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Cataclysm Classic Zones, Dungeons, and PvP Season 9

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Cataclysm Classic adds seven new zones and nine dungeons on May 20. The new Season begins on May 29 and three raids will open simultaneously on May 30!

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Cataclysm Classic™ provides seven new zones to explore, nine new dungeons, and more beginning 20 May at 23:00 BST globally. The 29th of May also introduces the start of a new PvP Season followed by the opening of three raid dungeons on 30 May at 23:00 BST globally. Take a journey into the shattered lands and plumb the depths of what this classic experience has to offer.

Here’s what’s in store:

  • Seven New Zones: Kezan (now live), Gilneas (now live), Mount Hyjal, Vashj’ir, Twilight Highlands, Uldum, Deepholm
  • Nine New Dungeons: Blackrock Caverns, Throne of the Tides, Vortex Pinnacle, The Stonecore, The Lost City of Tol’vir, The Halls of Origination, Grim Batol, Heroic Deadmines, and Heroic Shadowfang Keep.
  • PvP Season 9 including Rated Arena and Rated Battlegrounds.
  • Three New Season 9 Raid Dungeons: The Bastion of Twilight, Blackwing Descent, and Throne of the Four Winds.

Cataclysm Classic Zones Overview

Embarking on a journey through the reshaped lands of Azeroth in Cataclysm Classic, adventurers will discover seven new zones, each with its own unique challenges and stories.

  • Kezan: New Goblin Race Starting Zone (now live)
    The starting zone for the goblin race, Kezan is a tropical island paradise turned industrial powerhouse. Players will experience the goblins' resourceful and profit-driven culture before the island's volatile volcano erupts.
  • Gilneas: New Worgen Race Starting Zone (now live)
    A land shrouded in mystery, Gilneas is the starting zone for the worgen race. Here, players will uncover the curse that transforms the inhabitants into ferocious beasts and the fight to reclaim their homeland.
  • Mount Hyjal (80-82)
    Revered as a sacred place by the night elves, Mount Hyjal is under siege by Ragnaros, who seeks to burn the World Tree Nordrassil. Heroes are called to aid the Guardians of Hyjal, a new faction dedicated to protecting this ancient land.
  • Vashj'ir (80-82)
    An expansive underwater zone, Vashj'ir is a sunken realm teeming with aquatic life and the remnants of a lost Highborne civilization. Players will navigate through the depths, uncovering the mysteries of the naga and their queen, Azshara.
  • Deepholm (82-83)
    Located within the Elemental Plane, Deepholm is the domain of Therazane the Stonemother. This zone is where Deathwing made his cataclysmic return to Azeroth.
  • Uldum (83-84)
    Uldum is a land of vast deserts and monumental architecture. It holds the secrets of the Titans and is coveted by the nefarious Deathwing and his allies for its powerful artifacts.
  • Twilight Highlands (84-85)
    Home to the Wildhammer dwarves and Dragonmaw orcs, the Twilight Highlands are fraught with conflict. The zone also serves as the entrance to the Bastion of Twilight, where Cho'gall and his Twilight's Hammer cult reside.

Each zone offers a unique slice of the world's story and presents players with new quests, dungeons, and raids. As adventurers traverse these lands, they'll witness the aftermath of Deathwing's destruction and join forces with Azeroth's defenders to restore balance.


Delving into the Depths: Dungeons Overview

Get ready to take on Cataclysm Classic’s nine dungeons: Blackrock Caverns, Throne of the Tides, Vortex Pinnacle, The Stonecore, The Lost City of Tol’vir, The Halls of Origination, Grim Batol, Deadmines, and Shadowfang Keep. You can learn more about each boss, their abilities, and the loot you can earn from defeating them by checking out the Dungeon Journal. (Shift-J) All dungeons are available in Heroic difficulty maximum level (85) characters.

Rumors suggest that Deathwing himself carved out the subterranean labyrinth that allows the Twilight’s Hammer to secretly transport elementals from the majestic Mount Hyjal to Blackrock Mountain. A vital hub of this shadow network is Blackrock Caverns, site of the cult’s blistering forge and some of its most heinous experiments, including the transformation of cultists into twilight dragonkin.

