Detailed T12+ Raid Boss Ranking/Assessment

Silosobi

Dalayan Pious Diety
I'm only going to deal with T12+ raid mobs here.

The point is to better understand how players rank raid boss difficulty. If there is a lot of interest, I may keep updating this, but the end goal here is to help understand and achieve desired risk/reward from high end raid bosses. There have been a lot of changes, and I think certain things have become unbalanced over time in terms of mobs either being too hard or too easy as compared to the loot they drop.

I'm going to give each raid boss three rankings. Each ranking will range from 1 to 10. Gear Ranking basically describes how much of a "gear check" a given fight is, a ranking of 1 means that if you execute correctly and are anywhere near the correct tier you can win, whereas a 10 means that if you are the correct tier, and do everything right, you can expect to barely scrape by on this fight, totally OOM and having probably used COTB and other oh-shit clickies/cooldowns.

Skill ranking is essentially how complex the fight is, how much an individual's mistakes can impact the rest of the raid, how much room for error the raid has, etc, a ranking of 1 indicates a low skill check fight, you could probably beat it with 9 on tier people boxing two toons, and a ranking of 10 indicates a very high skill check, where individual mistakes will likely cause an entire raid wipe.

Loot ranking is how much/awesome the loot is as compared to the gear check / skill check. A ranking of 1 is something like Prime Enchanter, where you only really kill it for progression, the loot may be nice too, but it is just not enough to justify the difficulty of the fight in and of itself. A 10 ranking is a easier mob with really nice loot.

*obviously this is all pretty subjective, I welcome any suggestions for changes*

For reference, I'm going to clump some T11 fights together and rank them as a frame of reference, and comparison, since things tend to get much harder at T12+

Sanctum First 4:
Gear: 7
Skill: 5
Loot: 7
Gear check is pretty high on these, skill varys a lot with eyes being pretty high, and gongo being a lot lower. Loot overall is pretty good.

Spires:
Gear: 3
Skill: 5
Loot: 9
Gear check in general in spires is quite low, with a few exceptions. Skill also varies a lot, but most fights are fairly simple. With 100% bracer drop rates, plus opuses, the loot per effort/time is simply amazing.

Saitha:
Gear: 7
Skill: 4
Loot: 8
Really rough fight on the tank, but with some good healing and persistence/luck the gear check isn't crazy. Easy fight to box, and really amazing loot when you first see it, almost everything is a major upgrade.

NZ:
Gear: 2
Skill: 6
Loot: 7
Low gear check, but starting to involve more strat/movement/skill than the previous stuff. Very large and interesting loot table, with lots of things that are still considered best-in-slot.

Custo:
Gear: 8
Skill: 7
Loot: 6
High gear and skill check, loot used to seem amazing before turuj/spires, but now its not quite as good. *Hardmode probably ups all these numbers by one.

Tar'Loc:
Gear: 2
Skill: 2
Loot: 8
Loot isn't *the best*, but considering how easy this tribe is, its pretty awesome. This is like a freebie loots for catching it up, and having killed Saitha.

Ok'Tar:
Gear: 3
Skill: 3
Loot: 7
Similar to Tar'Loc. A bit more complicated and time consuming for the same loot table.

Kal'Tan:
Gear: 5
Skill: 4
Loot: 8
Getting a bit harder, but still pretty simple once you have the strat. Really amazing loot for the effort.

Gru'Niet:
Gear: 3
Skill: 4
Loot: 9
Even easier, for more awesome loot and tomes.

Ghan:
Gear: 5
Skill: 5
Loot: 7
A bit harder of a fight, still awesome loot per effort.

Gan:
Gear: 4
Skill: 6
Loot: 7
Fun/Funny fight. Very random, but definitely influenced by skill more than a lot of the above. Still great loot for how the difficulty.

Ju'Bor:
Gear: 7
Skill: 6
Loot: 2
This one isn't a giant skill or gear check, but it is long and tedious, with very random mechanics, and has same loot as the first tribes, which can both be done in half the time.

