Page 3 of 3 FirstFirst 1 2 3
Results 21 to 25 of 25

Hybrid View

  1. #1
    Player
    Khyan's Avatar
    Join Date
    Apr 2015
    Location
    Raids
    Posts
    218
    Character
    Khyan Leikas
    World
    Zodiark
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Yumi_umi View Post
    A1- after bosses fly up they do divebombs
    A2- all the adds to divebombs
    A3- LL morphs into twin and does divebombs
    A4- divebombs 24/7 while shooting perpetual ray
    It isn't a raid without 1 turn having divebombs
    It's not as I dislike divebombs, but please I want to see something new for the new raids. Divebombs are just boring and don't make something hard at all.

    We need something new and refreshing.
    (1)

  2. #2
    Player Selli's Avatar
    Join Date
    Feb 2014
    Location
    Posts
    1,668
    Character
    Selli Noblesse
    World
    Gilgamesh
    Main Class
    White Mage Lv 100
    I think in A1 there will be a tank swap mechanic, or perhaps something similar to BisEXual's adds where the party is divided based on their debuff.

    A2 will just be never ending adds. QwQ

    A3 I can see their being 4 tethered people instead of 2. They might also all be connected, so you can get 3 + and 1 -, so the 3 + need to stack while the - runs away. 2 damage tethers during the tornado phase because... more tethers.

    A4 is probably going to quarantine more people (3 or 4), perhaps have a bigger add in there as well as the little one. More AoEs, more ways to die, more adds, more tether things (there is one currently that is always a dud, so there's going to be 4, I think). While I don't think we'll have actual divebombs, I think we'll have something with the same symbol that we're going to see in every final Alexander boss, LOL.
    (0)

  3. #3
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Super Savage Mode

    A1
    Faust: Some kind of interaction between Faust and adds. For example Faust stacks have high potency and 5 stacks would make his melee auto-attacks hit for 20k after mitigation. To reduce one stack, players must let one add die to Faust's cleave. Each add dying puts a stack on every other add that increases their attack speed.
    • Each wave of adds now consist of two types. One type as we have now, the other type will drop a potency field for DPS and healers to stand in. Standing in the potency field gives you a non-stacking buff increasing your damage done; it also gives you a stacking debuff lasting 1m that increases damage taken. Obviously, if the potency field is placed under a missile, it overwrites the shrinking field and doubles the raid-wide damage done by the missile, i.e. instant wipe.
    • Sticky bomb now leaves a puddle permanently. Entering the puddle gives you a bunch of debuffs similar to that of Morbol's stinking breath.
    • Tanks get a "Static Electricity" debuff that has a polarity. The two bosses also take on polarity. Boss polarity is randomized each time they take off. Tanking a boss with the same polarity will cause the boss to knock back and stun the tank for 3 seconds and reduce the tank's current enmity by 10% on every auto-attack.

    A2
    • Hardhelm and Hardmind now gives physical and magic damage immunity respectively.
    • Snipers now has no enmity list and targets random players.
    • Jagd Doll hits twice as hard, but will stop to charge for 3 seconds during which time if stunned, will remain stunned and take double damage for 30 seconds.
    • Soldiers will try to repair Boomtype Gobwalkers and Magitek Gobwidow if they are nearby, each soldier will restore 1% to its target per 3 seconds.
    • Bombs will now do double damage, but will also do damage to the enemies.
    • Gobwalker suit now start with only half energy and must drain energy from the mechanical enemies or it will not last long enough.

    A3
    • In Human phase, Living Liquid will start the phase with "Liquify" that turns one random player into a Living Liquid who can now only use 3 different skills to buff "individual" party members: buff HP, buff attack potency, buff heal potency. The player will start with a fixed number of charges (say 20 charges) and using each skill consumes a charge. All skills stack up to 20 (i.e. you can spend all the charges on one person). Liquify form ends at phase transition or when all charges are spent. All buffs last for the duration of the fight, but do not persist through death.
    • Hand phase starts with 2 hands. One hand will do physical damage and stack a debuff to lower physical resistance. The other will do magic damage and stack a debuff to lower magic resistance. In other words, tank swap. Phase does not end until both hands are killed. When only one hand is alive, it will stack its debuff at double frequency.
    • In Tornado phase, 4 players will get positive and 4 gets negative charge. After a while everyone will do a point-blank AoE around them that does damage to only people with the opposite charge. At every wave of adds, everyone is swirled around to randomize their position as well as their polarity. Any add that reaches the outer ring will turn into a mini-hand that has all the same abilities as the phase 2 hand, except that stacks now always lower magic resistance, and last for 2 minutes.
    • In final phase, Living Liquid will start the phase with "Liquify" once. He will also gain abilities of the Tornado phase (4 positive/4 negative charge and PBAoE). Anyone getting hit by the PBAoE of the opposite charge will spawn one mini-hand.

    A4
    • Discoid now spawns two types of orbs. The yellow orb is as usual, and a new blue orb will instead give you a charge shield. The charge shield at 100% will absorb damage equal to your maximum HP. It will also buff you attack and healing potency as well as TP and MP recovery while it still has charge. The charge will slowly wear off even if you do nothing. Taking damage from a yellow orb clears all remaining charge on you.
    • Carnage now leaves a stacking Heavy debuff that lasts 30 seconds and decrease yous movement speed by 35% per stack. If you have a charge shield on you when hit by Carnage, you do not get the debuff. However gaining the charge shield after getting the Heavy debuff will not remove the Heavy debuff.
    • Carnage Zero gains the same Heavy debuff as Carnage. Splash damage applies a stack of the debuff as well.
    • Jagd Dolls will take damage from Carnage and will also get stacks of the Heavy debuff. A Jagd Doll with any number of the Heavy stack will break down and need to repair itself for 30 seconds. If stunned during repair, repair progress is reset. There can only be maximum of 3 Jagd Dolls at any given time. Jagd Dolls under repair will also take damage from Discoid's yellow orbs (and destroy the orb). Absorbing a blue orb will repair the Jagd Doll to full health and clear any Heavy stacks.
    • Judgement Nisi will do no damage if the player has a charge shield with any % of charge. However that player will deal pulsed PBAoE damage to nearby players and Jagd Dolls under repair, in a radius of 8m for the duration of the judgement.
    • Quarantine will always prefer the ST plus a dps who has the charge shield. Quarantine also now has a time limit, after which time if the add is not killed, it will be returned along with the players to the main battlefield, in full health plus a "Vaccine" buff that will cause its attacks to do double damage to people with charged shields. The add will also ignore enmity and focus on the nearest player who has the charged shield.
    • Perpetual Ray will always target people who have no charge shield. It will also do zero damage on people with the charged shield and will charge the shield to full instead.
    (1)
    Last edited by Zfz; 07-17-2015 at 11:29 AM.

  4. #4
    Player
    Destomius's Avatar
    Join Date
    Mar 2015
    Posts
    147
    Character
    Destomius Masteron
    World
    Adamantoise
    Main Class
    Thaumaturge Lv 60
    I predict the casuals will whine that Alexander Savage is too hard and demand nerfs.
    (0)

  5. #5
    Player
    ZanzhizExaverion's Avatar
    Join Date
    Oct 2013
    Posts
    330
    Character
    Zanzhiz Exaverion
    World
    Sargatanas
    Main Class
    Gladiator Lv 90
    1: Yoshi P lies about the difficulty scaling, and Alexander Savage is as hard as BCOB.
    (1)

Page 3 of 3 FirstFirst 1 2 3