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It wasn’t a surprise to learn that Blizzard would be selling an identical boost via WoW’s in-game store, but the price turned heads: $60.
As for the price, Blizzard knew people would just buy WOW power leveling account and transfer the free level 90 over, so the $60 price tag while it seems arbitrary, it removes the need to dick about with people making new accounts and transferring over chars to do it causing bloat in the database.
But then if they had sold it for $10 or $20 nearly everyone would of used it as why play all the old content when you can jump past it all for next to nothing. so it would increase the number of people taking it up so the lower price point would probably get them more money on the long run.
Where with the $60 price tag it will make people actually think about it before going for it, meaning it will probably be relegated to people who are desperate to change class for example to fill a gap in a raid group or the people with more money than sense.
But in the long run the $60 price tag will discourage a lot of people and the people who aren’t discouraged by it would have only done it with a second account anyway and in reality blizz could of made more money by forcing people to buy a second account up to WoD for the free level 90 then transferring it over to the old account.
So I do think they have found a reasonable balance as a lot of people complaining about the price are saying it is too expensive and if anything that just shows it is working to limit the amount of people using it as they are actually having to think about the price.
New Glyph of the Stag
This new glyph will change the appearance of the Druid’s travel form. Instead of the outdated Cheetah model, Druids will now become a beautiful Stag that can carry party members. Much like the popular two seater mounts, this glyph will let players without increased movement speed ride the Druid if they are in a place where you cannot mount up. It is about time Blizzard came out with a new Travel Form as the old model was very polygonal and looked out of place among the new animal form models. Farming is made much easier if you level a Druid. All Druids shouls use their benefits to their advantage and check out WoW Mimic.
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The Druid is arguably the most versatile class in the game as it is the only with four specializations. Each of these specs performs a different class role as well so there is endless fun available for the Druid. With Flight Form and all kinds of other tools, the Druid is also the easiest class to farm with as one doesn’t have to keep mounting and dismounting to gather things from the world.
BlizzCon is a great time to meet up with your WoW friends… provided you can find them. Unfortunately, the halls at the Anaheim Convention Center are usually dark, crowded, and noisy, which can make meeting up with the people you want fairly difficult, especially if the most you know of your guildies’ looks is that they play a muscly green guy with a big sword. Fortunately, Blizzard is making it easier then ever to find your friends at BlizzCon, with the official BlizzCon Meeting Stone.
The Meeting Stone will be located between halls B and C in the convention center and can easily serve as the anchor point for all your social meetups. Members of the Blizzard Community Team will also be stationed around the Meeting Stone to help facilitate meetups and make sure everyone is finding who they need to.
They will even be putting together an official Meeting Stone schedule so large groups can have the opportunity to reserve adequate space. If you’re interested, head on over to the official Meeting Stone forums for more information, or to organize your own BlizzCon meet up!
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While a character can be played on its own, players can group with others to tackle more challenging content. Most end-game challenges are designed in a way that they can only be overcome while in a group. In this way, character classes are used in specific roles within a group. World of Warcraft uses a “rested bonus” system, increasing the rate that a character can gain experience points after the player has spent time away from the game. When a character dies, it becomes a ghost—or wisp for Night Elf characters—at a nearby graveyard. Characters can be resurrected by other characters that have the ability, or can self-resurrect by moving from the graveyard to the place where they died. If a character is past level ten and they resurrect at a graveyard, the items equipped by the character degrade, requiring in-game money and a specialist NPC to repair them. Items that have degraded heavily become unusable until they are repaired. If the location of the character’s body is unreachable, they can use a special “spirit healer” NPC to resurrect at the graveyard. When the spirit healer revives a character, items equipped by the character at that time are further degraded, and the character is significantly weakened by what is in-game called “resurrection sickness” for up to ten minutes, depending on the character’s level. This “resurrection sickness” does not occur and item degradation is less severe if the character revives by locating its body, or is resurrected by another player through special items or spells.
