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Of course, neither of ours were exactly by the book Option - Your trials sound easy. Player - You Jedi have all the luck. For my first mission, my CO sold me out to the Empire. Option - I suppose I'm impressed.

Player - I don't know what half those words meant, but you sure make them sound fancy. Option - Then you didn't learn much.

Player - Datapads won't teach you how to be a soldier. You only learn that in the field. Option - You seem right at home here. Player - It's rare to see a Jedi focused on the art of war. Option - War is never our best choice. Player - The major is impressive, but I hope we won't need his expertise.

Peace should always be a Jedi's first path. Option - Now learn from me. Player - That's great, kid--but there's more to this galaxy than uniforms and salutes. I'll show you how to retire a rich man. Option - Admit it. She thinks I'm cute. Player - I knew she had a thing for me. Even Jedi women find me irresistible. Option - She's my kind of Jedi. Player - I should call her. She still owes me a drink for what I did on Corellia.

Option - Impressive, if true. Player - Gaining a Jedi Master's respect is no small feat, Captain. I trust you achieved that through legitimate means? Option - Jedi don't have celebrities. Player - Don't let the flattery go to your head, Captain. Jedi are above hero worship.

Option - The captain can take point. Player - I love going on missions with celebrities. They're great at drawing fire. Option - No need to flatter me. Player - It's an honor just to serve. We're all heroes in this war. Option - You're a Jedi soldier? Player - I didn't realize Jedi were serving in the Republic military these days. How does that work? Option - No time for pleasantries. Player - We're not here to reminisce. What's the situation? Option - Baradium must be worth a lot. Player - I assume this substance we're fighting over is rare enough to warrant a major assault?

Option - Tell me about the invaders. Player - I don't see any Imperial warships in orbit. If the enemy is still on Denova, they must have landed some heavy forces.

Option - We're late to the party. Player - The Supreme Chancellor took her sweet time sending reinforcements. Why the holdup? Option - It shouldn't have. Player - Mercenaries work for the highest bidder. Obviously, the Empire offered Kephess more. Option - What do we know about Kephess? Player - Was there anything in Kephess's background to suggest he'd turn against us? Option - All traitors will die. Player - None of those details matter. Kephess stabbed us in the back, and his Warstalkers will pay the price with him.

Option - So much for loyalty to us. Player - Sounds like Kephess isn't as trustworthy as he was cracked up to be--and he's taking orders from someone else. If so, use the above strategy to have non-tanks on the inside of each tank to stay in range of healers and perhaps consider having a ranged DPS kite on the ground so both healers can stand on the tanks and turret heal. Firebrand and Stormcaller are more difficult in Master Mode as expected.

There is one notable new mechanic added in Master Mode for dealing with shields and adds during Defensive Systems, but otherwise the fight is essentially the same with a few other tweaks. As of the 6. Additional coordination is necessary to deal with Double Destruction as well.

The Firebrand and Stormcaller encounter in Master Mode includes the following new and revised notable mechanics:. DPS check is very difficult. Many groups struggle to destroy the tanks usually a traditional strategy to kill the tanks at the same time. Very high DPS groups can use a traditional strategy or group compositions with lots of reflect defensives may also do so if they can coordinate to use reflects to add DPS. See below for the alternative strategy for groups unable to clear the traditional DPS check which will be most groups when progging this fight for the first time.

Bomber add explodes when killed. One Trandoshan add per shield will have a Overcharged Jetpack buff looks like a red mushroom cloud explosion and will explode when killed. Killing the add inside the shield will destroy the shield. Option 1 is usually optimal if possible to maximize uptime on the bosses given the difficult DPS check.

Double Destruction DoT lasts longer. Since Double Destruction has a cooldown of 30 seconds, it means that anytime Double Destruction goes out twice during any phase that the same two players cannot take Double Destruction. At some point in the fight a rotation will be necessary amongst 4 players to rotate who takes Double Destruction. In Story or Veteran Mode it is possible for tanks to eat Incinerate Armor by using a defensive cooldown. In Master Mode it is extremely difficult to do so without cycling through nearly all defensive cooldowns.

