If there is one thing they need to fix it's the boss fights. I've been running T2 dungeons with my guild for the last week and while they defiantly offer a challenge, some these encounters are just near impossible. The amount of adds that some bosses spawn make it impossible for me to see anything on my screen, not mention trying to avoid tons of AoE red rings and cones that do knockbacks/stuns that intersect each other an that stack damage on top of one another. I'm not saying nerf the dungeons, just ease up on the amount of adds in some fights, as a guardian fighter I can only hold so much aggro at once.
i've noticed that although some bosses have constant adds. most actually are time/health based. for instance. the pirate king spawns archers based on time (from what i can tell) and the ruffians based on health. i believe the spirits are health based too. the problem is that after you get past 50% health, almost every tick is a ruffian spawn queue. so when your group's rogue or CW is nuking the boss, they are also causing a TON of adds to spawn. I think the idea was to have a controlled burn, but honestly, i dont blame the dps classes as they are designed to do damage. and the ticks are equal to pretty much 3 seconds or less of damage from the dps classes sometimes...
they need to re-think the adds and mechanics. adds are fine. time/health based adds are fine. but if you want that many adds, make it similar to the last skirmish where the boss becomes immune for a short period of time and summons a mini-boss. very nice encounter except that the mini boss has the Suck-you-in-and-aoe-Hit-you-ability
MAKE MARK HIT ENEMY AND ALL ENEMIES AROUND IT.
MAKE THREATENING RUSH A 2-3 SECOND TAUNT THAT STILL MARKS THE SAME WAY.
REMOVE HEALING AGGRO.
Comments
i've noticed that although some bosses have constant adds. most actually are time/health based. for instance. the pirate king spawns archers based on time (from what i can tell) and the ruffians based on health. i believe the spirits are health based too. the problem is that after you get past 50% health, almost every tick is a ruffian spawn queue. so when your group's rogue or CW is nuking the boss, they are also causing a TON of adds to spawn. I think the idea was to have a controlled burn, but honestly, i dont blame the dps classes as they are designed to do damage. and the ticks are equal to pretty much 3 seconds or less of damage from the dps classes sometimes...
they need to re-think the adds and mechanics. adds are fine. time/health based adds are fine. but if you want that many adds, make it similar to the last skirmish where the boss becomes immune for a short period of time and summons a mini-boss. very nice encounter except that the mini boss has the Suck-you-in-and-aoe-Hit-you-ability
MAKE THREATENING RUSH A 2-3 SECOND TAUNT THAT STILL MARKS THE SAME WAY.
REMOVE HEALING AGGRO.