Ascension

    Ascension Community

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    1. Home
    2. SlamChicken
    S
    • Profile
    • Following 0
    • Followers 0
    • Topics 4
    • Posts 5
    • Best 1
    • Controversial 0
    • Groups 0

    SlamChicken

    @SlamChicken

    2
    Reputation
    16
    Profile views
    5
    Posts
    0
    Followers
    0
    Following
    Joined Last Online

    SlamChicken Unfollow Follow

    Best posts made by SlamChicken

    • Artifice - Mechanical Pet Creations

      Artifice - Mechanical Pet Creations
      Artifice is a new level 1 ability that allows players to create and trade their own modular mechanical pets.

      Getting Started
      To start making mechanical pets, you'll have to salvage parts from destroyed mechanical mobs. To help low level Artificers, new mechanical mobs have been implemented in Mulgore, Darnassus and Dun Morogh. Artificers know the ability Salvage Mechanical, which allows them to essentially "skin" mechanical mobs to collect a part. To create your first mechanical pet, you will need to have collected three parts from the variety of mechanical mob you wish to command.

      Mechanical Pet Peculiarities
      Mechanical pets can not be healed or affected by buff spells, can't be blinded, charmed or feared, and are immune to bleeds.

      Modifying Your Mechanical Pet
      For the purposes of this demonstration, we'll assume your first mechanical pet is the humble bombling, a dead simple robot designed to chase after an enemy and blow them up. You can modify your mechanical pet immediately, with all manner of unique forms. Your bombling could be fitted with shrapnel turning it into a flakling, causing its explosion to inflict bleeding damage. It could also be a rebuildabomb, a more stable bombling that, after blowing up, comes back to you and reloads with another explosive payload rather than keeling over. Grenadebots can be picked up and thrown by you, exploding upon landing. And healthblasters will instead chase down dying allies and blow up, coating them in soothing liquids that will heal them. These are only some of the possibilities the upgrade system can offer as mixing and matching designs is a thing one can do. These modifications should be about effects, not power.

      Rare Upgrades
      Rare Upgrades are items found in the world that can be used to grant your Mechanical Pet new and unique abilities. These highly sought after items can also be crafted by engineers.

      Disassembly and Trading
      Disassembly is an ability that lets you convert your current mechanical pet into an item. This replaces the standard "abandon pet" feature that undead, demonic and bestial pets have. In addition to allowing you to store your favorite builds, it also allows you to trade pets to other players. You may only have six disassembled pets per character, however, and disassembled pets can not be auctioned.

      posted in Suggestions
      S
      SlamChicken

    Latest posts made by SlamChicken

    • RE: Mini World Bosses - 5-10 Man World content

      Dalaran Crater - Ordurus

      Show content

      alt text
      Magically infused filth and runoff from the sewers of Dalaran, this disgusting monster poses little threat to the world, but glittering treasure can be seen beneath its surface. Will you slay the thing in the crater?

      Abilities
      Toxic Fumes: Constantly deals nature damage to everything in the crater.
      Chemical Burn: When dealt magic damage, will spit out acid at each player in the crater, sundering their armor. 2 second cast. Can attack while casting. 30 second cooldown. Can be interrupted.
      Split: Splits into two smaller copies of itself without this ability whose max health is equal to Ordurus' remaining health. 3 second cast. Begins casting at 35% health. Can't be interrupted
      Ordurus Mount : Slime Serpent

      Show content

      alt text
      Ride into battle on this disgusting parasite and leave disease and death in your wake.

      Valley of the Watchers/Uldum - Henchman Gearing

      Show content

      alt text
      A giant robot sent by Sicco Thermaplugg to tear down the gate to Uldum and retrieve forbidden artifacts to be used against the Gnomes. Players encounter it in a deactivated state and have to turn it back on via its power switch.

      Abilities
      Auto-Pummeler: Shocks all players within 30 yards who are casting, interrupting their spells for 1 second and dealing nature damage. Triggers every 15 seconds.
      Aerial Armageddon: Radios in several gyrocopters that will spew flame across the sands. Keep on your toes to avoid being charred to a crisp. Starts 20 seconds into the fight and lasts indefinitely.
      Mechanostomp: Knocks all players in melee range up high into the air, but gives them an additional 20% damage dealt for the next 15 seconds. Triggers every 1 minute.
      Henchman Gearing Mount : Fluorescent Green Mechanostrider

      Show content

      alt text
      This long lost model was designed by Sicco Thermaplugg, the noxious grime of Gnomeregan should come off, eventually.

      The Marshlands - Vine Hydra

      Show content

      alt text
      A strange flower can be found next to a random tree in the Marshlands. Tugging on it will summon the Vine Hydra, a fearsome plant monster that predates upon the local dinosaurs of Un'goro. This is a very challenging boss.

