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The Sunken Mine - WPS

Feb 27th, 2017
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  1. The Sunken Mine
  2. This is a claustrophobic, damp and dimly lit environment. The mines just beyond the city walls have recently been flooded out and overrun by Ratians. It is your duty to go, find out why and put an end to the infestation. The metals from the mines are critical to holding off the invasion!
  3.  
  4. The sunken mines whilst complex, and twisting with several routes to follow essentially has an entry tunnel to a main, more open area. From here, tunnels twist and intersect to reach 3 main boss rooms.
  5.  
  6. The bosses are as follows:
  7.  
  8. Taskmaster Mo'arg
  9. Shaman Mal'Kriss
  10. The Deep-Dweller
  11.  
  12. The non-boss enemies that inhabit the Sunken Mines are as follows:
  13. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  14. Ratian Scum - 400 HP - 20 DPS - Melee - Physical
  15. - Rat Pack
  16. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  17. Ratian Mouldbringer - 400 HP - 25 DPS - Ranged - Frost
  18. - Rat Pack
  19. - Fade Bolt
  20. - Creeping Mould
  21. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  22. Ratian Brute - 1200 HP - 40 DPS - Melee - Physical
  23. - Rat Pack
  24. - Overhead Swing
  25. - Obstinate
  26. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  27. Ratian Geomancer - 400 HP - 25 DPS - Ranged - Nature
  28. - Blessing of Stone
  29. - Earthshatter
  30. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  31. Spawn of the Deep - 300 HP - 20 DPS - Melee - Physical
  32. - Corrosive Venom
  33. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  34. Terror of the Deep - 600 HP - 40 DPS - Melee - Physical
  35. - Corrosive Venom
  36. - Spawning
  37.  
  38.  
  39. There abilities do the following:
  40. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  41. Rat Pack - Passive
  42. For each ally with Rat Pack, increases the damage of nearby allies by 4%
  43. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  44. Fade Bolt - 5 sec CD - 2 sec cast - 40 yard range - Targets a random enemy
  45. Unleashes a bolt of debilitating shadow magic, dealing 80 shadow damage to the victim and applying a curse debuff that slows their movement speed by 50% for 30 seconds.
  46. 0 sec Opening CD
  47. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  48. Creeping Mould - 3 sec CD - Instant cast - 40 Yard range - Targets a random enemy
  49. Afflicts a random enemy with a magic debuff for 40 seconds. The debuff applies a stack of Creeping Mould each second. The victim suffers 2 frost damage per second, per stack. Each stack also slows their move speed by 10%. At 10 stacks the victim becomes paralyzed by the mould, stunning them.
  50. 2-4 sec Opening CD
  51. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  52. Overhead Swing - 20 sec CD - 4 sec Cast - Melee Range - Targets current threat priority
  53. Focuses a target, preparing a powerful attack that will deal 260 physical damage an apply a physical debuff for 30 seconds that increases damage received from Overhead Swing by 50%. Can be cast while moving.
  54. 5 sec Opening CD
  55. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  56. Obstinate - Passive
  57. Immune to all forms of crowd control
  58. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  59. Blessing of Stone - 15 sec CD - 3 sec cast - 40 Yard range - Targets lowest health ally in range
  60. Blesses an ally , shielding them from up to 2000 damage over the next 30 seconds.
  61. 6-10 sec Opening CD
  62. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  63. Earthshatter - 10 sec CD - 3 sec cast (Uninteruptable)- 40 yard range - Targets the position of a random enemy at cast start
  64. Unleashes a shockwave of rippling force towards the target location that travels 40 yards over 4 seconds. The wave is 8 yards wide and enemies caught in it are dealt 300 Nature damage and knocked to the ground, stunning them for 10 seconds.
  65. 3 sec Opening CD
  66. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  67. Corrosive Venom - Passive
  68. Applies a stack of Corrosive Venom - a poison debuff - with each attack. Each stack increases physical damage the victim receives by 1% and deals them 3 nature damage per second. Note that the Spawns and Terrors of the Deep attack very fast (2-3 times a second)
  69. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  70. Spawning - Passive
  71. Upon death, summons a pair of Spawn of The Deeps.
  72. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  73.  
