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Blizzplanet Review: The Fall of Deathwing, Hour of Twilight Lore, and the Raid Finder Dungeon

Written by Medievaldragon on . Posted in BlizzPlanet Articles, World of Warcraft News, World of Warcraft: Cataclysm Articles

The Fall of Deathwing dungeon was masterfully made by the WoW Team and Creative Team in both lore and gameplay mechanics. This is the last major content patch of the World of Warcraft: Cataclysm, closing a pivotal chapter.

That doesn’t mean this is the last patch of Cataclysm, or the last content. As history has demonstrated, Blizzard Entertainment will add a pre-World Event and World Event content to wrap up Cataclysm and tie-in what’s to come in World of Warcraft: Mists of Pandaria — the new expansion.

I have never been in a hardcore guild like those which chew World First Boss Kills Achievements without a sweat. Actually, between us, they do sweat a lot, but they won’t stop till they get the job done.

I remember the days where my old guild Untold Prophecy farmed Molten Core everyday, that was as hardcore as I could get back in 2004. Farmed Tower of Karazhan for countless months, defeated Kael’Thas, Lady Vashj, Illidan in Burning Crusade. I managed to kill Yogg’saron a couple of times before another guild disbanded.

In Wrath of the Lich King, after the guild disbanded in Ulduar, and after years of hard work in PUG teams, I only managed to get 10/12 at Icecrown Citadel. On September 15, 2011, I finally got the Defender of a Shattered World Achievement which includes all Cataclysm Heroics and the Raid Dungeons: Throne of the Four Winds, The Bastion of Twilight and Blackwing Descent.

Not bad for a casual raider. Around a week later, I felt confident to get back to Icecrown Citadel where — after two years — I laid the smackdown on the Lich King at level 85. I felt like I cheated, but no one is gonna erase the satisfaction.

My current guild has been in hiatus for about six months or so after our main tanks called it quit for real life matters. One of them serving military time. I have had to go back to solo powering up my character with daily heroic dungeon finder and valor points. Nowadays, my healer character’s item level is 375 and none of it came from my guild. I worked hard in PUG teams.

A couple of weeks ago, I used the new Raid Dungeon Finder introduced in patch 4.3 to enter The Siege of Wyrmrest Temple. The Fall of Deathwing raid dungeon was either not available or my item level didn’t meet the requirements. No clue which.

After a few PUG attempts, I got my Siege of Wyrmrest Temple Achievement (Dec 3, 2011). I never thought possible to achieve that in a PUG, but it happened. Not just once, I have cleared it a few times. It’s hard and had fun.

On the lore aspect, I truly loved the linear structure of the three 5-man dungeons. Blizzard Entertainment recently released a short story by Matt Burns (Charge of the Aspects) which ties-in with the new Caverns of Time dungeons in patch 4.3. I recommend reading that story which is a prelude to the new 5-man dungeons.

The Short Story shows Ysera and Thrall planning a way to defeat Deathwing. She reveals Thrall an idea or vision about using the Dragon Soul — however, the Demon Soul was destroyed during the Second War by Rhonin (as seen in the novel by Richard A. Knaak – Warcraft: Day of the Dragon).

Alexstrasza agrees, while the Dragon Soul brought pain and misery to her red dragon flight, the Dragon Soul is how it all started, and it should be the way to end Deathwing and the Hour of Twilight. This is how the idea is born to ask Nozdormu to help the Aspects retrieve the Dragon Soul from the past.

However, Ysera’s vision of the Hour of Twilight — as seen in the novel by Christie Golden (World of Warcraft: Thrall, Twilight of the Aspects) — is drawing near. Nozdormu is unable to open the timeways to the past. Thus, Nozdormu recommends to kill the leader of the Infinite Dragonflight … to kill his very own future self, in order to preserve life in Azeroth.

Think about that for a second. All this time, Nozdormu was shown by the Titans the moment when Nozdormu’s demise would happen. For milennia, It likely worried him. And now he’s the one to take the decision to kill his future self to protect Azeroth. The Hour of Twilight begins during the Fall of Deathwing Raid dungeon in Patch 4.3.

The moment Ultraxion enters the fray at the Siege of Wyrmrest Temple, if players aren’t able to defeat Ultraxion, the Dragon Aspects take the full brunt of the Hour of Twilight spell that causes 300,000 Shadow damage, and die — causing the death of all life in Azeroth, and the Ascension of the Old gods.

