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  1. #41
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    Quote Originally Posted by McNeil View Post
    While I'm at it, I should ask how the Alliance can manage to capture Highlord Kruul into the Vaults, if he's that huge :P. He'll never fit in that small hallway
    Stormwind Vault (at least in my idea) is nothing as small as the Stockade. It's like Baradin Hold where the bosses easily fit into their massive cells (at least Kruul, Cataclysm Hound and Chromatus).

  2. #42
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    Creativity

    Come on more people get in your ideas

  3. #43
    OK, I'll give it a try.

    The Raid Name: The Mind of Madness

    Location: Inside Deathwing’s Head

    Area/Lore/Objective Text: The Dragon Aspects lost a great deal of power when the corrupted Earth Warder, Deathwing, was defeated. Deathwing’s son, Wrathion, has for his short life always regretted that there was no way to get his hands on that power. He journeyed to the edge of the maelstrom and spent many days examining his father’s head, trying to discover a way to reap the power that he could feel roiling inside. And he thinks he has a way to do it.

    Neltharion is dead. But the whispers of the Old Gods that corrupted his mind and the magical echoes of his thoughts and dreams still live within his armored skull, blocking the path to the power of the Earth Warder. Which our buddy Wrathion would NEVER use for any underhanded purpose. Oh, no, never!

    So Wrathion has hired the best gnomish and goblin engineers to create a world-expander device. And yet somehow he’s prevented from using this totally safe untested device. He’d far rather send his friends, you trusty and brave adventurers, inside the haunted skull in order to defeat the monsters of Deathwing’s memory and open the way to the power.

    It’s perfectly safe. What could go wrong?

    When the raid goes live, the world-expander charges only work for a limited amount of attempts each week. As progressive nerfs happen, the world-expander’s number of charges increase.

    Boss 1: Deathwing’s Immune System – this is your gearcheck boss. Basically a set of waves of adds, as the remnants of Deathwing’s immune system attempt to exterminate the foreign virus, you.

    Bosses 2, 3, and 4 can be done in any order to unlock Bosses 5 and 6. Once two out of the three are dead, the hallway to Bosses 5 and 6 will open.

    Boss 2: Agents of Yogg’Saron – this will involve a sanity drain mechanism. Anyone who loses enough sanity will be MC’d. Still haven’t fleshed this encounter out. So to speak.

    Boss 3: Agents of C’Thun – These will be a floor full of floating invisible eyes. The eyes will move slowly and shoot invisible beams at the raid. The eyes become visible if they’re hit enough times with AoE, but once they’re visible they start to heal up. You need to focus and kill eyes quickly once they’re visible.

    Boss 4: Agents of N’Zoth - Zon’ozz and Yor’sahj, together at last!

    Bosses 5 and 6 can be done in either order to unlock Boss 7

    Boss 5: Echoes of Deathwing’s lusts – We are confronted with ghostly images of the humanoid forms of Alexstraza, Ysera, Sinestra, and (revealing a hitherto unknown facet of Deathwing) Nozdormu and Kalecgos. All in scanty outfits. First phase we fight them as humanoids, second phase they’re draconic, third phase they are revealed to be agents of the Old Gods and we kill them. Each one has a different power based loosely on their Aspects, and the order you kill them in determines the difficulty of the fight.

    Boss 6: Deathwing’s Other Children – because who doesn’t love another Onyxia fight? You know you want it. In any case, we’ll be facing the magical memory ghosts of the Prestor kids. Halfway through the fight they change into their dragon forms.

    Boss 7: The Big Guy himself – No matter how corrupted he became, do not forget that once Neltharion was a noble creature, strong and wise enough to be chosen as warder of the planet Azeroth, judged able to contain the Old Gods themselves. The Old Gods were able to twist him, but they could not completely erase the dragon he once was. The sorrowing remnant of that dragon guards the last of the Earth Warder’s power. Unfortunately, that dragon is under assault by the Old Gods. You get there just in time to see what could be the final stand. And if the Old Gods get their tentacles on that power? The Earth Ward has been their prison, the only thing keeping them from tearing apart Azeroth. If you fail here, heroes, you release their madness upon the whole of the planet. You must heal up Good Neltharion while defeating Evil Neltharion and all the Old Gods. Piece of cake, right?

    Once defeated, we have a cutscene where Wrathion tries to take the power of the Earth. Good Neltharion balks at giving the power to his venal and secretive son, and chooses the bestow the power on the players instead. Everyone gets a shiny title, Earthwarder.
    Last edited by Ninotchka; 2012-07-26 at 02:43 PM.

  4. #44
    Bah, was terribly busy yesterday, didn't have time to do anything. Xevozz is finished, Shaffar and (Hopefully) a name will be finished tonight.

  5. #45
    Highest Position 1st on 26th July. Remained on Leaderboard: 44 days.

    Raid Name- The Underground Sanctum
    Area- Under Borean Tundra

    Beginning Notes
    This is basically from a stand point of 10 man normal raid. 25 would be different damage tables/different amount of things to click/ people to go in Nefarion. Also as said not really looking at HM details.

    History/Story
    After the fall of the lich king a defiant growing force began to grow to take Northrend as their own. From an uknown sanctum hidden deep beneath the Borean Tundra their king lies. It is only now after the Cataclysm that the warriors of Azeroth must shift their focus else where now that the mighty Deathwing has been crushed. Tribes and military forces from both the Alliance and Horde are asking for aid. A storm is brewing deep beneath….. Murlocs appearing everywhere in Northrend a force so strong in numbers no one could stop.

    Boss 1:Harrison Jones vs Brann Bronzebeard

    A Portal phase u into instance only to be watching the action of an amazing battle to go down. Once regular explorers now fighting for rights of Discovery. Somehow both of these guys have managed to hire a bunch of mercenary forces to aid them. The fight goes down in front of a giant door in the side of a cliff off the coast of Borean Tundra. This is a fight that as soon as you get in there are unused vehicles that the raid will jump in. The point is to help one leader (Brann or Harrison) win the battle. To start the fight you will talk to one leader and say you would like to join forces with them. You will fight 5-10 waves of adds. Then will dismount from the vehicle and fight the opposing leader. Brann will have a Iron golem of some sort fighting for him and Harrison will have one of the Uldum Giants. Depending on what side you choose will decide loot as well. 1 boss will award 1st boss quality loot and the other will reward Double the amount of valor. Gives the players some choice. From here on out the person you fought with follows you through making comments here and there and providing some information about the overall raid history.

    Boss 2:Nefarion

    Once you make it thru the doors to the Underground Sanctum you will start fighting about 4-6 trash packs of murlocs some cc will be needed due to healers and ccers. You will come upon a poison pit. Don’t get to close though. The whole room has poison walls also. Once you move in a one winged zombified Nefarion will come half way out of the poison. He will have a few different mechanics. Wing beat will push the raid back u will need to hit a clickable on screen button for “steel boots” so you don’t get pushed into the outer walls causing massive raid damage. Directly after wing beat adds will spawn they will need to be dps as fast as possible. Casters will need to loot the bodies there will be 3 adds at a time. Once they’ve looted “murloc scent” they will need to use it. This will cause Nefarion to eat those members. Inside Nefarion there will be nodes that the dpsers will need to attack while dodging poison bile walls. Nefarion spits the raiders out after 15 seconds. Nefarion Nefarion will have one other major attack that is “wall shake” where he will slam his head into the walls causing shadows and poison rain fall. A simple fire dance for most. More dps is done on the inside of Nefarion that the outside so it is necessary for people to go in. His outside defense are very tough.

