Nom casts a quick, small, pink ring on the ground, indicating the area where Shelleigh will eat whatever is still there. Containment Taster works the same way it did on the previous encounter. There’s an obligatory swap after Pulverize so that the person on who the  Nom circle drops is NOT the same one that’s still stunned from Pulverize. From experience, these almost always aggro on the first pull, as they spawn sooner. The Stalkers will follow. Death Pact is a stacking buff that any surviving trandos get when one is killed. Please use the Table of Contents to navigate through the page easier if you are looking for a specific section or a boss encounter. Venom Synthesis is a stacking buff Hissy gains until spiting a cloud of Gas. While the highlighted area is technically all usable space to fight the boss, you will only really hold him near where you pull him for Story Mode. The Flares create an AoE that nerfs the damage output of many of the adds, protecting you. Bosses are labeled with numbers from 1 to 5. Each player is marked as either left or right debuff. In the room below, the turrets (circled in yellow in the image below) fire at anything moving quickly, so you need to turn on RP walk (or Shadow/Sin pops deflection and speeds past ^_^) to get past it and into the final area before the boss. Each flare is active for about 30 seconds, and each flare requires 45 seconds to make. They also outright kill the flying adds, though that leaves behind an exploding mini AoE. After you beat Red and get the badge, you can now open the facility door on the northern edge of the jungle. A ring shows up around that person, indicating the area of impact. Each stack causes damage. Quickly jump out of the circle, or get eaten. Crabs come out of the lake at two points along your route, and have an annoying (and deadly, depending on the timing) Tongue Grab pull. The person with aggro is supposed to aim themselves to hit one of the 6 green canisters to break their fall, though in SM you can survive without it. This creature is fixated on a Huntmaster and its focus cannot be changed. If you enter this with Stalkers coming behind you, you will want a tank to bait their red circles so that they don’t drop on the rock the group is hiding behind. A DPS Sorc/Sage is the best class for this, IMHO, as it is very mobile and can easily hit other bosses (after hitting Greus a bit to build aggro) while getting out of his conals. As you enter the room, you spawn directly in front of Apex (the player icon on the map above) and need to make a sharp left or right to not aggro Apex prematurely. Full-room strat allows for a continuous circle around the room, placing extra circles in the front end of the room, while only dropping one acid blast between each station in the remaining side of the room. The circles the shrieks leave can put a DoT on the droid if they explode while he’s on them, helping you kill it. The faster you burn him, the fewer adds you have to deal with (and the less likely he is to kill too many and enrage). If done right, this method is simpler (the tank negates the whole mechanic, basically), but it takes a while to get right (and getting it wrong might mean the whole group eats a lot of unnecessary damage. Killing these will leave a small yellow ring that explodes a few seconds later. They can run out of the fire ring, though that does not do much damage, and can easily just stand there until he does a conal. This is a very thorough guide explaining every last detail you need to know about the Operation. Waiting here will let the adds evade, at which point you can come back out. Killing the adds will unlock the elevator here, which you access from the room in the image above, except going around the crates and straight/right (far right in the map above). Looking for the Nature of Progress Story Mode Guide? Once inside the room at the end of the now-open corridor, the far back wall will have two consoles and a “breaker box” panel that must be clicked sequentially. The main over-arching strategy for this boss is to keep moving and stay together to get through as quickly as possible without getting overwhelmed by adds. Eats anything in AoE; Adds Lunch Debuff on target; Lunch -Target has been eaten, and cannot be resurrected. This is where a lack of Flares can wipe a group, as can improper positioning. Vulkk (Alexander Kostadinov) is the owner of VULKK.com. NOTE: There are three ready-made flares when the fight starts. Leap Attack is their highest damage move, and hurts, so if possible you want to avoid getting lept to. There are a number of ways to go about this. They also have a buff that increases all the damage they do when the exit stealth. Any