The EU region will have a different raid testing schedule, which I will announce on their forums in the near future as I have further information and more bosses are ready for testing."
Entries in Raid (37)
Further Ruby Sanctum Details
When you announce something like a new raid dungeon so far ahead of time, you're bound to get a bunch of questions. Thankfully, unlike so many other things lately, Blizzard is being surprisingly open about answering them (looks like you can blame Tom Chilton for spilling the beans on that one).
And with data-miners around the world already yanking gobs of information out of the latest set of PTR files, there's really little reason not to.
Zarhym was kind enough to continue the dialog with fans, touching on issues such as the nature and difficulty of the fight, as well as its position within the lore. As someone who chided the idea of another one-room boss at first, I have to admit I'm starting to come around to the idea.
Hit the jump to read what he had to say.
Icecrown Citadel Testing To Start 10/15
Players on the test realms will get to take their first steps into the Lich King's domain tomorrow, assuming that excessive lag and crashing servers don't put put a damper on the event. No doubt many guilds (and PuGs) will be trying their damnedest to get their foot in the front door, so you can expect the outside of Icecrown Citadel to look like something like an Azerothian Woodstock (can we get The Artist Formerly known as Level 80 Elite Tauren Chieftain to play the event?).
Testing itself kicks off with (obviously enough) the first boss in the instance, Lord Marrowgar. As yet, we don't know a whole lot about the specifics of each boss, but the achievement associated with him does tell us that he has a spell called Bone Cyclone which, ideally, people should be staying out of to avoid damage. Though we've yet to see his ugly mug, I'm also going to go ahead and guess that Marrowgar shares his model with those big old Bone Sentinels running around in Icecrown Glacier.
Here's the downlow from Daelo on the testing phase:
"We are scheduling a raid test for Icecrown Citadel tomorrow at 7pm EDT/4pm PDT for the two US PTR Servers. Lord Marrowgar, the first boss of the raid zone, will be available for testing. The trash leading up to him will also be ready for testing.
The Icecrown Citadel raid test schedule will be very flexible, and can change at a moment's notice due to build status, bugs, and server issues. Remember that this is the test server, so things can, do, and will break from time to time. Check this forum for the latest US Icecrown Citadel raid testing schedule information in the weeks to come.
The EU region will have a different raid testing schedule, which I will announce on their forums in the near future as I have further information and more bosses are ready for testing."
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!
Memories of Onyxia: Back Into The Lair
The first thing we did upon entering Onyxia's Lair for the first time in several years was wipe. Foolishly, after pulling the first trash mob, the tank managed to grab the attention of a second. Having walked down the slope, and farther into the cave, this left him out of our healers' line of sight. Our token meat shield soon found himself added to Onyxia's collection of floor rugs, which meant that the rest of us were quickly picked off one by one. Ahh yes, having my face cratered by Lair trash! Just like old times! It stung even harder when the quick jaunt back to the entrance was met with another death. I guess those Warders weren't quite done with us yet after our Hunter attempted to Feign Death and, for one reason or another, failed at doing so. The affair made me doubly sour, though I couldn't blame him for his actions. After all, as a Rogue, I would've Vanished if I hadn't been next in line for a beating after the tank. It turned out, though, that we'd just run into some bad luck. To use a common phrase, raiding Onyxia's Lair at 80 was like trying to ride a bike again: you never truly forget. Regardless, that first time you get back on the seat and grab the handle bars, your ride is going to be a little shaky. Promptly enough, we cleared out the remainder of the trash and found ourselves at the gaping maw of the dastardly dragon's inner sanctum. After briefly recapping the encounter for those who hadn't done the fight in a very long time (or ever), we breached the brood mother's den. The first thing that struck me off right off the bat was how claustrophobic the room felt. I always remembered it being gigantic and, with 10 people instead of 40, it should have seemed even roomier than it did. Memories are weird that way, I guess. They tend to become