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[New Expansion Idea] Deep Abyss (Great Sea Expansion)
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Post by
Claggi
The Deep Abyss
The Waters have grown evil, and the stench of evil salt can be smelt all over Azeroth... it means that trouble once again grips the world! Any ideas that seem stolen are technically taken from... myself, there might be a big reveal in that revelation if it wasn't already a DUH! moment.
Nagas:
We’re going to suspend your knowledge of the Naga for a second and introduce you to a new guy called Saldius. Saldius is a Highborne, one of Azshara’s followers, and was okay with magic. Saldius wanted to understand his enemies more than most of his kin. He was therefore an adept scout and bringer of information.
Saldius however got too in over his head on one mission when he spied on the demi-god Cenarius as said demi-god practiced his natural powers. Fascinated, he gasped a bit too loudly and the lone guardian captured him in a bramble of commanded vines. The power of nature seemed less taxing, yet just as powerful as any dark sorcery. Saldius was impressed, and Cenarius was not a gullible deity.
The demi-god devised a plan, and turned Saldius into an experiment, though not of any cruel nature. Saldius was taught druidic powers, perhaps even before Furion become the grand Arch-druid that he was today. This gave the impressed Highborne a new ‘respect’ for his enemies, and he locked himself within his study often contemplating and practicing his new art… he was never going to be an arch-druid, by any stretch. It was safe to say that Saldius was Cenarius' first student, but by far, he was not the first druid, nor even a very powerful one even today.
His excursions bore less Information on his foes, but he learned new natural druidic powers. Indeed, he wanted to, at one point, turn on Azshara, but he decided a bit too late, for by the time he wanted to, he was already on his way to the bottom of the ocean along with the other would be Naga. Like most males, his control of the arcane waned, but didn’t vanish. Nature empowered by the sea was everywhere! Saldius figured that one day he could escape and maybe find shelter from the madwoman who claimed undeserved godhood, and strangely, he wasn’t alone.
Whether they wanted to madly take power themselves or just not spend an eternity under a wrathful ruler, many followed Saldius, but few ever spoke of this descent; Saldius was respected as a charismatic leader who though of few words, said only the most important things.
About 2300 Years before the surfacing, a lost temple of the titans was found, explaining many mystical arts of godly arcane power. Many Nagas lusted for this, taking up the art of Runemastery.
By this time, Cenarius had contacted Saldius, whom his armies called ‘Salvatius,’ many times during the Naga druid’s slumbers.
Saldius needed to reach the surface, but like all Naga, he was bound to the sea. That was, of course, until Illadin took the stage. This is a familiar story, of course; an entourage of Naga served Illadin out of gratitude, but those under Saldius took to the surface for freedom. While setting up a city along the coastline west of Stonetalon Peaks, their guise of ‘service’ fell a bit too quickly. Being amongst the surface however, these Naga were safer from Azshara’s wrath!
Cenarius never did tell anyone about his ties with Saldius. This was a grave mistake, for no Night Elf or their allies dared to trust them. Yet, the less knowing of Naga at the time, Horde Emissaries and especially Blood Elves were more than willing to give them a chance. Saldius and his followers didn’t disappoint, and with help from the Tauren, Naga druidic powers finally flourished!
As one of the Naga under this new banner of freedom, you must ensure you or your people are NEVER enslaved to the seas EVER again.
Classes:
Warriors – Fairly fitting, male Warriors are beefy, though females are no less viable for evasive combat.
Warlocks – In spite of all, the dark arts are hard to give up.
Druids – If you didn’t read anything above, then you might have misplaced your cranium, check the cabinet!
Mages – Again, magic courses their veins, though like Warlocks, they need a new sating source with Azsharan ties broken.
Priests – If Racials still existed, they’d get Forked lightning and a water skill.
Hunters – They’re elves, with scales… too good a fit!
Shamans – With strong control over lightning, Naga shamanism is a new fad.
Rune Masters – Azshara fields these too. Be careful.
