03-18-2010, 05:30 PM
*using Charlie Fleed's FFX-style CBS*
Well, some bosses I got in my project includes:
Category: Reviver, including: "Valkyrie" and "Master of Elements".
Valkyrie:
The Valkyrie has two minions that fights at her side: Einherijars. Whenever an Einherijar dies, the Valkyrie's next move will be a skill that revives the killed einherijar. If both einherijars are dead, the Valkyrie will use a skill called "Valkyrie's Call", which revives them both, with buffs.
While all 3 enemies are alive, their damage output is pretty high and may be too much to handle, but if you kill the minions they will just get revived. The trick, is to inflict the minions with status-effects (which they are vurnable to) rather than killing them, greatly decreasing their effeciency and then focusing on taking down the Valkyrie herself.
Master of Elements:
The Master of Elements is a boss with 4 minions, in the form of "elemental orbs". The actual boss itself does nothing but cast defensive buffs on himself and defend, until one of the orb dies, in which case he revives that orb. The orbs themselves, obviously use attacks of their own element, and they also absorb all damage of that element/has weakness to opposing element etc.
The Master of Elements will stop reviving his minions and start fighting only when ALL the orbs are dead, meaning you have to finish them all off in quick succession. This can, however, not easily be done by just spamming all-targeting spells, as almost all of those are elemental, meaning once of the orbs will take more damage than the others, while another one absorbs the damage and is healed instead.
Category: Changing Phases, including "Dark Moon" and "Charging/Incantation" etc.
Charging/Incantation:
I have several bosses that uses a unique status-effect called "Charging" or "Incantation". Basically, when the boss hits a certain HP, or a certain amount of turns has passed, the boss uses a move that inflicts one of these two status effects on himself/herself. The status-effect can't be dispelled. Trough battle-event, the boss will be forced to use a certain very powerful move if he/she is inflicted with said status-effect when his/her turn comes up. Then the effect will be removed. It's just as simple as that.
Dark Moon:
The "Dark Moon" is a bit more interesting. Basically, there is a "minion" that can't be killed and is pretty far above the main enemy. The Dark moon is EXTREMELY slow, and follows a set, repeating attack-pattern. The screen-tone is also changed, depending on what the "Dark Moon" is about to do. For example, the first move could be "Dark Cloud", which blinds all characters. Before that move is used, everything becomes darker. Next, a buff-move targeting the main enemy is used called "Moon's Blessing" etc. Before that happens, the screentone becomes slightly blue. Finally, the Dark Moon may use an actual attack, which should be very powerful... like "Apocalypse". Before that happens, the screentone becomes slightly darker and slightly red etc.
Well, some bosses I got in my project includes:
Category: Reviver, including: "Valkyrie" and "Master of Elements".
Valkyrie:
The Valkyrie has two minions that fights at her side: Einherijars. Whenever an Einherijar dies, the Valkyrie's next move will be a skill that revives the killed einherijar. If both einherijars are dead, the Valkyrie will use a skill called "Valkyrie's Call", which revives them both, with buffs.
While all 3 enemies are alive, their damage output is pretty high and may be too much to handle, but if you kill the minions they will just get revived. The trick, is to inflict the minions with status-effects (which they are vurnable to) rather than killing them, greatly decreasing their effeciency and then focusing on taking down the Valkyrie herself.
Master of Elements:
The Master of Elements is a boss with 4 minions, in the form of "elemental orbs". The actual boss itself does nothing but cast defensive buffs on himself and defend, until one of the orb dies, in which case he revives that orb. The orbs themselves, obviously use attacks of their own element, and they also absorb all damage of that element/has weakness to opposing element etc.
The Master of Elements will stop reviving his minions and start fighting only when ALL the orbs are dead, meaning you have to finish them all off in quick succession. This can, however, not easily be done by just spamming all-targeting spells, as almost all of those are elemental, meaning once of the orbs will take more damage than the others, while another one absorbs the damage and is healed instead.
Category: Changing Phases, including "Dark Moon" and "Charging/Incantation" etc.
Charging/Incantation:
I have several bosses that uses a unique status-effect called "Charging" or "Incantation". Basically, when the boss hits a certain HP, or a certain amount of turns has passed, the boss uses a move that inflicts one of these two status effects on himself/herself. The status-effect can't be dispelled. Trough battle-event, the boss will be forced to use a certain very powerful move if he/she is inflicted with said status-effect when his/her turn comes up. Then the effect will be removed. It's just as simple as that.
Dark Moon:
The "Dark Moon" is a bit more interesting. Basically, there is a "minion" that can't be killed and is pretty far above the main enemy. The Dark moon is EXTREMELY slow, and follows a set, repeating attack-pattern. The screen-tone is also changed, depending on what the "Dark Moon" is about to do. For example, the first move could be "Dark Cloud", which blinds all characters. Before that move is used, everything becomes darker. Next, a buff-move targeting the main enemy is used called "Moon's Blessing" etc. Before that happens, the screentone becomes slightly blue. Finally, the Dark Moon may use an actual attack, which should be very powerful... like "Apocalypse". Before that happens, the screentone becomes slightly darker and slightly red etc.