Unleash the Fury freely, for 10 days




Auran developers supposedly gave in to the massive fan pressure and released a 10-day free trial to their Fury online player versus player title. Whenever a new MMORPG launches publishers ride the tide of the great hype and for marketing reasons forget to allow players sneak peeks at the very content they’re praising. I can’t tell you why that is, but it’s been the unwritten rule of every major release from the past five years. Free trials eventually become available once a sizeable period of time has passed since release, but Fury seems to be of a different breed. The trial applies to newly created accounts as well as old ones, so if you played Fury in the past, including beta, this is the proper way to see what has changed in the mean time.


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Considering the huge success of the open beta Fury challenge, this new offer is bound to draw some attention. Players all over the world tried out the game and engaged in team contests for undisputed domination and over one million dollars in prizes, and that was before the game was officially released. “We've had a lot of requests for a free trial, and previously we've said we were planning to have a free trial available for Fury,” they said on the official website.


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Let’s take a look at the major changes since beta. We have performance tweaks for lower end computers, new game maps and the Bloodbath training ground complete with bots and human opponents. The ranking system is now determined by your battle skill and not by the number of trials completed or time played. To avoid imbalance in the arranged matching system, pre-made teams will now enter a different battle group, while new players even receive a bonus in offense and defense to properly compete against veterans. Some changes have been made to create a faster database response, directly reflected in faster loading times, mail and vendor response during prime time.


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Fury has three game types offering individual and team competition, with team sizes varying from 4 to 16. Vortex is a capture the flag variant. Each team has to capture Vortex Crystals and return them to their base while preventing them from being captured, in as tactical team based endeavor. Elimination is a 4v4 death match arena where rounds are scored in a best out of five series. Bloodbath is the free for all battle and you can collect blood tokens from the fallen to increase score.


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The trial code waits for you here, so don't hesitate to join the frenzy.


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WoW - Mother Shahraz and the Illidari Council



After spending two months in the Black Temple halls, its walls begin to have a familiar feel, not unlike a second home. It is when you let your guard down that the most difficult of times arise to challenge your peace, as we will soon find out while battling Mother Shahraz. We are so close to fulfilling our ultimate goal that we can almost taste victory’s sweet wine, yet the Illidari Council is still standing. We have yet to overcome the great Betrayer himself, Lord Illidan, bane of all banes and destroyer of countless armies, but our hearts hold strong. With these thoughts in mind we breach through the gates to the upper chambers, now unlocked. It must end soon.


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Evil breeds decadence



<-250x250 Square - left->Looking back to past transgressions it became apparent that all masterminds have a soft spot for the delicate pleasures of life. In Karazhan, Medivh ordered a great theatre to be built; a place of emotional contemplation to alleviate the long hours spent studying the mysteries of the arcane. He was a great wizard, with might few could muster, yet he too became corrupt and fell to the dark. We have come a long way from the Karazhan skirmishes, yet we witness similar decadence. The Temple of Karabor used to be a splendor to behold, a shrine of light and a beacon of hope dedicated to the Naaru divine. But now, instead of Draenei monks fulfilling their daily rites we advance through the intimate chambers of the pleasure dome.


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Human, blood elf and night elf females are here to entertain the ranks in ways most imaginative. While fighting such large packs of beautiful yet fallen creatures we found out the offensive powers of charm and seduce. Friendly fire would often enough kill a healer because AoE is the way to burn them down. Yet again paladin tanks proved their prowess, far superior to any warrior or druid endeavor. While some find it funny, bluntly put, tanking makes the difference between life and death. It’s only suitable to find succubus roaming this area and you should tank them out of line of sight because they heal each other on occasion. Should you get careless, their damage reflecting shield will most likely kill you and it’s still a mystery if it can be dispelled. Going up the stairs to the main platform, several tall six armed demons crossed our path. Raid members stay spread here to avoid the whirlwind damage from the Priestess of Dementia. Ready your screenshot finger as well, because chances are you’re going to randomly grow in size up to a size comparable to the priestess. The Priestess of delight will polarize the raid. You get electrical charges and depending in the nearby comrades, the combination results in an amplification or reduction of damage; prime agro pulling material. When they are all dead, the beautiful gardens are ready for the big fight.


