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25 juillet 2008

The many MMOs of Blizzard

"Our good friends at Massively have put together a feature on ""the many MMOs of Blizzard,"" and we can hear you now: You're asking what they could mean by ""many MMOs,"" since Blizzard only has the one. But Blizzard is working on, as you probably know, a next-gen MMO, and their writeup is all about the many possible MMOs they might have rumored to be in the works. As much as everyone would like a Lost Vikings MMO, or even a World of Warcraft 2, or a long-rumored Universe of Starcraft, I'm going with the last answer: none of the above. Blizzard could adapt any of their worlds to the massively format (well, except for Rock N' Roll Racing, but Massively has included it anyway), but considering that Starcraft 2 and Diablo 3 are already in the works as non-MMOs, my guess is that Blizzard is going to break new ground with a brand-new IP whenever they return to the MMO format with another game. Of course, this being Blizzard, they're not likely to give any hints until they want to give them to us, and if for some reason the next-gen MMO never does come about, we'll probably never even know what it was. But speculation is half the fun. What would a Blackthorne MMO even be like -- maybe a free-to-play sidescroller. Hmmm, well looking at their past history, WCIII and WoW were planned simultaneously in order for the two games to work off of each other and expand Warcraft lore. This simultaneous development cycle and intentionally staggered release schedule allowed for an appropriate lead in from WCIII into WoW. It makes sense that they might use a similar strategy with SCII (or D3 for that matter, but decidedly less likely). They can flesh out the lore and the truly massive universe in which Starcraft takes place as primer.


Storyline creating interesting hooks and ties that can be further developed in an MMO. While is is mere speculation at this point, it seemed to work for Blizzard the first time. They certainly know what they are doing, and have show a trend for foresight and meticulous planning. " World Of Warcraft Shaman Leveling "The guys over at BlizzPlanet have a knack for finding Knaak news (I know, I know, that was bad) -- they heard about an interview with him on a certain WoW podcast, and kindly broke down what he said for those of us who don't have the time to listen in. wow gold It sounds like he talks pretty insightfully about how he sussed out main character traits for the NPCs of the Warcraft universe -- he based what he had them do on their past actions, and he says that Blizzard has a few ""lorekeepers"" (we'd imagine Chris Metzen is among them) who track the history of Azeroth and its inhabitants for reference purposes. mp3 player He's only played a little bit of WoW, apparently, but he pieces the rest from lore and screenshots. And, perhaps most interesting, at the end of the interview, he says he's working on a new book called ""Stormrage,"" which we'd assume would be about a certain Demon/Night Elf. wow gold Fans of the extended universe will certainly want to check out the interview itself. What peeves me off is that Knaak only played 'a little bit of WoW' because it's like a reporter only asking questions as opposed to a reporter actually taking part in the subject matter. wow gold You end up not getting a REAL understanding of the world (of warcraft) by not really immersing yourself in it. A 'little' play and some screenshots wont do. I can trust a Christie Golden because she plays. wow Thusly can write more true to the heart. I would prefer to read a book written by someone who doesn't care about the game because in the end the material would have been written better. That said I will probably buy it after all since it will most likley be cannon, and Knaak isn't too bad of a writer.


wow gold (although I dont have very high standards) " .


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25 juillet 2008

Activision CFO: "Blizzard is top notch"