exaggerated or warped over time and raiding experiences are, apparently, no exception. And so the fight unfolded in ways that it never did when it was a part of vanilla end-game content. Sure, we wiped once, after failing to assign a tank to one pack of whelps during Phase 2 (you know, the one where she flies around in the air), and then losing a couple of people to her first Deep Breath (which, contrary to popular opinion, she did not seem to do more often!), but we caught on quickly and downed Onyxia on the second attempt without a single death. A well-placed Tremor Totem completely nullified her Bellowing Roar ability in Phase 3, making it only slightly harder than Phase 1. The only new twist seemed to be the inclusion of a new add, the Onyxian Lair Guard, which spawns every so often. To tell the truth, I'm not sure what this says about the encounter. It surely couldn't have always been this easy, as I distinctly recall spending hours in here on certain nights way back when. Angry Raid Leader will forever remind us of how frustrating the encounter can be. Sure the old girl hits a little harder, has a few more hit points, and adds can quickly get out of control if you don't burn them down, but it's nothing unmanageable. This isn't Hard Mode Mimiron, after all. Maybe we've all just gotten better as players? That's always a possibility, but if the Onyxia was over-tuned at Level 60, I'd argue that she's under-tuned at Level 80. Let's not forget that the reintroduction of Onyxia is more of a love letter to the old raid than a legitimate addition to current-tier raiding, and that Blizzard probably wants as many players to be able to access it as possible. What once was a barrier is now a gateway. On the whole, though, I think it's easier to make sense of the encounter because it's fundamentally less chaotic. Running a raid in the old days meant wrangling thirty-nine other people, making sure that they were always where they were supposed to be and that they could ably side-step the Deep Breaths or stay off the cracks in the floor when an Eruption was pending. The more bodies there are in the room, the greater the chance of someone being knocked into the whelps, as well. Part of me really wanted Onyxia to come back and show modern raiders what a really, truly tough encounter could bring to the table. That may not have happened, but I'm still grateful for the chance to revisit one of the premiere raids in the game. It was great seeing some of that old loot drop again, too. Our first foray into the Level 80 version of Onyxia's Lair didn't leave us with a mount, but we did nab a Gleaming Quel'Serrar and I'm looking forward to nabbing the Enlarged Onyxia Hide Bag one of these days. It may not be as difficult or imposing as my memories would have be believe, but in the end, I think it'll find a spot in our weekly rotation of raids, at least until the gear is completely outclassed by the next tier of content. Have any of you had the chance to go toe-to-claw with the revamped version of Onyxia? We'd love to know what you think and whether or not it lives up to the legend!
Live Stream Raid Tonight: 25-Man Trial of the Crusader
So far we've cleared the regular version of Trial of the Crusader on 25-man and the heroic version on 10-man. Tonight The Totally Rad Guild will be trying the 25-man version of the instance tonight starting at 7pm PDT/10pm EDT. Once we get through Anub'arak, we might be starting on hard modes of the encounters or maybe we'll do Ulduar. Who knows? After that we will likely try to continue another 10-man run of the instance, so check it out for a night full of raiding! Tomorrow at the same times (7pm PDT/10pm EDT), we'll be continuing our raids, so come back then to see what we have in store next. 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!
Live Stream of 25-Man ToC Tonight, Right Now
Yesterday in 10-mans, we managed to clear all of Trial of the Crusader and then managed to get the tribute chest in Trial of the Grand Crusader on the last possible try. Now that we have some real experience clearing the 10-man version of ToC, tonight The Totally Rad Guild will be trying the 25-man version of the instance tonight... right now! Once we get through Anub'arak (as we did last week), we will be starting on hard modes of the encounters. With just 50 wipes per week to use on the Trial of the Grand Crusader, we'll have some extra stress put on each of our raiders. It will be a lot of fun to see the differences between 10-man and 25-man. Tomorrow at the same times (7pm PDT/10pm EDT), we'll be continuing our raids, so come back then to see what we have in store next. 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!
Trial of the Crusader, So Far...
