Archive for ideas

Exploring the Bard Idea

Posted in Uncategorized with tags , on April 3, 2008 by zereissen

According to reference.com, a bard is:

a person who composed and recited epic or heroic poems, often while playing the harp, lyre, or the like

The class is present in Dungeons and Dragons, as well as in Everquest (as far as I know, anyway). I’ll be talking about the D&D version as I know it at least somewhat.

The bard was a support class above all. The jack-of-all-trades-and-master-of-none. Through music skills, it could inspire the other members of the party to perform better at their tasks, mid-combat. It also made a decent off-healer to supplement your cleric, had some diplomacy skills and could act as the party “face” (the character your party would do its dealings through due to higher personality scores), and had some melee combat ability. However, it did not excel at any of these nearly as well as other classes might have. It was all of these at once. It was a hybrid.

How would a class like this work in Warcraft, which has been leaning more heavily towards specialization and focused character play with each patch?

What I like most about the idea is that the class would be unique. It would not be an archdruid or archmage, where you have a class that is pretty much by definition better than others like it, it would be a standalone idea.

That said I’m not sure how they would implement it. Its specializations would be interesting. Since it’s ideally a support character in its incarnations in predecessor games, it could potentially have a support-based talent tree. This wouldn’t work ideally for soloing obviously, but we already have trees in other classes like that. It would primarily boost the output of others, while doing minimal healing or damage. In this respect it would be much like the shaman, but it would be more significant in the boosts and less significant in what it is capable of alone. It would have abilities that would do maybe as much damage as a prot-spec character, but simoultaneously increase healing, damage, or threat output by 25% for each member of the party. A permanent bloodlust.

To be in line with other classes, it would need some form of soloing tree, or two of them. Possible combinations would be one support, one dps, and one heal (to offset the Death Knight’s tanking capabilities). There could be different types of support, but they would likely be in the same tree (much like the melee specializations for druids, both existing in the same tree (and sometimes talents) at the same time).

Since the class is based on sound (music and the like), and sound doesn’t travel in straight lines like many attacks do, it could have potential as an AoE class in both damage and healing. Don’t provide it with much in the single-target department and instead give it a good number of AoE capabilities.

As far as armor goes I’d like to see a class that moved from cloth up to leather, since there isn’t anything like that yet. (Of course if it’s a “hero” class like the Death Knight, it will probably skip this step and stay in leather. However, maybe give it the option to wear mail through talents?)

This would not be a tank class. With the Death Knight coming, WoW should be set on the number of classes that can tank.

I think that’s it though. I’m personally against the whole archmage/archdruid idea because a lot of the abilities those classes would have are already in use by current classes. Let’s have new stuff!

The Level 80 Paladin (TBC ideas for WLK talents)

Posted in Uncategorized with tags , , on March 4, 2008 by zereissen


Note: This was put together on March 4th of 2008.

After a number of months, inspired by Baluki’s dream talent trees for shaman, I’ve finished my war-tools.com level 80 paladin talent trees.  I had done the Holy and Prot trees but hadn’t yet taken a stab at the Ret side.

 Here it be:

http://www.war-tools.com/?p=vt&i=48657&link=yes

 Comments appreciated!

 Image from www.guildcafe.com.

The Lordaeron Sewers

Posted in Uncategorized with tags on February 20, 2008 by zereissen

A couple posts back, I talked a bit on some possible Caverns of Time instance ideas. After all, it should be easy for them to fit new ones in, all branching off from the large room with that crazy hourglass in it. Just make a new tunnel somewheres!

Here’s the one I think they should make next, after the Stratholme Purge…

The Lordaeron Sewers

After the murder of King Menethil by his son Arthas, who returned from his trek to Northrend a Death Knight servant of the Lich King, Lordaeron quickly fell. Insurgent members of the kingdom’s citizenry rose up under their new Death Knight leader and heralded the coming armies of the undead. The human armies fought valiantly, but the forces of the dead were simply too numerous to completely stave off.

