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Old 05/08/07, 11:38 AM   #51
Felippe
King Hippo
 
Tauren Warrior
 
Mal'Ganis
I want a boss that will immediately rez if he isn't looted within 10 seconds of his death.

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Old 05/08/07, 12:08 PM   #52
Falk
Soda Popinski
 
Falk
Night Elf Druid
 
No WoW Account
Vashj couldn't be looted within 10 seconds of her death, and also immediately respawned.

...On different kills, though >_>

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Old 05/08/07, 1:13 PM   #53
desertswarm
Von Kaiser
 
Undead Priest
 
Daggerspine
Originally Posted by Necrotoid View Post
Soulbind (30 second cooldown)
- Afflicts one randomly chosen raid member (not current aggro target)
- All healing received by target affects Kil'Jaeden
- Half of the damage dealt by Kil'Jaeden effects the target
dispellable by mass dispel
Wouldn't this effectively gib the person afflicted. Without a shield + mass dispell they are toast as they cannot be healed (or can they and it also applies to Kil?).

If it were changed such that they take half the damage Kil dishes out on the MT, and also healing effects on this player are split evenly between Kil and this target you are effectively asking your healers to heal twice his MT dps, a fourth of which is healing Kil himself, but greatly increasing the total hp of the tank (since there is a 50% mitigation in play). Thats kind of a neat mechanic as it requires more hps in a unique way (that is to say not raid wide damage or massive MT spike damage).

You could even make Soulbind more dynamic and have it split healing based on % life of Kil. So when he is at 90% life, he gets only 10% of the healing on the soulbind target, but at 10% life he gets 90% of it, obviously making him harder and harder to dps down, until you decide (with mass dispell) to remove the soulbond or the targetted player dies due to lack of healing (only getting a low X%..)

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Old 05/08/07, 1:19 PM   #54
The Iron Colonel
Don Flamenco
 
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Dwarf Hunter
 
Mug'thol
Originally Posted by desertswarm View Post
Wouldn't this effectively gib the person afflicted. Without a shield + mass dispell they are toast as they cannot be healed (or can they and it also applies to Kil?).

If it were changed such that they take half the damage Kil dishes out on the MT, and also healing effects on this player are split evenly between Kil and this target you are effectively asking your healers to heal twice his MT dps, a fourth of which is healing Kil himself, but greatly increasing the total hp of the tank (since there is a 50% mitigation in play). Thats kind of a neat mechanic as it requires more hps in a unique way (that is to say not raid wide damage or massive MT spike damage).

You could even make Soulbind more dynamic and have it split healing based on % life of Kil. So when he is at 90% life, he gets only 10% of the healing on the soulbind target, but at 10% life he gets 90% of it, obviously making him harder and harder to dps down, until you decide (with mass dispell) to remove the soulbond or the targetted player dies due to lack of healing (only getting a low X%..)
Inversely proportional heal sharing is a cool idea, but keep in mind that Mass Dispel is not an inexpensive ability. What happens if the boss is at 1% and you can't remove the debuff? I guess that's an effective way of forcing the raid to either sacrifice the person with the debuff (stop healing them) or pace themselves better (to have mana for late dispels). Might take a little tuning, but it's a cool idea (better than enrage timers if nothing else - something like this would put an effective limit on how long an encounter could go based on damage/healing sharing).

Also, it'd be funny to instagib the afflicted player with mad raid dps.

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Old 05/08/07, 1:22 PM   #55
Altima
Von Kaiser
 
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Undead Priest
 
Stonemaul
Kazuki the Blaze
Health: ~8,000,000
Melee: 6000/3000 MH/OH, unmitigated. Dual Wield.
Environment: Circular room. Raid enters from the south. There is an exist in the north. Closed gates in the NW, NE, SW, and SE.

Specials:

Fire affinity: Passive. Kazuki the Blaze takes 10% normal fire damage.

Blaze of Glory: At 20% health, Kazuki the Blaze will imbue his weapons with fire, giving him a 75% chance to deal 1000 fire damage with each successful melee attack and increases his attack speed by 25%.

Fiery Retribution: Instantly deals 1500 damage to the current thread holder after Kazuki the Blaze parries an attack.

