Mutant Trandoshan Squad

Overview

Summary

Enrage Timer: N/A

The Mutant Trandoshan Squad is a challenging fight that represents a sizable step up in difficulty for most groups compared to the first three encounters. The encounter revolves around having to deal with anywhere from 2-4 bosses at a time, each with unique abilities, and having to balance DPS levels with positioning to kill them via an oncoming train (one of the more satisfying ways to kill a boss in SWTOR by the way).

The fight begins with 2 Trandoshans (Greus & Hissyphus) then one minute into the fight 2 more jump down (Kronissus & Titax). Also, the very unique mechanic to this fight is the boss' regeneration abilities. If a Trandoshan is pushed to 15%, they begin to rapidly heal at a rate that makes it impossible to kill them normally. The only way to kill them is to push them to 15% on the tracks, then summon a train.

There are a wide range of successful strategies in Story Mode as to which boss order to use and how to best tank the various bosses. That said, the most efficient strategies use some combination of (1) DPSing the lower health bosses first (Greus then Kronissus); (2) having a ranged DPS "tank" Greus; and/or (3) having a DPS respec to tank solely for this encounter.

A third tank is the best and easiest way to make this fight much simpler. In that strategy, the team focuses attacks on Greus to around 25% then swaps off until about 1 minute into the fight, then pushes Greus to 15% on the tracks and summons the train as the other 2 bosses come down. That leaves 3 bosses up with 3 tanks so each tank takes 1 boss. The fight has no enrage so is fairly straightforward to handle the mechanics at that point.

Video Guide

Mutant Trandoshan Squad - Story Mode Video Guide

Layout

Evolutionary Warfare Mutagen Lab (Level 3)

Layout of Mutant Trandoshan Squad encounter

Detailed Walkthrough

Key Abilities / Mechanics - Trandoshans

Note that the list below is intended to be as exhaustive as possible. See the strategy section further below for discussion of key mechanics and how to manage them. For this encounter, most mechanics will only be relevant for the player with aggro on each Trandoshan boss.

Glory of the Hunt

Emboldened by the death of an ally.

Buff applied to all Trandoshans upon the death of another. Can stack up to 3 times. In Story Mode, each stack increases damage done and damaged received by 20% (to a maximum of 60%). In Hard Mode, the buffs scale as follows:

  • 1 stack: damage received +5%, damage dealt +15%

  • 2 stacks: damage received +10%, damage dealt +50%

  • 3 stacks: damage received +15%, damage dealt +300%

Thermal Shock

Taking 10% increased damage from all sources, scales with each charge up to 40%. Exposure to Blistering Cold and Overheating has placed you into a state of Thermal Shock.

Debuff applied to a player if taking damage from both Greus and Kronissus' conal attacks over a short time period. Dramatically increases damage so highly recommend avoiding at all costs.

Evasive Maneuvers

Despite their size, the Czerka-provided stimulants have given the Trandoshans NBA-level jumping ability and a strong desire to avoid oncoming trains.

The Trandoshans will automatically leap out of the way of an oncoming train. The only exception to this ability is if they are immobilized under the effects of Torpor while regenerating health.

No Escape!

The Trandoshans may be slow but they are more than capable of yelling "Get Over Here!!!"

(Note - the actual graphic is similar but has a YELLOW background)

The Trandoshans will use a grapple ability to pull their target to them if they move more than 15m away. The only exception is Greus, who can be kited safely from range.

Greus

HP (8m SM): 1,964,988

HP (16m SM): 4,445,186

HP (8m HM): 5,140,524

HP (16m HM): 6,970,201

Greus is one of two Trandoshans present at the beginning of the encounter. Greus is the least dangerous of the bosses as his two main conal attacks, Ayhis & Eru and Fire Blast, are easy to avoid and his Trandoshan Torch AoE does not do super heavy damage. For whomever has aggro on Greus, the key is watching the floor and stepping out of fire conal attacks.

Greus is one of two bosses with low health, so is frequently one of the first bosses to be killed. In other strategies and particularly in Hard Mode, Greus is the best candidate to be kited by a DPS (preferably ranged DPS).

Ayhis & Eru

Conal fire attack.

Greus uses this conal fire attack regularly. It has a 7 second cooldown. The ability channels for 2 seconds and ticks every 0.5 seconds. Greus does not move during the channel. The conal has an 11m range and anyone impacted by the conal receives the "Overheating" debuff and takes fire damage.

Overheating

Conal fire attack.

Debuff applied by Ayhis & Eru attack. If a player with this debuff who receives stacks of Blistering Cold or Frozen from Kronissus, they receive a stack of Thermal Shock.

Fire Blast

Periodically dealing elemental damage to targets in a forward cone, applies Overheat. A jet of plasma burns through everything in its path.

Greus attacks along a narrow lengthy conal telegraph on the ground. The ability has a 16s cooldown and 40m range. Boss is immobilized during the channel. The channel lasts for 3.0s and deals damage at 2.25s, leaving time to step out of the conal without taking damage. If hit by the attack, it deals heavy damage, knocks the target back, and also stuns the target for 2.0s.

Trandoshan Torch

Periodically radiating elemental damage. The fires of Greus cannot be contained.

A large AoE fire attack. It has 3.0s cast and a 45s cooldown at 0 stacks of Chaotic Evolution (see below). The AoE fire circle has a duration of 20s and ticks once every 2.0s (ticking 10 times total) at 0 stacks of Chaotic Evolution.

Chaotic Evolution: Kronos Py-i20 Mutagen

The 'Kronos Py-i2O' imbues the Thermal affinity. This target is immortal and will enter a regenerative state of Torpor if its health is reduced below 15%.

This status effect is present for all Trandoshan bosses and prevents them from being killed conventionally. It triggers Torpor if the boss health goes below 15%. As seen below, this triggers health regeneration that is way too fast to outpace with DPS and provides a large buff to the boss' damage capabilities when it concludes. This forms the basis for the overall strategy to use the train to kill each Trandoshan boss, as discussed in exhaustive detail below.

Torpor

Regenerating health every 0.5s, damage received from all sources reduced by 80%. When this effect expires the Trandoshan reborn from Torpor will gain a charge of Chaotic Evolution. Severe injury triggeres a violent mutation and unparalleled biogenesis as the survive tissue adapts.

Applied when boss health is reduced below 15%. The buff lasts for 35 seconds and ticks to regenerate health every 0.5 seconds. The boss is immobilized for the duration of Torpor. In Story Mode, each tick should regenerate approximately 0.6% of maximum health. In Hard Mode, each tick should regenerate approximately 1.2% of maximum health. Assuming no damage is dealt during this time, the boss will regenerate to 57% health in Story Mode and almost 100% in Hard Mode.

Damage can be dealt to the boss during Torpor's duration but damage is reduced by 80%. Given the rate of health regeneration, this makes it impossible to burn through the regeneration and kill them through conventional means. After Torpor expires, the boss gains 1 charge of Chaotic Evolution that significantly increases his damage capability.

Chaotic Evolution (Greus)

Dramatically augments Greus's fire affinity and abilities. Trandoshan Torch radius increased by 3m, duration increased by 15 seconds, and damage dealt increased substantially for each stack of this effect. That which does not kill Greus can only make him stronger.

