M’uru

M’uru is a fallen naaru and former guardian of Tempest Keep. He was captured by Kael’thas’ blood elves and taken to Silvermoon City. After his defeat in Tempest Keep, Kael’thas and his felblood minions captured M’uru from Silvermoon and took him to the Sunwell Plateau, presumably to drain his power and aid in the summoning of Kil’jaeden. He thus represents the fifth encounter of the instance.

Possible origins of name

M’uru’s name is possibly derived from the early writings of Tolkien. In some early drafts, the evil spider goddess Ungoliant was called Múru in the Quenya language. (Many see this as a pretty unlikely connection, a coincidence at best.)

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Tempest Keep

Tempest Keep is a former naaru fortress in the Netherstorm in Outland. This crystalline fortress is now ruled by Kael’thas Sunstrider, the lord of the blood elves, and dominated by scores of his brethren. The structure is divided into three wings – satellites of the gigantic structure – with the fourth wing, the Exodar, now in the world of Azeroth as the Draenei capital.

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Hex Lord Malacrass

Hex Lord Malacrass, a witch doctor, is the second to last boss within Zul’Aman. Looking to annihilate the existence of all elves, Malacrass had devised a similar plan to that of the blood elves, who had channeled the power of Light into their own ranks. He, instead, sealed the power of the animal gods within the bodies of the Amani’s strongest warriors. Zul’jin quickly approved the plan and lent his full support. Malacrass experimented tirelessly and succeeded in imbuing four warriors with the essence of mighty animal gods and eventually lead to the rise of Zul’Aman.

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World of Warcraft Paladin Overview

The Paladin

Guardians of the Holy Light, paladins bolster their allies with holy auras and blessing to protect their friends from harm and enhance their powers. Wearing heavy armor, they can withstand terrible blows in the thickest battles while healing their wounded allies and resurrecting the slain. In combat, they can wield massive two-handed weapons, stun their foes, destroy undead and demons, and judge their enemies with holy vengeance. Paladins are a defensive class designed to outlast their opponents.

The Paladin is a mix of a melee fighter and a secondary spell caster. The Paladin is ideal for groups due to the Paladin’s healing, Blessings, and other abilities. Paladins can have one active aura per Paladin on each party member and use specific Blessings for specific players. Paladins are pretty hard to kill, thanks to their assortment of defensive abilities. The Paladin can also heal with Holy Light, unlike other combat classes. The Paladin is an Undead specific fighter as well, with several abilities designed to be used against the Undead.
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Beneath the floating city of Dalaran is the 5 man dungeon The Violet Hold. Kirin Tor prison guards are fending off invaders of the blue dragonflight and under orders from Malygos, they are using magical portals to enter the hold and try to break through the exit in order to enter the city.

This dungeon used to be to the southeast of Silverpine Forest and to the north east of the Dalaran Crater, but was moved with the city to Northrend.

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For Alliance, all three have their upsides. Dwarves potentially get the most expertise, with +5 expertise when using a mace, compared to +3 for a human with a sword or mace, and nothing for Draenei — but this does require a certain weapon type. Dwarves also get Stoneform, which is potentially useful as a gimmick on certain fights.

The major buff for Draenei is Heroic Presence; since this affects an entire group, a tank of another race can get it from another Draenei, but generally only a Draenei can assume that it will always be there.

Humans get +3 expertise buffs for both maces and swords, and the Every Man For Himself ability, which can be useful for breaking fears and other disorient/stun type effects without having to use Divine Shield and remove all threat. Other races can get this ability by wearing a PvP trinket, so the real benefit for humans is having it available all the time regardless of the gear they’re wearing.

If you’re going to roll Horde, then obviously Blood Elf is your only option. The big perk for Blood Elves is Arcane Torrent, which neatly reinforces a natural weak point for paladins: scarcity of spell-interrupts.

There are other perks for the different races that can be useful for leveling or grinding, but generally don’t come into play in endgame raiding. Diplomacy allows humans to finish reputation grinds 10% faster. Draenei and Blood Elves get bonuses to Jewelcrafting and Enchanting respectively — if you take these professions, these bonuses are actually quite useful for “leapfrogging” over some of the more expensive/annoying parts of the leveling grind. The Draenei racial healing spell, Gift of the Naaru, can be handy for reducing downtime while soloing (since it uses no mana) and the mana-restoring effect of the Blood Elf Arcane Torrent is similarly helpful.

In my opinion, however, enjoying the appearance of your character is worth more in the long run than any of the racial abilities. You’re going to spend an awful lot of time with this character in the middle of your monitor, and it’s worth it to make sure your in-game persona is something you’re happy with. If you don’t want to play a human, then you shouldn’t let Every Man for Himself change your mind.

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The Crimson Hall is an area inside the northern side of Icecrown Citadel. This section is the headquarters and home of the San’layn, the vampiric darkfallen blood elves in the service of the Scourge.

The area is luxuriously decorated in red decorations and scarlet coloured curtains similar to other blood elven decor. The Hall is connected to the rest of the instance by the Spire surrounding the Frozen Throne in the middle level of the zone.

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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.

[youtube]http://www.youtube.com/watch?v=ESHpu5aoxfs&feature=player_embedded[/youtube]

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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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….

lich - king

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Illidan Stormrage

Great demonic wings fan out behind the horned, malefic
figure. Standing nearly 7 112 feet tall, the creature’s
night elf heritage is evident in its violet skin, longears, and
flowingbluehair. It wears tattered cloth pants that do little
to conceal its cloven hooves. Jagged tattoos cover its bare
chest and arms. It wears a ragged bandage around its head
that covers its eyes. It carries two massive warglaives -
each etched with demonic runes of power.

Illidan-Stormrage
Description
Illidan Stormrage was one of the heroes who stood
against the Burning Legion during the War of the
Ancients nearly 10,000 years ago. As an immortal
night elf, his passion for magic and lust for power
drove him to the brink of madness. Fearing that he
would become an even greater threat than the Legion,
his twin brother Malfurion imprisoned Illidan beneath
the earth for centuries. During the Legion’s
most recent invasion, Illidan was released to aid his
countrymen once again. During the battle, however,
he selfishly consumed a powerful demonic artifact
known as the Skull of Gul’dan. With the artifact’s
power flowing through him, Illidan became a hybrid
creature with demonic powers all his own.
Recently, Illidan entered into a pact with the demon
Kil’jaeden and swore to destroy the FrozenThrone
of Icecrown for the Burning Legion. Illidan gathered
the insidious naga and wayward blood elves to his
cause and set out to fulfill his charge. Yet Illidan was
defeated by the Death Knight Arthas and forced into
exile in the extradimensional wastes of Outland.

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