Patch 7.1 - Rückkehr nach Karazhan: Übersicht zum ersten Patch in Legion!

Der neue Raid: Prüfung des Mutes

Veröffentlichung
am 26.10.2016 - 08:16
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Die Prüfung des Mutes ist eine echte Überraschung! Denn in der Beta von Legion waren nur der Smaragdgrüne Albtraum und die Nachtfestung als Raid vetreten. Somit hatte niemand damit gerechnet, dass Blizzard auf einmal noch einen dritten Raid aus dem Ärmel zieht, der als Zwischenraid dient und somit zwar nicht so groß ist, wie die anderen beiden Raids, aber trotzdem einige Herausforderungen beinhaltet. Das schöne ist auch, dass mit diesem Schlachtzug die Geschichte von Sturmheim weitererzählt wird.

Erneut machen wir uns auf nach Helheim, um dort zusammen mit Odyn der Fürstin Helya den Garaus zu machen, der wir bekanntlich schon im Seelenschlund als Endboss begegnen, die dann aber vor ihrer Vernichtung flieht. Insgeamt hat die Prüfung des Mutes drei Bosse. Nämlich Odyn selbst, der uns testen will, bevor wir hinab in die "Unterwelt" steigen. Dann noch Guarm, der ein wenig an Cerberus erinnert, der als Wachhündchen von Helya fungiert. Und zu guter letzt natürlich Helya, die ihre Kräfte gesammelt hat, um uns zu vernichten.
 

Infos in der Zusammenfassung

  • Raid: Prüfung des Mutes
  • Eingang: Sturmheim
  • Bosse: 3
  • Itemlevel: 850 - 860 +
  • Besonderheit: Exklusive Transmog-Sets
  • Öffnungszeit: 9. November 2016

Die kleine Pre-Quest mit neuen Weltquests

Um ein wenig mehr Story für den Raid reinzubringen, gibt es eine kleine Pre-Quest, die erledigt werden kann und auch sollte. Diese schaltet nämlich auch neue Weltquests frei, aber dazu später mehr. Sobald ihr euch nach dem Erscheinen von Patch 7.1 einloggt, wird euch ein Rabe in Dalaran hinterherfliegen. Dieser startet eine Questreihe, die mit A Call to Action beginnt. Viel muss man dafür eigentlich nicht machen und schlussendlich erhält man dann Odyn's Favor, für die man Odyn bitten muss einen nach Hellheim zu lassen. Für den Abschluss der Quest bekommt ihr wiederum Helarjar World Quests freigeschaltet.

Boss #1 - Odyn

Bevor wir uns Helya stellen können, müssen wir erst einmal Odyn beweisen, dass wir würdig sind nach Helheim zu reisen. Zwar haben wir dies bereits in den Hallen der Tapferkeit getan, aber bekanntlich hält doppelt besser. Und auch wenn er es diesmal mit viel mehr Leuten aufnehmen muss, stellt Odyn weiterhin eine große Herausforderung dar.
 
Auszug aus dem Dungeonkompendium
  • Overview - Odyn challenges players to prove their worth before delving into Helheim to face Helya. Players begin the encounter facing Hymdall and Hyrja. After bringing both Hymdall and Hyrja to 25% health before they can cast |Hspell: 228,171|h[Revivify]|h, Odyn leaps into battle.

