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 Post subject: Ulduar preview
PostPosted: Tue Feb 17, 2009 1:11 PM 
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For countless millennia, Ulduar has remained undisturbed by mortals, far away from their concerns and their struggles. But since its recent discovery, many have wondered what the structure's original purpose may have been. Some thought it a city, built to herald the glory of its makers; some thought it a vault containing innumerable treasures, perhaps even relics of the mighty Titans themselves. They were wrong. Beyond its gates lies no city, no treasure vault, no final answer to the Titan's mysteries. All that awaits those who dare set foot in Ulduar is a horror even the Titans could not, would not destroy, an evil they merely... contained.

Beneath ancient Ulduar, the Old God of death lies, whispering.... Tread carefully, or his prison will become your tomb.

As the next step in tiered raid progression in Wrath of the Lich King, Ulduar is set to blow players away with gorgeous setpieces, sprawling battlefields, and innovative boss encounters. Ulduar's design aims to provide a fun, unique, and innovative raid experience, but it also includes additional challenges - and rewards - for seasoned raiders. In this sneak-peek at World of Warcraft's newest raid dungeon, we'll take a look at some of the new content that makes Ulduar rise above the crop of amazing dungeons already available in World of Warcraft.

Welcome to Ulduar
Many players have already gotten their Wrath of the Lich King raiding feet wet in Naxxramas and the Sartharion raid, but Ulduar is the first example of the expansion's much larger, truly epic scope of raiding, as will be evident from the second you set foot in the instance. The most obvious difference between Ulduar and its predecessors is that the dungeon actually comprises two separate raid areas. The first section is an epic battle against a vast army standing between you and the entrance of the dungeon proper; in the second area, you will dive into the heart of the dungeon itself and finally discover the secrets of Ulduar.

Ulduar's new master has rallied his own massive Iron Army to guard the entrance to Ulduar and to prevent any unwanted guests - including you, especially you - from reaching the inner sanctum. Thankfully, you'll be able to face the Iron Army on even footing: although the main Horde and Alliance forces are focused on the forces beyond the Wrathgate and on each other, some who are better able to appreciate the true magnitude of Ulduar's threat have managed to scrap together a small fleet of siege vehicles to aid you in the assault.

You and your friends will have to use these vehicles wisely to break through Ulduar's defenses. A mix of motorcycles, demolishers, and siege engines will be at your disposal, each granting unique abilities to the pilot and the passenger. Motorcycle drivers, for example, can create pools of liquid tar that snare opponents and can be set on fire by area effect attacks, while demolisher passengers can load themselves into the vehicle's catapult so that the pilot can launch them into the distance. If used judiciously, these and other abilities will help decimate the Iron Army and any other threats lying in wait between you and Ulduar.

One such threat is the Flame Leviathan. After you've plowed through the innumerable ranks of the Iron Army, you will be confronted by an enormous tank. Mimiron built the Flame Leviathan as part of the V0-L7R-0N weapons platform, which means that it packs quite a punch. Normal spells and abilities won't be enough to take down this juggernaut, so you will have to rely on your siege vehicles to outmaneuver and defeat the boss. After wearing the massive war machine down, you will have to launch players onto the tank's back to destroy its defense turrets and sabotage the Leviathan before you can move on. Of course, if you'd like an additional challenge beyond this naturally frantic (but extremely fun) fight, you can try your hand at one of the Flame Leviathan's different Hard Modes (see sidebar).

Of course, the vehicle gauntlet, the Iron Army, and the battle against the Flame Leviathan are only the start of World of Warcraft's most ambitious raid to date. Patch 3.1 will hit the Public Test Realms very soon, so you will be able to see for yourself what other challenges await beyond the gates of ancient Ulduar.

Hard Boiled
Ulduar brilliantly illustrates the new design challenges and innovations that come with the bigger scope of the expansion's raids. In order to make raid content more accessible, it has to offer a lot of variety, but it also needs to include a very granular means for players to adjust a raid's difficulty. This concept was first realized in the Burning Crusade with the introduction of Heroic mode, and Wrath of the Lich King is developing the idea even further with new Hard Modes.

