Design a Boss encounter contest!

Design a Boss encounter contest!

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Hello all

Just though of a fun idea so we could get a nice change of pace for this forum.
A thread where you post your own boss creation with his abilities, mechanics etc!

Who knows if maybe our holidays-working friend Danicia could tell some of the devs to atleast take a look at some of the sugestions, who knows what might happen?

Go!

Design a Boss encounter contest!

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Picking up on HOTW last boss of story mode, here’s a redesigned encounter worthy of fractals or a new dungeon!

The Huntsman and his pet Bane’s Teeth

Situation:
Player’s fight in a circular ice area, falling out of this area translates in falling into water filled with high-damaging sharks (basically u’re dead)

Mechanic:
Gluttony

The Huntsman Abilities

Pull: The same ability as Kholer

Throw Bear Trap: Throws 3 traps randomly to the area, lasting 10 seconds or until triggered. These traps cause an uncleansable immobilize for 5 seconds and cause Bane to take aggro onto you.

Hunter’s Call: If hit for the full duration of this you are dealt 15k damage over 3 seconds, so you will need to dodge atleast once to survive if you are squishy or at low health!
Hornet’s Sting(1): same skilll. very high damaging melee skill and causes the boss to evade backwards after.
Monarch’s Leap(2): same skill. high damage and causes cripple for 5 seconds.

Throw Food: The Huntsman throws a juicy steak to a random player’s location. If Bane passes through that food he will consume it, gaining 10 stacks of Gluttony and healing both bosses for 10% and grating swiftness and protection for 10 seconds.

Forked Arrow Barrage: The Huntsman charges for 3 seconds, glowing red. After the channel he rotates 360 degrees while spraying shots that deal high damage and inflict 12 bleed stacks. Can be reflected, dodgeable.

Concussion Shot: The Huntsman charges for 3 seconds and then fires a fiery arrow that knocks-back the player hit. Can be reflected, dodgeable and the CC-negated by stability.

Lightning Shield: The Huntsman places a lightning shield on target player. This shield grants the player swiftness and doesn’t damage the target player, but it deals very high DoT damage to surrounding allies. This shield also stops Bane’s Eat skill.

Bane’s Teeth Abilities:

Eat: Bane channels during 1 seconds and then uses the skill, being able to move while the player is being digested. Similar to FOTM Jellyfish. Player is inside Bane’s Teeth. Each second the player is being eaten, Bane gains 1 stack of Gluttony and Might. Eat can be cancelled by kiting Bane to a Huntsman AoE or hitting Bane with Lightning Shield (this does not damage Bane, only cancels the digestion process). If bane digests the player during 15 seconds, or until he reaches 15 Gluttony stacks, he downs that player and spits him out to a random location in the area.

Jormag’s Breath: Bane channels for 1.5 seconds. After the channel it spits a icy breath, damaging and chilling enemies hit by hit. Every 1/2 second hit by Jormag’s Breath player’s gain 1 stack of Ice Vault. At 10 stacks that player is encased in an Ice Vault, unable to attack. The Vault must be broke with other party members attacks. Players with more than 5 stacks of Jormag’s Breath are also encased in Ice Vault if they attempt to attack one. If a Ice Vault endures more than 7 seconds without being destroyed, it explodes, downing the encased player and triggering an AoE Meteor Shower (Ice version) on the entire area, with random locations of impact (similar to FOTM Ice Shaman)

Leap: Bane leaps at the furthest player, launching players hit during the flight path towards the victim.

At 15 stacks of Gluttony, Bane’s abilities are empowered. Bane consumes all the 15 stacks and temporarily grows in size and does a massive circular Tail-Swipe that hits the entire Area. Players hit by it are knocked back (into the shark area if they are not carefull enough). If Tail-Swipe fails to hit any players, Bane repeats the attack one last time, gaining swiftness for 20 seconds. (unstealable swiftness).
Tail-Swipe deals 10K damage, it’s dodgeable, aegis’able and the knock back is negated with stability or mid-air stunbreaks.

Leap-Gluttony. Bane Leaps again after Leaping to a target. Leap ‘s flight path now leaves an icy wall that is uncrossable or destroyable. This wall melts after 15 seconds and is mostly used for heavily restricting player’s movements on the area if the two Leap victims are heavily scattered!

Jormag’s Breath-Gluttony. Starts a radial AoE starting from the edges of the area to the center. After the waves reach the center, Bane gain’s quickness for 5 seconds and will use Jormag’s Breath normal version. Be careful that, with quickness, Ice Vault debuff stacks will tick faster!!

