1. #1
    Stood in the Fire Doctor Deanster's Avatar
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    Lightbulb create your own boss/encounter

    while blizz won't actualy take your idea and put them in game the idea of this thread is to have fun with it..
    thought about your own boss and what its encounter would be like? share it! they can have unique abilities that hit for any amount of damage.You can make up multiple bosses if you wanted to.

  2. #2
    Dreadlord Rakeer's Avatar
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    refer to sig

  3. #3
    A 10 minute long fight were you get attacked by spawning mobs / mini-bosses in a single room. The mobs come in waves, and don't use pvp tactics, just new mechanic combinations and stuff. Every minute or so you get more mobs with more health and that are harder.
    Then, eventually, you most likely die. The longer you last, the more items of loot you receive via a loot chest. A mass resurrection mechanic would be nice as well, since there is a high chance you will "wipe." However, for the top guilds on the server, the 10 minutes can be out lasted and a final boss would spawn in the end - maybe only in heroic mode perhaps. You only get 1 attempt a week, since you "wipe" and get loot so its not farm-able. Sounds fun and, most importantly, different so idk, I'd raid it.

  4. #4
    Stood in the Fire Tamato's Avatar
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    The return of Medivh.
    Consists of 6 Phases.
    First Phase, Tank and Spank. at 95% Medivh AOE stuns the group and teleports everybody to Karazhan on the Chess Board. You have to complete the chess event, Medivh returns you to him at 95% on the Chess King thing.
    Second Phase. He summons 2 unique adds. Attumen the Huntsman and Midnight.
    Third Phase: at 75% Medivh AOE stuns the party, and Teleports them to Karazhan on the Tier where Nightbane is summoned. A Flashback of Medivh Visiting Arthas' Father plays, you then have to fight Medivh on this platform to about 50%.
    Fourth Phase: At 50% he does an AoE stun and teleports everybody in the raid to Moroes' Dining Hall. You have to kill Moroes, then fight Medivh and beat him down to 25%.
    Fifth Phase: At 25% Medivh will Freeze everybody in place and turn into a bird. At this point, massive amounts of adds come from the dining hall into Moroes' room. Only Ranged DPS can attack him in this phase.
    Sixth phase: at 10% Medivh stuns the party and Teleports everybody to Nordrassil.
    End of Fight: At 1% Medivh Turns into a bird and knocks the entire group down for 20 seconds. An RP Dialogue would display with Voice that would say, "This is just a setback. You cannot kill that which has no life."

    Made by Ariyana!

  5. #5
    Deleted
    -Lord Overkill & CO-
    Movementspeed:immobilized
    Health:30million
    Tauntable
    Boss with 4 elemental minions (Shadow/Frost/Nature/Fire)

    -Physical attacks-
    Dark Cleave: [Cleaves the target and 5 nearby hostile units for (80% of targets HP) Inflicts a curse increasing shadow/Frost/Fire/Nature damage taken with 500%, 5 sec cast,1min durration].
    Kill Strike: [Kills anything below 40% hp within 15y,Can only be used 5sec after using Dark Cleave].
    Omnislash:[Dealing 1500 as shadow/Frost/fire or nature damage every 2sec for 30sec,affects 5closest targets]Totaly random which element is chosen.
    Autohit:[Dealing way to much damage]

    -Spell attacks-
    Dark ward: [Reflects either Shadow/fire/frost or Nature spells,unlimited durration any reflected spell will cause a curse on the caster increasing shadow/frost/fire/nature damage taken with 500%].
    Ranged Omnislash:[Dealing 1500 as shadow/frost/fire or nature damage every 2sec for 30sec affects 10 random ranged party members]Totaly random which element is chosen.
    Suppression: [Places a large Voidzone which reduce healing taken with 100% and movement speed with 60% but increases damage done with all attack and spells with 150% on all targets within the voidzone,Lasts 15sec.Channeling spell].
    Aura Elemental fury:[Sending Elemental bolts out to all targets further then 20% yards from the boss dealing 2000damage]
    Inevitable Doom:[Stacking AoE spell dealing 2000 Damage every 1sec.If casted the entire durration it will realease a shockwave dealing 99% of affected targets hp as damage,20sec cast]Can be interupted,Reduces casting time by 1.7 sec and increases damage by 20% every time it's interupted,stacking 10times
    -Abilities-
    Ressurect elements: [Ressurecting all dead minions,Instant 5min cooldown].
    Enrage:[Increase Damage done with 10000000000000%,can be used after 20 minutes of combat].

    -Minions-
    Movementspeed:10%
    Health: 1
    Can be CC'd/stunned

    -Minion abilities-
    Merge:[1Minion merge with Lord Overkill dealing 59trillion damage ,unlimited range].
    Elemental Absorb:[Absorbs all elemental damage beside (whichever element was chosen from Dark ward]Absorbs 400000 damage.

