hyjal

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  • Tank Talk: The first kill

    by 
    Matthew Rossi
    Matthew Rossi
    07.30.2008

    Tank Talk is WoW Insider's new raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and Allison Robert (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish.The nature of tanking is to be a component in an overall strategy. In classic WoW, levels 1 to 60, it often seemed like the center of attention, as boss encounters were often 'tank and spank' variations that involved having one tank hold a boss on him or her while the healers kept the tank upright through the boss' attacks and the DPS players burned it down. There were a few fights that broke this mold... fights where a player would become a bomb and have to run away, fights with giant eyestalks and sweeping beams that had to be avoided that were as much choreography as encounter... but as time has progressed encounter design, especially for raid encounters (although even five man fights have been diversified) has taken this mechanic and stretched it into whole new shapes. While there are still bosses who need to be primarily tanked by one person (Naj'entus, Azgalor to name just two) even these fights tend to incorporate new mechanics that challenge the raid and break the monotony of a 'tank him here, the raid stands here" fight. Other fights require several tanks to hold different aspects of the encounter, whether it be Azgalor's infernals or the multiple tanks (my guild uses three, some only use two) needed to ensure smooth mitigation of the Hurtful Strikes on Supremus.

  • Moving on

    by 
    Matthew Rossi
    Matthew Rossi
    07.03.2008

    There comes a point where you move past content. There's no reason to go back to it other than nostalgia, or for the off chance on a slow night that the one really awesome drop that particular boss has might finally drop. It's a fact of the endgame... you work, you put in the wipes, you stock up on food, buff pots, elixirs, flasks, and other consumables, you go in over and over again and struggle and finally get the boss down... and then in a month or two it's trivial and you're sick to death of the sight of him or her. Another month and you're saying "Does anyone really need any Vashj drops anymore?" and a month after that, you're done with the instance. This is fine, and it's part of the moving on process with content: if you're regularly farming M'uru you probably don't need anything off of Mother Shahraz anymore except for maybe bad luck on shoulders. Some guilds were fortunate (or unfortunate) enough to be completely done with Black Temple and Hyjal well in advance of Sunwell Plateau. Others are just now finishing up with Gruul and Magtheridon and preparing to move into SSC and Tempest Keep, while still others are just now done with those.

  • Archimonde, Eredars hotfixed

    by 
    Eliah Hecht
    Eliah Hecht
    05.14.2008

    I love hotfixes. They're like patches you don't have to wait for. Just posted by Daelo, WoW's lead encounter designer (who I've been seeing a lot of lately, but don't remember seeing much before) is a brief account of hotfixes to Archimonde and the Eredar Twins. For Archie:We just implemented a hotfix for all realms that makes Archimonde's doomfires no longer be able to move right through him after they spawn. Their movement should now be much more consistent with the previous patch's behavior, and melee should have a bit easier time dodging the doomfires as a result of the change.He goes on to note that any other problems people might have noticed have been un-reproduceable at Blizz HQ, but they're still keeping an eye on them. As for the Eredar Twins, they "hotfixed a bug in the Eredar Twins encounter that prevent a Hunter's Feign Death ability from working if Lady Sacrolash was alive." Nuff said there. These fixes should, as far as I can tell, be live now on the US and the EU realms.

  • Spiritual Guidance: Priestly tips for Mount Hyjal

    by 
    Matt Low
    Matt Low
    05.11.2008

    Our Priest column is back! Every Sunday, Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus, and this week he's written different "If" statements to follow. Summer is almost upon us and I hear Mount Hyjal is lovely this time of year! Honestly, I believe everyone playing right now needs to go in at least once and just experience the place. It is essentially the successor instance to Black Morass with multiple incoming waves consisting of various Undead trash. Not since Karazhan have we Priests needed to utilize our Shackle Undead extensively in another raid environment. The latest patch has opened the raiding doors wider and allowed more players to experience some of the most complex encounters in the game. This week, I'll help walk you through Mount Hyjal and offer some advice and tips in what I consider the most punishing raid instance devised.

