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Posts with tag ulduar-10

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

Breakfast Topic: Where's the epic, part two

Okay guys. After spending days thinking this over in the back of my mind and trying to figure out which sock drawer Blizzard stuffed the "epic" into, I've come to a conclusion: It's not about the "epic". What it is about, what's lacking, is something that's strictly based on design. Let's go back to Ragnaros and Molten Core for a moment and see if I can get this point across: the reason that Ragnaros felt "epic" was because the dungeon itself was specifically designed with 40 players in mind. The spacing of the zone, the placement of the rocks and bosses was all designed around the idea that there would be 40 players in this zone.

Moving on, Hyjal felt odd at first because I was used to that 40man model. It faded because the dungeons of Burning Crusade were designed with 25 players in mind. Hyjal, Black Temple, Serpentshrine Cavern, all of it, designed with the intent of 25 players being present in that zone, so they felt natural. On the same principle, the 10man dungeons -- Karazhan and Zul'Aman -- both felt exactly right, because they were designed with 10 players in mind. Karazhan was huge, but not once did the experience feel awkward because all boss encounters and rooms were designed around 10 people playing in there.

When you get to Wrath, Ulduar in particular -- Ulduar was designed with 25 players in mind. The boss rooms, the open spaces were all created specifically so that 25 people would feel like this space was absolutely gigantic. But when you take 10 people in that space, what was once comfortably "huge" for 25 borders on the absurd for 10 players. That's why it doesn't feel right -- because the space simply doesn't fit the people in it.

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Filed under: Breakfast Topics

The five classes of guilds

Blessing of Kings does a great job with this post of putting into words (and then extending) the idea of something we've talked about many times before: all guilds are not equal. He separates them into a kind of hierarchical class structure, with "Royalty" (guilds like Stars and Ensidia) at the top of the raiding game, going down to "Aristocracy" (guilds working on hard modes), "Gentry" (guilds who've cleared normal but haven't been able to do hard modes yet), "Bourgeoisie" (guilds working on normal), and the "Proletariat" (casual folks who haven't started raiding). I think he's squeezed things down a bit farther than he should -- I would call the "Bourgeoisie" level guilds still working on Ulduar and Naxx normal fights, as I think there are quite a few of those out there. But his points are strong -- there are bands of raiding guilds, partly by Blizzard's design and partly by mere fact that people approach the content in their own ways.

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Filed under: Analysis / Opinion, Virtual selves, Guilds, Blizzard, Instances, Raiding, Bosses, Leveling

Ensidia and Method to compete in Ulduar timed run

Live PvP competition is old hat. 2009 appears to be the year of PvE (if you ask me, every year should be that year). At the Games Convention Online, in Leipzig over the weekend of July 31 – August 2, two of the strongest PvE guilds in the world, Ensidia and Method, are competing in a timed run of Ulduar.

It's going to be on 10-man, which is kind of strange, given that most people (and especially hardcore raiders) seem to think of the 25-man version as the "real" version of the raid. Maybe they wanted it to be easier for spectators to follow the action.

Points will be awarded for killing end bosses of a "zone" faster than the other guild, with points increasing from zone to zone. I'm guessing that by "zone" the press release refers to the Siege, the Antechamber, the Keepers, and the Descent into Madness, but the translation is not perfect - I could be wrong.

The Ensidia/Method matchup is going to be on August 2nd; as a prelude, two German guilds (Irae AoD and For the Horde) are going to compete on the same event on August 1st. Apparently the raids will be streaming live on allvatar.com, although I can't really get very far on that site - WTB English translation. Does anyone know if it will be free to watch or not?

Filed under: Events, Guilds, Raiding, Europe

Ensidia gets 10-man Algalon world-first

Ensidia, the European super-guild that resulted from the merger of SK-Gaming and Nihilum last year, has just made the world first kill of the 10-man version of Algalon, Ulduar's true final boss. Algalon is only accessible after completing every other hard mode in Ulduar, and guilds are only given 60 minutes per week of attempts on him. 25-man Algalon has not yet been killed.

For details on the loot, see Ensidia's announcement; there's some great stuff there. Mek, from Ensidia, had this to say about the fight: "It's a pretty intense fight but not quite as hard as Blizzard made it out to be. The 1 hour timer is the real challenge since you must do a perfect attempt within it." Of course, I think "not quite as hard" for Ensidia is probably a pretty good challenge for the rest of us mortals. Congratulations, Ensidia!

[via MMO-Champion]

Filed under: Guilds, News items, Raiding

Ulduar-10 hard mode weapons buffed

Well, this is a good piece of news for 10-man raiding. Weapons that drop in hard-mode Ulduar-10 fights are being buffed from ilvl 226 to ilvl 232, a jump of half a tier. Players who have these weapons already will see them adjusted. This puts the Ulduar-10 hard-mode weapons on par with the Ulduar-25 normal-mode weapons, a situation that was already the case for armor rewards (Ulduar-25 normal-mode weapons have always been ilvl 232).

