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A.D. Mielke Suggestions v1.2
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Post by
admielke
A.D.Mielke Suggestions v1.2
New/Changed Content
Conquered Tol Barad
: name changed to Forgotten Tol Barad and ideas within.
Game Play
: combines vocational dungeons, loot distribution, chat ideas, class quests and professions.
Guilds
: guild ideas including new unions.
Class Quests
: cleared some concerns with exacts by adding information.
Player vs Player
: only contains tol barad battlegrounds with new information added.
Races
: new race ideas added including a new faction!
Hero Class
: defiler ideas added.
Game Play!
Vocational Dungeons
Solo dungeons to complete daily quests (5).
Defeat first boss and be saved.
Three total bosses. First 2 drops a green and last drops a blue item.
Easy
: this mode turns the dungeon creatures to level 78.
Normal
: the mode turning dungeon to level 80.
Hard
: turns creatures into level 80 elites.
Loot Distribution
Raiding
: every 10 and 25 man boss drops a specific boss piece (i.e. Patchwerk's stitches) which can be saved up to purchase loot from vendor or turn in for higher boss specific piece (ex: Patchwerk, Grobbulus and Gluth into Thaddius). Also every wing or sector ending boss can be turned into last boss loot (ex: XT, Thorim, Mimiron into Vezax or Yogg loot). This will create an urge to down a boss without needing that loot table also will speed up raiding without needing to give out drops, will help bad loot rollers and defeat the purpose of being a loot %^&*! and DKP. Note: this system will not have any raid boss dropping anything after defeat.
Quests
: quest turn ins give you options of more experience, more gold (such as max level bonus), or a greater item (if available).
Guilds
Union
: an accepted allegiance between guilds named by creator (ex: crimson union).
Chat Ideas!
Emoticons
: shown in chat window when typing smilies.
Union Chat
: union chat using /union or /u.
Class Quests
Class Quest NPC
: elite and if attacked correctly will reveil the beginning of your class quest.
Through the Process
: unique to each class for most but identical group quests for all classes including ending objective.
Rewards
: armor attachments that can be included with your enchants or regular attachments which are specific to every class (ex: haunt, metamorphasis, and chaos bolt damage increased).
Death Knight
: attacked first with your ghoul you will be turned into the ghoul and gain an insane frenzy.
Druid
: entangling roots damage stuns the target and faerie fire reduces all armor down to 0.
Hunter
: eyes of the beast increases pet damage by 100% and haste by 50% with 20% chance to regain 50 focus.
Mage
: mirror image creates and army.
Paladin
: extremely vulnerable to holy spells but immune to physical damage.
Priest
: mind control can be used to commit suicide.
Rogue
: pickpocket to find its weakness ranging from bleeds, poisons and attacks done while slice and dice is up.
Shaman
: feral spirits become elite and all spells slow the target by 90%.
Warlock
: enslave a nearby demon with special skills.
Warrior
: reflect spells and hamstring during enrage cast to kite.
Professions
Fletching
: a primary profession gaining access to weapon attachments, staves, bows and arrows.
Woodcrafting
: a new secondary profession aiding fletching, enginering, blacksmithing and has the potential of repairing siege, walls and upgrading with exotic materials.
Post by
admielke
Player vs Player!
Tol Barad
: and island between silverpine and wetlands. Read the story (
http://www.wowwiki.com/Tol_Barad
) and dalaran left it to stormwind which the king exploited to attack the undercity.
Tol Barad Prisoners
: over thrown the humans at the stronghold they declared this island to be theirs.
Nath <Gronn Demigod>
: heard of the cries of prisoners being torchered he helped excape the ravenous prisoners of tol barad. He leads their take over of the island. He also sits inside the stronghold if they control it or inside his lair of the mountains of the west.
Tol Barad Ranking
: system gained from new Tol Barad kills and wins including world kills.
Ranks
: (least to greatest) squire, daughter/son, advocate, defender, jouster, militant, aggressor, teacher/gallant, guardian, champion, heroine/hero, victor, vindicator and subjugator (female/male).
Rank Points (RP)
: each sub-rank gains 1 point towards new abilities and stat bonus.
Sub-Ranks
: rank 1 is starting off at R1S0. Every step adds 1 sub-rank up to 10 adding 1 total rank (ex: R8S10 = R9S0).
Rank Abilities
: self cleanse, augment statistic (str/agi/sta/int/spi/sp/ap), refresh (next ability clicked refreshes cooldown and is used), rejuvenation, and more.
