Wrath Retrospective: Ulduar

Ulduar was released with patch 3.1 in April of 2009. Until the release of patch 3.2 in August 2009, Ulduar was the highest level 10- and 25-man raid content in World of Warcraft. It's fair to say that Ulduar was at best tangential to the overarching story of Wrath of the Lich King that concluded in Icecrown Citadel, but I also think it's fair to say that Ulduar took everything that had gone before it in Naxxramas, the Eye of Eternity and Obsidian Sanctum and distilled down to a refined, satisfying raid experience.
Ulduar took the vehicle fight mechanic of EoE and managed to make it fun, interesting and variable, incorporating the hard mode mechanic first developed in Obsidian Sanctum and then expanding on it in several different ways. It allowed for optional bosses that could be killed if a raid was gearing up or skipped once you were ready to move on to the end of the instance. It took the various teleport mechanics first seen in Karazhan and Black Temple in BC and made them part of the instance. It even had a "hard mode only" fight with a limited duration that could only be attempted for one hour every raid week from the first time it was started.
It's no secret that Ulduar is one of many people's favorite raids for this expansion (it's personally #2 for me, as I'm a much bigger fan of ICC than most), and there are quite a few reasons for that popularity.
Blowing the doors off what came before
As much as I think Naxx gets a bad rap nowadays and certainly accomplished what it was designed to do, it's fair to say that in pretty much every way, Ulduar pushes the bar higher. The instance itself when it released was absolutely striking and distinctive, taking art elements from old instances like Uldaman and totally updating them. There really is no comparison between Naxx and Ulduar from an art design perspective. The encounters were well designed, often challenging, and each succeeded in emphasizing different mechanics. Those fights that had hard modes unfolded in organic ways that made sense, whether it was simply killing the Iron Council in a different order or breaking XT-002s or even pushing a clearly marked "Do not push" button in Mimiron's room to work on Firefighter.
Furthermore, achievements in Ulduar felt far less punishing and far more organic. The instance was clearly designed far more naturally to take advantage of them and make them worthwhile, challenging and even sometimes fun without being the ridiculously unforgiving ones Naxxramas offered. Compare Conquerer of Ulduar with The Immortal.
Blowing the doors off what came after
Yes, I'm fairly happy with my certainty here. Ulduar is simply far, far more enjoyable than Trial of the Crusader/Grand Crusader. The art design isn't even comparable (a sprawling titanic city prison for an Old God versus a round room?). The fight design for Ulduar is far more interesting that almost every ToC fight except possibly Anub'arak (and I'd definitely put both Yogg-Saron and Algalon ahead of Anub for challenge and fun). ToC's hard modes are basically far less organic than those of Ulduar. Furthermore, I generally find the Ulduar hard modes to be superior to the conceit of running the exact same instance up to four times (10-man, 10-man hard, 25-man and 25-man hard) with minimal changes and no real explanation for why it's suddenly harder.
If it's fair to say that Ulduar took on a bright shine for many raiders after coming out of Wrath's introductory content, it's also fair to say that the release of patch 3.2 ultimately led to Ulduar taking on an even brighter shine of reflected glory in comparison to ToC/GC.
Making use of existing lore, creating new lore
Frankly, being tangential to the developing story line of Wrath of the Lich King works very heavily in Ulduar's favor. Ulduar as a raid instance is very heavily tied into the lore of Uldaman, Un'Goro Crater, Ahn'Qiraj and the long-established titan/Old God conflict. At the same time, it establishes the existence of the watchers, servants of the titans who worked to shepherd Azeroth and protect it from Old God influence. The existence of Yogg-Saron helps contribute to the story of the Lich King by providing a source for the strange material he uses to construct darn near everything, as well as providing a rich resource for future stories in unfolding titan sites like Uldum. Furthermore, the presence of an actual Old God of Death working against Arthas/The Lich King has all sorts of possibilities. It's fairly clear from the Yogg-Saron fight itself that ol' Yoggy was tipping us off to Arthas' plan for Bolvar, and it wouldn't surprise me at all to discover that Old Gods like C'thun and Yogg aren't so easily slain as all that.
