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I just wanted to let everyone know that with Cataclysm releasing next week, all open discussion and polls for guild changes will come to a close. This is the time to add your input or else you may never get that word in that you wanted. There are undoubtedly changes that certain individuals are more uncomfortable with than others, and because of this, we truly urge people to add their opinion before it's too late. With this deadline there as well is a deadline to register to the website. Anyone who is planning to raid this coming expansion is required to register.
One thing I really want to point about the mandatory registration is that it DOES NOT mean you have to actively use the site. We're just having all raiders required to be registered to the site. This means as soon as you register, you may never visit here again. I'd obviously encourage people to use the site because it can be rather useful for things that don't seem to have room for in-game, but it's important to note that we're not forcing anyone to use it.
So, please, let us know what you think of the changes before you lose your chance! The oppurtunity is now and you have an entire week to add your input. Something I think that won't be surpising is people claiming they were unaware of these changes. There has been consistantly updated Guild Message of the Days and calender events pointing out these changes, so please do not say you were unaware. If you were unaware with it literally in your face, I think that's telling you that you should read the GMotDs and go through your calender events more often. The changes of the guild are being implented to cause a greater raiding experience, which in the end will make for having an even greater time while doing it!
One final note is that with this deadline is our deadline to apply. Once Cataclysm is released, recruitment for the guild will be closed until further notice. Until the guild completely undergoes the implentations and initiates it's raiding experience in Cataclysm, there will be closed recruitment.
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Originally Posted by Blizzard (Source)
Here you will find a list of hotfixes that address various issues related to the release of patch 4.0.3a. While many have already been deployed on all realms, some may not be implemented until the next time your realm is restarted. We will continue to update this thread in the days ahead as additional hotfixes are applied.
November 24
- Players should now be able to champion a capital city and earn reputation in Heroic and normal Wrath of the Lich King dungeons while wearing that city's tabard.
- Players are no longer required to discover Wrath of the Lich King dungeons before accessing them via Looking For Dungeon.
- Players should no longer be interrupted when eating or drinking in a Battleground before the battle starts.
- Many former Steamwheedle Goblins have switched over to the Gadgetzan faction. If a players happens to be "At War" with these NPCs, they will no longer attack in many areas.
- Collision has been removed from Argent Tournament banners so they can no longer block players.
- The door to the Alliance Keep in Isle of Conquest should again be closed at the beginning of the battle.
- Creatures spawned during the Hadronox encounter no longer award reputation.
- After changing races to tauren and learning the Sunwalker Kodo mounts, they continue to remain available after porting, zoning, and relogging.
- Trapjaw Rix no longer has a duplicate manifestation standing on top of himself.
- Players can no longer catch new high-level fish when fishing near level 80-85 zones unless the account is upgraded to Cataclysm.
- Classes
- Death Knights
- Death Strike now properly heals for 20% of the damage taken within the last 5 seconds, and Blood Presence now increases armor contribution from items by 30%, down from 60%.
- Druids
- The heal from Gift of the Earth Mother when the druid casts Rejuvenate is now gaining the correct benefit from Improved Rejuvenate.
- Mages
- Flame Orb will no longer attack PvP-flagged enemies unless the mage is already flagged for PvP combat.
- Priests
- The Empowered Shadow buff is no longer granted when a player cancels the Shadow Orb buff. Mind Blast correctly removes the Shadow Orb buff and grants Empowered Shadow.
- The Glyph of Shadow Word: Death no longer provides the outdated 10% bonus damage to targets under 25% health when Shadow Word: Death is cast.
- Warlocks
- Bane of Havoc no longer persists when overwritten by another Bane.
- Death Knights
- Quests
- The quest "Reinforcements from Theramore" can now be obtained by Alliance players.
- Players no longer keep the invisibility aura and the Hunting buff after logging out while in the wolf vehicle on the quest "The Wolf and the Kodo".
- The quest "Diplomacy By Another Means" no longer auto-completes in the field.
- The spawn rate for Frostmane Scavengers in Dun Morogh has been substantially increased.
- Obtaining the achievement for completing quests in Silverpine now requires 55 quests, down from 60. The interface will still list it as 60 required quests until a client-side patch is applied.
- Players should no longer get stuck in a phased state when attempting to complete the quest "To the Rescue!"