  • Massive connection issues in raids tonight [UPDATED]

    by 
    Adam Holisky
    Adam Holisky
    04.01.2008

    Based on my experiences, and a slew of other folks posting over at the Blizzard Customer Service Forums, it appears many Tier 6 instances are having issues with stability tonight. Half the raid or more is constantly disconnecting at seemingly random points.Several CMs GMs are looking into the issue – but it is wide spread. This means that it is almost assuredly an issue with the Blizzard servers. Based on testing I've done it is not an issue with addons. After a disconnect, all addons were turned off, and the disconnects still happened.Stay tuned to HKO Insider for the latest. Hopefully they'll hotfix this one right up.Updated 11:00 p.m. EDT: Belfaire posted "We're gathering the appropriate info now. I have no ETA on a resolution, only that it'll be [fixed] ASAP." (April Fool's text removed for readability.)Updated 12:44 a.m. EDT: Belfaire also let us know that Q.A. is working on the problem, though no fix has been announced yet. Seems they are at work on it.Updated 1:00 a.m. EDT: Potential solution from Belfaire: "Please have your entire raid delete or rename your Interface folder and let me know here if you encounter the issue again. [One] group said that they ran without mods, but if what I think's happening is actually happening, even if one person has [an addon], it can affect the raid."

  • Top 5 must-dos in Patch 2.4

    by 
    Amanda Miller
    Amanda Miller
    03.25.2008

    Patch 2.4 is finally going live, and with all of the new content, it will be pretty overwhelming when you first log on and attempt to decide what you want to do. With new loot, new quests, and new areas to explore, there will be plenty to keep you busy!05. Regarding your User Interface: The default UI is changing, so along with updating and reconfiguring add-ons, you should learn more about the changes you're going to need to make.04. For the explorer: If you like to be prepared, check out our coverage of the maps for Sunwell Isle. If you'd rather dive right in and be surprised, then check out your own map of the Eastern Kingdoms. The little island at the very top is your new destination! Either way, the easiest way to get there is from the Ironforge (Alliance) or Silvermoon City (Horde) Flightmaster.For the rest of the countdown, hop through the break!

  • How a quirk in the game can steal your loot

    by 
    Adam Holisky
    Adam Holisky
    03.19.2008

    There is a mechanic in game that we are all aware of, and one that exists for a good reason: when we attack a mob, we get the mob's loot. That's the mechanic. If you're solo grinding mobs out in Shadowmoon Valley for some Primal Fire, you want to be sure you're the only one that can get the loot. The same goes for groups – if you're grouping and killing Murmur in Shadow Labs, you want to be sure that everyone is going to get his pretty blues.But what if the mechanics of the boss fight dictate that you won't hit the boss? In fact, what if successfully killing the boss means that you have to stand on the opposite end of the playing field the whole time? You don't hit the boss, you don't get the loot – but you've done everything right. In this, the game mechanic does not represent fair play, nor does it encourage success. In fact, the mechanics are a complete contradiction of each other.I've recently encountered this problem, and it's a real pain. Read on after the break for what happened, and what can be done to solve it. It's rather long, but this is a serious problem that Blizzard needs to fix, and all the facts need to be laid out completely and in a way that is full of thruthiness.

  • Are hybrid tanks going to *be* left behind?

    by 
    Allison Robert
    Allison Robert
    03.13.2008

    In the wake of Alex Ziebart's recent post for Hybrid Theory, we received a number of comments from paladins on their ability to main-tank a 25-man raid. Behind the scenes, the subject was equally controversial; many of us here play tanks and we all feel passionate about our classes. An email discussion started about hybrid tanks in general, and it got to be so interesting that we were threatened with being fired if we didn't post it we were asked to share it with our readers. Warriors? Druids? Paladins? And the people who love them? This one's for you. Now, I've previously fielded complaints that my posts are too long, so far warning; if you're not in the mood for a pretty thorough look at the current state of hybrid tanking, you'll probably want to keep moving. If you play any tank at all, just want to know more about them and the people who choose to play tanks, or are considering rolling a tank class, I hope you find the following to be of interest.Please note that the headers below are not, as in portions of Matthew Rossi's post, quotes from anybody involved; they're just a means of helping me organize my thoughts and translate our email conversations into the blogging format. I'm attempting to condense the content of multiple email conversations.My perspective on Alex's post For reference, my main is a tanking feral druid in a Tier 6 raiding guild. Our main tank is a protection paladin, and we're on Reliquary of Souls at the moment. This guy main-tanked Vashj, main-tanked Kael for a certain period until we found out his computer settings made it really tough for him to see Flamestrikes (so we substituted a warrior for that reason, not because of the pally/warrior divide), and has main-tanked most of Hyjal and a fairish amount of Black Temple.More past the cut.