After the human kingdom fell, Arthas was set to the task of reviving Kel’Thuzad, the former necromancer slain by Arthas himself, into his new form as a Lich. To do this, much power was needed, the kind of power held nigh-exclusively by the high elves of Quel’Thalas, who lived in the forested regions to the northeast of Lordaeron itself. As the plagued and diseased people of the land continued to die, more forces were added to Arthas’ march to the lands of the elves.

When Arthas and his vast armies of skeletons, zombies, and necromancers arrived at the woods of Quel’Thalas, the elves were quickly overtaken. One elven commander, Sylvanas Windrunner, and her forces harried the Scourge for the entirety of their journey. It was too much however, and Arthas took great pleasure in turning Sylvanas into a Banshee servant.

The Scourge took the Sunwell and used its power to revive Kel’Thuzad into his new form as a lich, and the great, ancient kingdom of the elves was nearly completely destroyed.

Later, Arthas and the Scourge would go on to summon Archimonde into the world, and would require a joint effort by the Alliance and Horde to defeat, ultimately resulting in the Night Elves’ sacrificing their immortality to completely destroy Archimonde, and the World Tree with him.

After that defeat, it is suspected by the Burning Legion that the Lich King has plans of betrayal. With Archimonde gone, only the fickle dreadlords remain in control of the undead. The night elf Illidan makes a pact with the Legion to destroy the Frozen Throne, the home of the Lich King, a process which would nearly destroy the world itself, if not outright.

When Illidan consumes the Skull of Gul’Dan to accomplish this feat, the ritual begins, and the very world itself is shaken to its core. The act causes the Lich King’s powers to wane, and at this point Sylvanas is freed from Ner’Zhul’s grasp. Her mind now her own, but still twisted and evil, she and those others that were freed rename themselves the Forsaken, and set about claiming lands of their own. Sylvanas forces the dreadlord Varimathras to her cause, and also tricks the human commander Garithos (the one who alienated the remaining high elves from the Alliance) into helping her retake Lordaeron.

Those events lead up to this Caverns of Time instance.

The Infinite Dragonflight, seeking to weaken the Horde, has gone back in time again to meddle with the past and destroy the present and future. Their motives are still unknown, but their methods are obvious. Utilizing trickery and illusion, they change and alter the ideas of those in the past to change the events that occured in favor of one side. In this case, the Infinites will be taking on the guise of Dreadlord commanders in charge of the Scourge at Lordaeron.

Players will receive a quest at level 70-something, we’ll say 76. This quest is to go back in time and help ensure the events in the past play out as correctly as possible.

A group of 5 will be formed, and they will zone in to the instance much like any other. Unlike the others, however, there are no real nearby caves in Tirisfal, so the gated entrance to Deathknell could be replaced in this way. The group will be disguised as agents of the Forsaken, and upon exiting the cave will be greeted, as usual, by a member of the Bronze Dragonflight, who moves the party to the next stage of the quest. The next step in question is to ride a Bronze Dragon to the outskirts of Brill, where the Forsaken and Human armies prepare to lay siege to the city of Lordaeron. They are to meet with Sylvanas herself, who will have orders for them.

Sylvanas will greet the players to the South of the city, near where there now exists the Zeppelin tower. Looking down that hill, the players are able to view the armies amassing: undead abominations, meat wagons, banshees, and necromancers, accompanied by but separate from the human footmen, riflemen, sorcerers, siege engines, and gryphon riders.

Upon reaching Sylvanas, the players will be given their mission. To the west is a cave, guarded by a tower. This cave is connected to the sewers of the city. The players are to infiltrate the sewers in order to destroy a number of targets in preparation for the coming invasion.

Preceeded by the usual “Do not fail me,” the adventurers are set on their way. Their first objective is to get past and even take out the tower. Bombs will be provided of course. A number of pulls later, and the tower is gone. Down the nearby tunnel you go.

