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Breakfast Topic: Your favorite Alliance male dance?

So blue poster Ancilorn asked a question over on the EU official forums that was just offbeat enough that I thought I'd ask it here: What's your favorite Alliance Male Dance?

I guess I never thought about it too much before, but really, Alliance male dances are just sort of... there. We have a bunch of old standbys. The Saturday Night Fever disco, the vaguely Cossack Dwarven dance, the old Michael Jackson Night Elf dance and that weird... thing Gnomes do.

My favorite though, is the newest one, the Draenei dance. Tunak Tun was an old nerd favorite of mine, and was actually pretty popular on the Tarew Marr server community back when I played Everquest. It's dynamic and joyful without being as unsettling as the Gnome dance or nerdy as the human dance. In fact, when we finally get dance studios, I may switch some of my non-Draenei guys to it, if possible.

What about you? What's your favorite?

What's your favorite Alliance male dance?

Death Knight Manga to be released December 2009

Via Blizzplanet, we have news of yet another Warcraft graphic novel coming to us from Tokyopop in December 2009. This time, the story will focus on Thassarian, a Human Death Knight NPC in World of Warcraft.

If you've played a Death Knight or an Alliance character in Northrend, chances are you know of Thassarian. He first shows up in game as a thrall of the Lich King, but even as he assists in the slaughter of the Scarlet Crusade, he shows a noble spirit that even the Lich King's control can't completely suppress.

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Breakfast Topic: Choosing the best mob noise in game

There's a fun little discussion on the forums right now about the best noise out of a mob in the game, and people have all kinds of different opinions. Among the many brilliant things Blizzard has done with World of Warcraft is the way their sound design makes each and every encounter with a mob very memorable, so that even if you're not paying close attention, you know a) when you've aggroed something, and b) what you've aggroed. We all know what a wolf growl sounds like, we know what it sounds like when the caster you're trying to sneak past starts casting (and many of us can probably tell what spell, just from the sound), and of course, probably most memorably, we all know what that gurgly murloc sound means, especially when you hear it in numbers.

Lots of the best audio clips are actually from bosses (all of Molten Core's bosses were memorable, for some reason, and "Too soon!" has even reappeared in the game since). My personal favorite lately is the quote from Elder Nadox, the first boss in Ahn'Katet's Old Kingdom. He shouts an otherworldly phrase (apparently in Nerubian) and it ends with a "k-k-k-k-k" sound that must have been edited together -- it definitely doesn't sound human. Every time I hear that (and he says it a few times throughout the fight), I get the feeling that we are fighting something that is very, very old and very, very evil.

But of course lots of the audio cues help pull you into the game like that. What are some of your favorite mob noises in the game?

All the World's a Stage: So you want to be an Alliance Rogue

This installment of All the World's a Stage is the twenty-fourth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

Many of the most famous rogues outside of the Warcraft setting have been nuanced and exciting characters. Bilbo Baggins, the Prince of Persia, and James Bond, could all be reimagined as rogues if they had existed in Azeroth instead of their own settings.

As an Alliance rogue, you have a certain amount of freedom to borrow from other settings, or from the real world, since the Alliance races tend to be more similar to heroes of other stories we've heard before. To a certain extent, Blizzard has already based its Alliance rogue guilds on stories from other settings, and left some aspects of these institutions rather vague. There is certainly enough room for roleplayers to fill in a bit of the blanks with their own creative inspiration. The only danger is that it could be easy to overdo it and descending into Mary-Sueism: one ought to feel free to reach for a bit of the flavor of James Bond, for instance, without ever believing your character is the single best secret agent Stormwind could ever have.

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GamerDNA and Massively explore Death Knight demographics


Our friends at Massively and GamerDNA are at it again -- they're digging into their database of players, this time to determine some Death Knight demographics. They want to know what kinds of players are picking up the new Hero class. Unfortunately, their sample size is super small -- only 500, according to Sanya Weathers, which seems way too tiny to determine anything about the Death Knight class at large. But we'll go with it anyway, and see what we can get.

As you can see above, Blood Elves and Humans dominate the race choice in our little group, which seems about right, considering that those are the two most popular races overall. Death Knight players in this study generally tend to have reported themselves as male in real life. And GamerDNA also lays their Death Knights up against the Bartle test and while WoW players trend pretty well to the norm, Death Knights go way more towards the "Killer" and to a lesser extent the "Explorer" end of the scales.

So according to this little survey (and we'll remind you that this is 500 people, so there are plenty of exceptions out there), the average Death Knight is male, chooses whatever race is most familiar to them, and wants to go kill and do damage rather than worry about socializing or achieving. In other words, lots and lots of former Ret Paladins. It'll be interesting to see how this changes over time -- lots of these players are interested in the newest thing, obviously, since they've switched their mains to a new class at the first chance, but as things settle down and more people head back to get new alts, maybe we'll see a different crowd coming out of Acherus.

