Post by eoro on Aug 22, 2006 11:33:59 GMT -5
The following is my observations after several hundred HK runs. If you read this closely and play your game correctly, this guide will make HK relatively easy for you and one other person on a regular basis.
NOTE, the two professions currently recommended for this quest is Jedi and bounty hunter, mainly because of the expertise.
First boss; Taskmaster, Many people run into this battle with the wrong impression that the boss must die. The HK instance has very complicated AI and utilizing any "always" or "never" rule will get you killed fast, especially if you are in a small group. If you are a jedi that thinks that ranged weapons are a no no, you can stop reading now and save yourself alot of time. With this battle, ranged is your friend, not because it's overly difficult, but becuase the targets change so fast it will save you alot of running around. Stand on the walkway before the ground opens up and plug away with a carbine at any retainer that activates. They will eventually deactivate and another will pop up and start shooting. If you are in a group with alot of jedi, you will have the amusement of watching them all running around like chickens with their heads cut off trying to hit things while you are keeping damage on everything without moving. The reason the retainers must go first is because the boss heals every time you kill one. So if you stand there plugging away at him you will be there forever before he falls. If you want to try it, go in and focus on the boss only......then go again the next time and forget the boss until the retainers are dead...see which one takes longer.
Second Boss, Ak Prime, So the Taskmaster is dead. Now everyone in your group will most likely run in and start hacking away at AK Prime. While you hang back and shoot from a distance, you can watch with a certain degree of amusement as your fellow comrades in arms get hit with is area of effect attack and scramble to heal or cloak.....some will probably die. Instead, keep your group in the Taskmaster area (even if it's only one other person) and equip a rifle....not a carbine....a rifle. Run up to about 30 meters to get him to activate then run back to around 45 meters and shoot. Continue to shoot as you run (kite) all the way back to where your group is standing. As soon as you get within carbine range of your group, they need to plug away at AK Prime, and only AK Prime. When you cloak (or the jedi in your group that pulled him cloaks), every target that is attacking you will run back to the spawn area EXCEPT the one that your group is attacking. Meaning, as long as everyone attacked AK Prime and nothing else, the only one left will be AK Prime and you can stand there and wack away at him till hes dead......the retainers are a breeze after that. If the jedi pulling gets spooked and cloaks before anyone puts damage on the boss, everything will reset and it's time to wait for cool down timers and start over.
Third Boss; Forward Commander, This one is not as tough as many make out. With two its a bit of fight with these techniqes, with three it's pretty comfortable with 4 or more, it's pretty easy. Make sure everyone gets in there at the same time. Start on the first retainer that activates. It will be the first one in the first row on the left if you are facing the group. If everyone gets on him at that same time and stays on him, you should be able to kill him before the next one activates. If not, focus on one target.....I see alot of people splitting up and attacking multiple targets at once. I've gotten to the point where I pretty acurately predict who is going to die first. Keeping in mind that a target with almost no health hits as hard as one with full health, the goal is to eliminate one target at a time......or one damage dealer at a time. If you split your forces, you are hitting more of them, but taking longer to kill them while taking damage the entire time. Try to have your group focus on one target together until that one is dead. Once the retainers are dead, hit the boss for everything you are worth. Make sure that any profession that cannot break agro is far away when he falls.....I'll explain why later. If for some reason you just can't take him out, just start moving away and shooting at the closest target until you start taking less damage. If you have to cloak and the instance resets, it's not that hard to start over from that point. Better to run and give yourself another shot than to die. So everyone gets on the Forward Commander and he falls. The next step is to get the hell out of there. The reason you want to put him down fast is because now that he is dead, the instance for that boss will not reset, buying you much needed time. the reason everyone that cannot break agro needs to start running before the boss dies is because the jedi that remain will need to force run out back to where AK prime was. Once again, if you run back with a boat load of agro on your tail and someone is shooting at any target, when you cloak or break agro everything runs back except what your group is attacking. With that in mind, all non cloaking professions could create a small line at the AK spot to give the jedi somwhere to run and cloak.....rinse and repeat pulling a few at a time and you will cut through them like butter.
Fourth Boss, CY-M, This is the boss that many are after because he drops the master cloak. This guy is a breeze. If you have an overly zeleous member in your group that wants to run in and "gank" him, this is a good time to watch that player die. The bugs in this instance are really easy to kill, but hit for dispropotionate damage. Have one person run up to Cy-M, about 30 meters or so away so that he activates, run back as far as you can keeping him in rifle range (64 meters). Hit him with your rifle and watch in satisfaction as he runs right at you. Tell your other group members before hand to forget the boss.....this is important. What happens most times is players get what I call "boss goggles" and they go after the one that drops the loot and forget that they had a job to do. While CY-M is chasing the puller, several bugs will spawn and start the chase as well. If your team mates listen well, they will allow the puller CY-M to run right by them while they focus all their attention on the bugs. CY-M by himself is pretty easy. Once all the bugs are dead, everyone can focus on CY-M and out he goes pretty quick. Recent changes in this instance have mad it so that vehicles are no longer callable so run into the spawn area and Raid the rest of the bugs.
