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Posts with tag ulduar

The best fight from Wrath of the Lich King

Mimiron
Last week there were a lot of calls in my "Best fight from Burning Crusade" article for Mimiron, Yogg-Saron, or Arthas himself to be the subject of this article. I had to smile at them because, well, they guessed it. I'll admit that, as a healer, I was tempted to pick Valythria, but I don't think I could really do that in good conscience. Valythria might have been one of my favorite fights, but the best? No, not really. My choice for the best fight from Wrath of the Lich King? Mimiron.

Mimiron is a four-phase tier eight fight with some complex mechanics and a good deal of entertaining humor to it. In my opinion, the Ulduar raid was the crown jewel of Wrath of the Lich King, and Mimiron was one of the most fun and challenging bosses in it.

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

My most memorable experience in-game

hyppogriff flight
You know, I thought this question would be a lot easier to answer than it turned out. After six years of playing this game, I thought surely there would be an obvious stand-out moment, but as I sat down to write this post, I realized that wasn't exactly true. Lest you think I'm implying that I've experienced nothing memorable in WoW, rest assured, that isn't the case. It's more that I have the opposite problem: I've experienced too much that is memorable. I've had some really great times in this game, and it's turned out to be nigh impossible to point to one and say, "That's it, that was my most memorable moment." Instead, I've come up with a list of things that keep coming to mind whenever I think about the topic. They are in no particular order:

1. Killing Nathanos Blightcaller

Nathanos Blightcaller was, in ye olden days, a (potentially) 40-person outdoor raid boss for the Alliance. He was also a quest giver NPC for Horde, so attacking him flagged you for PvP. Considering both of these things, you can imagine how difficult it could be for Alliance raids to actually down him, especially on high-population servers.

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Filed under: Analysis / Opinion

Know Your Lore: Titan facilities of Azeroth

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Let's just be up front about this now -- the Titans left stuff everywhere. It would be hard to disbelieve in them, frankly. They left bases, research stations, fortresses, labs and more. We don't even know what everything they left behind originally did or why it was there in many cases. Some places have somewhat clear reasons for existing (Ulduar, for instance, was tasked with holding the Old God Yogg Saron prisoner, but the Halls of Stone and Lightning point to other goals for the complex) but others, such as the ruined complex now known as Ahn'Qiraj was simply a 'research facility', and we have no idea what it was researching or why such a complex was needed so close to Uldum.

At any rate, there are a lot of Titan complexes currently known of on Azeroth.

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Filed under: Analysis / Opinion, The Burning Crusade, Lore, Know your Lore, Wrath of the Lich King, Cataclysm, Mists of Pandaria

Know Your Lore: The history and origins of the mogu

Know Your Lore The history and origins of the mogu
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Of all the creatures in Pandaria, none have been quite so mysterious as the mogu. From day one they were presented as one of the villains in the saga of Pandarian history -- and although the days of the mogu empires were long over, their legacy lived on. Mogu architecture, mogu statues, mogu ruins, they all littered the landscapes of where we leveled. To the pandaren, the mogu were a threat, but one that had long since died out, leaving the race as little more than scary tales to tell the children at night.

Until Mists of Pandaria, and the arrival of the Alliance and Horde. With the sudden uprising of the mantid, the release of the sha, and the frightened movement of the yaungol, the pandaren had more than enough to contend with. The sudden explosion of mogu activity was just another addition to the pile -- and the appearance of the Zandalari as allies made the reappearance of this ancient threat even more dire.

But who are the mogu? Until patch 5.2, that mystery hadn't been fully defined. And it still may not be fully defined, but at least we have a slightly clearer picture.

Please note that today's Know Your Lore contains some spoilers for patch 5.2 Lorewalkers content.

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Filed under: Lore, Know your Lore

Ra-den encounter features a return of limited attempts

Raden encounter features a return of limited attempts
The Throne of Thunder has been compared to Ulduar in more ways than one -- the size and scope of the dungeon, the multitude of boss encounters, and even the thematic elements of the dungeon itself. But it looks like there is one more comparison to add to the pile. Ra-den, the bonus boss unlocked only upon defeating Lei-Shen on heroic mode, has a mechanic to limit the number of times he can be engaged in any given week.

