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  1. #1
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    Thumbs up Custom Encounter - Junkyard of Engineering - Prototype 8219 XTR-F 7

    Attention! Alot of the class mechanics have been changed and Off tanks job has been explained. Aura of forgotten moments have been changed!
    - Starting to work on the heroic only mechanics Yes, that was normal. ADDED HEROIC MODE!
    - And yes, please do share creative comments and ideas about the mechanics.

    Junkyard of Gnomish engineering

    Lore: Gnomes are well known for their skills in engineering and technological achievements. Mostly their inventions have failed, but some of them have failed more than the other. They must be got rid of and theyre stored in the Junkyard, which is located on the mountains above Gnomeregan where tunnels have been carved deep inside the mountain.

    When Deathwing broke away from Deepholme and shattered Azeroth, the mountains also felt the power of Deathwing and some toxic waste imbued with high electricity. The toxic waste started to think on Its own and began creating powerful metallic monsters. He named Its most powerful creation, Prototype 8219 XTR-F 7. (Think about XT being Kologarn.)

    There was no powersource strong enought to move the creation It sacrificed hes own will and life to its heart, which gave the Prototype the power to move.

    Theme: The instance where you fight against this Prototype is much similiar to Magtheridon. Only one boss inside the raid, with some trash maybe none. The area would be a themed more like Stonecore with some additional aspects from Gnomish architexture and engineering. Power lines, huge engines and failed expiriments etc.

    The area which you encounter Prototype in is an pretty huge half-circle. With two other rooms where are some stuff. The "Stuff" will be explained in the boss mechanics. The Prototype is like Sinestra, Kologarn etc.

    Prototype 8219 XTR-F 7: !This is designed for 10man! Just x2.5 everything for 25man.
    - Health: 39.9 mil
    - Enrage: 20 min~
    - Phases: 4
    - Melee: 34,000 - 58,000
    - Needed raid comp: 2 tanks, 3 healers, 5 dps. (As usually.)

    Phase 1: 100% -> 90%

    - Your raid starts with an usual pull. No matter where he is facing or where your tanks stand. But you will soon notice the fun part of this 10% burn phase. When you engage the boss he will cast Aura of forgotten moments.

    Aura Of Forgotten Moments: Reduces your mana, rune, energy and rage gained by 50%, but when you gain the debuff your rage, energy and runes will be restored to its maxinum, but they wont regen for the first 10%. Also casting spells with mana cost locks the casted spell for 10 seconds.

    Phase 2: 90% -> 50%

    - As you enter phase 2 you will notice the increased tank damage. Prototype graps your maintank with his Radio Controlled Robotic Hand. The arm has 230k HP. This hand will cause a bebuff on the main tank, which is called Pressure Grip. After the hand is destroyed the debuff will wear off and another arm will only spawn after 65 seconds.

    Pressure Grip: Deals 10% of your maxinum health every 3 second to the target until the Radio Controlled Robotic Hand is destroyed. When Pressure Grip is dimished from the tank it will leave a debuff called Crushed Armor. It reduces the tanks armor by 25% for the next 30 seconds.

    - Every 30 second the Prototype will start controlling one random players brain. The player affected by the Controller will be stunned for 3 seconds and then the Controller will fly off from the target and cause an debuff called Brain Damage.

    Brain Damage: Reduces all mana, rune, runic power, energy, focus and rage gained by 100% for 10 seconds. And increases damage taken by 10% for 10 seconds.

    - Every 30 seconds an Electrified Scrap will spawn, with an buff called Covered In Rust. It reduces the adds damage taken by 99%. After 15 seconds the add will cast Lock Target, which causes the add to lock on to his current target making it taunt immune and immune to all crowd controll abilities. Also the add will cause an buff everytime they hit their target after 20 seconds., the buff reduces the movement speed of their target by 10% stacking up to 10 times (Magnetism). Can be removed with bubble and etc.

    - Off tanking: the adds that spawn must be taken aggro withing the 15 seconds of their spawn or they will cast lock target at some other player than the tank and they have to kite it. The adds need to be kited around the room without getting hit or they will slow the OT down and eventually root him, which will cause heavy tank damage and a dead tank atleast. The adds move move a bit slower than players so it would be a hard task to kite em.

    Covered In Rust: Reduces damage taken by 99%
    Lock Target: Locks the Electrified Scrap on its current target, making it immune to taunts, crowd control effects, snares and roots.
    Magnetism: Reduces your movement speed by 10% stacking up to 10 times rooting their target in place when it reaches 10 stacks.

    Phase 3: 50% -> 20%

    - When the phase 3 begins Prototype will cast Shocking Blast. It causes all the Electrified Scraps to malfuction increasing their damage taken by 100%.

