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  1. #1

    MMO Champion: Clear my Raid Instance **UPDATE** 3rd Boss is up

    The rules are simple. There are 5 Raid Bosses in this instance I've created. I'll post the first boss and only once that has been efficiently defeated, will I post the next boss.

    The game is all about theory crafting (since that's all you'll be able to do!) and the first person who writes the most logical way to defeat the boss will gain the Achievement: "Forum First!". All you need to do before writing your guide to defeat the boss is state the Guild you're representing and your class. Any questions will be answered so long as it doesn't give away the "gimmicks" or anything similar.

    You must imagine yourself in a familiar current raid environment (i.e. No one person in Ulduar is pulling off 100k DPS). On certain encounters I will be stating Raid DPS, these numbers must be used in conjunction with the strategy. If something is not stated in the 'Not Immune' section, it must be assumed that the boss is immune to it. Enrage timers are there to let you know of 'time limits' - it must be assumed that reaching the enrage timer is instant game over regardless of how low the Boss' HP is. Once the Boss has been defeated, it's "Hard Mode" is unlocked, and therefore a new challenge will be available as well as the proceeding boss.


    1st Boss (Hard Mode): DEFEATED

    Forum First! Sisters of Mercy

    Mitsukuni the Shaman
    <I CAN BE YOUR HERO BABY>


    galtie the Warrior
    <illumination>



    1st Boss (Normal Mode): DEFEATED

    Forum First! Sibling Killer

    OmniscientMoron the Priest
    <Nine Princes>


    Special Mention to:

    ejams for being the first to get the positioning correct
    Mitsukuni for being the first to work out the positioning of 5 <boss>'s




    <Patchwerk's Sister>

    HP: 5,000,000

    Melee: 1k - 1.5k (thanks for the spotting that error Chocobos!) damage on Plate (Swing Timer: 3 seconds)

    Companion Destruction: If a pet or anything of similar nature is on top of the threat table, this ability is instantly used and kills in one destructive blow.

    Run Speed: Normal

    Not Immune to: Taunt, Death Grip.

    Enrage timer: 02:45 (mm:ss)

    Special Note 1: After 30 seconds, <Boss> duplicates itself. The duplicate's HP is the sum of the original <Boss> HP at the time of the split plus 30% (For Example: If <Boss> HP is at 1,000,000 after 30 seconds, the duplicate will have 1,000,000 + (1,000,000 x 0.3) = 1,300,000HP). Every 30 seconds, the NEWEST duplicate's HP is taken into consideration when another duplicate is created. Duplicates have identical stats and abilities (except for HP) as the original <Boss>.

    Special Note 2: <Boss> and all duplicates have a 30 yard aura around them. If <Boss> or duplicates are within this Aura, their Attack power is increased by 1000% and Swing timer is reduced by 50%. Aura is stackable.

    Special Note 3: Killing the original <Boss> does not necessarily grant victory. All duplicates must be killed otherwise the newest duplicate will constantly split and create another duplicate after 30 seconds. If the newest duplicate is killed before it splits, then it's the previously newest duplicate that has it's HP taken into consideration for the split. The split timer does not reset, it is always every 30 seconds regardless of whether a duplicate/original is killed or not. The only way to stop the splitting process is to take them out... ALL OF THEM!


    Raid Composition

    Tanks: 2k DPS, 40k Health
    Damage Dealers: 4k DPS, 20k Health
    Healers: 0 DPS, 20k Health

    You MUST have 5 Healers. You can have as many or as little DPS or Tanks as you like. Your raid composition must make up a maximum number of 25.

    EDIT: Buffs/Pots etc. have all been taken into consideration. Tanks doing 2k DPS, Damage Dealers doing 4k DPS and Healers doing 0 DPS cannot be changed in any way, shape or form. The numbers are static.


    Map/Boss Room



    Once <Boss> has been aggroed, the entrance door will close. Below is a picture of the room and a picture of the boss and it's aura for you to use for your diagrams of raid positioning etc. (sizes must remain intact and not changed in any way).

    Boss Room




    Boss and her Aura





    Hard Mode:

    Defeat <Patchwerk's Evolved Sister>!

    You must keep <Boss> and 4 Duplicate's simultaneously alive. The sixth Duplicate to spawn will be <Patchwerk's Evolved Sister>.


    <Patchwerk's Evolved Sister>

    HP: 6,000,000

    Melee: 20k - 23k on Plate (Swing Timer: 2s)

    Run Speed: Normal

    Not Immune to: Taunt, Deathgrip

    Enrage Timer: 03:55

    Special 1: When she spawns, 1 million HP is immediately healed on all the duplicates/originals. All threat is reset and every duplicate/original is stunned for 5 seconds.

    Special 2: Whilst <Patchwerk's Evolved Sister> is alive, all other duplicates/originals gain a non-dispelable shield that reduces all damage taken by 90% (however threat is calculated as normal without a reduction).

