Category Archives: Game Info

The Achievements system is awesome!

Note: This post contains spoilers for Wrath of the Lich King.

This post could also be titled “I’m never going to run out of things to do”.

Upon loading into WotLK for the first time – and oh, I was bouncing in my chair! – I set about checking out some of the banner items for Wrath of the Lich King. Unfortunately, Inscription and the barber salons haven’t been implemented into the game yet; the next thing that caught my eye was the new Achievements system.

I’ve long wanted something like this, some way of measuring all the things us explorer-types (and rabid completionists) do for kicks. Star Wars Galaxies had badges; Lord of the Rings Online had titles; WoW had… nothing. Until now.

Continue reading The Achievements system is awesome!

Change is afoot.

Firstly, apologies for the week-long silence – I’ve had family staying with me, and computer time has been rather limited.

Note: This post contains spoilers for Wrath of the Lich King.

So, the WotLK beta is open, and there are a lot of changes coming to light. I need to spend some time thinking before I post anything substantial, but for now let’s look at a few points relevant to pallies, particularly holy pallies. I’ve boldfaced the really notable stuff of interest to endgame healadins. Observe the giant nerf to Blessing of Salvation. I’m trying not to knee-jerk QQ about it – it can only really be analysed in the context of WotLK gameplay and game mechanics – but man, that’s a complete evisceration.

Continue reading Change is afoot.

Holy Paladin Raiding Consumables

Update: This post has been revised and updated here.

This one’s going around the blogosphere lately, so here’s my quick guide to raiding consumables for holy paladins. (Bellwether covered the same issue for resto druids, and Big Bear Butt for feral tanks; I’m sure there will be more coming soon.)

Two things to note:

  1. I’m recommending consumables that give you a good balance of stats, where feasible. If you’re very well-geared in one area and need to boost a specific stat, you can make your own choices.
  2. My recommendations are specific for holy paladins. If you’re a priest, all those +Spirit consumables I wrote off are great for you. If you’re a protection paladin trying to heal, anything with spell crit is relatively useless and you’re looking for all the mp5 you can get. Et cetera.

Elixirs: Battle Elixirs

Adept’s Elixir – the increase to spelldamage is irrelevant, but this elixir gives a boost to both throughput and mana restoration. For holy paladins, this one’s a show-stopper.

Elixir of Healing Power – this one’s a good alternative for situations where you just need healing oomph, and nuts to the regen. In other situations, it’s inferior to Adept’s Elixir, but better than nothing.

Elixirs: Guardian Elixirs

Elixir of Major Mageblood – the standout choice for paladins, who tend to suffer over passive in-combat regen.

Mageblood Potion – it may be a pre-TBC recipe using Azerothian mats, but this is surprisingly effective as an emergency replacement for Elixirs of Major Mageblood.

Elixir of Draenic Wisdom – inferior to Mageblood elixirs, as paladins derive no benefit from Spirit, but 30 Int is still nothing to sneer at.

Flasks

Flask of Mighty Restoration – again, the standout choice for paladins. Shattrath Flask of Mighty Restoration is a good alternative if you have the relevant rep to buy it (Exalted with Cenarion Expedition, Sha’tar, and Scryer/Aldor) and you’re raiding the appropriate zones.

Flask of Distilled Wisdom – again, inferior to the regen-boosting Restoration flask, but an acceptable alternative for the all-around boost to healing, mana pool and spell crit.

Unstable Flask of the Elder for Gruul’s Lair raids; this is superior for paladins to the Unstable Flask of the Physician, although that’s certainly better than nothing.

Weapon Oils

Brilliant Mana Oil – arguably the best choice, with a balance of mp5 and +heal. Unfortunately it’s an old-world recipe (requiring Zandalar faction).

Superior Mana Oil – inferior to the Brilliant Mana Oil, but much more readily available. Superior Wizard Oil is also a good option; although the tooltip says “spell damage”, it does apply to healing as well.

Foods

Blackened Sporefish – for mana regen and survivability. The mp5 boost is small enough, though, that this is on-par with:

Golden Fishsticks – which has a really good healing buff. The Spirit is useless for paladins, but 44 +Heal alone is nothing to sneeze at.

Any stamina food, such as Feltail Delight (which is the one I use most often). The spirit does little for a paladin, but an extra 300 health is always welcome, and 20 Stamina foods are common enough that you should keep this up pretty much all the time unless you need one of the better food buffs for a boss fight.

