Not feeling the Warmaster Encounter (Ideas...)
I probably won't be participating in this content. :[ I did buy Arkbreaker, and I did look forward to the idea of a big "raid boss" fight...
But the problem here, for me, is that it's just a DPS race. You completely ignore the other completely valid play-styles... The support, who may prefer to bring in a BMG and keep people alive. The melee, who want to bring in their Charge Blades and not get roflstomped / laughed out of the instance. Ultimately, it seems like people are saying you're only worth bringing along if you are "just like everyone else, with the same weapons as everyone else, reaching for max DPS". That's NOT what co-operative play is about, that's not what groups and raids are about. Groups and raids are about different people bringing different things to the table and adding to the overall success of the team.
Like I said, I probably won't be going into these new Major Arkbreaks again, because I don't like feeling like I'm bringing people down by playing the way I want to play. No, I haven't been delusional enough to try hitting him with my Charge Blade, but I did get a terrible terrible score in one Arkbreak and 5th in another (when I gave in and used a weapon worth bringing).
Here's how I think it should have been (roughly):
-No time limit. Time limit = DPS race = Not fun (for me).
-BMGs should be necessary, not a hindrance. There's enough damage going out, and enough people dying, that a BMG should fit right into the scheme of things...
-Each ego power should have it's own important roles to fulfill throughout the encounter.
--Decoy should be necessary for distracting mobs of adds or getting them into a corner where everyone can AOE them quickly.
--Blur should be necessary for dashing from one end of the room to another, beating down powerful adds who have HUGE shields (blur makes melee attacks ignore shields, any other weapon at this point would take a LONG time just to get the shields down). The adds would be taken down with one or two blur-enhanced Charge Blade attacks.
--Cloak should be necessary for-... Okay, here's an idea... Maybe some key item (like a super-bomb-thing) drops in the center of the room, someone with cloak has to grab it... But when they do, the Warmaster focuses in on them, gaining speed and power over time. The "cloak runner" has to kite the Warmaster around the room maybe twice then cloak, dropping the Warmaster's hate. But-... The speed/power buff doesn't go away, so another runner has to pick up the item (it's dropped when you cloak). So instead of going and smashing all of your friends into a pile of gore, the Warmaster turns right back to the second runner, and after one more (terrifying) run around the room (he's a lot faster now) the runner turns around and hurls the (now charged) item at the Warmaster, taking a big chunk of health and knocking off his damage and speed buff. (Also I think the second runner may need to be a blur runner to outrun the freakishly fast (at this point) Warmaster.)
--And we all know what Overcharge is for... Damage. Maybe they need to have Overcharge ready once the bomb hits, because the warmaster is particularly vulnerable and you can knock out a lot of damage for a brief period of time.
None of the specifics of my ideas are the point of this thread. The point of this thread is to say that a boss fight like the Volge Warmaster needs to consider all playstyles, all ego powers, and a good variety of weapon types.