Thursday, 15 May 2008

Should they Revamp the Old Instances

Like most people I love doing Heroics, old isntances with fresh challenges and some pretty nice gems to boot. I have done some more times than is wise, leaving me with a slight distaste for them, but even after I have grown tired I still find myself going back when it's the daily heroic.

The question arises though, why not make all instances have a Heroic Mode, with better loot and some fun quirks.

Running gnomeregan with maybe a gauntlet stage as you head down, Deadmines with an Epic Van Cleef or maybe going through Shadowfang Keep (One of my favorite, if not more pain in the arse instances to get to)

I would quite like a Heroic Scarlet Monestary, Cathedral was a hellova fun instance in my view, as was SM Library and SM Armoury. These instances were a staple of my levelling and I have to admit I miss them sometimes!

But with the new heroics I think there should definately be new challenges, like the gauntlet in ZA or maybe just bosses with more inventive special abilities that we saw appear in the burning crusade (I loved the variety in Karazhan!) Hell why not have a Heroic Karazhan!

Do you think that the old instances should get given a Heroic Mode?

Thursday, 1 May 2008

Are Daily Quests a Good Thing?

Blizzard are quite obviously pushing Daily Quests into the game of World of Warcraft. With Patch 2.4 and the introduction of sunwell isle there were 36 new quests, although some were 'continuation quests' once a phase had been completed. (See Here for the Full Shattered Sun Offensive Patch 2.4 Daily Quests)

Now despite the occasional daily quest being fun (I love the bombing run dailys) suddenly people realised you could make a lot of gold very quickly by doing daily quests. All of a sudden the influx of people doing daily quests destroyed raid groups, set to motion people logging on for 4 hours and doing nothing but the same quests over and over, and eventually saw a lot of people quit because what they were doing was boring and held no challenge.

My view on dailies is that while they are a good idea their implementation makes them too powerful. The fact is that these should be a supplement to the game, instead because they reward so well they are infact BECOMING the game. In my personal opinion the daily quest rewards should be significantly dropped so people can play the game once more.

I like to raid, I can see why people PVP, Hell I even agree that arena Epics aren't welfare (Though the ones bought with honour and tokens most definitely ARE welfare epics!) Daily quests have turned world of warcraft away from a game aimed at focusing on being the best and instead have shot it right into the realm of boring repetitive questing.

Monday, 28 April 2008

Begging for Gold

Gold beggars are prevailant in Stormwind and Ironforge nowdays. It seems that when I stand in these cities I am pestered almost continuously by low level beggars crying for a few gold. Despite my suggestions that they go out and kill things they still seem to find it necessary to keep whispering me and opening trade windows.

And so as I told a rather annoying gold beggar to 'Shoveth hys heade where thee sun shineth rarely' I began to thnik about why gold beggars exist.

The most obvious kind of beggar is the 'noob' beggar, new to the game and uncertain as to what they are doing. These guys sometimes act positively to good advice.

The Alt is the worst kind, this may be a lvl 10-12 character that has been dressed down to look more pitiful. These guys can be found in lvl 2-3 grey items claiming they are new to the game. My best solution here is to chase them around shouting scam until they log off.

The final kind is the gold seller. These gold beggars tend to have poorly formed English and tend to be more persistant than others. For these guys it is best to open a trade window and leave several thousand gold in it, then go AFK. It is quite humorous to look back through the chat log and see for just how long the beggar sat there asking you to press the trade button.

So why do these people do it?

Easy, it's profitable.

Despite how most people mock and derise the gold beggars many others still pass over a bit of money here and there regardless. This might be because they have fallen for a story (Pls I just need 2 gold for spells!) or maybe they are just feeling charitable. The fact of the matter is that, like the gold spammers ingame, they do it because it works.

So please, everyone join me in not giving gold to beggars in WoW, and maybe, just maybe, the cities will become just a little less annoying.

Sunday, 20 April 2008

World of Warcraft Levelling Guides

Levelling in WoW can be a dreary, mind numbingly boring task, for some of us it takes weeks, others it can take months. There are a lot of guides out there, some are just ebooks where as there are others out there which are inbuilt into the game as an addon, these include Teaam iDemise's Guide, Elite WoW Guide and the Ultimate WoW Guide. All of these can get you from level one to seventy in less than a week of play time.

The question many ask though is should these be used?

The truth of the matter is that these guides, while effective make you miss out on a lot of the ingame content and background. Should WoW players use these levelling guides when it makes them miss out a lot of the intricate parts of the game. Ontop of that speeding through the content can leave a player a little lack lustre in skill.

Personally I have never used a levelling guide however I have been sent Review copies of them and I can safely say their quality is excellent, with fantastic way point, quest and killing information built into the game to ensuer you level at the fastest possible speed in WoW.

Thursday, 17 April 2008

Guild Sponsorship in WoW

Now it is well known that some guilds, the larger ones have been sponsored by some big names in world of warcraft. But what about the smaller guilds?

Well as advertising ingame in WoW becomes more and more dificult while also becoming less and less profitable it was only a matter of time till the gold spammers tried something new. It seems hat time has arrived. Many guilds have complained that they have been inundated with gold sellers offering to host their guild site or cover all their oporational real life costs, donate several thousand gold ot their guild bank or similar all for a small advert on their guild website. This is no miniscule offer for many guilds who have to dredge up several hundred pounds a year to operate.

Needless to say there has been outrage from a huge amount of guilds around this, but at the same time quite a few guild websites are slowly putting into play an odd gold selling advert here and there.

Now from a moral standpoint I am against the gold sellers, more for how annoying they are in game than anything else. I can see why some people would buy gold, after all they cant play WoW much, they dont have time to grind etc, Hell I have the same problem a lot of the time. I can also see the point of view of those saying they have spent ages grinding gold just to have other people buy it for fifty quid.

To them I say hell, you try working two jobs, keeping a girlfriend, your mates and some semblance of a family together and then talk to me about grinding time.

I havn't bought gold, I dont plan to but I do sympathise. I also personally like the fact that these guys are putting something into the WoW community, low key website adverts are much more to my taste than annoying gold spam messages in trade every two seconds (Please anyone who DOES buy gold boycott mmo-inn)

So if my guild gets offered this I am sorely tempted to take it, hell our guild costs are around £220 a year, pretty high I think you'll agree!

Sunday, 13 April 2008

The Bringing Together of the Horde and the Alliance

With the coming of patch 2.4 blizzard has fully brought into play the fact that they want the Alliance and the Horde to work together. In Sunwell Isle you will find yourself fighting side by side with your once feared enemies, and more often than not they will give you a helping hand. Now while this fits in with blizzards story line it does seem to conflict with their previous decisions, such as cutting all lines of communication between the factions, even making it a bannable offence according to blizzards ToC's.

