Add Abilities (Feral Massassi)
Savage Flurry is an autoattack of 5m range from both the boss and the adds. It is a fast attack that can hit twice within one second. Malaphar’s attack hits harder than the adds and damage you take from it depends on your Savage stacks (3.4k dmg per hit at 2 stacks).
Savagery & Savagery Exhaustion
Savagery and Exhaustion are the two debuffs you gain depending on your distance from Malaphar. There is a big circle around Malaphar, stay inside the circle to gain Savagery and stay outside to gain Exhaustion, The two debuffs are mutually exclusive so you can only get one. You gain one stack of the debuff every 5 seconds.
The strategy is to stay inside the circle and gain as many stacks of Savagery as you can before the increased incoming damage becomes too much for your healers to handle. In hardmode this is usually around 10 stacks but may vary depending on your gear level and your healer’s ability. The raid leader will need to make a decision pre-pull on what number of stacks to pull out.
Once you step outside the circle, you lose all the stacks of Savagery right away and become to gain Exhaustion debuff which decreases your outgoing damage/heals but no longer increase your incoming damage. This debuff is not something you want to keep so as soon as you clear your Savagery stacks, you should go back into the circle immediately.
Basically, gain Savagery stacks until heals becoming an issue, then step outside the circle, clear your stacks and go back in.
Hammer Smash is a periodic AoE from Malaphar that comes every 5 seconds. This is your primary raid wide damage (internal damage) that will determine how many stacks of Savagery you can handle. With low stacks, this ability only hits for 5k but with high stacks this ability can hit for 25k (about half of your HP).
Feral Massassi Adds & Spear Toss
At 30 seconds into the fight and every 50 seconds after, 3 Feral Massassi adds will spawn with 71k HP each.
This is a forced tank swap. Have the main tank swap with the offtank on the boss and then have the previous main tank pick up the adds (Offtank need to ensure they get rid of their Savagery buff before taking on the boss).
The three Massassi adds should be tanked outside the circle ideally as this allow the tank to get rid of their Savagery buff. The Massassi adds appear to also gain Savagery stacks if let inside the circle. Their attacks consists of mostly Savage Flurry and Swipe, which has a short frontal AoE. Both attacks are kinetic and do not hit too hard unless they are let inside the circle.
Soon after summoning the adds, Malaphar will perform a special Spear Toss attack. This is a red circle on a random raid target (main tank excluded) that will follow the target for a few seconds. Ideally, the person with the red circle should run it to the adds as the giant spear that lands after the circle will knock down and damage the adds. If your DPS is poor (i.e. you are hitting the 4:20 enrage timer), you should try to do this as much as possible. Unfortunately this isn’t always possible so if you can’t manage to do it, just kite the circle away from the raid.
Everyone run in and stand inside Malaphar’s circle. Your raid leader will call out at what Savagery stacks to step outside the circle and clear your stacks. Note that it can take up to three seconds sometimes for Savagery to fall off, so be patient. To maximize DPS, you should clear around stack 10, but this could vary depending on your gear and healer’s abilities. Once your Savagery stack falls off, step inside the circle immediately.
In general, the fight is a tradeoff between wanting to gain stacks to do more DPS to Malaphar, and lose stacks so that you do not die to the periodic raid damage. When you receive the red circle (Spear Toss), try to kite it on top of, or near the adds, which will knock them down and deal damage, aiding to kill them quite a bit faster.
Tanks: The challenge is that the main tank will continue to gain Savagery stacks, increasing damage received, since the main tank is unable to run out of Malaphar’s circle. This means that you will need to periodically tank swap. The logical timing is with each set of add spawns. One good way to do this is drag Malaphar to the new add location. The tank with Malaphar will aggro and AoE taunt the adds. Once this has been done, the off tank will single taunt Malaphar and step in front, while the old tank
The first 30 seconds is tank and spank, since the Feral Massassi adds do not spawn until 30 seconds into the fight. Once the adds spawn, have the offtank clear his Savage stacks and do a tank swap with the main tank. The previous main tank will go pick up the adds and hold them outside the circle. Whoever get the Spear Toss circle will need to run into the adds if possible and use the spear to help knockdown and damage the adds. If the adds are not dead, DPS must swap before the new wave in order to ensure the raid is not overwhelmed with adds. We recommend using 1-2 DPS with good AoE in order to quickly eliminate these adds, which also helps out your healers.
50 seconds after the first add spawn, the second group of adds will spawn at 1 minutes 20s into the fight. Do your second tank swap here and do the same thing as your first group of adds. The third group of adds will arrive 50s after the second group and so on.
DPS: This is a very straightforward fight to DPS, although the DPS required is quite a bit higher than the first boss in Ravagers Hardmode, Sparky, which does not really have a difficult enrage timer. Make sure you do not get greedy and stay in too long unless you are about to enrage. When you get to higher stacks, rotate your defensive cooldowns. Also, if it is your job to help kill adds, swap quickly to them.
Heals: Although Malaphar is not a very difficult fight to heal compared to a few of the other bosses on Hardmode, there can still be a considerable amount of damage to look out for, especially if tank swaps are slow, adds do not die, and if people do not clear their Savagery stacks efficiently. This fight is very AoE heal intensive so with Kolto Probes, Recuperative Nanotech, and Kolto Waves, Operatives excel the most, but any healer should be able to do extremely well since AoE heals are very plentiful in the current tier. It is very easy even for an experienced healer to fall behind in this fight if distracted or if healers spend too much time helping to DPS, so be careful. The only damage done to the raid should be Malaphar’s repeated Hammer Smash ability, so just swap between single target heals on tanks and your big AoE heals.
Sword Squadron Unit 1 and 2 are the second boss of Temple of Sacrifice. This duo is a step up in difficulty from Malaphar and can be quite movement intensive, especially for the tanks. The difficulty is slightly harder than Bulo, but easier than the later bosses in Ravagers so this is a good boss to work on if you are stuck at Torque or Blaster/Master. Good coordination and a reasonable amount of sustained raid healing is required. The objective here is to attack Unit 1 until it gains Emergency Shielding. Swap to Unit 2 while a bomb runner carries a bomb under Unit 1 and bring its shield down. Focus on Unit 1 until the shield goes up again and repeat until both walkers are low on HP. Bring down the final shield and kill both at around the same time.
Differences from Storymode
The pull in and Gravity Missile mechanic do not exist on storymode. Otherwise, the primary difference is in the health and damage dealt of enemies in the fight. Storymode is a good preparation for Hardmode since the majority of the fight is the same, just tuned more tightly now.
Unit 1 Abilities
Unit 2 Abilities
Emergency Shielding is a buff on Sword Squadron Unit 1 that has a cooldown of 60s and will start appear 30s in the fight. The 60s cooldown is static and not affected by when the shield is broken. When this buff goes up, Unit 1 is completely immune to damage. The only way to remove this shield is via the 5 bombs in the back behind Unit 2. The bombs do not respawn when used so you only get 5 bombs to break 5 Emergency Shields.
Rapid Fire/Mega Blast (Unit 1)
Unit 1 alternates between Rapid Fire and Mega Blast with Basic Attack thrown in between. Rapid Fire is a kitable AoE which can be avoided, but deals a lot of damage over the 6 seconds if stood in. It has a 25 second cooldown. Mega Blast is aimed in the general direction of the tank but cannot be avoided (think of it as a specific AoE frontal). Mega Blast deals a little more damage than Rapid Fire and occurs on a 15 second cooldown.
Missiles (Unit 2)
Unit 2 uses an attack called Missiles but is a (non-moving) purple AoE circle that is entirely avoidable. This circle has a 15s cooldown.
There is a tank swap mechanic that tanks need to pay attention to. Unit 2 will swap aggro onto the tank on Unit 1. To avoid the tank on Unit 1 from taking damage from both walkers, which makes him hard to heal, the tank on Unit 2 should swap to Unit 1 until Unit 2 swaps back to him. At that point, the original tank on Unit 1 taunts back.
Every 45s, two Rolling Mines will appear under each Unit as orange circles. They will start moving toward a random raid member nearby unless they are taunted by the tanks. Tanks should be able to run into them and absorb the explosion damage. They can also be taunted if one is getting away towards the group. Mainly, these become an issue if they spawn while everyone is getting grappled for Gravity Missiles. The added damage from them on players who are already low on health from Gravity Missiles + Rain of Missiles can be quite deadly.
A targeting droid will spawn every 50s starting 30s into the fight under Unit 1. This targeting droid have 60k HP on hardmode and will start casting Laze Target which can cause Unit 1 to target a raid member. We generally just ignore this droid or kill it with AoE since it appears to have no effect that really matters for killing the fight.
Huge Grenade is a big white circle on a random player (non-tanks) every 30s. The first one will land 20s into the fight. You will see a red text on screen as well. The Huge Grenade deals around 17k damage and also have a knockdown component that lasts a few seconds. You can use your CC breaker to make this knockdown duration shorter. The explosion from the grenade covers your entire screen and can be very dangerous since you are knocked down immediately after. Ground Burst Missile (red circle) have a tendency to land around the same time as the explosion and you are totally blind to them. Move immediately after the knockdown to avoid this. You want to kite this Huge Grenade circle away from the raid or you will cause the damage + knockdown to anyone else inside the circle as well.
