New teleports and mage portals in 2.4?


MMO-Champion has posted images of possible new portals to Theramore and Stonard in patch 2.. Now, the highest level I have is level 20, so this probably won’t directly affect me in any way, but I have to think the idea of new portals and the ability to teleport to new places would be pretty nice for mages. I guess would all depend on what level they had to be to get these new abilities. A portal to Theramore wouldn’t really be that helpful for a level 70 as far as I can tell, but I could be wrong: would certainly make the CoT easier to run. (Then again, we’re supposedly getting a teleporter directly to those anyway, and a Stonard portal wouldn’t help with that.)

What do you think? Is this perhaps a clue that players will be heading to Northrend from a Stonard dirigible or a Theramore boat? I may be reaching there.

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Best arena hunter in the world now banned?

I’m still not sure what to make of this, but according to a number of very upset hunters on the official , has handed a permanent ban to a player known as Megatf, said to be the best in the world. His Armory does in fact show him as being #2 in his battlegroup (Reckoning) for 2’s, #1 for 3’s, and #1 for 5’s, so even if he wasn’t the best in the world, the guy knew a thing or two about . The ban is popularly attributed to Megatf’s having posted criticism of how has handled the crisis in . ’s certainly tough to argue that hunters are doing well; they are the only class that is underperforming in all three brackets, even by ’s and months after the introduction of an MS-debuff to Aimed Shot.

A player called Macrospamftw (yeah, I laughed) insists ’s because Megatf was posting content and links that contained keyloggers, which sounds a lot more plausible than mere criticism (let’s face , if CM’s banned people for that, the official would be a ghost town). But the player Guinevere counters by saying there were no links in the banned posts. Poking around a little more resulted in additional details: Megatf often posted while tipsy and was prone to foul language. That’s certainly more than enough for a forum ban, but a permanent one?

Megatf does seem to have vanished from the completely. Not only are the threads in question gone, but according to the hunters, Megatf’s popular post on has also disappeared. Do any of our readers know what’s going on?

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Addon Spotlight: LuckyCharms2


Marking targets is an art form, one that requires tactical know-how of whatever instance or raid you happen to find yourself. This duty can fall to your raid leader, your tank or some other designated distributor of raid markers. Of course, the exception is often the Protection who often requires no crowd control and lets DPS go to town on whichever target they want. But, eventually, even a great multi-target tank needs to establish a kill order. Regardless of who does the job, LuckyCharms2 can provide an easy-to-use raid marking interface.

During my days as a Protection , I started out using the somewhat clunky, default raid-marking interface. A friend eventually clued me into the concept of binding the aptly named lucky charm markers to keys, which made my marking endeavors much easier. However, being an addon junky, and a confessed clicker, I knew there had to be something better for me. Enter, LuckyCharms2, a nice little addon which allows you to assign raid icons by using a small frame displaying the different lucky charms.LuckyCharms2 is an addon that will more than likely appeal to the addon-addicted masses, as the job can just as easily be done with keybindings. ’s a simple idea and a simple addon. Like many , takes something that already exists as part of the default interface and makes easier to access or more appealing to some users.
is an Ace addon, which should please many of you who swear by the Ace system. can be downloaded from the Ace files page as well.

The basic commands for LuckyCharms2 are:

/luckycharms
/lc2
/lc2 help - brings up the in-game help
/lc2 config - opens the configuration interface
/lc2 reset - resets Lucky Charms2 to default configuration



The configuration interface is simple, allows you to scale the bars, change the opacity and toggle the display of various . Its about as simple as gets, which is perfectly appropriate for this type of addon.

One additional feature that I enjoy is the Ready Check button. sits just above your box of lucky charms, but can be hidden by selecting the option to do so in the configuration interface. Perhaps some of you don’t make regular use of the ready check option, but I find tremendously useful. Its easy enough to type /readycheck, but if you’re using LuckyCharms2, this function fits right in with your play style.

LuckyCharms2 isn’t going down in history as one of the great powerhouse , but can certainly make raid marking an easier task. Take out for a test drive and let me know your thoughts!

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The strange art of marking


I like Nikol’s writeup of her experiences marking targets in . There really is an art to laying down those icons in a group, and requires quite a bit of knowledge to do right. You need to keep group makeup in mind, know the abilities of all the involved, pay attention to what individual members want to do and even how they’re specced, and have a basic knowledge of the instance and how works. There’s so much that goes into that ’s basically an art in itself — do you sheep the caster and take out the minions, or focus on the big bad first and then move on to trash? Do you have the group to interrupt and pull a caster to a trap, or do you need to get the mobs out of the way before the patrol comes through?

’s complicated and fascinating stuff, and this kind of group coordination is why some players choose to play PvE rather than — because while yes, the mobs are predictable (and players aren’t; as much, anyway), the fun is in the planning. And when you get a good group to go with a good planner, then things really get interesting. There is an art to laying down marks, but once you study what a good marker does, and get the hang of , you’re that much more helpful to any groups you’re in.

