SWTOR Mandalorian Raiders Strategy Guide
In this SWTOR Mandalorian Raiders strategy guide, you will discover a walkthrough for this Star Wars The Old Republic flashpoint and strategies for beating each boss as well as the rewards you can get for completing this instance.
SWTOR Mandalorian Raiders Strategy Guide – Flashpoint Overview
Mandalorian Raiders is the fourth flashpoint in Star Wars The Old Republic and is available to players of both factions. The objective here is to quell a Mandalorian rebellion and recover a Republic vessel for the Imperials,whereas the Republic wants to get their ship back.
Compared to Athiss, I found the Mandalorian Raiders instance to be much more difficult. We ran the instance without a true healer or tank, using players not talented for healing and tanking to fill those roles. This proved to be somewhat difficult as our healing output was a bit low and our tank had trouble holding threat. While we managed to clear the instance, we found it to be much more difficult than Athiss.
Here are the basics of this instance:
- Recommended Player Range: 24-27 (instance is level 25).
- Experience Points Offered: Low, about 20% of a level at the range of the flashpoint.
- Zone-in: Imperial or Republic Fleet or via Space Ship.
- Time: Moderate – about 45 minutes without dying.
Below, you will get a full guide along with relevant strategies for each boss in the Mandalorian Raiders flashpoint.
SWTOR Mandalorian Raiders Boss Strategy
There are three bosses that you will have to face in the Mandalorian Raiders instance:
Braxx the Bloodhound & 2 Sanguine Salky Hounds: Braxx is a simple boss who has no special abilities aside from hitting hard. This fight is more dealing with three “Champion” level enemies at the same time. All of these enemies have a lot of health, are immune to crowd control, and do fairly substantial melee damage.
We found the best way to complete this fight was to focus down the dogs one at a time and let Braxx run loose. Braxx himself is very slow, so you can kite him quite easily and only take damage from him about 1/3 of the time. While you cannot snare him, he just does not move that fast and only has melee attacks. For example, as a Sith Inquisitor, if Braxx was on me, I would simply pop my Force Speed ability and run across the room and keep moving as necessary and it would be 20 seconds before Braxx actually landed a hit on me. Meanwhile, a ranged character in our group who was standing across the room would then try to pull threat on Braxx.
While Braxx is bouncing around from player to player, our tank tanked the dogs, which we focused down one at a time. Once the dogs were down, we still pulled the same strategy with Braxx since we did not have a healing-specced healer and he does a lot of melee damage. However he was targeting just ran around in a circle while the rest of the group burned the boss down. We took very little damage this way and the fight was easy.
Republic Boarding Party (or the Imperial Boarding Party if you are playing as Republic): The second boss of the instance are 4 powerful enemies which you must fight at the same time. Imperials will go against the Republic Boarding Party and the Republic will go against the Imperial Boarding Party.
Out of all the bosses in Mandalorian Raiders, this one seems to give groups the most trouble. Fortunately, once you understand the fight and apply some simple strategies (which I will share below), the fight becomes very easy.
The boarding party consists of one enemy from each class archetype – one Jedi Consular (or Inquisitor), one Jedi Knight (or Sith Warrior), one Trooper (or Bounty Hunter), and one Smuggler (or Imperial Agent). You can tell them apart by the weapons they use: the one holding two lightsabers is the Knight/Warrior, the one with a single lightsaber is the Consular/Inquisitor, the one with a ranged weapon and heavy armor is the Trooper/Bounty Hunter, and the one with a ranged weapon and light armor is the Smuggler/Imperial Agent.
Each boss has their own abilities related to their class, but none are particularly important. The only real important mechanics involved in this fight are that each enemy can be affected by crowd-control spells like Whirlwind and Blind and that each remaining enemy gets stronger as the fight drags on.
As a result, you want to take down the most powerful enemies first and leave the weaker ones for the end of the fight. You also want to keep all enemies but a single one under crowd control effects at all times.
If you have three crowd control abilities, use them all and take out the Jedi Knight or Sith Warrior (depending on faction) first. This one does a lot of damage, so get rid of her from the start. Next, take out the Trooper as the Trooper for whatever reason seems to do a lot of damage. Keep refreshing your crowd control abilities and take them out one at a time and the fight is simple.
If you only have two crowd control abilities in your group (i.e. you are running with multiple Sith Warriors or Jedi Knights), then you will have to fight two enemies at once. This can be a bit tricky. In this situation, I recommend using crowd control abilities on the Jedi Knight and Trooper, since these do the most damage. Let the Jedi Consular (or Sith Inquisitor) run wild as its attacks are weak and focus down the Smuggler (or Imperial Agent). Once the first enemy is down, take out the Jedi Consular (or Sith Inquisitor) and then finally take out the Jedi Knight and Trooper one at a time.
Be sure to refresh your crowd control effects throughout the duration of the fight and this battle is not so bad.
Note that there is a bug where if you wipe on your first attempt, sometimes you cannot open the chest and get no loot for winning this fight. Annoying but it seems to happen. Follow the strategies and do not wipe at all and you will get your loot!
Mavrix Varad – Mavrix is an interesting boss fight in that his AI does not work like a typical boss. In the beginning of the fight, he will jump around the room rapidly, firing at targets with his blaster, but never meleeing or coming into melee range. His own attacks do little damage and he only has 28000 HP.
At about 80% health, he will jump onto one of the corner platforms and summon two Supercharged Turrets. These Turrets do almost as much damage as the boss and have a whopping 6k HP – a lot for two adds. Their icon is that of a “strong” mob but their damage and HP total is more like an elite.
After a short amount of time on this platform, and getting his health to around 60%, he will jump across the room to another corner and summon two more turrets. If you stay on your current platform and take down the Turrets, he will not come after you but rather shoot at your group from the safe distance of his new turrets.
In the beginning, do not let yourself get overwhelmed by the Turrets. Take out the first set before moving to his new platform. Once you get to his new platform, he will already be at around 50% health or so. Take out his second set of Turrets, then start focusing down the boss again.
Once he gets down to around 40% health or so, he will jump again and summon a third set of turrets. Use crowd-control abilities on these turrets and have everyone focus on the boss. At around 20% of the room he will jump to the center and summon no more turrets. From here, you can just focus him down and keep the two remaining turrets under crowd control. Once he dies, you can then finish up the remaining turrets.
The key to this fight is to take out the initial turrets when they spawn and do not attack the boss. If you keep attacking the boss and ignore all 6 turrets then you will be overwhelmed at the end of the fight.
SWTOR Mandalorian Raiders Strategy Guide – Alignment Points
You have the option of earning 100 light side or dark side faction points in this flashpoint. When you get to the control console, you can either flush the enemy engineers into space (dark side points) or capture them (light side points).
There are no bonus chain quests with multiple steps here like on The Black Talon or The Esseles.
SWTOR Mandalorian Raiders Strategy Guide – Conclusion
The bosses of this instance are much easier if you start using crowd control effects. If you try to run through the instance at an appropriate level without using any of these effects for boss fights, you will be in a lot of trouble. This instance is also the first flashpoint where it really helps to have a healing-specced healer and tank.
