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| Raid Idea! Inglehamne Chapel | |
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Zarkman
Number of posts : 21 Registration date : 2009-03-28 Age : 30 Location : Svennelandet... OF DOOM!
| Subject: Raid Idea! Inglehamne Chapel Tue Nov 03, 2009 11:01 pm | |
| Lore: Somewhere in the depths of Tirisfal Glades (see the small area you cant reach near the UD starting area) A once holy and pure church devoted to serving only the light, is now much, much more... Once protected by guards of the alliance, and hailed as their most sacred cathedral, the guards and priests who venture there come no more... Forsaken Deathguards from the nearby outposts have vanished without a trace, and warlocks and priests are detecting high levels of demonic activity in the nearby area.
It is up to the adventurers to brave the horrors of the Chapel, and face the horrors that await...
You could easily add a path up from the valley near the path down to Silverpine up to Inglehamne Valley, for horde. Alliance has taken the shore village of Inglehamne and can get there via boats, thats also their main quest hub for Inglehamne and nearby area quests (the area can be used as a small lvling area for the alliance with the mobs outside the instance adjusted for the lvl range of the quest zone, would work as a cataclysm lvling area).
Outside of Inglehamne and the roads leading up to the Chapel itself, there are alot of farms, you could even squeeze in a cave there, that way you can easily have alot of quest mobs and make room for alot of quests.
The courtyard gate into the yard of the Chapel is the instance swirl, its the only way in as the rest is guarded by high fences and its the only way trough.
----===Inglehamne Chapel 15- Man Raid Instance
Quick overview;
As you enter you are guided by a pretty much straight-forward hedge maze. The mobs are zombies who rise from the graves when you go near them, they are usually weak and AoE:able. After a while you go onto a hill where a event starts, zombies spawn from the graves around, the back (where the group came), and the front (where the group is going to go). After a certain wave of onslaughts soldiers from the opposing faction:
Horde vs Alliance Priests, Paladins, Rogues and Mages Alliance vs Horde Warlock, Warrior, Shamans and Hunter
start to come in smaller groups from the back, these are not supposed to be AoE'd and are "real" mobs. At the end a large number of the opposing factions soldiers run in but are almost instantly pummelled by a giant undead zombie named Rottergore, he is Boss 1.
If you do his hardmode after he dies the ground near the middle of the hill starts to crumble (so that players have time to step away) and then breaks, revealing a path down to the basement of the Chapel where a alternative boss is.
-----ALTERNATIVE BOSS TIME!
You are dropped down among a jail-cell area and you run through prison blocks and kill the guards (normal human torturers and jailers) and after a while you pass trough a storage room and a kitchen depending on what path you take (its a sort of maze-like area), at one corner of it there is a torture room with a boss. Alt.B. (Alternative Boss) Grand Torturer Gritzl. If he dies, he drops ONE key which the raid can then roll on, that key leads out from the basement area, and later back in (the exit is on the other side of the basement however), and into "The Halls of Repentence" (see a few paraghraps down).
-----ALTERNATIVE BOSS END!!
After the Rottergore hill you continue down the yard into a massive graveyard (most of which can be skipped), and you go towards the door, where you see Inglehamne Valiants being attacked by constant hoardes of zombies, they are both enemies, the fight kindof work like those in Drak'Tharon Keep with the Trolls vs Undead.
After you get inside you fight a couple of Inglehamne soldiers in SM-like halls, then you get to a cross-roads, one goes to The Halls of Repentance, massive halls with golden statues, similar to that in which The Curator in Karazhan is in, where the standard warrior and paladin mobs are replaced by more caster-similar mobs, the end of the hall is guarded by a giant iron fence which requires a key, just before it is the (locked) door which leads to the basement and the Alt.B area.
The players have to go the other side first, it leads past outdoor yards and normal halls, the mobs gradually shift from priests and paladins to shadow priests and death knightish mobs, still aligned with Inglehemne. After a while you start to reach areas of the Chapel that still have not been finished yet, they started construction, but never finished it, there are also a few sleeping areas you pass by. At the end there is one stand-alone room with a altar and a single burning candle at the end of it, it is surrounded by souls who prevent players from taking the, once again, ONE key that there is there which the raid can roll on. There is a purple demonic symbol on the ground and above it is the 2nd real boss.
