What Dungeons do you wish were in the game?

Hi I’m back.

What is one dungeon that you think could have made a zone or expansion better (or at least more complete)? This could be anything from cut content to something you’ve thought of yourself. You don’t have to go into a huge write up like I am going to do here, but a little detail on why you think the dungeon would work into the story of the expansion or zone you’ve placed it in you be nice.

For me, I think that we needed a dungeon in Krasarang Wilds in Pandaria. The entire zone was so under-utilized and nothing more than a daily farm and the zone’s storyline was anemic at best. My first time through Pandaria, I never even touched the place.

So I feel like giving us a temple to Chi-Ji, much like all the other August Celestials have their own temples. The way I see this instance, aesthetically, is playing up the old, forgotten, overgrown temple feel…And have it take place at sunset. Typing it out I see more than a few similarities with the Temple of the Jade Serpent but…meh. I still think this would have been a good thing for the zone to have.

Temple of Chi-Ji.

The instance would begin on the beach in the afternoon, securing it for the Alliance/Horde. You fight off a few waves of your opposing faction’s troops and then you fight a named main character, but the boss fight is interrupted as Sha burst out of the place and possess the story characters on both sides. You then have to flee into the jungle with the help of the Shado-Pan/Children of Chi-Ji and have to race through the jungles to a crystal clear shrine behind a towering waterfall.

From here you regroup with the surviving story characters from your opposite faction. I don’t really know who these would be, but Horde would have to follow an Alliance character and vice versa, with the objective given to you by the Pandaren NPCs to get to the temple of Chi-Ji and help him before he is consumed by the Sha. This isn’t the Shrine of Chi-Ji on the island, but a full temple. The Temple of Chi-Ji lies far down the coast, accessible only by river due to the fierce reefs that surround the cliffs and even Chi-Ji himself has, over the millenia, abandoned it to the jungle and preferring his Shrine on the island. All that remains to protect Chi-JI’s source of power is a single guardian, one of Chi-Ji’s first followers.

But now that the Sha have been unleashed, Chi-Ji’'s essence is vulnerable to corruption. You have to save him so that the Sha do not overrun Krasarang. It is your fault they appeared, so it is your responsibility to fix. Out of the collected Pandaren survivors, Fat-Long-Fat says that he will guide you to the temple…But that trying to push through the ancient and savage jungle would only result in your deaths. You were lucky enough to reach this safe haven due to the chaos unleashed by the eruption of the Sha, but the jungle has recovered. Within it you would be only prey to the predators within, and the Sha.

The next phase would be on a makeshift raft floating down the river as the sun begins to drop low in the sky. You start the encounter fighting off a swarm of crocolisks, and at the next bend in the river you have to fight off some more well organized Hozen…And then you float through the ruins of a Mogu fortress…right as the Mogu awaken. You have to fight off successive waves of Mogu before dealing with their warlord, who upon his death after a standard tank and spank, destroys your raft and you all tumble into the swift moving waters and are flushed down-river.

You wash up up on the rocky shores of Chi-Ji’s temple as the sun nears the horizon, the sun and sky turning a deep red as, in the distance, the smoke from the Alliance and Horde oil refineries drift across the sky. The temple is old, very old and heavily overgrown. Old growth trees press out of the structure, covering many openings with their thick roots, and the setting sun has caused most of the temple grounds to be covered in ominous shadows.

You regroup and push forward into the temple led by the Faction story character and your Pandaren guide, only to come face to face with the enraged Temple Guardian, who says that he/she had already failed to keep outsiders from the temple once, they won’t do it again. Then you’d engage in a battle with the Guardian, who utilizes high speed, high power melee attacks from long range and occasionally leaps so high into the sky that you drop combat and they reappear elsewhere in the arena. Upon their defeat, the Guardian collapses and begs to be ended for their failure, they themselves consumed by shame, anger and hate…But Fat-Long-Fat then reveals himself to BE Chi-Ji, and re-assures his old friend that Chi-Ji never ordered them to guard the temple, and that doing so was nothing more than an act of good faith and devotion.

But Chi-Ji cannot go any further than here. The temple oozes with corruption, and you are almost too late to save it. If Chi-Ji enters the temple he will be consumed by the Sha and fall. You must continue on alone, though Chi-Ji and the Guardian will do what they can to support you from the exterior. The Guardian gives the faction character a amulet that is inscribed with protective chakras/mantras and says that this will bring light to you in the darkness within.

Your party enters, led by the faction character, while Chi-Ji and the Guardian take to the air in crane forms. The temple is dark and oppressive, the over-growth blocking out much of the setting sunlight…And what isn’t directly exposed to the light is covered by Sha energies. The faction character lights a torch and your follow them through the temple, fighting Sha-shadows of your inner conflicts, taking damage the entire time from the corruption. The faction character lights wall torches every so often, and you have to fight against the surging darkness (and waves of elites) until the faction character is able to purify the area, keeping it permanently lit. Once the waves are over you’re able to rest and heal before moving on to the next torch. Eventually you make it through the temple interior and reach a long, open bridge section that leads to Chi-Ji’s nest; the heart of the temple and the final boss.

