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New WoW Instance!

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foo# and Hutzelmännle present...
The Lost Halls


1.) Introduction

The Lost Halls is a 5-player pve-map for Warcraft III The Frozen Throne. It attempts to depict a "World of Warcraft style" instance. It's been in development for quite some time now (approx. 1,5 years) due to the team's initial inexperience with the world editor and it's small size. Most of the work has already been done, it is very likely that we will be able to finish the map within the first half of the next year.

2.) Concept

The Lost Halls are a system of underground caverns hidden deep beneath the Barrens. Within them, one of the Old Gods, Anesh, is sealed with the remaints of his army. Centuries ago, when the Titans fought the Old Gods, Anesh was lured into a trap, dooming him to be trapped within the caves for all eternity. The Horde only recently found out about the existence of the caves. Their attempts to enter them failed. Only afterwards did they find out, what evil being dwelled within the Halls.
But the Titans' Shield was never intended to hold off attacks from the outside, as they did not anticipate anyone to ever find out about the location of the caves and so it begins to fail. The Horde, aware of the failing magical barrier, which prevented them from entering, calls out for the Elite of the Alliance to fight the God and his army while he still is trapped and weakened by the Titans' spell. An elite task force of 5 warriors is sent out to enter the caves. Reinforcements are not available, as further beings attempting to enter would cause to collapse the shield immediately.
The fate of Azeroth lies in the hand of a handful of warriors which are unaware of what expects them...


3.) Content

The map is going to feature 8 bosses, two of them being optional. All 9 initial classes of World of Warcraft (WoW) are going to be playable (the implementation of the death-knight class is currently being discussed). Each of these classes will feature its 3 unique skill trees known from WoW (all of the skilltrees are based on the latest addon "Wrath of the Lich King").
Note that you may only choose one of them.
Over 100 new items have already been integrated into the map with new ones being added on a regular basis. In addition to the "normal loot" of a typical WoW Instance every class is going to get unique class items and a unique class set based on the tier-9 sets of WoW.
Every Boss Encounter has his own phases and events, some of them inspired by various WoW-instances, some of them completely new.
In addition to the standard difficulty setting, experienced groups may choose to play the map in Heroic-mode, which raises the difficulty to the next level.
We are aiming to achieve an average "game-time" of 2 hours.
This map is intended to be played with people you know, as it is going to be almost impossible to find 4 people willing to download the map and stay for the whole game.


4.) Heroe Abilities
All Classes may choose one of their skill trees at the beginning of the game. Only one skill tree can be chosen. Ability points are invested in the skill tree, unlocking new skills from lvl 1-9, a "first endskill" on lvl 10, upgrades for the skills learnt from lvl 1-9 on lvl 11-19, and a "second endskill" on lvl 20.
The class skills will be revealed on a weekly or bi-weekly basis.
Note that the effect calculations (damage, mana cost etc.) in the skills' descriptions do not represent the actual effect calculations in the map itself.

Paladin
Holy
Holy Light
34% of base mana 40 yd range
2.5 sec cast
Heals a friendly target for 50 to 60.

Flash of Light
8% of base mana 40 yd range
1.5 sec cast
Heals a friendly target for 81 to 93. If the target has the Sacred Shield effect, they heal an additional 100% over 12 sec.

Lay on Hands
40 yd range
Instant 20 min cooldown
Heals a friendly target for an amount equal to the Paladin's maximum health.

Seal of Wisdom
14% of base mana
Instant cast
Fills the Paladin with divine wisdom for 30 min, giving each melee attack a chance to restore 4% of the paladin's maximum mana. Only one Seal can be active on the Paladin at any one time.

Unleashing this Seal's energy will deal [1 + 0.25 * SPH + 0.16 * AP] Holy damage to an enemy.

Redemption
64% of base mana 30 yd range
10 sec cast
Brings a dead player back to life with 65 health and 120 mana. Cannot be cast when in combat.

Divine Illumination
Instant 3 min cooldown
Reduces the mana cost of all spells by 50% for 15 sec.

Divine Plea
Instant 1 min cooldown
You gain 25% of your total mana over 15 sec, but the amount healed by your Flash of Light, Holy Light, and Holy Shock spells is reduced by 50%.

Consecration
26% of base mana
Instant cast 8 sec cooldown
Consecrates the land beneath the Paladin, doing [8 * (9 + 0.04 * SPH + 0.04 * AP)] Holy damage over 8 sec to enemies who enter the area.

Holy Wrath
24% of base mana
Instant cast 30 sec cooldown
Sends bolts of holy power in all directions, causing [399 + 0.07 * SPH + 0.07 * AP] to [471 + 0.07 * SPH + 0.07 * AP] Holy damage and stunning all Undead and Demon targets within 10 yds for 3 sec.

Holy Shock
21% of base mana 20 - 40 yd range
Instant cast 6 sec cooldown
Blasts the target with Holy energy, causing 314 to 340 Holy damage to an enemy, or 481 to 519 healing to an ally.

Light's Beacon
60 yd range
Instant
The target becomes a Beacon of Light to all targets within a 60 yard radius. Any heals you cast on those targets will also heal the Beacon for 100% of the amount healed.

Protection
Hand of Reckoning
3% of base mana 30 yd range
Instant cast 8 sec cooldown
Taunts the target to attack you. If the target is not currently targeting you, causes [1 + 0.5 * AP] Holy damage.

Hand of Salvation
6% of base mana 30 yd range
Instant cast 2 min cooldown
Places a Hand on the party or raid member, reducing their total threat by 2% every 1 sec. for 10 sec. Players may only have one Hand on them per Paladin at any one time.

Devotion Aura
Instant
Gives 55 additional armor to party and raid members within 40 yards. Players may only have one Aura on them per Paladin at any one time.

Hammer of Justice
3% of base mana 10 yd range
Instant cast 1 min cooldown
Stuns the target for 3 sec and interrupts non-player spellcasting for 3 sec.

Divine Shield
3% of base mana
Instant cast 5 min cooldown
Protects the paladin from all damage and spells for 12 sec, but reduces all damage you deal by 50%. Once protected, the target cannot be protected by Divine Shield, Divine Protection or Hand of Protection again for 2 min. Cannot be used within 30 sec. of using Avenging Wrath.

Seal of Justice
14% of base mana
Instant cast
Fills the Paladin with the spirit of justice for 30 min, giving each melee attack a chance to stun for 2 sec. Only one Seal can be active on the Paladin at any one time.

Unleashing this Seal's energy will deal [1 + 0.25 * SPH + 0.16 * AP] Holy damage to an enemy.

