MMO-Champion - World of Warcraft News and Raiding Strategies

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by Published on 2012-04-04 05:02 AM

Diablo 3 - Game Systems Reminder, Halls of Agony, Diablo III Pre-Order Box

Blood Legion and Intent Complete All Guild Achievements
Blood Legion of US-Illidan earned every guild achievement early this morning before maintenance and Intent of US-Kel'thuzad did it as soon as possible afterwards. The final achievement necessary was Raid Challenges. Congratulations to both guilds!



Scholomance Preview
While we are waiting for the new level 90 Heroic version of Scholomance, we went back and took a look at the revamped lower level version. There are small new mechanics, changes, and new art that make the dungeon a much nicer experience than before, so watch the video for the full experience.

  • The entire dungeon has new art, increased texture resolutions, and the new lighting system, making for a very nice environment.
  • Janice Barov makes many copies of herself now, requiring you to find the correct one and kill it before she will reappear.
  • After killing Professor Slate, you can drink a potion that will give you increased damage and his model. The potion works as a shapeshift and currently persists outside of the instance. You cannot mount with it however.









2012 World of Warcraft Arena Pass Coming Soon
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re pleased to announce that the 2012 World of Warcraft Arena Pass is nearly here. Starting April 10, players will be able to sign up to compete against like-minded individuals in a dedicated Arena sandbox. The Arena Pass service will feature access to the special tournament realms with level-85 character templates and epic gear from Cataclysm.

As an added bonus, we have included an exclusive reward that players can earn by purchasing their Arena Pass and participating in the competition -- an Armored Murloc in-game pet. Top players will also contend for a chance to achieve the “Vanquisher” title for their live characters. Players that choose to take part in the 2012 Arena Pass will also receive access to a special level-90 realm with upgraded epic gear after they’ve upgraded their accounts with the upcoming Mists of Pandaria expansion.

If you would like to demonstrate your Arena prowess, are eager for a chance to earn the exclusive loot, or just want to reserve a spot in the level-90 Mists of Pandaria Arena Pass realm, please check back next week for more details and be sure to register!

Blue Posts
Originally Posted by Blizzard Entertainment
Glyphs: What's with the change? Why?
As with talents, we want glyphs to be a choice. Stepping back a moment, we do think there is room in the game for very easy decision -- the kind that don't stress you out for fear of making the wrong one. We don't think glyphs need to be in that category though. We want you to think about them a little bit and not just look up the accepted glyphs for your character.

The old prime glyphs were not choices for anyone who cared much about their performance. We designed them to be no-nonsense throughput increasers, because we feared players would find the glyph system confusing if say a Ret paladin couldn't find a glyph that unequivocally increased DPS. But we didn't like how the glyphs actually felt. They were just a hoop to jump through -- something you might choose once for your character and never interact with again. We shoot for simple to learn and complex to master, and prime glyphs were the poster child for simple to learn, simple to master. The current glyph of Templar's Verdict increases damage by 15%. What Retribution paladin wouldn't want that glyph? (The answer is almost none of them.)

Now that primes are gone, we want all of the majors to be a choice. Some of these are decisions because they have a bonus and a penalty. In these cases, we thought that the glyph without a penalty would be a no-brainer. The glyph of Riptide removes the cooldown of Riptide, but also removes the initial heal. If it just removed the cooldown of Riptide, then every decent Resto shaman would want the glyph. Without the upfront heal though you have to treat Riptide more like Renew -- trading its initial heal for more healing over time. Some shaman will want that and some won't. Some may want it for some situations only. It is, in game designer parlance, an interesting decision.

Another category of major glyphs don't need this downside, because the glyph itself taking one of your precious three slots is sufficient downside. Consider the glyph of Spellsteal, which heals you when you Spellsteal. If you succeed in Spellsteal a lot, then it's a good glyph. But is it better than the glyph of Frost Nova (which lowers its cooldown)? Neither glyph may be exciting to a raiding mage, but both may feel pretty attractive to someone focused on PvP.

Minor glyphs have almost no affect on performance. They are there for convenience or increasingly just fun. They should help customize your character with almost no downside (except that again you can only have 3).

If we are successful with the glyph revamp, you'll see players with lots of different glyphs out there. Some players will love a certain glyph, while others won't care for it. If you still enjoy playing your character but feel you are stuck in a rut, you can try swapping out a glyph for a little variety in how you play. You won't see someone create a forum thread asking "What glyphs should I use for a Fire mage?" or at least if someone does create that thread, the response will be "Try them out and pick the ones you like."

As we continue with beta, letting us know of specific glyphs that you feel are mandatory for a particular type of player would be very useful feedback (not all in this thread, of course). (Blue Tracker / Official Forums)

Curse PAX East After Party sponsored by PlanetSide 2
Curse is throwing a MASSIVE party for our fans and community at PAX East in Boston. The party will feature open bar, appetizers, DJ, arcade, party favors, and green screen photo opportunity. You won't want to miss it!

RSVP now for a pass and instant access. You'll be 'on the list' and get into the party right away. We'll be sending out a confirmation email prior to the party with further information. You must be 18 or older to enter and 21 or older to enjoy the open bar. The party is Saturday, April 7th from 8 PM to 2 AM at the Boston Seaport Hotel Plaza Ballroom.



Fan Art Update
The World of Warcraft Fan Art Section has been updated with three new pieces of fan artwork.


by Published on 2012-04-03 06:29 AM

Diablo 3 - Systems Questions, Demon Hunter Spotlight, Inferno Poll

Mists of Pandaria Profession Changes
Important - Professions changes are not complete. There are more changes coming in the future, this is only early beta.

General
Currently all professions have a cap of 600, or Zen Master, which requires level 80 to train. Secondary professions may get daily quests that allow you to level your skill slowly.
Originally Posted by MMO-Champion
Mists of Pandaria Volatile Equivalents



Gathering
Nodes for Mining and Herbalism have not been added yet.



Alchemy
Originally Posted by MMO-Champion
Flasks
Elixirs
Potions
Transmutes
Misc



Enchanting
Originally Posted by MMO-Champion
Armor Enchants
Weapon Enchants
  • Enchant Weapon - Windsong - Permanently enchants a melee weapon to sometimes increase your critical strike, haste, or mastery rating by 1,500 for 12 sec when dealing damage with spells and melee attacks.
  • Enchant Weapon - Jade Spirit - Permanently enchants a melee weapon to sometimes increase your Intellect by 1,650 when healing or dealing damage with spells. If less than 25% of your mana remains when the effect is triggered, your Spirit will also increase by 750.
  • Enchant Weapon - Elemental Force - Permanently enchants a melee weapon to sometimes inflict 3,000 additional damage when dealing damage with spells and melee attacks.
  • Enchant Weapon - Dancing Steel - Permanently enchants a melee weapon to sometimes increase your Strength or Agility by 1,650 when dealing melee damage. Your highest stat is always chosen.
  • Enchant Weapon - Colossus - Permanently enchants a melee weapon to make your damaging melee strikes sometimes activate a Mogu protection spell, absorbing up to 7,500 damage.
  • Enchant Weapon - Flowing River - Permanently enchants a melee weapon to sometimes increase your dodge rating by 1,650 for 12 sec when dealing melee damage.
Ring Enchants
Low Level



Jewelcrafting
A new Jewelcrafter only gem and crafted BoE mount have been added along with the new gems and cuts.
Originally Posted by MMO-Champion
Uncommon
Rare
Meta
Other



Inscription
Inscription had several new glyphs added and prime glyphs all removed. For a full list of the new and changed glyphs, see this news post.
Originally Posted by MMO-Champion
Inks
Staves and Off-Hands
Misc



Engineering



Blacksmithing
Originally Posted by MMO-Champion



Tailoring
No new gear or items have been added yet.
Originally Posted by MMO-Champion



Cooking
Originally Posted by Blizzard Entertainment
Cooking Changes
So you might have heard for Cooking in Mists of Pandaria we will have specializations. At the moment we're looking at around 5 branches of cooking, for example: broiling, steaming...etc.

Each of these specializations will focus on a particular stat. So let's say the Steaming specialization allows you to create Agility food. A rogue would find that very interesting, and would probably want to max that one out first. At which point, said rogue would be able to create Agility buff feasts for groups. Cool, huh? But worry not, once you max out in one specialization, you can then work on the other specializations.

Maybe they're gonna make it take ages to fully train all of them.
Well, maybe not ages. But it does mean that until enough time passes for you to train all specializations, you need to—er—specialize. Actually it's the way for other crafting professions too. For example, my jewelcrafter specialized in spell related stat recipes first, since of all my multitude of alts, I prefer my casters. Eventually, of course, she learned many more recipes and of course so did other crafters, so the market changed. (Blue Tracker / Official Forums)
Originally Posted by MMO-Champion
Recipes
Materials



Archaeology
You can find a list of the new Archaeology Items here. There may have been another slight increase in the amount of artifacts at one site, as well as the addition of new artifacts that will teleport you to the next digsite.
Originally Posted by MMO-Champion
KeystonesDigsites
  • Tiger's Wood Digsite
  • Chun Tian Digsite
  • Shrine of the Dawn Digsite
  • Ruins of Gan Shi Digsite
  • Emperor's Omen Digsite
  • The Arboretum Digsite
  • Thunderwood Digsite
  • Singing Marshes Digsite
  • North Great Wall Digsite
  • South Great Wall Digsite
  • Torjari Pit Digsite
  • Hidden Pass Digsite
  • Paoquan Hollow Digsite
  • North Fruited Fields Digsite
  • South Fruited Fields Digsite
  • Pools of Purity Digsite
  • Fallsong Village Digsite
  • Ruins of Korja Digsite
  • Krasarang Wilds Digsite
  • Lost Dynasty Digsite
  • East Ruins of Dojan Digsite
  • West Ruins of Dojan Digsite
  • North Temple of the Red Crane Digsite
  • Zhu Province Digsite
  • Valley of Kings Digsite
  • Gate to Golden Valley Digsite
  • Snow Covered Hills Digsite
  • East Snow Covered Hills Digsite
  • Remote Village Digsite
  • Destroyed Village Digsite
  • Old Village Digsite
  • Grumblepaw Ranch Digsite
  • Chow Farmstead Digsite
  • West Old Village Digsite
  • Small Gate Digsite
  • Kun-Lai Peak Digsite
  • Town Digsite
  • Gong of Hope Digsite
  • Great Bridge Digsite
  • Orchard Digsite
  • Jade Temple Grounds Digsite
  • South Orchard Digsite
  • Den of Sorrow Digsite
  • Shrine Meadow Digsite
  • Veridian Grove Digsite



First Aid
Originally Posted by MMO-Champion



Fishing
Most fish are unnamed at this time, referred to as "Uncommon Fish 1" or "Common Fish".
Originally Posted by MMO-Champion



Blue Posts
Originally Posted by Blizzard Entertainment
Druid (Forums)
Guardian Druid Feedback
1) Bear damage in beta is currently too low. That is almost certainly the cause of any threat problems. It isn't anything you're doing wrong.

2) Tanks got gibbed for missing Shield Blocks back when bosses could perform crushing blows (and back when warriors were designed to be the only tank). Mechanics work very differently today. We want bears, and all tanks, to have more control over their own survivability because threat isn't really that hard to maintain once #1 is fixed. You still have emergency buttons for when things go wrong or when you know big attacks are going to land. However we didn't think a tanking model designed around using long cooldowns and standing around the rest of the time would be very fun. So the new design is that using your attacks skillfully will give you some mitigation, in this case Savage Defense. It's not often going to save your life and fumbling it isn't likely to get you killed, but if you play well, your healers may notice and say "Wow, you require less healing than many tanks I run with."

Think of it this way:

Beginner tank - can maintain threat. Probably 100% reliant on healers to stay alive.
Intermediate tank - can maintain threat. Skilled at using long cooldowns to live.
Advanced tank - can maintain threat. Skilled at using long cooldowns to live. Skilled at using short cooldowns to save healer mana and otherwise make things go smoother.

More skilled tanks also know more encounter specifics, such as when adds are coming, when to interrupt spells, when to move bosses and so forth.

Maul is a DPS alternative to Savage Defense, and is comparable to Heroic Strike. You shouldn't need Maul to maintain threat (which as I said above may not be the case on beta right now, but that's the intent).

In what situations would you want DPS instead of mitigation? There are several: Maybe you're an off tank and taking little damage. Maybe you want to solo as Guardian. Maybe you're running a dungeon you out-gear. Maybe a new add just arrived, and it's important to get one swing in before it heads to the healer, assuming you can live without SD for a few seconds. (In that example, you're not spamming Maul to fight to maintain threat; you're just establishing initial aggro, which we still want in the game.)

To be honest, we considered pulling Heroic Strike and Maul from tanks, just because we thought they might be a trap. But we decided there were enough situations where more DPS might be desirable. To use my previous examples, inexperienced tank will use Maul too much. Intermediate tanks might forsake Maul altogether. But expert tanks will know when they should use it.