The tunnel will feature a set of mobs who are “aware” of the players’ presences. They know the tower’s been attacked, and are sending up reinforcements. This will be a “wave”-based encounter, much like the gauntlet section of Shattered Halls (“Invaders have breached the defenses!”). The mobs will of course be undead, commanded by a Nathrezim Dreadlord. Perhaps even include Gargoyles flying out, dropping bombs on the adventurers as they attempt to make headway.

The bottom of this area will feature the zone’s first boss, most likely a minor Dreadlord. Shadow-based abilities will be prevalent, stuff like fear and shadowbolts, perhaps use of Death Coil or a stacking DoT attack. Perhaps adds will spawn that will have the use of the dreadlord’s vampiric aura, that need to be fought in some way such that they are unable to take advantage of that (out of range or line of sight, for instance).

Once that is done, the party will continue through the sewers, the zone being a replica of the current Undercity, only less decorated. To make the scope a bit smaller than an entire capital city, much of the sewers could be “under construction” still, unfinished sections that are not yet traversable. The party will follow an obvious path to their objectives, take them out as needed, intercepted perhaps by more pulls and possibly another boss, and then finish with the objectives, ending their path at the final boss. Said final boss could easily be an Infinite Dragon disguised as a Dreadlord, the one who had the undead aware of the party’s presence, as opposed to oblivious as they were in the “real” past.

The final boss will be a reasonably difficult encounter, but maybe one that doesn’t rely on adds or waves thereof this time. He or she will have tricks of course, but will not so much rely on outside help. Having that fight take place in what is currently Sylvanas’ throne room could work great for some movement-based boss fighting, where positioning as well as timing are important parts of the fight. Try to make sure the dps members of the party are as involved as possible, ensuring the need for a quick-as-possible end. Have the boss stack a DoT on all members of the party, one which starts out miniscule and easily ignored, but escalates to nigh-unhealable amounts.

I would say that to make it a truly great instance, make it as visceral as possible. Perhaps the attack above begins as the party just takes its first steps out of the tunnel that leads into the city…and thus certain things begin happening as a result, like location-based damage from siege weaponry breaking through to roaming packs of undead leaving the sewers to be intercepted by the party as it maneuvers the area.

Also, cutscenes! The more the better! Make it epic!

Image from WoW Insider.

New Caverns of Time Instance Ideas

Posted in Uncategorized with tags , , on February 8, 2008 by zereissen


The Caverns of Time is a branched instance location (much like Auchinduon, Tempest Keep, Hellfire Citadel, and the old Scarlet Monestary and Dire Maul). The best part is there’s an endless set of possibilities for instance ideas.

The basic theme is you enter the area and discover that a hostile group of dragonkin known as the Infinite Dragonflight are out to mess with the course of events that occurred in the past.

In Escape from Durnholde Keep, your group enters to help Thrall…well, help him escape from Durnholde Keep. Along the way you fight humans (possibly disguised Infinite Dragons) and eventually Epoch Hunter, the dragon responsible for the whole operation. This is a 66-68ish instance, reasonably difficult and a lot of fun as it’s not your standard pull-CC-dps instance, especially once Thrall gets going.

After that is The Dark Portal, taking you back in time to when Medivh was opening the portal that let loose the orcs into Azeroth. This is a 68-70 instance, also reasonably difficult, and entirely unlike most other instances in the game. All of the group’s opponents here are Infinite Dragonkin (with the exception of the crocs, spiders, and cats you must clear firsthand), coming in waves. 18 waves, every 6th wave being a boss wave. The final boss is Aeonus, a dragon about the size of Onyxia. All of these dragonkin are set on killing Medivh, who has a protective shield up but will not fight for himself as he is intent on opening that portal.

Those are both 5-man instances, and both have Heroic settings. There is currently one other CoT instance, that being Mount Hyjal. I’ve not been there yet myself, but it’s a 25-man raid instance that requires your raid members to have gone through all of both Serpentshrine Cavern and The Eye, defeating Lady Vashj and Kael’Thas, respectively. (/EDIT: Figures Blizzard would nix that right after I post this. Both Hyjal and Black Temple are having their attunements removed in 2.4.) From what I understand, the Infinite Dragonflight is nowhere to be seen here, in any way. But, you go through the instance in some fashion and fight the Scourge and the Burning Legion, ending with Archimonde, one of the biggest baddies in WoW history.

