Terestian Illhoof Raid
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Terestian Illhoof Raid
Still digging up old projects hehe
Never got around to testing this one out though
TERESTIAN ILLHOOF
Fiendish Imp Tokens
Tiny: can stack multiples ontop of a single space, up to a maximum of 3 on one spot. Do not block LOS or Movement
Fast: Fiendish Imps activate on even ticks, an entire stack activates together.
Weak: One wound will remove an Fiendish Imp Token.
Firebolt: Each Imp token contributes 1 dice of Fire Damage, add one dice for every Amplify Flames Debuff on the target.
Summoned: 3 Imp tokens are placed into play from the portals at the end of ticks 5/10
Kil'rek
Summonable pet - when killed tick up Kil'reks clock by 5 for respawn time.
Broken Pact: When Kil'rek is NOT on the board, Terestian has -1 Armor and -1 Resist.
Melee Attack: Ticks 1, Range 1, Damage 3, Crit: Place an Amplify Flames marker on the target.
Armor - 2
Resist - 2
Health - 10
Actionbar Card
Amplify Flames - Instant, Place an Amplify Flames marker on the target, Refresh this card at the end of Tick 5. Amplify flames markers cannot be removed by any means.
Terestian Illhoof
Armor - 3
Resist - 3
Health - 12 per initial raid member
Melee: Ticks 3, Range 1, Damage 5 (Melee), Crit: +1 Damage.
Shadow Bolt: Ticks 3, Range 3, Damage 5 (Shadow), Crit: +1 Damage.
Special Attacks.
Sacrifice - End of Ticks 5/10 on Randomly chosen character.
Place the Demon Chains Marker on them, at the end of each tick they take 1 Damage and Illhoof heals 1 Damage.
Demon Chains have 10 health and no defense / resist.
The figure in the chains do not activate until the chains are destroyed, after they take damage and heal Illhoof, advance their clock by 1 tick.
Enrage: At then end of round 20, Terestian Illhoof enrages and gains the following attack
Shadowbolt Volley - Ticks 2, Range Unlimited, Damage 7 (shadow) Crit: +1 Damage. Attacks all raiders.
Never got around to testing this one out though
TERESTIAN ILLHOOF
Fiendish Imp Tokens
Tiny: can stack multiples ontop of a single space, up to a maximum of 3 on one spot. Do not block LOS or Movement
Fast: Fiendish Imps activate on even ticks, an entire stack activates together.
Weak: One wound will remove an Fiendish Imp Token.
Firebolt: Each Imp token contributes 1 dice of Fire Damage, add one dice for every Amplify Flames Debuff on the target.
Summoned: 3 Imp tokens are placed into play from the portals at the end of ticks 5/10
Kil'rek
Summonable pet - when killed tick up Kil'reks clock by 5 for respawn time.
Broken Pact: When Kil'rek is NOT on the board, Terestian has -1 Armor and -1 Resist.
Melee Attack: Ticks 1, Range 1, Damage 3, Crit: Place an Amplify Flames marker on the target.
Armor - 2
Resist - 2
Health - 10
Actionbar Card
Amplify Flames - Instant, Place an Amplify Flames marker on the target, Refresh this card at the end of Tick 5. Amplify flames markers cannot be removed by any means.
Terestian Illhoof
Armor - 3
Resist - 3
Health - 12 per initial raid member
Melee: Ticks 3, Range 1, Damage 5 (Melee), Crit: +1 Damage.
Shadow Bolt: Ticks 3, Range 3, Damage 5 (Shadow), Crit: +1 Damage.
Special Attacks.
Sacrifice - End of Ticks 5/10 on Randomly chosen character.
Place the Demon Chains Marker on them, at the end of each tick they take 1 Damage and Illhoof heals 1 Damage.
Demon Chains have 10 health and no defense / resist.
The figure in the chains do not activate until the chains are destroyed, after they take damage and heal Illhoof, advance their clock by 1 tick.
Enrage: At then end of round 20, Terestian Illhoof enrages and gains the following attack
Shadowbolt Volley - Ticks 2, Range Unlimited, Damage 7 (shadow) Crit: +1 Damage. Attacks all raiders.
Last edited by Scylya on Sat Jul 03, 2010 9:34 am; edited 1 time in total (Reason for editing : Think I fixed up anything that was left off)
Scylya- Posts : 20
Join date : 2010-07-02
Re: Terestian Illhoof Raid
This raid boss is a DPS race between the raiders to kill Illhoof before they get overwhelmed by Imps, agro isnt an issue for this fight so isnt needed to be tracked.
Scylya- Posts : 20
Join date : 2010-07-02
Re: Terestian Illhoof Raid
Ok, so the boss simply attacls anyone or just the nearest target?
Ceipe- Posts : 29
Join date : 2010-06-21
Re: Terestian Illhoof Raid
This raid fight was written without any thoughts of automation, so the player controlling the boss could do whatever.
Its much different than the Pitlord fight which is dependant on the automated moves.
Its much different than the Pitlord fight which is dependant on the automated moves.
Scylya- Posts : 20
Join date : 2010-07-02
Re: Terestian Illhoof Raid
Ok...well I'm not very fond of PvE where the raid boss can freely hit anyone, but I guess with testing it could work out fine, after all there's no major gear difference that could affect it.
Ceipe- Posts : 29
Join date : 2010-06-21
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