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Sunwell Team

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  1. Detailed info about prenerf values + boosts + custom HMs can be found here:
  2. Hello! We would like to announce bunch of information regarding new content release. Heroic mode added to Naxxramas, The Obsidian Sanctum and The Eye of Eternity raids will remain unchanged. Custom boosts on normal difficulty of 25man t7 raids (Naxx/OS/EoE) were already removed which means all t7 normal mode raids does have blizzlike values now. 09.05 - Character boost to level 70 is coming to Voltarus! It will last until 23.05 23:59gmt+2 More info about the 70lvl boost: 09.05 - XP boost event! Along with 70lvl Character Boost, XP event will be enabled and it will last until 23.05 23:59gmt+2 as well. More info about XP boost event: 16.05 - Arena Season 5 Deadly Gladiator ends after flush at 11pm, more info about rewards for s5 will be available on forums. 19.05 - Arena Season 6 Furious Gladiator will start after update at the morning, Arena Points will be removed from all players during that update, so if you would like to use them up - you will have to do that earlier. Also all soulbound items which were tradable (2hours after dropping them) or refundable (2hours after being bought with currency other than gold) will lose the option to be traded/refunded. Vault of Archavon will be closed until 6pm 19.05 - at 6PM Ulduar will be opened on Voltarus! At the same time 2nd boss in Vault of Achavon - Emalon the Storm Watcher - will be added 26.05 - Black Proto-Drake and Plagued Proto-Drake (rewards from Glory of the Raider 10m/25m achievements) won't be obtainable anymore. Info about changes in the difficulty of Ulduar (like prenerf values, custom boosts, hard modes added to bosses which didn't have them originally) will be available soon in the post below. Additional content changes: New 213iLvl Kirin Tor rings; The first part of Argent Tournament dailies will become available; New gems that can be dropped: Stormjewel (please don't confuse them with Epic Gems released in patch 3.2.0) Little summary what will reset with new content: Arena Points will reset Arena Team Ratings will reset MMR will reset Stone keeper shards won't reset Honor points won't reset Wintergrasp marks won't reset Emblems won't reset Thank you for reading this! If you have any further questions, feel free to ask. Anything not related to the topic will be deleted. Take care!
  3. This topic is dedicated to give you brief view of Ulduar content! General Information Ulduar is probably one of the best raids written by Blizzard, period. Ulduar system won't change like we did it on Naxxramas, there will remain 2 difficulties in total: Ulduar 10-man and Ulduar 25-man. Both Realm First achievements: Realm First! Death's Demise and Realm First! Celestial Defender are only possible to obtain when all previous Ulduar encounters are beaten in Hard Mode versions (without new optional Hard Modes). Gates to Algalon will open when Flame Leviathan, XT-002 Deconstructor, Freya, Hodir, Thorim, Mimiron were killed on Hard Modes. Yogg-Saron 0 Keepers mode have the same requirements in order to start the fight. Ulduar 10-man First and foremost, Ulduar 10-man version will be in pre-nerf state only. We won't add anything from ourselves there. Ulduar 10 Pre-nerf values: Ulduar 25-man Despite the fact that we have used pre-nerf values in Ulduar 25-man, we will have few significant changes to it. We will boost Hard Mode versions of encounters on 25-man only. Boosts will be mostly moderate, depending on the encounter. Normal modes will not be affected by our changes. Boss encounters that normally do not have a Hard Mode, such as Ignis the Furnace Master, Razorscale, Kologarn and Auriaya, will get one. Algalon 25-man and Yogg-Saron +0 25-man will be boosted as hell. Ulduar 25-man values: New Ulduar Hard Mode encounters! Ulduar values and mechanics for new Hard Mode encounters: Ulduar Extra Loot New Hard Mode bosses loot will include: +2 Emblem of Conquest up from +1 compared to normal mode Chance for Fragment of Val'anyr drop increased to 18% up from 8% compared to normal mode We have created four separate loot tables that consist of all the Hard Mode items dropping in Ulduar 25-man. These new loot tables will be assigned to the newly made Hard Modes to have an incentive to do these encounters. Below we present the additional loot tables for the new Hard Modes, one item will drop out of these lists for each encounter. More details will be provided over time with the appropriate announcements Stay tuned! Best regards, Sunwell Team
  4. 25-man Heroic Naxxramas Loot The Construct Quarter 25 Heroic Patchwerk + 1 loot B + 1 loot C Grobbulus + 1 loot B + 1 loot C Gluth + 1 loot B + 1 loot C Thaddius + 1 loot A + 1 loot B + 2 loot C If previous wing bosses were not done on heroic, Thaddius won't give + 1 loot A. The Arachnid Quarter 25 Heroic Anub'Rekhan + 1 loot B + 1 loot C Grand Window Faerlina + 1 loot B + 1 loot C Maexxna + 1 loot A + 1 loot B + 2 loot C If previous wing bosses were not done on heroic, Maexxna won't give + 1 loot A. The Military Quarter 25 Heroic Instructor Razuvious + 1 loot B + 1 loot C Gothik the Harvester + 1 loot B + 1 loot C Four Horsemen + 1 loot A + 1 loot B + 2 loot C If previous wing bosses were not done on heroic, Four Hosemen won't give + 1 loot A. The Plague Quarter 25 Heroic Noth the Plaguebringer + 1 loot B + 1 loot C Heigen the Unclean + 1 loot B + 1 loot C Loatheb + 1 loot A + 1 loot B + 2 loot C If previous wing bosses were not done on heroic, Loatheb won't give + 1 loot A. Frostwyrm Lair 25 Heroic Sapphiron +1 loot A + 1 loot B + 2 loot C Kel'Thuzad +1 loot A + 1 loot B + 2 loot C + Reins of Naxxramas Gargoyle Loot A: Predefined list of good items from Naxxramas (trinkets/weapons mostly) https://paste2.org/Z5MxdZIH Loot B: Items from the loot table of that boss Loot C: Tier 3 items for transmog purposes Reins of Naxxramas Gargoyle has 100% chance drop from Kel'Thuzad in 25 Heroic mode and 0.5% chance drop from all other 25 Heroic encounters. (Loot mentioned above is an addition to the normal loot) 10-man Heroic Naxxramas Loot The Construct Quarter 10 Heroic Patchwerk +1 loot B Grobbulus +1 loot B Gluth +1 loot B Thaddius +1 loot B The Arachnid Quarter 10 Heroic Anub'Rekhan +1 loot B Grand Window Faerlina +1 loot B Maexxna +1 loot B The Military Quarter 10 Heroic Instructor Razuvious +1 loot B Gothik the Harvester +1 loot B Four Horsemen +1 loot B The Plague Quarter 10 Heroic Noth the Plaguebringer +1 loot B Heigen the Unclean +1 loot B Loatheb +1 loot B Frostwyrm Lair 10 Heroic Sapphiron +1 loot B Kel'Thuzad +1 loot B Loot B: Items from the loot table of that boss (Loot mentioned above is an addition to the normal loot) 10 and 25-man Heroic Obsidian Sanctum Loot Sartharion 25 hc: +1 extra item from One Drake Left table +1 extra item from Two Drakes Left table +1 Fury of the Five Flights or Illustration of the Dragon Soul Sartharion 10 hc: +1 random extra item (it can't be Satchel of Spoils, Dragon Hide Bag or Reins of the Black Drake) (Loot mentioned above is an addition to the normal loot) 10 and 25-man Heroic The Eye of Eternity Loot The Eye of Eternity 25hc: + 50% more loot (6items total) + Reins of the Azure Drake 100% drop chance The Eye of Eternity 10hc: + 50% more loot (3 items total) + Reins of the Azure Drake drop chance increased to 10%
  5. This topic is dedicated to give you brief view of heroic version at T7 content! General Information There are 4 difficulties in total: 10-man Normal, 10-man Heroic, 25-man Normal and 25-man Heroic. There are only 2 IDs. One for 10man and the other for 25man. Each encounter can only be done once in that ID, either on normal or heroic difficulty. You can change the raid difficulty while being inside the instance (works exactly the same as Icecrown Citadel model). Making it easier to switch between normal and heroic mode before each single encounter. In order to switch raid difficulty, the raid leader will have to use a command or the Voltarus Companion. Realm First achievements, such as Realm First! Conqueror of Naxxramas, Realm First! Magic Seeker and Realm First! Obsidian Slayer are only possible to obtain on Heroic mode. Both 10-man Heroic and 25-man Heroic raids are optional - players are not forced to do them! Heroic modes are for players who enjoy bigger challenges and who want to take a shot for Realm First achievements. In order to reach Sapphiron and Kel'Thuzad on 25-man Heroic mode you need to defeat all previous encounters on Heroic mode as well. 10 Mans Naxxramas, Obsidian Sanctum and Eye of Eternity 10-man versions will have their Heroic modes as well. However, we didn't put any new mechanics there. Damage and health will be scaled to the player's talents appropriately. 25 Mans Naxxramas, Obsidian Sanctum and Eye of Eternity 25 modes - all of them have their Heroic modes with following: Existing melee/spell damage is empowered; Encounter's health pools are increased significantly; Each encounter has at least one new mechanics; Obsidian Sanctum Heroic version is only doable with all three drakes alive; Details of each encounter are described in the post below. Loot This topic was moved to a separate thread: https://sunwell-community.com/topic/23799-voltarus-heroic-t7-loot/ 25-man Heroic Mode The Construct Quarter Patchwerk Health: 33.7mln Damage: Damage done increased by 25%. Scourge Hook: Inflicts moderate Physical damage and pulls three targets to the Patchwerk. Demolishing Shout: Aura deals 1.5-3k Physical damage every 3 seconds to all players. Player's armor mitigates damage. Enrage: Enrage happens at 10% of Patchwerk's total health. "We wanted to stay with this one actually, his dummy-style became a lifestyle and we didn't want to steal the fun of the dps race. Patchwerk should remain as the Patchwerk we all know and love." Grobbulus Health: 23mln Damage: Damage from all sources is increased significantly. Fallout Slime: Health increased significantly. Fallout Slime Explosion: When there are two or more Fallout Slimes, they fixate each other and explode for ~50k damage on touch. Fallout Slime Death: When Fallout Slime dies it debuffs nearly players with melee attack and cast speed reduction. Mutating Injection: Is casted on two players simultaneously. "Raid Leader quotes: FOCUS SLIMES!!! Why this slime is still alive? CC THIS S*IT /w I see you don't dps slime" Gluth Health: 24.1mln Damage: Damage from all sources is increased significantly. Zombie: Each time Zombie reaches Gluth, boss receives permanent +20% damage done and -5% damage taken buff. Zombie Enrage: Sometimes, 1-3 Zombies become enraged. In this state they act like Decimated. Health Shriek: Three random players (except tank) are getting debuffed for 10 seconds. Those players healing received is reduced by 100% and debuff inflicting -12% maximum health every 1.5 seconds for debuff duration. In addition, players