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Crimsonwood 2
My concept of each:

-Windreaver: I see him, with those sexy eyewears, being supportive towards the other grandmasters. Like stunning, blinding, weakening, or even seducing (Pirate's mind control). Maybe trying to keep a distance, running away from the attackers, and having a huge range.

-Firebrand: The tricky one, teleporting around, and flying, being out of range for most. Maybe include original attacks like MP drain, dispel, fire clouds that act like poison, etc.

-Stormbreaker: The typical tank. Moves really slowly, but has a huge ammount of KB. Also most of his attacks have huge knockback on short (Kick) and long range (Earthquake). Also, the typical attack strong enough to one hit kill, but easily avoidable... not so much with 3 other bosses around.

-Nightwalker: Fast guy. Maybe original attacks like that Targa boss from MSEA, where it runs forwards, slashing, then jump back to its position. Maybe some additional tricks, like dissapearing, and reappearing in a explosion with epic knockback, summoning fake versions of himself, summoning unattackable bombs that explode after a set time, etc.

If you look closely, each class is worse against their respective grandmasters. So, if a particular class is having trouble, bring that grandmaster down first!
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Alloy Wrote:My concept of each:

-Windreaver: I see him, with those sexy eyewears, being supportive towards the other grandmasters. Like stunning, blinding, weakening, or even seducing (Pirate's mind control). Maybe trying to keep a distance, running away from the attackers, and having a huge range.

-Firebrand: The tricky one, teleporting around, and flying, being out of range for most. Maybe include original attacks like MP drain, dispel, fire clouds that act like poison, etc.

-Stormbreaker: The typical tank. Moves really slowly, but has a huge ammount of KB. Also most of his attacks have huge knockback on short (Kick) and long range (Earthquake). Also, the typical attack strong enough to one hit kill, but easily avoidable... not so much with 3 other bosses around.

-Nightwalker: Fast guy. Maybe original attacks like that Targa boss from MSEA, where it runs forwards, slashing, then jump back to its position. Maybe some additional tricks, like dissapearing, and reappearing in a explosion with epic knockback, summoning fake versions of himself, summoning unattackable bombs that explode after a set time, etc.

If you look closely, each class is worse against their respective grandmasters. So, if a particular class is having trouble, bring that grandmaster down first!

now that sounds like an epic fight 2 me. Having all four of them with their special skills would be great. You could try to seperate the warrior with rush, then put the bowman and thief in the other side of the room with rush as well. The mage...... iono how you'd do that if she flies/teleports.
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DrRusty Wrote:now that sounds like an epic fight 2 me. Having all four of them with their special skills would be great. You could try to seperate the warrior with rush, then put the bowman and thief in the other side of the room with rush as well. The mage...... iono how you'd do that if she flies/teleports.

I think if we fight a mage it should be a normal fragile non-magic guard mage.
Like Grog- hard to hit, but when you do hit a big chunk off the bar.Glitter
...
Really the mage would be the one with the LEAST HP.
Then probably the Ranger the Thief (dits have HP) and the Warrior.Glitter
In order from least HP to most.

I think a four boss battle would be awesome.
Through some platforms around and teleporter or two that ALL (including enemies) can use and we have one hell of a hoedown.Glitter
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Chompy Wrote:I think if we fight a mage it should be a normal fragile non-magic guard mage.
Like Grog- hard to hit, but when you do hit a big chunk off the bar.Glitter
...
Really the mage would be the one with the LEAST HP.
Then probably the Ranger the Thief (dits have HP) and the Warrior.Glitter
In order from least HP to most.

I think a four boss battle would be awesome.
Through some platforms around and teleporter or two that ALL (including enemies) can use and we have one hell of a hoedown.Glitter

I agree with the mage having the least HP. Make it the hardest to hit too. Having platofrms like you said, would be a good idea to kill it. It would have the least HP, but it would be the hardest to kill (teleport + flying) and it seals + dispels. So taking it out first would be the best idea.

Then maybe the warrior could have the huge KB (25k), but have really short range. Also it would probably have the most HP and be the slowest.

The sin and bowman would have middle HP. Maybe the bowman could cast slow and darkness (lol 4th job moves), and had really nice range, so it wouldn't even try to get up close. Same thing with the sin, but the sin should have some pretty high avoid (probably something around dark cornians avoid). So that range would be the best to take him out.
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What I really want from bosses is like an attacking period, so that you're not just spamming potions and attacks all the time.

