Raid Encounter 1 - Chemical Boss

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Chemical Boss
Encounter Overview
The Chemical Boss is a 2 phase encounter. The first phase involves the raid group using the chemicals in
the room to augment their DPS, Healing, and Survival abilities while the boss completes a chemical
experiment on himself, which takes 3 minutes. The second phase starts as soon as the boss completes
his experiment. The second phase simply involves burning down the boss and handling a few abilities,
but is contingent on executing Phase One well to survive long enough to defeat the boss.
Encounter Environment
The environment consists of 4 things:
Heating Vents, Coolant Pipes, Chemical Canisters, Chemical Empowerment Chamber
Heating Vents
Heats players and chemicals. Heated chemicals are converted after 2 seconds of exposure from Solid to
Liquid, and from Liquid to Vapor. Heated players receive a stack of a fire debuff that deals damage every
2 seconds of exposure.
Coolant Pipes
Cools players and chemicals. Cooled chemicals are converted after 2 seconds of exposure from Vapor to
Liquid and from Liquid to Solid. Cooled players have their movement speed slowed 10% every 2 seconds
of exposure.
Chemical Canisters
There are 6 canisters in the encounter area. Each canister contains a different chemical. Canisters have
an energy bar that signifies how much of their chemical they contain called Chemical Level. When a
player interacts with a canister it lowers the Chemical Level by 1 and releases a Vapor of that Canisters
chemical.
CANISTER #1 – COLORED RED
Canister #1 contains the Corrosive Chemical. This canister is Empty on Normal Mode.
CANISTER #2 – COLORED ORANGE
Canister #2 contains the Empowering Solution. This canister is Empty on Heroic Mode.
CANISTER #3 – COLORED YELLOW
Canister #3 contains the Acidic Chemical. This canister is Empty on Normal Mode.
CANISTER #4 – COLORED GREEN
Canister #4 contains the Soothing Solution. This canister is Empty on Heroic Mode.
CANISTER #5 – COLORED BLUE
Canister #5 contains the Volatile Chemical. This canister is Empty on Normal Mode.
CANISTER #6 – COLORED PURPLE
Canister #6 contains the Resilient Solution. This canister is Empty on Heroic Mode.
Chemical Empowerment Chamber
The Chemical Empowerment Chamber is where the boss is during Phase 1.
Phase One – Chemical Empowerment
Objective
Phase One last until the boss finishes Chemical Empowerment, which takes 3 minutes. During this time
the raid must obtain buffs from as many of the chemicals as possible to survive and meet the DPS and
Healing requirements of Phase 2. The raid will need to control and kill the chemical adds to gain these
buffs.
Normal Mode
On normal mode there are only 3 Canisters active containing the Empowering, Soothing, and Resilient
Solutions. When players interact with the nozzle on these canisters they release a Vapor add of that
canisters chemical. The vapor chemical fixates on the player that interacted with the canister. This
player must take the vapor to the Coolant Tube. Once the Chemical is cooled to a Liquid state the tank
picks it up and DPS burns it down. When its health is low the tank will take it to the Coolant vent again
where it will now turn into a Solid state. Adds in a solid state deal more damage, but when killed leave
behind an interactive substance that gives a buff. Adds killed in their Liquid state explode for low
damage and neutralize 1 stack of other buffs on anyone in range.
The raid has to work to get as many buffs as possible in the 3 minutes.
Heroic Mode
On heroic mode there are only 3 Canisters active containing the Corrosive, Acidic, and Volatile
Chemicals. The same as on Normal mode, the players must cool these chemicals to get them into a
Liquid state. The main difference however, is these Chemicals must be combined to form the
Empowering, Soothing, and Resilient Solutions. However, some combinations of chemicals will have
extremely negative reactions. Once Chemicals have been combined and DPS’ed down they should again
be converted into Solids and killed in order for raiders to gain buffs.
The raid has to work to merge adds and gain as many buffs as possible in 3 minutes. When Phase One
ends on Heroic, the boss absorbs all of the remaining adds in the room.
Phase 1 Abilities
Chemical States
VAPOR STATE – Chemical Vapors fixate on the player that summoned them. Chemical Vapors take 90%
reduced damage. Chemical Vapors deal 50% reduced damage.
LIQUID STATE – Chemical Liquid Globules deal and receive normal damage. On Heroic mode, Chemical
Liquid Globules of different types can be merged.
SOLID STATE – Chemical Solids deal 50% additional damage. Chemical Solids take 50% reduced damage.
