2013年11月29日星期五

The Daily Blink returns with a tribute to Ghostcrawler


WoW-centric webcomic The Daily Blink -- which called it quits this summer World of Warcraft Gold -- has returned from retirement to comment on Ghostcrawler's retirement with a new comic. Though it doesn't seem like The Daily Blink is returning for good, you can enjoy at least one more comic -- though if you haven't seen Tron, you might not get the joke.
So, bye, Ghostcrawler -- but won't you come back to us, Daily Blink? We've missed you and no doubt Zahrym has missed you, too.

2013年11月28日星期四

Caught being uber: Starbreak, Saurfang

Caught being uber: Starbreak, Saurfang (EU-Alliance) Just wanna have a shoutout to a player that made my day (and possibly my week) over the course of a LFR recently, Starbreak on Saurfang EU. I wasn't the most confident and getting shouted down a lot on the Garalon fight, because no one Buying WOW Gold had told me that you weren't supposed to go under him.

I was nearly about to give up and just leave while a barrage of whispers told me I was a "f***in' retard, just leave" when a single whisper came through that barrage of hatred and I still remember exactly what it said: "No need to get down about it. Everyone makes mistakes! Just remember that we all started somewhere. Now, come on, let's get this boss downed. :) "

After the raid, we hung around and chatted for a bit, and she ended up running me through ICC to get me a title I've always wanted. I had long since thought the WoW community had gone, but Starbreak helped me turn that around and I've made an amazing friend as a result of it. -- Anonymous


Caught being uber: Eagerbull, Caelestrasz (US-Horde) plus others Just had to write in and report what I consider to be an awesome display of Uberness by Eagerbull (Caelestrasz-US) and others last night (3/11/2013).

I was hanging out on Timeless Isle to complete the last quest for the legendary cloak (defeat all four celestials), very excited to be so close after so long, but as a casual player with limited time for WoW, had resigned myself that this may take a while (was thinking weeks). Fortunately there was a request in general "LFM Cel." Yes, count me in -- one down, I thought.

The most notable thing about pre-release hunters

The most notable thing about pre-release hunters was that we had a focus resource system before we were switched over to mana. Focus was not recharged with an ability like Cobra Shot, instead it only recharged when Buy WOW Gold Online standing still. Ultimately, Blizzard didn't like how it was panning out so focus remained for pets only until the launch of Cataclysm.

Lacerate: Wounds the target, causing them to bleed 133 damage over 21 seconds
Vanilla Hunter Survival Talents
Vanilla was a time where mixing melee and ranged gameplay was heavily encouraged. The survival talent tree was focused on melee damage and had the worst final tier talent in the game's entire history. Lacerate was a melee attack which caused 133 damage over 21 seconds. No, I didn't miss a zero in there somewhere. One hundred and thirty-three damage over twenty-one seconds. That's a whopping 6.33 DPS. Lacerate wasn't removed from the game until patch 1.7 in September, 2005.

During vanilla, I divided my time pretty equally between PvP and PvE. My guild usually did the 20-man raids by itself (Zul'Gurub and Ruins of Ahn'Qiraj), and we partnered with other guilds to assemble 40 players for Molten Core, Onyxia, and Blackwing Lair. Theorycrafting was almost non-existent back then as we simply hadn't figured out the game yet. Then again, there wasn't much to it, was there? In Molten Core my shot rotation consisted of casting Aimed Shot, firing Multi-Shot, and then waiting 10 seconds for their cooldowns to reset. That's it. I'll never forget my first successful venture in Molten Core as not only did I receive the Tome of Tranquilizing Shot from Lucifron, but I beat out six other hunters on the roll for Giantstalker's Leggings from Magmadar. I was so wired I didn't even sleep that night -- I can't emphasize how precious an epic item of that caliber was back then. 40 people in a raid, and each boss would only drop two items! Think about it.

2013年11月27日星期三

Wowhead adds zone music, character quest tracking


Wowhead has rolled out some pretty exciting site features today. First up is their new music and sound player which allows you to play sound files from the game such as boss emotes, or listen to zone music as shown in the screenshot above. By visiting a zone's page, for example Storm Peaks, you can browse through all of the various music that plays in that zone World of Warcraft Gold in Our WOWInGold Store.
Aspiring Loremasters take note! Also added is the ability to see what quests your character has completed anywhere in the game. You first need to use the Wowhead profiler to import your character, and then you will be able to view any quest on the site and see if that character has completed it or not. If you pull up a list of the quests in a single zone you will be able to see, at a glance, what you're missing. You can even track multiple characters at the same time. Head on over to Wowhead to see the full rundown of the new features.

2013年11月26日星期二

Blizzard's button bloat battle: What could you lose?