That’s all we have right now. Supposedly, I believe with the release of the next expansion (Wrath of the Lich King), we will get a new one. This is to be set in Stratholme, and will have the adventurers aiding Arthas in purging the town of infected villagers. All controversy aside, and I’m not sure where the iDragons fit in to this, but if it’s like the last couple instances it should be a unique and fun way to spend an hour or two.

And I, personally, am hoping for even more beyond that. The CoT instances are my favorites, and I read the results of a poll recently that seemed to indicate it was such for many other WoW players as well (Old Hillsbrad in particular). (/edit: source of poll: I don’t remember…may have been on WoW Insider)

One idea I heard mention of sounded great to me. During the time span detailed in the Frozen Throne expansion of Warcraft III, Sylvanas breaks loose from the sway of the Lich King and oversees the rise of the Forsaken, an organization of undead against the Scourge. They beseiged the Scourge-held Lordaeron, eventually taking the castle for themselves.

The CoT idea was for the players to take on the personas of Forsaken agents sent into the fortress to…do agently things. Take out strategic targets in preparation for the attack. Fight some mobs, a couple bosses, fun ensues. It’d be like the CoT version of Shattered Halls.

Part of the popularity of OHB seems to stem then from having the instance turn everyone into a human. I dunno about anyone else, but that’s one of my favorite parts about the instance as well. There’s just something neat about seeing the same armor on a completely different character, and controlling that instead. Or maybe it’s just that I like the human female casting animations way more than the blood elf ones. >_>

An instance that does the same, only changing the players to Forsaken instead of Humans, might bring about the same popularity.

However, while I’m all in favor of that idea as an instance, perhaps something more in line with the agendas of the Alliance might be in order. So far we have, let’s see: 1) setting Thrall free, and 2) ensuring that the orcs are allowed to rampage about for the First and Second Wars. Hyjal doesn’t count, as you don’t seem to be ensuring anything as nothing’s being tampered with.

For this Arthas instance they’re proposing, well, that was one of the events that really broke down a good part of the Alliance with the murder of King Menethil, and one that pretty much directly led to the alienation (and near-destruction) of the High Elves which basically led them to leave the Alliance and join the Horde.

So instead, something for the Alliance, something that maybe gives them a more favorable light (even if they, as a faction, don’t necessarily deserve it). (/edit: and by that, I mean the NPCs and personalities given to them, not necessarily the players :P )

Possible ideas from me, then:

  • The attack on the Dark Portal at the end of the Second War. The Infinites simply tampering with important past events again, but could be much like the current Dark Portal, only instead of defending it, you’d be attacking it. Your opponents would be orcs, and at the end there would be the usual iDragon boss.
  • Freeing Alexstrasza from the clutches of the Dragonmaw Clan at Grim Batol. Perhaps the Black Dragonflight, in charge of the operation there, and the Infinites are allies? The party would assist Ro-whatsisface from the novels in navigating the old dwarven city to where Alex is held captive. Your opponents would again be orcs, those assisted in some way by the iDragons.
  • One of the dwarven battles that pitted the Wildhammers and …whatever the Ironforge dwarves are against the …dark ones. Why can’t I remember these names? Anyway, they were three kingdoms of dwarves. The dark ones summoned Rag into the world. Something in there, let’s have a party of dwarves!
  • Another raid perhaps? How about we go waaay back, to the attack on the Well of Eternity at Azshara? The Night Elven armies under the command of Lord Ravencrest, and assisted by Malfurion, Illidan, and even Tyrande, marching to the city to “free” their Queen. This time make sure the Infinite Dragonflight is there, in some way obviously messing with past events.

I’d personally be all for bearing witness to an event I’ve only been able to read about, rather than rehashing levels out of Warcraft III (as with Hyjal and the upcoming Purging of Stratholme).