Zone: Burning Steppes
Difficulty: Normal, Heroic
Level: 80+
Bosses: 5

  • Rom’ogg Bonecrusher: One of the rare “missing link” ogres on Outland, Rom’ogg Bonecrusher piqued the Twilight’s Hammer Cult’s interest with his merciless treatment of the ogres. He now lords over the Chamber of Incineration, sating his hunger for inflicting torment on others.
  • Corla, Herald of Twilight: Formerly an accomplished kirin Tor mage, Corla now serves the Twilight’s Hammer with unwavering devotion. She blesses fellow zealots by harnessing nether dragon essences to transform these believers into menacing twilight drakonid.
  • Karsh Steelbender: The enormous drakonid Karsh Steelbender toils in the Twilight Forge, shaping weapons of war out of rare quicksilver. Although Karsh’s works are nearly unbreakable under normal circumstances, at high temperatures they become as brittle as rusted iron.
  • Beauty: Beauty’s past is a tale as old as time, a song as old as rhyme. After Beauty’s mate, Beast, was slain by heroes in Blackrock Spire, the hound and its four remaining pups joined forces with the Twilight’s Hammer, intent on punishing the creatures who killed its mate.
  • Ascendant Lord Obsidius: For his unyielding devotion and penchant for cruelty, the powerful shaman Dessirik the Depraved was gifted the ascension: a dark ritual that infused him with elemental powers, transforming him into a monstrosity known as Ascendant Lord Obsidius.

It is said the Deadmines’ gold deposits once accounted for a third of Stormwind’s treasure reserves. Amid the chaos of the First War, the mines were abandoned and later thought to be haunted, leaving them relatively untouched until the Defias Brotherhood — a group of former laborers turned brigands— claimed the labyrinth as a base of operations for its subversive activities against Stormwind.

Zone: Westfall
Difficulty: Normal, Heroic
Level: 10 + Normal difficulty (Now Live)

Bosses: 5

  • Glubtok: In a fit of rage, Glubtok unleashed his potent magical abilities and reduced his ogre mound to ash. Upon hearing of his destructive talents, the Defias hired the massive ogre mage to supervise their laborers as head foreman of the Deadmines.
  • Helix Gearbreaker: Formerly a craftsman in the Bilgewater Cartel, Helix was offered a sum eclipsing anything he would ever make as a nameless Horde engineer to ply his trade for the Defias Brotherhood. He was quick to accept the job and renounce his former loyalties… just as any resourceful goblin would.
  • Foe Reaper 5000: Defias engineers have spent many long days perfecting a new harvester model based on the Foe Reaper 4000 unit. Once it is completed, the brotherhood believes this mechanized terror will be able to slice through Stormwind’s armored soldiers like a scythe through wheat.
  • Admiral Ripsnarl: When James Harrington became afflicted by the worgen curse, he destroyed his loving family and maritime career in one chilling night of bloodlust. Taking on the name Ripsnarl, he fled into Westfall and later agreed to command the Defias Brotherhood’s fearsome juggernaut.
  • “Captain” Cookie: Cookie proclaimed himself captain of the Defias Brotherhood’s juggernaut following its previous commander’s death. Although he still performs his official duties as chief cook, anyone who questions the validity of his captain title has been known to come down with a severe case of food poisoning.

Looming over Pyrewood Village from the southern bluffs of Silverpine Forest, Shadowfang Keep casts a shadow as dark as its legacy. Sinister forces occupy these ruins formerly the dwelling of the mad archmage Arugal’s worgen. The restless shade of Baron Silverlaine lingers, while Lord Godfrey and his cabal of erstwhile Gilnean noblemen plot against their enemies both living and undead.

