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Home » Nightmare Dxun 2 (Lights Out)

Nightmare Dxun 2 (Lights Out)

Boss

Boss Intro..


The is no enrage timer for this encounter.


<jedipedia link>

(need group to help get these images)
Image of Pursuit Droid friendly (just chillin..) (for the general overview section)

Flare dispenser location images
Flare onground image
stim location image

Image of Pursuit Droid enemy .
Image of Warden Droids.
Image of Rampaging Charger.
Image of Felshade Reaper.
Image of Felshade Hunter.
Image of Shadow Reaper.
Image of Shadow Walker.
Image of Incendiary Shriek.
Image of Crimson Stalker.
Image of Living Smoke.

strategy image:
Image of general pursuit droid drop locations
Image of general flare locations
Image of the threshold of where the droid actives and starts to pursue targets.
image of the threshold of the shrieks spawn (in the first segment)
image of the threashold of the second add spawn location (and adds accosiated with it)
image of the threshold of the third spawn location (and just 2 hunter?? [at 1st bull location])
iamge of the threshold of the fourth spawn location (crimson stalkers? [at 2nd bull location])
image of where to hold first warden droid
warden droid door image
image of the threshold of the fifth add spawn location (birds and stalkers? [at first warden droid])
image/type of adds at reapers
image of threshold of the sixth add spawn locations (shadow reapers start to spawn [starts at reapers, prob to next gate])
image of threshold of the seventh add spawn location (big shadow reaper and birds)
iamge of where to hold second warden droid
warden droid door image
image of threshold of the eighth add spawn location (at second warden droid)

puzzle images 3-4




Text:

Felshade Hunter
Overview of Felshade Hunter.
Tips/Tricks for the Felshade Hunter.

Shadow Reaper
Overview of Shadow Reaper.
Tips/Tricks for the Shadow Reaper.

Shadow Walker
Overview of Shadow Walker.
Tips/Tricks for the Shadow Walker.

Incendiary Shriek
Overview of Incendiary Shriek.
Tips/Tricks for the Incendiary Shriek.

Crimson Stalker
Overview of Crimson Stalker.
Tips/Tricks for the Crimson Stalker.

Living Smoke
Overview of Living Smoke.
Tips/Tricks for the Living Smoke.


Strategy:
First section
– first trash group
– position for first droid drop / threshold to activate him

second section
– how to skip 2nd gate trash
– first bull info
– second droid drop location

third section
– second bull info
– third droid drop location

fourth section
– first warden droid info
– flare timing to burn warden droid / bait birds
– fourth droid drop location

fifth section
– reapers / third bull info
– continual flare rolling..
– how to bait birds to help burn reapers..
– fifth droid drop location
– cleanup / when to run

sixth section
– where to stand / drop flare
– sixth droid drop location

seventh section
– how to bait birds to burn warden droid / when tank should leave
– prioritize little droid > big shadow > warden droid
– where should should generally stand / flare
– seventh / eighth / ninth?? droid drop location
– how to bait new adds to avoid pink

eighth section
– clicking puzzle




Table of Contents


Dxun 2 Enemies

There isn’t 1 big boss to kill in this encounter, instead, it’s a series of continual trash mobs you have to get through. 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.

Czerka Pursuit Droid

The Czerka Pursuit Droid is one of the core mechanics of this fight. This droid will reappear periodically dealing high damage if not pushed to retreat quickly.
<jedipedia link>

Magma Droid 1
Magma Droid 2
  • The Pursuit Droid will continually Pursue a target every 45 seconds throughout the encounter.
  • The Pursuit Droid will prioritize Pursuing a DPS over other roles.
  • Its pursued target will receive a Pursuit Target debuff that lasts for 10 seconds, when this debuff expires the Czekra Pursuit Droid will Holotrave to this player and immediately do a Cleaning Field.
  • The targeted player should stand away from the group when the Pursuit Droid is dropping on them. (usually in a set position, example drop locations are shown in the strategy section).
  • After the droid drops, a tank should hold agro with a high melee/range dcd up, or 2 stims.
  • The group wants to dps the Pursuit Droid to 90% hp within 12 seconds.
  • If the droid is still alive after this time, he will cast another Cleaning Field attack; which typically wipes the group.
  • The Pursuit Droid will passively emit a Flare, which allows players to stack inside and just focus it instead of any adds that may be around.
  • The Pursuit Droid gains a stack of “Powering Up: Field Emitters” after every Cleaning Field attack; these stacks reset when the Pursuit Droid Withdraws. Each stack increases the range of the Cleaning Field by 20m.
  • The Pursuit Droid gains a stack of “Powering Up: Beam Emitters” after every basic attack it does. Each stack increases the Pursuit Droids damage by 31.25% per stack. These stacks reset when the Pursuit Droid Withdraws.

