Wednesday, April 25, 2012

Question

Since everyone is irate about how the Alliance story never gets any love, what would you like to see happen to/for the Alliance?

Monday, April 16, 2012

Oh wait

Blizzard is letting you change your battletag.
 
FYI, dont make the mistake I did.  I thought they had to be unique... but Blizzard will append a four digit number to any name that someone else also has, so they don't HAVE to be unique.

New 85 hurr hurr

Simply put, the following alts are prepared for MOP --
 
85 Priest
85 Warlock
85 Paladin x3
 
I am working on another 82 Paladin to view the alliance side of things.
 
One thing I have noticed is you get increasing experience in cata 26k (80), 33k (81), 44k (82), 54k (83), 69k (84).  By the same token, you only need 2.5M at level 80 and 9.7M experience at level 85.  My new idea is to just keep the experience the same over five levels (so 26k at 80/81/82/etc. but also keep the experience needed at something small).  Of course, they would have to rework the experience ratio which I guess is based off of creep level.  Working backwards, it seems kill a harder creep = get more experience, and what this proposes would be all creeps reward the same experience so you should just grind easy creeps.  Then again, this is the new-old levelling experience where you do five quests, ding and proceed to the next area.
 
The other thing I wanted to mention is how someone mentioned it would be silly for Blizzard to send out 1M beta invites all at once.  Well, is it just me or does it seem like they sent out loads more this time than in previous xpacks?  I wonder if Activision made them send out more to retain people's interest..

Wednesday, April 4, 2012

New MOP Glyphs

Mists of Pandaria Beta - New Glyphs
Mists of Pandaria revamps the glyph system/introduces a lot of new
Glyphs, making them sometimes more interesting and introducing a
couple of esthetical and fun variations to skills.
Originally Posted by MMO-Champion
Death Knight (Forums)
Glyph of Anti-Magic Shell - Causes your Anti-Magic Shell to absorb all
incoming magical damage, up to the absorption limit.
Glyph of Dancing Rune Weapon - Increases your threat generation by
100% while your Dancing Rune Weapon is active, but reduces the parry
chance gained by 5%.
Glyph of Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by
(30000/-1000) and increases its duration by 4 sec.
Glyph of Death and Decay - Your Death and Decay also reduces the
movement speed of enemies within its radius by 50%.
Glyph of Death Coil - Your Death Coil spell is now usable on all
allies. When cast on a non-undead ally, Death Coil shrouds them with a
protective barrier that absorbs up to ((0+0.495*AP)*1) damage.
Glyph of Death Grip - Increases the cooldown of Death Grip by 10 sec
but stuns targets for 1 sec.
Glyph of Enduring Infection - Your diseases are undispellable, but
their damage dealt is reduced by 30%.
Glyph of Icy Touch - Your Icy Touch dispels one helpful Magic effect
from the target.
Glyph of Mind Freeze - Increases the interrupt duration of your Mind
Freeze ability by 1 sec, but also raises its cost by 20 Runic Power.


Druid (Forums)
Glyph of Amberskin Protection - Reduces the chance you'll be
critically hit by 25% while Barkskin is active.
Glyph of Cat Form - Increases healing done to you by 20% while in Cat Form.
Glyph of Claw - Your Claw and Mangle (Cat) attacks reduce the movement
speed of the target by 50% for 12 sec.
Glyph of Cyclone - Increases the range of your Cyclone spell by 4 yards.
Glyph of Fae Silence - Faerie Fire used in Bear Form also silences the
target for 3 sec, but triggers a 15 sec cooldown.
Glyph of Frenzied Regeneration - While Frenzied Regeneration is active
healing effects on you are 40% more powerful, but causes your Frenzied
Regeneration to cost 60 Rage initially and no longer convert rage into
health.
Glyph of Grace - Feline Grace reduces falling damage even while not in Cat Form.
Glyph of Healing Touch - When you cast Healing Touch, the cooldown on
your Swiftmend is reduced by 1 sec.
Glyph of Lifebloom - While not in Tree of Life Form, casting Lifebloom
on a new target grants that target as many applications as the old
target had.
Glyph of Mark of the Wild - Mana cost of your Mark of the Wild reduced by 90%.
Glyph of Master Shapeshifter - Reduces the mana cost of all shapeshifts by 90%.
Glyph of Might of Ursoc - Increases the health gain from Might of
Ursoc by 20%, but increases the cooldown by 2.0 min.
Glyph of Nature's Grasp - Reduces the cooldown of Nature's Grasp by
(30000/-1000) sec.
Glyph of Prowl - Reduces the movement penalty of Prowl by 100%.
Glyph of Regrowth - Increases the critical strike chance of your
Regrowth by 40%, but removes the periodic component of the spell.
Glyph of Shred - While Berserk or Tiger's Fury is active, Shred and
Ravage have no positional requirement.
Glyph of Skull Bash - Increases the duration of your Skull Bash
interrupt by 4 sec, but increases the cooldown by 10 sec.
Glyph of Stampede - You can now cast Stampeding Roar without being in
Bear Form or Cat Form.
Glyph of Stampeding Roar - Increases the radius of Stampeding Roar by 30 yards.
Glyph of Stars - Your Moonkin Form ability is replaced with Astral
Form, conferring all the same benefits, but now appearing as an
astrally enhanced version of your normal humanoid form.
Glyph of Survival Instincts - Reduces the cooldown of Survival
Instincts by (60000/-1000) sec, but reduces its duration by 50%.
Glyph of the Chameleon - Each time you shapeshift into Cat Form or
Bear Form, your shapeshifted form will have a random hair color.
Glyph of the Orca - Your Aquatic Form now appears as an Orca.
Glyph of the Predator - Your Track Humanoids ability now also tracks beasts.
Glyph of the Stag - Your Travel Form now appears as a Stag and can be
used as a mount by party members.