Judgement of Light
5% of base mana 10 yd range
Instant cast 10 sec cooldown
Unleashes the energy of a Seal spell to judge an enemy for 20 sec, granting attacks made against the judged enemy a chance of healing the attacker for 2% of their maximum health. Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.

Righteous Defense
40 yd range
Instant 8 sec cooldown
Come to the defense of a friendly target, commanding up to 3 enemies attacking the target to attack the Paladin instead.

Righteous Fury
24% of base mana
Instant cast
Increases the threat generated by your Holy spells by 80%. Lasts until cancelled.

Hammer of the Righteous
6% of base mana Melee Range
Instant cast 6 sec cooldown
Requires One-Handed Melee Weapon
Hammer the current target and up to 2 additional nearby targets, causing 4 times your main hand damage per second as Holy damage.

Avenger's Shield
30% of base mana 30 yd range
Instant cast 30 sec cooldown
Requires Shields
Hurls a holy shield at the enemy, dealing [440 + 0.07 * SPH + 0.07 * AP] to [536 + 0.07 * SPH + 0.07 * AP] Holy damage, Dazing them and then jumping to additional nearby enemies. Affects 3 total targets. Lasts 10 sec.

Retribution
Seal of Command
14% of base mana
Instant cast
All melee attacks deal [0.36 * mw] to [0.36 * MW] additional Holy damage. When used with attacks or abilities that strike a single target, this additional Holy damage will strike up to 2 additional targets. Lasts 30 min.

Unleashing this Seal's energy will judge an enemy, instantly causing [0.19 * mw + 0.08 * AP + 0.13 * SPH] to [0.19 * MW + 0.08 * AP + 0.13 * SPH] Holy damage.

Judgement of Light
5% of base mana 10 yd range
Instant cast 10 sec cooldown
Unleashes the energy of a Seal spell to judge an enemy for 20 sec, granting attacks made against the judged enemy a chance of healing the attacker for 2% of their maximum health. Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.

Judgement of Wisdom
5% of base mana 10 yd range
Instant cast 10 sec cooldown
Unleashes the energy of a Seal spell to judge an enemy, giving each attack a chance to restore 2% of the attacker's base mana. Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.

Judgement of Justice
5% of base mana 10 yd range
Instant cast 10 sec cooldown
Unleashes the energy of a Seal spell to judge an enemy for 20 sec, preventing them from fleeing and limiting their movement speed. Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.

Repentance
9% of base mana 20 yd range
Instant cast 1 min cooldown
Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage caused will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead.

Retribution Aura
Instant
Causes 10 Holy damage to any enemy that strikes a party or raid member within 40 yards. Players may only have one Aura on them per Paladin at any one time.

Hammer of Wrath
14% of base mana 30 yd range
Instant cast 6 sec cooldown
Hurls a hammer that strikes an enemy for [351 + 0.15 * SPH + 0.15 * AP] to [387 + 0.15 * SPH + 0.15 * AP] Holy damage. Only usable on enemies that have 20% or less health.

Avenging Wrath
8% of base mana
Instant cast 3 min cooldown
Increases all damage and healing caused by 20% for 20 sec. Cannot be used within 30 sec of being the target of Divine Shield, Divine Protection, or Hand of Protection.

Seal of Vengeance
14% of base mana
Instant cast
Fills the Paladin with holy power, causing attacks to apply Holy Vengeance, which deals [(0.013 * SPH + 0.025 * AP) * 5] additional Holy damage over 15 sec. Holy Vengeance can stack up to 5 times. Once stacked to 5 times, each of the Paladin's attacks also deals 33% weapon damage as additional Holy damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 min.

Unleashing this Seal's energy will deal [1 + 0.22 * SPH + 0.14 * AP] Holy damage to an enemy, increased by 10% for each application of Holy Vengeance on the target.

Crusader Strike
5% of base mana Melee Range
Instant cast 4 sec cooldown
Requires Melee Weapon
An instant strike that causes 75% weapon damage.

Divine Storm
12% of base mana
Instant cast 10 sec cooldown
Requires Melee Weapon
An instant weapon attack that causes 110% of weapon damage to up to 4 enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused.



Warrior
Arms
Heroic Strike
15 Rage Melee Range
Next melee
Requires Melee Weapon
A strong attack that increases melee damage by 11 and causes a high amount of threat.

Charge
8 - 25 yd range
Instant 15 sec cooldown
Requires Battle Stance
Charge an enemy, generate 9 rage, and stun it for 1.50 sec. Cannot be used in combat.

Rend
10 Rage Melee Range
Instant
Requires Melee Weapon
Requires Battle Stance, Defensive Stance
Wounds the target causing them to bleed for 25 damage plus an additional [1 * ((MWB + mwb) / 2 + AP / 14 * MWS)] (based on weapon damage) over 15 sec.

Thunder Clap
20 Rage
Instant 6 sec cooldown
Requires Battle Stance, Defensive Stance
Blasts nearby enemies increasing the time between their attacks by 10% for 10 sec and doing 15 damage to them. Damage increased by attack power. This ability causes additional threat.

Retaliation
Instant 5 min cooldown
Requires Battle Stance
Instantly counterattack any enemy that strikes you in melee for 12 sec. Melee attacks made from behind cannot be counterattacked. A maximum of 20 attacks will cause retaliation.

Shattering Throw
25 Rage 30 yd range
1.5 sec cast 5 min cooldown
Requires Melee Weapon
Requires Battle Stance
Throws your weapon at the enemy causing [12 + AP * 0.50] damage (based on attack power), reducing the armor on the target by 20% for 10 sec or removing any invulnerabilities.

Heroic Throw
30 yd range
Instant 1 min cooldown
Requires Melee Weapon
Throws your weapon at the enemy causing [12 + AP * 0.50] damage (based on attack power). This ability causes high threat.

Sweeping Strikes
30 Rage
Instant 30 sec cooldown
Requires Battle Stance, Berserker Stance
Your next 5 melee attacks strike an additional nearby opponent.

Mortal Strike
30 Rage Melee Range
Instant 6 sec cooldown
Requires Melee Weapon
A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.

Bladestorm
25 Rage
Instant 1.5 min cooldown
Requires Melee Weapon
Instantly Whirlwind up to 4 nearby targets and for the next 6 sec you will perform a whirlwind attack every 1 sec. While under the effects of Bladestorm, you can move but cannot perform any other abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed.

Protection
Bloodrage
16% of base health
Instant 1 min cooldown
Generates 20 rage at the cost of health, and then generates an additional 10 rage over 10 sec.