You can try to keep up Savage Defense as much as you can on challenging content, and the best tanks will, but I would still consider when to use it. I would not save it for a big boss smash that isn't going to land for 20 more seconds (because chances are you can use it now and then later), but if one was going to land in 8 seconds, it might be worth holding Savage Defense for then. (Blue Tracker / Official Forums)

The Daily Blink - The Brewmaster’s Slippery Slope
The Daily Blink reports on how we could make WoW a happier place.

by Published on 2012-04-02 03:02 AM

It's April 2nd in enough timezones to stop the sillyness! Yes, everything was a fake, including the new Jaina model with her awesome tramp stamp. We're going back to regular news, and to an insane amount of blue posts we've missed/skipped over the past week.

Cloud Serpents Mount Video Preview
The Cloud Serpents are definitely the most popular mount in Mists of Pandaria so far and I finally found the time to make a real preview of the mount with actual, in-game footage. I also added a couple of raw footage for all the recolors for those of you who want to spend a little more time inspecting one specific color.



Mists of Pandaria Dynamic Quest Rewards
One of the interesting change made to leveling in the expansion is the quest rewards. In Mists of Pandaria, quests no longer have predetermined rewards and they have been replaced with dynamic rewards depending on which class you're playing.

For example, this is the rewards for the first horde quest of the expansion, from the point of view of 3 different classes.


Each class gets a different weapon, and hybrid classes get to choose between multiple weapons based on their specialization. You don't have to run a bunch of quests that won't give you anything useful for your plate tanking gear, and you don't have to spend forever trying to figure out where you can get an upgrade for your weapon!

In the case of this quest, this is all the possible weapon rewards you could get:

Level Type Slot Name
372CrossbowPhysical DPSRangedScavenger's Crossbow
372DaggerPhysical DPSOne HandScavenger's Dagger
372MacePhysical DPSOne HandScavenger's Club
372StaffPhysical DPSTwo HandScavenger's Combat Staff
372StaffSpell DPSTwo HandScavenger's Divining Rod
372MaceSpell SpiritMain HandScavenger's Scepter
372StaffSpell SpiritTwo HandScavenger's Meditation Staff
372AxeMeleeOne HandScavenger's Handaxe
372MaceMeleeTwo HandScavenger's Battlemace
372MaceTankOne HandScavenger's Battlehammer
372AxePhysical DPSOne HandScavenger's Axe
372DaggerPhysical DPSOne HandScavenger's Blade
372MaceMeleeOne HandScavenger's Mace
372SwordMeleeTwo HandScavenger's Greatsword

Of course the system could get much more interesting as leveling progresses, with instance quests always rewarding you with an useful blue item for your specialization, etc ...


Class Blue Posts
Originally Posted by Blizzard Entertainment
Death Knight (Forums)
Death Strike Healing not Working
There is a bug that prevents Death Strike from healing at all at the moment on beta. This is the kind of thing we should be able to hotfix. (Blue Tracker / Official Forums)

Druid (Forums)
Allow me to play as Balance without looking ridiculous.
We want to clarify a bit more about the Moonkin model update being "in the schedule." Essentially this means that though it is on the way, it is not currently intended to be ready for the launch of Mists of Pandaria. (Blue Tracker / Official Forums)

Monk (Forums)
Monks Aren't Fun to Level
There are apparently some bugs in what levels monks get certain abilities. There should not be big level gaps in any class until you start hitting the 50s.

Overall, classes should still get new abilities at about the same rate they always did. We shifted some around to where they would make more sense (e.g. Shadow priests need some heals, but not nearly as many as a Disc priest) but those gaps are made up for by old talents that are no spec-specific spells. Using priests as an example again, all Holy priests get Chakra instead of having to spend a (no-brainer) talent point on them.

Feedback on specific monk abilities is appreciated. We just didn't want you to blame the talent changes for an apparent lack of abilities. (Blue Tracker / Official Forums)

Chi Wave
The design of Chi Wave is that it jumps from hostile to friendly to hostile to friendly and so on. It prefers the closest target, and in the next build will try to perfer players over pets and guardians. The way we use it internally is to cast it on the tanks, which causes it to hit the boss, and then back to the tank and so on. We agree missing is pretty punitive, but I believe Mistweavers don't yet have the Spirit to hit conversion mechanic of healers. (Blue Tracker / Official Forums)

Monk Feedback
Thanks for the feedback, everyone. Monks are a new class, and we will be iterating on them quite a bit and often we change mechanics a lot faster than we make beta builds. With that in mind, we wanted to clarify our design intent on some of the abilities:

Dizzying Haze -- We increased the threat and lowered the energy. We're not crazy about making it do damage because then it risks competing with other Brewmaster abilities. We really don't want Dizzying Haze used rotationaly on single-targets. We also run into whether or not the ability should break CC if it does damage.

AE tanking -- We agree that monks need a little more ability to cleave.

Missing Jabs -- It isn't intended to lose all Energy on a miss. We will fix that. (Blue Tracker / Official Forums)

Paladin (Forums)
Protection Paladin Design
You shouldn't have to "wait to do things" much. The Protection rotation should include Avenger's Shield, Crusader Strike, Judgment, Consecration and Holy Wrath, with Shield of the Righteous and Word of Glory as finishers. You should almost always have a button to push. We don't have a problem with occasional holes in the rotation, so long as those don't occur with frustrating regularity. (Blue Tracker / Official Forums)

Shaman (Forums)
Lava Lash Tooltip Error
Lava Lash does still spread Flame Shock, but the tooltip was, strangely, updated and no longer say it spreads Flame Shock.
Yes, this is just a tooltip error. The design intent is that Lava Lash spreads Flame Shock.

There is a minor glyph that lets you turn the Flame Shock spread off (which is sometimes useful to shaman), but the tooltip appears as if you always have the glyph even when you do not. (Blue Tracker / Official Forums)

Warlock (Forums)
Warlock Tanking
Just to make our intent clear, the Glyph of Demon Hunting isn't intended to turn Demonology warlocks into a tanking spec. You won't be able to queue as a tank for Dungeon Finder for instance and won't have the survivability or tools of say a Protection paladin.

Historically, warlocks felt tankier than other casters and could even off-tank some encounters. We have made an effort in Mists to recapture some of that flavor. A warlock with this glyph should feel like they are about as effective tanking as an Arms warrior who pulls out a shield and swaps to Defensive Stance, or a Feral druid who goes into Bear form. You might be able to off-tank adds or pick up an actual boss for a short period of time if the tank goes down.

To make warlocks an actual tank would take more significant changes. For example, we want tanks to have to pick up separate tanking gear than their DPS gear (this is even true of druids) and want tanks to have to give up some of their DPS potential in exchange for their survivability. In short, it needs to be a commitment, and that's the sort of thing that needs larger gameplay changes than just a glyph.

That shouldn't stop the glyph of Demon Hunting from being fun though. As you can probably tell, we are trying to make even the major glyphs more about character customization and fun.

As some of you have pointed out, the glyph of Demon Hunting in your beta build doesn't deliver on what I described above as the design. The newer version of the glyph, hopefully available in the next beta build, allows a warlock to toggle in and out of the off-tank / survival mode, more like the druid going Bear or the warrior going Defensive.

The new shapeshift granted by the glyph is called Threatening Presence (PH) and adds Taunt and Fury Ward to the normal Metamorphosis toolkit. You still get the damage reduction from mastery instead of the damage boost from mastery while in this form. You can also choose to go into normal Metamorphosis even if you have the glyph. Let us know how it feels.

We appreciate all the feedback and passion on this topic. We expected this glyph would serve a pretty niche community and were surprised at how many players were excited about it. We are still in beta and are still very much experimenting with what kind of gamplay we can deliver in glyphs. (Blue Tracker / Official Forums)

Warlock Fire
So we’ve obtained some additional insight about what exactly lies behind the use of the word “hope” in regard to our efforts to achieve green fire for warlocks. Essentially, we want this updated information out so that we can better manage expectations, especially as the announcement created such a flurry of excitement.

Unfortunately, dear warlocks, those of you who retained a modicum of skepticism were right to, as it would seem that the chance of green fire for warlocks is even less as likely as the wording of the original information indicated.

Since spell effects are not as simple to change around as — for example — druid forms are, we need some additional technology implemented in order to allow the use of red or green fire to be a player choice and not a permanent change that is put in place for all warlocks.

Also, technology aside, we want to do the introduction of something like green fire in the right way. Implementing it in “a quest” doesn’t really explain our stance here. We want something as substantial as this change to be an epic accomplishment for you.

So though we have definitely heard your thoughts on the matter, and we’ve explained what we want to do from our side, green fire will not be available with the launch of Mists of Pandaria. And we haven’t a timeframe to commit to, or communicate about, at this stage.

It is with regret that we were unable to clarify these details more when we first mentioned our intent — “our hope” — and we wish we hadn’t caused such excitement and raised expectations for those that didn’t instantly take the news with an “I’ll believe it when I see it” pinch of salt. It seems, as many of us said at the time here and on Twitter and fansites, the proof of the (green fire) pudding really was in the eating. (Blue Tracker / Official Forums)

Warrior (Forums)
Protection Warrior Design
We wanted to clarify a little the direction we are trying to go with Protection warriors and ultimately all tanks.

You generate rage through auto attacks. You also have some sources of rage more under your control, such as shouts, Charge, and in particular Shield Slam (the same is true of MS or BT if you are Arms or Fury). You no longer generate rage from taking damage, because we found that it basically meant Prot warriors always had infinite rage, so the resource wasn't relevant to gameplay. We think classes are more fun and interesting when they have to manage, even to a small extent, some resource.

For Protection, we expect you to spend most of your rage on Shield Block. Shield Block is not an emergency button. It generally won't save your life. But this is a good thing. Emergency buttons with resource costs aren't reliable. On the other hand using Shield Block (or Shield Barrier for magic damage) will make a difference over the course of a fight. It will help your healers out. It will slightly blunt spikes. Shield Block has no cool down, allowing you to use it more frequently when you have lots of rage, but also letting you play a little with when you use it. If you know a big hit is coming soon, you can delay the block for a few seconds. Otherwise, you can use it, knowing you'll have rage soon for another one.

One of the changes for old time Prot warriors is getting used to not spamming Heroic Strike. Think of HS (and Cleave) as an alternative to Shield Block for times when you don't need to worry about blocking, such as when you are soloing, off-tanking or doing easy content. If you use too many Heroic Strikes, you won't have rage for Shield Block as well. Your other attacks, Devastate, Revenge, Shield Slam and Thunder Clap, should fill in most of the holes in your rotation and should be sufficient for holding threat without HS spam.

As I mentioned recently, Prot warrior damage is probably 50% of where it needs to be. When we have that adjusted, your threat will be higher and those Shield Slam and Revenge hits in particular should feel meatier.

If you are a Guardian Druid, there are a lot of analogues. Notice what costs rage, and don't spend it on the wrong things. If you are a Prot paladin, spend your Holy Power mostly on Shield of the Righteous (in this case for damage and mitigation). If you are a Blood DK, your rotation isn't that different than it is on live.

We will ultimately balance all of the tanks around their suite of survival mechanics. Just be aware that we balance based on typical group situations and not how long a tank can go without getting a heal. If a tank can be two shot by a boss (assuming appropriate gear and skill), it's a design problem. If a tank is getting four or five shot, it's a healer problem.

P.S. Standard caveat that our design intent here is to make things more fun overall, not to nerf anybody. (Blue Tracker / Official Forums)

Thunder Clap
TC's attack power scaling was removed. It is gone.
That doesn't sound like something we would document. Do you remember where you saw it? In any case, it isn't accurate. Thunder Clap has a 0.456 attack power coefficient. We cleaned up a lot of melee tooltips to remove "scales with attack power" because it is pretty much always true. We don't say for Flash Heal "scales with spell power." It's just superfluous.

There is a general problem where Protection warrior damage is much too low across the board. That is something we are working on. (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
New Quest Reward System
Offering quest rewards this way is a change for us, and the kind of thing for which we could definitely use feedback.

For the players that level as X spec but want to also collect gear as Y spec, we have a few solutions:

  • Several of the zones have vendors with decent gear that isn't quite at the quest item level. These help provide coverage if you miss a reward, say gloves or shoulders, since questing is less linear now. However, these vendors also help you gather off-spec gear.
  • Several quests, especially those that offer blue rewards, weapons, trinkets and most of the level 90 quests, offer you a choice of gear for all of your specs instead of just your current spec.
  • Because the questing in zones isn't as linear as Cataclysm, and because there are two zones per level in some cases, you'll have the option to hit some quests as spec A and some quests as spec B.
  • There are still other sources of gear, such as crafting, the AH, dungeons, faction rep and so on.

Also remember that if, for example, you level as Arms but want to tank a few dungeons as Protection, that the level-up dungeons are not so brutally difficult that you need full tanking gear. A Prot warriors in DPS Strength gear would do just fine. As you get into endgame content, especially normal raids, you'll want actual tanking gear.

