1. #1

    Grommash Raid Boss Encounter (FANMADE!) [Fixed]

    Hello guys and girls!
    I thought it would be a fun project to make my own World of Warcraft Raid Boss, and I thought;"Hmm, we never really got to see Grommash fight properly, so why not make him into a boss?". This has been a super fun project that has taken a considerable amount of time and I hope you'll enjoy this read. I sure did.

    DISCLAIMER: I am -NOT- Blizzard, the numbers you will see below are tuned as best as I could, some are probably OP, and some are probably undertuned, this was not the focus of my work, rather, the abilities and how the encounter works together was. I hope you'll understand this. This encounter does not specifically tie into the current lore of Draenor, seeing as Grommash is NOT the final raid boss there, rather, Archimonde is.

    Feedback is GREATLY appreciated! Point out my mistakes. Does it suck? TELL ME, Do you like it? TELL ME! Was it "too long, didn't read", ok, that's understandable, but really, it's a great read.

    Love,
    Jaki
    __________________________________________________________________________________________ __________________________



    Rage:
    Grommash will gain rage throughout the fight, this will enable him to use more powerful abilities.

    Cleave: @25 Rage (3 second cast time)
    Grommash cleaves the air, sending a shockwave towards a random location.
    The shockwave deals 420,000 damage to all players standing in it and slows their movement speed by 50%.
    *On Mythic Difficulty, two shockwaves appear at the same time.*

    Sweeping Strikes: @50 Rage *Healer Alert*
    Grommash's normal physical attacks strike nearby enemies, dealing a fraction of the original damage.

    Disintegration Turret: @75 Rage *deadly*
    Grommash calls for a Disintegration Turrent.
    Tar Blast: (4 second cast time)
    Shoots a ball of tar at the targeted location, exploding for 30.000 on impact to those standing within it and rooting all targets within 8 yards.
    Ignite:
    After 5 seconds of Tar Blast being cast, the Turret will ignite the tar, dealing 350,000 Fire Damage on impact to anyone standing in the Tar
    and 80.000 to those standing outside of it, applying Burning Flesh. If no one stands in the Tar when Ignited, it will explode for 750,000 Fire Damage to all players.
    Burning Flesh:
    Deals 120,000 Fire Damage to players within 5 yards for 6 seconds. If dispelled, Burning Flesh will explode for 280,000 Fire Damage to all players.

    Discharge: @100 Rage
    Grommash discharges all stacks of Fortification, Empowered and Morale Boost, triggering different effects based on what effect is discharged and reduces Grommash's Rage back to 0.

    Bloodlust:
    When Grommash reaches 20% Health he will gain Bloodlust, increasing his damage dealt by 30% and his attack speed by 15%.



    (100%)


    Explosive Weapon Splinter: *tank alert* *deadly*
    Grommash thrusts a Weapon Splinter into the targets body that explodes after 6 seconds, dealing 600,000 Physical Damage to the target,
    applying Flesh Wound, aswell as doing 450,000 Physical damage to all other players. The damage decreases the further away you are from the target.
    Flesh Wound:
    Increases the damage taken and done from Weapon Splinter by 200% for 25 seconds.

    Warsong Defender: *Damage Dealer Alert* (One Warsong Defender is active with the boss at the start of the encounter)
    Warsong Defenders will come to Grommash's aid during the fight. (First phase only)
    Healing Surge: [2 second cast] *interruptable*
    Heals Grommash for 15% of his total health.
    Fortify:
    Grants 1 stack of Fortification every 3 seconds, reducing Grommash's damage taken by 5% per stack,
    when Grommash reaches 100 Rage, he will discharge Foritification, dealing 30,000 damage per stack to all players,
    gaining 15% Attack speed and taking 50% more damage for 10 seconds.
    Molten Armor: *healer alert*
    The Shaman's armor seethes whoever attacks it, applying Seething Wounds to the target for 6 seconds, this effect stacks up to 5 times.
    Seething Wounds:
    1{Deals 6,000 fire damage per second
    2{Deals 12,000 fire damage per second
    3{Deals 18,000 fire damage per second
    4{Deals 24,000 fire damage per second
    5{Deals 30,000 fire damage per second


    Defensive Totem: *Important*
    When a Warsong Defender dies, it will drop a Defensive Totem that can be picked up by players,
    the totem lasts for 2 minutes. Only 1 player may possess a totem at any time
    Protective Barrier:
    Shields all players within 6 yards from 70% of all damage for 4 seconds, applying Magic Fatique.
    Magic Fatique:
    Unable to benefit from Warsong Totem effects for 35 seconds.