Hunter (Forums)
Glyph of Aimed Shot - If used while your Camouflage is active, your
Aimed Shot ability also reduces the target's movement speed by 50% for
6 sec.
Glyph of Animal Bond - While your pet is active, all healing done to
you and your pet is increased by 10%.
Glyph of Aspect of the Cheetah - Your Aspect of the Cheetah no longer
causes you to be dazed when struck. Instead, the effect is cancelled
and all your Aspects are placed on a 4 sec cooldown.
Glyph of Camouflage - Your Camouflage ability now provides stealth
even while moving, but your movement speed while Camouflage is active
is reduced by 50%.
Glyph of Chimera Shot - Increases the healing you receive from Chimera
Shot by an additional 5% of your maximum health.
Glyph of Disengage - Increases the distance you travel when you Disengage.
Glyph of Endless Wrath - While Bestial Wrath is active, your pet
cannot be killed, but can still be damaged.
Glyph of Explosive Trap - Your Explosive Trap also knocks enemies back
from the trap when it explodes.
Glyph of Icy Solace - Your Freezing Trap also removes all damage over
time effects from the target.
Glyph of Marked for Death - Your Arcane Shot, Chimera Shot, Kill
Command, and Explosive Shot abilities automatically apply Hunter's
Mark.
Glyph of Mend Pet - Gives your Mend Pet spell a chance of cleansing 1
Curse, Disease, Magic or Poison effect from your pet each tick.
Glyph of Steady Shot - Your Steady Shot now reduces the target's
movement speed by 50% for 6 sec if used on a target within 8 yards.
Glyph of Tame Beast - Reduces the time required to complete Tame Beast
by (4000/-1000) sec.
Glyph of Tranquilizing Shot - Your Tranquilizing Shot no longer costs
Focus, but has a 10 sec cooldown.


Mage (Forums)
Glyph of Arcane Explosion - Increases the radius of your Arcane
Explosion by 5 yards.
Glyph of Arcane Power - Increases the duration and cooldown of Arcane
Power by 100%.
Glyph of Armors - Reduces the cast time of your Frost Armor, Mage
Armor, and Molten Armor spells by (1500/-1000) sec, and increases the
defensive effect of each Armor by an additional 10%.
Glyph of Combustion - Increases the duration of the damage over time
effect and the cooldown of Combustion by 100%.
Glyph of Cone of Cold - Increases the damage done by Cone of Cold by 200%.
Glyph of Counterspell - Your Counterspell can now be cast while
casting or channeling other spells, but its cooldown is increased by 4
sec.
Glyph of Crittermorph - When cast on critters, your Polymorph spells
now last 24 hrs and can be cast on multiple targets.
Glyph of Deep Freeze - Your Deep Freeze spell no longer has a global cooldown.
Glyph of Evocation - Your Evocation ability also causes you to regain
60% of your health over its duration. With the Invocation talent, this
healing is reduced to 30% of your health. With the Rune of Power
talent, you gain 1% of your health per second while standing in your
Rune of Power.
Glyph of Fingers of Frost - Your Fingers of Frost can build up to 3 charges.
Glyph of Fire Blast - Your Fire Blast and Inferno Blast spells can now
also spread Living Bomb.
Glyph of Frost Nova - Reduces the cooldown of Frost Nova by (5000/-1000) sec.
Glyph of Frostfire Bolt - Reduces the cast time of Frostfire Bolt by
(500/-1000) sec.
Glyph of Ice Block - When Ice Block terminates, it triggers an instant
free Frost Nova and makes you immune to all spells for .
Glyph of Ice Lance - Your Ice Lance now hits 1 additional target for 50% damage.
Glyph of Icy Veins - Reduces the cooldown and duration of Icy Veins by 50%.
Glyph of Loose Mana - Your Mana Gem now restores mana over 6 sec,
rather than instantly.
Glyph of Mana Gem - Your Conjure Mana Gem spell now creates a
Brilliant Mana Gem, which holds up to 10 charges.
Glyph of Remove Curse - Increases the damage you deal by 10% for 10
sec after you successfully remove a curse.
Glyph of Spellsteal - Spellsteal now also heals you for 10% of your
maximum health when it successfully steals a spell.


