Archives for Fall of the Lich King category

Blood-Queen Lana’thel is the leader of the San’layn, a sect of blood elves who were raised in undeath by the Lich King.

Following the destruction of their homeland, the determined blood elves began to regroup and rebuild. It was during this time that the battle-hardened warrior Lana’thel stumbled upon Quel’Delar, and soon afterward the greatest opportunity to use the blade presented itself: Prince Kael’thas Sunstrider raised an army and combined forces with Illidan Stormrage, who led them north to Icecrown on a mission to destroy the Lich King. Lana’thel readily followed her prince with one thought in mind — revenge against the Scourge — but only tragedy awaited her.

In the icy hills of Northrend, Arthas ultimately defeated Illidan and Kael’thas, and the expedition’s few survivors were scattered across the frozen wastes. One by one the Lich King sought out those who had challenged him, and Lana’thel found herself cornered. Using Quel’Delar, she struck at him with all her might… but Frostmourne’s evil powers overwhelmed her. Through his blade, the Lich King chose Lana’thel to serve him in undeath as blood-queen of the San’layn, a group responsible for overseeing the Scourge’s operations across Azeroth.

Blood-Queen Lana’thel eagerly carried out her new duties, but every time she looked at her blade, maddening anger would swell within her as she remembered her former life. She could not afford such distractions, and with a scream that echoed throughout Icecrown, she shattered Quel’Delar and flung the fractured pieces as far as she could.

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She now resides in the Crimson Halls of Icecrown Citadel and is the second boss of the wing.

The majority of the fight is spent in the land phase 1, interrupted occasionally by healing intensive phase 2. During the land phase, you will want a few things kept in check. Two tanks will have to swamp on the boss, so they don’t get overwhelmed by the bleed from Delirious Slash. The tanks will also have to be close to each other – the OT needs to be the closest player to the MT, so they soak the damage transferred through Blood Mirror. Other players will want to be relatively spread out (at 6-10 yards range), but still close enough to be able to run to each other quickly when Pact of the Darkfallen happens. Run out of the mandatory void zones Swarming Shadows, of course.

The trick to the fight is to not run out of people to bite as a vampire. Since Lana’thel will bite a player every 20-30 seconds or so, and those players will need to bite somebody after a minute, you may find yourself running out of people very soon. Do not risk and wait to bite another player though, as a single person gone frenzy can and will wipe the raid. Keep in mind, biting requires melee range with the target.

Phase 2 lasts only a few seconds and is preceded by the spawning of a few Blood Whirls throughout the room. Make note of them and spread out so you are at least 6 yards away from each other. Healers will have to heal through the high damage the raids will take, and then phase 1 will re-start.

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Lord Marrowgar is the first boss of the Icecrown Citadel raid. Pieced together by the Lich King from the bones of a thousand vanquished adventurers, he is the guardian of the Frozen Throne within The Spire, and wields the power of the throne itself.

Lord Marrowgar is a fairly simple encounter that should not give any guild prepared for Icecrown Citadel any difficulty assuming you have ToC hard modes on farm. If your guild is farming ToC normal 10-man and nothing higher, be prepared to hit the learning curve.

Tanking

Tanks need to stand on top of each other to soak Saber Lash. If you are short tanks and the raid has plate DPS available, one can be put in front of the boss with the tanks to help soak the Saber Lash damage. If said DPSer has a tanking set, equipping a piece or two to increase their HP is an option should they be taking too much damage. Note that the tanks will take substantial damage during the fight – using an off tank of this sort is not advised, as it will make healing even more difficult, although it is better than insufficient tanks.

It is entirely possible to single tank Marrowgar, in 10man, should the tank be sufficiently geared. In 3.3(a) Marrowgar’s damage was further reduced, making this an even more viable strategy. Be advised that although this frees up another DPS in your 10man raid, the tank will take heavy damage.

The key to the fight is managing the transitions between the Bone Storms and going back to the Bone Graveyard phase. You have 10 seconds from the end of Bone Storm until Lord Marrowgar starts casting Saber Lash again (until then he simply melees his target) – the tanks need to pick him up and position themselves together in that time. (The 10 second grace period also applies to the beginning of the encounter, counting from when he is first aggroed, giving the tanks time to set themselves up.)

It is important to note, after every Bone Storm, the boss resets aggro. The DPS must give the tank a chance to re-establish threat, before continuing to DPS.

DPS

Lord Marrowgar has a gigantic hit box! If the melee are hugging the boss, they’re standing way too close. This is true for those melee who wish to dodge the cold fire rather than avoid it completely by standing in his hit box, but if you’re doing 10-man without a dedicated spike team the melee need to be standing with the healers until you outgear the encounter or are attempting his heroic mode.

