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Explosive Conflict Strategy Guide

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Explosive Conflict Strategy Guide Empty Explosive Conflict Strategy Guide

Post  Redshadow Mon Jun 04, 2012 2:41 pm

Zorn and Toth

Fight Information:
The first fight of EC is a fight with two bosses. On the right, as players are first positioned, is Toth, and on the left Zorn. Both bosses pat around a little, and tanks should wait for them to be in the optimal position before pulling.

The premise of the fight is to tank the two mobs apart while DPSing them down. If the two get too close to each other they get a damage buff that will one shot most members of the raid. As the fight progresses Toth will leap to Zorn, and anyone within 30m of the impact radius will receive the "fearful" debuff, which doubles all incoming damage. Ideally, only the tank and possibly his healers should get this debuff, as everyone else should be out of range of it.

When Toth leaps on Zorn it is time for a tank swap. The bosses are together for a short time, and if they do not separate quickly enough there is a very good chance they will wipe the raid. Tanks need to quickly swap positions and pick up their new boss. The safest way to deal with the fearful debuff and tank swaps is to devide the raid into two groups. The groups (tank, healer, and DPS) will switch bosses every time. This is to always keep the people with the fearful debuff on Toth.

In addition to the tank swap, when the two bosses jump they both drop aggro, and Zorn becomes immune to taunt for a few seconds. It's key to get the bosses apart quickly. Once Toth is back in position the new tank can taunt. The person who has aggro on Zorn can begin running him over to the position where the tank will pick him up once the taunt-immune debuff is gone. Players should be careful though, as it's shortly after the stomp where he will force scream, which can 1 shot even a tank if they have the "fearful" debuff.

After the tank swap Toth will become enraged, and when he does so Zorn starts to throw rocks. The rocks will hit anyone within 30m of the boss, and while it's possible to move the DPS out so they don't get hit it is not ideal for two reasons. The enrage timer on this fight is extremely tight, and the loss of DPS from moving out is enough to prevent you from getting a kill. In addition, if everyone moves out from the rocks they will continuously target the tank for 10k hits. It's ideal to have everyone on that boss inside the max range so that the damage is spread equally.

After the rock throw phase the bosses will jump together again, and the the groups will once again need to swap, bringing everyone back to their original position. Shortly after this Zorn will do a force scream, doing massive damage to anyone in front of him. Two things need to happen here: 1. The tank needs to face Zorn away from the raid and 2. the Tank needs to insure that his fearful debuff has dropped off, and if not needs to use CDs or some other ability to prevent the damage.

While Zorn is doing his force scream there will also be a constant aoe going on, dealing about 1,800 damage every few seconds to the whole raid. In addition, red reticules will target the ground, and rocks will erupt from underneath. As always, the damage is wider than what the circle shows, so players need to move quick and far.

Throughout the course of the fight Zorn will cast a DOT on the tank. It should be cleaned quickly, though not at the cost of keeping someone alive. In addition, Toth will do an AoE stomp that will knock everyone within 30m back. The raid can be positioned so that only the melee on Toth + the tank will be effected, and with good positioning the knockback will hit people into the wall, essentially negating it from a DPS loss perspective.

When one of the bosses dies the other gets a soft enrage. Toth should go down first as he has a fairly brutal AoE stomp(when enraged - it's relatively minor in other times), and Zorn can be kited to a limited degree. Both bosses should go down as close as possible however.

After Toth and Zorn are down the mob up near the tent will jump down. He is a champion with relatively little HP, and as long as you have a tank and healer alive he should be easily killed.

Hard Mode Mechanics:
New Hard Mode Mechanics:

The fight is very similar to Normal Mode but adds a handful of new mechanics.

When Zorn is in his rock throwing phase, a target circle will appear under the Zorn tank. The circle will eventually "lock" into place, and then Zorn will throw a boulder at that spot that will do a lot of damage to anyone caught by it.

When people get hit by Shriek, in addition to the application of the damage DoT, there is also a stacking debuff called Weakened that reduces the amount of damage you do. Once it's applied it begins increasing its stack count on its own until cleansed, and the person will do less and less damage as long as it persists. This is essentially just a mechanic that forces you to actually cleanse rather than trying to just heal through the DoT damage.

Zorn stuns his tank at the start of the Red Circles of Death phase. This paralysis can be broken with stun-removing abilities. The two stuns are about 1:45 apart though, which is a concern if your stun-breaking ability is on a 2min CD. It can be healed through though.



Strategies:
Positioning:
We found the best way to position this fight was in a very open V shape. You want the bosses far apart, with the ranged DPS/healers at the bottom of the V.

