Another
patch Tuesday is rapidly approaching the style="">World of Warcraft,
as guilds scramble to
complete Trial of the Grand Crusader and notch a few more achievements
before
the new content hits. The PTR notes are changing weekly and more
content is
available for play testing, as the changes finally turn to tweaks and
most of
the content is revealed, we can finally offer up a preview of what is
in store
for us in Icecrown Citadel and beyond.

 

Icecrown Citadel

 

The
focal point of the patch, and ultimately of the entire
expansion, lies behind the Deathgates of Icecrown, where Arthas sits
upon his
frozen throne awaiting the heroes of Azeroth. style=""> 
Led by the Ashen Verdict, the
newly combined forces of the Knights of
the Ebon Blade and the Argent Crusade, players finally get the chance
to
vanquish the Lich King once and for all.

 

The
instance will continue the format that has been refined
throughout the expansion, featuring ten and twenty five player raid
zones with
both normal and heroic modes. There will also be a five player dungeon
in the
area with regular and heroic modes as well. The raid instance features
twelve
encounters for players to conquer, with multiple wings and the usual
host of
liches, dragons, patchworks and undead – oh my!

 


From the official site:

 

style=""> style="font-size: 10pt;">All across the lands of
Northrend, many battles have
been fought against the vile Scourge. Countless lives have been lost
since the w:st="on">Alliance
and Horde first
reached the frozen wastes, but the champions of Azeroth continue to
march
forward. Now Icecrown Citadel, the cornerstone of the Scourge's power
and the
home base of the Lich King, is their final target. Tirion Fordring and
the
Argent Crusade have forged an alliance with Darion Mograine and the
Knights of
the Ebon Blade to form the Ashen Verdict. The strongest combatants of
this
coalition, along with the champions of the w:st="on"> w:st="on">Alliance
and Horde, will lead the charge
against the citadel.

style=""> style="font-size: 10pt;">

 

This
dungeon reveals the culminating story events and
battles of the Wrath of the Lich King expansion pack. Join the
legendary heroes
Highlord Tirion Fordring, High Overlord Saurfang, Muradin Bronzebeard,
Highlord
Darion Mograine, and King Varian Wrynn in an epic battle against the
Scourge
and their master. Icecrown Citadel features 10- and 25-player versions
of the
raid dungeon, and each version has 12 encounters. Each encounter can be
fought
in either normal or Heroic mode, and players can use a new user
interface
feature to toggle easily between difficulties. The rewards in the raid
dungeon
start at item level 251 in the normal mode with 10-player encounters,
increase
to item level 264 in the Heroic mode with 10 players and the normal
mode with
25-player encounters, and then finally reach item level 277 in the
Heroic mode
with 25 players.

style=""> style="font-size: 10pt;">After
breaching the fortress, players will face a legion of undead guards
directed to
repel style="font-size: 10pt;"> style="">any invaders. Commanding the defenders is
Lord Marrowgar, a monstrosity
fused together from the bones of the undead. Supreme Overseer of the
Cult of
the Damned, Lady Deathwhisper is the next opponent. She bolsters the
faith of
her followers by promising them the opportunity to give eternal service
in
undeath.

style=""> style="font-size: 10pt;"> As
they continue their ascent, the w:st="on"> w:st="on">Alliance
and Horde heroes ultimately end up outside of the citadel where their
hatred
for one another erupts into a battle for dominance over the Rampart of
Skulls.
Players will join in battle alongside High Overlord Saurfang on the style="">Orgrim's Hammer
gunship or Muradin
Bronzebeard on

style="font-size: 10pt;">The Skybreaker style=""> style="font-size: 10pt;"> in a unique
encounter. Each faction will protect its gunship and try to destroy the
other
one in a back-and-forth battle to see who is truly worthy of facing the
Lich
King.

style=""> style="font-size: 10pt;">The
Lich King's most powerful death knight then stands as the final
obstacle for
the heroes to enter the upper reaches of the citadel.

style=""> style="font-size: 10pt;">After
the heroes of the w:st="on">Alliance
or Horde defeat the other faction on the gunships and wipe out the
creatures
near the entrance, players will venture into an area with three
separate wings.
Here they will face a multitude of terrors that must be vanquished in
order to
confront the Lich King.

style=""> style="font-size: 10pt;">In the
Frostwing Halls players will battle alongside the Ashen Verdict and
push into
the lair of the deadly frost wyrm Sindragosa, who continues to
strengthen her
brood with the help of Ymirheim's vrykul. Along the way, the heroes
will stumble
upon Valithria Dreamwalker, a captured green dragon whom the Scourge is
using
as a test subject for their own ends.... 

