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Legendary: Lost Star Destroyer (LSD) Instance - Written Guide and Video.

Erotica

Well-known member
Alright, I want to say thank you to all staff for the instance its a challenge and fun, and love that it's based on the https://starwars.fandom.com/wiki/Death_Troopers book.

Warnings about some NPC inside and other info:


  1. Do not stack with berserkers and kill them ASAP. they apply a nasty debuff that the boarders and Tusken King boss use but at an extremely higher amount of damage.
  2. Kill assassins ASAP do not let them linger as they drop AoE's and the snares from warlords in TKHM.
  3. Do not stack for trash pulls a majority of the undead use AoE attacks.
  4. (Medics) Clear Rheumatic Calamity ASAP usually off yourself then tanks then DPS.
  5. (DPS) Do not and I repeat do not use abilities when you have Rheumatic Calamity it will 2-3 Shot your health this ability in this instance is very deadly. it seems to deal around 5000 to 12,500 damage and can be a punishing blow for almost 20,000 health!
  6. There will be blue circles all around the instance in set areas stand in these to continue to the next phase. towards the end of the instance, there are none and it becomes a race as you will be near 25 stacks of the virus.
  7. The Instance requires 2 tanks with guardian 7pc.
  8. 1 Officer is possible but is harder to do.
  9. it will take roughly 3 hours to complete.
  10. Both medics will need bacta corruption and serotonin purge.
  11. Can be completed with both an LSJ and DSJ Tank if both are stacking heavy defense.
  12. Vanguard Rocking the buff set and a DPS Pet are a big help if you can not get a 2nd GA they should keep the defense buffs on the Jedi and the DPS Buff on the Officer with SFP otherwise it should be on the spy all the time.


Phase 1: Entrance

Talk to Killian which will activate the undead wandering around the room in front of where you load into the instance and have one tank go left and one go right and drag them into the center of the room so the group can AoE them down.

Phase 2:Activating Killian.

Alright after you have cleared the room the door to the right by the shuttle opens up, you proceed down the hall clearing it as you go reminder do not stack let both tanks pull the NPCs to the end of the hall with guardian sweep and the rest of the group stay a bit back out of the range of AoE's and nuke down the berserkers first then the gold elite NPCs. you will then see a gold elite to the right kill this NPC. After this the bars will open up to the section in front of his door allowing you to go further your tanks can pull them to the next set of bars. you will repeat what you just did. After this the door will open and your tanks should grab any NPCs and Assassins and take them left while the group goes right. once it's completed you will see a terminal has spawned and all of your group but one tank will go back to Killian.

The tank at the terminal will then need to do the puzzle (Note if you fail it spawns a group of assassins)

You will get a set of messages on the left side, each line has a color mentioned. on the right side is a bunch of those colors in two columns of 5 or 6, For each column, work down top to bottom for the lines listed on the left side and click each color mentioned in the line, with the corresponding color on the right side, the color is worded out in the text as well as the actual color of the text.

Phase 3: Defend Killian At All Cost. (You will fail the instance if he dies)

The group that ran to Killian prior to activating him will see a horde of undead pop out on Killian the tank should grab them all with guardian sweep ASAP and move them 10m away while the group kills the Berserker and then focuses the gold elite. upon completing this you will see a circle pop up after he moves to the center of the room.

Once the group is ready you will see 2 waves of NPCs of undead incoming you will want one tank to the left and one to the right in front of Killian about 10 meters in front facing toward him the Jedi will guardian sweep the wave of undead on their side and hold them in place as the group kills them you will need to have a commando behind killian so when assassins appear the commando can tag them while your main tank comes and uses guardian sweep to pull them onto his spot and the group will proceed to kill them first then back to the wave of NPCs incoming. Always kill berserkers first as the AoE debuff from them affects Killian and he does heal himself over time. upon out-lasting the waves, we believe it's between 3-5 minutes he will say something in spacial chat you can just clean up the rest as he goes back to inactive.

(Note) The amount of assassins seems based on how much damage Killian takes the more he takes the faster they spawn which eventually kills him.


