Review: World of Warcraft: Arthas, Rise of the Lich King

Written by Medievaldragon on . Posted in Blizzard Games News, Blizzard Product Reviews, Blizzard Products News, BlizzPlanet Articles, Warcraft 3 News, World of Warcraft News, Wrath of the Lich King Reviews

I finished reading the book and I am ready to tell fans my experience without spoiling much. At least nothing you haven’t already seen in Warcraft III. For those catching up, we got some World of Warcraft: Arthas, Rise of the Lich King galleys to giveaway to fans—courtesy of Simon & Schuster and Blizzard Entertainment.  A galley is an uncorrected proof (a special advance reader’s edition not-for-sale).  The advantage is that you get to read the book nearly two months ahead before they hit bookstores.

On to the review, Christie Golden has done an excellent work researching many previous books by other authors, and playing Warcraft III: Reign of Chaos and its Frozen Throne expansion. We get to see Arthas at age 9 and how his life and experiences shaped up what one day would be a Prince sacrificing everything zealously for his people, to be able to claim Frostmourne in order to defeat the dreadlord Mal’Ganis.

We see Sir Anduin Lothar, Khadgar and a young Prince Varian Wrynn arriving at Capital City to inform about the fall of Stormwind—an exact scene from World of Warcraft: Tides of Darkness by Aaron Rosenberg—but from the point of view of a young Arthas hiding on the upper gallery to witness the scene. We see how Varian and Arthas play together, except Varian had been trained since childhood, while Arthas was overprotected from such trainings by his father.

The love triangle between Kael, Jaina and Arthas is explored in-depth throughout two chapters and a half. Christie works her usual magic here developing feelings and passions. We get to briefly see many characters of the Warcraft universe, and various scenes from the point of view of Arthas.  We get to see that scene in Day of the Dragon when Lord Daval Prestor (Deathwing) was chosen to marry Calia Menethil when she was age 16. A scene from World of Warcraft: Beyond the Dark Portal when Muradin walks in into Capital City to find a young Arthas playing make-believe attacking illusory orcs with his training sword. This leads Muradin to volunteer to train him.

Something I found quite refreshing was the use of World of Warcraft festivities throughout the length of the book. Noblegarden, the Midsummer Fire Festival, the Hallow’s End, and the Feast of Winter Veil to develop the relationship between Arthas and Jaina together as years go by. As some people know, Christie Golden has been a World of Warcraft player for the past years on a RP-server. She knows the game with a passion.

Arthas visiting Durnholde Keep on behalf of his father, as he starts taking bigger responsibilities as a Prince. Meeting Thrall fight other adversaries at the Gladiator Arena. His induction ceremony at the Cathedral of Light where he was ordained a Paladin of the Order of the Silver Hand.

You will love how accurately Christie depicts the scenes from Warcraft III: Reign of Chaos word by word as things are said either in the mission briefings or the in-game engine’s cinematics—fleshing out those parts in between to connect with the next campaign maps.

For example, remember that scene where Arthas awaits Jaina? The soldier asks Arthas if they should help Jaina. Enter Jaina …. fleeing from Ogres. She turns around and handles them on her own with the help of a Water Elemental.

That scene when they find the plagued silo, find two elven priests and even a dwarven mortar team.  Then arrive to the granary and find an Abomination.

Jaina: “By the Light—- that creature looks like it was sewn together from different corpses!”

Arthas: “Let’s study it after we kill it, okay?”

The scene where Arthas calls Uther a traitor and disbands the Order of the Silver Hand. The Cunning of Stratholme. The search for Frostmourne and the apparent demise of Mal’Ganis. Walk the halls toward the throne room of Lordaeron Capital City. Find out what went through Arthas’ mind when touching the rose petals with his gloved fingers.

For continuity’s sake, we see Jaina Proudmoore and Magna Aegwynn (Medivh’s mother) in Theramore (from the pages of World of Warcraft: Cycle of Hatred by Keith R.A. DeCandido and the current DC comics / Wildstorm World of Warcraft Comic Book). As well as various scenes from the Wrath of the Lich King expansion with brief cameos of Tuskarr and Taunka races.

The book goes as far as Warcraft III: Frozen Throne’s Undead Campaign from start to end. There is only two major omissions that I have to acknowledge may have been due to space just 25 pages away from the last page. The lapse between fighting Sapphiron to entering the gates to the Inner Kingdom was completely skipped. And the major turn off is that the Forgotten One is not even mentioned as even happening.

