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Nightmare Tyth Guide

Tyth

Tyth is all about adds and stack management. Imo, Tanks have the hardest job, trying to control adds and position the boss to avoid cleaving them. Having extremely strong Tanks will help a new group of players clear this boss faster. 2 DPS need to be assigned to graces. The first DPS will be on primary grace duty, and will always focus the grace that spawns on every second wave; while the 2nd DPS will only focus graces if a second grace spawns.. The other 2 DPS are focusing on dpsing adds when they’re stacked. Healers primary role is to Heal and cleanse. Healers can help with other mechanics, like interrupting graces, positioning lance beams, or stunning justices if your other players are having issues.

All players should become comfortable and learn when to focus on the adds, when to push the boss, and get familiar with all the add mechanics; in case they need to step up and help during any given moment. Ofcourse, all players also have to deal with the basic inversion mechanic through-out the fight.

There aren’t really any ‘set phases’ for tyth. You’re always dealing with adds, you’re always dealing with inversion, you’re always trying to push the boss, and you’re always trying not to cleave anything. However to more clearly understand the fight there are a few important areas to note which I will go into detail below in the phase explanation section.


Tyth enrages at 7m 15s.


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Table of Contents


General overview of Tyth

Before we get into any specific strategy, we should quickly go over some of the basic mechanics and damage types of Tyth. This might be useful for learning what dcd’s you should use on specific attacks when tanking the boss, or if you have to eat a cleave as a dps or healer.

Tyth’s Abilities

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Tyth’s Attacks

Melee Attack

Tyth’s basic attack.
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Damage Type: Energy
Attack Type: Melee/Ranged
AOE/Single Target: AOE

Energy Wave

Tyth’s beam cleave.
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  • Has a 12s cooldown after using wave.
  • Channels cast for 2.4seconds.
  • Energy Wave gets wider as Tyth’s Rage stacks increase.
  • Adds hit by this attack will be destroyed and will add 3 stacks of Rage

Damage Type: Energy
Attack Type: Force/Tech
AOE/Single Target: AOE

Sweep

Tyth’s conal cleave attack.
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  • Has a 6s cooldown after using sweep.
  • Instant cast.
  • Sweep gets wider as Tyth’s Rage stacks increase.
  • Adds hit by this attack will be destroyed and will add 3 stacks of Rage.
  • The Cleave increases from a 90° cleave to a 180° cleave at high stacks of Rage.
  • Sweep applies 1 stack of Meltdown.

Damage Type: Energy
Attack Type: Melee/Ranged
AOE/Single Target: AOE


Debuffs

Armor Melt

Tyth’s cleansable debuff. Can be cleansed. Decreases armor per stack.
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  • Applied by tyth’s regular melee attack.
  • Armor Melt decreases armor by 10% per stack.
  • Can stack up to 10 times.
  • Lasts 15 seconds, or until refreshed.
  • This debuff should be cleansed by the healers.

Meltdown

Tyth’s secondary debuff. Cannot be cleansed and decreases healing received per stack.
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  • Tyth’s Meltdown debuff.
  • Applied by Tyth’s Sweep attack.
  • Meltdown reduces healing received by 10% per stack.
  • Max stacks is 10.
  • Lasts 60 seconds, or until refreshed.
  • Can not be cleansed.
  • The Meltdown debuff forces tank swaps to ensure these stacks fall off.
  • Tyth will typically cast Sweep every 6-8 seconds and will apply 5 stacks of Meltdown between each Inversion.

Rage

Rage

Tyth’s cleansable debuff. Can be cleansed. Tyth’s rage builds every time an ally falls in battle. Tyth builds a great deal of rage if one of his own attacks kills an ally. Tyth’s rage will begin to subside on its own if he has not gained rage recently. Tyth’s rage is also diminished by certain support abilities from his allies. Every stack of rage increases Tyth’s damage. Tyth’s AoE attacks begin to impact a wider area at 3 stacks, and again at 6 stacks. At 10 stacks Tyth’s rage will begin to overflow uncontrollably.
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  • One of the core mechanics of Tyth, his Rage stacks.
  • Tyth gains stacks of Rage when an add dies.
  • Tyth gains 1 stack of Rage when an add dies to a player.
  • Tyth gains 3 stacks of Rage when an add dies to Tyth‘s cleave.
  • Tyth’s damage and cleave range increases with the amount of stacks he has.
  • At 10 stacks Tyth will cast Rage Overload.
  • Tyth will continue to cast Rage Overload until he falls below 10 stacks.

