Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
The issues on the North American megaservers have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!

Aghaedh of the Solstice needs a minor adjustments.

Sinolai
Sinolai
✭✭✭✭✭
This is the 2nd boss in march of sacrifices. I am pretty sure that most players who have done veteran MoS haven't even figured out what the mechanic is as she is very easy to burn down before mechanics are required. However, yesterday my pledge Group had quite low DPS and for the first time, I had to figure out how it forks (It was pretty fun actually).
The mechanic is that Aghaedh will summon 4 lurchers that represent one of the 4 seasons (autum, winter, spring and summer). Each lurcher drops "protection" synergy and once a "full year" has passed, Aghaedh will channel a big blast that kills everyone not protected by the lurcher synergy AND standing on the corrseponding little spriggan. The problem is that in order to kill all the lurchers in time, you must have so much damage that you could as well burn the main boss before full year has passed. Lurchers that survive over the year will enrage and hit really hard and it will get pretty difficult when the new lurchers also spawn. The protection is also quite inefficient and quite often our dds died even with protection becouse they were not at full hp when the explosion happened.

I'd suggest to increase main boss hp, reduce lurcher hp a little bit and in addition to that, increase the damage reduction when protected by the synergy.
  • Jhalin
    Jhalin
    ✭✭✭✭✭
    ✭✭✭✭
    Low dps is your main problem here. If focused the lurchers melt rather quickly with low-moderate (~15k) dps. That being said the very first time I ran the dungeon (blind), our group nearly 100-0 the boss before the first blast. Tbh bumping up the main boss’s hp would be a better place to start, to at least force most groups to deal with the mechanic. Obviously many groups could still burn her, but better differentiaing between “ignorable adds” and “big threats” seems important for that place, especially considering how the other fights handle adds.

    What you’re running into with the blast damage is likely players thinking they’re in a circle when they actually aren’t. Presuming the tank is holding lurchers when they spawn, the Stranglers don’t do enough damage to take dps down that low.

    As a tip, this dungeon is a very good place to use the Barrier ultimate from the support line. It’s great for clutch defense in the werebear fight against lighting to allow the dps the safely move away to kill adds, and in the final fight when the wolf’s start to overwhelm the group.
Sign In or Register to comment.