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Artifact Series: Paladin

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In the latest part of our artifact series, it is time to move away from the bloodthirsty ways of the Warrior, or the pestilent ways of the Death Knight. Today, we follow the path of the light. It's time for the Paladins.

 

To follow the path of the light is no easy feat. Paladins put themselves in the line of fire in order to defend the weak, to help bring justice to the world in the eyes of the light, to rid this world of the dark evils that have so often conquered it. Regardless of the path they follow, the Paladin bestows their blessing upon those they meet, the power of the light radiating from within them.

 

Each Paladin makes a choice to follow one of these three specialisations:

  • Protection serves as a bastion of the light; Paladins which follow this path use their Holy magic to defend those around them, shielding them from harm. 
  • Holy represents the ability to call upon the powers of the light to heal the wounded, to protect those that cannot protect themselves.
  • Retribution is a path followed by those who must punish the unworthy with a combination of their Holy magic and their weapons.

Protection Paladin - Truthguard

 

A fitting name if there ever was one, this shield and sword are wielded by those who take up arms to protect. The story behind the weapons is as follows:

 

"The titanic watchers Tyr and Archaedas created this shield when their comrade, Loken, fell to corruption. They gave Truthguard to a vrykul champion who used it to expose Loken's treachery. When Tyr and his allies later stole the Discs of Norgannon and fled, the champion stayed behind and held off many of Loken's servants. A desperate Loken sent horrific monsters after Tyr, who fell in combat. In time the vrykul champion migrated to Stormheim in the Broken Isles, where the shield was eventually entombed in the Path of Kings." (source)

 

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While the story of Tyr is not known to many, any players of World of Warcraft will have encountered areas that are based on the Watcher.

 

Tirisfal Glades? Tyr's Fall.

 

Tyr's Hand, Eastern Plaguelands? You guessed it, named after this Tyr.

 

The Knights of the Silver Hand? Their emblem, a silver hand... Tyr's Hand.

 

So why does everyone care so much about this titanic Watcher? He wasn't even important enough to be included in Ulduar, so why should we care? Tyr, in fact, has a fantastic story behind him.

 

When the proto-dragons existed, a massive beast named Galakrond ruled the skies. The aspects that we know today were convinced by Tyr to band together and attempt to kill Galakrond. When the time came, they assaulted the sleeping Galakrond in a mountain range. His sheer size and power scattered the force, leaving Tyr to fight the beast alone momentarily. He used his hammer and fists to beat the proto-dragon, but this was short-lived. The beast threw him off and clamped its jaws down in his direction. It caught his hand and ripped it clean off, leaving only a bloody stump for Tyr to marvel at.

 

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Galakrond preparing to battle the future Aspects

 

He fell unconscious and was taken to a frozen lake by the proto-dragons that we know now as our Aspects. He shortly went missing, but Kalec, one of Malygos' flight, assured them that he had been taken by an intelligent species, not an animal searching for food. They later discovered that the other Watchers had come to his aid. 

 

When Tyr healed, he began to realise that one of his fellow watchers, Loken, was falling to some form of corruption. In an attempt to decipher just how far Loken had betrayed them, he commissioned the aid of a Vrykul champion in order to steal the Discs of Norgannon. This artifact was a library of information that the titans had collected over their years of experiments with life on Azeroth, namely the differing forms of Earthen. 

 

After Loken discovered the theft of the Discs, he sent countless, horrific monsters after the group. Tyr urged the group to move on while he stayed back to cover their retreat. He fell under the relentless assault that Loken sent forth, but he ensured his party members escaped.

 

Before perishing, Tyr crafted the shield for the Vrykul champion with the aid of Archaedas, a stone watcher.

 

Without a doubt, Tyr is an incredible character within lore. He sacrificed a great deal in order to ensure he fulfilled his role as the titans wished. Without his input, the aspects we know today may never have come to fruition. Galakrond may even still have been ruling to this day. 

