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	<title>WoW Danomatic</title>
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	<description>Daily World of Warcraft news from Danomatic</description>
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		<title>WoW Patch 4.0.1 on the PTR and pre-downloading</title>
		<link>http://wow.danomatic.com/2010/09/25/wow-patch-4-0-1-on-the-ptr-and-pre-downloading/</link>
		<comments>http://wow.danomatic.com/2010/09/25/wow-patch-4-0-1-on-the-ptr-and-pre-downloading/#comments</comments>
		<pubDate>Sun, 26 Sep 2010 00:18:17 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[WoW Patch 4.0.1]]></category>
		<category><![CDATA[WoW Patch News]]></category>
		<category><![CDATA[31 point talents]]></category>
		<category><![CDATA[cataclysm downloader]]></category>
		<category><![CDATA[cataclysm launcher]]></category>
		<category><![CDATA[new eclipse mechanic]]></category>
		<category><![CDATA[new paladin resource bar]]></category>
		<category><![CDATA[ptr]]></category>
		<category><![CDATA[rage normalization]]></category>
		<category><![CDATA[stat reforging]]></category>
		<category><![CDATA[talent mastery system]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow reforging]]></category>

		<guid isPermaLink="false">http://wow.danomatic.com/?p=375</guid>
		<description><![CDATA[The pre-Cataclysm class changing patch has landed on the PTR and is alreadyavailable via the background downloader on the live servers. Official patch notes are below, but the highlights are: New launcher window that will stream patches allowing players to log in before patching is done Reforging: New NPCs in major towns will be able [...]


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			<content:encoded><![CDATA[<p style="text-align: center;"><img alt="" class="aligncenter size-full wp-image-377" height="258" src="http://wow.danomatic.com/wp-content/uploads/2010/09/dano-wow-cataclysm-launcher-588.jpg" title="Cataclysm Launcher" width="588" /></p>
<p>The pre-Cataclysm class changing patch has landed on the PTR and is alreadyavailable via the background downloader on the live servers. Official patch notes are below, but the highlights are:</p>
<ul>
<li>New launcher window that will stream patches allowing players to log in before patching is done</li>
<li>Reforging: New NPCs in major towns will be able to transform 40% of a stat on your items into another stat that isn&#39;t already there</li>
<li>Massive class, skills, talent and ability overhaul for all classes.</li>
<li>New mastery system implemented</li>
<li>Rage has been normalized</li>
<li>Ammo is no longer in the game</li>
</ul>
<p>Full notes <a href="http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html">from official page</a>:</p>
<p><font size="2"><b>General</b> </font></p>
<ul>
<li><font size="2">Cataclysm Launcher Update</font>
<ul>
<li><font size="2">The new Cataclysm Launcher allows you to stream game data while you play. This will reduce the time you spend downloading, installing, and patching World of Warcraft. We&#39;d like to get your feedback on the toolset and gameplay experience. Please head to the forums <a href="http://forums.worldofwarcraft.com/thread.html?topicId=26726066731" target="_blank"> here</a> for additional information.</font></li>
</ul>
</li>
<li><font size="2">Reforging</font>
<ul>
<li><font size="2">Players can now visit special Reforging NPCs in capital cities located near Enchanting trainers. 40% of any one secondary stat on an item can be can be allocated to add a new secondary stat to the item. The stat being added cannot already exist on the item. An item cannot have more than one reforged stat at a time, though the Reforging of an item can be undone and changed.</font></li>
</ul>
</li>
<li><font size="2">Copied Test Realm characters are not copied with their achievement history in order to better facilitate the character copy process.</font></li>
</ul>
<p><font size="2"><b>Classes: General</b> </font></p>
<ul>
<li><font size="2">Many class talents, spells, and abilities have been overhauled, added, or removed.</font></li>
<li><font size="2">All spell and ability tooltips will now display damage averages rather than minimum and maximum damage potential. This feature is on by default but can be changed via the Display settings under User Interface options.</font></li>
<li><font size="2">Ammo has been removed from the game.</font></li>
<li><font size="2">The character levels at which classes gain new spells and abilities have changed.</font></li>
<li><font size="2">Many item and class stats have been changed or removed.</font></li>
<li><font size="2">Mastery rating has been added as a new stat which provides unique benefits for characters based on class and talent specialization. Mastery rating does not currently exist on items in the game, however, Reforging can be used to add Mastery rating as a secondary stat to existing items.</font></li>
<li><font size="2">Rage has been normalized.</font></li>
<li><font size="2">Spells and abilities no longer have multiple ranks and now scale with character level.</font></li>
<li><font size="2">Talent trees have been altered. All player talent specializations have been reset, allowing for free re-specialization.</font>
<ul>
<li><font size="2">Each specialization has been reduced to a 31-point talent tree.</font></li>
<li><font size="2">Players will now get a total of 41 talent points to spend.</font></li>
<li><font size="2">Players will be asked to choose a specialization at level 10. Doing so will result in the unlocking of a spell or ability unique to that specialization, as well as one or more passive bonuses.</font></li>
<li><font size="2">Once a talent specialization has been chosen, players may only place points in the primary tree until at least 31 points have been spent there.</font></li>
<li><font size="2">The initial announcement regarding these talent tree changes can be found on our <a href="http://forums.worldofwarcraft.com/thread.html?topicId=25626290449&amp;sid=1" target="_blank">Cataclysm forum</a>.</font></li>
</ul>
</li>
</ul>
<p><font size="2"><b>Death Knights</b> </font></p>
<ul>
<li><font size="2">A dedicated tanking tree (Blood) has been implemented.</font></li>
<li><font size="2">The effects of Blood Presence and Frost Presence have been exchanged.</font></li>
<li><font size="2">The way in which runes recharge has changed.</font></li>
</ul>
<p><font size="2"><b>Druids</b> </font></p>
<ul>
<li><font size="2">A new Eclipse mechanic has been added for druids.</font></li>
</ul>
<p><font size="2"><b>Hunters </b> </font></p>
<ul>
<li><font size="2">Five pets can now be stored with the hunter at all times. Any one of these five pets can be summoned via the Call Pet ability.</font></li>
<li><font size="2">Focus has replaced mana as a new resource.</font></li>
<li><font size="2">Hunters now start with a pet at level 1.</font></li>
<li><font size="2">The Stable will now store 20 pets. If a pet is moved into the Stable, its talents are wiped.</font></li>
</ul>
<p><font size="2"><b>Mages</b> </font></p>
<ul>
<li><font size="2">There is now a new spell fly-out UI feature for mage portals. Clicking on the Teleport or Portal buttons will expand the list of choices available.</font></li>
</ul>
<p><font size="2"><b>Paladins</b> </font></p>
<ul>
<li><font size="2">Paladins now have a new resource bar.</font></li>
</ul>
<p><font size="2"><b>Warlocks</b> </font></p>
<ul>
<li><font size="2">There is now a new spell fly-out UI feature for warlock pets. Clicking on this single button will open up the list of available pets to summon.</font></li>
<li><font size="2">Soul Shards have been removed from the game as items. Instead, they now exist as a resource system necessary for using, or altering the mechanics of certain spells.</font></li>
</ul>
<p><font size="2"><b>Items</b> </font></p>
<ul>
<li><font size="2">Resilience no longer reduces the chance a player will be critically hit by an opponent.</font></li>
<li><font size="2">Durability: cloth, leather, and mail now have as many points of durability as plate, making the repair cost on death much closer to equal for all classes.</font></li>
</ul>
<p><font size="2"><b>Professions</b> </font></p>
<ul>
<li><font size="2">The glyph system has been updated to now feature three different types of glyphs. Many class glyphs have been added, altered, or moved to different glyph types.</font></li>
</ul>
<p><font size="2"><b>User Interface</b> </font></p>
<ul>
<li><font size="2">Spell Alerts have been added to notify players when procs on select spells and abilities occur. A visual notification will display around the character and the activated ability will be highlighted on the action bar.</font></li>
<li><font size="2">The Arena Teams pane has been improved.</font></li>
<li><font size="2">The Character pane has been redesigned. Character stats can now be shown or hidden via the Show All Details/Hide All Details button on the bottom left. When shown, all character stats will be visible in a window to the right of the pane. Stat sections can be reorganized by clicking and dragging them up or down the pane.</font></li>
<li><font size="2">The Professions panes now have more filtering and search functionality, as well as buttons to easily link recipes in the chat frame.</font></li>
<li><font size="2">A Professions screen has been added to the Spellbook to better display the details of a character&#39;s primary and secondary professions.</font></li>
<li><font size="2">Many of the yellow System Messages that would display in the chat frame when leveling up have been removed.</font></li>
<li><font size="2">New text animations now alert players as they level up, also providing information on when new talents, spells and abilities are available. </font></li>
<li><font size="2">Professions and Class Trainers windows have been altered to more clearly display available and upcoming purchases.</font></li>
<li><font size="2">New Raid frames are now. They can also be used in place of the standard 5-player party interface via the User Interface options.</font></li>
<li><font size="2">The Spellbook interface has been improved for greater ease-of-use and visual appeal.</font></li>
<li><font size="2">For additional notes on Lua and XML changes please visit the <a href="http://forums.worldofwarcraft.com/board.html?sid=1&amp;forumId=11114" target="_blank">UI &amp; Macros forum.</a></font></li>
</ul>


