Once you get used to it it’s fine. It’s the dumb af spell queuing where you don’t know what spell is cast next and you end up waiting sometimes an eternity for rune of power to land before killing molgeim.
After the first guy goes down the tanks has to keep the big guy basically in melee range of the melee (he doesn’t move well because he is massive) the whole time while still dodging mechanics and making sure he isn’t standing in the blue runes that the group is standing in.
So… Close enough that he doesn’t use his nature damage amplifier on everyone, but not too close that his giant self counts as in the rune for extra damage.
And all that precise positioning with movement on one of the worst targets to precisely reposition due to his size (which also obscures your vision).
Oh, and he pauses to use fusion punch when you need to move him sometimes.
What you have to do is simple on paper, he just doesn’t cooperate.
I ran into a problem tonight with steelbreaker, even while molgrim was still up and being focused, steelbreaker would randomly target a player and beat on them. Sometimes just a melee attack, but even a fusion punch once…Thought i dropped aggro, so i watched the threat meter like a hawk…millions ahead in threat, as expected…
If you are not in melee range during fusion punch he melees the closest player
The players that are max range get electricity shot at them. Once a player gets electricity I think it’s called nature’s fury or something else they cannot get targeted again until it falls off so you need a player without it at max range at all times. The common strategy is have 3 healers at max range.
As the tank you have to pay attention to who is at max range while moving a giant npc that obstructs your entire field of vision at the correct time (rune of power is a pretty fast cast).
On top of that you can have steel breakers literal foot in the rune of power and yet he is still out of melee range even though he doesn’t have the ROP buff.