Been thinking of an NM/Raid instance that would help alleviate many of the current issues I’ve read on the forums, mainly class stacking, and speed runs. While not complete, let me know what u all think.

Let me start with giving a brief layout of the environment. The fight takes place on a medium-large island with sheer cliffs to make up the boundaries. Placed equally apart (in the shape of a square) are four large spires, mechanical in design. On the outer edges of area, are entrances to small caves leading under the aforementioned area, each leading to a small opening geographically directly under each of the spires. I will attempt to post a crude map in the near future, should there be any further clarification needed.

The fight will consist of 1 large HNM initially centered between the four spires, and four optional mini NM’s (with strengths approximately equivalent to AF NMs ie: apep), one placed in each of the four rooms under the spires (only after the HNM is engaged). While only the HNM needs to fall to complete the instance, killing any of the mini NMs will allow for its corresponding spire to be activated. Players have the option of attuning the spire to one of four colors (though only one of each type may be attuned at any given time). Once activated, these spires will provide buffs or debuffs to all characters within range (including the HNM). The four spire types are as follows:

Red – Provides moderate (300?) aoe true damage to all targets around it.

Yellow – Provides players with the choice of one of six buffs, lasting 3min each: magic potency, attack, enmity increase, enmity decrease, accuracy, magic accuracy. This buff is mutually exclusive with the blue buff. Provides the HNM with an attack increase and a small regain effect should it stay within range.

Green – Provides a moderate regen/refresh effect to all within range (% based for HNM).

Blue – Provides players with a damage resistance buff (10%?) for 5min, as well as makes them immune to the radiating effect of the red spire while under its effect. This buff is mutually exclusive with the yellow buff. Provides a 15% damage resistance to the HNM should it stay in range.

Chest conditions:
Chest 1 – received upon killing the HNM
Chest 2 – received upon killing the HNM (or until I can think of something better
Chest 3 – received upon killing HNM only after it was fully incapacitated (preferably with 1 incap per side ie: left arm, right arm, tail, head).
Chest 4 – received upon killing HNM and killing all 4 of the mini NM.
Chest 5 – received upon killing HNM w/o activating any spires.

Known Concerns – Hiding in caves – players with hate may be tempted to hide in one of the cleared caves if the fight goes south, perhaps add a TP move to the HNM that allows it to attack/kill such players w/o the need to run into the cave itself.