Same as the LS build, even with a build this insanely strong, the wrong approach can result a reload especially on Impossible where you can get 1-3 shotted for a good part of the game. The toughest fight one can get is the Jolee and Juhani one if you don't remove their gear. They put Malak to shame.
For the most part, it is relatively the same as the previous build Challenging Fights, Tactics and Tricks page so i will only list the different, new tactics that i recently used and approaches to key fights.
As a scoundrel/guardian, we have the strongest force jump possible. As it is almost guaranteed to kill whatever we touch, we can simply hop to another target or debilitate the surrounding area using Insanity. The cleaving mechanic from defeating an enemy allows us to perform two actions in a round, so one force jump + insanity if the jump was a kill.
Sith Governor
LS build mentionned 3 vs 1 concussion grenades or using mines, however Bastila's Force Push knockback effect has no save, which mean that you can constantly keep him on the ground while Carth and your PC inflict damage. Don't forget to hit the back for sneak attacks.
Kaeira and Gadon
Kaeira is probably the deadliest opponent on Taris so focus on her again using Bastila's Force Push, then on Gadon the same way. Careful about Gadon's grenades.
Albino Kath Hound: Can use the mines tactics as on the LS playthrough, however as we have Force Jump, we can now kite him very well by running away and re-jumping until he falls. Make sure to use both Brejik's Armband and Belt here, also a Mandalorian shield. Don't push your luck.
Mandalorian Leader: Waiting for Bastila to get Stasis works very well here as he's immune to Mind Affecting. Do not forget about the 2 other mandalorians which should also be paralyzed afterwards as their distruptor pistols can pack a good punch.
Calo Nord (Korriban): Same as LS, however if using the RCM i recently discovered that you can get drunk by talking to Mika Dorin, lowering your Dexterity and Intelligence but increasing your Charisma up to +20 (+10 modifier + base) until you switch to another planet, which can allow you to turn him and his whole party insane if you want. Pretty fun addition.
Darth Bandon: I like fighting him on Korriban again to be done with it so i bring Jolee and HK. HK can use the Carbonite Projector Mark II on Bandon for a no save paralyzation while Jolee Stasis//Kill his goons. They should all fall in a single strike from the PC under Master Speed, as shown here.
Malak is a total joke with this build no matter your approach. Still, there are some optimal tactics to make him even more worthless. You can also make your buffs last much longer by buffing before crossing the loading screen to the loading platform. The best approach here is to use the Mantle of Force lightsaber into the main hand. As Malak always start fighting using Force Immunity, we can simply run toward his back to perform a Master Critical Strike which will also result a Sneak Attack. Repeat after the 1st captive and after that, he should start with his back turned making it even easier for the rest of the pods. He should always fall in a maximum of 2 rounds and 1 90+% of the time. You can also get him get away toward the next captives and perform a Force Jump on him but it ends up doing less damage with a higher chance of a 2 round kill. Still he always start fighting using Force Immunity, so the 2nd round is free for us making a flawless victory without any damage taken a cakewalk. This is true no matter which weapon you choose to wield on the main hand, our damage is that good.
For the first 2 captives, as mentionned run on his back and use Master Critical Strike. When he runs up the ramp for the 3rd one, break the two captives to the right using Drain Life/Death Field and use an Adhesive Grenade on him to keep him stuck for 15 seconds. Break the remaining captives (shouldn't need to refresh the grenade), Force jump him after the last captive and finish him with a Master Critical Strike if he isn't already dead. The great thing is that this build does not require debilitation to deal maximum damage with maximum accuracy.
Malak Defense is an impressive 38. Using the max DPS setup, we get +39/40 To Hit Buffed using Master Critical Strike and a +4 bonus with Force Jump, which means maximum accuracy.
Unlike the LS build, we sadly have no hope to debilitate Malak as only a LS Consular build can realistically achieve this efficiently. He can use Force Lightning, which is entirely absorbed by a Prototype Verpine Shield and can stun you using Critical Strike, which you're protected against using the Advanced Bio-Stabilizer Mask or the RCM Ancient Rakatan Band.
His HP is 327 and will run to another captive when he has less than 100 hp. Using Master Critical Strike with the lightsaber in the main hand, we get an average of 254 damage per round before sneak attacks, which means and incredible 307 damage if hitting the back which gives us the best chance for a final one shot after the last captive. This also means that we have absolutely no issues to make him run in a single round. If toying with him using Force Jump like i showed on the front page of the build, be aware that only the first jump starting the fight will trigger sneak attacks so you can't simply run away and do a second one to trigger them. He also has Improved Toughness, which will reduce each damage time for each attack by 2 so our effective DPS will be slightly lower in the end.