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Icecrown Citadel: The Lower Spire (Feedback Wanted)
09/12/2009 a las 02:20
Long time no see in the blog, eh Wowhead? I've been working on a few projects on the site (one of which you should see now, and one - soon) and my finals week coinciding with the new epic patch didn't exactly buff my free time. But it's mostly over now, and I should have enough time to post interesting stuff again! However for now you are stuck with the same old boring stuff - bosses :)
With the new patch out, I've made some tweaks to the boss pages. The coolest thing for me are the new tabbed abilities - now each difficulty has its own section, reflecting all the little things that make this difficulty level unique. I think that's pretty cool feature - and it looks really neat too! :)
The boss pages have the basic overview of the fights for the Lower Spire, but I have also included shorter versions of kind of "to go" tips here. And with this we get to the core question of this blog:
Do you think the overviews are sufficient/redundant, and if you could change something about the boss pages design, what would it be?
Please look at the list of bosses after the break and post your thoughts!
The Lower Spire is the first Icecrown Citadel wing and is the only one unlocked at the moment. To read more about how the different wings are going to be unlocked, you can check the appropriate
of the 3.3 guide.
The Lower Spire features 4 bosses, one of which is the original Gunship Battle event. As soon as players enter the raid instance, they will find themselves in the Light's Justice, a battle camp set by the Ashen Verdict. Tier 10 vendors, the Ashen Verdict Quartermaster, gear repair, and famouse NPCs like Darion Mograin, Tirion Fordring, and Overlord Saurfang/Muradin Bronzebeard can be found in the camp. If you linger around, you will see a group of bone constructs attacking the camp every so often - group quickly destroyed by the Ashen Verdict champions, of course.
Venture a little deeper into the Citadal, and you will find the very first boss in the place -
. He is a strange creature made of bones and skeletons, wielding a giant axe, and generally being a really cool-looking model. The fight against him should be one of the easiest in the entire raid - spread out to avoid multiple hits by the Bone Spikes, dodge the Coldflame lines he shoots at random people, run away when he warns you about Bone Storm. You may want to designate a spot in the room (e.g. the entrance) where everybody will stack. Whoever gets chased by Marrowgar should run away from the group. Or you can all scatter, your call.
Soon after Lord Marrowgar, you will find yourself facing the very leader of the Cult of the Damned -
. For somebody with such a high rank in the Scourge armies, you'd think that Blizzard would pick somebody with a little more Lore behind them... but no. We get some random lich. At least it's a female one and with a relatively unique skin - for a lich. Fighting her will be a little more complicated than fighting Marrowgar. Two types of adds will come in waves - Fanatics and Adherents. Adherents can only be DPSed through physical damage, and Fanatics - through magical. There cast a whole array of badness, but become really dangerous when Lady Deathwhisper empowers them, allowing for their spells to hit multiple people. The boss herself will have a mana shield during this first phase. The shield will absorb all damage done to her, draining her mana. Naturally, the next phase starts when she runs out of mana. At this point the fight becomes a mild DPS race, with the tanks taking turns tanking her, and everybody else playing dodge ball with the Vengeful Shades that spawn from the bodies of dead cultists.
Icecrown Gunship Battle
So Lady Deathwhisper is dead, and an elevator takes you to the next floor and the next encounter - the original
Icecrown Gunship Battle
. There you will find your faction's Gunship - The Skybreaker or Orgrim's Hammer. Get on, grab a jet pack from the local gnome/goblin, and wait for the other faction's ship to catch up with you and start the fight. You'll need to split your raid into two groups - one to board the enemy ship, one to defend your own. Defenders should use the cannons whenever they can. When the cannons are frozen, the attacking team will have to kill the mage that channels the freeze, while the defenders take care of the adds that are being teleported - focus fire them one by one, do not AoE, since they take reduced damage. Use the jet packs to move from one ship to the other if your DPS is unbalanced. The only other thing to watch out for is Saurfang/Muradin's stack of Battle Fury - a damage increasing buff that stacks every time he hits a player. If the stack gets too high, everybody will have to leave the enemy gunship and wait for the stack to fall off before jumping back to it.
Hopefully everything has gone according to plan with the Gunship Battle. You've landed on the next floor, and oh wonder -
. awaits. He is big, he is mean, and his title "Deathbringer" will very soon prove itself quite meaningful. There is no short version of the strategy, so I'd advise you to check the boss' page and read carefully there. As for this blog, I'll give only the highlights. Spread out to avoid extra Blood Nova damage. Switch tanks if the current one has Mark of Blood on them. The Frenzy is probably not removable by Tranquilizing Shot or rogue poison, but it won't hurt to try. Nuke the hell out of the Blood Beasts when they spawn - also try to slow them down as much as you can (trap, knockback effects, stuns). Finally Mark of the Fallen Champion. This thing is like a passive cleave that hits a random target. Once you get one of those, the player with it will probably need almost constant healing until the end of the fight. Avoid taking unnecessary damage, and you will get fewer marks (and Saurfang will do less damage overall).
Now that you've familiarized yourself with the bosses, here is what has changed on the boss pages. The headers are a little different, I think it looks better with the long line underneath. This also allows me to use the previous headers for the different stages of the fight - different phases, different mini-bosses/adds, etc. Overall I think the change is nice.
The other thing - and the one I am actually more excited about - is the new design for the Abilities. If you go way back, you will the originally we had two Abilities sections - Normal and Heroic. They were distinct and separate. Then we switched to a version where you would see
inside pretty much every ability's description. This method was pretty efficient, but I didn't like how it interrupted the flow of the sentences. So now we have the tabbed abilities. Each one of the four tabs (Normal 10, Heroic 10, Normal 25, and Heroic 25) has its own list, reflecting unique elements for that specific difficulty. One example I can think of is Anub'arak (which I will update soonishly) - each difficulty has a different number of adds spawns, as opposed to some amount for Normal and a different one for Heroic.
And that's it. I hope to add another section below the tabbed abilities, where I will cover the Heroic difficulty specifics. Strategists are also likely to make an appearance as soon as I get myself inside the raid for more than 20 minutes without being disconnected, because of the insane number of people trying the bosses out. Good luck with the Icecrown Citadel :)
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