The Light and How to Swing It: Uncle

The Light and How to Swing It: Uncle

 

Uncle.

I cry uncle.

Please, Blizzard, no more. I’ve been extremely understanding of the nerfs done to the Paladin class as a whole, intended to reduce the so-called “dominance” of Retribution in PvP. I’ve always said Blizzard was doing the right thing and was on the right track towards balancing the class. I celebrated the fact that Paladins were actively tuned and assessed — it was a refreshing change of pace. When nerfs were done to the class, I supported it because I valued game balance.

But now this. I’m tired. I’m broken. This latest nerf — intended for Retribution but affects the entire class — has brought me to my knees. Blizzard has found a way to undermine Faith, and I no longer feel the comfort and safety of my Divine Shield of naiveté. In fact, right now I feel quite vulnerable with Forbearance, and the weight is quite heavy upon my shoulders. Right now, I just feel really disillusioned, disappointed, and lost.

Avenging Wrath

Didn’t we go through this already? Avenging Wrath’s viability pre-Echoes of Doom was tied down by its causing Forbearance, particularly in PvP. Prior to the patch, using Avenging Wrath in PvP was akin to signing your own death warrant. In the current environment, it becomes even worse because Forbearance lasts two full minutes. It’s an easily dispellable buff that leaves Paladins without the use of its class-defining defensive spell. Only the most foolish — and consequently dead — Paladins used Avenging Wrath in Arenas. In Battlegrounds, it was only usable against opponents who didn’t have dispel mechanics. Otherwise, using it would be considered a reckless, oftentimes disastrous move. It’s important to note that dispelling or stealing Avenging Wrath does not remove Forbearance.

The removal of Forbearance from the spell was brilliant. One of the best and celebrated moves for the class in general. It opened up many opportunities for all specs, not just Retribution. For a few glorious weeks, it was critical to Holy healing in Arenas, and even tanks in PvE got to use it while under the effects of the new Divine Protection. Making Avenging Wrath cause Forbearance — now a longer debuff than before — is one of the most debilitating retractions that Blizzard has ever done. The removal of Forbearance actually made Avenging Wrath usable in Arena or even Battleground PvP. This change will again see the use of the spell decline sharply in PvP, and almost virtually never in Arenas. Two minutes in Arenas is an eternity. Even Hypothermia only lasts 30 seconds.

Forbearance lasting two minutes also means that Retribution Paladins in PvE will never have the opportunity to use Divine Shield or even Divine Protection as an uh-oh button because it leaves no room for error in our rotations. PvE Retadins will have Sanctified Wrath, allowing the use of Avenging Wrath every two minutes. Optimal DPS requires Avenging Wrath up whenever possible, which means that in PvE, we will have Forbearance up pretty much permanently. If we ever manage to steal aggro at any point, we are, to put it bluntly, screwed.

Recommended solutions

I’ll be clear about this: I don’t have a problem with Avenging Wrath and Divine Shield being mutually exclusive. If Blizzard feels that its overpowered, then fine, change it. But Forbearance as a solution is crude and clearly done without enough testing (I’ll talk most about that later), removing the utility of the spell and revisits old problems.

The fix should be very easy. Have Avenging Wrath overwrite Divine Shield and vice versa. This way, if one is dispelled, Paladins will have the option of using the other. The way it stands now, use of either spell is an extremely heavy strategic decision in PvP and Divine Shield will pretty much always win. Make Avenging Wrath and Divine Shield share the same sub-type of spell (e.g. Blessings and Hands) and allow only one up. Call it a Divine Gift or something: “Players may only have one Divine Gift on them per Paladin at any time.” Problem solved. No more untouchable winged juggernauts of doom.

If Blizzard insists on appending Forbearance to the spell, then I implore them to at least make the spell dispellable only by Mass Dispel. Avenging Wrath now incurs such a severe penalty that it simply doesn’t make any sense to have the spell removable or stealable and leaving the penalty on. It didn’t make sense then, it makes even less sense now. Forget that request. Just make them the same spell sub-type.