Let me know what you think!

(edited by Quickfoot Katana.8642)

Design a Boss encounter contest!

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Posted by: Saint.5647

Saint.5647

Not a boss encounter. Viral epidemic like in nilla WoW. Spread perma-weakness between all players that come in contact with each other. Then have mobs invade LA and destroy all players. GG

One True God
Fashion Forward!
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Design a Boss encounter contest!

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Posted by: Dub.1273

Dub.1273

snip

Nice thought with two flaws. Depending on his melee attacks cooldowns and animation times, either easy to melee or faceroll to range.
I like the effort you put in the encounter, though.

My contribution:

Showplace: Giganticus Lupicus Arena, door closes after all players entered.

Encounter: Necroicus Lupicus. 1.456.800.000 HP. Immobile but has 90% damage reduction, due to his extraordinary high armor value.

Abilities:

Roar: Summons 0-4 Giganticus Lupicus (full 1.456k HP) with normal abilities. 90 seconds cooldown. Not dodgeable.

Jump: Jumps up, releases 2 shockwaves that stun players for 5 seconds each upon landing. 20 seconds cooldown.

Enrage: Does not deal damage, not dodgeable. All currently active Giganticus Lupicus’ rally (explanation follows) and attack 66% faster. All their abilities have 66% shorter cooldowns and aftercasts. Uses this every 48 seconds. Has a 0.2 second time frame in which he is interruptable.

Teleport Shot: Aims on a target for 1.5 seconds. If hit, he teleports to that target, dealing low damage but immediately following with a jump. Recharging all other attacks cooldowns. Not dodgeable. Invulnerability and Blocks work, aswell as teleport skills while the bullet is flying. 45 seconds cooldown.

Boss mechanics:

When summoned Giganticus Lupicus’ die, they become downed instead. You will have to finish them with at least 2 people at about the same time. Finishing takes 3 seconds, in which all living Giganticus Lupicus will totally focus those two players. They gain a 500% movement speed increase during that time.

When a Giganticus Lupicus was successfully stomped, he releases a skritt bottle.

75% Necroicus HP: Targets the furthes player. He gets a yellow aura. After 3 seconds thelayer will be knocked down and an Alphard spawns.

50% Necroicus HP: Spies a firework of lights, very similar to lupicus p2 one. When a player is hit by a light, depending on the color different things happen.
Blue: Hit player becomes invulnerable for 20 seconds and deals twice as much damage, also acting 50% faster and gaining a 100% cooldown reduction.
Red: Spawns scarlet, penetrating that player with her laugh for the rest of the fight. She doesn’t deal damage but jumps in front of hit player and keeps taking bim his sight with giant ‘hehehehiigihihihogooohooohaaa’ text boxes.
Yellow: Spawns a mini Alphard at hit player. Has only 10.000 HP but immediately starts daggerstorming.
Black: Target player is now on Necroicus Lupicus Side, fighting his own allies.

25% Necroicus Lupicus HP: Either all players /bow at that time or he spawns a clowncar which contains Giganticus Dredgicus. You won’t be able to endure such painful 2 hr fighting, so you better all ignore any existing mobs and bow down.

Reward: You can pass on Arah Path 5, which rewards all players precursor weapons, with a chance on a legenday weapon box. Similar to path 2, after beating the second last boss, there is a 75% chance that your instance will crash, if you did the path legit.
Arah path 5 contains lots of funny bosses that someone else has to design.

Dub | [rT]
#LoveArrows2013, never forget.

Design a Boss encounter contest!

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Posted by: Wethospu.6437

Wethospu.6437

Legendary Scarlet Magical Missile Tower Infra Structure (bit long name so let’s call it LSMMTIS instead).

On middle of a maze. Wooden pole with Scarlet’s (organic, this is after you beheaded her but she still escaped) head on top of it. LSMMTIS is protected by a magical barrier. You can only enter and attack her with 5 love points. Every 25% her heads gets bigger and bigger and her voice louder and louder, at 0% it explodes and reveals Trahearne inside.

