All posts for the month May, 2016

What attracts me in World of warcraft

Published May 30, 2016 by majickmanwow



I joined World of Warcraft around 2010, just a couple of months before the introduction of Blackwing Descent. By then a great deal of my friends were playing as Horde on Khaz’Goroth, and they bought me the World of Warcraft Battlechest for my birthday. The first thing that I experienced in my first MMO was how time consuming it was to get a character to max level, 85 at the time. I didn’t like it, and if I’m honest, I still don’t care for leveling.

The one thing that still sticks with me was the guild was extremely friendly, almost family like. To this day when I am looking for a server, the server must be quite friendly, someone I might even feel close to like almost family. My first guild never helped me level, but they offered some starting gold, bags, and a lot of know how that I tend to reciprocate now that I’m experienced in the game.

I had played Warcraft II and III earlier, and I had a very rudimentary understanding of the premise of World of Warcraft, but not playing Vanilla all the way to Wrath of the Lich King, there was an expansive story that I’ve never seen, that really held my interest. While leveling it was pretty much walking through a story, one that was unique that was custom tailored to how I play.

Of course there were elements that were chosen for me, my friends were already Horde, so I chose to play Horde, and playing a Shaman was recommended by my girlfriend at the time because of the duality of healing and damage dealing, which would help me level.

In my 6ish years of playing World of Warcraft, I’ve expanded my experience of the game, rather than just play Horde, though I’ve never felt comfortable playing a class other than a Shaman. My toon has jumped servers more times than I remember, but the guilds I’ve been in has left imprints on how I interact with other people, some guild leaders were compassionate, some guild leaders were generous, some were wise. I hope that I can reciprocate these elements that I’ve picked up to the next generation.

My motivation in playing World of warcraft has waned in the time I’ve started playing WoW, most prominently  a large gap between late Cataclysm to the middle of Mists of Pandaria, and more recently the start of Warlords of Draenor till the opening of Hellfire Citadel.

Every time I’ve come into or come back to World of Warcraft it’s because of friends that I feel are close, someone I feel comfortable around. This would mark the first time I haven’t gone into “Hibernation” late expansion waiting for the new expansion to come out. Even when I feel there is nothing to do in Life of Warcraft Saurfang, there are plenty of people that I feel comfortable around that it’s worth the game time.

I’m sure everyone’s motivation to play is different, but my motivation has first most been the quality of the guild I’m in, and not just how well they do in PvP or PvE, but how close knit they are to each other.




Legion: The Story thus far – Priest Class Order Halls

Published May 30, 2016 by cleoatore

Hey all, Cleoatore here once more to brief you on the story thus far involving Legion Class Order Halls, this week featuring my favorite class: Priests!

Yes, I know. “Oh Cleo, you are a Priest; of course that is what you’re going to be talking about.” Well you nerds, I just so happen to fancy the Priest Class Hall just because of the appearance. I also find it very interesting it changes based off of your race. So, suck it. ❤


What we know so far is the appearance, and how the NPCs changed based off of your race.


Naaru present in the Priest Class Order hall, located in Netherlight Temple.


If you want more of an indepth look at the Priest Class Order Hall: Click here!


While there haven’t been any major updates to the Priest Order hall, as per, this is the current list of the NPCs that will fill your order hall depending on your race:



I know I am pretty excited to see my favorite class and the order hall that comes with it in Legion. Are you?!





Should Blizzard Listen to it’s playerbase?

Published May 26, 2016 by Apate

As with all articles the views written by me are my own opinions and do not necessarily share the views of other LoW admins.


Well let’s begin:

Today I ask a question,  should Blizzard listen to the vocal community and design their games around them, or have some communication with the community and design the games they want?  The reason for the question comes from the article below.

Back in the late Autumn of 2013 Blizzard held it’s Blizzcon event.  Everyone was all excited waiting for what would be announced as the next expansion and they announced Warlords of Draenor to fanfare.  OK it is Blizzcon so it is Blizzard fans there.  But the biggest roar of approval was when Blizzard announced there would be no dailies.  The biggest cheer, the biggest approval was that one announcement.

Now why did I pick on this one announcement.  Because from the start of MOP the most vocal of the WoW fan base was screaming for dailies to be removed.  Not just toned down but outright removed.  Players demanded, Blizzard gave the players what they think the players wanted. A more streamlined approach to get you into raids.  What happened, the players responded with displeasure.  The players got what they thought they wanted an experience in which they didn’t have dailies which forced them to go out and repeat the same stuff over and over. But then they realized they don’t.

