A guide to defeating the Terror from Beyond in Nightmare Terror from Beyond (TFB) operation.
General information & Video
HP: 4.06 million on 8m, Tunneling Tentacles 380k, Unstable Larva 44k
Enrage: 8.5 minutes on phase 2 & 3. About 1 minute for Tunneling tentacles on phase 1.
Loot: 1 Kell Dragon Offhand, 2 random Shadowed item (L75 stuff without set bonus), 8 Elite Commendations, 6 Ultimate Commendations, 1 Mass Manipulation Generator, 2 Exotic Element Equalizer, and Helix Hyperpod mount.
Video
Main Differences from Hardmode
This fight is tightly tuned for nightmare with a very tight DPS check that forces you to utilize different strategies from hardmode in order to meet enrage.
Phase 1 Tentacles and Larva
Unlike hardmode, Tunneling Tentacles on on nightmare mode have a very tight enrage timer of around 1 minute. In addition, tanks can no longer simply soak up the damage from exploding Unstable Larva adds carelessly as the explosion hits for about 51k damage if these Larva get near the tank.
This two factors means that you want to burn the tentacles down as fast as possible to ensure that you only spawn one set of Unstable Larva adds (Larva spawn based on a timer). Having to split DPS with a second set of Unstable Larva adds can cause some issues as you have to decide if you want to kill adds first while risking tentacles enrage or killing tentacles first and then risk having to deal with these adds during Birthing. If your DPS isnt ideal, try to at least burn one tentacles down quick so you may only get one add instead of two when the second set of Unstable Larva spawns.
When you get to the third set of Tunneling Tentacles, you can ignore and dodge the second set of Unstable Larvas as your raid should get pulled into phase 2.
Phase 2 Hypergate Alacrity , Inconsistency and tight enrage.
The Grasping Tentacles in Nightmare mode gain a stacking buff called Hypergate Alacrity with every Slam that decreases the cast time of their Slam attack by 0.25 seconds every stack. This means that the longer you take to kill the tentacles, the faster their Slam attack will be, serving as an additional DPS check mechanic.
Each Grasping Tentacle spawn Hypergate Anomalies at 70% and 25% of their HP. This means that for every pair of tentacles, you will get four anomalies. To help meet the tight enrage check on the boss and deal with Hypergate Alacrity buff on the tentacles, it is advised that you have 1 DPS killing the two anomalies that spawn from the first tentacle of every pair while rest of the DPS stay on the first tentacle. . For the second tentacle, have all four DPS on the tentacle and ignore the last two anomalies that spawn. The two anomalies will despawn once both tentacles are killed. This way, you are not wasting any DPS on killing unnecessary anomalies.
Keep in mind that when you are on the 3rd pair of tentacles and the fight is about to transition to Furious Tantrum phase, you must kill all four anomalies to reduce incoming damage during Furious Tantrum.
Lastly, at 50% of each Grasping Tentacles HP, they will cast a new ability called CreatingInconsistency. This will spawn a Hypergate Inconsistency orb always at the exact same platform. The player at the platform closest to the entrance) will receive a debuff called Inconsistency (healing received by 80%) and a green line beaming them to the Inconsistency Orb. This player will need to run to the orb to remove their debuff and the orb. This debuff it is probably meant for the tank who is coming to the entrance platform to remove their Scream debuff but if you put a healer there, they will get this debuff instead and can deal with it instead of the tanks.
Phase 3 Furious Tantrum
Not much change from hardmode but you will probably enter this phase with the boss enraged or close to enrage. Make sure you kill off all four anomalies from the last pair of tentacles and use cooldowns. If the boss is enraged, it will one shot the tank so make sure to have a healer on the entrance platform with a battle rez ready to get them back into the fight as needed.