Why won’t Blizzard let me change my race?

I want an Orc. More specifically, I want my Blood Elf Death Knight to become an Orc. I know, I should’ve chosen the right race to begin with, but he’s now Level 80 and it’s too late. I don’t want a pretty boy Death Knight, which was obviously a bad idea to begin with considering they infest Dalaran and the rest of Azeroth like metrosexual cockroaches, but I made a mistake and I regret it. I seriously want to change my character’s race. I’d consider rerolling, but it’s a Death Knight.

Paid character customization is nice and all, but it won’t let me change my race. At first I was fine with it because I thought it would create all sorts of problems from quests to factions to racial mounts… but then Blizzard drops a bombshell of an announcement: faction changes are coming to Azeroth! Implicitly, this meant being able to change races, too. Nethaera squashes that idea with a resounding ‘No’. Players could only change to the opposing faction’s race, which is weird. No, really, it’s weird. I mean, I’ll be able to transform my Horde Blood Elf Death Knight into an Alliance Draenei but I can’t make him an Orc? Why not?

Some would say it’s to prevent min-maxing. Alex pointed out that PvP players in particular would convert to Humans for the extra trinket slot or to Forsaken for the Will of the Forsaken. That creates the potential for upsetting racial balance in factions where everyone would be Human or Undead. Maybe. So why are there more Blood Elves than any other Horde race? Or maybe Blizzard is afraid of other races falling into disuse, with all Horde rolling Blood Elves. Maybe. I mean, I’m sick of my Blood Elf. Maybe it’s just me but I really wish I’d rolled a race that isn’t overcrowding Azeroth.

The thing is, faction change, no matter how you put it, is way more complex and has deeper implications. Yet Blizzard insists on putting out the service despite all the potential complications — going so far as to announce the service long before it launches. From a company that might as well trademark the ironic use of ’soon’, that’s a rather uncommon move. Faction change has more impact on the play experience than race change, so why can’t race change be part of character customization? I can’t for the life of me figure out why race change isn’t allowed but faction change is. Surely Blizzard isn’t acknowledging that racial bonuses are compelling enough to forgo all other races? With all character options suddenly becoming limitless, why is same-faction race change so taboo? Break that wall down, Blizzard. I want my Orc.

The Queue: Goodnight, sweet prince

Welcome back to The Queue, WoW.com’s daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

This weekend marked the end of an era, my friends. A champion (cheater) of the people (Gnomes) has fallen from grace (the thumbnails at the top of our site). The people (you guys) have shouted to the rooftops (our comments), “Down with oppression (martial arts techniques)! Down with corruption (GM lewts)!”

So it is done.

JustSaying asked…


“Can someone please change those 4 pictures near the top of WoW.com’s page? I’m tired of seeing that stupid gnome head every time I come to this site.”

Since you asked so nicely, Karatechop has been replaced.

Spidey asked…

“I’ve been leveling an alt (Troll Hunter) recently and decided to go mining/engineering, mostly for the bow/gun enchants and the like. I just leveled engineering to 200 and decided to go grab my Goblin Engineering membership. While doing the quest for membership I realized that the Alliance have Gnomes as a playable class, but how come the Horde doesn’t have Goblins? In fact, Alliance has two “small people” races (Gnomes and Dwarves). Any chance the Horde will ever get Goblins or anything smaller than the Forsaken? I think Goblins would be cool, or dare I say, Murlocs as playable races.”

I really don’t have anymore insight on the topic than anybody else you might ask, unfortunately. Only Blizzard knows what Blizzard does. What I can do is give my opinion, though!

I really don’t think we’ll see murlocs as a playable race anytime soon. Or ever. It’s funny to think about, but… no, not gonna happen.

Goblins? I could see it. If it happens, I don’t think it will be the Steamwheedle Cartel. What they would probably do is have one of the many Trade Princes throw their lot in purely with the Horde, and keep the Steamwheedle Cartel nice and neutral. The Cartel sees staying neutral as being in their best interests business-wise (which is why they aren’t officially members of the Horde, even if they favor them), but maybe other Goblins don’t feel the same way. It certainly wouldn’t be the first time we’ve seen a story about a mega-corporation getting their heads too high in the clouds, and deciding having their personal army would be a good move. Well, maybe the first time in Azeroth. But not the first time in fiction.

