Friday, November 10, 2006

Life Begins at 60

I remember thinking about what it would be like to be 60.

When you're L25, grinding your way through Stonetalon or Duskwood, it's hard to imagine how life could be any different.
For a start, there were all the questions:
  • are there quests when you hit 60?
  • what happens to EXP when you can't level any more?
  • do you have to spend all your time in long raids?
  • how do you get all that cool gear?
And then there was the 'L45 slump' that seemed to glue you in place for an eternity, making that elusive L60 seem even more distant.
But fortunately, and before you know it, you realise you've got to L55 and things are getting exciting.

What I wish I'd had at that stage, was some insight into exactly what happens once you've come of age. And with that in mind, I hope what follows is of some use to you as you near the golden age.

What happens to my Experience Bar when I hit L60?
Simply put - it disappears! That's right - NO MORE XP yay!
While this may sound quite obvious, it's an amazing feeling to be able to wander around wherever you like not worrying about whether or not you will get XP for the activity you are doing, and not having to log out at an inn or city.
It really does transform your entire attitude to playing the game. With that pressure gone, one is free to simply do whatever one wants to, wherever one want to, at no 'cost'.

So, there's no XP - that means there's no quests right?
Wrong. In fact there seem to be so many quests I was never sure where to start when I hit 60. The biggest difference is that now your quests will pay you in gold, rather than XP.
That means mo'money :D (Although you're gonna need every penny of it..)

The biggest difference is, though, that the majority of these quests are now aligned to either increasing your reputation with a faction, or are aimed towards gaining great items.

Wait - before you go any further - I want to know if I have to spend all my time in Raids..?
Well the good news is: a resounding NOPE.
This was one of the great unknowns for me before I hit L60, and I'm pleased to be able to report that, after many weeks of being 60, I have yet to participate in a Raid. Trust me, whilst you may decide to investigate the benefits and requirements of raiding at a later date, there is plenty to do without ever setting foot into the Raid arena.

Cool. So yeh - tell me about this whole 'reputation' thingo - what's the deal?
Ok. A great way to think of reputation is as a replacement for XP.
Essentially, by hitting your 'U' key ingame you will see a list of all the factions within the game you have aligned yourself with over the course of your character's history, whether that alignment be good or bad.
As you will see, you will have a standing with each faction listed, depending upon whether you have performed tasks for that faction or not, and whether or not you have battled that faction.
(Note: you can 'show Rep as XP bar' in the options on this page, which is handy, as it tracks your reputation where your XP bar used to be.)

In ascending order, the reputation standings you can have with a faction are as follows:

Hated - Kill on Sight, all opposing team factions are set permanently to this level
Hostile - Kill on Sight
Unfriendly - Cannot buy, sell, or interact
Neutral - Standard reputation level for factions not on a player's team that are not KOS
Friendly - Standard reputation level for factions on a player's team
Honored - 10% discount on bought items from vendors
Revered - Special reputation level reserved for special heroes
Exalted - Highest level of accolade attainable with a faction

But why? Who cares if I'm honored with Stormwind or hated by the Bloodsails?
Great question. And the simple answer is - rewards.
Once you hit L60, you will want to start increasing your standing with the Argent Dawn. This is because when you become friendly (or greater) with them, you will have access to some great and unique gear that's not available anywhere else in the game.
Same deal with the Stormpike Guard in Alterac Valley - their quartermaster will make more trinkets, armour and items available to you the higher your reputation with them climbs.
Also, you will get a further 10% discount at most of your home faction's cities (on top of your existing 10% discount if you are honored with your home faction).

Ok - but what about PvP rank? How is that different to reputation?
PvP rank is a separate ranking system that is centered totally around player vs player activity. On a PvE server (such as Thrall) the only way to really gain this rank is through your activities in the Battlegrounds.
These ranks are named as follows (lowest to highest):

Rank 1: Private
Rank 2: Corporal
Rank 3: Sergeant
Rank 4: Master Sergeant
Rank 5: Sergeant Major
Rank 6: Knight
Rank 7: Knight-Lieutenant
Rank 8: Knight-Captain
Rank 9: Knight-ChampionRank 10: Lieutenant Commander
Rank 11: Commander
Rank 12: Marshal
Rank 13: Field Marshal
Rank 14: Grand Marshal

The system used to calculate how much you rank up each week is called an 'honor system' and is relatively complex (so not only do I not completely understand how it works, but also I will not go into it here). When you achieve goals or slay enemies on the PvP battlefields, you gain 'honor'. Additionally, your team can gain you honor.
It's safe to say though, that if you play more, you will rank faster. A detailed page of information from Blizzard is here.