    At 55% health remaining, Odyn shows his true power and begins to fill the room with |Hspell: 227,475|h[Cleansing Flame]|h. When Odyn reaches 10% health, he is satisfied with your martial prowess, and allows you to become his champions in the fight against Helya.
    • Damage Dealers -
      • While Hyrja is active, help soak the damage of Shield of Light.
      • While Hymdall is active, avoid standing near other players as he casts Horn of Valor.
      • When Odyn casts Draw Power, quickly move the Valajrar Runebearers to their matching rune and slay them on it to disable the rune, lowering the damage of Unerring Blast.
      • Move away from other players when afflicted by Storm of Justice.
    • Healers -
      • While Hyrja is active, help soak the damage of Shield of Light.
      • While Hymdall is active, avoid standing near other players as Horn of Valor hits nearby allies.
      • When Odyn casts Draw Power, quickly move the Valajrar Runebearers to their matching rune and slay them on it to disable the rune, lowering the damage of Unerring Blast.
      • Move away from other players when afflicted by Storm of Justice.
    • Tanks -
      • While Hymdall and Hyrja are active, position them carefully to avoid Valarjar's Bond .
      • Odyn's Test will stack until Odyn melee attacks a different target.
      • Move as far away from Odyn as possible while afflicted with Stormforged Spear.
  • Stage One: Might of the Valarjar -
    • Hymdall -
      • Dancing Blade - Hymdall throws an enchanted blade towards a random player, inflicting 250,000 Physical damage upon landing. The blade then begins to whirl, inflicting 393,000 Physical damage every 2 sec to all nearby enemies.
      • Horn of Valor - Inflicts 1,000,000 Physical damage to all enemies within 15 yards and causes all players to resonate inflicting 464,500 Physical damage to allies within 5 yards.
      • Valarjar's Bond - While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.
      • Revivify - Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 20% of the caster's maximum life.
        The cast is interrupted if both Hyrja and Hymdall are defeated.
    • Hyrja -
      • Expel Light - Hyrja enchants a player to radiate a burst of light after 3 sec, inflicting 893,000 Holy damage to all players within 8 yards.
      • Shield of Light - Hyrja charges her shield with light, launching a burst of energy towards a random player, inflicting 3,210,000 Holy damage split between all enemies in a line.
      • Valarjar's Bond - While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.
      • Revivify - Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 20% of the caster's maximum life.
        The cast is interrupted if both Hyrja and Hymdall are defeated.
    • Odyn -
      • Draw Power - Odyn activates the runes around his chamber and begins generating energy. After 30 sec, Odyn reaches 100 energy and casts Unerring Blast.
        • Unerring Blast - Inflicts 1,250,000 Holy damage to all players.
          Each active rune increases the damage of Unerring Blast by 100%.
        • Unerring Blast - Inflicts 10,000,000 Holy damage to all players.
        • Valarjar Runebearer - As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune disables that rune, preventing it from empowering Odyn's Unerring Blast.
          • Runic Shield - All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
        • Protected - A player standing within an empowered rune with a matching symbol becomes protected, reducing their damage taken from Unerring Blast by 90%.
        • Valarjar Runebearer - As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune empowers the rune, allowing players with a matching symbol to become Protected.
          • Runic Shield - All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