Stun Bomb: Random secondary target. Deals 500 damage and incapacitates the target and all within 5 yards of him for 4 seconds.

Arcane Bomb: Random secondary target targeting mana users. Deals 500 damage and drains 600-800 mana from the target and all within 5 yards of him.

Burning Spite: 6000 damage fire nuke + debuff (Curse) that increases fire damage taken by 40%. 1.5 second cast, uninterruptable, targets current thread holder. Reflectable. Stacks up to five times. Lasts 45 seconds. Cast at 30 second intervals. The debuff is additive, which means a certain someone will take 50%/90%/130%/170%/210% normal fire damage with each application.

Ignition: non-elemental debuff on random target excluding current thread holder. Target will occasionally combust, dealing 4000 damage to himself and 4000 damage to all targets within 8 yards of him. Lasts 1 minute. The fire pulses have a hidden 5 second cooldown. Ignites flammable objects.

Summon Servbot: Every 90 seconds Kazuki the Burning will summon 4 Servbots, 1 from each closed gate. There will be two of each type:
Blazebot: 40,000 health, melee 1,000 unmitigated. Frontal cone fire attack for 2500-3000 damage.
Cryobot: 35,000 health, melee 1,000 unmitigated. Frontal cone frost attack for 2,000-2,500 damage and freezes affected targets in place. When within 10 yards of Kazuki the Blaze, Cryobots will attempt to remove the Burning Spite debuff from Kazuki.
Both types are tauntable. Upon death, both types will leave a Pool of Oil 8 yard in radius on the ground and drop loot. These pools can overlap and despawn after 45 seconds.
Blazecore (from Blazebot):
Use: imbues the user with fire, giving a chance to deal 500 fire damage on successful melee or spell hit. (25%)
Cryocore (from Cryobot):
use: removes Ignition from target and reduces fire damage taken by 50% for 30 seconds.

When a player afflicted with Ignition steps into a Pool of Oil, the Pool of Oil will change into Chemical Fire, dealing 2000 fire damage per second to all targets standing in it, including Kazuki the Blaze. If the Pools of Oil are on top of each other, the damage from each Chemical Fire is stacked. Chemical Fires last 15 seconds.

Unfortunately, the description pretty much gives away how to kill him, though variations do exist somewhat.

Last edited by Altima : 05/08/07 at 1:30 PM.

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Old 05/08/07, 2:10 PM   #56
Cel
Great Tiger
 
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Night Elf Rogue
 
Ysera
Originally Posted by falkon2 View Post
Vashj couldn't be looted within 10 seconds of her death, and also immediately respawned.

...On different kills, though >_>
I don't believe Vashj despawned after 10seconds... I got the impression that the raid tried to get back to the body, but was unable to due to the bats not despawning.

--

I always thought it'd be an interesting idea to have a fight where there was massive amounts of AoE, like Fankriss, but then have people get mindcontrolled, so you'd have to time your AoE so you wouldn't kill your raid by accident. :P Then again, being a rogue, I'll probably be the one getting MC'd and killed while learning the fight. :[

"There is much pleasure to be gained from useless knowledge." - Bertrand Russell

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Old 05/08/07, 2:23 PM   #57
Necrotoid
WoW Forums Refugee
 
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Undead Warlock
 
Lightning's Blade
Originally Posted by desertswarm View Post
Wouldn't this effectively gib the person afflicted. Without a shield + mass dispell they are toast as they cannot be healed (or can they and it also applies to Kil?)
Sorry - two mistakes in my transcription for the forums.

1) It transfers damage received by Kil, and at some ratio. 50% may in fact be too, much, but also:
2) I wanted a cast time in there. If you see his cast bar, it's the raid's job to halt DPS. The affected person would take mostly DoT damage. Healers have a shot to wind up heals on the target, and priests wind up a mass dispel. It's still tricky enough that I wanted a chance for the person being instant gibbed - it's not a safe phase.

Mass dispel as choice is obviously a gimmick : it forces priests, and it forces a certain amount in the raid. I think it would also bring some flavor to the phase: beyond their normal healing assignment, priests will need to practice some mana conservation (needs to be taken into account during assignments), and it gives them something to do they don't normal do in raids. This will require some positioning and casting coordination.