    Boss 3: Professor Putricide Reborn

    Once you make it past the devastating Nefarion his poison pit will all drain and you will follow it underground . An every so familiar face greets you with a hardy welcome from his lab table. He dives deep into his story about how an ancient murloc shaman had resurrected him and how he was pulling the string behind Nefarion and controlling him from some "zombie potions" he had conjured for his master. Your Guide Brann/Harison now leave you and try to run out but from a button at his lab table Professor Putricide drops them into a pit of poisonous ooze. At this point the fight starts after about a 30 second RP. PP drinks a few viles off his table exclaiming it wont be the same as last time and grows very large. In phase one PP will just throw a few posion viles on the ground at random places that need to be dodged. And every 5% he will do a growl that does a mini supernova of posion aoe damage within 15 meters of him. At 80% he hits phase 2 and this is where it gets tricky. He will have the same mechanics from phase 1 but an added mechanic. Every one will have an innervate button for this fight. All raid members will need to keep whatever there power system is (rage, mana etc) between 20% and 80%. If it goes above you will need to cast very fast and if it goes below you will have to use your 20-30 sec cool down innervate. If you fall outside of that he will call you out and have about a 5 sec time frame to fix that If you dont basically an auto wipe if your in dungeon/normal raid gear HM geared folks in normal might barely survive it with the loss of a few clothies but if you arent geared for it auto wipe. 1 other mechanic in phase 2 is one person will get trapped in an ooze and need to be broke out. The only way this will happen is if someone gets out of that range of 20%-80% resource. At 25% PP goes into last phase which is basically the EZ mode part where he turns and runs. His viles are wearing off so hes going to warn his master. Dropping poison behind him and knocking stones of the walls to not get hit by. Easy burn while chase mechanic.

    Boss 4:Algalon the Celestial

    So after making your way up the hall after defeating the Professor you will come upon a large door with a magical barrier, a platform, and a contraption. You will click on the contraption thinking it will open the door but low and behold the platform starts rising with your raid standing on it. The grounds of Northrend open above you and raise the platform to the sky. The sky turns to darkness and the stars start to shine brightly. You are now phased into the celestial plane of Algalon. A brief RP begins and he explains that he is the Gatekeeper to the one true king of Northrend and soon all of Azeroth. He will not let you pass of course without going through him first. The first 2 phases are basically identical to the Ulduar encounter except the percentage shifts are different. At 75% he will go to phase 2 and 40% he will go to phase 3 which is new. At 40% you think he is defeated Algalon slumps over and a beam of light from space shines down. An ominous voice is heard saying, "It is not your time Algalon the Observer come forth and protect our newborn king as Algalon the Celestial." At this point Algalon grow 2-3x in size and grows wings. The first part of this phase puts the raid in a flight form like Kael'thas/Al'akir. While this is happening he is using "meteor storm" throwing meteors all over the place that the raid must dodge. There area 10 planets that randomly spawn and all 10 raiders must click one of them them together at the same time. Once clicked chains of light will wrap Algalon and ground him, the raid will get grounded at this point and have a 10-15 second burn phase. After the burn he will cast "starry blast" which is an unavoidable aoe that needs to be healed thru quickly. He will then go into a taunt swap kite phase for 15-20 seconds. While this is going on "black holes" will be spawned and the raid must stay out of them or else the entire room will fill and cause wiping. Basically phase 3 will be 3 mini phases like Alysrazor. Once this phase is complete it will be rinse and repeat until Algalon the Celestial falls. Loot can be handled and the platform will be lowered back into the Underground Sanctum and the magical barrier on the door will be gone.

    Boss 5: King Mrgl-Mrgl

    After being grounded again you will open the doors and make your way to the Kings Hall which is a swampy underground lair. An RP will start when you get close enough. You will see King Mrgl-Mrgl sitting in his throne with a trident with a tauren horns and a makeshift crown of orc and human bones sitting in his chair up high. The great king will explain that this is his kingdom and the warriors of your raid force do not belong here. He will go on to say how the murlocs have been oppressed long enough and the joke of Azeroth for so long and it is their time to rise. He will then stand at his throne and gurgle something in murloc and the fight will start.

    Phase 1
    Phase 1 will be a timed event. He will stand at his throne saying murlocs may not be strong alone but our force in numbers is great. It will be a 2 minute survival phase where varieties of mass amounts of murlocs come pouring in the room. After the 2 minutes the murloc king will jump down and Phase 2 will begin.

    Phase 2
    At this point he will say he has a few tricks up his sleeves. From here on out he will get one mechanic from each of the previous boss fights from Nefarion on. In phase 2 he will have Nefarions poison rain ability where murlocs would come out and start dropping poison rain bubbles from the ceiling. He will have a cone damage for this phase mostly physical. At random points during phase 1 he will slam his trident into the ground and it will cause a water wave that can be dodged through specific parts. A sundering on armor will happen so a tank swap will need to happen. At 70% the phase shift will happen.

    Phase Shift
    The king will jump back up to his chair and start waving his trident around. 2 big adds will spawn and geysers will pop around the room. The raid will need to split half an half to dps them down. Every geiser that the add is drug through will lower his defense but greatly up his attack. You have to make a choice because whatever geisers aren't used will be up through the next phase and cause damage if to close but if the adds are still up the adds will stay and geisers will go away for the phase and you can dps them down before switching back to boss having a geiser free room. Phase would be about 30 seconds.

    Phase 3
    The king will jump back down and exclaim he has another ace up his sleeve and drinks one of Professor Putricides potions. This will cause him to grow larger and you will have to manage to keep your power resource under 80%. (hard mode would have both the 20-80% with no innervate). On top of the stuff he picked up from PP if u go out side the range it will make him start spawning geysers that someone will need to be designated to go an take the blast to keep them from hitting the raid. Tanks will need to keep moving him away so that the geysers being blown arent hitting the raid as a whole. His main attacks for this phase would be an aoe where he stomps the ground around him and a picking a random raid member up and doing a squeeze which should be healed thru. At 40% another phase shift would happen.

    Phase Shift
    Same as above

    Phase 4
    At this point hes pretty mad he then curses you and starts to plead with the gods to give him the strength to destroy these wretched creatures. The same ominous voices speaks down and grants the murloc king wings. At this point he flies up and starts spraying a rain of water comets at everyone with a continuous cast that needs 3 interrupts used in succession to stop it. This will happen a few times through the phase depending on dps. He will continue to do damage from the phases before and at this point he will have all 3 phases worth of other bosses mechanics. At about 10-15% the explorer (Harrison/Brann) you did not work for will come driving in with his tanks and help you out (basically invincible buffs/heals) basically giving you a free clear from that point on. his explanation is "You might have fought me at the beginning but you got rid of the other explorer and cleared the way for me to get to the treasure and be the number one explorer." The fight basically ramps up in intensity and difficulty all the way to the last bit. One final RP video would play with the explorer getting his treasure and fame and the heroes saving Azeroth once again. And of course because one king falls the whole group of troops follow after.

    Normal Mode would get the title "The gggrrllll"
    Hard Mode would get a prefex title "mmrgglllrr"
    Lol

    Bonus Boss Hardmode Only: The Lich King

    The raid would be ported to the Lich Kings throne from an orb in the Murlocs throne room and a RP would happen that Arthas would basically exclaim. There is only one true king of Northrend and give a loud laugh as the fight begins.
    The Lich King would be a Hardmode only boss and it would be the exact same fight as in WotLK HM but ramped up to equal damage/health diffuculty of the current tier of this raid. His loot would be newly high detailed remods of what dropped in wrath and they would have a shiny effect to them with current stats.

    Defeating LK on HM would get you the prefix title "King of Azeroth"

    And at this point I am now finished Azshira 7/25/12
    Last edited by Azshira; 2012-09-08 at 07:11 PM.

