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by Published on 2012-07-30 04:30 PM

Blizzard Insider #45 – Mists of Pandaria – Raid Preview
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With the launch fast approaching, Blizzard Insider sat down with Lead Encounter Designers Scott Mercer and Ion Hazzikostas to get an inside look at the expansion’s newest raid instance -- Mogu’shan Vaults -- and the ancient secrets and epic encounters that await players inside.

Before we dive into the details, can you give us a quick overview of the lore behind the Mogu’shan Vaults? How does the raid fit into larger story of Mists of Pandaria?
Scott Mercer:
The mogu are an ancient race of evil, ogre-like sorcerers who once dominated Pandaria. At some point in the distant past, all of the warring mogu factions were united by a single tyrannical warlord known as the Thunder King. The Thunder King rose to power the “the mogu way,” namely by eliminating his rivals one by one. According to legend he was able to accomplish this with the help of a mysterious artifact that he found in the depths of a mountain. After his rise to power, he built the Mogu’shan Vaults to contain and protect this secret, and converted the surrounding structure into a sort of shrine dedicated to the mogu empire. The complex houses many of the empire’s lost artifacts and is the resting place of the spirits of old mogu kings.

Ion Hazzikostas:
At the time Mists of Pandaria begins, the Thunder King is long gone and the mogu empire has crumbled into isolated factions. As great and powerful secrets are wont to do, the Vaults have attracted a number of interested parties, including Zandalari trolls who are trying to enter the Vaults to get at the ancient source of mogu power, which is the key to their tribe’s survival. When the players arrive, they join forces with a pandaren Loremaster who knows of a way into the Vaults. The Loremasters are a new faction dedicated to learning and retelling the oral history of Pandaria, so the Vaults are naturally a place of tremendous interest to them.




What’s in store inside the Vaults from the gameplay side?
Scott Mercer:
We’re building an epic new raid that includes 10- and 25-player versions with both normal and Heroic modes, as well as another 25-player version available exclusively via the Raid Finder. The Vaults contain six encounters with a wide variety of mechanics.

What kinds of encounters are planned for the Mogu’shan Vaults?
Ion Hazzikostas:
The players’ characters are the first living beings to set foot inside the Mogu’shan Vaults in a few millennia,and the experience plays out as a classic “tomb raid” adventure, with mystical defenders and guardians emerging to protect the place’s secrets. In fact, the first boss encounter involves a pack of giant quilin -- magical, lion-like stone constructs -- that have stood motionless since the Vaults were sealed but awaken as fierce defenders once the players intrude upon their lair. The four quilin statues have different abilities based on the type of stone from which they were carved, and players will have to experiment to uncover their weaknesses. As players venture deeper into the Vaults, they’ll encounter other protectors, including a celestial dragon and the spirits of the mogu kings from ages past.

Scott Mercer:
It’s important to note, too, that the Thunder King doesn’t make a direct appearance in the Vaults, though his presence is certainly felt. His original source of power lies hidden deep within the Vaults, and the mogu have learned to use that power to create most of the guardians that the players fight in the Vaults. Observant players may even notice a certain “titanic” influence in lair’s defenses.




What details can you share about the final boss encounter?
Ion Hazzikostas:
The core chamber of the Vaults contains an army of terracotta warriors that are built into recesses within the walls. If players look up, they’ll see these statue-filled niches stretching above them into the distance. When the players enter, the statues begin animating and attacking in huge waves, and the fight quickly turns into a free-for-all. There will be certain heavy-hitting statues that require tanking, and many of the other statues have special abilities to keep the non-tanks busy. It’s going to be a crazy fight that requires lots of crowd control.

Scott Mercer:
The encounter as a whole is known as the “Will of the Emperor,” and it represents the Vault’s last line of defense between the players and whatever mysterious power source originally allowed the Thunder King to rise to power. By the time players complete the raid, they should have a clear understanding of how the mogu were able to dominate Pandaria for so long.

What design challenges have you encountered during the development of the raid so far?
Ion Hazzikostas:
In past raids, we’ve worked with a lot of the established races from Warcraft lore. For example, when we sit down to design a troll dungeon, we have a pretty clear idea of what that’s going to look like and what kinds of creatures the players are going to find there -- you know, besides just trolls. Pandaria offered us a blank slate of sorts, as the continent has been alluded to in Warcraft lore, but we’ve never really fleshed out the details until now.

Scott Mercer:
This meant we’ve spent a lot of time and energy on building out what we call the “kit” for each of the expansion’s new races. A kit includes all kinds of things, from the armor and weapons used by the race to the architecture and environmental themes that go with the race. Part of the “kit” includes what kinds of monsters are found together; for example, the mogu are fond of using quilin statues as guardians, so those two monster types are often seen together. Our primary goal was to make sure the mogu felt visually and thematically distinct from the other Warcraft races, while still making sure they fit into the larger world of Azeroth. Establishing the kit for the mogu, and indeed all of Pandaria’s races, has been a fun challenge.

Let’s talk loot! What rewards await players who are strong enough to take on the raid?
Ion Hazzikostas:
The raid rewards players with powerful epic items, depending on the difficulty setting: item level 476 for Raid Finder, 489 for normal mode, and 502 for Heroic. There’s also a new mount that can be obtained by defeating Elegon, a celestial dragon found deep within the Vaults. The mount looks a bit like the Celestial Steed, but in the form of a serpentine dragon.

How does Mogu’shan Vaults fit into the larger raiding plan for Mists of Pandaria?
Scott Mercer:
There will be two outdoor world bosses, along with the Mogu’shan Vaults raid instance, available when Mists of Pandaria first launches. One idea we’re considering is to delay opening Mogu’shan Vaults until a week or so after the expansion’s release, similar to how we’ve always handled the start of the PvP season, just to give players a little time to reach level 90 along with their friends and get acclimated to Pandaria’s new 5-player dungeons, daily quests, and scenarios. In any case, Mogu’shan Vaults is just the tip of the iceberg when it comes to the raid content we have lined up for Mists.

Ion Hazzikostas:
Mists of Pandaria will also include two other raid zones, which we plan to make available a few weeks after Mogu’shan Vaults: the Heart of the Fear and Terrace of Endless Spring. These two raids feature 10 bosses between the two of them and play out as a two-part story. In the first raid, the Heart of Fear, the players fight the mantid empress who has been possessed by the Sha of Fear. Sha, for those who don’t know, plague Pandaria as physical manifestations of negative emotions, like fear, doubt, and anger, and they tend to have a corrupting influence wherever they take root. When the players defeat the possessed empress, the Sha flees her body and hides elsewhere. In the Terrace of Endless Spring, the next raid instance, the players track down the fleeing Sha and finish it off. Both of these instances are a higher tier than the Mogu’shan Vaults and are designed to be tackled using gear obtained in the Vaults, which is why we plan to make them accessible a few weeks after the Vaults unlock.

Scott Mercer:
Yup, and all of this is just the raid content coming before our first major content update. We’ll be announcing even more raiding details in future when we start discussing patch 5.1.




Thanks for your time. Is there anything else you’d like to share before you go?
Ion Hazzikostas:
I just wanted to say thanks to all of our beta testers. We’re very proud of our dungeon and raid content so far, and we’re looking forward to getting it all out there when Mists of Pandaria launches.

Scott Mercer:
Yeah, we have big plans for Pandaria’s encounters, and it’s great to see it all starting to come together. Keep the feedback coming!
by Published on 2012-07-29 07:55 PM

Diablo III Inferno Booster Pack Giveaway, More Magic Find Information, Hall of Shame - ilvl 63 Edition, Hell Yeah Comic - The Templar, Blizzard News

The Tillers
This patch finally added and unlocked the Tillers questline. First up, we have the introductory quests that demonstrate a few basic farming tasks, and tell you about Farmer Yoon's background. He is new to farming and wants to prove himself, so he needs your help!



Level Name Objective Faction +Rep
86A Helping HandDestroy 8 Unbudging Rocks.The Tillers 900
86The Family FarmJoin Farmer Yoon.The Tillers 400
86Learn and Grow II: Tilling and PlantingTill 2 plots of Untilled Soil to create Tilled Soil. Then, use the EZ-Gro Green Cabbage Seeds on 2 plots of Tilled Soil.The Tillers 500
86Learn and Grow III: Tending CropsUse the Rusty Watering Can to water 2 Parched EZ-Gro Green Cabbages at Sunsong Ranch.The Tillers 500
86Learn and Grow IV: HarvestingHarvest 2 EZ-Gro Green Cabbages from your field and bring them to Farmer Yoon in Sunsong Ranch.The Tillers 700
86Learn and Grow V: Halfhill MarketInvestigate the Dark Soil underneath Farmer Yoon's house, then give a gift to Gina Mudclaw at the Halfhill Market.The Tillers + Gina Mudclaw 999 + 3000
86Learn and Grow I: SeedsSpeak with Merchant Greenfield at Halfhill Market and acquire a Packet of Green Cabbage Seeds.The Tillers 500
86Learn and Grow VI: Gina's VotePlant and harvest 1 Scallion, then deliver 5 Scallions to Gina Mudclaw.

Scallion Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Scallions.
The Tillers + Gina Mudclaw 1400 + 6000

Planting Seeds
Now let's take a look at a few outcomes of planting seeds. After you get your plants to a growing state, you have to come back after the daily quest reset to gather your crop. If the mechanic for fixing a problem with your plant isn't obvious, you can check with Yoon and he will give you some instructions.



Your First Vote
As fun as watching questing is, let's take a quicker look at what happens after your first crops grow and you earn a vote!
Originally Posted by MMO-Champion
Gina Mudclaw says: Come walk with me, Chaud. I would like to pay Farmer Yoon a visit.
Gina Mudclaw says: You know, you sure saved my hide with those scallions.
Gina Mudclaw says: Cooks are always looking for fresh vegetables. Anything you grow on your farm, you can use for cooking or sell to other cooks.
Gina Mudclaw says: Talk to any of the Ironpaws at the market if you want to improve your own cooking skill.
Gina Mudclaw says: Hey Farmer Yoon!
Farmer Yoon says: Hey Gina! Didn't expect a visit from you.
Gina Mudclaw says: Listen, since you two did such a good turn by helping me out, I'm casting the first vote to help you join the Tillers.
Gina Mudclaw says: There are four other votes you'll need to get, but that'll come in time.
Gina Mudclaw says: Settle yourselves in and come by the market any day if you are looking for work.
Gina Mudclaw says: Welcome to The Heartland!



Further Votes
After you have earned your first vote, you can check your relationship status with all of the Tillers at the Tiller's Shrine. Gina will tell you more about gifts that you can give to the other members to increase your Friendship level as well as where they are located. These gifts are BoP items that are found in piles of soil around the world.


Level Name Objective Faction +Rep
90Farmer Fung's Vote I: Yak AttackSpeak to Farmer Fung at The Heartland or the Halfhill Market in the Valley of the Four Winds.The Tillers + Farmer Fung 250 + 1000
90Farmer Fung's Vote II: On the LooseReturn 5 Escaped Shagskins to Farmer Fung's yak pen at the very north end of the Verdant Belt.The Tillers + Farmer Fung 250 + 7000
90Farmer Fung's Vote III: Crazy For CabbagePlant and harvest 3 Green Cabbages, then deliver 15 Green Cabbages to Farmer Fung.

Green Cabbage Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Green Cabbages.
The Tillers + Farmer Fung 250 + 7000
90Nana's Vote I: Nana's Secret RecipeSpeak to Nana Mudclaw at Halfhill in the Valley of the Four Winds.The Tillers 400
90Nana's Vote II: The Sacred SpringsUse the Empty Pitcher at the Golden Falls to collect Thousand-Year Water.The Tillers 400
90Nana's Vote III: Witchberry JulepPlant and harvest 3 Witchberries, then deliver 15 Witchberries to Nana Mudclaw.

Witchberry Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Witchberries.
The Tillers 400
90Mung-Mung's Vote I: A Hozen's ProblemSpeak to Mung-Mung at Haohan Mudclaw's House in the Valley of the Four Winds.The Tillers 400
90Mung-Mung's Vote II: Rotten to the Core Collect 8 Partially Chewed Carrots.The Tillers 400
90Mung-Mung's Vote III: The Great Carrot CaperPlant and harvest 2 Juicycrunch Carrots, then deliver 10 Juicycrunch Carrots to Mung-Mung.

Juicycrunch Carrot Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Juicycrunch Carrots.
The Tillers 400
90Haohan's Vote I: Bungalow Break-InSpeak to Haohan Mudclaw at The Heartland or at Halfhill Market in the Valley of the Four Winds.The Tillers + Haohan Mudclaw 300 + 2000
90Haohan's Vote II: The Real CulpritsInvestigate 8 Suspicious Footprints.The Tillers 300
90Haohan's Vote III: Pure PoisonCollect 1 Bloodbloom, 1 Cave Lily, 1 Ghostcap, and 1 Violet Lichen.The Tillers 300
90Haohan's Vote IV: Melons For FelonsPlant and harvest 4 Striped Melons, then deliver 20 Striped Melons to Farmer Yoon.

Striped Melon Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Striped Melons.
The Tillers 300
90Haohan's Vote V: Chief Yip-YipKill Chief Yip-Yip at Kunzen Cave to the northwest.The Tillers 1000


Continued Expansion
After your first success at growing something, Farmer Yoon isn't satisfied with his four small clumps of dirt, and has you ask Gai Lan for some help clearing out the weeds. There are a few more Growing the Farm quests that come after that, likely opening some more dirt plots for you to plant in.

Level Name Objective Faction +Rep
90Growing the Farm I: The WeedsSpeak to Gai Lan at The Heartland in the Valley of the Four Winds.The Tillers 500
90Growing the Farm I: A Little ProblemGather 6 Spideroot for Gai Lan.The Tillers 500
90Growing the Farm II: The Broken WagonSpeak to Fish Fellreed at Cattail Lake or the Halfhill Market in the Valley of the Four Winds.The Tillers 500
90Growing the Farm II: Knock on WoodCollect 100 Waxed Planks.The Tillers 500


Jogu The Drunk
We have talked about Jogu before, but this time you are introduced to him and help him out with a little bit of Apple Hooch! He is still more than happy to sell you a tip for 10 gold about tomorrow's crop, which likely will yield more than anything else you plant.


Level Name Objective Faction +Rep
90Weed War IISpeak to Gai Lan, then pick 100 Weeds on his farm. You can pick Weeds while mounted.Jogu the Drunk + The Tillers 250
90A Gift For JoguObtain 8 of Yoon's Apples and 50 of Yoon's Craneberries, then bring them to Bobo Ironpaw to brew into Apple-Berry Hooch.Jogu the Drunk + The Tillers 250


Daily Quests
There are a number of daily quests that will reward general Tiller reputation, as well as friendship reputation with each of the Tiller NPCs. You can see all of the quests that reward Tiller's reputation on WoWDB!

