The Fires of Heaven’s PTS test on Gilded Prophecy normal mode – 2nd and 4th boss on the 2nd of June.
The turn away mechanic on this boss was rather dull and we suggest turning it from “turn away for 10 seconds” to something more interesting in the form of “the raid takes more damage per player who didn’t turn away” or simply “You die / get stunned if you don’t turn away”.
We believe the frequency of the mechanics is too slow. We think it would be much better if they would come at a much higher rate. Also, the mechanics seem to be scripted in a way that makes them predictable, we think it would be better if it would be more random.
Furthermore, the damage you take from Earth Geyser is too low and can easily be healed through.
The damage of the ability "Boulder of Destruction" seems too low, and generally the mechanic should be changed. Currently we could absorb 100% of the damage just with shields using the tank’s / Purifier’s shields. However, if you tune this mechanic to deal more damage the group can simply use a physician with Life’s Insurance to avoid getting the tank 1 shot and completely negating the mechanic. Therefore we believe it should be changed to work in a different way as a high damaging ability over time or something of that sort.
Lastly, regarding the tornados, the safe spot that existed in level 50 between the tents that allowed you to completely ignore the tornado mechanic still exists now. Beyond that, we think the tornados should be permanent in the fight and have a more visible AoE around them making the movement in the fight more constant and more dynamic.
The ability “Crushing Boulders” seems to be uninterruptable unless we were consistently slow on the interrupt 8~ times in a row. And if that’s the case the cast time of the ability should probably be increased.
The cast time on “Fist of Laethys” is too long and easy to deal with. In the level 50 version this was a reflect mechanic but currently having a reflect mechanic which is 4.5 seconds long is quite outdated.This is in comparison to the condemn ability by Threngar which has to be reflected and its’ cast time is much faster.
In the same spirit the ability which you have to stack up in melee for (Can’t recall its’ name) has a much too long cast time. 7 seconds to run into melee is a very forgiving time.
The damage the crystallized person takes is completely negligible and seems to have the level 50 values. It currently ticks for 750 damage per tick. Furthermore the health of the crystal seems quite low and it dies extremely quickly without any special attention.
The debuff the boss casts which reduces the damage you deal by 50% should be changed to be more interesting. Something similar to the debuff you have to cleanse on Finric which requires 4 cleanses. This debuff can simply be cleansed with an AoE cleanse as an afterthought and serves no real threat.
The shrines that spawn seem to have too low health and the DPS check to kill them seems relatively trivial. No need to save cooldowns or coordinate anything for them. Furthermore, the buffs the boss gains during this phase can simply be purged off him making this trivial. Beyond that the pulsing AoE damage from the shrines seems to be very low and have the old level 50 values.
The Fires of Heaven PTS test on Gilded Prophecy hard mode – 1st, 2nd and 3rd bosses on the 6th of June.
The regular melee attacks didn’t pose much of a healing challenge even when tanks had 3 stacks of the debuff.
The cast time on the tail attack was very long. We believe it should be reduced to roughly 2 seconds, furthermore the damage you take from It should be increased by 20-30% at least.
Sometimes the animation on Spines of Earth (The yellow bubbles around the players) didn’t show up, was delayed or reappeared after the cast was over.
The long cast of sandstorm negates any sort of mana management for the healers due to the fact the boss doesn’t do anything during this channel, giving the Purifier for example plenty of time to simply regen his entire mana pool. During this cast melee attacks should perhaps continue? Or perhaps make the channel shorter?
Below 40%, sometimes the boss was casting the damage reduction AoE on the ground and immediately after sandstorm making him immobile so we couldn’t drag him out of that. Due to the tight DPS check on the fight this sort of serves as an RNG component maybe causing you to outright fail the DPS check.
The debuff below 40% didn’t appear as cleansable while it was.
Furthermore, none of the adds spawned during the fight like they should.
Lastly, there were some line of sight issues caused by the terrain which were a hassle to deal with.
The tornados on the boss pose no real threat at the moment. We believe that getting hit by them should be more significant than it currently is. Furthermore, on certain graphic settings
people have a difficulty seeing them properly.
The damage values on the over healing mechanic seemed a bit off and not correctly tuned.
The damage values on “The Point” and “Dance with Death” seem a bit low as well, those who failed those mechanics didn’t die even after receiving 0 healing.
We think the AoE on the ground (Earth Geyser I think) should stay on the ground longer so there will be points in time when you have more than 1 up at any given moment.
The Crystalline Volley ability seemed to favor ranged targets when picking the target it was hitting. Anyone who was in range took significantly more hits from this mechanics compared to people who stood in melee. (This combined with staying out of the group with Curse of Greed resulted in unfortunate deaths. This also affected the person running with the shovel as he took the extra damage as well)
The ability Laethyic Rain didn’t appear to be of any significance. We could simply stand in melee and out heal the damage we took from it.
The debuffs the boss takes from not interrupting the Crystalline Volley ability wear off between casts. We believe that perhaps increasing the boss’ health and increasing the duration of those stacks would make people manage the stacks of the debuff properly in order to meet the DPS requirement.
The buff Luxury of Power highly favors some specs over others (basically favors pyro with fireball spam and NB or NB/Sin with dusk strike spam) due to the reduction in ability cast time and costs.
We tested Anrak on Sunday the 12th and 2 main issues remained with the fight.
First of all, there is a spawn issue with the adds. We had tries where all casts resulted in successful spawns and some tries where the adds simply didn't come for 1 or 2 of the casts.
Secondly, the damage taken from Spines of Earth seems to have been significantly reduced since the last time we were there, and honestly it was easily healable - to the point a Purifier timing his Flashover + Gathering the Flames healed 90% of the damage. This seemed a bit too easy for a heal check?
Lastly, by comparison the DPS check on Anrak is relatively easy compared to Guurloth. (We killed Anrak about 40 seconds before enrage with quite a bit of mess at the end compared to Guurloth's very tight dps check) So possibly increase the DPS requirement a bit?
We tested Guurloth on Monday the 13th.
We didn't have any issues with Guurloth apart from the fact the "Point" and "Dance" were a bit weird at times as players have clearly used the emote and did not get the protection buff properly.
Currently if you do the wrong emote - As in you do /dance instead of /point when the boss casts "The Point" you instantly get one shot afterwards, even if you do /point after your /dance.
All that is great and encourages people to not fail the mechanic however you can "cancelbuff" the "Dance Protection" and do /point afterwards and you would not die.
Basically you can make a macro like this:
cancelbuff dance protection
And you no longer get punished by doing the wrong emote.
The dps check on the boss seemed too easy.
We managed to kill it with 4-5 people dying throughout the fight, messing up the healing on Crystalline Volley badly and people stealing the Luxury of Power stacks from each other after failing the "Curse of Greed" mechanic.
Furthermore, tanks can easily use the "intercede" mechanic to make the damage from "Touch of the Core" completely negligible and easily healed.