I would like to see Raids.
Phase 1 – NPCs begin setting up gear and cannons with which to fight the dragon. Mobs will start spawning in waves of 10 at set intervals so its important to kill the mobs quickly. The two Lieutenants of the Drakkar beast itself will also create aoe fields around the players. One lieutenant will create wells that cause chill and poison while the other will create fields that cause knockdown.
Phase 2 – Phase 2 begins as soon as the NPCs have finished setting up the equipment for the fight. The two lieutenants will voice some dialogue(no freakin cutscenes) and enter the fray. Both are Legendary mobs. They share mechanics similar to the lovers but there is a twist to this fight. When phase 2 starts there will be two golem suits available to the party as well as 2 repair kit bundles. 2 players need to jump into the suit and intercept either boss. The golem suits are equipped with a pull, a type of taunt, and 3 damage abilities. The repair bundles have 4 support abilities and a heal for the golem suits.
Both lieutenants have their own individual phases. Every 25% they gain a new ability to use and their damage increases. The two bosses must be tanked by the golem suits apart from each other because they both share a close range aoe in common that will hit everything in range, including the other lieutenant. If the aoe hits the other lieutenant their damage gets buffed by 10%. They use this aoe every 15 seconds and the fight will last for several minutes. Do the math. The aoe will do a moderate amount of damage to any party members not paying attention. It should do at least half of a scholar classes HP if their HP resides around 15-16k. Of course the range of the aoe is denoted by a red circle and is also hinted at by an animation. Players will need to dodge at the proper moment to avoid any damage from the aoe.
Aside this aoe ability, they each get 4 skills to use against their target. At first there is only 1 skill (it should be noted that these 4 abilities would preferably be randomized each run through so the order in which they gain them isn’t predictable). Before using each skill the lieutenant’s will gain a boon corresponding with that skill. It is important for the party members using the repair kit bundles to grow accustomed to these and know which icon relates to which ability. Shortly after the boon appears the lieutenant will release the attack on his target which should be the golem. These attacks will deal massive damage unless the person using the repair kit uses the proper 2-5 skill to protect against it. The 2-5 skills for the repair kit all counter one of the lieutenant’s abilities and should be used as soon as the boon appears on the given lieutenant. The heal skill cannot be spammed and has a cooldown long enough such that it can only be used once during the fight. The heal will repair enough damage to negate a successful ability attack from the lieutenant. With all of this taken into account the fight doesn’t get any more complex.
Phase 3 – Phase 3 starts when the lieutenant’s are killed. Drakkar will descend into the lair. Players discard the golem suits and bundles at this point. The fundamentals of this fight revolve around surviving as long as possible. About a minute after the phase starts, an aura similar to the one the Claw of Jormag uses will be applied to all players. It will begin to deteriorate their health. At the same time the turrets the NPCs set up will begin firing on the dragon. The battle becomes a fight of attrition. Every 60 seconds an elixir type turret will become available for use by the party. This elixir turret has one ability that is ground targeted. The turret will charge up its ability and fire after 5 seconds. The remaining 9 members of the party need to get inside the indicator circle that appears in order to receive the boon it gives that will remove the damage debuff for about 5 to 10 seconds. The 10th member who used the turret won’t get this buff so its important to alternate players who use the turret.
The Debuff stacks in intensity. After 60 seconds there will be 6 stacks on every player. It is important to remove the stacks with the elixir turret. Once the stacks reach 12 the player can no longer heal and will be taking a ton of damage every tick of the debuff.
When Drakkar reaches 50% The debuff will temporarily disappear and he becomes stunned. Players get an opportunity to attack him. However, during this phase waves of 3-4 mobs will also spawn and head to attack the turrets. Its important to split the party in half. One group intercepts waves while the other hits Drakkar. Once Drakkar hits 35% hp, the Debuff will be applied again. However, the waves will continue(though at a reduced spawn rate) to spawn and move towards the turrets. Party members have to deal with the mobs as well as be able to time the use of the elixir turret to remove the debuff stacks. The turrets reduce Drakkar’s HP by 5% every 30 seconds. So 3 ½ minutes after Drakkar hits 35% hp he will die and the party will be victorious.
Loot rewards should reflect the effort required for this raid. Though the time to complete the raid compared with other dungeons, the amount of coordination and difficulty present should be significantly more overbearing. Rewards equal to three paths of a dungeon would be a good start as well as a random higher quality drop. Be it a few ectos/lodestones/exotic gear/etc….
Again, just a fun little example I thunked up a while ago XP. I would really like to see larger group dungeon-style content get added to GW2. I feel like it would fill that hole in my renown-heart personally.
and sorry about the message flood couldn’t post it all pls don’t hate me!