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		<title>Cataclsym Beta build 12942 brings more achievements, titles and T11 armor sets</title>
		<link>http://wow.danomatic.com/2010/09/11/cataclsym-beta-build-12942-brings-more-achievements-titles-and-t11-armor-sets/</link>
		<comments>http://wow.danomatic.com/2010/09/11/cataclsym-beta-build-12942-brings-more-achievements-titles-and-t11-armor-sets/#comments</comments>
		<pubDate>Sat, 11 Sep 2010 17:58:25 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Cataclysm Beta]]></category>
		<category><![CDATA[alliance lion mount]]></category>
		<category><![CDATA[golden king]]></category>
		<category><![CDATA[guild achievements]]></category>
		<category><![CDATA[player achievements]]></category>
		<category><![CDATA[player titles]]></category>
		<category><![CDATA[profession achievements]]></category>
		<category><![CDATA[t11 armor set bonus]]></category>
		<category><![CDATA[tier 11 armor set bonus]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow cataclysm beta]]></category>

		<guid isPermaLink="false">http://wow.danomatic.com/?p=367</guid>
		<description><![CDATA[MMO-Champion has datamined the WoW Catacysm beta build 12942 and has discovered a truck load of new player achievements, guild achievements, profession achievements, player titles, spell changes, a new Alliance lion mount and the long-awaited Tier 11 armor set bonuses for all classes. Complete details can be found on MMO-C&#39;s page. No related posts.


No related posts.]]></description>
			<content:encoded><![CDATA[<p>MMO-Champion has datamined the WoW Catacysm beta build 12942 and has discovered a truck load of new player achievements, guild achievements, profession achievements, player titles, spell changes, a new Alliance lion mount and the long-awaited Tier 11 armor set bonuses for all classes. Complete details can be found <a href="http://www.mmo-champion.com/content/1964-Cataclysm-Beta-Build-12942-%28Codename-Fluffy%29">on MMO-C&#39;s page</a>.</p>


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		<title>Ghostcrawler explains new Cataclysm profession Archaeology</title>
		<link>http://wow.danomatic.com/2010/09/11/ghostcrawler-explains-new-cataclysm-profession-archaeology/</link>
		<comments>http://wow.danomatic.com/2010/09/11/ghostcrawler-explains-new-cataclysm-profession-archaeology/#comments</comments>
		<pubDate>Sat, 11 Sep 2010 09:00:21 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow archaelogy]]></category>
		<category><![CDATA[wow archaeology]]></category>
		<category><![CDATA[wow archaology]]></category>
		<category><![CDATA[wow cataclysm beta]]></category>
		<category><![CDATA[wow cataclysm profession]]></category>

		<guid isPermaLink="false">http://wow.danomatic.com/?p=371</guid>
		<description><![CDATA[Since it&#39;s announcement at last year&#39;s BlizzCon, Archaeology has gone through a major rehaul followed by scraps of information coming out of datamined Cataclysm beta builds. To clear up confusion about how the new profession actually works, Ghostcrawler posted a lengthy exaplanation below. Archaeology just went in this build for the first time and we [...]


