Sunken Temple Review - Full Clear Perspective as a Guildmaster

Hey!
Recently cleared ST over the course of 2 nights (Sunday and Monday). I wanted to share my opinions on the following as I experienced it.

I run a larger guild on Living Flame which is comprised of about ~80 active raiders, which would be 4 raid groups. We had enough at level 50 for 3 raid groups by Monday night.

Organization was a nightmare. As a guildmaster a lot of my time was dedicated to organizing 40+ people to making sure everyone had a raid group and was organize to all show up to get full groups going. Not even 2 weeks notice for the patch and the 4 day lockout is a horrible combo and I am unsure why they do Thursday releases if they plan to keep weekly reset on Thursdays.

Raid itself:
On Sunday we did 5/8, killing Jammal’an and ending the night. We 1 shotted the first 3 bosses.
Atal’alarion: Fun fight, very simple, but engaging, was a great entry fight.

Festering Rotslime: Very confusing, we 1-shotted it but threw any idea we had to killing it, slaying furniture and decorations, and randomly placing pools, having enough DPS to kill it, we were just left confused on how to go about that fight. Fun, but very unclear what is really suppose to be managed.

Atal’ai Defenders: Simple Council fight, but order is random and mechanics will randomly chunk tanks unless you are already preparing for which member comes out next. Easy, but tank damage is very awkward.

Dreamscythe and Weaver: First fight we wiped on, has a slight difficulty curve and definitely forces you to actually look where you are, the tank mechanic is very unclear as one dragon wouldn’t do spits, but would swap which dragon does it, then 2 dragons would do it? We weren’t sure how to handle Tankstacks besides having 2 tanks for each boss and just trading.

Jammal’an: Very forgettable, I genuinely forgot what we did, he fell over in 1 attempt and we just didn’t stand in bad, and killed the boss and maybe cleansed a few times?

Morphaz and Hazzas: Very simple fight, hectic for about 30 seconds at the end, I hate how the fire mechanic works where you keep running and just have to run timer until them, it almost felt completely useless to damage him the first phase transition cause his enrage timer is all that matters.

Eranikus: Still a difficult fight, but doable now. Requires a lot of coordination from Ranged group, melees knowing which pool is the freshest. However the acid pools are bugged when he first gets out of sleep, the animation will not drop and it will screw over some ranged if they basically guess the radius of such, this needs to be fixed cause it killed a few runs.

Hakkar: Easy fight if you trust 19 other people. I always hate fights that fail if one person is dumb. You are at the mercy of every single of your members to do the simplest thing, but sometimes people will always mess it up. Corrupted Blood should have a slightly longer tick timer, or remove the candles from the arena cause it makes moving around a nightmare when you have a timer mechanic like such.

Overall more fun than Gnomer and BFD, but I feel a lot of classes will be not taken in order to have optimal comps for boss cheesing. Wanted to know other’s opinions on such.