1. #1

    Boss Idea - the Twilight Father

    http://images3.wikia.nocookie.net/__...ght_Father.jpg

    This is a concept of a boss who should've been in the dragonsoul, but was ridiculously drawn to a 5-man. This fight was to be placed right where the 5-man version was, before the Ultraxion encounter.
    So please, tell me if the boss is too difficult, too simple, what mechanics do you find interesting and what are not really good.
    Stats (all for 25 heroic version of dragonsoul):
    Health - ~220kk.
    Melee damage - average, not troubling.
    Type of fight - p1&p4 - dps race, p2&p3 - battle for survival.

    Phase I - 100% - 80%.

    In this phase we fight Benedictus in his priest form.

    +Greater Smite - inflicts 350,000 holy damage on the current target, stuns for 5 seconds and reduces armor by 20% for 2 mins. Occurs ~each 25 seconds.

    +Righteous Wrath - inflicts 800,000 fire damage by a column of light to a target and all players in 6 yd radius, divided among all within range. Also increases fire dmg taken, stacks. Occurs ~each 8 seconds.

    +Flash Heal (Hc only) - 1,5 cast, interruptible. Attempts to heal himself by 5% hp.

    +Blinding Light - channeled, not interruptible. Summons 7 orbs of light. Orbs can be killed. They randomly touch players, inflict 30,000 holy damage and disorients for 5 seconds. When orb is destroyed, it heals Benedictus for 10X amount of damage dealt.

    Phase II - 80% - 40%.

    In this phase he transforms into Twilight Father.

    +Crushing Twilight - 7 sec channel - summons 3 orbs that float above him. Orbs can be damaged (similar to elemantals on Cho'Gall). An undamaged orb (each of 3) deals 200,000 shadow dmg in 16 yd radius and leave behind a void zone with corresponding radius. If the orb is damaged by maximum before the channel is finished, its damage and radius are diminished to 100,000 dmg in 8 yds. Leaves behind:
    -Lingering Twilight - deals 30,000 shadow damage per second and slows movement, attack and casting speed by 30%.

    +Twilight Spikes - launches missiles at 10 random players, inflicting 75,000 shadow damage and debuffs with:
    -Shard of darkness - the dark shard is placed in player's body. Resonates upon any damage received, inflicting 15,000 shadow damage per shard in the player, resonating even stronger with each time.

    +Shrouding Dusk - a debuff at 5 random players. Initially gives 1 stack. Each stack deals 2,000 shadow damage, damaging ecery 2 seconds. Stack applies each time the debuffed player performs ANY action, includind movement and jumpig.
    (The only way to dispell Dusk and shards is to make players with this debuffs stand close to each other. 3 shards remove the Dusk, replacing it by a debuff - Deep melancholy that consumes 15% of total hp per second. You can mass dispell this. In heroic, it is not dispellable and must be healed through).

    +Waves of Twilight - Twilight Fater channels a spell that summons 3 waves of twilight (one by one), moving in different directions (similar to Onyxia's deep breath). Anyone who gets caught ot ins path is killed and adds 10% to its final damage. When the wave gets to the opposite wall, it creates an explosion dealing 1,500,000 in 20 yd radius, divided among players affected and gives them a debuff:
    - Gloom - decreases stats of the player by 10%.

    + Twilight Expulsion - 2 seconds cast (Hc only) - Damages every player by 500,000 to 50,000 shadow dmg. The further player stands from TF, the less dmg he receives. Also gives a debuff -
    - Boiling twilight - slows by 100% and deals 40,000 shadow per second for 10 seconds. Damage and slow diminished by 10% each tick.
    7 seconds after the initial cast, twilight energy rises and casts another ring, this time damage decreases the closer player stands to the boss.

    +Impaling Twilight - strikes the current tank with a blast of energy, dealing 300,000 shadow damage. This inflicts tank with:
    - Feeble - damager player and all around him in 5 yd every second, damage inflicted grows over time, lasts for 1 minute. Healing the feebled player damages any healer for half the hp healed. Dispelling the debuff backlashes the dispeller proportionally to the remaining time of the debuff.

    Phase III - 40% - 25%.

    At 40% Twilight Father drops on his knee, losing his staff. He then teleports to the centre of the room and casts Twilight realm, taking the raid into Twilight. There, he is surrounded by a shroud that decreases all dmg taken by 50% and knocks back all who come close that 5 yds to the Father. Additionally, Players in twilight realm take 10,000 shadow damage per second and slowed atk, move and cast speed by 5%.

    +Twilight Blast - 1,5 sec cast - constantly casts these bolts at random player. Bolt inflicts 75,000
    shadow damage in 5 yd radius and jumps at the closest player, dealing 50,000 dmg, next - for 25,000. If there are no players in 20 yds around the target, blot implodes, inflicting 150,000 shadow damage. Anyone struck by the bolt receives:
    - Fade - healing received reduced by 3%.