  • Stage Two: The Prime Designate -
    • Test of the Ages - Periodically, Hymdall and Hyrja leap into the arena, engaging the players in battle.

      Bringing them to 85% health causes them to exit the arena until called upon again.
      • Valarjar's Bond - While Odyn, Hymdall, or Hyrja are within 35 yards of each other their damage taken is reduced by 90%.
    • Odyn -
      • Odyn's Test - With each consecutive melee attack against the same target, Odyn's attack speed increases by 4%. This effect stacks.
      • Spear of Light - Odyn creates a Spear of Light at the location of several players, inflicting 750,000 Holy damage to players within 8 yards of the impact.
        In addition, when each spear is summoned it expels 3 Glowing Fragments.
        Touching a Spear of Light causes it to Shatter.
        • Shatter - The Spear of Light shatters, inflicting 231,922 Holy damage to all players and emitting 5 Glowing Fragments.
        • Glowing Fragment - Touching a fragment causes it to erupt, stunning the target for 3 sec and inflicting 250,000 Holy damage.
      • Shatter Spears - Inflicts 450,000 Holy damage to all players. In addition, all remaining Spears of Light are Shattered.
      • Draw Power - Odyn activates the runes around his chamber and begins generating energy. After 30 sec, Odyn reaches 100 energy and casts Unerring Blast.
        • Unerring Blast - Inflicts 1,250,000 Holy damage to all players.
          Each active rune increases the damage of Unerring Blast by 100%.
        • Unerring Blast - Inflicts 10,000,000 Holy damage to all players.
        • Valarjar Runebearer - As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune disables that rune, preventing it from empowering Odyn's Unerring Blast.
          • Runic Shield - All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
        • Protected - A player standing within an empowered rune with a matching symbol becomes protected, reducing their damage taken from Unerring Blast by 90%.
        • Valarjar Runebearer - As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer brands up to 4 players with a rune. Players with a matching symbol can touch the rune to become Protected.
          • Runic Shield - All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
  • Stage Three: The Final Test -
    • Odyn -
      • Stormforged Spear - Inflicts 11,600,000 Physical damage to the target. This damage is decreased the further the target is from Odyn.
        In addition, the spear discharges an arc of lightning that inflicts an additional 331,000 Nature damage to all players.
      • Runic Brand - Odyn brands each player with a random rune, and begins generating energy. After 6 sec, Odyn reaches 100 energy and casts Radiant Smite.
        • Radiant Smite - Inflicts 750,000 Holy damage to each player. Each player then triggers an Echo of Radiance.
          • Echo of Radiance - Inflicts 500,000 Holy damage to all players within 15 yards of the target. Players with matching runes are immune to this damage.
      • Storm of Justice - Odyn marks each player. After 5 sec, lightning strikes each target, inflicting 309,000 Nature damage to all players within 8 yards of an impact.
        In addition, a Raging Tempest is summoned.
        • Raging Tempest - Creates a vortex of electirc current that inflicts 477,750 Nature damage and knocks players into the air.
      • Arcing Storm - Odyn periodically unleashes a bolt of lightning at a random target inflicting 142,500 Nature damage. The intensity of the bolts increases over time.
      • Cleansing Flame - Holy flame erupts from the ground inflicting 264,000 Holy damage every 1 sec. while within the effect. Remaining within the flames increases this damage.
Die Beutetabelle
 

