GODS FROM THE MACHINE
Table of Contents
Gods from the Machine (Gods for short) is a really neat operation with some cool boss fight designs. It is unique among SWTOR operations for being the only one not released all at once. Instead, the developers released each boss individually over the course of a year or so. This design philosophy can be seen through the much greater extent of trash pulls and puzzles/traps involved in clearing to each boss. Unlike most other operations, it is pretty easy for a group to wipe when clearing trash in Hard or Nightmare Mode unlike any other operation.
The bosses in Gods were initially quite difficult in Story and Hard Mode, as originally the developers did not intend to release a Nightmare/Master Mode though they eventually did so. Between the nerfs that accompanied the extra difficulty tier release, gear progression and further DPS inflation in 6.x, these bosses are now very achievable for most groups in Story Mode and are a challenging yet achievable clear for skilled groups in Hard Mode as well.
Tyth begins the operation with a fun yet chaotic encounter filled with various adds that must be dealt with while balancing Tyth's rage within manageable levels, which is increased by killing adds and can lead to a wipe if the stacks reach too high a level. Aivela & Esne provide a dual encounter with many varied energy attacks that must be mitigated through a temporary ability that lets you "match colors" to minimize damage. The ninja robot nuclear physicist Nahut is a fun encounter next where the team must coordinate to prevent Nahut from stealthing out, dodge various floor damage mechanics, and eventually push robots into a singularity before entering a burn phase at the end.
Scyva is the penultimate boss and can be very confusing to new players. The fight goes very fast from very distinct phases, beginning with a mini-boss fight to destroy another robot, then destroying large rail turrets, and the final phase involves Scyva her/itself. High DPS is very beneficial as otherwise the group has to deal with Extinction Protocol, a mechanic of channeled red AoE circles that typically one shot players and is the toughest mechanic in the operation by far.
The final boss Izax is a very length boss fight and was designed to surpass Revan originally by the developers. While all fights now have a 30s combat revival cooldown, prior to 6.0 Izax was the only fight to receive this reduced cooldown as a means to mitigate its difficulty and the ease of dying. Unfortunately as of 6.1 Izax remains bugged in Story Mode where after one combat revive the cooldown is unlimited and thus the group is limited to one combat revival for the entire encounter (though stealth revives as possible at various points).
The Izax fight has many many phases and each has distinct mechanics. The main thing for new players to make sure they understand is the Induction Cascade mechanic, where a random player gets targeted by a blue AoE that deals very high AoE damage. Any player targeted with Induction Cascade needs to ensure they are outside the group and either have sustained heals and/or hit a strong defensive cooldown. The rest of the mechanics are mostly straightforward with the exception of a few specific mechanics that can be handled by 1-2 experienced players.
(clickable links lead to detailed boss fight guides)
Guide to Gods bonus achievements (Dodgeclaw, Super Dodgeclaw, Par Three)
Summary Boss Fight Guides
(clickable links lead to detailed boss fight guides)
IMPORTANT - The links above and in the boss description below will take you to detailed boss fight guides. Those guides go into much more detail regarding mechanics, strategy, etc.
The information below is very summarized and intended to be an easy quick-reference guide for players who need a quick reminder heading into an operation.
Tyth Story Mode Kill Video
Tyth Story Mode Video Guide
Tyth Veteran Mode Kill Video
Tyth Veteran Mode Video Guide
Tyth’s main mechanic is Rage. He builds stacks of Rage whenever the team kills an add (+1 Rage) or whenever his cleave hits/kills an add (+3 Rage). He naturally loses Rage every 8s if no Rage is gained during that time. If he reaches 10 stacks of Rage he does a large AoE attack.
Tyth will regularly spawn adds at four points around the room, which are fixed in location and form a rough square within the circular platform. Any adds that are cleaved by Tyth's attacks are instantly killed and cause Tyth to gain 3 stacks of Rage per add killed. The composition of each wave is semi-random but can be predicted based on the colors at each spawn point immediately before a wave of adds spawn:
Guardians (yellow) are quick moving and deal single target damage. The off-tank or DPS should pick them up to avoid them piling on healers or aggroing to the main tank and running underneath Tyth.
Grace droids (green) will alternate between 3 casts of a green beam that reduces Tyth’s Rage by 1 and heals him, then will cast a yellow beam that reduces Tyth’s Rage by 3 and gives it a damage resistance buff for a short time. Interrupt and kill the Grace whenever Rage stacks are low to moderate, otherwise let 1-3 casts go off to lower Rage stacks then kill. There are various strategies to deal with a Grace droid but they must not be ignored, as their casts will dramatically extend the fight by healing and buffing DR to Tyth.
