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Molten Core Bosses.

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Molten Core Bosses. Empty Molten Core Bosses.

Post  Cored Fri Nov 22, 2013 1:54 am

So after a few molten core runs I decided to post my opinion on all the bosses. This will be a post that also includes ideas on how to improve certain mechanics. First I'll begin with the Good things about the bosses, then move towards the more glaring issues that can occur due to random aspects.




The First Boss Magmadar(sp?)

Mechanic nicknames
Armor Crush; Reduces defense by 75%
Incinerate armor: Reduces armor by 75%
Tantrum: an aoe channeled skill that deals damage to the entire raid.
Groundstomp?: an aoe that interrupts any casts within 30 yards of the boss.
Pulverize?: A melee skill that deals considerable damage instantly.

The Good Overall a good boss that tests the raids ability to withstand and heal AoE damage, while also having good single target healing to keep the tank alive, this fight is quite easy except for some issues found below.

The Bad Now the primary issue is with the bosses auto attack and the skill I named Pulverize will sometimes combo, hitting the tank at the same time. This becomes a issue as most tanks can still be hit with crushing blows(due to lack of defense gear) and a crushing blow + instant pulverize done within 0.2 seconds from each other gives the healer/tank zero time to react if the tank isn't outright one shot from it.

This should be changed by making the boss only use Pulverize in the middle of his auto attack timer

However if the instant burst damage was gone the boss would require a buff of some kind to keep it competitive.


The Second Boss Skaldra the Untamable

Mechanics nickname:
Knockup(focuses tank): throws the tank into the air.
Cleave: deals 25-40k damage to two target in front of him.
Soul Burn: Fire damage Dot that also silences the target.
AoE Fear: Casts an interruptable fear spell
Tail Whip: flings any target that's behind her
Breath(not sure on this one): cone damage in front of the caster
The Good I suppose it teaches players to understand their positioning and to be able to interrupt spells during a fight

The Bad Simple the fight is to easy there's no striking difficulty for anyone in this fight and is one of the easiest and boring  fights in MC.


The Third Boss: Taskmaster(can't remember his full name)

Mechanics Nickname:
Empower: A self stacking buff that increases his damage.
Whirlwind: A AoE melee skill that deals 150% of his physical damage every 2 seconds for 6 seconds
Charge: Deals a large amount of Physical damage to a target and stuns.
Summon Dragonkin: summons a add with 2.25mil hps that will randomly enrage dealing increased physical damage( can be removed with tranq shot from hunters)

The Good This fight is very well done in my opinion as it forces the raid to deal with adds while also having to split their attention to the boss due to the stacking buff that will crush the tank after a decent amount of time.

The Bad The only issue with this boss is the RNG involved with the Charge/Whirlwind skill that can change the entire fight, this combo once the boss has a few stacks of Empower will one shot most caster classes now how this occurs is simple even though he can't cast charge during whirlwind. He can however cast charge then whirlwind mid charge causing both effects to hit at the same time instantiously, if this combo doesn't happen however the boss is almost to easy. Which in my opinion a raid bosses difficulty shouldn't be based on if he charges the random totem on the ground or if he combo's his skills together and one shots your healer.

Suggestion add an internal cool-down in which after he uses Charge he can't use whirlwind for the next 2 seconds, and have it only target players as because the combo will no longer work maybe buffing Charges damage could be possible.

The Fourth Boss: The Avatar of Lucifer

Mechanic Nicknames:
Armor Crush; Reduces defense by 75%
Incinerate armor: Reduces armor by 75%
Knockup: launches the target 70 yards into the air.
Explosion: deals massive damage and leaves a pit of flame on the target area.
Blaze: deals slight Aoe fire damage in an area.
Curse: reduces all healing taken by 75%
Summon Demons: summons two slow 2.5mil hp adds that have a mini enrage.
Enrage effect: after 7 minutes the boss will one shot everyone.

The Good The boss has a massive amounts Mechanics that makes it a very fun fight, while also letting you think of different ways of going about it, while also teaching dispel mechanics, add control and falling damage reduction, and dealing with enrage timers while also thinking about positioning.

The Bad The boss is very, very random to the point where one fight you could get him to 4mil hps and the next have your healer get crushed in the first few minutes.

First issue: the boss seems to randomly cast Curse on targets sometimes effecting the entire raid or only one person, and from my point of view there was zero logic about why it did.

Second issue: The boss will sometimes combo all his skills together at once, for example casting knockup and mid knockup casting Explosion+Blaze killing the target almost instantly.

Suggestions make it so he can't cast explosion on the same target he knockuped, however still let him cast it on targets near it as this promotes better positioning of the raid, also make him always cast Curse on a set amount of targets and not have it be random

"note" if you have anything to add to the suggestions make a post and I'll add it
"note" if you see anything I'm missing please comment on it <3

your regards
-yicore


Last edited by Cored on Fri Nov 22, 2013 10:13 pm; edited 2 times in total
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Post  Quiet Fri Nov 22, 2013 8:30 pm



Add Incenerate Armor (Reduces armor by 75%) on Magmadar and Lucifer
Add Armor Crush (Reduces Defense by 75%) on Magmadar and Lucifer (not sure on the name)
Add Cleave (deals 25k-40k damage on two targets in front of him) on Skaldra
Add Soul Burn (Deals a fire damage DoT and silences them for 10+ seconds) on Skaldra
Add knock up (throws the Tank into the air) on Skaldra


I personally think the only bosses that need tweaking is Skaldra and Lucifer. Lets face it, Skaldra is just way to easy. It can be done with one healer. ONE. Only thing you got to do is make sure he doesn't get his fear off along with making sure Soul Burn isn't on anybody. And even when you do forget to interrupt his fear, the punishment isn't that bad. Most I've lost is half HP during the fear duration as Tank. You could make him hit the Tank harder, or just add something to make the fight more interesting.

But not adds, thats been done Very Happy.
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Post  Cored Fri Nov 22, 2013 9:35 pm

Quiet wrote:

Add Incenerate Armor (Reduces armor by 75%) on Magmadar and Lucifer
Add Armor Crush (Reduces Defense by 75%) on Magmadar and Lucifer (not sure on the name)
Add Cleave (deals 25k-40k damage on two targets in front of him) on Skaldra
Add Soul Burn (Deals a fire damage DoT and silences them for 10+ seconds) on Skaldra
Add knock up (throws the Tank into the air) on Skaldra


I personally think the only bosses that need tweaking is Skaldra and Lucifer. Lets face it, Skaldra is just way to easy. It can be done with one healer. ONE. Only thing you got to do is make sure he doesn't get his fear off along with making sure Soul Burn isn't on anybody. And even when you do forget to interrupt his fear, the punishment isn't that bad. Most I've lost is half HP during the fear duration as Tank. You could make him hit the Tank harder, or just add something to make the fight more interesting.

But not adds, thats been done Very Happy.
Has been edited into the post, thank you for your reply <3
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