
Zitat von
ForsakenRoe
Here's an idea for an enrage: The boss does not have an enrage timer. It has an add on it's body, like the heart in Shinryu EX. Every X seconds the add is alive, it applies one stack of a debuff, either Vuln Up or some DOT effect, to the party, stacking infinitely. If you kill that add, it deactivates for X+1 seconds, so the stacks can drop off. However, when it comes back, it has HP boost, stacking each time it dies and returns. The gameplay is instead shifted away from 'pump as much damage as possible' and more into a 'try to survive as long as possible' format, because the 'enrage' is 'your healer is not able to outheal the add's effect'. Obviously, killing the boss sooner means less dying. But it would also mean that, if you pumped healing enough, you could drag the fight out a bit more than you could against a hard enrage. Maybe you decide that, earlier on when this 'heart add' is weaker and has less HP, you're going to have your Pure Healer pure-heal harder, taking more stacks on purpose, killing the heart with 'incidental cleave' like a DRK using Salted Earth, a WHM's Assize, SGE's Phlegma, stuff that is used for ST but happens to also have AOE component to it too. Choosing 'when' to reset stacks could be an interesting strat decision that different groups would come to different conclusions on. Some groups might prefer to do the first stack reset at 2mins in, others might drag it out to 3mins, who knows
oops, all dissertations