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..
When making this decision, lots of things have to be considered. MT is out no matter what, as not only do many things in game use it as an abbreviation (main tank, mistell, Montana -- ok maybe that last one is a stretch), but it also leads us to confusion with the other "MT" instance in the game: Mana Tombs. For that reason, MaT is also out, though MagT has found a lot of foothold with many players, as has MgT. I originally thought MT would work well (since Mana Tombs is actually "Mana-Tombs," and would therefore be abbreviated M-T), but I haven't see that too much so far.
But almost surprisingly, the thing I've seen most players using is something that I originally mentioned way back as just a joke. Yes, most players I've seen are actually describing the instance as MrT. Not that that makes any more sense, but it does kind of provide a nice homage to a Mohawked WoW hero.
So in our (un)official capacity as WoW Insider, one of the 50 most influential blogs on the net, we're declaring the winner: from now on, the new Sunwell 5man will be known as "MrT." And we pity the fool who doesn't agree.
Haven't been to MrT yet (or MagT, or MgT, or whatever you decide to call it)? We've got a Kalecgos-sized roundup of info on the brand new five-man, including a step-by-step walkthrough of what's in there and how to kill it.
I, like many other players, spent the better part of the morning running the new 5man Magisters' Terrace instance (and yes -- it is "Magisters'," so there is actually more than one Magister in it), and while not everyone is thrilled with it (I know some are saying that it's too hard), I love it. I pretty much agree with AA -- it's not that hard when you actually figure out what to do with CC, and get a handle on the fact that even on normal difficulty, this is a dungeon that doesn't let up.
But my favorite part of the dungeon is just the fact that Blizzard put their money where their mouth is on this one -- for a while, they've been saying that they wanted a five man to be like Deadmines, in that it felt like the end of a long storyline. And MT (which is what I think it will eventually be called by most players, since who really runs Mana Tombs anymore?) is definitely that -- I won't ruin the lore too much, but it works perfectly as both a cap on what happened in Outland, and as a sweet preview to Sunwell Plateau. I never thought we'd meet some of those names in a five man instance, but I loved it, and we'll see more of that in Wrath for sure.
Plus, the encounters are fun. Unfortunately, there's nothing super new -- Blizzard cribbed directly from Warlord Kalithresh for the first boss and Curator for the second (boy, AoEing the little guys before that is exciting, isn't it?), but the miniboss battle near the end really does play like a little PvP-ish PvE (similar to the .5 upgrade event in BRD). All in all, I think it's a great instance, and a fun way to cap off five mans at level 70.
Knightless is having the same problem I'd guess quite a few players have -- her interest in her character is flagging a bit, and she's trying to figure out a way to get more involved in what she's doing in Azeroth. This is an interesting situation, because at this point, with almost any other game, the player would just leave and go find something else to play (and actually, I can say from experience that sometimes taking a short break from the game completely can rebuild your interest in it), but things don't really work that way in World of Warcraft -- responsibilities to your guild and the people you've met in game will keep you around even when your interest is low.
So what tips can we offer Knightless and others who are looking for ways to refresh their interest in the game? Rerolling is a big one -- I've always found that picking up a new class you've never played before can get you to look at a game in a different way. Running an instance that you haven't run in a while is always fun, too -- it only takes a little while to level up a character to Deadmines or Wailing Caverns levels, and both of those instances always renew my interest in playing through Warcraft. Running guild activities or contests are always fun, too -- especially since Knightless is a guild officer, she could organize some lower level runs or some "grind days," where guildies all get together in groups to level each other up.
Any other ideas for reviving a flagging interest in playing a character that you feel a need to play due to responsibilities or other connections in the game?
If you were expecting to trash around in the Sunwell Plateau this weekend, think again. According to a Daelo post, Blizzard has taken the instance offline for the next couple of days.
While I can understand the Blizzard dev's taking the realm offline here or there, and taking down an instance for an extended period of time during the week, it does strike me as odd that they would choose to remove access during the weekend – a prime playing time for a lot of folks. And I know that I and many of my friends only raid weeknights, so we have ample opportunity to test out the content on the weekends.
