
While most of our members are raiding their ass off trying to progress through the new Cataclysm raid instances, one of our guild founders decided to move to a new house...
Sounds great right m8s? but...when you realize his new house not even on the maps (new street) and the phone companies can't arrange his internet as fast as they should... then, let's say it sucks big time!
And this is why Bolabillar deserves to be awarded!
Title award "The wrong hut picker!"
Blackwing Descent is a raid designed after Blackwing Lair, with its final boss none other but Nefarian himself - resurrected by his father, Deathwing. It is created to serve as an extension or continuation of the story in Blackwing Lair. The raid features a layout similar to its prototype, but with brand new bosses - except for Nefarian, of course.
Images: Magmaw
The Throne of the Four Winds is a raid dungeon located inside the Skywall, the air domain of the Elemental Plane. It features only two boss encounters - the Conclave of Wind (a Djinn Council) and the elemental lord of air himself, Al'Akir.
The Bastion of Twilight is a raid dungeon located in the southwestern part of the Twilight Highlands. It serves as the main base of operation for the Twilight Hammer. The leader of the cult, Cho'gall himself, is the last boss encounter in this raid.
Images: Halfus Wyrmbrealer
Baradin Hold is the raid instance that opens when your faction controls Tol Barad, similar to the Vault of Archavon. When that happens, Pixelatex is there ready to kill Argaloth.

UPDATE: Blizzard just posted an official blog entry regarding PTR Patch 4.1. You can read the full post and patch notes, which are subject to change throughout the testing process, after the jump.
World of Warcraft Patch 4.1 is coming to the Public Test Realm, and it's bringing all sorts of new content to the game. Most notably, Zul'Gurub and Zul'Aman are both being reintroduced as 5-player Cataclysm Heroics! We are keeping track of all the changes in and here are the highlights:
Originally a 20-player dungeon released in patch 1.7, Zul'Gurub will once again open its gates, featuring updated lore, all-new encounters, achievements, and improved loot! Zul'Gurub is now a level-85 five-player Heroic difficulty dungeon. To provide a new tier above the current Cataclysm dungeons, players can expect to find epic-quality item level 353 loot. The minimum average item level to enter this Heroic dungeon is 346.
Ever a player favorite, the level-70 ten-player dungeon of Zul'Aman is being reintroduced as a level-85 Heroic five-player dungeon. Zul'Aman will join Zul'Gurub in a new Dungeon Finder tier of Heroic dungeons, providing epic-quality item level 353 loot. The minimum average item level to enter this Heroic dungeon is also 346. While Zul'Aman will be more of a throwback to the original dungeon featuring many of the same encounters, players can expect to find some updated gameplay mechanics, as well as new environment textures and lighting.
With the Zuls returning, you may be wondering about the unique mounts that were once contained therein. We're pleased to announce that new versions of the rare raptor, tiger, and bear mounts will be available, while the old versions of these mounts will remain unique to those who already have them. We'll reveal more about how these updated mounts can be obtained in the future.
While we do intend to make fewer balance changes in patch 4.1, you can still expect to find a fair number of updates. Below are just a few we'd like to share with you right now. Keep in mind these changes don't encompass the entirety of the 4.1 changes, nor do the initial Public Test Realm patch notes.
To start, we want to do a better job of balancing the AoE power of the different damage-dealing specs. You can expect to see some changes to this end made throughout the testing process.
Inner Rage is now available at level 56. It was intended to solve an excess rage problem that largely isn’t affecting warriors anymore. We’ve added a replacement ability for warriors at level 83: Rallying Cry.
Colossus Smash now ignores 70% of an opponent's armor, down from 100%. We are compensating Fury and Arms warriors by increasing the damage of other attacks.
Word of Glory: We want Retribution and Protection paladins to have reasonable healing on themselves or others, but we know paladins sometimes feel like they can’t use their Holy Power on anything but their heals in some situations. We’d rather these two specs spend most of their Holy Power on damage-dealing abilities, with occasional healing.
We're still hard at work on additional features, balance updates, and bug fixes for patch 4.1. We look forward to sharing more information with you in the days and weeks ahead as we release new content on the Public Test Realms. Until then, have a look at the patch notes we've prepared thus far. As always, these notes are not final and will continue to change as we go through the iterative development and testing processes.
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