"Develop magazine got to talk to Thomas Tippl, who is Activision's CFO (we've heard a lot from CEO Bobby Kotick, but never from Tippl before) about the Activision Blizzard merger and how it will affect both companies. Tippl reiterates what we've heard before: that Activision has no plans to tell Blizzard how to do their jobs when they've been doing so well already. He does, however, say that a ""portfolio review"" is in order, and so employees of Sierra (Vivendi's other games division) should start working on their resumes, if they haven't started already. He also says the sales teams of each company will likely be consolidated -- they want to put an ""all-star team"" together, but the thing about stars is that not everyone can be one. So the merger remains good news for Blizzard, not-so-good news for the rest of Vivendi. We're still curious to see what happens when/if Blizzard falls out of Activision's good graces. Sure, everything is peachy-keen right now, but when Blizzard's stubborn commitment to quality bumps up against Activision's almost yearly franchise releases, who'll walk away the victor. I'm sure Activision will be treating Blizzard with the utmost respect seeing as they (in my eyes) know how to make good products, know how to give them that special polish and know what people want and expect from their games. I would rather wait another 6 months from an intended release date and get the best, rather than some 1/2 ass attempt, that's the way it has always been and is they way it should always be. Blizzard has been nothing short of a success story almost as rich in lore as their own games are. " "I was lucky enough to go to E3 this year with the Joystiq crew last week, and while I had planned to cover some stories about WoW for you guys, the biggest story I came back with was: that there was no story. wow gold


I didn't hear or see World of Warcraft mentioned once. mp3 player When Blizzard said they were not showing at E3, they meant it -- I didn't even hear a competitor mention their name. There was one mention of Blizzard at the Activision press conference on Tuesday. Mike Griffith name-dropped Blizzard once just to say the merger had happened, but there was nothing at all about World of Warcraft or any of Blizzard's properties. wow gold And I had planned to try out the Novint Falcon controller with WoW. I did try it out, and it is an interesting, if expensive, PC game controller, but Novint told me they didn't have it working in a form they wanted to show off with World of Warcraft yet. Kind of strange that the biggest game in the world didn't get a single mention at the biggest game show in the world, but then again, it's not that weird when you consider that E3 has scaled way down by magnitudes from past years. world of warcraft gold Companies aren't as interested in the event when there are many, many other ways to market and show off their games to journalists, and considering that Blizzard has invested heavily in not one but two giant events of their own this year, it's no wonder they don't want to spend any money at E3. wow gold Shame that we couldn't bring you more WoW coverage from LA last week, but we'll be back there in October, and there'll be plenty of news to report then. Like many other companies, Blizzard has chosen to selectively attend events that will provide them the most benefit, for both the company and their customers. Don't have anything to announce, don't go. wow gold Doesn't provide access to your target market, don't go. Simple and sound business decision. It does make great fodder for blogs and reporters who must report every insignificant detail.


Not that it's actually news or noteworthy, it's simply a fact-based observation and it satisfies the word-count requirement to publish.... sigh " .


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25 juillet 2008

Inscription details: Glyphs, runewords, and more

"We found out a little bit about inscription and what materials it might need when the Wrath of the Lich King beta debuted last week, and yesterday we learned that they will be helping Enchanters use the auction house, but we were still left wondering about what was originally promoted as the central purpose of the new profession: enhancing spells. Thanks to the WotLK Wiki, we now have some information on that very intriguing functionality. Spells will be enhanced by Glyphs, which will be created by inscribers and will be tradable (though there may be some inscriber-only Glyphs). Glyphs come in three sizes: Minor, Lesser, and Greater. Minor Glyphs have small effects or cosmetic changes, Lesser Glyphs give moderate upgrades to spells, and Greater Glyphs give major upgrades to spells. Each character has six Glyph slots: two Minor, two Lesser, and two Greater. The screenshot shown here is the Glyph interface, available to every character. The slots at top and bottom are for Greater Glyphs, those at top-right and top-left are for Lesser, and the sad-looking ones at bottom-left and bottom-right are for Minor glyphs. There is an ability called Glyph Mastery that's categorized under Inscription which gives access to an additional Glyph slot for the inscriber, but it is unknown how this ability is attained. Maybe it's a specialization, like other professions have. By the way, I think I've solved the puzzle of what a practitioner of Inscription is called: ""inscriber."" The OED defines ""inscriber"" as ""One who inscribes; the writer of an inscription."" The other two major contenders, ""inscriptor"" and ""scrivener,"" are defined respectively as ""An inscription (obsolete, rare)"" and ""A professional penman; a scribe, copyist; a clerk, secretary, amanuensis."" ""Inscriptionist"" is another possibility, being defined as ""The writer or carver of an inscription,"" but it's longer than ""inscriber"" and so I do not favor it. To get back on topic, I have here (via the wiki) several actual examples of Glyphs drawn from the data files, the first such we've seen, to my knowledge. Demonic Runes (Rank 3, Greater): Permanently enchants your Fireball spells to inflict up to 50 additional Fire damage.


