Howdy, TORWarriors. Gather round the ol’ video box – it’s time for another furious and fantastic Star Wars: The Old Republic Video Guide from our friends, Condemned.
Today, Condemned shows you how to bring the hurt to Ulgo Siegebreaker, the giant Spider Droid World Boss on Alderaan. Have fun storming the spider!
**Spoiler Alert/Beta Disclaimer: Of course, watching the video (or scrolling down to read the transcribed text) does give away a boss fight spoilers, so avert your eyes now if you want to puzzle this one out on your own. Additionally, stats, abilities and functionality may change once the game launches.**
A Word from Comdemned:
Condemned welcomes discussion and questions about this strategy guide in their public discussion forums, located at http://areyoucondemned.com. In addition, interested players can submit questions in the “Ask Condemned” forum and receive responses from the guild’s in-house theorycrafters, Beta testers, and class leads. Check back frequently to learn the strategies you’ll need to down all of Star Wars: The Old Republic‘s Flashpoints, world bosses, and Operations.
TORWars & Condemned Present: Ulgo Siegebreaker, World Boss, Alderaan Video Strategy Guide:
“Hi there and welcome to another Condemned video guide. Condemned is a hardcore, Republic, team-based PvE and PvP guild on an EST server. My name is Six, and I’ll be your host – and in this video, we’ll show you the strategy to take down Ulgo Siegebreaker, the world boss of Alderaan.
Siegebreaker is a level 35, four-legged, insect-like war droid. You’ll find just south of Wardpost Hurne, in the Glarus Valley, sitting in the river bisecting the map. Because of his proximity to the Wardpost, he should be fairly easy to find, but just in case, we’ve indicated his placement on the world map.
Siegebreaker doesn’t have any friends, so you don’t have to worry about clearing adds – your tank can just pull him whenever he or she is ready. We recommend a standard group composition consisting of 1 tank, 2 healers, and an equal DPS mix of ranged and melee for this fight – although we will note that Siegebreaker is as AoE-happy as they come, and as such, you’ll want to avoid being too melee heavy. Because this is such a positioning sensitive fight, it is essential that your party members stay spread out at all times. The tank should position Siegebreaker so he faces away from the raid; melee should setup on the opposite side, flanking Siegebreaker’s back. Ranged should then position themselves a little ways back from this, distributing themselves in such a manner that they have five feet of free space around them in any given direction.
Siegebreaker’s tactics rely on three main abilities. The first of these is Plasma Pulse. This ability looks like a pair of concentrated red lasers emitting from Siegebreaker’s mandibles. Plasma Pulse will target the second highest party member on the aggro table and will instantly start dealing a large amount of DoT damage to them. The cast is channeled, and must be interrupted immediately by a member of the party because it is such a heavy-hitting ability. Plasma Pulse will be cast at minimum every eight seconds, but may take longer to recast.
His second ability is Fusion Missile, an AoE with a range of 35 meters that looks like a discharge of energy centered on the boss. Fusion Missile has a cast time of three seconds, a minimum CD of 15 seconds, and should similarly be interrupted. If it isn’t, Siegebreaker will deal damage to every raid member within his vicinity.
The third mechanic you will have to watch out for are the bombs that Siegebreaker frequently tosses out into the middle of the raid. Siegebreaker will summon a set of three bright blue beams from the sky that will converge upon a randomly targeted member. Simultaneously, a faint, red targeting reticule with a radius of around 10 feet will appear on the ground beneath said member. That individual will have to move out quickly, because in a few seconds, bombs will start dropping in that area, and will continuously deal AoE damage. These bomb areas will remain for 30 seconds, and are the reason why it is imperative your raid stays spread out. If you find yourself standing in the midst of one of these, you will have to move immediately and wait for the animation to finish, before moving back to your original position.
As long as your raid members stay out of the AoE on the ground and interrupt Plasma Pulse and Fusion Missile, you should have no problems deactivating this war droid.
Thanks for watching. I’m Six, and this has been another Condemned Video Guide.”