The Chaotic Evolution buff, received when Greus regenerates health via Torpor, provides very powerful buffs to the Trandoshan Torch ability. Each stack provides the following effects:

  • +15% Damage Done

  • +3m AoE Radius (increased width of conal attack)

  • +15s Effect Duration (normally 20s duration with 45s cooldown)

  • -0.5s Effect Tick Time (normally ticks once every 2.0s)

Greus can receive up to 3 stacks of Chaotic Evolution. By this point, Greus has buffs of +45% damage, +9m AoE (making his conal massively wide), an unlimited duration, and ticking every 0.5s instead of every 2.0s. Altogether, this increases the damage done by the ability by around x13 versus 0 stacks of Chaotic Evolution.

Hissyphus

HP (8m SM): 6,795,947

HP (16m SM): 12,546,363

HP (8m HM): 8,189,988

HP (16m HM): 13,766,149

Hissyphus is one of two Trandoshans present at the beginning of the fight. He has much higher health than Greus or Kronissus. His attack pattern consists of building stacks of Venom Synthesis to enable the use of Envenomed Strike, which adds a DoT to the player with aggro and places an acid puddle under the player's feet.

In Story Mode, Hissyphus does moderate damage and is easy to tank provided the player quickly moves out of acid puddles. He is usually a lower priority to kill with the train after the lower health bosses Greus and Kronissus are killed. In Hard Mode, Hissyphus does high damage and is usually the first boss killed with the train in most strategies.

As discussed below, if a non-tank player has to hold aggro on a Trandoshan Hissyphus is a decent option given that so much of his damage potential comes from a cleansable DoT and an avoidable acid puddle.

Venom Synthesis

Enables use of Envenomed Strike. The thrill of combat causes Hissyphus to synthesize venom at an alarming rate.

Hissyphus naturally gains stacks of Venom Synthesis every 2 seconds. At 10 stacks in Story Mode (5 in Hard Mode), the stacks reset enabling use of Envenomed Strike to place the DoT Venom of Hissyphus on the player with aggro.

Envenomed Strike

Enables use of Envenomed Strike. The thrill of combat causes Hissyphus to synthesize venom at an alarming rate.

Used by Hissyphus each time it reaches 10 stacks (5 in Hard Mode) of Venom Synthesis. The attack does low damage but places a stack of Venom of Hissyphus on the player with aggro.

Venom of Hissyphus

Periodically afflicted by internal damage. This effect can be cleansed. The essence of ruin flows through your veins.

DoT applied by Envenomed Strike. Deals internal damage. Can be cleansed. In Story mode, each cleanse removes up to 10 stacks of the DoT. In Hard Mode, each cleanse only removes one stack of the DoT. The DoT ticks for very high damage relative to each difficulty mode.

Caustic Plume

Periodically radiating damage, applies the Brittle status effect. The noxious fumes of Hissyphis can overwhelm all but the strongest defenses.

Caustic Plume is an AoE-based acid attack that inflicts damage on nearby players. It has a 4s cast time, a duration of 20s, and a cooldown of 30s. It deals damage every 2.0s, so ticks 10 times over its duration.

In Hard Mode, any player affected by Caustic Plume also receives the Brittle status effect. Brittle applies Damage Defenses to any player hit by Pummel (Hisspyhus's basic attack), Brutal Fists (Titax's basic attack), Frigid Claws (Kronissus's basic attack) or Titax Strike (Titax's big knockback attack).

Damage Defenses

Decreases defense rating against melee and ranged attacks by 3% per stack.

Debuff applied by Caustic Plume each time an affected player is hit by certain Trandoshan boss attacks. The debuff lasts for 15s and can stack up to 10 times. Each stack reduces melee/ranged defense by 3%, so the maximum debuff is -30%.

Tx-1Ch E. Gas

Decreases defense rating against melee and ranged attacks by 3% per stack.

AoE acid puddle triggered each time Envenomed Strike is used (also each time a stack of the Venom of Hisspyhus DoT is applied). The acid puddle lasts 15s and ticks once every 1.0s.

Chaotic Evolution: Kronox Tx-1Cz

The 'Kronos Tx-1Cz' mutagen imbues Caustic affinity. This target is immortal and will enter a regenerative state of Torpor if its health is reduced below 15%.

This status effect is present for all Trandoshan bosses and prevents them from being killed conventionally. It triggers Torpor if the boss health goes below 15%. As seen below, this triggers health regeneration that is way too fast to outpace with DPS and provides a large buff to the boss' damage capabilities when it concludes. This forms the basis for the overall strategy to use the train to kill each Trandoshan boss, as discussed in exhaustive detail below.

Torpor

Regenerating health every 0.5s, damage received from all sources reduced by 80%. When this effect expires the Trandoshan reborn from Torpor will gain a charge of Chaotic Evolution. Severe injury triggeres a violent mutation and unparalleled biogenesis as the survive tissue adapts.

Applied when boss health is reduced below 15%. The buff lasts for 35 seconds and ticks to regenerate health every 0.5 seconds. The boss is immobilized for the duration of Torpor. In Story Mode, each tick should regenerate approximately 0.6% of maximum health. In Hard Mode, each tick should regenerate approximately 1.2% of maximum health. Assuming no damage is dealt during this time, the boss will regenerate to 57% health in Story Mode and almost 100% in Hard Mode.

Damage can be dealt to the boss during Torpor's duration but damage is reduced by 80%. Given the rate of health regeneration, this makes it impossible to burn through the regeneration and kill them through conventional means. After Torpor expires, the boss gains 1 charge of Chaotic Evolution that significantly increases his damage capability.

Chaotic Evolution (Hissyphus)

Increases the rate of Venom Synthesis by +1 and radius of Tx-1Ch E. Gas by 1m for each stack of this effect. The bitter fury of unending battle causes Hissyphus to overflow with venom.

The Chaotic Evolution buff, received when Hissyphus regenerates health via Torpor, enables the use of Envenomed Strike more often and makes the Tx-1Ch E. Gas acid puddle larger. These buffs collectively increase Hissyphus' damage potential by having the acid puddles go out more frequently and the Venom of Hissyphus DoT go out faster as well. Hissyphus can receive up to 3 stacks of Chaotic Evolution. Gaining additional stacks is not quite as dangerous as other Trandoshan bosses, as the DoT can still be cleansed and the acid puddles can still be kited even with a larger radius. However, picking up stacks of Chaotic Evolution greatly accelerates the pace of acid puddles being dropped and requires much more frequent cleanses.

Titax

HP (8m SM): 7,492,967

HP (16m SM): 11,152,322

HP (8m HM): 9,235,517

HP (16m HM): 12,546,363

Titax is part of the second pair of Trandoshans to join the encounter. In Story Mode, he does low damage and the only consideration for dealing with him is his Presence of Titax buff. Assuming that a tank will hold both Titax and another Trandoshan, a key strategic consideration is which boss can be most safely held alongside him.

In Hard Mode, Titax hits much harder though is still easily manageable for a tank. The key considerations are the Presence of Titax buff and his Titax Strike attack, which will now instantly kill a player unless they are knocked back into a canister of mutagenic goo.

