Eternity Vault: SOA - Printable Version
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Eternity Vault: SOA - Petrus - 12-08-2011 02:32 AM
SOA is the final boss of the Eternity Vault. Beating him on nightmare will result in an extra chest containing a mount, and beating him in under 2 hours from when you started EV, on nightmare, and without re-setting the instance, will result "The Infernal" title being awarded. Members do not need to be present for the first four bosses to earn the title, only for the Soa kill.
Soa is a three phase fight, with two transitional phases in between phase one/two and two/three.
Soa stays in the middle of the platform and has two basic mechanics - one is a green lightning bolt that does damage to a random target, and to anyone standing near them. This can't be avoided, and should just be healed through, although spreading out will reduce the raid damage taken. The second mechanic is a green aoe that comes from the little ancient power sources spread around the platform. Just move out of these, as they do large amounts of damage to anyone standing in them.
Phase 1.5 starts when Soa is at 75% HP, although groups with good DPS can push him down to 70% before he becomes immune. As soon as Soa's shield goes up, everyone will want to run to the outer platform on the west side, right under where you jump down to start the fight. All of the inner platforms fall, and you'll need to hop from one platform to the other to reach the bottom. While doing this, kill the ancient power sources on the way down, as they remove a buff that Soa has that allows him to do an AoE. During the trip down, you should stop twice to heal, once each while you wait for a new platform to spawn. Having everyone who can heal help out makes this phase much easier.
Phase two looks very similar to phase 1. Soa stands in the middle, and players should all stack on the west side of the platform. In this phase, Soa will mind trap a target, pick a target up and throw him around the air, and spawn lightning orbs that need to be destroyed by running into them.
This phase is best done with the raid stacking in the west. Melee should stay on the boss the whole time, while range burn down the mindtraps. When the lightning orbs spawn, players who are targeted need to run North or South, whichever gets their ball to the side quickest. The idea is to keep the ball out of the melee. To destroy the ball, run straight at it, ideally with full health and a sorcerer's shield.
If the tank gets mind trapped, have a DPS taunt the boss until the tank is out, and try not to pop any balls unless you know that someone is not about to get picked up, as Soa's throw will do about 10,000 damage.
Phase 2.5 starts when the boss is at 30%. As in the other phase, everyone should run out to the west edge (where you should be stacked anyways.) If someone is in the air, or is about to get picked up, hold DPS on this phase until they're set down.
Phase 2.5 is identical to 1.5 in execution.
Phase three starts out with Soa shielded, and unable to take damage. Unlike previous phases, Soa will follow the tank around the room. The Lightning Orb and Mindtrap mechanics of phase two are still in effect, although no one will get picked up in p3. To remove Soa's immunity shield, the tank must kite Soa under the large yellow power source that soa picks up. When positioned correctly, the power source will fall on soa, removing his shield, and leaving about 10 seconds for the raid to DPS him. Everyone should focus on Soa at this time, and aim for about 7% reduction in HP in each vulnerability phase.
- Stacking in the west for the whole fight is the easiest way to do this encounter, as the lighting orbs spawn between the N/E/S sections of the room. Players can run out to the sides to bring the orbs out of melee.
- The tank should taunt every time Soa casts "mind trap", as that's when Soa will do a random aggro switch. If the tank taunts during the cast, they'll never lose aggro.
- Don't sprint into the lightning orbs, as it will sometimes cause them to damage you 3 or 4 times, effectively killing you instantly.
- Soa is a control fight in p2. If you have to kite the orbs around until you/the tank are at full health, it is worth it.
Soa nightmare 8m:
Soa nightmare 16m:
RE: Eternity Vault: SOA - Petrus - 12-08-2011 02:34 AM
Still very much a work in progress. This boss was bugged up to the latest beta, and there is very little info on it. Anything anyone has heard or seen that would help fill this out would be appreciated.
RE: Eternity Vault: SOA - Chamillion - 12-23-2011 08:42 AM
Boss still seems to be bugged. We're hearing there is a workaround and we attempted to find it last night but it just got late on us. We're going to take some more shots at it after the holidays. If you're still looking for info at that time, I'll try to update this post with more on how the fight breaks down.
RE: Eternity Vault: SOA - pldcanfly - 12-24-2011 08:42 AM
The Boss worked for us fine. The only bug we noticed were some Ancient Pylons spawning far away from where they are supposed to be (in the jump-phase) and that he respawns.
killed him 21.12.2011 at 8.25 pm CET.
RE: Eternity Vault: SOA - Chamillion - 12-24-2011 06:28 PM
Yeah I believe it's working fine now from what I've been reading for the past couple days. Grats on the kill.
RE: Eternity Vault: SOA - Chamillion - 12-27-2011 08:13 PM
Ok so we killed him tonight in 3 attempts. No bug issues. We then went 4/5 Hardmode after, and will be attempting to bring him down in HM tomorrow night.
