Strategies that the guild usually uses
This guide is for those who already done EC SM and know what the fights are like generally.1/Toth and ZornHard Mode Changes:
+Anyone in 20m range of Zorn will get a stacking debuff that reduces their damage, as well as gives them a small dot. Cleanse tanks before DPS.
+Fearful now deals recoil damage to the afflicted when they damage Zorn. It's ~6k per action dealt towards Zorn. To best prevent Fearful becoming an issue, have RDPS stand as close to 30m from Zorn as possible + stand close to the wall. When the DPS see Toth leap, make sure they check their debuff bar before resuming attack to ensure they don't have Fearful and kill themselves. If a DPS was to pick up Fearful, have them move to attack Toth and a MDPS from Toth assist with Zorn until Fearful disappears (usually at the next leap).
+Toth goes Berserk and hits for double damage. To dispel the berserk the person with the yellow reticule must move it to 2-5m behind Toth, and stay there until it turns purple. If the tank currently tanking Toth has the yellow reticule,he can just stay still and move out when it turns purple. ( Meele dps on Toth need to use cd during this)
+At 10% the bosses hit a soft enrage - the rock/spikes/pulse damage from earlier phases all happen at once. All DPS burn Toth when he's at 5% hp.Strategies:
_2 groups for this fight(each group consists a Tank,Healer and 2 DPS) - position like an U shape, Toth's group is near the cave entrance (U - bottom left) and Zorn's group is near the tree (U - bottom right). Zorn is tanked near the left wall where it curves around, and Toth in the alcove under the tent on the right.Screenshot
_Tank switch each time Toth jumps to Zorn , the tank currently tanking Zorn needs to taunt Toth and run to where Toth was while the other tank do the same and run to where Zorn is - leap/storm/force speed is useful here ( the tanks move and 2 bosses stay at the same place as they were before the switch)
*DPS don't need to switch boss
_A mini boss will join in the fight after Toth and Zorn died , simple tank and spank, just make sure to have the tank face him away from the group and interrupt all his channeled skills.
*Toth's aoe is 25m range - it's a jump animation ( I saw this happened many times, meele dps got low on health, they got panic and ran away from Toth - they did not run far enough however(below 25m) ,they stood there,doing nothing and looking at Toth while waiting for healer to heal them, then got hit by Toth's aoe again during that time ---> if you want to avoid damage from Toth , make sure your distance is above 25m from Toth and only comes within Toth's 25m range after he did his aoe jump)
*For meele dps on Toth : during the tank switch, run out for safe distance,usually where your group's healer stands (above 25m from Toth) if you can to reduce pressure for healers(Toth's aoe damage increases when he's close to Zorn). You may not need to do this if you're confident that you can use a cd during this or the op is having a hard time with enrage timer. 2/Firebrand and StormcallerHardmode Changes:
+The shields can now be located in front of, to the side, or behind the tanks.(You can check the minimap to see where the shield spawns and position yourself so that you will be knocked back into the shield by SC/FB)
+Damage on DD and Incinerate armor is significantly increased.Strategies:
_Both tanks focus target FB , tank switch each time FB casts Incinerate Armor.(Force leap/Storm/Force speed is handy here)
_When SC casts Double Destruction, the tank on SC needs to move and position himself so that 2 dps or a dps+healer are between SC and himself so that they can take DD instead of him. (DD will hit the 2 targets closest to SC's cone area)
_Usually Toth's group is on SC, Zorn's group is on FB. Everyone is on the tanks except 1 person( either ranged dps or healer with a cleanse from FB's group) on the ground doing the kiting.
_Don't aoe inside the shield or accidentally target and hit the shield (careful with auto target option)3/Colonel VorgathHardmode Changes:
+Assassin Droids spawn that must be CC'd/Killed
+Turrets on the last boss are not CC-able.
+Imperial Demolition Probes have 1 ability that *must* be interrupted.Strategies:
_Imperial Demolition Probes cast a knockback skill called "Overload" , interrupt it at all cost.
_Have 1 dps interrupt "Cleave" if the group has trouble with healing, all the others should focus on interrupting "Overload"
_For Assassin Droids, best way to deal with them is cc 1 and kill the other, usually the tank on the ground will run into the assassin droids(usually the one that was cced) to trigger the explosions, so be careful not to stand near the tank when he does that.
_Have ranged DPS kill the 2 front turrets when they come out, or you can just have the tank move Colonel Vorgath to near the cave entrance.4/Warlord KephessHardmode Changes:
+The Trandosian adds spawn much closers together, time wise.
+When Kephess is at 60% hp,he casts "Gifts of The Masters" , this skill does damage now,everyone must get out of the purple circle as fast as possible (Transcendence is very useful here)
*The group except the tank can stand near the entrance door for LOS to avoid getting pulled by GOTM
+Kephess casts "Touch of the Masters" on the tank during the last phase.Strategies:
+1 tank takes the left droid , the other tank takes the right droid. All DPS focus killing the middle droid, then the left one and right one after that. (Interrupt Calibrating Shot whenever you can,this skill does pretty big damage and increase damage+armor of the droid).
+Move to mid area when the 2nd group trandoshan comes out.
+Everyone except the tank(s) stacks under the Pulsar Power Droid (The railshot the droids are firing if someone isn't stacked inside of them hits for 15k+ and could hit anybody, even the stacked people)
After Kephess casts "Gift of the Masters" he will enter his final stage (after 60% hp)
+Kephess will knock back the tank, and immediately after follow it up by casting "Breath of the Masters". The OT must taunt during this cast, and the MT will have a debuff that places purple circles under his feet. The Knockback also places "Touch of the Masters" on the tank in hardmode, and if the OT hasn't taunted by the time "Breath of the Masters" is finished, the MT will be hit for about 25k. After 10 - 15 seconds of this, Kephess will once again cast a knockback on the tank, and the original tank must taunt back during the "Breath of the Masters" attack. Repeat this until the boss is dead.
p/s: Feel free to correct + ask/suggest anything.
*This guide is mostly based on guides from mmo-mechanics.com