And how those fights can be implemented in ARR in a good way?
Printable View
And how those fights can be implemented in ARR in a good way?
This is either for me would be either Mimiron hard mode or Yogg saron 1 light ( never got to do 0 lights before end of WOTLK) in WOW.
Mimiron HM had a lot of fire, like tons of it and has 4 phases and you have to kite the fire, yes kite since it follows the closest person and make sure you can keep the floor clean as you need the space.
Yogg saron was a long fight, the main mechanic to this was, don't face your character during Phase 2, the bulk of the fight towards the boss main body otherwise you will lose 100 stack of sanity, once this reaches 0, you will be mind controlled and need to be killed and cannot be revived otherwise you are revived still mind controlled and try to kill your party members.
GD Clockworks.
Think Odin - But he is actually Alexander... and is on Steroids with a GM taunting you as you die from invisible stomps to the face... you don't want this. @_@
Probably Mu'ru and 0 Light Yogg Saron in WoW.
I honestly hope a fight like Mu'ru doesn't come to ff14. That fight was... ughhh.
However Yogg Saron is probably one of the best fights ever made in an mmo ever. Lot's of new and interesting mechanics at the time that players had never really encountered or had to deal with before. It was long, lot's of phases, and felt like an epic battle against a huge baddie. I think that so far ARR has had some good fights on the same level tbh. Turn 9 is an amazingly designed encounter for example, so I think SE can make just as comparable content. One thing I think that mad Yogg so special though was that although technically it was only one fight, the keepers buffs and optional buff removals, aka 3 light, 2 light, 1 light, alone in the darkness, made the fight so that it felt like it had 4 difficulty settings that all were slightly different and each progressively more difficult. I wouldn't mind seeing that in ff14.
Being in the first group of NA level 75's on an FFXI server to take on Kirin in like 2004, 6 hour fight, do not want.
Mine was Lei Shen 10 Heroic in WoW. We had a horrible hunter that kept killing us, either by dying by the most stupid mechanics or making spawn 8053495793 adds or making him throw a thunder lance at melee when boss was at 3% or dropping overcharges (that's the name? It's something like that) at the worst place possible, always killing another quadrant.
Absolute Virtue and Pandemonium Warden from FFXI.
FFXI - Soloing Iratham or Sedna as a level 90 White Mage.
Can't really be implemented in their current incarnations as there isn't a lot of solo-style content in this game in that vein. Perhaps in the near future if S-E decides to implement a PvE 1v1 battle arena and dramatically change the solo potential of many of the classes.
Tunat'Muram Cuu Vauax, Everquest - Gates of Discord.
For the first 10% of his health, he hit for 6,500 damage per hit (every, oh let's say 1.8 seconds) on tanks that had (at the very most) 10,000 hit points. It only gets harder from there. I think this is one of the only expansions bosses in the history of MMOs to remain undefeated until after the next expansion had been released nearly 7 months later.
i remember a quote about FFXI vs FFXIV bosses
FFXIV takes an attitude of 'We're here for the players to play and beat, eventually.' FFXI had an attitude of 'We're here to kill the players. It's your job to find a way to survive.'
my vote goes for 6.4 cop fight , isnt the hardest per se , but one of the most memorables
Noting beats Pandemonium Warden when it first came out period. I think this article says it all. http://www.wired.com/2008/08/pandemonium-war/
Maybe not the hardest boss fight but it was a hard event in my opinion. Dynamis was really fun in FFXI and needed a good organization back at 75 cap.
I'll extend that by saying that ULDUAR was the best raid dungeon ever done in a MMO. It was fucking long, had lots of interesting lore, and most bosses were AWESOME.
It even had a very final fantasy-esque boss, Kologarn. Each of his hands were targetable, and you had to kill them too as well, besides attacking the body (if there was nobody attacking the body, boss would deal massive raid-wide damage). He also shot lasers thgough his eyes and each time a hand was killed, it broke into a dozen pieces who turn into earth elementals (adds) for the party to beat up.
https://encrypted-tbn3.gstatic.com/i...80MNN-vSajyoOb
We eventually took down PW.... years later.... at level 99.... using zombie insta-reraise armor. :D
That fight wasn't just ridiculously hard, it was stupid cheap. That, and Absolute Virtue, which relied on individuals using their 2-hours within seconds of the NPC using the same two hour. It was unbeatable in the US due to lag in reaching the data center until players leveled up enough to ignore that tactic.
The original Dynamis Lord was a difficult and rewarding fight, and unlike AV and PW, it wasn't unbeatable. 18 levels very good 75s could handle him, although my group didn't like to attempt it with fewer than 30.