Cleaning Field

One of the core attacks from the Pursuit Droid. Nothing gets rid of stains and unwanted organic infestations like a burst of high energy particles!
<jedipedia link>

  • One of the core attacks from the Pursuit Droid. Does a big blue AOE attack when it first lands on its pursued target.
  • Recasts after 12 seconds if not pushed into Withdrawing.
  • Damage increased by Powering Up: Beam Emitters buff. (light blue, quick stacking).
  • Radius increased by Powering Up: Field Emitters buff. (darker blue, 2 stacks max).
    • The Initial radius of Cleaning Field is 10m.
    • Each stack of Powering Up: Field Emitters increases the radius of Cleaning field by 20m.
  • Damages most adds.
  • Does not damage Warden Droids.

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

High-Energy Cleaning Solution

The Pursuit Droids basic attack. Does high damage and should be tanked by a tank.
<jedipedia link>

  • The Pursuit Droids basic attack. Does high damage and should be tanked by a tank.
  • 1.2 second cooldown.
  • Can, and should, be mitigated by a tank with a high melee/ranged dcd or 2 stims.

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

Pursuit Target

Target is being pursued by a Czerka Predator droid. Unable to enter stealth. Hindered. This effect cannot be broken. Aaany second now…
<jedipedia link>

  • Picks a target to pursue.
  • Will not Pursue the same target back to back.
  • Prioritizes DPS classes to target.
  • Debuff lasts for 10 seconds.
  • When the Debuff expires the Predator Droid will Holotraverse to the players’ location and immediately casts a Cleaning Field.
  • The Pursuit Droid will continually Pursue a target every 45 seconds throughout the encounter.

Holotraverse

Teleports To Target
<jedipedia link>

  • After the Pursuit Target debuff falls off the Pursuit Droid will teleport to its target’s location.

Stealthed Pursuit Mode

Movement speed greatly increased. Very difficult to detect. Immune to taunt effects.
<jedipedia link>

  • Every time you push the droid and make him withdraw he doesn’t actually die or despawn, he just goes into stealth mode.
  • Increases movement speed to 180%.
  • Increase stealth level to 200.
  • Places the droid into stealth.
  • Immune to all taunts.

Flare Emitter

Passively emits a CI-Dark Control Flare field while engaged in combat.
<jedipedia link>

  • Passively emits a CI-Dark Control Flare field while engaged in combat.
  • 10m radius from the center of the Pursuit Droid.
  • The pursuit droids flare acts identically to the player’s flare. Read more here!

Powering Up: Beam Emitters

Damage dealt increased per stack. The longer this droid remains actively engaged, the worse it gets.
<jedipedia link>

  • Buff applied to the pursuit droid while active.
  • Increases 1 stack on every High-Energy Cleaning Solution attack. (his basic attack).
  • Increases damage done per stack by 31.25%.
  • Max stacks 40.
  • Max damage increased by 1,250%.
  • The Pursuit Droid won’t have more than 7 stacks before he does his second Cleaning Field. (which usually wipes the group if let out.)
  • All stacks reset after being pushed into Withdrawing.

Powering Up: Field Emitters

Cleaning Field radius increased by 20m per stack. The longer this droid remains actively engaged, the worse it gets.
<jedipedia link>

  • Buff first applied after the Pursuit Droid’s first Cleaning Field activation.
  • Increases 1 stack on every Cleaning Field activation.
  • Max stacks 2.
  • Increases Cleaning Fields Radius by 20m per stack.
  • All stacks reset after being pushed into Withdrawing.

[HIDDEN]Damage Reaction Manager

Pursuit Droids health tracker.
<jedipedia link>

  • The Pursuit Droids Health Tracker.
  • When the Pursuit Droid falls below 90% hp it goes into Stealthed Mode and temporarily gains the Withdrawing buff.
  • Hidden from the Buff bar.

Withdrawing [hidden]

Reducing all established threat by 99%. Retreating… for now.
<jedipedia link>

  • Buff applied after reaching 90% hp.
  • The Pursuit Droid tries to flee temporarily.
  • Buff is hidden from the Buff bar.
  • Lasts 5 seconds.
  • When buff expires:
    • Heals the Pursuit Droid back up to 100% hp.
    • Removes all stacks of his Powering Up: Beam Emitters buff.
    • Removes all stacks of his Powering Up: Field Emitters buff.

Predator Deflector

Temporarily invulnerable. Purges effects when applied.
<jedipedia link>

  • Buff applied while the Pursuit Droid is Withdrawing.
  • Buff makes him invulnerable to all damage and effects.
  • Completely removes all debuffs.

Philosophical Reflection

Quietly pondering deep droid thoughts.
<jedipedia link>

  • At the start of the encounter, the droid is just chilling..
  • When the Pursuit Droid actives and starts to pursue targets this buff is removed.

Boss Immunity

Immune to incapacitating and movement-impairing effects.
<jedipedia link>

  • The normal Boss Immunity buff.

