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Posts with tag theeye

Guildwatch: A strange form of payback


Imagine for one second that you're an amazing raider (Yes, I know it's hard, but do it anyway). Imagine that a guild working on the Black Temple actually invites you out of your guild to come and raid with them. Would you do it? Would you leave your own guild behind just to go to the Black Temple? That's the choice that one guild's main tank was faced with, and he chose to leave his guild behind. And then they chose to log on to his account, and as payback, as you can see in the movie above, delete every one of his characters.

Ouch is right. Not quite sure that was called for (although, as someone points out, since he's got such a clear record of everything that was deleted, he'll probably be able to get it back from Blizzard). Still, not exactly the best way to congratulate your guildie on getting "promoted." That drama, and much more in this week's GW, which starts right after the jump. Want to send us juicy drama of your own? Drop a tip to wowguildwatch@gmail.com.

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Filed under: Guilds, Instances, Raiding, Guildwatch, Bosses

Gamers on the Street: Attunement changes


Hello all, and welcome to Gamers on the Street! In this column I will be logging into a different server each week to create a character and ask completetly random gamers of both factions their opinions about things that are currently impacting players in World of Warcraft. In this way we hope to reach out to the community and give some everyday gamers a chance to talk about some of the things going on in game.

This week, I picked the Gnomeregan server by asking someone in the <It came from the Blog> guild to name a server for me. It was the first one that was given to me. I rolled my two characters -- a Gnome Rogue and a Troll Rogue, which I dutifully leveled past one so nobody thought I was a gold spammer -- and headed for the major cities nearby to ask my questions. Amusingly, getting anyone to talk to you at level five (Alliance) or three (Horde) was difficult to say the least...

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Filed under: Analysis / Opinion, Fan stuff, Interviews, Gamers on the Street

Raiding progress, minus attunements

Players have pretty much /cheered across the board about the removal of attunements from Serpentshrine Cavern and Tempest Keep yesterday-- even the Blizzard curmudgeons over at PaladinSucks nodded in approval.

But as Elizabeth asks on the WoW Livejournal, what exactly does this mean? Can your guild change this weekend's Gruul run into a raid on The Eye? Can guilds skip over Karazhan and Heroics now, and just head straight to Serpentshrine? Will we see Void Reaver dropped by most guilds quicker than Isiah Washington from Gray's Anatomy?

Unfortunately, the answer to those questions is probably no. True, the removal of attunements does mean that more guilds can head into SSC and Tempest Keep right away (instead of waiting for 25 of their members to get attuned), but the bosses in both of the big raids aren't real forgiving unless your guild has already seen a few Kara clears, a few successful Gruul raids, and hopefully even a Magtheridon raid or two as well. Just as a reference, Void Reaver, the first boss in The Eye, requires about three or four tanks in the raid, and easily hits for 7k in the space of a few seconds. Likewise, Hydross, the first boss in Serpentshrine, is not nice to raids-- his adds hit for about 5-6k, and he enrages within 10 minutes.

But on the other hand, if you have run Kara, Gruul, and Mag a few times, most guilds are saying you'll have no problem at all with Void Reaver, so guilds who are ready already will definitely benefit from the attunements opening up for all. But if you're still stuck on Curator or Shade of Aran, you likely won't get much out of SSC or TK except a repair bill and a bit of perspective. You'll need to gear up before tackling the bigger stuff.

Filed under: Analysis / Opinion, Tips, Guilds, Blizzard, Instances, Quests, Raiding

More Legendary weapons from the Kael encounter

Our good friend Boubouille over at MMO-Champion has posted pictures and stats of all the Legendary weapons found in the Kael'thas fight. Last week, we posted about that crazy axe, but it seems there's more-- seven weapons in total, and they're all amazing.

There's a shield that gives +40 defense and can shield the user for 100,000 damage. There's an uber dagger for rogues, and an awesome bow for hunters. There's even a staff that not only increases both spell damage and healing by 325, but also adds over 1000 attack power to Cat, Bear, Dire Bear, and Moonkin forms.

