Operation Guide: Scum and Villainy

Scum and Villainy is the first Operation of the Rise of the Hutt Cartel expansion. The Hutts are gathering the galaxy’s most nefarious mercenary armies on the desert planet of Darvannis. Both the Republic and the Empire fear that the Hutts might start an invasion. A pre-emptive strike should solve the problem.

With seven encounters, it is – by the number of bosses – the longest Operation in SWTOR.

The entrance is located on the Ziost Shadow on the Imperial Fleet.

1 Dash’Roode

Dash’Roode. Dash’Roode is the first boss in Scum and Villainy. The encounter revolves around an environmental shield which protects the group from an ongoing sandstorm. Only one tank is needed for the encounter.

Enrage Timers

Dash’Roode has an enrage timer of 9:00min (540s), starting when combat starts. When the timer expires, Dash’Roode receives Dealing 200% increased damage.
View on swtor.jedipedia.net
Enrage,
increasing damage dealt by 200% for the rest of the fight.

1.1 Story Mode

Before the fight starts, everyone should buy some Use: Temporarily protects you from the effects of the sandstorm on Darvannis.
Lasts 60s
5:00min cooldown
View on swtor.jedipedia.net
Personal Environmental Shields
at a vendor next to the dropship.

As soon as the group enters the fight area with the sandstorm, they will receive stacks of Taking periodic damage from the sandstorm. Long term exposure increases its effects!
Damage Type: 5[?]
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Howling Sandstorm,
dealing periodic damage. Each stack increases the damage dealt by the sandstorm. The Environmental Isolation Field Generator should be activated fast to create a protective shield. This also acts as a trigger to start the boss fight.

The tank stands at the shield generator, ranged players with their backs to the wall.

Since Dash’Roode has knockbacks, the tank should stand at the shield generator and the group with their backs to the rocks or ruins at the location to not get knocked back.

Occasionally, the boss does Stunned and ignored by enemies.
Duration: 5s
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Updraft,
knocking the tank in the air, stunning them for 5 seconds and causing them to be ignored. The tank has to taunt back as soon as possible.

The locations of the shield power generators.

After a minute, the Environmental Isolation Field Generator runs out of power and must be picked up by a group member and carried to the next location. The tank should pick up the shield the first time as they cannot get lost in the sandstorm. The next times, a DPS that got lost previously can pick up the shield. The spots where the shields must be brought to are marked with yellow crosses.

When moving the shield to the new location, the one carrying the shield must make sure to not be too fast, else group members may fall back and get damaged by the sandstorm. Avoid the yellow circles, they apply a slowness debuff.

During the stroll, a random DPS or healer (two when on 16 people) will get lost in the sandstorm. They will spawn in a remote location and have to make their way back to the group. The Use: Temporarily protects you from the effects of the sandstorm on Darvannis.
Lasts 60s
5:00min cooldown
View on swtor.jedipedia.net
Personal Environmental Shield
bought earlier at the vendor can be used to be protected from the sandstorm. Adds will spawn and their location, those should be kited to the group which the can AoE them down.

The pattern repeats until Dash’Roode is dead or the shield has been at all four locations.

1.2 Hard Mode

The shield generator now attracts Xuvvas. They need to be focussed since they can destroy the Power Converter next to the shield generator. The tank can also taunt them.

The adds spawning at the location of the people being lost in the sandstorm apply Movement speed reduced
Attack and Damage Type: Force, Kinetic
Duration: 6s
View on swtor.jedipedia.net
Gnawing Bite
to their target, slowing them down. Depending on how mobile the lost player is, they might have to kill the adds before coming back to the rest.

When the tank gets knocked in the air with Stunned and ignored by enemies.
Duration: 5s
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Updraft,
a DwT must tank the boss until the tank is back.

1.3 Nightmare Mode

The Xuvvas can no longer be taunted.

The DwT taking Dash’Roode while the tank is flying with Stunned and ignored by enemies.
Duration: 5s
View on swtor.jedipedia.net
Updraft
should use defensive cooldowns.

If the shield runs out of power at the last location, you are stuck there. When the damage from Taking periodic damage from the sandstorm. Long term exposure increases its effects!
Damage Type: 5[?]
View on swtor.jedipedia.net
Howling Sandstorm
becomes too intense, the Use: Temporarily protects you from the effects of the sandstorm on Darvannis.
Lasts 60s
5:00min cooldown
View on swtor.jedipedia.net
Personal Environmental Shield
should be used.

2 Titan Six

Warning! You're entering a restricted area, protected by Titan Six. Titan Six offers regional annihilation to reasonable prices. And the way he leans against the rocks, he is definitely the coolest guy in the instance. It is the second encounter in Scum and Villainy and a straightforward fight.

Enrage Timers

Titan Six has an enrage timer of 7:20min (440s), starting when combat starts. When the timer expires, the boss receives Dealing 300% increased damage. Damage received reduced by 50%.
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Enrage,
increasing damage dealt by 300% and reducing damage received by 50% for the rest of the fight.

2.1 Story Mode

The encounter features two phases. On Story Mode, only one tank is required.

Phase 1: Titan Six, 100% - 20%

The first phase follows a rotation of some key abilities.

The first key ability is Attack and Damage Type: Force, Kinetic (AoE)
6s channel
View on swtor.jedipedia.net
Lots of Missiles
– announced as defence sequence two –, a 6 seconds channel during which the group is getting bombarded by missiles. Everyone should spread out to avoid damaging others with the missiles.

After Attack and Damage Type: Force, Kinetic (AoE)
6s channel
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Lots of Missiles,
the boss will do Attack and Damage Type: Tech, Kinetic (AoE)
2s cast
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Air Strike,
which are red circles on the floor. Everyone should try avoiding those.

The next ability is Attack and Damage Type: Melee, Kinetic
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Kick,
burying the tank in the ground and stunning them for 2.5 seconds.

After Attack and Damage Type: Melee, Kinetic
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Kick,
Titan Six will channel Attack and Damage Type: Force, Kinetic (AoE)
6s channel
View on swtor.jedipedia.net
Lots of Missiles
again.

Titan Six jetting in the air, leaving fire behind. Hiding behind the rocks protects from the damage.

The last ability of the cycle is 8s cast
View on swtor.jedipedia.net
Launch
– announced as defence sequence three. This is 8 seconds cast after which Titan Six will jet in the air – announced as defence sequence five –, leaving an expanding ring of fire behind. Everyone standing in this ring will receive damage. The damage can be avoided by hiding behind the rocks.

