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Thread: KPs Fabricator

  1. #1
    Drone
    Join Date
    Mar 2012
    Posts
    28

    KPs Fabricator

    Hi guys, just hoping to get some info from you guys on KPs Fabricator
    I have never got past this boss whether in pugs or guild runs, and its frustrating me to no end. I have watched countless u-tube vids, read heaps of forums/blogs and the like and still struggle.
    Our guild runs are done in all members full columi gear or better on story mode.
    Questions
    1. Do you need 2 tanks to get past Jorn & Sorno as some guides say Fab dont need 2 Tanks
    2. Can a single tank get healed thru Fab
    3.Is it a MUST to have 3 ranged
    4.How many ppl need be moving puzzle
    5.Is the off tank need be a tank or just a tank class with taunts
    6.the 3 flames do diff de-buffs on Fab, do you need use all, only 2, which 2

    I would be very grateful for any help on these questions and any other info you could give me

    Thanx in advance
    Roxsta

  2. #2
    Drone
    Join Date
    Apr 2012
    Posts
    8

    KPs Fabricator

    We run it with 2 tanks 2 melee 2 heals and 2 ranged. And we keep the fab on the first fire thing. The tanks get stacks on them and they will have to take turns tanking the fab when the hit 5 stacks. The puzzle is easy when 3 people are up there healer on far right then a melee on the middle and a ranged or what ever on the far left. The healer should be able to heal every body on the bottom with being on the top right. May I ask you what server your on?

  3. #3
    Drone
    Join Date
    May 2012
    Posts
    27
    I don't know a ton about the fight, but when our guild runs we keep him on the right, and burn him. We have 2 ppl up top running consoles, the healers positioned so they ain't get stunned, and 1 tank. He's a rakata geared assassin, and my Bodyguard is half rakata half coulmi and he's a piece of cake to heal. We have never wiped when I have run it with my healer and the assassin.

  4. #4
    Drone
    Join Date
    Mar 2012
    Posts
    28
    im on dalborra , australian server
    and to clear up, you just fire another blast without the droid underneath? just fire empty and no kiting

  5. #5
    Drone
    Join Date
    Apr 2012
    Posts
    8

    KPs Fabricator

    You have to move all the pieces of the screen then re stack them as fast as you can. No kiting nessacerry

  6. #6
    Ensign
    Join Date
    Feb 2012
    Posts
    53
    On story and nightmare mode you need 2 tanks. On hard mode only 1 is needed to be there. The reason is, he'll be putting huge armor debuffs on your tank that cannot be cleansed, they just gotta fade with time, so as 1 tank gets a lot of stacks you do a tank swap.

    What we do, is have 1 tank on the right right area, and another ready to pull aggro on him on the other side of the markers. With good burst dps, its a cake walk. Just make sure you have your console people up top practice getting it right up before it starts. And I wouldn't put melee on the middle console, I'd put ranged there so he can contribute dps. 2 tanks are needed, not just a class with a taunt, they'll never be able to hold aggro long enough to have the main tanks debuffs wear off. All 3 flames on story mode do the exact same thing, so to avoid dps loss due to moving and dealing with more probes, just plant him on the right.
    Last edited by FalseHope4829; July 15th, 2012 at 07:50 AM.

  7. #7
    Drone
    Join Date
    Feb 2012
    Posts
    6

    might help

    our kp setup is 2 tanks , 2 healers, 2 melee, 2 ranged. seems we doing the puzzle boss a little bit different. on the puzzle we stick both the melee's and a healer to move the pieces (healer in the middle), and have the ranged focus on dps the boss and the stun droids when the spawn (in hm/nightmare just dps the boss since we use all 3 flames),

    In normal mode we use the right and middle flame thingy and kite him back and forth , and switch tanks after each burn out - this gives the time for the stack on the tanks to go away. since we have ranged on the boss we dont have much of a dps loss. the ranged we stack up on the middle platform in the corner so the proximity droids don't hit em.

    in hm mode we do the same basicly - but we found out having the ranged on the floor hugging the back wall made it easier for them to reach the boss all the time, and we use all 3 fire thingy going from right to middle to left - back to right one again, if the puzzle is managed in a timely fasion the droid are not a problem at all.

    nightmare mode more or less the same , we did at one point pull down a melee for the extra dps - but is also a trade off on moving the puzzle, so we went back to the normal routine once we got the dps up.

