Welcome to Ask a Lore Nerd, where each week Alex Ziebart answers your quests about the lore in the World of Warcraft. If you have any questions, no matter how big or small they might be, ask them in the comments section below and we'll try to answer it in a future edition.
It's another beautiful Sunday, and it's time for another edition of Ask a Lore Nerd! Let's jump righ tin with realmreaver's question...
If the humans turned their back on the Forsaken due to their undead condition. Why are they all lovely dovey towards the Death Knights? Are not an army of undead LOVED ONES a necessary evil too?
The Death Knight questline explains their return to the Horde/Alliance, and supplies some reasoning for why their factions are okay with them. Forsaken, on the other hand, are painted by the game to be very anti-Human. Why in the world would Humans accept them, former loved ones or not? One of their battle cries is, "Death to the living!" and they say such things consciously aware of their words. It's a completely different situation.
If a group of Forsaken went through the same thing our Death Knights did and atoned the same way our Death Knights are, they'd potentially have a shot of joining the fold, at least for awhile. As it stands, the Forsaken reject Humanity just as much as Humans reject the Forsaken. Sylvanas is their Queen, Varian Wrynn is not their King.
So by now, you've probably heard of Tenris Mirkblood, the Blood Elven vampire boss in Karazhan who is surprisingly generous with his loot, dropping a Vampire Batling for everyone in the raid as well as a very sweet axe by both the musical and weaponry related terms -- Although only one of those, unfortunately.
Tigole answered a few questions about this boss in a recent post on the forums. Tenris will only be around for about 10 days, which is why he's so generous with the bat pets, and the axe is the only other item on his loot table, if you don't count the Badges of Justice.
So what this means, first of all, is that if you haven't managed to get a group to go beat him down, you'll want to do it soon or lose your chance at a pretty cool pet and a pretty cool -- if rather weak -- novelty trinket. In addition, if you weren't lucky enough to win the roll on the Arcanite Ripper on your first try, it looks like you'll only have one more chance at it. Sacrifices to the gods of dice and/or the Gods of Metal, whichever you subscribe to, are recommended.
One of the cooler things out of the zombie invasion is the quest rewards. The Argent War Horn stands as one of the most "epic" of all the rewards. This trinket will summon an Argent Knight to your side. He's got some spiffy abilities and stats. Let's take a look:
HP - 2442
Mana - 2434
Damage: About 100 melee and about 150 crusader strike on a level 60 mob.
He also has some spells:
Heal: Heals a person for around 700, often times casting when the person is at 25% or lower health.
Blessing of Protection: Target becomes immune to damage. Unknown when he casts this.
Crusader Strike: A powerful attack that increases holy damage done to the target.
The down side to this guy is that he's only level 60. That's kind of weird given that the trinket requires level 70 to use. I wouldn't be surprised to see his level increased to 70 in some future patch. However at the same time they might leave him at 60 just in order to keep this trinket as more of a joke item, rather then making it anything useful.
Zombie invasion phase 5 begins [Updated x3] - Sun, 26 Oct 2008 15:17:00 EST It appears that phase 5 of the zombie invasion has begun. We'll be updating this post with what we know and are hearing throughout Azeroth.
So far we know of the following phase 5 changes:
Zombie infection down to 1 mintue.
Most Argent Dawn Healers have left. Ironforge only has three healers, one near the King, one on the second story of the inn near the auction house, and one near the flight path.
Most cities are being overran with zombies. Nearly everything and everyone is getting turned into one - NPCs and players alike.
Argent Dawn Paladins are handing out Lesser Mark of the Dawn. They should hand out more powerful ones as the event progresses. The current ones increase stamina by 11, or 110 HP.
There are zombies and infected rats spilling out of the Stockades in Stormwind. See a picture of it.
The Cenarion Circle realm crashed, and upon its revival there were no Argent Dawn Healers present. It appears the Cenarion Circle realm will become zombiefied in a matter of minutes. I wish all my friends there many many delicous brains.
I'll be updating the main list as we get new information. For time stamped updates, check after the break.
After you kill a zombie infect player, creature, or NPC you'll become infected the plague that turns you into zombie. This plague now only takes one minute to increase your brain eating needs to epic levels.
Does this mean phase five is about to being? Update: Yes, it appears phase 5 is beginning.
