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Twisted Schism

The idea for this dungeon was inspired by fights like Rune King Molinar and Inwar Darktide from Hammerknell Fortress. For the Molinar fight, you must separate him from Prince Dolin, but you must also keep their HP within 7% of each other (previously 4%). In a fight like Inwar Darktide, the encounter begins by separating two mobs to different sides of the platform while splitting the raid up as well, and essentially having each side participate in a mini-event before unlocking the real fight with Inwar. So I got to thinking why not have an actual raid that splits a 20-player group into two separate 10-mans? The entrance to the dungeon can be setup in a way like Hammerknell is, with a boss in the same vein as Murdantix. In order to proceed, you must kill the guard dog. And like Hammerknell still, there are three possible ways to go once the first boss is dead; however, one of those ways lets say a central door to the rear of the room is locked, and the left and right paths are both instanced. These instanced wings are coded for a 10-player raid. Lets say it picks your 10 players based on the raid group youre in: if youre in either Group 1 or 2, both of these groups are linked, and if youre in Group 3 or 4, likewise. The concept, then, is that once this first boss is killed, the 20-player raid splits off into two separate wings, and then must work together while not actually being with the other raid in order to progress through the remainder of the dungeon. This goes back to the concept of the Molinar and Inwar fights. For however many bosses there could be in each wing, they are all linked to their counterpart in the opposite. Meaning they must either maintain a similar HP %, or some other mechanic that requires both groups of raids to pay extra attention: if one raid misses a mechanic, or if one of the bosses is killed too soon before the other (or the HP gap becomes too wide) then the other enrages. This will test the skill of the entire raid simultaneously while removing the convenience of sight. There could be one pair of bosses or two within each wing, but nothing too extensive. The whole point of it is to create an experience like Molinar or Inwar, but to heighten the awareness of players by separating them and forcing everyone to pay extra attention. After the 10-man portion is cleared, both sides must activate a switch at the end at the same time to unlock the central door back at the entrance, and then the two sides can regroup and head further into the dungeon. I believe that in addition to a fight like Akylios and Lord Jornaru, Rune King Molinar is one of the most genuinely exciting fights to learn and was definitely a real hurdle in progression. Getting 19 other players to work together in a way that isnt just DPS HARDER or HEAL MORE is where the real fun in raiding comes from. Building an entire dungeon based on this experience could, I believe, create a truly fresh and challenging experience for many guilds.

Elge 50 Rogue Guardian Deepstrike <Vindicated>

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