Xeldan said:As for removing mobs from hard-linked pulls, it probably isn't going to happen. The pulls were designed that way(at least in Sepulcher), so the hp and damage of each single mob in the pull is lower than normal. If a mob was removed I'd have to retune the entire pull.
If you can give me specific pulls that are too difficult though instead of just "some of the stuff in Sepulcher" and give me the reasons(hit too hard, ae's too nasty, etc...) I'll take a look at that. But it *should* be possible to offtank them still, even with the smaller raid caps, due to their lower than normal damage.
Could the 4-way intersection before Sultan/Seductress be looked at? The difficulty isn't really the issue here, but the sheer number of mobs necessary to be cleared means that we're sitting in one spot for 1.5+ hours, which when coupled with significant clearing before that point makes the mobs very annoying targets given their loot. Upon reaching the bosses, they seemed to be such a pushover that many people commented on how the clearing was much harder than the encounter itself. I'm all for difficult pulls, but it just seems tedious at this point because we can no longer just tank 3-4 unmezzable mobs at a time and resort to splitting them.
Also, Arbiter of Air's debuff rate doesn't seem to have been changed with the move from 36 to 18. It looked like well over 1/3 of our raid would receive the debuff at once, which included at least three healers per attempt. I don't want to get into strat disclosure, but coupled with the knockback this made it unreasonably hard to keep a tank up that previously could be overcome due to healer numbers.