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I got a friend in the US to get the game for me and got the game registered. Only thing is that the postcode input for the subscription isn't big enough. I'm I meant to use the first or last part of my postcode for the subscription payment ?

hmm... not sure bout that one... i didnt have to enter in a post code when i signed up. Wish i could help a bit more...

been playing wow for nearly 2 months now, hit level 48 with hunter but its been slow to level from 40-50. Maybe im in the wrong place not sure. But first 1-30 levels flew by, literally did them in like a day or so. Just hit 10 days playing time now id say 7 days have been on level 40-50. What areas should i be looking to quest/grind in to level faster, ... can anyone actually break down where would be a good place to go for each level group like lvl 1 obviously would be elwyn forrest etc. 10+ westfall and what have ya. Im so far a level 48 night elf hunter.

@Noveed - http://www.wow-pro.com/leveling_guides/jam..._leveling_guide

@Adam - Thanks, used it during raid, still not want I like, i'm picky, going to keep default frames for now.

And finally got epic mount. So nice to be flying around super speed!!

My warrior has gotten alot of new gear, so sitting at 15,434 health, 16,202 armor, 61.58% avoidance, 21 expertise rating (5.25%) and 26 hit rating (1.65%). I'm happy, switch out my necklace for more avoidance, but I like the SSO exalted neck to much, plus the dodge (aldor) proc, is often enough (100 dodge rating) that I like it.

Edited by Slane

One of the priests in my guild is on a quest to get exalted with every faction. To

celebrate finishing the Shen'dralar rep-grind he asked us to join him in Feralas and

burn up the 50-something ogre suits he'd managed to farm the materials for.

We spent 10 minutes out there dancing like goons and chatting on vent, getting

drunk in front of the computer and then then went to old content (world dragons,

molten core). It was kinda neat to see people busting out their old "Holy Crap:

Awesome" gear that wouldn't pass for a green today and see how many people

are still around despite moving far away, graduating, getting married, etc.

It's a nice change of pace from the face pounding we normally receive in Sunwell.

Edited by the evn show

More stuff came out for Wrath of the Lich King:

Quote from Blizzard staff

Death Knights

* All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com)

* Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty. (Gamespy.com)

* Death Knights will have a summonable Skeletal Deatcharger Mount. (Gamespy.com)

* Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment. (Gamespy.com)

* Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar. (Gamespy.com)

* There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes. (Gamespy.com)

* Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it. (Gamespy.com)

* Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues) (Gamespy.com)

* Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...) (Gamespy.com)

* An instant lifedrain spell (described as death coil without the fear component) will be available. (Gamespy.com)

* Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target. (Gamespy.com)

* "Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets. (Gamespy.com)

* Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun. (Gamespy.com)

* When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to. (Gamespy.com)

* The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat (Gamespy.com)

Death Knight Skills

* Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target. (Curse.com)

* 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! (Curse.com)

* 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. (Curse.com)

* Death Pact -- Sacrifices the raised ghouls to heal the Death Knight. (Curse.com)

* 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. (Curse.com)

* 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. (Curse.com)

* 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. (Curse.com)

* 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. (Curse.com)

* Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)

* 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. (Curse.com)

* 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. (Curse.com)

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

Raids & Dungeons

* All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10. (Gamespy.com)

* 25-person raiding progression is not dependent on 10-person raiding progression. (Gamespy.com)

* There will be no attunements or keys to obtain, and you won't be locked out of a 25-person instance if you decide to attempt the 10-person version, and vice-versa. (Gamespy.com)

* 25-person raids will earn more, higher-level rewards, in what should be the equivalent of one "tier" of loot quality. (Gamespy.com)

* A new instance focused on the different dragonflights "The Chamber of Aspects" might be added to the game, but this isn't confirmed yet. (Gamespy.com)

* Zero raid bosses have been designed at this point. (Gamespy.com)

Others

* Players will unlock their flying mount at level 77. (Gamespy.com)

* You can use your Outland flying mount, and new flying mounts will be available. (Gamespy.com)

