Monday, February 25, 2013

Know Your Lore, Tinfoil Hat Edition: Wrathion's Gambit




Wrathion's quiet suggestion
Let's think about this for a moment, from a purely speculative stance. In an earlier Tinfoil Hat Edition of Know Your Lore, Matthew Rossi wrote about the odd timing of Pandaria's events, and how they simply didn't line up. By all outward appearances, the Sha of Fear had been haunting the mantid long before we released the Sha in the Jade Forest -- recent short stories all but confirm this. In The Trial of the Red Blossoms, the Shado-pan are delivering messages regarding the yaungol movement from Townlong Steppes, at least a few months before the Allliance and Horde ever appear on the shores. So ... what happened?


What if Wrathion happened?
At the end of the video that highlighted the rogue legendary chain, Wrathion states that he has heard rumors of a new land, beyond the mists of the sea. He follows this up by suggesting that perhaps we will see him there. What if this wasn't a fond farewell, a gesture of goodwill to those that carried out his plans? What if this wasn't just a clever little wink, nod, and tie-in to the next expansion? What if Wrathion wanted us to come to Pandaria?

Think about it -- both the Alliance and Horde forces have rogues. It's entirely likely that someone, somewhere along the line went back to their commanding officer and mentioned, if not the entire story behind the strange black dragon, at least his curious final words. Why, exactly, was that first fleet stranded on Pandaria? We as players were sent to rescue that fleet -- but how did that fleet end up on Pandaria's shores to begin with? world of warcraft gold

The short story Quest for Pandaria ends with the parting of the mists, but there is no explanation given for their sudden disappearance. They're simply gone, and whatever purpose they may have held vanished with them. By the time we find Wrathion in the Tavern in the Mists, he seems to have already settled himself in place, along with agents who appear to be formerly both from the Alliance and Horde.

What if Wrathion was the reason the mists went away? Instead of being some kind of enigmatic discovery, Pandaria then becomes Wrathion's playground -- a land of magic and wonder, a land of untold secrets, a land where those secrets will not be unlocked without some kind of major catalyst. What I am implying here is that the Sha didn't simply escape, they weren't released by us -- they were all part of Wrathion's ultimate gambit.



Wrathion's gambit
What is Wrathion up to? Why would he deliberately seek out Pandaria? What's so fascinating about the continent that he simply couldn't pass up -- and why would he need both Alliance and Horde fighting across its shores? Why would he continue to egg us on, pitting us against each other and outright encouraging the mayhem? What is the mystery behind the vision he shows us, at the beginning of the legendary quest chain? wow power leveling

What do we know of the Black Dragon flight? They are liars, they are not to be trusted, and perhaps most importantly, they are most well known for tricking mortals. Now, given Wrathion's status as the only purified black dragon we've ever encountered, we can't really hold him to those same standards. But was it the corruption of the Old Gods that drew the Black Dragon flight into the maddened state of paranoia and deceit, or was this simply who they were from day one? And if this is the case ... what does this mean, as far as Wrathion is concerned?

It means that maybe, just maybe, that big explosion he showed us was nothing more than a fanciful tale. Something to scare us, something to push us into helping him, where ordinarily we never would have done so. Something to transform us from mere adventurers to Wrathion's puppets, hacking away at each other, Horde and Alliance, still pitted against each other despite the disastrous events of the Jade Forest, gleefully engaging in cold-blooded murder at the whim of a ebon drake. What makes Wrathion special?

What makes him special may be the very thing that has driven him to Pandaria in the first place. You see, Wrathion is unique. He is the very last of his kind. He is pure, free from the taint of the Old Gods. And to his knowledge, not a single corrupt black dragon is left on Azeroth. They've all been purged. To his knowledge, there are no other black dragons, and when he dies, the last breath of the Black Dragon flight will die with him.

How fortunate, then, that Pandaria is literally sitting on top of one of the Titan's creation engines.



The return

If you happen to sit at the north western corner of the lake at the heart of the Vale of Eternal Blossoms, you'll notice something curious. Eventually, two Black talon Agents will show up with survey equipment and start taking readings and samples from the water. One of them even asks whether the pandaren realize just what it is they're sitting on. There are two things we can infer from this casual statement -- one, that water is extremely important to Wrathion. Two -- while it isn't known whether or not Wrathion has spoken to the pandaren, it's clear that the pandaren aren't really knowledgeable about whatever properties that water happens to hold.

