Extreme Dungeon Concept

  • board.tera.gameforge.com/wcf/index.php?attachment/113533/


    Dungeon Concept:


    Basically it's a 2 Phase dungeon that requires 6/8 players and here's why:

    In first phase the 6/8 players will split in 2 teams (Healer,Dps,Tank for each party <+another Dps if the dungeon is 8 man>). Both parties run to separate rooms (ice/Fire arena) and they start killing the bossess. When players enter a specific arena, they will get a debuff (Ice/Fire curse) that will last for 3 minutes. There's a mechanic that requires you to switch between bossess or else the Ice/Fire Curse will kill you. When the bossess start the "Howl Symphony" mechanic, players need to switch rooms so they get the other curse and the cooldown resets back to 3 minutes.

    In 2nd phase the 6/8 players need to split in 2 parties again and each go to a leg of the boss recieveing a curse for each leg (ice/fire) with 3 minute cooldown again. Players need to switch sides when they think they should, but once the curse reaches 0 seconds they will instantly die.


    Mechanics:

    (U)-Unblockable

    (D)-freeze/burning debuff

    (I)-un iframeable

    (S)-Stun attack



    Phase 1:


    Wolves standard mechanics:


    Double claw: double hits in front

    Tail swing(Usually comes after double claw): swings the tail in meele range behind

    Howl: ranged donut aoe(S)(U)

    Howl Symphony: both wolves start howling gaining dmg reduction, parties have to switch arenas and stun the boss


    Fire Wolf mechanics:


    Meteor shower: spawns meteor-like areas that players have to avoid (U)(D)

    Fire Pawer: meele aoe donuts near the back legs (D)

    Wolf's Bite: front bite(U)(S)(D)(If tank fails to dodge it will proceed to Wolf's Scales)

    Wolf's Scales: summons an aura in the arena damaging players overtime and decreasing attack dmg(ends after 5 seconds, or if players use KD skills which will cancel the mechanic)

    Tail Meteors: Shoots 3 meteors towards the furthest player leaving a damaging aoe on the ground for 1 minute(D)


    Ice Wolf Mechanics:


    Blizzard: spawns safezones that players need to go in, in order to not take damage(U)(D)(I)

    Ice Pawer: meele aoe donuts near the back legs (D)

    Wolf's Bite: front bite(U)(S)(D)(If tank fails to dodge it will proceed to Wolf's Scales)

    Wolf's Scales: Summons an aura in the arena damaging players overtime and decreasing attack speed(ends after 5 seconds, or if players use KD skills which will cancel the mechanic)

    Tail Blizzard: spawns 3 ice under the furthest player leaving damaging aoe on the ground for 1 minute(D)


    *WARNING*: both parties have to kill the wolves simultaneously or max 10 seconds apart, failing to do so will result in a wipe.



    Phase 2:


    Fire leg:


    Passive: has a continuous dmg area around the left leg(10k/sec)

    Stomp:Donut aoe(D)(tank can block to reduce dmg on the dps)

    Double stomp: dealing dmg for both hits then summoning a meteor on a random player, leaving a damaging aoe for 1 min.


    Ice Leg:


    Passive: continuous dmg area around the right leg(10k/sec)

    Stomp:donut aoe(D)(tank can block to reduce dmg on the dps)

    Double stomp: dealing dmg for both hits then summoning an ice aoe under a random player, leaving a damaging aoe for 1 min.


    Boss:


    Shield: the boss shields his legs, if the players fail to kill it, they will wipe.

    Sword thrust: The boss strikes a sword in the ground between the 2 parties gaining a random element, players with the opposite element need to break it, if they fail the boss gains a dmg boost buff, if they succeed, all players get a dmg boost for 1 minute

    Elemental power: under 50% the boss will mark a random player and will shoot fire/ice beams after 3 seconds to the player marked.(U)

    Shout: the boss will unleash a shoout , stunning players . players who get stunned trigger the "elemental power" skill

    King's Regards:After reaching 10%, players have 1:30minutes to kill it or it's a wipe

    Warrior main?

  • sounds like mini-harrowhold with kelsaik-debuff and bahaar laser-mechanic.. was hoping to read something new :(


    maybe you could think of mechanics that were not made several times before (dunno how long you play but switching debuffs and donuts have been here for too long, wouldn't want to see them in a "new" dungeon again).


    and if you want to have a 5+ group you should design it in a way that makes sense for a larger group, because it sounds like you are separated and just have to hope the other group does their job right, there is no real influence (like you can kill or help each other) or mechanics where you need more than 2 or 3 people doing it, maybe specific roles (like in bns, where mechanics often are very well designed).