Rage Decay

Tyth’s rage is subsiding gradually. This timer resets whenever Tyth gains rage.
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  • A debuff placed on Tyth that will continually reduce his Rage stacks if no add has been killed in a while.
  • Reduces Tyth’s Rage stacks by 1 when this debuff falls off.
  • The debuff has a 8 seconds duration, and only removes a stack of Rage when the debuffs duration ends.
  • If Tyth gains any Rage stacks before the duration ends, the Rage Decay debuff is reset and doesn’t remove a stack of Rage.

Rage Overload

Tyth’s Rage Overload is a large explosion that hits everyone on his platform. Tyth will continually cast Rage Overload while above 10 stacks of rage.
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  • Tyth’s Rage Overload is a large explosion that hits everyone on his platform.
  • Tyth will continue to cast Rage Overload while above 10 stacks.
  • Each cast will remove 2 stacks of Rage.
  • Rage Overload has a 2.5s channel time.
  • This attack cannot be mitigated by dcds.
  • Everyone should save their medpacs for after a Rage Overload goes off if your group is consistently getting over 10stacks.
  • Deals a Large amount of damage to all players.
  • Destroys all adds, and adds 3 stacks (like usual) of Rage to Tyth from any add that dies.

Intensify Rage

Tyth’s rage is subsiding gradually. This timer resets whenTyth’s burn phase mechanic, building additional stacks.
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  • Tyths burn phase mechanic.
  • When Tyth is below 25% health he will start casting Intensify Rage.
  • Increase’s Tyths’ Rage stacks by 2.
  • 12s cooldown.

Inversion

Inversion

Tyth’s Rage OverlAnother core mechanic of Tyth. Pulls players in, or knocks players out, according to their positon.
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Inversion is one of the core mechanics of Tyth. All players should know what this mechanic is and how to deal with it.

At the end of the Inversion cast Tyth will push or pull players in a direction according to the players current positions in relation to Tyth’s center. The distance you’re thrown is determined by how far you are from tyth’s center at the time. Anyone standing inside the Inversion circle is Thrown out behind Tyth, while anyone outside the Inversion circle in Pulled closer to Tyth. In both cases the direction you’re thrown isn’t actually based on the direction Tyth is facing, rather it just Throws you 180° through Tyth based on your position in relation to his.

While inside the Inversion circle the closer you are to Tyth the further you get knocked out

If you’re inside the inversion circle you want to stand more than 7.5m from Tyth (but less than 10m so you’re not outside the inversion circle).
If you’re standing inside the circle the distances to note are these:

  • <7.5m momentum = 5.6
  • 7.5m to 15m momentum = 4.6


If you’re standing outside the inversion circle the other distances to note are:

  • 15m to 30m momentum = 3.8
  • 30m to 45m momentum = 4.8
  • 45m to 60m momentum = 5.7
  • 60m to 75m momentum = 6.35

Other notes:

  • Tyth will cast Inversion every 32 seconds through-out the fight.
  • 5 second cast.
  • The Inversion circle has a radius of 10m.
  • At least 1 player must stay out, and at least 1 player must be inside.
  • If someone doesn’t stay out for inversion Tyth will immediately cast Resonant Implosion after Inversion, which will instantly wipe the group.
  • Healers and dps want to get knocked out as much as possible to gain the appropriate Inversion Resonance debuff.
  • It’s always better to stay out if you have to to avoid being knocked off. Staying alive is more important than failing to get into the correct position and dying.

Inversion Resonance

Hit by Inversion at short range. Damage received and healing received increased by 100%. Ignored by Tyth. All threat built against Tyth lost.
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A debuff that is applied to all players that gets knocked out with Inversion.

Whenever possible everyone should try to get knocked out with inversion to get this buff. (besides the tank currently dealing with adds).

  • Lasts 8 seconds.
  • Increases Damage received by 100%.
  • Increases Healing received by 100%.
  • Ignored by Tyth during the duration.
  • You build no threat towards tyth
  • Tyth won’t target swap if you taunt
  • After this debuff falls off tyth will swap to you if you did taunt during the debuff..

Inversion Resonance

Hit by Inversion at long range. Damage done and healing done reduced by 50%. Threat generation increased by 100%.
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A debuff that is applied to all players that get Pulled-in with Inversion.

