DCUO Ultimate Raid Idea: The Epic of Mordru

Discussion in 'Joker’s Funhouse (Off Topic)' started by TheLQ-DCUO, Mar 16, 2023.

  1. TheLQ-DCUO Loyal Player

    This ultimate raid would take place in a repurposed area similar to the final island of Shattered Gotham.

    The difficulty would be at or above elite plus throughout, especially later.

    There would be a series of different boss encounters. If the group wipes they will have to start from the beginning.

    Unlimited rallies.

    All loot would drop at the end of the raid, however Otherworldly Essence has a chance to drop from all enemies.

    Recommended group setup - 2 Tanks, 1-2 Healers, 1 Controller, 3-4 DPS
    Overarching mechanics:

    It is highly recommended for all group members to have a good supply of Lamp of Van Helsing consumables, especially later.

    Madness Meter mechanic:

    Starting during the Tala fight, a "Madness" meter appears, scaling from from 0 to 100.

    The higher it is, the more damage over time you will passively take (Madness), but it will also give you more powerful Might and Precision buffs.

    It only increases during boss fights while Harbinger of the Devourer is active in the fight, however it may also be triggered from other mechanics as well (more on this later).

    If the meter reaches 100, madness will take control of you and everyone would be tossed into the abyss and instantly KO'ed.

    Talk to Shazam when he has a timer icon above his head and use his Wisdom of Solomon to lower the Madness meter if it gets too high (this is applied to the whole team at once even if only one person does it).

    At certain points of the raid, the Harbinger of the Devourer (HOTD) will appear -

    Dispersal Wave: Harbinger of the Devourer will have a red skull icon above their head while looking in the air and preparing a beam.

    There will be onscreen text stating the following tell: "Stand in the Beam to Split the Damage!"

    Affected players (who the Harbinger of the Devourer is looking at) will receive a red arrow above their head as well as a white circle marker on the floor underneath them. These affected players will take considerable damage, however they will take reduced damage if more are stood in the Dispersal Wave area of effect.

    Additionally, the less players that are stood in the Dispersal Wave, the more the Madness Meter will increase on top of the 8 Madness Meter that occurs when HOTD appears. It is imperative that the Madness Meter is kept as low as possible throughout the raid especially later.

    More below:
  2. TheLQ-DCUO Loyal Player

    First boss: Tala

    Mechanics:

    Mass Meteor Strike: Tala will launch meteors off the ground on all players. This will do moderate damage on its initial impact, however the affected players will need to evade the second impact as this will likely KO and will leave a fire AOE on the ground, dealing considerable damage over time.

    Tala may periodically summon Blood Golem adds to her side. These should be KO'd as soon as possible as they will add pressure to the tank in amongst other mechanics.

    Soul Leech: Tala will focus a beam on an affected player, dealing damage over time. This can be lunged/countered to interrupt this mechanic.

    Incapacitating Curse: Tala will focus a purple beam on an affected player, dealing damage and stunning the player.

    Midway between Meteor Strikes, the Harbinger of the Devourer will appear for the Dispersal Wave stack.

    Once Tala is defeated, Felix Faust will appear in the room as a considerable add.

    Transition: Felix Faust Overcharge damage check

    Felix Faust may spawn a purple shield around himself which will get more energised with time - this is a damage check. Shazam may say an audio tell in VA, stating: "Destroy the shield!" The group will need to focus damage on Felix Faust to destroy the shield. If the shield is not destroyed Felix Faust will deal a powerful Overcharge attack which will knockback and KO all players. This is a heavy damage check so save any allies/orbitals/SC for this.

    Faust will do this repeatedly until he is defeated.

    Consider that while this is occurring HOTD may appear and do a Dispersal Wave attack on the group, as well as increasing the Madness Meter. Adhere to this mechanic while damaging Felix Faust.

    Once Felix Faust is defeated Mordru will appear.
  3. TheLQ-DCUO Loyal Player

    Second boss: Mordru


    Periodically, Mordru may have a skull icon above their head, before teleporting to a random player who he is looking at. It is best practice to block when this occurs if you are the targeted player.

    Mark of Cain mechanic:

    Stack mechanic.

    Mordru will have a red skull icon above his head, along with on-screen text stating "Mordru Uses the Mark of Cain Against You!".

    A random player in the group will get a Mark of Cain red marker above their head. As many players as possible will need to group up very close to that player to mitigate incoming damage from Mark of Cain.

    Approximately 6 seconds after the marker appears it will deal large damage.

    If no-one stacks on that player, or only 1 or 2 other players stack on that player, all affected by the Mark of Cain impact will be KO’d.