 

I do feel, however, that the wielder of the artifact is a very poor choice by Blizzard. The Vrykul have never expressed any affiliation with the light, therefore there is no backstory for the Vrykul ever training to become Paladins. It seems a very odd choice then, that a Vrykul was to wield the Paladin artifact. It would perhaps have been a better choice to make the weapon one wielded by Tyr himself, rather than a human race that mimics the traits of warriors. 

 

Alternative Artifacts for Protection Paladins

  1. The Weapons of the Knights of the Silver Hand

Unfortunately, there are not a great deal of famous paladins that wield the combination of a 1-handed weapon and a shield. It is most likely that Blizzard would need to create further lore if they wanted to add-in other alternative artifacts for this specialisation. 

 

I think that this would be a fantastic route to look into. The Knights of the Silver Hand were an order of Paladins that were created after the end of the First War. The leader of the order was Uther the Lightbringer, however, he created the order along with Archbishop Alonsus Faol. 

 

Whenever they were present on the battlefield in the Second and Third Wars, they inspired any soldiers around them. The sight of a Knight of the Silver Hand immediately rallied armies to their side, ready to fight and die for their cause. 

 

There are a number of paladins that could have been chosen as the basis for this artifact and it most likely would have made more sense than a Vrykul. Lore was invented anyway to supplement this weapon's creation, so it could have been created in relation to any of the first 5 paladins of the Silver Hand.

 

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Arthas as the Crown Prince of Lordaeron

 

They could have even looked back at the weapon of Arthas when he was still Crown Prince and used that lore to create a backstory for the weapon being passed down to him through the Silver Hand.

 

Holy Paladin - The Silver Hand

 

It looks like we're going to be re-visiting Tyr again, but this time it's his own weapon. The story goes like this:

 

"As one of the titanic watchers, Keeper Tyr bore this weapon in countless battles against the titans' enemies. When one of his fellow keepers, Loken, fell to corruption, Tyr and his allies stole the Discs of Norgannon to investigate the extent of Loken's betrayal. Discovering the theft, Loken sent horrific monsters after Tyr's group, but Tyr sacrificed his life to fight the creatures while his comrades escaped with the discs. His hammer was lost with him somewhere beneath the land now named in his honor: Tirisfal." (source)

 

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I'm sure many of you can agree with me when I say: Oh, so very disappointing. Protection and Holy have essentially been given exactly the same lore for the two weapons, given they are wielded by two different people. I feel like this is a big cop-out on Blizzard's part. 

 

Let's see what we can come up with!

 

Alternative Artifacts for Holy Paladins

 

  1. The Hammer of the Lightbringer

This weapon was wielded by Uther the Lightbringer, its adamantite head garnished with Silver Hand emblems on both sides. 

 

This mighty weapon was initially forged when the Knights of the Silver Hand was first established. Archbishop Faol imbued it with the power of the light and bestowed it upon the the first Grand Master of the Paladins - Uther. 

 

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Uther holding the Hammer of the Lightbringer and a Libram

 

When the time of Uther's death came about, his hammer was recovered but there has yet to be a Paladin deemed worthy of carrying such a weapon. Since the player is going to become the leader of their class in Legion, surely it would make sense for us to be worthy of such a great weapon? 

 

This was a perfect opportunity to really solidify the player's position as the leader of the Paladins, but it seems that opportunity was missed for regurgitated lore.

 

Retribution Paladin - Ashbringer

 

The last addition to the Paladin artifacts is, thankfully, not the same piece of lore concerning Tyr. The story surrounding the Ashbringer is as follows:

 

"King Magni Bronzebeard forged the Ashbringer from a piece of crystal purified by wielders of the Holy Light. This gave the sword strange Light-bearing powers. It was named for its ability to slaughter undead, leaving nothing but ash in its wake. Ashbringer passed through several hands, serving both Light and Shadow, before it came to the legendary paladin Tirion Fordring, who used it to shatter the Lich King’s runeblade, Frostmourne, on the top of Icecrown Citadel. Tirion has carried Ashbringer with him ever since." (source)

 

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For the first time since beginning this article, I feel happy for Paladins. Finally, you can wield the Ashbringer permanently. The weapon of Tirion Fordring, this is one of the most iconic weapons in the game.

