Der schwarze Tempel

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Verfügbare Informationen zu "Der schwarze Tempel"

  • Qualität des Beitrags: 0 Sterne
  • Beteiligte Poster: NoX - Fallina - Michl - Seremela
  • Forum: Sin Nombre
  • Forenbeschreibung: Die beste Gilde der Welt
  • aus dem Unterforum: Blubb
  • Antworten: 4
  • Forum gestartet am: Donnerstag 11.01.2007
  • Sprache: deutsch
  • Link zum Originaltopic: Der schwarze Tempel
  • Letzte Antwort: vor 17 Jahren, 7 Tagen, 20 Stunden, 40 Minuten
  • Alle Beiträge und Antworten zu "Der schwarze Tempel"

    Re: Der schwarze Tempel

    NoX - 15.04.2007, 23:22

    Der schwarze Tempel
    Hab gerade mal die Map für den schwarzen Tempel gefunden. Echt krass, issn hartes Stück arbeit, aber guckt selber:

    http://i9.tinypic.com/46z8tg0.jpg



    Re: Der schwarze Tempel

    Fallina - 16.04.2007, 17:22


    öhhhmmmm o.O

    Ein Laby? Na toll, in den Rätzeln war ich immer schlecht xD



    Re: Der schwarze Tempel

    Michl - 16.04.2007, 23:42


    Wurde das nicht am 1. April veröffentlicht?^^



    Re: Der schwarze Tempel

    Seremela - 17.04.2007, 12:21


    Passend zur Karte gibt es bereits die ersten Mob und Boss Taktiken und sogar die ersten Items sind bekannt :

    Zitat: Thats right, in depth descriptions of the most end game fights this world has ever seen complete with leaked loot from the instance! The end boss Illidan is a fearsome beast, and blizzard has done a good job keeping that fight under wraps, so much so, that not even Blizzard's own QA department has seen the fight.

    When zoning in to the Black Temple, the heroes and heroines are faced with many challenges, none of which have been encounted before. In an attempt to seperate the terribles from the elite, the opening pulls are of epic porpotions, borrowing from some of the most popular and successful trash mechanics of Molten Core, AQ40, and SSC. The first horrors the raid encounters is a pull of 15 mana feeders with never before seen powers. Each time the feeders strike someone, one piece of your gear loses three points of durability.

    Those heroes with sanity left are then faced with the lackeys of Dark Knight Minionmaster. On the way to his lair, the raid is confronted with 20 pulls of Dark Menders (4 per pull). These monsters spam powerful instant cast heals on themselves and their sinister comrads (these heals cost 400 mana, and they have a mana pool of 140,000, immune to mana drain and burn effects). These fearsome enemies melee a well geared tank for approximately 300. After these terrors are dispatched, the Dark Knight himself shall be reckoned with! These pulls are not meant to frighten the hard core, but merely to scare away the unprepared. Too this end, these pulls are on a fairly lengthy timer (about 20 minutes).

    This boss fight tests your raid's mental endurance, as well as their ability to cope with constantly changing fight mechanics. Each time you fight him, its a whole new encounter. The boss is positioned in the middle and immune to all abilities. Too damage him, you must whipe out a pack of monsters in each corner of his round room. The each time a pack dies, the bosses health is reduced by 1%. The corners respawn every 30 seconds. A pack consists of 5 random mosters: a random selection of Ancient Core hounds, Firewalkers, Flameguards, Lava surgers, mana feeders, Dark Menders, Blackwing Lair Technicians, Qiraji Mindslayers, Qiraji Brainwashers, Anubisath Sentinels, Skeletal Ushers, and more. If the core hounds are not looted and skinned within 10 seconds, all corners of the room instantly respawn. After 100 of these packs have been slain. The boss notices his minions have been slain and falls over dead.

    After the raid clears through the first boss, never before seen monsters appear! The raid is then confronted with 4 pulls of feeder packs. These packs consist of 4 Mana Feeders, 5 Healer Feeders, and 3 Greater Mana Feeders, and 1 Master Feeder. The healers cast 3s cast heals on the party, the Greater Feeders shield wall at 75, 50 and 25% for 20s, and the Master Feeder casts an undispellable shield on the party (absorbs 20,000 damage). All of these monsters must die within 5s of each other or the entire pack gets ressurected to full health. There are 12 of these packs before the raid reaches the Icewing Gauntlet.

