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{{Server US|PvE|Central|Malfurion US}}
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{{Source needed}}:{{icon-exclamation}} Balance in AV is a contentious issue, though rarely is it treated seriously and in a civil manner. This article is intended as a means to compile and weigh the various arguments related to strategic issues within the valley. Before commenting please consider the arguments already put forth. It's assumed readers have a passing understanding of AV, see [[Alterac Valley]], [[Alterac Valley Mobs]] and [[Alterac Valley Buildings]] for more information.
 
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{{Infobox server
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|battlegroup=Shadowburn
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|name=Malfurion
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|region=US
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|type= PvE
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|time zone=CST
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|forums= http://us.battle.net/wow/en/forum/1181993/
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|established=November 8, 2005
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|language=
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}}
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==Lore: Malfurion Stormrage==
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[[File:Malfurionarchive.jpg|thumb|left]]
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'''[[Malfurion Stormrage]]''' is the greatest archdruid of all time, and one of the most powerful mortals in the Warcraft universe. He is the twin brother of Illidan Stormrage, and the beloved of Tyrande Whisperwind. Malfurion started the practice of druidism among the night elves under the tutelage of the demigod Cenarius. Following the conclusion of the War of the Ancients, he became the Archdruid of the night elves. Often he is called ''shan'do'', meaning "honored teacher". However, some close friends occasionally tend to call him "Furion" or "Mal".
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{{clrl}}
   
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==The Server: Malfurion==
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;When did Malfurion open?:Malfurion became the 47th player-versus-environment (PvE) realm, in the U.S., on November 8, 2005. A Oceanic preferred PvE realm, Khaz'goroth along with three PvP realms: Agamaggan, Azshara, Frostmourne (Oceanic) and a RP-PvP realm Lightninghoof debuted the same evening. Together, they are the 112th, 113th, 114th, 115th and 116th realms to open for players in North America and Oceania. Draka replaced Malfurion as the newest PvE server on November 30, 2005.
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;What time zone is Malfurion?:North American Central Time (CST).
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;What is the Alliance to Horde ratio? Total population?: According to [http://www.warcraftrealms.com/census.php?serverid=581&factionid=-1&minlevel=10&maxlevel=85&servertypeid=-1 Warcraft Census], it is 1.5:1 as of January 2011. The total population of the realm is approximately 38,000.
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;Realm Latency:None.
   
  +
==Guilds of the Alliance and Horde==
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==Bases==
 
