Saturday, January 17, 2009

Caution: Slippery When Wet

I've already mentioned the fun I have with death knights' spell Path of Frost, which lets them run and ride across water at full speed as long as they're not taking damage. I got to wondering...is the span from Rut'theran Village at the base of the new damaged world-tree Teldrassil to Darkshore on the Kalimdor mainland accessible via Path of Frost?

Yes. But it's close. Next time I'll use some kind of riding speed enhancement.

Riding to Darkshore

For my non-WoW-playing readers...if that yellow bar nearly depleted in the picture above had gotten all the way to zero, Spiderheart would have started taking drowning damage. That would have cancelled Path of Frost and slowed her progress even more. But as it is, a tick or two later, she crossed into the safely shallow waters around the spiky islands that dot the Darkshore coast, and from there on to the nearest harbor was safe travel.

Friday, January 16, 2009

Not a water sign, nor an earth sign, nor an air sign...

All death knights can summon ghouls. For those who lack the relevant talents in the Unholy tree, these are unnamed; they come in as "Risen Ghoul", last a couple minutes, and die. Unholy-specced death knights can make theirs last longer, or indeed permanently. (Well, until they get destroyed. Then it's time to summon a new one.) The names are chosen at random by matching A and B parts, and anyone traveling around death knights sees the patterns pretty quickly.

I do believe that there's a Firesign Theatre fan somewhere in Blizzard's staff, I must say:

Spiderheart and Mudhead

Friday, January 09, 2009

Random Thoughts, and Tools

I'm more annoyed than I'd quite realized by some of the persistent bugs in hunters. It's not that any of them is critical in itself, but the fact they drag on and on without redress adds cumulative wear and tear to my play experience. Sure, I have a macro to fix the growl and prowl bug and it's on a button and I mash it...but missing it even occasionally means that my pet does worse than it should, for an unobvious reason. I can afford my repair bills, but the extra cost from volleys damaging Tivara's bow more than they should does eat up some coin. I mostly resent the frittered-away attention.

In happier news, I'm finding my iPod Touch very handy on several fronts. My computer's at the low end of viability for playing Lich King, and it helps when I can turn apps off so as to free resources. I can use Mobile Safari to hit Wowwiki and Wowhead's mobile site, the Google app to look up other stuff, play music (either iTunes or Pandora as I wish, and Sirius when their mobile app is out), consult Twitter when others are afk, and like that. So Safari, Mail, iTunes, and other apps can all go quit on the WoW machine. I've been writing this during raid pauses, and the boost is significant: my frame rate is significantly higher in visually busy moments. More fun for me, better for the raid.

Thursday, January 08, 2009

A General State-of-the-Mri Post

I'm not much looking forward to the hunter changes in 3.0.8. It's not that I think they'll be the end of the world or anything, but there's this about my psyche: I don't mind learning new things, but I have a hard time and don't enjoy unlearning existing thoughts and habits. So I'm sort of in a holding pattern right now, doing the stuff I do and I waiting for news that'll affect what I do with Tivara in the future.

In the meantime I've been playing deathknights more, and also some with my long-neglected Alliance shaman, and having fun. I think it's also helping limber me up for the hunter changes, as I switch from one set of tools to another and have a whole lot of fun with each one.

Wednesday, January 07, 2009

GM's Island

There's a place within the game where GM characters hang out, that players can't or at least aren't supposed to be able to get to. The current one is in the northwest, in the vicinity of Teldrassil, and is apparently positioned in the midst of unmapped territory so that you can't get there without a terms-of-service-violating exploit. But before that one went in, there was a GM's island way in the south of Kalimdor, on an island south of the Tanaris desert zone. A couple years back, before Burning Crusade, it got freshened up for use as part of the long quest chain involved in getting the stuff to open the Gates of Ahn'Qiraj. Some of you no doubt saw it then, but I didn't.

