Go to the Spirit Fields in Nagrand, which are near that giant crystal Oshu'gun.
Put on the provided Multiphase Spectrographic Goggles.
Fly/ride around and look for Multiphase Disturbances (pictured), which are only visible when wearing the goggles. When you find one, get near it and right-click your goggles. The disturbance will disappear. Six of these "readings" and you're done; flutter on back to Shattrath for 4g, 250 Shattered Sun rep, and another Shattered Sun Supplies (c'mon, Badge!).
Seven daily quests later, what's our total take? 66 gold, 1550 Shattered Sun Offensive reputation, a Major Rejuvenation Potion, and two Shattered Sun Supplies. Not bad for the work of an hour or so.
Phase 1 Dailies: Sunfury Attack Plans - Wed, 26 Mar 2008 20:30:00 EST Here is another Shattered Sun daily that originates in Shattrath, from Lord Torvos who stands just north of the flight master (right by where you picked up "Gaining the Advantage"). The premise of "Sunfury Attack Plans" is that we know that the Sunfury elves up in Netherstorm have some attack plans, and we want them. We want one of them per character, every day. So get yourself to Netherstorm, find some Sunfury elves (any Sunfury elves), and kill them until one of them drops the attack plans. I usually go for the mobs near Manaforge B'naar simply for convenience.
Like many single-drop quests, this can be maddeningly inconsistent. Today I got the plans on my first kill, and a guildy of mine claims to have killed over 100 before finally receiving the item. We'll have to wait until a bit of data for the database sites has been collected before we can find out what the drop rate is, although if I had to guess I'd put it around 10%. For your troubles you are rewarded with 4g, 250 Shattered Sun Ofensive rep, and a Shattered Sun Supplies, which contains a random green item and has a chance to contain a Badge of Justice as well.
Tipster Mike posted an unusual tip: apparently, to take part in the 2008 World of Warcraft Arena Tournament, residents of this great and potent land to the north, this utopia on Earth, this... Canada (I'm sucking up to my wife here, okay? She's Canadian.) do not have to pay for the privilege. No, no transactions of anything so tawdry as money need stain their hands. Rather than pay to play in the tournament, Canadians must simply write a small essay.
No, seriously. Stop laughing. That's actually how they enter.
"Instead, Canadian residents may enter by submitting a 250 word typewritten essay comparing the video gaming culture in Canada to the video gaming culture in the United States on 8 ½ x 11 inch paper and mailing their essay to Essay Entry for The North American Blizzard Entertainment Arena Tournament, P.O Box 18979, Irvine, CA 92623." It's in section four of the legal for the tournament.
But yes, after patch 2.4 has quenched your interest in the World of Warcraft for a while, now would be a perfect time to play Warcraft III and its expansion, the Frozen Throne. Because we are right smack dab in the thick of the lore following both of those games -- Illidan and Kael'thas' stories have just finished, and the main event, with Arthas Menethil, is just about to start in Northrend. Up until the end of Wrath of the Lich King (and we're just now reaching the end of the Burning Crusade), World of Warcraft was really just a gigantic, cross-genre, extremely involved and detailed sequel to Blizzard's earlier Warcraft games.
There are other places to go beyond this, however, of course, and we've discussed a lot of them before (and will again, no doubt). But yes, if you haven't played the RTS games yet, you've already missed half of the story. Now would be a great time to play them, before you miss the second (and in my estimation, much more interesting) half.
Allegedly, some people in Stormwind can make oils that will help in the fight against the Legion, and they need Nether Residue to do it. This quest is assigned by Emisarry Mordin who paths near the flight master.
For this quest, all you need to do is be a skinner, herbalist and/or miner, and go out and do some gathering. Any Outlands herb (not Golden Sansam or Dreamfoil), ore node, or (I assume) skinnable mob has a chance to drop Nether Residue, of which you need eight for the quest. The drop rate on herbs felt like around 30%, possibly higher on higher-level herbs.
So it's a fairly easy quest to do, and as a bonus, you get some herbs/ore/leather. Go on back to Shattrath to turn it in, and be rewarded with 16g, 250 Shattered Sun rep, and two one Major Rejuvenation Potion.
Raid reset timers are wrong - Wed, 26 Mar 2008 19:00:00 EST You might be noticing some strange things in your "Raid Information" window. For many players it is showing that the timers are twice as long as they actually are. Ie: Kara is showing it resets in 13 days 8 hours, ZA is showing it resets in 5 days 10 hours, etc... You can access your raid info windows by going into the raid tab and clicking on the "Raid Info" button in the upper right hand corner of the window. The raid tab is part of the social windows, which you can access by pressing the "O" key (that's oh, not zero).
