User:Vethana/World of Warcraft: Tides of Doom

=World of Warcraft: Tides of Doom=

This is still a work-in-progress

The Cataclysm shattered Azeroth, changing the face of the world forever. As the Horde and Alliance battled each other and the forces of the Twilight's Hammer under the dreaded aspect Deathwing their conflict against another old, familiar enemy also escalated: the hated Naga. The Horde and Alliance fought beneath the waves at the sunken city of Vashj'ir, eventually making their way deep into the Abyssal Maw. Though emerging victorious, the battered forces of the Horde and Alliance came to learn that this was but a small first move for the Naga.

The Silithid rose from the sands of the desert, forcing the Horde and Alliance to fight their ancient evil. The forces of Illidan and the Burning Legion sought to consume the world in flame, and the armies of Azeroth marched to war again, fighting their way across the shattered realm of Outland. They bled themselves from one end of Northrend to the other, smashing their way through waves of Undead to face the Lich King. Their victory was met by the devastation wrought by Deathwing and the exhausted armies forced to battle the fanatical Twilight's Hammer.

Through all of this, Queen Azshara has watched. She has waited, carefully drawing her plans and positioning her forces. The armies of the Horde and Alliance are exhausted, pushed almost beyond the point of endurance. Their supplies are diminished, their lands still stuggling to recover from the destruction of the Cataclysm. Now, when all seems on the brink of collapse, she will strike. The full might of the Naga lies at her command, including horrors unseen by any surface dweller. And behind her, lurking in secret, a shadowy force lends its aid. The Tides of Doom are rising...

Features
Level Cap raised to 90!

New Hero Class - Reaver!

New Dungeons & Raids!

New Profession - Woodworking!

New Archaeology Race - Naga!

Professions to 600 - Renowned Craftsman!

More Underwater Mounts!

Still No Dance Studio!

New Zones: Leveling to 90
Tides of Doom features nine new, massive world zones. Similar to Wrath of the Lich King and Cataclysm, players have two "starting zones" to choose from. However, in this expansion each of these are the first steps on two different "paths" one can take on the questing experience to level 90. Players will level through five of the zones from 85-90, their first questing zone will determine their path with both paths ending in the same "finishing zone".

These paths are intended to give players a choice in their play style as well as provide more variety for those leveling multiple characters. Players can level two characters while experiencing entirely new content with each. Even in the final zone, where the two paths converge, they will get a different experience. The final zone is enormous, much larger than any current zone. Depending on what path a player chose, they will enter the zone from the north or south with a different set of quests and locations before meeting in the middle at the Naga capital of Nazjatar. After experiencing both, players can pick and choose what they enjoyed the most, hopping back and forth between zones.

Questing has been modified to be more flexible while still providing a coherent, continuous story. Each zone has a "core" quest chain that directs the player throughout the zone similar to the Cataclysm zones. In addition to this are several side quests that can be completed or skipped as a player wishes. Tides of Doom continues to make use of phasing but the "extra" quests involve content that remains static. Players can travel to any of the zones at will and explore to find (provided they are high enough level) these quests available, the core chain simply takes players there as it progresses along its own storyline. The core chain is also broken up intermittently, meaning that if a player skips a few quests they can pick up the chain futher along at the next logical point. They will miss some content and portions of the zone's storyline but not have their ability to quest there completely crippled.

Each zone is intended to provide content for one level. This includes the core quest chain and some of the extra quests. Should a player complete every single quest in a zone however they will find the overall experience provided is roughly 125% of a level. This is intended to give players enough freedom to skip portions or quests they dislike and still effectively level. In addition, especially on their first characters where players are much more likely to experience most of the new content, this means that players will be at or very close to the level cap when entering the final zone. This is also intended as the final zone contains the most challenging questing experience yet encountered in World of Warcraft and players experiencing it for the first time will want every advantage.

