The Terror from Beyond (2.18 mil, 8m SM, 3.1 mil 8m HM, 6.8 mil 16m HM)
Hypergate Irregularity (9k HP, 8m SM)
Storymode Phase 1
Mechanics
Strategy
Tunneling Tentacles
They have a frontal attack and should be tanked away from the raid. We generally divide into two self sufficient groups and kill both tentacles at the same time as that deals more damage to the boss.
Unstable Larva
One spawn at each side and head straight for the tank to explode unless DPS kill it first.
Birthing
Occurs between Tunneling Tentacles, avoid the Birthed Larva.
Slam
Deals ~8k damage and push you back, can be avoided by positioning smartly.
Acid Spit
Spit attack those not close to the tentacles. The combination of getting knocked back by Slam into the Spit can be deadly.
Phase 1 is the boring phase of the two but easy to master.
Tunnelling Tentacles
You cannot damage the boss at this point but the damage you do to the tentacles will be transferred to the boss. For this reason, it is better to divided the raid into two groups and kill both tentacles individually. While this will take longer than having all the DPS killing one tentacle, it will deal more damage to the boss, resulting a bit shorter phase 1.
One tentacle will spawn on each side, but they seem to alternate in the position where they spawn. There are two possible positions: inside or outside.
On the inside position, the two tentacles are closer together and it is safe for healers and melee DPS to stand behind the tentacle while the tank grabs it on the other side. This allow healer and DPS to avoid most of the acid spit and the slam attack.
On the outside position, the two tentacles are further apart and it is safer for healers and DPS to stand diagonally from the tank, facing the boss. This will avoid most of the spit and slam attacks.
In terms of the Acid Spit, players close to the tentacle receive a buff that decrease their chance of getting the spit. You will assign one player (ranged DPS or healer) on each side with good situational awareness that stands in the back (away from the tentacles) to eat the spit and avoid the slam.
Unstable Larva
When the Tunneling Tentacle reaches 50%, two Unstable Larva will spawn on either side, beaming for the tank. Ideally, you will want the ranged DPS to kill them before they get to the tank and explode for massive amounts of damage.
Birthing
Once the Tunneling Tentacle is dead, the boss will channel Birthing, a 3 second cast. At the end of the cast, a bunch of Birthed Larva will spawn from the boss and headed straight for the shore. Your job here is simple: simply find a gap in the incoming Birthed Larva line and stand there, allowing the Birthed Larva to pass. If you maintain a good distance away from them, they wont bother you.
You will repeat the Tunneling Tentacle, Volatile Larva, and Birthing cycle until you get the boss down to ~44% (961 K). Your entire group will be then teleported to phase 2!
Storymode Phase 2
Mechanics
Strategy
Range is not an issue
Dont trust your operation window here! Even if someone is out of range in the ops window, they can be healed! Ranged DPS can also damage the boss from any platform. Range doesnt apply here!
Platform Positioning.
Tanks will need their own platforms at the top as the boss spit acid at them (occupies an entire platform). This frees up the lower platforms for DPS to travel to hit the Tentacles (you do need to be in range to hit them).
Tank swap
The boss will need to be tanked here while the DPS kill the tentacles. He will spit at a tank, forcing him/her to switch platforms and then follow it with a Scream (channeled cast). At end of the channel, the other tank will need to immediately taunt and grab aggro as the tank that got screamed at will now take increased damage from the boss.
Grasping Tentacle
These spawn in the lower platforms around the boss and will need to be killed. When these tentacles channel Slam, everyone need to get out of that platform and get back in right after.
Hypergate Irregularity
These spawn in a bunch of platforms after you have killed two Grasping Tentacles. They do an AoE pulsating damage so kill them ASAP (spread out after killing the tentacles).
Furious Tantrum
Occurs at 16%~, you will see a red text emote and the boss will aggro players randomly, damaging them for 11k using an attack called Phasic Spittle. Tanks will need to keep taunting the boss back to them.
Range and Positioning.
Range isnt an issue for healing and attacking the boss. Even if your operation window tell you someone is out of range, you can still target them and heal them.
Proper positioning is crucial here. Generally we have the healers and tanks up top. This allow healers to keep an eye on everything while tanks can leave spit on a platform without hindering the traveling of DPS down below killing the tentacles. You will want a healer and tank pair go left while the other healer and tank pair go right. Tanks will want to grab their own platforms to handle the spit from the boss.