We don't players to have to feel like they should do this. Keep in mind that you would need to be pretty min-max focused to agonize over whether you want the healing or the DPS legs when you'll probably get a new set of legs in an hour or two. It starts to matter more as you get closer to level 90 and the rate of upgrade slows down, but as I said, you'll generally get options on those quests. (Blue Tracker / Official Forums)

Tiller Farm
A little snippet of information for you: your farm will be visible only to yourself. So nobody's going to come by and poach your crops... or, I guess, water your plants while you're away!

I’m a warrior who has hunted down dragons and demons, so why would I go work on a farm?
As with anything in the game, the idea is if it's not for you, you can leave it and concentrate on other things. One of the themes you might have noticed in Mists of Pandaria is that we're trying to ensure a range of fun options. Hopefully you can pick and choose which ones interest you and focus on them. (Blue Tracker / Official Forums)

Cooking Changes
So you might have heard for Cooking in Mists of Pandaria we will have specializations. At the moment we're looking at around 5 branches of cooking, for example: broiling, steaming...etc.

Each of these specializations will focus on a particular stat. So let's say the Steaming specialization allows you to create Agility food. A rogue would find that very interesting, and would probably want to max that one out first. At which point, said rogue would be able to create Agility buff feasts for groups. Cool, huh? But worry not, once you max out in one specialization, you can then work on the other specializations.

Maybe they're gonna make it take ages to fully train all of them.
Well, maybe not ages. But it does mean that until enough time passes for you to train all specializations, you need to—er—specialize. Actually it's the way for other crafting professions too. For example, my jewelcrafter specialized in spell related stat recipes first, since of all my multitude of alts, I prefer my casters. Eventually, of course, she learned many more recipes and of course so did other crafters, so the market changed. (Blue Tracker / Official Forums)

Lilian Voss
In Mists of Pandaria, we finally catch up with Lilian Voss. For those who didn't play through the Forsaken starting experience, Lilian Voss was brought back to life by Sylvanas, but despite this she refused to become part of the Forsaken.

After trying to re-connect with her still living father, those players with keen eyes might have noticed her handiwork in Western Plaguelands. As a non-aligned "free agent," Lilian has some surprising hidden talents. In Mists of Pandaria she's still confused about her situation. Still broiling with internal conflict, despising what she has become.

Now she has a new and grander mission in mind and it revolves around Scholomance and Darkmaster Gandling in particular. She wants to ensure that like herself, no others shall be raised from death and subjugated. (Blue Tracker / Official Forums)

DoTA Style Battleground as a Potential E-sport
The biggest problem with releasing this battleground is that it requires some new tech, however we would very much love to be able to release the DotA-style Battleground during the Mists of Pandaria Life cycle.

Regarding this particular battleground becoming an eSport, I see that as all depending on the community and the support that it is given. I personally would love to see more World of Warcraft eSports, I find myself spending loads of time watching streams and videos of arena and rated battlegrounds...they are ridiculously entertaining! (Blue Tracker / Official Forums)

Outland update.
Especially in comparison to the revamped 1-60 experience, we feel the pacing of Outland is a bit awkward at the moment. This is something we might try and work on.

Having Wrath as the weakest link in the chain? Not so bad, in my opinion.

And in our opinion too. Well, no... we don't think Wrath content is weak, we spent a lot of time lovingly crafting that place. In fact, we don't think it needs as many adjustments as perhaps Outland does, if any.

I'd rather they just reworked the leveling experience to not include Outland anymore
Well it might be more feasible to re-work the 1-60 content to avoid Outland (or Northrend) if it was "just" to skip 5 levels of content. But we don't want to somehow try to stretch 1-60 to cover 10 extra levels, let alone 20. (Blue Tracker / Official Forums)

Pandaren mount is a yak?
So no, the Yak mounts are not the racial mounts for Pandaren. We're still thinking about how we want Yak mounts to be obtained. (Blue Tracker / Official Forums)

Circumvention of Battleground Balancing Measures via Addons
This is not something that we are encouraging, but it is also something that we currently have no realistic way to prevent. That being said, this is something that may change soon, which is why we always advise people to not use any type of add-on designed to circumvent or bend our balancing safeguards... using such add-ons can lead to severe account penalties! (Blue Tracker / Official Forums)

Horde not as Appealing to Female Gamers
To answer the question in the title, I think the majority of responses in this thread show that female gamers like to play Horde characters just as much as Alliance. It's purely down to personal taste.

I play a nice range of characters across both factions, and I feel the options available for each side match the spirit of the faction. Any 'pretty' missing for Horde females was more than made up for when blood elves joined back in TBC, and goblins are adorable!

Having said that, what changes would you all like to see to the models to make them more appealing to play, besides those already mentioned? (Blue Tracker / Official Forums)

Poll: VoIP Clients


Curse Weekly Roundup
Pico gives us news on Notch creating a Firefly game, updates on WoW: Mists of PandarIa, rumors on X-Box 720 and PS4 consoles, Smithsonian opens The Art Of Video Games, Athene charity, Save the Children, Operation: ShareCraft, Eve Dust trailer, and our indie game spotlight on "Warp".

by Published on 2012-04-01 05:24 PM

Gothic/Emo Jaina Model Datamined - April 1st/Joke!
A new NPC model appeared in the beta game files, this time it's Jaina who gets yet another reskin with a much more emo/gothic look.

by Published on 2012-04-01 07:51 AM

Diablo 3 - Diablo III is Coming to the Wii - April 1st/Joke!

Update: New Zergotchi Authenticator announced!
Note: If the Korean site is any indication, we should be seeing another announcement for WoW soon!

New Zergotchi Authenticator – Blizzard Exclusive - April 1st/Joke!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Say goodbye to your dusty old Battle.net Authenticator and hello to its new incarnation: the Zergotchi! Gone are the days when all you had to do was type in a boring six- or eight-digit code to log in to Battle.net or World of Warcraft. Blizzard Entertainment’s newest authentication system takes the next step in both Virtual Pet and Authenticator technology to provide you with the login experience of your life!

Combining a Battle.net Authenticator and a virtual pet into one seamless design, the Zergotchi will not only be an endless source of fun but will also make sure your account stays as secure and safe as ever – in style. Once attached to your Battle.net account, your Zergotchi’s life begins in its vulnerable egg-state. See it hatch! Be there when it evolves from a tiny, creep-spilling larva into a disgustingly cute Zergotchi, and experience the miracle of creation.

Feed it, play with it, care for it, and give it the love it needs to grow into the monster it was meant to be. Even better, it will display a new authentication code every time you ask. Be sure to keep your pet happy, though! If you don’t care for your little friend it will start begging for your attention – and if you let it get unhappy, it’ll start giving you partial authentication codes! Can you guess the missing digits? Yes, your Zergotchi is a playful little character.

Features
  • Adds an additional layer of security to your account
  • Impressive 16-bit display
  • Grows according to your play-style
  • Intuitive, user-friendly interface

Countless different critter outcomes
Thanks to a unique piece of Blizzard technology - the Advanced Pattern Recognition Integrated Layer™ - your Zergotchi will be able to determine how often you logged in to which game and played with the different races in order to create your perfect little pet. Playing an orc in World of Warcraft and enjoying some StarCraft II matches as a Terran? Then get ready to meet your little orcish Marine buddy. Or what about an undead Dark Templar? The possibilities are endless!*
*Possibilities are not endless.

Make new friends
But there's more! With its integrated RL Friend Finder Sensoring System, the Zergotchi will bring your gaming experience to the next level. Whenever you’re near someone with a Zergotchi of their own, your little fella will light up and make a noise! What better way to make new in-game and real-life friends than when you are cooing over your little critters together?



New Blizzard Kidzz Series to Offer the Most Epic Learning Experiences...Ever! - April 1st/Joke!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The most epic learning experiences... ever!
Blizzard Entertainment is proud to announce a new line of videogames set to capture the imagination of a whole new generation of gamers. Designed for a young audience, Blizzard Kidzz™ games strive to present children with not just the most epic, but also the most educational gaming experiences... ever.

Parents can rest easy knowing that their children are learning important life skills covering topics such as history, science, reading and writing, and much more! Blizzard Kidzz™ games feature characters and settings from our most popular franchises, so epic lessons are always just a mouse click away.

Here is a taste of some of our upcoming lineup:

Zergling Teaches Typing
Skzzzt! Brnnchh! W’rkncacnter! Learn these and many other important zerg vocabulary words while also dramatically improving your words per minute and keystroke accuracy. (Ages 6 and up)

Reader Ravager
Join Reader Ravager as he devours tome after tome of ancient lore, teaching kids a valuable lesson—that reading isn’t just fun, it’s downright delicious! (Ages 6 and up)

The Westfall Trail
Lead a band of settlers from Lordaeron to Westfall while learning all about the history of Azeroth! Hunt, manage inventories, and more! But beware: danger lurks around every corner. Don’t die of dysentery! (Ages 6 and up)

Turbo Science Vessel
Help captain Quasar and his crew maneuver through the Koprulu Sector by answering exciting questions about science! Learn how a warp drive works, how to tell if a star is about to go supernova, how to screen colonists for viruses, and more! (Ages 10 and up)

Strat Blaster with Edmund Duke
Listen up cadet, the Dominion needs you to keep us all safe from those nasty space bugs called the zerg and those psionic creeps known as the protoss. In my training course, you will learn all about interstellar warfare, the finer points of politics, and how to patch up a downed battlecruiser. (Ages 12 and up)

Where In Sanctuary is Deckard Cain
Oh no! Uncle Deckard got lost while compiling notes for the Book of Cain! Help Leah find her uncle by solving puzzles and collecting clues about the vast world of Sanctuary. (Rated M for Mature)






Announcing StarCraft®: Supply Depot™ - April 1st/Joke!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Following the success of our mobile-gaming lineup, we are proud to unveil the next entry in our series of epic handheld, pocket-sized entertainment!

It is a dark time for the galaxy. The alien forces of the voracious zerg and the ancient and enigmatic protoss have threatened the terrans for years.

Pushed to their limits, the beleaguered terrans plan a last-ditch attempt to save their people from extinction. They enter deep development on the most important research project of their time, one that will elevate warfare forever.

RAISE your expectations!
LOWER your enemies into the ground!!

Mankind's last resort is...
Supply Depot!

Features:
  • Endless hours of gaming including repeat playthroughs and Endurance Mode!
  • Deep, rewarding gameplay—multilevel play control allows you to both RAISE and LOWER Supply Depot!
  • Riveting backstory set in the StarCraft game universe!
  • Get up close and personal with an iconic StarCraft hero!
  • Multiple endings, each influenced by your choices and color-coded for your convenience! (Further epic endings planned for post release as downloadable content.)
  • Tens of hundreds of thousands of unlockable hats!

StarCraft: Supply Depot 2 is available on your favorite web browser, and coming soon for iPhone and Android!



by Published on 2012-03-31 05:20 AM

Boubouille (Personal Blog) - Work in Progress
Diablo 3 - Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard Facebook

Even More (Another 100,000) Beta Invites - Wave 3
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We heard you like invites so we put an invite in your invite so you can beta while you beta.

This is a short but sweet update that we're sending an additional 100,000 invites out tonight, for a total of 200,000 Mists of Pandaria invites being sent out today. Again, it will take a while for the invites to process so we recommend keeping an eye on your games list through Battle.net Account Management, as we expect invites to continue going out into the wee hours of the night and into tomorrow.

For more information on the invite process as a whole please refer back to today's earlier announcement: http://us.battle.net/wow/en/forum/topic/4253902117

Ruins of Theramore Preview
WARNING! WARNING! - Skip this video if you don't want to see what happens to Theramore!

As always, this is an early version of the area, previewed through unofficial means. This is absolutely not representative of the final version, it's just a preview. We don't have a lot of details about this area, as it is not part of the main map and could be part of a phased event. Keep in mind that the press tour did mention Theramore as a possible scenario for the pre Mists of Pandaria event.



Raid Encounter Journals
As with all of the other previews, these Journals are still in progress and do not represent the final numbers or mechanics of the fights.

Originally Posted by MMO-Champion
Mogu'shan Vaults
[PH] This are very picky mogus. If the tank loses just 5% aggro the mogus will pursue someone else. If you keep aggro and your healers on their toes you'll be fine. Also has flame breath.

The Stone Guard

  • Amethyst Guardian - The Amethyst Guardian gains energy when it is within 12 yards of another guardian. This energy can be used to cast Amethyst Overload. If no other guardian is within range it instead gains the Solid Stone effect.

    • Amethyst Pool - Creates a pool that inflicts 32500 Shadow damage every 1 sec. to enemies who enter the area.
    • Amethyst Overload - Upon reaching full energy the guardian overloads, inflicting 500000 Shadow damage to all enemies and interrupting Amethyst Petrification. Does not free fully petrified enemies.
    • Amethyst Petrification - The guardian attempts to turn its enemies to amethyst, reducing the Shadow damage they take by 80% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and are unable to move or act.
    • Solid Stone - When no other stone guards are nearby the guardian reverts to stone form. While in this form it takes 90% reduced damage but cannot gain energy.
  • Cobalt Guardian - The Cobalt Guardian gains energy when it is within 12 yards of another guardian. This energy can be used to cast Cobalt Overload. If no other guardian is within range it instead gains the Solid Stone effect.

