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World of Warcraft: How to 'Graveyard Ninja' in AV
- Feb 24, 2010

How to 'Graveyard Ninja' in AV

If you are new to Alterac Valley, you may wonder what people mean when they start telling the raid "NEED SOME1 NINJA IB". They hopefully mean that they want someone to help them ninja a graveyard, a critical tactic to help push the enemy back and win AV.
Why do we ninja graveyards?

TAKES ONLY 2 PEOPLE. Ninjaing graveyards can be done with a minimum of two people which should not take too much power from the pushing force.

SLOWS ENEMY SPAWN. When you team is pushing closer to a graveyard flag, your team will be far from their respawn and close to the enemies respawn. This gives the opposing team an advantage. But when you capture their graveyard flag, it makes the graveyard contested. This means that no units can spawn there. The enemy will no longer spawn AT the flag, but rather will spawn at the next closest graveyard that they own. This only affects dead enemy units. Living enemy units are a different matter.

DISTRACTS THE ENEMY. When you capture the graveyard flag, it will be broadcasted in RED and a soundclip will play to accompany the message. Usually, at this point, the enemy will get a bit disoriented. Most enemies will continue fighting in the main force, but some will break from the main melee and run straight back to the flag to reclaim it. This is good for your team! They should be fighting a slightly reduced force.

What does ninjaing entail?

Two people, regardless of class can ninja a graveyard, although some classes are better than others and some classes really shouldn't be ninjaing. When ninjaing, the each player takes on one of these roles: the Runner or the Capper.

The Runner's job is to mount up and run by the graveyard flag, taking with him the aggro of all four guards and the commander if it is still alive. If dismounted, the Runner must stay alive long enough to allow the Capper to finish doing her job (greater than 10 seconds).

The Capper's job is to get to the flag just after the Runner has gotten ALL the aggro and right click the flag. After that, she just prays that no PC comes along and hits her before the 10 seconds are up.

Class Comparison:

Warrior: As a Runner, a Warrior is excellent. If knocked off his mount; he has enough armor and health to survive long enough to let the Capper do her job. Use defensive stance, and any skills that seem conducive to your own longevity. Being unable to sneak to the flag, a Warrior may attract enemy PCs who will probably follow the Warrior and aim to disrupt the Capper.

Mage: As a Runner or a Capper, a mage can use blink to great advantage. I usually see mages as Runners because if they are knocked down, they use Frost Nova and sometimes Blizzard to slow down the graveyard guards. IF the mage plays the Capper, they can hide behind a tree nearby to the flag and use ranged attacks to keep any enemies from recapturing the flag.

Hunter: Although a hunter has enough armor and health to be a good Runner, they tend to be better Cappers because of their ability to covertly defend the flag after the capture has been made. Because crowd control is important when ninjaing a graveyard. It is advisable to not have a pet out when you are playing either role as a graveyard ninja. If you are a Runner, don't use feign unless you are less than one half second from death (i.e. death is imminent). If you are a Capper, hide behind a nearby tree and shoot any enemies that come by to reclaim their graveyard.

Rogue: My personal favorite for ninjaing, Rogues can play either role. Rogues can sneak all the way to the flag which means that the enemy should never follow a rogue back to the graveyard and attack the Capper. As Runners, the rogue could use Sprint to aid in the escape, but their armor is weak and their health is low. Because of their high stealth movement speed, they make excellent Cappers. Plus, after the capture, they can restealth to hide and snipe any enemies trying to reclaim the flag.

Druid: Could be the best graveyard ninja. They have the same weak armor and health as the rogue, but they should be able to instant heal (if you have Nature's Swiftness) to help increase survivability. They can also stealth up to the flag and use movement increasing abilities. Unfortunately, having a druid ninjaing a graveyard means having a druid that's not in the main fight healing...

Priest and Warlock: As Runner's these guys die quickly if dismounted. If there is a commander at the graveyard, these classes may die before being dismounted! Using voidwalker's Sacrifice will sometimes send the guards chasing a Runner Warlock back the graveyard to hit the Capper. As a Capper, a priest or warlock is decent, but your healing and AoE are best used to serve the main battle.

Shaman: I'll be honest here. I've never played a shaman. I know nothing about them. If you play a shaman, use your best judgment.

Some extra notes:

Sometimes enemy PCs will stand under the mounted commander at a flag where they are harder to see. They are usually guarding the graveyard.