  74.  
  75. There are 2 patrols that roam around near each main boss room, as well as a pack of mobs that guards each room, a pack at the entrance and 2 packs that patrol the open area. There is also a final pack that is summoned when you first enter the Deep-Dweller's lair.
  76.  
  77. So there are the following packs:
  78.  
  79. Entrance Guards - 2 Ratian Scum; 1 Ratian Mouldbringer
  80. Main Patrol 1 - 4 Ratian Scum; 2 Ratian Mouldbringer
  81. Main Patrol 2 - 4 Ratian Scum; 2 Ratian Geomancer
  82. Taskmaster's Patrol 1 - 1 Ratian Brute; 1 Ratian Mouldbringer; 1 Ratian Geomancer
  83. Taskmaster's Patrol 2 - 1 Ratian Brute; 4 Ratian Scum;
  84. Taskmaster's Guards - 2 Ratian Brute; 2 Ratian Geomancer
  85. Shaman's Patrol 1 - 4 Ratian Geomancer
  86. Shaman's Patrol 2 - 2 Ratian Geomancer; 2 Ratian Mouldbringer
  87. Shaman's Guards - 1 Ratian Brute; 3 Ratian Mouldbringer; 1 Ratian Geomancer
  88. Deep-Dweller's Patrol 1 - 2 Ratian Mouldbringer; 1 Spawn of the Deep
  89. Deep-Dweller's Patrol 2 - 2 Ratian Mouldbringer; 1 Spawn of the Deep
  90. Deep-Dweller's Guards - 1 Ratian Brute; 2 Spawn of the Deep
  91. Deep-Dweller's Lair Pack - 4 Terror of the Deep; 8 Spawn of the Deep (Comes in 3 waves, spaced 40 sec apart)
  92. Wave 1: 1 Terror of the Deep; 2 Spawn of the Deep
  93. Wave 2: 1 Terror of the Deep; 3 Spawn of the Deep
  94. Wave 3: 2 Terror of the Deep; 3 Spawn of the Deep
  95.  
  96. In terms of doors, there is just a door blocking each boss room.
  97.  
  98. The players must defeat either Main Patrol 1 or 2 to get the key to Taskmaster Mo'Arg's room. (The patrol holding the key is assigned randomly on spawn).
  99.  
  100. Taskmaster Mo'Arg drops the key to Shaman Mal'Kriss's room.
  101.  
  102. Shaman Mal'Kriss drops the ritual torch that is used to summon the Deep-Dweller inside it's boss room.
  103.  
  104. Taskmaster's Guards, Shaman's Guards and Deep-Dweller's Guards each drop 1/3rd of the key required to enter the Deep-Dweller's room.
  105.  
  106.  
  107.  
  108. Onwards to the logistics of each given boss!
  109.  
  110.  
  111. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  112. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Taskmaster Mo'Arg~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  113. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  114. HP: 10,000
  115. DPS: 85
  116. TYPE: Physical - Melee
  117.  
  118. Taskmaster Mo'Arg is engaged in a wide, corridor style room which players enter by dropping into from above. The room has a selection of 8 supportive structures around it's edge - 3 along each of the long edges of it's walls and 1 on each end.
  119.  
  120. Phase 1 :- Pitfighter
  121. Triggers on pull.
  122. During Phase 1, Mo'Arg focuses his main threat target with melee attacks.
  123.  
  124. Cleaving Blow - 3 Second cast - 30 sec CD (Starts at beginning of cast) - 10 sec CD from phase start
  125. Mo'Arg unleashes a powerful attack in a 50 yard, 180 degree cone towards his target, dealing 500 physical damage to all enemies caught in the attack.
  126.  
  127. Reverberating Slam - 3 Second cast - 30 sec CD (Starts at beginning of cast) - 20 sec CD from phase start
  128. Mo'Arg slams the ground with his pick, creating a resonating blast at the location of each enemy that immediately deals 100 Nature damage to all enemies within 5 yards
  129.  
