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Patch 3.0 SWTOR Temple of Sacrifice

SWTOR The Underlurker Temple of Sacrifice Operation Guide

SWTOR Malaphar the Savage Temple of Sacrifice Operation Guide. Both storymode and hardmode guide are available.

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Storymode

Basic Info

Gear Recommendation

  • 186 Dread Master gear is sufficient

Health

  • Health (8m): 2.6 mil (2615644)
  • Adds HP (8m): 100k x3

Enrage

  • 4 minutes and 50 seconds

Loot

  • 1x Unassembled Resurrected Boots(192)
  • 1x Random Massassi gear (192, no set bonus)
  • 1x Exonium (crafting mat)
  • 4 Elite Commendations

Basic Overview

The Underlurker is the third boss in the instance with some coordination mechanics and a tight enrage. Kill adds when they spawn to reduce the outgoing AoE damage. Hide behind rocks when Underlurker casts Rage Storm to protect yourself from it. When Underlurker casts Devastation, you need a tank on the front and back cross arms and 2 dps/healer on each of the side cross arms. Repeat this series of mechanics until the boss is dead.

Video

[youtube=https://www.youtube.com/watch?v=xN6qb5z4lVM&w=448&h=252&hd=1]

Differences from hardmode

The Lurkerling adds do not slow you on storymode, so you can get behind rocks for Rage Storm without much difficulty. Both the boss and the adds have lower HP, making enrage less of an issue. There is no need to tank swap on the tank positions on the Devastation cross as there is no debuff in storymode.

Basic Mechanics

Mechanic Description
Hurl/Smash Hurl is a casted attack on the tank, 2.1s cast time. Smash is an instant skill with 11s cooldown.
Lurkerling Three adds spawn right before the Collapse phase, doing roomwide AoE. They should be killed ASAP. They respawn every 50s with first group spawning 15s into the fight.
Collapse Rocks falls from the ceiling, also roomwide AoE. Hide behind the rocks to negate damage from Rage Storm
Rage Storm Massive roomwide channeled AoE, anyone not behind the rocks will not survive more than 1-2 ticks of it.
Devastation A blue cross will appear under the Underlurker. Each arm need to be occupied by players. Front/Back are the tanks while side arms are for 2xDPS/1 Healer on each side. If done correctly the cross should turn green and no one should take any damage. Incorrect crosses will turn red.

Boss Abilities

Ability Damage Type Damage Source Damage
Leap Kinetic Direct ~2k
Hurl Direct
Smash Kinetic Direct
Collapse Kinetic AoE ~380 x5 per second. 9s Channel
Rage Storm Unknown AoE ~ 3-25k per second. 7s Channel

Adds Abilities

Ability Damage Type Damage Source Damage
Jump Smash Kinetic AoE 840 x3 every 2 seconds.
Melee Attack Kinetic Direct 1-2.5k
Maul Kinetic Direct ~2k

Detailed Mechanics

Hurl

Hurl is The Underlurker’s primary attack on the main tank. It has a 2.1 cast time during which he will pick up a huge rock and throw it at the tank. On storymode this attack isn’t much of an issue but it can hit quite hard in hardmode.

swtor-the-underlurker-tos-operation-guide

Lurkerling

Three Lurkerlings will spawn 15s into the fight and then every 50s after. They have 100k HP each (300k HP total) on storymode and will start chain spamming Jump Smash. Jump Smash from the 3 Lurkerlings add up to about 1200 dmg every second. They should be killed quickly, hopefully before Underlurker does the Collapse attack.

Unfortunately their Jump Smash animation is quite annoying and tend to drastically reduce your FPS. Since they have boss immunity, you cannot grapple or pull them closer to the melee DPS. Melee DPS should try kill the ones closest to them and let the ranged handle the far ones.

swtor-the-underlurker-tos-operation-guide-2

Collapse

When the Underlurker starts to channel Collapse, a 9 second channel, you should try to look for red circles on the ground. The red circles are where rocks from the ceiling will fall. Do not stand in these red circles as the rock will crush you to death. Once the rock lands, a green box will appear a few seconds later. The green box is the safe zone where you will safe from Underlurker’s Rage Storm. Stand in a way that places the rock between you and Underlurker. The green box will tend to appear in that area.

swtor-the-underlurker-tos-operation-guide-3swtor-the-underlurker-tos-operation-guide-4

Rage Storm

Rage Storm is a 7s channel from the boss immediately after Collapse. This channel deals massive damage and will likely kill anyone not behind a rock. The damage varies but you can expect anywhere from 3k to 25k per tick. There is a knockback at end of Rage Storm which you can avoid if you use something like Hydraulic Override or Hold the Line.

