Go Back   EQ2Flames Forum > General Discussion > Combat Discussion

Reply
 
LinkBack Thread Tools
Old 09-30-2009, 12:10 AM  
62% Legal
 
Kriptini's Avatar
 
Character: Kriptini, Mousiliena
Guild: Mithril
Server: Everfrost

Posts: 2,037
Photos: (16)

Default Re: Design-an-Encounter!

The goal of this thread is to show we don't suck as much as the SoE devs.

I actually liked your idea, just would've cared for a few more details.
__________________


Quote:
Originally Posted by Athinu View Post
You shouldn't break down krip's arguements bc he's "just" a teen indeed it's quite insightful to listen now and again.

Last edited by Kriptini; 09-30-2009 at 12:12 AM.
Kriptini is offline   Reply With Quote
Old 09-30-2009, 07:08 AM  
Be Aule you can be
 
Harowen's Avatar
 
Character: Aule / Krindi
Guild: Troops of Doom
Server: Guk

Posts: 383
Photos: (0)

Default Re: Design-an-Encounter!

Gondrakar the Berserk

Giant sized mob that uses the barbarian race graphic
Approximately the height of the largest fire giant model.

Fight takes place in a throne room that looks like:

___________________________
|..................B.....................x|
|A..........E............F............Cx|
|.........................................x|
|..........................................|
.............\............/
..............\........../
...............\......../
...............|...D...|
...............|........|


Distance from A to B and B to C is approximately 100m

A - Kennel with non-interactable mob named Vark the Rabid
B - Throne where Gondrakar starts
C - Barracks with non-interactable mob named Dwurn the Mighty
D - Direction the raid enters from
E - Dwurn boundary line
F - Vark boundary line

E and F are delineated by a slight stairway. Not enough to affect line of sight, just enough to allow players to learn the boundaries.

Both Vark and Dwurn are approximately 20% smaller than Gondrakar.

PRIMARY STAGE
Initially, the raid faces only Gondrakar the Berserk.

Special Buff
All +threat effects applied to Gondrakar also apply to all fighters in the raid and the effect is doubled. Positional modifiers do not share this benefit.

Special attacks
AOE swing - moderate to high damage with knockback, frontal 120 degrees
Spinning swing - 20m range medium damage rear cone attack (does not hit frontal 60 degrees) with knockback and 5s trauma snare 70% move reduction. Think similar to wing beat.
Ground stomp - knockdown interrupt crushing attack with damage scaling by range, 40m range limit

At 90% he red texts "Gondrakar looks angry" begins to flurry.

Flurry - multi swings (max damage of around 18k versus your typical high end raid tank if all 4 swings connect).

Flurry goes off every 15s, the target is struck up into the air and deflects off the wall to land at least 30m away. Gondrakar howls with glee and rampages onto another fighter in the raid. This places that fighter into the top hate position and drops the former tank to zero hate. If fighter is not currently at Gondrakar he charges at super fast move rate to that fighter. Frontal aoe swing and ground stomp both occur immediately upon the rampage.



Beginning to tire.
At 65% he red texts "Gondrakar begins to tire and adopts a defensive posture"
Flurry and rampage effects cease, outgoing damage decreases by 25%, incoming damage is reduced by 75%, damage decreases are shown in detrimental window in primary positions right after the stun and stifle immunity icons. Regen rate doubles.

At 60% he red texts "Gondrakar shouts for reinforcements"

Vark the Rabid and Dwurn the Mighty activate and advance towards the raid.

Vark and Dwurn encounters are not linked with Gondrakar.