Like those bosses were you have to dodge their attacks, then the hatch of the tank opens, the bad guy comes out and laughs a bit, you can damage them in this phase. Then returns to an invincible state.

Of course, in this game, it would be pretty cool to disable the use of HP potions, have the bosses do like 500 damage, so that you can stand only a couple of hits. Perma-Zombified status would rock, but only in the boss fight. : P
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Loose Wrote:Of course, in this game, it would be pretty cool to disable the use of HP potions, have the bosses do like 500 damage, so that you can stand only a couple of hits. Perma-Zombified status would rock, but only in the boss fight. : P

Yeah, a CPQ-setting boss where you only get pots if they drop would be pretty cool.

I guess the Mu Lung Dojo does that but they left the monster damage where it is so they'll pineapple you up.
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CPQ won't work if nexon keeps its mindset as Hardr boss = MOAR DAMAGEZZZ LOLOLOL

1-2 hit ko on 13x ranged characters = No fun at all...

I suppose HB would help, but the concept still remains at lolhp ranged characters. Maybe a fairy thingy comes every now and then and drops power elixers?
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Worthyness Wrote:CPQ won't work if nexon keeps its mindset as Hardr boss = MOAR DAMAGEZZZ LOLOLOL

1-2 hit ko on 13x ranged characters = No fun at all...

I suppose HB would help, but the concept still remains at lolhp ranged characters. Maybe a fairy thingy comes every now and then and drops power elixers?

PAHAHAHA. Fairy's. -Imagines little bless like fairy's coming and pooping out elixers- Lol. (Not trying to be mean here, just think it's funny to imagine.-

I like the idea of the Mu Lung dojo type thing though. Where every once in a while, the Grandmasters each spawn monsters of their type, jump back to a platform where you can't hit them, then they die, they drop elixers, you can pick them up, and the fight starts back up again.
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I thought those were mobs. O_o I think the design is horrible. :S
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y0y0y0y0shi0 Wrote:PAHAHAHA. Fairy's. -Imagines little bless like fairy's coming and pooping out elixers- Lol. (Not trying to be mean here, just think it's funny to imagine.-

I like the idea of the Mu Lung dojo type thing though. Where every once in a while, the Grandmasters each spawn monsters of their type, jump back to a platform where you can't hit them, then they die, they drop elixers, you can pick them up, and the fight starts back up again.

lol the fairy thing was a joke in the first place Cool

Oly problem with that still is the lolhp-ness. 2 hits won't last too long till the next spawn of mobs, especially since there are 10 people minimum on the squad? Perhaps if the mobs were not all summoned at once, it would help more Goggleemoticon
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Alloy Wrote:My concept of each:

-Windreaver: I see him, with those sexy eyewears, being supportive towards the other grandmasters. Like stunning, blinding, weakening, or even seducing (Pirate's mind control). Maybe trying to keep a distance, running away from the attackers, and having a huge range.

-Firebrand: The tricky one, teleporting around, and flying, being out of range for most. Maybe include original attacks like MP drain, dispel, fire clouds that act like poison, etc.

-Stormbreaker: The typical tank. Moves really slowly, but has a huge ammount of KB. Also most of his attacks have huge knockback on short (Kick) and long range (Earthquake). Also, the typical attack strong enough to one hit kill, but easily avoidable... not so much with 3 other bosses around.

-Nightwalker: Fast guy. Maybe original attacks like that Targa boss from MSEA, where it runs forwards, slashing, then jump back to its position. Maybe some additional tricks, like dissapearing, and reappearing in a explosion with epic knockback, summoning fake versions of himself, summoning unattackable bombs that explode after a set time, etc.

If you look closely, each class is worse against their respective grandmasters. So, if a particular class is having trouble, bring that grandmaster down first!

Erm, I see it a tad differently. Personnally, i think the windreaver boss is gonna be the big 1 to worry about. It's so weird but i keep dreaming that it'll have this gigantic pierce attack that'll stabb all of us and do like 6k+ dmg. I just see it as the biggest problem. The firebrand boss i see as ergoth like. Dispelling, sealing, stunning, zombifying ( maybe ) and doing full screen bottom of the floor fire attacks ( same concept as ergoth's skulls ) I also see reflect as a major problem for this boss. Even though it was only implemented in the balrog boss so far, if it uses reflect, we are going to have hundreds of falling tombstones D: As for the stormbreaker, i think you got it pretty right on...and i think that it'll do the most dmg with a huge beam attack that'll KB us all back to the wall and stun us.....dmg ranging from 9-10k........The nightwalker is also a problem. I see him being too fast....with poison mist like attacks, and flying daggers coming down like arrow rain..Whatever it will be, all i can say is, we definitely CAN'T underestimate these bosses....It's going to be a tough boss(s) battle.
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Flying daggers are too ridiculous for thief based things in this game.
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Alloy Wrote:My concept of each:

-Windreaver: I see him, with those sexy eyewears, being supportive towards the other grandmasters. Like stunning, blinding, weakening, or even seducing (Pirate's mind control). Maybe trying to keep a distance, running away from the attackers, and having a huge range.

-Firebrand: The tricky one, teleporting around, and flying, being out of range for most. Maybe include original attacks like MP drain, dispel, fire clouds that act like poison, etc.

-Stormbreaker: The typical tank. Moves really slowly, but has a huge ammount of KB. Also most of his attacks have huge knockback on short (Kick) and long range (Earthquake). Also, the typical attack strong enough to one hit kill, but easily avoidable... not so much with 3 other bosses around.

-Nightwalker: Fast guy. Maybe original attacks like that Targa boss from MSEA, where it runs forwards, slashing, then jump back to its position. Maybe some additional tricks, like dissapearing, and reappearing in a explosion with epic knockback, summoning fake versions of himself, summoning unattackable bombs that explode after a set time, etc.

If you look closely, each class is worse against their respective grandmasters. So, if a particular class is having trouble, bring that grandmaster down first!

Very nice, I like these ideas. And btw, you jerks brought me onto the "Put goggles onto something" bandwaggon, sigh.
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Ugh don't type like this...putting ellipses between your sentences instead of periods and spacing is extremely annoying and makes it hard to read.

holyforest Wrote:As for the stormbreaker, i think you got it pretty right on...and i think that it'll do the most dmg with a huge beam attack that'll KB us all back to the wall and stun us.....dmg ranging from 9-10k........

That's....definitely not "easily avoidable." A huge beam attack that most ranged classes can't survive until very high levels, with washing/hp gear?

If anything ever does 10k damage, it better well be dodgable as hell.
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Dusk Wrote:If anything ever does 10k damage, it better well be dodgable as hell.

That's where the falling tombstone's concept comes in. Excellent
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Alloy Wrote:My concept of each:

-Windreaver: I see him, with those sexy eyewears, being supportive towards the other grandmasters. Like stunning, blinding, weakening, or even seducing (Pirate's mind control). Maybe trying to keep a distance, running away from the attackers, and having a huge range.

-Firebrand: The tricky one, teleporting around, and flying, being out of range for most. Maybe include original attacks like MP drain, dispel, fire clouds that act like poison, etc.

-Stormbreaker: The typical tank. Moves really slowly, but has a huge ammount of KB. Also most of his attacks have huge knockback on short (Kick) and long range (Earthquake). Also, the typical attack strong enough to one hit kill, but easily avoidable... not so much with 3 other bosses around.

-Nightwalker: Fast guy. Maybe original attacks like that Targa boss from MSEA, where it runs forwards, slashing, then jump back to its position. Maybe some additional tricks, like dissapearing, and reappearing in a explosion with epic knockback, summoning fake versions of himself, summoning unattackable bombs that explode after a set time, etc.

If you look closely, each class is worse against their respective grandmasters. So, if a particular class is having trouble, bring that grandmaster down first!

I really like how this sounds, especially getting Mind Controlled! Although I'm not really sure how that would pan out, considering everyone could easily 1-hit kill everyone unless our attacking skills got seriously nerfed against each other.
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I wish they'd make typhons 2.0 =P
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Bangly Wrote:
I really like how this sounds, especially getting Mind Controlled! Although I'm not really sure how that would pan out, considering everyone could easily 1-hit kill everyone unless our attacking skills got seriously nerfed against each other.

I imagined the stuff like seduce has the typical marks on the floor, or being able to be avoided. So bishops should be extra careful about these, and help those who got caught.

Also, ridiculously small font you use there D:
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omg! I cant stop thinking what's up with those goggles ;O
Is it some new NX item? xD
Sowie for being so off topic
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Q9R42 Wrote:omg! I cant stop thinking what's up with those goggles ;O
Is it some new NX item? xD
Sowie for being so off topic

I have no idea, really, but if someone had to do it, it should have been the eyewear from the windraider from the calendar.
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