Dungeon, Wizards Tower (only bosses so far)

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Infamous Darkness.3284

Infamous Darkness.3284

First Boss Path 1 Tesla coil

Location: a medium sized square room with water on one side and land on the other.

Abilities:

1) charged gauntlets: basic cleaving autoattack that hits up to three enemies, each hit does confusion (2 stacks 12 secs), and 3 seconds of blind and the 1st and second hit, the third hit is a 1.5 second stun.

2) Magnetic wave: pulls all enemies in the room to Tesla coil 0.5 second windup.

3) mine field/detonate mines: Scatters 8 mines (each having a 500 blast radius) when each does moderate damage, removes all boons and knocks back. uses detonate mines 1/4 of a second after Magnetic wave if any enemies are pulled but can use it at other times as well.

4) Rocket boots: at 50% health Tesla coil removes all conditions and rockets into the water section of the arena.

5) Electrify water: at 25% health anyone in the water including Tesla coil takes 350DPS (if no enemies are in the water Tesla Coil will reset)

6) Scatter mines: throws out 3 mines in an spread form (just like the engineer scatter mines skill) each mine does massive damage, hit by 2 or more likely to be downed or defeated.

7) Grappling: pull one foe to Tesla coil immediately followed by Scatter mines.

8) Net Wall: just a 2X version of engineer Net Wall

Second Boss Path 1 Justiciar Noilbah (couldn’t think of a good original name so its just hablion backwards)

Location: a medium sized square room with water on one side and land on the other.

Abilities:

1) Decimate: basic attack does moderate and cleaves stacking 5 stacks of bleed for 15 seconds with each attack.

2) Gillotine: does 4% of foes health in damage per stack of bleed on them, removes all stack of bleed when used.

3) You’re all alone: teleports to lowest health foe applying 10 stacks of bleeding and immediately followed by Gillotine

4) Blade Frenzy: a whirlwind type of attack like warrior axe 5 but with double the radius, does moderate damage and applies 14 stacks of bleed every second for all foes who remain in range.

5) Merciless: once below 15% health all damage done by Justiciar Noilbah returns to him as health.

Final Boss Path 1 Councilor of the Ten

Location:

Large circular room similar to the room you fight lupicus in arah. 5 (normal) human necromancers spawn around the room in a pentagon formation (each 900 range apart) when the fight starts, if killed one will respawn every 7 seconds. the only skill they know and will frequently is epidemic.

Abilities:
1) shallow grave: recharges whenever a foe is downed, skill targets downed foes poisoning, and 2 seconds afterwards dealing 100K damage if foe remains in the downed state

2) putrid detonation: If shallow grave kills a foe you can now use putrid detonation which does 15K damage in 700range around the body of the defeated foe instantly.

3) Plague: range 1700 target foe receives poison (20 secs), 5 stacks of bleed (15secs), 3 stacks of torment (12 secs), 2 stacks of confusion (10 secs), burning (7 secs), fear (2 secs) (immobilized for one second when fear ends), Weakness (17 seconds), Chill (7 seconds), blind (3 secs), and Cripple (13 secs). This skill is The councilor’s main form of damage and is usable every 8 seconds.

4) feast of corruption: Heals for 12500 for every condition on an enemy in the room (maximum of 350K) 15 second recharge.

5) grasping earth: basic attack immobilize target for 2.5 seconds and give yourself protection for 3 seconds 2500 damage.

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

(edited by Infamous Darkness.3284)

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Infamous Darkness.3284

Infamous Darkness.3284

First Boss Path 2 Deepwood Sniper

Location: a medium sized wooded area, similar to the orchard area in all southern borderlands.

Abilities

1) Spirits of nature: 4 spirits around the arena each with a Million health and guarded by a single champion animal.
a) Spirit of Brambles: Each second an enemy moves while in this are they take 200 condition damage
b) Spirit of Exhaustion: Endurance recharges at 1/2 its normal rate.
c) Spirit of Darkness: All attacks by foes have a 25% chance to miss.
d) Spirit of Dread: Whenever enemies use an ability they take 550 damage

2) Smoke trap: when enemy hits this room is filled with smoke for 35 seconds, visibility is reduced to maximum of 150units, and blind is applied every 8 seconds for 2 seconds.

3) Flashing Blades: Deepwood Sniper becomes harder to hit, gaining 35% chance to dodge/block, if enemy has Deepwood Sniper targeted and misses an attack they take 250 damage.