  130. Raging Slash - 3 Second cast - 30 sec CD (Starts at beginning of cast) - 30 sec CD from phase start
  131. Mo'Arg viciously lashes out in a 30 yard, 45 degree cone towards his target's location (location polled at cast start), dealing 1600 physical damage split evenly between all enemies caught in the attack. For each enemy not stood in the Raging Slash, Mo'Arg gains 25% increased attack speed for the remainder of the phase, stacking infinitely.
  132.  
  133. Puncture - 3 Second channel - No CD - 91 sec CD from phase start
  134. Mo'Arg violently swings his pick-axe upwards, impaling his threat target and lifting them into the air, causing them to bleed for 200 physical damage each half-second for 3 seconds. After the chancel, Mo'Arg hurls the victim aside, lodging them and the axe into the nearest wall. The victim continues to bleed whilst lodged into the wall for 20 physical damage per second. The damage dealt by being lodged into the wall is increased by 1% per second, stacking infinitely. Casting this ability triggers phase 2. The victim alone can attack the axe to break them self free - the axe has 1000 health. The bleed persists after breaking free, but no longer ramps up until the victim is impaled again.
  135.  
  136. Phase 2 :- Frothing Rage
  137. During this phase, Mo'Arg will fixate a random target other than the player impaled by his pick axe. Mo'Arg channels the fixate until he either reaches his victim or encounters a support structure. He gains 40% increased movement speed per second.
  138. If he reaches his victim he will seize them and repeatedly pound them into the ground, dealing 1000 physical damage per second until they are dead.
  139. If he encounters one of the support pillars, he will crash into it, stunning him for 10 seconds, increasing damage he receives by 100% for the duration of the stun and destroying the pillar. When a pillar is destroyed dust and debris will fall on the raid over 10 seconds, dealing 20 nature damage each second to all players. This damage is increased by 20% for each pillar that has already been destroyed, and the raid will wipe instantly to a cave-in if it is the final pillar.
  140. After this, Mo'Arg picks the further player - other than the impaled player - as his new fixate.
  141.  
  142. After spending 90 seconds in this phase, Mo'Arg will travel to his axe and retrieve it, instantly killing the impaled player if they are still attached to it. He then transitions back to Phase 1.
  143.  
  144. That's the entire fight.
  145.  
  146. Obviously this is the entry level 1-3 dungeon. This description is the 'normal' difficulty. At level 15, players can approach the dungeon on "Master" difficulty, the changes for which are below. The dungeon then forms part of the "Legend" rotation for level 20 players, the changes for legend are also listed below.
  147.  
  148. Master Alterations:
  149. HP: 30,000
  150. DPS: 160
  151. TYPE: Physical - Melee
  152.  
  153. General:-
  154. The bosses normal abilities deal 100% increased damage.
  155. The boss now enrages after 6 minutes and 12 seconds, causing him to cast Reverberating Slam instantly and every 0.5 seconds until the raid wipes.
  156.  
  157. Phase 1:-
  158. The cooldowns of Cleaving Blow, Reverberating Slam and Raging Slash have each been reduced to 21 seconds. The start cds have been changes to 7, 14 and 21 respectively. The start cooldown of Puncture has been changed to 64 seconds.
  159.  
  160. Phase 2:-
  161. When a pillar is destroyed, a pool of mouldrot water begins to form at it's base, reaching a full radius of 15 yards over 10 seconds. Players stood in the pool receive mouldrot for 3 seconds, slowing their movement speed by 50% and dealing 100 frost damage each second.
  162.  
  163.  
  164. Legend Alterations:
  165. HP: 100,000
  166. DPS: 340
  167. TYPE: Physical - Melee
  168.  
  169. General:-
  170. The bosses normal and master abilities now deal 75% increased damage (from Master difficulty)
  171.  
  172.  
  173. Phase 1:-
  174. The cooldowns of Cleaving Blow, Reverberating Slam and Raging Slash have each been reduced to 15 seconds. The start cds have been changed to 5, 10 and 15 respectively. The start cooldown of puncture has been changed to 60 seconds.
  175.  
  176. Phase 2:-
  177. When a support pillar has been destroyed, rock chunks begin to fall every 3-6 seconds at the location of random players. These chunks have a 8 yard radius, take 5 seconds to land and deal 1000 nature damage to all enemies stood beneath them when they do. They then shatter, dealing 20 nature damage to every player in the room. Each newly destroyed pillar contributes it's own rock chunks. The rock chunks continue to fall for the rest of the fight.
