It seems to be relatively easy to craft as well, from what I read only 40 of the fragments will be needed to craft it. Depending on the drop rate on the fragments and the difficulty of the encounters it'll take some time on seeing one. I'd imagine any guild that can make it through Ulduar on a weekly basis will allow all of the fragments to go to a single healer (which is what we plan to do). I'd imagine as we progress closer to downing Arthas more and more legendary items will come into play, Warcraft lore is too rich for us to just run in and lolroll Arthas.
'Relatively easy'. Being that it is a mace it can be a spell power, feral, or dps mace, could be 1h or 2h transitions (like benediction / anathema). For all we know shamans, druids, dks, paladins, warriors, priests, and rogues could all want to roll on shards. If it is just a healing mace, you still have shamans, druids, paladins, priests all who want to roll on it, which is usually 7-8 healers a raid. Also, we don't know how many bosses are in Ulduar total at the moment, so we have no clue how many base weeks it will take to complete. This doesn't even take into consideration that not all bosses may have a 100% chance to drop it, like the former Atiesh of vanilla, which took months to complete while doing weekly Naxx clears. I enjoy the idea of legendary items being put into standard play. It is a sign of dedication, it's a sign of prestige, it's a sign of commitment to a guild surely (ie you won't be getting it if you are a trial). If it is anything like the warglaives, the legendary items will likely be replaced by more potent purples later into the raiding progression anyways, so above all else its prestige, which is awesome to me, because I like to have an epeen. We also don't know how hard Yogg Saron will be as a boss to complete the quest chain. He is a former old god like C'thun, and C'thun was a big PITA to kill in vanilla, and Yogg Saron is deemed as being more powerful than C'thun if I am not mistaken. For all we know Yogg may not even be accessible until the next expansion after Ulduar, or a long quest chain that everyone must complete, not just the people getting the shards. I am against adding legendaries to loot tables like glaives and thori'dal, but I am all for keeping legendaries on long quest chains that places the people into the game on a higher level. Besides, I want the Frostmourne.
"For all we know shamans, druids, dks, paladins, warriors, priests, and rogues could all want to roll on shards" Except that it's limited to ; Shamans, Paladins, Druids, Priests. We can safely assume that it's going to be a healing mace.
I agree with Dem, it's purely for the fact of prestige and dedication imo, sure it'll have very good stats, but buy the time Icecrown comes around, I'm sure they'll be better purples. I've also been following the Lore discussion on MMO Champion about Yogg-Saron and how he fits in with Arthas etc, I'm pretty sure we'll just be killing him in a 'physical form' just like we killed C'thun. It's said in the lore that if the Old Gods themselves are killed, Azeroth would fall apart. So you can't actually 'kill' an Old God, just banish or kill, whatever it's physical form, in Yogg-Saron's case, I think it's a brain Btw, have a read of the Ulduar story quest chain, I won't spoil it, but I think it's pretty good, it involves the optional killer boss, Algalon the Raid Destoryer. Edit: Just found this: Tailoring * Lightweave Embroidery now give you a chance to increase your spell power by 250 for 15 sec when casting a spell. About time us tailors got a buff. Edit 2: http://www.youtube.com/watch?v=2Oh3yQeNotI Looks an interesting fight.
You realize that C'Thun was just his eye, right? Yogg Saron is more powerful, and power generally relates directly to size in the WoW world of monsters (not humanoids, obviously), so one can expect that it won't be a full physical manifestation of Yogg Saron, just some small part you kill (tongue, eyes, ears, something like that, brain would be unlikely). The only substantial lore character you have killed so far that has near immortality is Ragnaros, and possible relative Thunderaan (which wasn't in full form either, he was eaten by Ragnaros and then the last bit Ragnaros couldn't finish he smashed into 2 pieces). Ragnaros was one of the lieutenants in the battle against the titans fighting for the old gods, and at the time you fought him in MC he was at a greatly weakened state from the war with the elementals and it was also after being summoned back to fight for Thaurissan or w/e.
That's right... Phase 1 was his eye Phase 2 was his body that was the same size as his eye... Something doesn't seem right there.
I hope that wasn't sarcasm! ^^ But yes, it really doesn't make any sense. Then again, when have boss fights in a fantasy game made sense? Notice on Wowhead there's both an Eye of C'thun and a C'thun ;0
7 attempts isn't anything. Try working a boss like pre-nerf m'uru, ktss, and c'thun for literally a month and a half or more worth of raid nights (not that I did it, I did post nerf m'uru and ktss, didn't touch c'thun till 70). A *lot* of high end guilds broke up because of the difficulty on pre-nurf m'uru, which led to only a few guilds being able to down him after they took characters from other high end guilds who had the best in slot gear.
Greatly appreciated. And yeah, this is the first time I felt like we actually accomplished something not everyone will do, even if we were late getting it done. We went straight into Sarth+2D...did that for 2 or 3 weeks then attempted Sarth+3D only to fail non-stop for 2 hours before cutting it short and doing Sarth+2D, then did another week of Sarth+2D, then came back tonight for Sarth+3D and stuck it out and finally got it done. We actually lost our MT on Sarth after the 3rd Drake landed, our tank on adds was smart and quick enough to pick up Sarth, we lost several in the confusion but we came out with it done.
Believe me, I know. World first Nefarian progression gave me a good taste of it, along with pre nerf M'uru