SECONDARY STAGE
Vark the Rabid, encounter
- extremely resistant to poison and disease
- weak to heat and cold and mental

Includes 7 giant black hounds linked with Vark
- high resistance to mental and divine
- heroic ^^^'s with a fair amount of hps
- while Vark lives, death of any hound delivers 25% heal to it's linked group.
- immune to mez/stun but can be rooted

Vark moves towards Gondrakar and aggro locks to first fighter he comes within 30m of for 10s. Hatelist acts as normal for the remainder.
- If fighter dies, he has a 4s aggro lock on the target lowest on his hate list.
- If that target survives 4s then hate can be re-established as normal. If that target dies the 4s lowest on hate list cycle repeats.
- Someone who has not engaged against him will not be a recipient of his aggro lock, however if all targets against him die then he aggro locks the lowest on Gondrakar's hate list.

When Vark first successfully strikes his fighter, he red texts: Vark shouts, "Get 'em!"
- Each hound picks a random non-fighter anywhere west of F and aggro's them. This is not aggro locked and can be picked up as normal.

Special attacks
Hounds - deal low to moderate damage and high frequency of knockdown with a 1s stun component. Non-mages should be able to tank the hounds no problem, but mages shouldn't expect to survive very long.

Vark
- deals moderate to high damage, tramples up to 4 targets in frontal 120 degree arc, and double attacks.
- single target attack that swings either right to left or left to right (random) and knockbacks the target 15m in the corresponding direction.

At 75%, 50% and 25% (+ or - 5%) shouts "Get 'em!" again and the hounds drop target and reaquire on a random non-fighter within 50m that is west of F.


Dwurn the Mighty
Dwurn moves towards Gondrakar and aggro's against the first fighter he comes within 30m of, no locking.

Staggering blows
- melee swings knock the target back 5m and he continuosly advances towards them.

Ground swing, 40s +/- 10s
- rears up and strikes the ground, anybody within 15m pbae takes low-moderate damage and knockdown interrupt. Trauma debuff for 12s that repeats the knockdown every 4s. Anybody within 50m of frontal 120 degree arc receives interrupt, no debuff.
- Stops Dwurn's movement for 10s.

If at any Dwurn's current target is not between him and Gondrakar, Dwurn turns and begins walking slowly towards Gondrakar.

Should Dwurn reach 20m away from Gondrakar he pushes Gondrakar's target to the top of his hatelist and rushes him, dealing a ground swing attack upon reaching his target.

At 80% or after 30s of spawning, Dwurn shouts "To me my kin! Your liege is in danger!"

- 3 groups of 3 heroic ^^^ mobs spawn, one group at each of the x's by his start position.
- These reinforcements are fairly easy to kill, but don't immediately crumple at the first aoe.
- Each one randomly aggro's on someone in the raid east of E.

Should any of these groups fully die, then 10s later a replacement group spawns. These respawn continuously until Dwurn is defeated. If all 3 groups die, Dwurn stops and moves 15m back towards C, at which point he stops again and begins moving back towards Gondrakar.
(Killing the same group repeatedly will not trigger this, must be 1 of each of the 3 groups.)
- Dwurn will swing at the nearest target range while he is marching towards Gondrakar, regardless of their position on his hatelist.


TERTIARY STAGE
Once Vark and Dwurn have been defeated Dwurns reinforcements stop spawning.
Once the last of the adds die, another red text message flashes, "Gondrakar scans the battlefield, and see's that he alone is left standing."

20 seconds later Gondrakar shouts, "You think you can take ME down? I think NOT!" Red text flashes "Gondrakar goes berserk!"

- Incoming damage reduction is removed
- Outgoing damage reduction is removed
- All debuffs are dispelled
- Outgoing damage increases by 25%
- All fighters are dropped from hatelist and are unable to gain first place on the hatelist until either 20s passes or 5 non-fighters die.
- Once a fighter gets back into first place on the hatelist, flurry goes back into effect and immediately fires.

Every 10s a random scout or mage is selected, that target receives +5 threat positions and Gondrakar shouts <playername>. If that target reaches first place on the hatelist as a result then Gondrakar charges their location and AOE swings.

Tertiary stage will also start if Gondrakar reaches 25% health while an add is still up. However, should this occur the incoming damage reduction is NOT removed.