This begs the question; if the pandaren didn't know about the water, how did Wrathion? But really, all we need do is look at Wrathion's origins. One black dragon egg, curiously freed from corruption, by Titan technology.

Of course he'd know Titan technology when he saw it. We don't know the exact process of what happened to that egg in the Badlands. We know that dragons are apparently quite aware of what's going on around them even when they're in the shell -- Wrathion said as much during the rogue legendary quest chain, it's how he got out of the Twilight Highlands and to Raven holdt Manor in the first place. What kind of knowledge did he glean in the shell, while his egg was scanned and decontaminated? Ragnarok Online2 Zeny

But here's the other point that Wrathion may very well have known -- the pandaren weren't capable of accessing that technology. In fact, the only ones capable of accessing it were the one race that had dominated above all others, once upon a time. The mogu were already showing far more activity than normal before we showed up on Pandaria's shores. Something motivated them to begin their work.

Something motivated them to begin rebuilding their Empire, little by little, bit by bit. Something made them think that resurrecting the Thunder King was the best idea, something drove them to delve into Mogu'shan Vaults and begin anew, something made them think that starting the process of mogu creation, that meddling with Titan technology long thought gone, was needed.



Method or madness

Let's just throw a theory out there. Wrathion was completely self-aware the moment his egg was purified, perhaps even before then. That purification gave him insight into the Titans -- how they work, what Azeroth is, how everyone, everything, dragons and mortals alike, fit together. Yet something was wrong with this blueprint. The presence of the Old Gods had corrupted his entire dragon flight, leaving a broken link in the chain that connects everything on Azeroth to each other. Something had to be done.

And so, Wrathion acted. He escaped the Red Dragon flight's clutches, establishing a home base at Raven hold Manor. He recruited mortal assistants, promising status, prestige, and most of all, enhanced weapons the likes of which mortals only dream, in exchange for tasks completed. The Black Dragon flight was tainted, diseased. It needed to be purged, before it did any more harm to Azeroth.

Once that goal was complete, Wrathion set out on his next task -- to find the engines of creation itself, and rebuild the Black Dragon flight. Only this time he would use himself as the catalyst, keeping the new flight free from corruption. There was one small problem with this goal. Yes, Pandaria was found, but the Titan technology it contained hadn't been used for centuries, and the creatures that held the knowledge of how to use it had been thoroughly quashed by the pandaren.


With this knowledge, Wrathion hatched a plan. Start a chain reaction, set off the mantid that set off the yaungnol, bring the mortals of Azeroth to Pandaria. Let them do what comes naturally -- fight each other. Let them empower the Sha. Create just enough chaos that the mogu could begin to work anew, cognizant of their opportunity.

Once that mission was complete, it would be easy enough to set the Alliance and Horde against each other, and keep the attention firmly turned away from himself. And with every successful move by his Alliance and Horde puppets, he would reward them with just enough to keep them interested, keep them grateful, keep them invested in what he had to offer.

But ... just in case it backfired, he had a contingency plan. Yes, Wrathion is arming us to the teeth. But did you ever wonder why, exactly, every enhancement we receive is somehow related to or imbued by a member of the Black Dragon flight? As such, it's entirely possible that while these are extraordinary enhancements, they wouldn't do a bit of good were we to turn on Wrathion ourselves. Clever, that.



Motivation

If Wrathion's plan is, indeed, to reboot the Black Dragon flight using Titan technology, there's just one question left. Is Wrathion good, or is he evil? We don't know. We can't really answer that question, because we've never encountered a member of the Black Dragon flight that wasn't corrupt. Wrathion could be building an army with which to rule the world, or he could be building an army to fight that threat that he showed us, if that threat is actually real.

