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How to kill Jarg and Sorno in HM?


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Hi guys, thank you so much for the tips on bonethrasher, now we're on Jarg and Sorno.

Please don't hesitate to throw any advice and experience you have.

 

do you cc the droids come out? or kill them?

 

our team composition for this run happening right now is:

vanguard main tank, guardian off tank/DPS switchable,

sage heal, commando heal,

sage DPS, commando DPS, shadow DPS, sentinel DPS

Edited by seektravota
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This can be done with two tanks, the one with faster cd for interrupt is on Sorno and 1 dps(if you need 2 it can be done).

 

Sorno's unload should be interrupted if you have 2 dps or have a dps swap to to interrupt it if your tank gets too many stacks.

 

Jarg's easy but a pain, he will pull the raid to him then do flame sweep as soon as your pulled it's best to run away.

Only thing I remember having to cleanse is a DoT put on random party members, doesn't tick for much but can stress the healers out if too many DoTs are up.

 

They jump to the middle every so often then stay there, Carbonizer probes NEED to be dps ASAP if someone is trapped. Mostly tanks get targeted then Jarg will bounce around, if given the chance can cause a lot of damage or pull you all in for an easy flamesweep.

 

Sorno goes into a missle salvo phase, Just avoid the purple circles and dps Jarg.

 

Now how this works is when one dies they enrage, you take Jarg to about 10-15% then kill Sorno then back to Jarg.

 

This fight should give you no problem compared to Bonethrasher.

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do you split in 2 groups?

like range dps on one boss melee dps on the other?

 

Best to keep your ranged where they came in from: also move as a group out of AoEs from Salvo, if you have a sage healer that uses Salvation they will love you for this. Just move back and forth between part of the room and stay away from the middle of the room unless you're melee.

Also only use Salvation after Salvo is over.

 

Likely best to keep Melee on Sorno if you have 1-2 of them.

Edited by Ainrehtea
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This can be done with two tanks, the one with faster cd for interrupt is on Sorno and 1 dps(if you need 2 it can be done).

 

Sorno's unload should be interrupted if you have 2 dps or have a dps swap to to interrupt it if your tank gets too many stacks.

 

Jarg's easy but a pain, he will pull the raid to him then do flame sweep as soon as your pulled it's best to run away.

Only thing I remember having to cleanse is a DoT put on random party members, doesn't tick for much but can stress the healers out if too many DoTs are up.

 

They jump to the middle every so often then stay there, Carbonizer probes NEED to be dps ASAP if someone is trapped. Mostly tanks get targeted then Jarg will bounce around, if given the chance can cause a lot of damage or pull you all in for an easy flamesweep.

 

Sorno goes into a missle salvo phase, Just avoid the purple circles and dps Jarg.

 

Now how this works is when one dies they enrage, you take Jarg to about 10-15% then kill Sorno then back to Jarg.

 

This fight should give you no problem compared to Bonethrasher.

 

i see, last attempt we tried to cc the droid, only to discover it's not cc'eable, this time we'll try what you say.

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In our nightmare modes we typically have two tanks. Our Powertech/Vanguard and ranged DPS (Mercenaries/Commandos) are on Jarg while our Assassin/Shadow and melee DPS are on Sorno. We also have two Sorcerers/Sages to heal the group. Few things to note:

 

1. Interrupt Sorno's heals. You may need an assigned interrupter.

 

2. Jarg and Sorno will occasionally assemble in the center of the room and pull people into Jarg's Flame Sweep. Simply run away. Melee and ranged DPS should be able to continue damaging their respective bosses.

 

3. Sorno will occasionally fly to the top of the room, shooting missiles into the ground which are indicated by purple circles. Dodge those.

 

4. While Sorno is on the top of the room, a carbonized probe will also spawn near the tank and freeze the tank until it is destroyed. At this time, the off-tank should taunt Jarg while all DPS destroys the probe. In hard and nightmare modes, another probe will spawn on the tank. Repeat once more until Sorno sets back down to the floor.

 

5. The goal is to kill both of them in roughly the same time. Killing one will cause the other to soft enrage. The ops leader should be watching the health of both Jarg and Sorno and have DPS switch targets accordingly. In our case, one of our two ranged DPS usually helps out Sorno halfway through the fight. At about 10% we initiate the burn phase for both.

Edited by xGBox
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Gratz, Foreman is also easy but is very intensive on healers.