Once Gondrakar reaches 5% he shouts "Noooo! This cannot be!"

Upon dying, any part of the encounter that happens to still be alive will die.

Tactics
- 3 or even 4 fighters is ideal. Only 2 fighters will find it hard to deal with his flurry over the long term due to having to repeatedly climb the hate list. It will take a damn good non-fighter to tank Dwurn though he can be somewhat kited by killing his reinforcements repeatedly.
- Dwurn's reinforcements are fully susceptible to all status effects. All mobs except Gondrakar can be aggro-locked.
- An average off tank should be able to hold Vark just fine.
- There are no auto-fail conditions on this fight, and there are a variety of methods that may be used to achieve victory.

Once secondary stage is reached, all of these are viable paths:
Vark
- Kill off Vark's hounds, then kill Vark. Longer method but dealing with aggro drop is easier the fewer there are.
- Deal with aggro drop through whatever method, burn Vark to death and then kill hounds.
Dwurn
- Kite Dwurn through watching his position and burning the adds to cause him to walk back towards his start location.
- Remove his reinforcements from fight through mez, root, stun, whatever and focus fire on Dwurn.
- Fight is more of a coordination challenge than anything else.

It would be entirely reasonable to expect a raid to burn down the hounds and then hold Vark, who has a lot of hps, while the raid moves and deals with Dwurn, then return to kill Vark.

Once one of the named adds is down, Gondrakar can be moved over into their side of the map, reducing the liklihood that a key support character is targeted by the other nameds adds random target effects.

Vark can be kept alive while Gondrakar is slow-dps'd, the fight will take a very long time as pulling the dps off Gondrakar will allow him to regen back up fairly high due to lack of incoming damage, but the tertiary stage will be of shorter duration. The raid would want to kill Vark while Gondrakar is around 30% so they can get back into position for the berserk stage.

A super high dps raid could kill hounds, hold Vark, kite Dwurn and focus fire on Gondrakar. This effectively allows a raid that is well past progression on this fight to clear it in less time due to not having to bring down either of the adds. A lesser dps raid will not be able to overcome the reduction in damage and the higher regen rate.

An uber tank could tank both Gondrakar and Dwurn, leaving only the Vark tank west of the F boundary line. This would result in the hounds only going after that tank and removing the hound mem-wiping issue from the encounter.

Overall difficulty of the encounter should be somewhere between Zarrakon and Field General, though since there is a lot going on the fight will take some duration.

Failure points
- With 3 fighters in the raid, during the secondary stage if the fighter on Gondrakar or Vark dies, the raid will probably wipe. A 4th fighter, while not really ideal, can potentially play safety and also seriously minimizes the effect of the rampage effect.
- If Dwurn reaches Gondrakar, the raid will probably wipe due to the primary tank now having both of them on him/her.
- Failing to control the hounds can easily result in key support classes either dying or being stunned long enough to cause a cascading array of deaths.
- Not dealing with Dwurn's adds can result in support classes being over run and the loss of that support should caues a wipe.


This is the kind of encounter that we used to have during EOF, one that can be taken down a variety of methods based on what is on the guild roster and where they're at in progression. ROK brought us the line of "You will do it this way or your raid will be one-shotted" and significantly limited guild options in clearing an encounter. In my opinion raid auto-fail conditions are a lazy crutch and should be very rarely used.
Harowen is offline   Reply With Quote
Old 09-30-2009, 11:27 AM  
The Troll King
 
Nektulos-Tuor's Avatar
 

Posts: 746
Photos: (188)

Default Re: Design-an-Encounter!

Falear 84x4 <Panda King>
(looks like a panda with a staff and a gi)

10,000,000 Health

Stats:
Depends on Encounter.
  • Abilitys: -
  • Immunitys:
    Shadowknight: Ignore Grave Sacrament.
    Guardians: Ignore Reinforcement
    Berserkers: Ignore Insolence (Gibe)
    Paladins: 100% Chance to remove amends from target after succesful attack.

