The Colicoid War Game
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Just ran this Republic side, had a freakin' blast. We struggled with the turrets to start with (I was a Vanguard, but the teammates were two gunslingers and a scoundrel, and we were all about 41-43), the colicoid droids will screw up your day if you can't take the hits.
So we had the Scoundrel jump off her turret from the get go and she just healed us from ontop of the central box between the turrets while me and one of the gunslingers covered the vacated turret area. Worked like a charm and we flew through it.
Between the turret section and the puzzle, it's one of the best experiences I've had in SWTOR. And no, can't say what happens if you let the competition live. Three of the four of us voted Dark Side, including my winning roll. So... they died, and that was that.
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This is oooooooone nasty flashpoint. Be prepared to die....a lot...as you learn how to deal with it. I'll explain some things.
Note - I am Imperial, so I do not know if any significant differences exist for Republics.
When you zone in, you'll be in Processing. Friendly area, nothing to fight. Walk in and sign up at the registration console.
The first encounter is a set of 4 mounted Turrets arranged in a circle. You right-click a turret to hop inside it. This fight is bugged - sometimes people are unable to mount the turrets.
Do not hit any abilities and do not hit WASD to move your character once you are in the turret, or you will pop out. The turret fires a pulse shot in whatever direction it is aiming if there is a hostile within its view. Waves of colicoids will spawn far away in a circle surrounding your group. The Swarmers will just move towards you and attempt to melee. The colicoid Tacticians you must prioritize - they stand about midway out and fire at you directly. The last wave of this encounter will be a few Warriors which are tougher than the others but only melee. This encounter seems bugged/unfinished beyond the turret mounting problem - it is (almost?) impossible to survive the waves due to the Tacticians damaging you. Common solution is for the healer of the group to NOT take a turret - he stands in the middle and simply heals you, while the 3 of your turret gunners cover the whole circle. Once the last wave is down, mount up and head to the second area.
Second encounter is a repeat of the first. Use the same strategy. It will be similar, with the addition of the Warmaster colicoids - massive behemoths that will take more shots than the rest to kill. Once the last wave here is done, a loot chest will spawn at the entrance to the next area.
Third area is a long and tough crawl, and the first pull is probably the toughest in the zone. Wait for the spider-droid to path out, but you will still be facing 4 elite droids. You'll definitely want to keep as many CC'ed as you can. The droids periodically use an 8-10 second or so buff that makes them immune to damage.
Continuing in, there is a repairable (via scavenging?) combat droid that can be fixed, it will attack the next few pulls if you keep pace with it. Finish off the last champion here and you'll be at the puzzle gauntlet - the "Hazard Course".
The hazard course is both a puzzle and combat area. You will see blue shield-gates blocking off sections. There is a patrolling elite who roams the middle with a low respawn time, so you need to be prepared for him respawning occasionally if you do not move through quick enough. Also beware the flame-traps in the intersections.
You need to open each gate in succession and deal with the droids behind each one, but the kicker is that someone must remain at certain controller stations behind each gate in order to open sequential gates.
NOTE - the droids do knockbacks! Don't get blasted off the edges or you are kicked out of the zone.
(This may not be exact, I just ran the place and I'm trying to remember how it worked)
1. Clear the first controller to the left. Have one DPS stay there while the group moves to the second controller at the right. Have the first DPS open the gate and the other 3 people kill off the second droid.
2. Leave a DPS at the 2nd controller. The first DPS leaves the first controller and rejoins the group. The 2nd DPS will now be trapped behind a shield at the 2nd controller, but that's ok. Kill the 3rd droid. You'll probably need to kill the respawning patroller again, if its not up, you should probably wait for it.
3. Leave the 1st DPS at the 3rd controller, where he can open the 4th gate, with a "Strong" (not elite" droid behind it. The tank and healer can finish it off. Leave the healer at the 4th controller to open the 5th gate.
4. The tank goes through the 5th gate. That area will be in LOS of the healer's controller so he can help kill the Strong droid in that area. Once it's dead, the 4th gate needs to be opened again and the healer goes back to the 1st controller - it also controls the 6th gate. The tank goes through the 6th gate and channels at the 6th controller. The healer runs through the path and hits the 7th controller and that will permanently disable all the gates.
Complex as hell, and I probably didn't list it perfectly, but that's the general idea - to leapfrog through the gates. Note that the patrolling elite may keep respawning even once you're past that area. You can evade reset him by going up the lift to the next area.
Next area is a continuation of the hazard course. Go left and kill the champion spider droid - you shouldn't need to kill the right side one ever. This is another gate puzzle but it has fewer steps to it and should be fairly easy to figure out. NOTE - DO NOT EVER HAVE THE FIRST CONTROLLER LEAP, JUMP, OR FLY ACROSS THE CHASMS or your entire group can end up stuck behind a gate. You *can* grapple/pull the droids across the chasms and kill them before doing the puzzle. The droid at the first controller will respawn fairly quickly just like the patroller in the first area.
Once you disable the gates permanently here, breath a sigh of relief, it's straightforward tank and spank. There's a second loot chest once you're up the elevator after the hazard course.
You'll move through and everyone will speak to the registration computer here, with the only social point in the instance. There's an option to sabotage the competing team (Dark Side) or let them compete fairly (Light Side). My group picked the light side option, I do not know what dark side would have done; I am not sure if either has any real effect since we never fought the competing team.
The last area is the Arena. There are two "Arena Beasts" you could recognize from Attack of the Clones. They CAN be CC'ed, and you definitely should CC one of them if your group is able, as they can hit pretty hard. Tank should use whatever cooldowns he can and give them time to reset before moving on. I don't recall the name of the last npc but it is the other arena beast from AotC and it is just another tank and spank.
Once those three are dead, the Annihilator 6K-A2 will speak a few lines of chat and enter the Arena. It seemed very straightforward. The only ability I noticed was him powering up missile salvos - they looked like the bounty hunter's "Death from Above" ability - you can see the red targeted area on the ground. Just move out of them and don't get hit. They'll leave some burning patches, too. Otherwise, he went down pretty quickly. Loot him for your rewards, and then you're all done.
So, congratulations on finishing what I thought has been by far the hardest flashpoint. I hope this helps.