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Posts with tag epic-items

WoW Archivist: Epics

Bulwark of Azzinoth
WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

Leveling through Draenor has been a blast, but as a player from classic WoW, a few things have struck me as incredibly strange. Triple-digit numbers in the guild panel. Sending NPCs to do quests on my behalf. And most of all, getting epic armor and weapons from solo leveling quests.

Many players in classic WoW (and not just raiders) opposed making epics more available to players. They called Blizzard's evolving attitude a slippery slope. "What's next," they argued, "epics for doing solo quests?" They never actually imagined that would happen. In 2005 it would have been unthinkable. Eight years later, here we are. But it's all been by design -- an evolving design with many steps along the way. Let's look at how we got here, one random drop at a time.

The few, the proud, the epic

In early classic WoW, only one path allowed you to deck out your character in purple items: 40-player raiding. Other raiding didn't cut it. Bosses in the 15-player (later 10-player) Upper Blackrock Spire dropped rares. Even bosses in the 20-player raids, Zul'Gurub and Ruins of Ahn'Qiraj, dropped mostly rares when they first opened their instance portals. Only their end bosses consistently dropped epic loot.

Outside of 40-man raids, a handful of bosses had a very small chance to drop an epic item. Emperor Thaurissan in Blackrock Depths had a tiny chance to drop Ironfoe. The "tribute run" chest from Dire Maul very rarely offered up Treant's Bane -- and I'll never forget the joy in my warrior friend's voice when it dropped for him, all those years ago. DM was also the source of the highly coveted tanking weapon Quel'Serrar, but the quest item to obtain it had an incredibly low drop rate.

Back then, even the recipes to craft epics (such as the awesome Force Reactive Disk) could only be obtained from 40-player raids.

Even if you were raiding with 39 of your closest online friends, earning purples was no picnic. With two drops per boss at first, odds of getting an item on any given run were slim. You could complete a full clear without a single drop for your class and spec. Each epic you equipped generally represented several weeks of endgame effort. When a player sauntered through Orgrimmar or Ironforge in head-to-toe purples, players knew this was a person who had spent many, many hours on that character.

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Filed under: WoW Archivist

WoW Archivist: Tier 0.5, the epic conclusion

Incendius
WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

Last time on WoW Archivist, we reviewed the first half of the Tier 0.5 quest line, including the controversial 45-minute Baron run in Stratholme. As we left off, the ghost of Anthion Harmon had asked us to assemble the pieces of Valthalak's medallion. He sent you into Blackrock Depths with an enchanted banner to challenge the gladiator Theldren.

Laying down the law

The next step required a 5-player group to enter the Ring of Law inside Blackrock Depths. As you are being sentenced, you summon the Banner of Provocation. Theldren and his team step in instead of the usual BRD bosses. Now you were in for a scrap, and it was a wildly different fight that any other in classic WoW.

Theldren spawned with a mix of four teammates chosen from a pool of eight: Yes, you read that last one right. Lefty even had an ability called Five Fat Finger Exploding Heart Technique. Theldren himself was a warrior. Each boss had a potent set of class abilities. For example, Korv had Earthbind Totem, Fire Nova Totem, Frost Shock, Lesser Healing Wave, and Purge.

What made this fight so unique -- and so infuriating for many -- was that the NPCs had no traditional aggro table.

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Filed under: WoW Archivist

WoW Archivist: Tier 0.5 and the birth of modern dungeons

Bokk
WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

For a long time in classic WoW, nonraiders felt neglected. Dungeons were the only endgame PvE option for nonraiders. Back then, dungeons didn't have a 5-player limit. They could be "raided," even though they weren't considered raids. Blizzard added new raiding content on a regular basis, but the developers didn't release new dungeons after adding Dire Maul in patch 1.3, four months after the game's release.

Until the launch of The Burning Crusade in early 2007, nonraiders ran the same dungeons for almost two years.

Amidst a storm of complaints, Blizzard said they wanted to offer additional content for nonraiders. In patch 1.10, Blizzard delivered a new endgame quest line using existing dungeons. Comprised of 29 steps in all, this was one of the game's most elaborate -- and most punishing -- quest lines ever.

Blizzard called it the "high-level armor set" quest line. Players called it Tier 0.5. To create it, Blizzard had to reimagine what WoW's dungeons should be.

This quest line was removed, like many others, when Deathwing brought the Cataclysm. Let's walk through what once was, and explore how it gave rise to the modern dungeons we tackle today.

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The Queue: I was right edition

Welcome back to The Queue, our daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Mathew McCurley will be your host today.

Welp. Pack your bags, ladies and gentlemen, I was right. Straight from the woman herself. Victory dance.

Cetha asked:

Has there been any mention on the size of the download if you get the digital copy of
Cata? I'm trying to figure out if it would just be easier to get the discs and install it than to try and download another 16GB of info again, which didn't go so well the last time.

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