- Players are now able to complete the quest “Uther’s Blessing” by using the item Chillwind Tribute at Uther’s Tomb.
- Horde players are no longer able to obtain the Stormpike Insignia Rank 2 from Lieutenant Haggerdin while on the quest "Infiltration".
- Experience granted by quests in Arathi Highlands has been increased.
November 23
- Alterac Valley, Isle of Conquest, and Strand of the Ancients should no longer attempt to place players in a level 80-84 bracket.
- Players should no longer be disconnected from a realm when attempting to take an item out of the mail which has been marked for deletion.
- The title "Champion of [guildname]" can no longer be improperly awarded to players.
- The amount of gold received when converting Battleground Marks of Honor above the honor cap has been reduced to the intended amount.
- Classes
- Druids
- The damage done by the following abilities has been reduced by approximately 17%: Mangle (Bear), Maul, Lacerate, Pulverize, Swipe (Bear), Thrash.
- Hunters
- A second pet can no longer be summoned when the active pet is dead.
- Mages
- Arcane Concentration will not go on internal cooldown when it fails to proc.
- The damage from Deep Freeze on stun-immune targets is now properly benefitting from Frostburn, including when increased by Mastery Rating on gear.
- Frostfire Orb now correctly triggers Ignite on critical hits.
- Pyroblast! made available by Hot Streak will no longer consume Clearcasting.
- When Scorch is cast by a mage who has Improved Scorch Rank 2, it will no longer consume Clearcasting.
- Shatter now only increases the chance for Molten Armor's damage to be a critical strike when the target is actually frozen, as intended.
- Paladins
- Glyph of Light of Dawn no longer incorrectly reduces the healing of Light of Dawn.
- Priests
- Prayer of Healing is now properly healing all of the target's party members, unless they are further than 30 yards away.
- Twisted Faith no longer gives a 4% damage increase to Mind Flay when Shadow Word: Pain is active on a target.
- Rogues
- Envenom now properly scales with Potent Poisons.
- Warlocks
- Soul Fire will no longer consume both Empowered Imp and Soulburn when they are active. It will consume Empowered Imp and leave Soulburn still active.
- Warriors
- Shield Slam's damage has been reduced by about 28% at level 15, with less, but still noticeable reductions at higher levels.
- Druids
- Quests
- The Wayward Fire Elemental is now properly tracked on the mini-map for the quest "Ice and Fire".
- Fishing daily quests in Stormwind and Orgrimmar have returned.
- Players will now reach their flight destination properly for the quest "Fuselight, Ho!"
- It is no longer possible to use all the charges on the Purified Moonwell Water at a single brazier for the quest "Dousing the Flames of Protection".
- The tauren quest "Heeding the Call" has been removed from the game and is no longer improperly still being offered to players.
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Originally Posted by Blizzard Entertainment
People aren't very sure of what's going live with Patch 4.0.3a, and what will be added on December 7th with the actual release of the expansion. Will people be able to visit the new zones added to the old world such as Uldum or Mount Hyjal?
TC: Well, obviously those zones have been patched to players. They won't be available until players can level up. What we've done is kind of early stages... we've done a bit of terrain phasing to make them unavailable. But we're not gonna be surprised when players find a way to get in.
Ultimately what matters is that they can't actually do any of the quests until they're Cataclysm account enabled.
What about things like the professions updates, Archaeology, PvP changes and the guild leveling system? Are those all features of Cataclysm or can players expect any of those in The Shattering?
TC: Those features are all part of Cataclysm.
How about race and faction changes? Will I be able to change my Mage from Human to Dwarf right whne it comes out? Or will we have to wait a certain period of time before the new race options become available?
TC: They'll be able to do that right away. So for any of the combos that are available, we currently expect players to be able to do the race change into those as soon as The Shattering happens.
The revamp of Azeroth was an insane amount of work and the results look amazing. Are you happy with the final result and what do you think are the zones players should definitely check after the release of the patch?
TC: Definitely happy with the results. It's been a long time coming for sure. I'm really proud of what the team's been able to accomplish. I think an absolute must for zones to check out would be like... Westfall, Stonetalon, Silverpine. Those are some of my personal favorites, and I'm sure players will decide for themselves what they think are the coolest. But I really dig those myself.
Are there any quests that stand out to you as something really awesome players must experience?
