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You can, after each ranged shot, move behind some wall/pillars to break line of sight (you probably need time stop mode for that micromanagement) and the boss won't jump.
You can burst damage with everyone close and using Kanes' immortality and then wall the boss with stone wall and run behind wall to break line of sight and kite him until kane can use immortality again (bit slow and boring).
You can use summons to draw the agro, using them one at a time gives you the most time to shoot him safely.
You can also use the stun immunity ring (if you have it) with some high hp char (kane, rakhem, boron) and bait the jump on them.
When using Maeve you should use the smoke screen (teleport) before he jumps, since it removes threat/agro - so the boss will never jump her if you keep her agro low, using the smoke bomb on cooldown as soon as you can helps a lot to keep the agro from getting too high. Or you just use time stop mode and use the teleport to avoid the jump as you said yourself, works fine =P
My team was my usual Kaela, Kane, Boron and Rakhem - used robots+titan from Kaela to draw some agro, hammers from Rakhem and weakness talented provoke from Kane, alternated the skills and sometimes run to hiding behind a wall/stone wall to wait some skill cooldowns - boron used the earth hammer with the slow that lasts for the whole fight to slow the boss 30% which made it much easier to stay really close to him with Kaela while shooting him and moving just a little bit back to avoid his melee hits. If the boss got a surprise jump on someone I used Kanes' immortality to survive the long stun and stone walled the boss in and took care of normal enemies if there was any. Kane was never in melee range of the boss since my Kane sucks as a tank but he was behind a wall and used the provoke which made the boss start walking to him but not jumping while others could keep hitting him and getting agro back before boss got to Kane and Kane was never in danger of being stunned so immortality/heal/stone wall were always available.