leeches 10% health from all allies players within 6 yards every 1 second. Boss won't cast this spell 15 seconds before and after Decimate. "One of our favorite boosts. Priorities on this encounter really matter." Thaddius Health: 72mln Damage: Damage from all sources is increased significantly. Stomp: Every 12 seconds Thaddius applies 100% armor reduction on his target for 10 seconds. Forked Lightnings: Every 35-40 seconds Thaddius blasts destroying Lightnings in random players direction dealing lethal damage. Electrified Tentacle: When Electrified Tentacle is spawned it harm raid in various way. Hotfix! Thaddius' Forked Lightning spell is uninterruptable. Hotfix! Electrified Tentacle will despawn on Thaddius' death. "Much of running, I sense." The Arachnid Quarter Anub'Rekhan Health: 23.1mln Damage: Damage from all sources is increased significantly. Locust Swarm: Spell cooldown is massively dropped. Being under Locust Swarm effect is much more dangerous and brings more negative results. Crypt Guard Abilities: Whenever Crypt Guard is active, Anub's damage taken is reduced by 30%. Moreover, Crypt Guards will deal huge AoE damage until they are killed. Crypt Guard Stealth: Crypt Guards are in hidden mode for most of their time. They are visible only for selected players. Spider's Web: Crypt Guards become visibile for all raid players when dragged into the webs. "Just a big worm with some spiders around. Don't rush Anub and focus on survival." Grand Widow Faerlina Health: 21.5mln Damage: Damage from all sources is increased significantly. Naxxramas Followers: Faerlina revives her Followers after 35-45 seconds from their death. Inverted Defile: Faerlina casts Defile spell which works in inverted way to its original correspondent. Hotfix! Naxxramas Followers are immune to Crowd Control effects. Hotfix! Poison Volley is casted on every player. Hotfix! Inverted Defile is casted in random place instead being spawned on the player. "Despite there are not many changes here, chaos is guaranteed." Maexxna Health: 24.8mln Damage: Damage from all sources is increased significantly. Polymorph: Spider: Maexxna casts Polymorph: Spider spell on 1-2 random players for 6 seconds duration. Web Grab: Abseiling spiders grab players and pull them back to their nests. If players are not rescued they will be killed at a certain height. Hotfix! Web Trap is casted on 2-4 players and its health is set to ~64k. "We have changed her model as well! True Queen of Spiders." The Miliary Quarter Instructor Razuvious Health: 25.2mln Damage: Damage from all sources is increased significantly. Shockwave: 4 second cast spell targeting random player and dealing lethal cone damage. Fury of Blade: Instructor Razuvious will throw his weapon on the player's position, afterwards the weapon will start to live its own life for a certain amount of time. In this mode, the blade is whirling and causing destructive damage. "His training ground may be too small for this encounter." Gothik the Harvester Health: 10mln Damage: Damage from all sources is increased significantly. Harvest Soul: Harvest Soul spell is casted more often in phase 2, cooldown is reduced to 12 seconds. Shadow Bolt Volley: Shadow Bolt in phase 2 is replaced with volley edition. Spawns: All creatures are massively empowered. Enrage: Every spawned creature becomes enraged after 20 seconds from spawn. Hotfix! Shadow Bolt Volley is uninterruptable. "Master of puppets. His minions really mean something now." Four Horsemen Health: 18mln Damage: Damage from all sources is increased significantly. Marks: Player is insta killed if he does have 4 Marks in total - no matter what type. Apocalypse Riders: The Four Horsemen cannot live without each other. When any of Horsemen is killed, the raid has one minute to finish the whole encounter. "Well, there are really many ways to get insta killed." The Plague Quarter Noth the Plaguebringer Health: 23.1mln Damage: Damage from all sources is increased significantly. Plagued Fireball: Two random player get surrounded by four Plagued Fireballs that can be seen around the players easily. Position of the Plagued Fireballs indicate the direction that missiles will fire after 4 seconds of their spawn. The origin point of the Plagued Fireballs is the player's initial location, so if the player moves, the trajectory of the missiles won't change. Player hit by Plagued Fireball gets high fire damage and stun for 2 seconds. Spawns: Abilities of Noth's spawns during intermission are way more powerful. "We are worried this encounter will be hated but he did nothing wrong at all..." Heigan the Unclean Health: 22.4mln Damage: Damage from all sources is increased significantly. Unclean Link: Two players caster-melee are connected with a link. After several seconds melee player will get harmed, unless caster player saves him by using Cursed Cauldron. Cursed Cauldron: On Heigan's initial position there is a cauldron spawned. It can be used by the Linked player to cleanse melee players from the upcoming tragedy. Cauldron applies -300% melee speed attack in 18 yards range. Eruption "Heigan Dance": Cooldown between dancing phases is decreased by half with respect to platform distribution. "Heigan fight is more dynamic, at last." Loatheb Health: 39mln Damage: Damage from all sources is increased significantly. Spore: Loatheb will also get a buff increasing critical strike ratio from dying Spore, if it's killed near the boss. Summon Green Slime: Loatheb will spawn a few Green