Nozdormu sends players into the future to the End Time. A period of time, after the Hour of Twilight where all life on Azeroth has been already extinguished. There, players must defeat the echoes of Jaina, Sylvanas, Baine Bloodhoof, or Tyrande (two random) in order to fight Murozond (the future version of Nozdormu who has fallen to madness by the Old gods).

The WoW Team added NPCs at the end of each 5-man dungeon to teleport you to the next dungeon — making it clearly a linear lore event. That’s awesome. You can also access each dungeon individually, or use the dungeon finder to play them randomly. So there are three choices to approach and circumvent them if you don’t wish to have a linear experience.

After End Time, once Murozond is dead, the timeways become open to travel back in time 10,000 years into the past during the War of the Ancients. The idea is to retrieve the Dragon Soul a few minutes before the Well of Eternity implodes and sunders the land underwater.

When players help Tyrande, Malfurion and Illidan to defeat Mannoroth, who is sucked into the portal along with the demons back to the Twisting Nether, Chromie appears on the scene giving players the option to continue the mission in a linear way. Now that you have acquired the Dragon Soul, Chromie sends you forward in time to the present where Thrall will welcome your arrival and take possession of your delivery of the Dragon Soul.

The Hour of Twilight dungeon have you escorting Thrall back to the Wyrmrest Temple. In the present, the Black dragonflight and the Twilight dragonfligt are attacking the Wyrmrest Temple. There are giant Old god-like creatures with massive tendrils coming out of the ground, Faceless Ones and Vile Oozes coming forth to prevent Thrall’s arrival to the Wyrmrest Temple.

Thrall is serving as the Earth Aspect to perform the ritual that will empower the Dragon Soul to affect and defeat Deathwing. It’s a nice touch to see Archbishop Benedictus as the final boss in the 5-man dungeon, as a continuity notch from Christie Golden’s novel. I ain’t going to spoil it for you, go read the book.

After this dungeon, you are ready to enter the Siege of Wyrmrest Temple raid — if you wish to experience the whole content in a linear way. I’m going to be blunt. It’s hard. However, the Raid Dungeon Finder also brings hardcore players who will take leadership to teach you what to do. Trust in them, and do your best. It’s no rocket science. It’s doable.

The Dungeon Journal is another great feature added by Blizzard Entertainment in patch 4.3 that let’s you read lore and tactical info about each boss, and what each spell does. Which spells are dispellable, and which can be interrupted. The Dungeon Journal and the Raid Dungeon Finder are Blizzard’s way to open up end-content to casual players. I got to say they have done a pretty good job. As a healer, it only takes me less than 10 seconds to get queued into the Raid Dungeon Finder. Sometimes a split second after I queue in.

Before I knew it, thanks to the Valor Point Quartermaster items, and a few loot from the new 4.3 Heroic dungeons I became flagged to join the Fall of Deathwing raid dungeon. I was totally glad to see the option enabled last night.

The Dragon Aspects: Kalecgos, Alexstrasza, Ysera and Nozdormu are at the top of the Wyrmrest Temple performing the ritual with Thrall to empower the Dragon Soul. Your job is to prevent the Black and Twilight dragons from interrupting the ritual. After several waves of drakes, Deathwing unleashes Ultraxion upon players. The ultimate Twilight dragon experiment who is meant to cause the Hour of Twilight by slaying the Dragon Aspects at this juncture.

After Ultraxion, a cinematic plays showing Thrall wielding the Dragon Soul to blast Deathwing. Deathwing’s eye zoom in on Thrall as he realizes he is holding the Dragon Soul. The blast is so powerful that a piece of his elementium armor comes out revealing part of his spine. Deathwing is severely injured, and flees away. Deathwing is in pain, but he makes a point to shake Thrall — Deathwing flies through the Horde Gunship — now we know how the Gunship in End Time got split in half.

The Dragon Aspects, Thrall and players come aboard The Skyfire (Alliance Gunship) in pursuit of Deathwing who seeing the defeat of Ultraxion and how easily Thrall injured him with the Dragon Soul decides to fly to the Maelstrom to cast the final Cataclysm spell that will shatter the world and cause a massive upheaval of volcanoes, magma, tsunamis, and earthquakes.

At mid-journey, Warmaster Blackhorn and his Twilight’s Hammer mounting Twilight drakes will attempt to stop you long enough to let Deathwing reach the Maelstrom. After Blackhorn’s demise, a cinematic kicks in showing human Sky Captain Swayze and orc Kaa’nu Reevs (Keanu Reeves, lol) parachuting down on Deathwing’s back.

