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WoW Archivist: Memories of Dire Maul

The WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

Last week I said we'd be visiting Dire Maul in-depth this week, and we're going to do exactly that. Dire Maul was added in World of Warcraft patch 1.3 all the way back in March 2005. As I pointed out last week, Dire Maul attempted a great number of things that Blizzard has never tried to do since. It was also one of the few instances that was given a lasting relevance throughout an entire expansion phase of the game's life -- from the day it was implemented in patch 1.3 to the final day prior to the launch of The Burning Crusade, players had a reason to venture into the three wings of Dire Maul that wasn't simply grinding for currency.

Dire Maul was one of the last bastions of adventure and discovery in our dungeons. That isn't to say all instances afterwards were bad, that's not true at all, but never again did we have a 5-man dungeon that you were free to explore and discover the secrets hidden away in its dark corners. It's a style of dungeon we haven't seen since, and with the prominence of the dungeon finder in World of Warcraft these days, it's one we're unlikely to see ever again.

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Filed under: Analysis / Opinion, WoW Archivist

Player versus NPC health

A comment left by Argent on my article about the maximum amount of stamina got me thinking. How does player health stack and scale against NPC health? I quoted 17,500 unbuffed health as a good target for maxed unbuffed stamina, which equates to about 22,000 health fully raid buffed (possibly more depending on group, consumables, and talent composition).

So, let's take a look at what some mobs are that have around 22,000 to 23,000 health. Remember, this is as much as a fully equipped tier six warrior will probably have in raid.
If you want to just go by unbuffed numbers, some famous mobs that have around 17,500 health include:

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Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Virtual selves, Instances, NPCs

Phat Loot Phriday: Cruel Barb

Since pretty much all of our phat loot so far has been crazy awesome endgame stuff, I thought it might be nice to take a look at some lower level lewts. And so here's this, a dual sword twink's favorite weapon.

Cruel Barb
Type: Rare One-Hand Sword
Damage, Speed: 30-57, 2.80 (15.5 DPS)
  • On Equip: +12 Attack Power
  • Usable at level 19, this sword is a no brainer for WSG twinks. It's not the only weapon you could choose to equip your overpowered lowbie with, but with a respectable drop rate, a nice attack power bonus, and the ability to dual wield them for a double bonus, it's an easy choice for any melee class.
How to Get It: If you've ever made it past level 20, you've probably already gotten it already. Cruel Barb is dropped by the great Van Cleef (VC, if you're LFG in Westfall), the main boss of the Deadmines, the game's first major instance (can we consider Ragefire Caverns major? I'll let you guys decide that). There's a droprate of around 13%, so if you don't see one after eight runs through or so, you're just really unlucky. Keep in mind that it's BOP, though, so while it's tempting to run your high level alt through Deadmines to get it, you won't be able to pass it off to your twink... unless you bring a friend and have them reinvite you into the instance, of course. Ah, the pleasures of twinking!

Auction Price:
Would probably be high if you could actually put it on the AH. But instead you'll have to settle for 29s 64c to a vendor-- or just go ahead and DE it. After all, how else are you going to be able to do that +15 agility enchant on both your weapons?

Filed under: Items, Tips, How-tos, Blizzard, PvP, Instances, Features, Phat Loot Phriday

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