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02/11/08, 8:38 AM
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#826
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Piston Honda
Night Elf Druid
Silvermoon (EU)
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- Muru, the Naaru from whom the Blood Elves of Silvermoon were previously draining their paladinly powers, is now in the Sunwell and absent from Silvermoon.
- Lady Liadrin, the general of the Blood Knights, comes to Shattrath to speak to A'dal about their plight. He forgives her and notes that Muru and the fate of the Blood Elves was foretold by Velen, the Draenei prophet and was known to him and Muru before he was captured. She pledges the allegiance of the Blood Knights to the Shattered Sun Offensive.
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Regarding these two points - I wonder what impact, if any, this will have on the Blood Knight charger (epic mount) quest. If I remember correctly, that does focus heavily on the "subjection" of the light, doesn't it? The last part (killing Atrius) certainly doesn't fit into this new scenario anymore.
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02/11/08, 8:38 AM
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#827
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Von Kaiser
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Originally Posted by Tojara
Tried Brutallus twice thus far and unless he does something different past 50% he seems rather static like Patchwerk.
His only abilities that we have seen thus far is 'burn' which places a debuff on a player that lasts 60 seconds and spreads to targets near the afflicted player. The debuff is a reverse doomfire and the last two ticks will deal 3600 damage each. Seems to place this on a player every 20-30 seconds.
The second ability is an arcing slash the splits between what seems like 3 targets max which deals a lot of damage.
Third ability is a stomp that reduces the effective armor of the targets hit by it (only seems to hit the tanks) by 25%.
Other then that we've attempted him twice and got him to right around 50% each time. Deaths seem to solely result from the tanks getting the burn debuff and the damage being too much to heal through.
So it seems like a total gear check unless something changes in the second half of the fight.
edit: He doesn't seem to crush but I can't be 100% certain because people are still getting use to the new combat log apparently! Perfect feral druid tank fight if it is considering how much physical damage he does and the armor reducing ability.
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You mean you killed Kalecgos? More information please
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02/11/08, 8:53 AM
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#828
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Co-starring: The Egg
Ginakursia
Goblin Warlock
No WoW Account (EU)
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Originally Posted by Munorion
Regarding these two points - I wonder what impact, if any, this will have on the Blood Knight charger (epic mount) quest. If I remember correctly, that does focus heavily on the "subjection" of the light, doesn't it? The last part (killing Atrius) certainly doesn't fit into this new scenario anymore.
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It also interferes somewhat with the level 12 quest to learn Redemption (The Paladin form of Resurrection). Part of the quest involves draining M'uru of his energy and using the power drained from him to resurrect another Blood Knight whom you killed on the earlier part of the quest.
The material requirements for the charger quest were also explained as arcane goods required to reinforce the warding that kept M'uru in place. The final part of the quest's primary motivator was for the blood knights to "proof" to the Order of the Silver Hand whom were the "true masters of the Light". However if the Blood Knights, like the Order of the Silver Hand, are willing servants of the Light now that doesn't really make much sense, since the primary reason given for why Blood Knights would be the "true masters of the Light" is the fact that they made it serve them against it's will, and it's now known that isn't the case.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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02/11/08, 8:57 AM
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#829
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wants scorpions that hovar without flapping
Night Elf Druid
Argent Dawn (EU)
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I think story wise those events take place before the Sunwell, even if you create your Blood Knight afterwards.
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Originally Posted by Shadowed
The best part is, not only were you late in linking it, that's an April fools topic from 6 months ago.
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02/11/08, 8:57 AM
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#830
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Soda Popinski
Human Rogue
Argent Dawn (EU)
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Originally Posted by Chicken
It also interferes somewhat with the level 12 quest to learn Redemption (The Paladin form of Resurrection). Part of the quest involves draining M'uru of his energy and using the power drained from him to resurrect another Blood Knight whom you killed on the earlier part of the quest.
The material requirements for the charger quest were also explained as arcane goods required to reinforce the warding that kept M'uru in place. The final part of the quest's primary motivator was for the blood knights to "proof" to the Order of the Silver Hand whom were the "true masters of the Light". However if the Blood Knights, like the Order of the Silver Hand, are willing servants of the Light now that doesn't really make much sense, since the primary reason given for why Blood Knights would be the "true masters of the Light" is the fact that they made it serve them against it's will, and it's now known that isn't the case.
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I don't think it will affect it at all - you have to assume that as you level a character, you are progressing through the game chronologically. When you do the level 12 redemption quest, or the level 60 charger quest, it's still 'before' Liadrin and A'dals conversation. Each character effectively has their own timeline, so it doesn't matter if other people have killed Onyxia, to you she might still be hiding in Stormwind with no-one the wiser.