Trial of the Crusader has been something of a test-bed for Blizzard's raid experimentation. There's no trash, there are four different versions to complete, (almost) all of the fights take place in the same room, and you can choose from three different levels of tiered gear (not to mention the split between Alliance/Horde-themed equipment, and the resulting similarities of said pieces between classes of the same faction). The devs have made it clear that this dungeon doesn't represent a fundamental change in their raiding philosophy. That's to say that while we may see similar instances at some point in the far future, there are no plans to use ToC as a template for everything they create from here on out. Now that Anub'Arak has been released (and conquered), and we've all had a chance to see the instance from beginning to end, I think it's safe to raise the question: has it been a success? Is the model for Trial of the Crusader a good one to build upon in the future? There's no way for us to tell how Blizzard feels, except for the random bits of information that we can occasionally glean from posts on the forums or the rare developer interview, but that shouldn't stop the rest of us from discussing it amongst ourselves. To me, Trial is a risky proposition. In many ways, it's the idealized form of what a raid should be: several interesting boss fights that drop desirable loot, with as little bullshit as possible. This is, essentially, what many players say that they desire. On Normal mode, with a decent group, you've got a really good chance of clearing it in an hour or so and walking away with some top-of-the-line gear (and even if you don't, those Triumph badges build up real quick). So, why is that a potential problem? My personal philosophy is that, whether we like them or not, we all have to play by the rules of the MMORPG. That means that we're all slaves to the good ol' "carrot-and-stick." It's an odd relationship, for sure. Blizzard's got to figure out how big to make that carrot and how hard to whack us with the stick, while we players have to decide whether or not the carrot's big and tasty enough to make getting whacked by the stick worth it in the first place. What makes it even more complicated is that each and every player has a different level of tolerance. But here's the rub: at the end of the day, I think most of us secretly like getting hit by the stick, because that makes the carrot oh-so-much-yummier by the time we actually get to eat it. Does that mean we're masochists? Well, quite simply, yes. Trash, wipes, and other hardships draw out the experience. If you think of each raid as its own narrative, all of these things help build the story slowly towards its climax. Trial of the Crusader, on the other hand, gives us all the details up front. Which is great, for the short time we get to enjoy it, but the excitement dulls all that much quicker. It didn't help that even the most casual of guilds have been clearing bosses within their first few attempts (my guild one-shot Jaraxxus, Val'kyr Twins, and Anub'Arak the day they were unlocked). I can tell you that, even after banging our heads against the wall last night on Heroic 10-man, I'm secretly happy that we weren't simply able to bowl over the Northrend Beasts encounter as we always have before. Sure, some top-tier guilds have already blown through these more difficult encounters, but I think the margin of success will be much slimmer than it was at first perceived to be. As I mull over these thoughts in my head, I think I've come to the conclusion that while Trial of the Crusader may seem like a misstep right now (aside from the excitement provided by its near-instant reward structure), that's only because it currently represents the highest level of raiding content. When placed in the context of a greater spectrum (for instance, after Icecrown Citadel is released), Trial of the Crusader is going to be vindicated as a great place to blow off some steam for those guilds still intent on exploring everything Wrath of the Lich King has to offer. After long hauls through Naxxramas and Ulduar, ToC is going to feel like a breath of fresh air, and a respite from the arduous nature of your typical raiding regimen. I think that's quite enough rambling from me today, but I'm still interested in what you readers think. This is a subject more central to our gameplay experience than we might initially believe!
Onyxia Revamp Gets Achievements
Ahh, yes. With a new (old) encounter comes new achievements to earn, or fail spectacularly trying to do so. The 5th anniversary version of Onyxia is no exception, and the latest build of 3.2.2 on the test realms brings with it news on just what we can expect in this regard. The achievements are as follows:
- Onyxia's Lair (10-man) - Defeat Onyxia in 10-player mode.
- More Dots! (10-man) - Defeat Onyxia in less than 5 minutes in 10-player mode.
- Many Whelps! Handle It! (10-man) - Cause 50 Onyxia Whelplings to hatch within 10 seconds of Onyxia's liftoff, and then defeat her in 10-player mode.
- She Deep Breaths More (10-man) - Defeat Onyxia without anyone taking damage from a Deep Breath in 10-player mode.
