rules are simple:
1. name it
2. specify target parameters
3. triggered conditionals
4. special interactions
5. basic description
1- the a cappella
2- targets the entire party
3- will kill the party after they complete their song
4- a group of 5 mobs immune to damage
5- one mob must be crowd controlled with a certain type of cc during sections of the song. when the correct mob is cc'd one of the other mobs will be vulnerable to dps and start attacking the party while the others continue to sing and will be immune.
Maternal
Targets anything nearby.
Attacks with an unbridled fury when their offspring are attacked. Will not stop until everything stops moving. See: Berserker Rage.
If its young are attacked an otherwise docile mob will attack the attackers and anything else near them with a passion not seen since the glory days of the Vikings. The attack will continue unabated until everything is dead and perhaps not even then.
Steadfast Tanix
Attacks any mounted person of humaniod creature
usually found in foothills, canyons and open plains
Aggro's at the sight of fast travel or mounted players
Range: Normally attacks with "The Boomerang of Snaring"
Melee: "Sap of Rooting"
Special: Dismounts person or humaniod
Loot drops the "The Boomerang of Snaring" or "Sap of Rooting"
**This is totally tongue and cheek** :D
Lucky
Targets a random enemy and focuses it whenever possible until it's dead, then prioritizes a new random target. Will attack/aggro enemies regardless of level differences.
Whenever there's a chance for the lucky character to succeed at something (resist, dodge, critical hits, etc), they have a 50% chance to succeed before the regular roll is made. Because they rely on their luck and take irrational risks, lucky characters take 50% more damage from any source that doesn't target them directly (area based attacks, cleaves, harmful surfaces, etc). Negative status effects on the lucky character also last 50% longer.
Caine said:Steadfast Tanix
Attacks any mounted person of humaniod creature
usually found in foothills, canyons and open plains
Aggro's at the sight of fast travel or mounted players
Range: Normally attacks with "The Boomerang of Snaring"
Melee: "Sap of Rooting"
Special: Dismounts person or humaniod
Loot drops the "The Boomerang of Snaring" or "Sap of Rooting"
**This is totally tongue and cheek** :D
this is a pretty accurate disposition of tanix rofl
stellarmind said:Caine said:Steadfast Tanix
Attacks any mounted person of humaniod creature
usually found in foothills, canyons and open plains
Aggro's at the sight of fast travel or mounted players
Range: Normally attacks with "The Boomerang of Snaring"
Melee: "Sap of Rooting"
Special: Dismounts person or humaniod
Loot drops the "The Boomerang of Snaring" or "Sap of Rooting"
**This is totally tongue and cheek** :D
this is a pretty accurate disposition of tanix rofl
This is all in the name of fun. I agree with Tanix view on alot of the travel and class topics.
I wanted to talk about the Flaming Ranger but don't want to offend anyone...those flaming swords can be hot.
Kaeldorn said:Lucky
Targets a random enemy and focuses it whenever possible until it's dead, then prioritizes a new random target. Will attack/aggro enemies regardless of level differences.
Whenever there's a chance for the lucky character to succeed at something (resist, dodge, critical hits, etc), they have a 50% chance to succeed before the regular roll is made. Because they rely on their luck and take irrational risks, lucky characters take 50% more damage from any source that doesn't target them directly (area based attacks, cleaves, harmful surfaces, etc). Negative status effects on the lucky character also last 50% longer.
godly vs direct damage weak vs indirect huh? having a counter part would be pretty cool too :o
stellarmind said:rules are simple:
1. name it
2. specify target parameters
3. triggered conditionals
4. special interactions
5. basic description
Name: Apathetic
Target: Nobody
Triggered: Aggro
Special: None
Description: Affected NPC just doesn't give a #%!@%, stands there doing nothing (not even defending itself) while complaining about the uselessness of existence.
