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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Kael’thas Sunstrider, Lord of the Blood Elves, is the fourth and final boss encounter of the Eye. He is accompanied by his council of four advisors: Thaladred the Darkener, Master Engineer Telonicus, Grand Astromancer Capernian and Lord Sanguinar. He spawns seven powerful legendary items which you have to fight, defeat and then equip in order to defeat Kael’thas. These items are usable only during the encounter; reseting the encounter, wiping, or releasing to the graveyard will cause them to desummon.

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High Astromancer Solarian is the third boss of the Eye in Tempest Keep. She is a level ?? (boss) mage, but is attired in Voidheart Raiment, the Tier 4 armor for warlocks, (most likely due to the fact that she transforms into a giant Voidwalker towards the end of her fight.)

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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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Halazzi, Lynx Avatar

Halazzi, the Amani lord of lynxes, is the fourth animal boss within Zul’Aman. He holds Ashli captive in a cage near his platform, awaiting her sacrifice if the raid cannot rescue her before the timer runs out. Defeating Halazzi with time remaining does not add any additional time, as this is the last encounter to the timed event. She will, in turn, reward the raid with access to a small share of gold and unlock Ashli’s Bag which will contain the Amani War Bear.

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Akil’Zon, the Amani lord of eagles, is the one of the first animal bosses within Zul’Aman. He holds Harkor captive in a cage near his platform, awaiting his sacrifice if the raid cannot rescue him before the timer runs out. Defeating Akil’zon with time remaining adds an additional 10 minutes to the timer and allows the raid to free Harkor. He will, in turn, reward the raid with access to a small share of gold and unlock Harkor’s Satchel which will contain epic armor if he was the first boss killed in the zone, or an epic weapon if he was killed second.

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Cataclysm Stat & System Changes

As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.

The most obvious question these changes raise is “Why are stats being changed, and why now?” As the game has matured, we’ve run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a “good stat” for a class and a “bad stat” can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat — and these are just a few examples.

Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we’ll do our best to answer any questions you may have here on the forums.
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Mage PvP Guide

There are a lot of classes in WoW that excel at PvP. Mages, however, are usually considered one of the least PvP suited classes. This, of course, is not true. While many will say that the only true way to PvP a mage would be a deep frost talent build. True, the frost tree is indeed excellent for snaring opponents and improving your survivability. Fire and Arcane builds, mixes or otherwise, can also be effectively used as well. It’s arguable that PvP specialized mages must have good gear. This is true of any class but a lot of PvP also depends on the player’s skill and ability to react to the challenges brought in PvP. Naturally, better gear will give your character more potency but playing battlegrounds and arenas will bring about better gear, specifically PvP suited gear.

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Paladin PvP Guide

Let me start by saying that there are a lot of misconceptions as to the role of a Paladin in PvP.  When people think of Paladins in PvP, they think of a weak warrior that does nothing but melee, but there is so much more to the class.  I’ll discuss PvP as both a Holy Spec and a Ret Spec, and the relevant gear for each, as well as some general tips, and recommendations for User Interface Modifications.

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