Monk (Forums)
Glyph of Enduring Healing Sphere - When attacked, the cast time of
your Healing Sphere is reduced by 50%. Stacks up to 2 times.
Glyph of Expel Harm - Your Expel Harm can now be cast on any friendly target.
Glyph of Fists of Fury - While channeling Fists of Fury, your chance
to dodge melee and ranged attacks is increased by 25%.
Glyph of Meditation - You can now channel Meditation while moving.
Glyph of Rapid Healing Sphere - Increases the duration of your Healing
Sphere's by 30 sec.


Paladin (Forums)
Glyph of Avenging Wrath - You are healed for 0% of your maximum health
every 4 sec for 20 sec.
Glyph of Beacon of Light - Removes the global cooldown on Beacon of Light.
Glyph of Bladed Judgment (NYI) - Your Judgment spell depicts an axe or
sword instead of a hammer, if you have an axe or sword equipped.
Glyph of Blessed Life - While Seal of Insight is active, you have a
50% chance to gain a charge of Holy Power whenever you take direct
damage or are affected by a Stun, Fear or Immobilize effect. This
effect cannot occur more than once every 20 sec.
Glyph of Blinding Light - Your Blinding Light now knocks down targets
for 3 sec instead of Blinding them.
Glyph of Cleansing - Your Cleanse will remove one movement impairing
effect if cast on yourself.
Glyph of Consecration - You can now target Consecration anywhere
within 25 yards.
Glyph of Denounce - Increases your Holy damage by 20% for 6 sec.
Glyph of Divine Plea - Divine Plea now has a 5 sec cast time, but you
receive 12% of your total mana instantly and your healing is not
reduced.
Glyph of Divine Storm - Instantly heals the caster for 1% of their total health.
Glyph of Divinity - Increases the cooldown of your Lay on Hands by 0
min but causes it to give you 10% of your maximum mana.
Glyph of Double Jeopardy - Judging a target increases the damage of
your next Judgment by 20%, but only if used on a second target.
Glyph of Fire From the Heavens - Your Judgment and Hammer of Wrath
criticals call down fire from the sky.
Glyph of Flash of Light - When you Flash of Light a target, it
increases your next heal done to that target within 4 sec by 30%.
Glyph of Focused Wrath - Holy Wrath only affects one target.
Glyph of Frugal Blessings - Reduces the mana cost of Blessing of Kings
and Blessing of Might by 50%.
Glyph of Hammer of the Righteous - The physical damage reduction
caused by Hammer of the Righteous now lasts 50% longer.
Glyph of Hammer of Wrath - You take 10% less damage for 10 sec after
using Hammer of Wrath.
Glyph of Holy Shock - Decreases the healing of Holy Shock by 50% but
increases its damage by 100%.
Glyph of Illumination - Your Holy Shock criticals grant 1% mana
return, but Meditation returns 10% less mana.
Glyph of Immediate Truth - Increases the instant damage done by Seal
of Truth by 20%, but decreases the damage done by Censure by 50%.
Glyph of Inquisition - Reduces the damage bonus of Inquisition by 10%
but increases its duration by 100%.
Glyph of Protector of the Innocent - Word of Glory also heals you for
20% of the amount.
Glyph of Righteous Retreat (NYI) - During Divine Shield, you can
invoke your Hearthstone 50% faster.
Glyph of the Battle Healer (NYI) - Using melee attacks while using
Seal of Insight heals a nearby injured friendly target, excluding the
Paladin, within X yards for X percent of damage dealt.
Glyph of the Falling Avenger (NYI) - You slow fall during Avenging Wrath.
Glyph of Word of Glory - Increases your damage by 10% for 6 sec.


