Tag Archives: wow gold

HOW YOU SHOULD FEEL ABOUT WOW, WOW MOVIEWATCH

Some people struggle for hours, spending effort and time introspecting and exploring their feelings. You could do that, I guess. Or you could watch this guide by Simply Impressive about How You Should Feel About WoW.
With the appropriate shout-out to BC and previous expansions, Slightly Impressive does a good job of creating a bullet point list of usual sentiment. It’s somewhat a shame that the official forum is so predictable, but once you’ve been through the cycle a few times… you probably know what complaints are coming. 

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GUILDOX LAUNCHES BRAWLER IS GUILD RANKING SYSTEM

GuildOx have just released yet another ranking system for WoW players, to go with their achievement and title rankings, and mount and pet rankings! GuildOx has rankings for pretty much everything you can think of, and their latest addition, the Brawler’s Guild rankings are another, much requested, string to their bow.
They don’t, however, track anything but the final achievement of the guild, the Now You’re Just Showing Off achievement, and when players got it on each realm, region, and even worldwide. This achievement is kind of the pinnacle of brawling prowess, but it would also be excellent to see rankings for those further down, for example, to see if there’s a glut of players stuck on Yikkan Izu or whether it’s just that my shadow priest is undergeared, or played by someone terrible at shadow priests.
One very interesting thing about these stats is the prominence of ranged DPS among the higher rankings. Mages, elemental shaman, warlocks, balance druids, and hunters all rank pretty high in their top 100 listings, with melee classes seeming not to be able to keep up with their ranged cousins. Is this indicative of a ranged DPS bias in the Brawler’s Guild boss design?
Also, do note that GuildOx’s database is still gathering, so don’t check your realm and assume that, because it’s empty, you can get ahead and claim the top spot! It will take a little while to stabilize and be completely accurate, thanks to how the database works. But do check it out! Like all their ranking information, it makes interesting reading. 

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THIRD TALENT SPECIALIZATION DATAMINED, PATCH 5.3 PTR

If this little tidbit from the Wowhead database is to be believed, we may be receiving tri-spec in patch 5.3. Now, before you begin speaking in tongues or leaping out a window, some caveats:
This is the PTR, and stuff can be datamined that never actually makes it to live
Even if it does get tested on the PTR, it doesn’t necessarily follow that it will be implemented
Sometimes stuff gets put in the files just to mess with us

So let us calmly and without panic contemplate what this could mean. How much could triple specialization change the game? Would you use it? Should it be as costly as dual specialization was when it debuted? Does it favor certain classes too greatly or does the hurdle of gear provide enough barrier to keep jack of all trades from dominating the game? What are your thoughts on this potential feature? 

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STUPID DEATH KNIGHT TRICKS ON THE ISLE OF THUNDER, LICHBORNE

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let’s show the other classes how a hero class gets things done.