Zone: Silverpine Forest
Difficulty: Normal, Heroic
Level: 11+ Normal difficulty (Now Live)

Bosses: 5

  • Baron Ashbury: Slain by worgen and raised into undeath by the Forsaken, the traitor Baron Ashbury toys with his foes, keeping them alive so he can inflict maximum pain and suffering.
  • Baron Silverlaine: Baron Silverlaine was master of the keep before it fell to Arugal’s worgen. Now his cursed spirit calls upon the very wolf-beasts that slaughtered him to punish further trespassers in his home.
  • Commander Springvale: A loyal soldier, the ghost of Commander Springvale haunts the council room, using unholy strikes to avenge his lord, Baron Silverlaine.
  • Lord Walden: Godfrey’s right-hand man, the arrogant Lord Walden vowed to pay any price, including death, to serve his compatriot. Now among the undead, Walden intends to keep his word attacking adversaries with ice and venom.
  • Lord Godfrey: Drawing from his past as a Gilnean noble and Forsaken agent, the cunning and resourceful Lord Godfrey wields dual pistols and commands relentless flesh-eating ghouls.

Don’t be fooled by Grim Batol’s humble exterior; many of this mountain fortress’s desecrated chambers are buried deep in the Twilight Highlands. Once the stronghold of the Wildhammer dwarves, and later seized by the orcs as a prison for Alexstrasza, the city is now in the clutches of the Twilight’s Hammer cult.

Heroes brave enough to infiltrate the brooding depths of the stronghold must confront Deathwing’s agents to thwart the mysterious evil within.

Zone: Twilight Highlands
Difficulty: Normal, Heroic
Level: 84+

Bosses: 4

  • General Umbriss: As Azeroth’s champions and their red dragon allies assault the gates of Grim Batol, the malefic General Umbriss leads the fortress’s cultist and twilight dragonspawn defenders.
  • Forgemaster Throngus: A smith for the Twilight’s hammer cult, this massive ettin is eager to use the weapons and armor he’s forged to annihilate intruders.
  • Drahga Shadowburner: This Twilight’s hammer courier is on a mission from the Bastion of Twilight. Should heroes overcome his fiery minions, Drahga will reveal a portent of doom for Azeroth’s defenders.
  • Erudax, the Duke of Below: Deathwing has dispatched one of his greatest lieutenants to discover the secret that several mighty red dragons have died to protect. From the cavernous realm of Deepholm, this faceless general will bring to bear the next generation of draconic power to obliterate those foolish enough to challenge him.

Constructed by the great titans, the Halls of Origination are filled with ancient relics and fearsome guardians that protect them. Rumors abound that the complex also contains a devastating weapon capable of reordering all life on Azeroth. Deathwing has moved to obtain this terrifying device through his agent, Al’Akir the Windlord. Thus far the facility’s communication systems have been fully corrupted, but the weapon inside continues to elude Deathwing’s grasp.

Zone: Uldum
Difficulty: Normal, Heroic
Level: 83+

Bosses: 6

  • Temple Guardian Anhuur: In the final days of the Halls of Origination’s use by titanic forces, Temple Guardian Anhuur was endowed with the willpower needed to wield the Light. Thus empowered, he was charged with judging the purity of those entering the facility.
  • Earthrager Ptah: Outside Earthrager Ptah’s tomb, the sand is littered with the bones of creatures purified by Anhuur. It is said that Ptah can bend these remains to his will and send them against beings who manage to elude the facility’s first line of defense.
  • Anraphet: The Anraphet maintenance unit was created to man the inner workings of the Halls of Origination. In the even that the facility is contaminated by foreign entities, Anraphet will access programs designed to annihilate the intruders by any means necessary.
  • Isiset, Construct of Magic: Isiset serves to regulate the arcane energies contained within, and produced by, the Halls of Origination. Legend has it that this construct has become enraptured with her own arcane mastery and the perfection with which it seemingly endows her.
  • Ammunae, Construct of Life: Although designed to reduce Azeroth to its base elements, the reordering system inside the Halls of Origination also creates new life. To that end, the construct Ammunae regulates the natural energies coursing through the facility to ensure  that life will exist on a reforged Azeroth.
  • Setesh, Construct of Destruction: Given the purpose of the Halls of Origination, the titans deemed it necessary to create Setesh, a construct who holds sway over the powers of destruction. Should Setesh ever fall to corruption, the results would be disastrous.
  • Rajh, Construct of Sun: Rajh oversees the energies that have both sparked life and snuffed it out in an untold number of his kin. Considered the mightiest of his fellow constructs, Rajh holds the power to unleash the fury of a thousand suns upon Azeroth.