      Abilities
      Split: Every 10% health lost, will summon a spitter that will target and destroy any nearby totems, then casts Terrifying Howl.
      Terrifying Howl: Sends all nearby non-elemental creatures and players into fear for 3 seconds. 1.5 second cast. Can't be interrupted.
      Noxious Breath: Spews forth a cloud of acidic, poisonous and diseased gas from each of its heads respectively. Acid gas deals nature damage and sunders armor. Poisonous gas inflicts a stacking poison debuff. Diseased gas increases cast time, reduces movement speed, and will cause the inflicted player to sneeze, getting knocked back every 5 seconds. Instant cast. 40 second cooldown. Casts on cooldown.
      Devour Dinosaur: Eats a nearby dinosaur corpse to instantly restore 10% health. 6 second cooldown.
      Vine Hydra Mount : Captured Swampstalker

      Show content

      alt text
      A Zandalari Riding Pterrordax was found caught in the Vine Hydra's tree, its dead master dangling from the reins, decapitated and rotting. Despite initial trepidation, it seems to have taken a liking to you.

      posted in Suggestions
      S
      SlamChicken
    • Mini World Bosses - 5-10 Man World content

      Intro
      These new bosses seek to increase the amount of world content in a natural way. This could be a fun feature for a new season or league. These bosses should scale up to the current max level, to stay relevant.

      Design
      Each Mini World Boss should be designed for a team of 5 to 10 players, and will be disabled if more than 15 people enter combat with it. 5-man groups should find the bosses quite difficult and somewhere between Mythic+ and Ascended, while 10-man groups should find it at around the same difficulty as Heroic raids.

      High Risk
      No Risk players can't have all the fun. In High Risk, Mini World Bosses will now drop triple the gear and a special mount, one for each boss. However, upon starting the fight, players have 30 seconds before a worldwide announcement is made informing everyone on the server of their presence, so be ready for a fight.

      Respawn Timer
      Mini World Bosses respawn every 2 hours.

      Loot
      Mini World Bosses will reward players who defeat them with both Raiders' Commendations and Mythic Coins, in addition to random Mythic Dungeon gear. Each boss drops 5 pieces of gear baseline. 5-manning a boss upgrades the gear to Mythic+ gear to compensate for the increased difficulty, starting at Mythic 3 and increasing by 2 whenever a new raid launches. 10-manning a boss causes it to drop an additional 3 pieces of Normal raid gear from the raid previous to the current one and have a 50% chance of dropping a piece of Heroic raid gear from the current raid.

      posted in Suggestions
      S
      SlamChicken
    • Artifice - Mechanical Pet Creations

      Artifice - Mechanical Pet Creations
      Artifice is a new level 1 ability that allows players to create and trade their own modular mechanical pets.

      Getting Started
      To start making mechanical pets, you'll have to salvage parts from destroyed mechanical mobs. To help low level Artificers, new mechanical mobs have been implemented in Mulgore, Darnassus and Dun Morogh. Artificers know the ability Salvage Mechanical, which allows them to essentially "skin" mechanical mobs to collect a part. To create your first mechanical pet, you will need to have collected three parts from the variety of mechanical mob you wish to command.

      Mechanical Pet Peculiarities
      Mechanical pets can not be healed or affected by buff spells, can't be blinded, charmed or feared, and are immune to bleeds.

      Modifying Your Mechanical Pet
      For the purposes of this demonstration, we'll assume your first mechanical pet is the humble bombling, a dead simple robot designed to chase after an enemy and blow them up. You can modify your mechanical pet immediately, with all manner of unique forms. Your bombling could be fitted with shrapnel turning it into a flakling, causing its explosion to inflict bleeding damage. It could also be a rebuildabomb, a more stable bombling that, after blowing up, comes back to you and reloads with another explosive payload rather than keeling over. Grenadebots can be picked up and thrown by you, exploding upon landing. And healthblasters will instead chase down dying allies and blow up, coating them in soothing liquids that will heal them. These are only some of the possibilities the upgrade system can offer as mixing and matching designs is a thing one can do. These modifications should be about effects, not power.

      Rare Upgrades
      Rare Upgrades are items found in the world that can be used to grant your Mechanical Pet new and unique abilities. These highly sought after items can also be crafted by engineers.

