DCUO Raid Idea: Elements of Chaos (Extreme)

Discussion in 'Joker’s Funhouse (Off Topic)' started by TheLQ-DCUO, Sep 29, 2021.

  1. TheLQ-DCUO Loyal Player

    Hello all! Another raid idea from me. This raid will be called Elements of Chaos, and with the multiverse being the way it is, the elements of nature itself are being corrupted.

    This raid will be of extreme difficulty (ie. harder than elite) and so any feats will be 0 point feats, and rewards will include companion pets and exclusive base items.

    Boss fights will follow in the posts below.
  2. TheLQ-DCUO Loyal Player

    First area: Volcanic Crater

    You enter a volcanic crater (inspired by a volcano from Antarctica or Iceland). Though you can see ice and snow outside, inside hot flowing lava travels. You kill a few waves of golem adds while dodging any lava AOEs. Lava will do large damage over time if it hits you, and if you are near other players they too will take large damage over time. Be careful also for any ice shards that may fall from above, these will lower your vulnerability, do moderate damage, and slow your movement.

    Eventually you encounter the first boss, a spirit that transforms into the God of Fire and Ice!

    First boss: God of Fire and Ice

    Need excellent co-ordination, positioning and pre-positioning, and more. Also movement mode is disabled here due to the mechanics. Also you can fall off the platform to your death. Due to the stack marker mechanics, you can't afford to lose any players for most of the fight, otherwise there is a high chance of a wipe. This fight is very much a heal check, especially during the lava phase - so ideally have two healers for safety.

    Notes:
    1. Two players at certain points of the fight will get stack markers, meaning you will have to group up close to those players (3 with each player) to split the damage. Failing to do so will result in a KO for that player, or heavy damage if less than 3 players stack for those that did stack. In addition these stack markers will also create a knockback to players. This will be crucial at certain points of the fight as you don't want to get knocked off the platform, or knocked back into another mechanic. The effects of the stack marker will create a safe zone - more on this later.

    2. Later in the fight, 3 players will receive a purple circle with arrows inside. These AOEs will activate after a time, so these players need to make sure that they are not in line of sight (west, north, south, east) of other players. Consecutive magma/ice rocks will spawn in the directions of the arrows, and these will do very heavy damage or KO any player that gets hit. They will also spawn a rock where the player was stood after a time - this rock will stay for a time and may be used for other mechanics, to cushion knockbacks or for line of sight.

    3. Later in the fight, 2 players will receive a silver arrow. These players have 10 seconds to get out of line of sight (hide behind the rocks placed in note 2) or they will KO anyone in their line of sight. This will usually happen after note 2. Once the silver arrows have gone off both the rocks will be destroyed.

    4. In the second half of the fight, a ring of blue fire will spawn around the edges of the map. This should be avoided as it will KO on contact.

    There are three distinct phases to this fight:

    Rock phase:

    The ground is brown and rocky themed. No special effects here but adds may spawn for a time. These should be KO'd before the phase changes or they will explode and do raid wide damage. The phase can change into 1 of 2 different room phases.

    Ice phase:

    The ground turns into an ice rink. Players who move will slip around on the ice.

    Players who receive stack markers, upon impact will spawn a small orange rock zone, where players can stand and not slip around on the ice. There will be two sets of stack markers per phase. On the second set of stack markers several blue ice crystals will spawn around the map. These should be avoided as they will debuff you and do damage over time, so be sure to be knocked back from the stack marker into a safe area, and without slipping off the platform. The blue ice crystals do explode and do damage to nearby players. Later in the fight, the boss will teleport to one blue ice crystal and knock it away, so in this case try to get knocked back into the boss. The boss is an NPC and will cushion your knock back. For the affected stack marker players, they should position close to safe zones away from nearby blue ice crystals. It may also be wise to pre-plan the first set of stack markers and where the first two safe zones will be, as this may make things easier for this.

    After this, the boss will become invulnerable, and create an icy mist over the platform. The icy mist will slow movement and do damage over time, as well as debuff the tank's defence. Ice shard adds will spawn, as will 4 glaciers on each corner of the platform. Players should KO the adds and then pick them up and throw them at the glacier to break it. When all 4 are broken the phase will return to the rock phase.