 

The origin of the sword is just as grand as its appearance; it originates from the Second War, where Highlord Mograine had slain an orc warlock. He found an artifact on the orc's body, a pure manifestation of shadow. He touched the orb with his bare hand and quickly found the hand had shriveled up, taking the appearance of an undead's hand.

 

Mograine attempted to keep the orb a secret, but the arrival of the Scourgeforced him to reveal it to his fellow members of the Silver Hand. They concluded the orb was a force of pure evil and they would need a force of pure light to combat the coming onslaught by the Scourge. In an attempt to destroy it, a Holy spell sent at the orb forced a reaction to occur. The orb purged itself of the dark taint and became an orb of pure light.

 

The members of the council decided that the orb would be forged into a weapon that would slice through the undead with such force that only ash would be left behind. 

 

The Ashbringer.

 

They traveled to Ironforge to meet with King Magni of the Dwarves, the brother of the supposedly slain Muradin Bronzebeard. King Magni forged the sword for them himself on the Great Anvil of Ironforge, pouring such grief and emotion into his actions that he believed he would never be able to forge such a weapon again in his life. The sword was one of a kind.

 

The extract references the concept of the sword serving both the Light and Shadow: this refers to the fact that Mograine eventually fell to the might of the Scourge, deceived by his son Renault. Renault was under the influence of the dreadlord Balnazzar, who forced him to slay Alexandros, Darion's father, with the Ashbringer. To use the sword for such a heinous act corrupted the essence of the sword, turning it into the Corrupted Ashbringer.

 

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The Corrupted form of the Ashbringer

 

The Ashbringer is purified once again during the Battle for Light's Hope Chapel. Tirion reveals to Darion that they were being used by the Lich King and he and his Death Knights were sent knowingly into a trap to die. Darion relinquishes the sword to Tirion who, upon touching it, frees the sword from its corruption and purifies it.

 

Tirion goes on to use the sword to defeat the Lich King and shatter the legendary weapon, Frostmourne.

 

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Tirion wields the Ashbringer within Icecrown Citadel

 

As a weapon for Paladins, the Ashbringer is the most iconic there is. There is no better weapon to be given as an artifact and I think the backstory truly details that. The sword responds so strongly to the touch of the light, its essence is made of pure light, it represents everything the Paladins stand for. I see no reason for an alternative weapon, since this is a perfect match.

 

A weapon worthy of the any Paladin, regardless of stature. Let's just hope the players are worthy of the weapon.

 

Next time on the Artifact Series, we will be moving on to the mail-wearing classes, namely the Hunters!

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I have been playing Paladin for quite a while (end of WOTLK). I enjoyed it a great deal until they change the class itself, especially when removing/changing the healing spells in WOD. Now, they are giving us horrible artifacts :( 

I read the warrior artifact article and really looked forward for the Paladin one. In comparison, the Paladin is so disappointing. Usually WoW lore is great, but why on earth would they give the same lore for both the weapons?!

 

Also, I have never heard of Galakrond before. Who is he? Would be grateful if you could provide some information on him. Is he as powerful as deathwing was in cataclysm?

 

:) thanks :)

 

Ps: Will you be doing the priest artificats as well? My alt is a priest and I hope the lore is better than the one for paladins.

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Hi there Amarax,

 

I know the feeling, the same happened for me with the Arms Warriors in Warlords (Whirlwind pls).

 

The Paladin lore just seemed so lacking for the first two artifacts, I'm praying that we might see some changes throughout Alpha/Beta, at least to give them slightly different lore. 