Absent Classes:
Rogues are not there, oddly enough. Hard to be sneaky when you smell like saltwater. Paladins are also absent at least for now, maybe they can learn like their brethren. Salvatian Naga weren’t around to fall and rise as Death Knights, many who are, were of Azshara’s loyalty, and likely remained as such. Give it a few expansions though...
Note: Males and females have slightly different starting stats, they ONLY differ by where the base values start and will have very minimal gameplay value at level 80 with stat differences being 5 at most for any stat. In fact, it looks like this.
Males have 5 more Stamina and 4 more strength,
Females have 4 more Intellect, 3 More Agility and 2 more Spirit. This will be… unnoticeable by 50.
Racials:
Azshara's Lure: Swimspeed increased by 50%, and immunity to ‘drowning’ damage. However, will suffer a stat debuff that increases a while after you stay submerged (Passive)
Polearm Spec.: Nagas have a +5 to Polearm and 1H Spear Expertise. Also do not need to train the skill at level 20, saving 1 gold.(Passive)
Thermal Body: 3% damage reduction from Frost and Fire. (Passive)
Hydrate: Naga will douse itself in water, boosting physical and magical defenses by 5% for 15 seconds and removing/reseting the Dehydration countdown. (10 Minute Cooldown)
Storm Callers: Boosts Nature damage and healing outputs by 2%. (Passive)
Level 1 Base Stats (before Classes)
Naga:
19 Str (+4 For Males)
19 Agi (+3 For Females)
18 Stam (+5 For Males)
19 Int (+4 For Females)
17 Spr (+2 For Females)
Remember there are minor gender differences.
Post by
Claggi
Furbolgs:
These are the lucky, the hidden, these Furbolgs have managed to hide along beachheads of Northern Kalimdor where the Legions grip barely reached. Though with a less exciting story, they have managed, but hunting is less effective, almost useless when fishing becomes the norm. Along the shores, a washed up temple has become a new fort, its ancient titanic magic providing good bastion, oddly enough, as well as new techniques.
Now they have grown stronger and the Alliance, with urgings strongly by Tyrande Whisperwind, have gained these fuzzy peoples to their cause.
They now live along the northwestern Shorelines, where Naga have also decided to build power. These aren't Saldatian Naga, though the Alliance neither knows nor cares. All they know is that their new allies need help and seem well worth their addition.
Their leaders Urman and Dursus are believed to be blessed by Ursoc and Ursol, the bear gods, themselves, they possess great wisdom and between them are both strong, if not very extroverted.
As a surviving Furbolg, you must try to break corruption from your people, and prevent others from sharing their fate.
Classes:
Warriors – Bear strength! Why not?
Druids – Strong ties to nature are hard to kill.
Warlocks – The taint has been fierce, though some want to make the Demons REGRET it with their own medicine.
Shamans – A Furbolg staple.
Rogue – Crafty like the animals they’re based on… what? You see bears sneak up on people in B-Movies all the time. Hiding from the legion is important.
Paladin – A strange order dedicated to purging the land. Furb Paladins are not very priestly in nature, but are focused on revival.
Rune Master – The abandoned Temple has much to teach as do their Dwarven allies.
Death Knights – Ner'zhul is very fond of bear soldiers, mmm, yes!
Absent Classes:
Hunters are absent, you gonna hunt along the seaside desert? Warlocks without Mages? Why not? Warlocks are not always ‘choice’ yet Mages are a no go to, even if Night Elves dare! Though knightly, very few want to sit back in a cloth and preach from a distance in a Priestly manner.
Racials:
Enduring Might: 3% of Stamina is added to your Strength (Passive)
Fist Spec.: Unarmed and Fist Weapons attack 2% faster with no detriment to your white damage. (Passive)
Bear Maul: Pummels an enemy, disrupting spellcasting and dazing them for a few seconds. Has a 7 Minute Cooldown (Active)
Bolstered Diaphragm: 15% shorter duration on silences and a 10% improved resistance to them striking. (Passive)
Forest Preservation: +15 Lumberjacking. Does not need a saw or axe.
Furbolg:
23 Str
19 Agi
21 Stam
21 Int
17 Spr
Male:
/flirt
Be my honey!
Care to cuddle up?