The epilogue presents what happened these past four years with Arthas. He is been dreaming. And he awakes leading to the invasion to Orgrimmar and Stormwind and the events of Wrath of the Lich King. But what happened during those four years of dreaming? There has been an inner conflict within Arthas the Lich King’s head … between three minds striving for control: Ner’zhul, Arthas, and … who we are familiar with as Matthias Lehner (the ghost child). The end is shocking to say the least. And unexpected.

Except for those two events omitted, the book is accurate and loyal to the events of Warcraft III: Reign of Chaos and Warcraft III: Frozen Throne. And offers much more with extra spice from Christie Golden. I can only say one thing about this. I (beep) love this book !!!

This book is an overdosed cocktail of lore and continuity that will numb your senses.

If you are a die-hard WarCraft lore fan you can’t miss this book.  If you are a World of Warcraft player who didn’t get to play previous Warcraft games—this book will be your best chance at catching up with Arthas’ past pre-Third War and it covers both: Warcraft III and its expansion accurately. Pre-Order World of Warcraft: Arthas, Rise of the Lich King … on sale: April 21, 2009.

Watch our interview with Blizzard’s Chris Metzen and Micky Neilson at the 2009 New York Comic Con for details of World of Warcraft: Arthas and the World of Warcraft: Stormrage book.

World of Warcraft: Burning Crusade -  Outland

Written by Medievaldragon on . Posted in BlizzPlanet Articles, Dungeons & Regions Lore, World of Warcraft Classic, Wrath of the Lich King Reviews


Burning Crusade: Outland

The scattered wastes of Outland are all that remain of Draenor, the once beautiful homeworld of the orcs. Following the Second War, the Alliance invaded Draenor by crossing through the Dark Portal. To their horror, they discovered that Ner’zhul – the dark warlord of the Horde – had constructed a series of new gateways that could lead the beaten Horde to newer, unspoiled worlds. As the Alliance forces closed in around him, Ner’zhul opened his gateways as a means of escape. However, the gateways’ clashing energies resulted in a catastrophic explosion that ultimately ripped the world of Draenor apart.

Nearly fifteen years later – towards the end of the Third War – the fallen night elf, Illidan, discovered that huge chunks of Draenor still existed – floating upon the astral winds of the Twisting Nether. After his defeat at the hands of the evil Prince Arthas, Illidan fled to the remnants of Draenor and dubbed them Outland. He quickly seized control of the chaotic region and sealed the last of Ner’zhul’s cursed gateways.

Though he is the undisputed ruler of the ravaged land, Illidan lives in fear that he will be discovered by his powerful enemies – most notably Arthas, the new Lich King, and the remaining Lords of the Burning Legion. Currently, Outland is home to a number of scattered draenei tribes, primitive orcs and the powerful, arcane creatures of the Nether itself. Agents of the Burning Legion have also targeted the region as a vital strategic location in their unending Burning Crusade to scour all life from the universe.

Though tensions have risen, between the Alliance and the Horde, the true enemy of the world, lies unseen ? Beyond the Dark Portal, lies a universe of unending conflict. The shattered realm of Outland has become a battlefield for a dark, and murderous crusade. The Burning Legion has returned to claim vengeance. With a host of new, terrifying warriors, such as the Wrath Guard, Fel Reaver, the Shivon and Warp Stalkers. While Outland’s native denizens, Ethereals, Nether Dragons, Nauwoul and Grahn rally countless others to war.
Sparked by these events, abandoned sanctuaries on Azeroth now pulse with new life.

Source: Official Burning Crusade Site


Hellfire Citadel

On the blasted world of Outland, within the heart of Hellfire Peninsula stands Hellfire Citadel, a nearly impenetrable bastion that served as
the Horde’s base of operations throughout the First and Second Wars. For years this gargantuan fortress was thought to be abandoned…

Until recently.

Though much of Draenor was shattered by the reckless Ner’zhul, the Hellfire Citadel remains intact? inhabited now by marauding bands of red, furious fel orcs. Though the presence of this new, savage breed presents something of a mystery, what’s far more disconcerting is that the numbers of these fel orcs seem to be growing.

