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Vashj'ir: Surviving the Depths
Posted by wolfgrim on Saturday, April 17 @ 13:34:56 PDT

A new underwater zone for World of Warcraft

Once a great Highborne city housing some of the most revered night elves of Kalimdor, Vashj'ir was swallowed by the Great Sea during the Sundering and thought to be lost forever. Queen Azshara, formerly a beloved leader of the night elves, escaped death in the depths of the sea when the Well of Eternity imploded.

Such salvation came at a great cost, as the queen and many of her fellow Highborne were forever transformed into the monstrous naga, doomed to wander the seas for thousands of years.

Their existence mostly remains a mystery to the peoples of modern Azeroth, though the Earthen Ring has learned of Azshara's naga seizing Vashj'ir for an unknown purpose as the cries of the elements echo across Azeroth from the abyss.

The Sunken City Vashj'ir is a level 78–82 zone in World of Warcraft: Cataclysm where players will be called to explore the depths of the Great Sea and stop the naga from seizing immeasurable power from the realm of Neptulon the Tidehunter.

This expansive underwater zone will feature an unprecedented fight for survival against the naga overwhelming the area, several new quest hubs -- including Alliance and Horde naval ships and submarines -- all-new underwater travel and combat mechanics, several pocketed undersea caves free from water's grip, two new five-player dungeons (Throne of the Tides and Abyssal Maw), and the first-ever opportunity to explore the remains of the once-majestic city of Vashj'ir! Follow link for more details.

News
>>> (Read More... | 2 comments | Score: 5) 56 reads
Tom Chilton Interview
Posted by wolfgrim on Wednesday, May 06 @ 17:21:30 PDT
News WoW Insider: Blizzard seem to be treating each major patch as more of a mini expansion, what are the reasons for this?

Tom Chilton: I would say the biggest reason is because we're always pushing ourselves to do as much as we can in every patch. We're never really satisfied with what we have in the patch versus what we didn't have. Maybe the developers get a little out of control - but in a good way as that's good for players. More than anything else we want to make sure that in a patch we have content for everyone.

We feel like one of the things we didn't do so well in the past was to deliver content for everyone, we would deliver content for different parts of the player base at any given time like a 25-person raid or a 10-person raid or here's a new battleground, back in the day of Arathi Basin. However we didn't really hit everyone at the same time so we're trying harder to do that while at the same time maintain our pace of Expansions ... our blindingly rapid pace of Expansions.

Why did you decide to implement the Argent Tournament?

The Argent Tournament we saw primarily as a more Azerothian style event. We've got a lot of world events, like in-game holidays, at this point but we're going to continue to improve those and refine them and we will add more of them over time. But we wanted to spend a little more time doing something which was a little more Azeroth.

So we built the Argent Tournament and we knew that with a lot of our world events, we wanted them to be very solo friendly, very casual player friendly but we didn't want it to feel like another set of daily quests that were the same as any other daily quests people where already doing. We wanted to make sure the activity felt a little bit different and kind of new and fresh so that was one of the reasons behind doing the Argent Tournament the way we did and it's part of how we came to the idea of doing jousting in-game.

.... read more

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For those into testing ...
Posted by wolfgrim on Thursday, March 12 @ 03:51:22 PDT
Here’s the current schedule for Ulduar PTR testing. We’re currently in a mild holding pattern while we wait for a new PTR build with updated changes to most all the bosses, Mimiron, Auriaya, more loot, etc. As a reminder, this schedule could change further depending on build status.

On the North American test realms:

Mimiron - Friday Night, March 13, starting at 7pm EDT/4pm PDT. Hodir - Saturday Night, March 14, starting at 7pm EDT/4pm PDT. Flame Leviathan - Sunday, March 15, starting at 2pm EDT/11am PDT. Ignis the Furnace Master - Monday Night, March 16, starting at 7pm EDT/4pm PDT. XT-002 Deconstructor - Tuesday Night, March 17, starting at 7pm EDT/4pm PDT. Kologarn - Wednesday Night, March 18, starting at 7pm EDT/4pm PDT.