Unshakable

Cast and channel abilities can not be interrupted.
<jedipedia link>

  • Cast and channel abilities can not be interrupted.
  • Passive buff. Usually applied to most bosses.
  • Immune to interrupts.

Tips:

  • The Cleaning Field damage is force/tech / AoE. As such, a sin tank can use the “friend of the force” tactical on the targeted player to mitigate this damage.
  • When a tank uses 2 stims it increases their melee/range defense to 100%; this will mitigate all basic attacks from the Pursuit Droid while active.
  • Whenever the Pursuit Droid is active, all dps should be prioritizing it.
  • Healers can help dps if the group isn’t pushing the Pursuit Droid before it casts a second Cleaning Field.
  • Dps can alternate their offensive cooldowns if they’re not meeting some of the Pursuit Droid dps checks.
  • If some of your group is dead near the end of the encounter, and it’s unlikely your group will push the Pursuit Droids dps check, you can /stuck near the end of the Targeted Debuff to delay it coming out and wiping people.

Czerka Warden Droid

The Czerka Warden Droid are large droids that lock access to doors until they are defeated. These droids make it so groups can’t just run directly to the end of the encounter and activate the buttons.
<jedipedia link>

Magma Droid 1
Magma Droid 2
  • The Czerka Warden Droids don’t have a basic attack, instead, they cast Containment Taser, which is a frontal conal cleave that can be interrupted.
  • Typically one tank will control this droid, while the other tank is controlling adds / dealing with the Pursuit Droid.
  • After the Czerka Warden Droid dies, players can activate the nearby console to continue progressing through the encounter.

Containment Taser

The Warden Droids attack.
<jedipedia link>

  • The Warden Droids attack.
  • AOE Frontal cleave.
  • Can be interrupted.
  • 1 second cast time.
  • 3 second cooldown.

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

Data Lock

This Warden Droid is locking a nearby console. It will not be usable while this Warden Droid is still functional.
<jedipedia link>

  • Disables the use of a nearby console until the Warden Droid dies, ultimately forcing groups to kill it (and things before it) instead of just running straight to the end of the encounter.

Tips:

  • Players can interrupt the Containment Taser cast.
  • The Warden Droids can take damage from the Incendiary Shriek Corrosive Rain; more info about how to stack Incendiary Shrieks on top of Warden droids to kill them quickly will be explained in the strategy section.

Rampaging Charger

The Rampaging Chargers are large bulls that spawn during this encounter. They’ll actively knock players back with their Horns attack, and with their passive Trample buff. The Rampaging Chargers are similar to the Stampeding Bulls from the Red encounter.
<jedipedia link>

Magma Droid 1
Magma Droid 2
  • These Bulls can be hard-stunned without building Fury stacks.
  • They are immune to Soft stuns.
  • The Stampeding Bulls actively knock players back with their Horns attack, and with their passive Trample buff.
    • The Horn’s knockback can be interrupted.
  • 3 Rampasing Chargers will spawn through-out this encounter:
    • The first one will spawn after the first gate.
    • The second one will spawn after the second gate (before the first warden droid).
    • The third one will spawn with the Reapers. (after the first warden droid).
  • In the strategy section we’ll go over more specific details about how to deal with each bull.

The Horns

Stampeding Bulls active knockback.
<jedipedia link>

  • Stampeding Bulls active knockback.
  • 0.7 second cast.
  • 6 second cooldown.
  • Can be interrupted.

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

Trample

Damages enemies within range and knocks them back.
The stampeding beasts cannot and will not stop!
<jedipedia link>

  • Stampeding Bulls passive knockback.
  • Knocks back any player within 2.3m range.
  • 0.75 second tick rate.
  • Doesn’t knockback while the bull is stunned.
  • Can be avoided by having physics immunity.

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

Alertness

Immune to crowd control effects that break on damage.
<jedipedia link>

  • Passive buff on the Rampaging Charger making it immune to all soft stuns.
  • Can be hard stunned.

Tips:

  • Players can interrupt The Horns cast.
  • Players can stun the Rampaging Charger as much as they want to help mitigate knockbacks.
  • Players can push / pull the bull to help position it, and/or for additional interrupts.

Felshade Reaper

<jedipedia link>

Felshade Reapers are large Felshades that spawn after the first Warden Droid room. They deal high damage, as such a tank needs to maintain threat on them. They have a frontal cleave and should be faced away from the group. They deal increased damage if not inside a flare. Felshade Reapers are a strong version of the Felshade Hunter.

