Sooo let's give mine a try...
Forgehold Annaihilon, Outland (WIP)
With the forces of Deathwing and the Shadow Council brought down the Heroes of Azeroth are required to join forces to face off against the Burning Legion. Sargeras' remaining general, Kil'Jaeden, has set up an outpost upon the broken world of Draenor / Outland, using this location to easily infiltrate the world of Azeroth through the use of the Dark Portal. As the fires of hell approach the fragile world with such haste, Adventurers of the Horde and Alliance must gather and venture fourth to the Legion Conclave within Shadowmoon Valley and put a stop to Kil'Jaeden's schemes and destroy their outpost before their numbers can invade Azeroth.
The Legion Conclave is a six boss Raid that contains a secret seventh boss if the prerequisites are met, but also becomes a two-boss encounter if done on the Heroic setting. The six standard bosses are; Varedis <The Legion's Edge>, Kael'Thas Sunstrider <The Legion's Force>, Negatron <The Legion's Might>, The Nathrezim Syndicate, Garrosh Hellscream <The Legion's Rage>, and finally Xavius <The Legion's Grasp>. The seventh secret boss is Talgath <The Legion's Shadow>. The second boss of this HC encounter is... Ah, read on if you'd like to find out!
NOTE: Numbers that are split with slashes (e.g. 2/5/7) dictate that value for the raid difficulty (LFR/Normal/Heroic)
Boss 1: Varedis, The Legion's Edge
Phase 1: 100% Health
- Warglaive of the Legion: With every successful strike, Varedis gain a "Legion Flame" stack. Stacks up to 100.
- Legion Flame: Varedis deals extra felfire damage for each stack of Legion Flame.
- Fel Nova: When Legion Flame gains 100 stacks Varedis unleashes a raid-wide nova of Felfire that deals 30%/50%/70% of players' max health felfire damage. Removes all stacks of Legion Flame.
- Bane of Azeroth: Varedis fixates his strength of 1/2/3 different races of Azeroth, dealing 100% extra damage with all attacks to players of that race. Casts 10 seconds after entering combat. Races are switched every 20 seconds.
- Immolation Aura: Varedis deals felfire damage to anyone who is within 5 yards of him. Lasts 10 seconds. Casts every 20 seconds after Nether Aura.
- Nether Aura: Varedis absorbs all incoming spell damage, gaining 1/2/3 stacks of Legion Flame for each spell absorbed. Lasts 10 seconds. Casts every 20 seconds after Immolation Aura.
- Evasion: Varedis has a 50% chance to dodge attacks, regardless of hit-rating. Lasts for 10 seconds. Casts every minute.
Phase 2: 60% Health
- Metamorphosis: Varedis transforms into a demon, increasing all felfire damage dealt and gaining new abilities in addition to his Stage 1 abilities.
- Chaos Eye Blast: Varedis targets a random ranged damage or healer, hitting them for shadow damage every second for 6 seconds. (Normal: --And deals the same damage to all allies within 10 yards of the target) (Heroic: --And deals the same damage to all allies in the path of Chaos Eye Blast). Casts every 20 seconds. Casts immediately after Armageddon finishes.
- Armageddon: Throwing his warglaives to two opposite towers, Varedis marks three random circles on the floor every 3/2/1 seconds, which erupt into explosions three seconds after appearing. Varedis cannot attack but can still be damaged while channeling. Lasts for 12 seconds.
Phase 3: 20% Health (HEROIC ONLY)
- True Armageddon: At 20% health Varedis continuously channels Armageddon, causing five random circles on the floor every second that explode 2 seconds after appearing. Varedis cannot attack but can still be damaged while channeling.
So Varedis is the first boss and thus isn't exactly... complex. Or maybe he is a little? Either way he's rather straight forward. The first thing to note is he has a very fast attack speed.
He has two key abilities. His first key ability is the Warglaive of the Legion tree, which enables him to empower himself and deal mass AoE damage, which stacks ramp up quickly due to his fast attack speed; roughly two to three swings every second, meaning he can get around 100 stacks every 20 seconds. His other key ability is bane of Azeroth which can deal extra damage to certain races in the group; If the chosen race is a tank then the second tank must taunt. If the tanks are the same race and that race is chosen, "you're gonna have a bad time". Varedis will never choose two different races who are the top 2 on the threat table, meaning that both tanks should never be chosen unless they are the same race.
His Auras always switch from one to another every 25 seconds. While under Immolation Aura all melee classes will be taking fire damage every second, which healers can AoE heal through, or to save mana the melee DPS can move away from the aura during the 10 second duration. If the DPS is affected by Bane of Azeroth it is suggested to move. Nether Aura means that spellcaster DPS must stop damage or else they risk him stacking Legion Flame too quickly. DoTs will drop off as soon as he casts, but DoTs cast afterwards will stay, to which each tick will be absorbed and converted into Legion Flame.
