Requiring people to be stacked between 0 and 3 seconds ish + having massive AoE insta murder pools (when stacked) is a big part of the issue. Chain targets are at increased risk because the spawning in double pools will be extremely more likely to kill them, although everyone will probably die within it (it comes down to armor type & musky shielding). Multiple damage sources = no unbending either.
For example, you could chase the target the boss is following around the map as a group, with chained people be more towards the center of the map as to not damage people. This keeps you clumped for a 0 second jump. However, at any moment, he could double pool and murder most/all of the group.
There’s no way to be clumped & not clumped. If you split into groups of 3, all people must be topped off & shielded. Cloth will die without 100% shield, 100% hp, and aged enh vit pot (I also mana shielded), leather get slight but not much leeway. Any chain targets will not be topped off/not max shield(killing cloth on the jump with 1 tick of chain dmg to their shield). You can’t pre-heal or pre-shield chained targets because the chain is doing constant dmg, so a musky must hit at the very last half second possible. Theoretically a musky could nail it 100% the time, but probably not. So, lets assume every time here 0-2 chain targets die every 30 seconds. Then every 30 seconds pools happen, and probably insta kills 0-4 players from 2 groups, or wipes an entire single group of 3 people. If you’re not double pooled, and not chained, you get saved by unbending once here. Otherwise you will die with unbending.
If a musky dies as one of those people, the group probably dies too. If you can’t kill the boss in under 60-90(unbending luck) seconds from 50%, the group probably dies. This is while the boss is chasing players around being harder to hit, taking reduced damage, jumping, while you may be repositioning yourself. The only way to really burn him would be to wait at 51%, let mechanics go off, then unleash maximum DPS, letting people die until 0%.
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How 2 fix:
This boss is probably doable without random animationless instant unannounced double pools. But they are such a non fun nuisance / wrench in the gears that I question their very existence. They seem like a bug tied to jump pools tbh. I’d argue to alter/remove them & add a different mechanic. A complete removal of random pools probably makes the boss easy, but right now they don’t make the boss hard they make it dumb. Pools after jumps are fine. Also fix the timing between actions so he doesn’t chain then insta jump or pool. If you add a way to know who is going to be pooled seconds ahead of time, then don’t have him instant chain right after so they can drop the pool & get back to the party within a reasonable amount of time if they were paying attention. If you remove the random pools and add something else then I’d have to see it lol.
It’s the random 0 seconds between actions, and it’s the dichotomy of be grouped but don’t be grouped or an instant unannounced huge AOE will instantly kill the entire party or a significant portion. Sometimes his actions have reasonable delays, but throughout the fight the actions stop synchronizing and he’ll begin doing things back to back.
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I suppose maybe if each group has 1 musky they can try to keep their 3-split alive and also get 1 brez. But nothing can stop a double pool from instantly killing the group together. They’d have to split in an area large enough to not get double pooled with the center teammate, then rejoin on chains for a jump, as long as the boss doesn’t instantly jump lol. I’m also thinking ranger DPS only because cloth just isn’t worth it, in terms of surviving the fight legitimately and not burning. Shamans must be super S.O.L for this fight too lol. The issue is shielding. Jump damage is immediate and I don’t remember seeing a cast bar / any warning. You could count seconds except that there is no set # of seconds to count. Furthermore considering cloth need to be healed/shielded within 0.5 seconds for a group of 3 the timing is very important lol, plus latency.
The other potential option is create two enormously spaced lines of players on both sides of the boss, each group w/ 1 musky, slowly working inwards to prevent double pooling / running into a pool later. More players might also allow cloth to survive here, except 99% chance they still die instantly to getting single pooled & chained with no delay. idk if the group has to follow the chased target, might have to. I also don’t remember if you can be double pooled while chained/waiting for a jump. Top the group off while on top of the chained target to survive the jump. Idk maybe yeet your turret to heal people super far away so they don’t die to pool/chains in the next round after taking jump dmg. Or possibly, regroup again after a jump, heal, then break back into a line. Stand on the edge of your last pool to conserve space. Tanks can fill in for jumps during chases. If one side dies too much, a DPS can swap sides. You need a musky + 2 others to survive a jump, at minimum.
– What am I saying. Chug a heal pot after each chain lol. Not sure the CD, I never use them.
Lastly, always let the jump target die after 50%? Potential for that. lol. Stay split, don’t let pools overlap. Chug a pot or get healed later. Immediately heal chain targets, and 1 will die. B-res.