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Bolas de novas informações sobre WotLK

Enviado: Sex Mai 09, 2008 11:15 am
por loganso
Via WoW insider e Gamespy


* The Forsaken-designed starting town Vengeance Landing was shown off -- this was the same area we got to play back at Blizzcon, as well as Utgarde Keep
* They also got to see Valliance Keep (the other Alliance starting area), and Warsong Hold, a huge gothic iron structure run by Garosh Hellscream that Kaplan apparently called the "new look " of the Horde
* Horde players will be taking a Zepplin up to Northrend
* The Nexus, in the Coldarra part of the Borean Tundra, is the first instance on the western side of Northrend from Utgarde Keep, and it's a three wing instance with a raid dungeon where players will meet Malygos.
* The Badge of Justice system will continue in Northrend, but there will be new tokens to act as Badges and be returned for loot.
* In Dragonblight, the five dragonflights are represented by different Dragonshrines -- the red shrine, for example, is under attack by the Scourge. There's also Wyrmrest Temple in the middle -- a "UN" of dragons, where the Scarlet Onslaught will have a nice storyline
* Dragonblight also has the Wrathgate, the gateway to Icecrown Citadel. Here, players will actually interact with Arthas, starting around level 71.
* Grizzly Hills has tons of fun stuff: the return of both Worgen and the Venture Company, as well as Furbolgs who have been corrupted by (spoiler) an Old God of some kind. There will also be "Iron Dwarves" (not "Dark Iron Dwarves"), and a continuation of the Titans storyline.
* Lake Wintergrasp has lots of varieties on the bombing runs, including vehicles and different tasks to do while riding in vehicles
* Also in Grizzly Hills: Zul'Drak, an instance of Ice Trolls, where we'll fight a lich, lots of bats, and even a T-Rex. Scourge is also here big time as well -- there's a Necropolis fighting right over the place.
* Borean Tundra also has a new group called "DEHTA" (Druids for the Ethical and Human Treatment of Animals) going up against Hemet Nesingwary and his crew, as well as two new factions: Oracles (Murlocs!) and Wolvar ("Wolverine dudes," whatever that means). Not only do these two factions have an Aldor-Scryer relationship, but they also mean we're one step closer to what many players dream about: a playable race of Murlocs. Oh Lordy. (WTF?!?!?!?!?)


Sobre Death Knights

Creation and initial play:

* Death Knights will start in a floating citadel similar to Naxxramas at level 55, and go through a series of quests that will establish their story and background in the Eastern Plaguelands.
* All Indications are that Blizzard still plans to allow all races to be Death Knights, as Worldofwar.net's reporter saw Tauren, Dwarf, Gnome, and Orc Death Knights.
* You must have an existing level 55 character to create a Death Knight.
* You can create one Death Knight per realm per account. It is not clarified if that means you can create the Death Knight on a different realm from your level 55 character or not.
* You will not need to do any unlocking quests or sacrifice a character before you can create a Death Knight.
* The Death Knight will start with a wide range of abilities, as it is assumed that someone with a level 55 character has the experience to handle them right off the bat.
* They will start with a 60% speed summoned Death Charger as a land mount, which be upgradable via quest much like Warlock and Paladin mounts.

The Rune system:
* The Death Knights' Rune meter will appear below the Health Bar.
* You will be able to place up to 6 runes in any combination of Unholy, Blood, and Frost on the meter.
* The Runes will be consumed by use of abilities, but will refresh like a Rogue's energy Meter.
* There will be a secondary bar called Runic Power, which will be filled on the use of Runic abilities, but will decay over time much like Warrior rage.
* Runic Power will be used with moves that drain all Runic power and have powers and effects that are stronger depending on how much Runic Power was used. In this way it will be much like the Warrior's Execute ability or the Rogue's finishing moves.
* According to Gamespy, Blood runes will mostly cover the tank abilities (which clashes with previous information saying Blood runes were DPS, as well as with the function of the Blood Presence blow), while Frost will deal with Crowd Control.

