Dungeon and raid bosses are challenging encounters. The bosses are not only powerful opponents, they are further protected in their location by certain mechanics and traps. Many traps can be disarmed by rogues but some are protected by an object in the room and can only be eliminated by destroying that object.
There are several dungeon mechanics currently in use. Some dungeons have access to some of the mechanics, while RAIDS have access to all of them.
List of mechanics:
- AoE spell (acid fog etc.), fired at the player’s location
- AoE circle of damage at the player’s location (warning glyph before explosion)
- Exploding monsters
- Pulsing pillar at the player’s location
- Mini-boss protector mechanic
- Random player magic jail mechanic (raid only)
- Mass helpers spawn
Mechanics per dungeon level:
- Low level dungeons have 1 and 2
- Level 21+ dungeons have 1, 2, 3, and 4
- Level 40 solo dungeons have 1, 2, 3, 4 and 5
- RAIDS have them all
- Mechanic 7 is situational and can be assigned to specific creatures, regardless of the dungeon level
Mechanics in detail: #
1. AoE spell at player location #
This mechanic creates spell AoEs, e.g. acid fog, blade barrier, cloudkill, incendiary cloud, wall of fire, in the range of the mechanic. Multiple AoEs can be created, up to a maximum of 1 AoE per player. The AoE level scales with the dungeon level. The mechanic triggers for 60 seconds, then a new mechanic is selected. An AoE is created every 12 seconds during those 60 seconds.
2. AoE circle of damage at players location #
This mechancis creates a warning glyph under each player in the range of the mechanic. After 2.75 seconds the glyph dissolves and an AoE of damage will explode in the same area as the glyph. The damage type is random and determined at the beginning of the fight. The damage scales with the dungeon level. The mechanic lasts for 60 seconds, then a new mechanic is selected. A glyph is created every 12 seconds during those 60 seconds.
3. Exploding monsters mechanic #
This mechanics spawns 1 exploding creature (2 in raids). These creatures will immediately start to follow and attack a random player in the mechanic range. The creature created scales with dungeon level.
Every “n” seconds (30 by default), these creatures will explode dealing damage against all creatures in an area of 5 meters around them. The effect applied is random. It can be damage only, damage and blindness, or damage, blindness and deafness.
The mechanic proceeds until the creature is killed.
New exploding creatures are created every 30 seconds during that 60 seconds mechanic duration, unless there are too many of the exploding creatures still alive, in that case the mechanic is skipped.
4. Pulsing pillar at player’s location #
One pillar is created near one player in the range of the mechanic. A new pillar is created after 30 seconds. This mechanic lasts 60 seconds, then a new one is picked.
Every 6 seconds, the pillar will pulse and will deal damage to all within 10 meters. The damage type is selected at the beginning of the fight. The damage scales with the dungeon level.
The pillar will pulse until destroyed.
5. Mini-boss protector mechanic #
A specific creature is created in a specified zone, or near the boss itself. While this creature is alive, the boss master is immune to all damage and effects (visually indicated by circling shields).
When the mini-boss dies, the boss master can be damaged again.
This mechanic fires only once in the 60 seconds mechanic duration, then a new mechanic is picked.
6. Random player magic jail #
This mechanic only fires in raids. It lasts for 60 seconds, then another mechanic is picked. The mechanic fires every 18 seconds during its 60 seconds’ duration.
A random player is picked and they have a 50% chance of being magically ‘jailed’ by the boss. During that time, the player is immobile. The boss will immediately switch target to them, trying to finish him off.
The magic jail lasts for 6 seconds, and can be removed by dispel, if timed correctly.
7. Mass helpers spawn mechanic #
This mechanic is optional and assigned to specific creatures. This mechanic, in most cases, also fires other default mechanics.
The boss will spawn a number of creatures which repeats after a certain time. There is an upper limit to the number of creatures the boss can create and that can be alive at the same time.
Generic mechanics rules #
Each mechanic lasts for 60 seconds, then another random mechanic is selected.
A mechanic can be picked more than once during a fight, with no limits or restrictions.
Each mechanic will work within a specific mechanic range. This range is defined and scales based on the dungeon level.
These mechanics also work if the boss is spawned in the open world. In this circumstance, the open world is considered a dungeon level and has its own scaling data.
When a boss with mechanics dies, all associated creatures, pillars etc. are also destroyed.
Each boss room has a perimeter defined by small fires. If the boss leaves that area the room will reset. This prevents players from luring the boss from the room and fighting elsewhere but also allows a party in difficulty to retreat and try again from the start.