- Puller check - Needed a good THF to pop Perfect Dodge, then Flee, and live long enough to kite the adds far far away.
- Major DPS check - You had about 2 minutes to melt him or else things would spiral out of control, because he'd split into two.
- Tank check - All tanks had to use their Invincible at the right time, in a precise order, to avoid getting creamed.
- Healer check - Healers had to use Benediction at just the right time to restore everyone to health and/or remove status effects. (Benediction in XI was much more powerful - AOE full health restore that also removed all debuffs.)
- RDM/DRK check - CHAINSPELL STUUUUUUUN
A good Dynamis Lord fight went off like a rocket launch at NASA. Everything precisely timed. One person failing might not lose the fight, but 2-3 failing most certainly would.
FFXI - Kirin fight at lvl 75 cap. Only because we only had approximately 23 people in attendance and we wiped with all 4 minis, and Kirin, up at the same time. After Whms with reraise raised themselves, and much time spent raising everyone else, after many sac pulls we were able to kill all the minis and then kill Kirin himself. That was an epic battle!
I know what you mean. Pre nerf that fight was stressful as heck. We were loaded with shammies back in the sunwell raid. I had the "joy" of solo healing the opposite side of the room. What made that task even more annoying, trying to keep my tank and the rest alive, was the dps on the entrance side screaming bloody murder because my totems didn't reach them.
So there i was literally juggling between the middle throwing totems, trying to avoid the deathly cr*p, and my side of the room while keeping the tank and dps up. Oh, and the random kite tank that now and then passed me. I hated that fight but i mutually hated some of the dps too.
Everquest 2 Mayong Mistmoore Server First Contested (Inner Sanctum was hard too) pre-nerf and Chel'Drak (pre-nerf).
It's funny to see how many FFXI players are there here. I never realized so many ppl played FFXI, heh.
I bet for most lvl 70 RDMs in FFXI, it was MAAT lmao
There are a lot of things back in xi that were hard, but because most fights were open world, you could bring an army or solo/low man it. Obviously the solo/low man attempt were the more challenging, but you never had to do them that way in the 1st place so kinda hard to say. A ton of that content was really challenging, but that was because we chose to do it with as few people as possible in order to reduce competition for drops or just to say we did it. I didn't get into other mmos as seriously as xi so my endgame style experience starts there and ends here.
Well personally for me I had good groups of peeps for sky and what not, so I can't attest to Kirin being difficult, (LONG ASS FIGHT) but never difficult. I think the truly hardest fight for me was back in FFXI and it was against Maat for my G5 as RDM.
I spent months prepping for that fight, even borrowing a friends Enfeebling torque, cause I was afraid my Spider Torque would not be enough. Having the right HQ food, having my testimony ready for when I was ready, all my gear sets, HQ elemental staves (though all I had at the time was Dark/Light for Cures/Sleep landing.) All my pieces for Enfeebling and Elemental spells, even for healing and enhancing just to have the max I possibly could achieve at the time. That fight was so prep intensive and going into and doing the fight it was as if the fight lasted for hours yet was over in the blink of an eye, especially when you lost.
I honestly would LOVE Maat/G5 type fights to make it into FFXIV:ARR. Would really prove you know your job well, and it was fun no matter how hard it was for me back on the RDM Maat fight (Went 2/23 on that fight, went basically 1/1 on the other jobs I got to 75.)
Absolute Virtue at lvl75 cap... all the numbers of hours and tries I spent with JP LS on my pld/nin tanking JoL and then AV just to get floored by chainspell meteors.
All my nin tools wasted...
Probably Garrosh when SoO was relevant. The fight required such absolute raid awareness from everyone especially once you reached phase 2.5. I never got to Heroic so I have no idea how much harder that was besides the bs phase 4 stuff.
Wow - King Bangalesh.
Me being a warrior and my Priest friend were level 35, and Bangalesh was level a level 43 elite in vanilla wow. It was intense and on a whim, and we barely managed to do it, my friends mana barely able to keep up with anything when he spawnd the two adds. It took forever, although probably more like 20 minutes, both of us had to use everything at our disposal to keep the fight going, me even having to let one of the adds chew on him for a bit since I couldn't take the damage of all three. After he finally fell, both of us cheered at our success and still remember it as one of the best times we've had in video games.
... though I suppose that's probably not what you mean by 'difficult' huh? Oops.
Absolute Virtue when it first came out :) haha , never managed to defeat em!