    Shocking Blast: Prototype casts a huge electric blast causing 50,000 damage to the whole raid and makes all the Electrified Scraps to malfunction.
    Malfunction: Makes all the Electrified Scraps to malfuction increasing their damage taken by 100%. Removes Covered In Rust.

    - After 30 seconds from entering phase 3. The Prototype will open two doorways which both lead to an pit. If you fall down there youre dead. But, you can summon two floors which you can use to walk across the pit. To summon the floors you have to damage two orbs on the walls for 25k dmg. The orbs heal 2000 per second and when 100% they will remove the floors. When you reach the room after the pit there is an lever which you must pull to stop the boss from casting Super Sonic. Both levers must be pulled before you it stops casting.
    The players who used the levers will gain Overdrive buff.

    Super Sonic: Deals 100,000,000 Nature damage to everyone. Can only be interrupted by Electric Malfunction.
    Electric Malfunction: Stuns Prototype for 5 seconds. Causing it to take 50% increased damage for the duration.
    Overdrive: Increases movement speed by 100% for 10 seconds.

    - As you use the levers first time an timer will start for Temporal Brain Damage, the prototype shocks an random player, yes even tanks and causes them to loose controll of their character / skills / pets causing. Every class has its own mechanic. The boss will inform which two classes its going to controll so youre ready for it. Prototype will continue doing this every 30 seconds until its dead.

    Temporal Brain Damage: Prototype have shocked you with high electricity and causes your brain to take damage making you do things for the next 10 seconds. (Class / spec specific.)

    Druid: Natures fury, 10 seconds.
    -Resto: Your heal over time spells heal the Prototype equal to 100% of healing done. Fixed!!
    -Moonkin: Your direct damage spells (Starsurge, wrath, starfire, moonfire etc.) heal your target for the 200% damage done. (If target gets hit for 50k, it rather heals it than damages.)
    -Feral: If youre in Bear form the Prototype will shatter your armor by 25% for 25 seconds . If youre in Cat form you will deal 50% of damage done to yourself. Fixed!!

    Mage: Summon 1 Corrupted Mirror Image, casting spells specific to your current spec, to deal damage to random nearby players. Have the same amount of health than the mage, last until killed. Interruptable. Fixed!!

    Priest: Fear of dark:The priest start running in fear of dark for 15 seconds. You physic scream every 5 seconds for the next 15 seconds. Fearing up to 5 nearby players within 10 yards for 5 seconds. Fixed!!

    Rogue: Magnetic Field: If you hit Prototype within the next 10 seconds. You will get disarmed for 15 seconds.

    Death Knight: Summons an Corrupted Rune Weapon that will attack the Death Knight until killed. Using the same skills as death knights + random deathgrip every 20 seconds. Same amount of health than the dk.

    Warrior: Uncontrolled Rage: You start Bladestorming causing 10,000 damage every 1 second + an additional 5,000 every 1 second for 5 seconds to all players within 5 yards for 10 seconds. Movement speed reduced by 25%. For tanks: Weakened Will: You drop your shield for 10 seconds.

    Hunter: You cast a Ice Trap on a random friendly player freezing him for 60 seconds or until the ice is broke. 75k health. Fixed!!

    Paladin: You loose controll of your will and cast Hand of Sacrifice on the Prototype, causing you to take 10% of all damage done to Prototype.

    Warlock: The dark powers within your soul break free due to your weakened powers, causing you to get mind controlled for 15 seconds and increases damage done by 100% for 15 seconds.

    Shaman: Your connection to the nature weakens and causes your to be rooted for 10 seconds and take damage equal to 20% of your current health every 1 second.

    Phase 4: 20% -> 0%

    When Phase 4 begins he will instantly cast Force Shield on itself and start channeling Magnetic Storm. After you dps down the shield you can interrupt the storm.

    Force Shield: Prototype protects itself in a strong force field that absorbs 700,000 damage.
    Magnetic Storm: Prototype gathers its magnetic strenght. If the Channel is finished Prototype will stop your hearth with an Magnetic pulse.
    Magnetic Pulse: Deals 1,000,000,000 damage to every in the room bypassing all damage reduces and immunities.

    - In phase 4 you must handle the Temporal Brain Damage debuff and the shield. Its just an race to the end.

    So, sorry for all the typos and bad english, but i tried. Please do comment about my encounter. and ask if you cant get it at some points. :P Thank you :P

    Heroic only: Please, do share you thought on these too

    All Phases:
    Heart Beat: You can feel your heart beat slowing down. The Prototype have electrified the ground with his magnetic strenght. Every time you move you can 1 stack of Electrocute, when you reach 100 stacks your heart will stop and instantly killing you. Every 5 seconds you dont move the Electrocution stack will drop by 2 stacks. If youre targeted by Lock Target you will gain stacks much lower than other.