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			<content:encoded><![CDATA[<p style="text-align: center;"><img alt="" class="aligncenter size-full wp-image-380" height="333" src="http://wow.danomatic.com/wp-content/uploads/2010/09/dano-wow-archaeology-survey-equipment-588.jpg" title="Archaeology survey equipment" width="588" /></p>
<p>Since it&#39;s announcement at last year&#39;s BlizzCon, Archaeology has gone through a major rehaul followed by scraps of information coming out of datamined Cataclysm beta builds. To clear up confusion about how the new profession actually works, Ghostcrawler posted a lengthy exaplanation below.</p>
<p><center></p>
<div style="width: 98%; text-align: left; position: relative; padding: 3px; color: rgb(255, 255, 255); background: none repeat scroll 0% 0% rgb(51, 73, 138); border: 1px solid rgb(51, 51, 51);"><img align="absMiddle" alt="" border="0" src="http://starcraft2.danomatic.com/wp-content/uploads/2010/08/blizzimg4.jpg" style="border: 0px none; padding: 0px; margin-bottom: 3px; margin-left: 5px; margin-right: 3px;" /></div>
<div style="width: 98%; text-align: left; position: relative; padding: 3px; color: rgb(153, 204, 255); background: none repeat scroll 0% 0% rgb(32, 32, 32); border: 1px solid rgb(51, 51, 51);">
<div style="padding: 5px;"><span class="blue">Archaeology just went in this build for the first time and we don&#39;t yet have any of the support around it to teach players what to do. It has been informative to watch players learn to swim by drowning, but we thought it was time to offer a little more direction. <img src='http://wow.danomatic.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>			<span style="color: rgb(255, 255, 255);"><b>Digsites</b></span> </p>
<p>			Once you train archaeology, you can see digsites on your map (not your minimap &#8211; your map). There are always 4 digsites per continent. These will not change until you dig one out. Most of the time, you&#39;re probably only going to be concerned with the 4 sites on your current continent, but at higher character and archaeology skill levels, there will be 16 sites active at one time (4 each in Eastern Kingdoms, Kalimdor, Outland and Northrend.) </p>
<p>			You will only find sites in zones of your level or lower. A level 25 player will have all 4 sites per continent in level 25 zones. (This means Outland and Northrend will have no sites at this time.) A level 80 player will have all 4 sites in any zone. A low level Kalimdor player might have sites in Ashenvale and Stonetalon, while a level 82 might have Uldum, Ashenvale, Stonetalon and Silithus. </p>
<p>			Sites are race specific. You can usually guess the race by the location. Kalimdor tends to have a lot of night elf ruins. Eastern Kingdoms tends to have a lot of dwarf ruins. </p>
<p>			Some races are only available on some continents (such as orc and draenei on Outland). You need to have a minimum character level and a minimum archaeology level to use these. Currently you can see them if you are a certain character level but can&#39;t gather from them until your archaeology skill is higher. For Outland, the skill is 300. While somewhat consistent with other gathering skills, we think this is confusing and we will change it so that you don&#39;t even see the digsites until your archaeology skill is sufficiently high. Tol&#39;vir artifacts are the most rewarding, but also require near max archaeology skill to recover. </p>
<p>			Some players are reporting some issues with digsites not showing up correctly. We&#39;ll look into these bugs. </p>
<p>			Unlike other gathering skills, digsites are player-specific. Other players will be searching in different locations. There is no competition for digsites. </p>
<p>			<span style="color: rgb(255, 255, 255);"><b>Fragments</b></span> </p>
<p>			Each digsite can be searched 3 times before it despawns and a new site spawns. If there is a digsite somewhere too far away from you or otherwise inconvenient, just ignore it and hit the closer ones. You won&#39;t run out. </p>
<p>			To search a digsite, use the Survey ability. The survey tool will spawn and point in the approximate direction of the artifact. Red means you&#39;re far away. Yellow means you&#39;re close. Green means you may be within 40 yards or so. When you discover your find, you&#39;ll get fragments specific to a particular race. </p>
<p>			There are two main strategies to surveying. You can attempt to triangulate by moving around the outer edge of a digsite. (Like quest blobs, the digsites are not necessarily circular.) Other players just keep surveying, heading in the direction the tool points until they strike paydirt. </p>
<p>			Remember, the thing you uncover is yours. There is no competition with other players and nobody can gank your node. </p>
<p>			<span style="color: rgb(255, 255, 255);"><b>Artifacts</b></span> </p>
<p>			Whenever you get a new fragment for a race, you&#39;ll start a research project. You can only work on one artifact per race at a time. When you have enough fragments, click Solve to complete that artifact. You won&#39;t waste excess fragments &#8212; they will just start the next project. You can be working on one project for each race at a time. </p>
<p>			Most artifacts are common. These give you a little bit of lore or flavor text and an item you can sell for a small profit (presumably to a museum!) The profit increases as the value of the artifact increases. You can estimate this by the number of fragments needed to finish the artifact. You will only find cheaper artifacts at low level, but you can find cheap and valuable artifacts at higher level (the reason for this is we want players to be able to find all the artifacts if they want to). You won&#39;t find a second copy of a common object until you have found all the artifacts of that race. If you get stuck at a certain skill level of archaeology or character level, you may find an artifact more than once until you reach the next tier. </p>
<p>			Some artifacts are rare. These always make a blue or purple item. Many of these have no in-game power and are toys or for flavor. Some of them are actual weapons and armor. The latter items are all bound to account. They aren&#39;t heirlooms in that they don&#39;t scale, but you can pass them around. So if you are level 80 and you find a level 60 axe, you can always have another character use it when they are level 60. You will never get a rare artifact more than once. <br />
			<span style="color: rgb(255, 255, 255);"><br />
			<b>The future</b></span> </p>
<p>			We designed archaeology to be easily expandable, so we plan to add much more content in future patches, including new races to research (though to be fair, there&#39;s a sizable amount of content already). We also have a feature that is not available on beta yet, that allows you to use your archaeology skill for a slight (think Fish Feast-level) bonus in the Cataclysm dungeons. </span></p>
<div align="right" style="font-size: 12px;"><i><a href="http://forums.worldofwarcraft.com/thread.html?sid=2000&amp;topicId=26726035891" style="color: rgb(153, 204, 255);">source</a></i></div>
</p></div>
</p></div>
<p></center></p>


