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Posts with tag dungeons

Patch 4.3 PTR: Zandalari heroics no longer in own tier; all heroics award 150 VP

The new Hour of Twilight / patch 4.3 heroic dungeons will have their own category in the random Dungeon Finder, while the Zandalari heroics tier has mysteriously disappeared. Now, when queueing for a random Cataclysm heroic, the system will include the two Troll instances if your item level is satisfactory to enter. In addition, the Hour of Twilight dungeons, as well as any Cataclysm heroic, now reward 150 valor points per completion, up to seven times week. Any heroic will now grant the same amount of valor points.

Moving the Zandalari heroics into the general heroic pool seemed like it would happen eventually, considering that having multiple tiers of dungeons to queue up for could get confusing over time. Now, players will be placed into dungeons based on their ilevel and not necessarily which dungeon category they queue for.

This presents an interesting dilemma, though. Players who want to do a quick heroic right now can queue for a random, non-Troll heroic and be in and out with half the VP (and half the stress -- I'm looking at you, Jin'do) in half the time of a Troll heroic. In 4.3, it doesn't appear that you'll have the option. Then again, everyone at a high enough gear level to care about this stuff will just queue for the Hour of Twilight heroics anyway, right?

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Filed under: News items, Cataclysm

Tom Chilton shares info on patch 4.3 dungeons and more

When Zarhym said that patch 4.3 goodies were imminent, we didn't know he meant this soon. Our parent site, Joystiq, has the details from Tom Chilton, game director for WoW. He talks about the trio of new 5-man dungeons and the lore behind the final chapter of Cataclysm's story.

The new 5-man dungeons will have us exploring a future where Deathwing wins, to show Nozdormu the endtime that would happen if Deathwing were allowed to bring his plans to fruition. After convincing the leader of the Bronze Dragonflight to aid us, we travel back in time to the Well of Eternity to allow Thrall to steal the Demon Soul. The Demon Soul is an ancient dragon artifact that will be the focal point of our attack on Deathwing. Finally, we enter the Hour of Twilight, escorting Thrall and the Demon Soul to Wyrmrest Temple, which is where the final battle begins.

Chilton also talks about the Deathwing encounter itself, sharing with us details on the mobile fight that is like nothing we've ever seen before. Deathwing will be on the run, and we will be giving chase across the world. As Deathwing is trying to heal himself and regain his strength, players will be ripping away his armor plating and fighting the lava beasts that lurk within his body. There will be a new balancing mechanic that forces players to stay balanced while fighting, adding an entirely new angle to the encounter.

The final showdown will occur with players fighting Deathwing from floating islands in the Maelstrom. The full article on Joystiq has more details on the encounter and what we can expect to see when facing Deathwing. From my perspective, patch 4.3 is shaping up to be one of the most exciting patches of all time!

Brace yourselves for what could be some of most exciting updates to the game recently with patch 4.3. Look at what's ahead: new item storage options, cross-realm raiding, cosmetic armor skinning and your chance to battle the mighty Deathwing -- from astride his back!

Filed under: News items

Reader UI of the Week: I am Jack's multi-purpose

Each week, WoW Insider and Mathew McCurley bring you a fresh look at reader-submitted UIs as well as Addon Spotlight, which spotlights the latest user interface addons. Have a screenshot of your own UI that you'd like to submit? Send your screenshots along with info on what mods you're using to readerui@wowinsider.com, and follow Mathew on Twitter.

Greetings, Reader UI of the Week fans. Everyone seems to have some sort of food poisoning or stomach problems this week, and I have no idea what is up with that. We have a national stomach epidemic here in the United States. Here's something that won't upset your delicate bodily balance; Jack's smooth and slick user interface setup, centered around grouping, dungeons, and questing.