Phase 2 adds some more mechanics though nothing spectacular on LFR. His felfire damage is increased and he gains Chaos Eye Blast. On normal it is vital that ranged classes spread out away from other players, while Heroic they must spread out in such a way that there are no other players in front of them. However, with Armageddon, it makes the re-positioning much harder. Armageddon itself is fairly simple to avoid, much like Mannoroth's ability from Well of Eternity.
Phase 3 is heroic only and thus is much more of a threat. Each explosion does ~40% of a DPSer's health, meaning that three fails = you die. Healers who are careful can supply AoE healing or even single target healing, while classes that can self-heal should be fine. Range with mobile casting spells/talents should be able to survive while dealing good damage.
Boss 2: Kael'Thuzad, The Legion's Force
Picture done by me. Yay.
Phase 1: 100% Health
- Pyroblast: Kael'Thuzad's main attack. Deals a large amount of fire damage to the target and inflicting them with a stack of Pyro Burn. 2 second cast time.
- Pyro Burn: Target is vulnerable to fire damage, taking 10% extra fire damage from all sources. Lasts for 10 seconds.
- Mage Orb: Kael'Thuzad summons a random orb every 25 seconds. Casts 10 seconds after entering combat. Lasts until destroyed.
- Flame Orb: Flame Orb deals raid-wide AoE fire damage every second until destroyed. With each eruption, it increases fire damage dealt to all players by 3%/5%/10%.
- Frost Orb: Frost Orb deals raid-wide AoE frost damage every second until destroyed. While active, Frost Orb reduces casting time, attack speed, channeling time, Dot/HoT ticks and movement speed by 30%/40%/50%)
- Arcane Orb: Arcane Orb deals raid-wide AoE arcane damage every second until destroyed. While active, Arcane Orb reduces spell damage dealt by 30%/60%/90% and drains all players' mana by 3%/5%/10% every second.
- Gravity Lapse: Kael'Thuzad causes a gravity lapse that flings all players into the air. Lasts for 15 seconds. Casts every 30 seconds.
- Gravity Sphere (Normal/Heroic only): Four gravity spheres follow random players while dealing arcane damage every second within 10 yards. Lasts until Gravity Lapse is cancelled.
- Vortex (Heroic Only): Every three seconds the Gravity Sphere will pull all players 15 yards from it to the center of it.
- Fel Sunder: While under Gravity Lapse players can activate three switches to overload Kael'Thuzad with fel energy to give him the Fel Sunder debuff, releasing his phylactery and causing him to stop casting Pyroblast while under Phylactery Vulnerability. Lasts until Gravity Lapse is cancelled.
- Phylactery Vulnerability: The phylactery randomly floats around the room, becoming targetable and sharing Kael'Thuzad's current health. Damage dealt to the phylactery is increased by 200%. Lasts until Fel Sunder is cancelled.
Phase 2: 50% Health
- Soul of Kel'Thuzad: Kel'Thuzad's soul now dominates Kael'Thas' body and gains a stack of Lich Chill every 10 seconds, as well as having newer abilities. Occurs immediately when Phase 2 starts.
- Lich Chill: Kael'Thuzad gains 5% increased frost damage per stack.
- Frost Bolt: Kael'Thuzad's main attack. Deals frost damage to targetted player and reduces movement speed and attack speed by 30%/40%/50% and inflicts Internal Freeze. 2 second cast time.
- Internal Freeze: When a player reaches 5 stacks of Internal Freeze they freeze into a block of ice, afflicted with Ice Tomb. Lasts for 6 seconds.
- Ice Tomb: Kael'Thuzad will encase 1/2/3 furthest players in a block of ice, dealing 3%/5%/7% of their maximum health in frost damage per second but reduces all other damage to 0. Lasts until destroyed. Can be inflicted upon through Internal Freeze. Casts every 30 seconds.
- Ice Barrage: Kael'Thuzad will turn to a random direction and launch multiple frost bolts in a cone, inflicting frost damage every second for 8 seconds. Targets hit are afflicted with Internal Freeze per attack. 1 second cast time.
- Frost Explosion: Kael'Thuzad casts this after every third Ice Tomb. Charges an explosion of ice that kills anyone not behind an Ice Tomb. 10/8/6 second cast time.
- Chains of Ice (Normal/Heroic Only): Kael'Thuzad pulls all players not inflicted with Ice Tomb to his location immediately after Ice Tomb and before casting Frost Explosion.
