Updated for patch 1.1, also included some additional tips on the Jindo, HK-47 and Malgus fight.
This guide is co-owned and first released on
Hello everyone, here is another flashpoint guide, this time introducing the False Emperor, one of the three normal mode flashpoints available at level 50. This flashpoint is also avilable as a hardmode and I will provide commentary on the hardmode version of the fight as well.
Also for hardmode, almost all of the bosses have enrage timer, which means that if you have low DPS, you may not make it past the encounter as when the bosses enrage, they hit extremely hard and will one or two shot the tank.
Tregg the Destroyer
This is the first boss you will encounter, he is located on a bridge and has the following abilities:
- Knockback: Make sure you position yourself so that you won’t get knocked off the bridge…He does it a lot to tanks. See where our tank position him against the wall. Tank need to remember to run out from his whirlwind slash ability and move back.
- Hunter’s Leap: Tregg will leap to a random party member, which isn’t a big deal but it is the ability that follows that hurts..
- Whirlwind Slash: Tregg loves to do a combo where he leaps to someone and use this ability next. It is pretty obvious when he uses it. You need to move it away from him or get damaged for 2.7 k damage per tick.
Pretty easy fight otherwise, just make sure people know to back away from the boss when he does the whirlwind attack and tanks don’t get knocked off the ledge.
Hardmode: Same abilities. Whirlwind Slash is very unforgiving and will take you out very quick if you don’t move out right away. If he leaps to you, run away. Sometimes he will follow with a whirlwind slash and sometimes not but better be safe than sorry. This applies to tanks too.
Drops: He drops only Tionese crystals
The following video is of a hardmode version of the fight. Same mechanics, just more unforgiving.
The boss itself is pretty easy but it’s the spaceship that adds additional mechanics. There are three turrets located in the room which you need to utilize to deal with the spaceship.
The spaceship is located to the left of the turrets. It can move forward/backward and sideways.
If it moves forward, it can fire a whole bunch of rockets on the ground, making the fight a lot harder.
However, if you have someone on the middle turret (where the spaceship appears initially) and just click the turret whenever the spaceship gets close, it will push the spaceship back (It will emote – Ship targeting system disrupted! Target lock reset!) This cause the ship to use exclusively long ranged missile, which you can avoid as there is a red circle on the ground letting you know where the missile will land.
If you do not click on the middle turret right away, the spaceship will move away and increase missile damage by 100% periodically (i.e. 200%, 300% etc..). You might be able to recover if the spaceship moves away from the middle turret but the turrets have a chance to bug out and not affecting the ship even if you shot at it if this happens.
It is recommended that you have two people running to the middle turret and using the console right away at the start of the fight. Jindo will likely grapple one of the person away from the console, allowing the other person to work on the console unhindered.
The actual boss itself has several abilities, the most prominent of which is the random stun he like to place on party members
- Stun: this ability is either called charging electro dart barrage or electro dart. The stun doesn’t last for long (~3 seconds).
- Flame Sweep: This is 360 degree AoE that can be and should be interrupted.
- Grapple: he likes to use grapple to pull the tank back if he/she gets too far away.
Overall, the boss doesn’t hit too hard; if someone is on top of the turrets and deals with the spaceship then it can be a very trivial fight.
Hardmode: Exact same mechanics as normal mode except you need to be on top of the turret to shoot the spaceship back. Eventually the spaceship will be destroyed and only the boss is fight. Pretty easy fight even on hardmode.
Drops: He drops the Tionese gloves. Here is the screenshot of the tank heavy armor version.
Prototype A-14 & Prototype B-16
This is a pair of droids you will encounter. One of the droids will go into a defensive mode called Simulation Mode where it stops taking all damage and throws a saber attack at random party members that hits for ~ 1.4 k HP. You will know which droid has this mode active because it has a blue aura around it.
Attack the droid that is not shielded and healer watch out for the throwing saber attack that the “shielded” droid does.
Pretty much a “tank and spank” fight otherwise!
Hardmode: Pretty easy as well except the saber throw does a lot more damage and the shield from sith sorc/jedi consular definitely help absorb some of the damage. Tough fight to heal throw but mechanic wise very wise.
Drops: Tionese crystals
Surprised! HK-47 is back new abilities! None of HK-47’s abilities are interruptible as he has the unshakeable buff. This fight also have very high “bursty” damage so tanks could go from full health to dead in the span of a few seconds.
- Burst: This one hurt and seems to be conal so tank need to face him away from the group. It hits for 3.3 k per tick so it hurts!
- Grapple: HK-47 loves to grapple (pull) random person in the group to him and then use Burst on them. Healers need to be on the ball when this happens.
- Snipe: This one hurt but least you get a warning when he uses this ability (Advisory: Prepare to die). Sage/sorc healers can use their shield to help mitigate some of the damage.
- Bombs: This is the added new mechanic. Basically, a random party member gets a white circle under their feet. This white circle will turn red and when that happens you must move away or if not a bomb will follow in that spot..(white circle will follow you around but red circle is stationary)
Past 50%, HK-47 throw new tricks to the box!