With patch 5.2 well underway, by now you’ve probably spent a good amount of time on the Isle of Thunder. There’s lots of fun stuff to dig into there. For the most part, non-raid content seems designed so that most classes can deal with it with a minimum of fuss. Still, some classes will have an advantage, and this time, death knights are among them. Today we’ll look at a few ways in which you can use your death knight specific skills to make your time on the Isle of Thunder more profitable.
The death knight treasure hunter’s survival guide
If you have had a chance, try running the solo instance. The keys to get in can be gained out of the Arcane Troves you get at the end of your dailies, or if you’re lucky, from the rare mobs scattered about the island. Once you talk to Taoshi and get inside, you’ll notice that most of the traps and pitfalls involve slowing you down, stunning you, and various other ways to trip you up.
Luckily, as a death knight, you have a few special tricks to keep from getting tripped up in there. Anti-Magic Shell is your friend when you come up against those lightning pillars. Anti-Magic shell completely absorbs the lightning, thus also allowing you to avoid the slow effect that comes attached to it. Icebound Fortitude also comes into play here. Immunity to Stun effects can help if you can’t get out of the paths of the giant mogu statues in time. Even summoning a ghoul can be useful in the first part, as it should be able to kill those annoying spiders in a few hits.
Self healing abilities are also going to see some play here. Unless you’re an absolute ninja, you probably will eventually take damage from a trap or mob, so having some instant self-healing like the Lichborne trick, Death Pact, or Rune Tap will allow you to carry on and grab more chests without stopping and wasting valuable time on food or bandages.
On the talent side, you’ll definitely want to keep Death’s Advance handy. Not only will a burst of speed help for getting to the next set of chests in time, but the ability to keep snare effects from slowing you down will be helpful for obvious reasons. If you can get to the section of the palace with the patrolling mobs, Remorseless Winter can help you with some emergency crowd control. Freeze the mobs attacking you and loot that set of chests before your timer runs out. On the other hand, Gorefiend’s Grasp can help you pull mobs out of the radius of those traps and into a place where can more easily knock them all down and get back to chest looting. Asphyxiate could also help with a quick stun and grab, but then you’d be giving up Death’s Advance, so you’d want to weigh your options carefully.
Of course, you’ll still probably want to round out your arsenal with some of the special items you can buy with Elder Charms of Good Fortune. Arcane Propellant and Sleep Dust or Frost Rune Traps for mobs are always top on my shopping list. But as a death knight, you definitely shouldn’t forget the tools you already have handy. They can make you that much richer by the end of your run.
The pitfalls of daily questing
Running around the isle and getting your dailies done is pretty straightforward, but you’ll want to keep your abilities in mind anyway. One ability that I’ve gotten a lot of use out of is Path of Frost. Now, admittedly, there’s not much open water on the island itself, but I have sometimes been able to use a combination of Goblin Glider and path of frost to jump off a cliff and away from a bad pull. Where Path of Frost really shines though is when you use it with Glyph of Path of Frost. The Isle of Thunder really feels quite a bit more hilly than previous quest hubs, so there’s a lot of places where dropping down from a cliff to grab that last quest mob will be a lot faster than going around. Luckily we have our budget safe fall move.
While most of the quest mobs are soloable by a raid finder geared death knight, be wary of a few exceptions. You can still solo them in theory, yes, but you will have to pull out all the stops. The Mighty Devilsaur so far is one of the biggest. His acid spit and venom breath will kill you pretty quickly if you don’t get out of their way. Even Anti-Magic Shell won’t be able to protect you from all of it, so this is another case where Death’s Advance can let you get out of trouble and wait for another opening. You will also find your extra powers work well when you have to kill Nurkala, who comes with a rather large retinue. Interrupting the Prophet’s heals and keeping out of the way of the Firespear and Frostspear’s attacks (or healing up when you fail to dodge them) is much easier when you have the death knight’s toolkit. 

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PATCH NOTE UPDATE FOR APRIL 11, PATCH 5.3 PTR

