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Hello. I have an idea to a hole new expansion, containing a class and the lore behind the hole thing. I know its long, but i hope it'll be worth your time :) Please note that not all the ideas is mine. I have gotten isperation from so different sources, that i cant remember them. If somebody is offended by me taking the ideas, please, tell me and ill remove the ideas. And i allmost forgot, the reason that ive posted this here is to get feedback. If my ideas is liked, i will propobly send a copy of it all to blizzard.
THE THOUSAND SUNS
Lore of the Thousand Suns: Long ago, at the time Azshara was ruler of the night elves, some elves dwelled deeply into the powers of the well of eternity. They called themselves Highbornes, because they thought of themselves more worth than the common night elf. These elves soon learned the art of arcane. They seeked to wield the power and soon became gifted mages and sorcerers. They became more and more powerful within the society. They were power hungry and greedy. So were easily manipulated by Counselor Xavius to open a portal to the Nether World. Most of the highbornes allied the Burning Crusade, but many stayed and fought with the night elves. Many died under the veight of the powerful demons, but some survived, and they were now called High Elves.
The High Elves has had a hard time surviving after this. They fought the trolls and nearly lost, until they joined forces with the humans. But later King Arthas decided to use their home in the city of Silvermoon, to revive KelīThusad. They were chanceless to the mighty force of the scourge and had to flee. Some lives in the Hinterlands and some had taken retreat in Stormwind. Some even took refuge in the Scarlet Monestery. While their cusins, the Blood Elves lived in the High Elves old city in QuelThalas, most of the High Elves lives on the sea in the center of the world, building their new home far away from the other races. In the large bubles made by the Mages, a new beautiful world rests. Here they helped and was helped by their siblings, the nagas, who were once Elves, but cursed by Saragas to these disgusting beasts. Queen Azshara (as a Naga of course) and King Athaniar Dawnblade (promoted king by the people after building the new Aquatic City) rules the whole new world of Thousand Suns.
But they couldnīt rest in peace forever. An enemy they didnīt know they (still) had, attacks. Inspite of themselves they has to learn away the secret art of Spellbreaking to young heroes who wants to help them. That is the only way they can survive. They need help from heroes whom they have earlier despised, but now are forced to trust, to fight back! Will you enter the world of Thousand Suns to fight for the Vendetta of the Elves and gain their splendid rewards?
Includes:
New class: Spellbreaker!
New continent: The maelstrom!
New max level: 90!
New mounts: Water Mounts!
New quests!
New instanses!
Better graphic!
Better swimming system
New look on nagas
New faction: Thousand Suns
Last edited by bamsemisbruker; 16-10-2009 at 05:31 PM..
Class role: Dps, Buff arranger, mana refiller, special tanking.
Talent Trees: Combatism, Manipulation, Conjuration
Power: Energy, Mana Orbs
Weapons: 1h Sword, 1h mace, dagger, fist weapon, thrown
Special: Attacks with shield
Armour: Cloth, Leather, shield
Lore of the Spellbreakers: When the Highbornes served Azshara a secret band of highborne warriors also studied the art of Arcane. They called themselves spellbreakers. They did not want to use the power as the sorceresses did, but seeked to control the power. They combined their former expertise in weapon skills with the new art of Arcane. As they studied they began to realize that magical control was very destructive. Their former goal was to block and remove this dangerous art of magic. But the temptation was too much for many of them. As a majority of the council couldnīt resist to learn more about this powerful branch of magic, it was accepted. The Spellbreakers now studied in different directions. Some regretted their actions in getting this far into this dirty business, and chose to continue training weapon skills. Some was fascinated by this new piece of knowledge and started to dig even deeper into the destructive force of magic. And some chose to contuniue the former goal to block and to control the force.
Many mages would say they could control the power of arcane. But the Spellbreakers would rather say that the mages could wield it. Only the Spellbreakers has the power to actually control the magic. They are exellent warriors aswell as gifted sorcereses. They can remove, add, block and even imitate spells. They can both refill mana and destroy mana.
