Showing posts with label red reaper. Show all posts
Showing posts with label red reaper. Show all posts

08/09/2025

GS9 Flashpointing, Week 3

I wasn't planning to keep a diary of my weekly activities this season - and I guess I'm still not really keeping one, at least not one that involves the level of detail with which I kept Galactic Season diaries in Season 1 and Season 6 - but I do find the weekly flashpoint objectives interesting enough that I keep wanting to take some notes on them.

In general, the third week of Galactic Season 9 was another really pleasant one with multiple easy objectives, to the point that I ended up going 7 out of 7 on all servers. You know it's an easy one when you set yourself a goal to reach a certain objective by the end of the week and end up ticking off several others by accident before you even get there! That's the kind of week it was.

The dynamic encounter planet of the week was Ilum. It's the planet I've ranked as the least fun in terms of dynamic encounters so far, but the reason I did so was that I think many encounters have a high mob density that tends to get in the way of whatever the actual objective is. In a week like this one, where there were plenty of people on Ilum every day, this wasn't nearly as bad as mobs were constantly getting cleared out left and right. Turns out even the rather tedious Fall of Fort Tonvarr can be fun with a sufficiently large crowd of people around.

The featured veteran mode flashpoint of the week was Mandalorian Raiders, which is another relatively easy one. I wonder if all the featured flashpoints will be softballs or whether the devs will make us "graduate" to some of the trickier ones as the season progresses.

Anyway, nothing too noteworthy happened in any of my runs of this particular flashpoint this week, except that in one run where we had particularly high dps (it was a group with multiple level 80s if I recall correctly) the last boss was burned down so quickly that he completely forgot to do any mechanics, just stood there and didn't move until he died. The only downside of this was that this also seemed to bug out his on-screen position, as none of us were able to loot him, always getting the "you can't reach that" error message.

I still remember when at least parts of this flashpoint could be quite deadly, such as if you pushed the last boss himself too quickly and got too many turret adds, but in the one group where this happened it was no problem to survive the turret fire anyway.

Also, the dog trash used to hit so hard, I remember on master mode we'd have to rotate stuns to make sure the tank would survive. I will say though that in runs with lower-level characters, I did notice that ahead of some pulls with multiple dogs, people often suddenly step on the brakes, clearly waiting for someone else to go first and get pounced on (I tended to volunteer).

The more exciting thing were once again the master mode flashpoints though, even if I got a pretty tame selection this week.

On Leviathan I got Hammer Station at last! I'm happy that it took until week three for it to show up in my randoms. Also, we actually killed all the trash to the first boss properly instead of trying to run like headless chickens, which is something I appreciated.

On Tulak Hord I got into a Maelstrom Prison and nearly died on the first pull when I got all the healer aggro just as a guildie was asking me something, but other than that it was smooth. And yes, a guildie was actually online in the largely inactive guild I joined! They asked me to invite an alt of theirs into the guild, so I had them invite two of mine in return after the flashpoint, so I can at last reap a few more Conquest rewards on this server. (Now, if only I knew what to do with my Imps...)

On Star Forge, I did several flashpoints on Swtorista's stream, and we got Nathema Conspiracy and Legacy of the Rakata. In the former, we actually did no skips, and we all agreed that the last boss used to be way harder somehow. In the latter, we wiped once on the bonus boss, oops! But it was all good fun.

On Satele Shan, I once again used my magic tank powers to get an instant pop for a pug. The power is addictive! This time I got into Red Reaper, a flashpoint I hadn't done in ages. A dps Powertech was constantly running ahead, which annoyed me a bit because if you're on a class that can tank and you want to always be the first to charge in, just queue as tank, damn it! These sorts of damage dealers are my least favourite to tank for. Though this one did stop just short of actually trying to pull for me. Fortunately I did still end up remembering all the pulls and skips so I managed to keep up reasonably well. I was really just having tank ego problems here: I got an instant pop and had a smooth run where nobody died, but one of the dps was playing in a manner that was slightly annoying to me, woe is me.

On Darth Malgus, we managed to field two groups for master mode flashpoints after our social ops run on Saturday, which was something I was very happy to see as I've always felt that flashpoints are a great social activity. My group got the Esseles, which I didn't have any particularly strong feelings about at this point, but Mr Commando groaned as it was the third time he'd had to run the Esseles in three weeks. I will note that I think for master modes the cut scene skip is fine by the way, because these were always meant to be a gear grind above anything else.

