We ran this on vet HM.
I'm on my usual NB tank, we had a templar healer, and two arc DDs.
First boss
We took about an hour to figure out the first boss. We discovered the duneripper--and its enrage--pretty quickly, and saw the death recap hint about hitting it with the boulder, but duneripper bowling felt very clunky at first. I'd try to move the boss when I saw one spawn, but while positioning him, he'd teleport for that interrupt mechanic, and then it was a hassle to get the boss positioned again, and to do so without getting too close to enrage the duneripper, and then my aim would be off by a bit and miss the shot, and we all thought, "what a mess! that can't possibly be what they intend for us to do".
Next, we noticed that one duneripper stopped moving when it reached the AoE left by a boulder, so we thought, "oh, maybe we don't have to hit it with boulder, but just have it walk into the AoE!". In hindsight, I think that it was just a coincidence that it stopped when it reached the AoE, but we chased that particular wild goose for a number of pulls.
Ah, but what if we just never hit them and never get close to them and just ignore them? So we tried a number of pulls like that, but they inevitably will get in the way of the poison hide mechanic. And after more pulls like that, we reached execute when every duneripper auto-enraged, so there goes that idea.
After a few pulls of us trying to kill them via brute force, we tried bowling again, and I eventually figured out a way to make it work pretty reliably (where I'd stand with my back to the boss, facing the duneripper, so that I could aim the boulder properly; I didn't miss a single shot after I adopted that method). Once we got that down, then the fight became much more straightforward... and... pretty fun.
As a tank, I think the bowling mech, while extremely frustrating initially, was a lot of fun in the end. Probably my favorite tank mech since 2017's Palm Strikes.
I feel like that this boss fight isn't too bad once you've figured everything out, but it does have an uncharacteristically steep learning curve for a first boss, and we spent more time getting this one down than we did with Shipwright's first boss, which was the previous record-holder for "how long did the first boss stump us on PTS day 1".
One pain point in particular is how unforgiving the poison-hiding mechanic is on HM. On non-HM, you don't even need to hide, but on HM, you have so little time to react, and there were times when I thought I had gone far enough behind the boulder to be safe, but apparently if I could still see one of the boss's legs, I wasn't quite far enough to be fully LoS'ed. I feel like giving players just an extra second of warning would help a lot here. And maybe give us a visual indicator to let us know when we're safe, similar to what you do with the pillar hide mechanic in Unhallowed Grave.
Second boss
This one was much easier to figure out. I immediately noticed that the Ignite DoT was the biggest threat to the tank (over 9K every 0.6s? yikes), and that it came from her chains, so I thought, "what if we don't let her chain me?" With enough speed and mobility, I could follow her whenever she dashed, and by keeping close, she doesn't chain me.
But when she goes to the middle wall, she immediately chains without giving me a chance to catch up with her. I don't know if that's intended or not, for those chains to be unavoidable.
Third boss
Pretty self-explanatory avoid-the-red-stuff fight. Not much to say about this since it seems like everything is pretty straightforward. What I mean is, despite there being a lot going on in this fight, but there's nothing to figure out, and no need to develop a strategy.
General thoughts
The first boss definitely felt like the most mechanically-interesting--and thus difficult--fight. The other bosses had more health, but that just means that those fights dragged out for a bit. And instead of difficulty going from easy to hard as you progressed through the dungeon, it was reversed here, where we faced the most challenge on the first boss and then everything else was breezy easy in comparison.
Because we started a bit late (have two Europeans in the group and it was midnight for them when we killed the final boss), we only had time for one dungeon. We'll run the other one tomorrow.
Addendum 1: Rescuer
I noticed that there's an achievement to rescue certain NPCs, similar to the one in City of Ash II. However, even though we didn't do this achievement, all of the NPCs were present at the end to speak to. That... feels like it's a bug? In CoA2 and Mazzatun, only the ones that you actually rescued show up at the end.
Addendum 2: Thoughts as a tank
And as a tank, I feel like this dungeon's HM--well, the first two bosses at least--give tanks a more interesting challenge than what we've seen from other dungeons from recent years. It's refreshing to get tank mechs that are about positioning and mobility rather than "here's a stupid amount of damage for you to eat".
And instead of difficulty going from easy to hard as you progressed through the dungeon, it was reversed here, where we faced the most challenge on the first boss and then everything else was breezy easy in comparison.
MyNameIsElias wrote: »Did the health of garvin the tracker get reduced on purpose? I see no mention in the patch notes, but he has several million health missing on hardmode compared to previous patches