
Trial: Riot Rhythm:
A celebration at the Gold Bazzar has tilted wildly out of control. The local brass blades are no help getting it under control. By the point they've been swept up in the alcohol, sound and the throngs of people that have invaded for this debauched, impromptu, free festival.
At the center of it is a caravan of alcohol, loud music, food, and violent dancing that's beginning to threaten to tear down the entire settlement. Â It's owned by a Roe named Hammersmith. Â Get in there and end his party before the entire town burns to the ground!
Phase 1:Â Don't make me get up!
The fight begins with a series of adds
'Sloshed'
These party-goes carry barrels and only want to bring the party to the....party. Â They apply a stacking "High Proof" debuff to those in a 5 yard range, every second, that has no duration. Â The longer you stay near it, the more debuffs you accumulate.. Â They move slowly and focus on a single ranged target. Â On death they explode. Â Anyone in range of the AOE takes damage based on the amount of debuff stacks they have (Too many CAN result in an insta-gib) and gets a "Burning" DoT. Â Anyone with a "Burning" DoT has a 5 yard range that can spread to others with the "High Proof" debuff. Â This can be used to keep stacks of the debuff low, by one person being set on fire and "burning off" low stacks of the debuff on other people.
These will constantly spawn until the two 'Hammered' mobs are killed.
"Hammered"
These party goers are mean drunks and have mining equipment in hand. Â Two spawn, one with a sledge hammer, the other with a mining pick. Â The Hammers apply a stacking vulnerability to to the hammer weapon, the pickaxe gives a stacking vulnerability to the pickaxe weapon. Â Tanks will need to manage these two with target swaps constantly or risk taking more and more devastating hits. Â Each has "Overpower" styled cone attacks so facing will be important.
If either of the 'Hammered' mobs takes a stack of 'High Proof' by being tanked too close to a 'Sloshed' mob, it buffs thier damage per stack of High Proof they have applied to them. Â
Tanks will have to be mobile and focus targets of the Sloshed mobs will have to be careful where they lead them. One of the barrel-havers lumbering through the tank party could spell a wipe as the two Hammered mobs turn into very, very angry drunks.
----------------
Phase 2: Please. Let me introduce myself. (100% to 70%)
When the drunks are gone, Hammersmith enters the field by landing in the center of the trial area. Â This is an AOE effect with fire damage that will forcefully ignite every remaining "High Proof" DoT on the field, as well as doing middling physical damage.
Hammersmith will have a normal agro table minus the tank with the "Black Cloud" debuff and will pummel and kick whoever is at the top of it. Â He has a frontal cone of flame, so melee and casters should not stand in front of him.
"Black Cloud"
He will IMMEDIATELY target one of the two people who had aggro on the Hammered mobs and cast a debuff called "Black Cloud" on them. Â This tank will be unable to gain Hate on Hammersmith. Â However he will be able to target and gain hate on the "Foul Word" mobs. Â This debuff lasts for 1 minute, and then fades. Â When it wears off, the tank will be unable to gain hate on the Foul Word mobs, but will be able to target and gain hate on Hammersmith.
"Foul Words"
Every 5% of health removed during phase 2, starting at 100% and counting down, Hammersmith will shout a curse word so obscene it takes shape as a terrible and violent word from the smoke leaking from his mouth and cigar. Â This Foul Word mob will cast a room-wide AOE magic damage scream with a 3 second cast time if there is no player in melee range is attacking it. Â These need to be picked up, and tanked, by the tank with the "Black Cloud" debuff".
"Devil's Dance Floor"
 Hammer will, every time two "Foul Words" die, cast this spell.  Several "safe" circles" will appear on the ground.  After the cast completes the ground outside these circles ignites and anyone outside them takes high fire damage.  The "safe" zones will begin to move until the channeled spell completes, at which point the phase begins to repeat.  It is possible to control when this effect occurs by timing the deaths of the Foul Words, but having any "up" when this effect goes off will certainly mean the party will be out of melee range of a word and taking Scream damage.  Hammersmith is invulnerable during the channeling of this spell.
Ending this phase also triggers an insta-cast "Devil's Dance Floor"
Phase 3: It's a Dead Man's Party (70%-40%)
Hammer will chug a bottle during the final "Devil's Dance Floor" transition, and then set the surrounding caravans on fire. Â Anyone stepping outside, or knocked out of bounds, will take high fire damage until they return to the safe interior.
Brass Knuckles:Â
During this phase Hammersmith will attack faster and hit harder. He still has his frontal cone, so the two tanks will have to be careful of their positioning so as not to catch the melee in this as Haymaker will mean he will be switching his facing between two targets constantly. Â Not having both tanks in the cone during this phase will be helpful.
