SWTOR 3.1 Flashpoint GUIDE: COMMANDER MOKAN – HM Battle of Rishi Bonus Boss

Posted by on Feb 19, 2015 in flashpoints, Guide | 0 comments

This is Vulkk’s Video Guide on the Bonus Boss in Battel of Rishi Hard Mode Flashpoint. In this relatively short fight we have quite a few mechanics, which are all simple, yet very deadly if not performed 100% correctly. Commander Mokan is one of the best boss encounters inside a Flashpoint Bioware have designed since the first and original version of Lost Island in early 2012. If  you have different tactics or suggestions for players, who have not yet done this, share them in the comments below. The boss is not something unseen, but is a fresh and interesting encounter compared to all the other tank and spank opponents. It can be done in many different class combinations and is one of the few very well designed and balanced fights. It may not have an awesome 100% loot drop, but is worth doing just for the achievement and the good feeling a player has after they have seen something fresh and...

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New Article – Flashpoint: Kuat Drive Yards

Posted by on Jan 28, 2014 in flashpoints, Jesse Sky, Kuar Drive Yards, News Article, Patch 2.6 | 0 comments

Senior Designer, on Star Wars: The old Republic, Jesse Sky posted a news article on Kuar Drive Yards, last night. The article describe the new flashpoint for level 15+ players that comes with game update 2.6. This will be a new type of instance that the team is calling a Tactical Flashpoint. The main thing that distinguishes Tactical Flashpoints is that they are role-neutral – in other words, they are balanced for a combination of any four classes. This means Group Finder will match the first four players it finds, which translates into drastically shorter queue times, especially for DPS classes. I’m not sure how I feel about this yet, as I fear there will be no incentives for healing and tanking and you will only perpetuate the issue of a lack ofsupport roles in the long run. Time will tell though. Check out the full article over at the official website or our snip below: Starting at level 15, Kuat Drive Yards is accessible from Group Finder under the new Tactical Flashpoint category. In addition to being role-neutral, Kuat is bolstered and level-neutral, meaning players of widely-varying levels can band together to do it. So if you’re a high-level player looking for something to do with your lower-level friends, Kuat is an excellent choice. Be warned, however – companions will not be bolstered, so you should bring a full group if possible. Kuat has an unusual structure – you will be assigned two out of five possible gameplay scenarios, and then you will be matched against one of three final bosses. You’ll also be matched against different enemies based on your faction – the Republic must reclaim the station from the Empire, and vice versa. Additionally, there are bonus objectives and mini-bosses which may vary between scenarios. The result is a Flashpoint that can change each time you play it, so you can return to Kuat while leveling for a fresh experience each time. If you’ve played the Kuat Mesas map in Starfighter, you might have wondered about the larger story surrounding the conflict. By visiting the new Starfighter Launch Deck on the Fleet, you’ll have a chance to speak directly with Admiral Ranken or Admiral Bey’wan Aygo. You’ll also meet your Starfighter-exclusive crew members – (Aven Geth, Writch Hurley, Salan Rok, and MZ-12 for the Empire – Oro Wogawa, Kendra Novar, B-3G9, and Ashy for the Republic). Finally, completing objectives in the Flashpoint will you earn you Reputation with Imperial Forward Command or the Republic First Fleet, along with achievements, titles, and other exclusive rewards, such as the KDY Shipwright armor and the highly-unusual KDY Orbital Lifter...

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Scum and Villainy Operation Guide SWTOR

Posted by on Jul 2, 2013 in flashpoints, Scum and Villainy | 0 comments

Don’t forget to check out constantly growing list of guides for Star Wars: The old republic The newest Operation to be released on the 2.0 PTS is Scum and Villainy and it has 7 bosses. It’s longer than previous Operations and offers a great deal more content. This is great for players who love Operations and are looking for more bosses and more challenge. The seven bosses in Scum and Villainy are: Dash’roode Titan 6 Thrasher Operations Chief Olok the Shadow Cartel Warlords Dread Master Styrak In storymode there is Vilus Garr, Captain Horicm Tu’chuk and Sunder. The suggested kill order is Vilus Garr <–> Captain Horic –> Tu’Chuk <–> Sunder. Each boss has 672K health. Tips and strategy: Both Vilus Garr and Captain Horic have taunt immunity and cannot be taunted. Captain Horic has a conal attack that he directs at one person in the raid. The raid should be ain an arc in front of Horic so the conal doesn’t hurt everyone in the raid. Warlords are battle companions. You should focus your DPS and kill them one at a time so they don’t massive heal. Sunder has a Fixate and will place this on the closest person to him in the raid. Always make sure the tank is the closest to Sunder to keep the agro. Tu’Chuk has immobilize and knockback that he uses once Vilus and Horic are dead. Tanks should not put their backs to the wall on this one or you take damage from Near Wall. There are 3 Cartel Lieutenants that will spawn once all the warlords except Sunder are killed. They are untauntable. When there is only one Warlord left, Sunder uses an ability called The End. It’s a 5-second cast and at the end, he does huge damage to the target with the threat. If Tu’Chuk is the is the last, he gains a stacking buff that increases his damage. The fight will then become a burn phase.   Don’t forget to check out constantly growing list of guides for Star Wars: The old...

