I'd like to create a synopsis of HM CoA from a raiders perspective (note I don't post often so I posted something against the rules just let me know or remove the sections yourself if needed)
1.) Ebilis: Overall I like this boss, the only issue is that the enrage timer is very long. As for example there was an issue with the boss hitting tremendously higher than on prior weeks (fun to heal honestly), and the boss was still easily killed by adding a defiler (alt pulling 28k), (and due to are raid comp we had to have someone come on their alt and pull 60k in archon) and the boss still was not difficult to meet the boss at enrage.
Some solutions I'd like to see (if we could go back in time before the boss was released) besides maybe a flat increase on the bosses health and damage, would be the cause there to be a reason to kill the shamans that appear while you kill the 2nd centaur, because at the moment they are completely ignorable after the centaur dies. Other than that I think the boss overall is a good boss especially when you take into consideration that it is the first of the instance.
2.) Life mini: This "boss" seems to be intended to be a heavy dps or heal check, but the dps check is so low that you can run additional healers and a defiler. There seems to be some mechanic of passing around a reactive (to lower tank damage?), but all in all this mini is usually killed very very shortly after killing ebilis because it was just too butchered by the long enrage timer.
3.) Fire mini: This I think is actually a very good fight, the tuning seems well and the raid has to abide by the mechanics, mechanics need to be done by the whole raid (dodging waves, dpsing the sinister presence, assign some people or everyone to dps crystals, use the dark star for dps gain (ranged) or use the melee dps boost and never interrupt the bosses cast) and has a decent dps check. Overall though people may have gotten upset with this boss while progressing on it because you'd need every guildie to have eyes and dodge waves, I think this was a very well made mini boss.
4.) Fyragnos (Charizard): I actually have to say I really like there was an attempt to create lots of mechanics in rapid succession, trying to create a rather chaotic sub 35%, with a gradual implication of mechanics as the fight continues up until that point.
Now though this fight is the perfect poster child of a fight that was completely spoiled by a long enrage. This fight is perfectly capable of being 2 healed with 2 good healers (which they should be this is hardmode), then having 2 healers makes failing the mechanics less forgiving have 1 less battle res. You on the other hand can run 3 healers, mindlessly heal through all the healing mechanics, and still kill the boss 2 minutes before enrage, so in reality you can add a 4th healer and a defiler if you felt like it and still meet enrage on this boss. So all this boss actually requires on hard mode is your guilds ability to walk in a circle around the boss and not panic below 35%.
Again if we could go back in time before this boss was released, I would have liked to see first of all 2 minutes of enrage cut (or corresponding health increased), and then having more mechanics that interact with the dps rather than the healers so that they do not feel like they are just walking around in a circle parsing. Oh and of course before everyone says it increase the melee hit box on the adds. Again I think the perfect way to describe this fight is the poster child of a fight completely spoiled by an extraordinary long enrage timer.
5.) Hericius (Venusour, drama boss): This boss I actually think is probably one of the funnest bosses I've ever killed in rift. The boss has a real healing check and a well tuned dps check, there are mechanics that result in individual responsibilities (one of which being communication (safe-zone to stand in since there are 2 different sets of invisible waves and only 1 person can see each set, as well as communication when they can refresh buffs, time to kill adds etc) as well as raid wide responsibilities, and I honestly feel sorry for those who killed this boss using alternate means, its probably the most gratifying boss to kill in Rift, also actually demonstrates that your guild is actually good.
The only change I would like to see on this boss is not having waves occur during shroomaggeddon, maybe we are just bad but it seems to be a rather cluster of communication to me, especially because it only seems to happen around half the time, so if anything make waves always happen or never happen in that phase.
As for the rest of the boss, In my mind, being able to cc the adds and then drop the buff so that you do not have to kill them, the boss not dealing damage when ran away from the boss , and using a safe spot in the room so that you can virtually skip the entire communication mechanic of waves occurring throughout the entire fight without needed to get the buff to see the waves every minute. I believe these are just things that should be fixed when the devs have time.
Anyone looking for <Coriolis> drama, I'm not gonna do that here we already shared are minds and the Trion team made their decisions, please leave it out of the comments. As for the other guilds who killed this abusing multiple of the above methods, we all know if you're bad or not, you can claim whatever title you want all you did was ruin the raid for yourself.
Overall I think this was a great boss just sorry for all the issues its caused.
6.) Fionn, Not going to comment much on this boss as my guild is yet to kill this one, but overall I very much like this boss so far, and there are many ways to control some of the bosses "random one shots", the only thing I don't like is the graphic for power shot feels rather strange (maybe due to not enough time on the boss yet), other than that nice job, feels very fitting for a final boss.
Oh and to answer a little controversy, no it is not intended on hard-mode to instantly delete the bosses final 25% of health, as shocking as it sounds some people actually believe (and want to argue) that everything but Fionn is intended to be virtually ignored. I'll refer this to the same as my Hericius comment, claim whatever you want everyone knows if your guild is good or bad, all you've done is spoiled the raid for yourself.
You are suppose to dps the archers down so that the healer goes on them instead of Fionn on his final health, note this method not only increases the duration and mechanics of the fight, but actually makes the 11 minute enrage a tuned dps check.
Overall again well done, and i'm looking forward to doing this boss more.
Critique of CoA
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