Lance droids (red) do not move and target the player with aggro with a long narrow red conal on the ground. After a few seconds, they channel an energy attack along the conal that deals low damage but applies a debuff that overloads any shields. This conal is dangerous for tanks since it prevents them from shielding attacks for several seconds, which dramatically increases the damage they will take from Tyth and/or any adds. The conal is very helpful to aim towards Justice droids to overload their shields and make it easier to quickly kill them. Lance droids can be ignored but ideally the off-tank should kite any Guardians towards the Lance droids so AoE DPS can kill them as well.
Justice droids (blue) move very slowly around the room and deal little direct damage. Their main danger lies in their AoE shield that reflects damage to anyone outside it and applies a stacking DoT to anyone inside the shield. The DoT can be cleansed but will be reapplied. The ideal strategy to kill Justice droids is to stun them to temporarily bring down their shield. The conal attack from Lance droids can also be aimed at a Justice droid and will similarly bring down their shield. Once Tyth is below 40% or so health, most groups ignore Justice droids and let the off-tank or healers kite them since they move so slowly that they can be easily avoided while DPS focuses on Tyth and/or more dangerous adds.
The main tank should pull Tyth to the edge of the platform and face towards the edge so cleave attacks do not hit the group or adds. The off-tank should try to grab aggro on as many adds as possible and group up for AoE. The off-tank or a designated DPS should generally handle the Grace droid add whenever it spawns. Viable strategies are (1) kill the Grace immediately; (2) let the Grace completes its 3 green casts then interrupt the yellow cast and kill it; or (3) interrupt all 3 green casts and let the yellow cast complete then kill it. Do not ignore the Grace droid.
DPS should kill adds whenever they spawn then return to attacking Tyth. DPS priority is Guardian > Lance > Justice. Depending on group DPS, the team may elect to ignore the adds and have all DPS focus on the boss and attempt to kill Tyth before the adds become overwhelming. Regardless, if the designated player on Grace duty calls out for help interrupting or killing the Grace droid, that takes overall priority.
Healers should stay near the middle of the room to maintain LoS on everyone, and so if they aggro any adds they stay away from Tyth. Make sure to cleanse the armor debuff on the main tank, and try to cleanse the DoT from any players who go inside the Justice droid shield.
Aivela & Esne Story Mode Kill Video
Aivela & Esne Story Mode Guide
Aivela & Esne Veteran Mode Kill Video
Aivela & Esne Veteran Mode Guide
The main mechanic for Aivela & Esne is the use of the Polarity Module item you pick up from killing a Codex in the opener. The player is targeted by many mechanics in the encounter that will have a positive polarity (WHITE color) or a negative polarity (RED color). The player should always try to match the color of any mechanic targeting them to take little/no damage.
Opener (Nexus 100% -> 50%)
In the opener, the team kills all Codices around the room. Each Codex will drop 1 clickable item on the ground (2 in 16m) that provide a Polarity Module. Each player should pick up one. This enables the player to “swap colors”.
After killing all Codices, the team damages the Nexus (middle of the platform) down to 50% health, at which point it shields. Aivela & Esne spawn at this point and the main fight begins.
Phase 1 (A&E 100% -> 72%)
Aivela & Esne are immobile during Phase 1 and 2. They periodically target random players with Polarized Energy Burst (see below for priority of color matching). Glare droids spawn at the cardinal directions (points of the diamond-shaped platform) and target players with Purification Beam conal and knock back any players who get too close to them. Countermeasures spawn at the middle of each edge of the platform and target random players with low damage attacks.
The strategy for this phase is to DPS Aivela & Esne while moving away from the group and matching colors to deal with Polarized Energy Burst (AoE) and Purification Beam (long conal). See below for priority on these items. Each boss shields itself at 72% until both are shielded then the encounter moves to Phase 2.
Phase 2 (A&E 72% -> 40%)
All mechanics in Phase 1 continue here (bosses immobile, Polarized Energy Burst AoE attack, Purification Beam conal attack) and a new one is added. Aivela & Esne cast Radiance that applies a very large AoE circle that deals damage to anyone standing inside it without matching its color. See below for discussion of color matching.
The strategy is the same as Phase 1 to continue burning Aivela & Esne while moving away to deal with mechanics and matching colors to minimize damage. Each boss shields at 40% health and the fight moves to Phase 3 after both are pushed.