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{{guild list ally}}
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{{guild list|Aftermath|http://www.aftermathwow.org|Malfurion|US}}
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{{guild list|Anathema|http://thema.guildportal.com/|Malfurion|US}}
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{{guild list|Apotheosys|http://www.apotheosys.mmoguildsites.net|Malfurion|US}}
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{{guild list|Ascensio|http://www.http://ascensioguild.net/|Malfurion|US}}
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{{guild list|Athanasius|http://athanasius.wowstead.com/|Malfurion|US}}
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{{guild list|Carpe Imperium|http://www.ciwow.com|Malfurion|US}}
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{{guild list|Chaos to Ruin|http://www.Chaostoruin.com/forums|Malfurion|US}}
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{{guild list|Dauntless|http://www.dauntlessones.com/|Malfurion|US}}
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{{guild list|Don't Be That Guy|http://www.dbtgguild.com|Malfurion|US}}
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{{guild list|Eminence|http://www.eminencemalfurion.com/|Malfurion|US}}
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{{guild list|Entity|http://www.entity-guild.net/|Malfurion|US}}
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{{guild list|Focus|http://www.focusguild.guildomatic.com/ |Malfurion|US}}
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{{guild list|Four Lights|http://www.fourlightsguild.com/|Malfurion|US}}
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{{guild list|Hard|http://hard.guildomatic.com/|Malfurion|US}}
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{{guild list|In Exile|http://www.inexilewow.com|Malfurion|US}}
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{{guild list|Invictus|http://invictusmalfurion.guildportal.com |Malfurion|US}}
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{{guild list|Lords of War||Malfurion|US}}
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{{guild list|Singularity|http://singularity.osgamers.com/|Malfurion|US}}
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{{guild list|Something Wicked|http://www.somethingwickedguild.com|Malfurion|US}}
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{{guild list|Spanish Inquisition|http://www.spanishinquisitionguild.com |Malfurion|US}}
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{{guild list|Synchronicity||Malfurion|US}}
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{{guild list|Temporary Housing|http://temphousing.mmoguildsites.net/|Malfurion|US}}
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{{guild list|Til Dawn|http://www.TILDAWN.guildomatic.com |Malfurion|US}}
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{{guild list|Undone||Malfurion|US}}
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{{guild list|Unrest|http://http://www.unrestguild.org/|Malfurion|US}}
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{{guild list horde}}
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{{guild list|Aether|http://www.Aetherguild.com/|Malfurion|US}}
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{{guild list|Blackmarket Clash|http://wowbmc.wowstead.com/|Malfurion|US}}
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{{guild list|Crimson Tempest|http://www.ctwow.net/news.php/|Malfurion|US}}
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{{guild list|Demanufacture|http://demanufacture.guildlaunch.com|Malfurion|US}}
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{{guild list|Devierum|http://www.devierum.org/|Malfurion|US}}
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{{guild list|Did It For Whitney|http://www.diditforwhitney.com/|Malfurion|US}}
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{{guild list|Draagun|http://www.draagun.com/|Malfurion|US}}
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{{guild list|Dread Knights |http://www.wowdreadknights.com/|Malfurion|US}}
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{{guild list|Echelon|http://www.echelonraids.com|Malfurion|US}}
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{{guild list|Fire Within|http://www.firewithin-malfurion.com/forums/index.php |Malfurion|US}}
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{{guild list|Immune|http://immuneonline.net/|Malfurion|US}}
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{{guild list|Ride the Lightning|http://www.rtlguild.net/|Malfurion|US}}
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{{guild list|The Horde Honor Guard|http://www.hordehonorguard.net|Malfurion|US}}
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{{guild list|The Pirate Guild|http://thepirateguild.guildportal.com|Malfurion|US}}
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{{guild list|The Seventh Circle|http://www.Seventhcircle-guild.com|Malfurion|US}}
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{{guild list|Wolfpack|http://www.17thwolfpack.com/|Malfurion|US}}
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{{guild list|Zephon|http://www.zephonclan.com/|Malfurion|US}}
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{{guild list foot}}
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{{clr}}
   
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===Dun Baldar===
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===Guild Progression===
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*'''Alliance advantage:''' The bridge serves as an excellent choke-point. Flags within each bunker are covered by archers. The archers in these bunkers immediately aggro just before leaving the bridge area, and cover all the way up to the Aid Station flag.
 
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*'''Horde advantage:''' Horde attackers are less visible moving around the north of the north bunker. Once Horde assaults a bunker, it serves as an excellent fire base for the Horde, a fact that is, bizarrely, not so for the alliance. Flags in bunkers can be capped without being hit by archers, albeit not easily.
 
   
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{{ood}}
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===Frostwolf keep===
 
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*'''Horde advantage:''' Gate creates very tight choke point, easy to hold back greater numbers of Alliance. Towers provide good vantage points.
 
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*'''Alliance advantage:''' Invading Alliance players can bypass virtually all additional NPCs on the way to the Relief Hut. Defending tower archers do not have to be killed in order to capture either base tower or the Relief Hut, allowing Alliance players to capture the base towers earlier on in the game (often before the Horde can even enter the Dun Baldar base). This allows Alliance players to pull and tank Drek'Thar earlier.
 
   
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'''Icecrown Citadel'''
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==Graveyards==
 
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{{P/Icecrown}}
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{{P/Entry/Icecrown|Alliance|Anathema|Malfurion|US
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===Aid station===
 
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|done|done|done|done|done|done|done|done|done|done|undone|undone}}
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*'''Alliance advantage:''' In the flag area, are 5 [[NPC]]s in addition to the Stormpike flag defenders (and bunker archers) that are easily [[aggro]]ed, making it difficult to capture the graveyard without a larger force of players.
 
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{{P/Entry/Icecrown|Alliance|Ascencio|Malfurion|US
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|[[File:Goldstarsm.png|Hard Mode|16px ]]|done|[[File:Goldstarsm.png|Hard Mode|16px]]|done|done|[[File:Goldstarsm.png|Hard Mode|16px]]|done|done|done|done|done|done}}
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===Stormpike Graveyard===
 
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{{P/Entry/Icecrown|Horde|Brood of Reckoning|Malfurion|US
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* '''Horde advantage:''' Horde has a sheltered advance underneath the Bridge, from the mine entrance, and from above, via the road that runs up to the alliance starting area. The high mountains are only accessible further south down the road, thus the snipers perch just south of the flag, as well as the majority of the walls that surround the graveyard, have no direct, safe or quick route on foot to engage in melee with the Horde, giving Horde ranged units a significant advantage.
 