Tank Swap
Terror from Beyond will spit at a tank, forcing that tank to change platforms and then immediately channel a spell called Scream (4 second cast).
At the end of the channel, that tank will receive a debuff that causes them to take increased damage from the boss. The other tank will need to taunt immediately during the channel.
Grasping Tentacles
These tentacles are the things DPS need to kill to damage the boss.Two tentacles will spawn in the following two platforms first. All the DPS should focus burn one tentacle first (move away when the tentacle casts Slam) before moving to the other.
The other location the tentacles will spawn are the two platforms in the back once they are killed in the two front platforms.
Hypergate Irregularity
After killing the two tentacles, all the DPS should spread out as Hypergate Irregularities will spawn on a bunch of platforms. The top ones can be handled by tanks and healers while the bottom ones should be cleaned up by the DPS. They have only 9k HP on storymode.
Furious Tantrum
After killing about 3 set of tentacles and 2 sets of Hypergates, the boss should reach 367k (~16%) and enter a Furious Tantrum.
Doing this stage, he will attack random players with Phasic Spittle, dealing ~11k damage. Tanks will need to taunt him back immediately. It is mostly a burn phase here. Once you get the boss down to 83k (~3%), the fight is over.
You can have one or two ranged DPS with good situational awareness to stand in the back to eat the acid spit while avoiding the slam from the boss. Rest of the raid are split into two groups and stacked onto the tentacles.
Hypergate Beacon
These Beacons will spawn in between the two Tunneling Tentacles and latch onto a random member (usually non-tanks). Generally they will pull a raid member onto them a couple times before killing them. These Beacons need to be killed ASAP. They tend to spawn when the tunneling tentacles are ~60%.
Swirling Orbs
These orbs can spawn either in the middle of the two tentacles or near one. Whoever grabs them will deal damage to themselves but also deals damage to the tentacle. Using them is optional and you can successfully complete phase 1 by ignoring them.
Unstable Larve
Due to the high health of the tunneling tentacles, you can expect two waves of Unstable Larve to spawn
Positioning
Split raid into two functional groups (i.e. tank, healer, 2x DPS on 8m)
Each group have a ranged DPS standing in the back to eat the acid spit from the tentacles while avoiding Slam from the boss (on 8m, you can have a single ranged DPS eat spit for both groups to minimize the number of players affected by Slam)
Tanks should tank the tentacles diagonal from the boss while rest of the group stands diagonal from the tank with the tentacle between the boss and the player. . This positioning allow the entire group to avoid Slam and acid spit.
It may take several attempts for the assigned ranged DPS to get used to the Slam positioning. Generally, if the said DPS position themselves such that the Tunneling Tentacle is between them and the boss, they can avoid most of the slam.
Hypergate Beacon
New mechanic introduced in hardmode, 1x Hypergate Beacon (on 8m) will spawn shortly after the tunneling tentacles (~60-70% HP of the tentacles) and start pulling a random raid member to them. If they reach a certain number of pulls (around 5), they will instant kill that person, regardless of how far they are from the hypergate/boss.
DPS should switch from the tentacles and burn down Hypergate Beacon ASAP, it doesnt have a lot of HP.
Doesnt seem to spawn with every tentacle phase as we have killed tentacles without seeing the beacon spawning.
Swirling Orbs
Spawn around the same timeas the Hypergate Beacon. Seem to only get 1 to spawn per pair of tentacles on 8m but 2 spawns on 16m.
You can either avoid it or have one person grab it. It will deal continuous damage to that person and the tentacle (doesnt damage rest of the raid).
The issue with picking up the swirling orb on 8m is that it will deal considerable more damage to one tentacle, causing you dealing more damage to one tentacle than the other and thus dealing less total damage to the boss.
Unstable Larve
Not a big deal but expect 2x Unstable Larve waves per pair of tentaclecompared to storymode since it have considerably more HP.
Hardmode Phase 2
No matter how much damage you do to the boss in phase 1, he will reset to 50% HP on hardmode.
Additional Mechanics
Strategy
Scream debuff
Tanks will need to clear this debuff by running to the Home platform.
Spit dump
Tanks will need to have fixed platforms for spit from the boss so that DPS dont run into them while traveling between platforms
Hypergate Anomaly
These spawn on the upper platforms when the tentacles are at 75% and 50%. You will need to assign DPS who will hunt down these anomalies.
