2013年12月27日星期五

What was under your tree

For people who celebrate the Christmas, it is quite habitual for them to open their Christmas gifts under the Christmas tree in the morning of Dec.25th.
Michael said that he and his wife woke up in the morning of Dec. 25th WOW Gold and made their way to the coffee pot as usual. Then, with decades-trained habit, they sorted through the presents and did the normal gift-giving thing. However, it was not the only tradition they would do in that morning.
They would log into WoW and looked to see what Greatfather Winter had left for them. Though the game is virtual and is like a business, it is also something about the relatively-free gifts, joyous spirit, and dozens of people flocking around the in-game tree, which makes them feel more authentic and more close to the real world.
It is exciting to see what Greatfather Winter has left behind. Cookies, exploding toys, and plenty of competitive little robots ready to fight one another. So what was under your tree?
Read More WOW News: http://www.wly.com

2013年12月26日星期四

Random Acts of Uberness, Uber Claus is coming to town

This the season of uber, as proved by this overwhelming gift packages of Random Acts of Winter Veil Uberness Buy WOW Gold.
1. Kazehana, Hyjal (US-Horde) said that she had seen Mistsofjade, Lucidluna, and Taise, were giving away free cookies and milk to every on her server. And Lucidluna was also giving away free ports. Kazehana thought that these ladies deserved the love and kindness they were giving this holiday season.
2. Mistjager, Kael’thas (US-Alliance) said that he happened to meet Kaieye, Kael’thas, a totally stranger, in the Jade Forst (US-Alliance) had given him a pair of epic mail trousers for free and wished him a happy Winter Veil. Mistjager was touched and decided to do something similar for another player this holiday season.
3. Findrelor, Shu'Halo (US-Alliance) said that he acted like a Santa Claus this holiday season. He give away many gifts to passersby sitting in front of the Trade District fountain. He thought his behavior had make others happy and also made himself happy. He wished that everyone could be nice and never hurt anyone else.
If you have also been lighted up by other players in the game or you have done some kindness to others. You can share with us.
Read  More WOW NEWS: http://www.wly.com

2013年12月25日星期三

What Do You Expect To See Under The Christmas Tree

Merry Christmas to all of you. We have told you the news that there will be gifts given by Greatfather Winter under the Christmas tree in Orgrimmar and Ironforge.
We know that every of you are expect to get some wonderful gifts in this holiday season. And I wonder what do you guys expect to see under the Christmas Tree? In a world completely soaked in pandas, beer, and scions of fallen warlords, what could be under the tree this year?
As is known to all that Warlords of Draenor is lurking around the corner. Could there be a TARDIS? Maybe a DeLorean, ready to soak up the gigawatts and launch you into a new adventure? Or perhaps something a little more father afield: is this the year we see an exploding submarine?
No matter what will be contained in the gifts under the Christmas tree. We have our own right to dream and make our wish. And at last, I would like to ask you again “What do you want to see under the tree this year?” Use your imagination and share your expectation with others.
Merry Christmas to your from wly team.

2013年12月24日星期二

The RS Novels Not Bad

We believe that all of you, the RS players, may have heard about the RS novels before.We have seen many people judge the RS novels to be of poor quality even without reading them, we must say that is unfair.
If you really have a taste for fantastic novels, please try to read them. For those who are devoted RS players, please have a try to read them. And of course, for people who both interested in fantastic novels and for who love playing the RuneScape, we would intensely recommend them to read the books. Meanwhile, for people who don’t play the RuneScape, don’t be afraid to read them, just enjoy the novels.
Though our observation that most people who have actually read the books may regard them as good books. That’s not to say everyone enjoy the books for it is quite usual that people may have different tastes for the same thing.
Read More: http://www.wly.com

2013年12月22日星期日

Several tips for the newbie in the RuneScape

1. First of all, get familiar with the map. This will save you a lot of time later.
2. Make friends with other players. Do the quests, kill the monsters, get rare items, if you kept doing those things you may find a bit boring, so sometimes you may need to have a talk with other players.
3. Get your character to higher levels through hard training but remember to have fun.
4. If you have any questions either about an item or a quest, ask someone for help, however, if other players do not want to answer you, do not keep on asking and avoid annoying them.
5. Play fair, don’t break the rules, and don’t act in an offensive or insulting manner with other players.
Read More: RuneScape News, RuneScape Gold

2013年12月19日星期四

The fully new realm “Varanasi” has been released

As the 5.4.2 hotfix is releasing and in order to make a better experience for WOW Gold players in the Siege of Orgrimmar, WOW team is going to set up a fully new realm--The tenth region PvP Varanasi after the regular maintenance on Dec.19th.
As the brother of Kael’thas, Prince Varanasi was once a Spirit of higher level. However, after he was resurged by the blood globe of the Lich King, he became a loyal member of the Scourge. As a member of the blood congress belongs to the blood queen, he was in charge of the floating city Naxxanar, and he had concocted a series of evil plot over the Temple City of En'Kilah. Nevertheless, good and evil will always be rewarded, he was eventually killed by the heroes of Azeroth.