Priest (Forums)
Glyph of Circle of Healing - Your Circle of Healing spell heals 1
additional target, but its mana cost is increased by 35%.
Glyph of Dispel Magic - Your Dispel Magic spell also damages your
target for 0 Holy damage when you successfully dispel a magical
effect.
Glyph of Enfeeblement - When you critically hit with your Mind Blast,
you cause the target to be unable to move for 4 sec.
Glyph of Flash of Light (???) - 40 yd range, Instant, Requires Spirit
of Redemption, Can't be cast in Shadowform
Glyph of Fortitude - Reduces the mana cost of your Power Word:
Fortitude spell by 90%.
Glyph of Holy Fire - Your Holy Fire spell is now instant.
Glyph of Inner Sanctum - Spell damage taken is reduced by 6% while
within Inner Fire, and the movement speed bonus of your Inner Will is
increased by 6%.
Glyph of Leap of Faith - Your Leap of Faith spell now also clears all
movement impairing effects from your target.
Glyph of Lightwell - Increases the total amount of charges of your
Lightwell by 2.
Glyph of Penance - Reduces the mana cost of Penance by 20%, but
increases the cooldown by 2 sec.
Glyph of Renew - Your Renew heals for 33% more each time it heals, but
its duration is reduced by (3000/-1000) sec.
Glyph of Spirit of Redemption - Increases the duration of Spirit of
Redemption by 10 sec.


Rogue (Forums)
Glyph of Blade Flurry - Your attacks have a 30% higher chance of
applying Non-Lethal poisons while Blade Flurry is active.
Glyph of Debilitation - Your Eviscerate and Envenom abilities also
reduce the target's movement speed by 50% for 6 sec.
Glyph of Expose Armor - Your Expose Armor ability causes three
applications of Weakened Armor.
Glyph of Feint - Increases the duration of Feint by 2 sec.
Glyph of Killing Spree - Your Killing Spree returns you to your
starting location when the effect ends.
Glyph of Shadow Walk - Your Shadow Walk ability also increases your
stealth detection while active.


Shaman (Forums)
Glyph of Capacitor Totem - Reduces the charging time of your Capacitor
Totem by (2000/-1000) sec.
Glyph of Chaining (NYI) - Doubles the jump distance of your Chain Heal
spell, but reduces its healing done by 15%.
Glyph of Cleansing Waters - When you dispel a harmful Magic or Curse
effect from an ally, you also heal the target for 4% of your maximum
health.
Glyph of Earth Shield - Your Earth Shield charges are no longer
depleted when taking damage, but Earth Shield's duration is reduced to
45 sec.
Glyph of Feral Spirit - Increases the healing done by your Feral
Spirits' Spirit Hunt by 40%.
Glyph of Fire Elemental Totem - Reduces the cooldown and duration of
your Fire Elemental Totem by 40%.
Glyph of Flame Shock - Increases the duration of your Flame Shock by
25%, but reduces the initial damage dealt by 25%.
Glyph of Ghost Wolf - While in Ghost Wolf form, you are less hindered
by effects that would reduce movement speed.
Glyph of Healing Storm - Each application of Maelstrom Weapon also
increases your healing done by 20%.
Glyph of Healing Stream Totem - When your Healing Stream Totem heals
an ally, it also reduces their Fire, Frost, and Nature damage taken by
10% for 6 sec.
Glyph of Lava Burst - Your Lava Burst spell will always be a critical
strike regardless of the presence of Flame Shock on the target, but it
deals 5% less damage.
Glyph of Lava Lash - Your Lava Lash ability no longer spreads Flame
Shock to nearby targets.
Glyph of Riptide - Your Riptide no longer has a cooldown, but also no
longer instantly heals the targeted ally.
Glyph of Spiritwalker's Grace - Increases the duration of your
Spiritwalker's Grace by 5 sec.
Glyph of Telluric Currents - Reduces the damage dealt by your
Lightning Bolt spell by 30%, but causes it to restore mana equal to
50% of damage dealt.
Glyph of Totemic Vigor - Increases the health of your totems by 10% of
your maximum health.
Glyph of Unleashed Lightning - Your Lightning Bolt takes 5% longer to
cast, but may be cast while moving.
Glyph of Water Shield - Increases the passive mana generation of your
Water Shield by 10%, but Water Shield no longer activates when you
receive damage.
Glyph of Wind Shear - Increases the school lockout duration of Wind
Shear by 1 sec, but also increases the cooldown by 3 sec.
Glyph of Healing Storm - Each application of Maelstrom Weapon also
increases your healing done by 20%.
Glyph of Totemic Encirclement - When you cast a totem spell, you also
place unempowered totems for any elements that are not currently
active. These totems have 5 health and produce no other effects.