In nearly all strategies, Titax is one of the last two Trandoshans to be killed.

Presence of Titax

Dramatically increases the potency of any existing mutagen affinity.

Permanent buff of Titax. The top image is the buff applied to Titax that reflects this ability. The lower red buff is the buff applied to other Trandoshans who get within range. It applies the following buffs:

  • Greus: Trandoshan Torch deals +200% damage (normally it does very low damage so now is much more noticeable)

  • Hissyphus: Envenomed Strike deals +33% damage

  • Kronissus: Frigid Claws attack applies stacks of Blistering Cold instead of stacks of Sublimation (worst possible buff due to slow causing player to take more ticks of damage from Endothermic Blast)

Titax Strike

Lunges toward the target nearest to death at the end of this channel. Titax cannot forgive weakness.

Titax channels a 3s massive knockback attack with a 35s cooldown. The ability stuns the target for its duration and applies the knockback at the conclusion. In Story Mode, it knocks the player across the room but deals low damage. In Hard Mode, it kills the target unless they are knocked into one of the six tanks of Mutagenic Goo around the room.

Pro Tip - It is possible to cheese the knockback by having a Sage Rescue / Sorc Extrication to pull the tank out of the conal. Using this strategy can minimize/eliminate the need to use tanks to absorb the hit in Hard Mode. Though the pull ability has a 60s cooldown (around 52s with alacrity), so any strategy will require at least 2 Sage / Sorc players to completely cheese the knockback.

Crush the Weak

Lunges toward the target nearest to death at the end of this channel. Titax cannot forgive weakness.

An ability that causes Titax to briefly leap to another player and attack them before returning to the target with aggro. The ability has a 5s cast time and a 40s cooldown. At the end of the cast, Titax leaps to the player with lowest health, dealing damage and knocking back and stunning the target. Titax then returns to his normal target based on the aggro table.

Chaotic Evolution: Kronos CnA Mutagen

The 'Kronos CnA' mutagen imbues the Might affinity. This target is immortal and will enter a regenerative state of Torpor if its health is reduced below 15%.

This status effect is present for all Trandoshan bosses and prevents them from being killed conventionally. It triggers Torpor if the boss health goes below 15%. As seen below, this triggers health regeneration that is way too fast to outpace with DPS and provides a large buff to the boss' damage capabilities when it concludes. This forms the basis for the overall strategy to use the train to kill each Trandoshan boss, as discussed in exhaustive detail below.

Torpor

Regenerating health every 0.5s, damage received from all sources reduced by 80%. When this effect expires the Trandoshan reborn from Torpor will gain a charge of Chaotic Evolution. Severe injury triggeres a violent mutation and unparalleled biogenesis as the survive tissue adapts.

Applied when boss health is reduced below 15%. The buff lasts for 35 seconds and ticks to regenerate health every 0.5 seconds. The boss is immobilized for the duration of Torpor. In Story Mode, each tick should regenerate approximately 0.6% of maximum health. In Hard Mode, each tick should regenerate approximately 1.2% of maximum health. Assuming no damage is dealt during this time, the boss will regenerate to 57% health in Story Mode and almost 100% in Hard Mode.

Damage can be dealt to the boss during Torpor's duration but damage is reduced by 80%. Given the rate of health regeneration, this makes it impossible to burn through the regeneration and kill them through conventional means. After Torpor expires, the boss gains 1 charge of Chaotic Evolution that significantly increases his damage capability.

Chaotic Evolution (Titax)

Increases the Presence of Titax aura radius by 3m per charge. The pain only strengthens Titax in his quest to become the one true champion!

The Chaotic Evolution buff, received when Titax regenerates health via Torpor, increases the AoE radius of the Presence of Titax effect. As noted above, this effect applies powerful buffs to nearby Trandoshan bosses.

Kronissus

HP (8m SM): 1,964,988

HP (16m SM): 4,445,186

HP (8m HM): 5,053,397

HP (16m HM): 6,970,201

Kronissus is part of the second pair of Trandoshans to join the encounter. He is generally considered to be the most dangerous Trandoshan in both Story Mode and Hard Mode due to the slow/stun applied by the Blistering Cold debuff. If unable to use abilities to disregard the slow effect, tanks will suffer very high damage from Kronissus' Endorthermic Blast conal attack.

In most strategies, Kronissus should be the second Trandoshan to be killed (following either Greus or Hissyphus in Story Mode, or following Hissyphus in Hard Mode). It is highly recommended to keep Kronissus away from Titax in all difficulties, as otherwise the Presence of Titax buff will empower Kronissus to apply the Blistering Cold slow/stun via his basic Frigid Claws attack as well as the highly damaging Endothermic Blast conal channelled attack.

Endothermic Blast

Periodically dealing elemental damage to targets in a forward cone, applies Blistering Cold. The bitter winds can cause even durasteel to shatter.

A 2s channelled conal attack by Kronissus that deals heavy damage to affected players and inflicts negative status effects. The ability a 12s cooldown and a range of 7m. The ability ticks every 1s. Each tick that affects the player applies a stack of Blistering Cold.

Blistering Cold

Movement speed reduced by 100%, Alacrity reduced by 15% per charge, threat generated increased by 15% per charge. Applies Frozen upon reaching 3 charges.

Debuff applied by Kronissus' Endothermic Blast. It provides the changes to movement speed, alacrity and threat generation as noted above. Movement speed is reduced to 1% so movement is possible but it is extremely slow. Debuff has a duration of 5s. At 3 stacks of Blistering Cold, the player receives the Frozen status. A cleanse reduces the stacks by 1.

Frozen

Frozen, unable to act.

Status effect caused by received 3 stacks of Blistering Cold (applied by Kronissus' Endothermic Blast). The frozen stun status has a duration of 6s and can be cleansed.

Frigid Claws

Kronissus basic attack. When used in the presence of Titax, it adds a dangerous slow to the targeted player

Basic attack by Kronissus with a 2s cooldown. If Kronissus is buffed by the Presence of Titax (being in proximity to Titax), the attack adds stacks of Sublimation to the target.

Sublimation

Movement speed reduced by 30/50/70%. The vapor in the air begins to freeze around you.

Debuff applied by Kronissus' Frigid Claws attack when buffed by Presence of Titax. Stacks reduce movement speed by 30/50/70%. Having stacks of Sublimation makes it exceptionally hard to move out of Endothermic Blast.

Chaotic Evolution: Kronos Cz1I Mutagen

The 'Kronos Cz-1l' mutagen imbues the Endothermic affinity. This target is immortal will enter a regenerative state of Torpor if its health is reduced below 15%.

This status effect is present for all Trandoshan bosses and prevents them from being killed conventionally. It triggers Torpor if the boss health goes below 15%. As seen below, this triggers health regeneration that is way too fast to outpace with DPS and provides a large buff to the boss' damage capabilities when it concludes. This forms the basis for the overall strategy to use the train to kill each Trandoshan boss, as discussed in exhaustive detail below.

