Posts with tag Joystiqfeatures
Posted Oct 17th 2007 8:30PM by Matthew Rossi
Filed under: Night Elves, Draenei, Burning Crusade, Lore, Know your Lore
![](https://web.archive.org/web/20071028115132im_/http://www.blogsmithmedia.com/www.wowinsider.com/media/2007/10/istabyouplanet.jpg)
Hard to believe that this friendly soul over to the right stabbing
what appears to be an entire planet was once not just a good guy, but indeed, the goodest of the good guys, huh? (Goodest of the good guys? What, am I a drunken five year old all of a sudden? Sheesh, that's just horrible.) But it's true: the ultimate big bad guy in the Warcraft Universe, the ultimate evil, the guy who comes up with plans that involve
possessing babies was once the champion of the
Titans themselves, before he started stabbing planets and possessing babies.
I guess there's no evil, be it big or small, that Sargeras won't engage in personally. He's a real hands on villain.
So what's the deal with Sargeras, exactly? How did he go bad? Why did he assemble the Burning Legion in the first place? And what's he up to nowadays? With the Legion running around being killed for loot and Marks of Sargeras in Outland (seriously, what
is the big plan for Outland, exactly? So far all the Legion seems to be doing is being mad at Illidan because he promised to be Kil'Jaeden's BFF and then went back on it. Did they pinky swear? I bet they pinky swore. That seems like the kind of thing Kil'Jaeden would do) you'd think ol' Sargy would be in the thick of it, but instead his sidekicks are running the show and he's nowhere to be found. Why?
It doesn't help that some of Sargeras' history has changed in the telling. (Hey, I like the Draenei a lot, but you guys really changed the lore around.)
Well, you may have a hard time believing this, but it turns out that his whole baby possession scheme
wasn't such a good idea after all. I know, I know, how could picking on an infant have gone so horribly wrong? But rather than dwelling on that, why don't we start talking about Sargeras' early days.
Continue reading Know Your Lore: Sargeras
Posted Oct 17th 2007 3:40PM by Daniel Howell
Filed under: Hunter, How-tos, Bosses, Big Red Kitty
Each week, Daniel Howell contributes BigRedKitty, a column with strategies, tips and tricks for and about the hunter class sprinkled with a healthy dose of completely improper, sometimes libelous, personal commentary.
We'd like to present for your entertainment pleasure a short movie of a hunter's perspective of the Moroes pull in Karazhan. The concept behind this project was to give hunters a visual guide for what their roles and responsibilities are, and the skill-set they can bring to a raid.
Your feedback will be most appreciated. Download the 48MB wide-screen version
here.
Daniel Howell continues his quest to become the WoW-Scorsese as the hunter-pet duo extraordinaire known to lore as BigRedKitty. More of his theorycrafting and slanderous belittling of the lesser classes can be found at bigredkitty.blogspot.com.
Posted Oct 9th 2007 2:30PM by Mike Schramm
Filed under: Tips, How-tos, Machinima, Interviews
![](https://web.archive.org/web/20071028115132im_/http://www.blogsmithmedia.com/www.wowinsider.com/media/2007/10/bloodspell2-751883.gif)
I think the title of "Godfather of Machinima" might already be claimed (by either Tristan Pope or Paul Marino, depending on who you ask), but when the history books are all written on the art of making films with 3D engines, I'll be darned if the folks at
Strange Company don't at least get listed as uncles and aunts. They've been making films from games since before it was cool to do so, and both Hugh Hancock, Strange Company's founder, and Johnnie Ingram, have been tireless advocates of the form.
They've collaborated both on a book called Machinima for Dummies (part of the Dummies series-- they're blogging heavily about it at
machinimafordummies.com), and on
BloodSpell, a machinima feature-length film which is being released officially this weekend at
Machinima Europe, a festival in which Hugh will be
part of the review panel.WoW Insider got an exclusive chance to speak with these two Uncles of Machinima before their big premiere this coming weekend about how to make machinima (for dummies, of course), machinima's main "competition," how tough it is to make a living doing what Strange Company does, and what's next for the makers of BloodSpell. Read on for the complete interview. Thanks to Hugh Hancock and Johnnie Ingram for speaking with us, and we with them the best of luck at the festival this weekend!