Why now?

Was the ability to cast bubble and wings simultaneously so game-breaking that it had to be hotfixed? Seriously, how many classes have been tuned or nerfed so many times through hotfixes in the history of the game? Just how badly did the problem persist and break the game that it could not be examined further and given a proper solution?

What really broke me about this whole affair was the staggering of the nerfs. If it was given all at once with a good explanation, I’d have been fine. But this latest nerf, sneakily unleashed on the Paladin community through a hotfix mere hours after an announcement on the forums (and we all read the forums, amirite?)… this is just disappointing. It’s like a gunman warning you that he’s about to shoot you moments before he unloads a 12-gauge on your chest. Nerf after nerf after nerf brings into question the entire design process. Why is a class being hotfixed instead of properly reworked and rebalanced through Beta or PTR testing?

A questionable design process
Throughout numerous posts, I always said I have faith in Blizzard because they seem to be going in the right direction. Through the nerfs, I stoicly asserted that the class would get fixed because Blizzard knew what they were doing. But with the latest nerf, I just don’t know anymore. I’m just disheartened.

Ghostcrawler claims that they at Blizzard “have access to testing capabilities far beyond that of the average player.” He explains that developers do not make decisions willy-nilly and do not merely make adjustments based on the whinings of players on the forums. I believe that, sure. So how exactly did Retribution get released on live in such a broken state? And why did Blizzard, as recently as BlizzCon, say that the class or spec was fine?

How come, despite what Ghostcrawler calls “a large number of tools that we don’t make public,” despite being able to “look up numbers or gather data that most players have to estimate or guess at,” and despite hiring “experts on all classes” and being “in contact with expert players of the classes throughout the world,” Retribution made it to the live realms in its state in Echoes of Doom? How can something that big, that environment-changing, make it though all that scrutiny and number-crunching?

I know. Mistakes happen. That’s part of the design process. But the solutions, hotfixed nerfs accompanied by statements amounting to “we’ll see how it goes,” does nothing to alleviate player fears that there isn’t enough testing done. When Blizzard stealthily fixes a class through a restart (just so you know, they also reduced Judgement of Justice’s duration to 10 seconds for PvP), it’s just not very encouraging.

Redemption
Let’s face it. I’m still going to play the Paladin class long after I finish this post. Many of us will continue to log in, bring out out our hammers, shields, or swords, and play the game we still love to play. I won’t lie. I love World of Warcraft. I still love my Paladin. And I’ll still be whirling my hammer through all the nerfs and hotfixes. It’s the nature of the class. If we were able to plow through 70 levels of auto-attacks and then some, we’ll be able to endure this.

We’re still in a better place than pre-Patch 3.0.2. The rework of the Seal and Judgement system is still the best thing that’s ever happened to the class. We’re still great healers, awesome tanks, and yes, fearsome DPS. Echoes of Doom ushered in a new age of Paladin gameplay and I really appreciate that. Recent stumbles notwithstanding, the developers have showed a keen sense of understanding of the class and fixed many of its issues, there’s no question about that.

These are steps that need to be taken. Retribution got out of the gate imbalanced and it needs to be reined in. It can be done better, but this is what we have. The funny thing is… I still think Blizzard will eventually find the proper balance for the class. I am certain — and bull-headedly so — that Blizzard will compensate for Retribution’s lost burst with other, much more needed tools. I am also certain that Holy healing and DPS will be improved. They said they would fix it, and ridiculous as it may sound right now… I trust them. They’ve gotten so many things right I’d be remiss were I to blithely condemn this recent spate of nerfs. Yes, the latest one broke me. But hey, I play a Paladin. I can heal.

 

Ret pallys are ruining pvp testing

Ret pallys are ruining pvp testing

You guys aren’t being reasonable, so I doubt I’ll respond again by asking horribly slanted questions. Let’s have honest discourse or none at all.

