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Mists of Pandaria Guide

Ultimele anunturi legate de cel mai jucat MMORPG.

Mists of Pandaria Guide

Postby Aleksandru » 24 Feb 2012, 15:23

Table of contents
Official FAQ
General Changes
New Race: Pandaren
New Class: Monk
Class Overview
Talent Revamp and Calculator
Dungeons & Raids
Items and Professions
Pet Battles
New Zones and Leveling
Player vs Player
Lore & Art
Media


Official FAQ


Q: What is the story of World of Warcraft®: Mists of Pandaria™?

Alliance warships prowl the seas. Horde armies thunder across Kalimdor. Tensions between these factions edge closer to erupting in a savage war that threatens to consume all of Azeroth. Against this backdrop of impending conflict, an uncharted island mysteriously appears....

Shrouded in fog since the world was sundered more than ten thousand years ago, the ancient realm of Pandaria has remained unspoiled by war. Its lush forests and cloud-ringed mountains are home to a complex ecosystem of indigenous races and exotic creatures -- including the enigmatic pandaren.

All but the bravest pandaren explorers have been hidden from the world for thousands of years. Now, in the aftermath of the events of World of Warcraft®: Cataclysm™, Pandaria's heroes are stepping forward to declare their allegiance to either the Alliance or the Horde and share the extraordinary secrets of their ancient martial arts with the world.

Q: Who are the pandaren?

The pandaren are an enigmatic race native to the long-hidden continent of Pandaria. Honorable and filled with a love of good company, good food -- and every now and then, a good friendly brawl -- the pandaren have been content to live in seclusion, allowing their culture to flourish and thrive away from the influence of the outside world. However, every now and then, a pandaren is born with a thirst for adventure that rivals his or her thirst for a strong drink, and he or she strikes out to explore beyond Pandaria’s shores. One of the most famous such wanderers was the brewmaster Chen Stormstout, who set out to look for exotic ingredients for a special ale and wound up assisting the Horde during the events of Warcraft® III: The Frozen Throne®.

While the pandaren are predominantly a peace-loving race, their history is marked with turmoil and strife. After years of living under the oppressive rule of the cruel mogu, who banned the use of weapons as a means of control, the pandaren developed the martial arts that would become the hallmark of their monk caste and used their skills to free themselves from the mogu rule. Terrifying natural forces and strange indigenous enemies -- such as the voracious mantid, who emerge every few years to consume everything in their path -- have also had a hand in shaping pandaren culture over the centuries. Now, the pandaren way of life faces its biggest trial yet, as Horde and Alliance forces make landfall on Pandaria’s pristine shores....

Q: What are the features of World of Warcraft: Mists of Pandaria?

Some of the new features of World of Warcraft: Mists of Pandaria include:

New Playable Race -- Pandaren: Adventure through Azeroth as World of Warcraft's first neutral race and decide whether to side with the Alliance or the Horde.
New Playable Class -- Monk: Unlock the secrets of pandaren martial arts and do battle as a damage dealer, healer, or tank.
Level Cap Increased to 90: Learn potent new spells and abilities while exploring uncharted zones and taking on challenging new content.
New Zones: Explore the lush Jade Forest, treacherous Kun-Lai Summit, and other exotic areas of Pandaria designed for high-level characters, and uncover the mystery of the Wandering Isle.
Scenarios: Join up with some friends to achieve a common goal, such as mounting a defense against invading monsters, in a flexible new type of PvE challenge.
Dungeon “Challenge” Modes: Master the ultimate 5-player time trial and earn prestige rewards in a new dungeon mode that will put your resolve and coordination to the test.
Pet Battles: Challenge other players’ companion pets with your own collection in a new tactical mini-game, and find out who's king or queen of the pint-sized battlefield.
New Talent System: Customize your character to suit your play style with the newly overhauled and improved talent system.

Q: How are the pandaren a “neutral” race? At what point do you choose which faction to side with?

Pandaren who strike out to explore the world outside their homeland begin their journey on the Wandering Isle (a new starting zone for pandaren characters level 1 to 10), where they face a number of trials -- and meet with a number of characters from both the Alliance and the Horde -- before arriving in Kalimdor or the Eastern Kingdoms. Pandaren remain neutral through most of their Wandering Isle quests, but before they leave, players will need to make a decision whether to permanently side with the Alliance or the Horde. After that decision is made, the character will be treated just like any other member of their chosen faction in cities, on quests, and in character interactions. Choose wisely, because once your decision is made, it’s irreversible (except through the Faction Change service).


Q: What is the monk class? How does it differ from other classes in the game?

The monk is a martial arts expert who excels in close-quarters hand-to-hand combat, and can fill the role of a tank, damage-dealer, or healer, depending on a player’s chosen specialization. As with most classes in the game (with the exception of death knights), monks begin their journey at level 1.

Monks have a number of unique mechanics and resources that set them apart from other classes. For example, the class is being designed with a more active approach to combat than other classes; every kick and punch is performed with the press of a key, so they will not have a default auto-attack. In addition, monks build up “chi” through a combination of punches, kicks, and other basic martial arts moves, and then expend it to unleash powerful special moves, such as finishers or potent heals.

Q: Which races can be a monk?

Since coming into contact with members of the Horde and the Alliance, several of Pandaria’s masters have begun to teach their new allies the secrets of their ancient martial arts. Currently, every race except goblin and worgen can learn the ways of the monk.

Q: Which classes are available to a pandaren?

Currently, pandaren can choose to be hunters, mages, priests, rogues, shaman, warriors, and -- of course -- monks. Pandaren are not able to become death knights, druids, paladins, or warlocks.

Q: What end-game content will be available for players at level 90?

With World of Warcraft: Cataclysm, our focus was on rebuilding the old world and improving the level 1 to 60 experience for players -- and as a result, we didn’t end up creating a lot of new types of content for players to tackle once they had reached max level. One of our primary design goals for Mists of Pandaria is to give players a wider variety of content and different types of gameplay to enjoy once they reach level 90, in addition to the Heroic dungeons, raids, and daily quests that they’re used to. To that end, we are introducing three major new features in the new expansion: scenarios, challenge modes for 5-player dungeons, and companion pet battles.

Q: What are Scenarios?

Scenarios are a new type of PvE challenge designed for groups of as few as 3 or as many as 25 players, depending on what is appropriate for the content. Scenarios require players to band together to complete a specific goal, such as defending Goldshire against a gnoll attack or storming a beach near a Horde fortification. Each scenario will have its own set of unique objectives, and in general they will offer a different type of gameplay from the trash-and-boss design of 5-player dungeons.

Scenarios will allow for more flexible group compositions than dungeons do, so parties won’t necessarily need a specific number of tanks, healers, or damage-dealers (though exactly what’s required will vary by scenario). And while a scenario may take place in a familiar location within the game world, each scenario will be instanced. In general, expect a scenario to take anywhere between 10 to 30 minutes to complete.

Q: What are Challenge Modes for 5-player dungeons?

Challenge mode is a new, advanced mode for 5-player dungeons designed for players looking for the ultimate test of coordination and skill. In challenge modes, players are tasked with trying to complete an existing 5-player dungeon as quickly and skillfully as possible. Depending on how well the group does, players will receive recognizable prestige rewards such as mounts, pets, titles, achievements, or special armor artwork that can be used with transmogrification to customize a character’s appearance. The inspiration for challenge modes comes from events such as the 45-minute Baron Rivendare runs in the original Stratholme dungeon, or the timed Zul’Aman dungeon run for the Amani War Bear.

We want challenge modes to be a test of player skill and not of player gear, and so the stats on all players’ armor and equipment will be normalized to a set level upon beginning a challenge. As a result, players will have the same chance at victory whether they are wearing quest rewards or Heroic-raid-level epic items. Regardless of equipment, challenge modes will remain just as challenging at the end of the expansion as they were at the beginning.

Q: What are companion pet battles?

In Mists of Pandaria, we are adding a new tactical mini-game that will give the Snowshoe Rabbits, Mechanical Squirrels, and other cute lil’ companion pets players collect something to do other than stand around looking adorable.

Companion pet battles allow players to pit their pint-sized pals against other players’ pets (or against special critters you come across in the wild) in strategic, turn-based combat. Pets will level up as they earn combat experience, and each companion in the game will have its own set of stats – such as attack and defense rating – along with unique abilities with their own tactical merits. During a pet battle, players will be able to swap companions out strategically depending on which pet they’re facing or what abilities might come in handy against a given foe.

Pet battles are meant to be completely independent from your character’s main progression, and the rewards won’t offer additional advantages in regular PvP or PvE situations such as Battlegrounds or raids -- though they should help pass the time while you’re waiting for your group to recoup from a particularly nasty wipe.

Q: Are any changes in store for dungeons and raids?

As with the upcoming patch 4.3, Mists of Pandaria will include a third difficulty level for raids. Expect one difficulty to be roughly equivalent to the current normal mode, one to be about on par with the current Heroic mode, and one to be much more pick-up-group-friendly. Our goal is to allow more players to be able to experience the content -- especially the climactic boss encounters that are a part of each expansion’s story arc -- while still satisfying players looking for the most epic challenges and rewards.

Q: What’s in store for professions?

While we don’t plan to add any brand-new professions in Mists of Pandaria, the profession skill cap will be extended, and new recipes and content will become available for every existing profession.

Q: What are the new zones?

The continent of Pandaria will consist of five enormous zones for players level 85 and above, and new pandaren players will begin their adventures in a unique starting zone separate from the pandaren homeland. Here’s the breakdown of the zones, along with their current working names:

The Jade Forest: High-level adventurers will make landfall in the lush Jade Forest, where they’ll meet some of Pandaria’s indigenous races, such as the fish-like jinyu and monkey-like hozu.
Valley of the Four Winds: Playing home to both farms and rainforests, the Valley of the Four Winds is also where travelers will find the legendary Stormstout Brewery.
Kun-Lai Summit: Amid this treacherous mountain terrain, players will encounter the Shadowpan, a clandestine sect charged with keeping one of Pandaria’s darkest secrets.
Townlong Steppes: Here, a tremendous wall separates Pandaria’s verdant forests and plains from the desolate wasteland left in the wake of the ravenous, all-consuming mantid.
Vale of Eternal Blossoms: Adventurers from either faction are welcome to share a drink in the central city of the pandaren. This zone also hosts many daily quests for max-level characters.
The Wandering Isle: Pandaren adventurers looking to explore the world outside Pandaria begin their journey here, on a mysterious island that never seems to settle in the same place for too long.

Q: What changes are being made to the talent system?

We are making a couple of major changes to how class specializations and talents work in Mists of Pandaria. First, your specialization is now completely independent from your talent choices. When you reach level 10, you will still choose one of three specs (e.g. Discipline, Holy, or Shadow priest) to determine your role, play style, and which signature abilities your character has access to. In addition, you’ll receive more of your spec’s defining abilities as you level up.

Secondly, the talent system has been redesigned completely. At regular level intervals (at level 15, 30, 45, 60, 75, and 90), players will now be able to choose between one of three very powerful talents. All three specializations will have access to the same three talent options, and our goal is to make sure that these talent choices are appealing to all three specializations with no obvious “must-have” options for any of them. For example, level-15 warriors will be able to choose one of three movement-related talents: Juggernaut, which permanently lowers the cooldown of Charge; Double Time, which lets the warrior Charge twice before incurring a cooldown; or Warbringer, which causes the target to be rooted in place following a Charge. Once you choose a talent in a specific tier, the other two talents are locked out from your talent build, even when you reach the next talent tier. We want players to be able to change their talent build independently of their specialization, and without visiting a class trainer. This new system is designed to provide players with hundreds of distinct and meaningful options for tailoring their character’s gameplay to their specific desires and situation.

Q: Why is the talent system going through an overhaul?