2013年12月13日星期五

This is a single target fight

Thok the Bloodthirsty
  • Level 60 Talent: This is a single target fight Buy WOW Gold, so use whatever plays best for you. I stick with Dire Beast.
  • Level 75 Talent: A Murder of Crows can be cast on cooldown so it will be the highest damage for survival and marksmanship. Blink Strikes does just as well for beast mastery.
  • Level 90 Talent: Glaive Toss.
Posthaste is a nice talent for all of the running around you will do on this fight, especially if Thok is fixating on you. If you're in a bad spot when you get fixated, or need to swap the fixate for any reason (some raids try and control who gets it since Thok favors people within a certain range), then you can use Feign Death to make him fixate on someone else. Hunters really shine on this fight. We're not affected by the AoE interrupt in first phase, and in second phase we have no damage penalty with all the running around.

Downfall

Siegecrafter Blackfuse
  • Level 60 Talent: Dire Beast works fine since you spend the majority of your time on the boss, but if you are going on the conveyor belt then Fervor can be quite useful for on-demand focus to get those adds down if you're having any DPS problems.
  • Level 75 Talent: A Murder of Crows since it can be used on cooldown, but Blink Strikes is just as good for beast mastery.
  • Level 90 Talent: Glaive Toss is the clear winner here. It will always be up to use on the conveyor, and it can snare the Crawler Mines.

2013年12月12日星期四

What are glyphs, how can I get them, and why do I want them?

When I came back to World of Warcraft during Mists of Pandaria after a lengthy WoW break, a lot of things had changed. But the biggest mental shift, on my part, was taking in the way the former talent trees had turned into a system of specializations, talents, and glyphs. While the first two were simple enough -- you only have three (or four) specializations and a choice of three talents at each tier -- glyphs presented a dizzying array of options to http://www.wowingold.com/news/61.html modify my gameplay. And while the in-game UI nagged me about initially picking a specialization or selecting a talent when I had the option, the fact that it didn't nag me about glyphs meant I could very easily ignore them while happily leveling -- and I suspect plenty of players, new and returning, have been in the same boat.
So today we're going to talk glyphs: just what they are, what they can do for you, and whether you even need to bother them while you're leveling. Oh, let's just skip to the end, shall we? The answer to whether you need them is only if you want to bother with them. For all the details, read on!
So what are glyphs, anyway?
Glyphs let you modify your abilities in wide variety of ways. You'll find some of them can have a pretty big impact on your gameplay, while others are cosmetic changes that are mostly for fun. They're divided into major (which tend to change how your abilities work) and minor (which tend to be more cosmetic) glyphs, and starting at level 25 you have access to 1 major and 1 minor glyph slot to fine-tune your abilities. There are a total of 3 major and 3 minor glyph slots and after level 25, you'll unlock another major and minor slot at level 50 and the last major and minor slot at level 75.
Like talents, you can switch up your glyph selection for the cost of a reagent -- Vanishing Powder for characters under level 80, Dust of Disappearance for levels 81 to 85, or Tome of the Clear Mind for levels 86 and up, any of which can be bought at reagent vendors -- if you decide you don't like it. While you will have to purchase glyphs, once you've learned a glyph, you can remove it and add it again without the need to purchase a new version of it, which makes swapping extra easy. If you have a dual specialization, you'll also have a unique glyph set that you can tailor to each spec.
What's so confusing about that?
The confusion comes with the fact that glyphs are specific to your class and some are even specific to your talent specialization -- and there are a lot of them. To take a look at your glyph options, hit "n" on the keyboard and select the Glyphs tab. Every glyph available to your class will be listed in the column to the right-hand side. For a new player, sifting through available glyphs to work out which the best ones are can be a dizzying experience -- which is further complicated by the fact that you have to purchase glyphs before you can use them, and some of the ones you want may be pretty pricey.
But glyphs can be pretty useful for players at any level, regardless of their gameplay style. For example, lately my monk has been soloing low level dungeons, and so has Glyph of Spinning Crane Kick to move faster while AoEing things down. There are other glyphs that could give me more utility in different situations, but right now this one's perfect for how I'm playing -- and when I decide to switch, it's easy to swap from one glyph to another. Though this is a very specific example, every class will find they have options like this to help them play the way they want to.
How to pick the perfect glyphs for you
With so many glyphs available, I just can't recommend the ideal glyphs for every class, build, and play style. However, there's a couple of ways to approach picking out the right glyphs for your character. If you want to take a hands-on approach, you can read through all of the descriptions and decide what sounds best based on the skills you most use and how you're playing. Try glyphs out and, if you don't like them, swap them for something else.
However, if you're just not sure what some glyphs do or the DIY approach is too time-consuming -- or too expensive -- hit up your favorite search engine and type in "glyphs" -- perhaps you're on the hunt for mage leveling glyphs or druid healing glyphs -- and see what you find. Checking out class guides here on WoW Insider, the Blizzard forums, or your favorite WoW site can also offer great advice. There are tons of players who have put in the hours and figured out what's best, and this is a quick way to get started with good glyphs. But, still, don't be afraid to swap things around if the glyphs don't work for you or what you're doing right now.
Okay, you've convinced me that I need glyphs, but how can I afford them?
Glyphs are made by players with the inscription profession, so you'll find them on the auction house. What they'll sell for can vary a lot from day to day and server to server, but you'll usually find the cheapest going for around 10 gold while pricier glyphs will sell for hundreds. If you're level 25 and looking to fill up your glyph slots, that kind of pricing can be unaffordable. However, some smart shopping tips can help you get the glyphs you want:
Prioritize: Some glyphs are genuinely useful, some glyphs might be useful, and some glyphs are probably just for fun. Decide on which glyph is most useful and focus on getting that one first.
Shop around: Keep an eye on auction house prices. Some days, you'll find your glyph of choice selling for more and some days for less. If you know someone with the inscription skill, you may also be able to get them to make your glyph in exchange for the materials they need to craft it -- just be sure to ask nicely (and offer to tip if you can), since they probably get pestered with these requests all the time.
Save up: Making extra coin in World of Warcraft doesn't have to be all that difficult. You can make a decent amount by just picking up everything you come across and selling it to a vendor or on the auction house. Even low level items, like herbs, leather, ore, and cloth can be sold on the auction house for a nice profit which can build up your bank and make these buys easier. Check out our newbie-friendly write-ups on how to make gold without breaking (much of) a sweat and how to earn gold for the absolute beginner for advice.
Whether you're now picking out glyphs or you've decided to go without them, have fun out there. After all, that's what we're here for.
Read more: World of Warcraft Gold, Buying WOW Gold.

