Entries in icecrown citadel (37)
3.3: Icecrown Citadel To Feature Difficulty Toggle
If you've read up on the latest Icecrown Citadel preview, you might have noticed the following text in the description:
"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."As it implies, ICC will be returning to a more traditional style of raid progression, with only two lockouts (10-man and 25-man) as opposed to four, like Trial of the Crusader (10-man, 25-man, and heroic versions of each). But the wording didn't seem entirely clear. What exactly did it mean by each encounter being fought in either normal or Heroic mode, then? Well, the problem seems to be that Blizzard is doing a little dance with their own terminology. It should really read "each encounter being fought in either normal or Hard mode," since Heroic is once again being used as a label for the 25-man version of the dungeon. What this really means is not that you will be able to switch between 10 and 25-man at will, but rather that you will have the opportunity to tweak the difficult of individual boss battles at any time you want outside of actually being in combat with one. This is different from the way the mechanic is handled in Ulduar, where the Hard modes for each boss are activated in different ways like timers, buttons, and damage dealt. Bornakk confirms:
"Assuming everything goes as planned, you can switch it back and forth as much as you like. Encounter 1 on hard, 2 on normal, 3 on hard, 4 on normal, etc. In effect it works out similar to Ulduar but it's with a much more clear method in the UI as opposed to the fairly confusing process of figuring out some encounter mechanics just to activate it."To be honest, I'm not sure if this is necessarily a good change. Sure, it'll give everyone a chance to try out the Hard modes as they see fit, but sometimes the limits placed on accessing them also served as a trial to see whether or not a given raid group was cut out for it. For instance, if you don't have the chops to kill XT-002's heart, then you probably won't be able to finish the fight without dying or hitting the Enrage on Hard. Allowing just anyone to take a crack is going to end in a lot of bitter tears, and may even lead to some Hard modes being nerfed faster, since there will be a greater number of unprepared players engaging them and, thus, complaining about them. I'm all for convenience, but sometimes it feels as though tweaks like this further marginalize the hardcore player base. If Hard modes are supposed to challenge top level raiding guilds, why not just leave it that way? What say you, readers?
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?
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:
|
|
- 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 |
PTR 3.3: Inside The Pit of Saron
Despite the fact that the official patch notes clearly state that the Forge of Souls would be the first wing of the new 5-man Icecrown Citadel instance available for exploring, players on the test server can only currently access the the second wing, Pit of Saron. Even if it does seem a bit odd to kick off testing with the middle of this epic story instead of the beginning, I was still hungry for any bone Blizzard was going to throw us, so I gathered up a war party and ventured deep into the unfortunately-acronymed dungeon. If you're not afraid of spoilers (and there will be some), continue reading below! A word of warning to those who might seek entrance to the Pit of Saron before I begin: while the servers themselves seem to have been largely stabilized, many characters are having trouble seeing the instance portals. This appears to be a bug associated with phased content, meaning that anyone who has completed certain Icecrown quests (the exact culprits haven't been nailed down just yet) will not be able to see, let alone use, them. In that case, you'll have to either transfer another, less developed character, use a premade, or hope there's a Warlock in the group that can summon you in. I, for instance, have been stuck using my under-geared Elemental Shaman, Nuggnuts, instead my pimped out Rogue, Amatera. This will no doubt be fixed in upcoming builds, but those are the only options for now. If you're not cool with that, feel free to join the rest of the players out there using the dungeon's abbreviation as a fun pejorative for describing their current experience! That aside, let's get on with it! The first thing I noticed when I entered the Pit is that the bulk of it consists of a wide-open outdoor area. This means two things: mounts and the ability to skip trash. There also may be some choice regarding which order you tackle the first two bosses in. The second thing I noticed was the big, bad frostwyrm called Rimefang hovering overhead, with Scourgelord Tyrannus, the mine's overseer in the saddle. After taking a few steps in, Lady Sylvanas appeared from the portal behind us (well, if you're Horde, she will), with two of her Dark Rangers, and a small battalion of troops in tow. The redshirts of the group charged right for Tyrannus, who clearly doesn't like people interfering with his operations. A little bit of the old Darth Vader stranglehold and they all dropped to the ground, dead. Tyrannus flew off, leaving the remainder of his undead minions for us to deal with.