The Lost City of the Tol’vir is the stronghold of the Neferset a faction of the cat-like tol’vir who swore fealty to Deathwing in exchange for a cure to the curse of flesh, which had turned their rocky hides to soft skin. With the affliction expunged, the tol’vir have rebelled against their benefactor, although they remain irrevocably twisted and hostile due to the dark pact that they made.

Zone: Uldum
Difficulty: Normal, Heroic
Level: 83+

Bosses: 4

  • General Husam: The titans themselves appointed General Husam as one of Uldum’s foremost guardians. After Siamat, Lord of the South Wind, cured the Neferset tol’vir’s curse of flesh, Husam helmed a rebellion that culminated in the air elemental’s imprisonment.
  • Lockmaw: Amid the neferset’s chaotic insurrection against Siamat, the pygmy Augh pilfered whatever treasures he could from the ancient tol’vir city. Among his race Augh is respected as much for his cunning as he is for his ferocious pet crocolisk, Lockmaw.
  • High Prophet Barim: High Prophet Barim is the hallowed spiritual leader of the Neferset. Along with General Husam, he rallied his fellow Neferset against Siamat and imprisoned the air elemental. Regardless, some dark force still drives Barim and his followers to terrorize Uldum.
  • Siamat: Purging the Neferset tol’vir’s curse of flesh left the fearsome elemental Siamat severely drained. It was during this moment of vulnerability that the tol’vir struck and magically imprisoned Siamat at the center of their ancient sand-swept city.

Within the Temple of Earth, locked in the heart of Deepholm, lies the Stonecore. It was inside these caverns that the Twilight’s Hammer toiled over Deathwing, hammering elementium plates to the Dragon Aspect’s body in an attempt to hold his tormented form together. With his renewal complete, Deathwing ascended into Azeroth, shattering the World Pillar and destabilizing the region of Deepholm.

Zone: Deepholm
Difficulty: Normal, Heroic
Level: 81+

Bosses: 4

  • Corborus: Deathwing enslaved the massive gyreworm Corborus and drove it to unearth the vast amounts of elementium required to forge the Dragon Aspect’s new plating. With Deathwing’s departure, however, Corborus has broken loose and now rampages through the Stonecore in blind fury.
  • Slabhide: With his powers as the Aspect of Earth amplified by the Old Gods, Deathwing easily swayed Deepholm’s stone wyrms into serving the Twilight’s Hammer. One of the most ambitious of these creatures, Slabhide hopes to earn Deathwing’s favor by exterminating any intruders brazen enough to enter the Stonecore.
  • Ozruk: Ozruk has served as Stonecore’s guardian since Deepholm’s creation. It is unknown why Ozruk has remained in the Stonecore, but it has become apparent that the guardian now believes that anyone opposed to Deathwing is a threat to Deepholm and should therefore be destroyed.
  • High Priestess Azil: High Priestess Azil is one of the few who has survived communing with the Twilight’s Hammer cult’s eldritch masters, although little remains of her sanity. She instills terror in lesser cultists so that they will sacrifice themselves without hesitation when their masters command it.

Deep within the Abyssal Maw’s fathomless expanses lies the Throne of the Tides. From here, the great elemental lord Neptulon the Tidehunter has surveyed and protected his aquatic domain for ages. He now faces his greatest challenge as a force of serpentine naga and malefic faceless ones threaten to depose him, leaving his realm and its secrets ripe for plundering.