  6. #46
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    Oh yay plenty ideas incoming I get to read these shortly

    Just remember guys, when you are absolutely positive that you are finished just clarify it on your story at the end or somewhere I can see it.
    The leaderboard shall be interesting over the next few days And remember if you don't place, well try harder the next time

    Ninotchka: Bear in mind your raid has 7 bosses, one must be deleted or one marked as optional. It's 5-6 bosses and if you wish you can have 1 optional Let me know also when you have finished your idea.
    Last edited by Azshira; 2012-07-25 at 08:50 PM.

  7. #47
    Bloodsail Admiral chemicader's Avatar
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    Could this thread be stickied? it is not getting the attention it deserves :3 It looks like people are putting huge amount of effort into it, btw, I have never made really long posts, is there a limit to how long can it be?

  8. #48
    Since MoP has an Asian theme, how about a raid built around an environment based on the Great Wall of China?

    Something like:

    • encounter one, defend the gate from an invasion (sort of like the first part of Hyjal)

    • encounter two, close the gate - one part of the raid has to fight off some boss while the other part has to do something or other to get the door closed. Could be kind of like Thorim in Ulduar.

    • encounter three, fight your way up to the top of the wall. Uses a mechanic with ropes.

    • encounter 4 - fight a regular (dps check) boss along the top

    • encounter 5 - turn the top of the wall into a kind of maze that is part of the mechanic

    • encounter 6 - defend the wall from an attack below. Might be a little like a gunship encounter, but on land instead of ships

    • encounter 7 - boss is destroying the wall, you have to kill him before he destroy the part you're standing on

    • encounter 8 - wall goes into the sea, you have to run an underwater gauntlet to get to...

    • encounter 9 - an island quarry where the giant bricks for the wall are made - you have to defeat the mining machine with other vehicles

    • encounter 10 - end boss shows up and starts flooding the mine, you gotta beat him before you drown, maybe
    periodically you have to swim through tunnels to keep the encounter going
    Last edited by gemana; 2012-07-26 at 02:08 AM.

  9. #49
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    Quote Originally Posted by chemicader View Post
    Could this thread be stickied? it is not getting the attention it deserves :3 It looks like people are putting huge amount of effort into it, btw, I have never made really long posts, is there a limit to how long can it be?
    As long as you like, but remember quantity does not mean quality There could be a short 1st place entry for example, it depends on the creativity within. Some people will go to huge lengths with pictures and fonts etc, but they are not needed but does add good variety and creativity Making maps etc.

    Also I'll see about the sticky.

    ---------- Post added 2012-07-26 at 11:26 AM ----------

    Quote Originally Posted by gemana View Post
    Since MoP has an Asian theme, how about a raid built around an environment based on the Great Wall of China?
    It could be a great idea, expand on it a bit more but remember 5-6 bosses and if you want an optional 7th boss you are allowed but it must be marked optional/heroic only etc. Your current design has 10 encounters, you could add most of those to some in-between events between bosses. Fix those and let me know if you are ready to submit the idea.

  10. #50
    Bloodsail Admiral chemicader's Avatar
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    Quote Originally Posted by Azshira View Post
    As long as you like, but remember quantity does not mean quality There could be a short 1st place entry for example, it depends on the creativity within. Some people will go to huge lengths with pictures and fonts etc, but they are not needed but does add good variety and creativity Making maps etc.

    Also I'll see about the sticky.

    ---------- Post added 2012-07-26 at 11:26 AM ----------



    It could be a great idea, expand on it a bit more but remember 5-6 bosses and if you want an optional 7th boss you are allowed but it must be marked optional/heroic only etc. Your current design has 10 encounters, you could add most of those to some in-between events between bosses. Fix those and let me know if you are ready to submit the idea.
    Hahah, you sound like my old teacher with that quantity does not mean quality line Well, we shall see the outcome, though I have a bad habit of overdoing things.

  11. #51
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    Congratulations to Demonskies breaking Dax75's reign of 1st place on leaderboard

    Titles are awesome and some of the mechanics are pretty cool within. Nice little intro too.

  12. #52
    Woo awesome thanks, put quite a bit of time and effort into that .

  13. #53
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    Quote Originally Posted by demonskies View Post
    Woo awesome thanks, put quite a bit of time and effort into that .
    And it pays. Question is, can anyone knock Demonskies off the number 1 spot!

  14. #54
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    Highest Position: 1st on the 28th of July. Remained on leaderboard: 66 days.


    WHEN DID THIS APPEAR?
    Thank you Azshira for showing me this!
    Nerdy, creative time activate!!
    I always wanted to see the Neptulon climax, so this is my interpretation of how that could go down!

    The Abyssal Maw

    The entrance to the raid is within the small pool in front of the Throne of Tides, if you swim down into the pool you'll find it leads to the raid entrance. It's easily within swimming range of players and will barely bother their breath meters.

    The Maw of the Abyss


    As you enter the raid there is a very obvious underwater cavern theme, very similar to Throne of Tides. Because you enter underwater you have to swim up a short way in order to find a small cavern. Inside this cavern you'll find Earthen Ring shaman, including Erunak Stonespeaker, moving around and examining the area. This small group of Earthen Ring refer to themselves as the Abyssal Vanguard. They are your main group in dealing with the threat here in the Abyssal Maw. Erunak Stonespeaker and Wavespeaker Valoren are the two heads of the faction and will assist you throughout the raid.

    After conversing with the Abyssal Vanguard you'll be able to take note of your surroundings. Inside this small cavern you'll notice that there are a few cracks and gaps in the wall and you can see out into the ocean surrounding you. Outside is an endless ocean with tons of fish and other sealife swimming around. Inside the actual cavern there are gentle waterfalls cascading down into the pool you just emerged from and there is an exit tunnel next to a waterfall. In addition, the Abyssal Vanguard has set up some simple provision stations and an armorer for people to repair their armor.

    After moving past the Maw of the Abyss, you'll find yourself in a more constructed area. The cavern starts to give way to the graceful architecture that players grew familiar with in The Throne of Tides. The pathway becomes a faded blue marble instead of rough stone and once the walls become sturdy you'll see the "water windows" on your right. This is where you'll see your first look at the Abyssal Palace. Outside the windows you can see the naga swarming the palace and swimming about capturing the water elementals in service to Neptulon. Wavespeaker Valoren and Erunak will comment on the situation outside as players move on into The Coral Caverns.

    The Coral Caverns


    This first room has a very ethereal theme to it; it’s a very large circular room that has floating coral reefs and fish seeming to swim through space itself and a waterfall created by the outside sea is flowing in from the ceiling that as it falls into the center of the room it flows from coral rock to rock into a middle pool that flows outwards in four directions from the center and once the water hits the edge of the room it flows into the “water windows” and gives the room a nice connected feeling with the outside sea. The tunnel you enter this room from comes in from the south and there is a large ornate door with seashell and coral carvings closed on the other side of the room with the boss sitting there issuing commands.

    In this room there are various Naga pats along with “Subdued” water elemental pats. The naga will occasionally net a player and stop them from doing anything for a few seconds while also having a mean DoT normal attack while the Water Elementals will sit in place and channel a spell that will create a geyser underneath a player, if the player does not move or the spell is not interrupted the player is sent flying into the air and will need healing or a slow fall to not take serious damage.

