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  1. #1
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    Default Raid Mobs in RoK

    I've been going through various threads about what they are hoping happens in the Kunark expansion and a fairly common theme that I see is people asking for more encounters/raids similar in style to DMP in that it depends upon more then game mechanics to be difficult.

    So, I've been toying with the idea of asking people to think outside of the box so as to make ideas for mobs that would be challenging. I'll take a stab at this, feel free to make fun of how stupid what I've come up with is, but here goes.

    Species: Dwarf
    Name: Gutikell the Imprisoned
    Lore: Punished by Brell for changing loyalty to Veeshan, chained to the ground in an underground cavern. blah blah, what do I know here?.
    Melee Attack: Crushing (Graphic: uses the chains that are attached to his wrists)
    Ranged Attack: Has one medium range aoe, goes off every 30 seconds (Graphic: Throws rocks at anyone in range.
    Magic: Self heal and encounter plot device.

    ok, enough with the worthless mechnical/lore crap that I don't really know anything about, here's what I came up with that should make this encounter difficult.

    Prior to encountering Gutikell, a no-trade no-value hammer will drop off the last name before Gutikell. This hammer has a single proc, Brell's Smite, which will damage its target for 1k divine damage then the hammer will break. This will be used later on.

    When you enter the cavern Gutikell is in, he will attack instantly and the fight is on. Now this is where it begins to get complicated. In order to keep Gutikell alive during his imprisonment, Brell placed 3 pillars around the dwarf that would absorb magic and heal him whenever he grew weak.

    When you drop him to 2%, the pillars will begin circling the dwarf and heal him to 30%. Gutikell will create a second hate list with no one on it then flee for the entrance since he sees an escape path is available.

    Now since the pillars absorb magic and are spinning about him, they will deflect anything other then a melee attack be it a spell or an arrow. And since he sees a chance of escaping a cavern he has been chained in for 500 years, he will ignore all but one attack, which would be hitting him with the hammer you received earlier. If Gutikell escapes out the entrance way, he will trigger a kill switch placed by Brell in the event that he somehow broke free from his chains and the whole raid will be crushed by an avalanche.

    So in order to keep him from fleeing, one person must close to melee range and hit him with the hammer. However, its not that simple, the pillars are still spinning around Gutikell and if someone gets hit, that person will instantly die upon impact and Gutikell will revert back to the original hate list from the fight and begin attacking again, except the hate list will be reversed so the tanks are on the bottom and most likely the healers will be on the top now.

    So basically, in short, enter the cave, burn him down to 30%, he tries flee, the hammer wielder has to avoid getting hit by the pillars spinning around him and land a strike on the mob. Then you get to kill him.

    Possible faults I would like to point out. Difficulty of this largely depends upon speed of the pillars, too slow and its not a problem, too fast and it can't be done. I'm not going to get into items that drop or particular game mechanics as I'm not an expert in that regard.

    Now, while dwarves are typically small, this encounter would work best with an oversized creature, somewhere between the ice golems in everfrost or the giants in thundering steppes. As for the pillars, they would have to be of a height to match, and twice as wide as a human male toon at its biggest from the character creation screen.


    This does seem kinda weak even to me, but I'm sure other people can do better and I'm looking forward to seeing other people's ideas.

  2. #2
    Beware of Carp
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    Default Re: Raid Mobs in RoK

    This isn't exactly an encounter description so much as it is just something I think would be cool as a little end game setup for raid mobs and some progression. Preferably this would all be contested.

    Have there be an epic dungeon which requires the completion of a massive epic questline which involves completing all heroic content, and all instanced raid content, and maybe some lesser contested raid content just to get the key to open the door. We'll say it's a massive tower. Once you finally earn access and gain entry all there is just inside is a large elevator that takes you very high up. At the top is a large circular room with hallways leading to the North, South, East, and West. There is also a set of steps that curve up to a large platform above the main room. Think the Enmity's room in PoA, but use steps to get up to the second floor instead of elevators. There is nothing in this room... yet.

    In each of the four rooms branching off the main room, there are four named raid mobs (16 total). A scout-type, fighter-type, mage-type and priest-type in each room. These are separate, non-linked encounters. Each room will have an element associated with it, such as Earth, Wind, Fire, and Water. All 16 of these are extremely difficult encounters, designed for guilds that have already farmed the crap out of all the instanced raid content, and whatever other contested content there is.