Blizzard Community Manager Lore posted today about their approach to removing the bloat from your buttons Buying WOW Gold, and from your action bars too for that matter.
LoreWe do feel that, at least for some classes, there are a few too many buttons to keep on your action bars. It's an issue we'd ultimately like to solve, but something we have to be very, very careful with.
It's easy to look at your bar, go "LOOKIT ALL DEM BUTTONS", and decide that some of them need to go. In fact, we agree. It's much more difficult -- even dangerous -- to decide exactly which abilities to get rid of. Generally speaking, if you have an ability keybound, it's probably at least fairly important to your class. Getting rid of abilities you don't have bound doesn't really fix anything, so that means that, in most cases, we're talking about cutting the important ones.
That's not to say it can't (or won't) be done, but it does mean it's a fairly large task. Depending on the ability, there could be a lot of rebalancing or restructuring needed to make sure the class is still functional and fun to play. Again, it's something we'd like to do, it's just a very involved process.
And as ever, this got me thinking. This is a really, really hard task for Blizzard to accomplish, especially without upsetting people. So, I thought I'd ask myself a question, and maybe you can join in by doing the same and letting me know what you thought.
What can I lose?
So here we are. Button bloat is a problem. Blizzard isn't looking to cut us all down to Diablo III levels, just to thin down our current bar setups. I happen to play a class as my main that is on their radar for having too many buttons, hence why I posted my (now kind of old) UI as the header image -- I play a restoration shaman. We have a lot of buttons. Since the totem changes with Mists of Pandaria, we actually have over 22 abilities with cooldowns to keep an eye on, outside of our healing abilities. This is a bit much.
The thing is that you certainly won't use all of these abilities in normal play. Honestly, you'd be doing well to use more than, say, ten abilities when you were out and about questing, especially once you're done leveling. Now, you might say that actually you play a resto shammy and you don't use all those abilities right now, at all. What's the problem? Well, first up if you don't use them, you should have no issue losing them, right? But maybe you just don't go in for your utility spells. Maybe you're a dedicated set-role healer on a 25-man raid team, and don't even need to interrupt, let alone start throwing grounding totems around and binding elementals.
So the question is as follows: what could you lose? Now, I'll be talking a lot about shaman abilities specifically here, but I'm hoping that the reasons I'm giving could apply to your class too. I can't pretend to know all the classes inside out, but I suspect that there will be issues that apply to everyone.
The little-used
So this is an obvious place to start. If you don't much use an ability then it can probably go, right? Good examples for shaman would probably be things like Far Sight or Bind Elemental. But those things have their uses, too. For example, I use Far Sight all the time in PvP, especially in battlegrounds like Eye of the Storm, where it is really well-used to keep an eye on other bases or the flag. I also use it to get screenshots quite a lot!
And Bind Elemental I use in arenas against annoying Water Elementals when I need mages not to be able to use their Freeze root, and occasionally on shaman elementals. Sure, I don't use either of these abilities much, but when I do use them, it feels good. It feels good to baffle a mage by CCing their elemental with something they might not have ever seen before. And that's the slight problem with removing abilities that aren't used much, there's always someone you'll upset.
Also, what harm is Far Sight doing? It just sits in the spellbook or on an auxiliary bar somewhere, it's not part of your rotation, it's not a combat cooldown that you're monitoring. It just has this one specific use, looking at things, and that's it. Yes, it's barely used, but that doesn't mean it's contributing to button bloat. As Lore says:
Lore[...] As I mentioned above, removing abilities you don't often use doesn't accomplish much. We often talk about this issue in terms of action bar space, but it's really keybind space that's the problem. One could make an argument that, say, Unending Breath could stand to be cut, but that's not something that's going to free up a keybind for the vast majority of Warlocks.
source
I definitely won't have Far Sight keybound. I will, however, have Bind Elemental keybound. When I need it, I need it. So that one is using up a keybind space on my action bar, as well as being very rarely used. Bind Elemental, it's not looking great for you right now.
Set-and-Forget
A while back, in response to a complaint about Hunters' Volley, a Blizzard employee said that it was a "set and forget" ability, and that wasn't interesting. The same could be said for the shaman Healing Stream Totem. Unlike its Healing Tide sister, Healing Stream is one of those you drop pretty much on cooldown, occasionally you might use Call of the Elements to reset that cooldown, but other than that the gameplay for HST is to use it as often as possible. Once you've got that down, there might be some Call of Elements variation for key high damage moments, but that's the gameplay.
This isn't particularly interesting. It's just a smart-heal that you use on cooldown, rather like a priest's Lightspring when it's unglyphed. So does this mean it's for the chop? Many shaman would be really sad to get rid of Healing Stream Totem, because while it's pretty uninteresting, people see it as core to the spec. It's been in the game, in some guise or other, since Vanilla. Healing Rain? Notwithstanding the recent Conductivity change, that's pretty set-and-forget, and Chain Heal is a smart-heal, so that's less interesting, I suppose? But I wouldn't want to see any of these abilities go. They're key to the shaman healing toolkit, and things like Healing Stream add flavor -- shaman have totems, after all. That's kind of our thing.
CC and instants
OK so we're really getting down to it now. One of the things talked about in the recent PvP summit was the problem of CC. CC is way out of hand right now in PvP, and there are plans in the works to trim this down, as well as to fix button bloat. Can you see where this is going? Also from a PvP perspective, instant casts are annoying. The only way to respond to them is via CC, and we've already touched on that, and via blanket silences, which are also annoying. However, from a PvE perspective, instant casts are both fun and useful. This is where it gets really tricky.
Looking at my shaman toolkit, I definitely feel like we could stand to lose some CC. The problem in PvP right now is that damage is relatively high, as is healing, so CC is required to deal with both. It's been an arms race up to this point, and so, just like in the Cold War, a disarmament treaty is really the only solution. Damage needs to be calmed down, as does healing, as does CC.
So what would I give up in the CC amnesty? Capacitor totem, for sure. This hard-to-use ability is new for Mists, which makes it a prime candidate for removal in my book, and is an AoE stun, which is the worst kind of CC in my opinion. The only good thing about it is that it's really pretty tricky to use. I'd also be happy to lose my Frost Shock root, and my Earthgrab root, both of those are fine as slows, but that doesn't free up any bar space because they just modify existing abilities. This is trickier than I thought. I'm keeping Hex, but for the rest, I'd be more than happy to go back to Cataclysm CC. Would you?
Spec-Specific
This is something that I think could work. There are definitely abilities that all specs could stand to lose. Capacitor totem is one, Blinding Light is another fine example, and there are no doubt more. But what about making more abilities spec-specific?
I was thinking about one ability in particular, as resto, namely Earth Shock. It's a key ability for Elemental, thanks to Fulmination, but I have no real use for it as Resto. Sure, I'll occasionally use Earth Shock in the arena against big physical damage-dealers, but in PvE the Weakened Blows debuff is around enough that a healing shaman shouldn't have to apply it. Its Enhancement-specific sister, Stormstrike, already went spec-specific, so maybe more abilities could follow suit?
One thing's for sure, this is hard. I've narrowed it down to the removal of a massive three buttons out of the 50 I have on my screen. How well can you do?

2013年11月24日星期日

What's your biggest disappointment with Warlords of Draenor?


So much information is continuing to flow in about Warlords of Draenor. Since BlizzCon, we've seen the new Forsaken female models. We've also learned that spirit will be a secondary stat and won't show up on armor. The fact that flight in WoD won't be available until 6.1 and will probably require a quest chain to acquire it is a controversial topic. Not everyone is happy with everything.
My biggest disappointment is the lack of female participation in the story on the Horde side of things. There's been a lot of discussion on this topic already, and I don't mean to start it up again, but it is my answer to this week's Community Blog Topic: "What's your biggest disappointment with Warlords of Draenor?"
My other disappointment is a minor one. I wish that garrisons were account-bound instead of restricted to each character. It's minor because I love everything else about this feature.
What about you? Are you at all disappointed about any of the announced features of WoD? What are you looking least forward to? Or are you going to wait until the details are more flushed out before making up your mind?
Blog about your answer and link to it in the comments below. Or if you don't have a World of Warcraft related blog, respond to the topic in the comments. We'll spotlight some of the responses next week.
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2013年11月21日星期四

Warlords of Draenor, Blizzard to make appearance at DreamHack Winter 2013


Blizzard Entertainment will be making an appearance at DreamHack Winter 2013 in Jönköping, Sweden -- and it's just been announced that Warlords of Draenor will as well Buying WOW Gold. DreamHack is the world's largest digital festival and holds the official world record as the world's largest LAN party, promising an exciting time for Europeans attending the event and also an opportunity to play and see Warlords of Draenor, the new WoW expansion, firsthand. Along with Warlords, those attending will also be able to play both Hearthstone and Diablo III: Reaper of Souls.
In addition, Blizzard will have several Hearthstone-themed contests for those attending, including a sound-a-like contest, a card-crafting contest, and a contest that will have players finding clues and building decks out of seven secret cards in order to challenge the Hearthstone crew. If that weren't enough, the European Community team will be on-hand to say hello, chat, mingle, and maybe even settle down to play some Diablo III.
If you missed out on BlizzCon, this is the perfect opportunity to get a glimpse and some hands-on-time with the next expansion. DreamHack Winter 2013 takes place November 28 - December 1, 2013. For more information on the festival, as well as tickets and scheduling, be sure to check out DreamHack's official site.

2013年11月20日星期三

While Ner'zhul certainly enjoyed and craved a fair bit of power

While Ner'zhul certainly enjoyed and craved a fair bit of power, it was nothing in comparison to his apprentice, Gul'dan. Gul'dan was the one who informed Kil'jaeden of Ner'zhul's impending treachery. This earned him buy cheap wow gold Ner'zhul's wrath, and Kil'jaeden's favor -- the demon lord promptly rewarded Gul'dan with a higher position, more power, and far, far more prestige than Ner'zhul had ever possessed. Gul'dan was taught the ways of warlock magic, bringing together other, like-minded orcs and eventually forming the Shadow Council, a secretive sect of warlocks and others that directly served the Burning Legion. He began to restructure the orcish race and clan system, uniting them into the Horde that would, one day, pour through the Dark Portal and wreak havoc on Azeroth. It was the Shadow Council who quietly kept this new Horde a keenly honed blade, pointed at the throats of the draenei on Draenor, and making sure the orcs didn't deviate from their devotion to the Burning Legion's tasks.

Gul'dan is perhaps the most evil villain in Warcraft, aside from members of the Burning Legion. He didn't do what he did out of some false assumption that the world or the orcish race would be better for his actions. He wasn't tricked into the job, an originally altruistic orc who'd just gotten into the wrong situation. He did it because he craved power, prestige, and he would do absolutely anything to get it. He knew full well what he was doing was evil, and he simply didn't care. He reveled in it. Later, after leading the orcish Horde through the Dark Portal into Azeroth, Gul'dan would then betray the Horde and take off for the Tomb of Sargeras -- not to help the Horde. Oh no. It was because the Tomb held all sorts of delightful untapped power, power that Gul'dan thought was rightfully his, and he wasn't coming back until he claimed his just reward.

He didn't end up coming back at all. Gul'dan met his end, torn to shreds by a horde of angry demons deep within the Tomb of Sargeras. But his actions, his depravity, and his willing embrace of all things evil set the path for the Old Horde to follow.

