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  1. #41

    Re: Design Your Own Raid Boss!

    I see trolls.

  2. #42
    Deleted

    Re: Design Your Own Raid Boss!

    I would have this boss, who would be awesome and know it, with some friends so he wouldn't be lonely. As he'd be dressed pretty, he'd send in his friends to fight first. When they all fail, he will go out himself and kill some stuff. Eventually he will fall, but wait, he isn't dead yet, it was merely a setback!

    Oh wait, they did that already

  3. #43

    Re: Design Your Own Raid Boss!

    Quote Originally Posted by ChildeRoland
    I see trolls.
    I had to quote myself there...

  4. #44

    Re: Design Your Own Raid Boss!

    Kael'thas, but he's like half blood elf and half robotic this time, and while he uses some of his previous spells, he loses others, but gains like a wrist cannon and rocket launcher shoulderpads, and it makes the fight really movable.

    He can also use his sword in this fight, Felo'ma'sharn I think its called, but he's definitely got a sword, it parried Frostmourne, yeah!
    Fire is good, it gives people fire, warmth and the ability to cook stuff, it also sets people alight, yay!

  5. #45

    Re: Design Your Own Raid Boss!

    How about an underwater giant fish boss for cataclysm!

    Normal Mode

    Name: Groklin
    Species: A giant fish with teeth.
    Health: 20,000,000 10 man, 80,000,000 25 man (Dont worry he has gimic type thing)
    Enrage Timer: 10 Minutes

    Phase 1 (Phase 1 and 2 swap back and forth until he gets to 30%)

    Other Mobs:
    Caged Murloc Warriors - Their cage has 1,000,000 on 10 man and 5,000,000 health on 25 man, there are 5 of these and it is very important to release all of them before phase 2 starts or you might not have enough damage to kill Groklin before the enrage. Also when one cage is released the raid recieves a 5% damage buff this stacks with each cage and resets when phase 1 comes back.

    Fish Minions - Groklin releases two of these out of his mouth on 10 man and four on twenty five man, they are like Saurfang's Blood Beast's they have to be kited by range because they have a 5 yard AoE ability dealing 15,000 damage every two seconds, they have 350k health on 10 man and 850k health on 25 man.

    Abilities:
    Ferocious Bite: Groklin targets a random raid member and races after them, if he reaches the raid member it deals 100,000 damage, this happens every 20 seconds for 20 seconds. (Basically meaning no aggro on anything for this phase)

    Release Minions: Whenever Groklin fails at Ferocius Bite he releases fish minions as shown above.

    Swallow: After three attempts of Ferocious Bite, Groklin will swallow the raid making it phase 2.

    Phase 2

    Other Mobs

    Groklin's Toungue - Has 17,000,000 Health on 25 man and 8,000,000 health on 10 man, all damage done to this is tripled onto Groklin's main health. The Toungue cannot attack. However all damage dealt on this also deals 50% of the damage dealt on the person doing the damage.

    Ravaging Teeth - Each has 525,000 health on 10 man and 2,000,000 health on, for each one alive it is 1,000 damage every two seconds to every raid member, on both modes, there are 5 on 25 man and 3 on 10 man.

    Spit Out: After the tounge is either killed or 1 minute has passed Groklin spits the raid out and phase 1 begins again until 30%.

    Phase 3 (At 30%, Groklin is now aggroable,)

    Invading Naga: Every 25 seconds a new Naga add with 5,000,000 health on 10 man and 10,000,000 health on 25 man, these act like immortal guardians on yogg-saron except they can be killed, they deal an extra percent of damage based on their health like 100% health 100% extra damage.

    Tail Swipe: Swipes everybody near the tail for 15,000 damage.

    Chomp: Does 15,000 damage and each time it is used it decreases the targets stamina by 5% for 60 seconds, this stacks every chomp.

    Ravaging Bites: Does 4,000 damage, each bite increases Groklin's attack speed by 3%, this stacks until he dies.

    Bloody Aura: Healing done to all raid members decreased by 25%.

    His rotation is Chomp every 5-8 seconds and Ravaging Bite ever 3-4 seconds.

    Now for Hard Mode

    Name: Groklin
    Health: 55,000,000 10 man, 145,000,000 25 man
    Species: Giant Fish
    Heroic Mode Note: On Heroic mode his immune to stuns and anything that might slow him down

    Phase 1

    Other Mobs

    Caged Murloc Warriors
    Their cage has 2,000,000 on 10 man and 8,000,000 health on 25 man, there are 5 of these and it is very important to release all of them before phase 2 starts or you might not have enough damage to kill Groklin before the enrage. Also when one cage is released the raid recieves a 3% damage buff this stacks with each cage and resets when phase 1 comes back. Heroic Mode: Everytime a cage is destroyed Groklin gains a 5% movement buff.

