Warcraft: Classic Dungeonmasters

Last night our Alliance guild finished off the final Dungeon in the original ‘Vanilla’ (aka Classic!) set, Lower Blackrock Spire, a dungeon crawl par excellence.

When I used to tank pug, I was always glad when LBRS popped – though often I had to queue for it specifically as once you hit 58 the game decides it’s BC dungeons or bust. It’s a far more linear run than Blackrock Depths which makes it much easier with a PUG, but more importantly it’s full of interesting bosses, bonus quests, pet drops, and stunning multi-level design that absolutely nails the underground fortress feel.

Much like BRD, there are many spots in the dungeon where you can see where you will be going later, or where you’ve been previously, and plenty of tricks for backtracking and short-cutting if you want to. The bonus boss Urok Doomhowl is a great example, requiring you to have looted the head of a prior boss but also to have collected an unmarked pike to stick that head on. The designers obviously realised people might miss the pike, and cleverly allow you to jump down to a lower level path that leads you directly back to the pile of pikes… followed by a long jog back to your party. At least one way was fast!

LBRS is basically a dark Horde stronghold, which makes it strange to run as actual Horde, even if the minions and bosses are Horde traitors. Killing Orcs and Trolls doesn’t sit quite right. On the other hand, doing it as Alliance feels exactly right.


One thing that became a problem late in this sequence of runs was Blizzard’s 8.2 change to group XP, where having a level-locked person in the group meant no-one earned XP for the events during the Dungeon nor the quest hand-ins at the end. Apparently the change was made to foil people charging for level 110-120 boosting, but surely Blizzard could have made that only apply to the high level boosting.

Several of our members were using each run to level up, which worked perfectly with keeping pace on the dungeon level requirements, and that stopped abruptly with the policy change. We did work out you could disband the group, wait for a 5 minute cooldown, and hand in the quests for full credit, but that is a pretty dull thing to have to do and doesn’t help with the missing XP from all the dungeon mob and boss killing. It’s a pretty punishing change for groups like us who are working systematically through content.


The level nerf didn’t spoil our fun however. We finished the journey that started way back in Deadmines over a year ago, and earned our Classic Dungeonmaster achievement. The Blackrock dungeon duo are a fabulous end to an epic 60 levels of dungeoneering – our newest player commenting on how he was exhausted but exhilarated by the end of LBRS, with the achievement being all the sweeter for the tribulations Blackrock Mountain had put us through.

Now it’s time to unlock XP again and venture into the wilds of Outland and the many good Dungeons – and colourful outfits – to be found there.

Warcraft Classic: Death defining

Today in Warcraft Classic I died. Quite a few times. This was tremendous!

Abandon all hope ye who exit here

My new-to-Warcraft-although-no-longer-that-new friend has started playing Classic too (unfortunately as Alliance), and has been commenting on how he keeps dying. Mainly to murlocs, which made the old hands in our group have PTSD flashbacks.

In a typical “I remember when” fashion I laughed and assumed it was due to his rookie skills, and that I would never die – or only very rarely – during lowly levelling quests.

How wrong I was.

My first death was to the Palemane Gnoll leader Snagglespear. Like a typical boss, he stands in the middle of a campsite surrounded by fast spawning minions. Another player and I grouped up to take him on, having seen several others try solo and fail. Surely a Druid and Warrior would make short work of him even at level 7, we thought, before he instead made short work of us.

A Classic lament

We did get him eventually, with great caution and judicious pulling, but even then it was close. Unlike Live where he’s guaranteed to drop a 6 slot bag, his Classic loot table drops absolutely nothing of use, but succeeding with the challenge of defeating him was reward enough.

Snagglespear however seemed to open the death floodgates for me, and I proceeded to be killed by Prairie Stalkers and Flatland Cougars working together, Wiry Swoop talons, Venture Co. troublemakers, and Windfury Sorceresses (twice!). Mulgore is huge so the death runs were long, but I kind of enjoyed every one of them.

I eventually learned that running around in white and grey gear and no way of healing meant extreme patience was required. Plus a lot of 360 camera panning during a fight to check for patrolling extras. Mulgore’s spread out nature is somewhat deceiving – you think there’s plenty of space so you won’t get hemmed in, but the mobs have long patrol paths so you can suddenly find yourself in a perfect storm of fang and claw.

