Mechanics:
Puzzle
Channel crystals deals Activating damage to the channeler, approximately 1.5k-3.2k damage per tick.
Enrage Timer
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Gate Commander Draxus
Health: 1,394,913
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Now grapples a random player to him. The grapple occurs after Draxus tosses out his Corrosive Grenade (cleansable aoe dot from hard mode), seemingly in line with hard modes aggro drop. May become an issue with interrupting Corrupters.
Subteroth
Health: 63,302
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Subteroths still explode upon death (Energy Discharge) but now place a debuff called Susceptible on whoever they hit, increasing the damage taken from subsequent Energy Discharges by 250%.
Each Energy Discharge triggers an additional stack of the debuff. Tanks should save cooldowns until after the first add goes down, as minimal damage occurs from the first one. Getting hit by more than one Energy Discharge will require cooldowns (SEE Strategy section for how to handle these).
Each Energy Discharge triggers an additional stack of the debuff. Tanks should save cooldowns until after the first add goes down, as minimal damage occurs from the first one. Getting hit by more than one Energy Discharge will require cooldowns (SEE Strategy section for how to handle these).
Dread Guard Dispatcher
Health: 56,520
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Function the same as hard mode, though powerful when they choose to focus a single player.
Dread Guard Corrupter
Health: 56,520
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Still casts Mass Affliction, though Corrupters now have a buff called Backlash. Interrupting a target with Backlash will charge you with a debuff, causing any further attempts to interrupt a target to instantly kill you for the next 20 seconds.
Force Leap/Force Charge and Storm/Jet Charge interrupts will still grant you the Backlash debuff without the 4 second lockout time provided by real interrupts (i.e. don’t ever charge Corrupters!). Though charges count as an interrupt and provide the Backlash debuff, using charges will only get you killed if the target is able to be interrupted (i.e. Corrupters). Therefore it is safe to charge non-Corrupter targets with the Backlash debuff present.
Force Leap/Force Charge and Storm/Jet Charge interrupts will still grant you the Backlash debuff without the 4 second lockout time provided by real interrupts (i.e. don’t ever charge Corrupters!). Though charges count as an interrupt and provide the Backlash debuff, using charges will only get you killed if the target is able to be interrupted (i.e. Corrupters). Therefore it is safe to charge non-Corrupter targets with the Backlash debuff present.
Dread Guard Dismantler
Health: 113,040
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Function the same as hard mode. Strong Swipes whoever it is aggroed to, which knocks them back and adds the debuff Dismantled, which increases damage taken from that individual Dismantler by 1000%.
If the Dismantler is allowed to continue to aggro to its Strong Swipe target, then it will attempt to run to them with a killing blow Obliterate. Whether Obliterate gets off or not, any direct damage taken from that Dismantler while Dismantled is active will certainly be lethal.
Dread Guard Bulwark
Health: 56,520
The Bulwarks take on a more devastating role in Nightmare mode. Hypergate Shielding not only absorbs damage done outside of the shield, but now debuffs players inside with Dread Disruption, preventing all healing received while within the shield. Make sure players are topped off before entering the shield. Though players can tactically leave the shield as needed for healing, oftentimes DPS will be too light if leaving becomes frequent.
In addition, when the Bulwark completes its cast of Hypergate Shielding (30 seconds), the shield will go down and it will enrage, dealing 200% more Afflict damage to the raid and can cause a wipe.
Unless paired with Corrupters, the Bulwark should always die first.
Unless paired with Corrupters, the Bulwark should always die first.
Dread Guard Despoiler
Health: 50,868
Casts a heal called Dark Infusion, a 2 second cast that will heal its target to full. Can and should be interrupted when able, especially when a Corrupter or Bulwark is about to die.
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Guardian of the Fortress
Health: 226,080
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Function the same as hard mode, though Slam will most certainly kill anyone it hits. Watch your feet and work on positioning.