Ground Burst Missile
This missile is the most dangerous attack out of the bunch. It lands 3 red circles around 3 random raid members every 8 seconds. You have a few seconds to move out of it or risk taking a massive amount of damage in one hit. While the hit is less than your health pool on any class, you will likely be taking damage from a bunch of other AoEs at the same time and have a high chance of dying.
Rain of Missiles
This is a raidwide AoE that occurs every 20 seconds. It deals increased damage if raid members are directly stacked up, so you should be loosely stacked to allow for AoE heals while not taking extra damage. The damage is unavoidable but it is fairly minor. The main issue is that this attack tend to kick up dust, obscuring your view of potential red circles from Ground Burst Missile.
Grapple & Gravity Missile
The grapple occurs every 40s and will pull the entire raid into the area in between the two Units. On 16m this only pulls 8 players. There are two things you raid need to be aware about this mechanic.
Note that no one should be standing in the middle (between the walkers) when possible in order to keep the center clear of Ground Burst Missile for every Gravity Missile pull in. Even melee can try to play to one side. Also, the Unit 2 tank in this picture is placing the first bomb on Unit 1, but generally he will be near Unit 2 instead.
The fight has several different mechanics all on different timers which varies the pace despite repeating the same exact mechanics for the entire phase with no new phases. Here is the outline of the important raid wide ones all in one place, in case you want to set up timers.
1) Huge Grenade every 30 seconds on a new player (starting 20 seconds into the fight).
In general, you repeat all mechanics 2-3 times, then most of the raid is pulled in for Gravity Missile and has to spread out. Then all ranged and healers should loosely group back together for AoE heals. Every time Rain of Missile hits the group, spread out slightly to avoid taking excess AoE damage, while watching for Ground Burst Missile reticles on the ground. Then immediately stack for AoE heals.
Gravity Missile can be intimidating but really is just a coordination check. There is luckily plenty of space to spread out. The most important thing is to not stand near the grapple spot in advance of Gravity Missile. Doing so can cause the Ground Burst Missiles to drop on that location and killing the raid when they get grappled to it.
The second thing is to have designated spots for each person so they can run to there and let their Gravity Missile explode without double damaging others. Two Gravity Missile circles can overlap with each other but one person should not be inside two Gravity Missile circles. One method that worked for us was having healers stay in the middle, melee DPS on the sides, and then ranged DPS on the far ends.
The other important mechanic is Emergency Shielding, which is the protection shield applied periodically to Unit 1. Here are the times the Emergency Shielding buff will come up:
There are two ways to handle this. One is to put all your raid damage on Unit 1 and have the Unit 2 tank. This is the method we recommend. Alternatively, you can have the raid swap to Unit 2 right away at the first shield, and wait for the second shield at 1:30 to run the first bomb (which will destroy all shields), but it’s generally more efficient to burn Unit 1 as much as possible whenever you can. Also, running bombs to Unit 1 automatically does 50k damage to it. Since you only have five bombs, you do not want to run the last one right at 4:30. Instead, continue burning Unit 2 until you are almost ready to kill Unit 2. Then run the final bomb to Unit 1.
The bomb runner is usually a DPS as having the tank doing it can cause issues if a tank swap occurs (you can’t use any abilities when you have the bomb). DPS should go and grab the bomb about 15s before the shield goes up. If you are skipping the 30s shield, this means grabbing the bomb at 1:15s into the fight. Once you have the bomb, wait for the Ground Burst Missiles (red circles) to appear before running under Unit 1 and get pulled up. If you do not wait for the red circles, you risk having them land under you when you go up and they will most likely kill you since you are stuck under the walker. The bomb lasts for 25s and there is a visible debuff on your debuff bar.
Every minute, just before Unit 1 shields, your DPS assigned to run bombs should go grab one, then take it to Unit 1 and stand under it. The bomb carrier does 50k damage to Unit 1 and Unit 1’s shield breaks, which is identical to Storymode. Ideally he should grab one right after a Ground Burst Missile so that he does not get hit while trying to grab a bomb. In Hardmode there is not a particular need to get the exact timing perfect, but the lower the DPS of your raid group, the better timing you will need to have. Unit 1 will reshield every minute regardless of when the bomb is placed by the bomb runner to break the shield. So you will not get the full minute to DPS Unit 1 if the bomb carrier is late! If you have to wait on your bomb carrier, all DPS can swap to Unit 2 for awhile.
Once Unit 1 is reduced to around 5 percent, save your last bomb and put all DPS on Unit 2 for a few cycles. Once Unit 2 is below 5 percent as well, go run the final bomb to Unit 1. If needed, briefly stop all DPS so that you do not accidentally kill Unit 2 first. Then have each of your assigned pairs of DPS kill walker at the same time, taking care to kill Unit 1 first since Unit 1 will Mega Blast the entire raid when Unit 2 dies.
Tanks: One tank must be on each walker. Unit 1 can be taunted, but periodically shields itself and becomes immune to damage. This also makes it hard to maintain some defensive buffs during this time. Unit 2 cannot be taunted so the tank must hold highest threat at all times without any use of taunts. Throughout the fight, Unit 2 will periodically switch onto the Unit 1 tank, forcing the Unit 2 tank to swap and take Unit 1 for a short amount of time until Unit 2 swaps back to the original tank. You can either physically swap position or simply swap with a taunt while remaining on your original side. Here is the order of events:
1) Unit 2 tank loses aggro to Unit 1 tank.
For convenience we do not have our tanks physically swap, but only have the Unit 2 tank taunt Unit 1 when Unit 2 swaps. As long as no one is staying in the very middle (and they should not be, because you do not want to place Ground Burst Missile red circles where people can potentially get pulled in), then there should be no risk of hitting the raid with Mega Blast. There is the chance that Mega Blast could hit the raid during a Gravity Missile, but this is a risk you will have to weigh with the convenience of the strategy. Generally we have not had many problems with our approach.
Otherwise both tanks will generally be occupied with kiting attacks from each walker while watching for red circles. Tanks are also pulled in for every Gravity Missile (but do not generally receive Huge Grenades) so you should quickly exit the group and return to your original position.
DPS: DPS should always be on Unit 1 or Unit 2. If you are not well geared you will need to work fast since the fight has an enrage of 6 minutes. We have tanks try to run into the majority of the Rolling Mines and we do not kill Targeting Droids, so you do not have to worry about those. Your biggest priority should be avoiding taking unnecessary damage (this means always move out of Ground Burst Missile reticles right away!), followed by doing your maximum DPS rotation on one of the two walkers, depending if Unit 1 is unshielded.
If you keep a timer open (e.g. Parsec or Starparse), then you can know very precisely when Unit 1 will shield. Especially if you are a DoT spec, you can start your rotation on Unit 2 just before Unit 1 shields, so that you do not waste time. For example, suppose you are playing a Dirty Fighting Gunslinger/Virulence Sniper with Vital Shot/Corrosive Dart and Shrap Bomb/Corrosive Grenade. If your DoTs are about to expire but it’s only 5 seconds before Unit 1 shields, then reapplying them is a waste, since the ticks will be useless and you will not be able to use Wounding Shots/Cull. Instead, swap to Unit 2 and do a rotation or two until the bomb carrier has broken the shield on Unit 1.
If you are the bomb carrier, you can still do a lot of DPS but you should be aware of the timing so that you can get good burns on Unit 1 and not waste your bombs. The fewer bombs you need to reduce Unit 1 to low health, the better, since that means you are spending less time running around, and the raid has to swap DPS less often. Keeping a timer open is highly recommended since you will be able to stay and DPS for as long as possible. Also, if you are a ranged class, you can do DPS to Unit 2 as you run over to the bomb cache, although Vanguard/Powertech and Shadow/Assassin are the fastest bomb carriers. Remember to pop a speed boost (Transcendence/Predation, Hold the Line/Hydraulic Overrides) if possible just before you click to grab a bomb.
Heals: This fight can be very intimidating to heal at first since the raid can potentially take large amounts of damage. Two things that are not really under your direct control that you should not be blamed for:
1) The raid taking Mega Blast damage from Unit 1’s cleave.
Other than these factors, everything should be manageable. If your group follows our rough raid positioning, you have plenty of chance to AoE heal the raid after Gravity Missile and from Rain of Missiles. If you have a heavily melee group, try to use an AoE heal or two on the melee whenever the tank on their side is near them, in order to be more efficient. If you are struggling to keep tanks alive because they can be hard to keep in range, either advise them to kite a bit closer and/or assign a healer to keep up each tank, with both healers helping with the raid.
Every time you see the Gravity Missile pull in animation in the center, you should be ready with your best AoE heals since this is the only chance you have to AoE heal almost the entire raid group. This will be especially helpful if people are somewhat low on health going into Gravity Missile. Each class has unique skills they can use:
1) Scoundrels/Operatives can use Kolto Cloud/Recuperative Nanotech, although this only hits up to 4 targets, it’s still a good time to use it for full effect.
Remember though, your highest priority is identifying low health raid members and ensuring they do not die from their Gravity Missile explosion, which means that everyone needs to be above about 15k hp when Gravity Missiles explode.
The Underlurker will rotate through a simple sequence of summoning adds, casting Rage Storm, and casting Devastation (cross). The goal is to deal with the adds quickly enough that you have time to burn the boss before his relatively short enrage. This boss is feared greatly on Storymode, but is one of the easier fights on Hardmode as long as DPS is not slacking. Also, note that Bounty Hunters have some additional talents which can greatly help with killing the adds quickly.
