User:Ragnarocket80057/Abyssal Maw Raid Concept

Introduction
In order to enter the Abyssal Maw you need to be level 85, this raid would be on par with Firelands.

The entrance to the raid is within the small pool in front of the Throne of Tides, if you swim down into the pool you'll find it leads to the raid entrance. It's easily within swimming range of players and will barely bother their breath meters.

= Environment =

The Maw of the Abyss
As you enter the raid there is a very obvious underwater cavern theme, very similar to Throne of Tides. Because you enter underwater you have to swim up a short way in order to find a small cavern. Inside this cavern you'll find Earthen Ring shaman, including Erunak Stonespeaker, moving around and examining the area. This small group of Earthen Ring refer to themselves as the Abyssal Vanguard. They are your main group in dealing with the threat here in the Abyssal Maw. Erunak Stonespeaker and Wavespeaker Valoren are the two heads of the faction and will assist you throughout the raid.

After conversing with the Abyssal Vanguard you'll be able to take note of your surroundings. Inside this small cavern you'll notice that there are a few cracks and gaps in the wall and you can see out into the ocean surrounding you. Outside is an endless ocean with tons of fish and other sealife swimming around. Inside the actual cavern there are gentle waterfalls cascading down into the pool you just emerged from and there is an exit tunnel next to a waterfall. In addition, the Abyssal Vanguard has set up some simple provision stations and an armorer for people to repair their armor.

After moving past the Maw of the Abyss, you'll find yourself in a more constructed area. The cavern starts to give way to the graceful architecture that players grew familiar with in The Throne of Tides. The pathway becomes a faded blue marble instead of rough stone and once the walls become sturdy you'll see the "water windows" on your right. This is where you'll see your first look at the Abyssal Palace. Outside the windows you can see the naga swarming the palace and swimming about capturing the water elementals in service to Neptulon. Wavespeaker Valoren and Erunak will comment on the situation outside as players move on into The Coral Caverns.

The Coral Caverns
This first room has a very ethereal theme to it; it’s a very large circular room that has floating coral reefs and fish seeming to swim through space itself and a waterfall created by the outside sea is flowing in from the ceiling that as it falls into the center of the room it flows from coral rock to rock into a middle pool that flows outwards in four directions from the center and once the water hits the edge of the room it flows into the “water windows” and gives the room a nice connected feeling with the outside sea. The tunnel you enter this room from comes in from the south and there is a large ornate door with seashell and coral carvings closed on the other side of the room with the boss sitting there issuing commands.

In this room there are various Naga pats along with “Subdued” water elemental pats. The naga will occasionally net a player and stop them from doing anything for a few seconds while also having a mean DoT normal attack while the Water Elementals will sit in place and channel a spell that will create a geyser underneath a player, if the player does not move or the spell is not interrupted the player is sent flying into the air and will need healing or a slow fall to not take serious damage.

When you go up to the door you will notice a boss right next to the gate. It is a large Naga Siren who has been charged with rounding up the rest of Neptulon’s forces so that the naga may control the Water Elemental Plane. Her name is Lady Zir’talis and she must be defeated before continuing on into Neptulon’s domain. Once she has been dealt with the gates will open and you can hear Neptulon’s cries in his own palace. From this point on you will hear the occasional curses of Neptulon towards his tormentors and an occasional snarky comment from Queen Azshara. (She is a not a boss…just letting you know)

The Seafloor Gardens
As you enter the main courtyard you notice many more Naga and the entire palace is actually underwater, the cavern you have entered and the gate leads into a giant bubble of water that connects with the sea you saw as you entered. The Earthen Ring shaman will come into the previous room and grant you a modified version of the Sea Legs buff, it will not allow for the vertical fighting as you won’t need to swim up and around but you can walk normally under the water as if you were on normal ground. The courtyard itself will have a very Atlantean/Ancient Roman feel to it. The primary colors are a lot of glowing blues and greens that decorate the regal columns within beds of seaweed and coral leading up to the palace steps.