Continue reading WoW Insider Interview: Hugh Hancock and Johnnie Ingram from Strange Company
Posted Oct 9th 2007 9:00AM by Arthur Orneck
Filed under: Odds and ends, Humor, /silly
Sometimes we, as players, do some incredibly
silly things. Even after, say, 45-50 levels of dealing with the character, learning the tricks of the trade and the ways of your class, we can still make mistakes which may or may not lead to our certain doom. In the case of our poor Tauren friend in this week's comic, that certain doom is very, very certain and all together rather doomish. Clicking on the big florescent green "Click Here" symbol will reveal this doomed fate to you, but don't say I didn't warn you: There will be doom involved.
Speaking of doomed fate, somewhere just beyond this sentence there is likely a link that says (more...) and clicking on it will more then likely provide you this elusive "more" they keep promising all over the Internet. Go ahead, click it. You will see.
Continue reading /silly: Time for Plan B
Posted Oct 8th 2007 5:00AM by Robin Torres
Filed under: Analysis / Opinion, Azeroth Interrupted
Each week, Robin Torres contributes Azeroth Interrupted, a column about balancing real life with WoW.![](https://web.archive.org/web/20071028115132im_/http://www.blogsmithmedia.com/www.wowinsider.com/media/2007/10/emme-wow.jpg)
Kids on the internet is (or at least should be) a pretty scary thing for parents. There are predators, perverts or
people with questionable ideas that you just don't want to expose your children to. I find it odd, therefore, that
so many parents let their elementary school age children play
WoW unsupervised. They must see it as an
electronic babysitter like television or single player video games rather than what it really is: having your child be babysat by 9 million potential weirdos. These children attempt to get much needed guidance and attention from whatever stranger happens to be nearby. But players don't know how old unknown, needy players are -- they just see them as a nuisance and verbally abuse them accordingly.
More than just exposing children to negative influences, these parents are missing out on a great opportunity to teach their children some very important life lessons. Children go to school to get educated, but they are supposed to learn their values at home. I believe that playing
WoW with your children can be a great way to instill them with some very basic yet important values. My daughter is not even preschool age yet, but when she is ready, I plan to play
WoW with her -- probably after playing
Toontown and maybe
CoH first(there's no death, just defeat). I will play MMOs with her because I've seen the result of parents actively playing MMOs with their children. For example, there was Bigmo.
Continue reading Azeroth Interrupted: Using WoW to teach children values
Posted Oct 4th 2007 3:30PM by Matthew Rossi
Filed under: Shaman, Analysis / Opinion, Classes, Totem Talk
Totem Talk is the column for shamans, and Matthew Rossi has been obsessively trying to get his draenei shaman into outland this week. He's maddeningly close. He might have made it today if the Bark for the Barleybrew quest hadn't bugged out on him, but at least he got his Wolpertinger. No, this column won't be about Brewfest, but I had to show off my cute new pet or my wife would have been displeased with me.
Like all true hybrids, Shamans are remarkably versatile. They can heal, they can melee, they can nuke. And like all true hybrids, they can only do one of these things, and then only if they properly gear and spec for it. While it is
possible and worthwhile to really push the borders of the inherent multi-tasking of the class, most folks pick a role and stick with it, either because (as is my case) they don't have the gear to do anything more than their generally designated role or because they don't really want to. My resto shaman
cannot DPS. Not even because of spec, but because he simply has not the gear for a DPS role and as a result there's no point in him attempting it. If I had good enough enhancement gear, I would probably try and DPS a lot more, but with the limitations of what he's carrying around in his bags it's simply not possible.
Your spec is like an aptitude: it defines what your character will have the most options in. As a resto shaman, I have plenty of added punch to my healing, talents like
Healing Way,
Improved Chain Heal,
Earth Shield and Nature's
Blessing. But I'm lacking the offensive punch of the talents from
Elemental for my spells, which means even if I had the gear, my shocks and lightning bolts are not going to match up to a shaman who has spent the points. I won't have Lightning Overload or Elemental Precision. And if I try and mix it up in melee, I lack the ability to Dual Wield, the enhanced weapon buffs of Elemental Weapons or the bite of Weapon Mastery. I still have the basics that Elemental and Enhancement shamans use in combat, of course, and they still have the basics of shaman healing, but there is always a noticeable drop in performance when doing something outside of your spec.