Level Name Objective Faction +Rep
90Water, Water EverywhereSpeak with Wing Nga to borrow a kite, then throw water onto 35 Dusty Spots in the Heartland.Farmer Fung + The Tillers 250 + 250
90Chasing the ChickenPick up Hillpaw's Chickens until you find his Prize-Winning Chicken.Old Hillpaw + The Tillers 250 + 250
90Pest ProblemsSpeak with Wika-Wika, then stomp on 25 Black-Nose Marmots.Haohan Mudclaw + The Tillers 250 + 250
90Weed War IISpeak to Gai Lan, then pick 100 Weeds on his farm. You can pick Weeds while mounted.Jogu the Drunk + The Tillers 250 + 250
90Money MattersObtain Spicemaster Jin Jao's Payment, Trader Jambeezi's Payment, Innkeeper Lei Lan's Payment, and Lolo Lio's payment.Gina Mudclaw + The Tillers 250 + 250
90They Don't Even Wear ThemObtain a Stolen Circlet, a Ransacked Ring, and a Burglarized Bracelet.Tina Mudclaw + The Tillers 250 + 250
90Not in Chee-Chee's BackyardKill 8 members of the Kunzen tribe in the Kunzen Village.Chee Chee + The Tillers 250 + 250
90Where It CountsThrow 8 Kunzen Ritual Candles, kick 4 Blazing Embers, and slay 1 Kunzen Ritualist.Sho + The Tillers 250 + 250
90The Kunzen Legend-ChiefObtain a Kunzen Legend-Book from a Kunzen Legend-Chief.Fish Fellreed + The Tillers 250 + 250
90You Have to Burn the RopesBurn 6 Kunzen Ropes.Ella + The Tillers 250 + 250
90The Lesser of Two EvilsSlay the Springtail Warren-Mother.The Tillers 250
90Stealing is Bad... Re-Stealing is OKRe-steal 16 Stolen Vegetables.The Tillers 250
90Stalling the RavageSlay 12 Kunzen Hozen.The Tillers 250
90The Kunzen Hunter-ChiefSlay the Kunzen Hunter-Chief.The Tillers 250
90Simian SabotageUse the Barrel of Fireworks near the Pile of Stolen Weapons, the Pile of Stolen Tools, the Pile of Stolen Beer, and the Pile of Stolen Grain.The Tillers 250
90A Gift For TinaObtain an Uncut Chrysoberyl.Tina Mudclaw + The Tillers 250 + 250
90A Gift For Chee CheeObtain an Authentic Valley Stir Fry.Chee Chee + The Tillers 250 + 250
90A Gift For ShoObtain a bowl of Yu-Ping Soup.Sho + The Tillers 250 + 250
90A Gift For FishObtain a Yak Statuette from the inside of a Kunzen hozen hut.Fish Fellreed + The Tillers 250 + 250
90A Gift For EllaObtain Spicy Shrimp Dumplings.Ella + The Tillers 250 + 250
90A Gift For FungObtain a Bloody Plainshawk Leg from a Monstrous Plainshawk, and then bring it to Kol Ironpaw in the Halfhill Market.Farmer Fung + The Tillers 250 + 250
90A Gift For Old HillpawFind a Blue Freshwater Pearl.Old Hillpaw + The Tillers 250 + 250
90A Gift For HaohanObtain an Enormous Cattail Grouper Tooth.Haohan Mudclaw + The Tillers 250 + 250
90A Gift For JoguObtain 8 of Yoon's Apples and 50 of Yoon's Craneberries, then bring them to Bobo Ironpaw to brew into Apple-Berry Hooch.Jogu the Drunk + The Tillers 250 + 250
90A Gift For GinaObtain a Goldenfire Orchid.Gina Mudclaw + The Tillers 250 + 250
90The Cabbage TestPlant a Green Cabbage in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90That Dangling CarrotPlant a Juicycrunch Carrot in Sunsong Ranch. You can purchase seeds from Merchant Greentill in the Halfhill Market.The Tillers 250
90Why Not Scallions?Plant a Scallion in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90A Pumpkin-y PerfumePlant a Mogu Pumpkin in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90Red Blossom Leeks, You Make the Croc-in' World Go DownPlant a Red Blossom Leek in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90The Pink Turnip ChallengePlant a Pink Turnip in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90The White Turnip TreatmentPlant a White Turnip in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90Squash Those Foul OdorsPlant a Jade Squash in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90It's Melon TimePlant a Striped Melon in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90Which Berries? Witchberries.Plant Witchberries in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250


Further Friendship
Each of the NPCs that you can become friends with have some quests that do not reward Tiller's rep, but will help you to become better friends faster. You can find the list of these quests on WoWDB. Upon becoming better friends with the NPCs, they will mail you drinks, seeds, and a few items like the Straw Hat and Red Cricket!


Rewards
After all this work, there are rewards for you! The seeds will grow into a plant that collects profession materials, something we can confirm after Revered is possible.

Level Type Spec Slot Name Faction Required Rep Cost
1ConsumablePandaren ScarecrowThe TillersRevered250
1ConsumableSnakeroot SeedThe TillersRevered1
1ConsumableEnigma SeedThe TillersRevered1
1ConsumableMagebulb SeedThe TillersRevered 1
1ConsumableWindshear Cactus SeedThe TillersRevered 1
1ConsumableRaptorleaf SeedThe TillersRevered1
1ConsumableSongbell SeedThe TillersRevered1
1ConsumableSpring Blossom SaplingThe TillersRevered10
1ConsumableWinter Blossom SaplingThe TillersExalted10
1OtherGin-Ji Knife SetThe TillersExalted Free
90MountReins of the Brown Riding GoatThe TillersExalted 500
90MountReins of the Black Riding GoatThe TillersExalted 1500
90MountReins of the White Riding GoatThe TillersExalted 3250
90Cooking RecipeRecipe: Spicy SalmonThe TillersExalted ??
90Cooking RecipeRecipe: Spicy Vegetable ChipsThe TillersExalted??
1MiscellaneousTabardTillers TabardThe TillersExalted10




Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Is it intended that secondary stats now have twice the itemization budget of primary stats in terms of gems
Yes. With the possible exception of Spirit, there is little decision in choosing red gems in the live game. Secondary stats are often more interesting in general because there are break points, hard caps, and personal preferences. Any Agi user who eschews Agi is doing it wrong.

Let me throw some numbers at you
Sadly those aren't the kind of numbers that support compelling arguments. Classes can be overpowered with only a few abilities or have dozens and still be underpowered. If there are situations where you feel helpless, let us know. If you disagree with a design direction, let us know that too (though this thread is not the right one for that).

We understand not every player has the ability and/or inclination to come up with numbers such as healing per second or the effectiveness of cooldowns. But this one thread is for those who can. It has been enormously beneficial in helping us catch bugs or design problems as well as helping players calibrate their sims and spreadsheets. Please help us keep the signal to noise ratio strong.

This point is directed the blues (and no one else)
Sorry, these are public forums. We like and encourage players to talk to each other. The echo chamber effect is strong in our forums, so we think it's actually very healthy when players can disagree with you, provided they can do so in a constructive manner. If someone's just trolling you, ignore them and we'll take care of it. But someone disagreeing with you is not the same as trolling.

Druid (Forums) / Monk (Forums)
To provide an update on tanking mechanics, I want to comment on Mastery for Guardians and Brewmasters. This is somewhat of an over-generalization, but tanks typically care about 4 things when gearing in decreasing order of importance:
  1. Survive the maximum burst damage of the encounter (aka Effective Health)
  2. Minimize healing needed (aka Damage Reduction + Self Healing)
  3. Hold aggro on whatever you’re needed to hold aggro on (aka TPS)
  4. Maximize damage dealt (aka DPS)
#4 is generally much less important than #1-3, and overlaps with #3 heavily when considering gear. And #3 is relatively easy these days anyway. So, usually it just comes down to #1 and #2.

Stamina primarily helps with #1. Dodge primarily helps with #2. Most other stats help with resource generation, which typically translate into #2. Mastery for Guardians and Brewmasters is in the somewhat unusual place of helping with both #1 and #2 significantly.

If you compare Mastery to Dodge for a Brewmaster, as a few theorycrafters here have done, you can see that, purely in terms of how much they reduce your damage taken, Dodge wins by a considerable margin. We balanced it that way, because we give value to how much it helps with #1 as well. Obviously, helping with #1 has some value, because you care about Stamina. We see Mastery for Guardians and Brewmasters as sort of a hybrid between Stamina and Avoidance, in terms of how it helps improve your character.

It’s easy to objectively compare the value of two stats in terms of how much they help with #1, or how much they help with #2. But comparing some amount of help with #1 to some amount of help with #2 is much more complex and subjective. It’s an interesting choice that tanks have to make all the time, and one of the most successful choices in gearing that the game provides (Stamina vs. Avoidance being the primary way that choice is expressed). So, that means balancing a stat that provides a mix of both can be complex and subjective as well. After much deliberation, we’re going to try valuing the effective health benefits of Mastery for Brewmasters and Guardians significantly lower than the damage reduction benefits, and adjusting the Mastery conversion rates to reflect that.

Hopefully this provides a bit of background and perspective about the complexities underlying even the simplest of changes: In the next build, you’ll find Mastery for Guardians providing 1.25% Armor per Mastery (up from 0.65%), and for Brewmasters providing 0.5% Stagger per Mastery (up from 0.3%).

Hunter (Forums)
While doing hunter ability testing I noticed that Wild Quiver looks to be doing only about half the damage of an autoshot (possibly a bit less). Historically Wild Quiver has been roughly the same damage as autoshot. Was this changed deliberately or is it a bug?
Yes, Wild Quiver does 50% weapon damage now, but we’ve increased the proc rate substantially to compensate. Also, the next build you get should include a significant number of changes to hunter ability damage, so it’s probably best to wait until then for really detailed investigation of their damage formulae. Super brief and incomplete summary of changes include nearly doubling Wild Quiver’s proc chance; doubling the damage of the level 90 talents; buffing BM’s Mastery considerably; Master Marksman reduced to 3 stacks; doubling the damage of Black Arrow and Serpent Sting for Survival; significantly nerfing Beast Cleave; nearly halving the cost of Explosive Shot; buffing Aimed, Arcane, and Chimera Shot noticeably; nerfing Cobra shot noticeably; nearly doubling the damage of Kill Command; reducing the cost of Arcane Shot; nerfing Focus Fire and Frenzy somewhat… There have been a lot of changes to Hunter damage.

Shaman (Forums)
My question is, how is this talent intended to work? How much is the heal supposed to be? 25% of base maximum (which would be 20% of new maximum)? 25% of new maximum? Are health percentages supposed to remain constant through its effect? Where does this 15% come from?
We weren't able to reproduce the results you mention, but this is the intended functionality of Nature's Guardian: When it is triggered, 25% of your current maximum health is calculated. Your current and maximum health is then increased by this value. When it wears off, it reduces your current and max health by that value. It should never actually kill you, but it can reduce your current health to 1.

Is it intended for Healing Stream and Healing Tide to not benefit from mastery on the first ticks or is it just a technical limitation from totems? If so does this mean that crit does not benefit on first tick either for HTT(Have yet to see it but didn't do extensive testing on it).
Fixed for next build. It also dynamically adjusts with your mastery instead of snapshotting it.

Speaking of ICDs and Enhancement, could you clarify how Windfury is working for MoP?

Historically, Windfury has had a 3 second ICD between procs with a shared lockout between hands. It would also proc from white hits along with Stormstrike and Lava Lash. So my questions are this:

1) Is the 3 second ICD still the plan for MoP. I just did some initial testing against a training dummy, and that still seems to be the case.
2) Is the ICD still supposed to be shared between both hands for MoP?
3) Is this ICD a fixed 3 second ICD for MoP, or is it effected by Haste at all?
4) Is Windfury supposed to proc from Stormstrike and Lava Lash? From my testing, I didn't see a single proc when just isolating Stormstrike and Lava Lash attacks. On Live, I'm seeing both yellow attacks proc Windfury. I'm assuming this is just a bug, but I want to confirm if this is by design for MoP

Windfury should be mostly the same as on live. 1) Yes. 2) Yes. 3) Fixed. 4) White attacks and Wind Lash only. Other than adding Wind Lash to being able to proc it, it doesn’t look like it’s changed in quite a while; are you sure that yellow attacks trigger it on live? (Easy way to test just yellow attacks: Turn 90degrees away from a target dummy. White attacks won’t hit, but yellow attacks can, at exactly 90degrees).

- Do you meet #1?
- If yes, then any further value in this category is 0.
- If no, then get more stuff that increases your #1 value (primarily Stamina).

It’s not that simple though. Meeting #1 is somewhat binary, like you describe, somewhat not. If you beat an encounter without dying, obviously you had enough effective health. But more effective health would still be useful; it’s definitely not without value. Healers can use slower, more efficient heals on you if you have more of a health cushion. You can tank more mobs at a time. You also may have gotten lucky with avoidance, and never took a special attack and an undodged auto attack at the same time, or perhaps never got 5 undodged hits in a row. Every pull is different. There are definitely diminishing returns on the value of more effective health, but it doesn’t instantly diminish to 0 at some magical ‘enough’ point.

Warlock (Forums)
I was looking at the warlock changes in the upcoming beta build and noticed a few things. Why are you nerfing affliction so much? I agree it needed a nerf, but so much that it will go below the other 2 specs by a large amount?

Not to mention destroying a glyph and adding a new ability that kills clipping. People will just ignore the glyph and Pandemic and just refresh dots right after they fall off to do max dps. Clipping with or without the glyph is useless now, but with the glyph it's like nerfing yourself. Drain Soul is barley better than MG under 20% today, now with it getting a HUGE nerf it will be completely useless as an execute.

We encourage you to try out the changes and see what has changed rather than relying on information that has been datamined. To help further explain, we’ll briefly summarize what has changed with Affliction damage.

We noticed (thanks to the community interaction in this thread) that the Everlasting Affliction glyph was providing a huge DPS increase, but as we’ve said, we don’t want huge DPS increases to come from glyphs. Instead of simply nerfing the glyph, we baked the benefits that the glyph provided into the entire class via Pandemic, a level 90 passive ability, and changed the glyph to something completely different. We also changed the design of Malefic Grasp to, hopefully, make the ability more reliable and simple; our intention was not to nerf it. It’s important to note that we reduced the base period of Unstable Affliction and Corruption from 3 seconds to 2 seconds, so both Malefic Grasp and Drain Soul should give you the same additional DoT damage now as they did before.

One other clarification about the warlock changes: Drain Soul still deals double damage under 20%. It being missing from the new tooltip is just a tooltip error and has been corrected for the next build.

Now onto what some others have brought up. Does the MG/DS under 20% effect count as the dots themselves ticking? Considering how that would nerf shard regen if not, I personally believe it does. Since I can't test it yet, some clarification would be wonderful.
Yes. In all ways, the additional ticks of the DoTs provided by MG/DS should function as additional ticks of the respective DoTs. For example, the extra Corruption ticks that occur (for 50% damage) from MG are able to proc Nightfall. This means that you’re actually getting *more* Corruption ticks than before, so we reduced the proc chance per tick of Nightfall to compensate; you should get the same number of Nightfall procs per time as before.

The Malefic Grasp mechanic change should not be a nerf at all. However, the 25% nerf to most Affliction-specific abilities should amount to a ~20% (very ballpark number, don’t hold us to that number if you model it as 21.8% or something) nerf. This is indeed a rather extreme amount, because they really were that extremely overpowered. We had been balancing them previously based on not having that glyph (and so when I said that we were seeing Affliction only a little ahead of Destruction, that was based on Affliction not having that glyph).