DOT and rot.
Travian: Phased Weasel, -144 | 61, Damascus.

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Old 05/08/07, 3:53 PM   #58
Falk
Soda Popinski
 
Falk
Night Elf Druid
 
No WoW Account
Originally Posted by Cel View Post
I don't believe Vashj despawned after 10seconds... I got the impression that the raid tried to get back to the body, but was unable to due to the bats not despawning.
My post was a mildly humorous (... okay, maybe not. I've got bad taste) response to the post above. Which -was- true... Vashj couldn't be looted for the 10 seconds after she died. Not to mention the next 30 minutes till which the body despawned.

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Old 05/08/07, 4:18 PM   #59
Kyrillian
Glass Joe
 
Night Elf Warrior
 
Sargeras
Originally Posted by Nemain View Post
Just a thought off the bat here... but am I the only tank that really really really enjoyed Anub'Rekhan? All other tanking seems boring by comparison ('cept the odd prince try)
I loved it as well. I'd love to see more complicated tanking jobs personally. As a main tank most of the stuff I've seen so far in TBC is just spank and tank with a few exceptions. Love the prince fight (except for crap infernal spawns), love the netherspite fight although not really challenging, Nightbane is ok but it's basically like you're doing the pull 4 times.

I'd definitely like to see more challenging tank work.

I'd really love to see an encounter where the raid has to break up into teams to accomplish a task. I'll borrow a bit from someone else's idea about causing a distraction. How about you have to get to this big end boss of an instance, but the entire instance is that you have to take out his royal guard before you can get to him. The royal guards are tuned to be 5 man bosses. You have to kill them within 20 minutes of each other, just enough time for 1 wipe per 5 man group but not enough time for you to just steamroll it with all 25 players. Each royal guard could have different loot and drop a key fragment, combine the key frags and unlock the end bosses chamber. Each wing could be totally different too.

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Old 05/08/07, 4:37 PM   #60
The Iron Colonel
Don Flamenco
 
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Dwarf Hunter
 
Mug'thol
I just thought of an interesting twist on the "coordinated raid movement" concept for bosses. Imagine a Prince type fight where you're fighting on a giant floating rock (asteroid? I'm not sure what to call the floating chunks of rock). Rather than having abyssals fall, have sections of the rock get blasted away, progressively reducing the area to work in (or even splitting the raid apart onto separate rocks). That could be fun and challenging while avoiding the asinine luck factor associated with Prince (crap, two infernals boxed the raid in, wipe or reset?)

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Old 05/08/07, 5:00 PM   #61
Nemain
Glass Joe
 
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Human Warrior
 
Kul Tiras (EU)
Originally Posted by Necrotoid View Post


Kil'Jaeden
Tauntable <------------------------------------------!!!

<snip lots of fun things>

No point in using two schools if the mob can be taunted. At least not if the intent is to make him harder. (it will be very fun for your warriors though!)

-two tanks that taunt their casts to absorb the spells by resist.
-Multiple warriors that reflect -> taunt (even your DPS warriors, as the MT can taunt the boss back after reflect)

However, yes, please make a boss requiring reflect, because mindless aggro-cycles are all we get to do for the most part.


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Old 05/08/07, 5:18 PM   #62
Whiteknight
Bald Bull
 
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Night Elf Warrior
 
Proudmoore
How about a reverse-take on the twins? Call it 'triplets' or something.

3 bosses, requiring a single tank each. Every, say, 20-30 seconds, one of the bosses (in a predictable order) uses a 65 yard aoe shadow/arcane whatever nova spell which does 30-40k damage.

The gimmick - the 3 tanks share health due to a buff that the raid can place on the tank by performing some action in the vicinity of the boss. Lets say the buff lasts 30 seconds and is placed on the tank by killing something that spawns near the boss that tank is fighting. (similar to the buff the Wrekt Slaves use in Zangar).

You can heal the 'tanks' by healing any tank. And also, you have to rotate the raid around to stay ahead of the explosion which would 1shot everyone except the tanks who have a shared ~60k hp

Or if you prefer the split teams approach, have the 3 bosses on separate platforms so that you can't run between them, and have each team get out of range relying on the other two teams to keep the tank alive during the nova.