Slimes every 15-30 seconds during the encounter. Green Slime: Their melee damage is unnoticeable, however they apply a stacking debuff increasing damage taken. "Endurance is the key. Most likely you need to gear up for this one..." Frostwyrm Lair Sapphiron Health: 34.5mln Damage: Damage from all sources is increased significantly. Frost Explosion: Frost Bomb spawns upon random player. After 8 seconds Bomb explodes dealing 150k Frost damage in 50y range. Damage is split through players in 5y from Bomb so it can be soaked or dodged. Air Phase Immune: Sapphiron is unattackable in air phase. Ice Block: During the Air Phase Sapphiron will cast two Ice Blocks in random places instead of Ice Blocking players. Shadow Phase: At 20% Sapphiron's total health he becomes enraged and turns into Shadow mode. Shadow Aura: In Shadow mode, Frost Aura is replaced with Shadow Aura. Shadow Prison: In Shadow mode, Blizzard spell is replaced with Shadow Prison. Movement by a bound enemy inflicts 350 initial Shadow damage, increasing by 500 for each second of movement. Shadow Trap: In Shadow mode, Sapphiron summons Shadow Trap upon targeted player. Any player who enter Shadow Trap will suffer massive Shadow Damage and get knocked. "Two resi sets, what?" Kel'Thuzad Health: 18.3mln Damage: Damage from all sources is increased significantly. Phase 1 - Necromancy Apprentice General: Kel'Thuzad is in human form, he's unattackable and he randomly walks around the room, instead of standing in place. Spawns: Their health and damage done are increased notably. Enrage: If any of the encounter spawns pass near Kel'Thuzad (10 yards), the spawn becomes permanently enraged, increasing damage done and attack/cast speed by 100%. Phase 2 - Necromancy Expert General: Once Phase 1 timer ends, Kel'Thuzad engages the group. His original mechanics are replaced with Arcane spells of the same equivalent. Spawns: During Phase 2, spawns from Phase 1 are still appearing through the portals. The Enrage ability from Phase 1 is still in effect. Frostbolt (single): Replaced with Arcane Barrage and casted on random target for ~60k Arcane damage. Frostbolt (volley): Replaced with Arcane Explosion. Instant cast with unlimited range for 9-14k Arcane damage. Mana Detonation: Mana Detonation also polymorphs players in explosion range. Shadow Fissure: Replaced with Arcane Trap which kills player standing in the range of the trap. Arcane Charges: Kel'Thuzad will throw 4-5 Arcane Charges in the room (20-45 throw range). They can be picked up by players (by walking through them). If the Charges are not picked up, they will explode dealing massive damage to players in 50y range. Missing Mechanics: Chains of Kel'Thuzad and Frost Blast mechanics are not present in Phase 2. Missing Mechanics: Phase 2 ends with Kel'Thuzad's death. Phase 3 - Necromancy King Reborn: The Lich King makes his entrance on the battlefield and pacifies everyone. Afterwards, he resurrects Kel'Thuzad, transforming him into lich form and also restoring his full health. Arcane Barrage: Replaced back to Frostbolt (single). Arcane Explosion: Replaced back to Frostbolt (volley). Arcane Trap: Replaced back to Shadow Fissure. Arcane Charges: Ability is not present on Phase 3. Mana Detonation: It no longer polymorphs players in explosion range, it kills players instead. Chains of Kel'Thuzad: Casted randomly on 3-5 players (Main Tank cannot be selected). Frost Blast: Ice Blocks on players now have to be killed in order to disappear. Their health is set to ~60k points. Guardians of Icecrown: Two Guardians appear with Kel'Thuzad's rebirth (100% health), and two more appear at 50% Kel'Thuzad's total health. The Enrage ability from Phase 1 & Phase 2 is still in effect. "..." The Obsidian Sanctum Sartharion Health: 18.6mln Drakes Health: 4.2mln Damage: Damage from all sources is increased significantly. Will of Sartharion: Increases Drakes health by 25% and Sartharion's health by 60%. Flame Tsunami: Periodic damage from being touched by the Wave will most likely kill the player in question. Drakes Powers: Power of Tenebron, Shadron and Vesperon debuffs won't disappear from players upon the Drakes death. Spirit of the Drake: Upon dying, the Drake will linger as a spirit, rooted above lava. Once all three Drake spirits are present, they will start to use their own mechanics. Spirit of Tenebron: Spirit casts Aura of Darkness dealing shadow damage every 2 seconds in unlimited range. Spirit of Shadron: Spirit retain Shadow Fissure ability. Spirit of Vesperon: Spirit activates a beam of concentrated energy, dealing massive Shadow damage to any players that make contact with it. Beam fires from the orbs circling Sartharion's platform. "The floor is lava." The Eye of Eternity Malygos Health: 44.2mln Damage: Damage from all sources is increased significantly. Power Spark: Health increased by 200%. Phase 2: Starts at 70% Malygos' total health. Malygos is unable to attack once intermission starts. Arcane Explosion: Spell also stuns players for 2 seconds. Spawns: Both Scions of Eternity and Nexus Lords have their statistics greatly increased. Nexus Lords: Eight Nexus Lords are spawned at the beginning of phase 2. Static Field: Is casted on three random players at the same time. Surge of Power: Is casted on four random players at the same time. Engulf in Flames: Malygos purifies his body and clean all Engulf in Flames debuffs at 35% his total health. "Malygos titles: The Spellweaver, Lord of Magic, Steward of Magic, The Blue."
