- Joined
- Mar 18, 2010
- Messages
- 24
I Rlly have no clue if I should put this in WC3 help or map development, so I'll just post it here and excuse me if I shouldnt have done so.
Anyway, my question regards an encounter of mine, of which the basic idea is; there's 3 bosses. None of the 3 bosses must not be close to the other. All of the 3 bosses will gain special abilities.
-Boss 1; 90% dmg taken, no AoE or other large single-target damage abilities
-Boss 2; 100% dmg taken, minor AoE and decent single-target damage
-Boss 3; 110% dmg taken, large AoE damage and high single-target damage
the 3 bosses will not share damage, once you kill (for example Boss 1), his abilities move to Boss 2 and 3, which will allso deal 50% more damage. When boss 2 dies, his abilities moves to boss 3, will will again deal 50% more damage (stacking with the 50% more damage he gained earlier). Once the last boss drops below 10% health, he will cast Mass Ressurect. This is where the 90/100/110% dmg comes in. If you don't make sure the last boss will be the boss with most damage taken, the boss will probably finish casting his mass ressurect, causing the other bosses to be reborn and ur healers will probably be out of mana by then.
So now that that's clear, atleast if u read the entire story... There's a few complications with this encounter. First is that if all bosses will drop below 10% health before any of them dies, the mass ressurect is useless. Second of all, the encounter should become harder for every boss that dies, rather than becoming easier. (1 boss with 200% dmg or 3 bosses with 100% dmg :/ but u must keep in mind that tanks would get 1 sh0ted if the 1 boss had 400% increased dmg or so) Allso I am looking for fitting abilities for all 'o dem 3 bosses, but keep in mind they shouldnt become too overpowered because... the bosses arent alone.
So +rep if u can think of any abilities, ways to increase the diffculty on the bosses when one other dies, and ofcourse if u help solving my main problem, which is the bug that would proc when all bosses get below 10% health before one dies.
Ty in advance

Anyway, my question regards an encounter of mine, of which the basic idea is; there's 3 bosses. None of the 3 bosses must not be close to the other. All of the 3 bosses will gain special abilities.
-Boss 1; 90% dmg taken, no AoE or other large single-target damage abilities
-Boss 2; 100% dmg taken, minor AoE and decent single-target damage
-Boss 3; 110% dmg taken, large AoE damage and high single-target damage
the 3 bosses will not share damage, once you kill (for example Boss 1), his abilities move to Boss 2 and 3, which will allso deal 50% more damage. When boss 2 dies, his abilities moves to boss 3, will will again deal 50% more damage (stacking with the 50% more damage he gained earlier). Once the last boss drops below 10% health, he will cast Mass Ressurect. This is where the 90/100/110% dmg comes in. If you don't make sure the last boss will be the boss with most damage taken, the boss will probably finish casting his mass ressurect, causing the other bosses to be reborn and ur healers will probably be out of mana by then.
So now that that's clear, atleast if u read the entire story... There's a few complications with this encounter. First is that if all bosses will drop below 10% health before any of them dies, the mass ressurect is useless. Second of all, the encounter should become harder for every boss that dies, rather than becoming easier. (1 boss with 200% dmg or 3 bosses with 100% dmg :/ but u must keep in mind that tanks would get 1 sh0ted if the 1 boss had 400% increased dmg or so) Allso I am looking for fitting abilities for all 'o dem 3 bosses, but keep in mind they shouldnt become too overpowered because... the bosses arent alone.
So +rep if u can think of any abilities, ways to increase the diffculty on the bosses when one other dies, and ofcourse if u help solving my main problem, which is the bug that would proc when all bosses get below 10% health before one dies.
Ty in advance
