1. #1
    The Hive Mind Demetrion's Avatar
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    Your main is now a raid boss

    Taken from wow Reddit sub:

    Since 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!)
    *Credits to Archwizard_Drake from Reddit

    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.
    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.
    COMMENTARY:
    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

  2. #2
    Mechagnome Ghrog's Avatar
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    OK, this sounds like a fun little experiment... I'll play

    The raid group is asking for aid from the earthen ring. The Farseer needs to test the raid group to ensure that they are capable of handling not only the enemies that they must face, but also the elements that they seek help from.

    Farseer Ghrog

    Boss abilities:
    Stormstrike: Melee, instant, physical/Nature. Ghrog lashes out with the Doomhammer striking the target with the highest threat and cleaving all enemies in a 10 yard cone in front of him. Leaves a stacking dot that does increased nature damage that falls off over time.

    Feral Leap: Chooses a random ranged target (Will choose melee if no Ranged available) and springs at them doing AOE damage and leaving a crash lightning field that does nature damage to anybody within it)

    Frostbrand: (Aura) Ghrogs attacks are infused with cold when Frostbrand is applied reducing movement speed by 50% for 5 seconds for anybody hit by any of his physical attacks.

    Flametongue: (Aura) Ghrogs attacks are infused with fire leaving a dot on any target struck by any of his physical attacks.

    Feral Spirits: Spiritual Wolves come to Ghrogs aid fixating a random player and attacking them.

    Eathquake: Chooses a random player and casts an earthquake field under them that lasts for 12 seconds and can knock down any target taking damage from it.

    Chain Lightning: Chooses a random player and lashes out with a lighting bolt that arcs from the target to the nearest player within 10 yards up to 4 times (up to 5 total targets)

    Thunderstorm: A bolt of lightning strikes Ghrogs location knocking back all players within 10 yards and dealing nature damage.

    Ascendence: Ghrog transforms into an Ascendant harnessing the power of Fire, Air, and Water.

    Lava Beam: Chooses a random player and lashes out with a Lava Beam that arcs from the target to the nearest player within 10 yards up to 4 times (up to 5 total targets)

    Wrath of Air: Tornadoes appear on the battlefield that will do damage and fling the target into the air if struck dealing falling damage.

    Healing Burst Totem: (30 second cast, uninterruptible) Heals Ghrog back up to 100% and increases damage done by 1000%.

    Encounter takes place on an ornate stone island that floats in the air just over the maelstrom with water spraying over the edges and veins of lava running through the ground.

    Phase 1: Elemental Phase: Ghrog starts off with the Fist of Ra'Den and lashes out using Melee attacks, Chain Lightning, and Earthquake. These abilities do 300% increase damage if nobody is within melee range with threat. Every 30 Seconds Ghrog casts Thunderstorm.
    (MYTHIC) Ghrog opens combat by summoning a Greater Primal Fire Elemental that fixates and attacks a non-tank target, this elemental has too much health to be burned down, but disappears at the end of the phase.

    Phase 2: Enhancement Phase: At 75% health Ghrog Stuns the entire raid with a lighting surge totem and respecs donning the mighty Doomhammer. He then attacks the target with the highest threat casting Stormstrike every 6 seconds. He alternates between having Flametongue and Frostbrand auras active every 30 seconds. Every 20 seconds a Feral Wolf is summoned and fixates a target.
    (MYTHIC) Feral Wolves are enhanced. Cannot be slowed/rooted, and deal AOE damage (Fire or Nature depending on the Wolf) and Ghrog Continues to cast Thunderstorm during this phase.

    Phase 3: Ascendant Phase: at 25% health, Ghrog leaps to the middle of the platform and transforms into an Ascendent. All threat is wiped and he stops melee attacking. Instead he drops a Healing burst totem that will heal him to full and charge his attacks if it completes casting. Ghrog alternates between summoning tornadoes at random points on the map and casting Lava Beam.
    (MYTHIC) Fire Elementals and Feral Spirits are summoned during this phase as well.

    Strategy:

    Phase 1 is a classic tank, spank, and keep spread out. Melee should spread as much as they can so if they are targeted by earthquake, fewer players are hit. Ranged should spread out to limit damage from EQ and from Chain Lightning. Ghrog must be tanked near the middle of the platform to prevent knockback from launching anybody off of the platform insta-killing them. In mythic the Elemental cannot be destroyed, but the player focused must be healed through.