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Prot Paladins display their unrivaled threat generation

Many Protection Paladins voiced their disagreement with my recent post to Hybrid Theory, my weekly column on Hybrid . The complaints were many, and the flames burned bright. Thus, I’ll clarify my stance a little more. Oh, and the title up there? ’s a joke. Seriously.

First off, let me say that my recent Hybrid Theory had a lot of sardonic, cynical little jokes. In all seriousness, I would not tell a Balance that I raid with to “go be useful and Moonfire spam something.” I don’t think that you’re viable Main Tanks for a progression oriented 25-man raid, but if you can have fun with something and your raid will actually let you do , more power to you. That doesn’t mean you should advertise yourself as a tank when applying to a raid group, but there you go.

As far as Protection Paladins go, I believe my stance is not wrong, but I overstated the extremity of the situation. No, Protection Paladins are not only brought along on raids to cheer in the background waving pompoms. I did not mean to say Protection Paladins absolutely cannot tank like Lady Vashj or Kael’thas. My intent was to say that in most raids and situations, a Protection or Feral (not for Kael, obviously) will be top priority.

Protection Paladins obviously can tank things, and I love to see them do . A Protection tanking Illidan is awesome. Most raids, though, will look to the Warriors first. Not due to the inability to tank , or even a gear hump. The lack of safety net on-demand survival tools is, in my opinion, the biggest issue with paladins as Main Tanks in a “post-2.3 world,” as was described to me yesterday afternoon.

Can Protection Paladins tank? Yes. Can Protection Paladins tank well? Yes, many people have proven this. Will they be looked to as the first choice in most situations? Unfortunately, no. That shouldn’t stop you, though, and I never meant to imply that should. I may have let my wry cynicism run away with me, and I apologize for letting paint my words in a poorer light than I had planned. My stance remains that probably will take some work for you to find a raid slot, but that doesn’t mean you should not look. also doesn’t mean you’ll be doing exclusively ‘junk’ jobs like trash packs. You have a hurdle to jump over, and you’ll need to prove how capable you are to a raid.

As the folks over at Maintankadin pointed out, there are a few things I didn’t take into consideration for my column yesterday that should be kept in mind. Thanks to the nature of Holy Shield(8 charges fully talented), a properly geared Protection , assuming there’s no lag involved(whoop, got crushed between Holy Shield fading and going back up!), will most likely take fewer Crushing Blows. Against that attack slowly, there isn’t much of a difference between Warriors and Paladins, but that attack very quickly? You’ll really feel the difference.

Additionally, a Protection ’s health pool scales much higher than a Protection ’s does. Your on-demand abilities may be lacking, but at equal gear levels, you have a higher starting point, thanks to an extra 16% Stamina from .

There’s other, smaller things, like fewer parries due to no special melee attacks to be parried, but I think all of that is better off being placed into my column from Saturday to be used as a proper reference for new hybrids.

A friend of mine said something along the lines of, “In a competition between three people, getting the Bronze medal may be a prize, but ’s still last place. Nobody likes to be in last place.” To make the analogy needlessly complicated, isn’t a matter of first and last place. There’s many categories in tanking. You get the Gold in some, you get the Bronze in others. Protection Paladins have one fewer Gold medal than the Warriors do. That doesn’t make you a loser. means you need to work a little harder to prove yourself.

I made some mistakes, but I’m totally willing to fix my inaccuracies if they’re presented to me in a civil manner.

Oh, and before I go, I must warn everyone that applying to a raid as a Boomkin tank makes Baby Bornakk cry.

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Tell us about ‘yer lucky charms!

So we’ve all had time to get used to the “lucky charms” icons for parties and (more commonly) raid targets. At first, I’ll admit that they were a real source of confusion to me, but before very long I was extremely used to them. Since then, my guild uses them almost every chance we get, right down to harassing each other with them. Of course, now that I’m used to seeing and using them when running raids, I can’t help but wonder how we ever got along without them in the first place. Those little icons have just made things so much more simple from a targeting aspect. (Of course, you should be targeting off your main assist, or other assigned assist if you’re not the tank or MA, but the raid icons do help all that along…) This post on the WoW LJ today asking about what kind of symbols are commonly used made me stop and wonder if there is really a somewhat “standard” icon used by many and groups for first target. However, as there are only a handful of answers there, I thought I’d bounce this question off everyone here and try to get a broader sampling — just for curiosity’s sake.

So, tell us — what are the “kill this first” icons for your guild or group? Does your guild/group have pet names (like “thong”) for some of the raid target icons? How about whether or not your group uses them for other than marking kill/CC/tank targets, such as the one player who says that skull is used for people in trouble? My guild favors Skull for main assist, X for off-tank or second kill target, depending. From there, ’s blue square for the Main Tank’s target, purple diamond is sap target, thong and moon are CC targets. How about you?