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|[[File:Goldstarsm.png|Hard Mode|16px ]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|done|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|done|done}}
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*'''Alliance advantage:''' The main advance is narrow, which corrals the Horde and makes them susceptible to [[AoE]] attacks. If it is taken, the next spawn point (Starting cave usually) is a very short run, aiding in recapture.
 
  +
{{P/Entry/Icecrown|Alliance|Carpe Imperium|Malfurion|US
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===Stonehearth Graveyard===
 
  +
|done|done|done|done|done|done|undone|undone|undone|undone|undone|undone}}
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*'''Alliance advantage:''' The average Horde rush game runs straight to Balinda, and on to Dun Baldar, completely bypassing the graveyard capture point. This leads to many scenarios in which this graveyard is captured late in the game
 
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{{P/Entry/Icecrown|Alliance|Colorful Metaphor|Malfurion|US
−  
  +
|done|done|done|done|done|done|undone|undone|undone|done|undone|undone}}
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===Snowfall Graveyard===
 
  +
{{P/Entry/Icecrown|Alliance|Committed|Malfurion|US
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* '''No advantage:''' Both sides now start at equal distance to the graveyard as of [[Patch 2.4]].
 
  +
|done|done|done|done|done|done|done|done|done|done|done|undone}}
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{{P/Entry/Icecrown|Horde|Crimson Tempest|Malfurion|US
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===Iceblood Graveyard===
 
  +
|done|done|done|done|done|done|done|done|done|done|done|undone}}
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* '''Horde advantage:''' Good choke point for the Horde, with nearby NPCs/tower and useful high ground to watch over the entire area. Capturing this is often discouraged as it will send all horde respawns back to Frost Wolf creating more defenders.
 
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{{P/Entry/Icecrown|Horde|Did it for Whitney|Malfurion|US
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* '''Alliance advantage:''' Warriors can charge up from below, onto those who are spawning. Susceptible to capture even if it is an active graveyard, as the flag is set behind the players spawning (whom are typically advancing north, away from it), with its view obstructed by a wall. Once captured, this serves as a great choke-point for Alliance players as any north-bound Horde are funneled into two narrow passageways. One passage will aggro the flag defenders and lead to the Ally-controlled spawn point, and the other will take Horde players to the path for south-advancing Alliance players.
 
  +
|[[File:Goldstarsm.png | Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode |16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]}}
−  
  +
{{P/Entry/Icecrown|Horde|Dread Knights|Malfurion|US
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===Frostwolf Graveyard===
 
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|[[File:Goldstarsm.png|Hard Mode|16px]]|done|[[File:Goldstarsm.png|Hard Mode|16px]]|done|done|done|done|done|done|done|done|done}}
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It is a flat, fairly open area with no natural advantage for either force. Both sides have seen this as biased against them, but ultimately it is a level playing ground in a confrontation, barring the owner's closer spawn point.
 
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{{P/Entry/Icecrown|Alliance|Four Lights|Malfurion|US
−  
  +
|done|done|done|done|done|done|done|done|done|done|done|undone}}
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Notably, the open area is beneficial for ride-by NPC kiting, and its proximity to the nearby mine can give some NPC support via kiting.
 
  +
{{P/Entry/Icecrown|Alliance|Hard|Malfurion|US
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  +
|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px ]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|done|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|done|done}}
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===Relief Hut===
 
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{{P/Entry/Icecrown|Horde|Promethean|Malfurion|US
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*'''Alliance advantage:''' Not covered by archer fire, safe area to the south of the keep from npcs, not near any extra npcs.
 
  +
|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]}}
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{{P/Entry/Icecrown|Horde|Ride the Lightning|Malfurion|US
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==NPCS==
 
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|[[File:Goldstarsm.png|Hard Mode|16px ]]|done|[[File:Goldstarsm.png|Hard Mode|16px ]]|done|done|[[File:Goldstarsm.png|Hard Mode|16px ]]|done|done|done|done|done|done}}
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{{P/Entry/Icecrown|Horde|SC|Malfurion|US
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===[[Vanndar Stormpike]]/Marshalls vs [[Drek'Thar]]/Warmasters===
 
  +
|done|done|done|done|done|done|undone|undone|undone|undone|undone|undone}}
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*'''Horde advantage:''' In Dun Baldar, Vanndar and the Marshals line the back wall. In Frostwolf Keep, Drek stands in the center, his Warmasters arrayed around him. This gives the Horde an advantage in both attack and defense: When defending Drek, they have a safe area behind the aggro of theNPCs to retreat/rest, while Alliance have no such shelter. When attacking Vandar, it is easier to pull the Marshals, as they have longer to close on their assailants.
 
