Run to those adds, pop Flares and then kill everything before moving on. The key to success in the Holding Pens is staying together as a group and moving rapidly between spawn points of large adds, either Rampaging Chargers or Czerka Warden Droids. Nearly all non-PUG groups should be able to achieve this goal relatively easily. If you have to use a third flower, adds will get involved in the fight.
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If possible, try to hold Red in position after the second flower and kill it without moving to the third flower. Once the group gets a pre-determined number of Red Venom stacks (ideally 8-10 but more or less depending on your healers skill/gear/experience), click the flower and everyone stack in the blue circle until it goes away (again, tanks need to be careful to not drop the Hydrochloric Pools in the group.) Once the circle expires, start moving the boss to the next flower.
Swtor story order the hunt free#
You can interrupt it if needed, though if possible try to just step out of the conal and get some free time without the boss hitting anyone! Make sure to keep Red faced away from the group so no one but the main tank has to worry about this attack! Red also has a conal channelled attack called Acidic Jet. Red will drop Hydrochloric Pools (big pink AoE puddles) that reduce DPS, healing and damage resistance, so those need to be kept AWAY from the flowers so folks can safely stand in the blue AoE circles! The tank should keep Red in the vicinity of the flower but NOT in close proximity. These cleanse the Red Venom stacks and provide 30 seconds of immunity to getting more stacks. The only way to cleanse these stacks is by having players trigger the spore "flowers" in the area and stand within the blue AoE circles that spawn. The boss continually adds stacks of Red Venom to every player, which applies a DoT that deals more damage for each stack. The main mechanic to Red is all about managing the stacks of Red Venom. It is much more fun than Gods from the Machine, both in terms of mechanics, a light hearted tone and story, and a slightly lower level of difficulty (as well as getting the entire operation at once!) It is a fairly long operation but it a ton of fun for raiders new and old. In summary, Nature of Progress is a great addition to the SWTOR operation lineup. The remaining encounters involve a fight with a big lizard that involves massive AoE healing, a Cartel-Warlords-meets-Kephess encounter with 4 Trandoshan bosses, a challenging fight with the Huntmaster, and wrapping up with a very neat (if long) fight against the fearsome Apex Vanguard.
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Nature of Progress has six "boss" encounters, though two of those are considered "add rush" encounters where there is not a traditional big boss but instead lots of adds and a race to complete that encounter before being overwhelmed. Think of a mashup of the Czerka flashpoints, Kephess, Jurassic Park, and mix in some interesting mechanics and four-way boss encounters from Scum and Villainy and you're on the right track!Ī quick tip to anyone new to Nature of Progress - pay attention to the announcers! They give you great tips before most fights about the key mechanics and in several fights (most notably the last boss encounter against the Apex Vanguard) tell you what to do during the fight as well!
Swtor story order the hunt update#
Nature of Progress is the new operation added with the SWTOR game update 6.0, Onslaught! Accessible from Onderon and taking place on the Onderonian moon of Dxun, the premise of the operation is clearing out a Czerka Corporation genetic research facility that has been taken over by Trandoshans.