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)
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