SWTOR Sword Squadron Units Temple of Sacrifice Operation Guide
SWTOR Malaphar the Savage Temple of Sacrifice Operation Guide. Both storymode and hardmode guide are available.
Contents
Storymode
Basic Info
Gear Recommendation
- 186 gear should be fine
Health
- Health (8m): 1.62 mil x2 (1620072)
Enrage
- Unknown
Loot
- 1x Unassembled Resurrected Earpiece (192)
- 1x Random Massassi Gear (192, no set bonus)
- 1x Exonium (crafting mat)
- 4 Elite Commendations
Basic Overview
Sword Squadron Unit 1 and 2 are the second boss of Temple of Sacrifice. This duo is a step up in difficulty from Malaphar and is very movement intensive. Good coordination and some raid healing is required. The objective here is to attack Unit 1 until it gains Emergency Shielding. Swap to Unit 2 while a bomb runner carries a bomb under Unit 1 and bring its shield down. Focus on Unit 1 until the shield goes up again and repeat until both walkers are low on HP. Depending on your raid’s DPS, your last shield on Unit 1 might be at 3:30 or 4:30. Bring down the final shield and kill both at around the same time.
Video guide
Differences from hardmode
There are no grapple or Gravity Missiles mechanics on storymode. The health of the two walkers are fairly low and it is unlikely you will encounter the shield at 5:30 so you can bomb Unit’1 shield without waiting for 2 shields to stack.
Basic Mechanics
Mechanic | Description |
Emergency Shielding | Unit 1 will receive Emergency Shielding on a 60s timer starting at 30s into the fight. You have 5 bombs in the back to disable this shield. One bomb can disable two shields. |
Unit 1 | Unit 1 tank should expect alternating Rapid Fire and Mega Blast with Basic Attack mixed in between. You can and should avoid Rapid Fire but you will need to eat Basic Attack and Mega Blast in the face. |
Unit 2 | Unit 2 tank should expect regular missiles that hit you regularly and a purple AoE missile that can be avoided on a 15s cooldown. |
Taunt Immunity | Unit 2 is immune to taunts so the tank need a few seconds to gain threat first. |
Tank Swap | There is a hidden tank swap where tanks lose aggro on their walker and need to swap between. There doesn’t appear a sure way to know when this happens other than using target of target. |
Rolling Mines | Two Rolling Mines will appear every 45s under each unit. They will have an orange circle under them. They can be taunted to explode on the tanks instead. They deal around 5.5k kinetic damage to non-tanks. |
Targeting Droid | Every 50s starting at 30s into the fight, a Targeting Droid will spawn under Unit 1 and begin casting Laze Target. If he finishes casting, he will apply a Laze Target debuff on whoever he has targeted that force the walker to attack them. Usually this debuff is on the tank. |
Huge Grenade | Huge white circle on a random raid member every 30s. They need to run out of the raid to avoid damaging others. There is a knockdown when the grenade explodes as well that can make things worse. |
Ground Burst Missile | Red circles on 3 random raid members every 8s. Deals over 21k damage if you get hit. Can one shot players with low HP. |
Rain of Missiles | Raidwide AoE occuring every 20s. Around 6-8k damage in total. |
Unit 1 Abilities
Ability | Damage Type | Damage Source | Damage | Cooldown |
Basic Attack | Energy | Direct | 1.6k | |
Rapid Fire | Kinetic | Direct | 2.8k x3 per second for 6s | 25s |
Mega Blast | Kinetic | Direct | 9-13k | 15s |
Huge Grenade | Energy | Direct | ~6k | 30s |
Unit 2 Abilities
Ability | Damage Type | Damage Source | Damage | Cooldown |
Missiles | Energy | Direct | 3k x3 all at once | 1.5s |
Missiles | Energy | AoE | Avoidable | 15s |
Ground Burst Missile | Kinetic | AoE | ~20-22k (avoidable) | 8s |
Rain of Missiles | Kinetic | Direct | ~2k x3 over 3 seconds | 20s |
Detailed Mechanics
Emergency Shielding
Emergency Shielding is a buff on Sword Squadron Unit 1 that has a cooldown of 60s and will start appear 30s in the fight. The 60s cooldown is static and not affected by when the shield is broken.
