Showing posts with label Argent Tournament. Show all posts
Showing posts with label Argent Tournament. Show all posts

Saturday, March 19, 2011

Argent Tournament Daily Quest Guide



wow warcraft alliance horde 

leveling guideThe Argent Tournament Grounds are located in the northern part of Icecrown, and they hold a gold mind of daily quests that any World of Warcraft player is sure to enjoy. There are several reasons WoW players might choose to complete the daily quests at the Argent Tournament Grounds. Of course these are the usual reasons like gold and reputation, but the Argent Tournament dailies work a bit differently than other WoW dailies.

The Argent Tournament

To become eligible for the daily quests at the Argent Tournament grounds, you must first complete prerequisite quests. You’ll start with “The Argent Tournament,” and then move on to “Mastery of Melee,” “Mastery of the Charge,” and Mastery of the Shield-breaker.” After this quest chain is complete, then you move on to “Up to the Challenge” and are eligible for the daily quests at the Argent Tournament Grounds.

Reputation from the Argent Tournament Daily Quests

wow warcraft alliance horde 

leveling guideThe major difference between the Argent Tournament daily quests and the WoW dailies in other parts of the game is that it’s not always cut and dry which faction you’re earning reputation for. You can eventually earn reputation with all five of your faction’s capital cities, but you will start out earning reputation for your home capital city. For example, dwarves will be earning reputation with Ironforge and Tauren will be gaining reputation with Thunder Bluff, and so on. You can later earn the right to also represent some of the other capital cities in your faction. Some of these quests will also give you reputation with either the Silver Covenant (Alliance) or the Sunreavers (Horde).

Rewards from the Argent Tournament Grounds

wow warcraft alliance horde 

leveling guideThe Argent Tournament Grounds also has its own hierarchy as far as reputation goes. You have to earn titles for your character before you can be eligible for the higher daily quests. For example, you have to begin by earning the title of Champion. Next, you’ll work on the title of Crusader, and each of these levels within the Argent Tournament Ground has its own rewards, which include heirloom gear that’s bind-on-account and some level 200 gear. All rewards in the Argent Tournament Grounds are purchased with Champion’s Seals, which are earned by running the Argent Tournament daily quests.

Most Importantly: Have Fun!

The most important thing to remember about the Argent Tournament Grounds is that they can be a lot of fun. Many of the daily quests in the Argent Tournament Grounds involve jousting and battling opponents in an arena, and these daily quests are quite a bit different than other WoW dailies. Of course there are the quests that involve going to an area and killing a specific type of creature, but many WoW players simply enjoy the unique nature of the daily quests that are available at the Argent Tournament Grounds.

    wow warcraft formula - I made 34.163 gold from last 

patch

Sunday, August 16, 2009

Onyxia Revamped in 3.2.2, Arena Changes and more – World of Warcraft



For the 5th year anniversary, the brood mother Onyxia is having a comeback and return back in the forefront of Azeroth as part of the upcoming 3.2.2 patch!

This will convert the Onyxia’s Lair into a 10 and 25-player dungeon. New items will be added, mainly looking like good ol’ Tier 2 Set items (Helms). Additional to the new loot, she will also be dropping a 310% flying mount, which looks like Onyxia herself and called “Onyxia Broodling”. The Encounter mechanic will also be updated to be more on level of modern Wrath of the Lich King raiding (I’m just unsure if this is such an good idea :P). But Blizzard said, that deep breath will still remain. So have fun with raiding her with casuals to stupid to run away and die in the breath.

Arena Rating Cap

3k Arena Rating will be removed, so the rating cap won’t be an issue for the end of this season.

Arena Matchmaking System 3.2

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide

The 5 time additional queue was hotfixed today and lowered to 2 minutes. It was the time which was added to your normal queue to play against a team you just played against (It’s made to prevent people form having to fight each other several times in a row, especially in nightly matches, where most people where sleeping and block down cheating the rankings).

Battleground Experience Gain

This is something we’re watching very closely and right now we’d be inclined to agree that there are some battlegrounds where we may need to boost the amount of experience awarded. However, that isn’t to say that all battlegrounds are less than they should be. Still, we are looking at adjusting the experience sometime in the near future. (Source)

Crusader title

Nothing like this was removed in patch 3.2, everything is still obtainable. Yes, something like the Crusader title still takes a lot of time and a lot of daily quests to get through, but it’s still sitting there and waiting for you. (Source)

Balancing Arena Brackets

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide

It’s not, in our mind, an issue on which bracket is the most balanced. It comes down to which bracket is the most balance-able.

The 2s bracket has two flaws built into its design. One is that it tends to select for those classes who have a lot of different options and utility built into one class. Since your team is just one other guy, and he or she is often going to be focused or CC’d, you can’t rely so much on your teammate’s abilities. You have to rely on your own abilities. What players kept asking for, and the direction we realized we were taking, was just to give more and more abilities to more and more classes so that everyone had everything. We don’t think that’s good for class design long term. Arena is intended to be about teamwork not self-sufficiency.