Despite Thrall and Grom Hellscream’s successful bid to end the Horde’s corruption by slaying Mannoroth, reports indicate that the barbaric orcs of Hellfire Citadel have somehow managed to find a new source of corruption to fuel their primitive bloodlust.

Whatever authority these orcs answer to is unknown, although it is a strongly held belief that they are not working for the Burning Legion.

Perhaps the most unsettling news to come from Outland are the accounts of thunderous, savage cries issuing from somewhere deep beneath the citadel. Many have begun to wonder if these unearthly outbursts are somehow connected to the corrupted fel orcs and their growing numbers. Unfortunately those questions will have to remain unanswered.

At least for now.

Hellfire Citadel, a five-person dungeon located in Outland on Hellfire Peninsula, is one of the first new dungeons that players will encounter in World of Warcraft’s upcoming expansion, The Burning Crusade. A challenge for any player seeking adventure and fortune in the low level-60 range, this new dungeon will include:

  • Three complete dungeon wings

  • An exciting raid encounter
  • All-new monsters, including highly scripted boss encounters
  • Never-before-seen items for players to discover

 


Eyonix: “One of the first new dungeons that players will encounter in the Burning Crusade expansion is Hellfire Citadel, which is in-fact a five-person dungeon located in Outland. This dungeon will contain one really cool raid encounter (picture an Onyxia type set-up), but outside of that three wings will be fully dedicated and tuned for five players in their low level 60s.

As we’ve been stating since Blizzcon, our focus for expansion will be in creating winged dungeons that require smaller sized groups to complete. We feel players really enjoyed dungeons like Scarlet Monastery and Dire Maul and aspects of what made those dungeons cool are what we’re keeping in mind as we design our upcoming expansion dungeons.”

RUMOR: One of the three dungeon wings is sorta like Onyxia-lair-type. Although not confirmed, the fan-made rumor is that the mysterious source of magic fueling the Fel Orcs of Hellfire Citadel might be Magtheridon the pitlord.  Illidan defeated Magtheridon, but did not kill him—as some fans wrongly think.
( Read More )


Draenor: The Second War


In Warcraft II: Beyond the Dark Portal, Ner’zhul figured out Gul’dan’s warlock spellwork to open the rift created by Medivh.  With the knowledge, Ner’zhul needed four artifacts of power to open gateways to other worlds.  Ner’zhul promised Teron Gorefiend the Death Knight one of these new worlds in exchange of cooperation.  Teron Gorefiend, his death knights and the Shadowmoon Clan entered the Dark Portal to seek three artifacts in Azeroth: The Spellbook of Medivh, the Scepter of Sargeras and the Eye of Dalaran.

Khadgar (Mage), Turalyon (Paladin), Danath (mercenary Warrior), Alleria (Elven Ranger) and Kurdran (Gryphon Rider – Wildhammer dwarf)—as part of the Expeditionary Force of the Alliance—followed the Horde to Draenor through the Dark Portal. The Alliance was able to defeat the Orcish clans in Draenor.  Ner’zhul fled away with his remaining forces, and decided to open many rifts as a form of escape.  The rifts led to other worlds.  However, the fabric of reality around Draenor was jeopardized with so many gateways open at once.  The world of Draenor started to collapse under tremors, storms and earthquakes. The Expeditionary Force recovered the Book of Medivh and the Skull of Gul’dan with help of the Laughing Skull Clan. With both artifacts, Khadgar was able to shut down the Dark Portal to make sure the backlash of the explosion tearing Draenor apart wouldn’t harm the world of Azeroth, thus sacrificing their only way to return home.  Deathwing flew above past the Expeditionary Forces into the Dark Portal, while Grom Hellscream and Korgath Bladefist managed separately to jump through the Dark Portal before it was sealed by Khadgar.

With the Dark Portal closed, and Draenor about to collapse, Khadgar signaled the Expeditionary force to follow him through one of the rifts that Ner’zhul had opened. (Read the final cinematic dialogue of Warcraft II: Beyond the Dark Portal and screenshots)


Outland


Outland is all that remains of former planet Draenor – homeworld of the Orcish Horde.  Outland is simply an asteroid belt floating in the Twisting Nether.  Floating debris: some as big as a city, other chunks smaller.  The Burning Legion took charge of Outland as a way-station.  The rifts of Ner’zhul were still open, allowing the Legion to stage their Burning Crusade, destroying the worlds throughout the universe. The pitlord Magtheridon was assigned as master of Outland. Many bigger chunks of leftover-debris of Draenor are interconnected with huge black demonic chains, allowing travel between each other.

