Defender: Iron Fist Node 1: Diss track (no damage unless 3 debuffs applied) Node 2: Debuff immune Node 3: Force of Will (immune to ability accuracy reduction.) Node 4: Have fun! (This node serves no purpose other than to taunt the summoner)
I wonder if we will see newer trickier defenders like Onslaught or Maestro in this event, what nodes will they have?
@EdisonLaw its possible that we may see them so have to see but If Asorbing Man was a Happy time I am scared of fighting Photon if she's the next EOP boss ππππ
Defender is Absorbing Man. He has Brute Force......oh wait. Nevermind.
So did you manage to take down Absorbing Man @GroundedWisdom ??
I can take him down with Void. I'm just not up for it. I take him down with him, I get a Point and an extra one from Kabam. The idea of trying to do it with my Overseer afterwards, after several fruitless attempts, is not appealing to me. Other than that I have a number of Gamma Champs, none high enough to make a difference. Joe Fixit, but he's nothing without Bleed.
Defender is Absorbing Man. He has Brute Force......oh wait. Nevermind.
So did you manage to take down Absorbing Man @GroundedWisdom ??
I can take him down with Void. I'm just not up for it. I take him down with him, I get a Point and an extra one from Kabam. The idea of trying to do it with my Overseer afterwards, after several fruitless attempts, is not appealing to me. Other than that I have a number of Gamma Champs, none high enough to make a difference. Joe Fixit, but he's nothing without Bleed.
At this point forget the objectives just use what works best then I saw UKM take him down with Doom
I wonder if we will see newer trickier defenders like Onslaught or Maestro in this event, what nodes will they have?
@EdisonLaw its possible that we may see them so have to see but If Asorbing Man was a Happy time I am scared of fighting Photon if she's the next EOP boss ππππ
Inverted controls the whole fight Unblockable specials Gains unstoppable and evade charge for 10 sec after activating a special attack Immune to all debuffs Arc Overload +200% ability power rate Aspect of Death +1000% atk rating on SP3 Bubble Shield
Inverted controls the whole fight Unblockable specials Gains unstoppable and evade charge for 10 sec after activating a special attack Immune to all debuffs Arc Overload +200% ability power rate Aspect of Death +1000% atk rating on SP3 Bubble Shield
Inverted controls the whole fight Unblockable specials Gains unstoppable and evade charge for 10 sec after activating a special attack Immune to all debuffs Arc Overload +200% ability power rate Aspect of Death +1000% atk rating on SP3 Bubble Shield
Stop giving kabam ideas for this lol. Next thing you'll know is the next boss fight will be 1% health taken from every 5 hits at 5 million health lol. Good luck summoner's and remember to stay broke
Stop giving kabam ideas for this lol. Next thing you'll know is the next boss fight will be 1% health taken from every 5 hits at 5 million health lol. Good luck summoner's and remember to stay broke
@Ming_Mow129 Keep your wallets open and your bank accounts empty πππ
Well every time Kabam wishes to make a fight hard: 1. Punish stun 2. Punish slow play & give a defensive AI 3. Unblockable or unstoppable 4. Give an AI that can dash back intercept
Extra levels are added by including regen that outpaces damage, and prevent regen reversal, or punish regen modification .
Well every time Kabam wishes to make a fight hard: 1. Punish stun 2. Punish slow play & give a defensive AI 3. Unblockable or unstoppable 4. Give an AI that can dash back intercept
Extra levels are added by including regen that outpaces damage, and prevent regen reversal, or punish regen modification .
@TrubluMate they are already writing down ideas ππ
For a while now, I've had this vague idea for a boss fight that plays around with regen since I tend to love nodes like Gimme and Life Transfer. However, they tend to make a fight much easier, so how can we flip things around and build a difficult fight around them?
How about something like this:
Flare (but change it so that it runs for the whole duration of the fight, not just 60 seconds) Life Transfer Gimme Tsk, tsk: The attacker's personal Regeneration effects suffer -200% ability accuracy. Don't Be Greedy: Any strikes that would heal the attacker past their Max Health inflicts them with a Heal Block passive for 0.5 seconds and Power Burns them for 1% of their Max Health.
On the Ropes: The defender has four cumulative effects active on them throughout the fight. Whenever the attacker passes certain health thresholds, one effect ends.
* Until the attacker reaches 70%: The boss is well and truly immortal. This immortality cannot be negated or circumvented with ability accuracy reduction in any way. * Until the attacker reaches 30%: Parrying a hit inflicts a 75% Petrify passive for 4 seconds. If the attacker is immune to regen rate modification, they instead take a direct burst of damage equal to 10% of their remaining health. * Until the attacker reaches 10%: The attacker can never heal above a higher percentage of health than the defender has left, rounded up to the nearest phase (meaning, if the defender has 17% health left, the attacker's health can't exceed 30%; and if the defender has 7% health left, the attacker's health can't exceed 10%). Strikes that would heal the attacker past these HP locks activates Don't Be Greedy. * Until the attacker is below 10%: The defender's health can't drop below 1%.
