Originally Posted by
Laurcus
Skittish and Raging are the most poorly designed affixes imo. Even holding off for a few seconds, some dps will rip aggro no matter how good the tank is. Like, how is any tank supposed to keep aggro off a class that can go from 0-8 million dps on a 9 mob pull in 1-2 GCDs? I'm a paladin that goes hard in the pain with Seraphim and strength flasks. With good RNG I can sustain over a million dps on 3 targets, and a good DH can still rip off me.
If I can do that and still lose aggro, how the fuck is ANY warrior tank supposed to handle this affix?
Good affixes are ones that have counter play imo. Skittish should punish you when the dps don't wait a sec or two, or when tanks go with low dps setups. When I'm using a strength flask, prepotting every pull, with Seraphim and double dps trinkets, I expect to not lose aggro to similarly geared dps. Likewise, I don't think it's unreasonable for a warrior going to similar lengths to want to keep aggro.
It's the same problem I have with raging, lack of counter play. Some mobs cannot be CC'd, and these ones usually have some kind of massive AoE nuke that turns into a one shot mechanic on Fortified with Raging. The shadow bolt volley on the last mini boss in CoS comes to mind. There needs to be more counter play than, "pop an immunity" for when that bastard launches a 6 million damage nuke. But it goes through fucking walls, and even a strong personal is not enough to survive damage of that level even if you're topped beforehand. I remember one times, I was doing a 10 CoS, Fortified and Raging, and that mini boss one shot our WW monk. He was topped off and he used Touch of Karma for the Raging volley, but it still one shotted him with like 500k overkill. Shit like that is the worst part of mythic+ imo.
Bursting looks like it will be the same way, depending on if everything triggers it. Like imps in CoS; good luck doing those with Bursting and Fortified. Fortified compels you to burst them before they can get a cast off, or else people will get on shotted. Bursting compels you to kill them 1-3 at a time, with 4 seconds between kills. That's a catch 22, and for most groups the best way to handle that will be to just kill the fucking imps and die quickly. Just accept that Bursting means you start the dungeon with -50 seconds due to the two imp packs.