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		<title>Ghostcrawler on tuning Cataclysm instances for healing classes</title>
		<link>http://wow.danomatic.com/2010/09/08/ghostcrawler-on-tuning-cataclysm-instances-for-healing-classes/</link>
		<comments>http://wow.danomatic.com/2010/09/08/ghostcrawler-on-tuning-cataclysm-instances-for-healing-classes/#comments</comments>
		<pubDate>Thu, 09 Sep 2010 04:24:34 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Cataclysm Beta]]></category>
		<category><![CDATA[ghostcrawler]]></category>
		<category><![CDATA[healing in cataclysm instances]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow cataclysm beta]]></category>

		<guid isPermaLink="false">http://wow.danomatic.com/?p=363</guid>
		<description><![CDATA[Q u o t e: What happened to the kinder/gentler damage vs. health model that we were promised in Cata? And presumably these are normal instances which shouldn&#39;t require the best possible lower level gear before entering an 85 instance. Are we expected to farm 83-84 instances before setting foot in 85 instances even on [...]


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			<content:encoded><![CDATA[<p><center></p>
<div style="width: 98%; text-align: left; position: relative; padding: 3px; color: rgb(255, 255, 255); background: none repeat scroll 0% 0% rgb(51, 73, 138); border: 1px solid rgb(51, 51, 51);"><img align="absMiddle" alt="" border="0" src="http://starcraft2.danomatic.com/wp-content/uploads/2010/08/blizzimg4.jpg" style="border: 0px none; padding: 0px; margin-bottom: 3px; margin-left: 5px; margin-right: 3px;" /></div>
<div style="width: 98%; text-align: left; position: relative; padding: 3px; color: rgb(153, 204, 255); background: none repeat scroll 0% 0% rgb(32, 32, 32); border: 1px solid rgb(51, 51, 51);">
<div style="padding: 5px;">
<p style="margin-left: 40px;"><span style="color: rgb(255, 255, 255);">Q u o t e:<br />
				What happened to the kinder/gentler damage vs. health model that we were promised in Cata? And presumably these are normal instances which shouldn&#39;t require the best possible lower level gear before entering an 85 instance. Are we expected to farm 83-84 instances before setting foot in 85 instances even on normal?</span></p>
<p>The normal dungeons require a little more crowd control than many LK players are typically used to, but they aren&#39;t intended to be brutal. You shouldn&#39;t need to farm a lot of gear before stepping into one. Keep in mind that feedback is going to be all over the place in a beta. Some players are heading into dungeons they know nothing about and getting frustrated when someone can&#39;t immediately explain the boss mechanics to them. Some just have no sense in investment since this isn&#39;t their &quot;real&quot; character (such irony). Some of the bosses are overtuned and some of the class abilities are undertuned at this stage. Because Uldum and Twilight don&#39;t have quest rewards yet, there are also some folks who are just really undergeared. Half your glyphs probably don&#39;t work. The new enchants aren&#39;t readily available. And so it goes. That sort of thing will all get ironed out over the next several weeks. </p>
<p>				You shouldn&#39;t have huge mana problems in a normal dungeon. Your middle heal should get you through most of it just fine. You&#39;ll have to use more of your emergency heals in the heroics and raids, and you&#39;ll also be expected to gear up a little more for the heroics and raids. In Burning Crusade, players went and finished the Shadowmoon quest lines or got their reps to Exalted or maxed out their trade skills in order to have the best gear available for the heroics and raids. That is our model for Cataclysm.</p>
<p style="margin-left: 40px;"><span style="color: rgb(255, 255, 255);">Q u o t e:<br />
				They totally missed the mark when it came to tuning in WotLK. GC admitted that they caved in to QQ when it came to mana costs, for example. </p>
<p>				I read every blue post most every day, and never recall him saying this. Feel free to post a source if I&#39;m wrong. The devs have always held the stance that, while they do listen to feedback, will generally make decisions that are best for the game, not based on qq.</span></p>
<p>This is fairly accurate. Spell costs were more expensive when LK was in beta but we later backed off of it. That isn&#39;t the entire reason that the heroic dungeons and raids ended up a little easier than we intended. It was a combination of a lot of things: we got better at designing talents (fewer wasted points), glyphs offered a lot of additional player power, little things like the gathering skill buffs, most raid buffs going raid wide, every spec had access to mana-efficient AE, more survivability tools, specs that historically didn&#39;t raid much suddenly out there contributing their unique abilities, etc. etc.</p>
<p style="margin-left: 40px;"><span style="color: rgb(255, 255, 255);">Q u o t e:<br />
				I also remember us being told that ICC tank damage would seem less spiky so that tanks wouldn&#39;t always in such risk of near insta-death. Anyone else remember that? </p>
<p>				I also remember being before the release of WotLK that Pallies would be fine without AoE heals because there would not be as much AoE damage. Then we got smothered in AoE damage. Remember that one too?</span></p>
<p>It feels like you&#39;re mostly just trying to play gotcha here, but I would characterize the above two statements as follows. </p>
<p>				We added an avoidance penalty to Icecrown so that we could lower boss spike damage. It was still quite spikey. Now imagine would it would have been without those avoidance penalties. Bosses would have had to hit that much harder in order to compensate for missing so often. I even said at the time that a better long-term solution would be to boost health pools across the board (even for PvP), but that was such a big change that we worried it would take too many patches to get right. </p>
<p>				On the paladin issue, our LK model was that healers were still pretty specialized. You want a paladin for tank healing and you want a Holy priest or Resto druid for AE healing. We thought that paladins had enough tools to heal when they were the only healer (i.e. in 5 player dungeons), and that was generally true, though paladin players did have trouble with heroic Loken early on. Since paladins didn&#39;t need to solo heal raids and since we didn&#39;t want to encourage raids to bring 2 paladins for their 2 healers, we thought that was sufficient. In Cataclysm we are backing off of that even more and trying to make all the healers more well rounded.</p>
<div align="right" style="font-size: 12px;"><a href="http://forums.worldofwarcraft.com/thread.html?topicId=26725724028&amp;pageNo=3&amp;sid=1#44"><i><span style="color: rgb(153, 204, 255);">source</span></i></a></div>
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		<title>Blue Tracker: Heirlooms in Cataclysm</title>
		<link>http://wow.danomatic.com/2010/09/08/blue-tracker-heirlooms-in-cataclysm/</link>
		<comments>http://wow.danomatic.com/2010/09/08/blue-tracker-heirlooms-in-cataclysm/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 14:00:33 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[heirlooms in cataclysm]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow cataclysm]]></category>

