False emperor flashpoint where is it




















The False Emperor takes place right after the Battle of Ilum and your faction obtaining Darth Severin's stealth fighter. Your party uses this to invade Darth Malgus 's space station in order to take the fight to him.

Tregg the Destroyer can easily become a pain if you are not aware of your surroundings. The fight takes place on a catwalk that is mostly uncovered except for a portion in the center. This covered portion is where your tank and melee are going to want to position themselves.

There are two adds that fight alongside Tregg that can be easily killed, this should be done first and foremost. After that the fight focuses on just Tregg.

He has a large and incredibly annoying knockback. Because of this knockback you need to make sure to stay away from edges and try and remain in the covered section of the walkway. Additionally, Tregg will periodically charge the group and begin doing a spinning attack that deals massive AoE damage to all those in range. While Tregg is doing this everyone should move as far away as possible otherwise they will begin taking an obscene amount of damage that is difficult to heal through.

Tregg drops random greens in normal mode and Tionese crystals on Hard mode. Jindo Krey is the first actual boss in False Emperor and can be quite a challenge if your party does not remain mobile. As a bounty hunter, Krey employs standard bounty hunter abilities, such as an electro dart that stuns , a flamethrower, and a cable pull that will drag the target to his location.

Additionally, Krey will employ his ship during the fight. This is the key mechanic to this fight as the ship will fire rockets at random locations. You will see a red glyph on the floor where a rocket is going to hit; as soon as you see this move as the rockets do a large amount of damage. Krey's ship will also lock-on and do a strafing attack which shoots lasers and does significant amounts of damage.

What your DPS party members need to focus on is using the three turrets which face Krey's ship. When the ship is close you activate the turret and it will cause the ship to lose lock and stop pumping out quite as much damage. To make matters more difficult, Krey jumps around the area making tanking difficult as it is a challenge to get on him long enough to build solid agro.

This fight will be a test for your healer more than anything. Relic of Indomitable Wrath. Relic of Entropic Shadows. This fight is very easy. Initially both droids will engage your party, but after a few seconds one will go light blue looking like a holocall. When in this state the droid is invincible, so focus all of your damage on the other droid.

The tank needs to maintain agro on both because the invincible droid will being doing ranged attacks. As long as your party is aware of which target to attack this fight is simple. Darth Malgus has declared himself the leader of a new inclusive Empire that will unite the galaxy by purging the old, weak Empire and eradicating the Republic. You successfully thwarted Malgus's invasion of Ilum and secured a stealth command ship from the invading fleet.

Board the stealth command ship, and prepare to take the fight to Darth Malgus aboard his space station. Tregg is the first boss, with two special abilities: Hunter's Leap and Whirlwind Slash. Hunter's leap allows Tregg to close distance with the Tank, and is always followed by Whirlwind Slash, which is a 3 second Area of Effect attack against anyone in Melee range.

Tregg also uses knockback abilities often, so position the Tank against the walls on either side of the bridge. Jindo Krey is a Mandalorian Bounty Hunter, with abilities to match.

Krey's ship is the real issue, able to launch rocket barrages which will damage every player on the field. Move a player next to the middle turret, and activate it, to keep the ship from getting a targeting lock on the group.

These large Prototype Droids come as a set, both with the special ability Simulation Mode. Simulation Mode allows one of the two Droids to put up an invulnerable shield, and give the other one a small buff. Malgus has no significant AoE abilities during this period. You cannot interrupt this and cannot line of sight LOS it.

He will direct this at random party members and each tick hits for 1. This is essentially a soft enrage and you need to push Malgus off the ledge or you will run out of time eventually as your healers cannot keep up with the heavy group damage.

The way you push Malgus off is simple. You need two knockbacks that are timed perfectly behind each other while Malgus is channeling Force Lighting and only when he is channeling that spell. This is because when he is channeling force lighting, he is susceptible to knockbacks and when he is not channeling it, he is immune to them. You must coordinate these knockbacks so they are consecutive and they land while Malgus is channeling. Failure to do so will cause Malgus to unleash a huge AOE that will wipe out your group, leaving possibly only the tank alive.

There is a buff on Malgus shortly before Malgus casts Unlimited Power. It has the same graphic icon as Unlimited Power and serves as an early warning.

Also, Malgus have a hard enrage timer so if you do not push him off quick enough he will wipe out the group. Here is a video of the Hardmode fight, first video is a very short clip showing you how to push off Malgus. Just pugged through a heroic last emperor and 1 shot our way through everything despite never running the instance beforehand.

From one healer to another, tyvm for this guide! Hi there, HK… Do you have any tip when use cure to clean this killing debuff after stealth phase? But sometimes its like on your movie — blue one — its really hard to cure. Its frustrating, because without this stupid debuff whole this fight and fp is soooooo easy… Healer can be almost like dps….

Just make sure everyone stack together and drop AoE right on top of you party so that HK will take AoE damage when he comes near and breaks out of stealth.

After we learned this trick we never had to cleanse again. You can really trivialize the amount of healing required on the boss fight with the two Prototype Droids by pulling them far apart from each other. This may be a useful for strategy to consider for hard mode, particularly in groups with lesser geared players.

The tank should run in and build up threat until one of the droids enters Simulation Mode. At this point, he should run back the way the party came from towards the elevator with the active droid in tow and the rest of the party should follow!

You will need to run back and forth between the two droids as they enter and exit Simulation Mode, but as far as I can tell there is no enrage timer did this with 2 players and 2 companion healers, so the DPS was really low! Actually I wanted to write a bit on that as well. The above strategy is counterproductive because of one thing.

So if you keep everyone close and in that zone it makes fighting very very easy as only active droid attacks tank and he does not hurt you at all. Interesting, I did not know about this dead zone, thanks! Should help when my republic char get to 50 hehe as this fight is hard to heal otherwise. Another strategy for this is to tank the bosses near the doorway to elevator, and when one becomes shielded, hop around the doorway and line of sight it. Then when the one you are fighting becomes shielded, hop around and start attacking the other one while line of sighting the shielded one.

It becomes a very trivial fight. And another tip for fighting HK. I was testing watchman that is a dot tree for sentinel and in our fight HK cloaked only once. Seems like when he has a dot on him he can not cloak at all! Group wipe. There is a lot that you can do to make the Sith Entity bonus boss fight easier, and mostly it has to do with managing timing. The adds also always spawn in the same place every time, on the square where the Entity was initially floating.

The ranged add spawns on the rear left corner of the circle, and spams Force Lightning and will not move unless moved with an ability Harpoon, knockback, etc. Healer add spawns on the back rear corner, spams Benevolence and a weak instant lightning attack that I barely noticed when healing, and will also not move unless moved.

The DPS burn down the healing add, then switch to one of the other adds melee if you have any melee DPS, ranged otherwise , then just work down the remaining add with their free attacks. Once the adds are down and the boss Sith Entity reappears, let the tank get aggro, then pop your cooldowns and burn the boss as hard as possible before the next add phase.

If the boss does reach enrage and it probably will if you still need gear from FE , the tank should kite and buy time. Slow-roll the adds, hard burn on the boss, kite when he enrages. Your well-geared DPSers should save their offensive cooldowns.



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