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  1. #41
    Is striped avoidable?

    Teleporting bosses *ick*. Cool boss if melee and tanks didn't have to run around like headless chickens (because ranged don't worry about that mechanic at all). Ret/sham/dk especially (I don't know about survival).

    25% increased damage for 1 min seems a bit harsh for an unavoidable mechanic unless you have a charge. Is your intention to have a taunt switch each teleport by having an "off-tank" move to the next location and wait for the teleport? Otherwise "torture mind deals 25% more damage per stack" would be more fair.

    Colossus
    Spoiler: 
    A giant statue animated to protect the royal harbour, awoken by the town bell this creature might be slow to wake up but is deadly once in action. He wields an anchor on a chain in his right hand and a ship's rudder as a club in his left.
    Foghorn - Deals unavoidable damage to the raid on a short timer, however this attack is nonlethal so if it would've killed you it instead drops you to 1 hp. Impossible to outheal this mechanic for the entire encounter without insane overgearing, but certainly possible to top people or even the raid if you use healing cds.
    Tsunami - Will cast stomp every 90 sec-ish dealing high damage to anyone under the foot. 30 sec later water will surge across the arena dealing moderate-low damage. Graphic like sartharion but no gaps and you can't even tp through it, it just hits anyone behind it like flamebender ka’graz's enrage. Only ever ticks once per wave. Each wave deals more damage then the last (waves at 30 sec, 2 min, 3:30, 5 min enrage)
    Cinders - The fire at the top of the boss flares, releasing cinders which fall to the ground. There's a graphic slowing where they land, if they hit the ground they deal very light damage to the raid. If they hit a player they do moderate-high damage to them, if the player survives that hit they gain a buff for 2 min of massively increased max health (flat value, not %. Typically triple health at progress ilvl). If you want to survive the gradually increasing magnitude of tsunamis then you'll need this buff. Cinders grow in strength over the course of the fight.
    Flail - Rapid attacks aimed at the tank. The first two are 90 degree shockwaves that bias first left then right of the tank but are aimed based off the tank's position at the start of the cast. The third is unavoidable, then left-right combo again, then a big club slam. The club flings backwards during the unavoidable hit and damages anyone in a line directly behind the boss, the final slam is aimed at the centre of the two last shockwaves, hits in a fat line, does the majority of the damage and clears cinders. These 6 hits occur in as many seconds. If the tank (or anyone else for that matter) is hit by any without an AM up then he gets stunned for 1.5 sec. The boss does this a lot so giving time for the tanks to regen resources and get their cinders is basically the tank swap requirement.
    Rally - If the tank is hit with the club slam without cinders up (this is lethal without AM or a CD) then the boss instantly casts foghorn and resets the foghorn timer. Then for 10 seconds following all damage dealt to the boss has a % also dealt as split healing to the raid.

  2. #42
    That was the plan but forgot to change the duration it's supposed to be 25% increased damage for 3 secs. Torture Mind is bound to happen but you shouldn't get too much stacks. Just don't get hit by Mind Crush or anything else during that. Striped is totally avoidable.

    Yes this is a fight were melee will suffer. Most bosses i've made punish ranged harder than melee so I guess that would be fair. :P
    Last edited by Argos; 2016-07-13 at 07:09 AM.

  3. #43
    Yeah I suppose my failing is I'm unfair as heck against ranged. I don't like always saying "we don't want any more melee" and only very rarely say "we need more melee" (what would that be even? Socrethar?) so I feel like encounter mechanics should favour melee more so to even it out. I suspect I'm over correcting.

    Ah so striped "detonates" tiles in a line so you just walk through between the detonations? I like those mechanics, gonna use it in an upcoming fight.

  4. #44
    Striped Tiles skip a line so there's a save zone. It will happens pretty fast and its going to be cast 5 times a row so you gotta react quickly to it. Forgot to add that the tile first starts to glow and then detonate after 1 sec. Standing on the edge of a tile will help you avoid getting out of the danger zone faster.

  5. #45
    Lady of the deep
    Spoiler: 
    This pretty scantily clad girl has got one terrifying downstairs, as her torso merges into a mass of snakelike heads and necks, each with a separate health and threat bar (her “torso” is untargetable). The latest head controls movement, the rest have a melee range that extends pretty much across the entire arena. They all melee, fairly weakly each but towards the end of the fight these melees are absurdly high because there’s so many. On the pull there’s just the first 2 heads plus upper body. Note that the enrage timer on this fight is very tight (maybe 7 min) so this boss is pretty much a dps check. All the “head” abilities are lightly tuned (though certainly not ignorable) whereas the abilities that extend over the whole encounter are more punishing.
    Losing interest - Threat decays rather quickly over time (for everyone; not just tanks) so tanks need to make sure they keep hitting each of their quarries. All AoE attacks generate 75% less threat (the single target component of an AoE attack still hits for full though)
    Venomous Ooze - The boss leaves a permanent trail of ooze wherever it moves that slows and reduces versatility of players standing in it (ie. less healing/damage and increased damage taken). Reminiscent of Nibbleh.
    Deathrattle - Whenever a head dies, spawns the next 2 heads (if available) and deals moderate damage to the raid. There’s 10 heads so you’ll be dealing with 2-3-4-5-6-5-4-3-2-1-0 heads at a time. The fight concludes when the last head dies.

    1st Head: The Brute (Orange).
    Slam - Slams head onto the tank, dealing moderate damage in a 3 yard radius, knocking back a small distance and knocking down for 1 sec.
    Weighed strikes - 3 sec melee swing speed.
    2nd Head: The Interceptor (Gold)
    Strike - Stuns the tank if it hits, can (only) be avoided by having AM up. Quick cast that gets quicker and quicker as this guy stays up.
    Agile - 0.75 sec melee swing speed.
    3rd Head: The Wizard (Semi-transparent)
    Magic Missile - Debuffs a player and a few seconds later fires a massive arcane torpedo at them, can be dodged if strafed away from at from at least 40 yards. It’ll deal high damage to anyone hit (including melee).
    4th Head: The Shadow (Black)
    Subtle toxin - Melee attacks apply a very lightly ticking dot. When it reaches 10 stacks it explodes and begins ticking absurdly high.
    from Pit import Snakes - spawns a small patch of snakes at the feet of every raid member, applying subtle toxin stacks.
    5th Head: The Engorged (Green)
    Vomit - Throws up an awful pool right on top of the tanks… thanks. Does ticking damage in a 15 yard radius pool of goop.
    6th Head: The Broken (Skeletal)
    Eruption - Spawns a swelling blob in the earth about 40 yards from the boss. The blob does a long cast, if it gets off it does heavy raid damage and despawns, if killed before the cast it delays a couple of seconds then spawns 4 wide waves of acid that travel in cardinal directions (Fel lord style but larger hitboxes).
    7th Head: The Beast (Bright Red)
    Berserk - At 100% hp has a 3 sec swing timer, at 1% has a 0.5 sec swing timer.
    Scream - Fears the raid for 3 seconds (pls tremor totem/fear ward)
    8th Head: The Honourable (White)
    Spark - Debuffs a player (prioritising melee), when it expires it does moderate damage to everyone over 15 yards from that player.
    9th Head: The Lady (Light blue)
    Commanding presence - Applies a debuff on melee hits, if it reaches 15 stacks the target will gain a substantial health bonus and be mind controlled. Removed when the player is dropped below 20% health.
    10th Head: The Blackened One (Dark purple)
    Touch of death - Stuns a non-tank. When that player is moved at least 40 yards from the boss (or the boss is moved 40 yards from them) the stun is broken.
    Last edited by OrcinusDrake; 2016-07-14 at 03:48 AM.