The triumph of the day was downing Supervisor Fizsprocket and plenty of his Venture Co. cronies. It would have been impossible – or near impossible – to solo, but organic grouping meant we (still cautiously!) cleared his mine and recovered his… clipboard. Almost sounds like FFXIV!


This post also marks the final day of Blaugust. I’m pleased to have posted every day again (like last year), and most of them felt ‘postable’. I do agree with Endgame Viable that deciding not to post is a valuable skill, but Blaugust makes it hard to shelve things – I think the Money on the Table post is probably one that I would have dropped (which makes it ironic I’m now linking to it again), but it was getting late and I didn’t have the energy to start something fresh. And I did like that press box!

Many thanks to all who have read and commented during the month, I’ve really enjoyed reading a lot of new and established bloggers who’ve participated too – though I’ve struggled to keep up with all the reading.

And of course huge thanks to Belghast for pulling this together – a monumental effort each year. It’s great to read how much enjoyment he’s getting from Classic, which appropriately enough mirrors what he’s created with Blaugust: a community.

I think more than anything I am enthralled by World of Warcraft Classic because it represents something that I never really dared dream would happen. Sure I had high hopes about getting the band back together and tromping around in Azeroth. However what I really missed was the return to the sense of broader community that existed during that time. Apparently lots of people also missed this because it has done my jaded heart good to see players helping players constantly.

A nice Blaugusty reward!

#Blaugust31

Warcraft Classic: Mellow Mulgore

Compared to Tirisfal Glades which was teeming with Undead, the Red Cloud Mesa in Mulgore was a relaxed and mellow gathering of Tauren, as befits their nature. It may also have to do with being on a PVE server instead of PVP… but I like the other theory better.

The two zones are quite different to begin with. Tirisfal funnels players down a road and hems you in quite tight, where Mulgore is wide open spaces with freedom to roam. It’s more clever design from Blizzard, establishing the dispositions of the races through the environment in which they’re introduced.

The sound design of each zone also reflects the personality of their occupants. The Tauren are greeted with wonderful birdlife, the crackling of warming bonfires, and the creak of windmills providing sustenance to the villages. The Undead on the other hard are haunted by swirling wind and distant cries, and the incessant heartbeat of a life they can never live. I’ve really noticed the sound in Classic, with music down and ambience all the way up it’s spectacularly good. I wonder if in Live I’m too busy doing jobs – and too efficient at doing them – to just stop and listen.

I also thing it’s vastly better how it doesn’t take long for Classic to introduce mobs that will agro. The starter zones on Live are all sanctuaries of passive mobs, and I think it’s an improvement to have a bit of danger even while you’re learning the ropes – it adds excitement and risk to the experience.

Levelling a Warrior is pretty simple stuff, with only a few abilities. I made sure to get to level four so I could train Charge, which establishes the core Warrior characteristic early on – furiously running into battle and not stopping until either you or the enemy has fallen. In Classic even a Warrior has to be a little cautious though – chain killing cougars was enough to get my health whittled down to the point where I had to pause and recover.

I was amused to see a fellow Warrior charging toward a Plainstalker without a weapon equipped and punching it until it dropped. That reminded me that there is an Unarmed skill in Classic, so I took my weapon off too and ran around punching things. Very silly but very entertaining too.

Classic continues to enchant, I really love the feeling of starting from nothing, not being able to lean on alts and cash reserves and banks full of help. Over the years I’ve sometimes decided I’ll start a whole new stable of characters on a fresh server, but it’s never had quite the same feel – I think because I’ve always been able to switch back to my established roster of equipped and enriched regulars. On Classic that’s not possible, and planning out a set of characters to support and compliment each other with professions and experience is a fun project in itself.

A next step is looking around for a guild. I wish there were more Australian bloggers around so there could be a guild with a strong community of people who also write about their experience – something like Belghast’s terrific House Kraken. Once I’m through the level 10 specialisation choice (and once I’ve chosen which character to concentrate on first) I’ll start testing the waters of some of the broadcast guild invites. Another approach might be to run some Dungeons and observe which guilds seem to have good attitudes – and a good name! – and trial a few that way.

#Blaugust30

Warcraft: Midnights Children

As the Classic fever was building, I enjoyed reading Belghast’s excellent post on communication and admiring the great screenshots from his early Warcraft days.

