Ayhis & Eru is a flame conal. In HM they are a huge deal, as a second stack (applied rapidly) kills the player, but this does not happen in SM. The battery holds a max of 6 charges, indicated on the battery itself as 2 blue, 3 yellow 1 red bar indicating each charge. Briefly overcharges the Fortress Bunker, knocking all nearby targets back several meters and dealing heavy kinetic damage. Doing this will cause the door to the elevator to open, allowing you access to the next part of the facility. Once this pack is killed, IF you or someone in the group has an achievement, you can walk back to the elevator and take it to the other floor, labeled “Executive Lounge”. Soon after the battery is removed, the boss casts  Darkness Overdrive and begins to gain stacks. Again, they take increased damage when in the light (Flare). The tank can run them through a grenade, reducing their health (careful not to kill them!) Having enough adds for Holdout also means he’s not hitting you, adding a bit of protection. Once the battery is inserted, the door to the bottom elevator room (marked “Elevator to Trandos” on the map) is open, and you can continue. If you gave everyone a single stim, this would be the best time to pop them, keeping you from being knocked down on your way there. Crush the Weak is a leap AoE attack, where Titax jumps on whoever has the lowest health when the channel starts. When Huntmaster is in his Fortress, he uses Concussive Shockwave on anyone who gets too close, knocking them away and dealing damage. Two of the Bosses will be in the room as you pull; Greus and Hissyphus . The first Charger should be killed with any earlier add packs, facing him against a big tree or wall. Gather the lesser adds on Warden Droids and/or Chargers for efficient killing. The left lower corner has a generator, which will kill anyone that walks into it (or gets knocked into, or pulled into, etc). Each stack increases outgoing damage and damage vulnerability. 30s Debuff, after which Bombardment starts. The boss is waiting for you at the left end of the path. The order in the image is (IMHO) the most logical, as it spares the train terminal and the right side of the stairs from green as much as possible if you DO want to use canisters. In general, the faster you finish this boss, the easier it will be and the less risk you run of being overwhelmed down the line. The main over-arching strategy for this boss is to keep moving and stay together to get through as quickly as possible without getting overwhelmed by adds. This room is also the location of the first of the 5 books for the bonus achievement ( first book seen in the picture of the table), but these books have multiple spawns in each of the areas, and won’t be part of this guide.After you gather the flares and stims, you can click the panel to open the door to the pens and begin the encounter. I am thinking about seperately tracking "Grand Master: The Nature of Progress", the one where you complete all of them although I'm not sure yet. Press question mark to learn the rest of the keyboard shortcuts. The closest player to Huntmaster, who is in between Huntmaster and the targeted player, gets shot and knocked back. This is done by using the ability as the battery pick-up is channeling, making it activate as soon as the battery channel ends. Enemies take damage in the process. The color of the circles on the icon above the station shows if the flares are ready, cooking or empty. Since these progressively grow in HM, it becomes even more important to place them correctly. If you plan for your group to aggro these adds, it would be advisable to give each DPS two stims and have them quickly delete these adds (and flaring, as above). Though a tank swap is suggested, it can be single-tanked, especially if you have a DwT able to hold Red for a short time to reset the tank’s Festering Wound stacks, or healed through with strong healers and good DCD usage. Unable to act. The standard spot to place flares is on the grates between the stations (or station-less pylons). The charger can be hard stunned as its focused to prevent his Horns attack. Death Pact is a stacking buff that any surviving trandos get when one is killed. The Simplest method is to constantly Flare while stacking everything together. Note that the eastern door often lights up as if that was the door you should go to, but that one will not open until after you secure the Control Center. With 5 (preferably at least a couple 35m-ranged) DPS, it should only take 1 Holdout to push to 35%. 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