Project Lore Horde Deadmines 2.1

Project Lore goes Horde again. This time is for The Deadmines. Watch our happy Project Lore Horde players make their way from Orgrimmar to The Deadmines and the challenges they face along the way.

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Patch 3.2 Could be Out as Early as Tomorrow!

Insert Tentacle Pr0n Quip Here...
OMG PATCH TOMORROW? Maybe. Probably not

Its Monday morning. Do you know where your patch 3.2 is?

The PTR has been seeing more and more frequent updates, mostly just fixing bugs. It seems most of the design decisions have been made, the major content tested, and the developers are just ironing out the wrinkles. Barring some newly uncovered catastrophe in the patch, we will probably see it on the live realms within the next three weeks. The patch 3.1 trailer came out a week before the patch hit, so if that's any indication, we should be seeing a trailer soon.

In addition, on the official WoW French forum, a blue poster said the patch would be live "next Wednesday", which either means the 5th or the 12th.

5 months elapsed between the release of Wrath and the launch of patch 3.1. Its been about 4 months since patch 3.1 hit the live realms, and players have largely already progressed through the patch 3.1 content. I myself am getting quite antsy. Why do heroics or raids when I can do the same content soon and get better emblems? Why level alts when I'll be able to get a chest heirloom that increases my alts' experience gain by an additional 10%? Why grind Argent Tournament dailies for Champion's Seals when there will lots of new ways to get them in patch 3.2? Why invest in trading now when the market could soon change drastically?

In the mean time, why don't you crack open a good book and kick back until the new patch comes out? There is plenty of lore to read about out there, and WoW will still be here when you get back! Catch up on some of our episodes you may have missed or skipped over, like the mount runs. If you still are drawn to WoW, why not do some more casual stuff, like level up fishing or get some obscure achievements? There will be lots of new content for you to explore in 3.2, so take time now to absorb some of the content you may not return to for awhile.

Are you idling like I am? What will be the first things you do when the patch hits? Jump into the new 5 man dungeon, pimp out your gear with epic gems, or get some new mounts and pets?

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Soloing: Dorkins Does Dailies Part 25

Dorkins continues the dailies for his rep grind with The Wyrmrest Accord. This time he needs to take down more dragons in Dragonblght. Do you think he can do it? Find out what happens in this episode of Project Lore.

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The Next Expansion: Sacking A Town

Run Ma, It's A Hurricane! Run Ma, It's A Hurricane! The Next Expansion is an ever growing series of articles that focuses on WoW's upcoming third expansion.  The column covers news, speculation and even gameplay mechanics that PL's writers would like to see implemented. The little quip about Southshore vs. Tarren Mill in yesterday's post was no accident.  We've discussed the topic at length in the past and it continues to instill a sense of nostalgia whenever it is brought up.  Unless you were trying to level during those days it was pure fun.  Even most of the lowbies didn't mind, as they got to be a part of the battle (even if it was a small part) and a glimpse of the future.  Occasionally the skirmishes became so large, and the resurrection timers so long, that one of the towns (often Tarren Mill due to level differences of the hubs) would be decimated.  Crushed, destroyed, void of anything but the corpses of the fallen and the invaders who laid them to rest. I've been waiting for a Blizzard sanctioned event since.  No, I don't count Wintergrasp.  What I want is the mix of PvP and PvE that the battles gone bye brought us.  If one side dominated the other than it had an adverse affect on one's ability to continue questing in the area.  Sure, the NPCs respawned quickly, but when the town was completely sacked they'd fall to another blade in a moment's notice.  Not to mention that it was damn near impossible to be questing between the two towns without being ganked. By binding a PvP/PvE area to the Honor system (sacking a town would give bonus honor to everyone involved) the system could be arbitrarily policed.  Upon the battle's completion the town would take time to recuperate.  With nothing to kill, and no honor to be gained the opposing faction would be forced to travel to some other land, giving the losers an opportunity to finish and turn in quests.  Or they could always prepare a counter-attack. Unfortunately some people would deem this as too hardcore, since your leveling could come to a crawl.  So I'll present another scenario along the same lines that wouldn't be PvP oriented, but pure PvE.  One that is a perfect application of Tabula Rasa's invading forces mechanic mixed into the speculated world event for WoW Cataclysm. With the Naga invading local shorelines the citizens of the areas beg for help, anybody's help.  Upon accepting your dispatch you are sent to various shores to clean up the invading forces, driving them back by the dozens.  Despite our best efforts the sea beasts overrun the shorelines, pushing further and further in.  As time progresses the bustling ports of Menethil Harbor, Southshore, Booty Bay and more are taken by the Naga.  With our shipping and supply lines in peril the capital cities have no choice but to attack the Naga's home.  It isn't until we breach their final defenses that the Naga swarm retreats back into the ocean to defend their Queen. Think of it as a reverse Isle of Quel'Danas event.  Instead of us opening up content by reclaiming the island, the invasion's progress (which would be an unstoppable force) would reveal new objectives.  We'd start off with simple quests to collect information and slaughter the early cannon fodder.  Then we would work our way up to Naga Officers (outdoor bosses), staging grounds (5-man dungeons somewhere on the shores) and naval combat (ship to ship battles against the Naga).  The aquatic tyranny would not end until we have breached the Maelstrom and located the Naga hideout.  The bosses and invading force would then return, leaving the land mostly intact. What do you think?  Would you rather the mix scenario or straight up PvE?  Any other ideas out there for a return of TM vs SS style combat?  At least these scenarios would finally make the Local Defense channel actually mean something.