  8. #8
    Drone
    Join Date
    Mar 2012
    Posts
    28
    I like the idea of only the tanks near the boss as it would mean a lot less heal intense, but the problem our guild has atm is a lack of ranged dps, let alone solid range dps which I asume you would need to beat the rage timer. thanx for all ur help guys, we gonna try again this weekend and ill post what we tried and what worked for us

  9. #9
    Drone
    Join Date
    May 2012
    Posts
    3

    Lack of Range

    It took my guild several wipes before we could beat the Fabricator Droid, and several more before we mastered it in Story Mode & Hard Mode. We also suffer from a lack of ranged, but even still this boss is very doable.

    Our usual group contains - 2 healers (Merc & Sorc) - 2 tanks (Juggs x2) - 3 mPDS (Marauder x2, Assassin) - 1 rDPS (Sniper).

    First off, we put three people up top to work the puzzle - typically a healer and the two least geared mDPS players. The healer stands in the middle to keep others up top alive. Ideally, each of these people would have a knockback. I believe the key to beating this boss is rapidly solving the puzzle and activating the flame jet. This not only provides a debuff, but each hit also does 10K+ damage. We keep the droid on the right side of the room.

    Before engaging the boss, I would highly recommend the puzzle solvers run through the puzzle a few times to ensure they are quick and efficient.If I am counting right it takes 8 movements to solve the puzzle, which means 16 clicks. I think you should target at least 2 solves per minute.

    As far as solving the puzzle, you should be able to stand in front of the consoles which keeps you out of the range of the mine droids that spawn, but it is close enough to allow you to click the console. Once more than 2 mine droids spawn it can be tough to click the console so the knockbacks are nice. If not, you may have to reposition your camera to make sure you can click the consoles.

    If you have a rDPS, this player can stand in the small alcove behind the boss without taking damage except for the occasional grenade blast. This allows your healer on the ground to focus on the tanks. Even mDPS should be able to attack the boss without taking damage from the fire blast from the puzzle.

    I believe the healer can stand in the back corner of the room, which is out of the way of all of the droids that spawn yet allows them to reach any of the ground-floor players. (I am not positive on this, I will check with my guild and update if this is inaccurate.)

    Once you get this boss down he becomes pretty formulaic and easy, but the first kill is definitely really tough. Good luck.

  10. #10
    Private
    Join Date
    Dec 2011
    Posts
    124
    Oofalong is 100 correct. We've run sm, hm, and nm many times with that strat and its flawless

  11. #11
    Drone
    Join Date
    Mar 2012
    Posts
    28

    YAY (kind of)

    Hi guys
    Well here is my results update. We ran it as suggested by the majority, we did not kite the boss at all, left him on the right. We used 2 tanks to swap taunts every 5-6 stacks of dmg de-buff. we mainly had melee dps and a sage/sorc healer. up top we had a sage/sorc dps troop/BH healer and 1 sent/warr dps. the sage up top would do console and cycle thru 1 set of applying dots and then back on console, troop heals (me) on middle and sent on left. We wiped here a few times with the boss steadily dropping lower with each attempt where we would tweak a little. We found we would burn the boss very fast and he would get flamed b4 his de-buff wore off. We then put the last sent dps on floor and me (troop heals) doing consoles left and mid and sage on right. with the concuss charge of my troop to move some mines and my shield/ self heals for any others we smashed that beast on our 4th attempt with much cheer. thanx heaps to all who posted your feedback has been great.

    as to the kind of in title, it got to late and we wiped a few on Karagga and had to call it for the night.

  12. #12
    Drone
    Join Date
    May 2012
    Posts
    3
    Good to hear you got. He becomes much easier the next time. You should also try to coordinate your damage increasing abilities when he has the max debuff, which includes the fire form the puzzle as well as any character inflicted ones. For instance, I am a SW Marauder and I use Bloodthirst which increases damage by 15%. I activate this right after one of the burns.

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