		<guid isPermaLink="false">http://wow.danomatic.com/?p=357</guid>
		<description><![CDATA[Wryxian on Heirlooms in Cataclysm We&#39;re adding more heirlooms in Cataclysm. Though I&#39;ve not yet seen much evidence of tank specific items, development of the new expansion pack isn&#39;t completed yet and some of the new heirlooms we add might end up being of particular note for tanks. However so far we haven&#39;t really focused [...]


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<div style="width: 98%; text-align: left; position: relative; padding: 3px; color: rgb(255, 255, 255); background: none repeat scroll 0% 0% rgb(51, 73, 138); border: 1px solid rgb(51, 51, 51);"><img align="absMiddle" alt="" border="0" src="http://starcraft2.danomatic.com/wp-content/uploads/2010/08/blizzimg4.jpg" style="border: 0px none; padding: 0px; margin-bottom: 3px; margin-left: 5px; margin-right: 3px;" /> Wryxian on Heirlooms in Cataclysm</div>
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<p>We&#39;re adding more heirlooms in Cataclysm. Though I&#39;ve not yet seen much evidence of tank specific items, development of the new expansion pack isn&#39;t completed yet and some of the new heirlooms we add might end up being of particular note for tanks.</p>
<p>
				However so far we haven&#39;t really focused on making heirlooms fill all the gear slots nor have we tried to completely replace all the items you receive from quests and dungeons as you level up. So it might well be that we decide to continue staying away from filling some slots and addressing some itemisation niches with heirlooms deliberately to maintain the value of quest or dungeon rewards, thus also maintaining the value of completing quests and participating in dungeons while leveling up.</p>
<div align="right" style="font-size: 12px;"><a href="http://forums.wow-europe.com/thread.html?topicId=14332935499&amp;pageNo=1&amp;sid=1"><i><span style="color: rgb(153, 204, 255);">source</span></i></a></div>
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		<title>Cataclysm world events Operation Gnomeregan and Zalazane&#8217;s Fall are live</title>
		<link>http://wow.danomatic.com/2010/09/07/cataclysm-world-events-operation-gnomeregan-and-zalazanes-fall-are-live/</link>
		<comments>http://wow.danomatic.com/2010/09/07/cataclysm-world-events-operation-gnomeregan-and-zalazanes-fall-are-live/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 05:51:20 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[cataclysm world event]]></category>
		<category><![CDATA[darkspear shroud]]></category>
		<category><![CDATA[gnomeregan drape]]></category>
		<category><![CDATA[operation gnomeregan]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow world event]]></category>
		<category><![CDATA[zalazanes fall]]></category>

		<guid isPermaLink="false">http://wow.danomatic.com/?p=352</guid>
		<description><![CDATA[Today after scheduled maintenance, the World of Warcraft servers came back online with a little surprise. Two surprises actually. The Alliance and Horde pre-Cataclysm world events were live. Operation: Gnomeregan has you running a number of light-hearted quests to prepare the troops for the retaking of the irradiated gnome capital. The final quest requires you [...]


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			<content:encoded><![CDATA[<p><img alt="" class="aligncenter size-full wp-image-353" height="371" src="http://wow.danomatic.com/wp-content/uploads/2010/09/dano-wow-operation-gnomeregan-588.jpg" title="Operation Gnomeregan" width="588" /></p>
<p>Today after scheduled maintenance, the World of Warcraft servers came back online with a little surprise. Two surprises actually. The Alliance and Horde pre-Cataclysm world events were live. <a href="http://www.wowhead.com/guide=cataclysm&amp;prelaunch#operation-gnomeregan">Operation: Gnomeregan</a> has you running a number of light-hearted quests to prepare the troops for the retaking of the irradiated gnome capital. The final quest requires you to be level 75 and results in a <a href="http://www.wowhead.com/item=53097">Gnomeregan Drape</a>.</p>
<p>Echo Isles &amp; Zalazane&#39;s Bane prepares the Horde for the new Troll starting area coming in the expansion. Similar to the Alliance quest, Horde players must prepare for the taking of a homeland and get rewarded with a snazzy looking cloak, the <a href="http://www.wowhead.com/item=54617">Darkspear Shroud</a>.</p>
<p>Remember, these are limited events and will disappear when Cataclysm launches so run them now for the Achievement as well as the fun.</p>


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		<title>New L85 gear datamined from Cataclysm beta</title>
		<link>http://wow.danomatic.com/2010/09/07/new-l85-gear-datamined-from-cataclysm-beta/</link>
		<comments>http://wow.danomatic.com/2010/09/07/new-l85-gear-datamined-from-cataclysm-beta/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 08:01:14 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Cataclysm Beta]]></category>
		<category><![CDATA[L85 gear stats]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow cataclysm beta]]></category>

		<guid isPermaLink="false">http://wow.danomatic.com/?p=344</guid>
		<description><![CDATA[MMO-Champion has datamined new gear from the Cataclysm beta. This loot drops from level 85 instances in normal mode. The stats are quite impressive and may give you an idea of the kinds of creatures you will be up against that require these buffed items. Keep in mind that we saw this same kind of [...]


