Since ANet is doing a complete rework of many bosses, I though it would be nice to write a list of GOOD bosses and BAD bosses, and the reason why. The key for a good boss is usually original and funny mechanics, and that does most of the work.
Feel free to disagree, these are my personal thoughts as an experienced dungeon runner (I don’t dare to use the word “pro” ).
Good bosses
- Kholer from AC. Probably the first serious dungeon boss most player encountered and got steamrolled by. The key here is simply to learn when to dodge his wires, so he becomes very easy once the teams gets the mechanics and timing. Still, he’s always fun to fight because it requires attention, and with a very bad team it’s still possible to mess it up. His HP are also ok.
- The Howling King and Colossus Rumblus. Two pretty solid bosses, with many different mechanics, they require players to avoid standing in the way of their scream and their tunnelling, clean the spawned mobs, and know when to chain stun to remove “Defiant” stacks.
- Samus in CM. Team needs to keep distance from him, spread out, and possibly getting behind him whenever possible. It’s easy to spot an inexperienced CM player just by looking at the Samus fight.
- Bloody Victoria in CM. While not the most difficult boss around, she is different from others because she stealths and reappears dealing tons of damage, and that is enough to make her somewhat original.
- Frost in CM (yes, I like CM). Requires heavily use of condition removal, or the team will experience many deaths. Also, factors like rocket turrets and golems add something different to the fight, forcing a player to distract Frost while the others deal with other threats.
- Nightmare Vine in TA. Pretty tough fight, even after getting the basics. Can become frustrating at times, but neverless a pretty good boss with different strategies available, depending on the team. The enviroment here is also a very important factor, with blossoms that can both be your death or your salvation.
- Subject Alpha from CoE. Another difficult but extremely tactic fight. If you don’t know the boss patterns, you die: simple as that. And even once the groups knows what to do, it still remains challeging. Definitely one of the best boss designs in GW2.
- Gigant Lupicus in Arah. Except for the nearly invisible green “things”, that are usually dodged merely on intuition, this fight is very solid: three different phases, with different tactics to use. I did this boss with an experienced group from the very first time, but newcomers in Arah would be trashed again and again by big Lupi for their lack of strategy. Only problem is health, that is stupidly high.
Very bad bosses
- Bridgette in CM. Incredibly boring boss, which only difficulyt consists in stop attacking when her retailation is hitting too hard.
- Vallog in CM. One of the weakest and boring bosses around, all he does is standing still, deflecting projectiles from time to time, and knocking back melee attackers. Never a real threat, and nothing to worry about except stopping auto-attack while he reflects.
- The Defiler in TA. As he does very little in terms of damage, the only thing to do is rolling when the green icon appears on bar. Other than that, it’s 5 minutes of ranged boredom.
- Fyonna and Laurent Nightmare Trees in TA. While the tree is visually impressive, the fights are incredibly boring, and just consist on staying at the chamber entrance and slowly taking down the huge pool of health. Fyonna in particular is really terrible as AoE attacks must be avoided at all costs, making it a 111111 spam with occasional dodge.
- Basically ALL bosses in HotW. Very pretty dungeon, with ice, underwater sections… and terrible bosses. I seriously can’t remember a decent one, with maybe the exception of Ginva, which still wouldn’t describe as “fun” anyway.