This boss is notorious for being buggy since the launch of 3.0, but we feel that it is working as intended in the current format. However, since game positioning can still be fickle, the cross mechanic must still be treated carefully.
Differences from Storymode
The boss has a moderately large amount of hitpoints to burn through, although the adds have the essentially the same health (just 10k more). Rage Storm is much more punishing and will quickly kill unshielded players so it is even more essential to kill the adds on time. The most significant change from Storymode is that the adds apply a slow, which can interfere with going from the cross to the adds after Devastation, as well as making it to a safe rock for Rage Storm. The only way to ensure the raid is safe is to kill off all adds so that the slow is no longer in effect.
Hurl is the Underlurker’s primary attack on the main tank. It has a 2.1 cast time during which he will pick up a huge rock and throw it at the tank. This attack can deal quite a bit of damage on Hardmode.
Three Lurkerlings will spawn 15s into the fight and then every 50s after. They have 109k HP each (330k HP total) on hardmode and will start chain spamming Jump Smash and Impedance debuff. Impedance debuff essentially prevent you from moving. Everyone, will need to focus and kill the adds before Rage Storm comes on.
Unfortunately their Jump Smash animation is quite annoying and tend to drastically reduce your FPS. Since they have boss immunity, you cannot grapple or pull them closer to the melee DPS. Melee DPS should try kill the ones closest to them and let the ranged handle the far ones.
When the Underlurker starts to channel Collapse, a 9 second channel, you should try to look for red circles on the ground. The red circles are where rocks from the ceiling will fall. Do not stand in these red circles as the rock will crush you to death. Once the rock lands, a green box will appear a few seconds later. The green box is the safe zone where you will safe from Underlurker’s Rage Storm. Stand in a way that places the rock between you and Underlurker. The green box will tend to appear in that area.
Rage Storm is a 7s channel from the boss immediately after Collapse. This channel deals massive damage and will likely kill anyone not behind a rock. The damage varies but you can expect anywhere from 3k to 25k per tick. There is a knockback at end of Rage Storm which you can avoid if you use something like Hydraulic Override or Hold the Line. These moves will also negate the effects of the cast itself.
Shortly after Rage Storm, the Underlurker will does his Devastation attack. It is a 7s channel where a blue cross form from his body. Tanks need to go on the cross arm that are in front and back of him. 2 DPS and 1 healer will need to stand on each of the side arms. Each cross arm need to be occupied. If someone dies in the fight, you may need to rebalance the arms by having an addition person standing outside the cross.
Usually the entire raid will run back to the Underlurker immediately after Rage Storm to get in position. However, he has a tendency to randomly leap to a tank before casting Devastation. This can throw your raid off, causing you to fail this mechanic.
If the Devastation mechanic is performed correctly within the time limit, the cross will turn green and no one should take any damage. If this mechanic is not done correctly, the cross will turn red and someone will either take a massive damage or get killed instantly.
After an initial burn on the boss which lasts a moderate amount of time (15-20 seconds), there is a simple rotation to the mechanics of this fight:
1) Underlurker summons three Lurkerling adds on one side of the room.
In total, each set of phases lasts 45 seconds, giving you almost exactly five rotations of this until the enrage. The key to success is moving through these phases with smooth transitions and playing aggressively to ensure you do not fall behind on DPS. You will likely repeat this 4-5 times in order to kill the boss, after which point he will enrage.
We start the fight with a strong initial burn, with all 8 raid members doing maximum DPS and all class buffs and adrenals popped to make as much progress as possible on the Underlurker for the enrage. Since you will have to meet the DPS check on the adds every single phase anyway, there is no point using class buffs on any set of adds. If you are first learning the fight, you may consider doing this, but we do not recommend relying on it.
Note as a general strategic point that you can run with 5 DPS for this fight, since like Storymode, this fight is largely a DPS check. The difference is that the rest of the bosses in the instance are much more difficult on Hardmode than on Storymode. So you can think of this as a boss which gates Revanite Commanders and Revan. You are not likely to kill the rest of these bosses in ToS HM if you cannot handle the Underlurker with ease.
But if you need to use 5 DPS to speed up the fight, feel free to do so since it can definitely help. Our first kill in 186 gear for Shadow of Revan used this method, as well as several other kills during the first two weeks since we feel it is the superior way to kill the boss. However, in recent months since getting 192 and 198 gear, we no longer bother with even having a tank respec DPS or swap to a DPS toon. You will almost surely finish the add phases much easier and this reduces some of the chaos and stress. However, healers must work a bit harder with this method, and you will need to use classes with a good cooldown to stand in the tank position of the cross for Devastation (Sages/Sorcerers, Snipers/Gunslingers, Operatives/Scoundrels in Scrapper/Concealment spec, and Marauders/Sentinels).
If you are using this method, note that the solo tank cannot stand in front of the cross every single time on Hardmode, so he must alternate with other players in the following manner:
1) First Devastation cast. Solo tank in front, stand in DPS in back.
…and so on until the fight is over.
Generally we assign 2 DPS to the “entrance” add, 2 DPS to the “exit” add, and 1 DPS and the tanks to the “center” add. We move together to the same rock for Rage Storm both for the purpose of stacking for heals, as well as (primarily) to ensure that the Underlurker does not leap around the room, which has been known to cause the cross to render improperly in the wrong location and thus fail and kill people when Devastation finishes casting.
Tanks: Only one tank is needed for this fight on Hardmode, although having two tanks can in some cases make it a bit easier on the healers. If using a solo tank, there is nothing complicated to handle and the solo tank will continue taunting and aggroing the Underlurker the entire time, only swapping between front/back on the cross as explained above. If using two tanks, you should swap off after each Devastation cast, while alternating front/back positions. Tanks should be helping DPS adds and usually we have the tank drag the Underlurker to the middle add so that any AoE can benefit DPS on the Underlurker while adds are being killed. In the meantime, the tank on the Underlurker can contribute DPS on the center add. If running 2 tanks, the off tank can help on whichever add seems dying slowest, or else just help the main tank on the center add.
DPS: During each phase, try to stack with others as much as possible for AoE heals; do not stand out alone somewhere for no reason. If you are a melee DPS, you need to be especially careful to rotate all your cooldowns and stand as far away from each add as possible while DPSing it. Note that you will take a lot more damage standing directly on top of an add compared to standing at maximum melee range (4 meters). Never fluff DPS on the boss or multiple adds unless your raid is easily able to kill each wave of adds. Your priority should be killing whichever add that you are assigned to as quickly as possible, and then you can help others or simply return to the boss if they are almost finished.
Since most of your time will be occupied with killing adds, you will need to make the most of any uptime on the boss in order to kill adds. This means doing your maximum DPS rotation during the long downtime at the beginning of the fight, as well as focusing on very high DPS while positioning yourself for the cross during the Devastation cast. While getting into position correctly is important, from the moment the rocks are destroyed after Rage Storm, you cannot slack.
Note that any DPS with ranged abilities can run out for a GCD to either side of a rock, hit the boss with that GCD, and take no damage. So any moves that can be easily cast while moving or that activate instantly can still contribute DPS to the Underlurker while hiding for Rage Storm. This makes ranged DPS an even more significant advantage for this fight, along with Troopers/Bounty Hunters which can pop Hold the Line/Hydraulic Overrides and take no damage from Rage Storm.
Heals: This is one of the easiest fights in ToS HM to heal assuming that you do not have a heavily melee composition (which takes more damage from the Underlurker’s adds since their damage profile is melee based). It is also easy for the ranged to stack for heals in the middle while killing adds. Healers can easily AoE heal the raid if everyone goes to the same rock or two for Rage Storm, as well as while grouping up for the cross during the Devastation cast. Nevertheless, it can get difficult if DPS is slow to kill the adds and people end up taking not only more damage from the adds, but Rage Storm as well since people will be exposed longer.
One very important trick is that healers can do a reasonable amount of DPS to help ensure that this never happens. This is a direct case where doing more DPS as a healer can actually work to reduce the healing necessary, so while your primary job is to keep everyone alive, don’t underestimate this. If both healers put in a few GCDs on an add or two, or even just throw DoTs or AoE on a few adds. Alternatively if your group is able to kill the adds, you can throw some DPS GCD’s on the main boss. You should be doing this whenever the raid is mostly topped off. As you get more used to the fight, you will understand when you have time to DPS and when you need to be healing. In particular, watch out for the health of the main tank on the Underlurker during all phases, as well as any DPS in melee range of the adds.
In the Revanite Commanders fight, you take turns fighting each of the Revanite Commanders for two rounds each while some of their adds are spawned at random. Then all three Revanite Commanders come out at once and must be killed before too many adds can overwhelm the raid. On Hardmode, Revanite Commanders is a fairly serious fight on par or exceeding the difficulty of Bulo and Sword Squadron. This fight is actually fairly easy up until the burn phase, at which point you must exercise a fair amount of DPS to kill the bosses while controlling several waves of adds that can deal a large amount of damage.
Differences from Storymode
The fight mechanics are almost exactly the same as Storymode, but significantly more DPS is required to ensure that the bosses don’t enrage while you kill them in burn phase, as well as to ensure that you can kill them off fast enough in the burn phase. Generally we think that in 192 gear or above this should not be a problem for an experienced group. Every mechanic hits quite a bit harder in Hardmode, but a significant amount of damage is avoidable if adds are killed or controlled and everyone moves out of AoE reticles.