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WoW Lore: Zul’aman vs. Sunwell Plateau


So… how is doing on ?

Ever since the Burning Crusade came out, the battle cry of many a disgruntled fan has been “lollore,” a cry which signifies a disgust with the direction the story has taken and a belief that many of the twists have betrayed the previous feel of the world or fallen short of some expected level of quality. Now honestly, There have been some twists I haven’t really liked. Certainly, there were ways to give us the besides besides massively retconning the back story of the Burning Legion and making Sargeras corrupt them instead of the other way around. That said, I don’t really mind that the came to us on a space ship. After all, the came to us through a Stargate!

I also appreciate that has, in the , learned where they tripped up and tried to correct . This is very apparent to me in the differences between the behind Zul’Aman and the behind the Sunwell Plateau. Where Zul’Aman’s felt lackluster and weak, the behind patch 2. keeps getting better and better.

To start with, I should say that I don’t consider Zul’Aman’s weak in the same way that many do. I don’t have a problem in concept with the fighting Zul’jin. Zul’jin was, after all, part of the old , and has shown no signs of remorse for what he’s done while under the command of demons. Furthermore, he has actively opposed Thrall’s . Finally, the pact the has made with the Blood Elves is not only something he would see as an insult, but something that would make the bound by word to fight him. The Revantusk Hinterlands Tribe seem almost to worship him as a sort of god, but seems likely they’re considering him as more of an ideal than what he truly was, a bloodthirsty cannibal who fought relentlessly to wipe out all that opposed him and made pacts with the Burning Legion via the old Orcish . However, what I do disagree with is the execution. The motivation given to us to fight him, as well as the specifics of what he is doing, are impossibly murky.

’s true that sometimes many are just there so we can make a quick buck. In fact, you can argue that our characters are in many cases just plain outright mercenary. We regularly plunder ruins for treasure and whatnot, and sell what we get to the highest bidder with little consideration for the original owners, or any cultural or historical value. We generally do not care if something belongs in a museum. However, at some point, most of us expect to be doing something more epic. We killed Nefarian and Onyxia to save Azeroth from the grip of the Black Dragonflight. We “killed” Kael’thas because his mad quest for power had caused him to ally with demons, had already destroyed Farahlon (now known as the Netherstorm), and was threatening to go even further. We killed Illidan to save the Ashtongue Broken, the Netherwing flight, and so many others that were enslaved by him, as well as to free Outland and the Black Temple. Zul’jin deserved no less a noble purpose - and yet, the reason we first head out to the Ghostlands is because we’re after “shinies.”

There, instead of taking arms against a malevolent and powerful warlord, we meet up with a guy who’s last name is an anagram of “redneck” and deal with harebrained schemes to create flimsy masks to blend in with the locals and retrieve treasure maps. Sure, there’s something about animal gods being summoned, but ’s never really clear why they’re being summoned or what could mean for Azeroth if they ARE summoned. In the last Troll dungeon, Zul’Gurub, we knew very well that Hakkar was bad news. We really should have been going to Zul’Aman for a much more noble purpose, and for that to be realized, there needed to be a lot more understanding as to what the animal spirits would mean and how they would be unleashed once summoned.

Certainly, ’s also not like would been hard to find good, solid reasons for either side to come assault Zul’Aman, rather than leaving the charge to thieves and treasure hunters with a camp full of bad puns. Anyone who’s played a Blood Elf through to level 20 should know what I’m talking about. The Farstriders, the guild of the Blood Elves, spends most of their time fighting back the Troll menace, even sending people to Stranglethorn Vale to find insights on the Amani by fighting the Jungle there. seemed very jarring to me that they were not there at Zul’aman, despite the fact that my Blood Elf had been fighting for the Farstriders only a stone’s throw away from the dungeon. Not only would having the Farstriders recruit the to fight Zul’jin finish up a thread that started as early as level 8 for Blood Elves, but would have allowed for more insight into the Blood Elf culture, such as an exploration of the rift between the Farstriders and the rest of the Blood Elves.

On the side, Zul’jin was originally a major enemy of the , and they have every reason to go after him, to avenge themselves of earlier losses, and to head off what could be a major threat to their holdings in Lordaeron. The League of Arathor or the remanants of Stromgarde would have been perfect candidates for being the ones to go after Zul’jin, since if he started marching south with his spirit-powered army, he would have hit Arathi Basin and the Arathi Highlands very quickly, possibly being reinforced by the Witherbark tribe. Likewise, the Wildhammer could have recruited the to help them fight Zul’jin as well. My favorite solution would probably be to have some of the High Elf remnant come to Zul’Aman and recruit the to help. The Blood Elf versus High Elf question is one I’ve wanted to see addressed in game for a long time, and having the two at Zul’Aman fighting against the same enemy but being on opposite sides of the / split could lead to some good drama and .

