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.
Don't forget to keep checking back, as this page will be updated as information becomes available:
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?
The Nexus has been announced on the official site as one of the new dungeons.
Zones, factions, and relevant lore
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, analysis, release date information, and our full-range of Wrath galleries.
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.
Blizzard has included the first look at inscriptions via hidden entries in the patch 2.4 data files. Inscription will be a new profession that will be released with Wrath of the Lich King. We are treated to an early glimpse at the Demonic Runes inscription that will increase fire damage done by the MageFireball spell by 50 additional points. The data is courtesy of WoW Head.
There are two important things to realize from this newly discovered information. First, it shows that Blizzard is hard at work on Wrath of the Lich King, and is already starting to include content in the patch files. We saw this same behavior in patch 2.0 with Jewelcrafting recipes.
Monde Persistants, a French Warcraft site, has released their full interview with Lead Designer Jeff Kaplan and Art Director Chris Robinson from last week's Leipzig Games Convention. Some of this information we already know, but there's quite a bit that was new to us. You can read the entire interview (in English!) and see the video at MP. Here's the summary of the new items:
Part of the lore behind the Wrath of the Lich King expansion has Arthas trying to seduce players to the dark side, both Alliance and Horde.
Part of the Death Knight lore will have them "break away" from the Lich King influence to be free agents, the way the Forsaken have broken away from being mindless undead.
Death Knights will "probably" be able to inscribe any weapon with their Runes that give them power.
Ulduar is going to be a new raid instance. It's controlled by storm giants and is a fortress of the Titans like Uldaman and Maruadon according to WoW lore.
The Nerubians (spider guys) will host a few instances at the underground Azjol'Nerub.
The Nexus will have a L70 5-man instance.
The main boss in the CoT: Stratholme instance will be Mal'ganis.
Possibly new daily quests introduced with the Sunwell Plateau patch (2.4?)
Previous information gathered from Leipzig can be found here.
"Oh my frikkin dog, everybody and their second cousin is gonna wanna be Death Knights!" was the cry heard throughout Outland when the new Hero Class was announced. WoW players everywhere had visions of dungeons and raids filled with only Death Knights; as well as Alliance and Horde cities alike all filled wall-to-wall with thousands of players who abandoned their original class to become Death Knights, only to discover (along with rogues and hunters) that it ain't so easy being uber-cool and powerful when everyone else is uber-cool and powerful too -- because everyone else is taking your raid spot.
Well Drysc has a ray of light to shed on this despair... or, in the case of Death Knights, perhaps that should be a big tank of unholy frozen blood to spill on it (assuming that would help):
I expect just about everyone is going to want to try one, but is everyone going to want to drop their long-time proffered class for one? I seriously doubt it. Also there's some amount of self regulation that will really be required to keep group composition equalized.
Not only will the other 9 classes still be needed to succeed in any group effort, but the tactics involved in playing a Death Knight might be too hard for the average Stanley Noobsauce to master. In response to one player who felt that the rune system Death Knights will be using seemed "clunky and not fun," Drysc responded:
On the Sunwell, it seems the Burning Legion is using the Mana Forges in Netherstorm to power the Sunwell and summon Kil'Jaeden. The instance will have 6-8 bosses, and Kil'Jaeden will not be fully summoned when you fight him (which is supposed to explain how 25 level 70s can drop him).
Dalaran will have one or two instanced dungeons in it (!), and will not have Auction Houses. It will have portals, including maybe one to Shattrath.
There's some good Death Knight info, including a new AoE spell called Death and Decay. Blood runes will be damage oriented, Unholy runes will be utility and DoTs, and Frost runes will be CC-ish abilities.
Finally, Inscription will give players the ability to sell scrolls (is it just me, or did the developers clearly say at BlizzCon that inscribers wouldn't sell scrolls?), and they will only be able to update "core spells"-- Priest's Mind Control no, Hunter Freeze Traps yes. Get ready for a round of QQing about what "core spells" are.
Don't get too excited-- the expansion is still a long way away (and Zul'Aman is coming much sooner than Arthas will). But it is good news, especially the idea of dungeons inside Dalaran. Creatively implemented dungeons seeped in lore are always a good thing.
Update: Changed Mind Control back to Mind Vision. And apparently it was just me who thought devs said no scrolls at BlizzCon.
As we look forward to the release of Wrath of the Lich King, I've been thinking on the new resource system they are introducing with the Death Knight. The runes carved into the Death Knight's blade are not necessarily unique amongst MMOs, but they are certainly new to WoW. I wonder though, as more hero classes are added to the game, will they use the new runic system? And how exactly would that work?
I can see many classes as defined by their weapons, the Blade Master and his sword, the Archmage and his staff, so it's not too far off to expect that when we have access to new hero classes they might use this system, but they might not. Adding new novel ways that we play the game we love is one of the reasons I do love WoW so much. I admit more than a little curiosity as to how this might play out. What sort of resource system do you see being used by, say, the Demon Hunter? Would they use mana, energy, rage, runes, or something completely different? Are there any advantages to the runic system over the others?