Emblems of Triumph to Become Base Drop in 3.3 Dungeons
Here's a nifty little announcement that got me even more excited for Patch 3.3. On the forums yesterday, Blue Poster Bornakk announced that Emblems of Conquest will be replaced with Emblems of Triumph as the main drop from dungeons as of Patch 3.3. Here's his words exactly:
General reminder: Things can still change. The current plan is to make Emblems of Triumph the "base" of emblems so everything that drops Emblems of Conquest would be changed to Triumph and then the new raid content would drop the new highest emblem along with things like the heroic daily and such.He just had to add that addendum that "things can still change," reminding us that this may not still be the case come the full release of the patch. But it makes sense to make the higher-tiered gear more readily accessible with the coming of Icecrown Citadel so that more players will be able to participate - which I would say is good all around. I can understand how some people are upset that this makes it easier to get gear that they had to farm like hell to get in the past few months. But, you also have to keep in mind that the addition of the much higher-level gear that drops from all the new content will give players something new and shiny to work toward. So, if farming is what you enjoy - have at it. As things currently stand, Emblems of Conquest are much easier to come by, and they allow players to purchase items more around the iLevel 213-226 range. Emblems of Triumph, which now drop from daily heroics and certain higher-level content, will be the new easy ones to come by, instead allowing us quicker access to the level 232-245 gear available. Personally, I've been drooling over the Arena Season Six set (iLevel 232) Furious Gladiator's Vestments. They're not the best raiding pieces out there in the game right now, but damn they'd look hawt on my female blood elf. Up until now, the cost of 50-75 emblems of triumph a pop has been too expensive and time-consuming for me to get any pieces (except for the legs, a lucky 25-man VoA drop). Another big piece I've been looking toward - the iLevel 245 Mark of Supremacy to help me out where my hit rating is lacking. What does everyone else think of this change? Do you also have items you're scoping out come the implementation of the new system?
Fond Memories: My First Guild Drama
Live Raids This Week: 10-Mans Tonight, 25-Mans Later
Tuesday night is 10-man night for TRG, and we're about to do some 10-man instances including Onyxia, Trial of the Crusader, and Trial of the Grand Crusader. If you haven't caught the new Onyxia, be sure to tune in and see her as she dies... again. Tomorrow at the same times (7pm PDT/10pm EDT), we'll be running through the 25-man version of the same instances. We run these on Wednesday, Thursday, and Mondays. If you miss tomorrow's, check those other nights at the same times. As usual, I'll be in the USTREAM chat and I'll try to answer any questions that come up whenever I can. The streamed video and chat are embedded below, so come in, join the chat, and check it out. You can also follow Project Lore on twitter or check out our USTREAM channel to find out more! Also, if you happen to miss the stream, there should be some archived videos embedded below!
Icecrown Citadel Raid Preview
Blizzard has posted their official preview of the Icecrown Citadel raid instance. Here are the highlights:
- The Argent Crusade and The Knights of the Ebon Blade have formed an alliance called the Ashen Verdict to take on Arthas. It is co-led by Tirion Fordring and Darion Mograine, as well as Horde and Alliance figures.
- Characters that will be making an appearance include Highlord Tirion Fordring, High Overlord Saurfang, Muradin Bronzebeard, Highlord Darion Mograine, and King Varian Wrynn.
- The dungeon comes with a 10 player and a 25 player version.
- There are 12 encounters in the dungeon. For each encounter, there will be a way through the interface to choose normal mode or hard mode.
- The rewards for the 10 man normal encounters start at iLevel 251. 10 man hard and 25 man normal item levels start at 264, and 25 man hard mode encounters reward iLevel 277 loot.
Here is a list of known encounters, in somewhat chronological order as you progress through the dungeon:
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- Valithria Dreamwalker, a green dragon corrupted by the Scourge for unknown purposes.
- Sindragosa, the former consort of Malygos who was raised as a Frostwyrm during the introductory cinematic for Wrath of the Lich King.
- Festergut and Rotface, abominations of a new sort.
- Professor Putricide, the mastermind behind the Plagueworks.
- Valanar, Keleseth, and Taldaram, three San'layn princes.
- Blood-Queen Lana'thel.
- Arthas, the Lich King.