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Blizzard Returning To Battlegrounds

Look Kids, It's Greg Street! Look Kids, It's Greg Street! I love Ghostcrawler (again). Not only does he have one of the coolest jobs around (one which likely made him grow a thick skin and an endless supply of ponies) at one of my favorite developers, but he gets to help design, create and then announce some of the craziest stuff to grace World of Warcraft. It isn't one of those crazy, eye-popping, jaw-dropping announcements that has me firmly cheering for him, but a declaration of renewed support for the Battlegrounds.  Sir Pinch-a-lot had this to say about the neglected instanced PvP scenarios: "I will agree that we need to focus more on BGs. And to be fair we are in this very next patch, and there will be more announcements at Blizzcon." Of course we know that the second statement is true, thanks to the Isle of Conquest.  The second clause of the second statement only makes me more excited for BlizzCon 2009.  That being said, I don't think I'll be sitting through a whole PvP panel just to (hopefully) see an upcoming BG or just hear a quip about the possibility of one "soon."  The real interesting part to me is the first sentence, the admission that BGs have fallen by the wayside.  It's plainly obvious that Arenas have been the focus of PvP since their inception as part of TBC, due largely to the drive for a WoW eSport (my words not GC's). Senor Cangrejo points out later in the post that Arenas receive extra attention due to class balancing issues.  According to GC the 2v2, 3v3 and 5v5 battles are far more useful in class balancing than BGs thanks to the very nature of BGs.  Meaning in BGs your goal, to capture the often spread out objectives, isn't very good at providing useful information.  After all, killing is a common occurrence, but not actually required.  On the other hand the whole point to an Arena is to dominate the other team.  The fast, localized and furious battles end up giving Blizzard more information on class issues than any other PvP mechanic, and that's why Arenas  receive additional attention. I'm a much bigger fan of BGs than I am of Arenas, so I am glad that the developer will attempt to rebalance their attention in my favor.  If only we could get a Tarren Mill vs Southshore style world PvP experience back into the game. Are you ready for a new BG, or are you more of an Arena fan?