As with the talent-system redesign in Cataclysm, our goal is ultimately to give players more meaningful character-customization options and to eliminate “cookie-cutter” talent builds. We were only partially successful in realizing that goal in Cataclysm, as many talents still felt mandatory to a given specialization, and some talent choices in the trees were still not particularly interesting or exciting. By giving the benefits of the previously “mandatory” talents to players automatically as part of their specialization choice, and allowing any specialization to choose any given talent, we hope to be able to give players much more significant and interesting decisions to make about their character.

Q: Will you be making any changes to how stats work?

Yes. As World of Warcraft has matured and more expansions, content updates, and tiers of equipment have been released, players’ stats have begun to inflate exponentially. At this point, the numbers for health, mana, and so on are threatening to get out of control. In order to combat this and bring statistics back to earth -- or Azeroth, as it were -- in Mists of Pandaria, we will be “flattening” the statistic curve in places where it no longer needs to behave exponentially (primarily at the point of the end game for old expansions). In practice, this means that upon the expansion’s release, the numbers for Strength, Health, Intellect, damage, and so on will be significantly lower than you’re used to seeing across the board, from level 1 to level 85. It’s all relative, of course -- enemies’ and bosses’ stats will be reduced as well, and it should take a level-85 warrior roughly the same number of many sword-whacks and ability uses to kill a level-85 monster as it did before. However, this also means the difference between each level between 1 and 85 will be less significant, so you may find that an enemy 5 or 10 levels below your own will be a little tougher to deal with than it was before.

Q: Will players be allowed to fly in Pandaria?

Upon arrival in Pandaria, players will be restricted from flying until they reach a certain point in their quest progression. While the ability to fly is a great convenience for players once they have completed content, we can provide a much more enjoyable, rewarding, and varied questing experience if players are (mostly) grounded while the story of Pandaria unfolds.

Q: Will there be any updates to the graphics and changes to the minimum system requirements?

Yes, there will be incremental tweaks and updates to the graphics engine in this expansion. For example, we’ve made improvements to the way textures are displayed. We’ll announce the exact system requirements closer to the expansion’s release.

General Changes


Learning from Cataclysm

Blizzard admitted early on in BlizzCon panels that they wanted to reverse some of the mistakes of Cataclysm in 5.0. Here's some of their initial changes:

No flying until max level.
New zones will have unique elements instead of simply a rehash of old content.
More interesting character builds--felt that it was streamlined too much in Cataclysm.
The new zones in Cataclysm were too broken up. The five new zones (plus a new starting zone) in 5.0 will be a single unified continent like TBC and WotLK.

General Changes

Account-wide Items

Achievements will now become available at the Battle.net account level. Many achievements will be shared among characters, including those for raiding and maxing out professions.
Pets will most likely be BoA in 5.0. No plans for mounts yet, but perhaps if the system goes smoothly for pets.
It would be nice to have BoA items cross-server, but it is difficult to create a system.
There will be a way to turn authenticators on and off in the future.

Customization

Players may be able to customize colors of their spells.
Definite plans to revamp all character models.
Possible max-level quests to customize mounts.

Reputation

Future faction reputation will be earned through gameplay, without the need to utilize a tabard to grind rep.

New Race: Pandaren


Available Classes

Monk Hunter Mage Priest
Rogue Shaman Warrior

Side

Alliance and Horde

Starting Areas

Pandaria

Racial Abilities

Bouncy: You take 50% less falling damage.
Epicurean: Increases the stat benefits from food by 100%.
Gourmond: Cooking skill increased by 15.
Inner Peace: Your rested experience bonus lasts twice as long.
Quaking Palm: You touch a secret pressure point on an enemy target, putting it to sleep for 3 seconds.

Racial Mount

No word on the Pandaren mount yet!

Why Pandaren?

At first glance, the Pandaren may appear to be a bit of a "joke" race, unrelated to all previous lore. They're cuddly and adorable pandas, but how do they fit in to everything?

Blizzard has thought about this question long and hard:

"We've wanted to add the pandaren people into the game for a long time. And, when recording feedback over the years from events like BlizzCon and many other avenues, the number one request (by a large margin) has been for us to add pandaren to the game. A lot of people want it and we feel the timing's just right post-Cataclysm.

We want the next expansion to be less focused on a primary antagonist, and more on the conflict between the Horde and the Alliance after the fall of Deathwing, particularly as a new land with diverse and foreign cultures is discovered."

Factions

The Pandaren are the first race in WoW that both the Alliance and the Horde can play. Players will choose a faction upon finishing the starter zone.

Pandaren Language

While the Pandaren all begin in the same starter zone, they will not be able to communicate with each other once they choose a faction at level 10.

Female Pandaren

In the starter-zone demo, no female pandaren are visible. There's Ayla, an NPC with bows in her hair and the guild tag <i am a girl>, but she looks just like the other male pandaren.

There's been some concern about the female pandaren model, after the worgen females were a bit rushed towards the end, but Blizzard says, "It's true the female models are not yet ready for show, which made me a little sad too. But we haven't forgotten the release timeline and public reaction to the female worgen model."

Lore Overview

Visual theme for pandaren: brewing and bamboo.
After completing the starting zone, Pandaren can choose to permanently join either the Alliance or the Horde.
Players can tell Alliance and Horde Pandaren apart based on their UI. Will be hard to tell apart visually.
The Mogu were the original race twelve thousand years ago and they want their island back from the pandaren.
The Sha will be negative energy and it will be a shadow form that players fight; the Alliance & Horde will actually increase this presence.

New Class: Monk


Available Races

Both factions: Pandaren
Draenei Dwarf Gnome Human Night Elf
Blood Elf Orc Tauren Troll Undead

Abilities:

Blackout Kick: Kick with a blast of sha energy. causing 39 physical damage to an enemy target. If the target is killed by Blackout Kick, you are refunded 1 dark force.
Clobber: Melee stave ability--generates both light and dark force.
Flying Serpent Kick: Soar towards enemy, stunning them for 2 sec.
Jab: You jab the target dealing 11 damage and generating 1 light force and 1 dark force. Cost: 40 chi.
Roll: Roll a short distance. (This is pretty fun--lets you move faster and is cosmetically awesome.) Cost: 50 chi.
Spinning Crane Kick: You spin while kicking in the air, dealing Physical damage every 1 sec, to all nearby enemies within 8 yards. Movement speed is reduced by 30%. Lasts 6 sec.
Statue of the Jade Serpent: Summons a statue at the target location. Anytime you deal damage, a nearby friendly target within 20 yards of the statue will be healed. You can have up to 3 Jade Dragon Statues active at a time. 5 sec cast.
Tiger Palm: Attack with the palm of your hand, dealing 23 physical damage. Deals 12 additional damage if the target is above 50% health. Cost: 1 light force.

Resources:

Chi: Most abilities cost Chi, a resource that caps out at 100.
Stances: Several viewed in Pandaria demo, such as Drunken Tiger/Ox.
Forces: Players can collect up to 4 light and dark forces. Most abilities grant either a light or dark force, while several significant abilities utilize these charges. There may be more complicated interactions when the Mistweaver (healing tree) for Monks is released.

Itemization

Armor: Cloth, Leather
Weapon: Fist Weapons, One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Staves

Roles

Brewmaster: Tank
Tanking "Brewmaster" monks will use a "dual combo point" resource (Force). For example, Dark Force may contribute to an absorption shield while the Light Force may build increased avoidance.
Brewmasters also have drinks which provide short-term buffs that restore Light or Dark Force, Chi, etc. Also an interesting Ox Statue!
Mistweaver: Healer
Healing similar to Discipline priests, can heal or 'smite.' Will involve a lot of non-targeted healing--could heal competitively without ever having to target a friendly player.
Healing monks will use mana--too tricky to balance a non-mana healing class.
Sample Windwalker mechanic: Summon what are similar to Diablo III health globes that heal players when they run through them.
Roll may cost mana in healer stance. It may also gain other abilities, through talents, that heals and does damage to targets you "roll" through.
Windwalker: Melee DPS

Why Monks?

While implementing Death Knights was problematic, Blizzard felt it was time to implement another new class. It was easy to select Monks once the pandaren race was decided upon.

Art and Animations

Monks were influenced by moves in Kung Fu movies--all of their animations are completely new. They have a huge number of animations compared to other classes and races.

Roll

Roll is intended to be the signature Monk move, just how Death Grip was for Death Knights. Visually, it's a lot of fun to watch a panda roll around--but it also seems like it could be quite overpowered when used as a speed boost on a short cooldown.

Class Overview


General

Possibly additional character slots, with the addition of the monk class.
New talent trees may have resource caps over 100 via glyphs, passive abilities, or set bonuses.
There are some problems with current talent trees--not allowing players to have choices in selecting cool flavor talents.
New spells will be added in MoP, but not that many while leveling between 85-90.
While a melee cloth class would be interesting, one type of itemization for a single class sucks, like holy paladin gear.
With the removal of ranged weapons in MoP, many classes are losing stats from relics/wands/etc.
Auto attack is probably not going to be removed for other classes--it might even be put back in for the Monk. It's very risky to remove because it changes a class' playstyle too much.
Ranged Weapons. Hunter minimum range is gone. Hunter melee weapon is gone. Ranged slot for all classes gone. Relics are gone. Wands will become actual weapons, like mainhands.
Resilience. It will be a base stat, so as you level you get some. PvE gear will not be the best, but you will be able to use it for entry-level PvP.
Spell books for all classes are changed; rotations improved; and more.
The specialization abilities you learn will be largely comprised of old talents players should have, as well as core class abilities that not every spec needs.
The goal is to have everyone have different talents and character customization.

Tanking

Demoralizing shout/roar was removed because it wasn't interesting.
Active tanking should be like Death Knights--focus talent trees on staying alive, rather than threat.
Death Knight tanking is too spiky: the armor bonus from Blood will go up from 35% to 55% in 4.3, which has not been announced yet.
Bears are losing their strong cat DPS.

Healing

Healing went awry in mid-Cataclysm in PvP with too many buffs.
For Mists--Intellect to no longer directly increase the size of player mana pools. For healers, Spirit will remain as the pure regen stat. More of a tradeoff between regen and thoroughput in the future.
Holy priests have some challenges when dosing, but not as bad as in vanilla. Also, dual spec helps healers that need to dps dailies.
Resto druids have decent single target healing, but mindless AoE healing. A new type of wild mushroom could be introduced that makes people heal when it explodes.
Monk healing a bit iffy for now--possibly chi will become mana. Goals: mobile, proximity healing, zipping around healing groups of people. Statues will also be used--they will heal raid every time you DPS the boss.

DPS

Pure DPS classes will not get special buffs to stand out--but they want pure DPS specs to have utility that tanks and healers can't bring alone. There should be a reason to bring pure DPS.

Death Knight

There are problems with minions for Unholy DKs, especially the Gargoyles. Unholy is very disappointing currently, especially in balancing secondary stats.
Gorefiend's Grasp will work like Mind Sear--only enemy targets pulled, but you can center the affect on an enemy, ally, or yourself.
Runeforging is kind of boring--plans to change it so DKs aren't stuck with just using one runeforge at max level.

Druid

Cats twill not have frenzied regeneration.
No plans for druids to equip two fist weapons for DPS.
In 5.0, Hurricane will have a new arcane version.
PvP weaknesses of Resto Druids addressed in 5.0--being able to pick abilities like Typhoon and Wild Charge together, for example.
The level 90 Druid talents deliberately come in 3 different levels of work required--from lazy to complicated.
One of the new abilities Resto Druids will get baseline is a replacement for Barkskin that can be cast on others with the same effect and cooldown.
New level 87 ability abiltiy in mind for all Druids called Symbiosis--potentially add a lot of flexibility and utility, including survivabiltiy options.

Hunter

Wyvern sting currently makes it hard to trap as a hunter, since it has a dot. These types of issues will be fixed in Pandaria.
Will lose the ability to parry, can still equip melee weapons for vanity looks.
No plans to let MM/SV hunters use spirit beasts still.

