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  1. #21
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by TessaJalloh View Post
    DoomPhantom Train.
    Since you were so nice to ask... >.>

    Dungeon: Phantom Train


    Concept: The train acts as a vessel to carry departed souls to the afterlife. The great number of lives lost at Cartineau have coalesced into this bizarre phenom, causing disturbances in the rail lines used by Amajina & Sons to transport minerals to Thanalan for processing and resale.

    Dungeon Layout

    Boarding Platform (leads to second class car)

    [Engine]-[Baggage Car]-[Sleeper Car]-[Diner]-[Lounge]-[First Class]-[Second Class]-[Coach Car]-[Caboose]

    The party would spawn on the boarding platform, where they fight the first pack of mobs. Upon defeating them the train doors open, allowing the party to enter. Once the full party has zoned in, the zone line closes for the rest of the instance.

    The party enters into the second class car. The door leading to the first class car is locked and requires the party finding the switches to unlock the door. Thus the part would have to work their way through the second class and coach cars on to the caboose, where the first boss will be waiting.

    ==================================

    Boss: Brakeman

    Abilities

    Spectral Embers - Summons a fire sprite that fixates on one player. Explodes upon reaching their target, damaging the whole party. Become Tiny Embers when doused with water.

    Charge - Runs to target, dealing damage and stunning them for 3 seconds.

    Restrain - Hurls a chain at one party member, immobilizing them. Breaks if enough damage is dealt to the chain's Weakest Link.

    Player Abilities

    Douse - Ground-targetted AoE. Can only be used by interacting with the water barrel.

    Mechanics

    Mitigating the explosion from Spectral Embers is key to surviving this fight. Once the boss is pulled a water barrel will become targetable. If a player clicks on the barrel, they switch into a vehicle mode with the only action on the pet bar being Douse. Using Douse on the Spectral Ember will turn it into a Tiny Ember, which can then be killed by DPS before resuming on the boss.

    Brakeman will use Restrain on random party members. It'll usually be whoever is the target of the currently-summoned Spectral Ember. The chain between Brakeman and the restrained player has a targetable part called Weakest Link, and once the Weakest Link is "killed", the effect will end.

    ==================================

    After Brakeman dies, the party finds the First Class Key, which can be used to unlock the First Class car. Defeating all the mobs in the First Class car opens up the door to the lounge car. The lounge car is gated by items that need to be placed in the proper spots for the path to open up. The items are portraits of the four characters that were in the original train in FFVI (Cyan, Sabin/Mash, Shadow and The Ghost). Each portrait would have a name, like "The Dark Mercenary" for Shadow, "A Spirited Monk" for Sabin/Mash, "A Morose Samurai" for Cyan and "Well-traveled Soul" for the ghost.

    Moving on to the diner car, the second boss fight is found there.

    ==================================

    Boss: Steward & Stewardess

    Steward Abilities

    Skull Crack - Stuns target for 4 seconds.

    Hard Swing - Knocks target back 5 yalms. Will only use on targets near or attacking Stewardess.

    Hexa Strike - High damage attack. Places a Vulnerability debuff on target. 3 second cast time.

    Cover - Will absorb physical damage aimed at Stewardess. 8 second duration.

    Stewardess Abilities

    Leg Shot - Decreases target's movement speed by 30%. 10 second duration.

    Toxic Sludge Bomb - Places a patch on the ground that deals damage over time to players standing in it.

    Leeching Ammo - Lasts 6 seconds. Causes any attacks to drain HP.

    Recovery - Recovers HP. Will only be used if the difference between Steward and Stewardess' HP is more than 10%.

    Mechanics

    Steward and Stewardess will attack individually. While Steward has an aggro table, Stewardess does not. The main gimmick of the fight is that both need to be brought down at around the same time, as a difference in HP between them greater than 10% will cause Stewardess to effectively bring both of them back up to full or near full HP by spamming Recover.

    Cover and Leeching Ammo add difficulty to the fight, as the amount of damage taken from Cover and HP recovered via Leeching Ammo may bring either or above that 10% HP difference.

    Steward is there to inconvenience the party via stuns while also protecting Stewardess. There is some synergy between their skills, as Hard Swing may be set to be used on the tank just as Stewardess uses Leeching Ammo. Another example would be using Skull Crack just as Stewardess creates a patch of Toxic Sludge under the stunned player. Yet another example would be Hexa Strike being used on a target affected with Leg Shot.