    Phase 2 requires more placement. Ranged must stay spread out. Tanks must taunt off before stacks become unhealable. Ranged must spread out to avoid unnecessary damage from Feral Strike. Tanks and melee should form a triangle around the boss to prevent Stormstrike stacks from hitting the other tank or melee. Ranged must cc and focus down feral spirits before they overwhelm the raid. (In mythic the strategy is the same, but DPS must switch to spirits faster and tanks must be prepared for recovery from thunderstorm during frostbrand aura.)

    Pase 3: This is a burn race. Tornadoes cannot appear or travel within 10 yards of the boss, but if all players stack close, Lava Beam will start overwhelming healers. Both the field filling up with tornadoes and the race to beat the Healing Burst totem force a hard DPS check. In mythic AOE busrting feral spirits and elementals cause even more havoc and must be dealt with.

    Upon killing the boss, he reincarnates and congratulates the party, allowing them use of the help that they need.

    Depending on tuning, this encounter could be anything from an easy first boss to a horrific pain in the keister.

  3. #3
    Merely a Setback FelPlague's Avatar
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    oh god... i would love to do this but looking at the post i allready see the problem... spend 30 minutes writing this up, for no one the read it...


    i feel like my fight would be a much better version of terron gorefiend from auchidoun
    where i use a few spells from each specs...

    all well i use all three artifacts
    on normal use one of three weapons, changing each week
    on heroic two
    on mythic all three
    When one weapon is used up the next weapon is equipped, but a weaker version of the weapons old effects stays along and does effects
    (Normal no weapon is "used up)
    (on heroic at 50% the first weapon is used up)
    (on mythic 66% and 33% each weapon is used up)

    Thakiel i summon Demons and do will empower them, making heavy spike damage with them, so mobs will need to be burst down instead of aoed so that a ton of weak demons arnt empowered, to then instantly kill your tank, (mythic a pitlord will be summoned every so often)

    once removed thakiel flies around casting spells onto random players and summoning small packs of demons

    Affliction will cause me to put a stacking debuff on the tank, that dispelling will do heavy damage and silence the user, aswell as every X time i will put dots on every member in the raid, Corruption, a weak dot that lasts a long time, and can stack with itself if the next time they are chosen again, siphon life, drains life from those who have it, and heals me, and agony, weak at first but quickly ramps up to do massive damage (on mythic could have unstable affliction on a few targets, same as on the tank, does heavy daamge, silence and damage those who dispell)

    once replaced, wondering souls will appear from a soul well, draining souls of people within a radius of them, they need to be avoided, and will wonder around

    Destruction will cast chaos bolts onto the tank, and needs to be interupted by 5 interupts within its cast to stop, it will basically insta kill if it goes off, will also cast rain of fire randomly around the room, also applies immolate to all healers, and tanks (mythic will cause cataclysm to be cast, every so often doing a massive hunk of damage, about 50% of players health, to everyone, and apply immolate)

    when replaced a massive portal will open, bolts of shadow and fell hitting random people, either in a chaos bolt burst hit for about 25% health onto a random target, or shadow barrage, doing 50% over 10 seconds on a target
    Last edited by FelPlague; 2016-12-25 at 12:53 AM.
    Quote Originally Posted by WowIsDead64 View Post
    Remove combat, Mobs, PvP, and Difficult Content

  4. #4
    Mechagnome Ghrog's Avatar
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    Quote Originally Posted by FelPlague View Post
    oh god... i would love to do this but looking at the post i allready see the problem... spend 30 minutes writing this up, for no one the read it...


    i feel like my fight would be a much better version of terron gorefiend from auchidoun
    where i use a few spells from each specs...

    summon armies of demons for the raid to fight
    send out chaos bolts that require 5 interupts to stop
    put massive dots on players that will do heavy damage, and if dispelled will silence and deal heavy damage to heal
    I hear ya. As I was writing mine out, I was thinking that pretty much nobody would read it, but I was just enjoying putting my thoughts down and imagining the fight. :-)

  5. #5
    Scarab Lord Frumpy Frumpy Frak's Avatar
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    Too much effort for me.

    Fizzlewidget of Gnomeregan



    Doesn't Care: Immune to damage from players, size increased by 3000%.