From here, the path split off to the left or the right around the eponymous Pit, where tired slaves are busy digging out Saronite while a giant, floating skull watches from above. Each one leads to a different boss encounter, and as I mentioned before, it doesn't seem particularly important which you decide to fight first. We chose to go to the right, which included offing some giant skeletons, necrolytes, and vrykul -- in other words, the usual Icecrown rogue's gallery. Along the way, just passing by slaves working the ore freed them, and they had all sorts of reactions to their saviors, from just plain old running away to thinking that they're hallucinating when they first saw you. It adds a nice little touch to the proceedings. Eventually, we reached the platform where Forgemaster Garfrost resided, who was essentially a giant vrykul crossed with an abomination. He looks a lot like the Pustulent Horrors you might see wandering around Mord'rether, but with a sack of giant Saronite boulders on his back, which he evidently thought was a good idea to toss at us during the fight. His other primary ability seems to be an AoE pulse that stacks a debuff on you, increasing Frost damage taken. This means you'll need to take him down quickly before it builds up and his regular attacks start doing too much to handle. Though we downed him on the first attempt, I won't say it went cleanly. I was killed due to one of the boss' ranged attacks and so were the Hunter and Resto Druid (aka the healer), leaving the two Paladins in our group to finish the job (I should mention here that loot hasn't been implemented yet, on trash or bosses). A previously enslaved Orc named Gorkun Ironskull appeared to retake the forge, along with all the other laborers we had previously relieved of their bonds. He promised that they would take the opportunity to gear up and help us in our final assault. After rezzing everyone and buffing back up, we traversed the Northern edge of the Pit towards the second boss, a corrupted leper gnome named Krick and his hideous companion/mount, Ick. This wasn't a particularly hard fight either, but it was fun and definitely tested our movement skills. For a majority of the encounter, Ick tossed globs of slime, which created poisonous, green pools on the ground where they landed. These came slowly and were easy to dodge. But at some point during the fight, Krick decided that it simply wasn't doing the job on its own and started conjuring time bombs on the ground. Represented by expanding, purple domes, they started popping up all over the place and quickly became difficult to completely avoid. All the while, Ick continued to throw bolts of his fetid bile at the party, dealing direct damage this time. Unfortunately, I bit the dust again, but we still managed to pull off a victory on our first attempt. Sylvanas appeared to take the vile gnome's life, but before he perished, he let slip that the Lich King's blade, Frostmourne, could be found in the 3rd wing of the instance, the Halls of Reflection. Sylvanas questioned Krick's admission, citing that she thought Arthas always had it by his side, but he continued to insist that he was telling the truth. With the second boss down, Tyrannus showed his ugly mug once again. He taunted us from the skies, provoking us to burst through the ranks of his most powerful undead lackeys and challenge him on the platform above. Several more powerful packs of trash stood before us on the slope, five or six to a number. Embarassingly, we wiped on the first set, but picked back up and made it through the rest more or less unscathed. The cliffside eventually lead to a cave, which I can now admit is probably my favorite part of the dungeon. The trash inside isn't terribly difficult, but you'll have to fight them through falling blocks of ice. If you've ever fought Hodir in Ulduar, you should already be familiar with this mechanic, as glowing blue circles on the ground will show you where icicles are about to drop. On the other side of the cave we met Tyrannus for the final time. He had nowhere left to run or hide. Gorkun and his men appeared to back us up, distracting the Scourgelord's undead army so that we could face him and his frostwyrm alone... In the interest of at least keeping some things a secret, I'll end my recount of the events here. As for what I thought of it when it all was said and done? Well, if you were expecting a challenge, I don't think you'll find it here. The Pit of Saron, at least, isn't much more difficult than any of the other Heroic 5-man dungeons out there. But it does flow better, and the integrated story elements allow the instance to have a sort of "rhythm" you just don't get in other parts of the game. With each boss down, you feel like you're actively working towards an end goal instead of just more loot, and the inclusion of important NPCs like Sylvanas adds some extra fun, even if you never fight directly by her side. I'm reminded somewhat of the dungeons in Lord of the Rings Online, and I hope that, at least in terms of pushing the narrative, this is a path Blizzard continues to tread in the future.PTR 3.3: Leveling To Be Even Easier
It's common knowledge that many, many, users return to MMOG when a large content patch comes out. The phenomenon is no different in the lands of Azeroth. Whenever Blizzard releases major content it is almost always joined by an influx of returning characters, thus a spike in subscription rates and server population. After a few weeks, or possibly a month or two, things begin to settle back to "normal" and life continues. Patch v3.3 and the upcoming changes to Azeroth, by way of Cataclysm, may throw a curveball in those assumptions. We may very well see more of the old world being re-populated by the nostalgic, or late-to-the-party players, eager to taste the untainted lands of old. Even if it is at a relatively Sonic pace. Modifying leveling times began with the launch of The Burning Crusade, and continues to be tweaked with each of Wrath of the Lich King content patches. The largest being changes to mount level requirements and prices, and the invention of the wonderful Heirloom Items that can grant up to a 20% bonus to XP gains. Like the patches before it, Patch 3.3 is shaping up to offer new ways to make getting to the end game a far faster process. Heartbourne posted the full PTR patch notes as soon as they went live. Below is the subset of changes that directly impact the leveling aspect of WoW:
- Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
- Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player’s level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
- Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.
- Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.
- Dual Wield: Rogues now know this ability upon logging into the game at level 1.
- Stealth (rogues): This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
- Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.
- Victory Rush (warriors): This ability is now trainable at level 6.
PTR 3.3: New Raid Quests Added
The Patch Test Realm continues to bear fruit with the addition of new repeatable raid quests to the game. As if you didn't already have enough ways to earn badges, Blizzard is giving you one more! Don't worry, you won't have to do anything fancy, though. I think they more or less speak for themselves:
If you still don't get the gist of it, each quest will require you to enter one of Northrend's raid dungeons and melt the face of one of their biggest, baddest bosses. Doing so will reward you with ten -- count 'em, ten -- Emblems of Frost, which are presumably the new currency used to by Tier 10 gear. We don't know a whole lot about how this quests will be handled, but due to the nature of lockout periods and the number of badges being doled out, I think it's logical to assume that you'll only be able to complete one a week. There's also a pretty good chance that the NPC giving them out will do so randomly. Of course, for the majority of guilds, that's going to make some weeks far easier than others! Kill Patchwerk? Well, OK then! To be fair, none of the bosses are particularly tough, and most can be accessed without going to far into their respective raids. You may notice a new face at the top though... Lord Marrowgar? He is, indeed, a new encounter that players will face in Icecrown Citadel. Hopefully we'll get the chance to face him as the testing process rolls on. How about some feedback, readers? Are these quests a convenient way to earn some badges for guilds that might be having trouble with the upcoming raid or just another nerf to the gear system?Lord Marrowgar Must Die! Lord Jaraxxus Must Die! XT-002 Deconstructor Must Die! Ignis the Furnace Master Must Die! Razorscale Must Die! Flame Leviathan Must Die! Malygos Must Die! Patchwerk Must Die! Instructor Razuvious Must Die! Noth the Plaguebringer Must Die! Anub'Rekhan Must Die! Sartharion Must Die!
Patch 3.3 Goes Live on the PTR
As of tonight, Patch 3.3 has gone live on the Public Test Realm. Earlier today, we caught our first glimpse at the latest PTR patch notes, signifying that we knew it would be coming soon. But here it is, just a few hours later, and it's already here! Happy day! The long fight against the Lich King has been arduous, and the final battle has been a long time coming. It seems that we'll all soon get our shot at Arthas. But first - to test out the fights and ensure that they're in good enough condition to release to all. I would expect there will probably be at least 6 to 8 weeks of beta testing before the patch is passed on to everyone, and perhaps there will be drastic changes by then, since nothing on the PTR is ever guaranteed to appear in-game. This is just pure speculation on my part, but perhaps we could see the finalized Patch 3.3 out sometime in January. It seems appropriate, somehow, for the final battle to be played out in the winter (at least for us Northern Hemisphere dwellers). Personally, I can't wait to hear and see more about the new 10- and 25-man raids, and especially the 5-man dungeon at Icecrown Citadel, since I've been having a great time with the 5-man content as of late. And now that I've got a level 80 character, I'm debating whether or not to download the PTR myself... but I'd hate to get attached to any content (or loot!), not to mention Rogue vanish fixes that may never end up on the final version. Oh, decisions. Well, for any of you who are looking into beta testing, here's what Blue Poster Aratil gave as advice on the forums:
Patch 3.3.0 is available for testing on the PTR. We would like to encourage everyone to take time to test this patch and provide feedback on the Test Realm forums. For more information on the PTR, please visit the following threads- Introduction, Installing.The forums already have jumped alive with excitement, and apparently some at grief that the patch is more than 1.3 GB in size. Hopefully that's an indication that there's LOTS of new content for us to discuss in the coming days and weeks. So, how many of you are going to foray into the PTR?
