La entrada a la flashpoint está situada en la nave Gav Daragón no se donde exactamente ya que la guia que os pongo la publica un imperiolo malvado.
Por lo que he visto se trat de invadir el palacio de Karagga algo así como entrar en el palacio de Jabba the`hut.
Por cierto si algún traductor se tira el pisto y la traduce se agradecería, yo he traducido lo que he podido y mi nivel de inglés me ha dejado.
Zequi, deberes completados.
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Karagga's Palace el la segunda operation, localizada, la entrada, en la nave Gav Daragón, en la planta Mission Deck.
Contiene 5 Boss y unos cuantos Trash Mobs.
1) Bonethrasher (Dificultad: 5)
Una vez que etras al Palacio de Karagga, Karagga te grita y luego te mnada hacia abajo a un pozo - un área grande y redonda llena de agua contaminada. Una puerta se abre a través de la sala y desata a "Bonethrasher" un gran rancor.
Bonethrasher no coge agro. El va a perseguir a una persona al azar que debe ser lo suficientemente inteligente como para huir y no ser pisoteado en el suelo. El Bonethrasher tratará en todo momento echar a las personas fuera del borde de la plataforma rodeada de agua contaminada que hace bastante daño. Se inteligente, evita que te lanze y evita sus knockbacks. Los tanque deben intentar kitearlo en todo momento, pero será dificil ya que no coje agro.
De vez en cuando un guardia Gammorreano aparecerá en el borde de la plataforma, destaca por un gran pilar de luz roja. Mátalo antes de que Bonethrasher puede comerlo (de lo contrario Bonethrasher obtendrá un bufo de mayor DPS).
Otro de los pequeños peligros son un par de gatos que aparecen de vez en cuando, lo mejor es hacerlos DPS para matarlos lo antes posible a la vez q evitamos a Bonethrasher.
El encuentro es bastante fácil siempre y cuando las personas estén atentas.
Estan son sus habilidades?
1) Smash:: golpea al jugador que está persiguiendo contra el suelo y le hará bastante daño.
2) Pase:: ataca jugadores que esten a su lado y que está persiguiendo a su objetivo
3) Knock-up:: despide a todos en el aire, lo hace cuando esta al 25% de su salud
4) Knock-back: Envía a los jugadores al agua contaminada.[/color]
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2) Jarg & Sorno (Difficultad.. ::
Jarg y Sorno son un par de cazadores de recompensas. La clave de esta lucha es que tan pronto como uno de ellos muere, el otro entra frenesí por lo tanto hay q matarlos a la vez y cerca el uno del otro.
Jarg se basa en su lanzallamas y esa es la preocupación más grande que tiene. Gira en torno de si con el lanzallamas activado e intenta quemar a todo el grupo.Lo mejor es hacer DPS a distancia siempre que sea posible.
Sorno creo que puede lidiar a los jugadores, los congela en carbonita y se cura.Habitualamente congela en carbonita la tanque, o sea que el offtank ha de estar preparado para este momento así como los helaers.
Hay una fase aleatoria cuando Sorno salta sobre la plataforma de misiles y dispara a la gente al azar. Si pone un gran objetivo en el suelo, hay que salir de ella.
A medida que se acercan a la muerte hay que intentar que los dos bajen a la vez para así poder matarlos mas fácilmente.
Lo mas importante del combate es que Sorno se cura, dichas curas se pueden interrumpir y es lo mas importante para acabar con los dos.
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También tendrá que limpiar tres grandes cañones antiaéreos en el campo ya que son los que abren la puerta al tercer Boss.
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3) Foreman Crusher El capataz de esclavos (Difficultad :: 7)
The main mechanic here is Crusher's "Frenzy" ability. Crusher goes Frenzied for like 15 seconds or so. He'll hit real hard but move real slow. If the tank kites him properly, there's little damage taken and basically you can rinse/repeat the kiting back and forth to handle this fine.
The other elements of the fight are that packs of adds (Guards) spawn which must be dealt with (15k HP or so) and that Crusher will pick up big rocks and throw them at people (try to avoid them). Also be mindful of your threat as the tank will be spending time kiting instead of DPSing.. so any threat-dropping abilities should be used as a precaution.
Other than that.. the enrage timer is your only real concern here =)
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After Crusher you have the worst trash packs ever. There's 2-3 humanoids which work to heal the droids, and then there's 2 droids - one of which summons 4 "Murder Droids" (Elites that hit really, REALLY hard) and the other which seems ignorable. This trash is ultimately about the murder droids - and since only 4 of them ever spawn.. come up with some system of prioritizing them as they arrive - and then burn down the humanoids, the ignorable bot and then finally the alarm droid that calls the murder droids last.
It's frustrating trash to say the least.. sorry.
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4) G4-BC Heavy Fabricator (Difficulty :: 7)
The key mechanic to this fight is manpulating the 3 consoles which control a small "Towers of Hanoi" style puzzle that unlocks a firing mechanism. You want to have the boss positioned under the station which is going to fire in order to melt his armor (a debuff) that grants a massive boost do DPS.