    Casual Strike: The target dies.

    It's Time to Duel!: Banish the entire raid to the Shadowlands where they must defeat Fizzlewidget's team in a pet battle.

    I'm Le Tired (Normal/Heroic only): At 50% health Fizzlewidget kills the entire party and goes home, leaving a chest of loot on the ground behind him.

    Try Hard (Mythic only): At 50% health Fizzlewidget teleports the raid to level 110 versions of either Yogg+0 (featuring C'thun), Vanilla 4 Horsemen (featuring Heigan) or Heroic Lich King (featuring knockbacking Saronite Bombs raining from the sky) chosen randomly. Fizzlefidget then goes to sleep.

    Phase 1: Fizzlewidget sits in front of the door you want to get through, all he does is cast Casual Strike on 2-6 party members (scaling with raid size) every 5 seconds. To resurrect the dead players, 3 other players must carry Oversized Gnomish Jumper Cables from the corner of the room over to the player's corpse.

    Phase 2: After 2 minutes Fizzlewidget channels "It's Time to Duel" for 5 minutes, all players who fail to beat Fizzlewidget before the cast is over are hit by "A One Way Trip to the Shadowlands" killing them and preventing them from being resurrected. Damage dealt to Fizzlewidget's battle pets is also dealt to him.

    Repeat until 50%

    Heroic/Normal: Cast "I'm Le Tired".
    Mythic: Cast "Try Hard".
    Last edited by Frumpy Frumpy Frak; 2016-12-26 at 05:49 AM.
    Garrosh did nothing wrong.
    #MakeTheHordeGreatAgain

  6. #6
    Shadow:

    P1 (100-50%): Does fucking nothing. Literally fucking nothing. Stands there and gets facefucked while casually staring blankly into dead space.

    P2 (50-35%): Starts casting spells. But they don't do a lot of damage.

    P3 (35-10%): Suddenly begins doing respectable damage. Damage begins ramping up over time.

    Final Phase (10-0%):


  7. #7
    Erogiv, the Demon Scientist.
    Enthralled by demons since he was young, Erogiv has dedicated his life to understanding them better. The orc always believed that demons were more than the mindless monsters others took them to be, and befriended many over his life and studied them closely, learning much about them. His work eventually attracted the attention of the Legion, who put his knowledge to work discovering new ways to empower their forces. Though he has no loyalty to the Burning Legion, he has become so wrapped up in his work that protecting it is all that matters to him.
    Erogiv will summon 3 large demons to defend himself and his work. Destroying these will anger him, causing him to empower his summons more quickly. Once the final demon dies, Erogiv will surrender, overcome with grief at letting his pride in his work get in the way of his love for his demonic friends, who he allowed to be permanently killed due to the intense fel exposure in the lab.

    Mechanics:

    Erogiv
    Fel Barrier: Erogiv is immune to all spells.
    Demonic Empowerment [Deadly]: Causes all summoned demons to gain a new ability.
    Hand of Gul’dan: Summons a meteor containing 10 Wild Imps and another demon at a target location. Imps will cast [MINE!] on impact if a target is within the damage radius.
    Phase 1: Erogiv's first line of defense is his Felguard, Chinildhun. He will summon Wild Imps and Dreadstalkers throughout to assault players, eventually making them more powerful.


    Chinildhun
    Mortal Strike: Reduces target's armour by x%, stacking.
    Felstorm: Deals high damage in an area around Chinildhun.
    Charge: Tosses an axe at a ranged character, stunning them in place, then charges to them and attacks with a sweep of his axe, dealing damage split between all players in an area around the target.

    Wild Imps
    MINE!: Leaps on to a target, dealing damage for 30 seconds but empowering the caster with fel energies, increasing haste by 20% for the duration.
    Felfire Bolt: Deals fire damage to target, and in an area around them.
    Unstable Energy: Imps rip apart when killed, dealing damage in an area.
    Felfirebolt Volley [Demonic Empowerment]: Deals fire damage to all players.

    Dreadstalkers
    Detect Magic: Sensing items of magical power on a target, the Dreadstalkers fixate on a target, chasing them mercilessly until killed. [For flavour purposes unequipping all gear will cause the demons to fixate on someone else and to never target you, but the current tank demon will cast a charge at you immediately and flatten you].
    Burning Rush [Demonic Empowerment]: Increases movement speed by 100%

    Unstable Felguard:
    Mimics casts of Chinildhun
    Fel Instability: After 1 minute deals damage in an area and is killed.

