wildhammer-dwarves

Latest

  • The Queue: Impatience is a virtue

    by 
    Alex Ziebart
    Alex Ziebart
    04.27.2011

    Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today. I have a favor to ask all of you today. In addition to our usual discussion in the comments, I need all of you to leave a comment telling Mike Sacco to hurry up and finish playing Portal 2 so we can rock some co-op. He's a Slowy McSlowerson, and I grow impatient. Boz asked: Inquiring Dwarf Rogues and Warlocks want to know: Is there any reason that we might be prevented from playing as a Dark Iron from a lore perspective? We're already able to make pseudo-Mag'har with the available Orc skins, I got to wondering with Moira Bronzebeard/Thaurissan sitting on the Council of Three Hammers if we might see Dark Iron Dwarf skins added to the available models for Dwarves.

  • Official Cataclysm site update: The Twilight Highlands

    by 
    Anne Stickney
    Anne Stickney
    07.09.2010

    Those of you watching the live stream last night may have noticed a fly-by of the Twilight Highlands zone, including some strange rock formations, and the frustrations of that ever-present invisible wall. Thankfully, we now know a little more about what's behind that invisible wall in the Twilight Highlands zone courtesy of an update to the official Cataclysm website posted today. Some highlights from the post: The Dragonmaw orcs have a presence in the Highlands, and "their knowledge of dragons and warfare is of unquestionable importance, especially amidst the chaos of the Cataclysm." This explains a little of why they would join up with the Horde, though I'm still wondering how Alexstrasza feels about the whole situation. The Wildhammer dwarves also make an appearance here, and have begun to consider allying with Stormwind and Ironforge "thanks to the entreaties of their cousins, the Bronzebeard clan." It looks like the red dragonflight's days of haunting Grim Batol and the surrounding areas are numbered -- the black dragonflight are taking over. The Twilight's Hammer cult has relocated here due to the presence of an Old God. For more information, highlights and screenshots, check out the post on the official Cataclysm website.

  • The Art of War(craft): Twin Peaks

    by 
    Zach Yonzon
    Zach Yonzon
    07.01.2010

    I was writing about something else completely, but now that the NDA has been lifted and closed beta has begun for Cataclysm, I think it's just proper that we turn our attention to the Twin Peaks, the new capture-the-flag type battleground debuting in the next expansion. The floodgates have been (officially) opened, so us battleground freaks can join in on the fun ... You can soak in all the screenshot goodness over at MMO Champion. The coolest thing about Twin Peaks is that it's a fresh take on a familiar concept. Any player who has ventured into battleground PvP understands Warsong Gulch, as it's the first and most basic battleground, virtually eliminating any learning curve of the game's mechanics. The new, asymmetrical map rejuvenates the CTF concept and necessitates a new approach to the game. Because of the geographical asymmetry, the Horde will have different strategies from the Alliance. The deep river adds a new dimension to the map in a way that hasn't been fully utilized in any other battleground except for Arathi Basin -- and even then only to a minor degree. That the river essentially cuts the map in half makes it a critical element in gameplay. Because there's a sewage-pipe-style opening on the Western side of the Horde base leading into the water, it isn't merely decorative; it's strategic, too. On the Northern end of the map, the Alliance stronghold utilizes multiple levels, making abilities that minimize or eliminate falling damage a nice bonus. Three ways in and out for each of the nearly identically laid out bases, two graveyards per faction, and a bothersome intersecting river make for an exciting new twist on an old premise.

  • Know Your Lore: Current Alliance politics -- the dwarves, part one

    by 
    Anne Stickney
    Anne Stickney
    05.29.2010

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how, but do you know the why? Each week Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Last week we covered the gnomes, who much like the night elves have a history that spans centuries, but unlike the night elves, much of this history is unknown. Also unlike the night elves, the gnomes don't appear to have much going for them in the way of future conflicts. Today we're going to talk about the close friends of the gnomes -- the dwarves -- who are decidedly far more important than any have given them credit for to date. To summarize their origins: Way back in Azeroth's history, the Titans created a race of guardians called "earthen" to help protect and watch over the planet. There were a few different "types" of earthen originally created. The first type was prone to a "matrix destabilization" when in high-stress situations, and a nasty thing called the Curse of Flesh. This destabilization in conjunction with the curse led to the creation of the troggs. Yes, the same troggs that are currently plaguing the gnomes and Gnomeregan. These first earthen were sealed away in vaults all over the world including locations such as Bael Modan. Apparently the Titans seem to have this thing for locking bad things under the earth. The second round of earthen creations were just fine, and left as they were. Except that they weren't "just fine." These earthen were also susceptible to the Curse of Flesh, much like the gnomes were, and it worked on them oh-so-subtly. Over a gigantic chunk of time, they degraded into what we know today as the dwarves of the lower continents. As for Northrend, according to the Tribunal of the Ages, the Titans created the Forge of Wills to make yet another series of earthen, these designed to avoid the Curse of Flesh altogether. This is why you see earthen up in Northrend today.

  • The Queue: More like Porkrend, am I right

    by 
    Michael Sacco
    Michael Sacco
    01.01.2010

    Welcome back to The Queue, WoW.com's daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Michael Sacco will be your host today. That's influenza A virus subtype H1N1 up there, but I'm pretty sure you thought it was just a really blurry map of Northrend at first glance. I'm not wrong. You thought it. Mr. Shinra asked... Why exactly are there places where we suddenly and magically cannot mount up (I mean *aside* from combat which is obvious), such as getting killed by the trash after Ionar in Halls of Lightning and having to run all the way back. You've seen how big and expansive those halls are, I don't see a major reason why we cannot mount up to get back a bit quicker. At least in Culling of Stratholme we can ride from that house to the city proper-- so its not a consistent rule entirely either. I'm not suggesting there aren't places where it makes a bit more sense; I can understand small areas such as the various vendors in Orgimmar and their tiny huts, where there just isn't enough room, but a lot of the times, it seems like we have to dismount because... the game said so, and nothing else. For the majority of locations where it occurs, why do we have to dismount? The rule in place for 99% of the game is that you cannot mount indoors. There are some exceptions to the rule, such as Ironforge, but that's the basic idea.

  • Breakfast Topic: Is attunement a necessary evil?

    by 
    Dan O'Halloran
    Dan O'Halloran
    08.28.2007

    Seriously. Look at that Burning Crusade attunement chart. Is all the hoop jumping really necessary for players who just want to see content? How much worse is it going to get for Sunwell Plateau? Or Wrath instances?I think players shouldn't have to navigate a chart more complicated than the U.S. Tax Code to see new places, kill new things and parade around in the new found loot like drunken Wildhammer dwaves discovering a new flight path. What do you think? Is attunement a way to reward dedicated players or a road block to slow down the general populace that is ravenously consuming content faster than the devs can create it?