7.7 is here, check out the latest from Laashka for those new Dynamic Encounter Achievements!
Recommended Party Composition
(This is a work inprogress and what we are currently progging the fight with)
Tank 1 - Vanguard (Fully DPS Geared) [Hold the Line + Emergency Power Implant]
Tank 2 - Vanguard (Fully DPS Geared) [Hold the Line + Emergency Power Implant]
Heal 1 - Scoundrel
Heal 2 - Commando
mDPS - Vigilance Guardian [Cut to Pieces]
mDPS - Serenity Shadow or Watchman Sentinel
rDPS - Engineering Sniper
rDPS - Sage [Bait - sage good for force barrier self cleanses]
Boss Room Layout
For this fight, I use and recommend a relative north call out configuration. I find using the back of the room as twelve 'o'clock/north to be an easier reference frame vs true north. Either way your team wants to go about it, setting up a frame of reference for this fight is helpful. There is a great deal of spinning the boss around and your tanks being able to communicate which way they are going is helpful to party stack synergy required to properly bait mechanics.
Communication in this fight is critical, with much of the responsibility on the tank's.
Raid leads should be able to clearly call out "raid be north side of boss" and such with a clear understanding between the party on what way that is. With so much of the party stacked in and on the boss, battle effects can make it difficult to see individual players.
We have also found this fight to be extremely desynced with tanks in particular appearing as though they are still in the party, but have in fact moved out to "bait". This one seems to require some faith that what you hear happening is more accurate that what you see happening.
Lethal Strike - Massive damage channeled attack applying a debuff to the effected target. This attack will kill a nontank player if not mitigated. Tanks more built for DPS should use a strong DCD to ensure survival. Important to note, if a non tank player is hit with this, it immediately drops a large green goo circle where that dps died, effectively wiping the party and largely preventing solo tanking options. This requires a tank swap before the next lethal strike. This is on a 30" cool down with the debuff lasting more than 30 seconds. Tanks will alternate who receives this debuff.
Acidic Rocketry - This attack drops small red circles on random party members. Players should move out of these to avoid gaining stacks.
Extraneous Expulsion - Red beam from the boss. Will drop a Large Red circle on the closest player inside of the beam. When the circle fills, goo fills the space and denies that area of the battlefield. Stepping inside puts stacks on the player.
Hunting Grounds - Puts 2 large Red circles (just like Extraneous Expulsion) on the furthest player from the boss. When the circle fills, goo fills the space and denies that area of the battlefield. Stepping inside puts stacks on the player.
Prey Seeker - In Master Mode these exclusively target and Stun the Healers.
Hungering Bite - Yellow box in front of the box. This cleans 3 stacks from party members inside its area of effect.
Prime Directive - In Master Mode this yellow circle requires 2 players in to spawn the adds. We have all roles go in for the droids we want to spawn. Players that actually spawn the droids will receive a debuff and cannot go in again for the rest of the fight. If players fail to go in, this will wipe the raid.
"Boss Shield Channel" (30") - begins channeling at prime directive, when the channel ends boss reactivates and does a raid wide.
Digestive Enzyme - Over the course of the fight, players will accumulate these stacks. Stepping into the green goo will rapidly apply these stacks to the player. Hungering bite removes 3 of these stacks.
The Softened up debuff applied by Lethal Strike. You deal less damage and take increased damage from Lethal Strike. Tanks will alternate taking this debuff. They must have swapped before a tank takes a second hit from lethal strike. A second hit even under the strongest DCD is death.
Notes: