Blog Archives

Signature Abilities

There are certain things in the game that scream: “THIS IS WORLD OF WARCRAFT!” Each class has their own special thing that people think of when they picture the class in their head. Some have changed over time, being iconic when the game came out and all but vanished now. Some have emerged over time, starting as a thought and finally being realized.

One good thing is that I couldn’t think of one specific ability that is recognizable for the entire game. There are a few front-runners, but there are many that define each class. Blizzard has done a great job of making each class very individual (with a few exceptions), and you know who you are playing by what you can do.

Shamans get two picks from me: Frost Shock and Bloodlust. Sorry Alliance, but it will always be Bloodlust and not Heroism. In Vanilla PvP, Frost Shock was one of the biggest abilities that the Horde had in their arsenal, as it was a good snare on a short cooldown that did a decent amount of damage. There used to be an addon that would have an audio file of “FROST SHOOOOOCK!” when it was used. Bloodlust, including the roaring-murloc-style sound, is such a great feeling. The very first time it was used in game for my character gave me goosebumps.

(The above is my son being a good PvP Shaman in training)

Druids are pretty straight forward, being that their forms truly define who they are. Not as much as previously, with the removal of a permanent Tree Form, but I believe that Bear Form & Cat Form are truly iconic (and of course the laser chicken). There’s no mistaking what you’re fighting when you have a cat tearing up your face. Being able to be a warrior, rogue, mage, and priest all in one is a nice feeling.

To me, the Warrior’s signature ability was mainly visible in Vanilla as it was before big nerfs. Mortal Strike was a high damage move that also caused the target to receive 50% less healing as a debuff. This was in place for a very long time until it was nerfed to be only 10% less healing, as it was very overpowered for PvP. Many tanks were Arms spec in Vanilla mainly for this ability, so mobs that healed themselves could be mitigated. Close second is Titan’s Grip – being able to wield two two-handed weapons is just awesome.

Rogues are mainly known for one thing: their stuns. They have close to fifty thousand of them (or so it would seem at time in PvP), and used well they can completely lock out someone for a good period of time. By the time the stuns wear off, the target’s health is low enough that they’re as good as dead.

Warlocks also have two great abilities to cause grief to people: Fear and Death Coil. Both mainly in Vanilla again, but the combination of the two spells were great to keep a player or a mob out of the way for a good period of time. The only problem with PvE use of them is that they have a very good chance to pull approximately one thousand other mobs who are close by.

Mages have two things that I believe is their signature, which is Polymorph and the ability to blow stuff up. Polymorph’s history goes back to the early RTS games, and thankfully stays in the game today as a great crowd control device. Being able to have different animals other than sheep is nice for groups or raids with multiple mages, but the sheep is still awesome. Plus, mages can blow stuff up, including Living Bomb. How can you go wrong?

Hunters are definitely known for having their pets and their traps. The removal of Eyes of the Beast, allowing direct control over the pet, is definitely a big loss – it was also the way our guild pulled Baron Geddon in Molten Core back in Vanilla. When pets had their happiness system or needing to tame specific pets to learn specific abilities, or basically how pets were before they were all made generic are what truly defined hunters for a very long time. The traps have become a lot better, as rather than having to place them where the character is, they are now able to be launched to a location without having to sacrifice yourself. Coming close behind is feign death, which is also useful in real life.

I had a difficult time coming up with a specific priest signature ability. Eventually I decided on Shadowform and the ability to be a very flexible healer. Unfortunately with all the specific heals that a priest has, there are too many to narrow down to one signature one, apart from Greater Heal. Bread and butter healing. Shadowform is very different in the fact that it gave priests a way to do very good damage and still be a priest at heart.

Death Knights are pretty easy, as Death Grip is one of the first things that a player uses after rolling one. Being able to yank someone right to you, also acting as a taunt, is a tank’s best friend. Plus, a lot of fun in PvP. Army of the Dead is a close contender, as there are few things more awesome than an army of ghouls rampaging on your behalf.

The Paladin signature ability was the easiest one to come up with. Divine Shield, or the infamous “Bubble”. Unfortunately not being able to last long enough for a full bubble-hearth, it still has the reputation that it definitely deserves.

In conclusion, each class has things that truly make them feel unique. Even the Druid, which “borrows” the styles of other classes, still makes the playstyle their own. Even though they use rage like a warrior, they are not warriors (parrying with their faces takes skill).

As a signature ability for the game? I don’t think there needs to be one. The closest “iconic” one that I can think of would have to be Bloodlust. It is synonymous with the Orc culture, and every time I hear the sound effect I can’t help but think of the Warcraft series.

