Jump to content
FORUMS
Sign in to follow this  
Starym

Ahn'Qiraj Content Unlock Schedule, Earliest Timing of the Raid, How Lag Will Be Handled, Scarab Lord Rules and More

Recommended Posts

50497-realm-transfers-and-the-ahnqiraj-e
 

We have a detailed runthrough of next week's phase 5/Ahn'Qiraj event release, as Blizzard go over the exact timings of the patch release (at raid reset for each region), the fastest a server can open the gates (a week from release), how they'll control the lag, the Scarab Lords and the 10 hour window after the ringing of the gong and raid opening, the restrictions related to the event and more!

You can also check out the official patch notes here for even more details.

Blizzard LogoAhn'Qiraj (source)

As we approach the content unlock next week that will begin the events around the Gates of Ahn’Qiraj, we’ve seen several questions from players about precisely how many aspects of the events are going to work. What follows is a rundown of some of the those details.

Spoiler alert! If you’ve been hoping to experience the AQ events for the first time in-game, turn back now!

The Calendar
First and foremost, we have the exact time of the content unlock. This will occur with the weekly raid reset in each region, because the content involves Blackwing Lair. In this region, the content will unlock on:

US:

  • July 28 at 9:00 a.m. PDT / 12:00 Noon EDT
  • July 29 at 2:00 a.m. AEST / 4:00 a.m. NZST

EU:

  • 29 July at 9:00 CEST / 10:00 MSK

This is the time when the War Effort will begin and each faction can turn in immense amounts of supplies that, once completed, will require five days to be transported to Silithus. Due to the raid requirements in the quest chain leading up to the “Bang A Gong!” quest, the earliest that the gong-ringing can occur in Silithus on highly-motivated realms will be just over a week later.

Once the gong is rung on a realm, the 10 Hour War begins. Once the 10 hours has elapsed, "Bang a Gong!” can never be turned in anymore, the two Ahn’Qiraj raids will open, and the “Treasures of the Timeless One” quest will become available.

The exact times for the ringing of the gong, and therefore the raids opening 10 hours later, will differ on every realm.

Becoming the Scarab Lord

Ringing the gong can only be done by players who have completed all of the steps of the Scepter of the Sands quest chain before the end of the 10-hour window. In addition to raid requirements, players are able to use the Proxy of Nozdormu to deputize other players to help them amass Silithid Carapace Fragments, so this is likely a guild-wide effort to help a chosen individual complete the quest chain.

Only the first player on a realm to ring the gong will be announced across the zone in Silithus. On realms that have multiple layers, once the gong is rung on one layer, the 10 Hour War will begin on all layers. All players who complete the questline and turn in “Bang a Gong!” before the 10 hours are up will receive the Black Qiraji Resonating Crystal mount. Any player who completes the questline up through “The Might of Kalimdor” will be eligible for “Treasures of the Timeless One,” which rewards an Epic weapon, regardless of whether they were able to complete “Bang a Gong!” in time.

Some Restrictions Apply

In original WoW, the Scarab Lord wasn’t used as a title, and that will be the case in WoW Classic. The ability for players to manage their titles came after original WoW.

During the 10 Hour War, world bosses do not only spawn in Silithus. Resonating Crystals that spawn major enemies will appear in Tanaris, Feralas, Thousand Needles, and Barrens. This is important to know because we expect there to be an overcrowding issue in Silithus on realms whenever large groups of players all go to Silithus at the same time. While the negative effects of overcrowding can’t be eliminated, we’re taking several steps to mitigate the worst outcomes:

  • Thanks to players who helped us test on the PTR in June, we can support a higher number of players in the zone than we could before.
  • Those PTR tests also helped us determine the maximum number of players that can be supported before “a little laggy” became “unplayable.”
  • If the maximum is reached, players will be automatically removed from the zone.
    • First, players will be removed if they are below level 60. Alliance players will be ported to Westfall, and Horde players will be ported to The Barrens.
    • Level 60 players who are ported out will be moved to to Un’goro Crater, Tanaris, Thousand Needles, or The Barrens.
    • If Silithus is at max population, a level 60 player can only zone in when another player leaves Silithus.
    • Players who have a Scepter will never be automatically removed from Silithus.
  • Zone maximums and automatic adjustments are per-layer.

There are restrictions on realm-to-realm character transfers, which are in place to prevent players of a different realm from coming to your realm and disrupting the progress of events. The quest “Bang a Gong!” cannot be completed by characters who transferred to the realm in the past 90 days, however, those players can complete “Treasures of the Timeless One”. Before the end of the 10 Hour War on a realm, there are also other restrictions on transfers for characters who have participated in significant event activities elsewhere. For example, players cannot transfer a character that has Silithus Carapace Fragments in their bags or bank.