    Fire phase:

    The ground turns into a molten lava field. Players will receive damage over time continually, so heals beware.

    Players who receive stack markers, upon impact will create a small blue rock zone, where players can stand and not take damage over time from the floor. There will be two sets of stack markers per phase. On the second set of stack markers several fire bombs will spawn
    around the map. These should be avoided when they explode as they will do large damage and likely KO a non-tank, as well as knockback nearby players. Later in the fight, the boss will teleport to one fire bomb and knock it away, so try to get knocked back into the boss - heals beware of damage over time however. For the affected stack marker players, they should position close to safe zones away from fire bombs, or at least midway between them to minimise incoming damage - fire bombs will hurt more the closer the player is. This phase is a massive heal check. Pre-planning the first set of safe zones isn't as essential here, it really depends on your healers.

    After this, the boss will become invulnerable, and create a gas over the platform (pretty similar to Terra fight in Hive Elite). Lava rock adds will spawn, you should KO these and then place over the volcano vents to clear the gas. The gas does damage over time, so be sure to stand on the safe zones where possible or you will get two sets of damage over time. Once the gas is clear the phase will return to the rock phase.

    This will continue until the boss is dead.
  3. TheLQ-DCUO Loyal Player

    Second area: Shrine of Thunderclouds

    You enter an ancient Japanese-inspired temple in the clouds. Be sure to avoid lightning or you will stunned and temporarily turned into a skeleton (like False Idols last boss). KO a series of shinobi adds, be mindful that some of these may go for group members and ignore tank aggro, so if you see any teleport be sure to block or their surprise attack may do heavy damage to nearby players. Eventually you enter a large hall room with swirling thunderclouds in all directions.

    Second boss: God of Wind and Water, and God of Thunder and Lightning

    A lot of increasing mechanic overlap in this fight, so it may be important to get some practice in and get used to the mechanics of each different phase. Later in the fight the phases will overlap, more on this later. Mostly a positioning check in this fight. A lot going on so may be confusing for players new to the fight. Also be mindful that you can fall off the platform to your death. Depending on damage you may not see all phases of this fight, as there are many.

    Notes:
    1. There are symbols around the platform, similar to the Queen Diana fight in The Royal War (Elite). Periodically the group will get a symbol above their heads, and have to walk to the corresponding symbol. During this time the group will take heavy damage over time, so healers beware. The symbols will be inspired by the Japanese Gods. The first time this happens, the first two symbols of the same colour that get correctly matched will determine the next phase.

    2. In the first half of the fight, you will only face one of the two bosses, starting with God of Wind and Water. When he gets to 50% health, he will withdraw and God of Thunder and Lightning will appear. When he gets to 50% health, both will appear in the fight together, combining phases and the fight will become increasingly chaotic.

    Nine phases to this fight, again you may not see all in a single play through:

    First phase: Wind phase

    The boss will spawn tornado orbitals over all group members, so everyone should spread out and move out of the orbital. These players will all receive a white arrow, and the tornado/orbital will follow the player for a time. Try to place the tornado around the edges of the platform, this will make things easier later. The tornadoes will stay until further notice, more on this later.

    After the boss will do mild knockbacks and the group will need to continue to move closer to the boss. During this time small tornadoes will move in a straight direction (L-R or North to South) through the platform. Players should move closer to the boss while dodging these, being hit will do large damage and knock the player back further. Again bare in mind you can fall off the platform. Eventually the boss will do a large knockback, so all players should stand close to him to ensure that they don't fall off the platform.

    Second phase: Water phase

    The boss will spawn water puddles around the map. These do essentially nothing, but they will buff adds that spawn, and they may be important later in the fight as well.

    The boss will spawn various Atlantean adds, as well as 1-2 Morgwar adds. Be mindful that the Morgwar needs to be KO'd soon, and keep away from water puddles in THIS phase, as it will trigger its skull. This will do large raidwide damage if this occurs so block. If both Morgwars skull at same time it will be a wipe.

