Things to Know
Group Composition
Recommended: To kill the Nightmare Pilgrim, you MUST have a 16 man ops group with 2 tanks. Having more or less people, or fewer tanks, will result in a wipe. It is recommended to have a group composed of 3 tanks, 4 healers, and 9 dps.
I’m Crazy, So Why Not? You can try to complete this boss with as few as 12 people – two healers, two tanks and the rest DPS. The tanks must know their defensives well to account for only two healers being present. You will likely get multiple rounds of Bloodmark. The ability to solo, duo or down the boss with four people was eliminated with the advent of level sync.
Why can’t you go over 16 group members?
Every group member attacking the boss will gain a stacking debuff called Nightmare Paranoia. The number of stacks equals to the number of players in your group attacking the boss. This debuff deals periodic internal damage, and at more than 16 stacks, deals high amounts of damage that will quickly wipe the group. This is why your group cannot contain more than 16 persons (sub 16 will not cause a wipe due to stacks, but may cause issues making the DPS check in many groups).
Difficulty
Although this fight is substantially easier than it used to be, and no longer requires an AlphaWave Inhibitor, a group that does not follow mechanics or does not have sufficient DPS and heals will wipe. If you die, it is possible to run back to the encounter after reviving to the nearest med center if the rest of the group survives. However this may result in hitting enrage if the group’s DPS is low enough.
Tactics
Mechanics
The fight occurs as follows:
- Both bosses are summoned using the Forbidden Knowledge tablet. Each should be grabbed by 1 tank per and faced away from the group.
- If running three tanks, two should be on the Thing from the Stars while one takes the Nightmare Pilgrim.
- Ideally the person that clicks is NOT a tank so tanks are free to grab and position bosses immediately.
- All DPS focuses on The Thing From The Stars first, attempting to get it down before 90 seconds.
- Interrupt the 1 second cast of Gore and step out of colored circles as often as possible.
- Once the encounter hits 90 seconds, all DPS should pause for around 10 seconds as The Thing From the Stars uses Enrage Gore and the Bloodmark debuff goes out over the next 7 seconds, one per second, leaving 8 players tagged with a debuff that will kill them if they attack The Thing From the Stars while active.
- Bloodmark lasts 90 seconds and will fall off as the next wave of Bloodmarks go out. A player will never get two Bloodmarks in a row.
- Once The Thing from the Stars is dead, everyone attacks and downs the Nightmare Pilgrim, being careful not to attack during his reflect shield which occurs on the same 90 second timer as Bloodmark and lasts for 15 seconds. If the team gets to this point with at least one tank alive, you will be able to finish the fight.
Once killed, anyone who engaged in combat with the Nightmare Pilgrim or The Thing from the Stars will gain a debuff called mental exhaustion which will cause them to take 200% increased damage in the encounter, and a buff that increases certain stats by 50. The prior lasts 5 days, while the latter lasts 5 hours. Any characters with the Mental Exhaustion debuff cannot click on the Forbidden Knowledge tablet. This is not typically an issue as long as one player in the group does not have it.
Making the Fight Easier
Role Tips
What you should know if you’re playing a Tank, DPS or Healer in this fight.
Damage Profile
The Thing from the Stars
- Skill Name: Gore
- Damage Type: Melee/Ranged > Melee
- Frequency: Up to every 9 seconds, with a 1 second cast. Has no cooldown during Enraged Gore and will be cast 5-6 times in a row.
- Damage Spread: Single target
- How to Defend: Tanks and DPS should interrupt if at all possible. During Enraged Gore, use a shield adrenal, defensive that decreases melee damage, and any abilities that offer heals. Do not use any retaliatory abilities in case you receive Bloodmark.
- Skill Name: Devour
- Damage Type: Melee/Ranged > Melee. Also applies a debuff (Devour) to the player that allows the boss to deal more 100% damage per stack.
- Frequency: Up to every 18 seconds. The debuff falls off after 20 seconds.
- Damage Spread: Single target, up to 10 stacks are possible
- How to Defend: Tanks should swap every 2 stacks of devour (it goes up to 10). If running 3 tanks, merely have the Beast tanks swap. Else, perform a full tank swap.
- It lasts for 20 seconds and, as a result, is unlikely to fall off unless the tank knowingly stays out of the 4 meter range for the last 2 seconds of the debuff timer (the skill has an 18 second cooldown). This is discouraged as it may turn its melee attack, which is a conal, onto the group.
- Skill Name: Earth Spike
- Damage Type: Force/Tech > Elemental
- Frequency: Up to every 15 seconds, with Earth Spike having a 1.5 second cast.
- Damage Spread: Indicated by an orange circle, Earth Spike knocks any players caught in it down and stuns them for a short time.
- How to Defend: Simply step out of the circle.
The Nightmare Pilgrim
- Skill Name: Rapid Fire
- Damage Type: Melee/Ranged > Ranged
- Frequency: A 4.5s channeled conal that occurs every 12 seconds.
- Damage Spread: This narrow conal follows the target and extends 30 meters.
- How to Defend: Face it away from the group. It follows the target. Absorb shields work great here.
- Skill Name: Grenade Salvo
- Damage Type: Force/Tech. Damage type depends on the “color” of the grenade on the ground (indicated by a circle).
- White – Cryo Grenade: Stun and elemental damage
- Purple – Poison Grenade: Internal DoT
- Red – Shrap Grenade: Slow, Knockback, kinetic damage
- Frequency: Up to every 20 seconds, with telegraphs lasting for about 4 seconds.
- Damage Spread: Affects anyone in the visible telegraph
- How to Defend: Step out of the circle.
- Skill Name: Grenade
- Damage Type: Force/Tech > Kinetic
- Frequency: Up to every 15 seconds
- Damage Spread: Single target attack
- How to Defend: This is an instant attack and cannot be predicted.
- Skill Name: Recharge Shield
- Damage Type: Force/Tech > Elemental retaliation damage
- Frequency: About every 90 seconds, lasting for 15 seconds.
- Damage Spread: Anyone that attacks the boss during this period will have damage reflected back to them.
- How to Defend: Simply don’t attack. DoTs ticking on the boss will continue to deal damage. Reflects (not utility based), absorb shields and skills that reduce damage taken work to mitigate this. In most cases, a single target attack results in an instant kill. Keep a close eye on the timer and knockback to reduce player deaths.