RIMEFANG
Frost Aura: 506 - 1128 Frost damage per sec.
Frost Breath: Slows down attack and movement speed.
Melee Swing: 8684 - 13042 Physical damage.
Icy Blast: You will see approx three blue runes drawn on the ground. Rimefang will cast Icy Blast on these runes causing the ground to freeze in that range. Players standing on this icy ground will get their movement speed reduced and be inflicted with 1200 Frost damage per sec while the player remains standing on it. The players hit directly by Icy Blast will be hit approx by 5444 - 5691 Frost damage.
SPINESTALKER
Melee Swing: 12211 - 16076 Physical damage.
Bellowing Roar: All players run in fear for 5 sec.
Tail Sweep: Inflicts 2734 - 4133 Physical damage and knockback in a cone range behind Spinestalker.
SINDRAGOSA
Blistering Cold: Deals 35000 Frost damage to enemies within 25 yards. 5 sec cast
Cleave: Inflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 10 targets.
Frost Aura: Deals 3000 Frost damage to all nearby enemies every 3.0 sec. Instant
Frost Beacon: Marks a target for imprisonment in an Ice Tomb. 200 yd range. Instant
Frost Bomb: Fires a missile towards a random target. When this missile lands, it deals 5655 to 6345 Shadow damage to all enemies within 10 yards of that location. Unlimited range. 1 sec cast.
Frost Breath: Inflicts 27750 to 32250 Frost damage to enemies in a 60 yard cone in front of the caster. In addition, the targets' attack speed and chance to dodge are decreased by 50% for 6 sec. Melee range. 1.5 sec cast
Icy Grip: Extend tendrils of frigid wind to pull all nearby enemies to the caster. 30 yd range. Instant.
Instability: Using magic while afflicted with Unchained Magic will build up unstable energy, dealing 2000 Arcane damage to the caster per spell cast, 8 sec after spellcasting ends.
Instant
Ice Tomb: Conjures spheres of icy energy to entomb enemies in blocks of ice. Entombs the targeted foe and all enemies within 10 yards in ice, Ice Tombs have 786k HP in 25-Man Normal Mode. 200 yd range. Instant.
Permeating Chill: Causes those who attack Sindragosa with physical attacks to be chilled to the bone, reducing their movement speed by 1000% per application, for 8 sec. Instant
Tail Smash: Inflicts 11250 to 18750 damage on enemies in a cone behind the caster, knocking them back. 45 yd range. 0.859 sec cast.
Unchained Magic: Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power after 8 sec. Multiple spellcasts by the afflicted target will intensify the backlash. Unlimited range. Instant.
QUOTES
- You are fools to have come to this place. The icy winds of Northrend will consume your souls!
- The flaw of mortality ...
- Suffer, mortals, as your pathetic magic betrays you!
- Can you feel the cold hand of death upon your heart?
- Sindragosa prepares to unleash a wave of blistering cold!
- Your incursion ends here! None shall survive!
- Perish!
DIALOGUE
HORDE
Lady Sylvanas Windrunner: The Argent Crusade and the Knights of the Ebon Blade have assaulted the gates of Icecrown Citadel and are preparing for a massive attack upon the Scourge. Our mission is a bit more subtle, but equally as important.
With the attention of the Lich King turned towards the front gate, we’ll be working our way through the side in search of information that will enable us to defeat the Lich King - once and for all.
Our scouts have reported that the Lich King has a private chamber, outside of the Frozen Throne, deep within a place called the Halls of Reflection. That is our target, champions. We will cut a swath of destruction through this cursed place and find a way to enter the Halls of Reflection. If there is anything of value to be found here, it wil be in the halls.
The Dark Lady watches over you. Make haste!
ALLIANCE
Lady Jaina Proudmoore: Thank the Light for seeing you here safely! We have much work to do if we are to defeat the Lich King and put an end to the Scourge.
Our allies within the Argent Crusade and the Knights of the Ebon Blade have broken through the front gate of Icecrown and are attempting to establish a foothold within the citadel.
Their success hinges upon what we discover within these cursed halls. Although our mission is a wrought with peril, we must persevere!