    Fish Minions - Groklin releases three of these out of his mouth on 10 man and six on twenty five man, they are like Saurfang's Blood Beast's they have to be kited by range because they have a 5 yard AoE ability dealing 15,000 damage every two seconds, they have 750k health on 10 man and 1350k health on 25 man.

    Abilities:
    Ferocious Bite: Groklin targets a random raid member and races after them, if he reaches the raid member it deals 100,000 damage, this happens every 20 seconds for 20 seconds. (Basically meaning no aggro on anything for this phase)

    Release Minions: Whenever Groklin fails at Ferocius Bite he releases fish minions as shown above.

    Swallow: After three attempts of Ferocious Bite, Groklin will swallow the raid making it phase 2.

    Phase 2

    Groklin's Toungue - Has 30,000,000 Health on 25 man and 15,000,000 health on 10 man, all damage done to this is tripled onto Groklin's main health. The Toungue cannot attack. However all damage dealt on this also deals 100% of the damage dealt on the person doing the damage.

    Ravaging Teeth - Each has 1,505,000 health on 10 man and 6,000,000 health on, for each one alive it is 2,000 damage every second to every raid member, on both modes. There are five of these on 25 man and 3 on 10 man.

    Closed Mouth: Has 2,800,000 on 10 man and 10,000,000 on 25 man. If this mob is not killed before the one minute inside the mouth his up the entire raid takes 500,000 damage.

    Spit Out: After the tounge is either killed or 1 minute has passed Groklin spits the raid out and phase 1 begins again until 30%. If the mouth is not dead the entire raid take 500,000 damage.

    Phase 3

    Invading Naga: Every 25 seconds a new Naga add with 5,000,000 health on 10 man and 10,000,000 health on 25 man, these act like immortal guardians on yogg-saron except they can be killed, they deal two extra percents of damage based on their health like 100% health 200% extra damage.

    Undersea Eruption: A red area will appear under the ground after three seconds from appearing it will errupt killing everything ontop of it.

    Speared: A naga in the distance spears a random raid member, the spear is attackable and has 3,000,000 health on 10 man and 13,000,000 on 25 man, this spear will do 2,000 damage a second, lower the movement speed of the player by 15%, lowers their casting speed by 10%, and damage done by 5%. This will happen to five people at once on 25 man and two people at once on 10 man, these people will have triple the effects from this if they are not in a five yard range of other raid members who have been speared.

    Tail Swipe: Swipes everybody near the tail for 50,000 damage.

    Chomp: Does 25,000 damage and each time it is used it decreases the targets stamina by 5% for 60 seconds, this stacks every chomp.

    Ravaging Bites: Does 8,000 damage, each bite increases Groklin's attack speed by 5%, this stacks until he dies.

    Bloody Aura: Healing done to all raid members decreased by 25%, and decreases the damage done and stamina of everyone in the raid by 15%.

    His rotation is Chomp every 5-8 seconds and Ravaging Bite ever 3-4 seconds.

  6. #46

    Re: Design Your Own Raid Boss!

    The Great Lord of the Dark
    Leafblighter, Father of Lies, Heartfang and Heart of the Dark
    HP: 314 million (160m 10 man)
    Non-aggroable.

    Adds:
    Trolloc:
    "Half man, half beast, the trollocs take pleasure in killing."
    HP: 1m (250k 10 man)
    Damage: Roughly 20k on plate (12 on 10 man), cleaving, but very slow (4-5 seconds attack speed)
    Fear: At 5% hp the Trollocs run. If they reach the edge of the encounter floor they will come back with the next wave at 75% hp (35% on 10 man).

    Myrdraal:
    "The eyeless. The mortals tremble when looking a Myrdraal in his empty eyesockets, but he can still see better than any man.
    HP: 3m (1m 10 man)
    Damage: Roughly 14k on plate, non-cleaving but wearing a fast one-handed sword (1-2 seconds attack speed)
    Shadowblade: Each attack leaves a stacking debuff that deals 4% of the total hp of the tanking player.
    Fear: All targets not on top of the Aggro table and within 5 yards of the Myrdraal is feared for 3 seconds.
    Commanding Presence: All Trollocs that spawn with a Myrdraal has a 15% damage increasing buff, but does not run in fear at 5% hp.

    Worms:
    "Great worms, the origin not yet known. They live in the blight, and feed on anything they can get."
    HP: 5m (1.3m on 10 man)
    Damage: none
    Feed: non-interruptable channeling that keep the target stunned untill the worm is dead. The target takes 5k dmg each second (each third second on 10 man), and the worm heals 200% of the damage done.

