The top ten most desolate spots in WoW

Filed under: Analysis / Opinion, Lore

Filed under: Analysis / Opinion, Lore

Filed under: Lore

Filed under: Events, It Came from the Blog

Filed under: Events, PvP, It Came from the Blog

Filed under: Analysis / Opinion, Lore

Twitter developer chatFiled under: Cataclysm

"Who said that the Alliance wouldn't attempt to reclaim these lands? That is a very dangerous assumption to make, especially if you're of the forsaken persuasion.
The Lich King is a threat to all the inhabitants of Azeroth and, as such, he needs to be put down before territorial disputes can be resolved. Leaving those claims for the future only makes sense; far easier to fight one war at a time. For now, it's better to focus on the task at hand."
Filed under: Cataclysm

Filed under: Horde, Undead, Analysis / Opinion, Fan stuff, Blizzard, Lore, NPCs, Wrath of the Lich King
In an earlier post I spent some time wondering if it might be a good idea to level a Shaman alongside the new fleet of Death Knights guaranteed to appear once Wrath hits. A lot of commenters were of the opinion (correct, I think) that the desire to avoid hugely crowded areas is probably better served by leveling an alt to 58-60 and sticking it in Outland. The alt can then await the surge of Death Knights who decide to continue leveling, and who should have some experience with its playstyle by then. While I'm still most likely to level my main to 80 once the expansion hits, having an alt in a less crowded area of the game is pretty appealing. For all I know, the Borean Tundra and Howling Fjord will be packed to the scuppers too. I play on a laptop with a wireless connection, so my gameplay tends to suffer badly when the area I'm in resembles Los Angeles during rush hour. Avoiding overcrowded areas is no small thing.| Head to the Eastern Plaguelands and level a Death Knight. | |
|---|---|
| Level my main to 80. | |
| Reroll. | |
| Spend some quiet time leveling an alt in Azeroth. |
Filed under: Shaman, Polls, Analysis / Opinion, Expansions, Leveling, Alts, Death Knight