    As a visual cue to show the difference in HP between the bosses, once the bosses' HP difference is more than 5%, a green tether will form between them. Once it hits 9% the tether turns yellow, and at 10% or more the tether turns red.

    Intended Strategy

    Tank would have to pull Steward close to Stewardess, with Stewardess focus targetted. This is so that the tank can stun Stewardess when she uses Leeching Ammo. In the event Steward pops Cover, the tank needs to pull Steward away and keep him more than 5 yalms away form Stewardess or order all DPS to stop on the bosses until Cover expires.

    Healers would have to make sure to Esuna/Leeches the effects of Leg Shot while healing damage from Stewardess. In the event a player is stunned and has a sludge patch under them, the healer needs to make sure to heal them while also keeping an eye on the tank's HP.

    DPS need to know when to back off in order to not cause the bosses to heal themselves by paying attention to the tether color between the bosses. I do realize that you may get DPS trolling groups by purposely making the bosses heal themselves, though...

    ==================================

    After clearing the Diner, the party can move on to the Sleeper Car. A large puzzle composed of three pieces of a portrait are laying about. Whenever each piece is picked up a pack of strash mobs will spawn. The three pieces when placed inside the frame by the door will create the portrait "The Greatest Swordsman" (yes, this is a reference fo Seigfried, who is encountered by the party in the original Phantom Train), unlocking the door to the Baggage Car.

    Baggage car has a pack of trash and the remains of a tent that players cannot interact with.

    Crossing into the engine, the boss fight will start.

    ==================================

    Boss: Phantom Train Engine

    Abilities

    Steam Burst - Damage to one target.

    Scalding Steam - PBAoE that damages player and anyone within 3 yalms of the target. Removes Unliving Fire. 3 second cast time.

    Unliving Fire - Marks player with Unliving Fire, causing them to take damage over time indefinitely. Can only be removed by Scalding Steam.

    Locomotive Chase - Ejects one player from the top of the train on to the rails in front of the train. Increases running speed by 300%. Lasts 10 seconds.

    Mechanics

    The phantom train engine can be compared to Demon Wall from Amdapor Keep in that the fight is on a sort of time limit and it will ignore aggro tables for the most part. Only the train's smokebox (the chimeney thing in the front of the train) will take actual damage, and the encounter will take place on top of the train itself.

    The engine will use Steam Burst on random players. The main mechanics involve dealing with Unliving Fire and being ready for Locomotive Chase. Unliving Fire will deal considerable damage (it's stronger than any normal DoT effect). To remove Unliving Fire, affected players need to be hit with Scalding Steam. The person targetted by Scalding Steam will have a small cloud of steam at their feet for 3 seconds before the ability goes off and deals damage.

    The train will randomly select a player and eject them on to the tracks in front of the engine. From the moment the player hits the ground, their running speed is increased by 300% (thus giving them the chance to run away from the train as it tries to run them down). While the train tries to catch up to them, it will have 5 stacks of Locomotion, and will lose one stack every two seconds. Each stack of Locomotion increases damage dealt by the train's inpact to that player by 40%. Once the train comes in contact with the player, the player will take damage, be swept up by the wind currents around the train back to the top to rejoin the party.

    ==================================

    Instance ends when the train is defeated.
    (6)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #22
    Player
    Yumi_umi's Avatar
    Join Date
    Nov 2013
    Posts
    2,138
    Character
    Yumi Umi
    World
    Adamantoise
    Main Class
    Goldsmith Lv 90
    A boss puts undead healing debuff on random party members lol
    So that any heal will be converted to damage.
    Cannot be esuna/ leeched off
    Can only be removed via dying or passing it off to another player.
    But after passing it your max hp will be reduced by half for 10 secs lol
    Now that would be a fun fight thatd make ppl rage :3
    (1)

  3. #23
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Alexander.