  • WoW maps past show present

    by 
    Matthew Rossi
    Matthew Rossi
    03.03.2008

    It's a good week for posts at DwarfPriest.com, it seems. In this look at the manual for World of Warcraft, we get to see that the maps included in the original, 2004 release (which hasn't been updated since... four years later, and we're still using the same increasingly inaccurate manual) are at times surprisingly accurate to what we see in the game today. Interesting inclusions and omissions abound: the fact that Maraudon isn't on these maps but Dire Maul is just fascinates me from the perspective that Maraudon was a full patch ahead of the Maul.I remember riding around Silithus way before the AQ release trying to get inside and see what was back there, and have been to both Hyjal and along the Greymane wall with my lovely wife who always wants to see the zones that are the hardest to access: I like the idea of Gilneas coming into the game so much that I've mused about releasing the whole zone as an instance before. For these reasons I found this look back at the game manual's maps and what has and hasn't made it into live yet to be grist for the mill of my naturally speculative brain. Will we finally see Uldum when Ulduar hits in WoTLK? Maybe Hyjal will finally go live? Will those islands off the coast of Gilneas make a reappearance on the world map? I've been wondering for years now what's up in Kul Tiras. Anything on these maps you're surprised to see? Anything excluded that you'd expect? The very detailed map of Quel'Thalas, years before it went live, was one of my big 'woah' moments looking over these maps, which shows how easy it is for me to forget just how much lore the RTS series packed in.

  • Around Azeroth: The (re)birth of a Phoenix mount

    by 
    Dan O'Halloran
    Dan O'Halloran
    02.29.2008

    Exodeus of Celestial Blade on Icecrown was there when his guild downed Kael'thas for the second time. And what should drop, but the Ashes of Al'ar which summons the coveted Phoenix mount, a server first for Icecrown. Appropriately, (at least in RP terms) a Holy Pally won the roll. Exodeus considered the arrival of the fiery creature to be a good omen of things to come as his guild said goodbye to T5 content. Later that night, they not only walked into Hyjal for the first time and downed the first boss, but they also got attuned for the Black Temple. On to new beginnings, indeed.Do you have any unusual World of Warcraft images that are just collecting dust in your screenshots folder? Because we'd love to see it on Around Azeroth! Sharing your screenshot is as simple as e-mailing aroundazeroth@wow.com with a copy of your shot and a brief explanation of the scene. You could be featured here next! Remember to include your player name, server and/or guild if you want it mentioned. We prefer full screen shots without the UI showing. And please, no more sunsets. No, really. Ok, only if it's a sunrise in new Patch 2.4 lands. We'll take those anytime.%Gallery-1816%

  • Why Karazhan still requires attunement

    by 
    Mike Schramm
    Mike Schramm
    02.13.2008

    Here's a good question from Strykt on the forums: why does Karazhan still require attunement? Blizzard has already dropped attunements on SSC and TK, and patch 2.4 will bring the removal of attunements on BT and Hyjal. So why are we still being forced to get those key fragments and attune people to Karazhan?Bornakk shows up in the thread and says simply that it's a good way to find people to run Karazhan with, implying that Blizzard wants guilds to help each other get attuned, and that in essence, it's not so much a gear check as a group check-- you can't get into Karazhan as a guild unless you've helped each other to get in there first. And I actually like that idea-- if your guild wants your help in Karazhan, they've got to lend a hand first to get you into the instances to get the key fragments. "No guildie left behind," if you will.I don't have a problem with having an attunement quest to enter the endgame (and you'll probably remember that Onyxia, BWL, and Molten Core attunements are all still in the game). And it seems that Blizzard doesn't either-- they're willing to open up the later endgame as time goes along, but you've still got to get some help to enter it in the first place.

  • The best of WoW Insider: February 3-10, 2008

    by 
    Mike Schramm
    Mike Schramm
    02.12.2008

    It was quite a week in the World of Warcraft-- Blizzard jumped us with a huge content patch on Friday night, and Joystiq's sister site WoW Insider was all over it like AoE on the adds during Hydross. We've got the latest in Patch 2.4 being posted to the site right now (and every day), but here's a look at our favorite stuff from last week.News: 2.4 patch notes upHere they are, in all of their patchy glory. What you really want to know about the patch 2.4 notesBut why read the whole thing when we've pulled the good parts out for you? Tigole talks about Inscription and Hero Classes in WrathBefore the patch, one of Blizzard's lead designers told us a tidbit about the expansion. Patch 2.4: Hyjal and Black Temple attunements removedLooks like Blizzard is going to make things easier before everything gets harder. Hunters, say hello to Thori'dalFinally, a legendary ranged weapon in the game! And... it's not really that cool. The Lunar Festival begins today in AzerothYes, Omen (seen above) has appeared in Azeroth. And no, he doesn't drop any welfare epics... yet. Features: Officers' Quarters: a moral dilemmaOur column for guildleaders helps a reader stuck in a guild they want out of. The AV map imbalance in 2.3: a different perspectiveWhat QQ can get you in the big battleground of AV. How to stop Vashj and Kael from destroying your guildThe attunement lifting might make this a moot point, but here's how to get past 5/6 and 3/4, just in case you want to. Tickets please: a look at the Darkmoon Faire's ticket rewards systemMake the most of the traveling loot giveaway.