  178.  
  179. If Mo'Arg is struck by a falling Rock Chunk, he receives 500 true damage.
  180.  
  181.  
  182. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  183. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Shaman Mal'Kriss~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  184. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  185. HP: 10,000
  186. DPS: 70
  187. TYPE: Physical - Melee
  188.  
  189. Mal'Kriss is engaged on a circular island, about 40 yards in diameter. The water surrounding the island is enveloped in dark, seeping magic, rendering it pitch black and impossible to see through and causing players stood or swimming in the water to receive 10 shadow damage each second and are silenced. Being in the water causes players to gain a stack of "Deathly Infusion" each second, with stacks lasting 30 seconds. At 20 stacks, victims of Deathly Infusion are consumed by the water, instantly killing them and destroying their corpse - preventing them from being resurrected.
  190.  
  191. The dark smog rising from the water prevents players from targeting each other or enemies on other islands from themselves. Players can still target allies or enemies that are IN the water.
  192.  
  193. There are 4 satellite islands, each about 10 yards in diameter and their edges 10 yards away from the main island. Each of the satellite islands has a large, totem structure on it that channels power to Mal'Kriss during the fight.
  194.  
  195. The totems have 1,000 HP, but any damage dealt to them is also replicated as true damage onto Mal'Kriss. The totems are invulnerable until Mal'Kriss is pulled.
  196.  
  197. -General:-
  198. -If no players are stood on Mal'Kriss' island, he will enrage, wiping the raid instantly.
  199. -
  200. -There are 4 Totems, each with 1,000 HP to contend with during the fight. Each totem channels dark energies towards Mal'Kriss, -granting him an ability and reducing damage he receives by 100%. When a totem is destroyed, it's island sinks into the water, -leaving the players stood on the island stranded out in the water until they swim to another one.
  201. -
  202. -Totem of Shadow-binding
  203. -The Totem of Shadow-binding casts 'Bind Shadows' every 4 seconds on all enemies stood on it's island. Bind Shadows shackles it's -victims to their current location, preventing them from moving more than 50 yards beyond it. Each subsequent cast of Bind Shadows -will reduce this leash range by 1 yard, until the player is rooted in place for the remainder of the fight. Each stack of Bind -Shadows also deals 1 shadow damage each second. Destroying the totem does not free the players from 'Bind Shadows'
  204. -
  205. -The totem grants Mal'Kriss access to 'Shadow Prison' until it is destroyed.
  206. -
  207. --Totem of Umbral Tides
  208. --The Totem of Umbral Tides casts 'Tidal Force' every 10 seconds, pulling the water ever further up it's island. Each cast reduces --the radius of it's island by 1 yard. The totem remains even after it's island is completely submerged - you just won't be able to --target it anymore.
  209. --
  210. --The totem grants Mal'Kriss access to 'Umbral Tides' until it is destroyed
  211. -
  212. --Totem of Dark Frenzy
  213. --The Totem of Dark Frenzy casts 'Dark Frenzy' every second on all players stood on it's island, increasing their haste, movement --speed and damage received by 1%, stacking up to 30 times. At 30 stacks the player is mind-controlled, causing them to fight on --Mal'Kriss' side until the end of the fight. Once the Totem of Dark Frenzy is destroyed, mind-controlled players are restored to --normal and all stacks of Dark Frenzy are lost.
  214. --
  215. --The totem grants Mal'Kriss access to 'Frenzied Assault' until it is destroyed
  216. -
  217. --Totem of Pestilence
  218. --The totem of Pestilence afflicts players who come within 10 yards of it with a stack of 'Virulent Fever' each second, with stacks --remaining for the rest of the fight and stacking up to 20 times. Virulent Fever deals 10 shadow damage each second, regardless of --stack count, and will spread stacks to all players who come within 5 yards of the victim. Virulent Fever is deadly in combination --with Void Fever. Virulent Fever is a magic effect, and attempting to dispel it will do so 1 stack at a time. If a player dies --whilst Virulent Fever is on them, the Fever spreads it's stacks evenly amongst all other players in the raid. The Totem of --Pestilence must be "Purified" rather than destroyed, meaning it must be healed from 0 to 1,000, at which point it is de-activated --and deals 1,000 true damage to Mal'Kriss
  219. --
  220. --The totem grants Mal'Kriss access to 'Void Fever' until it is purified.
