Showing posts with label Orgrimmar. Show all posts
Showing posts with label Orgrimmar. Show all posts

Friday, July 19, 2013

Siege of Orgrimmar Boss Preview: Immerseus

Siege of Orgrimmar Boss Preview ImmerseusImmerseus is the first boss in the new Siege of Orgrimmar raid, located just inside the entrance in the Vale of not-quite-so-eternal Blossoms. Descending into the room, you will encounter Immerseus in this circular area. When moused over, he shows up as "tears of the vale" -- the poor thing is created from the corruption of the life-giving pools of the Vale.

As the first boss of the raid, it should come as no surprise that Immerseus is very straightforward, but the mechanics, though simple, deal heavy damage if not dealt with correctly. Player are essentially trying to cleanse Immerseus' corruption by beating the corruption out of him, and killing it before it can get back. He has two phases, Tears of the Vale and Split. Immerseus will begin the fight in Tears of the Vale, and the object is to DPS Immerseus down to zero health, when he will shift into his Split mode.

Tears of the Vale

This is the main phase, which Immerseus starts off in, and spends the majority of the fight in. There are three abilities that players need to know about, all of which are simply handled with movement. Firstly, the tanks will be repeatedly assaulted with Corrosive Blast. It's likely best for tanks to swap after each blast or two to avoid being one-shotted by this ability, and it is a very, very bad idea for anyone who isn't a tank to stand behind the tanks. It's a cone effect, and will hit the area around the tanks as well, this is not a targeted ability.

As well as the corrosive blast, Immerseus will periodically target every player with Sha Bolts. These target the player, and leave a small pool on the floor. These pools will only disappear once Immerseus enters his second phase, so it is important for players to position these pools in such a way that they don't paint themselves into a corner with the damaging pools. On the PTR at least, they hit very hard. In 10-man, this shouldn't be too much of a problem, but in 25-man it could be a bit tricker. It will likely be the case that there will have to be a ranged area of pools and a melee area of pools in each segment of the room that isn't occupied by the tanks. Speaking of the tanks, it is very easy for healers to accidentally get themselves out of range of the tanks, thanks to the pools and the cone effect. Consider positioning carefully, and perhaps use raid markers and the like to easily handle the positions of the raid. Siege of Orgrimmar Boss Preview ImmerseusStepping in the circular puddle which Immerseus is in will cause both damage and a knockback, but standing in the rivers leading to that circular puddle doesn't do damage. It does, however, make it far, far harder to see the sha puddles.

The final ability which Immerseus uses is Swirl. It's a simple ability, a beam effect that he channels out of his front-facing side, and while it's channeling, he slowly rotates around the room. However, the beam is blue. The room is blue. The floor is blue. I'm sure you see where I'm going with this! The beam is extremely hard to see. I didn't really get any good screenshots of it, but the best I've been able to find is below:

Siege of Orgrimmar Boss Preview ImmerseusYou can probably just about make out the Swirl to the right-hand-side of the screen, and the clue is that Immerseus is facing you. The Swirl is far easier to see when the fight is going on, but those with lower graphics settings may well struggle. Altogether, it's a phase which requires some careful movement.

Split

Siege of Orgrimmar Boss Preview ImmerseusImmerseus has both a health and a corruption bar. His health bar is easily emptied, and doing so is what causes the phase change, but what you're actually trying to do is empty Immerseus' corruption bar. Once his health reaches zero, the corruption will fly out of him in the form of little colored blobs. Rather like T-1000 in Terminator 2, Immerseus' blobs will attempt to re-form, and it is the player's responsibility to do their best to ensure that that doesn't happen. There are two types of blob, Sha Puddles and Contaminated Puddles. The Sha puddles need to be DPS'd down, and when each one pops, it will cause Sha Residue. You'll probably notice that this increases the damage dealt to other Puddles by 25%, so it's worth bursting one down to get the buff up. These also deal damage to nearby enemies on explosion.

Siege of Orgrimmar Boss Preview ImmerseusAs you can see, there are quite a number of blobs. The Sha Puddles, which need to be DPS'd down, are the black ones, and the blue ones are Corrupted Puddles. Rather than being DPS'd, the Corrupted Puddles need to be healed to full health. As their health increases, they slow down in speed, and when healed to full they apply Purified Residue. Healers should ensure they are near the blob when it's fully healed to get the buff. As a restoration shaman, healing them to full took a single Greater Healing Wave, so it wasn't exactly tricky, but of course our Mastery works fantastically in this situation.