Personally I liked the slight PvP conflict that this brought into the game, and I hope they replace it with maybe an Aldor/Scryer rep points thing, where killing members of your own faction loses you reputation while killing those of the other boosts it. While it is a nice thought, and a much funner way of getting my rep up, I do get the feeling the Outlands would turn once more into a gankfest.

For now however we are stuck with the fact that unless we co-operate we will find our grind for the Epic Badges Vendor in Sunwell isle taking quite some time.

Monday, 7 April 2008

End Game Healing Maces - Which is the Best?

Today I will be taking a look at two of the best current end game healing maces, namely Archon's Gavel and the Crystal Spire of Karabor. Both of these weapons have amazing stats, but are focused in different areas of healing.

The Crystal Spire of Karabor has an insane healing ability, addint between 180 to 220+ healing to your spells if your terget is below 50% health. However many more healers are swinging towards the new Sunwell Platau Raid in patch 2.4 to pick up Archin's Gavel. While it doesnt have the burst of healing below 50% it does have much higher standard + healing, great for keeping a raid topped up, as well as having a good amount 11 Mp5 anda socket for whatever you may desire.

The choice is a difficult one for Priest and Paladins, although Druids would nearly always go for Archon's Gavel. The choice mainly rests on how you play, main tank healers could find the + healing below 50% an invaluable bonus when the tank is taking heavy damage, likewise raid healers who rarely see below 50% health may find the mana regen and constant plus healing of Archons Gavel a great boost to their raid healing skill. If your groups are hardly seeing below 50% health, then The Crystal Spire of Karabor is infact only a minor upgrade over maces like the Light's Justice from Karazhan, especially for Holy Priests where spirit is such a bonus.

So which would you choose?

Saturday, 5 April 2008

Void Shatter - One Void Crystal into Large Prismatic Shards.

With the release of Patch 2.4 and Sunwell Isle we saw the release of a new enchanting spell, namely Formula: Void Shatter. The formula for Void Shatter can be picked up on Sunwell Isle and trained at 360, however you also need a Runed Eternium Rod. These babies need 375 enchanting and can cost between 500g to 600g to make, good job Blizzard.

Void Shatter simply turns one void crystal into two Large Prismatic Shards. It has a 24 hour cooldown to prevent the market getting flooded, but it has started to affect the price of both items ingame. Large Prismatics are getting cheaper and void crystals getting mroe expensive. This is kind of a shame since Large prismatics were a great source of income from heroics for me, boosting each heroic run to an easy 70g profit.

I believe the reason Blizzard released this was two fold.

First to balance out the cost of the two items. Large prismatics and void crystals have become massively disproportioned on most servers with Void Crystals selling at upto half the price of Large Prismatic Shards on some servers.

The second reason is most likely the upcoming release of the Wrath of the Lich King Expansion. As with most things they are making items easier to get so that people can be more prepared for the expansion. This has happened to Epic gear with welfare epics, now be prepared for welfare enchants!

Wether this is a good change or not is debatable. I however am in favour of it, I believe enchants currently cost an insane amount, much more than they should do compared to other things. Getting a slight upgrade via an enchant can cost easily double that of a gear upgrade, im not sure why this is!

Thursday, 3 April 2008

The End of Loot Chests

From the beginning of World of Warcraft we have known chests. Random drops of excitement that may contain anything from a shady green to a tasty blue, not to mention food, cloth, leather and all those other nice little bonuses. It does seem however that with the release of the Magisters' Terrace in Patch 2.4 the death toll of the chest has begun.

Yep, no where in the new Magisters' Terrace instance or Sunwell Plateau raid will you find a chest. Personally I think this is a shame. Chests always gave that little bit extra excitement, they could contain anything, even helped pay those repair bills and most importantly actually made me choose rogues to run instances with occasionally instead of hunters and mages.

But despite the excitement, tears and cheers that came from chests there were some draw backs. Ninjas would always run in and loot, rogues would claim they had no lock picking skill then return to the chest after the party disbanded, sometimes parties would just disband because somebody rolled need on a green that they clearly didn't need (Queue flashbacks to people needing useful greens for enchanting mats in deadmines back in the early days)

Instead of the chests focus will now be made on bosses dropping loot, while this is all well and good it does present us with a small problem.

Bind on Equip Items.

Those rare blues and occasional epics that we could sell on. Worth a lot, made your day, godsend to those down on their luck. Unfortunately not may bosses drop bind on equip items. While I understand the Bind on Pickup principal, and agree with it on many levels, I do tink that high quality bindon equip (Non craftables) are a great addition to the game. It is rather sad to lok back on what I have won and then realise that in the future this will more likely happen from a one in a milion random world drop over picking up a juicy chest item.

What do you think?

Friday, 28 March 2008

Magtheridon Patch 2.4 Changes - for better or for worse?

I am quite disappointed that the once great Magtheridon has been nerfed into such an easy fight.

The once great boss can now be taken down with ease, and though his loot has been increased (Badges of justice, bag of epic gems and a non unique 20 slot bag) I cant help but miss the challenge that players faced with co-ordinating such an epic fight.

This kind of change I can't help but feel signifies a dumbing down of world of warcraft to accomodate those who find it harder to play. Especially with things like the removal of attunement for karazhan I am incredibly worried about the number of undergeared players who will start fighting for raid spots with excuses like 'I did it before' 'my damage is good enough' and 'look at my damage meter, i didnt do my crowd control job because i like high numbers'.

But back onto the subject, is anyone actually pleased by the magtheridon nerf? Is it allowing your guild to progress just a little bit further?

Or are you more of the side that liked a challenging, easy to get to boss, that helped train your guild into good co-ordination.

Either way, for better or for worse Maggy has been changed beyond recognition.

Wednesday, 26 March 2008

World of Warcraft Patch 2.4 - Sunwell Isle Notes

Here are the full patch notes for World of Warcraft Patch 2.4, im off to go play now, enjoy!

Patch 2.4

Fury of the Sunwell

  • The glorious fount of arcane energy known as the Sunwell empowered the high elves for millennia, until the death knight Arthas laid siege to the elven kingdom and corrupted its sacred energies. Seeing no other alternative, a band of survivors led by Prince Kael’thas destroyed the ancient fount. Over time the surviving elves fell pray to a crippling magical withdrawal.

    Now, promising salvation for his people, Kael’thas has returned. Soon the Sunwell will shine once again, but whether the sacred fount will usher in deliverance or destruction remains to be seen.