There are a ton of details that I could go into about the finer points of your rep and rank, but I will probably bore the socks off you. A couple of tips tho:
  • When grinding Argent Dawn rep, don't turn in any Scourgestones or Valor Tokens until after you are Honored (at least). This is because after gaining Honored, non-elite mobs will no longer gain you rep, and you also stop gaining rep for elite kills once you hit Revered (except for Boss mobs).
  • PvP rank slowly decays if you don't play in battlegrounds for a while. However, you will not lose any items you got at (say) Sargent, should your rank decay to Private in the future.
  • You are only eligible to enter the Officers Quarters in Stormwind (and therefore begin to purchase the amazing gear on offer) once you hit Rank 6 (Knight).
And finally then, what's all this about Tier 0/1/2 armour sets?
One of the primary things you will do after reaching L60, is to begin collecting your Tier0 armour set. Here's why, and how it works:

When you hit L52-ish, you will notice that you can start to buy pieces of your class's Tier 0 (also called 'Dungeon set 1') armour set.
For a Warlock this is called the Dreadmist Raiment. For a Mage it's the Magister's Regalia, Lightforge Armor for a Paladin, and Wildheart Raiment for a Druid.
See here for your class/race specific set.

The items available on the Auction House are Bracers, Gloves, and Belt, and can be purchased because they are 'Bind On Equip' only. All of the other items must be looted off instance bosses.

So to get the remaining pieces of your set, you need to go to the high level instances within the game (note: these Tier0 sets do not require raids).
Different class set items drop off varying bosses within a range of instances. Generally you will need to be making runs in Stratholme, Scholomance, and Blackrock Spire. The following tables show you exactly where you will need to go to get your remaining pieces, which boss drops them, and what level you have to be to wear them:
Once you have collected your full Tier0 (Dungeon set 1) set, you can then upgrade each piece to a Tier0.5 (or Dungeon Set 2) set through a series of quests beginning at Ironforge, the first of which is named "An Earnest Proposition" from the human NPC named Deliana just inside the Ironforge throne room.
As you can see here, the quest chain is long.

From there, you enter Raid territory. The next three sets available are:
These sets are true Superior and Epic items, and are available only off bosses from the Raid instances within the game (such as Molten Core, Naxxramas, Blackwing Lair, Onyxia's Lair).

So in summary, you should begin to start collecting your Tier0 set as soon as you hit L52, and then once you hit the late 50's start running through Blackrock Spire, Scholomance, and Stratholme in the hope that a piece of your set will drop off the bosses.

And there you have it!
I haven't mentioned anything about your chosen professions, but of course L60 is a great time to begin rounding them out without the major worry of money or XP.
There are also a couple of world PvP zones that can keep you busy (namely Silithus and Eastern Plaguelands), but mainly you should be gaining rep with a number of factions, as well as running the Battlegrounds and higher level instances.

And of course most importantly, you should be thoroughly enjoying the slower pace, larger income, and greater freedom available to you now you are L60.

I hope this helps to give you some things to focus upon in your life after 60..
=)

Wednesday, October 11, 2006

The Gnome Brigade

Hello fellow guildies.

As you all know, we're trying to get together a foursome of fearsome Gnomes.
Rather than emailing and trying to catch up in-game, let's keep the conversations in this thread so we can work it all out easily.

Idea
To create four Gnome alts, only to be played when we are all together (or at least not to allow any more than +/- 2 lvls across the group), and to evenly spread professions across all four so we have all bases covered.

What's happened so-far?
Zarres, Tomek and Maxima have created their characters already.


MemberAlt NameClassProfession 1Profession 2
Corporal AmanaMainah
MageEngineeringMining
Private AcaciaMaijah
??
????
MaximaArabela
RogueHerbalismAlchemy
Private TomekWioletta
WarlockSkinningLeatherworking


What we now need to do is discuss who'd like to do what, and make sure we don't double-up. It doesn't matter so much if we double-up classes, but it would be good to try and get an even spread of useful professions.