Phase 4:Terminal #2 Obtain the Signal.
After you have defended Killian a door to the left and right towards the middle will open up. you can go to either side and clear it out you must kill both sides for the elevators to appear and the terminal on the catwalk to become active. after it becomes active. a tank should be on one side by the barricade and the other tank beside the other barricade the DPS should stand a bit from them and the healers in the center between both sections that way they can heal both sides and the area heals will reach most of the way during this time you will need to tank waves of undead NPCs (the amount of NPCs is based on how much you fail on the terminal the more you fail the more that spawn and it becomes unhealable) again kill berserkers first then assassins than the normal undead. the terminal is as follows below. after it's done clean out any NPCs and hop in the blue circle when ready to start the next section.

For the terminal, you have to pick a higher or lower number, basically near the start after clearing out the right and left sides to open both elevators. It is basically the BH terminal from player bases - two phases, but with rewording. Pick a number I suggest 5 and you'll get a message higher or lower simplified try not to think numerically think positionally top to bottom based on the numbers listed 1 top 10 bottom higher is top and lower is bottom. after your first message pick either 3 or 7 based on the message you got higher (top) or lower (bottom). then repeat until you get the right one then the second phase begins, basically the same thing rinse and repeat pick 5 then 3 or 7, and so on to narrow it down based on the message. Just remember higher means top and lower means bottom oh and you get 60 seconds for this if the time runs out it blows up and you have to retry again.


Phase 5: 1st Boss (Isnis)

Alright, so this boss is a pure medic stress test. your tanks will tank him where he stands one should be on the boss one should be ready to sweep and enrage the ads and drag them to the main boss the group should be focused on the boss mainly. he will start with all 3 officer buffs you can purge these and I suggest this from the start there is a reason why. during the fight, he will call what seems to be 6-8 artillery strikes you need to always be on the move and avoid them. without SFP they seem to deal 5,000 to 10,000 Damage while SFP is up they are usually an instant one-shot on anyone but Jedi. During the fight he will call a player's name and an ad will spawn the off-tank needs to either pick it up or the player that it was called on needs to run to the boss and let the Jedi sweep or enrage it off you. your medics will need to purge off the SFP as it appears on the boss. at around 5-10% a medic will need to watch the boss as it will not only pop SFP but it also uses bounty hunter shields and will instantly kill your tank we found the best way to deal with this was to have the medics stasis the boss and everyone including the tanks stop attacking no damage nothing should be done. when the stasis wears off both medics need to spam purge till SFP is off then slowly DPS the boss and keep removing his bounty hunter shield damage increase. he should die by the time his shield is gone.

Phase 6: Terminal Section #3

After you have killed the boss the door to the left of the same area for OG ISD opens up you will then clear your way through here and go right and follow the hallway and clear this path you will then come to an area with 2 side rooms after clearing the assassins. you will see two hands and terminals the puzzle is not hard but it is explained below

The hands on the floor are the key to these terminals. They are based on North, West, South, and East they are listed below with the number you'll need to click on.
North = 1
West = 2
South = 3
East = 4
Do a countdown and press the terminals at the same time. You will only have 10 seconds to complete this portion or a group of assassins spawn at each terminal. On a successful run they will spawn two undead officers after defeating them an ID Badge will "spawn". This will allow you to use the last terminal next to the force wall blocking your advancement.

Phase 7: Clearing your way to the command center Part #1

You will clear a path up until you see a section with 1 Red NPC and 3 Non-Red NPCs this is a mini-boss fight. you need to enter at the same time it closes after two seconds i believe staff is adding a terminal in the future to activate this. this part is tricky and rough so all 4 Grenadier NPCs will activate and 3 of them will have a buff that looks like your 5pc heroic set along with the inspire buff the NPC that does not have the 5 piece buff is the NPC that can be damaged they switch roughly every 10 seconds during this time they all will throw grenades the main tank should go around sweeping them and enraging this allows only the tank with aggro to be targeted by grenades so your group should not stack on the tank all you have to do is damage the one without the buff and kill them. a trick to ease the damage is using stasis other on one of them that's immune to damage to cut the damage also during this time they spam bacta corruption and this needs to be cleared off. after clearing this room the door to the next area will open and you will proceed to kill your way into the next big room after that is cleared you will proceed left and clear another group of zombies which after being cleared you will then be able to use the elevator to go to the next room. you will see a horde of undead in the next section just clear them out until you come upon a group of assassins after this is all cleared you will be ready for the next phase.