Phase 3 (A&E 40% -> 0%, Nexus 50% -> 0%)
Phase 3 changes the fight significantly. The Polarized Energy Burst AoE and the Radiance huge AoE mechanics remain, but both Aivela & Esne are now mobile and the Purification Beam mechanic changes significantly. Called the "Wiper Beams", in Phase 3 the Purification Beam does not target a player but consists of two beams of the same color that sweep across the platform and affect everyone. See below for discussion of color matching.
The general strategy is to group up Aivela & Esne in the middle and burn them equally until both are around 10-12%. This strategy causes the group to take extra damage from Radiance but makes it easier to survive the Wiper Beams and the AoE damage and DoT spread damage can dramatically shorten the phase.
Once both Aivela & Esne are at around 10-12% health, the entire team should focus down one of them at a time. Once either boss reaches 7% they will start an 8s cast of Overdrive Mode, which if completed will heal them for 6-7% of their health, buff their overall damage, and change their Polarized Energy Burst cast (which can be mitigated by matching the color) to Overdrive Energy Burst (which cannot be mitigated via matching colors).
The idea behind this strategy is that by focusing one boss down first, most groups should be able to kill at least one boss before the Overdrive Mode cast heals them both and extends the fight. Even if one boss completes the cast, burning down the remaining boss despite the extra health is not a major challenge.
It is particularly important that any player targeted by Overdrive Energy Burst (the blue/white AoE) move away from the group.
Color Matching & Mechanics
Once each Codex is killed, it will drop 1 (2 in 16m) clickable items on the ground. Each player can only use one of these to gain a Polarity Module. This applies a temporary ability bar that lets the player swap between positive polarity (WHITE) and negative polarity (RED). Most damage mechanics can be largely mitigated by matching the color of the graphic for the attack. The details by mechanic are as follows:
Polarized Energy Burst (Phase 1 -3, 3s cast by Aivela or Esne): A 10m diameter circular AoE that targets a random player. The player should match the color and try to avoid placing anyone else in the AoE effect. Polarized Energy Burst is important but can be ignored if the player is also targeted by Purification Beam.
Purification Beam (Phase 1 -2, cast by Glares at points of diamond-shaped platform): A long conal telegraphed attack. It deals very high damage over multiple ticks of its channel and is likely to kill the player unless they match the color. The player should match the color and move to the side of the platform to ensure the conal does not go through the group and damage anyone else. Purification Beam is the most important mechanic to match colors.
Radiance (Phase 2 - 3, one time cast by Aivela and Esne at the beginning of Phase 2 & Phase 3): A very large AoE circle centered on each boss (BLUE for Aivela, RED for Esne). During Phase 2, players should match the color of the boss they are standing near (White/Blue for Aivela, Red for Esne) to mitigate this damage. Radiance takes bottom priority over Polarized Energy Beam and Purification Beam and should only be matched when players are not targeted by any other mechanics.
Purification "Wiper Beams" (Phase 3): The modified Purification Beam mechanic in Phase 3, it consists of two Purification Beams of the SAME COLOR sweeping across the platform. The color of the first set of beams is random but will alternate between WHITE and RED each subsequent time. Players should match these colors immediately and preferably in advance once the pattern is known.
Overdrive Energy Burst (Phase 3 sub-7%, 3s cast): Modified Polarized Energy Burst once either a boss completes casting Overdrive Mode. It essentially combines both WHITE and RED colors so cannot be mitigated by matching colors. It does not hit super hard but is noticeable. The player should move away from the group to take this hit and use a defensive if below half health.
It is possible for a player to be targeted by multiple mechanics. For example, during Phase 2 a player can be targeted by Polarized Energy Burst (small AoE), Purification Beam (long conal) and be standing in a boss' Radiance (large AoE), any of which could be different colors.
The priority for which mechanic to match colors is Purification Beam > Polarized Energy Burst > Radiance.
In this example, the player should match colors to the Purification Beam until after the channel is done, match the Polarized Energy Burst if it hasn't hit yet, then once both are done match the Radiance color and go back to attacking the boss.