Essence of Despair, he is a grey cloud that has some electricity in it, a torso sticks out of it with giant eyes, sown-shut mouth and a the two holes where the nose is supposed to be, the arms look like they have been mauled. He is accompanied by two orbs, Orb of Electricity and Orb of Flames.
By slaying his hard-mode, (which requires not killing souls he has enslaved), the souls guarding the key allow you to proceed and take it, the raid takes the key, and ONE raid member gets the key, and has the ability to open the door in The Halls of Repentance, leading them to the next section of the raid.
After The Halls of Repentance you only go through a few groups or so of mobs before you reach the praying room. The Praying Room is basically a hall with stairs up around a circular raise up in the floor, that area is attached to a platform which behind the stairs is a altar, the platform also goes along the sides of the room, and cover all of the walls except the one with the door where the players came in from.
High Over-Priest Emolus <Of The Inglehamne> is standing in front of the circular platform, three priests stand in the circular part of the platform in a triangle, around symbols, and the wall areas have 3 priests on each side. The priests assist Emolus in the boss-fight. Killing his hardmode will make him drop a Orb of Truth, which leads to a long quest chain. The quest chain involves going to Dalaran and consulting a powerful mage, him telling you to get a few herbs and a few pieces of a X mobs blood and Y mobs eyes so that he can prepare a spell to analyze the orb, only to be repelled by its magic.
Then he asks you to get even more regents to prepare a spell which will reveal the location of a mage who might, after, he sends you to a random cave somewhere, he says he will unlock the Orb if you do him a favor, in which you go and take a amulet from Kel'Thuzad in Naxxramas (10 and 25) and Argent Confessor Paletresses necklace (which she gives you if you just ask for it), these are the mages biggest rivals who he wants to have cleared out of the way as he himself wishes to be the most superior mage in the world. (although you just trick him about killing Paletress)
After that you get another quest where he asks you to get 3 powerful reagents he needs to prepare the potion which will allow you to use the Orb, Anub'Arak (ToTC10 or 25)'s blood, and some other reagents.
If the orb is used on the circular platform in Emolus room, it leads you, and all your nearby friends, to a dark, destroyed version of Inglehamne Chapel. This is represented by a buff, removing it takes you to the normal version of that area of Inglehamne Chapel. The first boss there who guards the way out of that room is Death Priest Remolus, who is, in fact, Emolus's soul which even in death serves his master.
After that you have to make your way to the room in which Essence of Despair was, fighting demons and undead souls. The walls around the door out to the yard and trough the basement door are broken and in ruins, so that players cant go to those areas in the dark version. Instead of Essence of Despairs room you come to a long pitch black road which seems to lead over a lake of fire and souls, which in the end leads to a pillar standing out of the lake. The final boss, Klothrigar <Burning Legion Overlord> (yes, it was the burning legion all along), awaits there!
Will update with boss stats later, but my parents are nagging on me, ive been on the comp for too long :< | |
| | | Zarkman
Number of posts : 21 Registration date : 2009-03-28 Age : 30 Location : Svennelandet... OF DOOM!
| Subject: Re: Raid Idea! Inglehamne Chapel Wed Nov 04, 2009 11:48 pm | |
| Rottergore
Lore: None, just a zombie that happens to be bigger then the rest.
Health: 13, 000, 000 -- May seem like alot, but there is a +50% dmg done buff, and it should be doable with Ulduar and ToTGC gear.
Attacks:
--Melee: 10, 000 on plate /3 sec
--Raise Corpse Summons a weak zombie with 5000 health that hits for about 400 or so on cloth, not a real ability, the zombies just appear (crawl out of the ground) every 4-5 seconds.
--UNdeath And Decay Similar to the Death Knight ability, it makes a small area on the floor reduce movement speed by 50% and deal 300 dmg/sec to all who stand within it, however, it also raises a total of 10 zombies (see raise corpse) over the duration of 30 sec's it is there, while it is active, the normal Raise Corpse does not work.