Boss Abilities (Deron Cadoruso) “Merc Boss”
Boss Abilities (Sano Thrica) “Shield Boss”
Boss Abilities (Lord Kurse) “Marauder Boss”
Add Abilities (Outlaw Revanite)
Add Abilities (Mandalorian Revanite)
Add Abilities (Sith Revanite)
Fairly dangerous add that should be prioritized first. The Saturation Fire frontal that they cast is much more punishing than Storymode and deals upwards of 10k damage per tick with infinite range. Stay out of their telegraph. When they are not casting Saturation Fire, they are spamming Three Round Burst which hits for about 3-4k dmg per hit. Also, on Hardmode, these adds will cast Cryo Grenade which applies a hard stun to a random raid member for 4s, which can stun them in dangerous AoEs. This attack can be interrupted so be aware when this is being cast.
These adds have a buff called Tenacious Saturation which prevents their Saturation Fire from being interrupted but you can grapple or crowd control them instead.
Mandalorian Revanites have Taunt Immunity and Stabilized Jetpack, which prevents their Death from Above from being interrupted. However, like the Outlaw Revanites, you can use crowd control abilities to stop their Death from Above. Death from Above hits for much more than Storymode and when combined with Saturation Fire can quickly demolish your HP if you are clipped by them.
Also if there are several Mandalorian Revanites, you should beware of all of them using Death from Above on the same location since the damage stacks per Death from Above. For example:
These adds are a bit tougher to kil with their Defensive Roll buff, which reduces their AoE damage intake by 30%. They do a very damaging Force Leap and some melee attacks but they are not as dangerous as the other two since they do not have any damaging AoE to watch for. However, these are still much worse than on Storymode where they don’t matter at all. They also apply an orange-colored debuff called Trauma which stacks, reducing healing received by 10% per stack.
His primary abilities are Tracer Missile and Guided Missile Volley. He will spam cast his Tracer Missile on everyone in the raid which also sunders you and reduce your armor rating. This leaves a Heat Signature debuff for each Tracer Missile that hits you. After about 10 or so Tracer Missiles, he will cast Guided Missile Volley which deals damage depending on how many stacks of Heat Signature debuff from Tracer Missiles you have.
Tanks can taunt Deron and receive all the Tracer Missiles on themselves. This will of course increase the amount of damage they take from Guided Missile Volley but reduce the amount of raid damage.
Sano Thrica’s main ability is his Energy Reflection Field. This shield will reflect 25% of your damage back to you if you are not inside the shield when you attack him. This is something to be aware so you do not kill yourself with your own damage. Other than that his main abilities are frontal Scattergun and Disrespectful Kick. He should be turned away to prevent him from cleaving the raid.
Like the Sith Revanite adds, he also have the Defensive Roll buff that decrease the damage he take from AoE attacks by 30%. His main ability is Soaring Smash, a purple circle that follows the target around and explode after a few seconds for ~12k damage to anyone caught in it. Kite the circle away from the raid if you do get the circle. Seems to be casted on those within melee range.
After an initial wave of adds, each boss will come out twice during the main phase. During the first burn, you take each boss from around 100% to 65%. During the second burn, you take each boss from 65% to around 30%. Each boss is only down for 25-30 seconds so DPS should be focused reducing the health of the bosses while they can, otherwise they will be very hard to kill in the burn phase. Adds are only a priority when bosses are not down. The second tank and healers can control the adds with CCs while the DPS are busy with the bosses. The best CC’s are the AoE mezzes (e.g. – Carbonize, Intimidating Roar, Flash Bang for Operatives), in addition to interrupts on Outlaw Revanites who cast Cryo Grenade to stun raid members.
In general, using utility load outs that offer more CC duration and decreased interrupt cooldowns are extremely helpful for this fight so carefully consider your options. See the class-specific tips for a non-exhaustive list of some useful utilities. PvP stun grenades (seismic grenades) are very helpful for the final burn and well worth the investment for your raid group. As the DPS of your raid group increases and you become more experienced with the fight, simple CC and AoE will be enough to control the adds.
We highly recommend Vanguards/Powertechs take the reduced cooldown on Grapple, which allows both tank and DPS to repeatedly pull adds together for easier AoE and thus a faster burn. Note all melee classes have excellent AoE mez for adds, while ranged usually provide the strong AoE damage, so we tend to find group compositions are fairly balanced on this fight unless running entirely melee, which does make it slightly more difficult in some phases.
Use class buffs when the first boss comes down and then again as soon as the class buffs are up, which will usually be around the start of the burn phase unless your DPS is very fast. In that case, you might consider not using class buffs at the start.
Tanks: As noted in the pre-fight section, we recommend one tank primarily handle bosses while the other tank works on the adds. The only exception is that you will need to tank swap whenever Sano is out. Here are the important details by boss.
Tanking of Sano – One tank should pick him up and drag him to the Deron spawn location. You take him here because when Sano is out, Outlaw Revanite do not spawn and Sith Revanite will leap to you and Mandalorian Revanite spawn here. This allows you to group up everything very efficiently. A tank swap is necessary on Disrespectful kick. See below for an example of how you can group everything up with this positioning:
Tanking of Deron – If you are running a Assassin or Juggernaut you can tank him and tank zero damage from Guided Missile Volley by using Shroud or Saber Reflect. Since he picks his own location, the off tank should do his best to gather up the Sith Revanites and Outlaw Revanites at one location to be AoE’d after Deron jumps back up.
Tanking of Kurse – We have one tank pick him up and tank him full time. You can tank swap after Soaring Smash, although there is no need to do so. Kurse should be brought and tanked nearby the Deron spawn location for easier access to the Outlaw Revanite whenever you need to interrupt or CC their abilities.
DPS: Your primary job is to push each boss and then AoE down adds. While tanks and healers will have primary CC and interrupts on adds while you are on the boss, you should be ready in case a particularly difficult wave of adds spawn. Also, you should be watching which adds spawn where while you kill each boss, and avoid tunnel vision on the boss. If there are several Outlaw Revanites, for example, you know that Saturation Fire may be cast and you should be already ready to move out of the cleave. You also know these adds cast a stun which you can tab to and interrupt between GCDs, if needed. Or, if Mandalorian Revanites come out, you should know to avoid stacking up with others as much as possible since those adds use Death from Above.
Heals: Any time you notice the orange Trauma debuff on someone, don’t worry about immediately cleansing them since 1 stack is not a big deal. But at 2-3 stacks you should cleanse immediately. Otherwise, the main phase is not that difficult to heal unless people ignore the adds entirely. The difficulty of the fight is largely in control of the tanks, especially the one who is primarily responsible for grouping up and CCing adds while DPS are on the main bosses. With your spare time you should definitely be helping with DPS. For example, throw your DoTs on the main bosses and your AoE moves on the adds. You should also help CC and interrupt adds alongside the tanks while the DPS focus on bosses.
Once each boss has come down twice, all of the bosses will come down together for a final burn. During this burn you must manage to kill all three bosses. Also, all types of adds will be summoned periodically throughout the burn and these must either be killed or controlled. Our strategy revolves around getting rid of Deron as quickly as possible since he puts stacks of Tracer Missile on the raid and can make healing very difficult when left alone for too long.
So we push the bosses in the order of Deron, then Sano, and then Kurse. We generally find that if we have a good AoE composition or a strong ranged DPS or two, it is not too difficult to get rid of most of the adds as soon as Sano is down. Otherwise, it is possible to keep using various CC, as well as PvP stun grenades, to control adds until Sano is killed. Once Sano is killed, everyone can burn Kurse, while the tanks swap off AoE taunts on the mass of remaining adds. This strategy may be especially necessary if you are close to the enrage and cannot afford to spend much time killing off adds.
If you have difficulty doing it this way, feel free to change the kill order since it does not really matter what order you do, as long as it is easy on the raid. One other common strategy is to kill Sano in the middle first to free up a tank to taunt Deron and prevent the hassle of tank swaps and dealing with the reflective shield. You can then proceed to kill Deron, then Kurse.
Tanks: Essentially you will spend most of your efforts controlling either Sano or Kurse, and then helping with adds. Everytime Sano uses his Disrespectful kick, you need to tank swap. Be careful of Kurse’s Soaring Smash during tank swaps.
Ideally the main tank (call him tank #1) who has been working on bosses should have prior aggro on both Sano and Kurse going into this phase. As the phase starts, Sano should Disrespectful Kick tank #1 as soon as he gets to him. The primary add tank (tank #2) should be ready and waiting to taunt in tank position #2. While tank #2 is awaiting the kick/arrival of Sano he can attempt to grab aggro on adds nearby and tank them. We use these tank positions since Deron. If DPS is slow on Deron, you will need to move Sano away from tank position #2 since Deron will teleport there as his third position during the burn phase.
Tanks will swap on the next Disrespectful Kick and tank #1 will end up with Sano, and tank #2 with Kurse. Dependent on DPS, this will be the last swap and the tank with Sano should move to the very middle and start the CC chain on the remaining adds. Prioritize hard cc/mez abilities before using PvP grenades. Once Deron has been killed, tanks will still be swapping on Disrespectful Kick just now keeping Sano centered in the middle. As Sano is dying, one tank can generally AoE taunt everything and kite to buy additional time to kill Kurse and get everything besides Kurse off healers and or DPS.