2013年12月11日星期三

Top 10 must-have rare cards in Hearthstone

Looking to spruce up your Hearthstone deck? Not sure which cards will get you the most bang for your buck? I've taken the liberty of compiling a shortlist of neutral rares that you should definitely craft with your excess dust. Keep in mind that what you buy will depend largely on what class deck you plan to pilot and your personal playstyles. Rares will set you back 100 dust per card. If you're like me and want to create gold versions, expect to drop 800 dust.
Argent Commander
Despite the slight nerf to the Argent Commander in the most recent Hearthstone patch, Argent Commander remains a strong must-buy for any aspiring player. It was nerfed from a 4/3 to a 4/2 putting it in range of a Consecration or a Blizzard, but the fact is, it can still immediately remove most threats on the board the moment it comes out and survive. 6 mana is a bargain for the ability to knock out any 4 health minions (or get 4 quick damage in) and the Divine Shield gives it a little extra durability. Good in just about any deck.
Read on for the rest of the recommendations!Defender of Argus
Great for protecting yourself and other minions. Note the positional aspect of the Defender. You can place it in between minions and give them both taunt or place the Defender at the end and only give one minion taunt (and provide a blocker for the other if it's more valuable, such as a Knife Juggler). Pretty solid value considering he comes in with 4 mana and is a mid-range minion with 3/3. Great for heavy minion decks like paladins or shamans.
Knife Juggler
Not only does the Knife Juggler come out as a 3/2 for 2 mana, the little gnome knife chucker practically comes in with a built-in taunt! I've rarely had this little guy last for more than a turn! He usually gets blasted away before he can start juggling knives at all. But that's the beauty of it as he'll draw a removal spell early on. If he doesn't, hopefully you can whip out some other minions and take advantage of his triggered ability. Great for minion decks mostly.
Imp Master
You can't buy a Knife Juggler without an Imp Master. This generator of Imps is a guaranteed 1 extra damage per turn in tandem with the Knife Juggler until it dies. It'll slowly wither and die away turn after turn. The Imp Masters health pool is high enough to help weather and trade with any smaller minions your opponent has on the board. Even though the Imp Master starts off as a 1/5, you can use a variety of buffs to help sustain the generation of imps. Giving it Divine Shield will also create an extra imp since the Imp Master has to take damage and not actually suffer any health loss. Would only pair this with Knife Juggler decks.
Azure Drake
The drake is a staple in just about all spell related decks. Most mage decks will want to utilize it and I've seen certain rogue builds include it as well. It'll draw you an extra card, too. The 4/4 renders it immune to some of the priest spells and that 4 health is going to keep it alive against most board clearing spells. Tough drake! The drake does cost 5 mana so you'll have to wait a few turns before you can cast it.
Gadgetzan Auctioneer
Looking to develop a combo deck? The auctioneer is practically a requirement. This goblin is the engine that will keep your deck going and help you draw into the minions or spells you need to seal the game away. Just like the Azure Drake, the 4/4 means it'll provide some toughness and allow it to dish out some pain.
Twilight Drake
This Drake in particular is weaker compared to the original iteration (where it would gain +1/+1 per card in hand). Despite that, it guarantees you 4 damage when it drops regardless of how big or small your hand size is. I wouldn't recommend using it late game since it isn't likely you'll have that many cards in your hand. Try to get it out as soon as possible. Turn 4 is the earliest you can get it out (unless you have The Coin). Decent in control or spell heavy decks where you'll have many cards in your hand. I highlighted this card a while ago.
Emperor Cobra
The Cobra (like the Knife Juggler) is also fairly high on the threat board. Reason being is that the Cobra will trade with just about anything that doesn't have a Divine Shield. The Cobra will bring down even the mightiest and toughest of minions regardless of how large their health pool is. Hunters might want to consider including the Cobra since it's also a beast type (which synergizes really well with their theme). Really good for hunters but is a decent pseudo-removal card in any deck.
Injured Blademaster
Doesn't seem like much at first glance. Who wants a Blademaster that deals 4 damage to itself right away? Well, priest decks can mitigate it easily enough with their hero powers. Warriors love him since most of their cards have abilities that trigger off of damaged minions. Besides, 3 mana for a 4/3 is nothing to snooze at. Best played in warrior or priest decks.
Pint-Sized Summoner
Last (and probably least, depending on who you ask) is the Pint-Sized Summoner. You'll run into this card in certain aggressive decks. I use it myself in my warlock Murloc deck. Unfortunately, the Summoner is a 2/2 and often isn't durable enough to withstand trades. Most opponents will be willing to trade their smaller minions for it because if they don't, they can expect you to whip out your later minions one turn earlier. Used for decks that rely on overwhelming the opponent.
At the end of the day, if there's just one card you can craft, make the Argent Commander. Two copies of that in your deck will help you immensely when it comes to trading World of Warcraft Gold or opening the way for the rest of your minions.

2013年12月10日星期二

If you've been gone from WoW for a while

  If you've been gone from WoW for a while, jumping back into the game can be like diving into a shockingly cold pool World of Warcraft Gold. There's the shock at new races, the shock at talent changes, and plenty of other shock. It's shocking, is what I'm trying to say.
  Slightly Impressive has captured the experience in Returning WoW Players, a sort of ode to the staggered veteran coming back to Azeroth. It's the kind of commentary that Slightly Impressive is really good at, so take the time to kick back and wonder just what's up with all these pandas.

2013年12月8日星期日

Around Azeroth: Nice day for a Horde wedding

"Four and a half years ago, I was just a plain-spoken orc hunter from Orgrimmar," writes today's submitter. "I got into my fair share of trouble; made the rounds in unsavory places; committed unspeakable acts of heroism. And one day, I met a blood elf.

From there, my life changed.

Four years ago, what started as brief and playful flirtation between two characters blossomed slowly but steadily into a relationship between two players. Cautiously, they agreed to meet each other at a real life guild event, surrounded by friends, with the understanding that, should nothing happen, then they could part ways and still be friends.

But the unspeakable happened -- love. One year after this brief weekend away from home, a simple, plain-spoken (but very heroic) orc left everything he knew behind to move thousands of miles from his home to start another."

"On December 6, 2013, we celebrated our wedding among friends that understood with a token of what brought us together. This is the wedding cake given to us (by someone who does not even play World of Warcraft!) that just about brought us to tears. We knew there would be cake (refusing to believe it was a lie), but were not expecting this.

Four and a half years ago, I would not have expected to be a father to a beautiful baby boy, and a husband to a beautiful woman whom I met Around Azeroth (tie-in!), and I owe it all ... for the Horde!