    Dreadlords:
    "Great wizards turned to the dark, the Dradlords are the feared commanders of the Dark One in battle."
    HP: 6.5m (2.2m on 10 man)
    Mana: 125k (75k on 10 man)
    Flame Wreath: Summons a ring of fire around the target, that erupts in a massive AoE if the target crosses the ring. Deals 25k damage to all targets within 15 yards of the ring each second for 2 seconds. 25k manacost, 20 second cooldown.
    Shadowbolt: Deals 12k shadow damage to the target.
    Uncontrolled Balefire: When the Dreadlord dies, all hostile targets within 5 yards is instantly executed, and the Father of Lies will take a 6 million hit.
    Shadowbound: When the Dreadlord is out of mana, he can still cast spells, but instead he takes energy from his own hp, four times as much as the original manacost.
    Phase one - Heartfang
    "You do not face the Great Lord of the Dark alone, but the legions I command."
    Heartfang stands still and casting random elemental blasts on random raid members.
    His hp starts at 314 million, and the phase ends once he reaches 300m (153m on 10 man), or after 7 minutes of combat. When/if he reaches 300m, all trollocs and Myrdraal that remains will flee the encounter.

    Mob spawning timers: (The remaining timers will end once the Great Lord reaches 300m.)
    10 seconds into the fight: 3 Trollocs spawn.
    1 minute 30 seconds into the fight: 3 trollocs spawn with a Myrdraal.
    3 minutes into the fight: 4 trollocs with a Myrdraal.
    5 minutes into the fight: 6 trollocs with 2 myrdraal spawn.
    Elemental Balls:
    Fire: Deals 20-25k dmg (10-15k 10 man), and the target is afflicted by Chaos Flame, dealing 4k damage (2k 10 man) to himself and all nearby allies each second for 5 seconds.
    Water: Deals 20-25k dmg (10-15k 10 man), and slows the target and all nearby allies by 50%.
    Ice: Sends a very slow missile that deals 10-12k dmg (4-7k 10 man), and blocks the target and all his nearby allies in ice for 7 seconds on impact. Can be outrunned.
    Shadow: Deals 15-25k dmg (7-15k 10 man), and reduces healing taken by the target by 20% for 10 seconds. Also works like a beacon for all Myrdraal.
    Phase 2 - Leafblighter
    Starts at 300m.
    Worms spawn each 10 seconds, and he casts "Blight" continueosly troughout the whole fight. When a Worm dies, Leafblighter takes 10 million hp. Phase ends at 150m.
    Blight: 20 yards AoE, dealing 25% of the total hp of affected targets, and reduces healing taken by 100%. Casts 3 times at once in 25 man, and one in 10 man.
    Phase 3 - Father of Lies
    Starts at 150m hp. He casts Whisper on random members of the raid throughout the whole phase, and Balefire after 3 Whispers. Each minute one Dreadlord spawn at his feet.
    Whisper: Mind controlls the target, increasing damage done by 500%, hp by 10000%, and attackspeed by 100%. The cast ends when Father of Lies takes 750.000 hp from the start of the cast. If the Whispered target dies, Father of Lies heals an amount equal to 500% of the targets hp.
    Balefire: Summons liquid light in a direct line in front of Father of Lies, killing everything in it's path. He will turn 360 degrees around over 10 seconds after the initial cast.
    The phase ends when Father of Lies is at 100m hp.
    Phase 4 - Heart of the Dark
    The Light can not exist without the Dark..
    Combines all phases into one.
    Groups consisting of 6 Trollocs, 1 Myrdraal and 1 Dreadlord will spawn each 20 seconds. Heart of the Dark will cast Balefire each 30 seconds, but more effectively (180 degrees over 5 seconds), Blight, and Whisper at half effect. He will also cast Elemental Balls, the same as in P1. After two minutes of fighting, the Lord of the Morning will spawn, and after a two second casting cast Divine Execution, killing all Shadow Minions and dealing 95 million damage to Heart of the Dark.
    The fight ends in a cinematic. No, this is not a setback, neither is the fight done in the mountains... The Great Lord of the Dark is locked within a prison close to the Core of the earth, never to be seen again...
    Achievements:
    Eek, Maggots! (25 player)
    -Defeat Leafblighter with at least 5 Worms still alive.

    Eek, Maggots! (10 player)
    -Defeat Leafblighter with at least 2 Worms still alive.

    Overrun (25 player) (10 player)
    -Kill 10 trollocs within 20 seconds.
    Hardmode:
    Adds a 12 minute timer, and increases the boss and all adds hp by 10% and damage by 15%.
    Adds Balefire Ball in p1.
    It does only spawn 14 Worms in p2. (So you have to deal 10m on your own).
    Whisper ends after 1.5m dmg taken, mind controlled target gains CC immunity.
    P4 ends after 3 minutes instead of 2.