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SWTOR Flashpoint Guide: The Esseles

Posted by on Jan 22, 2013 in Guide, SWTOR, The Esseles | 0 comments

Don’t forget to check out constantly growing list of guides for Star Wars: The old republic The Esseles is the very first Flashpoint for the Republic faction and you’ll enter it as soon as you leave the prologue planet. You’ll be asked to board the transport ship the Esseles headed for the capital of Coruscant. Players must be at least a level 10 before you are allowed to enter the transport. While you can go this instance alone, it’s more beneficial if you have at least two players and your companions. Going it alone can be difficult and you will miss the opportunity to fight a bonus boss. It also helps if both players have chosen their advanced class and if one of you is a healer. This is a story based Flashpoint so there’s many cutscenes and dialogue that will earn you social points and there are several bonus missions to complete. You’ll also have to decide the fate of the passengers. Letting them live will earn you 150 points for the LightSide and letting them die will earn you points for the DarkSide. It’s your choice but choose wisely because this will set the tone for the rest of the game. Enter the Flashpoint To enter the Flashpoint, you need to go to the Coruscant Departures elevator to the south and talk to the Priority Transport Officer to pick up the mission. If you already have it, you can simply go through the purple wall and you’ll be at the ship. Follow the icons to advance the mission. You’ll talk to Twi’lek and then take the elevator to the Command Deck where you’ll talk to First Office Haken on the bridge. On your way to the elevator, you’ll run into two elite Rewired Power Droids. Try to control one and focus the other. Next, go back the way you came and turn right down the hallway to go to the Docking Level Elevator where you’ll encounter several normal Imperial mobs. When you attack the first group, three more will appear but they will spawn near an explosive container. Blow it up and it will kill them all at once. Head to the elevator and kill four more normal Imperials. Once you reach the Docking Level, you’ll talk to Commander Narlock and the boss fights will begin. First Boss: Lieutenant Isric After talking to Commander Narlock, the first boss called Lieutenant Isric will appear on the west side. This is a Champion boss that can be hard to kill but you will have some help from Narlock and a few Esseles Security Guards. Avoid using movement impairing or incapacitation on this boss or any of the others because it doesn’t have any effect on them. When Isric gets low on health, a few Imperial Boarders will spawn and come out in groups of three. They are pretty easy to kill if you take them out as they spawn. As soon as you kill the boss, pick up the loot and go talk to Commander Narlock who is behind you celebrating. First Bonus Mission: Find Chief Engineer Salen Your first bonus mission is to seek out Chief Engineer Salen, so go south to the Engineering Deck Elevator. When you reach the big hallway leading to the elevator, a vessel will hit the ship and three droids will come in through the hole. Then two more vessels will hit in front of you letting more droids in for you to fight. When you go around the corner, you need to attack the two droids there and then a very strong Imperial Slicer Droid will appear. Kill him and the three droids in front of the elevator and then you can use it to go to the Engineering Deck. Once you reach the Engineering Deck, a group of normal mobs will greet you. Kill them and click on the Communications Console on the door. This will spark the conversation in which you need to decide the fate of the engineers. If you choose the LightSide option, then you’ll need to complete an extra task. If you choose the DarkSide, you’ll move on to the second bonus mission. LightSide Option Only: Deactivate Secondary Conduits After making the choice for the LightSide, you’ll need to deactivate the secondary Conduit A, B and C. Head in either direction but be prepared to fight three or four normal mobs at each conduit and a very strong Imperial Slicer Droid. Kill off the normal droids first, engage the Slicer and then disable the conduit one at a time. At conduit B, there should be a chest and a lore object so be sure to look for this. After disabling all three conduits, Asara will tell you to take care of the auxiliary power, which will lead you to the next bonus mission. Second Bonus Mission: Defeat 8 Mandalorian Commandos For your second bonus mission you’ll need to kill eight Mandalorian commandos. Go back to the elevators and use the one on the right to go to the Port Hanger Deck. You will run into lots of Mandalorians along the way and one very strong Mandalorian Commando that you’ll need to kill. Once you have defeated him, your bonus mission begins. Continue on to the Port Hanger Deck but be ready to fight another normal mobs group and a commando along the way. When you get to the hanger, you will see lots of Mandalorian Commandos so you can continue to take them out until you have killed the eight you need for the mission. You will also run across one or two chests in this area, so look for these. When you reach the Command Deck, there will be more of the normal mobs so kill them and head toward the Bridge Door Controls. Here, you’ll face two very strong Mandalorians that you should engage separately. Once you take care of them, you can click on the Bridge Door Controls and the second boss fight will begin....

