Centuries ago a mysterious and powerful Jedi was taken captive by the Emperor who has been trying to unlock the orders secrets within his mind. Thought dead until only recently, Republic Forces have deemed the time right for an attack on the space station where he is being held, but first the location of said station must be found out. This is where your team comes in. You must travel to the Imperial held planet of Taral V and steal the star charts that will lead you to the station.
Recommended Level: 33
Note: Many of this flashpoints trash Mobs can be skipped due to the many open areas and large distances between groups (Hug left wall in beginning to avoid many Mobs). Keep any eye out for gaps and get ready for any Jungle Crawlers that may pop out of the ground.
Gattan doesn’t come alone to this fight, so be ready to deal with his two Vinecat pets that will attack random party members throughout the fight and are immune to crowd control. Your only option for the pets is to heal through the pain, while focusing all your efforts on Gattan. The Handler should not present much of a problem but does have one ability you should be on the lookout for. Periodically he will launch a grenade at a random party member that will do a significant amount of damage to anyone within eight yards.
To avoid overwhelming you healer stay spread out enough that only one person gets hit and the healer can continue topping up players getting attacked by the pets. The Vinecats don’t die when Gattan is defeated so be ready to deal with them after he goes down. This is a fairly easy fight.
Another boss with a companion, the captain will summon his amphibious friend “Ripper” champion mob to fight alongside him after initiating the battle. The most effective method for dealing with these two is to have the tank kite Ripper away from the group while the rest focus on quickly burning down Shivanek. The reason for doing this is that Ripper has an AOE incapacitate ability that can wipe your group if it happens during the enrage. The enrage takes place when either of them drops below 25%, so be sure your healer is ready to deal with the extra damage for that period of time.
The bosses of Taral V sure love company, and the good doctors come in the form of specimens from the laboratory tanks placed around him. The fight is your standard tank and spank scenario with one additional mechanic to keep in mind. Every so often Zahren will summon three adds that will burst out of the tanks surrounding him. When this happens he will be protected by a shield that mitigates 25% of incoming damage so long as the adds are alive. Have our tank round up the normal strength adds and then AOE them down as fast as possible. Rinse and repeat to victory.
PD-44 stands directly in the doorway that separates you from the final leg of the flashpoint and General Edikar. For tanks this is a standard tank and spank as it’s one of the few bosses that doesn’t come with adds you have to deal with. The first ability to watch out for is Focus Fire which will target the player with the most threat with a channeled attack that does a good deal of damage. Interrupt whenever possible.
In between Focus Fires he will throw out a rocket attack that will target a random player and also does splash damage. Stay spread out to avoid unnecessary damage. Next is Power Blast, a well broadcast ability denoted by PD-44’s blasters glowing red. This should be interrupted if possible as it does a moderate amount of AOE damage.
Finally we have Bombardment, an attack not from PD-44 but from the nearby troops firing their turbo laser batteries. The first attack from the lasers cannot be avoided and hits pretty hard but after that, each attack will be announced by a red target on the ground. Avoid the targets and avoid the damage. Staying on the move and interrupting when possible are your methods for victory here.
The final boss also presents the biggest challenge in the Taral V flashpoint. When you first enter the room the General will deploy 4 normal strength turrets around him. Have your tank grab the attention of Edikar while your DPS focuses in to make quick work of the turrets.
Once they’re dealt with turn all attention to the general. At 75% and 50% he will return to the center of the room and summon four normal strength battle droids in place of the turrets. Luckily he also takes a break from attacking for a brief period so have your tank gather up the adds and burn them down a.s.a.p. After dealing with the droids he will resume his attack.
Two of his abilities you should be interrupting are Full Auto and Hail of Bolts. Full Auto is a channeled attack that targets the person with the highest threat and does a great deal of damage. If your party has no interrupts available for Hail of Bolts, have your tank turn the boss away from the party. Hail of Bolts is a conal attack that will only hit targets in its path. Edikar’s finally trick is to throw a grenade on a random party member that has a DoT attack that does more damage the longer it is on you. Be sure to cleanse this one as quickly as possible.