If we could all create our own raid boss, this is what mine would be.
ok so it would take place in icecrown citadel, on a very large platform out in the open, very high up. There are four
lightning conductors based around the platform, at the north, south, east and west. Each of them is attackable,
with 4.5 million hit points on 25 man difficulty. The boss itself, a very large thaddius-like undead creature, stands
in the center. He is pulled like any other raid boss. The fight has several phases, the first of which goes like so:
By whatever means you deem necessary, the four lightning conductors are to be taken down, each must be destroyed
within 10 seconds of each other. The conductor have a 1 second cast Chain Lightning attack, which deals 11,000-14,000
nature damage to it's primary target, increased by 30% for each jump. Hence, the raid will have to spread out.
If the objective of destroying all the conductors within 10 seconds of each other is not achieved, it will cause
a Blackout, lasting 10 seconds and causing the boss to enrage, dealing 1000% additional damage with 500% attack
speed increase for the duration of the Blackout, obviously, this is intended to wipe the raid. However, if you do
succeed in destroying the Lightning Conductors in the set amount of time, an electrical zone will spawn at a random
position somewhere on the platform. After 10 seconds, a tendril of lightning will hit the targetted location.
The objective here is to drag the boss to the location before the tendril hits, if it strikes the boss, he will be
stunned for 15 seconds, taking 100% increased damage for the duration. This phase will continue until the boss reaches
60%.
Phase two begins with the boss returning to the center of the platform, and begin a 10 second cast named Arc Lightning.
This ability works in the same way as Akil'zons rainstorm ability. The raid must get to the circular platform in which
the boss is stood before the cast is finished, or suffer 65,000 nature damage. After the cast is complete, the spell
will continue to be channelled for 8 seconds. After it's over, the raid must return to their positions, as once Arc
Lightning is finished, the boss will then cast Shattering Pound, a 5 second cast, causing 35,000 physical damage to
all targets within 15 yards. The boss will then go back to his regular melee attacks. This series of abilities is
repeated every 30 seconds. This phase will continue until 40%.
Phase three starts with the boss yelling for aid. Groups of 5 Geists, each with around 500k hit points will spawn
from the two doorways on the east and west sides. Offtanks must be ready to pick up these groups. The geists
will do a whirlwind attack, so it is recommended that melee remain on the boss. Throughout this phase, the boss
continues to cast Shattering Pound, but not Arc Lightning. So the raid must be aware of this. Ranged will simply aoe
down the adds. After all adds are dead, the boss will raise them from the dead, this time with half the hit points they
previously had. The adds will stop casting whirlwind. At this point, the raid is given 30 seconds to kill them, before
the boss casts Death Pact, healing himself to 100%, and begining phase 1 again, most likely resulting in a wipe.
Once the adds have been killed for the second time, phase four will begin.
Phase four is the final phase, the boss will gain a buff named Thunderous Rage. This buff grants the bosses melee attacks
an additional 10% nature damage. This buff will stack infinitely, and he will gain it every 15 seconds. Electrical
zones will start to spawn in random locations around the platform again, this time with a 5 second delay before the
tendrils hit. Striking the boss with the tendrils will remove one stack of Thunderous Rage, granting the raid more time
to defeat the boss before he inevitably one-shots the tank. In addition to this, he will begin casting Inevitable Doom
on random raid members, this is a 10 second debuff that causes 8,000 shadow damage per second to the target, and all
targets within 15 yards. This target must move away from the rest of the raid and remain there for the duration of the
debuff. It cannot be dispelled.
The hardmode of this fight increases the health of the boss, the lightning conductors and the adds. It also reduces
the time in which the conductors must be killed within to 5 seconds. In addition to his phase two abilities, he will
also cast Elemental Shift, granting him the ability to reflect a random school of magic back at the caster for 10 seconds.
The boss will continue to cast Arc Lightning during phase three. Electrical Zones will not spawn during phase four,
meaning stacks of Thunderous Rage cannot be removed.