Entries in goblins (8)
BlizzCon 2009: Worgen Hands-On Preview
iTZKooPA took us through the starting area of the Goblins, who have joined the stinky Horde, where as I will be bringing us back to the, ahem, better faction with the Alliance. I know you've been clamoring for this, so here it is: the hands-on preview of the new Alliance race, the Worgen! With the announcement of Cataclysm, the Alliance and Horde are once again receiving new races. The Alliance finally get a “beastly” race in the Worgen, which are a group of feral wolf-beasts. Those of us who got to attend BlizzCon 2009 got a chance to get some hands on time with the new race and their starting area and it is quite good! Unfortunately (or maybe fortunately?) the demo we played started the Worgen off at level 6 (in the Cataclysm panel they told us they didn't want to show us exactly what happens with 1-5 just yet) and if you were at the event this weekend and saw a Worgen Rogue running around named “Projectlore”, well, more than likely it was me (a little more creative than certain other bloggers!). The demo started us off with your character, in Worgen form, in “The Stocks” with other Humans around your character discussing your fate. Some of the humans seem to think you are lost to your fate as a beast and should be killed, but a doctor runs up with a potion which allows you to be “cured” and appear as a Human again. This allows you to start your questing, and you have the ability to switch from Worgen form to Human form at will (although you are forced into Worgen form while in combat). Worgen also get a “sprint” ability on a three minute cooldown which increases their run speed for a short time. They also have a couple of static racials: Flayer, which increases skinning skill by 15, and Viciousness, which increases damage by 1%. The quests are designed to get you involved in the Forsaken invasion that is happening in Gilneas. The first couple quests involve finding a package, which upon completion starts a small cut scene showing you the Forsaken ships docked on the shore near Gilneas. You then go and kill them to advance to the next area, which involves Worgen in the basement of a shack where a mother asks for your help with finding her children at the farm nearby, and another asks you to continue to help kill the Forsaken. There has been a lot of care put into the starting zone, as Blizzard felt that the Death Knight area was really successful in engaging the player and getting the player really involved in their character (and I'm inclined to agree). While we only got a small taste of the opening area for the Worgen, we still witnessed lots of scripted events, phasing, and cut scenes which only get me even more excited for the new expansion. The area is well designed, and if this is any indication of how they're revamping classic WoW, there will be a fewer obnoxious walks to get to different places, which I am perfectly OK with. The whole of Gilneas looks absolutely stunning and I am really excited about what's to come in the later levels of the starting zone. Blizzard uses the weather effects extremely well here, as well, and I am looking forward to seeing how the rest of the zone turns out. For players wanting a fresh start, there is a nice selection of classes to choose from including: Death Knight, Druid, Hunter, Mage, Priest, Rogue, Warlock and Warrior (only classes they cannot be are Paladins and Shaman). I am really hoping that, similarly to what they did with Wrath, they lock out Goblins and Worgen from being Death Knights at the beginning of the expansion, and maybe allow it later on in the life of the expansion. It would really be a shame if the first 85 worgen didn't even set foot in Gilneas because the brief taste we got at BlizzCon was so polished and well done that I can't wait to do 1-15 again (and I honestly thought I would never say something like that). I included some screenshots that will hopefully give a bit of perspective of what this great starting zone looks like! [gallery]
BlizzCon 2009: How Did MMO-Champion Do, You Ask?
The short answer is that Boubouille scored. The data mining machine, who used some other resources for his recent discoveries, received almost a perfect score during yesterday's opening ceremony. Nearly every World of Warcraft detail that had been disclosed by MMO-Champion.com came true. Nearly ever one. There's absolutely no way I can take away from the sleuthing that went on to find out Cataclysm's particulars. Sure, I didn't believe them all at first, but Blizzard confirmed that the company is simply crazy. Crazy enough to reinvent what MMO gamers, not just World of Warcraft players, will expect in future expansions. Here's what MMO-Champion had spot on:
- Worgen & Goblins - WoW.com independently "confirmed" this before the event ever happened, but it was Boubouille and his mask discovery that sparked the rumors. The new races' racials definitely sound OP as announced. However it was later confirmed that all the other races will have their racials revamped.