After the cinematic, players glide down with parachutes on Deathwing’s back. Literally. There are a few mechanics here you should double-check with the Dungeon Journal in-game. The idea is to make the Hideous Amalgamation explode near the Elementium Plate protecting Deathwing’s Spine.

The blast causes the Elementium Plate to literally come off his spine. It has a amazing art animation. Once you have removed three Elementium Plates, the next cinematic kicks in.

Deathwing falls to his apparent death into the Maelstrom.

There’s a dialogue between the Dragon Aspects and Thrall, and you can loot a chest. However, the fight isn’t over. Deathwing’s body has been torn apart without the Elementium Plates holding his body together.

He’s become sort of an Old god with tendrils grabbing each rock around the Maelstrom. Players must attack each of these Limb Tentacles, and the Mutated Corruption tendrils. In between, there are waves of adds that must be quickly dispatched with AOE — recommendable to be done near the Limb Tentacles.

After all Limb Tentacles are destroyed, players fight the head of Deathwing.

Here I was with a full PUG raid joining the end-content dungeon that wraps up Cataclysm. How cool was that? In the range of one to ten? Thirty. It took me two years or longer to finally be able to kill the Lich King.

It took me a few hours last night to earn the Fall of Deathwing Achievement. Woot!!!!

It’s that easy folks. Start doing your homework (queue yourself into the Dungeon Finder and do the Random Hour of Twilight Dungeons) — get some item level 378 from there, and combine that with farming Valor Points to purchase item level 378 gear. Do a few Siege of Wyrmrest Temple raids and get some cool loot until the Fall of Deathwing Raid Dungeon option becomes enabled in your Raid Finder.

I got to admit the Fall of Deathwing raid dungeon was harsh to heal. Later I noticed I forgot to enchant, gem and meta my new acquired Helm, but I still managed to help the PUG team get the achievement. It was a great satisfaction to have killed Deathwing twice in a single night, rather than how long it took me to kill the Lich King.

Thanks to the WoW Team for opening up end-content to the majority of players, and shoe-kissing to the Creative Team for the awesome linear lore experience. I might have a couple rants here and there about Well of Eternity, but the experience was excellent either way.

That was the best ever World of Warcraft dungeon experience I have had in the last seven years since classic beta 2004. The game mechanics are unique and engaging.

Lore Enigma Analysis and Speculation

On the lore part, there is one big enigma that hasn’t been answered. I have come up with a personal conclusion to explain that enigma.

The End Time comes to happen in the present after Ultraxion kills the Dragon Aspects at the Wyrmrest Temple during the Siege.

The question is … what made possible the change of the End Time?

The Titans had foreseen the death of Nozdormu (aka Murozond). True. Thus, they had foreseen the death of the Aspects at the Hour of Twilight. End Time was meant to be the end of all things. Which means Thrall was not meant to get the Dragon Soul. What made possible the change of the outcome leading to the Hour of Twilight / End Time future?

This makes me think that someone outside time who has witnessed the future, and has no clouded perceptions like Nozdormu — who admits something is preventing him from seeing the future — has somehow managed to help the heroes avert the End Time and to start the Age of Mortals.

In my theory, to find part of the answer we have to go back to World of Warcraft: Thrall, Twilight of the Aspects.

    1. Ysera had a vision of the Hour of Twilight in that novel. How was she able to see a future event? Who did send her that vision?

    2. Thrall reveals to the Dragon Aspects that Krasus was not in fact a betrayer of the Dragon Aspects, siding with the Twilight’s Hammer. Thrall tells them about a vision he had where Krasus is defending the Ruby Sanctum from a new Twilight viral strain that infested the red eggs, and all other eggs during a Twilight’s Hammer siege on Wyrmrest Temple and its sanctums. Krasus cast a spell that reached out to the other sanctuary portals to implode each portal. He sacrificed to prevent the eggs from turning into Twilight dragons — annihilating the dragonflights. Or so it seemed …

How did Thrall get this vision? Who gave him that moment of clarity to see what really happened with Krasus?

Sadly, Blizzard hasn’t revealed these two enigmas.

On top of that there is the third enigma: Did Krasus really die? His corpse was never recovered. Did he implode the Sanctums, or did he only collapsed the portals thus sealing off the sanctums as tesseracts / pocket universes? Another question to ponder: Did Krasus somehow know the Twilight’s Hammer would strike at that very moment and had a rogue plan of his own? Had someone who knew about End Time enlisted Krasus’ help to prevent End Time?

