I personally think if you play as a Jedi Knight, you have to do the Esseles flashpoint, if only to explain why, despite leaving Tython after you, Master Orgus is already waiting for you when you arrive on Coruscant.

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I personally think if you play as a Jedi Knight, you have to do the Esseles flashpoint, if only to explain why, despite leaving Tython after you, Master Orgus is already waiting for you when you arrive on Coruscant.
When you intended to leave Asara behind, but your Consular Shadow friend disagrees with what you're about to do XD
The Black Talon OMG.
I'm still working my way through the flashpoint achievements I can do. I did the bonus bosses on both Imp/Rep sides of The Meridian Complex, finished up the "defeat ___ 25 times" achievements on Directive 7 and a few others. My stealthers Jenari and Suvia have been invaluable in getting these done. I didn't have the achievement on The Black Talon for killing the captain so I sent Suvia in, and...OMG. That is horrible. Like, absolutely horrible. WHY. You're basically surrounded by bodies at the end with that awful droid, and it's just...bad. I don't think it's reasonable for most people to kill the captain in TBT anyway. I'll be honest, I just don't kill him because I think it's awful. But: 1. Even if your character has no ethics - Kilran is obviously using the PC as a pawn and threatening them that they won't survive if they don't do his bidding. Even if you are playing a terrible character, that might rankle them, ie, "nobody tells me what to do." Doubly so if you're a Sith, you're going to listen to some damned Moff? 2. If your character is cunning and trying to establish the foundations of a power base/allies, here's your chance. Working with the captain and officers instead of massacring them could win you some allies, or at least some respect. If you're a Sith, hello, resources to use later, if you don't kill them. I still think the end decision in the Black Talon makes no sense. It's LS to turn over the General to the Empire to be tortured and DS to kill him. Frankly I think killing him to stop him from being tortured is far more merciful, but nobody in the writing team asked me. I also did the Esseles one - in that case I didn't have the achievement for keeping the Ambassador. Frankly because she wants to sacrifice the entire engineering floor, I have no issue turning her over to the Empire. I remembered that the Cartel Bazaar on the Fleet sold some neat stuff, so I felt Suvia deserved a Hoverchair for her efforts. Now she and Viri each have a different one. Suitable, yes.
(This is also the PSA that the Cartel Bazaar Underworld vendors sell armor, pets and and mounts that cost $$$$$ on the GTN or Cartel Market for cheap + some cartel certificates. If you don't have enough Underworld rep to buy stuff, feel free to drop by my Manaan stronghold on Star Forge under Viridana Dragoi to play the contraband slot machine and earn rep. I'm still figuring out where it will go on Satele Shan, but probably my Yavin 4 SH).
Rain Plays SWTOR: Crisis on Umbara
We're continuing with our "play it before 7.0" series with Crisis on Umbara. This is the first post-KOTFE/KOTET flashpoint, and it's got a few changes from the older flashpoints. We're not going to discuss the story of Crisis on Umbara - it was very deeply upsetting to fans of a specific character, and even if that isn't my personal fave, I fully respect and want to show sensitivity that it was upsetting to that character's fans. It was another tired betrayal storyline (as though SWTOR hasn't already had about 500 of those), so beyond the character issue, it took the story back into boring territory IMHO. We're talking strictly about the gameplay here.
Crisis on Umbara is a train heist that turns into a (literal) train wreck. The design of Umbara is spooky and intriguing. This is another planet I wish we'd get to visit again, because running around in this gothic sci-fi landscape is pretty amazing.
From this flashpoint onward you will not have the assistance of a combat droid, even in story mode. However, if you are playing this to get through the story, you will have two of your own companions (no choice; the story dictates who joins you) to help you through the section with mobs. One of the companions will leave after the train section, but the rest of it is honestly like an open world planetary area. You'll also have access to a flamethrower and a lot of incendiary barrels to help you along. This flashpoint will occasionally drop holo decos of the bosses, but they are not guaranteed.
Basic caveats:
1. This is a very short flashpoint. With Viri and Lana moving right along at level 75/306 gear rating in solo mode, it took about 25 minutes. If you're going through the story you will have some cut scenes before, during and after, but it's still not a very long stretch of story.
2. In my own experience, the section on the train tends to have a fair amount of lag. Be aware that enemies may take a second or two to render, your character may be moving slowly, and it may look very choppy.
3. You know what to do to the medics, right? There are some in just about every group on the train and in the part of the wreckage where you're dealing with the Umbaran soldiers. They should be your first priority to dispatch!