It made me want to dig out my old screenshots from Burning Crusade, but unfortunately they were locked away in Picasa somewhere. I had assumed that they were lost forever due to Google sunsetting Picasa some time ago, but a small amount of research revealed that you could still get them if you could logon to the Google account associated with your Picasa account. Luckily enough I still had that logon and before long I had recovered all the pictures.

Approaching Moroes: There was so much excitement, mounting these stairs for the first time

Now that I had the images, it seemed like a good time to reconstruct the old guild blog, which was a two year history of my first Warcraft guild and our adventures in Burning Crusade, Wrath of the Lich King, and, in particular, Karazhan. The blog was also on a Google property – Blogspot. But the broken images made it no longer useful, plus Google’s propensity to shut services down meant it could disappear at any time. It was the same account as Picasa, so I could easily logon and download the post history as an XML file.

I decided the best plan would be to try and migrate the blog to a static Hugo blog and host it on a Galumphing subdomain, which would mean merging the Blogspot text with the Picasa images.

Nightbane: We had a lot of trouble with this guy

Thanks to the internet magic of 2019, there are plenty of tools for doing the Blogspot to Hugo migration. The most promising looked to be this Blogger to Markdown tool written by palaniraja on Github. I installed it on a Mac and it worked flawlessly, miraculously producing a directory full of Hugo formatted markdown files. It even had a very nice feature that merged the blog comments into the single markdown post file, making it much easier to publish as a static archive of the original blog (comments being the bugbear of static site generators).

Next I followed the very simple Hugo Quick Start steps, and was very surprised to find it worked first time. I chose a theme – Solar – that was similar to the original blog, and before long had the site up and running locally and started configuring it in real-time with the Hugo server.

Maiden: Another road block, but joy once we got past her

I did a pass of comment formatting (some of the dates were a bit mangled), and tweaked some of the settings – publishing the full test of each post instead of a summary, and putting it in chronological order so you could read it from start to finish (which is the reverse of a standard blog setup). I also added Wowhead tooltips for good measure, which slows things down marginally on load but with a static site it seems a fair trade-off. Otherwise I left it as it was.

Prince: the end game

The final step was merging the local images back into the blog. That was unfortunately a more manual process, as I had to remove a lot of Picasa HTML cruft, but it didn’t take too long with some judicious Notepad++ mass replacements.

I published the site again, and there it was: Midnights Children, in all it’s non-apostrophed glory. Just seeing it again hit me with a huge nostalgia wave, and reading the posts complete with images of glory and despair was even better. There’s probably only 5 people who are still interested, but for them it’s a reminder of a special time and a special friend.

Epilogue

Coincidentally after doing all this, I read that UltrViolet at Endgame Viable was embarking on a very similar project, albeit more about consolidating multiple online identities and blogs.

I totally agree about the WordPress dilemma – it’s a great platform in a lot of ways, but it’s very slow and kind of stodgy, especially when compared to static sites. It is however very easy to setup, has a strong support ecosystem, and importantly has integrated comments and associated spam protection (assuming you want comments, that is).

I was tempted to move this blog to something simpler, but stumbled trying to find something that elegantly incorporated comments. Disqus seems to be the most common choice, but it seems to have pretty major privacy problems, and all the open source commenting engines seem pretty flakey and hard to configure and maintain.

Like UltrViolet, I’ve stuck with WordPress, self hosting and using Markdown for writing the posts (so it can easily be migrated if need be), and disabling the frustrating new block editor. I even did a test migration of this blog to Hugo using the same tool as above and it worked just as well. Which gives me confidence that I’m not super locked-in should a nice simple option present itself.

I wish Endgame Viable well! It was certainly worth the time for me, though this was more an archival project than a living blog.

#Blaugust28

Warcraft Classic: The dead eyes opened

It’s as good as I hoped – and may even be better.

The Oceanic servers filled up pretty quick, or at least the PVP ones did. By the time I was home from work the main server (Arugal) was full with a 10,000 person queue and 260 minute wait. Blizzard had opened up a second PVP server called Yojamba (which sounds more like a FFXIV server than WoW, but apparently it’s an abandoned Troll isle in Northern Stranglethorn) in the middle of the day, but that too was full and queued.

The most common screenshot on the internet today

As I pondered taking it easy on the medium-busy PVE server Remulos, another new PVP server appeared, and with an awesome name too: Felstriker. That’s a much better PVP name.

So I hopped on, recreated Stroeb the Undead Rogue, and logged into a world of wonder.

