Hope the exclusivity was worth it…ya greedy fools.
I read about this from @Nisciunu and re-capped it in my post and i also thought this might make an interesting enemy for a Raid Boss …
Well that sort of link doesn’t do it justice … anyhow
Immortal Skeletaurs have different names for each difficulty level:
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Normal Mode: Immortal Skeletaur … They can level up to 50 in normal
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TVHM: Relentless Skeletaur … 65 in True Vault Hunter Mode
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UVHM: Eternal Skeletaur … 89 on Ultimate Vault Hunter Mode
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UVHM OP8 Seriously what the f@ck are you thinking Skeletaur … and 97 in OP8
Possibly they could have a number of swords, lets say 4, that you would have to remove a bit like the Unmotivated Golem in stages during the fight.
I don’t think health values would be an issue because as Nisciunu points out in his post they already have a huge amount of health by that stage, so maybe it could increase with each sword that is removed during the fight.
They are resistant to incendiary attacks but vulnerable to corrosive damage, so possibly they could have a resistance for, and a weakness to each or differing element during each stage of the fight.
Not to sure on a specific location to stage the fight, but the room where the Wizards shield the chest might work out ok with changes in elevation from the stairs and pillars etc.
I hope this passes as a reasonable suggestion and if i can find the original post out of the 9500 posts i’ll change that, but you’ll get the point i guess.
Dukino’s Mom the Invincible! She would rotate elements like Bloodwing, and would call in reinforcements at set health levels, similar to Knoxx. Additionally, as she rampages around, the rocks you can use for cover will slowly be destroyed.
Attacks:
- Beam - this is pretty obvious, as she already has this attack. However, it would be imbued with whatever element she was channeling at the time.
- Shock Balls of Death - we wouldn’t change this attack at all, as it’s already a pretty devastating move
- Pounce - similar to the attack she already has, but with an added nova of the corresponding element (not an undodgeable one like Vorac’s, but still a fairly large radius)
- Roar - this will power up any reinforcements that she has called for, increasing their attack speed and damage
Elements:
- Explosive (81-100% health)
- Incendiary (61-80% health) - this phase adds a rolling attack, similar to what those Spiderants can do to you
- Shock (41-60% health) - this phase adds a lunge attack, where she will bite at a player and then quickly recoil
- Corrosive (21-40% health) - this phase adds a fart attack, which will leave corrosive clouds around the battlefield for 8 seconds
- Slag (1-20% health) - this phase adds nothing new in terms of attacks
Reinforcements:
- 75% health - pup, adult, spitter, and elder skags arrive from various dens around the arena, as well as some marauders, psychos, and shotgun midgets [they will fight each other, but may be used for second winds]
- 50% health - pup, adult, spitter, elder, barf, alpha, and badass skags arrive, as well as marauders, psychos, shotgun midgets, nomads, and bruisers
*25% health - pup, adult, and spitter skags arrive, along with Inferno Rabid Skags, Voltaic Rabid Skags, and Acerbic Rabid Skags, as well as marauders, psychos, nomads, bruisers, and goliaths
The idea here is for Dukino’s Invincible Mother to be extremely dangerous, but to also give the Vault Hunter(s) a way to get back up if they’re overwhelmed.
The golems could be interesting if done right. Probably where you have to shoot out their stomach a number of times.
I always thought a rogue Vault Hunter would be a mad boss.
You would have to change gear and tactics on the fly if the Boss could suddenly switch from a Sham to a Flame of the Firehawk!