WoW Cataclysm Classic is still in operation with millions of users around the world. It's unfortunate that there's no fixed date for release for the Zul'Aman patch, other than "when it's done," though we're told that voice chat as well as guild bank updates will be arriving sooner in the game.
WoW cataclysm Gold: Wrath of the Lich King Hands-On - New Zones and Death Knights
When we last took an overview of Blizzard's forthcoming WoW Cataclysm Classic expansion, Wrath of the Lich King which was announced at last year's Blizzcon. The expansion will give players a brand-new area to explore (the cold Northrend) as well as an intimidating large bad (Arthas, the mysterious antihero that is featured prominently in the WoW Cataclysm Classic's WoW Cataclysm Classic expansion) and a huge amount of brand new content. We recently had the opportunity to visit the Blizzard's Southern California office and spend some time exploring the new areas in the game. Additionally, Blizzard offered up details regarding new features for the Death Knight class, a significant alteration to the raiding system as well as some new types of quests.
This mysterious Death Knight will be a bonus for any player with characters with levels of 55 or above. If you own a 55 or more account on any of the servers, then you'll have the option of creating an account as a Death Knight with any race. Naturally, there are certain restrictions: You can only make the same Death Knight per realm per account. Once you have created your account the WoW Cataclysm Classic rebel will be at level 55, capable of summoning a normal mount, and be able to complete the ability to complete a series of quests that will fill the player with the ways to utilize their unique skills, and also give you a refresher on their background stories.
Although we couldn't play as the class of the future but we were treated to an uninvolved demonstration of the best aspects of the knight. The most notable feature for the Knight is the rune-powered spell system. Six rune slots are placed on top of a Death knight's bar of life. They contain any of three rune types required to cast spells or provide their own unique ability blood, frost, or ice. The exact arrangement of runes is a choice for players, but this will require going to a particular location. We believe this is similar to talents, except that you'll need to go to any kind of trainer for you to change the rune configuration. Also, it appears that the rune setup of a player will differ depending on the spells and abilities he or prefers.
When it is used, a rune will be cool down timed therefore your rune configuration could permit you to use a variety of abilities and spells in rapid succession, if you have them set correctly. While the exact details of abilities and spells are being determined and sorted out, we were shown an assortment of spells in order to provide an indication of what we can be expecting. We saw the death-coil power and the area-of-effect disease an ice-based shackle, as well as an extremely effective snare that brought spellcasters into striking distance (which we believe could be extremely harmful for spellcasters). Another benefit of rune-powered powers are "runic strength," which will be created every time you utilize one. You'll be able to save the power, like the rage of a warrior and unleash an incredibly powerful power which is dependent on the power you've saved. There's only one catch the same as anger, it will slowly fade as time passes. To top it all off the knight will be able to have three distinct "presences"--blood or frost, as well as holy. As with a paladin's aura these appearances will provide the buy WoW cataclysm Gold player a distinct buff, but we haven't been able to find the specifics of these. During the presentation Blizzard representatives mentioned that the knight was created to function as a tank or a magic user.