With the attention of the Lich King drawn towards the front gate, we will be working our way through the side in search of information that will enable us to defeat the Scourge - once and for all.
King Varian’s SI:7 agents have gathered information about a private sanctum of the Lich King’s deep within a place called the Halls of Reflection.
We will carve a path through this wretched place and find a way to enter the Halls of Reflection. I sense powerful magic hidden away within those halls. Magic that could be the key to destroying the Scourge!
Make haste, champions! I will prepare the troops to fall in behind you.
ECHOS OF TORTURED SOULS
HORDE
Lady Sylvanas Windrunner: I’m glad we have someone capable to aid us in this. Delving into the Citadel with so few is risky at best, but opportunities like this are too rare to pass up.
I’m awaiting the arrival of champions from the Coliseum, but if your reputation holds true, you should be more than equipped to fight through the forge yourself. Clear the way to the far side and secure teh passage to the Pit of Saron. We will need to holt it to move our men further into the Citadel.
Be quick about it. Time is short.
Quest Objectives: Kill Brohjan and the Devourer of Souls to secure access to the Pit of Saron.
Lady Sylvanas Windrunner: Well timed, [class]!
The Pit of Saron lies ahead, and if our scouts are correct, past that will be the Halls of Reflection. It is there that Arthas lets his guard down, and it is there that we hope to find a clue to his weakness ... and a route to vengeance long overdue.
ALLIANCE
Lady Jaina Proudmoore: I cannot thank you enough for coming. We’re severely undermanned to be risking a venture into the Citadel, but opportunities like this are too rare to pass up.
I’m awaiting the arrival of champions from the Coliseum, but if your reputation holds true, you should be more than equipped to fight through the forge yourself. Clear the way to the far side and secure the passage to the Pit of Saron. We will need to hold it to move our men further into the Citadel.
Please hurry, [name]. We’re counting on you.
Quest Objectives: Kill Bronjham and the Devourer of Souls to secure access to the Pit of Saron.
Lady Jaina Proudmoore: Just in time! Thank you, [name].
The Pit of Saron lies ahead, and if our scouts are correct, past that will be the Halls of Reflection. It is there that Arthas lets his guard down, and it is there that we hope to find a clue to his weakness ... or maybe, just maybe, his redemption.
BRONJHAM
Bronjham (Godfather of Souls) is the first boss of the Icecrown Citadel: The Forge of Souls dungeon. It’s worth mentioning his name is an easter egg or pop culture reference. Bron Jahm ... Jahm Bron. James Brown (Godfather of Soul Music, Rythm and Blues).
He is a pretty easy boss. Paladins should put their shadow aura on, or priests can buff shadow protection to the party for precaution on Heroic. The spell that should be watched carefully is Soulstorm which he usually casts after teleporting when he reaches 200K health.
Soulstorm is a storm of souls that remains active until he dies. All casters and range players should move to Brohjham immediately. You won’t get affected when moving close to him.
Melee Swing: hits for 3156 - 5093 Physical damage
Magic’s Bane: the scythe cleaves for 1234 - 6819 Physical damage
Corrupt Soul: cast at a single target for 3 sec. Bronjahm then casts consume soul healing him for 6000 health. This spell looks like a pink stream connecting Bronjham and the target player.
Teleport: around 200 K Bronjham teleports a few yards away and casts Soulstorm.
Soulstorm: 576 - 1080 Shadow damage per tick while standing on Soulstorm.
Shadow Bolt: hits a single target for 1981 - 2569 Shadow damage.
DEVOURER OF SOULS
The Devourer of Souls looks exactly like Reliquary of Souls in Black Temple, except it has a unique set of spells, and dies pretty fast. There are two spells to watch out for in this encounter. For as long as you mind them, you will survive it. The first one is Mirror Soul. It is a red stream targeting one player. It debuffs the player for five seconds. A percent of the damage over the Devourer of Soul will be transferred to that player. Healers should be on top of that specific player, specially if he casts the 8-10 K damage Phantom Blast afterward.
The other spell to really care for is the Well of Souls. It is a purple or pink void on the ground that you need to move away from as it does damage over time until you die. Damage stops when you move away from it. Pretty easy boss.
