Revamp: Trials - Necropolis of Sutekh added (5-man version) / Apophis the Uncreator

Check the PDF links to read the Revamps/Hard modes.


After having been doing Trials to farm Gypsum, I have observed that it is a content that has become very obsolete despite having a lot of potential and being easier to develop than a dungeon, since in addition to having very few trials, they keep asking for orbs to enter, they do not have a group finder and their bosses are too simple.

Additionally, the anniversary Dev Update has not mentioned anything about them either, so I understand that they will continue to be obsolete content.

Therefore, I propose:

  • Remove the need for orbs to enter.

  • Make them integrated into the group finder.

  • Segment the life bar of the bosses in the same way as the bosses of Brimstone Sands. (DONE)

  • Improve combat by adding new mechanics to make combat more interesting, since the 4 trials are basically piñatas with extremely simple mechanics, making combat boring.


I want to make it clear that what you will read next is just the concept of how I could change the combat to make it, in my opinion, more dynamic and more interesting. It can work as a revamp or as a hard mode.

I would suggest that the dev team should try to create a match like the ones I’ll describe below, which are more mechanically complex than any boss we currently have in the game, before trying to create something with a larger number of players. If they can do 1 or 2 fights like those ones, using boss arenas as a means of testing for more complex mechanics, that will mean they’re ready to jump into raids.

Note: Due to the large amount of content that each revamp or hard mode has and since this post will contain the revamp or hard mode of all trials, from now on only the most recent revamp or hard mode will be show on the post, the rest will be available in a PDF version on my google drive.


Zygoramet Logo Zygoramet’s Grove - Zygoramet

PDF Version 1.2: Zygoramet Revamp/Hard mode.pdf - Google Drive

Siren Logo Spire of Melpomene - Siren Queen

PDF Version 1.1: Siren Revamp/Hard mode.pdf - Google Drive

Eternal Pool Logo The Eternal Pool - Avarice

PDF Version 1.0: Avarice Revamp/Hard mode.pdf - Google Drive

Icon Necropolis of Sutekh - Apophis the Uncreator

PDF Version 1.0: Apophis the uncreator Revamp/Hard mode.pdf - Google Drive


This is a concept of a 5-man version of Apophis the Uncreator trial, this is the final boss of the main story quest on Brimstone Sands, and once you have defeat him, you never fight him again. This is such a wasted content and a cool fight, that can have a 5-man version. This fight doesn’t have any mechanic. We will add some mechanics to make the fight more fun, also in this version we will have the help of Imhotep.

My suggestion is to made a 5-man mode of this fight and add some mechanics to make the combat more interesting. We will focus the combat on Imhotep and adds management.

Phase 1: 100%-50% HP

The first phase will be exactly the same as the single player fight, except for 2 differences:

  • The Devourer: When Apophis announces the start of the attack in which a mandible comes out of the ground. This warning will be accompanied by a mark on the player who is going to be chased by the jaw. Due to the enormous damage, it causes. That player must focus on surviving.

  • Adds: During this first phase no adds will appear.

When Apophis reaches 50% of his health, he will teleport to the front of Sutekh’s tomb and a sandstorm dealing a large amount of damage will cover the edges of the combat zone, leaving only the central square to fight.

Arena 1

Phase 2: Protecting Imhotep

Apophis will start to resurrect Sutekh but you won’t be able to reach or damage him because the tomb area will be protected by a magical shield summoned by Apophis.

Imhotep will muster up his courage and will enter the arena to help us. It will stand in the center and he will start to cast a spell to destroy this barrier. The spell will take 1 minute to be casted and, in the meantime, you will have to protect Imhotep from the waves of adds that will appear every 10 seconds from the side edges of the arena and at the same time survive the bites of the devourer that will change the target player with each wave.

Arena 2

Imhotep will cast the spell at Apophis from this position.

It will be convenient to establish a priority order in the elimination of the adds, taking into account that both the healer and the tank can be the target of the devourer, therefore, the party must be versatile and adapt to the situation quickly in order to survive this phase.

There will be a total of 5 waves whose composition is:

  • Wave 1: 1 Myrmidon, 1 Jinn, 1 Nephilim, 1 abomination.
  • Wave 2: 1 Myrmidon, 1 Jinn, 1 Nephilim, 2 abominations.
  • Wave 3: 2 Myrmidons, 1 Jinn, 1 Nephilim, 2 abominations.
  • Wave 4: 2 Myrmidons, 2 Jinns, 1 Nephilim, 2 abominations.
  • Wave 5: 2 Myrmidons, 2 Jinns, 2 Nephilims, 2 abominations.

To see the details of each add, check the PDF link above.

Imhotep will have to be protected until he finishes casting the spell. When the barrier is broken Apophis will expose his stamina bar. You have to download it in less than 10 seconds or it will resurrect Sutekh, causing the trial to fail. If Imhotep dies, the barrier won’t break and therefore it will also be a failure. Throughout this phase and the next, your healer will be able to heal Imhotep.

