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Raids & Dungeons Panel
Author:wowgold1000 Date:10/20/2008 Source:http://www.wowgold1000.com

Halls of Lightning
Just like all the dungeons built by the Titans the Halls of Lightning had to feel huge while restricting the gameplay space to make sure that players don't have to run around too much.
Players aren't really able to fight titans because they're obviously way too big and way too powerful to be fought, that's why designers had to come up with new ideas of creatures to let people experience this part of the lore.
The first boss roams between multiple platforms and you can decide where you will fight him, the 2nd boss is visible as soon as you enter the first room and is located on a platform above to make players want to go up here and figure out who this guy is.
There are plenty of Titan themed arts like statues shaped as constellations, astral maps, etc ...
The 3rd boss is an air elemental with a custom model, developers want to use more of that to make bosses feel more "unique" and would like to stop using so many "trash" models for bosses.
The last boss, Loken, is a messenger of the titan and his fight also feature a fairly long storyline.
Ahn'kahet
Ahn'kahet is the 2nd part of the Azjol-nerub dungeon, as you go deeper into the ground more influence from the Old Gods can be seen.
This is also the first time you will encounter Faceless Ones in World of Warcraft.
New technology has been added to make this underground dungeon feels like a very huge cavern, it actually mix up outdoor and indoor elements to achieve this.
Ahn'kahet looks pretty big when you enter the instance, but you only get to travel through a very small part of it. (As most of the elements are here to make the cave feel bigger and nicer)
There are plenty of new unique abilities used by the bosses here, and the instance uses a bunch of a new mechanics to make the fights funnier.
The last boss is a Faceless One and rely heavily on the new phasing technology. Each player is phased into a world where his own teammates will attack him, once he managed to defeat them he will be switched back to the normal world to help his teammates.
Raid & Dungeons
Obsidian Sanctum
The Obsidian Sanctum was made with scalability in mind. TBC entry raids (Magtheridon) were far too difficult at the release.

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