 

Argument 1) A ret paladin can divine shield and kill someone immediately in Arenas. The higher HPs of people at level 80 with resilience gear in conjunction with the critical strike decay as one levels will lessen the odds of that. If you looked at the paladin forums, then you’d notice that paladins are asking for the double damage component of seal of the crusader on a stunned target to be removed. We agree, our burst is too high, and ghostcrawler has stated that Blizzard feels the same way. My first post asked that you realize changes are coming, but slowly and that is the price of testing during beta. All of the same weakness still apply to ret paladins, and once the burst is removed a healer will still be able to just spam heal and outlast their damage output.

 

Argument 2) A ret paladin should never have that level of damage being a defensive support class. I’d agree except where is our defense? Most utility is rolled into other classes now, leaving freedom bop cleanse and divine shield as our defensive abilities. Freedom and BoP are easily dispelled in arenas and my original post made reference to them being disproportionally powerful in world PVP or Battlegrounds. But I fail to see how they’re any more powerful then iceblock, vanish, or fear can be in those same scenarios. It’s pretty much impossible to balance those long cd abilities with world pvp in mind. Then when you go into organized PVP, blessings, hand spells, and even divine shield can all be dispelled, leaving our “defensive support class” idea pretty much rendered null.

 

Essentially, blanket statements that paladins should be nerfed are very unproductive at this point, because 1) Paladins aren’t very excited to level when atm our mana regen can’t support simple grinding, 2) GC has already stated they’re seeking ways for burst to be lowered. I’ll reiterate, once our final talent trees (and abilities?) are implemented then feel free to analyize and post what needs to be changed. Until that point, just try to see it from the other side a bit and you’ll notice that we still have all the same flaws that you’ll be able to exploit (skillfully utilize) to continue with us being free honor kills.

Two Handed Weapons and their place in WOTLK

Two Handed Weapons and their place in WOTLK  

If we take a look back to how Two-Handed melee weapons have been in WoW its had a very checkered pattern.

 

Pre-BC we only had the occasional 2h Fury warrior Using a Two-Handed Weapon and Shamans. Arms warriors and Ret Paladins where both laughed at for coming to raids, instead of not being Fury or Holy. Shamans only seemed to get away with using Two-Handed Weapons because thats all they could use.

 

Now in BC currently things have changed. Both Arms and Ret Paladins have been getting invites into Higher end Raids such as BT and Sunwell and put Two-Handers to good use. Both Fury warriors and Enhancement Shamans have both turned to dual wielding and for the most part we’ve been cool.

 

Now with the upcoming WOTLK, I fear we may run into issues with Two-handed Weapons. Now they are now one of the most desired type of weapon with the changes to Fury with Titan’s Grip and the introduction of the Death Knight Class.

 

What’s going to happen with these weapons now? How are they going to be split up amongst the three Classes, not to mention the occasional Hunter? Will we have some sort of new Equip affect for specific Two Handers that only allows the use of one weapon in either hand? Are we going to see Stat specific items for the Three Classes? What can we expect to see here? 

 

 

Additional Character Slots

Additional Character Slots  

Is it possible that there could be a few extra character slots made available on each account? I’m unaware what the reasoning is for there being ten, so perhaps there is a very good reason. Perhaps it adds that much more to servers or is just ruled unnecessary.

 

When the game initially launched there were eight classes per faction, and most people only played one character. Then The Burning Crusade came out and (most) everyone added a Shaman or Paladin to their list of alts. Now it’s four years later, there are ten slots and ten classes to choose from. Some people that have been playing for the entire duration are likely have several characters at the level cap, and probably have played every class part of the way up.

 

It would be nice to have a little extra room to create a new character without having to think about which alt to delete. Perhaps this doesn’t affect too many people, but those that have been dedicated, extra nerdy, or enjoy leveling are the ones who will run into this issue.

