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Perspective and Explanation:

The strategies shown in this guide are the ones used by the Aeon team to get their week 1 kill of Izax HM.
This fight is intricate and there are multiple ways to solve the puzzles presented to the team, so this
document is not intended to be a comprehensive guide on all strategies that could be used on this fight.
Some alternate strategies may be explained in the guide - but many others will likely be missed. Part of
the problem with writing a guide week-1 of the boss is that many other strategies may come out that could
make the fight much simpler. This guide is just one way to approach the fight, it is not intended to be a
step-by-step path to get through. The most notable deficiency is a lack of debuff and buff screenshots
with full descriptions. This guide is intended to help teams progress on Izax VM on the first month of his
release (between 5.8 and 5.9), so some expediency was needed in releasing a guide.

If you have questions about the guide or questions about strategies in the guide, my main guild is
Lightning Masters on Satele Shan and I go by the name "Rugles". Feel free to contact myself or Process
- an admin in Aeon on Satele Shan - with questions about mechanics throughout the fight. The Aeon prog
team was Axomm, Yam, Process, Slice, Muha, Nox, Spooky, Iron, Tru, and Rugles.

It's a great fight and we hope that this guide can serve to help various teams progress through the fight.

Some members of the raiding community have requested that no guides or videos should be released in
order to allow the community to progress on a fight without any outside help. My responses to this are:

1. People who progressed on PTS teams and are on other associated "live" teams will be helping their
non-PTS raid groups regardless - and the people in those groups will be assisting the progression of their
own groups. Similarly, other people who know these players will jockey for information from PTS raiders
and it all ends up being an uneven dispersion of knowledge to the PTS raiders' friends and associates
resulting in new NiM and HM teams potentially not receiving information until it is too late. I view this as
"unfair".
2. There have been many different opinions on "fairness" in this progression cycle, we decided the most
fair thing to do would be to make a guide. We think everyone deserves a shot. We are leveling the playing
ground so that each team can have a fair chance of clearing based on their abilities to execute mechanics
and their role as a DPS, Tank, or Healer.
3. If a group doesn't want to use the guide or videos, they don't have to - they can simply not use them.
PHASE 1
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.
IZAX IZAX

The fight begins with the group stacked except for one tank. The boss has an extremely small hitbox at the
center of the ellipses shown above. The boss can be hit by melee attacks in normal range, but if the group is
attempting to receive rebounders for the first swipe, they need to be within 5m of the center of the boss'
hitbox. This area is blocked off by the yellow aoe that is put down by the boss. This aoe stacks damage on
the player, though it has no other effect than increasing damage from that puddle.

Tanks should swap positions in order to reduce the number of swipes on the entire group. He swipes the side
that he is aggro'ed to. He does not alternate sides unless the two tanks are standing on opposite sides taunt
swapping. There are a few strategies to alternating swipes in this phase.
1.Static tank swapping – tanks simply taunt back and forth swapping stacks.We think this is a bad idea
because the group takes ~70% damage and overstresses the healers and keeps them from being able to
dps.
2. Tanks develop a moving pattern that allows them to not receive more than one stack as well as minimizing
swipes on the group. My team generally used this pattern: 2 right, 1 left (group), 1 right, pound, 2 right,
induction, 1 left, return fire, 2 right, 1 left, 1 right.
3. Tanks can “cheese” swipes by standing in the puddle in the middle. The swipe AOE is clearly outside of
the puddle, so if a tank wants to cheese a stack, simply taunt the boss onto their side and walk into the
puddle as the swipe is going out. This can be done so that tanks only take 1 stack of the debuff applied by
the puddle.
As a side note for tanks: the boss will swipe on whichever side the tank taunts, so the tank must set up
positioning before the taunt in order to achieve correct swipe placement. Reaching two stacks will kill the
player regardless of defensives. This phase is a parse for DPS except for "induction". induction is a
pulsing AOE that lasts ~4 seconds and does similar damage to
IZAX similar to the 3 stack swirlies from NiM TFB. this person will need to
be focus healed as well as using a defensive to keep from dying.
This is an energy-based AOE attack – some defensives that are
useful for it are entrench, energy shield, kolto overload, force
camouflage, force speed, undying. These types of defensives
should be used every time. Sometimes (about 2 times in ~4.5 hours
of progression) I would use a tank adrenal as a merc dps to mitigate
damage if I was far away from healers and did not have any other
defensives.