Potions

I won’t list them all, as one of my earliest blog posts was a guide to mana and healing potion types; however, these are the ones I specifically recommend:

Super Mana Potion, or the stacks-to-20 version, the Mana Potion Injector. Your basic mana potion; you will, at times, drink these like water. You can replace these with any of the alternatives I list in the linked post, of course.

Super Healing Potion and the Healing Potion Injector. You don’t need to take nearly as many of these to a raid, but you should always have at least some on you.

What about Super Rejuvenation Potions, or the Alchemist-only equivalent Mad Alchemist’s Potions? Carry 1 stack, but don’t use them unless you gotta. Remember that healing received will top up your mana via spiritual attunement, so if you’re healing yourself with a pot, that’s a lost opportunity for mana regen.

Obviously, don’t stint yourself on healing (self-heals, pots and healthstones) at the expense of other healers’ mana pools, but if there’s ambient healing available (Leader of the Pack, Vampiric Embrace, etc) and you’re not likely to take a big spike of damage you’re better off taking advantage of those to restore your health, and taking an ordinary mana potion instead.

Scrolls

These aren’t essential, as they don’t stack with player buffs, but they are handy for situations where rebuffing is unlikely (for instance, after receiving a battle-rez) or where you’re missing a particular buffing class from a raid (not uncommon in 10-mans). You can safely ignore Strength and Spirit scrolls, but scrolls of Intellect are always good for a boost to your mana pool. Scrolls of Stamina, Protection, and Agility can also be useful if you’re expecting to get hit.

Other Items
Note that these all share a cooldown.

Demonic Rune – it’s only a small amount of mana restoration, but it’s enough for 5-8 Flash Heals (and causes you damage, thereby giving you the opportunity to regain mana via Spiritual Attunement).

Charged Crystal Focus – available from the AH in their uncharged state, or farmed from mobs around the Ogri’la daily quest hub. Excellent for when you don’t have a healthstone handy.

There are some profession-specific extras, as well: Fel Blossoms are good for herbalists, as a damage shield isn’t affected by healing reductions (from mortal-strike-y effects); Dense Stone Statues for Jewelcrafters heal you for 1250 healing across 25 ticks, but it counts as healing rather than ‘health restore’, so it does give you a small amount of mana back as well.

Personally?
I carry: 20 Healing Potion Injectors, 20 Mana Potion Injectors, 10 Mad Alchemist’s Potions, 1 stack of each type of elixir, 1 stack of Mighty Restoration flasks, 10 charges of Brilliant Mana Oil, 1 stack of Blackened Sporefish and 1 stack of Stamina food, 2 stacks of Dense Stone Statues and 1 stack of Charged Crystal Foci. Oh, and a stack of Intellect V scrolls.

Edited to add in Superior Wizard Oil; thanks Valyre for the reminder!

Ahune, take two.

For those of you well-aware that I’m a tabardaholic, here’s the latest to grace my collection!

Tabard of Summer Skies

This means, of course, that we succeeded in getting Ahune down on the first attempt, this time around. Group makeup was: bear druid, holy paladin, prot paladin (the alt of one of the frost mages from last time), fire mage (the other frost mage from last time, post-respec) and a (different) BM hunter. Bear druid tanked the hailstone elite elemental, prot paladin held the swarms of little elementals, holy paladin (moi!) healed, and the mage and hunter DPSed. Zero problems – as it should be, given that everyone other than the prot pally was in T5+ gear.

Given the un-sterling loot off him, I’m not particularly fussed about going back in to farm him, but I’m glad to be able to say the sucker’s dead – and I’d have been mighty upset about missing out on the tabard!

Anyone For Cards?

(aka the WoW Trading Card Game Loot Guide)

There are a number of fun vanity items in the game that you can’t actually get in the game, and I often see questions about how you get them.

The World of Warcraft Trading Card Game is published by Upper Deck Entertainment, in collaboration with Blizzard. It’s a fairly typical collectible/trading card game, with cards of varying rarity purchased in small assorted randomised packs. The game itself isn’t bad, although I haven’t had as much chance to play it as I’d like.

