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  1. #31
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Altijacek View Post
    Lol too much dark souls
    I think you mean to say, not enough dark souls lol.
    (1)

  2. #32
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    This is dove-tailing off of Gucci-Charms idea of non-rotation based instances/bossfights/raids.

    Paragon & Trema (names can be changed, the point is you have an ancient master and a massive beast together): Via Infinito (16 man)

    Via Infinito is (From FFX-2) an underground labyrinth under the great city of Bevelle IIRC. I don't see why a similar concept cannot be imported to FFXIV in Eorzea.

    The fight is totally non scripted. Both bosses have no ability rotation. Damage taken is significantly reduced the further away the two bosses are from each other.

    Trema attacks and abilities.

    -Auto attack: His auto attack ability, similar to twintania's death sentence will be a key mechanic throughout the fight. The auto attack has a chance to inflict the following status effects: Poison, Heavy, Paralyze, Bind, or Reflect. The further away he gets from Paragon, the higher his AA speed gets. Eventually, at max range, he will be going MNK FFXI style 100 fists.

    -Hamedo: Trema has a chance to Hamedo (FFT) your attacks, meaning that he evades it (deals 0 damage) and then counterattacks you. Since he is a master Disciple of War, he counters you with whatever you used. If you hit him with Chaos thrust, it delivers an attack to you of the same potency + the debuff. The rate at which hamedo procs is determined by his HP; the rate increases as he loses life.

    -Disarm: Chance to disarm you of your weapon for 20 seconds. All stats from your weapon while disarmed are null & void. All weapon skills of disarmed players are disabled.

    -Presence of the Master: Delivers an attack in a cone before him that drains affected players of all TP. Cast time: 5 seconds. The further away from Paragon he is, cast time is reduced.

    -Eternity Vessel: Trema teleports to a random raid member. That player is now has top enmity. This attack has no cast time, can be used up to 3 times in a row, and is on a 2 minute cool down.

    -Search for Tomorrow: Ultimate - Used only when Paragon is defeated. Doubles his stats; if HP is below 20%, restores HP up to 20%.

    Paragon's Attacks and Abilities

    -Concussive Bolt: Tank only attack. Targets one tank (either on paragon or trema) and deals magic damage to that tank. Ability to block and parry is reduced by 50%

    -Decimate: Based on who/what is targeted by tunnel vision (next ability) this attack does 2 things. Magic Damage to targets, and resets a random cool down that has been used.

    -Tunnel Vision: Paragon selects a role to target with Decimate. When he casts tunnel vision, all players effected will glow with the color that represents their role (healers = green, tanks = blue, DPS = red).

    -Negate: Counters a magic attack directed at him. The countered spell turns into a ground based AoE attack centered around the player that cast it.

    -Chaos Thorns: Chaos thorn is a "plume" based AoE attack that inflicts minimal damage, but does cause the status effect "Itchy". When players have the Itchy status effect, they can only move their character. Itchy lasts for 30 seconds. To remove the Itchy status effect, players must jump into the pool of Holy Water in the center of the arena.

    -Genesis: Removes all negative status effects from Paragon and Trema, and removes all positive status effects to the raid.

    -Extinguish all Hope: Centered around paragon, this AoE attack shoots out in a straight line in 8 directions (think Scylla in Syrcus Tower). All players hit by Extinguish all Hope are knocked back to the edge of the arena, and bound for 10 seconds. Hits for 10% maximum HP.

    -Cruel Ultimatum: Ultimate - Used only after Trema is defeated. 2 players of each role (6 players total) are sacrificed (killed instantly, CAN be revived). All buffs from those players are transferred onto paragon. Loses all abilities. Gains an Auto-Attack with a high rate of combo (think Yiazmat from FFXII). A set amount of time passes, if he is not defeated, he casts...

    -Big Bang: Game Over.
    (5)

  3. #33
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Doki View Post
    I just want this:

    With tophat/monocle/mustache reward

    I also wouldn't say no to a trial where you fight all 6 primals at once, or consecutively where one pops every 2 minutes until all are dealt with.
    I was reading Jay Common's post of his fight and was all hyped up, all serious. Scroll down a bit and immediately burst into laughter. Well played
    (1)

  4. #34
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    A fight like trema and paragon sounds like a dream and I am loving those mechanics :0 sounds insane...meanwhile...I do love that Tower of Babel dungeon in ffiv
    (0)

  5. #35
    Player
    Gormogon's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    1.) The Prime Trinity (Hardmode): The Howling Eye
    2.) Titan: Landslide + Gaol, Garuda: Minstral Song + Friction, Ifrit: Fire Breath + Crimson Cyclone. Enraged timer. The primal with the highest HP will do his phase chance ability Eye of the Storm, Nail, Geocrush. This will make the fight overall harder.
    3.) Alliance (24 man) fight. 2 tanks per primal. The main way to do this fight. Titan and Ifrit on opposite ends with Garuda on the middle. Garuda's Minstral Song gets stopped with Titan's Gaol which leads to Titan needed to be killed last and to facilitate Landslide facilitates it by hurting Ifrit which has a high chance of happening.
    3a.) These primals don't get along so there's a way to ease the fight by getting them to damage each other yet these are based on positional effects and it wont be easy to control. Garuda's Friction damages Titan, Titan's Landslide damages Ifrit, and Ifrit Crimson Cyclone damages Garuda.