Of course, some of you are probably saying "
tell us something we don't know" while still others are ready to point out that even if an enhancement shaman can't heal as well as a resto shaman, he can still heal. And that's actually a good point. An enhancement shaman or an elemental shaman can, in fact, still heal. This leads to an often overlooked aspect of the class - basically, you bring a shaman along on a run because a shaman, in addition to whatever DPS or healing he or she can provide in a main role, can also provide what I like to call '
panic button' capacity.
Continue reading Totem Talk: Three Classes In One?
Posted Oct 3rd 2007 5:30PM by Matthew Rossi
Filed under: Dwarves, Lore, Know your Lore
![The Sword of the Titans had to really, really hurt going in like that.](https://web.archive.org/web/20071028115132im_/http://www.blogsmithmedia.com/www.wowinsider.com/media/2007/10/stabby.jpg)
Well, now that Elizabeth has given me her deceptively large shoes to fill, I must step up to the bat and deliver a KYL. The
injunction against egg throwing is in full effect.
Since Elizabeth is working on the dragons, I decided to talk about everyone's favorite life-making, ruin-scattering,
not-gods-but-capable-of-killing-them meddlers, the gals and guys who created the Dragon Aspects, gave the Old Gods a whupping, banished the rowdier elementals to the
elemental plane where they could get their brawl on with each other and leave Azeroth alone and who kinda, sorta let
Sargeras go nuts and wander the cosmos corrupting and destroying everything in his path. Oops. Yes, I'm talking about the
Titans, who I'm sure would hasten to remind you that batting .750 is a damn fine average.
For folks who like to just show up on a planet and fix it up so that mortals, like every single person playing the game, can live on it, we don't know a heck of a lot about the Titans. Where are they from? Why do they travel the cosmos, straightening up the place? Are they stricken with a case of OCD or is there some purpose to their pursuit of order? The Titans themselves aren't telling and if anyone else knows, they haven't shared yet. But we do know that they are divided into two 'races', the
Aesir and the
Vanir. (Norse mythology alert #1, there will be more.) The Aesir are more into storms and oceans, think of them as your classic 'sky gods' while the Vanir are the more cthonic ones, with interest in and power over earth and stone. As a result, the Aesir are the ones who created the mountain and sea giants to take care of the mountaintops and sea floors while the Vanir are the ones who made the
Earthen, and if you have ever run a group through Uldaman you know why that's important.
Basically, the Titans are the reason that your character has places to go and things to do on Azeroth instead of starting gameplay
underneath the tentacles of a horrible elder monstrosity. Sure, some of you might enjoy that, but for those of us who like our tentacles safely battered and fried up calamari style, it's safe to say that we all owe the Titans a solid. So let's talk about when the big guys showed up on Azeroth and what they did from there.
Continue reading Know Your Lore: The Titans
Posted Oct 3rd 2007 4:30PM by Daniel Howell
Filed under: Hunter, Instances, Raiding, Bosses, Big Red Kitty
![](https://web.archive.org/web/20071028115132im_/http://www.blogsmithmedia.com/www.wowinsider.com/media/2007/07/patch22_starttheshow.jpg)
Each week, Daniel Howell contributes BigRedKitty, a column with strategies, tips and tricks for and about the hunter class sprinkled with a healthy dose of completely improper, sometimes libelous, personal commentary.
"Dear BRK, my guild of the past eighteen months is basically evaporating. So many people have left we've dropped below the critical mass necessary to do anything. We can't even put together a five-man instance run without a week and a half of chaotic scheduling. And this happened just as I hit 70. So at the point in the game where the focus really shifts over from solo content to multi-player content, I find myself effectively without a group.
"Last night I had a long whisper conversation with a recruitment officer for a larger, more active guild, and she basically handed me an open invitation. But I don't know whether I should take it because this guild is focused on raiding. Since I essentially soloed my way to 70, I barely even know what raiding is.
"I'm not a total noob; I understand my class fairly well, I can manage my pet, we make a good team. But the two of us have very little group experience. We've only been in three instances in a year and a half of playing the game! I don't want to join a hot new guild only to embarrass myself and frustrate my teammates with my ignorance. Where should I go, or what should I do, to learn the basics of how the multiplayer parts of the game work?