    Special 3: The duplication process has completely finished, and no further duplicates will be made. However, when <Patchwerk's Evolved Sister> dies, 40 seconds after her death she will resurrect with 8 million HP (10 million after 2nd resurrection, 12 million after 3rd resurrection etc.) HOWEVER she will not resurrect if there are no more duplicates/originals alive. When she resurrects she does not heal or stun other duplicates/originals or reset their aggro like she did before. Her aggro is reset after every death however.

    Special 4: As soon as <Patchwerk's Evolved Sister> is spawned, the original enrage timer of 02:45 is reset and finished. However, <Patchwerk's Evolved Sister> has her own enrage timer of 03:55. This does not reset when she dies and capable of being resurrected. If the Enrage timer is reached whilst she is dead (but other duplicates/originals are still alive) she will immediately resurrect and destroy the raid.


    Aura's

    <Patchwerk's Evolved Sister> has the same aura as the other duplicate's/originals, and any add in that aura has their damage increased by 1000% and swing timer reduced by 50%. However, the 30 yard aura's from the other duplicates/originals do not affect <Patchwerk's Evolved Sister>.


    Blue Line Aura

    Something I didn't mention during the normal mode is that each duplicate/original has another aura. This aura encompasses 15 yards around the mob. This Blue Line Aura only affects <Patchwerk's Evolved Sister> (hence why this was not mentioned before), doubling her damage and reducing her swing timer by 0.5 seconds (stackable).


    Raid Composition

    Tanks: 1k DPS, 50k Health (Tanks have sacrificed DPS for higher HP)
    Damage Dealers: 5k DPS, 20k Health (Due to having this boss on Farm, Damage Dealers have improved gear!)
    Healers: 0 DPS, 20k Health

    You MUST have 5 Healers. You can have as many or as little DPS or Tanks as you like. Your raid composition must make up a maximum number of 25.

    Buffs/Pots etc. have all been taken into consideration. Tanks doing 2k DPS, Damage Dealers doing 4k DPS and Healers doing 0 DPS cannot be changed in any way, shape or form. The numbers are static.


    Templates


    Patchwerk's Sister w/ Blue Line Aura




    Patchwerk's Evolved Sister




    Boss Room


  2. #2

    Re: MMO Champion: Clear my Raid Instance

    <The Holy Trinity>
    "3 Holy Priests"
    (Note: Discussion of this boss starts halfway down Page 5)

    2nd Boss (Hard Mode): DEFEATED

    [b]Forum First! Uncleansed[b]

    Tutti the Mage
    <WoWaholics>





    2nd Boss (Normal Mode): DEFEATED

    Forum First! No More Holy

    Agarwaen3 the ?
    <? ? ?>


    Tutti the Mage
    <WoWaholics>


    Special Mention to:

    Hoju for cracking the Demonic Seed tactic
    Sporker for solving the problem of Trinity Beam
    Fishcake for figuring out how to completely nullify damage from Trinity Beam



    Each Priest has/does:

    HP: 6,600,000

    Melee: 13k - 16k on Plate + 4000 Holy Damage per strike (Swing Timer: 2.5s)

    Not Immune to: Taunt

    Enrage Timer: None

    Specials

    Heal: There is a Blue Priest, a Red Priest and a Green Priest. The Blue Priest only casts Heal on the Red Priest, the Red Priest only casts Heal on the Green Priest and the Green Priest only casts Heal on the Blue Priest.

    Every time a Priest has 5% health taken away from 100% (95%, 90%, 85%... etc.), their respective Priest will cast Heal onto them.

    Cast time: 8 seconds
    Heals: 990,000

    As stated before, Heals are only prompted on health percentages divisible by 5 (excluding 100%) and can be prompted on the same percentage more than once.

    Holy Water: Each Priest can permanently "Walk on Water". If they are above Holy Water (see Boss Room diagram) they are healed for 128,000 per second.

    Four-Armed Priests: Each Priest has four arms. This enables them to cast heals with one pair and simultaneously melee with the other pair. They are also able to cast heals whilst on the move.

    Concentrate: Every time a Priest has 5% health taken away from 100% (95%, 90%, 85%... etc.) they are inflicted with the "Concentrate" debuff for 3 seconds stunning them for the duration and interrupting all spells/abilities in the process. The "Concentration" debuff occurs on health percentages divisible by 5 (excluding 100%) and can occur on the same percentage more than once.

    If two or more Priests simultaneously have the "Concentration" debuff, it is instantly applied to the targets at the top of their threat table, stunning them for 15 seconds and wiping their threat. "Concentration" debuff cannot be dispelled in any way, shape or form.

    Demonic Seed: 30 seconds into the fight, 3 Demonic Seeds appear from above and instantly attach themselves onto the top 3 Damage Dealers. After 5 Seconds the seed will sprout and the inflicted raid members will turn into Demonic Beings. The debuff reads, "One needs only to fill their body and mind with Holiness to purify oneself"

    Demonic Beings: Targets the closest Raid member and Inflicts 3k - 6k melee damage. They run at a speed of +60% of normal run speed. After 5 seconds they explode, causing 75k - 90k damage to anyone within 45 yds and killing the infected raid member in the process. Demonic Beings have 130,000 HP. Immune to all snares/stuns and slowing effects.