Boss fights that have a Hard Mode are affected by certain variables which players can control and which change the encounter's difficulty. For example, spread throughout Ulduar's vehicle section are four defense towers you can destroy. The more towers you leave intact, the harder the encounter with the Flame Leviathan will be, but the loot will also be better.

Ulduar isn't the first dungeon to include Hard Mode, but it certainly makes the most use of it. Out of 14 bosses, 11 will have a Hard Mode that offers additional challenges and rewards. Ulduar will appeal to a wide range of play styles, but the dungeon also has great longevity and a high replay value.

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 Post subject: Re: Ulduar preview
PostPosted: Tue Feb 17, 2009 1:26 PM 
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They used some pretty powerful words to describe that.

Longevity, re-playability, first example.

We'll see. New content is always a good thing, and much needed by ALL players right now.


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 Post subject: Re: Ulduar preview
PostPosted: Tue Feb 17, 2009 3:13 PM 
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Quote from: Daelo (Source)Ok, we're getting close to the point where we will need testing of Ulduar boss encounters on PTR, so let's talk about Ulduar testing!

We're going to be performing testing differently than in the past. We're looking for much more targeted feedback, and we don't want to just have the zone freely open and allow extended, unsupervised testing to take place. So, when the PTR servers come up with 3.1.0, by default Ulduar will be turned completely off. We'll instead enable Ulduar and specific bosses during times where the encounter team can observe testing.

Shortly after 3.1.0 PTR is up and running, I'll post a schedule that will indicate when we will open specific bosses to testing. We'll have testing opportunities for both EU and NA region PTRs in their respective prime time playing hours. There might also be a boss or two we do leave up for extended testing, and some bosses will only be tested in either the EU or NA. Some encounters won't be up on the PTR at all! There's 14 boss encounters in Ulduar, there will be lots to test. The schedule will be quite flexible, check in the Dungeons & Raids forum and on the PTR forum for updates.

The first set of boss encounters to get testing will include:

Freya
Thorim
Hodir
The Iron Council

Both 10 player and 25 player versions of the encounters will be open to testing, and we expect players to have nearly full Naxxramas gear. While Jillian McWeaksauce might make appearances on the PTR to provide testing consumables, please try to bring your own.

I hope to see raid groups of many different skill levels on the 3.1.0 PTR servers when they become available!

Additional info on first boss
The first boss has you enter 1 of 3 different vehicles (Chopper, Demolisher, and Siege Engine) to fight your way through an immense Iron army to the Flame Leviathan and defeat him. After that, there's very little use of vehicles by players. We'll have the fight up on the PTR at a later date, but this fight isn't in the first wave of boss encounters to be tested. (Source)


We should ahve first batch of PTR notes up tonight or tomorrow.

So a wintergrasp esque type encounter for a raid...sounds promising

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 Post subject: Re: Ulduar preview
PostPosted: Tue Feb 17, 2009 3:31 PM 
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Here's hoping the time they saved on Naxxramas was well spent on Ulduar.

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 Post subject: Re: Ulduar preview
PostPosted: Wed Feb 18, 2009 1:52 AM 
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Hoping that encounter makes some clever use of the vehicles though because Wintergrasp was enjoyable maybe the first 3-5 times. 2 layers of flat walls, 4 towers for posterity, with a completely unintricate keep design(single-floor, no indoor unmounted defense aside from "OMG stop them from touching it in this 10 square meter flat room!") isn't exactly the pinnacle of game design =/ At least it's more entertaining than the BGs, and fast honor.

There are a lot of ways they could make that kind of raid encounter work, though. Lobbing your friends up to a balcony to kill off say... archers to prevent the raid from wiping to them, assuming that might be what they do from reading that, would be quite fun.


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 Post subject: Re: Ulduar preview
PostPosted: Wed Feb 18, 2009 1:56 AM 
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Replay value will definitely be alot higher with Ulduar than it is with the current set of raids.

They've said that 11 of the 14 encounters will have a "hard mode", similar to Sartharion with the drake adds. Since that encounter is really the only one that the majority of guilds haven't had on farm since a month into the expansion, I'm expecting more of the same from Ulduar.

Learn the encounters in a week or so, have normal mode on farm in two weeks or so, then work the hard modes once you feel you're sufficiently geared to beat them.