I never really got into end game on XI (when I did, the strat and such existed for awhile, so not really hard per se when joining a dozen or so that know it by heart) but when running CoP with a group of old EQOA friends, we ran into the airship fight. That took us a few tries and I, at the very least, found it to be one of the more stressful ones for that expansion. I've heard that fight is a joke now since they canned the level cap on those fights.
Back at 75 Era for XI, I feel the real legitimate challenges of the game were the CoP story fights (because they were level capped) and the RDM Maat fight while still capped at 70. There were varying degrees of challenge but these would probably be the steepest of the bunch.
I don't count PW and AV as a "challenge" because I felt SE just added them just to troll the player base and tell 'em "hah, try and beat these invincible walls of death". I imagine there was some legitimate way to beat them but no one could figure it out and then the level cap raised and Perfect Defense was added, and welp, that's that.
Hammerknell's Akylios in Rift was a god damn beast of a boss before the nerfs and gear upgrades. Any guild able to kill him early on had instant credibility.
FFXIV have some pretty hard world bosses too, nothing like FFXI but try to 8 man a behemoth/odin fate or some S mark hunts...it's really challanging.
Yes its easier when the ENTIRE SERVER comes to fight (even so, sometimes odin pwns the entire server with a zanketsuken)
You guys gonna laugh, but I found some Ragnarok online bosses (they are called mvp in the game) and Priston Tale bosses really challanging as well.
Man, I remember wiping to AV alot lol ... I also remember the Modus Veritas Helix loophole that SE ninja-patched when they found out it could be downed with 9-10 Scholars. I think the most fun/difficult fight I have come across though was Treasures of Aht Urhgan Mission 44: Nashmiera's Plea. You fought Blue Mages, then a mini Alexander, then more Blue Mages, then legit Alexander ... back at 75 cap that was so nerve-racking! Good times :D
Have more memories of everyone GETTING to the boss fights in XI rather than the actual fights.
The hardest fight I remember from another MMO was Lady Vashj from WoW:BC. The main difficulty came from all the different roles that had to be filled simultaneously, but main mechanic from the second phase that was really fun was Elemental phase. During that phase, on all sides, water elementals would spawn in and try to touch the boss. If they did, she would get a stacking buff. This phase lasted until all 4 of her shield generators were destroyed. To destroy a shield generator, you had to kill a tainted water elemental, loot an item off of it, and throw the item from player to player until the last player dunks it into the shield generator. While you were holding the item, you were rooted in place, so you had to toss it around.
Will have to respectively disagree since RO was more about "EPICALLY HUGE STAT LINES" versus actual strategy, sadly .-. Earthquake was ridiculous over powered and bringing a large group of players to absorb Earthquake to any MVP was more of a hamper than naught as there was a risk or more aggro / more things healers need to deal with to make things happen right.
Then you see how players began to "exploit" certain situations to make it more bearable to handle the MVPs, and how Gravity responded with their buffs/nerfs to fix it.
-Acid Bomb things to death with a Biochem? Make all MVPs have little VIT but HUGE HP POOLS!
-Pull boss adds away from them so they go inactive and can't attack? Fixed by having the adds teleport back to the boss on a consistent basis.
-Attack bosses outta range so they can't retaliate? Have them teleport away.
-Put Magnetic Earth down to prevent the boss from teleporting and Ice Wall them in? Nope, denied (by allowing the boss to teleport even on Magnetic Earth)
-Safety Wall spam to absorb all attacks close range? Nope, nerfed
etc etc
The only well designed fights from RO pre-Renewal was definitely Nidhogg, Baphomet Temple, and Endless Tower. Thanatos gets an honourable mention because his fight was well designed and required you to climb his tower to boot to get there. The rest of the high tier MVPs was all about stat-puke and shoving your face into the ground as hard as possible (similar to how XI world NMs were designed).
Now, if they did a Thanatos dungeon + fight in vein of XIV, let's talk =D That would be fun to see. Endless Tower would make a good contender too.
In terms of most difficult XI pre-abysea I would say takes the cake on this one both in endgame boss fights and story progression bosses in the mmo world.
Hardest Killable mob: Pandemonium Warden (100+min Killable fight but required a fine tuned ungodly geared group to attempt)
Hardest Mob in any mmo: Absolute Virtue (Do not even count this though because it was more or less unkillable... to my knowledge the only world boss in any mmo that was never killed legit before the level increase (6yrs after AV came out))
Hardest story line battle in any mmo: Chains of Promathia airship battle pre-nerf and pre-Blue mage. Damn thing was absurd for a story line fight. Thing took many groups months (Yes months) to beat and it was part of the non-endgame main story line.
Hardest mmo expansion: Chains of Promathia (Hell the above and AV were in it enough said)