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02/11/08, 9:00 AM
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#831
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Somewhat usefull
Worgen Hunter
Gul'dan (EU)
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Originally Posted by Akron
You mean you killed Kalecgos? More information please
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Looks like you can leave Kalecgos left behind like Al'ar in TK, but have to kill him to get past the first gate.
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02/11/08, 9:00 AM
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#832
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Co-starring: The Egg
Ginakursia
Goblin Warlock
No WoW Account (EU)
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I realize that WoW works like that in general when it comes to quests, but for new people doing the quests the level 12 quest and the material requirement of the level 60 quest will not make any particular sense if M'uru is not there any more. The level 12 quest directly involves draining power from M'uru; this'll be difficult if he has indeed been (re)moved.
While the level 60 quest doesn't involve M'uru directly, it does mention him.
Of course this could be worked around with making him visible/invisible depending on your level and/or the quests you have done I guess.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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02/11/08, 9:02 AM
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#833
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Don Flamenco
Human Death Knight
Stormrage
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Originally Posted by Chicken
I realize that WoW works like that in general when it comes to quests, but for new people doing the quests the level 12 quest and the material requirement of the level 60 quest will not make any particular sense if M'uru is not there any more. The level 12 quest directly involves draining power from M'uru; this'll be difficult if he has indeed been removed.
While the level 60 quest doesn't involve M'uru directly, it does mention him.
Of course this could be worked around with making him visible/invisible depending on your level and/or the quests you have done I guess.
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He'll just be in two places at once, the same way Onyxia is.
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02/11/08, 9:06 AM
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#834
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Co-starring: The Egg
Ginakursia
Goblin Warlock
No WoW Account (EU)
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Unlike Onyxia M'uru has actually been moved away from Silvermoon City in the current version of the PTR. Otherwise I would not even be mentioning this. Obviously it isn't a big issue, but it seems a bit messy currently. I could I suppose level a Paladin on the PTRs to level 12 at least to check out how/if they changed the Redemption quest.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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02/11/08, 9:28 AM
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#835
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Von Kaiser
Orc Hunter
Madmortem (EU)
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Originally Posted by Chicken
Unlike Onyxia M'uru has actually been moved away from Silvermoon City in the current version of the PTR. Otherwise I would not even be mentioning this. Obviously it isn't a big issue, but it seems a bit messy currently. I could I suppose level a Paladin on the PTRs to level 12 at least to check out how/if they changed the Redemption quest.
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check wowwiki:
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n Patch 2.4.0 Kael'Thas and minions have captured M'uru, who is no longer being held by the Blood Knights in Silvermoon City. He has vanished from the room and the Magisters who were restraining him are now standing dazed. Blood elf paladins completing the level 12 resurrection spell quest must now gather remnants of "holy energy" that linger around the Magisters responsible for holding M'uru.
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It seems as if the quest was indeed changed and his disappearance is now accorded for in the storyline.
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02/11/08, 9:29 AM
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#836
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Soda Popinski
Falk
Night Elf Druid
No WoW Account
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Originally Posted by Mode

(In case you think I'm just screwing with you)

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I fumbled around for five minutes randomly clicking the goggles at different areas and tagged one after five minutes of wack-a-mole. Thinking it couldn't be right, spell details go all the way up, and I reequiped the goggles again. I have no idea if I was crazy or either of those actions helped, but here are the results:
(p.s. Curse you combat log change. Curse you to hell  )
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02/11/08, 9:40 AM
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#837
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Piston Honda
Undead Warlock
Neptulon (EU)
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Originally Posted by Chicken
It also interferes somewhat with the level 12 quest to learn Redemption (The Paladin form of Resurrection). Part of the quest involves draining M'uru of his energy and using the power drained from him to resurrect another Blood Knight whom you killed on the earlier part of the quest.
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Resurrection spells are a great example of why I don't think we should get too het up about apparent inconsistencies. It's a tragedy that Grom Hellscream and Uther died, so much so that you can see monuments to them in game. Yet hang on. Grom was with the most powerful Shaman in the horde at the time. Uther headed a whole army of Paladins. No-one thought to resurrect either of them, like you do every day after a wipe? The player characters die hundreds of times and think nothing of it, resurrection magic is so commonplace that you get it at level 12. So why does anyone ever stay dead in the lore?
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02/11/08, 9:44 AM
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#838
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Soda Popinski
Human Rogue
Argent Dawn (EU)
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Originally Posted by Zephro
Grom was with the most powerful Shaman in the horde at the time.
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Grom was a warrior, not a shaman, but yes there has to be a certain disconnect between gameplay and story, to ensure that both can work as best as possible.