First things first, please reply (in the comments to this post) with what the name and class of your character is, and what your preferences for professions are.
I'm happy to scrap Mainah and start again if other's wanted to be a Mage, or wanted to specialise in Eng/Mining.. =)

Remember, Gnomes can only be:
  • Mage
  • Rogue
  • Warlock
  • Warrior
We'll go from there.
=)

Friday, September 01, 2006

Will that be unleaded sir?

Spec. Tank. DPS. DoT. Aggro. Talents.

..do all of those terms leave you with a feeling of "must get around to looking at that stuff one day"?
Well, if you're anything like I was up until very recently, the answer is most probably a resounding 'yes'.

What I'd like to do in this article, is try to make all of these spooky concepts a little easier to understand, and in doing so try to help you 'spec out' your WoW toon as best as you possibly can.
So let's rip into it!

Okay. I'll start with an analogy (gosh how unusual for me):
Your toon is a machine. Depending on the circumstances at the time, you need to fit your machine with certain implements in order to best serve the task required at the time. And also (importantly) you need to fuel that machine with the right type of petrol at the right time.

With me so far? =)
Let's think about it in terms we can all relate to.

Take my current toon Amana. She's a L45 Warlock. The most important thing to remember already, is that this means she's a caster.
Why is that an important point? Because it means she dishes out damage (and lots, of a certain type, of it) but she does so from afar. All of her energy is put into spell casting, which leaves precious little of it left for protection. In other words, she's a damage *dealing* machine, but she has virtually no inherent damage *protection*. And, in the game, this is portrayed by way of her only ever being able to wear cloth armour.

Still with me?

Okay - so what does all this mean?
Let's take a couple of situations from the game that you are likely very familiar with: Instancing, and Soloing.

Let's say that Amana has joined up with a party to venture into Uldaman. Hopefully, the party has been put together with some thought and contains other classes which, when combined, make for an efficient team.
So, in this party is a 'Main Tank'. The Tank's job is to take all the aggro (explained in a minute). Remember - Amana might as well be wearing soggy tissue paper for all the damage protection her cloth gives her so, she can't afford to have any monsters (mobs) physically hit her, right? Right!
So, the 'tank' is a character that can handle a high amount of physical hits, and that can attract the attention of all the mobs in the vicinity. In simple terms, we want the 'tank' to head on out and get the attention of all the mobs, and *keep* that attention on themselves. By being a Warrior or Paladin class toon, this 'tank' can be wearing armour (such as plate armour) that can withstand multiple mobs beating up on him. And by so doing, this tank keeps the attention of the mobs on himself and away from any casters.

So! With the tank out the front surrounded by mobs, we have a situation where the tank is taking all the aggro, leaving the caster relatively safe and sound at the rear.

And now Amana comes into her own. Because she is a caster, she has range. This means she can sit at the back of the group and start casting nasty spells, from afar, on the mobs attacking our tank out the front. Still with me? Good.

The tank has the aggro. (yay! now you know what that means!) And, therefore, the aggro is being kept off the caster.
Because Amana is a Warlock, her specialty is Damage Over Time. This is where the term 'DoT' comes from, but what does it mean?

DoT's are afflictions and curses that a Warlock can place upon mobs. For example, a Warlock can put a Curse Of Agony on a mob. This curse starts to slowly eat away at the mob's health points, doing damage over time. Think of it like this: if I filled a 1.25 litre bottle with poison, I could do two things with it in terms of causing you damage:
  1. I could hit you over the head with it
  2. I could put a needle on the end of it and stick you with it

In the first case, I'm causing you up-front damage - all in one go. A high damage once-off hit. This is called Damage Per Second (or DPS). In other words, in one second of time, I have caused a high amount of damage. Once the blow has finished, it's over, until I fill another bottle and hit you with it again.

In the second case, I'm causing you very little up-front damage (in fact you may not even realise you've been jabbed!) but, as time goes by without you removing the needle, more and more poison leaks into your bloodstream and before you know it, you are slowly dying with precious little you can do about it. This, therefore, is Damage Over Time (or DoT). Small amount, but over a long period of time - infectious and nasty. (muhahaha)

So getting back to Amana's Curse Of Agony.. this curse slowly builds it's damage rate the longer it's left on, and eventually runs out.
Fortunately for a Warlock, there are a range of DoT curses and afflictions that she can cast on the poor target, which simply begin to slowly eat away at their health.