My personal testing on target dummies and every sim i've seen is now hoping Affliction at the bottom of the warlock heap
Any sources for this so we have something to actually go on? As we said above, Affliction damage was too high. Not every damage adjustment needs to be greeted with sky is falling rhetoric or the discussion quickly loses its benefit.

Blue Posts
Originally Posted by Blizzard Entertainment
Rogue (Forums)
New Level 75 Talent
The perception was that Deadly Brew was essentially a mandatory PvP talent, which runs against our overall goal of creating choices, while at the same time being highly situational in endgame PvE.

When the new build hits the servers, take a look at the new set bonuses on the Mists PvP sets. We've added new bonuses alongside the existing ones in most cases, and for Rogues, that's where Deadly Brew has gone.

Oh okay that makes sense, but that still begs the question why remove that from PvE rogues? That entire tier has literally no options for me. The talent it self is extremely situational, however I can see its uses on boss adds that need to be burned. If you don't want to make mandatory talents why is prep still an option? Any word on how sap, blind, and gouge benefit from this talent?
A couple of points here: First off, regarding the functionality of Prey on the Weak, the primary benefit is going to come on Cheap Shot and Kidney Shot. Blind, Sap, and Gouge are included as a minor ancillary benefit -- there may be situations where you use an Incapacitate to pool energy and prepare a burst, and a bit of increased damage on your opening attack (or a teammate's Chaos Bolt...) would be helpful.

Second, regarding the usefulness of the tier as a whole in PvE, what you really are questioning is its usefulness in raiding. Any of the talents in that row are going to be quite impactful in scenarios, dungeons (and if you scoff at the idea of using any sort of crowd control in dungeons, check out our Challenge Modes), outdoor solo gameplay, etc. So let's be clear about that. But the criticism regarding raiding is a fair one.

The majority of our raid bosses do not involve enemies that can be stunned or incapacitated, and I'm not going to try to argue to the contrary. And ideally, a talent tier like the Rogue level 75 would be universally appealing, and present compelling choices, to all types of players who do all types of content. Here are three possible approaches to solving that problem:

  • Add a clearly raid-useful talent to the tier in place of Deadly Brew; something that increases your DPS, or gives you more movement or survivability. The problem? Every raiding rogue will take that talent, and ignore the other two.
  • Redesign the whole tier, moving away from a control theme entirely. The problem here is that we'd essentially be abandoning the design space of ever having talents that improve or rely upon crowd control effects.
  • Attempt to incorporate more opportunities for crowd-control effects and short-duration effects like Stuns and Incapacitates to shine in our raid encounters. In general, the most interesting raid encounters are the ones that involve movement, control, coordination, and aren't just a matter of making your DPS number as big as possible. We're not there yet, but I think we'd like to be.
(Blue Tracker / Official Forums)

Brewfest in Mists of Pandaria
Brewfest will be updated for Mists of Pandaria. This means that you will have approximately 10 days after the release of Mists of Pandaria to reach level 89 in order to queue for the Brewfest dungeon boss. Luckily though, a lot of the content does not have a level requirement so you will still be able to participate in a lot of the fun even if you are not level 89.

Will be Brewfest's part before 25 september be for 85; and then change for 90 levels when 25 september hits? We will not rule out the possibility of this changing, but currently the level requirements will remain the same through the entirety of the event. So you will not be able to access Coren Direbrew until Mists of Pandaria has been released. (Blue Tracker / Official Forums)

Pet Battle Blue Posts
Originally Posted by Blizzard Entertainment
Question about early NPC Trainer battles
The first Trainer battle on the horde side is against a trainer who has a level 5 team (Dagara the fierce). Meanwhile on the alliance side, the first trainer battle is against a trainer with level 2 pets (Julia).
This was just a bug. The trainer levels will be mirrored on both sides in the next build. (Blue Tracker / Official Forums)

Need More Level 22 Pets
There are a lot of 23 -24 level pets in cataclysm and Pandaria, and plenty of level 21 pets in Sholazar Basin. The only zones that have level 22 pets seem to be Icecrown and Stormpeaks, but there are very few to battle. Adding more pets to those zones, and/or making Mount Hyjal level 22 would help fill the gap.
We are making adjustments to the leveling flow that you should see in the next build. Should alleviate this problem. (Blue Tracker / Official Forums)

UI Improvements
I just started testing pets, but one thing I noticed is that its pretty frustrating not to be able to select a pet to view their stats from the slot they occupy.
We intend to make the entire battle slot clickable to show the pet details. Should see it in a future build. (Official Forums)

PvP Vulnerability
The fact that players are vulnerable to PvP attacks while in a pet battle is intentional. However, a couple features that go along with this are not implemented yet.

First off, the exact pet you were fighting when you were broke out of pet battle will be respawned. Same quality, stats and skin color. Second, you will get a 3s damage shield that absorbs 50% of incoming damage to help negate the fact that you need time to recover after exiting the pet battle interface. Both of these will be in for the next build.

We feel its very important to keep the PvP aspect of the game intact and if you choose to play on a PvP server, you will certainly be fighting for those rare spawns. (This rule effects PVE servers as well but only in contested areas.) (Blue Tracker / Official Forums)

Eternal Striders not in Pet Journal
The Eternal Striders in the Vale of Eternal Blossoms are able to be battled, and they are able to be trapped, but they do not show up in the pet journal at all.
It's a bug and its fixed in the next build. Thanks for the report. (Blue Tracker / Official Forums)

Why restrict Argent Squires?
I like how we can battle with Balloons but not Squires.
Balloons, Kites, Argent Squire/Gruntlings and Guild Pages/Heralds will not be able to pet battle. This may change with time, but this is the current plan. (Blue Tracker / Official Forums)

Lack of Stable Masters in Pandaria
I have been all around looking for a Stable Master who can help my poor babies in Pandaria, Alas there is but one and he is VoEB
Most of these were bugged and have been fixed for the next build. (Blue Tracker / Official Forums)

Questions about Pets I already have.
If I have three of the same pets that I bought or traded for before MoP and they are not WILD Pets, would I be able to learn all three in my pet book, just like if I caught three wild pets of the same kind, or is the 3 pets maximum reserved only only for the wild pets?
Yes, you will be able to have 3 of almost every pet. Certain pets are unique since they are attached to a Wow license, granted from an achievement or earned from TCG codes. (Official Forums)

Pet Battle Zone Change
did a find pet battle in ruins of lorderon, fought, found myself in front of Stormwind being killed.
We randomize your fight location to mix it up. It's no different than queuing for a random BG/Dungeon. (Blue Tracker / Official Forums)

Strand Crab Doesn't Count on Achievement
Caught a Strand Crab and it seems to not check off on the Eastern Kingdom Safari achiev. Is there something I did wrong?
Just a bug, thanks for the report. We will get it fixed up. (Blue Tracker / Official Forums)

Triangles in Front of Names
So when I roll over the paw icons in my minimap, and it shows what the animal/pet/whatever is, occasionally there is one that has a triangle/arrow in front of its name pointing either up or down.
That indicates if the pet is above (like up on a hill) or below (in a cave) you. (Blue Tracker / Official Forums)

Raid Testing Schedule - July 30-31
Originally Posted by Blizzard (Blue Tracker / Official Forums)
After the weekend, we will be testing a number of raid encounters, including 25-player encounters. The testing schedule for remaining Normal modes will be somewhat accelerated, since the encounters are already familiar to many testers and we are just verifying functionality and tuning.

Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

Monday, July 30th
Blade Lord Ta'yak (Heart of Fear) - 10 Player Heroic
10:30 PDT (13:30 EDT, 19:30 CEST)

Gara'jal the Spiritbinder (Mogu'shan Vaults) - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

Tuesday, July 31st
Stone Guard (Mogu'shan Vaults) - 25 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Imperial Vizier Zor'lok (Heart of Fear) - 25 Player Normal
12:00 PDT (15:00 EDT, 21:00 CEST)

Protectors of the Endless (Terrace of Endless Spring) - 25 Player Normal
13:30 PDT (16:30 EDT, 22:30 CEST)

Feng the Accursed (Mogu'shan Vaults) - 25 Player Normal
15:00 PDT (18:00 EDT, 24:00 CEST)

Blade Lord Ta'yak (Heart of Fear) - 25 Player Normal
16:30 PDT (19:30 EDT, 01:30 CEST)

Tsulong (Terrace of Endless Spring) - 25 Player Normal
18:00 PDT (21:00 EDT, 03:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

I updated the schedule slightly to space the encounters out a bit more evenly.

Our testing times are not designed to be universally convenient -- some times will be ideal for some time zones, and terrible for others, and we try to spread that out. We're not expecting people to log on at 3am local time to test a raid for an hour (though we understand that some will do so), but at the same time, a large number of North American players miss a majority of the boss times because they occur during work hours during the week, and nearly all the times are poor for Oceanic players.

The earlier times are meant to be more convenient for EU players, and the later times in each session are more convenient for NA players, while still fitting within a standard work day for the designers who need to observe their encounters for feedback and tuning purposes.

25-Heroic testing will look more like the 10-Heroic scheduling you've seen in recent weeks.

Weekend Sale – 25% Off Race Change
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Get ready for a new look. Through this weekend, and for a limited time only, you can change your World of Warcraft character’s race for 25% off the regular price!

To get started, simply click here. Alternatively, you can log in to your Battle.net account at www.battle.net, select your World of Warcraft account, and then click “Race Change” at the bottom of the page.

Don’t delay -- this offer ends Monday, July 30 at 11:59 p.m. PDT.

The Daily Blink - Forum Raiders in Real Life
The Daily Blink paints a picture of how some members of WoW live their real life!

by Published on 2012-07-27 05:25 PM

Update: Jade Forest is open once again!

Mists of Pandaria Beta - Build 15913
A new beta build will be deployed on beta realms soon. We will be updating these notes frequently, so keep checking back!

New Loading Screens


New Maps



Achievement Changes
Originally Posted by MMO-Champion
Archaeology
Professions

Battle
Pet Battles

Collect
Pet Battles

Dungeon Challenges
Dungeons & Raids

Fishing
Professions

Hallow's End
World Events

Level
Pet Battles

Pandaria
Exploration

Quests

Pet Battles

Quests
  • The Loremaster (New) Complete the quest achievements listed below. Reward: Title & Loremaster's Colors. 10 points. Account Wide.

Scenarios

Silvershard Mines
Player vs. Player
  • Three for Three Capture five (was three) mine carts in a single Silvershard Mines battle without dying.



Set Bonus Changes
Originally Posted by MMO-Champion
Druid (Forums)

Mage (Forums)

Paladin (Forums)

Warlock (Forums)

Warrior (Forums)



Spell Changes
Originally Posted by MMO-Champion
Mounts
Flying

Ground

Companions

Death Knight (Forums)
  • Blood Plague now does 107 Shadow damage every 3 sec for 30 sec, rather than 8.6% of AP.
  • Death and Decay no longer has spec specific tooltips. Now does 51 damage every sec, down from 6.4% of AP. Still scales with AP. No longer produces a high amount of threat.
  • Frost Fever no longer has spec specific tooltips. Now does 90 damage every 3 sec, down from 36.8% of Level + 8.6% of AP. Still scales with AP.

Blood

Unholy
  • Scourge Strike now does an additional 25% of the Physical damage done as Shadow damage, up from 18%.

Druid (Forums)
  • Frenzied Regeneration instantly converts up to 60 Rage into up to (max(((AP * AP) * 186) / 10,000,000 + (47000% of AP / 100,002.5) * STA) * 1) health.
  • Moonfire now has spec specific tooltips. Base damage of additional damage increased by 50%. Duration increased to 18 sec, up from 12. Balance: Your Starfire and Starsurge critical strikes on the target will extend your Moonfire's duration by 2 sec.
  • Rebirth now gives 60% health, up from 20%.
  • Swift Flight Form now Replaces Flight Form.
  • Wild Mushroom: Bloom damage reduced by 67%.

Talents

Balance
  • Astral Communion now is a 4 sec cast, down from 7 sec. Now grants 25 Lunar or Solar energy every 1 sec for 4 sec, rather than 15 Lunar or Solar energy every 1 sec for 7 sec.
  • Celestial Alignment - In addition, casting Moonfire also applies the the periodic damage effect of Sunfire to your target.
  • Eclipse effect for Solar Eclipse no longer transforms your Moonfire spell into Sunfire, and causing Wrath and Starsurge damage to refresh Sunfire's duration. Lunar Eclipse effect no longer causes Starfire and Starsurge damage to refresh Moonfire's duration.
  • Euphoria was reworked: While not in an Eclipse state, your Wrath, Starfire, and Starsurge spells generate double the normal amount of Solar or Lunar energy.
  • Shooting Stars now has a 30% proc chance, down from 40%.
  • Sunfire base damage was increased by 50% and duration was increased by 50%. Your Wrath and Starsurge critical strikes on the target will extend your Sunfire's duration by 2 sec.

Feral & Guardian
  • Ravage is now Feral & Guardian spec, rather than just Feral.
  • Skull Bash increases the mana cost of the victim's spells by 25% for 10 sec, up from 10%.

Guardian

Restoration

Minor Glyphs

Hunter (Forums)

Talents

Beast Mastery
  • Beast Cleave now does 25% cleave, rather than 70%.
  • Cobra Strikes can stack up to 6 times.
  • Focus Fire focus restored and haste gained reduced by 40%.
  • Frenzy now grants 10% increased attack speed, down from 15%.
  • Go for the Throat now grants 15 Focus, up from 10. No longer makes Arcane Shot critical strikes reduce the Focus cost of your pet's next Basic Attack.
  • Kill Command now costs 40 focus, up from 37. Damaged changed to 1.8 * (997 + RAP)) * 1.2 from (1.8 * (1,022 + 51.6% of RAP)) * 1.1.
  • Mastery: Master of Beasts now increases the damage done by your pets by 16%, up from 13%.

Beast Mastery & Survival
  • Cobra Shot now does 100% weapon damage, down from 115% weapon damage plus 353 + 1.7% of RAP.

Marksmanship
  • Aimed Shot weapon damage and additional damage was increased by 150%.
  • Bombardment now causes your Multi-Shot to cost 20 less Focus, rather than 50% less.
  • Chimera Shot now costs 45 Focus, up from 44. Weapon damage and base of additional damage increased by 160%.
  • Master Marksman now requires 3 stacks for the Aimed Shot buff, down from 5.
  • Mastery: Wild Quiver proc chance increased to 32%, up from 17%. Now will fire an additional ranged shot that deals 50% weapon damage.

Survival
  • Black Arrow damage was reduced by 47% and AP scaling doubled to 20%.
  • Explosive Shot now costs 25 Focus, down from 44. Now does 415.5 + 0.1% of 33300% of RAP damage.
  • Improved Serpent Sting now also increases the damage of your Serpent Sting by 100%.