After jetting in the air, Titan Six will summon adds in the middle of the room and reappear at a new location. The group should bring the adds to the tank and have the tank taunt them.

The cycle repeats until the boss reaches 20%.

Phase 2: Burn Phase
Titan Six during the burn phase, causing everything around him to burst into flames.

At 20%, Titan Six enters a burn phase. The cycle of phase 1 is removed, instead the boss does a ring of fire around himself. Melees must stand close to the boss, Ranged as far away as possible.

2.2 Hard Mode

Phase 1: Titan Six 100% - 20%

The cycle is different from Story Mode: Attack and Damage Type: Melee, Kinetic
View on swtor.jedipedia.net
Kick
-> Attack and Damage Type: Force, Kinetic (AoE)
6s channel
View on swtor.jedipedia.net
Lots of Missiles
-> Attack and Damage Type: Tech, Kinetic (AoE)
2s cast
View on swtor.jedipedia.net
Air Strike
-> Titan Six has thrown a huge grenade at you which will explode doing massive area of effect damage.
Attack and Damage Type upon expiration: Tech, Energy (AoE)
Duration: 7s
View on swtor.jedipedia.net
Huge Grenade
-> Attack and Damage Type: Force, Kinetic (AoE)
6s channel
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Lots of Missiles
-> 8s cast
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Launch

The Buried. Damage Taken increased by 200%
Duration: 20s
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Buried
debuff applied by Attack and Damage Type: Melee, Kinetic
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Kick
now causes the tank to receive 200% increased damage and lasts 20 seconds.

Attack and Damage Type: Melee, Kinetic
View on swtor.jedipedia.net
Kick
happens roughly 20 seconds after Titan Six comes back on the ground. Using a stun breaker removes the Buried. Damage Taken increased by 200%
Duration: 20s
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Buried
debuff. It is also possible to out range it by standing more than 6 metres away.

A map of the encounter, showing the positions of Titan Six and where the Grenades can be exploded without hitting rocks.

The new ability in Hard Mode is Titan Six has thrown a huge grenade at you which will explode doing massive area of effect damage.
Attack and Damage Type upon expiration: Tech, Energy (AoE)
Duration: 7s
View on swtor.jedipedia.net
Huge Grenade,
a huge red circle on the tank exploding after 7 seconds. The grenade deals massive damage; non-tanks might die instantly. The tank must go away from the group and, for instance, to the spots marked on the map. Due to the massive damage, a tank swap should happen.

Each rock now only allows one player to hide.

Phase 2: Burn Phase

Titan Six will regularly pull players more than 7 metres away from him to him in the flames. If the tank has a ticking Titan Six has thrown a huge grenade at you which will explode doing massive area of effect damage.
Attack and Damage Type upon expiration: Tech, Energy (AoE)
Duration: 7s
View on swtor.jedipedia.net
Huge Grenade,
from the previous phase when pushing to 20%, it might happen that the tank gets pulled in and blows up the group.

2.3 Nightmare Mode

Not only the tank, but also a random group member will receive a Titan Six has thrown a huge grenade at you which will explode doing massive area of effect damage.
Attack and Damage Type upon expiration: Melee, Kinetic (AoE)
Duration: 7s
View on swtor.jedipedia.net
Huge Grenade.
They must go to different locations to prevent killing each other with the explosion. The tank, for instance, can go clockwise while the second player goes anticlockwise. Both should be at full health; else they might die. Careful: Instead of Tech damage, the grenade now deals Melee / Ranged damage. The rocks must be avoided as well; the grenades destroy them.

When Titan Six pulls ranged players to him, he also throws a Titan Six has thrown a huge grenade at you which will explode doing massive area of effect damage.
Attack and Damage Type upon expiration: Tech, Energy (AoE)
Duration: 7s
View on swtor.jedipedia.net
Huge Grenade
at a random group member who has to away from the group before it explodes. These grenades deal Tech damage again.

3 Thrasher

Thrasher. Thrasher is the third encounter in Scum and Villainy. She likes the headbutt people and knock them around. To make matters even worse, snipers attempt to kill you as well.

Enrage Timers

Thrasher’s enrage timer starts when the encounter starts. Upon expiration, Thrasher receives Enrage, Dealing 200% increased damage.
View on swtor.jedipedia.net
Enrage,
increasing damage dealt by 200% for the rest of the fight. The adds’ timer starts once they spawn. When it expires, their damage is increased by 100% and turrets spawn, killing the group.

Story Mode Hard Mode Nightmare Mode
8-person 16-person
Thrasher 7:20min (420s) 7:00min (420s) 5:00min (300s) 5:35min (335s)
Adds -- 60s 50s 45s

3.1 Story Mode

On Story Mode, this is a simple fight with few mechanics.

Thrasher being tanked against the wall. Snipers meanwhile spawned on the balcony.

The tank should tank Thrasher towards a wall since she does frontal cleaves, as well as knockbacks. Tanking against the gate may cause the boss to knock the tank into the gate and resetting Thrasher.

When Thrasher’s handler says “You’ll like this trick. Been working on it a while”, three Mercenary Snipers will spawn on the balcony surrounding the arena and shoot at the group. Their spawn location is random. The ranged DPS should be able to shoot them from the ground, else melee DPS can leap up to them.

Another notable add is the Firebug. When he spawns, he targets a random player, which is announced on the screen. The target needs to run to the edge of the arena, wait for Firebug to catch up to them and drop fire on them, then run back to the group.

After Thrasher is dead, her visibly upset owner awaits in the next room. He is a simple tank and spank.

3.2 Hard Mode

The main difference between Story and Hard Mode is how the adds work. The snipers now have the buff Ranged attacks are absorbed dealing no damage. Immune to all contolling effects.
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Entrench,
causing them to absorb all damage dealt from more than 8 metres away. Additionally, it is not possible to leap to them with Ranged attacks are absorbed dealing no damage. Immune to all contolling effects.
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Entrench
up.

Together with the snipers, a Mercenary Demolitionist spawns. The demolitionist will cast 5s cast
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Loading…
for 5 seconds, targeting a random player. This is indicated by a small red circle below the player. 5s cast
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Loading…
is followed by Attack and Damage Type: Tech, Kinetic (AoE)
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Rocket Launcher
which shoots a rocket at the circle, dealing high damage to anyone in it. Make sure to step out of the circle.