Spells can only have one inscription. Glyph of Moonfire (Lesser): Empowers a Lesser Glyph to reduce the rage cost of your Demoralizing Roar by 20. [I strongly suspect that the name and effect of this Glyph are mis-matched.] Glyph of Natural Force (Greater): Empowers a Greater Glyph to avoid interruption caused by damage while casting your Wrath spells by 50%. Glyph of the Penguin (Minor): Empowers a Minor Glyph to cause your Polymorph: Sheep spell to turn the target into a baby penguin. Glyph of Thorns (Minor): Empowers a Minor Glyph to reduce the mana cost of your Thorns spells by %s1%. Glyph of Wild Endurance (Minor): Empowers a Minor Glyph to increase the duration of your Mark of the Wild and Gift of the Wild spells by 30 min. I foresee Glyph of the Penguin being in very high demand. And Glyph of Wild Endurance looks very pleasant for a Minor Glyph; that might be popular with the raiding druids. If spells found in the beta can be trusted, inscribers will have yet a few more tricks up their ink-stained sleeves: Runewords and Runes of Power. The concept of rune words will be familiar to players of Diablo II, though they seem to be quite different here. It looks like Wrath runewords will be temporary enchants for armor, similar to sharpening stones or mana oil for weapons. Here's an example: Runeword of Minor Magic. The reagent for this is one Dreamfoil. Unknown is whether runewords will be inscriber-only, or if they will be tradable. Runes of Power appear to be ways for inscribers to cast extra spells, consuming ink to do so (ink being derived from herbs). The only example to be found so far is Runic Blast; Ivory Ink is made from Peacebloom. From all appearances it looks like inscribers will be going through quite a bit of ink, between crafting and using their Runes of Power, so it might be wise to stockpile herbs of all kinds, especially low-level ones which are next to worthless right now. Overall, Inscription is looking very attractive.


wow gold I'm pretty sure my Death Knight is going to be picking Peacebloom and grinding them up to make my ink, and it makes me smile to think about it. How about you guys. " Your biggest concern, however, should be what happens when you start raiding at level 80. wow gold Assuming they don't immediately jump ship when the expansion launches, they're going to be taking loot drops from the early raids like Naxxramas. Their excellent skills may help you to conquer the initial raids quicker. But once they gear up enough to apply to a raiding guild, their departure will leave a gap in your ranks. buy wow gold If your roster of raid-prepared, level-80 members is slim, you'll have to settle for another player who isn't as geared or skilled even though you're still struggling with some of the new encounters. You may even have to stop raiding altogether while someone prepares a toon to fill the void. The consequences of this stoppage could potentially be disastrous. wow gold You could lose even more members who don't have the patience to wait it out, setting you back even further. So I caution those officers in casual raiding guilds, if you take these returning players back, and they plan to stick around to level 80, speak with them before you start raiding again. Glean their intentions before you hand out loot. mp3 players It's not unfair to expect them to pass on loot that someone else who plans to stay could use. On one hand, by beating the boss, they've earned the right to roll or bid on a drop. On the other, they're going to use that gear to leverage their exit from your guild. wow gold I'm not saying you should shard every item they want out of spite, but if a particularly hard-to-get and valuable item drops, it's not unreasonable to want to keep it in the guild to help with your own progression. Just make sure to communicate exactly how you plan to distribute loot ahead of time so there are no surprises during the raid.