Nahut Story Mode Kill Video
Nahut Story Mode Guide
Nahut Veteran Mode Kill Video
Nahut Veteran Mode Video Guide
Nahut is a boss encounter with three distinct phases. The first phase involves fighting Nahut in the central circular area and damaging Nahut while dodging fire, blue puddles and avoiding "pins" on the ground that can cause Nahut to aggro to DPS/healers. The second phase has a brief transition to kill some adds then involves the main team kiting Nahut around the room while a few DPS go kill turrets that spawn around the room. Once a turret is damaged 39% it becomes stunned and get sucked in by a periodic pull-in by the singularity growing in the middle of the room. Once five turrets are sucked in, the group begins the Phase 3 burn phase that involves moving Nahut around the edge of the room as it slowly fills with lightning and killing it before the group runs out of room.
Nahut has two primary mechanics for the encounter. The first is that Nahut will attempt to remain cloaked during the fight. In story mode Nahut will be visible to anyone within melee range and the person holding the candle. Otherwise, the only way to make Nahut visible is to use the candle’s suppression ability to force Nahut to become visible. The second mechanic is a singularity (black hole) that begins forming in the middle of the room after phase 1, which introduces a variety of physics and AoE effects in the remainder of the fight.
Phase 1 (Nahut 100% -> 80% -> 60%)
Phase 1 begins with Nahut channeling Preparing the Field, a 12s channel that causes pins to be placed on the map. Sufficient damage can break the cast early and causes fewer pins to be placed.
Nahut begins the fight in stealth and will remain in stealth through Phase 1 and Phase 2 unless the person with the Candle uses its Suppress ability. In Story Mode, while in stealth Nahut will remain visible to the player with the candle and any players in melee range of Nahut.
Key Mechanics introduced in this phase are:
Preparing the Field: Nahut's 12s channel that is used at the beginning and midpoint of Phase 1 to place pins. Sufficient damage will break the channel.
Suppress: Ability available to player with candle. It places a 15s duration debuff on Nahut disabling its stealth ability. It has a 40s cooldown so one player cannot keep Nahut permanently suppressed.
Energized Slice: Nahut's conal attack that is used frequently in Phase 1-3. Keep the boss facing the tank and away from the group as this hits fairly hard even in Story Mode.
Mass Distortion: 5s cast ability used by Nahut frequently in Phase 1-2. It applies a 4s duration debuff that deals increased damage if the player moves (i.e., it works similarly to Electro Net). After the debuff expires, it places a medium-sized blue circle on the ground that deals heavy AoE damage to anyone standing in it.
The basic strategy for Phase 1 is to have everyone other than the tank(s) stack in the middle of the platform to damage Nahut. The tank with aggro should stand just outside the inner circle right at the edge of the fire vents. When the tank is targeted with Mass Distortion and drops a blue circle, they should move around the inner circle perimeter. In this way, the DPS/healers can avoid fire, pins, blue circles and Nahut's cleave.
As for the candle, a simple strategy is to have the tank hold the candle and use the Suppress ability on cooldown. This will mean Nahut is stealthed a little over half the time. However, since the tank's position is known the team should have minimal difficulty coordinating with DPS to stay close enough to Nahut to see it. Alternatively, a rotation can be used between 3 DPS-healers to keep Nahut permanently suppressed and visible to everyone.
At 80%, Nahut will leap to the middle and channel Preparing the Field again. Once the channel either completes or is interrupted, the same mechanics and strategy should repeat.
Around 60%, Nahut will leap to the middle and the group begins the Phase 2 Transition.
Phase 2 (2 Power Couplings 100% -> 0.1%)
The team should immediately move to the outside ring at the NW section on the mini-map. Two Power Couplings will spawn and need to be damaged down to 1 health (they will not die) within 1 minute or the group will wipe.
Adds will spawn periodically and should be picked up by tanks and DPS'd down through DoT spreads or direct damage after the Power Couplings are done.
Nahut will target the person carrying the candle with a rail shot attack. The attack cannot be LOS'd and will deal damage and apply a debuff that increases with each subsequent rail shot attack. Any nearby players take damage and receive a stack of the debuff, so the player with the candle should stand away from the group. A tank can usually take 4-6 consecutive hits of the rail shot and be fine with healing, though using a defensive for any hits at 5+ stacks is recommended unless the tank is geared for Hard/Veteran Mode content. DPS or Healers can take 2-3 hits of the rail shot. Anyone carrying the candle with too many stacks should pass it to another player.
Phase 3 (Nahut -> 34%, 5 turrets 100% -> 39% and pulled in by the singularity)
Phase 3 involves most of the team holding Nahut and damaging it while moving around the edge of the room. Nahut can only be damaged to 34% health in this phase and then becomes immune to damage until the group transitions to phase 4. Also, rail turrets spawn around the room, one at first and then in pairs. At first, the turrets rail shot attack can be LoS'd to avoid damage until they enrage at which point they cannot be LoS'd. The turrets need to be damaged to 39% health at which point they shield and stop taking or dealing damage.