    -Environment-
    Square room
    with a platform in the middle where the boss is.
    1 minion in each corner.

    -Encounter-
    *Phase 1 Boss at 70% HP and above*
    When Boss is engaged his 4 elemental minions start moving towards him in 10% movementspeed for the "Merge"(=everybody dies).

    Anyone further then 20yards from the boss will take 2000 elemental damage ever 5 sec(Can't be avoided)
    He will Autohit his target every 3sec

    Every 1min the boss will do Dark Cleave,Letting a player with less HP then the Tank taunt the boss will reduce any massive damage done to melee's (avoiding trouble with Kill Strike).
    5sec after using Dark cleave the boss will use Kill Strike,killing everyone under 40% hp within 15yard (Can be avoided by running out or keeping raidmembers above 40%hp).

    *Phase 2 *
    Every 2minute the boss uses "Dark ward" granting movement/stun/slow immunity to whichever minions element the ward reflects (Nature reflect=Nature minion gets immune etc.)
    This minion also grants Elemental absorb for every elemental damage except his own (Nature minion only takes damage from Nature,Fire only from fire etc.)
    When Elemental absorb is gone(when 400000 damage of respective element has been done to the minion)He can once again be Cc'd/Stunned and the boss loses his "Darkward"

    Short after Kill Strike he will do an Omnislash and short after that an ranged omnislash.

    At random uncomfortable times boss will put out 2 Suppression zones.One around himself and another one at a random ranged player.

    This rotation repeats until all of his 4 minions are dead(ET:8-10min into the fight)He will then move on to Phase 3.

    *Phase 3 when all 4minions are dead*'
    Boss will ressurect his 4 minions granting them 100% movement speed and immunity to any incapacitating effect(Not to slowing effect),
    Boss then starts casting Inevitable doom(Interupt carefully)
    The longer you stay in this phase the harder it gets
    eventualy you'll get him down and loot your epic :P
    -End of encounter-
    Last edited by mmoc098be2d235; 2010-11-06 at 10:27 AM. Reason: Edit?

  6. #6
    High Overlord PJfry's Avatar
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    Quote Originally Posted by Jeavline View Post
    -Lord Overkill & CO-
    Couldnt you just FF on one elemental and basically trivialise the merge mechanic?

  7. #7
    Deleted
    Quote Originally Posted by PJfry View Post
    Couldnt you just FF on one elemental and basically trivialise the merge mechanic?
    Patchnote:Lord OverKill's minion Ability [Merge] Have been scaled properly.
    The power of Edit

  8. #8
    Before you post in a thread like this, do a mental checklist:
    1. Does this encounter overly tax/completely bore one of the 3 raid roles?
    2. Does this encounter overly favor stacking one class/spec/role? Does it unnecessarily shaft one spec/class/role? (lol fire immune mobs, for instance)
    3. Is there an original, interesting part of the encounter, or have we seen all this before?
    4. Can every aspect of the fight be scaled to 10 and 25man in a way that will preserve relative difficulty?
    and finally
    5. Does what you have written make any fucking sense at all? Will your fight actually be fun?

    The challenge is to stop thinking "Oh dude I bet this would be totally EPIC" and instead think like a Blizz encounter designer. Remember that everything you do that isn't completely balanced and fun, at least half a million people will QQ about it, and you need to be ready for that.

  9. #9
    Deleted
    CheckList on my encounter
    1.No all 3 roles have plenty to do.MeleeDps needs to dps and Ranged dps need to dps/CC,Healers need to heal and Tanks need to get Threat and everyone need to avoid unnecessary damage to themself all good!
    2. Every class/spec/role have plenty to do.And my element immunity mechanic can be countered.
    3.Probably seen it all before.
    4. My encounter is 25man only pft!
    5.Nothing you read on the web makes sense!

  10. #10
    I haven't thought of a setting for this guy, or even what he looks like. Probably some huge golem/giant thing, maybe like Ignis or Golemagg or i dunno. Maybe it's a girl, "he" in this case is used as the gender neutral pronoun :P

    The boss lives in a square room, opposite the side where the raid enters. Maybe there's ominous skulls on the floor, because that's what his interior decorator suggested. He also plays some scary mood music and threatens the raid a few times when they walk in, the usual stuff.

