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Posts with tag Wildhammer-Dwarves

The Queue: Impatience is a virtue

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

I have a favor to ask all of you today. In addition to our usual discussion in the comments, I need all of you to leave a comment telling Mike Sacco to hurry up and finish playing Portal 2 so we can rock some co-op. He's a Slowy McSlowerson, and I grow impatient.

Boz asked:

Inquiring Dwarf Rogues and Warlocks want to know: Is there any reason that we might be prevented from playing as a Dark Iron from a lore perspective? We're already able to make pseudo-Mag'har with the available Orc skins, I got to wondering with Moira Bronzebeard/Thaurissan sitting on the Council of Three Hammers if we might see Dark Iron Dwarf skins added to the available models for Dwarves.

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Filed under: The Queue

The Art of War(craft): Twin Peaks

I was writing about something else completely, but now that the NDA has been lifted and closed beta has begun for Cataclysm, I think it's just proper that we turn our attention to the Twin Peaks, the new capture-the-flag type battleground debuting in the next expansion. The floodgates have been (officially) opened, so us battleground freaks can join in on the fun ... You can soak in all the screenshot goodness over at MMO Champion. The coolest thing about Twin Peaks is that it's a fresh take on a familiar concept. Any player who has ventured into battleground PvP understands Warsong Gulch, as it's the first and most basic battleground, virtually eliminating any learning curve of the game's mechanics. The new, asymmetrical map rejuvenates the CTF concept and necessitates a new approach to the game.

Because of the geographical asymmetry, the Horde will have different strategies from the Alliance. The deep river adds a new dimension to the map in a way that hasn't been fully utilized in any other battleground except for Arathi Basin -- and even then only to a minor degree. That the river essentially cuts the map in half makes it a critical element in gameplay. Because there's a sewage-pipe-style opening on the Western side of the Horde base leading into the water, it isn't merely decorative; it's strategic, too. On the Northern end of the map, the Alliance stronghold utilizes multiple levels, making abilities that minimize or eliminate falling damage a nice bonus. Three ways in and out for each of the nearly identically laid out bases, two graveyards per faction, and a bothersome intersecting river make for an exciting new twist on an old premise.

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Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP)

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