Whichever boss you are on, you need to keep them away from the Outlaw Revanites so that their healing puddles do not heal the bosses and lengthen the phase. Once the boss is aggroed on you, you can either just deal damage to that boss or spend your GCDs working on controlling adds. You will probably want to spend most of your effort repositioning and controlling these adds to the greatest extent possible to buy your DPS and healers time. However, they should also be responsible for CC, interrupts, and repositioning.
Your main goal holding Sano should be to keep him away from the corners that Deron is at, since this will slow down damage and inevitably cause some reflect damage.
DPS: You should be focused on killing Deron, then Sano, and finally Kurse. If the raid has at least 2 classes that have good AoE, it is worth taking the time to AoE everything down as soon as Deron is dead and Sano is centered. Almost all of the adds can be brought under Sano’s shield for this purpose.
If you have a cleanse, you should be prepared to off cleanse raid members when called upon by the healers. If you notice someone with multiple stacks of the orange Trauma debuff who has not be cleansed for a GCD or two, you should go ahead and do so.
You should also be actively involved with using your CC’s to help control adds while you kill the bosses. It only takes a GCD or two to do this so watch what adds are coming out and where they are at all times. In particular, you should be very ready to move in case a Mandalorian Revanite uses Death from Above or an Outlaw Revanite casts Suppressive fire.
Heals: This is the only difficult phase of the fight to heal since all three bosses are using everything they have, in addition to several waves of adds. In this phase, there are lots of adds so there is a good chance that Sith Revanites are applying Trauma to several raid members. Since cleanses are on a longer cooldown in 3.0, it is important to cleanse wisely. Never cleanse people at 1 stack and coordinate your cleanses with the other healer if possible. DPS can also off cleanse if someone receives several stacks and both healers have their cleanse on cooldown.
You want to be aware that Deron and the adds will cause raid AoE damage while the two tanks are busy with Kurse and Sano. So you should frequently alternate between doing AoE healing and focus healing each tank. Don’t be too fixated on remaining in the very center of the room next to everyone else since sometimes it can be dangerous for the raid to stack too much. This makes you more vulnerable to the Mandalorian and Outlaw Revanites since they use AoE attacks.
Revan is a multi-phase fight that takes place across three distinct floors of the top spire of the Temple of Sacrifice. Revan is significantly more challenging on Hardmode difficulty with many new mechanics in addition to changes to raid mechanics that force a much higher level of raid coordination. Also, the DPS check on the fight is very tight compared to any other fight in the game, even the Ruugar burn of the Coratanni fight in Ravagers HM. This occurs at the same time as a raid wide awareness check. Overall, the fight is by far the most challenging in the entire instance and requires excellent play and understanding of mechanics from beginning to end.
Boss Abilities (Revan)
Boss Abilities (HK-47)
Saber Overcharge is Revan’s 180 degree cleave that grants him 2 stacks of Saber Overcharge (which last approximately 3-4 seconds), dealing massive damage to anyone in front of him. This ability is cast on all floors.
Impel (narrow red telegraph) is a forced infinite knockback on the main tank on Revan. It is not intended to force a tank swap, but the main tank must line up the red ground marker with one of the pillars around the edge of the room to avoid getting knocked into the pit.
Force Wield/Blade of Alek & Revan
When you see Revan casts Force Wield, he will summon his two swords Blade of Alek and Blade of Revan. These two spinning swords will follow two raid members around (their names will be announced in red text) and damage anyone that gets close. Fortunately in storymode you can knock these blades off the edge and don’t have to worry about them.
You will see these blades in Phase 1 and Phase 4.
Exploit Vulnerability is used almost instantly by Revan whenever the player with primary aggro exposes his/her back to Revan. Exploit Vulnerability deals a massive amount of damage to the affected player.
Trail of Agony
Trail of Agony is the tank swap mechanic on Revan, forcing the target of the cast to kite a series of fire circles which deal a small amount of damage and cause anyone who enters them to gain a stack of the debuff, which increases damage taken by 5% per stack. There are 6 fire circles for Trail of Agony on Floor 1, and only 5 on Floor 2 and Floor 3.
Essence Corruption is a cleansable DoT cast by Revan throughout Phase 1. Every cast, two stacks are sent out to the raid, appearing either as a stack of 2 on a single DPS or two individual stacks on different DPS. Each stack of Essence Corruption does a small amount of damage over time and reduces damage dealt by 10%. When cleansed, Essence Corruption spreads to the cleanser, in addition to all raid members within 5 meters of the afflicted target.
Malevolent Force Bond
Malevolent Force Bond is cast by Revan throughout Phase 1. It tethers two random non-tanks together, causing both to take increasing damage over time and preferring to choose either two ranged or one melee and one ranged. The bonded players must break their link on the center beam.
It also shows up as a stacking blue-ish debuff on the raid frame. You can see it in the right column here:
Reactive Shield/Invulnerability Field
Handful of Grenades
Meatbag Entropy Enhancer
After you have killed HK-47 and have moved on to the second floor via the stairs, you will discover 4 pillars called Machine Focus that are resonating with damage. This AoE they are doing is called Essence Shear and the damage they do increases the longer they remain up (from 300 tick per second to 4k tick per second). You need to kill all 4 of them for Revan to show up for phase 3.They have 80k HP each for a total of 320k HP.
Machine Heartbeat is a passive effect applied by Revan on the tower. Whenever it starts, it causes the raid to be knocked outward after 15 seconds, then inward after another 15 seconds. This cycle persists until the phase ends. Note that once you reach the burn phase on the Machine Core, the timing does not restart from the main phase on the top floor. This starts once on Floor 2 when Revan comes out, and again on Floor 3 when Resonance is broken.
On the Revan will summon 4 Force Aberrations that will roam the platform. These Aberrations are purple circles that occupy almost the entire width of the platform, leaving a very small space to get past them. You will need to avoid them in those phases. The cooldown on Force Aberration is 73 seconds so these last quite a while.
Revan casts Resonance when he teleports to Floor 3 at 28 percent. Resonance provides Revan a shield which takes a substantial amount of damage before breaking. If the cast time of Resonance expires, the raid instantly wipes.
Boon of the Spirit
Boon of the Spirit is the buff provided to the raid when one raid member steps into the blue circle on Floor 3 after climbing up the rock staircase. It instantly resurrects all dead raid members and teleports everyone to the top.
Starting 7 seconds after the cast, Unstable Aberrations start expanding in a random sequence, one every two seconds, and then detonate 7 seconds after lighting up, dealing damage and knocking back anyone who is not facing the Aberration.
Revan will vanish for the last time at 9% HP, leaving you to deal with a Machine Core with 2.2 mil HP. The Machine Core will apply a debuff called Essence Shear, reducing your maximum HP by 1% per stack. In addition, it has another buff called Charged Barrier that causes any attacks made from a range of greater than 5m to be reflected. Any attempts to leap to it will also cause you to get knocked back.
Your goal here is to kill the Machine Core before the number of Essence Shear stacks reach close to 100. The constant Consuming Essence AoE from the Machine Core hits for very little but becomes more difficult as your maximum HP is reduced. Furthermore, Revan continues casting Heave throughout the Machine Core phase, which eventually becomes unsurvivable without some sort of mitigation or cooldowns.
Revan (Floor 1)
The first phase consists of the start of the fight until you push Revan to 64 percent. You will be fighting Revan in this phase and need to be aware of the following mechanics from Storymode.
Note that Impel is now different. Impel is a knockback mechanic which displays a line-shaped red telegraph on the ground. It must be properly aimed towards the pillars around the outer ring of the room or you will die. You can cheese this with Hold the Line/Hydraulic Overrides and nothing bad happens, which is a definite convenience with Vanguard/Powertech tanks.
Also there are at least four new mechanics in Hardmode:
To start the fight, the main tank needs to pull Revan at an angle or else use Hold the Line/Hydraulics Override to prevent being thrown into the pit by Revan’s first cast (Discard). Typically we have one tank aggro Revan and get tossed or Hydraulics, and then the other tank taunts off and holds Revan for the first cycle of mechanics, taking him counter-clockwise around the room. This choice is arbitrary since the room is symmetric in every direction. There will also be a very large extra damaging Heave immediately after the Discard although this is really no concern whether or not defensives are used, since healers can quickly top everyone back up.
The raid should stay stacked up whenever possible since stacking does not cause anyone to take extra damage and thus aids the healers. The raid group will follow the tank who is holding Revan around the room from pillar to pillar. Whenever Trail of Agony is cast, forcing a tank swap, it should be run along the outer edge and everyone in the raid needs to be careful to move away from it so that they do not also take increased damage. In particular, everyone needs to make sure to keep moving forward and following the tank and melee so that the raid does not take up excess space and make things more difficult for everyone.
The most frequent mechanic is Essence Corruption, which is cast on the DPS and reduces their damage dealt. It can be cleansed from players, but will spread to any nearby players when cleansed. To handle this, we have DPS immediately leave the stacked group whenever they receive one or more stacks of Essence Corruption. Our healers usually call out who has these debuffs in voice comms. It is not necessary to run extremely far away, especially if you are a melee and need to keep doing some DPS, but you need to be at least more than 5 meters away from anyone else. In general, for when people need to be cleansed, we assign ranged to go backwards (away from Revan) and melee to strafe to the side ahead of the group.