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			<content:encoded><![CDATA[<p><a href="http://www.mmo-champion.com/content/1960-Cataclysm-Dungeon-Loot-Blue-Posts-Comics"><img alt="" class="aligncenter size-full wp-image-348" height="270" src="http://wow.danomatic.com/wp-content/uploads/2010/09/dano-wow-cataclysm-L85-gear-588.jpg" title="Cataclysm L85 Gear" width="588" /></a></p>
<p>MMO-Champion has datamined <a href="http://www.mmo-champion.com/content/1960-Cataclysm-Dungeon-Loot-Blue-Posts-Comics">new gear from the Cataclysm beta</a>. This loot drops from level 85 instances in normal mode. The stats are quite impressive and may give you an idea of the kinds of creatures you will be up against that require these buffed items. Keep in mind that we saw this same kind of jump in gear stats from Burning Crusade when Wrath launched. This kind of mudflation is typical for stat progression-based MMOs.</p>


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		<title>Ghostcrawler explains Glyph changes in Cataclysm</title>
		<link>http://wow.danomatic.com/2010/09/06/ghostcrawler-explains-glyph-changes-in-cataclysm/</link>
		<comments>http://wow.danomatic.com/2010/09/06/ghostcrawler-explains-glyph-changes-in-cataclysm/#comments</comments>
		<pubDate>Mon, 06 Sep 2010 12:00:13 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[cataclysm glyphs]]></category>
		<category><![CDATA[prime glyphs]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow cataclysm]]></category>

		<guid isPermaLink="false">http://wow.danomatic.com/?p=338</guid>
		<description><![CDATA[Developer thoughts on Glyph functions in Cataclysm Prime glyphs aren&#39;t going to be exciting in a &#34;change up your rotation&#34; style. We want primes to be unambiguous dps (etc.) increases so we figured they might as well be easy to understand rather than something so convoluted that everyone would just go to a fansite to [...]


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			<content:encoded><![CDATA[<p><center></p>
<div style="width: 98%; text-align: left; position: relative; padding: 3px; color: rgb(255, 255, 255); background: none repeat scroll 0% 0% rgb(51, 73, 138); border: 1px solid rgb(51, 51, 51);"><img align="absMiddle" alt="" border="0" src="http://starcraft2.danomatic.com/wp-content/uploads/2010/08/blizzimg4.jpg" style="border: 0px none; padding: 0px; margin-bottom: 3px; margin-left: 5px; margin-right: 3px;" /> Developer thoughts on Glyph functions in Cataclysm</div>
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<div style="padding: 5px;">Prime glyphs aren&#39;t going to be exciting in a &quot;change up your rotation&quot; style. We want primes to be unambiguous dps (etc.) increases so we figured they might as well be easy to understand rather than something so convoluted that everyone would just go to a fansite to see which 3 to pick. </p>
<p>The majors are more interesting, because they are either not dps increases at all, or dps increases in ways that are tricky to math out. We think players will debate and geek out more about which majors to use, and with the new glyph design, swapping them out once in awhile isn&#39;t very painful. </p>
<p>				Minors are basically convenience or fun. </p>
<p>				We don&#39;t want glyphs to change rotations. We feel that was a mistake in LK. Talents should affect your rotations, and glyphs should just provide a little bit of customization and power. We fixed some class problems with glyphs in LK, which was an easy solution to do at the time, but now is the time to undo all of that and let the classes stand on their own without the glyphs.</p>
<p style="margin-left: 40px;"><span style="font-size: 16px;"><span style="color: rgb(255, 255, 255);"><span class="blue"><small>I&#39;m not sure I agree with this. I can understand wanting to keep it simple, but like someone else said, if you&#39;re going to have 3 glyphs that we&#39;re always going to have with no variation, and none of them have any effect on the rotation&#8230; couldn&#39;t we just stick with minor/major glyphs, and just remove the prime glyphs entirely? </small></span></span></span></p>
<p><span class="blue">A few things: </p>
<p>				First, it would be a weird world in which a warrior say could glyph Charge and Battle Shout but not Mortal Strike. It might make sense to savvy players who thought through it, but I&#39;d wager you&#39;d also see a lot of &quot;Why don&#39;t they make glyphs that affect the buttons I care most about? Blizzard is dumb.&quot; (And to be clear, the point of that is not to defend ourselves against agitated forum posters, but that if something in the game is confusing like that in can get in the way of having fun.) </p>
<p>				Second, gaining power when you level up is fun. Hitting a milestone where you get a noticeable damage bonus is fun. There is also some mildly interesting decisions about which prime glyph to use first. In other words, don&#39;t view everything through the lens of the maximum level player. </p>
<p>				Third, not everything in the game needs to be a nail-biting decision. We don&#39;t for example really want Fury warriors to stress about whether to choose Raging Blow or not, nor we do we make it particularly challenging to choose your weapon enchant. Sometimes easy decisions make players feel more comfortable rather than every potential decision having a host of invisible pitfalls. This isn&#39;t an issue of catering to the dumb players &#8212; it&#39;s more about there being a few safe places in the game. [I feel nearly certain after re-reading that paragraph that it&#39;s going to be hard to understand and I will end up having to clarify it for months to come.] </p>
<p>				Finally, I&#39;d argue that the popular glyphs on live today already were the no brainers because in most cases they led to a consistent dps increase (for dps specs of course). When everyone uses those glyphs, then you aren&#39;t making some interesting decision about how to use your abilities &#8212; you&#39;re just doing what every other warrior out there is doing. The only way to deviate from that is to have two glyphs that affect your primary abilities in two totally different but equal ways. That&#39;s a very tall order, because more than likely we&#39;ll end up having to constantly adjust around that. &quot;Encounter #4 in Grim Batol is unfair to warriors who use the Glyph of Furious Mortal Strikes instead of the Glyph of Meaty Mortal Strikes.&quot; What I mean is that we end up having to support multiple play styles within one tree. We&#39;re willing to do that to a limited extent (the TG vs. SMF Fury warrior for example, or the FFB mage), but it&#39;s hard enough to develop 1-2 viable rotations per spec. We don&#39;t want every important glyph bifurcating that rotation even more. </span></p>
<div align="right" style="font-size: 12px;"><a href="http://forums.worldofwarcraft.com/thread.html?topicId=26560867318&amp;pageNo=5&amp;sid=1#92"><i><span style="color: rgb(153, 204, 255);">source</span></i></a></div>
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		<title>Cataclysm Profession, Player and Guild achievements in Beta Patch 12857</title>
		<link>http://wow.danomatic.com/2010/09/05/cataclysm-profession-player-and-guild-achievements-in-beta-patch-12857/</link>
		<comments>http://wow.danomatic.com/2010/09/05/cataclysm-profession-player-and-guild-achievements-in-beta-patch-12857/#comments</comments>
		<pubDate>Sun, 05 Sep 2010 22:24:09 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Cataclysm Beta]]></category>
		<category><![CDATA[cataclysm guild achievements]]></category>
		<category><![CDATA[cataclysm player achievements]]></category>
		<category><![CDATA[cataclysm profession achievements]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow archaelogy]]></category>
		<category><![CDATA[wow cataclysm]]></category>
		<category><![CDATA[wow inscription]]></category>