So ’s pretty fair to say that dropped the ball on Zul’Aman , making what could have been an epic struggle with an iconic character from previous games into the most blantant bunny-bashing dungeon dive possible. However, I will give them credit for learning, and the way they’ve handled the surrounding the Sunwell Plateau proves to me that while they stumbled in Zul’Aman, they still have chops.

In the Shattered Sun Offensive, the urgency of our mission is never in question. We’re not preventing the summoning of some nebulous “animal gods,” we’re fighting a clear and present danger that threatens to envelop the world. We’re not sent to go after “shines,” but instead, we are sent to continue a fight that has been brewing for ages. In addition, more story lines are bought to fruition and intertwined with the story, giving us connections to the past and hints of the future: The longstanding Aldor and Scryer storyline is finally bought to a clear head, and the nobility of the Scryers and the ability of both sides to cooperate and fight the true enemy is established beyond a doubt. In addition, the Blood Elf storyline evolves even further, setting the stage for them to truly separate from the legacy of Kael’thas and the Burning Legion and establish their own path again, and for their Paladins to put aside thievery and possibly be granted a place in Tirion Fordring’s Knights of the Silver Hand when the time comes. Finally, the is available to almost all types of play styles at level 70. Casuals have a wide range of daily that will allow them to participate in the assault on Kil’jaedan, and the building up of the Shattered Sun base camp means they can see their work have a genuine effect on the battle and the storyline.

’s these type of progressive story lines that could silence the cries of “lollore” forever, and something I believe should definitely keep in mind. There’s enough room for a bit of punnery, but when comes time to buckle down and fight the big dudes, give us a good reason for what we do. Let us be the heroes. In addition, let the new meld with old , so that we can see what’s happened with old story lines and feel like things are really changing in the world.

So far, I’d say things are looking up, -wise. seems like Wrath of the Lich King is going to genuinely move the storyline along. seems like we’ll be getting the return of the King of Stormwind. Tirion Fordring will finally be recreating the Knights of the Silver Hand as promised so long ago. There’s also promises that people of all play levels will be able to interact with Arthas himself. If 2. is a wrapup of the Burning Crusade storyline and a preview of the type of storytelling we can expect in Wrath of the Lich King, I would say that we’re in for some fun. I, for one, look forward to .

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Know Your Lore: Sargeras

Hard to believe that this friendly soul over to the right stabbing what appears to be an entire planet was once not just a good guy, but indeed, the goodest of the good guys, huh? (Goodest of the good guys? What, am I a drunken five year old all of a sudden? Sheesh, that’s just horrible.) But ’s true: the ultimate big bad guy in the Warcraft Universe, the ultimate evil, the guy who comes up with plans that involve possessing babies was once the champion of the Titans themselves, before he started stabbing planets and possessing babies.

I guess there’s no evil, be big or small, that Sargeras won’t engage in personally. He’s a real hands on villain.

So what’s the deal with Sargeras, exactly? How did he go bad? Why did he assemble the Burning Legion in the first place? And what’s he up to nowadays? With the Legion running around being killed for loot and Marks of Sargeras in Outland (seriously, what is the big plan for Outland, exactly? So far all the Legion seems to be doing is being mad at Illidan because he promised to be Kil’Jaeden’s BFF and then went back on . Did they pinky swear? I bet they pinky swore. That seems like the kind of thing Kil’Jaeden would do) you’d think ol’ Sargy would be in the thick of , but instead his sidekicks are running the show and he’s nowhere to be found. Why?

doesn’t help that some of Sargeras’ history has changed in the telling. (Hey, I like the a lot, but you guys really changed the around.)

Well, you may have a hard time believing this, but turns out that his whole baby possession scheme wasn’t such a good idea after all. I know, I know, how could picking on an infant have gone so horribly wrong? But rather than dwelling on that, why don’t we start talking about Sargeras’ early days.

In the beginning, Sargeras was just one of the many who made up the host of the Titans. For whatever reason, when the universe was young and still messy with icky chaos, the Titans got together and decided that they needed to organize the whole deal a bit, or otherwise no one was ever going to be able to find anything. (This may not have been the entirety of their thinking, as the Titans are notorious for not explaining themselves.) Unfortunately, the critters that lived in the Twisting Nether weren’t too keen on the Titans and their plans, and so as the Titans went about their business they had to deal with various demonic entities and evil influences. For instance, on Azeroth they had to deal with the Old Gods before they could start arranging the world to their liking… ’s very hard to decorate a place with slathering abhorrent tentacled monstrosities everywhere, you see, always making hard to dredge this ocean floor or place that mountain chain.

Because they were running into these sorts of delays, the Titans decided they needed to appoint someone to be their Champion, to in effect do unto them before they could do unto the various worlds the Titans had worked so hard to bring order to. And of all of their Pantheon, Sargeras was the one considered best suited for this job.