In Memoriam: Gary Gygax

  • Blizzard Entertainment would like to dedicate the patch in memory of Gary Gygax. His work on D&D was an inspiration to us in many ways and helped spark our passion for creating games of our own. As avid D&D players and fellow game developers, we were all saddened by the news of his passing; we feel we’ve lost a true adventuring companion. Thanks for everything and farewell, Gary. You will be missed.

Combat Log Improvements

  • The combat log has undergone improvements that allow more robust combat text filtering including the ability to define custom colors for enemies and friends, as well as combat text filtering for self and others.

Global Arena Tournament

  • Players will be able to create level-70 characters with epic equipment and compete on special tournament realms in a new global arena tournament. For more information, details and entry requirements, please visit the official tournament pages.


  • The Sunwell Isle is now available for play. This area includes a new quest hub and 5 and 25-player instances.
  • The combined forces of Shattrath have launched an attack on the Isle of Quel’Danas, to confront Kael’thas and the Legion at the Sunwell and surrounding areas. Players will now be able to gain reputation with the Shattered Sun Offensive and participate in a new set of daily quests.
  • A representative of the Keepers of Time has been spotted at the World’s End Tavern in Shattrath. Players in good standing with the faction will be granted ease of passage to the Caverns of Time.
  • Characters will now retain talented spell ranks so when they retalent they do not have to relearn the spells from trainers.
  • Spell Haste: Spell haste now reduces the global cooldown on spells, down to a minimum of 1 second. This change does not apply to melee and ranged abilities.
  • Item Cast Spells: Many spells cast by items were being cast as if the caster were the same level as the item. Most of those will now be cast at the player’s level, giving them a reasonable chance to miss, be dispelled, or be resisted.
  • Resilience: Now reduces the magnitude of mana draining effects by the same amount that it reduces critical strike damage. The Tooltip has been revised to reflect this.
  • Spirit-Based Mana Regeneration: This system has been adjusted so that as your intellect rises, you will regenerate more mana per point of spirit.
  • Weapon Skill: Points will be gained faster in weapon skills for levels 1 through 59.
  • The Daily Quest limit has been increased to 25.
  • Non-self % based haste spells will no longer stack with each other.


  • Find Treasure: This ability no longer deactivates upon death.


  • Cyclone range is now 20 yards, down from 30.
  • Empowered Rejuvenation: This talent now properly affects the final heal from Lifebloom.
  • Gift of Nature: This talent now properly affects the healing from Tranquility.
  • Insect Swarm: Casting lower ranks of this spell is now properly penalized like other healing and damage effects.
  • Lacerate: This ability now deals additional damage based on the attack power of the Druid.
  • Lifebloom: The bonus coefficient on the final bloom effect has been reduced by 20%. This spell will no longer cause error messages when interacting with Spellsteal or while the Druid is under the effects of Mind Control.
  • Mangle (Bear) now properly triggers a 1.5 second global cooldown, increased from 1.0 second.
  • Many shapeshift form tooltips have been updated to be consistent with each other.
  • Natural Perfection: This ability will no longer be triggered by taking critical strikes while sitting. In addition, it is now affected by the Subtlety talent and reduces damage by 2/3/4%, down from 1/3/5%.
  • Nurturing Instinct increases your healing spells by up to 50/100% of your Agility, and increases healing done to you by 10/20% while in Cat form.
  • Regrowth: The mana cost of this spell has been reduced by approximately 20%.
  • When a Druid in cat form casts Pounce it will now properly animate.


  • Equipping a thrown weapon while in the middle of an Auto-Shot will no longer cause animation issues.
  • Casting Flare while in any way not visible, will no longer cause your flare to be invisible to other players.
  • Hunter’s Mark: Hunters with Improved Hunter’s Mark will now properly overwrite Hunter’s Mark cast by Hunters without the talent.
  • Improved Mend Pet now has a 25/50 chance to remove one Curse, Disease, Magic, or Poison effect, up from 15/50%.
  • The stamina tooltip for hunter pets will now display the proper health increase.
  • Track spells will now persist after death.
  • Hunters will no longer spin around if they cast Aimed Shot or Steady Shot while facing away from their target.


  • Arcane Explosion: The damage cap for area of effect damage on this spell has been increased by approximately 50%.
  • Arcane Fortitude now increases your armor by an amount equal to 100% of your Intellect, up from 50%.
  • Blink, Slow, and Spellsteal have all had their mana cost reduced.
  • Improved Blink: This talent no longer reduces the mana cost of Blink. Instead, it increases the chance for all attacks to miss the Mage by 25% for 2/4 sec after Blink is cast.
  • Using low ranks of Fire Ward and Frost Ward spell will now be penalized the same way healing spells are penalized.
  • Frostbite: When a frost spell is reflected back at a Mage, it is now possible for the Mage to suffer from the Frostbite effect.
  • Ice Barrier: Using low ranks of this spell will now be penalized the same way healing spells are penalized.
  • Icy Veins no longer increases the chance your chilling effects will Freeze the target, but now increases the chance to avoid interruption caused by damage while casting any spell by 100% while active.
  • Improved FireWard has become Molten Shields.
  • Mana Shield: This spell will now get a percentage of the Mage’s bonus to spell damage as an additional effect.
  • New Talent: Molten Shields will cause your Fire Ward to have a 10/20% chance to reflect Fire spells while active. In addition, your Molten Armor has a 50/100% chance to affect ranged and spell attacks.
  • Permafrost: This talent will now correctly increase the movement slowing effect of frost Armor instead of the attack speed slowing effect.
  • Spellsteal will no longer overwrite a longer duration buff.


  • Avenger’s Shield, Holy Shield and Holy Shock: Casting lower ranks of these spells is now properly penalized like other healing and damage effects.
  • Avenger’s Shield: This ability will no longer jump to secondary targets which are under the effect of crowd-control spells that break on taking damage. I.e. Polymorph, Sap, etc.
  • Crusader Strike: This ability will no longer refresh the Healing Way buff from the Shaman talent.
  • Illumination: The mana energize from this talent no longer has a chance to set off other triggered effects.
  • Holy Shock: The healing, damage, and mana cost of this spell have all been increased.
  • Judgment of the Crusader: It is no longer possible to have icons for two different ranks of Judgment of the Crusader appear at the same time when judged by multiple Paladins.
  • Judgment of Wisdom: Some abilities (such as Frostbolt) were not triggering the mana energize effect from this spell. This has now been fixed.
  • Resistance Auras: It is no longer possible for two Paladins in the same party to make it appear that players have two of the same resistance aura active.
  • Righteous Defense: This spell will now always be castable on friendly npcs.
  • Seal of Blood: This ability will no longer cause spell pushback for the Paladin with this seal active.
  • Sense Undead- Now persists after death.
  • Turn Undead(Rank 3):This spell has been reworked and has been renamed to “Turn Evil”. It will now work on Demons in addition to Undead. Turn Evil is subject to diminishing returns, and lasts 10 seconds in PvP.