Okay! Hopefully you're still with me - let's recap what we have so far:
  • The tank is up the front taking all the aggro and getting a beating
  • The Warlock caster is therefore safely sitting at the back slapping curses and afflictions onto those same mobs as the tank beats the crap out of them with his sword or mace

Easy right?

Ok next up is the Mage. What's the difference between a Mage and a Warlock? Well you kinda know already - the mage is a super-dooper-DPS machine! In other words, all of a Mage's energy goes into creating hard-hitting up-front high-damage bursts of instant damage.
Like, for example, a fireball.
When a Mage draws upon her energy pool (mana - more on this later) she winds up all this power and focuses it into a single point all at once, and let's it rip at the mob! She'll send a batch of doom flying through the air at a mob and WHACK - super high and instant damage. Massive damage over very little time (not to be confused with the time it takes to pool the energy required to do so; we're talking about the amount of damage done during the time of the actual attack, ok?).

So, to recap again:
  • Tank has aggro, taking high physical damage and dealing it out to whatever mobs he can at the same time
  • DoT Caster (Warlock) is slapping on nasty curses from afar to slowly sap the helpless victim's life away over time
  • DPS Caster (Mage) is pummeling the mob from afar with high-impact blasts

Easy, right? Right!

So next, we need to think about the poor tank up the front getting the crap beaten out of him. Surely, his armour is eventually going to give way, and he's going to start taking hits to his health yeh? Enter the Healer class.

The healer class is slightly more complicated because there are many variants and substitutes. I'll go into that later but for now we'll stick with the most efficient and powerful healer class there is: a Priest.
A priest is essentially also a Caster, and because of this can also only wear cloth armour. So, she's super-vulnerable to physical attacks just like the Warlock and the Mage, and therefore also needs to have the aggro kept off her, right? Right!

A good priest will also sit back from the action, and carefully monitor the health of all other party members but will place a priority on the Main Tank (MT). Why? Because if the tank goes down, what happens?
That's right! All the mobs will suddenly look for another hapless victim, and it's most likely that they will turn their attention to one of the two damage-dealing casters (Warlock and Mage).
And, as you now know, if that happens it's all going to be over very quickly. If even only 2-3 mobs decide to start beating up on a Mage or a Warlock, it'll be over in a matter of seconds. EVEN WORSE would be that the mobs eye up the Priest. Why?
Because the priest is our source of life AND, is our main source of life after death. Whilst a Paladin and a Druid can resurrect a fallen comrade, they cannot do it with the speed and power of a Priest.
If the priest goes down, and there's no Paladin or Druid ready, the party will be killed off very quickly (also known as a 'wipe').

So! Another recap:
  • Tank taking aggro
  • Warlock casting DoT
  • Mage casting DPS
  • Priest healing and reviving fallen party members
Easy huh!

Now, because I want this to really be about how to 'fuel' your character (spec) I wont start delving into the intricacies of the dual classes and other party members (like Paladins, Druids, Hunters, and Rogues) just yet. I promise I'll write a second article to get down into the next level of detail but for now, lets just assume that any other member of the party is going to simply contribute as much as they can to the overall cause. ie:
  • A Hunter may sent his pet in to the aggro'd mob with the Warrior to help out, and might sit back and take shots from a distance with his gun
  • A Paladin might get up the front with the Warrior (due to being able to wear high armour values) and even help out with some of the healing
  • A Druid might also help out with some healing, but also may take a bear form and get up the front to help hold the aggro off the casters and to dish out some damage

So let's now talk about 'spec' and 'talents'.

I'm going to bring you back to Amana, the Warlock.
In the situation above, where she's in a party, think about what's going on:
She's solely focusing all of her energies into her casting, right? She doesn't have to (ideally) worry about putting any energy into protecting herself as the tanks are holding the aggro off her, right? Right! Not only that, but she's also relying on the Healer to keep her health up should any stray mob decide to wander over and take a bite. Ok!

Therefore, returning to my analogy of a 'machine', Amana needs fuel to power this situation: she needs fuel for casting, not fuel for protection. And furthermore, any fuel spent on protection is being wasted in this situation, as that same amount of fuel could be used for casting, right? And trust me - all the other party members relying on Amana to deal out DoT will be pissed off if every single drop of fuel isn't being used for doing so.