  6. Sunwell Team

    Mythic+

    Mythic+ Voltarus 29th March 2021 "The Mythic+ Dungeon system is a known mode of content that offers players an endlessly scaling challenge in 5-player dungeons. The system allows players to compete against a timer, similar to Challenge Modes, but has much more lenient times so that the emphasis is on solid execution rather than pure speed." ~ www.wowhead.com General information Mythic+ was implemented in Legion as an alternative system of completing dungeons in a harder form, mainly for people who did not have time for raiding and players who wanted to compete in something new and in a more challenging mode. It is obviously the case that Wrath of the Lich King expansion doesn't have such a system, so our development had to find a workaround in order to create a comparable gameplay. Inspired and based on retail, the following is a basic, step-by-step described mythic+ dungeon system we can provide you. Overview 1. Completing a Mythic+ dungeon will reward mainly Voltarus Power, more info in Loot & Times section; 2. Mythic+ dungeons have different difficulty levels: a level 3 dungeon will be more difficult than a level 2, but easier than a level 5. There is no cap of available Mythic+ dungeon levels. However, greater levels will have an outstanding mechanics and so, the difficulty increases rapidly. 3. Enemies in the dungeons will deal more damage and will have a higher health pools with each level your party conquers. 4. A higher-level Mythic+ dungeon rewards better loot, more info in Loot & Times section. Mythic Keylevel & Mythic Keystones 1. Every player starts at level 1 and has to push forward. Completing the current level of M+ will unlock next one which is tougher than previous one, but if you find it too hard you can always play at levels you have already completed. 2. Mythic Obelisk is located at the entrance of the dungeon and it will offer you a quest. It requires a Mythic Keystone and it's consumed upon completion. Player that finished the quest will also set the level you will fight against. 3. The Keystone will be obtainable just by playing the game. There will be a few new quests in the world for playing battleground, such as soloQ, RDF, RBG and arenas or by doing the open world quests which will be implemented for m+. These quests will offer a Mythic Keystone as a reward. Finishing the Mythic dungeon within a Gold Time will also grant a Keystone for all party members. 4. In order to enter the Mythic dungeon, the party leader will have the convert group to Mythic, which is possible to do in Dalaran where the new NPC will be added. It will also allow you to teleport yourself and your teammates to the instance location. Make sure that your dungeon difficulty is set to NORMAL, not heroic. Mechanics 1. Each instance will have 4 affixes that will change time to time and a few static ones that will never change. 2. Some of enemies (both boss and non-boss creatures) will receive additional spells with higher Mythic+ dungeon levels; Affixes: - Broken Bones: Decreases Parry, Dodge and Block chances by 20%. The duration of this debuff will be permanent in Mythic difficulty since the first level. - Spell Bouncing: When the player successfully receives spell damage from trash creatures, it has a chance to bounce off the player and hit every player within 30 yards. Mechanic is permanent since the first level (movie). - Army of the Dead: Occasionally a pack of hostile ghouls will spawn and attack players. Happens only while in combat with trash creatures. This Affix will not trigger during boss encounters (movie). - Fury of Drogon: Drogon will spawn above one of the party members and blast AoE damage on the ground. This Affix will not trigger during boss encounters (movie). - Holy Bomb: Occasionally, the Holy Bomb will spawn near one of the party members and stun the entire group until it's killed. This Affix will not trigger during boss encounters (movie). - Buff: Every time a trash creature dies, the creatures near him will gain a +5% damage increase buff. This aura can stack (movie). - Mojo Pool: Every time a trash creature dies it will leave a pool of Mojo that will damage players who sit on it (movie). - CC break: Trash creatures may occasionally break from crowd control effects. - Mortal Wound: Trash creatures have a chance to apply a healing reduction debuff when damaging the players. Loot & Times 1. Once the group starts a mythic instance via Obelisk, a timer will start to run till you finish the instance. Your objective is to beat the timer, and if you do, you will be awarded appropriately. 2. Gold time on specific key level is dynamic and it will also dictates the brackets for silver and bronze timers. The current record defines the Gold timer of the instance. After mythic dungeon is completed, your time will be compared against the Gold timer and you will be awarded accordingly: 2.1. [Gold] 300% of Voltarus Power gained + Mythic Keystone for every party member. 2.2. [Silver] 200% of Voltarus Power gained. 2.3. [Bronze] 120% of Voltarus Power gained. 2.4. Every further timer will not get any bonuses. 3. Every time a player dies in a Mythic instance you will get 5 seconds penalty on the timer. 4. Throughout the Mythic instance there will be hidden events, completing those will reward you bonus time (we will also reward long events, such as the Pyramid event in Zul'Farrak). 