The patch notes for the patch 5.3 PTR have received a small update today on the official blog. Included are some adjustments to Pet Battles and PvP, as well as some really interesting changes for healing abilities and summoned pets/totems. Faster casting for summoned pets? Yes please. Buy cheap wow gold at fastest delivery. Our mission is simple: to make our customers fully satisfied with our best service. Buy warcraft gold to fully enjoy the game.
Gargoyles, Forces of Nature, Mirror Images, Water Elementals, Searing Totems, Doomguards, Terrorguards and Wild Imps all will now chain cast their spells with no delay between casts.
Creatures that are level 90 and above should now have a chance to drop Lesser Charms of Good Fortune, in case you weren’t getting enough of the things elsewhere.
Owners of the Teldrassil Sproutling, Ruby Sproutling or Withers will note that the Shell Shield ability for these pets has been replaced with a new ability: Ironbark. It’s very successful.
You can see the full list of patch notes at the official site, but if you’d just like a list of the new changes, follow after the break for a consolidated list.
RygariusClasses
Healing abilities and spells which automatically pick targets now follow consistent rules for targeting logic. Targets with lower % health will be preferred, and players are weighted more heavily than pets.
Players with full health no longer count towards the cap for area-of-effect healing abilities and spells.
The following summoned pets/totems will now chain cast their spells with no delay between casts, allowing them to cast their spells more frequently in the same amount of time.
Death Knight
Unholy
Sudden Doom now requires the Death Knight to be in Unholy Presence to activate the effect that causes Death Coil to cost no Runic Power.
Hunter
Item Sets
PvP 2-piece set bonus has been redesigned. Using Arcane Shot now causes the Hunter’s PvP Power to increase by 800 for 6 seconds.
Rogue
Shuriken Toss now deals 100% more damage in the initial ranged attack, and energy cost has been increased to 40 energy, up from 20.
Shaman
Glyphs
New Glyph: Glyph of Lightning Shield causes Lightning Shield to reduce the amount of damage taken by 10% for 6 seconds after Lightning Shield is triggered.
Warlock
Demonic Gateway cast time has been reduced to 4 seconds, down from 5 seconds, and can now be attacked and killed by enemy players. Each gateway has 50% of the summoning Warlock’s health, and 100% of their resilience.
Creatures
Creatures that are Level-90 and above now have a chance to drop Lesser Charms of Good Fortune.
Rare spawns in Pandaria (except Zandalari Warscouts, and Zandalari Warbringers) and bosses in Battlefield: Barrens will now always drop Lesser Charms of Good Fortune.
Pet Battles
Bonus damage has been added to many basic abilities, at the cost of slightly reduced accuracy. Check out Pet Battle Accuracy Changes in Patch 5.3 for additional details.
Black Claw now deals 20% less damage.
Hunting Party now has an increased cooldown of 4 rounds, up from 3 rounds.
Teldrassil Sproutling, Withers, and Ruby Sapling’s Shell Shield has been replaced with a new ability: Ironbark.
All Pet Battle daily quests on Pandaria, Beasts of Fable and Spirit Tamer quests will now award experience, valor, and Lesser Charms of Good Fortune.
All Pet Battle quests will now award experience.
PvP
Battle Fatigue now reduces the amount of healing and absorbs by 45%, up from 30%.
PvP Power bonus to healing is now based on class and specialization.
Healing specializations receive a 100% bonus to healing from PvP Power.
Damage specializations for Druids, Monks, Paladins, and Shamans receive a 70% bonus to healing from PvP Power.
All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.
Items
Two new purchasable items using Elder Charms of Good Fortune have been added to the quartermasters on the Isle of Thunder.
An Empty Supply Crate that can be placed and jumped on in the Troves of the Thunder King.
Excess Elder Charms of Good Fortune can be used to purchase an Arcane Trove/Sunreaver Bounty. 

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THE PLEASURES OF THE EMPTY TIME