This is a known error. Drysc has posted as much in the forums. Since they know about the bug, we can assume that it's going to be fixed. Further, this is just a display issue, which means it is not actually going to affect the timers.
It doesn't appear to be showing up for every player though. In fact, I'm not seeing it on my two toons I raided with last night. However several of my friends are not as lucky. Once this bug is fixed we'll let you know.
Right-click the supplied Sizzling Embers to release a pet Living Flare, which follows you around. Contrary to what WoWWiki says, I find that it will not despawn if you use your flying mount, as long as you don't get too far away from it (so be careful on your epic mounts).
Find and kill the Incandescent Fel Sparks, which are fire elementals that wander the Throne area. They have a fireball, but like most of the mobs involved in the dailies, they're not hard to kill. Every a Fel Spark is killed with your Living Flare nearby, the Flare energizes. Note that you don't actually have to kill the Spark yourself; if you see some other people killing one, go help, and any flares in the vicinity will get energized.
Once your Flare accumulates enough energy (it takes about five eight kills), it will become "unstable" and turn green. Take it over to the Legion Gateway, near Magistrix Seyla, and it'll release its fiery power. Done! Talk to the Magistrix for 12g and 250 Shattered Sun rep.
I did have my Flare despawn on me once, but I think I flew up very high or something. I've definitely had it follow me on my flying mount just fine. But you should be careful, because if it does despawn you have to start the quest over.
Now that you've completed "The Missing Magistrix" and teleported to the Throne of Kil'Jaeden in Hellfire Peninsula (or flown there if you've already done the teleport before, but completion of "The Missing Magistrix" is required for this quest), you're ready to do Blood for Blood and its companion quest, Blast the Gateway (next post). Magistrix Seyla at the Throne assigns both quests. Blood for Blood goes like this:
Kill Doom Heralds, those big swordy demon things you see stomping around, and loot their blood. You need four, and it seems to be a 100% drop. The blood powers the Felblood Siphon that you'll use in the next step.
Find Felblood Initiates (pictured) casting wavy green things at the structures on the ground and cower at their eliteness. Now use the Felblood Siphon on them, and, just like the giants from Ferelas, they will weaken into non-elite pushover Emaciated Felbloods. Kill. Do this four times, and you're ready to return to the Magistrix for 12g and 250 Shattered Sun rep.
This was a fun quest, although last night it was absolutely impossible to find any Felbloods because of all the players competing for them. Much easier today though; they might have upped the spawn rate (edit: they did). The Felbloods stun briefly when you use the Siphon on them, which gives you a chance to get some distance and/or cast a spell. Next up is Blast the Gateway, which is a good quest to do at the same time as this one. I wonder where Kazzak is hanging out, though -- has he always been killed when I've been up there, or did they move him?
Phase 1: The Missing Magistrix - Wed, 26 Mar 2008 17:30:00 EST This isn't actually a Sunwell daily quest -- it's a one-time thing -- but it is done on the Isle of Quel'Danas, and it does open up more dailies (keep an eye out for posts on "Blood for Blood" and "Blast the Gateway"). "The Missing Magistrix" is picked up from the Shattered Sun Staging Area, and asks you to go look after an operative gone AWOL by means of a portal and a scroll. You do need a flying mount to get this quest, since if you didn't have one you won't be able to get back from where you're sent without burning your Hearthstone.
Finding this portal seems to be very difficult for people, so I'll provide as much information as possible.
The coordinates are 48,44
It's south and very slightly east from the Staging Area
It's subtly indicated on the map in the screenshot
It is a wall of green glow similar to the Dark Portal into the Outlands
Once you get to the portal, right-click the Captured Legion Scroll in your inventory to be teleported to the Throne of Kil'Jaeden, where Kazzak usually hangs out. Don't do this if you're not read to go to Outland, since there's no reverse teleport (at least, not yet). The portal is guarded by some non-elite demons, but you can avoid fighting most of them by going around behind. Once you do port through, you'll appear at Magistrix Seyla's feet, ready to turn in the quest and get to demon-slaying. Easiest 9g ever.
Void Reaver seems to have been buffed a bit, the Shaman clearcasting ding is bugged, and I've heard that the Blood Elf mounts (a.k.a. Chocobos) will now squawk on demand (though I'm not sure that's new). Seen any other undocumented changes on the realms yet?
