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Posts with tag naxxramas

What signals the end of an expansion?

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Wrath of the Lich King ended on kind of a sour note for me, largely because I didn't get to participate in my guild's one and only 25-man heroic Lich King kill before Cataclysm launched. Part of the rankle was for personal reasons, but part of it was also that for me, that kill would have ended the expansion. Never mind that we didn't kill Halion on heroic -- that was filler content, as far as I was concerned. Wrath of the Lich King was all about the Lich King and seeing him die.

But really, it goes back farther than that. In vanilla, I had no idea what an expansion really was; my MMOG experience was limited to WoW, for the most part, with a brief dabble in City of Heroes. So terms like expansions didn't make any sense to me until a friend explained what it meant: a new game was coming, building off the game I was already playing. No, I didn't have to purchase it if I didn't want to, but I wouldn't be able to see any of the new stuff if I didn't. And then my friend showed me just a sampling of all the cool stuff to be seen in The Burning Crusade. A beta invite later, and I was thoroughly hooked.

But there wasn't an end to vanilla for me. One day, I was playing vanilla WoW; the next, I was tromping through the Dark Portal and headed to Outland.

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Filed under: Analysis / Opinion, Raiding

Transmogrify your character into a dark ranger, take 2

Sylvanas' dark rangers are bow-wielding marksmen, which you would think belong firmly in the hunter class. However, they aren't anything like a hunter at all -- in fact, all dark rangers in-game are currently wearing leather sets. If you take a look at Dark Ranger Vorel above, she's wearing the leather Opportunist's Battlegear set available during The Burning Crusade. All other dark rangers are wearing variations of that particular set, except the dark rangers we covered last time on this particular guide.

So what's a hunter to do if they want the dark ranger look? Well, there's no way to recreate the exact armor sets of the dark rangers, because they don't exist in mail form. So if you're looking for an exact replica that you can transmogrify, you're out of luck. However, we can still build a pretty classy -- and dark -- mail hunter set using transmogrification. While it may not be an exact replica, today's set captures the feel of the dark ranger minus all that bothersome leather.

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Filed under: Transmogrification

Shifting Perspectives: Soloing Naxxramas for feral druids in the 4.3 era

Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our feral cat edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, the editors refuse to let me write the column in Elcor.

Let's face it: Mists of Pandaria isn't going to be released any time soon, and Dragon Soul is starting to become Draggin' Soul, for those of who you starting raiding it on the release of patch 4.3. Of course, many of us are off saving the galaxy from annihilation, but if you're staying in Azeroth, you need something to do -- a new challenge. This week, I'm resurrecting my old series on druid soloing. A new tier of gear has made possible many feats that were not before, so pack your bags. We're heading back to Northrend to fight the undead ... since they cannot die. (/sunglasses)

Before we start, however, a quick refresher for those who missed the earlier series. Druids are one of the best raid soloing classes in the game for one simple reason: Prowl. While we don't have the solo survivability of a blood DK or the DPS of a hunter, we can skip the annoying trash most of the time. If you're doing a full clear, that isn't much help -- but in most cases, you can get in, kill the boss, and get out without ever having to wait to kill a trash mob.

In terms of strategy, I use this bearcat talent spec and glyphs. The primary source of your survivability will come from Leader of the Pack heals and Savage Defense shields, using Barkskin and Survival Instincts on cooldown, and popping Frenzied Regeneration as your oh-crap full heal. For some fights, you'll also be mixing in Rejuvenation, Lifebloom, and Predator's Swiftness-procced Healing Touches. For your rotation, you'll be using the default bear priority list (FF once, Demo Roar, Mangle, Thrash, Lacerate to three, Pulverize). For trivial bosses, feel free to go Cat part-time or full-time to speed things up. Finally, note that my ilevel was about 390 when I did these bosses, so this may be a bit easier or harder depending on what you're packing. (Also, credit where it's due to Reesi for helping me nail down bear details and Braindwen for his soloing guide.)

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Filed under: (Druid) Shifting Perspectives

Random raid factors and the high cost of failure

Klepsakovic over at Troll Racials are Overpowered has a thought-provoking post asking how Blizzard's advancing raid model is affecting players and how they relate to each other. In particular, he zeroes in on a point that I think a lot of players sense but never really articulate: Not every player in a raid is going to be equally stressed by a fight, and when the stressed party or parties is randomly determined, things get ugly fast.

