Posts Tagged ‘cataclysm’

Therazane and the Top 10 Ugliest Creatures in WoW

9 February 2011 | 6 Comments » | pixiestixy

There’s few beings in the World of Warcraft that, when stumbled upon, make the player run away screaming in terror. Not so much because they look dangerous or like they might hurt you. But moreso because they are so, so ugly that it hurts your eyes, makes you want to vomit and leaves you wondering, “WHY??”

This is unfortunately what I am facing right now as I work through the end quests of Deepholm involving the lovely lady Therazane, and it got me thinking — could she be, perhaps, the ugliest being ever to grace the lands of Azeroth? Read on to find out where she stands among the  Top 10.

Yes, my friends, these are the fuglies of Azeroth. And while we may disagree on the rankings I assigned, I’m relatively certain that we all can at least agree on one thing: these dudes are not pretty.

10. Eck the Ferocious (Gorloc)

This side-boss in Gundrak not only has a name that makes me think of phlegm getting caught in my throat (not pleasant), but also has attacks that leave you bearing his stenchy, slimy grossness. His spit attack leaves an  hour-long debuff on toons that makes them smell “ferocious.” Ew. Although the smaller gorlocs that players encounter in Northrend are slightly less rank, they bear many of the same nasty traits as Eck here, which makes grinding reputation on their behalf that much more unbearable.

9. Hogger (Gnoll)

The king of killing newbs in a starting zone near you (ie Elwynn Forest), Hogger’s sight is worse that his bite. That hunchback with bristles of unkempt hair; that giant nose with flaring nostrils; that snarling mouth dripping with globs of drool (undoubtedly as he imagines eating you with his pack of ugly friends).

It’s all too much for some low-levels to bear. I don’t blame them; I might also just turn around and run if I saw this creature staring me down. And I would agree for most gnolls in general — not the prettiest of beasts. Continue Reading

BlizzCon 2011 — October 21-22

7 February 2011 | 2 Comments » | Amatera

Let's face it, Moonkin were probably the best part of last year's Bliz -- I mean, anything ever!

It seems awfully early to announce the date for this year’s BlizzCon, but then again, I suppose there aren’t any major game releases to dance about this time around. Oh right, Diablo III! Wait, no, maintain self-control Amatera! Last time you started speculating about what Blizzard was going to do, you only came away disappointed!

Oh, I can’t stop myself! And honestly, it shouldn’t be hard to top the lean offerings of 2010′s event (even if we did get Red Shirt Guy out of it). If that oft-referenced leaked release slate is to be considered, both the back end of this year and 2012 are full of potential titles to talk about. There’s the aforementioned hack-and-slash (if it hasn’t hit retail), the first StarCraft II expansion (and maybe the second, if we’re lucky), as well as the future of World of Warcraft — what’s coming at the end of Cataclysm content if not also what’s after it.

Whatever they show, don’t count on any surprise Las Vegas relocation scare this year. You can already start booking your reservations for the area around the Anaheim Convention Center, where BlizzCon is traditionally held, though ticketing and other pertinent information for the event itself has yet to be detailed.

Patch 4.0.6: Of Dungeon Locations, Attunements and Gaming the System

5 February 2011 | 15 Comments » | pixiestixy

One seemingly small change coming soon in Patch 4.0.6 has been stirring up a lot of debate.

The removal of the requirement that a player must discover a dungeon’s entrance before they may queue for it from the dungeon finder has a lot of people flustered.

And I can see why. Back in May when WoW developers announced that this requirement would be coming in Cataclysm, most players seemed pleased. There were a lot of positives to consider.

The requirement would encourage exploration of new zones and therefore the questing and lore that encompass the areas around them; players would be more likely to know the way from the spirit healer back to the dungeon entrance, in the case of an untimely wipe; and the dungeon finder would potentially have fewer players joining randoms for dungeons that they had never before encountered.

But along with those positives also came scheming for how the new system could be used to a player’s benefit.

All around the WoW community, as the news spread, one other potential benefit of the system became obvious — players could use the system to opt out of the dungeons that weren’t as quick or easy as they would like; that didn’t have the rewards they were looking for; or that, for whatever reason, they didn’t want to encounter. By simply not discovering those locations, a player would never have to worry about entering a less than ideal dungeon again. They could eliminate the potential of an Oculus 2.0. — or, in this case, The Stonecore.

Sure, why not? Why not optimize fun levels while playing? I’ll tell you why. Continue Reading

The Balancing Act: Catching Up When Real Life Takes Over

3 February 2011 | 2 Comments » | pixiestixy

Life likes to throw curve balls every now and then to keep us on our toes. And sometimes adapting requires a bit of down time for those things in life that aren’t our biggest priorities.

Without going into much boring detail, that’s been what’s kept me away from WoW for the past 8 weeks. Real life mayhem — some planned, and some not so much. I can’t complain, because it’s been mostly fun; either traveling or entertaining guests who travel to see me.

It’s left me little to no time to keep up with everything that life requires of me, much less sit down for any quality playing time.

And the timing was pretty awful. Cataclysm had just been released. I had just finished up questing in Mount Hyjal and was revving to get to more new content and keep leveling up to 85. I was not at all thinking that this would happen. But, as I mentioned — curve ball.

