More and more Im reading "Im logging boonthief!" on Matthias kills. Usually thats then the point Im sighing "oh boi, this is gonna be harsh". And most of the time - Im right.
So, why does a very valid tactic fail so often quite spectacularly in Pugs?
It boils down to only really two things really. Too much dmg incoming, too spread out.
Pugs have trouble handling mechanics and get downstated - a lot:
You see this quite often, a squishy dps player gets poison, runs out.... and then circles the arena to find an empty well. Good players always know where the next empty well is before they get the poison.
Or a player gets corruption, panic-dodges out twice, then runs the rest of the way out, drops the corruption and runs out - often dieing in the process. The correct way to handle this mechanic is the reverse. Run out, drop corruption, dodge once or twice out to not get hit and get back on boss.
Not avoiding fire tornados.
Getting hit by hadouken on their way to drop mechanics.
Or just plainly getting hit by hadouken for the fun of it.
Standing inside Matthias on the jump.
And all of that is before 40%. At 40% all players get the bomb mechanic and start playing kamikaze bowling. Last second dodges (because the 3-4 seconds window wasnt enough time to spread out sufficiently - or theres suddenly a ghost running through the middle) and dodging of course into at least 3 other players, resulting in 4 downstates. The correct way is to NOT panic, never dodge at the end of that positioning window - and if you positioned yourself badly then take the fall for it. Really good players will btw overlap bombs to stay as compact as possible, but thats something you really shouldnt do in Pugs, because they will panic if you do that.
But the worst thing that happens a lot in Pugs - is a missed reflect. A missed reflect means the boss stays invuln to steal. So boonthief cant get new ectoplasma. If that happens during fire or rainphase, then its pretty certainly a wipe because resistance runs out and the healer cant keep up anymore with all the incoming dmg (since pugs just ignore the debuff mechanics of those phases). A downstate-death spirale starts and you get to /gg.
Pugs find it difficult to stack on Matthias:
Im not sure why thats the case, but maybe players think they are safe from mechanics if they range dps. A lot of rather inexperienced players like to hover at around 600 range. The safezone on Matthias however is always behind him. Range dpsing only means you dont get boons, makes you hard to heal and you still get targetted by all mechanics.
Now, a healscourge on the other hand fits perfectly to counter all those mistakes. You can power revive players that died on their odysee trying to find an empty well or got kamikaze bombed. You have lots of condi cleanse, and barrier can be used to keep players alive through failed mechanics - like dodging hadoukens. The range of healscourge is sufficient for those "hoverers".
But with a boonthief - theres no room (and also, if executed correctly, no need) for a healscourge.
Theres different ways to go about boonthief comps, usually I see in pugs 2 chronos+boonthief+druid, with chronos bringing feedback instead of WoA. That means you only have a druid as healer. Its more than enough if everybody plays well - its not even close to enough if players fail above mentioned mechanics. Thats the comp that actually triggers me the most, because theres no gain from using boonthief over a "carry" healer like healscourge, healscrapper or healtempest.
Another comp I encounter frequently on monday clears, is a boonthief and dps-alacrity renegade, together with a druid and chrono. Again, not very optimal and you could just bring 2 chronos and any combination of might-healer+full-healer to get approx. the same squad dps, but with the added safety net of a fullhealer.
Bottom line: Im all for boonthief comps at matthias, I love them. But please, not in pugs. It just doesnt work in pugs.