2013年11月19日星期二

BlizzCon 2013 news for Death Knights


Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.
BlizzCon 2013 bought with it a new expansion, Warlords of Draenor, and while we did learn a lot about upcoming changes, very few of it was actually class-specific. Mostly what we got in class specific news was the level 100 talents, which, while awesome, will likely change pretty significantly even between now and the beta, to say nothing of when Warlords of Draenor goes live. That said, there were still a lot of very interesting system changes that herald great things for death knights, and we'll go over those today as well.
New Talents and Skills
The level 100 talents continue the storied tradition of level 90 talents in that they very obviously take their cue from the prime death knight, Arthas himself, the Lich King. They also address something we've talked about before, ability bloat. Instead of adding new skills, 2 of them simply replace existing things.
As we said above, they will almost definitely not stay the same on live, and may not even be the same by the time we get access to beta. That said, the way they're designed offers some interesting insights into how Blizzard is designing class balance.
Necrotic Plague, which replaces Blood Plague with a disease that stacks with itself and automatically spreads to others, has a lot of great potential for a frost death knight. Since we use Howling Blast as a normal part of our rotation, Necrotic Plague would pretty much remove the need to spread diseases on a normal fight. Thus, we not only get some great flavor, we get something that shores up a small weakness in a certain spec. Other specs can take it for increased damage, as well. Sindragosa's Breath is nice callback to the original Unholy Blight, converting runic power to AoE damage. If it stacks with Scent of Blood, it may end up being a great trash threat tool for blood death knights, especially. Defile works similar to the Lich King ability, in that it gets bigger the more damage it does, and promises if nothing else, to just feel amazing to use. It replaces Death and Decay as well, so it won't clutter your bar with an extra button.
In tandem with the above, Blizzard announced that people wouldn't be getting new spells in the level 90-100, but instead, existing spells might be tweaked, gaining new effects or even going passive. If you've been reading this blog, you probably know where I'm heading with this: Passive Army of the Dead and passive Soul Reaper. You could immediately firm up the death knight rotation and shed some buttons by making Army of the Dead a Wild Imps style passive, also giving them some fun flavor by providing a semi-permanent army. Soul Reaper could return to its Merciless Combat roots, possibly making its current debuff become a random proc when attacking a create below 35% health. At the same time, death knights aren't hurting for hotkeys as much as many other classes, so it's possible we'll simply see skills adjusted. For example, if Soul Reaper stays its own button, perhaps it will be extended to work below 40% health.
Gaming the System
Class changes, on the whole, are still pretty nebulous and likely to stay that way for some months. That said, a lot of basic systems changes appear mostly set in stone, and they definitely promise interesting consequences for death knights.
For Hybrid classes, the primary stats on armor will be changing based on spec. This won't actually affect us much, because both death knight tanks and DPS use strength. What is more likely to affect us is the removal of hit, expertise, dodge, and parry as stats on gear.
Dual wielders should especially rejoice at the loss of hit rating. In the past, it's been impossible to "cap" hit for dual wielding. With over 30% hit rating needed to prevent all dual wield misses, it isn't worth it. You usually just settle for the special attack cap and deal with it. Now, that's gone away. Even two-hand users should love this, though. You won't be frantically reforging away 12% total hit on your gear and finding it's nearly impossible. This is a change a lot of people have wanted for some time, and one that's very welcome.
This does bring up some interesting questions for tanks. At this point in time, Mastery is the only remaining traditional tank stat that will appear on gear. This suggests that, especially with the removal of reforging, critical strike and haste will have to be made useful for tanks in some way. Thus, we could certainly see some cases where a DPS death knight whose spec favors mastery switch to their tank spec and running a few quick dungeons without changing gear, because tanking uses the same stats. That said, the serious dual-speccers will still want a separate tank and DPS set so they can use unique enchants and use the best stats for that specific spec. It's nice to have the option for a little casual tanking or DPS, though.
Another thing to watch out for will be the new secondary enchants, such as run speed and cleave (which lets your attacks hit multiple enemies). It's going to be hard to speculate how those will work out. Unholy may be able to eschew run speed because of Unholy Presence, but frost and blood is likely going to want at least some. You should never underestimate how moving quickly to get to the next mob (or to get out of the fire) can benefit you, especially as melee. Cleave's issue is going to be that it's going to be useless on single target boss fights. Of course, as a secondary stat which will have a separate item budget from primary stats, this may end up being a non-issue, but I can see a problem with people avoiding cleave gear unless it gets some sort of single-target boost. Then again, that's probably a more universal issue than a death knight specific issue.
The level 90 boost is interesting that it makes death knights slightly less unique. Whereas death knights always skip 55 levels, now any class can skip the first 90 levels. Whether you agree with the feature or not (I do, for the record), it does reduce death knight uniqueness just a bit. Still, it's not a huge deal in my mind. I am actually considering using my boost for another death knight, just to have another one for experimentation and fooling around. We'll see how it goes. A lot is likely going to change between now and when the game goes live, and we'll have a lot more changes to cover soon enough.
Read MOre: Buy WOW Gold Online, BlizzCon 2013 news

2013年11月17日星期日

The Care and Feeding of Warriors: What's next?


Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.
I talked about BlizzCon's revelations last week - this week, I'm thinking about what they mean.
I've only tanked LFR and a couple of flex runs in patch 5.4, because I'm full-time DPS at the end of an expansion for the first time ever - I didn't manage this at the end of Burning Crusade or Wrath or Cataclysm (and frankly, prot was so good at the end of Cataclysm that I wasn't even all that upset about switching back to it) but the overall weakness of prot warriors in previous patches and the strength of other classes (and their players) means that for once, the tanks are rock solid and I don't have to worry. So I don't. Still, I keep my hand in with LFR groups (specifically late night ones) and am ready to step into flex when I am needed, and so far, I'd say that protection feels solid. It can burst fairly high, although it's still nowhere near the top of tanking DPS, and our new 2 piece tank set bonus is very solid. Overall I'm impressed with how much better it is than it was in 5.2/5.3.
Meanwhile, I still love arms. I know fury is better single target DPS, but frasnkly, while I'm getting better at lining up my attacks in the burst window I don't like fury as much as arms at the moment. Arms just feels elegant. It has solutions for the irritation of streaming adds (just hit Thunder Clap or Sweeping Strikes/Slam) and it still manages to put out solid burst damage when needed. I still switch to fury for fights like Iron Juggernaut or Malkorok, but for fights with adds (even fights like Heroic Sha of Pride, with brief moments of burst AoE) I like arms a lot.
Therefore, looking at the announcement that we're losing hit, expertise, dodge, parry and reforging, I consider the future of the warrior class and I get a little worried. Mists of Pandaria has seen warriors positively rely on reforging to make up for all the terrible haste gear Blizzard has made - haste is a decent stat for arms, but is at best tolerable for fury and absolutely terrible for protection, which gets no rage generation and very little damage from it - I'd much rather have crit on a piece of gear as prot than haste, at least crit does something for us. With reforging gone, yes, we won't have to worry about it as a source of gear optimization - but we also won't have it to make up for the terrible itemization we get because we share gear with two classes that get a lot more use out of haste than we do.
This is not an argument to keep reforging, though.
It's my hope that going forward, as they redesign itemization, that some real thought is given to making all three of the remaining secondary stats - haste, mastery and critical strike rating - a use for all three warrior specs. I'm okay with, as an example, arms liking haste more and fury liking mastery more - but going forward, with so many stats removed and an effort made to make plate be plate for all, having one spec get effectively nothing from one of these stats strikes me as a huge mistake. In the current paradigm, with there being tanking plate and DPS plate and int plate, I grouse but it's not worth really getting upset about. But in the future?
Look, I've criticized hit and expertise before. Stats that determine whether or not you hit aren't terribly interesting, and having two of them that do it in different ways, especially once we went from a one-roll to a two-roll combat system, was just silly. I'm not even really sad that they're gone, exactly. I don`t even feel the mild nostalgia for them I felt for armor penetration when they got rid of that - sure, ArP was a pain and I totally understood why it was axed, but we had some good times, me and ArP. Did some nice damage in ICC with it. But I won't miss hit or expertise, particularly.
What I'm interested in (potentially concerned by, even) is the idea of okay, so what now that comes with these sweeping changes. Right now, protection warriors gear for hit and exp, then can pursue a mastery strategy or a dodge/parry strategy (I consider dodge/parry a better strategy overall, but mastery is solid if you want smoothness of incoming damage) - notice that in 6.0, all but one of those stats will be gone. It's a huge change. With this combined with the streamlining of gear so that there's no 'tank' gear or 'dps' gear or 'int plate' we're basically in a situation where I honestly can't predict what we'll be doing. Will we just wear crit/mastery plate to tank? Riposte as a mechanic is clearly not going to be around much longer, since there won't be dodge or parry on gear for it to convert to crit. Now, we'll still dodge and parry attacks, we were told, we just won't have dodge and parry on gear so Riposte could exist in some new form. The current iteration, however, just won't work. But if we're just wearing crit/mastery gear to tank with anyway, maybe it doesn't matter.
I'm honestly surprised they didn't announce the end of Vengeance, and I still half expect it to happen. Vengeance has all sorts of strange consequences - the increased threat after hitting taunt mechanic in this patch was introduced to deal with its impact on taunt swapping, for example - and I know it's never been a solution that's perfectly addressed the problem it was created to solve, namely that tank threat doesn't scale with gear the same way DPS player's damage does. Well, with hit, expertise, dodge and parry gone, wouldn't tank threat scale just fine with gear? The potential is at least there for it to do so, since I can't really see much of a difference - we're all going to be wearing strength plate with crit, haste or mastery on it. What else is there to wear?
We know that Blizzard likes the active mitigation scheme for tanks - you hit buttons to generate resources to use to mitigate damage - and that I expect will remain unchanged. You will hit Shield Slam and Revenge to generate rage to use Shield Block and Barrier. I'm not sure if anything new will be added to that. Is anything really needed? I'd like it if our Tier 15 and Tier 16 2 piece tank set bonuses were just baked into our tanking style, but aside from that I don't expect the style to change. But with gear going to this level of homogenization, there's definitely going to be some seismic shifts in terms of how we go about doing it. In a way, that may be all for the good - people trying tanking for the first time won't need an entirely new set of gear to do it.
I'm definitely very curious about what we'll see as the expansion gets closer.
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2013年11月15日星期五