style=""> style="font-size: 10pt;">The
Plagueworks contains the most twisted experiments ever produced by the
Scourge.
In this wing players will face two new forms of abomination in
Festergut and
Rotface, who currently protect their devious creator, Professor
Putricide.

style=""> style="font-size: 10pt;">The
Crimson Hall contains the leaders of the San'layn, undead blood elves
who
oversee the Scourge's operations throughout Azeroth. The blood-princes
Valanar,
Keleseth, and Taldaram were raised into undeath by the Lich King to
avenge
themselves while protecting their blood-queen, Lana'thel.

style=""> style="font-size: 10pt;">After
clearing all three wings, players will ascend to the Frozen Throne,
where the
Lich King and his runeblade, Frostmourne, await to deliver them to
their
deaths...

After
the ambiguous and meandering train wreck that was
Ulduar and the free epic dispensary that has been ToC, it is nice to
see a
return to content that both fits within the framework of the expansion
and
should offer a fair challenge. This should be the final raid instance
added to
the game as developers have stated repeatedly that there would not be a
repeat
of the Isle of Quel’Danas/Sunwell Plateau that we saw
at the
end of TBC.

 

Cross Server Instance Que

 

Another
highly anticipated (or dreaded) feature of 3.3 is
the addition of cross server pugging. The newly redesigned LFG tool
will link
up players of the same battlegroup, allowing them to join non-pvp
instances in
much the same way that BGs work now. This should be a huge boon to low
population realms where putting together a viable group for the daily
heroic or
any other instance run, now players from ten to twelve realms can all
stew over
the fact that there never is a tank or healer when you need one. The
LFG tool
itself is also getting a substantial overhaul that should improve
overall
functionality.

 

From
the PTR patch notes:

 

style=""> style="font-size: 10pt; font-family: Symbol;">· style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";"> style="">  Dungeon
System

  • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">This
    feature has replaced the Looking For Group tool and provides all-new
    dungeon party creation functionality.

    • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Players
      can join as individuals, as a full group, or a partial group to look
      for additional party members.

    • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Groups
      using this tool will be able to teleport directly to the selected
      instance. Upon leaving the instance, players will be returned to their
      original location. If any party member needs to temporarily leave the
      instance for reagents or repairs, they will have the option to teleport
      back to the instance.

    • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Players
      can choose the Random Dungeon option.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">The
        Heroic Wrath of the Lich King Daily Random Dungeon option will award
        two Emblems of Frost no more than once a day.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">The
        normal Wrath of the Lich King Daily Random Dungeon option will award
        two Emblems of Triumph no more than once a day.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Continuing
        to complete Wrath of the Lich King Heroic instances using the Daily
        Random Dungeon option will award players two additional Emblems of
        Triumph each time.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Daily
        Heroic and normal dungeon quests have been removed. These quests have
        been replaced with weekly raid quests (see the "Quests" section for
        details).

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Level-appropriate
        rewards will be offered to players who choose the Random Dungeon option
        for pre-Wrath of the Lich King dungeons.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Players
        can be placed in a group for a random dungeon no more than once every
        15 minutes.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Random
        Dungeon rewards will be placed in each player's inventory automatically
        upon completion of the dungeon (final boss killed). A pop-up
        notification will display any rewards earned through the Dungeon System.

    • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Instead
      of choosing a random dungeon, players can also choose specific dungeons
      appropriate for their level range. Multiple instances can be selected
      at one time. The feature no longer limits the choice to look for only 3
      dungeon groups at one time.

    • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Pick-Up
      Groups

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Cross-realm
        instances are now available and use an improved matchmaking system to
        assist players in looking for additional party members. As with
        Battlegrounds, the realms in each Battlegroup are connected.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">As
        part of the matchmaking system, some of the more difficult dungeons
        will have a minimum gear requirement. Players also need to meet the
        requirements for dungeons that require attunement, such as keys or
        quests. If a player does not meet the requirements for a particular
        dungeon, a lock icon will be displayed next to that dungeon. Hovering
        over this icon will display the requirements which have not been met.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Only
        conjured items and loot dropped in a dungeon for which other party
        members are eligible can be traded between players from different
        realms.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">A
        Vote Kick feature will be available in the event a member of a party is
        not performing to the expectations of the other members.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Players
        who leave the group prematurely are subject to a Deserter debuff
        preventing them from using the Dungeon System tool for 15 minutes.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">If
        an existing group loses a member, the leader will be asked if he or she
        wants to continue the dungeon. Choosing to continue will automatically
        place the group back into the Dungeon System queue.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">A
        Player will not be placed in a group with people on his or her Ignore
        list.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Players
        who take part in groups who have one or more members who have been
        matched with them randomly from within the Dungeon System will receive
        extra rewards, up to and including the coveted Perky Pug non-combat
        pet. The more random players with whom one groups, the faster the pet
        can be obtained.

      • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">The
        Need Before Greed loot system will be the unalterable default looting
        system for pick-up groups in the Dungeon System and has been updated.

        • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Need
          Before Greed will now recognize gear appropriate for a class in three
          ways: the class must be able to equip the item, pure melee will be
          unable to roll on spell power items, and classes are limited to their
          dominant armor type (ex. paladins for plate). All items will still be
          available via Greed rolls as well as the new Disenchant option should
          no member be able to use the item.

        • style=""> style="font-size: 10pt; font-family: "Arial","sans-serif";">Players
          will be able to roll on items with a required minimum level higher than
          a player's current level.

 


This could be one of the most substantial changes to the way
people play WoW, further increasing the load and go feel the game is
famous
for. My personal favorite bits are the ability to port back to the
instance
after repairing or
getting restock of reagents and the vote kick feature (which took WAY
too
long to get in the game considering it had been a feature in other
MMOGs that
Blizzard has “borrowed” so heavily from).

 

Altoholics Rejoice!

 

Multiple
enhancements are being made to help the speed of
leveling, as well as revamps to many of the underpinnings to character
mechanics and starting items. WoW has always been an alt friendly game
and this
list of updates will help expedite the process even more, especially
for
traditionally low DPS classes and hybrids.

 

    type="disc">
  • style=""> Characters
    from levels one to five can no longer be dazed when attacked from
    behind and levels six to ten will have a diminished chance at being
    dazed.

     

    • type="disc">
    • All
      classes excluding Shaman and Rogues will now start with a
      2-handed weapon and the required skill. Shaman will still start with a
      shield and one-hander while Rogues will start with two daggers.

       

      • type="disc">
      • Health
        and mana regeneration rates will be increased by 200%. This amount will
        decrease each level from one to fifteen.

         

        • type="disc">
        • style=""> Racial
          attributes will be fixed so that every race starts with the
          same amount of stamina except Tauren, Orcs and Dwarves, who start with
          one extra point. All other attributes will be the
          same for all races.

           

          • type="disc">
          • style="">  Summon
            Imp is now available at level one without a quest.

             

            • type="disc">
            • style="">  Rogues
              will now start at level one with dual wield and stealth

               

              • type="disc">
              • style="">  Warriors
                can now learn Victory Rush at level six.

                 

                • type="disc">
                • Spell
                  mana costs reduced for all lower level spells, spells learned prior to
                  level twenty have the most significant reductions.

                • style=""> Class
                  Changes

                   

                  There
                  are a whole slate of class changes coming with this
                  patch, virtually assuring the forums will soon be aflame with the rants
                  and
                  raves of vocal players. In addition to the specific class changes a
                  couple of
                  notable modifications to game mechanics, among the most substantial is
                  a change
                  to the popular racial ability Will of the Forsaken. The fear breaking
                  mechanic
                  will now share a 45 second cooldown timer with other items that have a
                  similar
                  effect. The cries of those that plunked down the coin to race change
                  for the
                  three days prior to this announcement can be heard for miles.

                   

                  Also
                  receiving a change is the way AoE damage is
                  distributed, going from a maximum number of targets to a maximum amount
                  of
                  damage per target. Troll and Orc Shamans will now feel more unique as
                  their
                  totems receive a revamp, becoming more orcish and troll-like.

                   

                  Patch
                  3.3 is one of the most highly ambitious patches to hit
                  the game since Wrath launched, and many of its changes will help pave
                  the way
                  to the transition to patch 4.0. Keep in mind that while most of these
                  changes
                  will end up live, this is still on the test realm and is subject to
                  change at
                  any time. For a full list of all the changes you can keep up to date by
                  frequenting href="http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html">this
                  page as it is revised often. I
                  hope you are as excited as I am to see this
                  content up close and personal. As always, stay safe and have fun in
                  Azeroth.


                  To read the latest guides, news, and features you can visit our World of Warcraft Game Page.

                  Last Updated: Mar 29, 2016

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