Those that remember Algalon remember the one hour limit on attempting the boss. One careless pull, one wipe, one disconnect could potentially ruin a guild's chances for downing the boss in a lockout period. But Ra-den isn't limited by a time clock; instead, he's simply limited by the number of attempts a guild can make. Screenshots have shown that number to be 30, however keep in mind that the number of attempts, and even the limited nature of the encounter, can be changed at any time. Patch 5.2 is still on the PTR, after all.

Blue poster and Game Designer Watcher had some words of wisdom to share following the unplanned discovery of Ra-den's limited attempts on the PTR.

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Filed under: News items, Raiding, Mists of Pandaria

WoW Archivist: The triumph and tragedy of Ulduar

Windows in Ulduar
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?

With patch 5.2 on the PTR, everyone is talking about Mists' next tier of raiding content. If the buzz seems more intense than usual, it might be because of the hints that Ghostcrawler and others at Blizzard have dropped comparing the Throne of Thunder to Wrath's Ulduar raid.

Perhaps it's too soon to revisit Ulduar in an Archivist column. After all, the raid went live less than four years ago. I don't care. I want to talk about how amazing this place was, how Blizzard still managed to screw up such a good thing, and why we should all be excited for an Ulduar-style raid in 5.2.

Put the rose-colored glasses away here, folks. You don't need them -- Ulduar really was that fantastic.

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Filed under: WoW Archivist

WoW Archivist: The keys to content

Karazhan entrance
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?

Keys in WoW have come in many forms. Some hang around our neck. Some hide in belts. Others open aircraft hangars or other, very special places. Some let us pretend to be rogues. Some never made it to the live game. Some we eat or play with. Some help us get the mail or reach new heights. We find some in unexpected places. A few are just trash.

This column is not about those keys. This is about the keys that used to be a Big Deal. The keys that people went to extraordinary lengths to obtain. The keys that put you on everyone's friends list. The keys to content.

Literal gates

Today, content is rarely locked. Players take it for granted that when a new dungeon or raid goes live, they will have immediate access. For the first half of WoW's history, however, this was not the case at all.

Vanilla WoW locked away virtually all of its end-game content. Raids required attunement, which means that every single person in your raid had to complete a certain quest line.

Keys worked differently. Content that required a key wasn't gated according to some arbitrary release schedule, such as the Heart of Fear -- but by actual gates.

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Filed under: WoW Archivist

Know Your Lore, TFH Edition: The dark secrets of the mogu

Know Your Lore, TFH Edition The dark secrets of the mogu SUN
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

They were once rulers of an empire that rivaled the Zandalar in size and scope, but they possessed powers far greater than the trolls could ever dream of. They used their power to shape the grummels and saurok from the lesser races of Pandaria. They enslaved the pandaren race as a whole, using them to build structures and gather supplies all under threat of their iron fists. Their great empires trace back to thousands of years ago, before even the War of the Ancients, and possibly before the rise of the kaldorei race.

The mogu are one of the clear villains of this expansion, and our arrival denotes the sudden uprising of this strange, curious, violent race. While the mogu may have been relatively quiet for centuries, they are certainly far from it now. And as we make our way through Pandaria we see more and more evidence that these violent beings are on the move -- something that disturbs the gentle pandaren greatly. The mogu hide secrets, and over the course of raiding, we uncover a few.

But their greatest secret may just be something so unfathomable, so bizarre, that it shakes the roots of everything we currently know and believe.

Today's Know Your Lore is a Tinfoil Hat edition, meaning the following is a look into what has gone before with pure speculation on why and what is to come as a result. These speculations are merely theories and shouldn't be taken as fact or official lore.

Please note: This post contains some content spoilers from Mists of Pandaria.

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Filed under: Lore, Know your Lore

Breakfast Topic: What characterizes WoW's best raids?