Therefore, we need to 'spec out' Amana in the best possible way, for this particular role, at that time. Raise your hand if you understand. =)

So how do we do this? Easy! We have a custom outfit for her, especially for when she's in a party.

This is also a good time to talk about a different situation that Amana will find herself in lots of times: soloing.
What is soloing?
Well, as the term implies, soloing is when you're out in the world on your lonesome, doing quests. Aww, all alone.. grinding your way through waves of Worgens and masses of Murlocs trying to find an item or kill 10 of them for a quest giver... you know the situation well. BUT - what's different here, compared to our situation above?
It's obvious right? Amana doesn't have anyone else to rely upon to take damage, hold aggro, or heal herself. She's all alone, and she has to perform all of these tasks by herself.
**Note: yes, out there in the big bad world, you will come across other players willing to temporarily group with you to help, but in terms of covering your bases and being best prepared for all situations, you need to assume that you are going to be alone at all times yeh?)

This means she has to turn into a slightly different machine configuration than the one we talked about above. You get it right? With nobody around to take care of all the aspects we went through in the party discussion, she has to make up for them herself.

So, she needs a different 'spec' for soloing, than the spec she needs for being in a party.

And it works like this in simple concept:
Partying
I will buy items and equipment for Amana that have 'Spell Adds', over items that have high armour values or character stats. When she's in the party, I need Amana to be focusing all of her energy into creating bad-ass high-value damage spells and curses.
So, for example, I will outfit her with a robe that has say
  • 35 Armour
  • +21 Fire Damage
over a robe that has
  • 55 armour
  • +5 Agility
  • +5 Stamina
Why?
Because there is no point putting energy into the Armour Value. The tank has all the aggro and, if he dies, my armour (no matter how high it's value is) is still only cloth and I cannot sustain damage for any length of time.
Same with Stamina. STA adds to your health points directly. What use it that when I'm standing at the back of the group dealing damage from afar? And, like the armour value of my cloth items, a few more points on my health aren't going to keep me alive any more than one second longer when faced with 3 or 4 angry instance mobs.. so both stats are wasted in a party situation.
As is the Agility stat, which adds to my melee attack rating (melee attacks are ones that use your staff, club, sword, axe etc). It's highly unlikely that I'm going to be going one-on-one with an instance mob in a melee fight, right?

Keeping up? Good!
Another useful stat for me in a party is Spirit, which adds to the regeneration rate of my health and mana. Intelligence is also useful as it adds directly to my Mana pool. So, if there is a robe which has spell adds and one character stat, I would take Spirit or Intellect over Stamina or Agility.
So in other words a robe like this:
  • 35 Armour
  • +21 Spell Damage
  • +5 Intellect
would be perfect for fuelling the role I need to play in a Party. Yay!
Let's look at soloing now:
Soloing
I will outfit ('spec') Amana with gear that allows her to be more self-sufficient when out and about on her own. Different to the party spec by a large degree.
Whilst Amana will always be dealing damage from afar, even when soloing, when she's on her own she has to accept that a mob is going to come over and start beating her up.
Different spells have different 'threat' ratings. Some create little or no threat whilst others, normally the higher damage ones, create a lot of threat. What does this mean?
It means that whilst she will normally start off an attack by sending out her minion, eventually she will cast a spell that has a high threat value, causing the mob to lose interest in the minion and turn it's attention onto Amana herself. When this happens, whilst the mob will have been weakened greatly by the minion and by Amana's DoT curses, it will start to beat up on her.

To best counter for this, she needs to be wearing items that have a higher Armour value. If she is to survive a beating until the effect of her curses kill the mob, she needs protection.
Therefore I would equip her with a robe like
  • 55 armour
  • +10 Stamina
  • +10 Intellect
over
  • 35 armour
  • +21 Spell Damage
  • +10 Spirit
Why?
55 armour points will last longer than 35 - that's pretty obvious right? When it comes down to a choice between armour vs spell damage, a soloing outfit needs to have the armour, or there simply wont be any Amana to solo with. ;p
She also needs the Stamina as it adds directly to her health total. This, combined with the higher armour value, literally means that the mob has to take longer to wear down Amana's health - and this is good as it allows the curses to run their course and reach maximum effect. Make sense? Yay!
Similarly, the Intellect stat will simply add to her mana pool, giving her more fuel to fire off more spells of higher damage ratings. This is preferred over Spirit (which aids the regeneration rates) because it is rare that a mob will last longer than the mana pool. Once the mob is dead, Amana can take all the time in the world to regen her mana reserve. Again, it's not ideal, but it's about choice. When in the throes of a fight - I'd prefer to have MORE mana, than have less of it regenerating faster. Yeh?
Also, a Warlock can tap Health Points, converting them into available Mana in a hurry (we like pain..).

