DCUO Raid Idea: Multiverse of Gods Part III

Discussion in 'Joker’s Funhouse (Off Topic)' started by TheLQ-DCUO, Jul 25, 2021.

  1. TheLQ-DCUO Loyal Player

    Hello all! I have the final instalment of my Multiverse of Gods raid idea series, and this one contains 3 very powerful All-Powerful versions of Iconics from DC lore.

    This all culminates in an epic and very challenging last boss where the mechanics you will have adapted to from the other two ideas will be put to use in the ultimate challenge.

    This will be a 8 player operation.

    Instance 1: Cloud Temples of Themyscira

    The first boss will be the All-Powerful Wonder Woman.

    Instance 2: Bat Fortress

    The second boss will be the All-Powerful Batman.

    Instance 3: Absolute Krypton

    The last boss will be Infinite Doomsday.

    Boss fights/mechanics will be in separate posts.
  2. TheLQ-DCUO Loyal Player

    First instance: Cloud Temples of Themyscira.

    This will be set at night time in an Olympian/Themysciran instance, featuring plenty of Easter eggs from previous WW content.

    You will fight several adds, including minotaurs, lions, phoenixes, gorgons, satyrs, harpies and more! They will be recycled from previous WW content, so their own mechanics should remain the same.

    As you progress further into the temple complex, you will encounter sub bosses like the bosses from Labyrinth of Lost Souls. You will need to complete various puzzles, but bare in mind that Cerberus will be patrolling and if he catches you he will eat and KO you, so try not to go where Cerberus is.

    Room A: There will be 4 portals that will flash orange, blue, yellow and green for 5 seconds. They will then turn off the colours and adds will spawn. In the middle of the room the colour of the platform will change, and there will be 4 other platforms which will be orange, blue, yellow and green. You should kill one add on the colour platform that is also lit up in the middle. When that add is defeated, a stone of that same colour will appear on the floor. One player should pick up that stone and place to the corresponding portal. If they kill adds on the wrong platform at the wrong time, the group will take damage. If the stone gets placed at the wrong portal, the group will take damage. Once all 4 stones have been placed at the right portals the group can then progress to Room B.

    Room B: This is a trap room, similar to the start of LOA Alert except with a raid group. You will need to activate cogs at the right moments, and sometimes they will flash up fast - ideally have one player to each cog. If you don't activate 10 cogs in time, you will die from the incoming blades. If you do you can then progress to Room C.

    Room C: This is a gorgon room, similar to the one in Labyrinth raid but harder as there is a Gorgon Eye Plaque* at the end of the room. You need to draw adds to one of the gas emitters from either side of the room to turn them into stone and then place on one of 4 platforms in the middle of the room. Once all 4 platforms have a stoned add on top you can progress to Room D.

    *Gorgon Eye

    There will be a gorgon eye at the end of the room. This has a few skulls depending on its colour.

    - If the gorgon eye flashes red and does a skull, everyone must look away or it will KO anyone looking directly at it.

    - If the gorgon eye flashes blue and does a skull, everyone must look away or it will encase that player/those players in stone who looked directly at it. When the player breaks out of stone it will do damage to nearby players.

    - If the gorgon eye flashes green and does a skull, everyone must look directly at the eye or they will be KO'd if they look in any other direction.

    - If the gorgon eye flashes purple and does a skull, arrows will appear on the ground. All players must face the direction of the arrow as an aurora wave rushes through. Anyone not facing that direction will take heavy damage and have their defence lowered, and their movement speed lowered as well. Bare in mind later in the fight these may become more frequent as well and the arrows will change direction.

    Room D: This is a lava room, similar to second boss False Idols. In order to progress, you must activate the Forges in succession 5 times, while defending the group from weapon adds. If you take too long to activate, the room will flood with lava and do heavy damage over time to the group. There will be 6 Forges in this room to activate at the same time, so everyone needs to be involved in progressing through this room.

    Once you have completed the trials, you can then progress to the chamber where you will encounter All-Powerful Wonder Woman.

    First boss: All-Powerful Wonder Woman

    You will need excellent positioning, damage and be able to move out of the way of things fast. Not pug friendly at all.