--Power Burst Every 20 sec he goes into a power burst, increasing damage dealt by 1000% but reducing attack speed to /6.5 sec, it lasts for a minute and can be tranq shotted.
--Explode Silly homocidal zombie... After 2 minutes into the fight and every 65 sec's after that Rottergore will begin growing, after 3 sec's he will explode dealing 30k nature damage to everyone within 5 yards, 25k to all within 10, 20k to all in 15 yards, 15k to all in 20 yards, 10k to all in 25 yards, and 5k to all within 30 yards.
His torso, left arm, right arm, and legs/waist will be seperated from each other in the explosion. The arms will slowly crawl towards the torso, while the legs will run, after getting to the torso the Unarmed Rottergore will run to its arms and pick then up before continuing his assault.
During this time each body part will take 50% increased damage, and all damage dealt to the body parts are also dealt to Rottergore.
--Enrage He doesent have a enrage, but after his third explode (5 minutes) his sixth one has double range and double damage, meaning 60k in 5 yards, 55k in 10, 50k in 15 and so on and so on.
--Hardmode More of a speedkill, you have to kill him before his first explode, not counting the 5 sec cast time (because i forgot to calculate with it when i did my maths and cba to do it again); in a group with 3 tanks, 3 healers, each member will require 12037 dps.
Although only two tanks and two healers are needed, that would put the dps on; 9848 per dps'er, if there are 11 dps'ers. Hard? Yes, thats why its called a hardmode.
Killing him grants access to Grand Torturer Gritzl, but since he is harder then the next boss we will save him for until after that.
Essence of Despair
Lore: A demon of made entirely of the suffering of the thousands who were tortured and sacrificed and their still unrelenting and unpeaceful spirits.
Health: 11, 450, 000
Attacks:
--Melee: 8000 every 2.8 sec
--Orb of Flames Immortal, the boss has one with him when the fight starts and does not get any more of them. Deals 1000 fire damage every 3 sec to all within 10 yards, moves at 20% normal movement speed and follows random players, easily avoided.
--Orb of Lightning Immortal, the boss has one whit him when the fight starts and does not get any more of them. Casts Sorrowful Chain Lightning at random targets; 4k nature dmg on first target, each bounce does 500 less damage, bounces until it reaches a target it deals 0 dmg to (which should be the eight one, unless the group has haw-some nature resistance).
--Consume Soul used every 1 minute, possesses a random player (mind control, but Essence of Despair vanishes), that player is mind controlled and has a Leaking Sorrow aura (see below), only way to break the mind control and bring back Essence of Despair is by KILLING THE POSSESSED PLAYER! Every player killed in this fashion will give Essence of Despair a +20% dmg dealt (melee), -20% movement speed buff, that can stack up to 8 times, meaning he may have to be kited.
--Leaking Sorrow The possessed player gets this aura, and deals 200 shadow damage every second (sapphiron did 600 dmg/sec) to all players (except the possessed one).
--Restless Soul Constantly spawned, like, 1 every second or so, they have next to none health and deal barely recognizeable damage, but if left unchecked, near the end of the fight when there are 150 of them, if the lag doesent kill you, their numbers will.
Go Go DPS RACE!! ;D
--HardMode In order to get access to Boss nr.3 (Emolus) you have to beat this guys hardmode to get the key! His hardmode is to NOT kill any restless souls. And even if the raid managed to down him within 120 seconds, 100 ghosts each hitting for 100 = 10000 dmg every 2 sec or so, which can get ugly real fast considering other sources of damage that need to be healed through.
The idea is that by sparing the spirits, and allowing them to keep "existing" so that they can reach the afterlife once free (Essence of Despair's death), they reward you with the key.
Might post Grand Torturer later, and maybe even Emolus... | |
| | | Zarkman
Number of posts : 21 Registration date : 2009-03-28 Age : 30 Location : Svennelandet... OF DOOM!
| Subject: Re: Raid Idea! Inglehamne Chapel Wed Nov 04, 2009 11:53 pm | |
| might been alittle unclear about it, but the restless spirits are at like, 1 health, so you can attack them to get aggro, challenging shout (i think it is), still works, so gogo Warr OT! | |
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