    When you go up to the door you will notice a boss right next to the gate. It is a large Naga Siren who has been charged with rounding up the rest of Neptulon’s forces so that the naga may control the Water Elemental Plane. Her name is Lady Zir’talis and she must be defeated before continuing on into Neptulon’s domain. Once she has been dealt with the gates will open and you can hear Neptulon’s cries in his own palace. From this point on you will hear the occasional curses of Neptulon towards his tormentors and an occasional snarky comment from Queen Azshara. (She is a not a boss…just letting you know)

    The Seafloor Gardens


    As you enter the main courtyard you notice many more Naga and the entire palace is actually underwater, the cavern you have entered and the gate leads into a giant bubble of water that connects with the sea you saw as you entered. The Earthen Ring shaman will come into the previous room and grant you a modified version of the Sea Legs buff, it will not allow for the vertical fighting as you won’t need to swim up and around but you can walk normally under the water as if you were on normal ground. The courtyard itself will have a very Atlantean/Ancient Roman feel to it. The primary colors are a lot of glowing blues and greens that decorate the regal columns within beds of seaweed and coral leading up to the palace steps.

    Because the courtyard is underwater you will see some pats swimming above you that will have to be pulled as you make your way across the courtyard. There are some Naga Hunters and some aquatic creatures they have tamed (sharks and the like) and there are also a few cultists who are working with the Naga to ensure their hold on the Water Elemental plane. There are also large packs of cultists that are working on securing the gardens, these packs are always accompanied by a Naga Siren who will be channeling a Water Breathing spell for the group.

    As you make your way to the stair steps you will encounter a Naga General by the name of Saakar’Rish who will engage you before you can proceed into the main palace. Once defeated you may pass him and move into the main palace of Neptulon which has the same Atlantean/Sunken Palace vibe on the outside with a slightly richer color style with some royal blues and deep reds coloring the outside of the palace. The bottom of the palace is covered in barnacles and sealife making the palace feel as if it just emerges out of the sea floor. The steps leading into the palace split off 2 directions and lead up to a balcony, the gap created by the stairs has a large statue depicting Neptulon in a victorious pose but it's been cracked and damaged and is a haunting reminder of why you are here. Once upon the terrace you can see the damage that has been done to the palace, the once majestic doors to the palace are thrown wide open and horribly damaged. Once you reach the top the Abyssal Vanguard charges into the palace and sets an outpost up inside the main doors including a portal set to the initial base camp for people to use coming back in.

    The Cerulean Flow


    The antechamber for the palace gives a very different feeling from the rest of the dungeon so far. The floor below is tiled with ornate murals and there are stained glass motifs all along the walls. Once you enter you can see there are three paths that you can take. Ahead of you is a giant archway that is blocked by some malevolent purple energy, you can see Neptulon, Ozumat, and Azshara directly behind it. It seems that while Ozumat keeps Neptulon contained she is busy trying to torture him for information on this weapon she desires. Her minions have been unable to find it and she is growing frustrated with Neptulon, who has yet to reveal anything. After witnessing this scene the Abyssal Vanguard will comment on the design of the shield and let you know that there will be two channelers somewhere keeping the shield operational. You must go and take out these channelers in order to save Neptulon.

    The path to the right shows signs of damage, there are cracks in the walls and sand and coral have started to leak into the corridor. You can see Naga and GilGoblins swimming around patrolling the area. Farther in you can see a mysterious substance is leaking up from the ground and pouring into the room and corridor. From these substances you will see either tentacles or eye-stalks pop up and engage the group. The other corridor on the left has been taken over by the Twilight Forces and been decorated with their usual accompaniments, the vibrant greens and blues are covered and an ominous purple/red glow permeates this corridor. Twilight cultists have made this section of the palace their home base in order to keep an eye on the Naga and make sure things are going according to plan. This side of the palace was obviously used at one point to hold the more material treasures of Neptulon’s realm so there are looted chests and ornate statues decorating this section of the castle, of course they have been desecrated by the Twilight’s Hammer.

    The Corrupted Athenaeum


    There are many controlled Gilgoblins patrolling the corridor alongside some Naga, they've been taken control of by Merciless Ones so the packs in this corridor will consist of large amounts of GilGoblins. In addition there are extra Merciless Ones who will jump into a fight once in starts. This corridor shows obvious signs of Old God corruption, the further you go in the less you'll see GilGoblins and Naga and more Faceless Ones who put up a tough fight of their own.

    Once you enter the actual room you will see it that it is a library with many bookshelves full of small statues and stone texts. The Merciless Ones are very prevalent in this room. Once you leave the maze of bookshelves you find a door that leads into an area that has been cleared of everything and it forms a square room which is where you will face the next boss, a large aquatic Faceless one by the name of Commander Nurokth. Once he is defeated you can take care of the Faceless Channeler who is in the next room.

    The Treasury of the Depths


    This corridor is free of enemies, the Twilight's Hammer has already decorated the ornate statues and walls with their usual accompaniments and the corridor does have a deeper darker feel because of the purple fires that the Hammer has lit up. Once you enter the first room you'll find that it is a large treasure room that has a large statue connected to the wall that extends to the middle. Because of this arrangement the room is effectively U-shaped and that makes you go around it in order to access the next room so you'll have to deal with a few pats first. Every pat will have 3-4 Twilight Channelers that are trying to create a Twilight Ascendant. If you are fast to take down these channelers you can avoid dealing with an Ascendant. Ascendant’s will have very strong and fast casts that will hit everyone in the raid so they must be interrupted or destroyed quickly as the damage dealt will increase the more casts he gets off.

    The next room is the Twilight communication room, where Twilight Lord Vethras is communicating with his associates about the coming confrontations and their progress in the Abyssal Maw. There will be a little speech as you enter as he finishes a conversation with the Twilight Father. Once defeated you can activate his console and open the gate to save Neptulon.

    The Tidehunter's Terrace


    Upon entering the room you will see Neptulon being charmed by Azshara. The room is definitely the most ornate thus far, Neptulon is in the far pool to the north as Azshara sits in front of him as she gloats to the raid about the information she has gathered from Neptulon. You can engage Azshara for a few seconds, but she will quickly tire of you and flick you away. As she leaves she will tell Neptulon to deal with you.

    Bosses

    Lady Zir'Talis

    Lady Zir'Talis is the first boss in the Abyssal Maw, she sits at the end of the Coral Caverns as her sirens gather up the resisting Water Elementals with their songs and nets. Her fight is all about kiting and timing while managing her adds in Phase 2 so that Piercing Cry isn't a killing blow.

    Phase 1

    Zir'Talis
    • Enchanting Lullaby – Zir’Talis constantly murmurs a lullaby, with each basic attack her opponent gains a stack of “Enchanted” When this stack hits 5 the target is put to sleep for 20 seconds. She has a fairly slow basic attack. Undispellable
    • Allure of the Sea – Zir’Talis transports one member of the raid underneath the pool of water in the middle of the room. They are trapped for 10 seconds and will require good healing to survive.
    • Serenade of Silence – 3 second channeled ability – Causes all raid members to be silenced for 3 seconds.
    • Requiem – Sends a sonic wave toward a player dealing a high amount of damage, this ability will bounce to a target within 8 yards of the player and can bounce 3 times.
    • Chill of the Depths - Magic Debuff that deals high damage over time to a target over 4 seconds. Dispellable.
    • Grand Geyser – Summons a geyser underneath random players that will go off in 2 seconds of activation. Deals moderate damage and will slowly bring the target back to the ground. Doesn’t kill but does interrupt damage or healing.
    • Mesmerizing Melody - (HEROIC) Enchants 2 (5) raid members for 10 seconds to fight for Zir'Talis. Will not affect any targets Zir'Talis has had primary agro on for the last 30 seconds.

    Phase 2

    Zir’Talis summons 1 (2 in 25 man) Neptulon's Guards and 1 (3 in 25 man) Subjugated Tidal Sages on the sides of the room. They will wait for 5 seconds after being summoned to act. None of these adds can be damaged due to the buff "Neptulon's Blessing" but they can be kited (Neptulon's Guard) and interrupted (Tidal Sage). In heroic mode, the adds will have an extra ability or 2.