    Once one of the four nameds in a room is defeated, a 3 day counter starts ticking. After 3 days any dead named in the room respawns. If, during the 3 day countdown, all four of the nameds in a given room are dead, then a 5th, even more powerful named spawns in the center of the room. If he is not killed before the 3 day countdown is up, he despawns and the 4 mini bosses appear again. If one of the main bosses in a room is killed, then it will be 7 days before his mini bosses spawn again. If at any point all four main bosses are dead, then a final Mega Boss appears in the center room up on the platform in the main room. This will be -the- final mob of the game. If any of the mini-bosses respawn while he is up, then he will despawn until all the bosses are killed again.

    Now here's where it gets complicated and I'll use the "Fire Room" as an example. The Fire Boss that is spawned after killing the 4 mini-bosses is completely immune to all regular attacks and spells. On top of that he has a kick ass proc that will probably one-shot even the best tank in the world. To get around that... the Fire-Fighter boss drops a ring which protects you against that proc (But it has the added effect that you cannot be healed unless your healer has the healer ring on). The Fire-Scout drops a ring which allows melee attacks to damage the Fire Boss. The Fire-Mage drops a ring which allows your spells to damage the Fire Boss, and the Fire-Priest drops a ring which allows you to heal people who are wearing the tank ring. The rings mean you can have 2 effects at once. So a tank can have the tank ring, and melee ring so they can tank the mob and damage it with melee. Priests can wear mage and healer ring so they can heal and nuke, etc. Repeat this for all four rooms.

    Now for the mega boss in the center room once everything else is dead. This guy should be -insanely- difficult, requiring heavy farming of the zone to even have a chance at killing him. To make it even harder, at 80%, 60%, 40%, and 20% of his health he summons one of the four elemental bosses to aid him. These are exact copies of the original ones with the same difficulty. He will spawn them in random order each time, so you can't predict which one will come and have the proper rings on already. If anyone actually manages to kill this guy, he drops the absolute best items in the game, and nothing respawns in the dungeon for 7 days after his death.

    Total of 21 contested raid mobs setup in a way that it would be impossible for one guild to lock them all down. In fact, the mobs should be hard enough, and long enough fights that it would be damn near impossible for a single guild to even kill all the mobs required in time to spawn the final mega boss, so having another guild or two helping kill them would improve chances of getting to the mega boss in time.

    Hope this wasn't too complicated, and sorry I didn't go into any actual mechanics of the fights themselves, but I think this would be a killer way to setup an end game contested dungeon. :-P

  3. #3
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    Default Re: Raid Mobs in RoK

    Lorak that sounds like a bitchin idea for when they release the gods. Make all regular gods instanced and whatnot to unlock this. Then this is the 4 elemental gods with some mega badass at the end. This would own that way I think. Just for the love of god if they ever do something like this make the damn zone stable and not laggy as all hell like Loping Plains and others that are horrid when the zone fills up. I mean god forbid you get alot of people playing at once just to ruin it from shitty zone and server lag.
    Done with this god forsaken game

  4. #4
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    Default Re: Raid Mobs in RoK

    I think they should continue with the direction they are taking with raid encounters.

    the new zones should have 15 levels, 60 named mobs and each named mob has a 5% chance to drop loot. When the chest drops it randomly chooses from all the equipment the raid is wearing and the item in the chest is from that loot table. the other 5% of the time it will drop a random adept 1.

    That way be can be sure it'll take 3 days camping over night to clear a zone and we'll get fuck all loot, most of it will be stuff thats of no use to anyone. We need more raid zones we can invest hours of time in for very little items.


  5. #5
    I Blew A Fuse In My Personality
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    Default Re: Raid Mobs in RoK

    Well I'm not going to be productive really so feel free to ignore this.

    All I care about is can you PLEASE PLEASE PLEASE PLEASE change the fucking encounters around. I'm sick of 30 sec short range AE, 60 sec long range AE, Adds outta the mobs ass every such and such seconds and then you can throw in your generic delevel/charm/stun/whatehfuckever ability...rinse....wash...repeat.

    HAVE SOME IMAGINATION!

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