’s unclear why, after countless years Sargeras started to have doubts. might just be because was so long with no sign of an end to . After all, nobody wants to have to do the same thing forever. could have been arguments with his fellow Titans in the Pantheon: Eonar, for one, was said to have disliked him personally and to have feuded wth him. could have been exposure to the Nathrezim and their unique brand of malice and corrupting influence. All we know is that Sargeras, once the greatest defender of order, began to go totally insane. Unfortunately, while the Titans are great proponents of order they do not appear to have been proponents of interventions, because as Sargeras descended into madness ” Even Sargeras’ titanic form became distorted from the corruption that plagued his once-noble heart. His eyes, hair, and beard erupted in fire, and his metallic bronze skin split open to reveal an endless furnace of blistering hate.” And as you might expect, as their fellow Titan cracked open from within, burning on his own hate the rest of the Pantheon took the appropriate action and… didn’t do jack.

Yeah, I don’t get either. Aman’Thul is the Highfather of the Pantheon and the leader of the entire host of Titans, and when his brother goes insane and decides to destroy everything that exists he decides the best course of action is to do diddly squat about . These are guys who, if you leave your planet a little messy and occasionally allow festering elemental fury to overwhelm the surface of the world, they’ll drop everything to show up on your doorstep and imprison you in the core of the world, but when one of their own decides he’s had enough of tidying up and wants to burn everything down, they’re suddenly all keen on waiting and seeing. Then again, if my little brother got so mad at me that he actually cracked open and burned, I might be a little hesitant to try and talk him down, too. Anyway, Sargeras was out of a job, and he decided that instead of defending order would be better to wipe the entire universe clean because that way, the supposed ‘chaos and depravity’ Sargeras saw as the only constants in the universe would be free.

’s a good thing Sargeras didn’t have a livejournal, as I bet would have had some really awful ‘you don’t understand my pain’ poetry on .

Sargeras first cracked open the prison he’d jammed the Nathrezim into, recruiting the Dreadlords for his army, and then started looking around the universe for servants skilled enough to help kill everything. Supposedly, they eventually settled on a race known as the Eredar who lived on a world called Argus. The Eredar were naturally talented with magic, and Sargeras offered to share his own enormous power and knowledge with them if they would become his servants. Two of the best and brightest among the Eredar, Kil’Jaeden and Archimonde, went for the deal, but their friend Velen didn’t trust Sargeras for some odd reason. Some people are so paranoid. I mean, okay, Sargeras was constantly burning from within in an inferno powered by his own hate, but you’d think Velen could have given him the benefit of the doubt the way Archie and Killy did. Anyway, Velen and everyone he could convince to join him legged off of Argus and the remaining Eredar became the thralls of Sargeras’ new Burning Legion.

(Note: If you look at these pages on the WoW site, you’ll see a slightly different version of these . In the older version, the Eredar were always bad guys, but that got changed when was decided to offer as playable characters in The Burning Crusade. I just wanted to mention that in case someone who was familiar with the the way used to be thought I’d forgotten.)

Flash forward a few thousand years or so, and we come to the of the War of the Ancients. Basically, a by now totally crazy and evil Sargeras notices the magical emanations of the Well of Eternity and decides to draw upon its power to create a portal to Azeroth large and powerful enough for him to use personally. I don’t know how the Titans used to go from world to world (the Master’s Glaive certainly argues that they have a means to step foot on the surface of a world without using the Well) but Sargeras seemed to both hunger for the magical power of the Well and to need to help create a stable enough gateway for his own vast power to manifest fully on Azeroth. I have no idea if the other Titans also need this kind of portal to walk on planets and, if they did, who made the portals on Azeroth during the time of the old gods. Anyway, Sargeras quickly convinced Azshara to help him come forth into Azeroth (perhaps using mind control, perhaps just knowing how to appeal to her vanity and lust for self-aggrandizement, perhaps a little from each column) and fell to a brave band of meddling time travelers and the greatest heroes in Night Elven history to help keep Sargy from getting away with . A whole lot of other stuff happened… dragons were betrayed by dragons, Ancient god-like beings fell, and the coolest orc ever actually hit Sargeras with a wooden axe and managed to hurt him just enough to keep him from getting through the portal into Azeroth. Forget Gorehowl, I want Brox’s axe to drop in the Sunwell.

Now, to Sargeras a little thing like a magical well exploding with enough force to crack a continent in half was more of an inconvenience than an actual defeat…. remember, the guy stabs planets… so he immediately went to work on another plan. You know the one: possess Aegwynn and from there her as-then-unborn son Medivh. From there we get the whole sordid saga of Warcraft I and II, as was Sargeras in Medivh who helped open the Dark Portal and usher the old (created by his lieutenant Kil’Jaeden as part of a plan to get revenge on the long-lost and their leader Velen) Of course, this plan leaves us with many questions… if Sargeras could not enter Azeroth in his physical form 9000 years before during the War of the Ancients, why was he able to do so in order to possess Aegwynn? If he didn’t actually enter Azeroth in his own body, then whose body was he using, and what happened to his original one? When Medivh died Sargeras was said to have been exiled to the Twisting Nether, but if that’s so did he stay there when Medivh somehow came back from the dead? And why would Sargeras even come up with a plan that required him to die and end up in a baby? Even if the baby did grow up to have a neat beard and a most excellent stick.