So will Blizzard do it? No idea. Could they do it? Sure!

Hal asked…

“Will we have new sources of Crusader badges in 3.2? Will they be from new tournament dailies, the exalted Silver Covenant/Sunreaver quests, drop from the 5/10/25 instance bosses?”

Yes, there will be new sources of badges. We don’t know their drop rates from the instanced content yet, or even if they drop there at all, because that stuff isn’t available for play yet. The various quests acquired at Crusader and Sunreavers/Silver Covenant Exalted all give Champion’s Seals, though. Once you’ve hit those landmarks your Seals-Per-Day will skyrocket. Well, assuming you like daily quests the will!

DM7000 asked…

“Aside from the Argent Tournament, what is another way to raise rep with home cities? I mean I’ve done some of the low level quests and I’m still at most revered with my main faction (Thunder Bluff since I’m a Tauren) everything else is honored. Any tips or anything? I really want the Crusader title.”

You pretty much have two primary choices here. The first being keep hunting down low level quests. If I remember right, nowadays you’ll still get the full rep gain off of even grey quests. Find quest hubs you haven’t done, and tear through it. That would be the most varied and interesting way to do it.

The other way is to do cloth turn-ins, but that requires either a lot of gold or a lot of time spent farming. Every capital city has a cloth turn-in NPC for their faction. First they’ll ask you for 60 Wool, then 60 Silk, then eventually you get to Runecloth. There’s no Netherweave or Frostweave turn-in, just Runecloth. And it takes a lot of cloth to make any rep progress.

If anybody has any other suggestions, please leave them in the comments!

WoW Moviewatch: Project Lordaeron

Project Lordaeron is a music video by Vinex. According to the author, this is his first video, and it doesn’t have a “real” storyline. While that might be the literal truth, I think that Vinex’s movie actually speaks to the tragedy and events that occured in Lordaeron. The movie features the well-known scene at the opening of the Culling of Stratholme, and goes on to show how the madness of Arthas radically changed what is now known as the Plaguelands. You’re ultimately left with a haunting series of images that helps drive home the themes surrounding Arthas Menethil’s story.

I found the music particularly interesting and very well suited to the pace of the video. Vinex and Xayo created the original score for Project Lordaeron, which instantly raised my opinion of the piece. I think it’s exciting to see new authors creating their own music to go alongside their imagery, since it can often promise a more “whole” piece from the final product. I’m curious to see what music the pair might forge for other videos, as I’d be thrilled to see more and more complex soundtracks.

Overall, I like the work that Vinex has done, and I hope to see more from the auther in the future.

TurpsterVision: FigurePrints review

TurpsterVision Episode 1 - A FigurePrint review and unboxing
We can’t believe it either – Turpster has been let loose on WoW.com to bring you videos from in and around the World of Warcraft! You’ve heard him on The WoW Insider Show now see him on TurpsterVision right here on WoW.com

This past week I undertook an epic unveiling of not so epic proportions in opening up my very own FigurePrint. Fortunately for you, the lucky viewer, I’ve captured this live on video — a first encounter of the most awesome kind — which can be found below the break!

The first thing that struck me upon opening the package was the weight of it all; the dome is real glass and is a fantastic way to display your character, keeping them free from dust and many other household evils that lurk outside of Azeroth. The reason I would want to go for a FigurePrint would be to immortalize my character, preserving the culmination of four and a half years hard gaming, and this extra layer of protection allows that to happen. It does however present a barrier, much like we have when playing the game, where we can’t touch our character (This statement takes on a whole different meaning with some of Night Elf female mailbox dancers out there) but obviously it serves the purpose of protecting the FigurePrint so I guess I can let it slide.

Click on past the break to catch the video and check out the gallery getting up close and personal with FigurePrints!

Patch 3.2 brings some Hunter love

I discussed last week about how Hunter trapping and crowd control had gone the way of the dodo. And now as reported earlier today, we have much to celebrate with the release of the official Patch 3.2 PTR Notes. Ghostcrawler and the development team are really showing us Hunters some much needed luvin.

  • Aspect of the Cheetah: Can now be learned at level 16.

I was really wondering what we were going to do now that wow goldmounts were available at 20. It seems we are in good hands. We only have 16 painful levels of slow run until we can get Aspect of the Cheetah and start zipping around.