I'm curious to see what exciting places the group finder will take me next week!

09/02/2020

Finding My Fun

I won't lie: For a while there, I wasn't having the best of times with this whole flashpoint levelling thing. I'm not someone to keep engaging in in-game activities that I don't enjoy, but after my initial enthusiasm had worn off, I only really kept going because of my interest in the project as a whole, with the moment-to-moment experience of being put into Hammer Station over and over again not being the height of fun to me.

This has changed dramatically since I unlocked more flashpoints and decided to take charge of my little Shadow's fate by simply unticking all the ones that I didn't want to deal with anymore.


Korriban Incursion
I levelled: 58-58

While I was pleased to see this flashpoint pop, especially as I also had the Forged Alliances story quest that required me to run it, this was the first run Nautalie completed that didn't level her up even once, and it wasn't a close thing either. I suppose it didn't help that I'd run out of restedness for the first time in a while, but still. I suspect those last 17 levels are going to feel quite long.

Funnily enough the group composition was the exact same one as in the Battle of Ilum from the day before: a Vanguard tank and three Shadows. Why is it that everyone always complains when Mandos/Mercs are even a little bit "flavour of the month" but one of the Jedi or Sith classes filling 75% of all group finder slots barely raises an eyebrow? People are hugely biased in favour of Force users I say.

Anyway, with three stealthers we did a whole bunch of trash skipping again, though Korriban Incursion doesn't really have that much optional trash to begin with. On the bit with the four overseers, I figured that since we were doing well we could split up to get things done faster, but was then surprised to find - after soloing two of them - that the rest of the group had stuck together and only just killed the third one with the three of them. (Gosh, I'm so awesome etc.)

On the last boss I saw Nautalie's first ever shared endgame drop, a tactical item for Vanguard tanks. One of my eyes may have twitched a little when I saw one of the other Shadows roll need on it, but fortunately the Vanguard won the roll anyway.

Battle of Ilum
I levelled: 58-59

This was my third Battle of Ilum in four runs... could this be the level 50+ version of Hammer Station? Though as commenter Diana pointed out in a comment on my last post in this series, pops can also be driven by Conquest events, and it was Relics of the Gree that week, which included running BoI as one of its objectives.

Our group composition consisted once again of three Jedi damage dealers and a Vanguard tank, though one of the dps was a Sentinel this time. Also, I recognised the Vanguard's name from my last run... yay for same-server group finders!

At the very beginning, one of the dps tried to climb out of the trench instead of taking the speeder and died. I asked if it was their first time and they said no, they'd only confused the flashpoint for False Emperor. I'm not sure how that explained anything...

We did a moderate amount of trash skipping again (though also again, not as much as we could have done with two stealthers) and killed all the bosses. Also, someone put a star marker over my head for some reason.

Completing the flashpoint also completed Nautalie's very first Conquest, what with BoI having been an objective that week.


Red Reaper
I levelled: 59-60

Another one Nautalie hadn't done before! Red Reaper is one of those flashpoints that can be super smooth and fast, especially if you have a stealther, but there is also lots of potential for things to go wrong.

There was no better demonstration of this duality than this all-dps pug, where a clearly experienced level 75 Gunslinger took the lead and tried to coax us past trash we could skip and made sure to round up otherwise annoying pulls in the most efficient manner, while our level 75 Guardian was the very incarnation of a bumbling oaf, stumbling right into every mob the rest of the group had carefully avoided.

To her credit, the Gunslinger didn't have a go at him beyond a single "oh, come on!" in party chat, but at some point she seemed to make the decision to simply not care about our clumsy laggard anymore, so when the Guardian got so confused that he got himself stuck behind some crates she and the third group member, a level 40 Commando, simply moved on.

I felt bad for the guy though, and after he'd died by aggroing yet another bunch of mobs, I revived him and slowly tried to guide him back to the others. I thought we were back in business once we reached the Eradicator droid, but once again the Guardian managed to run off and pull the nearby turrets instead. We ended up fighting them with the two of us while the other two actually killed the boss. At that point the Gunslinger decided that she'd had enough and left.