Basically the fight has four phases. It repeats phase 2 twice.
Phase 1 (Top Floor) -
Soa sits on a floor of three rings: Inner, middle, and outer. Surrounding him are ancient power sources. These are cone shaped markers on the outer ring and middle ring around Soa. Once you engage Soa he has an invulnerable shield for about 10 seconds, that remains on him while he runs through his talking. Then the shield drops and DPS can begin. He has no abilities during this phase (other than his lightning on the tank basic attack) and healing is very weak. I'd advise you have your healers DPS'ing because the enrage could become an issue later due to the mechanics of the third phase. The only mechanic that does happen during this phase is concerning the ancient power sources. They will have lightning strike them for 5 seconds, and then will explode into a huge green orb around them that will slow and do major damage to anyone caught in it. Ticks were 2-3k(ish). Three of these ancient power sources will explode into this green orbs during this phase. Also a quick note on positioning, you want your raid to stay in the area around where you drop down from the ledge, don't run to the far side of Soa. He's going to knock out the middle and inner rings under him when he hits 75%, and you're going to need to be in that area for the phase 2 ledges, as this is where they will start. So he hits 75%, starts to yell, everyone runs to the outer ring, he blows out the middle, and inner rings. Begin phase two.
Phase 2 (Drop phase):
Once the rings are blown out it will reveal a huge drop below the raid with platforms positioned in a way that would lead one downward by dropping from one to the next. It's not a clear set of platforms though, as you're trying to descend the platforms you'll run into gaps that are too fall to far. While you're dropping Soa is dropping down a level at a time above you, and each time he hits a level he blows out all the platforms on that level, and they will fall below him to form new platforms that can assist the raid on it's way down. The only problematic part of this drop phase is that you're falling to a point of taking fall damage, so after 2-3 platforms you'll need to stop and let the healers get you back up. Normally there is a platform in this area that requires that you stop and wait on Soa to blow up your next step down, at this time we normally would heal up. It's fairly simple, as long as people don't get impatient or realize they need to wait rather than fall two platforms down thinking it's the next in line. Platforms will fall to your right, or behind you. Never back the way you came and never toward the inside of the rings. You continue this down something to the effect of 10 platforms until you hit the second solid floor with rings that resemble the top floor. This begins phase 3.
(Quick note: As you fall on each platform there will be more ancient power sources on the platforms. They are attackable, and die rather quickly. We're not exactly sure on the use of these, but we assume they need to be attacked. I would do this. No time at all to drop one.)
Phase 3 (Middle floor):
Once you get down off the last platform you're going to have about 6-8 seconds before Soa arrives depending on your platform dropping speed. It's enough time to collapse on each other and get the raid topped off with some AoE heals. Once Soa arrives you can start attacking him almost immediately. He will continue to do the lightning attack to the tank, but now gains three new mechanics which change the encounter completely. He's going to randomly select any member of the raid (except the main tank) and throw them around the room doing damage to them for 8-10 seconds. He grabs a new member every 20-30 seconds for this ability. He will also drop this person pretty much on top of the melee. The second mechanic is that lightning will strike an ancient power source located on the outer ring of the encounter, and it will spawn a ball of lightning. This is going to randomly target a player and start moving very slowly in their direction. It will stay out for maybe 15 seconds before it explodes doing heavy damage to those within 5-8 yards. Watch out for these, easy to avoid. In this phase there is normally only one at a time out. The last mechanic and most important are called mind traps. He summons one of these and it will suck a random player inside (except main tank) and if you're inside it will spawn a regular mob (copy of Soa) that needs to be killed. Little to no health, zero difficulty. Outside of the mind trap where everyone else is still engaging the boss, mind trap is seen as a light blue tower structure resembling an ancient power source in shape only larger. These have around 25k health, and need to be killed immediately to release the member of the raid trapped inside. He will continue to spawn these every 30 seconds or so during this phase, and if the mind traps are not DPS'ed in time they will continue to suck a new player inside every 30 seconds, and a new mind trap will pop up as the original with 25k that needs to be brought down as well. All DPS needs to be on these immediately. He continues to repeat all mechanics until he's brought down to 30%. Then begins phase 2 all over again.
Phase 2 rehash:
Same exact mechanics as phase 2, he'll begin to yell at 30% the raid runs out to the outer ring and begins to drop down platform to platform, all the way to the bottom level to begin the final phase. Nothing is different from phase 2, which is why this didn't deserve it's own phase imo.
