Posts Tagged ‘throne of the tides’

Kieron the Loaner Ready to Stab, Offer High-Interest Loans

23 February 2012 | 1 Comment » | iTZKooPA

A year ago I quit World of Warcraft. Well, that’s to say, I stopped playing with the fever I had been for so long. My subscription to WoW was paid through June, so I could have, and likely would have, continued playing if it wasn’t for one monumental change in my life. There were issues with Blizzard’s direction that put my Azeroth adventures in jeopardy, but the issues were as secondary to the main reason as possible. My ferret, my first major mark of independence and responsibility after completing college, passed away a year ago today.

This isn’t going to be a sappy post full of pre-adult angst or emotion. Quite the opposite. It’s to celebrate Kieron’s return. Not in the corporeal sense – I’m not Grand Apothecary Putress, after all – but the historical sense. Anyone that has been playing the World of Warcraft TCG may have run into the relatively common hero card ‘Kieron the Loaner’. The aggressive gnome with a lust for coin to the immediate right is modeled after an amalgamation of my furry friend and my stabbing gnome.

You may be wondering exactly how I pulled off this feat. It was rather simple. I met Drew Walker ahead of PAX East 2011, and explained my sappy but honest heartache. Always in the need of ideas for characters, he felt that Cryptozoic could put together an homage. A few screenshots, details of my in-game habits – pet collecting and banking – and a handful of emails later, Kieron the Loaner was born and awaiting release as part of Throne of the Tides. It took me numerous buys to finally acquire him (her), but it was well worth the extra scratch.

Here’s to you, Kieron. Gone, but now immortalized in an IP you loved to interact with – by skittering across the keyboard and ruining my rotation!

Patch 4.1 “Rise of the Zandalari” Megapost

22 April 2011 | 3 Comments » | Amatera

Whether you need a refresher or just haven’t been keeping up with it, Blizzard has put up a full post detailing every nook and cranny of the upcoming content patch. Despite my current disappointment with the state of World of Warcraft, I can’t deny the fact that packing 4.1 with new features at least partially redeems the lack of a new raid dungeon (it certainly shows they’ve been working on something). Here’s a quick summary of what to expect, with the full notes on Blizzard’s site:

Rise of the Zandalari

The days when great troll empires stretched across ancient Kalimdor are long past. Millennia of war and internal strife have stripped these nations of their power, lands, and glory. As Azeroth recovers from the destruction of the Cataclysm, the world’s divided troll populations face a bleak future. These dark times have spurred the trolls of the Zandalar, the historically wise and scholarly tribe from which all trolls originated, to take drastic action. They have embarked on a bold crusade to save their race by uniting trolls into a single mighty empire. With the Zandalari’s aid, the fallen capitals of the Gurubashi and Amani nations—Zul’Gurub and Zul’Aman—are already rebuilding, replenishing their forces for a bloody campaign to expand their territories.

Yet Vol’jin and his Darkspear trolls are not aligned with the Zandalari. They have sworn to stand with their Horde comrades—and even work with the Alliance—should the trolls ignite a new war on Azeroth. Soon, Vol’jin might be forced to act on his promise, for if the Gurubashi and Amani are left to their own devices, the world will know the legendary strength and savagery of the ancient troll empires once again.

Guild Challenges

Built into the Info panel of the guild user interface, Guild Challenges are weekly tasks guild groups can tackle for additional guild experience, achievements, and gold. At the top of the guild user interface Info pane, a new Guild Challenges section is displayed and broken into three categories: Dungeons, Raids, and Rated Battlegrounds. Any guild group will qualify for Guild Challenges credit and there is a set number of times each challenge can be completed per week.

Guild Finder

Guild Finder is a new system designed to enable easier and faster guild recruitment. Guild leaders and players who are looking for a guild to call home will use the Guild Finder to meet one another and begin communications that can lead to a prosperous membership. Whether you’re a guild leader looking to fill your ranks or a player looking for a guild that meets your strictest requirements, the Guild Finder provides an easy way to make new friends!

Dungeon Finder: Call to Arms

A new system intended to lower queue times, Dungeon Finder: Call to Arms offers additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you’ll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/potion, a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount

Clearly the most important thing, though, is that this is a good indication Blizzard is ready to release the patch itself. There is a high chance we will see “Rise of the Zandalari” this coming Tuesday.

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

Gear Check: Gearing your Rogue for Heroics and Raiding in Cataclysm, Part 1

4 February 2011 | 4 Comments » | Heartbourne

Cataclysm has brought on a lot of changes for rogues. Subtlety may again see the light of day as a PvE spec, Hunger for Blood is replaced by Vendetta, and weapon specializations taken away from Combat just to name a few changes. This post will help you determine what gear you will want to go after in the endgame, and what you should be looking for while leveling.

The first thing you want to keep in mind are what stats you are going to want for heroics and raiding. While this doesn’t matter much for questing, if you are leveling in dungeons or preparing to do heroics, you should start looking to build your set while you are leveling.

Stat Weightings

With reforging, you can move some of your gear’s stats around. It’s important to know what stats you are looking for and reforge the stats that aren’t very good for you into better ones.

For Combat, this is what you are looking at:

Agility >> Hit (pre yellow cap) >> Expertise (pre cap) > Haste > Hit > Crit > Mastery

Basically, agility is way better than everything else, hit is way better than other things until the yellow cap, then hit and haste are about equal, but both better than crit and mastery.