Nonetheless, we can all look forward to reentering the Sunwell on Monday. If this changes, expect to see an update on WoW Insider.
We've all wiped in an instance from time to time.It is significantly easier to keep going when a rezzer has a self-rez ability so the group doesn't have to waste time running back to the instance.Soulstone and Reincarnation are wonderful things.The Druid's Rebirth spell can also be used occasionally to save the party the walk of shame back to the instance.
I call this maneuver the "Hail Mandy." I started doing this when I was multiboxing my Paladin and Druid.When the Paladin, who was tanking, died and the Druid was going down, I would cast rebirth on the Pally.Then after the Druid was killed and the mobs reset, I would accept the rez.This allowed me to raise both characters and start back up on my merry, dualboxing way- just like using a Soulstone.
I don't know about you, but my guild tends to run its raids and instances during "prime time" server hours, from around 8PM to midnight. But then there are a dedicated group of night owls who stay up for the "late night" instance run after any officially scheduled runs, sneaking in one last instance somewhere between 1 and 2 in the morning. (And I have to say, sometimes these casual groups, filled with players half-asleep or perhaps a bit tipsy, are sometimes the most fun to be in.) So this morning I ask you: when's your instance hour? What time of day do you always manage to get your circle of friends online and hitting up the instances you all need?
"Lowlifescum" over on the official WoW forums has had an interesting idea, to combine PvE instances and Battleground instances into a kind of "race-to-the-boss" PvP and PvE experience combined. According to his idea, players would queue up for the instance, and when both 5-man teams are ready, begin on opposite ends of a dungeon. From there, they have to fight their way through normal monsters and 1 or 2 regular bosses before finally reaching the final boss in the middle. They would have to choose between rushing through as quickly as possible in order to reach the final boss first, or else moving slowly and steadily enough that they can avoid setbacks along the way, and arrive at the last boss fully prepared for the other team to attack in the middle of the fight.
The first existing instance your mind jumps to is likely Alterac Valley, but this new instance would be different in that the players are not marching towards two separate goals, split up into two offensive and defensive groups, but rather going after the very same bosses and getting in each others way to a certain extent. Obviously it would also be a lot smaller than AV too, and, like Arenas, based from the beginning on teamwork with your friends rather than random groupings of strangers.
Obviously balancing such a battle would be very difficult, and the losers should feel as though they gain something of value even if they don't beat the other team. When I imagine this sort of instance, I envision something like a maze where players can not only meet up at the last boss, but also sneak around and PvP with each other the whole way through. Different sections of the instance could be designed to provide advantages to different sorts of classes, whether melee or ranged, damage or healing, and monsters could be designed to interact with the two groups of players in some very dynamic ways. Perhaps the bosses and maps could even vary a bit from battle to battle to keep everything fresh.
A Blizzard representative showed up in the original thread to say that he liked the idea too, and hopes that someday we might be able to see something like it. What do you think about it, and what elements would you pay special attention to in order to make it work?
You've been trying for days to get a group together to run an instance so you can clear out your quest log. Your guild isn't interested in whatever you're up to, and you've wound up in the looking for group channel, where you find three rogues and a hunter who are interested in joining you. Hopefully at this point you wake up from your nightmare... at which point you may be compelled to spend some time considering the ideal group configuration. So what classes would you put in your ideal group? For a 5-man, a 10-man, a 25-man?
And now, we've got a new instance coming to the game called Magister's Terrace. And people are wondering the exact same thing I first thought when I heard that yesterday: what do we call it? Terrace? "5man Sunwell"? MagTer? MrT?
Sure it's not the most important issue in the game today. But someone's got to think of this stuff, or else we'll end up with:
[2. Trade]: Mohawk: LF1M need MT for MT. Whoops, MT, wrong channel.
Happy patch day! Yes, it's time for patch 2.3 today, and boy do we at WoW Insider have a lot of information for you about today's patch.
If you want the whole thing in one big chunk, you can always check out our patch 2.3 tag page, featuring every post that's been tagged with patch 2.3 ever.