- Level cap raised to 85 - Seems an arbitrary choice, but Blizzard wants players to focus a bit more on the content leading up to level 85. Not just the idea of getting there. Of course that won't stop many people from being level capped week 1.
- Azeroth revamp - The lands as we know them will indeed change drastically. Barrens is split in two (double the Barrens Chat?!), Grim Batol is now Twilight Highlands and various other lands, coastlines and jungles will radically change.
- Flying everywhere - Yes folks, we will be able to fly everywhere in Cataclysm. This even includes Wintergrasp.
- Class combinations - Data mining discovered the new possibilities and they've all come true, even Night Elf Mages. Solving the 2:1 Horde to Alliance druid question is the Worgen's ability to offer a self-standing holy trinity.
- Unfinished original content done - Uldum and Mount Hyjal will both be arriving as part of Cataclysm. Blizzard stated that Hyjal was never completed because it was impossible to do what they wanted previously.
- New Secondary Profession - Archaeology (a word that will be often misspelled) will be added to WoW. It'll be the first secondary profession that plays like a gathering profession. No, fishing doesn't count. After collecting from nodes of ruins and such, players will be able to discover rewards. The mechanic to discovery hasn't been disclosed, but the possibility of a mini-game (Bejewled?!) was mentioned. We will be able to track ruin nodes, and other gathering nodes at the same time.
- Mastery system - A new mode of progression. The Mastery system is going to work alongside Talents to offer additional character customization, and it won't be class restricted. This means a Priest can pick up the same Mastery skills (or whatever they are to be called) as a Rogue. We are going to find out more details during the WoW Game Systems panel at 10:30 PST. I'll be covering it via Twitter, and I expect it to be live blogged here as well.
- Heroic Deadmines & Shadowfang Keep - We heard dungeon revamps were coming, and now it's official. These particular dungeons will use the same art and models. To spice things up these assets will be mixed with new encounters and fights. We'll hear more at today's Raids & Dungeons panel, which I'll be covering as well.
- Ragnaros - He's indeed back, "bigger and more pissed." How much bigger can the developers possibly make the Lord of the Fire Elementals?
- So much more - Changes to fishing, Blackrock Spire is back, new PvP zone, rated BGs and the Alliance loses Southshore!
Blizzcon 2009: All About the Goblins
The Goblins of Kezan are the newest addition to the Horde. The Steamwheedle Cartel remains neutral, but this specific faction of goblins have joined the Horde out of necessity. Their homeland has heavily affected by the Cataclysm, and Mount Kajaro has become a dangerous volcano. The Goblins were originally enslaved by trolls to mine from the mountain of Kajaro in Kezan for the powerful kaja'mite ore that the trolls used in their rituals. The effects of the ore caused the goblins to grow cunning and develop skills in engineering and alchemy, and they overthrew the trolls and claimed the mines of Kajaro as their capital, the Undermine. The goblins' cunning quickly taught them that a profit could be made from their skills, and Trade Princes arose as the ruling caste of the goblins. They reached out to the Horde during the second war and served them at a high price with their technology. After the Horde lost the second war, the goblins realized they would be able to profit greatly by serving both sides during war, and did so during the third war. Kezan became a busy port. However, the recent Cataclysm turned their island into a dangerous volcano, and they fled. The trade princes found it profitable to evacuate the panicked goblins, and many goblins lost their entire life savings to save their own lives. Many were sold into slavery to get the money to evacuate, and the trade princes flourished. That is, until, they got caught in the Horde/Alliance crossfire. After a goblin fleet with a group of goblins called the Bilgewater was destroyed during a dogfight between Alliance and Horde ships, they washed up on the dangerous Lost Isles. They return to the Horde, as they find themselves at odds with the Alliance and easily rekindle old relations. Goblins can play as Death Knights (probably starting in Ebon Hold like the others), hunters, mages, priest, rogues, shaman, warlocks, and warriors. Goblin's faction mount will be a roadster-like car. It looks like a go-kart. One of their racials is a rocket-belt that allows goblins to thrust forward, like Blink or a forward disengage. Goblins start out in the Lost Isles and level to 15 there. They then move into Azshara, which is now a low level zone. The goblins have excavated the cliffs and claimed it for their own, building a town in the cliffs. They have also completely ravaged the Stonetalon Mountains.