Phase 8: Disabling the command center Part #2

Alright, you have made it this far so for the next part your tanks must be at the doorway while the group is near the terminals and 2 players both will need to start clicking the terminals as you both count down to start this phase Upon starting it undead waves will make their way through the elevator the way you came to stop you your tanks usually just one needs to hold them while the group kills them as normal during this assassins will jump out and try to kill the two players on the terminals just have the second tank grab them and drag them to the main tank and nuke them down with an SFP.

The terminals: All the two players on the terminals need to do is spam the buttons that say offline and try to get everything online to overload the command center upon both players succeeding a message will pop up saying congratulations you've done it blah blah. you then go back down to the main room and stand in the blue circle when ready to proceed.

Phase 9: Boss #2 (Shaye Parce TKM Boss)

Alright, so this boss is pretty simple yet can be rough on the medics.

For starters, I suggest making a macro with /stand and /macro TKM and letting it loop no pause is needed. (If you don't you will need to type this in spacial chat as the boss spams Knockdowns from the PRE-CU)

During this fight your tanks should tank him where he stands usually to his sides one should hold his aggro until the saber block goes down then the other needs to enrage and hold him when his saber block runs out the other tank should take him back during this fight he will need to be enraged constantly as he will disarm the group's weapons and run to the next highest aggro target. I advise putting your weapon on your toolbar as he will disarm quite often. during the fight he will gain a damage buff it looks like the 5-piece buff there will be two up when you see two up i suggest using stasis other on the boss and letting it run out it's not required but it's less stressful on the medics there really is not much to the fight other than do not run around or it will run you into walls. just stand still DPS the boss and let the medics and tanks do their job. for you, medics you need to spam clear off the pistol whip on the tanks It is a reddish debuff and it completely stuns them and they will take double damage. That's really it, he is a tank and spank fight really one of the easiest in the instance.

Phase 10: Hanger (Save the Survivors)

Alright so for this area you will need the tanks to go around the hangar and sweep and gather all the NPCs that are not attacking the survivors after they are dead move on to the 3 groups attacking the survivors and then when ready step into the blue circle again.

Phase 11: Defend the Survivors

Alright, this phase is actually kinda rough if your group's DPS is not good. so you will see where the 3 NPCs stand this is like Phase 3 but this time a bit harder you will need to have a tank with Kale Longo and with Trig Londo doing the same method as Phase 3 when you defend Killian you will need a commando in front of Zahara Cody protecting her during this phase both the two NPCs the tanks are at will be getting hit by waves of undead berserkers need to just die fast they are what will kill the NPCs insanely fast dps should be focusing burning one tank wave then move to the next so neither tank is being overwhelmed at a point assassins will come out and need to be nuked asap. Zahara Cody will also be getting attacked by waves but there's a trick here the player next to her should activate the two turrets to kill any NPCs on her and then focus back to killing the other waves. once you see the Gold Overlords coming in and going red then the tanks can take all the NPCs once they have full aggro on the undead and move them to the front of Zahara Cody and activate the turrets again during this a DPS should target the gold NPCs and radial menu the bomb mouse droids and activate them so they go and blow up the remaining undead and finish the phase off. if at any point any of the Survivors go below 50% you should have one of the medics whoever is assigned activate one of the med packs on the floor which will heal all the Survivors to full HP. after this is done congrats you have now made it this far the instance will not close if it fails anymore (Yes if one of these Survivors dies then the instance closes and you need to restart from the beginning) after this phase is done you will need to talk to Zahara to start the next part.