    Watch out for the tornadoes from the previous phase (if you had the wind phase first). AOEs may spawn around the map from time to time, and large sea currents will move through and affect these areas. If you are in the AOE you will take large damage, but even if you are away it will do a knockback, so beware.

    Once all adds are down the phase will end.

    There will be another symbol phase when God of Thunder and Lightning appears.

    Third phase: Thunder phase

    (Tornadoes will disappear at this stage as God of Wind of Water won't be present)

    This phase involves sound, so you will need to be able to hear what is going on in the fight - similar to the bombs in first boss Wayne Manor duo.

    The phase begins with 4 electrical rods, 2 small and 2 big. All players should stand by one of the small electrical rods, all will do damage but the small electrical rods will protect you from damage by the big electrical rods. If players take damage from the big ones they will be KO'd.

    Next, the boss will spawn thunder balls around the map. These are essentially time bombs, however you will only be able to tell how close a thunder ball is to exploding by how loud/clear the thunder sound is in them. Players should determine the louder balls and stand next to the quiet ones until the louder ones explode, then move to the safe spot left behind after. Any players who stand next to a loud thunder ball as it is about to explode and get caught in the damage will be KO'd and knocked back. Be sure not to get knocked back off the platform as it will make reviving unlikely.

    Fourth phase: Lightning phase

    The boss will spawn electrical orbs that will buff his damage. Players should collect 1-2 of these to gain some immunity from future attacks. The effects will give players a blue electric aura. Do not collect more than 2 as it will cause a debuff and damage over time to you, and you will be very likely to get KO'd (also there are only so many orbs so all players should have some immunity). The electrical orbs do have another effect as well in a later phase (more on this later), where you can use 1 of the orbs for something.

    The boss will then cast various lightning strike AOEs on the group. Avoid these as they will turn you into a skeleton, and -1 your immunity from the electrical orbs. If you haven't got any immunity, they will reduce your health to 1.

    The boss will then cast a raidwide AOE attack. Any player without immunity from the electrical orbs will be KO'd however it will still do heavy damage even with immunity so healers beware. Once this attack has been cast your immunity will reset to normal.

    The following phases may not occur in the same run. At this stage both bosses will be vulnerable and in the fight.

    Fifth phase: Water and Lightning phase

    Same as both of these respective phases, however:

    1. Any lightning that hits a water puddle will make it an instant kill on contact, for both players and adds. Be very careful. This includes lightning from the strikes, and any player who has an immunity (however much) via electrical orb will instantly lose it as it will be placed on the water puddle. So watch your step.

    2. If the boss does his raidwide AOE attack while Morgwar adds are out, they will explode and do large raidwide damage. Even with immunity if you haven't killed these adds the group can still wipe.

    Sixth phase: Water and Thunder phase

    Same as both of these respective phases, however:

    1. If a Morgwar skulls while thunder balls are active, all will explode at the same time and cause a group wipe. So keep Morgwar away from water puddles at all costs and KO as soon as possible.

    2. The sea current AOEs will also need to be watched. They will move thunder balls around upon contact. This may create safe zones in its own right, but may become confusing for players trying to listen out for the thunder volume in these balls. It may make things easier or harder depending on the situation and timing.

    Seventh phase: Wind and Lightning phase

    (Be mindful that tornadoes in this stage of the fight will stay active for the remainder of the fight unless removed)

    Same as both of these respective phases, however:

    1. You can use 1 level of electric orb immunity to cleanse a tornado. Be mindful that when this tornado explodes it will do raid wide damage, so try not to do this too often or at the same time as someone else. After the tornado will disappear.

    2. Be extra careful of lightning strikes during the mild knockback phase. These mechanics will overlap. Also be mindful that you can accidentally get knocked back into a tornado and lose 1 level of immunity from the big skull. So be careful of tornado placements and where you get knocked back into.

    Eighth phase: Wind and Thunder phase

    (Be mindful that tornadoes in this stage of the fight will stay active for the remainder of the fight unless removed)

    Same as both of these respective phases, however:

    1. You need to co-ordinate tornado placements around the electric rod mechanic. If this is directly after the other wind phase, you will have 16 tornadoes in the fight at the same time to worry about. As such positioning and movement in this phase is very specific.

