Dread Palace

Dread Masters Styrak and Brontes have been defeated.  Now 4 Dread Masters remain and to defeat them, you will have to face them all, on their turf!  The Dread Palace!

Bosses:

Dread Master Bestia

Phase 1


Dread Master Bestia won’t aggro you unless you attack her first so you can stand next to her. She won’t come down engage you until phase 2 so phase 1 is just dealing with her adds. Bestia will come down and activate phase 2 once you have killed 4 Dread Monsters or it be based on a timer. Be sure to kill the Tentacles first since if you leave them up when Bestia becomes active they can explode and kill some raid members.

a) Dread Tentacle

  • Will randomly target someone (announced in red text) and cast an attack called Spit. If you do not interrupt this Spit attack, the tentacle will one shot whoever it was targeting. The cast is 8s so should give you plenty of time to interrupt it. Kill these tentacles first if possible so you don’t have to worry about missed interrupts.

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b) Dread Larvae

  • Cast an AoE attack called Expectorate that hits for medium damage to the raid. These guys should be killed next after the tentacles.

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c) Dread Monster

  • These guys have a bit more HP and also buff each other if they get close (they have the “enraged” graphic when this buff is active). Raid will need to split these guys apart and also keep them away from Bestia in phase 2.

Phase 2


Dread Master Bestia will come down in Phase 2. Phase 2 continues until Bestia reaches 50%, at which point she will cast Gathering Forces and start phase 3.

She has a couple of abilities you need to beware of

  • Stacking debuff on tanks. Tank should swap generally at 5 stacks but sometimes we let the tanks get to 7-8 stacks. If you have more than 5 stacks of this debuff and Bestia uses her Dread Strike (channeled attack) on you, you will take a ton of damage.

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  • Combusting Seed. Red circle placed on a random raid member. This circle moves with you and will explode shortly dealing high damage so move away from the raid when you get it. You will want to be topped off and/or bubbled if you get this circle. There is also a debuff icon that ticks down so healers can tell easily who has the seed.
    • When you get this circle, you want to keep moving as much as possible as you can get the Dread Pool debuff at the same time which is difficult to see but doesn’t move with you.

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  • Dread Pool is a yellow pool placed under a random raid member. This pool ticks for very high damage per tick if you stand or move inside it. Normally this pool isn’t hard to spot/avoid but you can get this pool dropped on you at the same time you get the Combusting Seed circle so this makes it very hard to spot. Even if you do manage to spot the pool and move out of it in time, the explosion from Combusting Seed circle can kill you.

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Phase 3


Phase 3 is just a combination of phase 1 and phase 2. Bestia will use all of her abilities from phase 2 and summon adds from phase 1 (she will also say My pets are legion! Behold!)

Bestia will buff any Dread Monsters near her so tank them away from her.  Once you get Bestia below 20%, the DPS must switch to high burn mode and get her down as quickly as possible while the tanks occupy her and any remaining monsters.


Dread Master Tyrans

Key mechanics

1. Thundering Blast, a frontal blast that hits players for 20-25k damage. Turn boss away from raid.

2. Simplification – Three successive circles will be placed on the main tank (tank swap) and two random raid members. This circle gradually get smaller and destroy the tile the player was standing on.

3. Inferno – a red debuff placed on 3-4 random raid members after Simplification. When this debuff ends a red fire is placed on the player’s location.

4. Affliction – A green DoT placed on 2 random raid members, cannot be cleansed and ticks for 5.5k dmg every 3 seconds.

Positioning

To deal with the Simplification and Inferno mechanic, our raid group starts the fight on the left side and then gradually move to the right. Tanks/melee DPS will be dropping the red circles from Simplification on the tile that Tyrans was standing or tiles nearby while the ranged DPS/healer drops them on the tiles on the sides (i.e.near entrance/back). For the fire from Inferno you just need to drop them in a place that doesn’t block other players since it only lasts for 10s.

  • If you fall off you will take fall damage and there is a transporter at the top you can use to get back up.

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Thundering Blast is the main attack of Tyrans. You have to turn him away from the raid so that when he casts this attack, the blast doesn’t damage anyone since it is a frontal attack. What kills a lot of our DPS in the video is that the tanks let Thundering Blast hit one of the DPS, which doesn’t kill them but the affliction DoT they have on them tend to finish them off. The Thundering Blast attack can deal ~20k –25k damage to players.

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Simplification is an ability casted by Tyrans that put red circles on the main tank and two other random raid members one at a time. This circle gradually get smaller and when it reaches the smallest size it will turn the tile that the player is standing on red. This tile will soon break off and anyone standing on top of it will fall off.

  • The red circle will always be on the main tank first. This requires a tank swap so the tank can drop the circle off. We usually have the tank move Tyrans one tile over and then have the tank with the circle stand in the previous tile to break it off.

