bosses

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  • Meet the bosses of TERA's upcoming Fate of Arun expansion

    by 
    Bree Royce
    Bree Royce
    11.13.2014

    Announced abruptly just before Halloween, TERA's long-planned Fate of Arun expansion is due out in December, complete with a level cap bump and loads of new zones. Today, En Masse has provided us with an exclusive poster and a sneak peek at the bosses arriving to torment you in Arun. Check 'em out below!

  • The Mog Log: Exploring Final Fantasy XIV's 2.3 dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.04.2014

    It's been just about a month since 2.3 went live in Final Fantasy XIV, and while we're still waiting for the arrival of our full personal housing and the addressing of the hot mess that is the Hunt, we do still have new dungeons. More than that, we have three really good dungeons. Since everyone knows I am an absolute glutton for dungeons, it's almost shocking that I haven't talked about these yet. Unlike the first two sets of added dungeons, this set doesn't really have a loser in the lot; even the worst dungeon is just kind of meh alongside its contemporaries, not actively bad. So whether you've just been waiting for me to talk about them or you've been Hunt-spamming for weeks and haven't even thought about any other form of content, let's talk about Stone Vigil, Tam-Tara, and Hullbreaker Isle long after I would normally yammer on about them.

  • Final Fantasy XIV's next live letter is on its way

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.09.2014

    Are you ready to take on the Lord of Levin, the primal Ramuh? To brave the depths of Stone Vigil and Tam-Tara Deepcroft in Hard mode? To see what the deal is with Hullbreaker Isle? Well, then, you're going to want to tune in to the next Final Fantasy XIV Letter from the Producer LIVE, currently scheduled for May 24th at 7 a.m. EDT. Because yes, the topic under discussion is the upcoming patch 2.3 and all that it entails. As always, a thread is available for players to ask questions for the live letter, and a translated transcript will be made available on the official forums. Aside from the aforementioned topics, the letter will also cover Item Desynthesis, Daily Hunts, and an interview with lead designer Takeo Suzuki regarding gear, monsters, emotes, and hairstyles. If you've got a burning question on any of these topics, you've got a chance to get it answered live when the next letter comes around.

  • The Mog Log: Final Fantasy XIV's Crystal Tower

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.18.2014

    Let me be up front with you, dear readers: The Crystal Tower in Final Fantasy XIV is one of the most well-designed dungeons I have had the pleasure of playing through, ever. Not just "in Final Fantasy XIV" but anywhere, ever. It's fun, it's clever, it's clean, it's engaging, it's freaking spectacular. If not for one minor wrinkle, it'd be a nearly unambiguously perfect bit of bliss. But I'll cover that part later; the important point is that right off the bat, this dungeons is something that I consider absolutely stellar. Longtime readers will also know that large group content is generally not my thing. I dislike a big raiding endgame, and I'm not a fan of the style of play, so the idea that my current favorite dungeon in the game is a 24-man rush through the tower probably seems a bit odd. So let's talk about boss strategies, progress through the tower, and the one blemish on what is otherwise unambiguously great.

  • Age of Conan to receive some new world bosses

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.02.2013

    Do you like finding huge monsters out in the world and taking them down? Then you'll have reason to be excited about Age of Conan's upcoming world boss system. The most recent game director's letter explains that these bosses are an outgrowth of the anniversary event designed to make the game world feel more dynamic. Each boss will have a one-week spawn period, and with 12 bosses in total, players will be facing a different boss each month. The boss will spawn within one or two outdoor areas and can be engaged and fought by any level-appropriate characters within those areas, with rewards going to anyone who takes part in the fight and survives for at least one minute before it dies. Item caches are dropped by each individual boss, but the bigger reward comes to players who manage to be counted as slaying all 12 bosses as they spawn. For more details, as well as information about upcoming gathering and event changes, take a look at the full game director's letter.

  • The Mog Log: Final Fantasy XIV's best and most disappointing bosses

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.12.2013

    I don't know if I exactly agree with Naoki Yoshida's stance that Final Fantasy XIV is about group content first and foremost, but darn if the game's group content isn't pretty awesome. I can't remember the last game where I was this happy to queue up and head into a dungeon, even if I didn't have a full group backing me. Which means that I've gotten very familiar with the game's bosses. The best bosses are pretty easy to pick out for me; they're the ones that hit all the right notes in terms of challenge and whatnot. But the expected counterpart is the worst bosses, and... really, there are a lot of factors that can play into the term worst. So, I'm not pointing out the worst as much as I'm pointing out the disappointments. The top five of each, in rough order. Enjoy.

