Game Guides Archive
Thread: The Volcano Crater (Final YT2400 Quest) HK-47 Complete Guide
Acknowledgements: To all of the people who helped me reach the final mission so quickly and discussing and implementing strategies with me. There is no way i could have done any of this without them.
Jonah
Adiya
crbastian
Rithia
Kuma
Jaxson
Felous
Ewotane
Valius
Remlok
Ni'hrina
...and anyone else i may have forgotten
Group Requirements: besides experience you will require certain types of members to fulfill certain roles. All of the groups I have taken have insofar been filled jedi but those with regular professions have not only been very helpful but necessary. All people need to be able to follow instructions and work well as a group (i.e. watching other’s health).
Master Tank (MT) – This person will lead most attacks and attempt to absorb the damage for the group of the bosses and support droids. A master defender is ideal for this role due to the strength of their taunt and saber block/force valor, but a tkm doctor, defender template jedi, or complete melee template can tank very well.
Squad Leader (SL) – I would say that a squad leader is necessary. The SL group buffs can increase damage and defense among other things to compensate for any one group member’s shortcomings and personal buffs to prevent accidents through increased agro on the tank or decreased agro on the rezzers. In addition, the negative effect of de-buffs by the last two bosses can be reduced through the use of Double Time or Volley Fire and called shot.
Main Healer (MH) – Your group needs at least one rezzer. Any master doctor or combat medic with decent armor will do, but their ability to do damage may be the breaking point in the end. While many people have come to prefer combat medics for this role due to their de-buffs and DOTs I personally prefer doctors. Speed and regen buffs help everyone during fights as well as poison and resist buffs for two bosses and fire heals for two other bosses. Doctors have higher low-cost heals for when the main tank is low on mind and can drag people out of the lava when they run into it (this happens very often).
Backup Tank – This role is not necessary but very helpful if your tank is not as strong or as reliable as you would like. When there is additional agro or your tank unexpectedly goes down the backup tank can take over and keep everyone else alive.
Backup Healer – if your rezzer dies it could be a very big problem. Having a second rezzer would just be insurance, but could get in the way of your group’s DPS.
Cloaker – Optional. Obviously, make sure they are not too nubish.
Other Members – The biggest thing you are looking for in the remaining members is their ability to do damage. Ask them for their honest DPS, if it is low and they do not fulfill any of the above rolls it would be best not to take them. I would estimate that with a Squad Leader in group you will need an average DPS of 550 and 650 without. Almost any jedi or pvp bounty hunter will do. You will have to increase this number if you add a person to fit in one of the above rolls with lower damage capability, of course. I will try to include an effective strategy for HK for a low dps group, but it involves more risk and is much more complicated.
You should look for people who can fill dual roles, such as an SL/Doctor and/or a jedi with a rezz arm. A master enhancer with a rezz arm can come back from death and revive a rezzer if the entire group dies.
Lockout Timer: The lockout timer is the amount of time that must pass before you can reenter the dungeon. The timer varies depending on the number of bosses you defeat: 1 hour after the first boss is activated and 2 hours after he is defeated. The lockout timer is 12 hours if you reach HK and fail and 27 hours if you succeed. If everyone does not come into the instance you clone and everyone go in again immediately as long as no one activates the first boss.
Message Edited by Maitreya-Cirdan on 11-13-2005 01:47 PM
First Trial: HK-Taskmaster (lvl 85 boss 125k health), 8 SK-21 Support Droids (lvl 83 elite 19k health)
HK-Taskmaster is the first boss that you will come across. At first, as with all of these trials, it looks fairly simple. HK-Taskmaster is spawned with 8 SK-21 Support Droids and as long as they stand HK-Taskmaster’s regeneration makes him nigh invincible.
SL Buffs: Volley Fire for group, Toughen for MT.
Tactic: SL and any support you bring should stand 20-30m away or closer if they are healing. MT should run up to HK-Taskmaster and stay there, taunting if necessary and basically absorbing hits. If the MT can heal himself here it would help increase the agro on him for the final part of the trial.
The group should direct their damage towards the support droids. They will activate one at a time and initially agro MT, but if the group is fast it should not be a problem. Each SK-21 Support Droid will only stay active for a short period of time; there is a lot of running back and forth because of this. They do not regenerate their health while inactive.