Pets
  • Bite Bite the enemy, causing (208 + 40% of RAP * 0.20) damage. 1.8 * (208 + 21% of RAP))) damage. Deals 100% more damage and costs 120% 100% more Focus when your pet has 50 or more Focus.
  • Burrow Attack now costs 20 Focus, down from 30. Base damage reduced by 33%.
  • Claw Claw the enemy, causing (208 + 40% of RAP * 0.20) damage. 1.8 * (185.5 + 21% of RAP))) damage. Deals 100% more damage and costs 120% 100% more Focus when your pet has 50 or more Focus.
  • Horn Toss now costs 20 Focus, down from 30.
  • Smack Smack the enemy, causing (208 + 40% of RAP * 0.20) damage. 1.8 * (218 + 21% of RAP))) damage. Deals 100% more damage and costs 120% 100% more Focus when your pet has 50 or more Focus.
  • Spirit Beast Blessing now has a 100 yd range, up from 60. Now grants 3000 mastery, down from 3500.

Major Glyphs

Mage (Forums)
  • Illusion (New) Transforms the Mage to look like someone else for 2 min. Instant. 30 min cooldown.

Talents
  • Incanter's Ward now absorbs 1,041 + SPA damage, rather than 1,374 + 132% of SPA.

Fire
  • Pyroblast base damage reduced by 20%. SP scaling reduced to 243.8%, down from 304.8%. Additional damage reduced by 20% and SP scaling reduced to 30.5%, down from 38.1%. Instant Pyroblast proc does 25% additional damage.

Frost

Major Glyphs
  • Glyph of Evocation: With the Invocation talent, now grants 40% of your health upon completing an Evocation, up from 20%.
  • Glyph of Icy Veins now also works with your Water Elemental's Waterbolt.

Minor Glyphs

Monk (Forums)

Talents
  • Rushing Jade Wind damage increase buff duration reduced to 8 sec, down from 15 sec. Brewmaster: Causes Shuffle when cast. Mistweaver: Increases the healing done by your Spinning Crane Kick by 50% for 12 sec.

Brewmaster

Minor Glyphs
  • Glyph of Blackout Kick (New) Your Blackout Kick always deals 20% additional damage over 4 sec regardless of positioning but you're unable to trigger the healing effect. Minor Glyph.

Paladin (Forums)

Talents
  • Pursuit of Justice now grants 15% movement speed, up from 10%. Also grants an additional 5% movement speed for each current charge of Holy Power up to 3, down from 10%.

Priest (Forums)

Talents
  • Divine Insight now also works with Prayer of Healing for Holy.
  • Power Word: Solace now has a 2 sec cast, up from 1.5 sec. Now grants 2% of maximum mana, up from 1.5%.

Holy

Shadow
  • Devouring Plague now does (1,784 + 85.0% of SP) Shadow damage, rather than 2448. Now does an additional (297 + 14.1% of SP) Shadow damage, rather than 349 + 16.6% of SP.
  • Mind Flay damage increased by 15%.

Rogue (Forums)
Talents
  • Prey on the Weak (New) When you disable an enemy with Kidney Shot, Cheap Shot, Gouge, Sap, or Blind, they suffer 10% increased damage from all sources for the duration of the effect. Requires Level 75.

Assassination

Shaman (Forums)

Talents

Enhancement

Restoration

Warlock (Forums)
  • Corruption now does 214 + 20% of Spell Power) * 8 damage, rather than 320 + 30% of Spell Power) * 6.
  • Corruption (Demonology) now generates 4 Demonic Fury each time it deals damage, down from 6.
  • Create Healthstone now costs 5% of Base Mana, down from 15%.
  • Create Soulwell now has a 2 min cooldown, up from 1 min. Soulwell now lasts for 2 min, down from 3 min.
  • Demonic Gateway tooltip was fixed to include the 10 min duration.
  • Enslave Demon tooltip was fixed: While enslaved, the time between the demon's attacks is increased by 30% and its casting speed is slowed by 20%.
  • Felhunter: Devour Magic now heals for 2,115 + 20.0% of SP, rather than 1,425 + 30.0% of SP + 50% of Spell Power * 0.3.
  • Imp Swarm now has a 2 min cooldown, up from 1 min. No longer costs 150 Demonic Fury. Now also increases Wild Imp's cooldown by 4 sec.
  • Pandemic (New) When refreshing your periodic damage effects, duration remaining on the previous effect is added to the new one, up to a maximum of 50% the base duration.
  • Soul Harvest no longer grants Soul Shards.
  • Soulstone: Targets resurrect with 60% health and 20% mana, down from 30% mana.
  • Unending Breath has an additional effect for Affliction: Soulburn: Allows you to walk on water.

Talents
  • Blood Fear now has a 10 sec cooldown, up from 5 sec.
  • Harvest Life now does 267 + 25.0% of SP + 25% of Spell Power damage, rather than 267 + 25.0% of SP + 33.4% of Spell Power. Soulburn: Healing increased by 33%, down from 133%.
  • Kil'jaeden's Cunning: Each cast reduces your movement speed by 10%, stacking up to 2 times.

Affliction
  • Agony damage reduced by 25%.
  • Drain Soul mana cost halved to 1.5% plus 1.5% per sec. Base damage reduced by 25% and SP scaling reduced by 81%. If the target dies, three Soul Shards are energized. If the target is at or below 20% health when Drain Soul deals damage, it causes all of your other periodic Affliction damage effects to instantly deal 100% of their normal periodic damage.
  • Haunt damage reduced by 25%.
  • Malefic Grasp base damage reduced by 50% and SP scaling reduced by 25%. Duration reduced by 33%. Every 1 sec, when Malefic Grasp deals damage, it causes all of your other periodic Affliction damage effects to instantly deal 50% of their normal periodic damage.
  • Nightfall: Gives your Corruption spell a 5% chance to cause you to regain a Soul Shard, down from 10%.
  • Soulburn: Seed of Corruption: Effect removed: The Soul Shard will be refunded if the detonation is successful.
  • Unstable Affliction now does 214 + 20% of Spell Power) * 7 over 14 sec, rather than 427 + 20% of Spell Power) * 5 damage over 15 sec. Same change to damage on dispel.

Demonology
  • Felguard: Felstorm The Felguard recklessly swings its Axe weapon, striking all nearby targets within 8 yards for its weapon damage plus ((50% of Spell Power * 2) * 0.33 150% weapon damage) every 1 sec for 6 sec.
  • Hellfire now generates 3 Demonic Fury per target, up from 2.
  • Metamorphosis Temporarily transform into a demon, increasing damage dealt by 24.00%, up from 16%.
  • Wild Imps now also works with Soul Fire and Touch of Chaos.

Destruction

Pets

Major Glyphs

Warrior (Forums)
Talents
  • Avatar now generates 30% extra Rage, down from 50%.
  • Dragon Roar base damage reduced by 30% and AP scaling reduced to 140%, down from 200%.
  • Vigilance reworked: During the duration of Vigilance, your Taunt has no cooldown.

Protection
  • Devastate additional damage increased by 2343%.
  • Shield Barrier now absorbs ((max(((AP * AP) * 186) / 10,000,000 + (47000% of AP / 100,002.5) * STA)) / 3) damage.
  • Shield Block no longer can be used twice within 15 sec.

Racials
Pandaren

Professions
Archeology
  • Gold-Inlaid Porcelain Funerary Figurine The inscription indicates the that she succumbed to a terrible fever that swept through the Valley of Four Winds during the short reign of the Hozen Emperor Rikktik.
  • Pearl of Yu'lon Inscriptions on either hemisphere read: 'There is but one certainty - every end marks a new beginning.' This orb, carved during the reign of Pandaren Emperor Shu Blindeye in honor of the Jade Serpent, is a representation of the his rebirth into a new body every hundred years.

Blacksmithing
  • Many cast times of Mists of Pandaria crafts were increased from 2 sec to 5 sec.

Enchanting
  • Enchant Bracer - Greater Dodge Permanently enchant bracers to increase dodge by 12. 14.
  • Enchant Ring - Assault "Permanently Permanently enchant a ring to increase attack power by 40. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound." 1.5 sec cast. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound. 1.5 sec cast.
  • Enchant Ring - Lesser Intellect "Permanently Permanently enchant a ring to increase Intellect by 20. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound." 1.5 sec cast. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound. 1.5 sec cast.
  • Enchant Ring - Lesser Stamina "Permanently Permanently enchant a ring to increase Stamina by 30. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound." 1.5 sec cast. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound. 1.5 sec cast.
  • Enchant Weapon - Windsong Permanently enchants a melee weapon to sometimes increase your critical strike, haste, or mastery by 1,500 for 12 sec when dealing damage or healing with spells and melee attacks.
  • Ethereal Shard Combines five Mysterious Essence into a single Ethereal Shard. 1 sec cast. Reagents: Mysterious Essence (5).
  • Mysterious Essence Combines five Spirit Dust into a single Mysterious Essence. 1 sec cast. Reagents: Spirit Dust (5).
  • Sha Crystal Creating a Sha Crystal is a difficult task that can only be performed once each day. Combines five Ethereal Shards into a single Sha Crystal. This is a difficult task and can only be performed once each day.

Engineering
  • Goblin Glider Additionally, the glider has periodic forward thrust and usually won't catch fire. The glider has some initial thrust and allows you to turn while falling. The cloak can only be used once every two five minutes and requires an Engineering skill of at least 500 to operate. Reagents: Strong Flux (3). Tinker's Kit.
  • High-Explosive Gunpowder Ghost iron can be shaved into tiny particles, giving it the ability to detonate explosively. 1.5 sec cast. Reagents: Ghost Iron Bar.
  • Incindiary Fireworks Launcher Reagents: Saronite Bar (6), Crystallized Fire (4). Tinker's Kit.
  • Phase Fingers Permanently attaches lightweight transfluxers onto gloves, allowing you to partially phase and increase dodge by 240 for 10 sec. 480 for 10 sec. Reagents: Ghost Iron Bolts(3). Tinker's Kit.
  • Synapse Springs Reagents: Ghost Iron Bolts. Tinker's Kit.
  • Watergliding Jets Permanently attaches waterjets to your belt, allowing you to walk on water and swim quickly for until cancelled. 6 sec. The jets can only be activated every minute 30 sec and require an Engineering skill of at least 500. Reagents: Volatile Blasting Trigger (6), Handful of Cobalt Bolts (6). Tinker's Kit.

Fishing
  • Fishing (New) Equip a fishing pole and find a body of water to fish. Right-Click on the bob in the water when it splashes to catch your fish. Higher skill increases your chance of fishing successfully in higher level areas. Apprentice. 10-20 yd range. 22 sec cast (Channeled).
  • Fishing (New) Equip a fishing pole and find a body of water to fish. Right-Click on the bob in the water when it splashes to catch your fish. Higher skill increases your chance of fishing successfully in higher level areas. Apprentice. 10-20 yd range. 22 sec cast (Channeled).
  • Fishing (New) Equip a fishing pole and find a body of water to fish. Right-Click on the bob in the water when it splashes to catch your fish. Higher skill increases your chance of fishing successfully in higher level areas. Melee range. Instant (Channeled).

Jewelcrafting
  • Imperial Amethyst (New) Attempts to discover a purple Pandaria gem recipe of superior quality. If you have learned all purple gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day. 3.5 sec cast. 1 sec cooldown. Reagents: Imperial Amethyst (3).
  • Primordial Ruby (New) Attempts to discover a red Pandaria gem recipe of superior quality. If you have learned all red gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day. 3.5 sec cast. 1 sec cooldown. Reagents: Primordial Ruby (3).
  • River's Heart (New) Attempts to discover a blue Pandaria gem recipe of superior quality. If you have learned all blue gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day. 3.5 sec cast. 1 sec cooldown. Reagents: River's Heart (3).
  • Secrets of the Stone (New) Attempts to discover a Pandaria gem recipe of superior quality. Using Spirits of Harmony allows you to ignore the normal cooldown for research. 3.5 sec cast. Reagents: Spirit of Harmony (3).
  • Sun's Radiance (New) Attempts to discover a yellow Pandaria gem recipe of superior quality. If you have learned all yellow gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day. 3.5 sec cast. 1 sec cooldown. Reagents: Sun's Radiance (3).
  • Vermilion Onyx (New) Attempts to discover an orange Pandaria gem recipe of superior quality. If you have learned all orange gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day. 3.5 sec cast. 1 sec cooldown. Reagents: Vermilion Onyx (3).
  • Wild Jade (New) Attempts to discover a green Pandaria gem recipe of superior quality. If you have learned all green gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day. 3.5 sec cast. 1 sec cooldown. Reagents: Wild Jade (3).

Leatherworking

Tailoring
  • Darkglow Embroidery Embroiders a magical pattern into your cloak, giving you a chance to increase your Spirit by 2,500 2,000 for 15 sec when you cast a spell.
  • Lightweave Embroidery Embroiders a subtle pattern of light into your cloak, giving you a chance to increase your Intellect by 2,500 2,000 for 15 sec when casting a spell.
  • Swordguard Embroidery Embroiders a magical pattern into your cloak, causing your damaging melee and ranged attacks to sometimes increase your attack power by 8,000 for 15 sec. 4,000 for 15 sec.