Taunt
30 yd range
Instant 8 sec cooldown
Requires Defensive Stance
Taunts the target to attack you, but has no effect if the target is already attacking you.

Sunder Armor
15 Rage Melee Range
Instant
Requires Melee Weapon
Sunders the target's armor, reducing it by 4% per Sunder Armor and causes a high amount of threat. Threat increased by attack power. Can be applied up to 5 times. Lasts 30 sec.

Shield Bash
10 Rage Melee Range
Instant 12 sec cooldown
Requires Shields
Requires Battle Stance, Defensive Stance
Bash the target with your shield dazing them and interrupting spellcasting, which prevents any spell in that school from being cast for 6 sec.

Shield Block
Instant 1 min cooldown
Requires Shields
Requires Defensive Stance
Increases your chance to block and block value by 100% for 10 sec.

Shield Wall
Instant 5 min cooldown
Requires Shields
Requires Defensive Stance
Reduces all damage taken by 60% for 12 sec.

Shield Slam
20 Rage Melee Range
Instant 6 sec cooldown
Requires Shields
Slam the target with your shield, causing 294 to 308 damage, modified by your shield block value, and dispels 1 magic effect on the target. Also causes a high amount of threat.

Concussion Blow
15 Rage Melee Range
Instant 30 sec cooldown
Requires Melee Weapon
Stuns the opponent for 5 sec and deals [0.75 * AP] damage (based on attack power).

Vigilance
30 yd range
Instant
Focus your protective gaze on a group or raid target, reducing their damage taken by 3% and transfers 10% of the threat they cause to you. In addition, each time they are hit by an attack your Taunt cooldown is refreshed. Lasts 30 min. This effect can only be on one target at a time.

Devastate
15 Rage Melee Range
Instant
Requires Shields
Sunder the target's armor causing the Sunder Armor effect. In addition, causes 100% of weapon damage plus 48 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.

Shockwave
15 Rage
Instant 20 sec cooldown
Sends a wave of force in front of the warrior, causing [0.75 * AP] damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.

Fury
Intercept
10 Rage 8 - 25 yd range
Instant 30 sec cooldown
Requires Berserker Stance
Charge an enemy, causing [AP * 0.12] damage (based on attack power) and stunning it for 3 sec.

Cleave
20 Rage Melee Range
Next melee
Requires Melee Weapon
A sweeping attack that does your weapon damage plus 15 to the target and his nearest ally.

Execute
15 Rage Melee Range
Instant
Requires Melee Weapon
Requires Battle Stance, Berserker Stance
Attempt to finish off a wounded foe, causing [93 + AP * 0.2] damage and converting each extra point of rage into 3 additional damage (up to a maximum cost of 30 rage). Only usable on enemies that have less than 20% health.

Whirlwind
25 Rage
Instant 10 sec cooldown
Requires Melee Weapon
Requires Berserker Stance
In a whirlwind of steel you attack up to 4 enemies within 8 yards, causing weapon damage from both melee weapons to each enemy.

Recklessness
Instant 5 min cooldown
Requires Berserker Stance
Your next 3 special ability attacks have an additional 100% to critically hit but all damage taken is increased by 20%. Lasts 12 sec.

Commanding Shout
10 Rage
Instant
Increases maximum health of all party and raid members within 30 yards by 1080. Lasts 2 min.

Enraged Regeneration
15 Rage
Instant 3 min cooldown
You regenerate 30% of your total health over 10 sec. This ability requires an Enrage effect, consumes all Enrage effects and prevents any from affecting you for the full duration.

Bloodthirst
20 Rage Melee Range
Instant 4 sec cooldown
Requires Melee Weapon
Instantly attack the target causing [AP * 50 / 100] damage. In addition, the next 3 successful melee attacks will restore 1% of max health. This effect lasts 8 sec. Damage is based on your attack power.

Berserker Rage
Instant 30 sec cooldown
The warrior enters a berserker rage, removing and granting immunity to Fear, Sap and Incapacitate effects and generating extra rage when taking damage. Lasts 10 sec.

Rampage
Your melee critical hits cause you to go on a rampage, increasing ranged and melee critical hit chance of all party and raid members within 45 yds by 5%. Lasts 10 sec.

Titan's Grip
Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, One-Handed Swords, Two-Handed Swords, Fist Weapons, Daggers
Allows you to equip two-handed axes, maces and swords in one hand. While you have a two-handed weapon equipped in one hand, your physical damage done is reduced by 10%.



Druid
Restoration
Tree of Life Form (will be spawned in Tree of Life Form)

Healing Touch
38% of base mana 40 yd range
1.5 sec cast
Heals a friendly target for 37 to 51.

Rejuvenation
21% of base mana 40 yd range
Instant cast
Heals the target for 32 over 12 sec.

Regrowth
33% of base mana 40 yd range
2 sec cast
Heals a friendly target for 84 to 98 and another 98 over 21 sec.

Rebirth
68% of base mana 30 yd range
2 sec cast 20 min cooldown
Reagents:
Maple Seed
Returns the spirit to the body, restoring a dead target to life with 400 health and 700 mana.

Tranquility
78% of base mana
Channeled 10 min cooldown
Heals all nearby group members for 351 every 2 seconds for 8 sec. Druid must channel to maintain the spell.

Nature's Swiftness
Instant 3 min cooldown
When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell.

Swiftmend
16% of base mana 40 yd range
Instant cast 15 sec cooldown
Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal them an amount equal to 12 sec. of Rejuvenation or 18 sec. of Regrowth.

Lifebloom
28% of base mana 40 yd range
Instant cast
Heals the target for 224 over 7 sec. When Lifebloom completes its duration or is dispelled, the target instantly heals themself for 480 and the Druid regains half the cost of the spell. This effect can stack up to 3 times on the same target.

Innervate
30 yd range
Instant 3 min cooldown
Causes the target to regenerate mana equal to 225% of the casting Druid's base mana pool over 10 sec.

Nourish
18% of base mana 40 yd range
1.5 sec cast
Heals a friendly target for 1883 to 2187. Heals for an additional 20% if you have a Rejuvenation, Regrowth, Lifebloom, or Wild Growth effect active on the target.

Wild Growth
26% of base mana 40 yd range
Instant cast 6 sec cooldown
Heals up to 5 friendly party or raid members within 15 yards of the target for 686 over 7 sec. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.

Balance
Moonkin Form (will be spawned in Moonkin Form)

Wrath
13% of base mana 30 yd range
1.5 sec cast
Causes 17 to 19 Nature damage to the target.