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Sparkuggz posted the simulation results of all the trinkets ever for each spec. While you can read the various iterations of each trinket in DPS order, I find the long list not very helpful in the end because it’s hard to see the relative trinket order in all the names. Obviously, a heroic piece beats a normal Warforged piece simply because of item level, and if you really want to split hairs over which iteration of one trinket beats which iteration of another trinket, you are free to look that up. But what is the general order of things?
I rewrote Sparkuggz’s simulation list in colored bars (bigger version here) where each color represents a different patch 5.4 trinket. Purple is the color I used for any older patch trinket, and I wrote the name of the specific trinket beside the purple bar. Some of the old tier 15 trinkets are still good, though most of the ones listed there are heroic or heroic Thunderforged. I only went halfway down the list because after a while it starts to look all purple as we head into the rest of the expansion’s trinkets.
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The biggest problem with each of the four raid trinkets is that they all proc off “attacks,” which are casts for us. This works out fine with a nuke-style spec like destruction, but it doesn’t fair as well with DoT-style specs like affliction, since attack-based procs ignore DoT ticks. (DoT ticks will proc things when the phrase “periodic damage” crops up in the trinket proc wording.) Pets also tend to not proc attack-based trinket wordings; it’s only your own casts that do it.
This is a trend in MMOs that I’ve been seeing a lot of, lately. It’s unrealistic for every piece of an MMO’s story to be told with a cinematic, so many developers have opted to choose very specific and important scenes. Mists of Pandaria is filled with small, important cinematic cut-scenes and it has shown with the general playerbase’s understanding of the story. It goes to show that players don’t necessarily need to be force-fed story in order to get the gist of what’s going on. The cut-scenes and story quests distributed throughout the 5.1 daily quests were perfect examples of this concept. You absolutely did not need to read the quest text to understand what was happening, although you missed a lot if you chose not to. The general story, however, was quite accessible and understandable. Case and point? Show me one endgame player who doesn’t know who Garrosh Hellscream is. I’d be shocked if you found one. These cinematic cut-scenes provide a good outline of lore for the uninformed player. This is a solid method of storytelling, but what if you want to involve the player with the storytelling process as more than just the blind participator? What if you want to give them choice?
Unless you’re someone like me, who enjoys reading tiny boxes of text that explain why my avatar needs to go steal ten pieces of candy from various babies, you probably just right-click the quest-giver and immediately hit “accept.” Most people don’t realize or care just how much story is packed into those little experience and gold generators. I remember a particular instance from World of Warcraft, back when Ice Crown Citadel had just been announced. Wow Power leveling I was just a young, inexperienced DPS, but one of my friends was a hardcore raider in another guild. We were talking about the upcoming raid one day when he asked, “So, I keep hearing about this Arthas guy. Who is he? Is he one of those paladins that we fight the Lich King with?”
I stared at him quite blankly. How could you level all throughout Northrend and not figure out who Arthas is? I mean, even if you didn’t play Warcraft III (in fact, I still haven’t played it), how could you not have at least learned who he was? I knew he never read the quest text, but seriously! Of course, I explained to him that Arthas was, in fact, the Lich King. Then he snapped his fingers and said, “Oh, yeah! I remember him from that awesome cut-scene.” Of course, he was referring to the Wrathgate cinematic from Dragonblight. That was the first real in-game cinematic that Blizzard had created for World of Warcraft and it did an amazing job of providing brief, informative, and lore-rich context to much of what was happening in Northrend.
I was thinking about making one more post on the lore of Warcraft in which I would share a few of the remaining cutscenes and some of my opinions on the ending and wrapping up for Mists of Pandaria and off course the possible beginning for the next expansion, which might just come out sooner than we think. This here is that post, so treat it with respect! It’s main focus will be those moments when, despite of the ongoing war, the horde and alliance stood together, starting from the “wall is lost” cinematic up until the ending to “the siege of orgrimmar”.
One of the best moments in the MoP expansion story progressions are the parts that involve the pandarens off course who through their mere presence these manage to inspire both allies and hordies to lay down their weapons for just a bit and enjoy a little R&R from PVP action and focus on fighting monsters, together. This gig with the wall was no difference and Chen plays his part just perfectly here.