Devastation

Shortly after Rage Storm, the Underlurker will does his Devastation attack. It is a 7s channel where a blue cross form from his body. Tanks need to go on the cross arm that are in front and back of him. 2 DPS and 1 healer will need to stand on each of the side arms. Each cross arm need to be occupied. If someone dies in the fight, you may need to rebalance the arms by having an addition person standing outside the cross.

  • Tanks can easily sort out who goes in front of the boss and who goes in the back
  • Your raid leader may arrange your group frame such that those on the right group frame go to the cross arm on Underlurker’s right arm etc.

swtor-the-underlurker-tos-operation-guide-5swtor-the-underlurker-tos-operation-guide-6

Usually the entire raid will run back to the Underlurker immediately after Rage Storm to get in position. However, he has a tendency to randomly leap to a tank before casting Devastation. This can throw your raid off, causing you to fail this mechanic.

If the Devastation mechanic is performed correctly within the time limit, the cross will turn green and no one should take any damage. If this mechanic is not done correctly, the cross will turn red and someone will either take a massive damage or get killed instantly.

Strategy

Engage the boss and be prepared for the group of 3 Lurkerling adds that will spawn 15s into the fight. Nuke them down ASAP and have the boss on focus target so you can see when he starts casting Collapse. While Collapse is being channeled, look around for a red circle and run around it to position the circle between you and the boss. The circle should turn into a red soon with a green box that you need to step in immediately.

If you stepped into the green box in time, the rock will protect you from the boss’s Rage Storm channel. If you have Hold the Line/Hydraulic Override, use them at end of the channel to prevent the knockdown. Run and stack back at the boss, watching for any random leaps.

Hopefully your raid leader have communicated to you on which cross arm you are suppose to stand. When the Underlurker starts to channel Devastation, stand in the correct arm and if everything is done right then you should see a green cross. Otherwise, if you see a red cross, pop cooldowns and hope you don’t get one shot.

Lurkerlings should respawn once the cross disappears and you will need to repeat this whole sequence over and over until the boss is killed. There is a fairly tight enrage for storymode (4:50) so you may need to ignore the Lurkerlings and just burn the boss near the end.

Hardmode

Basic Info

Gear Recommendation

  • Full 192 is recommended due to the DPS check

Health

  • Health (8m): 3.4 mil (3400337)
  • Adds HP (8m): 109k x3

Enrage

  • 4 minutes and 50 seconds

Loot

  • 1x Unassembled Revanite Boots (198)
  • 1x Random Deceiver gear (198, no set bonus)
  • 1x Exonium (crafting mat)
  • 6 Ultimate Commendations
  • 8 Elite Commendations

Basic Overview

The Underlurker is the third boss in the instance with some coordination mechanics and a tight enrage. Kill adds when they spawn to remove the huge movement speed debuff. Hide behind rocks when Underlurker casts Rage Storm to protect yourself from it. When Underlurker casts Devastation, you need a tank on the front and back cross arms and 2 dps/healer on each of the side cross arms. Repeat this series of mechanics until the boss is dead. Remember to tank swap at the next Devastation cross as the tank at the front get a debuff that kills them if they are in the front again.

Depending on your group’s DPS, you may need to bring 5 dps and 1 tank to help meet the enrage.

Differences from hardmode

Hardmode version of this fight have increased HP on the boss and adds, making this fight a huge DPS check. In addition, the adds will basically root you in place until they are killed. This makes getting behind rocks much harder and reduce your survive chances against Rage Storm. There is also a tank swap mechanic forcing tanks to go on the opposite arms every Devastation attack.

Mechanic Description
Hurl/Smash Hurl is a casted attack on the tank, 2.1s cast time. Smash is an instant skill with 11s cooldown
Lurkerling Three adds spawn right before the Collapse phase, doing roomwide AoE. They must be killed or you will be rooted in place and cannot move in safety for Rage Storm. They respawn every 50s with first group spawning 15s into the fight.
Collapse Rocks falls from the ceiling, also roomwide AoE. Hide behind the rocks to negate damage from Rage Storm
Rage Storm Massive roomwide channeled AoE, anyone not behind the rocks will not survive more than 1-2 ticks of it.
Devastation A blue cross will appear under the Underlurker. Each arm need to be occupied by players. Front/Back are the tanks while side arms are for 2xDPS/1 Healer on each side. If done correctly the cross should turn green and no one should take any damage. Incorrect crosses will turn red. Tanks will receive a debuff that prevent them from stepping in the front again so there needs to be a tank swap for the next cross.