Name: Domineering
Target: Other NPCs
Triggered: When in a group of NPCs
Special: Immune to Taunt, affected NPCs will not run at low health
Description: By sheer force of will, this NPC boosts the combat abilities of all NPCs in a 5m radius by 25%, decreases refresh rate of NPC abilities by 25%
1. name it - TRAITOR
2. specify target parameters - Targets anyone who attacks
3. triggered conditionals - When the senior Goblin, Troll, Orc of its own group is near death the traitor will switch sides to land the final blow, pickpocket the mob and run away with the loot.
4. special interactions - If players want full loot from the group, they had better kill/control this traitor first.
5. basic description - This mob will betray the most senior mob in its group, killing it with a final blow, at which point it will run away with the loot. Better kill or control this mob if you want a pay off for killing the group.
1. name it - Licentious
2. specify target parameters - normal
3. triggered conditionals - will pick out one member of the attacking NPC's which they are attracted too.
4. special interactions - One player of a group will not be attacked by this mob, receiving the message 'The goblin hesistates as your eyes meet, briefly, hiding a forbidden lust."
5. basic description - This mob will not attack a random member of a group beacuse they are attracted to them.
1. name it - Spy
2. specify target parameters - Will target anyone who attacks it or the group it is in.
3. triggered conditionals - At a random point the Spy will send a tell to an attacking player whispering their allegiance.
4. special interactions - If the player receiving the tell communicates to the wider group and the mob stays alive a special reward is given.
5. basic description - This is a spy for the 'player side'. During combat a whisper will randomly go to a player attacking, if they act and save the spy a reward is given.
1. name it - Diseased
2. specify target parameters - normal
3. triggered conditionals - any attack on this npc will result in a desease
4. special interactions - none
5. basic description - This mob will infect you if you touch it, mez, root, disintergrate, but don't let it touch you.
1. name it - MOD
2. specify target parameters - If you can find it you can hit it.
3. triggered conditionals - Raise a petition and then hide in a bush.
4. special interactions - Mod answering a petition ports in and looks puzzled by the player standing in a bush.
5. basic description - Bait and hit the Mod, with anything, for prestige and a small suspension.
stellarmind said:godly vs direct damage weak vs indirect huh? having a counter part would be pretty cool too :o
Juggernaut
Applied to melee-focused characters only.
Directs attacks at whomever is dealing the most damage and always moves towards them. Never flees.
When it falls below 50% health, the juggernaut gains 50% increased movement speed and 50% reduced duration on root, snare and stun effects used against them.
Immune to taunt, fear, charm and mesmerize effects. The juggernaut has a flat damage reduction bonus that makes them almost impervious to fast but weak attacks, damage over time effects, and most area damage effects from enemies of a similar level. On the flipside, the juggernaut can't dodge or parry and takes 100% more damage from critical hits and direct damage spells.
stellarmind said:rules are simple:
1. name it
2. specify target parameters
3. triggered conditionals
4. special interactions
5. basic description
the Hunter:
1- Hunter
2- the attacker PC
3- leaving melee range after aggroing.
4- the mob seems a regular melee mob, but as soon as you kite it or go back out of melee reach after aggro, it throws a rooting trap on you and then shoot you with its longbow.
5-looks like regular mob
the reverse mob:
1- the infiltrator
2- PC characters
3- no trigger, allways like that.
4- attacks the party member with the least threat ! ( also taunts make it immune to CC for the duration of the taunt)
5- in a group this mob will always attack the person with the least aggro.
the healer killer
1- anti vaxxer
2- players that cast heals
3- calculate healing threat as *15.
4- behave like regular version of the monster except it will stick to healers after each healing spell.
5- can be kited between two healers in the group :)
1. The drunkard
2. Randomly drops aggro tables, targeting any aggroed PC
3. Sufficient burst damage causes the mob to fall prone, essentially stunning it for a few seconds.
4. Moves more slowly than a normal mob of its type
5. An untankable mob that requires kiting, focusing, or cc