Waves:
* = Draxus spawns on that wave
Wave
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West
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South
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East
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1
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Subteroths x3
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Subteroths x2
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Subteroths x3
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2
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Dispatcher x3
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--
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Dispatcher x2
Subteroths x2
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3*
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Corrupter x1
Dispatcher x2
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--
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Corrupter x1
Dispatcher x2
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4
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Dismantler x1
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Subteroths x2
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Dismantler x1
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5*
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Bulwark x1
Dispatcher x2
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Bulwark x1
Corrupter x2
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Bulwark x1
Dispatcher x2
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6
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Dismantler x1
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Bulwark x1
Corrupter x1
Despoiler x1
Dispatcher x1
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Dismantler x1
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7
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Guardian x1
Subterroth x1
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--
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Guardian x1
Subterroth x1
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8
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Bulwark x1
Corrupter x2
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Despoiler x1
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Bulwark x1
Corrupter x2
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9*
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Guardian x1
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Corrupter x1
Dispatcher x2
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Guardian x1
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Strategy:
Overview
This fight requires a high volume of add control and for everyone to do more than they are normally asked. This means tanks putting out decent damage, healers contributing to damage and interrupts, and damage dealers monitoring their own survivability at all times. It is important that each person know exactly what they will be asked to do before the fight begins, so that there is no delay in the action. Any delays can lead to a phase being pushed before the previous phase is down, which is most certainly a death sentence.
DPS Check and Tanking
Each phase will push at a preset interval that is much quicker than Hard mode, whether an add from the previous phase is left up or not. As such, this fight requires a fair amount of DPS in order to be successful (we've found ~14k raid DPS to be more than enough). Especially during Waves 3 and 5, DPS must push Draxus up before the next wave begins or it will lead to a wipe.
Inspiration/Bloodthirst
The nature of the Draxus encounter only really has a few opportunities where DPS checks are crucial, all of which occur when Draxus is down. Aim for using the ability during Wave 5 after the South is cleared out. |
Setup
Assign one tank, one healer, and two DPS to each side (east and west). Our raid composition contains two range dps and two melee, so the guide will read as such. Feel free to assign any dps to any role, as they are more or less interchangeable in Nightmare (interrupt cooldowns are irrelevant).
West: Melee W, Range W, Healer W, Main Tank (MT)
East: Melee E, Range E, Healer E, Offtank/DPS hybrid (OT)
Pre-assign all interrupts and have a contingency plan for if an interrupter gets grappled to Draxus. This guide lays out how <Failure> interrupts but feel free to implement your own strategy. Each interruptable target is labeled with (Interrupt #), the # being which interrupt one should get.
Assign one tank, one healer, and two DPS to each side (east and west). Our raid composition contains two range dps and two melee, so the guide will read as such. Feel free to assign any dps to any role, as they are more or less interchangeable in Nightmare (interrupt cooldowns are irrelevant).
West: Melee W, Range W, Healer W, Main Tank (MT)
East: Melee E, Range E, Healer E, Offtank/DPS hybrid (OT)
Pre-assign all interrupts and have a contingency plan for if an interrupter gets grappled to Draxus. This guide lays out how <Failure> interrupts but feel free to implement your own strategy. Each interruptable target is labeled with (Interrupt #), the # being which interrupt one should get.
Important
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The longer you stall an interrupt, the more time you have to DPS! Aim for ~7 seconds of cast (1 second remaining) before you interrupt. Be aware of personal latency and trust each other!
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West
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South
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East
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Melee W, Range W, MT
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(One Subteroth for each side)
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Melee E, Range E, OT
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There are two methods to dealing with the Subteroths in Wave 1. The first is a controlled burn and the other is a brute force tactic. <Failure> uses the controlled burn tactic, though the brute force method can be fun and quicken the pace if you get good at it.
Method 1: Controlled Burn
Pre-assign each player to tank their own Subteroth. A good way to handle them is to have each range player grab the southern Subteroth on their respective sides and tank/burn it. Each tank will grab their three Subteroths from their side and their melee dps will peel one off and pull it away. Each DPS kill their own Subteroth and then help their tanks kill the two they are tanking. Single targetting the tank Subterroths will allow tanks ample time to use defensive cooldowns on the second and prevent wipes.