Pretty much the only motivation my crew has now that we've cleared everything is trying to get the quirky raid achievements. That type of environment bundled into progression should make for a solid raid zone, and the lore is supposedly brilliant.

Sounds like fun.


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 Post subject: Re: Ulduar preview
PostPosted: Wed Feb 18, 2009 8:10 AM 
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Venen wrote:
Hoping that encounter makes some clever use of the vehicles though because Wintergrasp was enjoyable maybe the first 3-5 times. 2 layers of flat walls, 4 towers for posterity, with a completely unintricate keep design(single-floor, no indoor unmounted defense aside from "OMG stop them from touching it in this 10 square meter flat room!") isn't exactly the pinnacle of game design =/ At least it's more entertaining than the BGs, and fast honor.


You do it on the ground? How quaint! ;) We've recently been putting groups of five at the southern towers, and then sending in our raid from Icecrown on flying mounts. Everyone gets over the keep, on the outside walkways, drops flight, and we run in unopposed to slaughter every last sombish. All those AFKers half-watching the screen for when the walls are breached get quite a surprise.


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 Post subject: Re: Ulduar preview
PostPosted: Wed Feb 18, 2009 8:22 AM 
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I've done that a couple times with my warrior/pally. Killed 3-4 turrets and some players before they grouped and took me out =/


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 Post subject: Re: Ulduar preview
PostPosted: Thu Feb 19, 2009 9:12 AM 
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The amount of base mana regen granted has been reduced 40%. We called this "Spirit" in the notes, since most players associate OOFSR regen with Spirit, but in reality Int factors into the equation as well and we only lowered the constant, not the relative contributions of Int or Spirit. In retrospect, this probably caused more confusion than it alleviated, but mana regeneration is a fairly technical concept.

The effects of talents that provide mana regen while casting have been increased by 67%. This includes: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac, and Spirit Tap. For example, Intensity and Meditation are now 17/33/50% mana regen while casting (up from 10/20/30%). For most dps classes who never got much mana from OOFSR in the first place, the results should not be noticeable. Boomkin may be a possible exception because of Innervate, and we'll take a look at that.

This should leave mana regeneration while casting (even the contribution of Spirit) relatively unchanged, but reduce mana regeneration while not casting by 40%. (If you don't understand our logic, I suggest you re-read the excellent post I quoted above.)
Since paladins don't rely on any of those abilities for mana regeneration, we lowered the healing penalty of Divine Plea to -50%. We are also likely to make Spiritual Attunement provide less mana for non-tanking paladins. We are not touching Illumination for the moment. Nor are we lowering the effects of Replenishment (though as I have suggested, it would be our likely next target if we aren't happy with the results of these changes).


There's the mana numbers for 3.1

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 Post subject: Re: Ulduar preview
PostPosted: Thu Feb 19, 2009 10:37 AM 
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Welcome back, mana per 5.


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 Post subject: Re: Ulduar preview
PostPosted: Thu Feb 19, 2009 11:14 AM 
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So if you are a mana using DPS class sans Warlock, reroll Death Knight or Titan Grip Warrior because even tho they say it wont affect people, it will male already shit mana to damage ratios even shittier.

Gotcha.

Actually I guess it wont really hurt all that much since the increase to casting mana regen went up for shit like mage armor, if I were a hybrid tho I would pucker up.


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 Post subject: Re: Ulduar preview
PostPosted: Thu Feb 19, 2009 11:57 AM 
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I'm concerned with how the claim mana-based DPS will be relatively unaffected. They single out the spirit-based regen for boomkins as an issue, but ignore dispersion and evocate (spriests and mages, respectively).

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 Post subject: Re: Ulduar preview
PostPosted: Thu Feb 19, 2009 1:06 PM 
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 Post subject: Re: Ulduar preview
PostPosted: Thu Feb 19, 2009 1:11 PM 
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Replenishment says otherwise.

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 Post subject: Re: Ulduar preview
PostPosted: Thu Feb 19, 2009 1:50 PM 
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I don't wanna hear any tears from Ret Pallies or Paladins in general. =P Friggin nightmare of a broken class.


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