While I am a raider at heart, my recent obsession has been with players and nonraiding UIs. Not that I think that there is anything wrong with a raiding UI, but as someone who primarily lives in raiding content, it is interesting to look and see what 5-man-focused UIs are built around. With the coming of the Raid Finder in patch 4.3 as an introductory raiding system, more and more players are going to have to adapt their 5-man UI setups to a raiding environment if they want to succeed in taking down the big bosses of the raiding world. Jack's UI is a competent setup that can make the change and stands up on its own two legs.

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Filed under: Add-Ons, Reader UI of the Week

Scott Mercer talks redesigning Zul'Gurub and Zul'Aman

Blizzard Insider, Blizzard's online newletter, sat down with World of Warcraft Lead Encounter Designer Scott Mercer to discuss the upcoming patch, Rise of the Zandalari. The interview goes into detail about revamping the old dungeon content, what classic dungeons Blizzard would potentially like to tackle next, and the challenges of turning a 10- and 20-man raid into a 5-man heroic dungeon. Hit the jump for the full question and answer session.

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Filed under: Interviews, Cataclysm

Shifting Perspectives: Tanks, bribes, and player behavior, part 2

Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This Tuesday, we are still not sure if we can be bribed, but have reached the conclusion that others might be.

This week we return for the conclusion of our series examining the likely impact of the new Call to Arms system debuting in patch 4.1. If you're looking for last week's article, you'll find that here: Shifting Perspectives: Tanks, bribes, and player behavior.

To summarize the observations and argument of the first article as quickly as possible, Cataclysm returned players to the difficulty of The Burning Crusade instancing model without the benefits that tanks gained from building a reputation as competent players -- namely, the reasonable expectation that groups would cooperate with kill orders and any requests for crowd control. The dungeon finder, arguably a tool better suited to the ease and speed of Wrath of the Lich King heroics, has left tanks in an unfortunate position: They now attempt to lead groups through more difficult content with the unreliable vote kick as their sole defense against obstreperous players. That DPS queue times have soared under the present circumstances shouldn't arrive as a shock.

I'm going to try to explain why Call to Arms may very well result in more tanks queueing for 5-mans through the dungeon finder and who we're likely to see if and/or when this happens.

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Filed under: Druid, Paladin, Warrior, Analysis / Opinion, (Druid) Shifting Perspectives, Death Knight

Shifting Perspectives: Tanks, bribes, and player behavior

Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This Tuesday, we are not sure if we can be bribed.

As most of you are probably aware, Blizzard recently announced a new incentive structure for the dungeon finder system called the Call to Arms. In essence, it rewards players for performing what is then the most-needed role in the dungeon finder with a BoA bag containing gold, flasks, and, potentially, mounts and pets.

The Tuesday Shifting column covers the two roles most likely to receive the "goodie bags" -- tanking and healing (I don't think anyone's laboring under the delusion that groups can't get off the ground due to a lack of DPS) -- and the ensuing firestorm on the forums caught my eye. Predictably, players have mixed feelings about the change. Many (I think correctly) blame players' rudeness and uncooperative attitudes for driving off the tank population, but even more are indignant that Blizzard is "bribing" tanks for something they feel should have been addressed by role redesign.

Examine all the arguments in their totality, and I think there's only one real conclusion: I don't believe that Blizzard failed in its effort to make tanking more interesting and enjoyable.

I do believe that developers are struggling to deal with a problem created and driven almost entirely by player behavior. Modern heroics aren't fun, not because the content is bad (it's not) or overtuned (it's fine), but Cataclysm combines parts of The Burning Crusade and Wrath of the Lich King 5-man experience that don't play well with each other. The dungeon finder contributes to these problems, but not in the way that you'd think.

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Filed under: Druid, Paladin, Warrior, Analysis / Opinion, (Druid) Shifting Perspectives, Death Knight

Patch 4.1: Blizzard unveils dungeon finder Call to Arms

Blizzard just posted a huge announcement to the WoW community site, unveiling the dungeon finder's newest evolution -- Call to Arms. Aimed at reducing the time for dungeon queues, the new Call to Arms will give players the opportunity to queue for level-85 heroics as "needed" roles (tanks and healers) to shorten queues and be rewarded with goodie bags containing gold, rare gems, companion pets, and mounts like the Deathcharger's Reins, Swift White Hawkstrider, and more.

