Lemurians invading Millenium City fills me with bloom.
I could probably solo most of this mission. In fact, I wish I could solo it.
The first half of the mission is just you and the crew making your way through Tough versions of Lemurian mobs consisting of Villain and Master Villain class enemies, and on the side rescuing citizens and turning on anti-aircraft guns.
Finally, you make your way to the waterfront, and fight a bunch of ritualists.
Eventually the ritualists succeed with the statue placed on that pedestal, and MAKE THEIR MONSTER GROW.
The Bleak Harbinger bossfight is fairly long, as it's a Cosmic enemy designed for 10-players. The fight consists of shooting down Lemurian fighters (this is pretty annoying, as they're fast and keep moving, clearly designed to force the use of vehicles).
After the wave of fighters is dead, the UNTIL skycarrier will fire its cannon to make the Harbinger vulnerable to damage.
It's actually a pretty lovingly rendered and designed monster, which is why I'm a bit sad I don't know if there's a way to disable the debuff visual ques (in this case, someone is using Demolish on it most of the fight).
It's also a bit of a bummer that due to the massive size of the boss, melee has it a bit harder due to obscuring views and the hitbox being pretty close to the monster. As a funny detail, it IS vulnerable to the teddy bear 1% proc for Experimental Blaster.
After the Harbinger is pounded for a while, its invulnerability resumes and another wave of fighters are sent in.
The only thing I can do is keep firing my Force Cascade eyeblast.
Whoever was using Demolish in the PUG isn't doing it right now, so we have a bit more stylish set of pics to follow.
The Bleak Harbinger has several attacks. The standard attacks are a big single-target swing, which deals up to around 1k damage to Overman. Easily outhealed and tanked, though with a 10-player group it's not a big deal.
Melee has to get fairly close to the Harbinger, which makes things a bit harder due to the massive vertical scale of the creature and large movements it makes when it attacks.
Not a big deal for a goddamn superhero.
I do feel kinda bad about the fact this critter is wasted on this instance mission. It'd be a lot more fun as an adventure pack final boss or a 5-player Lair boss. I really like the way it looks and the only thing I'd wish for the fight is that it'd be an R-Type boss composed of multiple parts so it'd be easier for melee to target (and the bloody fighters should be removed).
In addition to the standard swing, the Bleak Harbinger has a big toxic breath cone attack. This is by far its weakest attack against Overman, who takes 20-60 damage per tick without blocking. In addition to this, it has a fuck-off swing that deals around two times more damage than the regular swing, and knocks back. It uses this when its invulnerability resumes. Finally, it has a 360 degree AoE attack apparently centered on itself, which deals a lot more damage than its other attacks. It used this only once though.
Ultimately, it's a fairly simple fight, and a bit of a letdown for me. There's been so little content and updates ever since the summer now, so it's a shame that ultimately this one was just the graphics team having a field day but not having a good gameplay showcase fit for their work results.