Breakfast Topic What characterizes WoW's best raids
People disagree a lot as to what WoW's best raids have been, not least because it's tough to evaluate how "good" a raid was until after some time has passed. For example, an MMO Champion forum poll a few months ago selected Icecrown Citadel as the game's best "final raid," and yet, I remember lots of players complaining that it hadn't been anywhere near as good as Black Temple a the time. You also have to wonder about the extent to which accessibility plays a role. Most people who saw Sunwell at level 70 loved it, but that wasn't a lot of people.

Anyway, three of the most frequently cited "best raids" of WoW are Karazhan, Black Temple, and Ulduar. I thought it might be worthwhile to ask -- what made them so good?
  • Iconic drops or rewards Many of the drops from these places are instantly recognizable. Everybody wanted the "squid staff" off Illhoof and the Nightbane shield, and you can't swing a dead cat in trade chat without hitting another Black Temple transmog run. Even Ulduar, in the age of gear consolidation, had memorable drops.
  • Atmosphere Karazhan was essentially an overgrown haunted house. Black Temple was a fortress full of Broken that would be hostile until you set Akama's soul free, with the brooding Illidan perched on top. Ulduar was an exceptionally beautiful fortress concealing its true purpose as a prison.
  • At least one unexpected encounter You couldn't beat Kara without besting Medivh's ghost at chess, Illidan was one of WoW's most inventive fights, and, as nightmarishly difficult as it was, I still cherish my guild's first Yogg-0 kill.
What made something WoW's "best raid" for you? What mechanics or features would you most like to see repeated in a future raid?

Filed under: Breakfast Topics, Raiding

Know Your Lore: Algalon the Observer

Image
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.
I have seen worlds bathed in the Makers' flames. Their denizens fading without so much as a whimper. Entire planetary systems born and razed in the time that it takes your mortal hearts to beat once.
The Titans are creatures of myth and mystery to the mortals of Azeroth. While some Azerothians (most notably Brann Bronzebeard) seek to unravel their secrets, most remain blissfully unaware and uncaring of the origins of the world. But the mysteries Brann works so hard to uncover more often than not raise far more questions than they answer, and in some cases, create havoc that could reduce our world to ashes in the blink of an eye.

In Ulduar, Brann sought to uncover the further secrets of the origin of the dwarves, something that the Explorer's League has been working on since the early days of WoW and the first player steps into the Titan stronghold of Uldaman. But what Brann uncovered was a massive facility that wasn't just for the storage of information from times long past. The facility of Ulduar and its corrupt Titans weren't anywhere near as much of a threat to the world as what came after Loken's defeat in the Halls of Lightning. For it was the moment of his defeat that the failsafe was tripped and the signal was sent.

And it was Loken's death that heralded the arrival of Algalon the Observer and the end of the world.

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Filed under: Lore, Know your Lore

Transmogrify your blood elf into the druid of your dreams

OK, look. We know according to current lore, blood elves cannot be druids. The quel'dorei left behind Nordrassil and any tree-hugging ways they might have had when they were banished after the War of the Ancients, thousands and thousands of years ago. Blood elves are all about the arcane, not about nature magic. But apparently, there's a huge contingent of people out there that would still like to be able to play them in game.

It's doubtful we will ever see that particular race and class combination come into play. However, the magic of transmogrification can at least give you the look you're going for. There's no shape-shifting or nature spells with this look, and you'll need a leather-wearing class to pull it off -- for blood elves, that pretty much means a rogue. But if you're dead set on blood elf druids and you'd still like the look of one, even if you can't play the class ... well, this combination ought to do the trick!

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Filed under: Transmogrification

Know Your Lore: The haunting legacy of Grom Hellscream

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

I chose Garrosh because he has the strength to lead our people through these trying times. For all my supposed wisdom, there have been moments that I've barely been able to hold the Horde together. The Wrath Gate and Undercity displayed that clearly.

The Horde cries for a hero of old. An orc of true blood that will bow to no human and bear no betrayal. A warrior that will make our people proud again. Garrosh can be that hero. I did not make this decision lightly, Vol'jin.