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Inferno usually follows Simplification, it puts a debuff icon on four random players that will cause them to drop a red fire on their position when the debuff expires. Each debuff have a different duration so those with shorter debuffs need to becareful to not block off players with longer debuffs if they are dropping circles in the same general area. The fire from Inferno only lasts for 10 seconds.

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Last but not least, Tyrans will put two Affliction DoTs on random players. This DoT cannot be cleansed and ticks for ~5.5k damage every 3 seconds. The DoT itself isn’t lethal can kill someone off if they are low on health.

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Dread Master Calphayrus

Phase 1 – 100 – 80%


There are two abilities that you should be aware in phase 1

  • Inevitability – massive frontal knockback and applies a debuff that will kill you instantly if you take any damage from Calphayus. This is a tank swapping mechanic as the other tank has to taunt immediately after this cast go off to prevent Calphayus from going after the other tank. Be sure to turn Calphayus away from rest of raid to prevent them from getting this debuff.

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  • Distorted Perceptions – massive red circle under a random player. The targeted player will receive a ticking DoT that hits for ~3k damage per second and have their movement slow. Make sure the red circle isn’t near any other player, especially those with the Inevitability debuff as it will instantly kill them.

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Phase 2 – 80%


At 80%, Calphayus will go immune and open up two portals. The blue one is the portal to the past and the orange one is the portal to the future. The raid will need to split into two, with one team going into the past and the other going into the future.

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Future

The future team’s room has the boss and Dread Defiler adds that spawn to cast Mass Affliction. Your #1 priority is to kill off the Defiler adds before they can get their cast off (15s cast). You cannot kill off Calphayus in there but if you get him to 20%, he will become immune to damage and stop attacking the group.

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Your goal here is to find the Dark Growth. It can spawn in one of five spots. In this picture, it has spawned in the back left position.

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Once you have located the Dark Growth, relay the location to the Past team. Do not attack it.

Past

Go into the back of the room and protect that Seed of Knowledge from waves of adds while holding off the boss. You can heal the Seed of Knowledge if it takes damage.

  • Dread Ravager – melee adds
  • Dread Corruptor – casts DoTs on the seed and then disappears. Can be interrupted.
  • Dread Despoiler – casts lighting attacks on the seed.

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You need to keep the seed alive for 75 seconds, until it finishes the Pure Seed channel. During this time, the Future team should have told you where the Dark Growth has spawned.

Once the seed has finished channeling, , pick it up and plant it at the the location indicated by Future team. If done correctly, you will receive message that the Corruption of Future has ended.

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Phase 3 (80-50%)


Once Phase 2 had ended, players should prepare to get teleported back to the “present”. Calphayrus is still at 80% where you left him and tanks will need to grab him immediately and turn him away.

Phase 3 is identical to phase 1 and more of a filler phase.

Phase 4- 50%


At 50%, the same two portals open again but this time you must pick a different portal from last time.

Future

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Keep damaging Calphayus until he leaps to one of the four fountains and smash one of the crystals. When this happens, you must relay the fountain location and exactly which Focus Crystal has disappeared in that fountain to the Past team. For the crystal location, we find it helpful to use the clock system since the position of crystals on every fountain is different and the clock system is just more accurate.

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If the Past Team has destroyed the correct crystal, then Calphayrus will be knocked down and be vulnerable to damage again. There is a time limit of 30s to destroy the correct crystal since Calphayru’s Dark Empowerment (which makes him immune to damage) only lasts 30s and if he finishes channeling then you fail the encounter.

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You will need to do this two more times before this phase completes.

Past

Your job is to locate the crystal indicated by the Future team and destroy that specific crystal. Calphayus will harass your team inside the past room but if you damage him down to 20% he will go immune and stop attacking you.

You will need to do this three times for each crystal that the Future team tells you to destroy.

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Phase 5- 50-20%


This phase, like phase 3, is exactly the same as phase 1 and intended to be a filler phase until you damage Calphayus to 20% and reach phase 6.

Phase 6- 20%


Like the previous times, two portals open again but this time instead of splitting your raid into two, have a healer/tank go into the Past portal (blue)  and rest of the raid head into the Future portal (future). You can also have a DPS going into the past portal instead of a tank if your DPS is good.

Past

The tank/DPS will find a Seed of Knowledge pyramid object at back of the Past room behind the throne. They will need to carry it back to the entrance and exit the portal. They will continue to take damage while carrying this Seed of Knowledge and their movement speed will be slowed. Do not use any stun breaker or anything that enhance your movement speed as doing so will cause the Seed to disappear.

  • Sorc/Sage healers can pull the carrier back to the entrance to save some time.

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Once the Seed carrier has exited the portal, they will need to deposit it on the altar on one side of the throne. This will place a yellow circle on the same location inside the Future room. Make sure to tell rest of your raid where you placed the Seed of Knowledge.