If you have three people, you have two Runners and one Capper. The first Runner takes the NPCs aggro. The second Runner acts like he is going to capture the flag and then runs off to take any PCs that are guarding the flag away. Finally, the Capper moves in and takes the flag. This is my favorite manuever because it shows that the PCs guarding the flag are only barely smarter than the NPCs.

As a Capper, positioning the flag between you and approaching enemies does not protect you from ranged attacks.

If you are a Runner, using life saving skills like Vanish, Divine Shield, Sacrifice, Feign Death, or Fade will send the graveyard NPCs back to the Capper, don't use them until the graveyard is captured.

If there are a bunch of PCs guarding the graveyard and you already failed to capture it, go back to the main fight and push for 10 - 15 minutes. No reason to take yourself away from the war effort when you can see the enemy must be a few players short.
If you need more in-depth coverage of battle grounds and PvP tactics, check out,there's a small fee for it, but it's well worth it in my opinion

World of Warcraft: Knights of the Ebon Blade Reputation Guide
- Jan 10, 2010

Earning favour with the Death Knights

One of the many factions that you can earn reputation in the World of Warcraft: Wrath of the Lich King, is the order called the Knights of the Ebon Blade. This group is made up of Death Knights who have made their home at the Ebon Hold in the Eastern Plaguelands. They also have bases at the Ebon Watch in Zul'Drak and the Shadow Vault in Icecrown. The main area players will see them is around the Shadow Vault as they quest in there while attempting to gain reputation with them to earn rewards.

Players start at neutral with the Knights of the Ebon Blade and must earn additional reputation by completing quests for them. If you are a Death Knight you start with friendly level reputation with them after you have completed one of your class quests at level 55.
Earning Reputation

There are a vast number of quests that you can do to earn reputation with the Knights of the Ebon Blade. Before you are level 80 you can start to earn reputation with the Knights by following the quest chain that starts with An Invitation, of Sorts. The chain starts with a drop off of a Withered Troll outside of the Ebon camp in Zul’drak. The quest line gives about 1,900 rep in addition to the other quests available at the outpost.
Many players however don’t start seriously worrying about the reputation until they hit level 80 and reach Icecrown. Therefore the place most people start their reputation grind is with the quests based around the Shadow Vault in Icecrown.

Once you reach friendly reputation you can either continue as normal in your reputation guide, completing more quests, or purchase the tabard and start running 5 man dungeons. If you are fresh to level 80, I would probably just do this as it supplies reputation and items as you go. If you can’t find groups for dungeons though, or if you just prefer questing, you can do that instead.

The quests start with It’s all fun and Games and works through several quests until you get to the point where dailies open up after finishing The Shadow Vault. The initial quest chain keeps going though through to the quest Let the Baron Know. It then starts a new one with Parting Gifts still in the Shadow Vault and Over at Death’s Rise with the quest To the Rise with all Due Haste! The quest lines provide a lot of reputation, but you can still champion the Knights in the various heroic instances once you reach friendly (easily done by a few quests in The Shadow Vault). If you have the time you can easily reach friendly, grab a tabard, and start running heroics. You’ll knock out two birds with one stone this way. However, if you want your head enchant fast or still need to get friendly then questing is the way to go.

Daily Quests
In addition to the quest chains, there are several daily quests that can be done to earn reputation with the Knights of the Ebon Blade. They are all available once you have completed certain quests in the long Shadow Vault quest chains and have reached level 80. Each quest grants gold and 250 reputation.
Rewards

There are several nice rewards that can be earned with reputation from the Knights of the Ebon Blade. Being an order of Death Knights the best items are melee based. To access the rewards at all you need to complete the quest chain at the Shadow Vault that starts with It's all fun and games, up to the point when you finish Shadow Vault. At this point you can find the Duchess Mynx in the Shadow Vault to purchase items from.

One of the key items that players will want to access is the melee helmet enchant. The enchant is called the Arcanum of Torment and is available once you reach revered with them. It grants 50 attack power and 20 critical strike. Also once you reach exalted there are some decent item level 200 epic items. They are cloth casting waist, mail casting legs, melee leather chest and melee plate boots. Though, you can probably get better in the upper tier 5 man heroics or from badges, so don’t make it your priority to get exalted.