During the voice over intro there were streams of Undead emerging from the starting crypt, most with single-barrel names (thanks to the server only just popping), and all moving with purpose toward the first quest hub.

The intro movie is very different to the current one, much more sinister and full of forboding, telling us that the Undead don’t give a damn about “the primitive races of the Horde” (let alone the Alliance), and will slaughter those that would hunt them as monsters:

They will go to any lengths to ensure their dark plans come to fruition. As one of the Forsaken, you must massacre any who pose a threat to the new order: Human, Undead, or otherwise…

One thing I noticed far more was the sound design. Along with the fantastically spooky music and muffled screams of the the intro, the entire zone pulses with a super low heartbeat which you don’t notice until you stop and listen for a few moments. The subtle tension that adds is terrific.

Instead of taking the first quest, I just wandered through the starter area, poking around the edges of the map and seeing what was out there. I soon found Caretaker Caice, who wandered about restlessly with a lantern in front of a crypt, occasionally philosophising about the Undead state. Purely flavour, and purely great.

I started attacking the many Duskbats that roam the zone, and was quickly equipped with top quality Grey gear – I even got Grey upgrades to my existing Grey gear. And, somewhat amazingly, a 6 slot Small Brown Pouch. Who said bag space would be a problem?!

The bat hunting was so fun I ended up levelling all the way to 3 without moving beyond the graveyards and surrounding hills. During this I was entertained by all manner of memory jolts, from weapon and defence skill upgrades to the beginnings of the skill tree adventure.

Before logging off I tried one of the rites of passage of Vanilla by successfully kiting a Dusk Bat down into the spawning crypt.

It all sounds so simple, but there’s something undefinably magic about it. I’m sure a lot of words will be written trying to capture exactly what that is, but for now I’m just thrilled we’re playing.

#Blaugust27

Warcraft: Blackrocked

Tonight our Alliance guild finished off Blackrock Depths, the penultimate Vanilla/Classic dungeon, having finished the ‘Detention Block’ last week.

Plenty of opportunities for a deadly lava bath

Now split in two Dungeon Finder halves, the second ‘Upper City’ section has four bosses you have to kill for the Achievement, but 13 total. Oddly enough, the Dungeon Finder split has made it very difficult to navigate – it more or less leads you to the four achievement bosses while ignoring all the rest. As a result we ‘finished’ in 45 minutes, then spent another 90 minutes unravelling the puzzle of finding the remaining bosses.

Only room for one Empress

Navigation is also not helped by the map changing between floors somewhat arbitrarily, making it particularly hard to work out the path to the bosses. You used to start at the start and work your way through the entire dungeon, which mostly made sense. Now it’s confusing as you appear mid dungeon, have to back track, and use mole machines to get around impenetrable doors.

None the less, it’s a a wonderfully complex and diverse dungeon, a living breathing Dark Iron city, full of everything a city would have: kings, queens, jailers, crafters, gods, and monsters. There’s a huge number of schematics and plans that drop, befitting a Dwarven empire, and rep hand-ins that require you to return things you create in Molten Core.

The Grim Guzzler is as crazy as ever, a bar full of hammered patrons all of who eventually turn on you once you start spilling their beer and spiking their kegs. With predictable results.

Being hammered won’t help

One amazing – and crazy – piece of design in the Relic Room, which has about 15 locked safes. You pick up Relic keys as you venture through the dungeon, which allow you to unlock the vaults for a random loot chest – Blizzard were well ahead of the loot box game here. In one run you won’t get enough keys to unlock all the safes, but there’s a quest boss that only appears if you do – so you have to hang on to the keys and co-ordinate to open the room together later. Not something to do via Dungeon Finder obviously. That mechanic – and many others in BRD – are another reminder of how co-ordination and teamwork were highly valued and required in the original release, even for dungeons.

So many vaults, so few keys

We now only have Blackrock Spire to do, before we can unlock XP and start on the Burning Crusade dungeons. In a fortuitous piece of timing, we’ll run Spire just as Classic launches – finishing up right as we’re starting all over again.

#Blaugust22

Warcraft: Classic appeal

I’ve been trying to work out exactly why Classic has become so appealing.

There’s the obvious things like revisiting the very first outing for a game I’ve devoted long hours to. I wasn’t there at the beginning, so while many of the features are familiar from Burning Crusade, this will allow us to experience where it all started.