We have seen Krasus plan out schemes without the knowledge of his beloved Alexstrasza before. What if he was alerted of the Hour of Twilight by the same entity that sent Thrall and Ysera separately a vision? In order to accomplish this plan he had to fake out his death.

If this is the case, then the Creative Team has learned a thing or two from Marvel — and we know Chris Metzen is a hardcore fan of Marvel Comics. The Secret Invasion storyline took years in the making, and there were plenty of breadcrumbs left in comic issues for years hinting at the upcoming Secret Invasion (2008).

I have a little theory of my own about how Krasus could have learned of a future event for him to attempt to prevent it, and who may have had knowledge about the future to make the Hour of Twilight not come to pass.

It was hinted in World of Warcraft: Thrall, Twilight of the Aspects — or I might just be seeing too far into it and Christie Golden didn’t do that on purpose.

Thrall went to the Caverns of Time to fulfill a special mission for Ysera. The Bronze dragonflight welcomed Thrall and recognized he was there on behalf of Ysera. Thrall’s mission was The Search for Nozdormu.

Not even the Bronze dragonflight has been able to find their master. Thrall traveled to other timelines and parallel Azeroths, but was unable to find Nozdormu on his own.

Eventually, Thrall would have returned back home without Nozdormu. Think about it for a second. Who starts the Dragon Soul 5-man dungeons? Nozdormu. It’s Nozdormu who sends you to the future to the End Time to face Murozond, to be able to retrieve the Dragon Soul from the past.

What if Thrall had not found Nozdormu in his Search through Caverns of Time? No one would have been able to prevent the Hour of Twilight. No one.

Are you pondering, what I’m pondering? — you who read World of Warcraft: Thrall, Twilight of the Aspects — that is.

Who told Thrall how to find Nozdormu?

Visit next page for the spoiler. If you are sensitive to spoilers then don’t visit page 2.

SPOILER ALERT

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Cataclysm: Setesh – Heroic Halls of Origination Strategy

Written by Medievaldragon on . Posted in World of Warcraft News, World of Warcraft: Cataclysm Articles

Oh Shinies! Don’t you love the smell of easy loot? Setesh is one of the four constructs at the Four Seats section of the Halls of Origination in the second floor. His appearance is that of the egyptian deity of chaos: Set (greyhound face).

Setesh can’t be tanked. He is a caster and has a weird aggro table. He will cast up to three Chaos bolts to random players dealing approximately 10,000 chaos damage to each. His hands will glow green while he channels the 3 sec spell.

Within the first ten seconds, Setesh will walk to a corner of the room to cast Chaos Portal. A portal opens up and three type of mobs will spawn: Void Sentinel, Void Seeker and Void Wurms. Don’t panic. Ignore the adds. Some players recommend to kill the Void Seekers, but you will do fine ignoring them and simply focusing DPS on Setesh.

Setesh will open a second portal approximately 30-40 seconds later.

Setesh will often cast a spell that leaves a massive black and green lava spot on the ground. It is easy to detect it. You will see a large purple missile going your way before it lands. Similar to the purple missile cast by Faceless Ones in the Ahkahet: the Old Kingdom. Players standing on this green+black lava spot will get 10,000 damage per tick. Simply run away from it.

Setesh will sometimes stand still to channel a spell that creates several green bubbles within 20 yards around Setesh. It would be smart for melee dps to run away from Setesh while he channels that spell.

This boss is so easy it doesn’t require much of a strategy other than the obvious. The Tank only needs to aggro each mob that comes from the Chaos Portals on each corner Setesh moves up to open them. The healer should conserve mana and just to focus all heals on the tank in my opinion. All DPS players got to burn down Setesh and blow all trinkets and cooldowns. The boss dies within a 1:30 minutes range.

Oh, about the shinies … take a look at the heroic loot item lvl 346 after the video.

Setesh

  • Chaos Bolt: a 3 sec spell cast on a random player dealing 8838 – 12547 Chaos damage.

  • Unknown: A massive green and black spot appears on the ground. Players standing on it will get over 10,000 damage over time.

  • Unknown: several green bubbles appear around Setesh while he channels the spell.

  • Chaos Portal: opens a portal which summons in void sentinel, void seeker and void wurm mobs.

Void Sentinel

  • Charged Fists: Increases physical damage.

  • Melee Swing: hits for 8654 – 12487 Physical damage.

Void Seeker

  • Anti-Magic Prison

Void Wurm

  • Melee Swing: hits for 1710 – 2715 Physical damage.