Warlock (Forums)
Glyph of Burning Embers - Increases your maximum Burning Embers by 1.
Glyph of Carrion Swarm - Your Carrion Swarm no longer knocks targets back.
Glyph of Conflagrate - Reduces the movement speed reduction of
Conflagrate to 100% and increases the duration by 100%.
Glyph of Curse of Exhaustion - Curse of Exhaustion now reduces the
targets movement speed by ((30+40)*-1)%, lasts half as long and has a
20 second cooldown.
Glyph of Demon Hunting - Demonic Fury now reduces damage taken instead
of increasing damage dealt. In addition, while using Metamorphosis,
Soulshatter taunts your target, Twilight Ward will absorb all schools
of damage and Demonic Slash is shorter range and generates fury.
Glyph of Demonic Training (Voidwalker) - Maximum health increased by 20%.
Glyph of Eye of Kilrogg - Your Eye of Kilrogg is no longer stealthed
and can now place your Demonic Circle. In addition, the movement speed
of your Eye of Kilrogg is increased by 50% and allows it to fly in
areas where flying mounts are enabled.
Glyph of Felguard - Your Felguard will equip a random two-handed axe,
sword or polearm from your backpack.
Glyph of Health Funnel - Your health funnel instantly restores 0% of
your demon's health, but has a 10 sec. cooldown.
Glyph of Healthstone - You receive 100% more healing from using a
healthstone, but the health is restored over 10 sec.
Glyph of Nightmares - Your Felsteed and Dreadsteed can cross water
while running and leave a trail of flames.
Glyph of Shadowflame - Your Shadowflame also applies a 70% movement
speed slow to its victims, but Metamorphosis no longer reduces the
duration of Stuns or Snares.
Glyph of Soul Shards - Increases your maximum Soul Shards by 1.
Glyph of Unstable Affliction - When Unstable Affliction is removed, it
instantly deals critical damage to both the target and the dispeller,
but no longer silences.


Warrior (Forums)
Glyph of Blitz - Your Charge stuns an additional 2 nearby targets.
Glyph of Bloodcurling Shout - Your Battle Shout and Commanding Shout
terrify small animals.
Glyph of Bloodthirst - Increases the healing of Bloodthirst by 100%.
Glyph of Bloody Healing (NYI) - Increases the healing you receive from
bandages by 20% while your Deep Wounds is active.
Glyph of Bull Rush - Increases the duration of your Charge stun by 1 sec.
Glyph of Burning Anger - You get so angry when Enraged that you catch on fire.
Glyph of Cleaving - Increases the number of targets your Cleave hits
by 1, or 3 when Enraged.
Glyph of Death from Above - Reduces the cooldown on Heroic Leap by
(15000/-1000) sec.
Glyph of Enduring Victory - Increases the window of opportunity in
which you can use Victory Rush or Impending Victory by 5 sec.
Glyph of Enraged Speed - While Enraged, you move 20% faster.
Glyph of Gag Order - Your Pummel, Heroic Throw and Storm Bolt hits
silence the target for 3 sec.
Glyph of Gushing Wound - Your Bloodthirst critical strikes are even
bloodier than normal.
Glyph of Hamstring - Using Hamstring reduces the cost of your next
Hamstring by 100%.
Glyph of Heavy Repercussions (NYI) - While your Shield Block is
active, your Shield Slam hits for an additional 50% damage.
Glyph of Hoarse Voice - Reduces the cooldown and rage generation of
your Battle and Commanding Shout by 50%.
Glyph of Hold the Line - Improves the damage of your next Revenge by
50% following a successful parry.
Glyph of Long Shout - Increases the duration by 2 min of Battle Shout
and Commanding Shout.
Glyph of Mortal Strike (NYI) - When your Mortal Strike is affecting a
target, healing effects on you are increased by 10%.
Glyph of Murder of Crows - Your Execute critical strikes summon a
flock of carrion birds.
Glyph of Overpower - Cleave hits increases the damage of your next
Overpower by 10%.
Glyph of Raging Wind - Your Raging Blow hits increase the damage of
your next Whirlwind by 0%.
Glyph of Recklessness - Recklessness no longer increases damage taken.
Glyph of Resonating Power - Reduces the damage by 20% and increases
the duration by 20% of your Thunder Clap.
Glyph of Rude Interruption - Succesfully interrupting a spell with
Pummel increases your damage by 5% for 30 sec.
Glyph of Shield Slam - Your Shield Slam now dispels 1 magical effect.
Glyph of Spell Reflection - Reduces the cooldown on Spell Reflection
and Mass Spell Reflection by (5000/-1000) sec.
Glyph of Thunder Strike - Your Thunder Clap visual includes a lightning strike.

Class Blue Posts

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)

Repost of MMO-Champion

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.

48 Comments
Mists of Pandaria Profession Changes, Blue Posts, The Daily Blink
by chaud 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
Spirit of Autumn
Spirit of Spring
Spirit of Winter
Spirit of Summer
Spirit of the Season - Possible wildcard spirit.
Spirit of Harmony - Used in Inscription gear, Darkmoon Decks, in
Alchemy gem transmutes, and the new Zen Alchemist Stone.