I'm built like a bear... no really...
Let's do this naturally.
/silly
I don't really like picnics.
There's a big dipper inside all of us!
Don't mess with the fuzz.
Life bites!
Female:
/flirt
I get lonely after a LONG winter.
I'm not fuzzy where it counts
Us Furbolg are built to last... can you keep up?
I get this craving for GOOEY honey on a long, hard stick... *slurp*
/silly
Oh pooh!
Sometimes we're unbearable.
I like good seasoning.
A good salmon will really bring out your eyes.
Post by
Claggi
The theme is Azshara, of course… or if she dies in the Cataclysm, a new terror from the seas! Ocean fury threatens the land, and it is up to the Horde and Alliance to once again save the world. This time, they fight not alone for aforementioned races and new class Rune Master join the fray… they’ll need all the help they can get!New features:
New woodworking Lumberjacking and Carpentry Professions, you’d be surprised at the underwater plants you can cut. You can make bows, staves, boating goods and arrows to name a few things. There are a few shields and maces as well.
Enjoy the new Rune Masters if you’re Worgen, Tauren, Orc, Dwarf, Gnome or one of the new races: Nage or Furbolg.
Wield a new weapon type: 1H Spears.
Explore Underwater areas on underwater mounts and keep safe in water bubbling air pockets as you explore the depths of the Maelstrom.
Do battle with Azshara, and re-explore Heroic BFD, and a new cave within the madness: The Unfathomable! Also endure madness against the Quilboar in heroic RFK and RFD instances!
Do battle by sea on boats, potentially built and upgraded by fellow adventurers of Engineering or Woodworking and use them to do battle with your enemies in the new Battleground: Prodvale Docks.
Or do battle with only the capacity of your ships on the battle zone of Serpent Bay to claim a safer transport route for your faction!
Attain Level 90!
Zones:
Lazyburst Lagoon
:
1 -10
This is where the Naga begin their life anew. There are enemies in the form of harpies that ventured from Stonetalon, Crabs, scavenger seagulls and Makrura. There are also friendly Murlocs aligned friendly, but you cant gain faction with them or play as them... yet! The lagoon contains a large beachside, including Beachhead Pallisade, where newbie Nagas get their 1-5 quests. Finishing quests here, you can hop a zepplin just outside of the city to get a ride to Thunderbluff.
Mala'zher
This is the naga capital, and is bound to be an important and populated city due to its closeness to the Great Sea itself. Much of the city is flooded with saltwater, but there are no areas where you must drown to traverse it. Invading alliance may struggle within.
Mala'zher has a few major sections to it.
Myrmidon's Quarter: Warriors and hunters hone their physical talents here by land or sea. With the escape from Azshara, women are proving to be agile fighters, and males are proving that their eyes are still as sharp as the ears they lost.
Energist's Quarter: This is where mages, warlocks and rune masters reside, honing their magical talents, with Rune Masters feeling more detached. Warlocks are constantly warned not to tamper too heavily or they will revert to the monsters that follow Azshara. Male casters may not be as smart, but still prove able to conjure and evocate as potently as women do.
Faith Quarter: Priests, Druids and Shamans congregate here. It is here that the capital leader, Saldius resides, debating with his council the fate of his people. It hosts intellectual debates about faiths and religions
the way that the real world should
and talk topics from holy light to even returning to Elunite paths.
Redwood Beach
1-10
East of the Winterspring is a lush beach covered in trees. Here, the Furbolg escapees live, burrowing into cliffsides to survive. Plainstriders, crabs and owls are the most common fauna, but Warp Stalkers that have come from the legion are also here, pity hunters don't become availble for a while.
Eon'Ursan
This is the Furbolg city, carved into a long forgotten Titan temple. It is honored with the title 'Eon' because it was a temple to Eonar. As furbolgs learn more, they come to see the worship of Eonar to gain her lifebringing powers as a path to glory.
The city isn't as organized as Mala'zher. In fact, class trainers aren't even specific to their location. Warlocks aren't in hiding, though. The furbolg understand the burden these ones have fallen under and eke to help them, regardless of if they want to be cured of it, or if they just want to unleash darkness on all the enemies of furbolgkin.