    After the initial cast, Demonic Seed is then cast every 45 seconds (Battle start -> 00:30 -> 01:15 -> 02:00 etc.). Demonic Seed will no longer occur if one or more Priests are dead.

    Trinity Beam: On the exact same rotation as Demonic Seed, all three Priests begin to cast "Trinity Beam", temporarily freezing any action they were doing previously (such as Heals). Each Priest targets the player on the top of their threat table and cast Trinity Beam.

    Cast time: 10 seconds
    Damage: If the Target is within a 30yd radius of the Caster when hit by Trinity Beam, 75k - 80k
    damage will be inflicted. If the target is over 30yds away from the Caster, 37k - 40k damage
    will be inflicted. Depending on positioning, a player may be hit by more than one Trinity Beam.
    Special 1: A Trinity Beam can penetrate anything bar one exception: It cannot penetrate another Trinity
    Beam.
    Special 2: Trinity Beams travel at the speed of 30yd per second. If at least one beam reaches the outer
    walls of the Boss Room (see Boss Room Diagram) the entire Room heats up substantially,
    dealing 15k - 20k damage per second to everyone in the room. After the Trinity Beam hits
    either the outer walls or something it cannot penetrate, the beam disappears after 1.5
    seconds.
    Special 3: If two Trinity beams hit each other head on, a supernova is created, causing a massive
    explosion dealing 120k - 150k damage to anyone within 60yd of the explosion.

    During casting of Trinity Beam, the Priests are shielded nullifying all forms of damage. Once Trinity Beam has been cast, the Priest gain the debuff "Exhaustion" for 5 seconds, during this debuff they cannot move or perform any actions. Once the debuff has faded, so does their shield and the Priests resume what they were doing right before they began casting Trinity Beam. (i.e. If a Priest was 5 seconds into casting a heal prior, they would only need 3 more seconds to finish casting after the Trinity Beam/Exhaustion phase is over). The Priests begin casting Trinity Beam every time Demonic Seed is cast (therefore: Battle Start -> 00:30 -> 01:15 -> 02:00 etc.). Like Demonic Seed, Trinity Beam will no longer occur if one or more Priests are dead. Unlike Demonic Seed however, Trinity Beam will not cast if one or more Priests are outside of Healing Range (see Boss Room diagram for Healing Range) nor will it cast if less than 3 Priests are aggroed.

    Switch: Each Priest have buttons that can be interacted with. The Blue Priest has a Red & Green Button, Red Priest has a Green & Blue button and Green Priest has a Blue & Red button. If a button is interacted with, it will immediately teleport the player to the front of the relevant coloured Priest. The switch process takes 1 second.


    Phase 2

    As soon as a certain coloured Priest dies, the coloured Priest that no longer has a target to heal will immediately go into Shadow Form (e.g. If a Blue Priest dies, the Green Priest will turn Shadow. The Red Priest will remain as normal until the Green Priest dies).

    <Shadow Priest>

    HP: The Shadow Priest will have whatever health it had at the time of turning Shadow + (No. of Priest Corpse x 990,000). The HP of the Shadow Priest will not go above the maximum of 6.6 Million HP.

    Melee: 18k - 20k on Plate + 5,000 Shadow Damage (Swing Timer: 2.5s)

    Not Immune to: Taunt

    Enrage Timer: 70 seconds.

    Specials

    Pain Suppression: The Shadow Priest is permanently buffed with Pain Suppression, reducing all damage taken by 50%.

    Unholy: Shadow Priests no longer gain any benefit from standing on Holy Water.



    Raid Composition

    (Stats cannot be changed in any way, shape or form)

    Tanks
    Health: 45k
    dps: 2k

    Melee Damage Dealers
    Health: 20k
    dps: 4k
    Range: Melee distance

    Ranged Damage Dealers
    Health: 20k
    dps: 4k
    Range: 30 yds

    Healers
    Health: 20k
    dps: 0
    Range: 30 yds

    You MUST have 6 Healers. You can have as many or as little Damage Dealers or Tanks as you like, however you must have the same amount of Ranged Damage Dealers as you do Melee Damage Dealers (or as close as, in case of uneven numbers). Your composition must make up a maximum number of 25.

    RUN SPEED

    A new addition to this boss battle is how much distance raid members can make in what time. As stated before, ascending or descending the stair cases take exactly 2 seconds. Running 0 - 30 yds takes exactly 5 seconds (See Templates/Tools section to find a ruler that measures 30 yd distances). Using the different colour buttons on the Priests, it will take exactly 1 second for the player to teleport and switch to their new target and resume dps. As long as Ranged DPS are 30 yds or less from their new target, it will take them exactly 1 second to switch and resume dps. Essentially it takes exactly the same time for Ranged and Melee to switch between targets. This 1 second switch must be taken into consideration when working out DPS numbers.

