Scenario and setting:Â Coerthas, Ishgardian Cathedral. 8-man raid. barely clear at i100, easy stomp at i115+
DragoonFall:
Description:Â Beyond all recourse and in a desperate haze, Orrin aims to replicate the summoning process performed by Iceheart. This time it is to revive another hallowed legend from Ishgard's past in order to combat the Dravanian Horde. Haucherfant, fearing loosing a power beyond control, enlists you and your trusted allies to reign in this rogue Dragoon, even at the cost of death.
Driving Concept for the fight:Â
In wanting to create some hilarious irony, the fight was designed to mimic the weaknesses of the class pre 2.45 and have them placed upon the entire party. Generally means making it a healer's nightmare as normally hardy fighters become squishy. and prone to undodgeable damage. Likewise sustained damage is made difficult and burst reigns supreme. Despite low hp Orrin's fight lasts long due to the times he is untargetable or too mobile.
Opening Cutscene:
Queue pipe organ as screen fades into a stained glass depiction of Haldrath prying the eye out of Nidhogg with his lance, zooming out and panning down to ground level, pews over turned and half covered in snow, a spotlight at the exact center where Orrin kneels, back to the camera and spear in hand, Â in front of a mass of crystals and the stained glass painting. cut to a profile shot of boots of player character walking down the middle of the aisle. Cut back to front of Orrin, whole party in view as he stands up and takes his weapon in both hands, ready to fight. cut to front of Orrin extending spear towards the party with one hand before cutting to front of party where they draw their weapons, queue blurry thing that happens before the fight begins.
Quotes: "Could it be? The Azure Dragoon returns?" (Said upon pull if Dragoon is present)
"To the 7th hell with you before Ishgard's fate is decided by outsiders" (Normal pull quote)
"Halone grant me power to deliver Ishgard" (upon hitting 90%)
"Is this the power of the Azure Dragoon? Halone smiles upon -me-!" (first time channeling Dragonfire Dive) ((Not so sure about this one, since people argue whether or not dragon fire dive is a run of the mill dragoon ability or not))
"Haldrath, to thee I give my strength.." (On defeat)
Attacks: [Jump] - Orrin chooses one non main tank for high spike damage, instant no channel. Competency check as HP goes down, Orrin will trigger this ability after almost every AOE/non OHKO ability.Opens up with this ability as first move.
[Full Thrust] Orrin's "Auto attack" mimicking dragoon's 1 2 3 combo, final hit results in a frontal cleave
[Skewer] - introduced at 95% Hits tank with debuff "Skewer" which makes [Disembowel] an OHKO
[Impulse Drive] - Channeled attack, will follow with [Disembowel] right afterwards, [Jump] is introduced between Impulse Drive and Disembowel after 90%
[Disembowel] High tank damage, must be mitigated.
[Pentathrust] at 85% Orrin will use this move after every [Disembowel]. Orrin will stun tank and become untargetable and jump to random cardinal angles (N,S,E,W,SW,NE,NW,SE, can be same direction multiple times), before stabbing at the tank an incremental number of times depending on percentage (first time used is 1, at 75 % it is 2, 65% it is 3, until it maxes out at 5) dealing damage akin to Bahamut's Favor. after that is done a wind blast centered on the tank will shoot out in the direction opposite of the stab in order of the stabs being applied with a width of t1 laser beams (EG: if stabbed from the north side then west, wind blast shoots straight south, hitting anyone in its way then east). Speed of these blasts will be that of second heaven's fall and have no ground indicators. Jump will follow instantly after Pentathrust upon reaching 2 directions.
[Chaos Thrust] - Used at 65% Orrin will use this before [Pentathrust] from now on, applies 2 uncurable DOT's that will last the duration of [Pentathrust]. Â Skill is meant to punish people who eat the blasts and, as per the name, cause chaos in the dodging. Dot will drop off before jump occurs. Healers need only worry about keeping the HP of affected people high when Pentathrust starts reaching 4 and 5 thrusts, making the dot tick long enough to make the following jump a kill on DPS and healers even if they dodged Pentathrust perfectly.
[Dragonfire Dive] - Used at 50% Orrin channels for 15 seconds, harsh DPS check with variable results, less damage dealt the less injured Orrin is and thus can jump higher to come down harder in a fiery ball of death. Automatically jumps at 44%, failure at 47% or higher. AOE damage and phase change. Afterwards it appears every 2 rotations at reduced potency and failure rate. 2% must be dealt in order to mitigate it its fullest which is approx 2k damage.