While induction is damaging you, you do no damage, but after the


ability falls off, you receive a red buff that allows you to do 2x
damage for 4 seconds, use this time for some burst. It is common to
precast at the end of induction in order to get full uptime on the dps
buff. I use the dps nerf time to offheal (merc / sorc), build stacks, or
proc an autocrit. Do not be a potato and burst into the boss' DR.
PHASE 1
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.
IZAX

At the end of phase 1 the boss does a cast that kicks


you out. If someone has induction, they should position
themselves to get knocked into the pillar to the left (while
facing the boss) from center of room. The group should
be knocked into the room, and the other tank should be
knocked into the room.
Here comes phase 2
PHASE 2
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

First and foremost: phase 2 is very difficult to heal


even when it is being executed well, so do not be lazy
about using defensives.

This phase repeats in the following order


1. At first, you have about 5-10 seconds of downtime
to heal, offheal, build stacks, etc. The boss will have
dropped below the platform. Team should move
towards center to position themselves to respond to
circles
2. 2 circles will show up and get progressively smaller.
A lot of adds spawn in when the center circle
converges.

The team should spread in the following manner:


Tank 1: go to where the tether droid spawns, do any
AOE attack as soon as it spawns, it is your job to take
the stun.
Tank 2: attach the tether droid and the anchor droid
with DPS.
Mdps: Be close enough to damage the tether droid,
but do not damage it before the tank gets the stun
from the tether droid. Kill the tether droid and then
move on to the anchor droid.
Rdps: Position yourselves on the outer ring of the
anchor droid, beams will be randomly aggro’d to you
and you don't want to cleave the group. Similarly wait
for tank to get tethered.
Healers: similar to rdps, stand on outside of the ring
and heal / offDPS.
As soon as the circle converges lots of adds spawn.
See next page for quick description of adds.

Dps priority:
1. Burn tether droid (should take 3-4 gcds)
2. Burn anchor anchor droid (should take ~10 gcds)
When burning anchor, a large missile will begin to be
fired on the group - it is imperative to be outside of this
because it does ~60-80% damage. If the anchor is
alive, it will pull you back inside of the missile radius.
Once you kill the anchor, the missile does not explode
on the area.
IZAX
PHASE 2
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

3. Rdps and healers: when burning anchor, look to see where the boss is at (he moves to different edges and you
need to assign dps / heal locations based on the boss' position) and position yourself so that you are ready to
aggro your assigned energy sphere and aim it towards the center of the platform. It should take you ~3 gcds to
pick up your add - healers may need less. Aim your energy sphere at the amplifier droid that the tank takes to the
middle of the room. Dps hull cutter droids. The amplifier droid need 3 beams in quick succession to shoot the
boss and break the shield.

The tank will need a tether - these are dropped by tether droids. If anyone other than the tank picks up the tether,
you must pass it to the tank.

Tank 1: tether an amplifier droid and take it to middle. Adjust the other amplifier droid out of the way of the other
healer's energy sphere. You need to maintain aggro on the boss. You will be dropping blue circles that will put out
damage similar to trail of agony in Revan HM. It is your job to count off how many beam hits you're getting on the
amplifier droid – these are displayed in the amplifier droid’s debuff bar. Position yourself between the amplifier
droid and the boss. The tank must maintain aggro on the amplifier droid. this normally requires more than a
simple taunt.

When you interrupt the cast of the amplifier droid, it forces the discharge from the amplifier droid to run linearly
along the ground - allowing the tank to avoid damage from the amplifier droid. This attack (whether interrupted or
not) discharges the stacks from the amplifier into one large beam. This beam breaks the boss' shield at 3 or 4
stacks. If the amplifier receives 5 stacks, it explodes. 3 stacks breaks shield and damages boss, 4 stacks does
additional damage to the boss.

Mdps - kill hull cutter droids and avoid damage. Do not get too close to Tank 1.

Tank 2: grab the other amplifier droids on the side of the map and from in front of the healer's energy sphere.
Direct this damage away from the group. You will need to maintain 1st or 2nd highest aggro on the boss so that
you will also be kiting trail, keep it away from the group.