    Fighter's also gain 15% more hate gain against this mob.
  • Every 25%, Mob will split into 4 different mobs, each has above buff, each with 4 different skills and setups, each mob has 500,000 health.

    "FOOLS I CONTROLS THE ELEMENTS!"
    • Earth ^^^ 83 heroic epic x2: 15% Armor Ignore, Reduces all damage done to caster by 25%.

      [Mob looks like Falear wearing battle armor, shield and an axe]
    • Wind ^^^ 83 heroic epic x2: 100% AOE Autoattack, uses a scythe blade, must be tanked by a brawler

      - this mob takes 25% more damage then other pandas.
      - this mob is immune to all magical type of damage.

      [Mob looks like a Tornado, with a panda whirling a scythe inside]
      • Each attack is slow and adds a detrimental, each one decreases overall mitigation by 5%, each attack also knocks you and everyone around the mob a little bit.
    • Fire ^^^ 83 heroic epic x2: as long as hes alive, each person in the raid suffers fire trauma, an uncurable arcane thats does 2490 heat damage, interupts. every 15 seconds.
      (if there are no scouts alive, he will memory wipe and target only priests, then attempt to finish off the rest of the raid) Immune to Heat Damage.

      [Mob looks like a Fire Panda, using a large 2 hand sword, thats also on fire!]
    • Water ^^^ 83 heroic epic x2: Every 15 seconds will heal Fire/Water/Wind/Earth for 25% of the raids total maximum health, this mob doesn't attack, and cannot be hurt unless Earth is dead.
      - Immune to Physical Damage
      - takes 50% more damage then other pandas.
      [Mob looks like a Water Panda (literally like you can see through him)]
  • Once all mob's are dead, Falear will respawn, do an AOE Knockback, does 5000 Mental Damage, decreases physical mitigation of everyone by 2500 for 15 seconds (5 detrimentals, each is 500).
__________________

You tried to tell the truth, but what did you accomplish?
You realize the masses are not interested in the truth don't you?

Last edited by Nektulos-Tuor; 09-30-2009 at 11:33 AM.
Nektulos-Tuor is offline   Reply With Quote
Old 09-30-2009, 11:51 AM  
New Class !?!?
 
Traxor's Avatar
 
Character: Outie
Guild: New class
Server: Heh

Posts: 1,214
Photos: (0)

Default Re: Design-an-Encounter!

as a side note. Mearge into the new trend of adding color to seperate sections of information in your post. Bulitins are nice and everything true but

Font sice and color
  • are pretty nice
  • When reading
  • Long posts
To avoid confusion
  1. It would help your
  2. Posts projected time
  3. Put in and respect
  4. It will recieve when others
  5. Read and try to understand
    • And people will respect the work you put in
__________________
Quote:
Originally Posted by Blanka View Post
...half the time I fail.
In The Face!!!!
Traxor is offline   Reply With Quote
Old 09-30-2009, 03:31 PM  
It's a Big Fucking Bubble!
 
Vlix_Oasis's Avatar
 
Character: Staccato/Vlix
Guild: Paradise Lost
Server: Oasis

Posts: 456
Photos: (0)

Default Re: Design-an-Encounter!

Quote:
Originally Posted by Kriptini View Post

Vilx_Oasis, your post was pretty much a confusing hurricane of weird damage reactives, class adds, and general TL;DR. If you could clean up your post a bit, organize all the mechanics a little bit better, and generally make the fight less annoying, I'll accept your submission.
Yeah, there is alot but I felt it was laid out rather well and organized.

The weird reactives are there because it requires you to plan around them or not suck rather than just annoy you by stunning or stifling you.