Gathering
Nodes for Mining and Herbalism have not been added yet.
Originally Posted by MMO-Champion
Mining
Reinforced Mining Pick - Grants +15 mining.
Ghost Iron Ore
Manticyte Ore

Uncommon Ore
White Trillium Ore
Black Trillium Ore

Bars
Ghost Iron Bar
Manticyte Bar
Trillium Bar - Smelt Trillium or Transmute: Trillium Bar.
Heavy Ghost Iron Bar

Herbalism
Fool's Cap
Snow Lily
Silkweed
Rain Poppy
Green Tea Leaf
Golden Lotus

Skinning
Tanji Leather Scraps
Tanji Leather
Heavy Tanji Leather
Prismatic Scale
Magnificent Hide

Alchemy
Originally Posted by MMO-Champion
Flasks
Flask of Falling Leaves - Increases Spirit by 1000 for 60 min.
Flask of Spring Blossoms - Increases Agility by 1000 for 60 min.
Flask of the Earth - Increases Stamina by 1500 for 60 min.
Flask of the Warm Sun - Increases Intellect by 1000 for 60 min.
Flask of Winter's Bite - Increases Strength by 1000 for 60 min.
Silver Filigree Flask - May reward Alchemist's Flask (Increases your
Agility, Strength, or Intellect by 80 for 2 hrs. Your highest stat is
always chosen.)

Elixirs
Elixir of Mirrors - Increases dodge rating by 750 for 60 min. Guardian Elixir.
Elixir of Peace - Increases Spirit by 750 for 60 min. Battle Elixir.
Elixir of Perfection - Increases your hit rating by 750 for 60 min.
Battle Elixir.
Elixir of the Rapids - Increases haste rating by 750 for 60 min. Battle Elixir.
Elixir of Weaponry - Increases expertise rating by 750 for 60 min.
Battle Elixir.
Monk's Elixir - Increases your mastery rating by 750 for 60 min. Battle Elixir.
Mad Hozen Elixir - Increases critical strike rating by 750 for 60 min.
Battle Elixir.
Mantid Elixir - Increases armor by 2250 for 60 min. Guardian Elixir.

Potions
Alchemist's Rejuvenation - Restores 57000 to 63001 health and 1 mana.
Awesome Potion - Creates Endless Master Healing Potion (Restores 60000
health. Not consumed when used. Cannot be used in Arena.)
Potion of Plunder - Allows you to sometimes find extra treasure from
monsters in Pandaria, and sometimes attracts unwanted attention. Lasts
60 min. Effect persists through death.
Master Mana Potion - Restores 28500 to 31500 mana.
Master Healing Potion - Restores 60000 health.
Monstrous Potion - Transforms the imbiber into a hideous beast.
Potion of Mogu Power - Increases your Strength by 4000 for 25 sec.
Potion of Focus - Puts the imbiber in an elevated state of focus where
they can restore up to 45000 mana over 10 sec, but they are
defenseless until their focus is broken.
Virmen's Bite - Increases your Agility by 4000 for 25 sec.
Potion of the Jinyu - Increases Intellect by 4000 for 25 sec.
Potion of the Mountains - Increases armor by 12000 for 25 sec.

Transmutes
Transmute: Trillium Bar - Creates Trillium Bar.
Transmute: Living Steel - Creates Living Steel.
Transmute: Primordial Ruby - Creates Primordial Ruby.
Transmute: River's Heart - Creates River's Heart.
Transmute: Wild Jade - Creates Wild Jade.
Transmute: Vermilion Onyx - Creates Vermilion Onyx.
Transmute: Imperial Amethyst - Creates Imperial Amethyst.
Transmute: Sun's Radiance - Creates Sun's Radiance.

Misc
Zen Alchemist Stone - Creates Zen Alchemist Stone.
Electrified Oil - Charges you with lightning for a few seconds.

Enchanting
Originally Posted by MMO-Champion
Spirit Dust
Lesser Mysterious Essence - Also can be crafted.
Greater Mysterious Essence - Also can be crafted.
Small Ethereal Shard
Ethereal Shard - Also can be crafted.
Sha Crystal - Also can be crafted.