    Phase 2: Furious about the demise of one of his favourite pets, Erogiv begins casting Demonic Empowerment more quickly, and summons his Wrathguard, Araxgorod. He will also begin summoning Beholders.

    Araxgorod
    Mortal Strike: Reduces target's armour by x%, stacking.
    Wrathstorm: Deals high damage in an area around Araxgorod.
    Charge: Tosses an axe at a ranged character, stunning them in place, then charges to them and attacks with a sweep of his axe, dealing damage split between all players in an area around the target.

    Wild Imps and Dreadstalkers as before.

    Beholder
    Eye Lasers: Deals a burst of damage to all players. [Can be interrupted]
    Eye Beam [Demonic Empowerment]: Eye lasers are fired more frequently and cannot be interrupted.

    Unstable Wrathguard: Mimics casts of Araxgorod
    Fel Instability: After 1 minute deals damage in an area and is killed.

    Phase 3: Erogiv becomes angrier still, empowering demons even quicker after they are summoned and summoning a mighty Fel Lord. He will also summon Doomguards.

    Xatri’Fess
    Brutal Strike:
    Reduces target's armour by x%, stacking. Damage is split with the nearest target
    Felstorm: Deals high damage in an area around Xatri’Fess.
    Charge: Tosses an axe at a ranged character, stunning them in place, then charges to them and attacks with a sweep of his axe, dealing damage split between all players in an area around the target.

    Wild Imps, Dreadstalkers and Beholders as before.

    Doomguard:
    Doom Bolt: Deals damage to healers.
    Cripple: Slows casting speed of target [Dispellable]
    Doom [Demonic Empowerment]: Instantly kills a healer.

    Unstable Fel Lord:
    Mimics casts of Xatri’Fess.
    Fel Instability: After 1 minute deals damage in an area and is killed.

    Fight Overview:
    Each new “boss” deals more damage than the last. Demonic empowerment casts require adds to be killed fairly quickly after they are summoned, so damage should be focussed on them as soon as they appear. Summons will be on a strict rotation once new demons are added in phase 2. Ideally you want to be killing Chinildhun after 2 waves, Araxgorod after 4 and Xatri’Fess after 6 waves, otherwise you won’t be killing stuff before it gets empowered which will end you. Hard.
    DPS will need to be switched on, moving to soak Charge damage and gain the Hand of Gul’dan imp buff, or to dodge bladestorms in the case of the melee. Ranged should not be stacking too tightly however because of the felfire blast AoE.
    I tried to avoid making the tank fight just a taunt swap, so I added the second add, along with Fel Lord Zakuun’s damage splitting mechanic in the final phase.
    I haven’t put a whole lot of key healer mechanics in here, as honestly I couldn’t think of any bar a dispel and a whole lot of incoming damage. I don’t heal so I’ve no idea what makes a good mechanic.
    I’m not sure whether this fight would be any good,and I'm fully aware it's not that innovative, but I had fun developing it anyway. I toyed with a Thal’Kiel’s consumption type thing to deal damage based on demons out but DE serves the role of punishing you for not killing stuff fairly well.
    I've no idea what you'd throw in on Mythic other than maybe some new demons, but not sure which ones or what they'd do.
    Last edited by AwkwardSquirtle; 2016-12-25 at 05:00 AM. Reason: Formatting was very necessary.

  8. #8
    No it's not. Would be cool though!
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  9. #9
    Outlaw Rogue hits raid with wet fish.
    Last edited by Sanguinezor; 2016-12-25 at 04:19 PM.

  10. #10
    The Hive Mind Demetrion's Avatar
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    Quote Originally Posted by otaXephon View Post
    Shadow:

    P1 (100-50%): Does fucking nothing. Literally fucking nothing. Stands there and gets facefucked while casually staring blankly into dead space.

    P2 (50-35%): Starts casting spells. But they don't do a lot of damage.

    P3 (35-10%): Suddenly begins doing respectable damage. Damage begins ramping up over time.

    Final Phase (10-0%):

    Aw, c'mon, beginning isn't that bad.

  11. #11
    Deleted
    Get a layer sue dbm and bigwigs!

