Rokmora: spawns way to much adds over time were even with my ilvl and 425 team members u just cant keep up and die since his smash deals more damage with adds arround. also his smash with no adds arround at a +16 oneshots most of us without propper defensive use.
Ularogg: Damage when he turns into a stone pillar is high can me scaled down a little as he spawns 2 totems before he transition not keeping track with him and focus totems causes a wipe.
Naraxas: Puddle Damage is way to high cant even move out of the puddle.
Dargrul: man… this boss is a pain, AoE Damage is so high 1 move and your dead, Golem deals AoE Damage to. remove that. AoE damage on boss is enough but with the Golem its near impossible. When he fixates on a player and u cant set a place where he can spawn only the crystals its a 100% wipe.
I tried no matter what level of key this occured everywhere even a +2.
I agree the boss is overtuned but I just want to throw in that the golem always spawns over the bosses left shoulder, you can pre place the wall there and then have him spawn directly on it and immediately get stunned.
No, it’s everyone’s job. Or are you claiming you need to stare at the target you’re dpsing in order to press the correct spells? (Make comments like that and people wonder why it’s hard to find tanks.)
I am a tank and I am always the one who follows the totem. I wouldn’t have said it if I didn’t do it every time. I don’t find the need to make my dd to stop doing damage on the Bellow of the Deeps totems only to follow him while being underground. And to make the healer’s job even harder is useless. So it is me and that is that.
Agree, even on Dargul on +2 I had to burst pump 100k+ hps to keep group alive, while some dps was just randomly kiting golem. I agree that failing a mechanic should be punishing, but everyone ticking for 30% of their HP on a +2 key is a bit to much (~390-400ilvl group).
I can’t imagine how much dmg it does on 15-20 (but ofc then you simply spawn pillars on his left leg, and when golem spawn - he is instantly stunned).
And once again, why is it necessary for dps to stop dps to ‘follow’ the totem? I mean, I’m sure I’m not unique in being able to continue my dps rotation while watching which way the totems are moving. There’s no need to run round after them.
If the responsibility is all on one person, and they get distracted even for an instant, the correct totem can easily be lost. If everyone is watching it, that’s much less likely to happen.
Also, even if we say it’s a good idea to chase the totem, maybe that job should then fall to the fastest player and not automatically the tank (points at own class). I always stand still when trying to keep track of it though, whether or not I have stuff to hit.
Ularogg ist not playabale with MeleeGroups, the Damage in the Intermission is
Oneshot and the Hands from other Melees instantly spawns in other Melees and kill them. Sad
Naraxas puddle damage is completely brutal, and hits so hard even on relatively low keys that it kills before you can even move.
I would make the following changes to the dungeon, as it’s a complete outlier.
Rokmora: Increase the time for each add to spawn by 5 seconds. It should not overlap with Shatter, which can leave a couple of seconds to DPS the add down.
The current adds spawn extremely fast and at higher levels start overlapping. They can also spawn just before Shatter is cast which increases the damage further.
Ularogg/Trash: Increase the time taken for Avalanche to drop by 0.5 seconds, improve visual indicators on where it will hit.
Avalanche falls extremely quickly which makes playing with any latency difficult. There’s no visual indicator of where the rocks will land either. As this involves a lot of movement, knowing when you’re safe would be helpful. Increasing the time it takes for these to drop a little will help.
The hands also seem somewhat bugged, I’ve had them spawn on me and instantly cause damage. Not sure if they’re getting stuck on some geometry and causing an issue.
Naraxas: This needs a review as the puddle damage is extremely high and can kill pretty much instantly. The rocks that pelt players during the encounter are also a very high source of damage.
Dargrul: Review the damage of Molten Charskin. The spike should probably target one ranged by preference and one melee, or some tweak here. The mechanics can lead to a viscous circle here here if the spike ends up anything less than point blank by the boss, Charskin will do a lot of damage and it takes time to move to the spike, the boss then immediately casts another spike before players can move back to close range, and the tank can’t move the boss closer because Landslide will destroy the spike, so the next spike is even further away and it spirals out of control.
Adds don’t spawn on a timer, they spawn from people attacking the boss. It’s not a solution but we found the easiest way to do it was to just hard focus the skitters leading up to a shatter and just chill a bit to prevent another from spawning. This let us get it on a 20 and 21.
It’s the stone circle in the middle, if you’re standing on the lip of it then the hand can’t spawn in the gap which sort of forces it under you. Very dumb.
i noticed this as well. i play with constantly 200ms and even if i move constantly, i still get hit no matter what i do.
it isnt really a hard mechanic especially if dmb or a weakaura shout to move but it is unavoidable dmg for me
Hmm, I know the health loss part, but I’ve done him three times and it seems that he just won’t spawn them in the seconds immediately preceding a Shatter. Could have just been luck.