Friday, February 25, 2011

World of Warcraft Add Ons, and you

Hey guys! Tristie here, and I pretty much just got back home a few hours ago, so now that I'm suffering from severe jet lag, please try not to judge this next post to harshly! 

Add Ons! Now a lot of people have been asking me about my UI (User Interface) for World of Warcraft, and well, here's a glimpse:

                                      Razer Naga Action Bar(s) Add On Pictured

I know, I know, it's not the prettiest thing in the World... of Warcraft, but the important part of this is I managed to find a streamlined balance between the Add Ons I  NEED and the Add Ons I DON'T.

Screw your balance! I need all these!

This concept is important, because if you end up over loading your User Interface with useless Add Ons, that brand new AMD Radeon  graphics card will be utterly useless. So finding balance is key. Here is a list of Add Ons I am currently using for my Warrior:

  • Gladius
  • Doom_CooldownPulse
  • RazerNaga
  • Deadly Boss Mods

Now at first glance that may not seem like a lot, and you're right, because it isn't a lot. I hand picked the Add Ons I knew would better my game play, although the cross over between PvP to PvE based Add Ons can be rough, the core things you always want in an Add On package are new action bars, a cool down monitor, and Deadly Boss Mods, because everyone needs Deadly Boss Mods... EVERYONE.

                            Unless if you're an Arcane Mage, in which case, carry on:

                                                         It's all I need...

Aside from all this, the number one reason people don't bother with Add Ons is because they don't know either A) How to install them. Or B) How to find, and get them.

One word to both: Curse.

Curse happens to be the number one website for all Add Ons on every major MMORPG, and you can find them here:

And if you're not the technical type who likes getting into their World of Warcraft folder to manually insert Add Ons, Curse provides an easy to use interface which you can down load to keep track of all your Add Ons and even automatically update them when patch day comes around:

                                                   (Pictured) The Curse Client.

I hope you guys enjoyed this... guide? and as always, have fun, play to win.

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries to:

Monday, February 21, 2011

Rogue: Full Guide!

Hey guys! Tristie here, and I know it's been a while, so I got a little inpatient and decided to leave up a guide for you guys while still on vacation. This one happens to be a Rogue guide, a class that I myself have played since... well... for a very long time! Since... the dawn of the time...


Don't mind me, just sneakin' around

I've seen a ton of subtlety play lately, but even though I don't personally prefer it, I have detailed a viable build, and glyph setup for you guys for it below the much more viable mutilate specialization. Now I know mutilate has gone  through a ton of changes the past few years, and some people have gotten confused in terms of trying to master it. Well don't give up! Rogues happen to be one of the most difficult classes to play viable with as any specialization. They are the one versus one kings without a doubt, but on a true arena based PvP scene, they require immense amounts of cooperation, and skill.

Build #1: Mutilate 31/0/10

Advantages: This is your more or less standard mutilate build. Of course it is leaned towards arena compositions with a magical damage dealer by your side due to Master Poisoner, don't let this defer you from other perks you can grab. In other words, if it doesn't make sense with what you are doing, put it into something else! Mutilate play is based on stacking Mastery Rating, leaving up a Slice and Dice, then spamming Mutilate to regain and use finishers, most preferably Envenom for obvious reasons.

Disadvantages: Some people might prefer Venomous Wounds over Cut to the Chase. But when looked at from an arena perspective, you'll notice that Venomous Wounds is built towards PvE, it's PvP viability is debatable due to its lack of consistent damage versus the permanent speed increase per refresh (Which you will have a lot of) through Cut to the Chase + Slice and Dice. I also chose to knock points out of Deadened Nerves, and Improved Recuperate for the following reasons: If you're playing Rogue, you're playing burst. Survivability shouldn't matter when you can take down an enemy within seconds of opening. In the long run, you never want games to play out longer than two full sets of Cool Downs, or in other words, five minutes.


 I personally chose glyphs based on my style of play. I love to silence, and when I saw the Kick Glyph, I fell in love. But its ultimate downfall is in the player, don't fall for fake casts, or else you will fail. The rest of the glyphs are required for adequate mutilate play, and Slice and Dice is a given based on the Cut to the Chase talent in the build above.

 Build #2: Subtlety 6/2/33

Advantages: Not many when it comes to arena play, the subtlety specialization is based around a few seconds of burst, and your own survivability. Subtlety only received a slight buff when Waylay was fixed to decrease your targets movement speed, which leaves a weapon slot open to use a poison of your choice on, not just the Off Hand Crippling which was the norm during Wrath of the Lich King.

Disadvantages: None, for subtlety, this is about as good as it gets. Remember to stack Mastery as both Subtlety, and Mutilate to maximize your damage, but don't forget agility either!


These are based around the norm for Subtlety at this given time. I again went with the Kick Glyph because it's amazing if you're good at silences.

I hope you guys enjoyed this World of Warcraft Win The Game guide, and Kobain should have a few Starcraft Videos up for  you here:

Thanks again guys, and I'm looking forward to returning to my normal schedule, as always, have fun, play to win!

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries to:

Sunday, February 13, 2011

Prizes Sent Out!

Hey guys! Tristie here, and as the title of today's post states, all prizes from last week have finally been sent out! This includes the Razer Naga and Razer Carcharias from previous guides. Aside from that, as stated in previous postings, I will be taking a break for about a week, but do not fear! You can still follow Kobain's Starcraft guide here: I had a few people ask me, and YES, he DOES, give out prizes, just not as liberally as me! So keep on the look out for gaming peripherals from his blog.

I wish you all a happy week, and as always, have fun, play to win!

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries to:

Saturday, February 12, 2011

Class Balance: Ghostcrawler needs to be removed

Hey guys! Tristie here, and thank you for alerting me about the comment issue earlier, it should be fixed now. Besides that, I just wanted to refer any dedicated World of Warcraft players over to one of the greatest posts ever laid down on the official forums, calling for the resignation of Ghostcrawler. You can check it out here:

I urge everyone who loves this game as much as I do to put their full support behind the original poster, and help make a difference in World of Warcraft. As for the people who don't want to check out the post themselves, here's a copy of it:

"I've played this game for six long years. I'm sure some people longer, due to alpha. I've seen all the highs and lows of World of Warcraft, everything that made this game so popular, so addictive. But now... that allure has since faded, as now I see myself more frustrated than over joyed, more angry than accomplished. Class balance has plagued this game since Wrath of the Lich King, and all the changes made to fix these issues have only caused more problems. I know this post won't lead to any fixes, but I'm sure I speak for a lot of people when I say, Marine Biologists who don't play their own game, should not be lead system designers for the largest MMORPG on the planet.

Ghostcrawler has made some of the most incompetent, and out right stupid decisions concerning class balance. I don't remember these being so apparent during Burning Crusade... maybe because Greg wasn't in charge then? Whatever the case, all the fixes recently brought to the table, specifically 4.0.6, have caused MASSIVE class shortfalls, and MASSIVE imbalances for both arenas and battle ground PvP.

It's my duty as an ardent World of Warcraft player, and Blizzard supporter, that I call for the removal of Ghostcrawler from the design team. Everyone who has the guts to agree with me should stand up for what they know is right. Stop reminiscing on the past, and start helping to fix our future. This game can be turned around for the better, and we can all make it possible. The player community that has been here for six years should be behind me, I'm sorry, but... it's time for a change."

Thank you guys, and as said before, please, try to put your full weight behind this guy.

As always, have fun, play to win.