What sets the WoW TCG apart from other trading card games such as Magic: the Gathering is that it has lots of concrete tie-ins with WoW itself, allowing you to get in-game WoW items by acquiring cards in the card game.

There are two main ways to do this:

  1. UDE Points: Every booster pack of 15 cards also contains a “UDE Points card”, usually worth 100 UDE points (although some rare examples have much higher values). Each UDE points card has a unique code on it that you enter online to add the card’s points value to your account; you can spend the UDE Points at UDE’s online store for a variety of items, including in-game items.
  2. Loot Cards: In each expansion set of the game there are three cards which have a special, much rarer, “loot” variant. The loot cards have scratch-off panels hiding a redemption code; entering the code online will net you the in-game item specific to that loot card.

1a. Redeeming Points
UDE Point Card codes are entered at UDE’s site, which functions like an online store. Once you have enough points for the item you want, you place an order, and the store software gives you a code. See step 2.

1b. Getting Loot Cards
Unless you are interested in the trading card game anyway, or have a lot of money to spend on a card game you’re not going to actually play, the best place to get the loot cards is from eBay. This site tracks eBay.com auctions for WoW TCG loot cards, showing you historical price trends and items currently available on eBay. I haven’t used it myself, but it looks like a good service. Once you have the loot card, scratch off the panel to reveal the hidden code. See step 2.

2. Getting the Item
You take your code you received either from UDE’s Points Store, or from scratching the panel on the loot card. Enter that code at Blizzard’s Promotion Code Retrieval page, which will then give you a second code, the “in-game code”. Take this in-game code, make sure you print it out or write it down, and head to Landro Longshot in Booty Bay. He has a redemption dialogue box where you select the category of item you’re seeking, enter your redemption code, and you receive the in-game item. (If your bags are full, you’re supposed to receive the item in the mail instead, but I wouldn’t want to gamble.)

The Loot!

So, what can one get, in-game? Let’s take a look!

Summary as of June 08, patch 2.4.3

  • Tabards: 8
  • Non-combat pets: 5
  • Mounts: 1 flying and 1 ground (both with epic and non-epic versions), and 1 ground with no speed boost
  • Ground-placeable social items: 4
  • Other: 1 disguise trinket, 3 items with cosmetic effects, 2 miscellaneous ‘toy’ items, 1 pet buff consumable

Items from UDE Points

Items from Loot Cards
The card game was released with an original set, the Heroes of Azeroth, and a number of expansion packs. Each set has three loot cards in it:

Original Set: Heroes of Azeroth

  • Tabard of Flame – see right. Card: Landro Longshot.
  • Hippogryph Hatchling – gives you a baby Hippogryph non-combat pet. Card: Thunderhead Hippogryph.
  • Riding Turtle – a riding turtle mount that doesn’t give you any speed boost. Card: Saltwater Snapjaw.

Expansion 1: Through the Dark Portal

  • Picnic Basket – sets up a picnic grill lootable for food, and an umbrella. Card: Rest and Relaxation.
  • Banana Charm – gives you a monkey non-combat pet. Card: King Mukla.
  • Imp in a Ball – an imp, in a ball! Like the sign says! Card: Fortune Telling.

Expansion 2: Fires of Outland

  • Goblin Gumbo Kettle – sets up a kettle of Goblin Gumbo lootable for food. Card: Goblin Gumbo.
  • Fishing Chair – sets up a chair and umbrella to fish from. Card: Gone Fishin’.
  • Reins of the Swift Spectral Tiger and Reins of the Spectral Tiger – see right. A very cool translucent tiger mount; the same card lets you get both epic (Riding: 150) and non-epic (Riding: 75) versions. This card is tremendously valuable, and regularly eBays for four figures. Card: Spectral Tiger.

Expansion 3: March of the Legion

  • Paper Flying Machine Kit – creates a Paper Flying Machine, which will stack to 5 in your bags and can be thrown to others like a Heavy Leather Ball. Card: Paper Airplane.
  • Rocket Chicken – gives you a mechanical chicken pet, complete with rocket boosters. Card: Robotic Homing Chicken.
  • Dragon Kite – gives you a Chinese-style dragon kite on a string (effectively a non-combat pet). Card: Kiting.