The vision for the fight:
The higher your health, the harder the boss is to fight. To defeat them, your health has to drop in order to weaken them. As your health drops, Life Transfer and Gimme allows you to regen as well as actually damage the defender. However, as the defender's health drops, your ability to regain your own health diminishes and you're forced to fight with an ever-shrinking health pool.
I added a node I call Don't Be Greedy in order to give players a controllable way to cause damage to themselves (should they want to), that they can then regen in order to damage the defender. It'll be the most useful for the last phase since you're playing around with so little health already. I don't want players to have to go down to 3% health just to be able to have something to regen back up from. Keeping them at a constant 7 or 8% health is fine.
It's meant to be a tough fight with a challenge that morphs as both champions' health pools change, but hopefully without any directly annoying nodes or effects. Initially I had an idea that the defender would go Unstoppable unless you intercepted them constantly, but as the current Winter of Woe fight so aptly demonstrates, Unstoppable has a tendency to make fights really frustrating and requiring you to either bring a counter or wait it out. I didn't want that, so I changed it into placing a heal block on you if you didn't intercept constantly. While I liked that idea more, I eventually realized that I didn't have room for it. The heal block eventually made its way to the Don't Be Greedy node instead.
I think you could throw in some extra nodes in there to up the challenge, especially if it's supposed to be a Winter of Woe-esque fight, but I stopped at the point where I felt like I would actually want to give this fight a go and not run to the hills in frustration. I also haven't picked a specific champion as a defender but that choice can obviously also drastically change the difficulty of the fight. Although, I'm partial to hard node combinations that can make even an otherwise easy defender hard to fight rather than picking an already hard defender and building nodes around them to make them even more annoying.
For a while now, I've had this vague idea for a boss fight that plays around with regen since I tend to love nodes like Gimme and Life Transfer. However, they tend to make a fight much easier, so how can we flip things around and build a difficult fight around them?
How about something like this:
Flare (but change it so that it runs for the whole duration of the fight, not just 60 seconds) Life Transfer Gimme Tsk, tsk: The attacker's personal Regeneration effects suffer -200% ability accuracy. Don't Be Greedy: Any strikes that would heal the attacker past their Max Health inflicts them with a Heal Block passive for 0.5 seconds and Power Burns them for 1% of their Max Health.
On the Ropes: The defender has four cumulative effects active on them throughout the fight. Whenever the attacker passes certain health thresholds, one effect ends.
* Until the attacker reaches 70%: The boss is well and truly immortal. This immortality cannot be negated or circumvented with ability accuracy reduction in any way. * Until the attacker reaches 30%: Parrying a hit inflicts a 75% Petrify passive for 4 seconds. If the attacker is immune to regen rate modification, they instead take a direct burst of damage equal to 10% of their remaining health. * Until the attacker reaches 10%: The attacker can never heal above a higher percentage of health than the defender has left, rounded up to the nearest phase (meaning, if the defender has 17% health left, the attacker's health can't exceed 30%; and if the defender has 7% health left, the attacker's health can't exceed 10%). Strikes that would heal the attacker past these HP locks activates Don't Be Greedy. * Until the attacker is below 10%: The defender's health can't drop below 1%.
The vision for the fight:
The higher your health, the harder the boss is to fight. To defeat them, your health has to drop in order to weaken them. As your health drops, Life Transfer and Gimme allows you to regen as well as actually damage the defender. However, as the defender's health drops, your ability to regain your own health diminishes and you're forced to fight with an ever-shrinking health pool.
I added a node I call Don't Be Greedy in order to give players a controllable way to cause damage to themselves (should they want to), that they can then regen in order to damage the defender. It'll be the most useful for the last phase since you're playing around with so little health already. I don't want players to have to go down to 3% health just to be able to have something to regen back up from. Keeping them at a constant 7 or 8% health is fine.
It's meant to be a tough fight with a challenge that morphs as both champions' health pools change, but hopefully without any directly annoying nodes or effects. Initially I had an idea that the defender would go Unstoppable unless you intercepted them constantly, but as the current Winter of Woe fight so aptly demonstrates, Unstoppable has a tendency to make fights really frustrating and requiring you to either bring a counter or wait it out. I didn't want that, so I changed it into placing a heal block on you if you didn't intercept constantly. While I liked that idea more, I eventually realized that I didn't have room for it. The heal block eventually made its way to the Don't Be Greedy node instead.
I think you could throw in some extra nodes in there to up the challenge, especially if it's supposed to be a Winter of Woe-esque fight, but I stopped at the point where I felt like I would actually want to give this fight a go and not run to the hills in frustration. I also haven't picked a specific champion as a defender but that choice can obviously also drastically change the difficulty of the fight. Although, I'm partial to hard node combinations that can make even an otherwise easy defender hard to fight rather than picking an already hard defender and building nodes around them to make them even more annoying.