Cataclysm Countdown: Sailing the High Seas
Cataclysm Countdown is a series of informed speculative articles concerning things we might see in the next expansion that I will be posting every day this week, leading right up to Blizzcon. In the interest of thought purity, I will do my best to steer clear of recent “leaked” material, relying upon it only where it logically connects with the existing lore. Nothing hereafter is official or has been confirmed/denied by Blizzard at the time of its writing. The cataclysm has really changed things for those of us in the speculation game. Just from paying attention to the lore, figuring out which plot threads still need to be unraveled, and making a few educated guesses along the way, we knew for a long time that we'd be revisiting the Maelstrom. We knew that Gilneas would eventually open up. We knew we'd go back to Hyjal. These are things that have been on the world map since the dawn of WoW. To tease the playerbase with such things would be infinitely cruel. We also knew that if the Maelstrom were involved, we were likely to see another catastrophic event befall Azeroth, though not to the extent that has been recently revealed. As it stands, it seems as though the focus of the expansion has shifted somewhat, from one concerned with unreleased zones and the Southsea islands to one that incorporates the rest of the old world in a much more integral way. But that doesn't mean all hope is lost for all you seadogs out there. What lies in the briny depths is far too important to completely ignore. As Jacques Cousteau might say, "A lot of people attack the sea, I make love to it." Alright, maybe that's not the best Cousteau quote I could pull off the internet. "The sea, once it casts its spell, holds one in its net of wonder forever." Ahh yes, that's much better. Well, I suppose what I'm trying to get at is the idea that while the Great Sea is mostly open water, it is also home to several potentially interesting areas and it would be a damn shame if we don't get to visit any of it. Below is a list of new ocean-going zones that I would like to see. I brought attention to several of them in my article yesterday. The Eye -- As ferocious and destructive as the Maelstrom might be, a rich ecosystem nonetheless survives beneath its stormy spirals. The lynch-pin of this area is the Naga stronghold of Nazjatar, lodged deep within The Rift, but there are several sub-zones just itching to be explored by wandering adventurers. The Boiling Terrace lives up to its name, fraught with volcanic activity and scalding pools of water. Only those creatures with thick skin can survive here, such as the reported giant crabs that are native to the area. The Scintal Reef spans the southwest corner of the The Eye, and is home to to the Makrura capital, Mak'aru. The city is supposedly built out of the surrounding coral formations. Constantly at war with the Naga, the Makrura are one of the few factions keeping the vile serpents in check. The Gishan Caverns are a series of deep-ocean volcanic caverns on the north side of The Rift. The Naga avoid it for fear of the gigantic beasts that may sleep within (sounds like prime 5-man dungeon material to me). Pillar Deep is a rather unique area. Though it continues with the theme of geothermal heat, it's also home to towering tubeworms that look a lot like gigantic, stone pillars. And, of course, it wouldn't be the ocean without a ship graveyard somewhere. On the southeastern lip of the Eye are the Drowned Reaches. The remains of great sea-going vessels that got too close to the Maelstrom come here to rest, and their former inhabitants are none-too-pleased. Kept animated by the storm's violent and mysterious energies, undead sailors still patrol the decks of their ruined ships. Clearly The Eye is no Bikini Bottom. A place fraught with extreme conditions and powerful creatures, I anticipate this being a high-level questing zone. Tel Abim -- Hey, those bananas have to come from somewhere. Very little is known about the island of Tel Abim, though the diaries you get from fishing up Messages in a Bottle tell the tale of a man likely shipwrecked on the island (and menaced by its famous fruit). Nonetheless, while other isles have come and gone from the map (such as Gillijim's Isle and the Island of Dr. Lapidis, both of which were supposed to exist off the coast of Stranglethorn during Alpha), Tel Abim remains. Will