All across the lands of Northrend, many battles have been fought against the vile Scourge. Countless lives have been lost since the Alliance and Horde first reached the frozen wastes, but the champions of Azeroth continue to march forward. Now Icecrown Citadel, the cornerstone of the Scourge's power and the home base of the Lich King, is their final target. Tirion Fordring and the Argent Crusade have forged an alliance with Darion Mograine and the Knights of the Ebon Blade to form the Ashen Verdict. The strongest combatants of this coalition, along with the champions of the Alliance and Horde, will lead the charge against the citadel. This dungeon reveals the culminating story events and battles of the Wrath of the Lich King expansion pack. Join the legendary heroes Highlord Tirion Fordring, High Overlord Saurfang, Muradin Bronzebeard, Highlord Darion Mograine, and King Varian Wrynn in an epic battle against the Scourge and their master. Icecrown Citadel features 10- and 25-player versions of the raid dungeon, and each version has 12 encounters. Each encounter can be fought in either normal or Heroic mode, and players can use a new user interface feature to toggle easily between difficulties. The rewards in the raid dungeon start at item level 251 in the normal mode with 10-player encounters, increase to item level 264 in the Heroic mode mode with 10 players and the normal mode with 25-player encounters, and then finally reach item level 277 in the Heroic mode with 25 players. Grand Entrance of the Citadel After breaching the fortress, players will face a legion of undead guards directed to repel any invaders. Commanding the defenders is Lord Marrowgar, a monstrosity fused together from the bones of the undead. Supreme Overseer of the Cult of the Damned, Lady Deathwhisper is the next opponent. She bolsters the faith of her followers by promising them the opportunity to give eternal service in undeath. As they continue their ascent, the Alliance and Horde heroes ultimately end up outside of the citadel where their hatred for one another erupts into a battle for dominance over the Rampart of Skulls. Players will join in battle alongside High Overlord Saurfang on the Orgrim's Hammer gunship or Muradin Bronzebeard on The Skybreaker in a unique encounter. Each faction will protect its gunship and try to destroy the other one in a back-and-forth battle to see who is truly worthy of facing the Lich King. The Lich King's most powerful death knight then stands as the final obstacle for the heroes to enter the upper reaches of the citadel. The Wings of Icecrown Citadel After the heroes of the Alliance or Horde defeat the other faction on the gunships and wipe out the creatures near the entrance, players will venture into an area with three separate wings. Here they will face a multitude of terrors that must be vanquished in order to confront the Lich King. In the Frostwing Halls players will battle alongside the Ashen Verdict and push into the lair of the deadly frost wyrm Sindragosa, who continues to strengthen her brood with the help of Ymirheim's vrykul. Along the way, the heroes will stumble upon Valithria Dreamwalker, a captured green dragon whom the Scourge is using as a test subject for their own ends.... The Plagueworks contains the most twisted experiments ever produced by the Scourge. In this wing players will face two new forms of abomination in Festergut and Rotface, who currently protect their devious creator, Professor Putricide. The Crimson Hall contains the leaders of the San'layn, undead blood elves who oversee the Scourge's operations throughout Azeroth. The blood-princes Valanar, Keleseth, and Taldaram were raised into undeath by the Lich King to avenge themselves while protecting their blood-queen, Lana'thel. The Frozen Throne After clearing all three wings, players will ascend to the Frozen Throne, where the Lich King and his runeblade, Frostmourne, await to deliver them to their deaths....Sylvanas and Jaina are nowhere to be mentioned! Both of this have very strong emotions toward Arthas, so hopefully their stories are continued in the Frozen Halls. Oh, and for those of you keeping score, here is our updated iLevel chart:
10-man | ilvl | 25-man |
Naxx | 200 | |
KT, EoE | 213 | Naxx |
Ulduar | 219 | |
IC 5 mans | 219 | |
Ulduar hard | 226 | Ulduar, KT/EoE |
CC | 232 | Ulduar weapons |
IC heroics | 232 | |
239 | Ulduar hard | |
CC hard | 245 | CC |
IC | 251 | |
258 | CC Hard | |
IC Hard | 264 | IC |
277 | IC Hard |
Wishful Thinking: Boss Mob Rotation For 5-Man Flavor