Boss Abilities

Ability Damage Type Damage Source Damage
Leap Kinetic Direct
Hurl Direct
Smash Kinetic Direct ~20k
Collapse Kinetic AoE ~576 x5 per second. 9s Channel
Rage Storm Unknown AoE ~ 13-35k per second. 7s Channel

Adds Abilities

Ability Damage Type Damage Source Damage
Jump Smash Kinetic AoE 840 x3 every 2 seconds.
Melee Attack Kinetic Direct 1-2.5k
Maul Kinetic Direct ~2k

Detailed Mechanics

Hurl

Hurl is The Underlurker’s primary attack on the main tank. It has a 2.1 cast time during which he will pick up a huge rock and throw it at the tank. This attack can deal quite a bit of damage on hardmode.

swtor-the-underlurker-tos-operation-guide

Lurkerling

Three Lurkerlings will spawn 15s into the fight and then every 50s after. They have 109k HP each (330k HP total) on hardmode and will start chain spamming Jump Smash and Impedance debuff. Impedance debuff essentially prevent you from moving. Everyone,  will need to focus and kill the adds before Rage Storm comes on.

swtor-the-underlurker-tos-operation-guide-8swtor-the-underlurker-tos-operation-guide-7

Unfortunately their Jump Smash animation is quite annoying and tend to drastically reduce your FPS. Since they have boss immunity, you cannot grapple or pull them closer to the melee DPS. Melee DPS should try kill the ones closest to them and let the ranged handle the far ones.

Collapse

When the Underlurker starts to channel Collapse, a 9 second channel, you should try to look for red circles on the ground. The red circles are where rocks from the ceiling will fall. Do not stand in these red circles as the rock will crush you to death. Once the rock lands, a green box will appear a few seconds later. The green box is the safe zone where you will safe from Underlurker’s Rage Storm. Stand in a way that places the rock between you and Underlurker. The green box will tend to appear in that area.

swtor-the-underlurker-tos-operation-guide-3swtor-the-underlurker-tos-operation-guide-4

Rage Storm

Rage Storm is a 7s channel from the boss immediately after Collapse. This channel deals massive damage and will likely kill anyone not behind a rock. The damage varies but you can expect anywhere from 3k to 25k per tick. There is a knockback at end of Rage Storm which you can avoid if you use something like Hydraulic Override or Hold the Line.

Devastation

Shortly after Rage Storm, the Underlurker will does his Devastation attack. It is a 7s channel where a blue cross form from his body. Tanks need to go on the cross arm that are in front and back of him. 2 DPS and 1 healer will need to stand on each of the side arms. Each cross arm need to be occupied. If someone dies in the fight, you may need to rebalance the arms by having an addition person standing outside the cross.

  • On hardmode, the same tank cannot be in the front arm of the cross a second time as they will get a 1m20s debuff that prevent them from standing in the front again with the debuff. You will need to do a tank swap on the second devastation cross.
  • Your raid leader may arrange your group frame such that those on the right group frame go to the cross arm on Underlurker’s right arm etc.

swtor-the-underlurker-tos-operation-guide-5swtor-the-underlurker-tos-operation-guide-6swtor-the-underlurker-tos-operation-guide-9

Usually the entire raid will run back to the Underlurker immediately after Rage Storm to get in position. However, he has a tendency to randomly leap to a tank before casting Devastation. This can throw your raid off, causing you to fail this mechanic.

If the Devastation mechanic is performed correctly within the time limit, the cross will turn green and no one should take any damage. If this mechanic is not done correctly, the cross will turn red and someone will either take a massive damage or get killed instantly.

Strategy

Engage the boss and be prepared for the group of 3 Lurkerling adds that will spawn 15s into the fight. Nuke them down ASAP and have the boss on focus target so you can see when he starts casting Collapse. While Collapse is being channeled, look around for a red circle and run around it to position the circle between you and the boss. The circle should turn into a red soon with a green box that you need to step in immediately.

If you stepped into the green box in time, the rock will protect you from the boss’s Rage Storm channel. If you have Hold the Line/Hydraulic Override, use them at end of the channel to prevent the knockdown. Run and stack back at the boss, watching for any random leaps.

