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Suggestion of the opening of icecrown
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Post by
Arathian
THIS IS NOT MY IDEA.it was posted by some genious in official forums
here
for those too lazy to press the link i will quote it for ya
DUE TO WORD LIMIT PROBS WEEK 5-6 WILL BE AT THE END OF THE PAGE.SOZ FOR THE CONFUSION
Okay, bear with me this will be a long post. With no TLDR.
Anyway, Blizzard has rapidly change their design approach to raids over the last year or so, stating their primary objective is to get everyone involved and seeing the content in some way or another, so that 75% of endgame content isn't wasted on 5% of the population. The Icecrown raid may just be the perfect way to do this.
I originally intended to post this in the Raid and Dungeons forum under the suggestions for the opening of Icecrown, but I thought due to its length it might derail it slightly.
I apologise in advance if any of my suggestions read more like a story than actual suggestions, this is a big lore based event. Also if any of them make no coherent sense whatsoever then please point them out, my brain is somewhat fried after writing this.
Introduction
People want epicness. That's obvious. Everyone remembers those epic moments in WoW: stepping into the Great Forge for the first time, seeing the Scourge wash over Azeroth in the Zombie Plague, cautiously watching Supremus guarding the gates to the Black Temple. These are the things you'll remember when you're old. Not the daily quests, or grinding, or even the loot.
So what the Icecrown Entrance neeed to be, is epic. In both scale and detail. It needs to be a culminative effort of the entire realm, every single person working tooth and nail for months if necessary to fight back the Scourge to their home territory, then breaking through the gates. As you've probably discovered this isn't something designed to happen at one time, or overnight. This would be an uphill struggle from day one.
I envisage the opening process to take place over a period of three months (12 weeks). This is of course three months prior to the content patch that includes Icecrown. I have as such laid out the events leading up to the patch in chronological order with reference to the dates at which they occur.
Week 1
This first week is with the intention of providing a hint to players as to what is to come. What they make of it is of their own decision, hopefully I can imagine some furious community or forum debate about the meaning of these coded messages. Or no one may notice at all. There will be at this point no official announcements by Blizzard regarding the release date of Icecrown Citadel.
- Low ranking Scourge Mobs (Ghouls, foot infantry, cannon fodder) across Northrend, Outland and Azeroth now have the chance to drop the following grey items at a 0.1% drop rate:
Mangled Orders: Crumpled Piece of Paper, when read by the player has the number 12 written in large scrawled handwriting.
Blood-Stained Map: Shabby, near unreadable map of large Azerothian settlements. Would take a keen eye to discern this.
-Medium Ranking Scourge Mobs (Necromancers, Non-dungeon Scourge Commanders) across Northrend, Outland and Azeroth now have the chance to drop the following grey items at 0.1% drop rate:
Shattered Command Crystal: Purple Crystal, broken into fragments. Flavour text: "Blast. I'll have to get a new one".
Encoded Trancription: Upon reading by the player, indicipherable runes and glyphs are arranged in an unknown pattern.
Broken Seal of the Lich King: Exactly what it says.
-High ranking Scourge Mobs (Scourge Mobs located at the end of heroic dungeons) across Northrend now have a small chance to drop the following items. These will be lootable by only one person in the group and will not show up in the loot logs (i.e. no Imbrui loots...).
Ingvar the Plunderer: Tattered Diary, Flavour Text: "I wish I could join them, I wish I was one of them".
King Ymiron: Unsent Letter, Flavour Text: "I'm calling in the favour, your majesty"
Novos The Summoner: Recently Used Communication Crystal
Nothing major happens during this first week, life continues as normal.
Week 2
During this week, the clues begin to increase in volume and detail, with more mystery regarding upcoming events. Blizzard still maintains silence regardless of player intrigue triggered by the above developments.
-Visitors to Naxxramas (both 10/25 man) who enter Kel'Thuzad's Chamber less than 5 minutes after defeating Sapphiron will briefly see the Lich King's image flash across their screen, accompanied by the extremely quiet dialogue: "They must not discover our plans".
-Eagle eyed players flying close to Icecrown Citadel may notice new elite mobs roaming the walls. But don't get too close as they won't hesitate to shoot you off your mount.
-Some NPC's in Dalaran, Warsong Hold, Valiance Keep and other major settlements may occaisionally mention something regarding increased Scourge activity in the area if the correct dialogue path is taken.
-The Bone Witch has mysteriously disappeared from her cave in Icecrown, a crude tapestry in the back of the cave is now smeared with the number 11 written in blood. If asked the official response is that she is to be given a new questline in the upcoming patch.
-Players roaming Icecrown and other Scourge controlled areas have a very small chance to receive a debuff. The debuff is called Observed. It has no physical effect, but has the flavour text: "You are being watched".
-On Sunday at 8:00pm realm time, the Lich King yells a universal message, heard by everyone across all continents (Outland excluded). "I come for you mortals! The walls of your mighty cities shall fall, death will come to your streets and consume you!." No doubt this will cause hysteria.
Week 3
This is when things start to accelerate, by now it is likely that players have deduced something is amiss. If not deciphered the clues altogether. The following developments take place regardless of either situation, war is coming.
-At the four corners of Icecrown, large sentry towers appear, topped by a glowing purple orb. These are protected by elite Scourge Mobs, and can only be observed from a distance.
