Those two types of enemies are just… bad. I usually try to clear everything that’s moving on the screen as you never know when that rift scourge will drop you a Justice shoulder piece (happened yesterday, haha). But whenever I see a aetherial warcow crystal and terraformer spawning hundreds of flame dead, I’m like “yeah… not going to bother with that”.
Reasons are:
they drop nothing
they have a huge health pool, not to mention that the terraformers are a crime against gameplay and you have to kill the damn thing two times (yet somehow the boss terraformers have only one health bar and do their detach sequence mid-health)
They need some sort of optimisation or a reason to bother with them, below are my suggestions:
a) obviously lower the health pools of both and take the mechanic from the terraformer bosses and use it on the mob-tiers also
b) keep the health pool up but give the both a chance to drop the Pulsing Shard MI (I know that Amalgamation does have that MI, but it’s the closest MI item that would make sense to drop from them, to compensate for that Amalgamation could have it’s chances boosted, besides it’s not the BiS rare for AAR builds anyways)
The only thing I agree with is that they should probably drop an MI.
They can be defeated quickly a number of ways. One devastation late game will drop them one time. You can dps them to finish them off or kite then drop them with a 2nd devastation etc.
Probably only retaliation builds struggle against them because they rely predominantly on an enemies melee attack speed.
The thing i actually don’t like is that some Terraformers spawn regular undead but others will spawn burning undead. Maybe i’m missing something, but it’s inconsistent.
I do agree that they need to make a unique MI for the Terraformers to make them worth killing.
Kind of odd that they gave two names for what is basically the same enemy type. I guess that’s why one of them spawns burning undead now, where before every single one of them spawned only regular undead.