Mike Morhaime, head of Blizzard, explained to attendees at DICE that the cancellation was due to they did not have sufficient resources to devote to the game, as the success of World of Warcraft was shot and had to build up Starcraft 2.
Starcraft Ghost was announced in 2002 as a game of the classic strategy series that this time was going to launch on PlayStation 2, GameCube and Xbox, which never came to pass after its cancellation in 2005.
“We had to choose, we could not do anything else,” he explains. “The team was working on StarCraft Ghost while in World of Warcraft and StarCraft 2. WoW exploded and we had to make different decisions on resources. It just was not an environment in which a project like Ghost could survive”.
Since then there have been many speculations about the reasons for such cancellation, and now Blizzard has explained itself part of that decision.
Blizzard posted a couple of days Warlords of Draenor brand in New Zealand and, apparently, so did shortly after in Australia. In addition, we have found that the domain was registered warlrdsofdraenor.com a month ago.
Draenor is a part of World of Warcraft, where the Orcs lived, it seems obvious that this new brand is closely related to the successful franchise Blizzard. All indications are that might be the next expansion for World of Warcraft, but there is also the possibility that the case of another product.
Blizzard has registered Warlords of Draenor in the patent and trademark offices in New Zealand and Australia. It could be a new expansion of World of Warcraft.
Tarlo Mondan is not a happy man. A member of the Alliance, he looks at the outcome of the war — the Siege of Orgrimmar and new Warchief firmly included — with bitter disdain. Oddly enough, he seems to share a lot in common with many Alliance players, dissatisfied with conclusion of the Pandaren campaign and wondering exactly what he’d gotten out of the whole mess while traveling home by sea. Unfortunately, a heavy storm knocks Tarlo overboard, and the ship sails off without him — which is really where the story begins.
It’s only appropriate that the faction short story for the Anglers involve one of the biggest fish tales ever. Just released on the official site, Over Water by Ryan Quinn isn’t quite as Anglers-centric as one would initially think. In fact, the faction isn’t even mentioned by name. But, as it’s becoming clear with these faction stories, the tales universally have less to do with the factions, and more to do with the characters in the stories learning lessons about themselves. Over Water illustrates this in a big way.
Left adrift, Tarlo is rescued by a trio of pandaren fisherman with a tale unlike any other — and hidden within that tale, and the journey, is a lesson for Tarlo to learn. Taking place after Garrosh’s defeat, Over Water feels a lot more introspective and subtle than prior short stories. It offers a glimpse into the heart of the Alliance through the eyes of a lone soldier, something we really haven’t seen much of lately. I don’t know exactly what I expected out of an Anglers story, but Over Water left me pleasantly surprised — it’s an incredibly well-written tale. You can read Over Water over on the official site, and while you’re there, be sure to check out the other fine tales in the Destination: Pandaria section.
To get started, go to your race’s home city — or try neutral cities Shattrath or Dalaran — and head for the graveyard. There you’ll find Catrina offering the quest The Grateful Dead. Follow a short quest chain and you’ll wind up with your very own Macabre Marionette for the keeping. For a longer quest walkthrough, check out the Macabre Marionette writeup on WarcraftPets. And good luck — though for a quest chain this simple, you probably won’t need it.
Though this short post-Hallow’s End holiday is often forgotten, you should be sure to check out Day of the Dead (which lasts from November 1-3rd) in order to pick up the Macabre Marionette. Previously the Marionette could only be used during the holiday, but this year it’s a full-fledged battle pet to add to your collection.
In order to help you more with your leveling process, I would like to list a basic leveling spec for each spec, but the task for you is understand of that all the specs are entirely suitable to your own preference and game playing. There are some WoW Mage leveling guide tent to incorporate talents which are special adapt to solo play and leveling, containing some idealess at the end of game. But here I suggest you to pick up what you like while leveling, and don’t worry about which point should go where too awfully much. When you have reached the level 85, you will be switching specs and redoing your build, and at this time, you would worry about the details.
Here I will make a conclusion of this spec part of the WoW Mage leveling guide. The first is Arcane Blast, which is your highest damage rotation, but it burns your mana fast and burns more each time you cast in sequence. The second one is Arcane Barrage, which is the spell you cast on the move, at close range, and reset the Arcane Blast Stack. The third one is Arcane Missiles which you use to reset the stack. Although its mana cost nothing, it does little damage on your enemies. Arcane Explosion is your multi-target spell, but it requires you to be at close range. It is extremely powerful if you use it with an Arcane Blast. More information about WoW Mage leveling in Cataclysm would be updated.
I suggested the Arcane Barrage for you when playing an arcane mage early on, which is instant and powerful, and if you want to use it again, you would only wait for three seconds. Cast this leveling spec as often as it’s available. When you have reached the level 20, you would need Arcane Blast which would enter your spell book. For the next 60 levels, you would have your basic rotation set. As a mage, you should be opening every fight at range with this spec. And the Arcane Missiles procs and Arcane Barrages allow you to keep your mana.
