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- "One of the mightiest and most renowned Trandoshan warlords in galactic history, Kephess and his mercenary army nicknamed “the Warstalkers” struck terror on battlefields across known space. Kephess personally killed thousands of enemy combatants and never failed to complete a contract–until he encountered the Dread Masters. Although the details of what exactly the Dread Masters did to Kephess remain unknown, it’s clear that he has been imbued with some portion of their considerable power, managing to fully recover from fatal injuries and perform physical feats beyond that of typical Trandoshans. Kephess has become the Dread Masters’ “chosen one,” obsessed with spreading terror and violence in their name–but to what end, only the Dread Masters themselves know."
- ―In-game Codex (Persons of Note)
In the battle area there are 6 pillars on the sides, 3 on the left and 3 on the right. These pillars will play a critical role in this battle. In phase 1 Tanks must lead the boss to the pillar he has connection with. Tanks must swap if they get a debuff on them that turns them into a lightning, so to speak. To get rid of this debuff, they must run into a spot on the ground, where there is a similar lightning field. After a while, Kephess will pick a random group member for laser blast. A red warning text will appear when this happens. That player must then go stand between the boss and the pillar the boss is connected with. The distance between the boss and the pillar must not be too long for this to succeed. If done right, that pillar will collapse and Kephess will be knocked out for a few seconds, giving the group a few second window to deal increased damage to the boss. DPS must damage the boss even before this. Repeat this until the boss' HP has dropped into 50%. Then, phase 2 will start.
In phase 2, strategies change. Kephess will no longer use laser blast. Instead, he will begin jumping into the air and smashing the ground, causing damage in a wide area. Tanks must again lead the boss towards the pillars, but this time the pillars must be brought down by players who have been inflicted with Corrupted Nanites. Kephess doesn't connect himself with these pillars. You must find the pillar that can be activated and use the nanites to bring the pillar down once the boss is close enough. Pillar can be brought down by either finishing the channeling, or canceling it. Even when the boss is not knocked out, DPS must keep damaging the boss. Repeat this, until the boss has 10% health left.
Phase 3 starts when the boss has 10% health left. In this phase the boss doesn't move, but he will bombard the area. The main target for these bombards are the Tanks, so they must stay away from the rest of the group while DPS finishes the boss off. Tanks must keep moving around all the time to avoid the bombards. Avoiding shouldn't be difficult, because each bombard will have a target marker on the ground. Also, it's good for healers to move around as well.
On hard mode Kephess has 2 new attacks and one function changes.
In phase 1 Kephess can summon orbs to interfere with a random member. Although the orbs have low health, they are difficult to take out. They cause damage as long as they are in you. In phase 2 Kephess launches a radioactive blast on a random player. Targeted player must run away from the blast, as it will follow the target like a shark follows a ship. Once the blast ends, it's safe to move back to business.
The changed function concerns the pillars in phase 2. In Story Mode you only need one player with Corrupted Nanites to bring the pillar down. This time however, you need 3 nanites to bring a pillar down. One player can have several nanites on them, so the group needs to make it count when bringing a pillar down. Also, the channeling time to bring down a pillar is much shorter now. You can still bring the pillar down by canceling the channel.
Operation Boss Fight Videos