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New Argent Tournament stuff for patch 3.2
06/17/2009 08:44 PM by Demmie.

Patch 3.2 is currently in development, and not yet on the PTRs. We've been told that it will focus on expanding the Argent Tournament that was introduced in patch 3.1, and we've also learned that it will feature new Druid form art and a new battleground, Isle of Conquest.

Today Blizzard posted a preview of some of the Argent Tournament updates, and it looks pretty cool. There are going to be two new Tourney-related quest hubs in Icecrown: a Cult of the Damned camp overlooking the Tourney, and a Vrykul outpost on an island to the north. The Black Knight will also be returning; I guess it was only a flesh wound after all.

There are also going to be new dailies and new rewards for players exalted with the Silver Covenant/Sunreavers, as appropriate. Silver Covenant and Sunreaver tabards, their ground and flying mounts, and a Shimmering Wyrmling pet are all mentioned.

Furthermore, those who have earned the Crusader title will get some more dailies, and some exciting rewards, including new heirlooms (!), a banner, a tabard that ports you to the tourney, a squire with a mount, and a Paladin-only charger mount.

New heirlooms, you say? Nice, but I wish they weren't at the end of five tedious rep grinds. Oh well, time to get to work, I suppose.

Update: Blizz have edited the page to say the new squire will cost 150 Champion Seals to upgrade, will be summonable for 3 minutes every 8 hours, and will perform one of thee services: mail, bank, or vendor.

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New BG Isle of Conquest details released
06/16/2009 04:47 AM by Demmie.

Wow has released details for the Isle of Conquest, the new battleground that will be appearing in Patch 3.2, Call of the Crusade.

IoC will be a 40-man battleground. Yes, you read that right. This is the first 40-man content released since Naxx 1.0. That is going to make some old school players very, very happy. I know I'm already giddy with excitement. There will be significant use of siege and vehicle combat. This includes going on The Airship Hanger and using parachutes to drop teams onto the enemy keep from above. You will need to kill a general held up in the enemy keep, much like Alterac Valley. Reinforcements will be used. Capture resources to boost your strength. This looks like an amazing new battleground, and one that I'm sure many of us cannot wait to try out on the PTR. There has been a ton of new information about Patch 3.2 released in the last few days, so it looks like PTR might be soonish. Keep your fingers crossed.

An island somewhere off the shores of Northrend. A rock, hardly worth a second look. But as insignificant as it may seem, this is no ordinary place. A sound of thunder as waves crash endlessly against rocky cliffs; a sound of fury as swords clash on the blood-stained fields of this island on the edge of forever. Welcome to the Isle of Conquest.

The ongoing struggle between Horde and Alliance has turned many once peaceful (and some not-so peaceful) places into theaters of constant war. The Isle of Conquest is the latest such place, set to be the location of a battle of epic proportions over the island's precious resources.
An Alliance and a Horde general are fighting for dominance, overseeing the action from the safety of their keeps. Whichever side manages to eliminate the enemy general first will triumph on the island; failure to protect your leader will bring shame, dishonor, and defeat. There is no peace accord here, and it's an all-out war between the factions.

Once More into the breach...

Isle of Conquest, a new battleground scheduled to make its debut in the upcoming content patch, Call of the Crusade, will pitch teams of up to 40 players against each other in a massive battle over this small island off Northrend's northern coast. To win, your team will need to make use of the island's unique strategic locations including an oil derrick, a siege workshop, and a fully equipped airship hangar. You will deploy devastating siege weaponry on the field; Light have mercy on anyone caught between you and your ultimate target, the general holed up in the enemy keep.

There are five points of interest on the Isle of Conquest for the factions to battle over. Each one offers its own benefits and strategic value. Which one will you claim for your side, and will it be enough to ensure victory?

Capture Locations

Consider your options before storming out of your keep to confront the enemy head-on. Spread throughout the Isle of Conquest are several capturable locations (as seen on the map), each granting a unique strategic advantage to your team.

The Oil Derrick: Located on the northwestern end of the island, this smudge in the Frozen Sea produces enough black gold to run a thousand siege engines. Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it.

The Cobalt Mine: This snow-covered assembly, located on the southeastern end of the island, hides untapped supplies that must be harvested. Taking this resource grants reinforcements and a continuous flow of honor to the side that controls it.

The Docks: The western shore's docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep, or launch your invading party over the walls to assault the keep from within.

The Airship Hangar: This sturdy steel structure stands on the peak of Mt. Conquest overlooking the eastern side of the island, allowing players to board the airship docked there. This devastating weapon of war is capable of raining death upon the heads of your enemies and destroying enemy defenses. Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above.

The Siege Workshop: Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep's walls to dust and ashes.

Graveyards: There are five graveyards in the Isle of Conquest that are attached to different points of interest on the map: the Horde base, the Alliance base, an oil spill island in the center of the map (attached to the siege workshop), the northeast corner (attached to the airship hangar), and the southwest corner (attached to the docks).

Main Objectives

The Keeps: The Horde and Alliance keeps sit at opposite ends of the island. These citadels host four easily accessible defensive cannons set on the ramparts, capable of unleashing hot fury onto oncoming attackers. Additional explosives sit safely stowed in the base of the keep along the back wall. At least, they're safe as long as they don't fall into enemy hands. If they do, though, they can be employed to bring the stone walls down from within.

The General: Holed up behind the keeps' massive walls, the generals command their forces from a position of relative safety. Should the keep fall and the general be slain, the Isle of Conquest will fall to the victor.

Reinforcements: Isle of Conquest uses a reinforcements system similar to that of Alterac Valley. The clock is ticking and every individual counts. If too many of your comrades fall to the enemy the battle will end in defeat. Killing enemy players will reduce their reinforcements by one for each kill, Once your faction's reinforcements reach their limit, so too does your bid for control of the island and the wealth of resources you've fought so hard over.

An island somewhere off the shores of Northrend. A rock, hardly worth a second look. A test of strength. A chance to prove your might, to crush your enemies, to make a difference, a chance for endless glory and conquest.

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Funny stuff
06/11/2009 09:54 AM by Demmie.

I'm hoping this is the first of many

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More mount changes
06/11/2009 05:00 AM by Demmie.

A very big announcement this evening from Zarhym. In the "next major content patch" (which means Patch 3.2) the mount system in WoW will be having some significant changes to it. The highlights are as follows:

Regular land mounts trainable at level 20 (was 30)
Epic land mounts trainable at level 40 (was 60)
Regular flying mounts trainable at level 60 (was 70)
Regular flying mounts speed increased to a 150% gain (was 60%)
The costs for all the training and mount purchases has been decreased outright, with the exception of the artisan riding skill (epic flying mounts). For all mount costs, faction discounts now apply.

This means that when you hit 60 you'll be able to fly around Hellfire and finish all those quests. Leveling from 60 to 68 is going to become easier and more relaxed. You'll hit Northrend much sooner with this change.

The full details after the break.

Apprentice Riding (Skill 75)

60% land mount speed Requires level 20 Cost: 4 gold Mount cost: 1 gold Mail will be sent to players at level 20 guiding them to the riding trainer Journeyman Riding (Skill 150)

100% land mount speed Requires level 40 Cost: 50 gold Mount cost: 10 gold Mail will be sent to players at level 40 guiding them back to the riding trainer Expert Riding (Skill 225)

150% flying mount speed; 60% land mount speed Requires level 60 Cost: 600 gold (faction discounts now apply) Mount Cost: 50 gold Can now be learned in Honor Hold (Alliance) or Thrallmar (Horde) Artisan Riding (Skill 300)

280% flying mount speed; 100% land mount speed Requires level 70 Cost: 5,000 gold (faction discounts now apply) Mount Cost: 100 gold Updated note: Cold Weather Flying will remain unchanged.

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New Druid forms preview released
06/07/2009 10:51 AM by Demmie.

Here is what the new Druid forms are gonna look like the color changes are done by changing your hair color at the barber shops no exact date for release yet, they are just saying it's with the next major content patch

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