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Jarg and Sorno - Printable Version

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Jarg and Sorno - Petrus - 01-19-2012 11:30 PM

Jarg and Sorno are the second bosses for Hutt Hospitality.

The pair of them need to be taken out relatively close together, as they frenzy when one dies. They also have some pretty interesting dialog to listen to as you kill them.

The way we did this was to split DPS, melee on Sorno (the ranged guy) and ranged on Jarg (The melee guy, who does a nasty aoe.) Most of this fight is fairly straight forward.

Some things to remember:
1. Watch out for the purple target circle on the ground, and move out.
2. Kill the probe droid when it spawns, it'll perma CC someone (including tank) until it dies.
3. Keep melee away from Jarg unless he's almost dead, and you're burning him.
4. Sorno heals a lot. Interrupt it. (all his attacks can be interrupted)

Our group killed this with:
1 Assassin tank
3 Melee DPS (2 juggy, 1 powertech)
2 Ranged DPS (Sniper, Merc)
2 Healers ( Sorc, Merc)

Ranged Boss damage was minimal, and we just had our Juggy dps keep taunting Sorno, and we split the two up on opposite sides of the room. I think this will work on hardmode as well. Nightmare might require a second tank, or a dps character in tank gear.

(Will edit this with our kill video today or tomorrow, if possible.)


RE: Jarg and Sorno - Antario - 01-19-2012 11:47 PM

oneshotted this on 16 normal


felt like a tank and spank with some 'get out of the >insert< abilities and some adds that carbonite people on a channeled cast

cant really tell how hard this is supposed to be


RE: Jarg and Sorno - Mesrith - 01-20-2012 12:37 AM

We downed these two on 16-man normal last night with a few attempts and some quick improvisation. We were able to figure out the mechanics on our own, except for something they began doing towards the end of the fight. They'd alternate saying "your turn" and seemingly one-shotting people. It was at around 30% each, and it was not the flame sweep or Sorno's purple missile. We just treated it like a soft enrage and burned through it the second time, but does anyone know the actual mechanic there?


RE: Jarg and Sorno - Petrus - 01-20-2012 12:39 AM

(01-20-2012 12:37 AM)Mesrith Wrote:  We downed these two on 16-man normal last night with a few attempts and some quick improvisation. We were able to figure out the mechanics on our own, except for something they began doing towards the end of the fight. They'd alternate saying "your turn" and seemingly one-shotting people. It was at around 30% each, and it was not the flame sweep or Sorno's purple missile. We just treated it like a soft enrage and burned through it the second time, but does anyone know the actual mechanic there?

No, not totally. We got the same dialog, but in 8m it was only hitting for about 20% of someones HP. My aoe heal took care of it, and we didn't pay it much attention.


RE: Jarg and Sorno - Asura - 01-20-2012 04:34 AM

From what I was able to determine, they have two major phase changes, at percentages I don't have exactly down yet, at least in 8M.

Phase 1: Tank and spank. Jarg makes Flame Sweeps, Sorno shoots things and heals. No big deal.

Phase 2: They jump to the center. Aggro resets (on Jarg at least), and Jarg just yanks things in continuously and Flame Sweeps. Returns to Phase 1 once this ends.

Phase 3: Sorno jetpacks up to a roof, loses aggro table, and just starts shooting at random people. Purple targeting reticules appear on the ground to be dodged. During this time, the tank currently on Jarg is frozen in carbonite by the probe. The tank on Sorno should pick up Jarg until the probe is killed.

Aside from all this, we did have our undergeared tank on Sorno die seemingly at random. I don't know if it was a hard crit or something else.


RE: Jarg and Sorno - Petrus - 01-20-2012 04:44 AM

(01-20-2012 04:34 AM)Asura Wrote:  During this time, the tank currently on Jarg is frozen in carbonite by the probe. The tank on Sorno should pick up Jarg until the probe is killed.

Aside from all this, we did have our undergeared tank on Sorno die seemingly at random. I don't know if it was a hard crit or something else.

We burned one guy down at the start, and so we kept sorno up, who then frenzied because Jarg died, and killed us, so we had to do this fight again. Both times the frozen carbonite was on a different person, and neither was the tank.

Not sure if it's random, if ours was a glitch, or if each of those people pulled aggro. (Although if they did we never noticed it.)


RE: Jarg and Sorno - Asura - 01-20-2012 04:49 AM

(01-20-2012 04:44 AM)Petrus Wrote:  We burned one guy down at the start, and so we kept sorno up, who then frenzied because Jarg died, and killed us, so we had to do this fight again. Both times the frozen carbonite was on a different person, and neither was the tank.

Not sure if it's random, if ours was a glitch, or if each of those people pulled aggro. (Although if they did we never noticed it.)

Could have been an aggro pull, since there is an aggro table wipe it seems right before it happens.

That being said, of the few attempts it took, I believe it frozen main tank, off tank (who jumped to Jarg early), and then main tank again. So I'm inclined to say he freezes highest aggro on the table.

That being said, we could have just been very lucky on the matter.


RE: Jarg and Sorno - geshtar - 01-21-2012 05:10 AM

We just killed these guys last night on 16 m HM.

In HM this fight requires two tanks and a dedicated healer on each tank because the tank damage is VERY VERY high (it seems to increase every time they do one of their speeches up until the Plan D speech).

The tanks need to swap bosses at certain points because the bosses place a stacking debuff that makes the abilities do more damage - this falls off after about 8 seconds.

On HM when Sorno goes up onto the ledges it spawns 2 sets of 2 carbonizers (the second set comes down about 15 seconds after the first). These seem to always hit whoever is the highest threat (our tanks were consistently carbonized on the first set, and then whoever had secondary agro on the second set). Because of this, when Sorno goes up the healers need to be on the ball with healing whoever Jarg starts hitting since Jarg attacks + a round of purple circle typically will kill a non-tank.

The most important part of this fight is keeping the tanks alive and surviving the phases when Sorno goes up in the air. Other than those two elements this fight is pretty easy - once we addressed the tank survival (assigning a dedicated healer to each), we one shot it.


RE: Jarg and Sorno - Falken - 01-22-2012 03:49 AM

Is this place harder then EV on 8man nightmare? My guild is 4/5 EV nightmare but killed Soa on hard mode after patch since we had some trouble with him previously. Will it be better to start this place on hard mode since we will only have about 7 hours to raid it before Tuesday reset?
We have already done it on normal mode so got some experience with the fights.


RE: Jarg and Sorno - Lackies - 01-22-2012 05:19 AM

(01-22-2012 03:49 AM)Falken Wrote:  Is this place harder then EV on 8man nightmare? My guild is 4/5 EV nightmare but killed Soa on hard mode after patch since we had some trouble with him previously. Will it be better to start this place on hard mode since we will only have about 7 hours to raid it before Tuesday reset?
We have already done it on normal mode so got some experience with the fights.

Karagga's palace is readily clearable in a single night on hardmode. None of the bosses are really wipe worth after a few attempts to see their gimmicks.
Jarg and Sorno is really quite basic. DPS/interrupts and don't die while the tank is stunned or when they go a bit harder at low hp. Even with poor execution and losing a couple people you can win.
Fabricator is easy if your puzzle solvers learned normal and just go to rightmost <--> leftmost.
Foreman is easy just use cooldowns/debuff the bosses hit chance during frenzy and dodge rocks.
Karraga is the only remotely challenging boss, but in general execute it properly and its really not difficult.