If the Sha Puddle blobs reach Immerseus, they will deal 75,000 shadow damage to the raid, and the same applies for Corrupted Puddle blobs. Purified Corrupted Puddle blobs, that is to say, Corrupted Puddles which have been healed to full, will deal only 30,000 frost damage. As a side note, these blobs aren't puddles, they're blobs. Calling them puddles in a fight where there actually are puddles is daft.

Anyhow, and Sha Puddle (blob) which is killed, and any Corrupted Puddle (blob) healed to full will reduce Immerseus' corruption bar by one. He has 100 corruption at the start of the fight, and cannot gain any corruption back, so all you need to do is kill or heal 100 blobs. Or 100 puddles, to use the proper term. Once the phase is over, Immerseus goes right back to Tears of the Vale. It's a simple, fun fight, my only complaints are the visibility of the Swirl, and the names of those adds!

Do also check out our previews for Kor'kron Dark Shaman, and General Nazgrim.

Tags: featured, guide, guide-to-raid-leading, immerseus, leadership, patch-5.4, patch-5.4-ptr, patch-5.4-raid, patch-5.4-raid-guide, raid-guide, raid-leader, raid-leader-guide, raiding-guide, raids, siege-of-orgrimmar-guide, wow-guide, wow-guide-to-raid-leading, wow-r

Filed under: Raiding, Raid Guides


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Tuesday, July 16, 2013

Siege of Orgrimmar Boss Preview: Kor'kron Dark Shaman

Patch 54 PTR Kor'kron Dark ShamanThe Kor'kron Dark Shaman are the seventh boss of the new Siege of Orgrimmar raid instance, which will arrive in patch 5.4. They are the second boss in the Gates of Retribution wing, which is the first of three wings which are located in Orgrimmar. These wings will be applicable to both the Raid Finder and Flexible Raiding difficulties. Kor'kron Dark Shaman was tested in 10-man normal mode with three healers, and two tanks.

The start of the fight sees the two shaman, Earthbreaker Haromm and Wavebinder Kardris, who share a health pool, inside what used to be Garrosh's throne room. They are accompanied by two dogs, and the room is extremely small for the fight on 10-man difficulty, let alone 25-man, so it is best that all four are pulled outside. On PTR, the pull required quite some caution, as the combination of a +100% frost damage debuff cast on the Haromm tank and Kardris' Froststorm Bolt caused some serious issues if aggro was not well-managed, not to mention the bolt one-shotting DPS and healers. The two wolves seemed completely insignificant, with only 12 million HP each they were DPS'd down extremely quickly, then the fight begins for real.

Totems

Just like any shaman, these bosses' abilities revolve around the summoning of totems. There are three totems, which are placed at 90%, 80% and 70% health, and give each boss different abilities. These totems really are the key to the fight, as with the exception of the two frost abilities mentioned before, the bosses really don't do a great deal that isn't related to the totems.

Poisonmist Totem

This is the first totem to appear, when the bosses' joint health pool reaches 90%, and grants the two bosses two abilities. Firstly, Earthbreaker Haromm will be granted Toxic Mist, which seemed to debuff two players at a time, not only inflicting a reasonable 120,000 nature damage per three seconds, but also applying stacks of Toxicity, which was far more problematic, as it stacked up, increasing nature damage taken but 10% per stack. We didn't see it stacking up above 5 stacks, but in a fight where pretty much all the damage is nature damage, +50% is a big deal. The good news is that the majority of the damage is avoidable, but obviously this debuff makes any misstep a far bigger issue. I wouldn't be surprised to see this nerfed somewhat before this encounter goes live. Patch 54 PTR Kor'kron Dark ShamanWavebinder Kadris is granted Toxic Storm. This stormcloud not only deals heavy damage to anyone near it, but also periodically summons Toxic Tornadoes. You can see both the cloud and the tornadoes above. The cloud, like most of Kadris' abilities, seems to spawn on her head, meaning she needs to be kited quite a lot to avoid excessive damage. Once the cloud has appeared, it will periodically fire off Toxic Tornadoes. These, unlike the ones on Blademaster Ta'Yak don't appear to fixate on a particular player, nor do they seem to pick a spot and remain stationary. Instead, they meander around the area, often in groups, and knock players upwards. They do despawn, but it seems to take some time, and they will cover a fairly wide area, as you can see in the image above.