Phase 3: Helping Imhotep

When you exhaust Apophis’s stamina it will disappear, Imhotep will approach the tomb and realize that Sutekh has almost risen so you will have to try to seal it with a spell. However, he alone is not strong enough to seal Sutekh, so you will have to help him.

The 3 square platforms to the east, south, and west will rise displaying an emergency sealing system made by the ancients using their glyphs. Each of these platforms will have 2 glyphs. Imhotep will tell you that by using the glyphs in the correct order we can strengthen him, allowing him to seal Sutekh. We will have 1 minute to be able to use all the glyphs correctly, in case we do not succeed, Sutekh will resurrect and the trial will fail.

During this entire phase we will also have to defend Imhotep from the waves of adds that will appear every 15 seconds along with the devourer’s bites. Each wave will consist of one add of each type.

The glyphs that appear on each platform will be random and it will be Imhotep who tells us the order of the glyphs to use, but he will mention them in the language of the ancients.

Arena 3

If, for example, he mentions the glyphs: “JAIBA, TEYI, DE’UN-YICH, ITKA, HID, EYBUE”.
The arena could be seen this way or with another placement of the glyphs.

Only 1 player should use the glyphs because each glyph used in the correct order will give us the following buff:

Lore

Sea lof Sutekh
Will allow us to seal Sutekh.
Max Stack: 6
Duration: 1m

When the player accumulates 6 stacks of this buff, he will have to interact with Imhotep so that he finishes sealing Sutekh thus ending the phase. However, if at any time we make a mistake in the order of the glyphs, we will lose all the stacks of the buff, having to start the sequence again.

Phase 4: Freeing Imhotep

Once Sutekh is sealed Apophis will appear again and it will charge Imhotep pushing him to the center, merging with him and petrifying him. We will have to free Imhotep from his petrified state in less than 1 minute or they will merge completely and the trial will fail.

To do this we will make use of the 4 colored orbs that have appeared on each of the cardinal platforms.

Arena 4

One of each color will always appear, but the position in which they appear is random.

In order to free Imhotep, we will have to mine on his petrified body but the characters do not have enough strength to mine this hard stone. To be able to mine it we must obtain the following buff:

Mining
Strength of the Earth
Grants the strength of the earth, allowing him to mine on the hard stone that covers Imhotep.
Max Stack: 1
Duration: 1m

To obtain it, we must kill the corresponding adds near their respective orbs and then interact with them. After obtaining the buff the orb will disappear and we will have to mine on Imhotep spending the stack we have from the buff, we will have to repeat this process with each one of the orbs to finish this phase, taking into account that when we use an orb and obtain the buff, said orb will disappear and will only reappear in case the bearer of said buff dies without having mine on imhotep, having to activate it again.

The adds will appear every 15 seconds along with the devourer and each wave is made up of one add of each type. The allocation of adds by orbs is as follows:

  • “Blue” Orb: 2 Jinns
  • “Red” Orb: 2 Myrmidons
  • “Green” Orb: 2 Nephilims
  • “Yelow” Orb: 1 Jinn, 1 Myrmidon y 1 Nephilim.

To do this, it will be important to have individual taunts so that the members of the group can draw the attention of the desired add and take it to their respective orb, where they must kill it.

From this phase on, all adds will be tauntable except Jinns and Abominations, plus Myrmidons will now target players instead of Imhotep.

Phase 5: Fighting Imhotep

When Imhotep is freed, he will be partially dominated by Apophis, we will have to completely reduce his stamina bar to free him, but we will have to be careful not to kill him or the trial will fail.

During this phase we will have to continue dealing with waves of adds that will appear every 20 seconds and with the devourer that will change targets every 15 seconds. The first wave of adds will consist of 4 adds, being 1 of each type. But each new wave will add 1 more add, which will be random, turning the phase into a DPS race, since there will come a point where it will be impossible to deal with the adds.

Imhotep should never be directed towards the party since some of his attacks cause knockback, being able to launch party members into the sandstorm, in addition to all his attacks hits pretty hard.

To expose his stamina bar, we will have to make the devourer bite Imhotep.

Every time the devourer changes targets, Imhotep will mark a player with a zone that will follow them, 3 seconds later the zone will stop following the player and a rock will drop in that zone. This rock can be climbed so the player being chased by the devourer must climb on it for the devourer to grab it in its jaws.

It will take a while for the boulder to break, allowing the pursued player to put Imhotep between them and the devourer. Once the rock is broken the devourer will continue to bite towards the player and since Imhotep is in the way he will be bitten by the devourer. Once he is bitten, he will be stunned for a few seconds exposing his stamina bar, since the adds are linked to him they will also be stunned for the same amount of time.

You must be careful not to kill him, while his stamina bar is exposed, he will only receive stamina damage, in the opposite case any attack will damage him and he doesn’t have much HP, so the tank must balance the generation of threat and his life.

