SWTOR Hardmode Battle of Rishi Flashpoint Guide. This flashpoint was released with Patch 3.1 on Feb 12, 2015.
Rarrook and Marko Ka
The first boss of HM Battle of Rishi didn’t get much change from Tactical mode mechanic or damage wise. However, the enrage when one is killed hurt a bit more now so you may want to kill them around the same time. They both have around 733k HP.
Rarrook will place Displacement Mines on party members infrequently. They are large red circles you need to run out of. His other significant attack is a blue circle around him called Hindering Shockwave. This is something usually only the melee need to be aware. The other filler attacks from him are Death from Above and Unload.
Marko Ka is an operative that will stealth, drop corrosive grenades (cleanseable) and summon droids. The support droids you need to kill ASAP as they heal the bosses otherwise. The assault droids he summon are immune to damage but will kill themselves after deploying a long red telegraph. He other attacks are Aimed Shot and Suppressive Fire (frontal AoE?).
Bonus Boss: Commander Mokan
Commander Mokan is the new bonus boss of Battle of Rishi HM. This is a fight that requires a very high amount of group healing, cleanses, and coordination. If you wipe to this boss (you will die a couple times at the least), there is a very long run back as well. This fight has very little tank damage so we ended up using a composition of 2 healers and 2 DPS to successfully defeat him.
- Commander Mokan has two type of compounds: Compound 9 (green) and Compound 17 (red). They counteract each other in the sense that if you have more stacks of Compound 9 debuff on you, you will take less damage from Compound 17.
- You can only have a maximum of 4 stacks of Compound 9 debuff on you. If it reaches 5 stacks, you will die instantly. Cleanse will only remove 1 stack of the debuff but if you have a purge it will remove all stacks.
- There are also 3 red and 1 green injectors on each of the two tables on the side of the room. The red injector will decrease your Compound 9 stacks while the green injector will increase your Compound 9 stacks. Each injector can be only used once per fight.
- The compound mechanic affects everyone but tanks (or the DPS tanking him) will get stacks of Compound 9 quicker than rest of the group due to some unavoidable frontals.
- Mokan will drop three Compound 9 green circles individually with some Scatterblasts mixed in and then do a Compound 17 release immediately after the third green circle. He then repeats this until he is defeated.
It is very important to understand how Compound 9 (green) and Compound 17 (red) works. Compound 9 is a green stacking debuff you can get from either the green circles dropped on a random group member or from Mokan’s Compound 9 Scatterblasts.
There is a limit to how many stacks you can get. You will die instantly at 5 stacks. Cleanse will remove 1 stack at a time but purge will remove all stacks.
There two tables on the sides of room. Each table will have one green injector to increase the stacks by 1 and three red injectors that will decrease the stacks by 1 each. Each injector can be used only once per fight and are not clickable until the fight starts.
Compound 17 is red debuff that is applied after Mokan does his Compound 17 Release, a 3.0s cast. This debuff lasts only a few seconds but how hard it ticks depends on how many stacks of the Compound 9 green debuff you have. If you have 4 stacks, for example, you will receive 3.5k internal damage per tick for 4 ticks. . If you have 3 stacks, you will receive 7k damage per tick. If you have 0 stacks, you will receive 51k damage per tick and basically die instantly.
To counter the Compound 17 damage you will want to have 3 stacks of Compound 9 debuff. While this make you take more damage than 4 stacks, you won’t run the risk of dying instantly once Mokan starts casting Compound 9 again as he has a chance to drop a green circle on a random group member that will instantly raise their stack by 1.
The basic pattern to the fight is Mokan wil start off doing a Compound 9 Scatterblast on the tank. This is a 2.0s channeled attack that is unavoidable and put 2 stacks of Compound 9 on the tank (or DPS tanking him). You will want cleanse the stacks right away as they will add up fast. Due to the increased cooldowns on cleanse we found it is best to have two cleansers to make sure that the tank doesn’t reach 5 stacks and die.
After the Scatterblast he will start dropping the first green circle. You will want to avoid this circle for the most part as the stacks you gain from this circle would fall off by the time Compound 17 attack starts. Mokan will do his second Scatterblast and drop his second green circle. You should run into this second green circle and gain 1-2 stacks of the Compound 9 debuff.
Mokan will do his third scatterblast and you want to keep the tank at 3 stacks of the debuff. The third green circle will spawn right after and everyone in the group should get 3 stacks fast as Compound 17 is coming immediately after the third green circle.
The Compound 17 DoT will do about 4 x 7k ~30k damage to each person assuming everyone has 3 stacks. Group might need to stack for efficient group heals as the healer(s) tried to top everyone off. The tank’s stacks need to be lowered immediately as Scatterblast will follow that adds two more stacks. This can be either lowered by using cleanses or tank can run to the table and use the injectors if the healers are busy toppng everyone off.
This pattern basically repeats until Mokan is dead:
- First Scatterblast
- First green circle
- Second Scatterblast
- Second green circle (get 1-2 stacks here)
- Third Scatterblast
- Third green circle (get to 3 stacks here)
- Compound 17 release
Obai and Vodd
Obai and Vodd didn’t get much upgrades from tactical mode. They gain one new mechanic in hardmode and that is about it. Each have 733k HP.
New Hardmode mechanics
- During Ball Lightning phase, each lightning ball you pop will give you 1 stack of Electrified debuff. This debuff will double the damage you take from the next Ball Lightning and if you receive 5 stacks of this debuff you will die instantly.
- The enrage buff they get when one is killed might hurt in hardmode so try to kill them around the same time.
The main thing to watch out for is Paralyzing Forcewave from Master Obai which is a yellow PBAOE and Lord Vodd’s purple Stunning Forcewave. They are both easy to get out of.
During the Ball Lightning phase, you need to run through the balls to avoid having them touch the structure in the middle. In hardmode you get a stacking Electrified debuff each time you run through a ball. The debuff will double the damage you take from the next Ball and will kill you instantly if you have 5 stacks. You will need at least two different players to run through the balls to avoid raising the stacks.
Shield Squadron Unit 1
Shield Squadron Unit 1 got a couple buffs in hardmode but it is still fairly easy compared to the bonus boss. He has 900k HP.
New hardmode mechanics
- Your group will be grappled in next to the Shield Squadron right before Electrical Megastorm, which actually hurts a bit in hardmode and require you run behind a console.
- The adds hit pretty hard and can focus down a group member quick. DPS need to kill them off ASAP.
The first thing you will probably notice is the new grapple that pull your group next to the walker boss right before his Electrical Megastorm channel. Not a hard mechanic but at least it keeps thing interesting. You will want to actually run to the back of a console and activate it to shield yourself from the Megastorm damage, which got some buffs in hardmode.
The other abilities worth mentioning are the huge Missile Blast cross and the Orbital Multistrike circles that follow you around. Not new but worth mentioning as they probably do a lot of damage in hardmode.
Lastly, adds are called at around 50% and 5%. First wave is a bunch of low HP adds that can do some serious damage if not killed quick. Second wave has two elite adds you can ignore until the boss is killed.