[Piercing Talon] - Final mechanic and soft enrage, added after Dragonfire Dive, Orrin designates one target with marker and after a few seconds will disappear, he will toss his spear and the player will be pushed backwards. Anyone caught in the path of the spear will be impaled along with the target and launched back with the player. If player hits a wall he is pinned to the wall Orrin will leap to the pinned player, retrieve his spear, dealing an OHKO to whoever got impaled and return back to position. Anyone who is behind the targeted player will reduce knockback incurred by piercing talon and take a debuff for 10 minutes called "winded" which persists through death, making them incapable of stopping another piercing talon push back he will also take damage proportional to how close he is to the targeted player upon push, making spacing further away from the targeted player key to reducing damage. An unmitigated pushback will guarantee being impaled against a wall. A successfully deflected attack will leave the spear lodged in for one autoattack rotation before leaping to the person with the spear and pulling it out, causing spike damage, player must be stoneskinned/adlo'd. This technique shall occur until piercing talon kills the party or Orrin is defeated.Â
Orrin is akin to t10 and t7 where no abilities ever disappear from the fight but only stack on top.
Upon defeat a cutscene plays, Orrin staggers and drops to one knee, propped up on his Gae Bolg for support. In desperation he cries out to the heavens and offers himself as tribute. the church rumbles and the floor collapses. plunging everyone into the darkness. Adventurer's find themselves in a cave beneath the church and will enter an instanced area akin to what is between coils. They will then unlock an instance called "Haldrath reborn" Because no Final Fantasy lets you stop the guy -before- they summon whatever ultimate power they were trying to summon. Depending on what people think I may make the part 2
__________________________________
I had always designed Orrin as a character who can go down two paths, one of light and one of darkness, Before the onset of 2.4 I had lacked that darker option barring destroying himself and those around him in his obsession to save Ishgard (find some artifact of immense power or something like that which.) However, with Iceheart capable of channeling a primal which wasn't really a primal till she wished it into being one  from her own will, it gave me a very clear "last resort" that Orrin would have when all other routes failed.
DragoonFall:
Description:Â Beyond all recourse and in a desperate haze, Orrin aims to replicate the summoning process performed by Iceheart. This time it is to revive another hallowed legend from Ishgard's past in order to combat the Dravanian Horde. Haucherfant, fearing loosing a power beyond control, enlists you and your trusted allies to reign in this rogue Dragoon, even at the cost of death.
Driving Concept for the fight:Â
In wanting to create some hilarious irony, the fight was designed to mimic the weaknesses of the class pre 2.45 and have them placed upon the entire party. Generally means making it a healer's nightmare as normally hardy fighters become squishy. and prone to undodgeable damage. Likewise sustained damage is made difficult and burst reigns supreme. Despite low hp Orrin's fight lasts long due to the times he is untargetable or too mobile.
Opening Cutscene:
Queue pipe organ as screen fades into a stained glass depiction of Haldrath prying the eye out of Nidhogg with his lance, zooming out and panning down to ground level, pews over turned and half covered in snow, a spotlight at the exact center where Orrin kneels, back to the camera and spear in hand, Â in front of a mass of crystals and the stained glass painting. cut to a profile shot of boots of player character walking down the middle of the aisle. Cut back to front of Orrin, whole party in view as he stands up and takes his weapon in both hands, ready to fight. cut to front of Orrin extending spear towards the party with one hand before cutting to front of party where they draw their weapons, queue blurry thing that happens before the fight begins.
Quotes: "Could it be? The Azure Dragoon returns?" (Said upon pull if Dragoon is present)
"To the 7th hell with you before Ishgard's fate is decided by outsiders" (Normal pull quote)
"Halone grant me power to deliver Ishgard" (upon hitting 90%)
"Is this the power of the Azure Dragoon? Halone smiles upon -me-!" (first time channeling Dragonfire Dive) ((Not so sure about this one, since people argue whether or not dragon fire dive is a run of the mill dragoon ability or not))
"Haldrath, to thee I give my strength.." (On defeat)
Attacks: [Jump] - Orrin chooses one non main tank for high spike damage, instant no channel. Competency check as HP goes down, Orrin will trigger this ability after almost every AOE/non OHKO ability.Opens up with this ability as first move.