    Notes:
    1. At the start of the fight All-Powerful Wonder Woman will be assisted by All-Powerful Donna Troy in the elite version. You should KO Donna Troy as soon as possible. She will do a couple attacks, including reflect, may pull group members with her lasso, and she may also do a lasso vortex attack (similar to The Machine). You should avoid any spinning lassos that fire, otherwise they will create a black hole, drawing nearby players in and doing large damage over time.
    2. Archer Statues will spawn around the edges of the room during the first half of the fight. They will target players with an arrow before shooting arrows. Players with this should avoid nearby players, and it will also spawn a magic AOE for a time. With time other Archer Statues will spawn and more players may get targeted, so you will need to co-ordinate with players. There is a teleport you can enter where you can turn off the Archer Statues for a time, so where possible during this part of the fight one player should enter and do this. (similar to Grodd in FVE).
    3. In the second half of the boss fight, the boss will summon a large phoenix to assist her. (The archer statues will disappear and the teleport will no longer be accessible by this time) The phoenix will light the walls around the room on fire, anyone who touches the walls will be KO'd. The phoenix will spawn green fire fields which will heal WW. At times, Phoenix will give a player a green arrow, that player should move closer to where the Phoenix is before it charges, and the rest of the group should get out of the way. The phoenix will then charge through the room and do a large knock back to anyone in its way. If players get knocked into the wall they will be KO'd. This may happen up to 3 times at certain points in the latter half of the fight. This should only happen when there are no adds in the room.
    Towards the last 15% of the fight the fire should start spreading further into the boss room. Players should evade this and burn the boss as quickly as possible while dodging the fire and other overlapping mechanics.

    Hades phase:

    The boss will spawn Shade adds, including Bowmasters and Punishers. The Bowmasters should be KO'd as soon as possible due to the added complication of Archer Statues, at least in the first half of the boss fight.

    Ares phase:

    The boss will spawn an Essence of Wonder Woman, similar to the Ares fight in TOD. The tank should take down the essence to remove the defence from WW. WW will take 1 damage during this time.

    Zeus phase:

    The boss will spawn Olympian adds which are carrying Elixirs. The boss will prepare a massive electrical attack. Players must defeat the adds and then activate the elixir cog at the right time, otherwise they will take massive damage or likely be KO'd from the attack. Furthermore, some players will get electric auras and take damage over time. They will need to move to one of 2 electrical rods in the room to place the electric, and then roll over it so other players can also place their electric. This should not coincide with the Phoenix charges.

    At 20% health WW will give all players a curse, this may also overlap with Phoenix charges. All players should continue to walk around the room without walking into their own curse or another player's curse.
  3. TheLQ-DCUO Loyal Player

    Second instance: Bat Fortress.

    This will look like a cross between DME, Inner Sanctum and Nexus of Reality. You will fight various OMAC adds, Bat drones, Shield arbors, Wing Armors etc. There will be a split section where you need to activate consoles at similar times to the other 4 players. There will be Sentinel sub bosses which you need to defeat at the same time, there will be drones that will shield them so they will need to be destroyed soon. There will also be Guise of the Nexus that will stun one of the players in that split group, which should be destroyed as soon as possible by the remaining players. Once you have defeated the Sentinels you can then progress to the main Bat chamber and fight All-Powerful Batman.

    Second boss: All-Powerful Batman.

    You will need excellent group co-ordination, damage, and strategy to finish this boss fight. Several tough damage checks and certain adds need to be KO'd ASAP. All DPS need to be competent due to certain adds, this is NOT a carry boss fight. The better the damage and the quicker the group thinks/acts, the easier this boss will be.

    Notes:
    1. Batman will spawn adds, including Shield Drones, NeurOMACs, and Wing Armors. He will also spawn a Brother Eye sub boss. The Brother Eye sub boss should be defeated as soon as possible, 2 minutes after another Brother Eye will spawn. They have the same behaviours as seen in Inner Sanctum. One player will receive an arrow, the Brother eye will spin and charge towards that player. The Brother Eye may also do a strafing run attack where they dash across the room, if a player is hit by this they will take large damage and be knocked back. The Brother Eye may also throw bombs in the air, with one player receiving a red arrow. Players will need to group up on the player with the red arrow to split damage from the bomb, otherwise that player will be KO'd.
    2. Batman will spawn an OMAC Executioner (similar to LB South Gotham alert), which will hard stun a random player and walk over to it. This should be stunned and/or KO'd as soon as possible or it will KO the affected player.
    3. Batman will also spawn Guise of the Nexus, which will hard stun a random player for a time. This is the next biggest priority to KO after the Executioner.
    4. There will be tracking lasers at times, similar to first boss False Idols. Players should avoid these and move away from other group members if targeted. These will not occur during the shield phase, or if there are more than one Brother Eye sub bosses present at the time.

