SWTOR GUIDE Trench Runner 5.1 Uprising

SWTOR Trench Runner Uprising Guide

Vulkk by Vulkk|

Guide to the SWTOR Trench Runner Uprising. Includes description of all boss fights mechanics, strategies and tips in video and writen form!

The “Trench Runner” Uprising is one of the 5 Uprisings released with SWTOR Patch 5.1 and is available to all active lvl 70 Subscribers via the Galactic Command UI or by directly accessing its personal terminal on the Fleet. It takes place on Denova, in the trenches leading up to the 4th boss (the mine field). For more detailed information visit the SWTOR Uprisings Blog Post or watch the SWTOR Uprisings Video Overview.

This is of the shorter Uprisings. It offers 1 boss encounter and several mini bosses.

1st Mini Boss: Lt Jom Shomo

Mechanics
  • Story Mode HP: XXX| Veteran Mode HP: 444k
  • This mini boss spawns on the 1st bunker and will continuously call support of weak and silver Trooper and Droid adds until he dies.
  • Focus on the lieutenant, tank can kite the adds if needed. Can use LoS.
  • One player can use the turret to play around with it and damage the incoming mobs, but isn’t really needed.
Screenshots

2nd Mini Boss: Captain Dakarus Garnik

Mechanics
  • Story Mode HP: XXX| Veteran Mode HP: 599k
  • This mini boss spawns on the 2nd bunker. Can project a frontal cone (orange marker on the floor) that follows the Tank. Red circles (~12k in Veteran) also appear from time to time, that can easily be avoided.
  • Same as the previous bunker, one player can opt to use the turret, but is not needed. Adds will keep spawning until the group kills the mini boss
  • Strategy: focus and burn Garnik first, don’t bother with the turret if you healer can keep up with the burst heals for a minute or so. Tank can kite adds while DPS kills the boss.
Screenshots

3rd Mini Boss: Major Nayva Isoder

Mechanics
  • Story Mode HP: XXX| Veteran Mode HP: 716k
  • Up above the trenches walkers and other adds keep spawning and marching towards the trench. A player can again gain control of the turret and lighten the number of incoming adds.
  • LoS can be useful, like on the previous encounters.
  • Strategy is the same as before – focus on the mini boss, tank can kite the adds and LoS them if needed.
Screenshots
swtor 5.1 trench uprising guide 3rd bunker 1
swtor 5.1 trench uprising guide 3rd bunker 2
swtor 5.1 trench uprising guide 3rd bunker 3

Final Boss: General Rike’s Hover Tank

Mechanics
  • Story Mode HP: XXX | Veteran Mode: Tank HP: 3 mill
  • There’s no real danger in sitting on the ground, unlike the real Twin Tanks encounter in the Denova Operation. Healers and RDPS can stay down on the ground.
  • The tank has 2 big special attacks. Charged Warhead deals a lot of damage to the tank, but its channel can easily be interrupted. Missle Blast spawns yellow circles on players and can be avoided simply by moving out of the marked area.
  • 3 times during the fight Rike will shield the tank and spawn silver and weak adds around the area. They can easily be killed, but are capable of seriously hurt if they focus on one (non tank) player. To remove the shield on the tank, simply use the new Alliance Support ability that pops up in the floating bar.
  • Once the tank is dead, General Rike will get out of it and trigger a massive explosion. The team has 30 seconds to kill him. Otherwise it’s an automatic wipe. The General has 408k HP in Veteran Mode.
Screenshots
swtor 5.1 trench uprising guide GENERAL RIKE 1
swtor 5.1 trench uprising guide GENERAL RIKE 2
swtor 5.1 trench uprising guide GENERAL RIKE 3

Videos

The video section will show you my currently available videos with gameplay and guiding commentaries about the various mechanics inside the Uprisings and the boss encounters there.

Vulkk

Vulkk

Alex "Vulkk" is the founder and editor-in-chief of VULKK.com. His deep passion for video games and love for all things Star Wars shine through the news and comprehensive guides featured on the site.
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