Your hit information can be obtained by going into your character stats sheet. At level 85, here are the caps assuming you picked up 3/3 precision:

  • Yellow: 241 (2%)
  • Spell: 1127 (11%)
  • White: 2523 (21%)

Basically, hit rating is really good until the yellow cap, then its about as good as haste and expertise. It stays about that good up until the white hit cap, at which point it is useless. You won’t be anywhere near that number, so don’t worry about it too much. Expertise is capped at 781 for most races; if you have a racial that increases your expertise with your weapons (like Gnomes or Orcs), you are looking at 691.

A note on weapons: You are going to want a slow main hand and a fast offhand. The type of weapon doesn’t matter (unless you have a racial bonus), but the only fast offhands are daggers, so put a 1.4 speed dagger there.

Read on for the full list of gear you will want. Continue Reading

Gear Check: Tanking Must-Haves and First Grabs

4 January 2011 | 20 Comments » | Mordil

Making people merry, one blog post at a time

One thing that is always daunting for the majority of PvE content is gearing up — and our effectiveness being 50% dependent on that gear. Mention that only one or two pieces drop in a single dungeon, and it makes a new tank just a tad hesitant to move into a full-time job.

Tanking doesn’t have end-all, be-all rules and guidelines that other roles must strictly follow. It’s one of the more forgiving archetypes to play (as long as you’re able to get the job done, of course).

The most favorable stats are different depending on your class, such as Druids having little to no use for Parry.

I won’t proclaim to be an expert at this point, especially since  Tanking stat priority is still heavily disputed in the community right now as to what’s most favorable, but prevailing theories claim the following:

Warriors: Stam > Parry > Dodge = Mastery > Hit = Expertise

Druids: Stam > Agil = Dodge > Mastery = Hit = Expertise

Paladins: Stam > Parry = Dodge = Mastery > Hit = Expertise

Death Knights: Stam > Mastery > Dodge = Parry > Hit = Expertise

I list Stamina on top for every class, because personal experience dictates that stacking it is the most reliable way to provide effective mitigation, giving more time for healers to launch their spells. It also relies less on the Random Number Generator.

Example 1

Boss is hitting for 25k every 3 seconds, and you have 175k. That gives the healer 21 seconds to get at least one heal off.

VS.

Example 2

Boss is hitting for 25k every 3 seconds, and you have 120k HP. That gives the healer just under 12 seconds to get some sort of heal off.

Read on to see my final analysis of Tanking stats and a full list of gear that will put you over the threshold and into Heroics, to then have fun progressing there!
Continue Reading

Cataclysm Dungeon Location Gallery (Where is the Entrance to…)

22 December 2010 | 9 Comments » | Mordil

Update: As of Patch 4.0.6, players will no longer be required to find a dungeon’s location in order to queue for it. Why? Take a look at our analysis of the subject for more. Until then, scroll on for our handy dandy dungeon location guide.

In the latest expansion of World of Warcraft, Blizzard changed how queuing up for dungeons work. You have to discover the entrance to be able to queue up from anywhere using the Looking For Dungeon tool. This threw many people for a loop, not knowing where an instance entrance is. That’s where Lore Hound plays their helping hand. Below is a compiled list of the new Cataclysm 5-mans with screen-shots of the location, the level range, and a short description of the instance.

Hope this helps!

Blackrock Caverns (80-83)

  • Location: Blackrock Mountain, Searing Gorge/Burning Steppes. Head towards the Blackrock Spire entrance portal, and take a right. Follow the hallway and take the first left. Follow this path until there’s a fork going left down a walkway, and straight upwards. Take a right down the path (or jump, for those daredevils out there) and take another right. Voila. Alternatively, take the Mole Machine from Finkle.
  • Description: It is a series of tunnels created by Twilight’s Hammer clan in order to gather the remaining Ragnaros’ minions and transport them back and forth to Mount Hyjal, as well as to perform horrific experiments conducted by the nihilistic cult in order to use the essence of the dragon in order to transform the worthy into dragonspawn.
  • Continue Reading

Cataclysm Zones: New Vashj’ir Details

15 April 2010 | 1 Comment » | Amatera

The hits just keep on coming! Blizzard released a preliminary preview of their second high-level Cataclysm zone today: the sunken city of Vashj’ir (and the rest, I presume, can’t be very far behind). Once counted amongst the most beautiful Night Elf cities, it was long ago dragged underneath the waves by the violent churning of the Maelstrom. Now its illustrious ruins hide dark secrets and serve as the breeding ground of a fearful new Naga plot.

So what else makes this new zone unique? Well, first of all, it’s the game’s very first completely underwater zone (though there will be areas of pocketed air to romp around in). And considering how much we all hate the snail’s pace of existing underwater quests, Blizzard is giving us a few new means of transportation. Exact details are light, but we can expect faction naval vessels and submarines — of the Gnomish and Goblin variety, no doubt — to help us get around.

Vashj’ir will provide questing opportunities for Level 78-82 characters, as well as two 5-man dungeons: Throne of the Tides and the Abyssal Maw, the latter of which has already had a small preview.

Once a great Highborne city housing some of the most revered night elves of Kalimdor, Vashj’ir was swallowed by the Great Sea in the Sundering and thought to be lost forever. Queen Azshara, formerly a beloved leader of the Highborne, escaped death in the depths of the sea when the Well of Eternity imploded. Such salvation came at a great cost, as the queen and many of her fellow Highborne were forever transformed into the monstrous naga, doomed to wander the seas for thousands of years. Their existence mostly remains a mystery to the peoples of modern Azeroth, though the Earthen Ring has learned of Azshara’s naga seizing Vashj’ir for an unknown purpose as the cries of the elements echo across Azeroth from the Abyss.

The rest of the preview, including a short piece of lore detailing the account of a captured Alliance soldier and several new screenshots follows the break. Continue Reading