    Massive Strike: *Deadly* (5 second cast)
    Grommash prepares a massive strike, dealing 720,000 Physical damage to all players.

    Warsong Saboteur: *Damage Dealer Alert*
    Warsong Saboteurs will aid Grommash throughout the fight
    Plant Bomb:
    The Saboteur plants a Bomb on a random player that will explode for 200,000 damage to all players after 6 seconds, if not disarmed.
    Mine Field:
    The Saboteur plants a mine on the floor. If triggered, it will explode for 120,000 Fire Damage.
    *On mythic difficulty, the triggered Mines will cause Wildfire*
    Disarm Bomb: Blue *Important*
    If the bomb glows Red it will disarm the bomb. If not, it will trigger it.
    Disarm Bomb: Red *Important*
    If the bomb glows Blue it will disarm the bomb. If not, it will trigger it.



    (65%)


    Commanding Roar: (Casts once at the start of the phase)
    Detroys all remaining Totems.

    Enraged Regeneration: (3 second cast time)
    Heals Grommash for 5% of his total health and increases his damage dealt by 5%. This effect stacks.

    Overwhelming Strikes: *tank alert*
    Grommash Blasts the ground 3 times, dealing 230,000 damage per blow to the highest threat target and anyone standing within 4 yards, applying Intimidation and creating shockwaves that deal 176.000 Physical damage to anyone caught in them. These shockwaves can be jumped over.
    Intimidation:
    Increases the damage taken from Overwhelming Strikes by 25% for 30 seconds, this effect stacks.
    Falling Debris:
    Overwhelming Strikes causes debris to fall from the ceiling, damaging anything within 2 yards of the impacts for 250.000 physical damage, and dealing 20.000 Physical damage to all players.
    *on Mythic Difficulty, Grommash's overwhelming strikes causes Wildfire to spread.*

    Warsong Battle-Shaman: *Damage Dealer Alert*
    Warsong Battle-Shamans will come to Grommash's aid during the fight. (Second Phase only)
    Chain Lightning: *Interruptable*
    Deals 180.000 Magical damage to a random player, jumping to another player within 4 yards and increasing damage by 20%, can jump 5 times in total.
    Empower:
    Grants 1 stack of Empowered every 3 seconds, increasing Grommash's Attack Speed and Damage Dealt by 5% per stack,
    when Grommash reaches 100 Rage, he will discharge Empowered, applying Rushing Blood to all players.
    Rushing Blood:
    Increases all damage and healing done by 3% per stack of Empowered discharged for 15 seconds.
    When Rushing Blood expires, it will explode for 25,000 damage per stack of Empowered discharged to all players within 2 yards of each other.
    Molten Armor:
    The Shaman's Armor seethes whoever attacks it, applying Seething Wounds to the target for 6 seconds, this effect stacks up to 5 times.
    Seething Wounds:
    1{Deals 6,000 fire damage per second
    2{Deals 12,000 fire damage per second
    3{Deals 18,000 fire damage per second
    4{Deals 24,000 fire damage per second
    5{Deals 30,000 fire damage per second


    Bloodthirsty Rylak: *Important* *Damage Dealer Alert*
    The Rylak senses the smell of bloodlust in the air.
    On the hunt:
    The Bloodthirsty Rylak is looking for prey and is immune to all threat.
    Acid Spit: *Interruptable* (2 second cast)
    Spits a ball of Acid at the ground, melting a hole in it, causing anyone falling into it to fall to their deaths.
    Fiery Tornado:
    The Bloodthirsty Rylak's wings cause Fiery Tornadoes to appear. The Tornadoes deal 20,000 Fire Damage every 0,5 seconds for 5 seconds to any player caught in it and knocking them into the air.
    *On Mythic Difficulty, the Tornado's explode into Wildfire when extinguished.*
    Exhaustion:
    When the Rylak reaches 20%, it will become Exhausted, allowing it to be subjugated. After 15 seconds, the Rylak will become immune to subjugation and gain Frenzy.
    Frenzy:
    Increases the movement speed of the Rylak by 150% and its casting speed by 300%. On the Hunt now stays on the target until either the target or itself is dead.

