Avast, Ye Scurvy Dogs!

Bloodsail Admiral Sailan

Almost exactly a year ago I swore I was never going to do it, but in the end, I just couldn’t help myself. How could I pass up that sweet, sweet hat and title?

(Of course, it’s entirely out of character for a servant of the light to slaughter thousands of innocent businessmen for the sake of ingratiating herself with a bunch of pirates, so let’s just call this a psychotic break and move along, yes?)

I’d actually been thinking about the Bloodsail grind for months. The biggest delay in getting started was my dithering over Insane in the Membrane, the Feat of Strength for the truly obsessive, because that affected how far I’d be going with Bloodsail rep and how I chose to repair my goblin reps afterwards. Naturally, in the end, I chose the crazier option, and I’ve been killing goblins and pirates ever since.

So, my to-do list! This is entirely unrelated to any kind of progression, but this kind of thing is the reason I have a ridiculous number of days /played on my main. :)

The Insane/The Exalted

  • Exalted with the Steamwheedle Cartel factions. Currently Hostile with Ratchet and halfway through Hated with the other three factions. About 30-36 hours’ worth to go. Halfway through I’ll also pick up the Exalted as a title.
  • Exalted with Darkmoon Faire. Lots of herb farming, milling, carding, and turning in. This will probably take me a couple of months on and off.
  • Exalted with Ravenholdt. This means I’m going to have to dust off my actually-not-very-much-loved rogue, or bribe someone else to do the pickpocketing for me.
  • Exalted with Shen’dralar. This just makes me want to cover my face and cry, to be honest. Requires lots of farming of Dire Maul for librams, and lots of camping the AH for Pristine Black Diamonds, plus some Scholo and Strat Dead runs for the libram mats. Still, once I get this and the above three finished, I’ll officially be Sailan the Insane – possibly in RL too.

Mountain o’ Mounts

  • Baron Rivendare’s stinking mount. I’m up to forty-something runs now – one of my guildies got it on his first run, another took 106 runs to do it, and knowing my luck I fully expect to still be at it in 500 runs’ time.
  • Finish off Wintersaber Trainers rep – currently about 48 rounds of quests away, which … isn’t as bad as I thought, actually.
  • Keep farming ZG, Anzu and Attumen for mounts as often as possible.
  • Keep at the AT dailies, which I tend to slack off on; I still need seven of their mounts and the upgraded squire – and then I get to start on tabards!
  • PvP more, since there’s a lot of PvP achievements I still need, and I need AB and WSG tokens for the Black War mounts I don’t yet have. Plus I want Exalted with AB and WSG for the Justicar title and the tabards.

Other factions because I’m a completionist:

  • Keep doing the two dailies that reward Frostborn and Explorer’s League rep respectively, since it irks me to see non-Exalted factions on my reputation list. 120 days left for Explorer’s League, and 134 days for Frostborn. Oogh.
  • Another Black Temple run or two should see me at Exalted there.
  • Brood of Nozdormu. I’m a smidgen off Revered, so I need at least a few more runs through AQ40, which are scarcer than hen’s teeth on my server.

Loremaster

  • I’m 180 quests away in Kalimdor, and 89 quests away in Eastern Kingdoms. Probably can’t finish this one before I do The Insane, as I’ll probably have to do some goblin quests (which would screw my Bloodsail rep).

I’m not sure whether this to-do list looks better or worse, now that it’s in black and white. Help?

The Cataclysm: WoW 4.0 and You

I was going to title this post “Goodbye, Azeroth”, and then I realised that might sound as though I were leaving. No fear; I’ve been busy lately (although things have improved now), but I’m still here.

However, Azeroth won’t be for much longer – at least, not as we know it today. That’s right; in news that came as a complete surprise to absolutely nobody, this week’s BlizzCon has seen the announcement of the third WoW expansion pack, Cataclysm.

There’s some huge changes afoot – which are, of course, all over the blogosphere already.

The biggest general changes are:

  • A big revamp to Azeroth – many zones will be changed or destroyed, and the political landscape will shift for both factions.
  • Revamped Azeroth will finally allow flying, huzzah!
  • Revamped Azeroth will also include a number of new zones, which will cover levelling to the new level cap – 85.
  • There’s a new profession, Archaeology. It’s a secondary profession like fishing or cooking, so everyone can train it.
  • Two new races: Goblins for the Horde, Worgen for the Alliance.
  • New class options for existing races!