Here are the times the Emergency Shielding buff will come up
- 30s
- 1:30s
- 2:30s
- 3:30s
- 4:30s
- 5:30s
When this buff goes up, Unit 1 is completely immune to damage. The only way to remove this shield is via the 5 bombs in the back behind Unit 2. The bombs do not respawn when used so you only get 5 bombs to break 5 Emergency Shields. You can however use 1 single bomb to bring down 2 shields if you ignore one and allow them to stack up.
The bomb runner is usually a DPS as having the tank doing it can cause issues if a tank swap occurs (you can’t use any abilities when you have the bomb). DPS should go and grab the bomb about 15s before the shield goes up to avoid downtime. Once you have the bomb, wait for the Ground Burst Missiles (red circles) to appear before running under Unit 1 and get pulled up. If you do not wait for the red circles, you risk having them land under you when you go up and they will most likely kill you since you are stuck under the walker. The bomb lasts for 25s and there is a visible debuff on your debuff bar.
- You will not get pulled up by Unit 1 unless it has Emergency Shielding.
- Remember that the shield has a cooldown of 60s regardless of when it was broken. The faster you bring the shield down, the more time you have before the next shield goes up.
Unit 1 Tanking
Unit 1 has 3 attacks that are specific to the tank. It basically alternatives Rapid Fire and Mega Blast with Basic Attack thrown in between. Rapid Fire is something the tanks should avoid as it is avoidable and deals a lot of damage. It has a 25s cooldown. Mega Blast and Basic Attack are something you just take it as they are not avoidable. Mega Blast deals around 13k damage per hit on a 15s cooldown.
Unit 2 Tanking
Unit 2 has Missiles autoattack on a 1.5s cooldown. The other attack it does is also called Missiles but is a purple AoE circle that is entirely avoidable. This circle has a 15s cooldown.
Unit 2 is also immune to taunts so tanks will need to get aggro on it before the DPS can damage it. DPS should focus on Unit 1 at the start and only switch to Unit 2 once the shield is up.
Tank Swap
There is a tank swap mechanic that tanks need to pay attention to. There isn’t a clear sign on when the tank swap happens but if you see yourself losing aggro on the walker through target of target, it is time to swap with the other tank. This tank swap mechanic prevent tanks from doing the bomb run as it can occur when you are carrying a bomb and unable to use any abilities.
Rolling Mines
Every 45s, two Rolling Mines will appear under each Unit as orange circles. They will start moving toward a random raid member nearby unless they are taunted by the tanks. On non-tanks they hit for around 5.5k kinetic damage. Tanks should be able to taunt them and absorb the explosion damage.
Targeting Droid
A targeting droid will spawn every 50s starting 30s into the fight under Unit 1. This targeting droid will start casting Laze Target usually on the tank of Unit 1. The debuff will make Unit 1 target you, which can be an issue if it is casted on a non-tank or if a tank swap is needed. The targeting droid should be killed ASAP to prevent the Laze Target debuff from staying on too long.
Huge Grenade
Huge Grenade is a big white circle on a random player (non-tanks) every 30s. The first one will land 20s into the fight. You will see a red text on screen as well. The Huge Grenade deals around 6k damage and also have a knockdown component that lasts a few seconds. You can use your CC breaker to make this knockdown duration shorter. The explosion from the grenade covers your entire screen and can be very dangerous since you are knocked down immediately after. Ground Burst Missile (red circle) have a tendency to land around the same time as the explosion and you are totally blind to them. I tend to move immediately after the knockdown to avoid this. You want to kite this Huge Grenade circle away from the raid or you will cause the damage + knockdown to anyone else inside the circle as well.
Ground Burst Missile
This missile is the most dangerous attack out of the bunch. It lands 3 red circles around 3 random raid members every 8 seconds. You have a few seconds to move out of it or risk taking 21k damage in one hit. While this isn’t all of your health, you will likely be taking damage from a bunch of other AoEs at the same time and have a high chance of dying.
Rain of Missiles
This is a raidwide AoE that occurs every 20s. Dealing around 8k damage over 3 seconds. The damage is unavoidable but it is fairly minor. The main issue is that this attack tend to kick up dust, obscuring your view of potential red circles from Ground Burst Missile.
Strategy
One strategy that can be used is to have everyone focus on Unit 1 for the first 30s, until its Emergency Shielding comes up. Then have all the DPS switch target to Unit 2. After the shield goes up, have the bomb runner go and grab the first bomb. Wait for the Ground Burst Missile circles to pass and then run under Unit 1 to remove the shield.