 

On the topic of Galakrond, I'll give you a quick run-down of who he is:

 

Prior to the what is referred to as "mortal history", the titans were still ruling over Azeroth and seeing to its maturing. At the time, the ancestors of the proto-drakes currently found in Northrend were found in huge numbers across the world. They were known as Proto-Dragons. The largest of them was Galakrond. 

 

We don't know a huge amount about the beast, but what we do know is that he was far larger than any other proto-dragon of the time. He sought to kill and feed from the other proto-dragons that were alive, then turning them into his own undead proto-dragons. 

 

As he fed from the living proto-dragons, he became more powerful, but also further corrupted. His body itself began to mutate because of his cannibal activities and eventually he began growing extra limbs, eyes on his body, his colour changed. Malygos notes that he is surrounded by a strange green aura which Richard Knaak, the author of the Dawn of the Aspects books, says is most likely some form of Fel energy. 

 

In order to defeat Galakrond, the leaders of each proto-dragonflight banded together under the banner of Tyr the Watcher to overthrow the legendary beast. He slowly became weaker since the dragonflights now knew to hide from him and he could only feed from his own undead followers. Due to this, they were eventually able to force him to choke to death on a boulder.

 

In regards to whether or not he is more powerful than Deathwing... 100% yes. Galakond is in a completely different league from Deathwing. If the Scourge had succeeded in re-summoning him, there would have been no way to defeat him in the present-day. It is likely life would have been unable to flourish if he had remained alive, since he would have simply fed off of those who could not hide. 

 

If you compare the Cataclysm to what Galakrond could do, I feel like we would be comparing a Death Knight to the Lich King. No contest.

 

Of course, I'm aiming to do every artifact for all the classes. Hopefully the Priest artifacts will be a better read for you!

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Just a little comment, 

 

Don't think you would be able to use Arthas' hammer as an artifact weapon considering it was used to create Shadowmourne in the ICC legendary quest line. Might need to confirm this but if memory serves me correctly Morgraine asks you to retrieve it from the cave where frostmourne was found by Arthas, and when it is returned to Darion he uses it as the base to forge the axe and sister weapon to frostmourne, Shadowmourne.

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Thanks for the comment Hearu.

 

I think that's a pretty solid idea as an alternative to the Ashbringer for retribution; you're correct about the hammer. It was initially called Light's Vengeance and was used by Arthas throughout his life as a Paladin. He was initially given it as a gift when he completed his ritual of initiation into the Paladin order. I think it was Gavinrad the Dire that initially gave it to him, one of the first Knights of the Silver Hand.

 

He eventually ends up discarding it in Frostmourne Cavern, but Darion sends us to retrieve it. He believes that the only weapon that could provide a template to rival the strength of Frostmourne is Light's Vengeance. He combines it with the metal saronite, thereby creating the first step of the legendary quest: Shadow's Edge.

 

Unfortunately, to compete with the Ashbringer is a pretty tough task. As a paladin weapon, the Ashbringer in its non-corrupted form, as the player will wield, is a "holy" weapon. It is used to do the bidding of the Light. If I remember correctly, Arthas actually purged Stratholme while still wielding Light's Vengeance. To some extent, perhaps this almost taints the weapon, thereby ruling it out as a Paladin artifact. I suppose you could consider that Arthas believed he was doing the right thing and that it was just in the eyes of the Light, but that's a whole different discussion.

 

Nonetheless, a really good suggestion, I missed that one. Definitely one that could have been considered by Blizzard.

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I'll support Truthguard in the fact that there isn't many shield and sword Paladins. Going for another race to find something that embodies pure defensive abilities is going to have to be a requirement for the class to succeed. What I don't like is the scale factor. A Vykrul wielded this.... so it would be like trying to use a piece of battleship plating as a shield.

My idea would have been to construct a shield in Ironforge, just as the Ashbringer was. Build something from scratch seeing as no real Paladin has done this before. Though in a way this helps tie in lore from other races, who in a way we are all trying to save from the Legion too. 