I know our alliances will suffer for it. I know the Horde will be irreversibly changed. But I made this choice with confidence that Garrosh is exactly what the Horde needs. I'm trusting you and the other leaders to not let this divide our people. You are stronger than that.

Let's just cut to the chase here: It was revealed in the press event information that Garrosh Hellscream, current Warchief of the Horde, will have his reign abruptly ended in Mists of Pandaria. The son of the great Grom Hellscream will no longer be Warchief, and it's not only the Alliance that will be participating in his dethroning -- it's the Horde as well. Though it may seem like a rash course of action, in all honesty, this has been coming for a very, very long time.

After all, he is the son of Hellscream.

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Filed under: Lore, Know your Lore

Shifting Perspectives: Feral soloing Ulduar and other dragons 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, we discuss proper defrosting techniques for animal fur.

As you'll recall, last week we decided that we might need something to do while we're waiting to explore Pandaria, so we decided to go kill things solo in Northrend. Soloing Naxxramas, save a few encounters, isn't too much of a challenge. But Onyxia? Malygos? Ulduar, even? Now we're talking ... or dying -- frequently, as the case may be, while testing these strategies. (If you need a quick primer on how to get up to speed with bearcat soloing, check out the Naxxramas article.)

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Filed under: (Druid) Shifting Perspectives

Optional boss modes making a comeback in Mists of Pandaria?

Kaivax hit the forums to answer a player's question about Ulduar and talk about the fondness the dungeon has retained amongst the playerbase and where the optional boss modes have gone. Back during the first half of Wrath of the Lich King, "choose your own difficulty" encounters and in-fight hard mode triggers were staples of the encounters in Ulduar and the Obsidian Sanctum. When Trial of the Crusader launched, Blizzard implemented the UI-based difficulty toggle. Players have expressed desire to return to the old days, feeling that the toggle method is just too robotic when encounters could be designed around cool difficulty-swap mechanics. In his post, Kaivax hints that the design teams are thinking about bringing back these mechanics for some fights in the upcoming expansion, Mists of Pandaria.

Rather than selecting a normal or hard mode toggle before pulling an encounter, Ulduar raid groups were tasked with completing different objectives during the encounter or defeating the boss mechanics in a different order to activate hard mode. Famously, players would press a large red button behind Mimiron labelled "DO NOT PUSH THIS BUTTON," activating the encounter and a rather angry Titanic watcher. Other fights during Wrath of the Lich King such as Freya and Sartharion featured a "choose your own difficulty" mechanic wherein the player's choices before the encounter increased or decreased the boss' overall difficulty. Harder combinations of abilities would yield more impressive items.

Will Mists of Pandaria bring back our beloved "choose your difficulty" encounters and in-fight hard mode triggers? I know I'd like to get another Sartharion-style encounter, especially with mount rewards like the original provided.

Read the full blue post behind the break below.

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Filed under: Raiding, Wrath of the Lich King, Mists of Pandaria

Big stakes and the end of an expansion

Guys, I don't know if you know this, but we have just pried the elementium plates off of the back of a dragon so big 25 people can stand on him. After that, we killed the mutant kaiju version of him, who was so big his head alone was bigger than us and four other giant dragons.

I'm sorry, but you have to be 50 kinds of jaded to not enjoy this. One of the things I've really enjoyed about patch 4.3 and the Dragon Soul raid is how it unabashedly throws massive, crazy, world-ending doomsday events at you. Between fending off not one but two faceless ones from within bloated abominations, balking an ancient earth elemental giant at the base of Wyrmrest Temple, and defeating Ultraxion and then taking on Deathwing himself, the fights feel enormous. The stakes are huge, and while the supposed saviors of Azeroth spend a lot of time thinking really hard at a McGuffin, we step the heck up.

Whether you are hitting it via Raid Finder, attending your weekly 10-man hardcore raid, or participating as a member of a casual 25-man raid alliance (or anything in between), in terms of pure aesthetics, Dragon Soul is a very satisfying raid in terms of pure scope and sweep.

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

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