It’s just a fact that raiding normal or heroic raids is a communal activity. When you said “I cleared Heroic ToES before the patch” what you mean is “We cleared Heroic ToES before the patch” because unless you have a Martin Fury in your bags, you didn’t solo it. Progression raiding is always about the group. You don’t accomplish things we do. The same is true for arenas or rated battlegrounds – these bastions of elite PvP are group activities, and your success or failure is shared with others. World of Warcraft is an MMO, after all.
Even LFR or random heroic dungeons or scenarios are group dependent, it’s just that in these cases the groups are assembled for you by the game. You may well queue up for each of these alone, and you may leave and go about your business afterwards just as alone, but the actual raid, dungeon or scenario will have other players in it with you. This is an inescapable, inseparable part of the WoW experience, and it is one of the things I enjoy about the game.
However, as much as I do enjoy group activities, as much as I love raiding and going into a dungeon or raid zone with a group, there are times I just want to be alone. And it is this desire to sometimes play at my own pace, to my own schedule, that has me reconsidering my expansion-long disdain for the daily quest structure of World of Warcraft.
My insomnia is of long standing and has been entwined with World of Warcraft for years now. It used to be that I would run dungeons or PvP in the small hours, but I’ve recently discovered that I absolutely love running daily quests at 2 am or even later because I am alone. There is no one but me and my victims, no one to struggle for quest mobs, no one to annoy me with variations on tedious memes involving legendaries and their bodily orifices, no one at all. Daily quests transmute in this empty world into a lattice of beauty, a misanthropic dream where it’s just me and my thoughts and some weird old quests. Did the mogu make Progenitus from Primordius, or did they start over from scratch? Aren’t the Zandalari aware that they’re being used, and where is Zul if this is their last stand? Even when I see the occasional other questor, we just nod and continue our path across the place, comets streaking through a deserted sky.
For that matter, even the group activities are changed by this magic. The conversations a group is willing, even eager to engage in at 4 am can be surprising and even enlightening. Far fewer of my late night/early morning groups want to complain about the tank pulling too slowly or the healer’s mana or, well, anything. Last night I ran the entire Isle of Thunder, then queued for a heroic and found myself in a Mogu’shan Palace run that spent most of the time debating on whether the mogu themselves built the palace or if the Titans did. My argument was, since the mogu were in fact Titan constructs, they probably made it for the Titans the way similar constructs made Uldaman. It was a fun time even if no one but me was really geared enough to be there and I had to switch to arms to kill the last boss as our DPS wasn’t really surviving on Xin. (By the way, arms ‘tanking’ is still crazy fun.) I even zoned into an LFR that was on Primordius and got an interesting discussion of Simone de Beauvoir and existentialism and how 14 stacks of the wipe buff fit into it.
But for me, it’s the roaming of the nearly empty world that’s the most wondrous of the meridian between night an day. I often fly to parts of the world I don’t see much anymore, places like Loch Modan or Silithus, and just explore their deserted places. I like to solo old raids, of course, being a sucker for transmog gear, but I also just like hanging around Auchindoun or Coilfang Reservoir and looking at the voids where players used to be. I even like seeing currently lively places in their most empty – going to Ironforge at 4 am, or logging on my tauren and exploring Orgrimmar at 5 in the morning. Sometimes it’s the empty times that let me sit and reflect on how amazingly lovely this old girl can still be. One of my best memories in the game is my wife to be (now my wife) and I sitting on the dock at Menethil, waiting for the boat to Theramore and talking as the sun came up. It, too, was an empty time. 

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BLOOD IN THE SNOW OVERVIEW, PATCH 5.3 PTR