The sun is dropping below the horizon, the shadows are darker than you’d ever thought possible and there are many large support pillars that separate the remaining rays of the sin. The amulet carried by the faction character crumbles away, it’s protective power spent, and a gust of unnatural wind extinguishes the torch and rips it out of the faction character’s hand and send it tumbling to the rocks below. You cannot go back, as the amulet’s destruction has led to the protective wards failing around the torches. They fade, one by one, in the darkness behind you. You can only go forward, but the shadows are long and the light cast by the fading sun is weak and interspersed between the pillars. Without the amulet the corruption could take you, but the only way to survive is by pushing forward. The Guardian and Chi-Ji swoop by outside and tell you that they will protect you as best they can if you can stay in the light.

This next phase would be racing through the shadow areas and taking heavy damage. You have a chance to heal when you get into the strips of sunlight, where Chi-Ji and the Guardian give you some burst heals. You then have to fight more Sha Shadows, but not just of yourself, but of Pandaren, Mogu, Hozen and races of your opposing faction (which appear the closer you get to the end of the bridge).

When you arrive at the entry to Chi-Ji’s nest though, the sun finally sets below the horizon and casts everything into darkness. You group together to fight to the end as the Sha corruption begins to consume you…Only for the Faction character to find their inner strength and begins to channel their Chi, creating a barrier between the Nest and the Sha. It’s up to you to end this, and you rush into Chi-Ji’s nest and find yourself face to face with the source of the darkness; the Sha possessed version of YOUR faction character from the beach assault.

They want to claim the power of Chi-Ji for themselves, so they can crush the Alliance/Horde, bring glory and power to themselves and crush the weakness within them, to make others suffer as they have suffered, to doubt and cower in shame of their failures.

You then have to fight the character in a very tightly confined chamber that would again focus on proper positioning and staying on top of it, with safe zones being limited and constantly shifting during the battle, requiring all players to keep rotating to new locations in the boss fight.

But near the end of the fight, it’s too much. The faction character you made the journey with falters and falls, being consumed by the darkness…which then floods the Nest and incapacitates your party. Right as you’re all about to be consumed by the Sha, the Guardian bursts through the domed ceiling of the Nest and sacrifices themselves to knock back the darkness and purify all of you, and the Sha coalesces into a shapeless blob in the center of the Nest, and you have one last chance to defeat it. Which you do by channeling your own inner strength, which vaporizes it and purifies the temple of the darkness.

You get the loot and Chi-Ji drops in through the dome breach and the two faction characters have a heart to heart about how powerful they are if they just believe, etc etc, that with the power of working together they were able to free the other from domination and put an end to the corruption of the temple. Perhaps if the Horde/Alliance had simply done this from the beginning instead of pursuing a conflict of hate, they could end the threat the Sha pose entirely…Or perhaps never would have even released them.

The dungeon story ends with the moment of introspection…But it’s not a clean ending, and ends on an ominous note as the two faction characters depart with an understanding…But still plenty of suspicion of the other, and doubt that their counterpart, and by extension the Horde/Alliance can ever truly change.

And yeah the ending is a little corny, but I feel it maintains the theme of what Mists of Pandaria was, that even in the heat of the conflict and tensions between the Horde and Alliance, there were very clear examples of what would be possible if the two factions put aside all their hate, their anger, their doubts and distrust of each other. It’s only because of their failure to do so that leads to Garrosh finding the Heart of Y’shaarj and the Siege of Orgrimmar, all the things that followed.

Also my apologies to the lowbie Gnome rogue I ganked in Krasarang when going for the Zandalari Warscout. I love you and it was an accident because I forgot to click off you and kept autoattacking and then I figured I may as well just put you out of your misery.

But on the plus side, you lead me to thinking about all of this!

So yeah, what dungeons do you think should have been in the game, what dungeon ideas do you have that, be they of your creation and ideas or just expanding upon cut content, and how would they have made the zone or expansion they are in better?

Look forward to hearing your ideas!