 

The Fate of High General Abbendis

The Fate of High General Abbendis  

“Salvation, young one. It waits for us all.”

–The Prophet Velen

 

I’ve been playing the Wrath of the Lich King beta for a few weeks off and on, leveling my Blood Elf Paladin and having a merry time doing so. I’ve enjoyed pretty much most of the quests thrown at me, even if some are just simple grind fests, my interest has been kept up.

 

With the exception of one questline, The Death of the High General of the Scarlet Onslaught.

 

I don’t think I’ve ever been sad, upset, and disappointed with at quest, not to mention all that the same time. So an idea came to mind one day, after doing a wee bit of lore research.

 

I believe it wasn’t the right to decision to end the quest there and end it the way it did. It ending in a 3-man quest to kill the Abbendis and take her head to (in my case for the Horde) High Executor Wroth.

 

Now…time for my evidence…

 

Here is an excerpt from the WoWWiki article on her:

“Of all the leaders of the Crusade, Abbendis is perhaps the most fervent. She hates undead with a fanatical loathing, and thinks nothing of sacrificing her troops in an effort to eradicate the walking dead.”

 

I disagree with the 2nd sentence. A prerequisite quest requires you to pick up her journal. I happened to read it and found this.

 

“Perhaps with luck, High Commander Pureblood will somehow endure and marshal the survivors. I’m a coward - a dog running away with my tail tucked between my legs!”

 

“…Only Jordan seems unimpressed. I suppose that’s understandable. He probably feels his position is threatened if mine is. Something doesn’t seem right. I can’t put my finger on it, but I cannot make myself fully trust the Admiral. He’s done nothing wrong. Quite the contrary! And yet, I have to trust my gut.”

 

“Why do I feel as if things are beginning to unravel?”

 

 

My Opinion…

 

I don’t think Abbendis is as evil as we’re led to believe, misguided yes. Zealous, yes. Evil, no. The Crusade was originally an organization of best intentions but you can blame Balnazzar in the posession of Grand Crusader Saidan Dathrohan’s corpse and our good friend the Lich King as well.

 

My (hopefully a) Solution…

 

I’ll keep it simple at first until I can type it all out later, but here’s just a general outline. Instead of having her as an attackable NPC, make her one of those NPCs that’s level is shown in a ‘gold-ish’ color usually npcs in scripted events are in such a way. Basically, you can’t attack her until you’re on the quest. Let the normal event continue at the start, where the grand admiral shields himself, but when she’s at 1% hp, she becomes no longer attackable, kneels to the ground, and continues the rest of the event.

 

***Note: What they say is up for debate, its just what I could come up with at the time***

 

Abbendis: Westwind, I fear they maybe more than a match for me. Help me!

 

Westwind: You’ve served your purpose, little girl.

 

Abbendis: Wait? What do you mean, ‘Purpose’.

 

Westwind: You had best finish her, champions. She’s not to be trifled with. I will see you fools in Icecrown!

 

<The Grand Admiral Teleports away>

 

At this point Abbendis become neutral to you allowing you to turn in the quest to defeat her (not giving the rewards). The next quest is where you talk to her and ‘listen’ to a conversation with her about how everything shes fought for and believed in was a lie, and how the crusade is a mere shadow of what it formerly was, etc, etc. At this point nearing the end of the conversation, you offer her an invitation to join the Horde/Alliance, and how your said faction and the Scarlet Onslaught would be be better fighting the Scourge combined rather than separately.

 

Next quest (where you get the blue rewards) you report to High Executor Wroth/Alliance equivalent, and they won’t be happy. I know for the horde, my plan was to report to Overlord Agmar with said news. Once you do, he freaks and wonders if you’ve gone insane, blabering about how humans are filth, etc, etc, but ultimately accepts your decision, but should anything wrong happen, the blame will be placed solely upon you.

