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