This fight is already stupidly hard on the healer, and the recent hotfix to one of his mechanics, basically buffed him to be even harder than before.
At least nerf the dmg from the statues, yeah letting them stack up is bad play, but even when played correctly and destroying all statues each time, its still very intensive.
Resto Druid is amazing for it, but healers that have to be in melee or have mana issues really struggle, especially when they get targeted…so I hear.
There was a bug which caused the fight not to apply healing aborbs consistently to players. That bug went under the radar for several weeks and as such the fight was deemed fine.
Now that bug has been fixed, and the fight needs tuning to compensate for that.
Also they should do something about melee healers being the target of the frontal because at a certain point the uptime loss from having to go to a lone statue (Even if the rest of the group play the fight perfectly) means you’re really hurting for HPS. Fight’s disproportionately harder on MW and Hpal (Not to say it isn’t possible, it’s just significantly harder for a reason that’s completely RNG).
For the circles, yes. Not necessarily for the frontal. The statue spawns have too much variance and sometimes you’re forced to get an isolated statue that may not be in melee range.
I have no issue with the amount of HPS the fight requires, it just feels like the way the mechanics are assigned creates situations where melee healers get shafted by RNG with little to no recourse. It’s obviously not going to matter to people doing even mid teens key levels, but as a rule of thumb you’d want some consistency when it comes to encounters that pressure health bars like this one does.
That’s why HOI 3rd boss was so beloved. The opportunity to pump ridiculous heals, but also the opportunity to plan things out and be rewarded for that planning.
Wouldn’t HOI’s third boss being forced to hide behind ice kinda count? (Although, I think there was some specific tank positioning so melee can still have uptime during that.)
Nah you could hit the boss if the tank positioned properly.
Which is why I have no issues with the circle debuff, players can optimise positioning to make sure the healer can get 2 statues in melee to not have to stop healing. They can’t do that with the frontal though.
The boss stands still and targets you, then you have to get behind a pillar.
If the standalone pillar is out of melee range of the boss, you’ve gotta go stand behind it unable to effectively heal the group while they’re rotting out from the active statues. Even worse if you’ve got wings / chi ji rolling which require melee uptime to effectively use.