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yo-ho rpg pirates me hardies

there’s been a pirate problem for a long long time on azeroth, and while the pirates of the freehold are largely out of the picture, the bloodsail buccaneers are still a trouble child. tethys, an admiral of the buccaneers, plans a coup with the help of the uncrowned and some well-paid adventurers. its time for the kingslayers to usurp a pirate king.

after a decent questline, you are pointed in the direction of plunder isle, and tethys sends you aboard his quickest and sneakiest rum-runner. its up to you to plunder plunder isle and go toe to toe with the most violent band of sea-dogs on azeroth.

you’d head through the back end of the isle, which is all a tangle of dense jungle. you fight some drunk pirates, some basilisks, some crab fellas with knives and pirate hats, and then you get to your first boss. tethys riled up some native fauna to open up plunder isle’s back door, and you get to deal with the bloodsail’s exterminator. a lot of grog being set aflame, plenty of gunpowder to go around, and one ticked off monkey. when you beat the hozen, he drops a lit grenade that blows open the back wall to plunder isle.

this allows you to see the pirate hold in the middle of some pretty fierce fighting, as many of the bloodsail have decided to throw in with tethys after years of not getting a “fair cut of the booty”. its a full on pirate war down there, and youre just here to steal their stuff and go home.

fight through the bloodsail defending the hold, or the bloodsail fleeing the hold, or the bloodsail trying to take advantage of the chaos to kill and plunder. eventually the group runs into a dead end, as the pirate king himself finally makes a grand appearance. falrevere, once duke of lordaeron, will continue to taunt the group through the rest of the dungeon. he blows up a stairway and drops a plundered golem on your head. the golem has cannons strapped to it, speaks like a robot with a pirate accent, and switches to using azerite powder halfway through the fight. once it goes down, tethys catches up with you and has his turncoats shoot up a few ropes for you to get to the rest of bloodsail hold. he wishes you luck, because pirate king falrevere has never lost a battle for good reason.

once you reach bloodsail hold, falrevere’s elite stand in your way. the pirates are almost completely human (normal and kul tiran) from here on out. some are armed with surprisingly technical weaponry, and call themselves “Wallace’s Warriors”. the reason becomes clear when you clear a gambit of traps, trickery, and skullduggery to run into commodore wallace boltscrew. his fight requires you to pay attention to the room, as his submersibles launch attacks that can only be dodged if you watch their positioning.

eventually, he flees with the help of his lover annetta, and the rest of the encounter is surviving the room that’s rigged to go boom. as a good portion of the hold is now on fire and filled with holes, falrevere still manages to hold the upper hand. you find him and tethys dueling, and falrevere knocks the admiral to the ground. he calls out “ZANK!” and commodore lester zank teleports into the room, opening a portal for pirate king falrevere to drag tethys through.

commodore zank uses magic to make pursuing him difficult, and summons many fire elementals to block your path. pirates with flaming cutlasses are also troublesome, as their weapons reduce armor. eventually, you reach the mage commodore and engage him in a quick-paced battle. lester’s flames reduce armor, his arcane reduces healing, and both do tremendous damage. it takes wit to stay out of the mage’s powerful onslaught, but eventually you do, and lester zank is forced into a block of ice.

there’s only a little more to fight through.

the pirate king sits atop his throne in the next room, haggard from this all. he bemoans the fate of a king of backstabbers, and leaves his throne vacant. tethys rounds the corner, a mask magically sealed to his face, and takes the throne. falrevere runs to the rooftop as a mind-controlled tethys waits for you. you dont actually have to fight through anything to reach tethys, as falrevere plays a haunting tune upon his organ as you ascend the room to the pirate king’s seat.

then you go toe to toe with one of azeroth’s finest traitors. he’s a pure swashbuckler. he uses pistols, fancy swordplay, and plenty of swinging ropes to both dazzle and and outmatch. tethys divides the room with a burning cutlass between phases, sets up elaborate powdered keg traps, and even picks up the accursed dreadblades and begins to call upon ghostly cannon barrages and skeletal sailors.

when he’s defeated, he’s clearly in bad shape, but he’ll persevere. all that’s left is falrevere. you reach the top of the hold to find falrevere with lester zank, saying that this isn’t the last you’ve seen of Captain Falrevere. he admits tethys has won the throne of the pirate king admirably, but he won’t see that last.

plunder isle ends with tethys as pirate king, with falrevere and some of his more loyal cronies still plundering azeroth’s seas. look at that! the uncrowned actually dethroned a king, and now position one of their shadowblades as one of the most influential men on azeroth.

nice job, uncrowned! (could serve as setup for more falrevere pirate shenanigans, the uncrowned as future antagonists, etc)

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I don’t know what dungeon I’d put in but it’d sure as heck have trolls in it.

5 Likes

I wish they had never gotten rid of old Upper BlackRock. Only got to run it once I think before WoD scrapped it but I remember loving it.

3 Likes

I’m too tired to do a write up but two ideas.

Maraudon which leads to some hollow earth expansion and we go delving into a mysterious ever expansive subterranean world of Azeroth, filled with lost Nerubian and Aquir kingdoms, Titan ruins and probably a buncha other cool stuff like elementals and strange creatures of the depths.

Shadowforge could be the Alliance hub while Kezan ??? could be the Horde hub.