The key mechanics in this phase are as follows:
Energized Slice: Nahut's cleave is very dangerous in this phase as the group is moving steadily and it deals heavy damage. The tank needs to be careful to pull Nahut ahead of the group and facing away at all times.
Mass Distortion: The DoT goes out every 14s (10s after each blue puddle drops). The tank will need to re-position Nahut each time and try to position themselves so the blue puddle is dropped in such a way that DPS and healers can readily avoid them.
Gravity Pulse: Happens every 25s. A large white circle around the edge of the room rapidly shrinks down to the middle, then right afterwards the group is pulled around half the distance to the middle. Players should make sure to avoid being pulled into the expanding red circle. Any turrets that are shielded and below 39% health are sucked into the middle. Once 5 droids are pulled in the phase pushes to Phase 3.
The strategy for this phase is usually to have the tank(s), half the DPS and most healers stay on Nahut to keep damaging it from 60% down to 34%, while the remaining DPS and perhaps one healer go to hunt turrets. DPS on turret duty should interrupt as many cast abilities from the turrets as possible, and once a rail turret is shielded and at 39% health it is done and they can move on. Everyone on Nahut duty should be behind the boss except for the tank who moves Nahut around the edge of the room as blue puddles are dropped by Mass Distortion.
Candle usage should follow a similar strategy to Phase 1. Once 5 turrets are pulled into the middle, the group immediately moves to Phase 4.
Phase 4 (Nahut ??% -> 0%)
Phase 4 is a traditional burn phase where the outer platforms gradually become electrified and deal heavy damage to anyone standing on them, such that eventually the team runs out of room to avoid damage. Also, a red circular line gradually expands leaving the group less and less room to stand to avoid that additional damage.
The team gets a brief break of about 25s at the beginning of Phase 4 before the platforms start to become electrified. Any players chasing turrets should immediately rejoin the main group and attack Nahut. This free burn phase is an ideal time to hit all cooldowns, adrenals and raid buffs.
Beginning around 25s into Phase 4 and every 12s thereafter, sections of the platform will become electrified. There are three large outer platforms and each one has four sections for purposes of this mechanic. The section in which Nahut is standinb will become electrified.
The tank should pull Nahut to about a quarter of the way across each platform then hold it until lightning pops then move again, and repeat. DPS and healers should stay ahead of Nahut as much as possible to avoid taking damage from the electrified sections, particularly ranged DPS and healers.
Lastly, the red circle expands into the outer platform as this phase continues. Players need to stand out of the red circle, which will mean only using the outer bridge to cross from platform to platform and can be very tight if the group comes close to running out of non-electrified platform sections.
The timing for this phase gives the team almost 2 minutes to kill Nahut before running out of room to stand.
Scyva Story Mode Kill Video
Scyva Story Mode Guide
Scyva Veteran Mode Kill Video
Scyva Veteran Mode Video Guide
The Scyva encounter has 3 phases. The first phase involves killing the droid that initially spawns in the middle of the room. The second phase involves killing two turrets in the front left and front right corners of the room. The third phase involves killing Scyva itself.
Phase 1 - Omega Protocol Droid (100% -> 0%)
In the first phase, the Omega Protocol Droid ("OPD") is NOT IMMUNE to physics effects so do not use any knockbacks.
The overall objective of the phase is to (1) kill the OPD; and (2) destroy the two generators in the back left and back right corners of the room.
The rail turrets in the front left and front right corners will periodically target players with a conal telegraph, usually healers. The objective is to aim these telegraphs at the OPD so that the beam hits the OPD and then hits the generator. If the team groups up near the droid and does not move, this kiting will happen automatically.
The droid has several cast abilities that should all be interrupted. Accelerated Destruction is a 5s channeled attack that deals heavy and increasing damage to its target, while Explosive Force is a 3s cast ability that deals heavy group damage if not interrupted.
Also, various small floating droids spawn from the sides of the room and float towards the group. These should be AoE'd down by DPS. If not killed quickly, they start a channeled attack on players that can hurt and will eventually explode and deal AoE damage.
Phase 2 - 2 CFA-Railguns (100% -> 0%)
Phase 2 simply requires killing the two turrets in the front corners. When both generators die or based on a timer, Phase 3 begins.