Armor Enchants
Enchant Off-Hand - Major Intellect - Permanently enchants a shield or
off-hand item to increase Intellect by 165.
Enchant Gloves - Superior Mastery - Permanently enchants gloves to
increase mastery rating by 170.
Enchant Gloves - Superior Expertise - Permanently enchants gloves to
increase expertise rating by 170.
Enchant Gloves - Greater Haste - Permanently enchants gloves to
increase haste rating by 170.
Enchant Boots - Pandaren's Step - Permanently enchants a pair of boots
to increase movement speed slightly and mastery rating by 140.
Enchant Boots - Blurred Speed - Permanently enchants a pair of boots
to increase movement speed slightly and Agility by 140.
Enchant Boots - Greater Precision - Permanently enchants a pair of
boots to increase hit rating by 175.
Enchant Boots - Greater Haste - Permanently enchants a pair of boots
to increase haste rating by 175.
Enchant Cloak - Superior Critical Strike - Permanently enchants a
cloak to increase critical strike rating by 180.
Enchant Cloak - Superior Intellect - Permanently enchants a cloak to
increase Intellect by 180.
Enchant Cloak - Greater Protection - Permanently enchants a cloak to
increase armor by 550.
Enchant Cloak - Accuracy - Permanently enchants a cloak to increase
hit rating by 180.
Enchant Chest - Superior Stamina - Permanently enchants chest armor to
increase Stamina by 300.
Enchant Chest - Glorious Stats - Permanently enchants chest armor to
increase all stats by 80.
Enchant Chest - Mighty Spirit - Permanently enchants chest armor to
increase Spirit by 200.
Enchant Chest - Super Resilience - Permanently enchants chest armor to
increase resilience rating by 200.
Enchant Bracer - Greater Agility - Permanently enchants bracers to
increase Agility by 170.
Enchant Bracer - Super Intellect - Permanently enchants bracers to
increase Intellect by 170.
Enchant Bracer - Exceptional Strength - Permanently enchants bracers
to increase Strength by 170.
Enchant Bracer - Superior Dodge - Permanently enchants bracers to
increase dodge rating by 170.
Enchant Bracer - Mastery - Permanently enchants bracers to increase
mastery rating by 170.

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
Enchant Ring - Greater Agility - Permanently enchants your ring to
increase Agility by 160.
Enchant Ring - Greater Intellect - Permanently enchants your ring to
increase Intellect by 160.
Enchant Ring - Greater Stamina - Permanently enchants your ring to
increase Stamina by 160.
Enchant Ring - Greater Strength - Permanently enchants your ring to
increase Strength by 160.

Low Level
Formula: Enchant Cloak - Minor Stats - Permanently enchant a cloak to
increase all stats by 1.
Formula: Enchant Cloak - Lesser Stats - Permanently enchant a cloak to
increase all stats by 3.
Formula: Enchant Cloak - Stats - Permanently enchant a cloak to
increase all stats by 5.
Formula: Enchant Cloak - Greater Stats - Permanently enchant a cloak
to increase all stats by 7.
Formula: Enchant Cloak - Superior Stats - Permanently enchant a cloak
to increase all stats by 9.

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
Lapis Lazuli - Lists of cuts
Alexandrite - Lists of cuts. Used to make Alexandrite Ring
Tiger Opal - Lists of cuts
Roguestone - Lists of cuts
Pandarian Garnet - Lists of cuts
Sunstone - Lists of cuts. Used to make Sunstone Necklace

Rare
Primordial Ruby - List of cuts
River's Heart - Lists of cuts
Wild Jade - Lists of cuts
Vermilion Onyx - Lists of cuts
Imperial Amethyst - Lists of cuts
Sun's Radiance - Lists of cuts

Meta
Primal Diamond
Agile Primal Diamond - +27 Agility and 3% Increased Critical Effect
Austere Primal Diamond - +40 Stamina and 2% Increased Armor Value from Items
Burning Primal Diamond - +27 Intellect and 3% Increased Critical Effect
Destructive Primal Diamond - +27 Critical Strike Rating and 1% Spell Reflect
Effulgent Primal Diamond - +40 Stamina and Reduce Spell Damage Taken by 2%
Ember Primal Diamond - +27 Intellect and +2% Maximum Mana
Enigmatic Primal Diamond - +27 Critical Strike Rating and Reduces
Snare/Root Duration by 10%
Eternal Primal Diamond - +27 Dodge Rating and +1% Shield Block Value
Fleet Primal Diamond - +27 Mastery and Minor Run Speed Increase
Forlorn Primal Diamond - +27 Intellect and Silence Duration Reduced by 10%
Impassive Primal Diamond - +27 Critical Strike Rating and Fear
Duration Reduced by 10%
Powerful Primal Diamond - +40 Stamina and Stun Duration Reduced by 10%
Reverberating Primal Diamond - +27 Strength and 3% Increased Critical Effect
Revitalizing Primal Diamond - +27 Spirit and 3% Increased Critical Effect

Other
Onyx Panther - Creates Onyx Panther mount. (Video)
Serpent's Eye - Jewelcrafter only gem.

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
Ink of Dreams - Shadow Pigment x 2.
Starlight Ink - Misty Pigment x 2.

