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Eternity Vault

Level & Gear Requirements

  • Level 50 Operation.

  • Story Mode & Hard Mode: Basic Level 50 Gear.

  • Nightmare Mode: Campaign/Hazmat.

Bosses

 

  • Annihilation Droid XRR-3

  • Gharj

  • Ancient Pylons Puzzle

  • The Infernal Council

  • SOA The Infernal One

Annihilation Droid XRR-3


After killing two turrets, the boss will spawn.

 

Mechanics

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Strategy

Tanks

  • Only requires 1 tank for SM.

  • Tank keeps boss facing the door so other players don't suffer cleave/knockbock.

  • Missile Salvo can be Line of Sighted behind the destroyed turrets to avoid ALL damage from it.

  • Tank stays on boss whole fight.

DPS & Healer

  • Stay behind boss.

  • Spread when Red Circles Appear then back behind the boss.

Storymode

Hardmode 

Mechanics

  • No additional Abilities

  • Boss HP and damage output increased

  • Enrage Timer reduced

Nightmare 

Complete Operation within 2 Hours for "The Infernal" Title.

 

On Storymode and Hardmode many of the mechanics can be ignored. May not be the same for Nightmare.

 

Mechanics

  • No additional Abilities

  • Boss HP and damage output increased

  • Enrage Timer reduced

  • Shielding the player marked with Missle Burst is suggested.

Gruhl

Storymode

 

Lava hurts. We do not stand in lava. When Platform begins shaking move to next available platform via rock trail. The longer you are on the platform the more damage you will take.

 

Mechanics

  • Cleave: Cleave that will damage anyone in front of the boss.

  • Leap: Gruhl will leap up and land and damage anyone within melee range.

  • Smashing Leap: A larger leap that will spawn Adds and Cause the platform to shake signifying it is sinking into the lava and another platform will become visible.

  • Knockback: Will knock back ALL party members a large distance except for who currently has threat on the Boss.


Strategy

Tanks

  • Tank takes boss to edge of platform, facing him away from group.

  • Remember the lava falls so that you don’t set your party members up in a situation where being behind the boss means they might get knocked into the lava fall.

  • Secondary tank AOE taunt adds that spawn during transition and move to the next platform with adds.

DPS & Healer

  • Ranged / Healers stand near middle of platform to avoid AOE Leap, Knockback, and long runs back to the platform if you get knocked off.

  • Melee DPS move out of range of AOE Leap or use Defensive Cooldowns.

  • DPS Adds that spawn during transition once you have landed on new platform.

 

 

Ancient Pylons Puzzle

Storymode

 

Splt group into teams of two. Leave a Healer/Tank on each side.

 

Mechanics

  • Pylons must be solved together before time runs out. Two assigned puzzle solvers will discuss on Teamspeak as solving.

  • Solve from bottom row to top row.

  • Pylons have 3 columns, 4 rows. The middle color must match the outside colors (by row). Once the middle color matches, you click the middle terminal to lock it in.

  • When both groups are ready, engage fight by clicking your first terminal. There is a cooldown between Terminal clicks.

  • Adds spawn as each row is solved.

  • If wrong sequence is locked in a Gold Acklay will spawn that has higher HP & More DPS.

  • When puzzle is complete the door will unlock and loot chest spawns.

Hardmode

Mechanics

  • A debuff will be placed on anyone that clicks either the left or right terminal preventing them from clicking the next one in succession.

  • Puzzle timer (enrage) is decreased.

  • NPC Adds hit for more damage


Strategy

  • Two players assigned to solving the puzzle must rotate clicks to manage the debuff.

Hardmode 

Mechanics

  • No additional Abilities

  • Boss HP and damage output increased

  • Enrage Timer reduced

Nightmare 

Mechanics

  • No additional Abilities

  • Boss HP and damage output increased

  • Enrage Timer reduced

Nightmare

Mechanics

  • Debuff that prevents members from clicking the terminal in succession has had it’s timer increased.

