my group does three markers that are parallel to the wall, the another set of three markers that are right next to it (still parallel to the wall but on the “door” side)
We tank him at skull, once he drops an amp, we move him to the second marker
Once he drops another amp, we pull him to the next marker
We then pull him closer to the door before he explodes the amps to give us time to run to each blast.
Rinse and repeat. We only ever get three amps at a time.
It would also be a very different fight. That aspect would definitely be much easier but others would likely have to become harder, or new elements would need to be added altogether.
As it stands the fight is about allocating cooldowns to barrel sets and delegating responsibility between ranged and melee for handling adds. With the amount of incidental / cooldown focused cleave people have nowadays “Adds spawn around boss” isn’t even really a mechanic. They’d just be fodder.
I disagree. It would simply remove the RNG effect of the fight being massively harder when you get a pull with very far apart 2-1-1 splits instead of fairly compacted 3-1 splits. It’s about consistency.
We have found a way to bait much more favourably on Mythic… Having the range stack and the melee stack further apart.
The theory is there is a "circle"around the boss witha range of say 20 yards, in that circle it targets a play and puts a barrel within 5 yards of them… so a circle in a circle.
If you have ranged stand further back from Rik you avoid the first circle so dont get selected to drop a barrel, then on Barrels 1&3 you have rik againt the wayy which always baits them 4-0-0 or 3-1-0. EZ kill