Boss 1
Setting
The players walk along a tarn towards the mansion of the lord of Usher. A void creature emerges from this tarn. The connection to the void is not full established, and so the fight is mostly about controlling adds that spawn. The goal is to not allow the creature to manifest fully.
Overview
The large creature only harasses the group, as they deal with the add spawns. Larger adds need to be tanked and focused. Smaller adds need to be killed fast enough to not be overrun, but are of lower priority. TheLarge adds need to be killed in proximity to a reality anchor, which are placed in the boss arena. This makes the reality anchor dissipate, and the encounter is damagedwon bywhen killingall athree thirdanchors addhave type.dissipated.
Hardmode
On hardmode, a very large add needs to be dealt with. It takes 99% reduced damage.damage, Largeand addsso spawn a void zone upon death, which kills smaller adds. Damagingdo the smallersmall adds is thus pointless, but they can be used for funnel damage.adds. When a large add dies,dies thein very large add becomes vulnerableproximity to damage.a Thisreality anchor, it deals a lot of aoe damage, and damage isreduction dealteffects toon theenemies bossare asremoved. well,The such that the boss dies when the very large add dies. Tanktank should require cooldowns for the vulnerability phase, and the healer should require a lot of aoe healing outside of the vulnerability phase. That way, the healer can damage the very large add as well, while still having either the tank or the group threatened at all times. To win the encounter, all three reality anchors must dissipate, and the very large add must be killed. If the very large add is not killed before the last vulnerability phase ends, it enrages. The small adds should not have enough health to allow for three funnel DPS specs.
Creature Abilities
The boss uses a number of abilities against players.
Ground effects are placed on a ranged DPS, or any other role if there are no ranged DPS. They dissipate after some time in normalmode, and are persistent in hardmode. In hardmode, they are removed by dissipating a reality anchor, at the end of the following vulnerability phase. This forces players to not spend too much time between vulnerability phases.
A damage over time effect is placed on a random DPS player. In hardmode, this effect is placed on all players, and a stronger one is placed on a single DPS player. The only affected player in normalmode, or the player affected by the stronger effect in hardmode, deals increased damage.