World of Warcraft: Legion: initial thoughts

GCAnnounce036Much sooner than most of us had predicted, Blizzard has unveiled the next expansion for WoW.  Those who put money on Corgis Unleashed, sorry, you lost.  Those who put money on the Burning Legion, naga, the Emerald Dream, and a bunch of other things, congrats!  You each get partial credit in what’s looking to be the biggest amalgamation of Warcraft lore in a single expansion.

So, with the next expansion’s name revealed (although it sure isn’t going to abbreviate well; L?) and content previewed, let’s delve into the announcement presentation and see what’s in store.

Credit to MMO-Champion for the various screengrabs from the announcement trailer I’ll be using.


New hero class:  demon hunter

It’s one that has been hypothesized for years, and one that would have seemed missing from any expansion that focuses so heavily on the Burning Legion.  Some said they’d never exist because their spellbook would overlap too much with warlocks.  Others argued that they could be delineated enough from warlocks to work.  There was much discussion on how they would work, what armor they’d use, what their specializations might be, and other such things.

Well, speculate no longer, because demon hunters are entering the game as its second hero class.  Demon hunters are restricted to night and blood elves only, as those were the only two races that were trained in the demon hunting arts originally; it also helps that they’re agile enough to pull it off.  Player demon hunters are in fact originally part of the Illidari, and their starting experience sends them on a mission from Illidan himself just before his defeat at the summit of the Black Temple.  Details were a little sparse on exactly how this experience would pan out, but from what I gathered, the demon hunters are sent to a prison world originally created by Sargeras, only to later be imprisoned by the night elf Wardens following Illidan’s demise.  They are then released years later as the Legion begins a new assault on Azeroth, the Wardens realizing that they need all the help they can get.

Of note is the fact that demon hunters are the first class to not have three specs at its release.  Because demon hunter healers didn’t make much sense (although maybe they could just cauterize all the wounds away), that left just tanks and DPS.  Thus, that left the decision to have either two tank or two DPS specs.  Two tank specs seemed silly, and they figured that two DPS specs would dilute the flavor of just one.  So, demon hunters will have two specs:  Havoc for DPS and Vengeance for tanking.  Demon hunters will wear leather, wield any and all one-handed melee weapons, and have a resource called Fury, which seems to operate much like warriors’ Rage, with attacks that build it up and those that spend it.

Various abilities were previewed, such as a dash that burns enemies that are hit (and has a couple charges) and an eye blast that hurts all enemies surrounding a target.  Demon hunters are also more mobile than other classes, being the only class that will be able to double jump.  Playing into the lore, demon hunters will be able to temporarily (I assume, or else this will be broken as all hell) see enemies through stealth, invisibility, and even through walls!  And of course, demon hunters can also metamorphose into temporarily more demonic forms; for DPS, this means a damage boost, speed, and even teleporting, while tanks gain damage reduction and auras that can empower their allies.  It remains to be seen how demonology warlocks’ own Metamorphosis will change, or if it will.

Also of note is that, as a hero class, demon hunters will start at a high level; they mentioned that they would be able to begin playing Legion content immediately, so I’m assuming that means that they’ll start at 100.  This is interesting, but makes sense; considering that they weren’t even released from prison until after Warlords, it would be silly to need to play through that first.  Contrast this with player death knights, who were freed from the Lich King’s grasp a little before the events of Wrath, so while it still doesn’t make a lot of sense overall for them to need to travel through Outland first, it’s slightly more believable.

Overall, I’m interested to see how demon hunters play out.  New classes are always fun to mess around with, and hero classes even more so.  I’m a little surprised that demon hunters won’t be mail-wearers, but only a little; while it would have been a golden opportunity to round out everything in one fell swoop (three of each armor class, four for each tier token), demon hunters always look like they’re wearing leather in art, so it just makes more sense.  Poor leather wearers are gonna have even more competition; then again, I’ll happily take more mail armor.


New continent:  The Broken Isles

With a new expansion comes a new area to explore, and naturally Legion is no exception.  Those who hedged their bets on a South Seas expansion are at least partially right, as we’ll be traveling to the Broken Isles, which is basically in the South Seas!

Lore time!  So, the Broken Isles were originally part of the megacontinent of Kalimdor, specifically the area surrounding the great night elven city of Suramar.  This city was home to the Stormrage brothers, Tyrande, and Jarod and Maiev Shadowsong.  When the Sundering occurred at the end of the War of the Ancients, it cleaved Kalimdor into a bunch of smaller parts and sent Suramar and its surrounding areas to the depths.