I also just watched Kong vs Godzilla and the whole hollow earth part of the movie was pretty cool and you could do a lot with a setting like that.

I had a second idea but I already forgot it because I’m very tired and my allergies are killing me.

3 Likes

I’d’ve loved this to be a Dungeon.

RIOT! Takes place during the Cataclysm Era, Horde players go in as themselves, Alliance players get transformed by SI:7 spies and Dalaran Mages to have the appearance of Horde races.

The Orgrimmar Riots takes place in the Valley of Strength where civilians are protesting food shortages and curfews, the rising endemic of thieves stealing supplies to feed their families and generally the mis-management of the Horde by Garrosh, since ever victory is swiftly, and off-screen, reversed and given back to the Alliance.

The Warchief demands the players stop the protests and the players are given the option of talking the civilians down or beating the tar out of them. Regardless of which option the players take, the Shattered Hand and the Kor’Kron start a fight anyway and the players have to run around dispersing the rioters.

If they chose talking them down, the NPCs survive, just battered and bruised. If they don’t, the NPCs die in combat.

First Boss is a three-person team of a Forsaken, a Goblin and a Tauren, all merchants, who swap between members to deal with the players. The Tauren sells wheat and flour, and her attacks are literally hurling sacks of flour at you, either blinding you, knocking you on your back or just smacking you upside the head with them. The Goblin sells Battle-Pets and sends out swarms of them, which have to be crushed which in turn demoralizes the Goblin, aka decreases his health. Finally, the Forsaken is an Apothecary who came to Orgrimmar because she disagreed with the Kill-Em-All attitude of her ‘people’ and throughout the fight is hurling healing potions to her friends. Now that she’s up, however, she starts hurling poisons and miniature slimes at the players to try to get them to go away.

Eventually, the fight ends and, depending upon the players’ choice, the merchants are left alive but battered, or lay dead amongst the wreckage of their wages. Onwards to the Drag, where the rioters have scattered trying to escape being beat down and murdered by the Kor’Korn and Shattered Hand, and the players again get a choice between taking the NPCs in alive or murking them on the spot. Players have to deal with the rice-stealing Thieves jumping out of the shadows at unfortunate moments as mobs of rioters run around wildly and Kor’Kron Snipers are taking pot-shots at anything that moves, including the Players, before they encounter the second boss, a team of Orc Peons led by an Overseer who is sick of watching his work-force get slaughtered and is demanding the Warchief and the Horde’s army be more respectful and protective of their Grunts.

Mid-speech, he’s shot off his platform by several snipers while the Kor’Kron look on and laugh, and with a roar of anger, the Peons begin picking up everything in range and hurl them at the Kor’Kron, bodying the first few rows under crates, sacks and from the Dire-Orc called Over-Peon Bhurr, an entire Kodo-drawn wagon that is hurled into the elite soldiers of the Horde.

Players fight Over-Peon Bhurr, who is a fairly simple, beat down until X then lead him to run into Y boss, made more difficult by the outraged Peons hurling random junk at the players that can slow them, make them drunk, disarm them and, by application of Booterang, stun them. Victory is achieved when Over-Peon Bhurr finally knocks himself unconscious. Players who have chosen to be merciful then have to stop the Kor’Kron from slaughtering the Peons, involving a small scrum with the Elite Soldiers to send them packing, while Players who have chosen to not be merciful get to watch as the Kor’Kron round up the peons and start chaining them to a nearby tree, gloating and telling the players to ‘come back later for a show’ as the Peons whimper and cry.

Chasing the last of the Rioters, the Players then swing around to the Valley of Wisdom, where the Tauren enclave is busy trying to protect the rioters and calm them down, while the Shattered Hand is about ready to launch an assault out of spite because the Tauren in charge of the district are claiming they can handle it, and they don’t need bloodshed in a place of healing and learning, where the Druids and Shamans of the Horde gather to learn their ancient ways.

Players are given the option of siding with the Tauren, which saves the district but provokes the Shattered Hand group into attacking the Players for the crime of ‘defying the Warchief’, or they can side with the Shattered Hand and force their way into the district.

If the players side with the Tauren, the leader of the Shattered Hand is a typical tank-and-spank fight, except he has a tendency to randomly shadow-step around the arena and attempt to mutilate the top DPS, inflicting a variety of poisons and bleeds in the process which requires a lot of mitigation and healing to deal with. Random Shattered Hand Assassins also pop in and need to be dropped as quickly as possible as while their attacks are weak the DoT from their poisons is minimal, the main effect of their Poison Blade attack is to make the Players more vulnerable to their boss, who deals X% more damage the more stacks of Poison Blade the players have on them.

If the players side with the Shattered Hand, the Tauren step up to defend their home and the fight is much the same, albeit the Tauren is a Hunter rather than a Rogue and he calls in his pets to weaken the players much like the Shattered Hand Leader calls in his Assassins to soften up the players for his own attacks.