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries to:

Friday, February 11, 2011

Greatest PvP Movies of All Time

Hey guys! Tristie here, and I hope the new template isn't bothering you to much. First things first, our winner for the Razer Carcharias Headset, from Tuesday's Druid guide is:, and you can follow him here at 

As stated before, people who comment on a guide which happens to be giving away a gaming peripheral are automatically entered for a chance to win! 

 Aside from that, I've decided to compile a list of the Top Ten Greatest PvP Movies of All Time. Just to settle some of the reoccurring controversy surrounding most of them:

  • Firstly, these movies in NO way represent SKILL.
  • Secondly, these movies in NO way represent SKILL.
  • Lastly,  these movies in NO way represent SKILL

Now that that's out of the way, coming in at Number Ten, in our Greatest PvP Movies of All Time:

Unbreakable Enhancement Shaman PvP

Originally dubbed "Shaman with Hand of Ragnaros" this video broke records for most lag spike criticals in a single thirty seconds, won the award for "Fastest Clicker World" and spawned a new fear for Enhancement Shamans everywhere... at least until Burning Crusade, and every expansion since then, hit.

Number Nine:

Drakedog 7

Despite being made out to be a complete idiot in the World of Roguecraft series, and considering the only reason Drakedog is on this list at all, is to exemplify the fact that legends in World of Warcraft, do not die, we should all have a moment of silence, for the Number Nine spot could have gone to someone much more qualified.

Number Eight:

Grand Marshal Maydie PvP -Warrior- World of Warcraft

Originally dubbed "Grand Marshal Maydie" this video has come to be one of the most viewed in the history of World of Warcraft, having achieved an unprecedented 2,000,000 views before it was taken down. The controversy surrounding this video seems to add to its allure, not only because of the World of Roguecraft incident, but... well... is this guy really French?... Despite all the added perks of being completely anonymous in 2006 when this video was first submitted, what you are seeing here is a Warrior in some of the best gear at the time with no less than two pocket healers, bugged talent points, and one of the most amazing sword graphics of all time, face rolling very frail opponents.

Number Seven:

Buddhist 3v3 Ming must die

Other than being one of the most anticipated releases for a PvP movie ever, and quite possibly living up to every expectation you could possibly imagine, this part machinima, part greatest arena footage ever taken, is expertly edited  and depicts a single rogue's journey to exact revenge on his foes after his girlfriend's "Jutsu" is stolen from her. What you are witnessing is some of the most subtle trash talk in the history of gaming, accumulating into its greatest downfall. This is the pinnacle of Rogue play, but in the end can be summed up by class balance issues during the start of Wrath of the Lich King.

Number Six:

Incredible Warrior Tricks 1

The warrior who released this movie made a name for himself on the gaming scene that will be there permanently. Sparking a career promoting products for various gaming companies, this movie was the height of Vanilla PvP. The warrior's name was Swifty, and this movie is the very definition of epic. Not only does it depict a single warriors journey to conquer the best on his server, he happens to give you insight into some of the greatest tricks ever discovered during this very adolescent time in World of Warcraft's history.

Number Five: 

Kenion - Eviscerape

The greatest display of critical strikes ever, the only reason this movie made it above Swifty's is mostly due in part to the music synchronization during the first part of Kenion's movie. If you cry about class balance now, wait until you see what this rogue can pull off in some the best gear at the time during Vanilla.

Number Four:

Incredible Warrior Tricks 2

Hands down the greatest warrior PvP movie ever conceived. Swifty is on this list twice because he deserves it, and I'm not even a Swifty fan. This PvP movie will never be recreated, and can never be one upped. Partly because The Burning Crusade expansion was the best add on for World of Warcraft ever, and most of the tricks depicted in the video have long been fixed. 

Number Three:

Grim Total Annihilation

The title of this movie serves it justice in every respect. This Canadian super hero rocketed rogues to the top of the food chain during most of Vanilla. Geared out in some of the best sets at the time, this movie depicts a single rogue who apparently has beef with everyone around him, so he sets to slaughtering... well... everyone. No one is spared in this face roll frenzy of utter chaos.

Number Two:

World of Warcraft - Vurtne 3

In my wholly honest opinion, Vurtne does not deserve to be on this list, none the less number two. But he disproves me with some of the best, and most popular PvP footage ever captured as a mage. He also pushed the concept of "Elemental Specialized" mages, to become one of the most heavily theory crafted, and possibly used specializations in World of Warcraft's history. This video is pure nostalgia for anyone who had the pleasure of playing on an EU realm during this time, and the only reason he was never propelled into mainstream success alongside most of the previous postings was exactly that, he was EU.

Number One:

World of Roguecraft Episode 1

The greatest PvP movie of all time. No one has since compared to this "accidental" success, and in every use of the word irony, was made for the sole purpose of showcasing how over powered rogues were during Vanilla. This is the movie that put everyone in their place, and kept them there for four years.

I hope you guys enjoyed the list, and this should be my last posting for about a week. Please follow Kobain's Starcraft Guides here: and don't forget to leave a comment so he can follow up on your guys' blogs!

As always, have fun, play to win.

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries to:

Thursday, February 10, 2011

Death Knight: Full Guide!

Hey guys! Tristie here, and after a few hours of ripping my hair out in arenas, I've come to the conclusion that this patch has been completely unsatisfactory, and Marine Biologists should NOT be lead system designers, especially for the largest MMORPG on the planet. Aside from my horrible week, I have a few things I wanted to give you guys a heads up on.

  • Firstly, I'll be taking a break for about a week following this Sunday, but don't fear! You can still follow Kobain's Starcraft blog here: (Don't worry, he's just as good at following up on your blogs as I am) 
  • Secondly, I know that I've been updating a lot more sparingly. I'll try piecing a few more guides together for you guys within the next days before my break. Now that that's out of the way, I should have all prizes sent out by Sunday, so if your Razer peripheral is NOT on your doorstep in 5 - 7 business DAYS, CONTACT ME.
  • Lastly, I'll be holding off on calling out a winner for Tuesday's Druid Guide, until Saturday, to give you guys an opportunity to get in on a free Razer Carcharias headset! 

Talents: 0/8/33

Advantages: Death's Advance. This talent is now NECESSARY. Due to all the overwhelmingly viable talents in Unholy, a few had to be dropped. But the perk given by this seems to be superior. (Death's Advance allows unhindered movement speed while both your unholy runes are on cool down. In other words, snares, and slows cannot effect you)

Disadvantages: You lose 2 points in Sudden Doom, but the thought process behind the build states that as an RNG (Random Number Generator) proc, this talent weighs less on an over all scale than Death's Advance. 

As always, have fun, play to win.

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries to:

Tuesday, February 8, 2011

Druid: Full Guide!

Hey guys! Tristie here, and in honor of our 100th follow, we'll be giving away a Razer Carcharias headset!

Now I know audio equipment isn't my specialty, it's actually Mac's, and you can follow him here at:

But it's patch day, I'm in a great mood, and this headset is completely bad ass. You know how things work, leave a comment, and you're automatically on the list to be randomly chosen.

In other news, Druids have been, in my boy friend's words, "Anally reamed." I'm just going to assume that means nerfed, but that's no reason to not put up a guide! 

There are typically two ways to build healer talents. You can go into a more damage-centric build, where you retain your high end healing abilities, but are able to spam low damage spells. Take for example Wrath.The talent: Fury of Stormrage reduces the mana cost of your Wrath spell, and gives you chance per damaging hit, to make your next Starfire instant. So, why is a damaging talent, as good as this, not in the Balance tree? (Druid Caster DPS specialization) Simple, so healers now have an opportunity to specialize into damaging spells, and actually deal out some hurt.