  • Patch 2.4: Hyjal and Black Temple attunements removed

    by 
    Adam Holisky
    Adam Holisky
    02.08.2008

    Blizzard announced the following important four lines in their 2.4 Patch Notes: Players will no longer require an attunement quest to enter Hyjal. Players will no longer require an attunement quest to enter the Black Temple. Players who have completed the attunement quests for Black Temple and Hyjal will be granted the title of "Hand of A'dal". You may now fight Prince Kael'thas and Lady Vashj without first killing all the other bosses in their respective dungeons. I have to say, despite the difficulty of Vashj and Kael'Thas, I am quite surprised to find that Blizzard has removed the attunement requirements from Patch 2.4. Naxx, Blackwing Lair, and even Molten Core still require people to become attuned. Now seemingly, two of the hardest and most revered raids do not. While the removal of the attunement is obviously a way to get more people to see their new raid zone, the Sunwell Plateau, all is not golden. Many, many, many raiding guilds and players who have already made the brutal trek through Vashj and Kael will be quite upset. On the other hand players who are not yet able to, but perhaps ready for, the first few bosses of MH and BT, will undoubtedly rejoice.What are your opinions of this change? How do you think it will affect the raiding landscape?

  • What you really want to know about the patch 2.4 notes

    by 
    Mike Schramm
    Mike Schramm
    02.08.2008

    Yeah yeah, the full patch notes are a good read, but why read those when we can pull the good stuff out? Here's what we thought was big in patch 2.4: Sunwell is inc! Also, the island where the Shattered Sun Offensive is fighting is called the Isle of Quel'Danas. There's a Keeper of Time to take players in Shattrath to the Caverns of Time Spell haste changes are in, as well as item casting changes (items that cast spells will do so at player's level now), and more intellect will now regenerate more mana per Spirit Find Treasure doesn't deactivate on death anymore, but there's nothing about Find Herbs, Find Minerals, or any of the other tracking spells Fear Ward usable in Shadowform (meh, say shadow priests) A whole host of spells that weren't penalized at lower ranks are now penalized Earth Shield nerfed-- mana cost lowered and charges dropped from 10 to 6, and Shamans get a default UI totem timer Ritual of Summoning can bring players into instances now Warrior Endless Rage is fixed, and now you can't change into a stance that you're currently in Honor instantly calculated, since there are no diminishing returns Warmasters and marshals in AV now share each other's health, and Horde starting point has been moved south WSG changes: when both flags are held for 10 mins, flag carriers take more damage, increases over time. Also, flag carriers can be tracked after holding flag for 45 seconds. Enchanting: Void Crystal to Large Prismatic, and Defense +15 to chest Rocket Boots nerf is in there-- players carrying flag in WSG will drop it when boots are activated 25man bosses drop more cash and an extra set token No attunments for Hyjal and Black Temple any more (players who've completed Attunement will get "Hand of Ad'al" title) Vashj and Kael can be fought without finishing all other bosses in the instance Undead and Mechanical can bleed, elementals not always immune to poison and disease effects (though nature-based elementals will be immune to nature poisons and effects) Level 70 superior quality PvP items from rep vendors Weightstones and sharpening stones now work while shapeshifted Lots of UI changes, including new options screen Whew! Even as a summary, that's a lot of notes. Players aren't exactly excited about the patch on the forums, but odds are there's something pretty big that affects you in there.

  • How to stop Vashj and Kael from destroying your guild

    by 
    Adam Holisky
    Adam Holisky
    02.07.2008

    Last week our own Marcie Knox pointed out in her Ready Check column the daunting task that's given to raiders when they face Lady Vashj and Kael'Thas Sunstrider. These two bosses have earned their reputation as a guild killer, and are some of the hardest encounters in the game. While there is a plethora of information out there on how to defeat the technical aspects of the fights, very little is written on the social aspects these fights give us. Examining what can be done to keep a group of raiders together during this difficult time is critical to success.Lets take a brief look at why these two encounters are so difficult. When it comes down to it, Blizzard is testing our ability to deal with two different skill sets. The first being immediate and unknown change, and that comes with Vashj during phase two and three: which side will the Naga spawn, where will the Tainted Element appear, how many times is your main tank going to get rooted and bat poison dropped on him, which way will the tanks need to drag the Naga around to avoid getting the melee cleaved, etc... On the flip side to Vashj's unknown factors exists Kael'Thas. Kael is definitely a scripted encounter. We know what order the advisers are going to come up in, we know (sans gaze) where they'll go, we know what Kael will do when he reaches 50%, and we know what order we need to get the weapons down. This fight is all about repetition of a scripted encounter.