DPS/healer breakdown:
The raid should be divided into two groups. Each group should consist of a Tank, Healer, and DPS. Every time the two bosses jump together, the two groups should switch. This prevents anyone with fearful being near Zorn, and should remove any chance of a 1 or 2 shot death. The group that starts on Toth will always be the ones who get the rocks, so build the group accordingly. (Sniper shield, AoE, etc)

Tips:
Tip - The Jump together/tank swap phase occurs at 85% 65% 45% and 25% and 5%. The First boss to get to that HP threshold triggers the jump.
Tip - A sniper shield on the rock phase will allow the ranged to easily stay in without serious healing.
Tip -The tanks can position themselves so that healers are outside the AOE stomp radius, but still able to heal the tanks. This should be a priority. It is accomplished by having the tanks closer to the healer than the boss is.

youtube.com/watch?v=ZibaIG-X4ww
Redshadow
Redshadow

Posts : 15
Join date : 2012-06-04
Age : 41
Location : charlotte, nc

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Post  Redshadow Mon Jun 04, 2012 2:42 pm

Firebrand and Stormcaller


Fight Information:
I will refer to players as tanks and the enemy tanks as bosses, to avoid confusion.

This fight consists of two bosses - Firebrand and Stormcaller. Firebrand will be on the left, and Stormcaller on the right as you zone in. They can not be moved, although their turrets will rotate to follow whoever has aggro.

The fight is fairly simple, although it does require some heads-up play and quick movement. The raid should be split into two groups - left and right. Each group should contain 1 tank, 1 heal, and 2 dps in 8m, or the appropriate amount for 16m.

When the fight starts, each tank should engage their boss, one of the left, one on the fight. Immediately most of the raid members will take damage and be knocked down, and shortly after red reticules will fill up the majority of the free space on the ground. Players should move out of the way, and DPS the bosses. At the beginning of the fight, and between "phases" the ranged/healer group should stack in between and in front of the two bosses, making a V shape with the ranged/healers at the point.

Soon after this, and periodically throughout the fight, the tanks will need to swap. Stormcaller puts a debuff on the the target with aggro, and shortly after shoots them with a high damage ability. When the tank on stormcaller gets the debuff the tanks need to quickly swap, so that the attack hits the person without the debuff. Firebrand also puts a debuff up which makes that tank take more damage, and requires a tank swap, however it's Stormcaller's debuff that should get priority. The tank on firebrand can be healed through his debuff, but it's generally not the case the other way around.

Throughout the fight firebrand will also continue to occasionally fill the ground with reticles that players have to move out of, as well as do a frontal AoE with a wide angle and large range, so the tank should always face him away from where the raid is standing. Stormcaller will drop lighting generators on the ground, which essentially function as giant stationary lighting orbs. Players need to move out of them quickly as possible. Stormcaller will also do a pulse AoE that does damage and can be avoided by ranged, but melee will likely take damage from it every time.

While all this is going on, there are two more mechanics that come into play on this fight. Three times throughout the fight a voice/prompt will say "Activating defensive systems" and 6 adds, 3 on each side, will spawn with a shield over their head. This is where the groups come into play, and each group (healers, melee, and ranged) should run under the shield and burn down the adds. Players should start running as soon as the shields come up, because shortly after the defensive systems are activated there will be another prompt saying "Activating Offensive Systems" and players will receive a Mortar Fire debuff. If players are under the shields they will take no damage, and if they're not they will likely die.

Firebrand's tank should be able to stand in the shield with his group, however Stormcaller will be placing the lighting spires on the ground, and that tank likely won't be able to stack with his group. Once the mortar phase is done everyone should run back to the middle (And finish killing the adds if they haven't).

The fight ends when both bosses are dead. It appears that when a boss gets killed the other gets a soft enrage so both bosses should be brought down within a few seconds of each other.

Strategies:
Positioning for this fight is simple - stack in the middle during the normal phase, and run under the shields during the Mortar Phase.

Tips:
- Tip - Don't aoe the adds down as you'll damage the shield generator which will in turn leave you vulnerable to Mortar damage.
I will refer to players as tanks and the enemy tanks as bosses, to avoid confusion.

youtube.com/watch?v=FKiIK951jME
Redshadow
Redshadow

Posts : 15
Join date : 2012-06-04
Age : 41
Location : charlotte, nc

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Post  Redshadow Mon Jun 04, 2012 2:42 pm

Colonel Vorgath

Fight Information:
The fight starts off when you touch a force field (although there looks to be a button to start it, however if you get close to that button it just starts.) There is a tower right in front of the raid, and one person (a tank) should stand inside it. The rest of the raid will drop down and to the right of the elevator to the tower, but *do not move forward*. The open space in front of the raid is filled with mines, and the person in the tower must click the tiles on the panel in front of him. When he does, red or green squares open up. The raid group (other tank, all healers/dps) should move as far down as they can. This will likely be one square. Everyone should make certain that they are IN the green square, as throughout the fight the area near the elevator will catch fire and 1 shot people.

