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Archive for April 28, 2012
Eversong Woods is the starter zone for the Blood Elf race. It is a golden forest with typical high elf buildings. In the center of the map is a blighted strip known as the Dead Scar, a remnant from Arthas’ battle against the High Elves. Quests involve learning about the blood elves’ rich history, decadent lifestyle, and their struggles to keep the Dead Scar from growing.
Eversong Woods is also home to the capital city of the Blood Elves, Silvermoon City.
Ghostlands is a low-level zone focusing on the alliance between the Blood Elves and Forsaken in pushing back the Scourge’s presence. It is dark and shadowy with corruption throughout the land, culminating in Deathholme. It’s also the site of the ancient Amani troll empire, Zul’Aman and the low-level reputation hub of Tranquillien.
Azuremyst Isle is the zone the Draenei spaceship crashed into, leading to the formation of the Exodar as their capital city. Quests focus on the draenei acquainting themselves with the land and trying to strengthen their struggling settlements. Since this island was so far out, there was very little other civilization before the crash.
Bloodmyst Isle is a low-level zone covering the struggles of the Draenei to rebuild their civilization. It gets its distinctive red look from the corrupting red crystals found on the Exodar, the Draenei’s spaceship that crashed.
Duskwood is even creepier than I remember, especially where the spiders are. I had to go back since there have been a few new rares in the area, although one has been transformed into a rare – Eliza. Boy was that an annoying chain while levelling.
The zone has been warped and cursed due to the Scythe of Elune. Alliance aid the Night Watch, who protect the town of Darkshire. They also learn several chilling stories about former residents such as Abercrombie, Jitters, and Morbent Fel.
In the centre of Duskwood is a dormant volcano known as the Twilight Grove. This area looks very different from the rest of Duskwood and used to be one of four locations tied to the dragons of nightmare and portal to the Emerald Dream.
One of the more unusual things were the numerous chests in the area, especially under random trees.
Here are a few more changes in the latest build.
Playing around with two of the other talents today, I tried out Mindbender and Spectral Guise. At first I thought we might have the regular shadowfiend and this other one as two sources of mana. However, that’s not the case as your current shadowfiend gets replaced by this improved one. Does double the damage at a 4min CD and lasts about the same amount of time.
Not much to say about Spectral Guise atm, just wanted to try it out really. Still leaves you in combat, even though you’re technically invisible but might be a nice little breather when needed. Although three direct hits and it’s cancelled.
Currently at 163K heath, one stack of Spirit Shell absorbs 55,078 damage. Based on my current gear, I need two casts to cap out at 65,485. Still pretty slow at a cast of 2.28sec unfortunately. Since they’ve removed Greater Heal, I don’t really see this as being a viable option atm without some sort of filler spell.
Glyph of Penance – Increases the mana cost of Penance by 20% but allows Penance to be cast while moving. Without the glyph the cost is 3720, glyphed 4463
I do like the idea of being able to cast while moving, just like during the Alys fight. Will need to test it out in a dungeon or something as I didn’t get a chance today.
An interesting thing happened when I was trying to do a dig at the Temple of the Red Crane.
According to the tooltip for Void Tendrils, there’s a 30sec CD. As I tried to pick up my fragments while fighting a Haunt of Despair, I set off one of my tendrils on it. I was surprised to see after a few seconds, I could lay another one on it so I thought I’d try something. Since the CD on my tendrils wasn’t counting down I just spammed the button for several more seconds. I thought 10 would be a good number :P
Not too good for my mana pool but it sure was fun :)