Bone Spikes

Ranged DPS, or nearby melee, should immediately switch to Bone Spikes to free impaled players. If the raid has an abundance of melee, members should stay relatively close together to reduce travel time. Bone Spikes should die within two GCDs; any longer and you will have issues.

Cold Fire

Cold Fire spawned by Marrowgar should be avoided entirely by ranged DPS, and moved out of immediately by melee. It moves in a straight line out from its spawn point in melee range and if moved out of immediately by melee no damage will be taken. It is also possible for melee to stand inside his hit box and avoid it completely, as the cold fire spawn starts outside of his hit box. Touching this flame applies a short but potent Damage over Time effect in heroic mode.

Cold Fire during his non-Bone Storm periods will be directed at a given person, thus ranged should spread out radially, preventing more than one from having to move from any given spawn.
Bone Storm

Every 30 seconds Marrowgar will execute Bone Storm. This whirlwind attack cannot be avoided and damage is dealt every two seconds based on your proximity to the boss as he spins. The closer you are, the more damage you take. Additionally, in heroic this will also leave a bleed effect on anyone hit by it.

While in his Bone Storm Lord Marrowgar will randomly target and charge a raid member. When he reaches them he stops moving for around six seconds before targeting another random raid member. Every time Lord Marrowgar reaches his target and stops he will fire four lines of Cold Fire along the semi-cardinal points (NE, NW, SE, SW – they form an X). Unlike during phase 1, the cold flame lines start directly underneath him. After his fourth target the Bone Storm will end.

Healing

Need clarification and correction here.

The tanks take moderately-high damage (10-15k every second from Saber Lash (13-17k 25 man) [pre-3.3a nerf]). During the Bone Storms, everyone takes damage. People who don’t move when they’re targeted by the boss during Bone Storm will be taking full Bone Storm damage in addition to Cold Fire damage from up to four separate Cold Fire effects. They will probably die.

Note that Lord Marrowgar has a red positioning reticule below him. Stacking your entire raid (with the exception of the three tanks and any hunters) on the back edge of the reticule during phase 1 does three things:

1. Prevents all incoming Coldflame damage. (No one is hit by the fire)

2. Controls the location of Impales so they may be quickly DPSed.

3. Allows Healers and Caster DPS to remain stationary, maximizing throughput.

The raid must disperse during Phase 2. Bone Storm damage is negligible, but Priests need to be mindful that Inner Fire charges are depleted by this ability. Stay mobile in Phase 2, and re-collapse to the rear of the positioning reticule once the tanks regain control after phase 2.

Note that tanks do not take damage during the Bone Spike Graveyard cast, which can be very handy for moving into position or catching up on healing.

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A master of Scourge weaponry, the forgemaster hauls stocks of saronite ore and other precious materials to the cold forges where the mechanisms of death are born. With a host of rime weapons and exotic alloys at his disposal, it could get cold in here.

Forgemaster Garfrost is a flesh giant encountered in the southeast corner of the Pit of Saron, the second wing of the Frozen Halls.

His death is a requirement of the Frozen Halls storyline quest The Path to the Citadel (Alliance) / (Horde).

Forgemaster_Garfrost

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Quel’Delar, the Sister Blade is a prismatic blade forged by the night elves and the five dragonflights along with its sibling, Quel’Serrar. Quel’Delar serves as an idol of opposition against the Scourge, and the elven factions of Dalaran would therefore like to see the blade play a pivotal role in the assault on Icecrown Citadel.

Coming Patch 3.3, players are able to embark on a mission to assemble the sword and either wield it themselves or trade it with their respective Dalaran faction for a weapon they can use. Doing so will reward the achievement  The Sword in the Skull.

Quel'Delar's - Rest

After its creation, the sword was given to the quel’dorei and passed down from father to son until it was wielded by Thalorien Dawnseeker against the trolls and the Scourge. Thalorien eventually fell at the hands of Arthas’ lieutenants and the blade was susequently brought to Icecrown by Lana’thel, one of the followers of Kael’thas. Lana’thel originally intended Quel’Delar to be an instrument of vengeance, but after her own demise began to harbor hatred for the sword.

Now that the Ashen Verdict, alongside the Horde and the Alliance, are ready to march upon Icecrown Citadel, interest in the sword has been renewed. When Lana’thel defiles the sword at Quel’Delar’s Rest, the Silver Covenant and the Sunreavers immediately vow to return the blade to its former glory, so players are asked to reforge and cleanse the sword. The whole process takes players to distant places like the Halls of Reflection, the Sunwell and Dalaran.

The Quel’Delar Quest is part of the WOW 3.3 update that involves completing a 5 man instance, which from all reports will take you back into Sunwell, although it is not clear exactly how much work will be involved in Sunwell.  The Quel’Gelar Quest is set up as a chain quest which has at least 11 sub quests which include; The Battered Hilt, What The Dragons Know, The Sunreaver Plan, and several others.