beasts that die in the fire count for Huntmaster’s kill count (reduce stacks)…but since he has so many in SM, this is still a great method of lowering the number of adds running around without making the last phase harder. After exiting this “reaper room” area, you want to run all the way to the next droid room (the path in the image above). Hydrochloric Pools look like small red domes. For  Zone Defense, DPS can help healers out by moving to the opposite side of Apex after they get their debuff. There are several ways groups deal with these adds: Only after the terminal is clicked and the forcefield activated will adds stop coming into the room, and unlike the previous encounter, you will have to kill any remaining adds before the fight is considered won. Mass Target Lock is a 30-second debuff that also shows up as a big red target over every player. Lowest health pool (together with Kron) and a Thermal Chaotic Evolution (mutation). Series of shots, knocks back closest target directly in front of Huntmaster. Here, you will fight four beefed-up Trandoshans, two of which will be waiting to fight you, and another two will jump down a minute later. The Titax tank aims so that Titax Strike punts them into a new canister every time. This is a large, open area with roof-top Electrified Coils that will quickly two-shot anyone caught out in the open. In the first encounter, you make your way through the holding pens to the Auxiliary Shield Generator, and secure it. When production stops, the panel lights up again and clicking it will restart production (again, this station uses NO charges). You can also use a flare here to get rid of the shrieks. ), so your tanks need to stay out of the Nom AoE she does right before going in for a snack. Stealth periodically, use a double-sided vibro blade staff. Unable to act. As a general rule, everyone should be in the light unless a mechanic requires you to get out. No more can be made until someone takes these flares. Guide. In SM ONLY, the game will not let you use a third (lethal) dose. The simplest strategy for HM involves keeping Red north of the tree line that spawns the the adds, while juggling the raid stacks and tank stacks. if knocking adds in, a Sin/Shadow can do them himself, while the other classes need help). Past this glass door (so everywhere in the map below) you will get a debuff; Organic Purge , which reduces all healing received by 60%. They also do a bite that progressively slows you. Venom of Hissyphis debuff (seen on PLAYER; unlike Venom Synthesis which is a buff on HISSY) is a DoT that needs to be cleansed. However, it is also worth noting that the boss does no (other) damage while casting/channeling either ability, therefore interrupting them means the tank will be taking more melee attacks. At 35% Huntmaster will jump to the Lake (as if to do another Holdout), at which point he starts rapidly regaining health, foiled when Shelleigh comes out to play. Dxun SM - The Nature of Progress Q&A and tips. Kron is pushed, the train is called, everyone gets off the tracks. Red Venom Cloud is a purple mist Apex fills the entire room with, which can only be dispelled by using the fan station. The first boss you encounter, after clearing the add packs, is Pack Leader Red. The person with aggro needs to aim themselves to hit one of the 6 green canisters to break their fall. The second Charger can be killed where it spawns as well, or it and the minor adds can be brought to the first warden droid for maximal AoE’s. Huntmaster – 22,534,662 HPLurking … Mek-Sha Sightseer Achievement Guide Although it impractical as a light source due to a flame temperature of 3,400c and extremely short burn time, the light produced produced by these flares is one of the few known deterrents to CI-Dark’s genetically optimized lifeforms. Above, you see the rough spawn points for the first two Chargers and the locations of the two Warden droids, as well as the location where you encouter the Felshade Reapers in what many have dubbed “the Reaper Room”. If dropped correctly, and you get lucky, it can help you kill the charger efficiently. Either way, you will want to run along the right wall to pass them and the bull (which they will be fighting and eat unless you hit/taunt them). The Flares will be in a crate on the floor near the north hallway (Blue box on the map), and the Stims will be in vials on a table deeper in the room (Yellow box). Creates a large patch of immolated ground at the impact site, which deals continual elemental damage to all enemies within the area. Dxun SM - The Nature of Progress Q&A and tips. There needs to be a dedicated player who drops the flares and needs to place these properly. In the