Torpor

Regenerating health every 0.5s, damage received from all sources reduced by 80%. When this effect expires the Trandoshan reborn from Torpor will gain a charge of Chaotic Evolution. Severe injury triggeres a violent mutation and unparalleled biogenesis as the survive tissue adapts.

Applied when boss health is reduced below 15%. The buff lasts for 35 seconds and ticks to regenerate health every 0.5 seconds. The boss is immobilized for the duration of Torpor. In Story Mode, each tick should regenerate approximately 0.6% of maximum health. In Hard Mode, each tick should regenerate approximately 1.2% of maximum health. Assuming no damage is dealt during this time, the boss will regenerate to 57% health in Story Mode and almost 100% in Hard Mode.

Damage can be dealt to the boss during Torpor's duration but damage is reduced by 80%. Given the rate of health regeneration, this makes it impossible to burn through the regeneration and kill them through conventional means. After Torpor expires, the boss gains 1 charge of Chaotic Evolution that significantly increases his damage capability.

Chaotic Evolution (Kronissus)

Increases the channel duration of Endothermic Blast by 1s for each charge. Kronissus is rapidly cooling in response to the environmental pressures.

The Chaotic Evolution buff, received when Kronissus regenerates health via Torpor, enables the use of enables a longer duration Endothermic Blast and more frequent uptime as a result.

Key Abilities / Mechanics - Other

High Voltage Line

You've been electrocuted.

Direct damage dealt when encountering the High Voltage Line in the back corner of the room.

Electrocuted

You've been electrocuted.

Status effect caused by running into the High Voltage Lines in the front right corner of the room (just below the window through which you enter the room). The effect causes a knockback and stun and deals heavy damage.

Strategy

Overview

The objective of the encounter is to defeat all four Mutant Trandoshans. They can only be killed by a train and only when they are immobile and regenerating health. As such, any successful strategy will involve handling the Trandoshans while pulling one or more to the tracks and coordinating DPS to push them to 15% (triggering Torpor health regeneration and making the immobile) and clicking the panel to summon a train.

Given that the encounter involves four bosses and most groups will only have two tanks (three is suggested in 16m), most strategies will focus on how to manage the Trandoshans either via a tank holding more than one Trandoshan or a non-tank holding a Trandoshan. Each Trandoshan has different and unique mechanics , though a common theme is that grouping any of them in proximity to each other is dangerous.

Group Composition

Group Composition for this fight should ordinarily be 2 tanks, 4 DPS and 2 healers. Running with only one tank is STRONGLY discouraged. Even in Story Mode, the incoming damage can be challenging and carrying extra DPS has a limited benefit since you can not summon the train until after the 3rd & 4th Trandoshans enter the fight.

In both 8m and 16m groups, having a ranged DPS or a DWT as a "tank" is extremely helpful to handle Greus. A ranged DPS in particular can avoid nearly all damage from Greus while still directing DPS towards the priority target at that point in the encounter. A DWT will need to focus DPS on Greus but can still contribute to shortening the encounter while taking one Trandoshan out of the tanks' hands.

In 16m and particularly in Hard Mode, having a third tank is HIGHLY recommended. As discussed in detail further below, most groups should be able to eliminate one Trandoshan very soon after Titax and Kronissus jump down, so for the most part the group will only have to deal with 2-3 at a time. Being able to have one tank per Trandoshan is enormously helpful both for ease of healing and managing mechanics (i.e., facing Titax correctly while dodging fire/ice conals or acid AoEs is quite difficult).

Pre-Fight Preparation

Make sure the following points are addressed as a group:

  • The entire team needs to understand how the Chaotic Evolution Mutagen buffs work, and that pushing a Trandoshan to 15% at the wrong time it is likely to lead to a wipe. The Trandoshans should be only be damaged below 15% (for safety sake, I recommend at least 20% or 25-30% for the lower health bosses Greus and Kronissus) when (1) they are the designated target(s); (2) they are on the tracks; and (3) the train is coordinated and ready to go (i.e., see Hard Mode below, the train has to be clicked BEFORE the boss is pushed).

  • The entire team needs to understand the kill order. Depending on the order, this may require swapping DPS targets to avoid pushing one early. For example, if Greus is the first Trandoshan to be killed, most teams will need to swap off Greus to avoid pushing him early.

  • Tanks need to agree on a strategy for who will handle each Trandoshan. This includes the initial phase when only Greus and Hissyphus will be active, the transition phase when Titax and Kronissus jump down, at what point to pull the bosses to the tracks, etc.

  • Healers need to be aware of the tank strategy and take responsibility for cleansing the associated effects. The tank holding Kronissus will need cleansing of the Blistering Cold debuff that goes out during Endothermic Blast, while the tank holding Hisspyhus will need cleansing of the Venom of Hissyphus DoT.

  • Anyone with responsibility for tanking a Trandoshan needs to have a thorough understanding of that boss' mechanics and how to minimize damage taken.

Strategy Key Points

In the simplest sense, the overall strategy for this fight in Story Mode has the following key points:

  1. Kill order for Trandoshans is Greus -> Kronissus -> Titax + Hissyphus. Greus and Kronissus have far less health than Titax and Hissyphus so take much less time to eliminate. This fight becomes FAR EASIER once two Trandoshans are eliminated, so the sooner that happens the better. The last two Trandoshans are eliminated together to avoid any boss getting a 3 stack of Thrill of the Hunt (buffs damage +60%).

  2. All Trandoshans must be tanked or "tanked". Possible strategies are discussed below and certain combinations for tanks to hold 2 Trandoshans should be avoided at all costs. That said, every Trandoshan must be tanked by a Tank or DPS. Letting Healers "tank" for any length of time will lead to a wipe due to dead healers or other deaths due to decreased HPS while healers are performing tank mechanics.

  3. DPS need to watch health levels and swap before 20%. If Greus or Kronissus (the first two kill targets) are pushed to 15% off the tracks or before the train can be called, the group is likely to wipe due to the combination of (1) the Trandoshan getting a Chaotic Evolution buff after they heal up; and (2) significantly more time with 3-4 Trandoshans active.

  4. Pull the Trandoshan target to the tracks by 30%. Due to each Trandoshan having mechanics that immobilize them and pulling targets to them if they get too far away, it can be slow to pull bosses around the room. Try to have the Trandoshan to be pushed next to the tracks by 25-30% so DPS do not have to slow / stop, as it prolongs the fight.

  5. Tanks need to manage mechanics well. Movement and positioning is very important on all four Trandoshans so tanks really need to be dialed in on this fight.

  6. Healers should cleanse Blistering Cold and Venom of Hissyphus. Kronissus is by far the most dangerous boss due to the slow/stun imposed by Endothermic Blast, so prompt cleansing is incredibly helpful to that tank. Hissyphus is far less dangerous but does a lot of damage if the DoT is not cleansed quickly; when cleansed timely, Hissyphus does relatively low damage in Story Mode and is very straightforward to tank.

Please note there are many viable options for boss kill order in both Story and Hard Mode. This kill order is the simplest and safest from my perspective but many alternatives can and do work. See further below for discussion of another popular alternative strategy but many others can be .