These new damage talents are excellent for any 2s or 3s teams that need that extra push to down an enemy. The unfortunate side effect of most of these are, you sacrifice important healing perks, and in the end, get so caught up spamming, you lose your partner all together. So in my personal opinion, do not specialize into these, unless if you're leveling.

Talents: 7/3/31 

Advantages: This is your premier mainstream restoration build. Only minor tweaks, depending on your team composition, and damage talents, should be changed over all. My favorite part about this build has to be Furor (Allows you to shape shift into a form with energy or rage already gained). Furor is an amazing talent to get that quick bash off on a target, when you need to help your partner out, and stun a healer or DPS. It could mean the difference between a win or loss.

Disadvantages: As mentioned before, you do lose out on those damage talents, but they are NOT recommended. 

Glyphs: Druid glyphs are extremely situational. Choose them based on what you are doing at that specific time. But remember, as a Druid, survivability and healing (In that order) are always your first priorities, which is the reason behind choosing Barkskin.

As always, have fun, play to win.

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries to:

Sunday, February 6, 2011

Starcraft: Win the game?

Hey guys! Tristie here, and as the title states, Win The Game is now moving onto the Starcraft franchise, with help from 4th Diamond ranked player Kobain. His blog should be up in a few days along with daily posts to help level the playing field and rank you up even against the most veteran of players. A few other things to expect from this blog are live streams and full movies via YouTube and Xfire. So if you're looking to better your game play in World of Warcraft or Starcraft, we're the people to follow.

Now, I know I went ahead and did something new with Saturday's guide, by giving away a Razer Naga to one lucky commenter. What I didn't mention was how this entire thing works, but first, our winner for Saturday: 

Caleb Mooney:

Just a quick word to our winner: Send us an email at and we can sort everything out.

Anyway, how the game works is simple. Every time you comment on a guide that is giving away a gaming peripheral such as Saturday's Mage Guide, you enter yourself for a chance to win

Winners are chosen at random.

As always, have fun, play to win.

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries to:

Saturday, February 5, 2011

Mage: Full Guide!

Hey guys! Tristie here, and as promised, Raynor's very own Frost Mage Guide for all those 2 shot enthusiasts out there. But first, I have a surprise for you!

Yeah, like that mouse? It's called the Razer Naga. You may or may not have heard of it, but what I will tell you is, it has over 17 buttons, won several awards for best gaming peripheral, and I'll be giving one away NO strings attached to one lucky commenter!

Now, without further adieu, Raynor-

First off, I want to clarify something. Frost mages do NOT take skill. They might have during Wrath of the Lich King, but now the skill cap has been dropped to sub-par level. In fact, the class is so bloody easy a guide shouldn't be necessary, but I've chosen to write one out for you guys despite this fact. Let's start with talents.

There are dozens of builds for the Frost tree, some go into fire, most go into Arcane for Improved Counterspell. But what all have in common, is the fact that they are all arena composition specific. Let's say for example you have a Rogue who uses Wound Poison (Reduces healing done to the target by a certain amount) in your 2s team. Would specializing into Permafrost (Also reduces healing by a certain amount) really be that necessary? These are the things you need to factor into your build when specializing, not just for Mages, but all classes.

Now that that's out of the way, I've managed to squeeze Frost into one basic, cookie cutter build that should be viable no matter what you're doing.

Talents: 7/0/34

 Advantages: Just the amount of Fingers of Frost charges you will be getting out of this build are enough to take a target down in a few Frost Novas and Ice Lances. This build is damage centric.

Disadvantages: Mana. Since this build does not include Enduring Winter, or any mana gain talents for that matter, prioritizing what spells you're going to be using to max out your mana pool in any fight is going to be important, but as I mentioned above, depending on your composition in arenas, you can specialize out of certain talents and put them into another. It's up to you. 

Glyphs: When choosing glyphs, always keep this in mind. As a PvP mage, survivability always out weighs damage. You get most of your damage through talents, which also voids out the need to socket or enchant critical strike. 

 This is your basic glyph setup, it will differ from specialization to specialization, but for Frost mages focusing on PvP, you always want a setup similar to the one pictured.

Macros: There aren't to many beneficial mage macros out there, but here are a few I use that I deem to be completely necessary.

 Auto-Stop cast macro to enable you to hit blink. In other words, you can blink mid-cast if you find yourself in trouble. 

 Auto-Stop cast macro to enable you to hit Counterspell. In other words, you can Counterspell mid-cast if you find yourself needing to silence your target. 

Iceblock cancel aura macro. What this enables you to do is, click once to iceblock, click again to take off iceblock. This voids the GCD (Global Cool Down) caused when trying to click it twice without the macro. 

 Auto-Stop cast macro which enables you to mitigate against incoming spells mid-cast

My personal favorite, click once to summon your Water Elemental (Frost specialization only), then click again to bring up the cursor to Frost Nova with your pet. Saves key binding space, and can increase your APM by tenfold.

- Raynor

I hope you guys enjoyed this World of Warcraft Frost Mage Guide, and as always, have fun, play to win.

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries

Friday, February 4, 2011

No more lag!

Hey guys! Tristie here, and I know posting one blog per day is preferred, but I was so excited about this software program that LOWERS your ping in WoW, and dozens of other video games, that I just HAD to show you!

So, if you're like me, you probably play online video games. Now, if you're lucky, your internet provider is amazing, and you'll have your own direct connection. If you're not so lucky, then you probably have a shared connection, and in turn, this drives your ping or MS way up! 

I had this same problem, and as a competitive player on the WoW PvP scene, lagging during a match is a serious no no. I've literally lost hundreds of games due to constant disconnects and ISP lag. I got so fed up, at one point I even considered switching my ISP all together, until I caught wind of a site called WTFast. 

Now, before you continue, keep in mind, I am in no way affiliated with WTFast, I am NOT getting paid to share this with you guys.

WTFast works by DIRECTLY connecting you from your computer to the game servers of your choice. So instead of going through dozens of server hubs for one connection, you get it instantly! Which cuts down MS by up to 90% 

Below is a screen shot of my MS WITHOUT WTFast: 

Below is another screen shot WITH WTFast:

See the difference? 

Here's a screen cap of what the main program looks like:

Here's a screen cap of it on the World of Warcraft (US) server selection:

Here's a link for more information:

Stick around for a FULL FROST MAGE GUIDE brought to you by Raynor, currently one of the highest rated Mages in the EU. 

And as always, have fun, play to win. 

Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries

Warrior: Full Guide!

Hey guys! Tristie here, and as part of my new daily routine of posting up blogs, here is a basic - advanced warrior PvP guide for your pleasure, enjoy! 

Talents: We will be covering Arms Specialization throughout the entirety of this guide, due to the fact that it is the predominant PvP specialization as of this patch (Cataclysm 4.0.3)

Currently there are only two popular builds in mainstream use for arms warriors.

The first: 32/6/3 

Advantages: Massive amounts of damage, virtually unparalleled by any other class up to date. You will be a God. Since Heroic Strike is now one of the main attacks used at this level in PvP, the talent Incite, is extremely useful to keep up constant critical strikes, and damage. Also, as we all know, (I can never stress this enough to other warriors) more critical strikes = more rage GAINED. More rage gained for attacks = more damage DEALT. But now we move onto-

Disadvantages: No Drums of War. If being able to Pummel and Shield bash without setting you back any rage wasn't good enough, how about being able to spam Piercing Howl on those pesky Druids? (Druids cannot shape shift out of the slowing effect Piercing howl, unlike other snares or slows) Yeah, I thought it was pretty damn awesome myself, so why in the hell not specialize into it? I have no idea either.

