We did all the instances on 120 T3 and then the Shadow Roost and the Harrowing of Morgul again on 130 T3
Group was Cappy Tank, Hunter, Heal RK all 130 with 120 Anvil gear
In the Shadow Roost and Harrowing of Morgul the bosses respawn after being killed. We did go afk in the vicinity of the first boss Shadow Roost and we wiped on the 2nd boss of Morgul because our Hunter ran a glasscanon build in the first pull of boss 2 and was getting oneshot by the "Come Closer" thing. We had him go for a little more defensive build and then proceeded to pull the first boss into the boss room of boss 2 and fight both at the same time, which was fun but also shows how underpowered those bosses are
Shadow Roost and Harrowing in general:
Fine amount of trash but no mechanics on the trash
Boss 1 Shadow Roost:
The circles are bugged, you can stack them infinitely and they don't stack the damage. Also the boss resets if you go close to the entrance door limiting the available space further.
Damage should be massively increased on the ground circles so that 1 is BAD for dps/heal, 2 is deadly and 1 is okay for tanks, 2 is BAD, 3 is deadly.
The rage mechanic is a nice idea but bad implementation. It is too weak and can be ignored. The skill has such a low cooldown that 1 person can just remove all the rage.
Make the skill have 3x the cooldown of the cooldown the boss has for stacking rage so that all players have to remove rage.
I would also allow the boss to kick only if he has rage. That way you could use more space of the platform given that the circles come FAST. And kick is not a fun mechanic, so kicks would serve as punish for not removing rage properly
Boss does no damage
EGG fight (middle boss):
Circle locations are kinda random, you can't control them (they sometimes don't spawn under you but somewhere around you). Adds don't do enough damage, especially once you killed a couple. I'd honestly have continuos add spawns (in addition to adds from hatching eggs) so that the tank can't grab the initial adds and go afk.
Last boss:
Same thing with circles. Too many, too fast but they don't stack damage
Boss does a good "execute" where he hits for 200-300k damage (remember our tank is still in 120 gear), apart from that not enough damage
Not enough mechanics, Maybe add tail whip ala Hrimil that can be on both sides of the boss and the head indicates which sides it goes so that dps and heal are forced to move through him
Harrowing of Morgul:
Same thing as above, cooldown between circles coming is too low, but circles can be stacked infinitely because the damage is bugged.
Bosses are kinda boring mechanics wise
Too easy overall
The Barrow:
Ridiculous amount of trash, we didn't do 130 because of it. This instance will be for Hunters what Thrumfall was for Champs.
Instance seems to work along the lines of "faster with melee, safer with ranged" because as a ranged dps you can avoid Morgul Wight explosions which is fine, but AoE seems mandatory
Filfth Well:
Again way too much trash and kinda needs AoE. We couldn't figure out why sometimes the door is open allowing you to go both paths to the first boss and sometimes it is closed. We thought it would be nice to keep it open all the time because the Darkwaters hit harder but they die faster than the other adds so one way was harder and faster, the other easier but slower
First boss is way too much of a KK clone. It's fine to copy mechanics, I have no problems with the bone piles reappearing but copying mechanics from the very last instance that was released is kinda meh. There seem to be grasping and biting tentacles but they both look the same and have the same name. The light debuff is bad given that we get no light gear
Way to second boss is again way too much, why do we have to clear almost the whole instance between boss 1 and 2. Clearing a path should be enough