Everyone: bear in mind that amplifiers can be charged by energy spheres and discharged into other amplifiers
which continues to increase their stacks – 1 per amplifier. There will also be smaller missiles (similar to the
missile at the anchor droid) that will show up on the map and allow you ~5 seconds to move. If you are damaged
by these, you will receive a debuff named "adaptive shrapnel" that will increase the amount of damage you take
from all sources.

IZAX
IZAX
PHASE 2
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

Tether droids - these aggro to someone and chain stun them – when they spawn in groups, it is best to
gang these all up on the offtank so that dps can focus them down. Note that when their cast ends they
immediately begin another cast and target swap to person with highest aggro. These adds have a small
amount of health and should die in ~15 total dps gcds. When the tether droid is killed, they drop a
"tether" that can be picked up and used to execute mechanics throughout the rest of the fight.

Anchor droids - only really happens in phase 2 - they pull you into an area until they're dead. Can be
knocked around (particularly nice if you knock them off the platform).

Energy sphere - emit a linear aoe along the ground that can be used to charge amplifier droids. If
positioned correctly, only one player will be cleaved by each of these adds. The dtps from them is fairly
low, they only fire every 8 seconds.

Makeshift amplifier droids - amplify charges received from energy spheres. These guys can be
interrupted to force their shot into whatever direction they are currently pointing. In Phase 4 they are
used to charge the augment droid and remove armor from izax.

Hull cutter droids - these droids do ~7k dps. They have a decent amount of health and have 90%
damage reduction to aoe attacks. It is important to single target these adds down quickly.

IZAX

4. Once you beam the boss, the shield drops and all the adds except for the hull cutter droids. This is the only
time you can dps the boss. You have about 10-15 seconds to dps the boss until he reshields. After the boss
re-shields, he knocks the team out into the middle of the room and drops below the platform. You now have 10
seconds to heal up, kill the remaining hull cutter droids, reposition for the next set of droids.

Rinse and repeat until you are able to dps the boss down to 79%, then you push into phase 3. Our team takes
3 shields to push the phase. Phase 2 is a moderately high healing check – similar to 1st floor of Revan HM.
The tether droid and anchor droid dps is also a moderately high burst dps check comparable to Brontes
manifestation burn during the end of NiM Council in DP.
PHASE 2
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

Alternate strategies:

Phase 2 will likely be the phase with most variability between groups. It is possible to use an energy drone to
shoot an amplifier droid (1st amplifier at 2-stacks) and shoot the 2-stack amplifier droid into another amplifier
droid (3-stack) and then hit the boss with this. It is possible for one tank to do this mechanic alone. It is also
possible to have both tanks attempt the mechanic on the front energy drones so if one of them makes a
mistake, the other tank will likely succeed. Rdps or healers can be assigned to the back energy drones in order
to amplify one of these amplifier droids in an attempt to get a 4-stack into the boss.

IZAX IZAX

IZAX IZAX

This strategy gives mdps much more room to work with because they do not have to avoid tank cleave from
the circles dropping from Izax or the beams being fired from the amplifier droids.

There are likely other strategies you can come up with here - it's a fun phase, experiment.
PHASE 3
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

IZAX

When you push the boss to 79%, the boss does another knockback and drops below platform. There are no
circles that spawn. You have about 10 seconds to prep for a large group-wide nuke. All players should be
healed to full and should stack in the middle. The boss reappears and shoots an omni cannon at you - it's a
casted ability and does pure damage. Defensives will not mitigate any damage. He hits you with a series very
large hits that take up a total of 70% of your health each. Dps and healers should move towards the boss and
begin to dps his shield down. You will likely only get 3-5 gcds off before the tether droids spawn.

IZAX

Immediately after the omni cannon, two tether droids spawn.

The off-tank can aoe taunt to receive the stuns.

All other players must be on the outside ring to avoid getting leashed. Dps should focus down the leashing
sequentially. My group starts with the closest add and goes clockwise to clear the rest of them. The merc
healer in our group likes to aggro these and use reflect - but this can become problematic if induction is going
out and there is only one healer to keep that person alive.
PHASE 3
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

IZAX

Once the tether droids have been killed, the two people executing mechanics in next step of phase 3 will
need to pick up the tethers dropped by the dead tether droids. This phase is a parse / interrupt phase similar
to the ciphas shield in the dread guards fight in tfb.