However, we'll have a little more to go on soon. Part one of the novel Dawn of the Aspects will be released Feb. 19, and it explores that time before Neltharion's corruption. It tells the tale of the creation of the Aspects, including the Black Dragon flight. Perhaps, by the end of the book, we'll have more of an inkling of what Wrathion may be up to, based on the actions of the very first dragons. Until then, we can only wonder what goes on in Wrathion's very clever mind.
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Friday, February 15, 2013

Tap-and-slash: Diablo 3 running on the Microsoft Surface Pro




The Surface Pro is billed as a “no compromise” tablet, offering the best of the mobile experience and a full operating system. The tablet PC sits between tablets and ultra books, and it may be unclear at times what the Surface Pro is capable of as a result. You probably won’t be buying a Surface Pro to sit around and play demanding PC games, but if you find yourself with an itch to play Diablo 3, you’ll find it handles the game just fine.

The Intel HD 4000 integrated graphics used in the Surface Pro is hardly what most would consider to be gaming hardware. It’s really designed to handle HD video and multi-monitor support for mid-range laptops, which is what made it useful for the Surface Pro. It’s important to be able to drive the 1080p display on the Surface as well as a connected monitor that is at least the same resolution. Combined with the Display Port, the Surface Pro can drive screens much larger than 1080p, or you can install Steam or login to your Blizzard account and fill your 90GB of free space with video games.

(1)

On the Surface Pro Diablo 3 plays well in High settings, provided you drop down the default 150% scaling to 125% and play the game in Full Screen mode. The pen input works for left and right click, which allows you to play the game in a basic way without a keyboard attached. You’d have to be really fast, or crazy, to try and play this game with just the pen for very long. With the Type Cover attached, you can even play with both the keyboard and the pen input, or you can just use a mouse and play Diablo 3 like Blizzard intended. The game plays great until you run into packs of more than 25-30 baddies, when the game will slow down noticeably, but just for a moment.

In the end, Diablo 3 on the Surface Pro is a great “because you can” sort of thing to have installed. You’re not likely to enjoy playing the game on battery only, and it is one of the few things that will cause the Surface to get warm enough to kick the fans into overdrive. If your goal with the Surface is to replace your laptop, you’ll find that it is capable of playing most games that are out today.sell diablo III gold  acheter des kamas sur dofus guild wars 2 gold

Monday, January 28, 2013

The Queue: Thunder Isle



(1)

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Mike Sacco will be your host today.

I'm getting pretty excited for the new raid, especially after the Ra-den reveal (which I'll discuss later).

brendonmiller02 asked:
I want to know what you guys think about how Blizzard is still charging for server transfers. Don't take this as a complaint, but I just find it odd still that they charge for transfers when a good amount of MMO's on the market either launched with no transfer fee, or removed it after a few months in. I have 3 characters on another server right now that I'd love to have on my home server -- but to get them all there it would be almost 170 bucks (as they are Alliance, and I am now Horde)...and I definitely don't have the time to level three more characters to max level.wow power leveling

Thoughts?
I understand why Blizzard charges for the service: it requires support on every side of the service, from the back-end server stuff to front-end customer service, and as I understand it WoW's server tech (and ergo server transfer tech) is a little different than other MMOs. What I do wish is that you could mass-transfer your characters and there was a maximum you could pay -- let's say $50 -- for all of your characters. That's why I'm so tetchy about transferring to a new server nowadays. I'd have to pay hundreds of dollars to bring all my dudes over to a new server, and, well, screw that. If I could send them all at once for a flat fee, it'd be much better.

RyanWilliamVoll asked:
I haven't played my lvl 90 in a while, and jump back on it this week, last playing it before 5.1, and thought to myself, where do I upgrade this gear if I decide to?

The gear upgrade NPCs are by the transmog and void storage folks in the capital city or Vale hub for your faction.

Aubrey asked:
How come certain flying mounts can't be used in ground-only zones, such as the DMF? I would say it's because they lack the proper run animations, but really most of them don't. Protodrakes even have both a walk and a run animation!

My next thought was perhaps their size, but we've all seen how big things like Mammoths and Traveller's Yaks can get, so that seems like a silly reason. Plus these days we can use about half our our flying mounts on the ground, Hippos, Gryphs, and Wyverns at least. The only ones I'm sure we'll never see available are Nether Rays.cheapest wow gold, wow gold

So my question is, why the restriction on the others?
It's my understanding that the ones that are restricted are ones that don't have jumping animations.

