Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Subject: Nightmare Explosive Conflict Strategy Sat Nov 17, 2012 1:32 pm
Again, this thread is more about outlining the strategy our guild uses rather than an overall strategy guide. See Dulfy or ToR forums for those.
Toth and Zorn (with guild video)
Spoiler:
Not many changes, make sure to use a medpack at the start (green debuff) and MDPS on Toth move away for the first jump during Toth's Beserk, it is very hard to heal up from as it hits for well over 15k. Cca 15m away should be sufficient. Can get right back on him after the jump. Toth's normal jump also has a knockback which can be annoying for casting classes. Spikes are not much harder than in HM. Last boss cannot be interrupted so avoid AoE's but he is still simple and doable with 1 healer.
Firebrand and Stromcaller (with guild video)
Spoiler:
A bit more complex fight
TL;DR, 2 DPS switch after Double Destruction
One Double Destruction is taken by 2 DPS on Stormcaller (preferably R/M). One (M) then switches with a DPS on Firebrand and the second DD is taken by the new DPS and Healer. Unlike in HM the tank stays still and the DPS/Heal run into position.
3 adds in Firebrand's shield, 2 in Stormcaller's. One add explodes (he has a debuff indicating so) and should be DPSed down to cca 5-10k and then dispatched by RDPS or healer.
Stormcaller tank should use def cds after kiting the archs to help out with healing as it is very intensive during this phase.
Positioning:
Turrets are facing forward, DPS/Healers are standing on the inside. If an RDPS is kiting archs Fire healer can stay on the outside if he has LoS (include LoS on Storm tank as double healing after shield phases helps out a lot) If Fire healer is kiting the archs he should stay in between the tanks but this requires fair bit of skill in not dropping the archs on the tanks and getting into the shields.
Colonel Vorgath (with guild video, including a nice view of a rock)
Spoiler:
- Overload cannot be interrupted, tank needs to position himself accordingly. The solution will always be the very left or right path. The Overload is not 360, it is a conal knockback allowing dps to stand behind the probe. - Rows turn red shortly after a mine is defused, the group has to move up fast. - Person defusing mine is hit with an Orbital Strike which does AoE damage. Group should stand clear and the person needs to be healed. - Assassin droids cannot be CC'd. Tank should aggro them and let them walk to him, RDPS can also kill them before they get close. - After clearing the minefield and pressing the button the minefield briefly turns green to allow the Tower Tank to cross. There is enough time but they can pulled by a Sage, RDPS or healer can hang back at the edge to let a Guardian leap and Shadows can just Force Speed.
Warlord Kephess
Spoiler:
Guild specific strategy unknown.
- 2 interrupters per Droid as he casts calibration shot about 5s apart. Healers can stand in middle (mindful of Saturation Fire) to have range on everyone. - 2 Warriors per pack, one should be killed the other kited away and killed after or both killed quickly. There is some complex stuff for how can this be done in the video but I believe we ought to work something out ourselves. - Walker's fire is capable of 2-3 shotting a DPS if healers don't switch fast enough. - Tank switch after Kephess lands is recommended as the first tank will be pulled to Kephess, hit for a large amount (17k) and will be given a bleed. The first tank should be bubbled when Kephess jumps up if possible. - After Kephess lands for the second time burst should be utilised and he should be quickly burned to 60%, avoiding a third fight. - Gift of the Masters less harmful than in Hard Mode. - Tank placing the circles is pulled toward Kephess after the second circle. - 2 deaths at the last phase = wipe.
Last edited by Derpy on Mon Dec 10, 2012 2:02 pm; edited 18 times in total
Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
Subject: Re: Nightmare Explosive Conflict Strategy Sat Nov 17, 2012 9:28 pm
That Fire+Storm Strat still seems risky, especially if you don't have a Sage DPS. I guess it's better to try something that has succeeded though.
crazyBE Unicorn
Posts : 881 Join date : 2011-12-20 Location : Belgium
Subject: Re: Nightmare Explosive Conflict Strategy Sat Nov 17, 2012 9:37 pm
Fluttershy wrote:
That Fire+Storm Strat still seems risky, especially if you don't have a Sage DPS. I guess it's better to try something that has succeeded though.
* Slinger has defense screen and dodge to survive long enough to walk to the shield every time.
The only problem is having 2 mandos because Reactive Shield has such a long cd. However: * Getting hit by the missile barrage once or twice isn't going to kill you tbh.
Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Subject: Re: Nightmare Explosive Conflict Strategy Sun Nov 18, 2012 1:14 am
Well that is a moot point and the whole reason why the Fire RDPS goes onto Firebrand after taking the DD. That way he is in place to get knocked back into the shield as they would on HM. This is different from the video.
