Over the past week, particularly in the last few days, the crisp Internet air has been abuzz with news from the upcoming expansion, Wrath of the Lich King. Fear you're out of the loop? Here's a quick round-up of all the information being released, along with analysis and opinion:
Dungeons and raids
An analysis on Arthas as a ten-manned event, including its impact on the 25-man raiding structure, as well an exploration of its consistency with the lore.
Did you know that all expansion raids will have a 10-man setting, as well as a 25-man?
Alex has written an excellent overview of the Grizzly Hills, a soon-to-be zone for low to mid-seventies. With old factions reappearing, along with other surprises, it's definitely something to look forward to!
If news of the Dragonblight has intrigued you, you'll be pleased to know that more information has been made available.
While we're brushing up on our lore and learning about new areas and factions, Alex thought it fitting to illuminate the lore behind Azjol-Nerub, as the Nerubians will have their own role in the expansion.
Continue through the break for new information on Death Knights, as well as video and interviews with key people, as well as our full-range of Wrath galleries..
Having had a few hours to sleep and then a few more to digest the new information on the Death Knights, I'm finally getting a clearer picture of what the Death Knight will be able to do and how they'll fit into the existing hierarchy of classes, and I have to say, I'm still just as excited. There's a lot of questions that have risen from a lot of corners, but new information has come to light that may answer at least a few of them.
First, let's look at some of the clarifications the CMs have been offering, and clear up some other questions from the comments of this morning's article about how creating a Death Knight will work:
Like many other sites, Curse.com got a chance to visit Blizzard and take home some information on everything Wrath. They have an interview with lead designers Jeff "Tigole" Kaplan and Tom "Kalgan" Chilton, and a general writeup. A lot of it has already been covered in our previous reports, but here's what looked new to me:
Karazhan showed Blizzard that 10-man raids could work, and were good for more casual players; on the other hand, more hardcore raiding guilds were upset about having to break into 10-man groups. Thus Wrath's split 10-man/25-man raid system.
Naxx is going to have to be tuned way down, since it's now an entry-level raid instead of a top-level raid.
Class balance as we know it is going to change drastically with the new talents for every class (at least in their current, secret, developmental state).
WoW was always planned out with item inflation in mind, so don't worry about it too much.
There will be a Northrend kick-off event.
Kaplan would rather we did dailies for gold instead of farming primals, since it's less repetitive; on that note, he wants to make more of a varied experience, like the cooking daily or the daily dungeon with randomization built in.
Via Gamespy and Worldofwar.net, we finally have a good idea of what rolling a Death Knight will be like. A lot of the rumors seem to have panned out, but others have not. All I know is that at this point, I am full speed ahead to make a Death Knight my new main come WoTLK. There's a lot of meaty info to dig into, so let's get to it after the break.
Both Jeff Kaplan and Tom Chilton presented, with Kaplan showing off the Death Knight class and Chilton showing off the work they've done on Northrend.
The Forsaken-designed starting town Vengeance Landing was shown off -- this was the same area we got to play back at Blizzcon, as well as Utgarde Keep
They also got to see Valliance Keep (the other Alliance starting area), and Warsong Hold, a huge gothic iron structure run by Garosh Hellscream that Kaplan apparently called the "new look " of the Horde
Horde players will be taking a Zepplin up to Northrend
The Nexus, in the Coldarra part of the Borean Tundra, is the first instance on the western side of Northrend from Utgarde Keep, and it's a three wing instance with a raid dungeon where players will meet Malygos.
The Badge of Justice system will continue in Northrend, but there will be new tokens to act as Badges and be returned for loot.
In addition to all the other info dropping today (apparently Blizzard held an event this last week at their HQ to show off some new Wrath information), GameSpy got to chat with Jeff Kaplan, WoW's Lead Designer, about Death Knights and what they're going to be for in the next expansion.
Apparently Kaplan says Blizzard has designed "zero" raid bosses for the next expansion yet, so he isn't sure where they'll fit among Pallies, Druids, and Warriors as tanks.
As we heard before, Death Knights will serve as a "Fury Warrior" type of tank -- damage based rather than protection based.
