So I’d like to begin with the following statement: The vast majority the seer path is completely fine as far as mechanics are concerned.
Kaisar, is a well balanced and fairly challenging fight for just about any group. A lot of his mechanics are about reading his movements.
Vahid, also well balanced and challenging to figure out some of the mechanics to start the fight. It’s mostly about teamwork and keeping your party free of immobilize, also a good amount of precisely timed dodging.
Farnax, balanced and fairly easy to figure out the mechanics for. Requires a good deal of condition removal utilities and potentially traits depending on your profession. Also requires a good deal of teamwork for reviving people when the are downed by confusion. Killing adds is also important.
Giganticus Lupicus – Same as any path, just need to know the strategy on how to beat it. Fairly easy once you know the strategy though still challenging and fun to fight.
Ghasem, also well balanced and good mechanics that make the fight challenging. Having to split the party into 5, one on each seal. After you kill the first wraith you run around as a party and kill wraiths until he is killed. You also have to work as a team to revive the members that get downed by the wraith’s curse.
Simin, horribly balanced with too many mechanics. I say this after spending six hours on this boss and about 60-90 minutes prior to this fight on the rest of the dungeon.
Ok, so here is the breakdown on Simin. You begin the fight with taking her down to 50%, along with her constantly petrifying a member of the party and requiring a dwayna’s tear to be tossed onto them to cure the petrification. This mechanic alone is challenging. At 50% she goes invulnerable, stealths, and begins to heal, while the party is in a rush to get 5 sparks onto tiny pads around the statue of dwayna, which takes all too much time and rarely allows for the party to get her past 50% health ever. If you do manage to get the two back sparks onto the two back pads simultaneously she also drops out of her invisible/invulnerable state, requires too much luck to get this to work right. Assuming at this point you get lucky and get the back two sparks onto the pads the first try you can take her down to 25% health at which point she goes invulnerable, stealths, and begins to heal again. You have to get extremely lucky again on those back two sparks or you’re not going to get the chance to take her down as it will likely reset to 50% health to make her invulnerable, stealth, and begin healing again. There are just too many mechanics at work here to take this boss down and be reasonable.
I have a few suggestions on this matter that would potentially make this fight acceptable for the well organized and geared PUG and Guild organized group.
1. Leave the petrification, invulnerable, stealth and heals. Leave the get the sparks to the pads part. The only difference, each time you get the sparks to the pads, it makes it so you take her down to a lower level of health on the next time she becomes visible and vulnerable. (first time you take her to 75% she cloaks and begins healing, second 50%, third 25%, etc.) In essence making it a survival challenge.
2. Leave the petrification, invulnerable, stealth and heals. Leave the sparks to pads. Only difference would be to change the way in which she would become invulnerable and invisible. Making it a time based mechanic instead of a health based mechanic. Say for 2 minutes you can attack her, then she goes invisible stealths and begins to heal until you get the sparks to the pads.
3. Leave the petrification, invulnerable and heals, get rid of the stealths ability. Get rid of the sparks to the pads component. Add a veteran spark that needs to be killed to drop an item that is thrown at Simin to bring her out of her invulnerable and healing state. This would function similarly to how the grawl fractals level molten shield functions.
4. Leave the petrification, invulnerable, stealths and heals, but reduce the amount she heals each blip of health she regains and take it down to the next tier of damage before she goes invulnerable, stealths and begins to heal again. So in this case, first time 50%, second time 25%, third time you kill her. This still makes the fight challenging and fun for the player. Leave the sparks to the pads feature as is.
The final fight is fine as is. It’s challenging and fun to do, the mechanics are well balanced, and overall it requires a good amount of teamwork and communication.
I highly like the precise of my second suggestion, but would like to hear the opinions of the community on this.