1. Dps Izax until his shield drops - you will know the shield has dropped by your ability to execute interrupts
on his casts.
2. Coordinate the dps and tanks to interrupt his "charge omnicannon" channels. In the first phase, each
channel adds 2 stacks onto his omnicannon charge buff. Once this buff reaches 100, he will release the
charges and wipe the group.
3. Izax will reshield, but will not knock the team out - continue dpsing the boss until his shield breaks again.
The team should keep an eye on omnicannon stacks.
4. Repeat steps 1-3 until izax has ~80 stacks. At this point, one of the healers should channel the bomb on a
pylon. This will zap the boss, do ~4% health damage to the boss, and reset his omnicannon stacks.

IZAX
PHASE 3
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

The second step of phase 3 is very similar to the first step for all dps, tank 2, and healer 2. Tank 1 and healer
1 will have to execute an additional mechanic. Three new "allied" adds spawn named "unpowered bypass
conduit", "connector droid", and "bypass conduit".

The unpowered bypass conduit will spawn on one of the pylons on the corner of the map. A bypass conduit
will spawn on another pylon adjacent to the first. The connector droid will spawn somewhere in the room.
Tank 1 and healer 1 will need to use the tethers dropped by the tether droids in the previous phase to line up
this connector droid between the two pylons and finally use their tether to bind the connector droid to a
bypass conduit.

IZAX

A word of caution: induction cascade will continue going out during this phase and dps must be aware of their
debuffs and use defensives accordingly.

Two team members should pick up the tethers dropped by the tether droids and hold them - they will be
needed shortly.

IZAX
PHASE 3
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

After connecting the conduits via the connector droid, the tank and healer will lose their tethers and will need
new tethers from the previous two tether droids the team killed while tank 1 and healer 1 were executing the
conduit mechanic. The two team members that collected these should pass them to tank 1 and healer 1. The
tank should jump into the interrupt / dps rotation on the boss.

A shiny button will appear on one of the pylons. This is the same bomb that showed up on the previous
iteration of phase 1. It is important for healer 1 (we normally use a sorcerer healer to use their phase walk for
this) to begin the channel on the bomb when the boss is at ~80 stacks.

IZAX

The third step of phase 3 continues in the steps of the previous phases with adding one mechanic per step.
Instead of 2 tether droids, now 4 spawn.

The tank is able to take the stun from all 4 tether droids if they use an aoe taunt. It is now actually important
for dps to rotate through the tether droids to try to focus each one down individually. The chain will break
from the offtank and instantly attach to the next highest threat.

Two sets of conduit adds spawn and must be taken care of by tank 1 and healer 1.

1 2

IZAX
4 3
PHASE 3
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

IZAX
4
3

IZAX 4
3

IZAX
PHASE 3
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

Two bombs will also become visible on the pylons. These do not have to be activated at the same time, you
may activate them independently of one another. Channeling the second bomb will force the boss to push to
the fourth step of phase 3.

Our group sometimes prefers to push the bomb once the boss is at 65% so that we can get another group of
tethers for use in phase 4. If you use the bombs at 65% of the boss' health, you will have the ability to push
his health down to 59% at the next step.

After you use the bomb at step 3, the floor on the perimeter (between the pylons on the outer ring) becomes
electrified. This will do ticks of ~20k damage and qualifies as "stupid"...do not stand in it.

4 tether droids spawn, but no connector droids spawn. Kill the tether droids and dps the boss down to push
to the next phase.

IZAX

IZAX
PHASE 4
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

At the beginning of phase 4, 1 energy sphere spawns, 4 amplifier droids spawn, and 1 augment droid
spawns i will give a recap of these adds and a description of the augment droid here.

Energy sphere - emit a linear aoe along the ground that can be blocked with another add. If positioned
correctly, only one player will be cleaved by each of these adds. The dtps from them is fairly low, they
only fire every 8 seconds.

Makeshift amplifier droids - amplify charges received from energy spheres. These guys can be
interrupted to discharge their stacks into one enemy in phase 2, phase 4 they are used to charge the
augment droid and remove armor from izax.