World of Warcraft: Eye of the Storm Battleground Guide
- Dec 17, 2009

Basics

Eye of the Storm plays like a combination of World PVP, Arathi Basin and Warsong Gulch. How is this possible? Let's analyze all the mechanics Eye of the Storm has and why it is so unique when compared to the other battlegrounds. To win, your faction must collect 2000 Victory Points which can be earned through various methods.

Points

Points are awarded for the two point generating methods above in the following fashion.
Towers generate points every 2 seconds (called a tick) for each team. The more towers you control the more points you earn.

Typical Class Roles

Druid - Probably the best class to run the flag. Druids can heal, but their biggest asset is their ability to dispel movement debuffs by changing form. Druids also may get a speed buff through their talent tree.

Hunters - With sprinting pets (cats, for example, can learn dash), hunters can overrun just about anyone on the battlefield. Sending their pets on back line cloth wearers can seriously wreck their day. Hunters can also track an opposing flag runner. A hunter's stuns (like "wing clip") and traps (like "ice trap") make getting to the flag to a tower very hard for an enemy, while their DPS can seal the deal.

Mages - The old "root and nuke" make mages excellent on the attack or on defense. Sheep enemies pursuing your flag runner, but keep in mind that sheeping an opposing flag runner can cause confusion (i.e. pursuers that just arrive on the scene don't know where the flag went or who to attack). Some of the best control players are frost mage's that can slow down whole groups of enemy pursuing your flag carrier or stopping the enemy flag carrier cold.

Paladins - A healer in plate (or mail) is a major benefit to flag runners, offence and defense. While Paladin DPS (damage per second) can't match most other classes, Paladins shouldn't underestimate the difference their heals will make when exerting ownership over a flag or tower. Increased run speed combined with cleanse and blessing of freedom on a protection based paladin can also make an excellent flag carrier.

Priests - A priest's role really depends on whether their spec is holy (healing) or shadow (damage). Some form of healing is essential to run a flag successfully, and nobody heals better than a holy spec'ed priest (shielding is awesome, too). Shadow priests are best at working with groups attacking or helping fear the opponent offense or defense.

Rogues - Rogues are all-around players. They make good attacker because of the nasty damage they deal, on defense they can stunlock opposing flag runners and DPS them into submission, and have a nice class speed buff that's useful for getting the flag to a tower. A stealthed rogue in near the flag while waiting for a runner can make for a nasty surprise.

Shamans - Shamans are excellent support characters, but they truly shine on defense. Totems are key to a strategic defense. A well-placed earthbind totem will slow a grab-and-go runner down within a certain radius, allowing surprised defenders to apply serious hurt, movement debuffs, fear, etc. In the face of a determined assault, healing and smite totems give defenders a boost.

Warlocks - Warlocks are "crowd control;" by scattering a DPS'er or two with fear (the "DoT DoT Fear" tactic, referring to applied "Damage Over Time" debuffs before "Fearing"). Excellent in one-on-one encounters, Warlocks seem best suited to supporting the midfield group with DPS.

Warriors - Charging the back line cloth-wearers (e.g. priests, mages, and warlocks) on attacks are a warrior's forte. By doing so, they allow the damage dealers to hone in on the meleers who, chances are, will go after the charging warrior. Excellent on the attack due to survivability, and can carry a dropped flag effectively (with the aid of a healer) in a pinch.

World of Warcraft: Class Discrimination Guide
- Dec 03, 2009

In the World of Warcraft any of the various classes and class sub-specs are valid for play. However, due to the number of choices and what each class or sub-class brings to the table, many are viewed as second class citizens. This leads to issues for many players that have characters that they love playing but that they just can not find groups or raids for.

Class types and requirements

Let’s start by looking at what you need for each type of group in the game. After all this is an MMO, it should all be about groups and playing together. If you are only worried about playing by yourself, then you shouldn’t really be worried if your class is left out or not. These numbers are based on experience in various situations and are not hard coded; they change in many ways from situation to situation.

When looking at the DPS spots and seeing that you need roughly 15 for a 25 player raid, another thing to look at is which raid and which fight it is, and what the rest of the group makeup is. Ideally you want a mix of ranged and melee DPS for any given instance. This means 7-8 of each type. Sometimes players will get excluded simply because a group already has enough melee or ranged and does not want more of one type.

Once the key spots are filled groups or raids tend to go down a list to see if they have specific buffs in the group. They generally want Paladin buffs and Priest buffs as a minimum, but there is a huge number of other beneficial classes.