Phase 12: Obtain the lab's Journal

Alright so after you talk to Zahara she will then start moving towards the door to the left behind her where Trig was standing and will open it you will clear her a path to the lab which she will follow and open up the next section upon clearing that you will come to a room with a walkway and undead up on the walkway and undead that are inactive below simply just clear your way to the broken terminal. after this well this is the fun part someone in your group must click the terminal (whoever clicks it first is the one who has to do the puzzle) so this puzzle is simple if you've done the ISD Prequest it's the exact same thing you have 4 Wires you need to change one and test and if it's lit you move to the next wire all 4 must be lit (if you get to a low % I think it is 6 test you will be instantly killed and have to start over) if you are successful you will see a datapad journal on the flow below all you do is radial it in click retrieve and then talk to Zahara. (Note you need to go back the way you came and grab it otherwise you can not see the target you can grab it from the section before the terminal) after this is done and you've talked to Zaraha Cody simply go back to where you defended the survivors and click all the bombs around the barricades after this is done a massive explosion will happen and you will then see two blue circles do not enter till you read the next phase.


Phase 14: Twin Elemental Bosses #3/#4 (Anton Dajara & Austin Dajara)

This fight is pretty simple you will need to split your group into two groups Tank and Medic an Elemental switcher on each side and a DPS (Yes you heard me this is like the last part in EK both need a weapon switcher and no they do not have the same element so do not try to call out which element) set up the two groups however you want you will need a medic on both sites though and a weapon switcher, during the fight the bosses will throw bacta corruption on your switchers this needs to be removed as the bosses actually deal some heavy damage as they punishing blow 90% of the time their health does not need to be the same you can DPS as normal after your weapon switchers gain enough aggro. we found just DPSing it like normal was fine. one of the bosses however will become immune if the other is not dead we found Anton to be the one that always dies first does not seem to matter if they die long apart the officer will need to keep action up via spamming their three group buffs. overall the fights are pretty simple it's pretty much a tank and spank. once they are both dead the next section opens up and you can clear it up until you are at the elevator section where you would go down for ISD Boarders.

Phase 15: Elevator Section.

Clear the bottom room by room (at the moment do not use AoEs till staff fixes the LOS Issue where AoEs go through the door if you kill an NPC from a closed section before it opens you will be stuck and forced to reset the instance) Once you have cleared your way to the next boss room with two doors you will need to be careful and go to walls of the room beside the doors to not aggro pre-maturely.

Phase 16: Boss #5 (EX-6195)

This boss is kinda of rough but not too bad it's like Avatar the first boss and IG-88 with a twist.

So the fight is Simple your main tank pretty much tanks him where he stands during this he will shoot rockets just like IG-88 Flame droids on the ground below the tank all the tank does is move to the opposite side of where he was tanking to avoid the damage. during the fight, he will call out names and randomly stun them just like the first boss in Avatar. the stun lasts 10 seconds however the tanks can use saber intercept on the medics if they get targeted and take the stun over the medic if they do not have a self-stasis ready. during the fight though the boss will have a yellow buff and reflect damage back to members within the group who have the same yellow buff it's like the first boss in EK called shared pain just it's yellow like the reflective armor on the boss.

Commandos should not go over 5 stacks as this boss also acts like the doom bringer from Legendary CoM except it has a twist. he will receive a new buff that boosts his damage by 50% it's red seems to happen twice the group needs to stop all DPS including tanks only guardian sweep/enrage and the medics should stasis the boss to be safe. when the boss gets to around 20-25% health he will get a new blue buff that reduces the damage he takes by 50% just continue the fight as normal till he's dead. After this you will go back to the way you came and a new section has opened up just clear this path up until the next boss.

Phase 17: Boss #6 (Tarth Goran and the Evil bunny from hell)

Yeah, so this boss is a nightmare, and expect 1-2 wipes or more depending on how stupid your group is. I'm sorry medics you will hate this boss and want to quit and retire this boss is a nightmare from hell and beyond whoever made it really did not want people getting past it. alright so let's get to it Lol.