So now, here we are at the present day. Sargeras is either dead or banished to the Twisted Nether and hasn’t been heard from since Medivh died that one time before he totally got better and showed up in Warcraft III. Archimonde is also dead, leaving Kil’Jaeden happy to be the only guy in charge of the Burning Legion, at least up until 25 incredibly well geared heroes kill him when the Sunwell Plateau instance drops. I doubt we’ve heard the last of Sargeras, though. For one thing, once we we get through all the Wrath of the Lich King content, what’s waiting for us at level 90? I would not be surprised if was our old friend Sargeras himself. After all, there was something in the Tomb of Sargeras (where Aegwynn buried the ‘body’ she defeated when Sargeras possessed her) so awful that killed Gul’dan himself, not to mention an artifact so potent that Illidan sought out. Who knows if Sargeras himself lies in the cold dark beneath the surface of Suramar, growing in power as his discarded shell regrows?

Well, maybe, anyway. At any rate, that’s this week’s exceedingly irreverent look at the biggest baddie in Warcraft . Next time I’m up, I think maybe ’s time to switch gears and look at a hero, one who lived and die unambigously good and noble.

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Around Azeroth: Through the Dark Portal


Calenia of Bronze Dragonflight (EU) sends in this shot of the Dark Portal taken from a unique angle — behind the portal! Now that gives a real feel of rushing into a new world, doesn’t ? Sadly, actually entering Outland for the first time through the same portal doesn’t give the same cool graphical effect.

Do you have a unique shot of Azeroth or Outland that you’d like to show off to the rest of the world? Tell us about by e-mailing aroundazeroth@gmail.com! Or perhaps you’d just like to see more of your pics from Around Azeroth.

Gallery: Around Azeroth

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The Light and How to Swing It: Three easy steps to Retribution PvP


Regular columnist Elizabeth was crit by an insane amount of work at, well, work and her co-columnist Chris is away completing his own epic quest, so like those duplicitous Blood Elves, I’ll be stealing the Light for this week and swinging around. Since most of the stuff I write on the site concern the one thing I really like to do — — I think I’ll get into character and write about something that some people find taboo… Retribution . After writing about a few rules on healing in , let’s indulge ourselves with a little retributive mayhem. Despite being the most ridiculed spec in the entire game, Retribution can be a lot of fun — and painful for your opponents — once you get some fundamentals down pat.

Step one: gear up
If you are at all interested in as a Retribution , you must get geared up. There are no two ways about this. Unless you have the proper gear, you will simply not perform as well as similarly-geared and your experience will be diminished greatly. Retribution is one of the most equipment-dependent specs in the game, and you will feel in . Chris has written an excellent starter guide for all aspiring Ret Pallies, which is an excellent read for learning about the perfect Retribution gear. In order to do some , we’ll then need to take the next step and go beyond what Chris suggested and aim much higher as far as at least one piece of equipment is concerned — your weapon.

Paladins are, for the most part, a glorified auto-attack class. With a severely limited selection of offensive spells, a Retribution relies on white damage more than any other class in the game, augmented with Seals. This is why your weapon selection is so important. When looking for the right weapon, try to obtain the highest top-end damage available to you, preferably over 500. Needless to say, you should find a slow two-hander. can be an axe, mace, or sword, depending on your preference. Unlike Rogues or Warriors, Paladins gain no particular benefit from a specific weapon type so choose the weapon that suits your tastes. As much as I personally love polearms, you should steer clear of them because most polearms are too fast to deal any amount of respectable burst damage and have Agility or raw Attack Power as a stat. Retribution gains the most from Strength, so weapons that have are good choices, as well. In a nutshell, get the best weapon possible (for you) or don’t even bother.

Naturally, pays to have a bit of Resilience, so try to stack some of , even from gear that comes from or PvE. Fortunately, being a plate-wearer and having some of the best defensive spells in the game already contribute towards your longevity in , so starting with low Resilience won’t be too much of a disadvantage. As you wage more battles and accumulate more Honor or points, you’ll eventually get the right balance of offensive power and Resilience. Get gear that confers a lot of Strength, specially if you have Divine Strength, which translates to more Attack Power per Strength point. For a Retribution , ’s probably the single most important attribute, so if you can’t find Gorilla-type gear, don’t hesitate to get plate. Don’t be too concerned about Spell Damage. ’s not important. Well, not that important, particularly with many changes in Patch 2. moving away from Spell Damage and towards Attack Power.