Faredge Ocean
83-87
Faredge ocean is a vast area of expanse reachable from either side of the world! Why? Because its the edge of the world that loops to the other side. In this area, there are series of islands and archipeligoes for adventure.
Stronueu Caves
: This is an instance zone set with a new race, the Stronueu, a creature of the sand, related, oddly enough to goblins. Unlike goblins, they're twelve feet tall, blue like the ocean, as well as cruel and vicious. On top of that, their technology tends to explode only when they want or need it to.
Though not aggressive, they capture wandering seafarers and adventurers and enslave them. Their technology rivals Draenei technology, but they are not social enough to eke a hostile takeover unless provoked.
Allied with Azshara, these island beasts want to take land, not necessarily to be conquerous, but to ensure they have enough space to move about when the Naga begin to crowd up.
It is said that these creatures have travelled to other dimensions and universe with technology that can do so. This stuff is just too well hidden for the player teams to find however.
Stronueu Caves are a series of instance areas in technologically chrome caves, where solar panels and altered rocks allow ample solar power to fuel all their life, agriculture, and machinery. Some even follow sun worshipping in a method akin to Tauren, meaning that these Stronueu have 'Paladins'! Each instance deals with different aspects of Stronueu life, including their captivity of a powerful sea dragon. We may have to kill the beast for its own good!
South Groncerma
85-88
This island east of the Eastern Kingdoms, is roughly about the size of the Barrens. This leads to a large area of exploration. Risen from the depths, it is named by the aliens that have landed there, the peaceful Groceratops, resembling ceratopian dinosaurs with vestigial horns on their head. They are mostly just curious space explorers looking to learn about new planets and climates. They have travelled about seven lightyears to reach this place, give or take.
These guys will give you quests to do on the island they named. The southern end is tamer for new adventurers fresh from Cataclysmic adventures, the northern end has an active volcano flooding the land with dangerous lava that will inconveniece you.
Middle Groncerma
86-89
This area features a faction of Pandaren! Neutral Pandaren, ensuring that this newly risen island has little to do with the troubles that have befallen their homeland
Northern Groncerma
One can easily ding maximum doing nothing but the three Groncerma zones. This one is ridden with Plauge, Scourge Enthusiasts are claiming that the Scourge WILL return, and that we mortals can do nothing to stop the imminent inevitable. What crazy fools they are!
Post by
Morec0
This, all in all, seems familure, but I like the Naga idea, although what you said about Cenarius makes him seem crafty and mysterious. Can't say I approve of that.
Post by
229054
This post was from a user who has deleted their account.
Post by
Morec0
The only reason that I wan't Naga to be druids is so that there would be another set of druid races in game, now that they've added them in Cataclysm I don't feel that they need to be said calss anymore.
And I had a similar idea for a battle ground, one player controls a ship - movement ect - the rest man cannons or board enemy ships to collect goods and return then to the "Flag ship"
Either Alliance or Pirate Ships could be targeted, remember, you need to gather enough goods before your enemy in order to win.
Post by
Claggi
It should be familiar, the Naga idea at the very least, comes from
http://forums.worldofwarcraft.com/thread.html?topicId=50838544&sid=1
.
So there you have it, idea by a one Clayskeleton used in a once big collab, now defunct hence I stoled from... myself from a time when I played. Big reveal... or not. I wanted to keep some down low about it, but I guess it doesn't matter any longer.
Deceptive perhaps isn't the best word, secretive... in a sense, he wanted Salvius to teach druidic powers to the Highborne to show them how much safer they were yet just as powerful. He never forced Salvius or else, he just figured he'd be enthralled by this new magic... more of a guess.
To an extent, it worked. He's been busy though, and whether he mentioned it to other Night Elves or not... let's just say that after a few thousand years, you might not remember every idle conversation.
Now onto other things.
Naga skincolors are close to fish in variety with nearly a rainbow from green to light blues to purples and oranges.
Naga technically already have full armor coverage asides from Cloaks, Helms and Boots, the changes will make leggings go to about the tail's edge, and helmets should be easily rectified.