This chain quest will feature separate versions and loot for both Alliance and Horde respectively.  Although, the loot rewards will be similar in stats, just have different names.  The overall point of this chain quest is to aquire the Quel’Delar blade by first finding its hilt and you retrieve the hilt from the Forge of Souls inside Icecrown Citadel.  Once you have the hilt you will head to Krasus’ Wyrmrest Temple and get your instructions that tell you the the blade you are searching for is infact is Quel’Delar.

Quel'Delar - blade

This 3.3 quest chain will take you to Silver Enclave in Dalaran to to do some covert spying and steal Ancient Dragonforged Blades tome for Magister Hathorel.

You will eventually make your way to Quel’Delar’s Rest located outside the Coliseum to in order to find Myralion Sunblaze (Horde) or Caladis Brightspear (Alliance), that give you the quests to head to the Pit of Saron to reforge the sword.  One the sword is reforged, you will learn that it is possessed by the Lich King, and sends you to the Halls of Reflection.

Eventually you will need to travel to Sunwell to cleans the blade and return it to your appropriate faction Sunreavers, the Alliance version will most likely have you give it to the Argent Crusade.  This is a prime example of Blizzard taking a pro-active role with not only adding new content to the game but also encouraging players to revisit previous areas of the game that have in many cases become stale.

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The Ashen Verdict

The Ashen Verdict is the name of the alliance struck between the Argent Crusade, led by Highlord Tirion Fordring, and the Knights of the Ebon Blade, led by Highlord Darion Mograine. Much like the Shattered Sun Offensive against Kael’thas Sunstrider, the Ashen Verdict is a combination of opposing orders for a common purpose: the final assault against the Scourge in Icecrown Citadel and the eventual fall of the Lich King.

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.

As explained by Highlord Darion Mograine:

“The Ashen Verdict is a select group of the most talented craftsmen in the Ebon Blade and the Argent Crusade. Its creation symbolizes the unity of our forces as we mount this final assault on the Lich King and his minions. It is through the Ashen Verdict’s efforts that we have discovered how to bend saronite to our will.”

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Grand Entrance of 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, Lady 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 Hammer gunship 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.

Icecrown Citadel - Grand Entrance

Icecrown Citadel - Grand Entrance -2

The Wings of Icecrown 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.

Icecrown Citadel - the wings

Icecrown Citadel - the wings - 2

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….

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At last. In the Fall of the Lich King content update (3.3), the great doors of Icecrown Citadel will be forced open. The mightiest heroes of the Horde and Alliance will confront and finally defeat Arthas, the Lich King — but the lord of the Scourge will not easily part with his sword, his life, or his frozen kingdom.

This update includes an all-new raid and winged five-player dungeon; numerous interface improvements, including detailed quest tracking and instant cross-realm dungeons; scores of new quests and achievements; the epic tier-10 armor sets, and numerous class and system updates. You can find specific info, patch notes, and extensive details on all of the additions below.

The price of victory in Northrend grows higher with each passing day. Charge the gates, and bring an end to the wrath of the Lich King!

fall of the lich king

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They finally released the official trailer for Patch 3.3: Fall of the Lich King. You can view it over on their site right now, or just enjoy it via the YouTube video embedded above. The Blizzard site is extremely slow right now, so we recommend just watching it here.

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Fall of the Lich King, the latest World of Warcraft content update, is coming! The heroes of the Horde and the Alliance have faced unimaginable horrors and suffered terrible losses in their desperate struggle against the Scourge. Now the time has come to break through the fortified gates of Icecrown Citadel and confront the Lich King in the frozen heart of his domain. Follow Jaina Proudmoore or Sylvanas Windrunner through the Forge of Souls, Pit of Saron, and Halls of Reflection in an attempt to subvert the Lich King’s army in a new multi-wing 5-player dungeon. Join the Ashen Verdict as they charge through the citadel’s main gate to take on the Scourge’s most powerful leaders and fearsome monstrosities in a new 10- and 25-player raid. Fall of the Lich King also introduces the cross-realm Dungeon Finder interface, new quest-tracking features designed to make it easier to find objectives, and much more.

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

Icecrown Citadel: The Frozen Halls

Looming over the stark wastes of Northrend, Icecrown Citadel awaits those who would see the Lich King and his Scourge brought low and the threat they pose wiped from the face of Azeroth. The heroes who venture within will face some of the greatest horrors yet seen. But before you burst into the front gate of the citadel, an alternate means of entry beckons. Journey through three separate wings of the new five-player dungeon, Icecrown Citadel: The Frozen Halls, and follow Jaina Proudmoore or Sylvanas Windrunner into the Lich King’s domain.