Mage

Unhappy with arcane barrage and the lack of complexity, as well as arcane missiles.
Talents like Blast Wave are 'dull' for level 90 talents--many other classes have gotten new skills. Mages probably getting a few new talents as a result.
Living bomb will be a spell for all mages.

Paladin

Ret paladin playstyle should be a bit less RNG as Divine Purpose will be a talent players may skip.
Divine Storm goes back to a finisher in 5.0 since Ret and Prot both have Hammer of the Righteous.
Judgment in 5.0: tentatively 6sec cooldown, 30yd range, and to generate 1 Holy Power.
Possible glyph for Inquisition which would significantly increase its duration, at a cost of slightly reducing its effect.
Word of Glory won't be on a cooldown in 5.0.

Priest

Shadow priests will be gaining a resource like Holy Power. Mind blast will have no cooldown and will cost Shadow Orbs.
Spirit Shell is a new ability for Discipline priests in 5.0--it does not cause Weakened Soul.

Rogue

Rogues are possibly threatened by strong hybrid melee dps--Cat druids and Monk Windwalkers. However, rogues have utility such as FoK crippling poison, interrupts, and stuns, not to mention PvP.
With Vendetta up, rogues can dps to their maximum capability at ranged.
Goal is to have rogues use one damage and one utility poison at the same time. New Deadly Poison will essentially be like merging the old Instant Poison + Deadly Poison.
Another goal is to reduce impact of ramping mechanics for Rogues in 5.0. Bandit's Guile may become an inherent buff on the Rogue.
New changes to Killing Spree allow you to control how frequently and how many times you teleport.
In 5.0, Preparation and Shadowstep are forced alternates in the same talent tier on purpose. It is currently a no-brainer to take both for PvP--they want players to make interesting choices. Don't want to balance a class around assumptions that they will have two overpowered talents at the same time.
Combat rogues should use their cooldowns asap instead of waiting.

Shaman

Level 90 shaman talents--Elemental Harmony--will not be used on three fire totems, and you can't duplicate.
Totems removed in MoP, but core buffs will remain passive auras on the shaman, the way Unleashed Rage currently works.
Enhancement shaman are agreed to be a bit weak right now--hopefully 4.3 will help.

Warlock

Warlocks cannot customize the name of their demons because they just grab a pet from the nether and later destroy it.
Warlocks will now have a unique resource for each spec. Affliction - Soul Shards. Demonology - Demonic Fury. Destruction - Infernal Embers.
Infernal Embers: As you generate more and more embers, your character slowly ignites, until you're basically a walking torch.
All Warlocks get Shadow Bolt at level 1. At level 40, it will transform based on spec. Affliction--Malefic Grasp, Demonology--Demonic Slash, Destruction--Incinerate.
New Soul Shard changes: Passively regenerated out of combat, generated by Drain Soul.

Warrior

Heroic Leap is difficult to fix.
Changes to Rage mechanics in MoP. Some core rotational abilities will generate rage instead of consuming it. Idea is to make Rage more valuable and interesting as a resource.
Fury Warriors will have Slam replaced by Wild Strike--an off-hand attack without Slam's cast time. Bloodsurge will allow you to do 3 cheap Wild Strikes on a 1 sec GCD. Also has Mortal Strike debuff.
Berserker Stance reworked as a +AE damage stance and removing all stance penalties and restrictions.

Initial Directions at BlizzCon

Keep in mind some class abilities have changed since BlizzCon--fun to compare to the current talent calculator and see how they've developed!

Death Knights:

Will get different themed talents with each talent tier; for example, level 90 is all about slowing down your enemies.

Druid:

There are a lot of new druid abilities and significant changes. Druids now have four specs. feral - cat DPS. Guardian - bear tank. Treants will be able to be used in every spec; incarnation is a talent that changes per spec; even bear themed talents are cool. For example, Ursol's Vortex will pull enemies into you with wind; can be used in any form.

Hunters:

Will get new types of arrows--e.g. arcane or frost, depending on what they want. Enhanced spirit bond if you choose it or a different aspect. Pets will no longer be tied to types, rather, the hunter decides what he wants them to do (i.e. spiders for PvP will now be used in PvE).

Mage:

Every talent is themed toward a spec of fire, arcane, or frost. Polymorph even has its own tier. For example, "Sickly Polymoph" will make their health not regen; "Heavy Polymorphed" stuns; "Double Polymorph" lets you have two sheep at once.

Paladins:

Finally get a hamstring through SoC. Blessed Life became a talent that shares with Sacred Shield and Ardent Defender. Flash of Light is now the only paladin heal that's non-talented, so rets and prots will not have things like Divine Light.

Priests:

Were changed the most drastically to make the two different healing specs unique. Power Infusion will be available to any spec. New healing spell that will swap your health with the target's called Void Shift, totally wild.

Rogues:

Benefit a lot from new talent treest, as many of their cool spells were in the oft useless subtly tree. Huge changes to spells like Killing Spree, as you now manually teleport versus automatically.

Shaman:

Get a lot more utility. They will be able to pull out a defensive totem then put it back and have it only eat into its uptime; for example, if they pulled out a totem and then a priest barriered, a good shaman could pull it back and save the CD. Shaman will no longer have buff totems. All totems will be redone. Earthgrab totem - roots> Repulsion totem - repels. Bulwark totem - absorbs.

Warlocks:

get new pets through the new talents, such as Grimoire of Service which lets you have two pets out at the same time or Grimoire of Supremacy which gives warlocks entirely new demons! Warlocks will also now have a unique resource for each spec. Affliction - Soul Shards. Demonology - Demonic Fury. Destruction - Infernal Embers.

Warrior:

Main inspiration in talent redesign is to choose what style of warrior you want to be; to be three classes in one.

Q+A Highlights

The Class Design and Balance Q&A from November answered numerous questions about class directions in 5.0--if you want to read the full transcript, check it out here. We've summarized the class highlights below.

General:

The current 5.0 model is that there are 8 raid buffs: health, attack power, spell power, melee haste, spell haste, crit, mastery and stats.
Skeptical that there will ever be a talent build that is the perfect build for every PvE fight in the game, but players can still find an ideal set of talents for an encounter. However, there is still more room for customization than in the past.
Would like to bring level of primary stats closer to level of secondary stats.
The goal of providing resilience as a base stat is to make players who primarily do PvE content able to enter the PvP space with their PvE gear and remain competitive.
For Mists--Intellect to no longer directly increase the size of player mana pools. For healers, Spirit will remain as the pure regen stat. More of a tradeoff between regen and thoroughput in the future.
Dispels are currently too frequent. In 5.0, dispels should have a cooldown and duration more like Spellsteal but get all buffs or debuffs at once.
Changing talents: The current idea is that Dust of Disappearance becomes a "Training Manual" or something and that the same consumable can be used to blank out a glyph or a talent.

Deathknight:

Current niche of Frost Presence isn't ideal.
Frost Presence and bugs with Runic Power generation will be fixed in 4.3.
Gorefiend's Grasp will work like Mind Sear--only enemy targets pulled, but you can center the affect on an enemy, ally, or yourself.
Runeforging is kind of boring--plans to change it so DKs aren't stuck with just using one runeforge at max level.

Druid:

Overall philosophy is to bring hybridization back to Druids. Will use abilities that require multiple forms, even for Restoration Druids.
Incarnation in Balance turns the Druid into the Chosen of Elune form--increases spell damage and Solar and Lunar energy generated.
Plans to simplify Feral Druid rotation. In 4.3, the Glyph of Bloodletting is triggering off Mangle instead. In 5.0, Mangle will no longer cause a bleed damage debuff and so no longer be required in the rotation. Feral Charge and Stampede talents are becoming part of Wild Charge.
Mangle and Shred changes: Mangle and Shred will both exist for Feral (cats). Mangle will no longer apply a debuff, but will be usable from any facing, whereas Shred will offer slightly more overall DPS if you are able to stay behind the target. Guardians (bears) will have Mangle , but not Shred.
PvP weaknesses of Resto Druids addressed in 5.0--being able to pick abilities like Typhoon and Wild Charge together, for example.
The level 90 Druid talents deliberately come in 3 different levels of work required--from lazy to complicated.
One of the new abilities Resto Druids will get baseline is a replacement for Barkskin that can be cast on others with the same effect and cooldown.
New level 87 ability abiltiy in mind for all Druids called Symbiosis--potentially add a lot of flexibility and utility, including survivabiltiy options.

Hunter:

In the future, Aspect of the Cheetah won't daze when hit.
Transmorph Trap will allow you to cast Scare Beast on the transmorphed target. It will have a similar duration to Freezing Trap.
Snake Trap is intended to be utility, not damage.
Will lose the ability to parry, can still equip melee weapons for vanity looks.

Mage:

Talents like Blast Wave are 'dull' for level 90 talents--many other classes have gotten new skills. Mages probably getting a few new talents as a result.
RNG is a part of Fire.
Frost tree currently has too many CC abilities.
Looking for ways to make Arcane less immobile--possibly add Arcane Barrage to the PvE rotation.

Monk:

Healing similar to Discipline priests, can heal or 'smite.' Will involve a lot of non-targeted healing--could heal competitively without ever having to target a friendly player.
Healing monks will use mana--too tricky to balance a non-mana healing class.
Sample Windwalker mechanic: Summon what are similar to Diablo III health globes that heal players when they run through them.
Roll may cost mana in healer stance. It may also gain other abilities, through talents, that heals and does damage to targets you "roll" through.
Tanking "Brewmaster" monks will use a "dual combo point" resource (Force). For example, Dark Force may contribute to an absorption shield while the Light Force may build increased avoidance.
Brewmasters also have drinks which provide short-term buffs that restore Light or Dark Force, Chi, etc. Also an interesting Ox Statue!

Paladin:

Ret paladin playstyle should be a bit less RNG as Divine Purpose will be a talent players may skip.
Divine Storm goes back to a finisher in 5.0 since Ret and Prot both have Hammer of the Righteous.
Judgment in 5.0: tentatively 6sec cooldown, 30yd range, and to generate 1 Holy Power.
Possible glyph for Inquisition which would significantly increase its duration, at a cost of slightly reducing its effect.
Word of Glory won't be on a cooldown in 5.0.

Priest:

Spirit Shell is a new ability for Discipline priests in 5.0--it does not cause Weakened Soul.
Possible changes for Holy Nova--perhaps Discipline-only and interact with Evangelism.
Possible new model for Lightwell.

Rogue:

With Vendetta up, rogues can dps to their maximum capability at ranged.
Goal is to have rogues use one damage and one utility poison at the same time. New Deadly Poison will essentially be like merging the old Instant Poison + Deadly Poison.
Another goal is to reduce impact of ramping mechanics for Rogues in 5.0. Bandit's Guile may become an inherent buff on the Rogue.
New changes to Killing Spree allow you to control how frequently and how many times you teleport.
In 5.0, Preparation and Shadowstep are forced alternates in the same talent tier on purpose. It is currently a no-brainer to take both for PvP--they want players to make interesting choices. Don't want to balance a class around assumptions that they will have two overpowered talents at the same time.
The team was saddened by how many 10-player guilds didn't take rogues because "they didn't bring anything." Plans to change this perception.
The team also really likes how Energy works--the model is tolerant for lag, player error, and allows players to tunnel less on a target.

Shaman:

2T12 bonus for Elemental Shamans was too powerful. Was nerfed and the Fire Elemental Totem and other talents were buffed accordingly.
Totems removed in MoP, but core buffs will remain passive auras on the shaman, the way Unleashed Rage currently works.
Totems at first had restrictions like the GCD cost and limited range back when they were unique buffs to the raid--but after homogenization, these restrictions seem outdated.
Elemental Harmony does not apply to Fire totems, and does not allow you to drop multiple of the same totem.

