Odinsbeard Posted January 14, 2012 Share Posted January 14, 2012 (edited) Couldn't kill him with a jedi shadow, sentinel, scoundrel, vanguard party, only option was to have the vanguard suicide off the ledge and harpoon the boss down with him, but if you do that the vanguard doesn't get any loot Edited January 14, 2012 by Odinsbeard Link to comment Share on other sites More sharing options...
Trineda Posted January 14, 2012 Share Posted January 14, 2012 Hello everyone, We recently updated the 1.1 patch notes in the Public Test Server forum. There are some upcoming changes listed for the False Emperor: The False Emperor Tregg no longer immediately initiates his whirlwind attack after leaping to a player target. Players now have more time to react and avoid whirlwind damage. Corrected an issue that caused Jindo Krey to randomly target players with his blaster attack. He now focuses those attacks on his primary target, making him “tankable” as intended. Players can now acquire special Pulse Grenades outside of Darth Malgus’ throne room. These grenades aid groups lacking knockback abilities in defeating him. Link to comment Share on other sites More sharing options...
pavarotti Posted January 16, 2012 Share Posted January 16, 2012 Thank you, Trineda! Link to comment Share on other sites More sharing options...
Gvaz Posted January 16, 2012 Share Posted January 16, 2012 Hello everyone, We recently updated the 1.1 patch notes in the Public Test Server forum. There are some upcoming changes listed for the False Emperor: "Instead of fixing it so players all have knockbacks, we'll add an easy to implement mechanic where those players can use grenades" - Bioware 2012 Link to comment Share on other sites More sharing options...
Darthneubauer Posted January 16, 2012 Share Posted January 16, 2012 Couldn't kill him with a jedi shadow, sentinel, scoundrel, vanguard party, only option was to have the vanguard suicide off the ledge and harpoon the boss down with him, but if you do that the vanguard doesn't get any loot shadow and scoundrels both have knockbacks.. Link to comment Share on other sites More sharing options...
tehdonno Posted January 16, 2012 Share Posted January 16, 2012 "Instead of fixing it so players all have knockbacks, we'll add an easy to implement mechanic where those players can use grenades" - Bioware 2012 Why should all classes have knockbacks? That would be a worse fix. This is the best way to keep the mechanic, which is well designed if I may say so. Link to comment Share on other sites More sharing options...
Soljin Posted January 16, 2012 Share Posted January 16, 2012 (edited) We made his HP = 0 He fell over and died Yeah after wiping about 5 times because the 2nd Kb would not work.... he went into a solo phase with me I popped a pot and got him to one percent....when he let the others go and was about to hit the lightning channel...we killed him first. Loot chest dropped fine. Edited January 16, 2012 by Soljin Link to comment Share on other sites More sharing options...
kobesteve Posted January 16, 2012 Share Posted January 16, 2012 Add Heavy Shot to the knock backs Snipers have and we have 2 Tanks with known working knockbacks: Snipers/gunslingers: cover pulse . Link to comment Share on other sites More sharing options...
SoldieroftheOne Posted January 16, 2012 Share Posted January 16, 2012 This is mute now. They are patching in getting knock-back grenades at the beginning of the encounter. Link to comment Share on other sites More sharing options...
Woyto Posted January 16, 2012 Share Posted January 16, 2012 Easily doable with only one knockback. You just need a tank with a brain position the boss intelligently. Link to comment Share on other sites More sharing options...
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