Illidan, Kael’Thas and Lady Vashj brought their Naga and Blood Elf forces to Outland.  Illidan closed down the rifts opened over 15 years ago by Ner’zhul, to stop any demons from assisting Outland forces.  With Outland disconnected from the Burning Legion, Illidan’s forces deposed Magtheridon at the Black Citadel. Illidan became new master of Outland. ( Read the Human Campaign of Warcraft III: Frozen Throne for Outland lore )

In World of Warcraft, Horde and Alliance players will be able to get access to Outland.  In patch 1.11, Blizzard Entertainment will release the 40-players raid instance Naxxramas Necropolis, located within Stratholme.

The last time the Spellbook of Medivh was seen, Kel’Thuzad used the book in Dalaran to open a gateway to allow Archimonde the demonlord entry into Azeroth.

Naxxramas Necropolis instance will be the hardest instance in World of Warcraft until the release of the Burning Crusade Expansion. However, the showdown with Kel’Thuzad in Naxxramas will offer a rare drop—to our knowledge—one per server realm: The book of Medivh.  A Warlock will be able to perform a spell ritual with other Warlocks to open the Dark Portal in Blastedlands.  Once done, all players in the server realm—owning a copy of World of Warcraft: Burning Crusade Expansion—will be able to enter Outland.  There might be other requirements to open the Dark Portal—if true, nothing has been announced officially.


Facts and Unofficial Rumors


Rumor# 1: The Warcraft RPG: Shadow and Light book reveals that Maiev died in Outland with no one to sorrow her passing.  A fan-made rumor is that if she is indeed dead, she might appear in World of Warcraft: The Burning Crusade as a Spirit of Vengeance.  This is simply fan-made rumor, not official.

According to Warcraft RPG: Manual of Monsters, this is what the Warcraft III: Frozen Throne unit: Spirit of Vengeance is:


“The creature has a vaguely humanoid form composed mostly of black wispy smoke. Its eyes glow bright red. In one hand, it carries a spectral whip that glows red with the same energy that burns in its eyes. A greater spirit of vengeance is the embodiment of revenge. When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater
spirit of vengeance. A greater spirit of vengeance seeks to slay all living creatures in an effort somehow to bring peace to itself. It bears no feelings of guilt or
remorse or pity.”

Rumor# 2: If something else was needed to open the Dark Portal – it might be the Scythe of Elune, possible item in the hands of the Dark Riders of Kharazhan.

Rumor# 3: Although the identity of the Dark Riders and its leader is still unknown, rumors of fans is that Teron Gorefiend is the leader of the Dark Riders at the Tower of Kharazhan. And that the Dark Riders might be in reference to the Death Knights of Gul’dan—formerly Azeroth Paladin corpses raised by Gul’dan with necromantic magic as new physical vessel for the spirits of the Shadow Council orcs assassinated by orders of Warchief Orgrim Doomhammer.  This is simply a rumor.  Time will tell.


Outland: Locations

Among the various locations of Outland are the following:

  • Hellfire Peninsula

  • Green Havens
  • Black Citadel
  • The Bone Wastes
  • Fortress of Auchindoun
  • Devouring Sea
  • Deathwing Lair
  • Mountains of Flame
  • Nagrand
  • Netherstorm
  • Tempest Keep
  • Zangor Marsh
  • Skeletal Coast

Green Havens is located in Outland and – according to Warcraft RPG: Shadow and Light – was rejuvenated by druids of Azeroth.  It is unknown if the druids who created Green Havens are the Watcher forces’ druids that accompanied Jailor Maiev Shadowsong to Outland, now stranded with no way back home. ( Warcraft III: Frozen Throne Reference ).

The Fortress of Auchindoun – stronghold of the Bleeding Hollow Clan – was raided by Turalyon and Danath supported by the Expeditionary Force of the Alliance in Draenor during Warcraft II: Beyond the Dark Portal.  The instance of Auchindon, located within the Bone Wastes, is aimed to players level 65-70.