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Mother Shahraz



Mother Shahraz is matron of this establishment and a superior breed of the six armed warrior women we’ve met in Arcatraz. You could consider her a warrior poet, although her secondary weapons don’t lie in wits, but temptation. Don’t let her sensual voice fool you for that will be the last mistake you ever made. “I’m all yours,” she said, but in the end “You play, you pay.” The encounter is a severe gear check and everybody must have their shadow resistance capped (375 shadow resistance buffed). For this reason alone it’s hard to progress further in the Black Temple so be sure to buy green shadow resistance rings, shadow resistance enchants and every other green resistance item you can find. The main idea is to get three to four pieces of craft able epic shadow resistance gear on everybody, but it requires about two months of Black Temple and Hyjal farming for the needed amount of heart of darkness. I’ve heard about guilds killing Mother Shahraz just with green shadow resistance gear so it should be doable even with 275 shadow resistance, if you fancy tiresome head banging against a wall for a lucky shot.


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Mother Shahraz needs to be tanked in the middle of the terrace, far away from her starting position, just past the water fountains. It’s the kind of encounter where every man counts so simply run away to reset her when one or two raid members are dead. Melee must be stacked on top of each other, just like the ranged guys. Further away from the raid you’ll find two healers whose only job is to heal fatal attraction targets, ability which randomly teleports two or three raid members to her location. As long as the teleported players are within 30 yards of each other, they will do increasingly more damage to everyone around them. What starts off as 900 shadow damage through full shadow resistance gear will eventually go much higher. That’s the part when everyone runs in a different direction. That can be attained by simply having the beam come straight to your back (meaning you run away from someone and not towards him). It’s not that hard, but with all that graphical action going around, spells being thrown left and right, the teleport will cause moderate lag and you may not be aware of the situation without a slight delay. Three tanks also stay on top of each other to soak saber lash, an ability dealing 80k physical damage distributed evenly to everyone close to the highest agro target. She also casts all sort of nasty shadow damage based beams at the raid, but that’s just a minor detail left unsaid, handled by healing and resistance gear. Every 15 seconds or so Mother Shahraz takes one quarter additional damage from a magic type while taking reduced damage from another school, something like frost coupled with fire.


Unfortunately luck does play a significant factor in the fight. Once Mother Shahraz teleports three raid members unable to sprint, blink or intervene out of the situation, chances are high you’re looking at a wipe. It’s really hard for three individuals to perfectly run away from one another in due time, so healers have to get the rabbit out of the hat and pull off a greater heal when their targets are at maximum range for a last second save. “Stop toying with my emotions” is your cue for enrage so blow all cooldowns to get the job done. In the end, the hard truth hits you in the face as she falls: “I wasn’t finished.” It looks like all that extra protection takes the fun out of such intimate encounters, blade to blade, flesh to steel.


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The Illidari Council



With the pleasure halls left behind, we feel light hearted and ready for more, because beyond this last stretch lies the Illidari Council. We still have to go through some annoying packs that require concentration in marking, crowd control and pretty much everything. It’s still a bit hard to focus after the Shahraz fight and the Promenade sentinels aren’t making our lives easier either. The huge constructs cast a moonfire kind of spells randomly throughout the raid and also casts L4 and L5 arcane charges. While you might survive the lower tiered blast if you have enough hit points, the L5 charge deals no less than your full hp worth in damage. Since it’s not interruptible, a quick heal and power word shield are life savers, but don’t put too much stock in healers and quietly wait for resurrection. It won’t take more than twenty minutes and you will be reaching the four blood elves.


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Veras Darkshadow is the rogue, Gathios the Shatterer the paladin, Lady Malande the healer and High Nethermancer Zerevor the mage. They all share the same health pool so the fight is all about a successful pull and afterwards, control, definitely not a DPS race. Basically you need two offtanks to take the priest and the rogue, while a mage keeps the nethermancer occupied and your main tanks holds the paladin in check. The pull is one of the most difficult things to master because the beloved council mage hurls 17k damage arcane bolts. Hunters can’t misdirect the tank as he goes in, due to the insane agro range of the council so we’re talking about a dirty body pull. While the paladin and the rogue can be misdirected or simply picked up fast, the two casters are far harder to control.