-The Argent Tournament/Crusade are driven back out of the Citadel Courtyard, the corresponding daily quest is removed. Corp'Rethar: The Horror Gate is sealed. Anyone brave or stupid enough to venture a look into the courtyard will see hordes of scourge and a whole plethora of machines of war lined up, shortly before being intercepted and killed by patrolling gargoyles.
-The Fallen Heroes in the Valley prior to Aldur'Thar: The Desolation Gate are removed, and replaced by rank and file scourge infantry. A line of defense similar to that currently exisiting in front of Corp'Rethar is formed in front of the Desolation Gate, preventing access by all but flying mount.
-The Northen Coast of Icecrown begins to bristle with Scourge and newly discovered Scourge Ships. These decrepit vessels are former Alliance/Horde ships recovered and twisted for Arthas' evil purposes. They are protected from attack by sheer numbers of ghouls and a vast array of harpoon turrets prepared to shoot anyone down.
-NPC's in cities across Azeroth sometimes discuss these revelations in hushed voices, wary of the Lich King's gaze.
-King Ymiron Departs his station in Utgarde Pinnacle. He is replaced by High Councillor Orminjar, same loot, same abilities, just a placeholder. The King now appears atop Utgarde Keep, surrounded by Scourge, Vyrkul, boxes of supplies and is often seen conversing with dragon riders. He shouts orders to his troops, heard by anyone nearby.
-Alexstraza and her consorts depart every 5 hours or so for Dalaran, circling the city in her Dragon Form before landing and meeting with Rhonin. Their talks are held privately out of range of players.
-Tirion Fordring and his advisors are replaced by placeholder NPC's. They are nowhere to be seen. If questioned, some Argent Crusade members will say they saw him depart the camp 2 days ago.
-The Knights of the Ebon Blade are pushed out of the Ebon Hold by massive Scourge counterattacks. Most are killed, some officers manage to escape back to Dalaran, where they can be found in the sewers, handing out a new, more mundane set of daily quests.
-A new human NPC roams Dalaran at random times. Called 'Prophet of the Kirin Tor', he wanders around proclaiming messages of doom before disappearing into the sewers.
Week 4
By this time, people know the deal. The Scourge are preparing a massive counter offensive against the Alliance/Horde in Northrend. These developments occur on specific days throughout the week and are designed to reflect the fact that we have been caught off guard. These would all have been implemented as scripted events in the previous weeks maintenance.
Day 1, Monday: A Scourge Army pours forth from the Citadel at 12:00 midday server time, quickly overwhelming the Bombardment and pushing through to the final gate of Mord'Rethar. Icecrown is rendered a no-go zone with the exception of the Argent Tournament grounds. Anyone foolish enough to fly through Scourge Controlled areas (basically the entire zone) or challenge them on the ground will be quickly overwhelmed. There is no way to hold back the tide.
Day 2, Tuesday: The Scourge begins to assert its control over Icecrown. The Argent Tournament comes under increased attacks, and players will have a number of new quests/dailies to hold them back. Most importantly Ogrim's Hammer retreats to a safer docking point in the Storm Peaks, Horde players now find a large number of the old quests (now impossible due to the scourge war effort) replaced by new, more relevant ones. The Skybreaker however is not so lucky and is shot down by Scourge catapults and crashes into the cliffs surrounding Ymirheim. The wreckage is valiantly being defended by survivors, and offers new quests relating to this. Due to the restrictions on flight in Icecrown, players must request teleportation by Dalaran mages to reach it.
Day 3, Wednesday: Emergency Councils are called by all major leaders. Players can see these taking place all day in their leader's throne rooms. The Ironwall damn now forms a temporary barrier to hold back the Scourge. Defensive ramparts have been set up below it in Crystalsong forest, but the defenders are constantly under attack from the air and by giants hurling boulders from the damn (players beware). These ramparts now offer quests based around repelling Scourge and collecting wood, stone and other materials to construct defenses.
Day 4, Thursday: Major Leaders (Thrall, Varian, Sylvanas, Magni etc.). Depart from their capitals for the frozen North, players may watch them be escorted to the docks/zeppelin. The Crystalsong Ramparts are now improved, and reinforcements have arrived. Unfortunately though the Scourge have increased their attacks, sending endless hordes of cannon fodder to soak up the defenders ammunition and destroy morale. More quests made available. Freya, seeing the danger posed to Scholazaar, reinstates the anti undead barrier, removing the threat posed from the avalanche. Alexstraza performs fly overs of the Ironwall Damn, burning the Scourge to smithereens. Giving temporary respite to the defenders.
Day 5, Friday: The Faction Leaders and their bodyguard arrive in Northrend and take position at the Crystalsong Ramparts. Each one takes their own hand in defending against the Scourge. Hope returns to the people of Azeroth. The players must choose a faction leader to align themselves to through a series of quests (similar to the championing at the Argent Tournament). Completing these will unlock a new faction at Friendly for the player:
-Icecrown Offensive for Alliance
-Icecrown Warband for Horde
Day 6, Saturday: The Ramparts are secured. Through your help and the aid of the Alliance and Horde combined, you have beaten back the Scourge. The threat appears to have passed for now. The leaders meet in the camp set up behind the ramparts to discuss what will be their next move. Varian and Thrall however cannot agree on a plan of action, and refuse to commit forces whilst the other remains. Negotiations break down and the two factions remain at odds with each other. Dalaran mages enter the battle against the scourge, bombarding the Ironwall damn from the safety of the city.