    Boss Room Diagram



    Notes: The 30 yd radius around the Priests also represent their Aggro range, meaning its possible to only aggro each priest one at a time. However, even if a Priest has not been aggroed, they can still heal their respective Priest if in range - this won't cause any aggro either.


    Annotation:




    Notes: The Stairs are the only form of exit/entrance out and in to the triangular room. It takes 2 seconds to go down. At the start of the battle, the Raid Group is teleported to the Raid Spawn Point.

    Due to the Healing Range being rather large, the green ring will be present separately in the template section.


    Templates/Tools

    Sizes of templates must not be altered in any way, shape or form.


    Healing Range




    Boss Room Template




    Red, Blue, Green Priests and Raid Members




    Trinity Beam



    Ruler



    Note: The distance between the orange boxes represent 30 yds.

    Hard Mode
    (Note: Discussion of the Hard Mode starts halfway down Page 8)

    Let the Seed sprout!

    All raid members must not cleanse the Demonic seed.


    Raid Composition

    Due to improved gear, DD's have higher DPS and Tanks have higher HP.

    Tanks
    Health: 55k
    dps: 2k

    Melee Damage Dealers
    Health: 20k
    dps: 6k
    Range: Melee distance

    Ranged Damage Dealers
    Health: 20k
    dps: 6k
    Range: 30 yds

    Healers
    Health: 20k
    dps: 0
    Range: 30 yds



    Specials

    Concentrate

    As stated before the Concentrate debuff occurs once a Priest's health reaches a percentage divisible by 5 (excluding 100%). However, if a Priest is inflicted with another Concentrate debuff whilst already having the Concentrate debuff, the Priest designated on healing that particular Priest will immediately enrage (e.g. If you bring the Red Priest to 95% you'll inflict the Concentrate debuff, which lasts for 3 seconds. If within that 3 seconds you bring the Red Priest down to 90% inflicting another Concentrate debuff, the Blue Priest will enrage and wipe the raid)

    This does not occur if the designated Priest is not within healing range.


    Demonic Seed Sprouting

    If the raid successfully bring the "sprouted" player down to 0 HP, the affected player then transforms into a mini Abomination, which is completely controlled by said player.

    Mini Abomination

    Cannot attack or deal damage in any way, shape or form. Impervious to damage.

    Special 1: Run speed is increased to 200%

    Special 2: They cannot step foot on Holy Water, and they can only remain in a limited part of the Triangular room as shown by the blue line in the picture below:




    Special 3: Every 15 seconds a void zone named "Patch" is dropped beneath them. In the picture below, the brown circle around the player represents the size of the void zone Patch, and the red circle represents the area another mini Abomination player is unable to go into (essentially this means mini Abomination players are unable to be close to one another):




    Below are 3 mini Abomination in the boss room, to show you the relation in size:




    Special 4: "Patch" increases damage dealt by 350% to any raid member or enemy standing inside the void zone. The buff from Patch does not stack, therefore overlapping Patches make no difference in terms of increasing damage dealt.

    Special 5: Mini Abominations are unable to step foot on "Patch". Once they drop Patch beneath them, they are immediately knocked back to the closest legal area.

    Special 6: As soon as they reach the circumstance where they are unable to move into a legal area (due to the entire room being covered with Patch) they will die.

    Special 7: Demonic Seed will not cast if there are any active mini Abominations. This check is made for every rotation of Demonic Seed (i.e. at 02:00 there are still mini Abominations present, therefore Demonic Seed will not cast. At 02:45 there are no mini Abominations, therefore Demonic Seed will cast).

    Special 8: New mini Abominations (i.e. The one's spawned after the old mini Abominations have already died) are able to step foot upon old "Patch's". As stated before however, the buff from Patch does not stack.



    Tools

    Not mentioned before (but now it's essential to know) here is the hitbox for the Priest's, basically showing how far Melee have to be in order to inflict damage:



    Dark Blue Circle: Represents the Hitbox
    Black Circle: Represents 30yds around the priest (it's also the aggro range)
    Green Circle: Represents the healing range.


    Final Bit...

    It's essential to keep travelling times in consideration. You will need to use the new information and tools provided as well as the old info/tools.





  3. #3

    Re: MMO Champion: Clear my Raid Instance

    <Cerberus>
    "...and his 4 pets"
    (Note: Discussion of this boss starts on page 11)


    Boss Room







    Info on Boss Room

    Cerberus is a Beast of Hellfire, and after causing a catastrophe in Azeroth many aeons ago, Cerberus was banished into the coldest depths of the Heavens.

    The Frozen Room: Due to the immensely low temperatures, standing in the room will give all players the "Frozen Debuff". The debuff deals 4k damage per second and reduces movement by 20%. The debuff can stack up to 5 times. Each stack is gained every 3 seconds.

    The Altar of the Master: The Grey octagonal slab you see in the picture is an Altar. On the Altar is a statue of Cerberus' Master. It was placed there to keep Cerberus in fear.