 

  • Deterrence now has a new visual spell effect.

New graphics are always cool.

 

  • The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.

I’m not entirely sure how I feel about this one. I guess if your target hasn’t tripped your trap in 30 seconds, they probably never will.

  • Traps now have separate 30 second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time.

Is this the best thing since peanut butter on pancakes or what! Separate cooldowns? Finally, the ability to fire off Black Arrow, drop both a Freeze and Snake traps basically at the same time. I can’t wait to take this one on a test drive.

Talents
Beast Mastery

  • Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds.

How about that folks, even our Beast Mastery Hunters got some help. Being able to use Kill Command more often will definitely help out the Beast Master’s DPS.

Survival

  • Entrapment: This talent no longer works with Immolation Trap or Explosive Trap.
  • Lock and Load: Now has a 22 second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used.

Well, we might not be able to use Entrapment like we have in the past. But that’s okay since Immolation or Explosive Traps still share a cooldown with Black Arrow. Since I don’t see anything really big there, I have to be missing something. I need to look more into this one.

But did you catch that Lock and Load cooldown? I noticed a couple of things. First we’re seeing it on a 22 second cooldown. Looks like this might give our Survival Hunter friends some extra procs. Too bad we can’t just go off hootin’ and hollerin’ though, seems that if your enemy is immune to the snare effects of Frost Traps you won’t be getting any Lock and Load procs. All that really means is we just need to be smarter than the average Rogue.

 

Pets

 

  • Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the Hunter pet takes 20% of all damage taken by that friendly target. Cool down increased to 2 minutes.

This is a major sweet change. One of the things I’ve always wanted was to be able to use Roar of Sacrifice to help my party members out. Now I can do that. How unbelievably sweet is that!

 

Now for the down side, we might have to rethink some pet talents to give our pets some extra Health since they’ll be taking a 20% hit on ALL damage taken by our friend.

 

The cooldown change will impact PvP Hunters since the cooldown will be 2 minutes versus the 30 seconds it is now. Also, we PvE Hunters will be limited to only once per battle now. That being the case, we’ll need to make sure and keep an eye on that cooldown.

 

Macros

 

  • Macros and scripts will no longer be able to target totems by name.

Seems we’ll have to find a new macro to use while in PvP. We can’t just spam our Attack Totem macro and let Fluffy wreak havoc. But don’t despair. I’m sure us Hunters will come up with something.

 

Well, that wraps up what we have heard so far. These are some serious changes and I can’t wait to take a deeper look into how they are going to impact how we play our favorite class. So stay tuned, I’ll be on the case and keep you updated as the Patch 3.2 PTR progresses.

The Art of War(craft): Examining the Isle of Conquest

Wow. Can I just say that again? Wow. When Blizzard announced that they were introducing a new Battleground with Patch 3.2, I personally thought it was going to be some mid-scale map similar to Strand of the Ancients or Arathi Basin. Being a Battlegrounds nut, I was completely stoked. When Zarhym hinted that the new map would be “Wintergrasp combined with Alterac Valley,” it became clear to me that wow gold kaufenBlizzard was thinking on a much bigger scale. If we look at their development patch for Battlegrounds and world PvP, it’s no stretch to say that the Isle of Conquest is their most ambitious PvP project yet. More ambitious than Wintergrasp, in fact.

How can anything be more ambitious than Wintergrasp, which proved to be so tremendously popular that it tends to break realms? Well, the only real limitation to Wintergrasp was because it had no limits with the number of participants. That was the only thing that brought servers down to their knees. The Isle of Conquest takes care of that problem by limiting participation to a (mere) eighty people. This then leaves Blizzard free to implement all sorts of cooler stuff like parachuting into enemy territory. The new Battleground brings the much anticipated aerial combat element into World of Warcraft PvP.

What can we expect?

We know this much: the new Battleground utilizes the reinforcement system introduced with the revision to Alterac Valley, has resources that can be captured similar to Arathi Basin, and has siege vehicles and destructible structures similar to Strand of the Ancients. Blizzard mentioned that it will be possible for players to parachute behind enemy lines, which seems to be the limit of aerial combat. It will also introduce a new siege vehicle called the Glaive Thrower, which should be familiar to players of WarCraft 3. The Night Elf-themed vehicle hurls three-bladed projectiles, or glaives, in a forward thrust which should be somewhat different from the arcing trajectories of Catapults or Demolishers. We’ll have to see what else makes these vehicles different from others when we get to test it out on the PTR.