Compare this to encounters where the primary difficulty is role-specific or even player-specific. Good DPSers pushed their output to the limit on Patchwerk, healers learned to anticipate damage during Malygos' Vortex while one or two people got good at yanking sparks into the raid, and tanks grew experienced with fast pick-ups on Kael'thas. But the average raid group, even when experienced, probably tripped over and over again on encounters like Teron Gorefiend or Anub'arak. When you can't control who gets targeted by Shadow of Death or Anub'arak's spikes and when the randomness limits the experience that any one player can get ... Well, it's easy to see how certain fights acquire the nightmare moniker.

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Filed under: Analysis / Opinion

WoW Archivist: Patch 1.11, Shadow of the Necropolis

The 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?

In last week's Archivist, we looked at patch 1.11's April Fool's Day patch notes, but this week we're digging into the real deal. Patch 1.11 included the original 40-man version of Naxxramas, which was the final raid zone of classic World of Warcraft. The game had seen no expansions yet. While we all knew it was coming, the idea was still foreign and nebulous to players who had limited prior experience with MMOs. "Green is the new purple" was something nobody grasped yet. Naxxramas was seen as the true pinnacle of raiding in classic WoW ... and in some ways, it's still seen that way by WoW's raiding veterans.

The trailer for Shadow of the Necropolis is probably the first patch trailer I remember in vivid detail, as it's one of the first patch trailers in which Blizzard tried to tell a story. Previous patch trailers showed off new bosses and new environments completely without commentary, merely showing off pretty pictures set to new music from the patch's soundtrack. Shadow of the Necropolis slowed things down a bit, showing you some of who Kel'Thuzad was in life and how he came to be lich lord of Naxxramas. Patch trailers have continued to build on what patch 1.11 started.

Let's take a look at what else this patch held, shall we? As usual, we'll first look at the patch notes and then we'll get into commentary.

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Filed under: WoW Archivist

WoW Archivist: Patch 1.11 for fools

The 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?

Today's Archivist topic would have been a grand one to save for the next April Fools' Day, but that's half a year away! Sticking strictly to chronological patch order, what the heck, let's just tackle it today. In the early months of 2006, World of Warcraft players were eagerly anticipating patch 1.11, Shadow of the Necropolis, which would implement the original 40-man version of the Naxxramas raid. On April 1, 2006, former Blizzard community manager Caydiem decided to go fishing for trolls: She posted what is known as Evil Patch Notes.

Some of the false patch notes released for patch 1.11 on April Fools' are timeless, immediately obvious jokes that just click, even five years later. Others are relics of their time, references to popular complaints and hatreds of 2005 and 2006. Players who have only just started playing World of Warcraft in the last year or two may not understand them at all. Others, years later, are closer to the truth than Caydiem may have ever expected.

Patch 1.11's Evil Patch Notes will now be presented in full, where they may speak for themselves. Enjoy!

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Filed under: WoW Archivist

New quests on the PTR point to legendary weapon's origin

More news, in the form of a few quests datamined from the PTR, has cropped up about the legendary staff that will be available this expansion. While we've talked about the possible links between the staff and the upcoming War of the Ancients raid, nothing had been confirmed. However, the quests seem to be pointing to something a little different.

In the quest A Legendary Engagement, players are sent to the Caverns of Time to speak to Anachronos. Anachronos is the acting "leader" of the Bronze Dragonflight in Nozdormu's absence; we first encountered him way back during the quest line to open the gates to Ahn'Qiraj. Oddly enough, it seems as though Anachronos requires your presence immediately -- something that's more than a little strange for a reclusive bronze dragon.

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Filed under: News items, Lore, Cataclysm

Raid Rx: Raid healing horror stories that taught us a thing or two

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related.

A new PTR build went online a few days ago. We're getting closer and closer to a release. Two weeks, perhaps? End of March? Ides of March even? Who knows?

The Spirit Link totem has officially been added on the PTR. I've never heard Joe Perez squawk with so much glee before after using it in Zul'Aman. If you want to read more details on the totem, go read up on Joe's post about it. Other than a shortened cooldown on Tranquility for resto druids, still nothing on the defensive front.

Chakra for priests now lasts a really long time! In fact, it lasts so long that the effect won't go away until it is canceled. I liked the whole Chakra volleying mechanic. It was an interesting way to add additional thought for holy priests. The last big change I want to note is the pushback protection that druids and priests are getting. Divine Hymn, Hymn of Hope, and Tranquility now have 100% pushback protection from damage. For those that didn't know, a pushback effect is caused when you take damage. When you cast a spell, it might take a little longer than normal because you've been hit by an enemy. This causes the casting bar to move back slightly.