Only the tank dealing with adds at the time should try to get pulled in. Obviously, this helps with threat management after tank swapping on inversion. If someone other than the tank gets pulled in they should threat drop after being pulled in to help reduce their threat.

  • Lasts 12 seconds.
  • Decreases all damage and healing done by 50%
  • Increases threat generation by 100%.

Resonant Implosion

Tyth’s rage is subsiding gradually. This timer resets whenTyth’s burn phase mechanic, building additional stacks.
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  • Tyths burn phase mechanic.
  • When Tyth is below 25% health he will start casting Intensify Rage.
  • Increase’s Tyths’ Rage stacks by 2.
  • 12s cooldown.

Tyth’s Adds

There are 4 different adds that spawn through-out the fight. Each add has different mechanics, so it might be useful to explain each add in order to have a better understanding of the fight as a whole.

  • Adds spawn every 32 seconds.
  • Grace Droids spawn every second wave.
  • Before the adds spawn, there will be a colored indicator on the ground which indicates the location and type of add spawning.
  • The adds that spawn on any given wave is random, however at least 1 Grace Droid is guaranteed to spawn every second wave. During these waves a second grace droid may also spawn.
  • 2 waves of 8 will spawn through-out the fight.
  • The first wave of 8 will spawn after the first inversion.
  • The second wave of 8 will spawn after Tyth is below 64% health.
  • During waves of 8, 2 of each add will spawn.
  • All other adds aren’t guaranteed to spawn on any given wave, as such it’s important to keep a lance alive between waves; as a new justice may spawn on the next wave, but no new lance.

Magma Droid

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Magma Droid 1
Magma Droid 2
  • Magma Droids only spawn at the start of the fight.
  • They typically spawn on opposite ends of the map.
  • Each Magma Droid will drop a Magma pool ontop of someone immediately after they spawn.
  • Magma Droids will continue to drop Magma Pools every 6s, or until they’re dead/stunned.
  • These droids can be stunned with hard stuns.

Magma Burst

Periodically drops a Magma Pool on a random player’s location.
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  • Drops a red AoE puddle on the ground at a random players location called Magma Pool.
  • Instant cast.
  • The Magma Burst attack happens every 6s.
  • Magma pool does Elemental Damage.

Damage Type: Energy
Attack Type: Force/Tech
AOE/Single Target: AOE

Ranged Attack

Magma Droids basic attack.
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  • A basic ranged attack dealing melee/ranged damage.
  • Applies the Armor Melt debuff each hit.

Damage Type: Kinetic
Attack Type: Melee/Ranged
AOE/Single Target: Single Target

Armor Melt

A cleansable debuff. Decreases armor per stack.
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  • Applied by the Magma Droids regular ranged attack.
  • Armor Melt decreases armor by 10% per stack.
  • Can stack up to 10 times.
  • Lasts 15 seconds, or until refreshed.
  • This debuff can be cleansed by the healers.

Tips:

Groups can either stack both Magma Droids in the center with Tyth and AOE cleave them down/stunlock them, or they can single target burst them down separately.

  • If your group is trying to single target burs them down:
  • 1 tank should hold Tyth in the center facing away from all other players.
  • The 2nd tank should get agro of 1 of the Magma Droids and bring it towards Tyth (for cleave after the first one dies)
  • The rest of the group should single target burst (and stun if available) the other Magma Droid.
  • After the first Magma Droid dies all dps should swap to the second Magma Droid and try to kill it before the first Inversion goes out.
  • If your group is trying to stack everything in the center:
  • Each tank can grab one Magma Droid and stack them on top of Tyth for cleave/aoe damage.
  • If the tank holding Tyth is having issues holding Tyth and pulling a Magma Droid into position; another melee dps with a taunt can pull it into position.
  • Stun locking the Magma Droids once they’re stacked prevents the droids from recasting their Magma Pool.
  • PT’s can carbonize to stun both droids.
  • Both Magma Droids should be dead before the first Inversion goes out.

