Bornak jumped in this thread in the official forums to announce that everything that currently drops Emblems of Conquest will drop Emblems of Triumph in Patch 3.3. This furthers Blizzards push to get folks geared to experience Icecrown. Also the Heroic Daily will now award the new Emblems of Frost. Emblems of Frost of course will also drop from Icecrown Raid Bosses and the new weekly raid quests. It will be interesting to see if Icecrown’s difficulty has been turned up to compensate for the accessibility of gear.

Some of you may have logged on today to see that your extra Brewfest Tokens have disappeared from your inventory. Kisirani jumped into a thread on the forums to assure everyone this is intended. Holiday tokens have been included in a rework to certain holiday items to allow them to exiist only as long as the holiday event itself is ongoing. If you are unsure if an item qualifies under this, check the tooltip to see if it states it requires a certain holiday. Unfortunately for those hoping to get a head start on next year, you are out of luck.

Earlier today Blizzard released their preview of the Icecrown Citadel Raid Instance. Below is the information from the site as well as some screenshots and concept art from the preview:

All across the lands of Northrend, many battles have been fought against the vile Scourge. Countless lives have been lost since the Alliance and Horde first reached the frozen wastes, but the champions of Azeroth continue to march forward. Now Icecrown Citadel, the cornerstone of the Scourge’s power and the home base of the Lich King, is their final target. Tirion Fordring and the Argent Crusade have forged an alliance with Darion Mograine and the Knights of the Ebon Blade to form the Ashen Verdict. The strongest combatants of this coalition, along with the champions of the Alliance and Horde, will lead the charge against the citadel.

This dungeon reveals the culminating story events and battles of the Wrath of the Lich King expansion pack. Join the legendary heroes Highlord Tirion Fordring, High Overlord Saurfang, Muradin Bronzebeard, Highlord Darion Mograine, and King Varian Wrynn in an epic battle against the Scourge and their master. Icecrown Citadel features 10- and 25-player versions of the raid dungeon, and each version has 12 encounters. Each encounter can be fought in either normal or Heroic mode, and players can use a new user interface feature to toggle easily between difficulties. The rewards in the raid dungeon start at item level 251 in the normal mode with 10-player encounters, increase to item level 264 in the Heroic mode mode with 10 players and the normal mode with 25-player encounters, and then finally reach item level 277 in the Heroic mode with 25 players.

Grand Entrance to the Citadel

After breaching the fortress, players will face a legion of undead guards directed to repel any invaders. Commanding the defenders is Lord Marrowgar, a monstrosity fused together from the bones of the undead. Supreme Overseer of the Cult of the Damned, Sister Deathwhisper is the next opponent. She bolsters the faith of her followers by promising them the opportunity to give eternal service in undeath.

As they continue their ascent, the Alliance and Horde heroes ultimately end up outside of the citadel where their hatred for one another erupts into a battle for dominance over the Rampart of Skulls. Players will join in battle alongside High Overlord Saurfang on the Orgrim’s Hammergunship or Muradin Bronzebeard on The Skybreaker in a unique encounter. Each faction will protect its gunship and try to destroy the other one in a back-and-forth battle to see who is truly worthy of facing the Lich King.

The Lich King’s most powerful death knight then stands as the final obstacle for the heroes to enter the upper reaches of the citadel.

The Wings of the Citadel

After the heroes of the Alliance or Horde defeat the other faction on the gunships and wipe out the creatures near the entrance, players will venture into an area with three separate wings. Here they will face a multitude of terrors that must be vanquished in order to confront the Lich King.

In the Frostwing Halls players will battle alongside the Ashen Verdict and push into the lair of the deadly frost wyrm Sindragosa, who continues to strengthen her brood with the help of Ymirheim’s vrykul. Along the way, the heroes will stumble upon Valithria Dreamwalker, a captured green dragon whom the Scourge is using as a test subject for their own ends….

The Plagueworks contains the most twisted experiments ever produced by the Scourge. In this wing players will face two new forms of abomination in Festergut and Rotface, who currently protect their devious creator, Professor Putricide.

The Crimson Hall contains the leaders of the San’layn, undead blood elves who oversee the Scourge’s operations throughout Azeroth. The blood-princes Valanar, Keleseth, and Taldaram were raised into undeath by the Lich King to avenge themselves while protecting their blood-queen, Lana’thel.

The Frozen Throne

After clearing all three wings, players will ascend to the Frozen Throne, where the Lich King and his runeblade, Frostmourne, await to deliver them to their deaths….

With the recent extension to the Brewfest holiday event, the question has once again been raised if the requirements for the holiday event achievements are too involved. With some of the achievements during holiday events requiring you to log on almost every day to complete, does the casual player feel left out? The extension of Brewfest this year, an event plagued by issues in the past, leads one to believe that it may.