So there you have it! YAY!!

2 specs - one for partying, and one for soloing.
I realise I've only covered the Warlock, but you can use your noggin to work out two specs for your own class I'm sure.
A Mage, for example, needs Mana, Mana, and more Mana in a party. She needs to wear whatever she can to boost her reserves (Intellect) and do whatever she can to keep it coming quickly (Spirit) but also needs to wear gear that adds as much spell damage boosting as possible.
When she's soloing, it's very much like the Warlock - increase the armour and grab as much Spirit, Intellect, and where possible Stamina (in that order) as possible.

But as I mentioned earlier, this was really meant as a guide to help you understand the concepts, rather than provide a detailed spec for each class. When I get time I'll scribble that down too.

Oh - speaking of which - I've not yet covered off your Talent Tree have I..
I think that topic also deserves a separate and more detailed article, but for the meantime:

The Talent feature allows you to further spec your toon down three trees specific to your class. My generic advice is to choose two primary ones throughout your early life (10-50) and spread the points around. Then, post 50, you can go back and re-spec the tree to your chosen style.

For example, Amana is specced 16/4/14 or something.. I'm obviously concentrating on two trees and testing out what additional benefits they bring. But, come L50, I know I am going to put the majority of my talent points into my 'destruction' tree or my 'affliction' tree, as life after 50 will be more specialised towards performing a specific role in high end raids.
This is why you may have seen discussions online about 'talent builds' or been asked "what talent spec are you?"

So there you go! If you made it this far, congratulations for reading my diatribe!! I sincerely hope it's helped to clarify all of those yucky and confusing terms, and that you now know which fuel you need for your toon depending on whether you are partying or soloing.
I also highly recommend the 'Outfitter' plugin to make it easy to switch between the two with the click of a mouse.

Please feel free to ask any further questions by posting a comment, or by contacting Amana or Zarres in-game. I'm always happy and willing to help out wherever I can.

=)

Thursday, July 13, 2006

Congratulations Tomek!

Our congratulations go to Tomek, who turned L40 tonight!

This is a huge milestone in a character's career, especially for a Paladin:
- loads of new spells
- the ability to wear plate armour
- ability to summon a mount (Paladin Warhorse)

Screenshots of this momentous occasion, and of Tomek's new armour and mount can be found here.

Tomek has worked especially hard to get to this point (having known him since the early 20's) and the rewards that go along with being L40 are truly well deserved.

For those of you who don't know, I met Tomek in Redridge all that time ago. I was a L20-something struggling with a bothersome Whelpling, and he came to my aid. But unlike most who then carry on with their own things, he offered to help me finish my quest.
And since then, he has done nothing but be there for me in every sticky situation I can think of - putting himself in the line of fire at all times in order to assist me getting to L40 myself.

Tomek: You are one in a million mate. You constantly think of others before yourself, and are always prepared to sacrifice your own goals for those of others.
None of us could think of a more deserving player than your good self, and we will be there for you whenever you are in need, just as you have been for us all this time.

We sincerely hope you enjoy all of your new abilities and items, and wish you the very best of luck, and the most fun time ever, now that you are L40.

Congratulations from us all, and may the Light bless you!

Tuesday, July 11, 2006

Patch 1.11.2

No doubt you were all as annoyed as I was by Blizzard yet again taking down the servers two hours early for weekly maintenance.
Why do they continue to do that with no notice?

Anyhow, the news ain't all bad. If you login during downtime (now) you get the following notice:

That's right, the new patch.

After entering the game, the 1st part of the patch downloads, then asks you to restart:

Then, part 2 kicks in, with the OS-specific downloader:


After which you should get the 'success' patch message:

Note that you won't be able to log in until after the weekly server maintenance has completed (Wed, AUS time), but at least you've now got the patch and are ready to go.