Stormcaller hits very hard in Master Mode. Stormcaller's damage is very high in Master Mode and is particularly dangerous coming out of Defensive Systems when healers are usually moving to get back on the tanks when tanks may already be low from kiting missiles during the phase. I suggest tanks plan to use a defensive cooldown of some kind coming out of Defensive Systems to bridge the incoming damage while healers get positioned and heal you back up.

Mortar Barrage will one shot non-tanks. The Mortar Barrage channeled attack during Defensive Systems hits extremely hard in Master Mode and will usually one-shot non-tanks. The Firebrand tank can survive a couple hits at most but should try and avoid. Getting into the shield directly or getting knocked into it immediately is very important. Strategy - DPS Check. The first strategic consideration to clear Firebrand and Stormcaller in Master Mode is how to clear the DPS check as many groups may struggle to do so without using crystals or using defensive cooldowns in an offensive fashion.

The bosses enrage in 6 minutes and 20 seconds, or seconds total. Many groups that are able to clear most NiM DPS checks may struggle to kill both tanks in this time frame. Here are some examples of how group composition can help with the DPS check:. Other classes with reflects should generally not do so since other reflects generally do not mitigate damage.

If you do not have sufficient DPS or a group composition that makes the check easier, an alternative strategy is necessary to clear the fight. The most common strategy is as follows:. The added mechanic of the exploding add killing the shield, the greater danger of DPS dying to Mortar Barrage by not getting into the shield in time and the sustained high damage on the Stormcaller tank generally make Defensive Systems the toughest phase.

Getting those out of the way helps simplify the remainder of the fight, where the only dangerous mechanics are tank-related with Incinerate Armor and Double Destruction. DPS focus on Stormcaller until destroyed. As will be discussed in a moment, Stormcaller cannot be allowed to enrage as it will one-shot players in sequence.

Firebrand's enrage is much more lenient so the overall goal is to kill Stormcaller before the enrage and then deal with Firebrand's enrage. At least 4 players other than the Stormcaller player tank should be positioned on Stormcaller to deal with Double Destruction.

As Stormcaller dies, Firebrand will immediately cast Defensive Systems. The team needs to identify where the shield is located and move to the shield as quickly as possible. Players previously on Stormcaller likely the majority of the team need to move particularly quickly. Just like every other Defensive Systems, adds will be inside the shield including an exploding add. DPS Firebrand from inside the shield. However, the shield will remain past the 25 second duration of Firebrand's DR. This means for the first 25 seconds the team will deal very little damage to Firebrand but after the DR buff wears off it can be damaged normally.

Kill Firebrand within 60 seconds. The shield generator duration is 60 seconds assuming it is not killed by player AoE attacks or damage from the exploding add. That gives the team 35 seconds of uptime on Firebrand after the Defensive Systems DR buff expires to destroy Firebrand. Melee DPS and tanks can "suicide" in to Firebrand to deal some damage before dying if they lack basic ranged abilities, and if so should utilize defensive cooldowns to get as much uptime as possible.

Strategy - Incinerate Armor. A tank swap is essential to clear this mechanic in Master Mode, whereas it was suggested but not mandatory in Veteran Mode. The strategies discussed in Veteran Mode are all applicable here, except that surviving with the debuff is much more difficult.

The simplest and easiest solution is to have a DWT in the group to taunt when necessary. The Stormcaller tank can taunt in an emergency but I would strongly advise against it given the lack of armor will escalate an already high level of damage taken on that side of the fight. Strategy - Double Destruction. As noted above, the Single Destruction debuff applied by Double Destruction lasts 36 seconds in Master Mode while Double Destruction only has a 30 second cooldown. Unless the team enters Defensive Systems within 30 seconds after Double Destruction goes out, the team will get a second Double Destruction while 2 players still have the ticking debuff.

Please note that any player who gets two stacks from Double Destruction instantly dies. As such, the team must have a rotation of 4 players to cycle in to take waves of Double Destruction. Please note a ranged DPS assigned to Firebrand can still stand on Stormcaller and attack their target. The basic premise to this strategy is to have 4 players stand on Stormcaller together. When Double Destruction goes out, the tank hides behind them to avoid getting the debuff then returns to their position right after the cast.