Shar'Nok:
Gear: 4
Skill: 9
Loot: 4
Still remains one of the highest skill check fights in the game IMO. The loot certainly provides some upgrades, but for only 1 item, this fight often doesn't seem worth it compared to the other options out there.

Rujik:
Gear: 9
Skill: 8
Loot: 8
Rujik is a really solid fight. Leaves you OOM on-tier, high skill check, and awesome loot in return for the difficulty of the fight.

Undead Taeshlin:
Gear: 7
Skill: 8
Loot: 8
Overall another high risk high reward fight. Entire loot table has been nerfed, and yet its still a very desirable/rewarding mob to kill.

Blazewind:
Gear: 8
Skill: 9
Loot: 8
High gear check, high individual skill check, good rewards.

OG Warden/Researcher:
Gear: 8
Skill: 6
Loot: *Not enough data to be sure*
Currently this is the highest DPS check in the game that FWF has killed. Its not super complex it tedious, but requires careful/skilled play by most of the raid. I don't know where this is supposed to fit into the overall progression scheme of the game, but given how high the gear check is right now, and the fact that it drops 1 loot, IDK how great the loot is. The shoulders seem fairly good, not crazy stats, but channeling will always be desired/worn. The arms seemed very underwhelming for the fight, compared to the ones ghan drops which seem equally good, from a much easier fight.

Infested Monstrosity:
Gear: 8
Skill: 6
Loot: 7
Another overall good end-game boss. High gear check, moderately high skill check, some awesome loot, and other pieces that don't seem to fit anywhere well, but are still good.

As I said above, this is all subjective, but I don't think its too far from reality. I'm open to any suggestions/critique. I don't think all mobs should have equal risk/reward. Part of my reason for posting is that I wonder how much my/other players view of risk/reward corresponds with the Dev Team's view of risk/reward. There is kind of a "Thaz Effect" in place right now where players can get tons of awesome loot *and* opuses without too much difficulty in the T11-12 range, so progressing beyond this point just doesn't feel like a good use of time to many players. Its hard to resist killing all those mobs whenever they are up especially since everyone "wants/needs" an essentially endless amount of opuses, and higher tier targets don't actually continue to drop them. For this reason alone, FWF has, and will continue to raid these tiers basically forever, or until an alternative/higher tier way of obtaining opuses is in game.
 
No longer having any ability to get specific Class 3/4 tomes also really fucks over certain people that get unlucky or just don't farm turuj for years.
 
infestedmonstrisity.jpg
 
CW did not have the dps or healer mana to get through the 2nd phase of NZ 6months ago prior to our WT merge and regear. So your 2 on gear check for NZ, the same as the first Turruj tribe, is very much out of line. Not really interested in wasting the time to analyze anything else.
 
CW did not have the dps or healer mana to get through the 2nd phase of NZ 6months ago prior to our WT merge and regear. So your 2 on gear check for NZ, the same as the first Turruj tribe, is very much out of line. Not really interested in wasting the time to analyze anything else.

Thats just being bad and over tiering it, there's a way to avoid 95% of the damage on that fight if your not a tank.
 
Did the AE phase of this get harder? I know FWF did it before any turuj, and never had mana issues when people stayed alive. I kind of based this on when I did them on tier, or changes I'm aware of, so there will certainly be some inaccuracies.

Exo people also seem to remember it not being a gear check though.

Any other feedback on NZ?

Are you talking about actually running OOM when people do it right and never hit wisps and you still have 18 players?
 
NZ requires no gear, you literally get free mana during the fight

also first turruj tribe (and second) was done by goon squad, a t10ish guild
 
CW did not have the dps or healer mana to get through the 2nd phase of NZ 6months ago prior to our WT merge and regear. So your 2 on gear check for NZ, the same as the first Turruj tribe, is very much out of line. Not really interested in wasting the time to analyze anything else.

I took my cleric to NZ, Custodian, Blazewind, Shar'Nok Tribe and Taeshlin with 8300-8500 mana, as one of 4 group healing classes in the raid.
 