  • Chastise no longer disorients the target, but now is instant cast and roots the target for 2 seconds.
  • Fear Ward is now usable while in Shadow form.
  • Focused Will now reduces damage by 2/3/4%, up from 1/3/5%.
  • Inner Focus: Chastise now benefits from Inner Focus. In addition, Starshards no longer consumes Inner Focus.
  • Mass Dispel now affects a maximum of 10 targets, increased from 5.
  • Power Infusion: Infuses the target with power, increasing their spell haste by 20% and reducing the mana cost of all spells by 20%. Lasts for 15 seconds.This will not stack with other haste effects, such as Heroism, Bloodlust, or Icy Veins.
  • Power Word: Shield: Using low ranks of this spell will now be penalized the same way healing spells are penalized.
  • Prayer of Mending: This spell will now fade from players who leave or enter an instance, change continents, or exit the game.
  • Reflective Shield: The reflective damage from this talent no longer breaks crowd control effects which break on taking damage.
  • Shadowguard: No longer consumes the charge of Inner Focus when triggered.
  • Silent Resolve:This talent now affects Surge of Light, Power Infusion, Inspiration, Spirit Tap, Blackout, Levitate, Shackle Undead, Touch of Weakness, Hex of Weakness, and Symbol of Hope.
  • Touch of Weakness: No longer consumes the charge of Inner Focus when triggered.It will also function properly even when the Priest with Touch of Weakness on is silenced or stunned.
  • Vampiric Touch: Casting lower ranks of this spell is now properly penalized like other healing and damage effects.


  • Abilities that can be used while stealthed, without breaking stealth, can now be cast without breaking Vanish when used at the same time.
  • Cheat Death: A combat log message will now show when this ability activates and now has an animation.. It will now almost always be accurate in displaying the amount of damage done to a rogue when under the effects of Cheat Death.
  • Improved Backstab is now called Puncturing Wounds.
  • Puncturing Wounds increases your critical strike chance with Backstab by 10/20/30%, and the critical strike chance with your Mutilate ability by 5/10/15%.
  • Improved Sprint: This ability will now always remove Entangling Roots.
  • Sap mechanic changed from “Incapacitate” to “Sap”. This will allow more humanoids that were previously immune to Sap to be vulnerable to Sap, but still immune to Gouge. Note that anything that removed Sap previously will still remove Sap after the change.
  • Vanish: This ability will no longer sometimes cause the UI to display Shadowmeld as active when it has been cancelled.


  • Call of Thunder: (Rank 5) now gives 5% critical strike chance, down from 6%.
  • Earth Shield: Mana cost reduced roughly in half, and charges reduced from 10 to 6.
  • Elemental Focus: This buff will no longer be removed when Shamanistic Focus is triggered.
  • Flametongue Weapon: Having different ranks of this enchantment cast on two different weapons will no longer cause the enchantments to trigger multiple times per swing.
  • Ghost Wolf: Cast time reduced to 2 seconds, down from 3.
  • The Global Cooldown of all Totems has been reduced to 1 seconds, down from 1.5 seconds.
  • Healing Grace: This talent now reduces the chance your spells will be dispelled by 10/20/30%.The resistance to being dispelled modifier from this talent now applies correctly to Water Breathing.
  • Rockbiter Weapon: Tooltip and error messages have been adjusted slightly.
  • Shamanistic Rage is now a Physical ability instead of a Magic spell, and thus is no longer dispellable. It now reduces all damage taken by 30% and gives your successful melee attacks a chance to regenerate mana equal to 30% of your attack power. This lasts for 15 seconds with a 2 minute cooldown.
  • Stormstrike has a new icon.
  • Totem timer icons will now show up under your player portrait when you cast totem spells. Right-clicking a totem timer icon will destroy that totem.
  • Toughness will now also reduce the duration of movement slowing effects on you by 10/20/30/40/50%.
  • Tremor Totem now pulses every 3 seconds, down from 4 seconds.
  • The Shaman spell Fire Nova Totem will no longer sometimes detonate without doing any damage.


  • Blood Pact now has a tooltip.
  • Demonic Knowledge: This buff will no longer remain on enslaved demons when Enslave Demon is removed. It will now increase your spell damage by an amount equal to 4/8/12%, down from 5/10/15%.
  • Demonic Sacrifice: Now works properly in sanctuary regions (such as Shattrath City and the Stair of Destiny).
  • Emberstorm now also reduces the cast time of your incinerate spell by 2/4/6/8/10%.
  • Nether Protection: The buff from this talent will no longer interrupt capturing PvP flags and bases.
  • Pyroclasm: This talent now works correctly again with Rain of Fire.
  • Ritual of Summoning can be used to summon players into instances if they meet the instance requirements.
  • Sense Demon now persists after death.
  • Shadow Ward: Using low ranks of this spell will now be penalized the same way healing spells are penalized.


  • Cleave: This ability will no longer strike any secondary target which is under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
  • Endless Rage will now give the correct amount of rage as intended from damage dealt by a Warrior.
  • Improved Hamstring (Arms) effect is now subject to diminishing returns when used in PvP.
  • Stances: It is no longer possible to accidentally change into a stance you are already in via macros (resulting in a global cooldown and loss of rage).
  • Whirlwind: Critical strikes with the off-hand weapon from this ability can now trigger Flurry and Rampage.
  • Flurry will properly refresh if a crit occurs with 1 charge left.


