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Thicc Thigh Thunder Mommy

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Overview

Lots of "personal" responsibility mechanics in this fight.

Sixteen four by four square grid

Mechanics

Bewitching Flight - Ranged and Tanks to the north (outside squares, one each), Melee and Healers to the south (same thing)

Witchhunt - clockspots, healers and melee swapped to allow for uptime and easy mechanic resolution

  • Narrowing - on clockspot
  • Widening - off clockspot
  • THMR - 3rd
  • HTRM - 4th

Electrope Edge 1 (EE1) - boss relative, follow the square lines I guess, leave the cardinal most square empty, if you have to go to pairs, slide to your "partner"

some mechs here

Electrope Edge 2 (EE2) - i guess i'll be aligning with D (either inside or outside the hitbox)