Warlock:

New resource is Infernal Embers. As you generate more and more embers, your character slowly ignites, until you're basically a walking torch.
All Warlocks get Shadow Bolt at level 1. At level 40, it will transform based on spec. Affliction--Malefic Grasp, Demonology--Demonic Slash, Destruction--Incinerate.
New Soul Shard changes: Passively regenerated out of combat, generated by Drain Soul.
Like Druids using other forms, they want warlocks to use other pets that aren't tied to their spec.
All pets should be comparable on single-target DPS, with the Felguard as the best AoE pet.
Soulstone will get a 40yd range in 4.3.
New Soulburn changes: 15 second cooldown, but each ability used can only be soulburned once a minute, soulburn will affect more abilities like curses.
Pet Swapping/Twisting will be fixed by replacing Soul Shards and fixing Demon Soul.
Malefic Grasp is a channelled nuke which increases the damage of your DoTs on the target by increasing their tick rate by 100%.

Warrior:

Blood and Thunder will be usable by both Arms and Prot warriors.
Intercept replaced by Charge--with talents, Charge should end up feeling the same.
Changes to Rage mechanics in MoP. Some core rotational abilities will generate rage instead of consuming it. Idea is to make Rage more valuable and interesting as a resource.
Fury Warriors will have Slam replaced by Wild Strike--an off-hand attack without Slam's cast time. Bloodsurge will allow you to do 3 cheap Wild Strikes on a 1 sec GCD. Also has Mortal Strike debuff.
Berserker Stance reworked as a +AE damage stance and removing all stance penalties and restrictions.
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Aleksandru
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Mists of Pandaria Guide

Postby Aleksandru » 24 Feb 2012, 15:24

Talent Revamp and Calculator


Death Knight

Death Knights get a new execute-like ability, Soul Reaper, as well as some tweaks to specialization abilities--Raise Ally now resurrects players with 60% health. In addition, several former talents were changed to class/specialization abilities: Blood DKs get Bone Shield and Outbreak is now a class ability at level 81. New talents include Vlie Spew, Unholy Blight. and Icy Grip.

Level 15

Corpse Explosion and Outbreak removed.
Vile Spew: 30 Runic Power. Causes an undead minion to erupt in a shower of bile, dealing 249 Shadow damage to all enemies within 40 yards of the minion, and infecting t hem with Blood Plague and Frost Fever.
Unholy Blight: 1.5 minute cooldown. Surrounds the Death Knight with a vile swarm of unholy insects for 10 sec, stinging all enemies within 10 yards every 1 sec, infecting them with Blood Plague and Frost Fever.

Level 30

Bone Shield removed.
Replaced with Icy Grip: Reduces the cooldown on your Death Grip spell by 15 sec and causes your Death Grip to reduce the movement speed of the target by 50% for 6 sec.
Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside a spell by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs 1011410106 spell damage.

Level 45

Death's Advance: While your Unholy Runes are both depleted, Movement-impairing effects may not reduce you below 75% of normal movement speed.

Level 60

Death Pact: Drain energyvitality from an undead minion, healing the Death Knight for 25%50% of his maximum health and causing the minion to suffer damage equal to 50% of its maximum health.
Death Siphon: Consumes a Death Rune to Deal 31162920 Shadow damage to an enemy, healing the Death Knight for 75% of damage dealt.

Level 75

Runic Corruption: When you land a damaging Death Coil, Frost Strike, or Rune Strike, your rune regeneration rate is increasedyou have a 45% chance to activate Runic Corruption, increasing your rune regeneration by 100% for 3 sec.

Level 90

Gorefiend's Grasp: Shadowy tendrils coil around all enemies within 20 yards (hostile or friendly), dealing 25432324 Shadow damage and pulling them to the target's location.
Remorseless Winter: Surrounds the Death Knight with a swirling tempest of frigid air, dealing 3777374 Frost damage to enemies within 8 yards, every 1 sec for 8 sec. Each time Remorseless Winter deals damage, it reduces enemy movement speed by 15%, stacking up to 5 times. Upon receiving a fifth application, an enemy will be stunned for 6 sec.
Desecrated Ground: Corrupts the ground in a 8 yard radius beneath the Death knight, dealing 12461125 Shadow damage every second for 10 sec. While standing in this corruption, the Death Knight is immune to crowd control effects.

Specialization Abilities

Soul Reaper
Requires level 87
Strikes an enemy for 50% weapon damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% heath, this effect will deal 46,549 additional Shadow damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 5 sec.
Outbreak and Bone Shield are now abilities, not talents.

Druid

Druid abilities that activated forms (like Demoralizing Roar and Bear Form) were changed to now be used in all shapeshifting forms--many players were upset about the old versions. (The adorably-named Bear Hug is now a class ability instead of a talent.) Wild Charge was split into two abilities--one covering movement effects, the other stat boosts. In addition, Master Shapeshifter was removed in favor of Dream of Cenarius in which damage spells buff players' next healing spell and vice versa. There were also several class abilities that had changes besides number tweaks, such as Insect Swarm now affecting all spells and some more details on Symbiosis spell swaps.

Level 15

Feline Swiftness: Increases your movement speed by 10%15% and by an additional 20% while in Cat Form.
Displacer Beast: Teleports the Druid up to 20 yards in a random direction, purging all periodic damage effects and providing stealth for 10 sec. Attacking or taking damage cancels this effect. Using this ability activates Cat Formforward and activates Cat Form and Prowl.
Tireless Pursuit removed, the movement-related components of the Level 60 ability Wild Charge took its place:
Grants a movement ability that varies by shapeshift form (15 sec cooldown):
Non-shapeshifted: Fly to an ally's position and your next healing spell costs no mana.
Bear Form: Charge to an enemy, immobilizing them and granting you 30% haste for 4 sec.
Cat Form: Leap behind an enemy and cause your next Ravage to cost no energy, not require stealth, and have no positioning requirement, dazing them for 3 sec.
Moonkin Form: Bound backward and gain 20 Lunar or Solar Energy, whichever is more beneficial to you..
Travel Form: Leap forward 20 yards and take 20% reduced damage for 10 sec.
Aquatic Form: Increases swim speed by an additional 200% and take 20% reduced damage for 10 sec for 5 sec.

Level 30

No Changes.

Level 45

Faerie Swarm received an updated tooltip--the 6 sec cooldown in Cat and Bear form is gone, as well as the minor damage dealt while in Bear Form.
Decreases the target's armor by 12% for 5 min andGrants an improved version of Faerie Fire that also reduces the target's movement speed by 50% for 15 sec. While affected, the target cannot stealth or turn invisible. Deals 16 damage when cast from Bear Form. Useable in all shapeshift forms, but incurs a 6 sec cooldown while in Bear Form or Cat Form. This talent replaces Faerie Fire.

Level 60

Soul of the Forest replaces Wild Charge--it keeps the non-movement related aspects of that talent.
Aessina's blessing grants a benefit which varies by your combat specialization.
Balance: When a Lunar Eclipse ends you gain 20 Solar Energy and when a Solar Eclipse ends you gain 20 Lunar Energy.
Feral: Your finishing moves grant 2 Energy per combo point.
Guardian: Mangle now generates an additional 2 Rage.
Restoration: You gain 50% haste for your next spell when you cast Swiftmend.

Level 75

Demoralizing Roar has been updated to Disorienting Roar--now usable in all shapeshift forms.
The Druid roarsInvokes the spirit of Ursol to roar, disorienting all enemies within 10 yards for 4 sec. Using this ability activates Bear FormUseable in all shapeshift forms.
Bear Hug was changed to Mighty Bash--there is no longer a positional damage component and the cooldown is reduced.
Melee attack that stuns the target and deals 10% of the Druid's health in damage every 1 sec for 3 sec. Effect canceled if the Druid moves away, attacks, or takes any other actionInvokes the spirit of Ursoc to stun the target to 5 sec. Using this ability activates Bear FormUseable in all shapeshift forms. 1 min50 sec cooldown.

Level 90

Master Shapeshifter, an ability that tried to synergize melee abilities with spell damage, was replaced with Dream of Cenarius:
Wrath, Starfire, Starsurge, and melee abilities increase healing done by your hext healing spell by 30%.
Non-instant casts of Nourish, Healing Touch, and Regrowth increase the damage done by your next damaging spell or ability by 30%.
Each of these bonuses lasts 30 sec and cannot be gained more often than once every 30 sec.

Specialization Abilities

Eclipse:: Your Wrath now generates Lunar Energy.
Solar Eclipse: When you reach 100 Solar Energy you will trigger a Solar Eclipse, increasing all Nature damage done by 20%, transforming your Moonfire spell into Sunfire, and causing Wrath damage to refresh Sunfire's duration.
Lunar Eclipse: When you reach 100 Lunar Energy you will trigger a Lunar Eclipse, increasing all Arcane damage done by 20%, transforming your Hurricane spell into Arcane Storm, and causing Starfire damage to refresh Moonfire's duration.
When triggered, both Lunar and Solar Eclipes grant 15% spell haste for 15 sec and energize you for 35% of your maximum mana.
Insect Swarm: The enemy target is swarmed by insects, increasing all damage taken from your spells by 25% for 1 min. Limit 1 target.
Maim: Finishing move that causes 110% weapon damage plus a bonus and stuns the target. Causes more bonus damage and lasts longer per combo point.
Hurricane: No longer increases time between enemy's attack.

Hunter

Blizzard stated that they are still tweaking hunter abilities, but they did release completely new level 90 talents. Glaive Toss is an AoE ability, Powershot is a distance-based stun, and Binding Shot is an interesting form of CC. For Survival hunters, buffs to Lock and Load and Black Arrow stand out as well.

Level 15

Former level 15 talents removed, level 45 talents become 15.

Level 30

Wyvern Sting: A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes 30932829 Nature damage over 6 sec. Only one sting per Hunter can be active on the target at a time.

Level 45

Former 60 talents became 45.

Level 60

Former 75 talents became 60.

Level 75

Former 90 talents became 75.

Level 90

All new talents.
Glaive Toss: You hurl two glaives in front of you 30 yards, dealing 1XXX damage to all enemies and reducing their movement speed by 50%. The Glaives will return back to you, also dealing damage and snaring targets they hit. If Glaive toss hits at least 2 enemies in both directions, the cooldown is reset.
Powershot: You wind up a powerful shot, dealing 1XXX damage to all targets in front of you within 20 yards (width). The damage done is increased on targets furhter away:
15-30 yards: Double damage, Stunned 1 sec
30-50 yards, Tripple damage, Stunned 2 sec
Blinding Shot: You fire a magical projecticle, tethering the enemy and any other enemies within 10 yards to the landing arrow. Increases all damage they receive from you by 15%. If they move 15 yards from the arrow, they are stunned for 10 sec (5 sec PvP).

Specialization Abilities

Lock and Load: You have a 100% chance when you trap a target with Freezing Trap or Ice Trap to cause your next Explosive Shot to cost no Focus, trigger no cooldown and deal double damage. Effect lasts for 12 sec.

Mage

Mages finally received some interesting level 90 talents and had the redundant polymorph talents removed. Invocation takes away base mana regen in favor of infinite Evocations and spellpower buffs, Rune of Power places a rune that grants increased mana regen and spellpower buffs if you stand in it, and Incanter's Shield both absorbs damage and provides a spellpower buff. Blazing Speed was also reworked somewhat to grant more movement speed over a shorter period of time.

Level 15

Talents remained relatively unchanged.
Scorch now does 1058 Fire damage, up from 927.

Level 30

Ice Barrier is now on a 25 sec cooldown, up from 20, and absorbs less damage.
Mana Shield replaced with Temporal Shield.
Temporal Shield: 3% of base mana. Instant cast. 25 sec cooldown. Envelops you in a temporal shield for 4 sec. Damage taken while shielded will be undone over 6 sec.
Mana Shield: Absorbs 1801 damage, draining mana instead. Drains 1.0 mana per damage absorbed. When your Mana Shield is destroyed, all enemies within 6 yards are knocked back 12 yards. Lasts 1 min.
Blazing Speed: Suppresses movement impairingslowing effects and increases your movement speed by 50%150% for 41.50 sec. May only be activated after being affected by a movement impairing effecttaking a melee or spell hit greater than 2% of your total health. This spell may be cast while a cast time spell is in process.