Now let’s talk about raids.  What did the players seemingly want.  Like said in previous paragraph people wanted to be fast tracked into raids.  Which happened.  Then people logically disliked having to bench people so Blizzard for most difficulties issued a flex system.  Brilliant, actually this was one issue that didn’t really get complaints.  But like most stopped clocks they are right once (or twice if 12 hour clock) a day.  The players decided to take shots at what was in MoP Heroic and LFR for different reasons.

Firstly let’s look at LFR and what issues people had.  Some were saying they were “forced” into playing it when they didn’t want to.  So Blizzard listening to the vocal player base for WoD removed not only tier but also good trinkets.  But to balance it out made LFR super easy for most people.

Now many could argue that Blizzard could have just kept the difficulty level without the tier/trinkets but they miss out on one important issue.  Without LFR raid participation is exceedingly low number.  2% Entered Vanilla Nax. 1% Finished Sunwell, slightly more saw 10man normal Lich King.  Now like it or not Blizzard has investors who need to be pleased as well as the fans.  Those low numbers have investors asking designers why would you waste our money in making these instances?  So Blizzard made LFR, a que in style raiding level difficulty, which got more people entering and seeing raids.  The only other solution would have been make Arthas, Illidan, Archimonde, Kil’Jaeden, Kel’Thuzad etc open world bosses which in the end become zerg fests, laggy and essentially having their mechanics beaten by sheer numbers alone, that option just would not work.  In short LFR from a business stand point can not go away, the vocal player base demanded it to be “optional.”.  Blizz gave the vocal player base what they wanted and again it upset people.  LFR became a useless zerg fest with no rewards (Though legion is supposedly rectifying this)

Now onto the cutting edge part of the raiding scene.  Old 10/25m heroic vs 20 mythic.  Lets harken back to days of old.  Days where we were all in the lands of the south, sitting in the Vale.  Hearing about the exploits of Method,  Paragon and others.  Then when others went into heroic we found a major problem.  10 and 25 man raids were not even close to balanced in difficulty.  If anything 25 man was a lot more forgiving than 10 man.  Players called on Blizzard to fix this.  But in the grand scheme of things you can not balance two separate raid size.  So 14 months (not days or weeks) before the opening of Highmaul in Blizzcon 2013,  Blizzard announced to the world the Mythic difficulty.  A difficulty that was for cutting edge raiders, a difficulty with one set size (another thing certain players were vocal about.) so the fights can be tuned as close to perfect as possible.  To allow more intense mechanics without worrying if it would be too hard/easy for a certain raid size.

Yes guilds had to adapt. Some did others did not, but that is how things are, but there was enough time, over a year to plan and build up.  Blizzard heard the call and they responded.  Twenty was the size they chose because it was a nice medium of not too small or too large in their PoV and would allow 1 person of as many classes as possible.  A true level playing fields for anyone wanting to do the cutting edge difficulty.  Which is fair enough, highest difficulty.  Biggest compromises, biggest effort, biggest rewards.  Also Blizzard from the outset said it was not for everyone.

Now to world PVP and the no flying issue.  Ever since BC a vocal group have begged, pleaded and demanded the removal of flying.  Perhaps this was the biggest decision that split the community down the middle.  Those that wanted flying removed also wanted a world PVP environment.  What did the vocals get Ashran and no flying until 6.2.1.  Then outside of Ashran no real world PVP happened.  It seemed the vocals got what they thought they wanted.

Now this is NOT a view on the execution of the ideas.  Blizzard did make missteps but the ideas themselves and do have a lot of the blame on themselves.  But who else has a share of the blame?  You the vocal community from MoP, those that demanded LFR have lesser rewards and become super easy, you that wanted no dailies and fall straight into raids, you that didn’t like flying and wanted no one else to fly while you kept on the ground.  WoD was the expansion built up with your complaints in mind.  To those that complained then about all of the above and complained about how WoD turned out I guess I only have one thing to say. You thought you wanted it, but you didn’t.


Guild achievements

Published May 23, 2016 by majickmanwow


Lately in the last quiet moments of Warlords of Draenor, the Life of Warcraft guild on Saurfang has had little quiet moments out of guild raids. So in an attempt to fill the time we’ve been doing old raids as a guild and getting achievements for them. It makes me wonder some of the guild achievements, does it provide enough incentive for us to complete them.