    Neptulon's Guard
    • Gains no aggro from healing.
    • Fixates on a target when taunted causing it to ignore all other players for 20 seconds.
    • Moves very slowly
    • Frost Guard's Presence - All enemies within 20 yards of the Guard are slowed by 50% and have their attack/casting speeds increased by 100%.
    • Frozen Strikes – After 3 strikes this will apply the debuff "Chilled to the Bone" to the target for 10 seconds. (Debuff)
    • Hoarfrost Charge - (Heroic) The Guard suddenly launches a frigid assault towards a random target. Instantly deals mild frost damage and puts the Guard next to the player. Does not apply Frozen Strikes.

    Tidal Sage
    • Untankable - Swaps Targets at Random
    • Frost Factor - 2.5 Second Cast, Interruptable - Will grant the "Chilled to the Bone" debuff for 10 seconds.
    • Water Pulse - 1 Second Cast, Non-Interruptable - Deals a small amount of damage and dazes the target for 1 second.
    • Undercurrent - (Heroic) 1.5 Second Cast, Interruptable - Will increase the speed and attack speed of any Neptulon's Guards in the fight by 5% per application.

    Zir'Talis
    • Piercing Cry – Instant Cast, Any members of the raid who have "Chilled to the Bone" are dealt lethal damage. Anyone who isn’t frozen takes mild-moderate damage.
    • Casts Requiem more frequently.
    • Does not cast Allure of the Sea or Enchanting Melody anymore.
    • Grand Geyser creates 2 pools now.
    • Grand Finale - (Heroic) At 10% health Zir'Talis starts to sing a deadly eulogy. For each second she remains alive players will permanently (of the fight) lose 1% of their health and are unable to restore it and anyone who receives "Chilled to the Bone" will be instantly killed as if she had cast Piercing Cry. Doesn't cast Mesmerizing Melody anymore.

    Quotes:

    Starting Fight: “Ahh….the intruders. Come lisssten to my sssong…and perisssh!"
    Phase 2 (30%): "Curssse you! Elementalsss do assss I sssay or we shall dessstroy Neptulon!! Freeze these foolsss!"
    Kills a player: "Did you enjoy my sssong?"
    Piercing Cry Kill: "Wasss that too high?"
    Mesmerizing Melody: "Don't you want to fight for ME?"
    Grand Finale: "This issss it! My final performancccce!"

    Death: "NOO! You can’t…ssssilence…me…"
    Re-Engaging: "Time for the encore!"

    Naga Commander Sakaar’Rish

    Sakaar'Rish is the Commander for the Naga agents here in the Abyssal Maw. He comes with his pet shark Nethras and a slew of other sharks and cronies. He is a fight for the healers. Sakaar'Rish will be summoning sharks through out the fight that will focus on Bleeding targets and will require coordinated healers in order to stay alive. When the fight starts a TON of sharks will surround the area where the fight will be happening, they will be lying in wait until called.

    Phase 1

    Sakaar'Rish
    • Naga Archers – Every minute Sakaar’Rish summons a Naga Archer to the balcony above where you are fighting, these archers will target random members and do light/moderate damage to the raid. (Soft enrage)
    • Trident Tear – Sakaar’Rish’s trident mutilates his target’s armor, causing it to decrease in effectiveness by 3% per application. Lasts 15 seconds.
    • Trident Toss – Sakaar’Rish tosses his trident at a player pinning them to the ground for 3 seconds. After 3 seconds Sakaar’Rish will charge toward his Trident carrying anyone between him and the Trident to the Trident with him as well as flinging the pinned player 10 yards away. The flourish/fling will damage all other players within 8 yards for moderate damage and leave a “You’re Bleeding” debuff.
    • Serated Edges (happens at 75% and 25%) – Sakaar’Rish throws 2 small daggers (5 in 25 man) causing the targets to gain the “You’re Bleeding” debuff and lose 30% of their total health. Also starts the second phase.
    • Feeding Time - Sakaar'Rish orders a full attack on a target (no allies who have Trident Tear debuff) from the sharks surrounding the fight. The sharks will grab onto a member of the raid, taking them above the fight as sharks viciously tear at them. Requires good healing to survive.

    Nethras - Normal Mode
    • Untankable. she will attack random targets while in the fight.
    • Charges at any party members that reach 20% health. She will immediately swap to them and be fueled by “Blood Rage” increasing her damage by 100%. If the target is healed back to full she will go back to her random attacks.
    • She will retreat if brought down to 50% health.

    Nethras - Heroic Mode
    • Tankable
    • Trained by the Best - If Nethras is not held in check by a tank, she will attack the target who she recognizes as doing the most healing.
    • Jagged Teeth - Nethras's attacks rend away at your health, for each stack that is applied you lose that percent of your health per second. (10 stacks = 10% health per second) In addition, her attacks also decrease the effectiveness of any heals that person uses on others. (In other words, don't let Nethras get on a healer) Goes away after 10 seconds.
    • Deadly Predator - Charges at any party members that reaches 10% health. Immediately executes them and restores 10% health to herself.
    • She will retreat if brought down to 50% health.


    Phase 2


    Sakaar’Rish swims quickly up to the balcony where the archers are perched and channels “Fury of the Highborne” which doubles the damage the archers do as long as he is up there. Nethras fully heals and summons all of her shark kin, she becomes the only targetable shark. Activates at 75% and 25% health.

    Sakaar'Rish
    • Untargetable
    • Channels "Fury of the Highborne" which doubles the damage the archers do while he is up on the balcony.
    • Glaive Toss - (HEROIC) Tosses a Naga glaive in an arc across the battlefield. Shows an indicator of where it will arc. Any raid members caught in the arc will be knocked back and affected with Feeding Frenzy.

    Nethras - Normal Mode
    • Anyone who has a “You’re Bleeding” debuff will be gnawed on by sharks, this debuff now becomes “Feeding Frenzy!” and deals 5% of the victim's health per second. These sharks are purely for cosmetic purposes and cannot be killed and will only go away once the victim’s health stays above 90% for 2 seconds.
    • Nethras herself will be swimming around attacking targets at random, similar to phase 1; she has no agro table and will attack any target she feels like.
    • Charges at any party members that reach 20% health. She will immediately swap to them and be fueled by “Blood Rage” increasing her damage by 100%. If the target is healed back to full she will go back to her random attacks.
    • Mana Jellyfish will appear occasionally throughout the fight. Clicking on one will restore 15% of a person's mana over 3 seconds.
    • Phase 2 ends when Nethras is brought to 50% health. Goes back to Phase 1.

    Nethras - Heroic Mode
    • Summons 3 Hungry Sharks to aid her. These sharks are swimming in the water above the fight and every 20 seconds they will rush down and circle a player and any other players caught in the circle with them and rend them for 30% of their health after 2 seconds and applying the Feeding Frenzy debuff. There will be a warning 2.5 seconds before the sharks strike, something to the effect of "The Hungry Sharks are eyeing X" (think how sharks circle their prey for a visual)
    • Anyone who has a “You’re Bleeding” debuff will be gnawed on by sharks, this debuff now becomes “Feeding Frenzy!” and deals 7% of the victim's health per second. These sharks are purely for cosmetic purposes and cannot be killed and will only go away once the victim’s health stays above 90% for 2 seconds.
    • Nethras will stay on the tank she was fighting when the phase swapped over.
    • Charges at any party members that reach 10% health. She will immediately swap to them and be fueled by “Blood Rage” increasing her damage by 100%. If the target is healed back to full she will go back to her random attacks.
    • Mana Jellyfish will appear occasionally throughout the fight. Clicking on one will restore 15% of a person's mana over 3 seconds.
    • Phase 2 ends when Nethras is brought to 50% health. Goes back to Phase 1.


