Entries in patch 3.3 (19)

Patch 3.3.3 PTR Notes: Lots of Surprises!

There is some great stuff in patch 3.3.3, which is soon going to be live on the public test realms. Check out my highlights then the patch notes after the break.

  • Battleground queueing system completely overhauled. Random battlegrounds, no more marks of honor, more honor and adjusted prices!
  • Dungeon finder tweaks. Add a reason to vote-to-kick someone, queue better with people of different levels, queue for holiday bosses!
  • Auction House interface updates.
  • "Many quests which require vehicles have had their vehicle mechanics updated and improved in the interest of fun."
  • Subtlety buffed!
  • CoS intro skippable! 

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You Know Your Playing Too Much WoW When...

Once the holidays wrapped up I found an incredible amount of time to dedicate to gaming.  Not only were family obligations wrapped up, but Ms. iTZKooPA has been incredibly busy searching for a job, everywhere.  She's basically been out of the house since the new year, giving me an obtuse amount of unimpeded free time.  A sizeable amount has been dedicated to gaming, with the majority of that time going to World of Warcraft.  Apparently so much time that my subconscious has even gotten in on the fun.

Yes, I dreamed about WoW the other night.

It wasn't just a rudimentary dream where I was my character, or some crazy fantasy about putting on my wizard hat and robe.  It wasn't a fantasy at all, or even in game.  It also was not a short dream that I remembered because of some unusual details.  The dream managed to creep out of my subconscious, causing me to be ever so slightly stirred from my sleep.  This ultimately led to a restless night.

/me sips his caffeine-laced beverage.

What was the dream that I remember so vividly, that caused such distress, and is worthy of a blog post?  Why it was about Patch 3.3 and the addition of Dungeon Finder tool.  My subconscious apparently thought it was an excuse for everything I could have done wrong since its release.  The only parts that I can remember clearly of the flowing dream had me late for work (a job I had when I was a teenager no less) and miss a wedding (my brother's, who isn't married).  In both cases I tried to levy the Dungeon Finder, and my attachment to running all my characters on it everyday, as a perfectly acceptable reason for my actions.  I'm sure there were crazier excuses levied, because the tossing and turning went on and on.  It was a surreal pseudo-nightmare experience.

It certainly wasn't my first dream about WoW, let alone a video game, and it probably won't be the last.  But it was the first dream that was about a video game, but set in the real world.  The most ironic thing is that while I was slipping in and out of consciousness, I decided to write a blog about it.  Oh you crazy brain.

Cool story, right bro?  Anyone else dream of WoW lately, or at all?



Achievementology: Skyshattered (Now with 3.3 Nerf)

I got the unfortunate notion last week that I wanted more flying mounts. Specifically, those glowy, bright Netherwing dragons that look awesome as they streak through the sky, leaving a luminescent haze in their path. So for the past 4-5 days, I've been questing in southeastern Shadowmoon Valley and soaking up a dose of that Burning Crusade content that I missed out on during my break from WoW in 2008.

And so, this is how I came across the Dragonmaw race questline. It starts with a race against Oldie McOld. You, upon your epic flyer (and disguised as an orc upon a netherwing) must fly within range of your opponent and not get dismounted as he weaves around crystals and twists through the sky, heaving pumpkins at you all the way. The races get progressively more difficult, and so does dodging whatever your opponent throws at you -- be it skulls, lightning or meteors. If you successfully get through all six races, you earn the Skyshattered achievement.

And now thanks to a 3.3 change, the achievement is much easier to get. I read right over this change in the 3.3 patch notes and didn't think much of it:

  • Knockbacks no longer dismount players. If on a flying mount, you will be knocked back a short distance before being able to resume flying.

As it turns out, the change is huge to this particular questline, which used to be probably the most difficult quest while flying in the game. Now it can still be a bit tricky, but as I understand it, not nearly as much as before. So those of you who have avoided this rep grind or even this achievement in the past have reason to try again.

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WoWFlix: Unofficial Icecrown Trailer

WoWFlix is a column featuring videos from around the web related to World of Warcraft. If you find something you’d like to be featured, leave a comment or send a tweet to @Heartbourne.