Boss #2 - Guarm

Und noch ein Boss stellt sich uns vor dem Kampf gegen Helya in den Weg. Nämlich Guarm, Helyas Wachhündchen. Ein dreiköpfiger Hund! Erinnert ein wenig an Cerberus aus der griechischen Mytholigie? Wahrscheinlich gewollt, denn der Name dieses Bosses ist abgeleitet von Garm, der ebenfalls aus dieser Mytholgie stammt und ein weiterer Wachhung von Hades ist. Also wie von Blizzard gewohnt gibt es einen netten kleinen Zusammenhang zur realen Welt.
 
Auszug aus dem Dungeonkompendium
  • Overview - Guarm's Guardian's Breath unleashes three elements: Fire, Nature and Shadow. Guarm gains a stack of Frothing Rage for every player not hit by one of his breath attacks.

    Taking damage from Guardian's Breath will result in a debuff: Fiery Phlegm, Salty Spittle or Dark Discharge. Gaining any two of these is deadly.

    Periodically Guarm will become more mobile and aggressive, casting Roaring Leap andHeadlong Charge.
  • Guardian's Breath - Guarm's three heads each breath out a blast of Fire, Shadow or Frost. If too few players are affected Guarm gains a stack of Frothing Rage.
    • Frothing Rage - Increases all damage done by 5%.
    • Fiery Phlegm - Deals 2,140,000 Fire damage split evenly among enemies within a cone, and applies an aura that is deadly when combined with Dark Discharge or Salty Spittle.
    • Salty Spittle - Deals 2,140,000 Frost damage split evenly among enemies within a cone, and applies an aura that is deadly when combined with Dark Discharge or Fiery Phlegm.
    • Dark Discharge - Deals 2,140,000 Shadow damage split evenly among enemies within a cone, and applies an aura that is deadly when combined with Salty Spittle or Fiery Phlegm.
  • Multi-Headed - Guarm's extra heads make him extra deadly. All attacks made by Guarm also strike the next closest target within 8 yards. If no target is found, the primary target is struck again.
  • Flashing Fangs - Inflicts 1,070,000 Physical damage to enemies within a 25 yard cone in front of Guarm.
  • Guardian's Licks -
    • Flame Lick - Targets a random player, then inflicts 321,000 Fire damage and applies an aura that inflicts 100,000 Fire damage every 0.5 sec for 5 sec to all players within 5 yards of that player.
    • Frost Lick - Targets a random player, then stuns all players within 5 yards of that player for 6 sec.
    • Shadow Lick - Targets a random player, then inflicts all players within 5 yards with a heal absorption effect that prevents up to 1,000,000 healing received. Lasts until cancelled.
  • Volatile Foam -
    • Flaming Volatile Foam - Deals 225,000 Fire damage every 1 sec to a random enemy.
      When dispelled, bounces to the nearest ally of the afflicted player.
      Applies Fiery Phlegm when this effect expires.
    • Briney Volatile Foam - Deals 225,000 Frost damage every 1 sec to a random enemy.
      When dispelled, bounces to the nearest ally of the afflicted player.
      Applies Salty Spittle when this effect expires.
    • Shadowy Volatile Foam - Deals 225,000 Shadow damage every 1 sec.
      When dispelled, bounces to the nearest ally of the afflicted player.
      Applies Dark Discharge when this effect expires.
  • Roaring Leap - Knocks back all players within 25 yards of Guarm, then leaps toward the largest clump of players and deals 357,000 Physical damage and stuns all players within 12 yards.
  • Headlong Charge - Guarm leaps to the end of the arena, then charges back and forth, knocking back and dealing 1,500,000 Physical damage to all players in his path.
Die Beutetabelle
 