    When Sakaar'Rish reaches 10% health he will command Nethras to retreat and enrage, dealing 100% more damage and having his attacks strike in an arc. His attacks also cause a more violent version of his regular armor reduction.

    Quotes:


    Engage: “Ahhh…it appears we have company. Come to save the Tidehunter no doubt. No matter! Nethras! Supper time!!
    Pin Enemy: “Would you mind holding this?”
    Charge: “FOR AZSHARA!”
    Archer Summon: “ARCHER! MAN YOUR POST!”
    Dagger Toss (Phase 2 Start): “Nethras! There is your dinner! Summon your kin for a blood bath! I will rally the troops!"
    Dagger Toss (Phase 2 Heroic Start): "Nethras! I must rally the troops! Suppress the insolent and grant them no quarter! I will support from the rear!"
    Glaive Toss: "Archers! Suppress the rest of them! I'll go in for the kill!", "May Azshara guide my glaive!"

    Player Death: "A fine treat for my precious pet..."
    Frenzy: “I WILL HOLD THE LINE! Nethras…get the reinforcements!!”
    Defeat: “Ugh…you won’t get…far.”

    Nurokth the Undying

    Phase 1

    • Curse of the Drowned (Magic) – Nurokth haunts a random member of the raid causing them to panic and feel the weight of the sea crushing down upon them. Moderate/High damage Magical DoT over 6 seconds.
    • Flooded Lungs – Causes the target to choke on water for 3 seconds and become silenced. Small DoT + Silence
    • Haunting Visage – 2 Second Cast-time, looking upon Nurokth for too long causes his main target to go insane. When Nurokth activates this ability the person who was his target at the time will go insane and start attacking allies for 5 seconds.
    • Desolate Gaze - Every 30 seconds the raid will cower in fear for 3 seconds. Nurokth will deal damage to everyone in the raid over these 3 seconds. Deals more damage to targets with Curse of the Drowned on them.

    At 50%, Nurokth will propel everyone into an alternate dimension called a Corrupt Vision.
    • Propels the entire raid into a malefic vision.
    • The raid will appear next to a portal in the middle of the room that appears fuzzy and hazy. In order to escape the Vision you must have people click the portal and a progress bar will appear, when it reaches 100% you will open a portal you can click on to escape the Vision.
    • Tentacles will appear out of the walls of the room and snatch a player at random; at this point all DPS must focus the tentacle down before the player is sucked into the void.
    • Shadow spawn (infinite health) will also appear and attempt to attack anyone channeling at the portal, tanks will need to keep them occupied as they cannot die.

    Phase 2

    Phase 2 occurs as soon as you escape the vision. You will hear the voice of N'zoth and the rest of the fight will involve his influence adding to the fight. Nurokth will keep all of the same abilities.

    N'zoth's Influence
    • N’zoth’s Influence – Every 30 seconds one random member of the raid (not the tanks) will be MCed for 10 seconds.
    • Touch of N’zoth – Void zones start to fill the room that will reduce all healing/damage dealt by 50% of players standing in them.
    • N'zoth's Power - N'zoth infuses Nurokth with some of his essence, increasing his damage by 20%.

    Once you kill Nurokth you are instantly thrown into another Corrupt Vision. This one is stronger than the last one. Players are fully healed when they enter this vision, Neptulon grants you some of his remaining power to help you escape.

    Corrupt Vision 2
    • Tentacles and shadowspawn still occur. Tentacles will pull players in faster and shadowspawn will occasionally reset agro and target the channelers again.
    • Channelers will receive a debuff that will harm them the longer they channel the portal. This debuff will also prevent them from taking over the portal for 20 seconds after they stop channeling.
    • N'zoth's Presence - You feel a strange presence watching the battle now. It bears down upon you causing unbearable pain. This is a DoT that stacks slowly as the fight continues on and it will wear out the raid eventually.
    • After escaping you can get your loots!

    Quotes:
    It’s all in Old God Speak i.e. Murmuring and Blathering that is translated.
    Starting Fight – “Your fate is sealed…”
    Flooded Lungs – “Drown…in the deep.”
    Desolate Gaze – “Look upon me…and despair.”
    Corrupt Vision – “Come deeper...you shall know true fear.”
    Phase 2 (N'zoth) - "Sooo....you think you can escape..."
    Death – “My final gift to you…”
    Entering Final Vision (Neptulon) - "Champions! You must break free of N'zoth's hold! Take some of my power! You must fight him!"
    Escaping Final Vision (N’zoth) – “You cannot escape me forever.”

    Twilight Lord Vethras

    Vethras will stand in the middle of the room and cast Marks on random players. Runes will appear immediately at the start of the fight in random locations around the room. Eventually they will slowly start to fade out while new runes will fade back in over 5 seconds. Vethras is untankable and aside from casting marks on people he will cast Frostbolt Volleys that can be interrupted and hit everyone and slow everyone if they are not. All marks do a small amount of element respective damage to players. After a Mark has either activated or been nullified players will gain "Runic Immunity" for 6 seconds allowing them to escape the harmful effects of the runes. This fight is all about individual coordination, if a player messes up the mark/rune they will cause problems for the rest of the raid.

    Vethras Marks - Places a fair sized elemental symbol above the player and deals mild elemental damage to the target.
    • Mark of Frost – Vethras places a Mark of Frost (Snowflake Symbol) on a player. After 5 seconds it deals heavy Water damage and leaves a frost patch on the ground for the remainder of the fight that slows anyone walking on it. Nullified if standing on a Rune of Fire.
    • Mark of Flame – Vethras places a Mark of Flame (Flame Symbol) upon a player. After 5 seconds it causes a moderate/harsh Fire DoT on the target and causes them to leave flame patches wherever they stand for 6 seconds. These patches will remain for the remainder of the fight. Nullified if standing on a Rune of Frost.
    • Mark of Air – Vethras places a Mark of Air (Lightning Symbol) upon a player. After 5 seconds it causes the target to take heavy Wind damage and summons a thunderstorm that will shock any players underneath. The storm will roam for 30 seconds after being summoned. Nullified if standing on a Rune of Earth.
    • Mark of Earth – Vethras places a Mark of Earth (Stalagmite Symbol) upon a player. After 5 seconds it causes an earthquake that deals damage to all players and knocks them to the ground for 1 second. Nullified if standing on a Rune of Air.

    Vethras Runes - These will appear as giant runes on the ground (think Iron Council) that will not hurt a target who has the opposing elemental Mark.
    • Rune of Frost – Any players who stand on this without a Mark of Flame are frozen for 5 seconds and pushed away from the rune.
    • Rune of Flame – Any players who stand on this without a Mark of Frost are given a harsh Fire DoT and knocked away from the rune.
    • Rune of Air – Any players who stand on this without a Mark of Earth and propelled into the air and away from the rune. Deals only the falling damage.
    • Rune of Earth – Any players who stand on this without a Mark of Air are knocked away and to the ground for 3 seconds and dealt harsh Nature damage.

    Elemental Assault – Vethras will assign everyone in the raid a random Mark and charge up a 6 second spell that will kill any players who don’t have Runic Immunity. Happens approximately every 1.5 minutes.

    Vethras Spells - These will be cast randomly through the fight, they deal no damage but will cause trouble for groups trying to reach their respective runes.
    • Tornado - Summons a whirlwind to spin around the battle field for 10 seconds knocking back targets 10 yards.
    • Magnetic Pull - Creates a polarity shift underneath the ground that will pull any nearby players to it.
    • Surge - Causes a wave to rise up and push any targets it meets along with it.

