Events WoW Servers

https://serverlist101.com/wow-servers/events/ I got into the last part of Maraudon with a tank/healer duo in full heirlooms that were clearly working together and were absolutely racing to the end, AoEing trash pulls on the go and skipping all the bosses but the last one. It seemed like every time I paused to loot something, they were already a mile ahead again, to the point that I spent most of the dungeon just jogging after the rest of the group and not actually hitting anything. Im sure many people would have considered that a great run. Lots of XP for little effort! Me? I absolutely hated it. In fact, I was so disgusted that I didnt even want to touch my paladin for a couple of days afterwards, as if she had pug cooties or something. Every game has both its clueless players and its jerks, but if even getting into a pug with competent and not unfriendly people results in something that feels like a horrible experience to me, then Im clearly playing the wrong game. The last time I played retail WoW, in late Mists of Pandaria, I ran dailies with my pet tank there, and we could knock out a daily hub in five to ten minutes. In light of that, the idea of regular, non-repeatable quests keeping you busy and engaged for long enough to count as endgame seems kind of bizarre, but its true. With combat taking so much longer as well as travel and other obstacles in the way, just working on clearing out your quest log could keep a casual player busy for weeks. At the same time it was worth doing not just to learn more about the world, but also to earn money. In a time when inflation has run rampant in retail, to the point where its not unusual for people to trade in hundreds of thousands of gold, its hard to remember a time when every piece of gold was precious and required hard work. Reputations in Vanilla mainly meant grinding, which Im not necessarily a fan of, but as one option of many it absolutely has its place. Childrens week saw people desperate for a violet proto-drake joining battlegrounds en masse and sabotaging their team just to get an achievement. This is obviously not a good way to go about it. However, Wintergrasp for example does something very right in my opinion, even though I dont do it that often and am not too fond of VoA. It makes PvP meaningful to more people (even those who dont participate) and offers a wide variety of rewards, some of which are even useful for non-PvPers. A lot of my guildies participate in VoA whenever they can (and do their best to help the Horde win it) even though they dont care a lot about battlegrounds or the arena. That shows me that Blizzard did something right there. 5. PvP tends to bring out the worst in people. Weve all been to a raid where someone snapped after the umpteenth wipe and drama ensued. Weve all had a pug with some jerk who made us lose another part of our faith in humanity. On August 21st, 2009, after a flurry of leaks and hints, Blizzard finally announced to the world the latest entry in its wildly popular Warcraft franchise. The new expansion, called World of Warcraft: Cataclysm, debuted with an impressive five minute trailer video that promised wide sweeping changes were coming to the beloved classic. Players would be treated to two new playable races (the werewolf-like Worgen for the Alliance and the Gnome-esque Goblins for the Horde), flying mount travel in Azeroth, new race and class combinations, new monsters, dungeons and raids, hundreds of new quests, an intriguing new secondary skill in archeology, heroic versions of classic instances, new Battlegrounds, a Guild Leveling System complete with achievements, a new character progression path and much more. Look closer though and youll see that beyond the laundry list of changes, there is something fundamentally very different about Blizzards approach to designing and developing Cataclysm.

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