An optional activity that will make damage taken easier on healers is to kill the various Ignition Catalysts that spawn during this phase. They spawn in a cycle of 1L -> 1R ->1L+1R -> 1R -> 1L -> 1L+1R. Each one has a long cast that cannot be interrupted and causes the Catalyst to explode if it completes. Killing the Ignition Catalysts prevents the explosions, though these will not wipe the group if they explode.
Phase 3 - Scyva (100% -> 0%)
Phase 3 finally involves the group fighting Scyva, who stays fixed in the middle of the room. The overall fight is a fairly straight-forward burn phase but there are some mechanics to consider and then a special mechanic that deserves its own special explanation.
First a quick observation about sides of the room and gravity. As you enter the room, the LEFT side has low gravity and the RIGHT side has high gravity. These have unusual effects on things like alacrity and base damage, but more importantly various physics effects have a stronger effect on the LEFT side and less or not at all on the RIGHT side.
Atomic Scattering: A cast ability by Scyva periodically. It deals AoE damage in a radiating circle. Anyone on the LEFT side of the room can be punted into the air using the Gravity Inverse module and avoid damage. The damage is not very high in Story Mode though so typically this mechanic is ignored and healed through.
Upheaval: Scyva attempts to punt everyone in the air. Anyone on the LEFT gets punted up and takes some damage and is stunned during the punt, while those on the RIGHT barely hop off the ground.
Deconstruct: A channeled attack on the target with aggro. In addition to dealing increase damage it also builds threat, which can cause a DPS or healer to pull aggro if they are standing in front of the tank and take the channeled damage instead.
Radiance: A conal attack by Scyva that deals damage. Any of the three floating orbs will turn from Blue -> Purple if clipped by the Radiance conal. Any Purple orbs hit by Radiance will explode and deal heavy group damage.
Ignite Core: A cast ability that will deal heavy damage if not interrupted. Scyva is not initially interruptible but sufficient DPS can enable an interrupt in time to avoid this cast ability damage.
Floating Orbs: The floating orbs begin colored Blue and do not deal damage to anyone standing in them. When they turn Purple via Radiance, they will deal continuing damage to anyone standing in them.
Purple on the Ground: The inner and outer rings on the floor will have purple sections that rotate around the room in opposite directions. Avoid standing in purple.
Extinction Protocol: This mechanic triggers at the LATER of 30% boss health or a timer, so DPS that is fast enough will avoid it ever happening. It begins with a 3s Initializing Extinction Protocol cast ability, then the actual mechanic begins. Then Scyva will continually place red circles under random players' feet for 10s. The red circles will deal damage when Scyva strikes that area with a laser blast a second or so later and will typically deal extremely heavy damage very quickly and is often a one-shot if the player takes more than one tick of damage.
The strategy for Scyva Phase 3 is simple but sometimes difficult to execute. The tank(s) stay on the LEFT side to face Radiance away from the group and make sure to turn the conal so it always clips a BLUE and never a PURPLE orb. The DPS and healers generally stay on the RIGHT side to avoid Radiance and take minimal stun time from Upheaval. Everyone should avoid standing in purple. Interrupt Ignite Core.
Once Scyva reaches 30%, the entire team needs to be prepared to move continuously to avoid the red circles from Extinction Protocol, then resume damaging Scyva. A second Extinction Protocol can go out depending on group DPS.
Izax Story Mode Kill Video
Izax Story Mode Guide
Izax Veteran Mode Kill Video
Izax has a lot of mechanics through a variety of phases, so they are discussed by phase below. Healers should note the cooldown on combat revivals is 30 seconds, so revivals should happen much faster when/if there are deaths in the fight. (Note as of Game Update 6.1, the Izax combat revive cooldown is bugged and has an unlimited cooldown. As a result, groups can only use a combat revive once and otherwise must rely on stealth revives.)
The Izax fight can be confusing for new players. Assuming that experienced players are in the group and can handle mechanics, new players primarily need to pay attention and watch for them getting targeted by Induction Cascade that begins going out in Phase 1 and continues through Phase 4.
Phase 1 (100% - 95%)
The team is trapped inside the shield for this phase.
Izax has a large cleave attack that covers two-thirds of the available area, and will focus on the side where the player with aggro is standing just before the cleave. Therefore, the tank should stand on the edge of the railing on the opposite side of the group to kite the cleave away from the group.