  6. #46
    Spirit of the people
    Spoiler: 
    The prayers of the people below go up to their king, they pray for liberty, for victory, and for a giant embodiment of their prayers to up and attack the invaders. The boss will attempt to ambush you when you assail the main gate of the keep across a small bridge. The bridge is stone but is supported by wooden trusses underneath that can be reached by jumping off the edge onto them, but this is extremely precarious and is 100% out of LoS of the top. Either side of the bridge is a small balustrade but it gets destroyed by the first swiping rush. The boss has an absurd health bar, instead the encounter ends when his energy reaches 0 whereupon he falls off the bridge. The boss is kind of immune to taunts in that they do not redistribute/boost threat nor change aggro, but the taunts affect mechanics. 6 min enrage.
    Swiping rush - The boss leaps to the far end of the bridge and starts moving moderately slowly to the other end. It swipes and smashes a length of the bridge, walks forward a step then hits the next length, overlapping slightly. You have to run through the approaching wall (or jump off the edge I suppose) between hits, anyone hit by them gets knocked back significantly. Loses energy per swipe, gains energy per player hit. Casts this wherever a certain amount of damage is done to him. (More) immune to taunt while doing this and has a higher priority than any other ability. On LFR this stuns, on normal it does moderate-heavy damage, on heroic is does massive damage and a small knockback, on mythic it’s a massive knockback.
    Prayer Worm - Slowly spawn over time, they appear not on the bridge but on the rafters beneath it. They spam cast smite which does light holy damage to random players and gives the boss a small amount of energy. Standing on one when it dies gives the player a 10 sec buff of flight and 100% increased damage, does not stack and cannot be reapplied until it expires.
    Curse of the people - Random target takes moderate ticking shadow damage, dispelling this causes the boss to deal a medium raid-wide explosion and decreases boss energy. If you touch a player with curse of the people then you gain a 20% more damaging version of the curse, this effect stacks but cannot be passed between players who already have the curse.
    Boulder - Think Roltall (you know that other bridge boss in bloodmaul slag mines), but much smaller and a little slower. Rolls down from the defenders at the gate end of the bridge, then just keep rolling back and forth, stunning anyone hit. Boulders get knocked off if hit by swiping rush.
    Ominous chant - The initial player who pulls the boss gains this debuff, and thereafter whenever the boss switches target (ie tank switch) this jumps onto the player who last had threat. When this player taunts the boss, the boss will instantly deal a big spike of damage to them with a cleave, leaping onto them if they’re out of range, reducing energy per target hit, and increasing their damage taken until the debuff is relocated. The boss then will return to the previous target as this taunt doesn’t actually affect threat or aggro in any way. They also receive infinite range melees while they have this, kind of like heavy handed but a bit different.
    Twisted Rage - When the tank with the boss taunts, the boss will immediately do a single “swiping rush” attack right on the tank (but as with the others, it’s directly across the width of the bridge so you can’t face it over the edge for example), which is pretty easy to dodge for the tank and knocks boulders away. This taunt also reduces threat rather than amplify it.
    Psionic storm - Deals low-moderate raid damage whenever the boss switches targets. The damage of this ability increases per proc, but resets after a swiping rush. Also spams this ability if cannot melee the tank (if that tank’s on the underbridge or the boss somehow glitched down there).
    Pride - Periodically debuffs a random dps on the bridge, increasing their damage dealt by 50% for 30 seconds and increasing the spawn rate of prayer worms. When it expires it mind controls that player for the rest of the encounter. If a player dies with this debuff, then they'll be instantly rezzed on top of their body (if they got knocked off the platform then they "re-die").


    - - - Updated - - -

    Foreman
    Optional
    Spoiler: 
    Think Bioshock Infinite. High flying, high speed aerial platforms on cables you have negotiate while this mage is trying his best to knock you off. The idea is he doesn’t want you to access their mines so he's racing over to the lockway to dispel the wards keeping the water walls from crashing down into the mines.
    Obstacles - Not really a mechanic, but as the main platform flies through the air, various obstacles will be hanging from the cables which if you stand in their path will push you off. The platform isn't that fast though so you have plenty of time. This is the main feature of the encounter, and it gets harder to dodge as the encounter goes on, but the hard enrage is ridiculously far away from when you’re expected to kill him. This is kind of like those "train top" segments of other games, or like "runner" games I suppose, but a whole lot slower. (monk's would probably be OP at this due to transcendence, but a competent player shouldn't have issues anyway)
    Checkpoint - Full width obstacle will push you off, but a walkway either side appears just before the obstacle so you cross over onto that, go around, and rejoin your platform on the other side. The platform raises up beforehand so slows to like 70% run speed for this, but you do not want to get left behind. Occurs on set timers in the fight as you progress through the sky.
    Best buddies - Permanently chains all the tank spec’d players together and deals ticking damage to them (and anyone standing in the line) increased by their distance from each other. If only 1 tank then assumes 100 yard distance. Also increases damage taken from melee hits based on this distance.
    Pendulum - The paths of the checkpoints occasionally have little platforms set higher up on the sides which swing from side to side. Run through at the apex so that their swing doesn't knock you off
    Terrific Wind - Every 60 seconds Gale force winds attempt to blow you off the platform crossways for 10 seconds. Stand behind or against the supports of the platform to avoid the pushback. Deals light, unavoidable, ticking raid damage.
    Fire beam - Targets a random healer with a channel that builds up a stacking 15 sec dot. When dispelled (or the target dies) the dot stays but the beam jumps to another healer without the dot and stacks on them. Continues until the channel’s full duration has completed, or if all healers have dot stacks and it's dispelled: then it just insta-kills all healers instead.
    Shadow mist - 4 sec cast. If x damage is dealt to the boss during that cast then it's interrupted, otherwise places a healing absorb on each player which after 15 sec deals raid damage equal to the points of absorb left on each player. Cast at 100%, 70%, 40% and 10%
    Regenerating Flame - Interruptible, frequently cast, hits the top 2 threat targets. Deals negative physical damage (healing, but affected by damage reductions). If it overheals, increases the tank’s max health by that overheal value. If the tank’s health exceeds 3x their original max health (recorded on the pull) then they’re mind controlled until killed or the end of the encounter and fear anyone they touch. Each interrupt increases the magnitude of this ability by 25% until it goes through. After 10 consecutive interrupts will become instant cast.


    - - - Updated - - -

    The Old Guard
    Spoiler: 
    Bunch of tough warriors highly loyal to their king who'll attempt to track you down and destroy you lead by captain of the guard who is a huge, fat, brute, more ogron then man, wielding a huge flanged mace half as big as he is. But you take cover in the catacombs and use that to split them up and weaken them before confronting the captain head on. Your route will change with gear. Tuning will be awkward and this encounter could easily flop, beware of the meta being to bring 4 tanks cause that ain’t fun.
    Catacombs - Each room is a square with 2-4 doors to the adjacent rooms (4 doors central, 3 doors edge, 2 doors corner)
    Spirit World - From here you can look down and see the add composition of each room (but can’t engage in any combat with them), where the raid is, and most importantly where the boss and wraith are roaming. Communicate with your raid to stop them bumping into the boss until they’re ready, then direct them on the closest path to the boss. Dying teleports your body downstairs.
    Stalker - Slowly spawning adds which attack players in the spirit realm. Low health and susceptible to all forms of cc, but hit non-tanks for a not insignificant amount. Their spawn rate increases over time.
    Breach - Right clicking on a door starts a short cast (think the door to the gauntlet area in siege of niuzao temple) then breaks it down. As soon as it breaks, all enemies in the next room will aggro and begin casting or running towards players based on threat. Once the room’s wandering spirit is dead the door can be closed again by right clicking it (gear icon). Aggro'd adds stuck on the other side will phase through the door but otherwise it prevents patrols from spotting and aggro’ing you.
    King’s Guard - Increase damage dealt by other enemies within 40 yards by 50%, stacking.
    Catacomb Keeper - When pulled will immediately begin to cast “Sound Alarm” which teleports a King’s Guard into the room if it completes and a guard is available. Interruptible. There are 3-6 in every room. Once interrupted they will spam cast shadow volley (also interruptible) which hits their threat target then bounces to players within 15 yards of their target.
    Catacomb Dweller - Melee hit, special attack drains stamina. 0-6 per room.
    Skeleton - Spawn in every room over time. Melee hit, low health. If you take too long then each room will have a lot of skellies.
    Wandering spirit - 1 per room. Debuff random players with a bunch of different dispellable debuffs. When they die they teleport anyone within 5 yards to the spirit world.
    Wraith - Roams from room to room like captain of the guard, but starts at the far end of the catacombs. Touching this kills you instantly. Will slowly track the raid when the captain of the guard is pulled, but otherwise just roams slowly and randomly. If you attempt to breach a door with it inside, it will immediately kill the breacher and start entering the room.
    Captain of the Guard - Surrounded by about 10 King’s Guards which patrol with him. He’ll enter the first room 2 minutes after you, then will begin to slowly patrol through the catacombs randomly. If he enters the room you’re in or you enter his room then he’ll aggro, along with the King’s Guards left with him.
    Mark of Flame - Done by captain of the guard. 12 sec debuff placed on the tank, if the tank has aggro on the captain he takes high ticking damage (think archi + deathcaller). If the tank doesn’t have aggro it does raid damage instead.
    Explosion - Long cast by captain of the guard, deals high damage and a dot to anyone in line of sight.