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The Balancing Act: WoW and Shame

Nice Lady Yoinked From Salon.com Nice Lady Yoinked From Salon.com Playing video games, any video games, is a pretty time consuming hobby.  Sure, us gamers generally get more bang for our buck than movie or comic aficionados, but they are able to toll out their free time to a myriad of content.  And that is just in the time it takes us to finish a single game, a single player game at that.  Once you throw in titles with deep multiplayer experiences (hello World of Warcraft) the trouble really begins. In this world time no longer exists.  The hands of the clock are fleeting pieces of plastic ever hoping to outlast the motor that propels them.  Now, in a universe focused on social interactions, seconds, minutes and hours lose their meaning.  /played simply measures the "real world" as it passes us by.  Here in the world of Azeroth, time isn't measured by some arbitrary atom's ability to spin around some other small object.  It's measured in levels, loot and achievements.  But the real world is ever flowing.  It doesn't simply stop while we are medulla oblongata deep into a session.  Which causes this addict to feel a ting of remorse, a microgram of deceit, a swath of regret, and even soul crushing shame on certain occasions. An all too common occurrence:

Wait, what was that noise?  Was that the door?  Oh crap, I think I feel footsteps reverberating through the house.  Creaks of floorboards!  Heavens no, she is headed this way.  She is coming up the stairs! Don't panic, you've practiced this.  Okay, the toon is in a safe place.  /quit to leave the game and it is all good.  Schnickies, I forgot to accept the confirmation.  The doorknob, it's spinning.  Close dammit, why won't the window close!  Oh dear C'Thun, the door is opening!  Must distract her with something...a ferret! /me tosses a ferret at Ms. iTZKooPA as she rounds the corner to the desk and peers at my screen.  A screen full of articles, websites, GIMP, research and not a single game in sight.
End Scene.
Most of the time I can pull it off, but now and then I get caught.  Busted in the middle of an instance, chatting on Ventrilo, messing around in Dalaran or the Auction House or continuing to push Solidsagart to level 80.  But you know what the cold, ironic fact is?  She doesn't care. It's all me.  I am the one who puts this sense of guilt upon myself.  Me.  I don't spend ridiculous amount of time playing video games, especially when you consider that it is part of my income, and yet I hide it.  I get most of my playtime in when no one is around, when the house, couch and speaker system is mine.  I'm becoming a closet gamer (only the act of gaming, I'll discuss it till I am horse), and I don't know why! Does anyone else game in a vacuum?  Could I be getting self conscious (finally) in my "old" age?  How do you hide your WoW from those around you?

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Understanding Item Level

ilvlYou might have heard the term item level "iLvl" and not really known what it meant. It's sort of an extension of the tier system (or vice versa), and it's easy enough to understand at face value: a higher iLevel means more overall stats and superior item. Item levels are not something that you can see in the game with the default interface. You'll need an addon like iLevel Buddy. Most database websites have it as well, you can see it on WoWHead under "Quick Facts". These Conqueror's Darkruned Legguards have an iLevel of 226. The iLvl of an item has some complicated formulas that were reverse engineered by players. Basically, the iLvl of an item, its rarity, and the slot it goes in, like shoulders, waist, and chest, give the item a pool of points to take from. Chest and helms get more points than say bracers and belts. With these points, stats are allocated. Each stat has a certain percentage of these "points" that it costs. For stats like Agility and Intellect, the trade-off is one to one, that is, it costs the same amount of "points" from the iLvl to get +1 Agility as it does +1 Intellect. Gear of the same iLevel then differs based on its armor class and the stats on it. Lets check out how many of these "points" each of the stats take up (via elitistjerks).