“Play time”: She laughs like an idiot and shoots a missile at every player. Missiles move very slow, can’t be attacked, blocked or evaded and are heat-seeking. They are also smart enough to navigate the maze. When they hit you get downed. If you were downed you get defeated. If your missile hits someone else Scarlet loves you and you get one point. If your missile defeats someone you will rally. If missile doesn’t have a live target it will self-destruct. Cooldown: when all missiles have hit someone or after 300 seconds

“DIE DIE DIE”: Her eyes glow red. Alive players with the highest score divide 100% of damage (if one player he takes 100% of his max health, if 2 players they take 50% each, and so on). Cooldown: 60

“I’M SO FUNNY”: No visual cue. Teleports every player to random location. Cooldown: when someone gets defeated.

(edited by Wethospu.6437)

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Posted by: knives.6345

knives.6345

I’m all for diversity builds as I’m getting tired of all zerk toons. lol

Name: Le Tank
Class: Human in armored/power suit
Visual: Imagine Warmachine.

Passive abilities:

[Randomly occurs] Thick skinned – Reduces all non-condition damage received to 10% for 15s.

Immune to stun/freeze.

All other boss specific passives.

Flight – Randomly hovers, cannot be attacked by melee. Flies for 5-20s [random]

Active abilities:

Rocket Barrage: Focuses a targeting laser on an area. Fire a barrage of rockets to that area. Deals Burning [10s]

Heavy Machinegun: Regular attack. Sweeps. Deals Bleeding [3s]

Concussion Flash: Lights up palms. Deals no Damage. Blinds and deals confusion.

Ion Shockwave: Charges energy pack and releases energy at a large radius (2000) with the boss at the center. Deals massive damage. Stuns all who get caught on blast radius depending on how far they are:
0-500-4s
501-1000 – 2s
1001-1500 – 1.5s
1501-2000 – 1s

Jab – Punch and deals knockback. Uses when there are 2 or more melee attackers. Cooldown: 10s

Isolation Shield – Form a small barrier that reduces ranged weapon damage by 50%. Randomly uses when there are 2 or more ranged attackers. Duration: 10s. Cooldown: 10s.

Dysfunctional Toxin – Fires a barrage of small projectiles at an area. No damage. Players hit will be unable to heal/recover hp for the duration. Player can still be healed by others. Duration: 15s

Sniper shot – Fires a single, deadly round at the furthest player. If 2 or more players tie at range, chooses the one with smallest available hp.

Vi Veri Veniversum Vivus Vici

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Posted by: Teckos.1305

Teckos.1305

Design a Boss encounter contest!

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Posted by: Qin.7325

Qin.7325

Boss: Hodgins

Lore: the scepters he found turned out to be cursed
made him insane
we need to put him down before he attacks the Black Citadel
(skip to boss mechanics at end if desired)
___________________________________________________
New AC path 1 version 2
Unlocked by completing Ascalon Catacombs Path 1 old version

This new version changes the fight sequence to…
- graveling burrows in place of spider queen followed by champion graveling after all burrows and gravelings are cleared, gravelings will now take damage from the fire traps on the stairs as well to promote “fairness” and no longer spam bleed like no tomorrow

- a champion troll now wonders the spike hall but for some reason is immune to the spikes and his projectile attack can now be reflected or destroyed with proper skills/spells to promote use of skilled gameplay

- kohler obviously reanimates cause of that ghost stuff and this time he (and his buddies) rush down the stairs to engage the players to promote this particular boss fight (but he trips over and falls on the way down, taking 20% of his overall health off by default and is perma-crippled)

- instead of the scepter pieces, players will investigate a trail of mysterious turkey feathers which leads to a room full of gravelings that come out of the shadows and swarm the players, objective replaced to survive for x minutes followed by a turkey falling down from the ceiling somewhere scaring the gravelings away

- players chase turkey around Ascalon Catacombs to find out where its going while avoiding flame and spike traps as well as rocks falling down from the ceiling eventually leading to that jumping puzzle hidden away in the Howling King’s room where the players stumble upon Hodgins, now corrupted with fiery eyes and stuff
He’ll say something like “I now have the means to destroy the Black Citadel and this foolish attempt at peace with the Charr” and “Muwhahaha cough cough ah too much smoke uh… hahahaha”
___________________________________________________
Boss mechanics
- Hodgins is immune to ranged attacks (because of his magical fiery shield thing) and will throw fireballs (which can be destroyed and blocked but not reflected) onto select platforms

- players whom do not have melee weapons will be accommodated with random ghostly melee weapons lying around the room somewhere with basic warrior skills on them (as an example) that can be picked up

- players that fall or get knocked off the platforms fall into the water below which is filled with ghost sharks but will be able to get back up through some staircase somewhere

- upon reaching Hodgins and landing a hit on him, he teleports to another platform
(repeat x amount of times until he dies)