  7. #47
    Fourth boss done. This one was really hard to make. This one feels similiar to Xhul'Horac and Eredar Twins with some mechanics coming from a good Beat 'em up video game (can you guess it?). The only difference is that these bosses will actually combine their abilities to try to score a kill.

    "Caverns of the Nameless Void"

    Fourth boss (4/5)

    Spoiler: 
    Overview
    Name: Shadroc and Flarec
    Appearance: Orc female and Draenei female
    History: Within the deepest part of the caverns a portal to the Twisting Nether has been opened by a group of highly ranked Shadow council members. In great horrors the portal is in fact the Nameless Void pouring out Void creatures by every passing minute. To reach the portal, two of the highest ranked Shadow Council members will be standing in your way called Shadroc and Flarec. Known for being identical in strength and brutality they are often called twins and use both their power to combine and crush their foes.

    Shadow-Touched – Getting hit by any of Shadroc’s attacks apply Shadow-Touched. If a player takes Fire damage, they will cause a Shadowflame Eruption, and lose Shadow-Touched.

    Flame-Touched – Getting hit by any of Flarec’s attack apply Flame-Touched. If a player takes Shadow damage, they will cause a Shadowflame Eruption, and lose Flame-Touched.

    Shadowflame Eruption – Inflicts 262,853 Shadowflame damage to all targets within 10 yards and ignites the ground with shadowflame, inflicting 150,000 Shadowflame damage every 1 sec.

    Twin Barrier – Shield both Shadroc and Flarec, absorbing 2,500,000 damage and prevents spell interruption. One of them will cast Shadowflame Nova, the other will cast Empowered. Lasts 10 sec.
    • Shadowflame Nova – Trigger all Shadow-touched and Flame-Touched causing Shadowflame Eruptions. This cast cannot be interrupted. 10 sec cast.
    • Empowered – Empower the other Increasing damage done by Shadowflame Nova by 100%. The cast can be interrupted when the shield is down. 10 sec channeled.

    Shadowflame Aura – While Shadroc and Flarec are performing the Soul Slice / Molting Slice combo they will move to a far distance and deal 178,943 Shadowflame damage to all players within 40 yards of them.

    Shadroc

    Melee Form

    Health – 151823k (HP shared)
    Normal melee hits
    • 461,310 – 479,470 Physical damage 2.0 attack speed

    Soul Slice – Conjure a wave of shadow and sends it flying forward. Enemies that collide with the wave takes 255,564 Shadow damage. Can be jumped over. 1 sec cast.

    Dark Blade – Tracks a player, Inflict 435,748 Shadow damage to all enemies in a line and leaves behind a trail of shadow energy, inflicting 143,797 Shadow damage every 1 sec. 2 sec cast.

    Manifest Shadows – Cause your own shadow to attack you for 9 sec.
    • Strike from Behind – Your shadow attacks you from behind dealing 346,035 Shadow damage in a small frontal cone. 2 secs cast.

    Caster Form

    Normal melee hits
    • 178,072 – 187,953 Physical damage 1.6 attack speed

    Soul Link – Connect two players with a beam that cannot move away from each other by more than 10 yards. Lasts 15 secs, or when a Molting Slice passes through the beam triggering Shadowflame Eruption. Does not apply Shadow-Touched.

    Dread Grip – Lift the closest nearby target of the ground dealing 107,662 Shadow damage to all targets within 8 yards every 1 sec and stunning them for 5 secs. 0.5 sec cast.

    Shell of Decay – Inflict 38,691 Shadow damage every 1 sec, reducing healing taken by 100%. Jumps to the closest player when dispelled. If a player takes Fire damage it is fully absorbed and Shell of Decay will be removed. 1.5 sec cast.

    Flarec

    Melee form

    Health – 151823k (HP shared)
    Normal melee hits
    • Main Hand 246,030 – 255,672 Physical damage 1.6 attack speed
    • Off-Hand 184,524 – 191,754 Physical damage 1.2 attack speed

    Molting Slice – Conjure 5 blades of fire and sends them flying forward. Enemies that collide with the blades take 255,564 Fire damage. 1 sec cast.

    Blaze Charge – Track a player, charging it, dealing 435,748 Fire damage to all players within 8 yards and leaving behind a trail of fire, inflicting 143,797 Fire damage every 1 sec. Blaze Charge can be intercepted. 2 sec cast.

    Volcano Lash – Inflict 178,982 Fire damage to the current target and stunning them for 4 secs. Instant

    Caster Form

    Normal melee hits
    • 178,072 – 187,953 Physical damage 1.6 attack speed
    Blast Burn – Inflict 269,155 Fire damage to the target and all other players within 8 yards, stunning them for 5 secs. 0.5 sec cast. Dispellable.

    Burning Affliction – Target a player, applying 3 stacks of Burning Affliction dealing 76,996 Fire damage every 1 sec. Burning Affliction can be transferred to a nearby friendly target, reducing a stack. Cannot be transferred to targets with Flame-Touched.

    Living Bomb – The target becomes a living bomb, taking 44,500 Fire damage every 1 sec. If a player takes Shadow damage the bomb explodes, inflicting 410,124 Fire damage to the target and all other players within 20 yards. 1.5 sec cast.

    Tanks:
    - Have an active mitigation or small defensive cooldown up when Volcano Lash lands.
    - Intercept the Blaze Charge if possible.
    - Avoid getting hit by most mechanics if you have Shadow-Touched or Flame-Touched or you’ll trigger Shadowflame Eruption suffering fatal damage.
    - Carefully remove Shadow-Touched or Flame-Touched
    Damage Dealer:
    - Shell of Decay can be used to survive certain mechanics.
    - Always spread out for Blast Burn and Dread Grip
    - Avoid getting hit by most mechanics if you have Shadow-Touched or Flame-Touched or you’ll trigger Shadowflame Eruption suffering fatal damage.
    - Carefully remove Shadow-Touched or Flame-Touched
    - Destroy the Twin Barrier as soon as possible to interrupt Empowered.
    Healer:
    - Players cannot be healed with Shell of Decay and have to be dispelled frequently.
    - Shell of Decay can be used to survive certain mechanics.
    - Avoid getting hit by most mechanics if you have Shadow-Touched or Flame-Touched or you’ll trigger Shadowflame Eruption suffering fatal damage.
    - Carefully remove Shadow-Touched or Flame-Touched

    COMBO’S
    Spoiler: 
    Melee/Caster
    COMBO #1 Blast Burn – Dark Blade
    COMBO #2 Blast Burn – Soul Slice

    Caster/Melee
    COMBO #3 Dread Grip – Blaze Charge
    COMBO #4 Dread Grip – Molting Slice

    Melee/Melee
    COMBO #5 Soul Slice – Molting Slice
    NOTE: They will move far away, charging up for 5 secs and then unleashing 4x Soul Slices and 4x Molting Slices.

    Caster/Caster
    COMBO #6 Soul Link – Living Bomb – Shell of Decay
    COMBO #7 Soul Link – Blast Burn – Dread Grip


    Ability Timers (This one is VERY long, apologize)
    Spoiler: 
    Melee/Caster
    0:06 Dark Blade
    0:10 Burning Affliction
    0:12 Soul Slice
    0:20 Blast Burn + Dark Blade
    0:24 Living Bomb
    0:26 Soul Slice
    0:28 Manifest Shadows
    0:32 Burning Affliction
    0:34 Dark Blade
    0:40 Blast Burn + Soul Slice

    Caster/Melee
    0:49 Blaze Charge
    0:53 Shell of Decay
    0:55 Molting Slice
    0:58 Volcano Lash
    0:59 Soul Link
    1:03 Dread Grip + Blaze Charge
    1:09 Molting Slice
    1:15 Soul Link
    1:16 Volcano Lash
    1:17 Blaze Charge
    1:20 Shell of Decay
    1:23 Dread Grip + Molting Slice

    Melee/Melee
    1:33 Soul Slice
    1:34 Molting Slice
    1:35 Soul Slice
    1:36 Molting Slice
    1:37 Soul Slice
    1:38 Molting Slice
    1:39 Soul Slice
    1:40 Molting Slice
    1:45 Soul Slice
    1:46 Molting Slice
    1:47 Soul Slice
    1:48 Molting Slice
    1:49 Soul Slice
    1:50 Molting Slice
    1:51 Soul Slice
    1:52 Molting Slice