Energy: Different from other casters, the SB use energy. Because of this, he/she wonīt be able to cast many spells in a row. However, his/her spells has good damage. So his burst is good. While he re fills his energy, he will go throw some glaive or hit in melee. The good thing is that he will never run out of mana.
Mana Orbs: Obtained by Elven Glaive and Shield strike. Like combo points, but it stacks 20 times. For every orb the attack speed is increased by 5%. With max orbs the attack speed is increased by 100% and they also gain a powerful feedback. However, many of the SB spells need Mana Orbs to be cast. Therefor itīs not very easy to gain max orbs.
(Graphic: A blue-purple glow emits from the hands of the SB. More and more powerful per orb.)
Stats Needed:
Agility: Needed for more ranged damage and crit chance.
Stamina: Always nice to have HP, especially when the SB can tank a little.
Strength: More melee damage.
Spell power: More damage caused by spells and more mana refilled.
Attack power: More physical dps.
Intellect: Intellect is a very important stats for the spellbreaker. Especially for … Even though SB donīt use mana, they still need intellect for the crit chance. Also with … talents, the intellect will increase the damage of the arcane spells. Therefore is SB armor full of intellect.
Throwing: Like Hunters, the spellbreaker will be able to use auto-throw. With talents, he can actually choose to be a ranger instead of melee, which can be very handy in pvp. Of course the SB wont be good enough to only throw in pve, but it could be a stand in when he is out of mana when casting ranged spells
Mana Filler: Mana of all players should be reduced, so they will need a mana healer. Therefore a raid will be very dependent on a spellbreaker. As this cost mana orbs, he will have to stay in combat to gain enough mana orbs.
Spell Arrangement: With Spell stealing and Mystic Chain the spellbreaker is able to arrange buffs just as he wants. This can be very useful in groups and raids.
Imitation: A very interesting spell. With this he will be able to deal different kinds of magic and actually heal. So a ... can assist healing if needed.
Shield Enchantments: When the SB hits with his/her shield, the bonus effect the shield gets will be added. The enchantment will effect no other spell or attacks.
Forced Fighting and Total Concentration: When a boss cast very powerful spell, the SB will be able to force the boss to target the SB. After this, he would use Total Concentration to evade it. By this, the spell wonīt have any effect at all. This will be very useful for the tank and the rest of the raid.
Last edited by bamsemisbruker; 16-10-2009 at 05:16 PM..
Combatism: A talent tree that focuses mainly on basic attacks and throwing
Elven Glaive – A glaive that bounces two times. It will hit three targets. If only two enemies is available it will hit the first target twice. If only one enemy is available it wonīt bounce. No extra damage is added. 5 sec. cooldown. Cost 5 energy. Adds one spell orb.
Shield Strike – Hit with the shield. Causes the same amount damage as the armor value of the shield. If the SB has enchanted his shield, the extra effect of the enchantment will be added. Also, you will deal the same type of damage as the shield is enchanted. 3 sec. cooldown. Can be put on auto cast. Cost 5 energy. Adds one spell orb.
Double strike - strikes the enemy with both weapons and shield dealing 75% damage from each item. If the SB has enchanted his shield, the extra effect of the enchantment will be added. Also, you will deal the same type of damage as the shield is enchanted. 8 sec. cooldown
Arcane Spin – Sends three Elven Glaives to random targets surrounding the SB. 1Min cooldown. Cost 80 energy.
Shield Enchantment – Enchant your shield with one of the following:
Fire Shield – Gives a DoT when you hit (burn). A minor AOE damage will be given to all enemies within 5 yards of the SB, when hit.
Ice Shield – Reduces Armour of the enemy when hit (breakable). A AOE slow will be given to all nearby enemies when hit.
Nature Shield – Chance on hit to root the target. Hitting enemies will be hit by a poison.