Hopefully your raid leader have communicated to you on which cross arm you are suppose to stand. When the Underlurker starts to channel Devastation, stand in the correct arm and if everything is done right then you should see a green cross. Otherwise, if you see a red cross, pop cooldowns and hope you don’t get one shot. Tanks need to remember to tank swap after the first Devastation Cross.

Lurkerlings should respawn once the cross disappears and you will need to repeat this whole sequence over and over until the boss is killed. The enrage is very right for hardmode(4:50) so you may need to bring just 1 tank and have 5 DPS.

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

45 replies on “SWTOR The Underlurker Temple of Sacrifice Operation Guide”

I’m very impressed at how fast 8 players leveled up to 60 and cleared 3/5 in what is currently the hardest instance, and all have ~51k hp indicating fully augmented probably also in the new story mode drop gear completely. Please create a guide on how to do all this so quickly, thanks.

Errrr….
Two things;
1. Audio comment in the SM vid talks about an Adrenal bug and wanting it on Live… So PTS vid, presume the HM is as well.
2. These were posted within moments of it going Live… At least on my server the first three to hit 60 took 4.5 hours or less.

how can we do the 16m cross, we put 1 tank front 1 back, split dps & healers on side, yet it fails all the time

We seem to be taking way more damage when the adds are right on top of us and no damage at all when we’re far away from all of the adds. Has anyone else noticed this?

we do stack all on the right side of the boss when fight start, then kill the closest add then after & after, once the cross finish we go stackup again on same place , we are not dmg by doing so, or atleast very low dps

The cross shrinks upon going green. As such, my guild theorized that you have to be inside where the green cross will be in order to work. So try standing in the center of the cross’s arms and hope for the best

Yea it wasn’t turning green was the problem, we were all standing in it correctly and it would either stay red or sometimes it was even turning yellow.

What sort of dps should you be pulling on this fight? Running 1 tank 5 dps and still having problems with enrage. Myself and another pulling 3k+ others are significantly lower.

We talking SM or HM? Cause SM seems to be ~13.5k dps from the entire raid required to beat it, and HM is ~16.25k dps from the entire raid to beat enrage.

Not sure about 16 man though.

Had a lot of insta deaths when it comes to cross phase. we would all get on right spots and still die. I would shoot a sonic re-bounder and most of the players wouldn’t get it. Im sure people withing 10m of boss are supposed to get the rebounder . Im guessing the boss is not standing as he appears on other’s screen. Im guessing it makes it worse when somone is not stacked with rest of group after knock back and boss leaps to random and then back to tank.

If you lack dps to finish all 3 adds before Collapse and you got a sniper in your group , make him stay outside of the green protected areas ,pop Entrench(with the disciplines -66% aoe damage taken) and finish off what add remains. Rage storm does around 300 dmg per tick and the knockback less than 2k.

Is the compo 2 tanks + 5 dps mandatory for this boss ? Cause when we do 1tank + 5dps one, the cross still be red even thought we are all well placed… And os all raid.

You actually need the 2nd highest threat player, dps or offtank, to stand at the opposite side of where the main tank is standing for devastation. Took us a while to figure it out, but to make sure the “tanks” always hold 1st and 2nd highest threat we had someone that could taunt possitioned there and they would taunt during the Devastation cast.

Good theroy, but I can’t imagine this is correct. We ran 1 tank 5 dps last night. We had many successful (and many baffling..) devastation crosses and the “offtank” always got in the offtank spot. There’s no way he was #2 on threat table.

He seemed to take damage even in successful crosses, and it was kinetic/energy, so a tank would have better damage reduction. He was respec to vanguard so I suggested swapping cells during that phase to mitigate. Never followed up on this thought though.

We tried to do this. 1 vanguard dps who switch cells juste before the cross. (We thought that the boss memorized the cell or posture activate to determinate if the player with the good role was in the good position. ) But if raids pass him with 5 reals dps it must be wrong.

This vanguard had the 2nd highest threat. And when we were placed, the cross has been red and os all raid. All raid staid on the ground and we were all well placed (3 dps and heal on each side and the vanguard in front of me). We still don’t know why the cross doesn’t pass, we already passed this boss, but sometimes it’s like impossible.

What is the average DPS from your DPS ers when you are successful with Underlurker? My guild is pointing the finger at tanks, but I am almost sure our DPS is low. Also, For the cross to work, do both tanks have to be in tank stance AND Spec?