Death Knight Abilities:

* Presences: Much like Paladin Auras or Warrior stances, Presences will be powerful one-at-a-time self-buffs that will probably determine whether the Death Knight is taking on a Tank or DPS role in the group. Worldofwar.net reported on 3 presences, as follows:
* Blood Presence will increase the Death Knight's DPS and provide a small healing effect when the Death Knight is hit.
* Frost Presence will increase the Armor and Threat of the Death Knight.
* Unholy Presence will provide increased attack speed and decreased global cooldown, and is being billed as the PvP presence.
* Death Coil: It will not fear like the Warlock version, but will act like the WC3 version also used by Death Knights in that game, damaging enemies or healing friendly undead targets.
* Army of the Dead: This ability will temporarily summon a small army of Undead that will fight for you. It will apparently be channeled, which makes me think it will be closer to an AE attack like a Druid's Hurricane than an actual pet ability.
* Raise Dead: This will raise an actual nearby corpse, including one of a fallen ally (even in Arenas) to fight for you as a Ghoul. An ally so resurrected will have the option to control their character as a Ghoul. Ghouls will get abilities to cause diseases, stun, and fear among other things, but it seems like they will be temporary pets all the same - at least, I assume PCs will eventually be allowed to resurrect rather than stay slaves of the Death Knight.
* Grip of Death: Pulls the enemy toward you and forces it to attack you (Probably a taunt effect, though It'd be great if the pulling effect works in PvP).
* Blade Strike: Attacks the target and applies a disease.
* Blood Strike: Deals Damage based on how many diseases are on the target.
* Chains of Ice: Roots a target, then applies a snare that lifts gradually until the target regains full mobility

Death Knight Role:

As expected, Death Knights will be DPS/Tank Hybrids. As previously known, they will not use shields, but will rely on a high parry rating and the proper presence (likely the Frost one from worldofwar.net's report) to mitigate damage. As DPS, they will not do as much damage as a pure DPS class, but will bring extra flavor and utility to the table in the form of some minor crowd control, ghoul pets, and the use of diseases to deal extra damage and cause debuffs. Worldofwar.net also mentions that Tom Chilton, in his Death Knight presentation, told them that they are leaning toward letting all tank types do more DPS while tanking.


Dungeons e Raids

* All 5-man dungeons will have a Heroic mode
* Heroic dungeons will have a separate loot table than non-Heroics
* A new token system will be used, similar to the Badge of Justice one used now
* The 5-man instances are designed to not take more than an hour

The 5-man news really was expected, but the raid info is much more exciting:

* All raid dungeons will have both 10-man and 25-man versions
* The 10 and 25-man progressions will not depend on each other
* There will be no attunements or keys necessary for any raid
* The 25-man loot will be a tier higher than the 10-man loot
* The 10 and 25-man versions of the same raid will be on different timers so that each can be attempted on the same day by the same people


Vídeos

http://media.pc.gamespy.com/media/954/9 ... ids_1.html

Re: Bolas de novas informações sobre WotLK

Enviado: Sex Mai 09, 2008 11:55 am
por Palmito
Estou verdadeiramente curioso para ver como esse sistema de 10-25 man vai funcionar. De verdade.

Re: Bolas de novas informações sobre WotLK

Enviado: Sex Mai 09, 2008 1:30 pm
por Lindadmorrer
Borean Tundra also has a new group called "DEHTA" (Druids for the Ethical and Human Treatment of Animals) going up against Hemet Nesingwary and his crew

AMEI ISSO, é a minha cara hehehe.

Ale

Re: Bolas de novas informações sobre WotLK

Enviado: Sex Mai 09, 2008 2:35 pm
por faca
Muito bom esse esquema novo das raids, fica bem melhor pra formar grupo.

Re: Bolas de novas informações sobre WotLK

Enviado: Sex Mai 09, 2008 3:32 pm
por LeonardoSantos
Lindadmorrer escreveu:Borean Tundra also has a new group called "DEHTA" (Druids for the Ethical and Human Treatment of Animals) going up against Hemet Nesingwary and his crew
Acho que isto devia aplicar aos hunters tb. Tirem o pet deles! ;-)

Re: Bolas de novas informações sobre WotLK

Enviado: Dom Mai 11, 2008 9:50 am
por TiagoT
To curioso mesmo é com os Death Knights

Re: Bolas de novas informações sobre WotLK

Enviado: Dom Mai 11, 2008 10:06 pm
por ReiserFS
eu adorei esse novo esquema de raids, agora ninguém chora por não ver o conteúdo do jogo.

Re: Bolas de novas informações sobre WotLK

Enviado: Ter Mai 13, 2008 12:19 pm
por Palmito
Novo vídeo:



To adorando o estilo de Lich King, mt melhor q o psicodelismo de Burning Crusade... Vamos ver como esse esquema de raid de 10/25 man vai ficar. Se funcionar bem, será perfeito.