    RAID SPAWN: The raid will spawn next to the Altar. After spawning, they are immune to the "Frozen Debuff" effects for 10 seconds. Upon spawning, Cerberus will give a cliched Boss speech, which lasts for 20 seconds. This means the fight will not start until after 20 seconds from the moment you spawn. Hellfire aura is always active.


    <Cerberus>

    HP: 8,000,000

    Melee: 2k + Fire Debuff *see special section - (Swing timer: 2s)

    Not Immune to: Taunt

    Enrage Timer: None

    Specials

    Fire Debuff: Applies a DoT that deals 2k damage per second. Stacks up to 10 times. Lasts 15 seconds.

    Path of Fire: When Cerberus moves, it leaves a trail of burning fire behind. Any player unfortunate enough to step foot in the trail will receive 12k damage (per second if standing in it) and a DoT that deals 8k damage per tick (3 seconds). DoT lasts for 12 seconds.

    Hellfire Aura: The Aura around Cerberus produces an immense amount of heat. However, due to the freezing temperature inside the room, the aura counteracts with it and creates a safe environment for the players. Players inside the aura are safe from the freezing temperatures of the room and thus do not receive the "Frozen" debuff if inside the aura. Two stacks of the "Frozen" debuff is removed every 3 seconds when inside Hellfire Aura.

    Catastrophe: When a trail of fire (created by "Path of Fire") intersects itself, the space inside will explode into a supernova of Fire, capable of burning through even freezing temperatures of -274° Celsius. Catastrophe deals 35 million Fire damage to any player caught inside.

    Here's a pictorial example of how "Catastrophe" works:



    Once a "Catastrophe" occurs, the previous trail will disappear and Cerberus will begin a new trail if/when it moves..

    Strains of Ice: Cerberus moves at 75% of normal run speed.



    <Cerberus' Pets>

    HP: 650,000

    Melee: 16k (swing timer: 3s)

    Not Immune to: Taunt, Snares, Stuns and CC's

    Enrage Timer: 120 seconds

    Type: Undead

    Specials

    Shields: Each Pet have 3 shields around then. The outer-most shield is "Molten Shield", inside of that shield is "Shield of Absolute Zero" and inside of that shield is "Shield of Frost-Fire".

    Molten Shield
    A powerful shield that absorbs even the most hellish of fires. The shield absorbs 900k damage
    and whilst the shield is up, the Pet is immune to all forms of snares, stuns and CC's.
    Once broken, the shield will manifest again after 75 seconds.

    Shield of Absolute Zero
    A shield so cold it has reached unimaginable temperatures of Absolute Zero. Whilst this shield is up it is
    Immune to all forms of damage.
    Once broken, the shield will manifest again after 45 seconds.

    Shield of Frost-Fire
    A shield that simultaneously absorbs all kinds of Ice and Fire. The Shield has 200k health but
    repairs itself for 6k per second. Whilst the shield is up, the Pet is immune to all forms of snares, stuns
    and CC's.
    Once broken, the shield will manifest again after 15 seconds.

    Only once a Pet has no shields to protect them can a Raid deplete their health.


    Static Shock Aura: If a Pet makes it inside of another Pet's aura, a Static Shock will occur hitting any players within 60 yards of the two Pets. Static Shock deals 12k damage and knocks back all players up to 180 yards away in a random direction. The preferred direction is usually the one that covers the most ground (for example, if a player is next to a wall, the Static Shock will knock them away from the wall, instead of into it). Static Shock will occur every 6 seconds whilst two or Pets are within each others auras. If between those 6 seconds, they are pulled out and then back into the aura, a static shock will then occur immediately.

    Ghostly Death: When a Pet dies it turns into a ghost and makes its way to the "Altar of the Master", ignoring all threat tables.

    HP: 200,000

    Not Immune to:

    Run Speed: 50%

    If a Ghost reaches the Altar of the Masters, a large explosion occurs, dealing 2 million Ice damage to everything in the room. Ghosts are immune to Ice.



    Phase 2

    At 20% health, Cerberus howls for aid. Each Player receives a "Sap from Hell" depleting 6.7% of their total health per second and reduces all healing done by 0%.




    Raid Composition

    (Stats cannot be changed in any way, shape or form)

    Damage Dealer
    HP: 20k
    DPS: 6k
    (Range: 30yds, Melee: Melee range)
    Receive 25% increased damage from all attacks.


    Tank
    HP: 45k
    DPS: 2k


    Healers
    HP: 20k
    DPS: 0k
    Spellpower: 2700 (Single Heal - 7k h/ps) (Multiple Heal - 2k h/ps, 30yd radius)
    Receive 25% increased damage from all attacks.


    *New Addition (Heals)

    As you can see, each Healer can heal one Player for 7k Health per second. At any time, they can heal all players in a 30yd radius for 2k health per second. These numbers must be taken into account when the raid takes damage.