Moonfire
24% of base mana 30 yd range
Instant cast
Burns the enemy for 7 to 9 Arcane damage and then an additional 12 Arcane damage over 9 sec.

Entangling Roots
8% of base mana 30 yd range
1.5 sec cast
Roots the target in place and causes 20 Nature damage over 12 sec. Damage caused may interrupt the effect.

Starfire
18% of base mana 30 yd range
3.5 sec cast
Causes 121 to 149 Arcane damage to the target.

Hurricane
91% of base mana 30 yd range
Channeled
Creates a violent storm in the target area causing 100 Nature damage to enemies every 1 sec, and increasing the time between attacks of enemies by 20%. Lasts 10 sec. Druid must channel to maintain the spell.

Innervate
30 yd range
Instant 3 min cooldown
Causes the target to regenerate mana equal to 225% of the casting Druid's base mana pool over 10 sec.

Insect Swarm
9% of base mana 30 yd range
Instant cast
The enemy target is swarmed by insects, decreasing their chance to hit by 3% and causing 144 Nature damage over 12 sec.

Force of Nature
12% of base mana 30 yd range
Instant cast 3 min cooldown
Summons 3 treants to attack enemy targets for 30 sec.

Typhoon Rank 1
36% of base mana 30 yd range
Instant cast 20 sec cooldown
You summon a violent Typhoon that does 400 Nature damage when in contact with hostile targets, knocking them back and dazing them for 6 sec.

Starfall Rank 1
39% of base mana
Instant cast 1.5 min cooldown
You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each dealing 111 to 129 Arcane damage. Also causes 20 Arcane damage to all other enemies within 5 yards of the enemy target. Maximum 20 stars. Lasts 10 sec. Shapeshifting into an animal form or mounting cancels the effect. Any effect which causes you to lose control of your character will suppress the starfall effect.

Feral Combat (Cat)
Cat Form (will be spawned in Cat Form)

Claw
45 Energy Melee Range
Instant
Requires Cat Form
Claw the enemy, causing 27 additional damage. Awards 1 combo point.

Prowl
Instant 10 sec cooldown
Requires Cat Form
Allows the Druid to prowl around, but reduces your movement speed by 40%. Lasts until cancelled.

Rip
30 Energy Melee Range
Instant
Requires Cat Form
Finishing move that causes damage over time. Damage increases per combo point and by your attack power:
1 point: [(7 + 0.01 * AP) * 6] damage over 12 sec.
2 points: [(11 + 0.02 * AP) * 6] damage over 12 sec.
3 points: [(15 + 0.03 * AP) * 6] damage over 12 sec.
4 points: [(19 + 0.04 * AP) * 6] damage over 12 sec.
5 points: [(23 + 0.05 * AP) * 6] damage over 12 sec.

Shred
60 Energy Melee Range
Instant
Requires Cat Form
Shred the target, causing 225% damage plus 54 to the target. Must be behind the target. Awards 1 combo point. Effects which increase Bleed damage also increase Shred damage.

Rake
40 Energy Melee Range
Instant
Requires Cat Form
Rake the target for [AP / 100 + 17] bleed damage and an additional [90 + AP * 0.18] damage over 9 sec. Awards 1 combo point.

Tiger's Fury
Instant 30 sec cooldown
Requires Cat Form
Increases damage done by 10 for 6 sec.

Ferocious Bite
35 Energy Melee Range
Instant
Requires Cat Form
Finishing move that causes damage per combo point and converts each extra point of energy (up to a maximum of 30 extra energy) into [0.7 + AP / 410] additional damage. Damage is increased by your attack power.
1 point : [50 + 0.07 * AP]-[66 + 0.07 * AP] damage
2 points: [86 + 0.14 * AP]-[102 + 0.14 * AP] damage
3 points: [122 + 0.21 * AP]-[138 + 0.21 * AP] damage
4 points: [158 + 0.28 * AP]-[174 + 0.28 * AP] damage
5 points: [194 + 0.35 * AP]-[210 + 0.35 * AP] damage

Pounce
50 Energy Melee Range
Instant
Requires Cat Form
Pounce, stunning the target for 3 sec and causing 270 damage over 18 sec. Must be prowling. Awards 1 combo point.

Ravage
60 Energy Melee Range
Instant
Requires Cat Form
Ravage the target, causing 385% damage plus 161.7 to the target. Must be prowling and behind the target. Awards 1 combo point.

Mangle (Cat)
45 Energy Melee Range
Instant
Requires Cat Form
Mangle the target for 200% normal damage plus 198 and causes the target to take 30% additional damage from bleed effects for 12 sec. Awards 1 combo point.

Maim
35 Energy Melee Range
Instant 10 sec cooldown
Requires Cat Form
Finishing move that causes damage and stuns the target. Non-player victim spellcasting is also interrupted for 3 sec. Causes more damage and lasts longer per combo point:
1 point : [129 + mw]-[129 + MW] damage, 1 sec
2 points: [213 + mw]-[213 + MW] damage, 2 sec
3 points: [297 + mw]-[297 + MW] damage, 3 sec
4 points: [381 + mw]-[381 + MW] damage, 4 sec
5 points: [465 + mw]-[465 + MW] damage, 5 sec

Feral Combat (Bear)
Bear Form (will be spawned in Bear Form)

Growl
30 yd range
Instant 8 sec cooldown
Requires Bear Form, Dire Bear Form
Taunts the target to attack you, but has no effect if the target is already attacking you.

Enrage
Instant 1 min cooldown
Requires Bear Form, Dire Bear Form
Generates 20 rage, and then generates an additional 10 rage over 10 sec, but reduces base armor by 27% in Bear Form and 16% in Dire Bear Form.

Bash Rank 1
10 Rage Melee Range
Instant 1 min cooldown
Requires Bear Form, Dire Bear Form
Stuns the target for 2 sec and interrupts non-player spellcasting for 3 sec.

Swipe (Bear) Rank 1
20 Rage Melee Range
Instant
Requires Bear Form, Dire Bear Form
Swipe nearby enemies, inflicting 9 damage. Damage increased by attack power.

Feral Charge - Bear
5 Rage 8 - 25 yd range
Instant 15 sec cooldown
Requires Bear Form, Dire Bear Form
Causes you to charge an enemy, immobilizing and interrupting any spell being cast for 4 sec.

Challenging Roar
15 Rage
Instant 3 min cooldown
Requires Bear Form, Dire Bear Form
Forces all nearby enemies within 10 yards to focus attacks on you for 6 sec.