Re: Bolas de novas informações sobre WotLK

Enviado: Ter Mai 13, 2008 12:34 pm
por Palmito
Mais informações:

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
• WotLK flying mounts will be a little bit faster, more like the speed of the Pheonix Mount or the Armored Netherdrake. One of the things we're talking about right now, it's not finalized, but we're talking about the ability for those mounts to carry a passenger, so if your friend doesn't have an epic flying mount or if they are a lower level or whatever, they'd be able to jump on your mount and off you go.
• 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

Blacksmithing
• Blacksmithing may be able to put Gem slots on items that didn't have them before

Inscription
• Inscribers will create glyphs that allow players to modify their spells and abilities.
• The first recipe is going to requires Peacebloom, thus they'll rely on the herbalist gathering profession.
• 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
• PvE ladders on the official armory are possible in the future

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.

The Nexus
• The Nexus is located in Coldara (a sub-zone of Borean Tundra) is a three-wing dungeon for 70s, 80s and a short Onyxia-style raid against Malygos himself.
• The Nexus 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:
• Blade Strike - Applies disease to the target in addition to doing damage.
• Blood Strike - Does an amount of damage based on how many diseases are on the target.
• 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.
• Mind Freeze - This ability interrupts casting.
• 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.
• Blood Presence - DPS. Increases DPS and heals the DK slightly when attacked.
• 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.
• Name Unknown - it consumes all the runic power but grants the Death Knight immunity to stun effects and significantly increases their armor for 12 seconds.

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.

Class

• It's quite likely that somewhere for a couple different classes we'll probably make use of the knockback mechanic in Wrath of the Lich King.

PvP

Arenas
• There will be 2 new arenas for WotLK, one could be set in Dalaran and the other might be the Orgrimmar Arena which players have always asked about (we might make that available for arena combat with some modifications).

Lake Wintegrasp
• The faction that dominates Lake Wintergrasp might get a buff for the entire continent of Northrend.

Items

• Tier level will start off at like tier 7 quality gear, or tier 8. It depends on whether or not you consider Sunwell to be sharing another tier of gear, and then Ulduar beyond that will be another tier of gear. There are even tiers within that for the 10 and 25-person, so while the art is shared between the 10 and 25-person instances, there are color variants of it, so for example you'll be able to see the difference, but thematically it's the same. Also the sets within that tier, within that instance, work with each other. So a lot like right now the Season 1 Gladiator, Season 2, Season 3 are all part of the same armor set, you can mix and max the pieces and still get the set bonuses. That will be the case for 10 and 25 man instances, so with Naxxramas 10 and 25, if you have the leggings from the 10 man zone and the chest piece from the 25-person zone, you'll be able to wear them together and get the set bonus.

World

Borean Tundra

• Video
• 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.
• 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.

Dragonblight

• Video
• 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

• Video (1:09 into the movie)
• 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

• Video
• 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.

Sholazar Basin

• Video
• 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

• Video
• 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.

Re: Bolas de novas informações sobre WotLK

Enviado: Ter Mai 13, 2008 1:07 pm
por Valiant
Palmito escreveu:• 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!
"GET OVER HERE !!!"

Imagem

Re: Bolas de novas informações sobre WotLK

Enviado: Ter Mai 13, 2008 1:11 pm
por Palmito
Eu acho isso justo.

Por exemplo: o Feign Death nos faz perder o target, porque o Taunt do Warrior não faz? Lógico que é só você ir lá e recolocar o target, mas isso as vezes atrapalha. porque a skill do hunter funciona e a do warrior não?

É apenas um exemplo.

To gostando muito mesmo dos rumos que essa expansão está tomando. Depois posto umas fotos dos lugares novos aqui para a galera ver que o estilo de arte não tem NADA a ver com Outland, parecendo muito mais com Azeroth.

Abraço!

Re: Bolas de novas informações sobre WotLK

Enviado: Ter Mai 13, 2008 6:03 pm
por O_Cabelo
Finalmente deram utilidade ao blacksmith lol...

Re: Bolas de novas informações sobre WotLK

Enviado: Ter Mai 13, 2008 6:31 pm
por Palmito
Mais ou menos, Cabelo.

Ele só conseguirá colocar slot em itens que não têm slots. Como a maioria dos itens bons já vem com slots, não deve mudar muita coisa.

A não ser que mudem radicalmente isso na expansão e coloquem itens bons sem slot algum.

Ainda preferia que Blacksmith tivesse crafts decentes. O problema eh q saiu Season 4, buffaram drops daqui, dali, mas atualizar os crafts nada. BS nunca teve um craft do nível dos de tailor e leather, por exemplo, hehe.