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Posts with tag Honor

Blood Sport: No scrubs allowed in Season 4


Zach Yonzon takes over Blood Sport this week while new columnist Amanda Dean recuperates from a fever. Former columnist Vims decided he'll take his ominous laughter over to the Warlock columns exclusively.

The writing is on the wall. Welfare epics are on the way out. With the new changes to the personal rating requirements -- which now includes gear purchasable by Honor -- it will no longer be possible to completely gear up through PvP without stepping into Arenas. The moment the announcement was made, everything changed for PvP and gear distribution to the player base. With the introduction of the new requirements, Arena and Honor-bought gear has become more restrictive than ever.

How does this change the playing field? In two words? A lot. The good will get better, the bad will get worse, and the mediocre won't be getting anywhere. It is no longer possible to participate in Arenas casually. In fact, World of Warcraft PvP as we know it has changed completely. Clearly meant to address point selling teams, the personal rating requirement affects legitimate contenders -- or at least challengers (no pun intended) -- who play Arenas.

There is no question that gear is a differentiator in Warcraft PvP. Certainly it's not the only differentiator, but the impact of gear disparity in Arenas is such that it creates an artificial barrier of entry for players who are only beginning to play it. Players who have been playing since Season 1 or 2 will have garnered enough Arena points for at least 4/5 Season 3 gear. Players who have just hit Level 70 or decided to do Arenas late are at a disadvantage. With the changes to the PvP gear system, the gear gap will grow even wider.

Continue reading Blood Sport: No scrubs allowed in Season 4

Drysc reveals new arena season 4 rating requirements and rules

Drysc has just posted what may soon be known as the death knell of "welfare epics," announcing new arena season 4 rating requirements for the brutal gladiator gear that extend not only to the shoulders and weapon, but to many other pieces of gear as well, even to honor-purchased gear. We've seen some of the gear leaked recently, and some of the ratings requirements leaked a bit earlier than that, but now we have the official whole picture.

Check out the word of Drysc after the jump.

Continue reading Drysc reveals new arena season 4 rating requirements and rules

The Art of War(craft): Planning for Season 4


Vims has already speculated on when Arena Season 4 will arrive, pegging it somewhere around early to mid-June. I tend to agree with that statement as Blizzard has noted on several occasions that Season 4 isn't coming anytime soon. Considering that none of servers worldwide have even opened the second gate in Sunwell Plateau, it means that equivalent level PvE items won't be cascading into the player base for quite some time. This gives players roughly around a month and two weeks to prepare for the next Arena season, if not longer.

Banking ahead

Because Arena points are capped at 5,000, players with enough Arena gear can start banking points in preparation for the new season. If gear prices remain the same (which is likely as prices have been constant through Seasons 1-3), players can open the Arena week with 3/5 Brutal Gladiator pieces: the gloves, which are priced at 1,125 Arena points during the current season; and any two of the chestpiece, headpiece, or leg piece, which go for 1,875 points. It is also possible to purchase the 1,500 points worth shoulder piece on the first week if players manage to raise their personal rating to a highly restrictive 2200 if the speculated changes make it live. Because personal ratings are calculated directly after each game, it is possible to purchase the personal ratings-limited shoulder pieces or weapons provided the player has enough points during the first week.

Continue reading The Art of War(craft): Planning for Season 4

PvP all day, everyday: Concerted Efforts (A) or For Great Honor (H)

It's back! Perhaps of all the new daily quests that have arrived with the goodness-filled Patch 2.4, arguably the most confusing and mysterious one is the repeatable quest called For Great Honor for the Horde and Concerted Efforts for the Alliance. It is a dinosaur quest from the days of the old Honor system but made its stealthy return last Tuesday with a few tweaks. It was so stealthy that it didn't even make it into the official patch notes. It is also not searchable in wowhead through filters (e.g. added in Patch 2.4, PvP, etc.) or by name (e.g. "For Great Honor"). The references to the quest in thottbot or allakhazam both refer to the old repeatable quest albeit the quest description themselves have been updated to include the new requirement -- an additional Mark of Honor from Eye of the Storm.

Unlike the old quest, the new and improved For Great Honor -- which probably has the same ID tag (confusing poor old wowhead) as the original quest -- does not give any reputation for old world Battlegrounds. Players grinding Battlegrounds rep for the Conqueror or Justicar titles are flat of luck and must do it the hard way aside from being crazy for trying (yeah, okay, I'm one of those people). The very first time players complete the quest, it awards 11g 99s and 314 Honor points at Level 70. Subsequent turn-ins will only award the 314 Honor.

Because of the removal of diminishing returns to Honorable Kills, Honor points are available for use immediately, making this quest the most efficient way to earn additional Honor. Because it is repeatable and not a daily quest, players with stacks of 100 Marks of Honor from all Battlegrounds can accrue 31,400 Honor points right away. Of course, it is possible to earn more Honor from more turn-ins. Winning in all four Battlegrounds, for example, can give an additional 942 Honor from Mark of Honor turn-ins. For the many players who have full unusable stacks of these items, it's an excellent way to free up space and gain Honor points at the same time. Needless to say... make sure to save some Marks for those welfare epics! On a final note, try to complete this quest in the less populated cities such as the Exodar or Thunder Bluff, specially if you're turning in a whopping 100 times. Less populated cities will have less lag and less chances of players zoning in from Arenas or Battlegrounds to get in the clickable way of your turn-ins.

PvP all day, everyday: In Defense of Halaa (A) or Enemies, Old and New (H)


Patch 2.4 breathes new life into World PvP with a pair of new daily quests in Terokkar Forest and Nagrand. The Nagrand quest involves killing enemy players in Halaa and has made control of the center island, at least on PvP servers, more volatile. There are two versions of the Halaa PvP daily quest, one for the Alliance which can be obtained from Lakoor in Telaar; and the other for the Horde which can be obtained from Karrtog in Garadar. The quest objective is simple: kill 10 enemy players in Halaa. Unless I'm mistaken, it is the first and only player kill quest in World of Warcraft, making it something of a milestone and -- I hope -- a sneak peek into Lake Wintergrasp.

The Alliance quest In Defense of Halaa enlists the aid of players to defend or recapture Halaa, which appears to be a Draenei outpost due to its architecture. The Horde equivalent, Enemies, Old and New, asks players to aid in the fight against the Draenei and their new allies. The quest becomes available to players at Level 66 and rewards 179 Honor points, 12,650 experience, 4 Gold 50 Silver, and 500 Reputation with the respective factions of Kurenai or the Mag'har. At Level 70, the quest awards 209 Honor, 11 Gold 99 Silver, and 500 Reputation every time the quest is completed. The reputation gain is substantial and is a nice bonus.

The quest can be completed while in a Raid group, and it's highly recommended to do it as one big group because the quest objective of slaying ten enemy players will only count if a member of your group made the killing blow. Unlike normal kill quests, tagging targets isn't important, only the killing blow. Being part of a big group increases the chances that the kill will count. Like normal kill quests, however, you have to be in the general vicinity of the Honorable Kill in order for it to count. As with all Honorable Kills within the vicinity of Halaa, players receive a Halaa Battle Token. This quest makes it easier to accumulate the 100 tokens required for one of the best Resilience gems in the game, the Sublime Mystic Dawnstone. It is also shareable, so players don't need to run back to Garadar or Telaar if there's already an ongoing battle.

Note that the quest isn't to capture Halaa, so players can simply engage in battle, get kills and leave. For more information about the PvP daily quest in Halaa, be sure to check out the guide I wrote up. The same benefits apply to capturing the island, such as the availability of vendors and the zone-wide buff so players may consider staying at the island long enough to convert it, anyway. Remember that the controlling faction also controls the adjacent Graveyard, giving them an advantage during battles on the island. Assaulting players will typically have to run from the Graveyard directly North of Halaa, so players who die should prepared to run a long way.

PvP all day, everyday! A roundup of repeatable PvP quests


As exciting as Patch 2.4 has been so far, most of the attention has been on the all-new content on the Isle of Quel'danas. WoW Insider has put together a comprehensive walkthrough of all the daily and Shattered Sun Offensive-related quests to help guide you so you can coast your way to Shattered Sun rep and earn more than a few Gold along the way. Among the few additions that didn't get as much of the spotlight but deserve mention are the new PvP daily quests, so players can spice up their PvP routine beyond the usual daily Battleground quest. Now even hardcore PvP enthusiasts can earn some Gold on the side while killing enemies. How cool is that?

Click on the links after the jump to find out more about the new PvP dailies that exploded with Patch 2.4.

Continue reading PvP all day, everyday! A roundup of repeatable PvP quests

Brutal Gladiator and Guardian goodness


More news on the PvP item front: MMO Champion has uncovered more Season 4 items on the PTR. While they're not yet available from any vendor, it seems like the first Brutal Gladiator items have been appearing in trickles, including the first and so far only weapon, a 2-handed sword. The new sword seems to be taking after the trend started by Season 3 which added Armor Penetration into the item points. It's a good bet that all other Season 4 melee weapons will also contain Armor Penetration. The weapon also seems to be a massive upgrade over the previous season's Vengeful Gladiator's Greatsword, which has a top-end of 580 while the new weapon appears to have a top-end of 624, a full 44 more than its predecessor. In contrast, the Vengeful weapon only had 31 over the Merciless Gladiator's Greatsword. The PTR files peg the Season 4 2-hander at 144.4 damage per second, a whopping 10.2 DPS over Season 3's greatsword, which in turn was only 7.3 DPS over Season 2's greatsword.

The Honor-purchasable PvP non-set items have also been revealed to be called Guardian gear, following Season 1's General, Season 2's Veteran's, and Season 3's Vindicator's items. Just like their predecessors, the new belt, boots, and bracers are a visual match for their corresponding Arena set. This should be welcome news to those who like to look their prettiest in public. While the prices haven't been specified, there's good reason to believe that they'll match current Vindicator gear Honor prices, which means it's probably a good idea to start saving up those Honor and Arena points now. It looks like Season 4 might be coming out sooner than we think.

What to do about perpetual losers?

Many Alliance players have this impression that the Horde is constantly united, more cooperative, and generally understands how to play better than the Alliance does. Whether this is true or not is not something I myself can speak for, though I have heard my Horde friends say they have just as many clueless PvP people as the Alliance does.

So perhaps both factions can relate to Mendax's complaint that so many people seem to go into the battlegrounds with no idea how to win, and somehow fail to learn how, even in spite of playing a great deal and getting a lot of good gear. Their tendency is just to go in and lose over and over again, repeating the same old proven-to-fail methods for various reasons: possibly because they don't know anything better, possibly because they don't care anymore, and possibly because they've already identified themselves, their faction, or everyone else in their faction as born losers.

In any case, Mendax thinks that Blizzard should make the battlegrounds themselves reward you for better play, so that the game mechanics themselves encourage you to play in such a way that you're more likely to actually win. First of all, they could provide more honor for kills near contested objectives (such as flags or towers), and secondly, they could deny all bonus honor if you lose. His first idea quite interesting -- I like the possibility that the reward system of the battlegrounds could somehow teach you to play better in itself, if that's really possible. However, while I can understand his reasoning in removing all bonus honor gain for losing teams, I think this would just make the "losers" stop queueing up altogether. We might be happy to get rid of whiners, complainers and all them, but in the end would the increase the waiting time in between battles be worth it? And in any case, would the "losers" really go away, or would they just look for ways to get around the system?

New World PvP quests: Your daily dose of war!

I was one of the lucky few that was able to copy my character and log onto the public test realm over the weekend. Playing more than I probably should have, I was able to check out all the new daily quests and snap screenshots of much of the new content. In the midst of my frenzied trek around Outland and the Isle of Quel'danas (the new zone that hosts the upcoming dungeons), I made certain to check out the two new PvP daily quests mentioned in the patch notes. These are not the new Battlegrounds Daily PvP quests that are being introduced with the same patch, but all new quest options for World PvP objectives.

First off, I headed to Allerian Stronghold in Terokkar Forest. Near the Spirit Shard vendor, I found a new NPC, Exorcist Sullivan, offering that zone's daily quest. The objective is simple enough, merely help in the capture of one of the Spirit Towers in the Bone Wastes. In return you'll be awarded some cash and honor: 11 gold, 99 silver and 209 honor, to be exact. While I haven't been able to check out the Horde version of the quest yet, I'd imagine the NPC should be easy to spot in Stonebreaker Hold, near Spirit Sage Gartok, the Horde Spirit Shard vendor.

Continue reading New World PvP quests: Your daily dose of war!

Crush your enemies with a repeatable battleground quest in 2.4

Have you ever wondered what to do with your spare battleground marks? You've got all the PvP mounts and are well stocked up on potions. It looks like in patch 2.4 you will be able tot urn them in for honor. Our friends at MMO Champion posted a screenshot of the new repeatable battleground quest. To complete the quest, just bring the quest giver a mark of honor from each of the four battlegrounds and they hand you honor. The first time you complete the quest you also get about twelve gold along with the honor. Each subsequent turn-in is worth 319 honor, no gold.

Continue reading Crush your enemies with a repeatable battleground quest in 2.4

2.4 lifts diminishing returns on honor

According to Drysc, 2.4 will fix one of the biggest issues causing minimal honor gain for losing teams in Battlegrounds, namely Diminishing Returns.

As things stand currently, according to Drysc, "What diminishing returns mean for honor is that each subsequent kill of the same target will reward you with less and less honor; 10% less per kill to be exact. One of the major downsides to diminishing returns is that the calculations, for potentially hundreds of thousands of players, is too intense to do real time, so they are calculated during off-peak hours. This in turn requires that the honor you gain be temporarily displayed as "estimated" until the calculations are run. It's a system that we've certainly improved (moving the calculation from weekly to daily) but still always disliked. It creates a very uninteresting and sometimes aggravating or confusing detachment from your achievements and the actual reward."

I can't say I disagree with him on that score, I hate waiting till the next day rolls around. It's interesting to me to see that Blizzard always disliked it, too, as I would not have guessed that to be the case.

Drysc goes on to further point out that the original reason for DR on honor was to prevent exploitation of the system that is no longer a real problem, what with battlegrounds providing a more reasonable reward for effort as far as honor is concerned compared to trying to exploit by corpse camping or otherwise killing the same mob over and over. The new system still only allows you to kill a single target so often, though: after 50 deaths, a player in a BG is worth no more honor until that BG is over. Better still, with the new system, honor gain will be instant. No more waiting for tomorrow, you get your honor as soon as you make a kill and can spend it as soon as you're done.

Thanks to World of Raids and our tipsters for the heads up.

Battle Bites: Combat consumables


Last week, we went over the little things you can do to prepare yourself for battle. For this week, we'll take a look at all the consumables you can take into PvP... from doing PvP. While I did mention that PvP entails some costs, PvP also reaps benefits, granting virtually free consumables you can use in Battlegrounds, Arenas, and even elsewhere in the World of Warcraft.

The basic consumables that any player should probably stock up on are food, drinks, potions, and bandages. In Battlegrounds, players can go on the cheap and rely on the Restoration Power-up that randomly spawns in key points all over the map. In Arenas, players can use Healthstones, Conjured Manna Biscuits, bandages, and the various mage gems. Because encounters are very fast-paced, it's sometimes difficult to catch your breath and get out of combat long enough to eat or drink. This makes Health and Mana Potions good ways to extend your longevity in battles. Fortunately, the folks in Arathi Basin and Warsong Gulch recognize your efforts and send you lovely care packages as you gain more reputation with the associated factions.

The care packages are rewards from quests that become available upon reaching Friendly, Honored, and Revered reputations, so make sure to drop by the Arathi Highlands or the Morshan Ramparts (or Silverwing Hold) every now and then. Each care package contains a stack of rations that restore health and mana, as well as a stack of bandages. These consumables are Battleground-specific, such as Arathi Basin Enriched Rations or Warsong Gulch Runecloth Bandages. On the other hand, supply officers for the Frostwolf Clan and the Stormpike Guard of Alterac Valley sell food, drinks and bandages that may be used outside of the Battlegrounds, as well as Health and Mana Potions that can be used in any of the four Battlegrounds.

Continue reading Battle Bites: Combat consumables

Season 2 Arena to sell for honor in Season 4

This wasn't exactly unexpected (Blizzard has, after all, already put Season 1 gear up for purchase), but Drysc has confirmed that Season 2 Arena gear-- that's the Merciless Gladiator gear-- will be available for purchase with regular honor as of Season 4.

As usual, Drysc provides a disclaimer that Blizzard may change those plans. And of course we have no idea yet when Season 4 will drop, although the usual Arena Season timing tells us that it will likely be sometime in March of this year (possibly with the release of patch 2.4, although as usual, we have no idea if the patch will come sooner or later).

But if you spent all your honor on Season 1 gear when Season 3 started, time to start saving again. Merciless Gladiator is going on sale.

The Art of War(craft): A Resilient Argument Part II


A while back, I wrote that the single most important change to World of Warcraft PvP was the introduction of Resilience. Many of you had strong feelings for or against the new mechanic, but one thing is clear: PvP has changed in the post-TBC world. Combat has become less a matter of how much hurt you can dish out but how much of it you can take. The result is -- in single combat encounters, at least -- longer battles and more creativity with the use of spells and abilities. High Resilience is a necessity in Arena combat, particularly in the current Season where Resilience gear is abundant and easily attainable with Honor. Resilience will allow combatants to survive just a little longer against focus fire. In matches that sometimes last under a minute, an extra second or two of survival can make a big difference.

It is also interesting to note that Resilience is almost exclusively an endgame item property, clearly designed for Arena combat. There are no items with Resilience usable below level 60 other than Elixir of Ironskin, which is usable at Level 55. Aside from token items from the Reinforced Fel Iron Chest in Hellfire Ramparts and uncommon quest rewards in the Outlands, most items with Resilience are usable only at Level 70 -- the level where competitive Arena play begins. The idea behind PvP in today's environment is all about damage mitigation. Last week, I discussed the key talents and a few abilities that classes have access to prior to obtaining Resilience. In the process of accumulating gear with Resilience, it helps to be familiar with the various forms of damage mitigation.

Today, however, we dive right into the juicy part. Resilience is an item property or statistic that reduces the chance you will get hit by a critical strike or spell critical strike; reduces the damage taken from critical strikes and spell critical strikes; and, as of Patch 2.2, also reduces the damage taken from Damage-over-Time effects (DoTs). Each 1% of Resilience will reduce the chance you will be crit by a spell or attack by 1%, reduce damage from crits by 2%, and reduce damage taken from DoTs by 1% (edit: It was erroneously written as 2%. Thanks to Phlipy for pointing it out!). A Resilience Rating of 39.4 grants 1% Resilience at Level 70 and -- as a bit of useless information -- a Resilience Rating of 25 grants 1% Resilience at Level 60. Because of the clear advantages it provides, any player moderately serious about PvP should accumulate Resilience gear.

Continue reading The Art of War(craft): A Resilient Argument Part II

The Art of War(craft): A rambling year in review


In last week's column, where I went over the World PvP objectives in the Outlands, some players expressed indignation at how Blizzard supposedly "forces" PvE players into playing PvP. There are different views on this, such as Massively's Craig Withers, who wrote about a distaste for impersonal PvP in WoW and thus avoids it like the plague, and well, myself, who would actually like to see more PvP-oriented goals implemented in the game. As the shadow of the aptly-named WAR, or Warhammer Online -- which trumpets a supposedly rich PvP and RvR (Realm vs. Realm) experience -- looms, World of Warcraft appears increasingly lacking in PvP content. More and more, suspicion arises that WoW PvP is flawed by design. In his article, David points to reader Aviel's well-ordered thoughts on the matter -- that PvP's basic flaw is that it is an Honor grind, Honor being the currency for gear. As long as it is currency, Aviel says, people will find ways to earn it in the quickest manner possible (e.g. AFKing).

For the most part, I agree with that statement. Blizzard has designed WoW PvP to be a task/reward system that is vulnerable to abuse. The simple fact, however, is that the entire game is a huge task/reward system, from the very existence of mobs (including bosses), which award loot when killed; to quests, which give rewards for completing certain tasks. Without that mechanic in place, the entire game would break. Players do daily quests not out of sheer enjoyment -- although some can be fun -- but because it's a reliable method for earning gold. When Patch 2.4 eventually hits, players can earn upwards of 300g by doing daily quests. I am willing to be that people will be doing daily quests not (just) because they're fun but because most players need gold.

In its current iteration, Honor is a currency, making it a prime candidate for farming. This design is largely due to the fact that WoW PvP has mostly been an afterthought. Actual PvP objectives and rewards, i.e. the Honor system, didn't come into the game until Patch 1.4, about five months after the game's release. The first Battlegrounds came out a month later in a subsequent patch. Because PvP isn't deeply interwoven into the world, the Honor system feels tacked on, distinctly separated from other currencies or means of acquiring loot, or reward. What matters, however, is that Blizzard recognized the need for PvP and managed to find a way to incorporate it. Blizzard Vice-President of Game Design Rob Pardo, in his 2006 AGC keynote speech said, "Early on we really didn't know how the honor system was going to work, we didn't know if we were going to have titles and achievements but we knew we had to have PvP and we knew that it had to be fun."

Continue reading The Art of War(craft): A rambling year in review

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