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Flashpoint Guides: Kaon Under Siege

Posted by on Jan 20, 2013 in Guide, Kaon Under Siege, SWTOR | 0 comments

Don’t forget to check out constantly growing list of guides for Star Wars: The old republic The Flashpoint Kaon Under Siege was added to Star Wars: The Old Republic with Patch 1.1 and it’s one of the hardest in the game. It’s intended for players who are at least a level 50. It takes place on a Spaceshuttle where an infection broke out, which turned everyone into a creature that resembles a zombie. The infection was passed from one person to another until everyone was infected. The main difference between this instance and many of the others is that the mobs are much harder to kill and there are a lot of them in the beginning of the Flashpoint. First Boss: The Mobs Instead of going up against a boss, the first thing your group will encounter is a big mobs fight. The objective is to stay alive as you’re met with waves of incoming mobs. The first fight will appear shortly after you begin the instance when you see a glowing blue turret in the middle of the room. Just ignore it for a minute, turn to the right of the turret and take out the mobs pack gathered there. Once that is done and you’re ready for the real fight, have the weakest member of your team mount the turret while someone else starts the timer. The fight will begin immediately so the person on the turret needs to turn towards the mobs coming at you. The turret will shoot automatically so you don’t have to do anything but face the enemy. Everyone should be ready to fight off the waves of mobs and the whole fight last for three minutes. The first wave of mobs will be of normal strength and not very hard to kill but they get harder as the battle goes on. After the normal mobs, you have the Infected Screamer. These will pushback your tank into groups of mobs so the tank needs to have his back next to a wall to keep that from happening. Next is the Bloated Plaguebringer who is bigger and fatter than the rest. You need to pay real close attention to these zombies. When their health goes below 10 or 20 percent, they will stand in one spot and they’re bodies will begin bloating. If you see this happening, you need to get away from him because he’ll continue to get bigger until he explodes. If you’re within a 5 to 10 mile radius when this happens, they’ll knock you back about 20 feet and do about 40 to 50 percent damage to your health. Last is the Infected Mercenary who is very strong with a channeled Choke ability that will grip and hold you for a very long time. When he gets a grip on someone in your group, it needs to be interrupted as quickly as possible especially if it’s your healer or tank. The best way to deal with the mobs is to take out the Infected Mercenary first, deal with the infected screamer next and then kill the Bloated Plaguebringer last. Just make sure you lead him far enough away from the group so that he won’t do any damage to them when he does explode. Collect your loot and move on to the second boss fight. Second Boss: Rakghoul Behemoth The second boss is Rakghoul Behemoth and you’ll find him in a large room with four barrels. These barrels are explosive tanks with big red arrows pointing them out. They also have a blue glowing color so you can’t miss them. One of Behemoth abilities is using a shield that decreases the damage he takes by about 90 percent. During this time, you can’t do much damage to him so before this happens, you’ll need to pull the boss around the room and get him near one of barrels. When he puts up his shield, you need to click on the barrel (barrels do respawn) to make it explode and this will remove the shield and do damage to him and any mobs around the area. Now, you need to move him to the next one and repeat the process. Occasionally, Behemoth will go into a state of frenzy where he chooses a target at random and deals out a lot of damage. The tank needs to kite him around when this happens. Keep up the pace until you have drained him of all his health and you win the battle. Bonus Boss: KR-82 The bonus boss is KR-82 and he will be a real challenge. You’ll need to destroy the clickable consoles you find throughout the instance to spawn this fight, so it can be skipped if you’re not up to the challenge. If you choose to fight, your tank needs to be alert and quick to respond in order kill this boss. However, before you can actually fight KR-82, you need go through a room full of mobs that will destroy you if you’re not fully prepared to take them on. Once you get past the mobs, you’ll face the bonus boss. He has two attacks that will focus on random members of your team. One is an explosive shot attack that will deal out a lot of AoE damage and the other is a channeled missile attack. This boss also has an energy shield that will activate when he is around 66 percent and 33 percent health. When the shield appears he won’t attack your group for about 20 seconds but he will summons three adds. They need to be burned down as quickly as possible before KR-82 begins attacking again. He also has the Grapple ability that grabs your whole party all at once. It will pull everyone to him where he can use his AoE ability to do damage to all of you at one time. You may be able to keep him from grabbing you if you can get something between you and him when he...

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