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Design Corner: Time-Lost Halls of Karazhan Part 3

Welcome to the WoW Weekly Design Corner! In this editorial series I (Mezzy) look at different parts of WoW and see how I would design the next new thing, or perhaps improve upon it. The following designs and mock content are NOT official content.

You can find the introduction, the lore and the first wing of the raid instance here: Design Corner: Time-Lost Halls of Karazhan Part 1
You can find the second wing of the raid instance here: Design Corner: Time-Lost Halls of Karazhan Part 2

Last time we found ourselves in the Halls where we encountered the servants and occupants. But today, we climb the tower of Karazhan where we will find our final challenge to overcome before the rift in time and space can be closed: The Echo of Medivh.

When designing the final wing/boss I wanted to make something that was memorable. It was a final boss fight, but didn’t necessarily have to be complex. In the end it does have some more chaotic elements to it that you can’t control, but also some more fun aspects to it through the fighting of not just the Echo of Medivh, but the echoes of foes you’ve fought in the past. In normal/heroic you fight just those within TLHoK, but on mythic you’ll encounter the abilities of foes beyond the halls. Which in the end makes for a really fun (theoretical) encounter!

Due to the amount of abilities the encounter has, it’s been split into 2 tabs below. The first being the normal/heroic fight and the second tab being the mythic changes. These mythic changes replace the Echoes of normal/heroic. As usual, the encounter journal entires are at the bottom of the tabs.

Other than a video I hope to release in the future to bring the Time-Lost Halls of Karazhan further to life, this will be it for the TLHoK. I certainly hope you enjoyed it!

Echo of Medivh

Echo of MedivhThe Echo of Medivh prevents the Time-Lost Halls from disappearing, keeping the portal to Draenor open. Defeat the Echo to close the rift in time and space.

Encounter description and design notes:

  • Arcane Blast – Deals 80,000 arcane damage to the target. Medivh gains Arcane Infusion on target.
    • Arcane Infusion – Increases Arcane Blast damage by 15%. Increases all magic damage by 1.5%. Stacks.
    • Note: Just means Medivh will do increasing damage on the target with this ability.. had to change wording to fit it in the photoshopped dungeon journal entry.
  • Arcanic Thunder – Puts an arcanic storm in the targeted area, any player standing in it will take 120,000 arcane damage per second.
  • Mana implosion – Medivh expels the mana from the targeted players, causing their mana to be depleted and spawns mana orbs around the room for each player’s mana that was depleted.
    • Mana Orb – Restores 30,000 mana when picked up by a player.
  • Mana explosion – Medivh detonates the mana orbs floating around in the room, dealing 30,000 arcane damage to every player per orb.
  • Consume Essence – Every 20% health the Echo of Medivh will draw on the essence from enemies once defeated, resulting in one final echo from your foes. Medivh can have up to 2 essences active at the same time. Resets Arcane Infusion stacks.
    • Howl of the Den Mother – Echo of Medivh summons Fel Pup Echoes.
      • Fel Pup Echo – Deals 30,000 auto attack damage every second.
    • Fire Pulse – Deals 100,000 fire damage to every player every 5 seconds. Medivh gains a stack of Fired Up! Resets on Essence change.
      • Fired Up! – Increases fire damage dealt by 1%.
    • Summon Duplicate Echo of Atiesh – The duplicate Echo of Atiesh deals 50,000 arcane damage to a random player.
      • Sore Spot – Increases magic damage by 10% per stack. Resets on Essence change.
    • Arcane Beam – A beam of arcane energy travels around the room, if the player gets hit by it they will take 250,000 arcane damage.
    • Empowered Staff – Atiesh becomes heavy, dealing heavy physical damage to the player
  • Wrath of the Last Guardian – At 30% health Echo of Medivh goes into a frenzy, breaking the barrier between the magical ley lines and the Time-Lost Halls.
    • Mirror Image – Summons 3 Mirror Images that each cast a bolt in a different spell school.
    • Sargeras’ Wrath
      • Sargeras’ spirit deep within the echo unleashes his anger, destroying any mortal who gets hit. Find cover!
      • Demonified Medivh voice over: “Die you pathetic mortals!”
  • Development notes:
    • The tower room is very big and circular. Next to the Echo of Medivh there are holograms of each of the previous bosses that have all been defeated by the raid. Medivh is seen channeling a beam with which he’s drawing the essence from Celeus.
    • During the 2nd phase, the air color will change, showing the collapse of the dimension of the Time-Lost Halls. After the defeat of the Echo of Medivh the environment will continue to have this light, creating a sense of urgency to get out and escape the dimension, back to Draenor.
    • Sargeras’ Wrath gets cast at 10% health, causing an explosion of chaos damage. A bubble safe zone will appear for players to stand in to not get killed by the ability.
    • When Mana Implosion is cast, the more mana a player had, the more mana orbs will spawn. This means later in the fight it’ll have less effect.


Echo of Medivh Dungeon Journal Entry

Mythic Abilities

On Mythic Difficulty Medivh draws upon the powers of enemies you have faced in the past, outside of the Time-Lost Halls. This replaces the Echoes from normal/heroic.