The adds spawn at 17 seconds into the fight and then every 45 seconds. The adds have an enrage timer of 60 seconds. When enraged, they gain the usual Damage dealt increased.
View on swtor.jedipedia.net
Enrage
buff (100% more damage dealt) and deploy Turrets which will start one-shotting the group.

To deal with the adds, the group should split up and send two DPS – and if needed a tank and a healer – up.

Spots where to stand to get knocked up to the balcony.

To get to the adds, these players should stand in front of Thrasher when she does her View on swtor.jedipedia.net Head Butt to get knocked to the balcony. The spots where to stand to get up are marked on the map. Ideally, Thrasher is aimed at where the adds spawned so that the group on adds duty does not have to walk around half the arena.

View on swtor.jedipedia.net Head Butt happens 10 seconds after the adds spawn and can also be tracked by Thrasher’s Damage dealt increased.
Duration: 10s
View on swtor.jedipedia.net
Frenzy
buff (increases her damage done by 50%, lasts for 10 seconds and is applied when the adds spawn) expiring.

After View on swtor.jedipedia.net Head Butt and whenever the tank is more than 10 metres away from Trasher, she will channel Attack and Damage Type: Tech, Internal
3s channel
View on swtor.jedipedia.net
Roar,
dealing raid wide damage. If aimed at the adds, it also removes Ranged attacks are absorbed dealing no damage. Immune to all contolling effects.
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Entrench.

If knocking the players on adds duty proves to be too difficult, it is also possible to have them go up once and stay there for the rest of the encounter.

3.3 Nightmare Mode

The adds hurt a lot; a tank and a healer should definitely go up. The tank on the adds must make sure to taunt the adds and use a defensive (something against Melee/Ranged damage). The tanks can switch with going up (tank A pulls, gets knocked up for the first group, tank B takes over Thrasher and gets knocked up for the second group, tank A takes Thrasher again and so on) so that their defensives can come off cooldown.

The Mercenary Demolitionist no longer spawns with the snipers. Getting hit by his Attack and Damage Type: Tech, Kinetic (AoE)
View on swtor.jedipedia.net
Rocket Launcher
is basically an instant death. It can help if the DPS on the demolitionist calls out who is targeted.

The adds’ enrage timer is now 50 seconds (45 seconds on 16 person NiM).

The first set of adds after Thrasher’s health falls below 50% causes two groups of snipers (but still only one demolitionist) to spawn at different locations. Instead of View on swtor.jedipedia.net Head Butt, the boss will do Attack and Damage Type: Force, Kinetic (AoE)
View on swtor.jedipedia.net
Massive Stomp,
a 360° knockback. The group can split in half with one half standing in front of Thrasher and the other half behind her. Thrasher will receive Dealing periodic damage to anyone that can hear her. Attack and Damage Type: Tech, Internal (AoE)
Duration: 20s / 35s
View on swtor.jedipedia.net
Insane Roar
for the next 20 seconds (35 seconds on 16 person NiM), dealing low damage to the whole group. A tank should be down to taunt her when Dealing periodic damage to anyone that can hear her. Attack and Damage Type: Tech, Internal (AoE)
Duration: 20s / 35s
View on swtor.jedipedia.net
Insane Roar
expires.

After the double snipers, the encounter continues as before.

4 The Operations Chief

The Operations Chief and the city run are the fourth encounter in Scum and Villainy. The group must get through the city and take out the four mercenary patrols in a certain amount of time and then kill the Operations Chief in order to reach the city’s spaceport.

Enrage Timers

The city run’s enrage timer can be tracked by the You must make your way through Oasis City, defeating the Patrol Teams and the Operations Chief without raising an alarm.
Duration: 10min / 6min / 3min
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Infiltrating Oasis City
debuff. The timers in the table are relative to when the door opens. Once the debuff expires, the group wipes. The Operations Chief’s enrage timer starts when engaging him. Upon expiration, the Operations Chief will receive Damage dealt increased by 200%
View on swtor.jedipedia.net
Enrage,
increasing damage dealt by 200% for the rest of the fight.

Story Mode Hard Mode Nightmare Mode
City Run 10:00min (600s) 6:00min (360s) 3:00min (180s)
Operations Chief 3:00min (180s) 3:00min (180s) 2:30min (150s)

4.1 Story Mode

Part 1: City Run

Mount up before clicking on the console to start the encounter. The time limit is 10 minutes on Story Mode. It is also being displayed as the debuff You must make your way through Oasis City, defeating the Patrol Teams and the Operations Chief without raising an alarm.
Duration: 10min
View on swtor.jedipedia.net
Infiltrating Oasis City.
After the time is up, the city run is failed, and the city will go into full alert. Everyone will receive the debuff Infiltration Failed: The city has gone into full alert, and access to the spaceport has been sealed.
Duration: 55s
View on swtor.jedipedia.net
Infiltration Failure
and will instantly be killed by snipers.

In Story Mode, the whole group can stay together and move from one team to the other.

The map for the city run.

Each of the teams consists out of two adds.

The first team is Red Patrol. Everyone must turn right at the start to get to them. The second team is Green Patrol on stairs. Gold Patrol, the third team, is inside the cantina. The last team is Blue Patrol.

The Gold Patrol’s healer should be interrupted as often as possible.

The Blue Patrol members regularly cast Attack and Damage Type: Tech, Energy (AoE)
4s channel
View on swtor.jedipedia.net
Shockwave Strike,
a frontal cone dealing massive damage. The cone can be avoided.

There are droids roaming around the city which should be avoided. If one is aggroed, it should be stunned.

After the four teams are defeated, the group must go to the Operations Chief. He should not be engaged before everyone is in the warehouse.

Part 2: Operations Chief

When engaging the Operations Chief, the timer stops.

The Operations Chief has four notable mechanics. The first one is [Any]The probe will detonate when the target takes damage, or the timer elapses.
Attack and Damage Type: Tech, Kinetic (AoE)
Duration: 25s
View on swtor.jedipedia.net
Mass Explosive Probe,
a grenade put on every group member. They either explode after 20 seconds or after the target receives damage. They can and should be cleansed.

From time to time, the boss summons rail turrets, small probes that should be killed as fast as possible.

Anyone standing less than 6 meters away from the boss will regularly knocked back and slowed down by View on swtor.jedipedia.net Impulse.