Frenzied Regeneration
Instant 3 min cooldown
Requires Bear Form, Dire Bear Form
Converts up to 10 rage per second into health for 10 sec. Each point of rage is converted into 0.3% of max health.

Mangle (Bear)
20 Rage Melee Range
Instant 6 sec cooldown
Requires Dire Bear Form
Mangle the target for 115% normal damage plus 86.25 and causes the target to take 30% additional damage from bleed effects for 12 sec.

Survival Instincts
Instant 3 min cooldown
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec while in Bear Form, Cat Form, or Dire Bear Form. After the effect expires, the health is lost.

Lacerate Rank 1
15 Rage Melee Range
Instant
Requires Bear Form, Dire Bear Form
Lacerates the enemy target, dealing 31 damage and making them bleed for 155 damage over 15 sec and causing a high amount of threat. Damage increased by attack power. This effect stacks up to 5 times on the same target.

Berserk
Instant 3 min cooldown
When activated, this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 sec. You cannot use Tiger's Fury while Berserk is active.

Clears the effect of Fear and makes you immune to Fear for the duration.


Rogue
Assasination
Stealth
Instant 10 sec cooldown
Allows the rogue to sneak around, but reduces your speed by 50%. Lasts until cancelled.

Sinister Strike
45 Energy Melee Range
Instant
Requires Melee Weapon
An instant strike that causes 3 damage in addition to your normal weapon damage. Awards 1 combo point.

Ambush
60 Energy Melee Range
Instant
Requires Daggers
Requires Stealth
Ambush the target, causing 275% weapon damage plus 77 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 2 combo points.

Ghostly Strike
40 Energy Melee Range
Instant 20 sec cooldown
Requires Melee Weapon
A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point.

Rupture
25 Energy Melee Range
Instant
Requires Melee Weapon
Finishing move that causes damage over time, increased by your attack power. Lasts longer per combo point:
1 point : [(10 + 0.015 * AP) * 4] damage over 8 secs
2 points: [(12 + 0.024 * AP) * 5] damage over 10 secs
3 points: [(14 + 0.03 * AP) * 6] damage over 12 secs
4 points: [(16 + 0.03428571 * AP) * 7] damage over 14 secs
5 points: [(18 + 0.0375 * AP) * 8] damage over 16 secs

Cheap Shot
60 Energy Melee Range
Instant
Requires Melee Weapon
Requires Stealth
Stuns the target for 4 sec. Must be stealthed. Awards 2 combo points.

Hemorrhage
35 Energy Melee Range
Instant
Requires Melee Weapon
An instant strike that deals 110% weapon damage and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to 21. Lasts 10 charges or 15 sec. Awards 1 combo point.

Envenom Rank 1
35 Energy Melee Range
Instant
Requires Melee Weapon
Finishing move that consumes your Deadly Poison doses on the target and deals instant poison damage. Following the Envenom attack you have an additional 15% chance to apply Deadly Poison and a 75% increased frequency of applying Instant Poison for 1 sec plus an additional 1 sec per combo point. One dose is consumed for each combo point:
1 dose: [117 + AP * 0.09] damage
2 doses: [234 + AP * 0.18] damage
3 doses: [351 + AP * 0.27] damage
4 doses: [468 + AP * 0.36] damage
5 doses: [585 + AP * 0.45] damage

Cold Blood
Instant 3 min cooldown
When activated, increases the critical strike chance of your next offensive ability by 100%.

Mutilate
60 Energy Melee Range
Instant
Requires Daggers
Instantly attacks with both weapons for an additional 63 with each weapon. Damage is increased by 20% against Poisoned targets. Awards 2 combo points.

Hunger For Blood
15 Energy 30 yd range
Instant
Enrages you, increasing all damage caused by 15%. Requires a bleed effect to be active on the target. Lasts 1 min.

Combat
Stealth
Instant 10 sec cooldown
Allows the rogue to sneak around, but reduces your speed by 50%. Lasts until cancelled.

Sinister Strike
45 Energy Melee Range
Instant
Requires Melee Weapon
An instant strike that causes 3 damage in addition to your normal weapon damage. Awards 1 combo point.

Backstab
60 Energy Melee Range
Instant
Requires Daggers
Backstab the target, causing 150% weapon damage plus 15 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Gouge
45 Energy Melee Range
Instant 10 sec cooldown
Requires Melee Weapon
Causes [1 + 0.21 * AP] damage, incapacitating the opponent for 4 sec, and turns off your attack. Target must be facing you. Any damage caused will revive the target. Awards 1 combo point.

Riposte
10 Energy Melee Range
Instant 6 sec cooldown
A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and slows their melee attack speed by 20% for 30 sec. Awards 1 combo point.

Eviscerate Rank 1
35 Energy Melee Range
Instant
Requires Melee Weapon
Finishing move that causes damage per combo point:
1 point : [6 + AP * 0.03]-[10 + AP * 0.07] damage
2 points: [11 + AP * 0.06]-[15 + AP * 0.14] damage
3 points: [16 + AP * 0.09]-[20 + AP * 0.21] damage
4 points: [21 + AP * 0.12]-[25 + AP * 0.28] damage
5 points: [26 + AP * 0.15]-[30 + AP * 0.35] damage

Fan of Knives
50 Energy
Instant
Requires Melee Weapon
Instantly throw both weapons at all targets within 8 yards, causing 105% weapon damage with daggers, and 70% weapon damage with all other weapons.

Blade Flurry
25 Energy
Instant 2 min cooldown
Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 sec.

Slice and Dice
25 Energy 100 yd range
Instant
Finishing move that increases melee attack speed by 20%. Lasts longer per combo point:
1 point : 9 seconds
2 points: 12 seconds
3 points: 15 seconds
4 points: 18 seconds
5 points: 21 seconds

Adrenaline Rush
Instant 3 min cooldown
Increases your Energy regeneration rate by 100% for 15 sec.

Killing Spree
10 yd range
Instant 2 min cooldown
Requires Melee Weapon
Step through the shadows from enemy to enemy within 10 yards, attacking an enemy every .5 secs with both weapons until 5 assaults are made, and increasing all damage done by 20% for the duration. Can hit the same target multiple times. Cannot hit invisible or stealthed targets.

Subtlety
Stealth
Instant 10 sec cooldown
Allows the rogue to sneak around, but reduces your speed by 50%. Lasts until cancelled.

Sinister Strike
45 Energy Melee Range
Instant
Requires Melee Weapon
An instant strike that causes 3 damage in addition to your normal weapon damage. Awards 1 combo point.