The 2 players who get the debuff should move a bit towards the back of the tank until their debuffs expire. The 2 players who did not get the debuff will then be positioned for the next Double Destruction, and so on. This cycle repeats as often as necessary.

The key it to ensure 2 people are ready for Double Destruction with no debuffs at all times, and that no one with the debuff is standing too close to risk getting a second stack. Bear in mind that ranged DPS assigned to Firebrand will have further to go to their shield so need to have movement abilities ready.

If the team encounters it a second time that likely means DPS is unbalanced or is a bit slow. An important note for the team is that if Stormcaller is killed during a Double Destruction cast, that may result in the cast instantly finishing rather than being interrupted as one would expect. I have died several times to this phenomenon, so if the team has sufficient awareness I would recommend delaying DPS slightly to kill after Double Destruction finishes.

Strategy - Exploding Adds. As noted above, each shield will have one add with an Overcharged Jetpack buff that will explode on death and potentially destroy the shield. A few strategies can be employed to deal with this add safely are discussed below. In all cases, the key is to avoid destroying the shield. Mortar Barrage ticks just before the channel ends, so even dropping the shield a few seconds early can wipe the group.

All classes have a push or pull ability sometimes both that can be used to reposition the exploding add out of the group. Classes with pulls can time it to step briefly out of the shield to pull an add out and get back inside before taking damage. Push abilities are safer. The only risk to this strategy involves using knockbacks that deal damage and might destroy the shield.

I have found that even conal knockbacks that deal damage will not generally one-shot the generator and can typically be used safely. Once the add is out of the shield, it can be killed safely without risking the shield. Kill the add right after Defensive Systems. If the add is low enough it should only take one or two abilities that can be used on the move to kill the add while remounting the tanks.

The risk to this strategy is accidentally killing the add early. Avoid the add. In this strategy, the team avoids the exploding add entirely until after Defensive Systems and designates a ranged DPS to kill the add once they have remounted the tank. This strategy is fine for early pulls while the team is getting the hang of mechanics but I strongly discourage this approach once the team is ready to get a kill since it costs valuable uptime on the tanks when the DPS check is a significant factor for most groups.

Otherwise, I suggest coordinating to burn the add down to low health and kill afterwards. Some mistakes are likely as the team gets experienced at it but with practice it goes smoothly.

Here are a couple other tips for Firebrand and Stormcaller in Master Mode:. Killing Stormcaller during Double Destruction may not interrupt the cast but instead cause it to immediately finish casting. I primarily tanked Stormcaller during my team's progression of NiM EC and died once or twice due to killing Stormcaller during Double Destruction and thus getting both stacks and immediately dying.

Healers should be prepared for much higher damage on the Stormcaller tank and should be particularly careful during the transition back onto the tanks after Defensive Systems. The player tank may be a bit low at that point from kiting missiles and is vulnerable to spike damage. The Colonel Vorgath encounter is usually called simply as the "Minefield" boss. It has two phases. The team must first make their way across a minefield by progressively uncovering and disarming mines, then the team must fight Vorgath himself.

Colonel Vorgath himself is largely a pushover, so the overall focus of the encounter is on clearing the minefield. The minefield is laid out as a grid 4 units wide and 7 units long. The area where the team jumps down is initially safe up to the row of sandbags, though after some time it will begin to periodically be light on fire and kill any players standing in it. Past the sandbags, the minefield is initially invisible and must be uncovered via the Tower directly in front of the entryway into the area.

Minefield Tower. One player will need to ride the lift beside the Tower up into the top area. This player should usually be one of the tanks. Inside, there is a 7x4 grid interface that controls the minefield and a small button to the right of the minefield grid.

The bottom of the grid corresponds to the entrance where the team begins , so the goal is to progress from bottom to top on the minefield grid to enable the team to traverse it safely. The player running the minefield tower can take the following actions:.