    The more players that stack close together on the affected player, the less incoming damage there will be and the less likely this will cause KO's.

    Depending on other mechanics ongoing, it may be best practice to block before being affected by this mechanic.

    Other mechanics:


    Mordru will summon four Summoned Eye of the Empress (major adds) that will be fixed in place on the north, south, east and west of the room. These will need to be KO’d quickly as they may do several mechanics. They may do the 360 cone attack (Thorn Thrust) at the same time while facing the same direction. They will then each do the damage check. If they aren’t defeated before the timer runs out, they will mind control a random player. If all four are still alive, four random players will be mind controlled and will need to be freed quickly. This will make stack mechanics tricky.

    Once Mordru is at 15% health he will blink to the middle and shield, then spawning Subjugated Klarion, Teekl, and Subjugated Croatoan adds.

    Third boss: Klarion and Teekl


    Mechanics:

    Lightning Storm: Subjugated Klarion may spawn a lightning AOE on a targeted player. Does considerable damage over time.

    At the start of the boss encounter, a giant Teekl will spawn and join the fight. This can be defeated as soon as possible as many of its attacks will hard stun players, or it can be kept alive by a second or third tank for a feat. Depending on how quickly Teekl is defeated it is highly recommended to have at least 2 tanks active during this boss encounter, as if Teekl and Klarion are close together Teekl will be able to pin down and deal heavy damage over time to an affected player until they are KO’d.

    Mordru may do a Deadly Beam attack towards a random player in range, which can deal significant damage.

    Croatoan mechanic:


    One of the primary mechanics of the boss encounter.

    This mechanic will commence during the following VoiceOver communication:
    Mordru will say "Enough! Bring me the people of Limbo Town so that I may feed on their life force!".
    Klarion will say "No! This is not what we agreed to! These are my people!"*
    Mordru and a soul well will be present in the middle of the area where the boss encounter takes place.
    *At this stage of the boss encounter, there will be onscreen text stating: "Spellbound Croatoans Trudge Towards Mordru!"

    Several Spellbound Croatoan adds will spawn around the perimeter of the boss encounter and move towards the middle. These can be 'defeated' but they will still move towards the middle of the room.

    Each Spellbound Croatoan add that spawns will have a purple icon above their head that players can interact with, if players tap damage towards that Croatoan add first. If these are interacted the Spellbound Croatoan will be freed (they will return to Croatoan ally NPCs) and run away from the middle back into portals back to Limbo Town.

    If enough Croatoans make it to Mordru, Mordru will say in VoiceOver: "Yes! Another sacrifice to Mordru!" and fire a powerful Soul Inferno attack in front of him towards group members. This does significant damage to affected players, and will also leave a large purple AOE (Soul Fire) in a section of the boss encounter, which will deal considerable damage over time to affected players.

    In addition, Soul Inferno will increase the Madness Meter considerably.

    In addition, while players are affected by Soul Fire, they will also receive a heal debuff.

    As a tank, try not to pull Spellbound Croatoans towards the middle of the room as they will likely interact with Mordru and trigger his Soul Inferno mechanic.

    This phase acts as a damage check, so the sooner Klarion and Teekl are defeated the quicker the Croatoan mechanic stops and your group can progress to the next phase.

    Transition: Neron appears with other mirror images, defeat the correct one so no-one gets stunned.


    While Neron is active HOTD may appear and do another Dispersal Wave attack, so adhere to the mechanic as done previously. This will likely time with the Neron mechanic, so ensure no-one in the group gets stunned during this so they can stack with the group in time for Dispersal Wave.

    After this, Mordru phases the group to Sorcerer’s World, where Vampire Lord awaits.
  4. TheLQ-DCUO Loyal Player

    Fourth boss: Vampire Lord

    Mechanics:

    Bat Swarm: Vampire Lord will give some players a swarm of bats around them, which will deal damage over time. It may also stun players by lifting them in the air.

    Shadow Vortex: Vampire Lord will have a red skull icon above his head, before using dark magic to pull players in range towards him. This will do multiple ticks of considerable damage if any players are affected by this. He is most likely to use this ability after teleporting or moving into a Pool of Darkness. He may also use this after a group member uses a Supply Drop.

    Disintegration Beam: Vampire Lord will have a red skull icon above his head while looking at a player in the group (normally the player with the most hate), before firing a dark beam at that player. This does multiple ticks of mild damage over time before the beam causes a dark explosion on the affected player, dealing considerable damage. There is a chance that this beam may stun the affected player.

    Black Energy Burst: Vampire Lord will have a red skull icon above his head, before doing a dark energy cone AOE attack directly in front of it. Does moderate damage to affected players.