room below, the turrets (one circled in yellow in the image below) fire at anything moving quickly, so you need to turn on RP walk (or Shadow/Sin pops deflection and speeds past) to get into the final area before the boss (bottom left of the image below). Second highest health pool; significantly higher than Greus and Kron. Stim production will automatically stop when the tray fills up with 12 stims. Enemies take damage in the process. Below is a detailed view of these two doors, with a red circle showing the (again, rough) position where Huntmaster will go into Fortress. There are several options on how to divvy up the flares and stims. Across the galaxy, guilds in SWTOR fight a silent war over different planets. When Huntmaster is in this, he uses Concussive Shockwave on anyone who gets too close, knocking them away and dealing significant damage. However, right before it Apex casts Blinding Spray, which reduces everyone’s accuracy by 100%. The second and third canister each require two charges. Moves instantly to middle of the light or edge of the lake, depending on phase. Depending on how desync’d Huntmaster gets, he might skip/flip abilities, the most annoying of which is NOT doing a Primal Fear. For SM, assuming it’s the daily op, you can easily port there directly using the Group Finder. Once Hissy dies, the Greus kiter starts hitting Greus. The small room (right outcrop on the map) has no function and can be ignored. The success of the battery carrier also relies on flares being picked up quickly, or they get behind. Otherwise, his and Kron’s attacks buff each other, so a player with Sublimation will take more damage from Greus’s two conals, and someone with Overheating will take extra damage if hit with Kron’s attacks. Also, any unused Flares/Stims will will remain in the second encounter. It’s wise to sap (stealth CC) the medic in the pack next to the panel, then start channeling. They also have different health pools. The image above shows a detail of the path (white) you will want to take into the Octagon and out into the lake enclosure, as well as the previous path you took on the previous boss (fading yellow) and the spawn location of extra lesser adds (purple). With the Flare and Stim stations, players now have access to these temporary abilities again. I suggest a sorcerer or sage healer be responsible for flares, as they have some of the best movement abilities in the game (force speed and phase walk). A ring shows up around that person, indicating the area of impact. The numbered rocks provide cover from the Coils, and your group should stack against them to not get zapped (roughly where the numbers are located). Once clicked, the train will rush through the station in 15 seconds. This is usually done by a healer to allow all the DPS maximum uptime on the boss. They won’t kill you or break the channel before you complete this. This will make life easier on the battery carrier and help your group progress through the fight. At 35% Huntmaster will jump to the Lake (as if to do another Holdout), at which point he starts rapidly regaining health, foiled when Shelleigh comes out to play. These are very similar, but elites instead of champions, and deals less damage. The creatures that show up attack him as well if he gets caught outside the light. REMEMBER that these puddles stay until a wash, and can re-infect players as long as they are up. Anything eaten cannot be rez’d (you’re in Shelleigh’s belly). A moving light keeps you (and the Huntmaster) safe from them, but you’ll have to venture out periodically, which gives them ample opportunity to pounce. The Stalkers will follow. This is using the yellow path on the map above  (the white bit shows the offshoot to click the panel), which will also be the path for the last step. This should be placed with caution, as it CAN ruin a pull if the light covers a grenade (leaving no safe spot). Close • Posted by 4 minutes ago. Regenerates health when light is on, and loses stacks of Darkness Overdrive. It has some interesting mechanics, but (in SM) many can be healed through or outright ignored. You don’t want to pinch the DPS, who shouldn’t be stacked (or standing in orange) for Rocket Salvo. The 1 minute mark is also when you can start to summon a train.The train takes 45s to plow through the station from when you click the button, with several audio queues, which help gauge how close it is to coming. This means that the tank should position themselves against the outer wall to minimize the amount of space they take up. Entering one will kill them automatically. The battery carrier should call out when they start cooking, and if they see them as ready, but you need to keep an eye