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There are two seeds in the Past portal room but the same person cannot carry the second seed again. Need someone new to carry it for the second time.

Future

Tanks need to make sure to taunt him even when he is immune as he might bug out and reset otherwise.

Calphayus cannot be damaged until the Seed carrier has placed the Seed on the altar. He will be able to attack you so you will need to heal the tanks. Once the Seed has being placed, a yellow circle will appear in the same side of the throne that the Seed was placed. Drag Calphayus into this yellow circle while staying out of it yourself and the yellow circle will knock Calphayus down, allowing you to damage to him for around 10 seconds.

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There are two Seeds of Knowledge available so you have about 20 seconds in total to kill him. If you fail to kill him within the time limit, the encounter will fail.


Dread Master Raptus

You will start the fight with Raptus in a tiny room fairly soon you will be teleported to a circular platform where you will remain for the rest of the fight. Tanks should try aim to tank Raptus in the middle of the circular platform if possible to give room for Raptus’s AoE attacks and avoid getting knocked off the platform.

Abilities

  • Deadly Slash – a 2.0s cast cleave attack followed with a knockback. Sometimes this ability can bug out and he doesn’t actually do the knockback even if the conal graphic appears on screen. Make sure he is turned away from the raid and run through him to avoid the knockback.

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  • Rising Slash – This attack will knock the current tank way up into the air and forces a tank swap. Make sure the tanks are not tanking the boss by the edge of the platform as they could potentially fall off the platform and die.

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  • Force Execution – This attack doesn’t happen often but it is basically a huge beam attack with a circle centered on Raptus. Anyone caught in the beam takes damage while anyone standing inside the circle when it turns red will die instantly. This ability has a 3.0s cast so tanks should have enough time to get out.

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  • Swirling Circle – Whoever get this swirling circle will need to move away from the raid. This circle will teleport everyone in it to the back of the platform onto a bridge. This bridge is filled with gaps but it is fairly easy to navigate. Players who get teleported will need to run back to the fight.

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Curses

Immediately after getting teleported to the big platform, Raptus will become immune and players will need to run up to the stage that he is standing and grab their curses. You will need these curses in order to enter the challenges.

  • Shine of the Incompetent (Green) – Healing power increased. Maximum health decreased. This shrine is designed for healers.
  • Shine of the Coward (Purple) – Armor increased. Threat generation decreased. This shrine is designed for tanks.
  • Shrine of the Weakling (Orange) – Tech and Force Power increased. Armor decreased.

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Challenges

At around 75% and 50%, shortly after everyone have grabbed their curses, Raptus will directly challenge a player (usually a DPS) and then open up three of the six portals on the edges of the circular platform. You have exactly 1 minute to complete all three challenges but if you do them fast you can complete all three within 30s.

  • Note: It might be helpful to have tanks go into their challenge first while DPS/healers wait a few seconds. This allow them to get out first and grab Raptus right away.
  • The player being directly challenged need to kite Raptus around while he performs the Spinning Attack (one shot if you let him hit you with it). While Spinning Attack is active Raptus is immune to all damage so the player being challenged should just kite him and survive.
  • Rest of the players should enter their appropriate portals. For the tank portal, you can either have one tank or both tanks go inside for the tank challenge. Previously, it was very easy for a single tank to go inside and complete the challenge. However, since the October 15 update, the tank challenge deals more damage and it is recommended that both tanks go in if a single tank cannot handle it.
  • Do not go through the portals until everyone else that is going through your portal is ready as the challenge begins as soon as your enter the portals.

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Each of the portals have a different challenge

  • Green (healers) – Need to keep a Dying captive alive while a DoT is ticking his HP away.
  • Purple (tanks) – Survive pulsating AoE damage from a single mob.
  • Orange (DPS) – Kill a single mob – interrupt Health of the Void when the mob casts it at 25%.

Failing a challenge isn’t the end of the world but each failed challenge will grant a buff to Raptus (i.e. failing the healing challenge and the tank challenge will grant two separate buffs to Raptus). There are two rounds of challenges and if you failed too many of them then you will have a very rough time killing Raptus.

After Challenges

After you finish both set of the challenges, rest of the fight is pretty much killing him while avoiding his knockbacks and especially his Force Execution attack. Make sure you grab the curses as they can help you even if they are not required anymore for challenges.


The Dread Council

Phase 1 – 100-50%


Bestia will become active first, followed by Calphayus, Raptus and finally Tyrans. They each have their own separate abilities and the raid will need to split up to deal with them.

  • Bestia – Tanks will need to be on her and tank swap whenever they get 3-4 stacks of her debuff.
  • Calphayus – Offtank will need to be on him when they swapped from Bestia,  a melee DPS should be chasing him around
  • Raptus – a high mobility rDPS should be kiting him (i.e. DoT spec’ed class is the best).
  • Tyrans – Doesn’t need to be tanked or kited. We stick 2 rDPS on him that swap to Bestia when Tyrans reaches ~55%.