    Quotes: Fight Start - “So…you seek what lies here in the deep. No matter, I control the elements. You will be consumed by them and this palace shall be your grave.”
    Casting Tornado - "The winds come at my call!"
    Casting Magnetic Pull - "Be careful where you stand"
    Casting Surge - "The waters rise!"
    Death (Fire): “Died by fire…under the sea. Ironic that…”
    Death (Frost): “Bit chilly for you?”
    Death (Air): “Those gusts CAN be deadly can’t they?”
    Death (Earth): “The earth claims you…”
    Elemental Assault Charge: “I TIRE of this! Feel the FURY OF THE ELEMENTS!”
    Death: “Ugh…oh Prophet…I failed you.”

    Neptulon

    Neptulon starts in the pool at the far north side of the arena. There are pools at each cardinal point of the room (N, S, E, and W) and the center. Before him is Azshara, she has been trying to extract information from him. When he gave the raid some of his power to escape Nurokth’s Corrupt Visions he weakened himself enough for Azshara to bind him to her power.

    You start off fighting Azshara, but she does nothing special and at 95% health she flicks her wrist and the raid is sent spiraling away. She gloats a bit and then leaves Neptulon to deal with you.

    Submerge Phase


    Neptulon will submerge at every 10% of his health, coming up at a new spot in the arena. The spot where he pops out will determine his attitude/fight patterns until his next submerge. Every time he submerges his damage will increase by 4%.

    North Pool
    • Tankable
    • Serrated Strikes – A bleeding DoT applied to the target he is attacking. Can stack multiple times. If not being tanked he will lash out in a wide arc to anyone standing near him applying the DoT.
    • Dehydrate– A DoT applied to 2 (5 in 25 man) allies, deals 20% of a person's health in damage every second. For each tick that deals damage, Neptulon restores .5% of his health (.2% in 25 man). Dispellable.
    • Water Spout – Summons multiple water spouts to toss allies in the area. Deals falling damage only.
    • Naga Warriors – Summons 2 (5 in 25 man) Naga Warriors. These can be tanked. They apply small Bleed effects to enemies they hit.
    • Flick of the Wrist - (Heroic) Knocks a raid member into an emerging Water Spout. Deals moderate Arcane damage.
    • Arcane Overload - (Heroic) Charges a raid member with Arcane energies. Deals lethal damage. Deals less damage the more players are nearby.

    East Pool
    • Untankable
    • Water Jet – Interruptable, hits everyone in the raid for moderate frost damage.
    • Water Torrent – Uninterruptable, hits everyone in the raid for mild frost damage.
    • Chilled Storms – Summons rainstorms to wander around the arena. Any allies caught underneath will be damaged for moderate frost damage each second and slowed by 5% per second. The slow can stack.
    • Whirlpool – 3 second cast, when he casts this he summons a whirlpool to suck any units toward him. While this is channeled raid members will be pulled towards Neptulon. If anyone is within 10 yards of him he deals heavy damage to them.
    • Arcane Empowerment - (Heroic) Makes Neptulon immune to interrupts and increases his damage by 20% for 10 seconds.
    • Arcane Polarity- (Heroic) Azshara applies an Arcane Charge to a player. If the player takes damage from Chilled Storm then the Storm will immediately grow in size and deal 10% more damage.

    West Pool
    • Untankable
    • Water Torrent – Uninterruptable, hits everyone in the raid for mild frost damage.
    • Riptide – A HoT applied to Neptulon, will restore 3% of his health over 10 seconds if not purged/stolen.
    • Cascade – Neptulon stirs the waters around him and summons waves that will push raid members away from him. If hit by a wave you will be caught and forced away from Neptulon until the wave crashes. When the wave crashes it deals high frost damage to anyone caught. There will be gaps in the waves that make this avoidable.
    • Wave of Pain - Stirs the waters in the another pool (not center) to summon waves that will push allies towards Neptulon. Deals the same damage as Cascade.
    • Tidal Wave - (Heroic) Azshara causes the current Cascade or Wave of Pain to suddenly surge violently forward at an accelerated rate. Deals 50% more damage.
    • Swell of Eternity - (Heroic) Azshara infuses the middle pool with some of the Well of Eternity's power, the power creates a tidal wave that quickly grows in size and emerges from the center pool. The smaller the wave is the less damage you take.

    South Pool
    • Tankable
    • Serrated Strikes – A bleeding DoT applied to the target he is attacking. Can stack multiple times. If not being tanked he will lash out in a wide arc to anyone standing near him applying the DoT.
    • Riptide – A HoT applied to Neptulon, will restore 3% of his health over 10 seconds if not purged/stolen.
    • Crashing Waters – Summons water to fall from above, any allies caught in the downpour will be slowly crushed, dealing 20% of their health each second and stunning them. Waterfalls last 5 seconds. Shadows will warn where these are about to fall. Weakens the floor when finished.
    • Rise From the Abyss – Any area of the floor that is weakened will suddenly crumble and a Naga Siren will appear suddenly out of the depths. Naga Sirens will do no damage but will occasionally put allies to sleep or interrupt their spells. Both of these spells can be interrupted.
    • Queen of the Naga - (Heroic) Instantly causes a pillar of water to rise up from a spot on the floor and summons 2 (5 in 25 man) Naga Siren to Neptulon's aide.
    • Surging Waters - (Heroic) Causes a surge of water to rise from any weakened floors that increases the damage of any Naga Siren who are in the area by 100% and causes their spells to be instant cast. Naga Siren will try to get to this spot. Restores 2% of your mana every second for allies in the area. Lasts 10 seconds.

    Center Pool
    • Only occurs at 70% and 30% health.
    • Tankable
    • Hoarfrost Trident - Applies a stacking debuff every time Neptulon strikes someone. At 10 stacks the person will be frozen for 15 seconds.
    • Freezes the entire floor, icing over the other pools in the room temporarily, movement is harder to do as whenever you move a direction you will continue moving that direction for another second.
    • Blizzard – This will occur for the entire period of time that Neptulon is in this phase.
    • Glacier – Giant pillars of ice will emerge from the ground, anyone within 15 yards of them will take increased damage from Blizzard. Targetable.
    • Shatter – Neptulon will shatter any glaciers dealing damage to everyone in the raid. The more glaciers that are active on the field the more damage dealt to everyone in the raid.
    • Windy Assault - (Heroic) Azshara summons gusts of winds to push players about the frozen terrain. Deals no damage but knocks back and causes the players to be pushed in random directions.
    • Frostbite - (Heroic) Applies a debuff to a single raid member, causing them to deal reduced damage for 10 seconds. Cast fairly often. (Magical Debuff)

    Final Phase

    At 20% Neptulon will start channeling Wrath of the Tides for 10 seconds and he is immune to damage, once he finishes everyone in the raid will be buffeted by damage as Neptulon channels the power of a hurricane into the room. He will sit in the center pool at not budge after this until 10%. He will use a combination of all of his abilities up to this point. At 10% he will break free of Azshara’s spell and stop attacking.

