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 Zarkmans Wierd Wierd Raid Boss Ideas!

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Zarkman

Zarkman


Number of posts : 21
Registration date : 2009-03-28
Age : 30
Location : Svennelandet... OF DOOM!

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PostSubject: Zarkmans Wierd Wierd Raid Boss Ideas!   Zarkmans Wierd Wierd Raid Boss Ideas! I_icon_minitimeSat Sep 19, 2009 1:13 pm

please dont laugh at me... Embarassed

If you are confused about something, ask, if i get positive feedback (showing people actually care), i may post my actual ideas for the bosses abilities and tactics and their lore and how i thought they should be fought. Basically, il start writing about the bosses in a similar manner to how http://www.wowwiki.com/Mimiron is made, only, their not real bosses, their made up...

Raid Name: The Drill (lv.80 25-man raid)

Lore: The Venture Company (known for being all over Azeroth mining or drilling for oil and ravaging the natural lands in the process) has decided to pull off their biggest project yet. They have discovered an artifact that could hasten Deathwings ascend into our world, offering to sell it to the black dragonflight, they have been "sponsored" by several groups interested in either the artifact they are digging up or the money they will earn, offering their aid in exchange for a small share of their profit. As the heroes you must prevent the unearthing of this powerful artifact, and put a stop to the Venture Companies evil deeds once and for all!

Location: Some island off some other islands coast, i dunno, you could seriously put it anywhere, its just a small pathway, a oilrig type of platform surrounding a massive drill thats about to drill into the earth...

Entrence: Add a new dock section to booty bay with a boat going from there to the island every 30 mins or so, a few seconds after it leaves booty bay, it goes trough a upside down U shaped old ruins gate thingie that could be the "instance swirl thingie" and officially takes you into the instance, from there, the ship lands at a beach, on the other side of the island where the Venture Co. is working.

General Raid Layout: You start off at the beach, a very straightforward "jungle" beach path with wildlife animals as mobs, if you go into the water, lv.?? sharks of doom one-shot you or something, near the end of the beach area, you fight the first boss, "Hexxer Mojombo" (troll).

After that you go up a platform and enter the part of the island thats pretty much all made up of platforms and oilrigs and stuff, after a while you reach a "Platform Control Tower" for a RTS event i thought was really cool, during the event you fight a ogre boss "Yurcrush", he works for the Venture Co.

After that event you move to the other "Platform Control Tower" where you fight "Commander Yammark", a insect-like humanoid, who is the leader of a tribe of insect fly-praying mantis things that just wanna be on the winning side, and joined the Venture Co. And from that control tower you move over a bridge from your island over the water to another island where the actual drilling is happening, and a naxx-wing system is started.

From the bridge you are on a circle formed platform around the drill, there are three ways to go, so there are three "wings", when the end-boss of a wing is killed, a certain colored "residue" is released, strenghtening the other bosses, so the order you take the wings will be very important. The three ways you can go is along a massive spiraling pathway downwards to the ground where the drill is about to drill down trough, in which there is a camp, a few goblins and a Black Dragonflight guard making sure everything goes as planned, you can go straight continuing trough another series of corridors into a area called "The Library", or turn left and go down to the ground area of "The Island", where some archeologists are digging up some ruins, also, their sleeping tents and stuff are there.

So, lets get on with the three wings!


---Ground Zero (Where they are going to drill.)
You follow the massive spiraling platform down, halfways down, you can turn left into a closed off segment of the island, there, a massive tiger, simply called "Gigantous Tiger" is a boss, and a few Venture Co. guys trying to contain it. At the bottom of the drilling platform, "Lord Karrataxx", a Black Dragonflight overlord is patrolling trough groups of non-elite AoE:able goblins, the goblins have to be pulled and killed so that they dont interfere when Karrataxx is pulled (he is a end-wing boss).

After Lord Karrataxx dies, Black Residue is released, giving all other bosses still alive a +10% all dmg dealt buff.


---The Island (the second one, which the second part of the drilling rig is and the actual drill is.)
Similar to how the raid started, but with alot more destroyed ruins and camp tents and equipment lying around, similar to how the islands south of Durotar are, first you walk around on the normal island jungle area, then you start going up the stairs to a massive ruin temple, and at the top you fight "Archiologist Grimmfist", a dwarf who is there because he thinks the ruins may teach him about the lore of azeroth, and has thus joined the Venture Co.