Reinforcements

The reinforcement system works because it ensures that the game won’t drag on unnecessarily long. This should help Blizzard along with their plan to make all Battleground matches last a somewhat uniform length of time. The developers are considering making the objectives optional or strategic, as opposed to driving the game towards its end the capturing bunkers or towers in Alterac Valley depletes resources. According to Crygil, “the objectives are more of a strategic choice and less of a “you must cap them all” scenario,” and adds that “kudos will be in order for those who manage to take all of the unique objectives.”

By kudos he probably also means Honor, as capturing the map objectives provide a steady stream of Honor in addition to providing reinforcement count the way Mines do in Alterac Valley. Crygil notes that “the longer you hold either of them, the more honor you’re going to amass - win or lose,” which should be enough incentive for players to capture them. Because the objectives are captured, rather than destroyed, it doesn’t look like reinforcement count is reduced in this manner. It appears that killing enemy players will be the way to go, making it more of an attrition battle.

Air combat

There doesn’t seem to be much air combat in the manner we expected from Wintergrasp, as Nethaera said that “the airship will have a set flightpath,” which means that the airships are on a rail, the only variable being the insertion points players choose. It also appears that only one faction will have access to air strikes at any given time, as the airship is accessible through the hangar, which can be captured. Another aspect of the Battleground that’s intriguing is the tease that players “can launch gnomes… over walls…”! We’ve already gotten a taste of this mechanic in the Flame Leviathan fight, where Demolishers can launch players into the air, and it will probably be similar to that.

Alterac Valley done right?
This is the first 40-man (technically 80-man) instance since Naxxramas in vanilla WoW . If Blizzard executes this correctly, the Isle of Conquest will bring the epic feel of Wintergrasp minus the lag. If the map is done right, there’s also more opportunity for combat, rather than the races towards the ends of the map such as what happens with Alterac Valley. In fact, with Generals holed up within each faction’s keep, it is very reminiscent of the original 40-man raid Battleground. The difference is that it doesn’t appear to be a simple matter to get to them… players will need siege vehicles and bombs or ways to bypass the walls.

 

Because it has worked so well, the objectives will likely be captured through numbers and proximity similar to how objectives in Eye of the Storm and Wintergrasp can be captured. This means there’ll be constant conflict over them. That promises to be fun. Unlike Alterac Valley, where a large portion of the landscape is unused and players can and often do ignore each other on the way to the enemy bases, opposing teams will constantly clash over the different points of interest.

A dose of strategy

Similar to Arathi Basin, there are five points of interest that can be captured. However, not all give the same benefits and it will be interesting to see what combination of objectives confer the most advantage on the map. Because the objectives give different benefits, holding three versus two won’t necessarily ensure victory in the same way holding three bases in Arathi Basin is a good formula for winning.

By virtue of its location, the Siege Workshop in the center of the map looks to be the most interesting and valuable objective. It supplies siege vehicles, although isn’t the only location that does so… the Docks grant access to Glaive Throwers and the Airship Hangar allows players to parachute behind enemy lines. If teams can capture both Eastern and Western points, can they forego the central workshop? Will capturing the reinforcement-boosting Oil Derrick and Cobalt Mines be enough to stave off a rush of vehicles?

Arcane Brilliance: Highly ineffective!

Each week Arcane Brilliance puts on its game face and comes to play. It always gives 110% and leaves everything on the field. In fact, you might say that Arcane Brilliance just wants it more than the other team. Or something.

I think we can all agree that the first few Mega Man games wow goldwere awesome. In case you just moved here from rural Nepal, or were raised Amish, or just awoke from a thirty-year coma or something, let me tell you why. The graphics were astounding for the era, the music was and always will be some of the catchiest game music ever created, and the games were incredibly challenging and fun. The Mega Man series introduced us to an awesome gameplay concept: you start out as a small blue robot with a tiny little pea-shooter on his arm, but each time you kill one of the games multiple robotic bosses, you get to use its special weapon from that point on. You kill Crash Man, you get to use his bombs. Take out Quick Man, you get to use his sweet, sweet boomerangs. Metal Man lends you the use of his metal blades. Much like in WoW, each time you bested one of the game’s bosses, you couldn’t wait to see what new weapon would drop from him. You worked your way through each level, dying repeatedly, trying out new strategies, until you finally downed the boss and claimed your reward, and for the most part, the reward was worth the effort.