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Icecrown Citadel: The Frozen Throne

All across Northrend, many battles have been fought against the vile Scourge. Countless lives have been lost since the Alliance and the Horde first reached these frozen wastes, but the champions of Azeroth continue to march forward — and 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 accord with Darion Mograine and the Knights of the Ebon Blade to form the Ashen Verdict. This coalition’s strongest combatants, along with the champions of the Alliance and the Horde, will lead the charge against the citadel. In the new Icecrown Citadel raid dungeon, Azeroth’s mightiest will face terrifying challenges before ascending to the Frozen Throne, where the Lich King and his runeblade, Frostmourne, await to deliver the heroes to their deaths….


Icecrown Citadel

Cross-Realm Dungeon Finder

The Dungeon Finder is now available, providing players with quick and easy access to five-player parties. This feature connects all realms within a battlegroup using an advanced matchmaking system, making it easier for players of all levels to find a dungeon group. In addition, players can reap additional rewards through the Dungeon Finder by choosing the Random option, which is available to both pick-up and pre-formed groups. Check out the User Interface section for more details.


Dungeon Finder

Getting Started and Quest Tracking

A number of changes have been made to World of Warcraft’s introductory experience, including updated character and class information at the character-selection screen, more robust tooltips with images, improved health and mana regeneration at lower levels, and adjustments to various classes designed to make it easier for players to get started. In addition, all-new quest-tracking features have been added to assist players in finding objectives, including new interface functionality in the quest log, the map (“M” key), and the Objectives pane.

Quest log

Quest Tracking

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Frostmourne is the runeblade that Ner’zhul, the Lich King, thrust from the Frozen Throne, intending that Arthas Menethil — his unwitting potential host — would discover it on the continent of Northrend. It is currently wielded by Arthas, the new Lich King.

When Ner’zhul was transformed into the Lich King by Kil’jaeden, his disembodied spirit was shackled to a magical suit of armor as well as the runeblade Frostmourne, and trapped within an icy tomb called the Frozen Throne. Both the armor and the blade were crafted by the Nathrezim for the purpose of containing and controlling the Lich King.

Ner’zhul was not content with being a pawn for the Burning Legion, however, and began working on a plan for escape. The first stage of his plan was set in motion when he used his powers to push Frostmourne through the ice and out of the Frozen Throne, and plunge it into the snows of Northrend to await one who would claim it and become the Lich King’s agent. Ner’zhul found his agent in Arthas Menethil, the young prince of Lordaeron who had come to Northrend in a quest to end the plague.

Muradin Bronzebeard, a dwarven explorer based at the time in Northrend, was searching for the weapon after hearing of Frostmourne’s power when Arthas and his men arrived. When the forces of the dreadlord Mal’Ganis began to close in around them, Arthas and Muradin set out to claim it.

Deep within a hidden cave, Frostmourne was guarded by The Guardian and several revenants who tried to warn Arthas of the danger, but he ignored the warning and destroyed them. When they found the sword, Muradin read the inscription on the dais:

“Whomsoever takes up this blade shall wield power eternal. Just as the blade rends flesh, so must power scar the spirit.”

Muradin realized then that the blade was cursed, but Arthas said he would gladly bear any curse to save his homeland. Upon speaking those words, the ice encasing the sword shattered and exploded outward. A jagged shard struck Muradin, seemingly killing him. Arthas didn’t even seem to care about his friend’s death as he discarded his hammer and took hold of the blade.

Frostmourne

With the sword in hand, Arthas returned to his base and staged a counterattack against Mal’Ganis, quickly destroying the dreadlord’s base. Mal’Ganis confronted Arthas, telling him that Ner’zhul had known he would take the cursed sword, and that it had now stolen Arthas’s soul. He spoke as if he believed Arthas was now on his side, but to his surprise Arthas used the runeblade to slay the dreadlord on the Lich King’s command. With his soul forfeited the Lich King, Arthas ran off into the frozen wastes of Northrend.

Now death knight of the Scourge, Arthas killed and converted his former army before returning to Lordaeron, where he was hailed with a royal welcome. Arthas proceeded directly to the throne room, where he killed his father, King Terenas, and set the Scourge loose throughout the city.

Some time after the Burning Legion’s defeat at Mount Hyjal, the demon hunter Illidan Stormrage used a powerful spell to attack the Frozen Throne, where the Lich King was imprisoned. Though the spell was unsuccessful, it widened the crack through which Frostmourne had been thrust, and the Lich King’s power began to wane, so he recalled Arthas to Northrend to aid him. Arthas defeated Illidan and ascended the spire of the Frozen Throne, then plunged Frostmourne back into the ice and donned the helmet sealed within, becoming the new Lich King.

Frostmourne

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