Cyanne Wrote:If we ever get a new guild/alliance pq of sorts, we should get an insane boss that literally requires almost every class. Going with DrRusty's idea, it would start as a untouchable, 999 avoid unpoisonable time sphere-like thing (marksman required for snipe) that releases a 30k map-range explosion when killed like boomers/firebombs (shadowers and bishops required) and transforms into the actual boss that occasionally summons 999 avoid monsters (F/Ps and heroes/paladins required) along with ice-weak, all other element-immune monsters with a weapon cancel skill (I/Ls/paladins required). Dark knights would be wanted for hyperbody, and bowmasters and night lords would be wanted for their damage. Unless I'm missing something, that's all the non-pirate classes included.
A cool way for that boss to be included in the game is to make it so that it's a radioactive fish or something in Crimsonwood Keep's moat. Then it would make sense for it to be weak to lightning and poison, since it's biological and a water-based creature. We would have to swim through the moat and get through a secret passageway to enter the keep through like a waste pipe (did they have plumbing in the middle ages?) and on the way, we'd encounter this thing.
There's a difference between NEEDING all classes to beat the boss at all, and making each class have their own strengths at the boss fight. How annoying would it be if you HAD TO HAVE one of every class to even attempt the boss fight
. Making every class useful rather than needed is plenty to have an enjoyable boss fight. It would get more annoying than fun to have to recruit every class to run the PQ.Party- Damn the shadower D/C'd
*party gets OHKO'd by super crazy strong map attack*
If a boss was weak to elements, it would let mages have some pretty nice dmg to it. Giving a boss a very high KB (25k) and a 1/2 physical damage buff, would make mages the only ones who could keep it from coming towards you.