For the curious, the top layer that's the Horde logo is a white cake with chocolate frosting, and the bottom layer is a chocolate-banana cake with white frosting on the bottom. I don't have the exact recipe, but I requested it as a delayed wedding gift from the baker.

My name is Detton, an orc hunter, married to Sakinah Duskwalker, a blood elf hunter. We met on The Scryers, in the guild Rotten Luck, whose name could not be any more inaccurate.

Thank you for listening to my story, and travel safely, my friends."
Read More: WOW IN Gold

2013年12月6日星期五

Blizzard's Group Finder will allow leaders to filter applicants

Blizzard Community Manager Lore has been all over the forums talking about how Blizzard will build their cross-realm group finder wowingold.com. The latest update for the would-be cross-realm raider, world boss killer or PvPer is as follows:
Lore
Quote:

But with OQ you can put restrictions, view how well they've done before, and how well they're liked with the public. Openraid had a reputation how well people liked your raids and gave you upvotes. Is there any way they will add something like that to help people avoid groups lead by bad players, mean leaders or elitist jerks?

We do want to provide some options for group leaders to put some restrictions for who can and can't request to join their group. We don't want to do it in a way that encourages people to be too heavy-handed, but we also want to make the system easy and intuitive to use, and feel it's better for everyone if the system lets leaders be upfront about who they're willing to bring along.

Basically, we want to avoid a situation where you can be invited to a group and then immediately be kicked when the leader inspects your gear and finds you're 10 item levels lower than he or she is looking for (and then have to repeat that process until you eventually either find a group that will bring you or give up entirely). We'd rather do our best to make sure you only see groups that you've actually got a shot at running with :)



This is great news, in my book. While I can anticipate some concerns that this might encourage elitism or similar, it's actually going the opposite direction. Lore's concern for situations where teams filter on invite is very valid, as if a system is not included people will find some way to exclude those they don't want.

It's perfectly fair for teams to want to bring players of a similar gear level to their own, and a cursory glance at oQueue will reveal that while some teams will want higher level gear, rating or achievements, there are plenty of groups that don't. It seems highly likely that users of the Blizzard group finder will experience the same variety.

One other thing I'd love to see copied across from oQueue to the Blizzard group finder is the possibility for group leaders to earn some kind of rating. Not awarded by their party, necessarily, as that's open to abuse, but oQueue self-awards leaders ranks for leading buy cheap wow gold. One thing an LFM group-finder such as this needs is leaders, and this is a way to reward them for their additional effort. 

2013年12月5日星期四

Random Acts of Uberness: The Sha of Happiness edition

So what uber thing does it take to make the Sha of Happiness happy? This week, we have a special Random Acts of -- well, maybe not Uberness WOW Gold but more like Happiness from the Sha of Happiness herself (shown above with her snarling buddy Angryorc).

Caught being uber: Elderly couple met at BlizzCon Unfortunately, I don't have the name of the couple, but they were elderly. The lady started playing Warcraft due to her daughter asking her time and time again to play, then the daughter bought and set her up with an account. She met this man in game, and they quickly fell in love. BlizzCon was their honeymoon and for them to recognize me as someone that's a "pillar of the community" was humbling. We compared LFR battle stories and it was so interesting hearing their take on things. It is humbling and honouring that they asked lil' ol' me for a hug. -- Sha of Happiness

Among our other Random Acts this week is a little doggy who's so cute he got his human a resolved game time issue plus an extra snippet of game time. Tail-waggin' good times!

Caught being uber: Ready Check podcast I just want to say thankyou to the Ready Check podcast team for organising the Barcraft event in London over BlizzCon weekend, entirely free of charge. The place was packed out! My friends came over from Sweden, and we had a great time chatting to other Warcraft players and watching the live Blizz stream. You made the night awesome, guys. Thanks so much. -- Dareil, Lohtos and Luciouz, Defias Brotherhood (EU-Horde)

2013年12月4日星期三

Get started with pet battles using this list of the 7 best pets to fight with


If you've never gotten very far in the world of WoW's battle pets -- and can't be bothered to run around the game world catching every last one  WOW In Gold -- this list from Adventures in Poor Taste helps you pick the ideal pets to get in the fight. Though some of the pets are only obtainable by higher level players -- like Pebble (who comes from Cataclysm dailies), Snarly (who comes from Burning Crusade dailies), and Anubisath Idol (who comes from a vanilla-era raid) -- players of all levels will find some useful advice here. And, of course, remember that some of these pets -- like the Terrible Turnip, which we're big fans of -- can be found on the auction house, too, if you've got the gold to spare.
So what are you waiting for? Go out and start your own battle pet collection with these heavy hitters.
Read More: http://www.wowingold.com 