And Then…

The initial War Effort requires a great deal of supplies to be turned in by your faction on your realm. If this is not complete 30 days after the content is unlocked, small amounts of supplies will begin turning in automatically, as they did in the version 1.12 of original WoW. The gates still require somebody to “Bang a Gong!”, but this will help ensure that all realms have the chance to unlock Ahn’Qiraj before Naxxramas is released.

We’re very excited to follow the unfolding events on WoW Classic realms around the world over the next few weeks. We’ll see you in Silithus!

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      We have some details on difficulty tuning coming with this week's maintenance in Season of Discovery, with specific changes coming to individual Heat levels and bosses!
      Molten Core (Source)
      We’re working on a series of hotfixes to adjust Molten Core, and we don’t expect to get these changes implemented until some hours have passed after weekly maintenance tomorrow morning.
      Ragnaros no longer submerges twice on Heat 1. Baron Geddon now casts Armageddon at 5% on Heat 1 (was 10%). Baron Geddon now casts 2 Living Bombs at a time on Heat 2 (was 3 casts). Living Bomb no longer leaves Living Fallout pools on Heat 1. Flamewaker Protectors now cast Dominante Mind much less frequently. We’re maximized the cast and recast times of several dispel mechanics. We’ll let you know when these changes go live tomorrow afternoon.
    • By Staff
      Blizzard have announced there was an issue with non-boss mobs in Molten Core not having the correct immunities in the first few minutes of the raid's launch. A hotfix has been deployed, but players that entered the raid in that period can also resolve the issue by soft resetting the instance or switching Hear level. 
      Molten Core (Source)
      About 5 minutes after Molten Core opened, we deployed a hotfix to correct immunities on non-boss enemies. Players who zoned in during the first few minutes can expect to find boss adds that have unexpected immunities.
      If you wish to, a soft reset of the instance should result in the non-boss enemies spawning correctly. Also, quickly swapping to a different Heat level and back to your original Heat level at the Hydraxian NPC near the entrance will reset the boss add immunities without needing an instance reset.
      Thank you!
    • By Staff
      The new Molten Core and Onyxia's Lair are now live in SoD Phase 4! 
      (Source)
      It's time to put on your fire resist gear to face Onyxia in her lair and Ragnaros, the fire lord, in the Molten Core.
      World Bosses Now Live
      Experience Lord Kazzak and Azuregos as brand-new instanced versions of these encounters. These encounters can be experienced with up to 40 players but will be tuned as 20-player content, making them both pick-up-group-friendly with 40 players, but also giving players the option to maximize their rewards by attempting them with 20-players.
      Onyxia's Lair and Molten Core Now Live