Yet another excellent moment of laying down the wrath and smoking the pipe of peace is the quest where Jaina talks to Anduin about the aftermath of the Theramore attack, Wow Power leveling when she basically wanted to erase the horde from the annals of history, but then Kalecgos talked her out of it (not entirely it seems as we’ve seen in the ending to the orgrimmar siege, but let’s leave that for later). Not to even mention the nice retro preview of Dalaran that brings back good memories from the WotLK days.
Formed in the wake of King Magni’s petrification, the Council of Three Hammers is composed of one representative from each of the three dwarven clans. Muradin Bronzebeard, Magni’s younger brother and a veteran of the war against the Lich King, represents the Bronzebeards. Falstad Wildhammer, renowned gryphon rider and high thane of his clan, represents the Wildhammers. Moira Thaurissan, legal heir to the throne of Ironforge due to her lineage, represents the Dark Irons, the clan ruled by her late husband, Dagran. Despite their varying backgrounds and ideological differences, the three representatives have pledged to rule united for the good of Ironforge.
Encircled by jagged mountain peaks, the snowy region of Dun Morogh has been the cultural heart of Ironforge’s dwarves for ages. Wow Power leveling Not long ago, quakes roused numerous troggs from their subterranean dwellings and drove the bestial creatures toward the dwarven settlement of Anvilmar in Coldridge Valley. The sudden influx of troggs also caused the savage Frostmane trolls to abandon their usual holdings on Shimmer Ridge and encroach upon dwarf-occupied areas. Threatened on two fronts, Dun Morogh’s mountaineers are spread thin. Without additional assistance, the prized lands of Dun Morogh might soon fall to the dwarves’ barbarous foes.
Carved into the stone heart of Khaz Modan, the mighty city of Ironforge is a testament to the dwarves’ strength and resilience. During the Second War between orcs and humans, many dwarven strongholds fell to the onslaught of the Horde, yet Ironforge was never breached. Now ruled over by the Council of Three Hammers, the city has entered into a tense and potentially violent era. Yet should the council rule with equality and justice, this new period in Ironforge’s history might very well be its greatest.
Distinguished by their shaggy coats and massive horns, Barak Tor’ol mountain rams are simple yet proud animals whose fearlessness is matched only by that of their dwarven masters. What these good-natured animals lack in ferocity, they compensate with uncommon durability and strength. Recently, other types of rams have been discovered in the frigid continent of Northrend, yet the amicable species native to Dun Morogh and its surrounding regions is still preferred by Ironforge’s dwarves.
Since the War of the Ancients, High Priestess Tyrande Whisperwind and her mate, Archdruid Malfurion Stormrage, have led the once-immortal night elves. Time and again, Tyrande’s and Malfurion’s wise guidance has helped the night elves prevail against the demonic Burning Legion and other perilous enemies. For many of the past ten thousand years, however, Tyrande has borne the mantle of leadership alone while Malfurion has spent long stretches of time preoccupied with his duties in the Emerald Dream.
Shortly after the Third War, Malfurion became trapped within the Emerald Nightmare, a shadowy affliction that had spread throughout the Dream. Wow Power leveling Due to Tyrande’s brave actions, Malfurion was later freed, leading to a grand reunion and wedding between the two leaders. Now, amid political turmoil, natural disasters, and violent Horde incursions into night elven lands, Malfurion and Tyrande are focused on leading their people into Azeroth’s uncertain future, just as they have done in ages past.
The ancient and reclusive night elves have played a pivotal role in shaping Azeroth’s fate throughout its history. More than ten thousand years ago, their heroics during the War of the Ancients helped stave off the demonic Burning Legion’s first invasion. When the scattered remnants of the Legion on Azeroth rallied together with the vile satyrs centuries later, the night elves again rose to meet the threat. The ensuing War of the Satyr exacted a heavy toll from the night elves, but ultimately they vanquished the forces that had set out to wreak havoc on their world.