Red lines=Laser hazards. Red hexagon=consoles. Black circles=Small turrets
IP-CPT Abilities
IP is quite a unique boss, instead of the Phases changing as IP loses more health, the changes are on a set timer, additionally this fight requires awareness of the floor since they catch on fire dealing damage and making those hit more vulnerable to damage.
STICKY GRENADE VOLLEY: Fires several positional adjustment grenades
POSITIONAL ADJUSTMENT GRENADE: MAJOR: A Major Positional Adjustment Grenade is attached to you and will detonate soon, damaging allies in a Large area. (8.5s)
POSITIONAL ADJUSTMENT GRENADE: MINOR: A Minor Positional Adjustment Grenade is attached to you and will detonate soon, damaging nearby allies. (8.5s) (small Aoe)
REFRACTION ARRAY: Deals high damage.
DISPRAPORTIONATE INTRUSION RESPONCE: Final burn will kill everyone when cast completes (60s)
Observation Mode: Immune to damage. This effect occurs when the boss is at: 75%, 50%, 25%. This will also automatically occur during a Mine phase. This effect will drop once the Mine phases ends
Inferno & Overload enforcer's Abilities
These are a pair of adds that apear during the console phases, they have a stacking debuf that is ignorable in SM, they also die quickly
BASIC ATTACK: Basic flurry that deals low damage
INFERNO PROTOCOL: Fires a stream of powerful flames dealing high damage in a cone,
SLAG RESIDUE: Suffering damage over time from exposure to Inferno Protocol. (10s)
INFERO INTESIFICATION: Suffering increased damage from Inferno Protocol. (30s) (ignorable in SM)
OVERLOAD PROTOCOL: Fires a stream of powerful electricity dealing high damage in a cone,
CONDUCTIVE PLASMA: Suffering damage over time from exposure to Overload Protocol. (10s)
OVERLOAD INTESIFICATION: Suffering increased damage from Overload Protocol. (30s) (ignorable in SM)
Pulse Turret's Abilities
These are a large group small turrets positioned around the perimeter of the area
Scatter Shot: Basic flurry that deals medium damage.
Armed Explosive's Abilities
These tiny IP-CPT clones have 1 sole directive, to explode. however you have a way to combat them. by using the 4 consoles in the corners, these consoles each have a color and shape. if your shape appears above one of the mines use your console to help bring its shield down. after a mines color has been successfully used several times the mines shield will go down allowing you to kill it, although in SM the mines self destruct when they loose their shields. this phase occurs twice.
Resonance Shield: Immune to damage. this effect will drop if the consoles are used in the correct order.
Blast Protocol: Mern: The mines sole ability if this cast is completed the mine will explode dealing heavy damage (30s)
Hazzard Damage
Don't stand in stupid
Escalating Exposure: Taking increased damage from Elimination Cadence (fire), Modulation Laser (Beams), and Blast Protocol: Mern.
Elimination Cadence: Suffering damage while standing in an activated hazard grid. (Applies Escalating Exposure)
Modulation Laser: Deals high damage to anyone inside the beam (Applies Escalating Exposure)
Suggestions:
Bring 4 dps, 2 Healers, 1 Tank, and 1 DwT
Have the 4 dps use the consoles.
Kill one enforcer in between mines. the mines appear twice per phase, there is a small gap in time in between mines spawning, use that time to kill an enforcer
(SM only) Spam the consoles, while there is a cooldown when using the console it is small enough to ignore it.