  221. -
  222. -Phase 1:- Totemic Ritual
  223. -Mal'Kriss will attack his main threat target, and every 8 seconds he will cast on of the abilities granted to him by his totem, -in the following rotation : Shadow-binding, Umbral Tides, Dark Frenzy, Pestilence. If the Totem Mal'Kriss attempts to draw power -from has been destroyed, he will still attempt to cast the spell, but it will fizzle, completely failing to do anything.
  224. -
  225. -Once every totem has been destroyed, Mal'Kriss transitions to Phase 2.
  226. -
  227. --Shadow Prison
  228. --Mal'Kriss chains 4 random players on his Island's shadows to eachother, causing them to be steadily pulled towards the --centrepoint (3yrds/second) between them and receive 40 shadow damage each second. This chain lasts 8 seconds. If a player is --pulled to the centre, they are killed and the damage and pull-rate of the spell is increased by 100% for the remainder.
  229. --
  230. --If Mal'Kriss has less than 4 players to chain, the damage and pull-rate of the spell is increased by 100% for each missing player.
  231. -
  232. --Umbral Tides
  233. --Mal'Kriss draws an Umbral Terror from the dark, magical water, forming it at a random player's position on his island over 4 --seconds. At the end of the formation, each player on his island that is stood in the formation is dealt 50 shadow damage. Players --stood on the island but off the formation receive 500 shadow damage. An Umbral Terror is then formed that must be tanked.
  234. --
  235. ---Umbral Terror [Abberation]:
  236. ---HP: 1,000
  237. ---DPS: 25
  238. ---TYPE: Melee - Shadow
  239. ---The Umbral Terror increases the pull rate and damage of Shadow Prison by 100%
  240. --
  241. -
  242. --Frenzied Assault
  243. --Mal'Kriss and his Umbral Terrors frenzy for 24 seconds, increasing their attack speed by 100%
  244. -
  245. --Void Fever
  246. --Mal'Kriss channels for 4 seconds, dealing 30 shadow damage to all players on his island per second and infecting them with Void --Fever, causing them to receive 10 shadow damage each second and spread Void Fever to all players within 5 yards. Void Fever is --deadly in combination with Virulent Fever
  247. -
  248. -Phase 2:- Rage of the Underlight
  249. -Mal'Kriss enters a hissing frenzy, gaining 50% increased damage and movement speed and becoming an abberation. He will work his -way through the totem's spells in the order that they were destroyed, casting an empowered version of each spell once. These -casts are spaced 30 seconds apart each. 10 seconds after the 4th spellcast, Mal'Kriss casts 'Doom', instantly wiping the raid.
  250. -
  251. --Empowered Shadow Prison
  252. --Mal'Kriss attempts to link 8 players instead, and the pull rate is increased by 100% for players within 10 yards of the centre
  253. -
  254. --Empowered Umbral Tides
  255. --Mal'Kriss creates 2 Umbral Terrors, each at the location of a different random player. These terrors have shared a shared health --pool of 3,000.
  256. -
  257. --Empowered Frenzied Assault
  258. --Frenzied assault remains on Mal'Kriss for the rest of the fight.
  259. -
  260. --Empowered Void Fever
  261. --Applies Volatile Void Fever to it's victims, which replaces Void Fever if it is present. Volatile Void Fever deals 20 shadow --damage each second, and the same damage again to all players within 5 yards of the victim. Volatile Void Fever causes victims of --Virulent Fever to explode, instantly dying and dealing 200 shadow damage to the entire raid.