  • Diminishing returns on honor for kills is being eliminated.
  • Honor will now be instantly calculated, and available for player use.
  • Players that have the resurrection sickness debuff will be worth no honor.
  • Added new PvP daily quests that send players to Halaa and the Spirit Towers of the Bone Wastes. These quests are available for Alliance and Horde at their respective local quest hubs.
  • Arenas
    • Personal Rating: The amount a player’s personal rating can climb above his or her team’s rating is now limited.
    • The benefits of drinking out of combat have been delayed while in the Arena. It will now take four seconds before the full benefit of the mana regeneration will come into effect.
    • Queue times for arena matches have been reduced. Players will now be able to enter matches faster than previously.
    • Shadow Sight now increases damage taken by 5% rather than dealing damage over time. Duration has been reduced from 21 seconds to 15 seconds.
    • Players feared outside of the Arena (through the world or outside the arena walls) will now be teleported back to the center of the arena map.
  • Battlegrounds
    • If a player dies 50 times or more in a battleground, they will no longer be worth honor for the remainder of that battle.
    • When you first enter a battleground, messages about other players joining the battleground will be linked together for the first minute. You will see a message in AV like "28 players joined" rather than a line for each player that joined. After the first minute, it will work as it always has. In addition, all of the messages about other players leaving the battleground and getting marks of honor once the battleground is complete have been removed.
    • Battleground Rune Buffs:Speed, Restoration, and Berserking buffs received from battleground runes will no longer cause Stealth or Prowl to break.
    • Alterac Valley
      • Captain Balinda Stonehearth Stonehearth can no longer be interrupted, silenced, or have her spells slowed. In addition, her water elemental cannot be banished, and does increased damage.
      • Vanndar Stormpike and Captain Balinda Stonehearth have had their health totals reduced to match the health totals of Drek’Thar and Captain Galvangar...
      • Warmasters/marshals in Alterac Valley now increase each other’s maximum health and damage by 25%. This is a stacking effect.
      • Horde players will now start the battle closer to Drek’Thar and Frostwolf Keep.
      • There is now a Join as Party option.
    • Warsong Gulch
      • When both flags are held, the flag carriers will receive 50% increased damage done to them after approximately 10 minutes and 100% increased damage after approximately 15 minutes.
      • Flag carriers can now be tracked 45 seconds after picking up the flag.


  • Added several new tradeskill items to the new Sunwell Daily faction vendor:
    • Enchanting recipe to shatter a Void Crystal into two Large Prismatic Shards.
    • Enchanting recipe to increase Defense Rating by 15 for chest armor.
    • Three jewelcrafting recipes to cut gems with spell haste from Dawnstones, Talasite, and noble Topaz.
    • Two new meta gem recipes.
  • Alchemy
    • Gift of Arthas now stacks to 20.
    • Transmute Arcanite no longer has a cooldown.
  • Cooking
    • Broiled Bloodfin now increases resistances to all schools of magic instead of increasing Stamina and Spirit.
    • New recipes, Charred Bear Kabobs and Juicy Bear Burgers, can be purchased from either Bale (Horde) or Malygen (Alliance) in Felwood. These recipes requires 250 skill to learn, and are created from meat found on level 48-56 bears. This will aid players in leveling up their cooking skill to 300 without fishing.
  • Enchanting
    • Reduced the materials required for Enchant Shield – Resistance
  • Engineering
    • Gagsprocket in Ratchet now sells the plans for the Minor Recombobulator.
    • Goblin Jumper Cables and Goblin Jumper Cables XL now display cooldown information in their tooltips.
    • Removed the level requirement for the Craftsman's Monocle.
    • The stun caused by engineering Bombs and Grenades is now considered an Incapacitate effect and uses the appropriate Incapacitate diminishing returns. Bomb and Grenades can now inflict damage to targets immune to Stun and Incapacitate effects.
    • A new recipe has been added for Rocket Boots Xtreme Lite, a cloth version of the Rocket Boots Xtreme. This pattern drops from Mechano-Lord Capacitus.
    • Rocket Boots Xtreme now have all their stat points allocated toward Attack Power, and will no longer have Stamina.
    • Rocket Boots Xtreme and Rocket Boots Xtreme Lite will cause players to drop a PvP flag if used while carrying one. (Warsong Gulch, Eye of the Storm, and Zangarmarsh)
  • Fishing
    • New Fishing Daily Quests! Visit the mysterious old man fishing at Silmyr Lake outside of Shattrath City to discover what treasures he has to offer.
    • Find Fish now correctly tracks Schools of Tastyfish and Muddy Churning Waters.
    • Feltail fishing nodes have been changed to Brackish Mixed Schools; they now produce mostly Golden Darters and some Feltail.
    • Removed the level requirement from the expert fishing book, The Bass and You.
  • Herbalism
    • Ancient Lichen now has a chance to drop a Fel Lotus where it used to drop a piece of random green jewelry.
    • Black Lotus replaced by Fel Lotus in herbalism skinning tables for Outland creatures.
    • Increased the chance that Felweed, Dreaming Glory, Ragveil, and Flame Caps will contain a Fel Lotus.
    • Warp Splinter can now be skinned with Herbalism in heroic difficulty.
  • Jewelcrafting
    • A new jewelcrafting recipe has been added to transform many green quality gems into a single random blue quality gem. This recipe is available from grandmaster jewelcrafting trainers.
  • Leatherworking
    • Shadow Oil will now fit into Leatherworking Bags.
  • Mining
    • Increased the skill up potential for most smelting recipes.


  • New Daily Dungeon quests for both the heroic and non-heroic five-person Magister's Terrace dungeon at the Sunwell.
  • Players can now turn in one of each battleground mark for an honor reward. The questgivers for this turn-in are the Horde Warbringer and the Alliance Brigadier General and can be found near the battlemasters in the capital cities.
  • Dungeon and Group Quest Experience: The amount of experience awarded for dungeon and 5-person group quests in Outland has been increased in almost all cases.
  • The daily quest Escape from Skettis has had its reward tuned down.
  • The number of elite Shadowsworn Drakonid patrollers on the Ata'mal Terrace has been cut in half. Most of the remainder have had their patrol paths lengthened.
  • Increased the slots on Old Blanchy's Feed Pouch to 8.
  • The Thunderspike no longer sparkles for Alliance characters, nor does it show up on the mini-map when Find Treasure is in use.
  • "Zapper Fuel" is now flagged as a Sunken Temple dungeon quest.