Patch 3.3.0 PTR Notes
It looks like we will see the new patch, patch 3.3, on the public test realms any day now. Check out the current draft of the patch notes: General
- Icecrown Citadel
- The Forge of Souls, the first wing of the 5-player dungeon, is currently available for testing.
- Additional Icecrown Citadel dungeon and raid content will be made available in future test builds.
- Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
- Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.
- Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
- Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
- Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player's level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
- Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.
- Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.
- Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.
- Talents
- Unholy
- Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.
- Unholy
- Pets
- Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
- Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.
- Talents
- Beast Mastery
- Intimidation: If the hunter's pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet's next swing or attack.
- Beast Mastery
- Pets
- Avoidance: Now reduces the damage your pet takes from area-of-effect damage by 30/60/90%, but no longer applies to area-of-effect damage caused by other players.
- Talents
- Arcane
- Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage's party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.
- Arcane
- Pets
- Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
- Pet
- Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
- Dual Wield: Rogues now know this ability upon logging into the game at level 1.
- Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
- Vanish: For the first second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.
- Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.
- Talents
- Elemental Combat
- Improved Fire Nova Totem: Renamed Improved Fire Nova. This talent now provides an additional 10/20% damage to the spell and reduces the cooldown by 2/4 seconds.
- Elemental Combat
- Pets
- Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
- Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.
- Victory Rush: This ability is now trainable at level 6.
- Talents
- Protection
- Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.
- Protection
- Quest Tracking Feature
- This system is currently under development and is not fully functional.
- Looking For Group System
- This feature is undergoing several improvements and is not available for testing at this time.
- For additional notes on Lua and XML changes please visit the UI & Macros forum.
- A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum.
- Enchanting
- Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster's target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.
- Glyphs
- Death Knights
- Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.
- Shamans
- Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.
- Death Knights
- Druids
- Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds.
- Mages
- Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.
Patch 3.3 Could Be Coming Soon To PTR
With 3.2.2 finally out of the way, the Patch Test Realm is clear for the arrival of 3.3, which should be bringing with it Icecrown Citadel, if nothing else. Though not a peep has come out of Blizzard yet, it appears that the Character Copy service is currently available. If you've never used it before, it allows you to take a character from the server you normally play on and reproduce one with its exact stats and equipment on one of the test realms. If you think this the timing seems too soon, might I remind you that, at BlizzCon, it looked like they had already put a lot of work into Icecrown Citadel, even detailing some of the events that might occur as you progress through it (like the airship battle between the Horde and Alliance). Even though we've heard little about the encounters, populating a raid with bosses and trash is often one of the last things to actually happen when creating a dungeon (that's not to say they haven't already charted things out in some no-doubt-extensive design documents). Likewise, the freshly released information regarding the new three-wing, 5-man instance accompanying the raid leads us to believe that at least some of the forthcoming content is close to being ready for public consumption. Not to mention, Blizzard keeps talking about that Vanish fix like it's right around the corner. Quoth the Ghostcrawler:
"We have a change for Vanish in place for 3.3. You will get to try it out soon (tm)."Even if 3.3 is expected to hit the PTR in the next couple of weeks, don't think that you'll be able to go toe-to-toe with Arthas just yet. Previous experience shows that, whenever they choose to start showing off the raid, they'll probably cycle individual bosses in and out on a testing schedule. And in order to preserve the secrecy of key fights, like that against the Lich King, they'll likely leave some out altogether. So feel free to go ahead and copy your character (I've verified it, it works), but be aware that if the real thing isn't coming just yet, they'll likely wipe all of the current transfers before 3.3 actually lands for testing. Can you guys sense it? That excitement? The final conflict of Wrath is right around the corner!
New Icecrown Details Emerge
The Forge of Souls |
Scary |
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 |
258 | CC hard | |
IC Raid | ?? | |
?? | IC raid |