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Destiny 2

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Edited by Shadow, The One and Many: 12/24/2017 6:43:14 PM
8

Another raid idea boss :)

Hey guys! I'm back at it again with another raid idea boss! It has been awhile now and I've kept pushing because I'm lazy lol. But I'm going to try to do one every week, so let me know what you guys think and see if you can give any suggestions for another boss! Thanks once again! :) RAID BOSS: The Undefined Will SPECIES: Taken Human GRIMOIRE: What was my purpose? To kill? To help? To protect something? To lead? To hide? There's so many - too many. He left me without one. I lost my desire, my will, and my strength to continue. Who could've done this to me? Was it my own fault? Did I really expect something from this? I came here to see if I can gain power, to become the strongest, to become like them... Wait... That's it... I know where my purpose is. I just need to obtain it... Starting with the ones that destroyed my master, my King. AREA: Earth, His Throne Platform: Hexagonal shape, the center of the platform is a bit elevated and the shape is octagonal(this is where he spawns). Six Platforms that can be stood upon. The roof right above the octagon has an opening. Inside the opening are 6 routes that all LEAD to the opening. To start this encounter all 6 platforms must be stood on. WEAPONS: Left hand: Mortar Bombs(very similar to the cabal boss on the dreadnaught but shoots 3 at a time), Spread Shot (very similar to the acolyte's shredder but shoots 5 at a time in a circular form),Suffocating grasp. Right hand: Taken absorption, Sniper Spread, Tracker Shot. Both hands: The Purpose, Delusion, The Will BUFFS: Power of Rage, Power of Fortitude, Power of Expedition. Restored light. DEBUFFS: Heaven's Closing, Power of Sacrifice, Anemic Brace, Insurmountable Rage, Insurmountable Fortitude, Insurmoutable Expedition, Taint of Death, Ritual of Regulation. MECHANICS: Once everyone has stood on a platform, The Undefined Will will appear. Power from the Six Platforms will be taken in order for him to appear, thus, you lose your super, grenades, and melee from the beginning of this battle (it is not indefinite, it's just how it begins.) TUW begins with his Mortar Bombs and Taken Absorption. The ads will be Taken minatours and Wizards to start it off. There will be plenty of them as well. To continue to the next phase, you just need to keep doing damage to TUW until 1/8th of his health is gone. He will then summon 3 Taken Kells known as Regulators. These regulator will be known as: Rage regulator, Fortitude Regulator, and Expedition Regulator. While this is happening, TUW will begin his Power of Sacrifice. This takes 5 minutes. Once his Power of Sacrifice begins, a text will appear saying "The gateway has been opened." You must then lower the Regulators health to half. The Regulator will gain an impenetrable shield and a text will appear saying, "The Ritual of Regulation has begun." Once this occurred, 1 Regulator will then teleport 2 random guardians above to 1 of the Six Routes. During the ritual, 1 guardian must die while the other stays alive (before they are teleported) The guardian that died will be brought back to life by a buff called "Restored Light" This grants that guardian an ability that I will discuss soon. To make life easier, it is best that you lower all three Regulator's health to half so you can all go at the same time and there won't be any confusion. The guardians that die will always be in separate routes while the other three guardians will join one of the dead ones. Once the dead guardians have been restored, each of them will gain a random buff: Power of Rage, Fortitude, or Expedition. These guardians will have to run to the end of the route (back to the opening) and get a orb that could only be wielded by the people who gained the specific buff. The orbs are known as: Fortitude orb, rage orb, Expedition orb. The guardians with the buffs cannot shoot or defend themselves, they can only run to pick up the orb. That's when the other guardians come into play. These guys need to protect them from the ads that spawn in, such as Taken Thralls, knights, and Wizards. Once everyone makes it to the end and grabs an orb, they must drop down back to the original platform. The guardians with the orbs will then need to find their respective symbol that will be located on one of the platforms and place their orb in the platform. You will then get a huge bubble around you (much like the ones in King's Fall) Once this occurs, the Regulators will then proceed with the ritual and try to wipe you from existence. This is when you must take out the Regulators with the respective shields and damage type. While all of this was happening, TUW resstored his 1/8th health back to max and he also has a shield(he can only restore 1/8th of his health every time he does this). Once eliminated, everyone needs to group up so everyone can have all 3 buffs with each other so they can take off TUW shield so he won't wipe you with his Power of Sacrifice. Once the shield is off, he will stop his Power of Sacrifice and begin shooting you. This is when the buffs come into play. Failure to have the Power of Rage: He does a TON of damage to you and shoots 5 times faster (Insurmountable Rage). Failure to have the Power of Fortitude: He has a buff known as Insurmountable Fortitude which brings a bunch of taken wizards to circle him and to block projectiles coming at him along with taken vandals that constantly put up their shields around him. He's basically invincible. Failure to have the Power of Expedition: TUW will constantly teleport to various locations and will speed up the DPS phase. Having The power of Rage buff makes you do a ton of damage to him. Having The power of Fortitude buff makes you take normal damage and the shield destroys most of the ads protecting him. Having The power of Expedtion buff makes you move 3 times faster and extends the DPS phase. Once the DPS phase is over, the buffs will disappear and the three guardians will then get a debuff saying "Heaven's Closing" This means they cannot grab the orb consecutively and they could only hold the orb twice throughout the whole encounter (this means you have 4 tries before you have to wipe). Rinse and repeat until he dies. HARD MODE: Once you place the orbs in the respective platform, you will teleport again back up top to one of the remaining 3 routes to gain another orb. Each buff will require 2 orbs to actually work but ONLY 1 person needs to have the bubble for the respective buff to work. This means that the other 3 people need to stay up there so when the other 3 come back up, they can protect them on their route. You need to take out 1/4th of TUW's health for him to begin his Power of Sacrifice. At half health, TUW puts a rebuff on one of the guardians known as "Taint of Death". You will have thirty seconds to give it to someone else or you die. Once you lose it, you gain a rebuff known as "Anemic Brace" which means you have to wait 2 minute before being able to grab the Taint of Death rebuff again. As soon as the Regulators spawn in, they begin their ritual. The Regulators will now vary between a Taken Ultra Kell, Taken Ultra Valus/Primus Cabal, Taken Ultra Vex Mind Minotaur, and a Taken Ultra Boomer Knight/ Ultra Wizard. CHALLENGE MODE: Do not take out any Ads in The Six Routes (this will make it so that the ads drop down and create a mini Taken boss Regulator. This Regulator will not have a shield or anything but it's best to take it out as soon as possible). Let me know what you guys think of this! Leave any suggestions down below! Thank you all and happy holidays! :)

