Many of the current voidwatch NMs can be beaten without much stratedgy, except for a few. It is pretty much proc the mob >> zerg with fanatics >> rinse and repeat. Maybe toss a stun here or there on some damaging magic. For the final chapter and the final boss of voidwatch, I request for something more challenging. I want a fight that takes everything a player has to beat it. Let me give an example.
http://wilddragonchase.blogspot.com/...-28102011.html
Halfway done the page you see a very interesting blue dragon. Let us for a moment imagine that this was the final voidwatch boss. Now because it is the "Final boss", I believe it is to make it differ from the other fights a little and here is how.
1. Terrorization of Mob via !! proccing
- The final voidwatch boss should have a far shorter terrorization timer when procced. Being able to beat on the final boss for minutes at a time while it is able to do nothing seems underwhelming. I understand that proccing in and of itself takes stratedgy in the setup, however I believe this fight should be a little more involved than just your standard proc fanatics zerg. Which leads to my next point.
2. Nullification of Fanatics and Temp items
- The final voidwatch boss should have moves that either wipe or go through fools and fanatics drink. For instance, like leaden salute damage. He should have moves in that third category that cannot be blocked. There are so many other defensive tools and abilities that have become null and void in voidwatch because of fanatics and fools. This would force us to find other ways to negate the damage. Another idea is a move that destroys all temp items in everyone's inventory. Or a full dispelga would work as well.
3. Time Limit
-30 minutes, in my opinion, is far to short to have a really intricate battle. The 30 minute time limit limits the difficulty of the mobs in the shear fact that they are designed to be killed in 30 mins. For the final boss I request at least raising the time limit of the instance to 1 hr, if not 2hrs(Like AV and PW). This will allow for the creation of an intense fight, with multiple phases. Which leads into the next point.
4. Multiphase Notorious Monsters
-For most voidwatch NMs, all that happens when they get low on TP is they get access to a unique TP move or two. This is fine, but if you increase the time limit I believe you can give us more! Remember back in the day, when linkshells tried to kill AV. Most were fine until that 66% percent mark, but once it hit that mark, all hell broke loose! For this final boss I believe he should have multiple stages at least 3 possibly four that changes the dynamis of the fight drastically. I want the NMs to throw curveballs at us players that catch us off guard. I miss the feeling of fighting a mob multiple times and loosing to it at a certain percent, but then you finally push it down to almost victory, just when you thought you won, and then boom final phase hits! Well you can imagine what happens next. By giving us content like this, it feels that every phase is a whole different fight all together and requires much stratedgy on the players side, content like this to me is fun.
Ok I rambled on enough, sorry for all the spelling errors, didn't get a ahnce to spell check because I am in a rush.
Edit: Almost forgot
5. Drop Rate
- For this final fight. If you do make at the difficulty I requested, I ask that you give the rare item slot in the treasure chest 100% load rate for everyone in the alliance. They should all be rewarded if they manage to overcome such a daunting fight!

Reply With Quote