    Melee/Caster
    2:00 Blast Burn + Manifest Shadows
    2:05 Living Bomb
    2:06 Dark Blade
    2:11 Burning Affliction
    2:12 Soul Slice
    2:20 Blast Burn + Dark Blade
    2:28 Manifest Shadows
    2:26 Soul Slice
    2:33 Burning Affliction
    2:34 Dark Blade
    2:40 Blast Burn + Soul Slice

    Caster/Caster
    2:50 Soul Link + Living Bomb + Shell of Decay
    2:52 Twin Barrier
    2:52 Shadowflame Nova (Shadroc casting)
    2:52 Empowered (Flarec Casting)
    3:06 Burning Affliction
    3:10 Soul Link + Blast Burn + Dread Grip
    3:12 Twin Barrier
    3:12 Shadowflame Nova (Flarec casting)
    3:12 Empowered (Shadroc Casting)
    3:26 Living Bomb

    Melee/Melee
    3:33 Soul Slice
    3:34 Molting Slice
    3:35 Soul Slice
    3:36 Molting Slice
    3:37 Soul Slice
    3:38 Molting Slice
    3:39 Soul Slice
    3:40 Molting Slice
    3:45 Soul Slice
    3:46 Molting Slice
    3:47 Soul Slice
    3:48 Molting Slice
    3:49 Soul Slice
    3:50 Molting Slice
    3:51 Soul Slice
    3:52 Molting Slice

    Caster/Melee
    4:00 Dread Grip + Volcano Lash
    4:05 Shell of Decay
    4:06 Blaze Charge
    4:10 Soul Link
    4:12 Molting Slice
    4:18 Volcano Lash
    4:20 Dread Grip + Blaze Charge
    4:24 Molting Slice
    4:26 Soul Link + Molting Slice
    4:32 Shell of Decay
    4:34 Blaze Charge
    4:37 Volcano Lash (1 sec delay)
    4:40 Dread Grip + Molting Slice

    Caster/Caster
    4:50 Soul Link + Living Bomb + Shell of Decay
    4:52 Twin Barrier
    4:52 Shadowflame Nova (Shadroc casting)
    4:52 Empowered (Flarec Casting)
    5:06 Burning Affliction
    5:10 Soul Link + Blast Burn + Dread Grip
    5:12 Twin Barrier
    5:12 Shadowflame Nova (Flarec casting)
    5:12 Empowered (Shadroc Casting)
    5:26 Shell of Decay

    Melee/Caster
    5:31 Soul Slice
    5:33 Blast Burn + Manifest Shadows
    5:38 Living Bomb
    5:39 Dark Blade
    5:44 Burning Affliction
    5:45 Soul Slice
    5:53 Blast Burn + Dark Blade
    5:59 Soul Slice
    6:01 Manifest Shadows
    6:06 Burning Affliction
    6:07 Dark Blade
    6:13 Blast Burn + Soul Slice
    6:16 Living Bomb

    Melee/Melee
    6:23 Soul Slice
    6:24 Molting Slice
    6:25 Soul Slice
    6:26 Molting Slice
    6:27 Soul Slice
    6:28 Molting Slice
    6:29 Soul Slice
    6:30 Molting Slice
    6:35 Soul Slice
    6:36 Molting Slice
    6:37 Soul Slice
    6:38 Molting Slice
    6:39 Soul Slice
    6:40 Molting Slice
    6:41 Soul Slice
    6:42 Molting Slice

    Caster/Melee
    6:48 Molting Slice
    6:50 Dread Grip + Volcano Lash
    6:55 Shell of Decay
    6:56 Blaze Charge
    7:02 Soul Link + Molting Slice
    7:08 Volcano Lash
    7:10 Dread Grip + Blaze Charge
    7:16 Molting Slice
    7:18 Soul Link
    7:22 Shell of Decay
    7:24 Blaze Charge
    7:26 Molting Slice
    7:27 Volcano Lash (1 sec delay)
    7:30 BERSERK


    Shorter Version:
    Spoiler: 
    NOTE: Both bosses will switch forms pretty often so you'll won't see most abilities being used often at once.
    Shadroc
    Melee Form
    Soul Slice – First used at 0:12 – Happens every 14 secs.
    Dark Blade – First used at 0:06 – Happens every 14 secs.
    Manifest Shadows – First used at 0:28 – Happens every 28 secs.

    Caster Form
    Soul Link – First used at 0:59 – Happens every 16 secs.
    Dread Grip – First used at 1:03 – Happens every 20 secs.
    Shell of Decay – First used at 0:53 – Happens every 27 secs.

    Flarec
    Melee Form
    Molting Slice – First used at 0:49 – Happens every 14 secs
    Blaze Charge – First used at 0:55 – Happens every 14 secs.
    Volcano lash – First used at 0:58 – Happens every 18 secs.

    Caster Form
    Blast Burn – First used at 0:20 – Happens every 20 secs.
    Burning Affliction – First used at 0:10 – Happens every 22 secs.
    Living Bomb – First used at 0:24 – Happens every 36 sec.



    PS: My one thread post now contains 109605 characters breaking the 100k mark. :P
    Last edited by Argos; 2016-07-22 at 10:59 PM.

  8. #48
    Quote Originally Posted by Arganos9211 View Post
    Dark Blade – Tracks a player, Inflict 435,748 Shadow damage to all enemies in a line and leaves behind a trail of shadow energy, inflicting 143,797 Shadow damage every 1 sec. 2 sec cast.
    I like this. How long does it last? Does it have a "channel" time or does it just fire out an instantaneous shot? In theory it reminds me of Dark Shamans Ashen Wall (I love that ability because at the time I hated it), but in practice it probably has more in common with Flamebender Ka'graz's Lava Slash (which is far less hilarious because it didn't crit clothies trying to run through it).

    Quote Originally Posted by Arganos9211 View Post
    Twin Barrier – Shield both Shadroc and Flarec, absorbing 2,500,000 damage and prevents spell interruption. One of them will cast Shadowflame Nova, the other will cast Empowered. Lasts 10 sec.
    Which gets which? Or does it change? My gut says empowered on Shadroc would be easier to deal with than the alternative.

    Quote Originally Posted by Arganos9211 View Post
    Normal melee hits
    615,080 – 639,293 Physical damage 2.0 attack speed
    I don't know how much that is in Legion terms, but it sounds painful. Ouch.

    Quote Originally Posted by Arganos9211 View Post
    This one feels similiar to Xhul'Horac and Eredar Twins
    I like Xhul, I like twin fights, this is a good thing.

    General
    Spoiler: 
    A full plate warrior who directs from the front lines.
    Short cleave - Small cone shaped shockwave on top of the tank the tank, does enough damage you actually want to dodge it rather than mitigate.
    Disengage - Jumps backwards 15 yards and cleaves everyone in a cone.
    Cavalry charge - Normal/lfr just does ticking damage per add. Heroic/mythic do damage and knockbacks in front of them and run across in a random mass but in straight lines. Whirl around, regroup and will do multiple charges into the raid group each cavalry heading for a raid member and turning when they reach the opposite side of the room. At half health or upon being knocked back/gripped they just become normal mobs with a threat table. 210% run speed.
    Smash - Big main tank attack. On mythic it will one shot (nazgrim execute)
    Hook - Current tank takes much increased damage for 3 seconds.
    Slash - Directly after a hook, deals a massive amount of damage split by all hit. On normal you'd need to hit all melee, on heroic you'd need AM as well, on mythic you'd need to hit all range as well. Alternatively you could taunt swap on this instant, but you still need to split with melee.
    Volley - Call down a flare on a healer’s location and pepper it with arrows. The boss is immune to this damage but other adds aren't.
    Barrage - On mythic other arrows will fall the entire time, and you have to look up to dodge them like shado-pan monastery.
    Ballista Shot - Debuffs a player, then deals large damage to anyone in that line with a ticking bleed (phase 3 blackhand impale)
    Chaingun - Add spawns on one side of the room and starts a cast, then it will channel a massive barrage of shots at every raid member, however hiding behind an ally or enemy will do damage to them instead - so try and get the whole lot to hit the boss (or alternatively a tank rolling massive cds, or someone popping an immunity). Will then cast reload and fire again after a delay. Future adds spawn all over the place and often you can’t hide properly on future hits so you do have to kill it. On progression killing this is your dps check. Interacts very, very badly with a cavalry charge, so stop dps is a thing.
    Heavy plate - The boss has a chance to avoid ranged attacks from the front in the same manner as melee.
    Rallying cry - All adds within 20 yards of the boss get a stacking damage buff.
    Phalanx - Square of 12 adds that basically act as just one add. They fixate the closest player when they spawn, blocking all damage from the front, and shattering their spears for moderate damage on anyone who comes within 10 yards of their front. When all spears are shattered or they collectively take a certain amount of damage then they break apart into individual adds.
    Phalanx Hoplite - 11 per phalanx, each has a rage bar which increases per successful melee hit. They do a % hot for enemies within 5 yards (add can’t hit himself with it tho) equal to their rage (1 rage = 1%/sec, 100 rage = 100%/sec), at 100 rage they’ll stop moving, and each melee strike becomes a cleave which stuns for 1 sec.
    Phalanx Captain - 1 per phalanx, has a health pool equivalent to the boss. They spawn a circle of spinning weapons around their target which begin to close into each other (think anima ring from dark animus but avoidable) then continue on that path (imperator orbs), they deal moderate damage to anyone hit.