Day 7, Sunday: An impenetrable gloom falls across Azeroth. Freezing rain, blizzards and dark clouds consume Azeroth. Arthas himself appears on the Ironwall Damn, directing a renewed assault on the ramparts. Players may attack him, but he is designed to be unbeatable. If you manage to battle through the hordes of elite undead protecting him, he would kill even the best geared tanks with a glancing blow of Frostmourne. He is too powerful in his current state. At exactly 8:00pm server time Arthas plants his sword in the ground, and begins to speak. A worldwide debuff is issued to all outdoor areas (i.e. not instances), silencing everything, no spells, no casting, all combat ceases. He then issues a monologue from the top of the Ironwall damn, heard in every zone regarding the death of all, doom for Azeroth etc. At this point, the door to Icecrown opens, and vast numbers of Scourge appear.
This army is comprised of a number of units to give it a realistic feel, including ghouls, zombies, wights, plague eruptors, flesh giants, war machines, catapults etc. This wave is designed to be unstoppable. Regardless of number of players, organisation or skill they will simply overwhelm them through sheer numbers. The ramparts are breached and destroyed. The leaders flee to Dalaran. The Kirin Tor initiate a large shield barrier to protect it from attack, thus begins the siege of Dalaran. Crystalsong is overrun. Normal mobs are replaced by the Scourge Army.
Post by
Arathian
Week 7
The collection of materials and training of troops is nearly complete. The armies of the various factions are almost ready to strike back. This week depends on how quickly the realm completes the various quests associated with the war effort. Whilst not as long and tedious as the Ahn'Qiraj effort, it is still a large task to gather everything needed.
-At some point during the week, the final materials are gathered. All the preparations are complete. The Lion's Head and Thunderaxe take off for Northrend, closely followed by the ammassed forces of the Icecrown Offensive and Icecrown Warband. They each head for Northrend by sea and sky. Players may accompany the army on its journey.
-The Icecrown Warband lands in Borean Tundra, and the Offensive lands in Howling Fjord. They each march north, accompanied by their war machines, supplies and a whole host of other devices of war. Their final detsination is the gap between Crystalsong and Dragonblight, where the Scourge have set up a temporary wall to prevent entry.
-Eventually the armies reach the wall, and set up a command center nearby, ready to assault the Scourge. Heralds announce that the attack will take place on Friday and Saturday, and that players should be ready to aid them.
-On Friday evening, the attack begins. This will act like a dynamic battle similar to Wintergrasp, with objectives, destructable buildings, timers and all that jazz. The only difference will be that the enemy is computer controlled, and thus a lot more effective and organised. Players can contribute to the battle in a number of ways:
Individuals can transport supplies, use their skills to make weapons or aid the wounded, attack the weaker Scourge infantry, perform bombing runs from their flying mount, recover destroyed vehicles.
Groups of 5 can assault minor objectives. The five small towers in front of the wall are the first objectives, and they can aid in the assault. These towers contain elite enemies that can only be attacked with a number of people. The more there are, the easier it will be.
Groups of 10 or more are needed to begin the assault on the wall. Players can use grappling hooks or ladders obtained from the command center to scale the walls and begin attacking the enemy on the ramparts. Do not expect an easy battle, these enemies are the equivilant of trash in Ulduar and require at least some coordination.
A group of 25 or more may choose to attack the gate. At set intervals, a team of NPC will approach the gate with a battering ram. These players must defend them from the endless waves of attacks, and defeat the flesh behemoth guarding the gate. He is the equivilant difficulty of XT-Deconstructor, so do not expect a pushover.
A group of 40 or more is neeeded to assault the keep. Of course due to the vast numbers of players required, coordination is not as important, however aoe damage and the ability to move as a group into the keep are essential.
Each of the objectives are coloured red when under Scourge Control, and blue when under Alliance/Horde control. It is required that you have at least one friendly player inside the objective for 20 minutes before it can be considered under your control. After these twenty minutes are up, NPC support will arrive, but player intervention may still be needed to protect it.
Rank is attainable in the same way as Wintergrasp. If you take objectives and kill more Scourge, you gain higher rank. You'll have to work for it though.
Expect the battle to take upwards of 6 hours, on both Friday and Saturday evening. Multiple attacks may be needed, PvP is disabled here, and it is impossible to fight the opposite faction (but equally you can work together). Strategic aid will be given by NPC's. Catapult Bombardments, NPC parachute teams, Protective Shields, Supporting Arrow Volleys, Gnomish/Goblin Dmeolisher Teams and even aid from the red dragonflight can be called by players achieving certain rank and are essential to victory.
A large amount of reputation will be gained by participating, and eventually winning the battle.
If the realm fails to take the Wall by 9:00pm Saturday, increasing NPC reinforcements will be provided until the wall is taken. The amount of reputation gained from winning the battle will be severely decreased though.