The Operations Chief will regularly cast Attack and Damage Type: Ranged, Energy (AoE)
3s cast
View on swtor.jedipedia.net
Terminate,
dealing high damage to the tank.

4.2 Hard and Nightmare Mode

The time to kill the patrols is now 6 minutes. On Nightmare Mode, the timer is 3 minutes.

Every patrol team can only be attacked by two (four on 16-player difficulties) players, else they call for reinforcements and the group wipes.

A possible distribution is each a DPS and a healer on Red Patrol and Green Patrol, each a DPS and a tank on Gold Patrol and Blue Patrol. Having a ranged DPS for the Blue Patrol reduces the risk of them standing in Attack and Damage Type: Tech, Energy (AoE)
4s channel
View on swtor.jedipedia.net
Shockwave Strike
which deals a lot of damage if not killing the player instantly. The blue tank can move behind the adds after they started casting it.

For Green Patrol, someone with 35 metres range can damage the patrol without taking damage. On Gold Patrol, it helps having someone who can reflect the beam.

Operations Chief

As of 7.0, it is no longer possible to hide behind a pipe to avoid the damage from Attack and Damage Type: Ranged, Energy (AoE)
3s cast
View on swtor.jedipedia.net
Terminate.
Instead, the tank should use defensives.

5 Olok the Shadow

Olok the Shadow.

A contraband arms dealer called Olok the Shadow is the fifth encounter in Scum and Villainy. He found a bunch of droids on Ord Mantell and now wants to figure out whether you like them. In the first part, you have to buy some droids yourself and later fight the rest before engaging Olok himself.

Enrage Timers

Olok’s enrage timer starts when engaged. Upon expiration, Olok will receive Dealing 200% increased damage.
View on swtor.jedipedia.net
Enrage,
increasing damage dealt by 200% for the rest of the fight.

Story Mode Hard / Nightmare Mode
Olok 8:00min (480s) 6:30min (390s)

5.1 Story Mode

Pre-fight

The room features droids being displayed in four rows. The composition of those rows is thereby random. The group must later kill those droids later, can however buy some of them to make it easier. Some droids cost two tokens, some one. In total, the group has eight tokens to spend.

The droids in the showroom. Getting four Artillery Droids in one row is kinda unlucky.

There are four different types of droids:

The MA-9 Frontline Droids cost one token. They switch their target regularly and then jet towards it. They do a lot of damage and are due to their threat-drop pretty annoying.

The PX-7 Recon Droids also cost one token. They channel Laser Damage.
Attack and Damage Type: Tech, Energy
View on swtor.jedipedia.net
Targeted Laser
on their target.

The IA-82 Artillery Droids cost two tokens. They do Attack and Damage Type: Tech, Elemental (AoE)
View on swtor.jedipedia.net
Ion Field,
an AoE on the ground.

The P-2B Assault Droids cost two tokens. They rapidly shoot at their targets, nothing special there.

As it does not really matter which droids are bought, the group can just buy all the Frontline and Recon Droids.

Phase 1: Shopping Tour
Overview of the room in the first phase. The elevator opposite of the terminal is used to escape when the room is flooded with gas.

In the first phase, four Wealthy Buyers and their bodyguards must be killed, as well as the droids bought. The Wealthy Buyers cannot be attacked until their bodyguards are dead. Each Wealthy Buyer drops two tokens which will be given to random players; it is announced on the screen who received a token. Those then have to buy the droids by clicking on a field of the terminal. After the first player clicked on a field, the terminal will turn red. The second player must wait until it turns blue again and then click.

The left section of the terminal shows the droids. Blue marks mean that a droid costs one token, yellow marks two. When clicking on a yellow mark, it becomes red and someone else with a token must click it to buy the droids. The right section shows how many tokens have been spent.

Once bought, the droids assist in killing the Wealthy Buyers and their bodyguards.

After all tokens are spent, the room with the terminal is flooded with toxic gas. Everyone has to use the elevator to get to the lower level with the droids.

Phase 2: Destroying the remaining Droids while trying not to fall asleep

In the second phase, the remaining droids must be destroyed row by row. When in the room, a player has to press a console which will deactivate the force field of the first row after a countdown. Then, the remaining droids of the first row must be destroyed.

After 60 seconds, the force field of the second row is deactivated. The same procedure happens for the other remaining rows.

Yawn.

Phase 3: Olok the Shadow

In the last phase, the boss must be killed. The only important mechanic is that occasionally, he does Unable to act.
Duration: 3.5s
View on swtor.jedipedia.net
Flash Bang,
stunning the tank, and stealthes out afterwards. Shortly afterwards, he will reappear again and switch targets. The tank must therefore taunt back.

After reappearing, two adds will spawn, a Shady Customer and an Underworld Arms Dealer. The Shady Customer does nothing important.

The Underworld Arms Dealer does a channel called Attack and Damage Type: Tech, Kinetic (AoE)
4s channel
View on swtor.jedipedia.net
Free Samples,
doing AoE damage on the ground (basically the Mercenary’s Death from Above with a different name and circle).

5.2 Hard and Nightmare Mode

The droids have additional mechanics in Hard and Nightmare Mode:

The MA-9 Frontline Droids stun their targets for 6 seconds.

The P-2B Assault Droids apply the debuff A P-2B Assault Droid has targeted you.
Duration: 10s
View on swtor.jedipedia.net
Targeted
on random players. Those will then be attacked. The Assault Droids’ attacks will apply (Physical) Periodic elemental damage.
Attack and Damage Type: Tech, Elemental (DoT)
Duration: 3s
View on swtor.jedipedia.net
Burning,
dealing periodic damage.

Another mechanic is Combined Package Deal greatly increases damage output.
View on swtor.jedipedia.net
Packaged Deal.
The group will get stacks for each Frontline Droid and Assault Droid online. When having two or more stacks, the damage output of the droids is increased. Those stacks should be avoided, if possible.

If there are two Assault Droids in one row, buy one. Then prioritise the Frontline Droids. Reset the puzzle if you do not like it (see Appendix).

