Tanks and melee dps attacking from the feet, tanks needing to kite the boss.
Archers and mages in higher platforms, attacking and depending on the tanks to not lose agro, or the boss attacks them (with unique animations)
Healer with tanks, and some with range dps.
Boss should have different attack animations for the bottom players (tanks and melee), and different attack animations for the top rows (range dps and healers).
Lets say its a giant troll. He uses his club and feet for the melee players, and throws boulders and club aoe dmg to the top rows (range dps and healers).
Just wondering how you think this is any different that any other boss in the game...
To be honest, I don't understand your post..
I assume that you mean what is the difference with my example and the current boss fights ?
Ermmm, they are completely different... My example is waaayyyy different then what boss fights currently are my friend...
At a boss currently:
Tanks and melee dps attack from the Base of the boss.
Rangers and mages attack from a further distance, sometimes on a high ground
Healers with tanks, some on other dps
I don't know the last time you went to for example a 195 Rd, but that boss has plenty of different animations and attacks in many different ways, it even has a really bad ass rolling animation...
And the throwing boulders and AoEs are skills... They are in the game anyway...
So,
How is this any different than any other boss in the game... and maybe you Should have highlighted the difference in the OP?
“Brevity is the soul of wit.”