Trouble is those adds on the first boss in Pharos actually have quite a bit of health and less able players simply cannot kill them fast enough no matter how much you try to explain the mechanics to them.I'm not sure I'd use such harsh language, but I agree in that I don't really understand why people freak out so much over Pharos Sirius. The mechanics are extremely simple; you just need to be aware of them. The boss fights are slightly more involved than WP, but I see that as a good thing. Dull tank and spank bosses make for a dull run. But really, what's so hard about "Kill the adds as they spawn and avoid the growing patches of yellow fire" or "kill one egg each time they try to hatch and kill the adds" or "kill the adds (crawlers first), either move to the center or avoid the charge, and interrupt a single ability"?
I agree, it doesn't need to be nerfed. I honestly think the two HM dungeons are perfectly fine how they are and where they stand in the progression. That said, Pharos Sirius is much too difficult for where they place it. I think they need to up the ilvl to 55 and make it drop gear better than ilvl 60. It seems to me like ilvl 75 gear would be a good placement for it. It gives us a chance to have more sets, gives an extra stepping stone while waiting every week for CT and Coil, and it's difficult enough to where the average player needs a few pieces of DL to clear it anyway.
Although I have to admit, I'm against nerfing it mostly because it's one of my favorite dungeons to heal >.>
They spawn based on the boss's health. If you're getting overwhelmed by adds, someone is dpsing the boss when they shouldn't be.
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