Once Unit 1’s shield is down, all DPS should focus on Unit 1. You have less than 60 seconds to damage it before the next Shield come up. The bomb runner should get ready again at 1:15 to go and pick up the second bomb. Once the shield comes up on Unit 1, the remaining DPS should switch to Unit 2 immediately to not waste any DPS.
Repeat this pattern but do not kill any of the two yet. You want to bring them both fairly low (<5% if possible) and wait for the shield to come up on Unit 1 (could be at 3:30 or 4:30 depending on your DPS). Once the shield is up, remove it with bombs and finish off both around the same time.
In addition to damaging the walkers, you should kill to the Targeting Droid that pops up at 30s into the fight and every 50s after. Huge Grenade will target someone every 30s. Avoid Ground Burst Missile at all costs as it can kill you easily with all the other raid damage.
Hardmode
Basic Info
Gear Recommendation
- Having full 192 gear is highly recommended due to the difficulty of this boss.
Health
- Health (8m): 2.68 mil x2 (2677084)
Enrage
- 6 minutes hard enrage.
Loot
- 1x Unassembled Revanite Earpiece (198)
- 1x Random Deceiver Gear (198, no set bonus)
- 1x Exonium (crafting mat)
- 6 Ultimate Commendations
- 8 Elite Commendations
Basic Overview
Sword Squadron Unit 1 and 2 are the second boss of Temple of Sacrifice. This duo is a huge step up in difficulty from Malaphar in hardmode and is very movement intensive. Strict coordination and heavy raid healing is required. The objective here is to attack Unit 1 until it gains Emergency Shielding. Switch to Unit 2 until Unit 1 has 2x Emergency Shielding. One player (usually a DPS) need to grab one of five bombs in the back to bring Unit 1’s shields down. Switch back to Unit 1 once the shield is down. Repeat this until Unit 1 is at very low HP (2%) and then bring Unit 2 down to same health. You want to bring down Unit 1’s shield at 5:30 and then finish off both. If one unit is killed before the other, the remaining one enrages. Hard enrage for both is at 6 minutes. Expect frequent AoE damage and grapple on this fight.
Video guide
Differences from storymode
While most of the mechanic remains the same, there are two addition mechanics that can significantly increase movement and raid damage on this fight. Every 40s during the fight, the entire raid will get pulled into a central location between the two walkers and each member will receive an expanding circle called Gravity Missile. You need to run out to a spot designed by your raid leader to avoid standing in multiple Gravity Missile circles and take double the damage. In addition, no one should be standing near the grapple spot as doing so can cause Ground Burst Missile to drop on that spot and killing the entire raid when it get grappled to it.
Basic Mechanics
Mechanic | Description |
Emergency Shielding | Unit 1 will receive Emergency Shielding on a 60s timer starting at 30s into the fight. You have 5 bombs in the back to disable this shield. One bomb can disable two shields. |
Unit 1 | Unit 1 tank should expect alternating Rapid Fire and Mega Blast with Basic Attack mixed in between. You can and should avoid Rapid Fire but you will need to eat Basic Attack and Mega Blast in the face. |
Unit 2 | Unit 2 tank should expect regular missiles that hit you for ~15k at once and a purple AoE missile that can be avoided on a 15s cooldown. |
Taunt Immunity | Unit 2 is immune to taunts so the tank need a few seconds to gain threat first. |
Tank Swap | There is a hidden tank swap where tanks lose aggro on their walker and need to swap between. There doesn’t appear a sure way to know when this happens other than using target of target. |
Rolling Mines | Two Rolling Mines will appear every 45s under each unit. They will have an orange circle under them. They can be taunted to explode on the tanks instead. They deal around 11.5k kinetic damage to non-tanks. |
Targeting Droid | Every 50s starting at 30s into the fight, a Targeting Droid will spawn under Unit 1 and begin casting Laze Target. If he finishes casting, he will apply a Laze Target debuff on whoever he has targeted that force the walker to attack them. Usually this debuff is on the tank. |
Huge Grenade | Huge white circle on a random raid member every 30s. They need to run out of the raid to avoid damaging others. There is a knockdown when the grenade explodes as well that can make things worse. |