Haymaker:Â
Every third hit will cause the tank to lose some aggro and knock them back. Â The two tanks for this fight should do their best to maintain maximum hate at all times, otherwise this ability will allow Hammersmith to break free and start wading into the more squishy DPS and healer brigade.Â
Geek the Mages:
A random ranged player will have a skull and crossbones marker over their head. Â Â Shortly there after Hammersmith will hurl a bottle at them. Â A large AOE effect will appear around them. Â Three seconds after that Hammersmith will snap his finger, at which point the player will explode and take damage. Each other player caught in this effect raises the damage of the primary target and also causes medium AOE damage to those caught in the effect. Â Clustered ranged, or stacking near the melee are a certain way to get killed with this effect. Â This effect will not overlap with Ball Breaker. Â This ability triggers more frequently as Hammersmith's health drops lower and lower.
Ball Breaker:
Every 10% Hammersmith will turn and target a melee ranged player who is not one of the top two on the agro list. Â Ball breaker has a 5 second cast time. Players will need to stack on the targeted player. Â At the end of the effect Hammersmith will turn and catastrophically kick the targeted player squarely in their....fork, with a screen shake effect, causing knock-back. Â The damage will be divided around players stacked in the area, as they share a sympathetic wince, and knockback will be reduced for each player stacked nearby. Â A player with no players to share the pain of this hit will almost certainly die from the effect and, if they do not die from it, will find themselves almost certainly landing in the surrounding 'out of bound' fire zones.
Phase 4: Red Right Hand (40%-10%)
Hammersmith will shout and flood the interior of the arena with fire, making the space to move smaller and causing medium AOE damage. He will come out of the ensuring flash and burn with his two handed axe in hand. Â The following abilities will all trigger, randomly, except for Greed and Lust, which will be a constant buff during this phase.
"Greed"
Hammersmith attacks slower during this phase but hits MUCH harder. Â He gains a wide, long AOE cone that will constantly intersperse with his normal attacks as the axe sweeps through the room. Â Every player he hits with the cone attack will make the next one come on a reduced cooldown.
"Lusty"
Every player death on this phase gives Hammer a damage buff.
"Wrath"
Hammersmith will occasionally activate a 5 second buff that causes a AOE fire damage attack to the entire room for every hit that lands. Â The tell for this is a loud shout and a smoke-like shield that will cover him for the duration. Â Attacking during this is a good way to wipe a raid as the attacks have no cooldown between triggers. Â The only attacks that will not trigger a retaliatory explosion will be DOTs that were applied before the shield was cast. Â He will completely wipe aggro after this effect ends. Â Tanks need to be ready to pick him up as poor pickups can result in the Greed cone attacks hitting the room at bad angles, possibly causing them to chain quickly before people can scatter.
"Pride"
Hammer will hurl an axe at ranged DPS. Â If they are within 10 yards of another ranged DPS the axe will ricochet to that player, and will continue to ricochet until it runs out of targets that have not been hit. Â This causes more damage for each target that it hits. Â The axe will stop jumping targets if it's current target dies from the ricochet.
"Envy"
Hammer will turn, shout "FOOOOOOORE" and golf-swing one of the melee, knocking them back towards one of the ranged. Â The melee will be marked with a Golf Ball symbol. Â The Ranged will be marked with a Flag. Â The cast for this is very quick, and the knockback does high damage to the melee targeted and the ranged if they are HIT by the melee during their knock back. Â If this effect kills a player Hammer will scream "HOLE IN ONE. Â WHO'S NEXT?" Â Players will need to be careful with where Hammer is tanked, and faced, because poor ranging with the fire ring surrounding the room could mean that melee could be punted into the burning out of bounds area.
"Sloth"
Hammer will slow his attacks but take greatly reduced damage from all attacks. Â At the end of this buff he'll unleash a high damage attack at whoever is on his agro list. Â If someone other than a tank takes this hit they will probably die.
"Gluttony"
Hammer will take a long pull from a bottle and cast a line of fire in front of him that reaches all the way to the edge of the burning area. Â He'll then spin, sweeping the entire room. Â This is a high damage, moving AOE.
Phase 5: Arsonist's Lullaby (10% to 0%)
Sheep go to Heaven:
Hammer leans his head back and begins to sing. Â This is a pure Ultima cast burn. Â If it goes off the raid wipes in a pyroclastic explosion of fire.
Quotes:
"Can't hold yez liquor? Â I SAID DRINK."
"Move yer feet before I remove em."
"DANCE YEZ BUGGERS. DANCE TILL YEZ DIE."
"SCREAM WITH ME."
"Someone's dead. Take a drink."
"Corpses make dancin difficult"
"FOOOOOOOOOOOOOOOOORE"
"Hole in one!"
"Dammit. Bogey."
"We Don't need no water. Â Let the motherfucker burn."
