1. #1

    The Siege of Orgrimmar [Fan Made Encounters]

    So I'm sitting here at work, quite bored, and I'm thinking up ideas for Siege of Orgrimmar. How could it play out? I've got a few ideas and decided to put at least one of them down and share it with the community. Have any ideas for encounters within Siege of Orgrimmar? Post them here!!!


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    Encounter: The Doomhammer Gate

    Vol'jin's forces, having laid siege to Durotar for many weeks, begin to force their way into the city itself. However, one obstacle stands between the Darkspear forces and Orgrimmar itself - the Doomhammer Gate. This massive, dark iron-reinforced gate will not be easy to breach.

    This encounter requires the players to assist the Gob Squad in planting explosives along the main gate of Orgrimmar at several breach points. Kor'kron guards will mount a counteroffensive - attacking the players, the Gob Squad, and attempting to disarm Gob Squad explosives.

    Phase 1

    The players split into two groups, each group going with a particular Gob Squad member. When the players speak with a Gob Squad member, that NPC will grab their explosives and be escorted to the gates (roughly 45 sec.) and begin arming the bomb (15 sec) and shortly after (30 sec), the bomb will detonate. Each detonation takes the structural integrity of the gate down by 15% (25% on LFR).

    During this time, different waves off adds will spawn and attempt to thwart the siege -

    • Kor'kron Elite - This is a bread-and-butter soldier. They have high health and medium to high melee damage. They come two stances, Defensive and Berserker. In Defensive stance, they 50% less melee damage and cast Thunderclap (and AoE dmg & de-haste). In Berserker Stance, they take 25% more ranged damage, 50% more melee damage, and cast Harrying Throw (targets a random raid member at range, dealing damage and stunning for 6 sec.) [EMPOWERED: Casts execute on any target in melee range that is under 20% HP, instantly killing them.]
    • Kor'kron Suppressor - This is a caster add that harries the Darkspear forces with crowd control magic. They cast Hinder (targets a Gob squad member and up to 3 random raid members, placing a debuff on them that slows movement speed by 50% for 15 sec. [Can be Dispelled]), and Hateful Echoes (Targets a random raid member and spawn 3 shadowy copies of that player who, once spawned, attack that player. Cannot be dispelled) [EMPOWERED: Casts Perdition, which deals 400,000 fire damage to all raid members and allied NPCs. [6sec cast, interruptable])
    • Kor'kron Nullifier - This is a support add that appears once for each explosive that has been armed. When this add appears, it casts Void Shield on itself (absorbs a large amount of damage and makes the caster immune to interrupts) and begins casting nullify (15sec cast, renders a Gob Squad explosive inert). The shield must be brought down and the cast interrupted if the siege is to succeed [Cannot be empowered]
    • Kor'kron Doom-Monger - Spawns once every two explosions. Cast Shadowbolt Volley (AoE Shadow Damage, interruptable), Death Link (Targets two random raid members. Each 1 sec that these raid members are not standing within 5 yds. of each other, the raid takes 50k fire damage.) and casts Empowerment on adds, granting them the use of an additional ability.

    Phase 2

    Arnakh, Fist of Garrosh - This Sha-Touched Dire Orc emerges from the Rubble after the gates are brought down and immediately engages the players. His abilities are:

    • Mortal Wound - Reduces Healing received by 5%. Stacks up to 20, 30sec. duration. Cast every 5-8 sec.
    • Rampage - Goes on a Sha-Empowered Rampage, stunning all raid members and dealing 100k damage per sec for 3 seconds. Occurs every 30 sec.
    • Demoralization - Players with Demoralization deal 5% reduced damage per stack. Players receive a stack of demoralization when any raid member dies, and after each rampage.
    • Berserk - Arnakh goes into a Berserker rage, increasing Damage dealt by 200% and attack speed by 100%. Occurs 3:30 after engaging.


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    I think that would make for a fairly epic beginning of the raid, though of course it all depends on the actual damage and health numbers (which I've intentionally not included). I have a few other ideas for encounters within the raid that I may post if this thread is of interest to people - anyone else have any ideas of encounters in this hopefully epic raid?

  2. #2
    Moderator Alarinth's Avatar
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    Hi.

    Interesting first phase at least. I won't delve too much with wether or not that'll fit with what we know of current lore, but mechanically speaking phase 1 looks interesting. maybe a bit too systematic in first phase, I mean - we are after all laying siege to a city. I'd expect there to be guards on the wall pouring burning oil down, catapults raining fire on the battlefield etc. Stuff that makes it seem more messy, like a battlefield. Going after your notes now it seems a bit choreographed (more so than the type of setting you're trying to depict).