Raid & Dungeon Abilities
  • Activate Artifact This process requires 6 players to complete. 4 players to complete.
  • Arcane Shock (New) An arcane-infused staff shocks an enemy target, inflicting 30,000 Arcane damage every 2 sec for 20 sec. 40 yd range. Instant.
  • Chains of Shadow The spell affects up to 8 3 targets, inflicting diminishing Shadow damage to each successive target.
  • Cobalt Mine Blast After a 2 3 sec arming time, any player within 7 yds will detonate the shard, inflicting 75,000 Frost damage and rooting all players within 7 yds for 6 sec.
  • Conflagrate Deals 50,000 Fire damage to the target every 1 seconds. second.
  • Consume Amber Health increased by 4,500,000. 4,750,000.
  • Consuming Bite Bite the target, inflicting 125,000 100,000 Shadow damage and consuming its energy to enrage the caster, increasing damage done by 20% for 30 sec. 15 sec.
  • Consumption Afflicts the target with Consumption, inflicting 55,000 50,000 Shadow damage every 3 sec.
  • Convert Unlimited 60 yd range.
  • Corrosive Resin Pool A pool of Corrosive Resign Resin inflicts 70,000 Nature damage to all players within it.
  • Death Blossom Spin in a circle, unleashing a hail of bolts in all directions for 6 sec. 5 sec.
  • Disorienting Smash Smashes the target, inflicting 225,000 175,000 Shadow damage and causing it to wander confused for up to 4 sec. 3 sec cooldown.
  • Eerie Skull The Sha throws a skull at a player's location, inflicting 40,000 39,000 Shadow damage to enemies within 0 yards of the impact point.
  • Epicenter Deals 35,750 Deals 96,000 Nature damage, scaling based on how close the target is to the epicenter of the quake.
  • Epicenter Deals 35,750 Deals 96,000 Nature damage, scaling based on how close the target is to the epicenter of the quake.
  • Exhale 100 60 yd range.
  • Fire Arrow Inflicts 17,500 Inflicts 20,000 Fire damage to nearby units at the impact point and sets the ground aflame, burning units for an additional 17,500 Fire damage every 1 sec. additional Fire damage every 5 sec.
  • Fire Arrow (New) Sets the ground aflame, burning units for 15,000 Fire damage every 1 sec. while they remain in the area. Unlimited range. Instant.
  • Get Away! Lei channels, pushing players away and inflicting 60,000 periodic Frost damage. 65,000 periodic Frost damage. Lasts 30 sec or until Lei takes 5% 4% of her max health in damage.
  • Get Away! Lei channels, pushing players away and inflicting 60,000 periodic Frost damage. 65,000 periodic Frost damage. Lasts 30 sec or until Lei takes 5% 4% of her max health in damage.
  • Jade Shards Fire shards of jade in all directions, inflicting 26,000 32,500 Nature damage to all enemies.
  • Jasper Chains While the targets are over 8 10 yds apart the chains inflict 30,000 20,000 Fire damage every 1 sec.
  • Jasper Chains While the targets are over 8 10 yds apart the chains inflict 30,000 20,000 Fire damage every 1 sec.
  • Kor'thik Strike 10 yd range. 100 yd range. 1 sec cooldown.
  • Lightning Lash (New) Lightning infused fists zap an enemy target, inflicting 30,000 Nature damage every 2 sec for 20 sec. 40 yd range. Instant.
  • Living Amethyst The energy that animates the amethyst quilen rips though your body, inflicting (15,000 7,500 + 10.0% of SP) Shadow damage every 1 sec.
  • Living Cobalt The energy that animates the cobalt quilen rips though your body, inflicting (15,000 7,500 + 10.0% of SP) Arcane damage every 1 sec.
  • Living Jade The energy that animates the jade quilen rips though your body, inflicting (15,000 7,500 + 10.0% of SP) Nature damage every 1 sec.
  • Living Jasper The energy that animates the jasper quilen rips though your body, inflicting (15,000 7,500 + 10.0% of SP) Fire damage every 1 sec.
  • Mending (New) Heals an ally for 25% of their maximum health. 25 yd range. 2 sec cast. 3 sec cooldown.
  • Pheromones Every 2 seconds, Pheromones inflicts 20,000 23,000 Nature damage to allies within 300 yards and increases damage dealt by Pheromones by 10% for 1.25 min.
  • Pool of Shadows A pool of shadows surrounds the caster, inflicting 50,000 60,000 Shadow damage every 1 sec.
  • Rain of Blades Rains blades down on all enemies every 3 sec., inflicting Physical damage. 0.5 sec., inflicting Physical damage.
  • Rend Flesh Rends the flesh of the target, causing 25,588 42,250 Physical damage every 1 sec.
  • Ring of Malice (New) Encircles the caster in a ring of shadows that inflicts 20,000 damage every 0.5 sec. to enemies it touches. While active, the caster's movement is reduced by 80%. Lasts 15 sec. Instant.
  • Scary Fog Coalesced Sha energy surrounds you, inflicting 5,000 7,500 Shadow damage every 2 sec. In addition, players and enemies near you take 5% 7% more damage from all sources. Lasts 40 sec. Lasts 60 sec. A target may only be afflicted by one Scary Fog at a time.
  • Sha Blast Inflicts 160,000 Inflicts 165,000 Shadow damage to an enemy, knocking it back.
  • Sha Spike Summons a spike to erupt at the target location, dealing 145,000 150,000 Shadow damage and knocking targets back.
  • Shadow Breath 2 sec cast Instant.
  • Shadowburn (New) Burns an enemy target's soul, inflicting 0 Shadow damage every 2 sec for 20 sec. 40 yd range. Instant.
  • Shadows of Destruction Inflicts 45,000 Inflicts 55,000 Shadow damage every 1 sec.
  • Spray Water bursts from the ground at an enemy's feet, inflicting 104,000-218,400 Frost damage to all enemies within 2.5 yds and increasing their Frost damage taken by 10% for 15 sec. 12% for 15 sec.
  • Sun Breath 2 3 sec cast.
  • Swirling Sunfire Inflicts 50,000 Fire damage to enemies within 0 yards. 4 yards.
  • Terrorize Inflicts 1% Inflicts 5% of Max Health as Shadow damage every 1 sec for 10 sec. 2 sec for 10 sec.
  • Terrorize Terrorize inflicts 10% of a player's current health and 1% 5% of Tsulong's maximum health as Shadow damage every 1 sec for 10 sec.
  • Terrorize Inflicts 10% of current health as Shadow damage. dealing a minimum of 10,000 damage.
  • Touch of Nalak'sha Imbued with the energy from the Engine of Nalak'sha, increasing damage inflicted by 300% 150% and causes melee attacks to inflict Nature Arcane damage to all targets within 30 yards for 15 sec.
  • Touch of Nalak'sha Inflicts 9,500 Nature Inflicts 16,625 Arcane damage to all enemies within 30 yards.
  • Unstable Bolt Inflicts 50,000 Shadow damage, but costs the Unstable Sha 10% 15% of its total health to cast.
  • Watchful Eye Dispels all crowd control effects if more than 4 allies are incapacitated. 3 allies are incapacitated.
  • Whirling Blade Hurls a blade at a player's location, inflicting 100,000 200,000 Physical damage to all enemies in its path. After the blade reaches its destination it will return to Mel'jarak, inflicting 100,000 200,000 Physical damage to all players in its return path.
  • Wind Bomb (New) A violent explosion of wind inflicts 325,000 Nature damage to all players. Instant.
  • Wind Bomb (New) Wind Lord Mel'jarak hurls a volatile bomb at a player, inflicting 175,000 Nature damage to all players within 5 yards, knocking them back. After 3 seconds, the bomb arms and will detonate if any players come within 6 yards. Instant.



New Items
There were a lot of new items added in this build! For the full list, check out WoWDB.

Level Type Spec Slot Name
1JunkHero's Purse
1JunkTreasures of the Vale
90JunkSecond Place Valorous Commendation
1JunkHero's Purse
90JunkSixth Place Valorous Commendation
90JunkFourth Place Valorous Commendation
90JunkFifth Place Valorous Commendation
1JunkExquisite Murloc Leash
1JunkPandaria Fireworks
90JunkFirst Place Valorous Commendation
90JunkThird Place Valorous Commendation
20Companion PetsBaneling
20Companion PetsPandaren Water Spirit
90OtherGolden Chest of the Golden King
90OtherAncestral Phoenix Egg
90OtherGolden Chest of the Howling Beast
1OtherCracked Talisman
90OtherGolden Chest of the Lich Lord
1OtherGin-Ji Knife Set
90OtherGolden Chest of the Cycle
90OtherGolden Chest of the Betrayer
90OtherLesser Charm of Good Fortune
90OtherGolden Chest of the Elemental Triad
90OtherGolden Chest of the Regal Lord
90OtherGolden Chest of the Light
90OtherGolden Chest of the Holy Warrior
1OtherB. F. F. Necklace
90OtherGolden Chest of Windfury
90OtherGolden Chest of the Silent Assassin
90MountReins of the Thundering Ruby Cloud Serpent
1Cooking RecipeRecipe: Red War Fuel
1Cooking RecipeRecipe: Blue War Fuel
90Jewelcrafting RecipeDesign: Sapphire Cub
90Jewelcrafting RecipeDesign: Jade Owl
85ElementalSplinter of Hate
90ElementalEssence of Hatred
87OtherSparkling Shard
503MiscellaneousTankNeckKaolan's Withering Necklace
516MiscellaneousTankNeckKaolan's Withering Necklace
503MiscellaneousMeleeNeckShackle of Eversparks
476MiscellaneousMeleeNeckBuc-Zakai Necklace
516MiscellaneousMeleeNeckShackle of Eversparks
476MiscellaneousMeleeFingerJan-Ho's Unwavering Seal
503MiscellaneousSpell SpiritFingerWatersoul Signet
516MiscellaneousSpell SpiritFingerWatersoul Signet
476MiscellaneousSpell SpiritHeld In Off-handHeartbound Tome
476MiscellaneousPhysical DPSNeckDon Rodrigo's Fabulous Necklace
516MiscellaneousPhysical DPSFingerRegail's Band of the Endless
503MiscellaneousPhysical DPSFingerRegail's Band of the Endless
476MiscellaneousPhysical DPSFingerCristof's Gleaming Signet
476MiscellaneousSpell DPSNeckDorian's Lost Necklace
476MiscellaneousSpell DPSFingerRing of the Shipwrecked Prince
90ClothHeadCowl of the Light
90ClothHeadHood of the Elemental Triad
90ClothHeadHorns of the Betrayer
90ClothShouldersSpaulders of the Elemental Triad
90ClothShouldersAmice of the Betrayer
90ClothShouldersPauldrons of the Light
90ClothChestRobes of the Betrayer
90ClothChestRobes of the Elemental Triad
90ClothChestRobes of the Light
90ClothWaistBelt of the Betrayer
90ClothWaistGirdle of the Elemental Triad
90ClothWaistCord of the Light
90ClothLegsLeggings of the Light
90ClothLegsLeggings of the Betrayer
90ClothLegsLeggings of the Elemental Triad
90ClothFeetBoots of the Betrayer
90ClothFeetBoots of the Elemental Triad
90ClothFeetSteps of the Light
90ClothWristsBracers of the Betrayer
90ClothWristsBracers of the Elemental Triad
90ClothWristsBracers of the Light
90ClothHandsHandguards of the Betrayer
90ClothHandsGloves of the Elemental Triad
90ClothHandsHands of the Light
476ClothTankBackZom's Rain-Stained Cloak
476ClothMeleeBackDrape of Inimitable Fate
384ClothSpell SpiritHeadTheramore Arcanist's Hat
476ClothSpell SpiritHeadJe'Tze's Sparkling Tiara
503ClothSpell SpiritWristsCuffs of the Corrupted Waters
516ClothSpell SpiritWristsCuffs of the Corrupted Waters
476ClothSpell SpiritHandsWoundsplicer Handwraps
476ClothSpell SpiritBackDirl's Drafty Drape
476ClothPhysical DPSBackDory's Pageantry
384ClothSpell DPSHeadRok'nah Hag's Hat
384ClothSpell DPSHeadSquallshaper's Hat
476ClothSpell DPSChestNatalia's Fireheart Robe
476ClothSpell DPSHandsGrips of the Failed Immortal
503ClothSpell DPSBackCloak of Overwhelming Corruption
516ClothSpell DPSBackCloak of Overwhelming Corruption
90LeatherHeadHood of the Cycle
90LeatherHeadCrown of the Regal Lord
90LeatherHeadHood of the Silent Assassin
90LeatherShouldersShoulderguards of the Regal Lord
90LeatherShouldersBranches of the Cycle
90LeatherShouldersSpaulders of the Silent Assassin
90LeatherChestRobes of the Cycle
90LeatherChestShadowwrap of the Silent Assassin
90LeatherChestChestwrap of the Regal Lord
90LeatherWaistGreatbelt of the Regal Lord
90LeatherWaistGirdle of the Silent Assassin
90LeatherWaistWaistguard of the Cycle
90LeatherLegsLeggings of the Silent Assassin
90LeatherLegsLegwraps of the Regal Lord
90LeatherLegsLeggings of the Cycle
90LeatherFeetTabi of the Silent Assassin
90LeatherFeetSandals of the Cycle
90LeatherFeetTreads of the Regal Lord
90LeatherWristsBracers of the Cycle
90LeatherWristsBracers of the Regal Lord
90LeatherWristsBracers of the Silent Assassin
90LeatherHandsGloves of the Cycle
90LeatherHandsGloves of the Silent Assassin
90LeatherHandsHandwraps of the Regal Lord
384LeatherSpell SpiritHeadRok'nah Raider's Helm
516LeatherSpell SpiritFeetAsani's Uncleansed Sandals
503LeatherSpell SpiritFeetAsani's Uncleansed Sandals
384LeatherPhysical DPSHeadRok'nah Skirmisher's Helm
476LeatherPhysical DPSChestMorrie's Waywalker Wrap
90MailHeadWindfury Mask
90MailHeadHelm of the Howling Beast
90MailShouldersWindfury Spirit Guides
90MailShouldersShoulderguards of the Howling Beast
90MailChestWindfury Harness
90MailChestChestguard of the Howling Beast
90MailWaistWindfury Belt
90MailWaistCinch of the Howling Beast
90MailLegsLegguards of the Howling Beast
90MailLegsWindfury Legguards
90MailFeetWindfury Sandals
90MailFeetBoots of the Howling Beast
90MailWristsWristwraps of the Howling Beast
90MailWristsWindfury Bracers
90MailHandsGrips of the Howling Beast
90MailHandsWindfury Crushers
384MailSpell SpiritHeadRok'nah Wolfcaller's Helm
476MailSpell SpiritLegsKilt of Trollish Dreams
516MailSpell SpiritFeetLightning Prisoner's Boots
503MailSpell SpiritFeetLightning Prisoner's Boots
384MailPhysical DPSHeadRok'nah Wolfstalker's Helm
476MailPhysical DPSLegsArrowsinger Legguards
90PlateHeadCrown of the Lich Lord
90PlateHeadCrown of the Golden King
90PlateHeadGreathelm of the Holy Warrior
90PlateShouldersShoulderplate of the Holy Warrior
90PlateShouldersShoulderguards of the Lich Lord
90PlateShouldersMantle of the Golden King
90PlateChestChestguard of the Lich Lord
90PlateChestChestplate of the Holy Warrior
90PlateChestChestplate of the Golden King
90PlateWaistGirdle of the Holy Warrior
90PlateWaistGirdle of the Lich Lord
90PlateWaistGirdle of the Golden King
90PlateLegsGreaves of the Golden King
90PlateLegsLegplates of the Lich Lord
90PlateLegsLegplates of the Holy Warrior
90PlateFeetTreads of the Lich Lord
90PlateFeetGreatboots of the Golden King
90PlateFeetGreatboots of the Holy Warrior
90PlateWristsBracers of the Lich Lord
90PlateWristsBracers of the Golden King
90PlateWristsWristguards of the Holy Warrior
90PlateHandsReach of the Golden King
90PlateHandsGrasps of the Lich Lord
90PlateHandsGauntlets of the Holy Warrior
384PlateTankHeadGolden Circlet
496PlateTankChestUnyielding Bloodplate
476PlateTankChestBoblet's Bouncing Hauberk
516PlateTankFeetDeepwater Greatboots
503PlateTankFeetDeepwater Greatboots
496PlateTankHandsGauntlets of Battle Command
384PlateMeleeHeadBlack Circlet
476PlateMeleeChestGhost Reaver's Breastplate
476PlateMeleeLegsCorefire Legplates
503PlateMeleeWristsBracers of Defiled Earth
516PlateMeleeWristsBracers of Defiled Earth
476PlateMeleeHandsGhost Reaver's Gauntlets
476PlateMeleeHandsGauntlets of Ancient Steel
496PlateMeleeHandsBloodforged Warfists
516PlateSpell SpiritHeadCasque of Expelled Corruption
503PlateSpell SpiritHeadCasque of Expelled Corruption
384PlateSpell SpiritHeadSilver Circlet
496PlateSpell SpiritChestChestplate of Limitless Faith
476ShieldTankOff HandBlockade's Lost Shield
476ShieldTankOff HandBlockade's Lost Shield
384ShieldSpell SpiritOff HandBlood Guard's Shield
384One-handed AxePhysical DPSOne HandOverseer's Handaxe
384Two-handed AxeMeleeTwo HandGrunt's Greataxe
483GunPhysical DPSRangedFlintlocke's Blasthammer
384GunPhysical DPSRangedMarine's Rifle
384PolearmPhysical DPSTwo HandSkirmisher's Spear
600One-handed SwordOne HandBland Blade
384One-handed SwordTankOne HandCaptain's Cutlass
384One-handed SwordMeleeOne HandSailor's Scimitar
384StaffSpell SpiritTwo HandStaff of the Faithful
384StaffSpell DPSTwo HandArchmage's Staff
384DaggerPhysical DPSOne HandMarksman's Blade
503DaggerSpell DPSMain HandRegail's Crackling Dagger
516DaggerSpell DPSMain HandRegail's Crackling Dagger
1ConsumableBrewhelm
1ConsumablePandaren Brewpack
1ConsumablePandaren Brew
90ConsumableFacets of Research
1ConsumableMagical Mini-Treat
87Item EnhancementLiving Steel Belt Buckle
90Item EnhancementLiving Steel Buckle
87OtherScrying Roguestone
87OtherGoblin Dragon Gun, Mark II
1OtherAlliance Firework
1OtherHorde Firework
1OtherEverlasting Alliance Firework
1OtherEverlasting Horde Firework
1OtherJade Blossom Firework
1OtherAutumn Flower Firework
90OtherBall of Sunshine