Finally, as life starts to settle down a bit again, the itch to play is strengthening. But I’m worried. Continue Reading

What Blizzard Can Learn from Rift

31 January 2011 | 11 Comments » | Amatera

An ancient, extraterrestrial race sweeps across the universe, destroying and consuming worlds until they finally come upon the one whose children are capable of and willing to fight back. After some infighting amongst these beings, a serpentine god of death is banished to the elemental planes while a magical barrier is erected to keep the rest of the malcontents back. Years later, a crack in this shield is created and the nefarious deity is released upon the world once again, bringing the rest of the elemental lords and their minions with them. An all-out assault is made against its peoples, whose differing views on how to deal with the problem create deep socio-cultural chasms between said schools of thought. One side — devoted servants of the benevolent gods that seem to have abandoned them. The other — techno-shamanic nomads who would rather save the world no matter what the cost than wait for the heavens to intervene.

Sure, the details and names might be different, but the story of Rift, at its core, sounds remarkably familiar. I noticed during the most recent phase of Beta (and my first) that the similarities did not end with the lore. Turning once again to my favorite archetype — the Rogue — I felt myself slip into the gameplay like a silky-skinned hand into a tailor-made glove. My first two abilities? “Savage Strike” and “Final Blow,” complete with a regenerating energy system and combo points.

However, to obsess over Rift‘s derivations would be to completely miss the things that cause it to stand out. For instance, my Rogue played like a World of Warcraft Rogue because I chose the role that most closely mimicked it. The game really only has four “classes,” but by the end of the starting zone, you’ll have picked three of seven potential “souls” that effectively form your talent trees. Some are more conventional, while others feel fresh, and you’ll eventually get the option to swap souls out for the ones you missed. What seems like a routine skill system at first becomes something insanely — and uncharacteristically — flexible for the genre. Continue Reading

Shadowfang Keep 1.1 – Baron Ashbury Buries the Group

24 January 2011 | 5 Comments » | Mordil

As requested by many Lore Hound regulars, I’ve finally dusted off my software (is that even possible?) and now return with video guides for Cataclysm‘s Heroic Dungeons.

Starting it off, here’s my favorite: Shadowfang Keep. With a few changes to graphics, mob placement and mob type, this dungeon is all new and improved. Check out the video below for my explanation of the trash pulls up to Baron Ashbury, and the fight itself.

Read on for a written version of Baron Ashbury’s abilities.
Continue Reading

The Dungeon Finder: Why Use iLvl to Benchmark?

4 January 2011 | 5 Comments » | Heartbourne

Previously, we looked at some features the Dungeon Finder could benefit from. This time, we’ll muse about how players qualify for queueing for difficult dungeons.

For Cataclysm dungeons, the game calculates an “average item level” (also called iLvl) for your character, and you may not be able certain dungeons unless your gear is powerful enough. Additionally, players must discover the dungeons actual location in the world to be able to queue for them. If players form their own groups, they can enter at will, but they must satisfy these requirements to queue for the dungeons. In Burning Crusade (before the dungeon finder tool existed), players had to complete long quest lines that took them through difficult dungeons and raids in order to access harder ones. Additionally, in order to access the heroic modes of the dungeons, players had to buy “keys” for the dungeon that required high reputation with a linked faction that nigh guaranteed that they had run the dungeon many times on regular mode. Wrath of the Lich King introduced the minimum iLvl idea when the dungeon finder was introduced, making the hardest dungeons require a higher iLvl.

One of the main problems is how the iLvl value is calculated. The system looks at all of your characters equipped items and all of the gear your character is capable of wearing in your bags. From that, it takes the highest iLvl item for each slot and calculates the average. This is the iLvl associated with your character. This system has three major flaws:

  1. Players have an incentive to roll on items that aren’t actually better for them that increase their iLvl.
  2. Players can “cheat” the system by obtaining BoE items and not equipping them.
  3. iLvl is not an accurate representation of a player’s abilities.

The first item needs little explanation. Mages can use daggers, so why wouldn’t a mage roll on a powerful dagger that they won’t ever use, but that would increase their iLvl? Most players would consider it rude to take the dagger if there was a class that could actually benefit from the dagger in the group, but there is a clear benefit for the mage to take it if increases his average iLvl: he can queue for more dungeons. It can be tempting to be a “ninja”; you technically “need” the item in order to queue for better dungeons, right?
Continue Reading

Cataclysm: Heroic Dungeons 101

2 January 2011 | 10 Comments » | Kershocker

It's a TRAP!

World of Warcraft: Cataclysm has been out for a while now. Some of us are already raiding, some of us are running heroics, but I’m sure we are all having a great time.

I joined Executus during Wrath of the Lich King. Kershocker, my dwarf paladin, hit 80, completed 5-6 heroics and got his first epic on the same day. As soon as I entered a dungeon, I only had to wait 4 seconds for the tank to establish some aggro, and then I could start facerolling spamming Divine Storm and Consecration. Sure, I was quite happy back then, but now that I have tried the new dungeons and have tested how a true heroic should be like, I can confirm that Wrath of the Lich King was quite a weak expansion, PvE-wise.

Here at LoreHound we have a few guides about different aspects of the game, so why shouldn’t we post some about the new 5-Man Heroics? Some of you may have already reached the iLvL required to queue for Random Heroics, but, where to start? Well, let us help you! We’re going to write the guides in order of difficulty, starting by the easiest one. Actually, let’s start by the basics of heroics, things you should know unless you feel like wiping a lot. Continue Reading