2013年12月3日星期二

Patch 5.4.2 PTR Patch notes

Patch notes for patch 5.4.2 have finally been released, confirming at least some of the new features we can expect to see in the next Mists patch. Keep in mind that 5.4.2 http://www.wowingold.com is not a content patch -- there will be no new content to play through, no new raids, scenarios or dungeons added. However, 5.4.2 is adding several new features that players have been clamoring for for quite some time.
  • The Cross-realm raid browser now has new categories for Mists of Pandaria world bosses -- the Celestials and Ordos, as well as Flexible raid difficulty for the Siege of Orgrimmar.
  • Players will finally be able to mail account-bound items to characters on different realms Buying WOW Gold.
At the moment, the official list of patch notes is pretty short. Follow after the break for the list, which will likely get more updates as the patch nears completion.

Rygarius
World of Warcraft Patch 5.4.2 PTR

Classes
  • Warrior
    • General
      • Intervene no longer removes movement-impairing effects on use. The talent Safeguard will continue to remove movement-impairing effects.
Raids, Dungeons, and Scenarios
  • Cross-Realm raid browser now has new categories for Mists of Pandaria World Bosses (Celestials and Ordos) and Flexible raid difficulty for Siege of Orgrimmar.
    • The cross-realm raid browser is accessed through the 'Social Pane' (bound to the O key by default) and look for the 'Raid' tab on the bottom right.
    • From there you can set the character as looking to join a raid or browse players that are forming up for a raid.
    • For more information on this change, please see the thread titled Cross-Realm Raid Browser on the PTR Discussion forum.
  • Players are now able to place raid markers in the world even while dead.
Items
  • Players are now able to mail account-bound items to other characters that reside on a different realm on the same account. To send cross-realm mail: enter the character's name, followed by a hyphen "-", followed by the realm name. Note that cross-realm mail can only send account-bound items, not other items or gold.
    • Additional information and testing discussion for this cross-realm mail can be found in this thread on the PTR Discussion forum.
UI
  • The Customer Support button has moved. Customer support can now be reached in-game by selecting Help option through the Game Menu (Game Menu is bound to the Escape key by default).