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  • What if we kill Savathun and Xiva in their share ascend realm(they combine force blah blah) and when they die their souls merge with Oryx( don’t question it) and thought a sacred oath summon a MASSIVE Arhamka( no idea how it’s spell) that drains your light for the first phase but for the second phase you get infinite light(or super)!!!!

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    • Different idea. This is just the concept I’ve thought of. The entire raid takes place on a massive vex ‘god.’ This dude is like leviathan sized, like f[i]u[/i]ckin huuuge. The initial encounters (there are three variations) are where the guardians fight and platform their way to one of 3 joints on the boss (neck, arm, other arm for example). You can only do one of these encounters per run, (you get to choose which) because completion allows you access to the interior where the next encounters are. Each of these initial encounters will feature a ‘(the raid boss’s name)’s defensive response’ boss fight. The idea is that this boss is like the white blood cells of the vex. One is like a beefy 6 arm minotaur, ones a big sharp harpy with a spartan lazer and fast drill attack, ones a converted cabal super goliath. The bosses don’t really matter at this point. The areas of these fights are essentially flat platforms (with random cover). Beating the thing opens the door behind it, etc. After these encounters theres a puzzle encounter, unique to the location you’ve entered on the boss. Each area for this is a large room and you either need to pull levers, shoot certain things, or stand in certain places - whatever. when you complete it the ‘blood stream can be tapped into by the guardians. Failure to complete in a certain time once the first switch is thrown results in a radiolarian purge (wipe). Tapping into the bloodstream essentially allows the guardians to transmat wherever in the body of the giant vex dude. Next encounter is the ‘heart of (raid boss’s name).’ Its a giant hydra thats connected by a shit ton of wires and radiolarian fluid pipes n stuff. The arena is essentially a big pit with the boss in the middle, suspended. The idea is to sever it from these connections in this phase while dodging its very suppressive fire, the adds, and the pools of radiolarian fluid that form as the wires are cut. Next encounter is to kill the hydra. But, it splits in half, from its eye down, and takes the form of a crazy robo beetle thing. During this fight the boss will shoot lasers from its main eye, normal hydra shots from its cannons, and it will charge at targeted players. The boss will also charge into fluid puddles, which it drinks up - exposing a weak spot - to charge an instakill laser sweep move that can be dodged with timing. After this, the next encounter is ‘the mind of (raid boss’s name).’ This is essentially the final boss, and its a new kind of vex. It looks like a slightly bigger exo - but it’s not. The arena is like a gladiator ring with thin bambooish pipes that spring up and down from the floor randomly to provide cover. When you arrive in the mind, you’re like ‘wheres the boss?’ Then it does a landing strike in the middle of the arena - red-barring all the guardians. The aoe blast basically disables our ghosts so we have no shield regen. We do slows regen red health however. No respawns this fight. The fight that follows is a very fast 6v1 where the guardians have to dish out damage and dodge the boss’s charges, nades, homing wrist rockets, iron man hand lasers, mass effect energy blade strikes, etc. Getting the boss to 1/4 is actually just removing the boss’s shields. At this point the boss becomes enraged and gains bonus moves and mobility. For example, once enraged the boss can do teleport strikes, random teleport dodges, AoE slams, etc. also for this phase all of the pipes go down so its just you and the boss. Killing the boss lets the guardians override and self destruct the big vex. Boom. To keep everything relevant, each boss has a weapon drop tied to it, and each puzzle room has a chest with higher/lower chances for certain weapons.

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      • Bungie: Good, idea....bah who am I kidding, lets just make another raid liar

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        • Wow very good idea. I'd be disappointed if destiny never gets you to fight some sort of taken human or guardian.

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          • Oh oh I've got one SYOX THE DEFILED

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            • Brilliant

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              • Shameless self bump

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              • Yeah lets do a Raid where the whole Raid is Guardians Fighting doing puzzles on a women the size of two city's. Now that would be a work of art.

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