We queued for a replacement and got another, slightly lower-level Gunslinger with whom we finished the rest of the flashpoint just fine, even if the last boss took a while as several people didn't seem to know the mechanics, meaning that it took some time to get Darth Ikoral to zap his chosen Sith.

Depths of Manaan
I levelled: 60-61

At the start of a new (in-game) week, I re-ticked everything for that random bonus, braced myself for Hammer Station... and got another flashpoint I hadn't done yet, Depths of Manaan - yay! I was grouped with three level 75s, two of them dps, one a tank. All of us were melee Jedi.

They were quiet except for a brief "hi" at the start of the run, but everything went very smoothly, with people executing tactics correctly, clicking kolto stations when needed and so on. Happy days!

False Emperor
I levelled: 61-62

Not wanting to push my luck, I limited my selection for this evening to only seven of the higher level flashpoints that I actually felt like doing that night. My queue time wasn't affected and I got into a False Emperor run almost immediately.

The group composition was similar to the run I had before that, with three other saber-swinging Jedi, one of whom was a tank and the others dps. One of them was also a female Nautolan Shadow who was only two levels below me, which tickled my fancy.

And it was another beautiful run! The only small stain marring the perfection was that I was the only one who cared about the minor bonus and since I missed a console at the start we failed to complete it. We did do the bonus boss however, and the group was generally rolling along in a highly fun way. Even Jindo Krey with his perpetually bugged turrets posed no challenge to us as we managed to interrupt nearly every one of his casts so that he barely had a chance to do any damage.


Blood Hunt
I levelled: 62-63

Encouraged by my last run, I took False Emperor off the list too so that I was only queuing for the six highest level flashpoints that I hadn't done yet. Again I didn't have to wait long and got into Blood Hunt! I never thought that I'd feel delighted to end up there, but I genuinely was. The rest of the group seemed in surprisingly good spirits as well, with one guy leading with: "Hoping for a nice and quick run!"

For the first time in a while (for me), we even had a healer too. I'd almost forgotten how nice it was to have someone watching your health and not having to worry about dying all the time. Since we didn't have a proper tank, I did my best to taunt things off her whenever she got aggro on anything.

Once again, everything went smoothly, even Jos and Valk (mostly thanks to the healer). After having done this flashpoint a few times since 6.0, I have to say that I'm not sure they're the hardest fight in there anymore - it feels to me like Torch actually hurts more now.

Anyway...

We'll see if it holds up, but I'm definitely getting the impression that with the rewards for queuing for the full random selection being pretty meaningless these days, there's a certain self-selection going on inside the group finder population. There definitely seems to be a number of people who don't necessarily care much for flashpoints and just want to do the easiest ones as quickly and with as little fuss as possible to maximise their gear drops per hour or however these things are measured these days.

However, this doesn't match my own approach to flashpoints at all. Sure, every now and then a quick and easy Hammer Station can feel like a treat, but repeating the same flashpoint multiple times gets boring to me really quickly. I'd rather face more of a challenge, be slowed down and maybe wipe a couple of times for the sake of variety, as well as killing extra mobs for bonuses and such.

Ironically though, queuing with a preference for the longer/harder flashpoints has only resulted in increased enjoyment and smoother runs for me so far, maybe because people with similar preferences are more likely to know their stuff and also queue for the higher-level flashpoints with confidence. It'll be interesting to tally up the numbers for comparison once Nautalie hits 75.

04/08/2017

Pugging with Shintar: July Update

I know it's August now but this is mostly about videos recorded in July. I thought I would give another update on how my Pugging with Shintar series is progressing for those who aren't subscribed to my YouTube channel (and at this rate, I really need to give these posts their own tag).


Episode 7: Defying the Randomiser - After getting Hammer Station for the third time in six episodes, I decided that while repetition had been fine while I was simply writing about adventures like these, in the video format redoing the same flashpoint over and over again was simply boring and rubbish. As a result, I cut down the run to a few key scenes in the video and then queued again with every flashpoint I'd already done unselected from the group finder list. This time I got Athiss, which was at least something new.