Your strongest/Main tank will want to tank the bunny to the corner of the room where you came in. while the off tank will hold the boss. during this fight your group's DPS should be focused on the pet and medics need to keep purging its buffs during the fight the boss will doom targets almost every 5 seconds to 10 seconds your medics need to strip the Rheumatic Calamity ASAP it will 2 shot even your tanks. if this buff is up I repeat do not use action period not even a heal...your medics need to focus on removing Rheumatic Calamity from themselves and then from the tanks then DPS while also stripping the buffs from the pet and purging all its buffs while healing without killing them self. the tank holding the boss will be hit hard by vital strike and doomed as well while the boss drops nerve gas that is always on the group dealing 1000-2000 damage that can also punishing blow for up to 4500 health ( no I'm not joking this boss is on crank ) your DPS should use abilities as much as they can when they do not have Rheumatic Calamity during this time the boss heals and also the bunny heals so keep bacta corruption and heal debuffs rotated on the bunny. we found using stasis other on the main boss helps to relieve stress. medics will also have to remove bacta corruption. once the pet is dead it's a lot easier all you need to do is DPS as normal just like you did with the bunny but keep heal debuffs on the boss and keep Rheumatic Calamity off the group eventually he will stasis himself also the boss will stasis the group randomly on members it seems every 45 seconds.

once he's dead you will go back up the elevator and can proceed to the next area which opens up where Commander Kenkirk would be on the ISD you can clear the rooms as normal which should open up. then the elevator for going to the bridge where the admiral would be should be open you will have to fight through rooms of more undead till you reach the bridge...

Phase 18: Boss (Jae Kolton)

This fight is like the commando boss and the last boss in the avatar. you will need to have two DPS take the left and right elevator which will allow them to go to their terminals beside/below the boss in the underground section beside him. During this fight, he will spam commando dots on the entire group just like the boss in Avatar which medics need to purge. officers and spies can clear their own most of the time. however, the entire group should pop Shard of the Serpent for this fight and every buff you have. he will announce he put up a shield and take no damage it's a red stand fast buff the two DPS need to hit their terminal to lower his shields. for tanks, there is not much to say we found a DSJ Tank alongside an LSJ tank that works well as it has a bit of extra DPS and they can switch to Dark Fury for the last boss, or you just could swap out the 2nd tank if you do not care about the bonus.

Medics will need to rotate bacta corruption on the boss as he heals every 50 attacks done to him. there are also two buffs you can purge from him not needed but it does lower his healing even more. Medics can use stasis other on the boss if they feel too much pressure or if dots get out of control.

The boss is not too hard if your medics are on their game it's really all about keeping the dots from killing the group and keeping the boss with heal debuffs we had everyone go all out. after you have killed the boss go back to the elevators before Commander Kenkirk and go down twice.

Phase 19: Blowing up the ISD

This area is where the boarders were before Commander Kenkirk on the ISD but shorter all you have to do is clear your way through the undead until you have to clear the top and bottom areas where the boarders used to be after this is done Zahara Cody will tell you to go plant the bombs which the elevator to this area is the path going down not up. so just follow the path down the catwalk and you'll see a new elevator that lets you go down. there are a bunch of undead and the tanks can gather them up and you just AoE them down after this you go around and activate the bombs around the room and go all the way back to the hangar.

Phase 20: Getting the survivors

After you reach the hanger a new blue circle pops up the group should hop inside and you will be on the last phase all the survivors and Han solo and Chewbacca will arrive upon them and walk to the broken-down shuttle they will fix it and receive a signal of more survivors in a nearby area if you were facing the way han solo and the crew came in the survivors are to the left room of that section simply just walk into the room and radial menu the leader and activate him and they will slowly take their sweat time and meet you at the shuttle like they are not about to be blown up or eaten to death lol. after they make it there you will get your token and instance completed!

Big Thanks to Obo and Bex/Wer and Skizzle and Solvaxus and Yogi for the puzzles and Info and a big shout out to the staff for all the hard work! hope this guide helps others complete the instance we have already put roughly 20-30 hours into the instance since it was released we have had multiple wipes and have had a lot of laughs doing it!

For a Video of the instance in action

 
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