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25 juillet 2008

Most Deathknights Won’t Be Tanks

"With the Wrath of the Lich King expansion pack looming on the horizon (some say Nov, some say Feb. ), I’m getting a bunch of toons ready and leveled up to work with the onslaught of Level 55 DeathKnights that will be running around the Outland in search of dungeon parties. I myself will not be rolling a DeathKnight for quite a while, figuring that there’ll be enough of them out there that the other classes and roles will be easier to get a party with - and I’m all for less competition and more personal fun. I’d like to say one thing about this whole DeathKnight situation, however: Being A Tank Is More Than Leading A Party I know that the introduction of the dual-wielding damage-dealing rune-using DeathKnight is meant to help address the “tank shortage” that is perceived in the game, but I personally don’t think it’s going to do a whit to help the “problem” that is perceived. You see, according to what I see, the “problem” is that the role and responsibilities of a Tank are not what most players expect it to be, and when most players realize what is expected of a Tank, they decide it’s not what they want to do, and viola, they’re “dps, not a tank”. This is not to say that someone who is DPS geared and spec’d cannot act as a Tank in an instance, of course. Players “can” do anything they want, but they may find it difficult to find quality DPS and Healers who want to party with them on an ongoing basis unless they’re way overgeared for the instance and essentially giving run-throughs. Role and Responsibilities Of A Good Tank Most of us are familiar with the basic role of a good tank - to lead the dungeon party’s direction, and to be the object of the enemy mob’s hate, taking damage and protecting the rest of the damage-dealers and healers in the party. But the responsibilities of a tank aren’t as clear (especially the more refined the tanking strategy gets), and there’s a vast difference between a bad tank and a good tank. Some tanking responsibilities include: Determining the quality of the group’s healer Setting the pace of the party excursion Marking and communicating kill order of grouped mobs Making Good Pulls Explaining Boss fights Reigning in or replacing excessively poor groupmates Quality Of The Group’s Healer.


It’s largely expected that for a group to be successful, the most important parts are that the Tank and Healer are solid. Having poor DPS can slow down a dungeon run in a severe way as well, of course, but having a poor Tank or poor Healer almost always spells doom for a party. But having said that, know that we’re all in a process of learning about how to play our classes as we’re levelling through to the level cap, so “excellent” healing or tanking is not required. What is required is that the Tank can judge the quality of the group’s healer, so the Tank knows how hard and fast the party can be pushed without having to spend time getting ready to go again after a wipe. Setting The Pace This is one of the toughest things for a new tank to learn - especially since World of Warcraft has been going for many years and it’s likely you’ll get at least one member of your PUG party who is high on knowledge about the particular instance, but low on patience for waiting for you to start the fight. In short, a good tank will know that a DPS who is deciding to start the pulls is using a passive-aggressive, non-verbal way to say “let’s go faster”. A good tank will always practice setting up the marks and starting the battle as quickly as possible. " "If you take 10 million random people and sort them by height, you'll get a bell curve called a Gauss curve, or ""normal distribution"": There are very few very tall people, some tall people, lots of average height people, some small people, and very few very small people. The reason this is called a normal distribution is because most natural distributions look like this. And although it is much harder to measure, if you sorted the 10 million World of Warcraft players by skill, you'd get the same distribution.