Episode 8: Sneaking Through Red Reaper - I decided to start doing the intros on Nar Shaddaa while the Nightlife Event is running and after a commenter reminded me that I could use the heroic quick travel to get there even without a ship. Forcing the group finder to always give me something new from now on, I ended up in Red Reaper, a place known for its nightmarish trash pulls at the start. Of course since I knew and talked about those, I ended up with a rock-solid group that had no trouble with anything whatsoever and managed to skip even more pulls than usual. In Red Reaper I've never minded because there is no bonus anyway.

Episode 9: Cheerful Musings in Korriban Incursion - After the previous episode I realised that out of sheer habit, I had been uploading these in a lower resolution than I actually use to record, so this episode brought an improvement in video quality as I finally made some adjustments. Korriban Incursion made me particularly talkative because there are so many connections to the Sith starter quests - though I wasn't beyond making mistakes when trying to recall them from memory. I oddly enjoy correcting myself via text overlays while editing the footage later.

Episode 10: An Unlucky Gunslinger in KDY - Finally I got the story quest for Kuat Drive Yards out of my log, after having had it there since level 15 or so. A gunslinger asked early on whether he could do the "rescue ten prisoners" achievement if we got the prison cell scenario, and everyone enthusiastically agreed... but this is a pug, you can already guess how it went.

Episode 11: Sentinel Silliness in Battle of Rishi - I was late with recording this episode due to real life distractions and recorded it on a weekday after work, feeling like I was going to fall asleep at any moment. Oddly enough, this made me even chattier than usual, and I ended up in a group with three sentinels, which I considered very humorous. Also, I enjoyed ranting about Battle of Rishi's wasted potential like I already did in a blog post once here.

Episode 12: Businesslike in Czerka Corporate Labs - After a slightly chaotic start, this flashpoint became quickly dominated by a scantily-clad Commando who was eager to push forward no matter what, clearly thinking that she didn't need the rest of the group. I couldn't fault her ability, but I also couldn't help highlighting it as another type of behaviour that I'm personally not super fond of in my pug groups.

24/11/2015

Flashpoint Levelling: Up to 29

I wasn't planning to make my next post about my flashpoint levelling experiment quite so soon, but I'm progressing so quickly that I feel like I need to write it all down right now or I won't be able to keep up. In my last post I mentioned being level 17 after doing the Black Talon and completing associated quests. Four flashpoints later I'm already 29! Those levels are sure flying by, and I feel like I've already learned a lot.

By the way, you'll never guess which flashpoint I got as my first random after the Black Talon. I was so full of anticipation, maybe slightly worried that I'd get something that was originally tuned for level 60 and which might turn out to be really hard... and then I got: Hammer Station, the original 15-21 flashpoint. Woot?

Hammer Station
I levelled: 17-20 (and then dinged 21 from handing in the "do one random flashpoint" weekly, which once again gave way more XP than is reasonable at this level)

I had barely set foot into this flashpoint when I realised that something was off with my bars. I'd copied my keybinds over from my main and had tried to arrange my abilities in the same way, but while doing so I had been sloppy in terms of identifying which Mercenary "scan" corresponded to which Commando "probe". Once I'd sorted that out, I realised to my horror that I didn't have my free heal yet (Kolto Shot)! As a result all our pulls consisted of me frantically spamming expensive heals on people until I overheated, then Vent Heat and pray that everything would be dead before I was full on heat again. Fortunately I was able to train Kolto Shot after that run - apparently it unlocks at level 18 now.

Despite of me being woefully underequipped in the healing department, we did reasonably well. The other group members were three damage dealers of level 28, 50 and 65 respectively, and they seemed to have a healthy amount of interest in their survival (they clicked kolto stations, and the Sorcerer would bubble people and add some heals of his own if things got hairy). At a higher level I might have felt a little insulted by their efforts and their lack of faith in my ability to heal, but to be honest in that run I really wasn't very reliable. Still, in the end we only had one painful incident with multiple deaths, and that was on "that" pull at the start, which everyone knows is a pain. I was the only one who survived, because after everyone else had gone down I ran for it like a little girl until the rest of the group caught back up again and returned to finish off the rest of the pull.

Even though we did OK on them, some of the bosses also seemed to hit quite hard. The tunneler droid's debuff on whoever had aggro seemed to inflict almost hardmode levels of pain (and I had no dispel yet /cry), and Battlelord Kreshan's AoE similarly seemed to slice anyone's health to bits who just happened to stand in it.

