Goblins and Worgen – Neutral Faction (or a Third?)

We’ve got the Alliance and we’ve got the Horde. Recent information from the latest PTR suggests that there may be two additional races that we’ll be able to play. Granted there isn’t a whole lot of solid stuff out there about this. The entire premise is based off the simple fact that new Halloween masks are being added.

It feels like a red herring. Or a decoy.

But all the same, I can’t help but wonder. I’m trying to remember as much of the history and lore as I can from way back in vanilla. The Alliance first saw signs of the Worgen in Duskwood. Someone summoned them. They’re supposedly from a different planet or plane of existence (not Azeroth). Was it Arugal that summoned it first? Or was it that Night Elf chick with the Scythe (Can’t remember the name, I know someone who reads will know more)?

Then we have the Goblins. Very mercenary. Counterparts to the Gnomes in terms of engineering and ingenuity. They remind me of the Ferengi from Star Trek. Already thought of an interesting racial for them.

Obtain 0.5% additional gold from all sources

Daresay it fits the theme quite well. I don’t quite see these guys as a one side or the other deal. I don’t see the Goblins teaming up with the Alliance or with the Horde. I’m not sure if there’s enough lore or background on the Worgen to determine which side they’d join either. One theory I’ve read is that the Greymane wall wasn’t enough to contain the plague (or some sort of mutational virus). Gilneas is now infested with Worgen as a result. Gilneas wasn’t exactly friendly to the Alliance either. Come to think of it, I don’t recall them ever joining the Alliance. Their King said they’d fight it out on their own without getting involved with the other Alliance nations.

Which then leads me to wonder that if these two races are indeed a part of the next expansion, I suspect the players who roll these races may get a chance to choose which side they wish to join at a certain time or level. Or they could simply not join at all and remain their own faction. So a Goblin Priest (which just sounds really damn unlikely) could join either Horde or Alliance or fly solo. Maybe a player can choose to be neutral the lifespan. Another idea is that these two races could switch allegiances – at will. Now that’d be an interesting twist to add to the game. We know Blizzard’s planning on introducing faction changes anyway.

Some crazy stuff here. It’s all a bunch of speculation. All from the fact that new Halloween masks were introduced. It could be nothing, it could be something.

Blizzcon approaches. We’ll see if this means anything.

Orbit-uary Post Mortem

Well, the crew and I managed to spend a solid 150 minutes on handling four towers tonight. It was nothing more than a simple continuation of last week’s three tower attempts (but slightly longer).

Yeah it’s been nerfed slightly. But on the raid kill satisfaction scale, I’d probably set it at 7.5 out of 10. It felt good though, for sure.

This is the third hard mode/meta achievement related boss we’ve accomplished since we killed Yogg. Last week, we managed to take down Heartbreaker on Heroic which allowed us to leapfrog ahead of several guilds. Good for top 20 on an extremely competitive PvE progression server (WoW Progress ranks the server as 7th in the US).

The Strategy

We utilized this strategy detailed on Tankspot. This involved having 2 launch teams consisting of 3 players each. It was practiced extensively on the week before with only 3 towers up. Last night was when we’d put it to the test. Despite having a slightly different launch team, overall I was really happy with the outcome. I think we only suffered a handful of deaths at the end but we managed to get the kill all the same. Working on flawlessness can come later.

The main hurdles that we had to focus on is coordination. Specifically:

  • Fire launch team
  • Retrieve launch team
  • Load second launch team
  • Fire second launch team

It took us around four successful shutdowns before we took him out. A great thing to do before the encounter is to spend a minute or two seeding the entire area with Pyrite. Blast those suckers down as they come in.

Anyways, the main problem we had for the majority of the evening was retrieving our launch teams intact. Our bikes had difficulty pinpointing where they were on the ground and which demolisher to bring the teams back to.

After a variety of tactics, assists were automatically handed out to everyone. This allowed them to mark themselves.

The launching demolishers were assigned three marks. The launch teams were also assigned three marks. Every time a player was launched, they would designate themselves.

Let’s say we had a Demolisher launching Bruno and Broseph. The Demolisher would be marked with a star. If Bruno was about to be launched, he’d tag him self with a square when he landed. This way, he can coordinate with the chopper that picks him up (square to star). Just as Bruno is about to be delivered, Broseph who is manning the guns on the Demolisher would then load himself in allowing Bruno to jump into the gunnery position of the Demo. Once Broseph gets launched, he’d tag himself with the square.

The other launch teams did the same thing and the overall efficiency increased. Sometimes it’s difficult to pinpoint Gnomes on the ground. That’s when the lucky charms come in handy. A script and macro that Amava figured out helped immensely. Try these:

Here is the macro that all the Launch Team members need for FL.

/script SetRaidTarget("target", n)

Where "target" is a toon name in quotes, and n is:
1. Yellow 4-point Star
2. Orange Circle
3. Purple Diamond
4. Green Triangle
5. White Crescent Moon
6. Blue Square
7. Red "X" Cross
8. White Skull

example:

 

/script SetRaidTarget("Matticus", 8)

This will put a skull on Matt’s head.

All in all, a fairly fun encounter. Excellent work by all the players involved and those that were here for previous attempts but could not make it.

Of Heroes and Villains Part 2

killingjoke

Last time we talked about the hero classes of Warcraft 3 and the build up to wrath where we got our first hero class, and I would like to thank everyone that chimed in. Today I’ll talk a little bit about implementation of the hero class.