  12. #12
    my abilities dont matter, since my fucking energy regen its so slow by the time i can complete a rotation i will be dead

  13. #13
    An 8 second unavoidable stun? Yes I love paying a monthly fee to not play my character.

  14. #14
    I currently main a DH, so....
    Normal Form (Phases 1, 3 and 5)
    Melee: on plate ~8k main hand, ~3k off-hand, no crushing blows
    Flame Crash: 1.5 sec cast, 10 yard AoE dealing 5k fire damage per tick for 2 minutes centered on the ground at Illidans current target
    Draw Soul: 1.5 sec cast, frontal cone AoE dealing 5k shadow damage and healing Illidan for 100k HP per target, resistible (shadow)
    Parasitic Shadowfiend: 30 sec cooldown, random target 10 second debuff, dealing 3k shadow damage per tick, spawning 2 Parasitic Shadowfiends on expiration
    Agonizing Flames: Phases 3 + 5 only, 5 yard AoE centered on the ground on a random player for 5k fire damage plus a Fire DoT debuff on all affected players for 36k damage over 60 seconds (increasing damage on each tick, final tick is ~4.6k fire damage)
    Soft enrage: Phase 5 only, after 40 seconds Illidan increases his attack speed by 30% and damage by 50%
    Flying (Phase 2)
    Fireball: casting time 2 sec, Deal fire damage 3k-4k in 10 yards radius.
    Eye Beam: 30 second cooldown, putting a blue trail of Demon Fire on the ground. Players standing in this fire when it lands take ~20k Shadow damage. The Demon Fire trail lasts for 1 minute and deals 2k fire damage per second to players standing in it
    Dark Barrage: 40 sec cooldown, random target, 3k shadow damage per second for 10 seconds
    Demon Form (Phase 4)

    Demon Form
    Shadow Blast: 20 yard AoE for ~11k shadow damage centered on highest aggro target, cast every 2 sec, resistible.
    Flame Burst: 20 sec cooldown, 3.5k fire damage to all raid members plus extra splash damage to players closer than 5 yards to each other. Resistible.
    Shadow Demons: ~40 seconds into the phase, 4 Shadow Demons with ~22k HP spawn at Illidans position. They target random raid members and paralyze (stun) them, then move slowly towards their targets, kill them when they're there, then target somebody else.
    Aura of Dread: A 15 yard aura around Illidan...I mean my character... for 1k shadow damage per second also increasing Shadow Damage taken by 30%. This effect stacks over time.
    Parasitic Shadowfiends
    3000 HP
    Target a raid member high on the global aggro list (usually a healer)
    Quickly move towards their target
    On dealing a successful melee attack, their target receives the Parasitic Shadowfiend debuff (spawning 2 more parasitic shadowfiends after taking damage for 10 seconds)
    Flame of Azzinoth...I mean Twinblades of the Deceiver >.>
    Health: ±760,000
    Melee: ~15k fire damage base, average of ~4k/hit with 365 resistance. Cannot crush or be blocked, but can crit, miss and be dodged or parried
    Flame Blast: Frontal cone 15 yard AoE for ~9k fire damage
    Blaze: AoE dealing 5k fire damage per second, centered on the ground at current target. Blaze always appears shortly after Flame Blast, and its location is decided at the instant the Flame Blast goes off.
    Charge/Enrage: If any raid member is farther away than 25 yards from * both* Blades, one of the Flames charges that player and enrages, wiping the raid

  15. #15
    Darkspear Revolutionary Releaseday


    Abilities

    P1:
    Bitch-slap: Hits the tank for 5% of total hp every 3rd second.

    P2:
    Disconnection shot: Hits a random player with an arrow, disconnecting them.

    P3:
    Pay-to-win: Bribes the players, adding thousand golds to the healers inventory and immediately teleports them to Bilgewater Harbour.

  16. #16
    Quote Originally Posted by Demetrion View Post
    Aw, c'mon, beginning isn't that bad.
    Yeah, I guess I forgot the part where if you can LoS the boss for more than a second it randomly kills itself.

  17. #17
    Frost Death Knight. Light movement Tank and spank/Healer/DPS Check.

    I play a frost dk and it's easy af so this boss would just be a dps/healer check and be easy af with the right amount of gear.

    Healers:

    Icy Fever - Targets 3 raid members with a DoT (Dispellable) Does X% of damage over time and slows targets.
    Mythics only - Now targets 4 and does a bit more damage.