Wishful Thinking is a column for the theorycrafting behind World of Warcraft. No, not the number crunching madness perfected by the folks at ElitistJerks, but the features, abilities, and design ideas that the Project Lore writers conjure from their squishy pink stuff. I love WoW's PvE content, but there's no denying that it can get boring. Doing the same runs over and over for weeks on end do nothing but show us how repetitive things can become. After the first few virgin runs we fight through the monotony mainly for a chance at some glorious rewards. Thanks to hard and heroic modes, and quick content patches, raiding has become less repetitive, but our heroic dungeon farming is no less mind numbing than ever. Considering how much time we now spend in heroics, thanks to the vastly improved badge system, don't you think party-based PvE deserves content diversification? What to do... We already have heroic and non-heroic versions, so that's out of the picture. Hard modes could be done, but would be placed on farm by anyone who raids in a matter of weeks. Not the best return on one's development investment there. That's out. What else can be done to make five man dungeons a little less stale, a little more enjoyable? Ignoring our insatiable desire for loot and badges, one way to keep an instance fresh is already implemented by Blizzard in Violet Hold (and later ToC). Boss mob rotation. In VH the party is given a random chance to encounter three of six possible bosses before they tackle Cyanigosa. It's a small change, but the randomness forces players to stay on their toes even after they start to outgear the dungeon. Extend this idea further, apply it to multiple dungeons, and it'd give us a little boost in content. For the lore and item junkies out there, new bosses can offer both. Many instances can simply have lieutenants written in as taking over a former leaders' position, or perhaps the vacuum left by a leader's demise allows a new faction, race or species to subjugate the rest of the instance's denizens to their will. It's true that in the long run the change would be like Diablo II's "dynamic" map system, where you could easily remember all the map layouts, but the longer we can extend that notion the better. I've mulled over the problem of the lack of 5-man heterogeneity for ages, with multiple audiences, and outside of making entirely new dungeons more frequently, a dynamic encounter assignment has been the best thing I've come up with. Does anyone have any other bright ideas to make five man content less repetitive likes their big brothers? Do you agree that that VH offers a bit more play before it becomes repetitive? Everyone likes new encounters right?
Proverb: Quel'Serrar and Quel'Delar, Part 1
Quel'Delar's Rest |
<Lydros reaches into his robe and presents you with a dull, flat elven blade.>
In ages past well before even the War of the Ancients, there existed this blade. The blade itself had to be crafted in ceremony with the children of the Aspects. A rare occurrence indeed... For not only would a dragon have to willingly heat and mold the enchanted metal with their breath, they would also need to contain the fury of their own enchantment by using their blood as temper. Over the course of 8,000 years, only a handful of these blades were created - each blade unique in both power and appearance. The blades of Quel'Serrar would take on the characteristics of their creator. Rumors exist of a single, legendary blade of Quel'Serrar crafted for an unknown entity by the combined might of the five Aspects. Before the abominations of Nefarian and Deathwing were thrust into our world, such meetings of the Aspect were represented by the term 'Prismatic.' I could only assume that the Prismatic Blade of Quel'Serrar was a most glorious creation. What I offer to you now is one such blade, unfired, unheated, untreated - the most raw and basic form.
Now you merely need to find a dragon that will willing enchant the blade.
If you had an eternity to live, this might be a possibility; but since you are mortal and could very likely cease to exist at any moment, might I recommend trying to persuade one of the lesser dragons to do your bidding.
Have you heard of the brood mother of the Black Flight? I believe she is called Onyxia...Players would then be provided with the Unfired Ancient Blade, which they would then take into combat with Onyxia. After the sword was placed on the ground and hit by a deep breath, players would need retrieve the Heated Ancient Blade from the ground, which would only remain heated for 20 minutes, and drive it into the corpse of Onyxia after slaying her to temper it in her blood. Players would then return it to Lydros to receive the Quel'Serrar. As of Onyxia's revamping in patch 3.2.2, players can obtain new versions of the Quel'Serrar as drops from Onyxia; there is the Burnished Quel'Serrar that drops in the 25 player version and the Gleaming Quel'Serrar in the 10 man version. Like the reintroduction of Onyxia, these items have no place in the lore and are in the game just for fanservice. So now we come to Quel'Delar, which is another of these High Blades wielded before even the War of the Ancients. Through data-mining, a variety of information has been gleamed about this sword. First, we have its model. These High Blades should each have its own unique look, although still look similar. Compare the Quel'Delar (left) to the Quel'Serrar (right):
The coloring, runes, and shape are slightly different, but the blades appear very similar. |
How Do You Want Arthas To Die?