Blizzard Quote:

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Cataclysm: Ammunae – Heroic Halls of Origination Strategy

Written by Medievaldragon on . Posted in World of Warcraft News, World of Warcraft: Cataclysm Articles

Ammunae the Construct of Life is one of the four bosses in the Four Seats chamber located in the second floor of the Halls of Origination.

It is a very easy fight if DPS players pay attention. The battle lasts approximately a minute, or a bit longer.

For the whole duration of the fight, Seedling Pods will start spawning at Ammunae’s feet. The Seedling Pods do not have a nameplate, thus the safe way to do this is for two DPS players to press TAB on their keyboard to shift focus from Ammunae to any adds showing up. Kill those pods asap. Taking a look at the combat log, you will notice these Seedling Pods actually heal Ammunae for over 16,000 health. Three pods can potentially heal him for 45,000 health a second.


Therefore, DPS players should constantly attack the boss blowing their trinkets, and pressing TAB to get rid of the pods. If a pod is left unchecked for too long, it will transform into an Elite Bloodpetal flower. Things get really nasty if many of these start showing up and aggro the healer. If many show up, it means the boss have been getting healed by the pods at heart’s desire and will take longer than usual to kill.

There are two spells Ammunae casts often at players every few seconds: Wither and Consume Life Energy. It’s a visible green lightning targeted at a random player. He will look in that player’s direction and the player will levitate above the ground with the strangle animation. The player won’t be able to move or cast for three seconds. I haven’t tried if it can be dispelled. While the combat log doesn’t describe what Wither is, the Consume Life Energy makes Ammunae gain 10 energy per sec for three seconds, and does damage to the afflicted player for that duration.

Safe thing to do is to ignore these, and focus on the true menace: the Seedling Pods.

At some point during the fight, the healer will have to pump AOE heals, or cast Divine Hymn. You will see a huge green shockwave causing around 30,000 damage to all players.

One tip for tanks: dead spores leave a big radius on the ground covered by Noxious Spores which deal nature damage to anyone standing on them including to Ammunae and the Bloodpetals. If you see more than one Bloodpetal, the spores might be a good way to get rid of them. You can try to kite the boss on top of these noxious spores to cause him extra damage (it is an orange stain on the ground).

Seedling Pod

  • Energizing Growth: Heals Ammunae for 16598 health.

Spore

  • Noxious Spores: hits all players in range for 11654 Nature damage. It can also damage Ammunae and the Bloodpetal Sprout for 4649 Nature according to the combat log.

Ammunae

  • Melee Swing: hits for 10328 – 34086 Physical damage.

  • Consume Life Energy: Ammunae will face in the direction of a random player and cast a green beam from his hand draining life and power. Ammunae gains 10 energy per sec. The player gets a 3 sec debuff causing 3060 – 3667 Nature damage per sec. The player won’t be able to move or cast.

  • Rampant Growth: a huge green expansion wave that hits all players in 100 yards. Hits for 23705 – 32988 Nature damage.

  • Wither: No data shows in the combat log. It’s cast often and looks like a blue lightning aimed at a random player. I noticed it is cast on players with mana. Since there’s no combat log description it might mean it doesn’t do damage, but might affect mana, or damage dealt somehow, or increase damage taken.

Blizzard Quote:

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Cataclysm: Isiset – Heroic Halls of Origination Strategy

Written by Medievaldragon on . Posted in World of Warcraft: Cataclysm Articles

After defeating Temple Guardian Anhuur, Isiset is my favorite boss to tackle afterwards. She’s the easiest of the four bosses at the Keepers’ Seat section of Halls of Origination.

The strategy to beat this boss is very simple. She has two identical phases. The first phase starts when you get a warning onscreen that Isiset is casting Supernova, she will split into three smaller other-selves named: Celestial Call (summons adds), Veil of the Sky (shield), and Astral Rain (AOE).

All players must turn away their character’s face from Isiset to avoid Supernova. It’s a blinding light that will damage the player affected by 16 – 20k arcane damage and disorient for 3 sec. I purposely take the Supernova a couple of times in our video to demonstrate what happens. You can’t control your character while disoriented. Would be good to pop Bloodlust or Time Stop in phase one.

With Supernova dodged, your next step to be successful in this boss fight is to kill Isiset’s other-self named Astral Rain. All DPS players must assist tank to kill her. She casts a rain of stars which does an AOE damage to all players. Getting rid of her will be less damage to the group in phase two, and giving the healer the chance to save mana management.

After she casts Supernova again, phase two starts. This time she splits into two other-selves. You already killed Astral Rain in phase one. In phase two, focus all your DPS on Celestial Call. Isiset will die very fast once she reincorporates her default body.