7ou'll get everything from low skill to extremely skilled, with the large majority being somewhere in the middle. Only the very low skill end of the curve is missing, because people who don't have enough skill to even do one quest won't play very long. And the same is true with every other game. People have different skills in video gaming. And if your skill isn't high enough for the minimum skill level needed to succeed, you don't play. I suck at first person shooters, so I don't play them. Which means my dollars are lost to the game companies making first person shooters. So Blizzard, clever as they are, made World of Warcraft very easy. Many people who have difficulties to succeed in the average video game still manage to kill monsters and do quests in World of Warcraft. And the learning curve for WoW isn't steep at all. You get new abilities every two levels, but most of them aren't any harder to use than the first two abilities you started the game with. If you managed to kill that wolf at level 1 to gain your very first experience point, chances are you'll also be able to kill that level 69 mob that makes you ding 70. But shooting for the lower end of the skill curve has one disadvantage: Soloing in World of Warcraft in most cases isn't very exciting if you are of average skill or above. If a game is too easy, it isn't challenging enough to be fun. That is why so many people rush through the leveling game and try to get to the level cap as quickly as possible, even paying other people for power-leveling them to there. At the level cap you can group, and you can raid, and while you still don't need to be a rocket scientist to successfully group or raid, you definitely need more skill for that than for soloing. wow gold You need to watch what the other players in your group or raid are doing, and the combats last longer, forcing you to think about concepts like mana efficiency or regeneration. Now if World of Warcraft was much harder, it probably wouldn't have gotten 10 million subscribers. wow gold Being accessible to everyone is a strength. But I wonder if WoW wasn't even better if it offered more challenge to players for who it is too easy. Sure, you can fight monsters of higher level than you are even now. wow gold But why would you. The fights last twice as long and don't give twice the xp, so in the end you'll level slower if you search the challenge. There is no solo content which would give better loot for higher challenge, like a group dungeon does. cheap wow gold And groups at lower level nowadays are hard to find, if your time schedule would allow you participation at all. I'd love to see solo instanced class quests, like Age of Conan has in the lower levels, introduced to World of Warcraft as well. mp3 players They could even be designed to teach you your various class skill, by having challenges you can only overcome by using your class-specific spells and abilities. Or of course the expansions that add levels to the game could have those levels be more difficult (and not just longer) than the previous levels. wow gold Unfortunately I don't think Blizzard is about to do that. I'm looking forward to Wrath of the Lich King for the exploration of the new content. But I doubt soloing up to 80 will challenge me, or most other WoW players. " .


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25 juillet 2008

Reading between the lines

"An anonymous commenter asked me: ""Tobold, I wanted to ask you if you are not a little bit disappointed about the announcements made at the WWI regarding wow. I mean, we learned nearly nothing. What do you think. "" Well, I think that I learned a lot about WoW that weekend. Because often you learn more by reading between the lines and watching what is going on than by listening to a big new announcement. Just read my interview with J. Allen Brack again. Many commenters simply projected their own view onto that, and just saw what they expected to see. But if you read it with an open mind, you learn a lot about the way Blizzard sees World of Warcraft. They are obviously extremely confident in the long-term future of WoW, so confident they don't even think they need to plan ahead. They strongly believe in quality, which is good, and don't believe in sticking to a timeline, which I think will bite them in the behind one day. You wouldn't want to produce lets say a car the way Blizzard develops games. Fortunately all other software companies have the same problem. Apparently creative coding doesn't lend itself to strict organization. The interview also told us that if you hear anyone from Blizzard talking about a potential future feature, it is just that: Talk. For example somebody on some WoW panel mentioned Blizzard looking into allowing people to switch between two talent builds, and many people jumped on that and now think this is a feature that will come soon. But the interview clearly taught us that Blizzard looking into something only means the idea is on a board together with lots of other ideas. Maybe it will be patched in next year, maybe it will be part of the next expansion after WotLK, or maybe it will simply never happen. Another important info from the interview is that Blizzard still considers World of Warcraft to be a group game.


