Zorn and TothI have found a nice guide for Hard Mode Zorn and Toth. It supports the idea I had about the DPS/Healers standing on the other side of the valley, which makes it easier for healers to stay out of the other group's target's AOE while still keeping in range of the tank (I.E. what often happened that while the tank and Zorn were just under 30 metres away, Toth was in fact closer that 25 metres thus doing damage which can be avoided).
Also the tanks should try to stand closer to healers than the bosses are, this is quite difficult and only possible after the initial positioning but due to the shape of the valley, the healers can position themselves to achieve the same effect (see the video).
It is also suggested that it is the tanks that change places rather than exchanging the bosses' places. This help to keep the position constant, limiting the problem I pointed out earlier.
The Jump together/tank swap phase occurs at about 85% 65% 45% and 25% and 5%. The First boss to get to that HP threshold triggers the jump. The people attacking Zorn should be wary of this and not use dots as the fearful debuff is applied during Toth's jump. Procing damage relics should also not be used for this fight.
It also suggest for the whole groups to swap targets in order to prevent being damaged from the 'Fearful' debuff.
If even then we keep failing, it is possible to 3 heal the fight and still avoid the enrage.
http://mmo-mechanics.com/swtor/forums/Thread-EC-Zorn-and-Toth-Hard-ModeFirebrand and StormcallerFor F&S the only change is that the shields with Trandoshans will spawn in different locations. It is also very helpful to have a ranged DPS off the tank to kite the plasma arcs and cleanse their own targeting beam. As such there is some loss of DPS but it should not be a massive issue. It is also suggested that Tanks swap due to Incinerate and DD doing much more damage but with our current tactics this should not be an issue (especially if sage is on Firebrand to Force Armour the tank during Incinerate).
Colonel VorgathImperial Demolitions Droid (the one that is scanned for and drops the defusal kit) Must be interrupted, his cleave has massive damage and he also has and AOE knock back which will likely knock the group into the active mines.
While killing the aforementioned droid, two Imperial Assassin Droids will spawn, these must be CC'd and killed one by one after the main droid is dead, otherwise they do massive AOE damage (suicide bomb essentially). One strategy is to have the tank run into one to take all the damage but killing them with ranged is preferable.
Once the minefield is solved the only change is that the turrets are not CC-able and as such must be tanked by one tank while the other 1 tank Vorgath. The turrets will automatically hit the player closes to them. Positioning should as follows:
M M M M <----- Mines
M M M M
M M M M
T T
T T <------- Turrets near vorgath
TT <----- Turret Tank
B <------- Boss
BT <------ Boss Tank
ML <------- Melee
R/H <------- Ranged/Healers
Kephess3 groups of Shielded Trandoshans spawn very soon after each other perhaps requiring an OT for the third group if the first 1 is still up.
ATAT should be killed in 3 attempts.
Kephess will cast 'Touch of the Masters' (debuf) when he knocks back the tank and proceeds to cast 'Breath of the Masters. If he is not taunted by the other tank before he finishes casting, he hits the original tank for 25k
Hard Mode DropsToth and Zorn: Campaign Legs, Campaign Bracers, Random Black Hole gear or Campaign Relic
Stormcaller and Firebrand: Campaign Belt, Campaign Offhand, Random Black Hole MK2/MK3 gear or Campaign Relic
Colonel Vorgath: Campaign Chest, Campaign Gloves, Random Black Hole MK2/MK3 gear or Campaign Relic
Warload Kephess: Campaign Mainhand, Campaign Helm, Random Black Hole MK2/MK3 gear or Campaign Relic