Week 8
A victory at last. The first step in the downfall of Arthas. Though the wall may have been taken there are a series of battles ahead that will test even the toughest soldiers. Not only must you repeat the feat you performed at the Wall, but you must do it in the heart of enemy territory, against even better defended places, and more hardened foes.
-After the victory at the wall, the Icecrown Offensive/Warband sweep through Crystalsong, reclaiming it. Quests will be made available at the breach, and in Dalaran to kill Scourge in the forest below. These Scourge mobs will have no respawn timer, once they're gone, they're gone for good.
-The Dalaran Siege ends, the shield is taken down, a degree of normality returns to the city.
-Once Crystalsong is purged. The Icecrown Offensive/Warband move to the former location of the ramparts and set up a new defensive line, preparing once again to attack.
-Jaina Proudmoor with the help of the Kirin Tor manages to shut down the evil magic that was powering Icecrown CItadel's ability to teleport Scourge throughout Azeroth. Any Scourge that remained from the invasion on Azeroth are removed permanantly.
-The Lion's Head and Thunderaxe move into position over the Ironwall damn, bombarding it with explosives and cannonfire. Dalaran Mages renew their magical attacks, and artillery from the camp below fires around the clock.
-The damn itself becomes a targetable entity. Though players cannot attack it with their spells, they can see it's health gradually wearing away from the constant assault. The minute this hits 0% (Scripted to be midweek, around Thursday) the damn will collapse, revealing a pathway into Icecrown.
-With the damn destroyed, Arthas musters his forces along the snout of the glacier. These elite forces are led by his most ruthless commanders, and must be defeated before they gather enough forces to counterattack. It is also important to decide in which order to kill them, as dispatching of them provides a unique buff to everyone:
Ironrib: A ghastly abomination that commands the ground troops. He is reachable by a recently collapsed portion of ice, making a path to the top of the glacier. He must be assaulted by a 25 man raid group, he will instantly summon assistance to kill anyone not in the group attacking him, or extra people in that group. On the difficulty level of Freya Hardmode. Killing him will provide a worlwide buff of 5% increased damage, also decreases the rate of self-healing done by High Necromancer Kograll by 15%.
Deathknight Paulus: Commander of the Deathknight legions. He is positioned atop a platform jutting from the side of the citadel, overlooking the glacier and former location of the damn. He must be assaulted by a 25 man raid group, he will instantly summon assistance to kill anyone not in the group attacking him, or extra people in that group. On the difficulty level of General Vezax. Killing him will provide a worldwide buff of 10% decreased damage taken. Also decreases the spawn rate of adds on the Ironrib fight significantly.
High Necromancer Kograll: Raiser of the undead, powerful sorcerer. He wanders behind the massed ranks of Scourge. He must be assaulted by a 25 man raid group, he will instantly summon assistance to kill anyone not in the group attacking him, or extra people in that group. On the Difficulty level of Yogg-Saron +4. Killing him will provide a worldwide buff of 20% increased healing, and decreases the damage done by Deathknight Paulus Significantly.
-Killing these 3 results in large amounts of rep for those participating.
-Once these 3 have been killed by 25 man raids, a Herald then announces in all major cities that assistance is required at the Ironwall Damn to push back the remaining Scourge. Large numbers of players will hopefully then descend on the damn and either individually or in a group dispatch the remaining Scourge. Again once killed those mobs in front of Mord'Rethar will remain dead permanantly.
-If the realm has not killed these bosses by Monday, they will become significantly weaker every hour, but reward much less reputation, gold and loot once killed.
-After the Scourge have been defeated in front of Mord'Rethar, the Icecrown Offensive/Warband moves forward to take their positions in front of the next gate.
Week 9
After the strain placed on the players in Week 8, this week will be much less eventful, well compared to the last week anyway.
-Throughout the week leading up to Friday players will be able to complete a variety of quests at the Mord'Rethar encampment, each one aiding in the upcoming assault on the wall. The more that get completed, the easier the battle will be.
-On Friday Evening/Saturday, the battle for Mord'Rethar will take place. It is essentially the same as the battle for the Crystalsong Wall, except with more objectives, more difficult enemies and different arrangement/types of objectives. These may include digging underneath the wall to plant explosives, using a huge cannon to blast through the wall, mounting a cavalry charge, or invoking the aid of the titans/gods against the Scourge. It's all up to the players.
-At this point the eight factions: Icecrown Offensive, Icecrown Warband, Plague Bringers (Horde only), Gnomregan Task Force (Alliance Only), Wrymrest, Ebon Blade, Argent Crusade and Kirin Tor each make encampments near the wall. The player is then informed they can choose a factions emblem to wear into battle, and thus receive specific benefits:
Alliance: Able to Summon 5 Alliance Footmen to aid you, 5% less damage taken, 10% more damage done in siege vehicles.
Horde: Able to Summon 5 Horde Grunts to aid you, 5% more damage done, 10% less damage taken in siege vehicles.
Plague Bringers: Able to hurl vials of anti-Scourge poison doing exremely high damage to undead, your spells cost 10% less, siege engines have the ability to hurl plague barrels.
Gnomeregan Taskforce: Able to utilise powerful explosives to do high damage to buildings and large enemies, your receive a 10% increased critical strike chance, siege engines can use the experimental fusion beam to punch through armour and stone, beware of malfunctions.