Or is it just a problem with certain events. I was able to complete a lot of the holidays achievements, such as the one for Noblegarden, in a day or two of logging on for a few hours. Events like Brewfest and The Midsummer Festival however took me almost the entire time. A lot of the complaints stem from players who may only have a day or two a week they devote to playing. Even if they have the entire day to devote to playing, the amount of that holiday’s currency is limited on a per day basis, leaving these players out in the cold. On the other side of the coin, you could also argue that the limit is placed to keep people from grinding out the achievement in a day or so. If every holiday meta achievement is obtainable in only a few short hours it cheapens the accomplishment.

Would you like to see more events like Noblegarden where the time it takes you to complete the achievements is only limited by the time you have to grind it out. Or are holidays like Brewfest and Midsummer more your thing, where the amount of progression you can make is limited per day and gives you a real sense of accomplishment?

Blizzard has posted the latest 3.3 Public Test Realm Patch Notes:

General

  • Icecrown Citadel
    • The Forge of Souls, the first wing of the 5-player dungeon, is currently available for testing.
    • Additional Icecrown Citadel dungeon and raid content will be made available in future test builds.
  • Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
  • Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

Classes: General

  • Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
  • Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
  • Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player’s level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
  • Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.

Races: General

  • Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.

Death Knights

  • Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.
  • Talents
    • Unholy
      • Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.

Druids

  • Pets
    • Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Hunters

  • Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.
  • Talents
    • Beast Mastery
      • Intimidation: If the hunter’s pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet’s next swing or attack.
  • Pets
    • Avoidance: Now reduces the damage your pet takes from area-of-effect damage by 30/60/90%, but no longer applies to area-of-effect damage caused by other players.

Mages

  • Talents
    • Arcane
      • Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage’s party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.
  • Pets
    • Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Priests

  • Pet
    • Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Rogues

  • Dual Wield: Rogues now know this ability upon logging into the game at level 1.
  • Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
  • Vanish: For the first second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.

Shamans

  • Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.
  • Talents
    • Elemental Combat
      • Improved Fire Nova Totem: Renamed Improved Fire Nova. This talent now provides an additional 10/20% damage to the spell and reduces the cooldown by 2/4 seconds.

Warlocks

  • Pets
    • Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
    • Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.

Warriors

  • Victory Rush: This ability is now trainable at level 6.
  • Talents
    • Protection
      • Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.

User Interface

  • Quest Tracking Feature
    • This system is currently under development and is not fully functional.
  • Looking For Group System
    • This feature is undergoing several improvements and is not available for testing at this time.
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Graphics

  • A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum.

Professions

  • Enchanting
    • Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster’s target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.

Items

  • Glyphs
    • Death Knights
      • Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.
    • Shamans
      • Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.

Bug Fixes

  • Druids
    • Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds.
  • Mages
    • Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.

Over the past few days more and more info has been coming out about Patch 3.3. While the PTR is not up yet, the patch notes were released today, leading us to believe that the PTR is not too far off. Some thought The Argent Tournament instances came out too quickly in relation to the progression of the average player. While the overall consensus is that the Trials are easier than Ulduar, this could leave a lot of guilds feeling rushed. There is a distinct possibility that Icecrown could come out before the majority of the player base (i.e. the casual player) have finished Ulduar or Trial, leaving three raids uncompleted for the average guild. Is this too much, or does Blizzard finally have the timing between major content patches to a science?

A lot of this depends on how much longer we will be waiting for Cataclysm. If Cataclysm is coming out within the next six to nine months, than I completely understand the apparent rush. Blizzard wants to get the content out for people to experience before they have something else distracting them. This is great for the hardcore among us, who are already finishing up Trial and wanting something new. Unfortunately, the casual players may be a bit overwhelmed with the amount of endgame content. There have already been rumblings of issues within guilds over the issue of skipping past Ulduar to head into the Argent Tournament. This backlog of raids would only further this problem. Also, Blizzard has come out before and said they do not want a repeat of BC where they had to nerf raids to the ground in order to make sure as many players as possible got to experience the content.

However, if we have a year-plus wait on our hands, than this may be a bit premature. The hardcore players will have time to blow through Icecrown, and be left with nothing to do for a while. This may also force Blizzard into a stopgap raid similar to what they did with Sunwell in Burning Crusade. On the flip side, with three major raids in the game at once that a majority of the population is still progressing through, it could provide variety to the casual player. They can take their time progressing during the wait till the expansion, without having to do the same old raid every week.

Its a hard balance to find, and the timing of raid releases have proven to be crucial to sustaining the player base. With Cataclysm putting a large emphasis on your guild, it will be vital to go into the expansion with a strong group of guildies. The timing of the last raid could make or break the strength of your guild as they prepare for all the achievements and buffs provided by guild achievements. Are you looking forward to having raid content to fill your week, or is there already too much to handle now? What are your thoughts?

© 2012 Raid Warning: A World of Warcraft Podcast Suffusion theme by Sayontan Sinha