Method 2: Brute Force
Each tank will grab their three Subteroths from their side as well as one southern Subteroth. DPS wait until all 4 are stacked together and then proceed to do a controlled AOE burn. Melee will need to leave the Subteroths before they all go down (can take 1-2 Energy Discharges with cooldowns before you die but do not count on it). When the Subteroths are about to die, tanks pop their best defensive cooldowns (in our case our two Juggernauts pop Saber Reflect) and the dps burn them as quick as possible before the tank cooldown expires. Main tank may need to save AOE taunt for Wave 3.
Because of the nature of this phase, in that damage will either kill you outright or not, there is little healing to be done. Therefore use the healers and their aoe to supplement any side that is having trouble downing the Subteroths in the duration of the tanks cooldowns.
Method 1: Controlled Burn
Pre-assign each player to tank their own Subteroth. A good way to handle them is to have each range player grab the southern Subteroth on their respective sides and tank/burn it. Each tank will grab their three Subteroths from their side and their melee dps will peel one off and pull it away. Each DPS kill their own Subteroth and then help their tanks kill the two they are tanking. Single targetting the tank Subterroths will allow tanks ample time to use defensive cooldowns on the second and prevent wipes.
Method 2: Brute Force
Each tank will grab their three Subteroths from their side as well as one southern Subteroth. DPS wait until all 4 are stacked together and then proceed to do a controlled AOE burn. Melee will need to leave the Subteroths before they all go down (can take 1-2 Energy Discharges with cooldowns before you die but do not count on it). When the Subteroths are about to die, tanks pop their best defensive cooldowns (in our case our two Juggernauts pop Saber Reflect) and the dps burn them as quick as possible before the tank cooldown expires. Main tank may need to save AOE taunt for Wave 3.
Because of the nature of this phase, in that damage will either kill you outright or not, there is little healing to be done. Therefore use the healers and their aoe to supplement any side that is having trouble downing the Subteroths in the duration of the tanks cooldowns.
Wave 2
West
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South
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East
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Melee W, Range W, MT
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--
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Melee E, Range E, OT
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This phase is fairly straightforward, though the random aggro tables of the Dispatchers can warrant some massive spike damage on a target if they fall on bad luck. On East, when there are only 2 Subteroths remaining, we have our Powertech DPS taunt and kite one Subteroth away to protect the offtank/DPS hybrid from exploding.
Wave 3 (Draxus Down)
Wave 3 (Draxus Down)
West
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South
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East
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Melee W, Range W
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--
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Melee E, Range E, OT
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Main tank runs to pick up Draxus. Each side burns down their Corrupter first (we always have range interrupt first and melee get the second if it is needed) and then their two Dispatchers. One side (we do West) leave one Dispatcher alive to prevent phase transition early. When only the one Dispatcher remains, all DPS will move and push Draxus until he jumps away again. Afterwards, finish off the Dispatcher and move to Wave 4.
Wave 4
West
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South
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East
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Melee W, Range W, MT
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--
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Melee E, Range E, OT
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Another easy phase. Have a dps pull aggro on the Dismantler on their side. When they are Strong Swiped (knockback) away, the tank on that side taunt (if it is not already dead before that) and then burn down the Dismantler. Kill Subteroths afterwards and melee dps start heading to South early for Wave 5.
Wave 5 (Draxus Down)
West
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South
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East
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Range W
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Melee E
Melee W
Healer E
Healer W
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Range E, OT
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At south, the two melee dps will focus fire their sides Corrupter, doing as much aoe/cleaves to get both down quickly. Both healers should be on call to help interrupts should they not burn them down quick enough or a melee dps gets grappled before he can interrupt/finish the target. Kill Bulwark after, and then pop all offensive cooldowns (Inspiration/Bloodthirst) and push Draxus before Wave 6.
Because of the frequent inability for DPS to be healed under the Bulwark's , it is important that Corrosive Grenades be cleansed ASAP and that defensive cooldowns are used as needed. Each DPS is responsible for their own life. Healers should augment survivability with Force Armor/Static Barrier, Rejuvenate's/Resurgence's armor buff, and the damage reduction from Kolto Bomb/Kolto Missile. Healers can also DPS if they find the time.
Wave 6
West
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South
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East
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Heal W, MT
Range W
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Melee E
Range E
Melee W
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Heal E, OT
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Each healer pulls aggro on the Dismantler on their side by small amounts of damage and passive healing aggro. When they are Strong Swiped (knockback) away, the tank on that side taunts and then generates 0 additional threat against the Dismantler, so that the range can pull aggro off of them before the next Strong Swipe.