    The dance:
    Smash -> Short cleave -> Disengage -> few melees -> Filler ability -> few melees -> Smash -> Short cleave -> etc.
    Filler:
    Hook -> Slash combo
    Volley
    Chaingun


    Cavalry charge spawns at 75-50-25%.
    Last edited by OrcinusDrake; 2016-07-18 at 06:00 AM.

  9. #49
    Quote Originally Posted by OrcinusDrake View Post
    I like this. How long does it last? Does it have a "channel" time or does it just fire out an instantaneous shot? In theory it reminds me of Dark Shamans Ashen Wall (I love that ability because at the time I hated it), but in practice it probably has more in common with Flamebender Ka'graz's Lava Slash (which is far less hilarious because it didn't crit clothies trying to run through it).
    This should feel familiar with Flamebender Ka'graz's Lava Lash but with a 2 sec cast. The shadow energy that it leaves behind can be used to trigger Flame-Touched in the safest way possible. Does not target players who has Flame-touched (only during COMBO).

    Quote Originally Posted by OrcinusDrake View Post
    Which gets which? Or does it change? My gut says empowered on Shadroc would be easier to deal with than the alternative.
    Both gets it but you only need to attack the one that is casting Empowered.

    Quote Originally Posted by OrcinusDrake View Post
    I don't know how much that is in Legion terms, but it sounds painful. Ouch.
    Shadroc doesn't have any abilities that is specifically designed to destroy tanks so its gonna be a slower but heavier hitting boss. Since its physical damage it should hit a tank for around 300k'ish physical damage unmitigated with just the amount of armor you have which is close to how hard Tyrant Velhari hits on mythic. I would be more afraid of Flarec. Hits medium hard on a much faster pace and has a stun abilities that will shred the tank if not prepared. The number #1 spot for the highest hitting dungeon boss still belongs to The Steel Giant with a wooping 600k-620k physical damage done on tanks but on a 4.2 sec attack speed when reaching phase 2 a third time.
    Last edited by Argos; 2016-07-18 at 08:13 AM.

  10. #50
    Quote Originally Posted by Arganos9211 View Post
    The shadow energy that it leaves behind can be used to trigger Flame-Touched in the safest way possible.
    Oh! I didn't think of that, that makes things both a lot easier but also a lot more interesting... There's a balance between enough room for everyone to safely drop their debuffs (without covering the whole line with shadowflame), but small enough your players can still, like, move. Can you jump over those trails?


    Quote Originally Posted by Arganos9211 View Post
    Shadroc doesn't have any abilities that is specifically designed to destroy tanks so its gonna be a slower but heavier hitting boss. Since its physical damage it should hit a tank for around 300k'ish physical damage unmitigated with just the amount of armor you have
    Oh I didn't account for armour. I remember seeing some tanks with like 1m-ish hp in legion, where 600k melees is just absurd, but I haven't really been paying attention to the standard.

  11. #51
    Quote Originally Posted by OrcinusDrake View Post
    Oh! I didn't think of that, that makes things both a lot easier but also a lot more interesting... There's a balance between enough room for everyone to safely drop their debuffs (without covering the whole line with shadowflame), but small enough your players can still, like, move. Can you jump over those trails?
    Cannot jump over them.

    Quote Originally Posted by OrcinusDrake View Post
    Oh I didn't account for armour. I remember seeing some tanks with like 1m-ish hp in legion, where 600k melees is just absurd, but I haven't really been paying attention to the standard.
    These fights aren't designed for Legion and also from what i've seen tanks have like average 3mil HP with some of them getting over 5mil HP with cooldowns.

  12. #52
    You're work is really commendable. Just feel there are too many phases in some bosses which could've cut down in less. Just a suggestion, could be wrong.

  13. #53
    I'm a fair bit behind the 8 ball then. For nowadays though... melees over 300k... eh whatever I'm not great with numbers anyway so I should probably disregard it. Just as a tank, taking constant damage over half your health pool just isn't very fun (depending on the damage model at the time) and there are many other ways to test and challenge your tank other than just melee'ing harder.

    The Treasurer
    Spoiler: 
    A massive abomination of smoke and crackling electrum flames and lightning. The boss is in a long corridor which it can move backwards and forwards on, but he fully covers the width of it. If you get too close or behind the boss you'll take rapidly increasing ticking damage from the boss’s static aura. P1 (100-80%) -> P2 (80-60%) -> P1 (60-40%) -> P2 (40-20%) -> P3 (20-0%)
    Silver wave - Throws out waves of silver slag at ranged DPS, dealing very heavy damage to anyone in the path (including melee). Ranged need to be stacked up before this, then strafe out of the path. If they're all spread for this then the waves will be unavoidable. Think zakuun’s cavitation except you dodge rather than soak with a wave model like sartharion or brackenspore.
    Whirlwind - Mythic only. Abilities are used in specific sequences, but those sequences are randomised. So you'll dodge the first two swings on your feet, predict and avoid the third, and then the fourth will be instant cast so you have to know where you need to stand for the pattern. On heroic and below you can just dodge everything normally and the order of attacks is the same each pull.
    Thrust - If anyone moves further than 40 yards from the boss or the tank moves out of melee range he will lunge forward and impale them, dealing damage similar to slicing strike.
    Phase 1:
    Swinging strike - carves out a 135° cleave in front of it. If he starts right the gap will be on the left and vice versa. 25 yard range.
    Smashing strike - Targets a spot under a random melee and after a few seconds instant kills anyone in a 10 yard radius of that spot, dealing damage to the raid reduced by range.
    Slicing strike - 3 attacks on the tank’s location that deal massive damage to anyone in that line. The tank should run directly across the face of the boss to dodge these strikes, but a speed boost makes it easier.
    Cleaving strike - 90° 25 yard cleave that tracks the tank. This can be outranged.
    Metallic vapours - The boss deals ticking damage during this phase, moderately high base and increasing slightly with proximity to boss. The closer players stand to the boss (and hence the more damage they take), the boss will occasionally step back before making an attack. This is necessary to maximise the room you have available before phase 3.
    Phase 2:
    Flames of gold - Swinging strike, smashing strike, slicing strike, cleaving strike, thrust are now empowered by gold flames meaning they cannot be outranged and are cast 15% faster. Anyone hit gets a dot on top of the direct damage. Each attack during this phase will increase his attack speed until you push him out of the phase by dps-ing. Hence, this is a DPS check to push him before he becomes unavoidable.
    Phase 3:
    Sludge - Black slime begins to fall from the ceiling, landing on all players as tiny pools of sludge that slowly grow until ignited. Pools merge as they grow into each other accelerating the rate. Standing in them reduces your movements speed.
    Ignite - When flames of gold attacks (active during this phase BTW) come into contact with a sludge pool, the pool ignites doing a blast of fire damage to anyone standing in it, then high ticking damage. Once ignited pools will not grow nor merge, but other pools growing into ignited ones will themselves ignite.
    Empowered Silver wave - Waves now come out randomly at all range rather than all at the same time on the ranged dps, but they're now slower and easier for melee to dodge.

  14. #54
    Quote Originally Posted by OrcinusDrake View Post
    I'm a fair bit behind the 8 ball then. For nowadays though... melees over 300k... eh whatever I'm not great with numbers anyway so I should probably disregard it. Just as a tank, taking constant damage over half your health pool just isn't very fun (depending on the damage model at the time) and there are many other ways to test and challenge your tank other than just melee'ing harder.
    300k melee hits may sound much but remember that a tank has Active Mitigations, Tank Trinkets, Block/Parry/Dodge, Absorbs and Defensive cooldowns to further reduce the damage they take.

  15. #55
    Wall of text inc.

    Your boss fights are designed well enough to not have that damage over a long period of time and have it relegated into phases, just be careful with the durations and try and find ways to challenge tanks and healers with more than just ultra-heavy melees. But I want to explain where I'm coming from. All IMHO of course.

