Entries in Ulduar (58)

Making The Patch 3.1 Cut - Equipment Manager Delayed

Go Squeeze \'Em BlueThe many of you looking forward to the Dual Spec feature coming in Patch v3.1 will be slightly annoyed to hear that the supporting Equipment Manager feature has been cut from the patch.  According to Bornakk - in an odd April Fools RPing thread - the feature has a few "issues" that still need to be banged out before it will meet Blizzard's quality standards.  I haven't played on the PTR enough to know exactly what the issues could be, but it seems that we will be using ItemRack (remember Outfitter has ceased development due to the UI Policy changes) for awhile longer.  Per Blizzard's mantra, it'll be ready soon, which this time means "some time after patch 3.1."  Speaking of patch 3.1, that leviathan of an update will likely be going live in late April. The slashing of material isn't that big of a deal, as the Equipment Manager is still coming, but more of a sign of how huge Ulduar's patch is going to be.  Perhaps more was bitten off than the company could chew.  At the same time, I would much rather Blizzard cut these "lesser" content additions rather than delaying the entire patch.  For the Equipment Manager, we have had several third-party addons to choose from since WoW launched back in 2004.  Granted, the more robust the default UI is, the better.  It is much easier if we can spend the least amount of time, memory and processing power on addons as possible. In the meantime, time to prepare for Ulduar, grind up 1000 spare gold, sharpen those daggers for the Argent Tournament and attempt to down the second Old God.  One more after Yogg-Saron and I can be labeled as an Old God Serial Killer by the FBI.  Sweet, a title to strive for!  What do you multi-speccers use for gear swapping at the moment?  Anyone come across Equipment Manager issues?

Click to read more ...

Worst. Instance. EVER.

Worst Instance In WoW

My GM made a call to the general members when the guild hit its raiding roadblock the other week.  I took up the call and set up a heroic night where members who needed badges, reputation, gear or something to do, could have a dedicated night where others would know to be online.  I even put a little thought into it.  I selected a weekday that the guild doesn't raid on, ensuring that the heroic night - should it become popular - would not interfere with the general operation of the guild.  The plan was to have separate groups, or some sort of rotation, that would enable us to run a few heroics over the course of a night.  Brilliant, I know! The first week was not what I would call a raging success.  I was only able to notify the guild via the little used forum, which don't garner too much attention.  After about an hour sitting around in Guild Chat a group consisting of a healer, tank and ranged and melee DPS was formed, a PUG was found and we were off to tackle the Daily Heroic, The Oculus.  It became the most agonizing instance run of my life, an amazing feat considering that we only wiped once. I've run my fair share of piss poor PUGs, but that punishment came from other players due to messy pulls, not paying attention, bad play or what have you.  Never have I gotten frustrated at the title's design itself, until last week.  The Oculus is one of three instances inside Coldarra, the others being another 5-man dungeon, The Nexus (also the name of the area) and the 25-man raid against Malygos, The Eye of Eternity.  Many of us have likely completed the other 5-man dungeon, as it is one of the easiest Heroics to participate in.  The Oculus is known for the opposite reason, being one of the most difficult and least run heroics that Wrath introduced. For me, the instance is, without a shadow of a doubt, the worst instance ever.  The dungeon is high on the fail meter from a culmination of its length, inspiration, execution and general boredom.  You spend most of your time flying around the outside of The Nexus killing trash mobs as you make your way to various constructs.  The fights with the guardians and constructs are basic, uninspired quick kills.  As if that wasn't boring enough, the trash is followed by uneventful tank and spank boss fights.  It isn't until the third boss, Mage-Lord Urom, that an encounter becomes interesting.  About 90 minutes after we zoned in - no wipes up to this point - we finally pulled Eregos, the only enjoyable aspect in the entire dungeon.  Many players hate the final encounter because it's a very fickle battle, requiring knowledge and near perfect execution.  Thanks to a fantastic explanation and constant communication, our group downed him in only our second go. The designers attempted to make The Oculus heavy on vehicle combat but it just didn't work.  The battle against the blue dragonflight is painfully boring mainly due to all the crappy trash you have to clear to do anything of consequence.  Hopefully the team behind The Oculus learned from their mistakes, and passed that knowledge on to the team responsible for Ulduar's vehicle-based encounters.  At least those fights inside Ulduar will enable gear to make a difference. The Oculus was a valiant effort at trying something new, but it didn't come together.  If you feel like torturing yourself then you can run it, just be prepared for agony.  We ended on a high note, as the the entire party received a chuckle after we downed Eregos.  This came by way of the Guild's GM receiving six, yes a half dozen, achievements all at the same time.  As for Solidsamm, he shall never return there, daily or not.