Boss #3 - Helya

Erneut treffen wir auf Helya, um sie endgültig zu besiegen. Sie ist eine gefallene Königin der Val'kyr und Herrscherin über Helheim, was man ganz gut mit der Unterwelt aus der griechischen Mytholgie vergleichen kann. Eine Welt voller verfluchter und gefallener Vrykul, die keinen Zutritt in die Hallen der Tapferkeit erhalten haben. Da Helya jedoch nicht länger damit zufrieden ist Helheim zu kontrollieren, will sie nun zusammen mit ihren Kvaldir die Welt der lebenden übernehmen. Ein guter Grund sie zu stoppen!
 
Auszug aus dem Dungeonkompendium
  • Overview - Helya uses her supernatural powers to conjure orbs, taint foes, breathe sludge, and crush her enemies.

    Upon reaching 65% health, Helya departs beneath the sea, assaulting the raid from afar with her denizens of Helheim or ocean waves from the Maw of Souls. Defeating Helya's tentacles wounds her, causing her to return to the shore.

    Helya then orders the last stand of Helheim, invoking both the minions of Helheim and her supernatural powers until her defeat.
  • Stage One: Low Tide - Helya uses her supernatural powers to conjure orbs, taint foes, breathe sludge, and crush her enemies.
    • Helya -
      • Orb of Corruption - Conjure an Orb of Corruption which passes over the encounter area, pulsing 214,500 Shadow damage every second at several locations, tracking nearby players.
        Taking damage from an Orb of Corruption increases damage taken by Orb of Corruption by 100%. This effect stacks.
        • Corrupted Slicer - A beam of corrupted energy surges between the Orbs, inflicting 5,000,000 Shadow damage to enemies struck by the beam.
      • Bilewater Breath - Breathes out foul corruption, inflicting 214,500 Frost damage to enemies in a frontal cone and applying Bilewater Redox.
        Creates several Bilewater Slimes which each impacts the ground, inflicting 535,500 Frost damage to enemies within 5.
        • Bilewater Slime -
          • Bilewater Liquefaction - The slime's skin bursts, inflicting 85,700 Frost damage to all enemies, reducing in damage by up to 90% based on the slime's remaining health. This explosion creates pool of Bilewater Corrosion on the ground, inflicting 107,000 Frost damage every second for 45 sec. The size of the corrosive pool is also based on the slime's remaining health.
            • Bilewater Corrosion - The slime's skin bursts, inflicting 85,700 Frost damage to all enemies, reducing in damage by up to 90% based on the slime's remaining health. This explosion creates pool of Bilewater Corrosion on the ground, inflicting 107,000 Frost damage every second for 45 sec. The size of the corrosive pool is also based on the slime's remaining health.
        • Bilewater Redox - Helya's Bilewater Breath flash oxidizes armor, decreasing armor by 100% for 30 sec.
      • Tentacle Strike - Helya's tentacle emerges at the front or back of the platform.
        The tentacle strikes the ground after several seconds, inflicting 1,430,000 Nature damage, divided amongst all enemies struck.
        If the tentacle impacts the ground without resistance, it sends shockwaves across the platform, inflicting 1,430,000 Nature damage to all players.
        • Tentacle Slam - If no targets are struck by Tentacle Strike, the impact sends a shockwave across the platform inflicting 1,430,000 Nature damage to all enemies.
      • Taint of the Sea - Taints a target, inflicting 179,000 Frost damage every second. When this aura is removed, the taint explodes, inflicting 46,450 Frost damage to all players.
        • Tainted Essence - The expelled Taint of the Sea leaves behind a Tainted Essence, which explodes after a short time, inflicting 643,000 Frost damage to enemies within 8 yards.
      • Corrosive Nova - Blasts all enemies with corrosive magic, inflicting 286,000 Frost damage while no players are in melee range.
        Corrosive Nova empowers Helya, increasing all damage done by 3%. This effect stacks.
  • Stage Two: From the Mists - Upon reaching 65% health, Helya departs beneath the sea, assaulting the raid from afar with her denizens of Helheim or ocean waves from the Maw of Souls. Defeating Helya's tentacles wounds her, causing her to return to the shore.
    • Helya -
      • Fury of the Maw - Calls upon the fury of the maw, invoking a wave to push away players, inflicting 71,400 Frost damage every half-second.
        Fury of the Maw washes away Bilewater Liquefaction, Decay, and Desiccated Decaying Minions.
        • Raging Tempest - Increases Fury of the Maw damage by 10%. This effect stacks.
      • Torrent - Blasts several enemies with brackish water, inflicting 100,000 Frost damage.
        • Building Storm - Increases Torrent damage by 10%. This effect stacks.
      • Gripping Tentacle - Helya grips the landmass, allowing her to command the waves of the sea and attack players from relative safety. Defeating these wound her, eventually forcing her back ashore.
    • Grimelord -
      • Sludge Nova - Stomps the ground, inflicting 1,750,000 Plague damage to enemies within 15 yards and knocking them back.
