Posts with tag blasted-lands
Soon, Deathwing the Destroyer will spring forth from his exile in Deepholm and wreak havoc upon Azeroth. The world (of Warcraft) as we know it will never be the same again. Some locations will be mostly unchanged, while others will be completely unrecognizable.
One of the things I'm looking most forward to in Cataclysm is having my characters wake up in the newly changed world and experience that "Holy cow!" moment. When I get home from the midnight opening of my local game store and install the game, I want to log in at the most interesting and significant place I can. I plan on taking some time during that last night to move my characters to certain specific locales.
There are many places to choose from. Where will you log out the last time before the expansion? Will you choose a place that will experience a big change, like the bottom of the Shimmering Flats? While it might be fun to wake up underwater -- or will you be floating, or ported to the speed barge? -- there might also be a million other players who had the same idea. You may want a more secluded and original place. Other zones with big changes like Desolace or Blasted Lands might be less crowded and still provide that "whoa" factor.
Anyway, here we go. The Doomguard is the last demon we'll discuss on Demonology 101. Lazy Warlocks such as myself can luck out on a Doomguard with Curse of Doom, our favorite spell on Netherspite. It's a fairly low percentage to spawn one, and Curse of Doom needs to deliver the killing blow on the mob... which can be a long wait considering the curse only deals damage at the end of one minute.
[UPDATE: Curse of Doom has been revised to spawn a Doomguard 100% of the time if it delivers the killing blow! Ritual of Doom also no longer kills a player but damages them, apparently with a Curse of Doom-size damage spell. Doomguards remain enslaved for 15 minutes and disappear thereafter, eliminating the need to enslave.]
We all know the tale: You find a spiffy new weapon, you go out and use it, and find that your damage is abysmal. Then you realize it. Your skill with this weapon is 1! Thus, you're forced to go trudge off to find some grey or green mobs to solo and thwack mindlessly for a few hours until you can finally get some decent damage out of the supposed "upgrade" that you were so pumped to get a few minutes prior.
One of the ways people have made this strange little grind somewhat bearable is by using the servants out in the Blasted Lands. Because they can't die from normal weapon strikes, you can simply set yourself in front of one and swing away. If you're max level or if you have a self-healing proc or ability, you can spend a long time just wailing away mindlessly at the guy, leaving one eye on the screen while you do other things. Some people have even been so ambitious as to drag one of them to Stormwind for a skilling up free-for-all in the trade district.
Unfortunately, it looks like the ride's over. People are reporting that the Servants are no longer giving skill ups, even after 10 minutes of wailing away on the mob. There's no blue post confirming or denying the change as of this writing, but if it's in, it would seem to be deliberate.
The materials for the elixir are fairly irritating to farm in quantity, and I find myself in a lot of areas I never even leveled extensively in when I was raising my Druid main. Desolace? Paid it a visit to get some fishing done. Blasted Lands? Uh...passed through it on my way to Outland. Maraudon? Did I do that? I want to say I did, but was brought up short at learning of the existence of a scepter that allows you to bypass two-thirds of the instance. I know for sure I've never set foot in Dire Maul North, much less a Tribute Run, I'd never seen the live side of Stratholme, and I hadn't so much as clapped eyes on the Emperor in Blackrock Depths.