Magma Droid 1
  • 2 Felshade Reapers spawn, alongside a Rampaging Charger after the first Warden Droid room.
  • If the Reaper not inside a Flare:
    • While not inside a Flare the Reaper will try to cast Ghost in the Darkness and turn invisible.
    • After this stealth falls off the Reaper will gain the Extermination Protocol buff for 3 seconds, increasing it’s outgoing damage by 100%.
    • The Reaper will also attempt to Pounce onto its target.
    • If the Reaper Pounces onto someone they will be briefly Stunned and will gain the Balanced buff, which prevents additional stuns for 8 seconds.
    • The Reapers main attack while not inside the flare is the Devour ability.
    • Devour is a high damaging frontal cleave.
    • Devour also applies the Reaper’s Claw DoT.
  • If the Reaper is inside the Flare:
    • The Reaper will build Blinding Light stacks while inside a Flare. Each stack increases the Reaper’s damage by 10%, max 3 stacks.
    • The Reaper’s main attack while inside a flare is it’s Maul attack.
    • The Maul attack is a less powerful frontal cleave.

Devour

High damage frontal cleave if the bull, or its target, is not inside a flare.
<jedipedia link>

  • High damage frontal cleave if the bull, or its target, is not inside a flare.
  • Applies the Reaper’s Claw dot to Warden Droid, Crimson Stalker, Charging Bull if they are hit with the Reapers Devour.
  • 2 second cooldown.

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

Reaper’s Claw

Periodically taking internal damage. Nothing can survive the jaws of a reaper for long.
<jedipedia link>

  • DoT applied to other monsters if hit with a Reapers Devour attack.
  • Lasts for 15 seconds.
  • 3 second tick rate.
  • Stacks up to 3 times.

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

Maul

Less powerful frontal cleave if the bull, or its target, IS inside a flare.
<jedipedia link>

  • Less powerful frontal cleave if the bull, or its target, IS inside a flare.
  • 2 second cooldown.

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

Pounce

If the reaper, or its target, doesn’t have the flare buff..
<jedipedia link>

  • If the reaper, or its target, doesn’t have the flare buff.. Leaps to its target knocking them down.
  • Also knocks down any player with-in 5m radius of targeted player.
  • 24 second cooldown.
  • 9m-25m range.
  • Stuns players if Pounced on.
  • Also Stuns Warden Droids, Crimson Stalkers, and Charging Bulls if hit with Pounce.
  • Applies the Balanced buff if Pounced on.

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

Stunned

Stunned, unable to act. Knocked off balance by the fury of a Felshade.
<jedipedia link>

  • Stunned, unable to act. Knocked off balance by the fury of a Felshade.
  • Applied after being Pounced on by the Felshade Reaper.
  • Lasts for 1.5 seconds.

Balanced

Immune to stun and knockdown effects from Pounce.
<jedipedia link>

  • Buff making the player immune to stun and knockdown effects from Pounce.
  • Applied after being Pounced on by the Felshade Reaper.
  • Lasts for 8 seconds.

Ghost in the Darkness

Turns invisible if the reaper isn’t inside a flare, and its target is a player.
<jedipedia link>

  • Turns invisible if the reaper isn’t inside a flare, and its target is a player.
  • 2 second cast time.
  • 6m – 15m range.
  • Lasts for 20 seconds.
  • 20 second cooldown.
  • Increases Stealth level by 200.
  • Increases Movement Speed by 15%.
  • Applies the Extermination Protocol debuff after exiting stealth, increasing outgoing damage for a short duration.
  • If the Reaper enters a Flare immediately unstealths.

Extermination Protocol

All outgoing damage is significantly increased upon exiting stealth after an attack.
<jedipedia link>

  • “Debuff” applied after exiting from Ghost in the Darkness, increasing all outgoing damage by 100%.
  • Lasts for 3 seconds.

Blinding Light

Increase damage from all sources by 10% per charge, maximum of 30%. Disoriented and unable to defend itself!
<jedipedia link>

  • Buff gained while standing inside the flare.
  • Increase outgoing damage by 10% per stack.
  • Lasts for 15 seconds.
  • Stacks up to 3 times.

Boss Immunity

Immune to incapacitating and movement-impairing effects.
<jedipedia link>

  • The normal Boss Immunity buff.

Tips:

  • The Felshade Reapers should be kept inside a Flare.
  • Tanks need to maintain threat as much as possible. One tank can go in first and gain initial threat/burn their taunts, then the second tank can taunt off the first tank before the next Czerka Pursuit Droid spawns. (so the first tank can go single taunt it.)
  • If your group has a really strong AOE damage class, like slam spam veng jug, the tanks can/should guard them during this.
  • The Czerka Pursuit Droid Flare acts like a normal flare, so when a Pursuit Droid appears it should be stacked with the reapers and the group can delay throwing another Flare until the Pursuit Droid is retreating.
  • If your group is struggling to kill them quickly enough, you can bait Incendiary Shrieks from the previous section and use their Corrosive Rain DoT to deal damage to the Felshade Reapers, similar to how you can stack them on the Warden Droids.