- Serve in Death (Heroic Only): Kael'Thuzad immediately raises any player killed by Frost Explosion into his servitude. A raised player has their size increased by 100%, damage increased by 200%, and healing increased by 500%.
- Lose Control: While casting Frost Explosion players can activate three switches to overload Kael'Thuzad with fel energy to give him the Lose Control, releasing his phylactery and causing him to cancel Frost Explosion, stunned, and gain Phylactery Vulnerability. Lasts for 16
- Phylactery Vulnerability: The phylactery randomly floats around the room, becoming targetable and sharing Kael'Thuzad's current health. Damage dealt to the phylactery is increased by 200%. Lasts until Lose Control is cancelled.
Phase 3: 20% Health (HEROIC ONLY)
- Frostfire Bolt: Kael'Thuzad constantly fires frostfire bolts at the main tank, each attack causing the target to recieve increased frost and fire damage by 10% per stack. 1 second cast time. Stacks last for 3 seconds.
- Phoenix Order: Kael'Thuzad begins the phase by summoning 3 Phoenix'. Each phoenix will chase a random healer or DPS target, leaving a trail of fire that stays until the Phoenix is destroyed. The pheonix will explode on contact with their target, killing them and dealing massive AoE raid damage as fire. Casts every 15 seconds.
- Mana Bomb: Kael'Thuzad deals arcane damage to 2/4/7 random mana users and arcane damage to players within 10 yards of those targets equal to 20%/30%/50% of their maximum health and draining 10% of their maximum mana. Casts every 10 seconds.
- Frostfirearcane Orb: Casts immediately after the third Mana Bomb. Kael'Thuzad creates a large orb that deals raid-wide fire, frost and arcane damage every second until destroyed. Each tick inflicts players with a stack of Pyro Burn, Frost Burn and Arcane Disruption. When destroyed it causes Phylactery Vulnerability.
- Pyro Burn: Increases fire damage taken by 10% per stack
- Frost Burn: Increases cast time, reduces movement speed and attack speed by 10% per stack
- Arcane Distortion: Reduces your maximum mana and mana regen by 10% per stack
- Phylactery Vulnerability: The phylactery randomly floats around the room, becoming targetable and sharing Kael'Thuzad's current health. Damage dealt to the phylactery is increased by 200%. Lasts for 15 seconds.
I know what you're thinking. Tempest Keep? Magister's Terrace? Naxxramas? Naxxramas AGAIN? All mere setbacks! The Legion has taken Kael'Thas' body and has merged it with Kel'Thuzad's phylactery to create this; a somewhat living, powerful, immortal mage/necromancer lich.
Phase 1 is considered "Kael'Thas" phase. Kael constantly fires Pyroblast at the aggroed tank, however after every 5th stack the other tank must taunt lest the main tank be overwhelmed with Pyro Burn stacks. Each orb must be DPSed down quickly, with casters focusing on Frost and Fire orbs when spawned, although melees and hunters must down Arcane orbs due to reduced magic damage. Gravity Lapse works like MgT almost to a T (acronym joke), except the orbs can pull you in on normal and heroic. While under gravity Lapse three players can "fly" to three switches on three columns to inflict Fel Sunder.
In Phase 2 it switches to the "Kel'Thuzad" phase, where he deals increased frost damage every 10 seconds, effectively making this phase a DPS race. As with phase 1, tanks must taunt off one another to avoid gaining five stacks and getting Ice Tomb'd. Ice Barrage works the same effectively, just in a channelled cone. Ice tomb's manual effect hits three random targets, but always hits one tank, and must be broken out of quickly before the damage kills them.
Frost Explosion is the most dangerous ability due to its instant kill ability unless players hide behind an ice tomb or pulls the three levels. How? Each of the furthest players must stand right next to a column with a switch and wait to be frozen. Then, three players must jump ON TOP of an Ice Tomb and pull the switch that way. This will cause Kael to Lose Control.
Phase 3 is heroic only once again. Becoming one, Kael'Thuzad becomes exactly what he is. Kael constantly spams frostfire bolt quickly on the tank and, like befor,e must be taunted occasionally. He also starts with three Phoenix' that leave a trail of fire that damages players while chasing a player. Players who are chased and caught get killed outright and large raid-wide damage is issued; these Phoenix' must be kited and range DPSed down. Phoenix' will only target one tank at a time if a tank is chosen.
At the same time Kael uses mana bombs to create his Firefrostarcane orb, which sits floating and deals large AoE damage. The orb must be DPSed down quickly before it overwhelms players and, when killed, unleashes the phylactery for a final beating. Hopefully.
(TBC...)