The Death penalty puts the "Penalty" back into failure rather than the rewards we got with the last 2 updates (BTW I am not complaining too much on the latest one, no rebuffing is nice). Also some of the failure conditions leads to this outcome rather than a full wipe.

The events are there to increase the difficulty level of the encounter the closer you got the named to death. This was added to provide progression to fights rather than the flatline encounters we have now. Also there randomness and the simple mechanics of it make the encounter different each time you try it. So instead of mindlessly following the same strat, you would have to think on your feet and react rather than rely.

If I had to change anything it would be:
Reduce Ogni's health to 10 million, and possibly even the adds
Reduce Soldato block chance to 15%
Reduce Ladro's DA chance to 15%
Make Ladro's Disarm a proc chance rather than every successful attack

Remove:
+15% chance to Riposte Frontal Attacks
+5% chance to Dodge Rear Attacks
+10% chance to Resist Spells and Combat Arts
Remove Siphon
Remove the immunity to damage during Event 1
Remove the Power Drain from "Pain from Success AoE"

Change the Unbless proc on Ognri during Event 2 to a uncureable Arcane that last for 3 seconds. The effect also becomes - Increases the casting, reuse, and recovery time of spells cast by 100%.

Make players kill the ^^ Heroic in Event 4 in 20 seconds for die. On the "Charm" from the same event, I would have the duration last for 10 seconds and then expire. Also add a conditional when under this effect, that player can not damage Ogni nor cast any beneficials on raid members. The penalty would be their death.

Other than that I like how it is. If I am bored tomarrow I may make a new encounter but this one provided me with alittle funny when shit was sloooooowwww yesterday.
__________________


Staccato: 90 Dirge <autoattack>
Ehtacs: 80 Mystic a.k.a Cure Bitch <autoattack>
Vlix: 80 Assassin retired<autoattack>
Founder and Loot Council Member of Paradise Lost <autoattack>
CHECK OUR WEBSITE FOR CURRENT OPENINGS!
Vlix_Oasis is offline   Reply With Quote
Old 09-30-2009, 03:37 PM  
The Troll King
 
Nektulos-Tuor's Avatar
 

Posts: 746
Photos: (188)

Default Re: Design-an-Encounter!

how was mine?
__________________

You tried to tell the truth, but what did you accomplish?
You realize the masses are not interested in the truth don't you?
Nektulos-Tuor is offline   Reply With Quote
Old 09-30-2009, 08:51 PM  
62% Legal
 
Kriptini's Avatar
 
Character: Kriptini, Mousiliena
Guild: Mithril
Server: Everfrost

Posts: 2,037
Photos: (16)

Default Re: Design-an-Encounter!

Harowen, yours is FANTASTIC! It's good to see an encounter that stresses aggro management above everything else. Also, the charge-flurries sound HILARIOUS! XD

Tuor, your submission can't be accepted because it is in violation of rule #7. I apologize for not having rule #7 on the first post, but it didn't occur to me when I first wrote it out.

Quote:
Rule #7: All abilities apply. Zero immunities beyond what the text of a profession ability indicates.
Besides that, I really like the idea of having a New Tunaria Golem 2.0, but you may need to tweak their health a little bit: since Falear only has 10 mil health and no damage shields or reductions, raidforces will probably tick that 25% down VERY quickly.

Vilx, I REALLY like your revisions. If you make a new post edited with those revisions, I'll have something to link to during the competition.

Keep up the great work, everyone!

EDIT: Traxor, just read your post, makes me REALLY wish I had edit rights to the first post.
__________________


Quote:
Originally Posted by Athinu View Post
You shouldn't break down krip's arguements bc he's "just" a teen indeed it's quite insightful to listen now and again.

Last edited by Kriptini; 09-30-2009 at 08:53 PM.
Kriptini is offline   Reply With Quote
Old 10-01-2009, 12:34 AM  
New Class !?!?
 
