WoW Patch 3.3 Icecrown notes for Druids

June 11th, 2010 by dace

Druids

* Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%.
* Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
* Rejuvenation: The base duration on all ranks of this spell is now 15 seconds.
* Tranquility: The cooldown on this spell has been reduced to 8 minutes, down from 10 minutes.
* Talents
o Balance
+ Eclipse: This effect will not activate again within 15 seconds of either type of Eclipse effect firing, in addition to the existing 30-second cooldown for each type of Eclipse. In addition, Eclipse now grants a 40% critical strike chance to Starfire and 40% increased damage to Wrath, up from 30%.
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Icecrown Raid Guide: Lady Deathwhisper

June 8th, 2010 by dace

lady_deathwhisperYesterday,we discussed the raid strategies for Lord Marrowgar, the first boss of the instance.Today we will take a look at the second boss of the Lower Spire, Lady Deathwisper. Lady Deathwisper is the second boss of Icecrown and consists of mainly spawns of adds. Depending on which raid mode you are in, 10 or 25, there will be a different amount of adds. On 10 man, adds will only spawn on one side at a time, starting on the left and then moving to the right next. On 25 man, adds spawn from both sides and in the back as well which is something you must look out for.

Mechanics

Her first mechanic that you need to know about is her Mana Barrier. This ability allows her to absorb any incoming damage and the damage taken will be put into her mana pool. Once her mana drops to zero.

The second ability is her shadow bolts and death and decay which are periodically cast. Shadow bolt is just a single-target spell that hits a random member and Death and Decay places a large AoE on the ground that players must step out of.
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Icecrown Citadel Raid Guide: Lord Marrowgar

June 7th, 2010 by dace

lord_marrowgarLord Marrowgar is the first boss of the instance, located in the Lower Spire, there are a bunch of trash mobs to kill before reaching the boss. The trash is relatively easy and the only thin you should look out for are the traps on the ground that awaken the Deathbound Ward. These are large skeletal monsters that cleave in front of them so be sure to keep your tank in front and everyone else behind.

Mechanics

Once all the trash is cleared, let’s take a look at some of the mechanics and abilities of the boss.

The first and one of the main abilities of the encounter is Saber Lash. This ability basically gives the boss a cleave that splits the damage to targets in front of him. To deal with this, you will need two-three tanks depending on their gear. It’s also important that only the tanks are ever in front of the boss as the cleave can hurt.

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Deadly Fireworks: Building Icecrown Citadel’s Gunship Battle

April 1st, 2010 by dace

The frozen earth of Icecrown roils with throngs of the undead Scourge, reanimated bodies so numerous that there are few physical locations where the Horde and the Alliance can build their camps and strongholds. Instead, the defenders of Azeroth take to the sky.

wow-gunship-battleTwo gunships, the Skybreaker of the Alliance and Orgrim’s Hammer, named for the former Warchief of the Horde, patrol the skies of Icecrown. Early in the campaign against the Lich King, these grand vessels were used to scout overland terrain, where they frequently came into open conflict with each other, brightening the skies with their cannon fire.

Now, in the wake of the Argent Tournament, the enemies of the Scourge have finally gathered to lay siege to Icecrown Citadel. With the fortress nearly impenetrable on land and the spires of the citadel touching the sky at their peaks, it’s become clear to the leaders of both the Horde and the Alliance that an aerial assault, spearheaded by these two gunships, is the only way to infiltrate Arthas’s stronghold.

wow-gunship-battle-2Two prominent warriors have stepped forward to lead the attack: Muradin Bronzebeard of the Alliance and High Overlord Saurfang of the Horde. Both seek to defeat the Lich King and spare the living from another plague — but there are other, more personal stakes for these heroes. Saurfang seeks to uncover the fate of his son, whose body was lost at the battle of the Wrath Gate, while Muradin, bearing the weight of Arthas’s atrocities, seeks justice, closure, and possibly even redemption for his former student.

wow-gunship-battle-3And yet, even with their noble goals, there will be no shared glory for the Alliance and the Horde in this attack. The dock atop Icecrown Citadel is only big enough for one ship. Halfway up the spires, the Skybreaker and Orgrim’s Hammer are fated to clash again in a storm of gunfire, swinging blades, and bellowing warriors. Foremost in this mayhem are the combat crews, veteran heroes who’ve already begun the assault on Icecrown and who will fight to the last for a chance at Arthas — heroes like you.

