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Full Version: EC: Firebrand and Stormcaller (Story Mode)
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Abilities:
Quote:Name
Cast Time
Range: xxm
Cooldown: xx seconds
Description:
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Stats:
HP 8m:
Stormcaller : 628,955
Firebrand : 628,955
Enrage Timer: 6 Minutes


Boss Description:
Firebrand and Stormcaller are two tanks who you must fight simultaneously. They are unable to be re-positioned, but their turret will follow whoever has aggro.


Fight Information:
I will refer to players as tanks and the enemy tanks as bosses, to avoid confusion.

This fight consists of two bosses - Firebrand and Stormcaller. Firebrand will be on the left, and Stormcaller on the right as you zone in. They can not be moved, although their turrets will rotate to follow whoever has aggro.

The fight is fairly simple, although it does require some heads-up play and quick movement. The raid should be split into two groups - left and right. Each group should contain 1 tank, 1 heal, and 2 dps in 8m, or the appropriate amount for 16m. It is best to put two melee on stormcaller to soak the DD debuff.

When the fight starts, each tank should engage their boss, one of the left, one on the fight. Immediately Red reticules will fill up the majority of the free space on the ground. Players should move out of the way, and DPS the bosses. The bosses also both have a frontal AoE which should be directed away from any players.

As the fight progresses, Stormcaller will cast a move called "double destruction". When it's cast, two DPS need to run between stormcaller and the tank, absorbing the DD debuff, and then quickly move out of the way. If a player has the debuff, and tries to make themselves immune to it, they will instantly die. After the first DD, and throughout the fight, Firebrand will put an "incinerate armor" debuff on his tank, and at this point both tanks need to swap.

Throughout the fight firebrand will also continue to occasionally fill the ground with reticles that players have to move out of, as well as do a frontal AoE with a wide angle and large range, so the tank should always face him away from where the raid is standing. Stormcaller will drop lighting generators on the ground, which essentially function as giant stationary lighting orbs. Players need to move out of them quickly as possible. Stormcaller will also do a frontal AoE.

While all this is going on, there are two more mechanics that come into play on this fight. At certain %s throughout the fight (80, 60, etc) a voice/prompt will say "Activating defensive systems" and 6 adds, 3 on each side, will spawn with a shield over their head. This is where the groups come into play, and each group (healers, melee, and ranged) should run under the shield and burn down the adds. Players should start running as soon as the shields come up, because shortly after the defensive systems are activated there will be another prompt saying "Activating Offensive Systems" and players will receive a Mortar Fire debuff. If players are under the shields they will take no damage, and if they're not they will likely die.

Firebrand's tank should be able to stand in the shield with his group, however Stormcaller will be placing the lighting spires on the ground, and that tank won't be able to stack with his group. Once the mortar phase is done everyone should run back to the middle (And finish killing the adds if they haven't). Stormcaller's tank will be taking some serious hits in this phase, and so healer assignments should be planned accordingly.

The fight ends when both bosses are dead. When a boss gets killed the other gets a soft enrage so both bosses should be brought down within a few seconds of each other.

*Note on tank swaps: In Story mode it seems as if it's possible to ignore both the DD mechanic and Incinerate armor mechanic completely, and power through the fight without tank swaps or DPS picking up the DD. This is not the case in harder modes though, so proper execution for practice is still recommended.



Strategies:
While it's possible to keep the ranged/healers on the ground, we found it ideal to put everyone except one person on the tanks. As a sorcerer healer I did this, although any ranged is capable.

The reason for this strat is that the yellow circles and lightning orbs that are placed on the ground reduce dps, do damage, and require movement. By watching the tank you can see when the lighting orbs will land and be out of the way before they even do. The yellow circles can be moved out of. By having one person on the ground you essentially negate all damage in this fight except from the tank/DD. Of course, whoever is on the ground has a significant heal/dps loss, but we've found it's worth the heal loss to prevent the overall damage done in the raid. An operative healer of course would be ideal for this strat.


Tips:
- Tip - Don't aoe the adds down as you'll damage the shield generator which will in turn leave you vulnerable to Mortar damage.


Bugs:



Videos:
8m Healer Perspective: http://www.youtube.com/watch?v=FKiIK951jME
8m Melee Perspective: http://www.youtube.com/watch?v=syzKmqoem...e=youtu.be
8m Tank Perspective: http://www.youtube.com/watch?v=GAjvpflSS...e=youtu.be

I'll have a video of this fight up tonight, though I messed around in some of it trying to figure different things out. It should at least be a relatively alright overview of the fight, and I'll make a better one next time we go in.

I also might be missing a bit of the Tank swap mechanic, I know it was Stormcaller that did the huge damage, but I also think there was an easy way to avoid it - I"m not sure if it was purly range base (switch to the other tank) or it required an aggro drop. I'll clarify with my tank when he logs on and edit my post.

As always, if I've missed anything, gotten anything wrong, or you have anything to add (HP, ability names, etc) please feel free to share/correct me.
Story mode
HP Stormcaller : 628 955
HP Firebrand : 628 955
From what I saw, I think each mortar hit damages the shield, so regardless if your dps hits the shield or not, it will eventually die. Is it known if the phase ends after a certain number of missiles or after both sides adds are dead?

Also, not sure if you mentioned it but he puts a yellow beam on a target that follows them around for a couple seconds, then drops on the ground. This could be a mechanic that we have to drop the target in hard or nightmare but for story just move the yellow beam out of the way.
(03-24-2012 11:00 AM)Squishei Wrote: [ -> ]From what I saw, I think each mortar hit damages the shield, so regardless if your dps hits the shield or not, it will eventually die. Is it known if the phase ends after a certain number of missiles or after both sides adds are dead?

Also, not sure if you mentioned it but he puts a yellow beam on a target that follows them around for a couple seconds, then drops on the ground. This could be a mechanic that we have to drop the target in hard or nightmare but for story just move the yellow beam out of the way.

1. It does damage the shields, but in our run it never killed them. They refresh when new adds come up, so as long as you don't do splash damage you're golden.

2. Certain number of missiles/time, as we've finished the mortar and still had adds up.

3. We tried everything with that yellow beam, and we couldn't figure out anything it really did. I did forget to mention it, so I'll edit that soon.


I also updated the post with our (sloppy) kill video. It was our first attempt once we figured out to stand in the barriers, and like our 3rd try total. Should have a better kill up soon.
My groups thoughts for the yellow beam is for a possible new mechanic in hard mode, but we'll have to see.
See my post here on the official forums regarding Hard Mode:

http://www.swtor.com/community/showthread.php?t=386472

We figured out how Double Destruction works and believe the intent is that the tank shouldn't get it at all. No tank swaps should be necessary on this fight right now. I believe therefore that the information posted regarding Story Mode above isn't correct.

You can muddle through on Story Mode even mishandling Double Destruction, but if you handle it properly, it's even easier to heal.
Seems above post is no longer visible on swtor.com ?
(04-12-2012 10:18 PM)Greenthy Wrote: [ -> ]Seems above post is no longer visible on swtor.com ?
It isn't, but that strategy is also no longer valid. Bioware buffed the fight significantly and it once again requires a tank swap, else the tank will take 30 - 40k hits. I've updated the OP to reflect the most recent build, however I no longer have the time to write and update these guides - anyone interested in doing so should PM myself or MasterKiller.
Is anyone else having trouble with not being able to see the lightning spires for a few seconds? Last night several of us would not see the spires until 1-2 ticks of damage have already occurred from them.

I have also occasionally seen this in the 1st phase of the Soa fight with the green stuff. Basically I just see that I am taking damage, move away, then the animation appears.
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