Ground Burst Missile | Red circles on 3 random raid members every 8s. Deals over 27k damage if you get hit. Can one shot players with low HP. |
Rain of Missiles | Raidwide AoE occuring every 20s. Around 8-10k damage in total. |
Grapple & Gravity Missile | Raid gets grappled to a fixed spot in between the walkers every 40s. Each raid member receive an expanding Gravity Missile that deals 16k damage. Spread out to a designated spot to avoid standing in more than one circle. |
Unit 1 Abilities
Ability | Damage Type | Damage Source | Damage | Cooldown |
Basic Attack | Energy | Direct | ~2.9k x2 every second. | |
Rapid Fire | Kinetic | Direct | ~5.4k x3 every second for 6 seconds. | 25s |
Mega Blast | Kinetic | Direct | ~17.4k | 15s |
Huge Grenade | Energy | Direct | ~17.3k | 30s |
Unit 2 Abilities
Ability | Damage Type | Damage Source | Damage | Cooldown |
Missiles | Energy | Direct | 5.4k x3 all at once. | 1.5s |
Missiles | Energy | AoE | Avoidable | 15s |
Ground Burst Missile | Kinetic | AoE | ~27k (avoidable) | 8s |
Rain of Missiles | Kinetic | Direct | ~2.4k x3 over 3 seconds | 20s |
Gravity Missile | Kinetic | Direct | ~16.2k | 40s |
Detailed Mechanics
Emergency Shielding
Emergency Shielding is a buff on Sword Squadron Unit 1 that has a cooldown of 60s and will start appear 30s in the fight. The 60s cooldown is static and not affected by when the shield is broken.
Here are the times the Emergency Shielding buff will come up
- 30s (ignore this)
- 1:30s (start bombing this, the bomb will take out both 0:30 and 1:30 shield)
- 2:30s
- 3:30s
- 4:30s
- 5:30s
When this buff goes up, Unit 1 is completely immune to damage. The only way to remove this shield is via the 5 bombs in the back behind Unit 2. The bombs do not respawn when used so you only get 5 bombs to break 5 Emergency Shields. You can however use 1 single bomb to bring down 2 shields if you ignore one and allow them to stack up. Unless you want to create a short enrage for your raid, you will want to ignore one of the shields (i.e. the first one) and only bomb when the second shield comes up. This will allow you to have a bomb for the 5:30 shield and meet the actual hard enrage at 6 minutes.
The bomb runner is usually a DPS as having the tank doing it can cause issues if a tank swap occurs (you can’t use any abilities when you have the bomb). DPS should go and grab the bomb about 15s before the shield goes up. If you are skipping the 30s shield, this means grabbing the bomb at 1:15s into the fight. Once you have the bomb, wait for the Ground Burst Missiles (red circles) to appear before running under Unit 1 and get pulled up. If you do not wait for the red circles, you risk having them land under you when you go up and they will most likely kill you since you are stuck under the walker. The bomb lasts for 25s and there is a visible debuff on your debuff bar.
- You will not get pulled up by Unit 1 unless it has Emergency Shielding.
- Remember that the shield has a cooldown of 60s regardless of when it was broken. The faster you bring the shield down, the more time you have before the next shield goes up.
Unit 1 Tanking
Unit 1 has 3 attacks that are specific to the tank. It basically alternatives Rapid Fire and Mega Blast with Basic Attack thrown in between. Rapid Fire is something the tanks should avoid as it is avoidable and deals a lot of damage (Around 15k per second for 6 seconds). It has a 25s cooldown. Mega Blast and Basic Attack are something you just take it as they are not avoidable. Mega Blast deals around 16k damage per hit on a 15s cooldown.
Unit 2 Tanking
Unit 2 has Missiles autoattack that deals around 15k per hit on a 1.5s cooldown. The other attack it does is also called Missiles but is a purple AoE circle that is entirely avoidable. This circle has a 15s cooldown.
Unit 2 is also immune to taunts so tanks will need to get aggro on it before the DPS can damage it. DPS should focus on Unit 1 at the start and only switch to Unit 2 once the shield is up.
Tank Swap
There is a tank swap mechanic that tanks need to pay attention to. There isn’t a clear sign on when the tank swap happens but if you see yourself losing aggro on the walker through target of target, it is time to swap with the other tank. This tank swap mechanic prevent tanks from doing the bomb run as it can occur when you are carrying a bomb and unable to use any abilities.