 

I'm not even going to get started about The Silver Hand. I understand the lore desire, but no. Its a VW on a stick. No crace (cept maybe Tauren) in its right mind should even have the ability to hold it. 
Uther the Lightbringer, THAT should have been the hammer, I agree. You still get your hammer and tome, but its more to scale and people would understand that lore. Plus the idea of wielding his hammer from Warcraft 3 days is a hat tip to my childhood. Dang shame they didn't consider this. I'm thinking I may walk away from Paladin heals if this stays as is. 

 

Ashbringer. Nuff said. LOL!!!!!  At least they nailed that. 

Edited by CelticArchangel

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A Vykrul wielded this.... so it would be like trying to use a piece of battleship plating as a shield.

 

This was the issue for me as well. It seems like there is a lot of forced Vrykul lore in Legion, whether due to them wanting to bring them back into the fold, or just by their own choices. The Warrior-Vrykul link I can vaguely understand, but it had no place in the lore of the Paladin. 

 

 

My idea would have been to construct a shield in Ironforge, just as the Ashbringer was. Build something from scratch seeing as no real Paladin has done this before. Though in a way this helps tie in lore from other races, who in a way we are all trying to save from the Legion too. 

 

Lore could have easily been created, whether linking it to a legendary Paladin, creating a link, whatever. Truthguard, in my opinion, wasn't the right choice by a mile. I would rather have seen Prot Paladins using some kind of shield "made" of the light. They could have even used an off-hand that, when they block, creates a shield made of pure energy, constructed by the Light. Not Truthguard. 

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      Upper Karazhan - Each boss has their own element making them difficult, however Shade and Mana Devourer can get messy and require extra coordination to kill.
      Lower Karazhan - Overall I don’t feel that this dungeon is exceptionally difficult, however the Mounted Strike can chunk anyone in melee range of Attumen the Huntsman, and unless you have a comp to cheese Garrotes, Moroes can get sketchy quickly.
      Eye of Azshara - The only two scary bosses in here are Lady Hatecoil, and Wrath of Azshara. Although not too difficult the winds pushing players around is obnoxious and can get very dangerous very quickly.
      Vault of the Wardens - The trash and the mini bosses are quite dangerous, other than that avoiding extra phases on Glazer are one of the essential parts to getting more time available in the key.
      The Arcway - Getting left side at the beginning of they key makes the timer much more relaxed and makes it the easiest key, unfortunately we did not get left side on our timed 27. What makes this key particularly difficult is Ivanyr, Nal’tira, and the large amount of time that Advisor Vandros takes up.
      (Least difficult) Court of Stars - Overall the trash is not too difficult, and mainly only the second boss is frightening as the damage caps early on the last boss, and the first boss is straightforward.
      Shakib: Lower-arcway-vault-court-upper-eye of azshara-blackrook hold-cathedral-darkheart-neltharion-halls of valor-maw-seat.
       
      If you could change a few dungeons which would they be and how would you change them?
      Darkee: Something needs to be done about that entire archer area in Blackrook. Getting through it with me only dying twice is considered a success. I would make it so you can’t out-range shoot but drastically lower the damage it deals.
      Marvink: I’d remove the very far back Warden spawn in Seat, and add a profession to the Starlight Rose Brew in Court of Stars. I’d also make Hyrja only able to cast the ability she’s currently linked to, not if she just has stacks.
      Mittbitt : I would reduce the amount of role play in some dungeons, such as the Court of Stars boat ride and talking, Neltharion’s Lair waterfalls and maybe even the shuffling of the rocks on Ularogg Cragshaper.
      Shakib: Court of stars: The rng on the buffs is interesting and cute at low lvl keys but becomes frustrating when you need a perfect buff combination (on top of having people change professions just to maybe have it up during your 1 run) to finish a key in time. I think in m+ it should either be a set combination of buffs or just disable all of them just like we saw in the MDI.
      Seat: similar to CoS, the warden locations should be set spawns.
      Arcway: Having a 50/50 on the door that’s open at the start is another point that can greatly impact the dungeon time (maybe less if warlocks wouldn’t be able to control the OP chaosbringer pet on the left side of the dungeon). Maybe a decent fix would be a toggle left/right as you start the keystone depending on the side you think your comp can clear faster on.
       