Stat Modifier
Strength 1
Agility 1
Stamina 2/3
Intellect 1
Spirit 1
Ratings 1
Attack Power 1/2
Spell Power 6/7
Mana per 5 5/2
Block Value 13/40
So if you had two items of the same iLvl, some stats might be +40 Intellect, +10 Intellect and +30 Spirit, +10 Intellect and +45 Stamina, or +10 Intellect and +35 Spell Power. A Priest might desire the +10 Intellect and +30 Spirit gear, but a Mage might prefer a +40 Intellect or +10 Intellect and +35 Spell Power. This is called itemization, that is, Blizzard pulling stats that players should want for their class on gear. For example, lets compare 3 iLevel 200 leather belts: Dragonfriend Bracers, Bindings of the Tunneler, and Advanced Tooled-Leather Bands. If you add up all of the points (after multiplied by the modifiers in the table) on the Dragonfriend Bracers, you see that you will result in 163 (49/1 Agility+ 38*(2/3)=26 Stamina +38/1 crit rating + 100*(1/2)=50 attack power). All epic iLevel 200 bracers will result in that sum. For example, the Advanced Tooled-Leather Bands also give us 163 (+36/1 agility +43 *(2/3)=28 stamina + 49 Haste Rating + 100*(1/2)=50 Attack Power). However, because Bindings of the Tunneler are not epic, they should have lower stats, even though they are iLevel 200. Doing the calculation shows us that (+31 Agility +67*(2/3)=45 Stamina + 25 Expertise Rating + 84*(1/2)=42 Attack Power) is 143. These calculations would give us the same numbers, 163 and 143, if we chose epic and uncommon cloth iLevel 200 bracers. We know something is Rogue gear when it's leather and has Agility and Critical Strike Rating on it, and something is Mage gear when it's cloth and has Intellect and Spell Power on it. However, the stats should sum up the same between them. That was just for bracers. There are all sorts of equations that can tell you exactly how many of these points each slot will have at each iLevel, but it's complicated and boring. Set Bonuses and special procs are (usually) a freebie. This is why tier pieces are usually so heavily valued; they come with awesome set bonuses without sacrificing stats. Sockets are usually 16 points. When deciding which piece of gear is better, iLevel is a good guide, but not the end all. PvP items have Resilience on them, which is all but useless in PvE. Some stats may be less valuable to you than others; for example, few classes would value Stamina over AP/SP. Look at the stats carefully before deciding before you give up 10 Agility for 70 Stamina in what you think is a fantastic upgrade because you went from iLevel 200 to 213.
10-man ilvl 25-man
Naxx 200
KT, EoE 213 Naxx
Ulduar 219
Ulduar hard 226 Ulduar, KT/EoE
CC 232 Ulduar weapons
239 Ulduar hard
CC hard 245 CC
258 CC hard
The last thing you need to know is where to get what iLevel gear. Usually, the harder the raid, the higher the iLevel of the drops. Wow.com made this handy little table. Usually, you will want your gear to be within about 20 points of a raid before even considering it. Some gear can be crafted at high iLevels, but it requires Orbs, like Frozen Orbs or Runed Orbs which drop in the same areas as your desired iLevel gear does. You can buy them at top price at the auction house. Questions or comments?

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The Next Expansion: Future Tradeskill Design