TC: Just the storylines as a whole in those zones that I mentioned. Things like what it means to be Horde in Stonetalon, stuff like that. There's also uncovering everything that's happening in Westfall. It's all really good stuff. That's why I say those zones in general, more from a combination of gameplay and visuals rather than just a visual standpoint.
During Blizzcon 2009, you mentioned plans to revamp the racials for all the races to make them as cool and useful as Worgen and Goblin's, but only made a few tweaks in the end. Is there any reason why you changed your mind?
TC: Well, I mean the racials are extremely dicey to change. It's very difficult to change those without creating far-reaching problems in the game. They're like a multiplier on the class stuff. So I think we tend to be a little more conservative with changing, where with class stuff where we're pretty aggressive about making significant changes.
Interestingly I think the racials are something that a lot of players are comfortable with and get used to over time. We've managed to contain them to be pretty small, and I definitely have fears that if we go and do a big overhaul that we would actually turn them into more than they really need to be, and cause problems for the game in doing so.
While I definitely can't say racials are perfect as they are now -- they're not perfect -- I feel like they're at a level where considering all the balance difficulties in Cataclysm going into the game, in 2009 I think that in some ways we were tackling too many balance problems and fundamental changes at the same time. I don't think an overhaul to racials is something we could add to that mix.
You announced during Blizzcon that new enhanced maps would be added to the game and would include the loot and abilities lists. Don't you think it removes an interesting part of raiding where people actually learn the encounters?
TC: It is a feature we're interested in, and it's something we'll be actively working on. The idea is that when you look at your dungeon map you would see a listing of the bosses in there. Right now you can kind of see the skulls for where the bosses are, but you'll get a lot more information on them. You'll be able to mouse over them... or whatever... and get like a tooltip on what the boss is, what their abilities are, and a general sense of how the encounter is supposed to play.
How is The Shattering going to happen? Should we expect an epic ending to the pre-Cataclysm event and elemental invasions?
TC: The culmination, we're already at the final stage of the event that builds up to The Shattering. The final "event" is the in-game cinematic. And that's really what the transition is for players, that players will play through this event that's building up and then at some point... just because of the realities of the code, we have to flip a switch.
So we're going to be doing that during maintenance when The Shattering happens, and so when players log back in for the first time, it's a very small patch for players, and be introduced to the cinematic. That's suppose to be what happened while you were asleep. Conceptually, this is what just happened while you weren't controlling your character.
That being said, where will players be when they log in? I know in beta it sent people to either the outside of Orgrimmar or the outside of Stormwind. Have you guys finalized where people are going to actually log in?
TC: Yeah they'll log in alive at the nearest graveyard of the zone they were at. So let's say they were in the middle of Arathi Highlands, they would be standing wherever the nearest graveyard is to where they were logged out at. So they're not like falling through the air to their deaths when they log in.
How exactly will The Shattering transition over into Cataclysm on the 7th? Is 4.0.3a going to set it up so players will go seamlessly from Wrath to Cataclysm at midnight, or will you still need to restart the realms?
TC: Yeah, when we launch on December 7th that will be very seamless, and that's designed to not require server downtime. That will be more like it was with Burning Crusade and Lich King, at the stroke of midnight... boom you can go to the new areas.
Is there anything you would have liked to keep around after revamping Azeroth that you couldn't due to it not making any sense lore-wise? The Tirion Fordring quest series in Eastern Plaguelands, as an example.
TC: Yeah, I mean that's definitely an example of a really cool quest line. There are also things about, you know, some of the new zones are amazing and unquestionably better. Westfall, it's definitely nostalgia in the old Defias Brotherhood. So, I think that for sure in a couple years, or even in a year we'll have the nostalgia of 'Oh I miss some of this old content.'
That's inevitable, even if the new stuff is... I guess, objectively better.
What are your thoughts on Death Knight design in 4.0.3a? Many DKs in the beta seem to feel they are in poor shape and desperately need more work. An example being Frost going relatively untouched after the tree downsizing.
TC: Interestingly we did the Best Buy developer chat, and it's funny because I could swear I saw a comment from all of the classes that felt they definitely needed more work and were not up to par with the other classes. In a lot of ways that's kind of the nature of it. Things are changing, and there's no doubt in my mind that some specs come out below where we want them to be. But I can't say for sure which ones those are. We need more data before we really know.