The list of guild achievements are various and varied as the activities in World of Warcraft, from Arenas and raids, to fishing and cooking. Some of the raid guild achievements net us some very impressive mounts, and definitely a nice sweetener to complete old raids, but then there are the more mundane ones that involve professions, that give virtually nothing for achieving them. Say for example, “Like shooting a fish in a barrel” requires a guild catch 100,000 fish from Fishing pools, and apart from netting 10 achievement points gives you no other reward. Should there be a new craftable feast for such efforts?

There are many possibilities and possible incentives for guild groups in the future that keep guilds achieving a common goal and strengthen ties. I can’t wait to see what comes next in Legion



Hellfire Assault!

Published May 19, 2016 by mesagog


Hey! Thanks for taking the time to read this short story! This will be the first in a series of 13 stories each centered around one of the bosses in Hellfire Citadel. We follow the story of Reg the Marskmanship Hunter, Dex the Blood Death Knight and Lily the Restoration Shaman and their raid group taking on the Fel Horde within the Citadel. Our story begins as our adventurers have defeated the trash outside the Hellfire Citadel Gate, and are preparing to begin the Hellfire Assault!

Credit in advance to for all the great pictures!


“So the kill order is Morphed terrors, Beserkers, Felcasters, Goblins, Soldiers(Name check). But make sure you kill the siege vehicles whenever they come out!”

“Got it Reg.”

“Good. Start the countdown.”

As they all made their final preparations, Reg surveyed the scene before them. The great Hellfire Door stood across the battlefield; their target, their goal to destroy. Their obstacles: an assortment of siege vehicles ranging from the ominous to the simply deadly, and a small army of Fel Horde forces ready to engage the moment the gate to their citadel was threatened.



Reg felt the smooth potion coursing through him. He felt light, agile, free. The moment combat began, Lily, their best healer, gave a cry and they were all infused with great rage: a lust for the blood of their enemies, the leader of which was now bearing down blow after blow on their main tank, Dex. He took aim, strung his bow, and fired.



Dex darted through the wave of enemies, quickly moving away from the ground which, recently solid, was now crumbling, now being pierced by great jagged rock formations. He saw Pez and 3 of his demonic allies impaled by the final rock to rise from the ground, but the next moment he was immersed in restorative waters and rejoined the fray, launching a bolt of pure chaos that split mid-flight, and obliterated the two nearest fel orcs. Dex drew power from the blood of his own wounds and those of his enemies to shield himself from further attacks, and restore his own vitality. He saw a fresh wave of fel horde troops advancing on the left and summoned shadowfrost to defile the ground beneath them. They turned their attention to him and he smiled, they had been heading straight for the western cannon. He turned back to Mar’tak and her elite lieutenants and at the very same moment one of them turned green, began to swell, and exploded with fel energy. When the green cleared he found himself beset by a terrible demon, which began to summon felfire from the sky to assault all of his allies at once.

“KILL THIS TERROR!” screamed Reg.

Gorebound Terror.jpg

Lily looked around. She saw very quickly that many of her companions were being overcome by green fire. She focused her energies and invoked purest water to flow across her nearest allies. Then with all her might she released a beam of water that jumped around the battlefield, cleansing and restoring all it touched. Finally she looked to the heavens, and with a wave of her hand brought about pure blue rain around her most injured friends. Those that could moved to congregate beneath the flowing water and the droplets renewed their strength.

“Great stuff Lil’.” said Mira, and with a wave of her hand she stopped a charging orc in his tracks, and another wave drove a frozen spear through his heart.

Lily blushed, turned back towards the battlefield and continued to heal those most injured.

On they continued, striking down each wave of enemies to assault their group, avoiding the large explosives thrown randomly across the battlefield by the enemy technicians, when suddenly, one of the great siege vehicles facing them from across the field came to life.
Artillery attacks

With an almighty crash it burst through the battlements and came into full view: A great cannon, rival in size to the two monstrous weapons Reg and his team commanded to assault the Hellfire Gate, was speeding towards the eastern side, already loading to unleash an assault on the cannon stationed there. At Reg’s command, Mira, Pez and Reg himself moved to assault this Artillery before it could deal any serious damage.Ammo crate
After mere seconds they had reduced it to a pile of rubble and ash and Pez rushed forward to collect the crate of munitions that had fallen from the siege machine. He clouded himself in shadow and disappeared, almost instantly reappearing at a small demonic rune next to the main cannon. After throwing the crate to the peon driving the cannon, he hurried down the rise, returning to the fray.