After this, the players are called back to the Warchief, but upon passing the Valley of Spirits, see that a Ooze Elemental has spawned from the Goblins’ ill-conceived oil-drilling operation and is rampaging through the Darkspear’s district. The Kor’kron say to ignore it, and the Goblins are safe as the Elemental is rampaging down-stream and away from them, but the Trolls are getting hammered. Players can choose to either ignore this and walk towards the Warchief, or rush in to save the Darkspear.

If the players choose to engage this optional boss, they are catapulted ahead of the giant ooze that is slowly grinding its way down the narrow valley, dissolving and destroying everything in its path. Contact with the Ooze is instant death, and the players have all been granted unstable weaponry that can temporarily ‘soldify’ the Ooze, which slows it down, but the weaponry tends to overheat quite often and takes a fair bit of time to repair. The true way to beat this boss is to gather up the Trolls in the area and try to get them to escape, since every being the Ooze eats makes it grow larger, and more importantly, faster. The party needs to have at least two people constantly slowing the ooze down, while the other three focus on repairing their own unstable weapons and herding the Darkspear to safety.

Players encounter a mini-boss at the passageway between the Valley of Spirits and the Valley of Wisdom, where a Kor’Kron Captain refuses to allow the Darkspear to pass through, demanding that the Trolls stand and fight for their homes ‘like true Warriors of the Horde’ and has to be beaten down for the refugees to pass. Poetically, as the refugees escape (assuming the players can burn down this meatshield in time while still slowing down the Ooze), the Kor’Kron Captain raises his axe against the Ooze, screams 'For the Warchief!", charges it and … immediately gets dissolved as the gate slams down, funnelling the Ooze out of Orgrimmar and leaving the Darkspears homeless but alive.

If the players went after the optional boss, Garrosh will growl at them that he has ‘better things to do’ than wait on them, but still thanks them for their efforts.

If the players chose to be merciful for at least two of the three sections of the Dungeon, the Warchief chides them on being ‘soft’ to those who would dispute his rule, but admits that it is better that the Horde does not turn their blades on their people without due cause. If the players chose not to be merciful for at least two of the three sections of the Dungeon, the Warchief praises them on their loyalty and promises that their dedication to ‘his cause’ will be remembered, and rewarded.

Gear is the same regardless of which route is chosen, but five consecutive runs of the Dungeon choosing the same route, either Mercy or No Mercy, will grant players a title.

Merciful Players gain the ‘of the People’ title. No Mercy Players gain the ‘the Iron-Fisted’ title.

Defeating the Optional Boss at the end awards a small chest from the Darkspear which contains vanity pets, mounts and cosmetic items, with more rewards available from the chest depending upon how many Darkspears were saved.

4 Likes

I’m not sure I’m adept enough to flesh this out, but I’d like to see each race get its own version of Torghast.

Instead of, “Torghast, Tower of the Damned” it would be for example, “Dwarves: Tower of The Earthen Gods”

It could involve rando historical mobs (relevant to Dwarven history) to kill, puzzle games, mini-games, “visions” of key moments in that races history (like we have in the MoP Archaeology bldg), wings that involved learning about the race itself, incorporate mining, drinking; different wings could be for different clans, etc.

Basically, the Towers themselves would encompass all the history for that specific race. Since it would be its own zone, you could continually add on as expacs are released.

Could drop race-themed transmog items, toys, mounts, nonsense, quest items, etc.

7 Likes

Bit of a gravedig but meh, my thread.

Thinking about it, Wrath probably needed, narrative wise, one more dungeon in Icecrown. Where, you ask?

Onslaught Harbor. That forgotten pain in the butt daily quest area on the edge of the zone. For lore coherency for a boss fight, basically way back in Dragonblight at New Hearthglen, you fail to kill High General Abbendis and instead just killed a body double, or she escaped but you managed to break their hold on the area.

Other than that, basically the storyline for Onslaught Harbor would run like it does in the game, just as an instance instead of a daily zone. Story-wise I’d probably attach it to building the Argent Crusade tournament grounds. Tirion Fordring sends you there to, one final time, convince the Scarlet Onslaught to join the Argent Crusade. If they refuse, then you have no other choice than to decapitate the leadership once and for all. He sent a messenger ahead to call for a meeting between the Onslaught and Argent representatives (you) and as he’s not heard back, fears the worst.

You ride some Argent gryphons to the meeting point and after a short, ill-fated argument with the Onslaught representative, your gryphons get netted and you get surrounded by Onslaught troops. This fight is pretty simple and fast, you just burn through the mobs and free your gryphons, which you then fly around the Harbor and blow up the Onslaught’s boats, destroy their defenses and burn most of their buildings and swaths of their troops.