The reality is the set we have from beta inevitably is very limited in a lot of ways. What we're saying about balance will be very different two months from now, than right now. Even with some of those, some of these claims are going to prove to be true, but we can't necessarily chase every single one of these claims because a lot of them will be completely wrong.
Speaking to Death Knights in particular, I know that both the Unholy and Frost trees are things the guys have been looking into and trying to make them about right. But I think they might be closer than people give them credit for.
Do you feel that recent reductions to self healing (in beta) for DKs, Shadow Priests, and Affliction Warlocks takes away a certain appeal from these classes? For a lot of players having a certain level of self sufficiency is a major draw to play these specs and in Cataclysm that facet of these classes has been seriously diminished.
TC: That's definitely very deliberate. Through a good chunk of the end of beta, for the last couple months, self healing in beta was really out of control. That goes beyond just the specs that you mentioned. Obviously there's like Rogues with Recuperate, Warrior Second Wind kind of stuff. Some of that spills over into in PvE, some does not, but in large part I'd say a lot of the self healing stuff generally was ok in PvE but it tended to be a significant problem in PvP. And this is whether you're talking about battlegrounds, or arenas, or dueling or whatever.
So a lot of that stuff was stuff that we deliberately started to reign under control. Some of that is a side effect of the fact that a lot of the mechanics for healing have changed. Healing has, in a sense, become less powerful than it was before. That inherently made all the self healing stuff seem more powerful. Especially when you compound that with a lot of the self healing stuff is done as a percentage of the health bar.
And we kept increasing the health players got at 85, so health pools at 85 -- those percentage based self heals -- started to become incredible when compared to Renew and stuff like that.
In 4.0.1, and 4.0.3 that's live now, Arcane Mages become kind of a one-button-wonder with Arcane Blast. Is there anything in The Shattering that you're going to try to do to address that?
TC: I feel like for the most part it addresses itself as you go up to level 85. A lot of that is due to the way the mana pools are structured at 80. I guess the interesting gameplay for Arcane in terms of managing your mana pool didn't really happen at level 80. At 85 it pretty dramatically changes how the gameplay works out. You really have to manage your Arcane Blast otherwise it will drain you quickly and then you're just kind of done. So the idea is how much you Arcane Blast, or kind of cool off your stack with an Arcane Missiles or Arcane Barrage.
--Kody Note: At this point we were out of questions thanks to the Best Buy developer chat answering most of what we had, so I tried to come up with more based on the 4.0.3a patch notes. I didn't want to ask questions already answered just for the sake of article size, where possible.
With the new talent system, do you see this finally being the death of the "hybrids must be below pures" philosophy? Hybrids can't really support all roles sufficiently anymore with a single spec.
TC: I don't think it's as much of a philosophical decision, as it is... some of that is inherent to the fact that we reigned in healing to a fair amount. The amount of health you can fill with a direct heal. So that has a direct consequence on how much of a health pool they're able to heal with one spell. Philosophically we still want hybrids to feel hybridy, and we try to build in mechanics to allow Resto Shaman to do some damage and vice-a-versa we want an Elemental Shaman to throw a heal every now and then.
And the same would go for a Druid and such, but if the tuning isn't there to support it then that's something you'll see us adjust over time. And that's pretty much a straight-forward tuning, it wouldn't require a radical change in design for those specs to heal reasonably well.
The Mortal Strike debuff was reduced again, from 25% to 10%. Is there any specific reason for this? Is it that you don't want it to be as powerful as it was because it didn't work well with the healing changes?
TC: We don't really want, at least in a perfect world, it to be a determining factor for what class you bring to PvP. We feel like at 10% it falls in line with pretty much every other buff and debuff in the game. It'll have its impact and has an effect, but it's not going to completely swing things one way or the other. Kind of like Power Word: Fortitude doesn't do that either. So we're where we would like for it to be, but at the same time it is certainly a useful tool for balancing the power of healing in PvP independently of PvE. So it's there as a tool if we need to take advantage of it again.
I can't say it will never get more powerful again, it's just our hope that it won't need to be as powerful as it's been in the past.
Are the updated versions of Deadmines and Shadowfang Keep going to be available in The Shattering?