As I mentioned in my previous post, I picked up scavenging as one of my crew skills, so I had a grand old time with that, though I noticed that scavengable corpses seem to disappear more quickly now if you don't grab them right away... I'm pretty sure it's not just my imagination. It's also worth noting that since all the 15-65 flashpoints officially scale you up to 65 now, any mats you gather in there will be rank eight. So running flashpoints for specific mats, like Red Reaper for Electrum back in the day, is definitely a thing of the past.

What I didn't mention was that I picked up slicing as my third crew skill! I have no expectation to level it at this point, but I was curious whether just having it, even at level 1, would allow me to access various slicing contraptions in flashpoints. The answer is yes! I found the elevator that commenter Joseph Brown mentioned in my Flashpoint Friday post about Hammer Station and greatly impressed my party by being able to unlock not just one but two shortcuts for us.


Queen of the unlockable shortcuts

When we did the little light/dark side choice about halfway through the flashpoint, one of the dps instantly instructed us to "spam that space bar", which gave me a bit of a nervous twitch, but since it was just that one really short cut scene with no dialogue, I wasn't too bothered. I just wonder why they were!

Overall, it was a pretty nice run though. I also realised that I really like the sound of Nico's Blasters (which I gave to my Merc to wield - not like I've had much other use for them so far).

After the flashpoint I was surprised to find that I actually had the debriefing quest to talk to Darth Malgus again at the holoterminal. I noted in my Flashpoint Friday about Red Reaper that these seemed to be gone with 4.0, but apparently that's just a Red Reaper bug or something, because Hammer Station apparently still has it, and so does Athiss which I did later (spoiler?).

Red Reaper
I levelled: 21-24

Speaking of the Red Reaper and its missing debriefing mission, that one came up next in my random queue. And yes, it still had no chat with Darth Malgus at the end to wrap it all up.

This was another run with three dps (of levels 47, 60 and 65 respectively) and went very smoothly, even though one guy said that he'd never done it before. If anything, I was the noob - I got myself knocked off that bridge near the end, and on my first attempt at running back I managed to aggro some turrets that we had skipped so I had to /stuck as I couldn't use the elevator while in combat.

Still not having a cleanse was annoying on Darth Ikoral, though not problematic. I was still glad to see Cure available on my trainer after that run.

Also, I got to slice another lift! Those crew skills are really paying off.

False Emperor
I levelled: 24-27

This was probably my worst run so far, though it was still far from terrible. This time my three dps (of levels 29, 50 and 60 respectively) just didn't seem particularly competent and flailed around a lot: standing in red circles with no regard for their health but hitting kolto stations when people were fine, breaking CC and generally showing little survival instinct. There were a fair few deaths but we muddled through. I just couldn't help but think that these guys would have been pretty screwed without a healer.

At the start someone also managed to start and space-bar through the entire intro conversation before I'd even zoned in properly.

After the second boss the level 50 left with a "sorry gtg". I pulled out Mako for the next pull and was rather amused to see her tiny little figure act as a tank. Then we got a level 17 dps as replacement.

HK-47 was seriously hard! And not just because of my fellow group members' flailiness; he just hit like a freaking truck every time he focused anyone. Sometimes I couldn't even keep people up with my single target heals and the kolto stations combined, though I managed to stay alive and kept at least one dps up for long enough for the other two that died to come running back. I can only imagine what a right nightmare that boss must be without a healer.

Finally, there was some minor random loot drama where people got annoyed with one guy for needing on a pair of boots. He apologised and said that it had been a misclick, offering them to anybody else who wanted them as they were BoE. The level 17 then declared that it was pointless now since they were already bound to the guy who had hit need. I commented to say that I thought she was mixing up WoW and SWTOR, as I can't remember Bioware ever implementing anything like that (but vaguely recall it being a thing in WoW a long time ago).

Towards the end of this flashpoint I got my first AoE heal, which was very gratifying.

Athiss
I levelled: 27-29


Adding some dps 'cause my party's awesome.

Another relative softball, this flashpoint started off with a level 56 tank and two level 65 dps. I felt quite excited to run with my first tank! Of course he then had to "reboot" and dropped group after the first pull, just to be replaced by a level 16 dps. One of the level 65 damage dealers also left soon after, but was replaced by another dps of the same level.