One random damage dealer ability that all players most be aware of, including the tank, is the blue beam that chases a random player. Stop what you are doing and simply run around and away from other players. It deals a bit over 10k arcane damage a tick. So the safe thing to do is to be mobile. If you have instant damage abilities use it on your target while running from the blue beam that comes from a portal.

The Veil of the Sky self-duplicate is left for last. One would wonder, why leave the boss with a shield? The answer is simple. Veil of the Sky can be purged by a shaman, or dispelled by a priest or paladin. I haven’t heard yet if a mage can spell-steal (who knows).

Isiset drops a nice healing trinket (item lvl 346) named Blood of Isiset: On equip increases your mastery rating by 285. Your healing spells have a chance to grant 1710 Spirit for 20 sec.

Isiset Abilities

  • Melee Swing: Hits a player for 10061 (absorbed) – 30697 Physical damage.

  • Veil of the Sky: hits for 701 Arcane damage.

  • Astral Rain: hits for 5273 – 6066 Arcane damage.

  • Supernova: A message onscreen says: “Isiset begins to channel a Supernova. Look away!” A flash of white light blinds the player afflicting for 16671 – 21574 Arcane damage, and disorienting for 3 sec.

Isiset Other-Selves

  • Veil of the Sky (self): 10707 – 13607 melee damage.

  • Astral Rain (self): 12470 – 13607 melee damage. She also casts an AOE named Astral Rain which does 2709 – 5460 Arcane damage. Star missiles fall down from the sky three times in a row.

Celestial Familiar

    Arcane Barrage: hits a player for 8774 – 9749 Arcane damage. Run away from the blue beam that chases a random player.

Blizzard Quote:

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Cataclysm: Halls of Origination – Temple Guardian Anhuur Strategy

Written by Medievaldragon on . Posted in World of Warcraft News, World of Warcraft: Cataclysm Articles

The Heroic Halls of Origination (HOO) can be a challenging place for unprepared players. The very first boss, Temple Guardian Anhuur, is a test of fire for players who enter the Chamber of Prophecy. If each player can’t coordinate and learn their task to beat this boss, the group is destined for failure.

People will come up with the most absurd strategies which end up right on in a wipe, while other players just don’t get which is right and left and jump down on the wrong side of the stairs; or will panic and won’t do the task assigned. I have seen tanks pull the boss before I even finish explaining the event and assigning tasks. This article is aimed to all those players out there who wish to beat this boss in heroic mode to move forward to the other bosses which have the phat lootz.

Bad way to do it

I have seen tanks pull all the snakes in the pit to allow two players to pull both levers. This is a terrible mistake because all those snakes will do a lot of damage, and the healer will be hard-pressed to keep the tank and bystanders alive. The healer will quickly run out of mana in the first phase, and that’s no good because there are two duplicate phases to this boss.

Good Strategy

By observation, one strategy in particular has worked very well when I explain it to the group, and they execute it.

Watch for the beams coming from the statues on the ceiling, which leave a blue fire on the ground. Get out of it or you get over 9000 damage a tic while standing in them. Tanks should be always aware of watching not to stand on it. The boss likes to cast it on the tank sometimes.

Around 75% health, Anhuur will say: “Beacons of Light, bestow upon me your aegis.”

Temple Guardian Anhuur becomes protected by his defense beacons. You must disable them by pulling the levers in the pit below.

In Heroic mode, these levers aren’t automatic. They have a 10 sec cast bar, which will be interrupted by snakes.

The way to go in this strategy is to have the tank and a dps jump on the stairs on the left side, instead of directly into the pit. Go downstairs, and pull the three closest snakes between the stairs and the defense beacon’s lever. Another dps player must copy the same pull on three snakes, while the other dps player triggers the other defense beacon’s lever. Note: Some dps classes can pull the three snakes from the bridge (mage, warlock, hunter). Other variation would be for a dps player sending a pet to aggro the three snakes.

Both players on the snakes shouldn’t fight the snakes downstairs. Their only task is to aggro as a distraction while the player who is at the beacon’s lever does his job unmolested. The player on the snakes should run back upstairs immediately after pulling the snakes, and meet on the bridge.

The players at the beacon’s lever should sorta hug the wall along the stairs to prevent aggro from other nearby snakes when going in and out of the pit.

The healer should stand above on the bridge healing the snake pullers on each side to keep them alive until they reach the bridge, and until the other two dps players return from deactivating the levers. No reason to worry about those two players as they only will get damage from Anhuur’s hymn at a slow pace of 2400-4000 damage a tick.

