Entries in content patch (31)

Emblems: Heroism, Valor, and Conquest!

A different type of emblem...Before Burning Crusade hit the shelves, the raiding scene was very different. Raiding guilds would quickly abandon earlier raids like Molten Core once most items were being disenchanted and they wanted to spend more time progressing through new content. Since there was no value in running an easy raid and well-established guilds could just as easily run harder instances with a few ungeared players in their 40 man raid group to gear them up faster, Molten Core and all the level 60 dungeons fell into oblivion. Blizzard sought to change this in Burning Crusade. First, they introduced heroic dungeons, which offered all of the new 5-man dungeons with better gear drops and more difficult mobs. Additionally, all heroics dropped Badges of Justice, which were exchangeable for gear that was on par with raid gear. As more content as released, they wanted to keep heroics relevant. The solution was to add even better rewards for badges at the requirement of many more badges. Eventually, as Karazhan and Zul'Aman became PUGed more often than arranged, they added badges to them so that they stayed relevant to veteran players. Badge gear on par with some of the best raid drops would cost on the order of 150 badges, equaling dozens of heroics for a single piece, but players continued to run heroics. In WotLK, Blizzard adjusted this system slightly. With the introduction of achievements, heroics would have "hard modes", which would make heroics relevant and difficult to even seasoned players. Every raid has the same system as well, with a normal "10 man" version and a heroic "25 man" version. More importantly, Blizzard introduced a multiple tiered "badge" system. Heroics and the easiest raids, Naxxramas and Vault of Archavon, drop the first tier of badges, called Emblems of Heroism. These are exchangeable for entry-level raid gear. Harder raids drop Emblems of Valor, which are exchangeable for better raid gear. It was inadvertently announced in a post about PvP that a new tier of emblems is to be introduced in patch 3.1: Emblems of Conquest. One of the announcements that startled some players was that Ulduar would drop Emblems of Valor on normal mode and Emblems of Conquest on Heroic mode. The reason this didn't sit well with some players is that they view Ulduar on the same level of difficulty as existing raid content. Most players agree that raid content is much easier than it was in Burning Crusade and earlier and want it to be more difficult. The hardcore raiders have no use for Emblems of Heroism and their Emblems of Valor are looking to be barely useful already, and with the introduction of Emblems of Conquest and heroic Ulduar, Emblems of Valor will likely be less valued than ever. A common request is that emblems should be exchangeable at some fixed rate. For example, an emblem of valor could be bought with 5 emblems of heroism. Blizzard does not want to implement this because they want players who want better gear to play harder instances rather than farm easy ones. They don't want raiding to be a grind. Perhaps a better solution is to make existing emblem gear cheaper as new content is released. Then, that shiny 50 emblem sword might cost 20 emblems instead of 50 in later patches, and you've had an incentive to run a few heroics instead of just getting the next tier up. Another problem is the distinction of PvP gear. Right now, raiders can buy PvP gear with emblems. Without even setting foot in a battleground or arena, they can buy some of the best PvP gear in the game. While PvE players should have access to PvP gear, it shouldn't be that easy to obtain. Rating requirements might be required in patch 3.1 for the best PvP gear, even if you buy with emblems. The main reason emblems are important as far as a mechanic is that they mark which raids are on what "tier". Here is a list of what raids drop what kinds of emblems. Dungeons in the same grouping have similar drops.

Emblem of Heroism Naxxramas (normal) Used for Heirloom items, iLevel 200 items, Savage Gladiator
Vault of Archavon (normal)
Obsidian Sanctum (normal)
Eye of Eternity (normal)
Emblem of Valor Naxxramas (heroic) Used for iLevel 213 items, Hateful Gladiator
Vault of Archavon (heroic)
Obsidian Sanctum (heroic)
Eye of Eternity (heroic)
Ulduar (normal)
Emblem of Conquest Ulduar (heroic) Used for the next tier of raid drops, Deadly Gladiator
I personally think that this is a good design philosophy. I didn't get to see most of Black Temple or Sunwell because I couldn't spend enough time playing to raid that much. With all of the content being accessible in normal mode to all players but still having rewarding hard modes, the greatest amount of players are satisfied. What do you think? Is the emblem system working? Should 10-man content stay easy and 25-man be made hard or should everything be made difficult?