Wrymrest Temple: Can summon the aid of a red dragon to scorch an area of undead, you receive a 10% increased haste rating, you cannot command regular siege vehicles, but instead can ride into battle atop a dragon.
Ebon Blade: Can replace your current weapon with an enchanted runeblade or runestaff, an extremely powerful weapon, 10% increased damage done for deathknights and warriors, 5% for all other classes, Siege engines now carry 3 Ebon Knights to defend you.
Argent Crusade: Can summon a blinding beam of pure light to purify a huge area healing allies and killing enemies, 10% increased damage for paladins and priests, 5% for everyone else, siege engines now have an aura of light around them, passively healing nearby allies.
Kirin Tor: Can call down the aid of Dalaran mages to bombard and area with fire and frost, 20% increased spell damage, siege engines you command are now shielded if they drop below 15% health.
-Each of these factions provide unique benefits for the upcoming battle, and should hopefully make players think more wisely about what their role will be. 40 dragon riders may sound good, but it won't make for an easy or efficient battle.
Week 10
After the Battle for Mord'Rethar the Alliance and Horde have truly broken into Scourge Territory. From here on in, there will be no free rides, no easy wins. That's if you managed to make it this far anyway.
-Once again, the bombardment is cleared by players and NPC's after the battle for Mord'Rethar, no respawns and the moving of the encampment to the next objective Aldur'Thar.
-However the Lich King is not pleased with the failure of his forces, and decides to roll the dice once more, hoping the outcome to be in his favour. He summons Sindaragosa, the huge frost Wyrm from her resting place beneath the ice. Players must then take to the skies in an all new aerial battle.
-With Sindaragosa's mighty form looming over the glacier, no further progress can be made, lest she decimate the entire army. New quests become available involving the killing/capture of the Wyrm. These may involve the use of guns/cannons on the Lion's Head/Thunderaxe, the use of harpoons to latch players onto her wings/back to hack at her, and a variety of other methods. But the massive health pool of Sindaragosa (8 billion +) would mean that it would take a whole realm almost all week to bring her down. When she is at 1%, a herald in the major cities would announce this, and demand that all heroes make their way to the Lion's Head/Thunderaxe to finish her. Harpoons would be launched, and the strength of hundreds of players would be needed to hold her in place, dangling between the two mighty skyships.
A message would appear stating that she appears to be breaking free. It would be then that Ogrim's Hammer, up until this point had been rusting in the Storm Peaks, appears over the glacier and runs full speed into the wyrm, crashing it into the glacier. Sindaragosa would have fallen, and her corpse entwined with the wreckage of Ogrim's Hammer would be permanent memorial to how close we came to defeat.
-After this event (it would vary depending on the server) preparations could begin once again for the assault on Aldur'Thar.
-This battle would differ from the previous two, in that due to the massive numbers of Scourge ghouls on the ground, most footmen would be overwhelmed nearly instantly. So the Icecrown Offensive and Warband require this to be a much more vehicle oriented battle. However not where everyone commands their own vehicle, that would be ridiculous. 500+ vehicles would not do the server any good.
-So instead, each vehicle would be like a group of people. Rather than just a driver, 5,10 or even 25 people may jump onto specifically designed vehicles and assault the Scourge from there. They would be as follows:
Siege Engines: Designed for 5 people. This is the basic siege engine design, a driver, a main gunner, but with 3 people mounted on the sides and back, who can attack the scourge using either their own abilities, those gained via faction allignment or specifically designed bombs and explosives. The passengers on the side will be exposed to attacks, however the siege engine is the fastest of the vehicles, designed to lead the charge.
Rumblers: Large six-legged walkers designed for 10 people
Post by
Arathian
Week 11
The end is in sight. 11 weeks of toil and torment, of suffering and evil. Just one gate stands between the Icecrown Offensive/Warband and Arthas' CItadel. There's just a slight problem. Arthas now realises there will be no lucky escape, no final turnaround. It's over. This may sound like good news, however...
-Arthas adopts a scorched earth policy, completely destroying the only path between Aldur'Thar and Corp'Rethar. This means the next attack must be made on foot, without the aid of vehicles. Now whilst this may not sound too bad, remember that the Scourge is better in pitched battle than in a siege.
-Quests appear at the newly requisitioned base at Aldur'Thar that hint at the dire nature of the next assault. Each one emphasises the immense human cost that will result from the attack. This makes sure the player at least is aware of the situation.
-On the Tuesday, the entire of Icecrown receives the debuff: Pall of Death. This is being emitted from the Horror Gate itself, and strike fear into anyone who enters the zone. Reducing all stats by 10%, resitances to 0 and damage/healing by 20%
-Gryphons, Wyverns, Dragons and Drakes all become too frightened to fly in the Icecrown zone (remember flying was always impossible around the citadel), and cease to be used. Engineering devices also mysteriously seize up and cease working. All flying is impossible. The camp must be reached either on foot, by horse, on the Lion's Head/Thunderaxe (reachable by teleport), or via slow moving vehicle convoys organised every 15 minutes.
-Saturday Afternoon. Troops from both the Icecrown Offensive and Icecrown Warband begin to line up in ranks ready to cross the death zone between Aldur'Thar and Corp'Rethar. Talking to them reveals their fear of the assault and of what lies beyond the Horror Gate. Travelling with the troops are cartloads of bombs, explosives, battering rams and other portable devices to be used to breach the walls.