It would be very useful if one of the dps players with an interrupt ability is assigned to interrupt Anhuur’s hymn, because the tank will be slowed down by the snakes to reach the boss in time.

Once everyone is upstairs, start AOE. The boss will come join the party, and that AOE is gonna hit the boss as well. In this strategy, you are only fighting, at most, six snakes (Three from each side). Very good for the healer to handle. At that moment, it wouldn’t hurt to have druid’s tranquility, or a shadow priest’s healing hymn to help the healer.

At around 25% health, Anhuur will go into phase two. Rinse and repeat the previous steps and the boss will bite the dust in defeat.

Congratulations. You owned the first boss in Heroic Halls of Origination.

I recommend going for the bosses on the second floor afterward to get some good loot from Ammunae, Isiset, Rahj and Setesh at the Seats of the Keepers; and to prevent your group from disbanding in either optional bosses from the Vault of Light or the Tomb of the Enrager. The gauntlet boss Anraphet at the Vault of Lights takes a long while fighting four elemental mini-bosses (with no loot) and several groups of troggs.

The Earthrager Ptah hits for 30000 damage, and has a lot of things going on like adds coming in at phase two. You don’t want to risk having people leave without loot.

That can be frustrating to some players and you will rather get secured loot with the main bosses than to risk a group disband against optional bosses. So leave those two for the end, and focus your initial time into the Seat of the Keepers area (second floor).

Temple Guardian Anhuur

  • Melee Swing: 18949 – 27070 Physical damage. (When blocked: 7105 – 14492 Physical damage).

  • Divine Reckoning: Anhuur casts this spell at a random player. After around 10 sec, Divine Reckoning dissipates from the target player causing 15420 Divine damage and healing Temple Guardian Anhuur for 57825.

  • Shield of Light: Anhuur casts this spell every 30% health (phase 1 and 2). Few seconds later, he gains Shield of Light making him immune. A message onscreen will say: “Temple Guardian Anhuur becomes protected by his defense beacons! Disable them by pulling the levers below.” Anhuur will yell: “Beacons of light, bestow upon me your aegis!”.

  • Reverberating Hymn: All players suffer 1000 – 9000 Holy damage while the hymn is cast. Note: The moment Hymn starts you get a yellow debuff on your right screen which stacks. Each stack increases Holy damage. By the 16th Hymn stack, a player suffers up to 9000 Holy damage per tick.

  • Burning Light: Anhuur will throw a yellow fire blossom at a random player. A few seconds later, the statue heads on the ceiling will shoot a blue searing light beam at the location where the target player stands. You will see a blue fire on the ground. The player is affected by up to 10228 Divine damage per tick until the player moves away from that spot.

Pit Viper

  • Melee Swing: Hit player for 1016 – 2585 Physical damage.

  • Poison-tipped Fangs: player suffers 3377 – 4238 Nature damage.

Blizzard Quote:

reins-of-the-golden-king-mount-2

Cataclysm: Guild Mounts

Written by Medievaldragon on . Posted in World of Warcraft News, World of Warcraft: Cataclysm Articles


Guild Rewards | Guild Perks | Guild Heirlooms | Guild Mounts | Guild UI

The Alliance and Horde guilds are getting their very own special guild mount rewards, but it requires a lot of effort from all members. The Guild needs to reach Guild level 25 to unlock access to the mount reward from the Guild vendor. However, there is just another roadblock separating each individual member of the guild from acquiring access to the mount reward … you must be exalted with your Guild.

Each time you complete a quest, daily quest, achievements, dungeons and other content in the game you gain guild experience that accumulates to make you friendly, honored, revered or exalted with your guild. You can view this reputation bar under the guild window at the Rewards tab. On the bottom left of the Rewards tab is a short bar indicating how many reputation points you have with the guild.

Once you reach exalted, the guild mount will become available to you for purchase at the guild vendor.

REINS OF THE GOLDEN KING (ALLIANCE)

REINS OF THE KOR’KRON ANNIHILATOR (Horde)


Guild Rewards | Guild Perks | Guild Heirlooms | Guild Mounts | Guild UI

guild-vendor-rewards-page

Cataclysm: Guild Heirloom Rewards

Written by Medievaldragon on . Posted in World of Warcraft News, World of Warcraft: Cataclysm Articles


Guild Rewards | Guild Perks | Guild Heirlooms | Guild Mounts | Guild UI

World of Warcraft: Cataclysm introduces Guild Heirloom Rewards obtained through collective completion of achievements, guild reputation and individual increase of guild experience.