craftsBlizzard has already set the bar for the next expansion. Based on Wrath and The Burning Crusade, players expect to have to level 90. Players expect either new races or a new hero class starting at a high level. Something that not many people talk about but would probably miss is a new tradeskill. Jewelcrafting was very fitting for Burning Crusade; the theme fit in well with the Naaru and the Draeni. Additionally, it added a whole new level of character customization and armor itemization. Inscription worked alright with Wrath; it used herbs as the raw materials, giving Alchemy a run for its money, and also offered some character customization. In a new expansion, should we expect a tradeskill? What kind of role would it fill? One of the first things to note is that a gathering profession would be hard to implement. It would require creating nodes all across all of the zones in order to scale with character level. Unless it started at a high level when you learn it, it seems unlikely that Blizzard would simply implement a new gathering profession without a crafting profession. Supposing they did make a new crafting profession, they have three options for raw materials: ore, leather, or herbs. There are currently three professions which use ore, two that use herbs, and one that uses leather. Enchanting is unique in that it uses equipment as a resource in a sense. The fact that three professions use the products of mining may be indicative of why mining is considered to be the most lucrative gathering profession by a wide number of players. The obvious design choice would be to choose the resource that is used least by professions to create an overall even consumption of resources. But what profession besides leatherworking could work with leather? If we look at the Jewelcrafting and Inscription examples, each of them came with a complementary ability to convert raw materials into processed goods for crafting. But what could you do to leather to turn it into something that doesn't fall into the realm of leatherworking? And what would it create? If not leather, how could we use herbs? A new crafting profession probably would not create armor as its main selling points. For each of the armor classes, there is a profession that creates armor for them. Inscription was reaching with the glyph idea, but its come to be accepted. Weapons are largely in the realm of Blacksmiths, and trinkets are (somewhat) in the realm of Jewelcrafting. Is it even possible with the rate that Blizzard will be coming out with expansions that they can continue to create professions for each one? It seems that for future crafting professions, it is necessary for them to couple new professions with a new feature. With player housing being one of the most requested features, I wonder how this could be implemented. Perhaps Tauren tents could fall in the realm of player housing. It could fall under a "Tanning" profession. Its kind of hard to differentiate what would fall between these, how this would work for the Alliance, and how to create a profession around just this. I think the solution is to give each profession the gathering ability that complements it. With more and more crafting professions and less and less gathering professions, the ratio of total players with crafting professions to players who gather more than they craft is decreasing. Having every player be able to gather materials for their craft would simplify it a lot for new players, as well as make it easier to scale professions together. Leveling through the first 350 levels of each profession could be done either by gathering or crafting, making it much easier. Additionally, theoretical new hero classes or players who drop professions for new ones could skill up easier. The profession bonuses, like Lifeblood and Toughness, have been a little inferior and less customizable than their crafting counterparts, and rolling some things together might make it easier to balance. Continuously adding professions and having characters only be able to choose two does add diversity, but it also may result in a lot of content or mechanics not being consumed or experienced by a large player base. This sort of fits in with my idea of the convergence of crafting and gathering professions that I've expressed in the past. Engineers can now gather from gas clouds, Tailors "gather" more cloth, miners smelt, etc. Most professions can give you money by interacting with the world or by interacting with players and crafting. Later, I'll talk about some speculation behind Woodworking. Do you expect a new profession in the patch, and what would it be, especially if its Maelstrom based?

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Additional Instances Cannot Be Launched

Blue Comes To The Rescue Of Players Hit By Instance Launching Snafu
The inability to launch instances this late in Wrath of the Lich King has always been odd to me.  Like many of the people in my guild, and likely a large part of the WoW populace, there is almost no reason for me to enter any 5-man dungeons.  That isn't to say that I don't do it here and there, but my frequency in no way compares to Solidsamm's marathon sessions during the early days of level 80.  I am sure many of you agree (that is until Call of the Crusade drops with its Emblem changes), and yet, just as many of us continue to get the dreaded "Additional instances cannot be launched" when trying to open an instance.  This is an especially painful message after having just attacked a raid full of Horde. Logic would state that if less people are running dungeons there should be more "room" on the instance servers.  According to Vrakthris it isn't that cut and dry.  But one should never apply logic to system architecture and computer programming.  There are a numbers of reasons why this isn't a one-to-one situation.  For example, if instances are given some sort of weight (5-man = one, 10-man = 2, 25-man = four) depending on how stressful they are on the hosting machine, then the server could theoretically be just as full as ever. Whatever the real design flaw is, it appears that Blizzard's architecture people have found a solution.  According to Wryxian, over on the EU forums, the recent extended maintenance and server restarts are directly related to fixing the instance problem.  Wryxian explains that "each group", presumably each Battlegroup, has to come down not once, but twice for the fix, and that things do not always go smoothly. I haven't located a post that mirrors the undead crocodile's statements on the North American forums, but it's probably safe to assume the same thing is happening here.  After all, my server was down for some extra time this morning, including a reboot during my Drakuru battle (I died!).  With Call of the Crusade's background downloading initiated, the fix may come just in time. I've had to deal with it more and more recently, but the wait hasn't broken my spirits.  Getting a group still remains far more difficult.  How bad has the stubbornness of the instance server been on your realm?

