I think Agent could do with a bit of a nerf, specifically regarding the frequency and damage of the Lightning Bomb attack. As it goes, it's not a fun mechanic to deal with, and it's not clear how you're supposed to deal with the mechanic other than "Kill fast before they can do it".
As I see it, the issues are that it does a huge amount of damage - enough to kill a tank who gets hit - and because it also stuns. Because of the stun, if you get hit once, you are often doomed to get continuously hit with the bombs over and over until you die. At the same, it's also applying quite a substantial incoming damage up debuff that doesn't clear if you die, and takes 30 mins to expire. More than two of these on a tank and you might as well wipe as they're not surviving the tank buster later.
I'm not against applying a debuff, but for the duration the debuff lasts and the fact you're going to get hit multiple times due to the stun, one hit from the bomb is far too punishing. Too much damage, and too frequent so it is very difficult to escape the next hit without very high movement speed. And even then, it might not matter as the game also isn't reliable enough at determining if you're in or out of a red area (I have enough move speed to run out of it, but will still get hit), compounding the issue of escaping the bomb.
There's also the well documented bug of the purple areas not spawning. This is a general issue in the trial of dangerous areas and key animation simply not playing or appearing - if the trial is still being worked on, animations and ground damage areas need to be fixed asap. A nice thing about DWP is that even if the animations bug, key mechanics (e.g. Lolth's tank buster) still have indicators that always appear (e.g. glowing hands). In DotMD, red circles and purple of the floor often fail to appear and will kill without warning, and the tank buster of the final boss essentially has no animation (not even the glowing sword is guaranteed to appear).
On fixes regarding the bomb, I would greatly reduce the damage, reduce the stun duration, and limit how often the attack can be done in a given timeframe.
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Comments
1) Buggy purple area as many time you will only see it once you die
2) Drunken sabataur - how can a melee dps kill him
3) Aura getting bugged even if you are inside you will do less dmg
4) Crappy rewards at normal and advanced (only privileged VIPs run master)
5) Legendary weapon dont have +200 dmg buff (3 mod old weapon has it)
6) Totally melee unfriendly trial
In short those above items are not difficult to be identified bug. I don't think devs care about it anymore
1) If Agent is the third Lieu. in 2nd room. As soon as 2nd Lieu. is 50% HP, one of the tank agro Agent and let him cast poison/stun aoes against any of the walls, so that way there are more safe areas. The Agent will casts about 6x-8x poison/stuns, the tank confirm this for the group, then we artifacts for kill. When I tank the Agent, as a paladin, if I tab, there will be no stun if I am in the aoe, additionally if I slot 2x Glad + movement boon, I can usually move fast enough to not be in aoe /stuns.
2) If Agent is on the ship, luckily he will not cast poison/stuns.
3) Agent at last boss, so far the chance of casting aoes/stuns are low, from the hundreds of master/adv we've completed. As a precaution, the tank agro Agent and keep moving against the entrance door incase posion/aoes need to be place there.
The Agent is very deadly to a new tank and the debuffs + damage can be deadly esp once the aoes//stuns are cast it can go invisible.