    • Cobalt Grasp - Cobalt bursts from the ground at the target's feet, inflicting 52000 Arcane damage and preventing all movement for 6 sec.
    • Cobalt Overload - Upon reaching full energy the guardian overloads, inflicting 500000 Arcane damage to all enemies and interrupting Cobalt Petrification. Does not free fully petrified enemies.
    • Cobalt Petrification - The guardian attempts to turn its enemies to cobalt, reducing the Arcane damage they take by 80% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and are unable to move or act.
    • Solid Stone - When no other stone guards are nearby the guardian reverts to stone form. While in this form it takes 90% reduced damage but cannot gain energy.
  • Jade Guardian - The Jade Guardian gains energy when it is within 12 yards of another guardian. This energy can be used to cast Jade Overload. If no other guardian is within range it instead gains the Solid Stone effect.

    • Jade Shards - Fire shards of jade in all directions, inflicting 84500 Nature damage to all enemies.
    • Jade Overload - Upon reaching full energy the guardian overloads, inflicting 500000 Nature damage to all enemies and interrupting Jade Petrification. Does not free fully petrified enemies.
    • Jade Petrification - The guardian attempts to turn its enemies to jade, reducing the Nature damage they take by 80% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and are unable to move or act.
    • Solid Stone - When no other stone guards are nearby the guardian reverts to stone form. While in this form it takes 90% reduced damage but cannot gain energy.
  • Jasper Guardian - The Jasper Guardian gains energy when it is within 12 yards of another guardian. This energy can be used to cast Jasper Overload. If no other guardian is within range it instead gains the Solid Stone effect.

    • Jasper Cleave - Inflicts 150000 Fire damage to an enemy and its nearest allies, affecting up to 5 targets.
    • Jasper Overload - Upon reaching full energy the guardian overloads, inflicting 500000 Fire damage to all enemies and interrupting Jasper Petrification. Does not free fully petrified enemies.
    • Jasper Petrification - The guardian attempts to turn its enemies to jasper, reducing the Fire damage they take by 80% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and are unable to move or act.
    • Solid Stone - When no other stone guards are nearby the guardian reverts to stone form. While in this form it takes 90% reduced damage but cannot gain energy.
  • Encounter Area
    • White Floor Tiles - These tiles absorb the energy from Living Amethyst, Living Cobalt, Living Jade, and Living Jasper when a player stands on them. Each tile can absorb one charge of energy. For each energized tile in the room, the raid gains a stack of Energized Tiles.
      • Energized Tiles - The energy of the living stone flows through the room tiles, empowering players. Each stack increases damage dealt by 1%.
    • Living Amethyst Crystal - The energy that powers the Amethyst Guardian forms into a crystal. Players who interact with this crystal will be afflicted with the Living Amethyst effect.
      • Living Amethyst - 5 charges of the energy that animates the Amethyst Guardian tear though your body. Each charge inflicts 13000 Shadow damage every 1 sec. Charges of this energy can be drained into white floor tiles to energize them.
    • Living Cobalt Crystal - The energy that powers the Cobalt Guardian forms into a crystal. Players who interact with this crystal will be afflicted with the Living Cobalt effect.
      • Living Cobalt - 5 charges of the energy that animates the Cobalt Guardian tear though your body. Each charge inflicts 13000 Arcane damage every 1 sec. Charges of this energy can be drained into white floor tiles to energize them.
    • Living Jade Crystal - The energy that powers the Jade Guardian forms into a crystal. Players who interact with this crystal will be afflicted with the Living Jade effect.
      • Living Jade - 5 charges of the energy that animates the Jade Guardian tear though your body. Each charge inflicts 13000 Nature damage every 1 sec. Charges of this energy can be drained into white floor tiles to energize them.
    • Living Jasper Crystal - The energy that powers the Jasper Guardian forms into a crystal. Players who interact with this crystal will be afflicted with the Living Jasper effect.
      • Living Jasper - 5 charges of the energy that animates the Jasper Guardian tear though your body. Each charge inflicts 13000 Fire damage every 1 sec. Charges of this energy can be drained into white floor tiles to energize them.



Feng the Accursed
[PH]

  • Spirit Bolt - Feng the accursed deals 80000 Shadow damage to 8 random targets.
  • Strength of Spirit - Each time Feng absorbs a mogu champion spirit, his damage is increased by 10%
  • Essence of the Mogu Champions - Around 95%, 66%, and 33% life, Feng will siphon the essence out of the great statues of mogu champions past, gaining their boon. In Heroic difficulty, Feng will siphon from whichever statue is nearest to him.

    • Spirit of the Staff
      • Arcane Velocity - The caster channels a arcane storm, its missiles increasing in velocity and damage as they travel further.
      • Arcane Resonance - Feng charges random targets with Arcane Resonance, which deals 10000 Arcane damage every 1 second for every player standing within 10 yards.
    • Spirit of the Spear
      • Flaming Spear - Feng's fiery spear sears the flesh of an enemy target, inflicting 40000 Fire damage every 2 sec for 20 sec.
      • Wildfire Spark - Ignites an enemy, causing it to explode after 5 seconds, igniting a wildfire at their location.
      • Draw Flame - Absorbing Wildfire charges Feng's weapon, causing melee swings to deal 30000 additional Fire damage to all enemies.
    • Spirit of the Fist
      • Lightning Fists - Feng slams a lightning-charged fist into the ground, causing a shockwave to pulse in front of him, dealing 250000 Nature damage and stunning those caught in its path.
      • Epicenter - Feng channels a violent earthquake, dealing more damage towards the epicenter of the quake, and reducing enemies chance to hit by chance to hit by 75%.
    • Spirit of the Shield
      • Siphoning Shield - Feng's cursed shield draws the soul of enemies to it, healing him for 2% of his life per soul that is absorbed.
      • Siphoning Shield - Feng's cursed shield draws the soul of enemies to it, healing him for 5% of his life per soul that is absorbed.
      • Chains of Shadow - Feng strikes an enemy with a Chain of Shadow that arcs to another nearby enemy. The spell affects up to 8 targets, inflicting diminishing Shadow damage to each successive target.
  • Stolen Essences of Stone - The heroic willpower of tank-specced players allows them access to the leftover essence shards from the awakened statues.

    • Nullification Barrier - Friendly units standing inside the Nullification Barrier will have all harmful magical effects nullified.
    • Shroud of Reversal - Shrouds a friendly target with an aura of magic reversal, allowing the caster to mimic any hamful ability their target takes.



Gara'jal the Spiritbinder
Summary of Fight: Beat the snot out of the boss before he beats the snot out of you.

  • Shadowy Minion - Shadowy Minions exist in the spirit world; but their pressence can be seen even in the physical world. Shadowy Minions will cast Spiritual Grasp periodically for as long as they are alive. In difficulties other than LFR, Shadowy Minions will also cast Shadow Bolts at players who have crossed over into the spirit world.

    • Spiritual Grasp - Shadowy Minions in the Spirit World inflict Shadow Damage on a random member of the raid and anyone within three yards of them.
    • Shadow Bolt - Inflicts Shadow Damage to the target.
  • Spirit Totem - Gara'jal the Spiritbinder summons a Spirit Totem at a random location. In LFR, players can click on these to travel to the spirit world. By destroying these totems, the closest (3 (10)/4 (25)) players within 7 yards of the totem will travel to the spirit world. Players who have been turned into Voodoo Dolls can not cross over into the spirit world. Gara'jal the Spiritbinder will stop summoning Spirit Totems while Enraged.
  • The Spirit World - [LFR]Players who cross over to the Spirit World have 30 seconds before they return to the physical world. In other difficulties, players who cross over to the spirit world have 30 seconds to have their soul returned to their physical body or else they will perish inside the spirit world. Players leave behind their physical body when crossing over to the spirit world. By healing this physical body to full, the soul will be returned to the physical body.
  • Frail Soul - After having their soul returned to the physical world, players must wait 10 sec. before returning to the spirit world.
  • Spiritual Innervation - When a player's physical body is healed, their soul is energized. Spiritual Enervation takes on different forms based on the target's class and role. The efficacy of Spiritual Enervation is based on the amount of healing done to the physical body.
    • Caster DPS and Healers - Mana equal to the amount healed is restored to the recipient over 12 sec.
    • Warriors - Rage is generated every 1 sec. for 12 sec.
    • Rogues - Energy is gained every 1 sec. for 12 sec.
    • Death Knights - Runic Power is gained every 1 sec. for 12 sec.
    • Hunters - Focus is gained every 1 sec. for 12 sec.
    • Monk - NYI every 1 sec. for 12 sec.
    • Enhancement Shaman - The Maelstrom Weapon effect is granted every 1 sec. for 12 sec.
    • Retribution Paladin - Holy Power is gained every 1 sec. for 12 sec.
  • Voodoo Dolls - Gara'jal the Spiritbinder fixates on his current target and then chooses (10-2,25-3,LFR-2) other players from the raid to turn into Voodoo Dolls. Players who have been turned into Voodoo Dolls can not enter the spirit world. Voodoo Dolls persists until the victim perishes or until Gara'jal the Spiritbinder Banishes his fixate target to the spirit world.

    • Voodoo Doll (Tank Role) - Gara'jal the Spiritbinder fixates on his current tank target and turns him into a Voodoo Doll. 80% damage dealt to the target is copied to all other Voodoo Dolls in the raid.
    • Voodoo Doll (Non-Tank Role) - 80% damage dealt to a Voodoo Doll is copied to all other Voodoo Dolls in the raid.
  • Banishment - Gara'jal the Spiritbinder Banishes his current tank target to the spirit world completely. Unlike other players who cross over into the spirit world, victims of Banishment do not leave a physical body behind. While in the spirit world, the victim will be assaulted by (Normal/LFR-1,Heroic-3) Severer[s] of Souls. Defeating all Severers of Souls will free the victim. Banish removes all current Voodoo Doll effects on the raid.

    • Severer of Souls - Severers of Souls appear to tear the soul from Banished victims. If all Severers of Souls are not defeated within 30 sec. then the Banished victim will die.
  • Enrage - When Gara'jal the Spiritbinder reaches 20% health remaining he Enrages. While Enraged, Gara'jal the Spiritbinder gains 100% melee haste and 50% damage. Gara'jal ceases summoning Spirit Totems while Enraged.


The Spirit Emporers
PH

Meng Sharpfang
The Mad Emporer. Upon being defeated, the Mad Emporer remains in battle in a weakened state, only able to use his Maddening Shout ability.

  • Maddening Shout - The Maddening Shout of Meng Sharpfang causes all enemies to go mad. Inflicting 10000 Shadow damage every 3 sec and causing all enemies to hate each other, players regain their sanity after taking 10000 damage from another player. The Mad King retains Maddening Shout after being defeated.
  • Crazed - Becomes more insane every 0.5 sec, at 100 sanity Meng switches personalities to Cowardice. While Crazed the Mad King has increased Physical damage dealt by 200% of Meng's sanity.
  • Cowardice - Becomes more insane every 0.5 sec, at 100 sanity Meng switches personalities to Crazed. While Cowardice the Mad King reflects damage equal to 50% of Meng's sanity.
  • Crazy Thought - The Mad King has a Crazy Thought, increasing his insanity by 10.
  • Delirious - The Mad King has become enraged, doubling sanity gain.

Qiang Steelskin
The Warlord Emporer. Upon being defeated, the Warlord Emporer remains in battle in a weakened state, only able to use his Flanking Orders ability.

  • Flanking Orders - The Warlord King orders a flank, calling in a wave of Mogu from the flank! These Flanking Mogu cast Overhand Strike, inflicting 500000 Physical damage to enemies within 4 yards in front of them. The Warlord King retains Flanking Orders after being defeated.
  • Massive Attacks - The Warlord King's attacks are so brutal that no single man can stand against him. Attacks inflict 600000 Physical damage, split among all enemies hit.
  • Annihilate - Qiang focuses on Annihilating his enemies in front of him, inflicting 1500000 damage to enemies within 20 yards.
  • Impervious Shield - Immune to all attacks and spells and increases attack speed by 200% for 10 sec.

Sebotai Swiftfoot
The Bandit Emporer. Upon being defeated, the Bandit Emporer remains in battle in a weakened state, only able to use his Pillage ability.

  • Pillage - Charges a target and begins to cast Pillage, stealing all of the target's posessions. Pillaged reduces damage and healing done by 50% and reduces Armor by 50%. The Bandit King retains Pillage after being defeated.
  • Volley - Sebotai casts three quick Volleys. The first inflicts 50000 Physical damage to enemies in a large cone in front of the caster, then 75000 Physical damage in a medium cone, finally 100000 Physical damage in a small cone.
  • Rain of Arrows - The Bandit King casts Rain of Arrows at the location, causing Pinned Down on all targets within 8 yards of the area. Pinned Down inflicts 15000 Physical damage every 1 sec until the arrow is removed from the victim.
    • Patriot Arrow - The Patriot Arrow causes Pinned Down, inflicting 15000 Physical damage every 1 sec until the Patriot Arrow is destroyed!
  • Sleight of Hand - Damaging attacks against the King causes the attacker to be Robbed Blind. Reducing damage and healing done by 50% and reduces Armor by 50%. Sebotai is vulnerable to Stun while Sleight of Hand is active.
    • Robbed Blind - Reduces damage and healing done by 50% and reduces Armor by 50%.