    Now in our current HFC gear with absurd tier, trinkets, absorbs, ring, double beacon hpallies, etc. yeah 300k is probably fine because final raid gear is allowed to be ridiculous. But when talking about progress, getting gibbed because your healer decided to make a single cast on someone else or had to take a step to one side is not fun, simply because you have no control over the matter. The exact amount of damage to reach that point varies with the damage model of the time, spec, gear, etc. so I can't say the exact numbers but my personal guess would be where you die to 2 consecutive unmitigated melee hits (hence why my ears pricked up at 300k).

    When talking about very high tank damage situations (for example: paragons of the klaxxi, blackhand, tyrant velhari) block/parry/dodge are useless. If you get a parry, great you've made your healer overheal you, if you don't, well then that nothing's changed. You cannot rely on avoidance because it's random. Ask those brews who did early tyrant progression, "yeah I've got 90% dodge" (or something) then BOOM! One-shot.
    Active mitigation will never reach full coverage (or at least it shouldn't if properly designed *cough*BRF stagger*cough*), this is because AM and CDs are designed to prevent or respond to damage spikes. Melee hits over the course of an extended period of time are by their nature completely unpredictable (wide damage range + dodge/block/parry). That's a good thing (troxism's doc went into depth over this) because your reactions and decision making become important rather than just following the same formula every pull. However when those melee hits will just flat out kill you then there's no longer any reactions or decision making, your following a formula again. Tyrant Velhari is such a fight - there's no decision making; you map out your CDs and externals beforehand, use active abilities and passives as much as you can then just start rotating through the list. The only decision is whether you call for pain suppression now, or try to get one more rune tap out before asking for it. When I reached the fight the guild I was trialling with had it on farm and I was absurdly overgeared so I didn't have to do any of that, but I've heard the salt on these forums from those who progressed early on.
    I imagine healers don't like it either, they want to do single target healing, but not solely that on the tank. They've got other stuff to do and if they're just spamming you and not seeing much happen because you're only going to spike once per minute then they're gonna feel pretty useless.

    And note I said "extended period of time". If melees are absurdly high, but only for a short, predictable duration then that's fine because you just pop a CD or rotate if necessary. It's dying to RNG that I have a problem with.

    - - - Updated - - -

    Twins
    Spoiler: 
    One is primarily frost, the other is primarily nature (Ice and lightning), but they’re twins so they know how to use each other's power to some extent. Phase 1 - 60 sec. Phase 2 for 15%, phase 1 for 60 sec, phase 3 for 15%, repeat. Enrage in 10 min.
    Pair up - When dealing direct damage to the nature twin you gain a damage reduction versus nature but a vulnerability versus frost damage. Dealing damage to the other twin does the opposite. The effects stack, but cancel each other out so there's a fair bit of target switching. It's also displayed as an alternate power bar rather than an infinitely stacking debuff. Healers are required to occasionally throw DPS abilities at the bosses at least on mythic.
    True love - The bosses share health.
    Lightning strike/Frost strike - Deals a large amount of tank damage. The bosses each gains a buff called “building cold” or “building static” so you see what they're going to cast next, but it's random which boss does what. Ie. Half the time both will use the same, while/ the other half they'll use different abilities. This buff will have a visible effect on their weapons.
    Phase 1:
    Ice surge/Power surge - Debuffs random (non-tank) raid members. They take slowly increasing ticking damage from the respective school. When dispelled or expires they take considerable damage from the school and deal damage to the raid from the school increased by how long they had the debuff (This is the most healer intensive ability, so it hits pretty hard) and drop either an ice prism or a Tesla spike, which deal ticking damage in a 10 yard radius.
    Phase 2:
    The nature twin does a cast and drops a large tesla spike in the centre of the room.
    Arcing - Every tesla spike throws out a beam of lightning to the closest other spike. They no longer do ticking damage in a radius, but the beams tick rapidly for massive damage.
    Swirl - Fires 4 Halion style beams from the central spike. The beams consist of electric orbs which if touched will deal moderate damage, reduce your haste and movement speed for 5 seconds. The orbs then begin to slowly orbit the nature boss, but each at the same speed so that they form a gradually dispersing swirl around the room. After spending 40 sec in this phase another set of 4 will spawn but orbiting in the opposite direction.
    Shatter - At the end of this phase all tesla spikes shatter harmlessly.
    Phase 3:
    The ice twin does a big cast to start the phase, then continues as normal.
    Encroaching Permafrost - Two “walls” of ice start to slowly approach from either side of the room, making the fight area thinner and thinner (the side is not randomised per pull, but the second phase 3 will be 90 degrees from the first). Standing in this does moderate ticking damage. On early progress you’ll probably hero to make this soft enrage (The second one will probably kill you if you can’t kill the boss before then. If it doesn’t you’ve got like 20 sec or so till the hard enrage).
    Ice ray - The ice boss and each ice prism will fire a white laser to the edge of the arena. All fire in the same direction, and although the direction feels random it is the same pattern each pull (eg. the first shot is always north-northeast). They fire a small “feeder” laser first, then a couple of seconds later the actual laser comes out. Any player in the path gets frozen in an ice crystal which needs to be DPS’d down to remove (think Thok). The health of this crystal is reduced by your frost resistance (from the pair up mechanic). Those inside will take massive ticking damage if not broken out within 20 seconds.
    Shatter - At the end of this phase all ice prisms shatter harmlessly.


    - - - Updated - - -

    Dragon council
    Spoiler: 
    There's a number of drakes. The first you pull, then the rest will begin to land on a timer. If you kill all the drakes that are active then the next will instantly spawn, but otherwise you'll be dealing with gradually increasing chaos. Second boss lands after 30 seconds. Third at 2 min, fourth at 3:30. At 5 min they’ll enrage, but you’ll be dead before then anyway.
    Switch - The bosses will swap locations, flying across the map, instantly killing any non-tank in the wide path between them thok style. After reaching the location their threat tables will switch so a taunt swap is unnecessary and each tank will take damage reduced by the distance flown. When 3+ bosses are up this is more of a rotation then a switch, but there's a whole lot more room for things to go wrong. This is where tanks are expected to blow most of their cooldowns. If there is only 1 boss active then this ability is not used.
    Strafing run - Whenever a boss spawns they'll first do a strafing run, lighting up a random path across the arena which then spawns dozens of orbs (fire, acidic, holy, lightning) which travel in random directions in straight lines across the arena. Each living boss will also fly up and join them on the run in a different direction.

    Fire drake
    Dive bomb - Flies into the air for a second, then pile drives the largest clump of players (typically a melee group). The location hit spawns a series of 8 waves which travel in cardinal directions zakuun style, then return some time later. So you both need to run away from the slam and dodge between the waves.
    Flame breath - Roots 2-3 players, prioritising players within 40 yards and non-tanks, and starts to cast a deep breath. When the cast completes will launch a large cone of flame towards a random rooted player, if all roots are dispelled then will target the tank and deal triple damage.

    Scaleless drake
    Acidic ooze - Acidic breath attack which leaves the cone hit in puddles of acid which slowly spread over time. Standing in the breath or puddles leaves a stacking dot which when it expires will itself leave a pool under your feet (have a sec to run out though rather than instantly regaining your stack). Breath attacks from the other bosses clear these puddles/stacks.
    Globule - Think velhari trash. Slow moving projectiles inexorably follow players but burst when they hit any player. They deal low-moderate damage, increase damage taken from nature by 300% for 20 seconds and leave a small acid pool which slowly grows like the other pools from this boss.

    Holy drake
    Sunburst - Cone attack does moderate damage and leaves a 25% healing taken reduction (for 20 sec) on all hit. Breath ticks about 5 times, has a 2 sec duration and a 3 sec cast time.
    Prismatic spray - Same as sunburst but has a 1 sec cast time and only ticks once. (Might need a buff I dunno)
    Holy Nova - Wave of light slowly expands out (think imperator). You can jump or warp over it, but otherwise it does massive damage reduced by 75% if you have the sunburst/prism debuff.
    Ray of light - Fires directly at the other active dragons, dealing considerable healing. Standing in the path causes you to take the healing instead. Deactivates a moment before switch so the bosses won’t unavoidably heal during that time.
    Swoop - Rises up and dives a nearby player within 40 yards, scooping them up, stunning them, then dropping them from height. You need to catch the player archimonde style or else he’ll blow up the raid if hit. But using /sit, /sleep or /kneel to duck under the attack causes him to miss.

