His Backstory-
My idea for the 2015 Yule boss is to incorporate the season of Yule and the passing of Samhain into one awesome boss. His story is below:
The "2015 Samhain Boss" is filled with rage that he is perishing. His evilness decimated the land for as long as he could but it still wasn't enough for him. The souls he had captured simply didn't fulfill his desire to rule the land. So as he was falling, he opened the gates to the past and summoned energy from the previous evils that inhabited Dal Riata. With this energy, combined with his, and incorporating the energies of the souls that he had taken during his reign...he combined them all, and infused them all into a fiery magical gem that he then threw somewhere in Lir's Reach. Or so he had thought. Unfortunately for him, since he had given all of his strength and existence to this precious stone, it did not travel very far. So the next day, a Skullcrusher Tracker was out doing his daily tracking of adventurers, when he happened upon a red glowing rock. With the new fallen snow, the Tracker was cold, and could feel the heat given off by the stone. So he got closer to examine it. As he walked up he became engrossed by its aura, and couldn't help but pick the stone up. As his fingertips wrapped around it, and he lift it from the ground he knew at that moment he had made a mistake...but it was too late.
Suddenly, his whole body began to shake and Lir's Reach seemed to go pure white for our tracker. Then it began, the rock and this tracker became one...but it didn't stop there. As his soul and this gem infused, part of Lir's Reach seemed to implode upon him. Sucking up so much snow and ice, along with the souls of some of the Skullcrushers around him, the three scryers (including their magic), and the three Jotuns to the south of him...they all seemed to become one. As this transformation happened, all of those sucked up died (allowing them to respawn and still be in the area). However the original Skullcrusher Tracker was still alive, just powered by the snow and ice he absorbed, the powers of the Jotuns, Scryers and Skullcrushers he combined with...but most importantly the powers that were bestowed in the gem that "the 2015 Samhain Boss" had left. Feeling the strength coursing through his veins, he decides he now answers to none, and the only thing that can subside his thirst for power is a mighty feast of those whom tempt him. He does not need to seek out adventurers...they will be ignorant enough to come to him. Powered by the heated stone, yet surrounded by the snow and ice this monster feeds on the souls of the adventurer's dumb enough to try to involve themselves in his yule tide power. This abomination spited Odin and declared itself the most powerful creature in existence.
He carries with him a weapon that he created himself. It's a cat o' nine whip that he crafted from the bodies of those he devoured and tipped with magical icicles he crafted from his body. This whip causes immense pain and is tipped with magic that he himself can control.
He has guarded himself by 6 souls from Lir's Reach. Three of them shall always be super powered skull crushers named Abominable Guardians with the ability to heal him. (190 2*s). Three of them alternate between the Abominable Guardians and the mightily powered Jotuns named Abominable Protectors (190 4*s) with the power to do an area swing causing frosty touch (Powerful frostbite) to all those within 6 meters of it. Abomination of Jolnir is truly the most horrific of foes. Do not test him, unless you are ready to be an addition to the menu for his mighty yuletide feast.
Resists --
The monster having absorbed so much ice uses the cold to heal itself. Incoming Ice Damage is absorbed. 50% of it restores energy points and 50% of it restores health points. The monster has low resists to crushing as that would shatter the ice and fire damage as that melts the ice. Abomination of Jolnir is still (granted deep down) a Skullcrusher Tracker, therefore poison damage is still effective. His resists to slashing and magic damage are standard for the 200 6* bosses in the past.
Explanation - The idea here is to make sure people are testing the boss and using the best methods to kill this boss. Pierce damage resist is high as this is not meant to be an easy kill for rogues. Groups will want to be careful of their ice items and ensure they aren't using them...forcing them to find alternative ways to deal with this boss.
Movement Range--
His movement range and placement should be similar to what we saw in 2014 Samhain event. Due to a strong energy wall in addition to the stone wall at Warden's Circle he cannot actually reach the stones of the circle.
Explanation - This prevents the boss from being reset via the stone circle, yet allows him to move around if the tank dies and kill everyone and everything.
Aggro --
Abomination of Jolnir will not attack unless directly attacked. Attacking Abominable Guardians or Abominable Protectors will not cause Abomination of Jolnir to attack. Attacking Abominable Guardians or Abominable Protectors will not cause other Abominable Guardians or Abominable Protectors to attack. Immediately upon attacking Abomination of Jolnir, all Abominable Guardians and Abominable Protectors will attack. If Abomination of Jolnir is being attacked and an Abominable Guardian or Abominable Protector spawns, they will immediately attack.
Damage-
Abomination of Jolnir carries a cat o' nine tails (multi-tailed whip) weapon causing piercing damage to the specific adventurer that currently has his aggression.
Explanation - The boss's melee damage is pierce
In addition to his melee damage, Abomination of Jolnir has 4 skills he can cast.
Curse of the Cold- Curses the specific adventurer that currently has his aggression to be less resistant to cold damage. (Lure of Ice)
Explanation - This will ensure more teamwork to kill the boss. It is likely one of the druids will need to have ward of ice to ensure that the tank stays alive.
Ice Crystals- Using his icy magic he can cast a skill causing ice crystals to launch out at the specific adventurer that currently has his aggression. (Ice Shards)
Explanation - Not much explanation needed here...it is the boss's way to try to kill the tank.
Icy Touch- Using his icy magic he can cast a skill causing immense ice damage over a duration of time to the specific adventurer that currently has his aggression. (Powerful Frostbite)
Explanation - To ensure that the tank isn't too comfortable, and he take some damage over time.