      Disassembly and Trading
      Disassembly is an ability that lets you convert your current mechanical pet into an item. This replaces the standard "abandon pet" feature that undead, demonic and bestial pets have. In addition to allowing you to store your favorite builds, it also allows you to trade pets to other players. You may only have six disassembled pets per character, however, and disassembled pets can not be auctioned.

      posted in Suggestions
      S
      SlamChicken
    • Steamwheedle Port Makeover

      Introduction
      A collection of changes that would improve the Steamwheedle Port subzone, turning it into a full fledged town. Benefits the RP qualities of Ascension, increases the number of "hangout" locations for players spreading people out, and improves world leveling.
      Actually A Port
      The boats in Ratchet and Booty Bay are now redirected, taking players to the Steamwheedle Port in Tanaris. This would give them new purpose in lieu of the Ratchet-Booty Bay portals and help flesh out the world with new transportation options. Players would now have a shorter trip to Tanaris, and the Steamwheedle Port would actually function as a port.
      Dockside Market
      Because of its newfound transportation, Steamwheedle Port could now serve as something of a hub. Steamwheedle Port is now a sanctuary location and has its own innkeeper so players can set their hearths there. Players can also find an auctioneer and a banker npc as well as a guild bank in Steamwheedle Port. This doesn't diminish nearby Gadgetzan's utility as a hub in the area as it would still lack a flight master.
      Bounty Hunter Snorgu
      A new NPC on the docks of Steamwheedle Port who offers all of the low level, pre-60 daily quests. These quests are now converted from dailies into regular quests. This increases Steamwheedle's viability as a hub and improves world leveling by giving leveling players new quests to complete whenever they so choose.

      posted in Suggestions
      S
      SlamChicken
    • Enthrall Elemental - Elemental Minions

      Enthrall Elemental
      Enthrall Elemental is a new pet taming ability that can only be learned after learning Bind Elemental. Unlike other pet taming abilities, Enthrall Elemental only costs 2 Ability Essence.

      Essential Elements
      Enthrall Elemental can only be used on an Elemental under the effects of Bind Elemental. Players can also occasionally find summoning scrolls on enemies, allowing them to summon pre-enthralled elementals.

      Elementals HATE You
      Elementals, unlike other pets, do not tolerate, let alone enjoy, fighting for or spending time with their masters. They are expensive, only choosing to eat trade goods related to their type. All elementals utilize their own health as a resource to spite you. They possess quirks, special debuffs which cause their abilities to backfire against their masters active only when unhappy. The proper way to utilize enthralled elementals is to only summon them when necessary. A fair price to pay for such unrelenting power.

      Air Elemental abilities and quirks
      Air Elementals are weak and fast, but have tremendous utility. Their auto attacks pass through enemies, dealing cleave damage. For a quarter of their health, they can interrupt a spellcast with Wind Shear, and for half of their health they can steal a beneficial spell effect from their target and apply it to you with Gust Theft. Their quirk causes all of their attacks to hit you, and their Wind Shear and Gust Theft abilities to stun you for a considerable length of time.

      Air Elemental Variant: Djinn
      Elite Level 60 Djinn can be found wandering in the deep deserts of Silithus and Tanaris. Djinn are stronger than regular Air Elementals, but trade utility abilities for powerful storm magics. Djinn have the Dervish ability, causing them to violently spin and zip around, damaging all enemies that cross their path. They can also cast Lightning Bolt, dealing heavy nature damage to a single target. Their quirk causes their Dervish ability to carry you in the wind and hurl you upwards, and their Lightning Bolts will also strike you.

      Earth Elemental abilities and quirks
      Earth Elementals are resilient, but incredibly slow. Their auto attacks have no special features, instead opting for slow, mighty strikes. They more than make up for their lack of speed with their ability to hurl themselves or their body parts towards enemies with their Stone Toss ability, dealing intense crushing damage but costing huge amounts of health. They can also shatter themselves into a rain of falling shards with Rockfall, killing them but causing AoE damage and bleeding to enemies within its radius. Earth Elementals will eat any Azerothian stone, making them somewhat cheaper to keep than other elementals. Their quirk causes their Stone Toss to also target their master.

      Earth Elemental Variant: Greed Elemental
      Living piles of golden coins and gleaming jewels, the scrolls to summon these elementals can only be found on Greedy Demons. They trade strength for versatility, longevity, and gambit. Their ability Coin Toss deals less damage than Stone Toss, but has a 50% chance to heal themselves and their master. Their quirk reduces your critical strike chance and bonus damage down to zero.

      Fire Elemental abilities and quirks
      Fire Elementals fight hard and die young. All fire elemental abilities and attacks consume their life, but inflict stacking damage over time effects. They can channel Wildfire and burn away oxygen to restore health. When a fire elemental dies, it explodes in a blaze of glory, dealing massive AoE damage. Their quirk causes them to consume their master's life with every attack, and burn the oxygen out of their master's lungs with Wildfire.

      Fire Elemental Variant: Flamewaker
      The servants of Ragnaros dwell in the Molten Core, and their summoning scrolls can only be acquired in Ascended difficulty raids. Magicians and mystics, in addition to standard Fire Elemental abilities, they have access to Shahram's Judgment, causing a random effect similar to those cast by the elemental bound in the Blackblade. In addition to standard Fire Elemental quirks, their ability Shahram's Judgment will become corrupted, causing a random, inverse, negative effect.

      Water Elementals
      Water Elementals are too wild to enthrall, only talented wizards can summon them.

      posted in Suggestions
      S
      SlamChicken