Aug 23rd 2011 2:09PM In a sense, nearly all of them do. Virtually every class has their own little bit of non-combat flavor that makes them unique. Mages have portals & teleports, rogues have lockpicking & pickpocketing, druids have enhanced travel via land, sea, and air forms that are all instant cast and, save for the ground travel form, equal or superior to the travel methods of other classes, hunters get to customize how they want their pets to look by simply training one with the skin they like (even gender-swapped warlock minions won't come close to that freedom), and so on and so forth. What's more, each of those little flavor abilities either remains relevant or gets updated with every expansion. Mages get new portals to sanctuary cities whenever they're implemented, hunters get new "rare pet challenges" to pursue, etc.
For warlocks and paladins, their mounts were the unique little class flavor bonus. One that hasn't been updated since Vanilla, and is no longer relevant past level 60. In that sense, while other classes get to port and lockpick and lime-green-devilsaur their way through current content, we've long since put away our dreadsteeds and chargers in favor of Drake Palette Swap #2557B, while death knights silently taunt us with skeletal gryphons.
So in a sense, those other classes DO have the same thing: they have a class-unique bit of non-combat flavor that they get to enjoy all the way to level cap. For warlocks and paladins, that was their mounts, which become irrelevant after the increasingly short 1-60 jaunt. Don't get me wrong, I'm not hating on other classes for having their own cosmetic bonuses updated or improved (my main may be a warlock, but that doesn't mean I don't spend a lot of time playing my druid). Rather, I just find it slightly hypocritical that Blizzard claims it would be a waste of time to update one that's useless at level 61, while freely updating others that were useful up to 85 even before the update.
Aug 23rd 2011 12:54PM Q for the Q:
Any idea on when, or if, we might ever see class flying mounts for paladins or warlocks? I seem to recall Blizzard saying a while back that they wouldn't do them because, to paraphrase, it would be a waste of resources on something that only a couple classes would enjoy, but since that time we've seen paladin-exclusive ground mounts made further exclusive for tauren & draenei, a paladin-exclusive ground mount from the Argent Tournament, druid forms unique to all four races, a staff that grants a cool visual effect only to a select talent spec of druid, and apparently soon we'll be getting gender-swappable warlock minions (nevermind death knights already having their own class-only flying mount that even got a reskin). Clearly Blizzard really doesn't have that much of a problem with adding cool cosmetic features that are class exclusive, or even making class-exclusive (even race-exclusive) mounts, so why do they still refuse to put paladin and warlock flying mounts into the game?
Aug 20th 2011 11:04AM Dragon Magnets! How do they work!?
Aug 19th 2011 4:52AM So...I take it my hopes of raiding in a tuxedo have just been dashed?
Aug 17th 2011 10:54AM Just because the Deathwing fight is in this patch does not mean it's the last patch of the expansion. At all. After all, Illidan was the touted "big bad" of The Burning Crusade, and we offed him in the raid right after Karazhan, with a troll raid and the Sunwell coming after that. In that respect, Cataclysm has a lot more in common with The Burning Crusade than it does with Wrath of the Lich King, in that all of the major story elements are focused around an event rather than a person. The Lich King HAD to be the last major raid in Wrath because everything was about him. But in The Burning Crusade and Cataclysm, everything is about an event. The Burning Crusade was all about the re-opening of the Dark Portal and the consequences of that, and Cataclysm was all about the biggest global catastrophe on Azeroth since the Sundering and the fallout from that. Illidan and Deathwing were major faces in each, but they were not the whole story, simply a major part in it. Killing off Deathwing doesn't mean the Cataclysm stops, just like killing off Illidan doesn't mean bad stuff stops happening in Outland (while on the contrary, killing off the Lich King DID mean an end to the Scourge...at least as a real threat).
Really, if you think about it, what all have we fought in Cataclysm leading up to this moment? Twilight Hammer cultists, naga, maddened elementals, black dragons, otherwise reasonable factions driven into a rush of sudden hostility (the Zandalari, Alliance, and Horde alike), faceless ones, tentacled horrors...killing Deathwing is likely the big reveal to something we've been heading toward throughout this entire expansion: a major encounter with the Old Gods. We still have yet to face Deathwing's master, the Old God N'zath, after all. As for the War of the Ancients raid, in all likelihood it'll come in the very next patch, focusing on the use of the Demon Soul and offering us a glimpse into Deathwing's official surrendering to the Old Gods' will through the device.
From a storytelling perspective, Deathwing is far from the be-all and end-all of this expansion. He's the poster-boy, but the story does go on after we've wacked him around for loots, and there's a lot more to tell that doesn't necessarily require him sticking around.
