Taken from wow Reddit sub:
*Credits to Archwizard_Drake from RedditSince LFR was released back in Cata, raiding in some form or other has been accessible to just about anyone, at any time you want it. We all have our favorite expansions as far as encounters we've seen or lived through, and we all have the encounters we've hated most of all because of some annoying mechanic or weakness in our class. At this point, a lot of us have very strong opinions on what makes a "fun" or "annoying" raid encounter (and everyone else' opinions be damned), or what is geared towards or against us.
So, here's the experiment: Your main is now a raid boss.
How does their encounter work? Do you want to create a megalomaniac who wants to destroy the world? An honorable combatant who just wants a good fight? A teddy bear who just wants to be hugged? A villain who takes one look at the raid and pisses himself? Or your personal enforcer of retribution against your raid group, who just mercs everyone?
Some things to consider:
- Basic overview. What's the goal with the fight? Is it a tank-n-spank, a race against time, or something else?
- Set the stage. Is the boss alone? Are there unique gimmicks to your fight, like vehicles? Does the arena itself factor in, or could the boss be placed anywhere?
- Are there phases to the fight? How does one phase differ from another? How are phase changes triggered? Does the boss have immunity periods? Does the boss have an enrage mechanic?
- What mechanics does the raid as a whole have to worry about? Are there areas to avoid? Adds or effects to kite? Damage to soak? Insta-death conditions or mind control? Does death trigger anything else?
- What mechanics do tanks have to worry about? Does your encounter just require one tank, or an offtank, or tank-swaps? Or maybe your encounter doesn't need any tank-specialized classes?
- What mechanics do healers have to worry about? Is raid damage heavy? Are there debuffs to dispel, or mobs to heal? Or does your encounter not use healers?
- What mechanics to damage dealers have to worry about? Do melee and ranged have separate roles, or mechanics to worry about? Are there adds to kill, or objects to break, or effects to charge up?
- Does the boss change based on difficulty, or just scale up? Does the boss have an Ulduar-style "Hard Mode" trigger, or achievements?
- Most importantly: How much would you enjoy playing this encounter?
Serious and troll responses welcome. Get creative! No rules!
(And I say "main" just so you have a basis to work off of. If you prefer to write for an alt, or have an original character, don't let me stop you!)
Now, I've given it a try so here's mine, a shadow priest:
Demetrion the Forgotten Shadow
BOSS ABILITIES:
Shadow Word: Pain – Magic. Dispellable. Unlimited range. Instant.
Demetrion uses a word of darkness that causes Shadow damage every 2 seconds over 24 seconds. Generates 5 insanity per tick.
Vampiric Touch – Magic. Dispellable. Unlimited range. 2 seconds cast.
Demetrion casts touch of darkness that causes Shadow damage every 2 seconds over 18 seconds and regenerates 5% mana each time it deals damage. If Vampiric Touch is dispelled, the dispeller and allies within 8 yards flee in Horror for 5 sec. Generates 10 insanity.
Mind Flay – Unlimited range. Interruptible. Channeled.
Demetrion assaults the target's mind with Shadow energy, causing Shadow damage over 3 secs and slowing their movement speed by 50%. Generates 5 insanity on cast.
Vampiric Embrace – Magic. Instant.
Demetrion is filled with the embrace of Shadow energy for 15 secs, causing him to heal himself for 1000% of Shadow damage dealt.
MYTHIC – On mythic difficulty Vampiric Embrace is undispellable.
Dispersion – Channeled.
Demetrion disperses into pure Shadow energy for 6 secs, becoming immune on all damage, but is unable to attack or cast spells and regenerates percentage of his HP over the duration. Each time Demetrion uses Dispersion, healing done by it is reduced.
Mind Bomb – Magic. Instant. Dispellable.
Demetrion inflicts the target with a Mind Bomb.
After 5 seconds, or if the target dies, it unleashes a psychic explosion, stunning all enemies within 10 yds of the target for 5 sec. With each subsequent cast range of explosion doubles and stun duration increases by 5 seconds.
