A TON of WotLK info.
#1
Zones:

Borean Tundra
• Both the eastern zone of Howling Fjord and western entry points of Borean Tundra will be accessible to Horde and Alliance. Each of them also sports creatures of similar level ranges along with starter dungeons players can access almost from the first moment they set foot on the continent.
• That zone contains the goofy-looking Tuskar. These are basically friendly sentient walruses whose villages will be welcome safe zones in Northrend. These simple fisher folk will also represent a new reputation faction for players to ally with.

Dragonblight
• Dragonblight is a snowbound region of icy forests and cracked mountains, punctuated by the grandiose shrines of the five Dragonflights and Wyrmrest Temple, where the Chamber of Aspects will offer a series of different single-encounter short raids with dragon bosses. You'll also come up against Arthas for the first time here - the final encounter with him won't be until the final patch of the Lich King cycle, some time after release - and be reunited (violently) with the insane Scarlet Crusade.

Grizzly Hills
• Grizzly Hills provides a pure hit of early-level nostalgia, a flashback to classic WOW. Special guests include the endearing, troublesome Furbolg and Kobolds, human characters that hark all the way back to low-level Westfall, the exploitative Venture Company, the Worgen werewolves led by a resurrected Arugal, and a shattered, evil sister city to the Alliance capital, Ironforge.

Howling Fjord
• Howling Fjord is a wooded plateau above towering cliffs, peopled by angry ten-foot Vikings (the Vrykul). It's connected by boat to Borean Tundra, a vast, otherworldly wilderness with rolling dunes and a haunted shoreline plunged into an eerie, grey, flickering half-light. Here, we help out the Tuskar walrus-men and join D.E.H.T.A. - Druids for the Ethical and Humane Treatment of Animals - in their campaign against the rapacious dwarf hunter Hemet Nesingwary, eventually riding a mammoth into battle and deploying its devastating charge, trample and bellow attacks.
• This is also where you'll find The Nexus, a new instance with level 70, level 80 and raid wings. This airborne spiral of ice, crackling with lightning, is home to the evil Blue Dragonflight, and one of its wings will use the vehicle combat system to allow whole parties of players to fly drakes through it, bombarding the enemy.

Sholazar Basin
• Sholazar Basin is a lush tropical oasis in the midst of Arctic wastes, reminiscent of the original game's Un'Goro Crater. Here you'll take part in a faction-reputation war between the Wolvar (sentient wolves) and Oracles ("the next evolution of the Murlocs" - a worrying thought). A much lighter take on reputation gaming is promised here, with players actively encouraged to defect to the other side at will.

Zul'Drak & Drak'Theron Keep
• Zul'Drak is a single, giant ziggurat, the broken civilisation of the ice trolls, who've gone mad after sacrificing their animal gods in an attempt to fight off the Scourge. There's another stunning dungeon here, Drak'Theron Keep, where improbable dinosaurs roam and Scourge necromancers overwhelm players with waves of resurrected Trolls. The Argent Dawn faction returns in Zul'Drak.


WotLK Preview - Info Summary

The following is a compilation of information from Curse , Gamespy and Eurogamer using the patch notes layout, for a better readability.

General
• Players will unlock their flying mounts at level 77
• You can use your Outland flying mount, and Blizzard will have new flying mounts for players to get as well
• The Northrend in Wrath of the Lich King is considerably larger than Outland, the area explored by players in Burning Crusade. That means not only are there larger numbers of zones to explore, many of them are so large that they've been divided into "sub-zones," much like Terrokar Forest and the Auchindon Waste in Outland.
• The new "vehicle" system will enable characters to "drive" an object around. One example Blizzard gave them: Players will fly over a human settlement being overrun with the Scourge, lowering a ladder down to pull up and rescue civilians. In one dungeon instance, players will be able to "liberate" some blue dragons that they can mount up and fly around, fighting their way up a massive tower.

Old Azeroth contents used in Northrend
• There are quests and content relating to the Worgen and the sons of Arugal (from Silverpine Forest) and everyone's favorite religious fanatics, the Scarlet Crusade (called the Scarlet Onslaught in Northrend).
• They're also advancing the Forsaken storyline, adding in uniquely Forsaken building architecture and giving the player more chances to help in their Wile E. Coyote-like quest to kill every living thing on Azeroth.

Factions
• The Argent Dawn faction returns in Zul'Drak.
• In Sholazar Basin, players will take part in a faction-reputation war between the Wolvar (sentient wolves) and Oracles ("the next evolution of the Murlocs"). A much lighter take on reputation gaming is promised here, with players actively encouraged to defect to the other side at will.

Professions
Inscription
• Inscribers will create glyphs that allow players to modify their spells and abilities.
• The first recipe requires Peacebloom, thus they'll rely on the herbalist gathering profession. ((yay!))
• Every player will get a new spell book page to which they can add six glyphs - currently, four major and two minor.
• Major glyphs will be effective in combat - adding damage over time or stun to a physical attack, for example - while minor glyphs will give convenient or cosmetic improvements, removing the need for some spell reagents.
• Glyphs can be sold on the auction house.

Dungeons & Raids
• Similar to World of Warcraft: The Burning Crusade, all 5-person dungeons will have a Heroic mode, and the loot tables for the 2 modes will be totally separate. Heroic dungeons will have their own "Tier" of armor completely unique to that level dungeon.
• The regular five-man instances take around one hour or less to beat (this probably won't be the case for the heroic versions)
• Zero raid bosses have been designed at this point

New "two-tier" raiding system
• All raid dungeons in Wrath of the Lich King will have both 25-person and 10-person versions
- 25-person raiding progression is not dependent on 10-person raiding; players will not have to obtain keys or attunements in 10-person raids to participate in 25-person raids
- 10- and 25-person raids both have their own, independent progression paths
• Players will receive more, higher level rewards for completing the 25-person raid dungeons over the 10-person version

Dragonblight
• Players will interact with Arthas for the first time at a relatively low level, around 71-74 in Dragonblight - the final encounter with him won't be until the final patch of the Lich King cycle, some time after release.
• The Chamber of Aspects in Dragonblight will offer a series of different single-encounter short raids with dragon bosses.

