As you remember, or may not remember, I posted this idea quite some time ago but the rewards were a bit shoddy at best. Well now I've revamped the rewards to be a bit more gunner friendly, because gunners need something new!
This is a Tier 1 fiend boss suggestion. But it does NOT involve devilites! (SHOCKING TWIST!)
Stratum floors:
Chagrin Cavern
Forgotten Temple
Full Moon Fight
Chagrin Cavern consists of a dank tunnel filled with wells of nature. Various giant seeds are planted in the ground here, and hitting them with a ball of water causes them to grow! Using the plants, players can cross many chasms that fill the cavern. The two main enemies in this cavern are zombies and greavers. Yes greavers! Those annoying bat enemies that people can't get enough of! Howlitzers also appear in this area. As you progress through the caverns, temple like structures begin to appear. A large gap at the end of the level greets players, and a golden seed lays before it. The wells in this area will be dry until the players hit a party switch, which activated the various spawners in the room. Players must pelt the seed with many water balls until it fully sprouts and forms the bridge to the end of the level. The wells are located on opposite sides of the room, and there are only two.
Forgotten Temple is the ruins of a civilization of gremlin monks who sought after enlightenment. However, a fearful creature brought despair and anguish upon the temple and drove the monks into extinction. In order to progress through this area, you must seek the candle that can shatter the walls of despair and reveal a bridge of hope to cross the holes that fill this area. However, some of the candles have been tainted with darkness, and lighting them only provides a beacon for flesh loving zombies to sprout from the ground. Greavers are the main enemy encountered in this temple, and various markings around the temple look strangely like bat wings. Trojans also appear in this level, but only a few. The final party switch has elemental traps, and every type of previous enemy mentioned.
Full Moon Fight begins with players entering the center of a ruined cathedral, with the moon shining brightly through the ceiling. Players will heal here, and notice a large shadow hanging from the ceiling in the center of the room. Upon stepping on the party switch, the various candles in the room will light up with a black/purple light, but will not provide any additional light to see with. The shadowy figure will twitch and drop from the ceiling, and the boss fight will begin!
Boss Battle:
Vampire Greaver
The Vampire Greaver is the largest greaver known to knight kind, and has various blood red markings on its body! Once it drops from the ceiling, it will begin to fly around the arena in a very lazy manner. Whenever it charges it's wing attack, it will float higher into the air and remain stationary. When it releases, energy balls will fly out from four sides like a tier 3 greaver. However, these energy balls will curve as they fly, switching between clockwise and counter clockwise per attack. The Vampire Greaver can also fly high into the air, leaving it unhittable for the duration of it's next attack. It will then charge up another wing attack, however it will launch energy balls downward that will leave spots on the ground signaling that they will hit there. Once they impact the ground, they will explode.
The Vampire Greaver has a signature move that can be painful for knights if they don't pay attention!
This attack consists Vampire Greaver folding it's wings and shooting itself across the arena like a torpedo. This attack is the most noticeable of all the Vampire Greavers attacks, as it shrouds itself in a red mist. However, if a knight is struck by this attack they will sustain heavy damage. And if you thought that was bad, the Vampire Greaver uses it's vampiric powers to heal itself for 10% of all damage inflicted during this attack! (The 10% health is added per hit, and defence still applies to the damage.)
Upon being defeated, the Vampire Greaver will fall to the ground and explode. The knights will then be awarded with 3-4 Enlightened Charms which can then be traded in for new armor and weapons!
Rewards:
Vampire Hunter Cloak: This cloak was crafted from the finest silks found in the monastery. It gives off a faint hint of holy powers. Provides elemenetal/normal defense with low handgun damage bonus.
Vampire Hunter Hat: This dusty old hat was found within the monastery, it was being guarded by a nest of greavers! Provides elemental/normal defense with low handgun damage bonus.
Evil Whisper: This blade uses the exact same design as the spur, however the gusts of energy produced from the motor have a calming and sinister feel to them. A shadow damage based spur line that has a small chance to inflict good stun. (Projectile only)
Spur Line update:
2* Evil Whisper
3* Dark Ballad
4* Vampiric Lullaby
5* Night's Symphony
Moon's Shadow
A handgun from a famous monster hunting knight, rumored to be from a Monster slayer clan hidden in the underworld of the knight community.
I couldn't really think of a name for this handgun, but either way. This handgun deals shadow/normal damage and looks almost exactly like the blackhawk/sentenza. With two exceptions however, one is that the wings on the gun are replaced by bat wings and two is that this gun works slightly differently. This gun only fires 4 shots, but it's charge attack is where it shines. This guns charge attack slows you down slightly while charging, and when firing acts like the metal slug/callahan. The bullet fired is much different though, this bullet carries the essence of a famous monster hunter, looking like a small greaver as it flies through the air (The greaver is the size of the charged metal slug/callahan bullet so it does NOT act like the phoenix/owl fired from the argent/sentenza.) at a medium speed. This bullet will burst when it hits an enemy, creating a tiny explosion with a splash radius not much bigger then valiance bullets normal splash. However, this bullet has a chance to inflict either Fire/poison/stun or freeze with it's charge attack. It cannot inflict multiple statuses on the same monster during a charge attack.
This charge attack leaves you open if you attempt to spam it, and the charge speed is slightly slower then the argent/sentenza. This gun can be useful for taking out larger enemies at a distance.
I felt as though that since Snarbolax is a T1 boss that focuses more on swordsman and a bit on bombers, this T1 boss suggestion should focus on something new for gunners. Considering there isn't much elemental defence on gun armor, and there are only a few shadow guns, I figured I would add in new items in those categories.
So, as always leave criticism and suggestions or just say how much you love/hate this idea.
Make it T2/3 and you'd have my support, as I think there should be a boss of every monster type. Right now we only have Slime, Construct, Beat, and "undead" (even if he really isn't undead). There really isn't a need for more T1 bosses and most people would play him for the tokens at that is it. At least with T2/3 people go for the challenge and to earn CR. T1 is for introduction purposes and people should be trying to get to T2 or T3. Since there are already two T2 bosses, a 2nd T3 boss would be a much better addition.