Do I recommend this build? No.

Under what circumstances would I? If you have a secondary silence in your 2s and or 3s teams, who can cover your back if you're unable to silence a spell because you are rage starved. This build is PURELY damage.

The second: 35/6/0


Advantages: You now have drums of war! Druids are killable! It's not only versatile, but you retain most of your damage (Without the added perk of being able to spam Heroic Strike criticals all over the faces of your opponents like a boss) On top of this, you also have another ability, Sweeping Strikes, which the previous specialization chose not to take advantage of. So if you ever get caught in a tricky situation that leaves you fighting more than one opponent by yourself, this will come in handy.
Disadvantages: None.

Do I recommend this build? Yes. This is not only the build I personally use, but recommend to all warriors just starting out on the PvP scene.

Under what circumstances would I not recommend this build? (The person who wrote these questions is just kidding, don't worry)

Next up: Glyphs 

Glyphs are pretty easy to choose, since most of them are build specific. Take for example Glyph of Sweeping Strikes, which reduces the rage cost of your Sweeping Strikes ability by 100%. The talent Sweeping Strikes can only be obtained by going through the Arms Specialization tree. The glyphs best suited to PvP are below: 

 Now I know most veteran warriors in here are laughing their asses off because I went with  double shout glyphs as my Minors, and glyph of Rapid Charge in my Majors. The reasoning behind my choices are simple, there are no other good Minors. "But glyph of intimidating shout!" No, it's not good. I would much rather have my enemy flee away from me then stand still while feared... that's sort of the point of FEAR. As for my major, Glyph of Rapid Charge is a 7% reduction on my overall charge cool down. This equates to roughly 2.4 seconds off of its cool down, which can be game deciding. 

Thank you for reading guys, I hope you enjoyed this World of Warcraft guide and I just wanted to give you a heads up for what to expect on this blog in the next week or so:

A full restoration Druid guide.

A full frost Mage guide. 

 A full unholy Death Knight guide.

A combat game play arms Warrior guide. 

A legitimate way to lower your ping in game, and my visit to an EU server! 

Have fun, play to win. 


Want to help out with next week's guide, become a featured blog, or claim a prize? Send all emails and inquiries

Thursday, February 3, 2011

Getting Started.

Hey there! My name's Tristie, and I've been an avid World of Warcraft player for the past six years. I suppose you could say I'm a veteran to the most intense  PvP confrontations, endless PvE wipes, and countless hours of drama. With the advent of Cataclysm a few months back, I felt it would only be appropriate to start sharing my experience, and advice with community members. Whether you're here on your sixth year and have been with us since alpha, or just started playing sometime last week, this blog will be solely dedicated to bettering our game play, and make WoW a more enjoyable endeavor, even for the noobiest among us.  

 So, to commemorate Cataclysm, and all those years we've spent on Friday night raiding our eyes out, here's a list of some things you probably didn't know about World of Warcraft. Enjoy. 

