=>WR are designed so people can learn delve boss specials and how to react, counter themOr, just get rid of the regen for Yumcax, and save it for his delve equivalent? It was my impression that Wildskeeper rieves were designed to be challenging, but also designed in a way where anyone and everyone can jump in and with determination, eventually defeat (in a moderately reasonable amount of time). Thus far, this is actually the case with the other four Naakuls, which I think were designed very well! Some of the most fun battles I took part in were in these other four zones and lasted at shortest 45 minutes, and generally at most 2-3 hours (acceptable in my opinion for these zone boss style fights).
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Funny thing is, MPKing you lot actually IS a valid tactic. It means you aren't doing things like keeping Yumcax in it's regen state and you actually got time to read the shouts. Yumcax's regen can be countered by dealing wind damage.
It's also possible they were trying to kill the people stuck in the terrain behind the Oops Moogle, so they could be tractored.
I was on a 25% col rate Yumcax that was at 98-100% HP for the first 30 minutes while people were getting into the reive. Then people started shouting in every known language (I swear there even was someone shouting in Klingon) what the tactic was, and it died 3.5 hours later (mostly due to low col rate). If you aren't doing wind damage, you kill adds. If you can't kill adds, you support those that do.
They only last that long if you don't know what you are doing. Which is pretty common at first.
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