1. #1

    Boss Encounter Idea

    The Shadow Clone Master


    The Shadow Clone Master is a heroic only boss.
    Boss has 4 main abilities throughout the fight.
    2 Tanks are required.


    Clone – Everything that dies during the boss fight (including players and pets) are cloned. The clones cannot be killed. Resets and wipes do not remove the clones(only Darkness Falls removes clones) This means the more you wipe the harder the boss becomes.
    - Clone Strike – Clones hit for 4% health every 3 seconds
    - Clones are taunt-able

    Life Burst – Every minute The Shadow Clone Master will use Life Burst, instantly killing a minion of the enemy, if no minion is found, the Shadow Master will summon one from the darkness.

    Shadow Strike – The Shadow Master strikes the main tank very hard every 5 seconds, at the third strike two random debuffs appear on the tank. On the 5th strike, tank instantly dies.
    - Weak Opponent – The Shadow Master sees you as a waste of time, your threat is reduced by 25% for 15 seconds
    - Fear of Shadows – You go mad in the shadows, hurting yourself for 50% life over 15 seconds
    - Shadow Veil – A veil of shadows surrounds you reducing healing by 25% for 15 seconds.
    - Terrify – You become terrified of the Shadow Clone Master, reducing Runic Power, Rage, Holy Power and Chi regeneration by 25% for 15 seconds
    - Transfer – All debuffs on Shadow Clone Master are instantly transferred to the tank, doing 20% of the normal damage.
    - Trembling Shadows – You are unable to move, cast spells and attack at 25% decreased speed. After 5 seconds it jumps to a random party member. Lasts until 3 Party members(10 man), or 7 party members (25 man) are effected
    Darkness Falls – The Shadow Clone Master summons the shadows to engulf the room, blacking out everything, and summons Shadow People, that are lured to what ever light is in the room. All current Shadow Clones are wiped from existence, and the boss enrages, increasing damage dealt and speed of attacks. He is un-targetable unless he stands in the light of the torches. At the end of the phase 5 shadow clones spawn instantly. Every 1:30 seconds. Lasts 45 seconds
    - The only way to emit light is to use one of the torches from the beginning of the room.
    o Once a torch is lit the character holding it will gain the Light of Renewal buff
    • Light of Renewal – Healing, Damage and Threat are increased while the torch is lit. Lasts 45 seconds
    • Light Faded – Once the torch fades the player gains Light Faded debuff, not allowing them to lit another torch for the entire attempt
    o Only 10 torches are allowed to be lit per attempt.
    o A dying fire in a corner of the room lights the torches.
    o Lit torches, light a small area around the carrier. 15 yards
    - Shadow People – Non-taunt-able People that are lured to the light. They hit for very small amount of damage and have very low health, but they spawn extremely fast. If they hit the Torch Bearer 25 times, he drops the torch and the flame goes out.



    This fight is all about the execution of your tank swaps. Fight should be intense on healers and tanks.









    Summoner Gun-laz
    Gun-laz has 4 main abilities, Goolang has 4



    The fight is in two rooms. Room one hold Gun’laz, room 2 holds his pet Goolang. There are 2(10) or 6(25) teleports in the rooms. Throughout the fight, they become active for a short amount of time, and party members must use them to switch rooms. Gun-laz and his pet Goolang share a healthpool.


    Gun-laz
    - Mortal Strike – Strikes the tank, reducing healing by 5%, hits every 5 seconds. Stacks to 20.
    - Gun’laz curse – Gun’laz curses a random party member, in 15 seconds Gun’laz will reduce the healing, damage and health by 99%, unless the cursed switches rooms, before the 15 seconds is up. Uses every 25 seconds. Can’t be casted on a person with Teleport Nausea.
    - Ring of Water– Gun’las summons a Ring of Water 15 yards around the Teleports, slowing player’s movements, deals 4% damage every 2 seconds.
    Uses every 30 seconds.

    Teleport Active – Gun’laz enrages, increases damage by 10%, also activates all teleports. Uses every 30 seconds
    Teleport Nausea – Once a teleport is used, you can’t use another for 1 minute.



    Goolang
    - Healing Strike – Uses on the Tank, all over healing done to the tank, 5% is transferred to Goolang. Uses every 5 seconds, stacks to 20.
    Goolang’s Bane – Uses on a random party member, when the infected of the bane uses damaging spells, 5% of it is used on all party members in the room. If they used a healing spell, 5% of it is used to heal Goolang. Uses every 15 seconds. Removed when the player uses the teleport to switch rooms.
    Can’t be cast on a person with Teleport Nausea.

    Vomit- Goolang vomits, spewing acid on the entire raid. Damage is split between all affected. 250% damage. Every 45 seconds.

