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HM Mandalorian Raiders bonus boss - to kite or not to kite...


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Anyone noticed some weird recent change of the difficulty of this fight? I remember usualy strategy pre 3.0 was tanking him back to wall and taunt him back when he jumps away. Only healer//DPSs had to worry about red circles since the tank could eat them without any issues.

 

I recently noticed on both my tank and healer this strategy no longer seems to be very successful. The tank now takes insane damage that is very hard to heal through, so it seems he now has to kite the boss around as well.

 

Did i miss something, have i gotten much worse or was there indeed some change?

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The damage of a lot of enemies brutally went up after 3.0, to the point where level 55 HMFPs are probably impossible to complete with the recommended gear and level. At level 60, you can still afford to facetank Gil, though maybe not with anyone...
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I haven't noticed changes in other flashpoints, i am still able to heal/tank any other HM55fp fight in the same way, just this one seems much more hardcore.

 

btw: I think some of them were a bit overtuned for recommended tier of gear even before 3.0, for example hm labs/hm meltdown would be very very hard with a full group in 148 gear. Most likely not puggable.

Edited by PanVlk
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Anyone noticed some weird recent change of the difficulty of this fight? I remember usualy strategy pre 3.0 was tanking him back to wall and taunt him back when he jumps away. Only healer//DPSs had to worry about red circles since the tank could eat them without any issues.

 

I recently noticed on both my tank and healer this strategy no longer seems to be very successful. The tank now takes insane damage that is very hard to heal through, so it seems he now has to kite the boss around as well.

 

Did i miss something, have i gotten much worse or was there indeed some change?

 

I haven't tried this boss post-expansion, but I never saw a tank try to eat the red circle pre-expansion either (unless the tank was an Assassin with Force Shroud to negate the damage).

 

The strat I always saw and performed was this: DPS/healer stand 20+ meters away from the tank, and the tank always remains stationary with his/her back to a wall. When the boss jumps to someone else the tank taunts back immediately, so the boss spends the entire red circle duration harmlessly running back to the tank and no one gets hit with the aoe. Obviously the fight was always much more difficult with 2 melee DPS.

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I just healed this yesterday and the group make up was 3 melee and my sorc in dps gear healing it. They should stood there and took the red circles the entire fight while I healed them through it. It was a bit hairy but the three pugs didnt seem to care to stay out of the red.

Side note on the last boss fight one of the DPS tried to push the boss before the turrents so I can see why he didnt want to stay out of the red:-)

 

I knew it was going to be an interesting run when I had to tank several mobs in the first few pulls while the tank and other dps went for the stronger targets first and no Tank guard was used.

Edited by GrimWulf
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I did it few weeks ago. Nice run. Everyone was level 60. Tank kept boss in one spot and others just avoided red circles.

 

What we got at last boss was a bit interesting. Boss had enough time to jump to first platform with turrets. We destroyed the two turrets and killed boss there and healer got focused by 3 (yes, three) sets of turrets. "This doesn't even hurt!" :D

Edited by Halinalle
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