Click to read more ...

What Happens When You Are "Done?"

I've touched on this before, when talking about a lack of end game in the current content. But once again I personally have reached an interesting point in the life of my Paladin. When Wrath first came out, and I first got a look at all of the loot tables I spent a great deal of time planning my gear. I found every piece I wanted, determined what was the best in each slot, debated what set bonus were worth while, and finally came up with my "gear plan." More or less I  decided exactly what I wanted my character to look like when I had everything I wanted. Well last week I reached that point. With the exception of a few changes I made along the way as I gained a better understanding of end game bosses, my gear is exactly how I wanted it. What I am saying is there are no longer any pieces I want to drop, I have it all! There may be a few side grades here and there, but nothing that I absolutely must have for my character. There are no upgrades for me, so to speak. I know a few other people that find themselves in this same situation. It is interesting to see how they are dealing with it. I, for one, love raiding. I don't plan on stopping, but at the same time there is little reason to go anymore. Sure, I am still chasing down a few last achievements, but gear as a motivation is completely out of the equation. In a certain way, I feel like I have beaten the unbeatable game. Others in my shoes it seems have stopped playing all together, meanwhile I have been burying myself in an alt (loving the shaman!). I find myself logging on my paladin only for raids, and even then I am willing to sit out if another tank is chasing a drop. I really feel like I have been left no choice but shelve my main, at least until Ulduar. I know I can always find something to do, but I am hard pressed to find something I want to do. It is such an odd feeling, and one I have never experienced before. Any of you guys finding yourself in the same boat (or have you in the past)? If so, how are you feeling about it?

Click to read more ...

The All PvP Episode - Gear Included

Gonna Need A Heating Blanket To Ride This One Did you hear that Season 5 of the Arena would be ending soon?  Well, thanks to Ulduar and its new tier set, Blizzard is forced to close up the Arena season that Wrath brought us and begin anew.  The heads-up was announced early last week, but it lacked any concrete information.  If Blizzard is to stick with their usual two weeks notice, then that means Season 5's demise may come with the launch of Ulduar or very shortly after.  Content Patch v3.1 and all of its goodies are expected to drop sometime in early to mid-April. The end of an era brings the beginning of another though.  The original news posting did not specify end of season rewards, but we have them now.  According to WoW Insider via the PTR, the best of the best Arena players will be soaring through the skies on a Frost Wyrm under the terrifying title of a "Gladiator."  I couldn't care less about the title, but I have wanted to plop my Gnome butt on that Frost Wyrm since MMO-Champion posted the screenshot after Wrath's launch.  Sadly, it'll never happen for me.  What about you guys?  Anyone have a shot at what I consider to be the most badass mount in the game?  Sorry Chopper. The flip side of the closing is that Arena Season 6 will begin soon, and has the goods on that too.  You will notice in the picture that the Druid set is far from finished, but really, nothing could be worse than their Tier 8 Raid Set.  The rest of the gear looks nice, but I would much rather drape myself in a raid set for almost every class. That being said, I should have expected something bad to happen after raving about the incoming rogue set before it was completed.  Look how ridiculously out of proportion the Gnome Rogue is in his Ulduar set.  His collar is eating the burning shoulderpads...and his head.  Undead design for the win. Near Naked Druid Set > Tier 8 Just to keep the PvP information flowing, those of you interested in the Arena Tournament that was announced a few weeks back, may want to take a peak at a thread from Aratil and one from Vaneras.  The two blues posted the very early standings for Blizzard's 2009 Arena Tournament, with the Rogue, Mage, Priest combo still holding on to the top standing in the European bracket.  However, Death Knights, who expert players expect to take over the brackets, have definitley done so, with 13 of the 20 top teams rolling DK, Paladin, Hunter/Warlock. Admittedly, I am no PvP expert, so I will allow you pro PvPers to draw your own conclusions.  Excited for the end of season festivities, or are you realizing that all your hard work will still leave you short of a Frost Wyrm?

