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Jarg and Sorno - Printable Version

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RE: Jarg and Sorno - Vestitas - 01-23-2012 03:07 AM

So can someone please tell me how you're supposed to one tank this (on normal) if you need to keep them apart?

Supposed to be going there tonight and had been told we'd be ok with one tank, but the above seems to indicate otherwise?

Cheers


RE: Jarg and Sorno - Shifft - 01-23-2012 03:12 AM

(01-23-2012 03:07 AM)Vestitas Wrote:  So can someone please tell me how you're supposed to one tank this (on normal) if you need to keep them apart?

Supposed to be going there tonight and had been told we'd be ok with one tank, but the above seems to indicate otherwise?

Cheers

On normal neither boss hits hard enough that it really needs a tank. We had our tank on Sorno while Jarg jumped around randomly and just healed through the damage.

Oh hard mode this didn't work so one of our DPS assassins had to put on a shield generator and swap to Dark Charge to tank Sorno while our real tank focused on Jarg.


RE: Jarg and Sorno - Vestitas - 01-23-2012 03:47 AM

Thanks for the quick response - makes sense now Smile


RE: Jarg and Sorno - Petrus - 01-23-2012 11:56 PM

(01-23-2012 03:47 AM)Vestitas Wrote:  Thanks for the quick response - makes sense now Smile


We solo tanked this on hardmode. We did have a juggy in dps gear/tank stance who pulled sorno apart for the last 30% when he starts hitting harder, but honestly I don't think it was needed.

This fight is basically the same on normal/hard, with just the extra damage going around, and I believe an extra cryo-droid each time.


RE: Jarg and Sorno - Fzero - 01-25-2012 02:16 AM

So we're doing nightmare last night..

We found that with 2 tanks and 2 healers we'd hit the enrage, and with 1 tank and 2 healers we'd get to a point about halfway through the fight where the healers wouldn't be able to maintain the focus to handle a heat wave + flame blast along with any unload ticks at all.

Is there a better way to manage Jarg's burst by ranging him at all? It feels like two tanks is the better strat, but the enrage feels tight - maybe we don't have great raid comp as we also enrage on nightmare bone at around 6-8%.

We switched over to hard and one shot everything in KP, but we want to do NM tonight. Any tips would be great.


RE: Jarg and Sorno - Lackies - 01-25-2012 03:16 AM

(01-25-2012 02:16 AM)Fzero Wrote:  So we're doing nightmare last night..

We found that with 2 tanks and 2 healers we'd hit the enrage, and with 1 tank and 2 healers we'd get to a point about halfway through the fight where the healers wouldn't be able to maintain the focus to handle a heat wave + flame blast along with any unload ticks at all.

Is there a better way to manage Jarg's burst by ranging him at all? It feels like two tanks is the better strat, but the enrage feels tight - maybe we don't have great raid comp as we also enrage on nightmare bone at around 6-8%.

We switched over to hard and one shot everything in KP, but we want to do NM tonight. Any tips would be great.

One tip for NM if you're having trouble with the enrage is DPS one target at a time. Assuming you have multiple armor debuffs etc the target that's fully debuffed will take significantly more damage (easily 5-10% more) than two targets that are half debuffed. Also multi-dotting and positioning so Cleave type aoes can be used is good to. By a Cleave type aoe I mean an ability that is part of your single target rotation that can also hit multiple targets ( such as death field).

Obviously you still need to interrupt heals and you don't want melee eating aoe if you can avoid it, but all in all its probably best to put as much of your DPS on a single target as you can and simply switch at appropriate intervals to keep them even-ish.

So it would roughly be something like: start on Sorno till he jumps away. kill the probes and DPS Jarg to somewhere around 50-75% then switch to Sorno again till he jump away again. DPS probe and jano down to ~30%. push Sorno to ~25% and burn them as appropriate.


RE: Jarg and Sorno - Antario - 01-31-2012 10:34 PM

we killed this by burning of jarg, then just healing through the enrage with diversion and shields up

oneshotted after changing tactic to that, would suggest this is people really hate the carbonite droids


RE: Jarg and Sorno - ElintSlave - 02-01-2012 03:01 PM

This is probably the hardest fight for us. How do you guys survive the Rail Shot combo on 16 NM mode. There are some people with heavier armor that can survive, but everyone else pretty much gets one shotted.


RE: Jarg and Sorno - Ashardis - 02-01-2012 03:39 PM

I solo tanked this through Hard Mode 8m. (Assasin tank, 2 healers, 1 melee, 4 ranged dps)

The hard part is right at the start, and its' getting the positionings right and not letting the ranged guys pull aggro on Jarg. If you can manage to keep threat on both (through taunts and clever use of other stuff), you can position them in a small triangle, with you being the "3rd" point. This allows the melee dps to lay into Sorno and interrupt his heals and stay juuust outside the range of Jarg's Flame Sweep. When Jarg then jumps to you and knocks you down, you move to his old spot and melee shift 90° on Sorno.

The phase where you as a tank get carbonized, twice (remember to taunt the guy that's down ASAP when you get out), it's just the highest priority that your droid gets killed. Nothing matters more, except ofc to not stand in the purple target markers.

Sometimes the damage incoming is pretty hard and you'll learn to recognise those times and use your CD's
Get your friendly Marauder/Sentinel to Obfuscate/?? Jarg when things get hairy to keep things under control.
This reset, we'll try to down them in Nightmare with 1 tank and we'll see if this is "too" interesting or what Smile


RE: Jarg and Sorno - Lackies - 02-01-2012 03:57 PM

(02-01-2012 03:01 PM)ElintSlave Wrote:  This is probably the hardest fight for us. How do you guys survive the Rail Shot combo on 16 NM mode. There are some people with heavier armor that can survive, but everyone else pretty much gets one shotted.

I don't know about "rail shot combo" But in general we use 3 tanks so there is one free when the Carbonize Droids come down to pick up jarg. The only real "combos" are Purple shit + jarg's Fire, and you avoid gibing by not getting hit by purple shit, or using a cooldown/medpack if Jarg pulls you while you're low. I believe he also can put something similar to a Sabotage probe on a player as well, but it hits for 7-8k, and may even be dispel able.

That said I would agree that this definitely one of the more challenging encounters, but for us at least 90% of our problems were fixed by 3 tanks and people playing better to avoid damage, or using cooldowns to when damage is unavoidable.
on 16 man mode we use a "sorno to 65-70% then kill jarg" strat. generally sorno is above 55% when jarg dies. Obviously Accuracy debuffs, sniper bubbles. healer armor buffs, and tank cooldowns should be rolled as much as possible, and you will probably lose some of your tanks but have them rotate as best they can for cooldowns and he should go down. Although obviously if you do it too slowly he will start to one shot people. A good tip is to use Sith Warrior charges to "interrupt" his heals as he will generally immediately recast the heal which means less auto attacks, less missiles and less unloads.