Grace Droid

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Grace Droid Indicator
  • Grace Droids spawn with a Green Indicator.
  • Grace droids do not attack players.
  • Grace droids cast 2 different types of abilities on Tyth that will help Tyth out.
  • If left alone, Graces will cast 3 Avira’s Restoration (green beam / heal) followed by 1 Avira’s Grace (yellow beam / shield).
  • You can interrupt or stun the grace during any of its abilities to prevent the channel from finishing.
Grace Droid 2

Avira’s Restoration

A healing ability that will heal Tyth if allowed to finish its cast.
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  • A green energy beam cast on tyth.
  • 4 second cast time.
  • If the ability goes off it will:
    1. Remove 1 stack of Rage from Tyth
    2. Heal Tyth for 2% of his health
  • Grace droids will cast Avira’s Restoration 3 times before cycling to it’s other ability.

Avira’s Grace

A protective ability that will give Tyth a Damage Reduction Buff if allowed to go out.
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  • A gold energy beam cast on tyth.
  • 4 second cast time.
  • If the ability goes off it will:
    1. Remove 3 stack of Rage from Tyth
    2. Give Tyth a 50% damage reduction buff for 12 seconds.
  • The duration of the buff stacks if a second one goes off on Tyth, however he won’t gain additional damage reduction from it.
  • Grace droids will cast Avira’s Restoration 1 time before cycling to it’s other ability.

Power Up (Enrage)

If this drone is left alive for too long, it will become more powerful, depending on the type of drone.

  • Grace Droids will get fully charged up after 64s if not killed.

(this is sort of a soft enrage for the add)

  • When Graces enrage both of their channels become instant casts.
  • If this happens, this should be the dps’s highest priority to kill, as if left unattended will continue to spam heal the boss.
  • You can stun the droid while it’s enraged to stop the instant casts for a brief period.

Tips:

  • Assign 1 DPS to be on primary grace duty. Classes with multiple interrupts or stuns are more favourable. I.e. PT, Jug..
  • Assign a 2nd DPS to be on backup graces, if 2 spawn during any given wave this DPS should prioritise the 2nd grace.
  • It may be beneficial to assign positions for which grace these 2 dps will be focusing.
    • You could assign positions based on where the boss currently is, i.e. 1 dps will always get the grace that spawns closest to the boss.
    • Alternatively you could assign positions based on the map, i.e. 1 dps will always get graces closest to the entrance of the room/south side of the map.
  • Interrupt, or stun, the grace after 1.2s is left on it’s channel to prevent a 3rd Restoration from casting.
    • This ensures you only have to interrupt and/or stun twice before Avira’s Grace is cast.
    • The primary grace dps should always let his graces shield channel go off.
    • The secondary grace dps should only let his graces channel go off when needed, you should be able to kill your grace before Avira’s Grace’s channel goes off if you’re on a dps class with only 2 interrupts/stuns.

Justice Droid

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Justice Droid Indicator
  • Justice droids move very slowly.
  • These droids place a Blue Shield around them that needs to be broken by a Lance Droid.
  • Standing with-in melee range while the shield is active will do increasingly more damage.
Justice Droid

Multi-Phase Shield

Target has advanced shielding with a 100% shield chance. This shield reflects attacks from more than 6m away, and reduces damage of attacks within 6m by 67%. This effect can be suppressed by overloading the target.
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  • The Justice Droids signature ability is his Multi-Phase Shield that he places around himself.
    • This shield reflects all ranged damage dealt to the Justice Droid while active.
    • Reduces all damage within melee range (6m) by 67%.
  • Damage reflected back is Kinetic.
  • The shield can only be broken with a Lance Droid.
  • To break the shield, a Lance Droid needs to hit the Justice with an Energy Lance (red beam).
  • This places a System Overload debuff on the Justice for 10s, preventing it from recasting its Multi-Phase Shield.
    • You can stun lock the Justice to prevent it from re-casting his shield after the System Overload debuff wears off.
  • Players standing inside the shield, (within melee range, 6m), will start building Charge Buildup stacks.

Charge Buildup

Applies a stacking debuff to any player standing under the Justices Muli-Phase Shield.
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  • Debuff applied by the Justice Droid’s shield.
  • The first stack is applied immediately upon entering a Multi-Phase Shield for the first time.
  • Additional stacks are applied every 2.5s while inside the shield.
  • Increases all damage taken from Charge Field by 20% per stack.
  • Max stacks is 25. (+500% periodic damage).
  • Lasts 5 seconds, or until cleansed.
  • Can be cleansed.
  • No stacks are applied/refreshed while the shield is down.

Energy Pulse

A periodic pulse of energy that damages all players within range.
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  • Deals elemental damage to anyone within 6m every few seconds.
  • Damage increases with higher stacks of Charge Buildup.
  • Pulses every 2.5s.
  • No damage is dealt while the shield is down.