The two leveling paths are designed with player preference in mind. Vashj'ir was the first foray into large-scale underwater content. Some players loved the new aspect of the game while others found underwater combat and the environment to be frustrating (if not annoying) and some were fairly indifferent. While both paths feature content above and below the surface, one leans heavily towards a land-based experience while the majority of the other takes place underwater. In this way players may choose how they wish to quest. The final zone is primarily underwater (though a few "air pocket" locations can be found) but players who are not fans of underwater leveling can spend most of their time on land.

"Land Path"
Kul Tiras - Zandalar - Broken Isles - Gishan Caverns - The Rift

"Water Path"
Tel Abim - Boiling Terrace - Scintal Reef - Drowned Reaches - The Rift


 * A note on underwater breathing: The buffs a player acquires in Vashj'ir become permanent in Tides of Doom and now apply to any underwater environment in-game.  A similar quick quest chain exists in both Kul Tiras and Tel Abim for charcters who may not have ventured into Vashj'ir.  This change was deemed necessary given the vast amount of underwater content and the negligible benefit to high level players in lower-level content which features hardly any underwater experiences to begin with.

New Hero Class: The Reaver
Old Gods - the mysterious, malefic horrors who exist within the darkest reaches of Azeroth. Little is truly known of these shadowy beings, but their awesome power has made them objects of worship by fanatical mortals. Most well known is the Twilight's Hammer, but the grip of the Old Gods reaches far and wide. Many other organizations exist, many of them unknown to the greater population of Azeroth. Followers of the Old Gods are exposed to their maddening powers, wielding chaotic and mysterious magical energies. Among the many devotees are the Reavers, shadowy warriors who combine dark spells with brutal physical attacks. Their powers are further enhanced by the dark mental energies of the Old Gods and Reavers can use madness itself as a weapon, rendering a hapless foe little more than a whimpering shell.

Reavers are followers of the Old Gods who have, for various reasons, decided to break from their dark masters. The penalty for their decision is death and they are hunted relentlessly by their former comrades. In their time of crisis, with the armies of the Horde and Alliance strained to their limit, these powerful fighters seeking to return to their homes may be just what is needed to avoid reaching the breaking point. However, these shadowy "saviors" are met with great suspicion. They abandoned their own people once before in pursuit of greater power then betrayed the very power they had embraced; to say their loyalty and reliability is questionable is a great understatement. Many find their return itself suspicious, showing up when the need is greatest; they are widely whispered to have ulterior motives. Still, all (grudgingly) admit the Reavers are a powerful force who have quickly found themselves folded into the ranks of the Horde and Alliance. But they and their powers are suspect, and they are watched very closely.

New Profession: Woodworking
The new profession of Woodworking at long last allows the players to carve staves as well as construct some quality bows and crossbows. Woodworking is especially suited for casting classes (those most likely to use staves) as it functions as both a gathering and crafting profession. This leaves a character free to take a second profession, such as Tailoring or Enchanting. Any class can learn Woodworking and the profession does offer additional benefits.

Woodworkers gather supplies from fallen branches scattered across Azeroth. Resources are obviously more plentiful in heavily forested areas but any location with trees can provide workable wood. Woodworkers gather up wood and use their ability [Carve]. This shapes the wood into the useable parts Woodworkers require to construct their various items. (To expedite this process stacks of similar branches can be carved as a stack similar to smelting ore so each piece does not need to be selected individually.) Any Woodworker can gather raw branches from anywhere but it takes a certain skill level to actually carve it. Woodworkers of the highest skill can learn to carve coral from aquatic environments.

In addition to staves and bows, Woodworkers can learn to construct other useful items.

The Grand Fleet
The Grand Fleet is the primary Alliance task force in charge of running the campaign agasint the Naga threat. It is comprised of the largest Alliance surface fleet ever assembled along with several newly constructed submersibles. While the Grand Fleet oversees all Alliance operations in the Great Sea several smaller organizations operate under the fleet's banner.
 * Kul Tiras - The forces of Kul Tiras are back fully within the fold of the Alliance after years of isolation. The navies of Kul Tiras now roam far across the Great Sea, spearheading the Alliance's island campaigns.
 * Wavehunters - The Wavehunters are comprised of all Alliance races but led by a group of Night Elf Sentinels. They consider the Naga to be their personal responsibility and lead the fight from Kalimdor beneath the waves to finish off their ancient brethren one and for all.