” … depending on how players raise or lower their reputations with different NPC groups in the area, the city will be either friendly?giving you another base to buy and sell or letting you work on trade skills?or hostile, in which case you?ll find yourself battling high-level elite mobs.”—by columnist Jeff Green, Computer Gaming World

Nagrand is a series of barren cliffs with palm-trees only reachable with an Outland flying mount, which indicates it is in a separate chunk or asteroid floating in the Twisting Nether.  These mounts may be obtainable through a costly quest at lvl 70.

Hellfire Peninsula is a PvP Contested Area.  Once Horde and Alliance players set foot in this area, you become PvP flagged. Sorta like when you enter the Gurubashi arena in Stranglethorn Vale. Outland will have a Battlegrounds at the Hellfire Peninsula—however, this Battleground will be accessible through Caverns of Time.  This is where Khadgar and the heroes fought during the Second War against the Bonechewer Clan, Thunderlord Clan, Bleeding Hollow Clan and the Laughing Skull Clan.  The Dark Portal of Draenor that led to Azeroth was located here at the Hellfire Peninsula.
(Campaign Reference: Warcraft II: Beyond the Dark Portal)

Illidan reigns Outland from the Black Citadel. The instance is aimed as a 40-players raid dungeon (level 70).  The Warcraft RPG: Shadow and Light says that some Alliance and Orc heroes of past wars may be found in a prison beneath the Black Citadel.

Zangor Marsh will have an instance aimed to players level 62-66 where you will battle Lady Vashj, the leader of the Naga Forces serving Illidan.

Chris Metzen – Creative Director of Warcraft Lore – said at BlizzCon 2005 that the heroes: Khadgar, Turalyon, Kurdran, Alleria, and Danath are still alive and kicking, which is confirmed in the last cinematics of Warcraft II: Beyond the Dark Portal.  The Warcraft RPG: Shadow and Light also comments about Humans and otherworlders fighting together as allies against the Burning Crusade.  This ignites rumors that Khadgar and the Heroes have allied with forces of other worlds in an intergalactic armaggedon against the Burning Legion.  Developers have said that we will at one point be able to open the rifts of Ner’zhul that were shut down by Illidan in Warcraft III: Frozen Throne
(Read that Campaign).

?The Burning Crusade? – said Metzen at BlizzCon 2005 – ?… is the Burning Legion?s ongoing war to snuff out all life in the universe, to put it mildly.? Khadgar explains to the varied races of Azeroth that though they may have withstood the Burning Legion twice, the bad guys are still marching across the universe, burning planets and crushing everyone in their path; and that mortal heroes (like you) must join the fight.”

“Things will get even crazier once you open portals into other worlds:  three zones are already planned for the expansion, with seven total envisioned. However, more portals might be created to expand the Warcraft story in World of Warcraft MMORPG.”

In Warcraft RPG: Shadow and Light, the Burning Crusade was referred to as:

“A great war rages beyond the ken of normal mortals. The universe houses innumerable worlds, and the Burning Legion currently invades a handful of them. Most mortals are blind to this secret conflict, but the wisest and strongest know of it ? and some are heroes and leaders in this war. Champions from Azeroth and many other worlds battle
across the cosmos, attempting to drive back the Burning Legion and keep the embattled planets safe from demonic corruption. Theirs is a desperate, epic war, and they welcome any who would join them. Beings of all sorts join forces ? humans and draenei fight alongside orcs, high elves alongside night elves. Old rivalries are thrown aside in the
face of the ominous Legion. All who fight this secret war know that, despite the posturing and ambition of individual demon lords, Kil?jaeden was always Sargeras? second. He is the Legion?s true leader. Out in the Great Dark Beyond, Kil?jaeden waits as demons and mortals die, biding his time for his minions to grow strong once again.”

Tempest Keep – located within the Netherstorm – is one of the Outland dungeons to be available in World of Warcraft: Burning Crusade—containing three 5-players wings: The Atrium, the Arcane Prison and the Factory; and a 40-players raid dungeon where players will encounter Prince Kael’Thas Sunstrider as main boss – lvl 70:

Jeff “Tigole” Kaplan: “Tempest Keep is a dungeon in a zone called Netherstorm featured in the upcoming expansion, The Burning Crusade. It’s a max level dungeon with 4 wings. 3 of the wings are 5-person normal, max level dungeons (like Dire Maul is now). One of the wings is a raid encounter.