Sap
65 Energy Melee Range
Instant
Requires Melee Weapon
Requires Stealth
Incapacitates the target for up to 1 min. Must be stealthed. Only works on Humanoids, Beasts, Demons and Dragonkin that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time.

Garrote
50 Energy Melee Range
Instant
Requires Stealth
Garrote the enemy, silencing them for 3 sec causing [(110 + AP * 0.07) * 6] damage over 18 sec, increased by attack power. Must be stealthed and behind the target. Awards 1 combo point.

Blind
30 Energy 10 yd range
Instant 3 min cooldown
Blinds the target, causing it to wander disoriented for up to 10 sec. Any damage caused will remove the effect.

Kidney Shot
25 Energy Melee Range
Instant 20 sec cooldown
Requires Melee Weapon
Finishing move that stuns the target. Lasts longer per combo point:
1 point : 1 second
2 points: 2 seconds
3 points: 3 seconds
4 points: 4 seconds
5 points: 5 seconds

Vanish
Instant 3 min cooldown
Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects.

Premeditation
30 yd range
Instant 20 sec cooldown
Requires Stealth
When used, adds 2 combo points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.

Expose Armor
25 Energy Melee Range
Instant
Requires Melee Weapon
Finishing move that exposes the target, reducing armor by 20% and lasting longer per combo point:
1 point : 6 sec.
2 points: 12 sec.
3 points: 18 sec.
4 points: 24 sec.
5 points: 30 sec.

Shadowstep
10 Energy 25 yd range
Instant 30 sec cooldown
Attempts to step through the shadows and reappear behind your enemy and increases movement speed by 70% for 3 sec. The damage of your next ability is increased by 20% and the threat caused is reduced by 50%. Lasts 10 sec.

Shadow Dance
Instant 1 min cooldown
Enter the Shadow Dance for 6 sec, allowing the use of Sap, Garrote, Ambush, Cheap Shot, Premeditation, Pickpocket and Disarm Trap regardless of being stealthed.


Shaman
Elemental Combat
Lightning Bolt
13% of base mana 30 yd range
1.5 sec cast
Casts a bolt of lightning at the target for 13 to 15 Nature damage.

Stoneclaw Totem
8% of base mana
Instant cast 30 sec cooldown
Tools:
Earth Totem
Summons a Stoneclaw Totem with 50 health at the feet of the caster for 15 sec that taunts creatures within 8 yards to attack it. Enemies attacking the Stoneclaw Totem have a 50% chance to be stunned for 3 sec. Stoneclaw totem also protects all your totems, causing them to absorb 21 damage.

Flame Shock
22% of base mana 25 yd range
Instant cast 6 sec cooldown
Instantly sears the target with fire, causing 21 Fire damage immediately and 42 Fire damage over 18 sec.

Wind Shear
8% of base mana 25 yd range
Instant cast 6 sec cooldown
Instantly blasts the target with a gust of wind, causing no damage but interrupting spellcasting and preventing any spell in that school from being cast for 2 sec. Also lowers your threat, making the enemy less likely to attack you.

Chain Lightning
33% of base mana 30 yd range
2 sec cast 6 sec cooldown
Hurls a lightning bolt at the enemy, dealing 191 to 217 Nature damage and then jumping to additional nearby enemies. Each jump reduces the damage by 30%. Affects 3 total targets.

Frost Shock
23% of base mana 25 yd range
Instant cast 6 sec cooldown
Instantly shocks the target with frost, causing 89 to 95 Frost damage and slowing movement speed by 50%. Lasts 8 sec. Causes a high amount of threat.

Fire Elemental Totem
23% of base mana
Instant cast 20 min cooldown
Tools:
Fire Totem
Summons an elemental totem that calls forth a greater fire elemental to rain destruction on the caster's enemies. Lasts 2 min.

Lava Burst
10% of base mana 30 yd range
2 sec cast 8 sec cooldown
You hurl molten lava at the target, dealing 1012 to 1290 Fire damage. If your Flame Shock is on the target, Lava Burst will deal a critical strike.

Elemental Mastery
Instant 3 min cooldown
When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes an instant cast spell. In addition, your Fire, Frost, and Nature damage spells have a 15% increased critical strike chance for 15 sec. Elemental Mastery shares a cooldown with Nature's Swiftness.

Totem of Wrath
5% of base mana
Instant cast
Tools:
Fire Totem
Summons a Totem of Wrath with 5 health at the feet of the caster. The totem increases the spell power by 140 for all party and raid members, and increases the critical strike chance of all attacks by 3% against all enemies within 40 yards. Lasts 5 min.

Thunderstorm
Instant 45 sec cooldown
You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 8% mana to you and deals 1074 to 1226 Nature damage to all nearby enemies, knocking them back 20 yards. This spell is usable while stunned.

Enhancement
Earth Shock
23% of base mana 25 yd range
Instant cast 6 sec cooldown
Instantly shocks the target with concussive force, causing 17 to 19 Nature damage and reducing melee attack speed by 10% for 8 sec.

Stoneskin Totem
13% of base mana
Instant cast
Tools:
Earth Totem
Summons a Stoneskin Totem with 5 health at the feet of the caster. The totem protects party and raid members within 30 yards, increasing armor by 95. Lasts 5 min.

Lightning Shield
Instant
The caster is surrounded by 3 balls of lightning. When a spell, melee or ranged attack hits the caster, the attacker will be struck for 13 Nature damage. This expends one lightning ball. Only one ball will fire every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.

Stormstrike
8% of base mana Melee Range
Instant cast 8 sec cooldown
Requires Melee Weapon
Instantly attack with both weapons. In addition, the next 4 sources of Nature damage dealt to the target from the Shaman are increased by 20%. Lasts 12 sec.

Windfury Weapon
9% of base mana
Instant cast
Requires Melee Weapon
Imbue the Shaman's weapon with wind. Each hit has a 20% chance of dealing additional damage equal to two extra attacks with 46 extra attack power. Lasts 30 minutes.

Bloodlust
26% of base mana
Instant cast 5 min cooldown
Increases melee, ranged, and spell casting speed by 30% for all party and raid members. Lasts 40 sec.

After the completion of this effect, those affected will become Sated and unable to benefit from Bloodlust again for 10 min.

Windfury Totem
11% of base mana
Instant cast
Tools:
Air Totem
Summons a Windfury Totem with 5 health at the feet of the caster. The totem provides 16% melee haste to all party and raid members within 30 yards. Lasts 5 min.