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As Lady Malande’s tank goes in, one mage must go in and counterspell her holy smite because she needs to be moved downstairs. The nethermancer won’t move at all during this fight and gets picked up by the mage tank, which needs more than 10k life and a decent amount of spell hit. The nethermancer casts a special kind of dampen magic which needs to be spell-stolen because it lowers magical damage taken by 75%. When the mage tank’s spell steal gets resisted you just know it’s a wipe so be sure to pack 18% spell hit altogether. Other than that, stay clear of his melee range because arcane explosion will one-shot you and move out of his occasional flamestrikes. The rogue vanishes every thirty seconds just like Moroes and does a garrote on a random target upon reappearing. His tank must be fast to get him under control but other than that it’s ok. The priest is far harder to subdue. Her circle of healing must be constantly interrupted and her holy smites aren’t to be ignore either, thus the warrior tank must pummel and a rogue should kick, on a steady rotation. With few exceptions, all DPS goes to the right, near the stairs and patiently awaits Gathios’ arrival. This paladin is amazing in his damage soaking capabilities. He does have huge armor, but most magic damage you deal gets halved by the chromatic resistance aura. The battle lasts for more than 10 minutes so it will be hard to manage your mana and still deal damage. Truth be told, the raid damage output is pretty much based on melee damage this time. Gathios the Shatterer can spike his tank for massive damage, thus 4 healers must always watch over him. Needless to say that you’re not allowed to run out of mana as a healer so pack each and every mp5 item at your disposal. Each of the other tanks needs a personal healer which will follow him. If you get the pull right, without unnecessary death due to arcane bolts, the rest is pretty easy to handle after a few tries since it’s all about the right setup: 3 tanks, 1 mage tank, 7-9 healers and the rest DPS, physical damage based if possible.


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Only one remains



The Illidari Council boredom ends in either your raid disbanding due to the late hour of the night and the inherent concentration issues or after the first successful pull. There isn’t much room for anything in between due to the very straight forward nature of the fight. In the end, they will always die. Once again Akama makes an appearance. Follow him and his two Ashtongue martyrs (they’re spirits) up the stairs, to the highest reaches of the Black Temple. The gate you see here bears the last seal, the only locked area in the whole instance. Beyond lays your final challenge, a riddle for vultures, littered with the bones of those who failed. Behold Lord Illidan, he who ponders on darkness holding the depleted skull of Gul’dan in his hands. Are … you … prepared?


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Warhammer Online delays to mid 2008




Following the Electronic Arts second quarter reports, executives revealed that Warhammer Online: Age of Reckoning is being delayed again. Once EA acquired Mythic in 2006, this became one of the biggest projects in development, yet the road to MMORPG success proves to be rougher than anticipated. The game was supposed to be out not even half a year from now in March 2008, but the release has been pushed back into the next EA fiscal year. Thus you can expect to start playing Warhammer Online next year, anywhere between April 1st and September 30th.


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Warhammer was designed as a tabletop game by UK based Games Workshop more that twenty five years ago. The generous fantasy setting evolved and it was only a question of time before Warhammer entered the computer gaming world. Developer Climax came up with the idea in 2000 but the project was shut down when Microsoft ceased its financial support, after four years. That’s when independent developer Mythic Entertainment came in and took the license in 2005, but things changed yet again once EA bought Mythic one year later. News of yet another delay is troubling, especially when it comes from a newly acquired department.


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Gamespot had the chance to talk to EA CEO John Riccitiello who reassured everyone that the EA Mythic studios in Virginia aren’t going to be shut down as some rumors say. In fact they will get extended. As to why Warhammer Online was delayed, he said: “Our game is going to live and die by two things. One is realm-versus-realm (RvR) gameplay. The second is overall quality. This is not 1999, 1997, or even 2001. This is 2007. We have to be able to release a game that, in terms of quality, without even going into game systems or RvR, is top-notch. We've seen too many games in this industry, and in this space, release without that, and we're not going to do that.”


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It’s refreshing to see such a relevant EA figure speak about the game in comparison to current MMORPG titles. John Riccitiello stressed that he’s fully aware of the competition and the quality standards that need to be upheld in order to beat giants like World of Warcraft. I’m not the only one looking forward to yet another go at realm versus realm tactics. Dark Age of Camelot was Mythic’s first take at the concept. While it turned out well, time left its mark on the title and maybe Warhammer Online will take its strengths further.


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WoW: Assaulting The Black Temple part 2



Further down the rabbit hole we went, to find our fame and fortune in the temple so black, where fel orcs and demons keep us dire company. The Temple of Karabor was once a marvel to behold, a dream of pure light where the Draenei found shelter and ancestral guidance. It was our duty to help in their release, but fate now sets us on bone littered path. We went through the sewers and defeated Naj’Entus, then into the courtyard where Supremus guards the entrance and helped Akama fight his Shade. Outland shall be restored and Burning Legion cast out of The Black Temple, along with Illidan himself. There is hope, but also a price to pay. With this thought in mind we make our way deeper into the Temple, to Teron Gorefiend’s outer cloister and deep beyond light and hope, to the Reliquary of Souls and Gurtogg Bloodboil.