Traxor's Avatar
 
Character: Outie
Guild: New class
Server: Heh

Posts: 1,214
Photos: (0)

Default Re: Design-an-Encounter!

tbh. I can't tell by reading that if you are for my request or against it....
__________________
Quote:
Originally Posted by Blanka View Post
...half the time I fail.
In The Face!!!!

Last edited by Traxor; 10-01-2009 at 12:40 AM.
Traxor is offline   Reply With Quote
Old 10-01-2009, 01:42 AM  
Visitor
 

Posts: 14
Photos: (0)

Default Re: Design-an-Encounter!

Ambassador D'vinn
Main Moves
Backstab 7-15k
Memwipe every 10seconds.
(Highly intelligent AI, looks for group members backs after memwipe, can be avoided by quickly finding a wall to back into, or back against the Tanks Back)

Upon Zoning into the Zone D'vinn aggro's you from the shadows, Backstabbing away at your group. Slow zoning may be a problem, best to let the tank zone in first.

At 95% D'vinn disappears and you progress through the Dungeon as normal.

Periodically and yet completely random chance encounters either during other fights with other mobs, or named D'vinn will continue to appear. Each time taking 15% more damage to his health total.

Until you finally come to his lair which is a room of Smoke and Mirrors like Enter the Dragon.(No Walls for Group members to get backs against to avoid Backstab and he is at 35% health.) D'vinn randomly comes and goes in the mirrors and smoke attacking until dead.

Last edited by Rottenapple; 10-01-2009 at 01:45 AM.
Rottenapple is offline   Reply With Quote
Old 10-01-2009, 02:02 AM  
Self-Proclaimed Baller
 
Paperclip's Avatar
 
Guild: Ex-Paradise Lost
Server: Oasis / Nagafen

Posts: 1,141
Photos: (0)

Default Re: Design-an-Encounter!

Quote:
Originally Posted by Vlix_Oasis View Post
Ogni Cosa 89x4 <Deliever of Chaos>

20,000,000 Health

+15% chance to Riposte Frontal Attacks
+5% chance to Dodge Rear Attacks
+10% chance to Resist Spells and Combat Arts
+20% chance to Strike through an Avoidance check
80% chance to Crit and a 110% Crit Mod
No double attacks.

Special Attacks:

  • Break - On each successful attack, Ogni has a 2% chance to inflict damage to target's gear.
  • Taste of Blood - When target's health drops below 50%, Ogni gains the ability of Taste of Blood for 8 seconds. Taste of Blood signifigantly increased Ogni's attack speed/dps mod. It also reduced reuse time by 10% and increases proc chances by 25%.
  • Siphon - When Ogni is damaged, he has a 1% chance to gain the ability of Siphon for 6 seconds. 20% of all damage done is converted into a heal.
  • Bonesplitter - Ranged Based AoE that inflicts a massive amount of Trauma damage when inside 5m. Medium if between 5-15m and small amount of damage if outside 15m.
Battle Weary - After 7 minutes, all raid members will suffer from Battle Weary. At 10 minutes, you will get another more powerful version of Battle Weary that stacks with the first. You will not survive the second version.
Death Penalty: If Ogni Cosa or any of this friends kill any member of the raid. He will summon a mimic of that person with the same abilities. The mimic is an epic x2 and you can not ressurect that particular fallen ally until their mimic is defeated.

This is the Contested version of this mob. However, to spawn the contested version someone on your server must defeat the instanced version of him each time you wish him to spawn. Once the Contested version is killed, all members of that raid receive a buff that makes them 35% less effective against the contested version for 7 days. You can attempt to kill him twice in a week but you will find it much more difficult (not impossible).

Adds






Each Class add can be damaged by everyone however classes of a different archtype receive a 50% decrease in damage when doing so. Fighter taunts have full effect however classes of the same archtype will have a 20% Hate bonus applied to them.
  • Arcano <Messenger of Veeshan>
Caster mob
1,500,000 Health

Lightning Burst -small amt of damage on target
Drain Life - siphons a medium amount of health from target and converts it to a heal on the caster.
Chilling Flames - AoE which does 40% of target players health in Heat damage to all players who have damaged him. It also does 5% of target players health in Cold damage every 5 seconds, including a 3 second stun each time it ticks.