On they fought, on they struggled against their foe, destroying yet more ghastly siege vehicles that assaulted them, first a small vehicle with a giant revolving battering ram, then a great flamethrower on wheels, before, at last, the great door before them crumbled under the constant bombardment. As the remaining fel orcs fled the battlefield, the group cheered and yelled their excitement. They had done it! They had broken into the citadel! They were one step closer to thwarting Gul’dan and his schemes to destroy Draenor! As they celebrated, one of their number, Phan, stopped, rooted to the spot, eyes fixed on the spot where the door until recently stood blocking their way. It had been replaced by a far more terrible sight.



Travel in Azeroth

Published May 19, 2016 by Chandratani

Chandratani here and today I’ll be showing you one of the interesting easter eggs Blizzard has hidden away deep in the forests and deserts of Azeroth. There is a copious amount of tiny details to be found and I’m going to show you were to look. You won’t have to go exceedingly far for this one, though, at least if you’re Alliance. Nestled in your garrison, you might have noticed a graveyard at about (40, 69)


It’s a quaint little graveyard for all the heroes that lost their lives in the fierce war against the Iron Horde, or getting smashed while AFK. Who knows?
If you visit this graveyard and mouse over some of the stones, one of them reads gives the epitaph “Ray D. Tear”. Who is this Ray D. Tear and why would Blizzard memorialize this person? To answer that question we have to go back into the history Warlords of Draenor‘s development.
Players have been asking for player housing since the inception of Azeroth, or at least since we thought it would be doubtlessly be neat to have some little piece of Azeroth to call our very own. Blizzard has often been quoted in response to these clamours with “We’d like to, but it would cost you a raiding tier,” because of the time and resources spent implementing and fine-tuning player housing. It swiftly became a meme along with “Soon™” as what Blizzard likes to defer player wishes with; However as we look closer at what Blizzard is saying, it would cost us players a raiding tier… or Ray D. Tier?
In our haste to realize our dreams of player housing, we sacrificed Ray D. Tear to the beast of Blizzard. I’m not so sure it was worth it, but what do you think, my LoWbies? Did we get swindled or were the garrisons worth the cost of the unrealized potential of Ray D Tear?


Legion: The News so Far – Talents and Dual-Specialization

Published May 19, 2016 by cleoatore

Hello Guys! Cleoatore here to bring you your latest Legion newscast on our lovely website. You may have seen me over on our Tumblr page or Facebook page, but I have decided to spread the Cleo and now I am nearly everywhere, NO WHERE IS SAFE FROM ME. MUWHAHAHA /coughs violently. Anywho, now back to our regularly scheduled broadcast… Legion News!

Most recently in Legion news, it was revealed that respeccing costs would be removed and the ability to change talents within your trees would be limited.

Wowhead posted the following:

While it’s been established for a while that Legion will remove dual-speccing and instead let players swap between all specs, more changes were revealed today:

  • Respec costs are removed; players can just swap between specializations freely.
  • Changing talents is now more restricted. Without any reagent cost in the Legion beta, it was easy for players to swap talents so frequently (i.e. every pull in a dungeon) to where talents could simply feel like extra UI navigation instead of a meaningful choice.
  • Talents will now be restricted outside of safe “Rested” areas, and scribes can craft a Tome allowing nearby players to retalent freely for a period of time.

Edit: a followup post was made:

  • The Inscription-created item would be something anyone could drop, not restricted by profession.
  • The materials required to make the items would be along the lines of a group consumable, not lesser mats for individual consumables.
  • Talents are about having meaningful choices and if you could respec nonstop, it would feel like you simply had all abilities available and a lengthy spellbook.

Now, I could see this benefiting us in a couple ways; however, I could also see how it could become very frustrating. As a holy priest, I rarely, if ever, switch talents in the field. Normally, I find a build that I like and keep that build as a constant. So for me, I don’t see a huge section in which this is going to become an inconvenience on my life. However, on my Frost Mage, where I sometimes switch talents depending on what I need for each encounter, I would see myself as having to stock up on this inscription item to make sure I can switch the talent(s) I needed in order to be as optimal for the upcoming encounter.

As for server economy on these items, I see a considerable mark-up happening on servers that might not have a large enough population to keep up the supply for the demand, but I guess it depends on how hard these items are to obtain in order to make.