we have cause to go there? Who knows. Maybe the great Banana civilization can lend its hand in help during these tough times. Zandalar -- Another area I discussed in yesterday's article, it is the common motherland for all Trolls on Azeroth. In addition to the massive city of Zuldazar. This lush, tropical island is home to vast amounts of wildlife (why hello there, Hemet Nesingwary!) and also features the towering crag of Mt. Mugamba. While Zuldazar is obviously the main attraction, there is potential for plenty of leveling areas on Zandalar, one of the largest land masses in the Great Sea. Plunder Isle -- Plunder Isle is home to two key locales. Though neither plays a huge role in the events to come, I think it's about time to figure out what the pirating world has been up to (besides, what lends itself to piracy more than a world in chaos?). The first is Den of the Cold Eye, a cave home to the local basilisks, and the other is Bloodsail Hold, headquarters of the infamous Bloodsail Pirates. The island is small and of little significance, but if sea travel is common in Cataclysm, I could see this being a wonderful hub for a few piracy-themed dailies. Kezan -- Home of the Goblins, reportedly in ruins from the events of the expansion. It's unclear whether or not we'll get to go back (though a rather detailed map drawn on a whiteboard can be seen on the World of Warcraft Behind the Scenes DVD), but the island does hold a few key points of interest. There are at least two port areas, Bilgewater Port (think a bigger version of Booty Bay) and Edj (home to the slightly-less-evil pirates, the Blackwater Raiders). Mount Kajaro, an active volcano, dominates the southern reaches of the island, and the Goblin capitol, Undermine, exists somewhere beneath it. Many had hoped Undermine would serve as the great "neutral" city in the next expansion. While that may no longer be the case, Kezan itself could still be a major hub of activity for sea-going adventurers due to its location (and assuming it's not completely under the water). The Broken Isles -- If there's one place in the Great Sea that holds as much history and importance as the Maelstrom, it's the Broken Isles. Home to the great and ancient Kaldorei city of Suramar (now ruined), the remains of the Stormreaver clan's destroyed fleet, and the Tomb of Sargeras, it's like a graveyard of ancient folly. The island chain is currently dominated by Naga and those who serve them, but being so central to the lore, I have little doubt Blizzard will find reason to drag players back to the cursed locale. Kul Tiras -- Though its people were once a sizable part of the Alliance forces, the island of Kul Tiras isn't even on the official map anymore. Nothing has been said here nor there about its inclusion in future content, but being host to a naval society, it only seems logical to implement it with an expansion where the primary threat comes from the sea. Kul Tiras could, once again, be a major asset to the Alliance. The inclusion of any one of these zones ultimately depends on two things: how Blizzard wants to handle travel on the high seas and whether or not they've been destroyed/sunk by the cataclysm, itself. Several of these locations also exist under the water, which may require the introduction of submersible vehicles or other means of diving deep beneath the waves. With the reconstruction of much of mainland Azeroth, and the introduction of new inland zones, I don't expect every one of these islands (or island chains) to make an appearance in the expansion, especially those that have little to do with the characters and events in play. However, if we do get the chance to sail around the Great Sea at our leisure, it has to be filled with something. In that case, several of these zones could simply become small quest hubs. We might also expect to see small, random islands scattered throughout the ocean, that hold no particular importance, but are places to explore for treasure and secrets, Zelda: Wind Waker-style. What do you guys and gals think? Would you like to be able to sail around Azeroth as you please, or do you think that makes the game too complicated? Or do you believe that this is the direction the expansion should have actually gone in as opposed to futzing with the mainland? Do you think we'll end up getting both, or is that just asking way too much of Blizzard? Please let us know by posting your thoughts!