[Full Thrust] Orrin's "Auto attack" mimicking dragoon's 1 2 3 combo, final hit results in a frontal cleave
[Skewer] - introduced at 95% Hits tank with debuff "Skewer" which makes [Disembowel] an OHKO
[Impulse Drive] - Channeled attack, will follow with [Disembowel] right afterwards, [Jump] is introduced between Impulse Drive and Disembowel after 90%
[Disembowel] High tank damage, must be mitigated.
[Pentathrust] at 85% Orrin will use this move after every [Disembowel]. Orrin will stun tank and become untargetable and jump to random cardinal angles (N,S,E,W,SW,NE,NW,SE, can be same direction multiple times), before stabbing at the tank an incremental number of times depending on percentage (first time used is 1, at 75 % it is 2, 65% it is 3, until it maxes out at 5) dealing damage akin to Bahamut's Favor. after that is done a wind blast centered on the tank will shoot out in the direction opposite of the stab in order of the stabs being applied with a width of t1 laser beams (EG: if stabbed from the north side then west, wind blast shoots straight south, hitting anyone in its way then east). Speed of these blasts will be that of second heaven's fall and have no ground indicators. Jump will follow instantly after Pentathrust upon reaching 2 directions.
[Chaos Thrust] - Used at 65% Orrin will use this before [Pentathrust] from now on, applies 2 uncurable DOT's that will last the duration of [Pentathrust]. Â Skill is meant to punish people who eat the blasts and, as per the name, cause chaos in the dodging. Dot will drop off before jump occurs. Healers need only worry about keeping the HP of affected people high when Pentathrust starts reaching 4 and 5 thrusts, making the dot tick long enough to make the following jump a kill on DPS and healers even if they dodged Pentathrust perfectly.
[Dragonfire Dive] - Used at 50% Orrin channels for 15 seconds, harsh DPS check with variable results, less damage dealt the less injured Orrin is and thus can jump higher to come down harder in a fiery ball of death. Automatically jumps at 44%, failure at 47% or higher. AOE damage and phase change. Afterwards it appears every 2 rotations at reduced potency and failure rate. 2% must be dealt in order to mitigate it its fullest which is approx 2k damage.
[Piercing Talon] - Final mechanic and soft enrage, added after Dragonfire Dive, Orrin designates one target with marker and after a few seconds will disappear, he will toss his spear and the player will be pushed backwards. Anyone caught in the path of the spear will be impaled along with the target and launched back with the player. If player hits a wall he is pinned to the wall Orrin will leap to the pinned player, retrieve his spear, dealing an OHKO to whoever got impaled and return back to position. Anyone who is behind the targeted player will reduce knockback incurred by piercing talon and take a debuff for 10 minutes called "winded" which persists through death, making them incapable of stopping another piercing talon push back he will also take damage proportional to how close he is to the targeted player upon push, making spacing further away from the targeted player key to reducing damage. An unmitigated pushback will guarantee being impaled against a wall. A successfully deflected attack will leave the spear lodged in for one autoattack rotation before leaping to the person with the spear and pulling it out, causing spike damage, player must be stoneskinned/adlo'd. This technique shall occur until piercing talon kills the party or Orrin is defeated.Â
Orrin is akin to t10 and t7 where no abilities ever disappear from the fight but only stack on top.
Upon defeat a cutscene plays, Orrin staggers and drops to one knee, propped up on his Gae Bolg for support. In desperation he cries out to the heavens and offers himself as tribute. the church rumbles and the floor collapses. plunging everyone into the darkness. Adventurer's find themselves in a cave beneath the church and will enter an instanced area akin to what is between coils. They will then unlock an instance called "Haldrath reborn" Because no Final Fantasy lets you stop the guy -before- they summon whatever ultimate power they were trying to summon. Depending on what people think I may make the part 2
__________________________________
I had always designed Orrin as a character who can go down two paths, one of light and one of darkness, Before the onset of 2.4 I had lacked that darker option barring destroying himself and those around him in his obsession to save Ishgard (find some artifact of immense power or something like that which.) However, with Iceheart capable of channeling a primal which wasn't really a primal till she wished it into being one  from her own will, it gave me a very clear "last resort" that Orrin would have when all other routes failed.