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Old 05/08/07, 5:46 PM   #63
Falk
Soda Popinski
 
Falk
Night Elf Druid
 
No WoW Account
Originally Posted by Nemain View Post
However, yes, please make a boss requiring reflect, because mindless aggro-cycles are all we get to do for the most part.
A boss requiring Intervene! Some kind of un-dodgeable double strike that hits for 60% of your max hp ought to do it.

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Old 05/08/07, 9:04 PM   #64
desertswarm
Von Kaiser
 
Undead Priest
 
Daggerspine
Originally Posted by Whiteknight View Post
You can heal the 'tanks' by healing any tank.
I like this mechanic and it seems to be a popular one where players are linked for damage and healing like the Zmarsh dudes.

It would be fun if there was a fight where using a warlock specced for 20% more healing (is that the right percentage?) allowed for that much more healing across them and their soullinked partner.

Also, a number of people have asked for more use of various warrior abilities. There could be a boss that does a 30k single target nuke which is un-interruptable and must be either reflected or absorbed via a grounding totem. This would allow two classes to use an ability they dont often get to use in raiding situations.

Another mechanic I would love to see is one similar to those void mobs in HFP and borrowed from another idea in this thread. Basically a boss would start a timer every 30s that lasted for 5s. In those 5s whichever school it takes the most damage from from each caster, it debuffs each caster individually with a -75% damage output of that school and buffs each caster +20% damage of all other schools. They key is this buff/debuff would be unique to each raid member.

So a frost mage would be FBing away, then the 5s start, he spams AB or Fireball or whatever, for 2-3 casts, then back to FBs.

Elemental shaman would use the 5s to Flameshock him once, relay totems, then commence LB spam. Enhancement shaman would also throw in a Frost or Flame shock so their SS-ES combos are good to go for the remaining 25s.

Shadowpriests would maybe need to wand (with non-shadow dmg) (if wands count as a spell school) or drop shadowform and smite, then commence overall ownage.

Basically this mechanic would make the "spank" part of tank and spank much more interested and skillful for the spam casters.

The same mechanic could be applied to physical dps in some way as well as to break the standard dps cycles which would prompt entirely new theorycraft threads as to how its best to spend your 5 and 25s phases.

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Old 05/08/07, 11:03 PM   #65
Geo
Piston Honda
 
Human Warrior
 
Ysondre
How about this, the pinnacle of a control fight.


First boss is set up as tank and spank but MT once has aggro doesn't lose aggro like patchwerk but also extremely hard hitting

First ability:every 30 seconds person with the lowest aggro is given a bomb type debuff that is instant death to anyone that it touches including the person with the debuff 5 seconds of the debuff being placed.

Second ability: Anyonen who goes over 800 dps over a period of 10 seconds is placed on a sacrificial altar which spawns an elite add that has no aggro table and 360 cleaves (like satura) which means wipe incoming


The point of the fight: being able to control your dps the entire fight and you need to pump out a certain amount of dps before your entire raid is death touched. and also being aware of who is lowest on aggro because this will throw wrinkles in the plan


That will show those nuke happy warlocks :P

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Old 05/09/07, 12:33 AM   #66
desertswarm
Von Kaiser
 
Undead Priest
 
Daggerspine
800dps over 10seconds seems rather harsh a limit.

8k damage in 10seconds could happen in 2-3 frostbolt crits, so if the mage crits twice in a row and does 6k damage.. so they stand there for 5-6 seconds doing nothing?

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Old 05/09/07, 2:26 AM   #67
vicious
Glass Joe
 
Draenei Shaman
 
Anvilmar
Originally Posted by OzzymandiasKJ View Post
I'd honestly just love to see any sort of encounter that splits the raid up into groups and sends them into separate areas where one group's acheivements will further the progression of the other group and vice vera.

Sort of like the OP's idea, but even if it's something as simple as splitting the raid into a group of 13 that fight a boss and a group of 12 that venture off into another section of the instance where they must do some sort of puzzle solving or defeat minibosses that will either debuff the main boss or buff the boss fighting group. I know there are encounters that are essentially like that now, but none that require a part of your raid to actually break off and go to a different part of the instance.
That would be awesome, having your raid split in 2-5 tunnels (damn odd number of people....), and have to fight a boss along the way, or, where TunnelA flips a switch during the boss in TunnelB that damages it or something, while the boss is moving between the different locations, or allowing TunnelX people dps the boss in Y while the people in X are in a defensive mode, or positioning the boss to damage it (like a boss with a weak spot that is inaccessible via normal means other than terrain positioning)

Could potentially be a logistics and coordination nightmare, but would be fun nevertheless.