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Patch 3.1 Will Reduce Hearthstone Cooldown to 30 Min

Now you can get home more often, just like mom always wanted.Since World of Warcraft was released, the hearthstone has been one of the most important items. It allowed characters from level 1 to teleport back to an inn to rest or to a capital city to trade. Since then, the game has changed significantly. Shattrath and Dalaran are wonderful hubs, but they lack auction houses and make it difficult to do business. Thus, the faction capital cities, especially Orgrimmar and Ironforge, stayed populated. However, its not easy to get from the faction capitals back to Dalaran. Most players who aren't mages or shaman rely on their hearthstone to get back to Dalaran. The hour long cooldown on the hearthstone has limited how players use their hearthstones as they might want to save them if they want to return to Dalaran after visiting a capital city. One of the solutions behind this was called "ghetto-hearthing". Since the number of players inside a given instance is limited, if a player is in a group in an instance and gets removed, they are teleported to the hearthstone's homepoint and the cooldown on their hearthstone is reset to one hour. Thus, if you make a group with someone and enter and instance, you will trigger the "ghetto-hearth" upon leaving the group. Players in Orgrimmar could use Ragefire Chasm to ghetto-hearth, and players in Stormwind could use Stockades. If you were out and about adventuring in the world, you could likely find a nearby instance to ghetto-hearth in. Well, patch 3.1 is changing this mechanic. Among other large changes, the "ghetto-hearth" will now take players to the nearest graveyard without resetting their hearthstone, and more importantly, hearthstones will have a 30 minute cooldown. The implications of this are interesting. One of the major convienances of shaman and of mages was easy travel, and this lessens it significantly as now everyone can get around more easily. Scribes and their Scrolls of Recall are also relatively less useful. These scrolls were a major incentive for me to make an scribe. It is unclear if cooldowns on other items like Band of the Kirin Tor or such spells will be changed or left alone. I hope to see them reduced as well to keep their relative usefulness intact.

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Patch 3.1 Gear Extravaganza

You Won\'t See The Glow Until It\'s Too Late...I HopeProject Lore has been hitting Patch 3.1 pretty hard this week.  It all started on Tuesday when the servers went down for general maintenance.  This allowed Blizzard to pop v3.1 onto the PTR and post the official patch notes.  As the week has rolled past, various bloggers have plugged their thoughts on the big picture, small but exciting details and incremental changes.  Today we will give you hard information on the ninja implementation of the Argent Tournament and a first look at some of the upcoming gear. We didn't get many details when the Argent Tournament was announced on Tuesday.  Basically, all we knew was that it would be organized by the Argent Crusade, and would open up new daily quests with a collection of rewards from gear to mounts.  After much poking and prodding by the community, Blizzard Poster Zarhym laid the groundwork for the tourney .

  • The Argent Tournament is a permanent event .  It will not disappear like the Naxxramas/Wrath Invasion or end upon completion like the Gates of Ahn'Qiraj.
  • Players will begin working with the Crusade to construct a massive, instanced, none PvP-based, coliseum.  It'll be added in a later patch indefinitely - think Isle of Quel'Danas mechanic.
  • The event is currently in Icecrown, but Blizzard is still working on the content.  So it may not be relegated to a single zone.
  • The tournament itself will launch with Patch v3.1.  Additional content will be forthcoming in subsequent patches.
  • Blizzard has given a reason for such a tournament when a war against the scourge is progressing.  The Crusade believes that their competition will breed the best warriors and filter out those who can lead.  Coupled with that, it unites all contenders behind a single banner and purpose.
Courtesy of MMO-Champion, I present you with the Argent Tournament's collection of banners and tabards.  The gear and mounts can be found individualy in this meta post, but don't get too giddy.  Some of this stuff will cost hundreds of Champion's Seals - the new currency being launched with the tournament. You also may want to take a peak at the Tier 8 weapons and sets that Boubouille and co. have dug up.  Everything looks awesome, so long as you ignore the diamond-shaped 2h sword series and the atrocious Druid set.  My personal aversion to Blizzard's interpretation of daggers continues however.  In my opinion, daggers should be very small blades, not the size of my arm - or SolidSamm's entire body - but they new ones do look cool.  I just wish they were more compact. Can I get an Amen on the Druid set being awful?  I know they are earthy and all, but come on.  That is probably the most ridiculous set of shoulder armor I have ever seen.  On the flip side, I absolutley love the Rogue set.  The helm and the rest of glowing aspects of the collection make it simply badass.  I can't wait to fail at collecting it.  Why a stealth character would want to glow is beyond me though...