If you’ve been wondering what’s been going on in Ironforge during Cataclysm and Mists, patch 5.3 ought to fill you in. The first of two scenarios required to unlock the quest chain for 5.3, Blood in the Snow tells the story of Moira Bronzebeard and her attempt to prove to both the Bronzebeard, Wildhammer, and the Alliance itself that the Dark Iron are worthy allies. One tends to forget that Moira’s roots lay originally with the Bronzebeard clan — and she’s not out for blood, she’s out to prove that both she and the clan she now runs aren’t the one-dimensional villains everyone would like to make them out to be World of Warcraft Gold.
Does she succeed in this goal? Well … that remains to be seen. But given Cho’s story of the three clans, the tale that pointed out that both Wildhammer and Bronzebeard were being perhaps unnecessarily paranoid, it looks like the dwarves might finally be moving in a direction of actual unity. Meanwhile, the scenario itself is actually pretty fun, and presents a bit of a challenge without being impossible.
Please note: This post contains spoilers for patch 5.3 content.
Save the Scouts!
The scenario starts out pretty straightforward — Zandalari agents have been seen chatting with the local frost trolls, and that’s pretty much an indicator that things are about to go down that will likely have unpleasant repercussions. Add in the curious, seemingly never-ending snowstorm, and you’ve got a recipe for potential disaster. Especially when you consider that this entire scenario is happening right at the foot of Ironforge.
Before you can get down to the business of getting rid of that pesky snowstorm, you’ll have to rescue scouts that were lost in the hills and captured by the trolls. Each scout is being held by a mob of angry trolls you’ll need to kill. While a lot of the trolls are simply level 90 mobs, there are elite mobs scattered in the mix that pack quite a punch if you aren’t careful. Make sure that you’re interrupting casts, stunning, disarming, and otherwise taking every opportunity to nullify as much of the damage coming in as possible.
Bonus objective?
At this point, a new message will pop up on your screen, stating a bonus objective: rescuing all the scouts and stopping the summoned storm. To be perfectly honest, I had no idea what this bonus objective nonsense was all about. We rescued all the scouts as part of the natural progression of the scenario, and we stopped the storm in order to trigger the final stage. This didn’t feel like some sort of extra effort on our parts, it just felt like what you were supposed to do while you were there.
I’m also not certain what completing the bonus objective actually gets you — or if it grants you anything additional at all. Completing the scenario simply rewarded valor points and a shiny box of goodies to open, which is pretty much what all scenarios do right now anyway. There appear to be bonus objectives tied with the other scenarios as well, but it’s the same story for those, too.
Stopping the Storm, being a Hero
Once you’ve rescued all the scouts, you’ll be sent to a camp just up the hill. The camp is packed with a ton of trolls, and a small cave. Just inside the mouth of the cave is the source of the odd snowstorm — a powerful elemental that you’ll need to defeat. The elemental reminds me of elemental mobs in the Twilight Highlands. It’ll cast an attack that freezes a member of your part, and you’ll want to break them free. It also has a few ground attacks that you’ll want to avoid. But by and large, it’s not too much of a challenge for those in LFR-quality gear.
Once the snowstorm has been stopped, the final stage will begin. Moira’s forces will arrive in earnest and begin to attack the main camp of trolls — you’ll need to defeat a pile of adds and then the one troll in charge of the whole operation. Hekima the Wise is listed as a Herald of Rastakhan — which is odd, because as far as we were aware, Rastakhan and Zandalar Isle were busy sinking into the ocean. Portents of future content? Possibly — but more importantly, this guy likes to spit dark clouds of things you shouldn’t stand in on the ground. Don’t stand in them.
And far more annoying than that, he enjoys healing. A lot. He’ll heal his allies, or he’ll heal himself. Focus on taking down all of the adds, and then turn your attention to Hekima — just avoid his attacks and let him do his thing while you’re whittling down the adds. If you’re lucky, Moira will hold his attention until you can focus on him after clearing everything else out of the way. Once he’s dead, you’ve won — enjoy your loot, and a small exchange between Moira and Varian.
Blood in the Snow is definitely not too much of a challenge on regular difficulty. It is, however, one of several scenarios being offered on Heroic difficulty in patch 5.3. Before you can tackle the far-more-difficult version of the scenario, you will have to clear it on regular mode first. All in all, even though it isn’t the most difficult scenario you’ll face in the game, it’s pretty entertaining. The objectives are easy to understand, there’s not a lot of useless running around, you won’t face a lot of dead time, and the “boss” fights are just challenging enough to be fun without being frustrating.
As for the lore involved … well, we won’t go too far into that here. I’ll just say I think I know a certain Bronzebeard that’s going to need her own Know Your Lore in the next few weeks, and leave it at that. 

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The Case of The Next Warchief, Revisited

My first post on this topic garnered a lot of really interesting comments, and a lot of puzzled folks scratching their heads over why certain other candidates weren’t considered. My intention with the last post was to examine the other Horde racial leaders (and Thrall, who was formerly the racial leader of the orcs), but I recognize that I didn’t clearly state that. Furthermore, I love character analysis, so I’m always looking for an excuse to do more of it. This follow-up is in the spirit of continuing speculation wowgoldmart.com.

I do want to say right off the bat that I personally don’t think any of the folks discussed in this post really have a chance, but more unexpected things have happened in the course of WoW’s plot development!