Much later, during the events of WC1, Aegwynn, the Guardian of Tirisfal, imprisoned the remnants of Sargeras’s avatar in one of the underwater buildings of Suramar, which became known as the Tomb of Sargeras.  In WC2, Gul’dan took some of the orcish forces to the location of Suramar and raised it from the depths in an attempt to find the Tomb and claim its power.  His greed proved both his own undoing and that of the entire Horde; Gul’dan himself was ripped to shreds by demons imprisoned in the Tomb, and the splintering of the Horde forces allowed the Alliance to claim victory.

The last time anyone went near the Broken Isles was during WC3, when Maiev and Illidan both traveled there to locate the Tomb, the latter to obtain the Eye of Sargeras (an artifact of immense power) and the former to stop him.  Illidan was successful in retrieving the Eye, using it to destroy the Tomb before later attempting to destroy Icecrown.  That was the last we saw of the Isles, until today.

Following the defeat of Archimonde at the end of Hellfire Citadel, Gul’dan was cast through a portal to our Azeroth, specifically to the Broken Isles.  Once there, he was instructed to open the Tomb and allow the Legion’s armies to begin swarming onto Azeroth.  Naturally, being the heroes that we are, we’ve gotta head there and stop the Legion before its largest invasion destroys us all!

The Broken Isles looks to have either six or seven zones.  I say this because the map that popped up during the presentation and the one that’s on the website are a little different, as you can see below:


For some reason, the zone of Thal’Dranath is not present in the map on the site.  It seems weird that it’s not, considering that these slides were likely finished a while ago; if the zone were cut, wouldn’t they have updated the slides to show that?  It’s not like it would have been hard, either; a quick erase and that would be that.  It’s possible it will be a post-launch zone a la Tanaan or the multiple Pandaria islands, but time will tell.

Well, regardless, we can definitely confirm six zones:

  • The Broken Shore:  This is where players will start the expansion, and also where the pre-expansion event will take place.  Players will fight to stop the Legion forces from being summoned to Azeroth, and according to Alex Afrasiabi, everyone who has ever played WoW will be shocked by the events that transpire.  I’ll speculate on that in the next section.
  • Val’Sharah:  One of the oldest sites of night elven druidic society, Val’Sharah is home to the world tree Shaladrassil, which is under siege by the satyr Xavius, who is attempting to bring the Emerald Nightmare into Azeroth.  This is also home to the first raid of Legion, where players will venture into the Nightmare to stop Xavius once and for all.
  • Stormheim:  Bet you weren’t expecting to see vrykul here, huh?  Yep, apparently some vrykul left Northrend thousands of years ago and ventured further south, arriving in this area.  This zone will be chock full of vrykul lore, as well as exploring the val’kyr and the vrykul’s ideas of heaven and hell.
  • Azsuna:  Perhaps the most night elven zone, Azsuna has a variety of ancient night elven cities, and it is here that we will race Queen Azshara’s forces to obtain one of the Pillars of Creation, the MacGuffins artifacts we will need to use to stop the Legion’s invasion.
  • Highmountain:  Another surprise, there’s a group of tauren here!  From the brief glimpse in the teaser, it looks like these guys are moose-based, as they have rather sizable antlers.  This region is the former home of Neltharion, later known as Deathwing, and we need to get some answers here.  There’s also a lot of big game to hunt, so everyone’s favorite dwarven hunter will be back for yet another round of slaughtering dozens of animals!
  • Suramar:  The night elven city itself, home of the Nightborne, a powerful group of night elves that have been conscripted into assisting the Legion’s invasion.  Suramar is also home to the second raid of the expansion, a raid on the city to put an end to Gul’dan permanently.
  • Thal’Dranath (?):  It wasn’t brought up in the presentation, though it exists on two slides.  Post-launch content?  Abandoned already?  We’ll see later, I suppose.

In addition, as you can see in the bottom middle there, Dalaran will be our hub city once again in Legion, as Khadgar and the Kirin Tor have moved the flying city there to serve as a base of operations against the Burning Legion.  We don’t yet know what that means for Northrend (although I’m guessing it’ll be in both locations for gameplay purposes, just that canonically it will have moved (UPDATE:  an Icy Veins interview confirmed that Dalaran will be in both locations)), nor do we know if it will be the same exact city we’re used to or a revamped version.  Fingers crossed it’s the latter; I love Dalaran, but it could use a grand new look.

