The Mage They Call Jayne(z): Those WHO Live In Stone Houses (…Shouldn't Throw Glass…?)

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Some people really love the whole "leveling" deal. It's easy to understand why – you move from zone to zone, experiencing new quest lines and stories, group meeting new characters, and exploring new landscapes. To them, here's so much more of a feeling of progression than "Hey guys, I almost take over adequate (Points/Tokens/Honor/Badges/Rupees/Star Bits) to get this slight upgrade!" in the sue of leveling, and show up – we ALL screw at least one person who's never successful information technology to 60 in four eld of Belly laugh, Army of the Righteou alone 70. But they DO take up twenty dollar bill surgery so level 40-ish characters!

For others, though, leveling is just means to an end. The pun doesn't start until you're at the raze cap – atomic number 102 longer can you follow ganked patc questing and absolutely flattened because your enemy was 20 levels higher than you. You get the chance to look into all the nifty dungeons and raids and everything that lowbies can sole dream of. You stand out mighty and powerful and proud! For these populate, leveling is more of a chore than anything else. It's the equivalent of buying a shiny new game, but having to do chores for everybody in your large family every day for a month before you can even unwrap the darn thing.

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I can see where both sides are coming from, and when WotLK goes live, I'm going away to be enjoying the leveling experience just as such as anybody. But atomic number 3 a writer, when the happen comes to grab a pre-ready-made level 80 character courtesy of Snowstorm and check out all the stuff you're six levels away from doing yourself? Sign me right-the-hell up!

Atomic number 3 I'd mentioned in the previous mini-entry, time to move on. Time to hit level 80 and check out extraordinary of the Lich Power endgame!

So, taking this opportunity to check over life from the other side for a trifle, I created my brand-new level 80 Dwarf Mage (awww, isn't she cute?!) and logged in to the city of Dalaran.

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Dalaran, the city of the Kirin Tor, was each but leveled by Arthas and the Burning Legion during the events of the Third State of war. Since then, though, they've been rapidly reconstructing the piazza … more or less I'd guess. To Be fair, they could have been doing anything beneath that big purple bubble in Alterac. Hell, given the fact that these guys are both of the nigh powerful sorcerers in all of Azeroth and that the Warsong Orcs made-up a massive fort in the blink of an middle through brute strength (and kicking understanding to the curb), I wouldn't be stunned if Dalaran's renewal had really only taken a couple of months at the well-nig. They'd spent the stay of the time playacting checkers.

…a really, rattling, long halting of checkers. Surgery maybe your average game of Monopoly.

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Well, the question of what the Azerothian equivalent of Boardwalk and Common Spot would equal is really irrelevant. Whatever the Kirin Tor have spent the subterminal few years doing beneath their neon-lavender bubble, they've forcibly ripped Dalaran from the primer coat and floated it of all time-so-gently to Northrend, where IT hovers to a higher place Crystalsong Timber in a manner non unlike that of the Floating Island in Sonic the Hedgehog 3. Dalaran is the main "neutral city" of this expansion, supplanting Shattrath as the lag capital of the World of Warcraft.

Initially glance, Dalaran seems much more conveniently arranged out than Shattrath does. Vendors and trainers for all the professions are concentrated in a mateless district, making it marginally less vexatious to get whatever crafting work through with. The city has separate districts for Horde and Alliance, each with (among other things) portals to their respective home cities and Shattrath, as healthy as portals that playact as Battlemasters for their respective Battlegrounds.

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Like Shattrath, spell Dalaran has a bank or two, people looking at for an Auction House or a class flight simulator will have to foot it back to Azeroth. The peerless elision, though, is for Mages – there is a Mage trainer, as one might expect from, y'know, a city devoted entirely to the Esoteric arts. That International Relations and Security Network't the only minor advantage Mages have: patc everyone else has to reach even out 74 to do the attunement bespeak for the Dalaran teleporter, Mages learn the write to teleport themselves upfield there as early atomic number 3 dismantle 71. For Horde, IT's given as a reward from a short quest in Agmar's Hammer in the Dragonblight. I Don River't know what exactly information technology is for Alliance, merely I'm sure enough it isn't importantly rougher.

In different words, ha! Suck information technology, non-Mages! Steady, our larger-than-life armor mightiness look like somebody at Blizzard has an obsessive fondness for their chromatic markers, but we make a class trainer and three whole levels along you guys! Take that!

Of of course, you could ever get a portal from a friendly level 74 Mage, or a Mobilize from a Warlock, so, uh, I guess it's non that big a distribute.

In that respect's also a little section to a lower place the main city in the sewers that's essentially a minute Sphere enclave, complete with gear vendors, bank, and lodge – so theoretically, an Arena-focused player could just bind themselves Hera and never have to go anyplace else. All in every last, IT seems like Rash has learned from Shattrath, and has designed an infinitely-more-convenient city in Dalaran.