Foulstream Totem

This is the second totem to be summoned, when the bosses' joint health reaches 80%. Earthbreaker Haromm is given Foul Stream, which appears to fixate on a single player, then flash a broad line of liquid onto the floor, which lasts a short while before disappearing. Again, this inflicts nature damage, and a lot of it, 300,000 to be precise. Don't stand in it! It really does disappear very quickly, the only screenshot I was able to get of it is the one in the header image at the top of the article. Patch 54 PTR Kor'kron Dark ShamanAgain, Wavebinder Kadris is granted the far more tiresome ability, Foul Geyser. This spawns, again, from the boss herself, firing bright green liquid off in all directions. The liquid deals damage where it lands, and every bit of liquid spawns a Foul Slime, which emit Foulness. These slimes are many in number, but don't have a great deal of health. They do, however, deal a reasonable amount of AoE damage, particularly en masse, and are best kited by a tank. Hunter misdirects and the like are invaluable here, to turn the slimes' attention to the kiter while they are burned down. Of all the aspects of this fight, the slimes caused the most trouble. We seemed to be getting 18 slimes from every cast of Foul Geyser, which is a lot to handle for a 10-man normal mode. Strong ranged AoE abilities are very important thanks to the AoE damage dealt making these a tricky proposition for melee. Patch 54 PTR Kor'kron Dark ShamanAshflare Totem

This totem is the last of the three to appear, when the shamans' health pool reaches 70%. Of the totems, it seems to be, mercifully, the least troublesome of the totems. It gives Earthbreaker Haromm, for once, the more entertaining ability, Ashen Wall. This wall of elementals will deal damage to anyone near enough to it to be in their range, but on the PTR, it seemed that they had come over all Gallic and gone on strike. They did almost no damage, and we couldn't find anything in the combat logs indicating that they were doing anything at all. They look cool, though.

Patch 54 PTR Kor'kron Dark ShamanWavebinder Kadris is given Falling Ash by the Ashflare totem, which is the huge red circle of doom you can see in the image above. Oddly enough, standing in it isn't a great idea, what you unfortunately can't see is the slowly falling meteor that is above it. If you're in the circle when that meteor lands, you will not live to tell the tale. It will deal 200,000 damage to everyone in the area regardless of where you're standing, too, but it is easily prepared for with spirit shells and the like.

Bloodlust

Yes, they really are shaman! The fight continues to revolve around these three totems and their associated abilities, until the shamans' health reaches 30%, when they will Bloodlust, increasing all their damage dealt by 30%, and their haste by 30%. While it isn't 100% confirmed to be the case, it would be odd indeed if this didn't include all the summoned abilities, as the shamans themselves really don't do a great deal.

Obviously, this fight involves a good deal of kiting, and as such is not ideal for melee DPS. Haromm is probably the best primary target, as they share a health pool, and Kadris has this annoying habit of constantly summoning things on her head. All the really troublesome abilities come from Kadris, so it could be viable to take Haromm somewhere quiet, like inside a building, and DPS him down while leaving a smaller party outside to deal with Kadris. Of course, this is PTR, so everything's subject to change!

Tags: featured, guide, guide-to-raid-leading, leadership, patch-5.4, patch-5.4-korkron-dark-shaman, patch-5.4-ptr, patch-5.4-raid, patch-5.4-raid-guide, raid-guide, raid-leader, raid-leader-guide, raiding-guide, raids, wow-guide, wow-guide-to-raid-leading, wow-raid-leader, wow-raiding, wow-raids

Filed under: Raiding


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Know Your Lore: What the Siege of Orgrimmar reveals

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

The terrifying thing about the upcoming Siege of Orgrimmar isn't that we'll be fighting Kor'kron and other Horde loyalists in what Garrosh Hellscream deems 'The True Horde', but rather, how in an exceedingly short period of time (less than a year) the Warchief of the Horde has managed to harvest a host of terrifying power based on the seizure of ancient secrets from Pandaria itself. A lot of this comes from the fact that Garrosh Hellscream, as a war leader, hates conventional tactics and strategies - he's fond of the grand, sweeping gesture, the overwhelming assault, the bait and switch. His assault on Theramore is a textbook example of how he likes to engage his enemies. The entire assault was a feint, a gambit to get all of his primary foes in one place and wipe them out, and if not for the interference of Rhonin, it would have worked. And if it had, Kalimdor would be in Horde hands now, and all the people currently rebelling against Hellscream would be building homes atop elf corpses in Darnassus and massacring draenei in the Exodar with no one to stop them.