Warlords of Draenor and the draenei

Okay, let's just put our cards on the table. The only thing I want to do with orcs in Warlords of Draenor is kill them. Bring on the Iron Horde for me to stomp on WOW Gold. I will eventually level my Horde characters, sure. But I'm not particularly interested in the Frostwolves and how the Horde is going to relate to them and the Horde's search for an identity somewhere between murderous lunatics and Thrall's happy fun-time frolic friends - it's certainly not a bad hook for a Horde storyline. But I don't care about it. We've had a lot of the Horde and their civil war and their struggle to stay united under Hellscream. It was often very interesting stuff - I very much liked the Dominance Offensive quests - and I'm glad we got to see it. Mists of Pandaria ended up being a very dark expansion in a lot of ways, with themes of personal responsibility and how good intentions can go bad, missed opportunities and the fog of war, and I thought that the Siege of Orgrimmar made a lot of sense.
I wasn't one of the Alliance players who was upset about the Horde rebels having a role in SoO. I don't feel like it diminished the Alliance story any to show us working alongside them, I wasn't bothered by seeing Varian's actions at the end of the raid. I thought it was all good and proper.
But frankly, I'm done with the Horde's problems. I play Alliance. I want to see Alliance stories. Horde players should have their stories, too, I'm not saying they shouldn't -- more power to y'all solving that whole issue of inheriting a legacy of murderous psychopathic lunacy from the Old Horde, that's gotta be rough for you -- but I am done. Because Warlords of Draenor has promised me the one thing I've wanted to see since Burning Crusade itself failed to deliver it, and that's draenei. Draenei cities, as they appeared at their height. Draenei culture, not the ruined remnants of it. The draenei we saw in BC were the ragged remnants cast adrift on Azeroth, survivors of a near total extermination. They were the embattled refugees desperately seeking a place to rebuild. I fell in love with them in no small part due to their tenacity and willingness to keep going, but I've always wondered what they were really like before the horrors Ner'zhul and later Gul'dan unleashed upon them at Kil'jaeden's behest. And at last, I'm going to get to find out.
The draenei we meet in Warlords of Draenor are under siege, but they haven't been utterly slaughtered yet - unlike the history we see in Rise of the Horde, they haven't been betrayed by Durotan, who used Velen's generosity against him. A troop of draenei saved the young Durotan and Orgrim Doomhammer - this troop, led by Restalaan, even invited the two young orcs into Telmor, where they met and ate with the Prophet Velen. To repay the draenei for this, Durotan used the knowledge of Telmor's defenses gained in this meeting to disable the city's protection and thus, the Old Horde stormed the now defenseless city and slaughtered everyone.
This hasn't happened. None of the horrors that the draenei endured - attacked by orcs they'd lived alongside for hundreds of years and never offered any offense to, slaughtered by demon fueled rages and warlock magics - are the history of this draenor. The Iron Horde attacks with advanced siege technology, but the fight is more even, and the draenei (despite having lost Shattrath to their enemies) have secure fallbacks which cannot be as easily subverted this time. And this fascinates me, this chance to get to experience the draenei as a living, breathing culture, not one smashed almost beyond recognition. What were the draenei like? The settlements we see in ruins all over Outland hint at a culture, but we'll get to see the buildings intact and alive with inhabitants. Just the chance to see Karabor as it was, to see Akama as he was, floors me.
The beginning of the trailer gives you a sense of what our draenei lost, and what these draenei are fighting to keep hold of - for draenei players, at least, the chance to fight to defend this society (even if it isn't actually theirs) is an intoxicating one. I'm excited for characters like Maraad, who will be traveling to Draenor with us - how will he deal with this version of the past, with its new perils and different outcomes? Will a draenei like him, who has lost so much, be able to cope with this 'better' version of history?
But the fact is, I'm most excited for Yrel. I know almost nothing about this character - I know she's a draenei, that she's been compared to Joan of Arc, and that's about it. She's been described as a war leader who will step up and defend her people from the Iron Horde - and that's really all I need. Don't get me wrong - I love characters like Akama, Nobundo, and Maraad - but the one thing all those characters share is defeat. They lost. Granted, they lost because the Horde rose to attack them out of nowhere, and because of Durotan's betrayal, but they still lost - the draenei we see in BC are the last survivors of a purge more horrific than anything the Burning Legion was able to inflict in thousands upon thousands of years. So there's that baggage there. I'm very excited to see a draenei lore figure, a major faction leader, be a woman who swings hammer in the defense of her people without that baggage. Ironically, since they needed time to arm, the Iron Horde couldn't just unleash a host of demon blood drunk berserkers on their enemies - they needed to create their new weapons, tame their Gronn siege tanks, enlist or dominate ogre clans - this all takes time. Gul'dan's path was more evil, yes, but it was also faster. The draenei have had time to respond, this time.
One of the aspects of draenei culture I hope really gets explored is their forgiving nature - even after the Horde's treatment of them, even after how the blood elves under Kael'thas stole Tempest Keep from them and tortured M'uru, Velen was willing to follow his visions and aid them in reigniting the Sunwell. One of the roots of this forgiveness that I hope we get to see is that the draenei know inside each one of them lies the seeds of a dark evil - the draenei have seen that evil in the form of the eredar, after all. As bad as the orcs can be or have been, they pale in comparison to Archimonde, to Kil'jaeden, and those two were once part of the original triumvirate with Velen himself, back when eredar was the name for the whole race, before Sargeras. The draenei fight against hatred and anger in themselves because they understand the cost of succumbing to it - their object lessons being the very eredar who hunt their people now. The draenei are the last uncorrupted strain of a society that was so impressive that Sargeras the fallen titan came personally to corrupt it, and the success of the Burning Legion can in large part be attributed to Archimonde and Kil'jaeden's leadership and the eredar's magical power - thus the draenei know that in each of them is the potential for evil, and that you can't allow yourself to fall prey to it.
This fear of their own internal potential for darkness and corruption probably also explains why they were so panicked about the broken and their loss of connection to the Light - but I don't expect we'll see much of that, with only Gul'dan and a few Stormreavers following the Legion this time. Still, it's interesting to consider.
This is Blizzard's chance not just to flesh out and expand upon the draenei's culture and history (for example, are Velen and Jessera of Mac'Aree typical of draenei lifespans? Do they all live indefinitely unless slain?) but to expand upon it - to really do something unique to the Warcraft setting here. The draenei aren't elves or dwarves or orcs - they're a unique culture original to the setting. It's long past time to get to see them up close, and as an Alliance player, I hope they get some of the detail and attention the pandaren culture did in Mists. And maybe we can find out why the draenei word for light is sha, while we're at it.

