Interesting that someone 2 days ago posted about how easy it was to 4 man on Elite.
Do we not get to comment unless we also 4 maned it on elite?
Have you 4 manned it on elite and found it to be trivially easy?
If not; do you and I get to comment?
Sorry just feeling out parameters/degrees by which everyone's allowed to participate in the discussion.
One mans annoying is another mans challenge in my experience. Having a taste of Hard and Elite (not completed either so I hope I'm not disqualified from commenting). I'm pretty sure I wont be doing these raids on E for a LONG time... but then I don't do a lot of EE raids on live either, just occasionally and usually because Renowned (Bays usually) opened a PUG LFM for the fun of it... Most of all because Elite raiding is laggy raiding. But also because like most pug players I run what other people are running or willing to join and EE raids are a minority. I'm not saying you're wrong about 2000+ damage either in fact I agree that for me personally it just means I will build for miss chance and ignore armor. Layered Defense +100prr which has been just as good (if not slightly more optimal in most cases) as Heavy armor PRR/MRR pre-nerf all along becomes clearly optimal, even forum only players will agree. Especially now that they nerfed MRR off armor. But even if they hadn't it would still be better to be missed more often and mitigate 12% less of 2000 while doing good DPS than be hit almost 100% of the time and mitigate 12% more of 2000 while doing poorer (tanky) DPS. In fact with damage this big it can be argued that ANY opportunity cost spending on PRR at all is a waste of opportunity.
To me nothing has really changed here except the "very quick death" potential of EE (for all but the year of Armor up) has turned into the "Very quick minus 1000hps" potential of LE. 2000+ might as well be 15,000+. As long as an optimal meta-strategy can be worked out neither one will make any difference to the "challenge" felt. The people who 4 manned it? They already know the optimal meta-strategy.
TWF is still very optimal (Yep it was past tense as well) because of aggro management (one target, no glances, not likely to be using cleaves = far better survival+far better single target DPS)
Layered Defense still optimal
Evasion still best multiclass add,
CC or get too much aggro is still true if you don't move slow
Thrower/Bluff pulling mobs is still a good idea
Perching is still optimal
Finding a cheese spot that bugs the boss out or makes you hard to hit/target while you slowly range/persistent damage the boss is still going to be the first thing people try to find.
Unfortunately short of player monsters, or a Vingian Singularity in AI technology, or the Dev's adapting more proceedural content to mobs (bosses that have unpredictable powers and abilities), none of this is avoidable in a static game that can be meta-gamed.