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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.