The next boss has add phases and the boss goes into a Frenzy and hits faster and harder. If you have gunslingers They need to use the AoE bubble(forgot the name) near your tank and the tank needs to use defensive CDs and the Healer will most likely need to burn some as well.

 

He also Throws Rocks, just avoid the red circle.

 

After frenzy ends he charges a random raid member behind him DO NOT have the off tank taunt him, it's a small aggro drop that can be easily retaunted by the MainTank.

 

Adds will always spawn at the north end, Offtank picks them up and then dps aoe them down, smuggler aoe helps alot.

 

Be quick on when frenzies happen, if not then without cds popped your tank dies faster than a naked sage.

Edited by Ainrehtea
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One thing to note about the J&S encounter that I did'ent see anyone mention. The DoT that Jarg puts on (Flame DoT) does minimal damage, if you examine the tooltip however anyone suffering that DoT takes *additional elemental damage* .. this is why you *must* cleanse that DoT.

 

The Jarg tank gets the DoT applied very frequently, so generally our Jarg healer keeps the DoT off that tank and the *raid healer* keeps the DoT of the raid. The Sorno tank should be taking minimal damage if your interrupting unload everytime. In fact we use a DPS to tank Sorno since he's actually pretty trivial to tank. Interrupt his Unload / heals and your good.

 

The DoT has a very visable effect too (The player effected in on fire) so keep cleansing !

Edited by Demarcc
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I didn't see anyone mention, but 8 man is significantly easier than 16. After one hits 40% in 16 (both normal and hard) they start doing the 'my turn your turn' rail shot which is pretty hard to avoid. I guess you can cleanse whoever they target but we've found the best way past that is to burn both to 45, then take jarg down all the way and trade aggro on sorno during his enrage. I believe they still do the rail shot in 8 man but its not nearly as noticeable. It's almost always a one shot on lesser geared folks. It's also a pretty small arena for 16 so its harder to avoid their aoe's and ground plants. It's doable, just not as well balanced 8v16 imo.
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Hehe we used to do it the other way in HM, Take both to ~40% then burn Sorno down asap .. killing jarg after. In Nightmare tho we found that Jarg hit damm hard once Sorno went down so we adjusted and left 1 DPS on Jarg while burning Sorno .. this ment we only had to deal with him going ape-**** wild for around 18-20% ... tank CD'd and we were good.

 

16 tends to be more of a cluster-F all around. Its harder to see who had the DoT and like you say, the AoE is kinda nasty since you have limited room. Its all fun thought right!!!

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Just want to add our strat in case it helps. We use 2 tanks, OT being in DPS gear. All DPS (focus on Jarg first down to 3% health. Switch DPS to sorno after. DPS sorno down to 3%, split DPS between both and kill simultaneously. When both Carb probes come up, kill both instantly. Have the tank interupt heals, OT interupt the damage abilites, or Vice Versa. Jarg will randomly target people, just call out who he is on, and tank for a bit, then drop aggro. Save your CC break for when Jarg harpoons you. Stay out of the purple, and cleanse the DoTs off. We have no problem with this fight at all.
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Its always curious to see other strats - we use one tank for every boss in the game, and two sorc heals so things work differently. I MT on Jarg, letting him come to me to separate him from sorno. then I use saber throw and taunts on sorno every now and then to keep his attention divided (he doesnt hit hard). During the pull phase just stay out of his spin, it helps to keep the DPS active by switching to sorno for the duration. When the probes come the tank has to call it fast cause jarg can eat your healers if left loose too long, retaunt Jarg in between probes, since there is always two. We kill jarg first, then sorno, again around the same time.

 

I'd strongly consider dropping the off-tank, there are so few fights were you need one. 16man needs two tanks, but otherwise, single tank works best to beat those enrage timers. If you aren't versed in the puzzle boss fight in KP a second tank can help to get rid of stacks (we use an assassin DPS, just have him taunt for 10secs while the stack wears off the MT). Other than that fight, there is just no reason to even consider having two tanks - wasted DPS.

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our guild has gotten to the point to make the encounter a little more challenging we kill Jarg when they do their whole thing about plans and just tank the enrage on nightmare so its about 30% of enrage dmg to eat

 

This is what most guilds are doing in nightmare to avoid the one-shot of marking missile/railshot combo. It makes the fight easier.

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