Except for Mega Man 2’s Bubble Man. His weapon sucked. It was called the Bubble Lead, and it was terrible. This special weapon was a large ball that rolled along the ground really, really slowly, crushing the dreams of young gamers everywhere as it went. It was kind of powerful when it hit, but so cumbersome and difficult to use that nobody ever bothered. The first time you equipped it and tried it out, excited to see what your new weapon could do, you watched that big slow ball of disappointment roll across the screen, and you swore to never use it again. Then you got to the last boss and discovered that the Bubble Lead was the only weapon that could really damage it. Yes, Mega Man 2 is awesome, but it is also iron-clad proof that game designers in the 80’s hated us.

Similarly there are several spells in World of Warcraft that also suck. Every class has a couple. And though Mages are otherwise awesome, even we have a couple of bona fide stinkers.

Amplify Magic

What a steaming pile of excrement this spell is. I remember, many moons ago, when my Mage was young and innocent, he hit level 18 and learned this spell. I remember being excited when I saw the name of it. “Amplify Magic,” I thought to myself, “Yes, I would like my magic amplified, thank you.” Then I realized how the spell worked, and that the magic it would be most likely to amplify would be the stuff my enemies were using against me. I tried to get my 18 silver pieces back, but the trainer refused.

There are uses for this spell, I’m told. When in a group, and when fighting a mob that doesn’t cast spells, this can sometimes be useful to cast upon the tank so that incoming heals are more powerful for him. Also, when you’re taking your Mage into the Arena, if you have a healer in your team, you might want to throw this up as dispel protection. I think we’d all prefer the felhound ate this buff and not, say, something useful. Haha, felhound, joke’s on you.

Also in the “pro’s” column: one less spell to make room for on my action bar. Did you know that there’s actually a talent that improves this specific spell by 25%? Yay! The only thing better than a useless spell is a spell that 25% more useless.

How to make it better:

All joking aside, perhaps I’m being too hard on this spell. It functions as the logical counterpart to Dampen Magic (granted, another spell of dubious merit). The whole concept here seems to be giving Mages a debuff to apply to tanks in fights where the benefits of extra healing outweigh the potential for extra incoming spell damage. I can appreciate the design. The problem is that nobody wants it on them. Nobody. I know several people who will automatically remove it if a Mage applies it to them. Put simply: the downside is more-often-than-not greater than the upside, and the opportunities for effective use are way too few and far between.

Either remove the negative aspect to the spell, or tweak the amounts so that the potential benefits outweigh the negatives enough to make the spell worthwhile. Barring that, just rework the spell entirely. I could get behind the idea of an aura or a bubble similar to a Death Knight’s Anti-Magic Zone, in which all spells cast are amplified by some small amount. Really, just something different. When you have a spell that nobody uses and nobody wants used, to the point that my Mage is almost always surprised to stumble across it when perusing his spellbook, it may be time for a change. This is a spell that could be removed outright in some future content patch, and the sad truth is that nobody would even notice it’s gone.

Mana Shield

Oh dear. See, on paper, this doesn’t sound like a bad idea: Mages are magical, right? They chose to learn the ways of magic, sacrificing physical powers in the process. Surely they’re likely to have more mana than health. I’m sure they’d all prefer the option to have incoming damage reduce their massive mana pools instead of their meager health, right? Right? Anybody? Bueller?

The problem here is that at endgame, and specifically in PvP, mana is far, far more valuable than health. As long as a Mage has mana, he can keep the enemy at bay. In fact, a common and highly effective anti-Mage strategy employed by opposing players is that of draining a Mage’s mana pool. Once you get rid of his ability to cast spells, you can pretty much ignore the Mage, turning instead to killing his teammates.

When a Mage uses this spell to stay alive, he is essentially helping the other team win. He is draining his own usefulness one Mana Shield at a time, and though he may live longer as a result, he will have allowed his enemies to render him effectively impotent.

