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Posts with tag balance

Forum post of the day: Moving moments

Since its inception World of Warcraft has been an evolving game. Someone who played only shortly after release would hardly recognize the game now. Blizzard has always welcomed feedback, but some changes have elicited more feedback than others. In a thread entitled "Epic moments in WoW QQ history," Gatsukaa chronicled some of the most upsetting events that have occurred in the evolution of our game:

Moment 1:
WoW is first released. Hunter and warlock pets could be one-shot. Hunter dps was pretty lackluster. Soulstones gave you rez sickness (I think). No soulshards from PvP. The first emo whiners in WoW were born: Hunters and Warlocks. World of Roguecraft video is released showing how a rogue in crap gear could wtfpwn people while warlocks were so gimp. Result is that warlocks went on to get buffed in nearly every patch as they were on their way to god-hood. No more world of roguecraft videos. Hunters saw substantial improvements as well, but weren't made into demigods.

Continue reading Forum post of the day: Moving moments

Hybrid Theory: PvP viability

Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.

A pretty substantial point of debate when it comes to Hybrids is their place in PvP. The thought that only one spec is viable per class is most problematic in the context of Hybrids for a couple of different reasons. Some argue against every spec being arena viable, some argue in favor of it.

The argument in favor of each spec being viable that I feel is the strongest is the fact that each Hybrid spec is vastly different from all of the others. In the arena, an Enhancement Shaman isn't doing the same thing as an Elemental Shaman. They are doing similar things like dropping totems and casting Shocks, but the role they play is different. Enhancement is in your face, Elemental throws lightning at your face, and Restoration is healing your face. This is not like Rogues in which all three specs are about hitting you until you fall down, just in different ways.

Why is it a problem that all three of them aren't viable? It essentially feels like a forced block on your chances at success. "Just spec Resto" isn't really a valid answer, because it means you are not able to play your preferred role. Someone who rolled a Shaman to Stormstrike people's faces off are told to go get some Elemental gear, and that isn't very fun. To be successful in the arena, they are more or less forced out of how they want to play the game.

Continue reading Hybrid Theory: PvP viability

Things that annoy me

Or, how to celebrate the birth of a nation via an ugly series of Horde losses in Arathi Basin:

1. Every single Alliance character in the game has a Black War Tiger.

2. Every single Horde character in the game has a Black War Raptor (yes, myself included).

3. I could be wrong, but I don't think "Lich King" is pronounced "Lick King," as I keep hearing it pronounced on my server.

4. However, it might be because the word looks somewhat Germanic, and I will be unable to keep a straight face for the duration of the next expansion.

5. To the point of losing it completely if I hear "World of Warcraft: WRAAAAAAATH OF THE LICK KING" intoned by the Deep-Voiced Serious Trailer Guy.

6. How male human characters run. There's a lot of great animation in the game. This is not one of them.

7. Practically every main-tank of every Hordeside raiding guild is a male Tauren.

8. An egotistical male Tauren. Look, Spanky, just because Bulwark of Azzinoth is bigger on you than anybody else does not mean that the same is true of appendages elsewhere.

Continue reading Things that annoy me

Hybrid Theory: Healers, hit, and homogenization


Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.

Brace yourselves, ladies and gentlemen. Today's Hybrid Theory is purely guesswork and speculation. In no way will I pretend that these are facts, and you should not take them as such. It's a topic that grabbed my interest, and it's something I really enjoy trying to figure out despite the missing pieces of information we don't have yet. I welcome all of you to add your thoughts on it in the comments section below. Perhaps we can get a decent idea of what's to come.

Let's get started, shall we? In the previous weeks of Hybrid Theory, we've discussed all we knew about some of our favorite classes. During this discussion, matters of itemization often came up. Most notably, the new Spellpower mechanic. This would allow healers and DPS classes to use the same gear, but Healing spells would get twice the benefit.

First thought is that DPS and healers will share gear. Right? Well... maybe. Possibly. There are a lot of factors we don't really know yet. While it isn't always the case, for some classes there is a pretty large divide between gear that is good for a caster and gear that is good for a healer, and the deciding factor isn't how much damage or healing is on that item. In some cases you'll be able to switch seamlessly from DPS spec to Healing spec and not need to change your equipment, but trying to optimize your gear in both cases is not going to be so easy.

Continue reading Hybrid Theory: Healers, hit, and homogenization

WWI '08 Panel: Rogues

The big news from WWI so far for rogues is focused around two things: picking up a little AE damage and getting more use out of Sap. Both hints came from Tom Chilton during this morning's WWI dev panel, when he spoke to a large swath of class changes and balance issues.

The inspiration for the new area effect damage ability comes from Warcraft's Wardens -- Fan of Knives. As part of Blizzard's attempt to bring the lore and history of the game forward, they look to previous abilities and lore to inform current changes. Fan of Knives seemed like a natural ability to help give rogues a little extra AE damage. While Chilton cautions us not to expect Rogues to become the kings of AE damage...this will may be a welcome addition to our bags of tricks. It could certainly help in a pinch, but we'll have to see how it's going to meld with crowd control powers.

Where Rogues should feel some relief is the additional consideration given to Sap. Chilton's looking for Sap to play a greater role in crowd control strategies, and having it apply to more mobs. To paraphrase, Sap's going to apply to anything with a skull, and a brain to then rattle around inside of it. We may see ourselves sapping dogs, cats, bears, and. . .well anything with a brain inside a skull. So maybe not oozes quite yet - we're just going to have to satisfy ourselves with killing those.

I think a lot of the Rogue information we're curious about will actually come up during tomorrow's PvP section, since it's the Rogue's Arena capabilities that's seen so much forum action lately. Like Mages, we just haven't gotten the same amount of screen time as Death Knights or Shamans. Still, here's hoping we see more soon.

Insider Trader: Professions from the Wrath alpha

This week, Insider Trader will be taking a further look into the future of professions in World of Warcraft.

Although Wrath of the Lich King is still only in alpha testing, what little we do know, though it might change, helps us anticipate the direction Blizzard is taking.

In fact, we can even begin to see what the army of Death Knight Inscribers might take as their second profession, which will undoubtedly have repercussions on the market.

Not only will the amount of competition skyrocket, but opportunities to make a buck selling to lazy Death Knights will abound.

For these and more details, head on through the break.

Continue reading Insider Trader: Professions from the Wrath alpha

Brutal Gladiator's Wildhide


The Brutal Gladiator's Wildhide is the armor set for Balance Druids. It is a wyrmhide, or leather armor usable only by Druids and is usually matched with Guardian's Wyrmhide armor pieces. The armor set can be purchased from Big Zokk Torquewrench in Netherstorm and Ontokk Shatterhorn in Shattrath City. The matching Guardian items may be purchased from Doris Volanthius in the Hall of Legends and Lieutenant Tristia in the Champion's Hall.

Brutal Gladiator's Wyrmhide Gloves
The Brutal Gladiator armor piece for the hands are the cheapest and easiest Season 4 Arena gear to obtain. With no personal rating requirements, most players will be able to purchase this piece and is the Arena gear likely to be most widespread as soon as the season begins. The PvP-oriented bonus of Cyclone cast time reduction is the same for the Brutal Gladiator's Kodohide Gloves. The gloves have the following stats (number in parentheses are the improvements over its Season 3 equivalent):
354 Armor (+25)
+47 Stamina (+4)
+28 Intellect (+4)
+16 Spell Critical (+4)
+22 Resilience (+0)
+49 Spell Damage / Healing (+6)
6 Mana / 5 Secs (+2 / 5)
Reduces the cast time of Cyclone by .1 secs.
Classes: Druid
WoW Insider says: These gloves are low-cost and have no rating requirements, and the high Stamina and good +Healing make it making it one of the best Season 4 purchases, specially for starting Arena players.


Brutal Gladiator's Wyrmhide Legguards
The leg armor possesses a personal rating requirement of 1550, which isn't too difficult to obtain, even for Moonkin Druids. While not as accessible as the gloves, the leg armor is highly visible on a character and is also likely to be a popular purchase, even at 1875 Arena points. The legguards have the following stats (number in parentheses are the improvements over its Season 3 equivalent):
492 Armor (+35)
+65 Stamina (+7)
+40 Intellect (+5)
+27 Spell Critical (+5)
+31 Resilience (+0)
+67 Spell Damage / Healing (+5)
11 Mana / 5 Secs (+2 / 5)
Classes: Druid
WoW Insider says: The lack of sockets mean that the only customization that can be done will be through Tailoring or Leatherworkingenchants. Even then, the low ratings requirement for these legguards make it very appealing for all the stats it gives, including a 1.72% spell crit from the +Intellect and +Spell Crit Rating.


Brutal Gladiator's Wyrmhide Tunic

With three sockets, the chestpiece is the most customizable Arena armor piece, and is the next best purchase after the gloves. In PvE, the chest armor is traditionally a drop from the final boss in a series (Magtheridon drops Tier 4 chest token, Kael'thas drops Tier 5 chest token, Illidan drops Tier 6 chest token, etc.). Arenas are different in this regard, but the item level of the chest is identical to PvE chest pieces. Sunwell Plateau breaks from tradition in that the final boss, Kil'jaeden, does not drop chest tokens or armor. However, the Brutal Gladiator chest armor is equivalent in item level to the drops from Entropius and is the best combination of cost and restriction among all the armor pieces. The tunic has the following stats (number in parentheses are the improvements over its Season 3 equivalent):
541 Armor (+40)
+62 Stamina (+7)
+33 Intellect (+5)
+18 Spell Critical (+5)
+27 Resilience (+0)
+59 Spell Damage / Healing (+6)
7 Mana / 5 Secs (+2 / 5)

Socket Bonus: +4 Resilience Rating
Classes: Druid
WoW Insider says: Although 1600 personal rating might be restrictive to some beginning Moonkin Druids, the chest piece is worth the grind because it's a decent upgrade over its Season 3 counterpart. Because of its PvE equivalent, obtaining the Brutal Gladiator chest armor is almost like killing Entropius in Sunwell Plateau. Well, ok not really, but if you don't raid, that's about as close to a raid drop as you're going to get.


Brutal Gladiator's Wyrmhide Helm
The helm is very likely the last Brutal Gladiator armor piece that many players will obtain. With the shoulders at an extremely prohibitive 2200, most players will only manage 4/5 of Season 4. Moonkin Druids, although not very popular in Arenas, can manage 1700 for this helm, which costs the same as the chest and leg armor pieces. With a personal rating attached to it, the Brutal Gladiator helm might be one helm graphic that players would like to leave on. It is also identical in model to the pieces that drop off Kil'jaeden in Sunwell Plateau. The helm has the following stats (number in parentheses are the improvements over its Season 3 equivalent):
447 Armor (+32)
+65 Stamina (+7)
+35 Intellect (+6)
+22 Spell Critical
+28 Resilience (+0)
+59 Spell Damage / Healing (+13 / +5)
8 Mana / 5 Secs (+3 / 5)

Socket Bonus: +4 Resilience Rating
Classes: Druid
WoW Insider says: The spell crit on this helm isn't quite as good as on the legguards, but Meta and Yellow Sockets give enough options for customization to make it a worthy purchase.


Brutal Gladiator's Wyrmhide Spaulders

The 2200 personal ratings requirement for the shoulders are almost Gladiator-level for most Battlegroups, and will likely be a very rare sight in most realms. It's not certain we'll see many Moonkin Druids sport these. It is the cheapest item after the gloves, but it is also the most difficult to get. Blizzard's reasoning for this is that the shoulders are the most "visually impacting" armor piece, confirming Blizzard's opinion that PvP achievements should be on display. The spaulders has the following stats (number in parentheses are the improvements over its Season 3 equivalent):
416 Armor (+30)
+49 Stamina (+6)
+24 Intellect (+4)
+13 Spell Critical (+8)
+22 Resilience (+0)
+41 Spell Damage / Healing (+5)
5 Mana / 5 Secs (+2 / 5)

Socket Bonus: +3 Resilience Rating
Classes: Druid
WoW Insider says: Brutal Gladiator Shoulders are peacock gear. The stats for the Wyrmhide shoulders are so minimal to even warrant a 2200 personal ratings tag outside of showing off.
Guardian's Wyrmhide Belt
Because it is a visual match for the Brutal Gladiator's Wildhide, and because it comes with no personal ratings requirement, the belt is most likely to be the most widely distributed Season 4 gear. It is purchasable with Honor points, so even players who do not participate in Arena PvP can obtain it. The belt has the following stats (number in parentheses are the improvements over its Season 3 equivalent):
322 Armor (+22)
+49 Stamina (+6)
+35 Intellect (+5)
+26 Resilience (+0)
+44 Spell Damage / Healing (+4)
11 Mana / 5 Secs (+2 / 5)
Classes: Rogue, Druid
WoW Insider says: Even though it has no spell crit, this belt has a low Honor cost and is ratings-free. It's a must have item for all aspiring Moonkins, definitely the best Season 4 purchase even for players who have no intention of stepping into Arenas.


Guardian's Wyrmhide Bracers
The only other Guardian piece with a socket is the amulet, which doesn't have a personal rating requirement. Coupled with the fact that bracers are visually insignificant, being hidden under gloves or robes, most players feel that there's little urgency to get them. A 1575 personal ratings requirement also requires decent performance in Arenas. The bracers have the following stats (number in parentheses are the improvements over its Season 3 equivalent):
253 (+17)
+35 Stamina (+4)
+23 Intellect (+3)
+18 Resilience (+0)
+27 Spell Damage / Healing (+4)
8 Mana / 5 Secs (+1 / 5)

Socket Bonus: +2 Resilience Rating
Classes: Rogue, Druid
WoW Insider says: The great thing about these bracers are the Red Socket as opposed to the typical Yellow Socket for bracers, although the upgrade from last season's version is very moderate. If a Moonkin can manage 1575 and spare the dirt cheap 11,794 Honor, why not?


Guardian's Wyrmhide Boots

The most visually important match of all Guardian items -- although it won't be seen on Tauren feet, the boots are a big jump from a 1575 personal ratings requirement and is as demanding to get as the head piece at 1700 personal ratings. It is also as expensive to purchase as the belt, which has no ratings requirement. The slippers have the following stats (number in parentheses are the improvements over its Season 3 equivalent):
385 Armor (+28)
+49 Stamina (+6)
+35 Intellect (+5)
+26 Resilience (+0)
+44 Spell Damage / Healing(+4)
11 Mana / 5 Secs (+2 / 5)
Classes: Rogue, Druid
WoW Insider says: 1700 is the highest personal ratings requirement outside of the weapons and shoulders, and might be a challenge for Moonkins only starting to do Arenas. A decent item, to be sure, but players looking for more spell crit for more burst should look at better raid drops if they can manage it.


Gallery: Season 4 Arms & Equipment

DruidHunter (Alliance)Hunter (Horde)Mage (Alliance)Mage (Horde)

Looking for more Season 4 info? We've rounded up everything you need to know about the Brutal Gladiator season right here.

Arena Tournament Phase 2 begins

I'm actually a little excited. Phase 2 of the 2008 World of Warcraft Arena Tournament has begun! Start your engines and speculations now, folks -- which comps will make it to the top this time? Are we going to see a winner that looks like Frag Dominant? Or will the new Phase 2 winners basically be the same as Phase 1's winners?

Vhairi's been tracking the performance of classes in the tournament so far. For the last week or two, this round's competitors have been honing strategies, experimenting with comps, and switching things around a lot. Now that the dust has settled, teams are what they are. As a result, the data should be fairly meaningful again pretty quickly, and hopefully Vhairi will put out another update.

I can't wait to see how the class performance distribution will look in Phase 2 -- it might teach us something more about what to expect in WotLK for class balance. I don't think Phase 2 will be much different from Phase 1 however -- a lack of holy Pallies, scarcity of Hunters and Mages, and so on.

New report: Gamers are not lonely losers

Gamers seem to get a lot of bad press. From controversial episodes in the early days of Dungeons and Dragons to WoW addictions that are more shameful than online porn. Anyone who doesn't know us might actually believe that we're 10 million basement-dwelling social troglodytes. The American Medical Association is even considering the addition of video game addictions to their big book of mental problems (also known as the Diagnostic Statistical Manual of Mental Disorders).

A new study by Victoria University found just the opposite. They found that about 15% of their 621 participants qualified as problem gamers, that is they spent more than 50 hours a week playing games. Even among that 15 percent, only one percent showed signs of poor social skills. While there are some who have a major problem gaming habit most of us are normal people who unwind with a video game.

Continue reading New report: Gamers are not lonely losers

Neth on Death Knights being the only new class

We all know by now that Death Knights are the new class being added with Wrath of the Lich King. And, what's more, they're the only class being added with the new expansion. Skudo (Altar of Storms) doesn't like that much, and would rather see Shadow Hunters or Demon Hunters added.

Posts like these are common enough, but Nethaera showed up to add some clarifying candlelight. First, she reiterated that Blizzard isn't closed to the idea of adding more classes in the future. But what she really seems to strive to get across is that adding a class isn't easy.

There's a lot that goes into creating a new archetype for players to operate, play, defeat, vanquish, and exploit for every bit of Warcraft goodness. There's balance to consider, and the need to make each class play in unique ways. Heck, we all spend enough time arguing now about whether the existing classes are even balanced. Can you imagine what it's going to be like with a brand new class added?

So these things take time. Assuming that Blizzard's team pulls off Death Knights well, I'm pretty sure we'll see more new classes in later expansions. Let's see how the first new class goes, before we put our eggs in new baskets.

Hybrid Theory: Druids and the Wrath Alpha


Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.

Last week we discussed Death Knights a little bit, and my personal stance is that their impending introduction to the game won't harm existing tank classes too much. Most likely, they'll have their own niche (magic tanking) but with some work be capable of tanking other things. Warriors, Druids and Paladins will still retain their own niches, even with the addition of a new tanking class.

I discussed that primarily because a lot of tanks, Druids especially, have voiced concern to me about losing their viability. How appropriate that Druids are the first pure hybrid class to have their new spells and talents implemented into the Wrath alpha. Before I start my analysis and slather my thoughts all over you, you can take a look at them on this Wrath wiki. To avoid spoiling those that want all of the expansion to be fresh come release, I've tucked all analysis behind the cut.

Continue reading Hybrid Theory: Druids and the Wrath Alpha

Breakfast Topic: How does a raiding guild avoid the fate of Death and Taxes?

So it's been a day or so since we first heard that Death and Taxes was disbanding, and since then, DnT member Xi- has posted a somewhat lengthy explanation as to why. In the end, the biggest reason Xi- gave is pride. Many people, he says, just stopped thinking about the raid and the guild as a whole, and were more focused on their own advancement and their own needs, and became impatient when a boss did not fall easily. When it was time to progress, many of them, even officers, would disappear and stop supporting them.

He also does get in a few Risen style digs about how none of the BC content was half as good as Naxxramas up until Sunwell Plateau, but he did manage to sound a lot more classy than Risen did.

But the point about pride, about guild members who disappear for a while and expect to pick back up where they left off when they return, and about people who never show up for progress kills, or show up and complain if the boss doesn't fall after one or two tries, that rings true with me, as I am sure it rings true with a lot of current and former MMO raiders, whether from WoW or other games.

Continue reading Breakfast Topic: How does a raiding guild avoid the fate of Death and Taxes?

WoW Rookie: Safe, Sane, and Balanced

WoW Rookie is brought to our readers to help our newest players get acclimated to the game. Make sure you send a note to WoW Insider if you have suggestions for what new players need to know.

Over the years, World of Warcraft has gotten some bad press from people who invest too much time into the game. Some people have had trouble with work, school, and relationships as a result of spending too much time in the virtual world and losing touch with the real world. One woman cited WoW as the reason for her divorce request; her husband dedicated all of his off time to playing, while neglecting his other responsibilities. In perhaps the most sobering case of game addiction, a young lady died of exhaustion as a result of a marathon WoW session.

As much as we may complain about Blizzard, there is no doubt that they have made a fantastically engaging role playing game. True, from a psychological standpoint they have mastered reinforcement schedules and give goals that compel you to keep going. It's an excellent game, but along with its MMORPG predecessors, it can become all-consuming and soul-sapping. Just remember that it is your job to make sure your WoW time is safe, sane, and balanced.

Welcome to World of Warcraft. WoW Insider offers information and tips for players of all skill levels. Covering everything from character creation to account security, WoW Rookie is specifically formulated to help new players be the very best that they can be.

Continue reading WoW Rookie: Safe, Sane, and Balanced

Hybrid Theory: Brutallus and You


Every week, Alex Ziebart comes to you with Hybrid Theory. A column with... theories about hybrids, I guess. I mean, that's what it says at least. I guess it could be something else, but probably not. Honestly, you should probably just read it and find out for yourself.

In the past here on Hybrid Theory, we've discussed what Hybrids are capable of doing in a raid, as far as beneficial talents and utilities. We talked about the fact that a few well-placed hybrids in your raid can take your DPS from 'good' to 'horrifyingly good.' All of this comes to the front again in a boss that many high-end raid groups are clashing against right now: Brutallus.

If you haven't read anything on this boss yet, it's the single largest gear check in WoW yet. It's Burning Crusade's Patchwerk, mostly. To beat Brutallus, you need roughly 29,000 sustained DPS across your entire raid. If you don't pull that off, you hit his enrage timer and he destroys all of you. Simple as that! If you're lucky you can burn off a final two or three percent of his health after the enrage, but that's about as far as you go. That three percent is about 300,000 health, so don't get too confident.

Continue reading Hybrid Theory: Brutallus and You

Hybrid Theory: Magisters' Terrace, stomping all over your comfort zone

We've been talking about Magisters' Terrace a lot. I have been talking about Magisters' Terrace a lot. Lucky you, we're going to talk about it some more!

Magisters' Terrace is the brand new 5-man that came with Patch 2.4, so it comes across as much harder than it actually is. It is hard, sure, but not the soul-rending pain we're all feeling right now. All new dungeons require a period of adjustment. I remember when Dire Maul first came out, way back in the day. Everyone thought it was utterly horrifying.

During this period of adjustment, you're going to run into groups being far more strict about group composition. Once the community has become accustomed to the difficulty level of Magisters' Terrace, things will ease up. Currently, a lot of damage specced hybrids are having a rough time finding a group consistently due to one pretty large factor: A lack of crowd control. There are a lot of things you can(and should) do to make up for that, and knowing those things will do a lot to contribute to speeding up the adjustment period.

Continue reading Hybrid Theory: Magisters' Terrace, stomping all over your comfort zone

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