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Preparing for Patch 3.2: Tradeskills

Look at all the pretty colored gems!One of the fundamental things that players should understand about the WoW economy is that there is massive deflation. Items, in general, become less valuable over time as new items are introduced. Players no longer want iLvl 200 or even 213 crafted gear, as well geared players from high level raids can easily carry them through heroics or Naxxramas. As such, materials for crafted gear are less in demand than they once were. Blue gems should lose value once epic gems become accessible. Additionally, once an item is introduced, the players that want it the most will pay ridiculous prices to get it first. Prices lower over time as supply ramps up for non-top tier raiders. In general, its a bad idea to stockpile items. However, understanding how new changes will affect the economy and acting early can lead to huge profits. There are two major changes that will affect the economy in patch 3.2. The first is the introduction of epic gems; the second is that Emblems of Conquest are now obtainable in all pre-Crusader dungeons and raids. We will talk mainly about epic gems for now. Epic gems are obtained in a few different ways. Lets review:

Buying them with Honor and Emblems will probably be very unpopular, as everything will be dropping Emblems of Conquest and players will be eager to grab new gear before they will grab new gems. The other three will have a profound effect on the market. First, lets look at Alchemy transmutes. Most Alchemists are Elixir Masters. As as Alchemist myself, I can vouch for how useful this is. I make dozens of flasks a day, and this generates tons of gold. If I can get a friend to craft my elixirs who is elixir specced, Transmutation Master for myself might be profitable. Since transmutations are on a 20 hour cooldown, its hard to share that ability with anyone, but a group of a few alchemists could have 1 elixir master and all the rest be Transmutation Masters to optimize overall output. I know my guild is organizing something like this. Transmuting an epic gem usually requires a blue gem of the same color as the desired epic gem and a specific Eternal. The following is a list of transmutes as they are now on the PTR: The first thing to note is that players will be getting epic gems from a few sources. Players will largely be consuming the same amount of gems overall, as they will have about the same number of sockets. Some of the new recipes require epic gems, but it won't have a huge impact on the market. Since only some portion of the epic gems being consumed use current rare gems as a material means that consumption of rare gems is going to go way down. There will still be a market as the poor man's gem and as reagents for transmutes, but the prices of uncut and cut rare gems should drop significantly. Get rid of any stock that you have. The exception may be Forest Emerald, which requires 3 gems for the transmute. Only time will tell relatively how valuable they will be, but blue gems are used a lot by tanks, so I'm predicting a good market for the epic blue gems and hence Forest Emerald. Also, expect Eternal consumption to go way up with lots of new recipes and the transmutes. Its unclear how often Icy Prism will give epic gems. It will be the only thing keeping Frozen Orbs valuable. It will continue to be the only thing keeping uncommon gems in consumption. There are lots of these in Titanium Ore, so expect them to lose even more value in patch 3.2. We are looking at vendor trash level of value. According to WarcraftEcon's results, they are getting around 6 uncommon gems per prospect, and people will be prospecting a lot to get epic gems. Speaking of prospecting Titanium, this is going to be the game changer. People are stockpiling Titanium now, which may or may not be a good idea. It might be overvalued right now; it's risky to do. However, with rare gems losing demand and rare gems being the result of Titanium prospects as often of epic gems, rare gems should lose a significant amount of value from this alone. The flipside to this is that the value of Saronite and Cobalt should crash, as they will no longer be valuable to prospect. This is going to be a huge window of opportunity for Blacksmiths, who can potentially make lots of BoE stuff and disenchant it. Expect Enchanting supplies to increase in supply in the long run and prices to drop. Finally, note the materials for the new crafted items, including a new orb from the Argent Coliseum: Crusader's Orb. This list was complied by the writers at WarcraftEcon: These will probably enjoy a small price boost in the first month or so of patch 3.2. Remember, the first two weeks will be crazy, as everyone will want epic gems and consumption will be through the roof. Expect it to level off within about 6 weeks. What are your plans to profit in patch 3.2?

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