Damage Type: Elemental
Attack Type: Force/Tech
AOE/Single Target: AOE

Energizing Overload

Justices explode on death, appling a dps buff to all players close by.
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  • Buff applied to all players within melee range (10m) when the Justice Droid is defeated.
  • Increases all damage dealt by 20%.
  • Lasts for 10seconds.

Power Up (Enrage)

If this drone is left alive for too long, it will become more powerful, depending on the type of drone.

  • Justice Droids will get fully charged up after 64s if not killed.

(this is sort of a soft enrage for the add)

  • This enrage drastically increases the movement speed of the Justice Droid.
  • This increased movement speed makes it more difficult to hit with a Lance beam.
  • It increases the likelihood someone in the group will stand inside its shield, if active; giving them Charge Buildup stacks.
  • And it increases the chance that this droid will be hit by Tyth.

Tips:

  • Stunning the Justice while a Lance is aimed at it can be useful to ensure it gets hit by the Lance’s Beam.
  • DPS should try to be in melee range when the Justice is about to die to gain the dps increase from Energizing Overload.
  • Stun locking the Justice after his shield drops ensures he doesn’t build another shield.
  • Justice Droids and Guardian Droids should all die around the same time to help with Rage stack management.
  • For the most part, tanks should be knocking the Justice shield off with a Lance Droid, while stacking the guardians droids on top of it. After the shield is down, the tank should let the dps know, so they can focus on all the adds and kill them.

Lance Droid

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Lance Droid Indicator
  • Lance Droids spawn with an Orange Indicator.
  • Lance Droids do not move.
  • These droids shoot an Energy Lance towards its target.
  • Players hit with this Energy Lance will receive a debuff which decreases their shield chance for 10s.
  • Energy Lance attack used to break the Justice Droids Shield.
Lance Droid

Energy Lance

Shoots an energy blast towards its indicated area. Used to break the Justice shields.
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  • A red beam attack cast towards its target.
  • 3 second cast time.
  • The attack has 100m range.
  • At the start of its channel a red beam is projected outwards.
  • Players standing inside the beam when the channel ends receive the Shield Overload debuff.
  • Adds can be hit by this attack, and will also receive the Shield Overload debuff.
  • This attack is used to break the Justice Multi-Phased Shield.

Damage Type: Energy
Attack Type: Force/Tech
AOE/Single Target: AOE

Shield Overload

Target’s shield generator has been overloaded. Shield chance reduced by 100%.
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  • A debuff placed on players hit by an Energy Lance.
  • Reduces shield chance by 100% for 10s.
  • Devastating for tanks to have while actively trying to tank something.
  • Debuff also applied to the Justice Droids when hit by an Energy Lance to remove its Multi-Phase Shield.

Power Up (Enrage)

If this drone is left alive for too long, it will become more powerful, depending on the type of drone.

  • Lance Droids will get fully charged up after 64s if not killed.

(this is sort of a soft enrage for the add)

  • This enrage drastically increases the effectiveness of the Energy Lance attack.
  • Instead of the Energy Lance attack pointing to its target and staying pointed towards that location through-out its channel; it now continually points towards its target.
  • This effectively forces that player to get hit by the Energy Lance attack.

Tips:

  • 1 Lance needs to stay alive between waves, in case a new Justice spawns on the next wave but no new Lance.
  • You can stun the Lance if he enrages to prevent the Energy Lance cast from continually going out. This can be useful if you’re having issues dying from enraged lances, or tanks dying from getting the debuff.
  • For the most part, tanks should be getting agro of at least one Lance Droid and aiming it towards any active Justice Shields.
  • If tanks are struggling to aim the Lances quickly enough, other players can help out.
  • Healers can make sure to have HoTs out while they’re spawning, and then they can place an AOE attack on their spawn indicator to get agro immediately as they spawn. They can then aim the beam towards the Justice.
  • Melee dps with a taunt can also help if needed, however you may lose dps.
  • Tanks need to avoid getting hit by the Energy Lance attack as much as possible, as the debuff affects them the most.