4. You will have a lot of exploding barrels to work with in this flashpoint, and they can significantly cut down on your fighting time.
5. From this flashpoint on, there is a new type of kolto station that you may not have seen before. They had these in the Uprisings, but if you've played through story you may not have seen these yet. You need to run through them instead of clicking them. They also tend to be a little more hidden than they were in the older flashpoints, but they're still there.
6. On the train only, there will be one room with kolto barrels you can click on to receive some heals.
7. There is no combat assistance droid in this flashpoint, or any of the ones to follow.
If you're doing this as part of the story, you will have two specific companions that you cannot choose or change who accompany you on the train, but will lose one when the train wrecks. If you're going through the flashpoint as a standalone, you will have one companion of your choice.
Rain Plays SWTOR: False Emperor
As we continue the "play it before 7.0" theme, I'm going to talk about False Emperor, the second of the two flashpoints at the end of the Ilum story arc. The Ilum flashpoints are long. As in, Suvia (Sith Inquisitor Assassin, level 75 with 306 gear and a companion at level 50 influence,) stealthed her way through, watched all cut scenes, made steady progress and had no deaths, and False Emperor took her more than 30 minutes. If you are actually fighting the mobs, count on being there for far longer. This flashpoint and Battle of Ilum the predecessors to Spirit of Vengeance: long, tedious and boring. It's mob after mob. I only do this flashpoint now as part of the story on Viri's clones (my main) or stealthers. Quite frankly there are IMHO only probable five reasons you'd want to play this: 1. You haven't and want the achievement. 2. You really want the deco offered at the end (a large statue of a hooded man - could be the Emperor but also could be headcanoned as another Sith) 3. You want your main to do all the story content. 4. You are doing the HK-51 quest. There is a component in this flashpoint you need and cannot get anywhere else 5. You have a stealther who can skip most of the enemies and walk through Have I scared you off? No? You need to do this for the story? Here we go. Where do I pick this up? If you're doing the story quest that began with "Crystal Ball" (it was granted to you at the end of the class story) this flashpoint is the culmination. It will be granted automatically when you complete "Battle of Ilum" in the story AND the subsequent cut scene. If you are doing this as a standalone, go to your activities tab -> solo -> scroll down to flashpoints and choose "The False Emperor." The mobs are mobs. They're there. They are large in numbers and tedious. There isn't much I can tell you about them, so we'll concentrate on the bosses. Like Battle of Ilum and Directive 7, this has a lot of mini-bosses you cannot skip. This flashpoint also has a lot of platforms. With one exception all the bosses and mini-bosses you will fight will be in areas where you can get yeeted over the edge, and so will most of the mobs. Mind your step.
Mini Boss #1: Tregg the Destroyer
You're on a very narrow bridge here, and Tregg's got a knockback. One part of the bridge (shown above) has walls on both sides. Try to stay in there so Tregg can't send you flying to your doom. Otherwise, no tricks.
Any SWTOR players who did this FP, feel free to agree or disagree. I mean, the parallels are uncanny! XD
Don't mind Alexest 'Alex' (my character) and Anahra Darr (@swgoji2001) dancing over FORMER Grand Moff Kilran's body after his untimely demise during Maelstrom Prison flashpoint XD
Someone mentioned on Reddit that the two starter flashpoints, Black Talon and Esseles, have been refreshed a little. I took a look and yeah, definitely. 1. There are sharper camera angles and more reaction shots of the PC.
2. There are medics in the mobs and I swear I don't remember seeing those before. But maybe they are trying to get players in the habit of killing the medics first for future content. 3. It seemed slightly easier. Not that it wasn't already very easy if you are approaching it at max level, but Ydira Ban went down a lot faster. 4. There's a little more violence - shots of the soldiers dead on the floor, for instance. When Viri pushed down the door before the Ydira Ban fight, they showed her taking out two soldiers along with the door. And when she killed the general - that was definitely longer (I always kill the general because let's be real - if you turn him over to Kilran and his MurderDroid, he's going to be horribly tortured and still not live. He mentions he has the plans in his implants in his body - even with very little imagination, it doesn't sound good. A quick death actually seems more merciful in that particular situation).
5. I noticed that they made a point of showing Viri's reaction when the Black Talon drops out of hyperspace and encounters the first Republic ship. And it actually did bring my attention to a specific point I had not considered before - that would really be my girl's first actual battle. Her first time actually being part of space combat. She'd have a lot to think about and take in there. Especially Viri, given that her parents were on a cruiser for a while.