Dungeons and Raids

  • All 25-player raid bosses have had their cash drops increased!
  • All 25- player raid bosses that drop set tokens will now drop an additional token!
  • Badges of Justice have been added to all raid bosses who did not previously have them!
  • Players will no longer require an attunement quest to enter Hyjal.
  • Players will no longer require an attunement quest to enter the Black Temple.
  • Players who have completed the attunement quests for Black Temple and Hyjal will be granted the title of “Hand of A’dal”.
  • You may now fight Prince Kael’thas and Lady Vashj without first killing all the other bosses in their respective dungeons.
  • The Unstable Cloud and Frost Breath spells are now treated properly as a movement impairing spells.
  • Non-corporeal Undead and Mechanical creatures are now susceptible to bleed effects.
  • Elemental creatures are no longer explicitly immune to poison and disease effects. Elementals with nature school immunities will still be immune to nature-based poisons, however.
  • Gems obtained through Heroic difficulty instances are no longer Unique-equipped.
  • Loot dropped by Doomlord Kazzak and Doomwalker has been changed to Bind on Equip. In addition, the cash dropped by these bosses has been significantly increased.
  • Scale of the Sands reputation will now be awarded in Hyjal at a much higher rate.
  • Caverns of Time: Heroic Black Morass
    • Rift Keepers and Rift Lords now have reduced hit points.
  • Caverns of Time: Mount Hyjal
    • The Vials of Eternity quest is no longer necessary for entry to Hyjal. This quest is still required for faction rings.
    • Azgalor's Rain of Fire now affects a smaller area.
  • Caverns of Time: Old Hillsbrad
    • The Human Illusion effect will now always be removed properly when a player leaves the instance.
    • Durnholde Lookouts no longer spawn in the Heroic version of the instance. The placement of creatures around Durnholde Keep in Heroic mode is now identical to that of Normal mode.
  • Hellfire Citadel: Magtheridon’s Lair
    • Many gameplay elements of the encounters in Magtheridon’s Lair have been changed to decrease their overall complexity and difficulty.
  • Karazhan
    • Players will no longer need the Master’s Key to enter Karazhan. The gates to Karazhan will still require the Master’s Key to be unlocked.
  • Tempest Keep: The Eye
    • The Vapor Clouds in the Kael'thas encounter are significantly easier to see.
    • Void Reaver is now immune to Vindication again.
  • Tempest Keep: The Mechanar
    • The Mechanar: It is no longer possible to gain an additional Badge of Justice by bringing Cache of the Legion keys obtained in other copies of the instance.
  • Zul’Aman
    • Jan’alai will now only teleport players to him if they are too far away.


  • Players will now be able to purchase level 70 Superior quality PvP items from reputation vendors.
  • Avatar Regalia: The two-piece bonus from this set will now be consumed by Vampiric Embrace as intended.
  • Bloody Brass Knuckles, Eerie Stable Lantern, Baelog's Shortbow, and Snakeskin Bag have been upgraded to Superior items.
  • Blue Suede Shoes can now be disenchanted.
  • Crystalforge Raiment: The two-piece set bonus will now work properly. Additionally, the four piece bonus will now only work on the next Holy Light cast, as intended.
  • Cyclone Regalia: Trade skills will no longer consume the Energized effect.
  • Darkmoon Card: Madness: The buffs from this item will no longer interrupt casting and channeling.
  • Deadman's Hand: This item's effect now works while the victim is sitting. In addition, its effect is now properly considered a root for purposes of being dispelled or removed.
  • Deathwing Brood Cloak: These cloaks are now bound on equip instead of bound on pickup.
  • Druid Balance PvP Sets: The bonus movement speed for Bear, Cat, and Travel Form has been removed and replaced with a new bonus to Wrath and Starfire.
  • Druid Restoration PvP Sets: The bonus movement speed for Bear, Cat, and Travel Form has been removed and replaced with a new bonus to Regrowth.
  • Discombobulator Ray: This item will again not work on mounted players.
  • Frostfire Regalia: The resistance bonus from this set now works with the Burning Crusade ranks of Mage Armor.
  • Gladiator's Leather Gloves: This arena bonus will now properly school lock enemies when the damage from Deadly Throw causes them to stop channeling.
  • The Gladiator’s Thunderfist 4 piece set bonus has been reduced from 70% to 50%.
  • Gnomish Mind Control Cap: Victims of the Gnomish Mind Control Cap will no longer get Forbearance when the mind control is terminated due to Blessing of Protection.
  • Gnomish Poultryizer: This item will again not work on mounted players.
  • Goblin Rocket Launcher: Creatures will no longer gain health while affected by the Stun from this item.
  • Heavy Netherweave Bandage: It is no longer possible to have two players bandage the same target simultaneously using this item.
  • Netherweave Bandage: It is no longer possible to have two players bandage the same target simultaneously using this item.
  • Idol of the Crescent Goddess: The mana discount on Regrowth has been increased.
  • Idol of Feral Shadows: The bonus damage to Rip has been increased.
  • Idol of the Raven Goddess: The bonus healing, critical strike rating, and spell critical strike rating from this item have been increased. In addition, it no longer sometimes fails to apply the healing bonus.
  • Idol of the Unseen Moon: The cooldown added in a previous patch has been removed.
  • Idol of Ursoc: The bonus damage to Lacerate has been increased and the tooltip clarified to indicate it applies to both initial and periodic damage.
  • Idol of the White Stag: Duration increased.
  • Items intended for Retribution Paladins have had their stats adjusted. Retribution Paladins should see an increase in dps as a result.
  • Jade Pendant of Blasting: This item no longer increases physical damage dealt.
  • Justicar Raiment: The 2 piece bonus will now always give the correct amount of bonus healing to the Judgement Light effect.
  • Libram of Absolute Truth: The Holy Light mana discount has been increased.
  • Libram of Divine Purpose: The bonus damage on Seal and Judgment of Righteousness has been increased.
  • Libram of Mending: The mana regeneration buff has had its duration increased. The name of the buff granted by this item changed to Grace of the Naaru to avoid having the same name as the Light’s Grace talent.
  • Libram of Righteous Power: The bonus damage for Crusader Strike has been increased.
  • Libram of Souls Redeemed: The bonus for Flash of Light has been decreased and the bonus for Holy Light has been increased.
  • Libram of Wracking: This item now increases the damage on Holy Wrath and Exorcism instead of decreasing their mana cost.
  • Nether Vortex are no longer Bind on Pickup and can now be purchased from G’eras for 15 Badges of Justice!
  • Masquerade Gown: The spirit bonus from this item will now properly trigger all benefits from the Tree of Life talent.
  • Mojo: A pvp-flagged player can no longer kiss Mojo and cause non-flagged players to become flagged.
  • Moongraze Stag Tenderloin can now be consumed by hunter pets that eat meat.
  • Noggenfogger Elixir: It is no longer possible using this item to keep the Old Hillsbrad human illusion outside of the instance.
  • Paladin Healer Gladiator Sets: The set bonus changing Hammer of Justice cooldown has been changed to a set bonus increasing the amount healed by Holy Shock.
  • Pendant of the Violet Eye: Paladin Judgment spells will again properly trigger this item.
  • Players can now only carry 80 Conjured Manna Biscuits at a time.
  • Primal Nether are no longer Bind on Pickup!
  • PvP Relics: The bonus resilience from Idols, Librams, and Totems is no longer stackable by swapping between multiple relics.
  • Resilience has been added to all Retribution Paladin PvP gear.
  • Added Shattrath Flask of Pure Death and Shattrath Flask of Blinding Light to the reputation flask vendors in Shattrath.
  • Shaman Elemental PvP Sets: The resistance on Lightning Bolt spell pushback has been reduced to 50%.
  • Shaman PvP Boots: The pre-Burning Crusade bonus to increase Ghost Wolf speed no longer works for players over level 60.
  • Shattrath Flasks now work inside the Sunwell Plateau raid instance.
  • Skull of Gul’dan: This item now shares its cooldown with other similar trinkets.
  • Steam Tonk Controller: This item can no longer trigger the Warrior talent Second Wind when it is driven out of range by the Warrior.
  • The On Use effect has been properly changed to passive for the following items: Blue Overalls, Brantwood Sash, Firewalker Boots, Gloves of Kapelan, Hellion Boots, Hibernal Gloves, Hibernal Pants, Kimbra Boots, Mistscape Gloves, Nightsky Trousers, Sacred Burial Trousers, Turquoise Sash, and Woolen Boots, Spinesever.
  • Tome of the Lightbringer: The block value and buff duration have been increased.
  • Totem of the Pulsing Earth: The mana discount for Lightning Bolt has been increased slightly.
  • Vengeful Gladiator’s Waraxe: The weapon delay has been reduced.
  • Weightstones and Sharpening Stones: The bonus damage from these temporary enchantments now works while shapeshifted.
  • Winterfall Firewater: The tooltip no longer specifies only melee attack power.