Reveal a mine: Clicking a blank square in the 7x4 grid will uncover it to reveal whether a mine exists. Green means no mine is present and the team can safely advance into this area below. Red means a mine exists and will kill anyone who enters the red area below. There is a short cooldown on this ability after using it before it can be used again. Defuse a mine: Clicking a red square in the 7x4 grid will make it defusable for 15s, turning the square yellow during the time.

A player with a defusal kit can advance into a yellow square and click on the mine to complete a 5s cast to disarm the mine. For the team to obtain a mine defusal kit, the player running the minefield tower will also need to summon Demolition Droids. This is accomplished by clicking the small button to the right of the 7x4 grid. Doing so teleports the player down onto the minefield as a hologram, where the player should run towards the group until they uncover a cloaked Demolition Droid.

Uncovering it will cause it to unstealth and engage the players down below. Strategy - Minefield Puzzle. The overall strategy for the player running the minefield Tower is as follows:. Enter the tower and immediately uncover mines on the bottom row until a green square is revealed.

Start with the bottom left and move left to right. The bottom left or middle left should always include a green square. Click the small button and uncover a Demolition Droid for the team to engage. Kill the add in the tower. As soon as the Demolition Droid is killed, click the red square above the team's location to turn it yellow and make it defusable. Wait for the player with the defusal kit to disarm the mine and turn the square green. The above step can be repeated for the duration of the defusal kit buff on the player.

If the team moves quickly, up to 3 mines can be disarmed per defusal kit. Repeat this cycle, starting with clicking the small button and uncovering a Demolition Droid, until the team clears the Minefield. Once the team clears the Minefield, wait for someone to destroy the minefield device at the far end. Then, look to the ground and make sure it is clear of fire.

If so, jump down and follow the team's path through the minefield to join the team. Strategy - Traversing the Minefield. The mechanics for the team traversing the minefield are much simpler. It primarily involves knowing which areas are safe to stand in, as follows:. The team should progress through the green squares.

Any time a Demolition Droid is summoned, all DPS priority should be killing the droid before it enrages. Whomever is closest to the droid when it dies will get a defusal kit note multiple players receive a kit in 8m but only 1 in 16m due to a bug applying certain HM mechanics in 16m ops instances. As soon as a Demolition Droid is killed, the player s receiving the defusal kit should wait to make sure the mine ahead of them turns yellow.

As soon as it does, they should run in and click the mine in the center of the square. This disarms the mine and turns it green. The team should advance and keep disarming mines up to 3 until the defusal kit expires then a new Demolition Droid should be summoned.

Two other sets of adds exist in the area. Assassin Droids the slowly walking adds will explode if they reach the group and should generally be cc'd or knocked back by healers until the Demolition Droid is killed.

Two DoTs go out that should be cleansed. The DoT that resembles an explosion takes very high priority to cleanse, while the yellow DoT is much lower priority and can even be ignored and healed through. Strategy - Colonel Vorgath. Vorgath himself is a pushover and a very straightforward tank and spank.

He has a few basic mechanics:. Turrets: Vorgath periodically summons turrets to attack the group. Either kill the turrets or kill 3 of them and CC the 4th. Grenade: Vorgath applies a grenade to a random player that is marked by a red circle and explodes after several seconds. The affected player should move away from the group. Drop aggro: Vorgath will periodically drop aggro and should be taunted back by the tank. Colonel Vorgath is a very similar fight in Veteran Mode with only a few differences.

The most important mechanic added in Veteran Mode is the Overload ability employed by the Imperial Demolition Probes, which if not interrupted applies a degree knockback that will usually wipe the group by knocking people into the minefield. A successful team will require an interrupt strategy, good timing by the person running the puzzle and good DPS to clear the check to kill the Demolition Probes before they enrage and to clear the minefield before the turrets enrage.

Similar to Story Mode, the team should assign one player to go into the tower to run the puzzle. This player should nearly always be a tank to ensure maximum DPS on the ground to destroy the Demolition Probe. The overall strategy for running the puzzle is the same as in Story Mode except that only one mine can be disarmed per defusal kit, so you cannot disarm mines after each Deolition Probe is destroyed but must do them one at a time. For group composition, any team can be effective.