Detailed Strategy

First, let's cover some key details regarding timing in this fight. The fight begins with only Greus and Hissyphus active. For 1 minute, the team will only have to deal with 2 Trandoshan bosses. After 1 minute, Titax and Kronissus jump down to engage the team. The train is not summonable until a few seconds after Titax and Kronissus jump down.

When each Trandoshan is pushed to 15% to trigger Torpor to regenerate their health, they will be immobile and vulnerable to the train for 35 seconds. In Story Mode, the train will arrive 15 seconds after it is summoned. Thus, the team should wait to summon the train until AFTER a Trandoshan is pushed to 15% on the tracks.

Timing of Fight Through Transition

0:00 - 0:50: Team should damage Greus down to ~25% and get him placed on the train tracks. Any excess DPS should be directed to Hissyphus but do not take Hissyphus below around 40% health.

0:50 - 1:00: Team should damage Greus to 15% and trigger Torpor. Ideally this should happen a few seconds before Titax and Kronissus jump down.

1:00 - 1:10: (If only 2 tanks are available and Greus is pushed on schedule) The tank who had Greus should pick up Kronissus as he jumps down and keep him near the tracks until the train kills Greus and then immediately move him onto the tracks. The tank on Hissyphus should grab Titax and kite them away from Kronissus.

(If 3 tanks are available) The tank who had Greus should pick up Titax and pull him far away from the other two Trandoshans. The third tank should pick up Kronissus and keep him near the tracks until the train kills Greus and then immediately move him onto the tracks.

At this point Trandoshans should be tanked normally following kill order.

Phase 1 - Greus & Hissyphus (0:00 - 0:50)

The first minute of the fight is very straightforward and is all about getting set up for the 3rd and 4th bosses, Titax and Kronissus, to join the fight. The train is not summonable until all 4 Trandoshans are active, so it is very important to get as much DPS on Greus and Hissyphus but not to push either before the train is ready.

The goal in Phase 1 is to be ready to push a Trandoshan to 15% just as (or slightly before) Titax and Kronissus jump down. Greus is (too) easy to push to this point and is the ideal choice to push first. Teams with exceptional DPS may be able to nearly push Hissyphus by this point but will take 18-19k+ DPS for all DPS players to make this feasible, while any DPS level should be capable of getting Greus ready.

Greus should be tanked by a ranged DPS, DWT or a tank if necessary. Greus has very little health and is very easy to push to 15% too fast if the group is not careful. Either DPS should begin on Greus until 30% and then swap to Hissyphus (letting DoTs tick him down to 20-25%) or 1-2 DPS should stay on Greus the entire time with the rest staying on Hissyphus. A HM-level DPS that can push 21k+ DPS can handle damaging Greus by themselves the first minute, otherwise a second DPS should help out.

Greus is easy to tank and take relatively low damage. His Trandoshan Torch (big fire AoE) is tough to avoid unless you are a ranged DPS but does relatively low damage. Ayhis & Eru attack (short wide fire conal) and Fire Blast (long narrow fire conal) are both easy to step out of without taking damage.

Hissyphus does more damage than Greus and needs a tank the entire time. Every time Hisspyhus reaches 10 stacks of Venom Synthesis, he will hit the tank with Envenomed Strike, applying a Venom of Synthesis DoT and leaving Tx-1Ch E. Gas (acid AoE) on the ground. The DoT should be cleansed and the tank (and melee DPS if applicable) should move out of the acid immediately. Hissyphus also periodically puts out a group DoT called Caustic Plume that is annoying, so healers / ranged DPS should stay at long distance. Outside of the DoTs and acid AoE, Hissyphus deals low to moderate damage.

Phase 1 Transition - Push Greus (0:50 - 1:00)

Titax and Kronissus will jump down at 1:00 into the fight and the train system will activate. If Greus is not pushed by that point, the team will have to contend with 4 Trandoshans active for a period of time. This scenario is very difficult even on Story Mode due to the nature of boss mechanics. Pretty much every combination of boss is bad if one person is handling two at once. So being able to immediately push Greus and only had three to manage is much easier.

When Greus (or any Trandoshan) is pushed to 15%, the team will have 35s seconds to kill him with the train before he becomes active again. In Story Mode, the train takes 15 seconds to arrive after it is summoned. Given this timing, the team can summon the train up to 20 seconds AFTER pushing Greus to summon the train and still kill him.

As such, I recommend watching the clock and aiming to pull Greus to the tracks immediately and push him to 15% ideally around 50-55 seconds into the fight. If a tank is on Greus, they can get set and ready to grab Kronissus or Titax (or both if desired, or pick up / resume kiting Hissyphus if applicable). A designated DPS or healer should be waiting at the panel to summon the train as soon as it lights up.

Phase 2 - Greus, Kronissus, Hisspyhus & Titax (Push Greus)

Once Titax and Kronissus jump down, the team will have to deal with 4 Trandoshans unless Greus has been pushed already. The priority is to get Greus to the tracks and push him to 15% as soon as possible and then immediately summon the train, all while surviving four active Trandoshans.

Kronissus is the most dangerous Trandoshan and should be killed next after Greus is dead. Kronissus has an Endothermic Blast conal channelled ice attack that is very dangerous. In addition to dealing heavy damage on a low 12s cooldown, it also applies stacks of Blistering Cold that severely slow the player. The tank on Kronissus will need cleanses regularly and will still take heavy damage. Even worse, if Kronissus is near enough to Titax to be buffed by his Presence of Titax effect, Kronissus' basic attack Frigid Claws will also apply the slow effect.

Titax is not that dangerous in Story Mode and only deals low to moderate damage through his basic attack. His major attacks are Titax Strike (a stun then big knockback) and Presence of Titax (a passive buff to nearby Trandoshans), neither of which are that dangerous if handled correctly. Titax will also periodically leap to the player with lowest health and deal damage before returning to the player with aggro. Ideally, Titax should be tanked alone or in combination with Hissyphus. The main priority is to keep Titax away from Kronissus. Titax should be killed at the end at the same time as Hissyphus. Since Hissyphus will have taken a fair bit of damage during Phase 1, usually Titax is the focus of DPS near the end. A DPS with a taunt can kite Titax though they will need to cycle through defensive cooldowns and need heavy healing.

This is by far the most difficult part of the encounter as it is very difficult to tank 2 Trandoshans at once. Here are all possible combinations (ranked from worst to best):

  • Greus & Kronissus: This combination is the worst. A player getting hit by both Ayris & Eru from Greus (getting the Overheating debuff) and Endothermic Blast from Kronissus (getting stacks of Blistering Cold/Frozen) will pick up stacks of Thermal Shock. Each stack increases damage taken by +10% up to a maximum of 50%. Since Endothermic Blast slows its target, it is nearly a certainty to quickly get 5 stacks and take 50% extra damage as well as taking full damage from Greus's two conal attacks that are otherwise easily avoided. A tank can survive this combination only VERY briefly and should only be allowed when Greus is very close to being pushed to 15%, so will only have to tank both for 10-15 seconds at the very most.