      • Fetid Rot - Afflicts several targets within 70 yards with Fetid Rot, inflicting 65,000 Nature damage per stack every 3 sec and decreasing healing received by 10% per stack, periodically reducing in effectiveness.
        When removed, inflicts 397,000 Nature damage to allies within 5 yards, applying Fetid Rot to any target struck.
      • Anchor Slam - Slams the ground with his anchor, inflicting 2,145,000 Physical damage and knocks them up, and increases all damage taken by targets struck by 400% for 6 seconds.
    • Night Watch Mariner -
      • Lantern of Darkness - Exposes shadowy energy within his lantern, inflicting 81,000 Shadow damage every half-second to all enemies for 6 sec. This damage increases by 75% each pulse. This effect stacks.
      • Ghostly Rage - Enters a ghostly rage, increasing attack speed by 30% for 6 sec.
      • Give No Quarter - Pierces the veil, moving seamlessly through the world. Upon reaching the destination, inflicts 200,000 Arcane damage to any targets within 8 yards.
    • Helarjer Mistcaller -
      • Mist Infusion - Infuses Helya with the mists of Helheim, allowing her to cast Fury of the Maw more frequently.
      • Bleak Eruption - Successful or interrupted casts of Mist Infusion invoke a Bleak Eruption, inflicting 200,000 Frost damage to all enemies.
    • Decaying Minion -
      • Decay - An aura of decay lingers, inflicting 107,000 Nature damage to nearmy enemies.
  • Stage Three: Helheim's Last Stand - Helya orders the last stand of Helheim, invoking both the minions of Helheim and her supernatural powers until her defeat.
    • Helya -
      • Orb of Corrosion - Conjure an Orb of Corrosion which passes over the encounter area, pulsing 250,000 Frost damage every second at several locations, tracking nearby players and creating patches of Decay.
        Taking damage from an Orb of Corrosion increases damage taken by Orb of Corrosion by 100%. This effect stacks.
        Orb of Corrosion triggers Tainted Reanimation every pulse.
        • Decay - An aura of decay lingers, inflicting 107,000 Nature damage to nearmy enemies.
        • Corrosive Slicer - A beam of corrosive energy surges between the Orbs, inflicting 5,000,000 Frost damage to enemies struck by the beam.
      • Taint of the Sea - Taints a target, inflicting 179,000 Frost damage every second. When this aura is removed, the taint explodes, inflicting 46,450 Frost damage to all players.
        • Tainted Essence - The expelled Taint of the Sea leaves behind a Tainted Essence, which explodes after a short time, inflicting 643,000 Frost damage to enemies within 8 yards.
      • Corrupted Breath - Breathes out corrupt magic, inflicting 285,500 Shadow damage to enemies in a frontal cone and applying Dark Hatred.
        This creates several Corrupted Axions.
        • Corrupted Axion - Fires a gout of shadowy magic at a targeted location, inflicting 300,000 Shadow damage and absorbing 300,000 healing for 30 sec to targets within 5 yards of the impact location. In the axion strikes no targets, it explodes, applying Corrupted Axion to all players. This effect stacks.
          • Corrupted - The Corrupted Axion instills insidious thoughts if not removed, granting Helya power over their actions, charming them. This effect breaks if their health goes below 10%.
        • Dark Hatred - Breathes out corrupt magic, inflicting 285,500 Shadow damage to enemies in a frontal cone and applying Dark Hatred.
          This creates several Corrupted Axions.
      • Fury of the Maw - Calls upon the fury of the maw, invoking a wave to push away players, inflicting 71,400 Frost damage every half-second.
        Fury of the Maw washes away Bilewater Liquefaction, Decay, and Desiccated Decaying Minions.
        • Raging Tempest - Increases Fury of the Maw damage by 10%. This effect stacks.
      • Corrosive Nova - Blasts all enemies with corrosive magic, inflicting 286,000 Frost damage while no players are in melee range.
        Corrosive Nova empowers Helya, increasing all damage done by 3%. This effect stacks.
    • Night Watch Mariner -
      • Lantern of Darkness - Exposes shadowy energy within his lantern, inflicting 81,000 Shadow damage every half-second to all enemies for 6 sec. This damage increases by 75% each pulse. This effect stacks.
      • Ghostly Rage - Enters a ghostly rage, increasing attack speed by 30% for 6 sec.
      • Give No Quarter - Pierces the veil, moving seamlessly through the world. Upon reaching the destination, inflicts 200,000 Arcane damage to any targets within 8 yards.
      • Rally of the Kvaldir - Increases maximum health by 100%.
    • Helarjar Mistwatcher -
      • Mist Infusion - Infuses Helya with the mists of Helheim, allowing her to cast Fury of the Maw more frequently.
      • Bleak Eruption - Successful or interrupted casts of Mist Infusion invoke a Bleak Eruption, inflicting 200,000 Frost damage to all enemies.
    • Decaying Minion -
      • Decay - An aura of decay lingers, inflicting 107,000 Nature damage to nearmy enemies.
Die Beutetabelle
Unbekannt ...
 