Zones
: high lands, low lands, rocks of tol barad, mist, and tol barad central.
High Lands
: north lands breached by the horde. Low but balanced resources.
Low Lands
: south plains given by dalaran to stormwind. Low but balanced resources.
Rocks of Tol Barad
: west area filled with large mountains and many veins.
Beaches of Tol Barad
: east foliage and woods untouched by hands overgrowing on top of each other.
Tol Barad Central
: fields of grassy hills roll as the wind roars. Top of the highest mound sits a monsterous fortress (tol barad stronghold).
Siege
: to destroy buildings and players.
Demonlisher
: you know.
Catapult
: you know.
Cannons
: you know.
Siege Engines
: you know.
Helicopter
: might know in 3.2 patch notes but will be used to kill players and drop players inside keeps.
Glaive Thrower
: alliance siege seen in warcraft 3 with a purpose to kill players.
Meat Wagons
: horde siege seen in warcraft 3 with a purpose to kill players.
Stationary Siege
: versions of throwers and wagons that are stationary on towers, keeps and walls.
Types of structures
Base
: an uncontrolable and really unapproachable (read below) structure that your faction begins at.
Stronghold
: largest of all giving a large tol barad only buff if controlled by your faction and even larger one if your union controls it. Contains a stronghold marshal (alliance) or warlord (horde).
Keep
: medium sized with a maximum of two walls. Gain a tol barad buff. Each zone contains three keeps (except central) which are healer, damaging and haste keeps. Everyone of these give that stat a 1% buff. Contains a keep commander or general.
Tower
: smallest but tallest structure giving no buff except for extra guards roaming the surrounding land. Contains a keep lieutenant or champion.
Base
: for alliance it is on the low land beachers and on the edge of a fjord leading down the rocky shore of the high lands. Both bases have guards all over that are elite (~80k hp) and with a keeper of the grove (
http://www.wowwiki.com/Keeper_of_the_grove
) and archmage (
http://www.wowwiki.com/Archmage
) or a far seer (
http://www.wowwiki.com/Far_seer
) and dread lord (
http://www.wowwiki.com/Dread_Lord
) (much like warcraft 3) leading the forces. Any enemy close to the base will instantly die from the keeper and far seer magic. For alliance the base will look like stormwind and for horde will be undead.
Tol Barad Stronghold
: a ravaged structure, now held by the prisoners, giving them strength. Three walls circle it. Gates and towers are scrambled throughout. Gates will be instantly fixed if attacking faction wins but walls and towers are not and need to be repaired with woodcrafting.
Stronghold Instance
: gain access after destroying the castle gate and enter the raid only instance. If you are the attacking you begin at the bottom and if you are defending you start at the top with your marshal or warlord.
Corruptor
: this event is not available unless the prisoners retake it. First fight contains waves of corrupted beasts. They do not stop respawning until attacking the corruptor who's summoning the beasts.
Nath <Gronn Demigod>
: defeat the corruptor and enter this event (
http://www.wowwiki.com/Nath
). Phase one is dodging boulders and rocks rolling down the stairs. The second phase beings with him swiping a random area of the ground and causing mortal strike, mangle sort and rend. The last phase enrages the gronn to split into three with no phase 2 abilities and increasing damage done. Throughout the fight and every 20% (80, 60, 40 and 20) will break a floor of the tower leading to him. He dies at the first floor and his corpse stays until structure is owned by another faction (which would be cool when you enter the castle you see his corpse).
Post by
admielke
Keep
: starting with only a short wall and a fortified structure in the center but leading to a large, double walled extremely fortified structure which is all guarded by up to 55 roaming npc in 5 groups. Three are found in every zone except for the center area.
Guards
: npc of your faction including every class. These also work for the tower guards. They respawn once every 30 minutes.
Warrior
: level 1 guard using a two handed weapon and mortal strike.
Hunter
: level 2 guard using bow or gun with a random pet using traps and scatter shot.
Rogue
: level 3 guard vanish, poisons and kidney shot.
Priest
: level 4 guard using healing spells, shadow word pain and physic scream.
Mage
: level 5 guard using frostbolt, fireball, arcane missiles and polymorph.
Death Knight
: level 6 guard using plague strike, icy touch, heart strike and hysteria.
Druid
: level 7 guard healing with nature spells
Paladin
: level 8 guard using divine storm, hammer of justice and crusader strike.