    Obliterate - Hits raid member for X% of health. Like around 50% in one hit.
    Obliteration - mythic only - Now targets 2 raid members.

    Tanks:

    Shattering Strikes - Applies Razorice on the tank. Needs to be tank swapped if not on swapped 5th stack is insta death.
    Mythic Only - Icy Talons. Applies Razorice quicker. Insted of tanks swapping every 15 seconds now have to swap every 12 seconds.

    Everyone:

    Horn of Winer - Boss gets 2 runes every 30 seconds and some runic power. On Normal is would like every minute and the boss would start with 1 or 2 runes.
    Frozen Pulse - Mythic only - For first 30 seconds of fight boss does X% more damage until Horn of Winter is cast.

    Frostscythe: When boss has full runes starts casting Frostscythe raid wide damage, group up and pop cds.
    Glacial Advance - Mythic only - During Frostscythe targets 1 raid member. Run out and heal them.

    DPS:
    Volatile Shield: Inturrupet or bad things happen.
    Pillar of Frost: Inturrupet or everyone tanks a ton more damage and your healers hate you.

    Sindragosa's Fury. Enrage - At full runic power boss casts Sindragosa's Fury. Insta wipes raid.
    The Mundane and The Magic
    Yeah, now, well, the thing about the old days: they the old days. -Slim Charles

  18. #18
    Eckoes- Blessings of the Celestials
    The premise of this fight involves Besting the Monk-Based Raid Boss in the different Temples of the Celestials on Pandaria. The unique aspect is that you can choose which order you wish to do the four phases in. It begins in the Vale of Eternal Blossoms where you "take a flight path" to the temple of your choice.

    Phase: Tiger Style
    Those phase involves a heavy DPS check. It is meant to test your DPS to their fullest ability. Notable abilities are: Fists of Fury, a front AoE cone; Spinning Crane Kick, a large circular AoE; Flying Serpent Kick, targets a ranged player and deals massive damage and snares split between those in range. The tanks would have to worry more about FoF. The boss would Flying Serpent Kick into a group of players and immediately Spinning Crane Kick right afterwards, encourage players to move in to split the slow and GTFO.

    Phase: Dragon Style
    This portion is an Add portion of the fight, reminiscent of Hellfire Assault and Il'ganoth. Many adds will be up together and Eckoes will attempt to heal them all using ancient mistweaving techniques. Abilities: Soothing Mist, a channeled heal which ramps up over time, but allows dps to focus other targets. Enveloping Mist, a large single target HoT that spreads Renewing Mists to nearby allies. It should be dispelled before the other hot is applied. Revival, a large pseudo-enrage heal that heals all adds to full.

    Phase: Crane Style
    This portion of the fight involves heavy mechanical practice as well as decreases the effectiveness of healing abilities by 50%, but increases healer damage by 100% and causes 100% of healer damage to heal a nearby ally. During this phase, there will be a tank mechanic where if active mitigation is not used, the boss will heal for 300% of damage inflicted onto the tank before mitigation. Other abilities: Song of Chi-Ji, moving sleep clouds. Crane Rush, invokes The spirit of Chi-Ji which dash between players creating a trail of fire.

    Phase: Ox Style
    This phase tests the endurance of tanks, in a Mythic Ursoc type way. Damage dealt during this phase is staggered over ten seconds. The boss casts Purifying Brew which removes all stagger, but can be interrupted. Damage dealt is also reduced by 50%. Periodically he will throw kegs at a ranged player, discouraging stacking. Kegs stun on impact. The more health he loses this phase the more damage he will do. Tanks will have to manage Brutal Assault stacks which will stun upon reaching 5. The boss also increases attack speed with every successful melee it to a target, encouraging use of active mitigation. He will also cast breath of fire which disorients anyone in front of him.
    Atrael@Turalyon Formerly- Pride/Elv@Azuremyst, Ysera, and Turalyon.

  19. #19
    The Patient Tileyfa's Avatar
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    I'll go with something really simple, something just for the healers:

    No aggro table, always targets the person with the lowest health for single target attack (hits hard)
    Damage aura that damages the whole raid
    Random fire on the floor
    One un-killable Treant add that targets the person with the highest health with a leach attack, that restores health at random to players in the raid

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