…oh man, I can’t keep up. Seriously, there’s a lot of information coming out of BlizzCon; I recommend watching MMO-Champion and World of Raids for all the news.

Of particular interest to paladins, I’d like to draw your attention to the following changes:

New Class/Race Combos

Human hunters, gnome priests, orc mages – lots of changes here. This handy image from MMO-Champion sums it all up nicely. The big one for us, of course, is: tauren paladins! Welcome aboard, beefy brethren!

Stats Changes

Spellpower? Gone. Attack Power? Gone. mp5? Gone. Defense? Gone. (Ditto Armor Pen and Block Rating.)

Instead, uncrittability will be handled by talents (as it is now for druids), and stats like Spellpower and Attack Power will now derive directly from Intellect and Strength respectively. (Hunters, Rogues and Shammies will get their AP from Agi.) Mana regen will be handled by Spirit, and all healers will get a regen-mana-in-combat ability a la Meditation.

Still, if you think this is a big change, think how hunters feel – they’re getting turned into a mana-free class!

I’m optimistic at this point, but cautiously so. The world changes and storyline progression both look awesome, and I’m getting that rush of “omg must see it must play it must test it whee!” that I always get when an expack is announced. I’m more cautious about the mechanics changes – the higher degree of homogenization in gearing is a bit disappointing – but I’m certainly prepared to Wait And See ™.

Obviously, if I’m fortunate enough to get into the beta again, I’ll be providing all the guides and sneak peaks you’ve come to expect. ;-)

One of These Things Is Not Like The Others!

Blizzard typically designs its raid zones in three different sizes: you’ve got the one- or two-boss zones, the half-a-dozen boss zones, and the raids with a dozen or so bosses – give or take.

And then, in this thread, Ghostcrawler says (emphasis mine)

…once we say “tanking niches” players have visions of the DK who parks outside of Icecrown until boss 4, 17 and 31 (yes, IC is that big).

At the risk of sounding like a lolcat, ZOMG. No wonder they introduced raid timer extensions!

To put it pictorially:

Number of Bosses by Raid Zone

That’s one way of making sure Icecrown won’t be cleared before Christmas…

(Edit: I’ve seen a few other wry posts around the traps from GC in the last day, and he may well be joking about this – which is unlike Blizz devs, who don’t usually make joke posts unless it’s very obvious that their tongue is planted firmly in cheek, but even devs are allowed to have some fun.)

Edit #2: My guildie Phyl (of Hunters Rhok) has pointed out the official debunking, where GC says

an example on how we don’t want raids to rotate in tanks, I wanted to pick what I hoped was a ridiculous number so that players wouldn’t try and and deduce from my answer how many bosses Icecrown has.

Sadly, my sarcasm doesn’t translate well to the forums. :)

(Unfortunately, if he wanted to convey a sense of “this is just a hypothetical number”, he probably shouldn’t have followed it up with an explicit assurance that he was being serious.)

First Impressions of 3.2

Well, it’s been up for a few days now, and – restarts and server downtime and terrifying bugs aside – I’ve had a chance to put 3.2 through its paces. Some thoughts:

  • Isle of Conquest is great fun, although frantic and confusing at first. It’s a lot more fun when people aren’t just rushing to zerg the other faction’s end boss.
  • There are seriously not enough glaive throwers. >:(
  • The Wintergrasp changes are very disappointing; I don’t want to have to sit on a character for quarter of an hour waiting for WG to pop, only to miss out, and the new numbers cap gives the whiners some grounds for complaining about other people’s contributions.
  • The mount changes might be just what my poor languishing alts need. Riding at 20? Flying at 60? I’m sold.
  • The nerf to my mana regen is fairly tragic, although I haven’t had a good test of it in a progression raid because…
  • …the Deconstructor-spawns-a-squillion-adds bug is hilarious, but kind of raid-stopping.
  • (And having a half-hour downtime in the middle of prime raiding time doesn’t help, either.)
  • Epic gems are awesome, and just about made up for the giant nerf to Divine Intellect.

More intelligent thoughts to come when a) it’s not 6am after a hard night o’ Isle of Conquests, and b) I’ve had a chance to take the Holy/Prot Bubble Spec for a proper 3.2-style test drive.

The Argent Tournament in Patch 3.2

With my “Tourist Guide” series I attempted to present a comprehensive guide to the Argent Tournament and their goings-on in Northrend, so let’s look at the new content coming in Patch 3.2.