Aug 10th 2011 9:04AM @HappyTreeDance
I approve of this idea. Actually, since hunters get a lot of freedom in what their pets look like, and warlocks will soon get some kind of demonic genderswap to customize theirs, I would wholeheartedly endorse a set of Minor Glyphs or some other in-game feature to allow the customization of Death Knight and Frost Mage pets. A Death Knight with a geist pet? A Frost Mage with a water revenant? I would play those. A lot.
Aug 10th 2011 8:59AM Summon Banesteed - Teaches the warlock to summon a fiery-winged dreadsteed. This mount changes depending on your riding skill and location.
Summon Skycharger - Teaches the paladin to summon a golden eagle. This mount changes depending on your riding skill and location.
Actually...those would be level 60 abilities.
As for Level 90? Eh, the rest of you are throwing out enough good ideas on that. :)
Aug 4th 2011 5:34AM As a roleplayer, I wholeheatedly endorse Moon Guard as a server. People love to drone on about the negatives--the trolls, the ERPers, the Mary Sues--but all in all it's nowhere near as bad as its reputation suggests. For the most part, it's a friendly server with an incredible abundance of roleplaying going on (brief stints on Steamwheedle Cartel & Wyrmrest Accord and a year spent on Earthen Ring felt absolutely barren by comparison), and there's an even mix of casual walk-up roleplaying and group-centric plot-based roleplaying that allows you to more freely pick your style and not have to worry about proving yourself to one acting troupe or another.
As far as the negatives go, just stay away from Goldshire and avoid the Silvermoon inns after peak server activity (Silvermoon has a massive problem with griefers once the regular crowd dies down) and you should be fine.
And I can't stress it enough, roleplaying on Moon Guard is absolutely everywhere. Stormwind, Orgrimmar, and Silvermoon are all huge hubs of activity, as was Dalaran in Wrath of the Lich King, but I've even seen groups acting out storylines as far away as the Swamp of Sorrows and Dragonblight, which I never saw on any other RP server I've been to. It's a good place, and don't let the bad rep tell you otherwise.
Aug 3rd 2011 9:13AM I'm surprised nobody mentioned Cairne yet.
The night before the Shattering was set to happen in-game, I took my main out to Thunder Bluff, up to where Cairne always stood. When I got there, I listened to all of his voice emotes one last time, knelt down (a few other players were doing the same), said a brief farewell in /s, and logged out. Tears were running down my cheeks by the end of it.
On a lighter note, the Echo Isles event and running new troll toons through the Darkspear starting area is probably one of the...proudest(?) moments I've experienced in-game. After years of getting walked on by damn near everyone, the Darkspear finally managed to persevere and come out on top, and helping them reach that point was an oddly moving experience. Sure, Garrosh still treated them like crap in the end, but they finally had something they haven't had in years: a stable homeland all their own.
And unlike the blood elves' redemption storyline in The Burning Crusade, Blizzard didn't cut the Darkspears' off abruptly halfway through and leave us with narrative blue balls. =/
Aug 3rd 2011 5:18AM Pandaren as a playable race? I sincerely hope not. While I don't hate on furries, that would make them the third playable anthropomorphic race, and the second one introduced in a row, seeing as we just got worgen. It would be too redundant. If a playable race is going to be introduced, it should be something new and different that said faction does not yet have. Blood elves brought the Horde a good-looking race with a decidedly "Westernized" (by real-world standards) culture. Goblins brought the Horde comic relief. Draenei brought the Alliance an alien race of "holy devils" and broke up the traditional "human/dwarf/elf/halfling" setup of most fantasy good guy leagues. Worgen brought the Alliance an anthropomorphic race, as well as a token "dark & gritty" race. What would pandaren really bring to either faction that they don't already have? They're an anthropomorphic race of sagely, wisened individuals who were created out of an inside joke among Blizzard staff. Both the Horde and Alliance already have anthropomorphic races (tauren, worgen), wise and highly spiritual races (tauren again, draenei), and comic relief races (goblins, gnomes). There is nothing new for pandaren to provide.
However, if pandaren are a neutral, non-playable faction whose story drives the events of an expansion, much like the Argent Crusade in Wrath of the Lich King, or the Earthen Ring in Cataclysm, that's a different story. Especially if they're the neutral faction that introduces a new Hero Class, like the Knights of the Ebon Blade were. If the new expansion introduces pandaren as the teachers for a new monk or brewmaster or sage Hero Class, I'd be all for that. Having the race introduced as basically glorified class trainers would be a responsible way to appease all the players who've wanted to see pandaren in canon lore, without having to make them an integral part of said lore or really risk ruining their mystique by suddenly having them all over the place.