Click to read more ...

Ghostcrawler on Making WoW More Difficult

The Fire - Stop Standing In It!The difficulty of World of Warcraft has been a hot topic since Wrath of the Lich King released last November.  The second expansion brought players three raids (four if you include Vault), raids that were conquered in only three days.  Most of us wanted to reserve judgment on the latest expansion until the "normal" players had a crack at the high end content.  I would wager that we can call it now, the raids are indeed incredibly easy.  My evidence?  The fact that completely random PUGs are able to tackle all the raids.  Back in The Burning Crusade I considered Karazhan a challenging PUG, constantly dreading the raid when it wasn't a full guild run. World of Warcraft's upcoming content patch hopes to change the issue of difficulty, if only a little bit.  Ghostcrawler stated on the boards that the encounters in Ulduar - there are fourteen of them - have been designed to be more difficult from the get go.  However, everyone is hung up on the announcement of the upcoming mana regeneration nerf.  If you missed that bit of news, Blizzard will be nerfing base mana regeneration by 40%, forcing users to conserve and use mana regenerating abilities properly.  Paladins will have a different set of buffs due to the way they regen, but the nerfs will effectively match other healers' pain. At first glance, the nerfs seemed to be an artificial way to make the game hardier.  Rather than designing some difficult encounters, Blizzard simply nerfed healers.  On the surface, this would only make WoW more difficult for the nurturers out there.  It is really so much more than that.  Ghostcrawler defended the move, giving a soon to be classic example of why healers needed to be nerfed. The decision came down to the fact that raiders could simply "stand in the fire" and be carried through the damage by healers that wouldn't run out of mana.  This is obviously a bad way to play the game, taking easily avoidable damage just because it can be outhealed .  Blizzard wanted to make this kind of boss burning strategy obsolete in Ulduar, hence the mana nerf.  Off the bat, I expect most raids to use the age old scapegoat of blaming the healers for the raid dieing.  Until players actually learn the encounters, get out of the AoE or avoid any damage that can be nullified by player abilities, Ulduar should be a step up in difficulty.  Which will make PUGing it more challenging. If the raid is managing to play the encounter correctly, but healers run OOM, then Ghostcrawler has two points for those players.  You either don't have the correct gear for Ulduar, or you are playing the encounter incorrectly.  Oh, and by no means is Mr. Street attacking the priestly classes, "if the idiots stand in the fire, guild kick them." So yea, Ulduar should be more difficult, due to design and a retooling of the various healing classes.  All that being said, Ulduar is no Sunwell, "it is not a huge leap up in difficulty from Naxx, but it is a step up."  Before you start complaining that Ulduar is two easy, be sure to have all 11 of hardmodes comepleted.

Click to read more ...

