Quote Originally Posted by Audacity View Post
Again, just to repeat myself. The fight is not hard. You now have easy access to gear 20 item levels above the intended requirement plus a 20% echo buff. It can be cleared with less than 8 people quite easily.
Speaking as someone who has cleared T1-4 before Echo was a thing and promptly ran into a wall for months because Twin is -absurd- (thankfully I met some -wonderful- players who helped me through and now we've cleared T6-8 together), irrelevant. Twintania is a walking dispenser of ridiculous instant-kill mechanics. Let's break it down:

Phase 1: Nothing special here, although Liquid Hell is a pain in the neck, especially at the very start when all three are hurling them.
Phase 2: Fireball and conflag. Raiders like us find it easy -now- but I have distinct memories of taking quite a while to get the hang of it. And there's always Twin's favorite trick of dropping a conflag and then immediately buggering off to go prep divebombs. (That'd be one nice nerf: change it so it's like T8, where if you push phase while towers are up it won't actually start doing new stuff until the towers finish.)
Phase 3: Divebombs, aka Landslide 2.0. Even with gear, even with Echo, it matters not if you can't duck out of the way and Twin kicks you into the giant wall of fire. And until you've run T5 a LOT, you're gonna be panicking if you get clipped and find yourself alone on the other side of the arena with a dragon hanging around glaring at you. And really... it really is just like Titan EX; there's always gonna be that one guy who just doesn't get it and can't handle playing pickle with divebombs. It doesn't help that sometimes Twin decides to be a jerk and dives forward even if you do everything right (stack on the circle, run once you see green marker, she decides she'll go forward instead of towards where you were).
Phase 4: Twisters. Yes. I get it. You focus-target the scary dragon and watch for her castbar. On paper that sounds really easy, right? Yeah, now try it in a fight where you're trying to avoid being near anyone else, frantically trying to keep the tank alive because she's STILL throwing around Death Sentence and it actually hurts even MORE, -and- you have to deal with scampering to near the edge in case the Dreadknight decides to target on you, and if you're a DPS you need to be going maximum ham every single time a knight shows up. It is -absurdly- easy to get tunnel visioned and the castbar is too short to react adequately to a macro or TS shout.
Phase 5: Well, if you get here you're pretty much home free... usually. Unless something goes wrong and the hatch misses its usual target, and the poor DPS or healer it's zooming towards panics. (*raises hand, this was him first time at that phase*)

Seriously, you can boil down any fight in any game on paper until it looks easy... but putting it into practice, and having seven other people -also- put it into practice -perfectly-, is complete and utter chaos. Hell, just look at Turn 8. Just because -you- find it easy and have it on farm doesn't mean it's -actually- easy for the rest of the playerbase.