It's not the fight -- it's how people are running it. 'Most' groups use the strategy of killing Chirada and then killing Suparna in tornado/spiny phase. This is easy for ranged... The 2x Wicked Wheels don't matter. But... for melee... it's a problem. So, when I bring in a melee to do Garuda Ex, I use the following strategy: all ranged kill Suparna first while the melee starts on Chirada. When Suparna dies, all ranged switch to Chirada, who should be at about half HP. The melee never has to move during this phase until after the sisters are dead. With most groups that don't have super high dps, you only get a few 'short' seconds to dps Garuda before she jumps, so if a melee is having trouble running across the tornadoes after the sisters are dead... it's not too big of a deal if they wait. Anyway, the melee LB3 to 'end' the fight is pretty sweet... especially because using the mage LB3 is VERY risky (can't tell you how many times I've seen casters accidentally kill the spiny and NOT Garuda because they use it 'too soon').

But... on another note... I sort of wish SE would introduce more fights that require ranged to move into the melee, rather than melee running away to the ranged. One fight that comes to mind is Hydra -- "Fear" always makes everyone run to the mob. Perhaps when more 'dragon' mobs are introduced, ranged will need to move toward where the melee are.

Anyway... tanks need to dodge a lot of stuff within melee range, so it's not impossible for melee to dodge.. just a bit more challenging.