  262. -
  263. -
  264. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  265. M A S T E R -- D I F F I C U L T Y -- A L T E R A T I O N S
  266. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  267. -
  268. --Mal'Kriss Master stats
  269. --HP: 35,000
  270. --DPS: 125
  271. --TYPE: Physical - Melee
  272. -
  273. --General:
  274. --Deathly Infusion (from the water) now lasts indefinitely, and kills at just 10 stacks. Players bathed in 'Purifying Light' cannot --gain stacks of Deathly Infusion
  275. --Mal'Kriss' Totems now have 2,000 health
  276. --The damage of all Normal mode abilities is increased by 75%
  277. --This is the new statline for Umbral Terrors:
  278. ---Umbral Terror
  279. ---HP: 2,500
  280. ---DPS: 100
  281. ---TYPE: Physical - Melee
  282. ---Abilities: Shadowbind Aura, Horrify
  283. ----Horrify - 3 sec cast - 15 sec cd - 5 sec spawn cd
  284. ----Unleashes a wave of horrifying energies, dealing 100 shadow to all players within 100 yards and causing them to flee in terror ----for 3 seconds.
  285. ---
  286. ----Shadowbind Aura - Passive
  287. ----Each second, weighs players on the main island down with binding shadow energy, applying a stack of Shadowbind for 20 seconds. ----Each stack of Shadowbind reduces the victims movement speed by 1%, and increases the rate at which they are pulled by Shadow
  288. ----Prison by 5%. Shadowbind stacks up to 100 times.
  289. ----The effects of Shadowbind are suppressed whilst the player is stood in 'Purifying Light'
  290. ---
  291. --
  292. -
  293. --Phase 1:
  294. ---Totem of Pestilence
  295. ---Once the Totem of Pestilence has been purified, it projects 'Purifying Light' in a 100 yard, 25 degree cone in the direction it ---is facing. A player can interact with the Totem to re-adjust it's facing as they please. 'Purifying Light' suppresses the
  296. ---effects of Shadowbind Aura and the application of Deathly Infusion stacks.
  297. --
  298. ---Totem of Dark Frenzy
  299. ---Dark Frenzy can now stack up to 100 times before mind-controlling the victim, and last even after the totem is destroyed.
  300. ---However, during [Phase 2], players with Dark Frenzy begin to cause 'Hysteria'
  301. ----Hysteria
  302. ----Every second, you pulse with maddening energies, applying a stack of Dark Frenzy to yourself. For every 10 stacks of Dark
  303. ----Frenzy you have, this also effect also applies a stack of Dark Frenzy to another random player (Prioritizes lowest stacked
  304. ----players first)
  305. ---
  306. --
  307. -
  308. --Phase 2:
  309. ---Empowered Umbral Tides:
  310. ---The two terrors have a shared health pool of 7,500
  311. --
  312. -
  313. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  314. L E G E N D -- D I F F I C U L T Y -- A L T E R A T I O N S
  315. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  316. -
  317. --Mal'Kriss Master stats
  318. --HP: 110,000
  319. --DPS: 245
  320. --TYPE: Physical - Melee
  321. -
  322. --General:
  323. --Totems now have 3,500 health
  324. --The damage of all effects and abilities increased by 60% from their Master Mode values.
  325. --Umbral Terrors now have the following statline
  326. ---Umbral Terror
  327. ---HP: 6,000
  328. ---DPS: 160
  329. ---Type: Physical - Melee
  330. ---Abilities: Shadowbind Aura, Horrify (both same as before)
  331. --
  332. -
  333. --Phase 1:
  334. ---Totem of Umbral Tides
  335. ---When the Totem of Umbral Tides is destroyed, it will grant "Tidewalker" to the nearest player for the rest of the fight,
  336. ---increasing their movement speed by 100% and granting them the ability to walk on water.