Quote from Blizzard staff

Inscription

* Inscribers will create glyphs that allow players to modify their spells and abilities. (Eurogamer.net)

* Going by the first recipe, which requires Peacebloom, they'll rely on the herbalist gathering profession. (Eurogamer.net)

* Every player will get a new spell book page to which they can add six glyphs - currently, four major and two minor. (Eurogamer.net)

* 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. (Eurogamer.net)

* Glyphs can be sold at the Auction House (Eurogamer.net)

Enchanting

* Allowing enchanters sell their enchantments at the Auction House is still planned.(Eurogamer.net)

Lake Wintergrasp / Vehicles

* The new vehicle technology, which introduces physics and handling characteristics - including inertia, turning circle, grip and suspension bounce - to land and airborne vehicles and special mounts. (Eurogamer.net)

* It also allows for up to eight passengers per vehicle, and brings up bespoke action bars and skills for vehicle and turret operators. (Eurogamer.net)

* It was intended to be used solely for PVP siege weapons - Dwarven steam tanks, Forsaken plague spreaders and Orc demolishers. (Eurogamer.net)

World

* Even if you'll be able to meet him as soon as you reach Dragonblight (LVL 71-75), the final encounter against Arthas won't be until the last patch of the Lich King cycle. The Icecrown Citadel, will appear after launch. (Eurogamer.net)

* Dragonblight will also let you reunite (violently) with the Scarlet Crusade. (Eurogamer.net)

* Players will meet a lot of monsters from Classic WoW in the Grizzly Hills, including Furbolgs, Kobolds, the Venture Company, and Worgen Werewolves. (Eurogamer.net)

* Arugal has been resurrected and now leads the Worgen Werewolves in Grizzly Hills. (Eurogamer.net)

* In Grizzly Hills, you will also find an evil sister city to the Alliance capital, Ironforge. (Screenshot ?) (Eurogamer.net)

* The Argent Dawn faction returns in Zul'Drak. (Eurogamer.net)

* In Sholazar Basin, 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. (Eurogamer.net)

* The expansion will contain a lot of "vehicle quests" as an evolution of BC's bombing runs - throwing flaming oil at Worgen from horseback, airlifting supplies in a gyrocoptor, and yes, mammoth wrangling. (Eurogamer.net)

Quote from Blizzard staff

World

* Northrend is Huge. It is larger than Outland by a couple of zones, and some of the zones in Northrend are bigger than the largest zone in Outland. (Source)

* The mounts available to buy in Wrath will probably be able to take passengers. These mounts will also work in the old world (Provided they are land mounts), so players can give low-level characters a ride! The new mounts will also be slightly faster, around the speed of the Armored Netherdrakes. (Source)

* We're not sure if that will be available from the start but one of the ideas is to give the players new mounts they can buy and allow these new mounts to be available for passengers. (Source)

* Trainers and Auction houses will remain in the "Old World" (Source)

* Dalaran wil be in Nothern/Central Northrend, near the final zones (Source)

* The Ashbringer lore will feature heavily in Wrath (Source)

* More details on Northrend and Vehicles in Part 1 and Part 2

Professions

* Blacksmithing may be able to put Gem slots on items that didn't have them before (Source)

* All professions will give players something powerful specific to them, similar to the Epic weapons that weaponsmiths can make just for themselves (Source)

* A new metal ore found in Northrend is Cobalt. (Source)

* The new cloth in Northrend is called Frostweave. (Source)

* The way inscription is going to work is you'll have a series of mats that you need to do and then you'll create a scroll that will actually do the buff of the spell in question. Each scroll will have a specific use, so you won't create a generic scroll, it'll be a special scroll that will upgrade this fireball to do this type of thing. Right now we're still trying to make sure we've got that kind of mechanic down. That's actually most of the work. Most of the work is figuring out how that all works, what the materials are, how that comes together, and once we have that, then figuring out what the individual spells are and what the individual spells are and what the effects are going to be is going to be relatively easy. (Source)