    I assume the first phase is what'll take the longest time, and the second phase a bit like the Dark Animus - low health, but a real check for everything. If that is the case, you'd need to up the healing reduction on mortal wound, I'd suggest maybe 8-12%. 5% can be worked around easily, but a late taunt on 30 or 40% will be devastating. Remember that players have cooldowns, so balancing stuff to not need cooldowns will make it very easy.

    Rampage
    Also remember that every player has a base amount of armor and some players has passive mitigation on top of that. A warlock in metamorphosis will not take more than 40k damage per sec for 3 seconds, and that will be less than slightly noticeable. Up it to 135k or so, then it's something you really need raid cooldowns for. I assume this is an ability that acts like a soft enrage, since eventually you'll run out of cooldowns.

    edit: nice that players get debuffed after Rampage, there's the soft enrage I missed in the initial reading.
    Last edited by Alarinth; 2013-04-12 at 12:15 AM.

  3. #3
    Quote Originally Posted by Alarinth View Post
    Hi.

    Interesting first phase at least. I won't delve too much with wether or not that'll fit with what we know of current lore, but mechanically speaking phase 1 looks interesting. maybe a bit too systematic in first phase, I mean - we are after all laying siege to a city. I'd expect there to be guards on the wall pouring burning oil down, catapults raining fire on the battlefield etc. Stuff that makes it seem more messy, like a battlefield. Going after your notes now it seems a bit choreographed (more so than the type of setting you're trying to depict).

    I assume the first phase is what'll take the longest time, and the second phase a bit like the Dark Animus - low health, but a real check for everything. If that is the case, you'd need to up the healing reduction on mortal wound, I'd suggest maybe 8-12%. 5% can be worked around easily, but a late taunt on 30 or 40% will be devastating. Remember that players have cooldowns, so balancing stuff to not need cooldowns will make it very easy.

    Rampage
    Also remember that every player has a base amount of armor and some players has passive mitigation on top of that. A warlock in metamorphosis will not take more than 40k damage per sec for 3 seconds, and that will be less than slightly noticeable. Up it to 135k or so, then it's something you really need raid cooldowns for. I assume this is an ability that acts like a soft enrage, since eventually you'll run out of cooldowns.

    edit: nice that players get debuffed after Rampage, there's the soft enrage I missed in the initial reading.
    Yeah my numbers aren't great - it's more the concept. Thanks for the input!

    As to the chaos of the battlefield, I'd meant to put in hazards like mortar strikes and burning pitch, and forgot. I figure a lot of the chaos there would be in an initial 'trash' phase before the players go to try to blow up the gate.

  4. #4
    Epic! Bosbeer's Avatar
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    Quote Originally Posted by Monteverdi View Post
    the Doomhammer Gate. This massive, dark iron-reinforced gate will not be easy to breach.[/I]
    As in Dark Iron dwarfs?
    If so, how would Garrosh get such a gate, the Dark Irons are clearly against him as seen in the Blood and Snow scenario.

  5. #5
    Quote Originally Posted by GuniorBinda View Post
    As in Dark Iron dwarfs?
    If so, how would Garrosh get such a gate, the Dark Irons are clearly against him as seen in the Blood and Snow scenario.
    Dark Iron is a metal. :P

  6. #6
    Quote Originally Posted by GuniorBinda View Post
    As in Dark Iron dwarfs?
    If so, how would Garrosh get such a gate, the Dark Irons are clearly against him as seen in the Blood and Snow scenario.
    When Cataclysm happened and Orgrimmar was rebuilt, one of the devs commented that the the black metal on the gates would be "familiar" to players. Lots of people assumed that it was Saronite until one of the Devs elaborated and said that it was Dark Iron.

  7. #7
    Dreadlord Choice's Avatar
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    You must be really bored. ._.

    Seems pretty cool, I hope they use the cool stuff in Org to their advantage, if we end up doing some dumb shit like fighting in a 'secret bunker garrosh built to gas his trolls' or whatever I'll be disappointed.

    The whole pitch still feels too 'DS'y' for my liking. It was announced in a period of insane rehashing when they thought they could spit in our faces with Wyrmrest temple and there'd be no backlash. I would have rather they said 'we've had a change of direction' or some shit, yeah that means I'd ditch the ongoing story.

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  8. #8
    Dreadlord the0o's Avatar
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    I wrote this a few months ago :


    In my mind i see the SOO playing out like :


    2 slightly different raids depending on which faction you are.

