dungeon-set-2

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  • WoW Archivist: Tier 0.5, the epic conclusion

    by 
    Scott Andrews
    Scott Andrews
    05.21.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Last time on WoW Archivist, we reviewed the first half of the Tier 0.5 quest line, including the controversial 45-minute Baron run in Stratholme. As we left off, the ghost of Anthion Harmon had asked us to assemble the pieces of Valthalak's medallion. He sent you into Blackrock Depths with an enchanted banner to challenge the gladiator Theldren. Laying down the law The next step required a 5-player group to enter the Ring of Law inside Blackrock Depths. As you are being sentenced, you summon the Banner of Provocation. Theldren and his team step in instead of the usual BRD bosses. Now you were in for a scrap, and it was a wildly different fight that any other in classic WoW. Theldren spawned with a mix of four teammates chosen from a pool of eight: Korv, a tauren shaman Va'jashni, a troll priest Rotfang, a gnoll rogue Snokh Blackspine, a quillboar fire mage Volida, an undead frost mage Malgen Longspear, a centaur hunter Rezznik, a goblin engineer Lefty, a gnome monk Yes, you read that last one right. Lefty even had an ability called Five Fat Finger Exploding Heart Technique. Theldren himself was a warrior. Each boss had a potent set of class abilities. For example, Korv had Earthbind Totem, Fire Nova Totem, Frost Shock, Lesser Healing Wave, and Purge. What made this fight so unique -- and so infuriating for many -- was that the NPCs had no traditional aggro table.

  • WoW Archivist: Tier 0.5 and the birth of modern dungeons

    by 
    Scott Andrews
    Scott Andrews
    05.09.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? For a long time in classic WoW, nonraiders felt neglected. Dungeons were the only endgame PvE option for nonraiders. Back then, dungeons didn't have a 5-player limit. They could be "raided," even though they weren't considered raids. Blizzard added new raiding content on a regular basis, but the developers didn't release new dungeons after adding Dire Maul in patch 1.3, four months after the game's release. Until the launch of The Burning Crusade in early 2007, nonraiders ran the same dungeons for almost two years. Amidst a storm of complaints, Blizzard said they wanted to offer additional content for nonraiders. In patch 1.10, Blizzard delivered a new endgame quest line using existing dungeons. Comprised of 29 steps in all, this was one of the game's most elaborate -- and most punishing -- quest lines ever. Blizzard called it the "high-level armor set" quest line. Players called it Tier 0.5. To create it, Blizzard had to reimagine what WoW's dungeons should be. This quest line was removed, like many others, when Deathwing brought the Cataclysm. Let's walk through what once was, and explore how it gave rise to the modern dungeons we tackle today.

  • WoW Archivist: Patch 1.10, Storms of Azeroth

    by 
    Alex Ziebart
    Alex Ziebart
    08.23.2011

    The WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Personally, I find patch 1.10 to be one of the most memorable patches of classic WoW. It was a patch dedicated almost exclusively to giving nonraiding players more content, access to better gear (without trivializing raids), and generally making the world a prettier place. Patch 1.10 was the patch that implemented weather, as its Storms of Azeroth title implies. More than that, patch 1.10 taught non-programmers everywhere how version numbering works. "Patch one-point-ten? You can't do that! Shouldn't it be patch 2.0 after 1.9? Isn't 1.10 the same as 1.1?" Nope, sorry! Version numbering doesn't work that way! These aren't decimals, folks. The .10 does not represent a fraction of a whole; it's part of a versioning scheme set up like so: expansion.major.minor.build Patch 1.10 indicates that this is the first retail software release and it is in its 10th major revision. While I'm writing this, World of Warcraft version 4.2.2.14534 is on the PTR. Build 14534 of the second minor revision of the second major revision of the fourth expansion/retail release. These aren't decimals, and this isn't math. Patch 1.10 is neither patch 1.1 nor patch 2.0. Got it? Good! Now on with the show.

  • What's so interesting about player-controlled housing to you?

    by 
    Krystalle Voecks
    Krystalle Voecks
    04.24.2007

    Much like many of you, I've been playing WoW since the start. In the two-plus years that have passed, my bank has become a bit cluttered with mementos; tabards, pets, and in the case of my rogue, the entire set of Dungeon Set 2 (or Tier .5) armor. At the time the set was completed it was a real achievement to me and to my small guild. Despite the fact that my rogue also happens to be an enchanter, and I could seriously use the Large Brilliant Shards and Nexus Crystals, I just can't bring myself to shard the set. Never mind that I know I'll only ever wear it again for looks, if that. (Did I mention the collection of festival dresses I have?) Why? Call me sentimental, but a lot of those items represent gaming milestones to me. Keeping them has meant that I've had to spend free time farming the mats for the 18-slot-bags. It also has made me stay on top of my inventory at all times, which is a good thing in a lot of respects. But there's a reason for the madness. It's something I dream of, and I hope that the Blizzard Devs will consider if (or when) they implement housing...