 The following fan-made video contains major spoilers for The Frozen Halls, the series of 5-man regular and heroic dungeons available upon the release of patch 3.3. This video was made by vodka, a famous progression Alliance guild on Alterac Mountains. I remember back when they were on Mannoroth and my old Horde guild Reformation was competing with them for the server first Kazzak kill. This trailer is quite high quality. They definitely took some time working on capturing the multiple dramatic angles. For anyone who needs to get hyped up about patch 3.3 and its probable release on Tuesday, this will do it for you.

The Back-and-Forth Saga of a 3.3 Vanish Fix

roguevanish Love 'em or hate 'em, rogues have got to be sneaky. It's a good part of what defines the class, allows them, as leather-wearers, to deal melee dps without instant death, and sets them apart from other DPSers. So it's no huge surprise that Vanish, one of the key skills that rounds out that specialty, has long been debated because it's, as some players would say, "broken."

Just how is it or isn't it broken? Different players of different classes will give you varying answers. But the debate revolves around players/mobs/pets still being able to attack a rogue who has vanished, and a number of AoE/DoT effects that will immediately pull a vanished rogue back out of stealth. Personally, my main is a rogue, so I tend toward the side that vanish should allow a little bit of lenience to allow some time to get away, heal or regenerate some energy. But I certainly don't want it to be overpowered, either, because then it will inevitably get a nerf.

Enter Patch 3.3 on the PTR, and game developers announced hefty plans to unveil a Vanish fix. The hoopla began about a month ago, with blue poster Ghostcrawler announcing Blizzard's intentions on the WoW forums:

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PTR 3.3: New Build Deployed, Patch Notes Updated

The new build brings several changes, but we still have to wait for the Halls of Reflection. The new build brings several changes, but we still have to wait for the Halls of Reflection. It looks like that little bit of extra maintenance on the PTR today wasn't just for show, as a new build of 3.3 has been deployed on the test realms. Unfortunately, this one doesn't seem to be quite as substantial as the first two, as there seem to be no new instances to run through. Part of me wonders if they'll just keep Halls of Reflection internal for the duration of the testing period in order to preserve the secrecy of whatever events might transpire there. But that doesn't mean there aren't any new or interesting changes. Here are the updated patch notes:

Druid
  • Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
  • Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% instead of its previous effect.
Hunter
  • Call Stabled Pet: Cooldown reduced from 30 minutes to 5 minutes. Cannot be used in Arenas.
Mage
  • Improved Scorch: The debuff from this talent no longer stacks, and instead can apply the full effect from a single cast of Scorch.
Priest
  • Power Word: Shield; This spell can now be cast on non-raid/party friendly targets.
  • Improved Devouring Plague: This spell now deals 10/20/30% of its total periodic effect instantly, up from 5/10/15%.
  • Shadowform: This talent also now causes Devouring Plague, Shadow Word: Pain, and Vampiric Touch to benefit from haste. Both the period length and the duration of these spells will be reduced by haste. In addition, the mana cost has been reduced from 32% to 13% of base mana.
  • Vampiric Embrace: This ability is now provides a 30-minute buff that cannot be dispelled, instead of a target debuff.
Shaman
  • Reincarnation: The cooldown on this spell has been lowered from 60 minutes down to 50 minutes (Improved Reincarnation will continue to lower the cooldown by 10/20 minutes).
Warlock
  • Create Soulstone: The cooldown on this spell and duration of its buff have been lowered from 30 minutes down to 15 minutes. Cannot be used in Arenas.
  • Decimation: Redesigned. When Shadowbolt, Incinerate or Soul Fire hit a target that is at or below 35% health, the cast time of Soul Fire is reduced by 20/40% for 8 seconds. Soul Fires cast under the effect of Decimation cost no shards.
  • Molten Core: Redesigned. Shadow spells and damage-over-time effects have a 12% chance to increase the damage done by Incinerate by 5/10/15% and Soul Fire by 4/7/10% for 12 seconds. In addition, Molten Core now has a new spell effect.
User Interface
  • Non spell-based tracking now persists through logout.
  • Any party member may mark raid targets.
  • Users will be warned when their talents are reset due to a new patch.
  • “/Settitle” command has been added.
  • Instant quest text is on by default.
  • “Tentative” status added for calendar responses.
  • Players below level 10 may not join raids.
  • Ignore list expanded to 50 to match the friends list.
  • Unit frames added for special encounters.
  • Interface element added next to the mini-map to show what dungeon you are in (ex: 10- and 25-player Heroic dungeons marked with a skull).
  • Experience earned for a quest will display in the Quest Rewards section.
  • Confirmation box added when buying stable slots.
  • Macro Changes
Symbol “@” added as a synonym for “target=”;. For example, “/cast [@focus] Flash Heal”. New macro conditionals: “vehicleui” (if the player has a vehicle UI) and “unithasvehicleui” (if the target of the macro has a vehicle UI). Character and Creature Nameplates
  • The range at which players can see nameplates has been significantly expanded.
  • You can no longer see nameplates through objects which block line of sight.
As long as you are able to peer through the doorway of a room, you will see nameplates of characters and creatures in that room. Pillars and bridges in Arenas will not hide friendly or enemy nameplates.
  • Totem nameplates can be toggled off under “PRODUCTION” settings via “Interface Options” on the test realms.
  • Instead of nameplates for large groups of players or creatures trying to sort themselves, they will now overlap. This functionality can be toggled off under “PRODUCTION” settings via “Interface Options” on the test realms.
Addon Author Changes
  • “registerForClicks” added to xml buttons.
  • “MouseIsOver” has been converted to a “C” function for increased efficiency (e.g. /dump PlayerFrame:IsMouseOver() ).
  • When an addon file is loaded, the addon name and an addon table are passed to the file through ‘…’. The same addon table is passed to every file loaded by a particular TOC file (example at the top of a Lua file: “local addonName, addonTable = …;”.
  • “motionScriptsWhileDisabled” attribute added to buttons. This allows “OnEnter”; and “OnLeave”; to fire while the button is disabled.
  • “GetFileHeight()” and “GetFileWidth()” added to Texture objects. 0 is returned if no texture file is associated with the texture.
  • You can now query for a list of completed quests with “QueryQuestsCompleted()” then wait for the “QUEST_QUERY_COMPLETE” event, and call “GetQuestsCompleted(<luatable>)”.
As you can see, several spells have been redesigned (and I'm personally pretty happy about the reduced cooldown on Rebirth), but some of the most exciting changes are coming to the User Interface. Though allowing anybody in your party to mark targets may seem like trouble waiting to happen for an unruly group, it should be quite beneficial for those that know how to control themselves. It takes some of the sweat of the tank or raid/party leader if other people can be designated to mark targets on the fly. Likewise, I'm glad that they're finally adding a "tentative" option to calender responses. I'm sure we've all had days when we weren't entirely sure we'd be able to make it to a raid or not, and just knowing that much makes organizing them a heckuva lot easier. As for the nameplates? Well, I always have them on, and while I can see a few problems with allowing them to overlap, I think it'll be much less confusing than the current setup which has them bouncing all over the place when there is a large group of mobs to deal with. That makes them extremely hard to individually target with the mouse. You go to click one and its nameplate has just jumped across the screen, and we all know that mis-targeting can, on occasion, lead to rather unfortunate consequences. As a side note, MMO-Champion has revealed that Oswald the Penguin will now once again go by his old name, Mr. Chilly. One might wonder why Blizzard did such a quick one-eighty! This new build is sure to bear more fruit as we continue to explore what it offers, so please stay tuned, and let us know what you think of the changes above!

