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Posts with tag blood-knight

Previewing Curse of Naxxramas' neutral minions


Sometime this month, Blizzard is expected to release Hearthstone's first adventure pack Curse of Naxxramas. The pack will come with single player adventures, along with 30 new cards that should shake up the metagame and breathe some fresh air into the ladder scene. Pricing details were announced yesterday, and now seems an apt time to begin looking over the cards we'll be seeing in Naxxramas. Thus far, five neutral cards have officially been announced.


Dancing Swords

Dancing Swords is an intriguing minion at three mana. The magical blades boast a highly coveted 4/4 body, able to ignore specific priest removal while still having a thick enough hide to endure most popular area of effect spells. In exchange for the amazing statline, Dancing Swords awards opponents a card upon expiring. In a perfect world, Dancing Swords is used to quickly mow down a foe before the deathrattle ever becomes an issue. It seems like we won't be seeing this minion in anything other than fast paced aggression setups.

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Filed under: Hearthstone Insider

All the World's a Stage: Plot points for Blood Knights

All the world's a stage, and all the men and women merely players. In World of Warcraft, that player is you! Each week, Anne Stickney brings you All the World's a Stage with helpful hints, tips and tricks on the art of roleplay in WoW.

Many roleplay guilds run with a theme of some sort, whether it's a group of heroes all thrown together with a specific cause, a family or noble house, or even a rag-tag group of mercenaries. Those aren't the only themes available to play, however. World of Warcraft has several different organizations established in lore, and some players choose to place their characters in those organizations. It's a good way to root the character in the existing lore, but it's also an excellent way to help define the character you're playing. Due to popular request, over the next few weeks I'll be addressing some of Azeroth's major organizations and taking a closer look at each.

The Blood Knights of Silvermoon are a relatively new organization by Azeroth's standards, formed for one purpose and now practicing another. Though it could be stated that their story began and ended in The Burning Crusade, that's not exactly true. There are plenty of plot threads left hanging that Blood Knights can play with.

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Filed under: All the World's a Stage (Roleplaying)

All the World's a Stage: So you want to be a Paladin


This installment of All the World's a Stage is the fourteenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

You might say that paladins are the guardians at the gates of hell -- they fight evil wherever it penetrates into their world and they take the fight to the evil's source in the hope of quenching it forever. Although they focus on guarding their people from undead and demonic forces on the rise, paladins actually stand against evil everywhere, including the evil in their own hearts.

Being a paladin means that you have a relationship of some sort with the Holy Light, that mysterious force of goodness and faith that flows to some degree within all living beings with positive intentions. Most paladins (and many priests) believe that when you do something that you believe to be good, the power of the Light increases in you and your connection to the rest of creation is strengthened, whereas doing something evil (such as acts of greed, despair, or vengeance) will darken the universe and weaken your connection to it. Whether this belief system is a religion or a philosophy is open to interpretation, and seems to depend in some part upon which race you are.

There are three sorts of paladins in World of Warcraft, aligned with the humans, the draenei, and the blood elves. All of these share certain similarities, but each has its own differences as well.

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Filed under: Horde, Alliance, Human, Dwarves, Paladin, Draenei, Blood Elves, Lore, Guides, RP, Classes, Wrath of the Lich King, All the World's a Stage (Roleplaying)

Ask a Lore Nerd: Books, boats and Blood Knights


Welcome to Ask a Lore Nerd, the column that answers your questions about the story and lore of the Warcraft universe. Click the Comments link below (or e-mail us!), ask your question, and blogger/columnist Alex Ziebart will answer your question in a future installment!

Without further ado, let's get to the questions. Justin of Firetree-US wrote in to ask...

Along the coastline in the Swamp of Sorrows there are skeletons of giant turtles with structures built onto the back of their shells. Is this a nod to the Gnome submarines used in
Warcraft II? If I remember correctly, they were turtles as well.

While yes, the Gnomes did use the turtles as submarines in Warcraft II, they aren't the only ones that have made use of them. According to a few quests in Darkshore, the Naga have put the Giant turtles to work as transports. Also, in Wrath of the Lich King, the Tuskarr use giant turtles with carriages on their backs as transportation as well. In fact, you can use them to get from one end of Northrend to the other. Edit: I was wrong, the Gnomes didn't use the turtles. It was a Horde unit. Same answer applies, though.