MYTHIC – On mythic difficulty Mind Bomb is undispellable, arm time is reduced to 3 seconds and stun duration increased to 8 seconds.
Psychic Scream – Magic. Instant. Dispellable.
Demetrion lets out a psychic scream, causing 5 enemies within 8 yards to flee, disorienting them for 10 sec. With each subsequent cast range of fear doubles and fear duration increases by 10 seconds.
Mind Blast – 4 seconds cast. Lethal.
Demetrion blasts the target's mind with huge amounts of Shadow damage. Mind Blast deals 200% increased damage to targets below 90% of HP. Generates 30 insanity.
Shadowfiend – Instant.
Demetrion creates an unattackable shadowy fiend 10 sec.
Fiend focuses on one target and moves slowly towards it, gaining 10% movement speed every second. If the fiend reaches his target, it will detonate dealing Shadow damage to raid and granting Demetrion 100% mana and insanity.
MYTHIC – On mythic difficulty, creates second fiend which attacks his target and restores 5% mana and insanity to Demetrion. Lasts until killed.
Shadow Mend – 5 seconds cast. Interruptible. 100% of mana.
Demetrion wraps himself in shadows which heal for 100% of his HP.
Voidform – Instant.
After reaching 100 insanity, Demetrion twists his Shadowform with the powers of the Void, increasing all damage he deals by 20% and granting an additional 1% damage every 1 sec.
His Insanity will drain increasingly fast until it reaches 0 and Voidform ends.
Power Infusion – Instant.
Demetrion infuses himself with power for 20 secs, increasing haste and insanity generation by 50%. While Power Infusion is active, Demetrion is immune to interrupts and dispels.
MYTHIC ONLY Abilities:
Surrender to Madness – Instant.
Demetrion surrenders completely to madness and enters improved Voidform.
His Insanity-generating abilities generate 2 times more Insanity. His damage is increased by 50% and cast times of all his spells are reduced by 50%. Demetrion deals 1% more damage for each second he spends with Surrender to Madness active. If his insanity reaches 0 he will die killing everyone in the Netherlight Temple.
Mind Seer – Channeled
Corrosive shadow energy radiates from the target, dealing Shadow damage over 5 secs to all enemies within 25 yards of the target and spreads Shadow Word: Pain and Vampiric Touch onto them.
Mass Dispel – 1,5 seconds cast. Uninterruptable.
As soon as Demetrion surrenders himself to madness, he will instantly use this ability, removing all buffs and debuffs from players including debuffs acquired from Sanctuary of Void and Light.COMMENTARY:Encounter:
Fight starts with Demetrion engaging players in the middle of the room. Demetrion will never assault players with anything else except his spells, so tank for this encounter isn't necessary.
Alongside mana bar, Demetrion uses Insanity as one of his resources.
During all phases of encounter, at 75%, 50% and 25% Demetrion will use Vampiric Embrace.
Demetrion will cast SWP and VT on random targets. SWP is cast every 15 seconds, VT is cast every 20 seconds. Between these casts Demetrion will assault random players with Mind Flay.
In all phases at 66% and 33% of his HP, Demetrion will use Shadowfiend ability.
Phases:
Phase 1
Every 30 seconds Demetrion will cast either Mind Bomb or Psychic Scream depending if there are players close or far away from him. If there are more than 6 players within 10 yards of him, he will use Psychic Scream, otherwise he will use Mind Bomb.
Soon after Mind Bomb or Psychic Scream is used, Demetrion will cast Mind Blast.
After he reaches 30% of HP Demetrion will use Power Infusion.
Phase 2
Demetrion begins this phase with 80% of HP.
Every 45 seconds Demetrion will cast Mind Bomb regardless of numbers of players around him.
When he reaches 50%, portals will open on the left side of the room, allowing up to 5 players to enter Sanctuary of the Void where they will fight ghost of High Cleric Demetrion. High Cleric will assault players with Smite and Holy Fire. If the Cleric isn’t killed within 30 seconds, the portals will collapse and players inside of sanctuary will be killed instantly.