    1.) The Prime Trinity (Extreme Mode): The Howling Eye
    2.) Titan: Landslide + Gaol, Garuda: Minstral Song + Friction, Ifrit: Fire Breath + Crimson Cyclone.
    2a.) Ifrit + Titan: Crimson Landslide. Titan + Garuda: Minstral's Gaol. Garuda + Ifrit: Friction-ed Flame Breathe. Enraged finisher -> Flaming Eye Geocrush.
    3.) Alliance (24 man) fight. 2 tanks per primal still. Primals are forced to work together so they can't hurt themselves this time around. When they do their combined attacks they go all out and can cause a wipe but they are easy attacks to see incoming due to their timing and positions and lowers their defense for a short time.

    2nd version Leviathan + Ramuh + Shiva (kind of like the first)
    3rd version Moogle + Odin + Gilgamesh

    joke version Dungeon primals such as Diabolos + Demon Wall + ???
    (1)
    Last edited by Gormogon; 09-24-2014 at 10:37 AM.

  6. #36
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    bump XD ^^
    (0)

  7. #37
    Player JayCommon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Lord_Zlatan View Post
    I was reading Jay Common's post of his fight and was all hyped up, all serious.

    Glad it got someone else as hyped as it got me! I read it after I typed it all up and just kept thinking how awesome that fight could be. I could have fleshed a few more things out with a bit more detail but I felt what I had was a long enough read anyway heh.

    The Trema/Paragon fight (I assume it would be like a trial?) would be awesome too. Kinda 'pick your poison' type of fight in regards to which one you kill first. Do you kill Paragon and deal with a super buff Trema? Or do you take out Trema (who in my opinion has the tougher move set to deal with) and push your DPS to kill Paragon before he insta-wipes the party? Variation and difficulty. Awesome!

    I also wouldn't mind the suggestion from Gormogon about having to fight multiple primals at once.

    It's funny how the people who have posted serious fight ideas in this thread are unanimously creating content that is tougher than any other fights we have in game (outside coil).

    Even though this thread was made to express our own ideas, I really wish it could pick up some traction (likes/views/responses) for the reps to take a look at this and maybe pitch some of these ideas back to the devs. All of these fights sound great and would add some variety into the formula we have been getting for the past year. I enjoy the game very much, and have had a lot of fun with it but variants of the same mechanics get bland over time.
    (2)

  8. #38
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    I'm glad you guys are enjoying the thread so far but let's get more submissions before the contest begins!
    (0)

  9. #39
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by JayCommon View Post
    snip
    I really hope so too (that reps will look it over, at the very least). I think that the common theme among the posted fits so far has been lack of a script/rotation. The Tower of Babel could go off the rails real quick if even just one of 5 parties muffs it from the start.

    Also, fights should be more of a pick your poison situation, even with fights that we have in game already. i love the game to death but we need less "there is only one way" and more "think of another way" type of situation.
    (1)

  10. #40
    Player JayCommon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Lord_Zlatan View Post
    I really hope so too (that reps will look it over, at the very least). I think that the common theme among the posted fits so far has been lack of a script/rotation. The Tower of Babel could go off the rails real quick if even just one of 5 parties muffs it from the start.

    Also, fights should be more of a pick your poison situation, even with fights that we have in game already. i love the game to death but we need less "there is only one way" and more "think of another way" type of situation.


    Yeah, that's exactly how I wanted it to be. There aren't enough dungeons/instances in this game where there is true peril in being able to complete something. Obviously I'm not a game designer or anything so maybe my tuning is a bit too harsh, but I think we need more danger in the game outside of Coil. Maybe this can lend into me needing to add more details in the dungeon. That idea was the full thing. 1 mini-boss and a final boss, not the typical 3 bosses we see in every dungeon. The 60 minute timer I felt was plenty of time even with wipes, but again I may not know what I'm talking about That's also why I outlined in the first mini-boss that the true mechanic of the fight would be the chaos that ensues. Right now, we get dungeons that can be face-rolled with higher geared characters right off the bat. I can only speak for myself, but if SE continues to stick with the same format for these dungeons, I would at least like to feel that "Oh, S*#%" moment during the fights where I didn't know if we would make it or not. Couple that with 4 other teams, for me, makes it that much more intense.

    And that's also why I added the Airship part at the end, so successful members can help the other teams pull through. Even if 1 team beats it with 30 mins remaining on the timer, with 45 second intervals of cannon blasts, I think it would take just a complete lack of coordination to not be able to pull at least 1 team through. 2 teams can help pull another team through, etc.

    I also chose not to add a loot table because I couldn't decide what was fair. I initially thought, chests after the 2 boss fights like usual. So if you beat your Core path then you at least get the rewards you would get at the end of fighting any boss. I also thought some kind of bonus chest could appear for each team if all 5 completed it.


    And I totally agree with breaking the mold of how dungeons and encounters are handled in this game to add more variety. Unfortunately, when people "think of another way" in this game, it usually leads to a nerf. Ramuh being tanked by Titan comes to mind. Even though I think that was nerfed ultimately because the group that did it alienated Tanks altogether, it still happened.

    That's also why I put for the final boss of my dungeon that only DPS couldn't generate enmity. It would cause the need for two tanks for those teams, because (this was implied but never stated) healers still can generate enmity so the tanks would still have to keep up hate from them. That's when the crazy crap would start happening, if healers ripped hate away from overhealing lol.
    (0)
    Last edited by JayCommon; 09-25-2014 at 03:34 AM.

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