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Filed under: Bosses

Breakfast Topic: Would you ninja the Onyxia mount?

We mention a ninja of the Onyxia mount in this week's Guildwatch, and while researching that, some other forum threads came up, including these two, both from General, where people say with conviction that given the chance, they'd take the Onyxia mount and never look back. They have a point -- it's one of the rarest random mounts in the game, on a raid that's definitely PuG-able. Chances are low that you'll ever see it, much less win it on a random roll, and so for a lot of people, it'd be worth the namechange and the server transfer you'd have to pay to escape your new ninja reputation.

Personally, I wouldn't do it, but that's really only because I know there are lots of rare mounts in the game that I'll never get (sigh, Red Proto-drake, I covet you), and one more isn't that big a deal. Not to mention that I like the guilds I'm in and the people I play with, and who knows what they'd think of me if I stole the mount from them or someone else. But not everyone feels the way I do, I'm sure, so let's ask: if you had the chance, in a PuG or a guild run, to steal the Onyxia mount as your own, would you take it? And if you would, is it just because it's so rare and special?

Two Bosses Enter: Keristrasza vs. Ley-Guardian Eregos

Two Bosses Enter ... but only One Boss Leaves, in WoW.com's series of fantasy death matches. This season's bosses come from the five-man instances of Wrath of the Lich King.

We've let reader votes seed the battles for the next bracket of Two Bosses Enter, One Boss Leaves, which leads straight away to this epic pairing: Keristrasza (The Nexus) versus Ley-Guardian Eregos (The Oculus). To get these two into the Two Bosses Thunderdome, we're going to stage a jailbreak. The two dragons will meet in the swirling skies above The Nexus. We'll remove the drake-riding mechanic from the encounter - there's enough draconic blood here already, don't you think?

The ground (err, air?) rules:
  • Assume that the opponents along with their minions share similar levels, health pools and comparative overall damage output.
  • This deathmatch takes place in skies above The Nexus, (or a Thunderdome facsimile thereof). This shall in no way hinder either opponent from using his or her usual resources.
  • All the usual minions will be available to each boss.
  • There will be no drake-riding mechanic involved.
  • Don't get caught up in gameplay mechanics and what actual players might do in each encounter.
  • Don't neglect style, story and scale.
Time to take flight now. Ladies and gentlemen, boys and girls ... Dyin' time's here.

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One Boss Leaves: Three bosses enter, 16 stay

Two Bosses Enter ... but only One Boss Leaves, in WoW.com's series of fantasy death matches. This season's bosses come from the five-man instances of Wrath of the Lich King.

Your favorites are back! Readers voted this past week to bring back three combatants who hadn't made it through the second bracket in this season of Two Bosses Enter. Earning fresh berths as the battles continue are:
  1. Loken (Halls of Lightning), 401 votes
  2. King Dred (Drak'tharon Keep), 380 votes
  3. Ley-Guardian Eregos (The Oculus), 167 votes
Fans of Eck the Ferocious landed just short of earning the little gorloc another bid, bounding in with 162 votes. Join us after the break for a complete list of fourth-bracket matches in this season of Two Bosses Enter, One Boss Leaves.

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Guildwatch: No tabard, no loot

Some stories of drama on the realms aren't directly guild-related, but they're just too good to pass up. The one above is just such a story -- one of our tipsters was just flying around Azeroth one day when a conversation in General caught his eye. One unlucky Time-Lost Proto-drake seeker ran into his very own Griftah, and ended up with 425 less gold and a very "unusual" toy item.

That story and more in this week's Guildwatch, which starts right after the break. If you have downed, recruiting, or drama news for us, feel free to send a tip in to guildwatch@wow.com, and you might see it here in the future. Read on for more!

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Patch 3.3 PTR: Sound files may reveal fate of the Lich King

Sound files in Patch 3.3 uncovered over at MMO Champion have got players all abuzz. In particular, lore-nerds who have listened to the sound files and put them together in the most reasonably coherent fashion are going nuts over the possibilities and implications. Tissue-sniffling, underpants-changing nuts. The kind of nuts that happen in Twilight Zone episodes. So understand that clicking on any of the links below are on a Need to Know basis. That means it's full of spoilers.

No, seriously. It has so many spoilers that unsuspecting players can explode just by clicking on the Read More link below. It's that dangerous. The sound files are so revealing, so incriminating, that every agent sent by SI:7 to safeguard them has been removed from active duty and sent to the loony bin. They're so volatile that even Ragnaros got burned when he read the rest of this post. So juicy that it cost Lady Vashj an arm and a leg -- or six arms and a tail -- just to listen to them.

The sound files in question are mined from the goings-on in Icecrown, which may (or may not) reveal the ultimate fate of the Lich King. It also includes previously unrevealed first names of only sons, emotional moments from hot mages, uncharacteristic coolness from leaders heretofore labeled as hate-mongering and racist, and unexpected appearances by heroes long dead (but not forgotten). Click on the link for madness-inducing spoilers. Otherwise that lady by your side will whisper something in your ear and you'll go crazy, anyway. Might as well have WoW.com do it for you.

Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to the Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.

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Breakfast Topic: Feats of Strength

Allison's great post about all of the Feats of Strength still available in the game got me thinking: just what kind of value do players place on these "kinda" achievements? Personally, I never gave them much weight -- I have a few of them (I picked up the Vampiric Batling a while ago, and I've got the Competitor's Tabard, among a few other old-school and commemorative achievements), but the ones I've got I didn't really do anything to earn, and the Feats still available don't really mean that much to me. Unlike "real" achievements, Feats don't even give you meaningless points, and they can't be used to get you into any raids or runs that you couldn't do otherwise. They're boring to me.

I'm not that way about all achievements -- there have been a few that I've worked to get done, and there are even non-achievement items that I've pushed for in the past (I worked like crazy to finally get my Netherwing drake, and the only achievement I got for that was the Netherwing reputation). But Feats of Strength in particular seem passive to me, by Blizzard's design: if they happen, great, but there's not enough reward there for me to go out of my way to get them. What do you think?

WoW Insider Show Episode 114: Live on location

I think this might be one of my favorite things we've ever done (though all credit must go to Turpster, as usual). Last week on the show, he asked listeners for pictures of where they're listening to the show, and we got a nice gallery below of all of you in different places (many of you at work, which makes us worry a little bit), all listening to the WoW Insider Show all over the world. If you take a picture this week, feel free to send it along to theshow@wow.com, and we'll add it into the gallery below.

In the meantime, here's a new episode, featuring said Turpster and myself, along with Eddie "Brigwyn" Carrington, talking about what's coming up in patch 3.3, including the new looting system, paladin changes aplenty, and hints at the next expansion. And as usual, we answer your emails and just generally have a fun time. Enjoy -- and be sure to send us a pic while you listen!



Get the podcast:
[iTunes] Subscribe to the WoW Insider Show directly in iTunes.
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Breakfast Topic: The ninja problem

The new LFG system is certainly great, but there's one problem with random PuGs that I'm sure it won't fix, and that is of course the problem of ninjas. As long as random people are getting into groups (and with the new rewards system in place, there'll be plenty of that), some of them will always find the loot more tempting than keeping their reputation clean. So what's the solution?

Obviously, over on Guildwatch, we've been covering people shouting out names and guilds on the forums for a while, but as we've also reported a few times over there, that barely helps -- even if people do remember a ninja on their server, one name change later and they're gone. A few guildleaders over on Jubei'thos have tried putting a site together to track known ninjas on the server, but even that has issues; it's tough to avoid false positives, even if you do require screenshots.

But surely there must be a solution, so let's put our heads together: a debuff? Something like the group vote-kicking system that's coming in patch 3.3? If Blizzard wanted to really go for fair, they could just take the Need-before-Greed system and turn it into straight Need: if an item matches your class and spec, you get a roll (with items everyone can use giving everyone a roll), and the best roll always wins. You can turn it off (for a Master Looter-style raid), but for PuGs, why even bother with a Need/Greed difference? What do you think?

Defeating the anxiety of running your first instance

One of my favorite WoW blogs, HoTs and DoTs, has a great post up about Dungeon Groups 101 -- the very basics of running instances. You may think that there's nothing more basic to the game than getting in an instance with four people and taking down a few bosses and trash, but you'd be surprised. Even in a social game like this, one of the first hurdles newbies have to deal with is joining a group to play together. They worry that they'll do things wrong and that other people will make fun of what they're wearing or playing, and that worry keeps them from enjoying my absolute favorite part of the game.

Cassandri's writeup is an excellent read for anyone who feels that way (and feel free to pass on this post to any friends or relatives you know who've been too leery to join an instance yet). She does do some basic knowledge stuff in there, just hints on the classes and what they can all do -- and our WoW Rookie posts will help out with that stuff too -- but more importantly, she says what lots of new players need to hear: that messing up in an instance isn't that big a deal, and that playing together with others (which is the reason why we're all playing an MMO rather than a single player game in the first place) is more than worth getting past any anxiety around joining a group. I've read a lot of comments like the one Cassandri quotes in her post, too, and I'm here to tell you: if you haven't run an instance yet, it's time to stop worrying about what it'll be like and give it a try.

Two Bosses Enter: Bring back your favorites

Two Bosses Enter ... but only One Boss Leaves, in WoW.com's series of fantasy death matches. This season's bosses come from the five-man instances of Wrath of the Lich King.

We're balancing the brackets as we get approach the culmination of this season of Two Bosses Enter ... One Boss Leaves, and it's your chance to bring back your favorite underdog! Is there a boss you think got the short end of the stick? If the reader votes didn't carry your favorites through to victory, dip back through both first- and second-bracket competitors and tell us who you think deserves another shot. We'll fold the three with the most votes back into the competition.

Vote for your favorites after the break.

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One Boss Leaves: Anub'Arak pounds Loken

Two Bosses Enter ... but only One Boss Leaves, in WoW.com's series of fantasy death matches. Welcome to Round Two of the five-man originals Wrath of the Lich King season. Grab a seat, and let's get ready to rumble!

