The TL;DR of it all is: make Scarlet Crusade Raid, in the New Avalon area, East of the Eastern Plaguelands. Full of humanoid boss and elite level 60 enemies, who use a lot of playable class abilities in their attacks, and make them more focused on the ad handling and boss interrupting than on tank and spank.
I LOVE the Scarlet Monastery instances.
I would LOVE there to be a Scarlet Crusade RAID.
We already have the perfect place for it - East of Eastern PlagueLands lies the capitol and or main fortress of the Scarlet Crusade - New Avalon and Tyrâs Hand. The events that transpire during the DK initiation quest chain have not happened yet. The zone could serve as a very easy (easy on the developer time) raid to make. All the bosses, mobs, and etc would be humanoid, and would be more or less like the pvp encounters in ToGC raid in Wotlk.
One of the fights for example: Bosses: Several boss level priests and Several boss level Mages, priests cast usual priest spells, aoe fear once in a while, once in a while switch aggro to the highest HPS healer instead of the highest threat player, and mana burn. All 4 dispellable. When one of the priests reaches 50% mana, or when one of the mages dies, or when one of the priests dies, about 10 melee ads appear, without any aggro on them (so they attack the NEAREST players first) and need to be picked up by CC, tanks or just kited by DPS.
Another âbossâ could be a scripted event where you have to defeat a sizeable âarmyâ of the Scarlet Crusade, and a boss level officer that would drop the loot for the encounter, where mobs come in waves and listen to the orders of the boss level officer and perform maneuvers like tactical retreat (at 200% movement speed) and then charge at the players who were tanking them again for massive damage. Make the fight less survivable if you are relying on just 1 or 2 tanks to hold all of them, and more survivable if some dps would pick up some of the elite ads, so that when the maneuvers happen the tanks wouldnât get more damage than they could survive at the same time.
Overarching theme would be that the elite mobs and even bosses are humanoid just like the player, and have the same weaknesses and strengths as the players. All CC would work on most of the ads, but long ccâs would be capped at 10 seconds each, with DR, and some cc (interrupts and stuns) would work on the skull level bosses, with DR.
The idea is for the raid to be easy to make, but also pretty fun and tactical.
EDIT: what would make this an ultimate treat, is, just for this time, if Blizzard devâs would prevent players and monsters from running through each other. Maybe have an area debuff applied to everyone when you enter a raid: âPieces on a chess boardâ. The debuff would add physical barriers to every player and monster, and prevent them from moving through each other, or stacking. Ultimately, this would make the raid fights similar to Warcraft 3 fights.
This would require players to hold some kind of a formation when they enter. Put melee players in front, ranged and healers in the back for sure, but also spread melee players, so that they could pick up ads that would come from possibly several sides, but leave ways for players to fall back a bit and get healed without letting mobs through. This could also ultimately add a certain new element, previously missing from WoW, into the game as a âtestâ, to see if players enjoy it, and possibly see if it could be added to more instances in Retail, to make Retailâs gameplay more fun as well.