Need Boss Fight Idea

wellwish3r

wishes wells.
Reaction score
52
As the title says, i need some ideas for 2 boss fights:

The first one is a necromancer (Normal Necromancer model used), who is located on a graveyard. As soon as player comes to close to him, he spawns 13 random undead units (Skeleton Warriors, Skeleton Mages, Skeleton Archer). Other Than that he nothing else happens in the fight yet.

The second one is with a Vampire (Model of a Dreadlord) inside a Burned down cathedral, so far, there is no event in the fight at all.

The fights should follow a unique pattern, and not to short, however not dragging either
 

Scary Nachos

Castro flashing Gang Signs!
Reaction score
45
Huh.. how about with the necromancer, he just keeps spawning the undead units, like... 10 every 5 seconds, and maybe.. the vampire summons infernals or something i dunno...
Maybe explain your map a bit more, i dont know what type of map it is, Aos? Arena?
 

wellwish3r

wishes wells.
Reaction score
52
Its an RPG, and all there really is to it that the boss fight should be challenging and original. Simply spawning skeletons and infernals is plainly boring.

Im not looking for a balanced out perfectly detailed description of the fight, just a concept that is more than the ordinary "attack the boss, watch and hope you are standing in the end and and he is dead".
 

IAmSoDoomed

New Member
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0
wouldn't it be more like a cinematic then :confused:

why don't you make the necro warp somewhere else (in a set area ofc) like every 5 seconds or something and then summon those skeletons infront of him.
and when the necros life gets like smaller than 25% he uses some sort of special thing O:

the vampire you could like add a small cinematic in which the Vamp. "holds" the here an sucks out blood then throws the hero away and end the cinematic or make him turn into bats and then fly closer or further away or something.
 

wellwish3r

wishes wells.
Reaction score
52
Its not supposed to be a cinematic^^

One boss for example ( A goblin) is in a cave. While fighting the boss, little suicide goblins constantly charge out of tunnels in the cave wall, and explode on a random Hero who is fighting the boss. The boss himself has the ability to "tunnel" around in the cave, and leave Goblin land mines behind while doing that. There are Barrels of explosives placed in the cave, and occasionally he blows on of those up, which Knocks all the heroes around it away, and deals damage.

I'm looking for something like that, just fitting a Necromancer/Vampire, cause I'm kinda blank.
 

IAmSoDoomed

New Member
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Don't have any other ideas than what I already tolled you.
You could do something like, the Hero randomly get's like 'Entangling Roots' cast on it; like undead hands holding him.
I didn't mean to use them in a cinematic.
 

Argos

New Member
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7
For Necromancer:

Summon some banshees every periodic time a bit far from necromancer. Give them evade and/or magic against magic. If a banshee comes to Necromancer, he gives a bonus/+health.

Create berserker big abominations with a powerfull aura. If they are killed, adds a special debuff to all nearby units, include Necromancer. So your heroes must killl the abomination near the Necromancer, but then the Necromancer will have the aura.


For Vampire:

Every periodic time the Vampire bites a hero, making him/her allied to Vampire and hostile to others players for a short period of time.
Only for multi-players map.

Create "victims" in random places every random time. When this happens, order vampire to use a "special abilitie" near the victim (dark summon abilitie from Mal'ganis, for example). If the victim is consumed, then Vampire will be invulnerable for a short period of time. But if a player kills the victim he/she gives a debuff (after all, you are killing inocent people!).

Create 3 or 4 special shards in the crypts. If you destroy a shard, it will be respawned after a short period of time. The vampire only dies if he dies AND all shards are destoyed. Otherwise, he respawn.

-----------


And remember, everybody hates healers, and undead creatures can be healed killing another undead creatures, like the abilitie from Death Knight...
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
For the necro. When he dieds create 2 of him(that looks like the ghost form) at the point of death and sumon abominations as well
 

Vylatin

New Member
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32
What about a spider queen? When her hp drops below 40%, like 10 spiders pops up from the ground, messing stuff up.

Or a boss that summons 2 skeletons. In order to be able to damage boss, you must take down the skeletons first. And a skeleton has a 15 seconds respawn.

