Is there a way for the tank to actually control this fight (vet Tempest isla, final boss)? The boss seems to randomly charge pretty much anyone but the tank, but it is not the person furthest from her.
Can you force her not to charge by keeping everyone close (still have to dodge the aoe tho)... or is it a case of wearing more health for healers and dd?
I am getting a little fed up of being the last man standing because the healer got 1 shotted by the charge and the dps have died to the aoe, so I'd like to know if anyone has a trick to keeping them alive?
Healer and 2 DD's should stay on stairs, where scroll lies. Tank should stand a little bit higher upstairs. Tank initiates the fight and waits until boss will charge on him. Then there should be easy dance. We have no storm vortices on stairs, so no random and less care about. DD's and healer should be careful and don't let her charge on one of them again, otherwise all fight will be reset. To prevent this just stay in range of her red circle and move downstairs when she will apply this atack, then move upstairs to her again. This tactics will be easy for healer too, cuz he will be able to spam springs.
Now all I have to do is to get my groups to actually stop and listen to the strat... which they patently failed to do 3 times yesterday (2x Tempest, 1x Engine Guardian).
It seems to me there is a huge disconnect between difficulty of general dungeon bosses vs difficulty of final dungeon bosses. Maybe if other fights were harder, then pug players would be better prepared for the difficulty hike? I don't know, but I am getting a bit fed up with Tempest Isle last boss.