Blizzard hasn't determined exactly whether there will be faction differences in the epic class quests, but they won't be too different for races or factions, just because the stories, he says, should be the same
Finally, Kaplan clarifies again that Death Knights will be available to all races, and that Arthas himself became not Undead, but Scourge
In case, maybe, Arthas wants to come back? We'll let you read the rest into what Kaplan said -- he unfortunately didn't tell us too much new information, but he did clarify a few points we already knew about Death Knights. And the news about Blizzard's nonaction on raid bosses so far is interesting -- has Blizzard really not made any raid bosses yet, or are they just not ready to tell us about them?
Gamespy has lifted their press embargo, and there's lots of new Wrath of the Lich King info up. They apparently did a long hands-on with the expansion, and lots of new zone and gameplay info has come out.
The area is apparently much bigger than Outland
There is an aerial gondola, a huge sea battle, and apparently an archeological expedition where you'll be able to fly planes
All five Dragonflights appear in Dragonblight, a huge graveyard for dragons
There's "a sister area to Un'goro," which means tropical rainforests. There are also lots of different areas within larger zones.
Worgen and the sons of Arugal are back, and the Scarlet Crusade is now called the Scarlet Onslaught. And one quest is based on a mission from Warcraft III.
Death Knight can turn dead teammates into ghouls -- "plenty of fun in the Arenas"
There are "vehicle" quests, where players drive a vehicle (planes, trucks, or even dragons) around to accomplish tasks
Unfortunately, the Gamespy folks aren't raiders, so there's not much information about the new instances and raids in Northrend (in this piece anyway -- we've got more dungeons and raids info coming out). But just the mentions of some of this stuff -- the different vehicle quests (maybe Grand Theft Azeroth is realer than we thought) -- is enough to get us excited.
The Care and Feeding of Warriors knew that there would be discussion of whether or not warriors are broken, and so decided to provide picture evidence that at least one warrior is broken indeed! Matthew Rossi apologizes for that pun. Really, he couldn't be expected to resist it, now could he? Look, mob violence never solved anything.
I have in the past written about what's not broken in the warrior class. So you might think that a column entitled "Are warriors underpowered?" would be easily answered with a no, and then we could move on.
And so it is. See you next week!
Oh, right. I still have to write a column. Also, to be fair, the answer is more complicated than no, although it ultimately works out to a no by means of averages. Warriors in the whole are not underpowered or broken, but they have some issues. Some aspects that have always annoyed me. It's too bad I don't have a weekly column about warriors so I can talk about that, isn't it?
Reader Ian C. wrote in with an interesting thought. He says that if he was offered a spot in the Wrath of the Lich King beta tomorrow, he'd probably decline. With the news that the expansion is in alpha and that an open beta is probably not too far off, it seems like everyone and their brother wants in early to Northrend. But not Ian -- he says that he'd rather experience the content on the live realms.
And I mostly agree. I never played in the BC beta, and generally I like to stay away from the PTR if possible -- any progress that you make on test or beta realms is completely lost when the beta closes, and while yes, there are some fun reasons to jump onto the PTR or a beta realm, I'd rather experience the content as its meant to be played when it comes out.
Everyone else might be excited to see the beta, and of course we'll have lots of information as it comes out about Wrath (which means if I'm invited to the beta, I'll probably load it up just to see what's there and try out the Death Knight mechanics), but playing on a beta realm isn't the real thing. Any progress you make there is more or less a waste of time -- I'd rather see Northrend in a finished form, through my character on the live realms.
Death Knights will start at a level less than 70, but Blizzard wants them to be able to get into Northrend "a little faster".
Converting a preexisting character to a Death Knight has been ruled out.
This is interesting in that it has been previously thought that the starting level for Death Knights might be as low as 50 or 55. However with Bornakk saying that they want Death Knights to get into Northrend quickly, I would take this to mean that the Death Knight's starting level will be somewhere in the 60s instead. There's still something for Blizzard to clarify here, but this news is interesting nonetheless.
Bornakk also waxes philosophical about the decision to not have a character convert into a Death Knight. He says that "Leveling a character just to throw it away doesn't really fit [fun game play] very well." He also expects that Death Knights will "find their way" into raid groups just as the Paladins and Shamans did on the Horde and Alliance with the release of Burning Crusade.