    2. If a thunder ball explodes close to a tornado or tornadoes, they will increase in size by quadruple for a limited time, doing large AOE damage, before exploding. The tornado explosions via thunder do not stack (if they did this phase would be impossible to pass), however it is best that the group blocks this attack and moves closer to the AOE before doing so. Upon explosion there will be a big knockback and large raidwide damage, so be careful not to fall off and block. Heals beware.

    Ninth phase: Wind and Water and Thunder and Lightning phase (one or both bosses at 20% health)

    Same as all of these respective phases, however:

    1. Extremely specific positioning needed, and big heals.

    2. KO adds as soon as possible and don't let them near water puddles unless they are struck by a lightning attack. Be mindful not to let Morgwar skull while thunder balls are active or it will wipe the group.

    3. Use electrical orbs sparingly, make sure all players have at least 1 level of immunity for the big lightning skull attack. You will have to use some immunity to cleanse tornadoes, as there could be as many as 24 tornadoes active by this time. The thunder balls impact will limit safe zones for a time, but they should also help clear tornadoes.

    4. Again be mindful of tornado placements around the electric rod mechanic. You may need to do damage to adds while placing tornado and while being close to a small electric rod. Multi-tasking DPS will be needed here. You may also need to be willing to place tornadoes in each other, requiring you to take some damage from them, so heals beware. This would then leave more room to move around for other mechanics.

    5. Any wind knockbacks or water current AOES will move thunder balls around, so be mindful of this. This may create safe spots, however any tornadoes cleansed may be at the bottom corners of the room. You could strategise and gather tornadoes at the bottom of the room through both of these mechanics, allowing more safe areas on the platform.

    6. Be careful with wind knockbacks not to get knocked into a lightning strike. Maintain electrical orb immunity and only use aside from the big lightning skull to cleanse tornadoes.

    The ninth phase will repeat until the bosses are dead.

    Only the phases 1,2,3,4 and 9 are guaranteed for every run. The other phases will depend on group damage to the bosses.
  4. TheLQ-DCUO Loyal Player

    Third area: Dungeon of the Fallen

    You enter a dungeon in an astral dimension. On the left side you can see a star emitting light, and on the right side you can see a star emitting darkness. You soon meet an alternate universe Doctor Fate, who has a new black and white look. He explains that the balance between light and darkness has been corrupted due to the destabilisation of the multiverse. We have to go further into the dungeon to explore what is going on.

    Eventually in a large hall room we encounter an alternate universe Raven. The spirits of light and darkness are tormenting her, and eventually possess her vessel, transforming her into the God of Light and Darkness.

    Final boss: God of Light and Darkness

    Again like second boss a lot of increasing mechanic overlap in this fight, and it is longer so players will need to learn mechanics fast. There will be fire around the edges of the map that will KO anyone who contacts it. Later in the main fight the two distinct phases will overlap, and each will be complex by themselves. You will need good damage, heals and positioning. Maybe not as hard as second boss depending on the damage of the group.

    Notes:
    1. The boss fight will start with the God of Light and Darkness whole. She will do a tank buster attack on the tank (similar to Murk in CoTe) so be aware of this. Shortly after the boss will skull, and everyone's health will go down to 1 health. 6 seconds later the boss will do a heavy raid wide damage AOE, so healers beware. The boss will not do this again for the remainder of the fight unless any player uses a Supply Drop.

    2. After this the boss will split her spirit in two forms, which you will battle one by one. These will be the sub boss Divine Light, followed by the sub boss Devastating Darkness.

    Phase 1: Subboss - Divine Light

    Mechanics:

    1. All group members will receive a white circle indicator, and they will need to split up to take damage from an incoming Holy Crystal. Placement of this may be crucial, especially later. The crystal can protect from other attacks via line of sight.

    2. After the crystal is placed, two players will receive a stack marker (SM), and all players must group up to split damage (3 players to each stack marker affected player). If they don't stack or less than 3 players do this the affected players will take heavy damage or be KO'd.

