Post a trial you feel would be fun, challanging, and/or whatever have you. Try to include an environment, boss (or create your own), mechanics, and anything else you feel fit to add.
Printable View
Post a trial you feel would be fun, challanging, and/or whatever have you. Try to include an environment, boss (or create your own), mechanics, and anything else you feel fit to add.
umm challengeing give me time to edit this (thou can't think of much at moment due to time constrants)
Environment: Forest or Machine Factory Zone consists of 3-4 area fields with paths conecting them (this is for 1 boss fight zone, which if a dungeon is whole dungeon but the final boss's zone)
ilv requirements: N/A
Boss:1 (can't think of name), big overgrown/rusted machine that runs of the Aether of living souls
Team size: 8-player full party (2 tank, 2 healer, 4 DPS)
Mechanic's:
-Random long cast move with its own area effects, cast bar is on a CD timer after each use & is not bound by Bosses HP lv (3-4mins after engagement & re-engagement when new "Fight Zone" is entered with boss damagable again)
--Flare Zone: perma-Heavy, heavy status removed after, barriors must be manually activated to save players at casts end due to it being a Line-of-sight field size AoE but barriers are placed randomly (2-3 possible places spawn per-this cast & Are shown a few seconds before heavy debuff)... Tank moves like Hallowed/Living dead/holmojang? can be used to live if not making it
--Aero Zone: cause's increased player movment (think Shiva's Ice floor) random perma-floor AoE's which cause non-clenseable Dot's & Vuln stacks drop during the charge of the cast bar which when cast will then insta-kills players with more than 4 vuln stacks
--Earth Zone: Random parts of ground light up to knock players skyward & trap them in a aura at map top (3-4 sec wait till ground lifts) players caught in "Aura" are hit hard when cast finish's (Heal able if at full-7/8th hp as boss waits a bit to continue attacking)
--Aqua Zone: Casts perma dots on party during cast (week but can cause death to cast if not healed enouf) at half cast bar it puts perma-bind on party, effect should look like u'r held inplace by water
-After a cast bar is used it will "Eat" highest on arrgo (not saveable by team eaten player must fight their way out) boss will then unlock a random path to a new area & chase team there (boss is invunrible till arrival) if "Eaten person" is not free by then they will die & body will be droped at bosses feet
-After 1st Cast bar & arrival at "new fight zone" adds will spawn peridically from boss & they can be hurt by his moves, however each add's death heals boss by a fixed amount 3-5% HP thus making it a war of atrition if u can't dmg him as much/more than healed
-*Possible but not sure if needed* a Countdown timer on screen if boss not dead 0:00 time wipe (resets if wiped)... actually this seems best for a "Hard" version of this fight so ignore
Rewards: 3 chests (1 bonus at low spawn rate for minion & crafting item) 2 chests are armor gear with 1 item each 3rd is assessory. Completion gives an item (weekly) 8-10 are used for weapon turn-in at vendor (a machine near trial/dungeon zone-gate thats a mini of boss or a vending machine thing)
Edit: had to re-word mechanic's to make more sence & sound clear (also had more time to edit)
A Godbert Manderville trial.
It should be part of the Hildibrand scenario (gave us so many unique and funny trials in ARR, not a single one in HW!).
He will definitely use his goldsmith limit break at one point.
And when you think you have beaten him, phase 2 starts which is his wife which is infinitely harder.
Everything else is up for debate, no fixed idea for that..^^
I can't think of a new reasonable trial tbh.
I would however change Sophias trial. It annoys me that her trial is so easy.
Phase 1 should be shorter, alot shorter. Like just up to 85%. Why? So we spend more time in actual danger. Add phase can stay as is but if someone gets actually confuse, that players attacks will automatically trigger confuse on the other players.
For quasars, the blue meteor shouldn't give away which site is safe. Also add something that weights "2".
Make players that fall off not raiseable. Make 2 Quasars appear in short succession.
Have Barbello teleport more frequently arround the stage and attack the party with dodgeable AoEs while clearing other mechanics such as sin and punishment. Have quasars (That move the stage) appear during Clones. Have gnopsis appear right before placing meteors in clone phase.
Have all her adds reappear during the last phase, all at once and cloudy heavens debuff too.
Well I guess thats it?
... :^)
A trial where upon entry, if the game registers that you're wearing accessories that don't correspond with your primary stat(s), the boss vaporizes you then permanently deletes your SE account.
Nah, make it so that the disrespect (toward the boss) shown by a player facing a boss with such inappropriate gear enrages the boss immediately and especially against that player. For the duration of the fight the player will generate several times the amount of hate than normal for the duration of the fight.
and... which is an awesome suggestion that I agree with wholeheartedly.
Additionally, Queuing with inappropriate gear could be seen as griefing since it immediately creates far greater potential for a wipe.
Then we might see how long it takes for peer pressure to make people use appropriate gear.
Scale the Crystal Tower series of raids to level 60, so we actually get to see some mechanics. Looking at you Scylla and Boss2.
How about 8-man group, everyone queues as either GSM or CUL.
You all have 5 mins to craft something. Progress number is set at something around current 4-star value (~1965?)
There is no 1-100% for quality, but the idea of the trial is to get the highest quality amount possible.