Melee Swing: hits for 2653 - 5663 Physical damage
Phantom Blast: hits a single target for 7871 - 10409 Shadow damage
Mirrored Soul: You wil see onscreen Devourer of Souls casts Mirrored Soul. A single target gets a debuff. Visually you will see a red stream connecting the boss and the random target. The debuff says: A percentage of damage from the Overseer of Souls is being mirrored with you. Lasts 5 seconds..
Unleashed Souls: you will see six arcane orbs spawn 20 yards around Devourer of Souls. Each one spawns two ghosts, so
Well of Souls: When he jumps in the air and lands on a random player, he creates a Well of Souls. That pretty pink disk below you is not there for window-show. You will see many souls emanating from it upwards toward the ceiling. Easy to spot. Move away. It hits for 2426 - 3060 per tick for as long as you remain standing on it.
Wailing Souls: It’s a debuff that lasts 3 sec. At the end it causes 2938 - 4978 Shadow damage.
DIALOGUE
Lady Sylvanas Windrunner: Excellent work, champions! We shall set up our base camp in these chambers. My mages will get the Scourge transport device working shortly. Step inside it when you are ready for your next mission. I will meet you on the other side.
View 36 screenshots of the Forge of Souls here.
View our Patch 3.3 Gallery here
Blizzard Quote: |
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Classes: General * Area-of-Effect Damage Caps: We’ve redesigned the way area damage is capped when hitting many targets. Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, but with more than 10 targets, each target would take 1000 damage divided by the number of targets. 20 targets would be hit for 500 damage each in that example. * Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon. * Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes. * Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player’s level increases, the regeneration rates gradually reduce, returning to normal rates at level 15. * Pet Resilience: All player pets now get 100% of their master’s resilience. * Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage. * Taunt Diminishing Returns: We’ve revised the system for diminishing returns on Taunt so that creatures do not become immune to Taunt until after 5 Taunts have landed. The duration of the Taunt effect will be reduced by 35% instead of 50% for each taunt landed. In addition, most creatures in the world will not be affected by Taunt diminishing returns at all. Creatures will only have Taunt diminishing returns if they have been specifically flagged for that behavior based on the design of a given encounter. Races: General * Orc and troll shamans now have their own unique totem art. * Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total. PvP Battlegrounds * Battleground Experience: Battleground experience gained is now based on the level of the player gaining experience, rather than the highest possible player level in that Battleground. Death Knight * Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune. Unholy * Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players. * Scourge Strike: Redesigned. The base ability now deals 50% weapon damage plus an additional amount as physical damage. However, for each disease the death knight has on the target, the target will take additional shadow damage equal to 25% of the physical damage done. * Unholy Blight: This talent now deals only 10% of Death Coil damage as a damage-over-time effect on the target. Druid * Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%. * Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds. Pets * Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players. Hunter * Call Stabled Pet: Cooldown reduced from 30 minutes to 5 minutes. * Deterrence: Now also increases the chance for ranged attacks to miss the hunter by 100% while under its effect. * Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously. Beast Mastery * Intimidation: If the hunter’s pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet’s next swing or attack. Pets * Avoidance: This talent has been replaced by Culling the Herd. Hunter pets now innately take 90% less damage from area-of-effect abilities like all other class pets. This does not apply to area-of-effect damage caused by other players. * Cower: Redesigned. This ability no longer affects threat, and instead reduces damage taken by the pet by 40% for 6 seconds with a 45-second cooldown. While cowering, the pet’s movement speed is 50% of normal speed. Cower now only has a single rank and is available at pet level 20. * Culling the Herd: This pet talent has replaced the Avoidance talent in the pet trees (Hunter pets now gain that benefit automatically without expenditure of talent points). Culling the Herd increases pet and hunter damage by 1/2/3% for 10 seconds each time the pet deals a critical strike with Claw, Bite, or Smack. * Demoralizing Screech: The attack power reduction from this ability has been increased by 40%, equaling the maximum possible attack power reduction from the abilities of other classes. * Improved Cower: Redesigned. This ability now reduces the movement penalty of Cower by 50%/100%. * Venom Web Spray: Range increased from 20 yards to 30 yards. * Web: Range increased from 20 yards to 30 yards. * Wolverine Bite: This talent is now enabled when the pet lands a critical strike rather than from the