New Icons











Strings Changes
Originally Posted by MMO-Champion
  • EMPTY_SOCKET_HYDRAULIC - Sha-Touched
  • ERR_SOCKETING_HYDRAULIC_GEM_ONLY_IN_HYDRAULICSLOT - Crystals of Fear can only be placed in Sha-Touched weapons.
  • ERR_SOCKETING_REQUIRES_HYDRAULIC_GEM - That slot requires a Crystal of Fear.
  • GEM_TEXT_HYDRAULIC - Only fits in a Sha-Touched Weapon.
  • BATTLE_PET_COMBAT_LOG_CAPTURED_REDUCED - You have captured %s %s! (Weakened by capture to level %d)
  • BATTLE_PET_NEW_PET - %s has been added to your pet journal!
  • BATTLE_PET_OBJECT_MINE - Mine
  • BATTLE_PET_TOOLTIP_SUMMON - Click to summon or dismiss your %s.
  • DUNGEON_FLOOR_ELWYNN9 - Jasperlode Mine
  • DUNGEON_FLOOR_OONAKAGU16 - Oona Kagu
  • ENGRAVE - Engrave
  • ERR_PET_TOO_HIGH_LEVEL_TO_UNCAGE - *TEMP* This pet is too high level for you
  • ERR_PETBATTLE_GAME_ROUNDS_LIMIT_WARNING - Pet Battle Round Limit Reached - Will End in %d Rounds
  • ERR_PETBATTLE_GAME_TIME_LIMIT_WARNING - Pet Battle Time Limit Reached - Will End in %d Minutes
  • LOOKING_FOR_DUNGEON_PVEFRAME - Dungeon Finder
  • NPC_NAMES_DROPDOWN_HOSTILE - Hostile and Quest NPCs
  • NPC_NAMES_DROPDOWN_HOSTILE_TOOLTIP - Display names for hostile NPC's and those NPCs involved with quests or being tracked.
  • PET_JOURNAL_HEAL_SPELL_IN_BATTLE - This spell is locked because you are in a battle.
  • RAID_FINDER_PVEFRAME - Raid Finder
  • SCENARIOS_PVEFRAME - Scenarios
  • SPELL_FAILED_APPRENTICE_RIDING_REQUIREMENT - Requires apprentice riding skill
  • SPELL_FAILED_COLD_RIDING_REQUIREMENT - Requires cold weather flying skill
  • SPELL_FAILED_CUSTOM_ERROR_169 - You are not the correct class for that mount.
  • SPELL_FAILED_CUSTOM_ERROR_170 - Nothing left to discover.
  • SPELL_FAILED_FLIGHT_MASTER_RIDING_REQUIREMENT - Requires flight master's license skill
  • SPELL_FAILED_JOURNEYMAN_RIDING_REQUIREMENT - Requires journeyman riding skill
  • SPELL_FAILED_MASTER_RIDING_REQUIREMENT - Requires master riding skill
  • UNITNAME_SUMMON_TITLE19 - %s's Heartwarmer
by Published on 2012-07-27 06:35 AM

Demon Hunter - 100k Inferno Clear, Hotfixes, PayPal Maintenance, Blizzard Activities Confirmed for gamescom, Diablo I and II Music, Poll

Sha of Anger Preview
Tonight we have a preview of the Sha of Anger World Boss, located in Kun-Lai Summit.

>

Originally Posted by MMO-Champion
Pandaria
Shrouded in mists since the world was sundered ten thousand years ago, the ancient realm of Pandaria has remained unspoiled by war. Its lush forests and cloud-ringed mountains are home to a complex ecosystem of indigenous races and exotic creatures. It is the homeland of the enigmatic pandaren, a race that celebrates life to the fullest even while under siege by an ancient menace.

Achievements

Sha of Anger
  • Seethe - The Sha of Anger projects seething anger at his current target if no players stand within his melee attack range. Seethe inflicts 80,000 Shadow damage and increases Shadow damage taken by the player by 10% for 20 sec.
  • Endless Rage - The anger brought by the Alliance and Horde to Pandaria flows through the Sha of Anger, erupting forth as a shower of Sha energy. Each missile inflicts 100,000 Shadow damage to players within 3 yards of the impact point and summons forth an Ire and a cloud of Bitter Thoughts.
    • Ire - A manifestation of anger summoned by the Sha of Anger's Endless Rage.
    • Bitter Thoughts - The cloud of Bitter Thoughts prevents all players within 3 yards from either attacking or casting spells. The cloud persists for 60 sec.
  • Stage One: Growing Anger - The Sha of Anger's rage grows over 50 seconds.
    • Growing Anger - The Sha of Anger infects 3 players with angry thoughts. After 6 sec, infected players display Aggressive Behavior.
      • Aggressive Behavior - The affected player erupts with anger, causing the player and all allies within 5 yards to fall under the control of the Sha of Anger for 30 sec. Increases damage dealt by 200% and maximum health by 200%. Aggressive Behavior is removed if the player falls below 50% remaining health.
  • Stage Two: Unleashed Wrath - Upon reaching 100 rage, the Sha of Anger unleashes its wrath upon its enemies. This phase lasts until the Sha of Anger's rage reaches 0.
    • Unleashed Wrath - The Sha of Anger unleashes pent-up rage for 25 sec. The Unleashed Wrath inflicts 60,000 Shadow damage to 10 random targets every 2 seconds.



Arena of Annihilation Scenario Preview
The Arena of Annihilation scenario is similar to the Ring of Blood style group quests.



Blue Posts
Originally Posted by Blizzard Entertainment
Mists of Pandaria Legendary Items
In beta we have legendary quests that you have to do in 5.1. do you know if that mean first MOP legendaries arent until 5.1?
We'll have more info on that in due time. (Twitter)

2012 Spirit of Competition Pet
There's no Spirit of Competition reward this year. The expansion's kept us busy and contains MANY pets (handle them). (Twitter)

PTR Disconnection Issue
The issue should be presently resolved. (Blue Tracker / Official Forums)

Beta Class Balance Analysis
Warrior (Forums)
Colossus is not proccing of auto-attacks -- is this a bug?
Yes, this should be fixed for the next build.

Death Knight (Forums)
Currently, the Gargoyle's Gargoyle Strike scales with a mechanism that does not seem to compare with any other pet ability mechanisms. We know you do not want to share specific values, but an explanation on what exactly affects the scaling of the spell would be helpful in modelling it.
Wow, this was an obscure bug! Turns out that Gargoyle Strike was accidentally hooked up to a mechanic that made its damage scale in a very odd way. We just removed that and adjusted its damage to compensate. In the next build, Gary the Gargoyle will get 70% of your AP as SP, and Gargoyle Strike will do base damage based on level (623 at level 90) plus 82.6% of SP. Hope that helps!

Monk (Forums)
In it's current state Zen sphere went from OP to useless, leaving tier30 practically useless for the windwalker monk, any plans to change this in a future build?
It’d be much more useful if there was some theorycrafting to back this up. Has this been tested? If so, please share your findings and numbers with us.

Everyone’s feedback and hard work testing class abilities has been great. We really do appreciate it! I just want to echo what Ghostcrawler said earlier in this thread:

Just a reminder that we really want to focus here on damage, healing and tanking numbers. We don't want this to be a catch all "ask the blues." Ideally we'd like to see more "How does this work?" and less "Why did you change this?" (Blue Tracker / Official Forums)

Monk (Forums)
Monk Mistweaver Feedback
  • Xuen is not scaling with AP converted from SP. We’re in the process of fixing this. His damage will increase significantly when completed.
  • We agree that Rushing Jade Wind isn’t that much of a competitive choice for Mistweaver’s in that tier. We’re adding a new effect which will increase the healing done by the Monk’s Spinning Crane Kick (via Teachings of the Monastery) after cast.
  • Revival is intended to be the Tranquility/Divine Hymn for Monks. We agree it may not be as competitive as the other healer's timers, so it’s likely we’ll do some tuning there.
  • We’re going to be removing the cap of Renewing Mists (from 10 targets), mainly because the cooldown should be the limiter of # of active targets, not an arbitrary cap.
  • Regarding Uplift not filling the slot of AOE healing, Spinning Crane Kick’s heal is intended to fill that gap. The healing done by SCK in the live beta build is bugged and not scaling from spellpower. We've got this fixed in a future beta patch.
  • Regarding the melee healing monk, we'd appreciate more detail about what exactly is hampering the subspec from being viable.
  • We agree that monks have mana issues right now, but in our tests, Mistweavers are still doing quite well. Expect healing number reductions if we do reduce mana costs and/or buff Mana Tea.

Lastly, we welcome any videos + combat log parses of raid tests with Mistweavers (in both ranged healing and melee healing subspecs), if you guys have them. (Blue Tracker / Official Forums)

Monk (Forums)
Upcoming Monk Changes
We agree the rotation feels slightly slower paced in entry level gear than intended.

In an upcoming build we intend to increase the base Energy regeneration to 10/second, up from 8/second (and yes, this will also affect Brewmasters). We may have to follow this with some damage reductions, as monks are already performing at an optimal state in our damage tests. That said, in entry level expansion items, Energy regeneration rates are always going to feel slower than they should, because we have to tune things with future gear in mind.

Regarding “cleaving” damage balance, monks in our tests are competitive on 3+ targets via Spinning Crane Kick rather than Jab in a slightly different rotation.

As always, challenging us with specific numbers when outlining your case is very welcome. (Blue Tracker / Official Forums)

Heroic Spine Changes After Mists of Pandaria Pre-Patch
So I haven't seen this mentioned anywhere, but is anything being done to make heroic spine beatable after the nerf to dispels that are going out? Considering how rapidly you have to dispel on it, it seems impossible with the new dispell reductions.
When the pre-Mists patch goes live, Blood Corruption on the Heroic Spine of Deathwing encounter will transform into the positive type after a single dispel.

Somewhat related, successfully dispelling Wrack on Sinestra will reset the cooldown of the caster's dispel ability, keeping the gameplay there unchanged. (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
Why do they have to see heroic versions of the same content, without investing at least a tenth of the work of others?
Why are you assuming that it's those same players going on LFR the ones that are getting to the heroic versions now? There are players that started on normal back when the raid was released, that today are still progressing through Heroic Dragon Soul.

Isn't heroic mode just for those who WANT to spend their time in heroic modes of current raids?
You can't just go and put players in boxes where they'll fit nicely. There're no "normal" and "heroic" raiders. There are players. Some can (and only) want to do LFR, some others just Heroic, and some others just Normal. Sure.

But there are many players that start at Normal and just keep progressing until the end, if they can make it that far. The end for them isn't at the end boss of the normal difficulty of a given tier, it is at Heroic. We already said back in the Wrath of the Lich King days that heroic (hardmode back then) bosses were considered part of your progression through each tier. And as I've mentioned on this thread several times already, the developers saw that after some time of hitting a brick wall, players will just stop trying.

The dedication and consistency to actually keep bashing themselves against a very challenging encounter for extended periods of time is something that is really exclusive to the most hardcore raiders.

It doesn't double the amount of content, thats merely an illusion. What it does is double the burnout and reduce the mystique of each raid instance. The brickwalls, as you call them, are probably nothing more than an average guild wiping a couple of times on a hc boss before reverting back to normal.

I've seen this over and over again. 95% of the so called 'raiders' in this patch have no idea what a brick wall really is. In fact if these brick walls, were real brick walls, then the content would never have been cleared without the nerf at all would it? I assume the members of your guild are in full possession of thier faculties?

You can't pretend you know better than others. You can't really tell them they have no idea what a brick wall is. Because what it might not be to you a brick wall, for others it is. For your raid dealing with Heroic Yorsahj's Yellow+Red+Black might be insanely easy. For others, even with Bloodlust, they might struggle to clear adds and keep everyone up. And probably you won't even picture how is that possible because it was never difficult for you in the first place, but the fact is... it is for others.

Just give us one boss for every raidtier, an optional boss, but an insanely hard one (Sinestra was the right direction), only 0.05% of all Players shall be able to kill him (like PvP), only those 0.05% of all Players shall get an epic PvE title/mount and maybe some gear from this boss (like PvP) and with every new raidtier remove the title/mount rewards from the old one. Do this and you will win hundreds of thounds more subscribers.
And by which logic having a boss that is accessible only to 0.05% of all players and removing the rewards from the previous one will make hundreds of thousands more to subscribe? Do you really think that saying to a crowd of 10,000 people, that they should subscribe because only 5 of them will ever get to see this one boss, will actually look appealing to them?

Than why do you do it for PvP?
I think you're mixing content with rewards. There's no content that is available only to 0.5% of the PVP players. There are rewards for them. And while it's not an exact comparison (to my knowledge) we have Realm First! achievements as well on the PVE side of things which are just as exclusive rewards as those titles.

If they are motivated, then they will work to see it. If they aren't motivated, then they don't deserve to see it. It's the same as real life : if you're not motivated to have a job or a diploma, then why on earth you should have it ?
Are you seriously comparing having a job, or a diploma (and the motivation to have those things), with defeating a virtual boss in a virtual world?

If we follow your "logic", then WHY does the Gladiator titles and mounts still exists then ? It is only reserved to 0.5% of the top best players, and they got a shiny mount and a badass title. Please tell me how this is different from the situation you're quoting.
See the first part of this post. (Blue Tracker / Official Forums)

Too Many Levels?
Guys, you're missing my point. It isn't about actual time played to get to cap, It's more about the perception of ""How Many??"".

As we know, it's been stated by Blizz that certain numbers in the game are getting a little out of hand: http://eu.battle.net/wow/en/blog/3258652

I think you have a good point, perceptions are a very tricky subject to deal with.

Still, I think it’s important to understand where perceptions come from. I think this one in particular is very dependent on what players are accustomed to with the MMORPG genre. This is really important because WoW has been, in my opinion, constantly setting and raising the standards of what players should expect of a MMORPG game.
Where I’m getting at is, this is all relative, if Vanilla had a level cap other than 60, let’s say 200, we could easily be discussing how increasing it to a number like 300 in MoP could be causing a weird perception of being “too high” of a value.

