Trash Room 3: Anyder has a few mobs recharging crystals which is a fun idea ie Castrum Abania style but seems boring on execution. Have 4 mobs by the end recharging crystals instead of spread thin around the area that way its easier to DPS down individually and make the summons alot more hostile like dealing with them is something to avoid at all costs. Make 1 do a powerful raid wide burst of damage, that times 4 means certain death and itll also teach the tank some restraint as if it walls-to-walls it wont end well with the mobs snapping at you with all this damage going on. It will also reward good DPS less summons less worry. Thinking back i think the summon phase should be first as to not bust your rotation and CD so soon next to the boss fight.

The final boss is fine as structures go but lacks the hostility, the one mech with the grates where each player needs to block one to prevent a spawn needs to be made more treacherous and, have the mob do high damage of course, have it somthing to avoid. one being barley manageable but 2 equaling a dead tank.


just some ideas as Anyder is a boring time it being a endgame dungeon and all is in dire need of some spice like all dungeons. And its easier to improve then to make one from scratch