Keep in mind, this dungeon is still in development so I am a bit reluctant to post information about it, as things are likely to change.”

Scott Mercer: “Tempest Keep on Outland was an ancient Naaru Keep. It’s a floating castle that has the ability to travel between dimensions using arcane magic. The Draenei, desperate for allies, managed to sieze a portion of Tempest Keep and use it to travel to Azeroth. So the “stolen technology” refers to the Blood Elves who stole Tempest Keep. So really the Blood Elves they hate are Kael’Thas’ gang who stole the keep from them in the first place. And it’s not a space ship. But it’s all magic, so it’s all good.Worldofwar.net E3 Video  Thanks Warlock

Is Magtheridons Lair a one boss mob instance with trash like ony? What would be the level requirement? 40man?

Very similar to Onyxia’s lair. A handful of trash and then a big raid boss. Level requirement will be 70. Number of players… we’re still debating that.

This is the first dungeon players will encounter in the expansion. It lies in Hellfire Peninsula, the zone just beyond the Dark Portal. We’re planning on making this a winged dungeon. Right now, two of the wings are scheduled to be lower level level up wings (for players leveling to 70). One of the wings is slated to be a maximum level 5-person dungeon. And lastly, there’s Magtheridons Lair, a raid wing similar to Onyxias Lair in size and scope what I like to call a quick raid. Of course, during the development cycle this could all change. Same goes for the Beta. But thats how we’re approaching this dungeon currently.—(April 27, 2006)

Pre-Outland images: Both maps from Warcraft II: Beyond the Dark Portal show how Draenor looked like before the explosion that tore apart the planet

Magtheridon the Pitlord
Warcraft III: Frozen Throne

Outland Map: Present

Tempest Keep Wings

Tempest Keep: The Factory

Nagrand

External Sources:

Burning Crusade Official Site

Gamespot

ComputerGaming

Sources Gathered by Medievaldragon, Atomic_Piggy and Barrioth

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Blizzcon 2008 - PvP and Battlegrounds Panel

Written by Medievaldragon on . Posted in BlizzPlanet Articles, Wrath of the Lich King Reviews

Wintergrasp
Non-instanced pvp
Siege vehicle combat
Air combatDestructible buildngs

The demolisher
– Baseline for all siege damage
– Long range
– Driver & 3 passengers
– Passengers can cast spells while the vehicle is moving

Forsaken Catapult
– Most agile
– Limited range
– Driver Only
– Lowest damage
– Lowest cost

Flying Machine
– Flying Vehicle
– Swif
– Fragile
– Vulnerable to Anti-air

Goblin Shredder
– Anti-air rockets
– Personal Armor Suit
– Close-range melee attack
– Designed to counter planes
– Vulnerable to siege damage

Northrend Arenas
– Keep it simple
– Simple still leaves room to innovate
– Dynamic Area of Interest
– Unique starting areas/events
– Room to grow

Dalaran Arena
– Located in the sewers of Dalaran city
– Dynamic LOS
– Simple layout

For example if a pillar is used as Line of Sight (LOS) to hide, the next three seconds that pillar may magically move to elsewhere, leaving you vulnerable to attack. You can move away to hide in a new spot.

- Mounts will not be usable here

Orgrimmar Arena
– Located in the Orgrimmar arena in the valley of Heroes
– Elevating pillars reate LOS
– Triggered objects that damage players( Spikes)
– Extremely close starting areas

Northrend Batteground Blockout

This looks like Booty bay world pvp from the old times with two boats on the coast and three buildings with higher ground to reach through ramps.
bashiok

World of Warcraft: Wrath of the Lich King - Orgrimmar Arena

Written by Medievaldragon on . Posted in BlizzPlanet Articles, World of Warcraft Guides, Wrath of the Lich King Reviews

Dalaran Sewer Arena | Orgrimmar Arena

The Orgrimmar Arena rises the line of sight and challenge mechanics a few notches. The first challenge for any player class is how close to the enemy you are at the beginning.

You are on a elevator the moment you are teleported into the random-generated map: Orgrimmar Arena.  After the 60 seconds countdown, the elevator moves upwards to the Orgrimmar Arena. The enemy team is on another elevator that faces yours barely a few yards away. When the gates encasing the elevator come down, it is clobbering time right on the spot.