- if the fight takes too long, Hodgins starts destroying the platforms and jumping on platforms himself to knock players off

NOTE! If players manage to knock Hodgins into the water (because he will be the only mob that can be knocked off elevated ground in the whole game), he gets eaten by ghost sharks and players get a bonus reward (let’s say a secret ending cinematic where the lost turkey is reunited with its family or maybe some extra silver)

Also note, for this boss fight, gear or level will not be required as all of Hodgins abilities are designed to knock players into the water below


Option 2, just have a corrupted Hodgins (give him some random elementalist skills and a big fat health bar) as a boss that randomly spawns in Plains of Ashford and upon defeating him drops a champion chest + some silver with a rare chance of dropping an offhand weapon which has the skin of the flame scepter he uses

Design a Boss encounter contest!

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Posted by: Elrey.5472

Elrey.5472

Scenario: Big closed room with walls around and some columns/geometry to bother us when we try to run away. You can see the sky, the atmosphera is sunny.

Boss: 2 different enemies. 1 attacks ranged and 1 attacks melee.
-The melee boss is an Ogre . It will follow someone with normal speed and try to stun/inmobilize you, if he suceed, he will use that 2-3 seconds to chain a combo of 25 bleeds + damage.
-The ranged boss is an Asura/Human/Sylvari and will shot a cloud to someone random, that player will become a bomb and will explode 4 seconds after it’s launched. The explosion does 0 damage to you, but removes 50% health of anyone else in range (6 meters). Also, that cloud will share to other people if they get damaged with it.

Strategy:
-With that mechanics, we always need someone kiting the melee boss. That person must never stop if the boss is chasing him. In the case that he got hit by the ranged boss cloud, he must keep kiting but making sure that he doesn’t step near other allies.
-At the same time, the group should DPS first the ranged boss, but not stacking and keeping some distance between each other. This is a ranged encouraged fight and your group must try to avoid contact with each other, nevertheless 4 seconds on the cloud explosion allows the group to stack and if someone get it, he can RUN away as fast as possible. This is a double-sharp knife and can wipe your group if someone is slow.

The players would choose if stacking and risk their lifes, or range it and kill it slower. The melee enemy should be able to be feared by necros or inmobilized by other Crowd control skills.

With good teamwork this is piece of cake, with bad players this would be insane (exploding into allies everywhere). The first time everyone will probably die because of the exploding feature, but that very thing will make people stop trying to stack and they will notice what really happens in the fight. If they realize that was stacking what killed them, the fight should be easy in the 2nd or 3rd attempt.


Edit – Optional challenges:
-The melee boss can also get the exploding buff from his partner, and explode near the kiter if he’s slow.
-The ranged enemy will immobilize someone with that cloud shot, creating a situation where everyone around must move away from his ally, instead of the player going away from group.

ES Wiki Sysop. Vanquiser of the Marionette, Lover of the Aetherpath.
Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en español / Spanish raiding guides

(edited by Elrey.5472)

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Posted by: Vlad.1739

Vlad.1739

Elite encounter designed to be punishing and full of depth. No single enemy is dangerous alone but together they are very dangerous during their power play phases.

Goals:
-Make an elite level encounter for a 5 man team requiring a demonstration of critical thinking skills and game knowledge, which would also test the team’s ability to adapt to changing situations.
-Create mechanic that challenges current player behaviour
-create an illusion of smarter AI foes.
-Use similar skills to player characters
-Encounter is difficult because of strong boss skill synergies
- Provide Players with a chance to break these synergies through skill and positioning.

The Dungeon/Location length ideally similar in length to volcanic fractal, the number of times you wipe on the final encounter really decides the estimated time for completion.

Final Encounter-Numbers can be tuned the encounter can be made even more difficult by adding hazards to the arena or increasing certain values or cool downs

Boss area is arena style-takes place in the Hall of Heroes

Legendary Hero: Alone not very threatening. But has 4 silver elite mobs that he will resurrect one by one via 5 second channelled skill with a 5 second cool down. Every minute He will cast rally Squad: which will resurrect all Allies. He will switch targets often. Will stand on the middle of the map on top of an alter. This Boss has a downed state. Each minion has a unique way rallying the boss.