Cool, Thanks, we were talking about getting a DPS set for the offtank, and it is good to know s/he can spec DPS as well. Our pure DPSers are doing about 2500 DPS, it seems a bit low, and we usually still have adds up during the cross. Tonight was the first time we made it to enrage with the ops group still alive.

ive found that if every1 isn’t over 3200 dps with 4 dps its just not gonna happen.. esp if u have people only in the 2k range.. would deff need to use 5 dps in that situation

I think the damage from the adds melee is off in your guide, Dulfy. Ran it with my guild and it was doing much more than 2k, closer to 9-10k going from how fast my hp dropped and what the kill message said.

I admit I didn’t read all the comments, but the first line of this guide references Malaphar. Just letting you know, Dulfy.

So just a few quick questions: the knockback at the end of rage storm, it hit for dmg right? People were getting pissed because they were hidden and got tagged with a 10k hit. Also, how have people been stacking cross in 16 man? And when cross stack fails, what determines who takes the hit (multiple people took 55k+ hits on the same cast of devastation tonight)? It’s frustrating one, for sure.

Are you clearing this every week? We clear ravagers 1 shot every boss no issues. We had a bit of a struggle with sword squadron but got it now. This boss we get 3 perfect crosses and then everyone seems to drop almost instantly when the third cross is done. Maybe we are just not dropping the adds fast enough. Not sure but it’s just a stupid ammount of damage since we have 2 healers pulling 8 k hps raid wide that’s 2k hps for each member. The end of this fight is almost as fast as the damage squad 2 was putting out when we killed 1 with too much health on it.

this fight is the worst design ever.

1. if the game doesn’t “guess” ur position correctly you will drop.

2. green crosses at times one shot people and not necessarily someone in the off tank marker.

3. green and red crosses….what the hell is this? not once has BW tried to explain this

4. Sometimes failing a cross deals less damage than the damage put out on a green cross.

5. Adds health is extremely high. Only a 9k difference in HP from HM. Take a look at other operations in the game. The adds HP difference in sm and HM is usually 40-60% which is significant. There are HM adds in story mode underluker…thats basically what I am saying (in terms of HP)

6. Sometimes this moronic boss jumps to a far rock across the room where no one, i repeat, NO ONE is hiding or is anywhere near. walks back for 2 seconds and channels cros making it almost impossible to get a green cross (which I reiterate….can still one shot someone for no reason).

7. After rocks have fallen they can still kill someone if they get too close and then boom “you’ve been defeated by rocks for 0 damage” and you simply just walked behind it to get to the “safe” green.

8. The enrage time is EXACTLY the same as hardmode. I repeat….exactly the same.

9. a huge dumpload on melee. A melee can be at 100 percent but in 2 seconds they will drop due to extra damage from the adds simply because they are melee. That makes ZERO sense.

10. Adds damage is ridiculous. In fact, it’s so bad most pug groups have to stack all the time if not the whole fight just to mitigate it which increases the chances of someone getting owned by a rock (as intended not defeated for 0 damage after it has already fallen).

I’m pretty sure i left nothing out…but as far as im concerned this stupid fight is basically HM without the slow.

A group that can one shot ravagers with their eyes closed hits underlurker and boy oh boy let the wipes begin!

This fight is overtuned. You can thank BW for that. Why do you ask? Because they held a CLOSED PTS. and guess who participated in that CLOSED PTS?………Hard mode Hardcore raiders. You know the ones that rub one out when they beat Revan Hard mode.

You took their advise and made this fight harder for the rest of the gaming community which is majority-wise…….NOT HARDCORE RAIDERS.

almost 5 months in and theres no nerf. Nothing.

Hold another CLOSED PTS and people should boycott this game. You didnt listen to the majority….you only listen to a few people that had one thing in common…..telling others to “get good and L2P” when in fact everyone has a right to play this game.

Two people pay for this game. Why should one have a say over the other. They both pay. Both their inputs should be taken. Absolute disaster of a boss fight design.

End of rant.

This boss is ridiculous, before 3.2 we killed him with all green crosses. After 3.2 we cant kill him cos offtank always dies even with geen cross. BTW most green crosses wipe our group exept MT. we have no problem with rest ops and ravagers. Like i sad this is ridiculous.

Well this boss is still bugged as hell… He wipe entire group on pull without jumping on anyone.
Rocks green pools are jumping from one side of the rock to other while he channel Rage… not mention that stones just disappears while he’s channel. Every single cross (all green) is dumping 6 raid members from full hp to below 30% adds spawn and kill those 6 ppeps. Well at least we don’t need nightmares coz doing this boss on HM atm is pure nightmare

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