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Directive 7
12-08-2011, 02:21 AM (This post was last modified: 12-08-2011 03:23 AM by Petrus.)
Post: #1
Directive 7
Level: High level (Lvl 50)
Location:
Encounters:
Detector (mini boss)
Mentor Assassin Droid
Cyborg (mini boss)
Interrogator
Bulwark
Assembler
Mentor


Crew Skill Shortcuts:
No known crewskill shortcuts.


Bosses:
Mentor Assassin Droid
The Mentor Assassin Droid fight is the first full boss fight in the Directive 7 flashpoint. There are three enemies, the main boss and his two bodyguards. The bosses use a combination of a conal aoe attack, a knockback, and shields as their mechanics. The real key to this fight is watching and managing the attacks on the shields.

The orange shield reflects all attacks, including dots that were already on it when the shield goes up, while the blue shield absorbs all attacks. Players needs to attack whichever Droid is not shielded at the time, and be quick about switching targets when it changes.

Videos:
http://www.youtube.com/watch?v=TyANtXlsktw (4:30)

Tips/Tricks:
Dots are pretty rough on this fight, as the orange shield can switch to a new enemy that already has dots on it, doing quite a bit of damage to the player who cast them. If possible, avoid using any dots that last longer than a couple seconds.

Tanks should face these enemies away from the entrance to the room, and away from the group.


Interrogator
The Interrogator is the second boss int he Directive 7 Flashpoint. Over the course of the fight, the Interrogator will cast scan on a player, spawning a clone from one of the doors to the bosses left or right. Clones spawn on a timer, and if they aren't DPSd quick enough will act as a soft enrage.
Videos:
http://www.youtube.com/watch?v=OzeD2OXVM...yANtXlsktw (3:32)

Tips/Tricks:
If possible, the tank should bring the clones near the Interrogator so that AoE abilities can be used. Ranged adds that won't move should be burned down quickly, and classes with dots should keep them up at all times.

If a healer ever gets cloned it should be burned down as soon as possible.


Bulwark
Bulwark is the third boss of the Directive 7 Flashpoint. Over the course of the fight, Bulwark will cast a ground targeted missile AoE under a player that they must move from. Bulwarks main ability is called "Defensive Protocols". Panels to the left and right of him activate, and cast a shield on Bulwark, making him immune and dealing massive AoE damage to the party.

Videos:
http://www.youtube.com/watch?v=OzeD2OXVM...yANtXlsktw (6:13)

Tips/Tricks:
Ranged/Heals should stand to the left and right of Bulwark so that they can deactivate the panels when he uses Defensive Protocols.



Assembler
The Assembler is the fourth boss in the Directive 7 flashpoint. He starts the fight with two turrets, which he heals when they get low on health. Throughout the fight, Assembler will attempt to use a channeled ability called "repair mode", and if it's not interrupted he will heal himself for a significant amount.

Videos:
http://www.youtube.com/watch?v=yCX9KJvPU...feature=iv (0:43)

Tips/Tricks:
The easiest way to do this boss is to have one of the ranged players aggro both turrets, and then hide behind the the wall near where you start the fight at. DPS down the boss, interrupting his Repair Mode, and then once he's dead finish off the turrets.


Mentor
Mentor is the Final boss of the Directive 7 Flashpoint. At the start of the fight, Mentor will spawn two defensive laser turrets, and players will need to take these out. Mentor will also summon a claw that targets an individual party member and blasts them for high damage. This ability needs to be kited.

Once the turrets are down, one of Mentor's processor cores can be destroyed. This isn't as easy as it sounds though. During this phase, a processor core guardian spawns with very high hp, and does high damage. This needs to be tanked, and killed. At the same time, players much destroy the two Processor core turrets, the processor core itself, avoid the AoE ground targeted missiles that Mentor is launching, and still watch out for/kite the laser claw.