Fifth Boss; The Oppressor, This is the toughest boss in this instance. Inexperienced players will run in and try to wail away at him trying to kill him ("boss goggles") this is instant gauranteed death. First of all, designate a puller. Make sure it's clear so that no one messes up the system. Bring your group to the spawn area and run right by him. Keep going all the way to the next open area (not all the way to HK). This is where your group should do most of its fighting. The reason for the backward attack angle is because the retainers will follow you all the way back to the Taskmaster area from the other side. Alot less running from this side. So your group is in place and it's time to attack. Pull the Oppressor out with a ranged weapon and keep kiting him as far as you can. Tell your team memebers not to snare him.....let the puller snare him. Invariably, while pulling him out, one player will hit him with a snare while he is too close to the spawn area and then everyone can expect to start getting hit hard real soon. Let him run back as far as he will run, even if its all the way back to HK. Focus all firepower on him to get him to into a protective state as fast as possible. Once again, this buys you time. As long as he is in a protective state, the instance cannot reset. Here is the most important rule when dealing with this boss.....once he goes into a protective state, STAY AWAY FROM HIM! As soon as you get close, he reactivates and you will have no choice to but to break agro and let the boss reset. So he is protective now.......the designated puller equips a rifle and inches into rifle range at the closest retainer. A few shots and a kite and 2 to 4 will follow you back. The fewer you have at a time, the easier they are to manage, and remember, as long as one person is doing damage on a target, the puller can cloak (if they have the ability of course) and the rest will run back to where they belong, effectively lowering your numbers very quickly. Patients is key here. You have plenty of time as long the Opressor is protective. Chip away at the little guys until the numbers start to dwindle. SAVE ONE RETAINER. Reason being, as soon as the last retainer hits half health, the Oppressor activates. You want to have one retainer still at the spawn spot with the Opressor. This gives you time to let timers reset and heal up if need be. Something to remember, the Oppressor negates buffs, so if you are going to use you best food, you will loose the effect in seconds, save your buffs. One retainer left and the boss. Puller goes after the boss with a rifle and it's the same rule.....do not snare him. Let him run as far as he will before you snare....the farther he goes, the less damage you will take. Sometimes he wont run very far out....in that case you just have to work with what you have. Get everything on him at once and kill him fast. Make sure that all non agro breaking professions are far away when he dies so the jedi and spies can cloak. Forget the rest of the retainers...they are wasted time.
NOTE, the two professions currently recommended for this quest is Jedi and bounty hunter, mainly because of the expertise.
First boss; Taskmaster, Many people run into this battle with the wrong impression that the boss must die. The HK instance has very complicated AI and utilizing any "always" or "never" rule will get you killed fast, especially if you are in a small group. If you are a jedi that thinks that ranged weapons are a no no, you can stop reading now and save yourself alot of time. With this battle, ranged is your friend, not because it's overly difficult, but becuase the targets change so fast it will save you alot of running around. Stand on the walkway before the ground opens up and plug away with a carbine at any retainer that activates. They will eventually deactivate and another will pop up and start shooting. If you are in a group with alot of jedi, you will have the amusement of watching them all running around like chickens with their heads cut off trying to hit things while you are keeping damage on everything without moving. The reason the retainers must go first is because the boss heals every time you kill one. So if you stand there plugging away at him you will be there forever before he falls. If you want to try it, go in and focus on the boss only......then go again the next time and forget the boss until the retainers are dead...see which one takes longer.
Second Boss, Ak Prime, So the Taskmaster is dead. Now everyone in your group will most likely run in and start hacking away at AK Prime. While you hang back and shoot from a distance, you can watch with a certain degree of amusement as your fellow comrades in arms get hit with is area of effect attack and scramble to heal or cloak.....some will probably die. Instead, keep your group in the Taskmaster area (even if it's only one other person) and equip a rifle....not a carbine....a rifle. Run up to about 30 meters to get him to activate then run back to around 45 meters and shoot. Continue to shoot as you run (kite) all the way back to where your group is standing. As soon as you get within carbine range of your group, they need to plug away at AK Prime, and only AK Prime. When you cloak (or the jedi in your group that pulled him cloaks), every target that is attacking you will run back to the spawn area EXCEPT the one that your group is attacking. Meaning, as long as everyone attacked AK Prime and nothing else, the only one left will be AK Prime and you can stand there and wack away at him till hes dead......the retainers are a breeze after that. If the jedi pulling gets spooked and cloaks before anyone puts damage on the boss, everything will reset and it's time to wait for cool down timers and start over.