Ulduar Achievements, New Turtle Mount, More on PTR

New Turtle Mount? Awesome!Whether or not you find it productive to spend time on the Public Test Realm, it is usually pretty interesting to at least hear about what Blizzard has in store for the future of World of Warcraft. MMO-Champion once again delivers on that front by looking at the latest build of Patch 3.1 on the PTR. With their all-seeing eyes, they've discovered some significant (and not so significant) class and profession changes, new mounts including a turtle, and a plethora of Ulduar Achievements. While the list of class changes is somewhat short, there are some very interesting ones. Paladins have had a few talents rearranged, Death Knights have a slew of changes, and other classes get some minor tweaks, but the the most interesting to me are for Shamans, especially elemental ones which are mostly aimed at PvP. Check them all out on MMO-Champion. The new mounts mentioned sound fun, but I mostly just want the turtle:

  • Blue Skeletal Warhorse - Summons and dismisses a rideable Blue Skeletal Warhorse. This is a very fast mount.
  • White Kodo - Summons and dismisses a rideable White Kodo.
  • Venomhide Ravasaur - Summons and dismisses a rideable Venomhide Ravasaur. This is a very fast mount.
  • Coralshell Turtle - Summons and dismisses a rideable Coralshell Turtle. This is a very fast mount, both on land and in water.
Lastly, more and more new achievements are being implemented. With Ulduar being a huge instance with 14 bosses and 11 "hard modes," there were bound to be a ton of them, and the list doesn't even look to be comprehensive as there are no Heroic mode achievements included. Keep in mind that many of the numbers are placeholders and will likely be changed before 3.1 goes live. ***Also beware that the achievement details may spoil some content!***
  • The Siege of Ulduar (Defeat the bosses of The Siege area of Ulduar on Normal Difficulty.)
  • The Antechamber of Ulduar (Defeat the bosses of The Antechamber area of Ulduar on Normal Difficulty.)
  • The Keepers of Ulduar (Defeat the Keeper bosses of Ulduar on Normal Difficulty.)
  • The Descent into Madness (Defeat the bosses of The Descent into Madness area of Ulduar on Normal Difficulty.)
  • The Secrets of Ulduar (Defeat every boss in Ulduar on Normal Difficulty.)
  • Unbroken (Defeat Flame Leviathan on the first try without anyone repairing their vehicle on Normal Difficulty.)
  • Three Car Garage (Defeat Flame Leviathan while in each of the following vehicles on Normal Difficulty.)
  • Take Out Those Turrets (Destroy a Flame Leviathan Defense Turret on Normal Difficulty.)
  • Shutout (Defeat Flame Leviathan without causing a System Shutdown on Normal Difficulty.)
  • Orbital Bombardment (Defeat Flame Leviathan with 1 Orbital Defense System active on Normal Difficulty.)
  • Orbital Devastation (Defeat Flame Leviathan with 2 Orbital Defense Systems active on Normal Difficulty.)
  • Nuked from Orbit (Defeat Flame Leviathan with 3 Orbital Defense Systems active on Normal Difficulty.)
  • Orbit-uary (Defeat Flame Leviathan with 4 Orbital Defense Systems active on Normal Difficulty.)
  • A Quick Shave (Defeat Razorscale without allowing her to fly into the air more than once on Normal Difficulty.)
  • Minimal Casualties (Defeat Razorscale without any friendly NPCs dying during the fight on Normal Difficulty.)
  • Iron Dwarf, Medium Rare (Defeat 1000 Iron Dwarves with Razorscale's Flame Breath within 2 seconds on Normal Difficulty.)
  • Shattered (Defeat Ignis the Furnace Master while shattering 77 Iron Constructs within 5 seconds on Normal Difficulty.)
  • Hot Pocket (Survive being thrown into Ignis the Furnace Master's crucible on Normal Difficulty.)
  • Stokin' the Furnace (Defeat Ignis the Furnace Master in 2 seconds on Normal Difficulty.)
  • Nerf Engineering (Defeat XT-002 Deconstructor without him recovering any health from XS-013 Scrapbots on Normal Difficulty.)
  • Nerf Scrapbots (Defeat 1000 XS-013 Scrapbots within 12 seconds using XE-321 Boombots on Normal Difficulty.)
  • Nerf Dark Bombs (Defeat XT-002 Deconstructor without any raid member dying from a Dark Bomb on Normal Difficulty.)
  • Must Deconstruct Faster (Defeat XT-002 Deconstructor in 20.5 seconds on Normal Difficulty.)
  • Heartbreaker (Defeat XT-002 Deconstructor after destroying his heart on Normal Difficulty.)
  • I Choose You, Runemaster Molgeim (Defeat the Iron Council with Runemaster Molgeim as the last member alive on Normal Difficulty.)