This evening I was puttering around with Spiderheart, my night elf death knight, helping a friend leveling up her paladin. Suddenly she commented that I might very well be able to get to the old GM Island. I thought it over and decided she was probably right. Death knights get a spell called Path of Frost that lets them walk and ride across water at regular speed, and like all death knights, Spider's got a nice fast mount as default equipment. So I turned her mount's head south. She rode out of the safe shallows into the deep-sea area where fatigue starts accumulating. But she wasn't more than halfway to the threshold for drowning damage when she crossed into the shallows around what proved to be the northern half of a pair of islands:

Approaching GM's Island

The island is low and sandy, with flanking high ridges. In the interior are some buildings of gnomish design:

Gnomish Buildings, 1

Gnomish Buildings, 2

Gnomish Interior

The islands aren't quite empty, though. There are pirates:

Pirates, 1

Pirates, 2

Between the islands there's a derrick of goblin design:

Factory

The south island has some goblin-style buildings:

South Island, 1

Goblin Building

South Island Overview

And here's the view heading north, with the Tanaris mainland off in the distance:

Heading North

Sunday, January 04, 2009

Picture(s) of the Day: A Titan in the Wild

The Dragonblight is home to the great gathering of dagons, the Wyrmrest Temple. And north of the temple is a road that runs into the heart of Northrend. It's patrolled day and night, by this guy. This is what it's like to have mythology at arm's reach.

Jotun the Curse Bearer, 1

Jotun the Curse Bearer, 2

Jotun the Curse Bearer, 3

Neither Tivara or I yet know what curse he's bearing, but I'm sure we'll find out in due season.

Saturday, January 03, 2009

Death Knight, Part 5: The Epilogue

One of the things I've done while sick is start another death knight. For a year or two I played a night elf warrior named Spiderheart. (Her upbringing had been, shall we say, not full of parental love.) Eventually I bogged down and felt that none of the mid-60s options to me were working out, and there were guild problems, and what with one thing and other the character went first into retirement and then into oblivion.

Now she's back as a death knight. (That story will follow another time.) And while I took a peek at the death knight starting zone as it is "now" in game time in the gap between the 3.0.2 patch and the actual release of Wrath of the Lich King, I realized that I hadn't done so since the expansion came out. So Spiderheart went and checked out what remains of the Scarlet Enclave. It proved a nicely melancholy sort of place.

New Avalon is empty now, even of ghosts. The Ebon Blade left behind banners, but there are no guards; neither the Scarlet Crusade/Onslaught nor the Scourge seems to want to interfere with the place now.

New Avalon Town Center

The citadel is almost completely gone—not much of a surprise after the assault by undead wyrm that concludes the Lich King's assault, of course:

New Avalon stronghold in ruins

The pond that lay beside the blacksmith's shop got completely vaporized in the final assault, and the siege engine that toppled into the gap is still smoking:

Smoking siege engine

The inn, which was full first of desperate citizens hoping in vain for escape and then of Scourge troops planning their assault on surviving defenses, is quiet as well. I note here that this particular design has been in WoW since the beginning and I have yet to tire of it:

Empty upstairs room

The cauldron whose construction so occupied er Noth the Plaguebringer in phase 2 of the attack still bubbles and releases its toxic brew, but it's untended now:

Untended Scourge cauldron

Overhead, the Ebon Hold remains, filled now the rebellious death knights who face Northrend and Icecrown and seldom, one suspects, ever think much about what's below:

Ebon Hold over the remains

I daresay that not one player in a hundred or a thousand ever goes to look at this stuff or thinks much about it if they do. And yet here it is, not just stock ruins but some customization as well, rich in ambience. I was reminded of one of the prose poems by one of my very favorite horror authors:

When all the landscape is dying, descending fragrantly to earth, we alone rise up. After light and warmth have passed from the world, when everyone stands melancholy at the graveside of nature, we alone return to keep them company. This is our season to be reborn. The supple swish of summer trees has become a dry rattle in a cooling wind, and our ears begin to tingle as we lie dark and deep in our beds. Crinkled leaves scratch against our doors, calling us from our lonely houses.

When the world goes gray on its way to white, every living heart summons us with its fear; and, if circumstances are favorable, we will answer. We take as many as we can back to the grave with us, because that is our task. Our senseless cycle is out of nature's season: we go our own way, deviates of matter longing to bring an end to the charade of all seasons, natural or supernatural.
And we are always dreaming of the day when all the fires of summer are defunct, when everyone like a shriveled leaf sinks into the cooling ground of a sunless earth, and when even the colors of autumn have withered for the last time, dissolving into the desolate whiteness of an eternal winter.

Thomas Ligotti, "Autumnal", Noctuary