    Trap Animal – Goolang’s keepers set traps 15 yards around the teleports. 4 various trap will surround the Teleport.

    Poison(green) Trap – Infects the party member with crippling poison, and deals 150% health in 6o seconds.
    Ice(blue) Trap – The area around the trap is covered in frost, slowing enemies down by 70% and slows attack and casting speed by 15% for 30 seconds
    Fire(red) Trap - When triggered, the enemy is flung to the other side of the room, and leaves a fire trail behind them, lasts until they use the teleporter
    Transfer(yellow) Trap – Goolang’s Bane is transferred to the player furthest away from the trap, the effects of Goolang’s Bane are doubled.

    The traps will surround the teleport. You will hit one. The amount of each trap is varied per use of Trap Animal.


    The Living Machine
    The Living Machine is a microorganism. This organism enters and controls random teammates throughout the fight.


    Phase 1
    Phase 1 begins with the Living Machine controlling various trash mobs.

    Microbiologist
    Plague: The Microbiologist throws plague at random members of the raid, dealing 60% health over 15 seconds. Used every 30 seconds.
    Dirty Strike: The Microbiologist hits the tank with a poisoned weapon, decreasing healing gained by 25% for 60 seconds. Stacks 4 times. Once a person is healed with Dirty Strike, the poison is transferred to the healer.
    Dirty Strike Virus – The Transferred version of Dirty Strike, increases cast time of all spells by 10%, stacks 10 times, and lasts 25 seconds.

    Robot Helper:
    Whirlwind: The Robot helper whirlwinds around the room, deflecting all incoming spells to the caster, Lasts 10 seconds, used every 45 seconds.
    Oil Spill: The Robot Helper leaks oil, at every 10% health lost. Oil slows movement speed. Stays throughout the fight.
    Self-destruct: Once the robot reaches 5% health, he self-destructs dealing 150% damage to all raid members in 15 yards.

    Test Subjects
    Acid Slap: The Test Subject slaps the tank with a hand covered in acid. Eats away 10% armor, stacks 10 times, used every 45 seconds, lasts 50 seconds.
    Terror : The Test Subject screams with terror, inflicting all raid members with fear for 7 seconds. Used every 30 seconds.

    Brute
    Throw: The Brute grabs the tank and throws him from the nearest wall. Used every 45 seconds
    Smash: The Brute smashes the ground, having all Oil Spills to slowly drain into the smashed area.

    Living Machine
    Control: The mob the Living Machine controls increases their attack speed, casting speed, health, and damage. Also decreases all their cooldowns by 25 seconds.

    Phase 2
    Phase 2 begins when 5 Living Machine controlled adds die.

    Living Machine
    Control: The Living Machine now controls random raid members. Using key abilities of the class, and one key ability of the specialization. Decreases Cooldown times by 30 seconds, increases attack and casting speed, movement, and damage. Once its victim reaches 10% health, the Living Machine switches to a new one. The Living Machine takes 10% damage, per switch.

    Death Knight: Death Strike, Death Grip, Frost Fever, Necrotic Strike, Dark Simulacrum.
    Blood Specialization: Bone Shield
    Frost Specialization: Howling Blast
    Unholy Specialization: Summon Gargoyle.

    Druid: Cyclone, Cat Form, Rake, Nature’s Grasp, and Frenzied Regeneration.
    Balance Specialization: Solar Beam
    Feral Specialization: Tiger’s Fury
    Guardian Specialization: Survival Instincts
    Restoration Specialization: Lifebloom

    Hunter: Concussive Shot, Scatter Shot, Ice Trap, Deterrence, Snake Trap.
    Beast Mastery Specialization: Bestial Wrath
    Survival Specialization: Explosive Shot
    Marksmanship Specialization: Chimaera Shot

    Mage: Blink, Mirror Image, Polymorph, Ice Block, Spellsteal
    Fire Specialization: Pyroblast
    Arcane Specialization: Arcane Blast
    Frost Specialization: Frozen Orb

    Monk: Disable, Grapple Weapon, Jab, Spear Hand Strike
    Brewmaster Specialization: Dizzying Haze
    Mistweave Specialization: Soothing Mist
    Windwalker Specialization: Fists of Fury

    Paladin: Divine Shield, Avenging Wrath, Hammer of Wrath, Judgment
    Holy Specialization: Holy Shock
    Protection Specialization: Guardian of Ancient Kings
    Retribution Specialization: Divine Storm

    Priest: Psychic Scream, Power Word: Shield, Renew, Shadow Word: Death.
    Holy Specialization: Holy Word: Chastise
    Discipline Specialization: Penance
    Shadow Specialization: Vampiric Touch