Also, Ulduar contains the ultimate in high stakes. Yes, if we fail to stop the Lich King, he'll continue to try and destroy or subvert all life on Azeroth, and while the idea of a cadre of heroes like, say, you and your fellow raiders as servants/soldiers of the Scourge is indeed very bad news, even that has a hard time topping the idea that if you don't beat Algalon in one hour, Azeroth and everything on it will be broken down into component elements and recreated from scratch. There's simply no way around it. The stakes here are as high as they have ever gotten in WoW -- and the best part is, if you have ever run the Halls of Lightning, it's possibly directly your fault that the world is about to end, because you killed Loken. Killing Loken, Yogg-Saron's enslaved prime designate among the titanic watchers, is what activated the Algalon Protocol in the first place.
In the end, Ulduar took what had gone before it and very handily separated the wheat from the chaff, and then made some really awesome bread out of that wheat. (I just did irreparable damage to that poor idiom; I'm a monster.) It either improved upon or created everything we currently enjoy in raiding and was, by virtue of its freedom from the overarching plotline of the expansion, totally able and willing to create awesome new antagonists for us to murder for loot. It is definitely a candidate for best raid of this expansion.
Filed under: Analysis / Opinion, Wrath of the Lich King






Reader Comments (Page 1 of 5)
Tinwhisker Jun 11th 2010 2:10PM
Ulduar was, without a doubt, the best raid instance of WotLK.
Kunikenwad! Jun 11th 2010 2:17PM
Totally, completely, and utterly agree. May be the best raid in WoW outside of AQ. Design, voice, art, encounters; everything was an absolutely smashing success.
Dave Jun 11th 2010 2:39PM
3rded
elstor Jun 11th 2010 2:47PM
100% agreed
Iirdan Jun 11th 2010 3:05PM
I'll call your statement and raise you "best raid instance of WoW."
Weeie Jun 11th 2010 3:54PM
IMO New Naxx was 100 times better than Ulduar and ICC (never saw old Naxx). Either way, none of the Wrath raids were as enjoyable for me as Kara was. Granted Kara was the first raid I was ever in, but even compared to the other BC raids, it just seemed more epic.
Neuropox Jun 11th 2010 5:40PM
@Weeie
Dont just post dumb stuff. Tell us why you think so.
As for me, ulduar was the most fun ive had in WoW besides the gunship battle.
The first time for that one was amazing.
Sargenus Jun 11th 2010 6:51PM
Honestly? I agree with Matthew. Ulduar was #2 for me, I like ICC SO much more. Since I played Warcraft III, I have always wanted to take on Arthas, make him pay for all the misery he has caused Azeroth.
(Spoilers for people who haven't been in ICC yet) You enter his stronghold, and the first thing you see in front of you, is a gigantic, monstrous, floating skeleton-like being.
You then face a Lich that has become the new ruler of the Cult of the Damned, and you take her on, stopping her from creating new Cultists. You then run into the opposing faction, racing them to the top of the Citadel. After scaring off the opposing faction, you see him. Draenosh Saurfang, having had his soul stripped from him at the Wrathgate, now you have to fight him and kill him yourself, as his mind and soul belongs to who? Arthas.
You enter the Citadel proper, and you have the choice of going forward, left or right. By going left, you find two horrible creations of the lead Professor of the Scourge, the one who has been creating all the plagues that you have encountered in Northrend. Going forward, you enter the Crimson Halls, to find the Queen of the San'layn resurrecting and empowering the three main Princes of the San'layn, ones you thought you had killed, you must now fight at the same time.
You then find the Queen herself, Lana'thel, and while she corrupts your blood and attempts to turn you into a San'layn yourself, she still falls. You finally go to the right of the originally hallway, into the Frostwing Halls, you aid Argent Crusaders and the Champion of the Ebon Blade to destroy what some say is the strongest Val'kyr yet. You enter a large room, to find a Green Dragon being corrupted by the Scourge.
You aid her in healing her wounds, and you continue on. You find Sindragosa's Lair, mother of all Frostwyrms, former consort of Malygos. You destroy two of her strongest children, Spinestalker and Rimefang, to which she becomes enraged and attempts to freeze the very flesh off your bone, but she again is no match for you.
Finally, you climb to the top of the Citadel, to the Frozen Throne. Tirion issues the attack on Arthas, to which he becomes frozen in a block of ice. As you battle Arthas, he eventually grows tired of you, and ends your life quickly. As he begins to raise you as his storngest champions, Tirion uses the Light to shatter the frost tomb he was imprisoned in.
He destroys Frostmourne, releasing all the souls Arthas has collected over the years, and his father, Terenas, appears, resurrecting the "Champions of the Light". As you resurrect, you finally finish off Arthas, and, as Yogg-saron said in Ulduar: "No king rules forever."