Felshade Hunter

<jedipedia link>

Mini version of the Felshade Reaper. Has very similar attacks and effects.

Magma Droid 1
Magma Droid 2
  • a

Devour

High damage frontal cleave if the bull, or its target, is not inside a flare.
<jedipedia link>

  • High damage frontal cleave if the bull, or its target, is not inside a flare.
  • Applies the Savage Claw dot to Warden Droid, Crimson Stalker, Charging Bull if they are hit with the Felshade Hunters Devour.
  • 2 second cooldown.

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

Savage Claws

Periodically taking internal damage. Nothing can survive the jaws of a reaper for long.
<jedipedia link>

  • DoT applied to other monsters if hit with a Felshade Hunters Devour attack.
  • Lasts for 15 seconds.
  • 3 second tick rate.
  • Stacks up to 3 times.

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

Maul

Less powerful frontal cleave if the bull, or its target, IS inside a flare.
<jedipedia link>

  • Less powerful frontal cleave if the bull, or its target, IS inside a flare.
  • 2 second cooldown.

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

Pounce

If the reaper, or its target, doesn’t have the flare buff..
<jedipedia link>

  • If the Felshade Hunter, or its target, doesn’t have the flare buff.. Leaps to its target knocking them down.
  • Also knocks down any player with-in 5m radius of targeted player.
  • 24 second cooldown.
  • 9m-25m range.
  • Stuns players if Pounced on.
  • Also Stuns Warden Droids, Crimson Stalkers, and Charging Bulls if hit with Pounce.
  • Applies the Balanced buff if Pounced on.

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

Stunned

Stunned, unable to act. Knocked off balance by the fury of a Felshade.
<jedipedia link>

  • Stunned, unable to act. Knocked off balance by the fury of a Felshade.
  • Applied after being Pounced on by the Felshade Hunter.
  • Lasts for 1.5 seconds.

Balanced

Immune to stun and knockdown effects from Pounce.
<jedipedia link>

  • Buff making the player immune to stun and knockdown effects from Pounce.
  • Applied after being Pounced on by the Felshade Hunter.
  • Lasts for 8 seconds.

Ghost in the Darkness

Turns invisible if the reaper isn’t inside a flare, and its target is a player.
<jedipedia link>

  • Turns invisible if the reaper isn’t inside a flare, and its target is a player.
  • 2 second cast time.
  • 6m – 15m range.
  • Lasts for 20 seconds.
  • 20 second cooldown.
  • Increases Stealth level by 200.
  • Increases Movement Speed by 15%.
  • Applies the Extermination Protocol debuff after exiting stealth, increasing outgoing damage for a short duration.
  • If the Reaper enters a Flare immediately unstealths.

Extermination Protocol

All outgoing damage is significantly increased upon exiting stealth after an attack.
<jedipedia link>

  • “Debuff” applied after exiting Stealth from Ghost in the Darkness, increasing all outgoing damage by 100%.
  • Lasts for 3 seconds.

Blinding Light

Increase damage from all sources by 10% per charge, maximum of 30%. Disoriented and unable to defend itself!
<jedipedia link>

  • Buff gained while standing inside the flare.
  • Increase outgoing damage by 10% per stack.
  • Lasts for 15 seconds.
  • Stacks up to 3 times.

Alertness

Immune to crowd control effects that break on damage.
<jedipedia link>

  • Passive buff on the Felshade Hunter making it immune to all soft stuns.
  • Can be hard stunned.

Tips:

des

  • Des

Shadow Reaper

<jedipedia link>

A stronger version of the Shadow Walkers. One spawns near the end of the encounter.

Magma Droid 1
Magma Droid 2
  • a

Maim

The Shadow Reapers’ basic attack.
<jedipedia link>

  • The Shadow Reapers’ basic attack.
  • Doesn’t hit its target if protected by the light.
  • 2 second cooldown.

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

Dismember

Stunned, periodically taking damage. You are being torn apart!
<jedipedia link>

  • Stuns its target dealing damage.
  • Won’t use this ability if its target has the flare buff.
  • Cannot be interrupted.
  • 3 second channel.
  • 24 second cooldown.

Damage Type:
Attack Type:
AOE/Single Target:

Nocturnal Hunter

Has an aversion to the light of CI-Dark control flares.
<jedipedia link>

  • Has an aversion to the light of CI-Dark control flares.
  • Actively tries to avoid the flare. Doesn’t use any attack or ability on its target if they have the flare buff.
  • Applies the [HIDDEN] Photosensitivity debuff if the Shadow Reaper enters the light.

[HIDDEN] Photosensitivity

Has an aversion to the light of CI-Dark control flares. Attempts to leap outside of the flare.
<jedipedia link>

  • Attempts to leap outside of the flare.
  • The Shadow Reaper gains a 5 second debuff after leaping away.
  • Becoming immobilized and preventing rotation during this 5s hidden debuff.
  • 8 second cooldown.