    You can have as many Tanks, DPS (melee or ranged) and Healers as you like. The number must make up 25.

    RUN SPEED

    At normal run speed, it takes 5 seconds for a player/enemy to run 30yds.




    Templates and Tools



    The Red line represents the size of "Path of Fire".




    Each square in the grid is 15 yds x 15yd in size.




    Hard Mode

    Not unlocked...

  4. #4

    Re: MMO Champion: Clear my Raid Instance

    <Spirit of Redemption>

    Soon...

  5. #5

    Re: MMO Champion: Clear my Raid Instance

    Final Boss: ? ? ?

    Reserved

  6. #6

    Re: MMO Champion: Clear my Raid Instance

    Nick the Hammer comes in and casts Hammer of Wrath.

    Everything is defeated, forever.

  7. #7

    Re: MMO Champion: Clear my Raid Instance

    Quote Originally Posted by Badgerlord
    Nick the Hammer comes in and casts Hammer of Wrath.

    Everything is defeated, forever.
    You cleared the whole instance, congrats.

  8. #8

    Re: MMO Champion: Clear my Raid Instance

    Posting to be on here til I solve =]

    3 tanks
    5 healers
    17 dps

    First 30s:
    2058000 damage done to boss

    Split:
    Continue DPSing main boss.
    OT1 switches to Mimic1.
    Boss/Mimic HP: ~3m

    dps continued on Main Boss
    -Another 2m Damage done

    Split:
    OT2 takes boss
    dps finishes Main Boss

    15s until next split
    Mimic1: just under 3m health
    Mimic2: just under 1m health
    dps mimic 2. Should be killed before split. If yes, target Mimic1. If no, kill Mimic2 and Mimic2's copy
    MT picks up additional mimic when needed.


    Win

  9. #9

    Re: MMO Champion: Clear my Raid Instance

    Question: How is blood lust dealt with? How much will that increase each of the tank's and the DPS's DPS? (I'm assuming a percentage based DPS increase)?

  10. #10

    Re: MMO Champion: Clear my Raid Instance

    Right im sleepy and have no idea if this'll work, but you take 5 tanks, 5 healers and 15 dps. In the beginning everyone dps the boss and pop bloodlust/heroism use cooldowns to burn him down as much as possible. When the duplicate spawns 4 tank 4 healers and 12 dps stay on the boss and the rest bursts down as much as they can from the first duplicate. When the 2nd spawns and non of 'em are dead 1 tank 1 healer and 3 dps go on the 2nd duplicate. And so it continue's.

  11. #11

    Re: MMO Champion: Clear my Raid Instance

    assuming you mean 1.5k and not 1500k (1 shot any tank)

    run 5 healers, 17 dps 3 tank

    dps can deal 2,280,000 damage in first phase before split

    leaves boss with 2,720,000 health

    creates spawn with 3,536,000 health

    tank picks up new add all dps to it

    dps deals 2,280,000 dps to the new spawn before third spawn is created

    third spawn has 1,256,000 health

    tank picks up new add, all dps to it

    1,255,000 damage on third spawn

    start dps on 2nd spawn.

    fourth spawn will happen when 2nd spawn has half health

    1 shot the fourth

    kill the 2nd spawn

    1 shot the fifth spawn

    kill the first spawn

    finish off the third spawn

    and 5th spawns while finishing off the 1st and 2nd spawns


  12. #12

    Re: MMO Champion: Clear my Raid Instance

    Quote Originally Posted by Vy
    Posting to be on here til I solve =]

    3 tanks
    5 healers
    17 dps

    First 30s:
    2058000 damage done to boss

    Split:
    Continue DPSing main boss.
    OT1 switches to Mimic1.
    Boss/Mimic HP: ~3m

    dps continued on Main Boss
    -Another 2m Damage done

    Split:
    OT2 takes boss
    dps finishes Main Boss

    15s until next split
    Mimic1: just under 3m health
    Mimic2: just under 1m health
    dps mimic 2. Should be killed before split. If yes, target Mimic1. If no, kill Mimic2 and Mimic2's copy
    MT picks up additional mimic when needed.


    Win
    new mobs health goes off the mimics not the main bosses

  13. #13

    Re: MMO Champion: Clear my Raid Instance

    Quote Originally Posted by Chocobos
    new mobs health goes off the mimics not the main bosses
    I'm assuming whoever they split off of, the health is gained from that mob?
    If so, addition of another tank, subtraction of a DPS would still achieve fair result for me.

  14. #14

    Re: MMO Champion: Clear my Raid Instance

    Boss 1 shots tank as he does 1k to 1500k damage to him. That's 1,500,000 damage to the tank.

  15. #15

    Re: MMO Champion: Clear my Raid Instance

    Alright guys, I've got this. No worries.

    Edit2: Just read I needed to put which guild I was "representing" and my class xD.
    Guild: Nine Princes
    Class: Priest

    3 tanks, 5 healers, 17 DPS (added in the edit).