Then there’s the somewhat masochistic appeal of having to struggle instead of cruise. As has been well documented, unless you’re raiding ‘ahead of the curve’ the retail version of Warcraft has become a walk in the park when compared to ye olde days. I can’t remember the last time I felt any sense of danger or need to be careful in game, and purple loot is no longer a thrill, it’s an expectation.

Which is not to say the live game isn’t entertaining. There is entertainment aplenty, great storylines, beautiful design, and it still has the capacity to surprise even 15 years later. It’s just that it is now a different game to what it was – again, if you’re not raiding. Raiding has become the sole place where you still have to work hard and have a team.

I started thinking that concept of needing to work with other players gets to the core of why Classic might work, and Belghast’s terrific post musing on MMO communication drove that thought home:

The first MMOs worked and created the lasting relationships that they did in part because we had a serious need for other people. What I mean by that is that in order for us to have a fun night, we needed a bunch of other people to be similarly interested in doing the same thing. This meant that without really meaning it… you yourself were open to doing things that were maybe less than optimal for your evening because it would mean that in turn the other player would be willing to assisting you at a later date.

My fondest memories of Warcraft are raiding Karazhan with one or two close friends and a whole bunch of people I’d never met. We spent hours and hours working together through that epic Raid, slowly improving and progressing, helping each other gear up and talking tactics offline while we waited for the next scheduled run. It was epic, exciting, and the thrill of defeating each boss to allow us to move on was unbeatable.

Taking a team of friends into WoTLK raiding was similarly exciting, and although we only made it into the first wing of Naxxramas before real life struck, that first wing was incredible. We were doing something together through hard work and perseverance, marvelling when our strategy and preparation came together into a well oiled machine. Which didn’t happen often, but when it did it too was an unbeatable thrill.

Of course the same thing could be said to apply to raiding now, but the temptation to just do it in LFR or press a button, as Belghast put it, is often too great. Plus we’re all ten years older, so attention and time is far more thinly spread.

Classic feels like a chance to travel back to a time when teamwork and strong server-based bonds were requirements for success. It’s almost certainly a pipe dream to imagine being able to raid – those ten years aren’t nothing – but even running dungeons and epic quests like Rhok’delar will mean community and communication become paramount, and that might be something special.

#Blaugust21

Warcraft: Saving Baine

Spoiler alert for Patch 8.2

Today I finally did the Stay of Execution scenario, months behind schedule, and it was superb. Long an advocate for the Tauren, and for Baine Bloodhoof to become our next Warchief, this solo dungeon make it all the clearer that he is the right choice.

I unlocked it by finishing up some quests in Nazjatar, not really knowing what was going to happen – somehow I’d managed to avoid spoilers for all this time. I was shocked to find that Sylvanas was about to execute Baine for ‘betraying’ her when he reunited the newly Undead Derek Proudmoore with his sister Jaina.

A Shamanistic vision shows us that he is imprisoned below Orgrimmar (in a repurposed dungeon based on the Siege of Orgrimmar raid), and we need to act immediately to rescue him. We’re joined by Thrall and Varok Saurfang, heroes of the Horde and stars of the Safe Haven cinematic, and it’s a thrill fighting alongside the two elder Orc legends.

But that’s nothing to the shock of who we find half way through the mission.

Jaina. I was genuinely surprised, which I guess says something for how little attention I pay to the streamers and data-mining lore-reveals. It’s a nice feeling to find a game you’ve played for so long can still take you by surprise, and a reminder of just how strong Blizzard’s lore and writing team can be – and a reminder of why we keep playing.

Jaina is there to rescue Baine too, not just because of the Derek Proudmore moment, but because Baine is good people. He, of all the participants in this war, doesn’t deserve a traitor’s death. The confrontation between Thrall and Jaina is beautifully played out, as they – and we – unite to rescue Baine from Sylvanas’s prison.

A faction leader, disgracefully strung up by Sylvanas. No honour here.

The in-game cinematic that finishes the scenario is one of Blizzard’s best. Jaina and Thrall gazing down on Thunder Bluff, fearing Sylvanas’s retribution, and both reflecting on the terrible cost of the years of conflict and death.

Thrall’s regrets in particular struck home with me, his sorrow over the death of Baine’s father Cairne, and all the conflict and ruin that has wrought. Jaina’s reaction to Thrall’s pain is magic, and brings great hope for future peace between the two warring factions.