5. Defeating bosses will spawn a chest that will reward your group with consumables for further progression. Each time you will finish the Mythic instance you will get a loot point which is exchangeable for random loot by speaking to your Mythic Companion. Completing higher Mythic levels will give you a chance for better bracket loot. Below we present the initial design (Voltarus Power values may change) of Voltarus Power formula that will drop on Mythic dungeons: 50% of above for the next time player face the level he already done Level bronze: Voltarus Power gained x1.2 Level silver: Voltarus Power gained x2 Level gold: Voltarus Power gained x3 Formula for <6 Mythic levels: keylevel x100 for the first time Formula for <6 Mythic levels: (keylevel x100)/2 for the every next level repeat Formula for >6 Mythic levels: 500+150(keylevel-5) for the first time Formula for >6 Mythic levels: [500+150(keylevel-5)]/2 for the every next level repeat Level 1 completion (first time): 100 Level 2 completion (first time): 200 Level 3 completion (first time): 300 Level 4 completion (first time): 400 Level 5 completion (first time): 500 Level 6 completion (first time): 650 Level 7 completion (first time): 800 Level 8 completion (first time): 950 6. Voltarus Power: Voltarus Power is a new emblem-like currency that will always drop from any Mythic+ dungeon version. You will be able to exchange Voltarus Power for plenty of items by speaking to your companion: a) honor packs; b) normally unavailable ingame items, tools for your Mythic Companion and more below. We will add more items to the store in the future. Mythic Events Aside from new challenging mechanics in dungeons on mythic difficulty, there are also special events that can be experienced only in this mode. These special events are completely optional to do, completing them will decrease your total time during mythic dungeons. They engage players to do special activities such as finding hidden NPCs, solve puzzles, and so on. We won't describe these in detail to not ruin the fun of discovering them. Voltarus Companion The Voltarus Companion looks like a miniature player that is fully customizable, you’ll be able to change its race, gender, and even the items it has equipped. The Companion is an interface between the realm and our community. From it, you will be able to access all of our Mythic+ content. 1. Companion will offer you tools such as portable bank, portable guild bank, portable auction house or Mass Resurrection. 2. Companion can be spawned in the entire game with some restrictions (BG, Arenas, WG, etc) and some features may be disabled in latest content, ie. in upcoming ICC it won't be able to use Mass Resurrection. 3. It will be the players personal Voltarus Power vendor - so you can exchange your obtained Voltarus Power for rewards using this companion. 4. Your companion is also fully customizable for a small Voltarus Power fee. 5. It acts like normal companion - it cannot get into combat, cannot be attacked by anything, etc; 6. Mythic companion will be developed as totally new, beyond-game feature. We plan to extend mythic system and mythic companion system in the near future.
  7. Dear players, Below, we present you boost for Icecrown Citadel which involves every encounter on 25man Heroic mode and Lich King on 10man Heroic mode. Kindly reminder, you will be able to explore entire Heroic mode of Icecrown Citadel on 07.10 once you kill Lich King on normal mode! ? Lord Marrowgar 25 HC: +20% hp; +10% melee damage ? Bone Spike 25HC: +20% hp ? Lady Deathwhisper 25HC: +20% hp; +15% melee damage ? Lady's spawns 25HC: +20% hp ? Icecrown Gunship Battle 25HC: +100% hp for all spawns (including ship); +30% all damage done ? Deathbringer Saurfang 25HC: +15% hp ? Blood Beast 25HC: +15% hp ? Festergut 25HC: +20% hp; +10% melee damage ? Rotface 25HC: +20% hp; +15% melee damage ? Professor Putricide 25HC: +25% hp; +15% melee damage ? Volatile Ooze 25HC: +15% hp ? Gas Cloud 25HC: +15% hp ? Blood Prince Council 25HC: +30% hp; +20% melee damage ? Blood-Queen Lana'thel 25HC: +15% hp; +15% melee damage ? Valithria Dreamwalker 25HC: +25% hp for all spawns (including boss); +15% all damage done ? Sindragosa 25HC: +25% hp; +15% melee ? The Lich King 10HC: +10% hp ? The Lich King 25HC: +20% hp ? Drudge Ghoul 25HC: +20% hp ? Vile Spirit 25HC: +20% hp ? Wicked Spirit 25HC: +20% hp Best regards Sunwell Team
  8. Dear players! Our main focus related to next content is provide you the best Icecrown Citadel experience. We are glad that we have received plenty of messages regarding to Icecrown Citadel release schedule. Thus far, there is one significant suggestion that was delivered to us by several players, that we want to submit to discussion. 1) We have suggested that we will release entire Icecrown Citadel raid in normal mode and every next week we are gonna launch one heroic wing. 2) The second option would be that we will release Icecrown Citadel normal wings week by week and heroic mode will be available at once after last of normal wings will be launched. As this decision is up to players, please vote in poll attached to this thread. Best regards, Sunwell Team
  9. Sunwell Team

    Mythic+ Project

    Hello all, Thank you all for kind words and presented feedback so far. we will try to answer for some questions. @Empathy We didn't consider class-related loot yet. Including the fact that loottables will be really huge it makes sense to verify player classes somehow to avoid situation where melee party will receive only caster gear due rng. I can't promise we will manage to create such system but we will speak about it for sure. We're familiar with mechanic that you have to beat specific % of trash mobs in order to face last boss - maybe it's possible to reach similar effect here. I say maybe because I'm pretty sure we can do it but adding a lot of new mechanics may delay M+ again. I don't want to speak for developers. If we won't make it on launch, we should make it for next season. @Funkytree We won't add Val'anyr fragments to loot for sure. Mythic+ are supposed to be optional challenge for players. Otherwise, we would force guilds to run M+ because of Val'anyr fragments. @Domino @Reyla The problem is we cannot create our own items, achievements or titles. If we would, you will be obligated to download and install our World of Warcraft modified client but we won't go that way. Maybe we can use some unobtainable achievements/titles like Hand of A'dal or Champion of the Naaru as rewards for completing