    The first 30 seconds:
    The DPS do a total of 2040000 damage. (That's 17*4000*30).
    The tanks then do 180000 damage. (3*2000*30).
    This then leaves the boss at 2780000 health. (5000000 - 2220000 = 2780000). This means that a new spawn comes up with 3614000 health. (2780000 * 1.3).

    All the DPS minus the tank swaps to the new add. They bring it down to 1454000 health. (3614000 - [17*4000*30 + 2*2000*30]). This means the SECOND add will spawn with 1890200 health. (Now we're at the minute mark - that leaves 1:45 left).

    The second add will be DPS'd down to ~5% health. So it will have 94510 health. This takes, with 17 DPS and 1 tank - 1795690 damage. This takes (rounding up) 26 seconds. The tank then stops DPS on this boss. Assuming a raid setup - they would stand around for the last four seconds waiting for the next add.

    Now the healers are going crazy. Because they have the third add up in the aura - not easy to deal with. But I presume it's doable split between two tanks. The new add will spawn with health based on the second add. Which means it'll have 94510*1.3 = 122863 health. This is stupid easy to deal with and is killed by the DPS and tank in 1.8 seconds - let's go with 2 seconds.

    Now we have two adds left back up. There's the add with 94510 health where the tank has stopped DPSing and the one we left alone who has 18902000 health left. We have spent 1 minute and 32 seconds in the fight so far.

    All DPS quickly swaps to the first add that still has 1890200 health. They have 28 seconds left on it. The 2000 DPS tank has been going crazy for the past minute. So it's done another 120000 damage to it - leaving it at 1770200 health. Meaning then that the DPS [Note: The formula I'm using here is (17)(4000)x - 2000x = HEALTH] will take 25 seconds to kill it. We're now at 1 minute and 57 seconds. At this point I recommend the DPS stand around for the next 3 seconds, and we DPS down the newest add at the 2 minute mark - again taking health based off of the 94510 health add we left up at 5%. This means it takes another 2 seconds to down. 2 minutes and 2 seconds have gone by.

    NOW the DPS go back to patchwerk's sister. They have another 28 seconds left to DPS it down. Again, since we left it, the tank has had another minute and 30 seconds to go crazy, 90 seconds, means (2000)(90) = 180000 damage, which leaves the boss at 2600000 health when the DPS get to it. The 17 DPS then have 28 seconds to do damage [(17)(4000)(28) + 2000(28)] = 1960000 health done. Leaving the main boss left at 640000 health. AMG close. It's now been 2 minutes and 30 seconds we're cutting it close. The DPS turns around, kills the new add in, once more, 2 seconds.

    Back to the boss, we have 13 seconds left. Oh god. DPS goes nuts and they can get through the 640000 health in 9.1 seconds. Let's again, presume the worst and go with 10 seconds. That means there are 3 seconds left. Oh shitshitshit. DPS turns around and hits the 94510 health boss as hard as possible dealing that amount of damage in.... 1.35 seconds. Assuming 2, we have 1 second left on the enrage timer.

    We loot, and then we all go take a shower because we're ALL covered in sweat and panting heavily.

    Seeing as how I got called out for positioning, I'll put in where everything should be at each phase =P. (Before, I just assumed it would be obvious to pull everything as far away as possible - but I can explain it more in depth as to what I was thinking in my head before this happened). Also as to why it was down to the very last second - I was assuming raid-like behavior where we are unable to stop at exactly 1000 health, and just assumed at 5% and we stand around for 4 seconds and 7 seconds at one point to account for movement in melee =P.

    The pull:
    Tank gets either a misdirect or generates an infinite amount of aggro and pulls the boss to this corner here....

    All the DPS spread out around right behind her. DPSing their hearts out as I described earlier. When the second add spawns, the second tank then drags the second boss...


    Right here. This doesn't overlap the mobs, then. AMG PEW PEW. DPS goes crazy on the second add then the third add spawns and the third tank then picks it up and puts her riighhtt.....
    there.

    Again, they swap to the second dood. Bam, bam, bam. Yadda yadda yadda. Then, the third guy spawns right at the spawn point and dies almost immediately. It's taunted by the second tank but dies before it can do anything of harm. (Plus, 1000% additional damage of 1500 is still 16500, even assuming a crit - it's 33000 - which doesn't happen). So I'm not going to bother to draw that out on GIMP 'cause I'm lazy.

    When the DPS swap to the first add and kill her, the add tank just moves over to the original position of the first add so the SPAWNED add will no longer overlap (again - one overlap doesn't kill anybody). It'll look a little like....


    Then the strategy continues until we win.


    Dude. That was an intense boss. Props to you - I can't wait for the rest =P.

  16. #16

    Re: MMO Champion: Clear my Raid Instance

    Quote Originally Posted by Detective
    Melee: 1k - 1,500k damage on Plate (Swing Timer: 3 seconds)

    Raid Composition

    Healers: 0 DPS, 20k Health

    You MUST have 5 Healers. You can have as many or as little DPS or Tanks as you like. Your raid composition must make up a maximum number of 25.
    Sorry to question the "rules" but:

    Assuming that the max range of the melee attack is infact a typo of 1.5k, why do i NEED 5 healers?