* More details on Inscription in Part 2

PvP

* Lake Wintergrasp will have daily quests, and there will probably be a buff that effects the entire continent, as well as rewards from all dungeons similar to the Spirit Shards players can currently get from the Auchindoun instances when their faction controls the area. (Source)

* There will probably be two new Arenas in Wrath, one set in Dalaran, one in Orgrimmar Arena (Source)

Raids & Dungeons

* In Wyrmrest Temple there's a raid instance similar to Onyxia's Lair where it's a small raid instance with a single encounter in the Chamber of Aspects. We plan to put a raid encounter in there and let you take part in that and initially we plan to go with one raid encounter, but if we want to expand the space and introduce other dragon flights we can do that through the Chamber of Aspects. (Source)

* A raid encounter in the Nexus will let players free drakes and then fight on their back, allowing them to use their abilities. Bronze, Green, and Red drakes will be available and each one of them will have his own set of abilities. The boss fight is tuned around the abilities of the drakes and players will be able to pick any combination (e.g. 3 Green, 1 Bronze, and 4 Red). There's a boss fight that has lots of adds in it, and one of [the drakes] can apply this buff to a bunch of adds while another one can basically consume the buff and get health back from all of it and also assume a tanking role. So your tank is then healing himself based off of this debuff that another one is applying to everyone. (Source)

* Developpers think they didn't reward PvE enough in the Burning Crusade, and will try to change that in WotLK. (Source)

* Heroic dungeons weren't rewarding enough in BC, Wrath of the Lich King will change that and make player feel that Heroic instances have their own tier of loot instead of a few additions to the normal loot table. Expanding the Heroic Badge system will be a major step to achieve this. (Source)

* The Arthas storyline will play out through the patches as well. So Arthas doesn't die in shipping Wrath of the Lich King. Arthas will die in a content patch. (Source)

* PvE ladders on the official armory are possible in the future (Source)

* More details on Raid & Dungeons in Part 1

Death Knights

* Changing runes won't be as prohibitive as talent speccing or anything like that, but at the same time, it won't be so fluid so that you're doing it between fights. We're going to hit some sweet spot between those two. (Source)

* Death Knights aren't restricted to swords, they can also uses maces and axes and dual-wield their 1-hand version. Obviously, they can't use a shield. (Source)

* Using a 2-hand weapon or dual-wielding won't change anything to the amount of runes (6) you can use. (Source)

* Death Knights will start off in a floating necropolis in the Eastern Plaguelands, much like Naxxramas in its current location. They will then go on to level in a dedicated area East of Tyr's Hand and the Noxious Glade, where they will learn more about the background of Death Knights. (Source)

* A few more DK abilities

Blood Presence - DPS. Increases DPS and heals the DK slightly when attacked. (Source)

Blood Strike - Does an amount of damage based on how many diseases are on the target. (Source)

Blade Strike - Applies disease to the target in addition to doing damage. (Source)

Mind Freeze - Interrupts spell casting (Source)

* More details on Death Knights in Part 1

Patch 2.5 ?

* "We just released 2.4.2 on the PTR [public test realm] last week and that's just kind of a minor bug fix patch with a handful of small adjustments. 2.4.0 does represent kind of the last content patch for Burning Crusade and for WoW before Wrath of the Lich King comes out, and so we are talking about doing something in between when 2.4.2 comes out and when Wrath of the Lich King comes out but haven't decided exactly what that is or when that's going to come out. It's only a possibility at this point." (Source)

* "There will be no event to open the route to Northrend like AQ; the day of the expansion release, players can go straight into Northrend. However, a month or 2 in advance there will possibly be a large patch, similar to pre TBC. Players will get hints of why they will have to go to Northrend in this peroid, and this patch will possibly feature new talent trees and class changes." (Source)

* "Blizzard are planning to bring out cool new items for players to spend all their money on, BEFORE Wrath comes out." (Source)

SOURCES: http://www.mmo-champion.com/

we were discussing this just the other day on our guild forums and here was my response there:

yeah the DK looks WAY to OP already... It worries me.

I am really worried about this 10-25 man being the same dungeon... I mean the whole uniqueness just kinda went out the window... and raiding could just feel like doing a heroic instead. To early to tell but it worries me.

