Meteorfall
09-11-2009, 02:15 PM
Welcome readers, to your Weekly WARview ! This week, we'll be talking about the Temple of Ualatp, which is the possibly the most complex PQ in the whole Necropolis of Zandri. Not only does it contain new and entertaining mechanics (which we'll get to in a moment), but you need to get this PQ to a certain stage before being able to go into the Tomb of the Vulture Lord.
Lore & Tacticshttp://www.warhammeralliance.com/forums/picture.php?albumid=2437&pictureid=10446
The Land of the Dead is a vast realm of lifeless deserts and barren landscapes. Nehekhara, as this wasted territory was known in antiquity, consists of countless necropolises that lie sprawling where great and powerful cities once stood. Sand-scoured monuments, hypostyles, and mastabas, crumbling with the passage of eons, mark the final resting places of powerful kings, princes, and lords. Though their citizens died long ago, these forsaken necropolises are far from lifeless. Zandri, which exists near the northern coast of the Land of the Dead, was the greatest of Nehekhara's northern cities. Like much of Nehekhara, it is now a vast and sprawling ruin. It is this zone, known as the Necropolis, which is fraught with danger and rife with conflict. It presents players with their initial challenges in the Land of the Dead.
Note that this PQ unlocks the Skull Glyph, which is required for the Tomb of the Sun.
Stage I : Uncover 8 Architects
The initial stage of this PQ can take really long, especially if you have a smaller group. Basically, you'll receive a new ability that goes on your "temporary spellbar" (where you get Zealot Buff abilities) called "Dig (http://www.wardb.com/spell.aspx?id=13741)", which allows you to uncover architects that are scattered all around the PQ zone. However, each time you use dig and find nothing, a skeleton spawns and you're forced to fight it. In addition, every time you end up with nothing, you'll get an indication on how far the closest architect is from your position. When you do recover an architect, a skeleton will spawn (but won't attack you), and will shoot an orange-ish orb out to the glyphs found around the Tomb of the Vulture Lord entrance.
Stage II : Complete 8 Glyph Combinations
In this stage, your whole team must pay attention to the glyphs that are on both sides of the Tomb of the Vulture Lord entrance. When they start glowing, all of your team members must place themselves on the appropriate glyphs, and once there's a player on each of the lighted glyphs, they will be launched in the air and the next combination will appear. If by mistake a player steps on one of the wrong glyphs, he'll be instantly killed.
Stage III : Defeat Amen-Ser
The third and final stage of the Temple of Ualatp is pretty tricky aswell. Once again, the players must focus their attention on the glyphs, and must tank the boss ON the glyph, or else he's immune to all damage. You'll have to move him around a few times until he goes down. Remember that it's the boss that must be on the glyph, and not the players, to be able to deal damage to him.
Personal Opinionhttp://www.warhammeralliance.com/forums/picture.php?albumid=2437&pictureid=10447
I really hated this PQ for a long time, since you need a group of 6 players to be able to run it (Second Stage). But I've grown to like it, as it's one of the most enjoyable PQs to run if you have an actual group. Here's a few tips to make the experience easier :
- On the 2nd stage, make sure you use your mounts so you can get to the glyphs faster.
- Designate a tank for the 1st stage, that'll follow people around and draw aggro on all the skeletons, this makes the whole thing go a lot faster, without mobs aggroing you and slowing all the players down.
- Use Taunt on the last stage. Use it.
So yeah, Temple of Ualatp (which is very often referred to as Temple of Ulatap, for some reason) can be a huge pain if you have a smaller group, but if a lot of people are running it, it can go by in a flash.
Next Week : Gates of Ekrund, the Dwarves VS Greenskins Tier 1 scenario.
-Until then, WAAAGH Well, Meteorfall.
Lore & Tacticshttp://www.warhammeralliance.com/forums/picture.php?albumid=2437&pictureid=10446
The Land of the Dead is a vast realm of lifeless deserts and barren landscapes. Nehekhara, as this wasted territory was known in antiquity, consists of countless necropolises that lie sprawling where great and powerful cities once stood. Sand-scoured monuments, hypostyles, and mastabas, crumbling with the passage of eons, mark the final resting places of powerful kings, princes, and lords. Though their citizens died long ago, these forsaken necropolises are far from lifeless. Zandri, which exists near the northern coast of the Land of the Dead, was the greatest of Nehekhara's northern cities. Like much of Nehekhara, it is now a vast and sprawling ruin. It is this zone, known as the Necropolis, which is fraught with danger and rife with conflict. It presents players with their initial challenges in the Land of the Dead.
Note that this PQ unlocks the Skull Glyph, which is required for the Tomb of the Sun.
Stage I : Uncover 8 Architects
The initial stage of this PQ can take really long, especially if you have a smaller group. Basically, you'll receive a new ability that goes on your "temporary spellbar" (where you get Zealot Buff abilities) called "Dig (http://www.wardb.com/spell.aspx?id=13741)", which allows you to uncover architects that are scattered all around the PQ zone. However, each time you use dig and find nothing, a skeleton spawns and you're forced to fight it. In addition, every time you end up with nothing, you'll get an indication on how far the closest architect is from your position. When you do recover an architect, a skeleton will spawn (but won't attack you), and will shoot an orange-ish orb out to the glyphs found around the Tomb of the Vulture Lord entrance.
Stage II : Complete 8 Glyph Combinations
In this stage, your whole team must pay attention to the glyphs that are on both sides of the Tomb of the Vulture Lord entrance. When they start glowing, all of your team members must place themselves on the appropriate glyphs, and once there's a player on each of the lighted glyphs, they will be launched in the air and the next combination will appear. If by mistake a player steps on one of the wrong glyphs, he'll be instantly killed.
Stage III : Defeat Amen-Ser
The third and final stage of the Temple of Ualatp is pretty tricky aswell. Once again, the players must focus their attention on the glyphs, and must tank the boss ON the glyph, or else he's immune to all damage. You'll have to move him around a few times until he goes down. Remember that it's the boss that must be on the glyph, and not the players, to be able to deal damage to him.
Personal Opinionhttp://www.warhammeralliance.com/forums/picture.php?albumid=2437&pictureid=10447
I really hated this PQ for a long time, since you need a group of 6 players to be able to run it (Second Stage). But I've grown to like it, as it's one of the most enjoyable PQs to run if you have an actual group. Here's a few tips to make the experience easier :
- On the 2nd stage, make sure you use your mounts so you can get to the glyphs faster.
- Designate a tank for the 1st stage, that'll follow people around and draw aggro on all the skeletons, this makes the whole thing go a lot faster, without mobs aggroing you and slowing all the players down.
- Use Taunt on the last stage. Use it.
So yeah, Temple of Ualatp (which is very often referred to as Temple of Ulatap, for some reason) can be a huge pain if you have a smaller group, but if a lot of people are running it, it can go by in a flash.
Next Week : Gates of Ekrund, the Dwarves VS Greenskins Tier 1 scenario.
-Until then, WAAAGH Well, Meteorfall.