Patch 3.3 is so close that I can almost connect to the PTR long enough to play it. We've been waiting for this content patch ever since it we revealed that Arthas would be joining the game dedicated to him a little late - by C'Thun the star could never arrive on time. Now that we have the PTR housing patch 3.3, the first round of ever-changing patch notes, maps of the dungeons and lots more, one burning question remains. How will Arthas die? Let's start with the more appropriate question. Will Arthas die? It has almost become cliche that World of Warcraft's bosses manage to slip through death's grasp at the last second. A large number of the best known bosses have merely been de-summoned, released from someone's control or regained their sanity (put down at his request). In the case of the Old Gods, we mortals have been fighting parts of them, leading some to believe that we've only faced a portion of their vast power. Is it possible that Blizzard could allow one of Warcraft's most infamous villains to avoid the grave?! Hell no. The disservice done to fans by allowing Arthas/The Lich King to live would be unfathomable. He's going down. Of course, then we return to the original discussion, how do you want Arthas to die? Blizzard could go one of a hundred ways for Arthas' demise, so I can only tell you how I'd like to see him die. That would be by Jaina's hand. If there's anyone who needs redemption for all Arthas has done (that's still alive) it is Jaina, his former lover. Rather than another Maiev + raiders vs. Illidan team-up, I'd like to see Arthas go all Hulk on us, freezing our toons when we get him to zero HP. As he's toying with us, attempting to crack our minds, Jaina pops out of no where to confront him. Being the former suave Prince The Lich King tries to sweet talk his former mate, only to be struck down mid sentence by an icy bolt, and then finished off with a melee move from her staff. Double tap, it's important. Her icy demeanor would vanish as he falls to the ground, and then she'd weep over his fallen corpse (as we looted it) as she curses the gods for putting her in such a position. The odds of my vision coming to fruition are slim to none, but it doesn't hurt to dream. It wasn't until I finished reading Christie Golden's book that I came to believe Jaine is the only person to send the Prince of Lordaeron six feet under. How do you want the former paladin to go down? What about you hordies? You likely have a different view on this whole Scourge debacle since one of the leaders of your nation-states didn't date the backstabbing necromantic. Although I hear Thrall has the hots for Jaina. Just a rumor someone's spreading. And there is that Slyvanas lady. Perhaps she'll get her revenge in the horde script?
Don't Rule Out Garrosh Hellscream Just Yet
Warning! This post is speculative and potentially spoiler-heavy. I won't lie. I've been cringing inside at the thought of Garrosh Hellscream replacing Thrall. How could he? What would this mean for the fate of the Horde? And why would Thrall allow it? Amatera's recent post on glimpses of the changing Horde on the PTR solidified that even more. I am not a fan of Garrosh, to put it lightly, and based on the comments on that post, plenty of others aren't, either. In fact, it's easy to name plenty of other Horde leaders who would make a better Warchief. Among the contenders, on one humorous forum thread: Cairne Bloodhoof (which would be difficult if he's dead), Saurfang, Sylvanas, Hogger (/chuckle), Westfall Chicken or a Sickly Gazelle. And with all this mounting contention against Hellscream, it was only time before the issue would be addressed via Blue Post. Kisirani took the call in a thread questioning Hellscream's ability to lead the Horde. Here's what was said:
"Garrosh is a character with a lot to prove. I realize there's a great deal of consternation out there concerning the tales of what's to come, but I want to reassure you that we understand that concern. We know where you're coming from. Why are we still going this route? With all respect, you haven't seen the entirety of who Garrosh is. You've seen a great deal of his faults, certainly, but people grow over time, and you may find, come Cataclysm, that he is not quite the disaster you portend. :) (Mind you, that doesn't mean he's Thrall, either.)"Can you hear the collective sigh of relief? No? Well, I'm still not exactly crazy about the idea, either. But it does remind me that what we're hearing so far is only bits and pieces of what surely will be a much larger, more complicated story. If you think back to the Burning Crusade, we did see a slightly different side of Garrosh. Before he knew of his father, Grom Hellscream's heroic death, Garrosh is portrayed as ashamed, intimidated at the thought of becoming a great leader, and even a little depressed. Thrall's news that Grom had fought valiantly to his redemption is a huge part of what transforms Garrosh into the strong, confident, belligerent being that we now know. But at least we see that he is capable of growth and change as a character. My guess is that there's going to be some massive world event leading up to the Cataclysm, or it may even be the Cataclysm itself, that forces Garrosh to grow as a character once again. Let's hope that by the time Garrosh leads the Horde, if this indeed is to come, that he is a multi-dimensional character with more layers than the surface one we've seen up until now. And if that's not the case, then may Thrall (or one of those other potential leaders - I'd root for Sylvanas) overthrow him and retake the Horde!