Third Boss; Forward Commander, This one is not as tough as many make out. With two its a bit of fight with these techniqes, with three it's pretty comfortable with 4 or more, it's pretty easy. Make sure everyone gets in there at the same time. Start on the first retainer that activates. It will be the first one in the first row on the left if you are facing the group. If everyone gets on him at that same time and stays on him, you should be able to kill him before the next one activates. If not, focus on one target.....I see alot of people splitting up and attacking multiple targets at once. I've gotten to the point where I pretty acurately predict who is going to die first. Keeping in mind that a target with almost no health hits as hard as one with full health, the goal is to eliminate one target at a time......or one damage dealer at a time. If you split your forces, you are hitting more of them, but taking longer to kill them while taking damage the entire time. Try to have your group focus on one target together until that one is dead. Once the retainers are dead, hit the boss for everything you are worth. Make sure that any profession that cannot break agro is far away when he falls.....I'll explain why later. If for some reason you just can't take him out, just start moving away and shooting at the closest target until you start taking less damage. If you have to cloak and the instance resets, it's not that hard to start over from that point. Better to run and give yourself another shot than to die. So everyone gets on the Forward Commander and he falls. The next step is to get the hell out of there. The reason you want to put him down fast is because now that he is dead, the instance for that boss will not reset, buying you much needed time. the reason everyone that cannot break agro needs to start running before the boss dies is because the jedi that remain will need to force run out back to where AK prime was. Once again, if you run back with a boat load of agro on your tail and someone is shooting at any target, when you cloak or break agro everything runs back except what your group is attacking. With that in mind, all non cloaking professions could create a small line at the AK spot to give the jedi somwhere to run and cloak.....rinse and repeat pulling a few at a time and you will cut through them like butter.
Fourth Boss, CY-M, This is the boss that many are after because he drops the master cloak. This guy is a breeze. If you have an overly zeleous member in your group that wants to run in and "gank" him, this is a good time to watch that player die. The bugs in this instance are really easy to kill, but hit for dispropotionate damage. Have one person run up to Cy-M, about 30 meters or so away so that he activates, run back as far as you can keeping him in rifle range (64 meters). Hit him with your rifle and watch in satisfaction as he runs right at you. Tell your other group members before hand to forget the boss.....this is important. What happens most times is players get what I call "boss goggles" and they go after the one that drops the loot and forget that they had a job to do. While CY-M is chasing the puller, several bugs will spawn and start the chase as well. If your team mates listen well, they will allow the puller CY-M to run right by them while they focus all their attention on the bugs. CY-M by himself is pretty easy. Once all the bugs are dead, everyone can focus on CY-M and out he goes pretty quick. Recent changes in this instance have mad it so that vehicles are no longer callable so run into the spawn area and Raid the rest of the bugs.
Fifth Boss; The Oppressor, This is the toughest boss in this instance. Inexperienced players will run in and try to wail away at him trying to kill him ("boss goggles") this is instant gauranteed death. First of all, designate a puller. Make sure it's clear so that no one messes up the system. Bring your group to the spawn area and run right by him. Keep going all the way to the next open area (not all the way to HK). This is where your group should do most of its fighting. The reason for the backward attack angle is because the retainers will follow you all the way back to the Taskmaster area from the other side. Alot less running from this side. So your group is in place and it's time to attack. Pull the Oppressor out with a ranged weapon and keep kiting him as far as you can. Tell your team memebers not to snare him.....let the puller snare him. Invariably, while pulling him out, one player will hit him with a snare while he is too close to the spawn area and then everyone can expect to start getting hit hard real soon. Let him run back as far as he will run, even if its all the way back to HK. Focus all firepower on him to get him to into a protective state as fast as possible. Once again, this buys you time. As long as he is in a protective state, the instance cannot reset. Here is the most important rule when dealing with this boss.....once he goes into a protective state, STAY AWAY FROM HIM! As soon as you get close, he reactivates and you will have no choice to but to break agro and let the boss reset. So he is protective now.......the designated puller equips a rifle and inches into rifle range at the closest retainer. A few shots and a kite and 2 to 4 will follow you back. The fewer you have at a time, the easier they are to manage, and remember, as long as one person is doing damage on a target, the puller can cloak (if they have the ability of course) and the rest will run back to where they belong, effectively lowering your numbers very quickly. Patients is key here. You have plenty of time as long the Opressor is protective. Chip away at the little guys until the numbers start to dwindle. SAVE ONE RETAINER. Reason being, as soon as the last retainer hits half health, the Oppressor activates. You want to have one retainer still at the spawn spot with the Opressor. This gives you time to let timers reset and heal up if need be. Something to remember, the Oppressor negates buffs, so if you are going to use you best food, you will loose the effect in seconds, save your buffs. One retainer left and the boss. Puller goes after the boss with a rifle and it's the same rule.....do not snare him. Let him run as far as he will before you snare....the farther he goes, the less damage you will take. Sometimes he wont run very far out....in that case you just have to work with what you have. Get everything on him at once and kill him fast. Make sure that all non agro breaking professions are far away when he dies so the jedi and spies can cloak. Forget the rest of the retainers...they are wasted time.