But your gryphons are eventually shot down, you crash land and fight in a ‘siege’ where you have to fight multiple large groups of enemies in several waves as you push towards the Crimson Cathedral. This would be a running fight that forces you to manage your resources and cooldowns, with very little breaks in the action. The boss fight would be High General Abbendis who is holding the ARgent Crusade messenger hostage. The following fight would be fairly simple, just a tank and spank with a enrage timer.

You kill Abbendis for real this time and cut off her head. You free the Argent messenger, who turns out to be a Death Knight in disguise and that the Knights of the Ebon Blade are observing the situation closely. But there’s no time to lose, because while you may have dealt with the bulk of the Onslaught’s forces, the perimeter guard are falling back to protect the High Admiral. Without the gryphons you can’t defeat such a force, and the Death Knight is too wounded to be of much use. He tells you that the High Admiral has a secret though, and that whatever we do, we can’t let him escape again.

So now you’ve got a soft death timer as the Scarlet Onslaught’s forces are rushing towards you. If you can’t complete the dungeon before they reach you, everyone dies.

So the Death Knight leaves and you push forward into the Crimson Cathedral. It’s filled with Raven Priests and their escorts, and you have to clear the cathedral’s trash before you can engage the High Abbot. Pretty straightforward gameplay here, just burn the groups and get to the boss.

The High Abbot starts the fight, casting high damage spells, utilizing some self heals and using a knockback of spectral ravens to toss the party across the cathedral, where you have to race back and re-engage. You can avoid the knockback if you hide behind the cathedral’s pillars, however. Upon reaching the second stage, the High Abbot transforms into a huge spectral raven that spams low damage AOE, has high damage shadowbolts, has the knockback and also curses the floor of the cathedral with DOTs, like the Kelistrazsa fight in the Nexus. The longer you stand still, the more DOTs you take and the faster you die.

Once you kill him, the Onslaught perimeter guard has reached the cathedral, but the High Abbot’s death causes a shockwave of shadow energy that causes the cathedral to collapse, buying you some time and revealing the secret passage to the High Admiral’s secret chamber.

You fight through a handful of some basic trash mobs and reach the High Admiral. He engages you in combat and this is a fairly basic tank and spank first phase. He will occasionally utilize a stun blast on a random target with a blunderbuss, however. Once you’ve burned through the first phase, he stuns all of you, says a little speech about how this is only a setback, and summons his magical shield from the first time you met him and begins casting a teleport spell. Your stun wears off and you have to burn the bubble down before he escapes. The trick here is that while the bubble is no longer invincible, it reflects the damage done to it. If you don’t burn it fast enough, he escapes and the encounter resets.

When you burn the bubble down, the High Admiral enrages and begins to attack you with higher damage melee attacks, as well as using Vampiric Touch and Shadowbolt AOE. Once you’ve burned through this, the High Admiral knocks you back once more and reveals his true form: Mal’Ganis the Dreadlord.

He casts his bubble once more, but this time instead of trying to escape, he charges the party. The bubble now comes with a knockback, so the tank has to be on their toes for keeping engaged and keeping threat. It doesn’t reflect attacks anymore, but Mal’Ganis is now casting AOE spells and Shadowbolt spam THROUGH the bubble, and now has a interruptable knockback that will stun you. He also has a high damage cleave attack that hits everything within melee range. If you’re not geared right or get out of the way, you stand a very high chance of dying to this, and the longer the fight, the more powerful the cleave gets in range and damage. IF you don’t kill him fast enough, he’ll cleave the entire party at once.

But once you beat him, he uses the last of his strength to stun you. He then monologues about how you need him and his armies to defeat the Lich King, that the Scarlet Onslaught served it’s purpose well as it always has, and then he’s going to kill you now. But that’s when he’s interrupted by the remaining forces of the Onslaught. They have seen his true form and know that the Scarlet Onslaught, the entire Scarlet Crusade, was built by evil for evil. They rush to your defense and charge Mal’Ganis…Who manages to escape back to Breadlord Land to lick his wounds.

The dungeon ends and the Onslaught commander says that they can no longer be a force for evil, and agree to join the Argent Crusade. But not all of the surviving Onslaught do, and a handful march away in disgust, refusing to work for the Argent Crusade, which tolerates the presence of monsters. They strike out to follow their own path.

You complete your objective, get the loot, and win. You report back to Tirion at the Argent Tournament grounds where he welcomes the former members of the Onslaught, and the resources they bring to the table.

That’s when you can unlock the Argent Tournament grounds as a phased zone, and gain access to the dungeons there, and all the other content that was there.

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I wouldn’t mind seeing the BFA Warfronts converted into Dungeons or Raids, instead of leaving the zones stuck in limbo for the foreseeable future.