Step two: spec right
Now that you have the gear, ’s time for you to pony up some cash and visit your trainer in order to get the right spec. Because you will be judging and re-sealing a lot in , you should invest five points in Benediction. Next, two points in Improved Judgement is a no-brainer while Improved Seal of the Crusader and Deflection are toss-ups. While ISotC is good DPS and team contribution, most of the time you won’t be able to judge . Having Seal of the Crusader up during an auto-swing cripples your burst capability so ’s not too wise to use when engaged. In addition, the debuff is easily dispellable, so sees limited use in . If you can get off at the start of the fight, great. Most of the time, however, you’ll be switching targets quickly and won’t have time to set up.

The third tier of the Retribution tree is the -centric tier, where all four are a must for . Unfortunately, a -optimum spec for Retribution isn’t the same as the spec for raid DPS as some are -specific and the points would be better spent on other if you are focused on PvE or . Among these is Vindication — improved greatly in Patch 2.3 to affect all stats rather than just Strength and Agility, although most and all raid are immune to . Pursuit of Justice (also buffed in 2.3) is indispensable because helps ensure that the gets within range of his target, so max out. Conviction is also important because is all about burst damage and having more crit will moderately help negate Resilience. Lastly, Seal of Command rests here so pretty much you’ll need to take all on this tier. SoC is your bread and butter Seal for .

The on the fourth and fifth tiers are all optional. None shine particularly brightly in , but whatever you do, steer clear of Improved Retribution Aura. The aura is next to useless in unless you’re fighting a mob of Level 1 gnomes or something. You should almost never have on. Crusade is better for PvE, but certainly doesn’t hurt to have . Two-handed Weapon Specialization is arguably the best talent from both tiers since you need to find ways to up your white damage. Sanctity Aura and Improved Sanctity Aura are not as stellar because the former doesn’t affect Crusader Strike; increases Seal of Command damage, though, so if you take the talent, keep on when you’re on the offensive. Then there’s the neither here nor there Eye for an Eye, which isn’t so much a defense against spellcasters as is a rude middle finger to them as you die. If you deal enough damage with Eye for an Eye to hurt a , for example, probably also means she hit you for a 6k Pyroblast.

On the sixth tier, we have Vengeance and Sanctified Judgement, both of which I highly recommend because 1) the high-pitched schwing! sound of Vengeance proccing and the glowy hands make me feel warm and fuzzy all over, and 2) you will ironically have a pitiful mana pool if you geared up properly, which means you’ll need all the return on investment you can get. After that, you get Repentance, a pathetic 31-point talent but simply indispensable because ’s one of the few ways to catch up with an opponent or interrupt spellcasting. is also a -centric talent because only works on humanoids and lasts for a whopping, damage-breakable 6 seconds. Beside Repentance is Sanctified Seals, which was reworked in 2.3 to be the essential Retribution talent. The last thing you want in is some punk Purging away your Seals and leaving you swinging an impotent wiffle bat. Divine Purpose fits some damage-mitigation builds but is entirely optional.

On the eighth tier, there is Fanaticism, which is an awesome talent for PvE, but also helps in . Some damage-mitigation-oriented Retribution builds skip Fanaticism in order to go up the Protection tree, getting Improved Righteous Fury to complement Divine Purpose. Such builds often also take Improved Hammer of Justice which, when coupled with a 2-set bonus, allows the to stun every 35 seconds. Finally, there’s Crusader Strike, which is the only controllable attack a can make aside from Judgements. Crusader Strike greatly reduces randomness and reliance on luck and gives a Retribution some semblance of controlled damage.

Aside from some key , feel free to throw points into that suit your playing style. While some go up Protection, others go up Holy and take Spiritual Focus for some self-healing love while picking up Divine Strength along the way. Some have two points to spare for Unyielding Faith, which helps against those annoying Warlocks. If you have don’t have enough hit (you’ll need about 5% for ), you can go for Precision, but will be wasting five points on either Improved Devotion Aura or, um, Redoubt. Once you’ve tailored your Retribution spec — I personally prefer pouring points into for high burst — ’s time to get down to business.

Step three: smash face
Find your nearest Battleground or Battlemaster and queue up. If ’s the latter, I hope you didn’t forget to bring a team. You can also go out into the world and unleash your power upon unsuspecting questers and gatherers. No, I don’t recommend , but if you want to play the role of a twisted Blood Knight to the hilt, griefing will be right up your alley. Of course, I personally think the are more fun, so let’s pretend we talked to Yula the Fair or, if you’re , probably some blonde gym rat in a loincloth and got sent into battle. This is where the real fun starts.

The first thing you have to keep in mind when PvPing as a Retribution is that you have no ranged attacks. None. Nada. Zip. Zilch. Don’t even mention Hammer of GG because ’s an extremely conditional spell that takes a half second to cast. This means that ’s a half second slower than a ’s Execute or a ’s Frost Shock, so killing blows with Hammer of Wrath must be exceedingly well-timed. Either that or you can be fighting solo, which is also a lot of fun. Anyway, the point is that as a , the only way you’ll be able to kill anything is by being close enough to mash their helmet in so do everything you can to close the gap. For the most part, this means a lot of running around. Paladins are ironically a melee class with exactly one melee attack spell, Crusader Strike — which is a 41-point talent.