    Balefire Ball: A slow going projectile. If it hits the target he will instantly die, and the ball will target a new player with renewed duration. The ball lasts for 15 seconds.


    Note: The different names are the same guy, just with... different names =P
    The names here, + the concept is taken from Robert Jordan's bad guy in the Wheel of time books.

  7. #47

    Re: Design Your Own Raid Boss!

    Here is hogger as a raid boss (Not an unstoppable one, just challenging, even on normal mode) Yes i know 6 phases

    Name: Hogger
    Health: 10 man 22,000,000, 25 man 55,000,000
    Damage: 10,000-17,000 one 25 man a swing at about 1 swing every second.
    Species: Gnoll
    Immune to: Slowing Effects, Taunts, Fears, Crowd Control, and Stuns
    Enrage: 12 minutes

    Phase 1 - Hogger cannot be damaged this phase, nor aggroe'd

    Head Butt: Hogger targets a random raid member rushing to them attacking them for 20,000(25 man) 12,000(10 man) damage ignoring all aggro, making them unable to move or attack for 5 seconds. No cooldown, if this ability kills the player he gains a permanent 10% damage buff that stacks for the rest of the fight.

    Summon Minions: Hogger Summons his Elwynn forest minions, which is a pack of 5 of the following trash mobs (which ones you get are random, except each one comes with one Gnoll Overseer with it.) every 40 seconds
    Minions: Elder Forest Bear 1,050k (10 man) 2,305k (25 man) - Does 15,000 (25 man) 10,000 (10 man) to the main target and 5,000 damage to two other random targets in melee every 5 seconds, he does no other damage besides that.
    Gnoll Bandit, Health 650k (10 man) 1020k (25 man): Hits for 8,000 damage a hit attacking once ever secone (25 man) or once every 2 seconds. Backstab: If a player stands with their back facing the gnoll he backstabs them for 40,000 damage.
    Gnoll Brute Health 1305k (10 man) 4035k (25 man): Hits for 17,000 (25 man) 13,000 (10 man) damage each hit, hitting once every 3 seconds. Demoralizing Shout: Lowers the attack power of the entire raid by 750, lasts 30 seconds.
    Gnoll Mystic health 406k (10 man) 1020k (25 man): Fire Bolt: Casts frost bolt on 3 (25 man) 1 (10 man) raid members at a time dealing 6,000 damage, and placing a 5 second dot on them dealing 3,000 damage every second.
    Gnoll Shaman health 707k (10 man) 1405k (25 man): Natural Heal: Heals a friendly target for 12,000 damage, 2.5 second cast time, this will be contiuesly spammed until it dies.
    Gnoll Overseer health 2030k (10 man) 5054k (25 man): Does 10,000-13,000 damage a second (25 man) or every 2 seconds (10 man) Overseeing: Give a 10% damage buff to all friendly targets until he dies, Smash: Does 25,000 damage to the target with aggro 10 second cooldown, Pick It Up: Heals a friendly gnome unit for 125,000-150,000 damage.

    Phase 2 - This phase starts when 5 sets of adds have been killed, Hogger can now be attacked and aggroable but all damaging attacks heal him for 100% of the damage.

    Pierce Armor: Every 10 seconds Hogger will reduce the targets armor by 30% for 20 seconds, every time this is used it refreshes the debuff and stacks the extra 30% onto it.

    Demise of Power: Whenever a raid member dies Hogger recieves a 5% damage buff for the rest of the fight, this stacks with all over damage buffs he recieves.

    Giant Axe Throw: Hogger throws a giant axe at a random raid member, you can move out of the way of this attack but if you get caught by it you recieve 100,000 damage.

    Adds: The Hogger Five Man Arena Team will run in, these all must be defeated before the debuff on hogger goes away.

    Sergeant Brashclaw: 2405k Health (10 man) 10525k (25 man), Does 18,000-23,000 damage each strike (about once every 2-3 seconds 25 man 3-4 seconds 10 man), Frenzied Command: Increases the attack speed of the Gnoll Arena Team by 60% for 30 seconds, cannot be dispelled, used once every minute and thirty seconds.

    Yowler: 3045k Health (10 man), 12045k (25 man), does 20,000-24000 damage each strike (About once every 2-3 seconds 25 man, and 4-5 seconds 10 man), Army of Gnolls: Summons 25 Gnolls that deal 5,000 damage every second to random raid members, these cannot be killed, they will disappear after 30 seconds.

    Snarlmane the Bloodgorger: 2708k (10 man), 11095k (25 man), does 24,000-27,000 damage each strike (His strikes are once every 4-5 seconds 25 man, 6-7 seconds 10 man), Bloodgorge: Places a dot on a random raid member reducing their damage done by 20% and taking away 5% of their total health every second until Snarlmane dies, this is cast every 30 seconds.