Warlock
: level 9 guard using fears, corruption, and chaos bolt.
Shaman
: level 10 guard using heroism (or blood lust) with heals, lava burst and chain lightning.
Guard Upgrades
: every level will upgrade that guard and add an extra previous guard (ex: level 10 keep will upgrade 10 warriors to level 10).
Guard Grouping
: 5 total groups of guards with every group having 11.
Group 1
: 2 warriors, 1 of all others.
Group 2
: 2 warriors, 2 hunters, 1 rogue/mage/dk/druid/paladin/warlock.
Group 3
: 2 warriors, 2 hunters, 2 rogues, 1 priest/mage/dk/druid/paladin.
Group 4
: 2 warriors, 2 hunters, 2 rogues, 2 priests, 1 mage/dk/druid.
Group 5
: 2 warriors, 2 hunters, 2 rogues, 2 priests, 2 mages, 1 dk.
Styles
: darnassian, human, dwarvish, exodar for alliance and undead, orcish, tauren, and blood.
Upgrades
: levels of strength are from 1 to 10.
Level 1:
: low walled weakest structure with little siege.
Level 2:
: more fortified walls.
Level 3:
: wall becomes fully fortified with most siege.
Level 4:
: new level 1 wall.
Level 5:
: new wall becomes fortified along with inside structure.
Level 6:
: new wall becomes fully fortified with most siege.
Level 7:
: new level 1 wall.
Level 8:
: new wall becomes fortified along with inside structure.
Level 9:
: new wall becomes fully fortified with most siege.
Level 10:
: inside structure becomes fully fortified along with upgraded siege.
Ending
: a three walled structure with many towers, lots of siege and 5 very large groups of guards roaming.
Tower
: made to scan the land for enemies and to strengthen numbers with guards.
Guards
: roaming in 3 groups around the tower.
Warior
: 1 in group 1, and 2 in groups 2 and 3.
Priest
: 1 in groups 1 and 2, and 1 in group 3.
Mage
: 1 in each.
Hunter
: 1 in group 1 and 2.
Shaman
: only found in group 1.
Level 1
: short and weak with a single siege (more damage against players) on roof.
Level 2
: taller and more health.
Level 3
: wider and more health.
Level 4
: second floor balcony with siege.
Level 5
: waller and more health.
Level 6
: wider and more health.
Level 7
: third floor balcony with siege.
Level 8
: waller and more health.
Level 9
: wider and more health.
Level 10
: extra siege on lower balcony, extra siege damage and health of siege.
Ending
: a three level tower and roof with two sieges on first balcony and one on every one. Roof siege has enormous range. Guards roaming in five pacts of 2 warriors, 1 healer and 1 mage.
Controlling a Structure
: after defeating the highest authority of that structure will give any of the raid leaders choose to who will sponser that building flying their guild's emblem (up to 3). Gates are immediatly repaired while walls need to be repaired with woodcrafting. All structures can only be repaired with native (tol barad) resources. Every keep will gain a world wide augmentation.
Siege Vehicles
:
Expansion Ideas!
Civil Warcraft
: after all the enemies have been erradicated only leaves civil war. Dungeons could include another raid identical in numbers but random builds and NPC (i.e. 25 raid version has 25 NPC's and 10 man has 10 NPC's)
The Scarlet
: these religious followers have been around since day 1. Their leader, the prophet, has been filling weak minds with propaganda of riches and fame. Stronger than ever has gain millions strong. Wisperwind and Windrunner have sent their best rogues to spy but none have returned. All of the plaguelands have been taken over by the scarlet. Including a new zone: Northern Plaguelands (the empty zone north of east plaguelands).
Current Class Abilities
Note
: diverse attack graphics/styles should be introduced.
Death Knight
: well rounded class. No ideas.
Druid
: well rounded class. No ideas.
Hunter
: blind servitude - transfer hp from pet to caster.
Mage
: last cry - next 3 spells heal the caster for amount dealt.
Paladin
: well rounded class. No ideas.
Priest
: shadow fiend enrage (shadow only).
Rogue
: grappling hook - pulls to target (used on elevated targets), deplete - any damage dealt with poisons for next 10 seconds heals.
Shaman
: sovereign elemental - enslaves an elemental target.
Warlock
: summon shards - creates 5 soul shard with long timer.
Warrior
: shield mimic - creates a second shield increasing stats by the same amount as current shield.
New Race Ideas!
Horde
: new horde races.