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Old 05/09/07, 4:03 AM   #68
Hematite
Piston Honda
 
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Human Warrior
 
Chromaggus (EU)
I knew I couldn’t resist a daydream thread. Numbers are probably a bit off but [something sarcastic about existing tuning goes here]. My goal was to just have a setup of abilities that was challenging, could be done with existing mechanics and without relying on shticks/gimmicks.

The first one was just a thought for a nice simple introductory encounter, as I said in this thread I think the current the raiding jump being too extreme. The other 2 are more hardcore orientated.

Arein the Flameweaver
1,500,000 hitpoints
~3k DPS on tank
Thank you Seventh Sanctum

2x Flameweaver Adept
250,000 hitpoints
~2k DPS on tank

Shared Abilities
Mage Aegis – Absorbs 100,000 damage, is recast every 30 seconds and cannot be dispelled.
Blastwave – 4,000-5,000 fire damage to everyone around them for 33 yards. All 3 enemies use this at the exact same time, every 30 seconds.
Enrage – Increase physical damage by 500 and attack speed by 50% for 10 minutes (arbitrary large number). When Arein gets to 20% he and any remaining Adepts gain enrage, the Adepts themselves won’t enrage of their own accord.

Arein the Flameweaver Specific
Lockdown – Increases casting time by 50% and causes 2,000 arcane damage when using an ability that costs mana. Cannot be removed, lasts 10 seconds and cast every 10 seconds on mana users only.

Notes: Blastwaves could make this overly melee unfriendly; Lockdown was done to counterbalance that, though the original idea was Mage Aegis putting a haemorrhage style debuff on the target after you had chewed through it.



Xnumk
4,000,000 hitpoints
2k DPS on tank
What’s that Seventh Sanctum?

Untauntable
Corrupt Breath - Frontal AoE cone for 4,000-5,000 nature damage, puts the Pestilence debuff on all hit by the damage. Occurs every 20 seconds.
Ground Slam - Hits everyone for 3,000-4,000 physical damage and stuns them for 3 seconds. Happens around 75%, 50% and 25%.
Forgive – Removes 7,000 threat from tank every 15 seconds.
Enrage – Increases all damage by 50% and removes cooldowns. Time limit “you lose” enrage after 10 minutes.

Pestilence – Deals 200 damage every 3 seconds, causes 20% of the damage you take to be shared with anyone else with Pestilence. Shared damage is never shared, if that makes sense. Healing someone with Pestilence also afflicts you with it. Lasts 30 seconds.



Kadesm the Controller
5,000,000 hitpoints
3k DPS on tank
Not sure what I make of that Seventh Sanctum

Untauntable
Mark of Doom – Cast on everyone the very start of the encounter, with some obligatory cool yell like “You will be your own undoing.” Deals 2-3k shadow damage every 30 seconds, if you die a raid-scaled Doomguard is summoned from your corpse. Removed only on death, zone or after Kadesm dies.
Ignition –Warning model appears under a player then after 3 seconds it explodes for 3,000-4,000 AoE fire damage.
Teleport - Drops a player into a pit in the centre of the room, which deals 1,000 shadow damage to them every second until they run out, similar to (okay exactly the same as) Majordomo’s Fire pit.
Dominate – Transforms the player into a Terrorguard and heals them 100%. Lasts 15 seconds and is cast every 15 seconds when Kadesm is below 80% hp. Cannot be cast on #1 threat.
Dominate II –Same as above, cast below 40% hp (Kadesm is now controlling 2 people simultaneously).

Terrorguards
25,000 hitpoints
1.5k DPS on tank.

Cleave – Standard instant mob cleave.
Shadow Word: Pain - ~3,000 damage over 18 seconds.
Demonic Rage – Damage and healing increased by 100%, threat reduced by 100%. This lasts 30 seconds and is cast 5 seconds before the effect ends, allowing the recovered player to use it on the boss.