How to make it better:

This is a pretty common suggestion, and the fact that it actually makes sense is a far more effective testament to the worthlessness of the spell than any I could hope to give: Mana Shield would be 100% better if you could cast it on your enemies. That’s not even a joke. It’d make a pretty effective mana drain tool if it was an offensive spell instead of a “defensive” one. I guarantee that If you threw it on a Warlock or a Priest, they’d be pretty ticked off.

Arcane Fortitude

At best, this talent, for three talent points, provides your Mage with about a thousand points of armor. I looked around the talent trees, and I can’t find a worse way to spend your talent points. I really can’t. This is supposed to be a way to provide notoriously squishy Arcane Mages with some much needed damage mitigation, but a thousand armor points simply isn’t worth the effort it takes to click this talent three times during a respec. The sad fact is that if you’re a Mage, and you’re being hit by the kind of attacks that armor mitigates, you’re going to die quickly. This talent isn’t going to change that. It might buy you an extra nanosecond or two, but the difference between having it and not having it will be almost unnoticeable. Put your three talent points elsewhere.

How to make it better:

As an idea (granting Mages durability that scales with a core Mage stat), I like this talent. To be practical, though, it needs two things, and they are both absolutely non-negotiable.

First: It can’t cost three talent points. For the benefit it provides, that’s prohibitive. Two is even probably too much, when you come right down to it. The Arcane tree is already one of the more bloated talent trees in the game. Reducing the cost of a talent nobody takes isn’t going to fix that, but it certainly can’t hurt.

Second: It has to grant more armor. A lot more. I’m not talking about making us tanks, but at level 80, a thousand armor is a drop in the damage mitigation bucket. The amount granted by the talent needs to be noticeable, and it currently isn’t even close. Heck, make the talent convert intellect to resilience instead. The amount granted would have to be far less, of course, but armor simply isn’t a stat that helps Mages very much. Adding almost nothing to almost nothing still leaves you with almost nothing.

Icy Veins

Just kidding. This spell is awesome. And don’t get me wrong, I love the arsenal we Mages have at our fingertips. We have a book-full of excellent spells, and only a few crappy ones. I’m really just having fun with the three I find most useless. In fact…

…while we’re on the subject…

Let me address the many who won’t even read these last little paragraphs, and instead will realize instantly that a Mage is saying something negative about something, and will eagerly start typing up a “QQ MOAR” post for the comments section below, or tell me I’m everything that’s wrong with WoW.com, or whatever:

Just stop. Seriously. Go find something worthwhile to get all worked up about.

These spells suck. Your class has spells like this too, and you have fun complaining about them in much the same way I do. Unending Breath? That spell’s terrible. Does having it make Warlocks suck? Of course not. Warlocks suck all on their own. Zing!

Achieved: Level 1 to 80 with no deaths

There are a few accomplishments in this game that truly amaze me anymore. Leveling characters is routine now, and having an army of high level alts wow goldat your disposal isn’t something super uncommon anymore. However I have been amazed by this:

Cautious, a Warrior, leveled to 80 without dying.

She had no deaths. None. Nada. Zilch.

There is no achievement for doing this, however I wouldn’t blame Blizzard one bit if they went in and retroactively added one just for Cautious. Lord of the Rings Online has a no-death achievement, but only up through level 20. I got to level 18 without dying on LotRO on a recent attempt, however I perished when some “really really super awesome person” trained a bunch of mobs near me just as I executed an AoE attack. “Really really super awesome person” is what I called him too. Honest.

A few months ago in The Queue a reader asked if there would ever be (or is) such an achievement for WoW, and my response at the time was no, there is not one now and probably would not be one later. I reasoned that including such an achievement would just present undue psychological damage on the player if they died at 79 from an unforeseen circumstance. I still don’t think there will be one, but it’s pretty awesome someone managed to do it sans in-game achievement.
There are some interesting statistics Cautious had upon reaching level 80 without deaths. You can check out a lot of them on her armory profile, but those are inflated just a tad since she has played since reaching 80.

Some of her key stats upon reaching level 80 include:

Creatures killed: 17,811
Quests completed: 1,777
Healing Potions consumed: 19
Hours played: 296
Deaths: 0

To me this indicates that the majority of the time was spent killing mobs and completing quests that were lower than her level. Nothing is wrong with that at all, especially if trying for such an achievement. The 296 hours played is 12 days 8 hours, which isn’t too bad considering how slow and careful she was going.