Geekboydotca asked:
Do the epic tailoring patterns drop in LFR? Or do you have to be in the traditional raid format? The loot table comparisons aren't entirely clear on that. Or maybe I'm just clueless, I dunno.
They only drop in regular or heroic mode.

Connelallison asked:
So it looks like Ra-den is a captured Titan. What does everyone think of this?

He's a captured Keeper, which is slightly different, but I think it rules. I was hoping for a story turn like this to explain what the deal with the mogu was. And I loved the Keepers of Ulduar.
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Thursday, January 17, 2013

The Kalphite King


 

    The Kalphite King is here, and he's by far the toughest boss ever seen in RuneScape. He has a combat level of 230; three forms, each requiring different tactics; and an array of devastating attacks, including an ability that can one-hit kill anyone who doesn't avoid it!

    The Kalphite King's too much to handle alone, so you'll need to bring friends. You can face him in groups of up to 20, and you'll need to have mastered the full breadth of EoC combat tactics to survive. You'll need to cycle tanks using threat-generating abilities, take careful note of the king and his minions' vulnerabilities, and co-ordinate your group to avoid deadly area-of-effect attacks.


    With this in mind, you'll most likely want to face him in a group of friends, with whom you can practice and develop strategies. The Kalphite King's Chamber is instanced, and we've introduced a new grouping system for the area that lets you determine how and with whom you want to undertake this monumental combat feat. When you enter, you'll be asked whether you want to create a new instance or join another, and instances can be locked to a specified number of players; to a minimum combat level; and to those with a pass code of your choice. It's also possible to determine the spawn rate of the king within your instance.(1)


    Head into the Exiled Kalphite Hive, if you dare. It's going to take all of your skill and concentration, a group of staunch comrades, high combat levels and the very best gear in the game to take down this mandibulate monstrosity.
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    Speaking of gear, the Kalphite King brings with him the first level 90 equipment: the grotesquely powerful drygore weapons. Rare drops from the Kalphite King himself, they comprise a rapier, longsword and mace - as well as off-hand equivalents - and are wrought from nightmarish arthropod appendages. They're the very best dual-wielding melee weapons in the game - requiring level 90 Attack - and are sure to lay waste to whatever stands in your way.(2)



    Drygore weapons degrade with use, and can be repaired with chitin gathered from enemies in the new Exiled Kalphite Hive. This will drop in the form of untradeable damaged chitin, but a smith of level 60 or higher can break this down into chitin scraps at an anvil. This will render it trade able, and ready for use in repairs.

    Alternatively, speak to Bob in Lum bridge to repair your weapons in exchange for coins, or do so at an armour stand in your player-owned house.

    Exiled Kalphite Hive (members only)

    Zoologists, desert travellers and entomo phobes alike are bewildered by the emergence of a new Kalphite Hive in the Kharidian Desert. Home to a new strain of 'exiled' kalphites, it has been theorised that these creatures have broken away from the original hive, and even that they are preparing for war against their former home.   sell rs cheap account

    No-one knows for certain why this new hive has been founded; why there are newly-evolved breeds of magic-using kalphite within; or why it is presided over not only by the Kalphite King, but also another Kalphite Queen. For now, those venturing into the hive can expect to find fierce opponents on which to train combat or Slayer, a source of chitin with which to repair drygore weapons, and the entrance to both the Kalphite King's and the Exiled Kalphite Queen's lairs. Drops from kalphites - both regular and exiled - have been improved to make them much more appealing as a combat target, and the original Kalphite Lair has been graphically updated to bring it in line with the quality of the new one, as have all kalphite NPCs, with the exception of the Kalphite Queen.(3)  diablo III gold     



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Wednesday, January 9, 2013

Overview




    Dungeon Fighter Online is a free 2D arcade-style action MMORPG which transports players into the mystical realm of Arad where dangerous dungeons abound. Gamers battle monsters as an individual explorer or team up to journey through exclusive multiplayer dungeons.

    Dungeon Fighter Online transports players into the mystical realm of Arad where dangerous dungeons abound. Gamers battle monsters as an individual explorer or team up to journey through exclusive multiplayer dungeons. Players can choose from five distinct character classes (Fighter, Gunner, Mage, Priest and Swordsman), each featuring a unique set of abilities and powerful attack combinations. Each class further specializes into four sub-classes, which opens up further skills and customization.