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{{P/Entry/Icecrown|Alliance|Something Wicked|Malfurion|US
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  +
|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|done}}
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===Captains Balinda vs Galvangar===
 
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{{P/Entry/Icecrown|Alliance|Spanish Inquisition|Malfurion|US
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*'''Horde advantage:''' Balinda is a fairly weak caster NPC, with unintuitive attack combos and easily countered attacks. Galvangar is a strong melee-type character, who uses a periodical intimidating shout and has a cleave attack.
 
  +
|done|done|done|done|done|done|undone|done|undone|undone|undone|undone}}
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*'''Alliance advantage:''' Galvangar can be disarmed, greatly reducing his damage.
 
  +
{{P/Entry/Icecrown|Horde|The Seventh Circle|Malfurion|US
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  +
|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|done}}
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===Lieutenants and Commanders===
 
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{{P/Entry/Icecrown|Horde|Wayward|Malfurion|US
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  +
|[[File:Goldstarsm.png|Hard Mode|16px]]|done|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|done|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|[[File:Goldstarsm.png|Hard Mode|16px]]|done|done}}
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==Towers/Bunkers==
 
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{{P/Entry/Icecrown|Horde|Zephon|Malfurion|US
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Commanders, who stand near their respective flags, can be kited.
 
  +
|done|done|done|done|done|done|done|done|done|done|done|done}}
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  +
|}
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'''Alliance Advantage:''' Tower flags are not covered by archers.
 
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'''Horde Advantage:''' Towers are slightly harder to climb.
 
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===Icewing bunker===
 
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===Stonehearth bunker===
 
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===Iceblood Tower===
 
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A group of ranged characters encamped on the tower can effectively control the roads leading to Iceblood Garrison and Iceblood Graveyard.
 
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===Towerpoint===
 
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==Misc. terrain==
 
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*High road: Road running south from the Alliance entrance cave to where it branches to join with the lower road, and where it continues into the Alliance lumber mill. Horde can use this to attack SP from above, and Alliance can bypass Horde forces as they travel south.
 
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−
== Theories on real/perceived imbalance ==
 
−  
−
=== Race Games ===
 
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Quite simply, Alterac Valley was not designed as a PvE battle to be decided in under 20 minutes, and the removal of superfluous NPCs ([[patch 1.11]]) does not address the placement of the remaining NPCs, the terrain, or how good the opposing defenses are with a skeleton defense—or quite often, no player defenders at all. These were designed to compliment the other NPCs, and a lively PvP battle.
 
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Another factor to consider is the level of thought put into by players who don't want to be in the battleground for over half an hour, and the level of organization in an average [PuG]. Presumably, AV being a PvP arena after all, there is a counter available to either side for whatever is put in their way. Change however comes slowly in a disorganized mob, so better tactics are slow to filter through. For instance, from this author's view (Alliance), I can see no real reason why Horde players would not attack SP from above and behind, pretty much exclusively, from what is referred to as the high road. It's not intuitive however, but then it may change in time.
 
−
 
−
At this time, Alliance does have a significant advantage; issues such as the placement of NPCs in the two bases, which used to be balanced by other issues in a fuller game, and the terrain itself when used in race games, cater to the lowest common denominator of the two forces.
 
−  
−
This is simply a reflection on the playerbase, and how they have chosen to play, rather than issues of balance inherent in the map, which is after all, objectively, being abused to gain as much honor as possible.
 
−  
−
=== Culture ===
 
−  
−
Groups of players who believe they can win, will usually win; players who believe they will probably lose anyway, will not try as hard, and thus generally lose. If your opponent has a force of 40 who have some level of trust and organization, and you a force of 30 with 10 AFKers, bots, stealthers, fishermen and grinders, you are already at a disadvantage.
 
−  
−
What begins as a being decided by a combination of skill, gear and organization, becomes a self-fulfilling prophecy, as a loss will often result in another loss, a win in a win, as a pool of players become entrenched as either winners or losers in each battlegroup. Thus a supposed bias will emerge, while a neighboring battlegroup can have an alternate view on bias.
 
