I’m loathe to complain the way I have been recently about the second boss of Everbloom, but how was Ancient Protectors allowed to go live as Tyrannical in their current tuning? I have been in numerous groups now where Ancient Protectors is a hard wall because of the sheer amount of damage going out constantly.
It should not be particularly difficult for a group to get past this boss on a 14, but here we are. This boss needs to be looked at and have a tuning pass done to make it more forgiving on Tyrannical week, because as of right now, it seems to be a significant pug-breaker.
The problem is the frequency of their casts, the fact that Toxic Bloom and Revitalize happen, and the fact that there’s a cooldown on all player interrupts.
The cooldown on most interrupts is long enough that it is impossible to interrupt the majority of casts while still having an interrupt available for Toxic Bloom or Revitalize, so you have to basically let a bunch of their other casts go off or you put yourself in an extremely difficult position.
Only one of them casts at the same time though. Usually? people focus one, and let the other spam casts letting fate take the wheel, hoping they don’t hit the same target twice in a row because that will kill.
Yeah the issue is that the tuning on their casts has their overall damage high enough that, combined with the constant ticking damage from the other non-tank boss’s AoE channel and the intermittent charges and AoE pools the tankable boss puts down, it makes the healing too difficult of a check. Is it possible? Absolutely, but possible does not mean reasonable.
It’s not reasonable because a significant number of pugs are not playing at the kind of skill level that people doing those higher keys are playing at. Does that mean, “Haha, skill issue”? Technically yes, but that does have to be considered when dungeon tuning is being done. If a particular part of the dungeon is significantly more dangerous than the rest of the dungeon, it needs to be looked at and given a tuning pass - In Everbloom’s case, that’s Ancient Protectors.
It’s reasonable to have a level of difficulty in a fight, but it’s the degree of difficulty that a fight goes to that has to be looked at if it becomes a hard wall for a large number of players.
Either everyone has CDs and send everything into right add to kill it in bloodlust or your tank + melee have to actually swap to stay on the one that’s casting. One ranged can cover the dangerous cast that comes every 30 seconds, otherwise tank + rest just cycle kicks on the bolts. The only time it gets bad is if people stop / don’t kicking and the bosses get 4+ casts off in a row.
I’ve cleared this on an 18 this week but I died as the tank during the fight b/c the damage that goes out on Noxious Eruption on the tank even with CD’s is stupidly high + there is crap on the floor that ticks immediately. Maybe better gear will make this less of a problem but yes, it hits like a truck.
I would like to see less emphasis on rotating kicks on normal casts being interrupted and a bit more on the ones that need interrupting, not a fan of the modern interrupt gameplay. Especially as melee there sometimes are annoying overlaps where you’re forced out of boss range when revitalize is being cast. That said, the boss fight is kinda dull and if it’s easy to tunnel dps because of getting bored and then forget about stacking puddles.
The issue is pugs and people not knowing the strats at the start of the season, it’ll get easier with pugs in a few weeks.
Buddy, I don’t care if you timed a 30 with your friends in VC or a pug.
The majority of players are getting creamed by this boss in pugs, it needs an adjustment. I do what im supposed to in my pugs and pull my weight, read up on strats.