    Dungeon Fighter Online also allows players to challenge each other in a player-versus-player arena where players can sharpen the ability to customize their fighter for endless matchups with other warriors.Dungeon Fighter Online gold

    The controls are easy to use but hard to master. As you rise in rank, new fighting combos become available to you, opening up even more possible ways to slay your enemies. Perform intricate aerial assaults, for instance, timing your combos just right to create chain attacks that maximize your damage.
 
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Wednesday, January 2, 2013

The end of the brush Figure PK experience skills, skill damage range Detailed.



End of the brush Figure PK experience skills skill damage range Detailed

The end just did not like the Ice Queen or Ranger skills of a large area, the end of this version is still very strong. And a copy of the damage and range of skills are different.

For a simple example, copy the fierce spin kick in the monster, you can easily connect the wind rave, Seven Swords injury range should be widely than jjc. A copy of the monster, can be divided into just a few, move, do not move, small volume, large ground, air fly.

First say no moving.







First, the end of the buff skills, Blade of evil, first do a good job.








Fixed monster, the termination needs pd to force skills such escapement kick, Death Seven Swords then other skills without the use of suspense.

Nests, for example, there are many fixed strange, rushed to the front to put escapement kick, followed by cross 12 strange hung up, do not hang again a Park Xuan 12 almost. To blame the boss does not move, directly up Death Seven Swords.

Copy magic to the force, unlike in jjc, there will be a floating height, and occasionally cut twice, moving strange divided by volume medium and small, this is a very major.

End pk most important several arrested skills. Wind rave, fallen angel, spiral pendant hit. The face of the small size of the strange move, a spiral pendant crit strike plus a shock to basically hung up. If you do not hang on another magic point, because the monster is lying on the ground after the shock to face single mobs spiral is to force skills. Spiral cd, you can use the fallen angel this set the end Xiangying foundation even move jump death ended Wind rave ago, is also the end of every one will even move as the way to take this opportunity to study with strokes.

Face hordes of mobs, needless to say, poly strange, the star of the blade star Do not played, Chouzhunshiji, put to death Seven Swords. Two skills, enough to spike a bunch of strange. Because the range of the number of residual Park Xuan or rainbow kick, it was ok. Volume in the strange, and some can grasp that some can not grasp this fact, depends on feeling. Large strange it is too much trouble. The star suck fixed escapement kick bad playing, grasping not catch. Best this time aimed at the distance and azimuth Suixin past, Seven Swords.

The big strange beating pain, defense, Shun implicit, then kick him Xiangying.

Friday, November 9, 2012

5.1 Test service will soon usher in an update patch version number is 16281. The following is a career change in this patch: (1)



  Hunter
Talent
Bobcats assault: Damage reduced by 29%.
Arcane
Arcane Barrage: each layer the Arcane charge can now make Arcane Barrage damage increased by 24%, up from 22%.
Arcane Blast: each floor Arcane Empowerment Arcane Blast damage increased by 24%, up from 22%.
Arcane Missiles: each layer the Arcane charge can now make Arcane Missiles damage increased by 24%, up from 22%.
Monks
Generic skills
Cut throat hand: now the 10:00 energy consumption from 30 points down.
Talent
The infuriating sudden: foundation treatment increased by 310%.
Paladin
T14
Holy 4: Holy Shock cooling time was shortened by 2 seconds, up from 1 second.
Retribution 4: Reduces the cooldown of Avenging Wrath 65 seconds, down from 85 seconds.
Preist
Generic skills
The spirit burning: Damage increased by 22%.
Talent
Cascades: Spirit of Redemption no longer be able to cast.
The sacred Star: Spirit of Redemption no longer be able to cast.
Power Infusion: longer 40 yards restrictions.
Commandment
Preoccupation: recovery is now equivalent to the spiritual value of 200% mana, up from 150%.
Rogue
Generic skills
Kicking: the 10:00 energy consumption from 15 points down.
Shaman
Talent
Ancestral Swiftness: 90 sec cooldown, up from 60 seconds.
Association awards
The fugitive rapid: the death movement speed by 10%, down from 100%.