    Mass Void Strike: Periodically Vampire Lord will have a red skull icon above his head while flexing and looking at the floor and then standing straight, before spawning shadow orbital strikes on the group. These should be avoided or they will do significant damage.

    Sometimes with (5), Vampire Lord will pull all players towards him and give them a purple proximity marker (Shadow Curse). All players should then spread out away from each other as soon as possible. If any players and their respective proximity markers are too close together they will do significant damage to both and may cause KOs especially in elite. Note that if two players are too close, on the combat log it will show that you have taken moderate damage from your own Shadow Curse, and considerable/massive damage from the other player's Shadow Curse.

    Pool of Darkness:

    Four Pool of Darkness AOEs will spawn in each corner of the room. There will be on-screen text at the start of the fight when this occurs stating the following: "Small pools of darkness have begun to form in corners of the room!". When they are fully active in the fight there will be on-screen text stating the following: "The pools of darkness are fully formed!"

    If a player stands inside them they will take damage over time.

    If Vampire Lord stands inside them they will receive defence buffs and may restore some health. There will be on-screen text stating the following: "Keep the Vampire Lord out of the pools of darkness!"

    Pools of Darkness can be destroyed if a player has the Illuminating Touch consumable equipped, and uses it while in a Pool of Darkness. There will then be a fire icon in the middle of the pool, which the player has to interact with in order to destroy the pool.

    If a Pool of Darkness is destroyed, Vampire Lord may summon Shadow Minions to the fight. These can be defeated by the group or they will go to an empty corner of the map and create a new Pool of Darkness.

    Shadow Monster

    After some time, a Shadow Monster will spawn from a Pool of Darkness. The Pool of Darkness will then disappear in its place. There will be onscreen text when this occurs, stating the following: "The Vampire Lord has summoned a Shadow Monster!". There are four different types of Shadow Monsters:

    Note: There may be onscreen text stating: "Defeat Shadow Monster before more are summoned!". Shadow Monsters should be defeated as soon as possible, or more Shadow Monsters will spawn alongside them and the boss, making the fight increasingly tricky with multiple overlapping mechanics.

    Shadow Snake

    If a player stands too close, the snake may Swipe, dealing damage to affected players and some knockback. The snake may also use its Snake Bite ability to a nearby targeted player, dealing moderate damage.

    Flame Breath: The snake may also do a breath attack in a certain direction. This will deal heavy damage over time (perhaps KOing) to affected players.

    Shadow Man-Bat

    Sonic Stun: Deals damage in a cone to affected players in front of it, and may stun affected players.

    Sonic Screech: The Shadow Monster will move while having a red skull icon above its head. It will then launch into the air slightly, producing a shockwave that does moderate damage to and may stun affected players in range.

    Shadow Bat

    Shadow Werewolf

    Lycanthropy: The Shadow Werewolf will move to and look at a random targeted player, stunning the player and turning that player into a werewolf. This will be shown in on-screen text to all group members, stating the following: "Someone has been marked by the beast!" This effect will last for a time however that player won't be able to use their powers. This can be prevented or cured if the affected player uses an equipped Pious Aura consumable.

    Feral Charge: The Shadow Werewolf may charge into a player or ally NPC. Does considerable damage and some knockback on impact.

    Shadow Werewolf will have a red skull icon above its head, before doing a howl cone AOE attack directly in front of it. Does moderate damage and may stun affected players.

    Transition: Doctor Fate joins the fight to assist the group, however he is quickly subjugated and has his powers absorbed by Ultimate Mordru, who also absorbs the powers of Vampire Lord, Neron and other Shadow Monsters.
  5. TheLQ-DCUO Loyal Player

    Fifth boss: Ultimate Mordru (UM)

    Mechanics:

    Mirror Image Mark of Cain: One player will receive a Mark of Cain red marker with a glowing red aura. This is the real Mark of Cain red marker. As many players as possible should stack on this player - except for two players. Two players (not tanks) will receive a Mark of Cain red marker WITHOUT a red aura. These players will need to move away from the group. On impact Mordru’s Gems will spawn and deal a trailing AOE (Sorcerous Rebuke) on each of the two players with the fake Mark of Cain markers.