Last edited by Hematite : 05/09/07 at 4:09 AM.

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Old 05/09/07, 9:51 AM   #69
Necrotoid
WoW Forums Refugee
 
Necrotoid's Avatar
 
Undead Warlock
 
Lightning's Blade
Originally Posted by Nemain View Post
No point in using two schools if the mob can be taunted. At least not if the intent is to make him harder. (it will be very fun for your warriors though!)

-two tanks that taunt their casts to absorb the spells by resist.
-Multiple warriors that reflect -> taunt (even your DPS warriors, as the MT can taunt the boss back after reflect)

However, yes, please make a boss requiring reflect, because mindless aggro-cycles are all we get to do for the most part.
The bolt spells are intended to be nearly chain-cast in this phase, when not using other abilities. Taunt would never be up that often. I originally thought a combination of interrupts and reflects would take care of them, and if you cannot catch 'em all, then you let either shadow or fire go through, depending on the resist on your tank / pally aura. If you had a second tank in a second resist suit taunting those, my thoughts as a developer would be "By all means, go ahead." Any time the players want to add another layer of complexity to solve a problem sounds just fine.


Now that I think about it, however, 3x shaman in the group specced for imp grounding would definitely be the way to "cheese" it, and I think I'd remove grounding totem as an option all together.

DOT and rot.
Travian: Phased Weasel, -144 | 61, Damascus.

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Old 05/09/07, 2:56 PM   #70
Geo
Piston Honda
 
Human Warrior
 
Ysondre
Originally Posted by desertswarm View Post
800dps over 10seconds seems rather harsh a limit.

8k damage in 10seconds could happen in 2-3 frostbolt crits, so if the mage crits twice in a row and does 6k damage.. so they stand there for 5-6 seconds doing nothing?
Exactly so your burst dps/high crit builds are NOT optimal for this fight. You want to have the most steady dps possible. Easy for some builds much much harder for other builds. Again its a control fight not a smash the 2 button as hard and as fast as you can. You have to monitor everything you do not to mention find a rotation for people to get blown up.

It sounds like a simple fight in theory but it is much harder then anyone could anticipate.


I am evil I know

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Old 05/09/07, 6:14 PM   #71
Ironlung
Piston Honda
 
Tauren Warrior
 
Mal'Ganis
Totally missed this thread and started by own, but here is my idea.

The basic premise of my boss is a large open cavernous room with an arched ceiling, covered with giant icesickles. Now you can't dps down the boss in the conventional sense... "tank and spank", instead you'd need to position him under these icesickles and have them fall through him. Problem is these icesickles are already very weak, and just the movement of this giant beast walking on all fours is shaking the room, weakening the ceiling even more. So basically your healers actually need to heal the icesickles to keep them on the ceiling when the boss isn't beneath them, while ranged DPS attacks the ones that are directly above him to get them to fall through him. Problem is he's agile, so your melee dps is going to have to dps his legs to get him to fall on his stomach so that he can't dodge incoming icesickles.

I thought it was cool because there could be a limited number of icesickles on the ceiling, and your "enrage timer" could be running out of icesickles. Add in maybe, him doing a ground slam type ability that gets more powerful and damaging to the icesickles as the fight goes on. As far as raid damage you could have the raid become damaged by falling icesickles as well.

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Old 05/09/07, 6:39 PM   #72
Pizzarino
Von Kaiser
 
Troll Rogue
 
Kalecgos
Granfaloon/The Legion from Castlevania games. A giant, floating ball of hundreds of corpses in a huge room. It initally does nothing, but when you shoot it it breaks apart and the bodies fall off to chase after you. Ranged stays on the boss, warriors/melee run around trying to kill the adds they create. As more and more bodies fall off, the tentacled, laser shooting core starts showing. The lasers are obviously AOE blasts that kill anything that doesn't run away. When all of the adds are gone and all 6 of the core's appendages are going off randomly, the boss itself starts taking damage. The fight has a timer in that the rate of fire constantly increases, so if the raid takes too long towards the start you'll end up killing yourself. No ranged DPS can stand still, people are gradually picked off, and the raid dies.

I'm sure framerate and copyrights kept it out of Naxx!

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