Regardless, this run was super smooth and an interesting contrast to the False Emperor run that came before, because it felt like I was just along for the ride and these guys would have been completely fine without me. I even saw someone use crowd control once! Mostly it seemed to be the power of the high levels though, as the 65s were able to tank whole pulls without too much trouble, even though they should have been quite squishy.

It also felt like I was getting a lot less XP though (I only barely managed to hit 29, having gained less than two full levels that run), which makes me wonder whether the wonders of flashpoint XP don't work quite similar to the grouping bonuses for missions after all. Those are based on how much XP each party member is earning, which means that anyone at max level who doesn't actually earn experience themselves anymore also contributes little to nothing to the rest of the group's bonus XP. At least that theory would explain why this run seemed to net me so much less than the previous runs that all had either only one or no max-level characters in them. Something to keep an eye on in future runs.

But hey, at least I got to level my bioanalysis.

30/10/2015

Flashpoint Friday: The Red Reaper

Reader and fellow blogger Telwyn from GamingSF suggested that I cover The Red Reaper in one of my Flashpoint Friday columns. His reason? "I have fond memories of running that with a guild I had just joined back after launch."

I was very surprised to hear this as I've always considered Red Reaper the red-headed stepchild among the levelling flashpoints, but it's certainly topical to talk about it right now. While Knights of the Fallen Empire introduced no entirely new flashpoints for us to play, Red Reaper is now also available in a hardmode version when it wasn't before, so it is certainly worthy of special attention at the moment.


General Facts

Red Reaper is another one of the six "story-light" levelling flashpoints for both factions that were in the game at launch. There used to be breadcrumb quests for all of these on the fleet, but it appears that these have all been removed in KotFE. (To be fair, the quest icon clutter on the main station was getting quite bad.) Aside from queuing for any of these via the group finder, you can also still launch them manually from your fleet's dropship launch hangar by picking up the mission in front of the respective entrance.

Red Reaper is now available as a tactical flashpoint for levels 15-65, but was originally designed for a normal trinity group of levels 43-48. I suspect that the level range contributed to it not being very popular, as players who made it that far were often keen on pushing onwards towards the level 50 endgame as quickly as possible, and the first of the official endgame flashpoints that awarded actual endgame rewards, Directive 7, already became available at level 47. This caused Red Reaper to be stuck in the awkward position of almost but not quite being an endgame flashpoint, which wasn't helped by the fact that it was actually available in the group finder all the way to level 50. I repeatedly experienced level 50s declining to join the group when they saw someone of level 46 or lower in the setup proposed by the group finder, because they knew that the game was going to land them in Red Reaper and they actually just wanted to do a random endgame flashpoint. 

Fights

Red Reaper is actually a fairly short flashpoint if you know what to do, but it can feel longer than it is because everything takes quite long to die. The trash pulls are large and full of hard-hitting mobs with lots of hitpoints, which I'm sure has left many a group with nothing but bad memories of this instance.

The first room is particularly infamous, because it's filled with several tightly packed trash groups that are engaged in combat with friendly NPCs. (The ship is attacking the planet Chandrila at the time, and planetary forces are fighting back.) In theory they are not supposed to cause you any issues until you actively engage each group, however many people have stories of extra mobs joining the fight seemingly out of nowhere or even of being attacked by invisible adds.


Being a Sith ship, the Red Reaper is filled with Sith, some human lackeys of theirs and plenty of battle droids. Back when the instance's level was 43-48, I knew of people who soloed it at max level purely for all the scavenging materials.

Being a scavenger also pays off in a different way, as this instance offers another shortcut to skip some trash that can only be activated by a scavenger, as well as a second shortcut for which you need an archaeologist.

The boss fights in Red Reaper can be summed up as "quirky, with mixed success". It is clear that the designers of these encounters were trying to create fights that would be interesting and different from what came before, but they weren't always entirely successful.

The first boss, Lord Kherus, is a bare-chested Sith Marauder that leaps around a lot, throws crates at people and tries to kill some Chandrila prisoners to increase his own power. In my opinion the problem with this fight is that, if you do everything "right" by stopping his crate-throwing by quickly getting into melee range with him and interrupting his attempts to kill the hostages, you'll never actually see any of his mechanics and he more or less comes across as a tank and spank (with some jumping around). If you actually see him do anything cool, you're basically playing sub-optimally.

