that was patched ages ago
ages ago-?
Happened to me like earlier this month
mustâve been desync itâs been patched
Well if it can still happen it hasnât been patched
It is just rare now
Excellent idea, take my vote.
it would only happen if your ping is high since blocking is server sided
basically the server thinks calvus has already used his explosion you just havent seen it because of high ping, not really fixable
peepee poopoo
Itâd be fire if it would be exclusive to bosses that are guaranteed to be dead (regarding of merciful or ruthless, so like calvus), i do love the idea though since it adds more diversity of islands and boss fights. And these would be technically canon unlike mirage.
Forgot to rate it. Anyway good suggestion, the modified arena idea is great and saves alot of time for building new locations or just having them appear on random dark sea islands. Also gives a reason to explore the dark sea more. I have a slightly similar idea but instead of old bosses it is dungeons with special enemies.
Wouldnât that restrict it to just Calvus, Cernyx, and Argos? I think having it be all Mirage bosses would be better, I think players would have a better affinity for having an endgame version of the fights they have available, the early foes they defeated showing back up for Round 2, compared to it fitting a bit better lore-wise. Main reason I specified Mirage bosses was for the Mirage â Phantom wordplay, and I figure any non-Mirage bosses will be fought again later on.
Who said Cernyx is dead?
Right, good catch, forgot about it being optional, itâd just be Argos and Calvus.
That is if we wanna be lore accurrate, iâd imagine it that itâs the spirits that escacped the underworld since hades is dead.
I donât pay much attention to lore beyond a surface level, but I imagine Phantom bosses could be framed as the player characterâs mind remembering the fight and the Dark Seaâs energies twisting it and making it real. I donât know if thatâs contrary to lore however.
That, could also work, mainly if it was on certain insanity levels, i would say they could start spawning at insanity 2 (regardless of warding)
Eitherway both ideas would be really cool since both could happen (The underworld is technically free to escape since if Hades is dead, so is Cerberus the protector of the gates, and our character def has some trauma)
That could work, give something exclusive to the higher end Dark Sea.
True, insanity 2 has nothing special except that SOMETIMES spawns golden cauldrons.
I also think itâd keep people from running into the Phantom bosses too early, theyâre meant to be end-game encounters after all.
I feel like making another example Phantom boss so I have an excuse to bump this thread, which one should I do next? These are the remaining Mirage bosses:
- Elius
- Argos
- Carina
- Maria
- Cernyx
Argos fr, iâd imagine him being able to throw rocks with his bare hands (since he got crushed, it would be ironic), and for sillying purposes, throw ravenna ensigns and maybe legionnaires
Here it is, Phantom Argos. It is a bit longer than the first two due to needing more than just simple moves to flesh it out to be worthy of an end-game boss, and not having something thematic like melting an island to play off of. Iâll update the original post to include it:
Phantom Argos
Fort Talos, eroded by the Dark Sea, is where you will find Phantom Argos. The secret entrance is caved in, so you will have to enter through the abandoned fortress.
Phase 1 of the fight will see Argos using the Lionâs Halberd and the Lance of Loyalty. The trick to this phase of the fight is the four pillars that are on the sides of the room - they will take damage from the Lionâs Halberd.
Argos will start off with the Lance, and after a handful of moves will switch to the Halberd. When he does this, he will move to the center of the room and do a Mighty Smash (once again, I am using the wikiâs listed names), damaging the pillars. This serves as a time limit for Phase 1: if you donât have a pillar left to hide behind, youâre in trouble, but more on that later. The Lionâs Halberd has a new attack:
- Lionâs Upheaval - Argos slams the ground with the Halberd in the direction of a player, and a wave of stone will home in on the player. It doesnât turn very well, dodging should avoid it. As the wave travels, it will leave behind a wall of stone that will stick around, requiring the player to move around or destroy it.
After some moves using the Halberd, Argos will switch to the Lance, and will use the Lanceâs new attack as his first attack with the lance:
- Wall of Lances: Argos will stab several times in the general direction of the players, spawning ethereal lances. After a short delay, the lances will go flying. They will be scattered even if the player stands still, so players will need to be careful to not run into an incoming lance while dodging the others.
At half health, Argos will go to the center of the room and use a supercharged Mighty Smash, and if you donât hide behind a pillar, expect to take very high damage. The pillars will be destroyed, and he will switch to Cursebane.
Phase 2 is very similar to his normal third phase, with some changed and new attacks:
- Devourerâs Instinct - Similar to the Beast Instinct-like move, except this one will also send out flying slashes at random.
- Cursed Cleave - A massive 180 degree horizontal slash, there is a charge time so players have time to get to the safe side of Argos. Argos will always target the center of the room using this move. If a player tries to jump to avoid this move, he will use a second Cursed Cleave aimed up from the ground to catch the mid-air player.
- Reaping Strike - Argos will leap at a player, holding Cursebane horizontally or vertically to indicate how the player must dodge. The horizontal strike is at an angle towards the ground, so the player will want to dodge forwards or backwards; the vertical strike, the player will want to dodge to the side.
Once he is at 0 health, Argos will go to the center of the room again to try another Mighty Smash, but the roof collapses. Instead of being crushed underneath however, Argos lifts up the rubble, and with all his might pushes the fort up, and the shockwave sends the players flying into the air. What is left of Fort Talos is a crater, some ruined walls lining the perimeter, and the Lion of Ravenna in his prime.
Phase 3: Argos is fully healed, and will freely alternate between all of his weapons, using every move from Phase 1 and 2. Thanks to Fort Talos being destroyed, the arena is expanded, but Prime Argos is more than agile enough to keep up with the players. At half health, Argos will use one of three Ultimate Arts:
- Mighty Whirlwind - Argos goes to the center of the arena with the Lionâs Halberd and begins charging. Players must get on top of the ruins of Fort Talos or suffer extreme damage and high knockback. A tornado will form, picking up debris and destroyable objects, such as ones from Lionâs Upheaval, and will send them flying randomly towards the ground for a duration.
- Rain of Lances - Argos jumps very high into the air, and lances begin raining from the sky upon the playersâ heads. They land with a moderate AoE, and deal moderate damage, but apply a debuff that will increase damage taken. After some time, Argos will slam into the center of the arena for a gigantic AoE that does moderately high damage - unless you took too many hits from the initial rain of lances.
- Devourerâs Rampage - Starting from one side of the arena, Argos begins using Devourerâs Instinct, travelling slowly to the other side of the arena. Getting too close will draw you in. After reaching the other side of the arena, Argos will use Cursed Cleave with a reduced delay.
Reward ideas:
- A skill scroll that allows larger weapons such as greatswords to use Beast Instinct.
- A shard of the Devourer that took the Cloud Curse as an amulet, reducing energy regeneration in exchange for a healthy amount of stats (Maybe whatever stats a Cloud Arcanium item would have?)
- An Atlantean version of Lionâs Halberd or Lance of Loyalty - the Lance could be one of the big sea urchin spines