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The team eventually found a solution they were happy with - we'll leave it up to you, though, to discover what it is on your own...
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This is frustrating, anyone who has reached 'phase 2' of mag will know that instead of anything complicated they just let all the abilities clash (you take damage and a debuff) and it 'counterspells' mag ... not improving the balance at all.
In my opinion this encounter is made hard by the 'gear check' on phase 1 and the coordination in phase 2 (and '3') - its made too hard when 1 person makes a mistake in a 5 man group (which you need 4 of) can cause 2-20k damage to everyone in the room leaving
5 substitutes, one of whom is tanking mag.
Sure lower group sizes allow for geater coordination and complexity. Relying on 80% of the raid doing something perfectly is harsh, if 5 people out of this 80% are somehow out of action then the encounter becomes impossible. I dont think any encounter has ever relied on such a high percentage of the raid being up, 15 out of 40 for huhuran - now those are more balanced
dependacies.
I think this is blizzards new 'tuning' mechanic, how many people the fight depends on.
For example some SSC encounters depend on a certain number of tanks ( nothing new but still with a 25man raid make the encounter hard by reducing dps as the number of healers is fairly constant) and others depend on AOE classes