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    Phase One Mechanics:

    1. Howling Sandstorm (Environment)
    This is a debuff placed on you if you are outside the shield generator or do not have protection from the personal shield generator. The longer you get exposed to it, the more stacks of this debuff you get and the harder you will get hit when you are outside the shields.
    2. Shield Generator
    This shield generator, when activated, will protect your raid from effects of Howling Sandstorm. This shield generator only last for a minute and then will run out of power. When this happens, one person must pick up the shield generator and carry it it to the next station. There are limited amounts of stations available.
    3. “Lost” / Womp Rats
    When moving shields between stations, two (on 8m) raid members will get ported to a random place and have womp rats spawned on them. These players will need to run back to the raid ASAP, carrying womp rats with them. Use defensive cooldowns here if you have them or your Personal Environmental Shield.
    4. Groundshatter (Knock back)
    AoE knockback that will most likely knock you outside the shields. Run back immediately.
    5. Gutwrenching Kick (frontal)
    This is sort of a frontal/cleave mechanic. Those standing in front of him will get hit with a kick for a lot of damage (~10k on storymode) and launched far in the air.
    6. Knock up + Stun
    This is a tank swap mechanic. Dash-roode will knock the tank with threat in the air and stun them. The second tank will need to grab the boss here.

    • Positioning
    Knockbacks and cleave do matter a lot in hardmode as it can decrease DPS. Ranged DPS and healers should put their backs to the big rock at every shield generator while melee DPS should be careful to never stand in front of the boss.
    • Voracious Xuvva
    Adds that come in pairs in 3 waves everytime the shield is attached to the generator. Failure to stop them will result you losing the shield and a wipe.
    • Gnawing Bite
    Non-cleansable debuff from the womp rats you get when you get “lost”. This debuff slows you down and makes it harder to get back to the raid. You may even want to kill the womp rats if you can before running back to the raid.

    Titan 6

    Phase One Mechanics:

    1. Lots of Missiles (Defense Sequence Two)
    Raidwide AoE damage that is unavoidable. Spread out to lessen the damage
    2. Air Strike
    Easily avoidable red circles on the ground. Spawns Titan Probe adds after.
    3. Launch (Defense Sequence Three)
    Titan flies up in the air and the leaves behind a rocket blast at end of channel that will hit anyone not hiding behind rocks for 21k damage. Spawns Titan Probe adds when he lands.
    4. Titan Probes
    Adds with 20k HPs. 2-3 spawn after every Airstrike while 6 spawn after every Launch. They do a Targeted Laser attack that deals minimal damage.

    • Huge Grenade
    Occurs after Airstrike and before the second Lots of Missiles. This attack is aimed at the tank w/ threat and requires tank swap. Make sure tank being targeted is topped off and run away from the raid.
    • One person per rock during Launch
    Only one person allowed to hide behind each rock. Make sure to head for the rocks during second Lots of Missiles
    • Probe adds
    It helps to group the adds on the boss when they spawn so DPS can use AoE attacks to both damage the boss and kill the adds at the same time.

    Phase Two Mechanics:

    1. Missile Burst & Flame Burst (<20%)
    Soft Enrage mechanic. Missile Burst is an unavoidable raidwide damage while Flame Burst is an proximity based AoE damage all around the boss. Burn the boss before your healers run out of heals.

    • Grapple (soft enrage)
    Titan 6 will periodically grapple ranged players into the fire circle during the soft enrage. This will cause players being grappled to take Flame Burst damage in addition to Missile Burst.

    Thrasher and Bo Zarran

    Phase One Mechanics:

    1. Snipers
    Three snipers will appear on the ledge of the arena whenever Bo Zarran says – “You’ll like this trick. Been working on it a while. You must kill these snipers ASAP, before these guys build a turret. If that turret is allowed to built, it will snipe players for 20k damage in rapid succession, wiping your raid.
    2. Firebug
    The person targeted by Mercenary Firebug must move to the side of the arena, away from the raid. The Firebug will drop a flame turret on that person, engulfing the area in flames.
    3. Knockback/Cleave
    Tanks should face Trasher against a wall, but not against a gate! Sometimes Trasher’s knockback can bug out, pushing the tank inside the gate and causing Thrasher to reset!
    4. Stomp
    Conal AoE that hits for around 3k damage. Do not stand in front of Thrasher.
    5. Bo Zarran
    You don’t fight him right away but he is nothing other than a named trash mob with a bunch of HP.

    • Mercenary Demolitionist
    In addition to the three snipers on the wall, a Demolitionist will also spawn and do a lot of AoE attacks on the raid. He should be killed first as he does not have a protective shield like the snipers and can be damaged right away.
    • Shield (Snipers)
    Snipers are protected by a shield and takes very little damage until their shields are removed by Thrasher’s Roar. .
    • Roar
    Thrasher will do a channeled Roar ability shortly after the snipers spawn. This is a channeled AoE attack that deals around 1-2k damage per tick and knock the shield from the snipers.
    • Knock up
    Shortly before Thrasher does his Roar ability, he will punt people in front of him into the air. This is a good opportunity for the tank & melee DPS to get punted to the wall where the snipers are.
    • Stomp
    Since Thrasher have to be moved frequently to counter the Sniper shields, there is a high risk for the raid to take massive amount of damage from this frontal conal attack.
    • DPS check
    If you do not kill the first group of snipers before the next group of snipers spawn, they will immediately build a turret and wipe out your raid

    Operations Chief

    Phase One Mechanics:

    1. Infiltration
    Raid must be divided into four groups, each with 2 players (i.e. Tank/dps or healer/dps pairs). Each team must make to their designated location and kill the two NPCs there concurrently. You have to 10 minutes to get to do this and the timer stops when you engage Operations Chief
    Red: Tank + DPS
    Green: Healer + DPS
    Gold: Healer + DPS
    Blue: Tank + DPS

    • Reduced Time
    Only 6 Minutes to complete the infiltration.