You will have to repeat this process as many times as necessary until you exhaust his stamina bar. When the stamina bar is completely exhausted, Apophis and Imhotep will separate, the latter will withdraw from the combat already exhausted and the final phase will begin.

Phase 6: 50%-0% HP

This phase is exactly the same as the first, with the following differences:

  • We’ll have the sandstorm.
  • There will be a wave of 4 adds, one of each type every 20 seconds.
  • The devourer will change targets every 20 seconds.
  • Apophis will have a new variety of attacks and will hit harder.

The only thing left to do is kill the boss to end the fight.


Finally, thanks to the New World team for their excellent work and to all of you who have read my concepts.

Thank you very much and greetings from Spain.

My other post: https://forums.newworld.com/t/repeatable-missions-expertise-pve-stats-window/766783

18 Likes

This is really good! Hopefully the devs look into it

4 Likes

Thanks! I hope they see this post! Boss arenas really need a change and also this can serve as a training for future raids. (For both players and devs).

2 Likes

It’s really unfortunate we haven’t seen any new arenas added with any updates. I kind of think there should be a new arena with each new expedition they add. It’s an easily digestible end game content that people with limited time can participate in.

Ideally, I think they should introduce 1 arena as being mutated each week with the two expeditions. Have the arenas count towards their own caps.

In regard to raid mechanics or difficulty…

The initial implementation of raids should be no harder than regular expeditions just designed to challenge 10 to 25 people (choose your size).

Then on top of that you build multiple harder and more complex layers of difficulty similar to mutations but for the raid.

4 Likes

Yeah, it’s a shame that this content has been so neglected, we haven’t seen any new arenas since launch even though the rest of the content has been getting better.

We haven’t even seen a hard mode for them as it has happened with the expeditions. Even what is proposed in this post is more of a hard mode than a revamp as such.

2 Likes

I think the intent was to introduce a one off boss something like Onyxia or Gruuls Lair in WoW. An intro to raiding were it. You have the same large scale combat mechanics with limited time investment versus a very large raid instance like Molten Core was that took multiple nights a week of 3 hour sessions to clear one instance of Molten Core. It persisted from day to day and rest once a week.

3 Likes

I agree, Onyxia was a good introduction to 40 man raids, but before Onyxia we have Upper Blackrock (10 man) and before Upper we have a ton of 5 man dungeons.

I think they should do a steady advance in mechanical complex boss encounters.

5 man → 10 man → 20 man

I don’t think they should hump directly to 10/20 man raids without being done at least one 5 man complex boss.

3 Likes

We already have 5 man instances with multiple difficulties. The next step is raids. Same tuning methods just more people.

What concerns me is the ui and more specifically healing ui. Targetting in raids is going to be a pita. With the current ui.

We also need stamina bars, debuffs and buffs on the raid frames as well as all raid members. Click casting a spell should unlock the ui similar to how wows healing ui works so we can click a player.

2 Likes

Different levels of difficulty is not exactly the type of difficulty I am referring to in this post, maybe I am explaining myself wrong, I am very sorry if something is not understood, English is not my mother language.

Regarding the UI, I agree with you, we need a raid interface, preferably one that can be switched between 2 modes, a simple one and a detailed one that gives the information you say. Lost Ark has these options in its party interface.

1 Like

THIS POST IS SPOT ON PLEASE LISTEN. GOING RIGHT INTO 20 MAN RAIDS IS A DISASTER. Open up arenas for everyone!

I also think that 20 man raids could be too large, that being said could be a cool and great concept. I would honestly prefer a 10 man version and a 20 man version so content is not locked out of people’s limited groups.

We really need to see Monster Hunter/ Dark Souls level of mechanics if not the great work OP has posted this is fantastic and would love to see this in the game.

5 Likes

Thanks, I agree with you about the size of the raids. There should be 2 versions of raids, 10 and 20 men. Becouse a raid of 20 men is actually difficult to make, a lot of small guilds will be out of the raids wich only have 20 men versión. WOTLK did well in this with 10/25 men modes.

2 Likes

This looks like a lot of work. Siren arena it’s actually very unique but extlemely easy, need a hard mode like the one in this post. I also agree that arenas need more love.

3 Likes

Thanks. Yes, it’s a lot of work, it is very difficult to think of different mechanics happening at the same time and have them balanced in a way that is challenging but at the same time possible for players to do.

2 Likes

Dame this is really good, think having these kind of boss fight in raids and there are 6-7 bosses.
My god I would love that.

AGS should hire you for there raid content later on.

3 Likes

Thank you so much, you made my day :grin:. I’m about to finish siren’s revamp/hard mode. I will edit this post when it is finished.

2 Likes

Edit: Siren Queen added.

2 Likes

Bump

3 Likes

Edit: Some users have told me that they have had problems opening the links to the PDF versions, this problem should already be solved.

2 Likes

I like the prone/crouch mechanic of the phase 2 of siren.

That fight looks like a hell for tanks.

2 Likes

If the tank don’t do the mechanics correctly, yes, it is a hell for them.

2 Likes