Level 45

Ring of Frost now lasts 10 seconds instead of 12.

Level 60

Cold Snap now finishes the cooldown on Cone of Cold instead of Water Elemental and restores 20% of your health instead of 10% of mana.

Level 75

Level 90 talents (Arcane Bomb, Living Bomb, and Frost Bomb) are now level 75 talents. No more polymorphs!

Level 90

Three new talents.
Invocation: Your Evocation spell no longer has a cooldown, but you no longer have any base mana regeration. Completing an Evocate causes you to deal 20% increased spell damage for 30 sec.
Rune of Power: 30 yd range. 1.5 sec cast. 10 sec cooldown. Places a Rune of Power on the ground, which lasts for 1 min. While standing in your rune of power, your mana regeneration is increased by 100% and your spell damage is increased by 15%. Only 2 Runes of Power can be placed at one time. Replaces Evocation.
Incanter's Shield: Instant cast. 25 sec cooldown. Absorbs damage, converting the damage into mana, up to a maximum of 30% of your maximum mana. Lasts 8 sec. When your Incanter's is destroyed, you gain 30% increased spell power for 15 sec.

Specialization Abilities

Arcane Charge (Passive)
Level 10, Arcane
An Arcane Charge, generated by Arcane Blast and Arcane Missiles, and consumed by Arcane Barrage. Stacks up to 4 times.
Arcane Blast: Generates a charge. Arcane Blast's damage is increased by 25% per charge, and its mana cost increased by 150% per charge.
Arcane Missiles: Generates a charge. Arcane Missiles' damage is increased by 25% per charge.
Arcane Barrage: Consumes all charges. Arcane Barrage's damage is increased by 25% per charge, and it hits 1 additional target per charge.
Critical Mass (Passive)
Level 24, Fire
Multiplies the critical strike chance of your Fireball, Frostfire Bolt, Pyroblast, and Scorch by 1.3.

Paladin

Paladins had a lot of talent changes this patch. Eternal Flame, Hand of Purity, Unbreakable Spirit, Holy Prism, Light's Hammer, and Execution Sentence are all new talents. There were also two new class abilities: Holy Insight (Passive) and Boundless Conviction (Passive).

Level 15

Speed of Light:
New: Increases your movement speed by 60%70% for 68 seconds.
Holy: Reduces damage taken by 20% for 12 sec
Protection: Increases damage done by 10% for 12 sec
Retribuition: Radiates 100 healing to allies within 10 yards for 12 sec

Level 30

No Changes

Level 45

Removed: Blessed Life and Ardent Defender.
Added Eternal Flame:
Consumes all Holy Power to place a protective Holy flame on a friendly target, which heals them for 2402 per charge of Holy Power every 3 sec for 30 sec.
Selfless Healer, formerly a Level 60 becomes Level 45.

Level 60

Removed: Holy Shield and Eternal Glory.
Added Hand of Purity:
Places a Hand on a friendly target, reducing damage of harmful periodic effects by 70% for 6 sec.
Added Unbreakable Spirit:
When your Divine Shield, Divine Protection or Lay on Hands are on cooldown, spending Holy Power will reduce the remaining cooldown by 1% per Holy Power spent, up to a maximum of 50% reduction.
Clemency, formerly a Level 75 talent added to Level 60.

Level 75

Removed: Veneration and Acts of Sacrificed.
Former Level 90 talents (Holy Avenger, Sanctified Wrath, Divine Purpose) moved to Level 75.

Level 90

Three completely new talents.
Holy Prism:
Sends a beam of light toward a target, turning them into a prism for Holy energy.
If an enemy is the prism, they take 1581 Holy damage and radiate 1170 healing to allies within 10 yards.
If an ally is the prism, they are healed for 3509 and radiate 572 Holy damage to 5 nearby enemies within 10 yards.
Light's Hammer:
Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Holy magic for 15 sec. Allies within the area are healed for 6 every 2 sec while enmies take 6 holy damage every 2 sec.
Execution Sentence:
A Hammer slowly falls from the sky causing increasing Holy damage to the designated target for the next 10 seconds and culminating in a final burst of damage.
Stay of Execution: If used on friendly targets, the falling hammer heals the target for the next 10 seconds and culminating in a final burst of healing.

Specialization Abilities

New level 85 ability: Boundless Conviction
You may store an additional 2 Holy Power beyond the maximum of 3. No ability ever consumes more than 3 Holy Power.
New level 10 Holy Passive ability: Holy Insight
Increases your mana pool by 400%.

Priest

Priests received no new talents, but many were reworked. The proc chance on From Darkness, Comes Light was buffed from 6% to 15%, and many abilities had their mana costs nerfed--for example, Psyfiend now costs 4% of base mana instead of 15%. In addition, the ability Spectral Guise was removed.

Level 15

All three talents received updates.
Void Tendrils: 15%4% base mana. Summons Shadowy tendrils out of the ground, rooting all targets within 108 yards for 20 sec. Killing the tendril will cancel the effect.
Psyfiend: 11.5 Minute Cooldown. 15%4% of base mana. Summons a Psyfiend that stands in place. The Psyfiend casts a Psychic Scream on a nearby enemy within 4030 yards every 21.5 seconds lasting for 10 sec, preferring anything attacking the Priest. Psychic Scream causes enemies to flee for 1 min. Damage caused may interrupt the effect.
Psychic Scream: 15%3% of base mana. The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee for 8 sec. Damage caused may interrupted the effect.

Level 30

No Change.

Level 45

From Darkness, Comes Light:
Surge of Light (Caster Form): You have a 6%15% chance when you Smite, Heal, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and have no mana cost.
Surge of Darkness (Shadowform). You have a 6%15% chance when you deal damage with Mind Flay to cause your next Mind Blast to be instant cast and have no Shadow Orb cost.

Level 60

Angelic Bulwark: Increases the effectiveness of your own shield effectsPower Word: Shield, Divine Aegis and Spirit Shell on yourself by 30%.

Level 75

Power Infusion is now 6% of base mana instead of 16%.
Serendipity renamed to Divine Insight:
Serendipity (Caster form). When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 10%. Stacks up to 2 times. Lasts 1020 sec.
Mind Melt (Shadowform). When you deal damage with Mind Spike, the cast time of your next Mind Blast is reduced by 50% lasting 67 sec. Mind Melt can stack up to 2 times.

Level 90

No Changes.

Specialization Abilities

Spectral Guise removed.

Rogue

Rogues had many changes--unsurprising, as they hadn't been extensively reworked in the last Talent Calculator. They get three new level 90 talents and three new class abilities. For level 90 talents, there's Shuriken Toss, a ranged attack, Versatility, which removes the cooldown on Redirect, and Anticipation, which helps deal with additional combo points on targets that already have 5. Improved Recuperate was also swapped out for Elusiveness. As far as class abilities, there's Shroud of Concealment, Shadow Walk, and Swiftblade's Cunning, a Windfury-like party buff. Many abilities were retuned, such as Slice and Dice having a maximum of 40 seconds, but there's also neat buffs to Revealing Strike, Honor Among Thieves, Shadow Dance, and Hemorrhage as well.

Level 15

No change yet.

Level 30

Deadly Throw's damage is slightly buffed.

Level 45

Leeching Poison had the mechanics clarified slightly: Coats your weapons with a poisonNon-Lethal Poison that lasts for 1 hour. Your melee attacks have a 50% chance to poison the target, and all your subsequent weapon strikes against the poisoned target will heal you for 10% of damage dealt.
Improved Recuperate is removed.
New talent, Elusiveness: Your Feint ability also reduces all damage taken by 30% for 5 sec.

Level 60

No changes yet.

Level 75

No changes yet.

Level 90

All new level 90 talents.
Shuriken Toss: 40 Energy. Instant cast. 30 yd range. A ranged attack that deals 1,179 Physical damage to an enemy target. Generates 1 combo point.
Versatility: Your Redirect ability now has no cooldown.
Anticipation: When one of your attacks generates a combo point on a target that already has five combo points, you gain an Anticipation charge, up to a maximum of 5. When you perform an offensive finishing move on an enemy, any Anticipation charges are consumed to grant you an equal number of combo points on that target.

Specialization Abilities

New level 87 ability: Shroud of Concealment
Instant cast, 5 min cooldown
Extend a cloak that wraps party and raid members within 20 yards in shadows, concealing them from sight.
New level 72 ability: Shadow Walk
Instant cast, 1 min cooldown
Significantly increases Stealth effectiveness for 6 sec.
New level 30 passive buff: Swiftblade's Cunning
Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%.
Energetic Recovery now works off of Slice and Dice instead of Recuperate. Regain 8 energy every 2 sec.
Fleet Footed is now a passive ability for all specs.
Buffed ability: Revealing Strike
Level 20, Combat
An instant strike that deals 65% weapon damage and exposes the target's vulnerabilities, increasing the effectieness of your offensive finishing moves on that target by 35%, and giving your Sinister Strikes a 20% chance to generate an extra combat point, for 18 sec. Awards 1 combo point.
Changed ability: Honor Among Thieves
Level 50, Subtlety
When any player in your party or raid critically hits with a spell or ability, you gain a combo point on your current target. This effect cannot occur more than once every 2 seconds.
Buffed ability: Shadow Dance
Level 80, Subtlety
Enter the Shadow Dance for 8 sec, allowing the use of abilities that ordinarily require Stealth. The energy cost of Ambush is reduced by 20 while Shadow Dance is active.
Hemorrhage now replaces Sinister Strike when learnt.

Shaman

Shaman are still looking forward to their level 90 talents, but their level 87 ability was revealed: Ascension. Call of the Elements is a new talent, and other talents saw cooldown reductions (like Ancestral Guidance going from 3 minutes to 2) or totem buffs like Healing Tide Totem now having 10% of the caster's HP instead of 5 HP.

Level 15

Talents swapped with Level 30 ones.

Level 30

Talents swapped with Level 15 ones.

Level 45

Removed: Improved Ghost Wolf, Windwalk Totem, and Tranquil Mind Totem.
New 45 talent: Call of the Elements: When activated, immediately finishes the cooldown on all totems, 5 min cd.
Other 45 talents formerly Level 90 ones: Totemic Restoration and Totemic Projection.
New tooltip for Totemic Restoration: IfWhen a totem is replaced or destroyed before its duration expires naturally, its cooldown is reduced in proportion to the lost duration, up to a maximum of 50% of the full cooldown.

Level 60

Talents swapped with Level 75 ones.
Elemental Mastery was completely reworked:
New: Call upon elemental forces, empowering you with 30% haste for 20 sec. 2 min cooldown.
Old: When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes an instant cast spell. In addition, your Fire, Frost, and Nature damage is increased by 15% and you gain 20% spell haste for 15 sec. 3 min cooldown.

Level 75

Talents swapped with Level 60 ones.
Healing Tide Totem got a new tooltip and a health buff: Summons a Water Totem with 5 health10% of the caster's health at the feet of the caster for 10 sec. The Healing Tide Totem pulses every 2 sec, healing the 5 most injured raid members within 40 for 22293179.

Level 90

New talents are not released yet.

New Abilities:

Ascendance
Level 87
5% base mana, instant cast, 3 minute cooldown
The Shaman surrenders his physical form to the power of the elements, transforming into a being of raw elemental energy for 15 seconds.
Elemental: While in the form of a Flame Ascendant, Lava Burst has no cooldown and Chain Lightning is empowered to become Lava Beam.
Enhancement: While in the form of an Air Ascendant, auto-attacks and Stormstrike deal pure nature damage and have a 30 yard range.
Restoration: While in the form of a water Ascendant, all healing done is duplicated and distributed evenly among nearby allies.
Burning Wrath (Passive):
Level 40
Fiery elemental energy emanates from the Shaman, empowering all nearby party and raid members and increasing their spell power by 10%.
Grace of Air:
Level 80 (Passive)
Empowering winds swirl around the Shaman, granting all nearby party and raid members 5 Mastery.