However, with 7 players available there should always be sufficient interrupts so there is no need to tweak group composition for this encounter. The Colonel Vorgath encounter in Veteran Mode includes the following new and revised notable mechanics:. This is also true in Story Mode 16 person but is not intended but an instance of Veteran Mode mechanics "leaking" into Story Mode as sometimes happen in 16 person operations.

The Mine Defusal Kit only lasts for 15 seconds in Veteran Mode as opposed to 45 seconds in Story Mode, so the team needs to move promptly to disarm the mine or risk the Mine Defusal Kit expiring. This ability should can be interrupted and should always be interrupted.

It is possible to survive the knockback by either putting your back to a wall i. The Explosive Probe is much more dangerous in Veteran Mode and must be cleansed to avoid high spike damage.

The Interrogation Probe DoT should be cleansed when convenient but is much lower priority. These adds walk slowly towards the group and will explode when they reach their target. Groups should ideally utilize knockbacks, cc's, stuns and slows to keep them away from the group until the Demolition Probe is destroyed then destroy the droids. Alternatively, a ranged DPS can be dedicated to burning them down. Another strategy involves the player targeted moving out of the group to take the spike damage with a defensive cooldown.

It is possible to LoS the turrets by having tanks and DPS avoid them entirely and having the healers stand as close to the cave exit as possible. This positioning ensures the turrets only target the healers but positions the healers outside the turrets' maximum range so that they do not attack anyone. Turret Enrage is much tighter: The turrets enrage in 6 minutes after the fight begins. Since the team can only disarm one mine per Demolition Probe, they must go through 4 or 5 cycles to get through the minefield.

If the team gets unlucky and needs to disarm 5 mines, the enrage timer can be tight on many groups. The player running the puzzle needs to be very prompt with moving the team through the minefield to help avoid enrage.

The overall strategy to the fight in Veteran Mode is similar to Story Mode except that the team has additional mechanics to consider while moving through the minefield and will have to spend more time in the minefield dealing with the mechanics.

The team needs an interrupt rotation to consistently interrupt Overload, needs to agree on an approach to deal with Assassin droids, properly cleanse the Explosive Probe debuff, and move quickly to disarm mines after each Demolitions Probe is destroyed. Now both the Empire and the Republic call on their strongest champions to head to Denova and take the planet from the warlord and his army.

In Explosive Conflict, groups of eight or sixteen Imperial or Republic players make their way to Denova. Fighting their way across the planet, players will square off against Trandoshian mercenaries, massive armored walkers, and vicious beasts. The Trandoshan mercenary warlord Kephess has seized the planet Denova , a world rich in resources valuable to the war effort.

Characters Affection Romance Gifts Customization. The Galaxy. Positioning: Your team leader should split your team up again, with half of your team on Firebrand and half your team on Stormcaller, so the Tanks can be attacked at roughly the same rate.

Most groups have their team-mate who is a tank stand on the nose of the enemy tank, and the rest of your team mates will stand on the sides of the tanks. At the start of the fight, all players should rush to the tanks and try and get on top of them as quickly as possible. Yellow Ground Duty Healer: One of the healers on your team will be chosen by your team leader to stay on the ground instead of on the tanks.

When the debuff that goes with this expires, they can step out of the yellow light to avoid the damage. The debuff for being Targetted looks like a man on a pink background with an orange targeting laser on him. The assigned healer will want to stick in the area on the ground between the two tanks, so they can heal the group on either side will dodging the circles.

Veteran Mode person Yellow Ground Duty Healer: If you have a team member who is a ranged DPS but has high mobility and a self-cleanse, you can also have them on the ground instead of a healer. A few seconds after you hear this, you and your team mates will be knocked backwards off of the tanks and everyone will need to go find shelter under the glowing orange shields near your tank.

Find your shield, get inside and stay inside, and you and your team mates will kill the smaller enemies in there. While the shields are up, the bosses take very little damage, so only attack them from the shields if all the other enemies are dead.