Zone: Vashj’ir (Abyssal Depths)
Difficulty: Normal, Heroic
Level: 80+
Bosses: 4

  • Lady Naz’jar: Lady Naz’jar played a pivotal role in retaking Vashj’ir from the brutal Kvaldir, earning her Queen Azhara’s favor. Recently Naz’jar spearheaded an assault against Neptulon and succeeded in cornering the powerful elemental lord within his throne room.
  • Commander Ulthok, the Festering Prince: Ulthok is an incredibly ancient being sent by his Old God masters to aid Lady Naz’jar with invading the Throne of Tides. Bristling with sinister powers, Ulthok commands legions of his fellow faceless ones in the deepest trenches surrounding Vashj’ir.
  • Mindbender Ghur’sha: After his valiant efforts at the Abyssal Breach, Earthen Ring shaman Erunak Stonespeaker was abducted by naga forces and enslaved by Mindbender Ghur’sha. It is feared that this parasitic aberration has taken full control over Erunak’s mind, body, and devastating shamanic abilities.
  • Ozumat: Tales of the monstrous kraken that terrorize Azeroth’s high seas were once relegated to myth… but no longer. By some ill means, the naga have bent Ozumat —the patriarch of all kraken— to their will and unleashed him against Neptulon and his followers.

The Vortex Pinnacle exists within the elemental plane of Skywall. Its elegant structures, crowned with bronze and gold, sit atop platforms bridged by pure air. Yet behind its exterior beauty, the pinnacle harbors Neferset tol’vir, as well as Al’Akir the Windlord’s merciless elemental legions. As long as the barrier between Skywall and Azeroth remains open, terror will rain down on Uldum from the Skies.

Zone: Uldum
Difficulty: Normal, Heroic
Level: 82+

Bosses: 3

  • Grand Vizier Ertan: Ertan defends the Vortex Pinnacle under the command of her master, Asaad, against any ground-dwellers who dare intrude on the realm. To fulfill her duties, the elemental noble has been granted mastery over the primal forces of lightning and wind.
  • Altairus: The immense storm wyrm Altairus maintains an unyielding vigil over the hovering platforms of the Vortex Pinnacle. The very energies of the storms pulse through this being, and he is said to command the wind currents that buffet the elemental fortress.
  • Asaad, Caliph of Zephyrs: The fearsome elemental Asaad was named guardian of the Vortex Pinnacle by Al’Akir himself. With Siamat, Lord of the South Wind, imprisoned by the Neferset tol’vir, Asaad believes he may ascend to the Conclave of Wind if he performs his duties well.

PvP Season 9 Begins 29 May

Get ready to engage in an all new PvP season beginning with weekly resets. Players will be able to gather their team to take on the challenge of Rated Arenas and Rated Battlegrounds and earn Conquest points to spend on new and more powerful PvP gear.

Season 9 sets the stage for a dynamic PvP experience.


New Raid Dungeons: The Battle Begins 30 May

Beginning on May 30 at 3:00 pm PDT globally, level 85 players will be able to take their first steps into three raid dungeons: The Bastion of Twilight, Blackwing Descent, and Throne of the Four Winds.

The Bastion of Twilight stands as a dark symbol of the Old Gods’ burgeoning power on Azeroth. Various branches of the Twilight’s Hammer dwell deep beneath the towering form— considered the cult’s foremost command center— along with their twisted leader, Cho’gall. There he, and his servants, conspire to bring the Old Gods’ apocalyptic visions to fruition by bleeding Azeroth of all sanity, hope, and life.

Zone: Twilight Highlands
Difficulty: (10) Normal, (10) Heroic, (25) Normal, (25) Heroic
Bosses: 4

  • Halfus Wyrmbreaker: Imbued with unnatural power and stamina by Cho’gall the ettin Halfus Wyrmbreaker captures dragons for use as fodder in the Twilight’s Hammer’s rituals. To this end, he has enslaved a behemoth proto-dragon to aid him in hunting down his winged prey.
  • Theralion and Valiona: Magically aged to adulthood, Valiona and Theralion were to be paragons among a new clutch of twilight dragons, leading their brood in scouring Azeroth of life. Instead, they waste their incredible powers constantly bickering and fighting each other.
  • Ascendant Council: As the most powerful Twilight’s Hammer cultists to be twisted into elemental beings, the Ascendant Council members have long forgotten their existence as mere mortals. From their wicked sanctum they oversee the selection of new ascension candidates.
  • Cho’gall: Under Cho’gall’s control, the orcish Twilight’s Hammer clan was transformed into a murderous cult obsessed with the Old Gods and their herald, Deathwing. Extended contact with his dark master has hideously warped both Cho’gall’s mind and body.

