Prestige has been raiding PoFear every Tuesday for the the last couple months with on tier toons. We started new and now most of the raid is around 200-400 aa's. I figured I'd give some feedback from our experience there. We have killed Rab, the pirate ship, Tenebris and Seinar & Ranies so far. Got Arbiter of Etrezium to spawn last night but no real experience with him yet.
Love the named mobs so far. They progressed very naturally from Rat to Pirate ship to dragon. Meaning it took use a week or two to figure out the rat. Then once we killed the mob and got the strat down, it would take another couple weeks of xping and work to get the next named down. It progressed right in sync with how we were developing as a guild. Fun mechanics on the named that weren't so difficult to overwhelm new raiders ether. A+ on the named we have done so far. Trash up to the eyeball named have been a good challenge but doable with smart pulling and mezing.
A few comments on what I thought could be improved.
Relics - only seen 1 relic drop off a named here in 3 months or so. Same or higher tier than other planes that higher drop rate. I know it's a 12 man zone vs a 18 man zone but giving new raiders more a chance to get relics for the time they spend here would be a nice bone to throw.
Sands of Time - everything up to them feels on tier, these feel like a 2-3 tier jump. I'm not sure if it is a pathing quirk or the way it was intended but having 3-4 of these all stacked on each other is just a raid wipe from our experience. 1 is a hard trash mob. 2 is a good challenge and could end in some deaths. 3-4 is just hope and pray we can kill one before we all die. It's very hard to tell how many you have until you pull since they are all on top of each other so cycle target makes it look like you targeting the same one. The MR is very high so even the chanter has a hard time locking down 1. We have also noticed that after a wipe, if one is growing when we all die it keeps on growing until it is like 100' tall. Then it one shots the tank before it shrinks down. There are ways to deal with that but I don't think that was intended. In short, these feel much more difficult than the rest of the zone and could either be 1) spread out a bit so not all stacked together or 2) tone them done a bit so if they are meant to be stacked they are not an instant wipe.
But overall, it's a great zone and thanks for putting it in! Perfect for our up and coming raiders. I wouldn't object to more 12 man content of any tier considering the size of guilds and server population now. I know we get a lot of use when on my main DK characters in Abyss and Bloodstorm.
Love the named mobs so far. They progressed very naturally from Rat to Pirate ship to dragon. Meaning it took use a week or two to figure out the rat. Then once we killed the mob and got the strat down, it would take another couple weeks of xping and work to get the next named down. It progressed right in sync with how we were developing as a guild. Fun mechanics on the named that weren't so difficult to overwhelm new raiders ether. A+ on the named we have done so far. Trash up to the eyeball named have been a good challenge but doable with smart pulling and mezing.
A few comments on what I thought could be improved.
Relics - only seen 1 relic drop off a named here in 3 months or so. Same or higher tier than other planes that higher drop rate. I know it's a 12 man zone vs a 18 man zone but giving new raiders more a chance to get relics for the time they spend here would be a nice bone to throw.
Sands of Time - everything up to them feels on tier, these feel like a 2-3 tier jump. I'm not sure if it is a pathing quirk or the way it was intended but having 3-4 of these all stacked on each other is just a raid wipe from our experience. 1 is a hard trash mob. 2 is a good challenge and could end in some deaths. 3-4 is just hope and pray we can kill one before we all die. It's very hard to tell how many you have until you pull since they are all on top of each other so cycle target makes it look like you targeting the same one. The MR is very high so even the chanter has a hard time locking down 1. We have also noticed that after a wipe, if one is growing when we all die it keeps on growing until it is like 100' tall. Then it one shots the tank before it shrinks down. There are ways to deal with that but I don't think that was intended. In short, these feel much more difficult than the rest of the zone and could either be 1) spread out a bit so not all stacked together or 2) tone them done a bit so if they are meant to be stacked they are not an instant wipe.
But overall, it's a great zone and thanks for putting it in! Perfect for our up and coming raiders. I wouldn't object to more 12 man content of any tier considering the size of guilds and server population now. I know we get a lot of use when on my main DK characters in Abyss and Bloodstorm.