-During original WoW alpha, Scholomance was supposed to be an outdoor elite area (probably where sorrow hill is now), but the developers made it so big and good that they decided to make it an instance.
-At the beginning, there were shields and bucklers. Rogues and hunters could use bucklers, but they later removed them, and rogues/hunters couldn't equip shields anymore. There are still bucklers in game, but they are labeled as "Shields".
-Survival talents for hunters was the "melee" tree and they had a lacerate ability which dealt less than 100 damage at lvl 60.
-Discipline tree for priests was supposed to be a "melee" tree (think of like monk), which is why Inner Fire increased attack power.
-In Vanilla beta, Dwarves could be Mages.
-Hunters were using focus as their resource system, but it regenerated while standing still, and was very overpowered so they gave them mana instead.
-Several classes had talents which increased stats by a raw number (for example 20/40/60/80/100 Spell Damage (not percent but just 100 Spell Damage)), and they didn't scale at all with gear/level.
-There was almost no Spell Damage on gear during early vanilla. It wasn't a strange thing to see a level 60 Mage with less than 30 Spell Damage.
-The reason why there are so many cloaks with exactly the same stats in the starting areas was because cloaks also had armor types (for example cloth/leather/mail/plate cloaks)
-There were two big islands off the western coast of STV, which were removed, but if you go far enough with mount and water walking, you can reach the area where they were. You will see that you are zoning in Isle of Doctor Lapidis or Gillijim's Isle.
-Elwynn Forest, Stormwind and Westfall were the first zones that blizzard made back before 2001. That is why they are crappier than other starting zones.
-Azshara has very little quests because Blizzard has designed it with a terrible layout, and they realized that too late. They thought most people would hate it so much, so they just didn't bother and left it for future expansions (Cataclysm)
-Their original design(back before alpha) was that Horde and Alliance each had only 100 quests in the game.(was said in a recent interview)
-At release, there were no quests at all in Silithus (or anything important), and it was added in the AQ patch (or earlier I don't remember).
-There were much less quests past level 50 at release, so players complained that they had to grind mobs in order to level, and Blizzard added more quests later.
-Blackrock Spire, Stratholme and Scholomance were all tuned for 15 people raids, and they were still way too hard even with 15 people, which they later toned down to 5 players (except for UBRS which is 10 player)
-Before TBC was released, you were able to blink through Deadmines portal and glitch it, cast slow fall off an unfinished tunnel, and reach a very early version of Hellfire Peninsula. Here is a video of it
-Emerald Dream was supposed to be released in Vanilla, as either zone/raid/continent. They scrapped it, but there are Emerald Dream zones in the game files, though not accessible in any way on official servers.
-T2 sets dropped in Molten Core, and had different graphics.
-Epic Mounts at release were just recolored normal mounts without armor. They removed them and replaced with armored mounts later(R.I.P Ivory Raptor). Oh and Tauren didnt have a mount at all, they had a plainsrunning ability.
-Ironforge was by miles the largest city in game, because it had two floors instead of one, and the one which exists today is smaller than before. The Great Forge was also visible in game. Here is a video of it
-Gnomeregan was supposed to be a city like all others, Ironforge had an elevator which led into Gnomeregan, but they turned it into an instance because it would create faction imbalance.
-Undercity was even more complicated to navigate, so they removed the second floor (it is still accessible in game).
-Humans and Orcs were the first Races Blizzard created in game.
-Human females and Orc males used a slightly different model.
-You would be scared if you saw how Female Trolls looked in alpha.
-Goldshire was a lot bigger, and it resembled a real village. But Blizzard realized that they can't make other starting zone hubs that big, and they removed a lot of buildings in goldshire so it would be even for all zones.
-Overall Graphics in WoW are definitely improved since it's release, but in alpha, the graphics looked more realistic (but lower quality than now), and they toned them down.
-Naxxramas is still physically present in Eastern Plaguelands today. There is no way to enter it or see it(it is invisible). If you logged off your character in old naxx before wotlk was released, you would appear in EPL naxx with portals to northrend. Video
-Undead were able to communicate with the Alliance.
-Undead were really Undead, so they could have been targeted by Exorcism and such spells(back when it only worked on undead and demons)
-Will of the Forsaken was a passive buff which made you immune to sleep, polymorph and fear effects. That didn't last long.
-Cloaks weren't visible at all until beta, due to player request.
-CC effects didn't have reduced duration on pvp targets, so a rogue or mage could cc you up to 1 min(or more)
-Mages had an invisibility spell earlier, but you could cast Pyroblast while still invisible. It was removed because of an outcry from other players.
-There were no guards at neutral cities, so most of them were slaughter fests.
-Maraudon was added in a content patch.
-Warrior Charge ability used to teleport you to your target instead of increasing your run speed.
-Wands couldn't auto-shoot so you had to click it each time you wanted to hit.
-Spell schools used to have a skill system similar to todays weapon skills. "Your skill in Fire has increased to 93"
-There was only one flight path and graveyard in the Barrens. Ugh.
-Warlock spell Banish had a 30 minute cooldown for some reason.
-Rogues and Druids had "Feign Death" abilities before they were moved to the Hunter class.
-Mages had an ability called "Khadgar's Unlocking" which was like Rogue pick lock spell.
-The only enchanting trainer at higher level was in Uldaman.
-Each major city had it's own special auction house, so Darnassus was pretty useless.
-Although Azshara crater, a scrapped battleground, never appeared in game, it is in the game files.
-All wings of Scarlet Monastery was once a single instance, but they have split it into four because it was too big.
-The Black Morass instance(without the mobs and bosses) was in the game files since 2004.
-Hellfire Peninsula was supposed to be a 54-60 zone.
-Andorhal in Western Plaguelands was a very hard elite area (MC geared players had problems with it). Araj the Summoner was tuned for 20+ people. It also had ruined walls around it's borders, which were later removed.
-There are Programmer isle and Designer Isle in the game files but aren't accessible.
-Player Housing was briefly tested and scrapped completely. Here is an interesting picture
-If you look at the beginning of the original WoW cinematic, you'll notice half of Silithus is missing on the map. That's because it wasn't there at that time.
-Here are some more realistic graphics I was talking about
-The original Hellfire Peninsula resembled the WCIII HFP a lot more. Here is a very old picture of it
-Blizzard definitely wasn't wrong when they said Emerald Dream was gonna look awesome.
-The very first legendary item that dropped was a necklace ( that dropped off Baron Geddon. It was removed from the loot table, but the guy who got it was allowed to keep it. Here is his armory (you can't see it because it shows an error).
-Hunters were the last class to be introduced in Beta.
-Paladin Judgement had a cast time.
-Shaman Enhancement tree had a couple of tanking talents/spells, although they were never really able to tank anything other than occasional trash.
-Warlocks were able to summon people off cliffs, and Mages/some other classes were able to cc people underwater and make them drown.
-Warrior Recklessness used to reduce targets armor to 0.
-On release, there was no PvP content at all. It was added some months later(battlegrounds and honor system).
-Flight masters didn't summon mobs to help so they were sometimes camped constantly.
-Many people don't know this, but there is a "click to move" option in WoW. You can click on the spot on the ground, and your character will move to that spot, like in RPG games.
-Paladins had about a dozen seals removed, namely Seal of Fury, Seal of the Crusader, Seal of Sacrifice, Seal of Wrath and others. They also had Crusader Strike and Holy Strike in beta.
-I'm not 100% sure on this, but when you died you lost a small amount of XP.
-Warlock Felsteed mount was called "Nightmare".
-Kick and other interrupts had a 75% chance to hit.
-Mages had to spend 5 talent points in Arcane tree to make Arcane Explosion instant. Evocation was a talent also.
-Shamans had Magma Blast and Lightning Shock spells.
-Since the Vanilla definition of "Hybrid Class" really meant "Hybrid Class", the itemization was quite strange. Paladins/druids/shamans had all stats on their gear, and for some reason Rogues, Warriors and some other classes had spirit or some useless stat for them on their gear.
-Though most people know this, Windfury weapon procs could proc off eachother. So theoretically Shamans could one shot a raid boss if stars aligned.
-Paladin reckoning talent could be stacked to infinite stacks. It was used to one shot Lord Kazzak, and it was hotfixed within 24 hours of that event.
-Mages and Ppriests had a "Sleep" spell.
-Eviscerate had a base damage that didn't scale at all, so a naked rogue would hit the same as a full T3 rogue.
-The best level 60 warrior dps item was a level 44 mail gloves (Edgemaster's Gauntlets), because they had weapon skill bonuses.
-Rogue and Warrior mace specialization used to randomly stun people. They were changed to ARP bonuses in WotLK.
-Mortal strike hit for 200% weapon damage, making 50% healing debuff almost useless because you would 1-2 shot cloth.
-You weren't able to see buffs on enemy players, but mages had "Detect Magic" spell.
-Deathwish and Enrage could stack for some scary DPS increase. (Enrage was 40%)
-There was a way to gain reputation with Wildhammer clan and Revantusk trolls, but they had no reward at all and they just removed it later.
-Bosses had only 8 debuff slots, so warriors were sometimes kicked for speccing into Deep Wounds.
-Hunter and Warlock pets didn't scale with any stat at all.
-Many players think that worst quest in Vanilla was "Deep ocean,Vast sea...", because the breath timer was only 60 seconds and Murlocs could move through walls. Ouch.
-There was no Arcane resistance, but there was Holy resistance. Today it's vice-versa.
-Hunter Arcane Shot scaled from Spell Damage, which is why Hunter T2.5 set has Spell Damage bonus on it.
-Healing and Spell Damage were two separate stats. So leveling as a holy priest/paladin would be a suicide.
-Mage Arcane tree and Priest Discipline tree had talents that improved wand damage. This was removed in 3.0
-Wound poison would stack to 5 for 10/20/30/40/50% healing debuff.
-Dispelling poisons was actually a good tactic because it's application chance was much lower.
