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Voss Star Fortress


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I'm trying to do the voss sf solo and I'm stuck on the fight with the exarch. I was able to beat the belsavis and tatooine exarchs by running away and letting them focus on my companion while i spammed them with heroic abilities (I only have 3). This one constantly heals himself and doesn't care about my companions existance which makes trying to beat him pointless. I have the 4 as buffs from the computer at the beggining of the sf but i found out that there are also alliance abilities for the star fortress? How do i get access them? And does anybody have other advices?
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I don't think there are "alliance" abilities to help with Star Fortresses, but there are a few special abilities that you can get (I think) by doing the story mode. I don't recall what they are or how to get them, but I'm sure you could google it. 🙂

 

Apparently there are abilities that you can get by finding some things. There's a Turret, interrupting grenade and 2 other things.

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There are, indeed, special abilities that, by how you acquire them, might merit the name "Alliance Abilities". I don't think I've ever heard (read) anything using that name before, though.

 

Anyway, the way to get them is the following:

 

1. Run Heroic missions to collect Locked Alliance Crates (not sure of the exact name, but they are locked, and they are for the Alliance.

 

2. Take these to your Alliance Specialists (Hylo Visz, Bey'wan Aygo, Dr Oggurob and Sana Rae) in the Alliance War Room instance on Odessen. Each crate you give one of them raises that one's Influence by +500.

 

3. Get them all to rank 10 influence. More than that isn't necessary.

 

4. Begin the fortress again, and along the way, you'll be able to meet Zakuul Knight Paladins. They are well 'ard, and take a lot of killing, but they are just the sort of enemies that you have to hit until they fall over, no mechanics or nonsense like that. Each Paladin defends a blue-clickable crate that gives a bonus ability (in the temporary ability bar) that depends on which of the Specialists placed it.

 

Probably the most useful of them is the one that Bey'wan Aygo gives you, a freestanding turret. It shoots nearby enemies and generates huge amounts of "threat" / "aggro", drawing the enemies' attention onto the turret instead of onto you or your companion. Put yourself somewhere else during the time the turret remains active and beat on the Exarch from there. If you aren't hurt and your companion isn't hurt, but the turret has taken damage from the Exarch beating on it, your Heal mode companion will heal the turret for you.

 

And interrupt the Exarch's self-heal. You'll see it on his cast bar, so you interrupt it before he can finish it.

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There are, indeed, special abilities that, by how you acquire them, might merit the name "Alliance Abilities". I don't think I've ever heard (read) anything using that name before, though.

 

Anyway, the way to get them is the following:

 

1. Run Heroic missions to collect Locked Alliance Crates (not sure of the exact name, but they are locked, and they are for the Alliance.

 

2. Take these to your Alliance Specialists (Hylo Visz, Bey'wan Aygo, Dr Oggurob and Sana Rae) in the Alliance War Room instance on Odessen. Each crate you give one of them raises that one's Influence by +500.

 

3. Get them all to rank 10 influence. More than that isn't necessary.

 

4. Begin the fortress again, and along the way, you'll be able to meet Zakuul Knight Paladins. They are well 'ard, and take a lot of killing, but they are just the sort of enemies that you have to hit until they fall over, no mechanics or nonsense like that. Each Paladin defends a blue-clickable crate that gives a bonus ability (in the temporary ability bar) that depends on which of the Specialists placed it.

 

Probably the most useful of them is the one that Bey'wan Aygo gives you, a freestanding turret. It shoots nearby enemies and generates huge amounts of "threat" / "aggro", drawing the enemies' attention onto the turret instead of onto you or your companion. Put yourself somewhere else during the time the turret remains active and beat on the Exarch from there. If you aren't hurt and your companion isn't hurt, but the turret has taken damage from the Exarch beating on it, your Heal mode companion will heal the turret for you.

 

And interrupt the Exarch's self-heal. You'll see it on his cast bar, so you interrupt it before he can finish it.

 

Yes yes. That's what i was talking about. I already have influence 10 with the specialists, like i said, i got the buffs from the specialists accessed by the computer.

 

So I won't exactly have to search for the crates? I'll know that one is in the area by a paladin being there too? Also i'm guessing the paladins have a similar mechanic to the regular sf knights where the one with a single saber is the most op?

 

The turret will definitelly be helpfull but i heard (read) that one of them is a grenade that will intereupt? That should be helpfull too.

 

And before i try again i should probably get more heroic abilities and the ability for getting a character to light 5. And probably get a melee companion to a high influence because my lana is only 20 and my 41 hk isn't that good against them.

 

The thing about interrupting it is that i'm playing as a juggernaut and i only have a single effective interrupt. Force push and other attacks that interrupt ordinary enemies obviously don't work on the exarchs.

 

And i should probably use the tactic of breaking the windows and letting the exarch commit suicide by standing in the area.