The Vanguard Armada
Facing a new threat from the ocean the Horde worked quickly to construct its own armada of ships to defend their territory and take the fight to the Naga. While the Vanguard Armada is not as large as the Grand Fleet, Horde engineers have been hard at work and the new ships taking to the sea are unlike any seen before. The surface fleet is supported by zeppelins and submersibles.
 * The Marauding Storm - The Marauding Storm is an elite group of Horde warriors. They have been specially trained in underwater combat and are at home in an aquatic environment.  Fiece and relentless, they will not stop until the last Naga lies slain beneath their blades and the sea is theirs to claim.
 * Black Phoenix - The Black Phoenix is the secretive order who orchestrated the attack that allowed the Horde to sieze the island of Crestfall in Kul Tiras. Though all races of the Horde can now be found within the Black Phoenix the leadership is comprised entirely of Forsaken and Blood Elves.  The other races found the sudden appearance of the Black Phoenix slightly disconcerting, no Horde in Kalimdor had even heard of the group prior to the Crestfall campaign.

Council of Zandalar
The Council of Zandalar is run by the elders of the various Troll tribes. All Trolls are represented here and all have an equal say within the Council. Formed in times of great crisis, the primary goal of the Council is to ensure the survival of the Troll race as a whole and ignores all tribal disputes (at least in theory). Tensions are high within the Council, almost to the point of breaking. There is general disagreement a policy towards the Horde and Alliance forces that have arrived on the island to offer their aid.

Some argue for closer ties with the Horde; after all several tribes are already affiliated with that faction (Darkspear, Revantusk, Shatterspear). Not all are keen on the idea however, the Amani in particular refusing to even discuss the idea of forming a stronger pact with a faction that contains their hated Blood Elven enemies. (It is suspected that it was Amani agents who invited the Alliance to Zandalar without consulting the rest of the Council to counterbalance the Horde's influence.) There has even been hushed talk that the Darkspear should lose their place on the Council owing to their loyalty to the Horde. The rest of the Council favors a more neutral position, using both factions as tools to help them fight off the Naga and then sending them on their way. Most don't believe that the Horde and Alliance will pack up and leave peaceably, but the simple fact is that the Council can not hold off the Naga without assistance.

Found in: Zandalar

Faction Headquarters: Zuldazar, Zandalar

Murgleughgr
The Murgleughgr (simply Murg to most other races who struggle to pronounce, let alone spell, the Mur'gul name) are a faction of Mur'gul who manage to escape their enslavement by the Naga. They have set up a small village hidden away in a remote corner of the Broken Isles. From there they conduct raids on Naga encampments and enlist stalwart adventurers to aid them. Players who complete the Murg quest chain in the Broken Isles will open a small Murg daily quest hub in the Rift. Those who earn enough reputation with the Murg will be granted access to the Murg's secret stash of pillaged Naga gear of exceptional quality. They will also be able to purchase hand-crafted items specially made by the Mur'gul themsleves which are of, ahh... slightly lesser quality.

Found in: Broken Isles, Gishan Caverns, The Rift

Faction Headquarters: Grimfin Cove, Broken Isles

Makra-u
The Makra-u are the elite guardians of the besieged Makrura capital city of Mak'aru. (Face it, you're phonetically limited when you're essentially a talking lobster.) In their hour of greatest need they have welcomed the assistance of the surface races in saving their city. Players who complete the quest chain defending Mak'aru will open a small Makra-u daily quest hub in the Rift. At home in the ocean's depths, the seemingly primitive Makrura can be found to be peerless crafters of gear designed especially for underwater combat.

Found in: Boiling Terrace, Scintal Reef, The Rift

Faction Headquarters: Mak'aru, Scintal Reef

The Lost
The Lost are a faction of spirits within the Drowned Reaches. While most have been driven mad by their state of undeath, the Lost have maintained their sanity. Adventurers can assist the Lost in putting their crazed brethren to rest, provided one doesn't mind working for ghosts. The benefits might far outway any hesitation however; the Naga fear the Drowned Reaches and will not enter for any reason, sending their pet beasts of the deep instead. Perhaps the Lost know the reason why...