User Interface

  • The Interface Options screen has been completely redesigned. AddOns that interact with the Interface Options screen will need to be updated.
  • Players will now be able to inspect other players via their chat link.
  • Players may now inspect players of the opposing faction while they are not flagged for PvP.
  • Combat Log Improvements
    • New tabs are available for sorting combat messages.
    • ctrl-right clicking functionality has been added for individual information sorting
    • Colors may now be assigned for friends and enemies
    • The WoWCombatLog.txt file format has been changed to make it easier for programs to read.
    • The ability to chat-link player spells and talents.
  • Cast sequences work with slot numbers again.
  • GM messages now appear with a Blizzard icon near their name.
  • You can now declare war on a faction in the reputation UI while you are in combat.
  • Spell haste and Armor Penetration will now display on the character sheet. (Armor Penetration displays in the hit rating section). Spell Penetration now displays under the spell hit section.
  • Weapon enchants are now shown at the character selection screen.
  • The friends list now has a notes field per friend. Click on the note icon to add a note for a particular friend.
  • There is now a UI option to display free bag space. When turned on, your backpack will display the total number of free spaces available in all your bags.
  • You can now link quests into the chat log by Shift-Clicking on the quest name in the quest log.
  • Merchants now display how many pages of merchandise they sell (Page 1 of 2).
  • Guild Bank Changes
    • Ranks can now be set to allow withdraw of funds or allow repair with funds or both.
    • When purchasing a bank tab, it takes money out of the guild bank before it takes your personal money. This is logged as well.
    • Each Tab now has an info pane. This pane can be used for requests or for rules about the tab or anything at all really.
  • When looting Bind on Pickup items, the confirmation dialogue now lists the name of the item in the dialogue. You can now verify that you are picking up the correct bind on pickup item.
  • Bind on Pickup items that only you can pick up (Heroic Badges for instance) will no longer bring up a confirmation dialogue.
  • Players can now opt out of looting for group loot, round robin and need before greed looting styles. If a player turns this on, they will not get a looting turn in the loot cycle. This can be turned on from the right-click menu on your own portrait.
  • In Master Loot mode, all players in the group will see sparkles on corpses that have loot above the master loot threshold. This lets everyone see what the master loot items are, though they cannot interact with them. Only the master looter can loot those items still.
  • Searching for an item in the tradeskill search box should now hide empty categories.
  • The names over the heads of nearby players who are on your friends list will appear in a different color now so you can tell when they are nearby.
  • Stacked items for sale at the auction house now display the per unit price and per unit buyout price in the item mouseover.
  • The profession UI search field has been improved and now allows for searching of more types of things. For instance you can search for items by socket color, by effect ("Critical Strike" for instance) or search gems by their effect ("Strength" for instance). In addition, the searching of items by level has been made more intuitive. You can now search for items by level with "15-20" to search for items that you can make that have a minimum level required of 15 to 20.
  • The Tooltip for player Dodge/Block/Parry in the character sheet has been changed slightly.
  • Optimized particle system rendering for improved frame rates.
  • The casting bar will now display properly when casting Blizzard (mage) or Rain of Fire (warlock) with spell haste.
  • For additional notes on Lua and XML changes please visit the UI & Macros Forum.

World Environment

  • Alterac Valley, Arathi Basin, Warsong Gulch, Blade’s Edge Arena, Lordaeron Arena, and Nagrand Arena: Players who fall below the world in these environments will now die instead of being stuck.
  • Creature versions of Intimidating Shout have been changed to Frightening Shout, and the primary target of the ability is now feared instead of stunned.
  • Critters: Ambient level 1 creatures will no longer be picked as subsequent targets by chaining spells and abilities.
  • Doomwalker: This creature will no longer sometimes cause a player’s Darkmoon Card: Vengeance to trigger and put the player in combat with the Doomwalker.
  • Elites in Blade’s Edge Plateau Regions: These creatures now have an increased chance to drop rare depleted items.
  • Eye of Culuthas and Hound of Culuthas now drop grey loot.
  • Goreclaw the Ravenous can now be skinned.
  • Interacting with objects (chests, mining nodes, herbs) should no longer aggro neutral creatures.
  • Monstrous Kaliri have learned how to chase players going straight up.
  • Shardtooth Mauler: This creature now drops meat like other bears.
  • Outland Rare Spawn
    • The following creatures have had their hit points and damage significantly reduced: Collidus the Warp-Watcher, Fulgorge, Hemathion, Kraator, Marticar, Morcrush, and Nuramoc
  • The Ratchet bank now has access to the Guild Vault.
  • A mailbox has been added to the inn in Darnassus.

