Post by Interest
The suggestion is really simple. If it is at all possible, will there be any time in the future where we can access the Dungeon Journal icons that categorize abilities (such as Heroic-only, Deadly, etc?) for use on the forums through customized BB Code (or clever use of image tags?).
It would be great to know because as I add more and more custom encounters to fictional WoW instances or create my own versions of encounters it would be great to sort out abilities while using a system that is used for actual encounters that exist on Wowhead.
Now a creating grounds for the Deathwing fight:
::PAGE ONE::
Brought to you by the user who created
his take on the Lich King encounter, I now proudly feature my take on this expansion's "main villain," Deathwing. With 4.3 potentially imminent, I thought it would be best to create this fight as soon as possible before the actual encounter is released, like with the Lich King encounter.
This time, however, things will be different. I will now display all the values as opposed to focusing on one set of values (like I did last time). These values will be displayed on the following basis:
10-man/10-man Heroic/25-man/25-man HeroicOR
10-man/25-manOR
Normal/Heroic (This will be tagged with a “(H)”)In addition, I will display the encounter using the Dungeon Journal style using the customized legend below:
MarkerDescription(H)Heroic Only
(!)Important!
(DPS)DPS
(INT)Interruptible
(C)Curse
(D)Disease
(L)Lethal or Deadly
(T)Tank
(+)Healer
(M)Magic
(P)Poison
(E)Enrage
And now it begins…
DisclaimerBut before that happens, remember that this encounter is purely of my design. It is an educated guess at what the Deathwing encounter may be like, but any content within these posts should be taken with a grain of salt, as it is unlikely to match anything of Blizzard’s creation or design.
I DO NOT WORK FOR BLIZZARD ENTERTAINMENT AND THIS IS NOT ENDORSED BY BLIZZARD ENTERTAINMENT IN ANY WAY, SHAPE, OR FORM. DO NOT TAKE THESE POSTS SERIOUSLY IN TERMS OF INTERPRETING THEM AS BLUEPRINTS FOR PATCH 4.3 AND THE DEATHWING ENCOUNTER. THIS WAS CREATED BECAUSE I ENJOY CREATING MY OWN VERSION OF ENCONTERS/CONTENT AND ATTEMPTING TO HYPOTHESIZE THE NATURE OF FUTURE CONTENT.
If, for some reason, you, Blizzard Entertainment and associated persons, find these posts to somehow violate your copyrights or otherwise find it offensive, please mention that here instead of issuing a Cease and Desist and I will remove these posts at your discretion. (Please disregard this if somehow it is within my legal right to make my own version of content using your copyrighted works.)
For other viewers, please do not plagiarize anything within these posts. This means reposting them to other forums or otherwise publicizing these posts without crediting me. I will find you if you do and you will be humiliated horribly.
Table of ContentsPre-Fight Details
Phase 1: Treacherous Gauntlet
Phase 2: You Will Be Crushed By The Earth! (Ground Phase)
Phase 3: I Will Burn You From Above! (Air Phase)
Phase 4: The Volcano Erupts! Ride Away! (Riding Phase)
Phase 4a: The Twilight Rifts (Heroic Only)
Phase 5: Battle Over the Maelstrom
Phase 6: Deep Into The World's Heart (Heroic Only)
Phase 7: I Will Bury You Here! (Heroic Only)
Phase 8: The Intervention (Heroic Only)
Post Fight Details
Pre-Fight DetailsTwilight IsleThe Twilight Isle is an island raised from the depths south of the Maelstrom by the Twilight’s Hammer. It serves as a primary base of operations and houses several significant members of the group. The climate is typical to that of other nearby islands, containing rapidly growing jungles, rivers containing tropical fish, crags composed of the sea floor and volcanic rock, and an enormous mountain, highly likely to be of the pyroclastic variety. Twilight Isle also has several anomalies, such as a whirlpool in the southern bay, gashes in the earth that exhibit Twilight cultist activity, and many geysers that fire magma hundreds of feet into the air, creating rivers and pools of lava.
This area will serve as a daily hub similar to the Molten Front. In each capital city, players will be assigned a breadcrumb quest to travel to Twilight Isle. During the breadcrumb quest, players will take a ship to Twilight Isle. The trip to the isle goes without mishap, but players are ambushed as they disembark and have to scout out a base of operations for the Earthen Ring. Players will then progress through a series of quests to expand the base of operations which will be on a server by server basis similar to Isle of Quel’danas (as opposed to the daily quest progression the Molten Front offers). Base expansion equates to access to more equipment and new dailies (which are unlocked by quest chains), among other perks. However, the amount of dailies a player can do will always be the same, though the amount of dailies a player can do is partially dependent on how many quest chains they have completed for the Earthen Ring on Twilight Isle (there will be several). These quest chains to increase the “cap” are available as soon as the base of operations is set up.