This post is Part IV in the series, a guide to all the new content introduced in Patch 3.2. This includes a new quest hub, new rewards, and changes to existing quests.

  • Part I: explains the scenario and the location, the side quests and the Aspirant stage of mounted combat.
  • Part II: covers the Valiant stage of the mounted combat event and questing.
  • Part III: covers the Champion stage of the questing, and where to go from there.
  • Part IV – The Argent Tournament in Patch 3.2: covers changes to the Argent Tournament, and delicious new content and rewards.

Caveat: Due to the PTR login problem, this guide has been developed with the aid of notes and screenshots I took earlier in the PTR testing process. I’ll update the guide with the most recent information as soon as I’m able to access the PTR again, but for now I felt an approximate guide was better than no guide at all. (Note that I’ve only included information where I’m reasonably confident it’s correct.)

Approaching the Argent Tournament

New Rewards

There are a range of new rewards available. (You can see existing rewards in Part III of my Argent Tournament guides here.)

  • Mini pets:
    • Silver Covenant/Sunreavers: Shimmering Wyrmling – this is BoE, but requires Exalted with the Silver Covenant or Sunreavers to use. 40 Champion’s Seals.
    • Argent Crusade: Argent Pony Bridle – BoP, 150 Champion’s Seals. This upgrades the Argent Squire or Argent Gruntling you receive in the first stages of becoming a Champion; once you’ve done this upgrade, your Argent minion can give you access to your mail, your bank or a vendor, once every eight hours.
  • Tabards, all 50 Seals each:
    • Silver Covenant (Alliance only) – requires Exalted
    • Sunreavers (Horde only) – requires Exalted
    • Argent Crusader’s Tabard (looks like a fancier version of the Argent Crusade tabard, see right) – requires Exalted
  • Ground Mounts, 100 Seals each:
    • Silver Covenant: Quel’dorei Steed – requires Exalted
    • Sunreavers: Sunreaver Hawkstrider – requires Exalted
    • Argent Crusade: Argent Warhorse, Argent Charger (the latter is paladin-only). These both require the Crusader title.
  • Flying Mounts, 150 Seals each:
    • Silver Covenant: Silver Covenant Hippogryph – requires Exalted
    • Sunreavers: Sunreaver Dragonhawk – requires Exalted
  • 1 new banner for the Argent Crusade, costing 15 Seals.
  • Bind-on-account chests with a 10% XP bonus (which stacks with the heirloom shoulders), costing 60 Seals each. (Other heirloom items will now be purchasable with Seals as well as Emblems of Heroism.)

New Achievements

There are, of course, a number of achievements relating to deeds in the new 5-man dungeon (Trial of the Champion) and the new raid zone (Trial of the Crusader). In addition, there are two new achievements relating to the Argent Tournament world event:

  • A Silver Confidant, for the Alliance, requires you to have reached Exalted with the Silver Covenant and Champion status with at least one city.
  • The Sunreavers is the Horde equivalent, requiring you to reach Exalted with the Sunreavers and Champion status with at least one city.

New Quests

The new quests generally focus around two plot points in 3.2: either keeping the tournament competitors happy (and, usually, well-fed), or helping save the Tuskarr of Hrothgar’s Landing (an island to the north of the grounds) from the aggressive invading Kvaldir.

The following new dailies can be found in your faction’s tent. They both require Exalted with Sunreavers/Silver Covenant, and reward one Champion’s Seal each.

The following new dailies require you to be a Crusader, and are given by new NPCs in the Argent Crusade tent near Crusader Rhydalla. They give one Champion’s Seal each unless otherwise stated.

Changed Quests

There are a number of changes to existing quests. As a general rule, the dailies will now send you further afield, and you will no longer be able to “double up” and complete the Valiant and Champion versions of a daily by killing a single set of mobs.

  • A Valiant’s Field Training used to require you to kill 10 Scourge in Icecrown. Now it specifies 10 Converted Heroes, north of Corp’rethar.
  • Taking Battle to the Enemy used to require you to kill 15 Scourge in Icecrown. Now it specifies 15 Cult of the Damned members anywhere in Icecrown.
  • Battle Before the Citadel used to require you to kill 1 Boneguard Commander, 3 Boneguard Lieutenants, and 10 Boneguard Scouts (which overlapped nicely with the Valiant version of the quest, At the Enemy’s Gates). This now requires you to kill 3 Boneguard Commanders; the Valiant quest remains unchanged.

Remember – more details to follow, as soon as the PTR is accessible again!