Phase 3: Olok the Shadow

The Underworld Arms Dealer now has the mechanic Willing to haggle up to a point, but will begin issuing Final Offers if negotiations are going poorly, or taking too long.
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Impatient Negotiator.
As soon as he spawns, he receives Currently in “negotiations”...
Duration: 60s
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Haggling.
After 60 seconds or when he reaches 25% health, the buff expires and is replaced with The time for “negotiations” has passed. Now making Final Offers.
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Negotiations Ended.
This is sort of a mini enrage. When receiving The time for “negotiations” has passed. Now making Final Offers.
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Negotiations Ended,
the Underworld Arms Dealer can cast Attack and Damage Type: Tech, Kinetic
3s cast
View on swtor.jedipedia.net
Final Offer,
doing high damage and knocking the target to the ground.

The Underworld Arms Dealer should therefore be focussed.

Nightmare Mode

The droids bought in the first phase are hostile and must be killed. The last adds to be bought should be melee as ranged can shoot the group even when everybody is down. If the last adds are melee, they can be ignored.

6 The Cartel Warlords

The Cartel Warlords.

The Cartel Warlords Vilus Garr, Sunder, Captain Horic and Tu’chuk are the sixth encounter in Scum and Villainy. The group must fight four bosses at the same time while focusing on one, then on another and so on until all four are dead.

Enrage Timer

The warlords have an enrage timer of 7:00min (420s), starting when combat starts. When the timer expires, they receive Dealing 200% increased damage.
View on swtor.jedipedia.net
Enrage,
increasing damage dealt by 200% for the rest of the fight.

6.1 Story Mode

All warlords have the buff The Warlords have seen many battles together. If one falls and any of the remaining are significantly injured, the survivors will be healed for a large percentage of their health.
View on swtor.jedipedia.net
Battle Companions.
When one warlord dies, the surviving warlords that are below 80% health will be healed to full. This makes focussing on two warlords at the same time useless.

The Warlords

Captain Horic is taunt immune and regularly switches targets. His main ability is Fires several rounds at the area. All targets in this area take damage.
Attack and Damage Type: Ranged, Energy (AoE)
5s channel
View on swtor.jedipedia.net
Spray and Pray,
a frontal cone in direction of a player. Like on the final boss of Hammer Station, everyone can and should move out of the cone.

Vilus Garr is, like Captain Horic, taunt immune. He stealthes out from time to time and reappears at a new target.

Tu’chuk can be taunted. He does melee attacks that hit hard.

Sunder is the most special of them. He hits very hard and therefore should be kited by a tank. The tank must be more than 10 metres away from Sunder to not get hit.

The kill order is Captain Horic -> Vilus Garr -> Sunder -> Tu’chuk.

Phase 1: Captain Horic
In the foreground, a tank kites Sunder. In the background, the group is killing Captain Horic and a second tank is tanking Tu’chuk. Vilus Garr is currently stealthed.

The tank on Sunder kites him on one site of the room. It is best to give around half of the room to the tank on Sunder while the rest, including the tank on Tu’chuk, takes the other half. This will be important for later phases.

The raid focuses on Captain Horic. Make sure not to stand in his Fires several rounds at the area. All targets in this area take damage.
Attack and Damage Type: Ranged, Energy (AoE)
5s channel
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Spray and Pray.

Phase 2: Vilus Garr

After Captain Horic is dead, the raid focuses on Vilus Garr. The tank on Tu’chuk continues as in phase 1.

Sunder now regularly casts 5s cast
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Fixate,
after which he fixates on the nearest group member. The target is announced on the screen. Should Sunder have fixated on someone else than the tank, the tank must taunt back immediately.

Phase 3: Sunder

The tank on Sunder still kites him around their part of the room. Sunder’s new ability in phase 3 is Movement speed temporarily greatly increased!
Duration: 5s
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Undeniable,
increasing his movement speed for 5s while rooting the tank. This can become quite dangerous for the tank if they cannot break the root.

The group focuses Sunder.

The tank on Tu’chuk must be careful to not stand against the wall, else they receive the debuff You are standing near a wall. Being forcefully knocked into it could be dangerous!
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Near Wall.
While the debuff can also be received during the first phases, it becomes now important since Tu’chuk now does Attack and Damage Type: Melee, Kinetic
View on swtor.jedipedia.net
Axe Toss,
knocking back the tank and stunning them for 1.5 seconds. Should the tank have the You are standing near a wall. Being forcefully knocked into it could be dangerous!
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Near Wall
debuff, they will receive Crushed against the wall, stunned and taking increased damage.
Duration: 5s
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Smashed,
stunning them for 5s and increasing their damage taken.

Phase 4: Tu’chuk

After Tu’chuk dies, three Cartel Lieutenants, which cannot be taunted, spawn.

The group now focuses Tu’chuk. He will gain stacks of Damage done increased by 25% per stack.
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Rising Fury,
increasing his damage dealt by 25% per stack.

After Tu’chuk is dead, kill the remaining Cartel Lieutenants.

Alternative Story for Story Mode

If there is only one tank and no other players with a taunt in the group, the group can also focus on Sunder first. In that case, the tank tanks both Sunder and Tu’chuk. After Sunder’s death, the group continues as above.

When Captain Horic dies, Vilus Garr receives the ability Stunned.
Attack and Damage Type: Tech, Internal
5.5s channel
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Surprise Shivving.
This is a 5.5 seconds channel he does after teleporting to another group member. It applies the debuff Stunned.
Attack and Damage Type: Tech, Internal
5.5s channel
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Surprise Shivving
to the target, stunning them. Healers should watch out for the debuff and heal that player.

6.2 Hard Mode

While there are no new mechanics in Hard Mode, the warlords deal – as usual in Hard Mode – more damage. This becomes especially dangerous for Captain Horic’s Fires several rounds at the area. All targets in this area take damage.
Attack and Damage Type: Ranged, Energy (AoE)
5s channel
View on swtor.jedipedia.net
Spray and Pray,
which can possibly kill anyone standing in the cone or for Sunder’s Movement speed temporarily greatly increased!
Duration: 5s
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Undeniable,
which immobilises the tank.

6.3 Nightmare Mode

The kill order on Nightmare differs from Story and Hard Mode and is Captain Horic -> Tu’chuk -> Vilus Garr -> Sunder.

Phase 1: Captain Horic

The warlords already have their special abilities in the first phase, making it quite tough.

Sunder casts 5s cast
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Fixate.

Vilus Garr occasionally grapples everyone standing less than 10 metres away from him.