 

***still partially debating this last part, the radio station that is my imagination is getting staticy***

 

The last quest (picked up from Agmar), starts another event, this time, Abbendis and 4 Onslaught Knights ride into Agmar’s Hammer, outside of the Overlord’s building, who are immediately surrounded by Kor’Kron guards ready to fight. Abbendis dismounts and says some witty dialogue about a warm reception in the frozen cold of northrend (had to add something funny). Overlord Agmar goes outside (best that you follow him). The overlord says he admits he never thought he’d see the day to iniate a human into the horde, let alone several of them. Abbendis and her knights kneel before Agmar and you talk to her, and give the oath to the horde, the one you gave the taunka and Chieftain Icemist. It completes the objective of ‘Scarlet Onslaught sworn to the Horde’ or some nonsense like that, and to complete it, you once again talk to Abbendis and gives the complete quest dialogue with it saying, Together the Scourge will fall beneath our combined might or something like that.

 

The final result would be the new hearthglen crusaders becoming neutral, but still attackable to you, and something

to do with more action against the Lich King, but I won’t know BECAUSE ICECROWN IS BLOCKED OFF >:C

 

Feel free to comment, constructive criticism is always welcome. Don’t hate because I used word pat to originally type this. I’m still trying to figure out how this will play out for the alliance, but I don’t have any alliance 70s to do the chain on, so the research shall commence. Trolling is unforgivable. And I’m hoping a wild blue poster will come out of hiding and acknowledge that someone at blizzard has seen this (it’ll make me all giddy inside).

 

Thanks for reading,

Kaeryn of Thrall

World of WarCrafts: Sinister Squashling

 World of WarCrafts: Sinister Squashling

Every Thursday, Shelbi Roach of The Bronze Kettle guides you in creating WoW-inspired crafts using real world mats with World of WarCrafts.

Hallow’s End is almost upon us, and with that comes flimsy masks, a chance to be named The Hallowed, and a shot at looting something more cute than sinister. Even if you miss out on this seasonal in-game pumpkin pet, you still have the chance to befriend this small squashling IRL.

Here is what you will need:

·         Small (Fake) Pumpkin

·         Small Stick

·         Fake Leaves

·         Vine Wire

·         Acrylic Paint

·         Hot Glue Gun

·         Wire Cutters

·         Paintbrush

·         Pencil

Ask a Beta Tester: More on leveling, Alliance lore, and starting zone RP

Ask a Beta Tester: More on leveling, Alliance lore, and starting zone RP

“Ask a Beta Tester” took a short break during patch 3.02 madness, but we’re back!

DM7000 asks…

What happened with the glyphs that turned (Druids) into a polar bear or a lynx?

This is a question I asked constantly in the beta for about a week. As much as I was excited about the talent changes and new skills, I was even more excited about form customization, because I hate Tauren cat form. I love my class dearly, but all of the form models have basically been unchanged since the original game went live, which is very hard for those of us forced to live with the unadulterated suck of Tauren cat form. It’s kind of a bitter pill to swallow wandering the beautifully rendered landscapes of Northrend and seeing the quantum leap of Blizzard’s artistic touch while using an ancient, low-polygon model like Tauren cat form. I found out that Glyph of the Red Lynx (and other Druid-form glyphs) hadn’t actually gone live, which was a devastating blow to those of us with Tauren cat form. The glyphs exist in the game files, but none are trainable or discoverable; the developers apparently came to the decision that forcing Druids to use a glyph slot to customize their forms wasn’t a great idea, and they’re leaning toward the idea of patching in the ability to get the hell out of Tauren cat form using the barbershop. Frankly I think most Druids would agree that’s a much better option, especially if they have to use Tauren cat form. Or see it. Or occupy the same game with it.

Alpen asks…

Will there be a new “Fel Reaver” type mob in Northrend which will make us all cry when we have to go afk while questing?

As the commenters have said, don’t afk in Storm Giant territory; you will be squashed. Like Fel Reavers, their aggro radius doesn’t appear to be too big, but they wander all over, and odds are good you’ll run into one within a few minutes of getting off the boat/zeppelin.