I still hold some slim hope that Sylvanas will somehow be shown to have been acting in Azeroth’s best interests, that rousing Azshara and N’zoth was required in order for the factions to unite and defeat the larger threat. But the descruction of Teldrassil has probably put paid to her reputation ever being rehabilitated. Her time is over.

If anyone can heal the rift between the Alliance and the Horde, it’s Baine Bloodhoof. And if Sylvanas really does try and burn down Thunder Bluff nothing can save her from our retribution.

#Blaugust19

FFXIV: Motivation

I dipped back in to FFXIV today, spending some time following the main story questline.

At my low level it doesn’t seem to be terribly different from the non main story quests, or at least the objectives aren’t. One had me handing out exactly four treats to starving children, another dealing with precisely three bad-guy Lancers. Meanwhile the side quests were more or less the same – collect eight ribs, investigate four bits of ore on the railway tracks.

The main difference was that there were occasional cut scenes (still unvoiced), and the reappearance of the Handsome Stranger. I faced down a gigantic animated clump of boulders, and a mysterious black robed figure marvelled at my apparent skill in defeating it. So there is the hint of something larger brewing, though it’s hard to follow exactly what that is.

Not so handsome now

I found it quite hard to stay motivated, though it’s hard to say whether that’s the game or I just wasn’t in the mood for MMO style gaming. While I enjoy the open world of an MMO, sometimes the tight confines of an on-rails single player game can be more absorbing, or at least more distracting.

The other thought I had was that it would be more fun to be doing this in a group. I found the same thing in GW2 and SWtoR, where I would have fun playing solo to a point but then drift away and never complete any characters.

In SWtoR it was often because it seems a waste missing out on the group conversation options, which is one of the underrated features of the game. Playing in a group allows you to independently choose the dialogue option you want, and then a random roll determines which choice ‘wins’. It makes questing much more interesting as you often get to see responses you wouldn’t otherwise have chosen.

In GW2 I think it was more the same kind of problem I’m feeling in FFXIV, namely uncertainty about exactly why I’m doing all this if I’m not playing with friends, or heading to an endgame where I could.

The thing that makes me question that theory is WoW, where I will more often quite happily play completely solo, working on alts or grinding out reps and rewards on my main. The difference being that there’s a group of us that noodle about every so often, and with who I had a brief and vaguely glorious period of raiding, and one day might do so again.

He should be able to wear those bunny pants too

I wonder if were I a GW or FFXIV veteran instead of a Warcraft one I would find WoW had the same issue. Or, more likely, I’m just having an off day and I’ll be back in the chocobo saddle tomorrow.

#Blaugust17

Warcraft: Blackrock and a hard place

Our Alliance Guild ran Blackrock Depths this evening – or at least the first 7 bosses: it has 20 in total. I suspect this is the largest 5 man dungeon in Warcraft.

One great feature is seeing where you will end up…

Doing some research for the run, I was amazed to read that when it was originally released in Patch 1.3.0 in 2005 it would take 4-6 hours to run. That’s remarkable, and remarkable that people would have the stamina to do such a lengthy run. Especially given how much harder it would have been on release with mobs at level and no min-maxxing possible as this Dungeon would have been dropping the best gear in game.

…as you progress through the dungeon

Even just navigating it must have been a challenge, with multiple levels and an dizzying array of routes and obstacles. These days it’s much easier with Dwarven mole machines allowing fast travel to various spots throughout the maze.

With my Emerald Dragons Whelp allies summoned from this excellent sword

It has unique attributes like The Black Forge which is the only place in game where you can smelt Dark Iron Ore, and The Black Anvil which allows those bars to be crafted into items. And those two locations are deep within the dungeon, so you can’t just traipse down there to do a bit of crafting. It’s lovely that the gear you forged was largely fire-resistance, which set you up for the yet to be released Molten Core, the first Warcraft raid. The Forge is even located just before the entrance to the Raid as a hint and teaser. That kind of precise logical progression is sorely missing from the ‘retail’ game.

The scale is stunning

Places like Blackrock Spire are another reason Classic is going to be fascinating. When even the Dungeons are challenging marathons, it will be a real test of the capacity of the modern MMO player. Assuming it’s successful enough to move off Patch 1.12, which it surely will be given the current level of interest.

#Blaugust15