      Which is your favorite and least favorite dungeon to run?
      Darkee: My favorite is Upper with Court being a close second. Least favorite is easily Blackrook.
      Marvink: My favorite dungeon by far is Court of Stars. I despise Halls of Valor (I’m look at you Hyrja).
      Mittbitt : My favorite dungeon to run is currently Vault of the Wardens. I enjoy the layout of the dungeon and how it allows me to optimize my cooldowns. My least favorite dungeon to run is Upper Karazhan, I do not enjoy the bosses, nor the tuning for the dot on Mana Devourer.
      Shakib: Favorite dungeon is hands down Lower Kharazan. There’s nothing I love more than pulling big and lower is a goldmine of huge trash packs. Turns out dh’s are also quite strong at doing exactly what I love :). (Seat is really close behind.) My least favorite dungeon has to be Neltharion’s lair. Even though it is a pretty straight forward dungeon there’s something about the environment and the mob type that just gets to me.
       
      What are the easiest affixes and do they vary from dungeon to dungeon?
      Shakib: I would say that the Sanguine, Volcanic, Fortified set of affixes is the easiest for 12 out of the 13 available dungeons. The one that stands out as not a “harder” dungeon but just much slower. A LOT of time gets wasted during the scavenger hallway. I would say that the easiest set of affixes for Blackrook Hold is Teeming, Quaking, Fortified, the pulls are usually really big pulls so adding a couple mobs here and there doesn’t slow you down as much as people may think in there, at least not as much as Sanguine.
       
      Are there some affix combos you just will not get out of bed in the morning for?
      Darkee: Teeming Explosive is a bad joke. Explosive in general is just not fun. It doesn’t help that monks deal 50% less damage to them during our main cd, and our main cd is up at the start of every big pull. I just don’t play unless I have to during Explosive.
      Jdotb: Obviously some of the affix combinations are particularly disgusting, but we’ll run keys most every day regardless. We’re fiends. At the very least, affixes like Bolstering and Tyrannical make you appreciate the Volcanics and Fortifieds.
      Marvink: Bolstering, Explosive, Tyrannical. Not my cup of tea for that amount of trash management, and marathon boss fights are never fun.
      Mittbitt : I will always get out of bed for some mythic plus regardless of the affix combos, however the affix combo that least excites me is Bolstering, Grievous, Tyrannical.
       
      What do you think of the current affixes as they are now? Which should be changed or even removed completely and are there any you’d like to see added in BfA?
      Jdotb: Tyrannical is the big offender at the moment. You don’t have to dive very deep into the analytics to see that all the highest keys are on Fortified weeks. The 40% hp on Tyrannical is the problem - it just makes the bosses take waaaaay too long. The damage bump is fine where it’s at, but the hp buff needs to be cut to at most 25%, maybe even 20%. Bosses are already the hardest parts of high keys because of scaling; making them do more damage AND live almost half again as long is insurmountable.
      Bolstering is probably a bit too punishing. If you screw up, you can’t really undo it without wiping. If the Bolstering buff had a duration (maybe 10-15s) or a cap (maybe 10 stacks) it would be a lot more palatable.
      Explosive starts to feel a little overwhelming on high keys because the orb health scales with the key level so instead of just requiring a global cooldown, the orbs now need people to focus them for several casts.
      Volcanic is a joke now that probably needs to be reworked. It isn’t threatening and half the time it doesn’t even require you to move.
      Quaking for the most part is ok but can be devastating on boss fights where you absolutely need your Prydaz, Xavaric's Magnum Opus shield up to live through certain mechanics. There isn’t a way to play around that currently. If Quaking always did damage to your hp pool directly instead of eating shields, I think it would improve the affix a lot.
      Mittbitt : I feel that Tyrannical needs some tuning, possibly by dropping the hp that bosses receive and beefing up trash more. However, Tyrannical boss hp and abilities get out of control much sooner, and honestly are the least enjoyable mythic plus weeks where we typically farm 20-24 keys.
       