    +Sparks of Twilight - summons several sparks that randomly fly around the room, periodically shocking players by discharges of enegry. The less hp the spark has, the more damage it deals. Sparks lose hp every second. Upon their death, they deal 50,000 shadow dmg to the raid and transform into twilight fissures, similar to lava craters on Rhyolith. Fissures inflict 50,000 damage to those who cross it, empowering it. Center of the fissure pulls nearby players to it, and every time anyone crosses the lines of the fissure, pull is increased in length. Being pulled into the center of the fissure is an insta-kill.

    +Living Twilight - Twilight Father invokes Twilight to chase a targeted player. Player is followed by a void zone that slowly becomes faster, erupting in a blast of twilight in 8 yd radius, dealing 400,000 shadow damage and knocks in the air every player it comes in contact with. Trace left behind by the living twilight deals 50,000 damage ped second and chokes players, reducing their chande to hit by 50% for 10 seconds. If the Living twilight gets sucked into a twilight fissure, they both are consumed, exploding for 100,000 shadow damage and lowering max of players by 5%.
    Once per while, Twilight Father begins to channel:

    +Eclipse - torrent of twilight energy, dealing 100,000 damage per 0,5 seconds and summoning a void zone. He slowly turns for 180 degrees while channeling, like C'Thun.
    -Blackout - zones of darkness, spawned by eclipse, suck players inside them, dealing 75,000 damage per second, and periodically summoning the faceless ones. Any player who dies in the zone, spawns more faceless ones.

    Twilight Annihilator - melee add - can grab a tank and smash it on the ground repeatedly, dealing damage in 10 yd radius, enrages, increasing his damage and AS and gives out shadowbolt volley periodically.

    Twilight Mocker - caster add. Has - 1)Apathy - slows move, cast and atk speed by 75% for 20 sec. Dispelling this stuns and damages the caster for the time remaining of the spell. 2) Dreaded silence - silences target, forcing it to lose hp and mana over time. Dispelling causes damage to the dispeller. 3) Dead zone - covers an area in a shroud, slowing everyone inside it by 75%, reducing damage and healing inside it by 50% and inflicting damage for any spells cast inside it. But zone shrinks each time casts spells inside it.

    +Twilight Barrage - 10 sec, channeled. Occurs while eclipse is up. Thilight Father unleashed arcs of energy from his fingertips at 8 players. Inflicts 40,000 damage per second, stunning the victims, and arcs to nearby players, who are closer than 8 yds to the targets, dealing 15,000 damage to them. Victims are slowly pushed to the eclipse zones by the spell.
    After 1 minute, eclipse zones vanish, empowering the twilight realm, making it to deal more damage to players, also incresing the slow it deals.

    Phase IV - 25% - 0%.

    In the beginning of the phase, Twilight Father sucks twilight energy inside him, trandporting us back to real world and transforming by half into a faceless one. He hits harder and faster in melee during this phase.

    +Twilight Breath - exhales a bolt of twilight at a target, inflicting 120,000 damage in 8 yd radius and leaving a puddle of twilight that slowly grows over time.

    +Fade bolt - fires beams at 5 players, inflicting 75,000 shadow damage and reducing damage and healing dealt by 10%. Occurs every 5-7 seconds.

    +Constrict (Hc only) - grabs 3 players and damages them for 50,000 physical dmg per second and gets 1% dmg and 1% hp restores per player every 3 seconds. Breaks when his tentactes are damaged enough.
    +Claws of Twilight - channeled - every 3 seconds for 15 seconds the ground erupts at 3 spots, dealing 200,000 shadow damage in 5 yds and spawining a tentacle. Tentacles spits twilight orbs that do 200,000 shadow damage, divided among players hit, and healing TF for the damage dealt X5. TF receives 3% less damage for every tentacle still active.


    So, this are the abilities of the boss. How do you find the encounter? Is it challenging enough? Who has the hardest job in it? Did you like the concept itself?
    Last edited by Explorer; 2013-10-06 at 07:28 PM.

  2. #2
    Bloodsail Admiral Sinnermighty's Avatar
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    "+Righteous Wrath - inflicts 800,000 fire damage by a column of light to a target and all players in 6 yd radius, divided among all within range. Also increases fire dmg taken, stacks. Occurs ~each 8 seconds."
    How long does this debuff last? Enough for 2 groups to rotate, 3?

    +Blinding Light - channeled, not interruptible. Summons 7 orbs of light. Orbs can be killed. They randomly touch players, inflict 30,000 holy damage and disorients for 5 seconds. When orb is destroyed, it heals Benedictus for 10X amount of damage dealt.
    Depends really on how the orbs are spawned; in a pattern, randomly, near players?


    Only really thought about P1 for now, looks good overall though would have to think more about the other phases later when I'm not busy

    Classic Herod: Sinnermighty - Blood Legion (Unretired)

  3. #3
    How long does this debuff last? Enough for 2 groups to rotate, 3?
    - well, I guess it last for 1 mintute. The debuff stacks quickly, so you are to dps him as fast as you can and never allow him to heal himself, interrupting his flash heal.
    Depends really on how the orbs are spawned; in a pattern, randomly, near players?
    from what I imagine, orbs spawn around the boss and chase players, touch them (damage and disorient) and move to another player. They move approximately 2 - 2.5 times faster than player does and have not too much hp (7-10 seconds of dps for an average dmg dealer).

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