    Shield phase:

    The shield phase from Nexus of Reality is back! Various AOEs will spawn on the floor, which will do damage over time and damage debuff if you are stood over them. One player will get a shield, followed by another - and then Batman will do a powerful Inevitability attack. Anyone not in a shield or nearby a player that has a shield during this time will be one shot.
  4. TheLQ-DCUO Loyal Player

    Instance 3: Absolute Krypton

    You enter straight to the boss fight. All-Powerful Superman has been expecting you, and merges his spirit using source energy into All-Powerful Doomsday creating Infinite Doomsday. This version of Doomsday also gets the powers of every other All-Powerful Iconic.

    Last boss: Infinite Doomsday.

    Easily one of the hardest MMO bosses if this happened. So much going on mechanic wise, you need excellent group co-ordination at all times, ideally no deaths, excellent damage. Many of the mechanics are from previous MOG raid boss ideas, so if you have learnt those you should be at an advantage. This boss has much higher health than other bosses of the same Tier. Voice chat is an absolute MUST.

    Notes:
    1. Doomsday will have similar behaviours to other boss fights with him.
    2. Doomsday may give one player a red arrow. Players should gather by that player to split damage from a fireball attack, otherwise it will one-shot the player.
    3. Doomsday may give one player a blue arrow. This player should hide behind one of the crystals in the room and be out of line of sight to other players. If you are in line of sight to any other player in the group when the blue shockwave happens from this arrow you will KO them.
    4. The arrows could happen at ANY time in the fight, sometimes simultaneously. Later in the fight more than one player may get a blue arrow at the same time, they will need to go to different crystals and be out of line of sight from everyone else.
    5. Doomsday may do red areas before doing earth attacks, these should be avoided or they will do large damage.

    90% health: Meteor phase

    Meteors will rain down in the room with increasing frequency until the boss is at 80% health. One player, ideally a tank or heal, should tank the damage from the meteors. This will also need to be co-ordinated with the notes I mentioned above. If a meteor hits the ground directly it will do large damage to the group, unless they are out of line of sight.

    80% health: Portal phase

    Doomsday will prepare a powerful one shot attack. There will be 8 portals around the map which will flash a colour for a brief time: 2 blue, 2 red, 2 yellow, 2 green. Players should activate 2 portals of the same colour at the right time to evade the one shot attack, they will then phase out of the room while the attack happens.

    70% health: Metal phase

    Metal Slimes will spawn and target one player (they will get a silver arrow). These slimes should be KO'd or they will encase that player in a ball. When that player is free they will be KO'd.

    60% health: Gorgon Eye phase

    There will be a gorgon eye plaque that will appear at the end of the room. This has a few skulls depending on its colour.

    - If the gorgon eye flashes red and does a skull, everyone must look away or it will KO anyone looking directly at it.

    - If the gorgon eye flashes blue and does a skull, everyone must look away or it will encase that player/those players in sunstone who looked directly at it. When the player breaks out of the sunstone it will do damage to nearby players.

    - If the gorgon eye flashes green and does a skull, everyone must look directly at the eye or they will be KO'd if they look in any other direction.

    - If the gorgon eye flashes purple and does a skull, arrows will appear on the ground. All players must face the direction of the arrow as an aurora wave rushes through. Anyone not facing that direction will take heavy damage and have their defence lowered, and their movement speed lowered as well.

    These will be very frequent so the group will need to be very conscious of which way they are facing at all times during this part of the fight. This will be like a hard mode version of this mechanic due to frequency of the skulls.

    50% health: Doomsday will summon large columns of energy which will one-shot anyone who stand in them. Players should avoid these and burn this boss.