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Doing the Ashtongue a favor …



<-250x250 Square - left->Straight ahead from the Sanctuary of Shadows, in the back of the room and to the left lie the stairs which lead to him. Know that Teron Gorefiend is the first of the real challenges of the Black Temple and when your guild reaches him you’ll discover the meaning of pain. Trash packs leading to his terrace are particularly hard due to the mixed AoE setups, with fel orcs dealing both magic and melee damage. Pulls require two to three mages sheeping and three melee offtanks. I can say from experience that paladin tanks are great since they can hold agro from three targets without ending up in a bloody mess. Felorc casters use bloodbolt, an area of effect ability which deals about 4k damage to each target in a cone and also heals him for the same amount. Curse of tongues or slow on should be on at all times when fighting them as they’re usually sheeped by mages and killed last. Trash pack positioning was never exceptional so watch out for double pulls, especially when going up the stairs. Marking can get tricky here. However, you can handle a regular pack and a patrol at the same time should you be unfortunate enough to pull agro. Once you dispatched the warmaster and his many minions, you need to go up the second staircase, into an open terrace adorned with tall statues in semblance of Felorc warriors.


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There are some low hit point orcs which can seemingly be soloed (they have about 20k life) and I’ve seen videos about this part, where a healer and a damage dealer managed to sneak up here and slay them all for incredibly powerful and free random loot. It seems the recent Mount Hyjal itemization on the undead waves was a response to this clever use of game mechanics, thus the Black Temple random drop rates as a whole have been reduced. You can still take a look at how people used to do it before the nerf here.



Teron Gorefiend



Past the two statues like the secluded hall of Teron Gorefiend, an old “friend” you might recall from a while back, when you were questing in Netherstorm. There was a long quest chain that led up to you completing a time old armor initially tailored for the great warlock Gorefiend himself. You let your body be possessed by this armor and defeated its Eredar guardian in its stead, only to find out that a great evil has been let loose into the world once more. It was you who freed Teron Gorefiend from its captivity in Netherstorm and as a matter of honor you must now put his soul to rest for good.


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Teron Gorefiend is literally deadly. As the fight starts, he needs to be tanked between the pillars, relatively close to the door. From now on, every thirty seconds he will cast Shadow of Death, debuff which lasts 55 seconds and will kill you once the duration has ended. If you can’t serve the raid in life, then maybe you’ll be useful in death. Once the debuff has 25 seconds left, you need to move to Gorefiend’s starting position, between the braziers, and patiently wait your demise. Upon death, four shadowy constructs will spawn at your location and head towards the raid. Do you see the flying ghosts above the room? Now you just became one of them and must immediately proceed to eliminating constructs as only ghosts like you can hurt them. In order to do so it’s mandatory to bind keys to the three paramount ghost abilities. One will damage all constructs in sight, the second chains them to the ground for a couple of seconds while the third should be spammed each second because it deals moderate damage to one construct and also slows his movement speed. This fight it’s not about dispelling, healing or tanking – it’s about managing your constructs correctly, before they get into the raid and kill everyone. So be sure to bind CTRL+5, 4, 3 to comfortable positions or even get macros for casting Spirit Volley, Spirit Chains, and Spirit Lance accordingly. Use the first two when not on cooldown and using Spirit Lance while continually switching construct targets.


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The winged, cowled figure is one of the darkest in the game. He still hits like a truck and his spells hit random targets which need to be healed and dispelled, but it’s nothing that can’t be held under control. Chances of success rise when healers die to Shadow of death first, because DPS is needed. Locks must devise a soulstone rotation of on targeted players, so that the first two can come back to life after ghost duty. Shamans can get up on their own, which pretty much leaves Divine Intervention the only wipe recovery tool. Running back to Gorefiend’s room after a wipe never gets old but as long as constructs are under control, Teron’s wicked soul will soon be put to rest.