Wishful Thinking: Neutral Faction
Ever since MMO-Champion.com dug up those stupid masks the corner of the Internet that is home to WoW has been a storm of investigation. Shortly after discovering the pair of Worgen and Goblins masks another four pairs, Naga, Ogre, Murloc, Vrykul were found. The discovery dosed the fire surrounding Horde Goblins and Alliance Worgen, while at the same time fueling the idea of a third faction being introduced to World of Warcraft. In my opinion two factions suck. Few games have implemented just a pair of competitors successfully. This is in large part due to the grass is always greener effect. If you are beaten badly by the opposing team, then the developer likes them more, they are overpowered or there are population problems. Some of the complaints are certainly real, but one way developers, including Blizzard itself, has skirted the issue is by having more than two factions (see Starcraft's three factions and Warcraft III's four). As such, I would love to see a third faction, but I don't expect it to play out as many would have us believe. Most of what I have seen points to the neutral faction being one in name only. That somewhere down the line you would chose who to fight for, Alliance (obviously) or Horde (fail). It sounds absolutely awesome, and I would love to see it happen, but I doubt it. To implement this Blizzard would have to drastically change the stance on factions, again. Specifically, the company would have to allow players to have characters of different factions on the same server (already allowed on non-PvP servers). Otherwise my Goblin (duh) could never be truly neutral if Solidexplosion was forced to select Alliance down the road because of Solidsamm's and Solidsagart's affiliations. But that doesn't mean I don't see a neutral faction happening. In fact I wrote the unique classes hoping this could come to fruition. Blizzard could easily implement a third faction (based on the masks no less), one that stays out of the Alliance-Horde affairs. One that watches from the sidelines offering refugee for any that may require it. One that I will label as the "Swiss" faction. These non-aggressors will act as diplomats between the warring sides, while still contributing to the often combined goals of said sides, such as killing the Lich King. In the long run there'd be more work needed to create a separate entity, but the new content should be far more appreciated than tacking on a choice down the road. Certainly if a neutral faction was to happen, the cash flush Goblins would be the race in charge, with the battle hardened Worgen, brutal Ogres, and the swarm happy Murlocs lending a helping hand. The multi-talented Vrykul are new to Warcraft, so their addition as a playable class would annoy this purist. After how many times I creeped them, or grinded them for reputation, I believe the fifth slot should go to the furry Furbolgs. And yes, I know I ignored the Naga masks. While there could be some sort of Forsaken-type branch or tribe, I write off their addition to the line-up of Hallow's End fun to the fact that they are the incoming bad guys. Again, I'd love it if Blizzard makes me eat this post with a side of 'in your face,' but I just don't see Blizzard revamping the PvP servers to allow them to go cross faction. It'd be a bit of work, just for a choice down the line. But they have done crazier things. Speaking of the choice, let's hope it'll be a cool, lengthy quest line to prove your allegiance. What would some of the racial benefits be? Goblins get extra gold from kills, Murloc has higher level fishing, and Ogres get, umm, kaleidoscope vision? What is more likely, the labor intensive relative to reward faction choosing, or an entirely new faction? What about blending the two, letting you chose a side, or remaining in the new faction? That'd be interesting.
The Next Expansion: New Playable Classes?
To date, our series of speculative creativity has relied upon some inkling of a rumor as the basis of most of the pieces. I am going to pull a hard 180 and go completely off the cuff with this one. No backroom discussion, drunken rant or friend of a friend who knows a guy that dated some girl who roomed with Chris Metzen sparked my neurons. As such, the class details below are entirely fake! Currently we only know one thing about World of Warcraft's third expansion, that it exists. Beyond that it's all been conjecture, speculation and well wishes, and yet none of these have touched upon any major gameplay feature. Masks aside (and I consider that rumor a huge leap of faith) we lack the faintest idea of what could be announced as part of the official declaration of expansion the third. What you thought Sams would walk to the podium, whisper "World of Warcraft: Cataclysm" and walk away? Fólkvangr no. There will be a ridiculous amount of information given that faithful day, whenever it may be. What I am trying to figure out is what the big gun is going to be? Another new class? A pair of new races? An incredible amount of dungeons and raids spread across all levels? A working Wintergrasp? I found the idea of new classes to be the most interesting despite the fact that Wrath just brought us one. That and guessing classes is a shot in the dark. Alliance:
- Mountain King (Dwarf only) - The mighty Mountain King will be a tank of a different nature. These steadfast warriors will be capable of absorbing obtuse amounts of damage no matter their specialty. Their stocky stature enables them to create earth shattering Thunder Claps to frighten, disorient and slow foes in the immediate vicinity, and a well-timed Storm Bolt stops almost anything in its tracks. Unfortunately the bulk is a defensive mechanism, causing overall DPS to be lower than other melee classes.