Vehicle system sounds really cool, guess that means pretty soon engineers will be able to craft cars, or pod racers... which would be pretty hot actually. Seeing people actually driving those big ass tanks in Ironforge like we seen on Illegal Danish Laughing

The leap and/or pull system is going to be weird, and good in some cases... but worries me.

All in all still very much looking forward to the xpac

You know they are actually going to allow you to have a passenger on the flying mounts in the xpac? That could go either way.. Now you will have a bunch of low levels begging you to take them some place instead of them just riding.. hehe

we were discussing this just the other day on our guild forums and here was my response there:

You know they are actually going to allow you to have a passenger on the flying mounts in the xpac? That could go either way.. Now you will have a bunch of low levels begging you to take them some place instead of them just riding.. hehe

I just look at SWG or Planetside and remember how fun those vehicles were... Also, its not hard to say no to those lowbies...And for the raiders out there, No more late people to the raid! Just pick them up and roll out :laugh:

haha agreed. First thing I thought of was SWG myself.. Man those were fun days, especially going out to farm stuff, get 2 people in your car and go!!

Imagine doing quests together will be fun, you can hope in the same vehicle (mount) and go turn in etc.

haha agreed. First thing I thought of was SWG myself.. Man those were fun days, especially going out to farm stuff, get 2 people in your car and go!!

Imagine doing quests together will be fun, you can hope in the same vehicle (mount) and go turn in etc.

Although, it could bring a whole new meaning to ganking...

wondering packs of horde and alliance gankers...

* All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10. (Gamespy.com)

Arthas 10 man is bull****.

With that in mind, on the guild forums a guildie posted this about the Arthas fight.

I'm really enthused about the new WotLK changes They are going to give everybody the ability to play the entire game without selling their soul, while also keeping true to lore. YES! I said keep true to lore. My theory is that in the 10 man against Arthas you will be backed by an army.

Arthas will have guardians obviously because he is the King of the Undead, and the entire point of the invasion of Northrend is for the combined forces of the world to take him out... The 10 player characters will have the fight against Arthas himself to themselves, while the NPCs battle his minions.

In the 25 man however, you ARE the army. You would have to split up into two separate groups - One to battle the Lich King and another to keep the hordes of Undead under control.

This setup would also account for some discrepancies such as the inability to get Frostmourne in the 10 man. The general(s) of the combined armies assisting you know how terrible Frostmourne is, therefor they destroy it on the spot. In the 25 man you have nobody keeping tabs on it, so enjoy!

While that might keep Frostmourne (if it drops) to the 25 mans, army or not 10 people shouldn't be able to kill the hardest boss in-game. **** that.

While that might keep Frostmourne (if it drops) to the 25 mans, army or not 10 people shouldn't be able to kill the hardest boss in-game. **** that.

They won't: They'll kill the special-olympics version of him. If it means more people get to have fun, that's fine with me.

Also, why shouldn't 10 people kill him? If you look at it form a story-line perspective (something I could really care less about), he isn't being killed by 10 dorks that farmed Heroic Mechanar for 10 months. I'm going in there with my priest and 9 friends and our resume is pretty impressive:

  • Killed Onyxia, the black dragon flight's brood mother because she set up shop too close to Thunderbluff and Orgrimmar.
  • Forged Thunderfury, Blessed blade of the Windseeker after recovering the shattered bindings of Thunderaan's prison from Ragnaross' Lieutenants.
  • Ended Ragnaross the Firelord's days at the bottom of blackrock mountain
  • Destroyed Nefarian: son of Deathwing and leader of the black dragon flight
  • Slayed Hakkar the Soulflayer, Blood God of the Gurubashi Trolls
  • Killed the Old God C'thun who had been sealed within the gates of Ahn'Qiraj for thousands of years.
  • Destroyed Kel'Thuzad the Lich and stopped the scourge invasion of Azeroth**
  • Collected the head of the Pitlord Magtheridon, the ruler of all of Outland.
  • Defeated Lady Vashj: second in command of all the Naga and retried her Vial of Eterntity.
  • Twice defeated Lord Kael'thas Sunstrider, lord of the blood elves - ending his rediculous persuits and ensuring my ability to...
  • Travel(ed) back in time to assist in the Battle of Mount Hyjal - defeating Achrimonde and saving the world tree
  • Defeated Terron Gorefiend - the first Deathnight, and killed Illidan Stormrage at his seat of power in the Black Temple.
  • Killed the demon corrupting Kalecgos (and soon I'll make sure Kil'jaeden the Deceiver stays banished)
  • Also, I collected at least 50 bear livers and 25 spider legs for some guy in Terran Mill