Warlock

Warlocks were extensively reworked in previous Talent Calculators. However, there are still some new changes. The level 90 abilities had some elaboration, while Spell Drain was replaced by the PvP talent Unbound Will and the defensive talent Sacrificial Pact underwent some changes. There were also a lot class ability changes related to demons, self-healing, and a new DoT.

Level 15

Harvest Life: Drains the life from all enemies within 15 yards of the target, causing 117107 Shadow damage and restoring 4% of the caster's total health every 1 sec. Lasts 6 sec.

Level 30

No Changes

Level 45

Dark Bargain moved from Level 60 to Level 45.
Removed: Spell Drain
Sacrificial Pact: Your demon sacrifices half its current health to prevent all damage you would take for 10 secshield its master for 300% of the sacrificed health. Lasts 20 sec. 31 min cooldown

Level 60

Dark Bargain is replaced by the new talent Unbound Will: Purges all stuns, disorients, roots and Magic effects from the warlock. Costs 25% of the Warlock's maximum health. 20 sec cooldown.
Burning Rush: Drains 5% of your maximum health per second to increase your movement speed by 50%. Lasts until cancelled. Your life tap causes you to move 25% faster for 8 sec.

Level 75

The increased damage and health from Grimoire of Sacrifice now lasts for 15 minutes instead of 5.

Level 90

Archimonde's Vengeance now does more damage, lasts for a shorter period of time, and passively damages the enemy.
Curse an enemy, causing them to suffer 25%30% of all damage you take. Lasts 1510 sec. Enemies who attack you suffer 5% of all damage they deal to you. This effect is disabled while on cooldown.
Mannoroth's Fury now boosts the radius of AoE spells instead of being splash damage from single-target spells.
New: Increases the radius of your non-talent Area of Effect spells by 200%.
Old: Shadowbolt, Incinerate and Malefic Grasp deal 10% splash damage to enemies between you and your target. You can activate this ability to increase the splash amount to 100% for 20 sec. The passive effect ceases until the cooldown resets.

Specialization Abilities

Auto Wand
Level 17, Destruction
Automatically attack the target with an equipped wand until cancelled.
Burning Embers
Level 42, Destruction
Burning Embers are generated by casting Incinerate on Immolated targets and are consumed by Soul Fire. Burning Embers cause you to take damage over time and should be consumed frequently.
Chaotic Energy
Level 10, Destruction
Your mana regenerates substantially faster, Soul Fire and Fel Flame cost more mana and deal 12% more damage.
Demonic Tactics
Level 1, all specs
Causes your Imp, Succubus and Voidwalker to behave more intelligently.
Dark Pact now grants 10% spellpower to all party/raid members.
Ember Tap
Level 10, Destruction
Heals 19.29% of your health.
Fel Armor
Level 6, all specs
Increases your armor by 2,345, total Stamina by 10%, and the amount of health generated through spells and effects by 10%.
Hand of Gul'dan is now a 6-yard AoE, has a stackable charge, and can ramp up to a 100% snare.
Malady
Level 3, all specs
2% of base mana. 40 yd range. 2 sec cast. Harms the target, causing 1393 Shadow damage over 18 sec.
Metamorphosis causes Curse of the Elements and Curse of Enfeeblement to turn into 20-yard range auras.

Warrior

Warriors get three new level 75 talents, as well as many other talents that were retuned and reworded. Mass Spell Reflection is another party cooldown, Safeguard removes movement effects and reduces a party member's damage taken, and Vigilance provides unlimited taunts and protects a party member. In addition, colossus smash now provides a 4% physical damage debuff.

Level 15

Warbringer: Your Charge also knocks a target to the ground and roots a target for 5 secstuns it for 3 sec.

Level 30

Second Wind: Whenever you are struck by a Stun or Immobilize effect, you generate 20 Rage and 5% of your total health over 10 sec. Whenever you take direct damage, you have a 10% chance to regenerate 3%10% of your total health over 510 sec.
Impending Victory replaces Victory Rush: 30 sec cooldown. Instantly attack the target causing 31 damage and healing you for 10% of your maximum health. If used within 30 sec after you kill an enemy that yields experience or honor, heals for 20% of your maximum health.

Level 45

Throwdown and Cripple removed.
Level 60 Disrupting Shout moved to 45.
Staggering Shout: 40 sec cooldown. Causes all enemies within 20 yards that are snared to become rooted for 5 sec.

Level 60

Rude Interruption and Gag Order removed.
Bladestorm: You become a whirling storm of destructive force, striking all targets nearbywithin 8 yards for 150%]75% weapon damage and continuing to strike all nearby targetsevery 1 sec for 6 sec. During a Bladestorm, you are immune to movement impairing and loss of control effects, but can be Disarmed, and you can only perform shout abilities.
Shockwave: Sends a wave of force in front of you, causing 4340 damage and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.

Level 75

Level 75 talents became level 90 talents.
Mass Spell Reflection:Your Spell Reflection protects you from an additional spell and protects party and raid members within 2o yards from a single spell for 5 sec.
Safeguard: Run at high speed towards a party or raid member, removing all movement effects upon you, intercepting the next melee or ranged attack made against them and reducing their damage taken by 20% for 6 sec.
Vigilance: Focus your protective gaze on a party or raid member, transferring 30% of damage taken to you for 12 sec. During the duration of Vigilance, your Taunt has no cooldown and attacks against the target cause you to become Enraged for 6 sec.

Level 90

Deadly Calm: You enter a battle trance, causing your next 3 Heroic Strike or Cleave attacks to cost no rage and cause 50% extra damage. Lasts 15 sec.
Bloodbath now has a 1 min cooldown down from a 2 min cooldown.
Storm Bolt: Hurl your weapon at an enemy causing 100%]50% weapon damage and stunning the target for 3 sec. Deals an additional 300% weapon damage to targets that are permanently immune to stuns. Replaces Heroic Throw.

Specialization Abilities

Colossus Smash now places the Physical Vulnerability effect on the target, increasing their physical damage taken by 4% for 30 sec.

Quick Facts: Talent Trees

Starting with Mists of Pandaria, players will no longer spend talent points.
There will be a single talent tree per class in which players will earn talents every 15 levels.
Each talent opens up one of three different available options within the tree for further specialization within the chosen spec.
No mandatory talents or cookie cutter specs.
Talent ranks have been completely removed.
For each set of three talents players unlock, they will get to choose one talent to activate, for a total of six active talents at level 90.
A big benefit of removing talent points is that it allows us to let players "re-talent" with more flexibility.
After players have activated their talents, they won't be completely locked into their choices as they are now.
Talents can be changed out when switching specs, as well as when running dungeons, raids, and battlegrounds.
Players will be able to choose a specialization at level 10.
This gives them a new spec ability and opening up new options within that spec.
Additional spec abilities will become available as characters levels. Some of these may be existing talents, while others may be older core abilities that are more situational.
Changing talents will require items, like glyphs currently.
Every player should not have the same talents at the same time, with the new talent design--or else their vision has failed.
You will access stuff you never could before and create new combinations. It's a mix-and-match system at the crux of it.

Dungeons and Raids


General Changes

The new expansion will introduce three new Raid dungeons and nine new dungeons with six of these being located within Pandaria.
The intention is to open up multiple opportunities for max-level players to take part in a variety of progression options.
Spectator mode for raids and/or battlegrounds would be awesome to integrate, as well as replays, but it's far off.
Would be nice to have a "hall of heroes" documenting players that killed bosses at relevant progression times.
Blizzard would like more heroic encounters with similar difficulty to Heroic Ragnaros.
Although Monks will be an additional healing class, there are no plans to design encounters that require more healers in raids.
New philosophy for Valor Points in 4.3: parallel way to gear up alongside the Raid Finder.
The current 5.0 model is that there are 8 raid buffs: health, attack power, spell power, melee haste, spell haste, crit, mastery and stats.
The Raid Finder will be a transition from running dungeons to Normal raids.

Challenge Modes

Dungeon Challenge Modes will let those looking for a deeper challenge take on dungeon runs with specific goals (complete dungeon in X minutes) and reward players who accomplish these goals with Bronze, Silver, or Gold medals.
Challengers will also find their gear scaled to equalize the difficulty of the encounter for all players, creating a level playing field.
All 9 new dungeons in MoP will have Challenge Mode enabled--feature could be extended to classic dungeons as well.
Hit caps, and other breakpoints, will not be normalized in challenge modes. It's about skill, not gear.
Rewards: Uniquely designed statless gear that can be utilized with Transmogrification to further define the look of a character.

New Dungeons in 5.0

Nine new dungeons total, six of which are set in Pandaria.
Heroic Dungeons will become easier for pick-up-groups (PuGs) to take on.
No level 90 normal-mode dungeons--people will just go straight to heroics and challenge modes.
Scholomance and Scarlet Monastery will be new heroic dungeons in 5.0, similar to Deadmines and Shadowfang Keep in Cataclysm.
Temple of the Jade Serpent: first dungeon encountered while leveling from 85 to 90.
Stormstout Brewery: reclaim Chen Stormstout's brewery and beer, defeating Verming and Hozu inside.
Shado-pan Monastery: the evil Sha have been set free and threaten the Shadow-pan's Clan's mountain retreat.

Raiding in 5.0

There will be three new raids at the start of Mists of Pandaria.
The disparity between 10s and 25s will perhaps be addressed for server firsts--some fights are easier on one raid size and that's unfair when guilds of different sizes must compete against each other.
10-man raiding is hard to balance against 25-man raiding. In theory, they are meant to be the same, but it's very hard to implement.
Possibly raid challenges and tracking in the future.
Difficult to toggle hardmodes like Freya +3 Ulduar model--it's much clearer to just submit it to heroic or normal versus wait to a health percentage. However, there may be some optional-mode style bosses like Ulduar!
Mogu'Shan Palace: six-boss raid--explore the hidden secrets of the Mogu empire.

Items and Professions


Weapons & Armor

Faction-specific legendaries are interesting and epic, but may take a lot of planning to implement for MoP.
Tanks haven't had a legendary in quite some time--an orange shield would be interesting in the future.
Dragonwrath, Tarecgosa's Rest was a good example of an epic item with an similarly epic questline behind it. Perhaps the hunter questline in vanilla will return with an updated Rhok'delar, Longbow of the Ancient Keepers.
Chance of vanity disguise weapons like Fandral's Flamescythe in the future--but used sparingly to be rare.
There will be new cool quivers and other art for hunters in the future.

Transmogrification

Old Gladiator sets are back in 4.3--such as Vengeful Gladiator's Felshroud. They will available at Area 52 soon on the PTR.
Items from world events--such as Blessed Breastplate of Undead Slaying from the Scourge Invasion--are trickier to implement.
Removed iconic items like Benediction will be added back for Transmogrification--perhaps with a slight twist just like the recolored Amani War Bear.
It would be nice to have Tier 1-6 Transmogrification sets for Death Knights, but it's very expensive to make all that art.
Ranged weapons will remain in the game for visual purposes.

Professions

No new professions are planned: cap will be 600 and pet battles are seen as alternative fun avenue to powerleveling a new profession.
Archaeology is eclectic--however, there are ways to improve it with extra fragments, dailies, and random digsites in MoP.
Cooking: will have specializations.
Enchanting: Enchanters will be able to make epic wands in 5.0.
Engineering is tricky to balance--devices are either trivial or almost turn into an additional class ability, it's so vast. Would be fun to update quirky devices, but difficult.
Inscription: Book of Glyph Mastery will be reworked in Mists.
Jewelcrafting: Chance of a craftable jewelcrafting mount.
Leatherworking: crafters may be able to make quivers for cosmetic purposes for Transmogrification.
Gathering professions ( Herbalism, Mining, Skinning) will never be used for min-maxing.

