Solistrasza - scarlet raid NEEDS NERF

So the changes making solistrasza’s cremation no longer kickable… Made her SIGNIFICANTLY harder… we killed her within 4 pulls last week., it wasn’t a push over by any means. Every other boss go their nerfs, We killed first 5 bosses last week. And couldn’t get past her now.

She’s too hard now… we 1 shot first two bosses, and wiped on her for two hours. We had no where near this issue last week. For the love of god take a closer look at this.

5 Likes

lolol. And so the same thing begins week 2 that happened in week 1. Just a different boss.

1 Like

no shes not

2 Likes

We got her down with 5 discipline priest, rotating Power Word Barrier, if we didnt do that would’ve been a disaster.

3 Likes

4 healed this fight (1 priest) with only 25 ppl… it is a very taxing fight on healers but manageable if people avoid fire… tbh my fav fight so far but I’ve only seen first 5 bosses. Still bosses have way to much hp, hitting enrage timers with good groups doing high dps.

1 Like

Sounds like a skill issue rather than an actual balance problem. The adjustment to Solistrasza’s Cremation was not drastic—it simply removed the ability to interrupt the spell, forcing players to adapt their strategy rather than relying on a kick to bypass mechanics.

Other groups have managed to clear her post-adjustment , proving that she’s challenging but not impossible. If your team was able to one-shot the first two bosses, then the issue isn’t an overall difficulty spike—it’s likely a matter of adjusting tactics and executing mechanics properly.

Instead of calling for another nerf, it might be worth re-evaluating positioning, cooldown usage, and group composition to find a more effective approach. Boss fights are meant to be progression-based, and sometimes that means adapting to changes rather than expecting an easy clear.

1 Like

Agree. Solistraza felt doable without kicks

1 Like

100% of people just want their loot piñatas. While others want a challenge, I actually enjoy progression. Going in on the first night—or even during the first two to three weeks—and one-shotting everything in just three hours isn’t fun. After spending hours wiping on a boss, finally getting the loot gives you a real sense of accomplishment, and if you’re lucky enough to receive or win that loot on the first kill, it makes the reward feel that much better.

We hit the wall of Solizstraza last night, and the one thing I would like is just give us an extra minute for the enrage timer. If you are running a strict 20 man group like our group does, it is a very close DPS check and having anyone go down basically means you will not hit it.

we kept seeing Solistraza batch cremation with the breath mechanic, so it would turn to cast cremation on the raid and simultaneously cast breath behind it instead of on the tank. Happened a few pulls in a row

1 Like

I understand that the raid is still being tuned. Last night my Guild had one hell of a time on Solistraza. We had to stop and Switch to Mason & Alexei. Hopefully with couple upgrades we may get Solistraza tonight. The whelps seem to spam allot faster and AOE damage over all was really bad. I hope you guys are still tweaking the fight. Thanks for all the great work.

Are you 30 manning it like most people killing it? Because we are trying to 20 man… like its supposedly scaled for.

Pop through your logs. Ill wait.

The vaaaaast majority of guilds are runninf 25-30 people for this entire raid.

The aoe damage in the final phase is enormous.

With a 20 man, we have 2 priests with atiesh, arcane mage and holy paladin.

All incredibly strong players.

We get to final phase with everyone alive. Then the room is completely full of fire. No where to stand you get to choose between Zerging the boss and trying to pop cds and heal through whelp aoe and cremations everywhere or continuing mechanics. But the raid damage is monstrous
You just lose 1 dps or healer here, 1 there and it unravels, not enough dps to finish.

Now of you add an extra 2 healers… or 5 dps. Or whatever… sure. You could do it as an average dad guild.

This fight os not scaled for the average players on 20 man. It just isn’t

Id be willing to bet your running 25 plus players

I think that’s assumed at this point.

We still at 1/8 first lockout with 20 lol. Got Beatrix to 3% though pre nerf.

I just took a look at his logs. His team was running 2 tanks, 22 DPS, and 5 healers. So, in short, yeah, they are running with practically 30 players, and his opinion is invalidated in a 20-player setting.

Yeah this fight is a bit too much now. Felt fine last week but there’s just way too much aoe damage now.

It’s a confusing change. It makes the fight more annoying. You’ve taken away a player skill factor, the timely interrupt, and replaced it with extra skill overlaps - like her breathing on people as she’s finishing her orbs.

Having giant fire blotches take up half the screen isn’t fun, and it’s also aggravating when they plop just a bit too close to the Vent circles along the edge, but also make a line so now you have to hike all the way around to get in range…

IDK, this fight just felt better with the kick mechanic than without. I’d revert that change no questions asked.

1 Like

Majority of gamers aren’t like that anymore. Too much Tik Tok melting their attention span.

Well then they should go play retail.

I liked the fight with the kick personally too as I felt great with 75% of the kicks for our first clear and we didn’t let one slide through. my guild are suckers for punishment and liked the challenge the second week.

Yeah, it’s almost like…the whole raid is overtuned and blizz only fixed the first two bosses. Shocker.