2013年11月14日星期四

15 Minutes of Fame: The friendliest cosplayer at BlizzCon 2013


It's only a very few cosplayers who make it to the top of the pyramid at Blizzard's official BlizzCon costume contests. Officially, pandaren monk cosplayer Amanda Wisley may not have among those finalists this year -- but unofficially, the bubbly redhead earned a reputation for her bright, engaging cosplay with attendees delighted to find themselves in animated conversation with a fully suited pandaren.
Amanda's experience as a professional children's entertainer specializing in mascots laid the foundation for some truly magical moments. Stop to observe for a moment, and you can literally watch her audience melt. A companionable wave, a welcome with arms flung wide, or a little jig of excitement demonstrate that this is one friendly pandaren who's eager to make an in-character connection. It's a reminder that Disneyland lies just across the street, and the effect is downright irresistible.
After first meeting Amanda cosplaying a paladin at BlizzCon 2010, we decided to follow her cosplay journey to BlizzCon 2013. We explored her preliminary plans, then caught up with her again just before the con. When we last left Amanda, she was agonizing over her position on the contest registration wait list, wondering if after committing to the expense, hotel and air reservations, ticket money, and preparations, she would even gain a chance to participate in the official contest. Did Amanda get her chance to walk across the stage at BlizzCon 2013?
WoW Insider: All the agony, all the waiting -- and you made it into the contest!
Amanda Wisley: As of 11:10 a.m. on Friday, only 44 registered costume contest applicants had checked in. The wait list opened up at 12:15, and almost everyone that showed up for the wait list made it in and they also let some super-last-minute people in (that hadn't done any pre-registering) just to walk across the stage, which was great.
How many contestants were there in the end?
I think there were 100 to 110 people actually competing, and then there were another 10 or so that just got to walk across the stage at the very end for fun. I'm not sure of the exact numbers, though.
Tell us about the judging process itself.
The judging process is quite secretive, and what they use to pick the finalists seems to be hidden. There were some really great costumes that were very original and extremely well executed -- specifically, the training dummy, which was also one of the fan favorites but didn't make a finalist position. I think it would be nice if they had more categories, such as most accurate, fan favorite, most original, and maybe even best cosplayer, such as for those that spend many hours just pleasing the crowds with photos.
I would be very excited if they did a fan-based contest after the fact like they did in 2011. That was a great idea, and I think they should continue to do that. I really feel that cosplay is one of the main points of BlizzCon -- at least I've heard tons of people comment that it is their favorite part.
We heard there was talk that the judges really liked your costume, even though you weren't chosen as a finalist.
I believe the one female judge ... really liked my costume and had a lot of positive things to say about it. The other two judges didn't talk much, so I'm not sure of their thoughts. She was very enthusiastic about all the costumes; I loved her personality.
Many BlizzCon-goers have described you as the friendliest cosplayer at BlizzCon this year. Sounds like your line of work makes you a natural for cosplaying and chatting with players. Is that something you enjoy and specifically aim to get out and do?
I was actually very honored and flattered to hear people saw me as one of the friendliest cosplayers. Thursday night, I spent almost my whole night posing for pictures for Gunnar Optics [at the WoW Insider/Wowhead reader meetup] with anyone that wanted, and that actually made my night.
Wearing that fur suit so long must have something else in the Southern California heat.
It takes about 20 to 30 minutes to get the full suit on and looking good. The first step is putting on the body suit, then the pants, because the feet are too big to go through the legs of the pants. You can either put the top or the feet on next, but is best to do the feet, because once the top is on, movement is more limited. The feet can take some time to get on correctly and are actually somewhat painful to walk in because of the back lip that cuts into the the soft spot of the heel while walking. I have nice battle scars there!
The vest has to be zipped, then buttoned, and then the bands go over the buttons in the middle for effect. Belt is next and is a pain, because we couldn't find a super-efficient way at getting the buckle to attached, so we had to use metal wire that looped into the back of the buckle and around the belt cords. Then I tied thin gold cord around the wire and the rope to keep it more in place. The gold cord had to be cut each time I needed to take off the belt.
The next step is the head, paws, then cuffs.
Then you need someone to use a dog brush to comb down the fur. Cleaning involves antibacterial Febreeze and a steam cleaner and spot cleaning as necessary.
How much time would you say you spent doing public cosplay?
Expect for the three hours that were spent doing pre-judging and waiting in the back to go onstage, the rest of the con I spent just posing with everyone, including other cosplayers, because that is really the main reason I attend.
Your enthusiasm really shows -- and your experience, too.
I do have a lot of costume-wearing experience from owning a business where this is what I do, and I also have to teach all my performers that don't have previous experience how to interact while in a costume. So, yes, it is my passion. I spent about 12 to 13 hours total in my full costume and about four hours in my partial costume during my trip here. Honestly, nothing makes me more happy than making others happy!
Can you share some of your highlight moments?
I truly made some wonderful connections during this trip. I had the great honor of hanging with Jo-Jo Chen during the pre-judging portion, whose cosplay I have been admiring for years. I am now in the closed group for BlizzCon Cosplay Discussion, which is an honor and will help me greatly in coming up with my next conquest.
There were many more connections, including the two tier 2 paladins (one in traditional and one in transmog), the male and female pandas that felt like kin to me, just to name a few.
Best crowd reaction?
I had children that didn't want to let me go and thought the hair on the panda head was my actual hair -- hehe, kids are something else! -- to people that had really cute panda obsessions. Several people commented on how very accurate my whole costume was, and that made me smile big time! It truly made me feel like the tedious work and money I put into making sure this entire piece was true to form really paid off.
It does sound like a lot of work and money.
It cost me about $3,600 total for all aspects of the costume, from the fur suits to a redo on the head I had to pay for, shipping the head to California and back, and supplies at JoAnn Fabrics.
I know there is a lot of dislike for those cosplayers that don't make their full outfits by hand, but I think people need to realize while it is amazing that some have the ability and talent to do that, not all of us are that gifted, and we should still have a fair shot as well. We have to work hard for money to make it happen, and a lot of us still put a ton of time into it ourselves, including conceptualizing it such as how is this going to work and how do I want it to work.
I put in around 100 man hours total myself putting together different aspects of the panda look and researching. No one I met at the con was disappointed that I did not make the whole thing myself, and were delighted to see me, which made me happy. I didn't try to falsely claim that I made the whole thing myself, and I gave credit where it was due, because the individuals that helped me with this epic project put a ton of man hours into it as well.
So next BlizzCon -- what's the plan, Amanda?
I would like to do another fur-suit-based character. Why? Because I am a perfectionist, and the best way for me to get a 100% accurate character (race and all), is to do a furry one. I find it more complicated to portray something that doesn't have human-like skin.
I am actually considering either a tauren or a worgen for this next year, and I will be starting on it much earlier because I plan to do much more of it myself this year, as much as possible. I will still have the fur suit commissioned, because it takes years to get great at making those, but I will probably do enhancements to it myself, such as how I added the grey fur to my ears this year.
If anyone wants to follow me, they can friend me on Facebook or follow my business page, where I will post progress once it begins!
Read More: World of Warcraft Gold, WOW Gold

2013年11月13日星期三

We are trying something different than a weird Halloween

We are trying something different than a weird Halloween, provide predictable this October holiday activities to an exciting new twist.Add new trees, Lin however age pursuit and level 90 rangers sixth gear combinations runescape 3 gold and you have an update for a month, will cheer up yourself even death!
Lumbridge Rebuildathon
October holiday activities to free and members. This is the first time rebuildathon!Explosive of Lumbridge encounter between Saradomin Zamorak, its magnificent castle with the surrounding walls had suffered terrible destruction.The local builders, a team of George foreman, has decided to do the right thing, and to rebuild it.
Of course, they also need a brave explorer community, help them to dismantle abandoned camp and recycling to push the materials needed for the reconstruction.Is absolutely anyone can join, earn XP and much Runescape Gold Coins, an expression, or even a unique clothing, from around Lumbridge: main jack's hat.As a member, also have a title.
You will be able to see the effect of collaborative efforts in all players in the camp is broken, building up off the ground slowly, so make sure you participate in Runescape and help rebuild home. As a kind of special, RuneFest during a one-day event, players and, tourists RuneFest can build something special Lumbridge lost their lives in the war the warriors.However, this will not be until November - see the information of the next month!