Because the courtyard is underwater you will see some pats swimming above you that will have to be pulled as you make your way across the courtyard. There are some Naga Hunters and some aquatic creatures they have tamed (sharks and the like) and there are also a few cultists who are working with the Naga to ensure their hold on the Water Elemental plane. There are also large packs of cultists that are working on securing the gardens, these packs are always accompanied by a Naga Siren who will be channeling a Water Breathing spell for the group.

As you make your way to the stair steps you will encounter a Naga General by the name of Saakar’Rish who will engage you before you can proceed into the main palace. Once defeated you may pass him and move into the main palace of Neptulon which has the same Atlantean/Sunken Palace vibe on the outside with a slightly richer color style with some royal blues and deep reds coloring the outside of the palace. The bottom of the palace is covered in barnacles and sealife making the palace feel as if it just emerges out of the sea floor. The steps leading into the palace split off 2 directions and lead up to a balcony, the gap created by the stairs has a large statue depicting Neptulon in a victorious pose but it's been cracked and damaged and is a haunting reminder of why you are here. Once upon the terrace you can see the damage that has been done to the palace, the once majestic doors to the palace are thrown wide open and horribly damaged. Once you reach the top the Abyssal Vanguard charges into the palace and sets an outpost up inside the main doors including a portal set to the initial base camp for people to use coming back in.

The Cerulean Flow
The antechamber for the palace gives a very different feeling from the rest of the dungeon so far. The floor below is tiled with ornate murals and there are stained glass motifs all along the walls. Once you enter you can see there are three paths that you can take. Ahead of you is a giant archway that is blocked by some malevolent purple energy, you can see Neptulon, Ozumat, and Azshara directly behind it. It seems that while Ozumat keeps Neptulon contained she is busy trying to torture him for information on this weapon she desires. Her minions have been unable to find it and she is growing frustrated with Neptulon, who has yet to reveal anything. After witnessing this scene the Abyssal Vanguard will comment on the design of the shield and let you know that there will be two channelers somewhere keeping the shield operational. You must go and take out these channelers in order to save Neptulon.

The path to the right shows signs of damage, there are cracks in the walls and sand and coral have started to leak into the corridor. You can see Naga and GilGoblins swimming around patrolling the area. Farther in you can see a mysterious substance is leaking up from the ground and pouring into the room and corridor. From these substances you will see either tentacles or eye-stalks pop up and engage the group. The other corridor on the left has been taken over by the Twilight Forces and been decorated with their usual accompaniments, the vibrant greens and blues are covered and an ominous purple/red glow permeates this corridor. Twilight cultists have made this section of the palace their home base in order to keep an eye on the Naga and make sure things are going according to plan. This side of the palace was obviously used at one point to hold the more material treasures of Neptulon’s realm so there are looted chests and ornate statues decorating this section of the castle, of course they have been desecrated by the Twilight’s Hammer.

The Corrupted Athenaeum
There are many controlled Gilgoblins patrolling the corridor alongside some Naga, they've been taken control of by Merciless Ones so the packs in this corridor will consist of large amounts of GilGoblins. In addition there are extra Merciless Ones who will jump into a fight once in starts. This corridor shows obvious signs of Old God corruption, the further you go in the less you'll see GilGoblins and Naga and more Faceless Ones who put up a tough fight of their own.

Once you enter the actual room you will see it that it is a library with many bookshelves full of small statues and stone texts. The Merciless Ones are very prevalent in this room. Once you leave the maze of bookshelves you find a door that leads into an area that has been cleared of everything and it forms a square room which is where you will face the next boss, a large aquatic Faceless one by the name of Commander Nurokth. Once he is defeated you can take care of the Faceless Channeler who is in the next room.

The Deep Treasury
This corridor is free of enemies, the Twilight's Hammer has already decorated the ornate statues and walls with their usual accompaniments and the corridor does have a deeper darker feel because of the purple fires that the Hammer has lit up. Once you enter the first room you'll find that it is a large treasure room that has a large statue connected to the wall that extends to the middle. Because of this arrangement the room is effectively U-shaped and that makes you go around it in order to access the next room so you'll have to deal with a few pats first. Every pat will have 3-4 Twilight Channelers that are trying to create a Twilight Ascendant. If you are fast to take down these channelers you can avoid dealing with an Ascendant. Ascendant’s will have very strong and fast casts that will hit everyone in the raid so they must be interrupted or destroyed quickly as the damage dealt will increase the more casts he gets off.