    40% health: Doomsday will summon a large blue energy around the edge of the map, which will very slowly close in towards the middle. From this point, you need to KO the boss as soon as possible, while baring in mind other overlapping mechanics. If the energy reaches the crystals, there is a very likely chance the group will wipe because of the ongoing chance of blue arrows on players. Doomsday may also fly around and give one player a green arrow. This player should move closer to Doomsday as it charges. No-one else should be in the way of the charge. The charge will do a knock back and large damage to the affected player - also if anyone gets hit by the blue energy they will be KO'd and probably won't be able to be revived. This will become riskier if the fight continues for longer.

    30% health: Doomsday will spawn several adds, similar to the Batman fight. One may hard stun one player, which should be KO'd as soon as possible. Another player may be hard stunned by an executioner. This add should be KO'd as soon as possible or it will KO the affected player.

    The remainder of the boss health will alternate between the last 2 phases, while considering the overlapping mechanics in the note section and the increasingly smaller space due to incoming blue energy.
    • Like x 1
  5. TheLQ-DCUO Loyal Player

    Feats:

    Trials of Themyscira I (10 point feat) - Complete the first trial by correctly defeating the add on the highlighted colour platform, then placing the correct colour stones to the corresponding portal

    Trials of Themyscira II (10 point feat) - Complete the second trial without allowing any group members to be knocked out by incoming blades

    Trials of Themyscira III (10 point feat) - Complete the third trial in 5 minutes or less, never allowing any group members to be hit by any of the Gorgon Eye attacks

    Trials of Themyscira IV (10 point feat) - Complete the fourth trial without allowing lava to flood the room

    Graduate of Themyscira (50 point feat) - Complete all trials successfully (finishing the feats above) in a single run of the raid

    Don't Get Bit Again (10 point feat) - Navigate the Cloud Temples of Themyscira without getting bit by Cerberus

    Donna Troy Spared (25 point feat) - Defeat All-Powerful Wonder Woman without knocking out All-Powerful Donna Troy

    Evading the Truth (25 point feat) - Defeat All-Powerful Wonder Woman without allowing any group members to be hit by Donna Troy's spinning lasso attack

    Aim, Fire! (10 point feat) - Defeat All-Powerful Wonder Woman without anyone using the teleport to disable the Archer Statues

    God Killer (10 point feat) - Defeat All-Powerful Wonder Woman after she has been through each of her phases (Ares, Zeus, Hades)

    Don't Enter the Inferno (50 point feat) - Defeat All-Powerful Wonder Woman without allowing any group members to touch the fire around the edge of the room that spawns in the second half of the fight

    Immortal Champion of Themyscira (50 point feat) - Defeat All-Powerful Wonder Woman without allowing any group members to be knocked out

    Nexus Sentinels, Again? (10 point feat) - Defeat the Sentinel Robots within 5 seconds of each other

    Brothers Eye (50 point feat) - Defeat All-Powerful Batman while two Brother Eye sub bosses are present in the room

    Only Room for One Brother Eye (25 point feat) - Defeat All-Powerful Batman without allowing more than one Brother Eye to be present at a time

    Bat Fortress Survivor (50 point feat) - Complete the Bat Fortress section of the raid without allowing any group members to be knocked out

    Bat (Fortress) Bolt (50 point feat) - Complete the Bat Fortress section of the raid in 9 minutes or less

    Executioner Dismissed (10 point feat) - Defeat All-Powerful Batman without allowing the OMAC Executioner to knock out a targeted group member

    Infinite Conqueror (100 point feat) - Defeat Infinite Doomsday without allowing any group members to be knocked out

    Impossible Victory (50 point feat) - Defeat Infinite Doomsday after allowing the blue energy field to reach the crystals in the room

    Infinite Doomsday Clock (50 point feat) - Defeat Infinite Doomsday in 6 minutes or less

    Red Arrows (25 point feat) - Defeat Infinite Doomsday after players have been knocked out from red arrow attacks at least 8 times

    Feeling Blue (25 point feat) - Defeat Infinite Doomsday without allowing anyone to be knocked out by a blue arrow player

    The Death of Infinite Doomsday (10 point feat) - Defeat Infinite Doomsday once

    We are Infinite (50 point feat) - Defeat Infinite Doomsday 50 times over multiple runs of the raid
  6. TheLQ-DCUO Loyal Player

    Updates:

    1. The red/blue arrows during the Infinite Doomsday fight should no longer occur during the portal phase, as this may make some attempts of the fight impossible depending on the timing of arrows. The red/blue arrows may occur during the Gorgon Eye phase, allowing for challenging timing/positioning at very specific times.