Argent Dawn rewards during the Zombie invasion - Sun, 26 Oct 2008 14:00:00 EST Phase four of the zombie invasion has unlocked quite a bit of cool stuff in the game. Out in Light's Hope Chapel in Eastern Plague Lands sits an Argent Dawn Quartermaster. In order for him to even show you his wares, you need to complete the "Under the Shadow" quest from Commander Thomas Helleran who is nearby. There is also another quest called "Shadows of Doom" that you should complete along the way.
For the "Under the Shadow" quest you need to collect 10 Necrotic Runes. These runes are an uncommon item (though they are very common in drop rate) which you can get from killing any undead / scourge mob around a necropolis spawn point. You can find the zones these necropolises are in by looking for a purple skull on your continent map. Be forewarned though, there's a lot of people farming these items and you'll be hard pressed to get any without a group.
The "Shadows of Doom" quest requires you to kill an elite mob, a Shadow of Doom. These mobs don't hit very hard but are rather difficult to get a hold of unless you're in a group with a plan. In order to make a Shadow of Doom mob appear, you need to give 8 Necrotic Runes to a priest NPC near a necropolis spawn point - they're in the same area you'll pick up the Necrotic Runes from. To complete the Shadows of Doom quest, you'll only need to kill one Shadow of Doom.
First in the Fishing department, casting times of items which attach to your fishing pole have been lowered from 5 seconds to 2 seconds. While this might not seem like a big deal, people who fish for a few hours a week for farming materials will now have a few minutes shaved off their daily grinding.
In the Alchemy department the Elixir of Shadow power, Elixir of Fire Power, and the Arcane Elixir all now last 1 hour, instead of 30 minutes.
Finally, the enchantments of Massacre (increase AP by 110), Greater Savagery (increase AP by 85), and Scouragebane (increase AP by 140 against Undead) have all been changed to apply to 2H weapons only. There have been some previous times in the beta where I've seen some folks running around with Massacre on both 1H weapons. Looks like that won't be an option anymore.
By now you must know that it is inevitable. The zombies are here and they are growing in number. In time, you too shall become one of the Scourge, and Azeroth shall feel the icy tendrils of the Lich King's will. There are quite a number of ways to serve the Lich King, but by far the most insidious and shows the most loyalty is the self-sacrifice of a minion to Zombie Explosion!. If you are but to do one thing for the Lord Arthas, it is this. Explode and infect the world around you.
It's important to know that You're Infected!, the disease that turns unwitting players into subservient members of the Scourge, now has a 2 1 minute duration. This is a mere fifth tenth of the original duration and gives players very little time to rid themselves of the infection. The radius of Zombie Explosion! has also been increased greatly, allowing you, for example, to explode inside Orgrimmar's Auction House and infecting everyone inside it. Use this spell in Auction Houses, Banks, and in front of heavily crowded Mailboxes for optimum effect.
The best way to wreak as much havoc is to quietly get infected (you can kill a Plagued Roach or click on a Conspicuous Crate), and situate yourself in a densely populated area. Some players will try to rid you of the disease, so be wary of Priests, Paladins, and Shamans. The moment you turn, start casting Zombie Explosion!. Don't bother with anything else. It is a four second cast spell, with pushback extending that to five, so you must try to get it off as quickly as possible. There is nothing subtle about this ability... it is simple, it is devious, and best of all, you explode in a symphony of rotting body parts and noxious green gas. All hail the Lich King!
All this open PvE fighting has brought up an interesting question, one that many people have some strong feelings on. What is the appropriate way to tag mobs? Is it okay to camp spawn points and AoE immediately in order to grab some scourge? Is it okay to take away another person's Shadow of Doom? What about if you accidently tag something you shouldn't have? Do you give them some gold in exchange?
I have to admit, after trying for over two hours to summon a Shadow of Doom and tag it, my group decided to go a different route. We went to a new spawn point, summoned all four, and threw out as much AoE as possible. Our thought was that doing this would mean we'd at least be able to get one Shadow (we ended up getting them all). This of course upset everyone else that was there - but we had tried for a while before hand to get a single one. And we did summon all the Shadows ourselves.
While this might be a questionable activity to some, it's what we did. But what would you do? How have you handled, and will you handle, tagging these mobs?
These restarts have become a common thing in the past few days. From previous information given to everyone from Bllizzard, we know that restarts correct server lag and other connectivity issues. And there have been quite a few of these issues since patch 3.0.2. A restart fixing these things is nothing new. But you have to ask yourself now, are these updates secretly pushing new things onto the server?