The next room is the Twilight communication room, where Twilight Lord Vethras is communicating with his associates about the coming confrontations and their progress in the Abyssal Maw. There will be a little speech as you enter as he finishes a conversation with the Twilight Father. Once defeated you can activate his console and open the gate to save Neptulon.

The Tidehunter's Terrace
Upon entering the room you will see Neptulon trapped by Ozumat. The room is definitely the most ornate thus far, Neptulon is wrapped up in the middle by Ozumat. Ozumat is grabbing him via the windows that stare out into the sea normally. Azshara can be seen outside the windows as she gloats to the raid about the information she has gathered from Neptulon. She then leaves and tells Ozumat to deal with both you and Neptulon. Once inside the room the fight will not start until you talk with Neptulon, at that point he will be engulfed by Ozumat (again) and then the fight will start.

After that it would totally depend on whether Blizzard wanted Azshara to acquire this weapon or have Neptulon resist giving it to them.

Lady Zir’Talis
Lady Zir'Talis is the first boss in the Abyssal Maw, she sits at the end of the Coral Caverns and her sirens are gathering up the resisting Water Elementals with their songs and nets. Her fight is all about kiting and timing while managing her adds in Phase 2 so that Piercing Note isn't a killing blow.

Phase 1

Enchanting Lullaby – Zir’Talis constantly murmurs a lullaby, with each basic attack her opponent gains a stack of “Enchanted” When this stack hits 5 the target is put to sleep for 20 seconds. She has a fairly slow basic attack. Undispellable

Allure of the Sea – Zir’Talis transports one member of the raid underneath the pool of water in the middle of the room. They are trapped for 10 seconds and will require good healing to survive.

Serenade of Silence – 3 second channeled ability – Causes all raid members to be silenced for 3 seconds.

Requiem – Sends a sonic wave toward a player dealing a high amount of damage, this ability will bounce to a target within 8 yards of the player and can bounce 3 times.

Grand Geyser – Summons a geyser underneath random players that will go off in 2 seconds of activation. Deals moderate damage and will slowly bring the target back to the ground. Doesn’t kill but does interrupt damage or healing.

Phase 2 - 30%

Zir’Talis summons 1 Subjugated Tide Warrior and 1 Subjugated Tidal Sage on each side of the room. They will wait for 5 seconds after being summoned to act. Neither of these adds can be damaged due to the buff "Neptulon's Blessing" but they can be kited (Tide Warrior) and interrupted (Tidal Sage):

Tide Warrior: Moves very slowly - Only gains threat from abilities used on it. Chilly Presence - All enemies within 20 yards of the Tide Warrior slow their attack/casting speeds by 100%. Frozen Strike – Grants the debuff "Chilled to the Bone" to the target for 10 seconds. (Debuff)

Tidal Sage: Untankable - Swaps targets at random Frost Factor – 2.5 second cast, interruptable – If this hits a player it will grant the "Chilled to the Bone" debuff for 10 seconds. (Debuff) Water Pulse - 1 second cast, non-interruptable - Deals a small amount of damage and dazes the target for 1 second.

Zir’Talis: Does not cast Allure of the Sea anymore.

Piercing Note (Instant Cast)– Any members of the raid who have "Chilled to the Bone" are dealt lethal damage. Anyone who isn’t frozen takes mild-moderate damage.

Casts Requiem more frequently.

Quotes: Starting Fight: “Ahh….the intruders. Come lisssten to my sssong…and perisssh!" Phase 2 (30%): "Curssse you! Elementalsss do assss I sssay or we shall dessstroy Neptulon!! Freeze these foolsss!" Kills a player: "Did you enjoy my sssong?" Shatter Song Kill: "Wasss that too high?" Mesmerizing Melody: "Don’t do that…pleasssse… Death: "NOO! You can’t…ssssilence…me…" Re-Engaging: "Time for an encore!"