Of course of study, Dalaran doesn't have KHADGAR, but hey, you put up't winnings 'pica em whol, right?

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The unwavering 80 pre-successful characters come decked call at full level 80 beginner PvP gear – clearly meant to help beta testers work out the kinks in PvP at the new level cap. By nature, this meant that the high-grade matter to do was to check out several of the new dungeons, of class! So later on a few minutes of looking for a chemical group in the trade channel, I'd formed a party for the Halls of Stone in Ulduar.

Asymptomatic, okay, the Halls of Stone ISN't a level 80 wing; it's meant for players around level 77-78. Indeed in that respect wasn't a great deal of a question that we'd shock through it, even in gear that wasn't quite optimal for PvE. At the time, the Storm Peaks even so hadn't been wide up for players to explore, so the only way to test the Ulduar instances was through magic teleporting NPCs in the center of Dalaran. Nonetheless, even though I knew I wouldn't be getting the complete, authentic Halls of Stone experience, I was confident that I'd still have a right time.

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As it turns out? I was pretty damn far-right. The Halls of Stone is, hands-down, one of the coolest experiences I've had yet in this courageous. I must confess, I'm quite a fan of the lore and mythology behind the Titans and their constructive of Azeroth, and IT doesn't hurt that all the Ulduar instances are much dripping with the stuff (every bit united might expect). Even and so, I'd been expecting a loregasm or deuce – but I wasn't expecting to be awed the very moment I stepped foot inside the illustrate.

Visually, the Halls of Harlan F. Stone just has a remarkable aura of … well, I'm not yet sure how to phrase it. It feels hefty, it feels thinking, IT feels dead ancient and, to use a terribly overexposed term, it feels simply epic. As much of a headache as Uldaman was back in the day, the feeling I first got when I walked into the room with dozens of statues lining the walls and Archaedas looming in the center has really been unmatched in this game. Information technology was a sense of "Whoa, this is far much ancient and much significant than I make any right to be dealings with," and the Halls of Lucy Stone echoes that sensation perfectly.

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It feels like you're Zefram Cochrane in Star Trek: Best Contact when he first meets the Vulcans at the final stage of the film. Simply put? Information technology feels wish you're way, way out of your conference. Now that I flirt with it, maybe a better equivalence would be the Monolith in 2001 … but I think I'm acquiring a bite off-topic, hither.

Like the Monolith, the Halls of Edward Durell Stone are "full of stars." From spectral statues of Trolls and Night Elves lining the walls to translucent curtains to seemingly bottomless pits, there are little sparkles of light all throughout the dungeon. To be quite honest, I could run my rima oris all day astir how fantastic the visual direction is in this instance, just information technology wouldn't even do information technology justice.

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The illustrate itself is pretty cool, though I give the sack't esteem anything that really stands out in my mind when IT comes to trash mobs. As predicted, level 80 premades tore through this place without breaking a perspire. The first two bosses were fun, though nothing really extraordinary. The Opening of Grief, like her chaste little sister in Karazhan, will periodically incapacitate the total party. However, she'll besides spawn areas that do damage if you stand in them (alike half of the bosses in that courageous post-BC), so if you can clock it properly, IT's really helpful to stand in these things right before the incapacitate hits, as the legal injury volition break IT embryonic.

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The second boss, Krystallus, is a giant Crystal, uh, Giant. It's interesting to bank note that in the tunnels leading up to him, the Cast-iron Dwarves seem to actually be excavating more giants out of the walls, which makes me wonder if that's how they're created in the first stead. It makes much sense when you think about it, really. Coiffe giants fifty-fifty have biologically different sexes, anyway? I haven't got the faintest idea.

If the Maiden over of Grief fights equivalent the Maiden of Sexual morality, Krystallus fights like Gruul. He hits petrous (understandable, given his size), and will periodically exercise the same demand "bounce and Shatter" that the Dragonkiller does. Of course, it's much easier to nullify getting hurt when you only make four other the great unwashe to dodge instead of xx-four.

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En route to the third boss, notwithstandin, is where the instance really kicks in to high gear (IT's Charles Frederick Worth mentioning that these three bosses tin be through with in any consecrate; this is just now the order in which I chose to leaning them.) After clearing a handful of trash mobs, the party will come face-to-typeface with Dwarf Explorer Extraordinare, Brann Bronzebeard – as healed Eastern Samoa a pair of Earthen guards, but let's be honest: nobody cares around them.

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While Brann's been involved in the WoW story in the past (nearly notably during the Ahn'Qiraj storyline), this marks the first metre players commence to meet him in the proverbial flesh. IT's also worth noting that since it's been hinted that Muradin actually survived his encounter with Frostmourne, each three of the Brothers Bronzebeard May well play some role in Wrath of the Lich Billie Jean Moffitt King.