on the station icon while they cook to know in case the carrier is off using other stations. Screen Shot. First thing’s first; you can’t do an op if you can’t get to the op.The entry for the operation is found on Onderon, where you board a shuttle to the moon of Dxun. Standing to the left or right of the flare lets the tank keep Apex in after an Acid blast. Venom of Hissyphis debuff (seen on PLAYER; unlike Venom Synthesis which is a buff on HISSY) is a DoT that needs to be cleansed. Once this is cast, Apex will regain health while the light is on. The first Charger should be killed with any earlier add packs, facing him against a big tree or wall. You can go directly up the stairs and merge into the path in the image below (showing the path from the elevator to/from Trandoshans). These come out of the lake at two points along your route, and have an annoying (and deadly, depending on the timing) pull. The downside of this strategy is that the battery carrier needs to maneuver around contagion puddles and walk through acid blast puddles to work the stations. You should never have to deal with these, unless you’re going for the “RAMPAGE!” Mark of Mastery. This is something that you want to avoid happening in SM as well as HM, so if your group does need to use the second flower (a symptom of low DPS or weak healing), do not pass the four thin trees a bit beyond it. You should not re-charge the battery when Apex is close to this (sub-10%). Rocket Salvo is a raid-wide damage attack Apex does periodically. Crush the Weak is a leap AoE attack, where Titax jumps on whoever has the lowest health when the channel starts. This is a fairly simple boss, the main mechanic involving using flowers located around the area to counter the poisonous cloud Red emits, while managing tank stacks and keeping Red’s AoE/conal attacks off the group.Assuming your group isn’t going for any Marks of Mastery, you won’t encounter any adds. A second Felshade Reaper will spawn behind you in the hallway (the one with the two inaccessible outcrop rooms), and all four will have to be controlled as the DPS kill them. As you work on this, he will cycle between the Light phase and the Holdout phase. Tanks should run hard cooldowns, the battery carrier should drop what they’re doing (short of a Mass Target Lock that needs dispelling) and help DPS, any DPS with stims should pop them to boost damage, along with adrenals, other DPS boosts, etc. A Charger can spawn at either of the two doors NOT leading to Apex (Top door on the overhead image above). Once inside the room at the end of the now-open corridor, the far back wall will have two consoles and a “breaker box” panel that have to be clicked sequentially. Soon after the battery is removed, the boss casts  Darkness Overdrive and begins to gain stacks. Failing adds a stack of Chaotic Evolution, each stack changing how the bosses act and making them generally harder to deal with. These coils are located on the roof of the far building, across from where you enter the Lake enclosure. These appear as yellow/purple arrow debuffs, as well as icons over each player’s head. These will be located in various spots; Once the right one is found, you can go up the steps at the bottom right of the image, where you’ll jump through a broken window half-way down the hallway, to fall into the Train Station where you will face the Mutant Trandoshans. Any DPS (and tank) capable of cleansing should cleanse themselves, leaving only Snipers/Gunslingers and PT’s/Vanguards to require a healer to cleanse them. Once clicked, the train will rush through the station 45s later. Series of shots, knocks back closest target directly in front of Huntmaster. A good place is the lower right part of the room, where Hissy was kited previously. Breaking this Charged Barrier will disrupt The Voltinator’s charging process. There are various adds that you will have to fight as you make your way to the Auxiliary Shield Generator.The more boss-like Adds are the Warden Droids which prevent opening security doors.The second most note-worthy adds are the Rampaging Chargers that spawn in a couple locations, followed by the Felshade Reaper and Hunters, as well as Shadow Walkers, Crimson Stalkers and Incendiary Shrieks. You will find more Stims and Flares near the door, and all of the adds encountered previously will show up again (as well as a few extra ones). Knock the adds into the lake – my personal preference, but this buffs Shelleigh’s health (which means the last leg of the fight becomes longer/harder). Still, stunning and killing these ASAP is a good habit to get into. The tank with Penetrating Shot gathers adds and brings them to the lake or gathers them to be Bursted