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Filed under: News items, Cataclysm

Guest Post: How to succeed in dungeons without really trying

This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages.

Make no mistake: Early Cataclysm dungeons are not the faceroll that we experienced at the end of Wrath. Not only have everyone's gear levels dropped dramatically relative to the content, but Blizzard has returned to a more BC-style design philosophy wherein crowd control really matters and one live mob can make the difference between an easy pull and a very difficult one.

Of course, the ideal solution is to read up on the dungeons beforehand and make sure you're prepared for them, but we don't live in an ideal world. Sometimes, you'll wind up in a random dungeon that you weren't expecting, and you haven't had time to research. Additionally, dungeon guides don't always give tips for trash, and trash pulls now require some coordination. Luckily, instance design does not expect you to have an encyclopedia in your head. An alert dungeoneer can succeed on the fly by following a few simple tips.

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Filed under: Cataclysm, Guest Posts

Lichborne: Pre-heroic Cataclysm gear for DPS death knights


Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. Join World of Warcraft's first hero class as we head into a new expansion and shed the new kid on the block label.

Now that Cataclysm's been out for around a week, a lot of us have managed to hit level 85, with more dinging every day. Now that you're 85, though, what do you do? If this were Wrath, you'd grab a few reputation or BoE blues, hit the minimum ilevel for heroics, and start queueing.

In theory, you could do that for Cataclysm -- but to be honest, you'd probably fail hard. Dungeons are tough, and you won't have dudes in tier gear to drag you through. Almost everyone's going to be just about the same for the next few months: complete newbies who are still trying to get raid groups together and still trying to learn new rotations and stat weights for level 85.

With that in mind, there is one thing you can do to give yourself an edge in heroics: Gear up. This week, we're going to look at various dungeon, quest, and reputation drops to find the stuff that'll do the best job at getting you ready for heroic dungeon runs. I've put the better stuff near the top of the list, though sometimes the second or third choice may be better for you based on your stat needs or spec. I have mentioned justice point items in these lists with the understanding that a lot of us stockpiled 4,000 justice points at the end of Wrath, and you can earn justice points for normal dungeons in the random dungeon finder. That said, don't feel like you need to stay in normal dungeons until you grab all the justice point gear. Just pick up some of the second or third choices and get to heroics, where you'll earn those points a bit faster.

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Filed under: Death Knight, (Death Knight) Lichborne

15 Minutes of Fame: PvE twinks turn lowbie instances devilishly difficult

From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame.

PvP twinking is a fairly well-known, widespread phenomenon in World of Warcraft. The idea is that players stop leveling at the very top of a particular PvP level range bracket, dig in with all the mix-maxed gear and enchants they can muster, and proceed to mop up the battleground kills. Anyone who's run a few battlegrounds on the way up through the levels has encountered that shockingly strong player who tears him a new one. We've even profiled a prolific, multi-level twinker (twinkie?) right here on 15 Minutes of Fame.

What you might not be as familiar with -- we weren't! -- is the idea of PvE twinking. Allow us to introduce a hardy band of adventurers on Blackwater Raiders (US-H) that's running each and every instance at the bare minimum level that players are eligible to enter. Ragefire Chasm at level 8? You got it. Deadmines at level 10? Aggro Magnet Central -- but yeah, you got that, too.

"It's surprisingly fun playing these classic instances that we've all done hundreds of times at such a low level compared to the mobs," gushes party leader Gilgalad. "It can take hours to clear an instance that typically takes 20 to 30 minutes for an appropriately leveled party. Some of the boss mechanics that are typically a trifle to a normal party become incredibly difficult to deal with when you are 10 levels below the boss. Arugal in Shadowfang Keep was particularly tough and required quite a few attempts before we came up with a strategy that worked."