-Saturday evening. The assault begins. Players must join the NPC troops in marching slowly across the Valley of Fallen Heroes, all the while under constant bombardment from above. Plague barrels, explosive canisters, boulders, flaming jars rain down, killing anything they hit instantly (including players), there is no way to avoid it, but to keep running through. NPC's and players alike fall like flies, but some make it. Slowly a trickle of people make it through to the opposite side. No durability damage will be lost at this point, it would be somewhat unfair.
Eventually a small force has made it, a fraction of whom set off, but still enough to begin the assault. Players, aided and directed by NPC's must carry the bombs and explosives to the wall, then light them and run back for more.
However this isn't called the horror gate for nothing. Powerful banshees and lich's atop the wall subject the players to a battery of mental tortures far greater than any physical pain. Similar to the dreams of Yogg-saron except more cinematic, these depict the most gruesome and terrible events in Azerothian History. Players are also randomly mind controlled and forced to kill their friends, set off explosives in the middle of entire platoons, and throw themselves mindlessly at their commanders.
Eventually players will reduce the wall to a certain level through the use of explosives. It is then that the Lich King appears. Riding atop a mighty deathcharger, he rides out to the battlefield, stopping all combat with his presence. He then provides another monologue regarding mortality, death, justice and how you will never breach the magic of the citadel etc. and returns behind the gate, entering the citadel doors, which shut behind him.
The bombardment ceases, and the smoke clears. The leaders of the factions approach through the smoke and gather beneath the now destroyed gate (they are protected by an invible wall to prevent players bunny hopping through them). They each suggest a course of action, Varian is headstrong, wants to rush in, Thrall is more reserved etc. Eventually the meeting is broken up by Tirion Fording (previous missing) walking in, flanked by guards. He walks past the bickering leaders, through the shattered gates of Corp'Rethar, and into the citadel courtyard. The courtyard is empty.
He strikes a mighty blow against the ground with his hammer/sword, calling forth Arthas. The Lich King then proceeds to emerge on a balcony overlooking the courtyard. He speaks to Tirion:
"You think these victories meaningful? You think that you have won? You know nothing of the horrors that await you within my domain, the pain you will experience, the terrors you will face. They are beyond imagination. Come mighty heroes, come challenge me atop my throne and then we will see who is the one, true king."
He then reenters the citadel.
From all 3 corners of the courtyard, including the citadel, the gates open and the porcullises are retracted. Tirion and the other NPC's begin to back slowly away out of the courtyard and back through Corp'Rethar. From the gates emerges a plethora of Scourge units, perhaps ones we haven't seen ever before. Twisted incarnations of beings thought uncorruptable, or abominations of creation. Nevertheless I would imagine these to be the elite of the Lich King, his personal bodyguard and lieutenants. The units that are the worst of the worst, those that will require the most skill to defeat.
Week 12
This is it. The final battle. Everything you have accomplished thus far has led to this point, all the death, the suffering, the pain will have been for nothing if you cannot overcome this.
-After the hasty withdrawl from the courtyard beneath Icecrown Citadel, Tirion and all the forces of the Icecrown Offensive/Warband, The Ebon Blade, The Wyrmrest, The Kirin Tor, The Plague Bringers, The Gnomeregan Task Force and even a small band of Tuskarr elite have formed up in battle lines, waiting for the word for the assault to begin.
-This is where it falls ultimately to players to progress. Due to the vast size of the force occupying the courtyard, it cannot be assailed by the army alone. A number of conditions must be fulfilled before progress can be made.
-The entire point of this portion of the event is to promote co-ordination between people, raid groups and the entire faction, even more so than before. Everyone must work as closely nit as possible to make this succeed.
-4 new heroic 5-man instances have been produced. They are positioned atop the ramparts surrounding the citadel and can be entered once permission (a quest chain completed) has been granted by Lord Tirion.
Each of the Instances is a tower around the Citadel Courtyard. One to West, One to the East, One to the South-East and One to the South-West. Each one is fairly short and comprises the same layout. The instances have technically only one boss in them, each named for the four horsemen of the apocalypse:
1. Famine: A terrible gheist, one of the Lich King's most prized lieutenants and favourite weapons. He is swift and nimble, and can strike at any member of the group. Killing him will provide the zone of Icecrown with a buff of 5% increased health and damage for 30 minutes (stackable).
2: War: One of the Lich Kings best warriors, a high ranking death knight. He hits extremely hard, and extremely fast, often without you realising. Killing him provides the zone of Icecrown with a buff of 5% decreased damage taken for 30 minutes (stackable).
3: Pestilence: A devious creation of the plague, this flesh giant/plague eruptor strikes people down randomly with debuffs and crippling diseases. Killing him provides the entire Zone of Icecrown with a buff of +10 Nature Resistance and 10% increased healing for 30 minutes.
4: Death: The most essential weapon in the Scourge arsenal, this shade is known for killing people at seemingly random times. Killing him provides the entire Zone of Icecrown with a buff that increases healing by 5% and gives a chance on death of ressurecting a player at 50% health/mana for 30 minutes.