Now this is a very interesting @Ercarret very good write up
Defender: 1 star Red Cyclops Node: Whatever you do, the defender just doesn't take any damage. After player base complains on forum, Kabam listens and add 1 more node to benefit attackers: power shield
Defender: 1 star Red Cyclops Node: Whatever you do, the defender just doesn't take any damage. After player base complains on forum, Kabam listens and add 1 more node to benefit attackers: power shield
Good one @TrongNov The forums will be so flooded πππ
Comments
You are online allowed mystics.
Something i could imagine kabam actually doing.
The idea of trying to do it with my Overseer afterwards, after several fruitless attempts, is not appealing to me.
Other than that I have a number of Gamma Champs, none high enough to make a difference. Joe Fixit, but he's nothing without Bleed.
Hyperion
Inverted controls the whole fight
Unblockable specials
Gains unstoppable and evade charge for 10 sec after activating a special attack
Immune to all debuffs
Arc Overload
+200% ability power rate
Aspect of Death
+1000% atk rating on SP3
Bubble Shield
2,000,000 health
50,000 attack rating
instead it should be psychic shielding
defender is galan with 1 million health
arc reactor 2.2 node
enhanced parry armor up node
empyreal defiance node
and you need to complete the fight with #robots #villain of the contest and #X-Men
Nodes:
1. Do You Bleed?
2. Diss Track
3. Mighty Charge - 3
4. Compelled Duel - Special Attacks
5. Explosive Personality + Armor Break Immunity
Tags:
1. #New Avengers
2. #Silver
3. Paragon: #Chronos Corps
1. Punish stun
2. Punish slow play & give a defensive AI
3. Unblockable or unstoppable
4. Give an AI that can dash back intercept
Extra levels are added by including regen that outpaces damage, and prevent regen reversal, or punish regen modification .
How about something like this:
Flare (but change it so that it runs for the whole duration of the fight, not just 60 seconds)Life Transfer
Gimme
Tsk, tsk: The attacker's personal Regeneration effects suffer -200% ability accuracy.
Don't Be Greedy: Any strikes that would heal the attacker past their Max Health inflicts them with a Heal Block passive for 0.5 seconds and Power Burns them for 1% of their Max Health.
On the Ropes:
The defender has four cumulative effects active on them throughout the fight. Whenever the attacker passes certain health thresholds, one effect ends.
* Until the attacker reaches 70%: The boss is well and truly immortal. This immortality cannot be negated or circumvented with ability accuracy reduction in any way.
* Until the attacker reaches 30%: Parrying a hit inflicts a 75% Petrify passive for 4 seconds. If the attacker is immune to regen rate modification, they instead take a direct burst of damage equal to 10% of their remaining health.
* Until the attacker reaches 10%: The attacker can never heal above a higher percentage of health than the defender has left, rounded up to the nearest phase (meaning, if the defender has 17% health left, the attacker's health can't exceed 30%; and if the defender has 7% health left, the attacker's health can't exceed 10%). Strikes that would heal the attacker past these HP locks activates Don't Be Greedy.
* Until the attacker is below 10%: The defender's health can't drop below 1%.
The vision for the fight:
The higher your health, the harder the boss is to fight. To defeat them, your health has to drop in order to weaken them. As your health drops, Life Transfer and Gimme allows you to regen as well as actually damage the defender. However, as the defender's health drops, your ability to regain your own health diminishes and you're forced to fight with an ever-shrinking health pool.I added a node I call Don't Be Greedy in order to give players a controllable way to cause damage to themselves (should they want to), that they can then regen in order to damage the defender. It'll be the most useful for the last phase since you're playing around with so little health already. I don't want players to have to go down to 3% health just to be able to have something to regen back up from. Keeping them at a constant 7 or 8% health is fine.
It's meant to be a tough fight with a challenge that morphs as both champions' health pools change, but hopefully without any directly annoying nodes or effects. Initially I had an idea that the defender would go Unstoppable unless you intercepted them constantly, but as the current Winter of Woe fight so aptly demonstrates, Unstoppable has a tendency to make fights really frustrating and requiring you to either bring a counter or wait it out. I didn't want that, so I changed it into placing a heal block on you if you didn't intercept constantly. While I liked that idea more, I eventually realized that I didn't have room for it. The heal block eventually made its way to the Don't Be Greedy node instead.
I think you could throw in some extra nodes in there to up the challenge, especially if it's supposed to be a Winter of Woe-esque fight, but I stopped at the point where I felt like I would actually want to give this fight a go and not run to the hills in frustration. I also haven't picked a specific champion as a defender but that choice can obviously also drastically change the difficulty of the fight. Although, I'm partial to hard node combinations that can make even an otherwise easy defender hard to fight rather than picking an already hard defender and building nodes around them to make them even more annoying.
Node: Whatever you do, the defender just doesn't take any damage.
After player base complains on forum, Kabam listens and add 1 more node to benefit attackers: power shield