    Horde :

    You start off in the echo isles, with all the horde leaders detailing the attack plans, after a short run you plus Vol’jin encounter a huge 3 way battle between Garrosh's loyalist forces, the Alliance and the Exile horde member/races in Razor Hill. Razor hill at this point has become a huge military base with zeppelin docks and a port. The alliance has landed ships on the coast and the loyalists are having a huge naval battle. After a set amount of mobs has been cleared the first Boss appears in Razor hill.

    Short Rp scene with voljin and the raid clears some more mobs and then steals a Zeppelin to avoid the massive army garrosh has marching to Razor Hill. Flying low so the raid can see/avoid the massive battle below, you get attacked by an alliance airship and a loyalist zeppelin (one on the left one on the right), both ships have mini bosses that need to go down before garrosh and a squad of kor'kron elites attacks the zeppelin. this will be a race to kill the captains of both the airship and the zeppelin while a part of the raid attempts to hold garrosh off (fight plays like Morchok,) half the raid takes garrosh, killing the kor'kron before they overwhelm the tank and the other kills the captains then hits a button to set that ship to self destruct.

    Zeppelin crashes into Org front Gate, The raid reforms and finds garrosh body missing. Org is now flooded with Dark shamans summoning powerful elementals. The raid attempts to kill them before the ritual completes but fails. The next raid boss is corrupted elemental lord created by the shamans using parts of rag and al'akir.

    ----------------------------------------------

    The Alliance starts in Ashenvale fighting Gorrosh’s loyalists on the border of Azshara, a Massive night elf army reinforced with tanks and airships attempt to push past the blockade. The first boss appears on the bridge connecting to 2 zones after a set amount of mobs has been cleared. This boss has the same abilities/HP/Tactics as the Horde side first boss


    After the fight the loyalists sets off a bomb blowing up the bridge, separating most of the alliance army from the raid. The raid lead by glen graymane rides south taking out small groups of guards on the way to the back gate. The mining pits has been converted into a tank depot, The raid steal a open top convey and get in the crossfire of an Horde rebel tank and a loyalist warmachine (one on the left one on the right), both vehicles have mini bosses that need to go down before garrosh and a squad of kor'kron elites attacks the convoy. this will be a race to kill the captains of both the tank and the warmachine while a part of the raid attempts to hold garrosh off (fight plays like Morchok,) half the raid takes garrosh, killing the kor'kron before they overwhelm the tank and the other kills the captains then hits a button to set that vehicle to self destruct.


    The Tanks crashes into Org’s Back Gate, The raid reforms and finds garrosh body missing. Org is now flooded with Dark shamans summoning powerful elementals. The raid attempts to kill them before the ritual completes but fails. The next raid boss is corrupted elemental lord created by the shamans using parts of rag and al'akir.

    --------------At this point the horde/alliance raid follows the same path----------

    After killing the boss the raid can go 1 of 3 ways, All three must be cleared in order to unlock the last wing (Like ICC).

    Path 1 : Into the Drag, players disarmed Bombs garrosh has planted in the city just incase the alliance / horde gets into his domain. The Boss is a group of mercenaries called "DarkWaters INC".

    Path 2 : Onto the Cliffs, Player take the lifts up to the cliff face in order to take out the AA guns, Mages, Shamans and wyvern raining death on the NPC's below. The boss here is a wyvern broodmother mutated by Garrosh’s experiments..

    Path 3 : Goblin Slums, Garrosh plans to flood the city in an attempt to kill the invaders using his shamans. Last Boss is a Former Twilight hammer ascendance shaman, The Tidebreaker.

    Players then head to the Cleft of Shadow, here is little trash. The next boss, 2 Dire Orcs are connected by a beam (if one dies before the other, the other enrages and gains new abilities). The bosses damage changes depending on the distance between the 2. Some abilities does more/less damage, others gain an extra effect.

    Into The Caverns:
    Trash :Waves of Flame Hounds and Shamans until you reach a platform. You hear Garrosh Screaming at something. A dark shaman enters and summons garrosh’s ultimate Weapon. Using what he saw in northrend, the events of the Cataclysm, and the power the dark shamans, Garrosh has reanimated a Dead Sha and empowered it. Now he turns it loose on You.

    With the Abomination Dead, The raid heads off to take garrosh on.

    Now I cant think of a fight epic enough to finish this raid, But what do you guys/gals think?

    I understand that with different bosses, the race to worlds first will become an issue (some will say the bosses on one side is easier that thiers) however i feel this will fit theme of the expansion
    Last edited by the0o; 2013-04-12 at 04:18 PM.

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