Nefarian and his warped attempts to create a new breed of dragon were thought to be defeated after his death in Blackwing Lair. Yet tales have emerged that his father, Deathwing, has reanimated Nefarian and set him to work in Blackwing Descent. The gruesome experiments being conducted there are feared to be on a level of wickedness far surpassing Nefarian’s previous crimes against nature.

Zone: Burning Steppes
Difficulty: (10) Normal, (10) Heroic, (25) Normal, (25) Heroic
Bosses: 6

  • Omnotron Defense System: The Omnotron Defense System was once touted as the Dark Iron dwarves’ greatest technological marvel. When Nefarian arrived in Blackwing Descent, he repurposed the run-down system to annihilate anyone intruding on his laboratories.
  • Magmaw: Magmaw is a colossal lava worm summoned from the Firelands centuries ago by Ragnaros’ Dark Iron servitors. Nefarian largely considers Magmaw a worrisome pest but has grown fond of feeding the beast his failed experiments… and servants.
  • Atramedes: Atramedes, or Experiment 25463-D, is a failed attempt to bestow enhanced senses on a black dragon whelp. The toxic salve applied to the broodling robbed him of sight, forcing him to rely on sound and smell for survival. A tragic story… if Atramedes weren’t so evil.
  • Chimaeron: Terrifying. Ugly. Evil. Kill it.
  • Maloriak: The human Malory was a bright young alchemist until he was kidnapped by Nefarian and fused with the corpse of a dragonspawn. The result— Maloriak— is a bumbling minion who possesses only a dull glimmer of his former intelligence.
  • Nefarian’s End: Deathwing’s son, Nefarian gained infamy for his horrifying efforts to create chromatic dragons from the essences of Azeroth’s various dragonflights. After his death in Blackwing Lair, he was reanimated and charged by Deathwing to continue his insidious endeavors.

Al’Akir the Windlord’s personal lair, the Throne of the Four Winds, glides high among Skywall’s boundless vistas. Now the barriers of the Elemental Plane have been ruptured, Al’Akir is free to travel Azeroth’s winds at his leisure. He has mustered his fiercest tempests to scour Uldum of life and seize control of the mysterious titan-forged Halls of Origination.

Zone: Uldum
Difficulty: (10) Normal, (10) Heroic, (25) Normal, (25) Heroic
Bosses: 2

  • The Conclave of Wind: With Siamat, Lord of the South Wind, imprisoned by the Neferset tol’vir, Al’akir’s lieutenants are vying to fill the power vacuum that now exists in the Conclave of Wind. The remaining conclave members are Anshal, Lord of the West Wind, whose gales can heal allies or poison enemies; Rohash, Lord of the East Wind, whose tempests can grind the mightiest mountains to dust, and Nezir, Lord of the North Wind whose frigid storms have claimed more lives than all other cardinal wind lords combined.
  • Al’Akir: Gifted with great intelligence and cunning, Al’Akir the Windlord once served as the foremost tactician in the Old Gods’ horrific armies. In the wake of the Cataclysm, he has aligned with Deathwing and turned his godlike power against many of the air elementals’ ancient tol’vir nemeses.

Navigate Azeroth’s tumultuous terrains and explore zones reshaped by elemental fury and dungeons teeming with untold dangers. The commencement of PvP Season 9 also ushers in an era of fierce new competition, where every battle is a testament to skill and strategy. Azeroth’s call to arms rings clear, and calls its champions rise and etch their triumphs and tales into the very lands. We look forward to our next adventures with you.