- Warden - Popularized by Maiev Shadowsong, the Warden makes a return to reclaim Fan of Knives from rogues hunt those who have done injustices to Night Elves, and the rest of the Alliance. The nimble class' focus will be close-ranged AoE combat. Single target DPS suffers when compared to the class' ability to handle two or more mobs via close range AoE attacks and spells. Shadowstrike, a non-channeled, multi target Mind Flay can be used to lay waste to fugitives.
- Dark Ranger (Undead only) - At the basic level Dark Rangers are to be compared to their bow-loving buddies, the Hunters, but DRs have a completely new set of spells and abilities. The most notable difference would be the lack of a pet. Instead of fuzzy companions these former Scourge officers have the ability to resurrect fallen corpses to fight for them. However, these beings act more as fodder than DPS. The devastation instead comes from the DR's Silencing abilities, Life Drain and an overall more powerful, yet slower, standard shot that is charged with dark energy.
- Dread Lord - The Nathrezim have played a large role in the Warcraft universe, but haven't received much press in WoW (at least as far as the Alliance can tell). It's unlikely that they could be added as a class without the addition of the race itself, but the Dread Lord makes for an interesting class. These dastardly beings are quick attacking, weaponless fighters that use a mix of instant or fast spells (one second or less) and strong claw-based attacks to drop foes. A revamp of the Sleep spell that allows units to be damaged would be their stun and the Vampiric Aura adds fantastic group appeal.
- Goblin Tinker - Another class that can only be applicable as part of a new race, the Goblin Tinker specializes in machine-based battle. The short race makes up for its strength inadequacies by placing themselves in crazy battle mechs. The new class will feature mindless, summonable minions which detonate on aggressive mobs if they are not killed quickly. Attacks include a targetable rocket AoE stun, a slow swinging wrecking ball for white damage (also another weaponless class) and a personal buff along the lines of Inner Fire, but with damage attributes too, call Mechanical Mayhem.
- Goblin Alchemist - In an effort to once keep a solid number of healers being played at all times comes the Goblin Alchemist. Instead of mechanical ingenuity, this diminutive class relies on its ability to create chemical and biological agents for offense and defense. Alchemists specialize in short to mid-range AoE combat, with nearly all of their spells, healing or damaging, being targetable AoE abilities (think bombs). Instead of mana, the class is reliant upon how fast the brews can be concocted, causing the cooldowns to be the only limiting factor.
- Demon Hunter - The DH would have made a more logical addition in The Burning Crusade, but one could argue that the amount of demons in the world then caused an vast increase in these heroes, on both sides of the fence. With the threat largely neutralized the dedicated hunters have begun looking for other work. Following the outcast class' lore, the melee (fist, swords and dagger) machines would subsidize their strikes with powers from the dark taint they hunger to banish from Azeroth, such as Immolation. Spectral Sight allows Scourge and Demon tracking. A fantastic chance for Blizzard to show our characters changing over the course of time (leveling) thanks to the demonic energies corrupting one's body.
Halloween Masks a Clue to New Races?