I think we’re quite safe. For me, the most important thing is that we keep the proportional relation between “time spent levelling” and the increase in the level cap with each expansion somewhat consistent.
With BC and WoTLK we increased the level cap by 10, so in WoTLK players already knew what to expect, but in Cataclysm it was only 5 levels, and that’s where perceptions can get a little weird because players could think “hey it’s going to take half the time”, which isn’t really true, as we can adjust many other variables like xp gained per mob/quest/dungeon and the amount of xp required per level.

I think players have roughly a good idea of what to expect with the levelling pace in MoP and hopefully if anything surprises them on that regard it will only be for the best.

Regarding the issue that you mentioned with the “Item Squish”, there are two things at stake there, one is perception, if values increase exponentially they will eventually look weird and hard to read.
But most importantly it was and still is, a matter of hardware. A lot of players still use 32-bit computers, or at least have a 32-bit OS even if they might have a 64bit CPU.

I won’t get into much detail here but from what I can remember of my microprogramming days it has to do with the amount of bits a CPU can process per cycle. Since all variables are eventually converted to a binary number at the lowest level, when you get a big enough decimal number, let’s say 2,147,483,647 we’ve just hit the limit of 32-bits for a signed number. So imagine you have a boss with a HP higher than that value, or you have a damage meter addon that is constantly adding up all the damage your raid is doing, once those values surpass that decimal number your 32-bit CPU will need 2 cycles instead of 1 to do the same calculation, thus reducing the overall performance of the game.
So unless we get everyone to use 64-bit CPUs/OSes, there’s really no way around it, it will have to be dealt with somehow, whether it’s by doing an item squish or something else, only time and our dear developers will know.

For MoP, you don’t have to worry about it, there won’t be any item squish. (Blue Tracker / Official Forums)

Should I Buy Mists of Pandaria?
It will be my last year of school, I will have to get good grades like 19.2+/20. So it will be like playing 1 hour per day . Can I do a lot of things in 1 hour or leveling , gearing will be taking ages? Will I have to play the game 3 hours + to do well ?
There is a lot of different content in Mists of Pandaria, and as always some things will take longer to do than other things. Having enough time available all depends on what you want to get out of the game.

If you feel there is a real risk that playing the game might interfere with your studies, then I personally think that it would be best for you to wait getting the expansion until such a time when you feel that you have the time you need to play the game the way you want.

The reason being I really worry that its going to be a children's expansion. This is not a criticism its just the impression I have from what I read.
There is nothing wrong with being skeptical, so if you are concerned that the expansion might not be for you, then it would probably not be a bad idea to just wait and see what kind of impact Mists of Pandaria will have on World of Warcraft and the community playing it :-)

Mists of Pandaria has a lot of grimness and gloom as well, and from what I have seen I think the expansion strikes a nice balance between the whimsical Warcraft and serious Warcraft. It still feels like World of Warcraft when playing it, so in my opinion it is not a fluffy and cuddly "childrens expansion". (Blue Tracker / Official Forums)

Does Mists of Pandaria Feel Rushed?
I can't really judge whether MoP "feels rushed", given how it hasn't been released yet, but I'll be sure to come back in 2/3 months time and tell you how I feel about the expansion
And we look forward to hear what you, and everyone else of course, have to say by then.

They still have 2 months? Doesn't seem like any magic involved there..
Indeed. A release date has been announced, but that doesn't mean that Mists of Pandaria is now done and the developers are now comfortably sitting back, kicking their feet up, and taking a 2 months break. They are still hard at work making sure that Mists of Pandaria will be good and ready for launch.

This of course doesn't mean that you shouldn't share your feedback if you feel that the content in the beta doesn't feel ready for launch, but please do not mistake the beta as the finished game. (Blue Tracker / Official Forums)

Blizzard Activities Confirmed for gamescom 2012
Originally Posted by Blizzard (Blue Tracker / Official Forums)
It’s nearly time for gamescom 2012, and we hope you’re as excited as we are for the slew of awesome activities we have in store for you at the Blizzard booth!

The world premiere of the World of Warcraft: Mists of Pandaria opening cinematic will wow the crowds at our booth during the first fully public day of the event, Thursday August 16, at 14:00. We’ll also have a live drum performance from MANAO - Drums of China – the all-female Chinese drumming group that opened and closed the 2008 Olympic Games in Beijing.

You can also participate in our Mists of Pandaria Leveling Contest on Thursday and Friday, or step into the spotlight for the Blizzard Costume Contest and the World of Warcraft Dance Contest, on Saturday and Sunday respectively. Impress our judges and win some amazing prizes from our partners.

Experience the enchanting music from the World of Warcraft, StarCraft, and Diablo franchises performed by a live orchestra on Friday and Saturday, or watch as Blizzard artist Grace Liu demonstrates her drawing skills live on stage each day of the event. You can also take home autographs from Blizzard developers during developer signing sessions on Thursday, Friday, and Saturday.

You’ll be able to witness some of the best pro gamers from around the world battle it out for your viewing pleasure in StarCraft II show matches throughout the event, including players from our StarCraft II World Championship Series global tournament. If you’re a noob, fret not – you can attend our StarCraft II Academy session on Friday, where a well-known StarCraft II personality will teach you how to get an edge on your opponent.

Watch as two well-known World of Warcraft guilds race to see who can annihilate the mightiest enemies fastest during exciting live raids on Saturday and Sunday. You can also witness some of the planet’s best PvP players fight it out in the 2012 European World of Warcraft Invitational Final on Sunday afternoon, streamed live from the Turtle Entertainment booth.

You can also show off your Blizzard knowledge and win some sweet swag during our quizzes, which will happen several times a day. You’ll find all the details for these activities and more on our Activities page.

You can download a printable version of the Blizzard Entertainment gamescom 2012 stage schedule here.

New updates will be posted here as gamescom approaches, so be sure to check back often! We’ll see you at the Koelnmesse in Cologne, Halle 6.1 (B21), August 15-19.

Blizzard Games News
Mists of Pandaria gets a release date, Diablo fans hear some interesting news about legendary items and possible end game content, IPL is wrapping up their latest tournament and MoP gets an introduction cutscene on this week's Blizzard news.

by Published on 2012-07-26 07:21 AM

Demon Hunter - Inferno Diablo Budget Guide. MoP Release Date and Diablo 3 Perks, John August on Diablo III's Story, D2 and D3 in Starcraft 2

Symbiosis Update
Druids get a fun new ability in Mists of Pandaria that gives them a spell from another class and the target an ability from the druid. The spells have changed around since we last posted about it, so here is an updated list of the spell swaps!



Spells Gained by Druid
Source Class Guardian Feral Restoration Balance
Death Knight Bone ShieldDeath CoilIcebound FortitudeAnti-Magic Shell
HunterIce TrapPlay DeadDeterrenceMisdirection
Mage Frost ArmorFrost NovaIce BlockMirror Image
MonkElusive BrewClashFortifying BrewGrapple Weapon
Paladin ConsecrationDivine ShieldCleanseHammer of Justice
PriestFear WardDispersionLeap of FaithMass Dispel
Rogue FeintRedirectEvasionCloak of Shadows
Shaman Lightning ShieldFeral SpiritSpiritwalker's GracePurge
Warlock Life TapSoul SwapDemonic Circle: TeleportUnending Resolve
Warrior Spell ReflectionShattering BlowIntimidating RoarIntervene

Spells Granted by Druid
Target Class Tree 1 Tree 2 Tree 3
Death Knight Blood: Might of UrsocFrost: Wild Mushroom: PlagueUnholy: Wild Mushroom: Plague
HunterDashDashDash
Mage Healing TouchHealing TouchHealing Touch
MonkBrewmaster: Survival InstinctsWindwalker: Bear HugMistweaver: Entangling Roots
Paladin Holy: RebirthRetribution: WrathProtection: Barkskin
PriestDiscipline: CycloneHoly: CycloneShadow: Tranquility
Rogue GrowlGrowlGrowl
Shaman Elemental: Solar BeamEnhancement: Solar BeamRestoration: Prowl
Warlock RejuvenationRejuvenationRejuvenation
Warrior Arms: Stampeding Shout Fury: Stampeding ShoutProtection: Savage Defense


Mists of Pandaria Beta Key Sweepstakes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
If you fancy yourself an explorer eager to set an early foot, hoof, or paw on the long-hidden continent of Pandaria, be sure to enter the Mists of Pandaria Beta Key Sweepstakes!

Starting July 31, we'll be randomly selecting 2,000 winners each week to receive a key to our exclusive World of Warcraft: Mists of Pandaria beta test. In addition, every other winner chosen will receive a second key to share with a friend! Drawings will occur every Tuesday for five weeks for a total of 15,000 keys.

Signing up is easy. Simply follow Warcraft on Facebook and complete our official entry form between now and August 27 for your chance to win. For more information about how to participate, check out the sweepstakes rules and eligibility page and our sweepstakes FAQ. Good luck!

FAQ
To help clear up some concerns regarding the recently-announced World of Warcraft: Mists of Pandaria Beta Sweepstakes, we’ve put together a quick FAQ featuring the most common questions that we’ve seen from the community.

Q. Why did you replace the opt-in with a sweepstakes on Facebook?
A. The Mists of Pandaria beta opt-in has not been replaced. The sweepstakes is an additional way for us to randomly give out keys to our Facebook followers, but it has not replaced the beta opt-in. We’ll still be sending out beta invites to players who have opted-in, as normal.

Q. Why Facebook?
A. When we release important news and announcements about World of Warcraft, Facebook is among the ways we get the message out. Since a significant portion of our players have Facebook accounts, we’d like to encourage them to follow us so that they can stay up-to-date on the latest news and events. Most every news item and story that goes out on our website we also send out on Facebook, so it’s a great way to keep up on World of Warcraft and Mists of Pandaria.

Q. Why is my country unable to participate in the sweepstakes?
A. Unfortunately, some countries have laws or restrictions which prevent us from making contests available to their residents. The beta opt-in is still running, however, and does not have the same rules and limitations. If you’re unable to participate in the Facebook sweepstakes we encourage you to sign up for the opt-in through Battle.net Account Management.

Q. Do I need a Facebook account to enter this promotion?
A. No. While entering with a Facebook account will provide you with some additional benefits, such as sharing if you’ve won with your friends, you don’t need an account to participate. If you’d like to enter, but don’t have a Facebook account (and don’t want one), you can click on the “Alternate Method of Entry” link at the bottom of the official rules page.

Q. The contest states that Facebook will not be given my personal information. What do you guys need it for?
A. If you’re selected as a random winner, we’ll need your name and email address to ensure that you receive your beta key. We will not use this information for any other purpose.
As for the Facebook application itself, while it will request access to your Friends List, it will not generate any unwanted notifications, messages, or wall posts. The request will simply allow the application to show you your friends list in case you want to let them know about the sweepstakes.

Q. When exactly will the weekly drawings be held?
A. Drawings will be held every Tuesday, starting July 31. We’ll gather up all of the entries submitted before 11:59 p.m. PST, Monday and then randomly select 2,000 qualified winners from that pool. Out of those 2,000 winners, half of them will receive an additional key to give to a friend, sent to the email provided in the entry form. Winners will be removed from the entry pool and the process will repeat again the following Tuesday. A total of 5 drawings will be made, with the final drawing being on August 28.

Please note that if you are randomly selected as a winner, it may take a few days before you are notified and receive your beta key via email. In the meantime, we ask that players please refrain from posting on Facebook or the official forums about whether or not they’ve been selected.

Blue Posts
Originally Posted by Blizzard Entertainment
Mists of Pandaria Digital Deluxe Mount and Pet
The pet and mount are both available to the Digital Deluxe version. These are also Battle.net account wide. The page is just missing showing the pet currently. (Blue Tracker / Official Forums)

Beta Class Balance Analysis
If you switch targets while he's tanking something, he'll provoke the new target off you when his cooldown ends - so in essence, he can only "tank" something you're attacking.
We’re going to try to solve this by making Xuen fixate on the target you summon him on. If that target dies, he’ll revert to assisting you.

Not sure if this has been addressed but it seems like I am now generating a burning ember when out of combat. Is this intended or a bug? I am running the glyph of burning embers. I do have to say if it is intended it made QOL for a destro lock so much better.
Yes, this is intended; Destruction warlocks now only decay down to and regen up to 1 Ember out of combat, similar to how Demonology does with 250 Demonic Fury. Oh, and in the next build, we are toning down the fiery effect and sound at 1 Ember.

Wait, are you sure about that Zar? I remember previous Flametongue testing showing that it had around a ~0.15 ICD. This was to help prevent using double Flametongue imbues and weapon syncing for Enhancement.
What Zarhym shared is correct, the development team just double-checked.
Flametongue has no ICD. Using Flametongue on both weapons should naturally be a DPS loss over using Windfury and Flametongue.

Explosive Shot mechanics: Some time ago, GC announced that explosive shot would join other effects in having "ignite" mechanics. We have been testing it recently to model it in Simc and FemaleDwarf. The mechanics have clearly been changed, but don't match the typical ignite model. For example individual ticks to crit and debuff changes on the target affect the damage of future ticks. Further, some damage appears not to get rolled into the ignite-style debuff. We have looked at a few models (e.g., the ES under LnL don't do ignite but other do, crit dmg is subtracted from the dot pool, etc.). So far the models don't correctly model crits. Can you please explain the actual and/or planned future mechanics here?
The version in your current build has a bug with this rolling periodic-type effect on Explosive Shot in particular. That’s been fixed for the next beta build. I believe, in that build, it’s not counting the extra initial periodic tick that Explosive Shot deals when calculating the rolling damage. Regardless, fixed for the next build. (Blue Tracker / Official Forums)

Making Leveling Interesting
Having also leveled through vanillla, I'm familiar with the 'dangerous' experiences mentioned by the OP. Due to several things such as the sprinkling of elite mobs throughout zones, loot and quest rewards that weren't really that good for anyone (Hmm, a cloth item with strength and intellect, but hey, it's an upgrade for my warrior so I'll equip it!), and of course something we all face when new to a game — the great unknown — it did seem a lot more challenging.

But in reality, all I ever did with those elites was to give them a very wide berth. If I had a quest that involved killing them, most of the time it would sit and rot in my quest log until it went grey because it required more people to help, people that were busy off having their own adventures. I personally don't miss those quests taking up space in my log, and I'm also kinda glad that if I accidentally stumble into an area that used to be inhabited with elites, it no longer means a long time-wasting trip through black and white land to reclaim my broken corpse. I can't speak for everyone, but I don't think dying is much fun and I try to avoid it at all costs.

If you'd like to try leveling with an extra element of challenge, firstly you should go solo, it's not really surprising you find it easy with a friend. Secondly, if you want danger, roll on a PvP server. If you have a real death wish, pick a realm where the opposing faction has a higher ratio. Next up, try leveling in zones aimed at higher levels. It'll significantly raise the chance you'll take on more than you can handle. Lastly an obvious one: No heirlooms.