Players will ask if this is the first person to reach level 80 without dying. It’s entirely possible Cautious holds that honor, but we can never be sure without Blizzard confirmation.

It should also be noted that the armory reflects one death, that occurred sometime within the last 24 hours since we got this tip. That death happened after reaching level 80. Cautious posted in the forums that this happened via use of Nitro Boost.

Edit: Updated how the only death after 80 happened.

Some realms suffer extended downtime [Updated]

Bornakk hopped on to the forums to confirm the fears of many players who don’t happen to have their World of Warcraft clients handy to tell them the same thing: some realms are going to be down for a while and Blizzard doesn’t know when they’re coming back up. According to Bornakk, they are experiencing “additional issues” with some realms as well as issues with the launcher being unable to update game clients. They currently have no estimate for the return of the realms, which do not appear on the game client’s realm list, but will provide more details at around 2:30 3:30pm PDT. A complete list of affected realms after the jump.

[UPDATE: Nethaera reports that Blizzard "encountered a serious error" with the listed realms and are working towards a resolution. Unfortunately, there is still no estimate for when the realms will come back up and more details should be available at 5:30pm PDT. The situation has a small silver lining, however, as Blizzard is considering "appropriate compensation" for the additional downtime experienced by players on those realms. Stay tuned to WoW.com for further updates.]

[UPDATE 2: Nethaera updates her post to explain that the network improvements intended for all realms resulted in a connection error which has taken some time to identify and fix. While she notes that the connection error itself has for the most part been resolved (which is why some of the affected realms now show up on the realm list), the affected realms have yet to undergo the regular weekly maintenance and patching procedure. This means a much, much longer downtime than anticipated. Nethaera hopes to give further updates by 7:30pm PDT. Time to reroll, I guess.]

[UPDATE 3: Looks like they're doing a little more work tonight on all realms to address a few issues. More information in our post here.]

Aegwynn
Akama
Aman’Thul
Arathor
Azjol-Nerub
Barthilas
Blackrock
Bloodscalp
Bonechewer
Boulderfist
Bronzebeard
Caelestrasz
Chromaggus
Crushridge
Daggerspine
Darkspear
Dath’Remar
Draenor
Dragonblight
Dragonmaw
Draka
Drak’thul
Dreadmaul
Dunemaul
Eitrigg
Eldre’Thalas
Feathermoon
Firetree
Frostmane
Frostmourne
Frostwolf
Garithos
Gundrak
Gurubashi
Hakkar
Jubei’Thos
Khaz Modan
Khaz’goroth
Kil’jaeden
Kilrogg
Korgath
Kul Tiras
Malorne
Mug’thol
Muradin
Nagrand
Nathrezim
Ner’zhul
Perenolde
Proudmoore
Rexxar
Runetotem
Saurfang
Scarlet Crusade
Sen’jin
Shadow Council
Shadowsong
Silver Hand
Silvermoon
Skywall
Smolderthorn
Spirestone
Stonemaul
Stormscale
Suramar
Terenas
Thorium Brotherhood
Tichondrius
Uldum
Vek’nilash
Windrunner

We’ll provide updates on the “issues” as they come.

Breakfast Topic: Nobody understands me

In this large and varied game of ours, there are many things to love. There are enough, in fact, that some of them seem downright odd to me. One of our paladins is absolutely smitten with achievements, of any kind. Every so often he’ll suggest that we do something bizarre in a 5-man or a raid and I’ll start to ask him why, and then realize, oh. It’s for the achievement. But that’s still fairly mainstream; lots of people like achievements for whatever reason.

Me, I like keeping my old weapons in the bank, lining them up in a nice wow goldrow. I’d like to put them on a mantlepiece or something if they ever implement player housing. I really enjoy training new skills and recipes - the gold glimmer and “whoosh” sound are oddly satisfying. I like standing on things that can disappear (like mining nodes), making them disappear, and then sitting down or dancing on the empty air. These are all loves that have perplexed my guildies at one time or another. I also really like smelting.

Then there’s my love for math of all kinds in this game, but that’s not particularly odd. Plenty of people like to theorycraft. Right? Right?!

What are your WoW passions that nobody understands?