The Erratic Sentries are found in the same place as the mobs for The Sanctum Wards: an arc starting at the Staging Area and proceeding broadly southwards along the western shoreline. They're non-agressive (yellow) mechanicals (pictured), and although they're level 70, it's still uncommonly easy to kill them. Sometimes they can be found reduced in health bandaging themselves up, and in general they move a bit oddly -- I guess that explains the "erratic" part.
After you kill and loot, target the corpse and right-click the Attuned Crystal Cores in your inventory; the Sentry will turn into a friendly one and stagger around briefly before disappearing. Note that you can't convert corpses that you haven't killed yourself.
Repeat five times, and you're done. Return to the staging grounds for 9g, 150 Shattered Sun rep, and warm fuzzing feelings for helping get to Phase Two. This quest is still available in Phase Two, but renamed to "Further Conversions."
Phase 1 Dailies: The Sanctum Wards - Wed, 26 Mar 2008 16:30:00 EST Welcome to the first post of a new series on the daily quests available in Patch 2.4. I'll be going through all the quests that are available in phase 1, one by one. This is one of the two daily quests on the new Isle of Quel'Danas, and it's called "The Sanctum Wards." It goes well with Erratic Behavior, which I'll cover in the next post.
The quest itself is pretty simple, and goes in two parts.
Hunt down Wretched Devourers and Wretched Fiends, and slaughter them for their Mana Remnants. You'll need four Remanants, and the drop rate felt like it was around 50%. The mobs are only level 68, and don't pose much of a problem; they do a puny drain life/mana and a very short silence. They can be found starting in the Shattered Sun Staging Area and spreading in an arc down near the western shoreline.
Once you have your four Mana Remnants, come back up near the Staging Area to a Crystal Ward (pictured, at 49,35) and right-click the stack of Mana Remnants in your inventory. There's some nice pretty zapping effects, and you're done with your quest. 9g and 150 Shattered Sun rep await you.
You have now completed one of the two quests that will progress your server towards Phase Two, so thanks for doing your part! This quest is still available in Phase Two, but renamed to "Arm the Wards."
But my favorite part of the dungeon is just the fact that Blizzard put their money where their mouth is on this one -- for a while, they've been saying that they wanted a five man to be like Deadmines, in that it felt like the end of a long storyline. And MT (which is what I think it will eventually be called by most players, since who really runs Mana Tombs anymore?) is definitely that -- I won't ruin the lore too much, but it works perfectly as both a cap on what happened in Outland, and as a sweet preview to Sunwell Plateau. I never thought we'd meet some of those names in a five man instance, but I loved it, and we'll see more of that in Wrath for sure.
Plus, the encounters are fun. Unfortunately, there's nothing super new -- Blizzard cribbed directly from Warlord Kalithresh for the first boss and Curator for the second (boy, AoEing the little guys before that is exciting, isn't it?), but the miniboss battle near the end really does play like a little PvP-ish PvE (similar to the .5 upgrade event in BRD). All in all, I think it's a great instance, and a fun way to cap off five mans at level 70.
And some players are unhappy that they didn't get one, because they really did try. Apparently there were some problems with the payment system, and quite a few people got an incorrect error message when trying to pick up tickets. No word on whether Blizzard's going to compensate those angry folks or do anything for them.
The good news is that even if you didn't get a ticket, worry not -- WoW Insider's got you covered. We will do our best to have folks on the scene and reporting live, so stay tuned to the site for lots more info about (and hopefully from) WWI 2008.
Where's the badge vendor, and other IoQD questions - Wed, 26 Mar 2008 15:00:00 EST It is now day two of patch 2.4, and the madness is still well underway. The Isle of Quel'Denas is swarming with aggressive players (most of them seem to be mages for some reason) racing each other to the Wretched and the Sentries, not to mention people desperately seeking tanks, healers, and CC for MrT runs. (Alright, not many people are calling it MrT yet, but we're trying to make it happen.) And the Shattered Sun Offensive is progressing; my server is now 59% of the way through phase one.
What's all this about phases, you ask? Well, as people do the daily quests on IoQD, the Shattered Sun Offensive begins to retake the island building-by-building, in four phases. When that percentage progress (which you can see on your own server by talking to the NPCs who give the daily quests) goes up to 100%, we enter phase two, unlocking a trade supplies vendor and more quests. Repair vendors and the coveted badge vendors (and T4 -> PvP vendors) are not available until phase three, which Vaneras estimates should take a month or so to get to. This phase also brings ammo vendors, and still more quests.