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Is Arthas Capable of Redemption?

arthas This post may contain spoilers for anyone who hasn't played through the Wrath of the Lich King expansion. With the beginnings of Icecrown Citadel now on the PTR, it seems that the death of Arthas is on a lot of peoples' minds. If you've been playing Wrath of the Lich King, you're certainly at least vaguely familiar with the, well, wrath that the Lich King has brought to Azeroth. You've seen the destruction of waves of scourge under his command and the legions of indigenous peoples of Northrend enslaved under his control. But what of Arthas Menethil, the fallen paladin prince who ultimately unleashed the full power of the Lich King by merging with him? Arthas' story is, indeed, a tragic one. The only son of King Terenas Menethil II, Prince Arthas was a promising swordsman as a youth and a member of the purest paladin group, the Knights of the Silver Hand. He may have been perhaps a bit too quick to action, but the prince became a well-known, renowned warrior who, among other exploits, defended Quel'Thalas from an attack by a group of forest trolls. Perhaps the turning point in Arthas' life came with the rise of the plague of undeath. While investigating the plague, Arthas and his group, including Jaina Proudmoore, fight an undead army and encounter Kel'Thuzad, the plague-bringing necromancer. During this attack, Kel'Thuzad mentions Mal'Ganis. On their way to Stratholme and Mal'Ganis, Arthas learns that the plague is not just killing innocent people; but turning them into an undead army. Every soldier who had fallen while defending Lordaeron would become an undead puppet. Arthas, who wanted to be the one in control of the situation, was perhaps driven a little crazy knowing that even in his death, Kel'Thuzad had triumphed. As it turns out, this was the Lich King's intention all along. arthascosAlthough the prophet Medivh and Jaina both suggest that Arthas should head to Kalimdor and not to Stratholme, Athas' headstrong manner guides him against that advice. He drives onward to another spot of his unraveling. Arthas pledged to do anything to protect his people - even if it meant the extreme step of killing those who were on the brink of becoming undead in the Culling of Stratholme. Some viewed it as murder; But I see it as the tragic fall of a hero - Arthas sacrificed his own humanity in the hopes that it would prevent the spread of the plague. Perhaps haunted by what he had done, Arthas grows ever-obsessed with the intention of eradicating the plague. He tracks the source to Northrend and, once again in the hopes that it will help protect his people, takes up the cursed runeblade Frostmourne. As we know, it has quite the opposite effect. From there, the downfall becomes rapid. Arthas begins losing his soul and his sanity. He finally destroys Mal'Ganis, but only to help free the Lich King and take control of the Scourge. Eventually, the Lich King and Arthas become one... or do they? Perhaps with the approaching climactic battles of Icecrown Citadel in Patch 3.3, we shall see. Could Arthas' true consciousness still be buried deep within the Lich King? Or has he been so completely tainted that he never could be found again? I would draw a comparison to Star Wars' Anakin Skywalker, so consumed by the Dark Side that he lost his true self until just before his death. Take that a step further - what if, by chance, Arthas knew that taking up the Frostmourne would eventually kill the Lich King by giving him a human form, and he was willing to lose himself in the process? Would the end justify the means? Personally, I'd like to see the former Arthas come out once again (and it seems some of you would, too), somehow, in Icecrown Citadel. But even if he did somehow live and separate himself from the Lich King, could he redeem himself after all the horror he inflicted upon his people? If given the choice, would you allow Arthas to have a second chance?

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Proverb: Quel'Serrar and Quel'Delar, Part 2

Proverb is an occasional column discussing the lore of Warcraft. It is spoiler heavy for all past, present, and future Warcraft games, novels, and other media. Comment on this post or send a tweet to @Heartbourne and let us know what you would like to see in future columns!

