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World of Warcraft Xpack Preview

leingod86

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Oct 19, 2007
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Death Knights
* All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com)
* Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty. (Gamespy.com)
* Death Knights will have a summonable Skeletal Deatcharger Mount. (Gamespy.com)
* Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment. (Gamespy.com)
* Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar. (Gamespy.com)
* There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes. (Gamespy.com)
* Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it. (Gamespy.com)
* Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues) (Gamespy.com)
* Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...) (Gamespy.com)
* An instant lifedrain spell (described as death coil without the fear component) will be available. (Gamespy.com)
* Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target. (Gamespy.com)
* "Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets. (Gamespy.com)
* Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun. (Gamespy.com)
* When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to. (Gamespy.com)
* The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat (Gamespy.com)

Death Knight Skills

* Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target. (Curse.com)
* Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy! (Curse.com)
* Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out. (Curse.com)
* Death Pact -- Sacrifices the raised ghouls to heal the Death Knight. (Curse.com)
* Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared. (Curse.com)
* Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time. (Curse.com)
* Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence. (Curse.com)
* Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)
* Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)
* Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts. (Curse.com)
* Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities. (Curse.com)
The ghoul has the ability to do the following:
Leap to the target
Rend for decent damage-over-time
Stun target, and of course more

Raids & Dungeons

* All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10. (Gamespy.com)
* 25-person raiding progression is not dependent on 10-person raiding progression. (Gamespy.com)
* There will be no attunements or keys to obtain, and you won't be locked out of a 25-person instance if you decide to attempt the 10-person version, and vice-versa. (Gamespy.com)
* 25-person raids will earn more, higher-level rewards, in what should be the equivalent of one "tier" of loot quality. (Gamespy.com)
* A new instance focused on the different dragonflights "The Chamber of Aspects" might be added to the game, but this isn't confirmed yet. (Gamespy.com)
* Zero raid bosses have been designed at this point. (Gamespy.com)

Others

* Players will unlock their flying mount at level 77. (Gamespy.com)
* You can use your Outland flying mount, and new flying mounts will be available. (Gamespy.com)
 

Beev

Diamond Member
Apr 20, 2006
7,775
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All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10.

OH SHIT YES
 

knawlejj

Senior member
Dec 2, 2007
445
0
0
Even though I dont play anymore, there is always the temptation to come back for the 5th or 6th time after lvling 5 70's...reading this isnt helping my addiction much lol

Everything looks pretty interesting.
 

KMFJD

Lifer
Aug 11, 2005
32,714
52,164
136
I can't wait to see someone playing 5 Deathknights, that should be interesting.
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: KMFJD
I can't wait to see someone playing 5 Deathknights, that should be interesting.

Chain Death Grip? :laugh:

It will be like throwing a player around like a rag doll.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Beev
All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10.

OH SHIT YES

OH SHIT NO!
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0

Originally posted by: Beev
All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10.

OH SHIT YES


I am really happy about this change too. :)
 

ViviTheMage

Lifer
Dec 12, 2002
36,189
87
91
madgenius.com
Originally posted by: Beev
All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10.

OH SHIT YES

HUGE change, hopefully the loot and drop %'s will accommodate this as well.
 

Fingolfin269

Lifer
Feb 28, 2003
17,948
34
91
Originally posted by: Xavier434

Originally posted by: Beev
All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10.

OH SHIT YES


I am really happy about this change too. :)

And don't forget about the attunements!

* There will be no attunements or keys to obtain, and you won't be locked out of a 25-person instance if you decide to attempt the 10-person version, and vice-versa. (Gamespy.com)

Rep grinding and long ass quest chains just to go in a place suck imho. It's not so bad on the first character but sucks if you level another one and have to talk people into going back and running a regular CoT (for example).
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
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Originally posted by: Fingolfin269

And don't forget about the attunements!

* There will be no attunements or keys to obtain, and you won't be locked out of a 25-person instance if you decide to attempt the 10-person version, and vice-versa. (Gamespy.com)

Rep grinding and long ass quest chains just to go in a place suck imho. It's not so bad on the first character but sucks if you level another one and have to talk people into going back and running a regular CoT (for example).

There is some controversy there actually. Someone is wrong. This is from worldofraids:

- 25-person raiding progression is not dependent on 10-person raiding; players will not have to obtain keys or attunements in 10-person raids to participate in 25-person raids

Personally, I believe that the worldofraids version is more accurate and we will still see attunements and keys. Blizzard has supported them for a very long time and their reasons for the support should carry over into WotLK unless I am missing something big or they have had a huge change in heart.


 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
there WILL be attunements/keys you just WILL NOT need to run a 10 man for it

it will most likely be like old wow, getting keyed for things like MC were 5 man quests or Naxx which you could just solo grind or purchase

personally i disslike how they are catering to casuals and bads, yes im a raid elitist asshole, but ill deal with it and most likely keep playing as long as there is still serious content for those that are "hardcore"
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: Anubis
there WILL be attunements/keys you just WILL NOT need to run a 10 man for it

it will most likely be like old wow, getting keyed for things like MC were 5 man quests or Naxx which you could just solo grind or purchase

personally i disslike how they are catering to casuals and bads, yes im a raid elitist asshole, but ill deal with it and most likely keep playing as long as there is still serious content for those that are "hardcore"

At least you admit it hehe. The way I look at it is that the casuals pay their $15 per month too and there are a lot of them to consider. Hardcore raiders still get to be the elite. The difference will be that the casuals will get to experience the content. Plus, this also means more 10 mans to choose from on off nights. I like the idea of being able to revisit a version of the 25 man content in the form of a 10 man on a twink for instance. It's kind of like how I now miss TK/SSC a little since I have been doing MH/BT so much. With this new system, I will be seeing raid instances that we have already moved past more often.

