SWTOR Taral V Flashpoint Guide
Welcome to my SWTOR Taral V Flashpoint Guide. Here I will tell you everything you need to know in order to successfully complete this Flashpoint with minor deaths and complications. Once you know the tactics for how to defeat each boss, it really isn’t too difficult to complete the Flashpoint. As long as the whole team is focused and ready to be instructed, everything should go smoothly.
Before attempting this flashpoint it’s worth noting that you should complete all the bonus missions. This is not only so you can face the bonus boss, but it makes the last boss encounter somewhat easier.
For guides to other flashpoints, see our SWTOR Flashpoints Guide.
Taral V Guide – Flashpoint Basics
Level Requirement: 29-33
Located: The Republic Fleet
Classes (Republic Only): Smuggler, Trooper, Jedi Knight, Jedi Consular
Recommended Party Size: 4 (1 Tank, 2 DPS, and 1 Healer)
Taral V, as with most Flashpoints, allows players to gain some Light/Dark Side points by choosing one of two options, the player can gain either 150 Light or Dark points depending on their alignment.
This Flashpoint contains a series of bonus missions, which I would suggest completing, as you will gain more experience, and have the chance to battle bonus enemies. This means more loot for you and team members, and a quicker advancement to the next level!
Taral V Guide – Boss Strategies
In the sections below, you will find a guide for each boss in Taral V:
Handler Gattan is very similar to the first boss you will face in Mandalorian Raiders. He has two pet cats that do melee damage to random party members-this will have to be healed through. Unfortunately, they are immune to crowd control abilities and alleviate damage much more effectively than Gattan does, so I advise to knock down Gattan as quick as possible, and try your best to keep the cats under control. Gattan has one ability you should look out for.
He will randomly target a party member and fire a grenade that does AoE damage in an 8 yard radius. The way to combat this is to have your party spread out to prevent any splash damage. This way, the healer will be able to keep up with the heals on those being attacked by the cats, and also those receiving damage from the grenade ability.
If the party clumps up together, then damage can quickly get out of hand for the party’s healer, so take some personal responsibility and don’t be afraid to use medpacks and skill stims. Once the boss is defeated, choose one of the cats and focus fire on it until it is down. Kill the remaining cat for some nice gear and commendations.
Much like Gattan, Shivanek also summons a Companion to aid him in combat. This time though, it will be in the form of a giant ripper beast. Whenever Shivanek or the ripper falls below 25% health they will enrage, meaning they do more damage to your team. Therefore, you can split DPS on both of them to keep the damage consistent, making the healer’s job easier.
Killing them both together takes much more co-ordination and communication than the first method, and will mean the healer has too much to focus on, and will quickly become overwhelmed. Shivanek has a ranged attack and melee attack that don’t do any significant damage. It will prove useful pull the ripper beast away from the group, as it does an AoE stun, causing more problems for the healer.
Once again, another boss who spawns adds to help him. Provided you have a decent Tank in your party, this boss is pretty easy to defeat. Fight Zahren until he summons adds from the specimen chambers that line the room. They will appear in lots of three. The best tactic here is for the tank to agro all three at once, in order to do an AoE move on them.
They have very little health and do very little damage; however, whilst they’re alive, Zahren will sit in a shield that reduces his damage taken by 25% so it is in your best interest to kill them quickly. It’s a very fast and very easy fight as long as the specimens stay grouped up to die fast.
This is basically a Tank and Spank boss, with only a couple of things you should look out for. It has an ability called “Focus Fire” and will randomly target a party member. This move can do quite a bit of damage. However, it can be interrupted, so two party members should take turns doing so. PD-44 can also randomly fire rockets at party members who do moderate amounts of damage but will splash to nearby allies so spread out as much as possible.
When he reaches 50% health, the guards of the fort will target random party members with a laser ability. The first shot will always hit its mark but the target of the laser will have a red circle placed under their feet to warn them that another blast is imminent. All you have to do is move away from this circle. If you don’t move, you can expect to be hurt. Everything else this boss throws at you is easy to heal through.
Lord Hasper (Bonus Boss)
This boss is only available to defeat if your party have completed all the available bonus missions for the Flashpoint. I’m not going to lie, he is probably the hardest boss you will have faced in any Flashpoint up until now. Lord Hasper seeks refuge in a small room which can be used to your advantage, however only the Tank should be in the room with him, whilst the remaining party members fight from outside. Hasper deals some pretty devastating damage to the Tank, including a flurry attack that must be healed through as there’s no way to prevent it.
He also has a targeted lightnight strike attack that can and should be interrupted. What makes him so difficult is the third mechanic: after three targeted lightning strikes, Hasper will force grab the entire party to him. He then places a slow on them and will unleash a high damage AoE lightning attack around his body.
To prevent this, line of sight him by strafing left or right of the doorway outside the building, meaning only the Tank will be hurt. Make sure the Healer has a healing over time ability on the Tank at all times, and be sure to shield the Healer. The Tank should still make an effort to run from this lightning strike when it occurs to avoid death.
Aside from Hasper, this boss will be the hardest boss of the Flashpoint, but he is the final boss. Using the experimental weapons console, you should first defeat the four turrets surrounding him. Only two will be defeated, so you will have to DPS the other two. If you do not complete the bonus mission, you will have to take out all four turrets, making this boss considerably harder. At 75%, 50% and 25% health he will summon four droid adds.
At least one of them should be CC’d while you focus fire on the others, ensuring you defeat them as quick as possible. During some of this time Edikar will not attack you, but on the last add have the tank go back on the boss and then ranged quickly burn it down before resuming focus on the boss. Two moves you can and should interrupt are “Full Auto” and “Hail of Bolts” otherwise the party will take extra damage.
Don’t worry if it doesn’t look like “Hail of Bolts” has been interrupted, because it has and is just a minor glitch. You may consider CC’ing the third wave of adds, though you can completely ignore them and just burn the boss down. Once you have completed this boss, you will have completed Taral V! Congratulations!
I hope my SWTOR Taral V Flashpoint Guide gave you all the insight you needed, and provided you with the relevant information required to complete all the bosses listed here. If you require more help, check out Aeon Guide which contains guides to every dungeon and game situation:
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