- Onyxia's Lair (25-man) - Defeat Onyxia in 25-player mode.
- More Dots! (25-man) - Defeat Onyxia in less than 5 minutes in 25-player mode.
- Many Whelps! Handle It! (25-man) - Cause 50 Onyxia Whelplings to hatch within 10 seconds of Onyxia's liftoff, and then defeat her in 25-player mode.
- She Deep Breaths More - (25-man) - Defeat Onyxia without anyone taking damage from a Deep Breath in 25-player mode.
And really, how could Blizzard not reference the video? Not only is it still funny after all these years, it represents all of the memories players have from when Onyxia's Lair was the pinnacle of Vanilla raid content. The flames, the whelps, the wipes! There truly is a little angry raid leader in all of us. Likewise, "She Deep Breaths More" is a nod at the oft-maligned attack she uses when in flight during Phase 2. Players swore that she did it more often (and more randomly) in later patches. The dev team even poked fun at this reaction at the Dungeons and Raids Panel last weekend. When they showed off the tools used to tune boss encounters, the randomization for Onyxia's Deep Breath skill was set a little higher than usual. Some of you might be wondering what's going to happen to the old Level 60 Onyxia's Lair achievement. Well, it's going to be turned into a Feat of Strength once the patch hits, so if you want that particular notch in your belt, I'd get on that as soon as possible. So, what do you readers think of these achievements? Will they be hard to obtain? I think it'll be hard to say until the patch hits and the rest of us have an opportunity to experience the re-tun first hand!
Five Ugly PUGs
Up until recently, my participation in pick-up group (PUG) raids has been non-existent. However, I recently changed my death knight's spec to Blood to take advantage of the vast amounts of armor penetration (ArP) found on the gear in Ulduar. I was an Unholy death knight previously and cared little for ArP, but as Blood some of the items I passed up when we did Naxxramas and Malygos are suddenly huge upgrades. My guild exclusively raids heroic Ulduar at this point, so if I want to get my hands on items like Grim Toll or Melancholy Sabatons, I need to join PUGs. So over the past few weeks I've joined probably around a half dozen PUGs. While none of the PUGs I joined were disastrous, they certainly left much to be desired. I would like to take this opportunity to highlight the top five people to /boggle at that I met through my recent pugging endeavors. #5 The Undergeared Complainer During one of my heroic Naxxramas PUGs, one of the women in the raid kept keying into vent to talk about all of the loot upgrades she needed. Every time we downed a boss, she would be very vocal about what item she wanted and would swear over vent when she lost the rolls. After losing her second roll she spoke over vent and complained that she couldn't believe people were rolling on these items when they already had purples equipped. That's when I inspected her. She was mostly in greens and a few blues. Her gear was so bad that the 24 other people in the raid were literally carrying her through the instance. She still had the gall to complain about other people rolling on gear. I believe I watched her lose every item she rolled on that night. Karmarific! #4 The Worst Ninja You knew there had to be a ninja story in here somewhere right? Well this one still has me baffled. A priest in our Naxxramas pug rolled need on an epic trash drop. It was bind on pick-up and it was a leather item, which of course a priest cannot equip. We asked him if he rolled need on accident and without a reply, he dropped offline and logged out of vent. He never returned. So this was either an accident or he is the world's worst ninja. If he meant to do it, what did he gain? He can't equip it and he can't give it to another player. At best he was an enchanter and could get a shard out of the gear. Otherwise, he can sell it to a vendor? What a score that was! More than likely, it was an honest mistake, which is fine. He should have, however, admitted it and then he could have put in a ticket to have the item transferred to someone who could use it. #3 The Backseat Raid Leader This is the guy who isn't leading the raid, but wants to be. It started off innocently enough. He was a hunter and used vent to coordinate misdirects with the other hunters. Fine. Slowly he started telling people where to stand and how his guild usually does this boss. The raid leader didn't stop him and by the end of the raid he was talking almost non-stop on vent, giving people advice about bosses we've all been killing for over half of a year. The part that really got on my nerves was he used the term "skaters" and "skating" when I believe most of the MMO