Expansion 4: Servants of the Betrayer

Expansion 5: The Hunt for Illidan

  • Path of Illidan – see right. Gives you a buff that leaves green fel-fire in your wake. Card: The Footsteps of Illidan.
  • D.I.S.C.O. – places a disco ball (complete with sparkling reflections) on the ground. Card: Disco Inferno!.
  • Soul-Trader Beacon – summons an Ethereal Soul-Trader “pet”, an Ethereal NPC who follows you around and absorbs energy from kills you make while he’s in the vicinity; you can then use this energy to buy items from him. These include a set of cloth armor meant to look like the Ethereals’ armor, and various consumables with fun non-combat effects.

Ahune = Too Hard

Bellwether of 4 Haelz recently posted about her woes with Ahune, the summonable boss who’s around during the Fire Festival. I commented there, agreeing and saying that I think Ahune is tuned too hard, and I want to elaborate on that here.

I’m sure plenty of people can comment and say they PUGged Ahune with no problems, and that clearly I’m “lol doin it rong”. So, let me explain my problem with the issue:

We went in there with a group of T5/6 geared people who’ve been grouping for two years or more; as a group, we can do heroic Magisters wipe-free; we’re not random Donalds. We had a bear tank, a BM hunter, two frost mages and me healing.

First up, of course, everything in the encounter is immune to frost, which limits the mages to arcane damage (or below-par offspec fire spells), which means they OOM in no time flat. So there are swarms of adds around, which the bear finds very hard to control, so there’s lots of stray agro, everyone gets smeared, I can’t heal through splash damage very well as a paladin, I get smeared from heal agro, we wipe. And because the daily quest is to summon Ahune, not to beat him, you only get five tries a day at him.

You should not have to ask people to respec for a holiday event. Holidays are supposed to be fun and relaxing, with some free gifts for everybody. Look at the Headless Horseman – he was, in my opinion, a well-tuned holiday event. Easy enough that you didn’t have to be well-geared to take him on and people could bring alts for a bit of fun; rewarding (gear-wise) for people at the right level to take him on. Compare that with Ahune, who is far more challenging, with a loot table that’s fairly unrewarding for people who can actually beat him.

I understand why Ahune and his adds are immune to frost damage, but I think it makes for a bad seasonal event. The one-two punch of the frost immunity plus there being a score of adds that have to be AoE-killed or AoE-tanked is just too picky for a holiday event.

In other words: Blizzard, if you’re going to put in a holiday event that’s unplayable for a (fairly popular) spec, you need to make it easy enough that the rest of their party can successfully ‘carry’ them through it rather than having to replace them. Who wants to PuG a holiday? That’s like going on a roadtrip with a stranger because he’s got a better car than your friend.

So, I will still be heading for Ahune to smash his face in – I’m not letting that tabard pass me by. But I’m not happy about the design of the encounter, and I think it’s disappointing that Blizzard dropped the ball on this, when the rest of the Fire Festival has been done so well.

One (More) Good Reason to Play the Fire Festival

In the spirit of my motivational post about the Lunar Festival back in February: here’s why you should do the Fire Festival content:

Experience.

The XP rewards are astounding! As part of the content, you can run around Honoring the fires of your faction, and Desecrating the fires of the enemy faction, and there are 30+ fires for each side.

The XP scales based on level; for instance, Desecrating a fire at level 55 will net you 8150 xp; at level 58, it’s over 9k xp. I can’t speak for all leves, but for my level 55 alt, doing all the fires is going to be worth over 380,000 xp. Given that an entire level only takes about 150k xp for me right now, I’m hoping to be able to ride this event nearly all the way to Outlands!

And that’s not including the XP rewards for the other, associated content like the fire-tossing and fire-catching dailies, or Stealing the Flame from all the enemy faction capital cities.

So – get out there and burn things!

The Fire Festival is here!

So, the Midsummer Fire Festival has just started, and it’s been newly revamped with the kind of content familiar to those who played around with last year’s Hallow’s End and Brewfest holiday festivals. There’s lots of flavourful fluff and some nifty non-combat rewards.

Rather than write up a guide myself, I’m just going to provide a few good links:

Enjoy! I’m off to bed, and when I get up I’ll be going to set myself on fire!

Instance Quest Checklist: Sunken Temple

With the accelerated levelling curve introduced in 2.3, it’s quite common to only do an instance once as you’re levelling an alt. So, naturally one wants to knock off all the quests you can – this series aims to provide a quick one-stop guide to getting ready for pre-Outlands instances.