Special Skills Curses: Curses may be dodged. Cool downs = or greater than duration

Curse of Isolation: Target takes and deals damage to party members with skills. For 7 seconds. This skill causes Skull mark over cursed player. You will know when this curse is coming the mark will stay for the duration of the curse.
Curse of Misfortunes: Random condition is caused for 3 seconds every second for 10 seconds. Always initially applies weakness
Siphon Boons: Steal one Boon from target each second for 7 seconds. Each Boon stolen is converted into a condition
Curse of Cowardice: Targets player with the furthest distance from the boss. Deals damage based on distance for 10 seconds. Damage is high at 1500+ range and negligible at closer ranges
Curse of the Vampire: Damaging this target heals you and the Boss.

Downed State:

Drain: steals some health from target
Stand your Ground: Allies gain Quickness; instant cast may be cast while other skills are in use
Wail: Remove all boons from nearby foes and fear nearby foes. Instant cast may be cast while other skills are in use. 5 Second cool downed always available when downed.
Save Me: On use resurrect a nearby Ally and heal him. 10 second cool down, will use this skill initially

Always Rallies with 30% HP Boss will have less HP on repeat down.

Melee Warrior: Designed to force players out of position and push kills through stuns. This mob wields a Hammer as one weapon set and a sword and shield as a secondary weapon set. Swaps weapons every 10 seconds weapon swap removes all movement impairing conditions and causes swiftness

Hammer, sword and shield attacks all function as a player warrior. Uses burst skills on a 20 second cool down

Utilities: Function like player warrior skills
Bull’s Charge: on moving foes or target change, will never use on a still target.
Stomp: used when more than one player is in range.
Dolyak Signet:
Will always use as stun break.
Healing Signet: Will activate at 15% HP
Cow Finisher: Attempts to finish off downed player

Rally Mechanic
Cast War Banner: Resurrects Legendary Boss

(edited by Vlad.1739)

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Posted by: Vlad.1739

Vlad.1739

Guardian Anchor: Boon support rapid ranged attacks. Two weapon sets, a sceptre and a focus for damage and a staff for support. When swapping to staff will be teleported to a random location near the Boss.

Staff skills

Inspire: will grant protection to the Boss for 12 seconds
Gift of Power: 5 stacks Give might to all allies and protection to allies for 8 Seconds
Channel: wielding a staff the Guardian will channel a random boons and a small heal to allies.

Sceptre and focus.

Fast attacking slow moving projectiles with low damage
Occasionally casts a symbol with small radius on the ground dealing moderate damage grants swiftness to allies within for a small duration and heals.

Elite Empowerment: 1 minute cool down, will wait 1 minute before attempting to use this skill when the battle commences: Gains 30 stacks of resolve. While under the effects of resolve becomes immune to CC. While channelling will grant allies a moderate heal stack might. Being hit by Attacks reduces resolve.
.
Rally Mechanic
Gains Stability and protection begins reviving the Boss. Pushes foes when he begins resurrecting

Sharpshooter: longbow attacks designed to impair movement and area denial.

Auto attack: causes a 3 second cripple.
Explosive shot: A high arcing moderate damage attack should be dodged or move out of range.
Barrage: If Explosive Shot Deals no damage, the Sharpshooter will cast a ground AoE barrage of arrows instead of Explosive Shot on the next use barrage hurts. And will down a player standing in there for its duration.
Banner of Animosity: Medium to long cool down a 3 second cast. Deals heavy damage in small radius where planted. Medium to long cool down After 2 seconds begin a pulsing AoE damage in a 600 range for 10 seconds also Grants Fury to allies.
Fade Away: will shoot an arrow and dodge occasionally.

Rally Mechanic
Devastating Shot: Targets foes for Extreme Damage If a foe is downed the Boss Will [b]Gain Zeal: Zeal causes the Boss to knockback nearby foes and revive rapidly.

The Maverick: Transforms Into Mighty Forms. Designed to be a dangerous foe the Maverick can cause party wipes during its stronger transformations.

Cycles between Elite Skills
Rampage-One of the more dangerous forms if the other warrior is up they will stun chain a poor soul to death possibly
Lich Form
Tornado-Knock back nearby foes
Plague Form- alternates blind or cripple and weakness
Unstable Transformation: Casts various combo fields. Uses blast finishers. This a power play move and players should ideally concentrate on not standing on the rapidly cast low duration fields. Not all fields will deal damage. Fire field deals damage, Dark blinds, Lightning stuns when entering or leaving, Water heals allies.

Rally Mechanic:
Transform into a Wolf for 20 Seconds and gain protection. Absorb all damage dealt to allies and heals to full HP. Gains Howl summons a spirit wolf spirits that attempt to revive the boss low cool down.