Pet Battles


Quick Facts

This system will work much like a Secondary profession and any player can participate.
Players will be able utilize their current non-combat pets or capture new non-combat pets to level them and battle them against others.
Pet battles will grant XP in the same way as gathering professions--not huge, but a decent perk.
Players can queue up to duel against pet trainers of similar levels.

New Zones and Leveling


The Jade Forest: Level 85-86

High-level adventurers will make landfall in the lush Jade Forest, where they’ll meet some of Pandaria’s indigenous races, such as the fish-like jinyu and monkey-like hozu.
After a devastating naval battle, survivors from both the Horde and Alliance wash up onto the tree-lined shores of the Jade Forest. Surrounded by wilderness, they must form alliances with the natives if they wish to survive. Along the way, they will meet the pandaren... along with some of the greater powers that protect and shape Pandaria.

Valley of the Four Winds: Level 86-87

Playing home to both farms and rainforests, the Valley of the Four Winds is also where travelers will find the legendary Stormstout Brewery.
Featuring lush farmland in the north and dense jungles along the coast to the south, the fertile Valley of the Four Winds is the breadbasket of Pandaria. Players will join Chen Stormstout to discover his family’s roots at the legendary Stormstout Brewery. Meanwhile, trouble is also brewing along the great wall that protects the Pandaren Empire from the mantid swarms to the west….

Kun-Lai Summit

Amid this treacherous mountain terrain, players will encounter the Shadowpan, a clandestine sect charged with keeping one of Pandaria’s darkest secrets.
High atop the frigid northern peaks of the Kun-Lai Summit looms the Temple of the Tiger, an ancient training ground protected by an elite force of martial priests, along with the spirit of the White Tiger itself. Deeper into the mountains is the hideout of the Shado-pan: a mysterious order charged with protecting Pandaria from the dark things buried beneath its surface. When the isolated people of Kun-Lai are threatened by marauders from the west and a Zandalari troll menace invading its northern shores, they turn to the Alliance and Horde for help.

Townlong Steppes:

Here, a tremendous wall separates Pandaria’s verdant forests and plains from the desolate wasteland left in the wake of the ravenous, all-consuming mantid.
Separated from the rest of Pandaria by the Great Wall, the rampaging mantid people of the Townlong Wastes devour everything in their path in order to build their own crystalline empire of ruthless warriors and scheming feudal lords. The pandaren are left reeling when the mantid's thousand-year cycle of aggression kicks off a hundred years too early and their greatest warriors burst through the great wall. The beleaguered pandaren must now face the worst swarm in recorded history while trying to isolate the cause of the mantid's erratic behavior.

Vale of Eternal Blossoms

Adventurers from either faction are welcome to share a drink in the central city of the pandaren. This zone also hosts many daily quests for max-level characters.
The ancient seat of the pandaren empire has been hidden for generations, shrouded in mists and walled-off by impassible mountains. The waters of the Vale are believed to have mystical powers... which has attracted the attention of ancient enemies as well as power-hungry factions within the Alliance and Horde. What secrets lie buried below this mystical font of power?

The Wandering Isle

Pandaren adventurers looking to explore the world outside Pandaria begin their journey here, on a mysterious island that never seems to settle in the same place for too long.
Separated from Pandaria for millennia, the Wandering Isle meanders the oceans of Azeroth. When the weather changes unexpectedly on the Isle and it begins erratically spiraling toward the Maelstrom, the elders at the Temple of Five Dawns request the aid of four elemental spirits to unravel the mystery. Heroes must figure out the cause of the land's illness before the entire island plunges into the abyss!

Scenarios

Scenarios will allow small groups of players to adventure together in short instances, with progressive objectives and a story arc.
Scenarios are completely role-less, meaning tanks or healers aren’t necessary to succeed -- any class combinations can work.
Each scenario will have its own set of unique objectives, and in general they will offer a different type of gameplay from the trash-and-boss design of 5-player dungeons.
Smaller scenarios will play similar to group quests and will help players earn faction reputation.
Larger scenarios will play out like epic PvE battlegrounds with major objectives and plenty of scripted events.

Questing

May be able to quest in raid group.
The focus will be shifting to creating more repeatable max-level content while providing incentives for all players.
Quests on Pandaria will provide a less linear experience, with multiple quest hubs to choose from.

Initial Quests:

Pandaria starts off in a similar manner to the Deathknight starting zone--defeating initiates, learning more about the philosophy, completing quests for a master trainer.
Players read four scrolls explaining the philosophy of the four elementals.
You're tasked to fetch a wilting lotus--the first sign of death in Pandaria.
This leads to an epic series to seek out the four elemental spirits, who are faded and must be reunited to be saved.

Huo, the fire spirit.

Master Li Fei teaches you to meditate and strengthen your character--instead of just focusing on physical training to succeed.
Once your character has sufficiently meditated and adjusted, you are able to summon and defeat Huo, who then escorts you to the Temple of the Five Dawns in the center of the zone. It's a gorgeous temple reached by winding staircases.

She, the water spirit.

You'll need to purify her cursed pools, meditate, and find companions for her to play with.
There's some creative questing in there. One quest makes the player hop between poles over water, taking care to watch out for balancing Pandaren hopping around on other poles. Another quest makes you wait patiently for a darting spirit to come over in the water--if you follow it, you will be unable to catch it, but if you learn the spirit's spiriting patterns, you can grab it easily.

Wuguo, the earth spirit

After you fight verming, the Pandaria equivalent of kobolds, you're tasked to wake Wuguo up--but nothing works, including ringing gongs and slapping oxen, until the water spirit helps.
At this point, there were some placeholder quest summaries that hint at fun cutscenes to come.

Dafeng, the spirit of air.

As you reach his secret hiding place, you learn that the Hozu, a type of hostile monkey, have defiled many of the scrolls of wisdom at Morning Breeze Village.
You destroy the bad scrolls the Hozu have instead written with funny sayings like "Peel Banana, Eat Second" and "Wet Fur Not to Sleep On."
This really shows off the use of the Spinning Crane Kick--as mobs are grouped together that have low HP.
After destroying the Hozu in Fe-Fang village, you are ready to reach Dafeng who is scared of the Onyx Serpent.
In reaching his inner sanctum, you learn to be patient and wait for harsh winds to part, which would damage and eventually kill you otherwise. This seems to be a decent way of introducing new players to raid mechanics.
(At this point, I got the special Blizzcon 2011 achievement, Panda Express, for having my Pandaren roll 100 times!)
You defeat the Onyx Serpent, perhaps a bit anticlimactically, by shooting fireworks into the air.

Shen'zin Su

At this point, your trainer returns and you escort him to the Western Grove.
You cleanse the area of bad spirits and hear him talk how his time has come to pass his knowledge down and step down in an extended dialogue.
You learn that Shen'zin Su, the great turtle, is in extreme danger--but nobody has spoken to him for years.
You accompany Aysa and Ji, past questgivers, in a hot air balloon over the water, listening as they ask Shen'zin what ails him. He's in pain, but glad generations have not forgotten him. He talks how a pain is in his side--and the thorn is in the forest.
The Alliance and the Horde enter. The Skyfire has crashed and you're tasked to accompany the curious Pandaren to see what these new invaders want.
I was asked to stop playing at this point to let others in the queue have a chance, but we know that at Level 10, you eventually choose which faction to join--which cannot be reversed.

Lore Impressions

Can Blizzard create a starting zone that remains immersive while introducing radically different lore and aesthetics?

Emphasized philosophy and lifestyle of the Pandaren, with many quests that emphasize the importance of balance, patience, and strength of character.
Sample quotes include: "Train as if the air, always present, ever flowing," "life is about creating yourself, not finding yourself," "forget injuries never forget kindness."
Appearance: lush groves interspersed with shimmering waterfalls and rustic towns. The zone is rich in primary hues--the temples are bright blue and red, while the plant life is emerald green, uncorrupted by many of the evils of Azeroth.

Player vs Player


There will be three new battlegrounds and one new arena in Mists of Pandaria, so far. Resilience will also be a base stat and increase as players level. There is also a possibility of increasing conquest point caps by 10-15%, for extra rewards for world PvP. Separate player hubs for both Horde and Alliance on Pandaria will hopefully encourage world PvP as well.

In addition, players have long been clamoring for PvP gear and weapons to be significantly better for PvP than equivalent-level PvE gear. It looks like there's going to be some steps towards that in Mists.

Battlegrounds

Three new battlegrounds have been added:

Stranglethorn Diamond Mines: “Payload” gameplay
STV Diamond would be a mine with multiple tracks; the first team to get the cart to the end would win. Players would have to move carts, split the tracks, and escort the carts.
Valley of Power: “Murderball” gameplay
Valley of Power would be located in the Vale of Eternal Blossoms. Murderball where you hold the object for as long as possible, taking more damage the longer you hold it.
Azshara Crater: DOTA-style gameplay

Arena

New Arena: The Tol’vir Proving Grounds will utilize the sweeping vistas of Uldum and the Tol’vir art style with a simple layout based on Nagrand Arena.
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Aleksandru
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Mists of Pandaria Guide

Postby Aleksandru » 24 Feb 2012, 15:25

Lore and Art


Pandaria

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

The new continent reveals itself to a broken world just as the Alliance and Horde are spiraling ever closer to a war that will consume all of Azeroth. Will the mists of Pandaria part to reveal the world's salvation? Or will the battle to control this rich and breathtaking new land push the two mighty factions over the brink of war and into total annihilation? The answers await within Pandaria's mysterious shores!

Pandaria has been shrouded in a mist. The alliance and horde wash up on the shores of Pandaria during a naval battle. They immediately want it for their own for the war--so they are going to destroy the pandaren to get its resources!
Jinyu are fish type creatures you kill in Pandaria.
Hozu are a monkey type of race that you also kill.
Verming are a new take on kobolds and you will face them throughout. Instead of candles, they're after vegetables.
Mantids will be an insect race that will be featured in dungeons & raids. They are not like the Silithid, they are intelligent and use weapons.
The Mogu were the original race twelve thousand years ago and they want the island back from the pandaren.
The Sha will be negative energy and it will be a shadow form that players fight; the alliance & horde will actually increase this.

New Character Models

Players always ask if the older races will have character models updated.

The biggest thing these Q&As brought out was that Blizzard is done being vague about updated character models. They've always wanted to do it--but they've never actually done it, due to fears about resources and players not receiving it well. However, with the pandaren, it's become painfully obvious models need updating and they need it as soon as possible.


Q: It's always been a struggle to make players feel like they truly impact the world. How are you showcasing this in MoP? Do the zones progress and change depending on questlines? What about phasing?

A:One thing we always struggle with--is we have this tool, phasing, but a large problem is that it separates players easily. Phasing, as I tell my team, is the story sledgehammer. You don't need a tool that big. Don't try to layer progression in a way that splits up the world. We're trying to have more questing like the 4.2 Molten Front dailies, in which players progressed in a zone but could still see their friends. In addition, the phasing in the starting zone, as you saw on the demo, is not as extreme as in the goblin and worgen starting zones. For example, the Temple at the center of Pandaria lights up more and more as you find elemental spirits. It's a subtle form of phasing. If we did extreme phasing, players would be lost in such a new zone early on. We're always looking for balance, in ways that don't intrude upon gameplay.

The starting zone is interesting because of how the Pandaren love balance and inner peace--which is new to WoW. It's their survival mechanism against the negative energy of the sha.

Q: As a side note, how is something like an undead or dwarf monk going to work, especially after the Pandaren Monk starting experience is so different? Controversial race/class combos like Night Elf Mages were introduced without much fanfare and didn't quite integrate.

A: It's actually not super complicated--there will be Pandaren representatives, or ambassadors, in the starting area.

Q: In Cata, you removed unique class quests for abilities--such as rogues getting poison out in Westfall by taking a tower. Will there ever be unique and personalized questlines not attached to extreme methods of lore such as the new legendaries?

First off, we love class quests. However, if you do it right, it takes a lot of time. If you look at doing a cool story chain, it's weeks of work. So it comes down to: content for classes, or half a zone. We love the idea, but we're always struggling with how much we can do.