  • The Mog Log: Final Fantasy XIV's dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.14.2013

    My interest in Final Fantasy XIV is not purely about racing to the endgame, but I am well aware there is an endgame. And while I'm easily distracted by the pursuits of other goals such as leveling Arcanist, I'd rather be on the early side to the party. There's nothing wrong with not being the first at endgame, but I'd prefer to beat the rush, if you know what I mean. So my playtime has been focused a bit more toward getting to the end of the story quick-like. This also means going through a lot of Final Fantasy XIV's dungeons. I'm not quite up to the last rush, but considering a lot of people I see are still moving into stuff I left behind a while ago, I'm still a bit ahead of the parabola. So let's take a look at the dungeons along the path from level 1 to level 50 after the initial set (which I covered back in beta).

  • A dragon rises in Guild Wars 2's next update

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.10.2013

    It does no good to leave a dragon out of your estimation, alive or dead. Yes, Tequatl the Sunless is dead and vanquished, but the undead lieutenant of Zhaitan was dead the first time you faced him in Guild Wars 2. So it should be unsurprising that the undead dragon can come back for another round. But he's not just coming out with the same old swings. He's faster, stronger, and deadlier, and it remains to be seen if he can be beaten this time around. The next update doesn't just feature an ambulatory dragon corpse with new tricks, though. It also features the long-awaited Looking for Group tool so that players can quickly assemble a full dungeon team without standing around shouting. All of the game's bosses have received a design pass to make them better and more enjoyable in play, and WvW players will enjoy a new power and new ruins. But the video preview is all about Tequatl. When you title an update Tequatl Rising, you put your star front and center. [Source: ArenaNet press release]

  • Massively does Geek Week: The top 10 most epic encounters in Guild Wars 2

    by 
    Richie Procopio
    Richie Procopio
    08.08.2013

    As MMO players, we know all about being geeks; we're the geekiest video gamers around! Join in the fun today as we celebrate Google's Geek Week with a series of MMO-flavored videos to introduce fellow geeks to our favorite games: Guild Wars 2, SWTOR, The Secret World, and more! Guild Wars 2 is gorgeous. It's as simple as that. Even as it approaches the first anniversary of its launch, we still find ourselves gawking at the painterly landscapes and impressive character models. Lush environments, enormous world bosses, and breathtaking vistas are all accented by an emotionally gripping soundtrack in an immersive experience. To illustrate this, we've compiled a top 10 list of the most epic encounters in Guild Wars 2 based on its environments, animations, and sound design. Temporary content was off the table (with one big exception), so some fan favorites like Super Adventure Box, Molten Weapon Facility, and the Wintersday festivities weren't included. Enjoy our take on the most epic encounters in GW2 in celebration of Geek Week!

  • A look at the current endgame for Blade & Soul

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.07.2013

    If you're looking forward to playing Blade & Soul when it finally comes to this side of the pond, you probably want to know what to expect from the endgame mechanics. Fortunately for you, the game has just released its newest endgame dungeon, and a preview is available of the final boss fight within that dungeon as well as the process for gaining and powering up loot from bosses. Which is... ornate, for lack of a better term. The short version is that everyone present for the kill gets a loot box containing a weapon. You can either pay money to ensure that the weapon is right for your class, or you can buy an ordinary key and take your chances. Once you've gotten the right weapon (with the right stats) after however many trips, you can start leveling it up... but in order to really advance it, you'll need to get two more weapons and level those up. Take a look at the full preview for details on boss mechanics and the weapon upgrade process. [Thanks to Steparu for the tip!]

  • The best fight from Wrath of the Lich King

    by 
    Sarah Pine
    Sarah Pine
    05.17.2013

    Last week there were a lot of calls in my "Best fight from Burning Crusade" article for Mimiron, Yogg-Saron, or Arthas himself to be the subject of this article. I had to smile at them because, well, they guessed it. I'll admit that, as a healer, I was tempted to pick Valythria, but I don't think I could really do that in good conscience. Valythria might have been one of my favorite fights, but the best? No, not really. My choice for the best fight from Wrath of the Lich King? Mimiron. Mimiron is a four-phase tier eight fight with some complex mechanics and a good deal of entertaining humor to it. In my opinion, the Ulduar raid was the crown jewel of Wrath of the Lich King, and Mimiron was one of the most fun and challenging bosses in it.