Development/Encounter Notes:

  • (M) Echo of the Lich King
    • Infest – Deals 75,000 Shadow damage to all players. In addition, the targets will take increasing Shadow damage per second. This effect is removed when the target has more than 90% health.
  • (M) Echo of Garrosh Hellscream
    • Touch of Y’Shaarj – Corrupts the targeted players minds. The targets snap out of their corruption when they hit 20% health.
  • (M) Echo of Yogg-Saron
    • Summon Crusher Tentacles – Summons 2 Crusher Tentacles that reduce the players damage done by 20% each while it has no target to attack.
  • (M) Echo of Lei Shen
    • Thunderstruck – Echo of Medivh hurls lightning at the targeted area, dealing 400,000 nature damage damage to nearby enemies. Damage decreases the further an enemy is away from the point of impact.
  • (M) Echo of  Illidan Stormrage
    • Agonizing Flames – Deals 200,000 fire damage to every player and continues to deal 75,000 fire damage every 3 seconds to every player.

Mythic Changes Echo of Medivh Dungeon Journal Entry

So what do you think of the final encounter in the Time-Lost Halls of Karazhan? Do you like the raid instance as a whole? Let me know in the comments!

Podcast Episode 67: Post-Blizzcon 2015,Legion Class Preview Series: Hunter, Hunter Feedback on Reddit

Podcast Episode 67: Post-Blizzcon 2015

The podcast is back for a post-blizzcon session! We go over pretty much everything that’s been covered for Legion.

Legion Class Preview Series: Hunter

Quote from: Blizzard
Legion Class Preview Series: Hunter

Welcome to our World of Warcraft: Legion class preview series. In this entry, we’re exploring the Hunter—to find out what’s in store for a different class, check out the overview.

We begin our early look at class and specialization design with the Hunter. In these blogs, we’ll be exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying out a foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Hunter in World of Warcraft.

In many ways, Hunter design in Legion embodies our key philosophies for class change. Hunters have a strong “core fantasy”: they’re masters of tracking prey, experts at sniping enemies with bows and guns from a distance, tamers of wild beasts, and trappers of unsuspecting foes. The challenge with the Hunter class in WoW is that, for the most part, while all three specs deliver that basic fantasy, the distinction between them is fairly minimal. In Legion, we’re focused on better differentiating these specializations to deliver more dynamic and varied experiences.

Beast Mastery

Among the most gifted hunters, there are those who have from birth felt a profound bond with the creatures of the wild. These beast masters are drawn to the perilous primal world, invigorated by its dangerous and untamed nature. Primitive landscape becomes home. Ferocious predator becomes kin. Whether in the thrill of the hunt or the heat of battle, beast masters call forth a litany of vicious animals to overwhelm prey and gnaw at their enemies’ will.

“Beast masters are drawn to the perilous primal world, invigorated by its dangerous and untamed nature


Beast Masters were already in a good place overall, but we’ve refined existing abilities and talents to better differentiate them from other Hunters. Previously, Cobra Shot filled all of your free moments in combat, leaving no time for managing your pet, which should be a defining characteristic of Beast Masters. To this end, and to aid in Focus accumulation, Dire Beast is now core to Beast Mastery, allowing you to repeatedly summon wild beasts that generate additional Focus for you through their every attack.

To give you an idea of the Beast Master Hunter in action, here’s a basic look at their core combat abilities:

  • Cobra Shot
    • 30 Focus, 40 yd range, Instant
    • A quick shot that causes moderate Physical damage.
  • Dire Beast
    • 40 yd range, Instant, 10 sec cooldown
    • Summons a powerful wild beast to attack your target for 8 sec. Each time the beast deals damage, you will gain 4 Focus.
    • Summoning a beast reduces the remaining cooldown of Bestial Wrath by 15 sec.
  • Kill Command
    • 20 Focus, 25 yd range (from pet), Instant, 6 sec cooldown
    • Give the command to kill, causing your pet to instantly inflict strong damage to its target.
  • Wild Call
    • Passive
    • Your critical strikes have a 30% chance to reset the cooldown of Dire Beast.
  • Mastery: Master of Beasts
    • Increases the damage done by your pets by 45% (with Mastery from typical gear).

Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of a Beast Mastery–specific talent:

  • Way of the Cobra
    • Passive
    • For every pet or guardian you have active, Cobra Shot deals an additional 5% damage.


While all hunters feel a calling to the wild, some serve as a reflection of its brutality. To them, the hunt is defined by unrelenting ferocity, where survival means facing one’s enemy eye-to-eye… and is always accompanied by merciless bloodshed. Weapons of great range are abandoned for instruments of close-quarters combat. Survival hunters are instinctive and crafty on the prowl, employing loyal beasts and laying deceptive traps to see their enemies undone. For these hunters know that to truly understand what it means to survive, one must first become familiar with the cruel face of death.

