Hey there,
Just did this fight with 2/4/10 with an average raid ilvl of 220. We’re also all decently skilled players (not perfect, but definitely not bad). There’s a couple of ability on this fight that are overturned.
The first is the big tank aoe with the damage dropoff. If the tank is in the corner and the raid is in the centre, the entire raid will drop to about 50% hp. This is a massive strain on healer mana throughout the fight. When we did it this way, healers were oom when the boss was at around 20-25% hp.
On our kill, we had everyone run to the other end of the room, and we managed to finish the fight around the same time the healers went oom. 4 decently skilled and over-geared healers shouldn’t be going oom in a normal 16man encounter unless the dps is half AFK.
The other is the moving spike balls. The orbs only died in good time with callouts, a motivational talk, and all of our DPS basically instantly snapping to the orbs when they came up. Without this, half the time our tanks didn’t really have much time to leap to the far corner. The timing is far too tight for a normal encounter.
If this were a heroic fight or a penultimate boss, it’d make sense. To put it in a bit more perspective, my guild one shot the other bosses with a brief 20-second tactic talk half of us didn’t listen to… and then suddenly this boss randomly takes us 9 wipes.
Really enjoyed it though. Great fight, well designed. Cheers for reading.
RIP pugs everywhere, painsmith will bring the pain.
here’s our logs. Tear them apart if you want, but there’s no way we played bad enough to be having anything near a hard time on a normal boss. https://www.warcraftlogs.com/reports/Ymw4FR7f3XPTxaDv/#fight=last&type=summary
Edit: The damage of the tank ability could do this big damage we were originally getting, but the intermission phase with the constant spikes needs to change. Just reducing the passive aoe raid damage (and maybe slowing down the spikes) would allow healers to regen their mana to sufficiently heal the fight.