2013年12月1日星期日

Know Your Lore: Draka, daughter of Kelkar


The World of Warcraft is an expansive universe. You're playing the game WOW Gold, 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.
Thrall named the ship Draka's Fury after his mother. It was the ship that should have taken him without trouble to the heart of the Maelstrom during Cataclysm, but the ship was intercepted by an Alliance fleet and destroyed. It's been stated here and there that Thrall named the ship as a tribute to his mother, and to the strong orc women in his life -- but there's a problem with that. Thrall didn't know his mother at all, really. When he was just an infant, both Draka and his father Durotan were killed, betrayed by their own kind, and Thrall left to die. He named the ship after the strength of a mother that he never really knew at all.
But Draka was far from weak, in her prime -- and to her mate Durotan, she was the epitome of everything an orc woman should be. Strong, wise, brave, unwilling to bend or break, Draka spent the entirety of her childhood defying everyone's expectations, and continued to do so until the day she died. In Warlords of Draenor, we'll finally get a chance to meet Thrall's mother and father in person. We know who Durotan is, but who was that orc woman standing at his side, and what made her so incredibly special?
Born into weakness
Draka was born to her mother Zuura and father Kelkar years before the orcs were corrupted by the Burning Legion, but her problems began the moment she drew her first breath. Weak and frail, her pale fawn color stood out in stark contrast to the deep brown of other orc babies. Most expected her to die mere hours after she was born, but she made it to her naming day, where the concerned whispers of the rest of the clan made it clear that none really expected her to live beyond a year, perhaps two.
Draka defied all expectations, and lived for years beyond that. As a child, she knew she was weak, and she knew that this was bad -- a weak orc was no help to the clan. But it didn't stop her from trying. When a fire broke out in the orcish encampment, Draka did her best to try and carry water to the blaze and help put it out. Unfortunately, she found herself in the way of an honored guest -- Blackhand, leader of the Blackrock Clan. Enraged at the pitiful, frail child underfoot, Blackhand sent her running home in disgrace, telling her if she had been born a Blackrock, he would have drowned her himself at birth.
Arriving home in tears, Draka discovered Blackhand was right all along. After Zuura put the child to bed, she was visited by Chieftain Garad, who quietly asked the family to relocate to the encampment's edge. After all, the center of the village was reserved for those with the most honor, the strongest warriors. Draka did nothing but bring shame to her family, and to the Frostwolves as well. It was best for the clan as a whole to keep her out of sight, and out of mind. The next day, the family relocated, never mentioning the reason why -- but Draka knew.
A warrior made
And Draka never forgot the words of Blackhand, the words of Chieftain Garad, or the shame she brought her family. Years later, still frail and weak but miraculously alive, Draka learned that her parents were told not to attend the twice-yearly Kosh'harg festival, the event in which all clans met at the foot of Oshu'gun. It was the last straw. Draka decided to visit Mother Kashur, the Frostwolf shaman, and do something about it. Pleading her case to Mother Kashur, Draka begged her to do something, anything to remove the shame she had brought to her family. After consulting the spirits, Mother Kashur had an answer, of sorts -- but it wasn't going to be easy. She sent Draka after three items needed for a spell that would cure Draka's weakness -- the feather of a windroc, the horn of a talbuk, and the fur of a clefthoof, all slain by Draka's own hands.
She'd never been allowed to hunt. She hadn't even been allowed to build a fire. And she knew going in that she would likely die in the process, but she didn't care -- if she completed this task, she would bring honor to her family at last. If she died, she would rid them of the problem that had brought them dishonor for so many years. Draka may not have been allowed to hunt, may not have been strong, but she was smart. One by one, she completed Mother Kashur's tasks, and after killing a great clefthoof, returned to her village triumphant, only to find there was no spell after all.