Found in: Drowned Reaches

Faction Headquarters: Sorrow Deep, Drowned Reaches

Scions of Vengeance
The Scions of Vengeance (former members of the Scions of Hate) are a group of Reavers who make their home in Zul'Dare. The Scions had been devout worshipers of the Old Gods befroe deciding to break away and attempt to return to their former lives. Player characters of the Reaver hero class belong to this faction. Though powerful additions to the Horde and Alliance, they have been welcomed back warily and with deep suspicion. After all, they were not corrupted and enslaved against their will as the Death Knights were, they served the Old Gods of their own free will. Their exact reasons for turning on their dark masters are vague and unclear, further calling their loyalty into question. Their presence among the rest of the Horde or Alliance is tolerated for now but they are closely watched wherever they go.

Found in: Zul'Dare, Kul Tiras, Boiling Terrace, Drowned Reaches, Gishan Caverns, The Rift

Faction Headquarters: Nightfall Hold, Zul'Dare

Order of the Silent Vigil
The Order of the Silent Vigil are Nereids. Their very existence was unknown to the surface races of Azeroth until they were encountered by adventurers of the Horde and Alliance as they fought their way into the depths. The Nereids were former Highborne who refused to follow Queen Azshara in the dark final days just prior to the Sundering. Unlike the rest of the Highborne who fought against Azshara, those who became the Nereids were caught in the explosion of the Well of Eternity and dragged into the depths with Azshara and her followers. To their horror the pact Azshara made that caused her followers to become mutated into the Naga was applied to them as well. Most were hunted down following the Sundering but a few managed to go into hiding. The handful that survived secreted themselves away, unknown and forgotten, but always keeping a silent watch over their former brethren.

Nereids resemble the "original" Naga, a hybrid form somewhere between the current Naga and their original Night Elf appearance. While the Naga allowed their bodies to continue to mutate, warped by their feeding off of the residual energies of the Well of Eternity, the Nereid did not. They have watched with growing concern as the Naga grew in power but their numbers were far too few to take any action. They have little knowledge of the surface world, their only information attained through the occasional interaction with the lost soul of a drowned sailor. The sudden appearance of the Horde and Alliance in their secluded home beneath the waves has come as a shock, but they recognize that now is likely the only chance they will have to end the Naga threat and rejoin the world.

Found in: Drowned Reaches, Gishan Caverns, The Rift

Faction Headquarters: Shrine of Tears, The Rift

Bloodsail Plunderers
The Bloodsail Plunderers are the rulers of Plunder Isle and the greater Bloodsail forces across Azeroth. The offer quests to both Horde and Alliance adventurers, calling for them to gather resources and perform other assorted tasks. Whichever faction is able to complete the most quests for the Bloodsail Plunderers will gain their favor for a time, giving them access to Plunder Isle and various daily quests. Friendly standing with the Bloodsail Buccaneers in Stranglethorn is not a requirement for access to Plunder Isle and assisting the Bloodsail Plunderers; likewise assisting these shifty swashbucklers will not affect your reputation with the Steamwheedle Cartel. However, only those who have earned the good graces of the Buccaneers may talk to Johnny Passeridae at his small camp deep in the jungles of Plunder Isle and complete the quests he offers. Also, only people who quest for him may try his rum.

Found in: Plunder Isle

Faction Headquarters: Bloodsail Hold, Plunder Isle

Zones
Cataclysm was huge, in a lot of respects it was almost an entirely new game with all the changes to the old world zones and questing. No way I could top that but it got me to thinking of what would be good for a next expansion. How about two expansions in one (zone/questing wise)? Two different leveling paths hasn't been done but solved a lot of problems. They added two different starter zones for WotLK and Cat, but why not expand that aspect? It gives more variety and would help ease the boredom of running alts through the same zone over and over. Your second character could would essentially have a brand new expansion of content to quest through, and after that you could mix and match as you saw fit.