And phase four will supply the island with a proper inn, complete with mailbox, and reagent vendors, as well as even more quests. So: there is no repair, ammo, or reagent vendor, no badge vendor, no inn, and no mailbox -- yet. If you want to hasten their coming, bring in any level 70 characters you might have and do the daily quests that are currently available. Oh, and the portal for that one quest is at 48,44 or so. I have now dealt with 95% of the questions I see in IoQD General (ah, memories of Hellfire Peninsula in the first week of BC).
I mentioned a few days ago that WoW Interface was sitting secure in their new server system, as well as holding a trigger finger over a mystical ultra-low-bandwidth version of their site. As it turns out, this system may save many of us from addon doom! This spartan version of the WoW Interface site consists of a list of addons. That's it. If you know which addons you want, it provides you an option on this day of chaos. Although the WoW Interface download site is up and down right now, this list version appears to be holding steady.
If you happen to be a WoW Rookie, I would not recommend you make any attempts to jump into the world of addons by grabbing addons from a list without shopping around. You little newb bunnies should consider enjoying the tidal wave that is new content patch.
Good luck out there, and don't kick the cat again, the fault never lies with the innocent. (Sort of the definition of innocent). Dismissed!
One day in 2.4 country - Wed, 26 Mar 2008 14:30:00 EST I admit it: I didn't do much exploring of patch 2.4 yesterday outside of running Magisters' Terrace. My guild did its usual raiding and I didn't want to take too much time to prep for it, so I didn't run any battlegrounds yet (how's the new AV so far, Alliance and Horde?) and barely got to run around killing some Wretched. So, let's talk about Magisters' Terrace, the new five man, which is what I got to see.
So far, there's been some complaining that Magister's Terrace is too hard. Medros of From the Abbey to Outlands reponds to some of these concerns in this post, and I have to say I think he's right on the money. Wow. That was easy. "This guy's right." Guess I can go... what, I have to talk more about it? Sheesh, you're a hard taskmaster. Well, okay then.
If you read our Magisters' Terrace round-up you probably have a good idea of the place. From the perspective of a tanking warrior, this has become one of my favorite instances. The trash is responsive to warrior tanking options (there's usually a couple of melee in a pull and the casters can be spell reflected to stick to you), the first two bosses are very quick to get to, and the Princess Delrissa fight, once you understand it, is a lot of fun.
I was scanning the internets for my nefarious purposes (I was bored. Yes, nefarious boredom.) when I came upon this thread in the Dungeons and Raids forum. While the discussion is not particularly polite, it seems poster Selenae of Mannoroth would like to know if a particular method of killing Archimonde is considered an exploit or not. From watching the video and reading the various posts, it seems that the method in question is to cluster on a hilltop in order to avoid having to deal with Doomfires. Now, I'm not sure if it means that they get Air Bursted more this way or not... to be honest, I could barely watch the video, the cluttered UI made my eyes hurt.
Some posters seem to be of the opinion that this is 'cheesing' the encounter, while others compare it to ducking behind the pillars on Talon King Ikiss or ducking below the water to avoid spouts on The Lurker Below. So i put it to you, dear readers: when is terrain use 'creative use of game mechanics' and when is it an exploit? In the case of the Archimonde encounter, is not having to worry about the fear/doomfire combination really that big a deal? Or is the exploit inherent in the removal of the doomfire from the encounter entirely? Go ahead, discuss, mix it up, the comments await you.
15 Minutes of Fame is our look at World of Warcraft players of all shapes and sizes - both the renowned and the relatively anonymous.
There's no easier way to introduce the subject of this week's 15 Minutes of Fame than this: If you enjoyed the movie Kill Bill, you'll love Gank Frank: A Raging Rumble of Retribution. Fenrix of Bloodhoof has crafted a quirky graphic novel that somehow blends Gnomes, Kill Bill, World of Warcraft and even a sprinkling of The Simpsons. Like most creative types, Fenrix has a lot to say. Here at WoW Insider, he lets fly on art, gaming and the World of Warcraft.
15 Minutes of Fame: What inspired you to create Gank Frank? Fenrix: My inspirations come from a lot of different sources: movies, novels, comic books, other video games, internet fads, etc. This all forms into a huge, hodgepodge clusterfuck of material swirling around in my brain. I love telling and reading stories, especially those dealing with revenge. There's plenty of classic literature out there dealing with the subject of revenge, something that has always fascinated me, so it kind of felt natural to me when I decided to tell a story based around that idea. Revenge is one of the most primal forms of justice; it's something that we're all familiar with.