Some comments:
- The hand doesn't ever have to get near Anna. You can intimidate the Hand and stay well away from the party to keep everyone save, Anna included. In the first run we did, I intimidated it and shield-blocked while staying near the group for heals and so I could see the raid, but that strategy wasn't very good as it hits fairly hard and even with decent self-healing on my paladin, I ran into problems a couple of times. On our second run, our fighter tank intimidated the hand and kited it around somewhere halfway across the map behind the party. It's very slow moving, so he wasn't ever in danger. Twice, though, the hand zipped up to the party. At that point I grabbed its aggro and kited it around until the fighter caught up and took over again.
- If the above is anything like what the devs intended, they should just go delete the whole raid. Kiting the dogs in Lord of Blades is annoying and boring; this is much, much worse on both axis.
- Hitting Lolth's torso at the edge of a floating island looks really ******, feels weird, and is not fun--I can hardly tell whether I'm landing attacks on her, I don't see the damage I'm dealing, I can't see anything but her belly button or the tops of her breasts (if I have the camera pointing straight down at me), and I can't tell what the hell is going on anywhere else. Plus, if you take one wrong step while jockying for a spot where you can actually reach her, you plunge off the edge, and get ported far back in the raid. Something needs to change here to make this more enjoyable, both aesthetically and mechanically. Honestly, fighting things much bigger than the players has always been a failing, to me, of D&D and many other games, because unless you have anime-style acrobatics, it just looks and feels utterly ridiculous.