Attacks cripple gains knockback leap on low cool down.

Some tips stacking defensive stats will not help you. You will not deal enough damage to overpower the sustainability of these bosses. Conditions can be just as effective as regular damage poison and snares greatly help your team. Stacking is not recommended but can be done to quickly burst down one of the Elite helpers. Prolonged stacking while all foes are up is not recommended. This is a battle of endurance and coordination.

I threw this together quickly but some curses could be revamped for better design and some more synergy between mobs can be generated.

(edited by Vlad.1739)

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Elrey, it would also be interesting if the bomb placed on the ogre could damage or create a debuff on the ranged boss.

Also, some kind of condition placed on players periodically that is only cleansed by staying at melee range of the ogre for 3-5 seconds.

Vlad, loved your ideas! What if the legendary hero creates a 15 second pulsing field, affecting all players and undodgeable/unblockable that, at the end of cast, removes all boons from each player. Each player takes 3500 damage per boon that got removed. (Each player takes damage acording to boons on their character, and not the total number of boons removed across all players)

(edited by Quickfoot Katana.8642)

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Posted by: Elrey.5472

Elrey.5472

I think the boss would be pretty good already without messing up with conditions. Honestly my suggestion of fight would be just a positional awareness challenge. The fight should be easy for pugs, not only for hardcore groups, but should be deadly if the group ignores the mechanics. It forces groups to think a bit before fighting and i like that.

ES Wiki Sysop. Vanquiser of the Marionette, Lover of the Aetherpath.
Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en español / Spanish raiding guides

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Posted by: Enaretos.8079

Enaretos.8079

I just remembered I had something somewhere for such a thread :

Naturally I’ll go for a new kind of fight, the kind that will be unforgiving for unprepared people, à la try and die.

Enemy race : crystallized Kralkatorrik minion.

Location : midboss in the destroyed lair of Glint.

Monster “type” : cross-species between a Charr and an Ettin, due to the crystallizing increasing its size enormously.

The fight :

> First phase : from 100% to 50% life left. The boss will attack with heavily charged skils, the kind of attacks an Ettin would use. Charging his attacks, each hitting violently the ground with heavy aoe damage (90% of a player’s HP). Naturally he’ll have something like 600 range for his club attack, meaning people must get behind him or dodge roll. He’ll also use the shockwave after hitting the ground with his foot, and do an aoe shockwave after a jump.

> Second phase : from 50% to 0% life left. After being hit through the first half of his life, he’ll have lost quite a bit of the protection his crystallized body offered him, but that also means he’ll have gotten lighter. He’ll thus start moving quite a bit, with rushing attacks like a risen abomination’s ones, but with a shorter wind up time. The anim before he charges will not be cast as slowly as the ones of the abom defending GL’s gates. There will be no blocking this attack : player must dodge or get out of the way.

> Third phase : from 100% (no armor) to 0% life left. After having hit the boss for quite a bit of time and having depleted his life bar, players will discover that it was only the crystallized armor they had been destroying. The monster will start acting like a Charr boss (CoF P3 endboss, I choose you !). His attacks will be really fast, with a lot of crowd control to force players to actively dodge. He’ll mostly attack like a warrior’s rampage’s form : quick rushing attacks followed by either a 2 sec stun or a heavy knockback. If he manages to stun a player, he’ll follow up with a barrage of clawing attacks, with each blow inflicting bleeding on the target. Players will also have to watch out for his aoe attack, we’re he’ll jump and hit the ground resulting in a wave of rocks.

Since the fight will happen in sands, there are also fun things that could happen, like quicksands forcing players to be mobile, storms blurring the screen like in the Snowblind fractal or even a cloaking in the storm technique for the boss, allowing him to teleport to a plyer for a quick backstab like attack.

This boss will be mostly melee, so melee is advised like always. I must work longer on this !

Snow Crows member since January 2014
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Posted by: Acerola.6407

Acerola.6407

That sounds pretty interesting, Enaretos, especially because I like the CoF P3 boss a lot. The only issue here would be his HP and too much CC. Both has to be reasonable as nobody wants to kill bosses with HotW-health pools through several phases.

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Posted by: Enaretos.8079

Enaretos.8079

Well, the CC would be dodgeable, think of the shield bash skill, which is super telegraphed and easily avoidable

About the HP, it could melt pretty fast, the pool in itself would be Lupi’s or a half more at the most.

Snow Crows member since January 2014
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