Augment droid - this droid multiplies your damage done by the number of stacks applied to it by the
energy sphere or makeshift amplifier droids. A green aura is around the droid when uncharged while a
red/purple aura is around the droid when it is charged. This droid can have as many as 3 stacks - it
consumes 1 stack in order to power it "on" for the first time, but will recharge freely afterwards. When
the droid is charged, it provides a 300% buff to all damage done by people in the group. Additional
stacks add duration onto the buff timer. Each stack adds six seconds to the buff timer. The stacks count
down sequentially, for example:

1. You apply a 4 stack to the droid


2. The droid is turned "on" (consumes 1 stack)
3. The droid receives 3 stacks (300% dps buff) six seconds later
4. The droid's stacks degrade to 2 stacks (still 300% dps buff)
5. Six seconds later, the droid's stacks degrade to 1 stack (still 300% dps buff)
6. Within the next six seconds the droid receives 2 stacks
7. The droid is now at 3 stacks and is refreshed to a full 18 second buff timer.

IZAX
PHASE 4
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

One of the dps should drag the augment droid towards the boss so that the mdps can hit the boss and
remain fully in the circle. Different groups will execute these mechanics differently, but our group uses one
tank to manage buffs on augment droid and Izax.

Izax can have his armor broken by charges from the amplifier droids. These debuffs function similarly to the
buff mechanic on the augment droid. When applying debuffs in Izax, you lose 1 stack to applying the armor
break, and ever additional stack you lengthen the duration of the armor debuff. All levels of debuff supply a
300% damage vulnerability to the boss.

These buffs maintain the same level of debuff strength until they have fully expired on their target. If Izax
currently has no armor debuff and is hit with a 4-stack shot from an amplifier droid will receive the 3-stack,
300% additional damage taken from group. 12 seconds later, when the buff is at 1 stack, the armor debuff
still supplies a 300% dps gain on all damage done to boss.

Dps should start off parsing on izax while the tank uses the energy sphere to shoot into an amplifier droid.
The shot from the amplifier droid may be shot into another amplifier droid and chained sequentially until the
charge is at 4 stacks. At this point, it should be discharged into the boss or the augment droid. Our group
prefers to use it on the augment droid first.

During this phase, a large amount of hull cutter droids spawn throughout the room. Tank 2 should make sure
these do not gather on tank 1 and should funnel them towards the dps. Dps should cleave these adds down
primarily via dot spreading attacks. Burst classes should tunnel the boss during this phase while dot specs
maintain dots on the boss and spread to adds that are gathered underneath or near the group. This may
require the dot classes to disengage the boss, but dps should not leave the area buffed by the augment droid
unless they are targeted by induction cascade.

IZAX
PHASE 4
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

Healer 1 and healer 2 should stand as close to dps as possible while maintaining healing on tank 1.

Tank 2 should remain as close to dps as possible while not kiting the circles from boss aggro into the group.

Hull cutter droids will spawn in greater quantities (max 6 at a time) until the phase is pushed - you must take
the boss' health down to ~34% to push the phase.

The boss will relocate during phase 4 and the buff will need to move. During this time, the tank may need to
discharge a stack of buffs into the augment droid it is important for dps and healers to not make the tank's job
difficult as aiming these beams is already fairly tricky - when tank 1 calls for you to be still, stay still for the 5
seconds he needs and just focus adds. The boss remains below the platform for ~10 seconds, you are not in
a rush. This relocation period is also an easy place to wipe the group with induction cascade. Be very
cautious to watch your debuffs during this transition.

IZAX

IZAX
PHASE 4
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

When you push the boss in phase 4, the augment droid despawns along with the energy sphere and the
amplifier droids. You are stuck with whatever hull cutter droids you have left. Kill them and gather to the
middle of the room to prepare for phaes 5 transition.

Please note - using amplifier droids too often can lead to an explosion that damages the group and the adds
- it is inadvisable to overuse any amplifier droids beyond its debuff timer.

More detail is needed to explain the pattern of amplifier droid management in phase 4 - a video should be
posted with this guide to indicate reliable patterns.

The general gist is - the tank has the ability to maintain aggro on all amplifier droids amplifier droids shoot
approximately every . The energy sphere in the middle of the platform will shoot at the amplifier droid with the
lowest amount of previously stacks built at intervals of 8 seconds. It is the tank's responsibility to respond and
direct this beam through amplifiers in order to get maximum uptime on the dps buff on the augment droid as
well as armor break on Izax. The top priority is the augment droid.

