Blue Summary: Guild Challenges, Bosses Unlocked by Archaeologists, and Soul Stones

It seems that the Patch 4.1 It includes several things that we did not expect… What are Guild Challenges? Maybe a new way to build a reputation with the guild? Maybe something like weekly missions What did we see in Wrath of the Lich King? We do not know! But if we have something new we will let you know.

Also, Archaeologists are in luck as those with the appropriate level of Archeology, You will be able to unlock the new bosses of the Edge of Madness in Zul'Gurub! If you made Zul'Gurub, you may remember the need for an Alchemist to pick up some hard-to-get materials to create the potion needed to start the event. Now, as long as a group has an Indiana Jones in their ranks, they can start the event.

Additionally, the Blues deal with topics such as the Soul Stone of the Sorcerer that they plan to turn resurrection into combat, or the hitherto inevitable graveyard rampage in Warsong Gorge.

[blue author = »Zarhym» source = »http://us.battle.net/wow/en/forum/topic/2190889261#16 ″]

A full patch and all that is released are two old dungeons converted to about 5 players.

The fact is not that we are delaying The Lands of Fire so we can launch Zul'Aman / Zul'Gurub instead or because we don't think players are ready for a new raid. Our message in the matter directly implied this and it is our fault.

What we're saying is that we want more frequent and slightly smaller updates to the game to keep the content flowing. Considering that Firelands is not ready yet, we have made the decision not to keep the rest of the content of patch 4.1 to wait. Instead, we're releasing Patch 4.1 with content that's ready for most players to have more to do, while putting some finishing touches on the Firelands so we can release it in 4.2 shortly after. We are not arbitrarily maintaining it. On the other hand, we don't want to keep other content updates for Firelands.

The main features currently planned for 4.1 are:

  • Relaunch of Zul'Gurub
  • Relaunch of Zul'Aman
  • New quest chain in Stranglethorn Vale (phased) introducing players to troll dungeons
  • New Heroic gear level (epic item level 353) to give players a slightly higher buff when entering raids the first time
  • New and updated items, companion pets, and mounts
  • Guild Challenges (New Guild Missions)

All of this, plus various user interface improvements, class changes, and much more. We will give more information about the features of Patch 4.1 soon 😀

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All this and much more… after the jump!

[blue author = »Zarhym» source = »http://us.battle.net/wow/en/forum/topic/2190889261?page=2#30}»]

I hope you have some love for Archaeologists in your sights

I don't have anything specific to share at the moment except something that I think is cool. Those with the appropriate level of Archeology will be able to unlock one of four additional encounters (chosen randomly) for their party in Zul'Gurub. These bosses were previously known as part of the Edge of Madness. All four bosses will share loot, but they will also have some loot unique to each of them.

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[blue author = »Takralus» source = »http://eu.battle.net/wow/en/forum/topic/859356879#7 ″]

The days of graveyard hunting in Warsong Gulch may be coming to an end soon. Thanks to some new plans we have prepared for the Battlefield in Patch 4.1:

We are going to move the graveyards to their own terrain level, preventing them from being encroached upon by members of the opposing team.

However, this also serves another purpose; Players will no longer be able to respawn and run back to their flag room. They will have to go through the tunnel or the top of the base. This adds about 20 seconds to the journey from the graveyard to the flag room.

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[blue author = »Zarhym» source = »http://us.battle.net/wow/en/forum/topic/2140450499#14 ″]

Our plan is still to allow Soul Stone to be used on dead targets, giving warlocks a resurrection in combat as well. Unlike the Death Knight, which was a simple change, the Warlock requires a new code. We still plan to make this change for 4.1 but we will keep you posted.

Having a ton of unique and powerful abilities is not always compatible with 10-player raids. We don't believe that smaller raids need every possible buff or defensive ability to be successful but we are convinced that resurrection in combat has put non-druid groups at a significant disadvantage. What constitutes mandatory band tools is often subjective. In our opinion, res in combat is one of them.

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