Once the tank in the tower has clicked a few rows of mines, it'll become obvious that the raid can not progress because of too many red squares. To the right of the display with all the mines is a little button. The tank should click this, and they'll turn into a hologram. They can run around and sweep for stealthed demolition droids. When they find one, they should return to the tower (use an ability) and keep opening up new mines on the display.

Meanwhile, while the tank is working on displaying the field and unstealthing droids, the raid should be killing any adds that spawn. This is more or less trivial - until the tank finds a demolition droid. These are champion mobs with high health and a very short enrage timer. Every DPS needs to be on these, as they'll start 1 shotting people when enraged.

Right before the droid dies, the tank has the ability to mark a red mine as "disarm-able". The mine will turn yellow, and when the droid dies a player gets a large symbol over their head. They can run up to the yellow mine and click it to disarm it. *No one else* can step into the yellow square, or they will die.

Once the mine is disarmed, it'll turn green and the raid can progress. The tank will once again click the button to turn into a hologram, discover another demolition boss, and then go back to discovering more of the field. The raid should repeat these steps until they've cleared a path to the other side.


Once the mines are cleared the raid will engage Colonel Vorgath. He spawns with four turrets, which can be CC'd and ignored until after he is dead. About every 20 seconds he will target a random player and start to focus fire them. The player must be healed through it. He also puts a reticule under their feet, which must be avoided.

Once he is dead, kill the turrets.

Strategies:
This fight is fairly straightforward - it's more about people being on top of things. That said, the person revealing the mines does have a little bit of strategy involved, they should disarm mines that open up the largest paths. Having a tank up top seems to be the best choice - partly because a strong mob does spawn up there several times, and partly because everyone else is needed to kill the champion droids. That said, if a droid enrages and kills a tank, it's probably worth sticking a healer up there and the tank back on the ground so that the raid can continue to progress. Raid damage is fairly light except for when things enrage.

Tips:
- Tip - Don't get in the provided cover as a sniper in the green mine field on the first row. The game counts you as outside and you'll be 1 shot by the fire.
- Tip - You CAN'T jump diagonally. Don't try it - unless you want to die of course.
- Tip - Before this fight starts it's possible to jump on the walls and "skip" the fight. Don't try this though - as soon as you get on top of the walls you're targeted by artillery. You have about 1 second to jump back down or you'll be 1 shot by a giant laser.

Solver PoV
youtube.com/watch?v=CUY8D...eature=channel

Raid PoV
youtube.com/watch?v=z2qyD...eature=related

Redshadow
Redshadow

Posts : 15
Join date : 2012-06-04
Age : 41
Location : charlotte, nc

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Post  Redshadow Mon Jun 04, 2012 2:44 pm

Warlord Kephess

Fight Information:
When the fight starts there are three champion mobs and a large robot boss. The robot can not be tanked, so the tanks should pick up the three champions and they should be burned down. As this is happening the large robot will fire at places on the ground, doing large amounts of damage. Players need to be heads up and see where it will fire, and move out of it.

After the champions are dead a single mob will spawn with a large explosion icon over his head. HE should be burned down quickly so that he doesn't explode. When he is killed, a player gets that icon over their head. That player should get healed, shielded, and then run over to the large robot. That player will automatically start an animation that brings the boss to it's knees. All DPS should then focus on the boss.

Players should be able to bring the boss at least to 60% in the first damage phase. After about 10 seconds the boss will stand back up, and summon more adds. This time it will be a group of about 6 strong mobs with a shield around them. The Warrior is the mob that has the shield, and should be burned first. About four groups of these adds will spawn, and they should be killed.

After the shielded enemies are all dead, another bombardier with the icon over his head will spawn, and players will need to repeat the previous steps of killing it and damaging the boss. Once that is complete two new adds will spawn - champion Pulse Droids. They will have a large circle under them that players will have to get out of. The raid will have to switch targets several times to kill them. While the damage in the circle is large, the true issue here are the 15k hits that the robots are doing while they're alive. Everyone needs to be topped off and shielded in this phase.

Once they are down another bombardier will spawn, and shortly after the boss will drop out of the giant robot, whether or not it has been defeated. Players should continue to kill the robot while they can, and then focus on the boss. He does a ground target AoE that needs to be avoided, and towards the end of the fight he will start putting spots on the ground that needs to be avoided. Players should position him to take up as little room as possible.


Strategies:
Positioning in this fight is more or less meaningless, however everyone does need to be aware of what direction the robot is shooting - having one person watching this to call it out will be best.

Tips:
- Tip1 - You can stun the Bombardiers right before their buff expires that causes them to explode - this delays the explosion.
Redshadow
Redshadow

Posts : 15
Join date : 2012-06-04
Age : 41
Location : charlotte, nc

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