It also helped solve the problem of tackling a Great Sea expansion (by far the favorite at this point) while addressing the lot of people who were, shall we say, less then thrilled with their Vashj'ir experience. The zones from the "land route" would still have underwater content but the majority would take place on land. People who were not fans of underwater questing could still play through and level while having as little as possible content they didn't enjoy. Those who liked it, or were indifferent, could submerge themselves for their experience.

WotLK gave the sense of a long, brutal march through Northrend to reach the Lich King and a two-pronged assault along two different paths to the Naga capital would be a good way to relive that experience. Having the final zone be divided (quest-wise) upon where you enter, that itself based on which route you took, then meeting in the middle I think would be a neat idea. Nazjatar itself could end up as its own zone, a heavily phased city under siege where each patch, in addition to other content, introduces new dailies and has you siezing the outskirts of the city bit by bit until the final patch for the expansion.

Reavers
The hero class was tough. A lot have been thrown around, and most have been brought up as "new" ideas thirty or forty times at this point. I looked at it from the point of what would actually be new in-game, what would be fun, and what didn't seem just like two classes mashed together. After I did that I slapped the "lore" together around the idea, so pardon the haphazard nature of it.

Reavers share a lot of similarities with shaman (right down to the melee-or-caster options for talent trees) but avoiding any similarity to any existing class was proving impossible so I just gave in on that one. I tried to give them a very unique feel though which ended up as their mental disruption abilities. (Mental abilities have of course been brought up countless times before, but I like to think I put a new twist on it. I'm sure I haven't, but I personally haven't seen what I came up with before.  Sorry if I stealth-ninja'd someone's ideas.)  With Cat re-focusing on CC I thought what it would be if a class had a large part of their focus just on getting all up in the enemy's business and messing with them. Their abilities, like melee attacks and spells, would be weaker damage-wise but their mental tricks would more than make up for that. I have no idea how (if at all) this idea would work practically for balance, but that's not my job and Blizzard doesn't pay me for that (despite my repeated demands that they do, /sadpanda).

The lore isn't the best thing ever, but I don't think it's terrible either. There are likely others out there devoted to the Old Gods besides the lovely folks we've met in-game, so I don't really think that was a stretch. All the nifty "twilight spells" the Twilight's Hammer has in Cataclysm gave me the idea for the basis of their spells as it is pretty much a type of magic we haven't really seen (at least not a lot of it) before. Followers of the Old Gods would likely be using their dark powers to do things us stand-up characters would never do with magic, I just stole it for my own uses.

I admit the floating iceberg fortress for their starting area is kind of stupid, but I like it so deal with it. It also solved the problem of where to put them as most of the map has by now been explored and is open for us to fly around. I could probably just have kept them on Zul'Dare the entire time but... floating iceberg fortress! Shut-up.

Woodworking
Woodworking has been tossed around as a profession since WoW launched, so that was a natural fit. The problem has been that besides staves and bows, what else would they really make? Not much else for current gear fits. So I came up with the extra items that I hope someone from Blizzard stumbles on here and reads because I really want them in the game. Also I decided to lump the gathering portion in with the regular profession (thanks archaeology!) or find myself making yet another gathering profession. I've seen people pair it with herbalism, but I just don't really see that as a good fit. "Look, I made a staff out of Peacebloom!" Yeah. No.

Storage Crates just made sense, people have been complaining about bag space and Blizzard has said that bags just can't keep getting larger and larger. Think how handy it would be if you could just, for example, keep all your raiding potions/food/etc tucked away in a single bag slot that you just plop on the ground to grab what you need when you need it. Or rep items, or cooking mats that you can just stock up until you're ready to sit down and work on your skill-ups.

Amberstones. I want them. Make them.

I'm kind of "meh" on charms, I just thought Woodworking needed another perk to fully flesh it out. I don't know how great of an idea it is, but it's what I came up with. I was just going to have them be an inventory item like Diablo II, but then I realized it would be kind of silly (as in really really stupid) for a profession to help people clean up their inventory with one item just to clutter it up with another, so I made them new character item slots.