  • Kronissus & Hissyphus: Also very rough due to Kronissus being the worst Trandoshan. The Blistering Cold slow effect applied by Endothermic Blast can lead to the tank taking way more damage from Hissyphus' acid AoE puddles due to it taking far longer to get out of them. The up side to this combination is that it consolidates both cleanseable effects onto one player and consolidates the vast majority of damage as well, so it streamlines healing and allows for nearly cleanse-on-cooldown. It is doable (barely) with very prompt cleanses and much improved by a class with a self-cleanse (Guardian/Juggernaut or Shadow/Assassin), but ideally avoided if possible.

  • Kronissus & Titax: The least punishing of the Kronissus pairings but still bad. Titax's Presence of Titax buff applies the most powerful buff to Kronissus by making his Frigid Claws basic attack apply stacks of Blistering Cold (instead of normally just during Endothermic Blast). This will require VERY frequent cleansing to avoid being stunned in place and taking massive damage from Endothermic Blast. It can be managed briefly through frequent cleanses and use of abilities that provide immunity to slows.

  • Hissyphus & Titax: A massive step-down in damage from Kronissus pairings, the biggest downside to this combo is Titax's stun during the Titax Strike cast hurts if used while the player is standing in an acid AoE puddle. Titax's Presence of Titax buff is mildly annoying by buffing Envenomed Strike's damage and cooldown, but not a huge deal. Given that most teams should prioritize killing Greus first, this is my recommendation if the team can push Greus before Titax & Kronissus jump down. The tank on Greus picks up Kronissus alone and the tank on Hissyphus also grabs Titax. This tank will need timely cleanses and heavy burst healing if they get stunned into an acid puddle (a timely pull by a Sage/Sorcerer can be very handy as well.)

  • Greus & Titax: A low probability of ever happening due to Greus being pushed first. That said, Greus is easy to avoid taking damage except for Titax Strike stun so kiting both is fairly easy to take relatively low damage. The Presence of Titax buff causes Greus Trandoshan Torch fire AoE to deal noticeably more damage but it still relatively easy to manage.

  • Greus & Hissyphus: A viable alternative for teams trying to maximize DPS during the first minute. It is easy to dodge the major attacks of Greus (fire conals) and Hissyphus (acid puddles) and neither applies any stuns impeding that dodging. Depending on group composition, focusing DPS on Hissyphus and letting group splash damage and DoT spread damage Greus may enable Greus to be pushed quickly while also getting Hissyphus low enough to push shortly afterwards. That said, I do not recommend this strategy since it will mean much greater uptime on Kronissus who is by far the most dangerous of the Trandoshans.

Phase 3 - Kronissus, Titax & Hissyphus (Push Kronissus)

If Greus is pushed during the Phase 1 Transition as planned, you can skip the horrible Phase 2 and come straight here :), so congrats if so! Phase 3 is also quite difficult with only 2 tanks since someone has to tank 2 Trandoshans, which is never fun.

See the commentary in Phase 2 about combinations and make your own plans. Various strategies can work, though on balance I recommend a tank take Kronissus alone while another takes Titax & Hissyphus. If a DWT can handle "tanking" Titax that can also work. A DWT tanking Titax will lead to higher overall group damage taken but will be steadier, while a tank holding Titax and Hissyphus should take less damage most of the time but is vulnerable to heavy burst damage if stunned by the Titax Strike channel while standing in an acid puddle. I suggest coordinating with healers to see which they prefer. Most will likely prefer a DWT tanking Titax with defensive cooldowns then swapping to a tank once those are exhausted.

The key though is to keep Titax away from Kronissus so he does not buff him, as that will lead to perma-slow and way more damage on the Kronissus tank.

The overall goal of Phase 3 is to push Kronissus to 15% and then kill him with the train. Kronissus is the other "low health" Trandoshan so this should take perhaps a minute or so. The tank on Kronissus should pull him to the tracks immediately so there is no need to delay DPS.

Phase 4 - Titax & Hissyphus (Push both to 25%)

Once both Greus and Kronissus are dead, this fight will become MUCH MUCH MUCH easier. Each tank should take one Trandoshan, overall damage taken goes way down, and a successful clear is highly likely at this point.

Hissyphus will typically be somewhere in the 30-60% health range at this point, while Titax should be at nearly full health only reduced slightly for tank attacks. As such, DPS should focus on Titax until his health level is similar to Hissyphus and then balance DPS evenly.

The reason for pushing Titax & Hissyphus together is the Thrill of the Hunt buff. Each surviving Trandoshan gets a 20% stacking damage buff each time an ally is killed. So when Greus is killed, the 3 Trandoshans get a 20% buff, and after Kronissus is killed the two survivors get a 40% buff. It is inefficient to wait and push one and deal with a 60% buff, so it is suggested to kill the last two together. Also, this tactic is MANDATORY for Hard Mode as the 3-stack buff is 300% and is almost impossible to survive.

The only tricky parts to this phase are (1) not pushing either remaining Trandoshan to 15% until the other is below 25%; and (2) getting them both onto the tracks. I suggest having the entire team move to the tracks, with a ranged DPS or healer using a phasewalk or equivalent ability placed near the train terminal. Push them both to around 20%, burn them together or in sequence, then hit the train terminal AFTER both are pushed to 15%. The train only takes 15s to come and you have 35s from the first Trandoshan being pushed, so you have a 20s window to push both Trandoshans.

Alternative Strategy - Kill Order Hissyphus -> Kronissus -> Greus + Titax

An alternative strategy to the one discussed above is to kill Hissyphus first. This strategy requires either a third tank or a DPS capable of kiting Greus.

It's upside is that it eliminates Hissyphus much faster, who generally does more damage than Greus. In contrast to the above strategy, it is also beneficial because it requires a tank to hold both Hissyphus and Titax for a much shorter time period, or alternatively reducing the time that a DWT has to tank a Trandoshan. That is desirable because it reduces the chance of a tank getting repeatedly stunned by Titax Strike while standing in an acid puddle.

The downside to this strategy is it essentially mandates that the team handle 4 Trandoshans active at once for a period of time, as nearly all teams will be unable to push Hissyphus to 15% before Kronissus and Titax join the fight. This strategy requires a DPS player to "tank" a Trandoshan. Also, Greus' very low health makes it potentially much more problematic to avoid pushing him to 15% early as compared to the above strategy.

The ideal strategy to handle this scenario is to begin with a DPS player (ideally ranged DPS) pulling aggro and kiting Greus until two Trandoshans are killed. A ranged DPS is preferable, as they can continue dealing damage to Greus while out ranging him and taking very low damage from the Trandoshan Torch big AoE and completely avoiding any conal attacks.

As the fight begins, a tank picks up Hissyphus and all DPS (including the DPS kiting Greus if possible) attacking Hissyphus constantly until he is pushed to 15%. The DPS kiting Greus should damage him to around 30-35% but if a ranged DPS should try to shift DPS to Hissyphus as much as possible to help push him quickly. The tank on Hissyphus should pull him to the tracks before the other Trandoshans jump down.

When Kronissus and Titax jump down, the Hissyphus tank should grab Titax while the second tank grabs Kronissus. (If a third tank is available, they should grab Titax independently, leaving each tank and a DPS with one Trandoshan each.) The team needs to push Hissyphus immediately, and the corresponding tank should use cooldowns aggressively to limit damage from acid puddles when/if they get stunned by Titax Strike.