For example, here is a Powertech DPS standing out to the side for a cleanse just ahead of Revan:
Healers collect stacks of Essence Corruption from the raid until they can cleanse them in a circle along the edge of the room. There are three total cleanse circles that spawn: one while fighting Revan, and two additional ones shortly before Revan is pushed to 64% and dissapears. Since over time, the DoT component of Essence will become increasingly more difficult to survive, it’s essential the healers use these circles. We like to have one healer (often the one with the worst cooldowns) cleanse themselves at around 4 stacks of Essence Corruption by using the first circle nearby the raid group.
Then both healers will cleanse with the new circles that spawn right before HK-47 comes down. Typically with solid DPS, one healer will have 3-4 stacks (the one who cleansed already) and the other will have anywhere from 6 to 8 stacks. Note that players with Essence Corruption must take care not to accidentally run in these cleanse circles which are needed by the healers at the end of the phase.
Otherwise, random DPS and healers can be periodically called upon to break the Malevolent Force Bond tether, which deals an increasing amount of damage over time to the two players bound by the tether. This can be broken by having the two players run on either side of the center beam, snapping the tether in half with the raw Force energy. It is important that everyone reacts quickly to this and does not force the other person to run all the way around just to break the tether.
Again, we tend to have melee DPS run around the center on the side close to Revan, and the ranged on the side far from Revan. Healers generally go the opposite direction of the person they are tethered to. So if they are bonded with a melee, they would act like a ranged DPS and vice versa. This mechanic can also be placed on two ranged or two healers, for example, in which case they should coordinate with one another.
Tanks: Tanking the first phase is rather simple and only involves a bit of practice with the timing of the mechanics. Recall that we move Revan counter-clockwise around the room. The tank with primary aggro on Revan has a few responsibilities that you should keep in mind:
1) Keep Revan pointed away from the raid group when he does his Saber Overcharge cleave. Since the cleave comes fairly often on a 15s cooldown, it’s generally just a good idea to not turn him towards the raid at all. We keep Revan pointed towards the outside whenever possible.
2) Do not turn your back to Revan at any time since he will instantly interrupt his rotation and hit you for an extremely large amount of damage (nearly a one-shot on 8 man, and a one-shot on 16 man) . Yes, backpedaling is encouraged! You can also left/right strafe if you do so carefully.
3) Get knocked back into the next unused pillar around the room every time that Impel is cast so that you don’t die to the knockback. Note for Vanguard/Powertech tanks: if you don’t have enough time to position for “impel” hit Hold the Line/Hydraulic Overrides and you won’t die. Also, for Guardians/Juggernauts and Vanguards/Powertechs: as Impel casts, if you spam a leap, you’ll jump back to Revan mid air.
The off tank with Trail of Agony should kite it in an efficient manner that does not spread circles all over the place. We tend to kite the first two Trails along the edge in the opposite direction that the tank is moving, generally alongside or behind the group. Then the third and final Trail is kited ahead of the main tank in the same direction that the group is moving. See the above diagram and also note that you can CC break during Trail of Agony in order to use movement-based abilities such as Force Speed and Hold the Line/Hydraulic Overrides.
If you get more Trails than this, you will have to start being more creative, but your DPS is slow. Otherwise, just DPS with the group and watch for the next Trail of Agony cast to taunt the boss.
DPS: Your responsibility is to push Revan as fast as possible so that the healers do not have to take too many stacks of Essence Corruption. You also need to move quickly out of the group into a clear spot every time you receive stacks of Essence, as well as back into the group for AoE heals once you have been cleansed. Try to be as helpful as possible with knocking Blades off the edges whenever they spawn, if you have a knockback available, and call out your knockbacks in voice comms so that you do not end up with blades that were not properly dealt with or that multiple people tried to knock at the same time.
Healers: This is one of the more hectic phases of the fight to heal, but it’s a lot of fun and you have some big responsibilities. The most important thing is managing Essence Corruption. You need make sure that you are cleansing each new person as quickly and efficiently as possible so that you don’t fall behind on cleansing. In addition, you must be sure that you will not accidentally spread it, since it becomes very difficult to recover a pull once it starts infecting everyone.
Have a strategy to cleanse Essence Corruption. In Zorz, we use the following two rules:
While DPS should be careful where they stand, we believe it is the healer’s responsibility to ensure they do not spread Essence Corruption to others. So the healer should ask the DPS to move if they are not in fact clear of other people. Also, rotate cooldowns and extra healing on yourself as you get to 5-6 stacks so that you do not die to a Heave or similar mechanic since you will start taking a lot of damage from the DoT component of the debuff stacks that you collect.
Otherwise, most raid damage comes from Heave and Malevolent Force Bond, so most healing will be on the tanks. In particular, you need to focus heal the main tank when he is blasted by Revan’s Saber Overcharge cleave, as well as give extra heals to the tank kiting Trail of Agony, who is liable to die if not mostly topped off when the Heave hits. Remember that Heave is an internal damage hit so the tanks are getting hit for the same amount of damage as everyone else, and Trail of Agony stacks only increase that by a linear amount.
Unless you are desperately behind on heals, do move with the other heals/DPS for Malevolent Force Bond to break it quickly and try not to turret heal since forcing DPS to spend a large amount of time away from the boss or out of their rotation slows down the phase and actually makes healing even worse and forces you to keep taking more Essence Corruption. Very rarely will moving a few steps cause you to be unable to keep everyone alive.
HK-47 (Floor 1)
The next phase begins when Revan disappears and summons HK-47. All of the Storymode mechanics still exist, but are much more punishing and do not tolerate being ignored.
One key new mechanic is Force-Imbued Killshot, which is cast periodically on the main tank and lasts for 6 seconds. By the end of the cast, the tank must line of sight HK-47 using the center beam so that the shot is diffused by the Force energy.
In addition there is another new mechanic (Meatbag Entropy Enhancer/Entropy Surprise Probes) which consists of a set of four droids, which can spawn sometimes at the same time as Killshot and/or Handful of Grenades.
As indicated in the picture, we have both healers interrupt the one along the outer edge (since healer interrupts can miss this ensures we never die to this). The tank that does not have to run Killshot to the other side takes care of another interrupt. Finally one of the DPS is assigned to get the last interrupt.
Grenades hit much harder in Hardmode and must be taken seriously. Since tanks take a lot of damage in this phase and also may be responsible for running Killshot and thus cannot afford to be knocked down, we have them position on the inner rim when Handful of Grenades is cast. Then each healer is assigned to cleanse a specific tank.
Tanks: After pushing Revan to 64% HK will shortly come down from his perch. He will initially cast “Pseudorandom Violence” and not react to taunts. After he finishes his cast a tank can taunt him and hold him towards the middle of the inner circle and outer ring.
Tanks will be responsible for handling the Force-Imbued Killshot mechanic which requires the tank with aggro to run opposite of HK and place HK and the beam he targets on said tank through the yellow beam in the middle. Failure to properly do mechanic will result in a one shot and most likely a wipe unless a battle rez is quickly available. Tanks will also need to get one of the interrupts on the “Entropic Surprise Droid” which will cast the ability you need to interrupt about six seconds after they spawn.
Make sure you hold aggro and taunt aggressively, or someone else can end up with the first Force-Imbued Killshot. This position is key to give DPS room inside his shield once he casts “Reactive Shield”. While tanking HK a tank will receive a stacking debuff of Perforated Vitals from his Shiv attack and tanks should swap at two stacks or else every other Pseudorandom Violence cast.
Here are some additional tips:
DPS: For most of the phase you simply fight HK inside his Reactive Shield. Be careful not to do damage from outside it, since it will reflect onto you. When grenades are thrown out, if you can cleanse yourself, do so along the outer rim, and try to stack your cleanse on top of other DPS in order to save space. Here is an example of DPS circles which are cleansed correctly along the outside, but are not stacked. This makes positioning harder for the healers and tanks.
Otherwise, wait for your grenade to explode outside the Reactive Shield and away from any other players. When HK deploys his droids, use the biggest burst rotation possible on the Meatbag Entropy Enhancer to kill him before he finishes his cast. Make sure to swap quickly onto this droid and not accidentally target HK or the other droids.
Healers: This is one of the more difficult phases in the fight to heal since the raid will take some grenade damage (unless everyone can cleanse themselves), some people will take some ticks of the Pseudorandom Violence cleave, and tanks will also be taking very large amounts of damage from Shiv and Perforated Vitals. Ideally you should have most of your cooldowns up coming out of Phase 1. When both tanks are at 2 stacks of Perforated Vitals, this is usually a good time to burn through all your energy and pop your energy regen talent.
Generally you should be single target focus healing tanks while they have 2 or more stacks of Perforated Vitals, and AoE healing the raid back up from any splash damage once the stacks fall off. If you fail to top the raid back off, people are at risk of dying to a missed interrupt on the Entropic Surprise Droids or from a hit from the Meatbag Entropy Enhancer.
Revan (Floor 2)
To get to the second floor, you must climb the stairs that forms when HK-47 is defeated. The safe route is marked with arrows and does not require much jumping.
You will need to destroy the 4x Machine Focus on the second floor to spawn Revan.