4) Enraged: If any of the nature spirits are attacked Deepwood Sniper gains 50% attack speed and 105 extra damage on each attack.

5) True shot: basic attack, deals low-medium damage and cripples target for 5 seconds.

Second Boss Path 2 Aquila shield of Isgarren

Location: a pentagon shaped room with 3 entrances all located in North, North Eastern, and North Western areas of the room.

Abilities:

1) Righteous Flames: all enemies farther than 500 range away from Aquila shield of Isgarren are set on fire for 5 seconds. The ability is always active.

2) Dual shields:
a) Sharpened edges: moderate damage, unless foe is stunned or dazed then it is massive damage.
b) blunt force: basic attack low damage, each hit stuns target enemy.
c) Electrify: blocks next attack doing moderate damage and dazing target for 3 seconds.
d) Magnetic Inversion: can be used to pull enemies in or push them away.
e) Skull crush: 1 second channel that finishes any downed enemies.

3) Drain: Steals 7500 health per second continuing until target is defeated or Aquila shield of Isgarren is interrupted.

4) Real Power: all boons applied to enemies are immediately stolen and given to Aquila shield of Isgarren.

5) Hammer of Justice: at 60% health Aquila shield of Isgarren summons 3 hammers of wisdom one entering through each of the northern entrances all hammers basic attack daze enemies, every third attack is a knockdown.

Final Boss Path 2 Minister Harry Copperfield (lazy name combining David Copperfield and Harry Houdini)

Location: Octagon shaped room

Abilities:

1) Catch me if you can: at the beginning of this fight Minister Harry Copperfield summons one of each of these, Phantasmal Rogue, Phantasmal Defender, Phantasmal Warlock, Phantasmal Warden, Phantasmal Swordsman, Phantasmal Mage, Phantasmal Duelist, Phantasmal Berserker. each phantasm has the same amount of health as Minister Harry Copperfield, but the Phantasmal Defender takes half of the damage that any of the other phantasm takes.

2) Mimic: Minister Harry Copperfield uses transforms into a duplicate of one of the phantasm he summons, all phantasms look the same as Minister Harry Copperfield aside from the weapons they are using may differ. Minister Harry Copperfield will only activate this skill when invisible.

3) Switch-a-roo: Minister Harry Copperfield uses mass invisibility, and while invisible uses mimic, he may also exchange health with the phantasm he just mimicked.

4) End of the Show: at 5% health Minister Harry Copperfield uses Switch-a-roo, and Mimic, he and all phantasm change to one type of phantasm. (this ability can only be used once.)

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

(edited by Infamous Darkness.3284)

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Infamous Darkness.3284

Infamous Darkness.3284

First Boss path 3 Brutus shadow blade

Location: medium sized room set up like a rock garden.

Abilities:

1) Let the hunt begin: permanent effect on Brutus, constant super speed, immune to chill, fear, immobilize, and cripple.

2) Critical agility: each time Brutus shadow blade critically strikes an opponent his attack speed increases by 15% (maximum 200% bonus attack speed)

3) Critical defenses: While attacking Brutus shadow blade gains 75% chance to block incoming attacks.

4) Critical healing: Each time Brutus shadow blade critically strikes an opponent he regenerates 1% of his total health

5) Death Defying: at 25% health Brutus shadow blade gains a permanent fury buff. at each 25% Health marker (75%, 50%, and 25%) Brutus shadow blade must be knockdown, interrupted, ect. before he can continue taking damage.

6) Very low health pool possibly 60K health.

Second Boss Path 3 Isgarren’s creation (large multi-element attuned elemental)

Location: Square shaped room with a low hanging ceiling (Isgarren’s creation can instantly move any part of its body to any surface of the room including the ceiling)

Abilities:

1) Grasp: Uses entangle on all enemies in the room but the same roots that entangle also have the bonus effect of acting like Volatile Blossoms in the extra damage and poison they cause.

2) Dragon tooth: used to follow up Grasp doing massive damage and burning the target if hit.

3) Biting Wind: Send out a ripple type effect that Chills and dazes all foes hit, if dodged (invul, blocked, ect.) enemies are still chilled but for only 5 seconds rather than 10.

4) Ice Spikes: shoots a circular wall of ice spikes out in every direction from the center of the room doing moderate damage.

Final Boss Path 3 Isgarren

Location:

small circular (1000 unit across room) must be in the room to start the fight once all party members enter the room Isgarren becomes hostile and the door close behind you.