Staves and Off-Hands
Inscribed Crane Fan - Inscribed Crane Fan (Spirit Off Hand)
Inscribed Serpent Fan - Inscribed Serpent Fan (Hit Off Hand)
Plain Wooden Staff - Reagent for staves.
Inscribed Rain Poppy Staff - Inscribed Rain Poppy Staff (Haste/Mastery Staff)
Inscribed Crane Staff - Inscribed Crane Staff (Upgraded version of
Inscribed Rain Poppy Staff)
Inscribed Ghost Iron Staff - Inscribed Ghost Iron Staff (Agility Staff)
Inscribed Tiger Staff - Inscribed Tiger Staff (Upgraded version of
Inscribed Ghost Iron Staff)

Misc
Tome of the Clear Mind - Used to clear Glyphs and Talents, sold by
vendors and crafted.
Darkmoon Card of Mists

Engineering
Originally Posted by MMO-Champion
Misc
Locksmith's Powderkeg - Blasts open locked doors and chests that
require lockpicking skill of 450 and below.
Pandaren Dragonling - Trinket with on use pet.

Scopes
Mirror Scope
Lord Blastington's Scope of Doom

Head Slot
Lightweight Retinal Armor
Agile Retinal Armor
Camouflage Retinal Armor
Deadly Retinal Armor
Energized Retinal Armor
Specialized Retinal Armor
Reinforced Retinal Armor

Cogwheels
Subtle Tinker's Gear
Smooth Tinker's Gear
Quick Tinker's Gear
Precise Tinker's Gear
Flashing Tinker's Gear
Rigid Tinker's Gear
Sparkling Tinker's Gear
Fractured Tinker's Gear

Blacksmithing
Originally Posted by MMO-Champion
Folded Ghost Iron
Ghost Iron Key
Living Steel - Transmuted, with reagents: Trillium Bar x 3 and Spirit
of Harmony x 1.

Tailoring
No new gear or items have been added yet.
Originally Posted by MMO-Champion
Release Fire Spirit
Windwool Cloth

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
Recipe: Great Pandaren Banquet - Well Fed: +275 in a useful stat.
Recipe: Pandaren Banquet - Well Fed: +275 in a useful stat.
Recipe: Black Pepper Steak - Well Fed: +300 Strength.
Recipe: Sea Mist Rice Noodles - Well Fed: +300 Agility.
Recipe: Mogu Fish Stew - Well Fed: +300 Intellect.
Recipe: Steamed Meat Buns - Well Fed: +300 Spirit.
Recipe: Chun Tian Spring Rolls - Well Fed: +450 Stamina.
Recipe: Eternal Blossom Fish - Well Fed: +275 Strength.
Recipe: Hozu Stir Fry - Well Fed: +275 Agility.
Recipe: Braised Wolf - Well Fed: +275 Intellect.
Recipe: Fire Spirit Hot Pot - Well Fed: +275 Spirit.
Recipe: Twin Fish Platter - Well Fed: +415 Stamina.
Recipe: Charbroiled Tiger Steak - Well Fed: +250 Strength.
Recipe: Jade Forest Fried Rice - Well Fed: +250 Agility.
Recipe: Swirling Mist Soup - Well Fed: +250 Intellect.
Recipe: Shrimp Dumplings - Well Fed: +250 Spirit.
Recipe: Forest Pheasant Roast - Well Fed: +375 Stamina.
Recipe: Pandaren Meat Ball - Restores 100000 health over 10 sec.
Recipe: Fish Cake - Restores 100000 health and 100000 mana over 10 sec.

Materials
Black Pepper
Mogu Pumpkin
Ox Ribs
100 Year Soy Sauce
Sirloin Steak
White Turnip
Pink Turnip
Aged Pink Turnip
Tender Brisket
Minced Meat
Pheasant Breast
Forest Boar Meat
Raw Tiger Steak
Scallions
Tough Wolf Flank
Goat Chops
Juicycrunch Carrot
Rice Flour
Red Blossom Leek
Yak Flanks

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
Keystones
Pandaren - Pandaren Oracle Bone
Mogu - Mogu Statue Piece

Digsites
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
Windwool Bandage
Heavy Windwool Bandage

Fishing
Most fish are unnamed at this time, referred to as "Uncommon Fish 1"
or "Common Fish".
Originally Posted by MMO-Champion
Golden Carp
Prismatic Jellyfish (used to make Alchemy: Electrified Oil)

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)

Tuesday, April 3, 2012

MOP Damage scaling

Dear Ghostcrawler,

If Blizzard intends to rescale damage, will Blizzard also rescale
monster hit points, as well as the levels, so that grinding through
levels is more smooth.

Sunday, April 1, 2012

MOP questions

1. What are the new blacksmith plate armor starter gear (ie hardened
obsidium battle gear)?
2. What are the new paladin glyphs?
3. We've seen the new talent tree but what is the max build?