-Although never confirmed, there is a rumor that Ironforge Airstation was supposed to be a Gnome starting area.
-Priests had racial spells, but some of them were turned into baseline priest spells and some other removed. (human-desperate prayer/troll-hex of weakness/undead-devouring plague)
-There was a period in TBC when Orcs had bugged shoulder size(2x smaller), and worst of all, it took Blizzard 2-3 months to fix it.
-Undead had slightly bigger shoulder size than today.
-Recently, in the Ulduar patch, a Gm accidentally mailed a player with Martin Fury. That is an artifact level shirt that has a "on use" effect that one shots everything. He used it to one shot Malygos, and couple of bosses in Ulduar. People noticed on his statistics tab that he had an abysmally high "Highest hit ever" number, and he got a permanent ban shortly after.
-Female Tauren had a lot of doors/obstacles that they couldn't fit through. They shtill do, but much less.
-Tauren were not being able to fit through the MC entrance window (next to the High Elf quest giver)
-And the best one! Instance servers being full, and 40 people jumping through the window of MC to zone in, inevitably falling into the lava, getting "Instance servers are full, try again later" message
-Trolls used to have a joke ( /silly emote) that said this "I kill two dwarves in da morning,I kill two dwarves at night,I kill two dwarves in the afternoon, and than I feel alrgiht.I kill two dwarves in time of peace and two in time of war,I kill two dwarves before I kill two dwarves, and then I kill two more." This was removed from the game, because it was a reference to smoking weed.
-There is a very creepy crypt behind Karazhan which is currently inaccessible except for hunters/shamans chain farsighting/eagle eye. It is pretty well done, and was probably shaping to become something, but Blizzard abandoned it because the game is rated "12".
-In alpha WoW, all instance portals used a "Dark Portal" model as a placeholder. There was one dark portal in underwater Azshara, which would lead to assume that there was supposed to be an instance in Azshara underwater. Maybe they just threw it there randomly, who knows. Pic
-Meeting stones weren't used for summoning other people, they were used so you can look for other people who queued for that instance.
-Retaliation had no animation, and you couldn't see the buffs of your enemies, so Warriors could pop it against Rogues who had very little chance to notice it.
-After a patch in Vanilla, something got bugged and Warriors received one extra talent point, which allowed them to spec 31/21/0 and be very overpowered.
-People used to pay a lot for people that had a key to Upper Blackrock Spire.
-The Unstoppable Force (AV exalted weapon) used to knock back players instead of stunning them.
-There was a Hunter that stacked Spell Damage gear(for mend pet) and soloed Azuregos.
-The term "Globaled" which people oftenly say today when they get killed very fast, doesn't actually exist today. In vanilla, Mages could actually really "Global" you, using PoM/Pyro macro and double spelldamage trinket in one button. If it critted, it could one shot a raid geared warrior.
-Warlocks could kill people in duels. (and I really mean "kill")
-There is an achievement called "Old School Ride". You need to have a first epic mounts that blizzard added at release(the ones without armor). Since it costed 1000g(that was really a lot of money back than), and was removed pretty shortly after release, very few people got that achievement.
-Warriors oftenly fell through the world when using Charge/Intercept, and Charge could be used in combat.
-Walljumping allowed you to carry the flag in WSG to an unreachable spot, making you invulnerable. If both flag carriers did that, the game could last until the players log out/dc(which could be days).
-Intellect increases the speed you gain weapon skills.
-Warlock Succubus pets used to have less clothes, but they added more later.
-Druids couldn't cast for a few seconds after leaving a form. There was a talent to allow that.
-Shamans had a talent that allowed them to equip two handed axes and maces.
-Since there were no casting bars, shamans and druids used hearthstone to lure interrupts so they can heal.(they have the same casting animation).
-There is an NPC next to Haris Pilton in Shattrath City (Ricole Nichie), that is only viewable by priests who have Eye of Divinity equipped.
-You could communicate cross-faction by using lines to make words( |-| | )
-Gurubashi Catacombs was an arena that was supposed to be the first arena in TBC, but got scrapped. You can see it on wowwiki.
-After Feign Death timer ended, Hunters would really die.
-There is a cloth blue item set that drops in Scholomance. For some reason, it's set bonus increases defense.
-Hippogryphs in Azshara used to drop more money than any other mob in the game, so it was usually farmed by bots 24/7.
-Sap was breaking stealth, and there was a talent that gave 90% chance to the rogue to remain in stealth after using sap. Sucks if it didn't work and you got killed immediately in instances.
-In TBC beta, there was a quest reward dagger in Netherstorm that dealt arcane damage instead of physical. It scaled with spellpower, so mages would hit really hard with it in melee.
-Balance druids were utterly useless at vanilla release. Than they added Moonkin form halfway through vanilla, but they still sucked.
-Deeprun Tram was supposed to connect Stormwind and Darnassus.
-Baron Rivendare's mount had about 0.02 chance to drop, so anyone that had it was considered a god(especially alliance). Today it is a 1% chance.
-Rogue detect traps ability had a "Swirly Ball" animation. All rogues loved it and spammed it all the time, and there was a huge outcry when Blizzard removed it.
-Undermine (Goblin capital city) was planned to be released (here is a map of it )
-The rarest mount in game is Fluorescent Green Mechanostrider.
-There is a cave in Dun Morogh, and when you enter it, you enter Silithus general chat.
-Rogues had a poison brewing profession, and poisons had stacks that were spent on attacking, and they had to refresh poisons on their weapons during bossfights.
-Blizzard said in vanilla wow numerous time that Shadowfang Keep is their favorite instance, and the one they have spent most time on.
-Orc racial Blood Fury only increased melee attack power by 25%, and when the effect expired, you lost 25% of your AP for 45 seconds. Also reduced healing by 50%. Overall it was useless for orc warlocks and resto/elemental shamans.
-All Polearms were called Spears.
-You could swap armor and weapons during combat(now its only weapons).
-You didn't lose durability when dying, but you lost more durability during combat.
-Hunters gained 2 attack power per 1 point of agility.
-Hunters couldn't lay traps in combat. It was changed in TBC so you can do it, but with 2 second cast time.
-A good one: Survival talent tree for Hunters had a different name - "Outdoormanship"
-The paladin spell Holy Wrath was once named "Judgment"
-There was no countdown on duels.
-PvP trinkets were class specific, for example, warrior trinket broke only stuns or warlock only snares(don't remember exactly).
-Healing spells had 30 yard range and classes had talents to increase its range.
-Barkskin increased your cast time and slowed melee speed.
-Enslave demon buff was dispellable, so the enslaved demon would attack the warlock.
-Druids couldn't shapeshift to break Polymorph.
-Channeled spells (such as arcane missiles) couldn't be interrupted.
-Gomexus made a very nice post that was too large to fit  Read post #465.
-Upon release, boats(and zeppelins?) were very unstable and buggy, so they disabled them for a short time until they fixed it. They added an NPC called Captain Placeholder which teleported players for some money. He was so popular, that players made a lament for him.
-Thrown weapons had charges, like todays ammo.
-In the patch that introduced TBC talents in vanilla, it also introduced paladin/horde - shaman/alliance gear. Since there were no horde paladins and alliance shamans yet, those drops were just wasted.
-Night elf guards in Darnassus and some other settlements are always female. Blood elf guards are always male.
-Chinese people are still playing TBC because there is no WotLK in china.
-There is no WoW in Japan at all.
-Sylvanas in WoW had 3-4 different voice actor.
-Draenei were announced as a playable race 6-7 months(I think) after TBC was announced.
-Chris Metzen is the voice actor of Ragnaros/Nefarian/Thrall/Rexxar/Varian Wrynn/Deathbringer Saurfang/Algalon, and many more.
-Azjol-nerub was supposed to be a raid instance/zone instead of ToC, but left behind as blizzard realized that it was too big, so they put all of what they have done in OK/AN instances(it really is big). They also said in a recent interview that their biggest disappointment about WotLK is not making AN a zone.
-The longest instance corpse run was Crossroads-Razorfen Downs, because there was only one graveyard in barrens. The longest non-instance corpse run was probably in Blade's edge mountains before they fixed graveyards there.
-Bind on pickup was called "Bind on Acquire".
-Everyone could see Spirit Healers, including people who are alive.
-There is a spirit healer west of crossroads that is named "Koiter". He is a memorial to Michael Koiter, a blizzard artist that died during the development of WoW.
-Battleground groups weren't formed automatically upon joining the BG, so it was "INV PLZ" spamfest during the first minutes.
-(Don't know if it's still possible) A death knight could death grip someone while standing on the booty bay boat, and that person would be sent flying across the continent, ending up below Alterac Mountains.
-Hunters would usually go out of mana after 3 shots, so they were mostly auto shooting in PvP. However in PvE, you could FD+drink/swap gear.
-Unfortunately, Moonkins would just go out of mana after 3 spells. They were mostly brought there for the /dance.
-Paladin blessings lasted 5 minutes. So by the time you buffed 40 raid members, the first ones you buffed would have 2-3 minutes left on their blessings. So they were essentially just rebuffing the raid all the time.
-Warlock Death Coil had 10 minute cooldown, and didn't cause any horror effect.
-All mobs in the heavy-silithid areas in Silithus were elite. Also many other mobs in the game had elite status removed.
-Warlocks were able to summon people into battlegrounds, including people who are higher/lower level than the level bracket.
-The longest ever unkilled boss in WoW is Ouro the Sandworm(86 days after the first twin emperors kill), with C'thun and Onyxia just behind him. This is because he was very bugged at AQ release, and he is an optional boss.
-If warlocks cast Detect Invisibility in Ruins of Lordaeron or Raven Hill in Duskwood, they can see invisible level 50ish mobs, which can only be seen with this method. They were added so Aliiance Warlocks had a quick way to farm shards while in Stormwind.
-In alpha, there was a "profession" called "Survival Skills". It was used for making campfires (which can now be made with cooking) and torches.