When killed, Chemical Solids leave behind Chemical Compounds.
EQUILIBRIUM – Chemicals recently heated, cooled, or merged cannot be heated, cooled, or merged for 5
seconds.
CHEMICAL COMPOUNDS – When targeting a Chemical Compound, players receive an ExtraActionButton
that allows them to absorb the buff associated with that compound if they are within range. On 10 Man
a Chemical Compound can be absorbed two times. On 25 Man a Chemical Compound can be absorbed
five times.
Chemical Solutions
EMPOWERING SOLUTION – Killing a Solid State Empowering Solution results in the formation of an
Empowering Compound. Absorbing the Empowering Compound yields +12.5% damage. Stacks.
SOOTHING SOLUTION – Killing a Solid State Soothing Solution results in the formation of a Soothing
Compound. Absorbing the Soothing Compound yields +12.5% healing. Stacks.
RESILIENT SOLUTIONS – Killing a Solid State Resilient Solution results in the formation of a Resilient
Solution. Absorbing the Resilient Compound yields -12.5% magic damage taken. Stacks.
Basic Chemicals
CORROSIVE CHEMICAL – The Corrosive Chemical puts a debuff on its target with each melee hit that
reduces armor by 1%. This effect stacks. If killed in a liquid state it leaves a puddle on the ground that
also applies a debuff every second players stand in it.
ACIDIC CHEMICAL – The Acidic Chemical puts a debuff on its target with each melee hit that deals X
damage over time. This effect stacks. If killed in a liquid state it explodes for moderate damage and puts
5 stacks of the debuff on every player within 20 yards.
VOLATILE CHEMICAL – The Volatile Chemical puts a debuff on its target that reduces movement speed by
1%. This effect stacks. If killed in a liquid state it explodes dealing high damage to everyone within 30
yards.
Chemical Reactions
On Heroic Mode, Base Chemicals are combined to form Chemical Solutions. Combining two Base
Chemicals will result in a positive Chemical Solutions. Combining a Chemical Solution with the remaining
Base Chemical will result in an Unstable Solution.
POSITIVE CHEMICAL SOLUTIONS
Liquid Corrosive Chemical + Liquid Acidic Chemical = Liquid Empowering Solution
Liquid Acidic Chemical + Liquid Volatile Chemical = Liquid Soothing Solution
Liquid Corrosive Chemical + Liquid Volatile Chemical = Liquid Resilient Solution
UNSTABLE CHEMICAL SOLUTIONS
Liquid Empowering Solution + Liquid Volatile Chemical = Liquid Explosive Solution
Liquid Soothing Solution + Liquid Corrosive Chemical = Liquid Combustive Solution
Liquid Resilient Solution + Liquid Acidic Chemical = Liquid Radioactive Solution
Unstable Chemical Reactions
EXPLOSIVE SOLUTION – The Explosive Solution cast Explosion. Explosion is a 3 second cast that deals very
high damage to anyone within 15 yards.
COMBUSTIVE SOLUTION – The Combustive Solution pulses moderate fire damage every second to all
players within 15 yards.
RADIOACTIVE SOLUTION – The Radioactive Solution pulses low damage every second to all players within
15 yards and applies a stack of Radiated. Radiated increases the damage taken from the Radioactive
Solution by 25%.
Phase One Mechanics
Normal Mode
Phase One is quite simple on Normal Mode. The raid must simply interact with the Canisters containing
the Chemical that gives the buff they want. The Chemical will be released as a Gas and fixate on the
player that interacted with the Canister. This player must kite the Gas to the Coolant Tubes where it will
turn into a Liquid that the tank will pick up. DPS burns the Liquid down to low health, then the Tank
again moves the Liquid near the Coolant Tubes and it will turn into a Solid. When DPS kill the Solid it
leaves behind a Compound, which the raiders can then interact with to gain a buff. This process is
repeated until the phase ends, and groups must find ways to maximize the amount of buffs they can
gather while still being able to survive and control the adds.
Heroic Mode
Phase One on Heroic Mode adds another layer of complication. Rather than adds that provide buffs, the
adds that spawn on Heroic Mode must be combined in order to create the Chemicals that provide the
buffs. However, some Chemical Combinations can have very negative consequences, so the raid must be
organized and controlled about which chemicals they work with at any one time. Once the Chemicals
have been combined into a positive Chemical Solution the raid handles them in the same way as on
normal, DPSing them down, turning them to a Solid, killing them, and then gathering the buff. To further
challenge the raid however, all of the chemicals should be released, combined, and absorbed, otherwise
the boss will gain the buffs the raid is missing out on.