Gurtogg Bloodboil



Descending back into the temple main room it’s time to take a sharp right, into the Halls of Anguish where Felorcs are trained in to grow more powerful and ruthless, ready to pierce the enemy wherever the fight may lead them. The great hall hosts many skirmishing packs and you are presented with a choice in confrontation. Darkness takes many shapes should you go right and pass the ghost fields, into the Reliquary of Souls chamber. Unlike its spiritual counterpart, on the other side of the compound resides Gurtogg Bloodboil, a being anything but ethereal. First you will have to get past the huge Bonechewer Behemoths, which rain fire from the sky. While they don’t hit hard in melee, meteor after meteor will run your healers dry and the raid hurt.


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Our path leads to Gurtogg Bloodboil’s lair to fight the greatest Felorc gladiator to ever walk the face of Outland. Just like every encounter henceforth, we were faced with a harsh reality check when we couldn’t keep Gurtogg’s fury in check. He just slashes away at cloth users like a knife through butter so group setup is of paramount importance. Get 10 healers, less mages and warlocks, with more melee DPS than usual since they are the prime damage dealers. It can be done with a two-tank rotation but three are advisable since Gurtogg leaves a debuff which lowers armor and does damage over time. Tanks must switch agro control from one to another on 10-13 debuffs and no-one is allowed to past their threat because Gurtogg also disorients tanks on occasion. The boss must be tanked at the right wall position while ranged DPS and healers stay further away, near the opposite wall. Bloodboil is his main damaging ability in phase one, a damage-over-time attack which hits the furthest five raid members. It gets cast every 10 seconds thus three healer and ranged DPS groups must take turns at taking Bloodboil. It can stack up, resetting the timer, deals 15k damage and must be healed through. So if you’re in a sponge group, every twenty seconds you’ll run away from the tanking position, roughly to the opposite wall and take the next Bloodboil, then come back and resume your role.


Every minute Gurtogg goes into a rage and throws a buff on a random party member. During phase two, fel rage grants you armor, hit points and a sizeable damage buff, because Gurtogg will only attack you. Everyone else in the raid becomes insignificant and will generate no threat so and they can DPS at their hearts content. The problem lies with Gurtogg getting fel rage himself, dealing incredible damage to his new found obsession. This is the phase where wipes occur, especially if a cloth user gets targeted. With a bit of practice your healers will be able to heal through the rage and phase one starts again. We usually undergo three fel rages until the boss is down but mana is hardly an issue and when the acid clouds lift from your gaze, Gurtogg Bloodboil will be laying in ruins, crushed.


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The Reliquary of Souls



One being of immense power still calls the Halls of Anguish its home. They call it the Reliquary of Souls, the collective spark of every lost essence that found its end in the Black Temple. From the entrance and to the right lies a medium chamber patrolled by ghosts, some visible and some invisible. Every member of the raid must follow the tank and move as one because the main tank will “schedule” three stops, picking up three subsequent ghost packs which must be killed by AoE fast. There is little room for error, because the area has a very fast respawn timer of about 15 seconds, so if you’re slow, additional packs will agro, making your progress impossible. Once the third stop has been performed and the ghosts are dead, make haste down the stairs. It’s a common occurrence that casters don’t have time to drink at this point, but don’t worry, phase one is not mana intensive and everybody gets refreshed before entering phase two.


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A huge monolithic box resembling a cube starts pulsating as you approach. It is in fact a prison and the first face of darkness you’re going to see is the Essence of Suffering. During this phase, all healing and regenerating effects (including mana) cease to work and basically you will body tank every little bit of damage thrown your way, with the notable exception of priest power word shield and mage shields. This boss fixates a target pretty much like Thaladred does in the Kael’Thas encounter and will swing a couple of times in melee before switching to its next target. As a rule of thumb, the Essence of Suffering always attacks the closest target in melee, thus hunters are the best choice in taking the first hits because they need to distance themselves afterwards in order to deal damage. The first hunter gets in melee range, fixated, then he needs to move one step further away but still within melee range. That’s when a second raid member moves in even closer to the boss and gets the next fixate. Once hunters have done this one time each, the bulk of the raid moves in and gets damaged. It’s important to remember that you can’t remain in the same place when fixated, but you can’t move away more than one step away either. The point is to keep the Essence still, while everyone soaks some damage. Once you get hit and lose more than half your hit points, it’s wise to move away for the rest of the fight and keep doing damage. The essence of Suffering also casts damage over time curses at random group members so dispellers must keep alert. Rogues and dedicated tanks should never get fixated because their massive damage avoidance capabilities need to be used on enrages. The Essence of Suffering enrages for ten seconds roughly every 45 seconds and attacks a single target for sustained damage. Rogues with evasion can do the trick, or tanks with high dodge and parry chance. If everything goes well and no-one dies, after the third enrage the suffering end and the essence runs back into the cage.