Sakaar’Rish

Giant Naga Commander with a Trident and pet Shark, Nethras.

“Ahhh…it appears we have company. Come to save the Tidehunter no doubt. No matter! Nethras! Supper time!!

Naga Archers – Every minute Sakaar’Rish will summon a Naga Archer to the balcony above where you are fighting, these archers will target random members and do light/moderate damage to the raid. (Soft enrage)

Rip Armor – Sakaar’Rish’s trident mutilates his target’s armor, causing it to decrease in effectiveness by 5% per application. Lasts 15 seconds.

Trident Toss – Sakaar’Rish tosses his trident at a player pinning them to the ground for 3 seconds. After 3 seconds Sakaar’Rish will charge toward his Trident carrying anyone between him and the Trident to the Trident with him as well as flinging the pinned player 10 yards away. The flourish/fling will damage all other players within 8 yards for moderate damage and leave a “You’re Bleeding” debuff.

Dagger Toss (happens at 75% and 25%) – Sakaar’Rish throws a small dagger (3 in 25 man) causing the target(s) to gain the “You’re Bleeding” debuff. Also starts his second phase. (Does not target healers)

Nethras (Phase 1) – Tankable, will deal decent damage and If any party members reach 20% health she will immediately swap to them and be fueled by “Blood Rage” increasing her damage by 100%. She will retreat if brought down to 50% health.

Phase 2 – Starts when Daggers are tossed.

“Nethras…summon your kin for a blood bath!”

Sakaar’Rish swims quickly up to the balcony where the archers are perched and channels “Fury of the Highborne” which doubles the damage the archers do as long as he is up there.

Nethras enrages and fully heals and summons all of her shark kin, she is the only targetable shark. The phase will end when she is brought to 50% health.

Anyone who has a “You’re Bleeding” debuff will be attacked by sharks, this debuff now becomes “Feeding Frenzy!” These sharks cannot be killed and will only go away once the victim’s health stays above 90% for 2 seconds.

Nethras herself will be swimming around attacking targets at random; she has no agro table and will attack any target she feels like. If any party members reach 20% health she will immediately swap to them and be fueled by “Blood Rage” increasing her damage by 100%.

Frenzies at 10% and Nethras retreats.

Quotes:

Pin Enemy: “Would you mind holding this?” Charge: “FOR AZSHARA!” Archer Summon: “ARCHER! MAN YOUR POST!” Dagger Toss: “Nethras! Earn your dinner!” Player Death: “None shall pass!!” Frenzy: “I WILL HOLD THE LINE! Nethras…get the reinforcements!!” Defeat: “Ugh…you won’t get…far.”

Commander Nurokth

P1 – “Random murmurings”

Curse of the Drowned (Magic) – Nurokth haunts a random member of the raid causing them to panic and feel the weight of the sea crushing down upon them. Moderate/High damage Magical DoT

Flooded Lungs – Causes the target to choke on water for 3 seconds and become silenced. Small DoT + Silence

Haunting Visage – Looking upon Nurokth for too long causes his main target to go insane. Every physical attack that Nurokth inflicts on a person will stack up to 10 times. At 10 stacks of Haunting Visage, the person will go insane and start attacking allies for 20 seconds. If Haunting Visage causes a person to go insane Nurokth will increase his attack speed by 100%.

Desolate Gaze - Every 30 seconds the raid will cower in fear for 3 seconds.

Corrupt Visions (50%) – Propels the entire raid into a malefic vision. The raid will appear next to a portal in the middle of the room that appears fuzzy and hazy. In order to escape the Vision you must have people click the portal and a progress bar will appear, when it reaches 100% you will open a portal you can click on to escape the Vision.

Tentacles will appear out of the walls of the room and snatch a player at random; at this point all DPS must focus the tentacle down before the player is sucked into the void.

Shadow spawn (infinite health) will also appear and attempt to attack anyone channeling at the portal, tanks will need to keep them occupied as they cannot die.