Frost Shock
23% of base mana 25 yd range
Instant cast 6 sec cooldown
Instantly shocks the target with frost, causing 89 to 95 Frost damage and slowing movement speed by 50%. Lasts 8 sec. Causes a high amount of threat.

Lava Lash
4% of base mana Melee Range
Instant cast 6 sec cooldown
Requires Melee Weapon
You charge your off-hand weapon with lava, instantly dealing 100% off-hand Weapon damage. Damage is increased by 25% if your off-hand weapon is enchanted with Flametongue.

Searing Totem
7% of base mana
Instant cast
Tools:
Fire Totem
Summons a Searing Totem with 5 health at your feet for 1 min that repeatedly attacks an enemy within 20 yards for 77 to 103 Fire damage.

Shamanistic Rage
Instant 1 min cooldown
Reduces all damage taken by 30% and gives your successful melee attacks a chance to regenerate mana equal to 15% of your attack power. This spell is usable while stunned. Lasts 15 sec.

Feral Spirit
12% of base mana 30 yd range
Instant cast 3 min cooldown
Summons two Spirit Wolves under the command of the Shaman, lasting 45 sec.

Restoration
Healing Wave
32% of base mana 40 yd range
1.5 sec cast
Heals a friendly target for 34 to 44.

Ancestral Spirit
72% of base mana 30 yd range
10 sec cast
Returns the spirit to the body, restoring a dead target to life with 65 health and 120 mana. Cannot be cast when in combat.

Lesser Healing Wave
19% of base mana 40 yd range
1.5 sec cast
Heals a friendly target for 162 to 186.

Water Shield
Instant
The caster is surrounded by 3 globes of water, granting 10 mana per 5 sec. When a spell, melee or ranged attack hits the caster, 40 mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.

Earthliving Weapon
8% of base mana
Instant cast
Requires Melee Weapon
Imbue the Shaman's weapon with earthen life. Increases healing done by 26 and each heal has a 20% chance to proc Earthliving on the target, healing an additional 116 over 12 sec. Lasts 30 minutes.

Chain Heal
24% of base mana 40 yd range
2.5 sec cast
Heals the friendly target for 320 to 368, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Each jump reduces the effectiveness of the heal by 40%. Heals 3 total targets.

Mana Tide Totem
Instant 5 min cooldown
Tools:
Water Totem
Summons a Mana Tide Totem with 10% of the caster's health at the feet of the caster for [13 sec - 1] sec that restores 6% of total mana every 3 seconds to group members within 30 yards.

Nature's Swiftness
Instant 2 min cooldown
When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. Nature's Swiftness shares a cooldown with Elemental Mastery.

Tidal Force
Instant 3 min cooldown
Increases the critical effect chance of your Healing Wave, Lesser Healing Wave and Chain Heal by 60%. Each critical heal reduces the chance by 20%. Lasts 20 sec.

Earth Shield
19% of base mana 40 yd range
Instant cast
Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30% and causing attacks to heal the shielded target for 205. This effect can only occur once every few seconds. 6 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.

Riptide
21% of base mana 40 yd range
Instant cast 6 sec cooldown
Heals a friendly target for 639 to 691 and another 665 over 15 sec. Your next Chain Heal cast on that primary target within 15 sec will consume the healing over time effect and increase the amount of the Chain Heal by 25%.






5.) Screenshots
28hn4n4.jpg


2l89sg1.jpg


1zxl4ht.jpg


7.) Progress

Overall progress: ca. 65%

Terrain - 90% Basically done, but needs some revision

Items - 100% All items are integrated (ca. 150). More items might be added later

Heroes - 15% We are currently redoing all skills of the 9 classes.

Creeps and Bosses - 80% All Creeps and Bosses have been implemented and work fine the way they are. Nonetheless, we are going to revise some of the boss events and creep skills.

Systems - 100% Aggro system, out of combat system and so on, are all implemented.

Other - 70% Dialogues, possible "surprises" in the instance and so on are mostly done but there still is work to do.

Balancing - 5% We did some balancing already, but as I've stated earlier in this post, we are redoing the heroes' skills and some of the bosses etc. so we won't be able to actually start the balancing part until that is done.

Final Notes

We are using some new models, all modelers will be credited at the end of the map and in the quest log

What about more screenshots? Stay put:thumbs_up:

Further information on the heroes' abilities will be added.

We are happy about any suggestions whatsoever as long as they contain constructive criticism :wink:

Please excuse any grammar and spelling mistakes in the text, I am not a native speaker :grin:
 
Last edited:
Level 17
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So you will be using WoW's skill tree, meaning you'll use their abilities too? So, the map is basically a dungeon, made by you, with WoW concepts? Maybe you should try to make a significant difference, y'know?
 
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Wolfe Orscythe: It was never our intention to make a groundbreaking new map. We are trying to capture the typical WoW group feeling in Warcraft.
However, we are trying to differenciate the boss encounters from the typical WoW-bossfight to make them more interesting.
I hope this does not disencourage from testing the map as soon as we have published a playable beta version. :thumbs_up:
 
Level 2
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Will you be able to capture some gameplay footage as a video and maybe add it to YouTube? Would be great to see some action going on.

Anyway, sounds pretty cool to me so far, let's see how it will be when it's done.

Kind Regards, 3YPg
 
Level 1
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seems nice to me so far
are all the spells instant or did you implement stuff like cast time for certain spells?
 
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Well frankly I adore the concept, what I'm wanting to know is what the Lost Halls will look like? Will they be literal caverns or tiled like Ulduman, Ulduar, Ironforge, etc.

And I don't mind about the spell-part, I'm a fan of WoW raids and dungeons. The spells are idealistic, they don't blind you with SFX and they're simple and straightforward. Good luck, and if you ever need a BETA tester just give me a call.

Good luck,
Wolfe
 
Level 1
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thx for the quick reply
can't wait to see the first screenshots
hope u choose the right skills for each class
will retri paladin for instance be able to use crusaderstrike and divine storm?
 
Level 17
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Well, I'm sure they will try to include a majority of the abilities to make the class trees as good as they can be for raids. But I'm curious, will you ATTEMPT to mimic WoW's panel? Or will you use a spellbook (11 spell limit)? I think 11 spells is all you need really.
 
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thx for the quick reply
can't wait to see the first screenshots
hope u choose the right skills for each class
will retri paladin for instance be able to use crusaderstrike and divine storm?

The class skills will be revealed on a weekly or bi-weekly basis, starting with the Paladin's skills on this sunday, so stay put:grin:

Well, I'm sure they will try to include a majority of the abilities to make the class trees as good as they can be for raids. But I'm curious, will you ATTEMPT to mimic WoW's panel? Or will you use a spellbook (11 spell limit)? I think 11 spells is all you need really.