    Those brave heroes who now face this icy terror must be willing to forego the remnants of their sanity to resume the trek to Illidan. The Icewing Gauntlet is a giant linear tunnel filled with Drone packs (groups of 25 fel drones with very little health) that patrol randomly through the Gauntlet. True to its biting name, those adventures not quick enough to run the Gauntlet will suffer a stacking debuff (not removable in any way, not resistable) that reduces movement speed by 5% (stacks up to 18 times). The drones patrols respawn every 25 seconds. After the raid escapes the Icy Prison of the Gauntlet, the adventurers are confronted with the insidious Thandia the Syncronizer, a heavily scripted fight.

    When she is engaged, the room fills Void zones (spawn in random locations every 10 seconds, persist for 120 seconds) that deal 4000 unresistable shadow damage to those inside. Immediately after the pull, this boss MUST be positioned exactly 33.6 degrees south of 8:00 when facing the rising sun, 14.452 yards north of south-west, by the north east corner of the oval she was originally patrolling. If not maintained in this exact spot, the raid WILL WIPE. This is very important that everyone understands that. Complicating this, is that every 11s, she does a knockback on her first, third, and 13th person on her aggro list.

    If all of those people are not in melee range, she one shots the raid with 50,000 damage shadow bolts. In addition, every 20% of her health, the dance must begin. All of your warriors must disequip their weapon and shield for 8s, after the last warrior unequips his armor, 10 engineers must fire up 11 smoke flares. That is the queue for your warlocks to traverse the Icewing Gauntlet and head back to the Dark Knights room and hellfire themselves to death, after the last warlock dies, all of your druids must shift into bear form and spell out NOW. Then, all of your pallies must IMMEDIATELY start their uber leet DPS with seal of command until the next dance. After the boss reaches zero health, she dies.

    After Thandia comes the Vile Devourer packs. These monsters have a 360 cleave, in addition to sweeping strikes, a 4k warstomp, a melee range fire nova, and an arcane explosion. Their most fearsom ability is a magnetic pull, which draws a random member of the raid currently at range, into melee range. After that victim is in melee range, he/she gets a 2 minute debuff called "Raiding from a Rogue's Perspective" which prevents that person from leaving melee range. Not removable in any way. 20 of those packs exist before you reach the next boss, Lucis the Corrupted Paladin.

    Lucis is quite possibly the single most fearsome DPS race ever encountered. The boss will melee a well geared tank for 12k and has an instant attack called "Really Hatefull Strike." This move functions exactly the same as patchwerk's strike. This hits a well geared tank for 16,000. In addition, every 5s, the raid gets debuffed with "Mark of the Paladin" which reduces all damage done by 4% (stacks up 24 times). No enrage timer, however, if the fight drags on more than 7 minutes, Lucis gains Divine Shield and proceeds to cast his hearthstone. Lucis will not respawn (soft reset necessary). To further increase his importance, all trash in the instance preceeding him is linked to his death.

    After this boss dies, the raid can click a portal that will teleport them to the "Lair of the Betrayer". Before you fight the demon himself, you must confront yourself with Sons of Ilidan. These mobs don't have a lot of health, but every 4s they will instantly kill the top person on their hate list. 13 of these fiends must be dispatched before Illidan.

    INSTANCE LOOT:

    As a sneak peak, each class is getting powerfull class trinkets, what our spies have discovered are two of these.

    CHARM OF ELUSIVENESS
    Equip: Increases your dodge rating by 24
    Use: Increases your dodge rating by 120 for 15s
    Equip: Chance on successful dodge of increasing your dodge rating by 10 for 10s. This effect stacks up to 5 times.
    Class: Rogue

    AEGIS OF PRESERVATION: VERSION 2.0
    Equip: Chance when inflicted in combat with a blow of 2500 or more of reducing all damage done to the user by 15. This effect lasts 10 seconds.
    Class: Priest

    THE BETRAYERS EDGE:
    400-880 damage range
    4.2 speed
    304.7 DPS
    Equip: Chance on hit to instantly kill your current target player. This effect causes that player to ressurect in the WoW forums and get base warrior abilities nerfed for the next 4 patches.\
    Flavor Text: "Truely a double edged sword!"

    Enjoy the Black Temple!



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