TC: Yes and no. The normal versions will be available, but the Heroic versions will require being 85. So you'll need Cataclysm to do the Heroic difficulties.
--Kody Note: And this was going to be the last question, then another about those poor, ignored Blood Elves and Draenei popped into my head.
Most of the changes to the cities focus on Ogrimmar and Stormwind, with slight sprinklings elsewhere. Is Deathwing trying to drop a hint that even he doesn't want to visit The Exodar?
[laughing]
TC: Yeah... I think that's what he's trying to say. Just happened to not be along his desired flight path.
[more laughing]
TC: You know, he wants to do the maximum destruction that people are actually going to notice, and Deathwing noticed that there aren't as many people in some of those cities, so what's the point in terrorizing that?
I actually do have one more question related to the Blood Elf and Draenei areas. Are those still going to be, like, instanced zones or will they be a part of the continents now?
TC: They're still on their own 'world tab' is what we call it. We did some experimentation with trying to attach those to the Eastern Kingdoms and Kalimdor continents, but that was going to take a whole lot of production time that was going to be better spent elsewhere on content the players were going to get better use out of.
--Kody Note: And one more then we're out of time!
The experience changes for 71-80, are those the only you've made recently?
TC: No, we actually did increase the experience required for 84-85 from what it was at in beta. That one was a little bit too short. Other than that, yeah everything else is staying the same. At least for now. -
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This is probably going to happen Tuesday, after what we're all thinking is an E X T E N D E D downtime :)
Yes, I've been messing around with how the site looks, but the site is the same.
Ok, lots of changes, probably more than we'll see in Cataclysm in some respects, the list goes on and on:
What's in Patch 4.0.3a
Sammew posted an interesting list of the features you should and should not expect in Patch 4.0.3a on the official forums. Zarhym also jumped in, and announced a 20% reduction to the XP required to gain levels from 71 to 80.
What is not in:- Creating worgen/goblin characters
- Worgen/Goblin start zones
- Archeology
- Professions past 450 (Illustrious Grand Master)
- Guild leveling
- Guild achievements
- Eastern Kingdoms/Kalimdor flight
- New Zones (80+)
What is in:- Portals in Dalaran/Shattrath Removed
- Class trainers in Dalaran where portals once were
- New race-class combinations (excluding worgen/goblin)
- New Gnome/Troll starting areas
- Changes to existing zones
- New cata load screens
- New cata intro cinematic
- New cata login screen
- New music
- City Quartermasters, with rep tabards
- Bug fixes
- Class balancing
- Druids, paladins, priests, and shaman will have their talent trees reset
- Experience required to gain levels 71 through 80 is being reduced by 20%
- New tamable hunter pets (Monkey, fox, dog, and beetle, as well as new skins for existing pet classes.)
Mounts and Items Removed in 4.0.3
Originally Posted by Lylirra (Source)Originally Posted by Blizzard Entertainment- The achievement Explore Tol Barad will not be possible to complete upon release of World of Warcraft: Cataclysm.
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In preparation for the new flex lock system we’ll be wiping the following raid locks at the time of the next patch release.
- Onyxia's Lair
- Naxxramas
- Ulduar
- Obsidian Sanctum
- Eye of Eternity
- Vault of Archavon
- Trial of the Crusader
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If you missed it, make sure you check Yesterday's Dev Chat
What's in Patch 4.0.3a
Sammew posted an interesting list of the features you should and should not expect in Patch 4.0.3a on the official forums. Zarhym also jumped in, and announced a 20% reduction to the XP required to gain levels from 71 to 80.
What is not in:- Creating worgen/goblin characters
- Worgen/Goblin start zones
- Archeology
- Professions past 450 (Illustrious Grand Master)
- Guild leveling
- Guild achievements
- Eastern Kingdoms/Kalimdor flight
- New Zones (80+)
What is in:- Portals in Dalaran/Shattrath Removed
- Class trainers in Dalaran where portals once were
- New race-class combinations (excluding worgen/goblin)
- New Gnome/Troll starting areas
- Changes to existing zones
- New cata load screens
- New cata intro cinematic
- New cata login screen
- New music
- City Quartermasters, with rep tabards
- Bug fixes
- Class balancing
- Druids, paladins, priests, and shaman will have their talent trees reset
- Experience required to gain levels 71 through 80 is being reduced by 20%
- New tamable hunter pets (Monkey, fox, dog, and beetle, as well as new skins for existing pet classes.)