    3. Following the stack marker, the affected SM player (regardless of whether they survived or not) will tether the 3 players with a white line, and those three players will receive a curse, inflicting heavy damage AOEs in succession to that player. To mitigate incoming damage, each tethered player should go out of line of sight of the SM player behind a Holy Crystal. Move away from the SM player ASAP, or they will take heavy damage over time from nearby curse AOE from the tethered players. Do not walk the curse near other players, or walk to the same Holy Crystal. Once each tethered player has stood behind a different Holy Crystal, the crystal will explode and leave a white aura on the affected players.

    4. It is important that the white aura affected players walk next to the two SM players and give them a white aura as well. The white aura grants immunity from the Divine Light's skull. The Divine Light will do a raid wide AOE attack, any player that doesn't have a white aura will be KO'd. It will also knock back all players, so position not too close to the edges of the map.

    5. After this, the white aura will turn all players white, with a white material (similar to CTe last boss). The DL will then tether all players with a white beam, and each player will place a white pool underneath. This won't do anything for now, but be mindful of this later.

    6. The boss will then do a Seraph's Wrath skull attack. A large angel statue will appear in the middle of the room. Circular runes will spawn around it, with an arrow. At least two players should follow the arrows, facing the direction of the arrows to activate the next arrow placement, and then the next. Once the arrows have been activated two shielded areas will appear to the west and east of the statue. Players can stand in either (for now) to evade another raid wide damage AOE; any player not in a shield will be KO'd.

    This phase will then repeat until the boss is down. It is recommended to practice here ready for later.

    Phase 2: Subboss - Devastating Darkness

    Mechanics:

    1. All players will receive a dark curse, which will do heavy damage over time to the group (similar to Eclipso's attack in War Crimes alert). Doctor Fate will spawn 8 ankhs that will cleanse this - but make sure you go to a different ankh than the other players. Once one curse has been cleansed, the ankh will turn dark. This may become important later.

    2. DD will spawn ravens in the air, that will form into rings around the map. They will spawn at somewhat different times, so pay attention to this. Each ring after a set timer will shoot in a straight line across the room, so make sure you don't stand in line of sight of this or you will take heavy damage. Position yourselves and rotate around the safe zones between the rings, taking note of the timing of the spawns.

    3. The boss will spawn eyes around the map. These will periodically skull. Do not look at them if they skull, or you will take damage, and be forced to move towards the eye 10 steps. This may become tricky later. Note when eyes skull and pay attention.

    4. At the same time as note 3, the boss will do a Fallen Angel's Swan Song skull attack, and will spawn a Dark Angel statue in the middle of the room. Dark circular runes will spawn around this statue. All players should stand on their own dark rune, to absorb two rounds of incoming damage. If you don't the group will take heavy raid-wide damage over time. On the third round, all players should move off the rune and away from the statue. The statue is cunning, and if you stand for the third you will be KO'd. On the third round the statue will disappear with its runes. You will be left with a dark aura after.

    5. The dark aura will transform into a dark material for a time on the player, similar again to CTe last boss. The boss will do a purple tether on all 8 players, and they will all place 8 dark purple pools shortly after. This does nothing for now.

    This phase will then repeat until the sub boss is down.

    Phase 3: God of Light and Darkness

    This phase will start similar to the start of the fight. At the same time a white symbol and dark symbol will spawn on the middle left and middle right of the room respectively. These can be ignored or they can be used to cleanse debuff.

    Mechanics:

    1. This essentially combines the previous two sub bosses together. Positioning and timing of movement here are VERY specific, so be sure to practice the two sub bosses before.

    2. Place your dark curse to an ankh as soon as possible, this will happen at the same time as the white circle marker. Spread out and away from the dark ankh if possible. Be careful where you place Holy Crystals.

    3. The light SM phase will begin, at the same time as the raven ring phase. You will need to position the stack markers in correspondence with the order that the rings spawn, otherwise you will take too much damage and the group will wipe.

    4. After the white aura phase, make sure all players get the white aura. You can use this white aura to not only evade immunity from the boss' skull, but be sure to stand next to an ankh (at least 4 players do this), you may revitalise it in the process. The boss will then give 4 players a dark curse, which they need to cleanse via the ankh.