He also has a 5% chance to cast Stoneskin on himself each time he receives damage. This will absorb a total of 1 attack.

Also while Arcano is alive, Ogni Cosa gains a proc called Banesword.
Banefire adds an additional 3k focus damage to target of each successful melee attack.
  • Soldato <Destroyer of Zek>
Fighter Mob
2,250,000 Health
Does about 4-6k on every successful melee attack. He also has a 25% chance to block an incoming melee attack.

Shield Bash - small amount of damage and also dazes target for 3 seconds.
Taunt - Every 8 seconds he will randomly taunt one of your allies for 3 seconds. Cureable Arcane.
Intimidation into Submission - every 10 seconds he will cause his target to become subdued (shows up as a curse and is also a memwipe) and if not cured before termination (8 seconds). The target will be charmed for 30 second (uncurable).

While Soldato is alive, Ogni Cosa will gain the ability of CounterAttack.
Counter Attack increases the targets chance to Riposte all melee (frontal and rear) attacks by 15%.
  • Morte <Priest of the Void>
Priest mob
2,000,000 Health
Increases all his allies (your enemies) health by 20%.

Terror - AoE that causes all players who have attacked Morte to flee in fear for 5 seconds.
Corrupted Blessings (curse) - every 30 seconds Morte will place a curse on a random Healer. The curse changes all their heals into damage on target ally. This effect lasts for 1 minute but is curable.

Each time Morte is damaged with a melee weapon, Morte has a 5% chance to reflect that damage to his current target.

Morte will also heal Ogni Cosa for 0.5% every second while he is alive.
  • Ladro <The Shadow of Kurn>
Scout Mob
1,750,000 Health
Does about 2-4k damage on every melee attack. However, he has a 25% chance to Double Strike.

Poison - On each successful melee attack, Ladro does a small amount of Poison damage over time and decreases the targets stats by 5%. This effect does stack.
Crippling Blanket - A cloud that surrounds Ladro (15m). While you are inside this cloud, you will take a small amount of reoccuring Disease damage and having all your resists decreased by 60%.
Disarm - On each successful melee attack, Ladro will Disarm his target for 2 seconds.

While Ladro is alive, all his allies receive a 15% increase to their stats (including chance to hit target) and damage.

He also adds the same Poison weapon proc to all his allies.
*** When it says an ability inflicts damage based on the percentage of targets Health. This goes by whomever this mob is targeting when this effect fires. So if they are targeting Player A, 50% of the damage done is 50% of Player A's Health total.


The Fight

The short breakdown of this encounter is at certain percentages, the encounter will change randomly and your raid must adjust accordingly to succeed. Each of these events can overlap. However, I doubt that will work out for you.

I : Beginning

At the start of the fight, Ogni Cosa will have 2 randomly selected adds from the 4 listed above. If you kill one of these adds before Ogni reaches 90% health, he will revive them instantly to full health and power. If he is at 90% health or below, just before one of the add dies. He will siphon their lifeforce healing himself for 8% health and power and that particular add can no longer be revived.
At 80% a new phase of this encounter begins called the Mid Fight.

II : Mid Fight

When Ogni Cosa's Health reaches 80, 70, 30 and 20% 1 of 4 events will take place. This is random and the same event can not take place twice in a single fight. Also abilities that Ogni gains remain with him for the duration of the fight after.






  • Event 1
Ogni Cosa will say in Shadowman, "From these 3 portals, your demise will come".