highest Mythic level but we have to discuss it anyway. @ganggang420 We're creating ladder with Mythic seasons, there will be cyclical rewards. @Senat Totally agree with your opinion. Better Ulduar items should drop only on highest M+ levels with extra low chance. We think Flare or Comet are way to good items to add them into Mythic loot. @Dreadnought101 Increasing health or damage will happen every new Mythic level is reached. Affixes are new mechanics that will be added additionaly. Don't worry, we know the difference @Flarexd @FlyingDutch @Cheerz and all in general. Yes, loot and loottables in general are sensitive topics. We know we have to tempt people to run Mythic+ and epic gear dropping may bring this result. On the other hand, Mythic+ shouldn't be a substitute for older content. Raids such as Naxxramas or Ulduar cannot suffer because of ease access to gear in other place. That's why those loottables will be very limited in really good items (e.g trinkets). Naxxramas, EoE, OS and even Ulduar have plenty of epic items in total. Even if we add some Ulduar 25 items to this loottables, it will be extremely rare to loot it from this pool- so probably doing Ulduar 25 will be faster to obtain specific items than farming M+ and praying for your needs. Considering loot we wanted to focus on other loot than epic gear - this should be just addition for people who are actually gearing and maybe they can loot something. Some of you actually proposed some nice suggestions regarding loot: a) Ashbringer/Frostmourne and maybe some other prestige legenedary transmogs may be possible to obtain just like Val'anyr is. You will have to farm Ashbringer Fragments on mythic dungeons in order to craft your legendary item. b) There may be new companion created, that will be under your control in entire game. Companion will have its own abilites and you have to level-up him doing Mythics to gain more abilities/perks. On higher levels, he can gets really nice bonuses for player that were not available yet, like: - Portable Bank - Portable Guild Bank - Portable Action House - Additional Hearthstone - Mass Ressurection? (not working on actual content map - too OP) - Mythic Power vendor - Class Trainer And probably many, many others... of course you have to level-up him to get better perks. Quite similar mechanic to Guild Perks in later expansions, but here it can be done by additional private companion. What do you think about it? We are really happy that you are supporting us in this project, it's glad to see enthusiasm in this topic! ? Best regards, Sunwell Team
  10. Sunwell Team

    Mythic+ Project

    Dear players, First of all, we hope you are staying healthy, wish you all the best during this rough time. Long awaited moment just arrived! We would like to share information regarding Mythic+ project with you, and start the discussion about your expectations. "The Mythic+ Dungeon system is a known mode of content that offers players an endlessly scaling challenge in 5-player dungeons. The system allows players to compete against a timer, similar to Challenge Modes, but has much more lenient times so that the emphasis is on solid execution rather than pure speed." ~ www.wowhead.com General information Mythic+ was implemented in Legion as an alternative system of completing dungeons in harder form, mainly for people who hadn't time for playing raids and players who wanted to compete in something new - scaling challanging mode. It is obviously the case that Wrath of the Lich King expansion doesn't have such system, so our development had to find the workaround in order to create comparable gameplay. Inspired and based on retail, the following is a basic, step-by-step described mythic+ dungeon we can provide you. Firstly, we wanted to release this project during Ulduar content. There were three reasons why we decided to delay it: 1. Not gonna lie - there was simply more work to do than we expected; 2. We probably could make it but we didn't want to rush and provide you unfinished and fully tested product; 3. Trial of the Crusader content is known as the most boring because of its shortness - raids are way to easy and less complex compared to other contents. It was another reason to delay this launch and start this fun when people will start getting bored; Overview 1. Completing a Mythic+ dungeon will reward mainly Mythic Power and epic gear, more info in Loot & Times section; 2. Mythic+ dungeons have levels: a level 3 dungeon will be more difficult than a level 2, but easier than a level 5. There is cap of available Mythic+ dungeon levels set to 10/15. However, the highest level will be an outstanding piece of difficulty where mechanics will change everyday. In addition, Mythic level cap is still being discussed by our team. 3. Enemies in the dungeons will deal more damage and will have higher health pools with each level your party conquers; 4. A higher-level Mythic+ dungeon rewards better loot, more info in Loot & Times section. Mythic Level & Mythic Keystones 1. Mythic Level is the individual currency or item bound to each player that defines Mythic Keystone power for that player. Keystone is single item that will always look the same. If player has Mythic Level set to 5 then Keystone will activate Mythic +5 dungeon, if player has Mythic Level 3, the same Keystone will activate Mythic +3 dungeon version; 2. Only party leader will be able to start Mythic+ version. Appropriate gameobject will be present on the entrance of dungeon in order to start Mythic+ with difficulty level related to leader's Mythic Keystone. Leader needs to put Keystone into game object to begin the show; 3. In order to obtain Keystone player needs to complete one simple quest (like win rbg/rdf) or you can get it from Sunwell store; 4. If party finish Mythic+ dungeon in Gold time (more info in Loot & Times section), players will receive new Keystones in chest at the end of dungeons so they don't have to complete quest (point 