Shadow Shield – Gives a slight bonus damage. Small chance that hitting enemies will endure a knockback.
Forced Fighting - This skill is very much like taunt. It forces a target to attack the SB for 5 seconds. It works for everyone, even other players. Even if the target cast a spell, it will work. This is very important. Because if a boss starts casting a spell, the breakers job is to be hit by the spell instead of the tank. Because the breaker has so good resistance.
Total Concentration – The spellbreaker is able to evade any spell. Even the best spell. After he has evaded it, he will be stunned for 2 seconds. 1 min cooldown. No energy cost.
Mirror Image – Creates one clone that looks just like the spellbreaker. The clones only deal 10% of the damage. All the things the SB does will be perfectly copied by the clones. They will have just the same amount of hp and defence.
Boomerang – A throw attack with 240% of weapon damage. Reduces threat. Two seconds cast time.
(Graphic: The attack will go around the target and hit from the opposite side. Therefor he wont know who cast it)
Overloaded Wrath - This ability with a 5 minutes cooldown causes the Breaker to generate energy when striking with melee or ranged throw attacks, or when hit. Basically, it causes the breaker to have his energy bar pretend to act like a rage bar at the exact same time. This ability lasts 20 seconds.
Manipulation: A tree that focuses on the true purpose of the spellbreakers, to control magic. This tree allows the player to refill mana, imitate spells and rearrange buffs and lots of other stuff.
Imitation – When the SB is hit by a spell, the SB will remember how to cast the spell. Therefore he will be able to cast the same spell. The SB will use the pet bar as an Imitation Vault. The vault will contain 1 damage spell slot and 2 healing spell slots. The vault may be expanded by talents.
1. You can’t imitate spells that have a cooldown of 1 minute or higher
2. You can't imitate abilities that perform taunts.
3. This can be used on both players and mobs that are a max of 2 levels higher than you.
Total Control - Pulls a target to the SB dealing damage. The button will now send the target back at the closest enemy within 15 yards. This can only be used after 3 seconds. Both will endure a knock back If no other enemies are around, the target will endure a knock back just at the spot. Can be cast on a friendly target. Then the damage and the knock back is removed. Only the enemy the target hits will get knock backed 30 energy and 1 mana orb.
Gravity Control - Sends all enemies within 15 yards of the caster 20yrds into the air but grants the enemies a slow fall effect unless dispelled. 2min cooldown. 30 energy and 3 mana orbs. 3sec cast.
Reflection - Cast a shield on friendly target that backfires spells. The shield will last until it has reflected x000dmg. Instant cast 2 mini cooldown. Enhanced by talents.
Mystic Chain - Target Ally gains all the buffs you have. 10 energy.
Spell Steal - Three ways to use: 20 energy. 2 sec cooldown.
1. Steal a positive buff from a target and put it on a friendly player.
2. Copy a negative spell from you and add it to the target.
3. Can copy a buff from a friendly player and give it to the SB or another friendly player.
Can’t be used spells that have a cooldown of 1 minute or higher
You canīt steal taunt abilities.
This can be used on both players and mobs that are a max of 2 levels higher than you.
Mana Filler - This spell, with a 2 second casting time, is like a cure spell for mana bars. It costs two Mana Orbs. No cooldown, but a target affected by the spell cannot be affected by the same spell for 1 min. Fills up a good amount of mana.
Lesser Mana Filler - This spell, with a 1 second casting time, is like a cure spell for mana bars. It costs one Mana Orb. No cooldown, but a target affected by the spell cannot be affected by the same spell for 1 min. Fills up a small amount of mana.
Intangible Recall - Any ability that the breaker has with a cooldown under 10 minutes is instantly finished. Requires 100 energy. Has a 15 minute cooldown. Tier 5 talent.
Mind Clearing - wakes, unstunns, and gives all your allies full speed. Requires 3 mana orbs. Talent spell.