  • I Choose You, Stormcaller Brundir (Defeat the Iron Council with Stormcaller Brundir as the last member alive on Normal Difficulty.)
  • I Choose You, Steelbreaker (Defeat the Iron Council with Steelbreaker as the last member alive on Normal Difficulty.)
  • But I'm on Your Side (Defeat the Iron Council while under the effect of a Steel Boot Flask on Normal Difficulty.)
  • Can't Do That While Stunned (Defeat the Iron Council without allowing Stormcaller Brundir to cast Chain Lightning or Lightning Whirl on Normal Difficulty.)
  • Overload Overlord (Defeat the Iron Council without any raid member being struck by Overload on Normal Difficulty.)
  • With Open Arms (Defeat Kologarn without destroying either of his arms on Normal Difficulty.)
  • Disarmed (Destroy both of Kologarn's arms within 12 seconds and then defeat Kologarn on Normal Difficulty.)
  • If Looks Could Kill (Defeat Kologarn without any raid member being hit by Focused Eye Beams on Normal Difficulty.)
  • Rubble and Roll (Defeat Kologarn with 6000 Rubble creatures alive on Normal Difficulty.)
  • Cheese the Freeze (Defeat Hodir without any raid member being hit by Flash Freeze on Normal Difficulty.)
  • I Have the Coolest Friends (Defeat Hodir without any friendly NPC dying on Normal Difficulty.)
  • Getting Cold in Here (Defeat Hodir without any raid member having more than 3 stacks of Biting Cold on Normal Difficulty.)
  • Staying Buffed All Winter (Possess the effects of Toasty Fire, Storm Power and Starlight at the same time on Normal Difficulty.)
  • Don't Stand in the Lightning (Defeat Thorim without being affected by Lightning Charge on Normal Difficulty.)
  • I'll Take You All On (Defeat Thorim, the Ancient Rune Giant and the Rune Colossus on Normal Difficulty.)
  • Who Needs Bloodlust? (Defeat Thorim while under the effect of Aura of Celerity on Normal Difficulty.)
  • Siffed (Force Thorim to enter the arena and defeat him while Sif is present on Normal Difficulty.)
  • Lumberjacked (Defeat Elder Brightleaf, Elder Ironbranch and Elder Stonebark within 2 seconds of each other on Normal Difficulty.)
  • Con-speed-atory (Defeat Freya within 2 minutes of engaging a creature in the Conservatory of Life on Normal Difficulty.)
  • Deforestation (Defeat 2 Ancient Water Spirits, 2 Storm Lashers and 2 Snaplashers within 120 seconds on Normal Difficulty.)
  • Getting Back to Nature (Defeat Freya while she is affected by Attuned to Nature on Normal Difficulty.)
  • Mind the Mines (Defeat Mimiron without anyone in the raid triggering a Proximity Mine on Normal Difficulty.)
  • Strike Out (Defeat Mimiron without anyone in the raid being hit by a Rocket Strike on Normal Difficulty.)
  • A-bomb-inable (Defeat Mimiron without anyone in the raid being hit by a Bomb Bot on Normal Difficulty.)
  • Set Up Us the Bomb (Complete the following Mimiron achievements on Normal Difficulty.)
  • I'll Form the Head! (Force Mimiron to combine the parts of his greatest creation within 20 minutes on Normal Difficulty.)
  • Shadowdodger (Defeat General Vezax without any raid member being hit by Shadow Crash on Normal Difficulty.)
  • I Love the Smell of Saronite in the Morning (Defeat General Vezax without being affected by Saronite Vapors on Normal Difficulty.)
  • Never Stand Near the Faceless Dude (Defeat General Vezax without allowing him to regain health from Mark of the Faceless on Normal Difficulty.)
  • Crazy Cat Lady (Defeat Auriaya while doing something cool on Normal Difficulty.)
  • Supermassive (Defeat Algalon the Observer while destroying 4 Black Holes within 10 seconds on Normal Difficulty.)
  • Observed (Defeat Algalon the Observer on Normal Difficulty.)
  • He Feeds On Your Tears (Defeat Algalon the Observer without any raid member dying on Normal Difficulty.)
  • She's Not Bad for an Old God (/Kiss Sara in Ulduar on Normal Difficulty.)
  • Drive Me Crazy (Defeat Yogg-Saron without any raid member going insane on Normal Difficulty.)
  • He's Not Getting Any Older (Defeat Yogg-Saron within 22 minutes on Normal Difficulty.)
  • They're Coming Out of the Walls (Defeat 200 Guardians of Yogg-Saron within 12 seconds on Normal Difficulty.)
  • In His House He Waits Dreaming (Experience all 5 visions of Yogg-Saron's mind on Normal Difficulty.)
  • The Undying, Part Two (Within one raid lockout period, defeat every boss in Ulduar on Normal Difficulty without allowing any raid member to die during any of the boss encounters.)