    Alexander as a raid where you have to literally climb up to the next section of his body at different phases of the fight, being bombarded by AoEs, mob spawners that have to be shut down, etc; titan-style knockbacks that can send you falling off of its body and having to climb your way back up to the fight that's currently going on.
    (1)

  4. #24
    Player
    BlaiseArath's Avatar
    Join Date
    Sep 2013
    Posts
    452
    Character
    Blaise Destin
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    I think if we were going to do a Crafting/Gathering Dungeon, Some good ideas might be something more "event" oriented and not really a "dungeon crawl" since a dungeon crawl doesn't fit DoL/DoH classes. Since DoH/DoL classes are a little harder to optimize dungeons for (I.E a SMN can replace a MNK or NIN or DRG etc, DD are interchangable, but if we were to do specific crafting, a Goldsmith cant replace a blacksmith if you want a Spinel Ring...), It would be better if the crafted items or gathered items are treated more like the dailies for Beast Tribes, where all crafts can craft them. So with that in mind, heres what I'd propose for some "Crafting Dungeons", and "Gathering Dungeons".

    DoH/4 Man Dungeon - Level 20(Sync at 23)- Order Up!
    Goal: You're hired to cook for a popular restaurant, its going to be busy and theres going to be a lot of hungry guests. Gather food from the (dispensers) and get crafting!
    How it works: There will be multiple guests who want different things, each of them will also have a time limit. Your goal is to get food out to them as fast as possible, if you miss to many orders, you fail and must start over (like wiping to a boss).
    **Phase 1: 4 "Waves" of patrons, a couple (2), a small family (4), another Small family (3), and an elderly couple (2). You're have 5 minutes to deliver the required items to each person, and they come in at staggered times (I.E they don't all come in at once). This phase will last 15 minutes with the groups coming in at 0, 4, 8, 10. The final couple will request High Quality food only.
    **Phase2: 5 "waves" of patrons, a large family (6), a group of Scholars (4), a couple (2), and a lone woman (1). The group of Scholars will request you deliver their requests in alphabetical order, while the lone women will request high quality food. This wave will last a total of 20 minutes (or when all food is delivered)
    **Phase3: 1 "Wave" of patrons, a group of 16 sailors. Will request at least half their food be of high quality, and will want them in under 10 minutes (think of this as the final boss).


    This is however... not to say... dungeon crawling wouldn't work for DoL/DoH... I give you.

    DoH/DoL - 4 man, 2 DoL/2DoH. - Rescue Operations. (Level 35)
    Description: There's been a cave in reported in (Copperbell Mines<?>) and we're looking for some capable crafters and gatheres to help with rescue operations. We'll provide as much support as we can but the mine is rich with minerals, so you should be able to mine and build anything you need to progress.
    How it works: You'll essentially be two teams working as one. There will be enemies throughout the dungeon, but can be dispatched in different ways using the DoL's Sneaking abilities. The goal will be to get to the trapped miners and escort them to safety. A rough breakdown of how the Dungeon could work.

    You are given a small cache of supplies, Each DoH will receive including 3 Bombs, 3 Blasting caps, 3 Pinches of Bomb Ash, and 3 Bomb Shells. This gives you enough supplies for 12 bombs... each DoL will receive 3 Potions that recover 300 GP each with 60 second cool down, 3 "dungeon unique" items that increase mining success by 20%, and 1 "Ironworks Sledgehammers" which is a one time use item that deals heavy damage to one obstacle (ike a DoL Limit Break). Entering the dungeon there will be a rock formation in front of you consisting of 3 targetable points, as well as several normal "mining spots" with materials that can be crafted into explosives to clear the way quicker. A strategy could be one man mining the rocks while another hits the points to supply the crafters with bombs. When mining the Formation, it will work differently than a normal point, in this case the goal is to destroy it... Mining these points will open a screen that will have 3 mining options:

    "Loose pebbles": High Success rate (80~+) - Deals 200 HP to rock formation. (Critical Mining will deal double)
    "wiggling Rocks": Medium Success rate (50~+) - Deals 500 HP to rock formation. (Critical Mining will deal double)
    "Rough Boulders": Low success rate (20%~) - Deals 1000 HP to the rock formation. (Critical Mining will deal double)

    The boulders will have around 5,000HP. Failure on wiggling rocks and rough boulders has a small chance to deal damage to the player and lower their GP by a small amount, which makes them more risky. Bombs can be used to deal 1000 HP to any rock formation, but you have a limited supply. After clearing the first rock formation, you will enter an area that has several mining points and a few bomb enemies. Each mining point will have a random material that you can use to craft more of the unique DoH/L items you get at the beginning. One of the mining points (at random) will have a mining option of "Avalanche!", It will have a medium success rate, and if successful it will collapse the room above the bombs destroying them, and providing the DoH with more bomb ash for bombs. If failed, it will move to another random mining point in the room. However, if it is not successfully gotten within 2 minutes of entering the room, the bombs will self destruct. The mining points in the room will provide the DoH with supplies to craft for the DoL as well as themselves, making the dungeons much easier to do.

