I read the patch notes this morning...
Still no fix for the felms jump timer?
Prior to Wrathstone:
Felms would jump 2-3 times, and after finishing his last jump would remain grounded for 20 seconds before he jumped again.
Post Wrathstone:
Felms is guaranteed to jump 3 times, and after finishing his last jump remains grounded for a mere 14 seconds.
Problems:
This bug to the jump timer is absolutely awful.
This hurts a huge majority of the player base: From Immortal Redeemer groups to vAS+1 progression groups.
Examples:
I have done several runs this past week.
One of which was a progression group working on just +Felms. The entire group would focus felms the entire time he was not jumping, and he would still enrage or nearly enrage.
Because of the frequency of his jumps, Felms is only stationary for ~6 seconds by the time he returns to the stack. Which is basically a death sentence to any new groups working on progressing clears of vAS+2.
Another run I did had some of the highest DPS on NA server.
We attempted to ignore felms, but due to a few deaths he was enraging right before the start of execute and ultimately we failed.
So the next pull we killed llothis, and turned to focus felms but because he was in the stack so rarely he would enrage and almost wipe us anyway.
Conclusion:
This Felms bug hurts all players.
The only people unaffected by this bug are any groups with enough DPS to completely ignore felms, such as Hodor or Mechanically Challenged.
Please fix this ASAP. Asylum Hardmode is my absolute favorite trial and I would like to be able to clear it with mid-tier raiders... rather than only being able to run it with a dozen or so other players who have enough dps to ignore felms.
-Telvanni
The Greatest of the Great Houses
Late Night ERP GM
Nightfighters - Officer/Raid Lead
[Immortal Redeemer]
[Gryphonheart]
[Tick-Tock Tormentor]