These need to stack up to 64 btw. It was fun. The most consistent builds were heavy melee assassin and poison shaman. Poison shaman is especially good because of its passive aoe damage and heals, and it scales well with large parties. I've gotten 4 noobs/wallhuggers sitting in my totem through the fight alive and well. I've found better strategies for my positioning in the room (so the adds never reach me and I don't have to hit the wretches) and a spell rotation since I recorded this, and improved my build to dish out nearly as much damage with much more defense. But it works. Who was that guy doing 100 of every dungeon again? hf Feedback on the fight: I love that you can't just cheese the eye by bringing a bunch of players. It's also very difficult to carry someone through who isn't a survivable build (i.e. cosmic). However, I think that the scaling on the number of adds is too much for most scenarios because of their high damage. If the adds did less damage but had more health the fight would be more manageable with more people, but would also require a group effort to kill the adds (especially if they're more spread out in the first 2 phases). I think the wretches spawnrate is good; it helps a lot to designate someone to deal with them in a large group fight. I think the scaling rate of other spells needs to be decreased somewhat; in large groups it's extremely difficult for close range classes to have any time hitting the boss (especially without WS). Even with small issues it's easily the most fun and engaging fight in the game.