Make the fights fun and challenging. Tank and spank isn't very fun...
 

wellwish3r

wishes wells.
Reaction score
52
What about a spider queen? When her hp drops below 40%, like 10 spiders pops up from the ground, messing stuff up.

Or a boss that summons 2 skeletons. In order to be able to damage boss, you must take down the skeletons first. And a skeleton has a 15 seconds respawn.

Make the fights fun and challenging. Tank and spank isn't very fun...

next time read the intro post.
 

IAmSoDoomed

New Member
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0
for necro you could like make somthing like pulling out the sould of the hero, making a nother hero of same time, and fade it, give it locust and then like everytime that unit gets damaged the hero itself gets damaged, and after sometime the sould returns to the hero. The hero aswell gets some minor debuffs. It's like a Voodoo doll :D
 

PrisonLove

Hard Realist
Reaction score
78
For the Vampire you could make so that when he sustains a certain amount of damage (lets say every 100 damage he takes), he turns into a carrion swarm and moves to another part of the cathedral, damaging everything in the path.
 

Gtam

Lerning how to write and read!! Yeah.
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164
Vampire. When he gets low hav them teleported to the under world where ther r preplaced infernals and other creeps and set the vampire hp to max
 

Xienoph

You can change this now in User CP.
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Try thinking of ways that the heroes can counter the Boss' attacks (large AoE damage to all skeletons? Spells that do a lot of damage to undeads?) and make abilities to counter that. Rinse and repeat until you're satisfied.

Of course, for this to work, your counters should have some weaknesses as well.
 

Uszi

New Member
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5
Give your Necro a blink mechanic. So if he takes too many hits, he blinks across the graveyard, and spawns more shit, and now your players have to fight through new spawns to get to him.
 

wc3shady

You can change this now in User CP.
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Necromancer:

Phase 1 - As you approach the Necromancer, he spawns skeletons around him. These skeletons are very weak, but your attacks can't hurt them. However, the Necromancer creates dark pits meant to hurt you if you fall in. Lead the skeletons in the pits, and they will die. Every time a skeleton dies, the Necromancer loses a portion of his health.

Phase 2 - Once the Necromancer reaches 75% health, he will destroy his skeletons (and that wont harm him) and call upon a giant abomination to try and attack you. Periodically, the giant abomination will scream, and then he will shoot a meat hook out at you. If the meat hook hits you, you will take major damage and be pulled to the abomination. You have to make the meat hook hit the Necromancer. If the Necromancer gets hit twice by the meat hook, he reaches 50% health.

Phase 3 - When the Necromancer reaches 50% health, he will fly into the air, and start channeling a spell. This spell will make most of the ground much darker, expect for a certain patch. After a few seconds, the darker patch will burst and deal damage to you if you're in it. You have to stay on a the lighter patches.

Phase 4 - In the final phase, the Necromancer will start channeling banshees out around him. They will fly around the area and if they hit you the Necromancer will steal health from you. If you attack the Necromancer, he will take damage and stop channeling. He will blink away and start casting dark spells on you. You have to dodge the spells and attack him. Whenever you attack him he will blink away. After he blinks a few more times, he will channel the banshees again. You repeat this process 'til he dies.
 

tmow

New Member
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7
Idk but you should Definatly have evil illidan for the last boss...change the color of the bosses also it makes it look a little cooler....for the color of the boss make its theme that way...red-fire, black-carrion swarm or something....blue ghosts...you should make it take skill to fight 1 of these bosses to...for example...make it so if that enemy makes a sound you have 5 seconds to move from the glowing area or you die...something like that =P
 

dragonhord

Knowledge is true opinion. - Plato
Reaction score
82
Vampire:

Well it should obviously have some sort of lifesteal... You could always have it turn into a bat and bring the win that way... By bringing the win I do mean increased movement speed the ability to fly over stuff, and perhaps some other additive little feature.. You could also have brief events where he elevates in the air *assuming it has some sort of wings model and I am talking about the vampire vampire* and saps blood from nearby units healing the vampire and damaging enemies... You could also have him teleport around temporarily *perhaps like a carrion blink* and cast carrion swarm on your heroes fighting him... I can't really think of anything else :p.

Advocate of the Damned:

Maybe some sort of shade model or that ghost necromancer?