A celebration at the Gold Bazzar has tilted wildly out of control. The local brass blades are no help getting it under control. By the point they've been swept up in the alcohol, sound and the throngs of people that have invaded for this debauched, impromptu, free festival.
At the center of it is a caravan of alcohol, loud music, food, and violent dancing that's beginning to threaten to tear down the entire settlement. Â It's owned by a Roe named Hammersmith. Â Get in there and end his party before the entire town burns to the ground!
Phase 1:Â Don't make me get up!
The fight begins with a series of adds
'Sloshed'
These party-goes carry barrels and only want to bring the party to the....party. Â They apply a stacking "High Proof" debuff to those in a 5 yard range, every second, that has no duration. Â The longer you stay near it, the more debuffs you accumulate.. Â They move slowly and focus on a single ranged target. Â On death they explode. Â Anyone in range of the AOE takes damage based on the amount of debuff stacks they have (Too many CAN result in an insta-gib) and gets a "Burning" DoT. Â Anyone with a "Burning" DoT has a 5 yard range that can spread to others with the "High Proof" debuff. Â This can be used to keep stacks of the debuff low, by one person being set on fire and "burning off" low stacks of the debuff on other people.
These will constantly spawn until the two 'Hammered' mobs are killed.
"Hammered"
These party goers are mean drunks and have mining equipment in hand. Â Two spawn, one with a sledge hammer, the other with a mining pick. Â The Hammers apply a stacking vulnerability to to the hammer weapon, the pickaxe gives a stacking vulnerability to the pickaxe weapon. Â Tanks will need to manage these two with target swaps constantly or risk taking more and more devastating hits. Â Each has "Overpower" styled cone attacks so facing will be important.
If either of the 'Hammered' mobs takes a stack of 'High Proof' by being tanked too close to a 'Sloshed' mob, it buffs thier damage per stack of High Proof they have applied to them. Â
Tanks will have to be mobile and focus targets of the Sloshed mobs will have to be careful where they lead them. One of the barrel-havers lumbering through the tank party could spell a wipe as the two Hammered mobs turn into very, very angry drunks.
----------------
Phase 2: Please. Let me introduce myself. (100% to 70%)
When the drunks are gone, Hammersmith enters the field by landing in the center of the trial area. Â This is an AOE effect with fire damage that will forcefully ignite every remaining "High Proof" DoT on the field, as well as doing middling physical damage.
Hammersmith will have a normal agro table minus the tank with the "Black Cloud" debuff and will pummel and kick whoever is at the top of it. Â He has a frontal cone of flame, so melee and casters should not stand in front of him.
"Black Cloud"
He will IMMEDIATELY target one of the two people who had aggro on the Hammered mobs and cast a debuff called "Black Cloud" on them. Â This tank will be unable to gain Hate on Hammersmith. Â However he will be able to target and gain hate on the "Foul Word" mobs. Â This debuff lasts for 1 minute, and then fades. Â When it wears off, the tank will be unable to gain hate on the Foul Word mobs, but will be able to target and gain hate on Hammersmith.
"Foul Words"
Every 5% of health removed during phase 2, starting at 100% and counting down, Hammersmith will shout a curse word so obscene it takes shape as a terrible and violent word from the smoke leaking from his mouth and cigar. Â This Foul Word mob will cast a room-wide AOE magic damage scream with a 3 second cast time if there is no player in melee range is attacking it. Â These need to be picked up, and tanked, by the tank with the "Black Cloud" debuff".
"Devil's Dance Floor"
 Hammer will, every time two "Foul Words" die, cast this spell.  Several "safe" circles" will appear on the ground.  After the cast completes the ground outside these circles ignites and anyone outside them takes high fire damage.  The "safe" zones will begin to move until the channeled spell completes, at which point the phase begins to repeat.  It is possible to control when this effect occurs by timing the deaths of the Foul Words, but having any "up" when this effect goes off will certainly mean the party will be out of melee range of a word and taking Scream damage.  Hammersmith is invulnerable during the channeling of this spell.
Ending this phase also triggers an insta-cast "Devil's Dance Floor"
Phase 3: It's a Dead Man's Party (70%-40%)
Hammer will chug a bottle during the final "Devil's Dance Floor" transition, and then set the surrounding caravans on fire. Â Anyone stepping outside, or knocked out of bounds, will take high fire damage until they return to the safe interior.
Brass Knuckles:Â
During this phase Hammersmith will attack faster and hit harder. He still has his frontal cone, so the two tanks will have to be careful of their positioning so as not to catch the melee in this as Haymaker will mean he will be switching his facing between two targets constantly. Â Not having both tanks in the cone during this phase will be helpful.