Just like on Storymode, you will need to push Revan down to 28 percent in order to get him to teleport to the third floor. The challenge in Hardmode is that in addition to the purple roaming Force Aberrations on this floor, as well as Revan’s normal attacks, you are faced with several key mechanics:
The most challenging aspect of this floor is that you are introduced to Machine Heartbeat, which is a physics mechanic and can be resisted by Hold the Line/Hydraulics Override and Hunker Down/Entrench. You will see this animation when you do Storymode, but it does nothing in that case. For Hardmode, the Machine Heartbeat repeats every 15 seconds, starting with a push out, then continuing with a pull in, and so on. This means everyone in the raid must be aware not to get knocked off the edge.
The Trail of Agony is identical to the first floor except now you will drop five circles instead of six. This forces a tank swap just like on floor one, but positioning for Trail of Agony is somewhat more challenging since you must be aware not to get knocked off the edge by the Machine Heartbeat while you kite Trail of Agony.
The best way to approach this floor is to develop a strategy for where you want Revan. To start, you need a good idea of the Force Aberration pattern, so we’ve provided an animation:
The Force Aberrations start in the east and west so do not be standing there when they spawn. They proceed through a fixed pattern and then despawn after a full cycle, at which point Revan casts Force Aberration again and everything repeats. You should be ready to push Revan by the time he casts Force Aberration if you hope to have enough DPS to push the fight. If Force Aberrations respawn and you are still burning him, your DPS is too low.
The essential idea that can be used is that North/South positions will be clear of purple on the outer edge when you need to be knocked out, and the East/West positions will be clear of purple on the inner edge when you need to be knocked in. One tank will take Revan along to the next position depending on whether it is a pull in or out. The other tank who is not on Revan kites Trail of Agony. These roles are swapped every Trail of Agony cast just like on floor 1. For the first two Trails, the tanks kite Trail of Agony around in the opposite direction as the raid group moves, taking care to be on the outer edge for the pull in. The timing always dictates that a pull in happens during or just after Trail of Agony, so you will never be pushed outwards while kiting. Thus, kite along the outer edge to be safe.
The picture above depicts all locations that we use according to the minimap. For extra clarity with respect to Force aberration locations, see the following video for the Zorz strategy. This video refers to the “tank” as the one with aggro on Revan (and his position is marked by “REVAN”) and the “offtank” as the tank currently free, usually returning from kiting Trail of Agony. We should definitely add that we offer only one strategy which worked well for us during progression.
There are some different and particularly more melee friendly ways to do this, so please search on Youtube for other HM Revan kills if you want some examples of how other guilds have approached this.
It is also crucial here to handle the Blades of Alek/Revan correctly so that they do not end up sitting in the raid group. For the first set of blades, we assign one DPS each to a knockback and knock the Blade of Revan off, followed by the Blade of Alek so that there are no accidental knockbacks. Other DPS/healers can serve as backup in case of a mistake. Just be careful that you will not get pulled in or pushed off the edge by Machine Heartbeat when trying to do knockbacks. The second set of Blades that spawn can be safely kited or simply knocked away while pushing Revan to Floor 3 and require no special attention.
Also be aware that there are still issues with invisible blades that teleport back up to the platform after being knocked off because they did not land cleanly in a pit and instead hit some platform below. If this happens, you will need to knock them off again.
Finally note that the main tank on Revan should always be facing him away from the group, just like on Storymode, since he continues to do his Saber Overcharge 180 degreee cleave every 15 seconds. This deals a large amount of damage and cannot be pointed at the raid or they will probably die from Heave damage. The positioning for our strategy has been designed to prevent the raid from getting cleaved when it is done correctly.
There is a trick that allows you to get the maximum burn to make the third floor as fast as possible, provided you are able to push him within the first set of Force Aberrations. If your DPS is high enough, you will likely get Revan to 30 percent quickly. Hold DPS at 30 percent and kite Revan along to a safe position. Wait for the Heave cast, then have the entire raid cast as many DoTs as possible and throw DPS grenades on Revan. This will come close to pushing Revan, but not quite. As soon as Revan starts casting Force Aberration for a second time, he is still vulnerable to damage but cannot teleport to Floor 3 until he is finished casting. If you do not use this trick, Revan will typically have about 1.5 million health when you break his Resonance shield on floor 3. But with this trick, you can get Revan as low as 1.1 to 1.2 million, which is a considerable time savings for floor 3.
Tanks: Tanks have the most demanding role by far on Floor 2 and must understand both roles on where to kite Revan and where to kite Trail of Agony without ever dying to the Force Aberrations or to the Machine Heartbeat push in/pull out mechanic. Review the information in the section above, as well as our tank strategy video narrated by one of our main tanks, which is listed in the “Advanced Strategy” section at the bottom of the guide.
DPS: Once all of the Machine Focuses are down and Revan is out, you need to just move along from position to position with the rest of the group and try to push Revan as soon as possible. This is a very straightforward burn that mostly tests your ability to keep up with your rotation while being pushed and pulled across the platform and helping with mechanics like the Blades of Alek and Revan.
Healers: This floor is only extremely challenging to heal if positioning mistakes are made, typically by the tanks but sometimes by people getting clipped by Force Aberrations or walking in front of Revan. Also, if the blades are not knocked off correctly, things can become very difficult quickly since the raid tends to naturally stack together. The general pattern is to splash AoE heal small periodic damage while focusing on single target heals every time Revan casts his Saber Overcharge cleave on the main tank. Don’t underestimate the damage of the cleave on this floor since it is quite considerable, dealing up to twice the tank’s total health in damage and therefore requires proactive healing. You will also need to help the recover the raid’s health after each Heave. The Heaves hit every 30 seconds timed just before the push out (which also repeats every 30 seconds) so this damage is predictable. Finally, you will need to make sure that the tank kiting Trail of Agony does not die to Heave since they will take extra damage.
This may sound like a lot to keep up with, but most of the damage comes in waves so it is not too bad and it will seem easier with practice. At that point, your goal should be to throw in as much DPS as possible in order to push the boss quickly, especially at the start and end of the floor where healing is less relevant.
Revan (Floor 3)
To get to the 3rd floor to finish the encounter, you need to have at least one raid member climb. This person begins by entering the portal that normally teleports everyone to the top on Storymode. This no longer occurs. Instead, it teleports you onto the stone stairwell that forms around the center beam. No longer do you get a free ride to the top!
The safest way to handle this is to choose 1 to 2 people who are particularly good at platforming and/or have good gaming rigs that do not suffer framerate issues while looking at the particle effects of the center beam. Be advised that it is highly likely all raid members will be required to climb on Nightmare mode, so do not get too accustomed to having someone climb for you! Once those people reach the top, the circle on floor 2 will now teleport anyone who steps in it to the top like Storymode, in addition to resurrecting the dead. This is the Boon of the Spirit.
Once Revan breaks his Resonance cast, you are in a burn phase that essentially lasts until the fight. The reason the burn starts early (before the Machine Core) on Hardmode is that it can be very difficult to keep the tanks alive if your raid cannot push Revan before the second Trail of Agony. It is generally a good idea for this reason to pop all adrenals and class buffs immediately to get to the Machine Core as quickly as possible. While the Core phase is long, there is a lot less damage going out than when the tanks have to deal with Revan. For this reason, we also try to push Revan at the optimal moment on floor 2 to reduce his health as much as possible for beginning floor 3 (see the previous strategy section).
This is our starting position on Floor 3:
The Machine Heartbeat pull in/push out mechanic is again present on this floor, starting 15 seconds after Resonance breaks with the first push out, just like on Floor 2. In addition, the Blades of Alek/Revan spawn in the northeast and southeast corners. Generally we send a healer with a knockback to push the northeast one off through the gap so that it does not come into the group, which is positioned close to its spawn. The other healer should remain and heal the main tank and the group. The healer doing the knockback needs to be careful not to get knocked off by Machine Heartbeat while doing this. Either use Hold the Line/Hydraulic Overrides to run back to the group after knocking off the blade or get knocked into the southwest corner pillar.
Meanwhile, the southeast blade will spawn on the first tank who takes Trail of Agony, provided this tank is the closest raid member to the spawn point. This means the tank can simply kite the blade all the way around the ring back to the group to be knocked off after the first set of Unstable Aberrations. Note that unlike on Floor 2, you need to be worried about being knocked outwards, rather than pulled in, while kiting Trail.
Here is our diagram for this phase up until Revan is pushed and the Machine Core spawns:
This brings us to the main mechanic for Floor 3. Every 32 seconds, a set of four purple circles (Unstable Aberrations) will spawn in static locations. Although they look a lot like the Force Aberrations on floor 2, they do not move. If you step inside these circles at any time, you will take a large amount of damage or even die. We denote the locations of these circles by a clock system, rather than cardinal direction. We use the initial position of the raid group on the east side of the map as 6 o clock. The following picture shows how we label them:
After five seconds, the circles will all start to “glow”. Then every two seconds, the “glow” will expand into a state that we call supernova. Then, just two seconds after all circles have lit up, the Unstable Aberrations will start exploding in the order in which they lit up, at a rate of one explosion every two seconds. Each explosion delivers a knockback to any player not facing directly towards that circle, in addition to unavoidable damage.