Last edited by Derpy on Sun Nov 18, 2012 1:15 am; edited 1 time in total
Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
Subject: Re: Nightmare Explosive Conflict Strategy Sun Nov 18, 2012 1:14 am
crazyBE wrote:
Fluttershy wrote:
That Fire+Storm Strat still seems risky, especially if you don't have a Sage DPS. I guess it's better to try something that has succeeded though.
* Slinger has defense screen and dodge to survive long enough to walk to the shield every time.
The only problem is having 2 mandos because Reactive Shield has such a long cd. However: * Getting hit by the missile barrage once or twice isn't going to kill you tbh.
It is if Dres is healing.
Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Subject: Re: Nightmare Explosive Conflict Strategy Sun Nov 18, 2012 1:23 am
Fluttershy wrote:
crazyBE wrote:
Fluttershy wrote:
That Fire+Storm Strat still seems risky, especially if you don't have a Sage DPS. I guess it's better to try something that has succeeded though.
* Slinger has defense screen and dodge to survive long enough to walk to the shield every time.
The only problem is having 2 mandos because Reactive Shield has such a long cd. However: * Getting hit by the missile barrage once or twice isn't going to kill you tbh.
It is if Dres is healing.
Bitch I could outheal you if you were using Salvation on 8 by single target healing.
Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Subject: Re: Nightmare Explosive Conflict Strategy Sun Dec 02, 2012 11:05 pm
Strats for Tanks and Vorgath updated as per our successful run.
crazyBE Unicorn
Posts : 881 Join date : 2011-12-20 Location : Belgium
Subject: Re: Nightmare Explosive Conflict Strategy Mon Dec 03, 2012 12:56 am
EDIT2: just read how you said this is guild strat and not overall strat oops Anyways gonna keep this here in case it would be useful to someone
Something you missed about Kephess which I noticed in the vid: the person with Breath of the Masters debuff gets pulled towards Kephess after the second purple circle.
EDIT: *Need 1 tank further than 8(?)m away from pulsar droids or they'll do an AoE attack. (which is why in your vid the tank was standing so far away
*After the leap Kephess now pulls the person towards him and put on the bleed. This means that it is important to taunt before he lands.
*Gift of the Master does a lot weaker pulsing damage now.
*Kephess gets a buff whenever someone dies. At 2 stacks he 1 shots everyone (so say goodbye to stealth rezzing ^^)
Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Subject: Re: Nightmare Explosive Conflict Strategy Tue Dec 04, 2012 3:04 am
The main reason why there isn't anything on Kephess is because we didn't really get to him. Our tactic was also 'let's just throw ourselves at it and see what happens'. We decided to finish up HM TFB instead (which made for a nice relaxing fight after the 4 hours of NiM EC)
I do like some of the strategies in that vid so we will probably follow it. We always had a tank standing away from the group so we can just adopt old tactics. I know Pinkie used to stand quite close, personally I like to stand at the edge of the pulsing AoE when tanking. We can easily move the tank further back if needed.
Overall I would highly encourage all of our raiders to watch that video, I will also replace it with the one in OP.
I see in the future the hardest part of running ops will be remembering what strategy applies to which difficulty. It is already annoying between HM and SM.
Funnily enough, our ultimate success in this op requires us to refine T&Z and F&S so they take less time, giving us time to try at Kephess. We can also spread the op over two days.
Shinjiro Royal Guard
Posts : 292 Join date : 2012-01-26
Subject: Re: Nightmare Explosive Conflict Strategy Tue Dec 04, 2012 4:50 am
Looks like we may not be able to get through the Trandoshan phase with 3 meele Dps. Also did we ever use Rescue to pull the person who's doing the Luke Skywalker's style on the walker?
crazyBE Unicorn
Posts : 881 Join date : 2011-12-20 Location : Belgium
Subject: Re: Nightmare Explosive Conflict Strategy Tue Dec 04, 2012 6:37 am
Shinjiro wrote:
Looks like we may not be able to get through the Trandoshan phase with 3 meele Dps. Also did we ever use Rescue to pull the person who's doing the Luke Skywalker's style on the walker?
I don't see why 3 melee would matter. They let the mobs run to them and then AoE them. Vanguard has a ton of AoE as does Scoundrel. Ofc your group probably consists of 2 sents and a shadow...who all 3 have crap AoE
And yes we did do the sage rescue technique whenever Shy or Dres was in there.
Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
Subject: Re: Nightmare Explosive Conflict Strategy Tue Dec 04, 2012 6:43 am
crazyBE wrote:
Shinjiro wrote:
Looks like we may not be able to get through the Trandoshan phase with 3 meele Dps. Also did we ever use Rescue to pull the person who's doing the Luke Skywalker's style on the walker?
I don't see why 3 melee would matter. They let the mobs run to them and then AoE them. Vanguard has a ton of AoE as does Scoundrel. Ofc your group probably consists of 2 sents and a shadow...who all 3 have crap AoE
And yes we did do the sage rescue technique whenever Shy or Dres was in there.
