Thoughts on Old World Heroics (Part 1)

When BC was first announced one of the things I was most excited about was the concept of heroic modes. I of course hoped, along with many others, that heroic modes would be released for old world dungeons as well as for outlands dungeons. Sadly that never materialized but it’s been in the back of my mind ever since. Several dungeons stand out as perfect candidates for revitalization. The first I’d like to share my scattered thoughts on is Wailing Caverns.

Heroic Wailing Caverns

For those of you who haven’t done WC in some time or haven’t ever done it, a quick review:

It’s long, confusing and full of raptors, druids of the fang, slimes, boglords, plants, snakes and windserpents. There are 4 Fanglords you have to kill before starting an event to wake Naralex the Dreamer and eventually fight his nightmare: a huge murloc. The pulls are varied, the trash is interesting and it’s long enough and has enough bosses and mini-bosses to be a progression raid.

And from Blizzard’s own World Dungeons page:

Recently, a night elf druid named Naralex discovered a network of underground caverns within the heart of the Barrens. Dubbed the ‘Wailing Caverns’, these natural caves were filled with steam fissures which produced long, mournful wails as they vented. Naralex believed he could use the caverns’ underground springs to restore lushness and fertility to the Barrens – but to do so would require siphoning the energies of the fabled Emerald Dream. Once connected to the Dream however, the druid’s vision somehow became a nightmare. Soon the Wailing Caverns began to change – the waters turned foul and the once-docile creatures inside metamorphosed into vicious, deadly predators. It is said that Naralex himself still resides somewhere inside the heart of the labyrinth, trapped beyond the edges of the Emerald Dream. Even his former acolytes have been corrupted by their master’s waking nightmare – transformed into the wicked Druids of the Fang.

So what can we expect from a Heroic version?

Kresh

Kresh-It’s a big blue turtle. The introductory tank and spank. He can be upgraded with massive health, maybe an enrage timer.

 

 

 

 

200px-Lady_AnacondraLady Anacondra-The first of the Fanglords. She puts a party member to sleep so group coordination will be important. Also watch out for her serpent pals.

 

 

 

 

180px-Lord_Cobrahn1Lord Cobrahn-Surrounded by tons of little snakes that must be AOE’d down. At a certain health level he’ll turn into a snake and his damage is increased. Watch out for poisons. Maybe even implement a constant poison tick on the whole group.

 

 

 

 

 

 

 

 

pythas

Lord Pythas-The melee boss. He’s also surrounded by druids and shamblers, making CC or tanking priority a must. Lots of physical damage on the tank combined with coordination make this one a great heroic upgrade.

 

 

serpentisSerpentis-Make him the caster boss. He’s already capable of casting sleep and throwing around lightning bolts.

 

 

 

 180px-VerdanVerdan the Everliving-Casts Grasping Vines that immobilizes anyone caught in its grasp. Upgrade his hitpoints massively, maybe add an armor debuff.

200px-Mutanus_the_DevourerMutanus the Devorer-The great white murloc. In Wailing Caverns’ original incarnation one must kill all 4 fanglords and then speak to the Disciple of Naralex near the entrance to start a fairly exhausting event that takes you to the room where Naralex is trapped in his dream. Then the group fights several waves of mobs until Mutanus shows up. I propose instituting a 5-man ‘hard-mode’ of sorts where a group can go to the disciple whenver they choose to start the event. Of course, leaving the various Fanglords alive will make the showdown with Mutanus harder. Probably either the living fanglords join the fight or possibly just grant Mutanus buffs of various types.

I have also left out Skum the lightning lizard. I suppose he could be put in as a sort of loot pinata but honestly the only interesting thing about the fight is that he flees in fear when close to the end of his health.

Overall, considering Blizzard’s tendency to ‘press ever onward’ I doubt we’ll ever see a revamping of the old dungeons. It is a fun mental exercise however and I’d love to see what ideas others have for other dungeons. The next one I’ve got in mind to talk about is Ulduman.

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7 Responses to “Thoughts on Old World Heroics (Part 1)”

  1. “considering Blizzard’s tendency to ‘press ever onward’ I doubt we’ll ever see a revamping of the old dungeons”

    I think we will see old world heroics at some point. Blizzard is struggling to come up with enough content, and there are a dozen instances where all the art and much of the coding and design are already done. I guess there’s a question of how you tie the things into an ongoing plot, but it seems like too good of a deal for dev time not to happen eventually.

  2. Priestgiblet Says:

    I’ve always thought that Black Fathoms Deep would be a great one to turn into a raid its been a long time since I’ve been there but it is an epic sized instance that wouldn’t be hard to turn into a heroic. The only problem with the original 5 mans becoming heroics is the amount of time you would spend in some of them. In my opinion most people would only do them if the loot was greater than what’s in the current crop of heroics. I say this because of just how large they are. Now I don’t mind taking a while to do an instance but most people feel that if they spend much more than half an hour in an instance they are wasting time. I remember when these instances could easily take over an hour to do when the group was of appropriate level and most people these days won’t do that unfortunately.

  3. Flanksteak Says:

    Great idea’s, how about after you kill Mutanus you have X amount of time to get out before it collapses or a large rolling boulder Indiana Jones style. For an added twist as you are frantically try to escape their are treasure chests that appear that have the chance of dropping greens and blues, but if you dilly-dally to long you die. Now that I am lvling a new toon a revamp of the old dungeouns would be great since I have run most of them for achievments on my previous main.

  4. theerivs Says:

    I would really like to see the revamping of old dungeons. I miss Ragnaros.

  5. I think when they give us heroic (level 80) Wailing caverns, they should also give us the heroic level 20 version.

    it’s one thing to overgear a raid and take it hard mode… it’s another to be level 20, in level 20 gear, trying to take all the bosses on at once…

    Now that would be insane… it was insane enough already, but that would be a good reason to drink… (ohhh, like I need one…)

  6. pitrelli Says:

    Interesting thoughts and it would be good to see. Id certainly like to see the old raid instances given some level 80 treatment however the old school dungeons I think should instead of offering heroic mode should offer single player scaleability or perhaps even just a level 80 single player option. The hardest thing would be how would they reward you? With Gold? New gear ?(cant see it) I think the only way they could do it is by offering reputation points or perhaps adding in another badge system which you can save up to purchase items (heirloom gear, superior items) pretty much like the heroic badges etc on offer at the moment

  7. Wonderful ideas, it’s something that I dream of too and literally just posted about. Hopefully one day, they’ll give us some heroics, my thought was to maybe use Caverns of Time to give us old heroics??

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