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You have to click the computer terminal at the start of the star fortress first.

Then you have to find the 4 individual clicky items to get the specialist help.

 

I can't remember how many levels/floors the SF have exactly, should be 4, it has been a while since I did them. But you should find 1 specialist terminal thing in the miniboss room in each level/floor and get all 4 specialist help items before you enter the sun reactor section.

 

Turret and the emergency heal thing are the most useful in boss fight, if you find the two, you can skip the other two.

Bring a lv50 ranged companion with you, they heal better then melee ones, as other ppl had suggested in other post and my own experience: Scourge can't heal through my JK (306 gear with the Fearless set) but T7 can.

Edited by eabevella
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Yes yes. That's what i was talking about. I already have influence 10 with the specialists, like i said, i got the buffs from the specialists accessed by the computer.

OK, cool.

So I won't exactly have to search for the crates? I'll know that one is in the area by a paladin being there too? Also i'm guessing the paladins have a similar mechanic to the regular sf knights where the one with a single saber is the most op?

The Paladins, if memory serves are gold-and-white star Champion level enemies, but apart from that they are all like extra tough one-sabre Zak Knights.

The turret will definitelly be helpfull but i heard (read) that one of them is a grenade that will intereupt? That should be helpfull too.

Yes, that's right. The grenade is probably the second-most useful behind the turret.

And before i try again i should probably get more heroic abilities and the ability for getting a character to light 5. And probably get a melee companion to a high influence because my lana is only 20 and my 41 hk isn't that good against them.

Rank 20 is a bit low, although this picture https://i.imgur.com/TZh9uQu.jpg is from when my Telekinesis Sage went through Nar Shaddaa (where the Exarch has a smaller self-heal) with Nadia (also one-weapon melee) at rank 23. The corpse in front of my character is the Exarch. (Note also the last turret Ixaltara placed, to the right beyond Nadia.)

 

And no, 306's aren't necessary. At that time, Ixaltara had only 304s, and no meaningful set bonus or tactical either.

The thing about interrupting it is that i'm playing as a juggernaut and i only have a single effective interrupt. Force push and other attacks that interrupt ordinary enemies obviously don't work on the exarchs.

He doesn't cast the self-heal often enough to be a bother, especially when you take into account that using an interrupt on an enemy's ability adds several seconds to the ability's cooldown.

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Bring a lv50 ranged companion with you, they heal better then melee ones, as other ppl had suggested in other post and my own experience: Scourge can't heal through my JK (306 gear with the Fearless set) but T7 can.

Rank 50 ranged isn't necessary, and 306 with set bonus isn't either. See the screenie I linked in the post above, where my TK Sage (wearing 304s with two pieces of The Victor) stomped the Nar Shaddaa Exarch with a rank 23 one-weapon melee healer companion.

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Bring a lv50 ranged companion with you, they heal better then melee ones, as other ppl had suggested in other post and my own experience: Scourge can't heal through my JK (306 gear with the Fearless set) but T7 can.

 

Well I have HK-51 on influence 41 but when I used him while fighting the belsavis exarch he really wasn't that helpfull and my level 20 melee was much more usefull since she also distracted the exarch from me. Tho it might just be that HK is that bad, unfortunatelly. Maybe H2-WF or Pierce would work better.

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Rank 50 ranged isn't necessary, and 306 with set bonus isn't either. See the screenie I linked in the post above, where my TK Sage (wearing 304s with two pieces of The Victor) stomped the Nar Shaddaa Exarch with a rank 23 one-weapon melee healer companion.

 

This is not about what *you* can do, there are many people who have done this with much lower gear and much lower companion level, but what could be relatively easily done to make it easier for the op: a ranged and lv50 companion who is more helpful even when your toon is maxed up.

 

Well I have HK-51 on influence 41 but when I used him while fighting the belsavis exarch he really wasn't that helpfull and my level 20 melee was much more usefull since she also distracted the exarch from me. Tho it might just be that HK is that bad, unfortunatelly. Maybe H2-WF or Pierce would work better.

 

Personally, I prefer the Exarch focus on me, because unlike my companion, I know when to pop a dcd and walk out of stupid. This way my companion could put full effort on healing me, and I don't have to worry about my companion dying of stupid. But if you feel more comfortable with the melee companion, it doesn't hurt to level them up a bit, since they are less easy to be killed at higher level.

 

PS: I always find it cute that Lana likes that pickled aric tongue you can get from the jawa vendor because it sounds like the kind of junk food you would eat while watching netflix lol

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This is not about what *you* can do, there are many people who have done this with much lower gear and much lower companion level, but what could be relatively easily done to make it easier for the op: a ranged and lv50 companion who is more helpful even when your toon is maxed up.

Fair point, although it wasn't clear from what you wrote that it was "it will be easier if you bring ..." type of advice.

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