Varok Saurfang and/or Eitrigg: Saurfang and Eitrigg were names mentioned often in the comments of the previous post, and I understand why. They are both established, well-liked orcish characters. Saurfang’s son, Dranosh, was an important figure in Wrath before he was killed. Unfortunately, as outlined in The Shattering (pg 97):

The perfect choice was one [Thrall] could not have – Saurfang the Younger. Youthful, charismatic, and yet wise beyond his years, he had been the brightest star in the sky of Horde warriors before the Lich King had slain him. His father, though not quite broken, had been emotionally devastated by the recent events. Too, the orc was too hold, as was Cairne, as was the deeply trusted Eitrigg.

Both Varok Saurfang and Eitrigg were considered once before and it was concluded that they were too old, and in Saurfang’s case, too mired in grief, to be effective leaders. Several years have passed since then and neither are any younger, though it is possible Saurfang is now in a better place emotionally. Ultimately the major issue I see here is a meta-problem: neither of them have been active in the current events of Mists of Pandaria. By contrast, take Lor’themar, whom Blizzard deliberately positioned throughout two content patches in order to to bring his character up to speed prior to the formation of the full rebellion. If Saurfang or Eitrigg were truly going to feature prominently, why weren’t they given the same consideration?

One more point to consider: Eitrigg does have a son, Ariok, who has been active as recently as Cataclysm. Quests in the Burning Steppes prove that Ariok has the same long-viewed sense of his place in the world that allowed his father to bond with Tiron Fordring. To my knowledge, Ariok has yet to be seen in Mists of Pandaria, but wouldn’t 5.3 be an opportune moment for him to appear? Just a thought!

Warlord Zaela: Zaela’s name came up as well, and to my shame, I must admit that I had not thought of her wowgoldmart.com. I personally would love to see Zaela at the Horde’s helm. However, there are some worrying datamined files that seem to show her as allied with Garrosh throughout 5.3. Personally, I hope beyond hope that she is working to undo him from within, rather than being a Garrosh loyalist. It’s the only situation in which she could realistically be a candidate for warchief; otherwise she’ll likely end up as boss fodder in an upcoming raid.

Assuming Zaela is not actually on Garrosh’s side, she’s got a lot going for her as a potential warchief. She’s smart, cunning, tough, and ferocious. She has experience leading a people, though, like Vol’jin, perhaps not leading a nation. Still, I think she’s a wonderful dark horse candidate. Zaela 2013!

Something entirely different: Another idea I’ve seen come up a lot is that there will be no single replacement for Garrosh, and the position of warchief will become a war council, instead. This would be a very interesting story direction, and a good metaphor for the true dawning of a new age. If I were to design my own ideal war council of the Horde, I would choose Vol’jin, Baine, Lor’themar, and Zaela for its principal members, but let’s face it, there’s no way Sylvanas would let herself be left out like that, so I’ll include her too. Folks like Thrall, Eitrigg, Aggra, and Saurfang would likely have strong advisory positions, and potentially even Ji Firepaw, but I can see Gallywix being somewhat shouldered out – no one seriously likes that dude. Maybe Sassy Hardwrench could be the goblin advisor, she’s a great character.

The case of the next warchief is one of the great current plot mysteries of WoW, so let me know if there’s anyone else I’ve missed! 

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What Stats do Druids Need

Since we do a little bit of everything, we need a little bit of everything. Ideally, if we were going into a fight blind, we would have a decent amount of every stat and bonus available. Since we typically do know what role we are filling, what our personal playstyle is, and what to expect in the next fight, we often want to focus on stats that help us most. In the World of Warcraft, knowing some stats of your characters including class, features and strength are necessary for players that could bring more WoW gold and WoW experience (WoW power leveling) easily.

Druid is one of characters in World of Warcraft which is famous as the No.1 MMORPG. This character is the necessary for a group playing because of it is able to take more powerful and benefits to group, such as WoW items, WoW equipments and WoW experience that players allow complete WoW powerleveling quickly. Here is a prioritized listing of what to focus on for what specialized roles you will play in groups. Keep in mind that only the five primary stats are readily available until the mid-50 levels and up.