Memories of Azeroth: Zangarmarsh

Click for full size

After Hellfire Peninsula, the next stop is Zangarmarsh.  Whereas Hellfire looked a lot like the Blasted Lands, and wasn’t too “alien”, Zangarmarsh is a completely brand new world.  It’s basically a reminder of the Warcraft II expansion set “Beyond the Dark Portal”, as there were forests of mushrooms there.  Well, here’s your forest of mushrooms!

Cenarion Refuge - Click for full size

Telredor - Click for full size

Starting in the zone, characters would have breadcrumb quests leading to Cenarion Refuge, and their respective faction camps of Swamprat Post for the Horde or Telredor fot the Alliance.  I must admit that I was always a little choked that the Alliance got this amazing looking outpost built into a mushroom, and the Horde just gets a generic Troll camp.  The quests here would take up half the zone, eventually leading west.

The Dead Mire - Click for full size

The Spawning Glen - Click for full size

The zone’s story has a lot to do with the Naga, and how they’re draining the lakes for their own purposes.  They don’t say exactly what purpose that is, but I think it’s along the lines of: “It’s MINE! Go away!”  The Dead Mire is an example of what happens to an area once the water has been drained out completely.  Among the inhabitants affected by this are the mushroom people of Sporeggar.  There are some quests to help them out, and a faction associated with them.  The rewards include a non-combat pet, but it takes a very long time to get the reputation required.

Ango'rosh Stronghold - Click for full size

Orebor Harborage - Click for full size

The west side of the zone dealt mainly with the Ogres, and that they were chopping down the mushrooms for themselves and messing things up for Sporeggar.  Because the fungal giants didn’t have mushrooms to eat, they decided to eat Sporeggar’s young while they were growing in the Spawning Glen.  It’s up to the player to go and crush the Ogres at their stronghold, which is a small island using a downed mushroom as a bridge.  Altogether you get to lay a beat down on a bunch of things to try and bring things as close to normal as possible.

To Terokkar Forest - Click for full size

To Nagrand - Click for full size

After Zangarmarsh, it’s off to Terokkar Forest – normally.  I try to skip Terokkar, as I’m not too fond of the zone, so I try to go right to Nagrand.  There are entrances to Terokkar, Nagrand, and Blade’s Edge from Zangarmarsh, very much the crossroads of the continent.

 

Screenshot of the Week – August 20

Even though I said my next Memories of Azeroth post would be coming this past week, unfortunately real life got in the way. It should be up this coming week.

Click for full size

A while back when I was working on my Explorer achievement, I was able to have a nice view on the Night Elf boat from Darkshore to Teldrassil.  Looking back at this makes me extremely glad that the old cat form model is ancient history.

Screenshot of the Week – July 23

Click for full size

Another blast from the past this week, venturing into Arathi Highlands and the former city-state of Stromgarde.  The questing through there is both better and worse, in the fact that previously you could knock everything out at once – now you have to go back and forth a few times to finish everything.  Hopefully one day we’ll see Danath Trollbane come back, reclaim the city, and have a cool new place.  For the Alliance – to quest; for the Horde – to burn.

Screenshot of the Week – June 11

Click for full size

This week’s screenshot comes from Brill, with a statue of Sylvanas.  Now, right away I’m sure there are Alliance people who are saying that there’s no reason to have a statue of her.  Is there any reason to have a statue of Varian built at Stormwind Keep?  I thought not.  It’s all part of being a faction leader… must be rough, eh?

Screenshot of the Week – April 16

Click for full size

This week’s screenshot comes from Twilight Highlands. The first time I saw this feature near Firebeard’s Patrol, I was just amazed how it looked.  There’s a couple of them through the zone, and it’s just really neat to see.

Plus, it’s nice to think about things like this when you’re wiping in Bastion of Twilight over and over again.

Screenshot of the Week – April 2

Click for full size

Today’s screenshot of the week comes from the Maelstrom, in a way.  Actually, this is part of a quest chain in Twilight Highlands where you go inside the beast Iso’rath and try to destroy it.  At first, it makes you go a little insane and think that Deathwing is at the Maelstrom killing Thrall and his Earthen Ring buddies.  Thankfully, it was all a dream… or was it?

Cataclysmic Beginnings, Part 1

Having gone through both of the new races’ starting zones, I thought I’d give my opinions on how they turned out. They were both well done, but in different ways. The Goblin starting zone was very goblin-esque: it was fun, campy, had some entertaining moments. The Worgen starting zone was very sober: it was like you were in an industrial revolution time period, and you’re fighting for your survival.

This is going to be part one in a series of going through the changed starting zones of all the races, finishing up their respective starting areas – Durotar, Tirisfal, and so on.

My biggest disappointment was what happens to the Worgen after the starting zone is done, but we’ll get to that part later.

There will be lots of spoilers forthcoming.  Follow along after the break to go through my thoughts about these two great areas.

Read the rest of this entry

Follow

Get every new post delivered to your Inbox.