    • Untankable
    • Storm of the Century – Buffets everyone in the raid for constant frost damage.
    • Water Jet – Interruptable, hits everyone in the raid for moderate frost damage.
    • Crashing Waters – Summons water to fall from above, any allies caught in the downpour will be slowly crushed, dealing 20% of their health each second and stunning them. Waterfalls last 5 seconds. Shadows will warn where these are about to fall.
    • Chilled Storms – Summons rainstorms to wander around the arena. Any allies caught underneath will be damaged for moderate frost damage each second and slowed by 5% per second. The slow can stack.
    • Cascade – Neptulon stirs the waters around him and summons waves that will push raid members away from him. If hit by a wave you will be caught and forced away from Neptulon until the wave crashes. When the wave crashes it deals high frost damage to anyone caught. There will be gaps in the waves that make this avoidable.
    • Off With Their Head! - (Heroic) Azshara will instantly strike down any player who reaches 20% health during this phase.
    • Queen's Stare- (Heroic) Causes a random player to tremble in fear for 4 seconds. (Magical Debuff)

    Quotes

    Start (Azshara) – “Well…isn’t this a pretty little sight. The valiant heroes come to save the Lord of the Sea. Too bad that he’s already under my power! You see, he used the last of his resources to save you from N’zoth; truly a tragedy…of course now I know where the weapon is stored.”
    Fighting (Azshara) – “Poor fools…BE GONE! You don’t have the right to even gaze upon me. Much less touch me. *soft laughter*”
    Corrupting Neptulon (Azshara) – “Now my dear Neptulon…slaughter these fools for me, for I have other matters to attend to.”

    Start – “I shall destroy them for you…my lovely Azshara.”
    Submerge – “I see a different tactic is required…”, "Time for a new approach.", "Don't get complacent."
    North Pool – “I shall rip you apart!”, "My trident will rend you asunder!"
    East Pool – “A storm arises!!”, "I control this domain! Let my storms swallow you!"
    West Pool – “The tides rise at my call!”, "You cannot withstand the fury of the sea..."
    South Pool – “You are in MY domain! The seas will swallow you whole!”, "Drown in your own suffering!"
    Kill - "Drowned!", "You cannot defeat me in my own plane!", "A fitting end..."
    Azshara Interference (North) - "Your aim is off you fool...let me show you how it's done.", "Ooh, it looks like you can't handle that much power."
    Azshara Interference (East) - "You aren't worthy of this power Neptulon.", "I wouldn't get wet with that..."
    Azshara Interference (West) - "What a pathetic squall "Tidehunter". THIS is how you do it", "See the power of the Well..."
    Azshara Interference (South) - "Rise my handmaidens! Silence the so-called heroes!", "A gift for you maidens...you may adore me later."
    Azshara Interference (Center) - "This is delightfully entertaining!", "All it takes is a little wind!", "I despise the cold Neptulon..."
    Azshara Interference (Storm) - "Now, now, now...no second chances.", "You have failed to impress me...", "Oh...you look intriguing."

    Center Pool First – “ENOUGH!! If you will not drown quietly then I will have your frozen corpses litter the floor.”
    Center Pool Second – “YOU WILL DROWN IN THE COLD DARK ABYSS!”
    Final Phase Rest – “You have withstood my might thus far…but that was the calm before the storm.”
    Final Phase Active – “NOW YOU MUST WITHSTAND THE STORM OF THE CENTURY!”

    Fight Finished (Neptulon) - “Enough! I have broken the Sea Queen’s spell…there is no more need to fight.”
    (Azshara) – “Aww…I see you’ve broken my little spell. Perhaps there is more to you rabble than meets the eye. It is no matter of course. I have more power in my little finger than this overgrown puddle.”
    (Azshara) – “I have what I need, and this was an interesting diversion. Take your trinkets and go young heroes. I go to claim even more power.”
    (Neptulon) – “What she says is true champions…she was quite powerful on her own, but now she has the backing of the Old Gods. She is their champion in a way Deathwing could never be.”
    (Neptulon) – “We have accomplished much today, but I fear that a storm is coming. And not even I will be able to quell it.”

    Achievements

    Wax In Your Ears - Defeat Lady Zir'Talis without any member of the raid being killed by Piercing Cry.
    He Just Wanted A Hug - No one in the raid was affected by Frost Guard's Presence.
    Slipstream - Don't allow the Tidal Sage to cast "Undercurrent" in Heroic Mode.

    Shark Attack! - Make Nethras retreat during every phase of the Sakaar'Rish fight.
    Blood in the Water - Defeat Sakaar'Rish while under the influence of Feeding Frenzy!
    Who Needs Mana Anyway? - Defeat Sakaar'Rish without anyone using a Mana Jellyfish.

    Heartless Escaoe - Have 100 Shadowspawn active in your Corrupt Vision and then escape the vision.
    Gimme That Back! - Destroy a Shadow Tentacle within 3 seconds of it grabbing a raid member in a Corrupt Vision.
    Afraid of the Dark - Escape the Final Corrupt Vision within 45 seconds.

    Elemental Master - During the Vethras encounter, never allow a Mark to detonate.
    Natural Disaster - During the Vethras encounter, have a Mark of each element and a mark of each element activate within 10 seconds of each other.
    I Could Have Danced All Night - No one in the raid took damage from a Mark or a Rune during the Vethras encounter.

    Survived the Storm - Have all players alive at the end of the Neptulon fight.
    Well, This is Awkward - Have a Naga Warrior or a Naga Siren alive when Neptulon breaks free of Azshara's spell.
    Hydrophobic - Defeat the Neptulon encounter without taking damage from Whirlpool, Crashing Waters, Cascade, or Wave of Pain.
    Took Down the Tidehunter - Defeated Neptulon (awards the Tidal Champion title)
    Never Loved You Anyway - Defeated Neptulon in Heroic Mode (awards the Savior of the Tidehunter title)
    Last edited by Azshira; 2012-10-02 at 06:26 PM.
    “The rains have ceased, and we have been graced with another beautiful day. But you are not here to see it.”

  15. #55
    The Lightbringer
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    Quote Originally Posted by Ragnarocket View Post
    WHEN DID THIS APPEAR?
    Thank you Azshira for showing me this!
    Nerdy, creative time activate!!
    I always wanted to see the Neptulon climax, so this is my interpretation of how that could go down!
    A wild Ragnarocket appears

  16. #56
    The Lightbringer Ragnarocket's Avatar
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    Quote Originally Posted by Azshira View Post
    A wild Ragnarocket appears
    Mods can participate right? :P

    Good cause I'm doing it anyway!

    Edit: Break time...I'll add in the other bosses later. Yeesh that took some time.
    Last edited by Ragnarocket; 2012-07-26 at 06:09 PM.
    “The rains have ceased, and we have been graced with another beautiful day. But you are not here to see it.”

  17. #57
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    Quote Originally Posted by Ragnarocket View Post
    Mods can participate right? :P
    Of course, there won't be any favoritism

  18. #58
    The Lightbringer Ragnarocket's Avatar
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    Quote Originally Posted by Azshira View Post
    Of course, there won't be any favoritism
    I would absolutely hate it if there was! :P

    Ozumat/Azshara fight coming soon...I didn't actually have this one done yet so it's a work in progress!
    Last edited by Ragnarocket; 2012-07-26 at 07:20 PM.
    “The rains have ceased, and we have been graced with another beautiful day. But you are not here to see it.”

  19. #59
    Hey, I've just updated my Tor'Watha raid. Found on page 1 somewhere below.

    Added:

    - New soccer mini game inside the raid
    - Spirit of Hakkar's (final heroic summonable boss) abilities and phases
    - A few new quotes for Zen'Kiki, showing his hatred towards druids

    I'm thinking of making a brand new second raid aswell, is it allowed? I think Tor'Watha is pretty much done by now.

    I'd like it if more people take a look at my new features

  20. #60
    The Lightbringer
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    I'll take a look McNeil. Yes you are allowed to make as many raids as you like. But you can only submit one every 24 hours.

    Lol awesome feature of a mini game, would be hard to implement but also fun all the same. The Hakkkar abilities are cool too, I like the mana drain similar to AQ mobs that blast if full, the heart like XT in Ulduar etc. MCing Voljin
    Last edited by Azshira; 2012-07-26 at 08:37 PM.

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