Blinding Light

Increase damage from all sources by 10% per charge, maximum of 30%. Disoriented and unable to defend itself!
<jedipedia link>

  • Buff gained while standing inside the flare.
  • Increase outgoing damage by 10% per stack.
  • Lasts for 15 seconds.
  • Stacks up to 3 times.

Alertness

Immune to crowd control effects that break on damage.
<jedipedia link>

  • Passive buff on the Shadow Reaper making it immune to all soft stuns.
  • Can be hard stunned.

Tips:

des

  • Des

Shadow Walker

<jedipedia link>

Mini version of the Shadow Reaper.

Magma Droid 1
Magma Droid 2
  • a

Maim

The Shadow Walkers’ basic attack.
<jedipedia link>

  • The Shadow Walkers’ basic attack.
  • Doesn’t hit its target if protected by the light.
  • 2 second cooldown.

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

Dismember

Stunned, periodically taking damage. You are being torn apart!
<jedipedia link>

  • Stuns its target dealing damage.
  • Won’t use this ability if its target has the flare buff.
  • Cannot be interrupted.
  • 3 second channel.
  • 24 second cooldown.

Damage Type:
Attack Type:
AOE/Single Target:

Nocturnal Hunter

Has an aversion to the light of CI-Dark control flares.
<jedipedia link>

  • Has an aversion to the light of CI-Dark control flares.
  • Actively tries to avoid the flare. Doesn’t use any attack or ability on its target if they have the flare buff.
  • Applies the [HIDDEN] Photosensitivity debuff if the Shadow Walker enters the light.

[HIDDEN] Photosensitivity

Has an aversion to the light of CI-Dark control flares. Attempts to leap outside of the flare.
<jedipedia link>

  • Attempts to leap outside of the flare.
  • The Shadow Walker gains a 5s debuff after leaping away.
  • Becoming immobilized and preventing rotation during this 5s hidden debuff.
  • 8 second cooldown.

Blinding Light

Increase damage from all sources by 10% per charge, maximum of 30%. Disoriented and unable to defend itself!
<jedipedia link>

  • Buff gained while standing inside the flare.
  • Increase outgoing damage by 10% per stack.
  • Lasts for 15 seconds.
  • Stacks up to 3 times.

Alertness

Immune to crowd control effects that break on damage.
<jedipedia link>

  • Passive buff on the Shadow Walker making it immune to all soft stuns.
  • Can be hard stunned.

Tips:

des

  • Des

Incendiary Shriek

<jedipedia link>

Magma Droid 1
Magma Droid 2
  • a

Photoreactive Hypergollicity

Violently reacts to increases in luminosity.
<jedipedia link>

  • Passive buff making the Incendiary Shirek violently reacts to increases in luminosity.
  • Immediately dies when entering the Flare.
  • Gets the Impending Burst debuff upon dying.

Impending Burst

This creature is going to explode into a cloud of acid when this timer expires
<jedipedia link>

  • This creature is going to explode into a cloud of acid when this timer expires.
  • When the Incendiary Shriek dies, places an orange circle on top of its body and gains the Impending Burst buff.
  • 4 second buff.
  • 3.5m radius.
  • When the buff expires explodes giving the Corrosive Rain DoT anything around it.

Corrosive Rain

Taking periodic elemental damage. You are covered in a burning tar-like substance.
<jedipedia link>

  • Taking periodic elemental damage. You are covered in a burning tar-like substance.
  • DoT given to any player, and/or, monster inside the Impending Burst circle as it expires.
  • Does not affect Czerka Pursuit Droid.
  • Does affect the Warden Droids.
  • Lasts for 60 seconds, or until refreshed.
  • 3 second tick rate.
  • Max stacks 100.
  • In Nightmare, cannot be cleansed. (jedipedia says it clears 1 stack per cleanse – need to check)
  • In Hardmode, or Storymode, can be cleansed. (jedipedia says it clears 5 stacks per cleanse – need to check)

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

Bite

Incendiary Shriek’s basic attack.
<jedipedia link>

  • Incendiary Shriek’s basic attack.
  • 2 second cooldown.

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

Alertness

Immune to crowd control effects that break on damage.
<jedipedia link>

  • Passive buff on the Incendiary Shriek making it immune to all soft stuns.
  • Can be hard stunned.

Tips:

des

  • Des

Crimson Stalker

<jedipedia link>

A baby version of Red.


Magma Droid 1
Magma Droid 2
  • a

Envenomed Bite

Crimson Stalker’s basic melee attack.
<jedipedia link>

  • A basic melee attack dealing high melee/ranged damage.
  • Gives the player a Paralyzing Venom Debuff.

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

Paralyzing Venom

Reduces movement speed. The crippling neurotoxin causes your limbs to go numb.
<jedipedia link>

  • Debuff applied from Envomed Bite attack.
  • Lasts for 1.1 seconds.
    • In Nightmare and Hardmode, decreases movement speed by 40%.
    • In Storymode, decreases movement speed by 70%.