−  
−
It should be noted in support of this, that the current prevailing attitude of [[patch 1.11]] onwards is similar to a pre-[[patch 1.10]] (for some servers at any rate) situation that saw one side not caring whether they won or lost. It would seem that Blizzard's actions can have a resounding impact on player contribution within this battleground.
 
−  
−
=== Limited experience ===
 
−  
−
As AV has moved from its traditional long encounters to a cynical exercise in milking the system, players are not exactly endeared to the map (not that the previous versions were universally popular, or free of players focused exclusively on the rewards), a common sentiment being to get out of there as soon as rep/marks/honor permits. Short games where essentially the same strategy is played out ad nauseum, also leads to a narrow range of experience. How much can a player know of the tactics an enemy uses on attack, if they themselves never defend? How quickly can counters be discovered when players are encouraged not to search them out?
 
−  
−
This leads to a playerbase that is largely inward-looking and ignorant when determining what their opponent faces—delivering an entrenched and narrow-minded view of AV.
 
−  
−
== Overall Problems Post 2.0 ==
 
−  
−
Essentially, Alterac Valley has become just another PvE raid instance where a PuG can walk in and easily win. Side quests and other things that potentially make the fight more interesting are overlooked because they are simply unnecessary. A group can leave 15 people on defense, send 25 in on offense and easily win the match. There is no need to upgrade the armor of the NPC units, send cavalry attacks, or summon the raid boss. Battles have gone from the former multi-hour strategy matches, to footraces to the opposing base. It's simply a matter of which group of 40 people can reach the opposing base first and kill the leader, which, in itself, is painfully easy. As of patch 2.4, when Season 4 was released and Season 2 became available as Honor gear, every single Alterac Valley seems to be a massive zerg without any thought put in to the offense except "CAP THEIR BASE NOW!!!". Honestly, if I am playing Alterac Valley, I get about 5 of my friends to go back capture the towers. Bunkers/towers are rarely ever defended after the capture timer has started. The game requires many changes if it is to return to its former glory.
 
−  
−
(From Horde perspective)
 
−
As a Horde Paladin player, Alterac Valley frustrates me very much post 2.4. In Patch 2.4, the Horde's starting cave was moved back about another 30 seconds of running. This gives the Alliance a much closer starting point to the Horde's base, and the Horde ends up reaching Dun Baldar much later than the Alliance reaches Frostwolf Village. If you pay attention in Alterac Valley, you should notice that the Alliance will always start on the Relief Hut flag before Horde even reaches the Dun Baldar bunkers. This is due to the fact that Horde: A) has no defense whatsoever and B) The Alliance starts much closer and you can't get interrupted while capturing the flag at the Relief Hut.
 
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[[Battleground:Alterac Valley]]
 
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[[Category:Instances]]
 

Revision as of 20:58, 29 March 2011

Lore: Malfurion Stormrage

Malfurionarchive

Malfurion Stormrage is the greatest archdruid of all time, and one of the most powerful mortals in the Warcraft universe. He is the twin brother of Illidan Stormrage, and the beloved of Tyrande Whisperwind. Malfurion started the practice of druidism among the night elves under the tutelage of the demigod Cenarius. Following the conclusion of the War of the Ancients, he became the Archdruid of the night elves. Often he is called shan'do, meaning "honored teacher". However, some close friends occasionally tend to call him "Furion" or "Mal".

The Server: Malfurion

When did Malfurion open?
Malfurion became the 47th player-versus-environment (PvE) realm, in the U.S., on November 8, 2005. A Oceanic preferred PvE realm, Khaz'goroth along with three PvP realms: Agamaggan, Azshara, Frostmourne (Oceanic) and a RP-PvP realm Lightninghoof debuted the same evening. Together, they are the 112th, 113th, 114th, 115th and 116th realms to open for players in North America and Oceania. Draka replaced Malfurion as the newest PvE server on November 30, 2005.
What time zone is Malfurion?
North American Central Time (CST).
What is the Alliance to Horde ratio? Total population?
According to Warcraft Census, it is 1.5:1 as of January 2011. The total population of the realm is approximately 38,000.
Realm Latency
None.