target dodging the pet’s attacks. In addition, this talent no longer has a prerequisite. Mage Arcane * Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage’s party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution. Pets * Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players. Paladin Protection * Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active. * Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin’s health multiplied by the number of party members. In addition, the damage transferred to the paladin is now reduced by 50% before being applied to the paladin. Finally, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases. Priest Shadow * Mind Flay: The range of this ability has been increased to 30 yards, up from 20. Pet * Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players. Rogue * Dual Wield: Rogues now know this ability upon logging into the game at level 1. * Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed. * Vanish: For the first half second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability. Warlock Affliction * Improved Felhunter: This talent now also reduces the cooldown on the felhunter’s Shadow Bite ability by 2/4 seconds. Demonology * Decimation: Redesigned. When Shadowbolt, Incinerate or Soul Fire hit a target that is at or below 35% health, the cast time of Soul Fire is reduced by 30/60% for 8 seconds. Soul Fires cast under the effect of Decimation cost no shards. * Demonic Pact: This talent now also increases the warlock's spell damage by 1/2/3/4/5%. Destruction * Conflagrate: Redesigned. This talent now consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 9 seconds of Immolate or 8 seconds of Shadowflame, and causes additional damage over 3 seconds equal to 3 seconds of Immolate or 2 seconds of Shadowflame. Pets * Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players. * Doomguard/Infernal: These pets now innately have Avoidance like all other warlock pets. * Shadow Bite: This pet ability now provides 15% increased damage for each of the warlock’s damage-over-time effects on the target. * Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn. Warrior * Victory Rush: This ability is now trainable at level 6. Protection * Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages. User Interface For additional notes on Lua and XML changes please visit the UI & Macros Forum: http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11114 Quest Tracking Feature * This system is currently under development and is not fully functional. Looking For Group System * This feature is undergoing several improvements and is not available for testing at this time. * A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum: http://forums.worldofwarcraft.com/board.html?forumId=11572&sid=1 Enchanting * Enchant Weapon - Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster’s target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell. * Enchant Weapon - Unholy: This enchantment now inflicts Shadow damage in addition to its original effect. First Aid * The training costs for most bandages have been reduced. Mining * Enchanted Thorium: This ability now uses the Mining skill and is learned from trainers at a skill level of 250. Quests * Weekly raid quests are now available from Archmage Lan'dalock in Dalaran. Every Tuesday at 3 AM the Council of Six will choose a different strategic target that must die from either: The Obsidian Sanctum, Naxxramas, The Eye of Eternity, Ulduar, Trial of the Crusader, or Icecrown Citadel. * For the various Icecrown Bomber quests at Aldur'thar: The Desolation Gate, players can now choose to eject from their bomber seats mid-run. If you do so, a rescue vehicle will transport your character back to the safety of your infra-green platform. * Azure Drakes and Dragons will now attack back when attacked by characters not riding Wyrmrest Defenders. Items * Death Knight Tier-9 4-Piece Bonus: This set bonus no longer grants Frost Fever a chance to be a critical strike. It still grants that possibility to Blood Plague. Glyphs Death Knight * Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage. Shaman * Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds. Bug Fixes Items * Glyph of Immolation Trap: Now properly increases damage by 100%. Classes Druid * Infected Wounds: This ability is no longer considered to be in the magical defense category; therefore spell hit no longer applies to its activation. * Nature's Grace: The tooltip now correctly indicates that it will not be activated from periodic spell critical strikes. Hunter * Concussive Barrage: This ability is no longer subject to spell reflects. * Point of No Escape: This ability no longer stacks and now only functions for the hunter. Mage * Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time. Priest * Inspiration: The tooltip now correctly indicates that it also functions with Prayer of Mending. * Mind Flay: The rank 1 tooltip has been corrected to indicate the accurate damage and snare effect. Warlock * Curse of the Elements: Rank 4 has been increased to 11%, up from 10%. * Drain Soul: This spell now deals 4 times the normal damage for all ranks. Previously it was only ranks 6 and above. * Suffering (Voidwalker): Ranks 5-8 had the incorrect taunt radius of 5 yards and have all been adjusted to a 10-yard radius. |
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