    Near the end of that room will be another a cluster of 3 rock formations, same formula as above, once destroyed there will be a "Thick rock formation" behind it, which will be much tougher to destroy, having 10,000 HP. This formation also has a chance on failure to spawn an enemy (weak enough for a DoH/DoL to kill without much trouble, can also be killed with a bomb). After the formation is destroyed, you will enter a large circular room, in the middle will be a group of goblins miners trapped by some rocks, with a Gigas attacking them. This is the first "Boss" of the dungeon. Your goal is to clear the rocks and help defeat the Golem. there will be 10 rock formations blocking in the goblins/golem, the goblins can be defeated if you take too long, and if defeated the boss ends in failure and you have to retry.

    There will be mining points that appear and disappear in timed intervals, these will provide you with supplies to craft bombs. Each formation has 3,000HP, bombs can be used to speed up the process. The "Ironworks Sledgehammer" will deal 4,000 damage to any formation, making it useful, but crafting more isn't guarunteed, and each DoL only has one. You can also use bombs, and while you can craft more, they might be needed to defeat the boss... Choose wisely! Once the formations are destroyed, you will be able to target the Gigas. the Gigas has 30,000~HP(possibly more) but there are multiple ways to damage it, and multiple ways to tackle the fight.

    In this room the mining points that appears will allow you to mine "Odd Liquid", "Smelly Liquid", "Sweet Liquid", as well as normal ores for bomb shells. the Odd Liquid can be crafted into a potion will apply a buff on any goblins in its AoE that increases their attack speed and defense, the Smelly Liquid can be used to craft an item that will apply a "Vulnerability Up" effect on the Gigas for 20 seconds, doubling its damage taken, and the "Sweet Liquid" can be used to craft a potion that cures the goblins in the AoE circle. Each item can be high qualitied and doubles their effects. So the DoL/DoH will have to work together for best result.

    The DoH can also contribute when not mining materials, by mining "Boulders" in the area which will have the option of mining

    "Small Rock" - ~90% - Can be thrown at the Gigas. Deals 300 Damage.
    "Medium Rock" - ~70% - Can be thrown at the Gigas. Deals 800 Damage.
    "Large Rock" - ~50% - Can be thrown at the Gigas. Deals 1500 Damage.

    Works like a normal node, after 4 mining attempts the boulder will vanish (respawning 30 seconds later). The Gigas will defeat the goblins within about ~10 minutes of starting the fight. The Gigas will also not target the players directly (though he can use AoEs...).

    Once you free the Goblin Miners, they provide you with a few small supplies. 2 Bombs, 2 Shells, and 2 Bomb Ash, as well as 2 Treasure Coffers. One containing a slew of Materials (Crafting materials of appropriate level range), and the second one A Green(Or Blue at higher level) unique DoL/DoH armor piece.


    Okay, the Rescue Operations can obviously be continued, but I'm drained ATM on ideas and im really tired... But you get the idea of it. DoL gather materials, DoH crafts items. Can even include mechanics like crafting a key to move on, or crafting a pick axe/hoe/scythe required to move an obstacle, etc.

    Exp be will granted for Mining/Crafting as normal to each individual miner/crafter... Group exp will come from bosses and obstacles. individual Exp inside the dungeon from mining and crafted items will be higher than normal crafting/mining for your level (like how mobs in dungeon give more exp than mobs in the open world). A level 50 dungeon could theoretically be implemented that grants tokens similar to Soldiery, used to purchase I.lv 55/60 Crafting gear, and they could also have level 50 dungeons that reward hard to get synth mats (in NQ or HQ, maybe making a place where you can more commonly get hard to find HQ synth mats).