Tian Dreadshadow
The Sorcerer Emporer. Upon being defeated, the Sorcerer Emporer remains in battle in a weakened state, only able to use his Undying Shadows ability.

  • Undying Shadows - Forms an Undying Shadow at the target location. Undying Shadows inflict 20000 Shadow damage every 1 sec to enemies with 10 yards until it is killed. The Sorcerer King retains Undying Shadows after being defeated.
    • Undying Shadow - The Creature inflicts 20000 Shadow damage every 1 sec to enemies within 10 yards until it is killed. Undying Shadow will fixate on the closest target to it when it spawns. After being killed the Undying Shadow dies and starts to reform itself, causing Coalescing Shadows at the location. After 30 seconds the Undying Shadow fully coalesces, reforming itself.
      • Coalescing Shadows - Inflicts 20000 Shadow damage every 1 sec to enemies with 10 yards. After 30 seconds the Undying Shadow fully coalesces, reforming itself.
  • Shadow Blast - The Shadow Blast inflicts 100000 Shadow damage to enemies within 8 yards of the target.
  • Charged Shadows - Inflicts 85000 Shadow damage to enemies within 8 yards of each other.
  • Shield of Darkness - Damaging abilities made against the Mogu King inflict 200000 Shadow damage to all enemies.
    • Darkness - Inflicts 200000 Shadow damage to enemies all enemies.



Will of the Emperor
[PH] This is the angriest mogus. They are hard as a rock and mean as a fist made of smaller fists.


  • Coolant Gas - Coolant Gas fills the room, dealing 50000 Frost damage every 1 seconds to all players and energizing any constructs, increasing damage dealt by 50%.
  • Emperor's Rage - The smallest Terracotta warrior, the Emperor's Rage strike quickly with dual axes and were often the foremost lines in Lei Shin's mechanical armies.

    • Focused Assault - Fixates on a player, attacking only that player until they are dead or can no longer be found.
    • Unarmored - The Emperor's Rage wear very little armor and are susceptible to all forms of crowd-control.
  • Emperor's Courage - The Emperor's Courage carry a polearm to harry opponends, and form a powerful defensive wall with shields and armor.

    • Focused Defense - Comes to the aid of Jan-xi or Qin-xi by fixating on a tank, attacking only that player until they are dead or can no longer be found.
    • Impeding Thrust - Inflicts 100% weapon damage and slows the target, reducing movement speed by 25% for 10 sec. Stacks up to 4 times.
    • Half Plate - The Emperor's Courage wear directional armor. All damage taken from the front is blocked or deflected, but the construct can be snared.
  • Emperor's Strength - The Emperor's Strength are heavily-armored and strike earth-shaking blows with a massive two-handed hammer.

    • Energizing Smash - Smashes the ground in front of the Soldier, inflicting 300000 Physical damage to players within 10 yards of the strike zone and stunning them for 2 sec. Each time Energizing Smash is cast, the radius increases by 1 yard.
    • Full Plate - The Emperor's Strength wear heavy armor and cannot be crowd-controlled in any way.
  • Jan-xi and Qin-xi - Jan-xi and Qin-xi activate after 90 seconds and share a health pool.

    • Devastating Combo - Jan-xi and Qin-xi perform a devastating combination of five attacks. In Heroic Difficulty, the Devastating Combo consists of ten attacks. In Looking for Raid Difficulty, the Devastating Combo consists of three attacks.
      • Devastating Arc - Strikes a 25-yard hemispherical area to the left, right, or in front of Jan-xi or Qin-xi. Inflicts 300000 Physical damage and reduces armor by 10% for 2 min. Stacks up to 10 times and pierces all immunities.
      • Stomp - Stomps the ground, inflicting 300000 Physical damage to all players within 12 yards and stunning them for 2 sec. This attack pierces all immunities.
    • Magnetic Armor - Magnetizes the current target for 10 sec. If a magnetized player is more than 16 yards from the construct, they will be pulled back to the construct.
    Opportunistic Strike - If all players avoid all attacks in a Devastating Combo, Jan-xi or Qin-xi becomes unbalanced, granting all players within 16 yards the Opportunistic Strike ability for 3 sec. Inflicts 500000 Physical damage.
  • Titan Spark - On Heroic difficulty, when any construct dies, 2 Titan Sparks are released.

    • Focused Energy - Fixates on a player, attacking only that player until they are dead or can no longer be found.
    • Energy of Creation - When a Titan Spark dies or reaches its target, it releases the Energy of Creation. Inflicts 500000 Nature damage to all players within 8 yards and energizes any constructs, increasing attack speed by 50% for 2 min. This effect stacks.



Originally Posted by MMO-Champion
Terrace of Endless Spring
[PH] You fight some fish and get some loot. Don't be scared!

Protectors of the Endless
[PH] Fish full of Sha

  • Sha Corruption - Killing a member of the Protectors causes Sha Corruption to explode from their bodies and possess the remaining Protectors. Sha Corruption heals each Protector to their maximum health, increases their damage done by 25% and grants them additional abilities.
  • Protector Kaolan
    • Touch of Sha - Protector Kaolan corrupts a player, inflicting 40000 Shadow damage every 3 seconds for the remainder of the fight.
    • Defiled Ground - This ability is granted by 1 charge of Sha Corruption. Protector Kaolan desecrates the land beneath a player's location for the remainder of the fight, inflicting 100000 Shadow damage every second and increasing damage taken from Defiled Ground by 10% for 30 sec. This effect stacks.
    • Expel Corruption - This ability is granted by 2 charges of Sha Corruption. Protector Kaolan expels a mass of corruption at his location for the remainder of the fight, inflicting 100000 Shadow damage to all players within 30 yards every 3 seconds. The damage of Expelled Corruption is decreased the further a player is from the source of corruption.
  • Elder Regail
    • Lightning Bolt - Elder Regail hurls a bolt of lightning, inflicting 100000 Nature damage.
    • Lightning Prison - Elder Regail imprisons 2 players in a field of lightning, stunning them and causing them to inflict 70000 Nature damage every second to all players within 7 yards. In 25 player Difficulty, Elder Regail imprisons 5 players.
    • Lightning Storm - This ability is granted by 1 charge of Sha Corruption. Elder Regail summons a Lightning Storm, causing several lightning strikes. First striking at Elder Regail's location and then in a ring around him at 20, 40, 60 and 80 yards. Each strike inflicts 100000 Nature damage to all players within 10 yards of Lightning Storm's impact.
    • Overwhelming Corruption - This ability is granted by 2 charges of Sha Corruption. Elder Regail is overwhelmed with corruption, inflicting 30000 Shadow damage to all players every 3 seconds and increases damage taken from Overwhelming Corruption by 5%. This effect stacks.
  • Elder Asani
    • Water Bolt - Elder Asani hurls a bolt of water at an enemy's location, inflicting 75000 Nature damage to all players within 3 yards of the targeted location.
    • Cleansing Waters - Elder Asani summons a globe of Cleansing Waters at a Protector's location. When the globe reaches the ground, all targets within 3 yards are healed every second for 10 sec.
    • Corrupted Waters - This ability is granted by 1 charge of Sha Corruption. Elder Asani summons a globe of Corrupted Water that Empowers all Protectors, granting them 100% melee and casting speed until it is destroyed.
      • Purified - Destroying the Corrupted Waters grants all players within 15 yards the Purified effect, increasing melee, ranged and spell casting speed by 100% for 20 sec.
    • Overwhelming Corruption - This ability is granted by 2 charges of Sha Corruption. Elder Asani is overwhelmed with corruption, inflicting 30000 Shadow damage to all players every 3 seconds and increases damage taken from Overwhelming Corruption by 5%. This effect stacks.
  • Minion of Fear - Minions of Fear pour from the Terrace of Endless Spring, pursuing the Protector with the lowest remaining health.

    • Corrupted Essence - When a Minion of Fear dies, it fills the 2 closest players with Corrupted Essence, increasing their damage done by 10% for 45 sec. This effect stacks up to 10 times. If Corrupted Essence ever reaches 10 stacks, it is removed and the Essence of Fear is unleashed. In 25 player Difficulty, Corrupted Essence fills the 5 closest place.
    • Essence of Fear - The Essence of Fear inflicts 100000 Shadow damage to all players within 30 yards.
    • Greater Corrupted Essence - When a Minion of Fear reaches a Protector, it fills them with Greater Corrupted Essence, increasing their damage done by 10% for 1 min. This effect stacks up to 10 times. If Greater Corrupted Essence ever reaches 10 stacks, it is removed and the Greater Essence of Fear is unleashed.
    • Greater Essence of Fear - The Greater Essence of Fear inflicts 400000 Shadow damage to all players, horrifying them for 3 sec.


Sha of Fear
*Face your fears in up to 3 epic battles!
*Become the Champion of the Light!
*Waffles not included.

  • The Terrace - The Sha of Fear looms atop the terrace, attempting to consume the pure light still emanating from its center.

    • Pure Light - A narrow column of uncorrupted light still projects skyward from the center of the terrace. When a player stands in this light it bends, forming a protective wall that extends back from this Champion of the Light in a 'V' shape. This attracts the attention of the Sha, who fixates on the Champion.
      • Wall of Light - The Champion and other players standing within the wall of light take 15% reduced damage from all sources. The wall also deflects the Sha's Breath of Fear attack.
    • Breath of Fear - The Sha inflicts 225000 Shadow damage to all enemies over 1.5 sec. Affected enemies are feared for the duration. Players standing behind the Wall of Light are unaffected.
    • Eerie Skull - The Sha throws a skull at a player's location, inflicting 45000 Shadow damage and reducing the casting speed of enemies within 3 yds of the impact point by 50% for 2 sec.
    • Ominous Cackle - The Sha cackles ominously and teleports a group of players to one of the outer shrines to battle a former guardian of the terrace.
    • Terror Spawns - The Sha periodically summons a pair of Terror Spawns to attack players. Each Terror Spawn is protected by a bulwark of dark energy that deflects spells and attacks that strike the front of the creature.
      • Penetrating Bolt - Hurls a bolt of dark magic at an enemy, inflicting 10000 Shadow damage and increasing Shadow damage taken by 10% for 15 sec.
    • Heart of Fear - The heart of the Sha can be targeted and attacked separately. It takes 50% increased damage from attacks and spells, but is immune to area of effect abilities.
      • Heart of Fear - The Heart of Fear saps the courage of its attackers, inflicting 20000 Shadow damage and causing them to flee in terror when it suffers damage. This effect removes normal fear immunities, but players who are Fearless are unaffected.
    • Reaching Attack - The Sha strikes at a distant target, inflicting 75000 Shadow damage and increasing Shadow damage taken by 25% for 25 sec. This ability is used when no targets are in melee range.
  • The Outer Shrines - The group of players transported by Ominous Cackle must defeat one of three Sha possessed crossbowmen. The pandaren Yang Guoshi, Cheng Kang, and Jinlun Kun are former terrace guardians.

    • Shoot - The caster shoots at the target, inflicting 75000 Physical damage.
    • Dread Spray - The caster rapidly fires sprays of Dread Bolts at enemy targets for 8 sec. The caster is immune to taunt for the duration. Each spray of Dread Bolts fires in a cone in front of the caster, inflicting 30000 Shadow damage and afflicting the target for 8 sec. At 2 stacks, the target is feared for 4 sec.
    • Death Blossom - The caster spins in a circle, unleashing a hail of bolts in all directions for 6 sec. Each bolt that strikes an enemy inflicts 35000 Physical damage.
    • Fearless - Defeating any of the possessed crossbowmen returns the group to the central terrace and grants them complete immunity to Fear and Horror effects for 20 sec. This effect cannot be removed by the Heart of Fear.
  • The Dread Expanse - On heroic difficulty the Sha of Fear retreats to the Dread Expanse at low health, dragging players along with him. This watery wasteland is a place of the Sha's making where he has access to a new set of abilities.

    • Pure Light - The uncorrupted light from the terrace binds itself to the current champion and takes on a new form. It grows stronger, granting the champion immunity to fear and horror effects and 25% reduced damage taken.
      • Transfer Light - The champion can use this ability to move the Pure Light to a targeted friendly player.
    • Implacable Strike - The Sha unleashes an Implacable Strike in the direction of his current target that inflicts 700000 damage to enemies up to 20 yards away.
      • Naked and Afraid - The Sha strips the gear from his current target before performing Implacable Strike, reducing the target's armor and chance to dodge by 100% for 40 sec.
    • Waterspout - The Sha agitates the water under several players, creating a series of waterspouts. Each waterspout takes 1.5 sec. to form and explode, inflicting 60000 Frost damage to enemies within 2 yds.
    • Huddle in Terror - The Sha terrifies several players, causing them to cower in fear and inflicting 45000 Shadow damage every 1 sec. for 15 sec.
    • Submerge - The Sha disappears below the surface of the Dread Expanse for a short time, then emerges under a random player inflicting 500000 Frost damage to enemies within 10 yds. The Sha summons a Dread Spawn at his location each time he submerges.
    • Dread Spawn - This creature fixates on the current champion of the light. If a new player becomes the champion the Dread Spawn will change targets.
      • Shadow Bolt - The Dread Spawn emits Shadow Bolts. Each inflicts 35000 Shadow damage to a random player.
      • Eternal Darkness - The Dread Spawn kills his current target if he is able to get within melee range.