    Rohh the Silent: 1908k (10 man), 8075k (25 man), does 6,000-7,000 damage each strike (Every second on 25 man, and every two seconds 10 man), Venom: Places a venom dot on its target dealing 5,000 damage every second (25 man, 1,000 10 man) and reducing its total stamina by 20%, this debuff cannot be removed until Rohh the Silent dies.

    Rerjik Mashnose: 1608k (10 man), 7075k (25 man), doesnt do any damage but spam heals allies every 3.5 seconds for 55,000-65,000 health, Reincarnate: If Rerjik isnt the last one to die he can reincarnate himself once at 50% health, Revive: Revive's a random ally at 50% health, this can be used once.

    Phase 3 - Hogger is now attackable, this phase starts when the arena team is dead.

    Blow Back: Somewhat like Icehowl, Hogger knocks everybody back againest a random tree stunning them for 5 seconds, once he starts charging at 60% run speed you can move, but you have to activate your own speed boosts. If he hits somebody they recieve 100,000 damage and he recieves a 10% damage buff for the rest of the fight, if he misses his is stunned for 30 seconds and the raid can do 50% extra damage to him. This happens every 30 seconds, the cooldown resets after the stun ends or he kills the player he charged at.

    Pierce Armor: Every 10 seconds Hogger will reduce the targets armor by 30% for 20 seconds, every time this is used it refreshes the debuff and stacks the extra 30% onto it.

    Demise of Power: Whenever a raid member dies Hogger recieves a 5% damage buff for the rest of the fight, this stacks with all over damage buffs he recieves.

    Giant Axe Throw: Hogger throws a giant axe at a random raid member, you can move out of the way of this attack but if you get caught by it you recieve 100,000 damage.

    Phase 4 - This phase happens when Hogger reaches 65%

    Pierce Armor: Every 10 seconds Hogger will reduce the targets armor by 30% for 20 seconds, every time this is used it refreshes the debuff and stacks the extra 30% onto it.

    Demise of Power: Whenever a raid member dies Hogger recieves a 5% damage buff for the rest of the fight, this stacks with all over damage buffs he recieves.

    Giant Axe Throw: Hogger throws a giant axe at a random raid member, you can move out of the way of this attack but if you get caught by it you recieve 100,000 damage.

    Head Bash: Hogger randomly charges at player every 30 seconds (can be the tank), doing 30,000 damage and stunning them for 15 seconds. (To avoid death on healers and dps you need disc priests and tanks to absorb some of the damage taken)

    Stampede: Hogger calls for a gnoll stampede, anyone caught in this will take 100,000 damage.

    Phase 5, This happens when Hogger has 45% health left, during this phase Hogger heals himself for 100% of the damage ge takes, to progress to phase six players must go through Power of the Gnolls to carry on to phase 6, Hogger cannot enrage on the enrage timer while people are going through Power of the Gnolls.

    Pierce Armor: Every 10 seconds Hogger will reduce the targets armor by 30% for 20 seconds, every time this is used it refreshes the debuff and stacks the extra 30% onto it.

    Demise of Power: Whenever a raid member dies Hogger recieves a 5% damage buff for the rest of the fight, this stacks with all over damage buffs he recieves.

    Giant Axe Throw: Hogger throws a giant axe at a random raid member, you can move out of the way of this attack but if you get caught by it you recieve 100,000 damage.

    Head Bash: Hogger randomly charges at player every 30 seconds (can be the tank), doing 30,000 damage and stunning them for 15 seconds. (To avoid death on healers and dps you need disc priests and tanks to absorb some of the damage taken)

    Stampede: Hogger calls for a gnoll stampede, anyone caught in this will take 100,000 damage.

    Loneliness: If hogger is left alone outside the portal he will enrage and auto-matically killing everyone within the Power of the Gnolls portal.

    Power of the Gnolls: Hogger places a portal in the middle of the raid, members have to enter that portal and survive the fight of the encounter inside, every boss is buffed up to damage and have health equivalent to the current tier, if you sucessfully survive the fight your recieve the three minutes back on the enrage timer, if you die within here you are teleported out to hogger and cannot re-enter unless everyone dies, if the encounter is not survived you must try a different one again.
    Encounter random list:
    C'thun
    Four Horsemen (40 man version only with 25/10 players)
    Ragnoras
    Twin Emperors
    Onyxia
    Nefarion
    Thaddius (40 man version only with 25/10 players)
    Loatheb (40 man version only with 25/10 players)
    Kel'Thuzad (40 man version only with 25/10 players)
    Vael
    Mu'ru
    Sulfuron
    Kael'thes
    Lady Vashj
    Reliquary of Souls
    Illidan
    Kil'Jaeden
    Archimonde
    Magtheridon
    Viscidus
    Gruul
    General Vezax
    Malygos
    Sartharion 3 Drakes Up
    Mimiron Firefighter
    Yogg-Saron+0
    Algalon
    Professer Putricide
    Sindagrosa
    Freya 3 trees up
    Flame Leviathen 4 towers up
    The Lich King
    VanCleef

    Phase 6 - Hogger can now be attacked, this is the final phase

    Pierce Armor: Every 10 seconds Hogger will reduce the targets armor by 30% for 20 seconds, every time this is used it refreshes the debuff and stacks the extra 30% onto it.