It is often that we find hints of new or as-yet-unreleased content by carefully and dutifully digging through the files of new patches. Few are better at this than Boubouille of MMO-Champion, a site nearly unparalleled at breaking this brand of news for our favorite game. But I'm not so sure about one of their latest. Boubouille has managed to scrounge up several graphics of Hallow's End masks that depict both Goblins and Worgen. Traditionally, these masks have only been made from playable races, and the next expansion is predicted to focus primarily on the Maelstrom, which would theoretically feature zones such as the Goblin home city of Undermine and the isolated kingdom of Gilneas (which may or may not have fallen victim to a Worgen invasion -- after all, it is suspiciously close to Shadowfang Keep!). Little has been confirmed by Blizzard themselves, but the evidence certainly tips in favor of these races being prominent players in forthcoming events, if not completely playable. So what's holding me back? Not excitement, that's for sure. Worgen would be a great addition, and it'd be nice for the Horde to have their very own little people. But the fact of the matter is that both Goblins and Worgen (read: werewolves) are creatures traditionally associated with Halloween, which may explain the inclusion of their masks for the holiday. Despite my skepticism, there is one key point that intrigues me: there is a female Worgen mask. Of course, this is only fair and in keeping with the tradition of offering a mask of both genders for players to wear, but I'm not aware of any female Worgen currently existing in the game (at least none that take on an appearance apart from the generic model). Looking at the image provided by MMO-Champion, you can see softer, almond-shaped eyes and a smaller nose, perhaps implying that they might account for playable options in the future. Ultimately, everything at this point is simply an educated guess, but Blizz's own loremaster, Chris Metzen, has stated that they are "doing some awesome stuff for Gilneas." Worgen are apparently naturally evil, battle-worn creatures, but it wouldn't be beyond reason to see them do a turn for the Alliance. After all, the story of Warcraft is all about people or races being redeemed or damned through their actions. Darkspear Trolls shied away from the cannibalism prevalent amongst their people, the Forsaken have made strides to separate themselves from the Scourge, and who can forget the once benevolent High Elves transforming into magic-addicted wretches after the corruption of the Sunwell? Who's to say there isn't some small contingent of Worgen trying to earn their place in the world by rising above their race's natural anger and ferocity? The discovery of these masks certainly gives us food for thought, if no concrete answers. Teasing us this far ahead of the expansion is awfully cruel of Blizzard, but if they are in the files now, might that imply that we'll see a release before the next time Hallow's End rolls around? I'm eager to know how everyone else feels about this development. Is Blizzard just playfully baiting their fans (as they have for so long with the Pandaren), or is this serious evidence of things to come? If playable, do you think that Goblins and Worgen are locks for the Horde and Alliance respectively? Which would you like to play as, and would you be willing to switch factions just to do so? And why does that female Goblin mask look exactly like Fiona from Shrek?
Questing: Goblins Love Explosions
It certainly didn't take me long before I found some noteworthy quests in Storm Peaks. I went about doing the first round of SP quests after heading into K3 to initiate my Sons of Hodir questline. At first I was just trying to get a feel for the land with the opening quests, but as it turned out, one of them is the first tasks for the Sons. Only 24 more quests to go...before I am neutral.
If there is one thing the Goblin race is known for it is their love of technology. Often the more dangerous the technological “advances” the better. With that I strolled, no, actually, I flew over a minefield without realizing it before being blasted out of the sky by a pair of AA guns. I then turned into a gnomish pinball as I was blasted from land mine to land mine before finally landing in a relative safe zone. I guess stacking that stamina a few levels ago was a smart move. Once landed, Disarm Trap made the quest trivial for me.
As I watched myself being launched from location to explosive location I couldn't help but laugh at Solidsamm's misfortune. He didn't get the worst of it though, turns out Jeer Sparksocket left his buddy in the middle of the field with no intentions of saving him! Perhaps he should go for the aptly named Mine Sweeper achievement.
That one was all fun and games, then next quest I participated in had me a little emo. If you haven't figured it out by now I am an animal lover. I have four fluffy ferrets, nearly a dozen finned friends, a pinchy crayfish, a trove of snails and a girlfriend (until she reads that). So when I was tasked with collecting some animal meat from the local mammoths by way of explosion, I balked.
I know it's just a game, but I have a soft spot for the wooly beasts for some reason. The catch is that like any self-respecting action junkie I love explosions. My soft spot for things that go boom lead me to toss a U.D.E.D. (ideas on the acronym?) at the first modified elephant I saw. I regretted it as soon as the animation started. With that I quietly picked up the pieces – already did the damage might as well make his death worth something! - and logged off for the evening. With a tear in my eye.
Despite my tyrantical treatment of the mammoth, I would argue that it is more humane than previous methods. Mr. Mammoth had a quick demise by way of goblin engineering. Had I done it my way he would have suffered multiple stables wounds from my rusty daggers, not to mention a belly full of poison during a 10-20 second struggle for his life. To top it off, he would have only dropped one piece of meet, forcing me to hunt down his family members! How is that for a justification D.E.H.T.A?
How many of you fancy the wildlife of Azeroth enough to say no to these types of quests? I am sure many of you have picked up the achievement, but I bet it was just for the points. Or do you have more of a soft spot for the evil humanoid types?