Guardian Droid

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Justice Droid Indicator
  • Guardian Droids spawn with a Yellow Indicator.
  • Guardian Droids are the fastest moving add.
  • These droids shoot Guardian Blasts at its target from range.
  • Deals Volatile Platform damage when destroyed to everything in a 30m radius.
  • Volatile Platform also damages other adds.
Justice Droid

Volatile Platform

Releases a blast of energy when destroyed, dealing damage in a 30m radius.
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  • Explodes when destroyed, dealing damage to everything in a 30m radius.
  • Damage also affects other adds.
  • Max targets affected: 40.

Damage Type: Internal
Attack Type: Force/Tech
AOE/Single Target: AOE

Guardian Blast

Guardians basic attack.
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  • The Guardian’s basic ranged attack.

Damage Type: Kinetic
Attack Type: Melee/Ranged
AOE/Single Target: Single Target

Power Up (Enrage)

If this drone is left alive for too long, it will become more powerful, depending on the type of drone.

  • Guardian Droids will get fully charged up after 64s if not killed.

(this is sort of a soft enrage for the add)

  • This enrage increases the damage the guardian does.

Tips:

  • Guardian droids are the fastest moving adds, and have a death wish.
  • The off-tank should try to pick these droids up first and drag them to a Justice if there’s one.
    • If there’s no Justice, the guardians should be stacked on top of any old lance.
  • If no-one else hits them, healers will usually get agro of the guardian droids,
  • There’s a few waves where it might be useful to have a healer stand out on inversion and have all the guardians stack on them outside tyths cleave.

Strategy:

In this section I’ll try to explain some important parts of the fight. Tyth doesn’t have typical phases like other fights do, however I tried to break the fight down into sections to hopefully make the fight more easily understood for newer players. I also included some other useful tips that might help. Your group might prefer to do a different strategy at different times. I would encourage all groups to adjust to what will work best for your current group setup and lean on players that are more comfortable doing extra mechanics.

“Phase” 1: Magma Droids

Unlike storymode, or hardmode, at the start of the fight 2 Magma Droids will spawn. They will target someone randomly and drop a big Magma Pool under them that does aoe elemental damage. As such you need to focus these droids down first and try to kill them before the first inversion. The tanks, or dps with taunts, can force these droids to target them to pull them into the middle of the room. Stacking these droids on top of Tyth is usually a good strategy to cleave them down. You can stun lock these droids after they’re stacked to prevent them from casting more Magma Pools.

  • The tank holding the boss should face tyth away the entire time as his basic melee hits are a cleave.
  • PT’s can stand inside a magma pool with energy shield and power yield active to drastically increase their dps.
  • A sin tank can force pull one magma droid, and single taunt the second to force both of them on him for a few seconds so they can stack in the center.
  • A sniper shield can reduce the overall damage that goes out if your dps want to stand inside the magma pools.
  • Raid buffs can help increase dps to push the Magma Droids down faster.
  • Chain stunning the Magma Droids once they’re stacked reduces the amount of Magma Pools they drop. Only hard stuns work. I.e. single hard stuns, carb, pvp grenades..

Tank

DPS

Healers


“Phase” 2: 1st wave of 8 adds

Immediately after the first inversion, a wave of 8 adds will spawn. There’s only 2 times this will happen through-out the fight. DPS need to focus on killing all the adds, and dealing with the 2 graces that spawn. The adds should die before the graces shield goes out, to reduce the stacks on the boss. If not, there’s no point letting the grace’s shield go off. The tank holding the boss should take the boss to one of the justices and cleave it, while the other tank should gather all the guardians on top of the other justice so the dps can aoe them down. 1 lance should be left alive.

Tank
The tanks swap on the inversion, then the first wave of 8 adds will spawn.
The First Tank (the one holding the boss for magma droids) will need to deal with the adds. This tank gets knocked out with the inversion and tries to land on top of a guardian. He needs to grab agro of this guardian, usually with an aoe ability, like lacerate. He then needs to force pull, or something similar, the other guardian; then run both guardians over to the justice that the boss isn’t cleaving. While he’s doing this he should single target taunt a lance, and aim its beam towards the justice to knock it’s’ shield off. The justice shield needs to pop with the 1st or 2nd Energy Lance attack to ensure the dps have enough time to kill all the adds before the grace cast their shield.

The second Tank will get pulled in for the first inversion. During this inversion he can preposition himself to land close to his assigned justice to cleave it as it spawns. The boss should cleave the justice and will immediately build 3 stacks; which is fine because you have 2 grace shields that go will off shortly.