    5. The fight becomes confusing here as half the group will be doing different mechanics to the other for a time.

    6. The boss will do another Fallen Angel's Swan Song attack. A Dark Angel Statue will spawn in the middle of the room, however unlike before only 4 players need to fill the 4 circular dark runes that appear, to absorb damage for the group. On the third remember to move away from the statue to prevent a KO. At the same time the other 4 players will get white markers for Holy Crystal placement. Two of the players doing the Dark Angel mechanic will get a stack marker around the time of the third impact. 3 players will need to group up close with each SM player to split the damage, then spread out and hide behind a Holy Crystal to evade the white curse attack.

    7. Thereafter, the four players that were doing the light mechanics will get a light aura, while the four players that did the dark mechanics will get a dark aura (any players that did a bit of both will get the aura from the mechanics they started off with - if they were doing the Dark Angel statue and then helped with SM they will get the dark aura). The boss will do a raidwide AOE attack, however this shouldn't affect any players, besides transforming their materials into light and dark.

    8. The fight then becomes similar to CTe last boss, with 4 light players and 4 dark players. Do not stand near an opposite colour player or it will do heavy raid wide damage to the group. The boss will tether all players and give them a pool of the opposite colour to the material colour that they have. Do not stand in an opposite colour pool or again it will do heavy raid wide damage to the group. The material colour will periodically change, so pay attention. You can continue to burn the boss while this mechanic is ongoing for a bit.

    9. The boss will cast a Seraph's Wrath skull attack. A white angel statue will appear in the room, similar to before. One player of each colour should complete the two paths set around this, creating two shields. This is tricky due to the pool timing. Once the shields are formed the light players should go into one shield, and the dark players should go into another. The boss' skull should give the group enough time to place their opposite colour pools in the respective shields, and then everyone must swap shields so they are placed on the corresponding colour pools. Player colours should NOT change during this time, or it would wipe the group. Once the boss has done its skull attack the shields, angel statues, dark/white pools and player colour materials should disappear, and the phase will start again.

    This will repeat again until the boss is dead.
  5. TheLQ-DCUO Loyal Player

    Feats listed will be 0 point feats due to the high difficulty and complexity of the boss fights above.

    Rapid Descent into Chaos - Complete the Elements of Chaos (Extreme) Raid in 25 minutes or less.

    Elements of Chaos? What Chaos? - Complete the Elements of Chaos (Extreme) raid without allowing any group members to be knocked out.

    Professional Ice Skater - In the Elements of Chaos (Extreme) Raid, defeat the God of Fire and Ice without allowing any group members to slip off the platform while the platform is covered in ice

    Masters of Fire and Ice - In the Elements of Chaos (Extreme) Raid, defeat the God of Fire and Ice without allowing any group members to be knocked out, and without any healers in the group using more than 50% of their power bar at any point during that attempt of the fight.

    Built For All Kinds Of Weather - In the Elements of Chaos (Extreme) Raid, defeat the second boss encounter after encountering all phases of the fight (over multiple runs)
    - Wind phase
    - Water phase
    - Thunder phase
    - Lightning phase
    - Wind and Water phase
    - Wind and Thunder phase
    - Wind and Lightning phase
    - Water and Thunder phase
    - Water and Lightning phase
    - Thunder and Lightning phase
    - Wind and Water and Thunder and Lightning phase

    Weather Wizard - In the Elements of Chaos (Extreme) Raid, defeat the second boss encounter after repeating the final phase at least three times in the same attempt

    Raven Mad - In the Elements of Chaos (Extreme) Raid, defeat the God of Light and Darkness after repeating her final boss phase at least 4 times, and without allowing any group members to be knocked out through the entire attempt of that fight

    Explorer of the Elements - Complete the Elements of Chaos (Extreme) Raid 10 times

    Master of the Elements - Complete the Elements of Chaos (Extreme) Raid 25 times

    Conqueror of the Elements - Complete the Elements of Chaos (Extreme) Raid 50 times