However, we have two Vanguard tanks and a Gunslinger who have some of the best AOEs. If we have trouble clearing the Trandos I'll respec to sab and burn through them. I haven't gotten my Sab rotation to match Dirty or Sharpshooter's single-target DPS, but it isn't far behind and its enhanced burst would be nice for the Walker (that is if I don't have to carry the bomb up).
Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Subject: Re: Nightmare Explosive Conflict Strategy Tue Dec 04, 2012 7:18 am
Also I can just drop a Salvation and Force Quake.
Guest Guest
Subject: Re: Nightmare Explosive Conflict Strategy Tue Dec 04, 2012 10:34 am
"During the minefield encounter in Nightmare Mode, the imperial demolitions probe now utilizes overload knockback as intended"
Also they really, REALLY want people to go to outlaw's den.
Shinjiro Royal Guard
Posts : 292 Join date : 2012-01-26
Subject: Re: Nightmare Explosive Conflict Strategy Tue Dec 04, 2012 10:56 am
I didn't find interrupting overload really hard or anything unless they reduce its cast time from 1.5s to 1s like the droid in Kephess fight.
Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Hey folks, I spoke to designers Toby McCall and Jesse Sky and this is what they had to say about this:
When Nightmare Mode was released, Overload had no activation time, but its ballistic component was not working (which meant Overload could be completely ignored). We corrected this in the patch. In Nightmare Mode, the optimal path will always appear on either the left or the right wall, so a wall will always be available for tanking the demolitions probes.
So ye Overload cannot be interrupted and if we get the right path we are pretty much gonna hit enrage.
Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
Hey folks, I spoke to designers Toby McCall and Jesse Sky and this is what they had to say about this:
When Nightmare Mode was released, Overload had no activation time, but its ballistic component was not working (which meant Overload could be completely ignored). We corrected this in the patch. In Nightmare Mode, the optimal path will always appear on either the left or the right wall, so a wall will always be available for tanking the demolitions probes.
So ye Overload cannot be interrupted and if we get the right path we are pretty much gonna hit enrage.
Great design plan, two thumbs up.
Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Subject: Re: Nightmare Explosive Conflict Strategy Sun Dec 09, 2012 9:38 am
That whole 'tank them behind the walker' strat was just kinda convoluted and confusing so here is 2 others.
-They both require that someone (most likely a DPS with easy rotation that doesn't stare at his cds) needs to be calling out where the saturation fire will hit. The walker does not reset and will just sweep left and right. -A DPS with good AoE abilities is VERY advantageous. -Healers should pretty much stack up with the group where they want the Trenchcutters to be in case they steal aggro.
1. Tank 1 Warrior per pack as per my initial strategy.
From the run it seemed that the Trenchcutters will spawn with aggro on one of the tanks. When we figure out which tank that is (may need a wipe), have the other tank taunt 1 Warrior and tank him at the side (see video below). The rest of the group sticks with the aggroed tank, bursts their Warrior, kills as many Trandoshans as possible and gets ready for the next group.
2. The Silver Order TM 'Just fucking kill everything tactic'.
Essentially just Bursting the warriors down. After they are dead the AoE part of the group hangs back to kill the remaining Trenchcutters while 1 tank and the burst part of the group split and chase down the second group, quickly dispatching the Warriors.
Guest Guest
Subject: Re: Nightmare Explosive Conflict Strategy Sun Dec 09, 2012 9:52 am
I vote for the 2nd option. Holy shit does that look clinical.
Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
Subject: Re: Nightmare Explosive Conflict Strategy Sun Dec 09, 2012 5:53 pm
Our main problem was that all of our DPS were single-target stompers and had hardly any AOE. You know what that means, Pyromaniac Goopy is a go!
Shinjiro Royal Guard
Posts : 292 Join date : 2012-01-26
Subject: Re: Nightmare Explosive Conflict Strategy Sun Dec 09, 2012 7:36 pm
Fluttershy wrote:
Our main problem was that all of our DPS were single-target stompers and had hardly any AOE. You know what that means, Pyromaniac Goopy is a go!
That's why i suggested taking Shin'k,he's geared(most 61,some 63,barrel 27). I also vote for the 2nd option.
Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Subject: Re: Nightmare Explosive Conflict Strategy Sun Dec 09, 2012 7:53 pm
T&Z and F&S now have video with our tactics in them.
Fluttershy Founder Mane
Posts : 1944 Join date : 2011-06-17 Location : Redmond, Washington
That is exactly what we were trying the first time, only much better explained. I would add it to the list but I think we ought to try the SO strategy first.
Derpy Mane
Posts : 1195 Join date : 2011-10-10 Location : England, Russia or Czech
Subject: Re: Nightmare Explosive Conflict Strategy Tue Dec 18, 2012 7:44 am
Here is a video of So's Title Run. Still the same strat but a different and clearer PoV.