This is the truth both of Hellscream himself and of the Horde - the Warchief's relentless drive for power and success is rooted in an assumption of Horde weakness. The Horde does not seek a prolonged war because, even after all the successes of the Cataclysm, the Horde has believed it cannot win a protracted conflict. The only forces currently part of the Horde that can sustain a war of attrition are those of the Forsaken of Lordaeron, and Garrosh doesn't trust or respect them.

It is Garrosh's view of the Horde as insufficiently strong that has led him to adopting his policies as Warchief - his strategy and tactics are all about misdirection, about getting the enemy to commit to combat on terms that most favor your strengths and expose their weaknesses, and never giving the Alliance the chance to bring its forces to bear. These are all fairly wise decisions in and of themselves, but they had an unfortunate side effect. Because Hellscream saw the Horde as too weak to sustain a prolonged war for domination, he began looking at why that was, since he presupposed it couldn't be due to the orcs themselves.

This has led to an emphasis on finding or utilizing any resource that can possibly either bolster Horde strength or serve as a super weapon. So far in Garrosh's time as Warchief, we've seen the following: The recruitment of the Dragonmaw and Blackrock orcs into the Horde to bolster the ranks with a new source of tamed proto-drakes and battle hardened veterans. Garrosh's more martial philosophy made these groups, previous not in synch with the Horde's focus under Thrall, far more approachable.The Invasion of Gilneas in order to provide the Horde with harborage and bases for further actions in the Eastern Kingdoms. This action, and the later invasion of Vashj'ir off the coast of Stormwind, shows that despite his rhetoric Garrosh has no interest in confining himself to Kalimdor.The development and deployment of the Focusing Iris-enhanced Mana Bomb. Not only was this a move in Garrosh's signature 'one punch' strategy for the Horde/Alliance war (due to his seeming belief that the Horde can't endure a protracted period of conflict) but it showed his willingness to provoke anyone if he believed it could lead to victory. The Horde's murder of members of the Blue Dragonflight to attain the Iris showed he respected no neutrality save when it benefited him to pretend to do so.His attempt to seize resources in Krasarang Wilds was just part of a scheme that sent Horde forces all over the continent, leading to the claiming of the Divine Bell as a replacement superweapon. If not for the use of the Harmonic Mallet, Garrosh would have had the means to infuse his entire army with Sha energies.Finally, his willingness to defy the authority of the Golden Lotus, the August Celestials and the Shado-Pan while they were all occupied with the resurgence of the Thunder King led him to dig up the very Vale of Eternal Blossoms, breaking into a long-lost chamber containing an object called 'the dark heart of Pandaria' and removing it to Orgrimmar. This means that Garrosh has found the third super weapon of his tenure as Warchief.Quite frankly, the world of Azeroth is extremely fortunate that it was Lor'themar Theron, and not Garrosh Hellscream, in charge of the Horde operation on the Isle of Thunder, elsewise we could not be entering into a Siege of Orgrimmar with Garrosh using the power of two such superweapons at once. The power of the Titan Watcher Master Ra (known as Ra-Den to the mogu) not only directly empowered Lei Shen, but was used in multiple experiments within the complex. The Watcher's flesh was used in the crafting of the Divine Bell, his blood seems to be the power behind the creation of Primordius and the Dark Animus. Imagine Hellscream with access to that power?

It seems to be Garrosh's own inability to see the Horde as anything other than a means for orcish domination that has prevented this dread outcome. Garrosh's use of suprise, shock and awe and unconventional tactics is born out of his desire to avoid a prolonged conflict outside of his control, due to his lack of respect for the other races of the Horde and his view that the Horde's weakness comes from them and not from the orcs. Now, one could argue that the Horde's inability to mount a protracted conflict in fact stems from the orcish character and their tendency to fall apart (as the First and Second War shows us, the Horde cannot easily absorb a direct loss - Blackhand's death was a result of Doomhammer using Horde military failures to assassinate his leader, and Doomhammer himself could not rally the Horde after losing outside of Lordaeron) once losses are sustained. But what's important here isn't whether each assumption is true - it's quite possible the modern Horde, following the Warsong Offensive in Northrend and many victories after the Cataclysm, was in fact more than strong enough to fight the Alliance in a sustained offensive. Hellscream might well have been wrong about the Horde's goblins, blood elves, forsaken and trolls and their willingness, and ability, to stand and fight.