So what are the main highlights of the new patch?

  • Cross-Realm Battlegrounds
For the first time in the history of World of Warcraft, you will be able to face off against players from other realms in the Battlegrounds. Patch 1.12 delivers cross-realm PvP Battlegrounds, linking Alterac Valley, Warsong Gulch, and Arathi Basin so that players from several realms will be combined into one huge matchmaking pool. Replenish your mana, sharpen your blades, and get ready for some brand-new challengers!
And most importantly, don't wait for an eternity to get in. Man!

  • World PvP
While the Battlegrounds will receive a major upgrade of their own, players interested in World PvP will be glad to hear that patch 1.12 will introduce a brand-new type of PvP content to the game. The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Stay tuned for more news about these new world PvP enhancements coming to World of Warcraft.


Here's the official patch changelog:

World of Warcraft Client Patch 1.11.2

General
  • Fixed an issue where players were still being disconnected in 1.11.0 when trying to log back in within 20 seconds of a client crash.
  • Fixed an issue where it was possible to place special bags inside one another.
  • Applied a fix where players reported that they are sometimes unable to resurrect at their corpse.
  • Fixed a graphical error where when viewing a character from a second computer, a player who had his weapons sheathed did not appear to have any weapons on his side or back.
  • Fixed an issue where a player received a fatigue bar after a disconnection occurred during a flight path over deep water.
  • The Looking For Group channel is now defaulted off. Players will need to join the channel to access it. (/join LFG)
  • Fixed an issue where temporary weapon enhancements such as poisons would not persist after zoning or logging.
Druids
  • The tool tip for the talent Omen of Clarity now reflects its new duration of 10 minutes.
  • Fixed an issue where players with the Heart of the Wild talent were losing health each time they shifted to Bear Form or Dire Bear Form.
  • Fixed an issue where players with the Furor talent were not staying in combat mode when shifting to bear form and were losing the extra rage generated.
Hunters
  • Players are no longer able to animate emotes while using Feign Death.
Paladins
  • Seal of Righteousness will now benefit properly from wizard oil and other effects which give bonus damage against specific creature types.
  • Fixed a bug where sometimes casting a spell immediately after a swing would prevent Seal of Command from triggering.
Priests
  • Fixed an error where Priests in Spirit of Redemption form did not benefit from plus to healing items.
  • Touch of Weakness will now work again when you have Power Word:Shield active on yourself.
Warriors
  • Fixed an issue where the Improved Charge talent was incorrectly increasing the amount of rage generated by Charge.
Items
  • Fixed an issue where the Undead female's ears clipped through the item "Polar Helmet."
  • Fixed several graphical anomalies with a female Troll wearing Dreadnaught armor.
  • Fixed an issue where the trinket "Spectral Essence" was not working inside of the castle in Caer Darrow. This was preventing players from seeing Magistrate Marduke and starting the quests he gives.
Professions
  • Fixed an error that if you try to create a Soul Shard bag while you have one equipped the materials used for the creation of the bag are consumed and the bag is placed in the inventory queue.
Raids and Dungeons
  • Fixed an error where Necro Knight Guardians in Naxxramas were sometimes causing players to crash when they cast their Blink ability.
Battlegrounds
  • Fixed an area within Warsong Gulch where a person could get stuck and was no longer targetable.
  • Fixed an issue where sometimes a queued player can't enter a new battleground.
User Interface
  • Using /chatwho for the Looking for Group channel should no longer disconnect players from the server.
  • Fixed an issue where the Guild Recruitment channel option could not be enabled.
  • Fixed an issue where the use of "Show Target of Target" feature on a friendly target overlapped the fifth buff, making it difficult to see.
  • Fixed an error where player colored debuff icons were not displaying their correct color.
  • Fixed an error where negative effects were not causing party player portraits to pulse the effect color as indicated in the 1.11.0 patch notes.
Mac
  • Fixed a bug in 3D sound positioning that would occur in various situations, such as leveling up or standing above a body of water.

I also wonder if they're finally going to kill the fog from everywhere? Finger's crossed.
And fix the bugged quest 'Stone Of The Tides' in Stranglethorn Vale?

Remember also that all of your addons will now be effictively out of date. Whilst they should all still work, remember to tick the 'Load out of date Addons' checkbox before you go into the game.