      What’s your favorite, least favorite and funniest “trick” you’ve used in the past to get that tier done in time?
      Jdotb: My favorite trick would have to be keeping the cats in the front of DHT from jumping. That made the instance so much less frustrating.
      Least favorite trick is delaying on the second platform of Viz’aduum. He always targets me with the disintegrate so I have to spend a minute or two running back and forth between two spots.
      Funniest trick was probably taunting Ularogg to keep him from going underground (has since been fixed) - if you were successful, he would instantly punch you really hard and probably kill you on higher keys, so the taunt “winner” would usually be the dead guy.
       
      That's it for the first part of this interview, we had to cut it up into two for, well, obvious reasons! Huge thanks to the Mythic + crew for the insightful answers and you check back in a few days when we finish this up with their thoughts on addons, raiding and its impact on M+,  the Mythic Dungeon Invitational, their suggestions for the future of M+ and much more!
      Part 2.
    • By joat
      Who We Are
      Tequila Sundown is a growing raid team formed within the <Karma Horde> guild on US-Stormreaver. Lead by a husband/wife team with high-level raiding experience dating back to WotLK, we're a "positively determined" progression team that maintains a light-hearted atmosphere while tackling mythic difficulty content. We're mature adults with jobs and family seeking like-minded players who have a passion for the game but want to avoid the needless angst or drama that often gets associated with progression raiding. We log on to have fun - so come have some fun with us!

      A Team Within a Community
      Our raid team is one of four within the larger guild of <Karma Horde>, which was formed back during WotLK. As such, the guild and Discord are very active and social. There are always people around online and in-game. The community atmosphere is welcoming and friendly to players of all levels. The guild enforces a Code of Conduct that has zero tolerance for hate/offensive speech.

      We care more about the people we play with than their item levels or progression rankings. We want players who are going to log in on non-raid nights and be down for all the other things we're into: pushing mythic+, doing world quests, PVP shenanigans, achievement hunting, hyper-competitive fishing.. there's so much to do and so many ways to enjoy the game. This is our favorite hobby and we'd like to play with you if it is yours, too.

      Progression Goals
      We are 3/11 Mythic, Heroic AOTC Antorus progression.
      We strive for a fun environment that takes the challenges of mythic seriously and giving the content the respect it deserves. Our aim is, as all mythic teams, full clear of content but with always keeping the friendly spirit of camaraderie alive. Performance matters, but so does staying positive and finding the fun in the difficulty of a raid.
      We do not require mythic raid experience to join our team but we do expect mythic-level dedication and accountability from all of our raiders.

      Raid Days/Times
      Our mandatory raids are:
      Tuesdays 8:45pm PT - 11:45pm PT
      Thursdays 8:45pm PT - 11:45pm PT
      Optional:
      Sundays 8:45pm PT - 11:45pm PT
      Sundays are for raiding the previous raid difficulty.

      Recruitment Needs
      DPS: Will consider all specs, but would love to add a dedicated Shadow Priest & Elemental Shaman.

      The Nitty Gritty
      If you're intrigued, please check out our wiki on the <Karma Horde> subreddit. This will give you a deeper dive into the raid team.
      https://www.reddit.com/r/FTH/wiki/tequilasundown

      Contact Us
      You can reach us on bnet: joat#1832 & lambkill#1856
      or Discord: joat#1832 & saever#4432
    • By Stan