  • The best fight from Burning Crusade

    by 
    Sarah Pine
    Sarah Pine
    05.09.2013

    Last week I wrote about what I considered to be the best fight from classic WoW, so this week we're moving into The Burning Crusade. Though I stated that I try to stay away from obvious choices, this boss is so infamous that I really couldn't choose anything else, despite considering several others. The picture at the top of the article has already given my answer away: Kael'thas Sunstrider, the final boss of Tempest Keep: The Eye. This could be the rose-colored glasses of nostalgia speaking, but looking back, I really do believe that The Burning Crusade had some of the most interesting, fun, and infuriating boss mechanics of any expansion so far. Mage and/or warlock tanks? Check. Necessary item usage? Check. Guaranteed aggro resets? Check! And Kael'thas had all of those.

  • My most memorable experience in-game

    by 
    Sarah Pine
    Sarah Pine
    04.09.2013

    You know, I thought this question would be a lot easier to answer than it turned out. After six years of playing this game, I thought surely there would be an obvious stand-out moment, but as I sat down to write this post, I realized that wasn't exactly true. Lest you think I'm implying that I've experienced nothing memorable in WoW, rest assured, that isn't the case. It's more that I have the opposite problem: I've experienced too much that is memorable. I've had some really great times in this game, and it's turned out to be nigh impossible to point to one and say, "That's it, that was my most memorable moment." Instead, I've come up with a list of things that keep coming to mind whenever I think about the topic. They are in no particular order: 1. Killing Nathanos Blightcaller Nathanos Blightcaller was, in ye olden days, a (potentially) 40-person outdoor raid boss for the Alliance. He was also a quest giver NPC for Horde, so attacking him flagged you for PvP. Considering both of these things, you can imagine how difficult it could be for Alliance raids to actually down him, especially on high-population servers.

  • The beauty of classic WoW's Molten Core

    by 
    Sarah Pine
    Sarah Pine
    03.19.2013

    Back in the days of WoW's original release, Molten Core was, in many ways, the raid. It wasn't the only raid, and it certainly wasn't the only raid that left a lasting impression on the consciousness of WoW players. Nonetheless, if you were raiding in classic WoW, you started with Molten Core, and that experience inevitably shaped the way raiding has been perceived ever since. What was it exactly about Molten Core? Was it the sprawling, maze-like dungeon (which didn't have a map at the time)? Was it the memorable boss fights and quotes? Was it the iconic gear drops? Was it dealing with the reality of trying to organize 40 players into their different roles and individual responsibilities? I'd say all of the above, to an extent. The first time you do anything new, be it visiting a city or raiding in a video game, there is a certain significance to the occasion that can never truly be replicated. As the first big raid most classic WoW players experienced, Molten Core has had a special place in our collective hearts for a long time now. Let's take a trip down memory lane with a look at some of the unique and fun aspects of Molten Core, many of which I miss but honestly would not want to have to deal with again.

  • Patch 5.2 guide to the Throne of Thunder

    by 
    Sarah Pine
    Sarah Pine
    03.05.2013

    The Thunder King is risen! Today, hordes (and alliances) of characters are flocking to the Isle of Thunder to take part in the hotly-anticipated new content. Many of you will be jumping straight into the new raid as well, and in the spirit of being prepared, WoW Insider has got you covered. Check out our Throne of Thunder write-ups and go in swinging! Jin'rokh the Breaker Horridon Council of Elders Tortos Megaera Ji-Kun Durumu the Forgotten Primordius Dark Animus Iron Qon Twin Consorts Lei Shen The ultimate last boss of 5.2, Ra-den, is locked behind a heroic-mode defeat of Lei Shen and that encounter remains a closely-guarded secret -- for now. Happy patch 5.2 everyone, and happy raiding!

  • Legendary Wars updated to version 2.0

    by 
    Mike Schramm
    Mike Schramm
    12.18.2012

    Legendary Wars is a favorite around here. It's an app put together by developer Orian Livnat and his team, and while he's gone on to work on some other projects, Legendary Wars is still a great example of some talented developers just polishing a great, original idea until it shines. And now the app shines even brighter: Just in time for the holidays, Livnat and his developers have updated the app for version 2.0, which he tells TUAW "almost doubled the size of the game." There's now a whole new campaign to play through, with more units, more monsters, more gear to earn, more bosses, and even some new hidden gameplay placed in the current campaign. Liv Games has been very generous with this game in the past, and this release is no exception: All of this new content is available for free to current owners of the app, and you can grab the whole thing for just $1.99 (or $.99 for an SD version). Legendary Wars is a great game, and it's really amazing to see this kind of support put in so far after release. If you've made the mistake of not getting this one and playing it yet, time to fix that right now.