What this means is that at least 2 players must stay out of the bulk of the fight and work on adjusting the pieces of the puzzle to get the system ready to fire the debuff on the boss.
To make things a little more complicated, two types of robots are introduced into the fight ::
1) Proximity Mine Droids
-- These spawn generally after the first debuff wears off and in a set pattern across the map (mostly in the way of the terminals). These have about 15k HP and will do some pretty harsh damage and dots to players who get caught in them. Generally the people who are controlling the consoles need to be able to kill these quickly to resume console operations.
2) Stun Droids
-- These spawn down by the boss and will continue to zap/cc random players (it can be bad when it's the tank or the off-tank). They should be killed as they spawn provided the boss's debuff isn't active (don't waste the burn time, etc)
In addition to those droids, the Boss does a few things ::
1) Grapple :: a long-range grapple hook will attempt to pull ranged players into his grasp. People working the consoles should be VERY careful not to cheat too close and try to DPS as the time lost running back is bad.
2) Rocket :: A random player will be debuffed with a target/incoming warning and a few seconds later will be hit by a blade for 3-5k and I believe it has a DoT on it as well. Unavoidable.
3) Tank Debuff :: The boss slowly stacks a debuff on the active tank. This requires a taunt to prevent the stack from being too severe - the OT tanks for a while as the stack resets - and then they swap back.
So throughout this all it requires good coordination from the Console folks to the Tanks to make sure that the boss is heading to the right firing spot, and that there is a bit of a warning before firing the trigger to make sure the boss gets hit.
The enrage timer makes it difficult to fail to get the debuff up often - so the faster the consoles go - the more often the fire hits the boss - the better the event goes for all involved.
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You will encounter a few more of those nasty Droid combos until you reach the Courtyard heading to Karagga's area. When you get there, it actually gets a bit worse as many of the pulls are 4-target pulls ::
1 Turret (which seems to just about insta-gib tanks) and must be burned down as fast as possible
1 Non-CCable humanoid who hits pretty darn hard
2 CCable humanoids that can be problematic if broken
Handle those packs cleanly and it's on to Karagga!
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5) Karagga the Unyielding (Difficulty :: 9)
Fire on the ground
Exploding Mouse Droids
Anchor & Pulse DOT
Tunneling
Enrage Timer
Trust me when I say that Karagga is a very rhythmic fight. As long as the fight mechanics are dealt with as they appear, the boss is relatively straightforward. Karagga uses most of his abilities in a semi-predictable pattern - so take a note of what he does during this battle.
First and Foremost is his "Oil Patches" which he sets on fire. As Karagga is tanked, he will occasionally spew oil on the ground and set it on fire. This fire is pretty large and stays for the duration of the fight. The tank needs to move in a manner that allows him to drop the fire predictably and try to minimize the "path" of the fire to leave as much of the floor available for players. You will notice as the fight goes on, the Fire itself is a bit of a soft-enrage timer.
The fire should be avoided by everyone. It hits for about a 1500-2000 point tick and if it doesn't kill you, the healers will.
In addition to that, Karagga has several other abilities ::
1) "DRILLING" :: Karagga will channel "Dilling" during which time random players are targeted by unavoidable underground drills. This ability has a 24 second CD, and hits for about 4k on Heavy armor.
2) Missile Barrage :: Occasionally Karagga will also use a barrage of missiles. I believe you can out-range this event
3) "Magnetic Sticky Debuff" :: Karagga will target a player (sometimes this gets 2 players) and hit them with a white beam. They will be rooted and then begin to have a swirling black/purple cloud around them which will pulse damage to anyone in it. To make this even trickier - other players will be "pulled" to this person meaning they have to run out of the cloud quickly to avoid taking damage. After the debuff is over, the player who was rooted gets blasted for about 3-4k damage. If two people are rooted together, that's 6-8k damage to both of them. Be prepared!
4) Exploding Mouse Droids :: Karagga will begun to unleash 8 Mouse droids (they don't come out at once, but they do all come out quickly). They only have about 4-5k HP each. These generally need to be AE'd down as quickly as possible before they can find a target and explode for around 4k to everyone in the area.
5) Exhaust :: After Karagga drops the burning oil patch, he follows with his Exhaust attack which sprays fire in an AoE cone behind him. Melee should watch for the tank to move out of a fire patch as their cue to move to the sides.
The biggest problem with this fight is how easy it is to just get tunnel-vision and screw up. Because the fight is so rhythmic, it can rock you into a trance and without realizing it suddenly you're standing in fire (especially if you're melee).
This fight is also extremely healing intensive. The most intensive fight so far. The healers will not have the energy to keep you topped off, accept that fact right now. You need to do everything you can to help. Use your personal CDs, Medpacs, and just stay out of fire.
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Videos:
1er Boss, muy similar al 2º de Eternity Vault pero sin lava
2ª Boss
3er Boss
4ª Boss
5º y ültimo boss




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