This is a rough list of which classes are usually in demand. It is based off of the server I play on which is a very active PvE server. Different servers may vary. Also I am going to discuss the maximun numbers you want in a raid so for classes, this is based on 25 player raids, in 10 player raids you never want to bring more than 2 of any single class, even if they are different sub classes, if you can help it.

Paladins – High Demand – Blessings, Auras, Bubbles, mana regen, can tank, heal, or DPS, what more could you want! Usually 3 is enough though to get all the buffs.

Druid – High Demand – Mark of the Wild, Innervate, Combat Rez, Cyclone, Root, bonus crit, and a ton of other abilities, combined on a class that can tank, DPS or heal. This is a solid class that most raids like having 2 or 3 of around if at all possible.

Priests – High Demand – Fortitude, Spirit, magic debuff, and health regen all combine to make this a high demand class where you want at least a healing and a shadow priest in a 25 player raid.

Shamans – Medium – Shamans can fill many roles, they can heal, melee DPS, and caster DPS. In addition they can self rez and have totems for buffs. Many fights go much easier with one around due to their tremor and poison totems, and many DPS go nuts if you don’t have one, because they lose buffs. A great class to have 2 of in a raid, past that, it’s not worth the spot.

Warriors – Medium – They can tank or DPS but lack huge group benefits past having 1 or 2 in a group.

Mage – Medium – Mage Cookies, Polymorph, and Portals. Mages feed you and let you travel when you’re done. Well, ok they do big DPS as well. Usually you want 2 in a raid.

Warlock – Medium – Soul stones, Summoning closets, and a magic debuff make this a useful class to have around, combined with High raid DPS and they are a solid choice.

Rogues – Low – Sure they do high DPS and have a misdirect, but they tend to not offer much else.
Death Knights – Low – While they can tank and put out big DPS there are a million and one of them, so you never ever need more.

World of Warcraft: PvP Tactics for the Paladin!
- Nov 04, 2009

Is a Paladin Viable in Arenas?

Right now half of the top ten arena teams on the tournament realm have a Paladin. Looking at the current top ten teams for this season of PvP shows there is only one Paladin in the 2v2 Arena teams, there are four Paladins in the 3v3 bracket and all but two teams have a Paladin in the 5v5 bracket. In the year of the Death Knight it is fairly amazing to see this kind of Paladin participation. Rogues have been a staple in PvP, but Paladins are giving them a run for their money in the pseudo and actual professional ranks.

Holy, Protection, Retribution and You

The Holy spec Paladin has a long history in PvP. With Cleanse, Blessing of Freedom (now Hand of Freedom), Blessing of Protection (now Hand of Protection), and of course some great single target heals, the Holy Paladin has been a very popular choice for PvP. It never hurts to wear plate either. So what’s new? Well now that seals last 30 minutes, the Judgement button should be your friend. Even if you aren’t contributing damage, you should be judging anything around you. Since healing is more of support role, there aren’t many different strategies – just keep your team alive! That and stun the Rogues that get within range. Don’t forget Lay on Hands and the Paladin signature move, the bubble.

Protection is not the typical PvP spec, but with 35,000 hit points, 25,000 armor and all kinds of instant cast spells, Protection can be quite fun in PvP. The Protection tree includes instant casts of Hammer of Righteousness (hit a few at a time) and Shield of Righteousness (if you have a high block value this can hit nice and hard). These spells in addition to the Captain America-type shield throw (Avenger’s Shield) really allow the Player to choose with their spec of choice instead of only seeing one or two viable options.

Retribution continues its climb up the PvP ladders. Paladins came out of the shoot fast when the latest post Patch 3.0 arena season started, but fell out of favor briefly before returning to prominence. The amount of damage a Retribution Paladin can pump out in a very short time has made them prime targets for nerf bat. Burst damage has been addressed on the Public Test Realm (PTR), so expect fights to last a little longer when Patch 3.2 arrives. Crusader Strike and Divine Storm are both nice and proccing an instant Flash of Light through The Art of War talent really adds to survivability.

Laying on the Pain

Now that we’ve been brought up to speed on some of the various specs available to the Paladin, let’s run through some basic moves and tactics for fighting the other classes in the game. Blizzard has said repeatedly that they do not balance the game for 1v1 which is nice because more times than not we (as Paladins) have the upper hand!

General Note on PvP – Monoy Mon

One on one PvP is decided almost always by the player who gets the drop on the other player. Not necessarily the first hit, but the character that is able to set up first and prime a few moves will typically win the day. What this means is that you must always keep your “Head on a swivel” as my football coach used to say. Do not get caught with blinders on, someone invariably has you in their sights and you’ll be in spirit form faster than you can say “I hate rogues.”

Class by Class

Druids are one of our hybrid brethren that have also enjoyed quite a boost to all three of their talent trees. Once a Boomkin (Balance Druid) would have been laughed out of an Arena, now they can really bring a lot of tricks and damage to a fight. Regardless of the Druid spec (actually this applies to any PvP scenario) have your Hand of Freedom spell ready. A Balance Druid will try to keep some distance so expect Roots. Clean that with HoF and also be ready to dispel Moonfire’s DOT with Cleanse.

World of Warcraft: Cool WoW Tricks collected by all players
- Oct 04, 2009

Play for free (not private server)

Simple method, cancel your billing plan, wait till your acct is frozen, add a payment method it will be active for playing straight away, go in game play, minimize game, then cancel payment method, no payment should be taken and you can still play wow, enjoy.

Avoid drowning

Okay, so you know when you are in very deep water and that fatigue meter comes up, right? Well if you dont want it to go down and you to drown then... find a landmass and ram your head straight into it. The fatigue meter will disappear and you will be okay for the next few seconds

Kill rouges

If you happen to get jumped by a Rogue and he runs off mid-fight to vanish and regroup/heal, simply summon a Gnomish Battle Chicken (230 Engineering) - it will automatically find him, stealth or not. For some reason the Chicken ignores stealth, and goes after your attacker.

Nome speed loot

From a friend's account, I've done some more research into my "Gnasty Trick" exploit, it turns out Gnomes in a party are processed slightly faster for looting, and if you're on a Quest for a certain monster, and that corpse has your Quest Item in it, you can loot it, regardless whose "turn" it really is, and so far as I've seen, regardless of what the party's Loot Setting is. Obviously, don't pull this too often, unless you like getting other players mad at you, and/or someone might turn this one in and get it fixed...Blizzard likes fixing things, even before they're broken!

World of Warcraft: Burning Crusade Karazhan Informations!
- Sep 02, 2009

Karazhan will most likely be the first raid your guild enters. It’s important not to think of this instance as a 10 man UBRS run, it’s very challenging and takes a great deal of organization to complete.  If your guild does not have the key yet for this dungeon.

There are 12 boss encounters and the breakdown is such:

5 Boss encounters will require off tanks (2 optional)
2 Boss encounters will require AoE
1 Boss encounters will require crowd control
2 Boss encounters will have bosses without agro management
4 Boss encounters require heightened awareness from your players.

World of Warcraft: The Most Useful World of Warcraft Tips in History
- Jul 29, 2009
Karazhan will most likely be the first raid your guild enters. It is important not to think of this instance as a 10 man UBRS run, it is very challenging and takes a great deal of organization to complete. If your guild does not have the key yet for this dungeon.

There are 12 boss encounters and the breakdown is such:

5 Boss encounters will require off tanks (2 optional)
2 Boss encounters will require AoE
1 Boss encounters will require crowd control
2 Boss encounters will have bosses without agro management
4 Boss encounters require heightened awareness from your players.

World of Warcraft: A strategy to defeat LEthon, World Dragon lethon
- Jun 03, 2009
For a 10 man raid against lethon I would suggest you bring:
1 TANK preferably tankaadin(prompt palladin)
1 Healer Preferably Healadinn
4 Spell casters such as magi or warlocks magi prefered
4 mele dps we did 2 dks and 2 wars
for 2 man only bring 2 casters and 1 melee dps

First you must know if u die do not go into battle all it will result in is broken armor wait for the de buff to come off

If you do it right your heal din will only have to focus on your tank din.

First have the tank kite Lethon to the portal so lethon has his back to it then the mele dps should attack at his side that is not shooting the shadow bolts (the sides switch half way in)this way the tail do not knock u back the casters should stay behind the tank as far back as possible
when lethon uses his ability that knocks u out and brings a soul out of you the dps should wipe them out ASAP for they heal the giant beast and as long as you stick to that you should be done in no time

Also the healer should be same level if not higher than the tank

World of Warcraft: Can Tauren Warriors Use Swords?
- May 27, 2009
You need to go to the weapon master in Undercity or Silvermoon to train 1h and 2h swords.

You'll first have to make the long run through the barrens to Orgrimmar. Follow the road out of Mulgore, which will take you to Camp Taurajo, follow the road north to the Crossroads, then from the Crossroads the road to the north which will branch off to the east. Go east and you'll end up in Razorhill. Orgrimmar is just north of Razorhill.

There's a zeppelin tower outside of Orgrimmar which will take you to Undercity. Take the zeppelin on the southside(the other one will take you to Stranglethorn Vale, 30+ area)

When you enter the gate of Undercity there is a room to your right where you'll find a portal to Silvermoon,

The herbalism bonus isn't gonna make any difference really. I would recommend two gathering professions at low level, ie. Skinning and Mining. This way the money will flow in and give you options, and you will be able to swap professions later if you want.

World of Warcraft: WOW Patch 3.1 game world
- May 07, 2009
The Argent Tournament feels lifeless. Completely and utterly lifeless. patch 2.4 was the favorite patch of World of Warcraft thus far, no contest. Patch 2.4 brought people more joy than even the Wrath launch. Not only did it have content for absolutely every aspect of the game, but it also actually changed the world. Storylines progressed in an in-your-face way. Sure, patch 3.1 moved the Ulduar and Yogg-Saron story forward, but would you know it if you didn't read fansites or watch the patch 3.1 cinematic? What's different? What indicator is there that something new is happening in the Storm Peaks?

When the Sunwell Plateau war effort began, Shattrath very significantly changed. You arrived in the city and you knew something was going on. There was a crisis, and some of the prime forces of the world (at the time) had to come together to stop it. Sure, patch 2.4 and patch 3.1 came at different points in their respective expansions' development cycles, and that allows patch 2.4 to do more with the world than patch 3.1 would, but that doesn't excuse the lack of life in 3.1 at all.

The Argent Tournament is a little better, but not much. You get a letter in the mail letting you know the event has started, but there's still very little happening outside of the daily quests. There are no event promoters, no recruiters, nobody really talking about what's going on. When you go to the Tournament, you get a distinct impression that there's some sort of festival going on, some celebration. There are banners and flags and all of the races are flying their colors in elaborate tents. It's exhilarating!

Then your mount touches down on the ground and you slowly realize that there's nothing happening here. There are NPCs on mounts idling by their flags and nothing else is going on. The only notable flavor text in the entire place is a goblin trying to sell you the medieval equivalent of a t-shirt. You can say, "But Alex, the coliseum is still being built!" Yep. You sure can say that. I would tell you that's no excuse for a part of the world being lifeless. Have you ever walked/driven past a construction site before? Unless they've been abandoned, they're absolutely full of activity. This should be much the same.

Ulduar
Like I said, the Ulduar war effort would be a pretty big deal, even if the Horde and the Alliance haven't officially thrown their lot in with Dalaran here. At the end of the day, just about every adventurer in Northrend retreats to Dalaran for some rest and would hear about something happening. The Horde and Alliance may not be interested in Ulduar, but the Kirin Tor definitely is. Problem is, Dalaran doesn't display that. You wouldn't know something is going on in Ulduar. So what would I do?

  • The most obvious thing to do is use the Dalaran Magi that act as city guards to fill the role of the Commoners that crop up in capital cities such as Stormwind and Orgrimmar during world events.
  • When you enter Ulduar itself, you see that they've pulled in a number of mercenary groups to bulk up their forces. Bring some of those mercenaries into Dalaran.
  • Put more activity directly outside of Ulduar. The righteous (and not so righteous) forces of Azeroth are mobilizing to stop Yogg-Saron. Set up some of the activity going on inside of the raid zone...

Not all of these things are required, certainly, but some of it would help the feeling of 'nothing is actually happening.' Doing too much of this has another danger, too. If you shift over to the other extreme, it can lead to everything blurring together and being a crowded, spammy mess. Putting mercenary activity in Dalaran would mean needing to lower the number of something else. Load times are bad enough in Dalaran. There's a balance that needs to be found.

The Argent Tournament
Again, as mentioned earlier, the Argent Tournament may not be in full swing yet since the coliseum is still under construction, but that doesn't mean nothing should be happening there. That's just silly. So what would I do?

  • Recruiters! The Argent Crusade wants to bring capable warriors from far and wide to compete at the Tournament and help them against the Scourge. They really oughta send out some feelers. A mass-mailing is such a copout! Obviously Dalaran knows it's happening, those guys are already in Northrend. Send a few guys to Stormwind, or Undercity, or Orgrimmar. For extra drama, send some Human Crusaders to Orgrimmar and some Forsaken or Orc Crusaders to Stormwind. Sweet, sweet animosity.
  • The event needs star power. Are there any big names planning to take part in the tournament? There's a ton of opportunity here to pit some lore figures up against each other in a friendly (yet competitive) way. Tirion Fordring vs. Darion Mograine on horseback, anyone? Make these star power duels only happen every few hours, and you can even make a big show of it. NPCs would run to watch, and guess what? Players would, too. If this only happens a few times a day, people would go out of their way to watch, and they wouldn't mind their dailies being interrupted for a few minutes for it.

    Conclusion
    Patch 3.1 has lots of cool content, but it is utterly lifeless. In my opinion, Blizzard has set the bar for the story progressing within the game itself so high starting with patch 2.4 and through Wrath of the Lich King's initial release that they can't really afford to slip back into the days where the world was utterly stagnant. The game world needs to continue reflecting current events, and those current events need character.

It's certainly a possibility that Blizzard had these ideas in mind and simply didn't have the time to implement them given the fact that patch 3.1 had already taken so long to produce, but it's still sad to see something with such potential fall so short.

World of Warcraft: Scattered Shots The Hunters of lore
- Apr 17, 2009
Today, we'll be looking at some prominent historic figures in Hunter lore.

For Hunters looking to get into role playing, a good place to start is to look at the Hunters that came before you to get a feel for common themes upon which you can base your character concept. There are many prominent Hunters in Blizzard lore that spans multiple Warcraft titles, both for the Horde and the Alliance, which you can look to for inspiration. Today, I'd like to spend some time getting to know some of the great Hunters of Azeroth.

World of Warcraft: New Cooking recipes coming in patch 3.1
- Apr 02, 2009
It is a good news that leveling cooking will be a little easier, as more recipes are likely to go grey a little later. New recipes are going in as well, and we can think of two off of the top of head (so hopefully we'll see even more than that).

That will, as says, make the Chef de Cuisine achievement that much easier as well -- it'll probably still be a pain, but at least there'll be a few more options to pick up new recipes. And we are curious to see what the new food does, too: we like cooking the usual stat food as much as the next culinary expert, but we are almost more interested in the fun stuff. Those cosmetic items make cooking much more fun than just the usual stat buffs that most food give.

So we'll keep an eye out for new recipes. Completists will have at least two more to grab with the new patch.

World of Warcraft: World of Warcraft in liquid form
- Mar 22, 2009
Frigid night breeze sweeps through the Blizzard Overlord's grand chamber atop the highest tower of his headquarters, but he remains unaffected by the cold -- or anything else -- since his recent ascension to MMORPG godhood. The dark castle spans miles in every direction, built with the dedication and gold of millions of the Overlord's followers, tastefully decorated with the finest objects the world has to offer. He sits upon his throne, admiring the new gauntlets of his black, impotentialy dense armor, forged from the souls of the faithful and the unbelievers alike -- the very image the Lich King was patterned after. A homage to his greatness. Pondering said greatness, he barely notices a panting, scraping sound as his Minion enters the grand chamber, taking a good three minutes to cross the vast room and reach the base of the Overlord's throne. The Minions dares not look his master in the face, genuflects and awaits the inevitable orders.

World of Warcraft : WAR population numbers revealed, but what do they mean?
- Feb 05, 2009
When Mythic Entertainment released Warhammer Online on September 18, 2008, it quickly became the fastest selling MMORPGRPG ever. A month after release, they announced WAR had registered 750,000 gamers and citizens were buzzing that it may actually make a noticeable dent in World of Warcraft's armor. But as the expression goes: good things usually don't last.

Box sales in your first month are one thing, but what matters most for a subscription MMORPGRPG is gamer retention. Since October 2008, EA and Mythic have remained completely silent about WAR's numbers, something that is never actually a good sign. Player and industry speculation was rampant given consistent reports of an in-game exodus of gamers. The speculation that WAR was losing gamers was confirmed by a financial report released by EA stating that WAR had just over 300k subscribers as of December 31, 2008. Let a new round of speculation about what these numbers mean begin.

Join us after the cut where we'll discuss the reasons I think WAR lost so many gamers in such a short period of time. I'll also chat about how I think Mythic can regain those lost subscriptions and perhaps grow even larger!

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