Rolling Mines
Every 45s, two Rolling Mines will appear under each Unit as orange circles. They will start moving toward a random raid member nearby unless they are taunted by the tanks. On non-tanks they hit for around 11.5k kinetic damage. Tanks should be able to taunt them and absorb the explosion damage. They can become an issue if they spawn while everyone is getting grappled for Gravity Missiles. The added damage from them on players who are already low on health from Gravity Missiles + Rain of Missiles can be quite deadly.
Targeting Droid
A targeting droid will spawn every 50s starting 30s into the fight under Unit 1. This targeting droid have 60k HP on hardmode and will start casting Laze Target usually on the tank of Unit 1. The debuff will make Unit 1 target you, which can be an issue if it is casted on a non-tank or if a tank swap is needed. The targeting droid should be killed ASAP to prevent the Laze Target debuff from staying on too long.
Huge Grenade
Huge Grenade is a big white circle on a random player (non-tanks) every 30s. The first one will land 20s into the fight. You will see a red text on screen as well. The Huge Grenade deals around 17k damage and also have a knockdown component that lasts a few seconds. You can use your CC breaker to make this knockdown duration shorter. The explosion from the grenade covers your entire screen and can be very dangerous since you are knocked down immediately after. Ground Burst Missile (red circle) have a tendency to land around the same time as the explosion and you are totally blind to them. I tend to move immediately after the knockdown to avoid this. You want to kite this Huge Grenade circle away from the raid or you will cause the damage + knockdown to anyone else inside the circle as well.
- You will not get pulled in by the grapple if you have Huge Grenade on you. However, you will still receive the Gravity Missile debuff so you might need to use some cooldowns if you have both Huge Grenade + Gravity Missile on you.
Ground Burst Missile
This missile is the most dangerous attack out of the bunch. It lands 3 red circles around 3 random raid members every 8 seconds. You have a few seconds to move out of it or risk taking 27k damage in one hit. While this isn’t all of your health, you will likely be taking damage from a bunch of other AoEs at the same time and have a high chance of dying.
Rain of Missiles
This is a raidwide AoE that occurs every 20s. Dealing around 8k damage over 3 seconds. The damage is unavoidable but it is fairly minor. The main issue is that this attack tend to kick up dust, obscuring your view of potential red circles from Ground Burst Missile.
Grapple & Gravity Missile
The grapple occurs every 40s and will pull the entire raid into the area in between the two Units. On 16m this only pull 8 players. There are two things you raid need to be aware about this mechanic.
- Hold the Line/Hydraulic Override does not work on the grapple. Only way to avoid getting grappled is if you have a Huge Grenade on you (you will still get Gravity Missile, just not the pull).
The first thing is to not stand near the grapple spot. Doing so can cause the Ground Burst Missiles to drop on that location and killing the raid when they get grappled to it.
The second thing is to have designated spots for each person so they can run to there and let their Gravity Missile explode without double damaging others. Two Gravity Missile circles can overlap with each other but one person should not be inside two Gravity Missile circles. One method that worked for us was having healers stay in the middle, melee DPS on the sides, and then ranged DPS on the far ends.
Strategy
One strategy that can be used is to have everyone focus on Unit 1 for the first 30s, until its Emergency Shielding comes up. Then have all the DPS switch target to Unit 2. Bomb runner should get ready at 1:15 and go and pick up a bomb from behind Unit 2. Wait until the second Emergency Shield comes up at 1:30 and let any Ground Burst Missile pass. You have a 8 second window to get under Unit 1 and remove both shields before the next wave of Ground Burst Missile.
Once Unit 1’s shield is down, all DPS should focus on Unit 1. You have less than 60 seconds to damage it before the next Shield come up. The bomb runner should get ready again at 2:15 to go and pick up the second bomb. Once the shield comes up on Unit 1, the remaining DPS should switch to Unit 2 immediately to not waste any DPS.
Repeat this pattern but do not kill any of the two yet. 5:30 shield will use up your last bomb and you have 30s to kill both around the same time before the hard enrage kicks in at the 6 minutes mark. Killing one before the other will cause the remaining one to enrage so be prepared with cooldowns to survive the few seconds of enrage.
In addition to damaging the walkers, you should kill to the Targeting Droid that pops up at 30s into the fight and every 50s after. Huge Grenade will target someone every 30s and entire raid will get grappled every 40s to receive Gravity Missile. Avoid Ground Burst Missile at all costs as it can kill you easily with all the other raid damage.