    The boss has a specific non-stealable non-dispellable buff he puts on himself:
    Empowered: stacks to 100, increases boss's melee damage done and size by 2% per stack. This is a soft enrage mechanic, additionally, if it reaches 100, he hard enrages and instantly kills the whole raid (think Yogg). Certain things in the fight cause this to stack, additionally if anyone in the raid dies, the boss immediately gets 10 stacks of Empowered. By the time you kill the boss, the size gain will have made him HUGE (think Gruul)
    Void zone: Does what the box says. Cast on a random person including tanks and kills you dead if you don't move out of it within 5 seconds. The boss emotes and does a 1.5 sec. cast as he places one of these.
    AOE explosion: Long-ish cast time, boss takes 99% less damage while casting it. Melee has to run out, anyone hit by it takes a lot of damage (though non-lethal) and also causes the boss to gain 5 stacks of Empowered.
    OMG I'M ON FIRE: (name not final) a dispellable debuff cast on a random person besides the maintank and add tank, ticks every 2 seconds causing fire damage and giving the boss 1 stack of Empowered each tick. Ticks once immediately when applied and ideally should never tick again. This is cast at the same time as the boss summons one of these:

    Add: Spawns randomly anywhere in the room (exactly where is broadcast 8 seconds before it spawns by a beam from the sky or something) on the same timer as the dispellable debuff. Melees for a decent amount, enough that one tank can't hold more than 1 add safely, and it's definitely not possible to tank the boss and an add with just 1 tank. Every 2 seconds, the add does a short range aoe that hits everyone around for about 35% of a dpser's health. Make sure the add doesn't run near anyone, and get ranged to kill these before the next one spawns. Every time an add dies, the boss gains 2 stacks of Empowered.

    Idea behind this fight is just to test all the basic crap: there's token void zones to not stand in, adds for the offtank to pick up and ranged to kill, two localized aoes for people to run from, a debuff to be dispelled, and a soft enrage mechanic that pushes the dps to be good. Healing on the maintank starts really relaxed but ramps up a lot until cooldowns are needed for the last few percent. The offtank gets hammered while an add is up but otherwise has it easy. During progression having someone die makes the boss hit way harder due to gaining Empowered, which is a wipe. After being appropriately outgeared/nerfed of course you could take many more stacks. Lots of basic raid skills get tested, everyone wins (except bads!)

    -------------------------------------------------------------------------------------------------------------

    Heroic mode makes basically everything hit harder. He also gains assloads of health, like 250% of normal mode. Additionally:
    The twists!
    #1) Void zones now also put a shadow area on the ground that causes severe pain and death if you walk through it. They last a while, you will have 2-3 of them up throughout the fight.
    #2) The (formerly) dispellable debuff now ROOTS whoever it affects and cannot be dispelled conventionally anymore (Hand of Freedom won't work either). Instead, to get rid of it you must drag an add over and have the rooted person take at least one tick of the add's AOE. While rooted you cannot be targeted by the void zone, but you could still wind up in it if someone next to you is targeted (which would lead do your death). Because a void zone and a root can come within a few seconds of each other, this forces the raid to spread at least 1 void zone away from everyone else whenever the root debuff is being cast. Once this debuff is removed, you get a buff making you immune to being targeted by it again. Is not cast on the maintank, or whoever the add has aggro on. If everyone is immune but these 2 targets, he hard enrages and kills everyone.
    #3) The boss will make runes of power on the ground that he needs to be moved out of ASAP and get the dps in them in order to make the soft enrage
    #4) The boss does a Very Painful Punch move 4 seconds after a rune of power is spawned. Must use a cooldown on the maintank for each of these, if the boss is still in the rune when this goes off, he does enough damage to kill a tank through even cooldowns- only priest wings, Ardent Defender, that sort of thing will prevent a death.

    These new mechanics causes all sorts of crap to happen. The offtank is frequently dragging adds through the raid, and people need to clear out of the way. The rooted person is taking a lot of damage from the debuff every time it ticks and is Empowering the boss, so the add needs to get there fast. The boss himself needs to be repositioned a lot, as well. Oh, and the actual area you have to work with is a lot smaller, thanks to the shadow zones.

    The amount of health is tuned such that the soft enrage is really tight. You need to get as many people in the runes as possible, including the ranged (who also still need to burn the add down) BUT if you stack the entire raid in the rune of power, then it's certain both the root and the void zone will be cast there, which is to be avoided. Thus the entire raid spends a lot of time collapsing in and out, making sure they are away from people so they don't get a void zone on a rooted person, making sure they're dodging the AOEs, etc etc. What to do about the people who have become immune to the root as the fight goes on might allow coordinated raids to keep more people in the runes. As you outgear it, fewer people need to stand in the runes which makes positioning way easier. Someone dying still Empowers the boss, bringing the soft enrage fast and wiping the raid.

    Lots to think about, movement, positioning... everyone has a job. Has a bit of a Defile/Valkyr thing going on with the void zone and the rune of power, gotta love the simultaneous stack/spread mechanic. In general the fight feels rather basic in terms of ability complexity even on heroic mode, might make for a nice first/second boss, you know... The root being broken by add's aura is an interesting concept, IMO.
    Last edited by Ciah; 2010-11-06 at 09:02 AM.

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