This week, I want to share some healing stories. Some will make you laugh; some will make you cry; and some will simply make you plant your face in your palm.

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Filed under: Raid Rx (Raid Healing)

Taking out the trash

I always thought I would love a no-trash dungeon. I came up in raiding in the days of MC and BWL, raids that were absolutely chock full of trash. AQ40? Oh, so much trash. Trash to the point of absurdity. Going into the original Naxxramas meant dealing with a huge space absolutely stuffed full of rotting, slimy, or arachnid horrors. You spent far more time coordinating pulls on those annoying warlocks in Blackwing Lair and their dynamite-throwing goblin friends than you actually did on bosses.

In The Burning Crusade, the 5-mans had trash galore. Five, even six packs in Shadow Labyrinth, constant streams of adds in Shattered Halls, complicated trash pulls in Karazhan and Serpentshrine. I still remember with dread being the tank standing there using spell reflection to get the attention of Hyjal caster waves. Dealing with trash has always been a part of the game, as it has been part of the genre. In fact, one of the reasons that Naxxramas 10/25 felt so empty to me was that it simply held less trash than it did as a 40-man raid at level 60, so huge stretches of the place were deserted, as if Kel'Thuzad had gone on a staff-cutting binge and pink-slipped half of the Scourge before you even got there.

After we'd gotten Ulduar more or less on farm and moved on to Trial of the Crusader, I was pretty ready for a break from trash. I was very excited about a trashless dungeon where you just fought bosses. Wouldn't that be epic? Wouldn't it be awesome for every fight in a raid to be an epic struggle against a named, powerful adversary?

Turned out, not so much.

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Filed under: Analysis / Opinion, News items, Raiding

Thaddius encounter recreated in StarCraft II


Ever wonder what happens to raid bosses when they get bored? For Thaddius, it seems he has been spending some time moonlighting over in StarCraft II. While he was there, it also seems like he's picked up a few more tricks and upgraded his armor. After all, Naxxramas was only a setback!

IIam4 used Thaddius as an inspiration for his entry into the custom ability contest on SC2Mapster by recreating his Polarity Shift. While he was recreating this ability, he also decided to add a few new features of his own.
  • Shocking Grasp A random target will be paralyzed and take damage over time. If any other unit comes within range of the afflicted unit, Shocking Grasp will jump. This can create a chain reaction.
  • Spawn Volatile Spark Two volatile sparks are spawned, serving as summoned adds that should be DPSed down right away.
These abilities combine to create a very interesting and creative boss battle using the StarCraft II editor. The amount of micromanagement required to keep all of your units alive adds a nice level of complexity to the boss encounter. I personally like that Thaddius is a giant Maruader unit. This video is a nice showcase of the tools that were available even in the beta and exactly what could be done with enough motivation.

StarCraft II is set to release on July 27, 2010. While I'm absolutely certain it will be a fantastic game in its own rights, I can't help but wonder if we will see any more player-created World of Warcraft crossovers with the tools that are shipping with SC2. Can you imagine a campaign where the end boss is casting Defile while you try to micromanage all of your units safely around it? How about navigating your troops into position for a Shatter or managing Burning Adrenaline. Maybe a little Doomfire for good measure! This could bring a whole new level of fun to Tower Defense and Mastermind-style game mods!

So, if you could recreate any one boss or ability from WoW in a StarCraft II fight, what boss would it be?

Wrath Retrospective: Lore and the art of storytelling


With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in WotLK Retrospective.

Wrath of the Lich King wasn't just an expansion -- it was an experiment in progressive storytelling featuring story lines and lore that we haven't seen since Warcraft III. While Burning Crusade tackled new issues and races, it did little to further any of the Azeroth stories we'd seen in the earlier Warcraft games; Wrath took a step backwards to move the prior stories forward. Along with this change in direction, we saw the introduction of a few things that hadn't been seen in Warcraft before that made a large change to the way we view stories and quests in World of Warcraft, and a re-introduction of many of the heroes and prominent figures that we'd only caught glimpses of in vanilla. Today, we're going to look at Wrath lore: what worked, what knocked it out of the park and what failed to impress.