The second boss is a droid called the SV-3 Eradicator, whose gimmick is that he's surrounded by coloured pillars that power his abilities of the same colour. He'll do things like change them all to blue and then fire a blue beam (which would be very painful), so you want people in your party to constantly click on the pillars to keep them different colours. (If there's always an even distribution of red and blue, nothing he does will hurt very much.) Again this is something that sounds cool in theory, but in practice people just spam-click the pillars more or less at random and will likely succeed even without understanding the mechanics. (You'd have to be quite unlucky to accidentally align them all in a way that buffs the boss.)


The SV-3 Eradicator has a large group of trash right behind him which is easy to miss if you don't know about it, and they will all aggro at once as soon as the boss is dead (or if someone manages to get knocked into them). This can get really painful for the healer in particular, but if you're careful it's possible to clear all the mobs out before even engaging the boss.

Shortly before the final boss there is a group of three Sith just at the edge of a narrow bridge. If you guessed that they have knockbacks, you'd be right. It is once again possible to use this setup to your advantage and skillfully knock them to their deaths if you do it right, but in practice many a pug has fallen to its own death instead.

The last boss, Darth Ikoral, is the best of the bunch and actually quite memorable. Aside from a knockback and a painful dot he has two noteworthy phases: In one he summons red "power-ups" that your party needs to collect if you don't want the boss to increase in power, and in the other he summons adds that you run behind to get Ikoral to kill them with his own force lightning. (They also have to be interrupted for this to work.) It's a pretty interesting and unusual mechanic, but not so unusual that you can't figure it out while you go along - though if you're anything like my own party in my first ever run of this flashpoint, it may require a lot of running back and forth until you figure out how to get the adds killed.

I've run the hardmode version only once so far, but it's not particularly impressive. It retains the same challenges as normal mode (which means a lot of painful trash pulls), but the bosses remain fairly simple. Darth Ikoral gains an extra add that roots people, but this didn't appear to cause my group too much trouble. Also, unlike Hammer Station, Athiss, Mandalorian Raiders and Cademimu, the hardmode version of Red Reaper has sadly not been enriched by the addition of a bonus boss.

Story

Whether you're briefed by Darth Malgus or Satele Shan, a rogue Sith ship called The Red Reaper is running rampant and needs to be stopped! It belongs to a certain Darth Ikoral, who was once the master of Darth Malgus' own master - a sort of Sith granddaddy if you will, who is about as unfriendly as you'd expect. He left the Empire seventy years ago to search for lost pureblooded Sith and has now returned, wreaking havoc on both Republic planets and Imperial outposts. He has no interest in co-operating with the Empire anymore since he feels that it has become weak and too "diluted" by alien blood that needs to be cleansed.

So... you board his ship and kill him. Incidentally, he also did find a lot of Sith purebloods on his journey and kept them in cryo stasis pods. You have the option of ignoring, killing or releasing them, but even if you release them they just turn hostile and attack you.


KotFE also appears to have got rid of the de-briefing dialogue that you used to get after these flashpoints, probably because people considered it too much of a nuisance or something. Now people will never again know how Hammer Station fell into the hands of the Advosze!

Conclusion

I have to admit that I personally think that Red Reaper is one of the weaker levelling flashpoints. It's not bad, but apart from the final boss fight - which is pretty fun - it isn't as interesting in terms of mechanics as some of the available alternatives, nor does it tell a very compelling story.

The latter wouldn't have to be a problem, as we already discussed that there are other story-light flashpoints out there that shine in their own way, but in the case of The Red Reaper in particular, I always felt that there should have been more to it. Darth Ikoral is built up to be quite the personality, and as an Imperial you get the option during the intro briefing to say that you will try to convert him to your cause. However, when you actually meet him, there isn't an option to even attempt to talk; you can only attack. At launch he didn't even have any voice acting and attacked players in complete silence, which only added to the feeling of the encounter being somewhat unfinished.

The Red Reaper is still a flashpoint that's worth seeing at least once, but to me it will always stand out as a piece of content that hasn't really managed to live up to its full potential.