I have to say, the world design team continues to do an incredible job.  Each of these zones looks distinct, and many look unlike most any other region in the game.  I’m particularly eager to roam around Azsuna and Stormheim; both of those zones look absolutely beautiful.  Part of it feels a little mishmashed, an amalgamation of a bunch of lore threads into one continent; did anyone expect to see vrykul, naga, demons, dragons, titan constructs, and more in one expansion?  I know I didn’t, but it remains to be seen whether all these can be coalesced into a single, cohesive experience.


Artifact weapons

Rumored almost since the game’s inception, artifacts are finally making their appearance in Legion.  Artifacts are a step above legendary items in terms of item quality and power, and the artifact weapons obtainable in Legion definitely reflect this.

One of the first tasks you will undertake following the events of the Broken Shore is to track down an artifact weapon for your own use.  Various examples were given, from plundering an ancient vrykul tomb to scouring the field of battle where heroes fell, from obtaining shards of Frostmourne to reforge into runeblades to acquiring the same staff Shaohao used to encircle Pandaria in mists.  In total, 36 artifacts are available, one for each spec in the game.  This artifact then grows in power as you do; through various activities you undertake in the Broken Isles, you will acquire experience with your weapon, unlocking talents in a tree specific to that weapon.  This effectively serves as a continuing progression system, similar to the scrapped Path of the Titans from Cataclysm.

In addition to power progression, artifacts also have cosmetic progression as well, allowing players a decent variety of skins to choose for their weapon.  Each appearance is obtained in different ways; some come just from leveling your weapon, while others require participation in various activities like dungeons or PVP.  You can also obtain different recolors of these skins, further differentiating your weapon from someone else’s.  And if you don’t want to be seen wielding an artifact, you can indeed transmogrify it to another weapon’s appearance.

This is another feature that I feel we will have to get some hands-on time to learn more about.  If artifacts are supposed to be our weapons and our progression from the start of the expansion to the end, does that mean that dungeons and raids in Legion will just not drop weapons at all?  (UPDATE:  that Icy Veins interview linked earlier confirmed there will be no weapon drops at all in the expansion, and there will be relic slots that can be filled to increase its power over the course of the expansion.)  Will this be the model going forward, or are our artifacts a one-time deal?  If the system makes a return in the following expansion, will we keep our old artifacts or gain new ones altogether?  We’ll see!

All I know is, HOLY SHIT ENHANCE GETS THE DOOMHAMMER.  I can’t tell you how excited I was when it was confirmed that we’ll finally get to clobber our enemies with the Doomhammer.  Because it’s a one-handed weapon (and thus we’d need another weapon), the Doomhammer actually creates an off-hand weapon out of pure energy, letting us continue to dual-wield and brain a bunch of demons.  I’m pretty hyped for that.


Class halls

For as long as I can remember, players have been demanding a stronger sense of class identity.  These calls really kicked off in Cataclysm, when the “bring the player, not the class” mentality started up at Blizzard.  The paring down of talent trees, consolidation of skills, and spreading of previously-unique abilities (I will never forgive Blizzard for giving lust to mages) was an attempt to remove the perceived need to bring specific specs or classes to raids just because of specific utilities they would bring to the raid.  I know I pretty much got my raid spot towards the end of ICC because of my slightly better STR/AGI buff and so that I could use lust and remove that responsibility from the resto shaman.

Cata also removed many of the old class quests from the game in the old world quest revamp, such as the hunter quests for Rhok’delar, the priest quests for Benediction, the paladin and warlock mount quests, and the lesser-known quests for the other classes.  I remember shaman just had a one-off quest to get a helm that looked the same as the Earthfury Helm.  These combined to have the effect of players feeling like they didn’t have much in the way of class identity anymore, that any one of them could be replaced by anyone else without really any effect.

Blizzard’s excuse for not introducing more class quests into the game is that they didn’t want to make content that only a fraction of the population would experience.  Personally, I always thought that was a weak excuse considering that anyone could just roll a character of that class and do it, but that was the story we were told.  I’m still guessing it took a lot of convincing to get the green fire questline put in for warlocks.

The solution to this problem seems to be class halls; that way, every single class will have content of their own at once.  As described in the presentation, in the aftermath of the events of the Broken Shore, the Alliance and Horde both are in shambles, neither seeking to come together to stop the threat bigger than either of them.  Instead, it will be up to classes themselves to rise up against the Legion.  To this end, twelve class orders will be created/revitalized as the case may be, and class halls will be introduced as hubs of each order.

