Tips och trix för bonus bossen i "The False Emperor" som vi L336 inte fixade i går
Zharot on Begeren Colony
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There is a lot that you can do to make the Sith Entity bonus boss fight easier, and mostly it has to do with managing timing.
The Sith Entity doesn't have an enrage timer so much as he has an enrage phase. After a fixed amount of time as the boss-class Entity, he will split into three strong-class adds (without Boss Immunity, so they can be stunned and knockbacked/harpooned) three times. After the third split, he'll be enraged and start killing people. It doesn't matter at all how much time you spend fighting the adds, you always spend the same amount of time fighting the merged boss and he's always enraged as soon as you finish off the third set of adds.
The adds also always spawn in the same place every time, on the square where the Entity was initially floating. The melee add spawns in front of the circle, and uses Whirling Blow/Lacerate, a melee range AOE. The ranged add spawns on the rear left corner of the circle, and spams Force Lightning and will not move unless moved with an ability (Harpoon, knockback, etc.) Healer add spawns on the back rear corner, spams Benevolence and a weak instant lightning attack that I barely noticed when healing, and will also not move unless moved.
Since the boss's enrage timer is effectively on hold while fighting these adds, the strategy is simply to minimize damage in this phase and leisurely work down the adds, letting buffs rebuild, cooldowns recharge, and resources refill. The tank should pick up the melee add and tank it on top of the ranged add, and focus on interrupting the ranged add's Force Lightning. The DPS burn down the healing add, then switch to one of the other adds (melee if you have any melee DPS, ranged otherwise), then just work down the remaining add with their free attacks. Once the adds are down and the boss Sith Entity reappears, let the tank get aggro, then pop your cooldowns and burn the boss as hard as possible before the next add phase.
If the boss does reach enrage (and it probably will if you still need gear from FE), the tank should kite and buy time. If you have any melee DPSers, though, they need to wait and used ranged attacks only until after the first Overload knockback attack, because it will likely one-shot them and it's the first special ability he uses after enraging.
That's how you do the Sith Entity fight. Slow-roll the adds, hard burn on the boss, kite when he enrages. I've dragged DPSers in half greens through this fight using this strategy.
Also, for Malgus, if you have a well-geared DPSer (all Tio-equivalent with some Colu pieces, at least) who is relatively resistant to pushback, it's possible to kill Malgus without the need for knockback. Your well-geared DPSers should save their offensive cooldowns. If they are picked for the last Doubt phase (generally after the second Unlimited Power), pop everything and burn like crazy. It's possible to just kill Malgus stone dead before he goes into his damage-immune-knockback-vulnerable phase. This is kind of a gimmick, but it's worth trying for bragging rights.
//Snow