Phase One Tuning
Normal Mode
Normal Mode should be tuned around the group killing 10 Solid Chemical Solutions and gathering the
associated buffs (DPS boost for DPS, Healing Boost for Healers, Damage Taken Reduction). If the group
gathers these buffs the Second Phase should be beatable if everyone is kept alive and executes the
mechanics properly. A well-organized or well-geared group should be able to get additional buffs to
make Phase Two simpler.
In addition, on Normal Mode it would not be required to get any particular combination of the buffs.
The encounter should be tuned so that if a group gathers all DPS buffs and none of the other two, they
can burn the boss down before the healing or damage becomes overwhelming. If they pick all Healing
buffs they can survive long enough to DPS down the large health pool of the boss. If they take all magic
damage reduction they should negate enough damage to survive long enough to DPS down the large
health pool of the boss.
Heroic Mode
Heroic Mode should be tuned around the group killing 45 Solid Chemical Solutions and gathering the
associated buffs. Unlike normal mode, the Canisters have a limited amount of Basic Chemicals in each
one, so there is a limited amount of Chemical Solutions available and balancing the combinations used
will result in the most Chemical Solutions being available.
Unlike Normal mode that is lenient on which buffs are taken, Heroic will require that everyone has some
of the Damage Reduction buff in order to survive the damage in Phase Two. Likewise, it will be
necessary for the DPS to gather DPS buffs to not only beat the Phase Two DPS requirements, but to kill
the Chemical Solutions required in Phase One. Healers will also need to get Healing Buffs to out heal the
damage in both Phase One and Phase Two.
Phase Two – Chemically Enhanced
Objective
The objective of Phase Two is to survive long enough to DPS down the boss’s very large health pool. This
phase has fewer abilities and is aimed at being a throughput check based on how well Phase One was
executed. Phase Two should last for a maximum of 4 minutes before the soft enrage mechanics makes
winning impossible.
Phase Two Primary Abilities
Tank Damaging Abilities
SMASH – The boss hits his primary target for 150% of Weapon Damage.
BASH – The boss hits his secondary target for 100% of Weapon Damage. This ability places a debuff on
the player hit that increases damage taken from Bash by 50%. This debuff stacks.
Soft Enrage Abilities
GAMMA BURN – The boss places a debuff on a random player that deals X damage every 3 seconds. This
effect stacks.
CELLULAR REGENERATION – The boss is healed for X% of the damage done by Gamma Burn.
Raid Awareness Abilities
CHEMICAL BURN – Places a debuff on a random target that expires after 8 seconds. When it expires it
deals X damage and applies a stack of Gamma Burn. Chemical Burn is removed harmlessly by the
Coolant Pipes.
CRYO INJECTION – Places a debuff on a random target that expires after 8 seconds. When it expires it
deals X damage and applies a debuff that reduces movement speed by 30% for 30 seconds. Cryo
Injection is removed harmlessly by the Heating Vents.
Heroic Abilities
Phase One Execution Encouragers
SUBSTANCE ABUSE – The boss absorbs any Chemicals that are in a Liquid state upon finishing his Chemical
Empowerment. Each Base Chemical or Chemical Solution gives the boss a different buff.
EMPOWERED – The boss gains +1% damage for each Empowering Solution he absorbs.
RESILIENT – The boss takes -1% less damage for each Resilient Solution he absorbs.
METABOLIC BOOST – The boss gains +1% healing for each Soothing Solution he absorbs.
CORROSIVE – The boss gains the ability to apply 1 stack of the Corrosive debuff with each melee hit for
each Corrosive Chemical he absorbs.
ACIDIC – The boss gains the ability to apply 1 stack of the Acidic debuff with each melee hit for each
Acidic Chemical he absorbs.
VOLATILE – The boss gains the ability to apply 1 stack of the Volatile debuff with each melee hit for each
Volatile Chemical he absorbs.
EXPLOSIVE – The boss gains the ability to do X fire damage per stack to the entire raid with each melee
hit. This damage increases for each Explosive Solution absorbed.
COMBUSTIVE – The boss is engulfed in flames, dealing X fire damage to all players within 20 yards every
second. This damage increases for each Combustive Solution absorbed.
