Maybe they could tweak the mechanics a little bit with other established mechanics. Here we go with some suggestions:
Your friendly neighborhood Annihilation Droid:
- Storm protocol voids deal a zero-damage oneshot (movement is not an STD)
- The 24 weapon systems AoE stacks like Corrupter NiM or Titan 6 rockets - the players have to spread out
- The front knockback causes a debuff on the current tank so that he gets 300% more direct damage until the next knockback (tank-swap mechanic)
- The gun towers respawn at 80, 50 and 40 percent of boss HP and deal absurd damage
Grumpy jumpy thingy
- Give the adds the immunity shield of the Grob'thok NiM adds - you have to kite them through the lava to get it removed
- the active tank gets the silenced debuff from ancient threat each time Gharj jumps (and it's removed when Gharj jumps anew) ==> Tank swap mechanic
- the lava causes a stacking DoT debuff that stays for the whole fight and ticks harder with each stack with a oneshot at 5 stacks (= 5 seconds in the lava)
Funny spinning wheely thing
- Adds spawn at every spin
- if you try to spin whith the debuff you get oneshot
- make the Rakata ads stronger
- the debuff lasts longer so that all four group member have to spin
- if the rows arend locked within a 5 seconds time frame on both sides, the raid gets oneshot
Soa's infernal party squad
- if you try to help your mates you get oneshot
- all councillors have to be killed within a 10 seconds timeframe, else enrage
- the councillors can't be interrupted anymore
- the Tank adds have to be much stronger, atm they are a not so good joke
Soa the not-so infernal one
- the lightning balls and mind traps appear in all phases
- the lighning balls oneshot all players apart from the one targeted within a 5m range ("Brontes energy sphere" - no introduction needed in the civilized world)
- mind traps have a tough enrage - if they are enrage, they won't release the players until the end of the combat (maybe enrage = immune to damage?)
- there are two mind traps instead of one - one of them always takes out a tank or heal, the other one always a DPS
- Soa's onshots one random player per stack he's got after transition phase
- the pylons on the platforms in transition phase have to be a damage check - give them 270k hp or so)
- Give Soa more stacks so that the group has to spread to both sides to cleanse them
- the spinning pylons in the burn phase oneshot every player in melee range - know your positioning
- Soa has to have a tough enrage - one missed pylon has to lead to enrage
- Soa has to oneshot random players if enrage
Tadaa - EV is in line with other NiM operations