      Experience Molten core as a 20-player dungeon with 10 classic bosses (+1,) revamped loot, redesigned Tier 1 sets, and more. Players will also be able to turn up the heat with a new variable difficulty mechanic allowing players to earn more rewards from undertaking a higher difficulty. Don’t forget your fire resist gear! You are going to need it. We’ll be adding one more surprise to this classic raid dungeon for intrepid adventurers to discover.
      Onyxia will also be adjusted to accommodate 40 or fewer players along with some additional loot adjustments.
      New Raid Lockout interval
      Raid lockouts for Season of Discovery Phase 4 raids will occur regularly once a week for Molten Core and two times a week on static reset days for Onyxia’s Lair, Lord Kazzak, and Azuregos. Players in North America will have their resets for these bosses on Tuesdays and Saturdays, in Europe, on Wednesdays and Sundays, and in Asia on Thursdays and Mondays.
      Gather your allies and go forth to battle!
    • By Staff
      Blizzard will be increasing the drop rate for Librams of Resilience in BRD and BRS, as well as Burning Essence rates from the Dark Coffer with a hotfix today. They also explained some of the fire resistance numbers found in today's Molten Core post, pointing out that those listed were fully buffed.
      (Source)
      We agree, actually. We are sending a hotfix very soon to add a chance for Librams of Resilence to drop from certain Blackrock Depths and Blackrock Spire bosses, and increase the liklihood you get Burning Essence from the Dark Coffer in Blackrock Depths. This should help make these items a bit more available, but still require the same process and ceremony to complete the arcanum.
      I want to also take this opportunity to also clarify that the fire resistance numbers listed in the blog post are fully buffed. So that ~100 fire resistance breakpoint for Blistering/Heat 2 only requires you to have ~40 unbuffed if you have a shaman or paladin in your group. For many classes that is a single item and the new +20 Fire Resist cloak enchant from Hydraxian Waterlords reputation. For Molten/Heat 3 you’ll need to do a bit more prep and that is intended, but as alluded in my previous post, Heat 2 should be very approachable for almost anyone.
    • By Staff
      Blizzard have detailed the changes coming to Molten Core in Phase 4 of Season of Discovery, from the new Heat mechanic to the new boss behind it (with no unique loot)! The raid opens tomorrow, July 25th, at 1 PM PDT/10 PM CET! 
      Molten Core (Source)
      The temperature rises with the release of Molten Core on 25 July, at 21:00 BST. Season of Discovery is presented with a unique challenge, as a new “Heat” mechanic is introduced in the Molten Core, which is not to be taken lightly.
      When you first zone into Molten Core, speak with a Hydraxian Waterlords NPC at the entrance to choose one of three different Heat levels—Sweltering, Blistering, or Molten—with an increase in difficulty at each level.
      If things get too hot to handle, you can swap Heat levels anytime. Simply speak with the NPC at the entrance to the Molten Core while not in combat. You will also have another opportunity to swap Heat level again with NPCs that spawn after using Aqual Quintessence to douse boss runes.
      Sweltering Heat – Level 1 The easiest of the three modes is designed to be approachable to almost all groups. Sweltering Heat is for those visiting the Molten Core who are less prepared to handle the Heat—fewer consumables, fewer fire resist buffs, etc. Blistering Heat – Level 2 A normal mode that requires more coordination and basic preparation. For those who have a moderate amount of consumables, enchants, buffs, nominal fire resistance, etc., Blistering Heat should be a breeze. Gear rewards for Blistering Heat are the same as Sweltering Heat, with an additional drop for most bosses. Recommended Fire Resistance: +96 or higher Molten Heat – Level 3 The Heat turns up in Molten Heat for skilled groups prepared to face the fire. The rewards for Molten Heat are the same as Blistering Heat, with a few additional items available from later in the Raid, along with unique weapon cosmetics. Recommended Fire Resistance: +226 or higher Can You Handle the Heat?
      With each heat level comes increased difficulty with additional mechanics, damage, and an increased requirement for “fire resistance.” In original World of Warcraft, Resistance was often an inconsistent statistic. Sometimes, you would fully resist all damage; sometimes, you would resist none, even with the maximum fire resistance being worn. Resistances still work this way; however, once you get to Blistering Heat or Molten Heat, those difficulties will require a certain amount of fire resistance to progress consistently, and the required amount will increase between Blistering and Molten Heat levels. This is an additional layer to the usual “have some resist gear and hope it saves your healers some mana” mechanic from the original WoW. Some mechanics could leave you burnt to a crisp if you don't meet the required Fire Resistance requirements.
      We point this out because the need for resistance and resistance fights has long been contentious in World of Warcraft. While it’s an iconic part of WoW, it’s easy to see in hindsight that it’s not always a great feeling to be incentivized to NOT wear your best gear for appropriate fights. We recognize this, and that’s part of why we felt it important to explain the intended design of this mechanic. One of the most fun and iconic things about Classic is preparation (or, at times, over-preparation) for challenges, and the base game heavily rewards players for that preparation. We want to use fire resistance to play up that aspect of raid preparation and promote healthy and satisfying gear progression as you gear up within Molten Core.
      When you first enter the Molten Core and want to tackle Blistering or Molten Heat difficulty, you may need to wear sub-optimal pieces of gear simply to survive. Fairly quickly, however, more and more gear will drop in the raid that is optimal for you to be wearing, including tier sets, which you will notice all already have a certain amount of fire resistance. The idea here is that as you obtain items you want to wear, they convey much of the same benefit as the less powerful pieces of fire resistance you may have farmed or crafted before your first trips into Molten Core. The eventual goal of this gear progression is to allow you to succeed on the highest difficulty level primarily by using your tier set, appropriate group or raid buffs and consumables, and good group coordination.
      A New Boss Heats Things Up
      Lastly, the Molten Core raid will have an additional not-yet-known bonus boss. When Molten Core releases, this bonus boss will only be available for Molten Heat, requiring players to clear every boss before gaining access. This boss is an optional challenge that groups can work towards over time.
      We do not wish to gate exclusive rewards behind this challenging content. Because this boss will be tricky and require progression through the rest of Molten Core on the highest difficulty, the boss will NOT drop unique or exclusive loot. Instead, he will drop tier gear tokens and a chance at a few other exciting items, but all gear can be obtained elsewhere in the Molten Core.
      We hope to see a wide variety of groups attempt Molten Heat difficulty, have a satisfying progression, and not feel like they are missing out on exclusive power-impacting gear if they aren’t able to clear every boss on Molten Heat each week. Like many things in Season of Discovery, this is an experiment—we hope to use lessons we learn from this boss and the Heat system and apply those lessons to future Classic Raid tiers and potential future content.
      We hope this helps set the groundwork for what to expect going into the Molten Core and also helps illustrate our intentions for resistance fights and Raid difficulty with this raid tier. We want to emulate the feeling of gear progression from original WoW as much as possible, with the added benefit of more powerful, bespoke gear for a wider variety of playstyles within each class.
      We look forward to seeing you beat the heat in Molten Core and Onyxia!
×
×
  • Create New...