  • Around Azeroth: Into the Well of Eternity

    by 
    Elizabeth Harper
    Elizabeth Harper
    01.25.2008

    This may not be the most scenic of shots, but the interest is all in the location. Reader Jim sends us this image from the Well of Eternity in Hyjal. I'll let Jim explain the scene:You drop in by where Archimonde stands and swim vertically down for about a minute until you see the bottom. There's not really much to see - just a few bubbles, a big rock and your breath indicator slowly dropping. Upon entering the water you receive a debuff called Eternal Silence that states "Overwhelming magical energy from the Well of Eternity prevents spellcasting."Do you have any unusual World of Warcraft images that are just collecting dust in your screenshots folder? Because we'd love to see your idea of the best looking instance on Around Azeroth! Sharing your screenshot is as simple as e-mailing aroundazeroth@wow.com with a copy of your shot and a brief explanation of the scene. You could be featured here next! %Gallery-1816%

  • Around Azeroth: It's a beautiful day!

    by 
    Elizabeth Harper
    Elizabeth Harper
    12.20.2007

    Reader Buttink of Illidan sends us this shot taken while on his way up Mount Hyjal in the Caverns of Time to kill Archimonde. It's such a perfect sunny day in Azeroth -- clearly the ideal setting for spilling some Eredar blood.Ah, the slaughtering of innocent NPCs -- the reason we all log on every day. Do you have any especially good screenshots of that peaceful moment before the kill? We want to see them on Around Azeroth! Sharing your screenshot is as simple as e-mailing aroundazeroth@wow.com with a copy of your shot and a brief explanation of the scene. You could be featured here next!%Gallery-1816%

  • Archimonde Hotfixes

    by 
    Robin Torres
    Robin Torres
    08.11.2007

    Daelo, Lead Encounter Designer, has announced on the forums that the Archimonde encounter in the Battle of Mount Hyjal (Caverns of Time) has been hotfixed in preparation for Patch 2.2. Daelo says: In an effort to apply some of our upcoming 2.2 changes in a more expedited manner, we're hotfixing some elements of the Archimonde encounter. Not every planned change to Archimonde could be hotfixed, the other announced changes will occur with the release of patch 2.2. The following hotfix changes are now live: - Archimonde now casts fear in a bit more consistent manner, roughly every 40 seconds. - Fear's cast time is now 1.5 seconds. - Grip of the Legion now has only a 60 yard range. - Red Soul Charge now only silences players for 4 seconds. The planned changes for Mother Shahraz could not be hotfixed, but we are working to resolve via hotfix the timing issue with Essence of Desire's Rune Shield and Spirit Shock. Working on that fix, we discovered that Rune Shield wasn't actually absorbing any damage. We're also working to fix that error. Since the Rune Shield is normally removed quickly, Essence of Desire still won't get much benefit out of the effect. Mages who Spell Steal the effect will be quite a bit happier, however.I wonder if this means that Patch 2.2 will be coming out in the next couple of weeks. Since VOIP just got implemented on the PTR, I doubt it will be released any sooner. Are you happy with these changes?

  • Archimonde down, Nihilum beats TBC

    by 
    Eliah Hecht
    Eliah Hecht
    06.09.2007

    And here I thought Nihilum was going to take a break. But no! They have just defeated Archimonde, the final boss of Mount Hyjal, which means that they have cleared every PvE encounter currently available in WoW. Um...good job, guys! (This was, of course, another world first.) What's next?MMO-Champion has Archimonde's loot table. Here's what Nihilum got.

  • Blizz responds to Hyjal bugs

    by 
    Elizabeth Wachowski
    Elizabeth Wachowski
    05.30.2007

    Recently, the few guilds who have been raiding Mount Hyjal have noticed some issues. Curse had their Archimonde repeatedly despawn, and other guilds have been stuck in a quandrary after NPCs killed bosses while the rest of the group was dead. Blizzard lead encounter designer Daelo posted on the US Raids and Dungeons forums about these issues and their fixes. Full quote after the cut.