Jagex invests millions to curb RuneScape

Jagex has made a multi-million pound investment in its flagship MMO RuneScape in an effort to halt DDoS attacks disrupting its servers. The title has suffered from such distributed denial of service attacks for over a year, but the company said it has recently experienced a sharp increase from RS 2007 Gold. This has casued players to disconnect from servers and prolonged lag.

Jagex CEO Mark Gerhard said this was acceptable down to the abatement of clandestine servers and its efforts to barrier booting and gold agriculture. As a aftereffect, the flat has fabricated a multi-million batter investment into its all-around IT basement as it attempts to accord with connected attacks. The developer is aswell alive with aegis providers to eradicate the affair and to yield acknowledged activity adjoin those amenable.

Gerhard has aswell assured players that no claimed advice has been acquired as a aftereffect of such attacks. "This is - abominably - a growing affliction aural the industry that abounding online caseplan attempt with, and RuneScape appears to be one of the better targets," said Gerhard.

"Motives for ablution these attacks assume to alter, but the end aftereffect is the aforementioned. The aciculate access in attacks does tie carefully with abatement of clandestine servers, bots and gold agriculture, so it would chase that this is in animus for antibacterial their businesses. This has aswell aftereffected in an access in adolescent users at awful forums like 'buga buse' DDoSing and burglary from abounding alone players, demography acclaim for RuneScape account outages.

"I capital to yield this befalling to assure you that we accept, are and will abide to plan endlessly, preventing as abounding of these attacks from affecting your gameplay as we can. We accept afresh fabricated a multi-million batter investment in our all-around IT basement to accord with the connected attacks and are alive with a amount of account and aegis providers to eradicate the affair absolutely. We are aswell alive carefully with common law administration agencies to accompany the humans amenable for these attacks to amends."

2013年11月12日星期二

Runescape Beta Key giveaway

Sorry this giveaway has been closed. All 100 winners have been notified so please check your private messages. I need the winners to respond to me via PM with their email addresses by end of day Wednesday, and then you will be contacted hopefully in the next few days regarding how to get your key. Thank you everyone for participating!

Runescape's been about for 11 years and the bold is still traveling able. It's even in the Guiness Book of apple annal, captivation the official appellation of "apple's a lot of accepted chargeless to play bold." added than 160 actor registered accounts and almost 10 actor alive users account, Runescape is a force to be reckoned with in the chargeless to play branch. Whether you're a approved amateur or not, absolute bold administrator Jagex wishs you to accompany in on their bankrupt beta which begins June 26.

GamesRadar has alone 100 keys to betrayal, so if you wish in, leave a animadversion beneath and acquaint us why you wish in, and we'll be in blow with instructions on how to get started. This betrayal ends next Monday, June 18. analysis your PMs by again because I will charge to ask for your email abode. amuse acknowledge by Wednesday, June 20.

"The change of action amend is the better individual bold-changing amend in RuneScape's 11 year history. From the alpha we accept been focused on putting the accomplishment aback into RuneScape action; authoritative it added agreeable, appropriate and ultimately added ballsy.  All this makes the change of action amend on of the a lot of agilely advancing RuneScape amends of all time so, if you wish Buy RS Gold in with a adventitious of getting a part of the aboriginal to accord it a try, be abiding to access the GamesRadar antagonism appropriate abroad.

2013年11月10日星期日

Runescape begins first microtransaction experiment

Credits for popular minigame can be earned through achieving in-game feats or RS Gold. Cambridge based MMO specialist Jagex has launched a targeted microtransaction system within a small section of the Runescape universe. Runescape customers are now able to purchase new attempts to play a popular minigame called Squeal of Fortune; a game of chance that offers various in-game prizes.

Jagex has preserved the abounding affairs to acquire spins through accepted progression aural Runescape. The aggregation told its association: “Aladmitting acquireing and acceptable spins are abundant new means to absorb added time [arena bleat of affluence], that’s not abundant for the abrupt a part of us!” It does not arise that the microtransaction arrangement arises anywhere abroad aural the MMO, admitting the aggregation has now accustomed a framework to advertise basic accounts.

The new affection has anon sparked complaints from articulate Runescape amateurs, of which abounding affirmation to accept been “betrayed” by the new action. In 2007, Jagex removed assertive aspects of Runescape to brand out ‘blah bazaar’ trading of basic appurtenances. The bold is monetised admitting commercial and an alternative cable to exceptional affections.

The cable options accessible will amount users annihilation amid £3 and £10 per ages. Jagex CEO Mark Gerhard ahead branded microtransactions “a stealth tax”, admitting he may accept been apropos to how added bolds, clashing Runescape, apparatus basic sales by prohibiting amateur progression until such appurtenances are purchased. Rob artisan, an controlling at Jagex, endure anniversary said that a affable addition of basic account sales over time “could possibly be alien, accouterment our admirers is blessed with it”.

2013年11月7日星期四

Jagex upgrades RuneScape infrastructure

Jagex upgrades RuneScape infrastructure after DDoS attacksIf you've been experiencing disconnections or prolonged lag while trying to play RuneScape lately, it's probably not just you. Service disruptions have been ongoing for "over a year now," according to a post on the game's official website.

Jagex and its browser-based fantasy appellation accept been "the ambition of abundant DDoS attacks," CEO Mark Gerhard writes. The motives "tie carefully with abatement of bots and gold agriculture," Gerhard says, afore answer that Jagex has just "fabricated a multi-million batter investment" in IT basement upgrades and is aswell alive with all-around law administration "to accompany the humans amenable for these attacks to amends."

More read: Runescape Gold

2013年11月6日星期三

RuneFest 3 Insider Session

RuneFest's Insider Sessions are always a big draw, and this year's Big Questions session is set to be no exception. It'll involve senior RuneScape producers and developers answering your questions on pressing topics: Bonds, bots, Squeal of Fortune, Solomon's General Store, and more.

Mod Hew's accession your a lot of afire catechisms now, over on the forums. If you accept annihilation you'd like to ask about the capacity listed aloft - or annihilation abroad in the aforementioned attitude - arch on over to his catechisms cilia appropriate now.

While we can't affiance that we'll acknowledgment every catechism acquaint, we'll backpack as abounding into the affair as we can. aswell, don't anguish if you can't accomplish it to RuneFest in being - the afterwards-effects of the cabal affair will be fabricated accessible to anybody afterwards the accident.