Let’s face it, Death Knights set the bar pretty high. When you first start a Death Knight a few things happen. First of all you are in your own little corner of the old Eastern Kingdoms map, and in this corner you’re given a multi-phase instance to learn about your class. This in and of itself is pretty amazing. Think back to when you first started your character as a level 1 freshly born into the world. Your area was open to the world, at level one you could in theory run your brand new human all the way to Iron Forge if you felt so inclined.

With wrath, the Death Knights were born into servitude of the Lich King himself, already having established themselves as heroes of the horde / alliance but falling only to be returned in undeath. Being under the Lich King’s thumb you are forced to do things rather then given options, you can’t choose to skip the entry quests and just run to Iron Forge, instead you’re given a story to play out. You’re forced to do tasks for NPC’s that you’ve tried to kill in the halls of Naxxramas.

This feels like a rail shooter to some people and I have heard a fair share of complaints about it, but I personally love it. It forces you to immerse yourself into the character. You’re given beautifully crafted quests to give you gear and talents and a mount and most importantly, a foundation of skills for your character. The quests also give you the foundation of a story and they have a weight of lore about them.

To me that might be the most important thing about these quests, the lore. I’m a lore junkie. I love quests that just drip with story or dialogue with an NPC from the previous Warcraft games. When the Caverns of Time instances and Karazhan were released I was quite giddy (still waiting on the bottom half of kara there blizz! *shakes fist*) and they still remain among my favorite instances. Here we get the story of one of the branches of the Death Knights. We get to interact with Darion Morgraine a character who is at the center of an amazing selection of lore. Go ahead and give it a read http://www.wowwiki.com/Darion I’ll wait, it’s worth it.

When you’re done with all the quests you are treated to an amazing battle between the forces of Ebon Hold and those of Light’s Hope Chapel. When the dust settles you are welcomed to the site of Darion’s redemption and the cleansing of the Ashbringer. He breaks the bonds of the Lich King and swears to bring him down. The Death Knights are then required to purge the Ebon Hold of the forces loyal to the Lich King and then are sent to seek forgiveness with the leader of their faction before the game begins as normal.

What This Means

Even when Burning Crusade was released, both new races were given staring areas that you could skip if you wanted to. You didn’t have to learn anything about them really except that the Blood Elves were emo and the Dranaei were high and mighty hoof people.

Here you were forced to interact with and further along the lore of the game.  The entire starting package for the Death Knights set the bar very very high. Your introduced into a multi phase instanced area were layers are placed and removed to create a seamless environment.  You further along the plot of the entire game, you get to interact with Boss mobs in a way that is new and entertaining (Listening to Noth complain was hilarious) and you get to watch the story of the world change in a way it hasn’t in several years. I mean toppling the plot of Kil’jaden and besting Illidan was fun, but it doesn’t have quite the feel of watching the Lich King lose one of his greatest commanders or the Ashbringer placed in the hands of Tirion Fordring and cleansed or an entire new faction be born on the spot knowing that you’re going to be coming for Arthas in his place of power. Those just feel epic.

Any new hero class introduced into the game from now on will have large shoes to fill. Their introduction into the world will have to be something special and captivating as well as potentially innovative. This is arguably the most important point for a player with the class as often times it will be the deciding factor as to whether or not they keep playing the class. Personally I think the next best bet would be Keepers of the Grove and the Emerald Dream, because I can’t really think of anything else at the moment that would seem quite so epic or immersive.

I give Blizzard big kudos for doing the starting zone of Death Knights incredibly well.
What do you guys think? Did you enjoy the starting zone? Do you think any other hero class could make a comparable introduction?

Until next time,

Sig

Image courtesy of DC Comics

The Northrend Beasts Encounter

Here’s a video of the fight courtesy of WoWRaid (and Irae). Check out the different abilities and the loot table.

European players get a treat as they got to check out an encounter on the EU PTR (unannounced I might add).

This appears to be one of the first encounters you’ll find entering raid aspect of the coliseum. The sequence here is that it’s 3 sets of mobs that come in one after the other. A Hunter provides the video perspective here (and wow, I’ve never seen those kinds of numbers before but then again, I’ve never played a Hunter). It looks to be an encounter that’ll take a little under 9 minutes or so give or take.

Gormok

Seems like a straightforward tank and spank. I noticed the Hunter had to switch fire periodically. Looked like he was targeting members of the raid and trying to shoot something off. That’s some serious precision right there.

Acidmaw and Dreadscale

These damned Storm Peaks snakes again. I thought I had seen the last of them in the cavern when I was getting all the Oil and stuff out of there. Figures they’d be back again.

Icehowl

The first thing I noticed about his abilities is that he does a ~70000 damage headbutt followed by a stun. Oi vey.

Looks like you’ll be engaging all of these bosses one after the other with little to no reprieve. I can’t wait!

Tip: Inner Focus and Divine Hymn

Just a quick tip for new Priests who don’t know about this powerful spell combination.

Inner Focus

Instant
3 min cooldown

When activated, reduces the mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is capable of a critical effect.

Divine Hymn

63% of base mana

40 yd range

Channeled
10 min cooldown

You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest health friendly party or raid targets for 3024 to 3342 every 2 sec for 8 sec, and increases healing done to them by 10% for 8 sec. Maximum of 12 heals. The Priest must channel to maintain the spell.

Individually, these abilities are great. Inner Focus helps provide a free spell every so often. Divine Hymn can be an emergency heal that helps stabilizes raids.

But combined together?

You get a free smart heal that automatically targets the weakest 3 friendly players and hits them with heals that have a 25% chance to crit.

It’s great for fights such as:

  • Mimiron Phase 2
  • Hodir’s Frozen Blows
  • Deconstructor’s Tympanic Tantrum

Usable every 10 minutes. But still a cool setup regardless.