This player is correctly facing the explosion:
The first set of Unstable Aberrations spawns just before the Blades of Alek/Revan and the push out:
Note that 6 lights up first:
Outer 9 lights up next during the knock out:
Now while the others light up, the melee/tanks align with the first one at 6:
Notice in the last picture how tanks/melee DPS, who have mostly instant moves, can easily align their characters to do additional DPS on Revan. If you do not do this, you cannot use any GCDs on Revan since it can turn your character in the wrong direction. So, ranged are not generally able to do this due to having to manage their casts.
The challenge of Unstable Aberration is that the game is very sensitive about positioning. Many of the abilities that you use will turn you towards your DPS/healing targets. You can use non-targetted AoEs, however, e.g. Explosion Surge/Flame Sweep for Vanguards/Powertechs. In the healer section below, we will outline what abilities you are allowed to use and how to heal while dealing with these Unstable Aberrations.
Although all raid members should learn to recognize and deal with the Unstable Aberration patterns, while your raid group is progressing it can be helpful to have a strong raid leader, or anyone particularly good at the Unstable Aberration mechanic, call out Unstable Aberration positions as they light up. This lets everyone else focus on their rotation and positioning for the Machine Heartbeat in/out mechanic. So ideally this person calling out Unstable Aberrations should be a tank, who has the most straightforward job and contributes the least to the kill from this point on.
This is a large personal responsibility check so do not be too frustrated at first since it typically takes dozens of pulls for everyone to master it. It is very important that you put emphasis on learning to do the mechanic efficiently and correctly before pushing maximum DPS. It is much better to wipe on the Machine Core at 50% with everyone alive because they have learned what to do, than to wipe repeatedly early because everyone is trying to push max DPS. Remember, the only players who absolutely have to do something during Unstable Aberration explosions are the healers.
Tanks: Tanking on the top floor can be an intimidating job since you have to manage Revan and/or Trail of Agony, along with the Machine Heartbeat in/out mechanic and the first set of Unstable Aberrations. The following picture shows how our tanks normally handle it:
We have the first tank take Revan at the start. The second tank will back away from Revan towards the inner 9 o’clock position and taunt during Unstable Aberration. Revan’s next cast will be Trail of Agony and he will not move around in the meantime so this does not inconvenience the raid. This puts Trail of Agony on a tank who is already on his way in a good place to kite the Trail circles and allows that tank to quickly return to the group for healing. Then the first tank taunts back during the Trail of Agony cast and prepares for the push out. It is important not to accidentally get backstabbed by Revan during the push out, so watch your character’s position carefully.
The tank with Revan should be pivoting him to face each Unstable Aberration as they explode. This allows you to continue putting GCDs onto Revan, as well making it easy for the melee to do so as well. He will not cleave anyone during this first set of Unstable Aberration explosions, since the first cleave comes before them, and the second cleave comes after them.
The tank with Trail of Agony needs to pop pretty much all of their defensive cooldowns to survive while away from the healers. You can pop a minor defensive just as Revan casts Trail of Agony on you, and then everything else as Trail ends and the Unstable Aberrations start exploding. You should kite around the inner ring so that you are knocked out safely, and then beeline back to the group. Unless you are fast, while you are running back to the group you will have to turn and face Unstable Aberrations. If you have difficulty running while facing them correctly, stand still and do it, but you need to at least get close enough while doing this that you can receive heals.
DPS: Your job is to push Revan as fast as possible in order to end his series of punishing mechanics. This means opening with your maximum DPS rotation until the first set of Unstable Aberrations, and then pushing Revan quickly after the first pull in. Generally you can continue to DPS safely until around when the 3rd Unstable Aberration lights up, at which point you either need to align yourself with the first Aberration which is to explode, or stop activating GCDs on the boss.
Heals: The key is surviving the first wave of mechanics in order to get to the Machine Core, which is somewhat easier to heal. Extra heals need to be directed to the far tank that runs Trail of Agony first since they will be briefly out of heal range and are at risk of dying to the first Heave since they have Trail of Agony stacks and also suffer Unstable Aberration damage. Raid-wide heals will also be needed just after the raid gets pulled in after the first set of Unstable Aberrations explode, since a Heave hits at the same time.
HEALING DURING UNSTABLE ABERRATIONS. You will quickly notice that you cannot skip all your GCDs during Unstable Aberration explodes like the DPS. We break down what to do by healer type since strategies must inevitably vary. Do note that you need to aggressively use all heals up until around 2 seconds before the first Aberration explodes. It’s only just as they’re about to explode that you need to be careful.
Machine Core (Floor 3)
Now everything simplifies because you must no longer handle Revan, but the Machine Heartbeat and Unstable Aberration mechanics are still present. The Machine Core’s large size can make it difficult to see some of the Unstable Aberrations so you need to be aggressive with adjusting your camera angle if this becomes a problem.
As you fight the Machine Core, you gain stacks of Essence Shear which are applied every 2 seconds and reduce your maximum health by approximately 1 percent per stack. The only damage the raid suffers is a very small ticking damage, along with a Heave every 30 seconds, and the damage from Unstable Aberration explosions. Since you will need to take on many stacks of Essence Shear in order to defeat the Machine Core, this is a tight burn phase.
The Machine Core has 2.2 million health. If your tanks each do 150k damage (in our experience, they can actually do more than this), and each healer does 50k damage (during downtime between Heaves/Unstable Aberrations), then the DPS need only burn 1.8 million health. This means each DPS must average 450k on the Core in order to the beat the fight. We have found that DPS using Hold the Line/Hydraulic Overrides to avoid having to run out for the pull in can do between 500k and 700k, and non-cheesing DPS can do anywhere from 350k to 550k, so this is possible. Note the upper ends of these DPS ranges are typically with a 198 mainhand already, so if you are in less gear you may have 80+ stacks of Essence Shear when you beat the fight and only pull 400-450k DPS a piece.
The most important factor in defeating the boss is keeping all 8 members of your raid group alive through the Machine Heartbeat and Unstable Aberration mechanics. While it is still possible to fail with low DPS or heal output with everyone alive, it will be almost impossible to finish if 2-3 people die early on due to these positioning mechanics.
Heave timing is determined with respect to Unstable Aberrations and will not change. We have provided a diagram which shows when the Heave and the pull in/out fall with respect to Unstable Aberrations.
For each pull in, raid members should either pop Hold the Line/Hydraulic Overrides to resist the pull, or else run away from the Machine Core to the outer edge a few seconds ahead of time.
Note that starting at 60+ stacks, you are advised to use some defensives with the Heave since it can be difficult to survive. For example, look at raid health after the 65 stack Heave:
Tanks: You are essentially a low caliber DPS at this point. You should likely be responsible for most of the raid call outs and coordination since you frankly matter the least now. However, it’s still important to stay alive since a tank can do up to 250k on the Machine Core which is not insignificant.
DPS: Stay alive! If any DPS die – even if you can battle rez them – the DPS check is much tighter. So while you need to do as much to the Core as possible, you should never risk using extra GCDs instead of facing Unstable Aberrations unless you’re running out of time and at high stacks. Otherwise, you should be cycling minor defensives each round of mechanics and be ready with a medpac if you get extremely low during Aberration explosions or after a heave. Do not use any defensives during the downtime between Unstable Aberrations since the healers can easily AoE heal the minor ticks from the Machine Core.
If your DPS output is low you will need to find opportunities to put more DPS on the Machine Core. Note how your character automatically faces the Machine Core while you attack it:
So, just like DPS can align with Revan before the Machine Core phase, it is possible to align yourself to put the Machine Core between you and the next Unstable Aberration to explode. If 2 or more Unstable Aberrations are oriented behind the Machine Core then this is a way you can do some DPS regardless.
Heals: Your main job is doing burst heals on the raid just after each Heave so that people do not die to Unstable Aberration explosions. The first Heave will come at the end of the explosions, and shift upwards so that it happens during the explosions, and then before them. So you should be ready with your biggest heals and cooldowns each time this occurs. You will have to survive anywhere from five to seven sets of Unstable Aberrations to beat the fight. After each set of explosions, top off the raid and then throw a few DPS moves on the Core.
Generally we find it easiest for healers to stand on the outer ring once Unstable Aberrations start lighting up. This makes it so they don’t have to worry about the pull in (or even hitting Hydraulic Overrides) and can focus on doing the mechanics correctly while executing a few healing GCDs. If you have a Sage/Sorcerer healer, they can apply Force Armor/Static Barrier to the raid in the seconds leading up to each Heave. This can allow the raid to potentially survive as high as 90 stacks, although by 80 stacks the Sage/Sorcerer healer will find it difficult surviving the Unstable Aberration explosions, which hit Sages/Sorcerers for upwards of 6k a hit.
We’ve now come to the end of the guide, so if your raid group has made it this far, then you should be very proud of yourselves for downing some of the most difficult content that this game has ever seen. Revan in particular is a very rewarding boss to master, and now you can collect your shiny Revanite mainhand weapons!
Please review some of the class tips below, along with our strategy and kill videos in the bottom sections. Thank you for reading our guides for this tier and best of luck in Hardmode Ravagers and Temple of Sacrifice! As always, feel free to comment or contact us if you have questions, and we will be revising our guides over time with corrections as much as possible.
Note that the number of useful tips for this fight, due to its length and complexity, is almost innumerably beyond the comprehension of the author! Please forgive the many omissions; the author has compiled only a list of some of the most useful tips encountered in our raids.