During the last phase on the Oryx the Mad God 3 (Oryx the Exalted God) boss fight, Oryx the Mad God will be at approximately 5% HP and taunt, “Despicable mortals! A single realm freed is meaningless! Millions more remain in my grasp!” If any player types in the chat “hard mode” (case insensitive), then the following will occur:
Definitions:
Phase - A particular attack.
Evolution - A new set of phases or elements added to the arena when reaching a certain HP threshold.
Beginning
Oryx the Mad God’s name will change to Oryx the Unbounded God and his HP will restore to full. He taunts, “Hahaha, too easy eh? I’ll show you.”
Evolution 1: 100% HP
Oryx the Unbounded God will have standard phases (minus the desperation or ‘celestial’ phase) and the room will turn back to normal as if you first entered the arena. He does double the damage from post-exalted, but carries on like normal. Oryx the Unbounded God will taunt, “Your equipment is bound to your soul!” Players will be unable to swap out their current equipment with anything in their inventory for the remainder of the fight. If a player tries to equip an item, it will play the out of mana error sound.
Evolution 2: 80% HP
Oryx the Unbounded God will taunt, “My dominance extends through out the universe!” He spawns 6 invincible Portals of Oryx (post-exalted) in which its phases last twice as long. These portals remain for the entire fight.
Evolution 3: 60% HP
Oryx the Unbounded God will taunt, “Dance, DANCE, DANCE!” He spawns 16 Bomb Artifacts like normal, but this time these bombs deal 50 AOE damage (additive). For example, if you get hit by a bomb for the first time, it will deal 50 damage. If you get hit by it again, 100 damage. Then 150 damage, 200 damage, and so on. Subtract this damage from your defense for the total damage. These artifacts remain for the entire fight.
Evolution 4: 50% HP
Oryx the Unbounded God will taunt, “My power is UNBOUND!” The room transforms back to the white room with all phases having post-exalted effects.
Some phases are slightly different:
"Accept your fate! - Oryx runs to the nearest player and stays glued on the right side of their screen, firing the same projectiles as normal.
"Fleeing is futile" - Oryx spins twice as fast and shoots double the amount of projectiles, but they travel 4 times as slowly.
New phases:
"Splendor! Splendor! Splendor!" - Oryx throws 1 bomb into the air that comes down after 6 seconds dealing 7,000 damage worth of armor piercing damage in a 6 tile radius.
Evolution 5: 40% HP
Celestial phase is normal. After this phase, the following applies:
- If the Messengers of Oryx are not killed at the same time, they regenerate their HP (Pentaract property).
- The Bomb Artifacts reset their damage count back to 0 and deal a smaller AOE (1 to 2 tiles radius).
- The room is applied a permanent armor broken debuff.
- Celestial phase can occur after every phase (10% chance).
- Holy beams occur at random.
- Mana regenerates 50% slower.
- Oryx the Unbounded God teleports after every phase.
- Oryx the Unbounded God never resets back to the middle after any number of phases.
- Oryx the Unbounded God is cannot be staggered.
- Oryx the Unbounded God will counter if he receives just 1 HP of damage during his guard animation (pets and abilities do not count towards this damage threshold).
Some of the phases are slightly different:
"Gaze at my power, for it shall be your last sight!" - Instead of targeting the nearest player to fire at, Oryx shoots all around him in a clockwise pattern.
"The cosmos shall rain down my wrath upon you!" - Meteor showers will fire triple the amount of projectiles radially and go twice as fast outwards, with no range limit (if it hits the wall it disappears).
"Melt before my fury!" - Oryx teleports three times on top of players. The first two times he teleports, he does nothing. The third time he teleports, he shoots 90 bullets radially 17 times in 2 seconds, with unlimited range and moving twice as fast as normal.
New phases:
"All mine to control!" - Oryx fires two hit-scan, unavoidable, untelegraphed, unlimited ranged, armor piercing, player piercing, green lightning strikes at the player who has the most distance on Oryx. Does 400 damage. The lighting strikes are similar to the ones from High Tech Terror’s laser beams, but with amplitude.