Originally Posted by MMO-Champion
Pandaria
[PH] The whole continent! Can you believe it?

Sha of Anger
[PH] He's really mad...

  • Seethe - Seething anger inflicts 80000 Shadow damage and increases Shadow damage taken by the player by 10% for 10 sec. Only used if no players are within melee range.
  • 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 100000 Shadow damage to players within 3 yards of the impact point and summons forth an Ire and a cloud of Bitter Thoughts.

    • Bitter Thoughts - A cloud of dark thoughts that prevents attacking and spell-casting for all players within 3 yards. Lasts for 70 seconds.
    • Ire - A manifestation of anger summoned by the Sha of Anger's Endless Rage.
  • 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 will display Aggressive Behavior.
      • Aggressive Behavior - The 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 s4_spell_ref_replace%. Aggressive Behavior is removed if the player falls below s6_spell_ref_replace% 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. Inflicts 60000 Shadow damage to 11 random targets every 2 seconds.



Dungeon Encounter Journals
As with all of the other previews, these Journals are still in progress and do not represent the final numbers or mechanics of the fights.

Originally Posted by MMO-Champion
Temple of the Jade Serpent
nyi

Wise Mari
nyi

  • Phase 1: Still waters - rise up!

    • Corrupted Waters - The fountain's corrupted water churns and bubbles, inflicting 5000 Shadow damage every 0.25 seconds.
    • Water Bubble - Wise Mari creates a large water bubble around himself, making him immune to damage and knocking back players that touch the bubble.
    • Hydrolance - Wise Maru directs the fountain's corrupted waters to attack the players, inflicting 20000 damage as it ripples, and 28500 damage when it explodes.
    • Call Water - Wise Mari summons a Corrupt Living Water in one of the four smaller fountains to attack the players.
      • Corrupt Living Water - Bound by Wise Mari's control, the Corrupt Living Water comes to life. attacking nearby players.
        • Corrupt Droplet - When a Corrupt Living Water is defeated it splits into four Corrupt Droplets. Corrupt Droplets attack nearby players.
        • Sha Residue - When a Corrupt Living Water is defeated it creates a puddle of Sha Residue at its location. Sha Residue inflicts 10000 Frost damage every second to all players within in the puddle.
  • Phase 2: Behold the power of torrential waters! - When four Corrupt Living Water are killed, Wise Mari unleashes all of his power, washing away all who stand in his way.

    • Bubble Burst - Wise Mari bursts his protective bubble, inflicting 10000 Frost damage and knocking back all enemies within 5 yards.
    • Wash Away - Wise Mari channels into the water, creating an endless spout of water in front of him that inflicts 60000 damage and knocks back all players.


Library Event
The sha have infested the library of the Temple of the Jade Serpent. They have taken form of the various characters of Pandaren lore. You must defeat them in order to bring peace to the ancient library.

  • The Trial of the Yongol - A young Yongol is faced with his own Strife and Anger. He must find a balance of the two to set his soul free.

    • Strife
      • Pain and Strife - Pain and Strife arc through the enemy's mind inflicting 30000 Shadow damage.
    • Anger -
      • Pain and Strife - Pain and Strife arc through the enemy's mind inflicting 30000 Shadow damage.
    • Intensity - Focusing your attacks on either Strife or Anger will feed the entity, causing it to inflict 3500 Fire damage to all surrounding enemies and increase all damage dealt by 10% per application. Upon reaching 10 stacks, this entity will gain Ultimate Power - gaining immunity to all damaging effects for 15 sec.
    • Dissipation - Ignoring Strife or Anger will starvethe entity, causing it to slowly dissipate to nothingness. Damage dealt is reduced by 10% per application.
  • The Champion of the Five Suns - In the days of old, five suns burned brightly in the sky. Great fires would sweep through the lands of Pandaria until the day that Zao Sunseeker shot a defiant arrow into the sky, bringing down 4 of the 5 suns.

    • Sunfire Rays - The intense heat of the sun burns a random enemy target for10000 Fire damage.
    • Extract Sha - Extinguishing a sun will extract the Sha from its victim.
      • Haunting Sha - These sha haunt the Temple of the Jade Serpent.
        • Haunting Gaze - The Haunting Sha gazes into their victim's soul, inflicting 25000 Shadow damage.
    • The Sunseeker's Corruption! - The manifesting Sha have now possessed Zao Sunseeker! You must cleanse him of his corruption!
      • Zao Sunseeker
        • Hellfire Arrows - Zao shoots madly at his perceived enemies, inflicting 30000 Fire damage to random enemies.


Liu Flameheart
nyi

  • Dragon Dance - Liu Flameheart rapidly assaults players with three Dragon martial arts attacks.

    • Dragon Strike - Liu Flameheart strikes her target, inflicting 25000 Fire damage and an additional 28000 Fire damage over 8 sec.
    • Dragon Kick - Immediately following a Dragon Strike, Liu Flameheart performs a Dragon Kick, inflicting 30000 Fire damage to all players within 8 yards.
    • Dragon Wave - The force of Liu Flameheart's Dragon Kick creates three waves of fire around her which move out from her. Dragon Waves inflict 25000 damage to all players they impact.
  • Jade Dragon Dance - When Liu Flameheart reaches 70% remaining health, she channels the essence of the Jade Serpent to aid her in battle, granting each of her attacks an additional effect.

    • Jade Dragon Strike - Liu Flameheart strikes her target, inflicting 25000 Fire damage and an additional 28000 Fire damage over 8 sec. In addition, Jade Dragon Strike absorbs up to 40000 healing received by the target.
    • Jade Dragon Kick - Immediately following a Jade Dragon Strike, Liu Flameheart performs a Jade Dragon Kick, inflicting 30000 Fire damage and knocks all players within 8 yards back.
    • Jade Dragon Wave - The force of Liu Flameheart's Jade Dragon Kick creates three waves of Fire around her which move out from her. Jade Dragon Waves inflict 25000 damage to all players they impact and leave a trail of Fire in their wake.
  • The Jade Serpent - When Liu Flameheart reaches 30% remaining health, she enters a trance, making herself invulnerable and summoning the spirit of Yu'lon to defend her in battle.

    • Yu'lon
      • Jade Fire - Yu'loan breaths a ball of flames at a player, creating a pool of Jade Fire at their location. Jade Fire inflicts 25000 Fire damage every second to all players within in the flames.



Originally Posted by MMO-Champion
Stormstout Brewery
[NYI]

Ook-Ook
He's gonna Ook you... [PH]


  • Going Bananas - At 90%, 60%, and 30% health remaining, Ook-Ook goes bananas! Increases attack speed by 15% and damage dealt by 15%. Stacks up to 3 times. In addition, this causes a wave of Rolling Barrels.
  • Ground Pound - Ook-Ook pounds the ground every 1 seconds for 3 sec, inflicting 20000 Physical damage to all enemies within a 45-degree cone and stunning them for $106808d.
  • Rolling Barrel - Ook-Ook's entourage periodically throw Rolling Barrels, which roll across the room until they hit a wall, player, or Ook-Ook himself. At 90%, 60% and 30% health remaining, the barrels are thrown more often.

    • Brew Explosion - Rolling Barrels inflict 50000 Physical damage to players and 10000 Physical damage to Ook-Ook and increase damage taken by 10% for 15 sec.

Hoptallus
And he has very sharp teeth! [PH]


  • Carrot Breath - Hoptallus slowly turns in a circle spewing vile carrot juices. Inflicts 30000 Physical damage and knocks targets back in a 20-degree cone in front of Hoptallus.
  • Furlwind - Hoptallus spins in a rapid circle. Inflicts 30000 damage every 1 seconds to surrounding units and knocks them back, but slows movement speed by 70%.
  • A Shrill Screech - Hoptallus will periodically emit a shrill cry, calling for aid from Hoplings, Hoppers, and Bouncers.

    • Hopling - The tiniest Vermen, Hoplings do little more than hop around and bite things!
    • Hopper - Hoppers are larger Vermen that carry a barrel of explosive brew in their mouths.
      • Explosive Brew - If a Hopper reaches its target, it will hop madly before exploding. Inflicts 30000 Fire damage to enemies within 10 yards and knocks them down.
    • Bopper - Boppers are larger Vermen and carry a heavy hammer.
      • Big Ol' Hammer - When Boppers die, they drop their Big Ol' Hammers. A hammer can be picked up to gain three charges of the Smash! ability.
        • Smash! - Slam the Big Ol' Hammer into the ground, destroying all Hoppers and Hoplings within 6 yards and dealing heavy damage to Boppers.


Yan-Zhu the Uncasked
Goes great with lime. [PH]


  • Brew Bolt - If there are no players near Yan-Zhu, he will begin casting Brew Bolts. Inflicts 30000 Frost damage and increases magic damage taken by the target for 6 sec.
  • The Perfect Brew? - Uncle Gao's crazy experiments in brewmastery have granted Yan-Zhu one of two abilities.

    • Bloat - Causes the target to gush brew from their ears for 1 min. Inflicts 20000 Physical damage to and knocks targets back in a 10-degree cone on either side of the bloated player.
    • Blackout Brew - A heavy brew that inflicts 10000 Frost damage to all players and applies 3 stacks of Blackout Brew. Stacks can be removed by moving and jumping. If Blackout Brew reaches 10 stacks, the player is stunned for 10 sec.
  • Just A Few More Ingredients! - At 75% health remaining, Uncle Gao adds a few more ingredients to the brew, increasing Yan-Zhu's size and granting one of two new abilities.

    • Bubble Shield - Yan-Zhu covers himself with 8 small bubbles. Each bubble grants Yan-Zhu 10% damage reduction.
    • Yeasty Brew Alemental - Yan-Zhu summons forth Yeasty Brew Alementals to aid him.
      • Ferment - Restores 1% of health and mana every 1 second.
  • Now Turn Up The Heat! - At 50% health remaining, Uncle Gao further modifies the recipe, increasing Yan-Zhu's size and granting one of two new abilities.

    • Carbonation - Yan-Zhu fills the room with Carbonation for 20 sec. Inflicts 1000 Frost damage every 1 seconds to enemies that are close to the ground and prevents them from performing any actions due to acute asphyxiation. In addition, Carbonation causes Fizzy Bubbles to spawn.
      • Fizzy Bubble - Clicking on a Fizzy Bubble grants the ability to fly for 20 sec.
    • Wall of Suds - Yan-Zhu periodically summons forth walls of sudsy brew. Inflicts 10000 Frost damage every 0.5 seconds to players that stand in the wall and stuns them for 5 sec.
      • Sudsy - The sudsy nature of Yan-Zhu grants players the ability to jump extra high.



Originally Posted by MMO-Champion
Gate of the Setting Sun
THERE BE BUGS ATTACKING!

Striker Ga'dok

  • Striker Ga'dok - NYI

    • Prey Time - Strike Ga'dok charges a nearby enemy and devours them, inflicting 30000 Physical damage every sec for 5 secs.
    • Impailing Strike - Impales the target dealing 50% of the targets health.
    • Starfing Run - Upon reaching 70% and 30% health Striker Ga'dok strafes the platform with fire bombs which deal 15000 Fire damage a sec to enemies caught in them.
  • Mantid Disruptor - Continuously bombards the platform with acid bombs.

    • Acid Bomb - Mantid Fliers periodically bombard the platform with acid bombs which deal 15000 Nature damage a sec. to enemies caught within them.
  • Mantid Striker - Attacks players on the platform during Striker Ga'dok's strafe runs.


Commander Ri'mok

  • Commander Ri'mok - NYI
    • Viscos Fluid - Commander Ri'mok periodically exudes a viscos fluid which will increase Commander Ri'mok's damage by 10% and reduces damage dealt by players standing in it by 10% per sec. to a max of 50%.
    • Frenzied Assault - Deals 50% weapon damage to all targets within 9 yards every 0.25 seconds until canceled.
  • Mantid Swarmer - Waves of reinforcements continuously scale the wall to aid Commander Ri'mok.
  • Mantid Saboteur - Every 45 secs a Mantid Saboteur will join the battle.
    • Bombard - The Mantid Saboteur throws vollies of bombs that deals 30000 Fire damage to all enemies within 40 yards.