  • Time to solve puzzle decreased

  • NPC Adds hit for more damage


Strategy

  • Puzzle requires 3 group members to solve puzzle due to the debuff.

The Infernal Council

Do not click the terminal until everyone is ready.

 

Mechanics

  • NPC's must die before the timer runs out.

  • Healers Assigned to Assassins.

  • DPS Assigned to the Juggernauts.

  • Tanks Assigned to the Marauders.

  • Unique Debuff is applied to the first member that hits a NPC pairing it to that NPC for the entire fight.

  • Debuff will be applied to anyone that attempts to damage or heal anyone else in their dual of fate. You only get one normal hit. Debuff will reduce your healing and damage to nothing.

 

Strategy

  • When everyone is ready the person closest to the terminal can click it to begin the fight.

  • Some may not finish their NPC in time, each member can attack it with ONE shot (preferrably their best). After that you will receive the debuff reducing your dmg/heal output to nothing.

  • Once all are dead, the fight is over, chest unlocks, and the door opens to confront the final boss.

Storymode

 

Nightmare

Mechanics

  • No additional abilities or debuffs

  • NPC DMG and HP increased

  • Timer to complete reduced.

Hardmode

Mechanics

  • No additional abilities or debuffs

  • NPC DMG and HP increased

  • Timer to complete reduced.

SOA The Infernal One

Storymode

 

This boss comes in 3 phases with a transitional phase between them that requires smart jumping. Remember to always resort to the West Side of the outter ring before transition phase.

 

Mechanics

Phase 1

  • Power Supplies: Will erupt with green smoke on the ground that damages any one within them.

Transitional Phase

  • Power Supplies: represent the bosses dmg in the next phase and are destroyed between jumping.

Phase 2 & 3

  • Mind Trap: Boss will trap a random party member in a Mind Trap. DPS Must remove.

  • Lightening Ball: Boss will spawn a lightening ball that will slowly move to it’s targeted player that will be called out in red text on the screen. Ball will damage anyone it gets near and can only be destroyed by impact from the targeted player.

Phase 3

  • Shielded: Soa will become shielded and immune to all damage. Can only be broken by falling pyramid like structures.

  • Pyramid structures: Fall throughout this phase. Do not stand under Pyramid Structures.

  • Soa’s amazing bubble joy ride: Soa will randomly target a party member and send them on a joy ride around the structure doing mild damage to them. Cannot be avoided.

Strategy
Phase 1

  • At 75% health head back to west side of outer ring. Ranged DPS can still hit the boss. SOA Shield is queue platforms are going to drop.

Transition Phase

  • As the floor is crumbling, jump to the nearest available platform.

  • Stay in a tight group for AOE Heals.

  • Kill Power Supplies on way down to decrease SOA's damage output for next phase.

Phase 2

  • Call out if you get Mind Trapped. DPS Burn the Mind Traps to free group members.

  • If you get a Lightning Ball (Will appear in red text on screen), find your ball and lead it away from the group. When it is away from the group, run into it to clear it.

  • At 30% health head back to west side of outer ring.

Phase 3

  • Do not DPS SOA while Shield is up.

  • Tank keep an eye on roof for Pyramids turning upside down that will fall. Tank move SOA Under the falling pyramid to break his shield.

  • When SOA's shield is removed, everyone DPS.

  • At the 4th pyramid, Soa will enrage, not to mention in this phase damage will be thrown out faster along with mind traps and lightening balls.

  •  your tank gets stuck in a mind trap, your secondary needs to handle the pyramid or if you opted to only come in here with one tank, whoever has the boss’s agro. If you miss even one pyramid, you risk hitting the enrage timer.

Hardmode

Mechanics

  • Boss HP and Dmg output increased

  • Lightening Ball will spawn two and target two players instead of one

  • Enrage Timer Reduced

Nightmare

Mechanics

  • Boss HP and Dmg output increased

  • Lightening Ball will spawn two and target two players instead of one

  • Enrage Timer Reduced

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