The second problem is the relative balance of power of healing. If a healer can keep themselves and one other person alive in 2s, then they probably can’t keep three people alive in 3s. That tends to squeeze healers out of 3s. On the other hand, if a healer can keep a three-player team alive, then they can probably keep a two-player team alive trivially.

We didn’t remove the 2s bracket from the game. If you like it, it’s still there for you. But we wanted to be able to focus more of our balance effort on the 3s bracket and wanted more of the high-end potential gladiators to focus their balance feedback and effort on that bracket as well.

…Think about it this way. We offer 10 and 25-player raids in the hopes that players who like smaller groups or larger groups can both find something that suits them. We could take that to extremes and also offer a 15-player raid or still offer 40-player raids too. But the more of these options we add, the more effort it takes to balance them all and the bigger chance that something will break at one of the extremes.

We think 3s and 5s will ultimately offer a better play experience. But we have supported 2s for a few years now and some players have grown to enjoy them, so we thought it was overly harsh to just cut them from the game. (Source)

[Mage]Ghostcrawler on buffing Arcane

I said we wanted to buff Arcane but wanted to do so without adding back some of the fast burst damage that we have worked hard to reduce in PvP. We agree that it’s worth changing things that can be really frustrating to play against even if it doesn’t reward the other guy with high representation or ratings. (Source)

[Priest]Glyph of Mind Flay

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide

I’m almost positive that the way it works is the glyph leaves a 10% snare on Mind Flay today on live (the glyph didn’t change in 3.2). The reason is because we thought it might cause a lot of bugs related to whether a target was officially snared or not. A 10% snare isn’t particularly useful but it is noticeable.

What we’re talking about is changing the glyph to not affect the default snare at all. The glyph would just boost range. (Source)

[Warlock]Ghostcrawler on buffing Demonology

The context was how do you find 3 distinct niches for a dps class such that each of the trees has its moment to feel special and shine yet over the course of a raid tier, all 3 feel like they do about the same dps. That’s a really challenging goal.

It wasn’t a “buff Demo” discussion as much as what the roles should be for pure dps talent trees, unless you fall back on the classic “PvP, PvE and the spec nobody takes.”

If we buffed Demonology, and we buffed it too much (even if it was only on some fights) then what you’d probably see is most raiding warlocks shift to Demo. This is exactly what happened when we made Survival better than Beastmaster. What does that really accomplish other than giving players whiplash and perhaps giving those players who really just love a certain spec a little bit of time in the sun? (Source)

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide

Wednesday, August 5, 2009

Trial of the Crusader: Anub'arak Boss Strategy Guide



General

Coming soon...

Abilities

  • Leeching Swarm Releases a swarm of insects that attack the caster's enemies, leeching 20% of each target's current health every 1 sec. A minimum of 250 health will be leeched.50000 yd range, 1.5 sec cast
  • Permafrost Freezes the ground in a small area, preventing most creatures from burrowing through it and reducing movement speed over the area by 80%.Instant
  • Pursued by Anub'arak Anub'arak is pursuing you.50000 yd range, Instant
  • Pursuing Spikes Fires a spike through the floor, impaling all targets within 4 yards, dealing 2828 to 3172 damage and knocking them up in the air. This attack ignores armor.Instant
  • Submerge Attempt to burrow into the ground. Cannot be performed successfully on ground frozen by Permafrost.2.5 sec cast
  • Summon Scarab A Swarm Scarab emerges from the ground.Instant

    Achievements

    • The Traitor King (10 player)Kill 40 Swarm Scarabs within 30 seconds in 10-player mode.
    • The Traitor King (25 player)
      Kill 40 Swarm Scarabs within 30 seconds in 25-player mode.


    Trial of the Crusader: Lord Jaraxxus Boss Strategy Guide



     

     

     

     

    General

    Health Points

    • Lord Jaraxxus 20.2M
    • Mistress of Pain 944k
    • Felflame Infernal 216k

    Abilities

    Lord Jaraxxus

    Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide

    • Fel Fireball Inflicts 24375 to 25625 Fire damage and an additional 9263 to 9737 Fire damage every 1 sec for 5 sec.
      50000 yd range, 2 sec cast
    • Fel Inferno Periodically inflicts 3500 Fire damage to allies within 15 yards for 6 sec.
      50000 yd range, Channeled
    • Fel Lightning Strikes an enemy with Legion Lightning that arcs to another nearby enemy. The spell affects up to 5 targets. Deals 9713 to 11287 Fire damage.
      50000 yd range, Instant, 2 sec cooldown
    • Fel Streak Inflicts 8288 to 8712 Fire damage.
      50000 yd range, Instant
    • Incinerate Flesh Burns the flesh off your bones! Absorbs the next 60000 healing received and decreases damage dealt by 50% for 15 sec. If Incinerate Flesh is not removed before it expires it will cause a Burning Inferno.
      50000 yd range, Instant
    • Legion Flame The Legion Flame inflicts 5363 to 5637 Fire damage every 1 sec, also you are creating a Legion Fire every 1 sec for 6 sec.
      Instant
    • Infernal Eruption Lord Jaraxxus summons an Infernal Volcano which causes Infernals to spawn.
      50000 yd range, Instant
    • Nether Portal Lord Jaraxxus opens a portal to the nether world, inflicting 8288 to 8712 Shadow damage to targets in a 10 yard radius of the portal.
      50000 yd range, Instant
    • Touch of Jaraxxus The Touch of Jaraxxus inflicts 3900 to 4100 Shadow damage for 12 sec and causes nearby players to be effected by Curse of the Nether.
      50000 yd range, Instant, 2 sec cooldown