Bug Fixes

  • Fixed an error that was causing many auctions to never complete due to the item no longer being on the auction house.
  • Splintertree Raiders will now respawn with Torek if Duriel Moonfire and her guards are killed while the Raiders are still alive.
  • Female Draenei can no longer become stuck under a root in the tunnels leading to Blackfathom Deeps, Ashenvale.
  • The quest description text for "The Corpulent One" no longer refers to it being a group quest.
  • Saber/Tiger Mounts will now make footprints when walking backwards in snow.
  • Ogri'la Peacekeeper's weapons have been scaled to a size more appropriate for keeping the peace.
  • Unplugging speakers/headphones during the opening cinematic will no longer freeze the cinematic until canceled.
  • Pets are now able to properly attack mobs near the walls on the ramps in Zul'Aman, Bear Wing.
  • The flag on the battle map in Eye of the Storm will no longer show up as Horde controlled even if an alliance player has picked it up.
  • Channeling spells will no longer continue to show the channeling bar after zoning into arena battlegrounds.
  • Blood Elf corpses now properly have loot in Alterac Valley battlegrounds.
  • Snake Trap will no longer affect non-combat flagged players.
  • Leaving a 2v2 arena team and creating a new 2v2 team while on a 3v3 arena team will no longer result in incorrect rosters listed for each team.
  • Joining a second arena match before a previous arena has closed will no longer result in personal rating not updating correctly.
  • Attempting to promote an arena team member to Team Captain while that member is offline will no longer result in a "Player not found" error.
  • Disbanding an arena team while inside an arena battle will no longer cause the arena UI to become corrupted until logout.
  • The Arena Team Petition Window will now automatically close when the Arena Captain is out of range or offline.
  • Switching arena teams after playing a game will no longer cause the PvP tab to incorrectly display your old team's rating.
  • There is now a chat message given after attaining a new title.
  • Spells that require targeting circles will now be castable on textures that would previously disallow their use.
  • Alterac Valley quests will now properly show a golden ! or blue ? for players above level 65.
  • Nazan in Hellfire Citadel: Nazan will no longer sometimes not land on the ground until after Vazruden the Herald is killed or Nazan is heavily damaged.
  • Archimonde's Grip of the Legion will no longer target pets.
  • It is no longer possible to be saved to a Heroic instance while not meeting the requirements to get into it.
  • There is no longer an area in Serpentine Cavern where using Field Repair Bot 74A will cause it to fall through the ground.
  • There is no longer an area in Coilfang Steamvaults where ground targeting AOE effects cannot be cast.
  • The proc from Black Bow of the Betrayer will no longer break crowd control effects such as Scatter Shot.
  • Vengeful Gladiator's Mooncloth Hood and Vengeful Gladiator's Satin Hood will now display Troll Tusks.
  • Thori'dal, the Stars' Fury will now display its bow animations correctly.
  • The Legion Ring boundary markers no longer occasionally disappear.
  • Monthly quests will now properly reset at midnight server time.
  • Fixed an area in Netherwing Fields in Shadowmoon Valley where players on flying mounts could be dismounted and were unable to mount.
  • It is no longer possible for players to use guild banks in opposing faction cities.
  • The Clockwork Rocket Bot can no longer be buffed.
  • Players with moderator status in custom channels will now properly lose moderator status when kicked by the channel owner.
  • Sending mail to a non-existent character will now result in players getting the message, “Cannot find mail recipient”.
  • Zeppelin Master Zapetta will no longer become confused about whether the zeppelin in Orgrimmar is arriving or leaving.

Tuesday, 25 March 2008

Attunement, Should it be Removed?

Attunement is required for many raid instances to enter the portal. In most cases it entails a quest chain following certain bosses, completing certain instances but in all cases making sure you are geared and ready for upcoming instance.

Several months ago Blizzard removed SSC and TK attunement and in patch 2.4 they are removing Karazhan attunement. This has caused an uproar from a lot of people, but there is some reasoning behind it in my eyes.

Attunement is incredibly good at keeping out the poor players from instances. This removes a lot of guild drama, failed runs and all in all people leaving the game.

On the other hand however, many poor players end up getting boosted through the instances by better players, usually in the guild. This means that the once relevant (Especially Kara) attunement becomes an annoyance, especially to guilds having to run lower standard players through the attunement process.

Do you think Attunement to lower level raid instances is still required?

The WoW Gold Buying Argument

Buying gold in World of Warcraft has been condemmed by most people since it first started. However the fact that it remains a booming multi-million pound business suggests that not everyone is arguing against it.

Buying gold for real life cash is a subject that is of great annoyance to those who spend huge amounts of time grinding cash so they can get the best ingame objects. Why, when they go to so much effort, can someone else just jump in and buy things with no actual effort.

The people who have admitted to buying gold tend to form around the reasoning that since they spend a large portion of their time working, why shouldn't they use some of their cash to progress themselves in the game, since they could not at work.

Others say that time shouldn't be the only resource brought into question, on both sides of the argument.

Skill is a massive factor of the argument and it is used by both sides.

Those against gold buying say that buying gold boosts a player through the game and prevents them gaining any skill.

The two main counters to this are

a) Have you never sent gold to an alt to help it level up?

b) If you dont have much free time it is hard to raid and farm for gold for mates and repair bills. buying gold allows people to continue raiding and definately does not suggest the player is any less skillful.

All these arguments have run back and forth across the forums of WoW. In my personal opinion I think gold buying is wrong. It goes against the game mechanics and is unfair on those who have worked hard to progress. I do however see why people do buy gold, so I do not condemn it.

Do you think gold buying in WoW is right or wrong?

Welfare Epics

As my first post in World of Warcraft discussion I thought I would hit on one of WoW's most debated topics.

First off, the term welfare epics is often used to describe gear that is earned easily or with no real effort. For the main part this is referring to raid equivalent epics which can be obtained by sitting in a battleground and doing nothing but run in circles.

Now let me say, my personal view on this is against the 'Welfare Epic system' People used to raid to the endgame so they had the best armour, so they could be 'better' than others. I never reached this level, I have not hit BT, but yet I still want to have these things to aim for. Now however a person who will very soon (In patch 2.4) will be able to buy these epics by doing nothing will be able to beat most players who have been raiding for months. (Due to resilience, a topic I will go to another time)

Now the arena itself is more understandable, It does take effort to get arena PvP, and it does take time. Though I would point out that the massive cost of mats and regents required for raiding is massive compared to that for PvP.

My main beef is, and always will be, with Arena gear being available to buy for something that requires little skill (Battlegrounds) and can even be obtained by doing nothing.

The counter argument is that Battlegrounds do take time and effort, that many people do not have time to raid or get the best armour and so forth.

I instantly dismiss the first two because

a) A weekend in battlegrounds can now get you several pieces of season 2 armour. (Something that would take months of raiding or arena)

b) While battlegrounds are better if you put effort into it, they do not necessarily require it. Battlegrounds are currently ruined because of the number of AFKers affecting them.

For the last argument, raiding does not necessarily take up that much time, if you are only playing one or two evenings a week then there are many guilds who would accept you as a casual raider. I personally only have time to raid once or twice a week at the moment, and yet I am still gearing up consistently. They people who say they have no time for raiding either do not understand the concepts behind it or have only looked at the application requirements of hardcore guilds.

And of course the ease of obtaining these epics has had server wide repercussions. Warriors and Druids all turned PvP spec, leaving nearly every server with a massive shortage of tanks, especially when all paladins turned Holy. Anyone who takes even the briefest look at raiding and instancing in WoW can tell it is broken, PvE is a dieing breed of people who play to progress now, not to be the best.

Does anyone disagree with this, or think they can prove me wrong?