-Those torches were used for scouting. Back than, the graphic engine was a bit different. Darker areas, such as Duskwood, were really "dark" and you couldn't see anything past 20-30 yards in front of you. Torches were used to increase visibility in those darker areas. Many NPC's in Duskwood still hold torches in their hands.
-Cataclysm was in development before WotLK was released.
-If you lower the music settings in settings, and increase ambient sounds to max, you can go to Undercity throne room, and hear the dialogue between Arthas and his father before he killed him.
-In the tunnel before Undercity throne room, you can see rose petals that people threw on Arthas before he killed his father. You can also see blood on the floor as Terenas' bloodied crown fell.
-You can also increase ambient/lower music settings in Raven Hill catacombs and Karazhan crypts. I won't reveal what you will hear
-Moonkin Starfall wasn't canceled when switching to animal forms. They could do travel form+starfall. It also broke stealth in 30 yard radius, and also did RNG 3 second stun.
-The most overpowered class ever in WoW was Retribution Paladin during the first 24 hours of Patch 3.01 (the one with WotLK talents at level 70). Divine Storm dealt holy damage, and they could do bubble + avenging wrath, with bubble not reducing damage by 50%. Best 24 hours in my life.
-Flight paths were not connected, so you needed to pick the next stop each time you land.
-A questgiver in Borean Tundra has a name "Gorge the Corpsegrinder", which is a tribute to George "Corpsegrinder" Fisher, the singer of Cannibal Corpse.
-World of Warcraft was announced in September 2001, and was in development for about a year before that announcement, which means WoW has been in development for 10 years.
-Death Knights and some other classes were planned to be released with original WoW, but they were saved for later.
-In planning stages of WotLK development, they had 3 options for a hero class: Necromancer, Runemaster and Death Knight. In the end, they "combined" all three into one, giving DK's Necromancer niches such as diseases and corpse exploding, and Runemaster niches, their rune resource system. Which is why we will never (99,94%) see those two classes in game.
-Nefarian class calls also has a Death Knight call. Why blizzard returned to an oldschool instance in WotLK is unknown.
-During the first few months of TBC, there was always a pile of skeletons below Aldor Elevator. Players often called it "elevator boss" and even wrote tactics for defeating it. Here is one tactic for the crack boss in SSC
-Mind numbing poison and Curse of Tongues reduced cast speed by 60%.
-If a player under the effect of Curse of Tongues types something in chat, they will speak in [Demonic] language.
-There is a huge smiley face below Karazhan.
-On TBC release, Karazhan gear was weaker than gear from heroic dungeons, and they had to completely reitemize almost all drops.
-Heroic dungeons on TBC release were so hard that many players considered heroic SL/SH and Arcatraz to be impossible to do even in Karazhan gear. They were later nerfed but players still avoided those dungeons like a plague.
-Wintergrasp was supposed to have aerial combat, which was removed. You can see it on your WotLK CD box.
-Onyxia has a "Deep Breath" ability. In vanilla WoW, players didn't know what triggered Deep Breaths(it was just random), which led to many theories and speculations. You can see some here
-There were many jokes like that, for example: "LOOT THE HOUNDS", "kite to vael's room", "furnace behind Golemagg", and many more.
-Here are the old talent trees Make sure to check out Survival Hunter tree.
-Blizzard was balancing raids around classes having restricted roles. Only Warriors could tank, priest was by far the best healer, druids were there to innervate the priests, shamans were used mostly as out of combat ressers, and paladins were usually busy rebuffing the raid with 5 minute blessings. Druids, Paladins, and Warlocks(early, before they were buffed their damage was horrible) had no viable dps specs at all.
-Hybrid classes usually dealt about 50% less damage than pure classes. "What is this Feral Druid doing here? Tell him to spec resto and innervate the priests!"
-Not directly related to the game, but shortly after TBC was released, and caused massive shaman nerfs, the shaman community had a massive outcry on the forums. The CM called Tseric had a job to moderate the forums, and after going insane from all the whining, he started to ban ANYONE who posted on the shaman forums(no matter what you posted). He was fired from Blizzard shortly after that.
-Next to Horde Inn in Dalaran, there is a sewer with an NPC at the bottom of it. It is only reachable by engineers using Wormhole Generator.
-If you enter the house north of Goldshire at 7:40 am, you will see 5 children forming a pentagram. You can hear banshee screams, creepy music, and the C'thun sound file saying "You will die".
-In Duskwood, at Beggar's Haunt tower, there is a twisted path behind leading to an area called "Knight's Hollow", it has an unmarked grave with two statues, the same ones found at Dark Portal.
-The wandering tauren female in STV called Samantha Swifthoof currently has no use, but earlier she taught Plainsrunning skill for Tauren.
-Tauren is an anagram for "Nature".
-The area west of Dun Morogh called "Newman's Landing", is used as an area where Alliance characters are dropped upon creation, before the intro video starts. If you stand at a certain spot you will notice level 1 characters appearing for a brief instant before they disappear.
-In the area west of Tirisfal Glades, you can see four large spikes rising from the ground, with each one being taller than the previous one. This is probably the result of a bored developer.
-If you swim east of Tirisfal Glades, you will find an abandoned tower. That area in lore is called "Northeron" but in game it was never implemented.
-If you swim from Tanaris to south of Silithus, you will find a tauren building with a cave next to it.
-Shade of Aran in Karazhan has a special quote if someone in the raid is wearing Atiesh, saying "Where did you get that?! Did HE send you??"
-If someone enters SM:Cathedral with a Corrupted Ashbringer, there is a neat special event.
-The blocked off portal close to Old Town in Stormwind was supposed to be for player housing.
-There is a lonely street in Stormwind called Cut Throat Alley, accessible through Dwarven District.
-A'dal in Shattrath hits for over 100,000 damage and becomes invulnerable at low health.
-If you attack a player in Throne of the Elements in Nagrand, you will get one shot by the elemental lords.
-If you look closely at the Blink spell icon, you will notice it is a Dwarf blinking.
-The Emblem of Triumph vendors at the trial of the crusader portal are named "Isimode" and "Faesrol" (easymode and faceroll). They are a joke by blizzard about Paladins being easy to play.
-There is a grave of Invincible (Lich King's mount) in Tirisfal Glades.
-Karazhan was supposed to have a flight path on top of it. There are actually Gryphon flight path nests on one terrace, but they serve no purpose.
-If you are playing on US servers, you can roll a human on server Moonguard, and walk to Goldshire Inn. Warning: What is seen cannot be unseen.
-In the graveyard of Honor Hold in Hellfire Peninsula, there is a grave which when you click on says the following: "Here lies a soldier stout-hearted, he tried to fight but only farted"
-Affliction Warlocks with engineering could use Gnomish Mind Control Cap to MC people and drain their mana with Dark Pact.
-If you read "Ramaladni's Blade of Culling" backwards, you get the word "Indalamar". Indalamar is a WoW player who posted a video of Warrior damage being too high during vanilla WoW beta, and Blizzard made many nerfs to Warrior class the same day. He became famous within the warrior community, and was later hired by Blizzard as an item developer.
-US game clients have a "Randomize Name" option at the character creation screen, but EU clients don't have that option.
-There were four trinket slots back in alpha as you can see on this picture (also note the old interface)
-You can also drag items into your character's portrait on the character tab to equip them.
-The ropes and wood on the Orgrimmar entrance walls are actually drawn on the wall instead of being on it.
-Warlocks in alpha and early beta were wearing leather armor.
-To join a battleground, you needed to be at the entrance portal of that battleground, because there were no battlemasters in Capital Cities.(WSG=North Barrens/Ashenvale, AV=Hillsbrad Foothills, AB=Arathi Highlands)
-There were bosses that were completely immune to some schools of magic, and poisons. Mages had to raid Molten Core with frost spec, and Rogues lost quite a bit of DPS on poison immune bosses.
-Before rested experience was revamped, you could go into negative experience if you didn't rest, earning like -25% or -50% experience.
-Mages could use Blink while on a flight path to cancel it and fall off.
-Warrior Charge and Intercept was affected by snare effects, so you would end up way behind your target.
-Rend dealt very low damage during Vanilla and tbc, and Warriors almost never used it.
-In beta the final protection Warrior talent was Combat Endurance, which allowed 10% of your spirit regeneration to continue while in combat.
-Curse of the Elements and Curse of Shadow used to give negative resistance, and they also allowed negative resists, giving you a chance to hit for double damage.
-Warlock Firestones and Spellstones were items that were used in offhand slots(and later in wand slot). Firestone gave you a chance on melee hit to deal fire damage, and spellstone removed all magic effects from you. They were changed into weapon enchants they are today.
-Guild Leaders of MC/BWL raiding guilds often asked their members to set their hearthstone to Kargath.
-Shortly after WotLK release, a Mage found out they can Spellsteal Bone Shield from a trash mob in Naxxramas. It absorbed a lot of damage and coupled with the talent Incanter's Absorption, mages could solo pretty much everything in Naxx.
-Gamon had an ability that knocked back and dismounted the target. Priests were able to Mind Control him and throw people off the tower with flight paths.
-Before dismounting in water was removed, Gnomes were dismounted by shallow water in Zangarmarsh/Swamp of Sorrows, where other races had no problems with it.
-Mages in beta had an ability called "Phantasm", which is like mirror image on live.
-This was recent, but mining took more than one cast to pick up everything.
-In Beta, Shamans were the class that had Combat Resurrection spell instead of Druids. It was given to druids because shamans were a horde-only class.
-Earthbind totem had no cooldown, so Shamans could kite infinitely.
-Each time a Shaman did a talent respec from Enhancement, he lost all weapon skill with two handed maces/axes, because they were a talent in the enhancement tree.
-Some green-quality lowbie shields could get a random enhancement with +Shadow Power, even though no shield-using class can benefit from shadow Spelldamage bonus.
-Hunters in TBC could macro their entire rotation into one button, and bind it to mouse scroll (to avoid carpal tunnel ).