1. Line up a 4-stack into the augment droid from whichever amplifier gets the buff, direct it into a 2nd and 3rd
amplifier. Standing behind the amplifier keeps the tank from taking damage from the beam.
2. Line up a 2-stack from the 2nd random shot into Izax
3. Attempt to line up subsequent 3-stack shots from alternating groups of augment droids in order to keep
buffs up on the boss.
4. When the boss is moving, call for when you need the drone to be kept static in order to add stacks onto
the buff.

The goal is to have 100% uptime on buff on augmentation droid - beaming the boss and breaking his armor
is necessary to keep from the soft enrage (missiles on the group from Izax) - but the fight isn't tuned so you
have to hit every single buff. This is a part of the fight where you will have to get comfortable with the role -
there is a certain amount of RNG that comes into play - but it's a mild form of RNG that you should be able to
adapt to after a couple hours of progressing on the phase. During this time, dps will be wiping the raid with
induction and healers will occasionally get deleted by hull cutter droids - you may have to experiment with dot
spreading dps classes...either way, you will have plenty of time to progress in this phase of the fight and
learn patterns.
PHASE 5
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

Phase 5 transition is a placement mechanic.

Izax drops below the floor and you have ~10-15 seconds to clean up the leftover droids and reposition in the
middle of the platform. Turn your camera around in a circle and scan about 45 degrees off of the horizon in
the air. You should see izax flying in a circle. It is helpful to turn off the option of "scale nameplates with
distance" for this fight because of this phase. Be sure to have the boss' name plate on and able to be read
from far away.

Note that you must be in the middle of the grid you are running towards to take no damage, you take 55%
damage from one missile hit and take a debuff that does not allow you to be healed for a certain period of
time - therefore it is impossible to heal through this damage.

The boss will fire 8 missiles in what seems to be a grid of 9. These missles line up with a forced grid on the
floor of the platform. For example:

Let's assume izax is to the north (page up)


Izax fires 8 missiles
You see the shiny gap in the missiles in the bottom left of the grid moving towards you, the missiles will land
on the corresponding area on the platform.
You move to the front left of the platform
You don't die.

IZAX

C.3 1 2 3
C.2
C.1
A A.1 A.2 A.3

B.1 B B.1 B.2 B.3


B.2 B.3
C C.1 C.2 C.3

A.3
FROM YOUR
A.1 A.2
PERSPECTIVE
LOOKING AT IZAX
FROM THE
PLATFORM.
PHASE 5
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

The boss will do this 4 times. The first missile shot is from a random direction, but each shot comes from the
right of where the last shot was by 90 degrees. Thus: if you are shot from the north, the next one will be from
the east, then south, then west.

Once you fully transition into Phase 5 - a friendly droid spawns in the middle of the map. A tank or healer
should tether Scyva close to Izax. Scyva is always facing the direction that Izax will spawn in at.

Shortly after Scyva spawns, Izax will spawn. Scyva will begin to jam Izax's homing missiles. Once the
jamming has begun, you may move Scyva around the platform to any location in order to keep her from
being tethered by tether droids or damaged by Izax's missiles, the mine droids, or the blue / green balls of
energy that come in from the back of the room.

Scyva will begin a cast that is your "survival timer" in this phase. If Scyva is killed by damage from the boss
or enemy adds, Izax will fire his omnicannon and will wipe the raid. It is important to keep Scyva from being
damaged.

Izax will a couple different types of missiles onto Scyva and onto the group.

1. Cluster of un-guided missiles on Scyva - When Scyva is untethered - Izax fires ~8 non-homing missiles at
Scyva. It is possible to tether her out of these missiles. These missiles do a large amount of damage and
apply the "adaptive shrapnel" debuff for each missile that hits her.
2. Homing missiles on Scyva - When Scyva is tethered - Izax fires some number of homing missiles at
Scyva. It is not possible to tether her out of these missiles. These have a slightly larger AOE so whoever is
tethering Scyva around may be hurt by them.
3. Homing missiles on group members - When Scyva is tethered - Izax fires 2 missiles on random group
members - these apply "adaptive shrapnel" to whoever is inside of the aoe. These are similar to phase 2
missiles, but they follow you wherever you go. They do not do a large amount of damage, but the debuff you
gain from being hit by these is extremely detrimental.

It is imperative to keep Scyva untethered. It is the job of the dps to kill the first wave of tethers as quickly as
possible to keep Scyva alive. I use my adrenal on the first front tether - it will be up in time for burn.