      The latest Alpha Build added Blight - a new Mythic Keystone affix. Damage and healing done is increased when injured, and reduced when healthy.
      Blight is a new interesting Keystone affix added in Battle for Azeroth Alpha Build 26032. Damage and healing done is increased when injured, so it will be up to the healers to find the sweet spot between having party members deal more damage and dead, because healing a player to full health will not be efficient if your party wants to utilize the damage increase.
      Affix Description Blight Damage and healing done increased when injured, and reduced when healthy.
      Relentless is a second affix that might be added in Battle for Azeroth. It has been around for a while, but hasn't been implemented yet. When the affix is active, trash mobs are temporarily immune to Loss of Control effect, meaning they can't be feared, mind controlled, stunned, rooted etc. for a short period of time.
      Affix Description Relentless Non-boss enemies are granted temporary immunity to Loss of Control effects.
      We'll keep you updated about new affixes as they become available.
    • By Stan

      Battle for Azeroth goes back to standard weapon drops. Check out new faction-themed weapons from Warfronts!
      Warfronts in Battle for Azeroth drop faction-themed items and our first preview covers weapons!
      We datamined the following weapons related to Warfronts so far (Alpha Build 26032):
      Alliance
      Bows

      Daggers

      Guns

      Maces (1H)

      Maces (2H)

      Off-Hands

      Polearms

      Shields

      Staves

      Swords (1H)

      Swords (2H)

      Wands

      Horde
      Axes (1H)

      Axes (2H)

      Bows

      Daggers

      Guns

      Maces (1H)

      Maces (2H)

      Off-Hands

      Polearms

      Shields

      Staves

      Swords (1H)

      Wands

      Warglaives

    • By Stan

      The WoW MVP program will be moved to an application-based recruitment system soon. Existing MVPs should reapply for the process. Open recruitment begins early next week, after the President's Day holiday in NA.
      Blizzard (Source)
      <This is going to be a bit of a meta discussion, and not something focused on World of Warcraft, as a whole. Those of you who are active on the forums and among the other World of Warcraft communities will probably have more thoughts on this than those who visit the forums on rare occasion.>

      Hey guys!

      Over the past year we've had it on our plate to breathe a bit of life in the MVP program for World of Warcraft (you may have seen me mention it here and there, and I know the MVPs have been eagerly waiting for movement on this). After nearly a year of discussions, we're finally ready to start moving forward with a refresh of the MVP program for World of Warcraft!

      Most of our active posters here know that when the MVP program was founded, it's goal was to recognize active forums poster who contributed to our community through things like high-quality class guides or assisting and guiding new players with helpful information. While being active and posting in a constructive manner will still be something we take into account, we realize that we now live in a world with Icy Veins, Wowhead, Reddit, and numerous other communities that didn't necessarily exist at the onset of this project. This leads our MVP group to not being able to actively fulfill it's original purpose on our singular forums platform.

      All of this led us to think we needed to be realigning the purpose of the program slightly, as we want to more actively empower the group to engage in discussions with us on various community issues, happening on the forums and in our greater community. This would also include working to provide insight into community and gameplay feedback they may see around the community, with direct conversations between the WoW community team and the WoW MVP group as a whole on a regular basis, much as we do in our conversations with folks on Reddit, Discord, etc., something that hasn't been utilized to its best.

      To facilitate this, we will be moving the WoW MVP program to an application-based recruitment system, which will address a few concerns we have currently with the recruitment process, as well as letting us asked targeted questions to candidates during certain recruitment periods, and hopefully widening the audience. We expect to open recruitment early next week, after the President’s Day holiday, so be on the lookout for a thread if you're interested!

      Of note, these changes DO NOT affect any region or franchise outside of World of Warcraft in North America, and these changes also do not apply to our awesome Customer and Technical Support MVPs who do great things.

      We look forward to getting to work on the program and hearing your feedback!
      I hope this doesn't mean Crepe is losing his MVP status. I notice community MVPs are not listed as being spared these changes.
      We're asking the MVPs to reapply for the process, but we will be keeping everyone who is able to meet the newer standards going forward! 

      I wouldn't expect any of the familiar faces you know to go away unless it's their own choice.