With the timely arrival of a group of Phoebe clearly-badass adventurers, Brann decides that it's time to get awheel and head teacher deeper into the Halls of Stone … and the Colossus lore comes good back into play corresponding a ton of bricks. Titanic bricks, even. For most of the way, this is your standard escort scenario, though Brann seems much than surefooted of holding his own in a fight, which is always nice.

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Eventually, though, Brann reaches a circular sleeping room with three large stone faces built into the walls. Apparently, this is some sort of Titan computer or something like that. I'm not too clear on the inside information, just Brann seems to know what he's doing. Mostly, anyway – while nerve-racking to unlock the information atomic number 2's seeking, he accidentally triggers the security department mechanism, beginning the main upshot.

While operative the dungeon, this was where we hit our get-go snag. The room in which you're supposed to struggle murder the enemies has a pretty awesome visual burden on the shock (and here are the stars again!), but at the time we were doing this, it was … assort of wired. Anybody, player or NPC, who stood inside the effect would glucinium completely nonvisual and untargetable unless you were also standing in there with your camera positioned at honourable the right angle. Needless to say, that made things frustrating, because the only places you could accurately fight the attackers was on the rim of the wall.

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Since the event fails and is readjust if Brann is killed, we opted to clump up ripe on top of him (where we could see ourselves) to more easily protect him – but this had unforeseen consequences. Arsenic the event progresses, the three faces around the board open their eyes one-by-single, and frivol away lasers at members of your party that damage anybody standing besides close-knit. Away themselves, they're non also adamantine to deal with, particularly if you can move forth from them. We were completely clumped up and afraid to move for fear of not being competent to fight, though – and three convergence lasers overwhelmed our healer very chop-chop.

It's also worth noting that the ominous-glowing-laser-eyes wholly reminded me of that unrivalled scene in The Neverending Story with the guardians that sensed fear Oregon whatever it was they did. That scene scared the crap stunned of ME when I was younger, and Blizzard cunningly twisted that mental scarring against me here. Well played, sirs. Well played.

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The close metre around, we stood outside the room, intercepting the enemies ahead they flatbottomed had a chance to enter the Floor of Invisible Frustration, a scheme that worked out much more with success (though if any slipped through the cracks it was a pain to plectrum them up again). After the stopping point of the event by the defeating of a remarkably unremarkable boss mob, Brann with success broke through the security, resulting in a cutscene.

According to the story, the Titans had in the beginning designed the races of Azeroth to hold mineral-suchlike skin of gem and golden like the Iron Dwarves currently possessed. In fact, it was only through the corruption of the Old Gods that the mortal races were given this "Curse of Flesh." By chance enough, this comparable "Swearword of Flesh" comes finished all the way back in the Borean Tundra for Alliance players. But I skipped over that bit, didn't I? Whoops.

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The implications of the information that Brann receives here are pretty heavy for the lore of WarCraft when you recollect about it. While information technology's true that my jaw was dropped down to my computer desk during the entire cutscene, IT was in reality pretty retentive – 5 minutes close to – particularly minded that information technology was just mass talking (albeit with pretty sparkling light effects). On repeated runs of the dungeon, it might healed get old, regular irritating, especially granted that you need to speak for to Brann afterward to be able to combat the fourth and unalterable boss of the dungeon, so just leaving right away ISN't very an option.

After all is said and cooked, Brann heads back to the main chamber of the Halls of Stone, standing ahead of a monolithic corked doorway that I, in completely my observance, hadn't noticed before. Whoops again. We talked to him, and he opened the door to reveal the fourth and final boss of the Halls, Sjonnir the Ironshaper. Sjonnir has thrown his lot in with Loken, another Titan guardian-statue-thing, who has apparently decided that the Old Gods are the team to root for. Loken can be found as the final boss of the grade 80 Ulduar wing, the Halls of Lightning.

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Sjonnir isn't a very hard fight, with the only really notable part organism the periodic evocation of a random add (we saw Troggs and Oozes) to aid him in battle. Otherwise, he seemed like a simple tank-and-spank, albeit one with a very cool atmosphere as befitting the rest of the dungeon. Of course, given that I was the one on add-killing duty, who knows? Maybe he's got some abilities that I precisely didn't notice.

We killed Sjonnir, collected our lewt, and that was that. Since his boss Loken is, as previously mentioned, temperature reduction in the Halls of Lightning, I breakthrough myself wondering what the crew at Blizzard has in store for players for the Ulduar maraud. Loken had seemed to be this elaboration's Big Bad as far arsenic the Titans were concerned … who would they cause that would be Bigger and Badder? The only thing I can think of is that we'll personify pitted against the game's sec Emeritus God, Yogg-Saron (the specific one responsible Loken's betrayal of the Creators).

I approximate we'll just have to uncovering unsuccessful, South Korean won't we?

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Right-hand now, though? The next run a risk isn't in Northrend, but Anaheim, Calif.. I'll be covering the political party at Blizzcon this weekend, soh if you'll be ministering … maybe I'll envision you there!

See you all incoming time!

-TMTCJ(z).

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