They goal is to move around the map, dropping lightning spires, while trying not to drop them on the shields and trying to stay within range of the healers. Where to stand on the tank: While the tank player should always be on the front of the tank, your team can decide if they want to have the rest of their team mate stand on the inside edge of the tank or on the outer edge if the tank, near the wall. If your team decides to stand on the inside, so both teams are closer together, this makes it easier to heal, but harder to get positioned for the knockback during the shield phase.

If they decide to stand on the outer edge of the tank, it makes the knockback easier, but it makes it hard for the healer running around in the center to reach all team members for healing. The first big change is that their location will be more random — the shields can appear either in the front, the back, or to the side of the tank, and they appear in separate randomized locations for each tank. To easily figure out where they will appear so you can position yourself for the knock back, you can watch your mini-map — look for three little dots, as that represents the three enemies that will appear where the shields come up.

If you want to use AOEs, you can take advantage of pushes or pulls to get the Trandoshans away from the shield first. The first is called Double Destruction, and will be for the players on Stormcaller, the tank on the right.

Stormcaller will start casting an ability called Double Destruction, and during that time, your team mate who is tanking will need to have two human shields in front of them to soak up the Double Destruction for them.

The most common way to deal with this is to instruct your damage-based team mates to stick together on the side of the tank, and when the blue Double Destruction cast starts, your team mate who is tanking will run behind them, then afterwards run back to their original position on the nose of the tank. The two players who get Double Destruction will take extra damage over time, so your healers should be prepared to heal them.

This is a long cast that the Firebrand tank, the tank on the left, places on your team mate who is tanking Firebrand. When the cast starts, the player it starts on will have their armor burned away, and will probably die if Firebrand attacks them, so the goal is to get another member of your team to take the Incinerate Armor debuff by taunting Firebrand away temporarily.

The oldest by-the-books tactic is to have the tank on Stormcaller taunt Firebrand immediately after Double Destruction, and the Firebrand tank will taunt Firebrand back when they see the Incinerate cast has started.

Another great option is to have one of your damage-focused team mates who also has a taunt, taunt Firebrand immediately after Double Destruction, instead of the other player tank doing it. That way, neither of the tanks gets Incinerate. If your team is damaging the bosses fast enough, you may not even see Incinerate at all.

When Stormcaller dies, Firebrand will enrage, so your team will want to run under the shields, until the shields are gone then kill Firebrand before it kills you. Killing Firebrand first is the go-to for teams who struggle with the high DPS check. One of the Trandoshan enemies at random will explode if it is defeated while in the shield, so your team will need to push or pull it out of the shield first.

Master Mode More tips: For both Veteran Mode and Master Mode, there are some interesting ways to deal with the different mechanics based on your class and your teams composition.

This can be helpful because it enables the Stormcaller healer to keep all players in range to help compensate for the Firebrand healer running on the ground.

It also makes LoS easier for the Firebrand healer to help add heals. This is very much a group preference though and some may prefer outside to make sure no one gets punted the wrong way for defensive systems.

This trick is far more relevant in Master mode and not necessary in Veteran. Colonel Vorgath, better known as the minefield, is the third boss in the Explosive Conflict operation. Your team will not fight the boss directly until the end, and will need to carefully make their way through the unmarked minefield to reach the other side of the battlefield. The fight will start when one of your team mates runs through the red striped lines at the end of the hallway, so make sure everyone stays away from them until your team is ready to go and the elevator in the minefield is near the floor.

Moving Across the Minefield: At the beginning of the fight, there is no indication of where the mines are hiding, so your team will want to stay behind the sandbags until a GREEN square shows up. When it does, your team will be safe to move on to the green square and stay there.

If you step into any of the blank spaces, your character will automatically get hit by a mine. If another gene square shows up in front of you, attached to the green square you are currently on, you and your team can move forward on to it, staying safely in the green.

When it does, random members of your group will have a symbol floating above their head, indicating that they have a mine defusal kit. Your team should look around to see who got it, and start looking out for the red square in front of them to turn from red to yellow.



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