    Temporal Brain Damage: Prototype have shocked you with high electricity and causes your brain to take damage making you do things for the next 10 seconds. (Class / spec specific.) Yes, in heroic this will be there the whole encounter, but while affected by Temporal Brain Damage you dont gain Electrocute stacks.

    Phase 1:
    Aura Of Forgotten Moments: Reduces your mana, rune, energy and rage gained by 50%, but when you gain the debuff your rage, energy and runes will be restored to its maxinum, but they wont regen for the first 10%. Also casting spells with mana cost locks the casted spell for 10 seconds. Deals damage equal to 2% of maxinum health every 1 seconds until cancelled.

    Phase 2:
    Pressure Grip: Deals 15% of your maxinum health every 3 second to the target until the Radio Controlled Robotic Hand is destroyed. When Pressure Grip is dimished from the tank it will leave a debuff called Crushed Armor. It reduces the tanks armor by 10% for unlimited duration. Stacking up to 5 times. Everytime it reaches 5 stacks it heals the tank for 25% on max health and removes the stacks.

    Covered In Rust: Reduces damage taken by 99%. Also makes the Electified Scraps taunt immune.

    Phase 3:
    Shocking Blast: Prototype casts a huge electric blast causing 75,000 damage + an addiotonal 500 damage for each Electrocure stack to the whole raid and makes all the Electrified Scraps to malfunction.

    Safety Mechanics: Prototype will go to a protective stance for 5 seconds. Causing spells to reflect back to their casters from its metal and melee attacks to deal 2,500 damage for each hit back to the attacker. Cooldown 30 seconds. (stops doing this in phase 4!)

    Phase 4:
    Magnetic Blast: Blasts prototypes current target for 25,000 damage every 10 seconds and reduces healing taken by 10% stacking up to 10 times. Will be cast during Force Shield.

    Force Shield: Prototype protects itself in a strong force field that absorbs 850,000 damage.

    Magnetic Storm: Prototype gathers its magnetic strenght. If the Channel is finished Prototype will stop your hearth with an Magnetic pulse. Deals 500 damage every 2 seconds for each stack of Electrocute on you.

    Magnetic Pulse: Deals 1,000,000,000 damage to every in the room bypassing all damage reduces and immunities.
    Last edited by mmoc259f8e1ba2; 2011-03-18 at 11:13 AM. Reason: Fixes on class mechanics etc.

  2. #2
    High Overlord Orvanoc's Avatar
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    I can't wait to electrify some toxic waste so I can have my very own Junk Titan.
    Quote Originally Posted by Ebbikenezer View Post
    I will give you twice the rice and half the beatings!
    Set a course for intercourse!

  3. #3

  4. #4
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    Quote Originally Posted by Strafir View Post
    You have waaaay too much time on your hands..
    Yes, i actually do have alot spare time :P

  5. #5
    Too many mechanics for one fight, imo.

  6. #6
    Deleted
    Quote Originally Posted by Velenei View Post
    Too many mechanics for one fight, imo.
    But most of them are actually simple mechanics. So, imo, it would just make the fight interesting.

  7. #7
    Actually, Id love to see that encounter. Watch out for the "Its recycled content!"-yellers tho, cos I could see a lot of stuff from other fights there

    Now all you need to put in is a big Red Button for a hm version. xD
    And for those who say its to much stuff in one fight try Firefighter, one of the best encounters in wotlk (if not THE best )
    I was Once a Nab
    Then I rolled a Paladin
    Thats when I found out
    that I REALLY was a Nab

  8. #8
    Deleted
    So Malfunction + Covered in Rost = 98% Decreased damage taken? Why not just remove Covered in Rost ^_^

  9. #9
    Deleted
    Quote Originally Posted by sokrana View Post
    So Malfunction + Covered in Rost = 98% Decreased damage taken? Why not just remove Covered in Rost ^_^
    Thats what its ment to do :/ Sorry for the bad explanation Chaning it soon :P

  10. #10
    Herald of the Titans velde046's Avatar
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    Quote Originally Posted by Velenei View Post
    Too many mechanics for one fight, imo.
    Agree, seeing that many guilds already struggle with the number of mechanics on for example Al'Akir or even Cho'Gall.... they look pale compared to what you want here.

  11. #11
    Deleted
    Quote Originally Posted by velde046 View Post
    Agree, seeing that many guilds already struggle with the number of mechanics on for example Al'Akir or even Cho'Gall.... they look pale compared to what you want here.
    If you strugle with Cho'Gall or Al'Akir then you must be a really bad player. There really isnt that many tactics there and here are just a few phases.