Furbolgs also have a variety of fur colors, and a black and white pattern outside of certain countries... HMMM?
Furbolg armor customizes to their somewhat wide form.
A few flak catching issues, namely Hunterless/Priestless Furbolgs, and DKless Naga.
Every Paladin race is held down by priest access... boring! Same for Druid/Shaman races always seeming to have Hunters... it just seems too convenient! Gotta be a bit unique somewhere, and it'll pull more draw to the race to be different, or so I hope.
Gotta break the mold somewhere! Priest =/= Paladin last I checked or Viceversa.
And beyond that, these are more of a different take on the same class. My idea is perhaps that the ancient scriptures within their new temple Stronghold speak of strange Light and its power to defeat demons.
In any case, the Naga Racial is actually easy to uphold. The Swimming buff would otherwise receive endless hate, by requiring liquid intake, you can carry any Drink or potion. ANY drink or potion will reset the timer, this includes Liquor... strangely enough (biology works wierd in Warcraft.) You also have your racial, which helps at a 4/5 time ratio. Beyond that, it's a nerf, but a Naga Alchemist should be easily safe.
New Druid for new druid, it's also the big draw for the grand exodial betrayal, and will provide many interesting quests. It also provides big binding ties with the Tauren who want to learn from their odd offshoot of nature understanding.
On top of this, there is a new Druid 'Grove,' though it's more of a magical gathering of Water Purity seekers.
Shipping will be important for travel, usually you'll not be able to make one by yourself unless you have an unfathomable amount of time to gather. You'll need Metals, Wood and Leathers (used for leak patching and lightweight reinforcement) and even some crushed Herbs for glues and adhesives. A ship is not left in your inventory, but is stored in a Dock 'Bank' to be administed for sea travel or watery Battlegrounds. Ships come in different sizes determining their movement and attack speeds as well as the types of ammo they can use.
Ammo Includes Cannons, Catapults, Burning oils, magic, Rams, boarders, bombs and even primitive gyrocopters and Zeppilins depending on your side.
This is, of course, a bit complex... needs lots of time to recallibrate.
There will be pirates of course, gotta earn dailies somehow.
Post by
Morec0
yeah, that dehydration thing is just a tad up to OP of a debuff, the idea's unique, but I can't see the pourpose other then to possibly counteract their OP "Eternal Underwater Breathing" ability.
How about this: If Naga stay underwater too long (past Undead level) they recive a rez sickness-like debuff, much more less then that, though. The longer they remain underwater the longer they'll have the debuff, even after they get out of the water (i.e. underwater for 5 min, they leave water they have debuff for 5 min)
Post by
Claggi
Perhaps reducing the debuff to 1% miss bonus. Eternal Waterbreathing is just... well, you don't forget to how to do something you've been doing ALL YOUR LIFE after 10 milleniums! But land travel is new
I could also increase the time to 30 minutes, this means your racial ability will be used often, but you may find yourself wishing you saved it for a combat situation. Even then, remember potions, Drink items, alcohol, even things like Water Totems. Also, transformed druids transform their breathing mechanisms, this means that they breathe air and Bear/Cat/Moon/Tree druids CAN drown, though a quick shift in and out of forms will remedy quickly. Also, the Warlock/Shaman breathing spells grant landbreathing, and Water Totems and being struck by ice helps. Remember, it's not about 'breathing' water, its about staying hydrated. Amphibians today need to stay wet, but don't need to breathe water to survive.
Water should be easier to find though, for like Deathwing, Azshara has caused watery trouble, though her trouble has benefits for water loses some salinity and allows new trees to grow. You'll find a strange world both wet and lava covered. It's like someone wants to just never forgive Azeroth!
I don't want the debuff to be critical, but I want it to be fairly acertained that Naga are sea dwellers stuck on land.
Also... I await the whole Naga don't have legs crowd! I'm sure times haven't changed much.