Mother Kashur didn't need the ingredients for some sort of magical potion to cure Draka's ills. After spending so long out in the wilds hunting on her own, Draka returned fit and strong, the very picture of an orc warrior. Her reinvigorated health didn't escape the notice of the rest of the clan, including Durotan, son of Chieftain Garad. At first, he nearly didn't recognize her at the Kosh'harg festival that her family had at last been allowed to attend. But after spending an evening gawping at Draka like a lovestruck idiot, Durotan knew he had to have her.
Mate of a chieftain
She turned him down flat. Durotan came to her with all the bluster and bravado of a chieftain's son, and she wasn't about to make it easy for him, making an excuse that she was not yet of age for the courtship hunt he wanted to take her on. But the chieftain's son surprised her -- he didn't leave in anger or try to force the point, instead suggesting that in that case, they simply go on a hunt together not as two orcs courting, but as two warriors, nothing more. It was enough to change her mind, and the hunt that followed the next day was not a hunt spent with useless attempts to impress or woo, but a hunt spent between two equals -- two that worked incredibly well together, in Draka's eyes.
And Durotan continued to be impressed by Draka, who cleverly picked up the signs of an injured, limping clefthoof like it was nothing at all -- something he'd missed entirely when he first saw the tracks. The two were surprised to find not only the clefthoof at the end of the trail, but a giant wolf that sprung on Durotan without a second thought. Draka charged at the wolf, piercing its heart with her spear at the moment that Durotan brought his axe down. Neither could really say who had struck the killing blow, but both realized in that moment that they worked flawlessly together. And Draka confessed what she had not told Durotan when she'd turned him down -- certainly she wasn't of age the day before, but she came of age that day.
Time passed, and Mother Kashur passed on, to the sorrow of the Frostwolves. To even greater sorrow, Chieftain Garad passed on as well, and the leadership of the clan passed on to Durotan. The Kosh'harg was soon approaching, and although Draka and Durotan had not yet been wed, one was rarely seen without the company of the other. Unfortunately, life was about to change for the orcs of Draenor -- the elder shaman Ner'zhul sent a missive that asked for all clan chieftains to come to Oshu'gun early, and to bring their shaman with them.
Draka watched him, her eyes narrowing. He looked at her and smiled. "I will go, then. And all my shaman." Draka frowned. "I will come with you." "I think it would be best if-"
Draka snarled. "I am Draka, daughter of Kelkar, son of Rhakish. I am your intended, soon to be your life partner. You will not forbid me to accompany you!"
Rise of the Horde
In the years that followed, the Frostwolves joined the new, united Horde's war with the draenei at the behest of Ner'zhul, and Durotan and Draka were wed. The clan did their best to believe Nerzhul's claim that the strange, blue-skinned creatures who had never really brought any harm to any orc were secretly plotting against them. But as much as she wanted to, Draka didn't really trust Ner'zhul, and confessed this to Durotan -- who wasn't exactly certain about the elder shaman's motives himself. As time passed and more violence broke out between the orcs and draenei, the shaman of the clan began to lose their link with the elements that brought them aid -- and Draka knew that this was more than a sign. It was flat-out evidence that what they were doing was wrong.
Yet there was little that she and Durotan could actually do about the situation. The rest of the orcish clans had united -- how could one clan hope to stand against the united might of all others? The now-powerless shaman of the clans listened eagerly, attentively as Gul'dan, Ner'zhul's apprentice, provided a demonstration of a new kind of power. Dark magic, the likes of which had never been seen before. Warlock magic. Over Draka's protests, over her insistence that something was wrong, Durotan allowed Drek'thar to learn these strange new ways. She could only stand by Durotan's side and watch as Blackhand was elected Warchief.
She continued to stand by Durotan's side as he was asked to do the unthinkable -- betray the draenei that had saved him when he was young, wipe out the settlement he had been shown in trust. She stood by his side as they watched the lands around them fall to ruin and despair, as the brown skin of the orcs peeled and flaked away, revealed strange, green skin beneath. And she stood, resolute and proud by his side as he denied the "blessing" of the mighty Kil'jaeden, and refused the Blood of Mannoroth to himself, his family, and his clan.