The second task you undertake in the expansion will be to open your class hall in a thematically appropriate location.  Paladins will have theirs in a previously unknown sanctum beneath Light’s Hope Chapel, shaman will be in a cave overlooking the Maelstrom, and warlocks will have theirs on a Legion portal world, to give some examples.  These will be shared spaces for all members of your class (think of it as a hybrid between your garrison and a city) to undertake special quests and customize your artifact.

In addition, an evolution of the garrison follower system will be found here.  As opposed to raising an army of followers, you will instead recruit champions of your class, some of which will be already established figures (Lady Liadrin was given as a paladin example).  These followers will be more customizable, and instead of doing tasks for you to get you rewards, they will instead open additional things for you to do.  You could send them on a scouting mission which could lead to a location for you to investigate, or have them stationed in a zone to give you additional benefits while you’re there.  The goal seems to be to avoid the problems of garrisons offering too great rewards for too little effort (three clicks and hundreds of gold pours in) and to put some more control in your own hands.

I think this was probably the biggest surprise of the presentation.  After years of being told no to more class content, suddenly EVERY class gets new stuff!  This will probably be the feature I’ll be most interested in learning more about.  I just hope that our shaman cave looks nice!


Honor system revamp

Blizzard identified a couple of problems with the current honor system in the presentation.  After a brief history lesson in which they brought up the original system (haha, dishonorable kills), they noted that the current system was a bit too dependent on gear, and it was hard to be able to tune abilities around both PVE and PVP, something that players and apparently the PVP team themselves have been asking for for years.  While they still want gear to matter some, they don’t want it to be the end-all-be-all for determining who wins a fight in PVP.

To that end, the third version of the honor system will be making its debut in Legion.  Instead of grinding points that are solely used for gear, you will earn honor as you participate in PVP activities.  This will increase your honor level, which goes from 1 to 50.  Various perks are unlocked, the most notable being a set of PVP talents similar to your standard talent tree.  There are six rows of talents, and you’ll unlock the first option in each row very quickly (the slide says honor level 10, which is presumably easy to obtain).  These talents only activate in instanced PVP, letting you customize your abilities in PVP to suit your playstyle or situation.  A shaman example given was Blood and Soil, which reduces Bloodlust’s cooldown to 45 seconds, but instead of activating for everyone nearby on your team, it only activates for you and your target.  As you continue to level, you’ll unlock more talents, with the full set unlocked by the time you hit 50.  This will also allow them to restrict certain current abilities to PVP only, especially those that don’t have much PVE benefit; an example given was the death knight ability Necrotic Strike, which has a healing absorb which is pretty useless in PVE.

To give PVPers more cosmetic rewards to work towards, you can prestige when you’ve maxed out your honor.  This will reset your progress back to 1, and you’ll have to go through the process of leveling your honor an additional time in order to unlock everything again.  However, you will also gain exclusive cosmetics for doing so, such as an updated badge next to your character picture, special mounts, and additional skins for your artifact.  This is solely optional for those who want to work towards these rewards; everyone else can ignore it and continue to play with maxed out honor for the duration of the season (or possibly expansion?  I dunno, they were unclear how long your honor would last).

This was the second-biggest surprise, and an interesting change of heart on Blizzard’s part.  For a long time, players have been asking for a better separation between PVE and PVP; it was always frustrating to be nerfed in PVE even though you didn’t bother with playing PVP, or vice versa.  It’s even more interesting that they admitted that even the PVP designers have been asking for the ability to tune PVP independently.  They weren’t entirely clear on if there would still be dedicated PVP gear or not, and I could see that go either way.  I know some PVP players like to have their progression over the season mean more power, but perhaps the new honor system will be enough for that.  We’ll have to see how it plays out.


New dungeons and raids

I think we can all agree that Warlords has been the absolute worst expansion for dungeon content thus far.  With only four leveling dungeons meant to carry players a whole ten levels, and only eight dungeons in total, Warlords just hasn’t worked out for those of us that appreciate small group content.  This was explicitly brought up during the presentation, an admission that Warlords has done dungeon runners wrong and a stated desire to include more dungeons, more variety in encounters, and more reasons to continue running them after the first month of the expansion.  We’ll have to see if these desires pan out, but I’m willing to give them the benefit of the doubt.