  337. --
  338. ---Totem of Shadow Binding
  339. ---Upon being destroyed, the totem of Shadow Binding leashes all players to their current shadow, preventing them from moving more ---than 20 yards beyond it. The nearest player's shadow is knocked back to the centre of Mal'Kriss' island. Players
  340. ---with "Tidewalker" are freed from this binding
  341. --
  342. -
  343. --Phase 2:
  344. ---Empowered Umbral Tides
  345. ---The two Terrors have a shared health pool of 20,000
  346. --
  347. ---Dark Awakening - 5 sec Cast - No CD
  348. ---At 75%, 50% and 25% health, Mal'Kriss will stop to cast "Dark Awakening for 5 seconds, channeling towards one of the sunken
  349. ---Totem's islands (ie. not Pestilence). The order he chooses to awaken them is the order in which they were destroyed in Phase 1. ---Upon finishing the cast, that Totem is revived as an empowered totem which has stronger effects for attacking players on it's
  350. ---island. Each empowered Totem also gains a stack of "Overwhelming Darkness" each second, causing 6 shadow damage to all players ---for each stack of Overwhelming Darkness present across all totems. These empowered totems do not grant Mal'Kriss damage reduction
  351. ---
  352. ----Totem of Consuming Tides
  353. ----Draws in the water around it's island immediately. Players with "Tidewalker" can still get Line of Sight to the Totem if
  354. ----within yards of it. Upon Death it still grants "Tidewalker" to the nearest player without Tidewalker.
  355. ----
  356. ----Totem of Grasping Shadows
  357. ----Constantly attempts to bind the two nearest players regardless of if they are on the island or not. Binds 10 times as quickly ----(ie you are fully bound in the space of 5 seconds). Players with "Tidewalker" can be targeted but are immune to the binding
  358. ----effect. Upon Death, applies a second bind to every non-Tidewalking player, creating a second spot they cannot move more than 20 ----yards beyond.
  359. ----
  360. ----Totem of Burning Frenzy
  361. ----Applies "Burning Frenzy" to players who come within 10 yards as well as it's normal frenzy spreading effects. Burning Frenzy
  362. ----causes the player to receive 1 fire damage per second, per stack of Dark Frenzy they have.
  363. ----
  364. ---
  365. --
  366. -
  367. --Phase 3:- Mal'Kriss' Gambit
  368. --
  369. --Upon reaching 10% health, Mal'Kriss will begin to channel 'Essence Drain' on the purified Totem of Pestilence.
  370. --Essence drain deals it 50 true damage per second, increasing by 25 damage each tick. When he successfully destroys the totem, --the 'Purifying Light' it casts will be lost. Mal'Kriss then channel's "Great Awakening" for 5 seconds. Upon finishing the --channel, the 3 Empowered Totems are revived and restored to full health, at the Overwhelming Darkness level they had before.
  371. --Mal'Kriss then begins to channel Overwhelming Darkness himself, indefinitely, applying a stack to each totem each second himself, --as well as ticking as if he himself were a totem
  372. --
  373. -
  374.  
  375.  
  376.  
  377.  
  378. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  379. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~The Deep-dweller~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  380. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  381. -The Deep-Dweller is a large, serpentine, three-headed beast. Only it's heads and their long necks can be seen protruding from the -water. The water it resides in deals 100 shadow damage each second to players swimming in it - so don't.
  382. -The arena you battle the Deep-Dweller on is a wide stretch of land, it is rooted a couple of yards off-shore in the centre of the -strip.
  383. -
  384. --Deep Dweller Stats
  385. --HP: 15,000
  386. --DPS: 65
  387. --TYPE: Physical - Melee
  388. -
  389. --General:
  390. --Imagine after those two relatively complex bosses, especially Mal'Kriss, you'll be disappointed with the Deep-dweller, but it --serves it's own purpouses!
  391. --If no player is in range of the Deep-Dweller's basic attacks, it will channel "Fury of the Deep", lashing around and spilling --it's deadly water onto the raid, dealing 500 shadow damage each second.
  392. --The deep dweller starts with 3 stacks of "Lashing Hydra Heads", increasing it's attack speed by 100% per stack.
  393. --
  394. ---Slam ~ 50 sec CD ~ 15 sec pull CD
  395. ---Rears up, targeting a random player's location with a 10 yard wide, 100 yard long line nuke every 2 seconds. 5 seconds after
  396. ---each target location is acquired, the Deep Dweller slams down with brutal force, dealing 5,000 physical damage to enemies caught ---in the slam. Slams 5 times total.