The results from the last match of this bracket are in: Anub'Arak (Azjol-Nerub) has clearly given Loken (Halls of Lightning) a solid pounding, 55% to 40%. While some readers seemed puzzled by this week's pairing (kozom: "bug + zapper = ???"), Sunsinger wove a lengthy tale of Anub'Arak's emergence as the victor:

Yes, he knew this presence. He felt it only few times before, but beings of metal and lightning did not forget things easily. After all, his body was a masterpiece, one that probably surpassed all of the Titans' creations left on Azeroth in terms of fine craftsmanship. Not only had he known the appearance of his guest the moment the latter stepped into the Halls, he also was easily reading his intentions. Even if not for his mind sensors, it wasn't hard to tell that the Spider King came here to kill him. For a being of such ambition, the Lich King was even late to try and eliminate his most immediate rival, the Old God, because both of them were not the type of beings that liked to share power, and the Prime Designate knew that he stood somewhere between them and that sooner or later he would have to face the forces of the Scourge. And he would defeat them.

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Ghostcrawler cleans up two dev chat questions

As you probably noticed if you watched along with us, yesterday's developer chat (with Blizzard's J. Allen Brack and Tom Chilton taking questions from Twitter and answering them on the forums) was a little light to say the least. Rather than answer questions about game balance seriously, the devs chose to make fun of hunters taming druids and do a lot of hinting and winking. Fortunately, we have Ghostcrawler -- he's responded to concerns about two of the questions yesterday over on the forums.

The first is in response to some feedback about what the devs yesterday called "binary" hard modes -- they said that instead of providing multiple levels of difficulty (as in Sarth and his drakes), they'd prefer to have a hard mode either on or off (you'll be able to toggle between the two in Icecrown). This relates to what we just said recently, with different types of guilds looking for different types of content to play. GC replies that the "in-betweens" in terms of difficulty will come with later bosses in normal mode -- if you want to play a challenge without stepping into the hard modes, Blizzard will do their best to make sure that the last bosses on normal give you that challenge. Which makes sense -- bosses should ramp up in difficulty as the instance goes along, and no one would suggest, for instance, that Yogg was nearly as easy as Flame Leviathan.

And GC also talked about one of my favorite (and missed) game mechanics: crowd control.

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Phat Loot Phriday: Blade of Tarasque

Been a while, I think, since we've done a dagger. Plus, this one will show off a little of my D&D lore knowledge, and I don't get to do that as much as I like.

Name: Blade of Tarasque (Wowhead, Thottbot, Armory)
Type: Epic Main hand Dagger
Damage/Speed: 108 - 343 / 1.80 (125.1 DPS)
Attributes:
  • +48 Stamina, +65 Intellect. Used to be that Stamina on a caster item meant warlock, but I think this is just an endgame item -- any caster who needs it could use it just fine.
  • Plus, there's a blue gem socket on it, so you can put whatever you want in there, with a socket bonus of +5 spellpower. Just because it came up on the site earlier this week, I'll use this opportunity to remind you that any gem can go in any socket -- you just won't get the socket bonus. Yes, really.

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Increase threat in five easy steps!

It sounds like an infomercial, but actually Righteous Defense has a great post on how a pally (or any class, really -- his advice is for pallies, but it's common sense enough that any tanking class can use the tips) can step up and increase their threat as far as it will go. I always enjoyed tanking when I did it (and now that I'm leveling up a pally, I'll hopefully be bashing heads in and taking damage again soon), and the key to tanking is just awareness: awareness of where the mobs are, who they're targeting, and where they should be. Increasing threat is really a passive kind of upgrade -- as long as you're hitting your spells right, using the glyphs designed to keep you at the top of an aggro list, and specced and hit-capped for the gear and abilities you're using, keeping threat up is pretty simple. It's just the positioning and dealing with surprises that can be hard.

The last point on RD's list is worth repeating for everyone: use your trinkets, as often as possible. Imagine that, in the next patch notes, you saw a spell under your class listing that did what your trinkets did (added a ton of spellpower or increased armor by 500) and went on to say (infomercial style again) "... at a cost of no mana, focus, rage or ." Wouldn't you be spamming that sucker as often as possible? Get your gear straight, use the right abilities, and break out your trinkets whenever you can, and keeping threat should be no problem at all for any given class.

The five classes of guilds

Blessing of Kings does a great job with this post of putting into words (and then extending) the idea of something we've talked about many times before: all guilds are not equal. He separates them into a kind of hierarchical class structure, with "Royalty" (guilds like Stars and Ensidia) at the top of the raiding game, going down to "Aristocracy" (guilds working on hard modes), "Gentry" (guilds who've cleared normal but haven't been able to do hard modes yet), "Bourgeoisie" (guilds working on normal), and the "Proletariat" (casual folks who haven't started raiding). I think he's squeezed things down a bit farther than he should -- I would call the "Bourgeoisie" level guilds still working on Ulduar and Naxx normal fights, as I think there are quite a few of those out there. But his points are strong -- there are bands of raiding guilds, partly by Blizzard's design and partly by mere fact that people approach the content in their own ways.

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