This is true. If the mobs just had a bigger hp pool could create the illusion of difficulty. I find killing mobs in three seconds a bit boring personally.
Would taking 10 seconds instead to kill each mob give you a better game experience while leveling? Considering how many mobs you have to get through for some quests, that could get really grindy :S

What really can get annoying is how fast you get through with a zone, specially with heirlooms. And I know what you're gonna say "take your heirlooms off then!", but the problem isn't the rate at which I level.. After like 5 lvl 85s I don't really feel like wasting months and months to level a new alt, yet if zones could be available for a few more levels....I like to see the areas, the quest lines and follow a new story, yet it gets a bit disheartening to keep going when all your quests are green or gray and you can one shot every single mob along the way.
That's a valid point, but it's a side effect of equipping heirlooms.

You admit yourself that you want to level quickly, and that's what heirlooms are for, to give you the desired effect through bonus XP as well as ensuring you always have decent stats for your level. However, quest XP also has to be tuned for players not wearing heirlooms and/or with guilds that don't have the bonus XP perk. For example, if you gain 5 levels in a zone by the time you reached the end of that zone, non-heirloomed players will have gained nowhere near that much, so the level of difficulty has to reflect that.

You seem to be under the nigh permanent illusion that something taking a very long time equals it being difficult and that that's what we're after. It isn't. We want the content when leveling to be harder, not slower.

And it has nothing to do with us really. We're veterans, and we can do nigh anything you throw at us that would be reasonable to expect in the leveling game. We want you to make a harder leveling game such that you can ease people into a harder endgame, so that you don't have to spend such a ridiculous amount of time making really easy and boring content at max level because nobody ever figured out how to play on the way up.

As I said earlier, I don't see longer fights against low level mobs as being more challenging at all, just more grindy.

I see and understand what people are saying here, I'm sorry if some of my answers to individual comments are coming across as responses to the issue as a whole. (Blue Tracker / Official Forums)

Content Consumption Speed and Difficulty
and making it accessible isn't always a good thing. if everyone can climb Mount Everest, nobody will be interested in doing it. see my point?
Then, please, answer the question: How many people, provided the means for it, would climb Mount Everest if offered the chance? By your reasoning, just as much as today (because if it becomes too popular, nobody will be interested in doing it). However, I can tell you, at the very least there'd be one more person willing to climb it (myself), and I'd argue I wouldn't be the only one willing to go and climb Mount Everest if that chance was there.

You cannot possibly say, given the available information, that just because players run LFR, they enjoy LFR. There are many posts on this forum by players with over a dozen LFR Deathwing kills who say it's boring, they dislike running it and wish it weren't there.
Sorry, but you can't say, based on such a small sample, that there's a majority of people not enjoying LFR. You just can't. It isn't fun for you and for some players posting on these forums? Sure.

Even given that some players love LFR, it makes the game considerably worse for others. Unless you have a measure of these two groups and their quantifiable feelings on the matter, you cannot make the statement that more players raiding is better than less players raiding. It simply does not follow.
More players raiding is better than less players raiding. It's a simple matter of numbers. Yes, more is good.

If you where somewhere in BT or Sunwell you still ran Karazhan and ZA every week to help people gearing up, it was fun.
It was fun for some. In other guilds, you almost had to beg people to go back there because they had seen the place just too many times already and didn't really have a reason to go there.

Sample is a sample, people guess the outcome of elections based on small samples with accuracy to 0.5% all the time.
Yeah. But those samples actually take a broad range of people in. If I did a sample only on left-party minded people, my sample would say that they would win the elections with a massive landslide. It's kinda the same in this case. If you ask mostly hardcore players, of course, you'll get the impression the game's too easy (and vice versa).

More is not better, more leads to quantity and not quality. More people having access to something without effort devalues the reward and the effort put in by others. Easy content being consumed fast is what leads to problems like what we have now, DS for 6+ months and people having nothing to do in game.
You can not judge neither what constitutes effort for other players, nor what is easy content for others. It's easy and effortless for you? Good for you, but don't make the assumption it is for everyone else, because it's not really the case. There're guilds still advancing through Heroic DS and they're actually being challenged and putting a ton of effort on it.

Back in TBC we did run Kara/ZA for newer members that needed gear, we also ran attunements for members that needed them, it was fun, people LOVED to raid. YES, some people complained, but it was minority, same way you treat the "minority" that complains now how easy the game is.
And they went out of their own interest? Or perhaps because you had some kind of system that would reward attendance to those raids? (DKP, for instance) That was the case in some guilds. DKP (or whichever system) was in place to "encourage" raiders that didn't need anything from those places to actually login and go there (same way it was being used to ensure that raiders would appear during progression nights and not just for "farm status" bosses). They had fun with the social aspect of the game, but didn't particularly enjoy killing Shade of Aran for the 100th time.

've never heard of a single guild that used a DKP system for outdated content, especially not for gearing up new members. It was something you did because you wanted to be treated the same way if you were in the position of the newbie. And because you knew that it would ultimately help your guild in it's progression, which was something that actually meant something to you back then.
I saw my fair share of them back in the days. Granted, it didn't happen in my guild and the most hardcore guilds I knew back then didn't really have it for the reasons you mention.

Draztal repeating over and over that there are still people progressing through DS hc is not helping my mental state either tbh.
Does it bother you that that's actually happening? That people is progressing through DS these days? Or is it something else?

Or are you trying to state that the entire WoW community should wait for new content until every single player cleared Dragon Soul Heroic?
Not at all. I was curious about what he said. Nothing else.

The example is good, today's heroic raiding = Everest reduced to a pile of rubble!
The proper example would be people climbing Everest without oxygen and just by themselves (which is one of the hardest feats, if not the hardest, that exists in mountain climbing) as opposed to people that do with the use of oxygen bottles and Sherpas guiding them through the most dangerous sections of the mountain.

That's one of the things that I haven't seen many acknowledge here. There's people out there that are actually being challenged by the current difficulty of Dragon Soul.

What do you think about the fact that many of those people who are being 'challenged' by the content (by which I assume you mean that they are still progressing in heroic) are only still progressing because they started raiding months into patch 4.3?
This is not true, there're guilds that started when the patch was released, that are still progressing through Heroic Dragon Soul and being challenged along the way. As crazy as it might sound, it's true. Same way that people in Wrath of the Lich King started raiding on ICC on release day, and never got to beat Heroic Lich King.

More players raiding is better, are you !@#$ing kidding? (Pardon the language, but your really boiling blood now!)
Yes, more players seeing the content the devs have put so much time on, is a good thing. There's nothing crazy about that notion.

If your measure of success is how many people are enjoying endgame PVE content, and particularly compared to the previous endgame model where applicable, then participation numbers are not a measure of success.

So unless you have numbers to show how many players are actually enjoying WoW's PVE endgame compared to 4 years ago, -enjoying- not -participating in-, please stop repeating this point that more people 'seeing the content' is a great thing. Because you cannot substantiate it.

And you can speak on behalf of all those silent players to say they're not having fun? And by which definition of enjoyment should we go? Yours? If people go there every week, they must enjoy that activity to some degree (no, really, most people won't do something they don't enjoy).

Those are not progressing, they are farming. Maybe you should look up the word "progress" in a dictionary. They have beaten the challange and their gear and constant "practise" makes it very easy for them. Maybe you should try it some day so you dont sound like a casual that never did any progress.
I'm telling you they are progressing. So, please, don't try to twist my words. They are still progressing and hoping to get to Deathwing soon. And in case you didn't realize, yes, I'm speaking about cases I actually know from firsthand experience.

As for your assumption about my casualness, thanks. I've been raiding (and still do) since 2005. And I've enjoyed raiding on every stage of the game up to now.

I am getting tired of this flawed argument. LFR is not about experiencing the content, it is about easy epics. That alone.
Not at all. It's just aimed at a different demographic. If for you it's about easy epics, that's all fine. But it certainly wasn't created with that objective in mind.

I don't know anyone who actually enjoys doing LFR, they do it because it is mandatory for their personal progression.
You don't know anyone, doesn't mean they don't exist, right? (Blue Tracker / Official Forums)

Player Housing
I'm afraid there's no update since the last time we spoke about it. We know it's a feature that some players would be interested in, but consider the fact that players are sad to see the world outside the city is quieter since the introduction of things like the LFD tool and flying mounts etc. I'm speculating here, but player housing may take yet more people out of the world, and even cities.

Plus there's also the continuous weighing-up we have to do when it comes to development time. I imagine it would be a huge task, taking the devs away from creating new encounters and other features. (Blue Tracker / Official Forums)

Polling Players for Opinions
Something we'd like to see a lot more of is voting up or down on comments here in the forums. This way, when someone gives their thoughts on a topic, we can get a much better idea of how many people agree or disagree. It's also handy if you don't have time to make your own reply. (Blue Tracker / Official Forums)

Battleground Win Ratios
From the perspective of someone who mainly plays as Alliance, I can tell you that it often feels very similar from the other side of the playing field. We also have those players that advise everyone to lose quickly just two minutes or so into the game.

Having said that, the experience varies a lot from week to week. Sometimes I won't win a game all night, other times it's a lot better. Also, I find my chances of winning seem to go up significantly if I team up with friends. Even if it's just me and one other person communicating and working together, we can often help turn the tide. Give it a try!

I have a feeling that blizzard use some advanced balancing algorithms for bg-s, like giving invisible buffs to one team so both sides win/lose approximately same. This is based on my subjective observation that I sometimes kill very easy some players and sometimes it's very hard (note that they use similar gear) in 1v1 inside bg.
No. (Blue Tracker / Official Forums)

Vanity Items as PvP Rewards
PvE players can get mounts from meta achievements, RNG boss drops while PvP players have to get Gladiator to get a cool mount which is nearly impossible for the average player.
PvP players have Meta achievements that offer vanity rewards. "The Arena Master" and "Battle Master" offers a title, "Master of Isle of Conquest" offers a tabard and there are, as Tentimer mentioned, many other titles that can be gained through PvP.

This subject was already touched on slightly by the “Gear in PvP” thread by Rasen where he spoke about getting cosmetic rewards in PvP over gear upgrades. The difficulty that is present with vanity rewards in PvP is that they cannot work the same as for PvE. Gating for rewards using ratings would be cool but these are similar to what is already awarded for the end of each season. Just requiring honor and conquest points takes away the prestige of the items because they would then be achievable by everyone. So this begs the question of what kind of achievements do you think would be good for something such as this in PvP? (Blue Tracker / Official Forums)

An Alternative End Game - a Focus on the Journey
Perhaps you should try traveling for inspiration or for simple enjoyment, and not for the sole purpose of reaching a destination?
That's what I meant, there's a goal, a reason for any journey (even if it's just having fun).

Can we get a CM who isn't Draztal? Every post I read he/she is just dodging the actual point to argue on one minor detail. Here we see arguing semantics.
I'll try to word better my posts next time. I'm definitely not arguing semantics (why would I, since I'm not even a native english speaker in the first place).

Draztal, judging from that comment, i see you've never had a long walk in your town at night, or in a forest during the autumn, or on a mountain during summer.
I have, I definitely have. And I had a reason for doing them. The intent of my post yesterday was rather philosophical and not about specifics (in those cases you're walking because either you like it, for the relaxation, or something else).

I'm normally highly fond of your posts in particular Draztal, however this one doesn't sit right with sentimental old me. How about we say life is the journey, and death is the destination? I don't know about you, but I'll take my time and enjoy the ride rather than eagerly anticipating my arrival.
Way to go to the extreme, hah! To be fair, I get your point. My question was just from a "philosophical" point of view. And this particular case mentioned by Andrai is kind of what I was looking for:

I know with austerity and the price of fuel in Europe people don't tend to do this any more. But, when I first started driving and fuel wasn't bank breaking. I used to just jump in the car some weekends and drive. Anywhere.
The journey had NO destination. Yet, I enjoyed it nonetheless.


I'm certainly not dismissing Straif's post, this bit: A focus on the journey and experiencing the content, therefore the reincarnated character has a reduced experience xp rate, no rested xp and no heirlooms can be used.

Was what made me post here. It's a valid point for that journey (experience the content). However I've seen other players (not in this thread, though) arguing that they like the journey when they know they can't get to the end. And that's where my post comes from.

In one hand you have people that want a journey and they actually know why, there's a reason to it (a destination, even if it's not necessarily getting to the end of the road). In the other hand, you've got people that say they want that same journey, but when questioned about it, they can't really put into words why they want a never-ending journey.

And that's what my question was directed to. Would there be any fun to a never-ending journey that is actually there just for the sake of not letting you reach the destination? (Blue Tracker / Official Forums)

Raid Testing Schedule - July 26
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We will be testing two 10-player Heroic raid encounters tomorrow, Thursday July 26th.

Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

Imperial Vizier Zor'lok (Heart of Fear) - 10 Player Heroic
10:30 PDT (13:30 EDT, 19:30 CEST)

Elegon (Mogu'shan Vaults) - 10 Player Heroic*
16:00 PDT (19:00 EDT, 01:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

*In particular, Elegon may change to Blade Lord Ta'yak instead. We'll update this post accordingly.

Trading Card Game Art Gallery Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.



by Published on 2012-07-25 01:51 PM

If you still need a beta key, see the Mists of Pandaria Beta Key Sweepstakes and Sweepstakes FAQ!

Mists of Pandaria to be Released on September 25


Originally Posted by Blizzard (Blue Tracker / Official Forums)
Heroes of Azeroth, prepare to embark for an exotic new frontier! World of Warcraft®: Mists of Pandaria™ is launching on September 25, 2012 and you can be ready to play when the servers go live by pre-purchasing the game digitally. Plus, for the first time ever, players will have the option to upgrade a pre-purchase to the all-new Digital Deluxe Edition which comes with all of the in-game items from the retail Collector’s Edition, including a World of Warcraft pet and mount, banner sigil and accent for Diablo® III, and Battle.net® portraits for StarCraft® II.

Beginning September 25, 2012, World of Warcraft players around the world will be able to set sail for the long-lost continent of Pandaria, where they’ll explore forgotten dungeons, vanquish risen evils, and play their part in the Horde-Alliance conflict as it reaches a critical breaking point.

Whether you plan to level your existing character to 90 or start fresh with a new pandaren monk, it’s never too early to begin preparing for your adventure. Simply log in to your Battle.net® account, and then pre-purchase Mists of Pandaria. You’ll then be flagged to automatically download the expansion content prior to release so you’ll be ready to go when the game launches.

During the pre-purchase process, you’ll have the option to grab either the Mists of Pandaria Standard Edition for $39.99 USD or the all-new Digital Deluxe edition for $59.99 USD -- or, if you snag the standard edition now and decide you want to upgrade to Digital Deluxe later, you’ll have the opportunity to do so for an additional $20.

The Digital Deluxe edition includes a full digital copy of the expansion, as well as a selection of Pandaria-inspired in-game content for World of Warcraft, Diablo III, and StarCraft II. If you’re looking for even more plunder, a special Mists of Pandaria Collector’s Edition with additional bonus items will also be available exclusively at select retail locations for a suggested retail price of $79.99 USD.


For more details on the September 25, 2012 release of World of Warcraft: Mists of Pandaria, be sure to hit the official press release, or head to our new Mists of Pandaria game page to learn more about the expansion and prepurchase your digital copy.

*When you pre-purchase World of Warcraft: Mists of Pandaria, you will be able to download an encrypted version of the game once it’s available, prior to the game’s release. This content will be unlocked and available

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