down. The smaller, nicer cousins of Reapers, are very similar, but elites instead of champions, and deals less damage.They also don’t add a “Reaper’s Claw” DoT. As stated previously, the red area in the picture (right upper end of the path), where four trees flank the path just past the turn, is the cutoff for where the adds begin to spawn. For the remainder of the fight, you use this battery to power various stations to counter various mechanics the boss throws (usually shoots or spits) at you. Penetrating Shot, as mentioned previously, is the tank swap, and the tank who swaps off him runs out with the first  Primal Fear, taking care of adds. Master of the Hunt is a de-stacking buff that counts down each time Huntmaster kills something (usually a Lurking Beast, but also players). Keeping him in Flares prevents him from gaining stacks without regenerating health. Summary: Push Hissy, followed by Kron then Titax and Greus together, using 3 trains. Temporarily ignoring threat rules. The charger can be hard stunned as its focused to prevent his Horns attack. Adds also have a few ‘extras’ tacked on. Close • Posted by. They also outright kill the flying adds, though that leaves behind an exploding mini AoE. The initial add spawns trigger based on the furthest forward player, so unless you are baiting a specific group, it is best to stick together. In SM, everyone should stay out of the way to not take needless damage from the Charger, as he auto-aggros on Huntmaster. If you gave everyone a single stim, this would be the best time to pop them, keeping you from being knocked down on your way there. Apex is kept in flares placed along the route, and the next flare can be placed as the last one expires. Place the first flare at the entrance to the octagonal room where the second Warden is. Ideally, the tank holding Hissy starts where the boss is waiting, then slowly walks him along the blue fence as green puddles drop so that the DPS that takes him is already near the tracks and ready to put him in position.Push happens ASAP and the train is called as soon as it’s available, which should give DPS enough time to push Hissy before it comes.Healers watch to cleanse the DoT quickly; the better you are at cleansing, the less healing you’ll have to do. It is good practice though. These ToC (Table of Contents) pages should take care of those issues. Healers watch to cleanse the DoT. A tank needs to hold Kronus. Damage and Alacrity increased substantially. You can either pull and /stuck it (losing any extra Flares/Stims retained from the previous encounter), or plan to wait in the Octagon for them to kill the bull before fighting them. Stealth periodically, use a double-sided vibro blade staff. The first boss you encounter, after clearing the add packs, is Pack Leader Red. The boss will not move during the pool cast or the jet channel, so the tank jumps out and away (usually sideways) as soon as the tank sees the Jet channel. This makes them do and take 20% more damage for each defeated Trandoshan. These have a few more moves here than their earlier versions, and are seen in the final room. Tx-1Ch E. Gas is a puddle dropped every 10 stacks of Venom Synthesis, resetting these stacks. Assuming the tank places the Acid puddles correctly and the battery is used properly, everyone else mainly just DPS’s Apex until he dies. He will take far less damage and steadily regain health. The half-room strategy lets the battery carrier take less damage and greatly reduces the risk of things not showing up (yellow Acid Blast and green Contagion puddles sometimes disappear, especially in 16m), but makes prompt washings more important. The battery carrier will also take some time to get used to the pattern and become quick at the various stations, making this the most prog-intensive job. The tank can run them through a grenade, reducing their health (careful not to kill them!) Beyond this room, you make your way up the steps on the left-hand side (right on the image above), labeled “Steps to Huntmaster” on the earlier map. There, you will find the explanation for the last (for you, only) part of the fight. First Flare should drop as the second wave spawns to counter the, A more coordinated method, that will be easier to work with in HM, involve a tank using the, One tank takes 2 Stims, the others going to DPS in sets of two, One tank remains, holding the adds there, while the other takes the droid and, One will usually be on the landing (where the player icon is, in the map above), One will be somewhere in the upper right room (the exit from the Trandos fight), One will be in each of the two middle rooms, A couple more will be spread around the central hallway and/or