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Blizzard Releases New Ulduar Video

There's a new Ulduar preview video, and unlike last time, it's straight from Blizzard. I've embedded it here in HD, but you can also download it in various formats and watch it on Blizzard's site, if you want. Now, this trailer may include some spoilers for those of you who are averse to finding out anything about  Ulduar, but I couldn't help but watch it through a few times. From what the preview shows, the new raid being added in Patch 3.1 looks to be much more diverse than what I had originally thought it might look like. The few mobs that are shown look spectacular, as do many of the rooms that look to be where boss fights will take place. There's a small hint about the controversial vehicular combat included, but still not a ton of details about what will be encountered. What are your thoughts? Are you avoiding all hints of what's inside or can you not get enough info?

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Patch 3.1 Hits The PTR

Epic FullBig news on the content front, Content Patch 3.1 has hit the Public Test Realms and is now ready for testing.  This isn't entirely shocking, the PTR Character Copy went live on Friday so it was just a matter of time.  Unfortunately, if you didn't get the memo over the weekend then you are out of luck.  As of press time, you can no longer get in the Character Copy queue.  On the flip side, this is Blizzard, so they could open up additional slots at any moment. Once you manage to get on the queue, half the battle is won.  The wait time on the queue has dropped from a few weeks to a few days in the span of hours.  Fear not prospective testers of Ulduar, the controversial Dual Spec and all of those class changes, you should be tearing it up in v3.1 by the end of the week.  Players quicker on the draw than myself have already logged into the the PTR and given us some early information on the unnamed patch's changes. For starters, the poor toons out there better read up on our collection of gold generating posts.  As it stands now, the Dual Spec feature will cost level 80s 1000g to train, which should not be difficult to swing.  The big news of the PTR isn't these small kind of details in my opinion.  That would be reserved for the discovery of a previously unannounced feature, the Argent Tournament. The new world tournament will open up mounted combat to us and a whole lot more.  The super secret Argent Tournament - props to keeping the feature on lockdown this long - will unleash a new set of daily quests for the Argent Crusade, enabling players to score new items, titles, banners, tabards, pets, mounts, all new achievements and more.  Being a bit of a lore nut, I find the tournament a creative way to subtly hint to players that the Crusade is extending its reach into Icecrown , while becoming a powerful faction to the rest of the citizens of Azeroth.  This will make their move against Arthas more progressive - thus, realistic - than just having them pop-up next to the Citadel en masse. I have never been one to go nuts on the PTR.  For starters, I hate spoilers.  Past that, I tend to dislike having abilities or features, getting used to them, and then seeing them ripped away from my grasp when the patch goes live.  Perhaps SolidSamm will spend more time than normal, but I highly doubt it. Anyone lucky enough to get on the PTR already?  Like what you see?  Or, are you stuck waiting like most of us?  What are your thoughts on the new tournament?

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PTR Character Copy Returns, Queue Fills

Sorry, no Character Copies available. Taking a gander over at the World of Warcraft Public Test Realm (PTR) site will reveal what many people realized extremely quickly. The PTR Character Copy page is once again live (EU Version Here). What does this mean? Well, Patch 3.1 including certain parts of the new Ulduar raid should be testable soon. We still have no idea when the PTR will actually be available for testing. Some people are speculating as soon as tonight, other have their money on Monday. No official word on an actual time or date has been released, but according to Bornakk, if we have a little patience, we'll see it soon(tm). Unfortunately for many of us, the Character Copy queue filled up in no time flat. It looks like those of us who want to test out some of the new changes or get a sneak peak at Ulduar will have to keep checking back to see if the queue empties out a bit. Right now the average wait time is sitting at 4 days, but hopefully we won't have to wait that long to see the feature re-opened. Last time the PTR Character Copy feature was available, copied characters ended up being deleted and Character Copy was disabled. That was shortly after some of the new 3.1 class changes were announced.  Still, if you manage to get a character copied, I'd say it's worth taking your chances.

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Patch 3.0.9 Changes: Coming Tonight?