Click to read more ...

Is the PTR Worth Your Time?

There has been tons of talk about 3.1, Ulduar, and the public test realms lately. So for the first time ever I have transferred my character over the PTR to look around. While I know that test realms are intended to, well, test the upcoming content, we all know that is not people's primarily motivation for going over there. The reason many players go is to get a leg up on the competition when it comes to raiding, research new abilities, and make sure they know exactly what changes they are going to make to their character when the patch hits the live realms. I have enjoyed being able to see the dual spec mechanic in person, am liking the built in outfitter functionality, and being the first to see things like the Argent Tournament has certainly been interesting. One thing I noticed is that there are certain people who seem to spend A LOT of time on the PTR. I have never been able to relate to this. Perhaps it's the same reason I have never been super excited about being a beta tester. For me there is a feeling that the time you spend is all for not. There is a certain impending doom knowing that as soon as Blizzard decides that their testing is finished everything will go away in the blink of an eye. So what is the point in investing the time? Any gear that drops from those Ulduar bosses is not yours to keep, any money you make from crafting new profession recipes is as good as gone, and any achievements you earn won't mean much when the server is cleared. Of course, the very hardcore raiding guilds are busy mastering boss strats so that they can knock out the world firsts, and there may be a few generous souls who want to help report every bug they see, but for the rest of you - what is the motivation? Isn't your time better spent on something you can keep (virtually)? I applaud you who are there to help Blizzard work out bugs, but for the rest of you, are you having fun?

Click to read more ...