Phase 4 (Bottom floor):
Once he gets down to the bottom everything that happens in phase 3 is going to happen here, except roughly twice as much/fast. The only thing that is minimal here is the damage to the tank, everything else is increased. The throwing around the room happens with maybe 15 second breaks when he's not throwing someone around. The mind traps are going to be popping very close together, keeping at least one member out of the fight at least 80% of this phase (members shifting with each new one). You'll now have two balls of lightning flying around, instead of one, and they are out pretty much the entire time. Also the boss is completely immune to damage from the time he lands. You read that correctly, he has the immunity shield from phase 1 on the entire time during this phase. It's up to the tank to change this. Huge versions of the ancient power sources will appear in the air above the raid, and begin to spin extremely fast. They will remain there for roughly 10-15 seconds before they crash into the ground. Anyone caught in this is in for an instant death, unless that person is Soa. The tank can pull Soa underneath these spinning power sources (being careful to keep himself out of range) and when they land on top of Soa, it will cause him to kneel in place, and his shield will drop for roughly 12 seconds. At this time all DPS needs to switch to him for the duration (unless mind traps are an issue and you're behind). The tank needs to communicate when this shield is getting ready to come off, because it seems that the mind traps will be up on one side of the floor and the boss with shield down on the opposite side. Putting DPS well out of range. Also the enrage will become a factor in this phase. The fight is not instantly over if he enrages though, you still have 15-25 seconds to get the shield down and take one last shot at finishing his HP. It's just a matter of keeping up with mind traps during this phase. Without enough DPS you'll end up getting too many people sucked in them, and losing that way, or by hitting the enrage. It's not a hugely healing intensive fight. The DPS and the tank are responsible for this encounter's fail or win.
(Note for this fight: Healers could and should be able to throw some DPS around.)
Apologies as well, it was 4am when I wrote this for any grammatical errors. Hope it helps.
RE: Eternity Vault: SOA - Rolfson - 12-28-2011 01:54 AM
(12-27-2011 08:13 PM)Chamillion Wrote: (Quick note: As you fall on each platform there will be more ancient power sources on the platforms. They are attackable, and die rather quickly. We're not exactly sure on the use of these, but we assume they need to be attacked. I would do this. No time at all to drop one.)
He starts out with a stackable buff that goes up to 5 stacks and significantly increases the damage on his abilities, but each time he casts something he loses a stack. Each time you kill one of the power sources, the buff loses a stack so you only need to take out 5 on the way down for best efficiency. If you don't kill any, then he gains access to a new AoE lightning ability that (I believe) hits raid wide from our tests last night. Will down him tonight with no issue now that we have it figured out. While not totally essential, it helps the healers out dramatically to take out a couple and you can practically one-shot them anyway
Edit: How different were the encounters in Hard mode, as in was significantly more dps needed? We barely downed the 2nd boss, taking up to 2 seconds into his enrage timer with a mostly 7-man group (main tank DC'd on the first pull), but the rest of the bosses were little to no problem.
RE: Eternity Vault: SOA - Chamillion - 12-28-2011 05:19 AM
Hard mode encounters were needing much more DPS. For example the first boss goes from 950k (ish) HP, to 1.67 million HP and adds maybe 30 seconds onto his enrage timer from normal.
RE: Eternity Vault: SOA - Antario - 12-28-2011 08:11 PM
whats the encounter like on 16man?
we did it 8 man normal last night to get a feel for it on last day before reset, but the randomness of the encounter is really killing us every time
trapping a healer while one is in hurricane, or just doing something similar to dps right before a shield break, the boss not moving like it should and missing a shield break (all phase 4 btw, phase 1-3 are trivial)
granted we did not have an optimal setup, but it was still stupidly random
RE: Eternity Vault: SOA - faction - 12-28-2011 08:19 PM
Hard mode Droid is the hardest of the first 4, his enrage is pretty unforgiving. Still killed him on our 2nd try once we replaced our 2nd tank with a dps though.
Grahf or w/e is easy, his enrage timer is a nonfactor, way too long to be a threat, and apart from that he doesn't really do enough dmg to kill anyone unless they stand in bad stuff.
The puzzle boss is mostly unchanged, the Acklays hit a lot harder. HOWEVER, if you don't solve both sides at the same time, you will find that the encounter bugs out and you can't progress past the 2nd puzzle. I can only assume this is a bug, because it adds absolutely nothing to the fight except confusion for people doing it for the first time.
4th boss is a total joke as normal.
Hard mode Soa is pretty significantly different - his pull in phase 2 appears bugged, it sometimes randomly kills players from 100-0 and they can't be healed during it at all so i'm fairly sure that's not meant to happen. The ball lightnings are also a much more significant threat and iirc there seems to be more, they do more dmg and also move faster. We actually found phase 2 difficult when on normal we passed it first try with no problems.
Also tried Bonethrasher, and he enraged when he still had 500k HP (we had 2 tanks though). I think he may be the hardest hardmode boss of this tier.