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Harmless ghosts rush the raid and regenerate 2000 hit points and mana upon death, so everyone will get topped off by the time the Essence of Desire emerged from its prison. Imagine healers having twice the normal healing power and your offensive abilities doing twice the damage. It’s beautiful, but with a twist. Every raid member takes half the amount of damage they’re dealing. To make things worse, your mana cap will constantly lower to the point where in 90 seconds you have zero mana out of zero maximum mana. Needless to say it is a DPS race but you still have to keep the fight under control. The Spirit Shock casts need to be interrupted by a three squad rotation (consisting in a rogue kicking and another class as a backup); otherwise their casting speed increases and the tank gets disoriented. On the other hand, the deaden ability should never be kicked, but spell reflected back to the Essence of Desire by the warrior main tank. Thus damage is again doubled against the ethereal presence. There was a joke among mages, about an instant empowered pyroblast critical strike on the deadened essence, which basically one-shots the said mage due to partial damage reflection. Do not try this at home because it is possible and likely to happen. Mages can still have fun by spell stealing a rune shield the essence occasionally casts, for 10 seconds of damage immunity and 100% greater casting speed. Otherwise, the shield needs to be dispelled, or devoured by the felhunter warlock pet since spirit shock interrupts aren’t possible as long as rune shield holds. It’s gamble really, and your luck has better hold if you want to get past to the third face of despair.
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Yet again, everyone gets refreshed to maximum hit points and mana before engaging the final and deadliest of them all: the Essence of Suffering. Where do I begin? This time you will not run out of mana in 90 seconds – you’ll flat out die in 60 unless the essence is destroyed, due to it’s aura of suffering. It starts off by dealing moderate damage, somewhere around 130, but then continually doubles until its next tick one-shots you. Everything goes in this phase, every little dirty trick, the most mana consuming spells, all potions and cooldowns are blown right off from the start. Soulstones should be placed on rogues because once they die, they can revive and even evasion tank the essence for a while. Damage ticks will just start from 130 again so a rogue can live without healing for 10 seconds more easily. Since there is no way to recover from a wipe here (due to the ghost halls) shamans will just self resurrect in this fight and keep the battle going. I found out the Reliquary of Souls to be a most brutal skill check for everyone in the raid, as well as a massive gear check. Although luck is a big factor, incompetent players will get stuck here for ages. This is hands on the most challenging fight in the game, in line with Illidan and Kael’Thas. 60 seconds and you know if fate chose you victor. There is always silence after the kill, with half the raid dying at the same time, but casualties can bask in the glory of a job well done once the Reliquary of Souls crumbles and its spirits get released.


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The way to Illidan’s upper sanctum is now cleared as the gate opens downstairs. The last demise brought us one step closer to final victory and we can but wonder what the future has in store for us. Tomorrow is another day, and this time we are prepared.


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Tabula Rasa – another MMO



Tabula Rasa Game
Tired of your real life? Wanna be a hero for once in your life, fighting for the survival of humanity? Wanna wield futuristic weapons, equipped in armor, roaming across the universe?

Have no fear fellow gamer, NC Soft to the rescue. Yes that’s right they’re the guys who brought us Guild Wars, that great, FREE mmorpg, a few years back.

In Tabula Rasa you’ll become a member of the Allied Free Sentients, a human resistance group, fighting against The Bane, a species of aliens bent on conquering the universe. The storyline is just more of the usual: aliens invade earth, take it over in a matter of hours, man forms resistance group to survive. So…I guess it’s up to the rest of the game’s elements to convince us of the games value. Unfortunately we only yet have access to some screen shots and features of the game given by the producers.

Graphics look nice( they always do in screenshots ), some of the aliens have a crab like figure( a weak point in my opinion, it’s been done one time to many ), as for the features the game promises: there’s the “Logos” some…things that allow players to harness the very fabric of the cosmos( what the…?) , the built-in voice chat technology, character development depending on the players actions, …as for the other features, nothing special, just more of the same.

I’m not really a big fan of MMO games, but I’ll admit Guild Wars is one of the best games out there, so even if I’m not (yet) impressed with Tabula Rasa, I’m sure they know what they’re doing.

The game is scheduled to launch Quarter 4 2007.

Tabula Rasa Game
Tabula Rasa Game

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