I feel like the fights get easier when you kill them and then get gear. When you do it on tier, with no strat and figure things out most, of what you call thaz syndrome is only that after you have put in the work to make it feel easy which makes me personally not agree with some of the things you have listed. I used to feel like some of the fights were too easy, but some of them have had tweaks done over time so they do feel more in line.


*edit*
Looking at what solo said about opus drops is a good point. If there were other zones where these dropped, would it help push for those zones?
 
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CW did not have the dps or healer mana to get through the 2nd phase of NZ 6months ago prior to our WT merge and regear. So your 2 on gear check for NZ, the same as the first Turruj tribe, is very much out of line. Not really interested in wasting the time to analyze anything else.

I'm not sure which part you are referring to as "2nd phase".

Do you mean the "dodge wisps while on ice" part or the "dodge frogger wisps" part?
 
NZ requires no gear, you literally get free mana during the fight

also first turruj tribe (and second) was done by goon squad, a t10ish guild

I healed their first kill of the first tribe on Agnis haha.
 
You should at least break spires by floor. The first floor is a standard new raid zone fill slots for rest of zone section. The second floor has a few hard or at least rng based fights.

Saitha is a 9 on tank gear on tier. She eats them like candy. Unless she stopped hitting for 9+ k
in the last phase.

I don't see how sharn ree is a 4 for gear since I'm oom after that fight going on 2 years now. Also, the clear is really obnoxious and is a 9 on tank gear.

NZ is a 5 for gear , not because mana is a requirement, but HP is.

Taeshlin - I'm oom at 10-20 %, which is better then formerly being oom at 35%. Also, the model hit box is completely strange, encourages random aggros due to proximity, and probably deserves a star.

I don't think Gru' niet loot is that good, but maybe thats a class thing.

Ok'tar is at least a 6+ gear for healers because they need deep mana pockets or Zurrka on tier.

Ju'bor should just be labled gross. Requiring mana gobbling, short duration chanter mez for mass controlling heavily mitigating, magic 9 resistant mobs constantly and hideous "we are all standing on different pinnacles" multi-tag splits is just tedious.
 
this is sort of a silly thread since difficulty is 100% subjective. if your guild can't push buttons then some fights might seem like huge gear checks, when really they are not. if your guild can push buttons and rushes through content cause they are men, then other actual gear check fights will seem the hardest.

in fact i am a huge huge fan of sharn ree because it is almost an anti gear check, meaning fwf, who is way geared past it, can't power through any part of it still if someone falls asleep and screws up. unless that person is someone unimportant like a ranger then its whatever.
 
in fact i am a huge huge fan of sharn ree because it is almost an anti gear check, meaning fwf, who is way geared past it, can't power through any part of it still if someone falls asleep and screws up. unless that person is someone unimportant like a ranger then its whatever.

we're at a point where fwf is too geared for it in a sense we have to throttle dps however i feel if we had like 50% more raid dps (gogo tier 16!!) we'd be able to power through this fight a bit lol
 
we're at a point where fwf is too geared for it in a sense we have to throttle dps however i feel if we had like 50% more raid dps (gogo tier 16!!) we'd be able to power through this fight a bit lol


yea thats true, but since we still have to do that and can't ignore the fight to power through makes me like it more than other things.

EVENTUALLY we could maybe but it will be a while. or if we could clone solo and bring 10 of him???

strat leak last time we did this i sat down and played gems for a bit mid fight.
 
this is sort of a silly thread since difficulty is 100% subjective. r.
Good point, how about another format;

Spires first floor ===D
Spires Second floor =====D
Saitha =========D

Entrance tribes ===D
Basement =====D
Shar'nok =================D
Rujik =====================D

Taeshlin ================D

NZ =========D

I hope this helps encourage discussion.
 
Yeah, it certainly is subjective, but players still tend to agree in general about certain fights - first turuj tribe is super easy, custo is pretty damn hard, etc (even FWF wipes on custo on occasion, and we way out-tier it.

I think most players who have done or tried the content would also agree that the risk/reward (in general / average) of spires and early turuj is very high, compared to most/all the fights that follow.
 
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