After the Guardian is destroyed, the first two Defensive turrets respawn, and two more Processor cores become vulnerable. Players will still have to kite missiles and the laser claw. Once these cores are destroyed, the fourth, and last core becomes vulnerable, along with two more turrets and the second and final Core Guardian.

Once all four Cores are destroyed, and the final Guardian is dead, Mentor himself comes out to fight. He will randomly attack players with a high damage, unavoidable laser. Players must be shielded or healed through this attack, or they will die. Mentor himself has very low HP, and should be burned down ASAP, while still avoiding the laser claw and the missile attacks. The overall length of this fight is about 10 minutes.

Videos:
http://www.youtube.com/watch?v=yCX9KJvPU...feature=iv (3:40)

Tips/Tricks:
During the first phase with the two defensive turrets, players can LoS one or the other, making the fight much safer, and saving resources for the long phases ahead.
During the phase when the processor core is vulnerable, it's best to take down it's defensive turrets, and then the processor, before focusing on the Core Guardian.
This is a long fight. Resource management and off healing will be extremely important.
During the final phase, any survivability CDs, shields, etc should be used, and all players should focus on burning Mentor. Don't forget to keep kiting the laser claw and missile attacks however.

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12-22-2011, 09:23 PM
Post: #2
RE: Directive 7
Anyone got Bulwark down?

I checked some beta videos but it was pretty different, atleast there was no target marker on ground and it did 10k+ damage to everyone.
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12-26-2011, 06:02 AM
Post: #3
RE: Directive 7
(12-22-2011 09:23 PM)Piree Wrote:  Anyone got Bulwark down?

I checked some beta videos but it was pretty different, atleast there was no target marker on ground and it did 10k+ damage to everyone.

Just Duo'd this with a 50 juggy tank and myself as sorc heals. Very doable, and the same as in the video I posted.

On normal mode of course.
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12-26-2011, 07:18 AM
Post: #4
RE: Directive 7
(12-26-2011 06:02 AM)Petrus Wrote:  
(12-22-2011 09:23 PM)Piree Wrote:  Anyone got Bulwark down?

I checked some beta videos but it was pretty different, atleast there was no target marker on ground and it did 10k+ damage to everyone.

Just Duo'd this with a 50 juggy tank and myself as sorc heals. Very doable, and the same as in the video I posted.

On normal mode of course.

Got him down too in meanwhile, not that hard if ur team knows what to do. But my first team just died from the rockets he randomly threw on ground. But 2nd time with different group went real smooth.

Also, the last bost is very easy if u know what to do Smile
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12-30-2011, 09:38 AM (This post was last modified: 01-04-2012 02:19 AM by Lackies.)
Post: #5
RE: Directive 7
Quick impressions of Directive 7 heroic mode which I would recommend as a good step up when you're sick of Heroic BT.

Mentor Assassin Droids
- Essentially unchanged. more hp, more dmg, but so long as you interrupt the one you're on and use tank cool downs earlier rather than later its not too bad. Basically boils down to tank and spank.

Interrogator - This boss struck me as extremely easy. If you kill the adds quickly you'll have a large amount of time where the boss is immune and not doing anything. overall hp/dmg on everything here is quite low. Ranged DPS can shoot the adds before they exit their spawn.

Bulwark - Definitely one of the harder bosses here. Only 1 of his two attacks in interruptable ( Bulwark Crush I believe) and he does fairly heavy group dmg on top of moderate tank damage. the tank may also lose aggro if you don't interrupt his attack quickly enough. Furthermore the enrage timer is fairly tight so letting the droids repair the consoles will likely cause enrage. We found it helpful to have the healer and DPS stack after the consoles were initially destroyed. Failing to interrupt Bulwark very quickly also tended to cause Bulwark to melee the DPS for the durations of the stun it inflicts on the tank. The droids seem to be immune to interrupts but stuns work, and occasionally you can aggro them before they head to a console and they will melee a player instead of trying to repair. It might be possible to out range his area damage attack, but I never tried.

