Quote Originally Posted by SecsyMancat View Post
SE I sincerely request you adjust Turn 2 to force players to actually work through the mechanics of this fight.
Why stop at Turn 2 then? Chimera you can use the hill to negate the damage, and Sunken Temple of Quarn you can use the ruble height difference to negate doom on ranged. Is there something in particular that upsets you with Turn 2? Are you replaced with a healer? I just do not understand why this is only about Turn 2. There are many dungeons where you can skip trash or find a more clever way to do it, like enrage.