In other news...
Stood in the Fire Feat of Strength
It'll be virtually impossible to predict when and where he'll show up. Deathwing does what he wants. Waiting in a random zone for him to show up is not going to be very effective. It could literally take days for him to hit the zone you're in. -
This is expected next week as the PTR build is labled "release"Yes, this is The Shattering!!!Originally Posted by Blizzard Entertainment
- Healing Rain base healing has been increased by 100%, from [ 345 - 410 ] to [ 690 - 820 ].
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Here's another short video by Lore and Tankspot that goes over the Guild Leveling and Reputation System. This system is going to be really nice, and there's just a ton of stuff to do. There's also huge opportunities to expand on it, and I'm fairly certain we're only going to see the tip of the ice berg with the Cataclysm release. This is a wonderful incentive for members to stay with their guild, and should help us out quite a bit in terms of turn over, FINALLY!!!
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Here is a good video of why things need to change, it's not overly long, but it comes from Lore at Tankspot, and it covers allot of the things we've been talking about.
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PLEASE NOTE THIS IS NOT THE PATCH THAT WILL CHANGE THE WORLD!!! That is Patch 4.0.3a and is likely to occur within the next week or two.
Patch 4.0.3 is now live! This patch includes additional preparations for the release of World of Warcraft: Cataclysm. While you can expect to find some bug fixes and user interface changes in this patch, the majority of the content being downloaded will pave the way for the impending shattering of Azeroth. It won't be long now before the world changes forever, so be sure to get your affairs in order before Deathwing unleashes his devastation.
The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/
General- Much of the data being downloaded in patch 4.0.3 will pave the way for the shattering of Azeroth shortly before the release of World of Warcraft: Cataclysm on December 7.
- The leader of Wintergrasp raids can no longer kick players from the raid (this change will also apply to Tol Barad in Cataclysm).
- When in a Looking For Dungeon group, using an instance portal to that instance will now take players to the Looking For Dungeon entrance point instead of the normal destination of that portal. This will make it easier to return to the instance after dying in an LFD group.
- Honorable Kills are no longer awarded for killing players below level 5.
User Interface- Added pets to the new raid unit frames when displayed in party.
- The default UI Scale has been altered so it will be set at a 1:1 pixel/texel ratio. This will result in a smaller UI appearance for higher resolution monitors.
- Players may now adjust the local "Lag Tolerance" time for better precision of spell timing. This is an advanced-users-only feature found in the Interface Options (Combat) panel.
Bug Fixes- Macros now handle spell variant transitions better. For example, Trap Launcher causes a different version of Frost Trap to be cast. Previously the macro system was not handling this transition properly.
- Queuing in Looking For Dungeon for a different wing of the instance a player is already in now works properly. For example, a party can now queue for Scarlet Monastery - Library after completing Scarlet Monastery - Graveyard.
- Killing High Interrogator Gerstahn before killing Emperor Dagran Thaurissan in a Blackrock Depths - Upper City random Looking For Dungeon run will now provide the proper reward. This also applies to Archmage Arugal and the Crown Chemical Company bosses in Shadowfang Keep during the Love is in the Air holiday event.
- Repeatedly inspecting other players should now function correctly.
- Area heal-over-time effects should no longer cause players to stand up.
- Male blood elves have received a crash course in dancing and now know to stop dancing when they run.
- Drake mounts have gotten bored with gliding and will flap their wings again when flying forward.
- Druid Flight Form now properly appears in the Spellbook before Expert Riding is learned.
- Sunfire's damage-over-time effect now deals damage at the same rate as Moonfire's damage- over-time effect.
- GM Ticket messages should now displace buff icons instead of obscuring them.
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Elemental Invasion Part 4 - We're under attack!
Elemental Invasions- Guards will try to evacuate citizens, low level players can also use portals to leave the city before the attack.
- You first have to deploy sandbags/barricades to help defending the city.
- You will then have to defeat the elementals in all the districts of the city, Orgrimmar is damaged badly in the process and most of the buildings are on fire.
Tripping the Rifts Achievement
The achievement is now very easy to complete, all you have to do is defend the cities to kill the 4 types of Elementals.- Earth and Fire elementals are found in Ironforge for Alliance, and Orgrimmar for Horde.