Did you notice that when we talked about the reasons for lack of healers and tanks, J. talked about the warriors damage contribution in a raid or group, which should be more meaningful. The solution to add more damage to warriors is the good one, but of course most players are worried about their damage output when soloing or PvPing, and couldn't care less about their position on the damage meter in a raid. Finally there is a world of info contained in the simple phrases ""We definitely want you to play at the high level with your friends. And we are always looking at neat good ways for you to get up to the high level."" Not ""we want you to level up with your friends"". Blizzard is totally sold to the idea that the real multiplayer part of their game happens at the level cap. I think that getting this sort of information of how Blizzard sees World of Warcraft, and how they produce the patches and expansions, is more useful than a precise announcement of lets say the WotLK release date or one more feature in it. For example I can now tell you with almost certainty that the next expansion after Wrath of the Lich King will come out in 2010, just by logically extrapolating the information about the production process. You heard it here first. :) " "A rare example of Blizzard delivering faster than promised: They promised us that the Deathknight would be terrifying, and quite a lot of players of warriors and bloggers are already terrified! Via Random Battle I found this excellent analysis of Deathknights from Wolfshead. wow gold It is pretty negative, but well worth reading. Read both Wolfhead's original post and Cameron's comments and then come back here for my take on the subject. At the root of the problem is a mismatch of the current reality of tanking classes and the promises Blizzard made about Deathknights being dps tanks.


If we assume that Blizzard holds their promise and makes the Deathknight a class that can tank well enough in most group situations while still doing enough dps to be good for soloing and PvP, there is an obvious problem for the other tanking classes, especially warriors, for who this is not the case. wow gold The other possibility is that Blizzard doesn't hold their promise, and as Wolfshead suggests pulls a bait-and-switch job on us. You can see how neither alternative is very promising. Playing a warrior I obviously don't want a new class in the game, played by a large number of players because it is the first new class since 2004, which takes exactly the same role that I have, only doing it better, and which rolls for exactly the same loot, except for shields. If that happens, I can kiss my warrior goodbye. buy wow gold But on the other hand I have a vested interest in Wrath of the Lich King being a big success, I don't want my already low-population server to become even emptier, so I don't want people to be totally disappointed by the Deathknight class either. And I think Blizzard is aware of these two problems, and wants to avoid them. But how. wow gold One alternative is following a classic MMO class design rule, which says that a hybrid needs to be weaker in all of the roles he can perform than the specialized class which can perform only one role. Thus a Deathknight would be a less good tank than a warrior, and a less good melee dps than a rogue. Unfortunately that approach has two problems: it isn't very attractive, and on the tanking side it is very hard to design ""less good"". mp3 players Damage is easily scaleable, tanking is not. Either you hold the aggro or you don't. If you scale down tanking so the Deathknight needs a bit more time alone in combat before the other players can start dealing damage, and then need to tone down their dps to not out-aggro the Deathknight, the average player will just declare the Deathknight being useless for tanking. wow gold You can already imagine groups of three Deathknights spamming the trade channel for a healer and a tank in that case, because everyone will think of them as dps classes.

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25 juillet 2008

More Death Knight news and clarifications

"Having had a few hours to sleep and then a few more to digest the new information on the Death Knights, I'm finally getting a clearer picture of what the Death Knight will be able to do and how they'll fit into the existing hierarchy of classes, and I have to say, I'm still just as excited. There's a lot of questions that have risen from a lot of corners, but new information has come to light that may answer at least a few of them. First, let's look at some of the clarifications the CMs have been offering, and clear up some other questions from the comments of this morning's article about how creating a Death Knight will work: * You have to have a character of at least level 55, not exactly level 55, to unlock the Death Knight. * You do not sacrifice a character to make the Death Knight. They will be a completely new level 55 character. * It is one Death Knight per realm, but not per an account. You can have multiple Death Knights on different characters. * The unlock is currently account-wide. You can make your new Death Knight on any server, and on either faction (unless it's a PvP server where you already have characters). Anti-Magic Tanking and other Death Knight tricks This is also a good time to link yet another useful Death Knight article, this one by Ten Ton Hammer, which covers another aspect of the Death Knight's role. Just like the Paladin's niche is AE Tanking, the Death Knight's niche will be Anti-magic tanking (which will probably translate well to anti-magic PvPing). Ten Ton Hammer lists a few of their Anti-Magic abilities, as well as clarifying some of the other abilities we've already heard mentioned: * Anti-Magic Shell: This ability uses a rune to surround the Death Knight in a shell that absorbs 75% of the damage from the next incoming spell and converts it to runic power.