Hydrochloric Pool

Casts Hydrochloric Pool on Crimson Stalker’s current target. After the channel finishes places a purple pool at the position when the player was when the cast began.
<jedipedia link>

  • Crimson Stalker’s pink pool.
  • 2 second cast time.
  • Casts every 45 seconds.
  • Applies the Ruinous Corrosion debuff to anyone that enters.

Ruinous Corrosion

Reduces outgoing damage, healing done, and defense against all types of damage. While this effect is active any protection against Red Venom is negated. A pungent odor of oxidizing durasteel overwhelms your senses…
<jedipedia link>

  • Debuff applied if someone steps into a Hydrochloric Pool.
  • Reduces Damage done by 95%.
  • Reduces Healing done by 95%.
  • Reduces Force/Tech Resistance by 95%.
  • Reduces Melee/Ranged Resistance by 95%.
  • Lasts for 2.1 seconds.

Alertness

Immune to crowd control effects that break on damage.
<jedipedia link>

  • Passive buff on the Felshade Hunter making it immune to all soft stuns.
  • Can be hard stunned.

Pack Leader’s Presence

Buff making Crimson Stalkers immune to soft stuns.
<jedipedia link>

  • Passive buff on the Felshade Hunter making it immune to stun, snare, fear, root, sleep, and hindered.

Tips:

des

  • Des

Living Smoke

<jedipedia link>

Magma Droid 1
Magma Droid 2
  • a

Shadow Strike

The Living Smokes basic attack.
<jedipedia link>

  • The Living Smokes basic attack.

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

Elusive

Defense increased by 95%. The smoke-like creatures are nearly impossible to see and even harder to hit.
<jedipedia link>

  • Defense increased by 95%. The smoke-like creatures are nearly impossible to see and even harder to hit.
  • Increases Force/Tech Resistance by 100%.
  • Increases Melee/Ranged Resistance by 100%.

Unstable

This creature will cease to exist when this effect expires. The unstable cloud of nanoparticles emulating a biological organism can only sustain itself for short periods of time.
<jedipedia link>

  • This creature will cease to exist when this effect expires. The unstable cloud of nanoparticles emulating a biological organism can only sustain itself for short periods of time.
  • Buff given to the Living Smoke, killing it after the buff expires.
  • Lasts for 45 seconds.
  • In Storymode, instantly dies.
  • In Hardmode and Nightmare, dies after 45 seconds.

Blinding Light

Increase damage from all sources by 10% per charge, maximum of 30%. Disoriented and unable to defend itself!
<jedipedia link>

  • Buff gained while standing inside the flare.
  • Increase outgoing damage by 10% per stack.
  • Lasts for 15 seconds.
  • Stacks up to 3 times.

Boss Immunity

Immune to incapacitating and movement-impairing effects.
<jedipedia link>

  • The only add to have the normal Boss Immunity buff.

Tips:

des

  • Des

Other Mechanics

CI-Dark Control Flare

This special flare used by the CI-Dark Project’s handlers contains a unique mixture of metallic oxidizers typically reserved for military grade explosives. Although it is impractical as a lightsource due to a flame temperature of 3,400c and extremely short burn time, the light produced by these flares is one of the few known deterrents to CI-Dark’s genetically optimized lifeforms.
<jedipedia link>

Magma Droid 1
Magma Droid 2
  • One of the core mechanics of this encounter.
  • Allows players to place a Flare down to help protect them from adds.
  • Different adds have different effects while being subjected to the light.
  • 6 Flares can be picked up before the encounter starts.
  • An additional 4 Flares can be picked up in the first Warden Droid’s room.
  • A total of 10 Flares can be picked up during this encounter.
  • Flare charges reset if your group wipes.
  • You can keep any remaining charges if you finish the encounter. (although most groups pull and instantly wipe the group on the third encounter to adjust for some of the add spawns).

Ignite Flare

Ability granted while holding a CI-Dark Control Flare. Allows the player to place a flare on a targeted location for a short period of time.
<jedipedia link>

  • Ability granted while holding a CI-Dark Control Flare. Allows the player to place a flare on a targeted location for a short period of time.
  • The targeted area ignites in bright light affecting adds and giving players the Impractically Bright Light Buff.
  • Lasts 20 seconds.
  • 10m radius.
  • 2 second tick rate.

Impractically Bright Light

You are illuminated by a blinding light.
<jedipedia link>

  • Buff given while inside the Flare.
  • Lasts 2.1 seconds, or until refreshed.
  • Protects players from certain add attacks while having this buff.

