Heavy Damage is our weekly Tanking column – if you have suggestions of what you’d like covered, drop our resident Tank, Alec Bailey a line.
This week I will tell you how to keep you and your team alive while on Hammer Station. My guides may be focused on tanks, but it doesn’t hurt for you healers and damage dealers to take a look at what your tank has to handle.
Hammer Station is suggested for Level 16 players. A full group is needed until about level 22 or so when two people can run it with companions. Hammer Station is available to both Empire and Republic players.
Areas
Expansion Excavation
The Flashpoint starts out in the Expansion Excavation area. The boss for this area of the map is a very large droid named DN-314 Tunneler. In this area if you or one of your teammates have a high enough slicing skill, you can activate a drill about halfway through the area to bypass some trash mobs and head straight to the boss fight. The drill is located in a dead-end room about halfway through the Expansion Excavation area. After the boss battle with DN-314, the group will be given a Lightside/Darkside option, and the choice will determine how you proceed to the second area, the Security Wing.
Security Wing
After your Darkside/Lightside choice you will enter the Security Wing area. The boss in the Security Wing is Vorgan the Volcano, Vorgan is accompanied by two adds, Sawbone (Heals) and Torch (Damage).
After the boss battle you’ll come to a bridge – when you encounter this bridge remember that Blue is good and Red is bad. If you try to cross while the bridge is red you’ll fall to your death, so wait for the colour change – it doesn’t stay blue long so don’t linger.
Section Zero
In Section Zero you will encounter your final boss, Battlelord Kreshan who is accompanied by 3-4 enemies summoned throughout the fight.
Bosses
DN-314 Tunneler
The best plan of attack on this boss is damage – kill the Tunneler as fast as possible. DN-314 will periodically spawn floating droids that explode when in proximity of a player. AoE attacks can cause them to explode out of their damage radius. If the group had a splicer and your group took the alternate route, your healer and ranged dps (if available) can stand on some crates to help avoid the adds damage. DN-314’s second ability is a laser beam that targets a random player in the party – make sure the healer is switching between the targeted players as the laser beam does quite a bit of damage. If using the second strategy, make sure you stay within range of heals while tanking DN-314.
Vorgan the Volcano
Set markers on the three enemies in front of you: Sawbones, Torch, and Vorgan. That order should be your kill order. If you can kill both the lieutenants simultaneously, then that’s also a great strategy – just make sure you don’t lose Vorgan’s Aggro.
Battlelord Kreshan
Kreshan is the final and most difficult boss, fielding four abilities.
Frontal Blaster Spray – A cone AoE attack that is actually easily avoided if while tanking you keep his back to your party.
Bomb – this is also avoidable as it’s marked by a large red reticule on the ground. Move out of it and suffer no damage.
Knockback – Knockback is more dangerous to Tanks than anyone else. If you don’t watch where you are standing, it can knock you off the platform to your death. Keep Kreashan in the middle of the room facing away from your healer and you’ll be fine.
Adds – Kreshan also calls upon adds periodically, the best plan of attack is to bunch up and AoE / burn down the adds.
This has been a guide to Hammer Station for tanks, by a Tank.( Healers and Damage Dealers are welcome to its wisdom too!)
As Always Stay Frosty and May the Force be with you!
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