MMO-Champion has posted a handful of new changes that are coming, and they believe that they are coming this week. That would mean that during tomorrow morning's weekly maintenance period, we'll all have to download Patch 3.0.9. There are a few tweaks, including a bunch of changes to Arcane Mages. They're also nerfing cast time increasing debuffs and increasing rogue damage. Check out all of the changes below. Druid

  • Ferocious Bite: This ability now only uses up to 30 energy in addition to its base cost.
Hunter
  • Kindred Spirits (Beast Mastery): This talent now grants 20% pet damage at max rank.
  • Serpent's Swiftness (Beast Mastery): This talent now grants 20% pet attack speed at max rank.
Pets
  • Lava Breath now reduces the target's casting speed by 25%, down from 50%.
  • Poison Spit now reduces the target's casting speed by 25%, down from 50%.
Mage
  • Arcane Power now increases damage and mana cost by 10%, cooldown reduced to 1 minute. (Note: The spell is actually different in game and increases damage and mana costs by 20% with a 2 minutes cooldown. However it would probably be better to wait until servers are online to confirm that.)
  • Arcane Power and Presence of Mind now share a category cooldown. Arcane Power causes a 15 second cooldown. Presence of Mind, once consumed, causes a 1.5 second cooldown.
  • Arcane Flows now reduces the cooldown of Presence of Mind, Arcane Power and Invisibility by 15/30%.
  • Presence of Mind: The cooldown has been reduced to 2 minutes, (down from 3.)
  • Slow (Arcane): now increases cast time by 30%, down from 60%.
  • Glyph of Arcane Missiles -- Increases the critical strike damage bonus of Arcane Missiles by 25%. (Old - Increases the range of Arcane Missiles by 5 yards.)
  • Glyph of Mana Gem -- Increases the mana recieved from using a mana gem by 40%. (Up from 10%)
  • Glyph of Arcane Blast -- Increases the damage from your Arcane Blast buff by 3%. (Down from 5%)
Paladin
  • The duration on all Seals has been increased to 30 minutes and can no longer dispelled.
  • Divine Plea: The amount healed by your spells is reduced by 50% (up from 20%) but the effect can no longer be dispelled.
  • Sanctified Seals: This talent no longer affects dispel resistance, but continues to affect crit chance.
  • Glyph of Holy Light -- Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 8 yards of the initial target. (Down from 20 yards, Tooltip text fix, was already hotfixed to 8 yards in game)
  • Glyph of Seal of Righteousness -- Increases the damage done by Seal of Righteousness by 10%. (Old - Reduces the cost of your Judgement spells by 10% while Seal of Righteousness is active.)
Priest
  • Inner Fire duration has been increased to 30 minutes and can no longer dispelled.
Rogue
  • Hunger for Blood (Assassination): Now increases damage 5% per stack, (up from 3%.)
  • Mind Numbing Poison now reduces cast time by 30%, down from 60%.
  • Mutilate damage will now do 20% increased damage against poisoned targets, down from 50%.
  • Slice and Dice: This ability now increases melee attack speed by 40%, up from 30%.
Shaman Warlock
  • Curse of Tongues: Now increases the casting time of all spells by 25% (Rank 1) and 30% (Rank 2), down from 50% and 60%.
The Obsidian Sanctum
  • Changed the color of the fissure in the Obsidian Sanctum to be more visually distinct.
User Interface
  • The "GM wishes to speak with you" alert/button, at the top of the screen, has been changed so that addons do not obscure it.
  • A clickable chat message has been added that duplicates the GM alert/button.
  • When a GM wishes to speak with you the Help Request minibar button will glow.
Bug Fixes
  • Fixed an issue where players using nVidia 3D glasses were unable to see spell cooldowns.
  • Fixed a software mouse cursor bug that was causing the mouse curser to disappear from view when over certain UI elements.
  • Fixed a player movement error in which other players were appearing to move erratically when traveling beside them.

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Patch 3.1 Class Changes Announced