On the European test realms:

Mimiron - Friday Night, March 13 at 19:00 CET. Auriaya - Saturday Night, March 14, at 19:00 CET. Flame Leviathan - Sunday Night, March 15, starting at 19:00 CET. General Vezax - Monday Night, March 16, starting at 19:00 CET. Thorim - Tuesday Night, March 17, starting at 19:00 CET. Freya - Wednesday Night, March 18, starting at 19:00 CET.

This schedule could change at a moment’s notice due to server, bug, or patch status. I’ll try to keep everyone informed as much as possible. Ulduar and the bosses to be tested will remain also open a variable length of time. How long they stay open depends upon a host of factors including designer availability, bug status, etc.

We’re very interested in seeing combat logs and parses for all raid testing on the PTR.

News
>>> (comments? | Score: 0) 196 reads
New Wrath of the Lich King Information!
Posted by CWSensation on Friday, May 09 @ 15:05:37 PDT
News From WorldOfWar.net:

Earlier in the week, worldofwar.net were invited to attend a Wrath of the Lich King presentation at Blizzard's offices in Irvine, California. Once there, we were shown Northrend in its current state of development, a Death Knight in action, given several hours to play the expansion for ourselves, and were also permitted interview sessions with three of Blizzard's top developers - J. Allen Brack, Jeff Kaplan and Tom Chilton.

Blizzard dished the dirt on a whole range of things about Wrath, and you can read all about the trip in our Wrath Presentation Article, as well as articles covering all we learned about Death Knights, filmed interviews with the game producer and designers, a tour of the Blizzard campus and museum and much much more. We've gone into great detail on all of this, but for now, here are the most exciting things we learned from Blizzard about the coming expansion:

General

* All 25 man raids in Wrath will also be available to complete with 10 players. This is so that more players will get to see end game content (Even the Arthas encounter will be available as a 10 man raid).
* There will be completely different loot tables for the two different raid types. They will also be on separate cool downs, so players could fight in both the 10 man and 25 man raid on the same day if they wish.
* The mounts available to buy in Wrath will probably be able to take passengers. These mounts will also work in the old world (Provided they are land mounts), so players can give low-level characters a ride! The new mounts will also be slightly faster, around the speed of the Armored Netherdrakes.
* All 5-man instances in Northrend will feature Heroic modes, and the loot tables for the 2 modes will be totally separate. Heroic dungeons will have their own "Tier" of armor completely unique to that level dungeon.

Death Knights

* Death Knights will be available to players who have a character level 55+ on the same realm. There is no other requirement at this time.
* Players are allowed 1 Death Knight per realm that they have a level 55+ character on.
* Death Knights will be "born" in a floating Necropolis over the Eastern Plaguelands, similar to Naxxramas.
* Death Knights will start at level 55.
* A Death Knight's starting armor will be a mixture of green and blue quality items. The first few quests that they encounter will provide upgrades to these starting items, and these upgrades will be armor specific to Death Knights.
* Death Knights can dual wield.
* One Death Knight spell is Raise Dead, which converts a fallen unit into a ghoul for a time to serve the Death Knight, similar to a Hunter's pet. If the spell is used on a fallen friendly player, the player will be presented with an option box similar to a resurrection message, and if they accept, they will take control of the ghoul and will be able to use its abilities for the period of time that it is active. This can work as a sort-of battle res, and Chilton stated it may be available in Arenas.

Northrend

* Northrend is Huge. It is larger than Outland by a couple of zones, and some of the zones in Northrend are bigger than the largest zone in Outland.

159 reads >>> (comments? | Score: 0)
Dragonblight - Update for WotLK
Posted by Wolfgrim on Thursday, March 13 @ 16:57:56 PDT
For millennia the Great Dragonblight has served as the enduring heart of Northrend. Here dense forests surround a vast arctic wasteland littered with the massive, gleaming bones of perished dragons. In the center of this frozen expanse lies Wyrmrest Keep, a structure believed to be built by the world-shaping titans shortly after Azeroth's creation. Many legends hold that the five great Dragon Aspects were blessed within this fortress and given their charge to watch over the budding world. Perhaps it is for this reason that dragons nearing the end of their lives come to the Dragonblight to enrich the land with their passing. Complete Details: Dragonblight at Blizzard

News
>>> (comments? | Score: 0) 109 reads
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