So far, nine dungeons have been announced for Legion, with three of the environments previewed extensively and several others explained:

  • Halls of Valor:  A leveling dungeon in Stormheim, this is where the greatest vrykul warriors serve for eternity in glorious battle as a reward for being champions.  Here, you will race the vrykul God King (who is cooperating with the Legion) towards one of the Pillars of Creation, and must prove yourself worthy to claim it instead of him.  There will also be some examination of the original val’kyr, not the Scourge-corrupted ones you saw in Northrend.  It’s very Valhalla-inspired!
  • Black Rook Hold:  No, not Blackrock.  A max-level dungeon in Val’Sharah, this is the ancestral home of Lord Ravencrest, carved entirely out of a mountain.  Previously a bulwark against the Legion, a shadow has fallen over the fortress, and you must work your way up from the catacombs, through the grounds, and finally ascend the spire itself to root out the evil there.
  • Vault of the Wardens:  This is where the demon hunters awaken, the prison where the Wardens keep all manner of bad things locked up.  Players will venture here in a dungeon version to hunt for Gul’dan and Illidan and try to pick up the trail.
  • Eye of Azshara:  Ha, remember when people thought that was going to be the expansion last year?  Ah, memories.  Anyway, not much was given on this one, only that it’s in Azsuna and has a lotta naga in it.
  • Darkheart Thicket:  Located in Val’Sharah at the base of the World Tree Shaladrassil, it is here that the heart of the Emerald Nightmare’s incursion into reality can be found.  Players will need to venture into the heart of the tree to rescue Malfurion from the Nightmare’s corruption.
  • Neltharion’s Lair:  The former home of Neltharion before he went crazy and became Deathwing, this cavern is found in Highmountain, and it is here that one of the Pillars of Creation is located.  It is also home to the drogbar, a tribal society whose chieftain is attempting to drive out the Highmountain tauren with the powers of the Titans’ artifact.  Naturally, that means we have to go in and get it back.
  • Helheim:  “Located” in Stormheim, Helheim is where cursed vrykul spirits go when they die, boarding the ghost ship Nifflevar to travel to Helheim and roam the seas as kvaldir for eternity.  Most of the dungeon will take place on the ship, in a manner similar to the train ride in Grimrail Depot; presumably, the end of the dungeon will take place in Helheim proper.
  • Suramar City:  Found, naturally, in Suramar, this dungeon environment of the city is home to both catacombs and noble houses of the Nightborne, and players will need to explore both to determine their ties to the Legion and the scope of their plans.
  • Violet Hold:  With Dalaran being brought to the Broken Isles, the Violet Hold has been brought with it.  However, being brought into closer proximity with the Tomb of Sargeras has awakened secrets within the hold, new areas we hadn’t found before.  Players will be tasked with venturing deep within the hold, learning about the mages of Dalaran, the city’s origins, and even the origins of Azeroth itself!

Fingers crossed that there are even more yet to be announced; so far, these do sound pretty nice though!

As for raids, they said that they enjoyed the Warlords structure of a smaller raid to start, followed fairly quickly by a larger, meatier raid.  To that end, Legion will also start with a seven boss raid, the Emerald Nightmare.  For the first time, players will be able to venture into the Emerald Dream as they climb the World Tree and pass through the barrier between our world and the Dream.  The raid must destroy the sources of corruption, seek out Ancients like Cenarius, and ultimately defeat Xavius and purge the Nightmare once and for all.

The second raid planned is Suramar Palace, and it promises to hold a distinct visual style that we haven’t seen in a raid before.  Instead of some enemy fortress or darkest dungeon, most of this raid will take place in the heart of the Nightborne’s majestic palace, though, like the Black Temple, players will start the raid in an underground catacomb and work their way up.  It is here that the Grand Magistrix runs the city, and he has brokered a deal with the Legion to allow them to use the Pillar of Creation located there.  The Legion is using it to create the Nightwell, a powerful source of dark magical energy.  Players will ascend through the catacombs to the palace proper, eventually ending up at the Nightwell where the Magistrix and Gul’dan are located.  This time, Gul’dan will not escape, and he will be the final boss of the raid.  Those who were hoping to smack his stupid green face around, here’s your chance!

And, continuing the trend set forth in Mists, Legion will also have world bosses, though these weren’t previewed.