Priests: 2008 the year of change

That year flew by really quick, didn't it? Last year, I remember I was working my way through Tempest Keep (Kael'Thas even). 2008 brought in a complete set of additions and changes for the Priest class across all 3 specs.

So, shall we get down to Priest class changes? Ranked in no particular order, we'll go over a few of the changes and the impact they had on the current game.

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All the World's a Stage: So you want to be a Priest

This installment of All the World's a Stage is the seventeenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

Priests in the World of Warcraft are a single class that incorporates a wide variety of characters. They are best known for casting spells that call forth the power of the Holy Light, but the priest using these spells in the game mechanics doesn't necessarily have much connection to the Light as such -- rather they have a connection with their own religion which grants them similar effects to those of the Light.

When WoW was being developed, Blizzard realized that night elves and trolls, for instance, would not follow the Light in the same way humans and dwarves do, so they tried to represent a bit of this diversity through race-specific spells. It didn't work out, though -- some were too powerful, while others weren't worth reading about, much less putting on one's action bar. The end result was that they made some of these spells universally available to all priests, and completely removed the rest. Here the lore had to surrender to the game mechanics in order to provide the best game balance.

In roleplaying, however, there is a lot of room for players of different races to behave differently, and draw their powers from totally different sources. Greater Heal, for instance, could come either from the Light or the power of Elune. A Shadowfiend could either be a spawn of the Forgotten Shadow, or a dark trollish voodoo spirit. If you are roleplaying a priest, the only thing that really matters is that your character have some sort of faith or profound belief, which could serve as the source of their divine magical power. A priest's magic revolves around his or her strong beliefs and ideas -- but what those beliefs are is entirely up to you.

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All the World's a Stage: So you want to be a Mage

This installment of All the World's a Stage is the sixteenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself. It's also the first installment with a title that rhymes!

The Mage is the foremost master of magic in the Warcraft universe. Although all the other classes excluding the Warrior and the Rogue use magic of one sort or another with equally wonderful effects, the Mage is the class that's named after the stuff.

But what is magic? What does it feel like to harness it? Does the mage have to do a strange ritual or utter incomprehensible words in an ancient language in order to cast her spells? Other fantasy settings often have one or more of these elements together, but as far as I can tell, Warcraft lacks them.

Arcane magic in the World of Warcraft is an ever-present energy field surrounding the whole world. Mages access it by concentrating in the magic energy within themselves, feeling it rush through their body, and directing it as they please. Those spells that require reagents need an extra focusing item with magical properties of its own in order to bring about the desired effect, but for the most part, fireballs, frostbolts and arcane explosions can be created through the mere act of will on the part of a properly educated mind.

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French WoW ads starring Alexandre Astier


Here's the last (or at least we think it's the last, it's all that's mentioned on Blizzard's official page) round of television ads for World of Warcraft in 2008. The ads come from France this time, and they both feature Alexandre Astier, star and creator of an Arthurian comedy show called Kaamelott, as a Human Paladin. While the German ads seemed to focus on PvP, these are very PvE based -- in one, he and his group run from a rampaging Frost Wyrm, and in the second (after the break, and apparently it's a "web exclusive," maybe because you can't show a virtual pile of corpses on television), he shows off his rezzing powers, and, err -- their limits.

WorldofWar has translations for both of the ads. Is it me, or aren't these as funny as the others? I think Ozzy comes out the best in all of them -- not only is his ad hilarious (better than the Mr. T ad, my previous favorite), but he gets to co-star with the Lich King, and you can't really compete with that. But kudos to Blizzard's teams for putting all of these together. Maybe next year we'll actually get a female WoW player, or, you know, a whole new campaign.

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All the World's a Stage: So you want to be a Warlock

This installment of All the World's a Stage is the fifteenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

The Warlock is the ideological counterpart to the Paladin. Where paladins strive to wipe out evil wherever they see it, warlocks enslave those evils and use them for their own purposes. Being a warlock is all about harnessing the most wicked, corrupting, and evil forces in the universe.

Why are these forces evil, you ask? Aren't magical powers neutral in themselves depending on how you use them? Isn't killing with one weapon more or less the same as killing with another? Well, if you consider that a warrior basically cuts or bashes things, and a paladin cuts or bashes and brings down the righteous energy of justice. But a warlock uses curses and spells, which, like horrifying biological weapons of modern days, destroy his enemies' minds and eat away their bodies from the inside; wreaks massive havoc with great explosions and persisting fire; and sucks the souls out of people and creatures and uses them to power even more horrifying abilities, such as summoning demonic creatures who would just as soon pluck out your eyeballs as look at you.