    Storm drake
    Terrific shock - Hits the threat target with an enormous unavoidable hit that you need a give cd for, preferably an immunity or cheat death. Deals 90% less damage to non-tank spec'd players. Resets the swing timer.
    Static - Deals ticking damage to anyone in a short range of the centre of his hitbox, increased by proximity to that hitbox. This increases over time and after 45sec-ish will be unavoidable by melee. By the time you kill the boss on progress it'll likely be covering the entire arena. Tuned on the assumption you use hero here (or run 5 heals and can deal with the chaos of dotting 3 bosses at a time)
    Devastating Storm Breath - Big cast and channeled breath that will track the tank’s location a few moments ago, so that the tank can strafe around and avoid it. Deals high damage and reduces healing taken for the rest of the encounter. The entire raid needs to circle around the boss to not get hit.
    Building electrocution - Melee hits dealt by the boss increase the target’s damage taken per stack, no duration.

  16. #56
    Forgotten Bastard
    Mythic Only Optional Boss
    Spoiler: 
    You enter a large, obviously boss room. In the centre is a podium with a cot at the top in which sleeps a little girl. Clicking the cot opens a dialogue option to gently awaken her, doing so begins the encounter. The idea of the encounter is to deal with extremely punishing mechanics that all have the ability to wipe you, each mechanic will stick around for the entire encounter with no phase 2, but you could also say that there are a bunch of phases, they just include the abilities from the previous phase. The idea being that the encounter trains you as you progress and are able to react to old mechanics by muscle memory while you’re busy wrapping your head around new ones. 15 min enrage is loose, you won’t have dps issues unless you run 12 dps or less in low gear or your main tank is useless.
    100%
    Rain of tears - Think hellfire storm on manno, but each drop also does some unavoidable raid damage.
    Unicorn - Moderately low health. Casts gore, if gore is unmitigated then spawns another unicorn. When they are dps’d down they take to the air banishing rain of tears for 15 sec.
    90%
    Chain lightning - Targets a player, and a few seconds later hits them with chain lightning which arcs to the closest player who hasn’t been hit yet until all are hit. Deals damage to the raid increased by the total distance arced and spawns a tantrum under the last person.
    Tantrum - Massive void zone covers a very large portion of the arena. Each tick reduces its size and applies a 6 sec debuff which increases damage taken from the void zone. You must clear out the void zones or you'll be overwhelmed.
    80%
    Pat-a-cake - The boss uses an ability, you have to use the same ability in ±1 sec of them to neutralise it, eg. Taunt, Stun, AM and Heal. Uses these abilities in a few set patterns (eg. AHAHTSA-AHAHTSA). Successfully handling this ability refunds your use, so your AM uptime is going to be very high on this fight. Failing a match or using an ability out of sequence stuns the raid, except for the triggering tank, for 3 seconds.
    70%
    Night terror - This add at the corner of the arena channels high ticking splash damage to the raid and doubles damage taken by both the boss and all players. Every 15 seconds it teleports anti-clockwise. Facing (“facing” has a 30 degree requirement) the add stuns it. It cannot be harmed.
    60%
    Ballerina - Add which spawns occasionally over time, fixating the closest player and constantly bladestorming (kinda). Some need to be dps’d, others need to be healed. When dps’d down or topped they will fly in the direction their target is facing (this should be very easy to aim) doing damage to anyone in the path. If they hit a wall they’ll be stunned for a few seconds, then revert to their initial hp and fixate the closest target again, if they hit the boss they’ll despawn and if the boss is casting polymorph then they’ll interrupt it.
    50%
    Polymorph - Big cast turns all raid members except for one into critters while the boss sits down and giggles at the hilarity. You can still move and jump but are silenced and pacified. Remove the polymorph by /kiss -ing other raid members. Break everyone out so they can get back to work handling mechanics. After being broken out you’ll be restored to full health, which is nice I suppose.
    40%
    Butterfly - The boss faces a direction then spawns a bunch of butterfly adds in that direction which fly around erratically for a few seconds before fixating on random players. Upon touching a player they’ll despawn and the player receives a debuff which deals 90% of max health when it expires 20 seconds later. Will refresh duration if you take multiple hits so best to have 1 player soak them all.
    30%
    Doll - 2 spawn, they spam cast light damage on their target and if silenced will run directly away from their target. They periodically cast a mind control which must be interrupted and if 2 dolls come into contact with each other they despawn.
    20%
    Wipeout - Boss fires a line out which begins spinning faster and faster. Can only be avoided by jumping over it. Each time it hits a player it does moderate damage to the raid and the person hit, resets its speed and increases damage taken from wipeout.
    10%
    Temper - Boss gains 100% increased damage. When dispelled the dispeller gains this buff and it will spread to players within 5 yards.

  17. #57
    Late reply because of the release of Pre Patch but yeah as I said some things can be overtuned. After reading your text I did some small research about Tyrant Velhari and she has an attack speed of 1.0 sec or something. Now my boss has an attack speed of 2.0 which is 2 times slower. Tyrant Velhari is actually be doing twice more damage done on tanks. Still the damage is high for a 5 man for sure but I will reduce their melee damage done because I realise the tank will be tanking both the bosses in their Melee and Caster form which makes it very very hard for a healer to heal.

    - - - Updated - - -

    Update: So I did nerf Shadroc's melee damage by 25%, both their Caster Forms melee damage by 40% and reduce their attack speed by 20% (only for Caster Form). Flarec's melee damage is unchanged. So let me explain. Flarec in Caster Form does very high aoe damage and it would be very difficult for the healer to heal all this if Shadroc is hitting the tank very hard so I reduced her tank damage. Shadroc's job is more to hinder your positioning. Flarec in Melee Form is more a tank killer so healing the tank is gonna be more important. Ofcource you still have Shadroc out there in Caster Form but her aoe damage isn't very high. She does have a quick damage burst but as long as the target survives the duration you can slowly heal the player up while keeping the tank alive It is more important to handle her mechanics correctly. Failing to do so will result in a wipe.

    - - - Updated - - -

    Another update: I'm gonna reduce the amount of bosses by 5/5 because I couldn't get a boss encounter that I had in mind to work. Also Legion is approaching so I don't have the time for it sadly.

  18. #58
    As far as I know, all WoD bosses have a 1.5 sec swing timer with the exception of:
    Dia darkwhispers void form
    Fel lord zakuun Phase 2 and 3
    Imperator margok
    Butcher (I'm not sure if just frenzy or whether he dual weilds as standard)
    Borka the brute in grimrail when his friend dies
    Some trash as well, notably the assassins in HFC

    A reason for this is that AM has a 3 or 4.5 sec duration so you will always mitigate the same number of melees (2 or 3 respectively. although 3/4 is theoretically possible the timing would have to be exact and is realistically not going to happen on purpose) and don't need a swing timer add-on (however you do need to watch the cast timers so that you don't AM while the boss is chain casting)

  19. #59
    The effort put in here seems pretty legit. My mind doesn't wrap around text boss encounters to well but it isn't hard to see time and effort exsists here.

  20. #60
    Quote Originally Posted by Yggdrasil View Post
    The effort put in here seems pretty legit. My mind doesn't wrap around text boss encounters to well but it isn't hard to see time and effort exsists here.
    Well you're certainly not wrong :P

    Grand marshal
    Final Boss
    Spoiler: 
    For all those that wanted a well designed, streamlined, well paced final boss: I'm sorry. This is 4 phases, long, grueling, punishing and you've gotta study up on the fight like your exams. The heroic and below version of the fight will be kind of a demo version and far more simple and I can't be bothered writing it, sorry.
    Each phase has around about a 4 min enrage, hence an absolute maximum of 16 min fight.
    All the rooms are basically scenery for the boss fight; they don't really have anything to do with the fight itself.
    The boss himself is about the size of siegecrafter blackfuse (the mech not the goblin). So there's some room in melee but the boss himself isn't huge.
    Apart from well of heroes and parry, no boss abilities are carried over to the following phases. However, surviving adds will follow you from room to room.

    Well of heroes - Mythic only. The boss never drops warforged, but instead drops items 10 ilvls higher than the rest of the raid, always with a gem slot, and has an absolutely massive loot table. However he only drops 2 pieces with a 50% chance of the mount. Standing in the pool at one side of the room does ticking damage and stacks a debuff on you until you die or leave the area that reduces your damage and healing, increases damage taken, and causes the boss to have a chance at dropping extra loot per stack still active on the raid when the boss is defeated (eg. per 20 stacks gives +20% chance of extra loot (same way as having another player in flex) and +5% extra mount). The pools themselves instantly vaporize when pulled, and will respawn when the boss respawns.
    Parry - The duration of active mitigation effects are halved, but the mitigated damage is reflected back at the source (if applicable target). This applies to all 4 phases.