What's important is that the assumption was made, and all of Hellscream's actions leading up the Siege were made with that assumption in mind. The emphasis on resources and superweapons over territory and incremental gains shows a mind that seeks a quick, decisive victory over slow, steady progress. The forting up of Orgrimmar shows that if and when his enemies come to bring the fight to him, Hellscream intends to control the battlefield as much as possible. Garrosh does not see the Horde as a bundle of sticks bound together to increase their strength, and so he has ruthlessly done away with many of those sticks seeking to spend the lives of those he doesn't care about to preserve those he thinks of value, namely his own people. When Taran Zhu called the Alliance/Horde conflict a race war, he was almost correct. Garrosh Hellscream is leading a race war, but it's against those people in his own faction who are not sufficient to his purposes.

Next week: if all of the actions of Hellscream are rooted in this view of the Horde as an orcish institution, what of those who are not orcs? While you don't need to have played the previous Warcraft games to enjoy World of Warcraft, a little history goes a long way toward making the game a lot more fun. Dig into even more of the lore and history behind the World of Warcraft in WoW Insider's Guide to Warcraft Lore. Tags: featured, guide, guide-to-lore, lore, lore-guide, role-play, role-playing-guide, rp-guide, world-of-warcraft-lore, wow-guide, wow-lore, wow-role-playing, wow-role-playing-guide, wow-rp, wow-rp-guide, wow-rping

Filed under: Lore, Know your Lore, Wrath of the Lich King, Cataclysm, Mists of Pandaria


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Tuesday, July 2, 2013

A first glimpse inside the Siege of Orgrimmar (Spoiler Alert!)

Because this video and post contains major spoilers for some people, we're just putting everything after the break.
Our friends over at Adriacraft have been busy digging through the files, and made a video showing the inside of the Siege of Orgrimmar. Now, it should be noted that this is very, very preliminary. It's a 3D flythrough, there are several textures not yet in place, there's no lighting there are no mobs, and so on. But nonetheless, it's possible to get a feel for the raid environment. It seems quite dark and indoors-y, as secret underground lairs often are.

The section we're looking at is accessed via Ragefire Chasm, and it looks like Garrosh has been very busy creating an underground city. What we're not 100% sure of at this point is just how this will tie in with the raid entrance we saw yesterday in the Vale of Eternal Blossoms. It may well be the case, as we've heard that the raid is in LFR-style sections, that the first set of bosses is in the Vale, then we're sent over to Orgrimmar to bring the smackdown to Garrosh in retaliation for his actions. What do you think?

Tags: breaking, patch-5.4, patch-5.4-ptr, patch-5.4-raid, siege-of-orgrimmar

Filed under: Raiding


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Saturday, June 1, 2013

The Queue: No sleep till Orgrimmar

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Anne Stickney (@Shadesogrey) is impatiently waiting to upgrade her gear.

Oh hey, hello there patch 5.3. Nice to see you on live servers! I don't know about you guys, but first item on my priority list is upgrading all my gear. Or maybe scenarios. Or maybe just running to the Barrens and smacking things around. So many choices!

Richard_BB1 asked:

Patch 5.3 is tomorrow? I know it was rumoured,. but do we have any proof?

There will be as soon as the servers are online! I promise.

anastrace asked:

Silly question, but do you have to make Lightning Steel Ingots at the forge on the isle of thunder once you learn how to do it? In other words, is it like dark iron bars? Because that would suck.

Nope! Once you've learned the recipe, you can make them anywhere you'd like -- provided you've got an anvil handy.

mbhahn asked:

Dear Queue. What are the chances we get a spaceship dungeon the next expansion like a Dranei spaceship level where we have to stop it from exploding on our trip the the next expansion setting world

Um...as good as our chances of anything else, I guess? We've got no real idea what the next expansion is going to look like, or what it will feature, or what will be in it, so your guess is as good as mine, at this point.