Unused CI-Dark Control Flare

You have fallen and dropped the flares you were carrying at your feet. Allies may each pick up 1 flare every second.
<jedipedia link>

  • Buff given when a player dies with a Flare charge.
  • Lasts 5 minutes.
  • Allows other players to pickup any unused Flares from their fallen allies.
  • Must be within 2m to take a Flare charge.
  • 1 Flare charge taken every 1 second.
  • If the player gets revived they keep any remaining Flare charges.

Tips:

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  • d

CI-M Synapse Accelerator Serum

Injects a target with a dose of the experimental CZ-M Synapse Accelerator Serum. When used as directed, this serum grants the user increased runspeed and immunity to movement impairing effects, while also halving tiredness. Injecting a second dose while the first is active will over Overclock and Overload the body.

Overclock: Grants a 100% bonus to Accuracy and Critical Chance, and for Tanking disciplines a 100% bonus to Defense Chance.

Overload: Reduces maximum health by 25%. Receiving an additional dose while Overloaded is fatal.

<jedipedia link>

Magma Droid 1
Magma Droid 2

Accelerated (CI-M Synapse Accelerator Serum)

1 usage of the Accelerator Serum in any spec.

Your body suddenly moves effortlessly. Both your mind and the world around you seem so much clearer.
<jedipedia link>

  • 1 usage of the Accelerator Serum.
  • Lasts for 12 seconds.
  • Makes the player immune to movement imparing effects, knockdowns, and physics.
  • Can be used on another player. (within 5m range)
  • Increases movement speed by 35%. (total movement speed set to 135%)
  • Using a second stim applies the Overlocked, or Overclocked Defender buff.

Overclocked (CI-M Synapse Accelerator Serum)

2 usages of the Accelerator Serum, and in DPS or Heal spec.

Your mind and body are heightened to an extent you never knew possible. You think and move with perfect precision through a world in slow motion around you. You also suddenly feel like you’re cooking in an oven.
<jedipedia link>

  • Upon using a second stim, while the first stim is still active, it applies the Overclocked buff.
  • Only applies this buff to DPS or Healer specs.
  • If in Tank spec it will instead apply the Overclocked Defender buff.
  • Lasts for 12 seconds.
  • Increases Melee/Ranged Accuracy by 100%.
  • Increases Force/Tech Accuracy by 100%.
  • Increases Melee/Ranged Critical Chance by 100%.
  • Increases Force/Tech Critical Chance by 100%.
  • Can be used on another player. (within 5m range)
  • Using a second stim like this applies the Overloaded debuff.

Overclocked Defender (CI-M Synapse Accelerator Serum)

2 usages of the Accelerator Serum, and in Tank spec.

Your mind and body are heightened to an extent you never knew possible. You think and move with perfect precision through a world in slow motion around you. You also suddenly feel like you’re cooking in an oven.
<jedipedia link>

  • Upon using a second stim, while the first stim is still active, it applies the Overclocked Defender buff.
  • Only applies this buff to Tank specs.
  • If in DPS or Healer spec it will instead apply the Overclocked buff.
  • Lasts for 12 seconds.
  • Increases Melee/Ranged Accuracy by 100%.
  • Increases Force/Tech Accuracy by 100%.
  • Increases Melee/Ranged Critical Chance by 100%.
  • Increases Force/Tech Critical Chance by 100%.
  • Increases Melee/Ranged Defense by 100%.
  • Can be used on another player. (within 5m range)
  • Using a second stim like this applies the Overloaded debuff.

Overloaded (CI-M Synapse Accelerator Serum)

After having 2 stims applied to a target they immediately gain this debuff. Multi-dosing the CI-M Synapse Accelerator Serum is extremely dangerous…
<jedipedia link>

  • After using having 2 stims applied to a target they immediately gain this debuff.
  • Lasts for 30 seconds.
  • Decreases Maximum Health by 25%.
  • Applying a Third stim will instantly kill you! (and apply the Synaptic Collapse effect)

Synaptic Collapse (CZ-M Synapse Accelerator Serum)

After having 3 stims applied in quick succession, applies this effect and instantly kills its target. Burning hot and burning out…
<jedipedia link>

  • Instantly kills anyone who has 3 stims applied to them.
  • Can be applied by other players.

Dropped CI-M Synapse Accelerator Stim

You have fallen and dropped the stims you were carrying at your feet. Allies may each pick up 1 stim every second.
<jedipedia link>

  • Buff given when a player dies with a Stim charge.
  • Lasts 5 minutes.
  • Allows other players to pickup any unused Stims from their fallen allies.
  • Must be within 2m to take a Stim charge.
  • 1 Stim charge taken every 1 second.
  • If the player gets revived they keep any remaining Stim charges.

Tips:

des

  • d

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:

Phase 1

  • Phase 1

Tank
Phase 1

DPS
Phase 1

Healers
Phase 1


Phase 2:

Phase 2

  • Phase 2

Tank
Phase 2

DPS
Phase 2

Healers
Phase 2


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