I wouldn’t mind if the old MOP scenarios (all of which can be run via Lorewalker Cho in the Vale of Eternal Blossoms) ended up being converted to queueable dungeons too.


As far as something new, I’d love to see a new Caverns of Time dungeon or raid about the Sundering. Alternatively, it might be really neat to see some new Winterspring content added to the game in the form of an instance that could originate in the Caverns of Time and could be tied to the uncanny history surrounding Kel’Theril and what happened to the generations of elves that were destroyed by the Crystal of Zin-Malor.

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Yes! I would love to see the Darkshore campaign turned into a dungeon or raid. It was so much fun and had a lot of great story when you consider what happened to Maiev in it. I think it would be wonderful to explore it in a completely different environment. Give it a layout ala the Iron Docks or Grimrail Depot from WoD.

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Caverns of Time is completely underutilized. I’ve been wanting this as long as I can remember. The amount of history in this game?

Hell, toss in some scenarios or island-type expeditions that takes us to battles we’ve heard about but never fought or fragments of battles we have fought.

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I would have liked seeing a proper end to the Vashj’ir storyline.
So I guess Abyssal Maw.

I want more dungeons that are trains or involve trains.

All my favorite encounters in this godawful game involve vehicles. The airship battle in Icecrown Citadel was one of them.

This could be us!

I do miss old Sunken Temple. Sucks that it was super dumbed down to a single level.

funny note for my pirate dungeon

each time you see tethys, my brain was convinced that the character was actually dread admiral tattersail and i had to double check

and recognized that tattersail was that one forsaken and went “WAIT THEN WHO WAS THE COOL DUDE WITH CRACKERS”

Time for another crazy dungeon idea from Rizzy.

So this came to me in a dream last night. The dream actually involved Wonder Woman and a bunch of Amazons trapped in Maldraxxus but that’s just because I’ve been Snyder Cutting. I never went back and finished the Maldraxxus storyline after getting shunted into Ardenweald (and thusly lost what little interest I had in Shadowlands story and went back to old content) so I have no idea what happens afterwards in the story so this may or may not line up with what else happens. Apologies for any weird formatting or other errors. On phone in hospital waiting room and this is an anxiety release.

The Catacombs.

You start off with Tyrande and a group of Night Elves that are in Maldraxxus trying to reclaim a handful of Night Elves that fell into the place instead of going to Ardenweald. Tyrande has tracked some to a sunken necropolis known as the Catacombs. These Night Elves gave into their violent desires and turned their backs on being bear druids or Sentinels. They are ancient and know nothing of the world, having died before the Third War or during it as the Legion invaded Kalimdor but Tyrande is being all crazy and wants to save as many Night Elves as she can, no matter who they were in life.

Thrall shows up, and Tyrande begrudgingly accepts his assistance in this matter. Thrall is looking for Draka, who was tracking down some leads and went missing, and The Catacombs are the last place she was seen. After a tense moment where Tyrande either sees some reason in working with Thrall if you’re Alliance, or sees that she might be outnumbered if you’re Horde, she stands down and tries to enter the Catacombs…only for a swarm of flesh eating giant maggots to grab a Night Elf and devour her alive, and the ground is so tainted by rot that it will take a combination of Elune’s light and Thrall tapping into what Shaman powers he still has for them to make it through.

So basically this part of the dungeon is a lot like my first dungeon idea, staying in the cone of light or you die. You start out with your party, Tyrande and Thrall providing the safe ground to move on while NPC Night Elves are assisting you, but the deeper you go, they start getting plucked out of the bubble by enormous maggots that can stand the purifying energy from Thrall and Tyrande. But the deeper you go, the stronger the essence of rot and decay becomesxand the smaller the safe zone becomes. Eventually you reach the end and Tyrande falters along with Thrall. The last Night Elf sacrifices herself for them to recover and she dies a violent bloody death as boss of the Catacombs reveals itself: Grubbulus, the Hidden Devourer and source of the maggots and rot in the Catacombs. And he’s wearing the heads of the Night Elves that came in with you like a necklace and is speaking through them, taunting Tyrande that he long ago took the other Night Elves and ate them. Unlike the filthy greenskin spy that came before us, he doesn’t expect much of a work for his meal this time.

So his fight is basically a timed tank and spank with a knockback. Basically you gotta kill him before the maggots behind you reach you, and a knockback for the tank and other melee characters provides a bit of a challenge. Bigger maggots will start entering the battle at phase two and tank and melee will have to manage those.

After you defeat him, Grubbulus explodes, all the maggots explode or recede back into the Catacombs and his death releases the Night Elf souls, which Tyrande collects and then she leaves out, her job done. If you’re Alliance she’ll make a remark on how you could leave with her, but make some snarky comment about you working with ‘Horde mongels’ even if Thrall has proven to be better than most.