    Lets assume the worst and say that every attack this boss makes is the maximum damage and a critical, thats 1500 * 2, so 3000 damage per autoattack, with a swing timer of 3 seconds that equals a shocking 1000 dps my FIVE healers have to somehow manage between them, are my healers naked, do they have no talent spec? Yet to add insult to injury while my five healers are outhealing 1k dps on a tank with 40k hp they cannot dps with all that spare time they will have, i assume they are using this to see who can end the fight with 100% mana?

    Edit: if it isnt a typo, what is the point, each 3 seconds of the fight mean a possiblity of instant tank death.

  17. #17

    Re: MMO Champion: Clear my Raid Instance

    Let's go ahead and give the boss 6000k hp to make this a challenge. Otherwise, it's way too easy.

    3 Tanks, 5 Healers, 17 DPS

    2220k Damage / Phase (30 Seconds) by 17 x 4k DPS and 3 x 2k DPS.

    Each tank does 60k damage in 30 seconds.

    Phase 1:
    Tank Boss in top left corner, DPS down to 2780.

    Drag split boss to bottom left corner from blue. Split boss has 3614. DPS lowers by 2000 (tank 1 still on Boss). DPS

    At 1 minute:
    Boss: 3554k
    Split 1: 1454k
    Split 2: 1890.2k

    DPS Split 2 at spawn location down low let's say to 1k. Put the remainder of DPS on split 1.

    At 1 minute 30 seconds:
    Boss: 3494
    Split 1: 1184.2
    Split 2: 1k
    Split 3: 1.3k

    Split 3 spawns and has 1.3k HP. Tank 1 or 2 taunts so it does not 1 shot Tank 3. The raid kills it within seconds. Split 2 is DPS off, DPS is on Split 1 and then boss. When split 1 is killed, drag split 2 to bottom left corner.

    At 2 minutes
    Boss: 2458.2
    Split 1: Dead
    Split 2: 1k
    Split 3: Dead
    Split 4: 1.3k

    Split 4 is taunted and killed as quickly as possible while walking toward tank 3 (who is now DPSing boss)

    At 2 minutes 30 seconds
    Boss: 298.2k
    Split 1: Dead
    Split 2: 1k
    Split 3: Dead
    Split 4: Dead
    Split 5: 1.3k HP

    Taunt split 3 kill in transet to tank 3. Kill split 2. Finish off boss.

  18. #18

    Re: MMO Champion: Clear my Raid Instance

    Quote Originally Posted by Mitsukuni
    Sorry to question the "rules" but:

    Assuming that the max range of the melee attack is infact a typo of 1.5k, why do i NEED 5 healers?

    Lets assume the worst and say that every attack this boss makes is the maximum damage and a critical, thats 1500 * 2, so 3000 damage per autoattack, with a swing timer of 3 seconds that equals a shocking 1000 dps my FIVE healers have to somehow manage between them, are my healers naked, do they have no talent spec? Yet to add insult to injury while my five healers are outhealing 1k dps on a tank with 40k hp they cannot dps with all that spare time they will have, i assume they are using this to see who can end the fight with 100% mana?

    Edit: if it isnt a typo, what is the point, each 3 seconds of the fight mean a possiblity of instant tank death.
    I'm guessing this is because of the stacking aura. At the rate at which the adds spawn and the size of the room, you MUST have an overlap...the damage would go up. Quite at a bit at certain points. I think OmniscientMoron checks out.

  19. #19

    Re: MMO Champion: Clear my Raid Instance

    Quote Originally Posted by Elynissel
    I'm guessing this is because of the stacking aura. At the rate at which the adds spawn and the size of the room, you MUST have an overlap...the damage would go up. Quite at a bit at certain points. I think OmniscientMoron checks out.
    If you play your cards right, even with 6 million HP, you only have 2 adds up for at most 1 second, and the other tanks with just ping pong the adds to avoid gib. This boss was way too easy, and the 2 minute 45 second enrage only matters at 6,000,000 HP

  20. #20

    Re: MMO Champion: Clear my Raid Instance

    Quote Originally Posted by Elynissel
    I'm guessing this is because of the stacking aura. At the rate at which the adds spawn and the size of the room, you MUST have an overlap...the damage would go up. Quite at a bit at certain points. I think OmniscientMoron checks out.
    Even so 5 healers isnt needed for the first 30 seconds at least, their time could be better spent adding some dps into this, even if four of them do 1k dps for the first 30 seconds thats an extra 120k off the initial bosses health pool

    When the first mimic is spawned it can be tanked so the auras arent touching the other mob, no damage increase, im sure one healer can handle 1k dps on two targets, so the other 4 can still continue to dps.

    Basically my point is why bring 5 healers to have 4 of them stand and do NOTHING for atleast 1 minute of the fight.

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