We've seen similar abilities before from Banshees, so it certainly fits within Scourge lore. * Mind Freeze: All TTH says about this ability is that it interrupts casting, but with a badass name like that, you'd think it'd do more. * Strangulate: One of the Runic Power finishing moves, which drains the Death Knight's Runic Power to silence a target for up to 5 seconds and cause some damage. * Death and Decay: It causes AE Damage, of course, but apparently also has a chance to fear affected targets. * We also learn from the TTH article that raising a Ghoul will last for 2 minutes. No mention if you can raise the same corpse more than once. Despite the two-minute limit, TTH quotes Tom Chilton as saying that he expects Ghouls to be one of the class defining features of the Death Knight, so it sounds like they'll be rather powerful while they're up. Death Knights: Taking Your Jobs. But there's two questions that seem to be on everyone's lips right now: Will Death Knights usurp tanking spots, and will Death Knights be overpowered. On the subject of Death Knights being overpowered, I think Drysc stated it most succinctly in this post. You need to understand two things: First, the presentation on Death Knights given by Tom Chilton and reported on by the gaming media this morning was made about a class that is still very much in the Alpha state. There is a lot of play testing to be done on Death Knights before WoTLK goes live (Hopefully sometime before 2009), and many things could be changed and tweaked before then. Secondly, We have only thus far seen new talents and skills for the Death Knight class. wow gold However, every class will be getting 10 more levels, and new skills and talents to go with them. If Death Knights are getting all these amazing abilities, it stands to reason that other classes will be getting abilities to match. lt's also understandable that other tank classes are a bit put out by the possibility of Death Knights horning in on their territory.


I play a Druid currently, and I already envy Death Knights from what we do know -- and I plan to play one. wow gold That said, I wouldn't despair just yet. As I mentioned in the last article, Worldofwar.net has quoted Chilton as saying that they are looking at having all tank classes be able to do more DPS while tanking. You may be a little put out by the thought of a Death Knight tanking alongside a risen Ghoul while putting out mega-damage via stacking Blood Strikes and a few Strangulations on caster trash, but the developers, I think, have given a definite sign that they're not about to neglect the other tanks. world of warcraft gold I do very much think we'll see enough love for all classes that no-one should feel too left out. And one final note: Deathchargers are cool and are not lame at all. Ever since I saw Baron Rivendare astride one, I have wanted one, and I cannot wait to get mine when I roll my Death Knight. " "Understandably, everyone is begging to know more about the Death Knight class. At WWI, the Blizzard developers discussed the class in depth at both the main Development panel as well as at the Q&A panel. wow gold So you don't have to go fishing everywhere to find what you want to know, here's a roundup of new information about Death Knights from WWI so far. Starting Area The Death Knight starting area will be an extended area in Northern Plaguelands. The developers feel strongly about keeping people interested in playing in the Old World so they are creating this new zone. I personally hate every zone that has the word ""plague"" associated with it. mp3 player Admittedly, I didn't reach either of the current Plaguelands until after I'd upgraded to The Burning Crusade, which meant I really had no time for grinding there since Outland awaited alluringly. However, it will be interesting to see if they make changes to the existing Western and Eastern Plaguelands along with adding content to the North to make these areas more interesting to players -- be they Death Knights or not. Races Death Knights can be any race. As one speaker said, ""The Lich King doesn't discriminate."" (I just knew he was a standup guy!) The specific example they gave is the concept of playing a Gnome Death Knight. wow gold Man, I cannot wait to see a Gnome Death Knight! I mean, it boggles the mind. Along those same lines, the voice emotes will be changed for Death Knights according to race.


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http://kimjone.ning.com/
http://portal.blogfusion.com/blogs/kimjone/
http://www.seomoz.org/users/view/81797
http://dihitt.com.br/heiweimianbao
http://heiweimianbao.blog.terra.com.br/
http://hexun.com/heiweimianbao/default.html

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