3.) once again; 5. If party won't finish dungeon in Gold time (more info in Loot & Times section), player needs to repeat quest in order to obtain new Mythic Keystone; 6. Repeatable quest will change after some period of time - completing shall be easy e.g do some rdfs or win random battleground; 7. In order to start Mythic instance, you will have to talk to Mythic NPC and convert your group to Mythic one (this will also set Mythic Level that you will be playing against). Npc will also allow you to teleport yourself to instance location. Upon entering the instance, creatures won't be attackable until group activates Mythic obelisk which requires an Keystone you can obtain via a battleground win, dungeon repeatable quest completion or the store. Mechanics 1. Every instance will start at one affix and every few levels will gain additional capping at 4/5 affixes in total. A few affixes will look very similar to what currently Blizzard has, such as, Bolstering, Sanguine, Quaking. There is also a bunch of affixxes that we came up with and they are quite unique; 2. Some of the enemies (both boss and non-boss creatures) will receive additional spells with higher Mythic+ dungeon levels; 3. At the beginning of the Mythic season, we will roll a set of affixes which will be known from the start and they will be changing either weekly or daily. Mythic+ Seasons 1. Mythic Keystones won't disappear and your mythic level won't decrease with ID reset on Wednesday. We want to make our mythics more like in league seasons that will last for around month where groups with the fastest Mythic Level dungeons completion will be additionaly rewarded; 2. First season will start during Trial of the Crusader content, next season shall start right after the previous one; Loot & Times 1. Trash loot will be similar to the trash loot in raids, but without epic items dropping; 2. Once group starts a mythic instance via obelisk, a timer will start to run till you finish the instance. Your objective is to beat the timer, and if you do you will be awarded appropriately; 3. Lets say total time to finish the dungeon is set to 30 minutes. Example of timers divison looks like this: a) Gold Time is achieved by party when dungeon is finished in first 10 minutes; b) Silver Time is achieved by party when dungeon is finished in first 20 minutes; c) Bronze Time is achieved by party when dungeon is finished in total instance timer (30 minutes); d) If 30 minutes passed, party can still complete the dungeon but loot won't be such abundant compared to better timers; 4. On higher Mythic+ levels we may add feature that timer decreases by some actions (30 seconds) for example everytime when player dies; 5. Bosses won't drop any loot. Instead, whenever you finish a mythic dungeon you will be awarded with loot at the end of the instance; 6. Chest will contain different loot depending on timer dungeon was completed within (Gold, Silver, Bronze, time passed). Below we present initial design (Mythic Power values may change) of loot that will drop on Mythic dungeons: a) Timer passed: Emblems of Conquest, 5-20 Mythic Power, Epic Items; b) Bronze Time: Emblems of Conquest, 10-30 Mythic Power, Epic Items (more than if time has passed); c) Silver Time: Legendary/T3 single use transmog items, Conquest, 15-35 Mythic Power, Epic Items (more than in Bronze Time); d) Gold Time: Mythic Keystones, Legendary/T3 transmog items, Emblems of Triumph, 20-50 Mythic Power, Epic Items (more than in Silver Time); 7. Epic Items: on retail there are plenty of systems to generate additional (ranked) gear on mythic dungeons. Since we don't have such system on WotLK we propose to add epic loot from previous content. Mythic dungeons will drop better loot (Ulduar, Naxxramas, EoE, OS, VoA) with higher mythic level. For example Mythic +3 will drop some gear from Naxxramas 10/25, EoE 10/25 and OS 10/25 whilst Mythic +6 will start to drop gear from Ulduar 10 etc, maybe we can even add Ulduar 25 loot (w/o Fragments) to highest reachable Mythic+ levels. What are you thinking about this solution?; 8. Mythic Power: Mythic Power is new emblem-like currency that will always drop from any Mythic+ dungeon version. You will be able to exchange Mythic Power in vendor for plenty of items: a) consumables like flasks, potions, flame caps, gems etc; b) honor packs; c) store items like mounts, custom mounts, bags, tabards, companions, transmog items, heirloms and many others - we didn't want to force loot from store to specific bosses so we decided to add new currency so you can exchange it however you like; Season Rewards 1. There will be new ranking on Sunwell main page with fastest mythic level parties, we predict in-kind prizes for the best times (probably Amazon vouchers); 2. We want to provide rewards every season; 3. Probably only Gold Timers will be put into rankings; Second thoughts - we would like to know your opinion We would like to keep the Mythic+ system with no lockouts, meaning the same Mythic+ dungeon can be completed as much as desired, as long as at least one player (party leader) has a Mythic Key. However, we are aware this may bring unwanted/unexpected behaviors like kicking players right after entering the Mythic Key to object. What's your opinion here? Maybe we should disable kicking players on M+ versions? Furthermore, let us know what you think about our idea of Mythic+ experience we proposed and share your own ideas with us. Mythic API will be shared, so you can create your own addons for our Mythic+ project. We will also provide one addon for you in the future. ! ATTENTION ! This is the alpha version of mythic feature and its implementation. Final version might differ by a lot, we're open to your feedback and ideas which we're very open to. We want to create a good experience for everyone. ? FEEDBACK ? THOUGHTS ? IDEAS Give us more ideas so we can make it better for you. Best regards, Sunwell Team
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