    Rogue: Evasion, Sap, Recuperate, Sprint, Vanish, Blind
    Assassination Specialization: Mutilate
    Combat Specialization: Killing Spree
    Subtlety Specialization: Hemorrhage

    Shaman: Purge, Flame Shock, Grounding Totem, Hex, Fire Elemental Totem
    Elemental Specialization: Thunderstorm
    Enhancement Specialization: Feral Spirit
    Restoration Specialization: Earth Shield

    Warlock: Fear, Drain Life, Corruption, Curse of Enfeeblement, Life Tap
    Affliction Specialization: Haunt
    Demonology Specialization: Carrion Swarm
    Destruction Specialization: Immolate

    Warrior: Heroic Throw, Hamstring, Spell Reflect, Charge, Rallying Cry
    Arm Specialization: Mortal Strike
    Fury Specialization: Colossus Strike
    Protection Specialization: Shield Block


    Phase 3
    Once the living machine reaches 20% Phase 3 starts.
    The living machine, now takes a physical form.

    Choking gas: The room is filled with poisonous gas, dealing 5% damage per second.
    Green Pox: A Random raid member is affected by Small Pox, deals 5% damage per second. Reduces the healing to the target by 100%. Once the target is under 20% health, the Pox can be transferred to another member by touching. Only 1 Green Pox debuff can be on a target at a time.
    Flesh Eating Line: a line of Flesh Eating Bacteria now links 2 random party members. These 2 stacking will remove the line, everyone that touches the line will gain Green Pox debuff.
    Corpse Explosion: The Living Machine instantly destroys all corpses, preventing battle resurrections during this phase. Also dealing 60% damage to all within 15 yards of the exploded corpse.
    Last edited by Kelln12; 2012-07-03 at 04:11 AM.

  2. #2
    Deleted
    So if you dont kill it within 2 or more tries its imposiible?

    And the abilties are random, no synergies between them.

    Whats even the purpose of Darkness or torch?

    Better stick with playing wow , my friend.

  3. #3
    Quote Originally Posted by atrophis View Post
    Whats even the purpose of Darkness or torch?
    To disorient players. When Darkness Falls happen, everything in the room goes black. You can't see other raid members, the boss, the clones, not even your own character, until someone lights a torch, to emit light.

  4. #4
    Seems to be tank'n'spank with a ON/OFF light mechanic...

    But, where/how do you light a torch? And the ambient?

    The clone thing is just sick: "- Clone Strike – Clones hit for 2% health every 3 seconds". What about their aggro? Are they tauntable? Clones just keep hitting 2% HP/3 sec?

    Sorry dude, but it needs to be reworked.

  5. #5
    Deleted
    How are you supposed to learn the fight if it gets harder every time you wipe? The fight getting harder every wipe would mean sane guilds would only attempt it once per week, and waiting a week for resets only to have a stupid wipe would be incredibly frustrating.

  6. #6
    After reading the comments, Ive made things more clear, and improvements on the fight.

  7. #7
    Deleted
    Resets and wipes do not remove the clones.

    Very bad.

  8. #8
    Might have potential tbh. Thou a few things still needed:
    What is the suposed fight lenght?
    What is bosses hp?
    Please write more about how black phase works - can players be targeted by other players(their bars), will the boss and clones disappear, will they be attackable, without any flame active?
    Also like some people said, if adds dont despawn, and you are very lucky, with an average 6 minute fight you are looking at adds doing around 24k on offtank. If second attampt is equal then on third one itll be 48k per 3 second. On third atempt its 72k with average 24k per second. think most will give up at 5 given it's constant 40 every second. Not expert on healing, but imho that a pretty intense healing, just for offtank.
    Id suggest rethinking it to something like leaves one add up after a wipe. And even then you still need to adjust numbers, cause even thou it is ment to be a heroic only boss, but it doesnt mean you need to folow togc like system, where after some atempts you can't kill the boss.
    Maybe consider something like add reset or some sort, be it ingame, be it via hard/soft/"middle or daily" reset.

  9. #9
    Added a Clone "wipe" ability
    Also added more to darkness falls

  10. #10
    I don't see the point in the torches. If the shadow people have low health and hit for a low amount then why do we need a heal/dmg/threat buff during that phase to handle them? Unless that is, the buff is a strict 45 seconds and so you can game it to buff your raid at the 44 second mark with torches, hit lust, potions, 5/10 min cds, etc and go to town on the boss to zerg him down.