  • Transformation-focused Eclipse War Online debuts with video

    by 
    MJ Guthrie
    MJ Guthrie
    11.12.2012

    Players of the upcoming Korean MMO Eclipse War Online can transform into a variety of familiar and unique fantastical creatures, from massive-clawed scorpions to dragons to a blob with antennae. SC Internet recently introduced its new game that puts a twist on the standard adventuring: Instead of just being characters from stock races fighting against mobs, players can become the mob in fights! If players acquire the transformation card, they will be able to transform into almost every monster in game -- including bosses. When in altered form, players then get some of that monster's special abilities to use on top of their own. Want to be a wolf? Go kill a wolf. The principle flows through to PvP as well; killing another player will net the victor some of the loser's skills. Choosing which form to fight in also becomes a matter of strategy, as some monsters' powers change depending on time of day, location, etc. Want to get a gander at some of the available forms players can turn into? Catch a glimpse in the trailer after the break.

  • Interview with Lead Encounter Designer Ion Hazzikostas

    by 
    Michael Sacco
    Michael Sacco
    10.05.2012

    At the Mists of Pandaria launch event in Irvine last week, I had the opportunity to talk to Ion Hazzikostas, lead encounter designer for World of Warcraft, about Mists of Pandaria's raids and dungeons, lessons learned from Cataclysm and beyond, and the road ahead. WoW Insider: State your name and position! Ion Hazzikostas: My name is Ion Hazzikostas and I am the lead encounter designer for World of Warcraft. What does that job entail? I'm the lead on the encounter team, which is self-explanatory; we make the dungeon and raid content, primarily. We're specialists in multiplayer PVE combat. On top of the dungeons and raids, we also help with outdoor raid bosses, scenario bosses, things like that. What would you say that your biggest goal going into Mists of Pandaria was? Particularly on the dungeon and raid front, to provide content for everybody, for all kinds of players. And we recognize that there's a massive spectrum of millions of people who are playing and enjoying World of Warcraft - a huge range of skill, frankly, and time commitment, the whole casual-hardcore spectrum people always talk about. And one of the things that we've been doing over the evolution of the game is to add additional difficulties, additional ways of consuming that content. So, you know, we now have LFR, normal, and heroic raids, and now we've introduced challenge modes, a sort of new tier of actually legitimately difficult five-player content. It's one of the biggest differences from Cataclysm at launch; one of the things we heard from people who were in guilds with friends and they'd say "these dungeons are awesome, we're having a lot of fun" ... but the people who queued up in Dungeon Finder would have a miserable time.

  • The Soapbox: Diablo III's endgame is fundamentally flawed

    by 
    Brendan Drain
    Brendan Drain
    09.25.2012

    Diablo III was arguably the biggest online game release of the year, but its predecessor's decade of consistent popularity left some pretty big shoes to fill. Despite being the most pre-ordered PC game in history and selling more than 6.3 million units in its first week, Diablo III has started to seriously wane in popularity. I've seen over a dozen friends stop playing completely in the last few months, and Xfire's usage stats for D3 have dropped by around 90% since June. Guild Wars 2's timely release accounts for some of the drop, but there's a lot more going on than just competition. The Diablo III beta showed only the first few levels and part of the game's highly polished first act, and soon after release it became obvious that parts of the game weren't exactly finished. PvP was cut from release, the Auction House was a mess, and Inferno difficulty was a poor excuse for an endgame. Poor itemisation made the carrot on the end of the stick taste sour, and the runaway inflation on top-end items is crying out for some kind of ladder reset mechanic. But there is hope for improvement, with new legendary items, the Paragon level system, and the upcoming Uber boss mechanic taking a few steps in the right direction. In this opinion piece, I look at some of the fundamental flaws in Diablo III's endgame and suggest a few improvements that would make a world of difference.

  • Choose My Adventure: Chasing TERA's BAMs with Rielene

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.04.2012

    Higiri will be delving further into the depths, seeking that fundamental alchemy that separates a generic implementation of mechanics from a standout one. I wish her luck, but this week doesn't focus on her adventures. No, it's time for Rielene to once more take center stage, complete with her twin blades and her dangerous game. Rielene's destiny was to hunt the great beasts of TERA, the monsters whose colossal stature relegates them to assault by groups or fearless individuals. I speak, of course, of BAMs. OK, for the epic names that could have been chosen for these creatures, that's probably not one of the better ones. But they're still pretty distinctive. They're these roaming monsters that don't just wing you a bit if they connect with a hit; they shred you to pieces. They're bosses that roam around, daring you to try and take them on alone. And I did just that, and I emerged victorious, and it was undeniably worth the price of admission.