GEARS OF WAR 2 FOOTAGE



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Dungeons & Raids



• Similar to World of Warcraft: The Burning Crusade, all 5-person dungeons will have a Heroic mode, and the loot tables for the 2 modes will be totally separate. Heroic dungeons will have their own “Tier” of armor completely unique to that level dungeon.
• The regular five-man instances take around one hour or less to beat (this probably won’t be the case for the heroic versions)
• Zero raid bosses have been designed at this point

New “two-tier” raiding system
• All raid dungeons in Wrath of the Lich King will have both 25-person and 10-person versions
- 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
- 10- and 25-person raids both have their own, independent progression paths
• Players will receive more, higher level rewards for completing the 25-person raid dungeons over the 10-person version

Dragonblight
• Players will interact with Arthas for the first time at a relatively low level, around 71-74 in Dragonblight - the final encounter with him won’t be until the final patch of the Lich King cycle, some time after release.
• The Chamber of Aspects in Dragonblight will offer a series of different single-encounter short raids with dragon bosses.

Coldara
• Coldara (a sub-zone of Borean Tundra) is a three-wing dungeon for 70s, 80s and a short Onyxia-style raid against Malygos himself.
• Coldara is structurally a broken tower with rotating rings surrounding a column of blue energy.
• During some of the boss encounters, players will actually free drakes to fly around the ring. Using the game’s new vehicle technology, players will be able to engage in free flight around the dungeon and use some of the drake’s abilities to take on some of the dungeon’s challenges.

- worldofraids.com

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So far, here are the list of things that we could expect the WoTLK hero class, Death Knight, would be :

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.

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!

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.

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.
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

Death Pact - Sacrifices the raised ghouls to heal the Death Knight.

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.

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.

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.

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.

Strangulate - Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds.

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.

There are a lot of things still being worked out with the Death Knight class such as specific spell abilities. Unlike a traditional caster type however, a Death Knight’s spell power comes from runes that are etched into their blade. Think Warcraft III when you think about the possibilities of abilities for the Death Knight. I say possibilities because things are still in process for the development of the class and there will be (of course) a lot of testing for balance done. Given that this is our first Hero class we’re unveiling, you can be sure we’re going for the coolest of the cool for this class.

DeathKnight FAQ - as posted by Vaneras

Runes and Mana pool

Is the Death Knight going to have a mana pool? The pictures from BlizzCon show spells using mana.

The runes they inscribe on their weapons are their mana pool (of a sort). As they use their abilities, the runes will be exhausted. After a period of time the runes will refresh. So, they don’t have a traditional type of mana pool. You’ll most likely see some screenshots of it, but the Death Knight (at current) has three different types of runes that they can inscribe on their weapon: Blood, Frost, and Unholy. Runes can only be inscribed out of combat ( all of this is subject to change as development continues.)

The rune types don’t dictate a new damage type, they’re simply a resource that spells and abilities will use when you activate them. The spells and abilities won’t necessarily be “blood, unholy, or frost” damage.

Imagine it being three different energy pools which you can change the size of before you get into combat.

About weapons

There’s no final decision or announcement on how multiple weapons would be etched, or how weapon switching may affect the etched runes. What has been discussed to some degree is that the main-hand weapon would be etched and that’s it, but it’s too early to say what would be allowed in the final game.

Which level?

Also, we haven’t decided on what level you will start as your Death Knight, but it seems that it should be easy enough for someone who has levelled a character to level 80 and done the quest to be able to adapt to a Death Knight fairly well. It’s not quite the same as handing it over to someone who is still learning the game. There are lots of opportunities for someone to solo and group to learn how to play the class.

How many?

We are not planning to limit players only to one Death Knight per realm. You are only limited by the amount of character slots you have (left).

Which race?

It’s true that the current plan has been heavily discussed to go ahead with all races, but no final decision has been made. After talking to Chris he wasn’t totally sold on the idea. Both are technically correct in that the current plan of some of the developers is to go ahead with all races, there’s been no final decision made and no real work has progressed to force a decision just yet. The FAQ is more accurate at this time, in my opinion.

Lore-wise there’s really no reason why a specific race couldn’t become a Death Knight.

All races can be challenged mentally and physically, their will dulled, and be cast down into madness … and darkness. Their souls drawn into the runeblade they wield.

Which classes?

You will not be transforming or converting one class into a Death Knight, you will instead be able to unlock the class for play. The current thinking behind this design decision is that it is important for players to feel like that they don’t have to give up a long term character for the chance to play the new heroic class.

Many people had the perception that what you would be doing was to choose a class to specialize into the hero class that would then be an extension of your current class, but that’s not how we’re doing it. We felt that if we did that for all of the classes, we would be adding too many classes into the game at once and as a result making continuing efforts toward class balance very difficult.

Compared to other classes

They are not planned to be more powerful, them being a hero class simply means they’re introduced at a higher level, and in general will reference the more powerful hero types of Warcraft history.

It’s our intention to integrate them into the current classes, balance them appropriately, and have them provide an additional - but equal - role in groups and raids as compared to other classes.

Will there be other hero classes?

Yeah, well that kind figures in to the new definition of what a hero class is. It allows us to add new classes that start at higher levels, keeping players relatively kept up as we continue to release expansions and raise the level cap, and ultimately it really fits to use the heroes from past Warcraft games as inspiration. Some other hero classes could definitely be things like Demon Hunter, Blademaster, etc.

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