1. Healing Druids: healing power, intellect, mp5 (mana every 5 seconds), spirit.
2. Nuking Druids: spell power, spell critical strike rating, mp5, intellect, spirit.
3. Melee Druids: strength, agility, attack power, critical strike rating, hit rating.
4. Tanking Druids: armor, stamina, agility, defense rating, dodge rating, strength.

There will be many influencing factors that change these priorities around a little such as PvP vs PvE, particulars of a boss fight, etc. In PvP, for example, stamina becomes much more important to every role. For the most part while leveling you just need to make sure you aren’t neglecting anything. 

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The third expansion pack World of Warcraft map of the region guess

1: Eye of the vortex

Eye of the vortex according to my mind, it should be a similar impact in the month TBC Valley – the early version of the final map. It contains the region has known: large cracks, temples, caves deep silence, the abyss columns, drowned in the domain, boiling platform, reefs and horse Kourou.

As a sworn enemy of the Nagas, lobsters contain the people here at the activities of Nagas. The Kourou horse will be a red from the cold start of the lobster people standing together, we will force people in the lobster the help of the capital to enter the Nagas. Islands can be broken by a special camp Semakula Get whirlpool Eye submarines.

2: Corzine Island

Corzine Goblin everywhere on the island, if you are determined to be a Goblin, which is the best place to go. As part of this piece of neutral information on the main city, Andmy than Satas or Dalara a lot of the area, which contains a copy of a low-level, to break down after the whirlpool you can use direct access to the Human Eye lobster main city of the secret channel Kourou horse.Andmy will be a similar furnace black dark dwarves City – a building in the town of Volcano.

In addition there is sewage in Hong Kong Get Kul Tiras (Alliance of around 81 regions) and Terra femo than (about 81 tribal areas) routes. Hong Kong has to Edeghi treasure (including much of wow money) the Gulf route.

3: Broken Islands

Islands have broken up a well-known ancient sites and the Suramarit Tomb of Sargeras. The former are angry with the wind Brothers of Thailand entangled place years ago, which is the devil incarnate in the first place place (although the body does not exist any more). Broken Islands Nagas occupy now, the island above sea level is not high, the climax, when a lot of places will be submerged under the sea (do not know the screen will be able to make this effect). One of Izar – Shura are Cadore established in ancient times the great library, which has a lot of valuable collections. But now occupy Semakula fanatics. Semakula fanatics are radical people revenge lobster organization dedicated to the eradication of all the Nagas the world (of course this is impossible), the external people with great suspicion and offensive, so here is likely to become a copies of five people. Temple of El-Harrach Nagas are important military bases. Then break. Access to a large number of wow gold.

The Tomb of Sargeras raid will be a copy of the final BOSS unknown, the devil is said to have been occupied (it is Sargeras?).

Alliance and tribal airship arrival through the woods and camp songs video adventure begin. Coast can be opened at the prestigious Horse Kourou.

4: Kul Tiras

First of all I have to admit Tolbadera Ituri at the location of a bit wrong, it should be away from the main island of Kul Tiras some farther, where the Wizards are a group of prison hand, held a number of important prisoners. Should appear as a copy. Kul Tiras borrales are the capital, a by no means inferior to the other main city league city field, pass routes have the sewage in Hong Kong. Although, unlike his father, the king so radical, but he belong to Alliance Kul Tiras think.

Friday: Island Zandalarian 60 when we saw the name, when 90 of us will really set foot on this piece of land. Troll here are all over the world headquarters. Because of the Troll can not find a more magnificent pyramid material, so plan on probably not enough of the grand Ze dasa. But in fact it is a huge pyramid unparalleled. Are many hidden wow money.

Mba Mugunga near Mountain Troll frost are resident at Chan Dara. Will begin our adventure camps, where there is a Mage you will be cheated Ze dasa to help him find the precious scroll of magic, so as Ze dasa is likely to occur and a copy of a Troll (BLZ has a soft spot for the Troll) . 

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