"Is there some quick get-up-to-speed briefing online that will at least let me get the vocabulary down, so I don't have to say stupid things like 'What's Kara?' and 'What does attunement mean?' -- Name withheld by request --"
What is Karazhan?
Karazhan is a 10-person instance where your guild goes to beat thirteen bosses and have loot drop that nobody in your raid can use. Basically, Karazhan is a place enchanters go to level their sharding skills.
But what is a hunter's job in this place? Why are we there and what do we do? How about we go through the bosses one at a time and talk briefly about what you can expect your role to be.
This shall be quick and dirty. We expect the comments to overflow with recommendations to help provide more details.
Continue reading BigRedKitty: Karazhan for Hunter-Dummies
Posted Sep 26th 2007 11:20PM by Eliah Hecht
Filed under: Priest, Patches, Odds and ends, Forums
![](https://web.archive.org/web/20071028115132im_/http://www.blogsmithmedia.com/www.wowinsider.com/media/2007/09/zz07095915.jpg)
With the bonanza of upcoming changes coming out, there are a few categories that don't have enough changes to merit posts of their own. These are their stories.
- We're adding new relics to support all talent trees in patch 2.3 for Shaman, Paladins and Druids. In addition, (not that this will sweep you off your feet), most of the arena-system relics have been renamed so there is a more consistent naming convention. (Eyonix)
- Those who completed the [Tempest Keep] attunement process will have access to the title "Champion of the Naaru". Also, the plan is to hard-cap it at 70, meaning you can't go back at 80 and "cheese" the title. (Eyonix)
- We're looking into potential improvements for earth shield, and even lightning shield (Eyonix)
- Fear Ward will be available to all priests at level 20, but there are some changes in addition. Current plans are to reduce duration to 3 minutes, and increase the cooldown to 3 minutes.
To give the dwarves and draenei something else to even it out, they'll see a new ability called Chastise (also given at level 20) which will cause holy damage and incapacitate the target for 2 seconds. (Drysc)
Yay! Fear Ward for all! Racials are still a stupid idea, in my opinion, but this takes some of the sting out of them. A new title, and some new relics are both very welcome; the current relics are in many ways a bit silly.
Posted Sep 24th 2007 11:00AM by Scott Andrews
Filed under: Guilds, Officers' Quarters
![](https://web.archive.org/web/20071028115132im_/http://www.blogsmithmedia.com/www.wowinsider.com/media/2007/09/nnp-treaty-resize.jpg)
Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.You've tried to run 10- or 25-player dungeons, but you just can't manage to find a night where enough guild members are available. Your recruiting efforts have fallen short. You've got a bunch of unhappy members burned out on Heroics and daily quests, itching to move on to new content. What do you do? You do what any corporation does when its own employees aren't quite up to the task ahead of them: You outsource. You find someone else to do half the work. You cooperate with another business. It doesn't have to be a deal with the devil. You both get something out of the arrangement, and everybody keeps their job. That's the essence of a guild alliance, and such agreements can turn into a lucrative opportunity -- or a total nightmare.
Continue reading Officers' Quarters: Dark pacts, Part 1
Posted Sep 21st 2007 1:00PM by Lisa Poisso
Filed under: Alchemy, Tips, Insider Trader
Insider Trader
is your weekly inside line on making, selling, buying and using player-made products.
If you're an alchemist, you either love the discovery system – or you despise it and wish to blast it back to the depths of Developers' Hell (that's one of those rock-and-lava zones, right?). Implemented with The Burning Crusade expansion, the discovery system gives alchemists a small (err, very small ... ok, very, very small ... ok, infinitesimally small) chance of discovering a new recipe every time they make a potion, elixir or flask. Players seem split between considering it a creative new mechanic or an annoying contrivance and roadblock, but after several patches and adjustments, the system seems here to stay.
Let's jump right in with your most burning question: Just how small (err, very small ... ok, very, very small ... ok, infinitesimally small) actually are your chances for making a discovery? Pretty darn small. Prior to patch 2.1, the most commonly cited figure floating around was 0.01%. (Discoveries were disabled via hot-fix for a short time just before patch 2.1, reportedly to prevent an exploit in which alchemists who repeatedly tried to create potions with no bag space could make discoveries without actually creating a potion or using potion ingredients.)
