I’m also fine with huge damage from an “end boss”, even one shots.
However, I just find that Julra, as it is at the moment, just doesn’t quite seem to be in the same box as the other bosses in LE. I can’t quite put my finger on exactly why this is but I’ll give it a go…
All the other bosses in LE have damaging attacks, but they also have fairly obvious mechanics where you can avoid those attacks if you’ve done the fight a few times. That doesn’t always make them “easy”, but you can go into it with a plan…
Julra, on the other hand, it just seems a bit of a mess. I’ve done this fight now a few hundred times on various characters and I have to say I haven’t enjoyed it once.
I understand the time shift to avoid the massive AoE. I know how to place the void pools. However, the fact that those void pools never seem to go away negates the usage of the time shift, which seems extremely counter intuitive if we’re supposed to be in a LONG, hard fight. I would either put a short(er) timer on those pools, or reduce the damage significantly.
The spinning beams. Eventually I came to see the circular “dead zone” where you could avoid the beams. This took me absolutely ages. I do appreciate that zone now, however, the other attacks that take place during the spinning beams result in a level of needed choreography that a ballet dancer would be proud of in order to stay in that dead zone. It’s just too much. It’s unusually hard in an online game to move in a circle. Left, right, up down, easy. Circles, not so much. To then have to try and run in a circle dodging things when that circle is in fact a small radius ring, again, it’s just too much. So, either just die, or use a time shift (bad, see void pool above). I would make the radius of the dead zone just a little bit larger, or perhaps give us a large inpenetrable rock to hide behind in one corner of the arena?
The “seeker smoke ball”. Again, of itself, I have no problem with a seeking ball of smoke. It’s the fact that it’s release is badly telegraphed that is an issue, but more so the fact that it gets released when we’re already trying to run in a difficult circle inside a tiny ring avoiding death ray beams. Again, it’s just too much imho. My solution would be to release these smoke balls only when the “spinning beams” are not spinning.
All in all, Julra just doesn’t seem to fit in with the other bosses. It doesn’t seem to me like one of those bosses on steroids, it just seems like an entirely different species from another game altogether. It’s not a fight I like or enjoy. Unlike every other boss, I find Julra a highly annoying chore. I do think that need not be the case, but I do think that some serious redesign is called for.