And this is just scratching the surface -- use the search box at the top to find anything else you'd like to know about 2.3 -- we covered it all, from the season 1 arena item prices to how Elemental Shamans got buffed to what casuals can do for fun in 2.3 to the changes to Aimed Shot. There is just a ton of stuff changing in our favorite game today, and if you're wondering about it, odds are we wrote a post about it. 2.3 is here!
"Sunwell is coming along nicely," says Tigole (a.k.a. Jeffery Kaplan). "It will be on the PTR shortly after 2.3 goes to the live realms. We still need to perfect 2.3 a bit on the PTR." There it is. Most of us suspected that patch 2.4 would be the big Sunwell patch, but now it's official. There's going to be lots of new instancing coming up once all the big changes in patch 2.3 go live. Tigole even adds that "The 5 person dungeon is complete and the 25 person raid instance is progressing nicely. There's also a cool "public" area featuring brand new daily quests called Sunwell Isle."
The 5-person dungeon plus even more daily quests are a bit more to look forward to for those casual gamers who thought all their goodies were finished in 2.3, and that 2.4 would be almost entirely about the new 25-person raid dungeon. For the more hardcore-inclined among us, this will be the startling conclusion to The Burning Crusade expansion, the last big raid before Wrath of the Lich King! How does it feel? Exciting? Nostalgic? More of the same?
This just in: In addition to the latest Patch 2.3 updates we just noted, the various heroic instance keys will no longer require "Revered" reputation with the various factions around Outland. "Honored" is now sufficient to get you in to Heroic dungeons everywhere.
This raises myriad questions: Does this devalue the heroic instances at all, or does it simply open them up to more players? Is it a slap in the face to all those who had to grind their way to revered up to now, or is it just the natural progression of opening up content for more and more people to access as time goes by? Will anyone run regular Steamvents, Shattered Halls, or Shadow Labyrinth when they can just skip to the heroic versions? Will this get thousands (or millions?) of players who got burned out on the rep-grind back into the game?
World of Raids has posted everything they know about Zul'Aman, the next 10man instance due in patch 2.3. Tigole has said that Zul'Aman is coming to the PTR next week, so if your guild is a big fan of the PTR, you could be headed to the Troll city in the Ghostlands very soon.
They've got pictures up of four of the bosses, and info about the two last bosses, Hexlord Zin'jakk and Zul'jin himself, that we'll fight together. The first boss (whichever one that is-- I thought it was the Bear boss, but that fight seems more complicated) is supposed to be easier in terms of raid coordination, but Zul'Aman is definitely a continuation of what's going on in Karazhan, according to Blizzard. They say the difficulty will start around Nightbane or Prince and head upwards from there. Also, as we've heard, Zul'Aman will have a timed quest similar to the Baron Run, where you can try doing the instance quickly to earn better loot.
Exciting stuff. I usually stay away from the PTRs, just because I like seeing stuff when it's released live on the realms, and any progress I make in the PTRs is eventually lost. But 10 mans are always fun, and I love the Zul instances, so whenever the PTR hits this week, you just might find me there taking down Trolls. Thanks, Atryd!
As is common with any major patch day, there are a few issues. Here are a few from the forums and what I've experienced:
Instance servers are crashing on many realms. From AV to Tempest Keep, players are having a hard time completing instances. Raiding is particularly hard hit. It's OK to delete the Auction Sale Pending notice from your mailbox. You will still get your cash when the new 1 hour delay is up. And, yes, everyone else seems to hate the new delay, too. Windows resolutions and UI Scaling have been tweaked. It's not your imagination and it also, according to Hortus, isn't a bug. Changing resolutions of the same aspect ratio will only give you a higher or lower image quality, but otherwise your view will not change. Windows are automatically resized to maintain aspect ratios and to reduce issues with stretching and distortion. If you aren't happy with the new size of your UI, turn on UI Scaling in the Video menu and adjust it accordingly.
Hopefully the instance servers will have been fixed by the time the patch is live in Europe. Sometimes it's better not being first.