Smite – 2 seconds cast. Interruptible. Dispellable
High Cleric smites his target for moderate amount of holy damage. Each hit applies a debuff on target that increases damage taken from next smite by 10% and reduces all shadow damage taken by 10%. Stacks up to 10 times.
Holy Fire – 4 seconds cast. Interruptible. Dispellable.
High Cleric calls fire from heaven to burn his foes. Holy fire leaves a debuff on target that deals holy damage every second for the next 2 minutes, however it cleanses targets spirit, making it immune to all other damage, and increases the damage dealt and healing done by 20%. Holy Fire dot damage intensifies the longer the debuff is on target.
Phase 3
Every 45 seconds Demetrion will cast Psychic Scream regardless of numbers of players around him
When he reaches 40%, portals will open on the right side of the room, allowing up to 5 players to enter Sanctuary of Light where they will fight ghost of High Priest Demetrion. High priest will assault players with Smite and Holy Words. If the Priest isn’t killed within 30 seconds, the portals will collapse and players inside of sanctuary will be killed instantly.
Smite – 2 seconds cast. Interruptible. Dispellable
High Priest smites his target for moderate amount of holy damage. Each hit applies a debuff on target that increases damage taken from next smite by 10% and reduces all shadow damage taken by 10%. Stacks up to 10 times.
Holy Word: Chastise – 1,5 seconds cast. Dispellable
High Priest chastises his target dealing 50% of its maximum health as holy damage and leaves a shield on target which absorbs 50% shadow damage of damage done by Chastise. This effect stacks up to 5 times. Lasts until it has absorbed the damage or dispelled.
Phase 4 Mythic only
Every 30 seconds Demetrion will cast either Mind Bomb or Psychic Scream depending if there are players close or far away from him. If there are more than 6 players within 10 yards of him, he will use Psychic Scream, otherwise he will use Mind Bomb.
Soon after Mind Bomb or Psychic Scream is used, Demetrion will cast Mind Blast.
After he reaches 30% of HP Demetrion will use Power Infusion.
At 50% of HP, Demetrion will surrender himself completely to madness followed by Mass Dispel.
In this phase Mind Flay is replaced by Mind Sear.
Whole encounter is designed to keep the raid always on its toes, with bare minimum of mistakes that can be made. For normal and heroic version fight should be pretty easy (heroic will have the damage numbers higher). There is no need to remove any of the mechanic since the damage will be much lower and easier to fight through even if raid makes a mistake on one of the mechanics.
Mythic however is completely different story.
Most important thing in phase 1 is to prevent his insanity levels of increasing fast, keep track of how many consequent casts of Mind Bomb and Psychic Scream is done and have Mind Blast target healed over 90% of HP. Also raid needs to pay attention not to get his mana bar up during Power Infusion. Proper kiting and CC rotation on shadowfiend is crucial. This is a pretty low damage phase.
In phase 2 and 3 proper player composition will be needed in the sanctuaries. Raid will have to decide who is the most fitting to take the benefits of these buffs. Damage dealers should have a slight priority since this is a heavy DPS encounter. Same as in phase 1, proper interrupting, dispelling and Shadowfiend kiting with killing the other add is crucial.
Phase 4 is the hardest part of the encounter. In this phase raid will have to deal with increased damage through the phase, add kiting and killing and most important to decide which abilities should be interrupted and which should be let through, which debuffs should be dispelled and which should be left to tick since keeping his insanity levels appropriate always is the most important thing. If he lives long enough, damage from his spells will kill the raid. If you dispel the wrong debuffs he will lose too much insanity and will wipe the raid.
Damage numbers and HP pools of all creatures in the encounters shouldn’t be high, also when boss uses the abilities can be tweaked around. I just dropped a bit random percentages to finish this
Overall it should be a very fun and unique encounter with plenty of mechanics to worry about.
Now, let me hear yours