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      WoW Remix: Mists of Pandaria
      Fixed an issue causing Echo of Light from Holy Priest to scale incorrectly when there’s a level disparity. Cataclysm Classic
      Shaman Fire Elementals will now prefer targets that have their master’s Flameshock active on them, and will switch to those targets over targets without their master’s Flameshock. This check occurs only once every several seconds, so may take a little time to occur. Temporarily removed the Elemental Shaman (2) Set Bonus on the Burning Crusade Tier 4 set. Developer’s note: The 2 Piece Elemental Shaman Tier 4 bonus has a bug that existed in original Cataclysm, but was found later on in Warlords of Draenor. If this bonus were to remain in its bugged state, it would cause Elemental Shamans to wear 2 Pieces of The Burning Crusade tier for the entire expansion and we kind of like it when people have to progress their gear. Because the real fix we wish to do requires server restarts, we are removing the 2-set bonus off of the set for the weekend, and then placing it back after server restarts in its fixed state.
    • By Staff
      Blizzard have dramatically reduced the gap between available services like server transfers and race/faction changes! They're down from 30 days to only 3.
      Transfers (Source)
      Greetings Cataclysm Classic adventurers.
      We’ve recently deployed a hotfix that reduces the cooldowns for race change, faction change, and paid server transfer on Cataclysm Classic realms from 30 days, down to 3 days (72 hours). This change also applies retroactively, so for those who are currently on a cooldown after initiating these services within the past 30 days, expect your cooldown to be completed after 3 days from when the service began.
    • By Staff
      Blizzard will be changing the way Moonkin plays in Cataclysm Classic, as they were seen players heavily favor the Solar end of the balance and changed things up last week. Today they have changed things once more, as Insect Swarm is now Spellstorm damage, so that going into Lunar Eclipse is more appealing.
      Balance (Source)
      Greetings Moonkins.
      We noticed that Balance druid gameplay was seeing a trend towards sitting in Solar and trying not to leave it, especially in Multi-DoT situations. Not engaging with a decent chunk of your core rotation to stay in Solar Eclipse is not a playstyle that we nor the original developers had intended, so we released a change last week that was aimed at preventing mastery snapshotting pre-pull by resetting Eclipse when engaging a boss.
      Having your Eclipse state reset on boss pull does a few things:
      It lets Balance druids start pulls on a relatively even playing field (even after wiping) It makes you less reluctant to participate in trash pulls instead of saving an Eclipse state, and It also doesn’t punish a player who was recently in Solar, and starts a boss with their bar pushing towards Lunar Eclipse We acknowledge this change required breaking a few Moonkin eggs and understand this could be a damage reduction in many scenarios. As a result, we went looking for a lightweight change to bring back the DPS lost from not being able to start in a specific Eclipse state, and to attack the core problem that Moonkins were facing that made them want to play ‘Sunkin’ in the first place–it feels bad to leave Solar Eclipse.
      To address this, we recently deployed a hotfix that changes Insect Swarm to now deal Spellstorm (Arcane/Nature) damage so it can now benefit from Lunar Eclipse. This means that when you end up in Lunar Eclipse, you will still be buffing your two core DoTs. We estimate this change to be about a 15% damage increase to Insect Swarm, which is typically a Balance Druid’s second most damaging ability on non-single target encounters. There may still be situations where staying in Solar Eclipse is ideal, and that’s totally fine, we just don’t think it’s healthy for that to be every situation and on every pull.
      We recognize that the lack of communication when the first change went live was frustrating, but we wanted to get the initial change out quickly so that the gearing meta did not settle in a specific way for Balance Druids, only to have that change a few weeks later while we continued to iterate on this set of changes. We look forward to seeing your Lunar Eclipsed swarms in action and will continue to monitor druid performance after this change.
      Thank you!
    • By Staff
      We have some big changes coming to Cata Classic this week! First off we have the faire coming every two weeks instead of its usual once per month, and then there's the new Valor point cap, which works more like Conquest now and moves to a seasonal one with catchup.
      (Source)
      The following changes will be made to the Darkmoon Faire schedule and the Valor Points cap in Cataclysm Classic:
      Darkmoon Faire
      Starting this weekend, Darkmoon Faire will become available every two weeks, instead of once a month. Valor Points
      With regional realm restarts this week, Valor Points will behave like Conquest and the current weekly cap will be replaced with a rolling seasonal cap. If you’ve missed any Valor Points in previous weeks since Cataclysm Classic launched, you’ll now be able to catch up from those weeks. There is no longer a cap to the number of times you may earn Valor Points from Random Dungeon Finder each week, up to your normal Valor Points cap.
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