Doc, I love this idea. Couple thoughts.
I might be alone here, but I love being able to run back to back. Yes, it's a bone thrown to the casuals, because they can do the dungeon 5 times in a row on a weekend. And the hardcore crowd can run the dungeon dozens of times, potentially shortening its lifespan. But I actually enjoy refining tactics on successive runs.
Sorry for the WoW reference, but "Get out of the fire. Get out of the fire. Get out of the fire."1st Phase:
Boss "lobs" fireballs (random locations) at places on the ground, these areas become zones that remain for the entire fight. They will prevent everyone from "tank and spank" it will also give mele an advantage because they can not be "lobbed" to within mele range. Standing in them causes fire damage over time. Players must avoid these.
I love this idea. Another possible option is to have the same circular wall around the NM that prevents ranged DPS. The floor outside the circle turns to lava, except for randomly spawning areas that remain as "stone" (actually just nodes). Ranged DPS can only avoid lava damage while standing on those nodes. This not only forces the ranged DPS to take damage while running to the new nodes, but also slows down their DPS while they run to new nodes. (Or they can stand within melee range and take damage that way.)2nd Phase: (66%)
In addition to the fire lobs, the boss begins fleeing from its position to a random location. Once it arrives, it "charges" for 5 seconds and emits a substantial aoe. This leaves a "ring" on the ground (hollow in the middle) that can not be stepped in. The AOE is meant to bring players into the circle. You must fight the boss inside this circle (with ever growing less space due to phase 1 skill) If someone is left outside this circle, they will need to run in to dps. (the "ring" will prevent a full archer burn pt)
Another option is, instead of lava causing more fire damage, mix in a different elemental damage. Maybe ice can start falling from the ceiling and spiking up from the floor. Or maybe lore says that the Phoenix is trapped in the cave by wind elementals, and the two are locked in a never ending struggle for supremacy, so Wind Elementals will spawn around the Phoenix, causing wind damage outside the circle.
All right. I'm clearly just geeking out now. I'll shut up.
The Marauder in me takes offense, sir. Marauders can both tank and AoE those stupid little fire turds down.3rd Phase 33%
The monster will do all previous skills.
This phase is not tanked.
Here he goes into a rage and begins to run around. (this will prevent a full mele burn party) As he runs around, he leaves a trail of fire behind him, (think a leaking gasoline tank lit on fire) so that mele can not "follow". Melee would need to anticipate his moves, spread out and hit him on the run by.
From the fire he "poops" out, comes smaller fire elementals. these are VERY easy monsters to kill, but there is a large quantity of them. (think mage aoe fest) The tank should gather these up and have the mages aoe them down.
Anyway, really like the idea. And really like the idea of a varied challenge.





Reply With Quote