I’ve gone on record as being annoyed with Blizzard’s dungeon content in Warlords.  While the dungeons themselves are okay, there wasn’t enough variety, nor were there enough reasons to keep running them (no JP/VP, no rep to be gained, no other exclusive rewards).  And releasing another difficulty level just wasn’t the same as actually having new dungeons to play.  While I hope that they manage to deliver better dungeon content in Legion, I’m going to remain a bit conservative on this front; despite all the “more dungeons” feedback in Mists, we got the smallest number of dungeons ever in Warlords.  However, I’m sure the raid content will be just as good as always.


Surprising nobody, the level cap is bumping up to 110.  I doubt we’ll see another 5-level expansion ever again, and I also doubt we’ll see an expansion without leveling.

The Legion box will come with a free character boost to 100, just like the Warlords box came with a free 90 boost.  I’m assuming that this means that the store boost will also go up to 100, though I have doubts that the price will go up as well.  Ten more levels isn’t really that much more time, so I doubt that they’ll make the boost more than its current $60 pricetag (which is already pretty egregious).

The Legion website mentions improved social features, saying:

We’re also planning […] improved support for in-game communities. Create social circles with friends that have shared interests, and form the perfect group to play your way. As Azeroth trembles, finding new allies will be more important than ever.

What this means is anyone’s guess, though I’m guessing it will be something of an extension of the guild finder, expanding to allow players to create groups for various activities.  I’m guessing that you’ll still be a member of one guild, but you can join as many of these groups as you want, and from there you can find players who are interested in doing what you want to do.  Apart from that blurb, that’s all we know thus far.

Most interestingly, the Legion website also talks about an improved transmogrification system, which is sounding very similar to Diablo 3’s system.  Instead of needing to have all the various gear you want to transmogrify somewhere in your bags or banks, you will be able to save item appearances and create transmog sets with ease.  As someone who’s been holding on to far too much gear over the past few years, this will be a godsend for my bank.

Also, almost twenty years after we last saw them, Alleria and Turalyon will be returning to Warcraft.  Rejoice, those who have been waiting all this time!

Finally, the beta will be kicking off later this year.  Be sure to head to your account page if you want to opt into the beta!

Final thoughts:  Cautious optimism

Hype can be a dangerous thing.  You can blind yourself to potential flaws and wind up purchasing a product you end up less than enthused with.  I managed my hype decently for Mists, and was fairly happy with it (minus the problems with dailies at the start of the expansion).  I remember getting pretty hyped for Warlords, only to be burned by the expansion’s actual content.

With Legion, I’m going to remain cautiously optimistic.  A Legion expansion has been theorized time and again, and it looks like the events of Mists and Warlords were indeed setting us up for one.  The new systems sound intriguing, and I’ll be really interested to see how the artifacts pan out.  If they can deliver a good stream of content for the duration of the expansion, and make it suitably rewarding, WoW might end up back on track.  I’ll reserve full judgement until the expansion drops (or hopefully if I get into the beta), but for now, I’ll keep my hype in check.

Oh, and no more alternate universes or time travel or whatever.  The story’s confusing enough as it is.

Nothing much to report, apart from snagging my second heirloom ring the other day.  I’ve had six ships go kablammo in the past few days, which I’m none too happy about.  And it’s not like they were 60 or 70% success, these were 85-95%!  Goddamn, guys, this just isn’t fun.  Even a minor bump to the base success chance would be nice, so I don’t have to keep on blowing my resources on rebuilding these ships constantly.

I dunno what I’ll write about next.  To be honest, I’m surprised I managed to write twice in two weeks!  Maybe I’ll get around to writing more soloing guides, though at this rate it feels more like I’d just be pointing out what loot to look for instead of actually providing tips for soloing.  Then again, that can be as useful a resource as anything.  We’ll see!

For now, I’m just gonna keep on trucking towards getting my legendary ring.  Hoping to have that done by the end of August; if RNG is in my favor, I might manage to get it done in the next reset, as I only have 10 tomes to go.  If not, I’ll definitely have it done the following week, unless RNG is really NOT in my favor!

Oh, I will be going to Dragon Con in just under a month, and I do know that Jonathan LeCraft (aka Crafticus) will be there, presumably to do at least one panel on WoW.  He’s a really nice guy (bought a bunch of us lunch!), so hopefully I’ll have a chance to hang out again.  If you’ll be in or around Atlanta over Labor Day, I highly recommend hitting up the con!

And I’m not yet sure if I’ll be going to BlizzCon, though I’m gonna need to figure this out soon, considering the deadline for transferring a ticket is coming up quick.  I definitely want to get my hands on Legion, even if only for a short while.

Until next time!


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