Now I've done a lot of difficult word bosses and typically do not have an issue with them being hard to do, or needing more players to handle. The twin gryphons in Summerset are a challenge but one I can actually enjoy. They are group event bosses after all. But THIS Murkmire boss is just a bad design that isn't even fun.
First of all, the heal from the totems when it reaches 50% is ridiculous. It takes about 2-3 hits to destroy one totem. By the time you actually kill all the totems, hes pretty much almost back to full health. That is how fast his heals are. Which I wouldnt complain about IF it only happened once during the fight. But he does it AGAIN at 50% if for some magical reason you didnt run around and kill all the totems in under 2 seconds. Making the fight an endless slop fest. Even if you have other players to help, which seems to just spawn in more totems, he can be ridiculous to bring down. There were four of us total, and it still took nearly 20 minutes to bring down. Why is a world boss needing as much time as a dragon to kill... We did the trick where you bring him to the entrance to try to reduce the totem count, but before he released the healing totems he burrowed down and reappeared in the middle of the area to spite us. At one point he did his heals, we managed to keep him from going past 55% health, and then he promptly did the heals AGAIN when he reached 52%. So please ZOS, get this boss under control. Im trying to get the 30 day Murkmire daily achievements and at this point it is going to take about half a year now if I can only do the only OTHER boss in the zone...
PC/NA CP 1000 - PvE
◆Arondael - Level 50 Magicka Necromancer ◆ Valyndrae (MAIN) - Level 50 Magicka Sorcerer ◆ Mithaedrun - Level 50 Stamina Arcanist