    And as usually in most bosses, you dont have to know all the things in the fight only the ones that matter you etc. As a healer you dont need to worry about the adds or stuff, just the aoe dmg and tank dmg phases. As dps you dont need to worry about debuffs on tank etc etc.

    It looks very difficult like many other bosses when you explain the stuff, but when you actually counter the boss you see that its not so complicated For a good example Council in BoT. Alot mechanics, seperated in a few phases. But when you first time take a look at it and the RL explains all the shit you need to know it sounds like theres alot of shit going on. Actually its just like any other boss, nothing special.

  12. #12
    it appears you've taken nefarion phase 2 (BWL) class call mechanics on board.

    Seems quite a fun idea.

  13. #13
    Deleted
    Quote Originally Posted by khalltusk View Post
    it appears you've taken nefarion phase 2 (BWL) class call mechanics on board.

    Seems quite a fun idea.
    Thats where the idea came from I really would like to see that kinda mechanics more in fights.

  14. #14
    Deleted
    So... This first ten percent, what are non mana users supposed to do?

  15. #15
    Deleted
    Quote Originally Posted by Karakkonor View Post
    So... This first ten percent, what are non mana users supposed to do?
    Dunno, slack? auto attack? 10% isnt that much, but if you have any ideas please do share em

  16. #16
    Deleted
    It just seems like every phase and every time players get that debuff, it's just free rolling for mana users and auto attack for everyone else. I don't like the idea this fight is based on. It would also be absolute hell to tank this as you're not generating any rage, holy power or whatever.

  17. #17
    Deleted
    Seemed to me the Aura Of Forgotten Moments is a bit punishable for all non mana users. A feral druid could do 2 shreds. A rogue similar. A warrior also had little atacks he could do.
    Maybe the palyers could forgot (taking this idea from the aura name) how to use some spells/abilitys, and those abilitys would be "blocked" from beeing used. Ex: tank warrior cant use revenge, mage cant use fireball etc.

    Second on the Temporal Brain Damage:
    Hunter: Your goes into a berzerker rage and starts attacking you. It will attack its owner until it has taken damage equal to 50% of its maxinum health.
    I assume the word "pet" is missing after the word "your"? That is not a good idea. Just dismiss the pet and hunters dont have to worry about this phase.
    I was thinking something like: You lauch 1 frost trap at a random target, imprisioning him on the trap, untill the trap is broken (think like the icy cubes from sindragosa in WOTLK)

  18. #18
    The class calls are pretty unbalanced. And it looks like a call for super class stacking. Maybe alright for a hard mode, but not a normal.

    Priest healers would be god for the fight. Step out of group and heal like normal. 2 druid healers would rape the raid. Also what do you do if you have two druid tanks. Druid tanks also could "cheat" and use cooldowns and go cat just before a class call.
    Why take mages if taking rogues, moonkins, hunters, and priests all are significantly less dangerous to your raid?

    I think it should be a class/player call, a set ability for each class/spec like your talking about, but only on one or 2 people. Not everyone in the raid of said class, in a 10 man, I think that's too harmfull to the raid setup (it would work nice in a 25 man though).

    Also think some classes need tonning up (priests, hunters, rogues, and moonkins aren't a danger at all, while mages require the killing of 3 adds at 150k hp plus, that all do the same damage as the mage iitself (maybe make each add only do 50 percent main mages damage).

    Maybe brain damage should be some sort of silence instead, in its current state, it has 0 effect on mana users. Maybe something like
    Brain Damage: everytime you use an ability, you brain misfires impulses, knocking you to the ground for 1.5 seconds or something?

    Basically I think it needs to shy just a bit away from the fact that it has so many abilities that call for class stacking.

  19. #19
    Quote Originally Posted by Velenei View Post
    Too many mechanics for one fight, imo.
    There are a lot of mechanics, but I would prefer it that way. If you have a single boss instance, it should be hard enough to take up a couple of hours. Having something that PuGs will farm isn't any more interesting than BH.

    The class thing is completely unbalanced. You could have it so all tanks mitigate damage, all dps aoe and all healers heal the boss. That way it becomes a question of how many tanks/healers rather than which classes.

    The anti-rage gain debuff is unbalanced also. I guess you're a caster and don't realise that rage bars get drained in 3 strikes.

    Maybe I didn't read it in great detail, but jobs for the OT to do were a bit missing.

  20. #20
    its a great idea dont get me wrong... but it seems like the same stuff we have already seen, where is the new ideas?

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