Mok'nathal
: brown orcs found in blade's edge and nagrand (name corrected by: Navyr).
Broken
: corrupted draenei (name corrected by: Navyr).
Alliance
: new alliance races.
Pandorean
: everyone knows what these are but make them grusome and not "cute".
Wildhammer
: larger dwarves seen in shadowmoon valley.
Sylvan
: tree people.
Chaotic
: new faction.
Worgen
: same rumor as goblins.
Ogre
: ...ogres.
Scourge
: the evil undead faction.
Neutral
: race as any faction and started at any major city.
Goblins
: rumor has it next expansion will gain these as playable.
Post by
admielke
Hero Class Ideas!
Keeper
or
Acolyte
Weapons
: staves, daggers and maces.
Armor
: cloth.
Secondary Bar
: mana and blood.
Blood Bar
: attacks increase blood which is devoured.
Devour
: used to increase damage and haste by 1 second for every 10 blood.
Quick Cast
: able to cast while running. Requires 20% base mana or 10 blood.
Scythe (melee) Abilities
Note
: unobtainable until level 55 much like death knights but unlocked through quest chain.
Scythe of the Reaper
: raises death like shadow to your staff morphing it into a scythe and changing mana pool to blood.
Improved Blood
: increases duration and reduces cost per tick by 1/2.
Improved Quick Cast
: every critical strike reduces your next devour by 1 blood stacking three times.
Dragonic Spiral
: jump into the air spinning dealing weapon damage nearby every second for 5 seconds then falling to the ground dealing massive damage within melee range.
Revenge
: fear in terror for 4 seconds and dealing weapon damage every second. Can only be used after target heals or damages the caster.
Cuffs of Ancient Evil
: next attack, spell or abilities has no effect. Long cooldown.
Pray
: channel for 5 seconds then a 20% damage and haste buff for 10 seconds.
Numbing Breath
: incapacitates target for 10 seconds and reduces healing done to it by 100%.
Air (magical damage) abilities
Poison Air
: deals damage every half second if the target moves or casts a spell.
Transplant
: change positions with the target.
Mistletoe
: area of effect seducing trap.
Kiss of the Reaper
: summon giant elemental dealing nature damage and summons sprouts that heal.
Improved Quick Cast
: each critical strike reduces the cost of your next quick cast by 10% stacking up to 50% reduced cost.
Life (healer) abilities
Seeder
: plant a large mushroom healing an area slow at first but fast at the end.
Sprout
: sprout a heal over time stacking each time the target receives damage stacking high and moving onto a new target after 10 seconds.
Spawn
: (holly, tulip and lily) every spawn causes a heal over time effect but holly augments physical damage increase, tulip decreases damage taken and lily increases spell power and healing.
Large Transplant
: plant a large mushroom with 5000 health and a 40 yard aura. Anyone with this aura canceling it will teleport you to the mushroom. More than 1 person can teleport.
Improved Quick Cast
: each critical strike reduces the cost of your next quick cast by 10% stacking up to 50% reduced cost.
Angelica
: cures interruption and silence effects and giving immunity for 10 seconds.
Defiler
Weapons
: dual wielding daggers, swords or fist weapons.
Armor
: leather.
Secondary bar
: energy.
Violate (physical damage)
Fang Lash
: attack with both weapons including a bite. Bite equals out as 50% of both attacks combined and healing the caster by that much.
Brawl
: kicking the target stunning for 2 seconds and interrupting for 5 seconds with next attack dealing 10% more damage.
Anger
: enraging dealing 30% more damage with 30% more damage taken.
Dying
: when below 30% health you can use your blood for health healing 2% per 4 points.
Bone Dry
: any damage over time on the caster actually heals instead of damaging locking each effect out letting the enemy to cast it again damaging the defiler over again.
Migrate
: teleports the caster to the target dealing 30% less damage for 5 seconds but each attack interrupts the target for 1 second.
Remigrate
: teleports to the caster dealing 30% more damage for 5 seconds. Must be used after migrate but not for 10 seconds after.
Pollute (magical damage)
Infamous Dose
: curses the target dealing 10% spell power as damage for 20 seconds but any attack done by any defiler will deal 100% of that damage.
Filth Armor
: increases armor and every attack taken will reduce damage.
Repudiate (physical damage and support)
Armorer
: gives the ability to wear mail armor. When you wear leather armor it turns into mail doubling armor amount.