Nihilum is so far the only group to take on Kael'thas (and let us know about it), but they haven't spilled too much information about exactly how and why these weapons are used. We do know they're meant only for the encounter, and that when you die, the weapons disappear. But how and why they're obtained isn't quite clear yet-- I've heard the weapons are given to the raid when Kael's advisors are killed, but does that mean these weapons replace the raid's weapons or do they have to be looted and equipped? And what exactly is Kael doing during all of this that requires so much crazy power?

As of this writing, Nihilum hasn't yet downed Kael, so they're probably more concerned with going after him then telling us about it. But once they down him (I predicted this past weekend, but we haven't seen anything yet), maybe we'll get some clearer answers about what the encounter is actually like.

Filed under: Items, Guilds, The Burning Crusade, Bosses, NPCs

Nihilum meets Kael'thas, finds new Legendary


Nihilum has made it to see Kael'thas Sunstrider, the end boss in the 25-man raid The Eye (in Tempest Keep), and though they haven't downed him yet, they've come back to tell the tales.

First things first, there's a new Legendary in the game, a two-hand axe called Devastation, with a +50 crit, +150 attack power, and a speed buff of 50% and an attack speed buff of 20% as a chance on hit. Oh, and did I mention that it's got 158.1 DPS on it? I think I just did. I believe that makes it the highest DPS weapon in the game? Nope, there is at least one wand that goes higher (thanks readers! see comments below). The only thing I know of that's higher is Illidan's Twin Blades of Azzinoth, and those have only been seen on GMs so far.

There is a catch, however-- the axe can only be used during the fight with Kael'thas. As for the event itself, Nihilum says "the encounter seems very cool," and it looks like Kael comes with (at least) four adds-- his advisors Thaladred the Darkener, Master Engineer Telonicus, and Grand Astromancer Capernian and Lord Sanguinar.

No mention yet on how they're doing with the encounter, but I'd guess we might see a world first as early as this weekend.

[ via MMO-Champion ]

Filed under: Items, Guilds, Instances, Expansions, Raiding, The Burning Crusade, Bosses

Five must-see quests at 70

When I finally hit 70 on my main, the last thing I wanted to do was more quests. But lately, after a lot of prodding from guildies and a lot of drooling over the thought of a quest reward Netherwing mount, I've gotten back into questing with my main. And after going at it for a week or so now, I've discovered there are some pretty awesome quests to do even after you hit that final ding in Outland. If you're just getting ready to start questing for gold instead of XP, here's five terrific quest chains you can seek out and work through.

(And yes, I do realize that most hardcore players will have already found and completed these chains-- if you know of more fun, rewarding, or cool quests to do post-70, feel free to add them in the comments below.)

1. The Cipher of Damnation. This is a loooong, long questline that will get you ready to do The Eye, the 25-man raid in Tempest Keep. It starts off with some solo quests in Shadowmoon, and then takes you through all the Heroic instances in TK. Along the way, you'll use boars to dig for tubers, and puke your guts out going through rotten Arrakoa eggs. Lots of fun. It starts in Shadowmoon Valley's Wildhammer Stronghold if you're Alliance, or Shadowmoon Village if you're Horde.

2. Entry Into the Citadel. This questline and the next one are key quests-- they'll finish with key rewards that will let you into endgame dungeons. This questline is the making of the Shattered Halls key, necessary to enter the toughest 5 man in Hellfire Citadel (not every group member needs these keys to enter these instances, just one-- unlike the raid instances). So lots of guildies will love you if you finish these quests, and for this questline, you get to kill a Fel Reaver in the process. The Shattered Halls key questline starts from a drop from Smith Gorlunk, on the Northern Terraces outside of the Black Temple in Shadowmoon Valley.

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Filed under: Analysis / Opinion, Tips, Quests, Lore, Guides, NPCs

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