The purpose of capping dailies and allowing players to choose what dailies they want to do is to as the base of operations gets larger is to give players an option of what type of daily quest they want to do. This will keep the content a bit more fresh and put much more control of the player’s gaming in the hands of the players themselves.
The area will contain a raid instance as well, known as…
The Smoldering StrongholdThe Smoldering Stronghold is a raid instance on the Twilight Isle. The instance portal will be located at the base of the mountain. It will contain an unknown number of bosses, which will include Deathwing himself. The Earthen Ring, which will have a sub-faction called the Earthen Protectors, will be greatly involved and will even help the players. Such assistance will range from travel through the earth into various areas of the mountain to lending aid on encounters.
Deathwing Encounters Throughout the Instance (or Phase 0)::PAGE TWO::
Deathwing <Aspect of Death>
Health: 125 Million/172 Million/666 Million/898 MillionSee his article
herePhase 1After reaching the start point, which will be guarded by two Landslide Colossi, Deathwing will swoop by and assault the raid with Blistering Flames. He will continue to do so every 30 seconds, attacking 2/5 times per pass, which takes a total of 10 seconds. Deathwing is vulnerable to attacks when he flies by and, if reduced to 95% health, will stop flying by to attack.
Blistering Flames: Deals 30000/55000/45000/70000 Fire damage to all targets standing at the affected locations. Blast radius is 5 yards. Blistering Flames has a 2.5 second travel time and can damage anyone.
(!) Earthen Pull: Deathwing’s former power as the Aspect of Earth causes slow fall effects to have no effect whatsoever.
At the beginning of the gauntlet, two Landslide Colossi will be ready to greet you, as mentioned above. Two more will spawn every 45 seconds.
Landslide Colossus
Health: 2,750,000/4,000,000/7,500,000/10,500,000
Stone Clout: Instantly deals 30000/50000(H) Physical damage and knocks the target down for 3 seconds. Can target any enemy in melee range.
(!) Quake: Deals 55000/70000/62500/80000 Physical damage to all enemy targets standing on the ground. 3 second cast. Also causes Rockfalls.
(!) Rockfall: Rocks fall from the cliff above, dealing 45000/70000(H) Physical damage and knocking damaged targets back 10/20(H) yards. Rocks have a 2 second delay and a 2 second travel time. They can damage anyone.
Hurl Boulder: Hurls a boulder at a target player’s location, dealing 75000/90000/80000/110000 Physical damage to enemies and knocking them back 5 yards. The boulder has a 5 yard collision radius.
(H) Shatter Apart: When defeated, a Landslide Colossus will collapse into 5 Living Rockslides.
Living Rockslides also spawn at a rate of 2-3 every 3-5 seconds after 30 seconds.
Living Rockslide
Health: 100,000/150,000/325,000/450,000
Rockslide Blow: Melee attacks knock the target back 5 yards.
(INT) Stone Barrage: Hurls stones at random targets, dealing 7500/10000/8500/12000 Physical damage per hit. Fires 2 stones per second. 5 second channel.
Stone Shell: As a Living Rockslide hurls stones, they become more and more resilient to disruption. After 2 seconds of channeling
Stone Barrage, Living Rockslides cannot be interrupted or crowd controlled for 3 seconds.
(H) Gravel Explosion: Upon death, Living Rockslides explode, dealing 20000 Physical damage to all enemies within 8 yards.
Every 25-30 seconds, Twilight Elite Lancers mounted on Twilight Dusk Hawks and/or Twilight Elite Battlemage mounted on Twilight War Drakes will spawn. 1/3 such set(s) of adds will spawn after each interval.
Twilight Elite Lancer
Health: 1,500,000/2,250,000/4,700,000/6,000,000
Throw Spear: Throws a spear at a random target, dealing 20000/27500(H) Physical damage.
(+) Diving Charge: Used in conjunction with the Twilight Dusk Hawk’s Piercing Swoop. Deals 50000/65000 Physical damage and stuns the (Dusk Hawk’s) target for 3 seconds. This will also cause the Lancer to leap off the Dusk Hawk.
(!) Twilight Assault Attacks enemies in front for 6 seconds, dealing 75% weapon damage plus 10000 Shadow damage per strike.