Captain Horic does, in addition to Fires several rounds at the area. All targets in this area take damage.
Attack and Damage Type: Ranged, Energy (AoE)
5s channel
View on swtor.jedipedia.net
Spray and Pray,
[Any] Taking periodic internal damage and movement speed reduced.
Attack and Damage Type: Tech, Internal (AoE)
Duration: 10s
View on swtor.jedipedia.net
Corrosive Grenade,
an AoE attack applying [Any] Taking periodic internal damage and movement speed reduced.
Attack and Damage Type: Tech, Internal (AoE)
Duration: 10s
View on swtor.jedipedia.net
Super Concentrated Riot Control Gel.
This debuff is a DoT which also slows down the target and therefore can be removed by CC breakers or anything that purges movement impairing effects.

Every 6 seconds, Tu’chuk will apply [Any] Armor and shield chance greatly reduced.
Duration: 60s
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Destroy Armor
to the tank, reducing their Armour and Shield Chance to practically 0. If it is not cleansed fast enough, the tank will die. Healers are basically required to cleanse on cooldown.

Phase 2: Tu’chuk

Nothing new here. The tank on Tu’chuk must still be cleansed.

Phase 3: Vilus Garr

Now that only two warlords are alive, they will both gain The warlords are rivals and hope only one will live to finish you off and control all of the armies. When only two are remaining, if both of them are reduced to 50% health, they will become enraged in an attempt to defeat you.
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Rivals.
When the health of both falls below 50%, they enrage.

Vilus Garr starts doing Stunned.
Attack and Damage Type: Tech, Internal
5.5s channel
View on swtor.jedipedia.net
Surprise Shivving.

Sunder will start casting Movement speed temporarily greatly increased!
Duration: 5s
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Undeniable,
as on Story and Hard Mode.

Phase 4: Sunder

For each of the Cartel Lieutenants, Sunder will receive a stack of Being protected by lieutenants and taking greatly reduced damage.
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Loyal Subordinate,
reducing his damage taken by 95%. Therefore, the lieutenants must die first.

Right when Vilus Garr dies, Sunder will cast Attack and Damage Type: Tech, Kinetic
5s (1s on NiM) cast
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The End.
This is a 1 second cast (5 seconds in Story and Hard Mode) which one-shots the tank unless it is cheesed.

Assassin tanks can use their Force Shroud, as well as cloaking and re-taunting; Juggernauts Saber Reflect or Mad Dash. Swap when these are on cooldown.

7 Dread Master Styrak

Dread Master Styrak and his pet.

Surprise! A Dread Master is on Darvannis and behind all of it. He even as a dragon accompanying him, maybe he’ll allow you to pet it. Dread Master Styrak is the final boss in Scum and Villainy.

Enrage Timer

Dread Master Styrak has an enrage timer of 8:00min (480s), starting when he enters combat (i.e., after the dragon died the first time). When the timer expires, Styrak receives Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the fight.

7.1 Story Mode

The encounter features multiple phases. It is important that nobody enters the water; the lakes are exhaustion zones, killing anyone standing too long inside.

Phase 1: The Dread Guards

There are four rows of Dread Guards, who should be pulled one row after the other. The Dread Guard Officers should be killed first since those are healers.

After the Dread Guards are dead, the dragon will jump down.

Phase 2: The Kell Dragon

Everyone except the tank must stand behind the dragon. The dragon has four mechanics.

The group hides behind the tank from the dragon that is currently spinning around.

The dragon will regularly channel Launching spines at random targets. Closest target in the path of the spine will be hit. Spines pass through Force Barrier. Damage taken reduced by 90%.
Attack and Damage Type: Melee, Kinetic (AoE)
15s channel
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Spines
for 15 seconds. When he does that, he will spin around with spines flying everywhere; the damage can be ignored on Story Mode, however. The flying spines ignore Force Barrier. During the channel, the dragon will have the buff Launching spines at random targets. Closest target in the path of the spine will be hit. Spines pass through Force Barrier. Damage taken reduced by 90%.
Attack and Damage Type: Melee, Kinetic (AoE)
15s channel
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Spines,
reducing his damage taken by 90%.

From time to time and after Launching spines at random targets. Closest target in the path of the spine will be hit. Spines pass through Force Barrier. Damage taken reduced by 90%.
Attack and Damage Type: Melee, Kinetic (AoE)
15s channel
View on swtor.jedipedia.net
Spines,
the boss will do Attack and Damage Type: Tech, Elemental (AoE)
View on swtor.jedipedia.net
Vomit Pool,
on the tank, green pools damaging anyone standing in them. The tank should move then, the group must be careful to not stand in the pools either.

The dragon will occasionally do Stunned.
Duration: 0.5s
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Headbutt,
knocking back the tank and stunning them briefly.

Once the dragon’s health is low, an apparition of Styrak regularly spawns and starts choking and stunning the tank; a tank swap is recommended but can also be ignored on Story Mode. The apparition needs to be killed fast in order to interrupt the choke.

Should the dragon not have any target, he will gain stacks of Being unable to attack anything the Kell Dragon becomes more ferocious and will deal increased damage on its next attack.
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Ferocity,
increasing the damage dealt by its next attack.

Transition Phase

After the dragon dies, Styrak casts Attack and Damage Type: Force, Energy (AoE)
8s channel
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Mass Force Storm,
a raid wide AoE. The group should stand together for AoE healing.

Phase 3: Styrak

Styrak has quite a few abilities.

Chained Manifestation. Kill the apparition in the middle before the small ones reach the group.

The probably most important one is 1.5s cast
View on swtor.jedipedia.net
Chained Manifestation,
announced by the boss saying, “Now you’ll see real power!” and a 1.5 second cast. A huge apparition of Styrak will spawn in the middle with four smaller apparitions, forming a square with lightning beams, around.

The square will become closer and anyone getting hit by the beam or standing outside the square will die instantly. The group must stack up under the apparition in the centre and kill it fast.

Lightning Manifestation at its start. The apparitions are currently focussing on players, as indicated by the beams.

After 1.5s cast
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Chained Manifestation,
the boss will cast 1.5s cast
View on swtor.jedipedia.net
Lightning Manifestation.
This spawns four apparitions which will cast Focusing on a target.
5s channel
View on swtor.jedipedia.net
Focus
on the nearest player and then channel Periodic energy damage.
Attack and Damage Type: Force, Energy
3s channel
View on swtor.jedipedia.net
Force Lightning
on said players.