While this news on the Death Knight is really just clarification of some previously released information, it does provide a good insight into what Blizzard is thinking about the class. WoW Insider will have all the latest on the Death Knight and Wrath of the Lich King, so stay tuned!
Winter is coming: reports have it that WoW's next expansion, Wrath of the Lich King, is in alpha. Wrath will feature a raise in the level cap from 70 to 80, access to the continent of Northrend with ten zones, the new profession of Inscription and, perhaps most exciting of all, WoW's first new class: the Death Knight.
This early on, details are still scarce, and Blizzard has been reluctant to release any information about Wrath since Blizzcon 2007. More information will probably leak as the alpha progresses. However, I've put everything we have been able to find out about Death Knights in the gallery below, so come on in to learn what we know.
The Dungeons and Raids forum has been discussion the existence of an interesting buff in the Sunwell Plateau. The Sunwell Radiance, an invisible buff that everything in the 25-man raid dungeon seems to have, is ticking off quite a few people. What this buff does, is it gives the mob/boss an additional 5% To Hit, and reduces your chance to dodge their attacks by 20%.
This existence of this buff was hotly debated at first, but analysis of boss attempts and long nights of fighting in the Plateau have mostly proven it to be true. There are a few theories as to why this buff exists, the most likely being that it is a band-aid on a gearing issue as they move away from Crushing Blows. As far as I know, nothing in the raid dungeon can land a Crush. If I understand Druid tank mechanics correctly(and there's a chance I don't), removing Crushing Blows would make them nearly unbreakable. However, removing Crushing Blows and implementing this buff is decent enough way to put a band-aid on something they want to move away from before they're able to make sweeping changes in Wrath of the Lich King. There's a net increase in damage taken, but it isn't as massive as it sounds. Bosses are still being killed.
If you're interested in this little(big) buff(nerf?), take a look behind the cut!
Patch 2.4 sounds great, but what's in it for you? Find out on our Sunwell Isle page where we list the impact on classes, professions, PvP, Raiders and many other playstyles and interests including walkthroughs on the new Sunwell Daily Quests. Looking for more great info? Check out the WoW Insider Directory for the best of our guides and analysis.
Wrath of the Lich King is still some time away, it's true. Many gaming stores and websites seem to be anticipating an October or November release, but Blizzard's keeping mum on the exact date so far.
Luckily, they aren't leaving us completely high and dry, since we still get small trickles of information in the form of bestiary updates, pages on zones, and blue posts that offer tantalizing hints as to the new content. Still, It never seems like enough. I'm sure we all have specific things we're hoping to find out about. I'm a Death Knight fan, so I want to know more about what the new class will be able to do, so I can plan how best to spread grim death unto my enemies when I roll mine. I also wouldn't mind a bit more information on what the Nerubians are up to these days, and whether we'll find them to be friend or foe when we come to Azjol-Nerub.
What WotLK news are you dying for? Do you want to see new talent trees for your main's class? Is there a dungeon that you're dying to see? Is there some little piece of old lore you're hoping to see pop back up in Northrend?
It seems like a small change, but it could be the herald of something larger. It's a change to the way the defense skill is described in-game in patch 2.4, as reported by World of Raids. I'll let them describe it:
* Old value: Higher defense makes you harder to hit and makes monsters less likely to land a crushing blow.
* New value: Higher defense improves your chance to dodge, parry, and block attacks, makes you harder to hit, and makes monsters less likely to land a critical strike against you.
So what does this mean? They've added things that have always been part of the skill, but have not been explicitly mentioned on the defense tab before, but what's most intriguing is what they've taken away.
In an interview at Computer and Videogames, Tigole mostly discusses some things we've already heard about, such as the Lake WintergraspPvP zone and the process to unlock the Death Knight class, but also reveals a few very tasty little morsels of new information as well.
First, he tells us a little bit more about Blizzard's philosophy behind Inscription, the new trade skill slated to be released with the expansion. While it appears that only one inscription will be allowed to be on a spell at one time, their goal is not to create one or two all-powerful inscriptions that will be used above all others, but to give players a variety of valid choices as to how to modify their spells. The example he gives is that of Frost Nova. One player might choose an inscription that gave their nova a longer range, while another might choose one that would lengthen the duration of the root associated with it.