    Demise of Power: Whenever a raid member dies Hogger recieves a 5% damage buff for the rest of the fight, this stacks with all over damage buffs he recieves.

    Giant Axe Throw: Hogger throws a giant axe at a random raid member, you can move out of the way of this attack but if you get caught by it you recieve 100,000 damage.

    Head Bash: Hogger randomly charges at player every 30 seconds (can be the tank), doing 30,000 damage and stunning them for 15 seconds. (To avoid death on healers and dps you need disc priests and tanks to absorb some of the damage taken)

    Stampede: Hogger calls for a gnoll stampede, anyone caught in this will take 100,000 damage.

    Summon Minions: Hogger Summons his Elwynn forest minions, which is a pack of 5 of the following trash mobs (which ones you get are random, except each one comes with one Gnoll Overseer with it.) every 40 seconds
    Minions: Elder Forest Bear 1,050k (10 man) 2,305k (25 man) - Does 15,000 (25 man) 10,000 (10 man) to the main target and 5,000 damage to two other random targets in melee every 5 seconds, he does no other damage besides that.
    Gnoll Bandit, Health 650k (10 man) 1020k (25 man): Hits for 8,000 damage a hit attacking once ever secone (25 man) or once every 2 seconds. Backstab: If a player stands with their back facing the gnoll he backstabs them for 40,000 damage.
    Gnoll Brute Health 1305k (10 man) 4035k (25 man): Hits for 17,000 (25 man) 13,000 (10 man) damage each hit, hitting once every 3 seconds. Demoralizing Shout: Lowers the attack power of the entire raid by 750, lasts 30 seconds.
    Gnoll Mystic health 406k (10 man) 1020k (25 man): Fire Bolt: Casts frost bolt on 3 (25 man) 1 (10 man) raid members at a time dealing 6,000 damage, and placing a 5 second dot on them dealing 3,000 damage every second.
    Gnoll Shaman health 707k (10 man) 1405k (25 man): Natural Heal: Heals a friendly target for 12,000 damage, 2.5 second cast time, this will be contiuesly spammed until it dies.
    Gnoll Overseer health 2030k (10 man) 5054k (25 man): Does 10,000-13,000 damage a second (25 man) or every 2 seconds (10 man) Overseeing: Give a 10% damage buff to all friendly targets until he dies, Smash: Does 25,000 damage to the target with aggro 10 second cooldown, Pick It Up: Heals a friendly gnome unit for 125,000-150,000 damage.


  8. #48

    Re: Design Your Own Raid Boss!

    Boss name: Nightsky & Khamseen
    Class: Both Druid
    Gender: Nightsky – Female/ Khamseen – Male
    Race: Nightsky – Night Elf / Khamseen – Tauren
    Health: 25 man 18000k each / 10 man 7000k each
    Enrage timer: 12min
    Damage see below


    Nightsky and Khamseen are 2 powerful druids, one from each faction that are being controlled by an unknown evil force. The aim of the fight is to get both druids to 1% health and break the control held on them. The evil power has increased their size by 3 times that of a normal player.

    Phase 1.

    Khamseen and Nightsky start in humanoid forms, Khamseen needing to be tanked while Nightsky has no aggro table and will cast wrath on random raid members dealing 6k damage on 10 man and 9k on 25.
    Khamseen will currently hit the MT for 15-18k on plate 10 man, 18-22k on 25 man.
    Once one druid is down to 80% the other will place a barrier around it reducing all damage until the 2nd druid it down to 80% as well.

    Phase 2

    Khamseen will now enter bear form, this will require more careful planning, Khamseen will continue his same melee damage from phase one but will also maul which will cause a bleed effect on the tank that stacks, Maul ticks will take 2-3k damage per tick and increase by 50% for each additional stack, lasts 20sec, which means the tanks need to taunt of each other before the damage becomes too high.
    Nightsky will on this phase enter Boomkin form on this phase and continue with her random wrath casts but now also Starfire spells as well, she will also cyclone random raid members for 25-30 seconds (2 members on 10man and 4 on 25man) (20 sec cool down) apart from the tank with highest aggro on Khamseen. Cyclone can be dispelled; again during this fight Nightsky has no aggro table. On 25 man Nightsky will summon 3-4 Treants, with 80K hp each, and deal 8k melee damage, These need to be picked up by an OT and dps need to nuke them down, these are summoned every 90 sec or until phase 3. Phase 3 will begin once both druids are down to 50% health. Again once 1 druid is down to 50% it will become immune to damage until the 2nd is dps down to 50%.