    Wildfire: [Mythic Only]
    Deals 70,000 Fire damage every second to players standing within it.

    Subjugation Totem: *Important*
    When a Warsong Battle-Shaman dies, it will drop a Subjugation Totem that can be picked up by players,
    the totem has 1 charge.
    Subjugate: (5 Second Channel)
    Subjugates a weakened Bloodthirsty Rylak, only 1 Bloodthirsty Rylak can be controlled at any time. When the subjugation is broken, that Rylak will die.
    *On Mythic Difficulty, when a Rylak is subjugated, an Elemental Reflection will persist.*

    Elemental Reflection: [Mythic Only] *Damage Dealer Alert*
    Call of the Alpha: *Interruptable* (3 second cast)
    The Elemental Reflection will attempt to break the subjugation of the Rylak, if successful, the rylak will become immune to subjugation and gain Frenzy.

    Subjugated Rylak: (Vehicle, Friendly)
    Deafening Screech: (20 second cooldown)
    Deals 54,000 Physical damage and interrupts Grommash.
    Infected Claws: (6 second cooldown)
    Strikes all enemies infront of the Rylak for 340,000 Physical damage, applying Infected Wounds. This effect stacks up to 3.
    Infected Wounds:
    1{Deals 30,000 Nature Damage every second for 12 seconds.
    2{Deals 60,000 Nature Damage every second for 12 seconds.
    3{Deals 90,000 Nature Damage every second for 12 seconds.

    Wing Gust: (1,5 second cast)
    Extinquishes a Fiery Tornado.
    Beastial Insanity:
    The player controlling the Rylak will gain Beastial Insanity, dealing increasing Shadow damage over time.

    Warsong Saboteur: *Damage Dealer Alert*
    Warsong Saboteurs will aid Grommash throughout the fight
    Plant Bomb:
    The Saboteur plants a Bomb on a random player that will explode for 200,000 damage to all players after 6 seconds, if not disarmed.
    Mine Field:
    The Saboteur plants a mine on the floor. If triggered, it will explode for 120,000 Fire Damage.
    *On mythic difficulty, the triggered Mines will cause Wildfire*
    Disarm Bomb: Blue *Important*
    If the bomb glows Red it will disarm the bomb. If not, it will trigger it.
    Disarm Bomb: Red *Important*
    If the bomb glows Blue it will disarm the bomb. If not, it will trigger it.



    (30%)


    Commanding Roar: (Casts once at the start of the phase)
    Detroys all remaining Totems.

    Mortal Strike: *Tank alert*
    Grommash strikes the target's vital spot, dealing 385.000 Physical damage to the target and knocking them back, applying Gushing Wounds.
    Gushing Wounds:
    Reduces healing taken by 10% and deals 15.000 bleeding damage every 2 seconds for 20 seconds. This effect stacks.

    Piercing Howl: *healer alert*
    Deals 115.000 Physical damage to all players, interrupting spellcasting and increasing the the damage taken from Piercing Howl by 10% to all players.

    Bladestorm:
    Grommash spins around in a fury of anger, dealing 105.000 Physical damage every second for 10 seconds to anyone within a 5 yard circumference and rapidly sucking players towards him.
    *On mythic difficulty, patches of Wildfire moves towards Grommash when he bladestorms, granting him a stack of Blazing Fury for each Wildfire absorbed. Players may prevent this by standing in the path of the Wildfire*

    Blazing Fury: [Mythic Only]
    Causes Grommash's Abilities to become Empowered with flame, giving his abilities additional effects.
    Empowered Sweeping Strikes: Flame Aura:
    Causes Grommash to emit embers from his body in addition to the normal effects, dealing 50.000(+8000 for each additional stack of Wildfire) damage to anyone standing within them.
    Empowered Cleave: Superheated Air:
    Causes Cleave to heat the air around the impact, creating an aftershock that deals 560.000 fire damage to anyone who stands in it and 20.000(+5000 for each additional stack of Wildfire) fire damage to all players.

