Battle for Azeroth launches in just over 2 months, and with it will come, as is the norm with any new expansion, many changes to game systems, classes and new locations. One of the biggest changes coming in BfA is perhaps one that has flown under the radar the most in Alpha & Beta, one that has the potential to fundamentally change the social fabric of the game for a significant portion of the player base – the very fabric of Guilds and guild membership.
So following the betrayal and collapse of Treehugging Hippies, Azrel and I, alongside Alternative Chat have decided to launch a brand new guild on Argent Dawn! This is going to be a relaxed guild, with a mixture of social, alt levelling, casual raiding and whatever else takes our fancies!
Blizzcon has wrapped up for another 12 months, and for the first time in 4 years, we’ve had a Blizzcon expansion announcement! Battle for Azeroth looks to bring the game back to its classic roots, pitching the Horde and the Alliance into an all out war harkening back to the conflict that birthed the franchise some 20+ years ago in Warcraft 1: Orcs v Humans. However the base premise of the expansion seems to me to be somewhat forced to say the least. For the duration of Legion the emphasis has been on our Class Order halls. These were Sanctuary
And it’s certainly not why a raven is like a writing desk… When I left Thunder as a raider, I obviously stepped down as a raid leader and as one of the guild leaders, then later also stepped down as an officer once the Thunder website etc was transferred to a new host.
In Part One, I outlined the many problems faced by players of Balance Druids in Nighthold and almost certainly ones that will continue into Tomb of Sargeras: The damage ceiling of the spec is disturbingly close to the floor for many other damage specs in the game. Damage output is punished cruelly by heavy movement and target switching. Mediocre damage in AoE heavy fights, even though that should be Balance’s niche. Poorest damage of all specs in the game in single target encounters in Nighthold. So a few weeks ago, I began privately mulling over a change
So THH have conquered Heroic Nighthold, and have it on farm (we’re able to clear it in about 90 minutes or so), so over the past 3 weeks we’ve been pressing forwards into Mythic Nighthold. The differences between bosses on Mythic and Heroic isn’t HUGE, not at least for the first three bosses: Skorpyron: Different coloured shards with differing effects to hide behind for shockwave. Chronomatic Anomaly: An extra add in the add phase, on the opposite side from the other. Trilliax: Pretty much the same, except a copy of Trilliax with far less health spawns about 2 minutes into