    Phase 3

    Khamseen will knock back the whole raid and stun everyone for 5 seconds, during these 5 seconds he turns into cat form and will vanish, leaving Nightsky alone, this is the chance to burning down Nightsky, she will still be in Boomkin form for this phase and will continue with all her abilities from phase one, she will continue to summon treats but now 8 in 25 man, but this is the first time she will summon them in 10 man, she will summon 4. As Nightsky has no threat table your tanks will have to deal with the Treants
    Khamseen will come out of stealth and pounce random raid members and dealing 20k damage during this phase and then vanish after the pounce, it’s important to heal these raid members up quick before Nightsky hits them with any of her spells, once Nightsky is down to 1% health she will become stunned and again be shielded from damage.
    Khamseen will then come out of stealth

    Phase 4

    Khamseen will again enter bear form now, and have his same abilities from phase 2, tanks will need to continue taunt each other when they get to 3 stacks of the maul bleed effect. Once Khamseen gets to 30% health Nightsky will awaken from her stun and enter tree form and heal Khamseen, her heals can not be dispelled and your raid with need to out dps her healing, Khamseen will also soft enrage at 30% and deal 20% extra damage with his abilities, this is the perfect time to use bloodlust/ hero to nuke down Khamseen, once Khamseen reaches 1% health the fight will end and the 2 druids will break free of the evil controlling them.

    Achievements

    Wind beneath my wings 10 man – defeat Khamseen and Nightsky after having 4 players caught in cyclones simultaneously

    Wind beneath my wings 25 man – defeat Khamseen and Nightsky after having 8 players caught in cyclones simultaneously


    Enrage: After 12 minutes Khamseen and Nightsky will enrage and deal 300% extra damage and will wipe the raid

    Emotes:
    Aggro: You dare to challenge the druids of Kil'gi'lone
    Khamseen: Enough!!!! I will rip you to shreds (On change to bear form)
    Nightsky: The forces of nature will not be defeated (on change to Boomkin)
    Khamseen: You can not kill what you can not see (On change to cat form)
    Nightsky: Treants kill these pests (summon of treants)
    Nightsky: Khamseen aid me!!! (on 1% health)
    Khamseen: I grow tired of you pests (soft enrage)
    Khamseen: Nightsky heal me!!! (as Nightsky turns to tree form)
    Player death: Ha, you failed
    Player death: You spirit has returned to the grasp of nature
    Raid Wipe: You have failed in your challenge, the power of nature is unstopable KIL'GI'LONE
    Defeat Khamseen: I, I am free, thank you brave souls
    Defeat Nightsky: By the power of elun I am free

  9. #49

    Re: Design Your Own Raid Boss!

    Grand Warlock Arnilas:
    HP: 200k
    MP: 500k

    Tuned as a 5-man WotLK boss
    Melee Swing: 5000/2 sec
    Abilities:
    Summon Demon (Summons an imp or a succubus, 30 sec CD)
    Shadow Bolt (100 mana, 2 sec cast, 10k damage, 3 sec CD)
    Immolate (50 mana, 2.5 sec cast, 5k damage over 10 secs, 15 sec CD)
    Conflagrate (150 mana, 15k damage, 0 sec CD, consumes Immolate)
    Mana Shield (Sacrifices mana in place of health)
    Fel Shield (Sacrifices demon's health in place of your own)
    Replenishment (Regenerates 2000 mana per sec)
    Metamorphasis (Transforms into a demon, increasing hp and mana by 35%, armor by 600%, and activates Immolation Aura)
    Immolation Aura (Deals 2000 damage per second to nearby enemies)
    Demonic Cleave (Deals 50,000 damage split evenly to all targets within 5 yards)
    Shadow Charge (Charges an enemy, dealing 15000 damage and leaving a Trail of Flame)
    Trail of Flame (5000 damage/sec to anyone standing inside)
    Flame Pact (Increases fire damage by 25%)
    Shadow Pact (Increases shadow damage by 25%)
    Pact with the Dark Lord (Increases magic damage by 1500%)
    -------------------------------------------------------------------------------
    Arnilas' Imp
    HP: 100k
    MP: 500k

    Abilities:
    Fireball (100 mana, 1000 damage, 1.5 sec cast, no CD)
    Phase Shift (Unattackable)
    -------------------------------------------------------------------------------
    Arnilas' Succubus
    HP: 350k
    MP: 250k