In patch 2.1, Blizzard noted that discovery rates were increased "significantly," but nobody seems to have performed (or published) an extensive enough analysis to pinpoint an honest number. One popular guesstimate puts the current discovery rate at 0.1% -- but really, your guess is as good as any. (Cauldron discovery rates are on a different table and run much higher than the general rate. Players report making cauldron discoveries, estimated at about 30%, as frequently as every one to five batches.)
Continue reading Insider Trader: Discovery zone
Posted Sep 19th 2007 3:00PM by Daniel Howell
Filed under: Hunter, Bosses, Big Red Kitty
Each week, Daniel Howell contributes BigRedKitty, a column with strategies, tips and tricks for and about the hunter class sprinkled with a healthy dose of completely improper, sometimes libelous, personal commentary.
![](https://web.archive.org/web/20071028115132im_/http://www.blogsmithmedia.com/www.wowinsider.com/media/2007/09/drak.jpg)
In the lovely dawn of the Burning Crusade era, before the bugs were patched, the mobs scaled-down, and the promise of ten more talent points gnawed on our brains like termites in a house made of sticks, there were some wonderful situations that required skill, patience, tenacity, and guile.
They needed, in a word, a hunter.
And you and your hunter brethren were there to fill the void, to complete the circle, to provide the key ingredients toward making those impossible dreams come true. It was glorious, it was awe-inspiring, it was waves of gratitude from the massive collection of the lesser classes crashing over the Internet and into your headphones inspiring you to greatness. You were giddy. You were excited. You were quasi-but-not-really god-like.
And then Blizz nerfed it all to Sporeggar and back again. Typical.
But the echos of past glory still exists. For many of us, those memories are fresh and intoxicating. For others, they are a myth and only spoken of in hushed tones and in quiet, dark places where we meet to plot our return to prominence.
Let's bring our pain and suffering into the light. Let's remember what has happened and what has been and talk about it openly and with pride. BRK teaches young hunters to hone skills that are not needed in today's game because the day may come when our talents are once again critical to our guild's success.
Do you remember when they were?
Continue reading BigRedKitty: Quit Nerfing Our Necessity
Posted Sep 18th 2007 10:00PM by Dan O'Halloran
Filed under: Druid, Items, Shifting Perspectives
Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them, brought to you by David Bowers and Dan O'Halloran. NOTE: Mages, Warlocks and Shadow Priests may be interested in these lists as well.This last set of equipment slots are better tailored to Moonkin than the visible slots covered earlier. Because the neck/ finger/weapon/trinket slots have to cater to all dps casters, we see more pure +spell damage items and less equipment watered down with +healing. Also, the relic slot has items specifically tailored to Moonkin.
Since there are so many choices for these slots, the format of this guide is going to be more of level based list, than the conversational approach of
Part I and
Part 2. Each section will have a few recommendations followed by a complete list of non-raid Outland alternatives.
The best part is that because there are so many choices, you're pretty much guaranteed solid upgrades no matter your style of play (i.e. solo, group, PvP, etc.) Finally, at the end of the guide is a link to two excellent Moonkin guides for gems and enchantments found on the
Balance of Power blog.
Enough build up! On to the pre-Karazhan equipment extravaganza after the jump.
Continue reading Shifting Perspectives: Awesome Moonkin gear - The Finale
Posted Sep 18th 2007 9:14PM by Eliah Hecht
Filed under: Priest, Fan stuff, Talents, Build Shop
Welcome, talent fans! This time we're going to try something a little different with Build Shop: an interview. We've got
Wowhead co-founder and primary website developer Skosiris to talk a bit about his priest build, so check it out and let me know what you think of the format. For the uninitiated, Wowhead is an excellent WoW database site for looking up information on equipment, mobs, quests, spells, etc. I recently started playing Dungeon Runners, and Wowhead is possibly what I miss most about WoW. It's that good.
Skosiris is getting his Shadow on with this solo/5-man oriented spec. He's a relatively casual player, having never raided, and doesn't have time to play tons. I like the build well for its intended purpose.
Eliah Hecht, WoW Insider: Hey, want to talk about your build?Skosiris of
Wowhead: Sure thing. It's been a little while since I last played my priest, but this should be fun.
Likewise. So, do you have a link for the build?14/0/47, Amory profile
here
Continue reading Build Shop: Priest 14/0/47 (interview with Skosiris)
Next Page >