(optional boss) Replicator - This boss spawns when you complete stage 3 of the bonus series in the dungeon (Destroy 8 replicator consoles found between Interrogator and Assembler). This bosses gimmick is that he basically splits as he takes dmg. Starts as one mob and at around 75% splits into 3 mobs which seem to have random aggro. When one of these adds reaches 25% they will split into 4 normal adds two spawning from each side of the room. Concentrate DPS on one thing at a time and heal through the fairly strong damage when there are 2-3 "strong" replicants and it should be a victory. he drops relics which give 300 (secondary stat) on use

Assembler -
Fairly easy as well. Focus down the turrets, focus down the boss. The turrets have 34k Hp and should die fairly quickly. Its not necessary to tank the turrets per say, but interrupting their "focusing beam" and having the tank taunt them is recommended. Interrupting the boss's repair mode when activated should seal the deal and end the encounter in short order.

Mentor - don't attack right away after the cutscene =P Fight is largely identical to normal mode except for the increased damage and HP of everything so all the normal tips still apply. Kill the 2 big turrets ( LoSing one if you so chose), Dodge the claw while killing a generator. Kill a big guy. Assuming you can do all that repeat as necessary till the four generators are dead, and then attack mentor himself. Some tips- the tank can taunt the "claw" to allow healer/ranged DPS to remain stationary. Interrupt the Large Turret's beam ability and the large add's rapid fire. Use max melee range during the final burn on Mentor so you can switch sides when he targets the ground near you, and all DPS need to use what survivability cool downs they have to survive the green beam attack he does constantly. The last phase can inflict high damage so good luck staying alive as you burn him down.
Mentor dropped 2 Biometric Crystal Alloys, 1 Leg slot Collumi Armor set token ( 136 Armor rating/56 mods)

As for the mini bosses.
Detector - Tank and spank with two turrets and a heal to interrupt.
Cyborg - stay on top of add spawns DPS boss as you can. worst case the tank will eventually kill it so long as adds are controlled. Boss is protected until the strong probe looking add is killed.

Lackies of <Vicious Cycle> on Shadow Hand
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01-07-2012, 08:54 PM
Post: #6
RE: Directive 7
One thing about the Bulwark, you can have DPS stack under the consoles whenever the boss is casting his big AOE attack that cannot be interrupted. Ranged DPS/healer should just position themselves under the console for the entire fight. Melee DPS may need to move out for that AOE if your healer is having a tough time with it.

Standing under the consoles means you take 0 damage. Even when the boss is enraged in Hardmode, you only get one shot by the AOE. The boss's normal attack when enraged can be healed through.

The repair droids can also be cc'ed. We had two sith marauders for DPS on hardmode and they have their droid CC with no cooldown. The droids after being CC'ed will respawn shortly but this means you can CC droids and focus all your DPS on the enrage timer, which is pretty tight.

Dulfy.net - SWTOR guides & healing blog
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01-08-2012, 12:58 PM
Post: #7
RE: Directive 7
just a hint btw, if you drop the bonus boss you can do this instance in about 25 minutes
since you can skip a LOT of trash if you time it right
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02-02-2012, 08:34 AM
Post: #8
RE: Directive 7
I have had basically no problems doing any other HM with moderately geared players, but Bulwark gives me constant trouble. I can survive the damage, and often the healer never lets me drop below 75%, but it seems like we almost always hit enrage at about 15%, even if the DPS never let the shields come back up.

Do I just need to find better DPS or is the enrage just too tight?
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02-02-2012, 09:53 AM
Post: #9
RE: Directive 7
(02-02-2012 08:34 AM)Kypsta Wrote:  Do I just need to find better DPS or is the enrage just too tight?

Find better DPS. stuff like buffs/debuffs can help but if you're behind 15% your DPS are either doing something wrong, or woefully under geared.

Lackies of <Vicious Cycle> on Shadow Hand
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