Once unlocked globally for all guild members, these heirlooms can be purchased from the Guild Vendor outside Grommash Hold (Goram) or at the Stormwind Visitor Center (Becca Radler) near the Trias’ Cheese store.

Depending on your faction reputation prices may vary drastically as seen in the two price examples below.

    Worn Stoneskin Gargoyle Cape
900 / 1200g
   
    Inherited Cape of the Black Baron
900 / 1200g
   
    Ancient Bloodmoon Cloak
900 / 1200g
   
    Tattered Dreadmist Mask (Cloth)
1125 / 1500g
   
    Preened Tribal War Feathers (Leather)
1125 / 1500g
   
    Stained Shadowcraft Cap (Leather)
1125 / 1500g
   
    Mystical Coif of Elements (Mail)
1125 / 1500g
   
    Tarnished Raging Berserker’s Helm (Mail)
1125 / 1500g
   
    Polished Helm of Valor (Mail)
1125 / 1500g
   


Guild Rewards | Guild Perks | Guild Heirlooms | Guild Mounts | Guild UI

guild-ui-3

Cataclysm: Guild UI

Written by Medievaldragon on . Posted in World of Warcraft News, World of Warcraft: Cataclysm Articles


Guild Rewards | Guild Perks | Guild Heirlooms | Guild Mounts | Guild UI

The Guild System UI can be accessed between the quest log icon and the PvP icon, or type (J) to open it up. You can find the following option tabs at the bottom of the UI: Guild, Roster, News, Rewards and Info.

Guild Tab

The Guild Tab shows you a summary page consisting of the latest guild news, the upcoming guild event, the latest guild perk, your guild reputation bar, and the members online. The latest guild perk window can be expanded or collapsed to show all the perks’ descriptions and at which level it was obtained.

The Roster Tab

The View dropdown menu allows you to check out: Player Status, Guild Status, Guild Activity (Weekly), Guild Activity (total), Achievement Points, and Professions.

  • Player Status: Allows you to see the roster by level, class, name, and zone where the player is.

  • Guild Status: Here you can see the name of each member, their rank (i.e. member, officer), you may see which members wrote a note, and Last Online can tell you how long it has been since the player was online (only if you check mark the Show Offline Members box at the bottom-left of the window).

  • Guild Activity (Weekly): It displays the amount of experience each player has contributed to the Guild (The cap seems to be 7875010), and the rank number of that member in comparison with other members for that week. This allows guild leaders to determine who has contributed the most experience for the guild to reach guild level 1-25 (for example).

  • Guild Activity (Total): Displays the total of Guild experience the member has accumulated, and their guild rank number from # 1 -600th (the guild cap is 600 members, in this case apply the amount of members in your guild)

  • Achievement Points: Curiously, in this tab you can see the amount of Achievement Points each member has accumulated. Could possibly mean Blizzard has future plans for Achievement Points which players have accumulated since the introduction of the Achievements feature in the Wrath of the Lich King expansion. You can see from # 1- 600(*) which players have the most or the least Achievement Points.

  • Professions: This is definitely a very handy feature. It allows you to see profession tables: Alchemy, Blacksmithing, Enchanting, etc. Under each table is the name of the member that has that profession, the member’s current location (i.e. Orgrimmar, Mount Hyjal, Uldum) and what is the skill level of that member’s profession (i.e. Enchanting: 525 skill). When you double click the member’s name the profession window pops to display all the recipes that member has in that profession and the materials and requirements needed per recipe.

News

The Guild News tab allows you to see all the achievements earned during the week by each member. As you scroll down you can see the days of the week: Sunday, Monday, Tuesday, etc.

To the right of the Guild News title is an option to filter the type of info you wish to read. You can check or uncheck mark the following boxes: Guild Achievements, Members Achievements, Raid Encounters, Epic Items Looted, Epic Items Crafted, Epic Items Purchased and Guild level. Blizzard is really storing a lot of guild member data and making it accessible to you straight from within the game.

Guild Rewards

This tab shows you the whole list of rewards the guild can acquire from level 1 to 25, and the gold cost when you go to the Guild Vendor NPC. Hovering your mouse cursor over the rewards text shows the item tooltip.

Info Tab

The Info Tab in the Guild UI displays the Upcoming Guild Events, Message of the Day and Guild Information (i.e. Vent server, Port, website URL).


Guild Rewards | Guild Perks | Guild Heirlooms | Guild Mounts | Guild UI