My own casual-ish guild is only four bosses into Ulduar at the moment, so this doesn't affect me personally, but it makes sense to see hard modes drop quality rewards. I wonder if this will increase the number of guilds attempting them. Now how about a shot at Val'anyr, eh? Or perhaps a Druid tanking idol somewhere in Wrath before Ulduar-25? Yeah, I didn't think so.

Filed under: Items, News items, Raiding

We Know Girls earn Champion of Ulduar [update: not] world first


According to progression site GuildOx, the Alliance guild We Know Girls on Arygos-US has earned the world-first Champion of Ulduar achievement. This achievement is awarded for completing each 10-man boss fight (except Alagon) with no raid members dying during that boss fight. It's the Ulduar version of The Undying, but unlike Undying, it doesn't have to be done all at once - if I down Flame Leviathan with no deaths and then wipe on XT-002, I still get achievement credit for the Flamey kill.

I think this is a good reworking of the achievement. I've heard a lot of horror stories about flawless Undying/Immortal runs ruined by a disconnect or a lag spike. With the Ulduar achievements, at least bad luck will only bork that one boss. And congratulations to We Know Girls!

Update: As pointed out below, VoS on the Sargeras realm and Bastion of Uldaman got the achievement May 9th, last Saturday, which means We Know Girls was not the world-first (due to the Armory's erratic updates giving GuildOx the We Know Girls information first). Grats to VoS and Bastion. Anyone know of any earlier than May 9?

Update #2: GuildOx now properly reflects the order that these guilds achieved Champion of Ulduar.

Filed under: Guilds, Raiding, Achievements

Forgetting to hit the "Need" button

Kalon at ThinkTank touches on a subject near and dear to my heart -- missing out on loot upgrades because you forget what you're supposed to want. While on an Ulduar-10 run, he passed on the Kologarn drop Mark of the Unyielding, which is close to being the best-in-slot neck for bear tanks, for one good reason (the other tank raids more than he does at the moment) and one bad one (he couldn't remember just how good the piece really is). Particularly galling, he notes, is that he recently wrote an excellent guide to tanking upgrades in Ulduar in which Mark of the Unyielding was singled out for especial commentary. Ouch.

For myself, I don't think anything quite approaches the sheer agony of having accidentally passed on Idol of Worship from Grand Widow Faerlina just because I wasn't paying attention at the time. I don't do much cat DPS, but losing the best-in-slot idol directly affecting the attack (Rip) that contributes the largest share of feral DPS is...again with the ouch. I still ask myself what was so amazingly enthralling about tanking Maexxna trash that night that I could have zoned out to that degree, and -- naturally! -- the idol never dropped again. While I guess it's possible that there are players out there who are practically perfect in every way and have never missed a drop, I have the sneaking suspicion that most of us still find a reason to kick ourselves.

Filed under: Items, Analysis / Opinion

Vaneras clarifies Ulduar emblems

There has been a certain amount of confusion about what exactly is going on with emblems in Ulduar. We've known for a while that Emblems of Valor, which currently drop from 25-man Naxxramas, are going to drop in 10-man Ulduar, and that Ulduar-25 is going to drop a new badge: Emblem of Conquest. However, there were some rumors that the EoVs from Uld-10 would be a different "color" than the EoVs from Naxx-25, enabling purchase of some gear for the new EoVs that would not be buyable with the Naxx-25 EoVs. There have also been various theories about whether Tier 8 tokens would be buyable with emblems, like some of the T7 tokens are now.

Vaneras has gone and clarified these questions and more, in a FAQ post on the European forums. I'll try to distill the information that I found useful into a few bullet points.

  • The EoVs in Uld-10 are the same as the ones from Naxx-25, and let you buy the same rewards.
  • Relics from Naxx-25 are being added to the EoV quartermasters; nothing else is being added to them at this time.
  • Tier 8.5 gear tokens (chest and helm) will be buyable with EoCs (from Uld-25). Tier 8.0 gear tokens will not be buyable in any way.
  • There will be a new EoC quartermaster with the two 8.5 tokens and additional ilvl 226 gear for purchase.

The justification for T8.0 not being buyable for tokens is that they didn't want current Naxx-25 raiders stockpiling huge numbers of EoVs to buy stuff on the 3.1 release. This does make some sense, although there are other routes they could have gone with it. Anyway, it's good to have clarification.

Filed under: Items, News items, Raiding

The Queue: Procs and more on Patch 3.1


Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

Good morning, ladies and gents! Or afternoon for some of you. Probably evening for a few others! It's morning for me, though. That's all that matters, isn't it? Indeed. Adam is out of the office today thanks to a blizzard murdering his internet connection, so I'll be covering for him even though today is technically his turn to do The Queue. Lazy such-and-such, letting weather get in his way. Grumble.

Ian R. asked...


Do you think the first couple of bosses in Ulduar can be PUG'd on easy mode? Like Sartharion and Vault of Archavon?

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Filed under: Patches, Analysis / Opinion, Raiding, The Queue

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