    2. Towards the last 40% of Infinite Doomsday's health, the crystals will explode if you stand near them for too long. They will stay but will do large damage to nearby players. Players with a blue arrow should take this into consideration in amongst everything else.

    3. During the add phases later in the fight, Sunstone Oppressor adds will be summoned. These should be stunned by the tank/troll, otherwise they will damage debuff the DPS in the group, interfering with damage checks.

    4. Players who receive a blue arrow will have 10 seconds to get out of line of sight of other group members before the shockwave occurs. If they are in line of sight of any other player/s they will be KO'd - this could be all 7 other players in the group if the player hasn't gone out of line of sight at all.
  7. TheLQ-DCUO Loyal Player

    There would be an extreme version of this raid if this wasn't hard enough for elite for some who want a really hard challenge.

    There would be no changes to any hallway mechanics.

    1. During the WW fight, All-Powerful Donna Troy would be a major boss rather than a major add (same health as WW).

    2. All-Powerful Donna Troy will now give 2-4 players a black arrow. Those players will place an AOE on the ground. Players should avoid these as they will transform into astral holes in the ground. If a player walks into these once they have materialised they will fall off the platform to their deaths and be out for the remainder of the fight. This will overlap with other mechanics, including the phoenix dive-bomb phase if DT isn't taken out by then. The astral holes will disappear after a time.

    3. The fire around the edge of the map will move towards the middle throughout the second half of the fight rather than just at the end.

    4. In the first half of the fight you will no longer be able to turn off archers via teleport in this version. You can however stack damage, however the damage stacks will be specific as to how many players can split the damage from these, and this will be indicated by a number in the arrow. For example if the arrow says 3, then 3 players or more will need to split damage, if it is just 2 players then they will take heavy damage or possibly be KO'd. This becomes more advanced on last boss.

    5. During the Batman fight, there will be less time to KO Brother Eye before another Brother Eye spawns.

    6. The shield phase will happen at a much faster speed so players will need to co-ordinate faster.

    7. There will be extra stun adds/executioner adds that spawn, especially later in fight.

    8. Tracking lasers will spawn regardless of how many Brother Eye sub bosses are out at any given time. As such safe areas will be less and the group will need to co-ordinate.

    9. Like with WW the damage stacks (red arrows) will be present in Infinite DD fight but more advanced (similar to 4). In the second half of the fight, you will need specific amounts of roles in the group to pass the damage stacks so the group member doesn't die. For instance if there is a green 3 next to the arrow, you will need at least one heal to stack the damage between the affected player and another player or the damage stack will fail and all will take heavy damage or be KO'd. If there is a yellow 5, then 4 other players (at least) including a tank must stack the damage with that player, or the stack will fail and all will take heavy damage or be KO'd. If there is a blue number then the controller must be present to stack damage with that player.

    10. During the meteor phase there will be 2 different types of meteors, some white and some blue. The blue meteors one player should;d be hit by to tank damage for the group. The white meteors all players should avoid and stay away from as they do bigger damage to anyone close by. It is important to distinguish the different types of meteor fast and act accordingly. Healer/s should be quick to top up health of players during this phase, it will be both a positioning and heal check.

    11. Blue arrows will become more frequent, and up to 4 players at a time will get blue arrows especially later in fight. All 4 players should hide behind a crystal and be both out of line of sight of the group and each other. If a player gets stunned by an add and gets a blue arrow, the rest of the group should hide behind crystals to evade the one shot. Only one stunned player should get a blue arrow at a time otherwise both will die.

    12. The incoming blue energy will close in at 1.5x the speed of the elite version. As such the damage check for the last 40% of the fight will be much steeper.

    There will be 0 point extreme versions of the feats listed previously.