After that fight you move down another set of stairs back into normal island jungle areas with some more Archeologist mobs and Venture Co. ogre guards and human Venture Co. guards, and after going in a semi-circle, you return to the other side of the wall that forced you to go up the ruin temple, and you go inside, and at its top floor you fight "Irlon The Seeker", a human rogue/mage who works to guard the archeologs there.

When Irlon is killed "Green Residue" is released, giving all other bosses still alive a +35% health buff.


---The Library (a library which has a entrence near the drill platform area)
At first its just a oiled down metal passage with books lying around, but after a while, a entrence to the actual library appears which is built on pillars above the water, once inside, it is like the library area of Karazhan, only more alive.

Inside after a short walk you can choose to continue straight or turn right and enter "Illusionist Ullron"'s chamber, when you continue straight you start going downwards, and at the bottom-most level you fight "Thillaniux", at first he appears to be a human mage, but once almost defeated (phase 1), he transforms into a dragon (phase 2) which reveals he is actually with the black dragonflight.

when he is killed, Purple Residue is released, giving all other bosses a -3% dmg taken from all sources buff.



In order to assure that groups dont just kill the first boss of each wing before they start to release the residue, after a boss in a wing has been engaged, the other wings doors lock, forcing them to finish all of that wing before continuing.

I think you could also work in a kind of timed run theme when the "wing" area starts, similar to what Zul'Aman had.

Now for one last bit...

-----===The RTS Event===-----
I previously mentioned a "RTS Event" from a Command Tower, and i thought i could explain how that will work! Very Happy

One member of the group must stay behind, the other 24 go onto a platform, a automized mechanical system is activated, giving you control of a couple of other platforms with Robot NPC's on them, a big Grid Area will apear, in which the player who stayed behind gets to control the platforms and Yammark controls his own constantly respawning platforms and when two platforms are next to each other, the people on them can fight. Only the platform with the players can go to the platform with the Ogre Boss who is guarding a switch, once pressed, a birdge will open allowing acces from one control tower to another, and Yammarks mobs will despawn and stop spawning, allowing you to go fight Commander Yammark.

Its a big oil rig area (where the platforms move) with obstacles and etc etc.

Yammark will control the following combination of mobs on his platforms:

Insectian Warrior x2
Insectian Flyer x15

Dragonflight Caster x3

Dragonflight Brute x3

Dragonflight Caster x2
Dragonflight Brute x2

Insectian Flyer x25

Venture Co. Guard x3
Venture Co. Overseer x1


You will (aside from the player platform), control:

Mechanized Riders x8

Mechanized Trooper x10

Mechanized Trooper x10

Mechanized Trooper x10

Mechanized Tropper x5
Mechanized Rider x3

Mechanized Golem x2




And... I guess thats it... please tell me if you want me to post my boss ideas as well, and not just the raid concept/idea, cheers! Very Happy

~ZarkMan

Edit:
SUPER IMPORTANT EDIT OF DOOM! FORGOT TO POST THE LAST BOSS! I KNOW I KNOW I PHAIL!

After the three wings are cleared, a bridge from the main hub area surrounding the drill into the drill is opened, allowing access into the control room inside the drill, where the currently unnamed Venture Co. Leader (a goblin) is.

He is a three phased boss, and instead of getting harder after each phase, he actually gets easier after each phase.

Phase 1: Goblin Machine
He is in a goblin machine, the ones with sawblades and stuff which are in most horde camps which are in wood areas. His main attack (among ALOT of others) is a stacking debuff called "Saw Wound" that deals 2k dmg per sec and increases all other dmg taken by 4%, it can stack 99 times and it has a 33% chanse of being applied whenever his melee attacks hit. He can also "Saw Uppercut", which puts a Saw Wound debuff (100% chanse) and knocks tank into air, and resets his aggro, causing tanks to switch aggro positions to get quite tricky.

Phase 2: Malfunction (20% hp)
The machine malfunctions, alla aggro is cleared AND NO AGGRO IS REGISTERED! From this point on he attacks completely random members of the raid, so he doesent one-shot cloth, he has a -50% melee dmg dealt buff on him due to malfunction. He also randomly fires rockets (7 every 3 sec at random players, 2.5k dmg each), and shoots flamethrowers alittle randomly, that puts fire on the ground that deals fire dmg if you stand in it!