- Wind and Water elementals are found in Stormwind for Alliance, and Thunder Bluff for Horde.
Bosses
- After successfully defending the cities, you will get a chance to counter attack by entering the huge portal in capital cities (or using the LFD tool) to fight mini-bosses in 4 different instances.
- The 4 bosses are Grand Ambassador Flamelash in BRD, Crown Princess Theradras in Maraudon, Kai'ju Gahz'rilla in Zul'Farrak and Prince Sarsarun in AQ20.
- The bosses only appear at the end of the elemental invasion after you succesfully defended the city, you cannot queue for them all the time.
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From MMO Champion
Elemental Invasion - Part 3
5 Show Me Your Papers Go to the front gates of Orgrimmar, read the Warchief's Proclamation and search 5 Orgrimmar Citizens. Keep anything suspicious that you find. 5 Arrest the Infiltrators Use the Heavy Manacles to arrest 5 Cultist Infiltrators and bring them to Warden Gartok Ragefist at the Ring of Valor in Orgrimmar's Valley of Honor. After you've returned with your prisoners, question the Detained Cultist. 5 Back Under Cover Put on your Recruit's Robe, go to the Jaggedswine Farm and get the Book of Incantations from Overseer Jintak. Read from the Book of Incantations near the Cultist Altar to practice the ritual. 5 I Said the Words... Disrupt the cultist rituals in the Drag, the Valley of Honor, and near the city's West Gate by reading the incorrect words from the Book of Incantations. 60 A Gathering in Outland Speak with Thrall at the Throne of Elements in Nagrand. -
There's an article posted on the forums regarding changes we're likely to make to the guild when Cataclysm launches. It behooves the wise player to now register at this site and and contribute their thoughts on the topic, here is a summary of the changes up for consideration:
Summary:
- Rank Reset for Raider and below
- Rank Reorganization/Rank Name Changes
- Calendar Sign Ups Required, no tentative, don't show up 3 times you get demoted
- Friends and Family are allowed, but can't raid without doing the work
- Everyone Registers at the website and checks it regularly
- Everyone fills out an application, friends and family included
- 2 Officer/Leader approval for new recruits
- Only accept level 85 into the guild once Cataclysm starts (it's currently 80) alts are fine at any level
- Alts need to have their mains listed in Roster Notes. Contact an Officer if necessary
- Required addons and vent are required
The entire article and all it's eye gouging text can be found here: http://www.need2greed.com/forums/public-forums/general-discussion/848374-cataclysm-guild-rules
please take the time to read it, register at this site, which is easy, simply use your curse account and follow the instructions, don't use your WOW password for anything but WOW. Once you register, you can follow the forum post and make suggestions.
- Rank Reset for Raider and below
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Originally Posted by Blizzard Entertainment (Source)
With two new playable races just on the horizon, many players have been asking when they'll be able to convert their existing characters into goblins or worgen. Paid faction and race changes will be available immediately once Cataclysm is released. Realm First achievements for leveling any class to 85 will be available in Cataclysm. However there will be no Realm First achievements associated with leveling characters of a specific race.
There will be a slight change to the way paid services work for goblins and worgen. Goblin and worgen characters wishing to change race or faction cannot be in Kezan, Lost Isles or Gilneas; they must be elsewhere to initiate the process. There are no restrictions on race/faction change to goblin or worgen.
You can learn more about our promotions and paid services here. -
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The Elemental Invasion Phase 2 has started on live servers this morning. It consists of 2 very easy quests, you should also at some point stop by and see what the leaders of the Horde are saying about all of this.
From MMO Champion:
Elemental Invasion - Part 2 on live servers!
The 2nd part of the Elemental Invasion just went live! I'm still investigating but it looks like we only have 2 extra quests for the moment, don't hesitate to post in comments if you find anything else!- The player receives Earthen Ring Supplies when the quest starts. It contains Cleansing Totem and Elemental Sapta.
- Drinking Elemental Sapta allows you to see the elemental spawned around the zone.
- Use Cleansing Totem and target the elementals to destroy 20 of them.





























