As each SK-21 Support Droid is killed the HK-Taskmaster gains power through increased damage and defense. This is when you should keep an eye on the MT, as the increase might be unexpected and kill him. As soon as the last SK-21 Support Droid falls everyone should jump on HK-Taskmaster and do as high damage as possible: HK-Taskmaster is hitting quite hard at this time and MT should be running down on mind. Once he falls, your first trial is over.
Second Trial: AK Prime (lvl 85 boss 165k health), 4 HK-77 Assault Droids (lvl 82 elite 45k health)
AK Prime was a very interesting idea, but is a stumbling block for most groups. He launches a missile volley into the air that will do 3000+dmg in a 30m area, a 30m area fire spray that causes a 999dmg fire tick, and a 65m cone fire spray that hits does 9000+dmg. There is good news and bad news. AK Prime does not deathblow and there is not 3incap in this trial. The bad news is that the HK-77 Assault Droids will. It is only through trickery that you will beat this boss.
SL Buffs: Tactics, Toughen for MT
Other Preparation: Ithorian Mist (fire resist & absorb food)
Tactic: The key to this trial is to have everyone (including the MH and sl) stay within 0m of AK Prime because he will not use the missiles or fire spray on himself. You will know you are doing it right if the entire group is slowly walking in circles around the spawn area. Ignore the HK-77 Assault Droids if you can: if the MT spins a couple times to start the MH should be fine to heal him, however if he cannot it would be best to have the Backup Tank grab the agro of the HK-77 Assault Droids and stay healed. The MH should be aware of the fire DOT is very strong and if they try to heal the damage it causes on the MT for any length of time they will pull agro. The main responsibility of the MH should be to remove the fire DOT from the MT and himself to lower the chance of the MTand themselves dying. If everyone stays at 0m virtually no damage should be done.
Cautions: While running up to AK Prime your entire group could become incapacitated, but it’s not a big deal. If anyone needs to be healed it is the MT and MH; they are critical for this trial. Many groups try to cloak the HK-77 Assault Droids and end up with a bigger problem when the cloaked jedi runs far enough to lose agro: the HK-77 Assault Droid spawn doubles. If you are using a cloaking jedi make sure that he is aware of this.
Trial 3: Forward Commander Mk II (lvl 85 boss 185k health), 15 HK-77 Assault Droids (lvl 82 elite 45k health), 15 Risen Commanders (lvl 82 elite 55k health)
This trial looks quite intimidating when you see a 5x3 formation of HK-77 Assault Droids with one Forward Commander Mk II standing behind them. It is not bad at all, as long as your group can keep up with the damage.
SL Buffs: Boost Morale or Volley Fire, High Yield if you want.
Tactic: The droids activate one at a time in 30 second intervals and do not stop until the last one comes online. The group should direct their damage to each of the droids as they spawn. This has been very effective when I have seen it done; they die in 20-30 seconds. Once the last droid goes active tell your group to stop attacking, and run 100m away from the spawn. He will follow you, of course. The MT should hold agro and let the rest of the group regain action and/or force for the next battle (half force is fine even for force armor). Once everyone is ready kill the final droid and Forward Commander Mk II should come to you.
As you fight Forward Commander Mk II the HK-77 Assault Droids should begin to revive as Risen Commanders; slowly at first but in larger waves at the end until all 15 are back up. If you have dragged Forward Commander Mk II away from the spawn you should be fine. Kill Forward Commander Mk II and use the SL or someone who can pull single/small groups of droids and kill them patiently. Once the last droid falls you will be ready for the next trial.
I have been in many groups that have cloak-agro’ed the revived droids. It works very well if you have a capable cloaker, but can be dangerous otherwise.
Message Edited by Maitreya-Cirdan on 11-13-2005 07:25 AM
Trial 4: CY-M
This Trial is quite interesting. It involves yet another droid jedi, CY-M, but with an interesting twist. Not only does this droid have force powers such as force lightning, choke, and drain force, but he casts a spell that causes poison/disease and drains 5% of everyone’s force (there may be an exact amount, but 5% is close for a full template jedi). He does this often enough to cause a problem. He also spawns 30 lvl 80 elite kubaza beetles that explode when they die. Forgive the constant reference to jedi in this section; it is required.
SL Buffs: Volley Fire or Blaze of Glory, Toughen for Tank
Other Preparation: Any form of poison absorb or resist (doc buffs, foods, shard of serpent, or mustafarian injector), Force Shield, Force Feedback for the tank.