It may be out of order, but let’s start with Sunken Temple, since I’m just about to do it on an alt. Note that this guide is Alliance-centric; I haven’t discussed Horde quests yet, although I hope to expand the guides to include Horde quests later.

Instance Quest Checklist: Sunken Temple

The Temple of Atal’Hakkar, better known as the Sunken Temple, is an instance full of trolls and dragonkin in the Swamp of Sorrows. It’s a level 49-55 instance, although you can get all the quests for it by level 48.

Lore-wise, it fits nicely between Zul’Farrak and Zul’Gurub; the ongoing storylines largely revolve around the struggle between the minions of Hakkar the Soulflayer to bring him back to the world, and those who oppose them.

Quests

These are the quests you should have when entering the Sunken Temple:

Jammal’an the Prophet

  • Quest level 53, requires 38 to get.
  • Given by the Atal’ai Exile in the Hinterlands (the friendly troll trapped in Shadra’Alor) to kill Jammal’an and loot his head.
  • No pre-requisites.

Into the Temple of Atal’Hakkar

Haze of Evil

The God Hakkar

  • Quest level 53, requires 40 to get.
  • Given by Yeh’kinya in Tanaris, this quest requires you to fill the egg of Hakkar after defeating his avatar.
  • There is, of course, a chain before this, and it’s tiresome:
    1. First up, Yeh’kinya gives you Screecher Spirits, a quest to go and kill vale screechers (windflayer-type mobs) in Feralas and then use a stick on them and talk to their manifested spirits.
    2. Then Yeh’kinya sends you into Zul’Farrak to get the Mosh’aru Tablets off two bosses in there.
    3. Then he sends you off to the Hinterlands to go steal the Ancient Egg from Jintha’Alor, which is a lot easier since the mobs are no longer elite, but it can still be tough, so take friends
    4. Then finally Yeh’kinya gives you The God Hakkar.

Secret of the Circle and Into the Depths

  • Quests are level 51, require 46 to get.
  • Both are given by Marvon Rivetseeker in Tanaris; one requires you to get the urn out of the idol in the centre of the Temple, and the other is just handed in at the Idol.
  • It’s not technically a quest series, but you do have to do the following quests before Marvon will offer you these two quests:
    1. Go to Feathermoon Stronghold and talk to Angelas Moonbreeze, who gives you a quest called The Sunken Temple to go talk to Marvon. This seems like one of those optional linking quests, but it’s not; Marvon won’t offer you any Sunken Temple quests without doing this.
    2. Marvon will then invite you to get the Stone Circle from his workshop in Ratchet.
    3. Then you’ll finally be offered Secret of the Circle and Into the Depths.

The Essence of Eranikus

  • Quest level 55, requires 48 to get.
  • Acquired and completed inside Sunken Temple by looting a quest starter off the corpse of the final boss (Shade of Eranikus). Use it, accept the quest, and then just hit the brazier in the corner of the room to complete it.

Class Quests
At level 50, everyone is given a quest chain by their class trainer that will eventually send you to the Sunken Temple. These quest chains are often worth doing; for some classes the rewards are very good even at high levels (eg one of the shaman rewards is still unmatched at 70). The class quests generally involve killing one of the green dragons in Sunken Temple, or killing the mini-bosses around the inner ring of statues.

Note that they all have a small chain, often involving annoying zones like Azshara and/or annoying features like low drop rates, that must be completed before you get the Sunken Temple part of the chain.

The class quests can be found at WoWhead here:

Jewelcrafting Quick Reference Sheet: 2.4.2

Sorry for the radio silence; for health reasons, I’ve been spending very little time online, and it’s really limited my blogging time. Still here! Not dead! And in the meantime, a quick update for this post:

The Jewelcrafting Quick Reference Table has been updated to include the four new jewelcrafting patterns introduced in patch 2.4.2, which went live this week.

This table includes all jewelcrafting gem cuts excluding BoP gems that are JC-only. It is current as of 15 May 08, Patch 2.4.2 live build.

Jewelcrafting Reference Table

If you prefer it in PDF form, you can download a copy here: jc24c.pdf.

Updated 15 May 08 with the four new cuts in 2.4.2 (Reckless Noble Topaz, Quick Dawnstone, Forceful Talasite and Purified Shadowsong Amethyst).