Guilds of the Alliance and Horde

Alliance Crest Alliance »

Aftermath ElinkIcon-armoryArmory
Anathema ElinkIcon-armoryArmory
Apotheosys ElinkIcon-armoryArmory
Ascensio ElinkIcon-armoryArmory
Athanasius ElinkIcon-armoryArmory
Carpe Imperium ElinkIcon-armoryArmory
Chaos to Ruin ElinkIcon-armoryArmory
Dauntless ElinkIcon-armoryArmory
Don't Be That Guy ElinkIcon-armoryArmory
Eminence ElinkIcon-armoryArmory
Entity ElinkIcon-armoryArmory
Focus ElinkIcon-armoryArmory
Four Lights ElinkIcon-armoryArmory
Hard ElinkIcon-armoryArmory
In Exile ElinkIcon-armoryArmory
Invictus ElinkIcon-armoryArmory
Lords of War ElinkIcon-armoryArmory
Singularity ElinkIcon-armoryArmory
Something Wicked ElinkIcon-armoryArmory
Spanish Inquisition ElinkIcon-armoryArmory
Synchronicity ElinkIcon-armoryArmory
Temporary Housing ElinkIcon-armoryArmory
Til Dawn ElinkIcon-armoryArmory
Undone ElinkIcon-armoryArmory
Unrest ElinkIcon-armoryArmory

Horde Crest Horde »

Aether ElinkIcon-armoryArmory
Blackmarket Clash ElinkIcon-armoryArmory
Crimson Tempest ElinkIcon-armoryArmory
Demanufacture ElinkIcon-armoryArmory
Devierum ElinkIcon-armoryArmory
Did It For Whitney ElinkIcon-armoryArmory
Draagun ElinkIcon-armoryArmory
Dread Knights ElinkIcon-armoryArmory
Echelon ElinkIcon-armoryArmory
Fire Within ElinkIcon-armoryArmory
Immune ElinkIcon-armoryArmory
Ride the Lightning ElinkIcon-armoryArmory
The Horde Honor Guard ElinkIcon-armoryArmory
The Pirate Guild ElinkIcon-armoryArmory
The Seventh Circle ElinkIcon-armoryArmory
Wolfpack ElinkIcon-armoryArmory
Zephon ElinkIcon-armoryArmory

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Guild Progression


Icecrown Citadel

BONE STORM!Arise and exult in your pure form!GUNSHIP! ALL HANDS ON DECK!BY THE MIGHT OF THE LICH KING!NOOOO! You kill Stinky! You pay!WEEEEEE!Good news, everyone!The Darkfallen Orb has made me INVINCIBLE!You have made an... unwise... decision.I have opened a portal into the Dream. Your salvation lies within, heroes.Your incursion ends here! None shall survive!Apocalypse!
Guild Icecrown Citadel
The Lower Spire The Plagueworks The Crimson Hall Frostwing Halls The Frozen Throne
Lord Marrowgar Lady Deathwhisper Icecrown Gunship Battle Deathbringer Saurfang Festergut Rotface Professor Putricide Blood Prince Council Blood-Queen Lana'thel Valithria Dreamwalker Sindragosa The Lich King
Alliance Anathema Done Done Done Done Done Done Done Done Done Done Undone Undone
Alliance Ascencio Hard Mode Done Hard Mode Done Done Hard Mode Done Done Done Done Done Done
Horde Brood of Reckoning Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Done Hard Mode Hard Mode Hard Mode Done Done
Alliance Carpe Imperium Done Done Done Done Done Done Undone Undone Undone Undone Undone Undone
Alliance Colorful Metaphor Done Done Done Done Done Done Undone Undone Undone Done Undone Undone
Alliance Committed Done Done Done Done Done Done Done Done Done Done Done Undone
Horde Crimson Tempest Done Done Done Done Done Done Done Done Done Done Done Undone
Horde Did it for Whitney Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode
Horde Dread Knights Hard Mode Done Hard Mode Done Done Done Done Done Done Done Done Done
Alliance Four Lights Done Done Done Done Done Done Done Done Done Done Done Undone
Alliance Hard Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Done Hard Mode Hard Mode Hard Mode Done Done
Horde Promethean Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode
Horde Ride the Lightning Hard Mode Done Hard Mode Done Done Hard Mode Done Done Done Done Done Done
Horde SC Done Done Done Done Done Done Undone Undone Undone Undone Undone Undone
Alliance Something Wicked Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Done
Alliance Spanish Inquisition Done Done Done Done Done Done Undone Done Undone Undone Undone Undone
Horde The Seventh Circle Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Hard Mode Done
Horde Wayward Hard Mode Done Hard Mode Hard Mode Hard Mode Hard Mode Done Hard Mode Hard Mode Hard Mode Done Done
Horde Zephon Done Done Done Done Done Done Done Done Done Done Done Done