  397. --
  398. ---Consuming Darkness ~ 50 sec CD ~ 30 sec pull CD
  399. ---Targets a random player's location every 2 seconds with a 100 yard long, 25 degree wide breath attack. 5 seconds after each
  400. ---target location is acquired, the deep dweller channels a shadowy breath attack for 2 seconds over the targeted area, dealing ---1,000 shadow damage each second to enemies in the breath. Breaths 5 times total.
  401. --
  402. -
  403. --Phase 1:- Assault of the Depths
  404. --The deep dweller is pulled in this phase, using it's abilities as normal and attacking it's threat target. At 65% and 35% health, --the Deep Dweller transitions to phase 2.
  405. -
  406. --Phase 2:- Rage of the Underworld
  407. --During this phase, the deep dweller becomes untargetable, raging beneath the surface of the water. This rage lasts 20 seconds and --creates a wave of deadly shadow-infused water every second that instantly kills players caught in it. The waves are 20 yards wide --and take 3 seconds to travel from the water's edge to the wall. They follow a fixed pattern that players can learn. The 65% --triggered and 35% triggered versions of this phase have different patterns from each other, but the same patterns pull by pull.
  408. --At the end of the rage, the deep dweller gains a stack of "Rising Fury", increasing all damage it deals by 50%. The deep dweller --then returns to Phase 1, becoming targetable again.
  409. -
  410.  
  411.  
  412. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  413. M A S T E R -- D I F F I C U L T Y -- A L T E R A T I O N S
  414. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  415. -
  416. --Deep Dweller Stats
  417. --HP: 40,000
  418. --DPS: 120
  419. --TYPE: Physical - Melee
  420. -
  421. --General:
  422. --The Deep Dweller's abilities deal 100% increased damage up from normal mode values
  423. --
  424. ---Slam
  425. ---Slam also deals 25 physical damage to each player, each time it strikes even if they dodge it.
  426. --
  427. ---Consuming Darkness
  428. ---Consuming Darkness also spills pools of nightmare fog wherever it lands, which cause players who stand in them to quake in fear ---and receive 100 shadow damage per second. Nightmare fog lasts 40 seconds. Pools are produced in a line up to the wall, each
  429. ---5 yards in diameter. There is always a two pool gap and a one pool gap placed somewhere along the line.
  430. --
  431. -
  432. --Phase 1:
  433. --The Deep Dweller now transitions to phase 2 at 70, 40 and 10% health
  434. -
  435. --Phase 2:
  436. --The waves now spawn every 0.8 seconds and take 2.5 seconds to reach the wall. The rage now lasts 16 seconds.
  437. --There are 2 new wave patterns the deep dweller can draw from, and it will pick a random one each time it enters this phase.
  438. --Waves clear out any nightmare fog they encounter.
  439. -
  440.  
  441. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  442. L E G E N D -- D I F F I C U L T Y -- A L T E R A T I O N S
  443. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  444. -
  445. --Deep Dweller Stats
  446. --HP: 120,000
  447. --DPS: 210
  448. --TYPE: Physical - Melee
  449. -
  450. --General:
  451. --
  452. --The damage of the deep dwellers abilities is increased by 100% up from Master values
  453. ---Slam:
  454. ---If the Deep Dweller slams down onto Nightmare Fog, it will scatter the fog across the room, afflicting all players with the
  455. ---Nightmare Fog effect for 6 seconds
  456. --
  457. ---Consuming Darkness
  458. ---Whilst breathing out, the deepdweller rapidly pushes players away from him at a rate of 1 yard per second. The rate of this push
  459. --- is increased by 20% for each yard closer than 20 yards the player is to the deep dweller. Nightmare Fog has unlimited duration.
  460. --
  461. -
  462. --Phase 1:
  463. --The Deep Dweller now transitions to phase 2 at 80, 60, 40 and 20% health.
  464. --
  465. -
  466. --Phase 2:
  467. --The waves now spawn ever 0.6 seconds and take 2 seconds to reach the wall. They clear out any pools of Nightmare Fog they
  468. --encounter. The rage lasts 12 seconds now.
  469. --There are 2 new patters and the Deep Dweller selects a random one out of the 6 possible patterns to use each time it enters this
  470. --phase.
  471. -
  472.  
  473.  
  474.  
  475.  
  476. That's the sunken mine covered :P
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