So I'm going to make an educated guess based on what may very well be completely unrelated variables - tomorrow or Monday we'll see phase five of the invasion, complete with something new we haven't yet seen.
So, having fun yet? I know I am. The changes to the class are great and I don't think I've had a more enjoyable time playing the game. Of course, it has a lot to do with the new, cool stuff brought about by Patch 3.0.2, most notably the Achievements system. I know I complained about them, but I'm really enjoying them, particularly the PvP ones. It's a good time to be a Paladin. Actually, it's a little too good.
The truth is, something's wrong with Retribution. There, I said it. I'm embarrassed to say it because I'm supposed to be celebrating it. I've waited for Retribution to be viable for so long that when the time finally arrives, I'm disgusted at myself for not being happy about it. Well, I'm really happy. But not happy about the fact that very nearly every Paladin is now specced Retribution. I'm certainly not happy about the fact that even undergeared Retribution Paladins are blowing things up in the Battlegrounds left and right. When a Retribution Paladin in blues can burst down a player with over 400 Resilience with some RNG -- and I've seen this happen -- there's something terribly wrong.
Each week, Arcane Brilliance delivers a serious burst of Mage content, a burst that can even out-damage a Druid's HoTs. How, you ask? Hax. Lots and lots of hax. What, you thought Arcane Brilliance was powerful enough to out DPS a Druid's heals legitimately? Sadly no. Arcane Brilliance cheats. Arcane Brilliance cheats hard.
Edit: Ok, Arcane Brilliance is lying. There are no mods that will allow Mages to out DPS the instant-cast HoTs of the most mobile class in the game. No matter how long we chase that cheetah around that pillar. Please excuse Arcane Brilliance while it casts Invisibility and goes into the corner to cry.
Though I enjoy burning down raid bosses as much as the next Mage (especially now that the raid bosses in question are so much easier to burn down), I make no secret about the fact that my first love has always been burning down other players. When patch 3.0.2 landed so forcefully upon our heads, bearing with it a plethora of new and revamped spells and talents, I have to admit that my first burning question was not so much "how will this help me down Kil'jaeden," as it was "how will this help me brutally slaughter the next Warlock I stumble across?"
Before the patch, Mage PvP could be distilled down to a couple of absolute truths. The first of these was: Spec Frost. The second was: You will lose to Warlocks, Druids, Priests, Hunters, and Rogues, and only reliably beat Warriors one on one. PvP was a known quantity. We knew based upon the matchup what our chances were, we knew our strengths and limitations, and we knew which spec worked the best (cough...17/0/44).
The patch turned all of that on its head. What spells work now? What talents should we be taking? Are we better or worse off now than we were two weeks ago? Join me after the break and we'll see where we stand.
Kil'jaeden, the Sunwell Plateau end boss, has had a tough time lately. Since the Echoes of Doom patch, plenty of guilds have breezed through Sunwell and many of those have managed to kill him for the first time, signing off TBC raiding with a bang. Congratulations to them!
This is pretty symptomatic of raiding post-3.0.2 in general -- while nothing on the surface has changed drastically, everything's become a whole lot easier, as increased damage output, decreased mob health and relaxing of raid constraints all add up to great effect. Previously complex encounters become almost trivial and previously trivial encounters become hilarious, with a slight twist of nostalgia when remembering how hard they were first time round.
Let's take a look at how to get to him, his abilities, and some simple strategy to defeat him.
Before You Go
Get the quest "Chamber of Secrets" from an Argent Dawn Emissary. There's one in Light's Hope Chapel in Eastern Plague Lands, and there are a couple in the capital cities. This quest can be shared with other raid members. After you've defeated Tenris you can pick up the quest item from his room to complete quest. Return the quest to either Light's Hope Chapel or the NPC you picked it up from.
How To Reach Tenris Mirkblood
Go into Karazhan and clear up to Attumen. Go up the stairs in the back of Attumen's room, right around where the repair guy is. You'll have to clear several sets of mobs. If you are in T5 gear or below, take your time. Most mobs are grouped up in packs of three to five. There are also a few roaming packs that you'll need to watch out for.
At the top of the stairs you can go right or left. While both will eventually take you to Tenris, going right is the quickest. Clear the rest of the mobs until you come to Mirkblood's door. Be sure to clear any mobs around the area that might be patting back and forth.
Do not open it until you are buffed up and ready to face him.