In the transition between the front two tethers and the back two tethers, mine droids will spawn on the side.
We assign tanks to tether these off the side of the platform.

As a note: the respawn timers on the tether droids seem to count down from when they were killed. Some
groups prefer to assign one dps to each corner to maintain full uptime on each tether, but our group prefers
to focus down one side, move scyva towards that side, and then focus down the tethers on the opposite side
in order to allow the kiter a bit more freedom of mobility.
PHASE 5
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

IZAX

IZAX

DPS should focus down the back tether droid and then stay out of stupid. Large 10m radius energy balls will
spawn at the back. These balls can do ~10% damage to Scyva if she is left alone to have one drift over here,
but will kill a dps, tank, or healer who attempts to walk through them. Play frogger and dodge the blue circles
while still healing, dpsing, or shooting mines off the side of the platform. There are 4 subsequent spawns of
tether droids after the initial spawn of tether droids. The dps should be totally dedicated to killing these droids
and not standing in stupid. No dps on the boss is required in this phase - the goal is to keep Scyva alive.

Our group assigns a healer to kite Scyva around - if people are executing the mechanics appropriately, very
little damage should be going out this phase. We call out to this healer where the next set of tether droids will
spawn and the healer adjusts Scyva away from that location. 4 tether droids spawn initially, then 2 spawn in
front and then 2 more in back. There is a period where dps need to just avoid damage, then 2 more spawn in
front and 2 more in the back. The goal is to kill these as fast as possible. During this time, the healer should
tether Scyva out of missiles, through the gaps in the blue energy orbs, and away from mine droids.

We also had two team members aggro tethers and keep them off of Scyva in our original kill. This allowed
the kiting healer to pull Scyva out of a missile barrage and keep her from being damaged early on. This
seems like a good strategy for the first set of tethers, but not for the subsequent tethers because large
energy balls will be floating through the group and could kill a tethered team member.

Tanks should focus on using the tethers to slingshot the mine droids off the side of the platform.
PHASE 5
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

IZAX IZAX

IZAX IZAX

This continues for ~2 minutes. The goal is to survive and avoid damage. Once phase is pushed, a large
orange AOE shows up on platform, you have about 10 seconds for the group to get to the back. This attack
will kill anyone within the AOE. We wait until the channel is almost finished on the boss and then step onto
the corner of the pylon. Bear in mind, the pylon is still electrified and you will need to pop defensives,
medpacs, tank adrenals, whatever you have in order to stay alive here. Healers may continue to heal and
should precast aoe healing on the corner in order to help the group survive.
IZAX IZAX
PHASE 6
NOTE: SYMBOLS SHOWN NEARBY ARE INTENDED
TO BE STACKED ON TOP OF ONE ANOTHER.

Once the cast has gone out, your screen will go white and then you will be temporarily immobilized. The
middle of the floor will be destroyed and you must run up the platform to get to Izax. He has about 2 million
health and you have ~45 seconds to kill him. At first no damage goes out on the group. The boss will then
put a damage debuff on you and you will begin to take damage from the boss up to ~80% of your health -
thus if the healers can top everyone off to 100% before the damage goes out, they can go into full dps mode
and not worry about anyone dying. Many people consider this to be a "token" burn, but dps still need to pull
~9,000 dps in order to clear.

IZAX IZAX

In conclusion:

I really enjoyed this fight - phase 2 is a real highlight for me as a MDPS and RDPS. I believe Izax is one of
the most mechanically intensive and healing intensive fights. The developers delivered on a high quality fight
and I am looking forward to what they put out next. After running the fight for about 12 hours on live I have
only encountered one bug personally and it does not have the "memory loss" that other fights with large
amounts of graphical issues have (like NiM DP).

It was a large effort and I appreciate Aeon giving me a shot to be on their teams. I also appreciate Kalizo in
Hates You for helping me get PTS access at the same time as Aeon working to get me PTS access. I have
never been able to be a part of a progression cycle like this before and am glad to be a fairly new NiM raider
who is able to contribute to the development of this new fight and the growth of the raiding community.

I am also aware that there will be people who dislike that I have generated this guide. It was my idea and the
other team members provided critique and input for various tanking / healing mechanics. I put a lot of time
into this guide and hope it is helpful for other NiM / HM raiding groups who want to kill Izax in the allotted time
frame.

Thanks,
Rugles

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