Design your own raid encounter!

Design your own raid encounter!

in Guild Wars 2 Discussion

Posted by: the noobiniser.7465

the noobiniser.7465

What is a kind of raid encounter you would want to see? point to other games, or just make up a wall of text: like i do here
I play a necromancer, so i will be focussing on what we would be able to do, since we are kind of left out in PVE now, feel free to ignore those parts.

1) Husk and teragriff encounter. This would effectively split the group in 2 parts, similarly to 2 dungeon groups. 1 boss would have a weakness to conditions(husk) and require debuffing and 1 boss would be weak to direct damage and require hard CC to counter. The bosses would be more dangerous the closer they get and also each have an attack that is devastating unless debuffed correctly.

Husk: Weakness: condition damage, like all husks
stampede: has a very low cd, and does devastating damage to the whole raid. does fatal damage when not debuffed. a Healing focussed build(lots of classes can do this)is necessary to survive even if correctly debuffed. weakness takes a chunk of it’s damage and chill increases it’s cooldown. Vigor is an alternative to chill since it increases dodge recharge. a condition necromancer specced to weakness/chill is a viable debuffer, combined with a guardian for slight healing, another example of a viable combo is a daredevil (weakness) and ele (chill and healing).

teragriff: Weakness: direct damage
charge: similar to the charges other teragriffs do, but this one is much more devastating, doing downs on everyone hit. Can be prevented by immobilizing the teragriff in the right moments. an aegis might also be a good alternative to survive the otherwise fatal damage. Any class that can immob while doing direct damage would be viable to cc this boss. This would however cause the 2 bosses to (maybe) get closer to eachother and get more dangerous.

2) Mordremoths bloom (looks similar to the silverwastes final boss we never really got to fight) This boss encounter would be more AOE and tank focussed. requiring a single person (valkyrie reaper/cavalier warrior/etc) to tank the blossom(by being the only one to attack it, the boss would also keep targeting the same person until that target is DEAD), being kept alive by teammates that occasionally drop a heal near him.
The boss would spawn various adds all around him that would require to be AOEed and CC’d down before they overpower the raid group.
The boss would occasionally do a devastating attack that requires the raid to go to one side of the room. Making the tank the only one to stay there, since the boss would turn around with him and kill the group if he would also change sides. The boss would keep casting this attack in rapid succession, this can only be stopped by breaking it’s break bar, making some of the other group members focus on finishing the break bar by CC-ing, some others on healing and buffing the tank, and a last group to burst down the adds and control those.
This would require AOE builds, CC builds, a single hard tanky build, and supporty builds that heal and provide various survival buffs. Each one of these roles can be filled by most of the classes.

What do yo think? What kind of encounter would yo like to see in GW2? what encounters did you like in other games?

Design your own raid encounter!

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Posted by: PopeUrban.2578

PopeUrban.2578

Multiple platform battle. Boss begins on the second top platform with the players, and a mass of elite+adds with ranged attacks are on the bottom.

The boss runs a fairly standard rotation of aoe dodging and DPS phases, and during the aoe phases the aoes that hit break the platform. The boss won’t directly engage anyone who doesn’t deal damage to him during the DPS phases, but has several cone and line attacks with long ranges (similar to the final shadow fight in LS2)

Players have boxes of hammers spread about which they must use to fix the platforms, and they must do so quickly, as beneath every hole in the platform, the adds at the bottom will grow vines/towers, and if these grow high enough to poke through, the adds at the bottom can climb them to enter the boss platform, and that hole can not be fixed again.

Thus, group 1 would be primarily responsible for DPSing the boss and keeping its attention away from group 2, and group 2 would be resonsible for supressing the ranged adds at the bottom and using the hammers to fix the floor so that the raid isn’t overwhelmed by adds from the bottom.

A perfect run wouldn’t allow any adds to enter the main platform, but the timing of adds coming up on the towers wouldn’t be so fast that allowing one or two to get through would be necessarily raid breaking, they’d just require group 2 to be ever-more split up as members owuld have to split off from protecting the hammer runners to keep the numbers of adds down.

At HP breakpoints the boss moves up a floor, firing a constant stream of floor breaking AoE attacks. During this phase the players must quickly build their own tower to climb up the hole in the next floor made by the boss when he climbed to avoid being overwhelmed by adds, as there’s no way to fix the floor fast enough under the never ending aoe barrage.

At the top floor, the boss no longer fires the floor breaking aoes, but gains invulnerability while the mass of adds from the previous floors crawl up nonstop through the holes. In this final phase the players must fight off the add swarms while avoiding the boss’s attacks, and deliver and deploy knockback charges delivered by an airship to knock the otherwise immobile boss further and further toward the edge of the tower they climbed up the inside of during the battle. Victory is achieved once the players knock the boss off the edge of the tower, and are treated to a cinematic of him falling to his doom, igniting in flames that creep up the tower burning all the structures. Then they get to glide off the top of the tower and escape the inferno and go collect loot.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Design your own raid encounter!

in Guild Wars 2 Discussion

Posted by: Setz.9675

Setz.9675

Would have hundreds of ideas but this would just turn into a big WoW raidstyled circlejerk and Im not looking forward to that.

anyway here goes nothing:

Scarlets headquarters raid:
-start in sewers due to infiltration with ellen kiel, marjory and co. there we find the unstable chaos ooze, this guy wields all 6 types of dragon magic and the room is also filled with items corresponding to these magic types. The ooze changes colours to the current magic he will be using, party needs to lure ooze to the opposing magic in the room. ooze explodes at 75/50/25% into 10-50 smaller oozes, these oozes need to be pulled to the correct magic to stabilize it. During the fight players periodically get unstable magic debuff and explode (full carnage, no rez) + deal raidwide dmg if they aren’t at the correct magic beacon in time.

Scarlets defense line: Holo security fight -adds/laserbeams/etc etc

Scarlets laboraty: Mix/match between tyria’s races which becoming monstrositys. The combos we saw in scarlets hideout under durmond priory which where crossed out.

Scarlet’s luitenants: Krait boss, molten boss, aether boss.

Scarlet’s resurrestion chamber: A big tree in the center of the room with 100s of scarlets hanging from it, some incomplete others not. We deactivate the machinery controlling the tree, scarlet wakes up and we get to kill her over and over untill satisfied.