The only thing which I kind of don't like is that there may not be any unique 10 mans to run. Although, that isn't a guarantee.
 

leingod86

Member
Oct 19, 2007
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Originally posted by: Xavier434
Originally posted by: Anubis
there WILL be attunements/keys you just WILL NOT need to run a 10 man for it

it will most likely be like old wow, getting keyed for things like MC were 5 man quests or Naxx which you could just solo grind or purchase

personally i disslike how they are catering to casuals and bads, yes im a raid elitist asshole, but ill deal with it and most likely keep playing as long as there is still serious content for those that are "hardcore"

At least you admit it hehe. The way I look at it is that the casuals pay their $15 per month too and there are a lot of them to consider. Hardcore raiders still get to be the elite. The difference will be that the casuals will get to experience the content. Plus, this also means more 10 mans to choose from on off nights. I like the idea of being able to revisit a version of the 25 man content in the form of a 10 man on a twink for instance. It's kind of like how I now miss TK/SSC a little since I have been doing MH/BT so much. With this new system, I will be seeing raid instances that we have already moved past more often.

The only thing which I kind of don't like is that there may not be any unique 10 mans to run. Although, that isn't a guarantee.


I would assume not. The main benefit from a corporate standpoint for Blizzard is that they get to recycle content and not waste time developing seperate 10 mans.
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: leingod86

I would assume not. The main benefit from a corporate standpoint for Blizzard is that they get to recycle content and not waste time developing seperate 10 mans.

If there is one thing Blizz has taught us it is that they do not make huge development decisions like this one because they are lazy and just want money. They are doing this in attempt to appeal to the majority of their customer base which does not consist of hardcore raiders.
 

leingod86

Member
Oct 19, 2007
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Didn't say they were doing it because they were lazy. I was pointing out that a side benefit of this move allows them to recycle content. Why throw that away? (Also, 25 man raiders would be pissT)
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: leingod86
Didn't say they were doing it because they were lazy. I was pointing out that a side benefit of this move allows them to recycle content. Why throw that away? (Also, 25 man raiders would be pissT)

they allready are, the QQ is going strong on the wow forums, post was 15 pages long when i found it at like 10 this morning
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: leingod86
Didn't say they were doing it because they were lazy. I was pointing out that a side benefit of this move allows them to recycle content. Why throw that away? (Also, 25 man raiders would be pissT)

I misunderstood. I really don't understand the justification as to why 25 man raiders would be upset. I mean, I am one and am not upset at all. This time, they don't even have the whole "I gotta be the best because I worked hard to deserve it" excuse because they will still be the best. The only difference is that they will not be the only ones which are able to see and play against bosses and content which are considered end game. If anything, they should be happy because this could open some doors which lead to Blizz not needing to nerf raid bosses as much in order to allow the lesser skilled raids to see the content. Doesn't that make these 25 man raiders even more "elite".
 

JohnAn2112

Diamond Member
May 8, 2003
4,895
1
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Nice, so Blizzard decided that WoW needs to be a one class game. So much for PVP.

* Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)
* Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)

So much for any casters having any chance of surviving in a BG or arena.
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: JohnAn2112
Nice, so Blizzard decided that WoW needs to be a one class game. So much for PVP.

* Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)
* Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)

So much for any casters having any chance of surviving in a BG or arena.

All of that is subject to be changed plus none of us have any idea about what kinds of CDs these abilities will have, their cost in terms of runes, or how the runes will be used in PvP strategy in general. It may not be so cut and dry as it seems.
 

JohnAn2112

Diamond Member
May 8, 2003
4,895
1
81
Originally posted by: Xavier434
Originally posted by: JohnAn2112
Nice, so Blizzard decided that WoW needs to be a one class game. So much for PVP.

* Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)
* Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)

So much for any casters having any chance of surviving in a BG or arena.

All of that is subject to be changed plus none of us have any idea about what kinds of CDs these abilities will have, their cost in terms of runes, or how the runes will be used in PvP strategy in general. It may not be so cut and dry as it seems.

I would really hope that it's subject to change. This list makes the DK class look way too overpowered. I'm hoping that my mage would still be valuable as a class with the new xpac.
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: JohnAn2112
Originally posted by: Xavier434
Originally posted by: JohnAn2112
Nice, so Blizzard decided that WoW needs to be a one class game. So much for PVP.

* Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)
* Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)

So much for any casters having any chance of surviving in a BG or arena.

All of that is subject to be changed plus none of us have any idea about what kinds of CDs these abilities will have, their cost in terms of runes, or how the runes will be used in PvP strategy in general. It may not be so cut and dry as it seems.

I would really hope that it's subject to change. This list makes the DK class look way too overpowered. I'm hoping that my mage would still be valuable as a class with the new xpac.

Well, think of it this way.

Anti-Magic Shield. Reduces the damage of the next spell cast on them by 75%. Alright, when they use it just cast a weak instant spell on them and be done with it.

Strangulate. Ya ok, it's powerful but it also leaves the DK very vulnerable since all runic power is used up and it only effects one opponent. On top of that, it is useless against many classes.

I imagine that both of these spells will have a CD associated with them that add a lot in terms of class balance.
 

Genx87

Lifer
Apr 8, 2002
41,091
513
126
This sounds like a Mythic expansion class. Overpowered and bait to get people to come back only to nerf it back to reality at 3 months.
 

Fingolfin269

Lifer
Feb 28, 2003
17,948
34
91
Well, you're just seeing the DK class. Keep in mind that all the other classes will get new and improved talents as well.
 
Oct 20, 2005
10,978
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91
THANK GOD I QUIT WOW. I don't think I could invest more time into the expansion.

It does sounds really sweet though. The closest to playing I will get will probably be watching a few vids on youtube or something haha.