Phase 3: Actual Fight
Machine explodes, and the goblin jumps out, and you actually take him on man to man.

His most noteworthy attacks are: Goblin DragonGun, 30k instant fire dmg and an additional 300k over 50 sec, 60 sec cooldown, this gives him MASSIVE burst damage, and combined with the following attack, can VERY EASIEALY WHIPE THE RAID, this combo will hopefully force tanks to wear resistance gear like the good 'ol days! Very Happy

Sonic Screech Emitter: Used every 10 sec, 1k dmg on the entire raid and silences everyone for 3 sec, kind of like Loatheb, but everyone is neutralized, not just healers.

He also tosses bombs to random players forcing em to stand far away from each other etc etc.

To compensate for his overpowered gadgets, he hits really low... and veeeeeryyyyy slow...

Yea, i think thats all i missed putting up there...
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Zarkman

Zarkman


Number of posts : 21
Registration date : 2009-03-28
Age : 30
Location : Svennelandet... OF DOOM!

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PostSubject: Re: Zarkmans Wierd Wierd Raid Boss Ideas!   Zarkmans Wierd Wierd Raid Boss Ideas! I_icon_minitimeMon Sep 28, 2009 9:10 pm

Figured it was about time i posted some information about the bosses! Enjoy!
(please keep in mind the damage and health bosses have/dish out are WoTLK based, and will have to be rewamped for Cataclysm)

<<<<((Hexxer Mojombo))>>>>

Health: 6 000 000 ( 6 million)
EDIT: he will have 25 000 000 health, as it is a 25-man and i accidentally saw the 10-man health on XT! So the health should be 25 million!

Lore: A former member of the Zandalarian tribe, he was expelled years ago because he was in secret helping the Gurubashi (Zul'Gurub) trolls revive Hakkar (this happens before TBC), in exchange for materials and scrolls to perform forbidden experiments. Upon fleeing execution, he stumbled across the Venture Co. Base in Stranglethorn, since then, he works for them for money, which he uses to continue reserching curses, hexes and summoning...

Abilities:


--Curse of Tongues
Randomly cast every now and then at 5 players who have mana, increases cast time by 475%, curse.

--Curse of Binding
Two random players (can target tank), are tossed into the air towards each other so they land exactly on the same place, each taking 80% of their health in fall damage. NOT A CURSE

--Curse of Launching
5 sec uninteruptable cast, target (random, non tank) is tossed into the air taking 120% fall dmg. NOT A CURSE

--Poisonbolt
2.5 sec uninteruptable cast, targets random (tank included), hits for 20k~ nature dmg and another 20k over 30 sec, the target is surrounded by a poison cloud (10 yrd) dealing 2k dmg/sec to all nearby, it does not damage himself, this debuff is a POISON and can be cleansed.

--Blizzard
Cast at same time as Rain of Fire, a random area is targeted for 10 sec and all in it take 3k frost dmg/sec.

--Rain of Fire
Cast at same time as Blizzard, a random area is targeted for 10 sec and all in it take 3k fire dmg/sec.

--Snake Staff
In addition to the 2k/3.5 sec staff dmg, when he hits with the staff, 10k additional nature dmg hit, and cause a "numbing venom" stack, numbing venom is a cleansable poison, which reduces all dmg taken by 10% per stack, but if it reaches 3 stacks, the target DIES

--Living Essence (Add!)
every 1% hp Hexxer Mojombo loses, a Living Essence is spawned, they have 20 000 health and hit for 2k~ on cloth, and move around very fast.

---------TACTICS!
Curse of Tongues must be decursed!

Curse of Binding is healed trough.

When someone is targeted by Curse of Launching (a raid warning appears) he has to be slow falled.

Poison Bolt must be cleansed, in addition to healers, having a poison cleansing totem is very helpful, have players stand scattered to minimize the clouds effect.

Blizz/Rain of Fire is moved out of, then the 10 sec is used to just nuke him as hard as possible.

Snake Staff is cleansed.

Living Essences are off-tanked and AoE'd down whenever the healers feel the tank is taking too much damage.

He has low health (XT had 5 000 000, he has 6 000 000, and considering ulduar hard mode gear, a extra million wont be that hard to squeeze trough.)