PTR 3.3: The Guards, They Are A-Changin'
The jury's still out on whether or not Garrosh Hellscream is truly a dangerous man. Sure, he's pushy, belligerent, hot-headed, and more than a little racist, but he seems to honestly believe that what he's doing is best for the Orcish people. And yet, we know somewhere in there, that he seeks to defy the more... unsavory aspects of his father's legacy, who was equally lustful for power, but failed to control himself by drinking Mannoroth's blood and esnlaving the Orcs. Likewise, we must consider that Garrosh has spent nearly his entire life in Nagrand. He's not as familiar with the struggles on Azeroth as his compatriots are; not as beholden to the same love of certain humans or ideals of peace as Thrall is. And let's not forget that he's got a virtual equal in the Humans' King Varian Wrynn. In Garrosh's eyes, he is a man who cannot be controlled and will take the opportunity to destroy the Horde when it presents itself. If Garrosh is to slated to become Warchief, he has to do what he thinks is right to protect his people, even if his methods seem wrong. We haven't reached the expansion just yet, or even the world events that will lead up to them, but signs of the changing times are already starting to show themselves on the PTR. While everyone else is distracted by the shiny, new 5-man dungeon (Pit of Saron), I decided to do a little bit of poking around, and discovered a rather interesting development in the good old Undercity. As you might recall, after the events of the Wrathgate, Thrall sent his elite soldiers, the Kor'Kron Guard, to keep watch over the remaining apothecaries in the Forsaken capital. The difference on the test realm is that now, they're all over the place. Gone are the abominations that used to protect the city, replaced by Orcish knights patrolling the city. It's possible that this is just an expansion of Thrall's policy to keep the apothecaries in check, but it also fits in with things we've heard about the future. Namely, Garrosh becoming Warchief and changing the way things work. Only letting Orcs and Tauren into the center of Orgrimmar, because he believes that they're the only ones actually capable of defending it. Hey, what about the Trolls, Garrosh? Sure, the double-dealing of a certain faction of Undead and the inherently shifty Blood Elves need to be scrutinized, but what did the poor Trolls ever do to lose your trust? But, I digress. If the betrayal at Wrathgate made Garrosh lose faith in his already tenuous allies, the installation of Orcish guards in foreign cities may be a sign of the new Horde to come. And if this is truly the younger Hellscream's policy, then we may see him take the throne sooner than we thought. Another interesting tidbit that could possibly corroborate this idea: pre-BlizzCon claims cited that Cairne Bloodhoof, leader of the Tauren, would be framed for treason against the Horde and be killed by Garrosh. We don't yet know if that's actually how things will play out, but the tag for Cairne's son, Baine, has been changed in MMO-Champion's database. He is now listed as the High Chieftan, leader of the Tauren. Food for thought, people. Food. For. Thought.
PTR 3.3: New Models Galore!
Patch 3.3 has been in the limelight the past couple days. With the Frozen Halls preview, patch notes, and PTR released in such a short period of time, there is an information overload! First and foremost in my mind is the introduction of two new named weapons - Quel'Delar and Shadowmourne. Quel'delar seems to be a one-handed sword that is part of a long, epic quest chain involving Rhonin, Vereesa Windrunner, the Sunwell, and Icecrown Citadel. Shadowmourne is a legendary two-handed axe that drops from Arthas in place of Frostmourne, as Frostmourne has a "unique fate". Models for both of these weapons were data-mined by World of Raids: Another change that has yet to be reflected in the Patch Notes are the addition of race-specific totem models for Shaman. The current models in patch 3.2 are the Horde model that seems to be Tauren-themed and the Alliance model which is Draenei-themed. In patch 3.3, all races that are capable of being Shaman get their own totem model. Tauren and Draeni seem to keep the current models, while Trolls, Orcs, and Dwarves (in preparation for Cataclysm) get their own models:
The lack of Dwarf keg totems is saddening. Other new models include Terenas Menethil II (Arthas' deceased father) and the ghost of Mr. Bigglesworth (Naxxramas was only a setback): |
There are also a series of loading screens for the 5-mans and Icecrown Citadel available. Hop over to World of Raids to check them out. In-game maps for the 5-mans are also in the game. Looks like there is a lot of development going into the art for this patch. Hopefully this patch will be a content-packed conclusion to Wrath of the Lich King! |