From time to time, Styrak will cast You are being taken into your own nightmares!
2s cast
View on swtor.jedipedia.net
Nightmare Manifestation,
teleporting a random player to a nightmare realm where they have to kill one of their companions. They should kill the companion fast not to miss a 1.5s cast
View on swtor.jedipedia.net
Chained Manifestation.

Styrak will regularly channel 2s channel
View on swtor.jedipedia.net
Force Pull,
stunning the tank and then knocking them in the exhaustion zone. The tank will receive the debuff Dread Master Styrak has thrown you away like a piece of trash and is now ignoring you!
Duration: 5s
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Ignored
for 5 seconds; a tank swap is optional on Story Mode.

Attack and Damage Type: Force, Energy (AoE)
1s cast
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Thundering Blast
is a cone on the tank. Everyone except the tank should therefore stand behind Styrak.

Phase 4: The Kell Dragon II

When Styrak’s health is somewhere between 15% and 10%, he will cast 3s cast
View on swtor.jedipedia.net
Conjured Kell Dragon,
reviving the dragon and Dread Master Styrak is unleashing his power.
Attack and Damage Type: Force, Internal
2s cast
View on swtor.jedipedia.net
Power of the Master.
Dread Master Styrak is unleashing his power.
Attack and Damage Type: Force, Internal
2s cast
View on swtor.jedipedia.net
Power of the Master
is a DoT, placed on every player and constantly refreshed during the phase.

While the dragon is up, Styrak is immune to damage. The dragon has the buff The Kell Dragon’s connection to this place is weak and takes increased damage.
View on swtor.jedipedia.net
Unstable Bond,
increasing his damage taken by 150%; therefore, the dragon will die fast. It also increases the dragon’s damage and adds stacks of Damage taken from the Kell Dragon increased.
Attack and Damage Type: Melee, Kinetic
Duration: 5s
View on swtor.jedipedia.net
Shredding Claws
which increase the damage taken from the dragon to the tank, forcing a tank swap between 10 to 15 stacks.

The mechanics of the second phase do not happen here.

Phase 5: Burn Phase

After the dragon is dead, Styrak stops applying Dread Master Styrak is unleashing his power.
Attack and Damage Type: Force, Internal
2s cast
View on swtor.jedipedia.net
Power of the Master.
Instead, he starts doing Stunned.
Attack and Damage Type: Melee, Energy
View on swtor.jedipedia.net
Saber Throw
damaging the target, stunning them, and dropping threat.

7.2 Hard Mode

Phase 2: The Kell Dragon

When the dragon channels Launching spines at random targets. Closest target in the path of the spine will be hit. Spines pass through Force Barrier. Damage taken reduced by 90%.
Attack and Damage Type: Melee, Kinetic (AoE)
15s channel
View on swtor.jedipedia.net
Spines,
everyone must stand behind the tank (or the off-tank). They will then serve as human shields, protecting those behind them from the damage.

The apparitions of Styrak spawn more frequently. There also is a second form of apparition, the “buffer”, that will channel 30s channel
View on swtor.jedipedia.net
Charge
for 30 seconds, applying a stack to the dragon every second. When the stacks expire, the dragon will do Attack and Damage Type: Force, Kinetic (AoE)
View on swtor.jedipedia.net
Overcharge,
dealing damage to the group. The damage scales with the amount of stacks the dragon has. The group must kill the apparitions fast.

Phase 3: Styrak 100% - 50%

On 1.5s cast
View on swtor.jedipedia.net
Chained Manifestation,
everyone should attack the huge Styrak in the middle, healers included.

During 1.5s cast
View on swtor.jedipedia.net
Lightning Manifestation,
at least one player must stand next to each apparition, else they start one-shotting group members. It might be helpful to assign four people to do so. On 16-person Hard Mode, the amount of apparitions is doubled (i.e., 8 apparitions).

Phase 5: Burn Phase

The group should stand with their backs to the wall near the entrance to prevent getting knocked into the exhaustion zone. Stunned.
Attack and Damage Type: Melee, Energy
View on swtor.jedipedia.net
Saber Throw
hits pretty hard and knocks the target back.

7.3 Nightmare Mode

Styrak on Nightmare Mode is one of the longest encounters in the game, usually taking up to 19 minutes.

Knockbacks are required for this encounter (see phase 3); ideal are four Inquisitors with Overload.

Phase 2: The Kell Dragon

Getting hit with Launching spines at random targets. Closest target in the path of the spine will be hit. Spines pass through Force Barrier. Damage taken reduced by 90%.
Attack and Damage Type: Melee, Kinetic (AoE)
15s channel
View on swtor.jedipedia.net
Spines
causes players to receive Periodic internal damage.
Attack and Damage Type: Force, Internal
Duration: 10s
View on swtor.jedipedia.net
Toxic Spine,
dealing massive damage over the next 10 seconds. The group (including the tank that is currently tanking the dragon), must stand in a line behind the off-tank. As Stunned.
Duration: 0.5s
View on swtor.jedipedia.net
Headbutt
will happen on the tank directly before Launching spines at random targets. Closest target in the path of the spine will be hit. Spines pass through Force Barrier. Damage taken reduced by 90%.
Attack and Damage Type: Melee, Kinetic (AoE)
15s channel
View on swtor.jedipedia.net
Spines,
both tanks will receive Periodic internal damage.
Attack and Damage Type: Force, Internal
Duration: 10s
View on swtor.jedipedia.net
Toxic Spine.

Launching spines at random targets. Closest target in the path of the spine will be hit. Spines pass through Force Barrier. Damage taken reduced by 90%.
Attack and Damage Type: Melee, Kinetic (AoE)
15s channel
View on swtor.jedipedia.net
Spines
happens first at around 30 seconds and then every 60 seconds. Right before, a third type of apparition will spawn, jump to a player (usually someone far away from the dragon) and do a knockback that can knock players outside of the off-tank’s protection, causing them to receive Periodic internal damage.
Attack and Damage Type: Force, Internal
Duration: 10s
View on swtor.jedipedia.net
Toxic Spine.
Spread out to have as few people affected as possible. After the knockback, the apparition will disappear again.

Between Launching spines at random targets. Closest target in the path of the spine will be hit. Spines pass through Force Barrier. Damage taken reduced by 90%.
Attack and Damage Type: Melee, Kinetic (AoE)
15s channel
View on swtor.jedipedia.net
Spines,
buffers (usually one or two) and one apparition that chokes the tank will spawn. When the tank is choked, the off-tank should take over the dragon.