Filed under: Shaman, Tips, Expansions, Humor, Leveling, Classes, Alts, Death Knight
While Death Knights start at 55, by the time they get out of the Ebon Hold, which is the instanced newbie zone that delivers the epic story of how a Death Knight becomes a Death Knight, they should be level 57 with a few bubbles in. Level 57 is pretty cool, but it's far from the level 68 or so you'll need to get to Northrend, and it's not even the level 58 that most people consider the minimum for heading to Outland. So, what's a fresh Death Knight to do?
I'm taking my Beta Deathknight to Winterspring to start with. I figure that between Everlook, Starfall Village to the north, and Donova Snowden to the west, I should be able to get a good, solid mix of quests that'll allow me to hit 58 and decide if I'm ready for Outland -- Not to mention a Mechanical Yeti.
Of course, there's other options as well. Eastern Plaguelands offers the chance to use Rune of Lichbane and mess up a bunch of undead in the name of the Argent Dawn, plus you can have your 70 collect Savage Fronds, Bone Fragments, Cores of Elements, Dark Iron Scraps, and Crypt Fiend Parts for some quick experience as well.
With a good group, you could also hit up Scholomance and Stratholme for some revenge against the Scourge, maybe grabbing some Deathcharger's Reins or a Barov Peasant Caller along the way. Or you could trust in the power of the imba and try hitting Hellfire Peninsula straight up at 57.
Then again, this is Beta, so they could always just switch things up, add a few more levels gained in Ebon Hold, maybe. Still, it's likely we'll still have a while to go before we can hit all the new stuff, regardless. So if you're rolling a Death Knight, how are you planning to start the level grind?
Filed under: Analysis / Opinion, Machinima, Breakfast Topics, Instances, Leveling, Alts, Death Knight, Wrath of the Lich King
With Death Knights getting their own starting zone and their own heroic storyline, it was often wondered whether they'd share the same opening cinematic as their individual races. We have the answer now: They do get their own unique cinematic, shown above.
There's two major things I took away from the cinematic. First, it gives a solid origin story for Death Knights: You were apparently slain in combat with the Scourge, but raised to become a Death Knight. So the ideal of the PC Death Knight seems to be a hero who was made an unwilling victim, which makes the fact that he or she is welcomed back by the Horde or Alliance possibly much more believable. As you awaken as a fresh level 55, you are also apparently still under the thrall of the Lich King, which should make for an epic newbie zone experience as you struggle to regain your freedom.
Secondly, the opening cinematic has a wonderfully ominous picture of Acherus, the Ebon Hold, home of the Death Knights, looming above Light's Hope Chapel -- a perfect setup for the coming war with the Scourge, that drives home how immediate the threat is.
Oh, and do be cautious, this cinematic has a high chance of getting you way too fired up to play a Death Knight.
[via Deathknight.info]
Filed under: Analysis / Opinion, News items, Expansions, Death Knight, Wrath of the Lich King
They start with a complete outlay of green gear with DPS Warrior type stats: strength, agility, critical strike rating, and stamina. Their sword itself is blue quality 2 hander named the Massacre Sword. It does 127-191 damage at at a speed of 3.1 seconds, giving it 51.3 DPS. It also provides 22 strength and 23 hit rating.
It should be noted that the gear did not have spellpower, and it doesn't look like Death Knights will need it at all. Almost every spell that did magic damage specifically stated that the damage was modified by attack power. This is perfectly in line with Blizzard's recent trend to simplify and consolidate gear, which they discussed in relation to Retribution Paladins at Saturday's class panel. Perhaps we'll even see this mechanic show up on other magical melee hybrids in the future.The Death Knight came loaded with 6 runes on their rune weapon bar: 2 Blood Runes, 2 Unholy Runes, and 2 Frost Runes. Talents points were unavailable with this demo, although we could see the talent descriptions themselves.
Death Knight Starting Spells and Playstyle:The Death Knights started with a few basic skills:
Blood presence:
Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Description: Strengthens the Death Knight with the presence of blood, increasing damage done by 15% and healing the Death Knight by 4% of damage dealt. Only one presence may be active at a time.
Blood Strike:
Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Melee range
Description: Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target.
Icy Touch:
Requires level 55
Costs 1 Frost Rune
Instant cast, 6 second cooldown
20 yard range
Description: Deals 217 to 235 Frost damage modified by attack power and reduces the target's ranged, melee attack, and casting speed by 15% for 20 seconds.
Death Coil
Requires Level 55
Requires Runic Power
Instant cast
30 yard range
Description:Unleashes all available runic power, causing up to 460 shadow damage modified by attack power to an enemy target or healing up to 460 damage from a friendly undead target.
Death Gate
Requires Level 55
Costs 1 Unholy Rune
10 second cast, 15 minute cooldown
Description: Returns you to Ebon Hold (Note: Since Ebon Hold is not yet implemented, in the demo it returned you to Tirion Fordring).
Death Grip
Requires level 55
Costs 1 Unholy Rune
Instant cast, 35 second cooldown.
30 yard range
Description: Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 3 seconds.
Plague Strike
Requires level 55
Costs 1 Blood Rune and 1 Unholy Rune
Instant cast
Melee range
Description: A vicious strike that deals weapon damage plus 37 and plagues the target, dealing 350 shadow damage over 12 seconds.
Casting these spells uses up the listed runes, which have a cooldown of 10 seconds. Our (lucky) play tester reported that the system felt a bit like having 3 seperate mana pools with their own spells, but that the pacing seemed to work well, and that she was now interested in actually trying one out in when beta rolls around where she hadn't been before.
Introducing the Knights of the Ebon Hand
After roaming about a bit and killing stuff, Elizabeth stumbled upon Light's Hope Chapel. This venerated base of the Argent Dawn had some new guests known as the Knights of the Ebon Hand, lead by a night elf named Siouxsie the Banshee, a Death Knight trainer. It's likely, of course, that these NPCs will be gone and moved to Ebon Hold once it's implemented, but for now, they gave us a sneak peek at the new Death Knight faction and some of the spells Death Knights will get post-55.
Filed under: Items, Analysis / Opinion, Events, Expansions, Leveling, Death Knight, Wrath of the Lich King, Worldwide Invitational

Filed under: Paladin, Analysis / Opinion, Leveling, Guides, (Paladin) The Light and How to Swing It
Filed under: Machinima, WoW Moviewatch
| Event | Date |
|---|---|
| Call to Arms: Deepwind Gorge | 5/21 - 5/23 |
| Call to Arms: Twin Peaks | 5/24 - 5/27 |
| Call to Arms: Eye of the Storm | 5/28 - 5/30 |
| Call to Arms: Silvershard Mines | 5/31 - 6/3 |
| Darkmoon Faire | 6/2 - 6/9 |
| Call to Arms: Alterac Valley | 6/4 - 6/6 |
| Call to Arms: Temple of Kotmogu | 6/7 - 6/10 |
| Call to Arms: Warsong Gulch | 6/11 - 6/13 |
| Call to Arms: Arathi Basin | 6/18 - 6/24 |
| Midsummer Fire Festival | 6/21 - 7/5 |
| Call to Arms: Strand of the Ancients | 6/25 - 6/27 |
| Call to Arms: Isle of Conquest | 7/2 - 7/4 |
| Call to Arms: The Battle for Gilneas | 7/9 - 7/11 |
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