This page is a presentation draft for a fan-made alliance raid boss concept built around Ramiel, three player-piloted EVA units, a shield-and-life-bar structure, vulnerable appendages, repair logistics, and a soft-enrage failure state.
This document was formatted and written with AI assistance for presentation purposes. The encounter mechanics, ideas, structure, and gameplay concepts themselves are not AI-generated, AI-assisted, or AI-inspired; they are my own original design.
Ramiel hovers in the center of the arena, suspended above a circular battlefield. Players fight from platforms surrounding the central space. The overall layout is inspired by the idea of a central airborne boss surrounded by player platforms, similar in readability to large-scale alliance raid encounters with a fixed boss in the middle.
The three EVA units act as the encounter's tank substitutes and keep Ramiel's attention while the raid manages shield windows, repairs, boarding access, and appendage priorities.
Ramiel has multiple appendages, each functioning as its own target with its own HP bar. Appendages are only vulnerable while Ramiel's shield is depleted. Destroying appendages meaningfully contributes to defeating Ramiel and changes how the fight plays out.
Ramiel has both a life bar and a shield bar. While the shield is active, player attacks are absorbed by the shield before Ramiel's life bar can be damaged.
Once the shield is depleted, attacks can damage Ramiel's life bar and appendages become vulnerable. After the shield break window ends, the shield begins recharging. Once the shield is full again, it becomes active and protects Ramiel's life bar.
The shield bar should be displayed as a permanent additional UI bar below Ramiel's life bar, with a distinct blue visual treatment. Players who are on top of Ramiel must watch the shield state and leave before the shield reactivates.
Each alliance receives one EVA unit: EVA-00, EVA-01, and EVA-02. The units are mechanically identical in this concept and differ only cosmetically.
A player in each alliance is selected as the EVA pilot. To reduce frustration from pure randomness, the selection can use a pity-ticket style system: players who are not chosen gain higher priority for a future pilot selection.
The selected player may decline the pilot role. If they decline, another player in the same alliance is selected.
EVAs replace traditional tanking for this encounter. Ramiel's auto-attacks target the EVA units instead of normal players.
EVAs cannot be healed through normal player healing actions. Their survival is maintained through repair kits and correct handling of incoming mechanics.
There is no separate hard enrage planned. Losing EVA units creates a soft enrage: Ramiel begins eliminating normal players with auto-attacks one by one.
Repair kits spawn at the arena edge. Players can pick them up and use them on an EVA to restore part of its HP.
Terminals at the arena edge allow players to change their damage tag between ranged and melee. This does not change the player's actual job kit or rotation; it only changes how their attacks are classified for appendage targeting.
While connected by cable, an EVA is fully operational. Ramiel targets it with auto-attacks, and the pilot uses EVA-specific actions to pressure the shield, attack vulnerable targets, and support the raid's boarding windows.
If an EVA's cable is cut, it continues to function for 3 minutes. This value is intentional because it comes directly from the anime reference.
When the energy timer reaches zero, the pilot is ejected and returns to normal gameplay. The shutdown EVA remains present in the encounter. It still has an HP bar, can still be targeted by Ramiel, can still be hit by mechanics, and can still be repaired.
The cable should be threatened by specific boss mechanics rather than by random damage. A possible version is a line-based attack that damages the cable if it strikes an EVA from behind.
The exact number of hits or the exact durability of the cable should be left to encounter tuning. The important design point is that the cable creates a readable positional responsibility for EVA pilots and nearby players.
| Ability | Function |
|---|---|
| Positron Rifle | One-time-use action. Deals extremely high damage to Ramiel's shield and is intended as a major shield-break tool. |
| Progressive Knife Combo | A combo that deals no shield damage. It is used to damage Ramiel's life bar once the shield is depleted. |
| Pallet Rifle Combo | A lower-potency ranged combo that can damage Ramiel's shield, Ramiel's life bar, and bottom appendages. |
| Build a Bridge | Only usable while the shield is not active. The EVA anchors one hand to Ramiel and the other to the ground, creating a climbable bridge for players. |
| Absorb Energy | Only usable if the cable is cut and the shield system has not been completely disabled. Adds additional time to the EVA's remaining energy timer and reduces shield recharge. |
Build a Bridge is only usable while Ramiel's shield is not active. The EVA grabs Ramiel with one hand and places the other hand on the ground, creating a climbable path. Players can run up the EVA, reach Ramiel's surface, and attack top appendages.
While acting as a bridge, the EVA cannot move and cannot use other actions. The pilot can press the skill again to cancel the bridge. Players still climbing the EVA when it is cancelled fall safely back down without taking damage.
Every EVA can use Build a Bridge independently. The raid may choose whether to use no bridge, one bridge, or multiple bridges, depending on strategy and communication.
If Ramiel's shield fully reactivates while players are still on top of the boss, those players are immediately defeated. The shield bar therefore acts as the main warning and timing tool for boarding windows.
If an EVA is destroyed, it cannot be revived or restored. From that point onward, Ramiel begins auto-attacking normal players, defeating them one by one. This creates an escalating soft-enrage state rather than a traditional hard-enrage timer.
The more EVA units the raid loses, the faster the encounter destabilizes. The intended failure pressure comes from losing the raid's defensive structure, not from a strict timer.