population calls it "kiters" and "kiting". #2 The DPS Diva I was in a PUG in the Vault and we were about to face Emalon. Right before the pull, one of the warlocks interrupts the raid leader on vent and states that he needs someone assigned to help him mitigate his threat. He then goes on to explain that his DPS and threat are so high that even after he soul shatters he needs a paladin to cast salvation on him. He asks the raid leader which paladin will be assigned to him. Everyone was in shock. I couldn't believe someone would make 24 other people wait for this self-serving ego stroking session. So I sat up straight, moved my drink and snacks away from my playing area and put all of my focus on the encounter. I beat the diva in damage done and DPS for the fight. "IN THE FACE! IN THE FACE!" #1 The Lying Leader So as I mentioned earlier, one of the items I'm trying to procure in these PUGs is the Grim Toll trinket, which drops off of four different bosses in heroic Naxxramas. That's the only item I need in the entire instance and the sole reason for me to raid there. I joined a PUG with one of my guildmates and away we went. The loot rules were laid out to us in advance and they seemed very standard. Then my heart skipped a beat as the raid leader said something about wanting the Grim Toll. I got nervous and before getting saved to the instance I sent him a whisper. I asked him if the Grim Toll was reserved for someone or would we all be allowed to roll on it equally. He replied that everyone who could use it would be allowed to roll. Satisfied I zoned in and we began killing bosses. We got to Maexxna and sure enough, she dropped the Grim Toll. The raid leader asked everyone to roll and after losing says over vent that he's wanted that trinket for a long time and was going to take it for himself. Now I had lost the roll to someone else anyway, so that softened the blow a bit, but he downright lied to me. I was really angry. I told some of my guild members what had just happened and they all told me I should drop the raid. The issue was, I was already saved to his instance now and the trinket did have a chance of dropping off three other bosses. So it was either drop and have no chance at the trinket or stay and pray. So I stayed. Well a few bosses later, the raid leader cheated my guildmate out of a piece of loot that she had won fair and square. He altered the loot rules that he posted in chat at the beginning of the raid. Shortly after, I left the raid. I shouldn't be shocked. I know that kind of stuff happens all of the time. I guess I'm just used to raiding in the safety of a mature guild where everyone is happy when anyone in the guild receives a piece of loot. I can't stand liars and cheaters and that raid leader was both. Well in any case, I'm still searching for my Grim Toll and Melancholy Sabatons. Do you have any horror stories to share from your PUGs? Have you met any strange or amusing players that you would like to add to my list?
Ulduar Second Look: The Antechamber
It's amazing how time flies! With a new dungeon on the horizon and boss testing already underway, I figured I better get my ass in gear on these second looks! It's been a few weeks since the first article, which covered the Siege area of the dungeon, and I feel like I've gotten a lot more experience with the three fights that make up the Antechamber: Iron Council, Kologarn, and Auriaya. Though the Algalon encounter is technically in this area, it cannot be accessed until after Yogg-Saron, so it will be included in a later second look. Let's move right along, shall we? The Iron Council - I won't lie. I wasn't exactly happy when we made a detour from Kologarn in a raid earlier this week to go pick a fight with the Iron Council first. It's not that it's an especially tough encounter, at least not if you follow the prescribed sequence of Steelbreaker -> Molgeim -> Brundir, but there are just so many easy ways for it to spin out of control. Tanks get their face smashed in by a Fusion Punch, or forget to move Steelbreaker out of the Rune of Power quick enough. People forget to remove the debuff from the tank. Or, maybe, the group in the back lacks the means or forgets to interrupt Brundir's Lightning Whirl. A second's misjudgement on the part of the tank, or those that are directly supporting him, can lead to sudden and plentiful wipes, quickly wearing down the raid's morale. And so it is, that whenever we attempt this fight, we almost always get through it, but not before racking up a few losses. One-shots of the Iron Council have been rare for my guild, no matter how experienced with the encounter the players involved may be. As a rogue, there's damage to avoid, but not a whole lot to contribute until interrupts are