Read more: RS Gold

2013年11月5日星期二

More Connected Realms announced for EU


The rollout of connected realms has been a little slower in the EU with only 3 connections made so far, but Blizzard has just announced a new batch of 13 connections. If you see your realm on this list and don't know what a connected realm is, it essentially connects two or more realms together so they behave as one. You can join guilds, enjoy a fuller auction house, and run raids with each other. If you have the same character name or guild name as someone from your connected realm, you will both be able to keep using your names.
I recently went through a realm connection myself and it completed without a hiccup. The problems some players on US realms Nesingway and Vek'nilash have experienced seem to be isolated incidents.
View the full list of realms after the break. Keep in mind there is currently no ETA for these connections.
Burning Steppes and Kor'gall
Mug'thol and Dethecus/Theradras
Temple Noir and Naxxramas
Crushridge and Emeriss/Hakkar
Sporeggar and Scarshield Legion
Vek'Lor and Arthas
Shen'dralar and Zul'jin
Haomarush and Dragonmaw
Chromaggus and Shattered Halls
Shattrath and Garrosh
Valvengyr and Nazjatar
Bladefist and Zenedar
Runetotem and Killrogg
Be sure to check out Blizzard's preview of Connected Realms to learn more about them.
Read More: World of Warcraft Gold

2013年11月4日星期一

We know that when the players do the WOW

We know that when the players do the WOW leveling during the adventure, they have something special as their pursuit. As for the spell occupations, it is the dream to get Illustration of the Dragon Soul by all means, which is an accessory that falls in Obsidian Dragonshrine. That is to say, what they do is to get it world of warcraft gold.
In the WOW 3.2 version, the players farm the Obsidian Dragonshrine of 25-player mode every week with the purpose of trying to get Illustration of the Dragon Soul. However, the falling rate is quite low. It will not drop most of the time. Even if it drops, the teammates have to compare the requirement point to decide who will be the owner.
Why do these spell occupations are eager to gain Illustration of the Dragon Soul? First, this accessory is a superb item for them. Secondly, there are no many good accessories. In fact, the players can use the higher-level brand accessories, such as Resurgence Amulet. However, these things are even not as good as the low-level accessories that drop from the heroic instance.
To be honest, it is designed by the Blizzard. For the falling of the accessories, they adopt the old mechanism since the release of WOW Molten Core. It seems to it is a memory. In the huge falling list, several accessories are extremely difficult to fall. Though the situation is much better than in the past, the accessory is still difficult to obtain. Besides, the competition is also intense. That is to say, the Blizzard has noticed the problem, and they may do some changes in the future.
The WOW designers state that they may also increase the number of accessory. But it does not mean they will become worthless. The current spell occupation can only choose two accessories in Ulduar and one of them is in the heroic mode. As a result, the competition is still very fierce. If there are more accessories, then the teammates will have more chances of getting them, so that the players can have their own different accessory, and they will not have to compete with each other for gaining one.

Here's a blown up image of gigantic banners outside BlizzCon... and no, there are no hints


An image was posted over on Reddit's /r/wow today that shows some of the signage being put up outside the Anaheim Convention Center today. Stuff like this is pretty common for conventions, and Blizzard is just tweaking their design a bit, putting the games outside instead of indoors.
Zooming in, as many people have, reveals nothing of consequence, however. The WoW image is just a picture of an Orc (Edit: Yes, it's Thrall, who is an Orc). And while Orcs originate from from Draenor, it doesn't give any clue as to what the next expansion is. Orcs are all over WoW's media.
Blizzard handles all the new media and things by putting the material up before hand and covering them in black cloth. That's what they'll do this year, too -- so unless you're in the hall early, you won't know what it is. And on that note, no one gets in the hall early. The security there is insanely tight, there is no chance of getting in.
Still, it's interesting to see things moving forward.
Read More: WOW Gold

2013年11月3日星期日

Know Your Lore, TFH Edition: What are the Old Gods?