You'll want to watch the video above. It's of the Arcanite Ripper, a new drop from the boss Tenris Mirkblood in Karazhan. Tenris has appeared as part of the world event leading up to the release of Wrath of the Lich King. The Arcanite Ripper is a throw back to the old Arcanite Reaper. Except this one has a cool new ability.
Right click on the Ripper, and you'll become a rocking out skeleton. You're a one man LVL70 Eelite Tauren Chieftain. With this little axe, World of Warcraft now becomes Guitar Hero.
The video above is a quick fraps I put together with my long time WoW friend Telanis. He's hanging out in Ironforge, getting his rock on.
And you better believe it baby, he's rockin' your socks off.
The Colosseum: Nostalgia - Sat, 25 Oct 2008 16:00:00 EST The Colosseum takes us inside the world of the Gladiator (Brutal, Vengeful, Merciless, and otherwise), to interview some of the top Arena fighters in the battlegroups. Our goal is to bring a better understanding of the strategy, makeup, and work that goes into dueling it out for fame, fortune, and Netherdrakes.
A few weeks ago, we spoke with Drwhy, who had a great deal of positive things to share about his partner, Nostalgia the Rogue. And while the seasons of the Arena are over until Wrath, Nostalgia was kind enough to take the time to talk to us about his experience in the arena. Check out what he had to say behind the cut.
The zombie invasion has hit phase four. We can see that the scourge are full out attacking cities now, and the plague debuff will now turn you into a Zombie after a short period of 2 minutes. There are necropolis appearing all over Azeroth.
Argent Dawn representatives are being spotted around capital cities. The new raid boss in Karazhan, Tenris Mirkblood, is now active and dropping one Arcanite Ripper (a 2H axe), a Vampiric Batling for each raid member, and two badges for each raid member. You can get to him by going through Attuneman, clearing him, and then moving up the stairs behind his room. We've got a strategy guide up now with details on how to defeat him
You can see the location of the necropolises on the world map - they are indicated by little purple skull icons.
A Haunted Momento has been confirmed to drop from rare spawns around the necropolises- it's a leather ball type item that you throw to someone. Whoever has the momento gets to have a wraith follow you around! Pics after the break and in our gallery.
Big Update: Click the Arcanite Ripper and play it like a guitar! Late night updates: There are Argent Dawn healers appearing at most flight paths (if not all) around the game. They are making is so the flight path NPC does not become a zombie anymore. We have a semi-confirmation of the Lurch buff increasing in speed to 125%. But we also have conflicting reports.
Continue reading after the break for the latest information.
Rolling restarts for selected realms this afternoon - Sat, 25 Oct 2008 14:30:00 EST Fresh from the news bulletin upon login is an announcement of rolling restarts for a handful of realms this afternoon. At 12:00 noon PDT the realms of Dreadmaul, Caelestrasz, Nagrand, Aman'Thul, Barthilas, Thaurissan, Dath'Remar, Frostmourne, Khaz'horoth, and Jube'Thos will be going down for restarts.
Many people have still continued to experience connectivity issues and major lag since patch 3.0.2 dropped nearly two weeks ago. Instances seem to be a particular problem with people not being able to zone in, getting disconnected upon loading, or generally having issues with mobs and other objects appearing correctly.
I wouldn't be surprised to see more realms added to this list today, and perhaps some extended maintenance (if not an outright patch) this upcoming Tuesday.
MMO-Champion is showing a good run down of the recent paladin changes. We knew these were coming. While many of the changes don't seem like they're nerfing the Paladin class to the ground, the changes are definitely a nerf.
Most of the changes are centering around the Retribution tree. Some are pretty crazy, like Seal of Corruption dealing holy damage, and Divine Storm dealing physical damage. There is no indication if these changes will make it into patch 3.0.3 or arrive in a later update.
There's a couple of other changes that stick out for me.
Seal of Command lost about 20% of it's overall damage
Most other seals were reduced by around 13% to 21%
Judgement of the Wise grants 15% of base mana instead of 33%
Most other judgement effects are reduced by about 15%
Art of War was retooled to increase damage of Judgement, Crusader Strike, and Divine Storm instead of increasing critical strike damage
In the glyph department, the Glyph of Crusader Strike now reduces the mana cost of Crusader Strike by 20%, instead of increasing the damage dealt by 20%.
And finally, Blessing of Might now increases AP by 306. It used to be 305. So it's not a total nerf...