Twilight Dusk Hawk
Health: 1,000,000/1,600,000/3,200,000/4,250,000
Fixate: Focuses on a target to attack. They will also use Piercing Swoop at that target. Lasts 16 seconds. (or every two Piercing Swoops).
Twilight Screech: Lets out an otherworldly screech at the target, dealing 30000/45000(H) Shadowstrike damage and 75% of that damage to targets within 8 yards of that target. 2 second cast.
(+) Piercing Swoop: Dives at a target, dealing 25000/32500(H) Physical damage and an additional 7500/12500(H) per second for 6 seconds. Used every 8 seconds.
Talon Slash: When a Twilight Dusk Hawk is diving, targets that come in contacts with the talons will suffer 45000 Physical damage and be knocked back 10 yards on Normal mode. However, on Heroic, the player will be Grabbed. (The target of Piercing Swoop cannot be Grabbed because the attack is done in a similar style as birds on the Akil’zon encounter.)
(H)(D) Grabbed: The target is clutched in the talons of the Twilight Dusk Hawk, causing 30000 Physical damage per second. After 10 seconds, the Dusk Hawk will fly out and drop the target onto the level below for about 75% falling damage. If there is no level below, the target dies instead.
Unmounted: An unmounted Twilight Dusk Hawk can be mounted by players (determined by whether it has this buff or not). While mounted, the player continue to perform actions such as attacking or healing without generating threat (they can even attack the Dusk Hawk they are riding on and possibly adjacent flying enemies, which have pretty large hitboxes that allow melee to strike them). Mounting a Dusk Hawk clears all threat. In addition, when the Twilight Dusk Hawk is reduced to 1 health, instead of dying, the mounted player can control its crash course into the cliffs (if the player does nothing the Dusk Hawk just falls to its death, as does the player), which will spawn 2/6 Dusk Hawk Feathers. These Feathers can be used to grant players 30% bonus movement speed (does not stack with other effects) and become immune to movement impairing effects for 20 seconds (Buff name is Swiftness of the Dusk Hawk). The Feathers are consumed after being used by a player.
Twilight Elite Battlemage (Attacks from a range)
Health: 1,250,000/1,800,000/3,900,000/5,500,000
Mana: 2,000,000
Twilight Link: The Twilight Elite Battlemage and Twilight Drake have a linked health pool.
(INT) Twilight Shadowscythe: Scythes into the target’s life force, dealing either 20% of their maximum health or 30000/50000(H) Shadow damage, whichever is greater. Also increases Shadow damage taken by 5% for 8 seconds. Stacks up to 100 times. 2.5 second cast.
(!) Black Myst: Calls forth a foreboding cloud of darkness that covers an 8 yard radius, dealing 12500/18000(H) Shadow damage per second for 20 seconds. Used in conjunction with Incendiary Myst (used by Twilight War Drake). 1.5 second cast.
(H) Twilight Vortex: Creates a vortex that takes 2 seconds before it begins to deal damage. It then drains the health of enemies within 15 yards over 5 seconds. Deals 30000 Shadow damage per second and heals the caster for the same amount. Damaged targets have a 50% reduced movement speed over the duration.
Twilight War Drake(Attacks from a range)
Health: 1,300,000/1,900,000/4,000,000/5,750,000
Twilight Link: The Twilight Elite Battlemage and Twilight Drake have a linked health pool.
(M) Shadowflare Breath: Blasts a target with Shadowflame, dealing 25000/42500 Shadowflame damage plus 1000/1500 Shadowflame every second for 8 seconds. The damage over time effect stacks 100 times. The damage over time effect can be dispelled, but afflicts the dispeller with the Shadowflare Breath effect equal to the dispelled stacks for the total duration. Dispelling can remove up to 5/3(H) stacks. 2.5 second cast.
Incendiary Myst: Calls forth a burning cloud of darkness that covers an 8 yard radius, ealing 12500/18000(H) Fire damage per second for 20 seconds. Used in conjunction with Black Myst (Twilight Elite Battlemage)
(D) Dark Exhalation: Targets an area and breaths corrupting darkness over it, dealing 50000/75000 Shadow damage every 0.25 seconds. It is a frontal cone attack that can have a maximum width of 15 yards and a maximum range of 30 yards. Affected areas are marked with a Shadow rune. 4 second cast. 4 second channel.
(H) On Heroic, Twilight Elite Battlemasters and Twilight Elite Invokers can also spawn (on the Dusk Hawk and War Drake respectively) in place of the Lancers and Battlemages.