Littlepins asks…

Will BC dailies still be level 70 or will they be upped to level 80 in the expansion?

BC dailies are still level 70, and there are portals in Dalaran for you to go back to Outland to do them anytime. As Eopie writes, you won’t necessarily want to spend your time doing Outland dailies with a lot of newer and more convenient Northrend dailies, but you will need most of the Outland dailies for various general or profession Achievements. You can get many of these done before Wrath goes live, however.

RedBearon asks…

With Warth’s 2 entry zones, I’m trying to decide where each of my characters should start. Now I understand that it is a matter of personal preference, but is there a “preferred” zone for RP/lore reason for each race?

Blood Elves and Forsaken: BE’s and Forsaken who intend to roleplay a revenge-driven agenda against Arthas will want to start in Vengeance Landing. Both factions are in Northrend to crush the Scourge for what was done to their people and their homeland, and the Forsaken running Vengeance Landing mean business. Most of the Forsaken questgivers in the zone are working on a plague to kill the Scourge — or at least that’s what they’ll tell you — and there’s quite an interesting little event in the starting town with a Scourge representative trying to recruit Forsaken back into Arthas’ ranks. The Forsaken general running the town is having none of it.

Orcs, Tauren,and Trolls: There are more obvious RP reasons to start out of Warsong Hold, particularly if your character is a Druid or Shaman interested in assisting D.E.H.T.A. Also, quests to meet and assist the Tuskarr and the Taunka are a little earlier and more easily accessible in the Borean Tundra than in Howling Fjord (although you’ll still meet and help them plenty in HF too). Truthfully, Warsong is the better pick if for no other reason than process of elimination; the orcs, tauren, and trolls are still generally suspicious of the Forsaken and the Blood Elves, and most of them aren’t 100% sold on their inclusion in the Horde anyhow. If you’re one of these factions and your RP storyline has made it easier for the character to trust the undead/elves, then Vengeance Landing is less of a stretch.

Humans and Dwarves: Valgarde is the more obvious pick as this is settlement is the result of the Human campaign in Warcraft III. If your character is related to any of the soldiers left for dead by Arthas, or if you’re most concerned with revenge for the “death” of Muradin Bronzebeard or what happened to the kingdom of Lordaeron, start here.

Draenei, Gnomes, and Night Elves: There are no truly compelling RP reasons to start in either of the Alliance’s starting zones — at least, not to my knowledge. Valiance Keep’s questlines are very well-designed and you’re not going to be left out of the Alliance’s excellent lore moments, but — like the portion of the Horde that’s not in Northrend for revenge — you’ll find fewer, if any, references to previous events that make particular quests important RP moments for your character’s race. Obviously the Draenei weren’t around for the events of Warcraft III.

I should just note that either way you’ll have fun leveling and this is just for RP purposes; both starting zones are beautifully designed with great quests. My main is a Tauren and I started out of Vengeance Landing simply because Warsong Hold was overrun that day! You’ll also have a reason to visit both sides of the continent for access and flight paths to reach the Nexus (Borean Tundra) and Utgarde Keep (Howling Fjord).

CRE asks…

I might have missed this, but do I need to make the highest lvl alchemy stone in order to create the stone which will be available in WotLK?

Nope. The new alchemy stones will only require Northrend materials.

Amaxe asks…

We’ve been hearing a lot about the epic storylines for the Horde in the coming expansion. Do the alliance get similar ones, or do we get hosed on it?

I’ve been hearing roughly equal complaints from both factions about the other side getting the better lore experience in Wrath, so frankly I think Blizzard’s tried pretty hard to keep things as equal as possible. With that said, I have to give the edge here to the Alliance, if for no other reason than the storyline of Warcraft III. The Alliance just has more and better reasons for being in Northrend, with more major lore figures directly involved with, or cognizant of, the events that led to the rise of Arthas as the Lich King. I’ve privately hoped that once Icecrown Citadel’s raid is patched in, both Sylvanas and Jaina will get a showdown with Arthas.