		<guid isPermaLink="false">http://wow.danomatic.com/?p=333</guid>
		<description><![CDATA[Last week WoW Cataclysm Beta Patch 12857 was discovered at MMO-Champion along with a very long list of new Player Achievements, Guild Achievements and Profession changes based on the new content. The Player Achievements were mainly new Realm Firsts for the new level cap and Heroic versions of pre-Cataclysm. The Professions Achievements were only four [...]


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			<content:encoded><![CDATA[<p><a href="http://www.mmo-champion.com/content/1954-Cataclysm-Beta-Build-12857-(Codename-Ninja)"><img alt="" class="aligncenter size-full wp-image-334" height="278" src="http://wow.danomatic.com/wp-content/uploads/2010/09/dano-wow-player-achievements-588.jpg" title="Player Achievements" width="588" /></a></p>
<p>Last week WoW Cataclysm Beta Patch 12857 was discovered at MMO-Champion along with <a href="http://www.mmo-champion.com/content/1954-Cataclysm-Beta-Build-12857-%28Codename-Ninja%29">a very long list of new Player Achievements, Guild Achievements and Profession changes</a> based on the new content. The Player Achievements were mainly new Realm Firsts for the new level cap and Heroic versions of pre-Cataclysm. The Professions Achievements were only four in number and relate to the new Archaeology profession.</p>
<p>The Guild Achievements are the most extensive. They range from the relatively easy <a href="http://db.mmo-champion.com/a/5201/">Profit Sharing</a> to the insanely time-consuming <a href="http://db.mmo-champion.com/a/5010/">We Are Hardcore</a>. Kills, loot, raid bosses, professions, PvP and more are covered by these achievements.</p>
<p>Professions got an update in this patch also. Archaelogy got a number of created items including the <a href="http://db.mmo-champion.com/s/89693/">Fossilized Hatchling pet</a> and various other components whose purpose is not yet clear. Inscription also received a number of new recipes including ones to recreate hard to find recipes for other professions.</p>


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		<title>Official Blizzard Cataclysm preview of Darkshore</title>
		<link>http://wow.danomatic.com/2010/08/11/official-blizzard-cataclysm-preview-of-darkshore/</link>
		<comments>http://wow.danomatic.com/2010/08/11/official-blizzard-cataclysm-preview-of-darkshore/#comments</comments>
		<pubDate>Wed, 11 Aug 2010 23:54:35 +0000</pubDate>
		<dc:creator>DanO</dc:creator>
				<category><![CDATA[All WoW News]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[auberdine]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[darkshore]]></category>
		<category><![CDATA[grove of the ancients]]></category>
		<category><![CDATA[lordanel]]></category>
		<category><![CDATA[malfurion stormrage]]></category>
		<category><![CDATA[masters glaive]]></category>
		<category><![CDATA[naga]]></category>
		<category><![CDATA[twilights hammer]]></category>
		<category><![CDATA[worgen zone]]></category>
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		<guid isPermaLink="false">http://wow.danomatic.com/?p=294</guid>
		<description><![CDATA[Blizzard interviewed two WoW designers about the approach they took to rebooting Darkshore. The short version is: Aubderine is gone. Naga, Shatterpsear trolls and those annoying Twilight Hammer cultists have taken over the region. Designed for Night Elf and Worgen players level 11-20, players will start in a new town, Lor&#39;danel and eventually get their [...]


