Shame devs focus on those people. Would be nice to have an alternating difficult raid with each patch so everyone is happy. Casual content comes in both patches.
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Pharos complaining was mostly centered around the fact that it was much more challenging then the other dungeons for the exact same reward. Nobody has a problem with more challenging content = better rewards. It is pretty disappointing that this patch did not offer a single piece of challenging content. Every other one at least had a ex mode trial. Variety of content has always been a strength of this game imo.
Remember, this is part one of 2.5 which is coming in 3 phases. The 2nd in late February and the 3rd in late March.
They've always alternated patches with casual/hardcore content. That 1% hardcore never seems satisfied for long.
Just did it, but we failed because of the DPS check :(
The i90 content is easy at i120+? omg no way please tell us more.
Cleared Keeper of the Lake extremely easily...with a DF group of 4 people with Zodiak weaps lol. I could see the final fight being a bit of a challenge with some random ilvl90~100 geared folks. Can't wait to get home from work and knock out the rest. I'm guessing the longest grind this month will be the repeated attempts at getting the minion from WoD... I only JUST got the onion knight like a week ago >_>
Because it's so incredibly hard to be overgeared for everything that this patch had to offer, right? If SE makes it increasingly easier to obtain 110+ ilv gear, surely it's not asking for too much to have more than one dungeon in this game tuned for that ilv.
I thought that the fight was tuned pretty well. It took me two DF groups to clear on my tank alt, with the first group abandoning after four tries. The problem was that the healers couldn't keep up with Sanngetall's damage on either of us WAR tanks (I was i103, the other WAR looked to be i110), even if we used our CDs properly. In my second DF we cleared after 40mins. An i115 PLD did the tanking, and although he fared much better that I did, there were a few close calls in the first two attempts due to the spike damage. The biggest challenge in this fight seems to be for healers to keep up with the damage the tank receives, while also keeping all of the DPS free of DoTs, and dodging the myriad AoEs. If too many people are dead during Gungnirs, it's basically over.