If it takes 10 of the most powerful adventurers in the history of the universe to kill 1 load bad-guy alone on a mountain: I think that's pretty fair.

** Okay, I didn't do this one, but I'll be there with my friends that did

Ya but all those your listed required at least 20 people to do. Did you 10 man Onyxia/Ragnaross/Nefarion/Hakkar/C'thun/Kel'Thuzad at 60? Maybe you did Onyxia and Hakkar, but the rest I doubt it. Have you 10 manned Mag(probally could in T6)/Vashj/Kael(The Eye version not MgT)/Arch/Terron/Kalecgos at 70? No, you haven't, so why should you be able to 10 man the hardest boss at 80?

I'm all for Blizzard making more and more content avaible to everyone, but they shouldn't be handing out fights on a silver platter. Seriously, no problem with 10 man versions and 25 man version as long as dificult and gear scale, but I will not be happy killing Arthas in a 10 man raid.

If I could find a way to deal the the channelers I could could probably 5-man magtheridon - so far the smallest group I've managed is 18. Given T6 and a bucket-load of spinnels I could probably 5-man Gruul by using a physical-immune tank (it'd be easier than trying to do it with 25 due to the nature of shatter).

I did a 7-man Onyxia when I was 60, Our smallest Hakkar was less than 3 full groups: maybe 13 - mostly because it was almost impossible to get people to do anything but the bosses required for enchants.

Looking at current content: assuming abilities scaled down appropriately (ie: having 3 people with grip in a 10-man group, or repeated air-bursting the healers is unfair) I think 10-man Archimonde would be easier than 25-man because 100% of the difficulty comes from people getting themselves killed and soul-charging the rest of us. On the other hand, fights like Bloodboil would become substantially more difficult because you lose the ability to cover someone that dies during felrage or who takes too many boils.

It's pretty easy to dream up a 10-man encounter that is at least as difficult as the 25-man stuff (just add enrage). I don't think the size of the raid has to determine the difficultly. If they decide not to increase the difficulty they can still make fights similar enough to their 25-man versions in most cases.

You do realize you won't be able to fight Arthas in the expansion right?

As confirmed by Blizzard that fight will not appear until the final cycle of patches after the release of the expansion ala 2.4 and sunwell style.

As for the issue at hand i am all for it, there has to be a line drawn somewhere so that everyone can get access to all of the content in the game or otherwise what is the point of Blizzard putting to much effort into an encounter only few will see? Especially one with as much Lore behind as Arthas. I love the idea of both 25 man and ten man encounters, we dont know what all of the plans for it will be yet. Maybe they will surprise and make one ten man version harder and the 25 man slightly easier, or something like that.

We won't truly know the impact of the instance changes until the expansion hits. I am more looking forward to inscription and what class changes are coming, i would love to see some mage love for once, and something more then a few pretty new icons.

As for tonights patch we can finally teleport and portal to theramore yay.

Edited by Kussie

what the hell is a theramore? must be some alliance thing I guess.

Consequently, damn day light savings time. Logged on at 9 tonight expecting an hour of play....to no avail :(

As for the expansion raids I am down with the idea of 10man. Alot easier to get 10 man group then 25, enough said for me.

The other class changes should be good fun, would be pretty surprised if the locks didnt get some nice additions to pet abilities/new pets altogether etc. Some mage love would be nice though. Still uber pumped about DK though.

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