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			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.worldofraids.com/gallery/image/97-darkshore-torrent/"><img alt="" class="size-full wp-image-292" height="331" src="http://wow.danomatic.com/wp-content/uploads/2010/08/wow-cataclysm-darkshore-torrent.jpg" title="Cataclysm Darkshore" width="588" /></a></p>
<p>Blizzard interviewed two WoW designers about <strong><a href="http://forums.wow-europe.com/thread.html?topicId=14332935339&amp;sid=1">the approach they took to rebooting Darkshore</a></strong>. The short version is: Aubderine is gone. Naga, Shatterpsear trolls and those annoying Twilight Hammer cultists have taken over the region. Designed for Night Elf and Worgen players level 11-20, players will start in a new town, Lor&#39;danel and eventually get their quests from <a href="http://www.wow.com/2010/02/06/know-your-lore-malfurion-stormrage/">Malfurion Stormrage</a> himself. All the old quests are gone, but the new ones reflect on familiar places such as the Master&#39;s Glaive and Grove of the Ancients. Full text below.</p>
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<p>Game designers Luis Barriga and Craig Amai sat down with us to discuss upcoming changes to Darkshore&#39;s landscape, the fate of Auberdine, and the challenges of redesigning an old-world zone from the ground up in this World of Warcraft: Cataclysm content preview.</p>
<p><span style="color: rgb(255, 255, 255);">Q. What was the original concept for the zone? <br />
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<p>A. Darkshore was one of the areas hit hardest by the Cataclysm, so the main idea was to present a zone that had literally been shattered by those events. That was the approach we took for the revamp in terms of lore and aesthetics. In terms of gameplay, our goal was to take advantage of the changes to the environment and use them to help address previous issues with quest flow. It was an opportunity to streamline progression within Darkshore so that the overall experience for players would be much smoother and require less running back and forth. <span style="color: rgb(255, 255, 255);"><br />
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<p><span style="color: rgb(255, 255, 255);">Q. Who will be using this zone (what levels/factions)? <br />
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<p>A. Darkshore is designed for Alliance players, primarily night elves and worgen, from level 11 through 20.</p>
<p><span style="color: rgb(255, 255, 255);">Q. What is changing about the zone? <br />
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<p>A. Auberdine has been destroyed; entire species of creatures have been wiped out, and the land has been torn wide open in multiple places. The Cataclysm has also given the upper hand to a number of nearby foes, including coastal naga, Twilight&#39;s Hammer cultists, and opportunistic trolls of the Shatterspear tribe who seek to exploit weakened night elven settlements.</p>
<p><span style="color: rgb(255, 255, 255);">Q. What&#39;s happened to Auberdine? <br />
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<p>A. Auberdine has been nearly razed to the ground, and what wasn&#39;t destroyed by the Cataclysm is now under assault by air elementals led by Twilight&#39;s Hammer cultists. The city is pretty much in ruins, but some survivors did make it out alive.</p>
<p><span style="color: rgb(255, 255, 255);">Q. With Auberdine in ruins, where do night elves go now? <br />
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<p>A. Lor&#39;danel. It&#39;s a small night elven town just to the north of the ruins of Auberdine.</p>
<p><span style="color: rgb(255, 255, 255);">Q. Without giving up any spoilers, what&#39;s the general storyline for this zone? <br />
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<p>A. Darkshore has suffered immensely from the massive seismic ripples of the Cataclysm. The night elves are in survival mode, helping refugees and, wherever they can, fending off the advances of the Twilight&#39;s Hammer cult, the naga, and the Shatterspear trolls. Meanwhile, Malfurion Stormrage, recently returned from the Emerald Dream, has traveled to the epicenter of the destruction and called upon the ancient powers of Cenarius to contain it.</p>
<p><span style="color: rgb(255, 255, 255);">Q. What do you think is the most exciting new addition to the zone? <br />
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<p>A. Without a doubt, the most exciting addition to Darkshore is the gigantic vortex in the center of the zone, where the devastating forces of the Cataclysm are being pit against the primal power of Malfurion Stormrage. Our amazing artists and level designers made us an epic energy vortex to serve as a visual centerpiece for the destruction, and it looks phenomenal. <span style="color: rgb(255, 255, 255);"><br />
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<p><span style="color: rgb(255, 255, 255);">Q. What goes into redesigning a zone like this? <br />
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<p>A. Redesigning Darkshore required much more work than we originally anticipated. This was one of the first zones we tackled that centered on the effects of the Cataclysm, so we started out with the modest goal of adding a few themed quests and improving the general flow of the zone. As we piled on the visual changes, though, we soon discovered that a lot more manpower was needed to generate content that correctly reflected Darkshore&#39;s new landscape and lore.</p>
<p><span style="color: rgb(255, 255, 255);">Q. What was the most challenging aspect about implementing these changes? <br />
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<p>A. At first we thought that we would be able to work with the majority of the original quests in Darkshore, but most of them just didn&#39;t make sense when viewed in the context of the zone&#39;s new storyline and direction. For example, chasing after corrupted wildlife and investigating washed-up threshers would seem out of place when everything around you is being ravaged by natural disasters, elementals, naga&#8230; and worse. Reaching the realization that we would basically have to scrap all of the old content and start from scratch &#8212; and then actually bringing that plan to fruition &#8212; was probably the hardest part of the process.</p>
<p><span style="color: rgb(255, 255, 255);">Q. What should players do or go see first? <br />
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<p>A. Players should start in the town of Lor&#39;danel and then play through the quest series naturally, slowly heading south. Higher-level players (levels 15 and up) may want to skip ahead and meet up with Malfurion Stormrage at the center of the zone, but Darkshore feels best if you experience the entire storyline from the beginning, as intended.</p>
<p><span style="color: rgb(255, 255, 255);">Q. What&#39;s happening at the Master&#39;s Glaive? The last time we saw it, it was mostly buried underground. <br />
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<p>A. Twilight&#39;s Hammer cultists have recently begun to unearth the remains of Soggoth, one of the more powerful servants of the Old Gods, from beneath the Master&#39;s Glaive with the intent of bringing him back to life. Players will have to foil the cultists&#39; plans before the new incarnation of Soggoth reaches full strength.</p>
<p><span style="color: rgb(255, 240, 245);">Q. Is there anything new at the Grove of the Ancients? <br />
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<p>A. The Grove of the Ancients was shielded from most of the devastation caused by the Cataclysm, due in large part to the power of the ancient guardians residing therein. Protecting the grove required an enormous amount of energy, though, and as a result, most of the guardians have gone into a sort of slumber. Players will have to figure out a way to wake them and bring them into the fight to ensure the survival of Darkshore.</p>
<p>Thank you, Luis and Craig, for taking the time to talk about your involvement in reshaping Darkshore for World of Warcraft: Cataclysm!</p>
<div align="right" style="font-size: 12px;"><i><a href="http://forums.wow-europe.com/thread.html?topicId=14332935339&amp;sid=1" style="color: rgb(153, 204, 255);">source</a></i></div>
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<h3>Additional Darkshore Resources</h3>
<ul>
<li><a href="http://www.mmo-champion.com/content/1918-Cataclysm-Preview-Darkshore-Blue-Posts-Wallpaper">MMO-Champion Cataclysm Darkshore screenshot gallery</a> (after the blue post)</li>
<li><a href="http://cata.wowhead.com/zone=148">WoWHead page on Darkshore</a> with quest compilation, screenshots, map and achievements</li>
<li><a href="http://www.wowwiki.com/Darkshore">WoWWiki&#39;s page on Darkshore</a> including list of changed areas</li>
<li>WoW Vault&#39;s video fly through of Cataclysm Darkshore</li>
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