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02/11/08, 9:44 AM
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#839
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Soda Popinski
Falk
Night Elf Druid
No WoW Account
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* Outland Rare Spawn
o The following creatures have had their hit points and damage significantly reduced: Collidus the Warp-Watcher, Fulgorge, Hemathion, Kraator, Marticar, Morcrush, and Nuramoc
I wanted to test this out and see if it was viable to solo them for shards instead of splitting the dough 3-4way. Unfortunately, Nuramoc decided to evade out on me.  Can't find any of the others, but will post an update when I do.
Edit:
Profession windows now hide empty categories when you check "Have materials". Minor change, but very nice attention to detail there!
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02/11/08, 10:02 AM
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#840
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Mike Tyson
Goblin Warrior
Draenor (EU)
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Originally Posted by Moogul
Grom was a warrior, not a shaman, but yes there has to be a certain disconnect between gameplay and story, to ensure that both can work as best as possible.
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"Grom was with the most powerful Shaman in the horde at the time."
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02/11/08, 10:03 AM
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#841
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Piston Honda
Undead Warlock
Neptulon (EU)
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Originally Posted by Draele
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It'll also suck for shadowcloth tailors, since none of the patterns linked so far seem to require it. Producing one spellcloth at a time for the first few weeks is not going to be fun.
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02/11/08, 10:05 AM
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#842
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Super Macho Man
<>
Orc Shaman
No WoW Account
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Originally Posted by Zephro
It'll also suck for shadowcloth tailors, since none of the patterns linked so far seem to require it. Producing one spellcloth at a time for the first few weeks is not going to be fun.
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Change your specialization.
edit: That said, it'd certainly be nice if there was an alternate version, even if it had the same stats, that required shadowcloth instead of spellcloth.
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Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Clearly law school has done wonders for me.
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02/11/08, 10:07 AM
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#843
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Piston Honda
Undead Warlock
Neptulon (EU)
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Originally Posted by Kalman
Change your specialization.
edit: That said, it'd certainly be nice if there was an alternate version, even if it had the same stats, that required shadowcloth instead of spellcloth.
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Sure, but it'd be annoying to pay 200g or however much it is just because of an itemisation hole. The easiest way round it might just be to make the mats 6 shadowcloth and 6 spellcloth instead of 12 spellcloth.
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02/11/08, 10:16 AM
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#844
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Piston Honda
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Originally Posted by falkon2
I fumbled around for five minutes randomly clicking the goggles at different areas and tagged one after five minutes of wack-a-mole. Thinking it couldn't be right, spell details go all the way up, and I reequiped the goggles again. I have no idea if I was crazy or either of those actions helped, but here are the results:
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I had a pretty frustrating experience with this quest too until I figured out that if you equip the goggles when you get them, you simply don't get the buff that lets you see the clouds, and they really *are* invisible. You have to wait at least until you're in Nagrand, possibly until you're in the Spirit Fields, to equip the goggles and then they're not too hard to see with details maxed.
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02/11/08, 10:16 AM
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#845
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Piston Honda
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Originally Posted by Zephro
It'll also suck for shadowcloth tailors, since none of the patterns linked so far seem to require it. Producing one spellcloth at a time for the first few weeks is not going to be fun.
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Or you could just sell the Shadowcloth and buy the Spellcloth. The rarity of these items shouldn't do too much to shift the relative value of the cloth.
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02/11/08, 10:19 AM
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#846
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Mind the gap.
Malan
Tauren Shaman
No WoW Account
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I hope that all of you on the PTR who are posting about these little annoyances (the goggles, the daily quests that don't give credit until the very end, etc) are also posting bug/feedback reports for them.
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02/11/08, 10:24 AM
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#847
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Don Flamenco
Night Elf Hunter
Ysera (EU)
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02/11/08, 10:48 AM
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#848
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King Hippo
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Originally Posted by Midnight
There are no items for enh. shamans, hunters or retribution paladins (yet?).
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The plate dps gear suits retribution paladins fine. They follow the same trend of the 3 new Tier 6 items - no int, no spelldamage. Retribution gear is basically the same as warrior dps gear now.
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02/11/08, 10:49 AM
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#849
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Mind the gap.
Malan
Tauren Shaman
No WoW Account
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Enhancement shaman just take all the rogue items anyways so its the same thing.
Didn't the previews of sunwell loot mention "sets" of items? None of those have been datamined yet?
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02/11/08, 10:51 AM
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#850
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Von Kaiser
Human Priest
Gorgonnash (EU)
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So now we heal priests have to bid for the same items like warlocks, mages and shadow priest. Goodbye free epics for minimum bid
But this should result in much less disenchanted items than now.
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