Saboteur Kip'tilak

  • Throw Explosives - Saboteur Kip'tilak picks a random location in the room and throws a pack of Stable Munitions there.
    • Stable Munitions - These materials are stable and won't explode unless they are hit by another explosion.
      • Explosion - When Stable Munitions are hit by explosions from other exploding Stable Munitions or Sabotaged players, they explode in the four cardinal directions.
  • Sabotage - Saboteur Kip'tilak picks a player at random and attaches four explosives to their back. When Sabotage expires, the charges explode in the four cardinal directions.
  • World in Flames - Once at 60% and once again at 30% health remaining, Saboteur Kip'tilak will rapidly throw five sets of Stable Munitions on the ground at random locations. Once complete, Saboteur Kip'tilak will cause these Stable Munitions to explode.


Raigonn
ITS A BIG BUG!

  • Breaking The Siege - Raigonn has burst through the outer gate, and is now attempting to ram through the inner gate! He must be stopped by destroying his weak spot.
    • Impervious Carapace - Damage deal to Raigonn is reduced by 100% until his Vulnerability has been destroyed.
    • Vulnerability - Raigonn has an exposed vulnerability, allowing players to ride on his head and attack it! Once destroyed, Raigonn's Carapace will be destroyed.
    • Battering Headbutt - Raigonn charges towards the inner door, the impact of the Headbutt inflicts 50000 Physical damage to enemies within 10 yards. Additionally impacting the door will throw all enemies on Raigonn's Vulnerability to the ground.
    • Hive Protectorate - Eight Hive Protectorate join the fight from beyond the wall.
      • Hive Mind - At 50% Health the Hive Protectorate casts Hive Mind, increasing attack speed of nearby Hive Protectorate by 50%.
    • Engulfing Mantid - Three Engulfing Mantid fly above, casting Engulfing Winds.
      • Engulfing Winds - The Engulfing Winds create a tonado at the location and inflicts 15000 Nature damage to enemies within 3 yards and an additional 15000 Nature damage every 1 sec.
    • Swarm Bringer - A Swarm Bringer joins the battle, inflicting Screeching Swarm.
      • Screeching Swarm - The Screeching Swarm absorbs 15000 healing and inflicts 15000 Shadow damage every 1 sec. The Swarm will detach from its host after 10 sec. The Swarm inflicts 5000 damage every 5.2 sec to enemies within 20 yards.
  • The Cracked Carapace
    • Broken Carapace - The Mantid Carapace has been broken, increasing damage taken by 300%.
    • Fixate - Raigonn fixates on a target, the target is so terrified they move 75% faster.
    • Stomp - Raigonn stomps, inflicting 25000 Physical damage and becoming more frenzied.
    • Frenzy - Raigonn enters a frenzy, increasing damage dealt by 25%, stacking every time he Stomps.
    • Pandaren Bowmen - The Pandaren Bowmen on the high walls above are assisting you!
      • Tar - Movement speed reduced by 50% of anyone in the Tar.



Originally Posted by MMO-Champion
Mogu'shan Palace
MOGUSSSS

Clan Leaders of the Mogu
Tryouts are in session!

  • Fight the Clans - Each Clan Leader will challenge you in turn. Defeat all three to proceed.

    • Gurthan Chief - Clan Gurthan favors the use of fist weapons and prizes their Quilin companions.
      • Mu'Shiba - Mu'Shiba is the Gurthan Chief's loyal companion and will cease fighting after he is defeated.
        • Pinja - Mu'Shiba selects a random player other than his current target and tackles him to the ground. Pinja inflicts phyiscal damage every second for 11 sec. Defeate Mu'Shiba to end this effect early.
      • Shockwave - The Gurthan Chief sends a shockwave along the ground in front of him. All targets hit by the shockwave are launched into the air and will take falling damage.
    • Harthak Chief - The Harthak are masters of wind and lightning based magic.
      • Whirling Dervish - The Harthak Chief summons a Whirling Dervish nearby. The Whirling Dervish will move about the arena randomly and throw nearby creatures around the room, inflicting physical Damage.
      • Hurricane - The Harthak Chief spins in place very quickly, creating a Hurricane that pulls nearby creatures into its vortex. Creatures in the vortex suffer physical Damage.
      • Lightning Bolt - The Harthak Chief inflicts Nature Damage to his current target.
    • Korgesh Chief - The Korgesh are strong warriors who favor large weapons and fire magic.
      • Conflagrate - The Korgesh Chief inflicts Fire Damage on a random player. While Conflagrated, the victim suffers Fire Damage every second and is Disoriented. When Conflagrate ends it passes to any creature nearby.
      • Meteor - The Korgesh Chief hurls a fiery boulder at a random player. When the meteor lands it deals a large amount of Fire Damage divided evenly among all in the area of effect.
      • Mortal Strike - The Korgesh Chief inflicts a large amount of physical Damage to his current target. The victim receives 50% less healing for the next 5 sec.


Gekkan
[PH]
  • Gekkan - Leader of the Glintrok clan, Gekkan is an expert at rallying his subordinates and never travels without an entourage.

    • Reckless Inspiration - Gekkan inspires one of his subordinates, increasing haste by 25% and rendering them immune to many crowd-control effects, but also increasing damage taken by 25%.
    • Reckless Cry - On death, Gekkan utters a final rallying cry, granting Reckless Inspiration to all remaining members of his entourage.
  • Glintrok Ironhide
    • Iron Protector - Reduces the damage taken by allies within 5 yards by 50%.
  • Glintrok Skulker

    • Shank - Shanks an enemy, inflicting 150% weapon damage and stunning the target for 5 sec.
  • Glintrok Oracle

  • Glintrok Hexxer
    • Hex of Lethargy - Hexes the target, inflicting 50000 Shadow damage and reducing spell-casting speed by 25% for 20 sec. Stacks up to 4 times.


Xin the Weaponmaster
PH

  • Ground Slam - Xin inflicts 150000 Physical damage and decreases Armor by 25% for 20 sec to enemies in a 30 yard cone in front of him. Stacks.
  • Whirlwinding Axes - Xin animates the axes in his arsenal. These axes inflict 25000 Physical damage to enemies within 6 yards, knocking them back.
  • Blade Trap - At 75% life, Xin activates his sword traps. The stream of blades inflict 50000 Physical damage every 0.5 seconds to those caught in the path.
  • Circle of Flame - At 50% health, Xin animates a staff from his arsenal. This staff circles a random enemy in flame, detonating once the circle is complete. The explosion inflicts 150000 Fire damage and knocks enemies into the air.
  • Death From Above! - At 25% health, Xin activates every last weapon in his arsenal. The mounted crossbows on the wall inflict 1000 Physical damage every 1 second to a random enemy.



Originally Posted by MMO-Champion
Siege of Niuzao Temple
Mantid are sieging Niuzao Temple [PH]. Siege of Niuzao Temple is only available on Heroic Difficulty.

Resin Harvester [PH]
Hoovering the Sap for Generation Future.

  • Sap Puddle
    The Sap Puddle grows over time, inflicting 4000 Shadow damage over 1 sec to enemies who touch it. Touching the Sap Puddle causes it to shrink in size.
    • Sap Residue - Touching the Sap Puddle causes the Residue to attach. Sap Residue inflicts 4000 Shadow damage over 1 sec. The effect stacks.
  • Summon Sap Globule - Summons three Sap Globules from the tree. Sap Globules will try to congeal with the Sap Puddle, increasing its size.
  • Detonate - The Resin Harvester attempts to detonate the Sap Puddle, inflicting damage based on the size of the Sap Puddle.

General Pa'valak

  • Ground Siege - General Pa'valak sends a wave of force at a player, inflicting 10000 Physical damage to all players in a 60 yard cone in front of the Mantid General, stunning them for 4 sec.
  • Tempest - General Pa'valak unleashes a tempest, inflicting 10000 Nature damage to all players within 60 yards. In addition, targets will absorb up to 10000 healing.
  • Call Reinforcements - When General Pa'valak reaches 65% and 35% remaining health, he shields himself in a Bulwark and summons reinforcements.
    • Bulwark - General Pa'valak surrounds himself in a shield, absorbing 1000000 damage.
    • Aerial Bombardment - General Pa'valak summons Mantid Sappers to bomb players.
      • Siege Explosive - Mantid Sappers drop Siege Explosives that arm themselves after 3 seconds and then explodes for 200000 Fire damage 3 seconds after arming. In addition, players hit by the explosion will take 5% additional damage for 15 sec. This effect stacks.
      • Throw Explosive - Players may attempt to throw Siege Explosives back at enemy Matid before they arm. Thrown Explosives inflict 200000 Fire damage to all Mantid within 7 yards of the targeted area and increase their damage taken by 5% for 1.5 min. This effect stacks.
    • Ground Assault - General Pa'valak summons waves of Mantid Soldiers to defend him in battle.
      • Mantid Soldier
        • Puncture - Mantid Soldiers puncture a player, inflicting 5000 Physical damage every 3 seconds for 12 sec. This effect stacks.



Originally Posted by MMO-Champion
Heart of Fear
[PH] Spoiler: she's possessed by the sha of naps.

Garalon
[PH] LOL LOOK AT HIS TINY WINGS

  • Seethe - Seething anger inflicts 80000 Shadow damage and increases Shadow damage taken by the player by 10% for 10 sec. Only used if no players are within melee range.
  • 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 100000 Shadow damage to players within 3 yards of the impact point and summons forth an Ire and a cloud of Bitter Thoughts.

    • Bitter Thoughts - A cloud of dark thoughts that prevents attacking and spell-casting for all players within 3 yards. Lasts for 70 seconds.
    • Ire - A manifestation of anger summoned by the Sha of Anger's Endless Rage.
  • 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 will display Aggressive Behavior.
      • Aggressive Behavior - The 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 100% 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. Inflicts 60000 Shadow damage to 10 random targets every 2 seconds.



Originally Posted by MMO-Champion
Scarlet Halls
Scarlet Sanctuary holds the Armory and the Library

Armsmaster Harlan

  • Blades of Light - Harlan jumps into the center of the room and begins to spin rapidly with his axe. While spinning, Harlan inflicts damage to all targets within range. Targets damaged in this way will get carried away with Harlan as he continues spinning around the room.
  • Dragon's Reach - Harlan inflicts Physical Damage to all targets in front of him.
  • Call for Help - Harlan calls two Scarlet Defenders to come to his aid periodically throughout the encounter.
    • Scarlet Defender - Scarlet Defenders feature heavy armor to protect them from all damage.
      • Heavy Armor - While a Scarlet Defender has their Heavy Armor, they take considerably less damage.
      • A Chink in the Armor - Scarlet Defenders who receive sufficient damage will lose their Heavy Armor buff. When Scarlet Defenders lose their Heavy Armor buff they take additional damage.


Houndmaster Braun
Knife-crazy dog trainer and his obedient hounds. PH

  • Phase 1: Dogs - your dinner has arrived!

  • Phase 2: I will put you down! - At 20% health Houndmaster Braun attacks and casts 50% faster. Dogs no longer come to his aid. PH


Flameweaver Koegler
Ashamed of their past, the Scarlet Crusade has tasked Flameweaver Koegler to erase any past transgressions of the Crusade, which involves burning the pages of history.

  • Book Burner - Flameweaver Kogler tries to light the books containing the Scarlet Crusades past ablaze. Players may intercept the missile, which inflicts 500 Fire damage. A burning Bookcase inflicts 350 Fire damage every 0 sec to enemies within 15 for .

    • Burning Books - The Burning Books inflict 350 Fire damage every 0 sec to enemies within 15 for .
  • Greater Dragon's Breath - Inflicts 750 Fire damage and an additional 150 Fire damage every 1 sec for and confuses the target.
  • Perfect Presence of Mind - When activated, your Mage spells with a casting time less than 10 sec becomes an instant cast spell.
  • Fireball Volley - Inflicts 400 Fire damage to enemies within yards.
  • Pyroblast - Inflicts 650 Fire damage to an enemy, then additional damage every 2 sec. for 8 sec.



Originally Posted by MMO-Champion
Scarlet Monastery

Brother Korlof
NYI

  • Flying Kick - Deals 30000 Fire damage and knocks the target back.
  • Blazing Fists - Deals 25% weapon damage as Fire damage with every attack.
  • Firestorm Kick - Deals 10000 Fire damage to all enemies within 7 yards.
  • Rising Flame - Brother Korlof deals 10% increased Fire damage for every 10% of damage he has sustained.
  • Scorched Earth - At 50% health remaining Brother Korlof leaves a trail of fire which inflicts 30000 Fire damage every 1 sec.


Commander Durand
NYI

  • Commander Durand - NYI

    • Flash of Steel - Commander Durand randomly charges his enemies dealing 25000 Physical damage.
    • Dashing Strike - Commander Duand quickly dashes through his enemies dealing 30000 Physical damage to all enemies in his path.
  • High Inquisitor Whitemane - NYI

    • Power Word: Shield - Wraps an ally in a shield that lasts up to 30 sec., absorbing damage. While the shield holds, spells will not be interrupted damage.
    • Holy Smite - Smites an enemy, inflicting 30000 Holy damage.
    • Mass Ressurection - High Inquisitor Whitemane resurrects all fallen Scarlet within 100 yards to come to her aid.