The fight could start out with these acolytes on the side that are pretty tough but generally not to hard to kill... You could have like a constant channel coming from them towards the necromancer and the channel breaks when they die releasing him... then for him... Perhaps occasionally have him disperse into the shadows, and whenever he disperses he summons banshees. The banshees must die before the necro respawns, and the banshees are just simple units. The necro then respawns and you could have him like instantaneously telport around the arena sending waves of stuff at units within the arena they fight him in. Then when he hits below half hp or 25% or whatever... *you can have him do the banshees and teleport thing a few times before this hp amount* he can like... Start spawning infernals that don't move, but burn nearby units, and if they live for long enough they explode dealing damage to nearby units. I dunno something like that?
 

Weegee

Go Weegee!
Reaction score
102
For the first one (Necro) - The skeleton idea would work but then make something like when one skeleton dies two more are spawned from the necromancer. This would force the heroes to go for the Necro at all costs before they are overcome by the skeleton army. You could also make the Necro give buffs to the skeletons as well (The Necro has auras that pass on to the skeletons)

For the Second one (Vampire) - You could have something like the hydras where on his death multiple vampires spawn and on their death even more spawn, each spawning waker then before. Or you could have it that the Vamp could turn the day to night (or if it is already night) and get insane amounts of buffs (sorta Like a timer that the heroes have to kill the vamp before he comes unstoppable or something)

These are all the ideas I could come up with, hope you enjoy :D
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Copying you shady, :p

Vampire

Phase 1 :: 100% Health
-Basic attacking
-Carrion Wave : fires out a blast of deathly, rotting corpses towards a direction, dealing medium immediate damage to enemies hit, and then poisoning them with the rotting stench, dealing medium damage to affected targets over 4 seconds : 1 - 3 times

Phase 2 :: 80% Health
-Basic attacking
-Carrion Wave
-Bloodlust Frenzy : suddenly increases attack speed by 25% and gives splash damage, lasts 10 seconds : 1 - 2 times
-Night Coffin : 4 dark coffins appear out of the ground from the 4 relative corners of the cathedral, with high health and high armor, and 0 out of 100 mana, they seem to be gaining mana per second, perhaps draining it would be useful : 1 time

Phase 3 :: 60% Health
-Basic Attacking
-Dark Undeath : channels a powerful, dark orb at a random point up to 1000 distance away from the Vampire, after 3 seconds, the orb explodes, dealing fatal high damage to enemies hit in a 400 area around the orb, the magic then spills into the earth, raising the undead, skeletons with light health and damage that last for up to 15 seconds : 1 - 2 times

Phase 4 :: 40% Health
-Basic Attacking
-Bloodlust Frenzy : suddenly increases attack speed by 35% and gives splash damage, lasts 12 seconds : 1 time
-Night Coffin : the previous 4 coffins open up, and 4 dark, swirling energies emerge from inside, that charge into the Vampire, healing him equal to the total amount of mana from the 4 coffins; then, a fellow Vampire lord is summoned, with high health and damage, but slow movespeed, gains health equal to the percentage of mana from the 4 coffins : 1 time

Phase 5 :: 20% Health
-Basic Attacking
-Bat Shade : calls upon the bats of the earth, and thousands of swarms surround the Vampire, increasing his armor greatly, during this duration, it is advised to stay away and attack with range attacks, the swarms will only break away after being attacked 25 times, or until 30 seconds is up, every second the swarms last, the Vampire is healed slightly : 1 - 2 times
-Carrion Wave : 1 - 2 times

Phase 6 :: 5% Health
-Basic Attacking
-Bloodlust Frenzy : suddenly increases attack speed by 45% and gives splash damage, lasts 15 seconds : 1 time
-Vampiric Horde : channeled for 5 seconds, gains heavy armor while channeling, swarms of vampires and bats blast out of the cathedral every second in lines that shoot out randomly and reach out the full boss area, dealing high damage to enemies hit : 1 time

Phase 7 :: 1% Health
-Curse of the Night : the Vampire's last breath, releasing the curse-gift bestowed upon him, every .25 seconds a random explosion occurs in an area of 1500 around him, curses enemies hit by the explosions in a 250 area; targets cursed gain Curse of the Night, which lasts for 5 minutes, where they have decreased damage and armor, and cannot be removed

~Hai-Bye-Vine~
 
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