Recently there was a change that allows the priests on sulfuron habringer to target themselves with their healing which “fixes” the issue of being able to range the boss from the adds so their heals don’t connect.
This was the common strategy because it is unreasonable to force people to roster 8 10sec kickers on a 20man team, 4 mobs is the same as it was on 40man, where you could assign entire groups to kick each mob!
Currently unless you are fielding 8 kickers the only strategy is to spend the first 5 minutes of the fight draining mana to 0, then they fall over because they cannot cast. This is really bad design and nobody enjoys it.
This boss needs either fewer adds, or lengthen the time between casts after successful kick to 10 seconds so roster calls for 4 kicks.
Our raid just had the priests and hunters mana drain the ad priests while we cleaved for a while until they they ran out of mana and then we killed the boss.
Not an amazing parse strategy, but we do not care and it is easy and relaxed.
Yeah it’s not that the boss is hard. Everyone kills it every week because it’s not dangerous. Nothing the boss does is dangerous, healers cannot go oom. The problem is the boss fight sucks, and it’s 100% due to dev oversight. Making the fight have a more reasonable roster requirement would be appreciated by every SoD raider. It’s silly to force groups without 8 kicks to mana drain for 5 minutes. There’s no challenge it’s just boring. The whole raid is SoM recycled with fewer garr adds and “you instantly die if you arent at the threshold” heat “difficulties” at the very least there should be some tweaks to make the raid enjoyable with the 20 man limit.
Bro, just because you can figure it out doesn’t make it ideal and not needing adjustment. Without shamans as alliance this fight is prolonged immensely without the kicks available
You can also clump them up and AoE down with a few interrupts. Some heals might get through, but will be a net negative overall and the boss will eventually die.
A balanced raid group would have 2 melee groups (including tanks) + 2 ranged groups (including healers)
Should have no issues interrupting most of the heals with a balanced group. Mortal Strike also works, if you have happen to have Warriors that have Arms as their 2nd spec.
Now, if you try to run an entirely ranged group, this boss would be a struggle. But that’s a GOOD thing. Need at least 1 boss per raid that favors melee, else pugs will just stack ranged for Rag/Geddon and refuse to invite melee.
Best part is pally kicks are on 15 second cd bc reasons so alli needs up to 12 kicks to not miss heals , they def need to change the cast frequency or something because expecting ocer half the raid to be kicking creates problematic decisions when it comes to composition choices