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Filed under: Analysis / Opinion, Lore, Wrath of the Lich King, Ask a Lore Nerd

The Light and How to Swing It: Blood Knights moving forward


In a bold move that is perhaps indicative of the direction Blizzard will be taking with the game and lore progression, Patch 2.4 saw the removal of M'uru from Silvermoon City and the displacement of Lady Liadrin from the chamber in Farstriders' Square. In a scripted event that reveals what happened to the captured Naaru, Lady Liadrin pays a visit to A'dal in Shattrath City, eventually pledging the service of the Blood Knights to the Shattered Sun Offensive. In the blink of an eye, Lady Liadrin become Exalted with the Shattered Sun Offensive (where'd she get that quest, I wonder!) and leaves Shattrath wearing one of the coolest tabards in the World of Warcraft.

What does this imply for Blood Elf Paladins? Gameplay-wise, not much. Although I would've welcomed a change in the quests for Horde, the biggest changes were that all the quests that were previously available from Lady Liadrin are now obtained from Lord Solanar Bloodwrath. Obviously moved for logistical reasons, the quests are virtually identical to the ones that Lady Liadrin dispensed. The one noticeable change is in the early quest Claiming the Light from Knight-Lord Bloodvalor. In the original quest, players were to fill a Shimmering Vessel with power from M'uru, whom the Blood Knights used to hold captive. The updated quest now requires the player to draw the lingering energies from the Blood Elf Magisters rather than M'uru, indicating that what remains are mere vestiges of the power that the Blood Knights once wielded.

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Filed under: Paladin, Analysis / Opinion, Quests, Lore, (Paladin) The Light and How to Swing It

Alliance to get Seal of Blood in 2.4?


Poster Tamerland from The Scryers posted an interesting nugget to consider over at the Paladin forums today, stating unequivocally that the Alliance will be getting the Blood Elf-only Seal of Blood in Patch 2.4. Conversely, the Horde should be receiving Seal of Vengeance. What's the big deal, you ask? Well, Alliance Retribution Paladins have been crying for Seal of Blood because it has, with numerous calculations, proven to be the superior PvE DPS Seal. In light of the removal of spell damage in Retribution gear and the focus on Strength (and consequently Attack Power), this has become less of a debate and more of a simple fact. Furthermore, Seal of Blood inflicts damage on the Paladin, which is absolutely great as this is incredibly synergistic with Spiritual Attunement, allowing Ret Pallies to regenerate mana as they're healed. While Seal of Vengeance has been argued to be an excellent tanking seal, Horde Paladin tanks have coasted along fine with Seal of Righteousness.

Up until now, Alliance Retribution Paladins have had to balance spell damage along with other stats to optimize Seal of Command while Horde Ret Pallies happily picked up, um... *cough* Warrior gear. If the changes in 2.4 push through, the removal of spell damage severely gimps Seal of Command for PvE and consequently, raiding Alliance Retribution Paladins (yes, such things exist, believe it or not). Tamerland says that the writing is on the wall, and from the lore-shaking changes glimpsed on the PTR, his claims don't seem too far off. The chained up Naaru in the Blood Knights' basement is gone, and the lovely Lady Liadrin (I had to editorialize that. We swore these blood oaths, you know.) comes to Shattrath City to pledge allegiance to A'dal, who welcomes the Light-stealing, Naaru-shackling, demon-blood using Blood Knight matriarch in a totally WWJD moment. The stage really does seem set for such a change, and it wouldn't be the first time that Blizzard has shaken things up in order to balance things out. Paladins were formerly an Alliance-only class once upon a time, after all. Personally, I'm stoked at the possibility. I'm not too thrilled about the Alliance getting Seal of Blood ("my... precious..."), but if it does happen, it means Blizzard is actually listening to its community -- even if they don't say anything most of the time.

Filed under: Paladin, Patches, Analysis / Opinion, Blizzard, Forums, Rumors

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