Rogues here are a danger having such a close range advantage. Casters would have to AOE immediately after the gates come down to avoid getting zapped/garroted by rogues. Warlocks can buff the team with detect invisibility.

Healers are really screwed in this map if everyone synchs to jump them when the gates come down. Be quick and alert.

On to the Line of Sight mechanics. On the back of your elevator is a circle on the ground.  Healers are encouraged to step with their backs facing on the edge. Within few seconds, that circle will become a wooden pillar rising mechanically some 10 yards above the ground. A nice spot to keep you safe from melee players. You won’t stay up there for long, but enough to keep you alive a few seconds while healing (yourself or a team player); or DPS casting.

There are two more similar pillars one on each opposite side of map. You can run all the arena and force other players to chase.  The second purpose of these unexpected pillars rising off the ground is to cause line of sight.  Perfect to get rid of an annoying DPS caster/range player for a few seconds.

The other mechanic in this arena is the two lines that divide the center of the arena. If I were you, I wouldn’t get anywhere near them.  Those lines switch on and off a fire. If you are caught when it is ablaze, you will get damage, plus some damage over time. Use it strategically to pull some melee players on it before it switches on. The fire can be used on another strategic way. For example, pull a melee player across the line.  A healer will probably have a hard time reaching his teammate if the fire is up.

I know I suck in PvP, so don’t mind that. The video below is to show you the Orgrimmar Arena geography and its Line of Sight and Trap mechanics. Focus on that.


Dalaran Sewer Arena | Orgrimmar Arena

World of Warcraft: Wrath of the Lich King - Dalaran Sewer Arena Video

Written by Medievaldragon on . Posted in BlizzPlanet Articles, Wrath of the Lich King Reviews

Dalaran Sewer Arena | Orgrimmar Arena

Dalaran Arena is one of the most popular arena PvP scenarios in World of Warcraft: Wrath of the Lich King. When I was at Paris during the 2008 Blizzard Worldwide Invitationals, the developers discussed in the press room the Dalaran Arena specs, and showed the press graphics of how the room would look like.

Never would I have imagined how challenging the terrain could be in various PvP scenarios. The Dalaran Sewer Arena was opened for public testing in World of Warcraft: Wrath of the Lich King beta build 8970 (Sept. 19, 2008).

When you talk to one of the Arena Organizer NPCs in Dalaran, you will be teleported into a random arena map. One of them the Dalaran Sewer. You spawn inside a sewer pipe sealed with a gate showing the Kirin Tor insignia. A one minute countdown alerts you that the Arena will start. When the gate opens, and you walk near the pipe edge, you will be catapulted across the room below.

There are areas in this map. The lower level and the elevated platform. There are only two points of entry to the higher platform, accessible through stairs in shape of a circle located in opposite corners of the square-like platform.

These circular shape of the stairs give a few degrees of Line of Sight issues that can be used in your benefit or against enemy players. Since the higher platform is a few yards tall, that can be used strategically.

For example, a player runs to the lower ground and is chased by other players. The healer could heal from the higher platform without any risks, as melee players won’t be able to reach them there—forcing them to have to walk around to reach the healer. If a caster attempts to attack the healer on higher ground, just walk backwards, and the wall will cause line of sight issues.

On the center of the High-ground platform, is a small pool that can be walked over and across. However, it serves an interesting mechanic that can be used strategically. A flood of water switches on and off every few seconds. Anyone caught when the water falls from the ceiling pipe will be rendered immobile, and not able to cast/attack. A cyclone like animation engulfs the player for a few seconds.

The pillar of water that is switched on and off automatically serves a purpose: Line of sight. You can pull a melee or caster player across the pool strategically to cause a healer line of sight (for example).  The healer will be at mid-casting and get suddenly interrupted by the pillar of water when it is switched on, forcing him/her to move around the pillar to gain line of sight. These few seconds lost can be used to DPS the enemy as fast as possible. On the other hand, if you wish to protect yourself from a DPS caster, you can move in a position where the pillar of water can cause line of sight.

The wooden boxes on the two opposite corners of the higher-ground platform are good spots to cause line of sight issues too.

This Dalaran Arena is all about Line of sight mechanics: the water pillar, the higher ground vs. lower ground wall, the boxes, and the circular stairs. Use those four obstacles wisely to win.

Watch the video at the bottom.


Dalaran Sewer Arena | Orgrimmar Arena