“The hunt is defined by unrelenting ferocity, where survival means facing one’s enemy eye-to-eye”


Not only do Survival Hunters use melee weapons instead of ranged weapons, they’re also now the only Hunters that make use of traps—other specs will receive forms of crowd control and AoE damage suited to their distinct characteristics. Survival Hunters will snare and bleed their enemies, fighting them in close quarters with their trustworthy companion to maximize the brutality of the hunt. They have no direct control over Focus regeneration, but instead pool it up during successive Mongoose Bites to further amplify the damage they inflict.

Here’s a basic look at the core combat abilities for Survival Hunters:

  • Harpoon
    • 5-40 yd range, Instant, 15 sec cooldown
    • Hurl a harpoon at your target and pull yourself toward them, rooting them in place for 3 sec.
  • Raptor Strike
    • 20 Focus, Melee Range, Instant.
    • A vicious slash, dealing moderate Physical damage.
  • Laceration
    • 35 Focus, Melee Range, Instant, 10 sec cooldown
    • Tear a wound in the target, dealing heavy damage over 12 sec.
    • Developer Comment: We promise it will do good damage!
  • Mongoose Bite
    • Melee Range, Instant, 10 sec recharge, 3 charges
    • A brutal attack, attempting to sever the enemy’s limbs, dealing strong Physical damage.
    • Each consecutive Mongoose Bite dealt within 3.5 sec of the last will deal 50% increased damage, stacking up to 6 times.
  • Flanking Strike
    • 20 Focus, 25 yd range (from pet), Instant, 6 sec cooldown
    • Give the command to kill, causing your pet to instantly inflict strong damage to its target.
  • Wing Clip
    • 30 Focus, Instant
    • Maims the target, reducing their movement speed by 50% for 15 sec.
  • Mastery: Hunting Companion
    • Your pet’s attacks have a 20% (with Mastery from typical gear) chance to grant you an additional charge of Mongoose Bite.

Additionally, to provide a glimpse at how some talents may build upon this, here’s an example of one of their Survival-specific talents:

  • Snake Hunter
    • Instant, 1 min cooldown
    • Instantly grants you 3 charges of Mongoose Bite.


Marksmen, too, shroud themselves in the perils of the untamed wilds, perfecting the use of weapons that are deadliest from great range. They’ve maintained little interest, however, in gaining the loyalty of the many beasts inhabiting these crude landscapes. Instead, the marksman blends into the surrounding environment, surveying behavior of all manner of predator and gleaning deadly methods for stalking their own prey. A sniper in hiding, the marksman unleashes arrows and bullets with deadly precision, exposing the weakness in whoever—or whatever—passes through their crosshairs.

“A sniper in hiding, the marksman unleashes arrows and bullets with deadly precision”


The Lone Wolf gameplay introduced in Warlords of Draenor proved extremely popular with Hunters, and that play style fit perfectly with our vision of Marksmanship Hunters as master archers and snipers, relying on their skill and precision with weapons rather than animal companions. All Marksmanship Hunters now gain Lone Wolf by default, ranging through the wilds without a pet beside them. On the resource front, the Marksman now gains Focus from the use of Arcane Shot. And, as a note for those who enjoyed the previous version of Survival gameplay, we have moved certain abilities, such as Black Arrow and Lock and Load, to Marksmanship-specific talents.

Here’s a basic look at the core combat abilities for Marksmanship:

  • Arcane Shot
    • 40 yd range, Instant
    • A quick shot that causes moderate Arcane damage, and generates 5 Focus.
  • Seek Vulnerabilities
    • Passive
    • Targets hit by your Arcane Shot and Multi-Shot have a chance to be marked with Hunter’s Mark for 6 sec.
  • Marked Shot
    • 30 Focus, 40 yd range, Channeled
    • Rapidly fires a shot at up to 3 targets affected by Hunter’s Mark, dealing strong Physical damage. Usable while moving.
    • Also exposes vulnerability in the target, snaring them by 15%, and increasing Aimed Shot damage done to the target by 25%. Lasts 10 sec, and stacks up to 3 times.
  • Aimed Shot
    • 50 Focus, 40 yd range, 1.5 sec cast
    • A powerful aimed shot that deals strong Physical damage.
  • Mastery: Sniper Training
    • Critical strike damage and range of all shots is increased by 12.5% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Marksmanship-specific talents:

  • Lock and Load
    • Passive
    • Attach an explosive charge to Aimed Shot, dealing strong additional Fire damage to the target and all enemies within 4 yds.
    • Your ranged auto attacks have a 5% chance to trigger Lock and Load, causing your next 2 Aimed Shots to cost no Focus and be instant.

We hope you’ve enjoyed this early preview of the Hunter class in World of Warcraft: Legion. This first look should give you a good sense of what you can expect from this series, though not every class is undergoing this level of change; some are receiving updates that will be more subtle—a sharpening of rough edges—rather than the broad reimagining of the fantasy as we’ve demonstrated with Hunters.

Tomorrow, the series continues with previews of Priests, Mages, and Paladins. Stay tuned!

Hunter Feedback on Reddit

Feedback started pouring in on Reddit about the new hunter changes and one of the class designers Andrew Chambers used some of his time on sunday to respond! You should check out all the responses on his profile.