    Phase Two Mechanics:

    1. Terminate (Operations Chief)
    Single target attack that deals massive damage. One shot anyone not a tank. Use defensive cooldowns if you are low on health to survive through it
    2. Mass Explosive Probe
    Raidwide damage.
    3. Rail Turrets
    Four adds that spawn in the room with low HP.

    Olok the Shadow

    Phase One Mechanics:

    1. Collecting Coins
    The Wealthy Buyer will come with two bodyguards and cannot be damaged until both bodyguards are killed. You will then be able to attack the Wealthy Buyer for a bit before he disappear and give a random raid member a token
    2. Spending Coins
    Once you have the token, you only have a limited amount of time to use it before the token disappears. Therefore, it is really important that you decide before hand what droids to take out and mark them so raid members can easily see them.
    You will be using the token on the board in the middle.

    Phase Two Mechanics:

    1. Execution phase.
    You get exactly 1 minute for every row. Once 1 minute is up, the Force Shield to the next row opens up and the droids in the next row becomes active. There is a strict DPS check to kill droids on every row before the next one opens up to ensure that you don’t get overwhelmed.

    • Packaged Deal
    Each Assault or Frontline droid applies the stacking debuff Packaged Deal to the raid. If you get more than 1 stack of this debuff, the raid will likely wipe.

    Phase Three Mechanics:

    1. Olok
    Olok pops out and you will have to fight him and his two adds that he spawns every time he goes into stealth. Burn down the Arms Trader ASAP and save the Shady Customer for when Olok disappears.

    Cartel Warlords

    Phase One Mechanics:

    1. Vilus Garr & Captain Horic
    The suggested kill order is Captain Horic > Vilus Garr > Sunder > Tu’Chuk. The raid should focus DPS on one warlord at a time as these guys heal up if they get significantly injured when the other warlords are killed.
    2. Sunder
    Sunder tank will kite Sunder around and make sure they are the closest person to Sunder due to his Fixate ability
    3. Spray and Pray (Captain Horic)
    Conal attack directed at one person in the raid. Raid should be positioned in an arc in front of Horic so that the conal attack doesn’t hurt the whole raid.
    4. Fixate (Sunder)
    Sunder will fixate on the closest person to him and walk towards their direction. A tank should be the closest player to Sunder at all times to keep aggro. If he fixates on someone else, tank can still taunt him back.

    • Debuff
    Horic may also have an AoE DoT (looks like Corrosive Grenade – green icon) that should be cleansed

    Phase Two Mechanics:

    1. Tu’Chuk & Sunder
    Tu’Chuk’s tank will need to be careful to not have their back near a wall, meanwhile, the Sunder tank can keep kiting Sunder around
    2. Immobilize and Knockback (Tu’Chuk)
    Tu’Chuk will utilize this once both Vilus or Horic are killed. Tanks do not want to put their backs to a wall as they will get knocked back into it and receive significant damage from a debuff called Near Wall.

    Phase Three Mechanics:

    1. Cartel Lieutenant (x3)
    These adds spawn once all the warlords but Tu’Chuk are killed. They cannot be taunted.
    2. Damage Increase (Tu’Chuk)
    When Tu’Chuk is the last of the warlords left alive, he will gain a stacking buff that increases his damage output and the fight becomes a burn phase.

    Dread Master Styrak

    Phase One Mechanics:

    1. Dread Guard Officer & Dread Guard
    These guys come one pack at a time. Each pack composed of Dread Guard Officer + 4 Dread Guards. The officer will heal so make sure to interrupt him or kill him first. Once a pack is killed, the next pack will activate and attack right away.

    Phase Two Mechanics:

    1. Kell Dragon
    Dragon is mostly a tank n spank except he has an acid attack on the tank that you need to move away from. He also have an attack called Spines that deals AoE damage but can be blocked by having raid standing behind the tank. Additionally, he has a high damage AoE attack called Leap Slam that is fairly infrequent.

    Spines attack deals a lot more damage so you will need a tank to stand between the dragon and the raid to absorb most of the damage. Also the ghost form of Styrak pops down a lot more often so you will need to tank swap frequently.

    Phase Three Mechanics:

    1. Nightmare Manifestation
    One random raid member is placed into a room and have to fight their companion who has 24k HP
    2. Force Pull
    This is a huge push directed at tanks that will knock them into the exhaustion zone and act as a possible tank swap mechanic
    3. Chained Manifestation
    Styrak disappears and spawns a giant apparition of himself chain to four smaller apparitions. You must kill the big one before the four smaller ones close in with their beams.
    4. Lighting Manifestation
    Usually follows Chained Manifestation. Styrak will disappear and spawn four smaller apparitions you will need to kill.
    5. Force Lighting & Thundering Blast
    Both are attacks directed at random raid members that will damage them and anyone nearby. Thundering Blast deals a large amount of single target damage in one hit while Force Lighting is channeled.

    DPS should be pre-assigned to each of manifestations so that they can engage the manifestations right away.

    Phase Four Mechanics:

    1. Kell Dragon
    Kell Dragon appears again but this time takes much more damage. Deals around 1k damage every 2 seconds via an AoE attack called Power of the Master.
    2. Saber Throw/Force Charge
    As Styrak is about to die, he will throw his sabers at a random raid member and knock them back into exhaustion zone. The knockback deals 10k damage.

    Due to the tight enrage of this fight and the amount of damage he deals at this phase, it is recommended that you drag him near the entrance so that players get pushed into the wall and not get out of heal and DPS range.

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