Dec 31st 2010 3:10AM When the titans arrived, the surface of Azeroth was covered with the Old Gods and their warring armies of elementals.
Then the Titans arrived at Azeroth (with a single continent) defeated the Old Godes - built elemental planes, and prisons and incacerated the Old Gods and their (corrupted) elementals. This allowes the latent mostly non hostile elementals to respawn on the surface. The well of eternity can't have been here yet as (a) its not Titan technology, and (b) they would have found it if it was.
They started with at least 3 races of mechanical servants: guardians, diggers, and engineers.
They made a backup copy of Azeroth in its early state - the emerald dream. They also took the proto dragons they had presumably created in their gardens of creation, and created the 5 dragon flights to watch over aspects of Azeroth thier mechanical guardians were presumably not competent to watch, and then departed.
Then, two Naaru arrived, planted the well of eternity, and hid. The dragons (and other titan guardians) ignored this.
Now, the early trolls and silithid emerged from the well - either its influence working on Titan basin created wildlife, or completely separate creations. They had wars. A tribe of Trolls resettled near the well, and became the early night elves. A number of other minor gods were created by the well of eternity or by the direct intervention of Elune (one of the pair of Naaru lurking around Azeroth): Cenarius etc. The night elves then had a war with their progenitor race - the trolls - and pushed them to the corners of Azeroth, were noticed by the Dragons given the tasks of being druids and sentinels and granted immortality and tasked with helping the green dragon flight watch over the titan created backup of Azeroth - the emerald dream.
Also, at the same time, the old gods had discovered they could pervert the titan creations via a curse: mechagnomes started to degenerate into Gnomes. Earthen diggers devolved into multiple tribes of dwarves. And Watchers devolved into Vyrkyl and then weakened again into Humans.
In the resulting mess of sentient life on Azeroth, one or more of these races discovered Arcane magic and started to excercize it - Which made Sargeras notice Azeroth. Sargeras - a corrputed titan - wanted the Narru artifact - the well of eternity and so came to Azeroth (via the plane of demons - the twisting nether) and the faeces then hit the fan bigtime.
Dec 30th 2010 1:53PM @Nonette: While it is quite possible to confuse dragon and dinosaur bones, the 3 horned skeleton in the badlands screenshot is more (to me) like a triceratops than a dragon.
@Fedaris: When the Titans were on azeroth, there was only one continent. However, perhaps when the world was sundered the first time, perhaps they worked to protect the surrounding land and thus split the continents into three.
@Nonette & Myself - dinosaur bones are not a unique feature of Titan creation gardens anyway: Ungoro has them, but dinosaurs (raptors at least) are everywhere else too - and Sholazar basin doesn't have any living dinosaurs at all. There are some large skeletons for sure, but what they are I can't guess.
Dec 29th 2010 3:30PM Clearly visible in that screenshot: dinosaur bones. The badlands are littered with dinosaur bones.
Dec 29th 2010 11:43AM You forgot: there were at least 3 'petri dishes' - The Badlands was likely one too. It has a sub area called "The Makers Terrace".
May 21st 2010 2:39PM Lets not pretend that the Blizzard UI is actually usable :- without having used it I fail to understand what is so game breaking about an Addon that appears to (a) facilitate communication, and (b) make up for the appalling lack of 3d cues in the game engine. All our tooltips state that this or that spell has a 15 yard range, or a 30 yard range, or 36 or whatever, but there's no actual yard-stick in the game for us to know what that means.
Its just bad design to have the difficulty of encounters hinge on flaws in the UI model - the difficulty of encounters should NOT depend on your ability with the macro system and or which unit-frames addon one uses. I thought the great thing about Wow was the way that the Addon system allwoed players to customize the input system, come up with improved ways for managing healing and damage and tanking tasks in complicated encounters - and hopefully Blizzard would incorporate any advances into their own UI.
Instead, in practice, theyve tuned encounters based on the difficulty of using the default UI to perform raid debuffs fast enough, then, WITHOUT adjusting their UI tuned encounters based on the difficulty of performing raid debuffs using addons (forcing the use of said Addons - how many Addons can you actually raid *without*?) And then, again, instead of being clever, tried to make encounters hard by nerfing the addons (rather than making the act of raid debuffing easier, but the choice of when to do so harder).
May 18th 2010 3:38AM Not using Auctionator is no excuse.
Its powerful new "buy" tab consolidates and sorts by unit price.
Apr 6th 2010 12:30PM I don't want to go all OT here, but I far prefer a miimal number of changes to the Wow default UI - when patch day breaks all my addons I prefer to see a UI i still mostly recognise.
My problem is, I play over a high (600ms) latency connection and *Really* need an addon that, well, is the Quartz latency module - just without all the reskinning Quartz does. Is there a lightweight version of Quartz Latency that works more akin to Visual Heal - just decorate the default UI?
Mar 10th 2010 4:20PM Two questions:
1. Did the Titans create the emerald dream then? My theory is that the emerald dream is some kind of Titan backup system / "holodeck" version of Azeroth.
2. Whats the deal with the emerald dream reaching to the Arokkoa of Outland? I mean, when chasing up the Anzu quest line to get epic flight form, it seemed full of emerald dream references - Anzu is summoned out the dream - Into Auchindoun of all places?
Feb 25th 2010 9:03AM I would like to see overcloak designs that allowed my toon to choose whether the "robes" displayed as, well, robes, a kilt, or pants.
Wait! Thats not an overcloak design!
Which is the point. No one has been asking for overcloaks. We HAVE been asking for the ability to disable robes - especially on male toons in combat roles (wtf is with feral *robes*??? agi leather should have pants!), and show an optional robe extensions (kilt?) covering for when cameltoe is inappropriate / unwanted. (Can you say Black Mageweave?)
Feb 20th 2010 7:06AM I am posting from the perspective of an alliance player who doesn't like the unfairness of WG. And there are two aspects to the unfairness:
1. Single characters with lots of tenacity are impossible for small groups to kill as their damage output is stupidly huge and they just kill the entire group.
2. In mass combat, the tenacity advantage is completely offset by the fact that the larger side is outputting so much cc, that the health (and damage) bonuses just cant be effectivley deployed by the outnumbered side - they're locked in place and killed.
Both of these issues can be solved by reverting to base damage, but boosting health, and pvp stats like resilience even more.