The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.
They are malignant entities, forces of chaos and destruction that were locked beneath Azeroth long, long before most of the sentient races we know today came to be. The Old Gods, horrific creatures capable of warping mind and thought, bending "lesser creatures" to their whim, once reigned supreme on Azeroth until they fell to the Titans. Yet they persisted still, even from within their prisons deep beneath the soil. C'thun, Yogg-Saron, N'zoth, and even the haunted last breaths of the Old God Y'Shaarj have presented a persistent menace that simply will not go away.
And according to at least some accounts told in Titan records, it's because they can't go away. They can't be killed. Destroying the Old Gods would result in the destruction of Azeroth itself, which is why the Titans chose to merely imprison them instead of flat-out destroy. But one question lingers, in the midst of all the this muddled history. Who -- or perhaps more appropriately, what -- are the Old Gods? Where did they come from? Which version of their history is correct ... or is the truth simply sitting somewhere in between the two?
Today's Know Your Lore is a Tinfoil Hat edition, meaning the following is a look into what has gone before with pure speculation on how it happened. These speculations are merely theories and shouldn't be taken as fact or official lore.
The Old Gods
Brann Bronzebeard Old Gods eh? So they zapped the Earthen with this Curse of Flesh. And then what?
Kaddrak Accessing. Creators arrived to extirpate symbiotic infection. Assessment revealed that Old God infestation had grown malignant. Excising parasites would result in loss of host.
Brann Bronzebeard If they killed the Old Gods Azeroth would have been destroyed.
Kaddrak Correct. Creators neutralized parasitic threat and contained it within the host.
Depending on which variant of Azeroth's history you might be looking at, there are two distinct versions of the Old Gods' tale. The first suggests that in the beginning, there was Azeroth -- put to order by the Titans, arranged in quiet beauty and splendor, and then abandoned once the Titans had completed their task. At some point after the Titans left, the Old Gods arrived and began their campaign of chaos, recruiting the Elemental Lords to lead their armies and wreaking havoc upon the fragile world. The Titans, having sensed that something was wrong, returned to find the planet in ruins. They fought a war with the Old Gods, defeating them and imprisoning them deep within Azeroth itself. It was after this that the Titan Watchers were created to oversee these prisons, and the Aspects created to watch over the various aspects of the world. Job complete, the Titans once again left Azeroth, this time never to return.
In the alternate version of this tale, the Titans came to Azeroth to set the world in order, but found it overrun by the Old Gods. The war took place, the Old Gods were imprisoned -- all of the second half of the tale, really, but none of the first. The two tales come together at one specific point -- the Curse of Flesh. It was placed on the Earthen, turning them from stone to flesh, and far more susceptible to corruption. Other races were affected by the Curse of Flesh as well -- the gnomes evolved from the mechagnomes, the human race evolved from the vry'kul. It could be argued that perhaps it was the Curse of Flesh that transformed troll to night elf, although history states that was Elune's doing.
But one thing is common between both tales: The Old Gods were imprisoned, not destroyed. And according to the Tribunal of Ages in Northrend, this was because the Titans discovered that parasitic link between the Old Gods and the world ran so deep that destroying it would also destroy Azeroth. Each time we've defeated an Old God, we've only defeated it -- we haven't killed it. The only exception to this is perhaps Y'shaarj, who was dead before we arrived. We merely stomped out what remained of it, the last malignant breaths it gasped as it perished thousands of years ago.
You know what's weird? The Old Gods aren't the only things on Azeroth we cannot kill.
The Ancients
Long ago, possibly before the Titans even reshaped Azeroth in the first place, the Ancients were born. Well, they weren't really born exactly -- in the novel Wolfheart, the Ancients are described as guardians of the world. The Aspects were also guardians of the world, but there's a big difference between the two -- the Aspects were created by the Titans, and the Ancients ... well, they simply came into existence from Azeroth itself. Each Ancient seems to take the form of various species of animal life found on Azeroth, and these creatures are eternal.
Oh, you can kill them. Cenarius infamously died to Grom Hellscream's hand during the Third War. Aviana was killed during the War of the Ancients, as was Malorne. But they will never truly die -- all of these supposedly dead Ancients were brought back just after the Cataclysm, reborn to live life anew. And if the thought of animal spirits that have unusual life cycles sounds familiar, you might be thinking of the August Celestials. These animal spirits are essentially Pandaria's version of the Ancients. When Pandaria separated from the rest of the world and drifted off to sea, hidden away in dense mists, the August Celestials went right along with it.
When we, the players, first encounter Yu'lon, she is at the end of her life cycle -- or if you look at it differently, approaching the beginning of her life cycle. Every hundred years, Yu'lon transfers her essence into a statue of jade, and is reborn anew. We interrupted that cycle and destroyed the jade statue before Yu'lon could complete her task. We don't, however, know if the other August Celestials follow this peculiar life cycle, but if they are Pandaria's version of the Ancients, it would make sense that they are just as eternal, in one form or another.
Isn't it weird that both Azeroth's greatest guardians and Azeroth's greatest threat can't really be killed? Isn't that just the strangest coincidence you've ever heard? You know what -- I don't believe in coincidences.
What if the Ancients and the Old Gods are one and the same?
The Curse of Flesh
History states that the Old Gods released a parasitic infection called the Curse of Flesh, in order to wreak havoc with the Titan's creations, making them susceptible to corruption. What if that history is in the wrong order? What if the Curse of Flesh actually created the Old Gods -- by infecting the Ancients with the Curse of Flesh and essentially devolving them into these malevolent creatures that were bent on unleashing chaos? In other words, the Old Gods didn't create the Curse of Flesh, they were Ancients, spawned by the world itself, that were in fact the first victims of the Curse?
Let's go back to that Lovecraft theory I concocted, just after last BlizzCon. In that theory, I suggested that Azeroth itself was not an Old God per se, but the malignant center of chaos in the universe -- Warcraft's equivalent of Azathoth in the Lovecraft mythos. I also suggested that Azeroth itself was a prison, a casing that the Titans wrapped around this giant cloud of chaotic malevolence in order to contain it. If this is the case, perhaps what the Titans discovered upon their return was not, in fact, the arrival of the Old Gods.
The Titans actually discovered their prison was defective, and Azeroth itself was leeching into and infecting its own prison, warping the guardians it had spawned -- the Ancients -- into horrific versions of itself. But the Titans didn't want to rebuild the prison and risk unleashing Azeroth upon the universe, so instead, they locked the cell down even tighter, and shoved the evolutionary mistakes into prisons deep beneath the world. Then they added their own, better guardians for these prisons, beefing up the security as it were, and took off for parts unknown.
And all was quiet.
Tears of the Ancients
Wouldn't it be the most horrific thing in the world, to one be one of the most powerful forces of good in existence, solely devoted to protecting a precious world with the noblest of intentions, and finding yourself slowly fading away? Wouldn't it drive you slowly mad, knowing you are succumbing to that thing, that core of darkness that you were born to keep locked away? And wouldn't that horror, that madness increase infinitely when the gentle creators that made that prison, the Titans that crafted that fragile world that in turn made you, returned and saw what had happened to you -- and didn't bother trying to find a cure? Just gave up trying to find a way to excise the corruption and return you to what you once were, that creature of infinite, pure good?
Instead, they lock you away. They lock you in the selfsame prison which you had been spontaneously generated to guard, and they leave you there to rot. And all you can think, as you rot away beneath the earth, is that once, you were better. Once, you were greater. The Titans don't care that your evolutionary existence, a miracle in and of itself, was suddenly brought to an end through no fault of your own. You were a means to an end, and having failed your purpose, they simply cast you out and threw you away. And in that realization, the whispers from deep below, the soft, dark call of Azeroth would sound all the sweeter to you.
If the world that spawned your very existence is such a failure, then the correct course of action would be to destroy it. And so you being your work, whispering to the tiny, insignificant specks that walk the world above. Making them do your bidding. Bringing about chaos, destruction -- the Titans deserve it. They deserve to see their creation fail, after what they've done to you. After they watched you suffer, fall into darkness, and turned their backs on your suffering, convincing themselves that their actions were the "right thing."
Now that's a creepy little tale. And it puts an entirely different face on the Old Gods -- one that makes them, oddly enough, a little sympathetic. But only a little -- they're out to destroy the world, after all.
The connection
So far, the only fragile connection between the Ancients and Old Gods is that they both cannot really die. But there's one other connection to consider, when you're looking at this comparison. The Ancients are aspects of various emotions of good. Chi'ji is hope, Yu'lon is wisdom, Xuen is strength, Goldrinn is cunning, Tortolla is persistence -- the list goes on. Each embodies a different aspect of life itself. And then you have the Old Gods.
Where the Ancients are various forces of positive emotion, the Old Gods represent the other end of the spectrum -- illustrated most vividly by the remnants of Y'shaarj, the Sha. C'thun's whispers represent terror, Yogg-Saron represents paranoia. N'Zoth is quite literally the nightmare. Y'shaarj's original connotations are unknown, but his last breath spewed hatred, violence, fear, despair, violence -- all negative emotions, embodied by the Sha. Where the Ancients are good emotion, the Old Gods represent the bad.
One thing that Pandaria has absolutely hammered home is that in every person there is both good and evil, and life is striving to balance between the two to live in peace and harmony. This dichotomy of good and evil is reinforced over and over again -- Pandaria can not be separated from the rest of Kalimdor without taking the enemies of the pandaren along with the allies. The Horde cannot exist without the Alliance, and vice versa. Your enemies are sometimes your greatest strength. Pride is good until it is bad.
There's one other place we can take this theory, but it jumps from the sort-of strange to the really, really implausible. Bear with me.
Dreams of a Titan
Do you dream while you sleep or is it an escape from the horrors of reality? -- The Puzzle Box of Yogg-Saron
Early this year, I threw out another wild theory -- that Azeroth isn't a cloud of malignant chaos, it's a baby Titan. While incredibly far-fetched, the idea is interesting. And it's even more interesting when you take into consideration that dual nature of Ancient and Old God. The strangest thing about both isn't their propensity for not dying, it's the fact that they all seem to embody some form of emotion, one way or another. And if Azeroth is a being, then the presence of both would make a heck of a lot of sense. The Ancients are its good thoughts, the Old Gods are its really, really bad thoughts.
The Puzzle Box of Yogg-Saron has a ton of weird messages contained therein, but there's an ongoing thematic element of sleep and dreams. So let's just take this one step further -- what if we aren't actually ... real at all? What if everything on Azeroth as we know it are just the dreams of a sleeping Titan? We aren't antibodies, we aren't there to excise some corruption, we're just part of a Titan subconscious, struggling to come to terms with its own reality? Our fights, our struggles, the Old Gods, the Ancients, all part of a kaleidoscopic series of visions experienced by a sleeping Titan. Let's take that one step further, and name that Titan. We know him very, very well. He was once a bastion of purity and all that was good in the universe, until doubt and corruption began to set in.
We are the dreams of Sargeras.
Our history, our eternal struggle of good versus evil is nothing more than Sargeras trying to come to that decision about corruption versus remaining part of the Pantheon. Sargeras is attempting to grasp the horrors of reality through a series of dreams in which he's already given in -- he leads the Burning Legion to destroy, and meanwhile this tiny planet of Azeroth is that light of hope somewhere deep within the recesses of his mind. His fear, paranoia, anger at the universe is trying to attack that last spark of hope from every different angle, but that light stubbornly refuses to go out. If we win, he realizes that there is always hope, and stays with the Pantheon. If we lose ... he plays out his fate, and becomes a force of destruction, a thing born of his worst nightmares.
Admittedly, this is likely the most tin-foil of tin-foil hats, and not at all likely to be true. But the question of the Old Gods -- what exactly they are, where they came from, why they decided to descend on that world so carefully put into order by the Titans -- is one that has yet to be answered. It could go in any direction -- and if nothing else, these wild theories prove that despite its age, Warcraft is still chock full of endless possibility.
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2013年11月1日星期五

More US Connected Realms on the way

Blizzard has just announced another two batches of US connected realms, and has provided a time table for the previously announced connected realms. If you see your realm on this list and don't know what a connected realm is, it essentially connects two realms so they behave as one. You can join guilds, enjoy a fuller auction house, and run raids with each other. If you have the same character name or guild name as someone from your connected realm, you will both be able to keep using your names.

The realms below are scheduled to be connected on Monday, November 4:
  • Haomarush and Detheroc/Dethecus/Blackwing Lair
  • Stonemaul and Bloodscalp/Maiev/Boulderfist/Dunemaul
  • Daggerspine and Aegwynn/Hakkar
  • Tortheldrin and Frostmane
  • Dentarg and Whisperwind
Check after the break for the next two batches of connected realms.

Future realm connections

There is currently no date set for these connections, but they will happen in the following batches:

Batch 1
  • Scilla and Ursin
  • Undermine and Anvilmar
  • Malorne and Firetree/Rivendare/Drak'Tharon
  • Quel'dorei and Sen'jin
  • Gul'dan and Skullcrusher
  • Echo Isles and Draenor
  • Fizzcrank and Aggramar
Batch 2
  • Lethon and Detheroc/Dethecus/Blackwing Lair/Haomarush
  • Smolderthorn and Chromaggus/Garithos/Anub'arak
  • Gorgonnash and Warsong
  • Winterhoof and Kilrogg
  • Lightning's Blade and Burning Blade
  • Cairne and Perenolde
To learn more about connected realms, you can read Blizzard's original preview of the feature.
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