Abilities

Bestia

  • Force Push attack that will throw you across the room – stand in the very middle of the room or face yourself such that you will get pushed to the middle of the room.
  • Places a stacking debuff on the tanks that requires tank swap as it allows Bestia to deal more damage and potentially one shot the tanks at high stacks. We tend to tank swap at 3-4 stacks or after 2 Force Push.
  • Corruption aura around her that buff any other Dread Master standing next to her (increases their damage done and reduces their damage taken.

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Calphayus

  • Has a shield around himself that reflects all damage coming outside the shield. Melee DPS is the best candidate for this
  • Regularly drops orange circles on the ground. Any player standing in it will have their healing received reduced and any Dread Master standing in it will take reduced damage.

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Raptus

  • Deadly Slash attack with frontal knockback (purple telegraph on the ground). Either run out of it or run into him to avoid the knockback.

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  • Also has a Whirlwind attack where he will spin and chase a player. Stay outside the red circle or you will take massive damage.

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Tyrans

  • Periodically cast out 4 Death Marks on the raid. Each Dark Mark has a different icon and different duration. If the Death Mark is allowed to expire on the player, it will instantly one shot them. I have labeled the 4 marks here with ranking based on their duration (1 is the shortest). Anyone with a cleanse can remove them, including agent/smuggler’s Evasion skill. This leaves just tanks/melee DPS without cleanse and healers should prioritize them first.

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  • Also casts Thundering Blast, a blast that will hit anyone in the path of the blast. Hits for ~10k damage as long he doesn’t get buffed by Bestia.
  • Pulls random players to him, this is more of an annoying for people kiting Calphayus or tanking Bestia as the pull can screw up their pathing.

Pushing to phase 2

Phase 2 will trigger if all four Dread Masters get to 50% HP within 40s of each other, When the first one reaches 50%, that Dread Master will return to his/her throne and start channeling Siphon Energy. It is a 40s channel and at end of the channel they heal up. What this means is that you need to push every Dread Master to ~55% and then together as a raid, starting pushing them one at a time to 50%. Once the first one returns to the throne, you have <40s to push the other 3 to 50%.

Phase 2


In phase 2, the ghost form of Styrak and Brontes will return. One player will need to head to Brontes’s throne, go through the portal, and interact with the crystal on top of her throne to remove her Supremacy buff, which will make her immune to damage otherwise when she gets low. One of the tanks will need to go and do the same for Styrak. Styrak is taunt immune but getting this crystal the the subsequent buff seems to make him sticking on the tank with the buff.

  • Bronte’s throne is to the left of the entrance if you are facing the entrance. Styrak’s the throne is to the right of the entrance.

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You want to drag Styrak and Brontes together so DPS can AoE both them of at the same time. There is a timer for getting this phase as each of the 4 other Dread Masters have a buff called Weakened. When this buff expires, they will jump down and enter the fight. If this happens and Brontes and/or Styrak still remains alive then you are going to have a very bad time.

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Styrak should die fast as he gains a stacking buff that increases his damage output. After Styrak is dead, get Brontes to 20% and stay away from the entrance. Brontes will cast her Overcharged Beam attack which will always point first at the entrance. This beam will one shot players if they get hit by it.

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Phase 3


Phase 3 is much like Phase 1 except there is no tank swapping on Bestia since she doesn’t put the stacking debuff on tanks anymore. Two DPS should head to Tyrans and Raptus’s throne and grab their crystals. The buff they receive seem to allow the the specific bosses to stick on them.

  • Tanks can grab the crystals from Bestia and Calphayus to prevent their abilities from autocrit, dealing more damage than necessary.

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We also do a bit of rearrangement of the DPS in this phase compare to phase 1. Calphayrus’s DPS will switch to Tyrans, Tyran’s DPS will switch to Bestia and Raptus’s DPS remains the same. Calphayrus seems to cast Dark Empowerment if you bring him to 30% HP or below and this wipes the raid if he finishes casting it. Even if you push to phase 4, he will keep casting this ability.

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You want to bring Bestia to ~20-25% and then get everyone else except for Calphayrus to around the same % (Calphayrus should remain above 30%). Then push one of the Dread Masters (we picked Tyrans) to 15% and this will trigger phase 4.

Phase 4


Phase 4 is a soft enrage phase where all four Dread Masters will gather around the holocron and do perioidic damage that increases with time as their buff stacks get higher. Every Dread Master should be fairly low in HP except for Calphayrus which you should kill last. Focus your DPS on one Dread Master at a time.

For healers, if the healing becomes a bit hard to keep up, focus on keeping the DPS alive as the tanks are not tanking anything in this phase.

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