BigRedKitty: Stretching Our Mind From Karazhan to Ulduar

Vehicles will bring us deep into Ulduar A long, long time ago, in Stranglethorn Vale, our guild started Zul'Gurub. At the same time, the elite guilds had finished ZG, Molten Core, Black Wing Lair, and were doing AQ20, AQ40 and Naxxramas. We had Dungeon Set 0 and epic PvP gear, they were decked out in Tier 3. There was a huge chasm of raiding experience and gear-level between us and them. A long time ago, in the Caverns of Time, our guild finished Mount Hyjal. At the same time, the elite guilds had completed Black Temple and Sunwell. We had 4/5 Tier 5 and they were decked out in Tier 6. There was a significant difference in gear-level and raiding experience between us and them. As of this week, our guild has completed all 10- and 25-man raiding content in WotLK. The only challenges left in front of us are Sartharion with two and three drakes up, and some raiding achievements. The elite guilds have finished the "hard modes," but there is no raid-boss they've seen that we haven't. We are 13/15ths of the way to being totally decked-out in Tier 7.5 gear - they have a better necklace and trinket than we do. They also have the gun from Kel'Thuzad, those rotten {expletive (plural) deleted}. There is no real difference in gear-level, and while they have many more years of end-game content raiding experience than we do, we’ve walked where they've walked in the new expansion, and not years after they have. So what’s the deal? We've heard over and over that the content is easier. Bullpucky. We remember our first kills in Karazhan. We remember going to Maiden and being sure it was going to take many hours to kill her. We remember warning the guild that wipes were the price of success. Then, we one-shot her. /kapow! "Don't move when Flame Wreath is cast!" And if you didn't move, and you had the DPS, you'd beat Shade of Aran. Learning the skill took time, as did getting a high enough raid-DPS, but once the skill was learned, never again did a movement fight cause as much fear. Thaddius in Naxxramas is a movement fight, and people don't freak out about that guy nearly as much as they did about Shade of Aran. The problem with Karazhan was two-fold: First, an entirely new population of WoW-players suddenly had access to raiding content, and they weren't used to it. Second, in a 40-person raid, you can have a screw-up. In a 10-person raid, a single person could easily wipe everything. So in old-school raiding, the old-school raiders learned to raid as they were "carried" through Molten Core. They made mistakes, they were mostly hidden, and the raid kept on trucking. By the time they got to Karazhan, they knew how to raid and thus breezed through it. In contrast, a new generation of players learned to raid in 10-man Karazhan, and they learned to raid as they wiped. Karazhan was hard, not because of the difficulty of the content, but because individual mistakes were magnified and the results were much more severe. Was Gruul or Magtheridon much harder than Karazhan? No, because these 25-person raids required Karazhan-geared people to attempt them. And once you've gotten gear from Karazhan, you probably knew how to behave in a raid. The difference between 10- and 25-person raiding isn't much, the only difference is in specific people learning their specific roles. Once the trick of the boss is mastered, the basic raid skills needed are already known. (i.e. don't stand in the fire or the black circle, don't take aggro from the tank, etc.) Then we get to WotLK and the new Naxxramas. Is 10-person Naxx easier than Kara was? Yes. Is it because the content is easier? We say No. We say that people crushed Naxx with such relative ease because there were no new skills needed to defeat the place. If you raided Kara, you could raid Naxx. There is no skill needed for Naxx that was not taught in Kara. And who didn't raid Kara? What percentage of people who are raiding Naxx do you think didn't step foot in Kara? Five percent? That means ninety-five percent of the people with their eyes set on Naxxramas just had to level to 80, then they'd have the gear and the Kara-learned raiding knowledge to defeat the place. And they did, foshizzle. So now we have the promise of Ulduar. What's the big scary thing there? Vehicle-mounts for combat. /shudder What fight do we have right now with something like vehicle-mounts? Malygos. What raid boss do people dislike the most? Malygos. Why? Phase three - The drakes. People dislike the drakes because they don't get to play their own class, and because it's a new mechanic. We love Naxx because it's just an extension of Kara. We've mastered Kara, so Naxx is easy. We have never had a vehicle-mount boss before, so people hate learning Malygos. Defeating one, two, and three drakes-up Sartharion is a matter of gear, positioning, and DPS. All three of these things are easily comprehended by Kara-experienced raiders, and thus three drakes-up Sartharion, while technically a much greater challenge than Malygos, does not inspire the same dread and hostility as Malygos does. Ulduar is bringing vehicle-mount boss fights to an entire new level, like it or not. What are you going to do about it? Are you going to farm Naxx for fun and profit? Are you going to go for the hard-mode achievements and beat 10-person Sartharion with three drakes up? Or are you going to practice your vehicle-mount combat skills in Malygos? Just as the Aces High! daily is practice for Malygos, so is Malygos himself practice for Ulduar. If you have the choice, we recommend you get your happy little tuckus out to Borean Tundrea every week, do both 10- and 25-person Malygos, not so much for the gear, but to get used to the dynamic. The skills you learn in Malygos are going to prepare you Ulduar, just like Kara prepared you for Naxx.