    The task of the DoL will be more of a "DoT" effect on walls and such, as well as providing valuable materials to crafters. The crafters will be tasked with providing goods to the group (GP Potions, mining success items, explosives to speed things up). Each role will be important. I'm kinda happy with this idea... If i could submit it to the Devs I would, might provide them with a bit of inspiration on how a DoH/DoL dungeon could work.

    Maybe one of you nice community reps could do it for me :3

    Edited: A little bit of derp.
    (1)
    Last edited by BlaiseArath; 11-22-2014 at 08:27 PM.

  5. #25
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    A battle against all the legatus from 2.0 storyline simultaneously.

    Also not really a boss but I'd like to see a dungeon with a mechanic like ipsen's castle from ff9 where stat values get reversed and all your high level gear is terrible and instead level 1 gear is the strongest.

    Another cool idea would be a dungeon that "rotates" so sometimes your on the ground normally and then at some parts you're walking on the wall or even upside down the ceiling lol and if you're on the cieling your controls would feel reversed so like forwards is actually backwards and left is right etc.

    A "vertigo" dungeon would also be cool where you're up high and there's a lot of narrow pathways but no invisible walls so if your not careful you can actually fall to your death
    (0)
    Last edited by Zetsumei_Tsunarashi; 11-22-2014 at 08:31 PM.

  6. #26
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Zetsumei_Tsunarashi View Post
    A battle against all the legatus from 2.0 storyline simultaneously.
    During one of the live letters Yoshida mentioned they had planned to do this as the fanfest battle until they did Odin instead but they'd still like to do it, so it may happen (probably as a Minstrel's Ballad)
    (0)

  7. #27
    Player

    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,201
    I think Titan EX after heartphase is a brilliant fight, its so intense and if you blink you might die!
    I'd like more intense fights like that.
    I bet coil has some but i haven't done them so I don't really know

    Titan EXX please!
    (0)
    http://websta.me/n/kiaraicencroft.ffxiv (Kiaraicencroft.ffxiv@instagram)

  8. #28
    Player

    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    576
    A Garuda "SX" fight where all seems like the normal EX fight, but once her HP reaches one... she uses minimize on everyone sucks everyone up... and now you have to beat up the dark wind crystal inside her while doing some insane things. (Multi-platform / layered fight.) Dying within Garuda allows you to restart at that point rather than outside.