The rest of the group should stay stacked just outside the cleave as far away from the edge as possible. Ideally players should just be a few meters outside the cleave with their backs facing the middle of the platform.
When a player is targeted by Induction Cascade (blue circle), they should run to the edge so the AoE doesn’t hit the group. Izax has a 1s cast ability of the same name to indicate someone is getting Induction, and the debuff ticks for 5s before it does damage to give the player time to move out of the group. The player with Induction will take very high AoE damage for 8s and need large single target healing. While the player is taking damage from Induction they will deal no damage to Izax, but after they receive a red buff for 8s that doubles their damage. DPS players should save their big hitters during Induction and hit them afterwards to maximize the damage buff.
The phase ends when Izax reaches 95% health with a large knockback ability called Deflector Pulse that can kill players if they are knocked off the platform.
Phase 2 (95% - 84%)
The team must run inside the white circle that spawns. Destroy the Anchor Drone (middle of the white circle) ASAP then destroy the Tether Droid (spawns near the Anchor closer to the corner).
The tank with aggro on Izax should try to stand out of the group as they will begin dropping blue puddles on the ground shortly after the Anchor Drone is destroyed. Induction Cascade (blue circle) goes out and should be moved outside the group by whomever is targeted.
The tank with aggro on Izax will drop blue puddles so should move out of them and away from the group.
Izax is shielded during most of this phase and its shield must be brought down to deal damage and complete the phase. This is accomplished by aiming the laser blasts from Energy Droids (small floating blue orbs at each corner, emit a blue telegraph) at the Amplifier Droid (floating crystal shape, emit a red telegraph) to power them up. The Amplifier Droid red telegraph is then aimed at Izax to blast it and bring down its shield.
A tank or DWT should use taunts to kite energy beams from Energy Droid to the Amplifier Droid, then kite the powered-up Amplifier Droid beam towards Izax to break its shield. DPS should immediately target Izax when its shield is down. Each time the shield will remain down for 15s and this cycle will repeat 1-4 times.
It is possible to kite Energy Droids to apply multiple charges to the Amplifier Droid, and the more charges used to blast Izax the shorter the phase will go. Hitting Izax with a 3-charge beam and decent DPS should be able to push Izax after bringing down the shield once.
Also, Hull Cutter droids will spawn throughout the fight. They have very high damage resistance to AoE attacks, so must be single targeted or damaged via DoT spread attacks to kill them. They take priority for DPS whenever Izax’s shield is up and the Anchor and Tether adds are dead.
Phase 3 Transition
This phase involves Izax cleaving the group with its Omnicannon. The blast will deal around 75% damage to players and cannot be resisted, shielded, dodged or mitigated in any way. Healers should ensure players are near full health entering this transition and then heal back up after the blast.
The DPS should move to begin attacking Izax as soon as it appears. A tank should stand in the middle of the platform and be ready to AoE taunt to grab aggro on all the Tether Droids.
Phase 3 (84% - 64%)
Usually called the “interrupt phase”, this phase consists of Izax trying to charge its Omnicannon to 100 stacks of charge. If that happens, the group wipes.
The team should immediately kill the Tether drones that spawn in the middle of the room and pick up their tether abilities. Then DPS should attack Izax until its orange shield is broken, making Izax interruptible.
The team should cycle through player interrupts to interrupt Izax’s “Charge Omnicannon” cast. Un-interrupted casts add 2 stacks of charge and at 100 Izac will cast Fire Omnicannon that will wipe the group.
Induction Cascade goes out in this phase, so players targeted by it should avoid everyone else and will need healing.
If necessary, a player can go to the damaged corner generator and click the highlighted button to stun Izax and reset its stacks. Resetting Izax deals damage of around 4% boss health, so triggering the reset once Izax is below 68% should push the phase. Once Izax reaches 64%, the phase ends.
At this point, the metal railing becomes electrified and no one should stand on it until the very end of the fight.
Phase 4 (64% - 30%)
The “purple orb” phase, this phase is really easy when executed properly. Someone with a tether should pull the Augment Droid (purple orb) to just in front of Izax, leaving room for everyone to stand. All players other than the tank should stand just in front of the purple orb so they are in between the purple orb and Izax.
This positioning will cause other adds in the room to either (1) hit the orb powering up its large AoE circle that buffs players’ damage dealt and healing; or (2) hit Izax and applying a debuff increased the damage it receives. Tanks should stand to the side to kite blue puddles from the boss away from the group. Players targeted by Induction should move away from the group with the blue circle AoE.
