Feb 11th 2011 3:04PM Items can have one permanent and one temporary enchant at a time. Shaman buffs, rogue poisons, and weapon oils/stones are examples of temporary enchants.
Feb 1st 2011 2:17AM And if/when you DO need to visit SW, consider making friends with a mage.
Feb 1st 2011 2:16AM Your leveling toons shouldn't need much from SW anymore. Shattrath and Dalaran traded in their portals for new class trainers and auctioneers. The idea is to use those cities as your home base while you level through the relevant content, instead of constantly flipping between continents/planets.
Jan 30th 2011 3:20PM Surprisingly, it's DBM. Under general options, there's a box (checked by default) to "make Archaeology more interesting" which plays creepy Old God whispers when you loot a keystone.
Jan 30th 2011 3:17PM Primarily Ouija board, occassionally darts or Eeny, meeny, miny, moe.
Jan 27th 2011 5:09PM The doorway seen in Warcraft II and the CoT instance was destroyed by Khadgar after the Second War, but the portal remained as a destabilized rift connecting the worlds. Nethergarde Keep was built to watch over this rift. Ner'zhul, seeking the Azerothian artifacts needed to create new portals to countless plunderable worlds, opened the rift up again from the Draenor side. After passing through the new Dark Portal, it's likely his forces began building a new physical doorway on the Azeroth side. This would allow the portal to remain open and stable without continued effort and energy. (Portals created with only one fixed end-point are often small and temporary to save energy, such as a mage's portal spells, or use large amounts of energy and can be unstable, like the portals opened by Ner'zhul which tore Draenor apart.)
Jan 18th 2011 2:08PM If they wrote it the "proper" way, however, most players would have no idea what she's saying. By doing it halfway, we can still figure it out easily. A more challenging translation might be cool, but not if it just served to get in the way of understanding the quests.
Jan 18th 2011 12:09PM No clue on the lore, but her model is based off Kil'jaeden as he pops out of the Sunwell. It's neat, but awkwardly shaped to be a dragon, with humanoid shoulders and arms rather than the normal orientation of dragon limbs.
Jan 11th 2011 5:07PM I didn't have a problem with the vocals. Not super-slick pro, no, but I thought they were fine. What bothered me more was fact that the refrain sections were exact repeats of the same clips every time. A little variety in there would go a long way.
Jan 9th 2011 7:47PM Loch Modan is certainly not untouched. Have you seen the lake? 'Cause it's not even there anymore. The dam is broken, the lake is drained, and there's a Twilight cult camp on what used to be an island to the north. In addition to the kobolds causing problems there are gnolls and murlocs now, and they all seem to be working together. There's also a bit more activity at the elven hunting lodge in the east.
That being said, I do agree that it's still lackluster compared to the equivalent zones, the ones I've played at least. It really does feel about the same as before, improved and changed a bit. It's definitely not worth questing in more than once (as I think you should try everything once) when you could be doing Westfall/Redridge instead.