    Melee Swing: 2000 damage per 2 sec
    Abilities:
    Shadow Whip (500 mana, 5000 damage, 5 sec CD)
    Seduction (1000 mana, 10 sec Charm, 10 sec CD)
    -------------------------------------------------------------------------------
    STRATEGY:
    As soon as you pull Arnilas, he will use Summon Demon. If the imp is summoned, it will immediately begin casting fireball and Arnilas will use Fel Shield. If a succubus is summoned, it will immediately use Seduction on a random player and then it will attack whoever is highest on her threat list. While Fel Shield is up, Arnilas will have Replenish Mana active. If the imp is summoned while another demon is active, it will use Phase Shift. This should NEVER happen. Arnilas will use Mana Shield whenever he isn't using Fel Shield. Arnilas will use Shadow Bolts, Immolate, and Conflagrate throughout this phase as well.
    Phase 2 activates when he reaches 30% health. Any demons left alive will fuse with Arnilas, giving him a buff (See Shadow and Fire Pact). Everyone should stack on the tank in this phase unless heals get too hard. If they do, have one or two people on the tank in order to absorb Cleaves. If Arnilas moves in this phase, he will leave a trail of flame behind him. This will be a burn phase, and if you don't kill Arnilas in fourty-five seconds, he will enrage, causing all fire damage and shadow damage to increase by 1500% (AKA one-hit overkill).
    NOTE: Arnilas will not use melee attacks unless he is oom.

    HARD MODE:
    Leave a succubus and an imp alive when Arnilas enters Phase 2.

    Acheivment:
    Burn, wretches!!!
    Defeat Arnilas in less than three minutes.

    Quotes:
    Aggro- So, you seek to fight me? Too bad.
    Summon Demon- You are bound to me, demon!
    Conflagrate- BURN!
    Mana Shield fades- I see that I must come out of my shell!
    Player Seduced- Hahaha, now you see the truth!

    Kill player- You never should've come here...
    Kill player 2- Your friends have abandoned you...

    Metamorphasis- BEHOLD! THE DEMON WITHIN!!!
    Flame Pact- Fire, answer my call!
    Shadow Pact- The shadows are MINE!

    Pact with the Dark Lord- The power...it's...beyond my imagining! Now you all shall know the wrath of the Dark Lord!

    Death- Dark...Lord...protect...me...
    "The reign of a nation is infinite, where as the leader is finite."
    -The Commander

  10. #50

    Re: Design Your Own Raid Boss!

    Varian Wrynn <King of Stormwind>

    and

    Garrosh Hellscream <Warchief of the Horde>


    ... I'm serious, too. If I had my druthers there'd be a raid instance (or split tiers) near the end of Cataclysm that run/s a bit like Hyjal in reverse, breaking into the Horde and Alliance war camps and putting an end to their war machines. It doesn't necessarily have to end with the leaders being killed, just broken and told "stop being an idiot, there's bigger threats, like Deathwing, afoot. It's time for you immature twits to grow up and stop this cycle."

    Or, y'know, just kill them both and unite them under Rhonin, Tirion, Thrall, and a Bloodhoof as, I dunno, the 'Azeroth Union', to prepare to face bigger threats - Mal'ganis, Azshara, Deathwing .... and the looming attentions of the only meaningful opponents left - the Burning Legion. Burning Crusade? Pff. Kil'jaden was never defeated and he was only a lieutenant. We've stopped Kiljie and Archimonde, it is only a matter of time before Sargeras himself comes back to finish what failed before.

    And it fits. Stopping the war between the Alliance and the Horde likely undermines active plans of Deathwing and certainly at least thwarts his will.

    As for the mechanics, I'm not sure. I'd almost imagine them being tank and spank. :P It certainly wouldn't be an Add Council, though likely there would be npc backup - Jaina in the Alliance base, Sylvanas in the Horde (because Papa Saurfang would just make it a faceroll).

    I actually see Garrosh being something like Faction Champions, where you have five enemies in 10m and ten in 25m, plus Garrosh. Garrosh has an aggro table and needs to be tanked, while the others need to be controlled and defeated, forcing the fight into some sort of Phase 2, and then at 50% hp (he won't lose much hp until Phase 2) he enters a semi-frenzy, channeling the Blood Curse through his weapon. Varian, meanwhile, probably batters tanks around with knockback that needs to be strategically triple-tanked and manipulated, while legions of mooks constantly spawn, which can't be tanked - they just need to be killed before they can get in the way.

    I'll have to ponder this a bit more.

    Clearly, too, Garrosh would wield a proper, legendary Gorehowl that would drop, while Wrynn would drop a single item that's both his swords.

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