Is it my imagination or do these take waaaayyy longer to beat than any previous raid bosses?
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Is it my imagination or do these take waaaayyy longer to beat than any previous raid bosses?
And then when 5.1 comes out "These bosses are such a pushover, I can't believe people were whining about this in 4.1 and 4.3"
They have to anticipate gear creep for this patch level. It's also no fun if you can just faceroll over content in a minute. In the Crystal Tower series of raids, often you don't even see the entire set of mechanics, bosses are killed too fast.
Famfrit and Belius can take around 8 minutes to beat, while the last two heavily depend on how often people die.
If everyone gets 4/4 on the Maths Pop Quiz and don't die (ever), then that's 24 people with a DPS buff. For the final boss... people just gotta not die.
When Rab first came out, it took like... two hours to finish (I might be exaggerating... I hope I am xD), but now it's a breeze. I think when people get more and more familiar with Rid like they did with Rab and other raids, it'll probably go by a lot faster. Like, with what Enla says: getting DPS buff, not dying as much, et cetera, may drastically cut the time it takes to finish Rid.
Eh, I think they are slower because the bosses force a lot more downtime through movement and invulnerability phases. Construct 7 in particular. Casters can't DPS him with dispose going, melee can't when math is up, he stuns and transports people in his add phase, and he spends a lot of time offscreen with rushes.
It's because it's too easy to raise people indefinitely once you survive the initial Raid Buster. People dying left and right makes the fights drag on and on... and on... and on. But the bosses don't have an enrage nor do they really have a way to easily wipe out the entire raid at once. Having easy access to Healing LB3 makes it worse.
All casters, with the exception of RDM, have instant cast GCDs always available (and even RDM can get GCDs if their manas are good, they have swiftcast etc.). It's not going by the rotation but it's better than 0 dps. Math isn't a big loss for a melee, because you know, you don't need to stand in the circle the entire castbar.
It's people dying causing this and lower ilvl. Once you get a decent group they don't take much longer than the usual.
Rabanastre took forever when it first come out due to the same thing, now most of the bosses melt.
I'm glad these take a while honestly, they might age well. Every time I get a CT raid from the Alliance Roulette I die a little inside because the bosses are just glorified punching bags. If you actually see more than one or two mechanics in them these days, you're doing it wrong. And that's pathetic. Void Ark hasn't aged well either. Only Mhach and Dun Scaith have any teeth left, and now Rabanastre (mostly because of Hashmal). Sometimes WoD is fun as healer if there's a really bad group of people who don't know what to do on the first boss, but that's super rare. It's fine that mechanics are more survivable due to ilvl increases but they shouldn't be totally nullified.
I like the slight bump in difficulty too. I don't do the 24 mans to sleep walk my way to the rewards, I do them because they're my favorite type of content in the game. Lots of people dying and taking damage means I have more to do than spam my DPS spell waiting for something interesting to happen.
I would be interested in doing a minimum ilvl synch of the CT raids if it was possible. Those fights were fun, once up on a time... especially the Tower itself.
This is my only real complaint about Pyro and Math Blaster. Way too much keep away, footwork, and invuln phases. The dungeon isn't too long, but then we deal with doody finder buffoons (and in Aether's case, LOLBALMUNG) and the boss being off the map 30% of the fight and the instance just drags...