    Abyssal Impulse: Ultimate Mordru will teleport 1-2 times in quick succession, placing himself at the centre back of the platform. He will then prepare another attack (indicated by red arrows on the floor around him pointing away from him, a skull icon above his head, and a sound indicator). All players should move close to him straight away as he will do a considerable knock back attack. If you react too late or are too far away you may get knocked off the platform. Tip: the ally NPCs, and any henchmen or other pets you or other players are using can be used as a cushion to fall back onto from the knock back attack - they can also block you from positioning correctly as well!
    Note also: At the same time golden ankhs will spawn around the room at a certain point. When Mordru teleports ready to do his knockback. Players must make sure they don’t get knocked back into an ankh as it is about to explode (Ankh Bomb) or they will be KO’d. The safe zones away from ankhs will have an ankh spawn on them after, and players will need to stand in the location of one of the recent Ankh Bombs that has exploded so they don’t get hit by the one that just spawned in their previous spot. This positioning will continue a few more times as more Ankh Bombs spawn in previously safe locations. While this is going on the group should focus damage towards UM.

    Bat Swarm: UM will give some players a swarm of bats around them, which will deal damage over time. It may also stun players by lifting them in the air.

    Shadow Vortex: UM will have a red skull icon above his head, before using dark magic to pull players in range towards him. This will do multiple ticks of considerable damage if any players are affected by this. He is most likely to use this ability after teleporting or moving into a Pool of Darkness. He may also use this after a group member uses a Supply Drop.

    Disintegration Beam: UM will have a red skull icon above his head while looking at a player in the group (normally the player with the most hate), before firing a dark beam at that player. This does multiple ticks of mild damage over time before the beam causes a dark explosion on the affected player, dealing considerable damage. There is a chance that this beam may stun the affected player.

    Black Energy Burst: UM will have a red skull icon above his head, before doing a dark energy cone AOE attack directly in front of it. Does moderate damage to affected players.

    Mass Void Strike: Periodically UM will have a red skull icon above his head while flexing and looking at the floor and then standing straight, before spawning shadow orbital strikes on the group. These should be avoided or they will do significant damage.

    Sometimes with (5), UM will pull all players towards him and give them a purple proximity marker (Shadow Curse). All players should then spread out away from each other as soon as possible. If any players and their respective proximity markers are too close together they will do significant damage to both and may cause KOs. Note that if two players are too close, on the combat log it will show that you have taken moderate damage from your own Shadow Curse, and considerable/massive damage from the other player's Shadow Curse.

    Pool of Darkness:


    Four Pool of Darkness AOEs will spawn in each corner of the room. There will be on-screen text at the start of the fight when this occurs stating the following: "Small pools of darkness have begun to form in corners of the room!". When they are fully active in the fight there will be on-screen text stating the following: "The pools of darkness are fully formed!"

    If a player stands inside them they will take damage over time.

    If Ultimate Mordru stands inside them they will receive defence buffs and may restore some health. There will be on-screen text stating the following: "Keep Ultimate Mordru out of the pools of darkness!"

    Pools of Darkness can be destroyed if a player has the Illuminating Touch consumable equipped, and uses it while in a Pool of Darkness. There will then be a fire icon in the middle of the pool, which the player has to interact with in order to destroy the pool.

    If a Pool of Darkness is destroyed, Ultimate Mordru may summon Shadow Minions to the fight. These can be defeated by the group or they will go to an empty corner of the map and create a new Pool of Darkness.

    Last phase: Giant Ultimate Mordru (40% health onwards)

    Ultimate Mordru will restore to approximately 55% health.

    Mechanics:

    Abyssal Meteor of Cain: UM will spawn a massive meteor from the sky that will land in the middle of the room. All players will need to stack in the middle to split the incoming damage and mitigate knockback. At the same time golden ankhs will spawn around the room at a certain point. Players must make sure they don’t get knocked back into an ankh as it is about to explode (Ankh Bomb) or they will be KO’d. The safe zones away from ankhs will have an ankh spawn on them after, and players will need to stand in the location of one of the recent Ankh Bombs that has exploded so they don’t get hit by the one that just spawned in their previous spot. This positioning will continue a few more times as more Ankh Bombs spawn in previously safe locations. While this is going on the group should focus damage towards UM.

    HOTD will then appear and do another Dispersal Wave attack. It is imperative that the group continues to stack for this while keeping the Madness Meter as low as possible.

    Mass Lycanthropy:

    Likely one of the most difficult mechanics of the entire raid and why mechanics previously need to be adhered to perfectly. UM will spawn a massive moon, transforming all players and Shazam into werewolves. The only way for players to be free from the form is to either use a Pious Aura, a Righteous Pyre on another player, or complete the upcoming mechanics.

    Red Moon Marker of Cain: A random player will get a red moon icon (with aura) above their head. As many players as possible should stack on that player to minimise incoming damage. There are a few notable factors with this. If any players in the stack are in their normal form, they will be KO’d. Only werewolves can stack on this player who themselves will have to be in their werewolf form to pass the mechanic. The werewolf form itself will mitigate some damage from the impact, but can still KO if not enough players stack.