    Phase 1
    100 - 65%
    Spoiler: 
    A pristine, tiled hallway with great windows either side draped with silk curtains, marble pillars and a couple of paintings. The boss wields a lightning spear. This phase encourages min-maxing, aggressive play and specs/builds good at 2 target cleave.
    Crackling strike - Deals high physical damage to the tank and stacking debuff. Each stack increases the damage of crackling strike, reduces the cast time, and reduces the cooldown of this ability.
    Shieldbearer - Casts shield slam, dealing moderate damage to the tank. Each hit will reduce the crackling strike stacks by 1 if available, and if successful will apply a debuff to the tank which reduces the damage taken by crackling strike by 30% (stacking duration). Shieldbearer shares health with boss (in a way, think xhul's big adds) and dies as soon as the boss phases.
    Caustic Energy - The shieldbearer puts down a bubble shield on the ground. The shield, pacifies, provides immunity to all magic damage, and rapidly stacks a 10 sec nature dot. The dot is immuned of course, but the moment you leave you take pretty nasty damage that drops off per stack rather than after a duration. Meanwhile the boss begins to cast for 5 sec, then summons lightning that deals raid damage for 6 sec and increases in duration per cast (this lightning increases the haste of those standing in it). 4 min into the phase this will destroy the bubble (this is like a more complicated version of soulbinder nyami’s soul vessel or Asaad from the vortex Pinnacle). Cast every min and lasts for 10/13/16/60 sec. Will stop instantly upon phasing.
    Brutal thrust - The boss faces a door and charges at it, dragging anyone in the path with him (iron reaver style) and slamming it open dealing damage to the raid reduced by distance from the door. Caustic energy then begins creeping along the room and continues for the rest of the encounter to anyone who doesn't go through the door.


    Phase 2
    65 - 45%
    Spoiler: 
    A large, round room, rugged in a white carpet, very sparse and open but had various objects at its edges like a fireplace, cushioned chairs, musical instruments, weapons, lamps, all leading up to a big pair of double doors that open to the gardens. Anyone who dies in this area will, in addition to their skeleton, also leave a red stain on the carpet that persists between attempts (but disappears after a “soft” reset. And not in the Chinese version). The boss draws and fights with a fire sword, encouraging conservative play, personal responsibility, and specs/builds good against lots of adds.
    Tongues of flame - Deals 50% max hp to a random player (biasing non-tanks), when topped off they spawn a pack of several fire dogs (the model is like the ones with shannox) that melee fairly lightly. Vulnerable to all forms of cc. Successful melee hits stack a debuff with no duration which when a player reaches 100 stacks cause call of the pack. They deal light damage in a 5 yard radius when spawning which won't be any damage to the player topped, but if other people stand nearby then will be lethal.
    Call of the pack - All fire dogs howl at once, a second later they gain 1000% increased damage for 10 seconds. If a dog casts call of the pack twice it'll start dealing moderate ticking raid damage (archimonde infernals).
    Spectre of fire - Fire elementals that spam cast scorch which does moderate damage to the threat target, increases their melee damage taken by 10% and reduces their healing taken by 5%, stacking. Will melee for a short duration if silenced/interrupted.
    Reflect - Deals high magic damage to the next player to hit the spectre of fire with a direct damage ability. Has a strict timer and a 2 sec cast.
    Lucidity - Random dps generates massively increased threat against the boss for 6 seconds. Whenever it expires someone else gains the debuff. (Possible to get multiple times in a row)
    Flurry - Faces the tank, then does a flurry of quick attacks which deal heavy fire damage in an infinite range cone. Each flurry increases the angle of the cone (60°, 120°, 180°, 240°, 300°, 360° at 40 sec, 1:20, 2 min, 2:40, 3:20 and 4:00 respectively). Then does a whirlwind style spin dealing damage to anyone within 10 yards of the boss and reflecting all damage taken, then does flurry again in the exact opposite direction to previously.
    Gust - A gust of wind blows open the door into the royal gardens, the boss slams his sword point down into the ground and cannot remove it again, anyone still in the room after this takes ticking fire damage (think Lich King’s remorseless winter)


    Phase 3
    45 - 25%
    Spoiler: 
    The royal gardens, the entire ground it littered with little yellow flowers, and all sorts of brush, hedges and pretty things skirt the arena (the fight area is a small subsection of the gardens). Notably missing fountains though, non-vital water is seen as a symbol of poverty in this culture. The boss draws and boxes with an arcane knife, encouraging coordination, teamwork and multi-dotters.
    Arcane prison - Every player spawns a shackle and a 2 yard radius circle at their feet. The circle increases the intensity of its glow (hansgar and franzok smart stampers) and after 20 sec will instantly kill anyone standing on it. Any movement (including all teleports) will detonate the shackle dealing very light damage to the raid and applying a stacking debuff to the raid that increases damage taken from these detonations by 1000% for 1 sec. Occurs every 20 sec into the phase and every 60 sec thereafter. (a detonation with a stack is survivable if the healers expect it, but 2 stacks is most likely gonna wipe you)
    Unstable Energies - Deals ticking damage to anyone more than 15 yards away from a healer spec'd player.
    Mana Ghoul - 4 large ghouls immediately spawn at pre-set locations around the arena. Whenever one of them dies, calculates the health difference between the highest health surviving ghoul and the surviving ghoul with the lowest health and does 50% of this value as damage split to the raid. Does nothing when the last one dies. Immune to all cc effects. If you phase while ghouls are still alive then they just wipe you. 1 min after the last ghoul dies and you're still in this phase, 4 more will spawn.
    Arcane Static - Cast by mana ghouls. This unavoidably hits a random player, measures the distance between them and the closest player to them, then uses that distance as the radius of an explosion centred on all players. This is fairly light damage but is cast frequent enough that it quickly adds up.
    Volatile Explosion - At 40 and 30%, will spawn... basically Mannaroth's felseeker under the feet of several random dps spec'd players. This is only visible and only dangerous to the player it spawned under.
    Flash Strikes - Melee attacks in this phase deal their damage in a small (like 10° and 5 yards) cone. They deal critical strikes against a stunned player.
    Gauntlet strike - Stuns the tank for 8 seconds, reducing their stamina for the rest of the encounter (stacking).
    Arcane Overload - The dagger shatters releasing arcane power dealing random spurts of arcane damage to anyone who doesn't follow the boss to the gazebo looking structure for phase 4.


    Phase 4
    25 - 0%
    Spoiler: 
    Finally phase 4 is on a balcony overlooking the kingdom, this balcony has an impassable balustrade so for once you don't have to worry about falling off. It's all marble with a kind of Greek aesthetic, carved images in the walls and (for once real stone) gargoyles looking down. The boss smashes open a glass display case mounted to the edge and picks up the double bitted holy axe there. This phase encourages reactionary play, quick thinking and single target specs/builds.
    Sweeping strikes - The top 2 threat targets take melee hits and boss special attacks.
    Kick - 2 sec cast at the tank dealing light damage. If the tank has active mitigation up when this hits then stuns the tank for 3 seconds and drains their main resource to 0 (all sotr/ISB charges+partials, pain, rage, runic power).
    Swing - 2 sec cast does a huge swing against the tank dealing moderate physical damage. If not actively mitigated then knocks the tank 65 yards into the air.
    Holy barrage - Arrows begin to raid down on the location each player was at 3 seconds ago, this lasts 8 seconds. (kind of like arcane volatility from ko’ragh, except everyone)
    Lightbomb - All raid members gain a debuff which after 6 seconds explodes dealing damage to anyone within 10 yards. Spread out. (kind of like baron geddon’s living bomb, but everyone)
    Living Light - Debuffs a random non-tank, they take moderate ticking damage for 10 seconds, but it’s non-lethal damage and if they drop to 1 hp it is removed (other sources of damage aren’t non-lethal though). After those 10 seconds it will lose it’s non-lethal flag and keep ticking for the rest of the encounter.
    Sunstorm - 5 sec cast deals high damage to everyone over 10 yards from the boss.
    Cleave - 5 sec cast deals high damage to everyone within 20 yards of the boss.
    Berserk - 4 min into the phase the boss gains 500% increased damage, 150% increased attack and movement speed and immunity to taunts.


    Order of Bosses
    Spoiler: 
    Last edited by OrcinusDrake; 2016-07-23 at 12:14 PM.

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