Phasing

Quite possibly the biggest technical advancement in storytelling was the introduction of the phasing mechanic. This allowed players to play through quests, and as the stories progressed, so did the world around the players, giving a new and unique feel to story line progression. Suddenly, instead of playing through a zone with no indication that you'd made any changes to the status quo, the world changed around you -- the chain of events in Conquest Hold in Grizzly Hills and Frosthold in the Storm Peaks both actually ended with NPCs being replaced as a direct result of player interaction. In the quest chain of The Battle for the Undercity, both Alliance and Horde players are teleported into a phased version of Orgrimmar, designed as a vehicle to further the story line -- and as a way for Alliance players to interact with Thrall without being attacked.

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Filed under: Analysis / Opinion, Lore

Wrath Retrospective: Raiding Naxxramas, Malygos and Sartharion


With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in Wrath Retrospective.

Raiding has been the generic end game for massively multiplayer online games for the past 10 years. Originally comprised of hard-to-kill, non-instanced world and dungeon bosses, end-game raiding tested players' coordination, skill, communication and tenacity. World of Warcraft pioneered the accessible raid -- instanced dungeons that guaranteed loot drops. Many people forget that guaranteed loot drops was a huge deal, right along with no failures during crafting.

Vanilla WoW raiding was an evolution on the EverQuest system, naturally, due to the prevalence of EverQuest players' not only designing and producing World of Warcraft but also their prevalence in the installed player base. Raiding had a language all its own. The first expansion to World of Warcraft: The Burning Crusade, attempted to stretch the bounds of raiding by scaling down player numbers and, at the same time, creating new and unique challenges in an attempt to make content more accessible. EverQuest routinely failed to make content accessible, and WoW was determined to turn the tides with the introduction of the 10-man raiding tier comprised of Karazhan and Zul'Aman. The popularity of 10-man raiding soared more than Blizzard could have ever imagined.

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Filed under: Analysis / Opinion, Wrath of the Lich King

Wrath of the Lich King Retrospective: Naxxramas

With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in WotLK Retrospective.

When people talk about raiding in Wrath of the Lich King, a lot of the complaints often boil down to Naxxramas. It was out too long before a new tier of raid content, the fights were too dumbed down from the original raid's difficulty and it was too easy. It was an unimaginative way for Blizzard to cut corners and save time developing Wrath. While I'm personally critical of Naxxramas as a raid instance in its current implementation, let's look at these points and discuss their validity.
  • Naxxramas was out too long before a new tier of raid content. This one's pretty subjective, but we can consider two factors. First, Naxx went live with Wrath's release in November 2008, alongside Malygos (Eye of Eternity) and Sartharion (Obsidian Sanctum). Malygos' itemization was half a tier superior to that of Naxx itself, so that items that dropped in the 10-man version of Eye of Eternity were equivalent to those that dropped in 25-man Naxx. Malygos-25 drops were superior to anything that dropped in Naxxramas off anyone but Kel'Thuzad himself. So while we could say that this entire tier of raiding lasted from launch until the release of Ulduar in April 2009, it's unfair to single out Naxxramas as the sole offender. Furthermore, Trial of the Crusader launched in August 2009, meaning that Ulduar's duration as the top tier of raiding was only a month shorter than that of Naxxramas/EoE/OS. Are we really arguing that the 20 bosses of those combined three raids had so much less raiding potential that an extra month or so wasn't at least subjectively justifiable?

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Filed under: Analysis / Opinion, Raiding

Breakfast topic: Quest detritus

Anne talked recently about all the bits and pieces that tend to accumulate in a packrat's bank vault, and I'm one of the guilty parties. I'm a hardcore collector of feral staves, tier sets, tabards, and assorted items that I just can't bring myself to delete (Seal of Ascension -- seriously, why do I still have this?). Unfortunately, the tendency carries over into quests as well. Over the course of doing Loremaster, I knocked off most of the older quests littering my log, and now I'm left with two. One's a nightmare to finish -- The Good News and The Bad News, which is part of the Scepter of the Shifting Sands line and an enormous pain in the ass due to the 10 Elementium Ores required. I've resigned myself to the quite-likely possibility that it'll be there for months to come.

The other one, much like the stuff clogging my bank, is something I can't force myself to drop. Echoes of War sent people to the original version of Naxxramas, and was required for the tier 3 questline. Incredibly enough, it was even shareable when Wrath came out, and our early Naxx raids at 80 had a good laugh over it. But I'm afraid to turn it in -- not just because the follow-up quest probably isn't there anymore, but also for some reason I don't think I can articulate very well. If I turned it in, I guess I'd feel like another little piece of old Azeroth was gone forever.

Do you have any quests like this sitting around in your log, and what keeps you from turning them in?

Filed under: Breakfast Topics

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