While the healers and tanks stall the Dismantlers, the three remaining DPS will immediately go South. At South, the Melee E, Range E, and Melee W head under the shield and proceed to hard burn the adds. Have the two East players (Melee E and Range E) focus on the Corrupter while Melee W kites the Despoiler back under the shield (he runs to healers fast) and focus it down, preventing it from casting Dark Infusion during the process.
Though this phase is heavily reliant on the Despoiler being interrupted and can effectively wipe the group if they are not, be weary that the Despoiler casts Dark Infusion faster than one can interrupt it.If DPS is strong enough, the Despoiler will first attempt to heal the Corrupter, and should interrupt its own cast by the Corrupter dying. After which everyone focuses down the Despoiler, with Melee W interrupting the Despoilers cast as needed.
When the Despoiler dies, the healers should have just been Strong Swiped and the tanks taunted off of them. Range E will return up top where Range W already was, and attempt to hard burn their Dismantler and pull aggro off of the tanks before the next Strong Swipe. If this becomes an issue, make sure the tanks are not doing any excess damage to the Dismantler. Another possible solution is to have melee dps with taunts swap with the tanks instead, though our composition does not allow for this and we never have an issue with natural aggro exchange.
Meanwhile, the two Melee dps (E and W) will single target down the Bulwark (which should almost be dead from previous splash damage) and then finish the remaining Dispatcher. At this point, both should head to the rest of the raid and help burn what's left of the Dismantlers.
Wave 7
West
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South
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East
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Melee W, Range W, MT
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--
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Melee E, Range E, OT
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A slight lull in the action. Avoid the Slam (Wide Cleave) from the Guardians. Burn them down and then finish off the Subteroths. You can either continue the trend of two DPS per side, or focus fire down one Guardian and then the other.
Important
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The Slam's wide cone effect may exhibit strange properties, including afflicting people behind them. Stand at max melee range at all times and never inside the Guardian hit box.
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Be weary that too much splash damage onto the Subteroths can explode them on the raid and get people killed. Be sure not to kill them until after the Guardians die. Quickly reposition while cleaning up Subteroths and be ready for the transition to Wave 8 (and to quickly interrupt your Corrupter).
Note that leaving a Subteroth alive with low health as you progress into Wave 8 can smooth the transition, causing the Despoiler to focus heal it instead of more lethal enemies.
Wave 8
West
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South
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East
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Healer W
Range E
Range W
MT
OT
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--
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Healer E
Melee E
Melee W
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Because range is on Despoiler interrupt/burn duty, we have melee and tanks use their interrupts first. While the range DPS are focusing down the Despoiler, melee and tanks prep their first interrupt, waiting until ~7 seconds before interrupting. After first interrupt, the dps on both sides should focus down one Corrupter over the other, the goal being to defeat the Corrupter before his second cast.
Note that all interrupts listed in the chart are interchangeable, and depending on your DPS and composition, many of the second interrupts may not be necessary. It is, however, essential that you plan for the worst and have all raiders prepared to interrupt.
As displayed in the preceding chart, one side will have only two DPS and a healer (EAST), while the other will have the MT, the OT, a healer and the two range DPS (WEST). Thus it is critical that the smaller group be comprised of the top two damage dealers (presumably whoever dealt with the two Corrupters on Wave 5 should have enough dps to deal with Wave 8 with only a healer.
Splash damage from killing the Corrupters should push the Bulwarks low enough to finish them off before their cast completes. Clean up anything left and get ready for wave 9.
Wave 9 (Draxus Down)
West
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South
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East
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OT
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All DPS
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OT
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Important
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We found that, when using an offtank in dps gear/spec, it was difficult to hold both Guardians. We recommend using an additional DPS with taunt to grab and tank one of the two Guardians if able.
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Congratulations, you have successfully read how to kill Gate Commander Draxus. Killing it should be easy now, right? RIGHT?!
Love your guides and strats. I did not discover them until a few days ago. I have been able to relay alot of this info to my group. We finally killed him, yay! Keep up the good work!
ReplyDelete-Jadenth, the Bastion