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Filed under: Interviews, 15 Minutes of Fame

Heroic Shadowfang Keep and Deadmines will be released with Cataclysm

Good news, everyone! I've fixed the poison slime pi -- wait. We've got other good news! Heroic Shadowfang Keep and heroic Deadmines, which were said at the Cataclysm press event to have been scrapped until a later patch, are now slated to be in at release! Valnoth has confirmed that the new versions of these classic dungeons are being released with Cataclysm.

Valnoth -- Re: Now when Valnoth said ALL dungeons...
Quote:

Heroic SFK/Deadmines are not being released with Cataclysm, but with a patch after it goes live.

Heroic Shadowfang Keep and Heroic Deadmines WILL be released with Cataclysm. You will not have to wait for a later patch.


Players can now expect Deadmines and Shadowfang Keep to join the heroic ranks of Throne of the Tides, Blackrock Caverns, The Stonecore, The Halls of Origination, Grim Batol, Vortex Pinnacle and The Lost City of Tol'vir when Cataclysm releases.

Filed under: News items, Cataclysm

The Light and How to Swing It: Gearing a new level 80 ret paladin, part 2


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons.

I want to thank everyone who has sent in screenshots. I've gotten a lot of good shots thus far and am always looking for more. They can be any level between 1 and 80 and in dungeons, raids, questing, or wandering around town. I'll be using these for header graphics like the one above. Please send those as well as any other comments to my email at gregg@wow.com.

We're into article two of our three part guide on how to gear your new 80 retadin. Last week we looked at the profession and reputation rewards that could get you started. We're going to be looking into dungeon drops this week and finish up with badge gear next week. Let's get onto the loot.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: Gearing a new level 80 tankadin, part 2


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons.

We're still talking about fresh, up-and-coming tanking paladins who have just hit level 80 and are looking for gear. After taking another look back at it, most of last week was concentrating on items from reputation vendors and craftable items that you could either make for yourself or nab off the auction house. I decided that I could have done a lot more with various tanking drops from dungeons and items from the emblem vendors. So, this week we'll take a look at just about everything a level 80 can nab from a dungeon for tanking, and next week we'll take a look at what you can do with all of those emblems you earned up running dungeons.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: Bad habits in dungeons


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons.

If you've never seen the "How to Paladin" series by stoker2 ... don't. If you have seen it, my apologies and I will continue to attempt to stop Michael Gray from linking them in Moviewatch. However, I thought it would be a perfect example of things paladins shouldn't do for a lead into my article.

We're going to talk a bit about bad habits. Some of these bad habits come from learning your class while soloing and the differences you have to make in your playstyle when questing versus when dungeon running. Some of these bad habits are born out of running mostly PvP content and then moving from there into PvE, where the same tricks are more harmful than helpful.

Still other bad habits come from having extremely powerful gear. When you overgear content, you start to lose sight of what it's like to have to work at things. You forget that you used to do 1,800 DPS on a good day in your quest greens and what tricks you used to work through each pull. You also start to do stunts that would have wiped your party without question three tiers of content ago.

After the break, we'll take a look at a variety of these bad habits and talk about why you might want to break those habits before the Cataclysm.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

WoW Rookie: Pro tips for lowbie dungeon runners

New around here? WoW Rookie points WoW's newest players to the basics of a good start in the World of Warcraft. For links to all our tips, tricks and how-to's, visit WoW.com's WoW Rookie Guide.

When you really need to know, turn to the hive mind. Readers had plenty to say last week about their trials and tribulations (and triumphs!) running the older instances of vanilla WoW and Burning Crusade. Thanks to speedy reader comments, we were able to update readers with a resolution to the looting mess that left most groups unable to complete the staff required to summon Ironaya in Uldaman. (Any other issues with tradeable objects inside instances? Let us know about them in the comments.) As the discussion wound through page after page of observations and frustrations and advice, a veritable gold mine of tips for running low-level instances emerged. This week, we'll recap those tips for new players who are making their way through the old instances for the very first time.

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Filed under: WoW Rookie

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