When hull cutter droids spawn, the tank should AoE taunt and DPS should burn them down immediately.
Phase 5 Transition
Usually called the “Master/Blaster phase”, this transition phase will consist of move of the platform being targeted by missiles launched from Izax as it flies around the platform. These AoE damage areas are indicated by large orange circles. This cycle will happen 4 times.
There will always be a safe spot at one point along a 3 x 3 grid with each corner, the middle of each edge and the exact middle of the room making up those points. Move to the safe spot as quickly as possible.
Anyone who gets clipped by the AoE gets a debuff that prevents any healing, so try not to miss two in a row.
The "Frogger" phase indicates the end of the team dealing direct damage to Izax for the fight and at this point simply needs to survive. The overall goal of this phase is to protect Scyva while it jams Izax's targeted systems to cause a massive malfunction and destroy Izax itself. Having lost its body when the team destroyed it in the previous boss encounter, Scyva has now downloaded to a Repurposed Gemini Droid.
All mechanics in this phase are designed to challenge the team in protecting Scyva.
Orange Circles: Izax will target Scyva and the players with missile blasts that have orange AoE telegraphs, most of which can be moved out of to avoid damage. If Scyva or players get stunned by Tether Droids, Izax will begin to target players with attacks that cannot be dodged.
Tether Drones: 3 waves of 4 Tether Drones will spawn during this phase. Each time, one Tether will spawn from each corner and move towards the middle area until they are in range to tether Scyva or whomever pulls their aggro. The most critical mechanic for the phase is quickly interrupting/killing these droids, as being tethered in place can lead to massive damage via orange circles, mines or green orbs.
Mines: Mines will spawn from one edge of the platform periodically and move towards Scyva and players then blow up after a short activation time. A player with a tether can run behind them and tether them onto the electrified railing to destroy them safely.
Green Orbs: Rows of green orbs will spawn at the far edge of the platform from Izax and move towards Izax. These orbs deal damage to players and Scyva so move around them and through the gaps.
The overall strategy is to have DPS kill Tether Drones, have a tank use the tether device to pull mines onto the electrified railing to destroy them, and have a tank or healer use their tether to pull Scyva out of orange circles and away from green orbs.
This phase lasts 2 minutes and will transition after that time as long as the Scyva droid is alive.
This phase is very brief. Izax will cover most of the room with a large orange AoE attack that covers the entire floor except for the two far corner platforms. After 10 seconds, Izax will blast the platform and nearly destroy it.
The players should run to the far corner platforms that are not in the orange AoE and stand in the circular depression just at the top of the ramp. A red X will briefly appear above the player’s head and they will be safe from the large AoE blast. They will still take damage from the electrified railing, so pop all defensives. If at least one player survives then the team will successfully clear Izax.
Players who are already near the corners should wait a few seconds before walking onto the platform. It is possible to die from the electrified railing damage prior to the big explosion. The orange circle lasts for 10 seconds, so I usually try to run into position at around 7 seconds.
As long as one player is alive after the blast, the group wins the encounter and completes the operation.
Pneumatic Transport Station
Forge Complex - Approach
Forge Complex - Complex
Forge Complex - Tyth Foundry
Forge Complex - Service Access
Primary Research Repository - Master Repository Approach
Primary Research Repository - Mastery Repository Service Access
Primary Research Repository - Master Repository Core
(Aivela & Esne Encounter)
Primary Research Repository - Master Repository - Service Access
Singularity Generator Facility - Approach
Singularity Generator Facility - Ventilation Shaft - Level 3
Singularity Generator Facility - Ventilation Shaft - Level 2
Singularity Generator Facility - Ventilation Shaft - Level 1
Singularity Generator Facility - Conduit Tunnel
Singularity Generator Facility - Main Chamber
Singularity Generator Facility - Service Access
Godkin Command Center - Environment Control
Godkin Command Center - Makeshift Preservation Enclosure - Level 1
Godkin Command Center - Makeshift Preservation Enclosure - Level 2
Godkin Command Center - Research Enclosure Drainage - Level 2
Godkin Command Center - Environment Control - Water Processing - Level 3
Godkin Command Center - Environment Control - Water Processing - Level 2
Godkin Command Center - Environment Control - Water Processing - Level 1
Godkin Command Center - Command Access
Godkin Command Center - Command Nexus
Godkin Command Center - Command Transport Station
Galactic Signal Broadcast Tower - Interior
Galactic Signal Broadcast Tower - Roof