    If they're truly as wimpy as you state I'd just watch a timer for when darkness falls comes up, stack the raid, drop a healing rain and wait around for darkness falls to end. There needs to be a reason to kill them in black phase. Either their damage is big like zon'ozz's adds and killing them reduces raid damage or something even more severe such as if you do not kill them before the phase ends you get X more clones, the raid wipes, or w/e. This way you are forced to seek out torches and use them to find all of the shadow homies. Otherwise it seems to me that who gives a crap about the shadow people and whether we kill them or not? I'll just do my 44 second 10 torch group buff, hit lust, and cleave down the shadow people that walk over (if they even exist once black phase ends)
    <Guiles Theme Song> @ Magtheridon-US Horde 25m 8/8H recruiting for MoP!
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  11. #11
    Quote Originally Posted by Kardone View Post
    I don't see the point in the torches. If the shadow people have low health and hit for a low amount then why do we need a heal/dmg/threat buff during that phase to handle them? Unless that is, the buff is a strict 45 seconds and so you can game it to buff your raid at the 44 second mark with torches, hit lust, potions, 5/10 min cds, etc and go to town on the boss to zerg him down.

    If they're truly as wimpy as you state I'd just watch a timer for when darkness falls comes up, stack the raid, drop a healing rain and wait around for darkness falls to end. There needs to be a reason to kill them in black phase. Either their damage is big like zon'ozz's adds and killing them reduces raid damage or something even more severe such as if you do not kill them before the phase ends you get X more clones, the raid wipes, or w/e. This way you are forced to seek out torches and use them to find all of the shadow homies. Otherwise it seems to me that who gives a crap about the shadow people and whether we kill them or not? I'll just do my 44 second 10 torch group buff, hit lust, and cleave down the shadow people that walk over (if they even exist once black phase ends)
    Ah I knew I forgot something in this current form, but I found it and fixed it. Should be more interesting now.

  12. #12
    Well with your newest additions it seems better
    Dark phase execution seems abit like gamble(depending on adds spawn rate you might have to run as group while not even seeing where and when you run), even if torch spawn place is the same each and every time.
    It seems there will more or less be 5 clones up at all times (might reach 7 if times manage to match magically) so thats good as you can atleast make infinite number of attempts whith all of them being about equal in difficulty.
    The only thing i changed from whats left is that threat debuff.Seems rather out of place tbh as at least now threat only is important on the pull. Even later at tank swaps it most likely just means that the offtank with 4 debuffs goes away from new main tank and tries to taunt 3 adds in those 19 seconds he has. Even with 15% less generated threat i dont think itll be hard to keep them on him not to mention healers (as the other tank wont be tanking them). The very same threat thing wont matter in black phase also as by that time most tank will have a significiant lead and even if best dps gets a buff he/they wont ctach up.
    The only thing that pops to mind is to increase threat reduction and/or add an overall tank threat reduction. Second option is to make boss cast two debuffs at once rather then one. That way if you get no resources and no threat, it might get abit more fun. And on top if you add some overall threat reduction, then itll be ok imho. Will have to use your judgement when to attack, when to not attack and if you are attacking youll have to be watchfull on your resourses and know which button to hit when to not get overthrown by dps.

  13. #13
    Quote Originally Posted by Andaja View Post
    Well with your newest additions it seems better
    Dark phase execution seems abit like gamble(depending on adds spawn rate you might have to run as group while not even seeing where and when you run), even if torch spawn place is the same each and every time.
    It seems there will more or less be 5 clones up at all times (might reach 7 if times manage to match magically) so thats good as you can atleast make infinite number of attempts whith all of them being about equal in difficulty.
    The only thing i changed from whats left is that threat debuff.Seems rather out of place tbh as at least now threat only is important on the pull. Even later at tank swaps it most likely just means that the offtank with 4 debuffs goes away from new main tank and tries to taunt 3 adds in those 19 seconds he has. Even with 15% less generated threat i dont think itll be hard to keep them on him not to mention healers (as the other tank wont be tanking them). The very same threat thing wont matter in black phase also as by that time most tank will have a significiant lead and even if best dps gets a buff he/they wont ctach up.
    The only thing that pops to mind is to increase threat reduction and/or add an overall tank threat reduction. Second option is to make boss cast two debuffs at once rather then one. That way if you get no resources and no threat, it might get abit more fun. And on top if you add some overall threat reduction, then itll be ok imho. Will have to use your judgement when to attack, when to not attack and if you are attacking youll have to be watchfull on your resourses and know which button to hit when to not get overthrown by dps.
    I thought about it, went with your 2 debuff idea. Also added 2 new debuffs the boss will throw on MT.

  14. #14
    The clone idea could be interesting, although its been done before in small ways, i.e. enraged spirits on LK

  15. #15
    Added another fight idea, Summoner Gun'laz.

  16. #16
    Just added another really interesting fight. I think it would be a really interesting boss fight.

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