bloodelf750
Blood Elves are pretty
Be sure to read part 1 first! It is possible that Quel'Delar could be the "Prismatic Quel'Serrar" that Lydos mentioned. Remember, a High Blade must be forged in the breath and blood of a dragon, imbuing it with some of its powers. The area "Quel'Delar's Rest" has five arches and five lanterns. It could represent each of the dragonflights that theoretically contributed to forging the sword, or the lanterns could even have been lit by the flames of each of the dragonflights. Much of the data for the questline surrounding Quel'Delar has been datamined, and World of Raids has a great database for it. The long questline for Quel'Delar does not yet seem to reference a dragon to use to forge it, so it is possible that these flames at Quel'Delar's rest could be the location where the flames forge it. Regardless, there is a hilt stuck in the ground there that could start the questline. It is unknown from where the hilt of Quel'Delar will come from, but it is known that it will start the questline. The current knowledge of the questline is broken and is missing dialogue, but here is what has been surmised: After getting the hilt from an unknown source, players take the hilt to Rhonin, who forwards players to Krasus to identify the sword. Some missing quest or dialogue occurs here, and some shady Blood Elf in Dalaran named "Magister Hathorel" has been meddling around the black market and he has an important tome that can identify Quel'Delar. The tome is titled "Ancient Dragonforged Blades" and likely is used to identify the sword.  It is not clear if this Blood Elf will be a High Elf for Horde players completing the quests. This elf borrowed it from Wyrmrest Temple and never returned it. Alliance players have to infiltrate Sunreaver's Sanctuary to get the tome, which they do by borrowing a Sunreaver's Tabard from some dirty laundry. The tome is then taken to Caladis Brightspear, presumably of the Argent Crusade, at the Argent Tournament grounds. He then instructs players to enter the Pit of Saron to get some Infused Saronite and the forgemaster's hammer to reforge Quel'Delar. Players then enter the Forge of Souls to temper the blade. Some missing dialogue occurs, and players must take it to the Halls of Reflection. It seems that the spirit of Uther comments that one cannot wield the blade while it is under the Lich King's control, and so players must cleanse it in the Sunwell. Players ask Halduron Brightwing, current ranger-general of Silvermoon, for entrance to the Sunwell, as it is heavily guarded (likely by Silvermoon and the Shattered Sun Offensive), and he intends to do so upon the presentation of Quel'Delar. First, he wants players to visit the grave of Thalorien Dawnseeker, who was the last person to wield the blade. He was a High Elf who fell in defense of Silvermoon to the Scourge, and he lies in the Dead Scar. The data-mined data ends there. It is unclear if players will be able to wield, or what its ultimate fate will be. This could be the questline that forwards the Ashbringer story, or at least the Icecrown story that is supposedly intertwined to the Frozen Halls. I really hope the sword is tempered by dragon's fire. Perhaps Sindragosa's breath will bless it with the power of magic and the sword will end up being for casters. It is still not clear if this will be a tanking blade, a caster's blade, or even obtainable by players. Time will tell, and we will keep you updated! Part 3 of this post will be posted as soon as more news is available! quel-delar

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Emblems of Triumph to Become Base Drop in 3.3 Dungeons

emblemstriumphHere'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?

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Icecrown Citadel Raid Preview

frozen-throneBlizzard 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.
airship Here is a list of known encounters, in somewhat chronological order as you progress through the dungeon:
  • Lord Marrowgar (who we saw referenced in the weekly raid quest), who commands the scourge at the base of the citadel. He is a "monstrosity" fused together from various bones of the undead.
  • Lady Deathwhisper, Supreme Overseer of the Cult of the Damned.
  • An airship battle between the Ogrim's Hammer and The Skybreaker. The Horde forces are led by Overlord Saurfang, and the Alliance forces are led by Muradin Bronzebeard.
  • The Lich King's "most powerful Death Knight", presumably the spirit of Bolvar in Saurfang the Younger's body.
ss1
Players then enter the upper reaches of the citadel, which contains three wings. The Frostwing Halls have players invading along side the Ashen Verdict, and it contains the following encounters:
  • 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.
The second wing is the Plagueworks, which contains the most horrifying experiments conducted by the Scourge.
  • Festergut and Rotface, abominations of a new sort.
  • Professor Putricide, the mastermind behind the Plagueworks.
ss8The third wing of the upper reaches is named The Crimson Hall, and is home to the upper-ranking San'layn.
  • Valanar, Keleseth, and Taldaram, three San'layn princes.
  • Blood-Queen Lana'thel.
And, of course, the final encounter: There seems to be one unannounced encounter, as this only totals eleven, bu the San'layn encounters may be separate. Check below for the full text:
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

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