WoW Zul’Aman (ZA) Part2

February 1st, 2010 by dace

This is an article about the Zul’Aman dungeon,Last time we talked about the history of the WoW Zul’Aman,this article will mainly talk about the people,culture and geography of ZA.
People and culture
Forest trolls are vile creatures. They practice evil voodoo magic and worship primal beings they call the Forest Gods. Violent cannibals, forest trolls eat their own kind as well as their enemies with equal zest. They despise humans and elves, who slaughtered innumerable forest trolls and robbed them of their empire in ages past. Forest trolls joined forces with the Horde in the Second War, as the orcs promised them vengeance against Lordaeron and Quel’Thalas, but the trolls’ savagery was too much even for the orcs. So the trolls hate orcs now, too, who they feel betrayed them. In short, forest trolls hate everyone — including each other.LoC 116
Witch doctors control Zul’Aman, with shamans and warchiefs in lesser leadership positions. The exception to this tradition is Warlord Jin’zakk. The voodoo witch doctors wield arcane magic, while shamans provide divine support. Forest troll society revolves around hunting, spear fishing, shamanism and voodoo. They make their capital at the Shrine of Ula-Tek, a massive ziggurat they hold sacred. Forest troll society is patriarchal, though cunning and aggressive females occasionally hold important positions. Forest trolls are primitive, possessing few metalsmithing skills and no knowledge of steam technology. They are masters with thrown weapons, be they axes or spears.
With both Lordaeron and Quel’Thalas fallen, the forest trolls see a chance to regain their old empire. They push the borders of their realm ever outward. Warbands strike south, north and west, seeking to reclaim more of their land. The trolls are myriad — almost 20,000 total, and most of them skilled hunters. They have been fighting for centuries and are competent tacticians. Alone, Zul’Aman has little chance against the Scourge. However, if approached in the right manner (by a tauren or goblin, perhaps?) and promised their empire, they may be willing to join an alliance.
Like all trolls, Zul’Aman’s forest trolls are lean, strong and tough. They possess long ears and noses and jutting canines. Their faces are hard and feral. Forest troll hide ranges from dark brown to light green. Many forest trolls wear primitive jewelry, often wood or bone, on their clothing, strung around their necks or thrust through their noses and earlobes. The males often maintain tall, dyed mohawks. Some paint themselves in tattoos. Forest trolls are organized into tribes, with names such as Blackleaf and Treeblight, and members of the same tribe are relatively loyal to each other.
Several quel’dorei bands still wander loose in Zul’Aman. The high elves, scattered and lost as they are in Zul’Aman, still have some importance to the Scourge. The Scourge is lead by Necromancer Ru’sad. The elves know forests better than the Scourge, and the ghouls and zombies make a fearsome amount of noise trudging through the overgrowth alerting the elves. The gargoyles are somewhat more helpful; they fly through the clearings and dense tangles of the jungle scouts for Scourge patrols in the jungle and their leaders in Stratholme. They allowed the scourge to discover one refugee group and kill them as they slept.
The Scourge are confident that it is only a matter of time before they finally destroy the elves. They intend to prevent them from joining with their allies in Hillsbrad or Khaz Modan, or rally together. They intended to stop them from reviving the Sunwell.LoC 115-116.
Geography
Zul’Aman is a temperate forestland of towering trees, dark shadows and ancient ruins and ziggurats. These ruins and odd, stepped pyramids remain from the days of Zul’Aman’s empire, but they could be much older. They may be Titan or Old God remnants. Elevation rises toward the north, and a hilly region dominates the Quel’Thalas border. The mighty Greenrush River begins in Zul’Aman’s Lake Abassi and exits the region in the southwest.
Primitive forest troll settlements are scattered throughout the zone. Weathered ruins hide among the trees, covered with vines and the dust of ages. Trolls guard treasure and captives, and ancient ruins of indeterminate origins dominate forest clearings. Bands of high elf refugees avoid destruction at troll and undead hands

Source from:http://www.oofay.com

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