RADIOACTIVE – The boss deals X damage to all players every 3 seconds and applies a debuff that
increases damage taken from Radioactive by 10%. This damage increases for each Radioactive Solution
absorbed.
Extra Damage and Positioning Abilities.
EXOTHERMIC CATALYST – The boss places a debuff on a random player that ticks every 3 seconds,
damaging any players within 6 yards and healing the boss for the amount of damage dealt. The debuff
last for 12 seconds.
CRUSH – The boss deals X damage split between everyone within 10 yards of his primary target. Each
time the boss cast Crush he gains a stack of Angry. Crush destroys any Solid Chemicals or Chemical
Compounds within 20 yards.
ANGRY – Each time the boss cast Crush, he grows more Angry, increasing the damage of Crush by 50%.
Phase 2 Mechanics
Normal Mode
On normal mode the boss must be 2 tanked. The tanks will need to switch being the Main and Off Tank
with the debuff from Bash increasing the damage the Off Tank takes over consecutive Bash hits. The
boss also begins casting Gamma Burn on a random target as soon as he emerges, and continues casting
it every 3 seconds (on 2 players at a time in 10 man and 5 players at a time in 25 man).
Gamma Burn acts as the Soft Enrage mechanic. This deals very small damage, and heals for a % of that
damage, but will eventually stack high enough that the amount the boss is healing and the amount of
damage going out will be greater than the DPS and HPS output of the Raid group. The Raid must defeat
the boss before reaching this point.
Random players will also be targeted by either Chemical Burn or Cryo Injection, requiring them to run to
either the Coolant Tubes or the Heating Vents respectively to remove the debuff before the timer
finishes. Failing to execute these mechanics will make Phase 2 more difficult, as the Boss will regen
faster if Chemical Burn is failed, and failing Cryo Injection makes successfully handling the next Chemical
Burn or Cryo Injection much more difficult.
Heroic Mode
Heroic Mode has all of the same basic mechanics as Normal mode, but adds a few things. First, the Boss
cast Substance Abuse immediately upon engaging the raid. This absorbs any of the Gasses or Liquids
that are in the room, granting the boss buffs based on what sort of Chemical they are. Secondly, the
boss cast Crush, an AoE attack that deals very high damage split between everyone within 10 yards of
the primary target. Crush will also destroy any remaining Solids or Compounds. The boss gains a stack of
Angry every time he cast Crush, which increases the damage of his next Crush. Lastly, the boss will cast
Exothermic Catalyst on random targets which deals damage to players within 6 yards of the target. This
is cast on 2 players at a time on 10 man and 5 players at a time on 25 man. These players must move far
enough out to not damage anyone else, but be close enough to help split the damage from Crush.
Phase 2 Tuning
Normal Mode
On normal mode any raid group that completes the tuning requirements of Phase 1 should be able to
down the boss if they handle the Tank swaps and debuffs correctly. Groups completing the minimum
amount of buffs should find the soft enrage very tight while groups with more buffs should find the
encounter fairly simple on Normal Mode.
Phase Two should be tuned around the phase taking 4 minutes with minimum buffs, resulting in a 7
minute encounter all together.
Heroic Mode
On heroic mode, groups will need to utilize good communication and cooldown usage to survive Crush
and, especially at lower gear levels, will require both excellent throughput execution as well as optimal
buff stacking from Phase One. Phase Two on Heroic should be an exhilarating DPS and HPS race to kill
the boss before he kills the raid.
The same as Normal Mode, Phase Two on Heroic should last a maximum of 4 minutes before the soft
enrage takes over, resulting in a 7 minute encounter. After 4 Minutes two things should happen. One,
the bosses self-healing will begin to outpace the raids DPS, and two, Crush will near the point of oneshotting the raid.
Encounter Achievement Ideas
Single Chemical Used
Defeat the encounter while all the members of the raid group only benefit from one of the 3 buffs at a
time: Empowering Compound, Soothing Compound, Resilient Compound.
The raid must defeat the encounter using only the DPS, Healing, and Damage Reduction buffs on the kill.
This achievement will take at least 3 weeks of kills.
Without Chemicals Used
Defeat the encounter without anyone in the raid gaining each of the 3 buffs: Empowering Compound,
Soothing Compound, Resilient Compound.
The raid must defeat the encounter without anyone using the DPS, Healing, or Damage Reduction buffs
on the kill. Since the encounter can be done using just 1 of the buffs, 2 of these steps can be completed
at once, resulting in the achievement taking at least 2 weeks of kills.
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