As a side note, the quests for the rogue legendary are very cool--so you're in luck!

Q: In the Q&A, people brought up class questlines. Is there any plan to do quests for upgraded armor, much like how level 60's dungeon sets were upgradable into alternate colors through a complex questline? The .5 armor questline was one of my favorite in the game and class questlines helped players grow.

A: That would be a good question for the item team--they've been exploring many ways for players to continuously upgrade your armor. As for class questlines--we're thinking of implementing Training Grounds Missions--special kinds of missions for tanks or healers to learn your class and see how you stack up. It's thematically perfect. It's also a nice contrast to Scenarios, in which players can group together to quest regardless of the player's role.

Q: Scepter questline was by far the best questline in the game. Any plans to redo it, since it was removed from Cata, or perhaps make a questline that is as ridiciously in-depth, wild, and nuanced--sort of a heroic questline/hardmode questing for players just for the heck of it? Such a questline would be great if

A: We're not sure how it will play out, but there's an idea for a faction called the Lorewalkers. The Pandaren are a race with an amazing verbal tradition--they're storytellers. And the Lorewalkers are bent on exploring the world, finding things and relics, filling out libraries. You won't use this faction to get best-in-slot gear, but in finding and returning books, you'll act out all of the new stories. If you are interested in the lore, this is for you. If you just care about the gear, you can skip them--and it's fine. I'm not sure how this will play out, but I've spent a lot of time--including dressing up as a Pandaren to work--to push this idea.

Q: How do you decide the depth of a legendary questline? Some are really simple, such as Val'anyr, despite how hard it was to get. Meanwhile, Shadowmourne had four rewards and made people a fortune. Why are some less legendary than others?

A: We're always playing with different ideas for legendaries. When it comes down to it, it's specialized content for people that raid. What's the best way to spend our time? We've probably spent a little too much (fun) time on legendary questlines in Cataclysm, but it's worth it for the player--and players that don't raid extensively, can access some of the solo questing options and lore in the early stages of these legendary chains.

Q: We loved the class quest mounts for Warlock and Paladin. Are you ever going to add more quests for mounts--faction or race specific?

A: Going back to your earlier question--probably not specific for class, but we do have ideas for interesting questlines at max level for players to customize their own flying mount. It's always a balance of wanting to create more content that the most players can experience--quests for flying mounts should reach a lot of people.

Q: Are there any plans to redo Alterac Valley with more quests? Some of those quests were truly awesome and it feels like they became obsolete but still lurk around for years now.

A: I don't think we'll revise Alterac Valley anytime soon. This was before my time at Blizzard, but the original idea was that everyone would be questing while PvPing, but that fell short. Eventually people simplified it and found one good way to win. Now, Tol Barad is another example of questing while PvPing that has worked better. We don't have plans yet for an elaborate questing PvP hub at the start of 5.0, but we definitely want to step it up mid-expansion.

Q: Last question: Diablo III made questing completely different. They're different games, but do you plan on giving players more of a voice and involving dialogue more in the game much like how D3 does?

A: One issue with dialogue is that the quest process is iterative. We're constantly changing quests a lot, playing through. It's very difficult to surround the player in WoW with a story primarily told with a full voice. We don't want the story delivered via quest text box--we're instead trying to incorporate lots of the story around you in different ways. Such as via the environment and the new Lorewalker faction.

It's a neat idea though, but full dialogue would slow down the questing experience too much in WoW.

Q: Putting me in the game was great. Thank you. (Red Shirt guy.) For my question. Anyway, in Gilneas the questlines end with the strong feeling of to be continued... but the only other zone is Hyjal and we did go back two patches later. So does that mean we are also going back to Gilneas.

A: Maybe. We'd love to.

Q: What happened with their bodies? Could we just bring all the dead lore figures back--like Arthas or Illidan?

A: Someone brought up, are you ever bringing back Illidan in the other panel. I think it's likely. We'll have to figure it out. I haven't really thought about it, his corpse is very significant.

Q: What is the motivation for the pandaren fighting each other?

A: Something that's hard to get across is that the pandaren on the turtle are generations. It's a splinter culture. They were the bravest, the explorers--the fighters. They're the ones the players play. I think they would get a kick out of it, no hatred, when they fight each other and other factions. Sort of like a martial arts culture that spars for fun. All the negative emotions and all that negativity manifests in Pandaria.

When a pandaren fights, it's not for vengeance. It's for fun.

Q: Will Chris Metzen be writing again--fans liked his stories!

A: I feel goofy as a writer. Game dialogue is really easy for me, but prose is hard. I enjoy it, but it's terrifying. I write at an eighth grade level. Thank you very much, though.

Q: What happened to Arthas' sister, did she escape Lordaeron?

A: We've been talking about her forever--no current plans.

Q: Why have characters like Khadgar and Rhonin not been present at all in Cataclysm? And please, don't tell me Rhonin is doing his own thing in Dalaran!

A: There are a lot of characters and we try very hard to set up big characters. We don't want to make players have to read outside novels; the games have to stand alone. So a lot of the times we have characters and stories that belong in the game, but we opt not to put them in the game because we feel players would be lost.

Q: Whatever happened to the crown of Menethil?

A: You mean... What happened to his crown, when Arthas stabbed him and it fell off? We'll make it a legendary loot drop. I have no idea who would have it, what would happen, but we'll think about it.

Q: Tyrande was strong in the past as a female leader, but it kind of fell off and she's fallen in the past few expansions. She's just arm candy. What's up?

A: Good point, I see this a lot. Let me just say this: before the questline in Nagrand in TBC, there was no Thrall at all in WoW. He gave you an RFC quest, he was a nobody. It took an expansion or two to build him and make his story thrive. And I love Tyrande, writing her in WC3 was amazing--we just haven't gotten to her yet. Every single one of these characters deserves their story, it's just a matter of time. She's not just a pretty face, she's a badass.

On a similar vein, Jaina needs her moment as well and she will be getting it soon. Guys, though, here's the thing: we LOVE these characters. Whatever, whatever; we love them, we have plans for all of them. Execution just takes time and planning!

Q: Pandarens have no sense of hatred, Pandaria is on a sense of chi--so how can they be a warlock but not a druid? I want to be a bear druid.

A: If that's true, I don't like it. I get overruled sometimes. I'm feeling you. Monday morning we'll yell at the design dudes and see what happens. But Pandaria disappeared before the Sundering, so how could they become druids? So yeah, I think druids are out.

Q: With people removing dragon soul, that means Rhonin never got redeemed and the aspects are still at half power--duh?

A: That was thoughout, you are totally correct. But don't worry, watch how it plays out.

Q: Arthas' mother was mentioned in WC3, what happened to her--was he a momma's boy, did she die or was she killed?

A: We never made it up. Her fate is unknown. We have not talked about it. Though, my impression of WarCraft 3 is that it works better if she was dead... we just don't know how.

Q: Where are the shards of Frostmourne? Did Sylvannas take it?

A: It was not addressed. Some very smart people picked them up and took them somewhere safe, but I can imagine there will be problems someday where someone reforges it or something.

Q: What's Algalon up to? Are there more of his kind? What's up?

A: Good question. The whole storyline with the Titans, who they are and what their plans are--they're massive. They are huge and from somewhere so exotic. It's hard to leverage them into the franchise, but WotLK and Cata had some amazing storylines. It's vital to Warcraft, but we are letting it cook.

On a tangent: I loved TBC's shattered planets in the sky and other issues, but the community and people in the office liked strict fantasy, so when we built Northrend, we focused on traditional fantasy. But there's a part of me, man, that just wants to launch into all the universes outside of Azeroth. We didn't defeat the Burning Legion. I want to go to Argus. How badass would it be if there's a fleet of draenei somewhere? Technically that's Protoss... ... Anyway, there's a lot I want to change and explore someday. But a lot of Blizzard is about traditional fantasy.

Q: Silly quests aside, Frostwolf Clan and the foresaken of Tarren Mill had an interaction in Hillsbrad. It seems unresolved. Do you have plans to resolve foresaken's hatred and issues with the horde?

A: It's a theme we're exploring, the fissures and cracks within the horde itself. It will come around again.

Q: Rebuild the troll empires.

A: The Darkspear are very small. Zandalari will have some huge ties to Pandaria, where you figure out why they tried to rise and band with other troll nations.

Q: Will Mists of Pandaria be dark? I love some funny stuff, but an expansion based off of a joke...?

A: You haven't met them; you haven't seen the bad stuff in their lives. When we created Pandaria, we went back 15,000 years and we explored what was happening. They have a rich, deep history and you will want to check out what their past is. You'll see that they are awesome fighters. They're fun, they love life. They play hard, they live hard, they love life. They also drink hard. But I think you will still be surprised. There's no way we're building an expansion based on an April Fools' joke.

Q: Is Baine Bloodhoof becoming a sunwalker?

A: His story is just beginning... When paladins came up for taurens, people had a fit. As such, my opinion is that I do not think he is. It would not be appropriate. They're just tauren leaders, average tauren.

Q: The books do not really come over--are they going to do that? Like the nature of the aspects and what becomes of them.

A: [evil laughter] I can't wait for you to see how the aspects end up. Big things happen in 4.3. Um, I mean, big events transpire. Anyway, we used to try to make things behind, so we wouldn't overload our current quest designers. However, lately we decided to start adding them in real time.

We would like to balance this better, so no one feels ripped off. Again, needing books to understand content in WoW would be unfair to other people. We want components in the game so players can experience it, rather than read it. We love books, though. So we want them to work in tandem.

Q: Does alliance ever get to kick ass? Because horde is amazing.

A: Trials of the High King--we want to have Varian have to do tasks and become an actual important leader who is more in-depth. You will be his squire. You will help him become very awesome. This would be for 5.0/Mists of Pandaria. I think we owe alliance a lot, and they will get theirs.

Q: How many Val'kyr does Sylvanas have? Can she make more?

A: She only has four. She cannot make more.

Q: What's up with the scourge? Bolvar Fordragon is doing nothing? Arthas could have called all the scourge up, but instead they're still hostile and fighting it.

A: The way I'd spin it is that they're autonomous. We're trying to make the scourge fallback a bit, but obviously in-game it doesn't show that in Northrend. But we have not really made any lore about this.

Q: In Gun'Drak, if you look over the cliff there's a wiggling snake tail. This has bothered me forever. [Guy gives Metzen a POSTER of it.] What is it?

A: Thrall is leaving Aggra and will start dating Jaina. Um. I don't know what that snake is. It's pretty cool. Sometimes we have no idea where it came from, like... we have no idea.

Q: For an alliance variant to Doomhammer, do Bolvar's longsword.

A: I like that a lot. Adding it to our list.

Q: So how are you doing the leadership for the pandaren? Who is going to lead them? Can Jack Black voice one?

A: There will be a representative, they aren't exactly leaders though. Pandaren were going to be the TBC race, but we pulled back and made draenei. We have been so serious for such a long time.

Media


Trailers

http://youtu.be/nyeZ8khSEC0

http://youtu.be/AN8p6yvPRQo

http://youtu.be/SBQAnNwuqp0

http://youtu.be/WzJoGsEyLag

Source: http://www.wowhead.com/guide=5.0
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Re: Mists of Pandaria Guide

Postby Neervana » 20 May 2012, 16:48

Thanks for the details,din cate observ,Blizzardu' scoate expansiuni "trase de par" inca de dupa wotlk,ceva nou nu strica,si desigur, plata lunara pentru a juca este pe meritul unui astfel de gameplay,inclusiv comunitatea,etc; dar expansiunile de dupa wotlk sunt facute clar,pentru bani,si strica farmecul jocului,il transforma incet-incet intr-un sport(power-leveling;cine termina primul un raid,etc).
Thanks again for the info,dezamagire totala,cu siguranta nu o sa mai joc wow pe retail.
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Re: Mists of Pandaria Guide

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Re: Mists of Pandaria Guide

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