Once Hissyphus is killed, the same strategy is employed to kill Kronissus, and afterwards both Greus and Titax are killed together.


Role Discussion

Tanks

The super quick version is that it sucks to be a tank in this fight.

The vast majority of mechanics in this fight relate to boss attacks, and knowing them well makes a huge difference to successfully surviving their attacks. So, the key to success is to read up on what to do then watch your feet and move when needed! Here is a quick run-down of the above mechanics from a tank perspective:

  • Greus: Watch for a short/wide red conal (Ayris & Eru) and a narrow but really long red conal (Fire Blast) and immediately get out of both. It usually isn't possible to avoid damage from his big red AoE (Trandoshan Torch) but it does not do a lot of damage to a tank.

  • Hissyphus: Check out the graphics in the Hissyphus section above and watch his stacks of Venom Synthesis (the green dagger buff). When Hissyphus hits 9, be ready to dodge out of an acid puddle that will get dropped at 10 (causing Hissyphus to reset stacks). Also watch your bar for the Venom of Hissyphus DoT (same graphic as Venom Synthesis but a DoT/debuff on you instead of buff on the boss) and call out for a cleanse or use a self-cleanse ability. If you get quickly cleansed and dodge acid quickly, you will not take very high damage.

  • Titax: Titax does not do a lot of damage at all. The two keys to tanking are (1) avoid putting your back to the electrical generator in the back corner (if he knocks you into it, you will probably die) and (2) keep him away from other bosses that you are not tanking (especially Kronissus!!!) His Presence of Titax buff provides a moderate damage buff to Greus and Hissyphus and makes Kronissus far more dangerous.

  • Kronissus: The worst and most annoying boss. The key to him is moving out of Endothermic Blast immediately. The ice conal applies a slow effect that makes it far harder to move out of the conal. I find the best tanking practice is to stay as close to him as possible, thereby making the conal very narrow and leaving a much shorter distance to move with the slow. Getting a quick cleanse is key as well to eliminate stacks of Blistering Cold (the debuff that causes the ridiculous slow). Running around him in circles can also be helpful to ensure you are already on the move when the conal happens.

Having good DPS and sufficient coordination to get rid of Greus by / before the second pair comes down makes the fight far easier. One tank can then handle Titax & Hissyphus while another grabs Kronissus without too much trouble. Having each tank grab both is exceptionally difficult, especially for whomever ends up with Kronissus and any other Trandoshan.

Healers

The Trandoshan encounter begins and ends in a very low-stress fashion for healers with an enormous difficulty spike as Titax & Kronissus jump down.

The early phase with just Greus and Hissyphus is very straightforward to heal. The main key is to keep an eye on the ops frame and recognize the Venom of Hissyphus DoT (see graphic above) and cleanse promptly. Otherwise, damage should be very low as long as players are avoiding standing in acid AoEs and minimizing standing in Greus' red AoE.

If the DPS and tanks can successfully coordinate getting Greus to the tracks and pushing him to 15% just before Titax & Kronissus come down, that will be an enormous help to managing the transition without losing anyone.

With a good split of tanking responsibilities between 2 (or 3 in 16m) tanks and possibly a DWT or Ranged DPS, people will take very high sustained damage while all 4 Trandoshans are active. With a bad split, the team will take ridiculous levels of damage.

The additional healer-specific mechanic once the second pair jumps down regards Kronissus. Anyone affected by Endothermic Blast will gain stacks of Blistering Cold, a debuff that causes a heavy slow and leads to a 6s stun once it reaches 3 stacks. See above for the graphic. I highly suggest a healer focus targeting Kronissus so you can see the channel bar for Endothermic Blast and look to cleanse the tank immediately. Yell at any DPS who stupidly stand in the conal and also call out for additional cleanses if necessary on the tank and DPS.

During any phase where Kronissus and Hissyphus are both active, healers should divide up responsibility for cleansing the Kronissus tank and Hissyphus tank to ensure each gets a cleanse regularly. The Kronissus tank will likely need cleanses nearly on cooldown (and maybe extras) while the Hissyphus tank will need cleanses far less often.

Once Greus (or whichever Trandoshan is pushed first) is dead, the healing burst phase should end and return to a manageable level provided the team is executing a good strategy. See above for the comments on really bad boss pairings (TLDR - Kronissus + [any other Trandoshan] = VERY BAD) but otherwise the "3 Trandoshan" phase will be somewhat stressful but should be manageable. If the team pushes Kronissus next as recommended, his low health should make that phase relatively short.

Once Greus and Kronissus are both dead, healing should become very easy. Titax does low damage to a tank on Story Mode and Hissyphus remains easy so long as the tank is cleansed regularly and no one stands in acid puddles.

DPS

This fight is very easy for DPS, which is perhaps why the most important mechanic is primarily for them. RULE #1 IS DO NOT PUSH A TRANDOSHAN TO 15% UNTIL IT IS ON THE TRACKS AND THE TEAM IS READY TO SUMMON THE TRAIN. Apologies for overkill but it really is almost that simple.

DPS should also make sure they avoid standing in fire AoEs, fire conals, acid AoEs and ice conals, but this should be straightforward as nearly all are conals applied forward so maintaining position behind the boss negates these as worrisome mechanics for DPS.

DPS are primarily responsible for making sure the team can push Greus to 15% just before Titax & Kronissus come down, which makes a HUGE difference in the difficult of the fight.

A DWT or ranged DPS may be asked to kite Greus. If so, see the tanking mechanics above and make sure to step out of fire conals. Otherwise, just follow Rule #1 and all will be well.

If a DWT is available with good defensive cooldowns, it may be viable to have a DWT "tank" Titax until Kronissus is pushed. A DWT will take more damage from Titax but the steady damage profile may be preferable to the spike damage from a tank holding Hissyphus and Titax when the tank gets stunned in acid puddles.

Hard Mode Strategy

Summary

In Hard Mode the difficulty of the encounter goes up significantly even though the list of changes is fairly short. The key changes are as follows:

  • Boss health is increased (as usual). The boss health levels in 8m v 16m make the fight much more challenging in 8m. Combined with a 16m group's ability to bring a third (or fourth) tank, this encounter becomes fairly easy in 16m.

  • The delay in summoning the train increases to 45s instead of 15s in Story Mode. The Torpor healing / immobilization buff still lasts 35s, which means the train must be summoned BEFORE pushing a Trandoshan. Ideally, the train should be clicked early to ensure the train arrives on time.

  • The kill order changes due to the much harder hitting mechanics of several Trandoshans. See below for more details.

  • Killing the last two Trandoshans with the same train is suggested in Story Mode but is absolutely mandatory in Hard Mode. The Thrill of the Hunt buff that each Trandoshan gets on the death of another becomes ridiculously powerful in Hard Mode. If 3 Trandoshans are killed, the sole survivor gets a +300% damage buff. Unless the group is hunting for mastery achievements, this is not recommended at all.

Kill Order

The recommended kill order in Hard Mode is Hissyphus -> Kronissus -> Titax + Greus.