Should the choked tank stand in one of the Attack and Damage Type: Tech, Elemental (AoE)
View on swtor.jedipedia.net
Vomit Pools,
a Sorcerer must pull him out quickly. If there is no Sorcerer, the apparition must be killed fast.

Phase 3: Styrak 100% - 15%

To prevent the group from getting hit with Attack and Damage Type: Force, Energy (AoE)
1s cast
View on swtor.jedipedia.net
Thundering Blast
when Styrak (re-)appears, everyone but the tank should move away from the middle. The tank then takes Styrak somewhere away from the middle so that the middle stays clear.

Two Nightmarish Discharge circles placed near one of the lakes.

The person sent into a nightmare will leave a purple circle that stays for less than 3 minutes, called Attack and Damage Type: Tech, Elemental
View on swtor.jedipedia.net
Nightmarish Discharge.
While the damage dealt by it is low, it should not be placed where the group stands during 1.5s cast
View on swtor.jedipedia.net
Chained Manifestation
(that is why the middle is kept free most of the time).

Shortly before Attack and Damage Type: Force, Energy (AoE)
5.5s channel
View on swtor.jedipedia.net
Force Lightning,
a 5.5 seconds channel dealing raid wide damage, ends, everyone will receive Dread Master Styrak has overcharged you. You are about to explode!
Attack and Damage Type upon expiration: Force, Energy
Duration: 2s
View on swtor.jedipedia.net
Overcharged
for 2 seconds. Upon expiration, everyone will deal damages to themselves and others if they are too close. The group must therefore spread out.

The huge Styrak during 1.5s cast
View on swtor.jedipedia.net
Chained Manifestation
has too high health to just be killed by the group. The small Styraks now have Immune to crowd control effects that break on damage.
View on swtor.jedipedia.net
Alertness
instead of Immunity to incapacitating and movement-impairing effects.
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Boss Immunity
(which they have on Story and Hard Mode), meaning that they can be stunned, slowed down, rooted, and knocked back (sleeping them does not work though). This means, the four Inquisitors can knock them back and root them. Two small Styraks can be knocked back with one Overload when they are close enough. Two of the Inquisitors will take the Styraks at the throne, two the ones at the entrance. When the small Styraks come closer again, the other two Inquisitors knock them back. They must make sure to position themselves so that they will hit their two Styraks.

The huge Styrak in the middle will repeatedly channel You are suffering!
Attack and Damage Type: Force, Kinetic
60s channel
View on swtor.jedipedia.net
Suffering,
dealing raid wide damage. He should be interrupted.

For the first 1.5s cast
View on swtor.jedipedia.net
Chained Manifestation,
raid buffs should be used. There will be around 8 - 10 1.5s cast
View on swtor.jedipedia.net
Chained Manifestations
in total.

The apparitions on 1.5s cast
View on swtor.jedipedia.net
Lightning Manifestation
no longer have fixed locations but can spawn anywhere in the area.

Phase 4: The Kell Dragon II

The tank swap should occur somewhere at 4 - 5 stacks.

Phase 5: Burn Phase

Styrak no longer drops threat after Stunned.
Attack and Damage Type: Melee, Energy
View on swtor.jedipedia.net
Saber Throw.
Instead, tanks should swap when they run out of cooldowns.

8 Appendix

Some class-specific tips and tricks.

Dash’Roode – Getting back to the group after being lost

There are many ways to get rid of the Movement speed reduced
Attack and Damage Type: Force, Kinetic
Duration: 6s
View on swtor.jedipedia.net
Gnawing Bite
debuff which is applied by the adds when lost in the sandstorm on Hard and Nightmare Mode. Agents can roll away; Operatives can also cleanse themselves. Bounty Hunters can use Hydraulics to remove the debuff. Inquisitors can use Force Speed with the Force Phase (purges movement impairing effects and grants immunity to them for two seconds, formerly known as Emersion) utility. Warriors can Mad Dash away.

Thrasher – Removing the Snipers’ Entrench

If you have a sniper in your group, they can use Diversion to remove the snipers’ Ranged attacks are absorbed dealing no damage. Immune to all contolling effects.
View on swtor.jedipedia.net
Entrench.
Now people can leap to them. As the cooldown of Diversion is roughly 5 seconds longer than the sniper spawn, it would be possibly to use it on the first wave, on the second one when Diversion is off cooldown, skip the third one and repeat. Or taking two snipers.

Olok – Changing the Puzzle

Should the puzzle seem too difficult, everyone except a Sorcerer or Sniper should exit the room. They then drop their Phase Walk or Hololocate outside the door, pull and use their Phase Walk or Hololocate. This resets the puzzle.

Cartel Warlords – Sunder’s Root

To get rid of Sunder’s root, Assassin tanks can use Force Speed with the Force Phase utility. Juggernauts can use Mad Dash, Powertechs Hydraulics.

Styrak – Reflects

The dragon’s Launching spines at random targets. Closest target in the path of the spine will be hit. Spines pass through Force Barrier. Damage taken reduced by 90%.
Attack and Damage Type: Melee, Kinetic (AoE)
15s channel
View on swtor.jedipedia.net
Spines,
as well as the Periodic energy damage.
Attack and Damage Type: Force, Energy
3s channel
View on swtor.jedipedia.net
Force Lightning
by the 1.5s cast
View on swtor.jedipedia.net
Lightning Manifestation-Styraks
can be reflected.

On Nightmare Mode, Powertechs can use their Rebounders for Dread Master Styrak has overcharged you. You are about to explode!
Attack and Damage Type upon expiration: Force, Energy
Duration: 2s
View on swtor.jedipedia.net
Overcharged
(happens when Attack and Damage Type: Force, Energy (AoE)
5.5s channel
View on swtor.jedipedia.net
Force Lightning,
ends). The group still must spread out after receiving the Rebounders. Additionally, using Rebounders on You are suffering!
Attack and Damage Type: Force, Kinetic
60s channel
View on swtor.jedipedia.net
Suffering
during the 1.5s cast
View on swtor.jedipedia.net
Chained Manifestation
takes roughly 10% of the huge Styrak in the middle.

9 Download

Written by Syseea. Images taken from Star Wars: The old Republic. Additional information taken from swtor.jedipedia.net. For questions or complaints, contact me.
This page was last updated on 11 April 2022.