    Mistress of Pain Abilities

    • Shivan Slash A whirling attack that deals 75% weapon damage and pierces through armor.
      5 yd range, Next melee
    • Spinning Pain Spike Leaps towards an enemy, grabbing them and inflicting significant Physical damage.
      50000 yd range, Instant
    • Mistress' Kiss Next spell with a cast time interrupts that school for 8 sec and causes 8288 to 8712 Shadow damage.
      50000 yd range, Instant

    Achievements

    • Three Sixty Pain Spike (10 player)
      Defeat Lord Jaraxxus while at least two Mistresses of Pain are alive in 10-player mode.
    • Three Sixty Pain Spike (25 player)
      Defeat Lord Jaraxxus while at least two Mistresses of Pain are alive in 25-player mode.

    The Encounter

    Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide

    Lord Jaraxxus has quite an extensive ability list but he is roughly the same difficulty as the Beasts of Northrend encounter.

    Tactic and Setup

    Setup (25 players)

    Recommended Setup:

    • 2-3 Tanks
    • 6 Healers
    • 16-17 Damage dealers

    He hits has a melee attack which hits the  tank for approximate 12k and a few other abilities which don’t have a cooldown or have a very short cooldown.  One of these abilities is Fel Fireball (Heroic: Fel Fireball) and Fel Lightning.

    Fel Fireball can and should be interrupted and the dot should be dispelled, if you failed to interrupt it. Fel Lightning is a chain lightning type spell that hits for 9713 to 11287 Fire damage and arcs to another nearby enemy and jumps up to 5 targets. It doesn’t increase it’s damage per jump.

    The Mistress of Pain will hit the tank for approximate 7.000 damage and approx. 22.000 damage with Shivan Slash and randomly cast Spinning Pain Spike on a random raid member, which will hit for approx. 15.000 damage (approx 50-60% of the targets HP). It’s recommended to tank her near Lord Jaraxxus so your melee damage dealers can quickly switch back and forth.

    If your tank has long interrupt CDs, you should command a few 2 melees to stay on her and interrupt the Fel Fireballs, while the remaining melee damage dealers go on the Mistress. After 30 seconds, the first Nether Portal will spawn.

    Infernal Eruption will spawn Infernal Volcano will will spawn additional Felflame Infernals, who will deal approx. 9.000-10.000 Fire damage to targets within 10 yard radius where the Infernals land. Each eruption will spawn 3 Infernals. They do approx. 4.500 melee damage to the tank and 3.500 damage to all enemies within 15 yard radius. When thy use their Fel Streak ability, they will be turn into a sphere and targeting for a random target, hitting it for ~6.500 damage. After that, it goes back to the tank and continue to deal AoE damage within 15 yard.

    Both, Infernal Eruption and the Nether Portal, have same cooldowns and are timed so that they be triggered 1 min after the other event.

    Incinerate Flesh is randomly casted on a random target, which is not a tank. It will reduce the next 60.000 healing received and lower their damage by 50% for 12 seconds. If you don’t remove it before it expires it will cause 4000 raid Fire damage every second for 5 seconds. So have 2-3 dedicated healers who heal the affected target until the Incinerate Flesh Buff is gone.

    All in all it’s an easy fight and most capable guilds will get him down in their first few tries.

    Setup (10 players)

    Recommended Setup:

    • 2 Tanks
    • 3 Healers
    • 5 Damage dealers

    It’s basically same as the 25-player version, just with lower damage.

    Heroic Mode

    25 players

    Coming soon…

    10 players

    Coming soon…

    Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide

    Trial of the Crusader: Faction Champions Boss Strategy Guide



    Possible Enemies

    • Death Knight Tyrius Duskblade Gorgrim Shadowcleave
    • Druid Kavina Grovesong Birna Stormhoof
    • Druid Melador Valestrider Erin misthoof
    • Hunter Alyssia Moonstalker Ruh'kah
    • Mage Noozle Whizzlestick Ginselle Blightslinger
    • Paladin Baelnor Lightbearer Liandra Suncaller
    • Paladin Velanaa Malithas Brightblade
    • Priest Anthar Forgemender Caiphus the Stern
    • Priest Brienna Nightfell Vivienne Blackwhisper
    • Rogue Irieth Shadowstep Maz'dinah
    • Shaman Shaamul Thrakgar
    • Shaman Shaabad Broln Stouthorn
    • Warlock Serissa Grimdabbler Harkzog
    • Warrior Shocuul Narrhok Steelbreaker


    Achievements

    • Resilience Will Fix It (10 player)
      Kill the enemy heroes within 60 seconds of each other in 10-player mode.
    • Resilience Will Fix It (25 player)
      Kill the enemy heroes within 60 seconds of each other in 25-player mode.