-These buffs may seem like minor conveniences, but I assure you they are essential if the next part of the battle is to be conducted. Without them it would be almost impossible as for each of the lieutenants that are left alive, a debuff will be placed on anyone entering the courtyard:
1. Famine: Unable to imbibe potions, eat or drink, and healing is reduced by 50%.
2. War: Damage taken increased by 100%, mana/rage/energy/runic power regenerated at a much slower rate.
3. Pestilence: Places a non-removable debuff on any players entering the courtyard, dealing 1200 nature damage every 5 seconds, reduces nature resistance to 0.
4. Death: Places a debuff on every player in the courtyard that upon taking any damage there is a 1% chance for that player to die.
-So it is clear, any raid group or group wishing to take on the monstosities in the couryard, needs to have the surrounding lieutenants dead before even thinking about making it inside.
-2 new 10 man instances are available, within which are contained an array of Scourge troops, and a high ranking general. The general houses in his chambers the power crystals that power a protective magical forcefield around the courtyard. These must be shut down to remove the shield and allow access. Killing one of the generals will provide 30 minutes in which the shields are weakened. In this time the other must be killed to remove the shield entirely. Once both are killed, the shield goes down for exactly 1 minute, regardless of the time left on the timer.
-Upon entering the Courtyard players will become trapped by the shield (unless they can co-ordinate an escape), and will be at the Lich King's Mercy. Up to 50 players can enter the courtyard at one time. However they must be in a full raid group, otherwise they will be picked up by patrolling gargoyles and thrown from a great height outside the shield.
-A flood of reinforcements for the Courtyard will spill out from the Fleshwerks upon entering the coutyard. Individuals and groups alike must aid their allies in the Courtyard by holding them back, lest they overwhelm them.
-Depending on how many players are in the courtyard, the Lich King will send a specific number of bosses. If there are 50, there will be 2 bosses sent out (One for each raid group). If only 25 enter, only 1 boss will be sent. The bosses themselves would have to be extremely difficult, reflective of the nature of the situation. The unique point of this would be that with 50 people inside, and two bosses up simultaneously, both groups could theoretically help each other, and communicate between one another. The worst case scenario is that one fails, and causes both bosses to diverge on one group, an impossible task.
-The Bosses themselves would be lined up in front of the Citadel, and they would come forward upon being called by the Lich King. This would give a sense of defense and change to the Citadel as more bosses are killed.
-Eventually players will defeat these defenders, and the shields will permanantly fall as the generals and lieutenants are defeated for good. The Icecrown Offensive/Warband would rush into the courtyard to take up defensive positions, with the leaders at its head. After an hour of rest and recovery from what was no doubt a realm wide effort, a basic defensive ring is set up around the newly entrenched forces, and Gnomish and Goblin Engineers begin the assembling of a huge cannon, aimed directly at the Citadel door.
-Over the remainder of the week this cannon would continue to be assembled, daily quests would request the gathering of materials and ammunition etc. and the Citadel would remain silent. The Scourge have apparantly been beaten back inside their hold, and it is time to take the battle inside.
-The last day of the twelfth week will be Judgement Day, the day Icecrown Citadel is opened. The Cannon is prepared, the heroes are ready, everyone watches. With a mighty roar, the cannon fires its load at the doors, buckling them with a single shot. In a hail of iron, stone and dust the doors to the Citadel come crashing down. Revealing an opening. This is the instance portal to Icecrown, and the end of the battle for Azeroth. But by all means the war is not over.
Final Notes
-In regards to an attunment process, there would be the potential for a quest line following the events of the battle for Azeroth and Icecrown that would allow players who participated in all the events to enter the Citadel straight away. For those who missed part or all of the event, a different quest line will be presented after the breaching of the Citadel requiring the acquiring of the sigils of the major raid bosses of Wotlk.
-For the Icecrown raid itself anything could follow. Personally I would like to see the defeat of Arthas involve the entire realm, just as the battle for Azeroth did. But that would seem somewhat unlikely.
I hope you enjoyed reading my thoughts on the issue.
.
freeking awesome imo
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Post by
Livetoheal
That was ... very very very epic O.O All i gotta say xD
Post by
hashmel
Seems week 6 got away from ya, checked the original post's link for it though.
I LOLed when i read the part about the horde getting off scot-free while the alliance's Skybreaker gets blown to smithereens..wonder what faction he plays, jk. XD A bit confused with the 50 man raid group...
Post by
Arathian
Seems week 6 got away from ya, checked the original post's link for it though.
I LOLed when i read the part about the horde getting off scot-free while the alliance's Skybreaker gets blown to smithereens..wonder what faction he plays, jk. XD A bit confused with the 50 man raid group...
omg,ur right.ty for noting it
HERE IS WEEK 5-6
Week 5
This week it is all out war. Do or die. Players are made aware that it is through their actions alone that they can preserve and defend their homes and other areas of importance. Unlike the zombie event in which the Scourge would appear anywhere, and be almost unstoppable, an organised player force of around 20-25 people can defend an entire zone, whilst fewer players can maintain smaller settlements and objectives.