    Warsong Champion: *Damage Dealer Alert*
    Warsong Champions will aid Grommash throughout the fight. (Third phase only)
    Rallying Cry: *Interruptable* (3 second cast time)
    Increases the health of all allies by 15% for the rest of the encounter. This effect stacks.
    Axe Cleave:
    Deals 500.000 Physical damage split evenly among all characters in a frontal cleave.
    Morale Boost:
    The Warsong Champion boosts the Morale of Grommash, increasing his chance to crit by 5% and his critical damage by 10% every 2 seconds.
    When Grommash reaches 100 rage, he will discharge Morale Boost, granting players Endorsed Reflexes.

    Endorsed Reflexes:
    Increases the movement speed of all players by 10% per stack of Morale Boost for 10 seconds, when the effect expires, players will have their maximum health reduced by 15% for 12 seconds.

    Emblem of Valor: *Important*
    When a Warsong Champion dies, it will drop an Emblem of Valor that can be picked up by players.
    Sharpen Senses:
    Sharpens the senses of the player holding the Emblem of Valor for 30 seconds, allowing that player to see Warsong Assassins. When the effect expires, the Emblem of Valor will be destroyed.

    Warsong Assassin: *Damage Dealer Alert*
    Warsong assassins will attempt to Assasinate a targeted player.
    Hidden:
    Warsong Assassins are skillful at hiding and are invisible to players until they're below 50% health. When this happens, the Warsong Assassin will become Exposed.
    Exposed:
    Visible to all players. Gains 100% movement speed.
    Marked for Death:
    Fixates a random player, if it reaches the fixated player, that player will die.
    *On mythic difficulty, players who are fixated become rooted until the Assassin is exposed*

    Warsong Saboteur: *Damage Dealer Alert*
    Warsong Saboteurs will aid Grommash throughout the fight
    Plant Bomb:
    The Saboteur plants a Bomb on a random player that will explode for 200,000 damage to all players after 6 seconds, if not disarmed.
    Mine Field:
    The Saboteur plants a mine on the floor. If triggered, it will explode for 120,000 Fire Damage.
    *On mythic difficulty, the triggered Mines will cause Wildfire*
    Disarm Bomb: Blue *Important*
    If the bomb glows Red it will disarm the bomb. If not, it will trigger it.
    Disarm Bomb: Red *Important*
    If the bomb glows Blue it will disarm the bomb. If not, it will trigger it.
    Last edited by Jakisuaki; 2015-09-27 at 04:20 PM.

  2. #2
    Over 9000! Gimlix's Avatar
    10+ Year Old Account
    Join Date
    Dec 2012
    Location
    The Netherlands!
    Posts
    9,603
    Wasn't there a green Grommash datamined at like end beta?
    Wonder what the point of that was.
    Quote Originally Posted by Shekora View Post
    Goddamn it, Gimlix, why do you keep making these threads?
    Quote Originally Posted by Sam the Wiser View Post
    Goddamn it, Gimlix, why do you keep making these threads?

  3. #3
    Legendary! Obelisk Kai's Avatar
    10+ Year Old Account
    Join Date
    Sep 2012
    Location
    The north of Ireland
    Posts
    6,081
    Quote Originally Posted by Gimlix View Post
    Wasn't there a green Grommash datamined at like end beta?
    Wonder what the point of that was.
    Probably the original end boss concept.

    I think they said Grommash really was going to be the final boss until they heard the collective groan of an audience burned out on a year of SOO with a Hellscream as boss.

    You know, something anyone else would have figured out in twenty seconds.

  4. #4
    Bloodsail Admiral Xtrm's Avatar
    10+ Year Old Account
    Join Date
    Oct 2013
    Location
    The Exodar
    Posts
    1,209
    Quote Originally Posted by Gimlix View Post
    Wasn't there a green Grommash datamined at like end beta?
    Wonder what the point of that was.

  5. #5
    Scarab Lord Mister Cheese's Avatar
    10+ Year Old Account
    Join Date
    Sep 2012
    Location
    New Jersey
    Posts
    4,620
    Quote Originally Posted by Xtrm View Post
    Looks shopped. Unless there's a model I'm not gonna believe it.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •