In addition to all the other info dropping today (apparently Blizzard held an event this last week at their HQ to show off some new Wrath information), GameSpy got to chat with Jeff Kaplan, WoW's Lead Designer, about Death Knights and what they're going to be for in the next expansion.
Apparently Kaplan says Blizzard has designed "zero" raid bosses for the next expansion yet, so he isn't sure where they'll fit among Pallies, Druids, and Warriors as tanks.
As we heard before, Death Knights will serve as a "Fury Warrior" type of tank -- damage based rather than protection based.
Blizzard hasn't determined exactly whether there will be faction differences in the epic class quests, but they won't be too different for races or factions, just because the stories, he says, should be the same
Finally, Kaplan clarifies again that Death Knights will be available to all races, and that Arthas himself became not Undead, but Scourge
In case, maybe, Arthas wants to come back? We'll let you read the rest into what Kaplan said -- he unfortunately didn't tell us too much new information, but he did clarify a few points we already knew about Death Knights. And the news about Blizzard's nonaction on raid bosses so far is interesting -- has Blizzard really not made any raid bosses yet, or are they just not ready to tell us about them?
In a bold move that is perhaps indicative of the direction Blizzard will be taking with the game and lore progression, Patch 2.4 saw the removal of M'uru from Silvermoon City and the displacement of Lady Liadrin from the chamber in Farstriders' Square. In a scripted event that reveals what happened to the captured Naaru, Lady Liadrin pays a visit to A'dal in Shattrath City, eventually pledging the service of the Blood Knights to the Shattered Sun Offensive. In the blink of an eye, Lady Liadrin become Exalted with the Shattered Sun Offensive (where'd she get that quest, I wonder!) and leaves Shattrath wearing one of the coolest tabards in the World of Warcraft.
What does this imply for Blood Elf Paladins? Gameplay-wise, not much. Although I would've welcomed a change in the quests for Horde, the biggest changes were that all the quests that were previously available from Lady Liadrin are now obtained from Lord Solanar Bloodwrath. Obviously moved for logistical reasons, the quests are virtually identical to the ones that Lady Liadrin dispensed. The one noticeable change is in the early quest Claiming the Light from Knight-Lord Bloodvalor. In the original quest, players were to fill a Shimmering Vessel with power from M'uru, whom the Blood Knights used to hold captive. The updated quest now requires the player to draw the lingering energies from the Blood Elf Magisters rather than M'uru, indicating that what remains are mere vestiges of the power that the Blood Knights once wielded.
Any poster that leads off talking about how Feralas is her favorite zone is a friend of mine. Cuppycake (great name there as well) has an excellent post up about questing in WoW (warning: some NSFW language). On the one hand, WoW quests are repetitive -- most of them are either "kill 10 rats" or "be my FedEx guy" -- and they don't tend to tie in to or have lasting effects on the broader story of the game (the current Shattered Sun story excepted).
But on the other hand, it's very fun (Cuppycake uses a different word than "very"). It's a bit hard to put my finger on it, but WoW quests (most of them, anyway) have that little extra something that makes for a very satisfying gaming experience. It's like getting a star in Super Mario Galaxy. A small fragment of lasting achievement is enough to make it feel worth doing to me -- as the post says, an objective is what I need. Give me something to work for and I'll do it, as long as it feels like I'm making progress, and it isn't too slow (I'm not the best at rep grinds).
Now that the cap has been raised to twenty-five, and a slew of dailies has been added as of patch 2.4, many players are finding themselves spending a few hours on daily quests each day. Personally, there are a few that I enjoy doing most days, including the bombing runs, and some that I'd rather avoid if I didn't need the gold to fuel my rather Outlandish habits.
I'm not sure if I could pinpoint a single culprit though. The longer quests bother me up front, because I get bored spending half an hour each day mowing through the same exercise. As such, the Shadowmoon Valley quests might be my least favorite, because aside from the competition, they take forever.
Which daily quests are giving you a daily headache, and why?
I'm not sure if anyone else noticed, but all of a sudden, fishing seems to have become an extremely profitable profession. With the introduction the daily fishing quests in Patch 2.4, those with a bit of luck have found themselves getting a hefty profit from the Bag of Fishing Treasures that the quests give out as a reward. Any angler worth her salt knows that fishing can be profitable through selling fish cooked or raw through the Auction House, or even as junk through the vendor. Before the introduction of the goodies that come inside the Bag of Fishing Treasures, the Goldenscale Vendorfish was probably the most expensive gray item in the game, selling for 6 Gold to vendors. Anglers who are also cooks could profit nicely from raid buff foods such as Golden Fish Sticks or Skullfish Soup, or simply sell the raw ingredients. Even low-level fish sell rather well to those who would like to level their cooking.
I can't say that I've ever seriously tried to do the Stranglethorn Fishing Extravaganza -- I've seen it happen a few times, and I love the idea, but I've never committed to fishing long enough to be competitive in it. But I'm reconsidering that after reading these extremely fun tips from Resto4Life. Some of them are Druid specific (I bet the Shaman waterwalking spell would come in handy when trying to cross over to islands and through streams), and some of them are just silly, but it's just the right kind of thing to get you in the mindset to do a little Sunday angling. The two sources Resto pulled from have more: Tree of Life has a few helpful tips, while The Game Dame goes in-depth in laying out exactly how to win the event.
And it's a good thing we've got these, too -- as of patch 2.4, as the anglers among you have already heard, there'll be a few new fishing daily quests, and some brand new rewards (the fishing hat is now blue) from both the quests and the Extravaganza.
I still don't know if I have the interest to sit there, rod in hand, waiting for a fish to bite, but there's no doubt that this is a fun little, often missed part of the game. Very nice to have something fun like this going on weekly on the servers.
Sometimes, in all the drama of raiding and arenas and new patch days, we forget that not all rogues are 70 and geared out the watoozle. A lot of rogues -- whether they be alts, new players, or just seriously behind the times -- are still struggling through the levels. And with the myriad number of quests out there for levelers, it can be hard sometimes to figure out which ones to focus on. Will skipping this quest leave me out of a fantastic chain quest reward, or just save me hours of searching through fel droppings?
So in the spirit of helping our newbie brothers and sisters, Encrypted Text presents the top ten must-do Outland quests for rogues, with their corresponding rewards and tips to help you through them. Note: This only includes non-dungeon quests. Sorry, you'll have to get that Hauberk of Karabor by yourself ...
Details: This is either one of the most fun or the most frustrating quests in Outland, depending on your sense of depth perception. Basically, you need to collect gas from air elementals to power the "Jump-a-tron", which is a trampoline for some reason. After that, you need to use the trampoline to get on top of a tree, steal an egg, and defeat the angry mother bird who comes to attack you (a 66 elite.) This means that you have to click off the trampoline's "float" buff at the exact point when it'll get you onto the tree. And if you try it with anything less than full health, you'll probably die. Note: This is one of the few points on my heavily contested PVP server where I have ALWAYS seen Alliance and Horde working together. It's such a pain to get up on top of the tree that dying to the mother bird is a devastating blow.
Every new patch to World of Warcraft brings buffs, nerfs, new content, and sweeping changes.The game has evolved tremendously from when I first started playing two years ago.I was thrilled with Hunter changes and leveling tweaking in patch 2.3.Sure there are plenty of things to be unhappy about, but I'm a "glass is half full" kind of girl. Read on for a roundup of the top ten changes I'm most excited about.
A brand new episode of our podcast, the WoW Insider Show, will be recorded live tomorrow afternoon at 3:30pm on WoW Radio, and I can tell you right now that we'll be talking about Warlocks. The news about Lifetap changes topped the charts on WoW Insider this week, so myself, Duncor (Turpster is away this week, so the D is kindly stepping in), and John "BigBearButt" Petricelli (along with probably one more person from WoW Insider) will definitely be chatting about the most demonic class in the game.
But that's not all -- other topics of discussion will include what classes the CMs play, the worst quests in the game, and we'll also be asking the same question Nihilum did: are raiders becoming obsolete? Plus, we'll have reader mail (you can send it in right now at theshow@wowinsider.com), and we'll welcome anyone and everyone on the IRC channel (#wowradio on irc.mmoirc.com). It's all tomorrow afternoon at 3:30pm EST -- see you then!
Originally, there was only one way to obtain Badges of Justice: Heroic bosses. Now there are a couple more: Heroic daily quests as well as raids. Still, there hasn't been a way for the die-hard solo player to get their hands on some badges -- until now. The Shattered Sun Offensive (SSO), the new faction associated with patch 2.4, assigns many daily quests (to help you fill the new 25-dailies-a-day limit). Several of these quests reward you with Shattered Sun Supplies, a box which contains a high-level green item, and also -- coming to my point -- has a chance to contain a Badge of Justice.
According to Wowhead, there are seven dailies that reward Shattered Sun Supplies. Some of them are apparently only available during certain phases of the SSO effort, so let's say you can do five of these per day. I don't have numbers on how often the supplies contain a Badge, but let's say it's a 50% chance, based on one comment that Badges are contained "more often than not." So on average, you could get 2.5 Badges per day just by doing these daily quests, which means 60 days to get one of those snazzy new 150-badge weapons. That's a long time, but arguably justified by the fact that these quests are probably pretty easy. Overall, this is, in my opinion, an excellent enhancement to the Badge system. Your thoughts?
Update: Suzaku questions my hypothetical 50% drop rate in a comment. Obviously, the impact of these badges will depend on how frequent they are, and we just don't have solid numbers on that yet. Not to mention it may change during testing.
When you first arrive at the new zone, the Isle of Quel'danas, in patch 2.4, you'll find a chaotic scene, even if there aren't hundreds of naked, level two Blood Elves running around getting slaughtered by level seventy creatures, as there are on the PTR. The Shattered Sun Offensive, the united group of Scryers and Aldor, have a small presence on the isle, consisting of a few tents and a boat, and they're combating a large group of demons and Blood Elves. As time goes on and more daily quests are completed, the new faction will gradually retake buildings on the isle, unlocking vendors, quest givers and a portal to Shattrath. Here's a quick run down of the quests and NPCs involved in the first phase of the offensive, which came to a close a couple of days ago on the US PvE PTR.
The first building that is retaken is the Sun's Reach Sanctum, pictured above. It's infested with Wretched, the undead-looking, lowest form of Blood Elves and it's security measures are non-functioning. This of course leads to our first daily quest, "The Sanctum Wards". In this quest, you must obtain four Mana Remnants from the Wretched and then use them on one of the large red crystals near the Sanctum to help recharge them. The crystals are wards that, when recharged, begin to zap nearby baddies with magic. Basically, you need to kill a few Wretched (the drop rate of the quest items is pretty high) and then click on the items in your bag while standing near a crystal. This quest was quick and easy to complete even with a lot of competition from other players.
Not that there's anything really wrong with that-- Omen is still out there to be taken down, and for a lot of people, Omen was the first raid boss they'd seen (in fact, he was the Horseman before there was a Horseman-- a seasonal boss, except that Omen didn't drop epic loot). And lots of people are still having fun running the old Lunar Festival quests and turning those in.
But it is too bad there's nothing new yet. Guess we'll have to wait for Love is in the Air and Noblegarden to see if Blizzard's done any more seasonal updating.
We love quests, but they can be excessively frustrating sometimes. Usually they annoy you most when they make you wander all over, back and forth, without seeming to accomplish things efficiently. The fastest levelers will tell you to try to "stack quests," or do all the quests in a small area first, then gradually move around the map to other areas. But often the best way to do this isn't clear -- you may not even know exactly which area a quest is asking you to go to.
Addons to the rescue! First, there was LightHeaded: an in-game database of comments from Wowhead.com that could help you when you get confused. Now, there's QuestHelper: an in-game guide which can tell you which direction to go, what to do, and what order to do everything in, all before you even get confused in the first place. QuestHelper isn't always right -- you still have to use your own brain, for sure -- but using this addon you'll be much less likely to make silly mistakes in your questing that slow you down and waste your time.
As early as Hellfire Peninsula (which I'm playing through on my Hunter right now), it becomes pretty clear that Blizzard packed Outland with quests and things to do. By the time you hit Zangarmarsh, you're probably already at 62, and with a few instance runs, it's pretty easy to get all the way to level 70 without ever seeing certain quest areas or zones in Outland. So Dacronic wants to know: what zones did you save for level 70, when you didn't need XP any more and just wanted to get money or have fun?
On my Shaman, I barely saw Netherstorm before 70, and went up there way after I'd hit the highest level to go looking around for cash. And there are lots of fun quests to do up there, too. Shadowmoon Valley was another one that I didn't actually quest in for a while after 70, but now that I've done it, I'd say that it should actually be a priority ASAP-- there are a ton of terrific quests in SMV, not only for lore's sake, but just really well-done content as well.
When you hit 70, what areas did you head towards to continue questing in? And what areas did you "save" until you were as powerful as you could get, and reading to have fun instead of just grinding?
We've suspected this all along, but now Bornakk has confirmed that yes, when the next expansion comes out, we'll all be turning in our epics for green gear once more. (And via MMO Champion, here's a comic that explains just what you're feeling right now). As he says, the whole point of a subscription MMO is that you need to keep playing to be awesome, and so new, more powerful gear is exactly where Blizzard wants to go.
On the one hand, this is actually a great thing. I just finally brought my Hunter alt through Hellfire Peninsula, and it was terrific to run a few quests and all of a sudden have what used to be raid level gear. And as Bornakk says, another reset in Wrath of the Lich King will accomplish the same thing for new players then (including Death Knights, ahem, so if you're reading between the lines as much as I am, that means that Death Knights will probably start before level 70, because they too apparently will be coming through the 70-71 gear transition). It is great to do the starter quests in a new expansion, and quickly get brought up to speed with some of the best gear in the game.
However, now that this is known, does it mean the gear you earn now is worthless? I don't think so-- while the old endgame was almost all about gear, there are so many epics now and so many ways to get them that the game is much more about how you play rather than the gear you're playing for. Sure, we'll all end up stashing our epics away for a green quest reward from the Borean Tundra, but we'll always have Karazhan and Gruul's, right?