Hypergate Irregularity
Spawns on most platforms once both tentacles are down, DPS will need to be assigned specific platforms to kill these Irregularities.
Furious Tantrum
Boss HP reset to 15-16% (after 3 pairs of Tentacles are down) and starts Furious Tantrum phase where he basically goes crazy and aggro wipes. Everyone need their own platform to stand on and max DPS burn while tanks taunt him back/forth.
Platform /Positioning
The first thing your entire raid team need to be clear on is the platform assignment for phase 2.
Tentacles: First pair of Tentacles will be on platforms 11 & 13, second pair, 9 &15, and third pair back to 11 & 13
Tanking: One tank at each side, one tanking from platform 10, the other from platform 14. Tank will need to move to another platform for spit/acid and then move back to eat scream.
Spit Platforms: Tanks will take the spit on platform 9& 15 (and then move to 10, 14 to eat the scream) when tentacles are at platform 11 and 13. Tanks will take the spit on platforms 11 & 13 (and then move to 12 to eat the scream) when tentacles are at platforms 9 & 15. Basically, tanks take the spit on the empty tentacle platforms.
Alternatively, tanks can simply jump to platforms 1 & 8 to eat the spit. .
Anomaly: Anomalies will spawn on all the red platforms (1, 2, 3, 4, 5, 6, 7, 8 ) random outer platforms.
Hypergate Irregularity: Has a chance to spawn on all platforms except tentacle platforms.
Healers: Healers can sit on platforms, 3, 4, 5, or 6. 4 & 5 seems to have less issues with LOS with regards to tank healing and are preferred platfroms.
Quick way to get back to Home:This may or may not work for you but jumping off any platforms may have a chance to bring you right back to the Home platform or it may simply bring you to a nearby platform.
Scream Debuff & Acid/Spit dump
Similar to storymode, TFB will spit at the tank and then follow it with a channeled scream. The tank being spit at will need to move to a clean platform while other tank will need to taunt during the channel. Unlike storymode however, the scream debuff does not wear off by itself. You will need to travel back to the home platform to remove it.
Make sure your DPS are aware of where the spits are placed and do not travel to these platforms
Hypergate Anomaly
Hypergate Anomaly is the new mechanic introduced in hardmode and spawns at 75 and 50% HP of the tentacles. This means that you will get four hypergate anomalies per pair of tentacles. Anomlies have a chance to spawn on any of the red platforms.
DPS should be split into two. On 8m this means you will have 2 DPS on each tentacle. At 75% and 50% one of the two DPS (the one with the higher burst DPS) will peel off from the tentacle and hunt down the anomaly that spawns. The anomaly does a pulsating damage called Hypergate Instability that deals 1683 damage per second on 8m. If the anomaly spawns on a platform the healer is standing on, he/she should move off to a different platform (i.e. if it spawns on platform 4, move to 3 etc).
The reason you want to split DPS on the tentacles rather than killing one and then engaging the other is that players have reported that if you leave one of the tentacles alone, it will chain cast Slam (confirmation needed).
Hypergate Irregularity
Once a pair of tentacles are down, all platforms except for the four tentacle platforms have a chance to spawn Hypergate Irregularities. During this period, the boss will channel Hypergate Irregularity for 30s and will not attack.
You have 17 (16 platforms + Home platform) 4 tentacle platforms = 13 platforms to cover. On 8m you will need to assign healers and tanks to a platform and assign DPS to 2-3 platforms.
Here is an example of platform assignment for my 8m guild. Healers have platform 3, 6. Tanks got platform 16, and 14. Two of the DPS got 2 platforms while the other two got 3 platforms (they co-cover the home platform).
For a 16m raid, you have a much easier assignment as you can pretty much assign a single person to each platform with extras to spare.
Furious Tantrum
Furious Tantrum starts once you have 3 pairs of tentacles down. During this phase, everyone need their own platform as the boss attack damages an entire platform. He will casts Phasic Spittle (hits for 16k) on a random raid member and then switches to someone else. He needs to be taunted by the tanks back and forth (make sure the other tank take a bit of damage before you taunt it back) as he aggro wipes frequently.
While the tanks are juggling the bosss threat back and forth, all DPS need to pop their adrenals, buffs, etc and max burn. Remember, the boss dies at 3%!