To suffer at the hands of a warlock is significantly more excruciating than the attacks of any other class -- a slow, painful, torturous, agonizing death. If warlocks existed in modern earth, their abilities would be against all international agreements on human rights and rules of warfare; they would be squarely in the evil company of terrorism, drug-trafficking, slavery, and biological germ warfare development.

And yet if your warlock works for the Alliance or the Horde, he or she claims to do all of these things all for the greater good.

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All the World's a Stage: So you want to be a Paladin


This installment of All the World's a Stage is the fourteenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

You might say that paladins are the guardians at the gates of hell -- they fight evil wherever it penetrates into their world and they take the fight to the evil's source in the hope of quenching it forever. Although they focus on guarding their people from undead and demonic forces on the rise, paladins actually stand against evil everywhere, including the evil in their own hearts.

Being a paladin means that you have a relationship of some sort with the Holy Light, that mysterious force of goodness and faith that flows to some degree within all living beings with positive intentions. Most paladins (and many priests) believe that when you do something that you believe to be good, the power of the Light increases in you and your connection to the rest of creation is strengthened, whereas doing something evil (such as acts of greed, despair, or vengeance) will darken the universe and weaken your connection to it. Whether this belief system is a religion or a philosophy is open to interpretation, and seems to depend in some part upon which race you are.

There are three sorts of paladins in World of Warcraft, aligned with the humans, the draenei, and the blood elves. All of these share certain similarities, but each has its own differences as well.

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All the World's a Stage: So you want to be an Alliance Warrior

This installment of All the World's a Stage is the twelfth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

From the way that warriors are available to nearly every race in the game as a sort of default fighter person, you'd think that they would be the fallback choice for any number of different sort of characters you might imagine. Any sort of regular shmuck could be a warrior right? You just gotta pick up some sort of weapon and start swinging it around at an enemy, yes?

No. Even though the Warrior class is available to almost every race in the game, every race has its own tradition of what it means to be a warrior -- it's not just a farmer with a pitchfork running around and trying to kill things. Warriors go through extensive training, learn to wield a wide variety of weapons, and train themselves in staying upright and charging about even while wearing all kinds of heavy metal on their bodies.

So today we'll look into some of the ways that the races of the Alliance understand what it means to be a warrior, and see which heroes your character might look up to, as well as the archetypes these heroes represent.

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Ask a Beta Tester: Spectral gryphons, prospecting, and portals


Only six-ish days of Ask a Beta Tester left! Whatever will we do!? Well, we'll go on with our lives probably. I mean, we'll have Wrath of the Lich King. Who cares?
ahmed ahmed asked...

Have you heard anything about ghosts being able to go through mountains in WotLK, so they can reach their destinations faster? My friend told me that is what is going to happen, and I hope that it will go live!

Nope, that's not the case, sorry. However, in some zones (Icecrown, Storm Peaks) you get to ride a ghostly gryphon when you're dead, so you can fly to your corpse. Both of those zones have a huge emphasis on mountainside base camps and tall cliffs and places you can only get by flying, so the gryphon is very nice. No running through mountains though.

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Spiritual Guidance: Level 5 to 20

Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks (unless it's something game breaking), Matt will do his best to guide you through the Priest leveling process!

Wrath is almost upon us. As a result, you may have decided that you have nothing better to do then to roll a Priest! A quick glance at the WI leveling guides shows completed class guides for every almost every other class but Priests!

This must be changed. The countdown has begun.

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Human racials revised again

Racials received a significant revamp recently in the LK beta. But it looks like they're already dissatisfied with "The Fall of Humanity," a new human racial that basically mimics Hunter Feign Death (but without the threat drop), and will be mostly giving it to Night Elves in the form of a Shadowmeld rework instead. The racial that will be replacing it is called Every Man for Himself, and reads as follows: Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects, such as the PvP trinket.

As Vaneras notes, this now gives you the chance to not equip your PvP trinket, essentially giving you an extra trinket slot in PvP. But isn't this basically an amped-up Escape Artist? Doesn't seem very fair to the poor gnomes. I guess Escape Artist doesn't share a cooldown with the trinket, though.

Even as a PvE player, this will come in handy quite often, I expect. I certainly make liberal use of shapeshifting breaking movement impairing effects on my Druid. And hey, as long as they're not removing Diplomacy like I originally thought, they can do whatever they want with the other human racials as far as I'm concerned. Just let me stay diplomatic.

Edit: Shadowmeld now works as follows: Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Any threat is restored versus enemies still in combat upon cancellation of this effect.

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