Three portals will randomly open 30m away from Ogni in evenly spaced directions. From each of these portals, adds will continuely spawn every 30 seconds. These adds will be one Epic x2 and 2 ^^^ heroics. The key is to kill the Epic x2 and close the portal from which it spawned before any of the heroic adds are killed. If you fail to do so or click the wrong portal, the 2 ^^^ heroics will become x2 Epics (full health and power).

Anyone closer than 10m to the portal will suffer from sickness. This sickness will cause that player to temporarily lose 75% of their base health and power and also their speed is decreased by 50% while inside 10m of any portal.

Also while any of the adds are up, Ogni Cosa is immune to damage except from his current target. Debuffs will still work but no damage will get through.

At the start of this event, Ogni gains the ability of Suffering: Suffering is a Mental AoE that doesn't do any damage on initial hit but on termination it inflicts 250% of max health on target.
  • Event 2
Ogni Cosa will say in Druzaic, "Your plan is boring me. Let's change things up, shall we?"

Ogni will place an uncurable arcane on the raid which will do 1k focus damage every 2 seconds to each player. Also during this time, Ogni is completely immune to all melee and spell damage. The only damage he will recieve will come from healers as the healing they do (only on Arcane) is also converted into damage on Ogni.

At the start of this event, Ogni gains the ability of Unbless. When Ogni is damaged, there is a 3% chance that the attackers casting speed, recovery speed and reuse time is increased by 50% for 10 seconds.
  • Event 3
Ogni Cosa will say in Draconic, "I have more than one Ally you fools."

Ogni will summon one at a time the dragons of old against you. The dragons are Darathar, Barakah, Tarinax, and Woushi. Each of these dragons are Epic x3 instead of x4 and individually have the same health: around 2 million. Their abilities are the same although slightly tuned for this tier.

At the start of this event, Ogni gains the ability of Pain from Success on all raid members. Each time you make a deathblow, Ogni will AoE for 125% of targets max health in Heat damage to all players within 10m of the person who made the deathblow. Those outside of 10m will receive the 80% power drain instead.
  • Effect 4
Ogni Cosa will not immediately say anything when the encounter reaches this event. However, what he will do is choose a member of the raid randomly every 15 seconds. When he chooses a target, he will speak in that players native language and say one of 2 things:

1 thing he might say is, "I call upon <character name> to battle their own demons."
When this happens that person must find a Demon with the same name as theirs. This Demon will be invisible and untargetable by other players. That player has less than 5 seconds to find their Demon or it will start to attack other members of the raid. This is a fail condition as the demon becomes an Epic x4.

However, once found in time that player must fight that demon until this event is over. In this instance the Demon is only a ^^ Heroic. They can not be killed however they can kill you.
The other thing Ogni might say is, "I call upon <character name> to battle my enemy <character name>."
When this happens that person must attack Ogni's enemy (one of your raid members). You have less than 5 seconds to attack that player and if for any longer than 2 seconds go by without attacking them. Ogni will kill you, and immediately call upon his Enemy to attack another member of the raid.
At the start of this event, Ogri gains the ability of Deathtouch.

III : 50% Event

When Ogni Cosa reaches 50%, he will summon the other 2 Class adds which you did not fight the first round. The same rules apply for this event.

IV : End Fight

At 10%, Ogni Cosa gains the ability of Berserk and his reuse speed is increased by 50%. He will also heal himself by 2% each time he reaches 5% health. These heals cost Ogni 5% power each time he heals himself. Once he fails to be able to heal himself (not enough power), you can finally finish him off.
Nerd.
__________________

Co-Leader of Paradise Lost **retired**
Oasis Server

http://eq2paradiselost.com

Quote:
Originally Posted by Magnificent View Post
Or if somebody tries to one up you irl, just ask them "Oh yeah, well how many dragons have you killed? That's what I thought you stupid fuck, now sit down."
Paperclip is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are On


Sponsor Ads


All times are GMT -4. The time now is 10:07 AM.


Design By: Miner Skinz.com Powered by: vBulletin
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.1.0
Template-Modifications by TMS