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  • Antagony Incorperated
  • Member Since Feb 26th, 2010

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Recent Comments:

Breakfast Topic: Do you like PvP? {WoW}

Apr 3rd 2012 9:54AM PvP is difficult, but its fun enough, and I would be willing to learn how to do so better if I had a crew to play with, but the major thing that keeps me from PvPing effectively is the Shakes.

I don't know what it is with Wow's PvP, but whenever I get into a match, I start to shiver, to shudder. My hands get freezing cold, I sweat, my arms shake to the point where my roomamte thought I was having a seizure. I don't know what it is with Wow PvP, I have no problem like that with any other person-versus-person game, but the apparent possesion by the Spirit of PvP keeps me out of the Battlegrounds.

Mists of Pandaria Beta: New glyphs {WoW}

Mar 22nd 2012 12:10AM All things sweet and holy, I think my mind just popped o_o

Mists of Pandaria: Battlegrounds preview {WoW}

Mar 19th 2012 8:49AM Alliance and Horde? All I see is BABIES

Mists of Pandaria FAQ {WoW}

Mar 19th 2012 3:24AM *Gell out of my seat at 'Zandalari Wars'*

Mists of Pandaria: Cool class stuff we found {WoW}

Mar 19th 2012 3:17AM This information is awesome, my brain is seconds from catastrophically exploding, and I am by no means ungrateful to have all this information freshly lied out, but I just feel the need to say...

WHERE ARE THE OTHERS, MAN? WHERE ARE THE OTHERS!?

Mists of Pandaria: Dungeons and challenge mode {WoW}

Mar 19th 2012 3:14AM The Crusaders look so... Menacing.. O.O

Total war and Mists of Pandaria {WoW}

Mar 1st 2012 1:36PM I'm not sure if this is entirely relevant, but it fits well enough.

We have all pretty much accepted the Fall of Theramore as an inevitability by this point, as much as some of us wish it wasn't going to happen. It's supposed to rally the Alliance, get them angry and charging, but Alliance players are exhausted with loosing again and again. This isn't going to get them angry as much as annoyed unless its handled right.

What I think is this: The Fall of Theramore should be done in a 'Fight for the Undercity' style

And it should be done as the lead-in event to Mists, instead of some sort of pre-launch event.

And, for Lights sake, give the Alliance -some- kind of glory in the fight, they're loosing a major Lore hub and the most convenient pre-85 way to get to southern Kalimdor (At least until they finally make a ship running from Bogpaddle to Gadgetzan, c'moooon Goblin ingenuity!)

Have the Horde launch a surprise attack on Theramore with full army and naval might! Have Jania plead to Varian for support, summing troops directly into Dustwallow! Have the Theramorian Deserters join the fight (With gloating privileges)! Have a full on naval battle between the new Orcish Armada and the famed Theramore Navy! Bring Wrynn! Bring Garrosh! Hell, bring everyone! Give Jania some action, give her anger, give her the power and fortitude we saw in Warcraft III, attacked by the Horde she sacrificed her own father for! And at the end of the day, have the Horde win only on sweat, blood, and might, and give the Alliance something to be -proud- of, not just another 'Oh, we lost Andorhol why you were having tea.'

The Blue and Gold will march with conviction the likes you have never seen, and the Horde, bolstered and brazen with such a major militant victory, will know the fury of the cornered Lion.

Breakfast Topic: What are your WoW pet peeves? {WoW}

Jan 29th 2012 3:55AM Hopping on my level 25 Paladin, putting on the Shield, hitting the 'RDF' button to Tank it up a notch... And watching with increasing frustration as 'Waariur' pulls mob after mob after mob.

[Me] "Stop pulling, youre not the Tank"
[Waariur] "lol calm down dude its just a lot level dungnn lol"

That... You.. I... rRAEVSFBSDGSDBVZDS

Know Your Lore: Top 10 lore developments of 2011, part 3, page 2 {WoW}

Jan 17th 2012 9:28PM Another small bit that could be considered a not-so-good with Point #2 is that the Lore and Zone Revamps were amazing, beyond a shadow of doubt... But, once again, not everyone got the full treatment. Successes like Silverpine Forest and Westfall were an amazing experience to behold, but then some other zones were almost completely forgotten. The Arathi Highlands is still an empty, loveless zone whos only addition was a Forsaken Camp. Why are the Sons of Arathi still sitting at the bottom of a hole in the ground?

Worse still, Elywnn doesn't even seem to have more than a handful of any new quests - A new Human character will get wrapped into the story of an incursion by the Blackrock Orcs, ready and armed with everything from attack dogs to Goblin spies, and then... Nothing. They're sent out into the world to scout mines, kill kobolds for candles and find a couple missing guards. Past the Northshire Abbey, the only quest that was even -partly- changed was the Hogger quest. The change being that he gets ported out to the Stockades instead of being killed.

5 Eastern Kingdoms haunts for roleplaying villains {WoW}

Jan 8th 2012 8:38PM If I might add my 2 Coppers for 2 additional good places,

1: Redridge Keep

The Redridge Keep in the Redridge mountains is a good place for Villain Rp. Its a full keep, albeit somewhat run down, and completely devoid of mobs. Its close proximity with the Blasted Lands and surrounded by Orcs on all sides make it perfect for any Blackrock Warlord, Dark Iron Insurgent, or Treacherous Human Insurgent. The area is also completely devoid of Mobs, too, and the only mobs you'll have to face on your way there will be between level 15 and 17, making it a very convenient location for anyone of lower level.

2: Caer Darrow and Scholomance

For those who don't know, Caer Darrow, located on Darrowmere Lake, is the little town/village that surrounded the now infamous Scholomance, School of Necromancy. This place is absolutely amazing for a Villain Base - The village is filled with old and run down buildings, inns, decrepit smithies, an old dock, statues overgrown with moss and lichen, Scourge Banners tattered on posts and old wagons and war machines rotting around the strewn bones of fallen enemies, rusted cannons still primed atop the parapets of its scummy foundations. Atop the hill of this bastion to filth and disease is the overhead fort foundation of Scholomance, busted, burnt, broken, all but forgotten in the minds of men where you lay your trap to spring upon the waiting world once more. Even the Viewing Room, where you fight Kirtonos the Herald in Scholomance Proper, can be found, and you can use a small, non instanced replica built into the northern mountainside.

The best part? This place is virtually Mob-free. Yup, not a mob in sight, save for once and so often again a Rare level 40 Abomination that sometimes spawns in the doorway to the keep. The zone itself is filled with monsters anywhere between the levels of 35 and 40, but the lakeshore and the island itself are all barren and perfect for you next great villainous escapade.