    Two other players will get a red moon icon without aura (Mirror Image Red Moon Marker of Cain). These players will need to stay away from the group as they will get the Gem Beam trailing AOE instead (Sorcerous Rebuke), dealing massive damage over time if affected directly.

    From this point onwards, Shazam will be a werewolf. The only way to activate his cog to lower the Madness is if the player activating is also a werewolf.

    Blue Moon Marker: Two random players (usually at least one of which is a healer) will have a blue moon icon, with a longer timer than the red moon. These players will need to be in charge of activating Shazam’s cog in order to lower the Madness. After either they can use a Pious Aura to get out of the werewolf form, or let the mechanic play out. Once the blue moon timer runs out, the player will be forced to do a Feral Charge and run in the direction that it is facing for a time. This may result in the player falling off the platform, or if other players are in the way of the charge they will be knocked back and likely KO’d. Once the charge is finished these players will revert to their original form.

    Note that if timed right, players with the Blue Moon Marker can stack with the group, provided they position correctly after.

    After this phase has ended, UM will gain even more power! From this point all group members will receive a healing debuff, which will get progressively stronger with time. Additionally his mechanics will become more difficult.

    Mass Intense Lycanthropy: (Similar to Mass Lycanthropy) This is much more difficult to free players from the werewolf form. The Red Moon Marker of Cain will impact 5 times rather than just once. For best results the healer with the blue moon marker will have to use a Pious Aura to return to their original form in order to heal incoming damage. If the Madness is high this will be very difficult to pass and may result in a wipe. If the player with Blue Moon Marker lets it play out, they will do 4 Feral Charges rather than just one, in various directions.

    If this phase gets passed and UM is still alive, he will gain even more power! There will be onscreen text stating: “Mirror Images are now reality!”.

    The previous phase will repeat again except this time, 3 players will receive the Red Moon Marker of Cain with the aura. This is very likely to wipe the group, unless 1 or both of the heals with the Blue Moon Marker use Pious Auras to return to their normal form straight away and prepare significant heals/shielding for the group. Alternatively if an atomic tank is in the group they can use Pious Auras to return to normal and use Mass Density for reduced incoming damage. Either way it is very unlikely the group will survive this.

    If the group does survive, UM will spawn 3 Harbinger of the Devourers around the map, and each will prepare a Dispersal Wave on the group (separately), while drastically increasing the Madness Meter. The group will stack for Dispersal Wave while trying to beat UM before they are KO'd or the Madness hits 100.

    Once UM is defeated you have completed the raid.
  6. TheLQ-DCUO Loyal Player

    This raid idea borrows, enhances or brings together mechanics from the following DCUO content:

    JLD: Darkness Rising alert

    Vampire Lord fight (nearly all mechanics)

    JLD: Fellowship of the Arcane raid

    Klarion, Teekl, and the Croatoan mechanic from the elite version

    JLD: Shattered Gotham raid

    Madness mechanic, Harbinger of the Devourer, Mark of Cain stack, Tala and Felix Faust damage check

    Legion: Convergence of Unmaking raid

    Shadow of Trigon's orbitals and proximity markers are added to Vampire Lord. Also the gem mechanic and knockback on last boss, and mini Eyes similar in mechanics to the second boss

    Anniversary: Speed Force Flux raid

    The Dispersal Wave mechanic from the Eye of Paradox fight at first boss

    SoBA: The Treachery of Black Adam solo

    Neron's Mirror Image mechanic

    SoBA: Rock of Eternity raid

    The golden ankhs (Ankh Bomb) from the Black Alice fight
  7. TheLQ-DCUO Loyal Player

    Further notes:

    1. While Ultimate Mordru has absorbed the powers of Vampire Lord and Shadow Monsters, Lamp of Van Helsing consumables will not work on him. They will still work on Vampire Lord and Shadow Monsters however.

    2. Pious Aura's 90 second immunity should run out in time in between werewolf phases in the last part of the raid. That said, use this consumable wisely. Additionally, if the player uses Pious Aura too late in a previous phase and doesn't get changed at the impact of Mass Lycanthropy, it is very likely that player will face considerable difficulty in the phase and it may cause complications for the group. Ideally only a healer, if any role, should use this at all.

    3. Using a Righteous Pyre to cure players of Lycanthropy during the werewolf phases is very risky, especially if Madness is too high. It is possible but very risky to the group.
  8. TheLQ-DCUO Loyal Player

    Feats:

    Trials of Mordru Infinite: Complete The Epic of Mordru Ultimate raid without any players being knocked out