DPS
All DPS should be knocked out with inversions.
The 2 dps assigned to graces will try to get knocked near their graces and deal with those. Depending on how strong of a dps you are, you should be able to throw out some extra dps on the adds or the boss while dealing with your grace.
The other 2 dps should be dpsing the adds and making sure they die before the graces shields go out.
1 lance should be left alive incase the next wave has a justice and no new lance spawns.

Healers
Both healers should be knocked out with inversions.
One, or both, lances may be on a healer. If the tank is having issues with aiming the lance beam the healers can aim the beam at the justice instead.
Your group may decide that a healer should aim all the lance beams, to free up the tanks to deal with guardians. If this is the case, the healer assigned to this should get agro of a lance by hitting it a few times and aiming it towards the correct justice. The justice shield needs to pop within the 2nd Energy Lance attack to ensure the dps have enough time to kill all the adds.
Both graces should be dealt with by the dps assigned to them, however if your dps are having issues dealing with them the healers can help interrupt, or stun, them. Usually you don’t want to interrupt unless they call for it as it may mess up the timing on the graces channels.
Outside of offering assistance for people that may be having issues, the healers just need to heal, and cleanse the tank holding the boss when needed.
Any down time the healers have should be used to do extra damage to the boss/adds.


“Phase” 3: ‘Maintenance’ phase (from 1st to 2nd wave of 8 90%-64%)

This ‘phase’ lasts until the boss is below 64% health. After he drops below that, he’ll spawn a second wave of 8 adds. You need to make sure the boss’s stacks aren’t too high before going into this wave. Through-out this phase, the dps and tanks are making sure to maintain the bosses stacks at a comfortable level (i.e. not above 10 xD), while ensuring they kill the adds before they enrage. The dps assigned to graces are ensuring they deal with their graces appropriately. If a double grace spawns, typically you don’t want the second grace to get his shield off, unless the boss has high stacks from cleaving something. Leave 1 lance alive between each phase, in case the next wave that spawns has a justice but no new lance.

Tank
The Tank holding the boss needs to avoid cleaving adds. The boss can be moved between abilities to prevent it from cleaving new adds that spawn. If a new add is spawning under the boss, the tank should attempt to move the boss to the left or right (whichever side is clear from adds). If there are adds spawning to both sides of the boss, then this tank should run across the map in between tyth’s attacks to get distance on these adds so the other tank can grab them properly. If the center of the room isn’t clear either, then the tank should bring him closer to the edge and inform the group so everyone is prepared to position appropriately.

While holding Tyth, his ability rotation is as followed:
Inversion (You get pulled in)
Energy wave (box cleave)
Sweep (conal cleave)
Sweep (conal cleave)
Energy wave (box cleave)
Sweep (conal cleave)
Sweep (conal cleave)
Energy wave (box cleave)
Inversion (You get knocked out)

DPS
The primary grace dps should always focus on interrupting and stunning their grace. As previously mentioned, 1 grace is guaranteed to spawn every 2 waves. If a second grace spawns, the other dps assigned to graces should focus it. Only 1 shield should go out during each grace wave, as such the secondary grace dps should kill their grace without its shield going out.
If the boss is high stacks you may want to let both shields go out.
DPS should predominantly be knocked out with each inversion, to avoid the reduced healing debuff.

Outside of the graces, the dps should be focusing the boss until the adds are stacked.
If it’s a grace wave, the dps not assigned to graces should focus the boss until the graces’ shield goes off and then all dps should burst down the adds. This is because after the graces shield goes out the boss will gain a damage reduction buff, and it’s better to not tunnel into the boss while it’s up if you can help it.
Ideally the DPS want to wait to kill the adds until after a Rage Decay stack ticks (which decreases tyth’s stacks by 1). The dps should still push them down low, and try to kill them as closely together as possible.

Healers
The healers main responsibility is again to heal, and cleanse the tank holding the boss.
Everything from the first wave of 8 applies, depending on your team’s strategy.
Healers should predominantly be knocked out with each inversion, to avoid the reduced healing debuff.
If your group is having a healer deal with lances, they should do so accordingly.
The healers can help interrupt graces if the dps assigned to them are having trouble, and ask for assistance.
With any spare time the healers can help off dps.