"Strafe you meaningless frontiersmen!" - Oryx fires a line of bullets aimed at a random player per second.
A major change occurs within the fight. There will be an array of preemptive taunts before calling the phase taunt. For example, if Oryx is about to taunt “Accept your fate,” he will taunt a random taunt from the list of taunts to change it to “Meaningless whelps! Accept your fate!” However, these taunts stack up as new phases come in. The actual taunt of the phase itself will be jammed somewhere in the middle of the string of taunts. For example, if Oryx is on his 3rd phase after his 5th evolution, a possible taunt in the chat could be “Mindless brutes! Miserable mutts! Accept your fate! Meaningless whelps!” If Oryx is on his 40th phase after his 5th evolution, a possible taunt in the chat could be “Mindless brutes! Miserable mutts! Lowly pigs! Defiant scoundrels! … (20 more taunts) Accept your fate! Meaningless whelps! Defiant scoundrels! (13 more taunts)” This change makes it harder to determine the next phase and strategy in time by pretty much spamming the chat with useless, unintelligible taunts. A really good raid leader would have to sift through the useless text to find the actual phase that is about to happen.
Evolution 6: 20% HP
Oryx the Unbounded God will taunt, “The heavens are mine to command!” There will be 6 types of holy beam array combinations:
- Holy beams start from the left side of the arena and go to the right side of the arena.
- Holy beams start from the right side of the arena and go to the left side of the arena.
- Holy beams start from the top of the arena and go to the bottom of the arena.
- Holy beams start from the bottom of the arena and go to the top of the arena.
- Holy beams start from a ring on the outside perimeter of the arena and work their way towards the center point of the arena.
- Holy beams start from the center point of the arena and travel outwards, radially to the perimeter of the arena.
New phase:
Celestial MK 2 - Same as regular celestial, but:
- Oryx fires twice as fast, moves 4 times as fast.
- Random holy beams are replaced with the meteor showers from cosmos.
- The pet stasis portals only shoot radial shots, but move to the center and back as they rotate with 4 range.
- Heavens holy beam array (pattern 5 and 6) alternate, effectively causing a boomerang from the center to the outskirts every time.
- This phase lasts 4 times as long as normal celestial.
- Bomb artifacts travel to the middle ring of the arena and now have 4 tiles worth of range.
- Messengers of Oryx spam a straight line of projectiles towards the nearest player.
- Oryx does not get staggered, but instead guards.
- This phase has a 1% chance to occur after every phase (additive). After occurring, the chance resets back to 1%.
Evolution 7: 15% HP
Everyone in the room gets instantly healed up to full health. All previous phases and projectiles disappear. The Messengers of Oryx are invulnerable. Oryx the Unbounded God will taunt, “PARSE! PARSE! PARSE!” He will then apply an instant-damaging AOE, covering the entire arena. This will hurt the player once for 800 damage. Oryx the Unbounded God will taunt, “You’re still alive? You really are strong.” The fight continues and Oryx has no death animation. Oryx will just die when he has 0 HP and play the No, this cannot be! sound effect.
Death:
Oryx the Unbounded God will disappear, but not before spawning a huge array of slow-moving radial projectiles similar to the Marble Colossus death animation. These shots travel outside of the room for 30 tiles and then boomerang back to the spot where Oryx was slain before disappearing over a span of 20 seconds.
Loot
Oryx the Unbounded God can drop either drop a white bag (30% chance) with 4 times the loot as normal, (say 4 Divinities for example) or a guaranteed yellow bag (60% chance) with a mark and 1 soulbound potion of wisdom. The white bag can also drop any untiered item from any of the minibosses.
Hypothetical new items for untiered loot:
- Cross Necklace: A ring which gives the player 3 frames worth of invulnerability after taking damage.
- Divinity MK 2: The same as Divinity, except the instant holy strike beams fire as fast as the player’s dexterity.
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