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About
The Colossal Monolith is an instanced world boss operation on Ziost and offers two levels of difficulty (story and veteran mode) as well as options to complete the raid in 8 or 16 person format
Access to Ziost is locked behind story, so your character will have to skip to Ossus or have completed the Shadow of Revan storyline in order to access Ziost. This does not prevent players from being summoned to the operation entrance by others.
Colossal Monolith is a repetitious encounter and the speed of mechanics and sheer length of the fight trip up groups until they get a rhythm down. Speed, movement and positioning are extremely important in this encounter. Ignoring mechanics is NOT advised in any difficulty.
In veteran mode, groups must defeat Ziost’s Worldbreaker Monolith before attempting the Colossal Monolith encounter to gain the Ancient Protection buff, reducing damage taken by Colossal Monolith’s abilities.
Tactics
Colossal Monolith, or the Heart of Ruin, is a long, repetitious fight. In story mode, the same five major mechanics repeat over and over. In veteran mode, some complexity is present due to how colors must be dealt with and sheer damage while the major mechanics stay the same. The primary issue with this fight is simply that high damage attacks occur very rapidly, often with spike damage on tanks and one player being followed by rapid AoE damage to the group. Strong healers and DPS that pay attention to where they are standing is essential.
Mechanics
Tips for dealing with…
Veteran Mode Changes
Beyond having more health and dealing far more damage, veteran mode introduced 3 new mechanics to Colossal Monolith: a leech debuff, a mandated color swap, and the rifts now reduce healing taken.
New Mechanics
- Curse of the Monolith (Leech): Every 60 seconds, starting after the first Terrible Shout, one player will be Cursed with a 10 second debuff that reduces healing taken and deals damage any time the player is healed. Absorb shields, reflects, and standing on a Rift helps manage this mechanic. The damage dealt is Force/Tech. The Cursed player will also want to stay at least 10 meters away from the boss lest they heal the Monolith. Players with Lingering Destruction will never be cursed. Exiting combat (such as a stealth pre-7.0) removes this debuff.
- Expect Curse after the first Terrible Shout (soon after initial pull) and after every Rift is completed.
- Heals that are tagged as AOEs do not cause Curse to tick for damage, provided the player that is Cursed is not the primary target of that heal. See below for safe options for using AOE and “smart” heals during Curse periods. See above for in the Tips for Dealing With section under “Healing During Curse of the Monolith” for a list of safe and unsafe heals.
- Players that are outside of 10 meters will tend to be selected first. This means a ranged player will tend to get the first Curse, while people dealing with Rift breaking/colors will tend to get the remaining. If everyone is within or outside of 10 meters, the selection is random.
- Curse is not restricted to a specific role. Tanks, healers and DPS may get it.
- Rift Heal Reduction: Standing on a rift applies a 50% healing received reduction (in addition to the normal 90% movement speed reduction). Combined with the 50% healing received reduction from Curse of the Monolith, standing on one can completely negate ticking damage from receiving heals while under the effect of Curse.
Changes to Existing Mechanics
- Breaking the Rift: Players may NOT enter any other color than the color that matches their buff. If a player who picked up the red color circle enters the green square, they will be instantly killed and that color lost, and so on.
- Color Swapping: While 4 different colors still spawn in veteran mode, players can never pick up the same color twice in a row; instead, they must pick up a different color lest they be instantly killed. As such, most groups organize “teams” that alternate between a set of two colors. Unlike in story mode, color spawn locations – while still in one of four set locations – are randomized as far as which color appears in which of those four spots.
8 Person Veteran
DPS and heals are the primary issues that teams run into on 8 person veteran mode. Running 1 tank and 1 DWT can help mitigate this by making the fight significantly shorter. It leans heavily on skilled and responsive healers, but can help reduce the failure rate by simply reducing the length of the fight. A main tank that is a shadow/assassin or guardian/juggernaut is suggested due to the required defensive rotations.
16 Person Veteran
In 16 person veteran mode, DPS is less of an issue than simply keeping all players alive. Run 4-5 healers and 2 tanks. The fight shouldn’t approach the enrage timer in the least.
Role Tips
What you should know if you’re playing a Tank, DPS or Healer in this fight.
Damage Profile
- Skill Name: Bite Wounds (Tank Debuff)
- Damage Type: Force/Tech
- Frequency: Up to every 18 seconds
- Damage Spread: Single target attack on the player holding the boss. Bite Wounds leaves a 30 second debuff behind that reduces armor rating by 10% per stack (up to 6 stacks) and deals Force/Tech > Internal damage every 2 seconds.
- How to Defend: Tank swap every 2-3 swaps to allow the debuff to fall off and reduce overall damage taken.
- Skill Name: Terrible Shout (Conal)
- Damage Type: Force/Tech > Energy
- Frequency: Up to every 10 seconds
- Damage Spread: This attack will deal damage to anyone within its conal area of effect. It is indicated by a white triangle in front of the boss.
- How to Defend: If you are not the target, step out of the conal. If you are the target, stay still, and then use an absorb shield or Force/Tech defensive to mitigate the damage that occurs over the course of the 10 second debuff.
- Skill Name: Syphon Energy (White Circles)
- Damage Type: Force/Tech > Internal
- Frequency: Up to every 15 seconds.
- Damage Spread: A white circle drops under every player and persists for 4 seconds before exploding, dealing AoE damage, and applying a 3 second stun to any players in the affected area.
- How to Defend: Step out of the circle, ensure smart grouping of the circles with regards to melee, and stay away from color spawn locations. If you are caught, use a stun break, else you can use a reflect or Force/Tech defensive to mitigate damage. Speed boosts also help if you’re having lag issues or are in a large group of white circles.
- Skill Name: Lingering Destruction (Orange Circles)
- Damage Type: Force/Tech > Elemental
- Frequency: Up to every 30 seconds, with a duration of 20 seconds once applied. Players will never receive it more than every 90 seconds.
- Damage Spread: Players drop a trail of 10 small orange circles over the course of the debuff, one every 2 seconds.
- How to Defend: Move to the edge of the room and drop the circles. Step out of them. They last for 30 seconds.