Last edited by Zarkman on Wed Oct 21, 2009 5:20 pm; edited 1 time in total
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Fiddlesticks
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Fiddlesticks


Number of posts : 189
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PostSubject: Re: Zarkmans Wierd Wierd Raid Boss Ideas!   Zarkmans Wierd Wierd Raid Boss Ideas! I_icon_minitimeSun Oct 11, 2009 6:44 am

CREATIVE!

Very VERY VERY Detailed! :O
rather scary Razz

Everything is awsome, But phase 2&3 of the goblin leader Scares the living shit out of me Razz
7 rockets, every 3 sec, for 2.5k damage each. On a poor little 10 man raid.
Even 3 crazy resto druids couldnt hot through that Razz ( Global cooldown is 1.5 sec, so basically they can get of two hots before 7 more rockets come Razz ?)

Maybe the rockets arent the dangerous thing but combined with the fire and the rampaging
dude.How can you predict any incoming damage? Razz


This is so awsome that it scares me, but all in all, the core is in place, you just need the balance.

Say what, If you want to bounce a few more ideas on me, we can have a chat Smile

Adrian Is sleepy now and will continue this reply of awsome at some later point in time.

Very well done, some more tweaks and you should post it on the suggestions forum ^^
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Zarkman

Zarkman


Number of posts : 21
Registration date : 2009-03-28
Age : 30
Location : Svennelandet... OF DOOM!

Zarkmans Wierd Wierd Raid Boss Ideas! Empty
PostSubject: Re: Zarkmans Wierd Wierd Raid Boss Ideas!   Zarkmans Wierd Wierd Raid Boss Ideas! I_icon_minitimeSun Oct 11, 2009 11:24 am

its a 25-man Smile
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Zarkman

Zarkman


Number of posts : 21
Registration date : 2009-03-28
Age : 30
Location : Svennelandet... OF DOOM!

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PostSubject: Re: Zarkmans Wierd Wierd Raid Boss Ideas!   Zarkmans Wierd Wierd Raid Boss Ideas! I_icon_minitimeWed Oct 21, 2009 6:11 pm

<<<<((Yurcrush))>>>>

Health: 27 500 000

Lore: Yurcrush was raised by the currently unnamed venture co. leader. He was found by him abandoned as a baby near a site where they were going to begin digging, and the venture co. leader took him in as his own child. Mainly because he wanted someone to serve as the connection between the co. and the ogres, as they were extremely powerful in brute force and he wanted to use them as guards. Yurcrush doesn't care about his ulterior motives, he is just happy he was raised by someone who took care of him. Also, he is too stupid to realize that he was just being used.

Abilities:


--Rend Effect
Every 15 hits (1 min), (he hits once every 4 sec or so, but hits for 30k~, so the healers will still have to heal ALOT) in addition to his normal attack damage, one of the possible "rend" effects occur, the debuff effects from the rends stay until Yurcrush dies, or the target dies. The rend effects that stay may stack.

--Rend Defense
Debuffs the target so that 25 defense is ignored on each hit. This means that the tank can become critical hit:able again unless he has high enough defense to still stay above 540.

--Rend Power
Reduces all normal melee attacks damage (not abilities), by 10%

--Rend Fatigue
Increases global cooldown (for all abilities) by 0.75 sec.

--Rend Mana
Removes 50% of the targets total mana instantly.

--Rend Stamina
Reduces the maximum health of the target by 1000.

--Rend Armor
Reduces the targets armor by 1000.

--Cleave
hits for 100% damage in a arc in front of him, damaging all targets hit.

---------TACTICS!
I wanted to make a Patchwerk similar fight, where the focus was on the tanks. In this encounter, Paladins are not to be prefered so as to completely nullify Rend Mana, also, the tanks will need to have a good 35k health so as to not get one-shotted, also, they will need aprox. 50 def above cap, so that they can take about two Rend Defenses without becoming susceptible for critical hits.

The dps'ers will need to have the best gear, from the latest hardmodes, so that their dps can reach high enough standards to be able to nuke Yurcrush down before too many Rend effects occur.

Also, melee must not stand in front of him due to his cleave.
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PostSubject: Re: Zarkmans Wierd Wierd Raid Boss Ideas!   Zarkmans Wierd Wierd Raid Boss Ideas! I_icon_minitime

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