Battle for Azeroth surprises me more each week. I have played the entire storyline Achievements on both Alliance and Horde. Zuldazar at least 5 times since Alpha. I still keep finding new things where least I imagined exploring.
Then the new patch builds introduce new content, and the discovery sometimes even shocks me.
After completing the three Foothold achievements in the War Campaign to unlock World Quests, I got a follow up quest titled: Breaking Kul Tiran Will.
That quest sent me from Zuldazar to Plunder Harbor in Tiragarde Sound.
What I saw upon landing there shocked me.
We have seen the female Dark Rangers before in Wrath of the Lich King — at the Ghostblade Post in Howling Fjord.
The recent Battle for Azeroth build finally flagged all characters to access Silithus: The Wound. There is an ongoing flow of Azerite-Infused Elementals assaulting the Earthern Ring and the Cenarion Circle where Magni used to be located at.
There is one of those Magni discs on the ground, but can’t be interacted with, which leads me to think there will be a quest to unlock access to it to teleport to the underground Titan facility where Magni gave us the Heart of Azeroth.
I have been a beta tester in each World of Warcraft expansion since 2004. A Technical Alpha tester in Legion and BFA too. This is by far the most insidious bug I have encountered since the Blood of Hakkar epidemic bug. A fan called this the Groundhog Day bug.
I reported the bug, in-game, a couple of times to explain what happened. However, to understand the entire thing you should be familiar with Sci-fi TV shows like Star Trek.
There was a Star Trek: Generations episode titled Cause and Effect, where the crew is stuck in a loop for 17 days. Or the episode Time Squared.
In this particular World of Warcraft world quest, you click the Dormant Ravager to control it. It becomes a vehicle or disguise that you control with three unique abilities. The objective is to kill 25 minions located inside a nearby mining cave. That’s how things go in a normal day.
The recent Battle for Azeroth patch introduced the Darnassian and Gilnean refugees who survived the Burning of Teldrassil. A whole lot of them. Some are near the Stormwind Embassy, while the majority are at the docks.
This is a complilation of Battle For Azeroth World Quest Videos by Zone. Players unlock World Quests at level 118, after completing all three War Campaign Foothold achievements. At level 120, Nathanos Blightcaller (Horde) gives you the quest Uniting Zuldazar. Or Halford Wyrmbane (Alliance) the quest Uniting Kul Tiras.
Since its introduction in Warlords of Draenor, the mission table has been one of the most contentious features in the game. In fact, for both Legion and Battle for Azeroth, developers have mentioned in interviews that they heavily considered scrapping the system only to keep it around anyway. But in Battle for Azeroth, the mission table has a greater purpose, one that at least to lore fanatics, will be invaluable. Recent datamining from WoWhead and MMO-Champion revealed the text for most of level 120 missions, and instead of just being based around stuff we did while leveling, these missions reveal how the war is progressing in the Eastern Kingdoms and Kalimdor. It’s essentially a way to keep the old world’s stories updated without having to do a Cataclysm-style revamp. Read on past the jump to see what these new missions reveal, some of the stuff happening in EK and Kalimdor is pretty out there!
For milennia, the Zandalari kings were laid to rest within the tombs of Atal’Dazar, secluded high atop the mountain Mugamba. These pyramids grew more elaborate with each passing ruler, as new rooms were constructed to house the deceased’s vast wealth. Now, these once pristine halls have been corrupted by the Prophet Zul and his trusted lieutenant, Yazma, who seek to twist the power of these ancient kings for their own dark machinations.
The Freehold dungeon is located to the far south of Tiragarde Sound. In this bay, the Irontide Pirates are gathering stockpiles of Azerite from the Ashvane Co. to lay siege to the Gates of Daelin, which grants access to the Proudmoore Keep, and all major Kul Tiran settlements.
Freehold has traditionally served as a haven for pirates, scoundrels, and those who wish to live free of Kul Tiran control. Now, the Irontide Raiders have brought the city under their harsh rule and are coercing the various pirate crews under their banner. While the pirates gather, a small group of heroes must infiltrate the town and eliminate their leadership to dissolve this growing alliance of cutthroats.