Tactic: be glad that you took the time to kill those droid from the last spawn, because you are dragging again. Have one person pull and have everyone in your group stand in the middle of the last boss spawn. The puller can use any number of things to pull (ranged shot, lunge, dominate mind, force choke) as long as he can keep his hate up on CY-M. Let him be pulled all the way to you, even if the puller has to run behind the group. Only a few beetles should follow the puller and if the puller keeps running he can lose their agro without difficulty.
If the MT is not a master defender or does not have force shield he will need a lot of healing because lightning is electrical damage and goes through layered armor and force armor. Every jedi except the MT can channel to maintain their force bar: you will assuredly reach zero force without channeling during the fight. Make sure your MT knows that it is okay to ask for force or heals if he needs them.
Taunting the Boss becomes more critical with each trial. CY-M can do all kinds of nasty things to someone who catches his stray agro. One taunt per minute should do nicely; MT doing self heals will help even more. If MT has it, Force Feedback is very nice against CY-M: when using his high damage force attacks the damage will be reflected back at CY-M, causing him damage. You can leave the beetles that spawned while you were killing CY-M alone. One person can pull their desert skiff and transport the group across the lava in-between the last two bosses. Stay clear of the boss spawns as it would be bad for everyone to die in lava. Yay death!
Trial 5: GK Oppressor
Whoever came up with this trial is a very evil man. GK is a droid with force powers and some CM skills like:
- Force Stasis (root and freeze) that cannot be broken
- -200 accuracy
- 90% movement reduction
- -35 Speed reduction
- Roots
- Strong armor break
- Action/Mind regeneration reduction
- De-buffs food, spice, force armor, force speed, aura/cob, burst run, force run, AND FORCE CLOAK (this might be due to the support droids)
- …and more.
GK does all of these attacks (except stasis, which he uses on the highest damage person) to everyone regardless of how far away they are.
SL Buffs: Double time or Volley Fire, High yield on highest damage person
Tactic: if you have not run into trouble you should have well over an hour to finish the dungeon. If everyone dies and you can do it again, try. Just because you fail once does not mean you cannot do it. This is the first Trial where even the best groups consistently fail, so do not be discouraged.
MT should pull this time, due to the fact that he will be snared and may be rooted on his long, slow walk to the group. Everyone, even the SLs and docs should stand together because if GK switches agro he can run fast while you cannot (65m is more like 650m). Once GK is in range of melee damage you should open the floodgates. MT should taunt often and the SL should spam called shot often. While GK does not do much damage and his regeneration is not exceptional, his de-buffs make him godlike. Depending on the strength of your individual members you might want to switch off tanks or use Toughen on your tank. Faster damage is better in most cases, but if your MT is dying it doesn’t matter much.
Whilst fighting GK he will spawn a group of 4 Droid Defenders and later a group of 4 Droid Sentinels. It is a waste of time to try to fight them; instead the best thing to do is to send one person in front of the group to agro all the newly spawned droids and die. The droids will run back to their spawn and not agro again. This person must die out of range of the rest of the group or the support droids will automatically agro the nearest person.
Just under half health GK will drop agro and run back to his spawn. As soon as everyone loses their snare/root one person (preferably not the MT) should once again attempt to pull GK back to the group. It will be harder this time due to the additional droids spawned around GK. The puller may need to eat pikatta, vayerbok, and chew exo-protein wafers to stay alive.
GK should still be at half health once he reaches the group again. It may be necessary for the puller and drop the agro of the support droids, but only after the Backup Tank (or anyone who can assume this role) has taken GK’s agro off of him. The puller can be immediately revived and continue fighting if he died from pulling. After this point it is a very straightforward fight: just kill and stay alive. When you are done you can leave the remaining droids alone. There is no escape.
Caution: Itwould be best to have the puller to be a master defenderjedi or one withforce valor due to their ability to mitigate ranged attacks: they can hold all of the agro for this trial almost at once. However, there is a current bug that the last person to agro and die to the support droids will be constantly debuffed for the rest of the instance (food, force powers, buff bar abilities). For this reason you should not use your MT to pull and die or risk dying, as it could compromise your ability to complete the next trial.
