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Battle of Rishi Final Boss Master Mode Strategy


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Was attempting this with friends last night, we managed to get the final boss - the big robot thing that uses orbital strikes and electrical megastorm and summons adds, forget the name - down to 24%, but we always get wiped for one reason or another. We were having trouble with dispatching the adds quickly in particular. Our party is Jedi Shadow, Jedi Knight, Smuggler, Jedi Sage.

 

Also is there a time limit? On one attempt, we were doing really well, then all four of us got 1 shot simultaneously.

 

Anyone got a good strategy for this fight?

 

Any help is much appreciate

 

Live long and prosper

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If you surviving the storm and are using the consoles and avoid blue circles and squares, it will most probably be a dps problem. Go to vulkk.com and read class guides, maybe you want to practice your rotation on the dummy with starparse. The more time passes in this fight, the harder it gets. Count the add waves the boss summons. Very good dps kill the boss before or during add wave two, majority of players see three add waves, everything above that is bad dps.

 

you find on vulkk.com a complete guide for this flashpoint too.

Edited by SoontirMorillo
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there is no enrage timer for this boss.

if you get one shot its a wonderful flagging / lag issue. the blue cross sometimes isnt displayed correctly which happens if the person with aggro is moving while the game flags the players positions for the cross. if it overlaps with the orbital multistrike there is nearly no way to avoid that.

 

but all in all its dont stand in stupid, kill the adds asap. if the tank moves away from the walker the walker will go in range mode and deal significantly more damage. if the tank needs to grab the adds its strongly advised to use a very good melee range def like sabre ward or deflection. vanguards / pts can drop riot gas and use an additional cd.

dps players should also use defensives when engaging adds aswell as the healer should always pop a defensive cooldown when the adds spawn.

if the nasty group of approximately 8 adds spawn the healer will most likely get a lot of bleeding effects which can be cleansed.

the elites can be cc'd and will die in the electrostorm thingy.

dps isnt really needed the only thing is the longer the fight lasts the wider the cross gets.

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If you're not already doing: I always guard the healer in this fight. And you can hear from the sounds of a spaceship (right after the Reinforcement-Cast) from which direction adds will spawn, it helps to orientate and kill them quicker. You can also try to push them from the plattform. Otherwise the tank should try to bind them quickly (AOE, mass taunt).

Wait until the explosions of the blue cross are done, before you run into the place where it was.

Use the same console in the phase when you have to hide, so you can use your group heal. Also try to safe your Forcespeed/Hold the Line(with this you can negate the pulling)/roll/blade blitz etc to reach the console quicker after the boss pulled you in.

The fight is also a lot easier with range DD, if this is an option for you. Because with two melees and a tank standing next to the boss, there's a bigger chance that someone runs into a blue void while running out of his own ;)

Hope it is helpful.

Good Luck

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I'd suggest that the BoR final boss mostly requires that the players, especially the DPSs, be experienced with using their own defensive skills and avoiding boss (and add) damage as much as possible. BoR is one of those (many) times when the tank and DPS can't just go in bashing away while relying on the poor overstressed healer to keep them alive. Edited by JediQuaker
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I find it's orbital strike, combined with add damage, that tends to kill players.

 

If you're healing, focus the boss, so you know when the orbitals will start, just keep moving during that stage, and also see when it summons the adds so you can be ready with your dcds/big heals.

 

Mdps are fine, but they do have to be good mdps who know when to move to avoid damage, and not keep blindly doing their rotatation.

 

As for ranged dps being better, I haven't really noticed that. I find a lot of fights where players claim it's easier with ranged dps, can be done just fine with 2 good mdps. Although having an off-heal dps is handy for those times when the healer bites the dust.

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Make sure whoever has aggro on the walker boss doesn't move out of melee range and the rest of the group won't get constantly rocketed to death. With the adds ya just gotta be quick you can have the tank pop out to taunt or something then get right back in on the walker while your dps melt the adds. They usually die pretty fast when Im in there. Now trying to find a group willing to try the bonus boss is the real challenge in there:P
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