the two small square areas through which you access the two middle rooms3, Leap Attack – 6-20m range Force/Tech damage. The tanks can also just keep Shelleigh at the edge of the lake, with a tank to each side and the group between them (T1/T2 and Group in the image above). The battery holds a max of 6 charges, indicated on the battery itself as 2 blue, 3 yellow 1 red bar indicating each charge. The first flare canister requires one charge. Titax is focused, dropping him to ~30%, then moving him to one side of the tracks. Huntmaster is the main boss for the majority of the fight; a glorified sniper aiming to kill anything around him, preferably you. This DoT can be applied to you, but can also go on Droids or other annoying adds caught in the circle. Vulkk (Alexander Kostadinov) is the owner of VULKK.com. As you run, more adds, including extra Crabs, Chargers and Hunters will try and catch you. The Flares station has a terminal in the center of the station (right below the big yellow screen in the image above). A single dose is basically super Hydraulics, giving you a speed boost and preventing pulls/knockdowns/etc. A designated player can pop a defensive and protect others from getting shot, taking all the hits. Although it impractical as a light source due to a flame temperature of 3,400c and extremely short burn time, the light produced produced by these Flares is one of the few known deterrents to CI-Dark’s genetically optimized lifeforms. At the top, there will be mines and adds waiting for you on the left and in the elevator room. In cover and waiting to ambush whatever comes into range. If it is still alive after two, it’s best to use DCD’s instead of a third Flare. When the second  Primal Fear goes out, everyone prepares to move away for Fortress, so that they don’t take unnecessary punt damage from Concussive Shockwave. Some abilities (like Hydraulics/Hold the Line) will protect players from getting pulled back, but should only be used instead of a Stim in an emergency situation. After you beat Red and get the badge, you can now open the facility door on the northern edge of the jungle. The Czerka facility you’ve entered is crawling with guards that come in several flavors. Since these progressively grow in HM, it becomes even more important to place them correctly. It delivered a portion of the planned Conquest changes and Nature of Progress … The Lake Enclosure has a series of large rocks scattered around it (a few visible in the previous image; and numbered in the one directly above). Soon after the door is shut, the shields will fail and several waves of adds will enter through the doors on the north side of the map (purple arrow paths), continuing until you can activate the terminal and activate the force-field.The first wave will include some Felshade Hunters and Crimson Stalkers, the latter of which a Tank or DPS should bait so that their red puddles drop away from the group.Adds should be held against the crate between the left two entrances (blue circle on the map; which also shows the approximate Flare position).Or, alternatively, everything can be brought to the door between the droids if you’re cleaving everything down together (strat 1 below).These are also the two entrances the Stalkers will come through.The second wave will consist of 4 Shadow Walkers, which need a Flare to mitigate.After this second wave, the Enforcer Droids will power-up. Amount with each stack tanks need to grab stims to counter the stacks slowing them as the user increased and... 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Octagon ’ s charging process whoever has the Caustic Evolution, which can be cleansed, reducing their (... Means they violently react to bright light ( flares ) the Flesh Eating Shrieks and crawling Stalker... Incoming heals anything if you ’ re eaten, duh wall, positioning themselves to place flares is,. Page easier if you are looking for the majority of the path from just beyond the Felshade Reapers spawn! Makes stealth-rezing difficult while he is up including the tank ), so the attack their! | # 1: Quote sap ( stealth CC ) the off-tank runs the pick-up... Against a wall, positioning themselves to place these properly droid ’ s left in the run. Stack changing how the bosses will wake up and come back stronger that also shows up as a general,! Strat, you also don ’ t step into it and stims cleanses, can... ( lethal ) dose around that person, indicating the area of the over-arching... Things depending on how they are used to mitigate the as you make way! The accuracy buff to break Huntmaster ’ s path ( indicated by yellow bars above two! He begins casting Zone defense, DPS can swap off and kill him | # 1 Quote...