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New Nest: Time Keeper/Dark Banquest based Nest

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  • New Nest: Time Keeper/Dark Banquest based Nest

    WORK STILL IN PROGRESS

    Dean50 I thought of a new test that hardcore players might adore. I believe it provides them the "challenge" they are looking for. It is currently a work in progress and not fully fleshed out. As per casual players... not sure yet.


    A 3 stage single boss nest with time based powers/dark banquet pvp style summons.

    Stage 1 -
    1. Regular attack - single target. damages and inflicts stop for 5 seconds and removes buffs.
    2. Aoe regular attack - multitarget. damages in a 45% cone 20m in front, removes buffs.
    3. Bar mech -Passing the bar mech will temporarily buff players with a Goddess Blessing speed buff. Bar will be superarmor based, not as damage based. Hardcore - all players will be under slow action speed debuff.
    4. Hardcore: Boss will inflict curse on 1-2 players that will place slow buff on anyone close to them.
    5. Boss will pause everyones' skill cooldowns for random times (anywhere from 10-20 cooldown pause).
    6. Hardcore: At half health the boss will summon time bombs to spawn randomly around the map. Time bombs can be destroyed but if they are not they will stop the party for 5s, heal the boss 5% hp, and set everyones' skills on full cooldown.

    Stage 2 -
    1. Begins match with space bar mech - free self by passing. Hardcore - each failure reduces player health by 10%. 3 failures = death.
    2. Regular attack - single target, damage and inflicts stop for 10s and removes buffs. Hardcore - refreshes skill cooldowns (i.e. if you have 3 seconds left until ultimate is ready, the ultimate cooldown gets reset back to 120 seconds). For each skill cooldown reset, player takes 5% damage and gets inflicted by stop for 2s per skill.
    3. Aoe attack - multitarget, map range. Slows party for 3s, damage. Blockable/i-frame on normal. Unblockable/undodgeable on hardcore.
    4. Hardcore: will "reverse" damage to healing. So if players keep attacking it, they'll heal it instead. There are no animations for it so players have to pay attention to the health bar. Healing over 25% of the bosses's health will result in a party wipe.
    5. Hardcore: summons one of the dark classes to help him. See below for dark class information.

    Stage 3 - Boss splits into Ying Yang beings, both with the same abilities. Basically, two bosses at once.
    1. Regular attack - aoe, attacks everyone in front. Inflicts stop for 10s and removes buffs. Hardcore: resets skill cooldowns like stage 2.
    2. Aoe attack - basically a stronger version of regular attack. 15s stop, removes debuffs, buffs boss. Hardcore: resets skill cooldowns AND pauses skill cooldown progress.
    3. Reverses damage to healing, except no party wipe. Hardcore: will wipe party.
    4. Summons dark minions.The boss will summon minions to help him fight, minions being classes like in dark banquet except probably resembling pvp more. The dark banquet minion/mini bosses will have "upgraded/modified" skills.

    For example, he could summon a dark priest to help. The priest will drop the relics like a regular priest but boosted/modified. Priest will also cast Great Heal to heal the boss for the same 30% + 500% attack bonus, which will be based on the highest p/m attack of the party. Priest's grand sigil will be map-wide and reduces damage the boss takes, increases his action speed, and damages players. The lightning relic won't shoot out lightning zaps but it will create a map wide electric field that leaves the electrocution debuff until it is destroyed. The healing relic will heal the boss 4% for every tick but drain every players' health by 3% per tick. The bind relic covers half the map and binds targets, who must escape with the A-D mech, for 7 seconds. The cure relic removes debuffs from the boss and increases its movement speed by 20%.

    Or the boss could summon a dark reaper. When dark reaper uses mortal blow it shatters the earth in front (like adept's volcano fist or ground zero) and has triple lateral range like Destroyer's rolling attack awakened/ex.

    MISC

    Throughout the nest/raid there will be time crystals with various double-edged effects. Cooldowns will be reduced for the party but boss's action & movement speed increase. Or boss's defense decreases but so does the party's.

    Players can choose what effects occur.
    Last edited by Elasah; 03-22-2017, 08:22 PM.

  • #2
    Dark Minion - Warriors

    Dark Lunar Knight - Basically has the skills of an awakened lunar knight. Moon blade dance is triple-cast by Lunar Knight "moon shadows."

    Dark Gladiator - basically an awakened gladiator that has a tendency to spam hyper drive. Will kill any player that has below 30% health by using coup, unblockable/can't be dodged.

    Dark Barbarian - awakened barbarian whose ultimate has global range and will bring everyone to the center of the map.

    Dark Destroyer - awakened destroyer whose attacks instantly destroy superarmor and knock players into the air.

    Dark Minion - Archers

    I don't know enough about all the archer classes.

    Dark Sniper - when using windshot, forms a phalanx of windshots (4 right next to each other). So basically a 4x wide windshot.



    Dark Minion - Sorceress
    Last edited by Elasah; 03-22-2017, 07:47 PM.

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    • #3
      Dark Minion - Clerics - My Favorite

      Dark Saints - awakened version of saints with modified relics.
      Normal mode: functions as a typical awakened saint.
      HARDCORE:
      1. Healing Relic - heals the boss 1% per tick, damages all players 3% per tick, reduces boss's damage taken.
      2. Bind Relic - aoe of half the map. Binds players for 7s, increases damage taken by 35% (can be purged).
      3. Lightning Relic - map wide aoe. As long as it is active, all players will be electrocuted and take 1% damage per second. Doesn't shoot out lightning however.
      4. Cure Relic - increases boss's movement and action speed by 20%, removes debuffs from boss, removes buffs from party.
      5. Great Heal - heals boss for 30% max health and heals additional 500% based on highest physical or magical attack stat of party members.
      6. Does not use other skills

      Dark Inquisitor - awakened version of Inquisitors with slight modifications.
      Normal mode: functions as a typical awakened inquisitor.
      Hardcore:
      1. Lightning Bolt = same as regular.
      2. Chain Lightning = bounces between all party members 3 times, map wide aoe, interrupts skills.
      3. Detonate = removes all party buffs, electrocutes, drains 10% mp of everyone.
      4. Grand Cross = 4x grand cross that span in a cross formation around inquisitor.
      5. Holy Burst = half-map wide holy burst.
      6. Consecration - action speed for both boss and dark inquisitor, damages all party members 2% every tick/second.
      7. As long as inquisitor is on the field, all players will be under electrocuted status.
      8. Lightning Storm = will not be used.
      9. Judgment Spear = map marker will shown where it will be thrown, players have 3 seconds to dodge or instant death.

      Dark Guardian -
      Normal mode - same as an awakened guardian. Except provocation lowers players' defense stats.
      HARDCORE:
      1. Falling Angel - map wide blast that lifts all players upon landing unless players jump.
      2. Vengeance Blast = attacking the guardian while shield is up/defensive stance is up will wipe the party.

      Dark Crusader -
      Normal mode - same as awakened crusader.
      HARDCORE:
      1. Goddess Relic = summons entire row of Goddess Relics.
      2. Charitable Zap = wipes out 25% MP in addition to massive damage.
      3. Electric Smite = half map aoe with 50% MP wipe.
      4. Sacred Hammer/Hammer throw attack = drags players into attack, pretty much insta-kill.
      5. Sacred hammering buff - summons hammers that fan outwards around crusader

      Dark Arch Heretic -
      ...yeah. No.
      Last edited by Elasah; 03-22-2017, 08:00 PM.

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