“Phase” 4: 2nd wave of 8 adds

The second wave of 8 adds spawn after the boss is below 64%hp. If the boss heals, and goes above 64%, and then goes below 64% for a second time he won’t respawn another wave of 8.
If the boss is at or below 6 stacks, the tank holding the boss should cleave a justice (just like the first wave of 8), while the other tank grabs all the other guardians and takes them to the other justice to nuke. The 2 grace dps should deal with their graces. You may want to let both shields go out depending on stacks. If the boss is above 6 stacks, the tank can’t cleave a justice and needs to position the boss to avoid cleave.

What everyone does during this wave is somewhat dependent on the boss’s stacks.

If the boss is below 4 stacks everyone should do exactly what they did during the first wave of 8 adds.
As the boss is at 4 stacks (or lower), cleaving a justice will increase his stacks to6; killing the 2 guardians and 1 justice will increase his stacks to 9. Then 2 graces will go out decreasing his stacks to 3; after killing the graces the boss will be at 5 stacks.

The tank dealing with the adds should bring the guardians to a justice, and break the shield with a lance beam.
The tank holding the boss should position to immediately cleave a justice when it spawns.
The dps assigned to adds should global all the adds when they’re stacked on the justice.
The dps assigned to graces should deal with their grace accordingly, then help dps the adds if they’re still up.
The healers should heal and cleanse the tank that’s holding the boss.
If your group has the healers dealing with lance beams, or helping with interrupts, they should be doing that.

If the boss is at 6 stacks the tank can cleave a justice, however the dps will need to adjust what they do.
As the boss is at 6 stacks, cleaving a justice will increase his stacks to 8; if the dps were to kill the adds the boss will increase to 11 stacks, causing a wipe.
As such, the dps should not kill any adds until after both graces shields go out; reducing tyths stacks to 2. After the dps kill the adds his stacks will increase to 8. (2 guardians, 1 justice, 1 lance, 2 grace).

Alternatively, you may decide to not cleave a justice and deal with it later. If this is the case, the dps can freely kill the adds and both grace shields should go out.

If the boss is above 7 stacks the tank can not cleave a justice and needs to position to avoid cleaving anything. This can be tricky, as tyth’s knockback is at its largest and adds are spawning at every point. One way to deal with this is to save a stealth out to cheese it.
The tank should also stand in front of where a guardian is spawning. The guardians fast speed will allow the tank/boss to have more room quickly after the adds spawn, decreasing the likelihood of cleaving an add.
The dps cannot kill any adds until after the grace’s shields go out.

Keeping all this in mind, the boss still naturally decreased stacks if no adds die in a short period, this may affect the actual amount of stacks the boss will have right before the adds spawn.

Tank

DPS

Healers


“Phase” 5: ‘Maintenance’ phase leading up to burn (64%-25%)

After you’ve dealt with the second wave of 8, you go back into maintenance mode. This ‘phase’ lasts until your group decides to go into burn phase. If your group has really strong dps, and tend to meme on mechanics you may want to start your burn at 35%. Typically groups start burn at 30%-25%.

During this phase, you should dps stuff when they’re stacked and when the boss doesn’t have too many stacks. Deal with the graces. Don’t cleave anything with the boss, etc.. For more information you can reread “Phase” 3: ‘Maintainance’ phase.

One thing to note is depending on how you’ve dealt with adds leading up to wave of 8, and how you dealt with wave of 8, you may be struggling to reduce the bosses stacks. So this ‘phase’ might be a little trickier on the tanks if the boss is constantly above 6 stacks.

Tank

DPS

Healers


“Phase” 6: Burn

Below 30% is the burn phase. The reason for this is that Tyth will start to cast Intensify Rage every 12 seconds, which will increase Tyth’s Rage stacks by 2. So eventually the boss will build too many stacks and will nuke the group with Rage Overloads. To avoid this, the group stops killing adds and hard focuses the boss. Any graces that spawn during this phase should be globalled. You can assign multiple dps to global them to ensure they don’t get anything off; or you can have the usual grace dps just kill them.

The tank dealing with adds should take them away from the group and needs to ensure they don’t die. After the inversion, the tank going out to pickup the adds needs to aoe taunt the grouped adds to ensure they don’t make a beeline towards the other tank.

Depending on how fast, or slow, your dps push the boss you may need to hold enraged the boss through an extended enrage period. Every energy wave should be dcded as it’ll likely global the tank. During enrage the boss no longer build stacks, as such the boss can freely cleave the adds to reduce the outgoing damage (and insta kill graces if they spawn).

An important thing to remember is to avoid cleaving anyone in the group as they’ll likely get globalled too.

Tank

DPS

Healers


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