    Crystal Phase
    1. The crystal is immune to aggro, stun, debuffs of all kinds. Upon Entering the area inside Garuda, the crystal will cast "Dark Aura" on the party. This debuff makes it impossible to use resurrection spells, heal over time spells, invincibility spells, hide spells, etc.
    2. During the fight, the crystal will randomly spawn DOT Pools on certain layers / platforms. The entire party must not be on these platforms of course, or else they will suffer severe dot damage. Also, while dodging these DOTs, beams of dark energy will be rotating around eminating from the crystal outward to garuda's body. Getting hit with a beam will send you to half health (And give a debuff called "Dark Seduction" which replaces "Dark Aura" for the remainder of the fight. Dark Seduction will come into play in a later phase.) Some platforms will sometimes produce a dome shield of darkness, going into one will disallow a beam to hit you when the beams suddenly multiply every now and then.
    3. After the crystal has only 66% HP Left (IE: has had 1/3 HP taking from it.) The crystal will suddenly start to spin rapidly, beams disappearing and platforms all free of dots. At this point, anyone who has dark seduction on will be sucked into the crystal temporarily for the remainder of this phase. During this phase, platforms will start to pulsate by layer and liquid darkness will start to pool at the bottom of the multi-layered arena. The darkness will start to creep up as you begin to fight waves of adds coming from the top to the bottom. Each add is a soul of a branded individual who has been lost to Garuda... and they will use an instant AOE that will drain TP or MP randomly. Once at the top of the multi-layered structure, you'll see a mini garuda producing all of these souls, you must defeat her before the liquid darkness consumes everyone. (Touching the liquid darkness changes "Dark Aura" to "Dark Seduction." You will immediately die and be sucked into the crystal if you touch it.)
    4. Once the mini Garuda is defeated, the crystal will slowly start to lose speed and the liquid darkness stops immediately where it currently is. At this point, at the top of the multi-layered crystal arena, several mini crystals appear that have links to the main crystal... you must kill them to actually damage the main crystal. The mini garuda will respawn after a while as well, but she won't produce souls this time, and the liquid darkness will start creeping up (slower) and you have to kill her or enough crystals to get the main crystal to half before the liquid darkness consumes everyone.
    5. When the main crystal reaches to half HP... the top layer will suddenly shatter as the darkness is drained out of the arena to below layer two. When the party falls to layer two... all the members who had been sucked into the crystal are expelled to layer two. Their dark seduction debuff still stays however. Players who are dead and have dark seduction will auto-revive at this point with half their maximum HP as their maximum. (Dark Seduction reduces HP to half its maximum.) During this phase, you must deal with more linking crystals. Every now and then the liquid darkness will shoot up a geyser of sorts. Anyone who gets hit will have their Dark Aura debuff changes to Dark Seduction. The geysers will start spawning more often and faster the longer this phase continues, and eventually dark beams will return every now and then. (Dark shield bubbles too, but these domes can't protect against geysers.)
    6. When the main crystal has 33% HP left... the second layer shatters... the dark liquid drains to below the final layer. At this point, all sounds slow to nothing as a loud audible crystal crack is heard. Souls start pouring out, geysers again, beams of light and darkness, (Being hit with a beam of light removes Dark Seduction / Aura) a mini garuda (or two) the crystal is spinning slowly, and every now and then... the mini garuda will select a Dark Seduction character and throw them into the dark crystal.
    7. Once the Crystal reaches 0 HP... the entire area starts rumbling wildly and everything goes white as it cracks more. Everyone is thrown out of garuda, and the Absolute Final Phase starts... on a weird aetherial plane of green and white and black. garuda will scream at the players that this is the last straw... and now you fight her... for complete destruction of her very being, disallowing her to be summoned ever again. Everyone is given the Hydaelyn Crystal Buff. Anyone who had Dark Seduction will be auto-raised by Hydaelyn and their debuffs removed. This fight plays out like Garuda EX for the most part... but every now and then she will summon moving tornadoes that follow players slowly. If a player is hit by one, they get marked as "Prey." Garuda will attempt to minimize and suck that person up... being sucked up at this phase means death for the entirety of the fight. Wiping here forces the entire party to start from the dark crystal phase again. Once this Garuda is beaten... instead of the normal death cutscene... she will suddenly stop, her body slowly crystalizing completely shining bright and then shattering.... The Ixal will look in awe, commenting that their mistress... has truly died once and for all.
    (1)

  9. #29
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    I want Wanderers Palace (Extreme).

    The dungeon is more of a maze (a "randomly" generated maze), with puzzles and traps aplenty. Give the whole dungeon a Rancor mechanic; the more Tonberry you kill, the more damage they all do.
    Mid boss can be an elevator ride for 2 minutes with an endless wave of Tonberry. Oh you got lost and killed more Tonberry than you should have? Cry for me.
    Wait, did I say Tonberry? I meant Zombie Tonberry. Undead, rotting, lumbering Tonberries... Sleep tight.
    Tonberry Stalkers get a massive upgrade; if they see you they will come at you like a truck, shrieking and everything (in fact, rename them to Tonberry Shriekers). Make them horrifying too. Like, shit your pants running horrifying. Why? The final boss;
    Edda. Because. OK, not really Edda, I want to see more of her. The Tonberry Queen; I'm sure those girls have a lot in common. Two phase fight, phase one you kill her. Phase 2 the Undead Tonberry King rises. Tonberry Shriekers basically copying Ifrits dash attack and a hoard of Undead Tonberry slowly marching towards you as if to tell your DPS to DPS harder.
    (1)
    Last edited by Nalien; 11-23-2014 at 07:53 AM.

  10. #30
    Player
    Martin_Arcainess's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    1,061
    Character
    Martin Arcainess
    World
    Phoenix
    Main Class
    Dark Knight Lv 90
    Same Mob but mutli parts that have to be Tank individually!

    Like Cerberus's 3 heads, each head needs a Tank. So Tank swapping aint needed in fact it needs to be avoided since each head will give it's own version of Rabies and if you get 2 different type of Rabies you will get a DOT that will deal huge damage over time.
    (0)

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