SWTOR - RiM: Warlords of the Cartel

SWTOR - RiM: Warlords of the Cartel

On the occasion of the three months of the release of Operation Darvannis, we offer you a guide on all the bosses of this operation in hard mode. we continue our guide to the Warlords of the Cartel.

Hard mode: 834 (x003) hit points

SWTOR - RiM: Warlords of the Cartel




Vilus Garr / Sunder / Tu'chuk / Captain Horic

Features

  • General
  • Vilus garr
  • Sunder
  • Tu'chuk
  • Captain Horic

Capacities in normal mode:

  • Impossible Taunt: Vilus Garr and Captain Horic are immune to the threat. The tanks will therefore not be able to do their job.
  • Battle Companion: When one of the four dies, he restores the life of his allies if one of them is injured. This only applies if a target has dropped below 70% (not sure what percentage )
  • Walls: The damage you take will be increased if you are close to one of the four walls in the room.
  • Lieutenant of the Cartel: three enemies appear, they are immune to the threat. They have fairly large hit points and do very little damage.

Capacities in normal mode:

  • Pistol shooting: random damage to a party member.
  • Explosive influx: This is an attack that only occurs when it comes out of its stealth mode. This will deal average damage to a random member.
  • End capacity: no information but it hurts.

Capacities in normal mode:



  • Fixation: Resets his threat and focuses on the closest member.
  • Fatal blow: heavy damage from proximity. the tank must never remain to be carried.
  • End capacity: no information but it hurts.

Capacities in normal mode:

  • Ax thrown: high damage that your tank will have to take.
  • Destabilization: a throw followed by a charge then a stun. You have to be careful with your placement so as not to cause additional damage.
  • End Ability: Appearance of a damage increasing buff.

Capacities in normal mode:

  • Ranged attack: regular damage in the group.
  • Roundabout: Focused cone attack in the direction of a player. If it moves, the attack continues in the same direction without following it.
  • End ability: no information but it hurts.

Abilities added for hard mode:

  • Roundabout Shooting: This attack now follows the player.

There are very few differences between normal and hard mode except the damage and health of each warchief.

 

Course of the fight

Here is a classic in the world of massively multiplayer role-playing games: a boss made up of several mini bosses, each with its own particularity. On this type of boss, the first thing, after having discovered the techniques of each one, is to determine an order of targeting. We recommend this one:

Captain Horic
This is the most annoying mini boss because it deals regular damage and requires special placement. It will regularly target a player with its large cannon and fire a missile salute at them. This attack follows the player (in hard mode) no matter what, which is why we recommend that you form a circle around them so that their attack only hits one and only one person. Once placed, the group must not move to optimize the damage.



SWTOR - RiM: Warlords of the Cartel


Vilus Garr
Small parenthesis because some will tell me: "you have to kill Sunder in second" and I simply answer them "why?" This one is very wisely busy running and does not inflict any damage. In addition, if he is far enough away from the group, he always focuses on the tank making him completely harmless. So it is better to kill Vilus Garr who deals damage to everyone. So, to kill this boss, nothing too complicated since you just need to regroup so that it always reappears on you. Thanks to this technique, you will limit the phases of movement and therefore your damage.


SWTOR - RiM: Warlords of the Cartel


Sunder
This is the bête noire of most tanks because this one is just boring to die for at the start of a fight. Indeed, these attacks causing terrible pain, you will have no choice but to run constantly to avoid them. Fortunately, there is a little more work to do when your allies decide to kill him. At this point there are two methods of keeping his threat on Sunder while fixing. The first is to use a spell to generate threat before another player gets hit. The second is to stand on the boss during the casting so that he focuses on you directly. Whatever you do, remember you have to keep running!

SWTOR - RiM: Warlords of the Cartel



Tu'chuk
What can we say about this boss when we have a group equipped in 69? It hurts, really hurts and there is nothing you can do about it so play your tank role and stop whining! On the last phase, this boss recovers a buff that increases his damage. If your party is a bit light, make tank replacements constantly. When you are well equipped, this will no longer be necessary (the proof on the video).

Placement

  • Vilus Garr  (zone rouge)
  • Sunder (green zone)
  • Tu'chuk (blue zone)
  • Captain horic (red zone)

Difficulty

Given the few changes between the two modes, we do not find ourselves too destabilized. The damage may surprise healers at first, but you will find that with equipment it will quickly become boring. So I have only one word to say: disappointing!

 

Booty

  • 1 main principale type Token
  • 2 random pieces out of set
  • 1 exotic element equalizer
  • 1 mass generator
  • 6 ultimate distinctions
  • 8 elite distinctions

 

Video



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