Trial 6: HK
HK has all the skills of the all the previous bosses. While some of them are less severe, many are the same. Healing droids, Fire, force draining, beetles, poison and disease, de-buffs, and guardian droids.
SL Buffs: Double Time or Boost Morale, Toughen for MT
Other Preparation: All Previous Preparations, a holocron
Tactic: Before you get to HK you will have to fight through 2 squads of droids. the MT or anyone can pull one squad at a time (do not get close to HK) and bring them back to the group. You will be fighting in the same spot as before. Everyone should focus their damage on the Squad Leader of each droid group first. Once it is dead the other droids will have a low morale buff and make them very easy to kill with spin attacks. Repeat this with the next group.
Now you get to fight HK. For all jedi at this point there is a time limit. He takes a very long time (8-15min) to kill and drains a lot of force in that time. You should have no problem pulling HK back to the group, but his regeneration will become incredibly high due to the spawning support droids. If your group meets the damage requirements that I listed in the above section (it is an estimate) you can simply have one person drag HK as far away from his spawn as possible (more than 200m) and do as much damage as possible. The SL can switch to High Yield on someone and spam called shot once again. If HK continues to regenerate his health while you are all doing your damage you should switch to the strategy below.
Low DPS group Strategy: You must split up your group: MT andyour backup tankwill stay on HK and your two highest damage people will move forward to kill the support droids once the first support droid spawns. The other 4 group members should migrate as needed but stay between these two groups. Fast damage is not required on HK you are finished killing support droids, therefore it might be best for the SL to assist that group. The group killing the support droids should do its best not to agro or waste time on the kubaza beetles or the defender droids (one person dying to them is faster than fighting). It will be easy at first because some of the support droids catch onto your plan and run to help HK, but towards the end they will just sit in the back and heal HK from a distance. Kill at least 5support droids or as many as needed and have your entire groupattack HK and dohigh damage. The groupkilling the support droids should be very careful not to drag any of the droidsback to theHK group.There are a few ways to tellwhen your group should all pounce:
- HK is below 45k health.At this pointall the support droids have been spawned, if your group was able to reduce HK this far without their two high dps members they can now finish him without problem. Your group probably could have killed himwith the first strategy.
-Kubaza Beetles start to spawn. Support droids seem to spawn consistantly after HK is activated, but the Kubaza beetles and Guardian droids seem to spawn once HK's health dropsa certain percentage. If your group is killing HK slowly (which ideal, actually) yourmembers killingsupport droids should have a very easy time killing support droids. Once you see kubaza beetles spawn you can take this to mean that your group is overcoming HK's regeneration without much problem anymore.
- Your MT or high DPS jedireach half force. Ithas taken too long to kill the support droids and whether or not you have killed enough you may not have enough time to killany more. This is safe ending point as different jedi consume their force at different rates.If you have already killed 5 droids you should be fine.
HK should last around 4 minutes. He may regen while your group has its speed debuffed, but should still go down once again when it wears off.
Loot your kill. Speak to the Droid on the Bridge of the landed yt2400 and he will let you leave. Enjoy!
Caution: Even with this guide it is quite possible that everything will go bad: someone goes ld, your tank or someone else may die and decreaseyour total DPS just enough to make success impossible. if your MH does not feel safe to continue he can get on his jetpack/skiff and run across the lava. Everyone will die except the rezzer and he can come back and rezz everyone to try once again.The MH can leave his vehicle out before you start on HK without fear or losing it during the fight and it will be there if he is stuck in combat. You should have enough time to attempt HK twice (30 minutes). Do not let your group become discouraged, this does happen sometimes.
Message Edited by Maitreya-Cirdan on 11-14-2005 02:40 AM
/kowtow
Amazing. I was contemplating doing a guide myself, but you beat me to it ![]()
If you can not see everyone once loading in, just do a quick disconnect, the reconnect.
That will fix the problem and load you right back into the volcano.
There are only 2 ways to leave the volcano, clone or leave on yt-2400
To the OP:
On behalf of our group on the Infinity server we want tothank you for this fantastic guide and essential tactics to the Destroy HK-47 quest.We had to think on our feet at some points due to some unusual AI from NPC's,but mostly your advice and guide was spot on.....
Thank you sir!
/TipHat
And heres a screenie of how far we got on our 1st attempt: (sorry just proud of the acheivment)
HK-47 1st Attempt using this Guide