None knew Durotan better than Draka. No one else understood the conflict, the struggle behind every decision Durotan made. None knew the sorrow, the doubt, the discomfort behind his eyes better than his chosen mate. And although she could do nothing about the inevitable downfall of the orcs, Draka could, at the very least, stand tall at her husband's side. Even in his darkest hours, Durotan knew that he was never truly alone.
Thrall
It was likely with both joy and sorrow that Draka realized she was with child. Joy, because a child is a joyous thing, sorrow, for knowing what that child was about to be born into. The orcs had passed through the Dark Portal into this strange, new Azeroth -- and the Frostwolf clan had been exiled shortly after to the harsh frozen mountains of Alterac. They lived on, but life was far from easy. Fortunately, Draka knew in great detail just how hard life could be -- and how to thrive in spite of it. The child was born, a fine, strong son to lead the Frostwolf clan after Durotan was gone. And on one fateful day, observing both mate and son, Durotan made one of the last decisions he would ever make.
He could no longer bear to watch the rest of the orc clans dutifully follow Gul'dan, watch them wallow in the depths of the evil that Gul'dan had brought to their kind. His son deserved more than that, his mate deserved more, the orcish race deserved more. Durotan decided that night to travel to Orgrim Doomhammer, his childhood friend, and tell him what he knew of Gul'dan, the Shadow Council, and the corruption of the orcish race. From there, he hoped that more clans would learn, until all could unite against Gul'dan and the old ways, the better ways would return.
"You shall not go alone, my mate," said Draka, her soft voice a sharp contrast to the ear-splitting sound of Durotan's Oath Cry. "We shall come with you." "I forbid it." And with a suddenness that startled even Durotan, who ought to have known better, Draka sprang to her feet. The crying baby tumbled from her lap as she clenched her fists and raised them, shaking them violently. A heartbeat later Durotan blinked as pain shot through him and blood dripped down his face. She had bounded the length of the cave and slashed his cheek with her nails. "I am Draka, daughter of Kelkar, son of Rhakish. No one forbids me to follow my mate, not even Durotan himself! I come with you, I stand by you, I shall die if need be. Pagh!" She spat at him.
He loved Draka more in that moment than ever before -- and come with him she did, all the way to Doomhammer's field camp. Durotan delivered his message, and it seemed at last that the orcish race had a glimmer of hope, for Doomhammer believed Durotan's words. After listening to the tale, Orgrim sent both Durotan and Draka away, escorted by one of his own personal guard. They wouldn't be safe, staying in Doomhammer's camp -- when the time was right, Doomhammer would stand by their side, and Gul'dan would fall. But that time never came to pass.
Draka, daughter of Kelkar, fierce and strong, fought tooth and nail against Gul'dan's assassins, but this last battle was one that she could not win. Overwhelmed, she died -- as did Durotan, their infant son left to howl his misery in the forest until the wild creatures tore him to bits. Their son would never have his naming day. Instead, he was found by a human and taken in, raised as a gladiator, later escaping to become the savior of the orcish race and the new Warchief of the Horde. The infant defied all expectations, avoiding certain death and instead growing up healthy, clever, and strong. A warrior, a leader, a shaman that strove to re-ignite the ways of old.
Draka would have been unspeakably proud.
In Warlords of Draenor, Thrall will finally meet both mother and father on a world in which fate has been utterly changed. In this version of reality, they have no son, and the orcish race never fell to the Legion's corruption. How will they react to the son that never was, to his strange appearance, his green skin and his wild stories of futures that never were? We'll see in the new expansion whether Thrall will be accepted with open arms, and if Draka's fury lives on.

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.
Read More: Buy WOW Gold Online, World of Warcraft Gold

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.
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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!
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