Go Get \'Em BlueEveryone's favorite class designer hit the official forums during maintenance day to inform us that class changes for Patch 3.1 would be announced soon.  For those who don't already know it, Patch v3.1 will be Wrath's first content patch, with the main feature being the addition of an all-new raid known as Ulduar.  Popular speculation has Yogg-Saron - the second known "Old God" - or parts of him as the final boss.  Piggy-backing on the big content patch are numerous other tweaks, such as the classes changes discussed below. Making good on Ghostcrawler's promise, Eyonix threw up Part 1 of the upcoming changes.  However, only Rogues (yahoo), Priests and Shamans currently have a short-list of changes, every other class is "coming soon."  I am no Shaman, nor am I an expert Priest, but it seems pretty obvious that both classes have been buffed overall in the listed changes.  As for what my lovable little gnome thinks about his upcoming changes?  Awesome. PvP, that is the big change for Priests.  The notes specifically state that Shadow PvPers will see increased survivability thanks to a buff to Shadow Form which reduces magic damage along with physical damage.  Although no specific modifications were detailed, Eyonix notes that the developers are looking into making Holy have "additional PvP utility."  All the Discipline Priests shouldn't feel left out though, they get an entirely new ability, Power Word: Barrier, which is essentially a PW:S for their group.  Blizzard even through in some love for the whole class, adding Divine Spirit as a core ability. Shamans of the Elemental and Enhancement varieties also scored some additional, although undefined, PvP utility.  Following that, Dalaran's lag should be slightly lower come v3.1 thanks to the streamlining of Totems.  Mana Spring / Healing Stream Totems and Disease Cleansing / Poison Cleansing Totems have been combined. They are now two totems rather than four separate lag-inducing pillars of doom.  The nature-friendly class has received one modification that might be viewed as a nerf, Chain Lightning will jump to four targets, but do less damage.  The less damage could mean for the fourth jump or that the overall DPS output by CL will be lowered The number one change I was looking forward to for Rogues was how Blizzard planned to tackle the annoyance of keeping Hunger for Blood active.  For the none rogues out there, the spell had to be spammed three times, wasting two extra global cooldowns and 60 energy, to max it out.  Then it had to be refreshed every 30 seconds to keep it up.  While refreshing didn't break stealth - you could refresh while creeping to the next mob - it was incredibly annoying to worry about an ability with such a short duration that was so desperately needed.  The new HfB is a self-buff that can only be used when a bleed effect (anyone's bleed) is active.  While the need for a bleed is indeed a nerf, the 6% damage increase - from 9% with three stacks to 15% with no need for stacking - should help soothe that irritated skin. Like the other classes, rogues have also seen a selection of buffs beyond the HfB change.  Added haste, lower cooldowns and additional damage to various talents and abilities should make every rogue happy.  However, we do not know the exact amount these favorable changes will impact us, due to the numbers on a few of tweaks not being unveiled. The rest of the classes will be revealed in the upcoming parts of Eyonix's post.  Please hold off on the complaints until you see your own buffs.  Remember, these notes are not comprehensive and therefore do not list all the changes.  On the flip side, they can also be thrown out the window at a moment's notice. All of the changes do seem to be buffs, so perhaps Blizzard is saving all the nerfs for one giant post to get all the QQ out at once...Sly devils. In other news, numerous bugs have been found in WoW recently, but the developers are already hard at work on hotfixes. Update: Eyonix has posted more class changes.  Warriors, Warlocks and Druids should check out the post covering Part 2 of the changes.

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BlizzCast Numero Siete

Who needs those other game when you make 50% of the revenue for the company?Initially, I was going to discuss the purported patch notes for Wrath of the Lich King's first content patch.  As it turns out, the "leaked" Patch 3.1 notes that began floating around this weekend are fakes according to most sources.  How fake?  That remains to be seen, but it is likely that the creator - Aurelius of Forlorn Legacy on Windrunner-US according to WoWInsider - got some changes close to correct. Thankfully there was another interesting topic to crop up late last week, BlizzCast Edition Seven.  The latest podcast of all things Blizzard focused on one universe for the first time since the developer began the series, Rock N' Roll Racing World of Warcraft.  The episode was designed as a wrap-up to Wrath's release with J. Allen Brack, Jeff Kaplan and lore master Chris Metzen, all stopping by to give their thoughts. The first part of the cast featured JAB and Kaplan discussing Northrend's creative process, things learned from the previous expansion, the hard choices and how they turned out.