So she peaces out and you’re left with Thrall. You run out of the Catacombs and find Draka, injured on the grounds outside. Thrall uses the last of the power he can summon to heal her and then she’s all “I have vital information that has to get get back to Oribos about the Primus” and you go to leave only for the obvious exit to get collapsed in front of you. About you on the spires of the necropolis is a bunch of Mawsworn undead wolf riders.

You’re forced into the sprawling graveyard full of mausoleums. Thrall wonders if ccx this is where Maldraxxus keep their dead and then Draka goes “not exactly” and a bunch of ravenous, insane undead start busting out of their prisons. Grubbulous was the ‘warden’ of the cursed undead of Maldraxxus, the ones that never fit into the houses and craved combat, no matter who it was against. In time, isolation leads either to mindless madness or tempers their appetite for combat and destruction so that they could one day join a house. Or be left to rot alone, those that tried to escape would be eaten by Grubbulous and his children. You’re forced to fight through the mausoleums and the endless swarm of zombies, this would function a little like the stupid maze in that one Ardenweald dungeon but you can actively see the end it’s just player choice on which path you take. And the zombie horde is endless so you will eventually be overwhelmed…Or cut down by the Mawsworn wolf riders behind you, which start chasing you once you start the encounter.

To make it more interesting this particular sequence is also about picking the path that will drag the wolf riders through the zombies as well, as they are attacking everything that they can. So depending on the path you take you can make the next boss fight harder or easier depending on how many wolf riders that get dragged into the zombies.

Once through the mausoleums you spill out of the graveyard and into a big field of withered, dead mushrooms. You’re able to take a quick break, but the surviving wolf riders stagger out of the mausoleums. Depending on the paths you took you might end up with just the boss and once lackey or a group of them. If you take the hardest path, the bossxwill be alone and possibly hurt.

So it’s a high speed fight where the wolf riders are running you down and the tank has to keep the threat up high and the group utilize Thrall and Draka’s stuns and holds to slow them so you can DPS burn them. But then the Mawsworn manages to net them and the rest of you and Thrall calls upon the ‘elements’ of Maldraxxus to strike the boss down with a bolt of green, diseased lightning.

This kills the boss but…Thrall becomes diseased and while he won’t die, he will always carry the mark of disease on wherever it shows on him.

After the fight is over, Draka calls some of those undead flying mounts to you and you click on them to go back to the dungeon entrance. Or you can just leave as normal.

EDIT: I’ve noticed all my dungeon ideas involve some kind of race against time. Which is weird because I am very much a fan of the slow and steady pace in dungeons. I don’t like the rush jobs that modern stuff has become because its basically just me running after the tank barely doing any damage and if you’re not right on the tanks butt you might draw a mob group and die or cause a wipe.

So I think this might be a subconscious desire to introduce a reason for the rush and cut down on the possibility of dragging mobs or causing a wipe while chasing the tank? I dunno.

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I a long time ago made a contest for my Demon Hunter friends back in the Guild Dark Embrace to make a Raid dungeon themed after our Guild base, Illidari’aran, with our guild members as the raid bosses. A labyrinthian network of tunnels, caverns and barrow dens stretching beneath Mount Hyjal. It is here that the Demon Hunters who first made their vow to follow Illidan’s example to fight fire with fire trained and took their vows. This lair is the hall where the Hunters of demons prepare, train and lay their glaives to rest for a brief respite in the eternal war. After Shan’do Illidan’s death in Outland, it was reinforced and resupplied, adding Fel Orc troops and Naga defenders to the array of Demons bound into the defense of this den of madness. Banners still stained with blood that were scavenged from the black temple descend from the high ceiling. the narrow-minded who seek to strike at the Hunters of Demons in their own home would find it a nut not easily cracked.

Cover artwork was done by the lovely and talented Kyphaz, a long-time veteran Demon hunting friend and member of ours. Maps were done by me.

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Surface

Forsaken tunnels

Coilskar River

Illidari Concourse

Maze of Shadows

Vestibule of the dark faith

Veinroots of Nordrassil

The final fight takes place deep beneath Hyjal, directly underneath the Well of Eternity where the essence of eternity flows down through the roots of the world tree, empowering the Trio of Demon Hunters who form the grandmasters of the Illidari.

Shout out to Olathan’ar Shadowstorm, Rayshal Jadefeather, Kyphaz Duskwolf, Thellian Blacktree, Lucaerna Duskstalker, Saraniel Rosefeather, Liara the Felsmith, Vash’rila Hellchaser, Deriva Leafwalker, Matiks Shadowcrest, Cinnaria Ravenshot, Nytanna, Dah’lirra, Dentrious, Vael’toras, Melarius, Elalaylin, an all other long-time veterans of the Dark Embrace who made the best Demon Hunter guild ever. Zin-al Illidari! :v:

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