Getting to Rendtail will be the difficult part in elite mode. The dungeon is chock-full of mobs and the density in normal mode is what makes it fun. In elite mode, this could be a real treat. The stunning mobs could present a challenge in elite mode, as could the self-healing mobs.
It almost seems like Rendtail will be a soft landing after trudging through countless mobs all at once. It kind of feels like Undim Fields on a mega-pull, which is awesome.
The only things that I have issues with are the glitched windup zones, especially with Tribal Abomination, and the pull mechanics on Algarnon.
As far as the bosses, there really is only one that kills me with any regularity...Algarnon. His pull is devastating, and there is really no way to get outside of his attack zone after he pulls. With Grimnr, when he pulled, his AoE radius was small, so you at least had an opportunity to move out of range it if you were focused on avoidance after the pull. I'm still working out some of the mechanics on Algarnon, since, in my opinion, he is the most challenging.
I do like some of the new twists in this campaign (like the keystone to unshield certain mobs). I just wonder how that will play out in elite mode, because if it takes a really long time to take down the keystone, I think that it could be too challenging for less than ideal parties, especially considering the mob density.
Bookmarks