  • Northrend was one of the first lands to be prototyped for the MMORPG, during the development of The Frozen Throne.
  • Northrend & Outland were both in the running for the first expansion.
  • A group of five people, lead by Metzen took care of the awesome quests.
  • Implement multiple starting zones for expansions.
  • Throw the antagonist in everyone's face at all times, in as diverse a fashion as possible.
  • Moving to 10- and 25-man raiding was validated as a solid decision in the first month.
Perhaps one of the most interesting things to be revealed in this section of the BlizzCast was the amount of Hero classes that were in the works.  Blizzard narrowed down the choices to 29 separate classes before beating that number down to just three.  None of which were the long-rumored Arch Druid.
  • Rune Master - Melee archetype like a rogue or monk (Pandaren ftw!).
  • Necromancer - Ranged caster with "a lot of corpse explode."  Many ideas incorporated into the Death Knight.
  • Death Knight - Umm, well, I hope you know what this class does by now...
The second half of the Q&A has Cygil questioning Blizzard's Senior Vice President of Creative Development, Chris Metzen.  Being the creative mind that he is, Metzen's answers are incredibly long and descriptive.  Cygil leads the discussion in all sorts of directions and storylines, covering Illidan's demise, the distracted Dragonflights, Medivh and even the newly introduced Order of the Ebon Blade.  For the lore lovers out there, the second half of the podcast is incredibly interesting with future plot points being danced around by Metzen. If you haven't checked it out already, Episode 7 can be read, downloaded or streamed at the official BlizzCast site.  The total runtime is just under 40 minutes.

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New Achievements in 3.0.8!

It\'s over 5000After some of the dust from patch day, extended maintenence, and rolling restarts settled, I was browsing my Achievements pane (default key is Y to bring that up). The first thing I noticed was that I had achieved a couple of things when I logged on for the first time after 3.0.8 was implemented. One was The Winds of the North, for being exalted with the Alliance Vanguard and the other was Vampire Hunter, a feat of strength for having a Vampiric Batling from Prince Tenris Mirkblood. Intrigued, I looked around a little more to see if I could find any other new achievements. Now, I had heard about the 75 companion pet achievment with a tiny deer as a reward, but I don't even have the 50 pet achievement yet. Apparently there is also a new 100 mount achievement with a blue dragonhawk as a reward. Those ones are so far out of my reach that I tend to ignore them. That and the mount achievement is going to be very very expensive when I go for it. There were two achievements that I found that would be well within my reach, though. Both of them have to do with my favorite targets for undeserved violence - critters. Pest Control asks you to slay some critters while To All The Squirrels Who Shared My Life is predictably a follow up to another achievement which has you loving more creatures. To those of you interested, I managed to do a little research and I can tell you exactly where to go to find the critters you'll need. I found all except for one of the targets of To All The Squirrels Who Shared My Life in Northrend:

  • Arctic Hare: These are all over, most easily found in Dragonblight
  • Borean Marmot: Borean Tundra, all over. Mostly the orange sections of the map
  • Tundra Penguin: Borean Tundra on the icebergs
  • Sholazar Tickbird: When you see a Rhino, look for the bird on its horn.
  • Glacier Penguins: Icecrown, in the far north, a bit east of the islands on the map.
  • Huge Toad: Zul'Drak, in the Drak'Sorta Fields. Most people tell you to go to Swamp of Sorrows, but don't listen!
  • Grizzly Squirrel: Grizzly Hills, all over
  • Mountain Skunk: Grizzly Hills, all over
  • Fjord Penguin: Howling Fjord, on the coast/icebergs
  • Scalawag Frog: Howling Fjord, Scalawag Isle in the Southwest
  • Fjord Turkey: West of Expedition League Outpost in Howling Fjord
  • Lava Crab: Searing Gorge, all over the place. If you know of a place in Northrend where these guys hang out, let me know. I looked in a couple of firey places that I could think of but to no avail.
For Pest Control, you'll have to do a lot more running around:
  • Underbelly Rat: Dalaran sewers
  • Rat: Dalaran near Violet Hold or Naxxramas, also in many other zones.
  • Maggot: Naxxramas or Ghostlands
  • Larva: Naxxramas or Ghostlands
  • Spider: Howling Fjord, Ghostlands, or many instances such as Naxxramas and Azjol Nerub
  • Crystal Spider: The Nexus - run straight in and immediately in the final boss's room will be a spider
  • Gold Beetle: Halls of Stone/Halls of Lightning - both should have a beetle at the entrance
  • Zul'Drak Rat: Zul'Drak, lots of them east of the Argent Stand
  • Roach: Howling Fjord in Gjalerbron
  • Fjord Rat: Howling Fjord
  • Devouring Maggot: In the crypts near Utgarde Keep at the very bottom.
  • Adder: Hellfire Peninsula
  • Scorpion: Hellfire Peninsula
  • Moccasin: Swamps of Sorrow
  • Snake: Westfall
  • Mouse: Westfall
  • Fire Beetle: Burning Steppes/Searing Gorge
Hope that helps any of you achievement lovers out there get a few more points!

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