needed for Brundir in the final phase. Typically, at that point, the fight is already won. The hardest part of the Iron Council is the first third, when resources are spread thin and you have to account for all three generals at once. So how does this fight measure up to my expectations? Honestly, they were pretty spot on. Adds are one thing, but any encounter where you have to control several boss characters at once is going to have consistent challenges to meet (see: High King Maulgar or Fathom-Lord Karathress, both from Burning Crusade). Just as well, it seems that very few guilds have completed this encounter on the hardest difficulty (by killing Steelbreaker last). Why don't we move on to something a little more palatable? Kologarn - Oh, man. Kologarn looked so imposing when we first saw him. He's even the guy that Brann Bronzebeard is running away from the Ulduar preview video. A colossal golem, and a gatekeeper mob at that. He's got to be a pain in the rear, right? Nope. This. Guy. Is. A. Pushover. He gets points for looking cool, and he can push some heavy, periodic damage with his Shockwave ability, but other than that, Kologarn is a total piece of cake. Especially on 10-man, where you don't really have to rotate tanks, just keep one on the sidelines to pick up the rubble that spawns when you kill his arm. It's been quite awhile since my guild has wiped on Kologarn and its rare that anyone dies during the fight (only when they idle in the eye beams too long or accidentally fall into the gap). It's not really an issue for ranged attackers, but the only problem I've encountered as a melee dps is that the Rubble that spawns from a smashed arm can dish out a really nasty AoE. Avoid the beams, kill the right arm (four times should be enough), keep your healing steady, and this fight is a piece of cake. Auriaya - We've nicknamed her the Crazy Cat Lady. This fight is painfully simple, perhaps even more so than Kologarn, if (and this is a big if) you can handle the pull. It's dependent on having some really skilled tanks, and even though my guild does, we've still had trouble with engagement. The most typical strategy I've seen is to have most of your raid sit around the corner (down the stairs from Kologarn), and let the tanks stand just out of the line of sight until she gets into melee range. It may be prudent to have a Shaman drop a totem further up to actually pull Auriaya and give your meat shields a little bit more time to react. Her panther adds will immediately pounce the closest aggro targets, which (if we do it wrong) seem to be healers most of the time. To reduce this, I've found it a good idea to have the tanks time their damage reduction cooldowns just right so that they can survive the initial assault presumably without the help of healers. If you get past that point, the encounter is terribly facile. Train everyone to stand in front of her (as opposed to far away or behind her) and dish out the damage. If you're doing this fight on 10-man, you may not even kill the Feral Defender that she summons. Should that happen, simply avoid the large (and very obvious) void zone it leaves behind. AoEs are handy for the smaller adds, but they are not a primary concern. Conclusion - The Antechamber is heavy on quick tank kills, but if your guild has the chops to survive those, it's arguably the easiest section of Ulduar. What may slow you down is exhaustion more than anything. By the time we get to Auriaya, it's usually the end of our first night in the dungeon, people are tired and not nearly as focused as they were in the beginning. This makes managing the pull even tougher than normal because people aren't on their "A-game." It makes a good stopping point, though, because even if you have the energy after killing the Cat Lady, this is where things get real. Ulduar up until this point, believe it or not, has been a cakewalk. The four Guardians, and what lay beyond them, require deeper, more pointed strategies, so its better to tackle them after a good night's rest! I'll be covering the Guardians (Hodir, Thorim, Freya, and Mimiron) in the next edition of the Second Look, and I have to admit that it's my favorite part of the dungeon. There's some good eye candy and dynamic fights to look forward to, not to mention it's the most lore-centric section of Ulduar. All four of these bosses you've met or been involved with while leveling up in Northrend! Meanwhile, I want to hear what the rest of you thought about these fights and the Antechamber in general. Too easy, too hard? Has your guild also been thwarted by the tough pulls or is it smooth sailing all the way through? If Ulduar was an epic trilogy, would this be your Empire Strikes Back? Please let me know in the comments section!