-The Scourge Navy makes Normandy style, beach landings at strategic points throughout Azeroth, local defense forces and militia rally to stop them, but they require player aid and will offer quests and the appropriate rewards for helping:
-Borean Tundra: Valliance Expedition/Warsong Offensive defending
-Howling Fjord: Valliance Expedition/Vengeance Landing defending
-Dragonblight: Local Tuskarr Militias
-Westfall: People's Militia
-Durotar: Orgrimmar Task Force
-Hillsbrad Foothills: Southshore Guard
-Ghostlands: Silvermoon Rangers
-Darkshore: Darnassus/Auberdine Sentinels
-King Ymiron directs an assault on Howling Fjord and Grizzly hills using a combination of Scourge and Vyrkul. Questing/Travelling in these areas difficult.
-The Sentry Towers in Icecrown begin directing magical light beams at Icecrown Spire, causing it to issue forth a deathly purple glow. Through some fel magic, necropolises are then deposited outside every major city. The sieges begin.
Unlike the Scourge Invasion event, you will be confined to the cities, unless you fly out. The gates will be closed, the battle lines drawn. Replacement quests will be available for low levels to compensate for not being able to exit the cities, these may involve ferrying supplies, collecting goods, healing the wounded, killing Scourge, burning bodies, putting out fires or a plethora of other tasks necessary for the siege.
Dependant on player involvement, the Scourge will be held back at the gate. So if no effort is made, they will overrun the city. If only medium effort is made, some portions of the city may be lost. However even if the entire city is lost, Sanctuaries will still be available to offer essential services (repair, ammo, flight master), they would be sealed off and are as follows:
-Stormwind: Cathedral of Light
-Ironforge: King Magni's Chamber
-Darnassus: Temple of the Moon
-Exodar: Velen's Chamber
-Orgrimmar: Thrall's Chamber
-Thunder Bluff: Spirit Rise
-Undercity: The Royal Chambers
-Silvermoon City: Court of the Sun
Please note, to allow low level involvement, mob level, health and damage would scale to level. To allow full participation. However a level 10 has limited abilities, and may be better put to use elsewhere.
The Siege continue all week. Outlying towns and areas are overrun with Scourge Mobs. This will hopefully create a true sense of being trapped, helpless and motivate people to really go out and strike back at Arthas when this is all over. Please note, no durability damage will be suffered when killed by Scourge mobs, but being attacked will still yield durability damage.
-Dalaran is placed in a state of emergency. The shield barely holds against attack, and requires players to charge it through interaction with the shield crystals nearly constantly, a number of quests are offered regarding the defense of the city. Players may still fly in and out, but with most of the continent also under attack, there isn't many places to go. Arthas is often seen riding atop a fel chariot observing the attack.
Week 6
This is the turning point in the war, the Alliance and the Horde respectively have had enough. This is where they fight back.
-Scourge Attacks on cities lessen off, to the point where the NPC's are able to hold them at the gate without player involvement.
-The Scourge Beach Landings have achieved either one of two outcomes. They have either been beaten back by players and the local forces, or have succeeded in gaining a foothold in the local area, continuing to provide fresh troops and making it dangerous to travel. The players can complete a different series of quests to rid the shores of the invaders.
-A quest line is introduced at the start of the week that if players follow through, they will gain access to the necropolises positioned outside the cities. This 'attunement' process must be completed individually for each city. Once completed players may band together in 5-man groups to venture into the necropolis outside the city. After a certain number of groups have defeated the final boss in the necropolis, and shut down the magical energies keeping it there, they crash to the ground in a spectacular display. This frees the local area from Scourge attacks.
-Once the necropolis has been destroyed outside the city, life essentially returns to normal there. However extra guards are maintained, and the scars of war are ever present.
-As soon as all the necropolises have been destroyed for that faction, each of the city leaders announces the begining of a war effort to force Arthas back, and defeat him once and for all.
-At the city entrance, war materials accumulate, tanks and war machines are parked, blacksmiths toil creating weapons of war and soldiers drill for battle. Everything now turns to the war effort. Players are tasked with various quests dependant on their professions (note these are not all collect/make x items) and class. Warriors may help drill young recruits, mages may empower war machines, paladins heal the wounded etc. All of these reward reputation with the Icecrown Warband/Offensive, and of course gold and items.
-2 brand new sky battleships are constructed in Stormwind/Ogrimmar. Named the Lion's Head and Thunderaxe respectively. These are being assembled just outside the cities and should be ready for launch as soon as the war effort is complete.
-The Siege of Dalaran continues unabated.
-Most areas are relieved of Scourge interference, but Icecrown and Crystalsong remain no-go zones.
Post by
fiote
Where is week 6? =(
EDIT
NVM lol
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Post by
Arathian
Arathian, you have too much time on your hands.
But it would be very nice if Blizzard implements something even half as epic as your 12-week war for Azeroth.
Send it to them, blast it! I'd want to be a part of this!
i wrote it with big letters at the start.NOT MY WORK.all the praises are to th guy at the link and i am not him:)
Post by
TheMediator
These are the things you'll remember when you're old.
LoL.
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Post by
Arathian
lowbies would:1)kill any scourge just like any1.remember,sourge mobs would scle with lvl.
and 2)you are a lowbie and the event happens.you stand with lvl 80's and do the same things as they.you fight of waves of attackers,help wounded soldiers,valiantly defend your home.
ofc if you prefere to just go and kill that murloc over there is your choise...
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310199
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Post by
Arathian
bump so more people can take a look at this idea
for book/movie
for an event
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