I think that the first boss of Ara-Kara is the gold standard for dungeon bosses

It has every mechanic you could ask for: direct damage pulses, add phases, reducing room size from Gossamer Onslaught, and an enrage mechanic that requires perfect positioning if you want to parse keeping you on your toes. You can do this boss really haphazardly, and it makes the boss so much harder it is not even funny. This is what I mean by gold standard. Right, because so many dungeon bosses can be carried by stuff like attentive dps or high parsing tanks/healers. Entire groups can be carried by a good healer, and it leaves the key level that I play at, +13s and +14s, full of half-baked players. I have some runs that go smoothly from start to finish, which they should because the player power in the game enables clears of up to +21s and +22s in some cases. Then, you have players who can’t keep up with damage as a healer or don’t use their CC as a tank or dps and the first pull implodes in 10 seconds. AT A +14! I think more bosses need skill checks like the first boss of Ara-Kara. The hard stop on difficulty for players who aren’t playing correctly should be at +10. I want a filter for these rude, inconsistent players.

Personally I hate it.

Spiders are icky tho

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