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Near Westmarch lay a treasure far more valuable than anything Rakkis had procured during his campaign. After his coronation, the king spent many years of his reign wandering the cyclopean ruins that lay forgotten beneath the adjacent marsh. At his behest, King Rakkis was laid to rest within it after his death. It was whispered by some that the ruins were not those of just any civilization, but rather, a lost city of the Nephalem.
This location holds undeniable power, and few have managed to pry secrets from its ancient corridors. The greatest quality the lost city is said to possess, however, is remarkable warding against the trespass of both angels and demons. Mentions of this warding were well hidden, but the new mortal Aspect of Wisdom, Tyrael, learned of the ancient protection in a time of great need. Seeking a place of refuge on Sanctuary for the Black Soulstone, he planned on using these ruins to hide the terrible artifact, shielding it from both demonic and angelic intervention alike. With power of the Prime Evil stored within the stone’s murky facets, not even the High Heavens could be trusted with its safekeeping.
Generally speaking, if one were to carve a vast nation from the wilderness, the least appealing location to build one’s new home would be next to a sprawl of fetid marshes. Yet, that is precisely what Rakkis did when he chose the location for his nation’s capital. Was there an ulterior motive? Surely there must have been, as the site would later draw forth the interest of not one, but two independent members of the Angiris Council.
Westmarch enjoyed many decades of peace and prosperity, as few would dare the wrath of its intimidating military. Those who did, such as Khanduras’s ill-fated invasion during the Darkening of Tristram, were slaughtered, with few survivors left to tell of their decimation. In the two hundred plus years since Westmarch’s founding, no outside force would visit harm upon those within the city’s formidable walls, until the arrival of Malthael, intent on slaughtering the entire population of the capital for an as yet undetermined purpose.
The protagonist arrives in the High Heavens to find it already under attack. Imperius, the Aspect of Valor, blames the protagonist and Tyrael for their downfall, causing Tyrael to give in to despair. After disposing of Iskatu, The protagonist meets Ithuriel, the Aspect of Fate, who instructs them to rescue Auriel, the Aspect of Hope, from Rakanoth, the Lord of Despair, in the Library of Fate, west of the Gardens of Hope. After rescuing Auriel and returning hope to the forces of Heaven, the hero is then instructed by Auriel to close the Hell Rifts. After this is done, the protagonist finds Tyrael, who has overcome his despair. Together, they attempt to stop Diablo from reaching the Crystal Arch, the source of power for the forces of Heaven. After a long but fierce battle, Diablo is defeated and his physical manifestation destroyed. The Black Soulstone is shown falling from the High Heavens, still intact. After the battle, Tyrael decides to rejoin the High Heavens as the new Aspect of Wisdom, but remains a mortal, dedicated to building a permanent alliance between angels and humans.
Rakkis’s popularity proved a double-edged sword, however, as Tassara began to consider the general a potential threat to his own rule. Thus, he ordered Rakkis to venture west and spread the Zakarum faith through conquest.
As this crusade tore across the land, Rakkis’s army faced steep resistance, especially from the nation of Ivgorod and the barbarians of Mount Arreat. Despite these setbacks, Rakkis eventually banded together nine warring clans of the subcontinent under his banner, slowly integrating the Zakarum faith into their culture. This new force allowed him to crush the remaining resistant natives of the south.
Soon after his ascension, competitors for Tassara’s throne banded together in an attempt to overthrow the emperor before his position was fully secured. Anticipating this insurrection, Tassara enlisted the help of one of the most zealous Zakarum converts and a skilled military general: Rakkis. The exploits of Rakkis echo through the annals of history, but it is important to note that his undeniable strength and his series of victories to protect the crown were an inspiration to the common folk.
Soon, it came time for the general to claim proof of his deeds. To this end, he declared the land he seized Westmarch, in honor of the task to which Tassara had assigned him. Its capital, which would share the same name, was settled as a river port, and its convenient proximity to the sea allowed the city to quickly flourish into the mighty martial and mercantile power it is today.
westmarch-history0What first comes to mind when one thinks of Westmarch, the first zone players will encounter in Reaper of Souls? From the home base of an eponymous order of knights to an architectural wonder built of monuments to King Rakkis’s conquests, it is a city steeped in tales both heroic and bloody.
But what of its founding? Or the secrets that drove King Rakkis to be buried in a fetid swamp rather than his shining capital? It is said that the best preparation for the future is to study the past, so let’s take a closer look at these legends as we steel ourselves for the impending destruction and chaos of Malthael, the Angel of Death.
Blizzard has posted an article detailing the historical origins of Westmarch, the setting for Act Five in Reaper of Souls. If you’ve looked through the Book of Tyrael this will all be familiar since the origins of Westmarch are extensively documented in that book, but this is a good primer for fans who don’t know of the lore.