Magical Blast- Using his cat o' nine tails weapon he is able to cast magical crystals to all those within his range. (This range should be similar to that of 2014 Yule event's range. (AOE skill shooting out magical crystals similar to ice blast, but magic damage)
Explanation - This will ensure that groups are being careful when close to the boss. Mages, Rangers, and Druids are best to kill this boss, and they should be able to attack from outside of the range of this skill. Rogues will need to be protected or will need to stick to adds.
Appearance-
As I see Abomination of Jolnir he appears as a cross between the vicious abominable snowman and the ice monster that we saw in Disney's Frozen. I am NOT an artist, but I tried to give you as close as I could with the following sketch.
![Image](http://i.imgur.com/82nRN28.jpg)
![Image](http://i.imgur.com/T6zfGDo.jpg)
With the frozen spikes and some of the appearance that we see from Disney's Frozen as pictured on today.com's website below.
![Image](http://i.imgur.com/pTYwHJs.jpg)
Drops--
Upon destruction of Abomination of Jolnir the gem creates fantastic items meant to help even the strongest adventurer. This firey gem creates heated weapons, bracelets and rings that are very powerful. The godlys of which can compete with even the strongest of items reachable in the game. I have listed the Godly versions of each item below for your consideration/observation.
Weapons--
Explanation--The godly versions of these weapons are intended to be competitive with Dragon Lord weapons even. The intent is to better equip the lucky players who receive godly's with weapons that they can also use to level towards the next game expansion.
Flavor Text--This weapon was forged from the fiery gem of Jolnir. It grants the skill (listed with each weapon)
Infused Mace-
one-handed
crushing damage: 140
attack speed: 2500
Jolnir's Livliness: Skill Caster gains 3,000 max hit points for 90 seconds. (180 second cool down)
Requirement: Level 190 Class: Warrior
Courageous Crossbow-
one-handed
piercing damage: 150
attack speed: 3000
Ranged Combat 300
Jolnir's Inferno: Skill Caster gains 200 fire damage for 90 seconds (180 second cool down)
Requirement: Level 190 Class: Ranger
Sacred Sai-
two-handed
piercing damage 130
attack speed: 1500
Defense 300
Jolnir's Inferno: Skill Caster gains 200 fire damage for 90 seconds (180 second cool down)
Requirement: Level 190 Class: Rogue
Mystic Crystal-
one-handed
crushing damage 5
attack speed 2500
Focus 200
Fire Magic 300
Jolnir's Relaxation: Skill caster is taken out of combat for 90 seconds regardless of damage given, damage received, or skills cast (180 second cool down)
Requirement: Level 190 Class: Mage
Agrestal Crystal-
one-handed
crushing damage 5
attack speed 2500
Focus 200
Nature's Magic 300
Jolnir's Relaxation: Skill caster is taken out of combat for 90 seconds regardless of damage given, damage received, or skills cast (180 second cool down)
Requirement: Level 190 Class: Druid
Nevermore Knuckles-
Two-handed
crushing damage 80
attack speed 1000
hand-to-hand 300
Jolnir's Mysticism: Skill caster gains 200 magic damage for 90 seconds (180 second cool down)
Requirement: Level 190 (No class requirement)
Bracelets-
Explanation--The goldy versions of these bracelets are intended to be competitive with the best Mordris and Hrungnir Braclets. The intent is to better equip the lucky players who receive goldy's with weapons that they can also use to level towards the next game expansion.
Flavor Text- A warm bracelet with a firey red hue. It is branded with the seal of Jolnir.
Warrior- +10 Shiled Bash and +200 Vitality
Ranger- +10 Camoflage and +200 Dexterity
Rogue- +10 Rend and +200 Dexterity
Mage- +10 Freeze and +200 Focus
Druid- +10 Stormtouch and +200 Focus
Ring-
Explanation--The goldy versions of these rings are intended to be competitive with the best Mordris and Hrungnir Braclets. The intent is to better equip the lucky players who receive goldy's with weapons that they can also use to level towards the next game expansion.
Flavor Text- A warm ring with a firey red hue. It is branded with the seal of Jolnir.
Warrior- +10 Shatter and +100 Vitality
Ranger- +10 Barbed Shot and +100 Dexterity
Rogue- +10 ShadowStrike and +100 Dexterity
Mage- +10 Incinerate and +100 Focus
Druid- +10 Sanctuary and +100 Focus
Adds--
Abominable Guardian
A level 190 2* add. He looks like a winterized larger sized version of Skull Crushers. He does drop xp commensurate of what a 190 2* should. His build should be fairly similar to that of the 190 2* spider adds that we saw in 2014's Samhain event, with the same ability to heal the boss. Abominable Guardians will not leave the heal range of Abomination of Jolnir. If Abomination of Jolnir is pulled its farthest from its original spawn point, then the Abominalbe Guardians will move to within range of healing their master. Three of the six adds would always be Guardians of Jolnir, while the other three would be Guardians of Jolnir 75% of the time.
Explanation -- The idea is to kill the Abominable Guaridan so that they do not heal Abomination of Jolnir.
Abominable Protector
A level 190 4* add. These would look like a cross between the Jotun Hammerer and a Jotun Frostsplitter. He does drop xp commensurate of what a 190 4* should. His build should be fairly similar to that of the 190 4* adds that we saw with the 2014 Beltane event, with the ability to cast frosty touch. Frosty Touch would be an AOE skill to affect everyone within 6 meters. It would be similar to a strong Frostbite doing severe ice damage over time to all those around. Three of the six adds would spawn as Abominable Protector 25% of the time.
Explanation -- The idea is to have to kill the Abominable Protector so that they do not kill the dps.
-NitesDeath of Mabon
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