We are going to use a spellbook. We concurred that 11 spells would be enough, although it was sometimes hard to find the "right" skills for all skilltrees (rogue's skilltrees for example were really difficult to do).
 
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I'd imagine so. The combo points are divided amongst two trees, no?

And another question. Will each talent tree be available like in the real WoW? For instance, a paladin wants to heal and do damage.
 
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Screenshots look good, can't wait to test it!
Am I right about the class on screen 2 being a retri pala?
 
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I'd imagine so. The combo points are divided amongst two trees, no?

And another question. Will each talent tree be available like in the real WoW? For instance, a paladin wants to heal and do damage.

You may only choose one skill tree. We decided not to integrate the possibility to choose more than one skill tree as it would make the classes weaker rather than stronger (Yes, we tested it:thumbs_up:).
Also, we wanted the roles of the single players to be clear, meaning there is a healer and what he does is healing, not tanking which would have been possible if the above mentioned was possible.

Screenshots look good, can't wait to test it!
Am I right about the class on screen 2 being a retri pala?

Yes, you are.:grin:
 
Level 1
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totally agree with that - seems to me as if you've chosen the right skills for the paladin as well
Are u going to reveal more screens with other classes in action? :xxd:
 
Level 2
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Good job on the pala, what class is next on your list?
Shaman would be interesting...
 
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totally agree with that - seems to me as if you've chosen the right skills for the paladin as well
Are u going to reveal more screens with other classes in action? :xxd:

I am going to add more screenshots sooner or later, you'll just have to be patient :wink:

Good job on the pala, what class is next on your list?
Shaman would be interesting...

Next class to be revealed is the warrior (probably before the next weekend).
Until then, stay put :thumbs_up:
 
Level 17
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Care to give us a percentage on how much the map is done?

Also, the terrain looks decent. The first screenshot is by far the worst. The blizzard cliffs are ugly, why not replace them with raised terrain? It'd make it look a lot more like some of the mountains in the Barrens (for example where the Wailing Caverns are, etc.). Also, perhaps you could replace the portal with a cave of some sort of skillfully-placed doodads like rocks or something? Also, I suggest maybe making the area around the portal flat, especially where the two obelisks are. Some parts of them are floating. Also, the Barrens Rock Spire... see the flat rocks around it? Maybe lower it into the ground a bit to remove it. Also do the same with the Sunken Ruins one in screenshot two.

The third screenshot is by far the best. But your choice of lanterns doesn't fit with the rest of the terrain.
 
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Update: Added specific information about the progress of the map.
Also, I am going to upload the icons of the heroe skills and their description as soon as I've got some time to do so.
 
Level 2
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Care to give us a percentage on how much the map is done?

Also, the terrain looks decent. The first screenshot is by far the worst. The blizzard cliffs are ugly, why not replace them with raised terrain? It'd make it look a lot more like some of the mountains in the Barrens (for example where the Wailing Caverns are, etc.). Also, perhaps you could replace the portal with a cave of some sort of skillfully-placed doodads like rocks or something? Also, I suggest maybe making the area around the portal flat, especially where the two obelisks are. Some parts of them are floating. Also, the Barrens Rock Spire... see the flat rocks around it? Maybe lower it into the ground a bit to remove it. Also do the same with the Sunken Ruins one in screenshot two.

The third screenshot is by far the best. But your choice of lanterns doesn't fit with the rest of the terrain.

Your ideas are really good, but I can imagine that they're not that easy to realize, for example the whole cave thing.
 
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Update: Added the Warrior's ability, also added descriptions for the Paladin skills. Sorry for the long wait :grin:

Your ideas are really good, but I can imagine that they're not that easy to realize, for example the whole cave thing.
That's no problem at all :wink: The terrain was the first thing I did, so it still needs some rework, but I'll see to the things Wolf_Orscythe has pointed out.
 
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New Thread Name

Thread has been renamed to: New WoW Instance!
The next class skills I am going to reveal are the Druid's skills, hopefully this sunday :wink:
 
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Wow, seems like you're working hard. Almost every weekend you have one class done. Keep it up! I can't wait for shaman to be revealed, my favourite class atm.
 
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Update: Added the Druid's abilities. The Druid is the only class with 4 skill trees as we decided to make 2 feral combat skill trees - one for the cat and one for the bear form which therefore makes it the most versatile class in the game.
As for terrain screenshots: I am going to redo parts of the terrain in the next 2-3 weeks, so I don't want to show too much of it right now. Also, I am thinking of adding a bit more variation to it, but that will have to wait until the more important matters have been attended to.
Nonetheless, I will see to it, that by the end of the next week new screenshots are uploaded.
Also, more than 700 views and only about 30 replies, come on... You can do better! :thumbs_up:
 
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what about the crit rates ?
are they gonna be like in normal warcraft or "wotlk - like"?
And is a crit as exaggerated as in wotlk meaning a wl shadow bolt crits for 10k sometimes?
 
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what about the crit rates ?
are they gonna be like in normal warcraft or "wotlk - like"?
And is a crit as exaggerated as in wotlk meaning a wl shadow bolt crits for 10k sometimes?

Crit=depends on the class, we are still balancing it.
Added Rogue's abiltities. I'm hoping to get some feedback on this one, as it was quite hard to find the "right" skills for every skilltree.
To all people viewing this, please leave a comment, every reply will help.
 
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Next Class Skills to be revealed are those of the Mage. Sorry for the long wait, I had a lot of things to take care of.
p.s.: If you're already here, just leave a comment telling me what you think about the project (+rep for every constructive criticism I get). :wink:
 
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is it possible for 5 players to take the same class/skilltree?
cause with something like 5 mages it'd be a speed run
 
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is it possible for 5 players to take the same class/skilltree?
cause with something like 5 mages it'd be a speed run
We have decided against giving the players the possibilty to choose the same skilltree more than once.
But we are still undecided about whether it should be possible to take a class 3 times with the different skill trees.
If you have any suggestions on this matter, let me know :thumbs_up:

I like the idea,but lately many map makers try to make a classical RPG that has WoW style in it.If you want your to be better you really have to think of a few unique systems/ideas.
By the way i like spells :D
Keep the good work :thumbs_up:

We have been working on this map for a lot longer than "lately", so that's just an unfortunate coincidence. Nonetheless, we are trying to make the best out of this map and are hoping to create a memorable experience :wink:
 
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