Birth Rite
: next person who dies within 100 yard radius will instantly be resurrected with 100% health and mana.
Die Die Die
: any killing blow done within the next 10 seconds increases damage done by 40% to any party or raid member within 45 yards lasts for 6 seconds.
Repel
: immune to knock backs to caster and any party or raid member within 45 yards.
Propel
: causes any knock back taken to reverse back to the original caster without needing to face him or her.
Confusion
: channeling this spell will increase casting speed by 100% lasting for 6 seconds.
Player Housing!
Style
: styles of the buildings can be any race of your faction (i.e. horde can't have night elf styles).
City Hall
: buy for 10,000 gold to begin a guild town.
Upgrades
: (lowest to highest) borough, municipality, conurbation, capital and megalopolis. Each upgrade for a city hall will add a new option. They are: reduce repair cost by 25%, free mail box in front of every house and teleport from anywhere except battlegrounds to city hall, tax - 2g tax but city hall gains 3g, and auction house, reduced weekly rent fee by 50% and reduced build cost for everyone by 20%.
Building a City Hall
: buy a lot, harvest or buy wood and stone, create walls which costs gold or materials each square yard, put in doors and basement.
Borough
: Maximum of 30% of lot used for building. A single basement and single level hall.
Municipality
: Maximum of 60% of lot used for building. A single basement and double level hall.
Conurbation
: 90%. Double level basement and triple level hall.
Capital
: 100%. Double level basement and quad level hall.
Megalopolis
: 100%. Triple level basement and a 5 level hall.
Homes
: buy a home lot. Same size as city halls. Place inside guild city zone to receive bonus(es).
Upgrades
: (lowest to highest) tiny, small, medium, large, gigantic.
Building a Home
: same as 'building a city hall'.
Tiny
: maximum of 20% of lot used for building. Pick from an anvil and forge, weaving station (tailoring and leather working quicker crafting), alchemy table (quicker crafting), reduced reagent vendor or premium (fee-free) guild auction house member.
Small
: max of 40%, gives you 2 choices, 1 level with a basement.
Medium
: 60%, 3 choices, 2 levels and a basement.
Large
: 80%, 4 choices, 2 levels and a basement.
Gigantic
: 100%, 5 choices, 3 levels and 2 basements.
Where?
: since most people said finding zones to add housing it could also be an instance.
Post by
Gnub
Honest question; Why not just keep it in 1 thread? The "Edit" post is there for a reason, you know :)
This is - or well, will most likely soon be - close to spam.
Post by
admielke
Honest question; Why not just keep it in 1 thread? The "Edit" post is there for a reason, you know :)
This is - or well, will most likely soon be - close to spam.
Can't happen. 7500 character limit. Also it can't be identified as spam because it isn't the same thing over and over.
Edit: by the way, the technical description (from a GM) is: same post entered more than once within 30 seconds. Also if you mean 1 post then you have read it wrong. This is my third version (hint: v1.2).
Post by
Gnub
Honest question; Why not just keep it in 1 thread? The "Edit" post is there for a reason, you know :)
This is - or well, will most likely soon be - close to spam.
Can't happen. 7500 character limit. Also it can't be identified as spam because it isn't the same thing over and over.
I didn't say one post. One thread. As in: Edit your other thread (or others?). Don't tell me that because you made a post too long, it's only able to edit some of it - that's just silly. Feed back gets a lot easier to gather ... you only have to read one thread.
Edit: by the way, the technical description (from a GM) is: same post entered more than once within 30 seconds. Also if you mean 1 post then you have read it wrong. This is my third version (hint: v1.2).
So, reposting a minor edited version of the same 3-4 posts isn't? A definition from a GM doesn't matter really, the community of Wowhead decides it.
Oh well, I'll get off your back now. It's meant as a suggestion, not a bashing.
Post by
Haxzor
So, I heard you like Warhammer
Post by
admielke
I think you're complaining a lot. QQ? *Face Palm*
WoW isn't WoWHead. IT'S THE FIRST MAN WHO CAN READ! OMG! This wasn't my "Suggestions and How to fix this Economy" thread. Lol! You really should go into comedy. Too bad people trust John Stewart more than any other news show. It's sad, really.
Warhammer sucks! It is basically a bad version of WoW.
Any other ways you can be not constructive?
Post by
303016
This post was from a user who has deleted their account.
Post by
abulurd
http://forums.worldofwarcraft.com/index.html?sid=1
official forums are that way <--------
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