Haymaker:Â
Every third hit will cause the tank to lose some aggro and knock them back. Â The two tanks for this fight should do their best to maintain maximum hate at all times, otherwise this ability will allow Hammersmith to break free and start wading into the more squishy DPS and healer brigade.Â
Geek the Mages:
A random ranged player will have a skull and crossbones marker over their head. Â Â Shortly there after Hammersmith will hurl a bottle at them. Â A large AOE effect will appear around them. Â Three seconds after that Hammersmith will snap his finger, at which point the player will explode and take damage. Each other player caught in this effect raises the damage of the primary target and also causes medium AOE damage to those caught in the effect. Â Clustered ranged, or stacking near the melee are a certain way to get killed with this effect. Â This effect will not overlap with Ball Breaker. Â This ability triggers more frequently as Hammersmith's health drops lower and lower.
Ball Breaker:
Every 10% Hammersmith will turn and target a melee ranged player who is not one of the top two on the agro list. Â Ball breaker has a 5 second cast time. Players will need to stack on the targeted player. Â At the end of the effect Hammersmith will turn and catastrophically kick the targeted player squarely in their....fork, with a screen shake effect, causing knock-back. Â The damage will be divided around players stacked in the area, as they share a sympathetic wince, and knockback will be reduced for each player stacked nearby. Â A player with no players to share the pain of this hit will almost certainly die from the effect and, if they do not die from it, will find themselves almost certainly landing in the surrounding 'out of bound' fire zones.
Phase 4: Red Right Hand (40%-10%)
Hammersmith will shout and flood the interior of the arena with fire, making the space to move smaller and causing medium AOE damage. He will come out of the ensuring flash and burn with his two handed axe in hand. Â The following abilities will all trigger, randomly, except for Greed and Lust, which will be a constant buff during this phase.
"Greed"
Hammersmith attacks slower during this phase but hits MUCH harder. Â He gains a wide, long AOE cone that will constantly intersperse with his normal attacks as the axe sweeps through the room. Â Every player he hits with the cone attack will make the next one come on a reduced cooldown.
"Lusty"
Every player death on this phase gives Hammer a damage buff.
"Wrath"
Hammersmith will occasionally activate a 5 second buff that causes a AOE fire damage attack to the entire room for every hit that lands. Â The tell for this is a loud shout and a smoke-like shield that will cover him for the duration. Â Attacking during this is a good way to wipe a raid as the attacks have no cooldown between triggers. Â The only attacks that will not trigger a retaliatory explosion will be DOTs that were applied before the shield was cast. Â He will completely wipe aggro after this effect ends. Â Tanks need to be ready to pick him up as poor pickups can result in the Greed cone attacks hitting the room at bad angles, possibly causing them to chain quickly before people can scatter.
"Pride"
Hammer will hurl an axe at ranged DPS. Â If they are within 10 yards of another ranged DPS the axe will ricochet to that player, and will continue to ricochet until it runs out of targets that have not been hit. Â This causes more damage for each target that it hits. Â The axe will stop jumping targets if it's current target dies from the ricochet.
"Envy"
Hammer will turn, shout "FOOOOOOORE" and golf-swing one of the melee, knocking them back towards one of the ranged. Â The melee will be marked with a Golf Ball symbol. Â The Ranged will be marked with a Flag. Â The cast for this is very quick, and the knockback does high damage to the melee targeted and the ranged if they are HIT by the melee during their knock back. Â If this effect kills a player Hammer will scream "HOLE IN ONE. Â WHO'S NEXT?" Â Players will need to be careful with where Hammer is tanked, and faced, because poor ranging with the fire ring surrounding the room could mean that melee could be punted into the burning out of bounds area.
"Sloth"
Hammer will slow his attacks but take greatly reduced damage from all attacks. Â At the end of this buff he'll unleash a high damage attack at whoever is on his agro list. Â If someone other than a tank takes this hit they will probably die.
"Gluttony"
Hammer will take a long pull from a bottle and cast a line of fire in front of him that reaches all the way to the edge of the burning area. Â He'll then spin, sweeping the entire room. Â This is a high damage, moving AOE.
Phase 5: Arsonist's Lullaby (10% to 0%)
Sheep go to Heaven:
Hammer leans his head back and begins to sing. Â This is a pure Ultima cast burn. Â If it goes off the raid wipes in a pyroclastic explosion of fire.
Quotes:
"Can't hold yez liquor? Â I SAID DRINK."
"Move yer feet before I remove em."
"DANCE YEZ BUGGERS. DANCE TILL YEZ DIE."
"SCREAM WITH ME."
"Someone's dead. Take a drink."
"Corpses make dancin difficult"
"FOOOOOOOOOOOOOOOOORE"
"Hole in one!"
"Dammit. Bogey."
"We Don't need no water. Â Let the motherfucker burn."