Click to read more ...

RaidID Fix Coming In Patch 3.1

Incoming Change To Help With Badges!
I didn't have the heart to crop out the skull.
Blizzard Entertainment seems to be on a warpath with Wrath of the Lich King's first content patch.  The developer has promised players an insane amount of content including the addition of the largest instance to date, Ulduar, the Dual Spec mechanic, a built-in Gear Manager, and the Argent Tournament, just to name a few.  Not everything coming in v3.1 has been given the bullet point treatment however. The bloggers on Project Lore have found a few under-the-radar type of additions that we have clung to like a dork to his unopened figures.  Heartbourne gave us the Hearthstone cooldown reduction and Dual Spec price.  The first change was likely made to stop "ghetto hearthing" - the art of abusing an instance for a free hearth.  Juggynaut got hooked on his Legendary mace and the modifications to the Dual Spec feature before hitting us with the removal of the Black and Plagued Proto-Drake meta-achievement rewards.  Myself, well, I covered the Argent Tournament and the patches upcoming gear additions.  Which no one cared about apparently, or just didn't want to spoil themselves. Following in the footsteps of the Hearthstone's nerf and the additional of the Gear Manager, comes another quality of life change to World of Warcraft, the modification to the RaidID system. Blizzard announced their intentions to overhaul the archaic system a few weeks ago, but I don't think anyone, including Blizzard, expected it to be done for Patch 3.1's testing on the PTR. The RaidID system is Blizzard's internal way of tracking which instance a toon should be connected to.  The main problem that arose with the system was the lockout period.  Should a player that has cleared a raid or heroic enter into the instance first, followed by the other members of the party or raid, the unsaved players can get linked to the cleared instance.  This would then blow their lockout period.  Needless to say, this small issue pissed people off. A lot.  Zarhym's promise of "a better interface to warn players" has come to light on the PTR, but not as elegant as he hoped. BigRedKitty's screenshot shows us a dialogue box with a warning on it.  Basically, we have 15 seconds to get out of dodge if the instance is not what we expected, that is it.  The box does not appear to give you any details on the instance itself, so the "better interface" has yet to come to fruition by my standards.  Hopefully further upgrades to the system will be coming in the near future. Many of you probably never experienced this issue, or don't even care about the "fix", but you should.  In my opinion, it is Blizzard's application of these little tweaks that helps make them one of the premiere developers in the industry.  The company should be applauded for their attention to detail and willingness to correct their mistakes, especially when the issue only effects a small amount of the populace under certain circumstances.  Even if Blizzard does it in an iterative fashion when a more drastic change is called for, at least the ball is rolling.  Right?

Click to read more ...

Blizzard Releases New Ulduar Video

There's a new Ulduar preview video, and unlike last time, it's straight from Blizzard. I've embedded it here in HD, but you can also download it in various formats and watch it on Blizzard's site, if you want. Now, this trailer may include some spoilers for those of you who are averse to finding out anything about  Ulduar, but I couldn't help but watch it through a few times. From what the preview shows, the new raid being added in Patch 3.1 looks to be much more diverse than what I had originally thought it might look like. The few mobs that are shown look spectacular, as do many of the rooms that look to be where boss fights will take place. There's a small hint about the controversial vehicular combat included, but still not a ton of details about what will be encountered. What are your thoughts? Are you avoiding all hints of what's inside or can you not get enough info?

Click to read more ...