Coldara
• Coldara (a sub-zone of Borean Tundra) is a three-wing dungeon for 70s, 80s and a short Onyxia-style raid against Malygos himself.
• Coldara is structurally a broken tower with rotating rings surrounding a column of blue energy.
• During some of the boss encounters, players will actually free drakes to fly around the ring. Using the game's new vehicle technology, players will be able to engage in free flight around the dungeon and use some of the drake's abilities to take on some of the dungeon's challenges.

*

Death Knights


A quick description of some of the spells:
• Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target.
• Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy!
• Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out.
• Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities.
- The ghoul has the ability to do the following:
-- Leap to the target
-- Rend for decent damage-over-time
-- Stun target, and of course more
• Death Pact -- Sacrifices the raised ghouls to heal the Death Knight.
• Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared.
• Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time.
• Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence.
• Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power.
• Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds.
• Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts.

A quick recap of the information they were told about the Death Knight:
• Death knights will be available to all players with level 55 characters
• Players can create one death knight per realm, per account
• Death knights can be any of the races
• Once created, death knights can undertake a series of quests to introduce the player to the new class and its associated lore
• Death knights utilize a rune system as their resource mechanic
- Three different rune types are available: Unholy, Frost, and Blood
- These runes allow death knights to cast spells and abilities; spells can cost any combination of these runes
- Spent runes automatically refresh after a set period of time, similar to a rogue’s energy bar
- The death knight will have the ability to customize which array of six runes is currently available
• As rune abilities are used, the death knight also generates another resource called Runic Power
- The death knight will have several abilities that cost all available Runic Power, with varying levels of effectiveness based on total Runic Power spent
- Runic Power decays over time if it’s not spent, similar to a warrior’s rage bar
• The death knight has three different presences to use: Blood, Frost, and Unholy; each presence grants the death knight a unique buff that will allow him or her to fulfill different roles in combat
• The death knight can serve either as a tank or as a melee-based damage-dealing class
• Death knights are designed to be highly viable tanking, magic-using characters
• Death knights will have the ability to summon undead guardians to fight by their side
• Death knights will have the ability to summon a Deathcharger mount.

All of the above is from: <!-- m --><a class="postlink" href="http://www.worldofraids.com">http://www.worldofraids.com</a><!-- m -->
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#2
*Twitches quietly in a corner*
Righteous are those who look up and sway with the wind,
Who look down and dance with the shifting of the soil,
Who swim with the movement of the tides!
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#3
So, anyone who has a level 55 character will be able to roll a DK? I dont know if I like this or hate it. But, a DK can raise the corpse of a fallen comrade and that person can choose to fight as a ghoul???? Where do I sign up!!!
Shantow the Bear
The Ironsong Tribe


"The man in black fled across the desert, and the gunslinger followed." King
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#4
Seriously, Sound-ghouls shall soon reign supreme!
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Dromand (70 Tank/Healing Paladin), Logros (70 Enhancement Shaman), Denul (70 Shadow Priest), Bendon (70 AH-Mule Rogue)
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#5
Logros Wrote:Seriously, Sound-ghouls shall soon reign supreme!


DOOM!!!!!
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#6
One word: Tree Ghouls. yesssss.
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#7
one
1. Being a single entity, unit, object, or living being.
[Image: 2270166Iryxy.png]
Dromand (70 Tank/Healing Paladin), Logros (70 Enhancement Shaman), Denul (70 Shadow Priest), Bendon (70 AH-Mule Rogue)
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#8
erm. I will blame that on lack of sleep. that's it. Or the fact I meant to type TREEGHOULS but pressed the spacebar and forgot to press capslock. But, uh, my lack of sleep didn't allow for enthusiasm and the ability to remember. yes.
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#9
Dammit dammit dammit.

I love that they removed the quest requirement for the Death Knight.... but this means that I'll immediately start leveling one, rather than keeping up with Sreng, Airtuur, and Degrang.

Dammit! Smile (thank you Blizzard!)
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#10
*Quietly levels a paladin because the paladin turned death knight is so amazingly cool and original Wink *
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#11
Sound Wrote:A quick recap of the information they were told about the Death Knight:
• Death knights can be any of the races

Tauren Death Night = Soiled garments.......
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#12
If they were giving Tuskarr as a new race that would've been even hotter

although I have a hard time picturing a peaceful earth loving tauren going "ajsdhiuaywieh! deathly nighty raaaahhhh!"
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#13
Well Thanuist if you think about it the orcs used to be shamanistic nature loveing clans too before the legion arrived and taught some of them necromancy and Warlock magics.

I wonder what the cooldown is on raise dead cause death pact seems to imply to me that you might have several ghouls at once and what happend to the army of the dead move that blizz was saying before that death nights would have I was looking forward to being charged by the alliance and then pressing my I win button to make the corpes around me come to life >.>


PS. Raise dead is awsome combat rez.......... well sorta >.<
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#14
Tauren death knights seem like a wierd idea, but personal ideology can be a strange bird. My Troll Death Knight (see the Salty Sailor) honestly believes that he's honoring the ancestors by giving 'life' to their dead flesh again. He sees himself as deeply spiritual and highly progressive, and those that eschew Necromancy as unnatural are simply backward relics who need to be re-educated.
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#15
Is all this info taken from an official source???
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