Gridwerk asks…

Lemme ask the real question: Do I even bother to run the (mostly for the purpose of lore at this point) “end-game” dungeons knowing that in two weeks “leet” will be dramatically redefined or do I push to level my 60 alt?

If you only instance or raid for loot, I’d say don’t bother. But given the huge nerf to BC raids’ difficulty, and the equally huge boost to overall raid DPS, these places are also easier than they’ve ever been. So if you have the opportunity to see the fights and lore moments, go for it; you will not be disappointed.

Sprocket asks…

Would it be better to go ahead and level to 70 or just get my 60’s to 68 and just start leveling again when Wrath comes out?

Hitting Northrend at 70 rather than 68 will certainly make leveling there a little easier, but it’s by no means necessary. I would get your 60’s to 70 if for no other reason than being able to do a few dailies before Wrath hits, as you’ll need a few hundred gold to get all of your tradeskills trained up.

Tim asks…

Can you apply both and enchantment and an engineering “upgrade” to an item?

Unfortunately not. Only one player-created modification per item.

Johncheese asks…

How soon can park our new DKs in an inn or resting zone?

Acherus is counted as an “inn” or “city” — not really sure which it would be properly classified as, seeing as to how it’s a giant floating harbinger of plaguey death — and you will get rested experience if you log your DK there. If you mean, how long will it be until I can get my DK to a normal city or inn on your own steam, probably about 1-2 hours for your first Death Knight while you’re learning the quests, and maybe 45 minutes once you’re familiar with them. Both, obviously, will depend on how crowded the starting area is.

So, about that world pvp…

So, about that world pvp…  

I know, PvP server, blah blah blah…

 

…but at this point I’m honestly unable to do any testing at all. Any class that is at all overpowered (coughtpaladinscough) ends up exploiting it mercilessly, and in general people just run around killing rampantly, and just generally being jerks.

 

Yes yes, qq and all, but I’m on a pvp server not by my choice but because that’s where my guildmates rolled. It’s absolutely frustrating to get ganked over and over (and over and over), but whatever, I can just not play easily enough. However, I’d like to actually do the testing that Blizzard ostensibly wants me to do, and currently I have yet to live longer than 60 seconds for my last 14 lives (yes I kept track).

 

Fundamentally, I don’t believe world pvp isn’t really what needs testing now — particularly at the expense of everything else — and yet, like it or not, it’s all I’m engaged in. Any chance it could be toned down, or disabled, even on the PvP server? Or could more PvE servers be added?

 

 

Blizzard Account

Blizzard Account   

can we use our existing blizzard account?
The Blizzard account is different from your World of Warcraft account. For the Beta process you will be creating temporary Blizzard accounts.
Including alpha people?

Yes, this is a new feature with the Beta and all players will need to create a Blizzard account.
Once you create a temporary Blizzard account you will receive an email with more information with regards to its usage in Beta.

 

Who’s who at BlizzCon: WoW Insider’s guide to the staff of Blizzard

Who’s who at BlizzCon: WoW Insider’s guide to the staff of Blizzard

Everyone going to BlizzCon this year will get to roam around the convention hall with some of the very people who bring you World of Warcraft and other Blizzard games. While many World of Warcraft fans might be familiar with the online pseudonyms such as “Drysc” and “Tigole,” very few probably know what they actually look like.

We’ve searched the internet high and low for pictures of these folks and have compiled them into a nice and handy gallery complete with some biographical information. The pictures are small and mobile enough that they can be saved to an iPhone or other mobile device that can be brought into the convention hall.

If you happen to be going to BlizzCon be sure to stop and say hello to these Blizzard people. And if you aren’t going, check out WoW Insider during the convention for the latest and greatest reporting right from the floor.