THAT is why I like ICC way more, the Scourge has always been my favorite faction in the game, and finally being able to face off against Arthas and his strongest minions has made me one happy camper.
TL;DR: ICC is awesome because I've always wanted to kill Arthas, and I finally get to do so.
John Jun 11th 2010 7:04PM
Ulduar will easily top the list of best raid of the Wrath cycle (Unless Ruby Sanctums one boss wonder is somehow mind blowing... Doubtful). It had everything we liked from classic and BC raiding while topping the few things we liked from Wrath release raiding.
It had the mystery, it had lore, it had epic boss fights, and hard modes that were well designed. The HM's weren't just "Flick a switch" or "Enter a different instance" they gave you control over *if* you wanted to do them while radically altering the fight mechanics (most of the time). My favorite HM to this day is the Iron Council "I Choose You, Steelbreaker".
Vanilla best raid: AQ
BC best raid: Karazhan
Wrath best raid: Ulduar
Corrupted Jun 12th 2010 2:59PM
agree. I kind of wish TOC had come before Ulduar. Once the there were better and easier to get upgrades, my guild bailed on running it.
Neyssa Jun 15th 2010 8:13AM
@ Corrupted: 'I agree. I kind of wish TOC had come before Ulduar. Once the there were better and easier to get upgrades, my guild bailed on running it.'
When Ulduar was released in April, we were still gearing from Naxxramas. Then I took a long summer brake with no WoW, and when I came back, everyone was already raiding ToC. I have never seen more than 4 bosses of Ulduar, and really hope to find a PUG nowadays, just to enjoy scenery and fights.
I would have done WoTLK: Toc first (you are prepared to fight the scourge by the Horde/Alliance), then Naxxramas. After it, just ICC, and keep Ulduar for the next expansion (to have a reason to go back to Northrend).
Josin Jun 21st 2010 10:25AM
@Sargenus
I would almost agree, except for one thing: encounter design.
Ulduar pushed EVERY member of the raid to perform well. With the exception of Arthas and Sindragosa, the tanks can mostly sleep through Icecrown. Especially the lower spire.
Zayd Jun 11th 2010 2:12PM
Can't believe it's been over a year.
WoLK's best raid.
Tinwhisker Jun 11th 2010 3:41PM
I don't know if I can say that. It's probably unfair to compare raiding in WotLK to raiding in TBC and raiding in vanilla because they were just so different.
Tinwhisker Jun 11th 2010 3:42PM
Stupid comment system, that was meant to reply to Iirdan.
Theresa Jun 11th 2010 2:12PM
Ulduar remains my favorite raid this expansion, though it is closely followed by ICC. In the end, what makes Ulduar tops for me is that the hard modes required you to either DO or NOT do something. While flipping a switch is certainly easier for everyone to understand, Ulduar felt far more immersive.
I also like that each of the keepers and all of the sub bosses had their own interconnected stories, all tangled up in Yogg Saron's madness. Algalon was also one of the most fun, visually impressive fights in this expansion. And then there are the voices...
I am the lucid dream...
Amathir Jun 11th 2010 2:47PM
Agreed. I'm VERY annoyed that they're making the Hard Mode some switch you flip, rather than some in-game reason for the content being harder.
Even Hodir's fragile stash or whatnot worked for me somewhat. I know it's easier for the designers to just have players hit a switch and boom, now that direct damage the boss does also adds a DoT. Boom: Hardmode. But I really enjoy the idea that Sartharion is WAY harder if you don't beat up his pesky minions first, and that mechanic continues to work great on Flame Leviathan when you don't blow up some defensive towers.
Groggnakk Jun 11th 2010 4:04PM
100% agree.
I was very disappointed that they made all hard modes UI activated.
"Now why would you go and do something like that? Didn't you see the sign that said 'DO NOT PUSH THIS BUTTON!'? How will we finish testing with the self-destruct mechanism active?"
--still flipping a switch, but waaaaaaaay (and that's with 8 As!) more epic.
kabshiel Jun 11th 2010 5:24PM
I liked the more natural way that Ulduar approached hard modes and I also liked that the hard modes often fundamentally changed the nature of the encounter, rather than just increasing health and damage.
Fletcher Jun 11th 2010 6:37PM
I have to agree with this; hard modes in Ulduar felt real, as opposed to "oh, we swapped in one of our raiders with kingslayer so we could set the lootship to heroic". Like OS, the hard modes were an integrated part of the fight.