- Stealth: HK-47 goes invisible for a couple seconds and then pop up beside someone to stun them and land a DoT (Poison Grenade) on them and goes invisible again before reappearing.
- Poison Grenade: Applied to the person HK-47 appeared next to. It is a DoT that ticks for 1.5 k HP per tick. Healers can probably cleanse it or heal through it on normal mode.
Anyways, it is a very long fight and the tank takes a lot of damage so this is by no means a trivial fight.
Hardmode: In addition to all the mechanics above, two turrets also pop up that are shielded and cannot be damaged except by Ion cannons. However, these turrets do very minimal damage and can be ignored. What is really difficult about this fight is the Poison Grenade dot. This dot literally ticks for 2 ticks before it kills someone. One trick around this is to do AoE attacks while HK-47 goes invisible (everyone should group up and drop AOEs around yourselves, this way you are certain that HK-47 will be damaged by the AOE). This will break HK-47 from invis and prevent him from applying this poison dot to party members. You can try to cleanse it off people but it is very hard to time it.
Drops: HK-47 drops a main hand weapon. Here is the tank version.
In the hardmode video below, we did not use the AOE trick. I was able to cleanse it off one time but not the subsequent DoTs. We managed to pull it through by DPSing him down (challenging fight if done this way).
He is a mini-boss. Pretty much a tank and spank fight. His only ability worth mentioning is Spinning Strikes, an AOE ability that seems to be able to be interrupted.
He is a bonus boss before the last boss. His main thing is that throughput the fight, he will disappear and 3 copies of him will drop off from the sky and attack. He did this about 3 times during the entire fight for us. These 3 copies do not hit hard and can be tanked by a DPS easily on normal mode. We had the tank engaged in one and the two DPS each take one to kill.
He is a sith inquisitor type of mob so will use the typical abilities such as
- Force lightning: standard channeled ranged attack.
- Overload: Knockback
He is interruptible so all the lightning abilities can be interrupted.
Hardmode: The hardmode adds do not hit hard either and can be tanked by DPS or the tank can grab all 3. The enrage timer is very tight on this fight and can be difficult for undergeared groups. Skipping him is an option.
He is the final boss of the flashpoint. The actual fight is not very hard but it is finishing off the fight that takes coordination. (As of patch 1.1 you can get pulse grenades outside his room that will grant you the knockback ability if you do not have it already).
His abilities are
- Push back: His push is huge! You have to be careful where you position your back or you will get knockoff the ledge nearby. He does this mostly to tanks but DPS/healers should also watch out! We fought him on the stairs, facing our back to the wall and dragged him to the ledge when he is ~ 15% to finish off the fight.
- Force leap: He will force leap to players far away that have aggro.
- Smash: If you are close to Malgus, he will occasionally jump in the air and land, hitting nearby players for about 1.8 k HP. Range on this is about 10 meters.
- Doubt: He will select one person in the group and cast Doubt on them (he emotes the following shortly before this happens – Malgus is filling Player’s mind with visions of doubt!). Then about 10 seconds later, that person is stunned a good 8 seconds and cannot break free using CC breakers. The start of the 8 second stun is indicated by – The doubt weights heavy on Player, they must face their destiny! Right after Doubt expires and you exit out the stun, the rest of your party members are force choked for a good 15 seconds and you are left to face Malgus alone. This is indicated by the following emote – The time has come! Player must face Malgus alone!
Malgus hits for about 1.8 k per hit on normal mode. Healers can heal through it if they are left to face Malgus alone. DPS should kite him in a circle and tanks can simply stand there and take a hit (but save your defensive cooldowns if need).
The rest of the party do not take damage while they are being force choked. Malgus has no significant AoE abilities during this period.
At around 10%, Malgus stops taking damage and chain casts Force lighting. You cannot interrupt this and cannot line of sight (LOS) it. You should start kiting Malgus to the ledge at around 15%.
He will direct this at random party members and each tick hits for 1.8 k HP. This is essentially a soft enrage and you need to push Malgus off the ledge or you will run out of time eventually as your healers cannot keep up with the heavy group damage.
The way you push Malgus off is simple. You need two knockbacks that are timed perfectly behind each other while Malgus is channeling Force Lighting and only when he is channeling that spell. This is because when he is channeling force lighting, he is susceptible to knockbacks and when he is not channeling it, he is immune to them. You must coordinate these knockbacks so they are consecutive and they land while Malgus is channeling.
You could also try with a knockback and force push combo as well.
Powertech tanks can run off the ledge and grab Malgus with them while he is channeling.
Hardmode: At around 50% and 20%, Malgus will cast something called Unlimited Power, it has a 2-3 second cast time and must be interrupted. Failure to do so will cause Malgus to unleash a huge AOE that will wipe out your group, leaving possibly only the tank alive. There is a buff on Malgus shortly before Malgus casts Unlimited Power. It has the same graphic icon as Unlimited Power and serves as an early warning.
Also, Malgus have a hard enrage timer so if you do not push him off quick enough he will wipe out the group.
Here is a video of the Hardmode fight, first video is a very short clip showing you how to push off Malgus.
The 2nd clip shows the entire fight.