun Jan 08, 2012 5:04 am; edited 1 time in total
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PostSubject: Re: [GUIDE] Operation: Eternity Vault   Sat Jan 07, 2012 11:52 am

Thanks! Some of the members in the group said they couldn't find a proper guide on the fight and asked that I would write one. I'm not sure if it will be finished by the Op today, but I should have everything but Soa done. The last boss fight has a lot to it.

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PostSubject: Re: [GUIDE] Operation: Eternity Vault   Sat Jan 07, 2012 12:17 pm

Bloody hell this must have taken ages. when you said you'll make a guide a expected a few bullet poinst, not an essay Very Happy .
Good leaders lead to good groups and resulting success!

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PostSubject: Re: [GUIDE] Operation: Eternity Vault   Sat Jan 07, 2012 1:13 pm

Darth Dreselus wrote:
Bloody hell this must have taken ages. when you said you'll make a guide a expected a few bullet poinst, not an essay Very Happy .
Good leaders lead to good groups and resulting success!
Thanks Dreselus! They asked for a guide so they're getting a guide! Half-assing the guide wouldn't help any of us.

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PostSubject: Re: [GUIDE] Operation: Eternity Vault   Sat Jan 07, 2012 5:08 pm

Thanks for this guide, Fluttershy! Pretty clear to me so far.
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PostSubject: Re: [GUIDE] Operation: Eternity Vault   Sat Jan 14, 2012 3:37 am

I can now add to this thread!

We (Reg and I) did a pug with 1 tank which worked really really well.

Bugs did occur, which were annoying. Don't Force Leap the turrets in the first encounter.

On the final boss, there are 3 stages.

Stage 1:

Dps the boss to about 75%. He will periodically charge the small pyramid devices on the ground, which do an AOE that increases in size periodically. Simply avoid those. He will spawn Lightning balls which need to be avoided since they do proximity damage and explode for 8k.

Right before he hits 75% (and same for about 30%) the raid needs to group up near the entrance to the chamber. He will destroy the platforms in the middle, leaving the outer ring. Jump down from platform to platform, destroying the Ancient Power Sources as you go. Sage healers should run as far as they can safely go to setup Salvations for the raid to stand on. Heal up as you go down the platforms until you reach the bottom.

Stage 2:

Ranged DPS kill Mind Traps. They will grab an ally and port them to a new zone with a single enemy (about 5k hp, easily killed and heals you when it dies). These need to be DPSed down as quickly as possible, but melee should stay on the boss. He continues to do Lightning Balls. At 30% or so he repeats the part of the fight where he breaks the floor. Follow the same steps to get down.

Stage 3:

Once on the ground, stage 3 begins. At this point, the boss becomes immune to damage until his Shield is broken by standing him underneath a large pyramid that plummets to the ground. When the boss is hit by the pyramid, he becomes vulnerable to damage. This is a dps race for everyone, in our group, healers were dpsing as hard as they can in addition to healing. Mind Traps will spawn frequently and everyone must dps them down. You have about 3 shield breaks before he will enrage, and every attempt except the kill, the 4th shield break would bug out and he would enrage and despawn. During this phase the lightning balls still spawn. In this phase, the Mind Traps need to be dealt with ASAP.

During the whole fight, he will grab a player and shoot them around the room, incapacitating them, and dealing some damage to them. This lasts for a few seconds.

The fight lasts about 6 minutes, so it is possible to topload some dps cooldowns such as the Sentinel damage buff, or Cybertech bombs.


A couple things to note, are that if a player dies on a platform, the corpse will not properly fall to the floor, and will be unable to be combat ressed. There is about a 5 second window where the boss is immune to damage on the pull. Sometimes the pyramids in stage 3 bug out and do not break the shield.

Overall, it is a very easy fight, it just requires good execution on everyones part, and good dps.
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PostSubject: Re: [GUIDE] Operation: Eternity Vault   Sun Feb 12, 2012 6:44 pm

Pylon diagram.
it's opposite btw, meaning yellow -> white is 1Left

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