Once you identify which trash mobs need Crowd Control and how to position them, it makes it quite easier to clear each pack. It's definitely quite harder than anything in SSC and might present a problem for unprepared PUGs.
Mechanics comments on Al'ar
Critical Issue
Al'ar not transitioning to Phase 2: https://github.com/chromiecraft/chromiecraft/issues/6798 this is a huge issue, in 4 tries with a full 25m we have been unable to have it transition to Phase 2. The target seems to die and but not disappear, not triggering the Rebirth spell, if you do it with GM damage commands this doesn't happen which makes me believe there is damage threshold that is not being beaten.
Wrath of the Astromancer's damage is too high can can be critical, effectively killing players with a 1 shot. This should be survivable if the player is correctly doing the mechanic. https://github.com/chromiecraft/chromiecraft/issues/6784
Tuning comments on Solarian
Adds have too much health. While clearable by organized guilds, this fight as it is will be a problem for PUGs if they can't deal with the DPS checks. Here is a video of 2008 from OG TBC that shows that even back then with way less AoE power, adds were dying much quicker than in CC https://youtu.be/6ST3lNSc0Xc?si=5DHHdsq_bShkjCdx&t=44
Mechanics comments on Void Reaver
Everything seems to be working as intended.
Tuning comments on Void Reaver
The fight seems OK if you correctly deal with the mechanics as they are. Should be clearable by any PUG.
Kael'thas is the only fight that seems to be off and if things are not fixed, it will require a perfect execution to have a chance of clearing.
Phase 1:
Grand Astromancer Capernian: Damage is higher than it should because of the increased global damage. Still doable with a specialized character that can soak the damage, but this decreases raid DPS.
Thaladred the Darkener runs too fast, making it impossible to outrun if you are caught in a bad position.
Lord Sanguinar fear is casted every 14 seconds instead than 30.
Master Engineer Telonicus Bombs are hitting for 10-13k+, double the damage that they should be inflicting 7-9k effectively one shotting any melee that is not a tank, also you can't ourhttps://wowpedia.fandom.com/wiki/
The Bow depending on where it dies becomes unlootable
Phase 3
This one is especially harder since there are many problems associated with all the advisors. The fact that Lord Sanguinar fears constantly, Telonicus hits for 16K+, Thaladred runs faster than players and Capernian being a range only fight, makes any melee useless on this phase as they can't do any damage to anything.
Phase 4
The Mind Control and the Dagger not dispelling the debuff correctly makes this part much harder than it should. As it stands, if you don't have enough CC to not kill your team mates, you will start losing a lot of people and potentially wipe.
Phase 5
Seems all right if you can make it here. Still some problems like the boss moving around and people being able to be on the ground.
Overall comments on raid mechanics
At the point of this test, only 2 out of 4 bosses were doable.
Al'ar never switched to Phase 2 correctly in all of our 4 attempts.
Nether Scryers casting dominate on the whole raid will make killing Solarian impossible if you can't clear the trash as it's linked.
Kael'thas has too many problems that make the fight unnecessary hard and unpredictable, might not be clearable on release if bugs persist.
Give a rating out of 10 for the state of the mechanics in the raid
5
Overall comments on tuning
In general, Al'ar and Void Reaver seem doable by PUGs. Solarian has a high DPS check regarding the adds which might make it hard on PUGs. Kael'thas weapons have too much health, Telonicus one shots any melee. Damage in general seems OK, but dealing with the Mind Controls it's a huge problem at the moment that will make it very hard for any group to clear this boss on release.
Give a rating out of 10 for the state of the tuning in the raid
Mechanics comments on trash mobs
Critical Issue
Normal Issues
Confirmed Fixed issues:
Tuning comments on trash mobs
Mechanics comments on Al'ar
Critical Issue
Footage of this last run
Normal Issues
Confirmed Fixed Issues
Tuning comments on Al'ar
Mechanics comments on Solarian
Tuning comments on Solarian
Adds have too much health. While clearable by organized guilds, this fight as it is will be a problem for PUGs if they can't deal with the DPS checks. Here is a video of 2008 from OG TBC that shows that even back then with way less AoE power, adds were dying much quicker than in CC https://youtu.be/6ST3lNSc0Xc?si=5DHHdsq_bShkjCdx&t=44
Mechanics comments on Void Reaver
Tuning comments on Void Reaver
Mechanics comments on Kael'thas
Critical Issues
Normal Issues
Confirmed Fixed issues:
Tuning comments on Kael'thas
Kael'thas is the only fight that seems to be off and if things are not fixed, it will require a perfect execution to have a chance of clearing.
Phase 1:
Phase 2
Phase 3
Phase 4
Phase 5
Overall comments on raid mechanics
At the point of this test, only 2 out of 4 bosses were doable.
Give a rating out of 10 for the state of the mechanics in the raid
5
Overall comments on tuning
Give a rating out of 10 for the state of the tuning in the raid
5