Post by
Morec0
hmm, maybe. But "Azshara cause watery trouble" would make people say "oh, they did that again"
With just a minor debuff for staying under too long like the one I'm saying you won't have to make such a rapid change to the entire world, meaning that Blizzard won't have to go through every nook and cranny of every continent and pin-point where and where not the Naga gain hydration.
We agree on the same outcome, but our methods of getting there differ greatly, as I see it.
Post by
Claggi
The duration for the 'drowning' debuff to begin would have to be at least a bit longer than the Forsaken breath... not that the Forsaken will be nerfed much. Thinking on it, lots of dark magic means shadow resistance and WoF and enemy Naga are humanoid so eat away!
In any case, I'd say debuffs should start at a time equal to the time it would take a UD bar to drain at least 1.5x, meaning a 3.5x as long as other races. Sure, it's a debuff, and I think I have the answer!
The Debuff he has is called 'Azshara's Lure' for as you return to the sea, your yearn for power returns. It only strengthens as the bar empties again, and you're weakened by it... it won't kill you, but you should escape the water.
Perhaps our methods aren't so different...
Post by
441934
This post was from a user who has deleted their account.
Post by
Morec0
Ah, and so we come to an agreement. I had no idea that Undead racials were being nerfed so much, and the "Azshara's Lure" idea makes sense.
Post by
Claggi
Seriously. Carpentry/Lumberjacking?
I can see it now
: So waffles, you coming to the raid?
: Nah, I gotta build a new sofa with my carpentry.
Blacksmithing? Seriously?
: So waffles, you coming to the raid?
: Nah, I gotta build new horseshoes with my Blacksmithing.
I thought Undead was 2.33x or 7/3 times as long as others, thats what Wowwiki has it at, good ol' wikis.
No race is at a true loss though.
Example: Dwarves can use Treasurefinding at long last! Find sunken pirate ships or pirate coves and resisting fish bleeding bites and seasnake venoms is always helpful.
As for Carpenters/Woodworkers, you'll find that your branches can be interesting: Fletching, Siegecraft or Shipwrights. You can also craft boxes, boxes are an alternative to bags, the same thing really but with different icons. So laugh at 'carpentry' all you want, but a carpenter can create
As for Siegecraft, you can create mini siege shooters or big ones for town siege battles. Mini Ballistas are like a free ranged attack... granted they have a limited amount of charges per produced, and you'll need metals too, but free DPS or a pulling tool for Paladins? I'll take it!
Post by
Morec0
Molding them into WoW itself might be difficult, though. That's probably what he's getting at.
Post by
Morec0
Oh, and from what I've read Azshara won't be featured in Cataclysm, they're apparently saving her for another expansion.
And will Nazjatar be rising from the depths? That's the only thing that can really make sense to me.
Post by
Claggi
Maybe it could, but underwater adventures SHOULD still be possible, as Sea travel and mounts should allow for a greater exploration of the world.
True, adding Wood crafting could be tough, since many zones are void of living trees, yet mines seem to pop up in forests just fine! Simple stumps in all zones could work, as could submerged trees.
The flails... eh, it was either that or 1H Spears, and now that I think of it, it should be hand spears! These are usable by Druids, Warriors, Paladins, Death Knights, Hunters, Shamans and Warlocks. Strangely, Rune Masters can use 2h Spears (mostly as Staves with spikey parts) but not these.
1h Spears have few Offhand viable weapons for dual wielders and few for the casters too.
Though a few may be thrown into low level, you won't notice many until you reach late game. You can't train them until Lv20 anyway like polearms.
Post by
Morec0
Of course there would still be some underwater zones, but underwater mounts... eh I just don't buy it.
And I fully agree that they're should be some kind of flail weapon (whips, morningstars, ect.). I was actually surprised that they don't exist in game.
And why not Naga death knights? As far as hero classes go they're available to all races.
and 2h spears are just polearms.
Post by
229054
This post was from a user who has deleted their account.
Post by
Adamsm
She's next, yes she is on the Lore page, but that doesnt mean were fighting her, after all, theres nothing anywhere in Cataclysm about Najatzar and if she was in the expansion, so would that. More then likely she is only considered to be "important" is because of something to do with the nagas and that raised island instance thing.
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