Thalnos the Soulrender
[ph]

  • Raise Fallen Crusader - Thalos begins to raise the fallen soldiers of the Argent Crusade, summoning a Fallen Crusader every 1 sec for 5 sec.

    • Fallen Crusader - Fallen Crusaders bodies remain after being defeated.
      • Mind Rot - Inflicts 1000 Shadow damage every 2 sec for 6 sec. Stacks.
  • Spirit Gale - The Spirit Gale inflicts 40000 Shadow damage and creates a Spirit Gale at the location that inflicts 15000 Shadow damage every 1 sec.
  • Evict Soul - Inflicts 30000 Shadow damage every 3 sec for 6 sec. Every time Evict Soul deals damage it creates an Evicted Soul of the target. Evicted Souls will attack the closest target to them that did not create it.

    • Evicted Soul - The Evicted Soul's attacks inflict 1153921 Shadow damage to enemies within 6 yards of his target.
  • Summon Empowering Spirit - Thalnos begins to create Empowering Spirits. The Spirit will attempt to inhabit the body of the closest Fallen Crusader, creating an Empowered Zombie.

    • Empowering Spirit - Empowring Spirits will attempt to inhabit the body of the closest Fallen Crusader, creating an Empowered Zombie.
      • Empowered Zombie - Empowered Zombies are powerful creatures that are not easily destroyed, but are vulnerable to crowd control effect.



Originally Posted by MMO-Champion
Scholomance
NYI

Instructor Chillheart
  • First Lesson
    • Ice Wave - Instructor Chillheart summons a wave of ice that slowly sweeps across the room, inflicting 50000 Frost damage every second to all players within the wave.
    • Wrack Soul - Instructor Chillheart shatters the soul of a player, inflicting 10000 Shadow damage every second for 10 sec. When Wrack Soul expires, it jumps to another player.
    • Ice Wrath - Instructor Chillheart wreaths a player in ice for 10 sec, causing them to inflict 15000 Frost damage to all of their allies within 2 yards every second.
    • Touch of the Grave - Instructor Chillheart's icy touch cause her next 10 melee attacks to inflict an additional 30000 Frost damage.
    • Frostbolt - Instructor Chillheart launches a bolt of Frost at a player, inflicting 25000 Frost damage and reducing their movement speed by 30% for 10 sec.
  • Second Lesson - When Instructor Chillheart's physical body dies, the foul magic that animated her escapes back to her phylactery.

    • Animated Tomes - Fragments of Instructor Chillheart's soul escape the phylactery and animate the tomes of magic scattered throughout the classroom.
      • The Anarchist Arcanist
        • Arcane Bomb - The Anachist Arcanist creates an orb of magic that explodes on impact, inflicting 25000 Arcane damage to all players within 2 yards.
      • Antonidas' Self Help Guide to Standing in Fire
        • Burn - Antonidas' Self Help Guide to Standing in Fire inflicts 25000 Fire damage to all players within 2 yards of it.
      • Wander's Colossal Book of Shadow Puppets
        • Shadow Bolt - Wander's Colossal Book of Shadow Puppets hurls bolts of dark magic at players, inflicting 25000 Shadow damage.


Jandice Barov
After years of being ignored in the basement of Scholomance, Jandice has returned. She has been doing quite a bit of study in the field of Arcana.

  • Wondrous Rapidity - Jandice rears her staff back with a flash of wondrous Arcane force, unleashing a barrage of attacks that inflict 50000 Arcane damage in a cone in front of her.
  • Gravity Flux - Jandice creates a gravity distortion field that inflicts 50000 Shadow damage to all enemies who enter it, knocking them back and causing them to briefly go blind.
  • A Whirling Illusion! - At 66% and 33% health Jandice will dissipate into thin air, creating multiple illusions of herself. Destroying the illusion behind which Jandice hides will force her back into the fray. In Heroic difficulty, defeating the wrong image will cause a Flash Bang, inflicting 30000 Arcane damage to all enemies.

    • Whirl of Illusion - Whereas Jandice hides behind images of herself, the real Jandice will dance in a Whirl of Illusion, inflicting 15000 Arcane damage to all enemies every 1 seconds.


Rattlegore
RATTLEGORE! [PH]

  • Rusting - Rattlegore's dull blades rust with each successful melee attack, increasing damage by 5% but lowering attack speed by 5% and movement speed by 5%. Stacks up to 99 times and lasts for 15 sec.
  • Bone Spike - Launches a powerful spike of bone at a random player, inflicting 60000 Physical damage and knocking them back a great distance. Bone Spikes can be absorbed by Bone Armor.
  • Soulflame - The souls of the dead Boneweavers continue to torment the living, periodically engulfing a section of the room in Soulflame. Inflicts 20000 Fire damage every 0.5 seconds and grows in size over time.
  • Bone Pile - Bone Piles are scattered throughout the summoning room. Interacting with a Bone Pile grants a player two charges of Bone Armor.

    • Bone Armor - Surrounds the caster with a series of whirling bones that absorbs the next bone spell. Two charges.


Lilian Voss
Lilian Voss' description is [PH]

  • Stage 1: Fetch Me Their Bones! - Darkmaster Gandling turns Lilian Voss against her former allies, employing her powerful abilities to gather more corpses for his devious purposes.

    • Lilian Voss - Lilian Voss has fallen under the control of Darkmaster Gandling. Though she tries to fight against his dark will, she cannot control her actions at this time.
      • Shadow Shiv - Lilian leaps onto a player and strikes them with both runeblades, inflicting 60000 Shadow damage to players within 8 yards.
      • Death's Grasp - Lilian draws upon dark powers to pull all players to her location.
      • Dark Blaze - Periodically summons a patch of dark fire at the player's location, inflicting 10000 Fire damage every 0.5 seconds.
  • Stage 2: Your Soul is Mine! - When Lilian's health reaches 50%, her will breaks, allowing Darkmaster Gandling complete freedom to rip her soul from her physical body.

    • Lilian's Soul - Lilian's immortal soul, torn from her body and filled with anguish. Though it can be damaged, her soul refuses to completely leave this world.
      • Blazing Soul - Lilian's soul blazes with barely-contained hatred, periodically inflicting 15000 Fire damage to all players.
      • Unleashed Anguish - Lilian's anguish is further unleashed when striking players in melee. For every melee strike, Lilian will unleash another barrage of Blazing Soul. However, the movement speed of Lilian's Soul is significantly reduced.
      • Fixate Anger - Lilian's Soul fixates on a player. She will only attempt to attack that player and cannot be taunted.
  • Stage 3: A Perfectly Good Corpse - When Lilian's Soul reaches 25% health, Darkmaster Gandling reanimates what remains of Lilian's physical body.

    • Lilian Voss - Lilian Voss has fallen under the control of Darkmaster Gandling. Though she tries to fight against his dark will, she cannot control her actions at this time.
      • Shadow Shiv - Lilian leaps onto a player and strikes them with both runeblades, inflicting 60000 Shadow damage to players within 8 yards.
      • Death's Grasp - Lilian draws upon dark powers to pull all players to her location.
      • Dark Blaze - Periodically summons a patch of dark fire at the player's location, inflicting 10000 Fire damage every 0.5 seconds.
    • Lilian's Soul - Lilian's immortal soul, torn from her body and filled with anguish. Though it can be damaged, her soul refuses to completely leave this world.
      • Blazing Soul - Lilian's soul blazes with barely-contained hatred, periodically inflicting 15000 Fire damage to all players.
      • Unleashed Anguish - Lilian's anguish is further unleashed when striking players in melee. For every melee strike, Lilian will unleash another barrage of Blazing Soul. However, the movement speed of Lilian's Soul is significantly reduced.
      • Fixate Anger - Lilian's Soul fixates on a player. She will only attempt to attack that player and cannot be taunted.
  • Finale: Die, Necromancer! - When Lilian's physical body reaches 1% health, she musters the strength to recombine with her soul for a final assault on Gandling.


Darkmaster Gandling
Darkmaster Gandling [PH]

  • Incinerate - Gandling deals 35000 Fire damage to his target.
  • Immolate - Gandling burns an enemy for 15000 Fire damage, then inflicts 10000 additional Fire damage every 3 sec. for 21 sec.
  • Harsh Lesson - Darkmaster Gandling teleports a random player to one of his study rooms for a harsh lesson!
  • The Price of Failure - Gandling summons a legion of Failed Students to fight for him. The students swarm the area, fighting anything they can. While channelling this spell, the Darkmaster takes 50% less damage.

    • Failed Student - The Darkmaster raises the bodies of students he's failed to attack players.
  • Study Rooms
    • Expired Test Subject - The Darkmaster keeps these former test subjects in the nearby rooms. They attack anyone who enters their rooms.
    • Fresh Test Subject - The Darkmaster keeps these subjects alive in the nearby rooms for testing. Each is afflicted by Explosive Pain.
      • Explosive Pain - Inflicts excruciating pain and explodes when dispelled, inflicting 50000 Shadow damage to Expired Test Subjects within 8 yards.



Originally Posted by MMO-Champion
Shado-pan Monastery

Gu Cloudstrike
Lightning Pandaren and Lightning Serpent encounter. PH

  • Phase 1: Words! - Spread out for Call Lightning and avoid the Azure Serpent's Static Fields. PH

  • Phase 2: Words! - Gu enters a meditative state, becoming immune and healing himself over time. The Azure Serpent moves in to attack, using Lightning Breath and Healing Capacitor. PH

  • Phase 3: Words! - The Azure Serpent falls, Gu attacks. Supercharged with energy, Gu's Arc Lightning zaps the players, increase in frequency as his health lowers. PH



Master Snowdrift

  • Ready... Go! - Master Snowdrift begins combat by using his fists and feet.
    • Fists of Fury - Master Snowdrift strikes numerous times with his fists. Any player infront of Master Snowdrift receives Fire damage.
    • Tornado Kick - Master Snowdrift continuously spins and kicks out at all players within range. Players affected by Tornado Kick recieve physical damage and are knocked back.
  • Round 2 - Fight! - Master Snowdrift harnesses and unleashes his Chi energy at the players.

    • Ball of Fire - Master Snowdrift throws a barrage of chi at the players. Ball of Fire inflicts Fire damage to all players in its path.
  • Finish Him! - Master Snowdrift resorts to his grappling and countering techniques to take down the players.

    • Tornado Smash - Master Snowdrift chases down one player at random. If Master Snowdrift cathes his target he grabs them, soars into the air, and slams them down to the ground, inflicting physical damage to the affected player.
    • Parry Stance - Master Snowdrift assumes an entirely defensive posture momentarily. Any attacks made against Master Snowdrift will miss and cause him to retaliate.
      • Quivering Palm - Master Snowdrift counters anyone striking him while in his Parry Stance state. Affected players are stunned momentarily and receive physical damage.
      • Flying Kick - If the player that Master Snowdrift counter attacks is not within melee range he will fly through the air and kick them, inflicting physical damage.


Sha of Violence
Sha of Violence [PH]

  • Disorienting Smash - The Sha smashes the target, inflicting 75000 Shadow damage and causing it to wander confused for up to 4 sec. Any damage caused will remove the effect.
  • Smoke Blades - The Sha attacks nearby enemies in a smoky whirlwind, inflicting 30% weapon damage every 1 sec and reducing the critical strike chance of affected targets by 100%. Abilities and spells used by the afflicted targets reduce the duration of this effect by 3 seconds.
  • Sha Spike - The Sha summons a spike to erupt at the target location, dealing 30 Shadow damage and knocking targets back.
  • Enrage - The Sha enrages at low health, increasing its attack speed by 50% for .


Taran Zhu
Taran Zhu [PH]

  • Hatred - The Sha of Hatred possessing Taran Zhu touches the minds of the players. Their hatred grows over time and further increases if any of Taran's attacks strike them. Players that reach full hatred are afflicted with Haze of Hate and must Meditate to remove the effect.

    • Haze of Hate - You can barely see through the haze. Your chance to hit is reduced by 90% and your healing taken is reduced by 25%.
    • Meditate - Meditate to clear your mind of the Haze of Hate. You cannot move or act while meditating.
  • Rising Hate - Taran Zhu projects Sha energy at several targets, inflicting 10000 Shadow damage.
  • Ring of Malice - Taran Zhu surrounds himself with a ring of shadows that inflicts 10000 damage every 0.5 sec. to enemies it touches. While active, the caster's movement is reduced by 80%. Lasts 15 sec.
  • Sha Blast - Taran Zhu inflicts 50000 Shadow damage his current target, knocking it back. This ability is only used while Ring of Malice is active.
  • Summon Gripping Hatred - Taran Zhu summons a powerful manifestation of hatred near the caster that pulls enemies toward it and poisons the ground beneath it.
    • Gripping Hatred
      • Pool of Shadows - Shadows pool on the ground around the Gripping Hatred, inflicting 7500 Shadow damage every 1 sec. to nearby enemies.
      • Grip of Hate - The Gripping Hatred harnesses the unholy energy that surrounds and binds all matter, drawing enemy targets within 60 yards toward it.

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