This is fairly iron-clad for an 8m group, but is extremely flexible on a 16m group due to the much lower overall difficulty. The basis for this strategy is that Hissyphus and Kronissus deal by far the most damage in Hard Mode, and since Hissyphus can be attacked at the beginning of the fight he should be eliminated first with Kronissus right afterwards.

Strategy

See the summary for comments on the overall fight. The most important is timing for summoning the train. In most circumstances, the train should be summoned 10-15 seconds prior to the Trandoshan being pushed to 15% health and triggering Torpor health regeneration. This translates to around 20-22% health for Greus or Kronissus and 17-18% for Hissyphus or Titax.

Comments for differences in Hard Mode for each boss are as follows:

  • Greus: His attacks deal more damage but Greus is not substantially more difficult in Hard Mode. His Trandoshan Torch AoE deals more damage but is straightforward to avoid by kiting Greus near the back of the room. Tanking him with a DWT is somewhat difficult and not recommended as they are unable to attack other Trandoshans, which greatly lengthens the time required to push Hissyphus. A ranged DPS can easily handle tanking Greus while mostly dealing damage to another target.

  • Hissyphus: The acid Trandoshan is far more dangerous in Hard Mode. He utilizes Envenomed Strike at 5 stacks of Venom Synthesis instead of 10, so the heavier attack, DoT and acid puddle all go out twice as often and deal significantly more damage. The tank and any melee DPS need to be exceptionally careful to avoid acid puddles. Ranged DPS and healers should stand far enough away to avoid getting hit with the Caustic Plume DoT (which also applies a stacking defense debuff that is dangerous to the tank.) He is the first priority to eliminate.

  • Kronissus: Kronissus is exceptionally dangerous in Hard Mode and the most skilled tank (or tank with most/best movement cooldowns) should handle him. Given the slow debuff Sublimation applied by Kronissus' basis Frigid Claws attack, positioning and pre-emptive use of movement cooldowns to quickly move out of Endothermic Blast is critical to success. Endothermic Blast goes out frequently so make sure to use any self-cleanses and call out for cleanses when needed to remove stacks of Blistering Cold (debuff that applies a 99% slow).

  • Titax: The Presence of Titax buff is still quite dangerous and important to keep away from as many other Trandoshans as possible. That said, Titax is the most noticeably different boss in Hard Mode due to changes to Titax Strike. This attack immobilizes the target and hits them across the room via the telegraph, just as in Story Mode. However, in Hard Mode the player is instantly killed unless the knockback is kited into one of six canisters of mutagenic goo around the room. See the layout above for details on placement. This also makes kiting Titax to the tracks much trickier, as sometimes a short delay in DPS may be necessary to allow time for the next Titax Strike.

The biggest decision for the team will be tanking patterns. I recommend the following:

  • Greus: Kite with a ranged DPS if at all possible. A ranged DPS can stay out of the Trandoshan Torch AoE and thereby avoid virtually all damage.

  • Hissyphus: Should be held by a tank. Can be held briefly by a DWT after Titax comes down to position Hissyphus on the train. Prompt cleanses of Envenomed Strike will be critical to a DWT successfully holding Hissyphus.

  • Titax: Should be held by a tank. Often the trickiest decision is whether a DWT should hold Hissyphus or Titax. In Story Mode either can be successful, though in Hard Mode it is usually preferable to have a tank hold Titax and a DWT hold Hissyphus. Titax’s sustained damage is very high in Hard Mode for a non-tank, whereas a DWT can more successfully manage DTPS on Hissyphus by using defensives and timely cleanses to mitigate Envenomed Strike.

  • Kronissus: Must be held by a tank.

Alternative Kill Orders

Hissyphus / Kronissus / Greus + Titax is the safest and most efficient kill order in Hard Mode for most groups. There are some other options that are worth discussing:

  • Greus + Kronissus / Hissyphus + Titax: This strategy involves a rDPS holding aggro on Greus and pulling him to the tracks immediately. Other DPS should help push Greus to 25% then swap to Hissyphus. When Kronissus/Titax come down, a tank should grab Kronissus and immediately pull him to the tracks. A tank and a DWT should handle Hissyphus and Titax. The team coordinates to push Greus and Kronissus and kill both with the first train, then kill the second pair with a second train.

    This strategy’s primary advantage is minimizing the time that Kronissus is active. In the normal strategy and depending on DPS, Hissyphus should be around 30-50% health when Kronissus comes down. The team must spend 20-35 seconds pushing Hissyphus to 15%, 45 seconds for the train to come and kill Hissyphus, then however much longer it takes to position Kronissus on the tracks and push him to 15%. This all means Kronissus will typically be active for around 2 minutes depending on DPS, coordination and how early you activate the train prior to pushing Hissyphus. That is a long time for a very dangerous boss.

    In contrast, this strategy lets you push Kronissus as soon as he comes down one minute into the fight. He is pulled immediately to the train and pushed. Kronissus has around 5 million HP so a team that averages 18k’ish DPS should require around one minute to push him. Half the time dealing with Kronissus is really nice. A secondary and much smaller benefit is letting the DPS kiting Greus stop dealing with it and get back to full time DPS sooner.

    The downside to this strategy is that it extends the period of time with all bosses active from 20-35 seconds (if pushing Hissyphus first) to around 45-60 seconds. That means a DWT will have to hold either Hissyphus or Titax for twice the time. It also means the healing requirements on the back end of the fight will be higher since Hissyphus deals more damage than Greus, but is not a huge issue since Hissyphus is very straightforward to tank provided prompt cleanses occur.

    I like this strategy a lot for teams that have any difficulty with Kronissus, have strong healers and have a DPS who can function well in a DWT/off-tank role with efficient use of defensives. A great example is having a Guardian/Juggernaut DPS player tank Hissyphus with the Grit Teeth tactical equipped to give them great self heals.

  • Hissyphus / Titax / Kronissus + Greus: This strategy follows the normal kill order except that it prioritizes killing Titax second instead of Kronissus. Its main advantage is reducing the period of time that a tank or DWT has to deal with the finicky positioning for Titax Strike to get knocked into the Mutagenic Goo containers. It is really easy to mistime your movement and get one shot by this mechanic, so eliminating it is very helpful to avoid one-shot deaths.

    The downside to this strategy is that it means a tank must deal with Kronissus for FAR longer than in the normal strategy or the first alternative mentioned above. While Titax Strike is the only one shot mechanic, overall I feel Kronissus is far more dangerous. The major worry for teams might be running out of Mutagenic Goo containers, but this is overblown. When Titax comes down, he uses Titax Strike approximately every 40 seconds. With 6 containers, this provides 300 seconds (5 minutes) before a Titax Strike is unable to be mitigated by a Mutagenic Goo container, which should be plenty of time.

    This strategy also extends the fight and makes healing more difficult by leaving 3 Trandoshans up for far longer. A DPS must continue kiting Greus until Titax is pushed, which is a big difference in potential lost DPS due to Titax’s much greater health pool than Kronissus. With 3 Trandoshans active, much more damage can go out for the tank holding Kronissus and the DPS kiting Greus.

    I recommend this strategy for teams with a tank that is highly skilled at tanking Kronissus, but overall do not recommend it as I feel that it tightens the margin for error rather than widens it as compared to other strategies.