P2 – 50% (Upon escaping the Vision) - N'zoth - "Sooo....you think you can escape..."

All the same abilities

Touch of N’zoth – You feel a strange presence watching the battle now. It bears down upon you causing unbearable pain. This is a DoT that stacks slowly as the fight continues on and it will wear out the raid eventually.

N’zoth’s Influence – Every 30 seconds one random member of the raid (not the tank or Corrupt Visioned people) will be MCed for 10 seconds.

N’zoth’s Presence – Void zones start to fill the room that will reduce all healing/damage dealt by 50% of players standing in them.

Once you kill Nurokth you are instantly thrown into another Corrupt Vision. This one is stronger than the last one.

Tentacles and shadowspawn still occur. Tentacles will pull players in faster and shadowspawn will occasionally reset agro and target the channelers again.

In addition, the channelers will receive a debuff that will harm them the longer they channel the portal. This debuff will also prevent them from taking over the portal for 20 seconds after they stop channeling.

After escaping you can get your loots.

Quotes:

It’s all in Old God Speak i.e. Murmuring and Blathering that is translated

Starting Fight – “Your fate is sealed…” Flooded Lungs – “Drown…in the deep.” Desolate Gaze – “Look upon me…and despair.” Corrupt Vision – “Come deeper...you shall know true fear.” Death – “My final gift to you…” Escaping Final Vision (N’zoth in almost a whisper) – “You cannot escape me forever.”

Twilight Lord Vethras

Vethras will stand in the middle of the room and cast Marks on random players. Runes will appear immediately at the start of the fight in random locations around the room. Eventually they will slowly start to fade out while new runes will fade back in over 5 seconds. Vethras is untankable and aside from casting marks on people he will cast Frostbolt Volleys that can be interrupted and hit everyone and slow everyone if they are not. All marks do a small amount of element respective damage to players. After a Mark has either activated or been nullified players will gain "Runic Immunity" for 6 seconds allowing them to escape the harmful effects of the runes.

Mark of Frost – Vethras places a Mark of Frost on a player. After 5 seconds it deals heavy Water damage and freezes the target 8 seconds. Nullified if standing on a Rune of Fire.

Mark of Flame – Vethras places a Mark of Flame upon a player. After 5 seconds it causes a moderate/harsh Fire DoT on the target and causes them to leave flame patches wherever they stand for 6 seconds. Nullified if standing on a Rune of Frost.

Mark of Air – Vethras places a Mark of Air upon a player. After 5 seconds it causes the target to take heavy Wind damage and summons a thunderstorm that will shock any players underneath. The storm will roam for 30 seconds after being summoned. Nullified if standing on a Rune of Earth.

Mark of Earth – Vethras places a Mark of Earth upon a player. After 5 seconds it causes an earthquake that deals damage to all players and knocks them to the ground for 1 second. Nullified if standing on a Rune of Air.

Rune of Frost – Any players who stand on this without a Mark of Flame are frozen for 10 seconds.

Rune of Flame – Any players who stand on this without a Mark of Frost take harsh Fire damage.

Rune of Air – Any players who stand on this without a Mark of Earth and propelled into the air and away from the rune. Deals only the falling damage.

Rune of Earth – Any players who stand on this without a Mark of Air are knocked away and to the ground for 3 seconds and dealt harsh Nature damage.

Elemental Assault – Vethras will assign everyone in the raid a random Mark and charge up a 6 second spell that will kill any players who don’t have Runic Immunity currently standing on a rune.

Quotes: Fight Start - “So…you seek what lies here in the deep. No matter, I control the elements. You will be consumed by them and this palace shall be your grave.” Death (Fire): “Died by fire…under the sea. Ironic that…” Death (Frost): “Bit chilly for you?” Death (Air): “Those gusts CAN be deadly can’t they?” Death (Earth): “The earth claims you…” Elemental Assault Charge: “I TIRE of this! Feel the FURY OF THE ELEMENTS!” Death: “Ugh…oh Prophet…I failed you.”