If there’s any seal you’ll want to judge on an opponent before the fight starts, ’s not Seal of the Crusader but Seal of Justice. Because caps your opponents’ movement speed at 100%, helps ensure that you will maintain at least the same pace as your opponent. If you have Pursuit of Justice — which you should since I already said you should pick up the talent seven paragraphs ago — this will reduce your chances of getting kited and help compensate for lag which will often tell you that your target is “too far away” even though your monitor shows that you’re right on top of them and close enough to smell their cheap cologne. Judging Seal of Justice on mounted opponents in Alterac Valley is probably one of the more fun things to do because you’ll get a lot of free swings while your enemy tries to get away not understanding how you’re running as fast as their mount. Of course, you and I both know ’s actually the other way around, since their mount’s slowed down to your pace, but they can figure that out while checking out their Spirit Healer’s pedicure.

So get up close. Get personal. Judge Justice. ’s the only way Retribution Paladins can dish out any form of hurt. You have to reverse-kite as much as possible, but given the duration, cooldown, and dispellability of Blessing of Freedom, be prepared to get kited anyway. This is inevitable. There will be times when you will get kited and you will die. Do not hesitate to use Divine Shield to close the gap between you and your opponent, specially against with snares and dispels. Most Paladins instinctively use Divine Shield as a panic button. One conjuncted word: don’t. Don’t be afraid to use Divine Shield even at full health if means freeing yourself from roots, snares, or some other form of CC. Needless to say, you should also get Medallion of the or the moment you accumulate 16,963 Honor. Seeing as how ’s also the only thing in the game that breaks Cyclone, should be the first piece of Honor-bought gear that you get.

Don’t save your stun. There is no special, magical moment for you to use your Hammer of Justice. If ’s up, use . Paladins often make the mistake of trying to use as a spell interrupt. Don’t. If ’s up, use and hope that you survive long enough to either kill your opponent or use again. The sooner you use , the sooner will become available for you to use another time. While works as a spell interrupt, is also highly resistable by many (and even races… those are total pigs about ) so isn’t very reliable anyway. You should always have Seal of Command up, so a macro that uses Hammer of Justice and Judgement together helps. looks a little like this:

#showtooltip
/cast Hammer of Justice
/stopcasting
/cast Judgement

Since Judgement doesn’t share a global cooldown with your other abilities, can be cast in the same breath as a replacement Seal. You can have as a macro that looks like this:

#showtooltip
/cast Judgement
/stopcasting
/cast Seal of Command

This ensures that you will always have Seal of Command up even after Judgement. Of course, you’ll encounter the occasional “Spell isn’t ready yet.” message, but generally the macro will keep your Seal up most of the time specially since you will have to Judge often. About 8 seconds often, to be precise. You need to keep Judging you opponent because ’s one of the few sources of damage that you have. You do not have sources of periodic damage (no, Seal of Vengeance doesn’t count), no ranged attacks, and no true form of crowd control, so keep attacking, spamming Crusader Strike, and Judging. The idea is to deal as much damage as you can in as short a time as possible — before someone pulls off a heal, at which point your should roll your eyes up and groan loudly.

You might wonder, what about Consecration? Well, consecration is a Shockadin’s tool. Unless you’re old school and stacked tons of spell damage, Consecration won’t be worth much in . Use only against Snake Traps or spam Rank 1 to flush out Rogues or maybe Night Elves secretly having a sandwich. Otherwise, Consecration is a great way to quickly deplete your already low mana pool and should be avoided. Crusader Strike and Seal of Command are your staples in , and you could probably do well with a short macro that attacks and casts Crusader Strike at the same time:

#showtooltip
/startattack
/cast Crusader Strike

If you have Seal of Command on, all three attacks can hit or even crit simultaneously. There are few things sweeter than surprising an opponent with an instant burst of 7k damage from crit white attack, crit Crusader Strike, and crit Seal of Command. You can immediately follow this up with a stun and Judgement. While on the offensive, don’t hesitate to use Repentance to keep your opponent incapacitated and continue the assault. With a little luck, Retribution burst can sometimes take down an opponent even before they’ve made a move.

When should you use Avenging Wrath? Mostly… never. Well, okay, not never, but definitely not while your Divine Shield or Blessing of Protection isn’t on cooldown. Avenging Wrath is a gimped ability in because ’s so easily dispellable. Worse, can be spellstolen. The last thing you want is a Pyroblasting you for 7.8k instead of 6k. The bad thing about Avenging Wrath is that leaves you vulnerable, even if ’s Purged or otherwise removed, with a healthy dose of Forbearance. Never use Avenging Wrath when in range of any class that can dispel or steal , which limits your options quite a bit. Even against maybe Rogues or Warriors, you should still probably refrain from using and keep your options open just in case you’ll need to cast BoP on yourself. The only time you should use Avenging Wrath is if