Split Source – Cats on an ally. When the target uses a spell, he will only use half of the mana/energy/rage/runic power cost But the same % the cost compared to the total mana/energy etc-pool will be taken from the SB. So if a mage cast a spell that costs 1000mana and has 5000 mana, the manacost will be reduced to 500mana. As 500mana is 10% of 5000mana, 10% of max energy will be taken from the SB. If the SB is out of mana, the spell will be broken. Also increases the SBs energy regeneration by 50%. Lasts for 5 spells.
Conjuration: A tree that focuses on the destructive force of arcane. Using it mainly to kill.
Magi Blocker - Your shield’s block rate is also applied to spells, thus you can block spell damage. Suffice to say, this ability is passive, meaning it’s always active.
Arcane Rift – Summons a arcane rift that deals 700dmg every second to random targets around the caster. The rift last for 10 seconds. Instant cast.
Magic Lock – Spell interrupt that disables the target to use a spell from the same school for 6 seconds And silences for 3 seconds Instant cast.
Radiant Ball - This ranged attack deals arcane damage on a 2 second casting time. Its power is a bit low, but its fast and constant, and to top it off, the mana cost is low. Higher ranks increase the damage dealt. Radiant Ball has a nifty feature to it. After every five successful castings, Radiant Ball will crit, no ifs ands or buts Note, that this effect is lost if a crit happens by chance sooner, and attacks vs immunities, or resisted castings do not count either. Starter spell
Arcane Missiles – Like mages.
(Flash Ball - Throws a ball of light at the enemy. Deals a small area based damage to all in the area of it. The real kicker is its added effect. When used, it will wipe a target’s aggro meter clean of everyone on its aggro list. So its basically like an aggro reset. The only thing wrong with it is its 8 minute cooldown, as well as its 90 energy requirement. It also costs a reagent. )
Magic Thunderbolt – An instant spell with high damage. 20 seconds cooldown. Cost 50 energy and two mana orbs.
Spell Bomb - Spell bomb is a magical debuff that causes targets who cast spells to take some fire damage. Of course, this version isn’t nearly as overpowered as the kind NPCs use, so its use is much less devastating. Still, it’s a nice instant cast skill that costs 70 energy and hurts casters. Higher ranks cause the enemy more damage when they cast. The only downside is its somewhat short range of 15 yards.
Disrupt Summoned - Banishes a Summoned Creature. A summoned creature is basically a pet or minion. This works on warlock and hunter pets too, as well as enemy summons of many varieties. Creature type doesn’t matter, as long as it h as the label. This banish effect is short duration. Fortunately, it only uses 45 energy, and has a 1 second casting time.
Thrash Element - Deals a strong instant physical attack that only works on targets who work strongly with the powers of the elements and their magic. In this case, those are elementals and dragons. Requires melee range. Costs 20 energy and is on a 15 second cooldown. It’s basically Exorcism for Breakers and different targets.
Hey. Im sorry, forgot to add that i have not decided who the enemy should be. Yes i know that sounds stupid, but i cant find someone who fits. Do you have any ideas.
While your idea is well thought out and well planned, sending it to Blizzard would probably be a waste of time.
Chances are, they've already done ground work on the next X-pack after Cataclysm and have even probably laid down code, and they might even have the next x-pack after that in brainstorming phases, if not farther. Blizzard isn't one to make up stuff on the run. They're very forward thinking and farseeing. Hell, they first wanted to do an MMORPG sometime in the late 90s, but weren't satisfied with the current level of technology and put it off.
I will give you credit on your initiative and creativity, but I doubt it'll ever get used. Apart from that, I do think it has merits.
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Hehe. Know ppl would say that. But I still think its fun writing it. Also, maybe the x-pack after the x-pack that is following the x-pack following cataclysm might be this one
Nice ideas, but the Maelstrom is coming already. It's part of the Cataclysm. Still, you've been very creative in this and it takes a certain kind of guts to post something like this on a forum. You'll get kudos for that! ^^