Screenshots! Hellfire Peninsula early map, notice how there is water at the bottom. Stratholme in alpha, maybe it's Naxxramas? Map of the Stormwind instance that never got opened. Map of the island off the western coast of STV. Map of Scarlet Monastery before it got split into 4 instances. Very early Alterac Valley map, has many similarities with the current one. This is called "Kalidar". Looks like a battleground to me. That house behind makes me smile. I'm sure shamans would like that. Notice how the orc has a last name. An Undead Mage communicating with Alliance and ganking them with invisibility. Old Goldshire, it's like 10x bigger. Old Scholomance with placeholder Dark Portal entrance. This is how Karazhan looked before. I don't think this needs explanation. This was the placeholder for the world tree in Hyjal. Old Graphic Engine, where you needed to equip torches in darker areas to increase visibility. An untextured and unfinished Naga Temple.
-Orgrimmar alpha comparison. The part where battlemasters are is very different(note the old female trolls)
-An alpha video of some zones
-Designer and Programmer island

-The area where Hunter Trainers in Orgrimmar are, is actually shaped like a Mickey Mouse head, but it is quite large so almost nobody notices it
-In the cockpit of Goblin shredders around the world, there is a hidden picture of Kerrigan from Starcraft
-Southeast of Hammerfall in Arathi Highlands, there are rocks which are shaped like "LOL"
-There is a level 40 Ogre quest giver in Dustwallow Marsh called Draz'Zilb. Try reading his name backwards.
-The Goblin auction houses in Booty Bay, Everlook and Gadgetzan were not linked.
-The word "Min-maxing" pretty much didn't exist during vanilla raiding. Also most people weren't using any rotation at all.
-Raiding Herbalists usually had a dreadful job of farming Potion/Flask mats before raids.
-Before it was fixed, Hunters and Warlocks would resurrect without their pets in Battlegrounds, so they had to resummon them each time they died. There was also no buff that reduced mana cost of your spells after you resurrected.
-The Horde starting cave in AV was a little bit north of where it is now, but Blizzard moved it down because Horde would get to Balinda faster than Alliance would get to Galv.
-The low level Rams/Wolves in Alterac Valley were added so lower level players who joined the battle would kill them to level and upgrade friendly troops with turn-in items.
-If you've never done Ogri'la dailies in Blade's Edge Mountains, there is a very awesome event called "Shartuul's Transporter", available once you reach Honored reputation. I would recommend doing it, as it is one of the most cool and challenging solo content in the game.
-One of the auctioneers in Undercity is named "Yarly", which is a joke on the "Orly" meme.
-An NPC in the Echo Isles event is called Zild'jian <Vol'jin's Wardrummer>. Zildjian is the biggest Cymbal producer company in the world.
-In Uldaman, there are some Dwarves at the start of the instance, and you can find "Gni'kiv Medallion" and "Staff of Tsol", when you read those two backwards, you get "Lost Vikings" which is one of the first Blizzard games.
-Haste rating didn't exist on gear at all.
-Wowhead didn't exist in early vanilla WoW, and most people didn't know about Thottbot, which made General/Trade chat much more active than today. Barrens chat...
-There were no built-in Raid Frames, so the only way to see it was to use CTMod addon.
-Most zones had only one graveyard. This was a bit problematic in big zones such as Barrens and STV.
-Some raid buffs such as Auras and Totems were only group wide.
-Some raid additions such as /raidwarning, the ability to mark mobs and Threat Meters(wait 3 sunders) were only available with specific addons, before Blizzard added them into the game themselves.
-There were no Guild Banks, so most guilds used low level characters to store everything the guild needed.
-If a level 60 Hunter tamed a level 20 pet, the pet would remain level 20 instead of jumping to 55.
-Grand Marshal/High Warlord gear had about MC level stats, so by AQ40/Naxx it was really outdated when compared to raid gear.
-Resilience didn't exist, so there was almost no difference between PvE and PvP gear.
-Paladin and Warlock mounts used to cost 150 mana to summon.
-Armor Penetration used to reduce enemy armor by static amount. So if you had 1500 ARP and your enemy had 2000 armor, you would attack him with just 500 armor. It was very OP against cloth and pretty weak against plate.
-Alchemists could create flasks only at an Alchemy Lab. There were only two in the game, one in Scholomance and the second one was in BWL. So they had to go there each time they wanted to create a flask.
-Engineering was by far the best profession for PvP. Stuff like Grenades and Mind Control Helmets were used much more often than today.
-Just for nostalgia, probably everyone who played in Vanilla knows this clip

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