Sunday, July 09, 2006

Congratulations Acacia!


Congratulations go to Acacia for reaching Level 20 tonight!
Happy Birthday Acacia!

Screenshot of the illustrious moment here

L20 marks a significant milestone in a character's life. Not only is it one third of the way to L60, but many new items, quests, abilities and possibilities open up once you've hit 20.

Speaking for myself, and I'm sure the rest of the guild, we wish you all the best of luck for your next twenty levels, and with all of the exciting adventures yet to come your way.
We also look forward to having you alongside us in battle - we could do with a fine Mage by our side!

For those of you who don't know, Acacia's professions are Tailoring and Enchanting.
If she continues to work hard on those skills, we'll all benefit from the containers, clothes and item enchants she will be able to supply us with.

Acacia - we reckon a jug of thunderbrew ale for all is on your shout at the Lion's Pride Inn!

GRATZ from us all.
=)

Saturday, July 08, 2006

World of Warcraft Addons

This section is designed to keep you up to date with all of the 'Addons' we use for World of Warcraft.
Check back here regularly for updates and information.

AUCTIONEER
Website: http://auctioneeraddon.com/?p=home
Latest Version: 3.6.1 **Updated 15 July 06**
Info: This mod is indispensable if you ever visit the Auction House. When hovering over any item in the game, a tool-tip pops up and shows you:
- Item cost from vendor
- Item sell price to vendor
- How many times it's been on the AH previously
- The historical median buyout and bid prices for the item
- Recommended bid and buyout prices for posting your own auction
- Whether the item is a reagent, consumable, etc
- How many vendors sell it
- What the item is used for (tailoring, engineering, alchemy etc)

Be sure to also grab 'Informant' from the same site.
Informant contains item information such as which items are parts of quests, vendor buyable and what the vendor prices of items are. It contains it's own database of items so even on a fresh install it's useful, and doesn't have to gather prices.

TITAN PANEL
Website: http://ui.worldofwar.net/ui.php?id=1442
Latest Version: 2.19.1
Info: This mod places info bars at the top and bottom of your UI, providing you with a wealth of useful information at a glance, such as:
- Detailed XP/Level info
- Server-offset clock
- Skills and professions information
- PVP rankings and info
- Durability/Repair cost information
- Quick access to bags and money
- and much much more

CTMOD
Website: http://www.ctmod.net/downloads.ct
Latest Version: 1.855 (11100)
Info: This mod adds a number of useful elements to the UI of WoW, including the ability to move various elements of the UI, add level numbers to quest entries, add coordinates to the world map, etc.
When downloading, you only need to check the following (custom):
- CT_MasterMod
- CombatStats
- CT_PartyBuffs
- CT_QuestLevels
- CT_RaidAssist

SCROLLING COMBAT TEXT
Website: http://www.wowinterface.com/downloads/fileinfo.php?id=3965
Latest Version: 4.131
Info: This mod adds damage, heals, and events (dodge, parry, windfury, etc...) as scrolling text above your character model, much like what already happens above your target. This means you don't have to watch (or use) your regular combat chat window.

ATLAS
Website: http://ui.worldofwar.net/ui.php?id=400
Latest Version: 1.7.5
Info: Atlas is a user interface addon for World of Warcraft that provides a number of additional maps as well as an in-game map browser. Typing the command '/atlas' or clicking the mini-map icon will open the Atlas window. The biggest plus here is that they've included detailed maps of all instances (such as Deadmines, Stockades, Gnomeregan, etc). Extremely useful and much needed.

Welcome to Guardians of the Light

Welcome to the website of the World of Warcraft guild Guardians of the Light.

GotL is a guild for friendly players, looking to band together for quests and instances.
No stress, no hardcore, just a great group of players helping each other out where they can.

GotL is a small guild, and does not invite anybody to join unless they have previously helped an existing member, and have proven themselves worthy of the Light.
We have a Guild Tabard (view) which is available for purchase from the Stormwind Visitor Centre for 1g (or less if your SW reputation is higher).

Send a whisper to Zarres in game, or leave a comment here, if you'd like to invite a new member.

Light Be With You.

MemberLevelRaceClassProfile
Sergeant Zarres47HumanPaladinProfile
Acacia37
HumanMageProfile
Merovingian34HumanPaladinProfile
Tomek55
HumanPaladinProfile