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[SUGGESTION] The Monster Gauntlet featuring "select-a-size" groups

Anotherone773
Anotherone773
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Everyone has preferences for a variety of reasons on what they want as far as content. Some want another solo instance such VMA, some want two man, some want 12 man. I dont think many people like killing trash mobs. I mean we do it, AFAIK, because its filler between bosses...thats why we call it trash. With this in mind ive been playing with an idea in my head for some weeks....

The Monster Gauntlet. No trash, run it like a boss. TMG is basically all of your bosses in one place. One after another. Here is how it works:
* The Gauntlet is arena style with large rooms. You complete one room get a rewards chest ( rather than mob loot) and move on to the next room.
* Different versions of the gauntlet. From easiest to hardest they are: Delve bosses, Public dungeon bosses, dungeon bosses, world bosses, trial bosses.
* Gauntlets are "select a size". You can enter with 1-12 players. The gauntlet scales to the number of players you have. No role requirements. Go in with all DPS or all heals. Your choice.
* You can run the gauntlet once every X days( 2-5 is what i was thinking). Its a once and done. If you leave the instance for more than 15 minutes your locked out and run is done until reset.

* All gauntlets will have three modes: Normal, Vet, and Hero. These will be designed for players of average ability with the following:
- Delves: Normal =CP10, blue gear; Vet= CP100,blue gear, Hero = CP200, purple gear
- Public Dungeon: N= CP100, blue gear, Vet= CP200, purple, Hero= CP400, purple gear
- Dungeon: N= CP200 blue, Vet =CP 400, purple; Hero = CP500, gold
- World bosses: N= CP300 purple;Vet=CP500, gold; Hero= CP750, gold
-Trial: N=CP 300, purple; Vet= CP700,gold;Hero= CP900, gold+10%( The stats you would have if gold gear had a 10% bonus added to all stats)

* Each are their own gauntlet thus if you run delves, you can still run the other 4 while waiting on your timer on delves to reset.
* Each gauntlet only scales to group size and mode( as suggested above).
* Self rez is not available. The larger the group, the more likely someone will be able to rez, this is taken into account when scaling group size.
* If your group wipes, you start that "room" from the beginning.
* Normal has 5 bosses per room, Vet has 6 bosses per room, Hero has 6 bosses per room but boss 5 and 6 spawn together.
Running the gauntlet

* When you enter each room/arena, a boss will spawn and a timer will start.
* After the timer reaches zero another boss will spawn regardless of if the first boss is dead. The timer will countdown again.
* This will repeat until all bosses have spawned for that room. The idea is to kill one boss before another spawns. It becomes harder the more bosses you leave alive.
* Bosses are pulled from their respective places. If your running the delve version you may get any delve boss to spawn. The same boss may spawn in more than one room but will never spawn twice in the same room. It is RNG from the pool for each room.
* All boss mechanics are the same as you encounter them in their normal setting. They are just scaled to the Gauntlet. If they have special "items" such as a pinion on a pedestal or crystals around the room that have to be DPSed down, these will spawn as well for the mechanics. If the boss summons adds, these will also be included and scale to the gauntlet.

Room 2 and beyond:
* Each room will reduce the timer between spawns by 5%. Thus room 2 you have 5% less time before the next boss spawns, Room 3 you have 10% less time.
* Each room the bosses with have a 2% increase to DPS, abilities, and resource pools. So room 3 bosses will have 4% more to dps ability damage and resource pools than if the same boss spawned in room 1.

Room 10, the final battle:
* By time you get to this room spawn time has decreased to 50% of room 1 and DPS/resource pools have increased to 20% of there room 1 values.
*Each boss in this room also gets two unique abilities they may use once during the fight.
- Divine Immunity: For 15 seconds the boss is immune to all damage, but cannot use any abilities. The boss can still use its normal attacks.
- Vampiric Immortality: For 15 seconds the boss is healed for the same amount as all players in the room combined during the same time. This includes self heals but does not include healing gained from potions. Note: this is based on the heals cast, not heals received. So if your healer(s) are healing 50k HPS, then the boss will receive 50k HPS of healing during this ability. The boss may not use any abilities during this time, but may use normal attacks. Absorb health poisons and abilities will heal the boss while this ability is active.
* This room completes the run.

REWARDS!:
* Rewards scale on difficulty.
* Each loot chest contains the combined loot of the defeated bosses. So their loot tables apply.
* In addition, there are loot drops unique to the gauntlet such as: gear, crafting improvement items, unique recipes and furniture plans exclusive to the gauntlet, motifs unique to the gauntlet, 1 and 3 day research scrolls( see below),etc.
* the Trial gauntlet has a unique loot table. Rather than boss loot, your chances at better loot from the gauntlet will be significantly increased as will the amount of gauntlet specific loot.

*3 day research scroll= reduces all research of that type by 3 days. Has a 2 day cooldown. Shares cooldown with 1 day. Tradeable.

Edit:
Optional: Nightmare mode - you will not survive.
* Works sort of like hard mode.
* Vet and Hero only.
*Goal: Dont kill any bosses until all bosses have spawned. Adds are ok. DPSing bosses down is ok, they just cant die.
- Vet Mode reward: Each chest has a 50% chance of one level better quality gear and a 50% chance of having an additional gauntlet loot pool drop.
- Hero mode: 100% chance of gear being 1 level better quality. 1 additional item from the gauntlet loot pool.
Edited by Anotherone773 on March 22, 2018 8:04PM
  • RABIDxWOLVERINE
    RABIDxWOLVERINE
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    This is an interesting concept. I would try it if it were in the game. Sounds pretty fun and each time would be unique to the last run.
    Rhaegar Gregorson, The Ebonheart Centurion - Imperial Dragonknight
    RABIDxWOLVERINE - Xbox One, NA, Ebonheart Pact

    Loreseekers

    BLOOD FOR THE PACT!
  • josiahva
    josiahva
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    Its a good idea, but I think I would enjoy a procedure-ally generated dungeon complete with trash mobs that draws bosses from a large pool of possible options you encounter elsewhere in the game...the rest of your plan could be applied to something like that...personally its more interesting to run a dungeon than an arena just for the visuals(which is why it would be randomly generated)
  • Anotherone773
    Anotherone773
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    This is an interesting concept. I would try it if it were in the game. Sounds pretty fun and each time would be unique to the last run.

    Imagine the boss ability combinations that might occur during it. It would be like all new boss mechanics that change every time you run it. that is probably the biggest draw for me...besides select a size.
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