When everyone's finished crafting, it shows what quality value Godbert and wife got. Need x amount of people to have got higher than them to win the trial
Environment: weird fantasy place where the bizarre and mysterious fuse (lol?)
boss: some sort of doc doom of final fantasy with no mercy and enjoys killin people
8-man trial.
ilvl syncs upon entry to ilvl xx, in case a player's ilvl surpassess xx.
General mechanics: usual AoEs with visual effects, tank busters with cast time, insta-cleaves front-cone aoe..
Other mechanics:
>Non aggroable boss, it hits anyone, anytime or anywhere with RNG system. Boss actions are multiple, not easy to read, nor to memorize, can do multiple actions at the same time.
>Random insta-kill upon certain boss actions and/or %hp of boss and/or time elapsed from pull, no fixed job/role targets, all RNG.
>insta-kill debuff statuses ,some sort of petrification of t7s, like..i dunno.. if u get heals or heal urself or use healing items u die, stuff like that
>boss with lots of HP
>dynamic battle ground with some sort of buffs, debuffs, restorative spells/items
>non predictable raid-wide damage
I was kind of disappointed the Warriors of Darkness fight wasn't a Trial... They could do a Mistrel's Ballad for it.
Make them amped up versions of the normal skills of their classes
Have the BRD and BLM target random people (both target the same person, switch targets every so often)
WHM either doing some minor healing or attacking, maybe use Esuna to get rid of DoTs on the others and sleep a random person with Repose every so often.
Since pretty much all trials are 8 man, to make use of both tanks make the WAR and PLD tankable and give both a tank buster that together would instakill a single tank.
Maybe use their Echo for phase swaps, when one of them gets beaten down they all heal up and change tactics.
I would make a series of full 24 man trials. The first of the series would have Garuda, Titan and Ifirit all in one go.
The arena would have the pillars from Garudas battle, but Titan and Ifirit can also damage them, Titan would also gradually make the arena smaller as per usual. The trick would be to coordinate the damage on the primals so that you kill one first (probably Garuda to get rid of the pillar requirement before the other two can destroy them) while keeping an eye on the other Primals. (ifirit and Titans plumes, land slide and Titan jumping into the middle of the arena)
The second in the series would be in the water with leviathan, shiva, and ramuh. Levy would toss water puddles onto the arena that the other two would affect. Ramuh would electrify the gradually growing puddles and shiva would freeze the puddle and anyone inside. leviathan would keep his boat slam mechanic and the trick here would be to avoid the puddles as you slide. Would probable have to kill leviathan first, to prevent the entire arena from getting engulfed in his puddles.
Mmm.
Phase 0: tank and spank to 95% -- then off comes his clothes and the real fight begins.
Phase 1: Continues to 70%.
--Targeted circle AoEs (with giant gold dishes and the like)
--Massive melee ground slam, which deals considerable damage.
--Cast-time skill where he crafts something so magnificent that it'll charm players into walking into him, followed by the massive ground slam; this is avoided by turning away from him.
Phase 2: continues to 35%.
--Keeps the melee ground slam
--Gains a random knockback (indicated by him throwing a GSM hammer at them), followed by tethering two players together who must move into each other to remove the debuff. The tether does small damage over time, but puts a rapidly-stacking vulnerability up on the victims.
--Hildibrand joins in, mostly either posing or doing distance-based AoE dragonfire dives. If Hildibrand is killed before Godbert hits 30%, Julyan will enter the battle, resulting in a swift wipe.
Phase 3: continues until death.
--Hildibrand leaves the field at his mother's behest.
--Regains all of his previous skills from phases 1 and 2.
--Godbert will stun, Holmgang, then suplex the tank. Damage dealt to the tank is split among all targets slammed (indicated via the gather-arrow motion on the ground). Any player hit will be stunned and suffer vulnerability up for 5 seconds after being hit with the suplex. The stun animation is the head-in-ground, legs-sticking-out model used so often in the questline.
++++While the tank is being Holmganged, Hildibrand will mark 3 players with the targeted circle AoEs. These players must not stand with everyone else, as the vulnerability up from the suplex + triple marks will be a more or less guaranteed kill.
--Godberts hammer+tether will now also be paired with his targeted circle AoE, with each tethered pair having one AoE marker. This prevents players from simply stacking in one position to remove the tether.
--Godbert will demand to see the players' Manderville pride, and begin casting. If his cast bar finishes and the player is not in the /mdance emote they are struck with a massive gold hammer, instantly killing them. This works similar to Blighted Bouquet or Acceleration Bomb, in that everyone needs to stop doing what they're doing.
All phases: Godbert's enrage timer ticks down from the start of the fight. After 360 seconds, Julyan will enter the battle and wipe the raid in short order.
My idea would be this, given the amount of gold-sellers we're getting, is to incorporate them into a trial, players vs the bots kinda deal. No idea on the mechanics though, I'll open the floor on that one.
Just make it so if anyone is wearing inappropriate gear the boss will instantly wipe the group until they get it sorted.
It's a suggestion people would expect from me, but for wearing inappropriate stats, I'm not sure it warrants a permanent deletion of their SE account.
For some reason, the title of this thread put in my head super mario's song :0
Thought , this thread have a good suggestion :)
literally just put Onyxia in it, screw it
Minstrel's Ballad: Hraesvelgr.
'Nuff said.