Abilities:

1) Arcane Barrage: Fires purple beams of light to every corner of the room that quickly move towards the center of the room (if hit by these beams you lose all boons and become encumbered 6 seconds) each beam does a small amount of damage but if hit by all beams while in the center of the room you will go straight to defeated.

2) Heavy Gravity: send out a quick moving ripple that must be jumped to dodge it, if not dodged it does medium damage and slows all target attack speed by 65% for 12 seconds.

3) Arcane Shield: instant cast on 25 second recharge, blocks next enemy attack and does massive damage to all enemies in melee range.

4) I summon the Storm: at 50% health Isgarren summons 2 tornadoes that move counterclockwise around the room making half the room at all times a no go zone without stability, the tornadoes will always be on opposites sides of the room of each other moving at the same speed a play in combat without swiftness moves, until Isgarren hits 25% health, then the tornadoes gain swiftness. Each hit does moderate damage.

5) Drop: shoots all enemies up into the air and drops them back down, dealing 25% of their health in falling damage if no fall damage reduction trait was taken. Isgarren will use this ability Immediately after enemies are hit by Arcane shield to finish them off, but will also use it at other times.

6) Contingency Plan: at 10 percent health Isgarren turns all areas of the room not effected by tornadoes into muddy earth crippling all foes who move into it, if in the muddy earth for more than 5 seconds enemies become immobilized for 2 seconds. Isgarren also summons a Shield of fire around himself that lasts for 20 seconds, all damage done to him at this time is also done back to his attacker. Once shield of fire ends Isgarren pushes all foes 200units away from him and summons an ice wall to use as a barricade (there are six pieces that form a hexagon around Isgarren each one has 5000 health.)

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

(edited by Infamous Darkness.3284)

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Infamous Darkness.3284

Infamous Darkness.3284

Tried to make one boss based loosely on each profession, Isgarren’s creation was an extra. Basic lore to bring you to this dungeon would be after Investigating Brisban with Marjory and gang, you find information about missing person reports that seem to lead to the Wizards tower, that were being covered up by the ministry. While going through the tower you could find connections between Isgarren and the earth elementals the centaurs were using against Divinities Reach, and Isgarren’s relationship with the white mantle/mursaat/bandits.

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

(edited by Infamous Darkness.3284)

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Infamous Darkness.3284

Infamous Darkness.3284

Reserved #4……….

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Miku Lawrence.6329

Miku Lawrence.6329

We’re roleplaying imaginated fights in dungeons forums now. I feel so sorry for the time and effort you’re putting into it.

Snow Crows [SC]

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Lilith Ajit.6173

Lilith Ajit.6173

We’re roleplaying imaginated fights in dungeons forums now. I feel so sorry for the time and effort you’re putting into it.

Aw Miku. I’m actually enjoying this. RP ftw.

Keep going infamous!

[ARES]
And all who stood by and did nothing, who are they to criticize the sacrifices of others?
Our blood has bought their lives.

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Rym.1469

Rym.1469

Big no no for any techno in future content, especially Asuran/Aetherblade (Charr one is allright). We’ve already had enough.

Also, there’s no point in writing boss schemes. Little will even read it and since mechanics are already posted, there’s no chance it can be implemented in game.

If you plan to design content with more focused view like particular dungeons, bosses etc. you’re better just sending it to ANet, not posting on forums. It will get lost in QQ anyway

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Infamous Darkness.3284

Infamous Darkness.3284

Big no no for any techno in future content, especially Asuran/Aetherblade (Charr one is allright). We’ve already had enough.

Also, there’s no point in writing boss schemes. Little will even read it and since mechanics are already posted, there’s no chance it can be implemented in game.

If you plan to design content with more focused view like particular dungeons, bosses etc. you’re better just sending it to ANet, not posting on forums. It will get lost in QQ anyway

I’m guess you’re talking about Tesla Coil, which is supposed to be the name of a human boss monster using something along the lines of THIS It could be something else instead, but considering engineers already use static discharge (this boss was supposed to be somewhat modeled after the engineer class) I felt that electrically charged gauntlets were right up the same alley of technology as what is already available.

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

Dungeon, Wizards Tower (only bosses so far)

in Fractals, Dungeons & Raids

Posted by: Sublimatio.6981

Sublimatio.6981

I am also sick of any magitech/technology in the game. I want some magic, ancient magic, mysteries, sorcery. Asuras are FAR too influential in the game (basically we can give them credit for EVERYTHING, zhaitan defeat, ebonhawke survival, scarlet, aetherblades, mists travel etc etc)