Transmog-Sets: "Chosen Dead"

Da die Prüfung des Mutes nur als Zwischenraid fungiert und keine sehr viel höheres Itemlevel bietet, gibt es aber einen anderen Grund trotzdem des Öfteren mal in den Schlachtzug reinzuschauen. Für die Quest The Lost Army muss man im Raid 1.000 Valarjar Soul Fragment sammeln. Wie genau das funktioniert, wissen wir noch nicht. Aber wahrscheinlich lassen alle Gegner diese Fragmente fallen. Hat man das Ziel erfüllt, bekommt man ein passendes Transmog-Set für seine Rüstungsklasse.
 

Die verschiedenen Transmog-Sets

Vorschau auf die verschiedenen Rüstungen
Trial of Valor Cloth

Trial of Valor ClothTrial of Valor ClothTrial of Valor Cloth


Trial of Valor Leather

Trial of Valor LeatherTrial of Valor LeatherTrial of Valor Leather


Trial of Valor Mail

Trial of Valor MailTrial of Valor MailTrial of Valor Mail


Trial of Valor Plate

Trial of Valor PlateTrial of Valor PlateTrial of Valor Plate

Eindrücke aus dem Raid

Andi

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Andi - Staff
Jau, das hatten wir mitbekommen und uns tierisch darüber aufgeregt, wieso Blizzard so etwas einfach ändert. 
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Tarabas - Mitglied
hi, hab ne offtopic frage.
habe das problem, dass ich keine spielertitel und gildennamen mehr anzeigen lassen kann...
ist das so gewollt von blizzard? kann es weder bei interface einstellen noch sonst wo find ich infos dazu.
hab das problem egal ob ich standard interface anhab oder elvui.
kann mich da irgendwer aufklären bitte?
beste grüße!
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GRiMtox - Mitglied
Ich muss ehrlich sein; ich kann es kaum erwarten. Ich habe mir zum Release Urlaub genommen und dementsprechend dicke Zeit gehabt; alle Quests durch, bis auf die, die mit Zeit "gelocked" sind - also durch Ruf oder durch die Ordenshallen-Missionen. Dazu alle Dungeons durch bzw. auf mythic abgeschlossen. Raiden geht erst am 21. los und daher habe ich gerade nur noch Weltquests zu erledigen. Vielleicht hat jemand eine Idee was man noch PvE-mäßig erledigen kann, aber aktuell habe ich quasi kaum noch etwas zu tun.

Davon aber mal abgesehen eine Frage an andere: Bei uns in der Gilde haben einige schon die Ordenskampagne komplett abgeschlossen während ich als Krieger noch mindestens eine weitere Woche benötigen werde dank den "schließe diese Ordenshallen-Missionen ab!". Geht das auch anderen Klassen so? Kann doch nicht sein, dass man erst einmal Missionen abschließen muss, die 1 Tag und 18 Stunden benötigen, bis die Änhanger sie abgeschlossen haben und man die nächste machen kann. <.<
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Teratros - Mitglied
also du kannst eigentlich alle quests auf 12 stunden runterschrauben durch die konterung der fähigkeiten da steht immer etwas bei wie das die normalen anhänger getötet werden wenn du es nicht konterst oder eben der zeitaufwand daher bei den quest immer versuchen alle 3 sachen zu Kontern selbst wenn du schon die 100% chance vorher erreichst
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GRiMtox - Mitglied
Ne leider reicht das alleine nicht. Ich sehe aber gerade, dass die darauf folgende Mission ganze 4 (!) Tage dauern wird.

https://www.reddit.com/r/wow/comments/518dy3/warrior_campaign_in_a_nutshell/

Da hat sich Blizz ja was richtig tolles für die Krieger ausgedacht. Während Druiden seit 2 Tagen durch sind... jau.
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Stygia - Mitglied
Dafür müssen die Druiden dann woanders mehr machen. Das wurde ein bisschen gemischt und einige Klassen haben halt dadurch Nachteile. Du musst dafür dann vll. nur 15 statt 30 Worldquests abschließen.
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Zodiarcc - Mitglied
Jeder muss 30 Worldquests machen und Druiden haben de Fakto die kürzeste und Warris die längste Reihe, hat sich Blizzard auch schon zu geäußert 
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Muhkuh - Mitglied

hat sich Blizzard auch schon zu geäußert


Jo, und zwar, dass sie einen Fehler gemacht haben - allerdings nicht beim Krieger, sondern bei allen anderen Klassen, denn sie haben vergessen, die dort geplanten Cooldowns zwischen den Missionen einzubauen, es sollten eigentlich alle so viel Zeit wie der Krieger benötigen.
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Zodiarcc - Mitglied
Falsch, sie haben gesagt dass sie mit 7.1 die Zeit beim Krieger reduzieren da der unverhältnismäßig lange braucht.
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Namir - Mitglied
Ich bin übrigens der festen Überzeugung, dass "Trial of Valor" mit "Prüfung der Tapferkeit" und nicht "Prüfung des Mutes" übersetzt wird :)
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Vanion - Staff
Da liegst du falsch! Im deutschen Preview Video steht klar Prüfung des Mutes
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Bigshiks - Mitglied
@namir definiere mir mal den Unterschied zwischen tapferkeit und Mut 
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Andi - Staff
Ich würde dir ja recht geben, weil Valor Points waren ja Tapferkeitspunkte und Halls of Valor sind die Hallen der Tapferkeit. Aber leider ist das Valor dieses Mal mit Mut übersetzt. Wer weiß warum .... :D
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Encreeded - Mitglied
@bigshiks Tapferkeit ist, wenn man das Bohren beim Zahnarzt ohne Spritze durchzieht und keine Träne vergiest. Mut hingegen ist, mit Dünnschiss einen Fahren zu lassen. :)
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