Think about skilling bosses like Zalcano, Wintertodt and Tempoross, or minigames like Sepulchre, Tithe farm, GOTR etc. All of these are pretty easy content, but they are skilling content which atleast partially resemble pvm/bossing content. Would there be any demand for a skilling Raid? Here is an idea of just one of the ways to do it: The Raid base layout could be like CoX or Moons, where you would/could use your fishing, cooking, farming and herblore levels to collect and make yourself potions and food. Your levels determine how strong food or potions you could make. 3-4 miniboss rooms and the big boss at the end. Three new type of potions that only works while inside this raid - potion of protect from melee, protect from ranged and protect from magic. These potions would not be consumed when you drink from them, and they would be deleted from your inventory when you leave the raid. These are so that also skillers could do this raid. Because of this, the balancing aspect of “how long your prayer points last” should be of minimal consideration with this Raid, it would be balanced more towards “you should pray and move correctly at all times”. After all it’s a skilling raid, so I think skillers should be able to do it aswell. So all damage should be negateable by correct movement and correct praying. All damage done to bosses should be done by some form of skilling, meaning no combat stats would be used at all in this raid. (Other than protection prayers, which you could get from the potions mentioned earlier). Bosses could be something like this: Woodcutting/firemaking boss where your goal is to light fires on specific tiles at specific times to damage the boss. The boss could be some big tree guy, who shoots stuff like leaves and seeds at you, or hits you with its branches, which you could fully protect with protect prayers. If you use wrong prayer, it turns off and disables your prayers for a few ticks. There would also be dangerous floor tiles that you need to avoid, like it’s roots shooting up from the floor or something like that. You’d need to collect the wood to light the fire on some soecific tiles to damage the boss, either by chopping straight from the boss which would be more damgerous, but would also damage the boss, or from around the arena, which would be a bit safer but wouldn’t damage the boss, leading to longer fight. An agility, mining and smithing boss , where the arena would be in two levels, bottom level where the boss is located in the middle of the arena, and top level which goes around the outer rims of the bottom floor. The boss could be some sort of huge stationary golem thing that shoots at you with rocks (protect from range to negate), big rocks that explode and cause 3x3 aoe damage where they land, and lava rocks that one shot you if they hit your tile. The last 2 couldn’t be negated with prayers. If you go to bottom floor the boss also hits you, causes a shadow under you and has max hit of something like 90-99, and protect from melee reduces 20% of that damage or something. Could (and should) mainly be avoided by movement. You would damage the boss at the upper floor (easier and slow) or bottom floor (faster but more dangerous). Upstairs you would mine to collect some materials that you use furnace to melt in to something like this raid specific cannonballs or something, and then load up a cannon (which is at the upstairs, pointed at the boss). Or you could choose to go to bottom floor, where you could mine the boss to damage it, and there would be like 2-4 big rock slides blocked by something around the arena. There would be a short agility course with moving/changing dangerous floor tiles to get to the rockslide, wheee you would need to mine it open, after which it would cause a huge damage to the boss. If you take damage from the agility course dangers, a higher agility level means lower damage. The bottom floor would also have dangerous tiles by rocks raining from the ceiling, implied by shadows on the targer tiles a few ticks before the crash. This is becoming a long post and I’m sure you are starting to get the idea so I’ll simplify the next few examples. A thieving/cooking/farming boss , where the boss walks in some pattern, maybe something like Bloat meets Sorceress’s Garden. You’d need to get behind the boss without it seeing you, and thieve a key and a few seeds from it. They key opens up the preparation area (the minibosses garden kitchen?) where are cooking ingredients, cooking spot and farming patch where you would grow some poison plant and cook a dish where you add the poison plant, and give it to the boss (either by talking or placing the dish somewhere for the boss to find) to damage it/make fall a sleep or something. If the boss turns around and notices you while behind him, he damages you. Final boss (runecraft, hunter, construction) For final boss, the arena has a place where you need to set up permanent (per raid) trap for this raid specific chinchompas, there is a catapult which you load with the chinchompas to shoot at the boss. You would need to fix the catapult with construction first, where your construction level determines how fast you fix it. The boss would also have a shield phase. There would be some sort of rune essence vein to mine from, and a place to craft this raid specific runes. Then there would be some sort of mirrors or something, that you would charge with the power of the runes and destroy the bosses shield. There would also be dangerous floor tiles possibly somehow in similar sense to the Yamas purple and red fire walls wiping around the arena or something, and the boss attacks with all three combat styles which you need to pray against correctly (the boss attack speed would depend on how much you’d need to multitask at the same time). There could also be something like poles that you could chop and fell over the boss to damage it, or something like that. What do you guys think? I tried to keep it airy as possible, so there is room to adjust and/or change things or even make it completely different, depending on the theme of the raid etc. This is just one type of example, to give an idea how a skilling raid could look like. Rewards should be skilling related. Maybe some (general?) skilling outfit, new tier of tools, demonic digger, supplies/resources, etc. Maybe a general skilling outfit, that could be upgraded by combining some of the current skilling outfits. Or not, what ever, the rewards are not the point of this post at all. Also I think it could reward XP somehow. Maybe an xp lamp for each raid (rng for lamp size?), that you could use on any non-combat skill. It should be balanced considering that the raid is very active gameplay, but that it also has other rewards. submitted by /u/og_obelix
Originally posted by u/og_obelix on r/2007scape