In response to this update, Blizzard Watcher responded with the following blue post:


We’ve definitely heard much feedback to this effect, and this is something we’d been discussing quite a bit internally as well over the past couple of weeks. In an upcoming build (hopefully the next one; if not, then the one after), the respec cost is gone, and players can freely switch between all specializations with the normal restrictions of cast-time, needing to be out of combat, and so forth.

Ultimately, the intent behind the respec cost (which isn’t really a new concept, dating back to 2004 class trainers) was to help reinforce a bit of spec identity through declaring a “primary” spec to which you could always return for free, and to serve as a mild gold sink. But in practice, changing specialization is a pretty significant transformation in terms of action bars, optimal gear in some cases, artifacts, and so forth, and already not something that people were taking lightly. I suspect the cost will not be missed.

An area that has appeared to need a bit more friction, however, is actually talent changes. Especially with no reagent cost at all now, it can be all too easy to activate AoE talents before larger packs of enemies in a dungeon, and then switch back to single-target talents before a lieutenant or a boss. Or someone might switch to a passive movement-speed talent when traversing an area, and then back to something functional before entering combat. At that point, we’re often hardly talking about a meaningful choice at all, but rather a nuisance of extra button-presses or UI navigation before you can use your desired talents.

And so, alongside removing the respec cost, that same upcoming build will also restrict the ability to change talents when away from a safe area (defined as an area that provides the Rested state). We currently plan to give Scribes a recipe to craft a consumable Tome that can be dropped in order to allow all nearby players to retalent freely for a time – particularly useful for group play.

A couple of clarifications, one of which will probably be a relief and the other likely less so: The Inscription consumable as currently planned would be something that anyone could drop, not a profession-requiring item like a Jeeves. But, in terms of the materials required, we’re thinking of something that’s more aimed at groups, and probably not the sort of thing an individual is likely to carry a stack of and use freely.

This is clearly more restrictive than the way it works in Warlords. Why would we ever add restrictions to something like this? Do we just sit around and amuse ourselves by thinking of things to take away from players? (We don’t.)

Ultimately, for a choice to be meaningful there has to be some associated cost or trade-off in the process. Do you want to eat your cake, or do you want to save it for another time? If you could do both, that wouldn’t be much of a choice.

When it comes to talents, which serve the primary purpose of customization and differentiation, consider two extremes in terms of how they could be handled. Please, take a moment to think through the following scenarios:

First, what if you could switch talents freely, at any time, including while in combat? You’d effectively no longer have a talent system – you’d have a spellbook with another 21 active and passive abilities in it, with keybinds to swap between them as needed. Every player of a given spec would have identical capabilities, with some cumbersome interface management required to swap among them on the fly.

Second, what if you could literally never switch talents, short of making a brand new character? Choosing a talent would be a far, far weightier choice than any decision you currently make in the game (other than choosing your starting class, I suppose). Some favored cookie-cutter specs would emerge, but with 2187 different permutations of talents, there’d be significantly more variety among players. But some niche talents would likely go almost entirely unused (though players who did choose them would be invaluable when those situations arose). And feeling like you’d made a mistake, and were stuck with one or more talents that you didn’t like at all, might completely sour your enjoyment of a character.

Anyway, we are of course doing neither of those things, but there’s a full spectrum of choice that lies in between. We’ve generally moved away from the second scenario and closer to the first over time (years and years back, respecs were so expensive in relative terms that players often waited for class changes to automatically refund their talents rather than spend the gold to move a point around). Other than the combat restrictions, the live game is not terribly far off from the first scenario.

There’s still a fair bit of thought that goes into which talents to select for a raid encounter, where you’re in combat for several minutes in a row and facing a variety of threats, and you may have to weigh whether you want better AoE damage for minions in the first phase, or better single-target burst later in the fight; whether you want a passive movement-speed increase for higher overall uptime, or an on-demand active movement ability in case you get targeted by a specific troublesome ability; and so forth.

But most other content, whether it’s a single quest boss out in the world, or a dungeon that breaks down to a series of sub-1-minute combats, don’t offer nearly that much variety. And so you take the AoE talent for the AoE pack, and the single-target talent for the lone boss, to the point that you might as well just have both of them all the time, which might be powerful, but wouldn’t be a choice.

In this case, if you’re returning to any safe area (your Class Order Hall, Dalaran, Stormwind, or whatever) in between activities, you could change talents freely with no cooldown, cost, or other restriction. The Inscription consumable would only come into play if you wanted to change talent out on the fly, in the field.

What do you think about this? Do you like this change, could you care less? Let me know!