Gavin_Lafferty asked:

Q4tQ.: Do you think Garrosh will actually die at the end of 5.4? I agree it's likely but I also have this pet theory were Taran Zhu hauls the defeated jerk off to Pandaria to learn to deal with his emotions the proper way. Of course he might have already crossed his moral event horizon meaning death is inevitable...

I really hope he doesn't. I think he's in the process of becoming a very good villain figure, but I don't think he's quite there yet. I think if he were killed, he could be satisfied with some sort of honorable death. However, if he were to live and have to experience the very real feeling of having messed up in terrible ways ... well number one, that's the biggest kind of dishonor, right there. Number two, that's just enough to probably push Garrosh over the edge into full-fledged villain territory. His character is too interesting to simply fall over dead, he'd be far more interesting if he were left alive to stew in the consequences of his actions. But again, that's just my opinion.

demon.within.x asked:

Q4tQ: What side of the siege of Orgrrimar do you think Nazgrim will end up being on? I'm hoping he'll be on our side and take over as leader of the Orcs (but not warchief of the Horde)

Man, I hope he's on our side. I've bailed that guy out of horrible situations so many times now, you'd think that he'd have the common sense to realize Garrosh is trouble. Even if he isn't on our side at first, I'd still like to see him jump the fence eventually -- it'd probably make Garrosh really, really mad. And I'm okay with that.

wrathofkublakhan asked:

When the patch drops tomorrow, can I just wander over to the Barrens or is the new content gated by way of the two scenarios. I understand that the scenarios help tell the story but I'd like to just drift over there and see what's happening.

What's going to happen is you'll log in and immediately get a quest missive from Lorewalker Cho. You visit him, do a couple of scenarios (you don't need to do all four of them), and then that will lead you to the Barrens quests and activities. I wouldn't worry about the scenarios -- there will likely be a ton of people queuing for them tomorrow, so the wait time to get in should be minimal. It won't be long before you're over the in the Barrens, no worries!

Dope_Danny asked:

Just to check, i've got 2400vp, it aint gonna turn into useless jp right?

Not to our knowledge! All your valor should be there and available to spend when you log in.

sockfire asked:

From the 5.3 patch notes: Items upgradable by Valor now require 250 Valor to upgrade per 4 item levels, for a total of 500 Valor for 8 item levels per item. This is retroactive to all items that use Valor. Does that last sentence mean we're getting refunds on previously upgraded gear?

Nope! It just means that all gear that was previously upgradable in 5.1 is also getting a reduction in upgrade cost -- it's not just the ToT gear that is being reduced to 250 valor per upgrade, it's all of the upgradeable gear.

BrettShaffer asked:

Just to be clear, with the new senarios coming out tomorrow, 1 is Alliance only, and 1 is Horde only, but we get the chance to see the other factions senarios? And do we just queue up for them like we normally would?

You'll get to see all four scenarios. For scenarios that are faction-specific, you'll get one of those handy disguises like the ones in the Caverns of Time dungeons.

Have questions about the World of Warcraft? The WoW Insider crew is here with The Queue, our daily Q&A column. Leave your questions in the comments, and we'll do our best to answer 'em! Tags: featured, guide, qa, question-and-answer, wow-answers, wow-daily-answers, wow-daily-questions, wow-guide, wow-player-questions, wow-q-and-a, wow-questions

Filed under: The Queue


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Tuesday, January 15, 2013

Stormwind and Orgrimmar get repaired, somewhat, on the patch 5.2 PTR

The builders in Stormwind and Orgrimmar have finally got their act together and fixed up the front gates of both cities, after Deathwing left his fiery marks throughout Azeroth. It's about time, given that Cataclysm launched back in December 2010, but it seems reasonable that the builders would be wary of starting any work while Deathwing still roamed the world, breathing fire on unsuspecting citizens.

Orgrimmar's front gates, as can be seen from the video above, have been completely repaired, as have the ones in Stormwind, along with a couple of previously scorched clock towers, but the Night Elf builders have obviously been struggling to keep up, as the Park area remains a crumbling ruin. In all fairness, they have a little more to contend with than a few slightly singed stones, the whole area was decimated, and the ground it was constructed on is now a smoldering cliff face.

Do you think the Night Elves will rebuild the Stormwind zone they used to inhabit? Or will it remain a wreck for years to come?
Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.
Tags: deathwing, mists, mists-of-pandaria, orgrimmar, patch-5.2, patch-5.2-ptr, repaired, stormwind

Filed under: News items, Mists of Pandaria


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