Difficulty: Moderate
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- Gark the Indomitable
Difficulty: Very Easy
Grak is a very easy boss, but I'll go over his mechanics anyway. Firstly, have your tank aim him away from your group, as he has a frontal cone AoE. Second concern is the adds he spawns, they are weak, and don't hit terribly hard, but shouldn't be allowed to stack up, make sure DPS are killing them. Finally he has 2 not-so-worrisome mechanics, the first being that he will knockback the tank on occasion, and the second being that he will randomly stun players for a short duration.
- Velasu Graege and Drinda-Zel
Difficulty: Easy
Velasu stands with his Jedi partner Drinda-Zel, near the force shield leading into the mines. Drinda is fairly weak has few mechanics, and so should be killed first, also killing Velasu second postpones the most annoying mechanic of this fight (the turrets) until later.
Graege knocks melee targets away every 15 seconds or so, just cause we all know bosses like to annoy melee, he also occasionally stuns ranged. Other than that he just spams snipe, which can be interrupted. After a short time, Graege will call four turrets to aid him, they spawn continuously on top of one another until Graege is defeated. You can either heal through the increasing damage, and burn Graege quickly, or turn and burn the turrets whenever they spawn, both tactics are viable.
- Crystal Cutter Droid
Difficulty: Very Easy
Crystal Cutter droid cannot be interrupted or crowd controlled, nor can his elite friend. Kill the elite (gold) droid first, then burn the Crystal cutter.
- Krel Thak
Difficulty: Hard
Krel Thak is quite hard not due to the boss himself, but rather due to his adds. Every 30 seconds Krel will flashbang the entire party (this can be avoided with anti-CC abilities or broken using the PvP CC break), and summon 4 adds. They are normal mobs and have little health, but hit ridiculously hard, these should be stunned if possible and dealt with quickly, if at all possible always have some kind of cooldown ready for this phase.
For a short time after summoning adds, Krel will have a proximity probe buff, making any melee attacks cause damage to the attacker and knock them back, as such melee should avoid using AoE attacks to kill his adds.
Krel has a fairly strict enrage, so while his adds take priority, make sure that your DPS switch quickly once they are dead.
- Guid Patriarch (Bonus Boss)
Difficulty: Very Easy
The patriarch only had 1 mechanic, he will periodically use "rampage" which causes crystals to fall from the ceiling, avoid these crystals, and just burn the patriarch. The only real worry in this fight is his enrage, so make sure your DPS can do half decent damage.
- Darth Seravin and Queneth Li (Final Boss)
Difficulty: Moderate
Kill Queneth first in this encounter as she breaks CC constantly if you try to control her. If left alone she will heal both herself and Seravin making it difficult to beat the enrage timer. Interrupt as many of Queneth's heals as possible making doubly sure to catch Salvation as it is the most significant of her heals (on a 30 second CD).
Once Queneth is out of the picture, you can focus attention of Seravin. He casts DoTs on his primary target, and throws crystals at random targets, neither of which can be prevented, and must be healed through, he also occasionally will stun his primary target, which again cannot be prevented. On the interrupt side of things, he uses 2 attacks that can and should be stopped to help reduce damage; namely Dark Blast (single target attack aimed at the tank) and Charged Explosion (large damage AoE), with Charged Explosion interrupts taking priority.
There is quite a lot of damage in this fight, but other than interrupts the mechanics are pretty much non-existant.
Tier Loot: Columi Off-Hand Token