Mists of Pandaria: Dungeons and Raids - Wowhead
Mists of Pandaria: Dungeons and Raids
Mists of Pandaria
New Race: Pandaren
New Class: Monk
Talent Revamp and Calculator
Dungeons & Raids
Models and Items
New Zones and Leveling
Player vs Player
Lore & Art
Many changes are in store for Dungeons and Raids in Mists of Pandaria. In addition to
nine new dungeons and three new raids
exploring the lore of Pandaria upon release such as
, there will be
to make dungeons interesting long after players would otherwise normally outgear them. Wearing normalized gear with low itemlevels, players will race to complete speed clears--winning prizes such as
distinctive armor for Transmogrification and mounts
looting system in LFR is completely redone
Valor Points now augment items,
instead of serving as currency for new gear.
written and video
previews of all the instances accessible on the beta, as well as
entries for other instances.
Dungeon and Raid Changes
The new expansion will introduce
three new Raid dungeons
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.
Valor Points are completely reworked.
They are no longer a currency for actual items, but something you use to (repeatedly) augment the ilvl of your gear. Details are still being worked out as to how many times players can bump up the ilvl, or what happens when players hold onto an ancient item for the stat combinations.
Allow players to purchase new items, convert to Valor, or buy Charms of Good Fortune--allowing players to buy another go at a boss' loot table
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.
In Cataclysm, Heroic dungeons were intentionally designed as gear and difficulty checks on the progression to raiding. In Mists of Pandaria, the Raid Finder will be the appropriate transition from running dungeons to Normal raids. Heroic dungeons will largely be tuned to be about as difficult as they were in Wrath of the Lich King, allowing players to fairly quickly down bosses in PUGs and hit their Valor Point caps. Valor Points will follow a new philosophy with 4.3, as a parallel way to gear up alongside the Raid Finder, but not as a fill-in for boss drops.
The overall goal for this expansion is that any time you log in, you should be able to make some kind of progress on your character. Whether that's through Normal or Heroic raiding, queuing for a Raid Finder run, hitting dailies for rewards and VP, busting out a scenario with some strangers, or joining some buddies for a dungeon Challenge, we want you to be making meaningful progression on your character. Some ways will be faster than others, but no matter what you choose to do, you'll be making progress.
The goals for dungeons and raids in Mists of Pandaria are to create epic and challenging experiences, but Cataclysm also helped us learn where we can improve with the new expansion. The Raid Finder will help with taking that first step into endgame content, and it will be available for all Mists of Pandaria raids. Beyond that, we want to create more easily understandable encounters and move away from mechanics that simply set up groups to fail, while still keeping them challenging.
We’re also looking to address some of the issues that came with how the zones and locations were spread out in Cataclysm. While that’s largely addressed with Pandaria simply being one continent, it also includes giving dungeons and raids more of a presence in the world. All of the dungeons and raids in Pandaria exist as actual locations you can walk up to and fly over, and aren’t just encapsulated experiences hidden behind a portal.
Lead Encounter Designer Scott "Daelo" Mercer also talked about his thoughts on what can be learned from Cataclysm dungeons and raids. Click to read in full.
As a part of our post mortem series on Cataclysm, we sat down with World of Warcraft Lead Encounter Designer Scott “Daelo” Mercer to hear his thoughts on Cataclysm dungeons and raids.
Q. What were your main goals going into Cataclysm?
We really wanted to make sure we were creating new challenges, strong mechanics, and cool creatures while staying true to the expansion and the themes we wanted to carry out. The three raid dungeons came out well and we had a lot of fun bringing the story of Nefarian and the Twilight’s Hammer to life. We were also able to add some dynamic mechanics in
Throne of the Four Winds
, which featured players moving across multiple platforms.
How did this evolve over the various content patches?
were entertaining raids with diverse mechanics, and they translated well when we converted them into Heroic dungeons for patch 4.1. Interesting mechanics and features that once were restricted to raids are now finding their way into our five-player dungeons.
in patch 4.2 was also a major step forward. We wanted to be able to share more information in the game so that players wouldn’t feel the need to go look everything up on external websites. While those sites are great at what they do, we felt like we needed to try to alleviate the need to go out of the game to find the information players wanted to see.
The addition of
in patch 4.3 also opened up more opportunities for players to be able to experience our raid content. The feature has proven to be extremely popular, and not just with people who had given up on raiding. Many players use Raid Finder to gear up their secondary characters, gain Valor for the week, or just because it’s fun.
Q. What do you think worked best?
We’ve been reasonably successful with our tuning across all four raid difficulty modes. There were a few warts here and there, but we delivered on the idea that 10-player and 25-player raids could exist at a similar difficulty. We also had some memorable dungeons and cinematic moments in Cataclysm. I’m particularly fond of the interactive bombing run in
involving the red drakes. Players really got a sense of the epic scale of Grim Batol, and how well they performed in the event could make clearing the rest of the dungeon much easier.
With our improved tools and the experience we’ve gained over the years, we’ve become better at finding ways to explain the mechanics of our encounters. Our bosses do a better job of warning players of incoming threats. In
we also began to better inform players of mechanics that caused them to die. Providing a better understanding of the encounters to players is an important goal. We feel that losing to a boss and not understanding why is frustrating, just as beating a boss and not understanding why you won is not as satisfying.
Q. What didn’t work out as planned or expected?
Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them. The difficulty also increased the effective amount of time required to complete a dungeon to a longer experience than we wanted. With the release of patch 4.3 we’re now in a much better place. We’ve always talked about being able to complete a dungeon over lunch, and the Hour of Twilight dungeons get us back to that goal.
Well of Eternity
Hour of Twilight
all provide epic play experiences to our players, but at the real sweet spot of difficulty, complexity, and time commitment.
Q. Was there anything that surprised you about how players reacted to a particular encounter?
Not particularly. Something we’ve learned over the years is to expect the unexpected. The community is very creative and intelligent. The most important thing for us is that players are having fun. They often find interesting ways of approaching things that maybe we didn’t expect, but as long the creative solution is still fun for everyone, we usually don’t have a problem with it.
Q. What have you learned from Cataclysm and what are some of your top goals for Mists of Pandaria?
We learned we could create a crazy encounter like the
Spine of Deathwing
. It took a lot of hard work from the whole team and it was a difficult design challenge to tackle. How do you orchestrate a fight on the back of a gigantic flying dragon without inducing nausea? How do we make sure you feel like you’re on Deathwing? Delivering that experience was really important and everyone wanted the opportunity to work on it. What was really great was that we launched the story of Cataclysm with the
that showed Deathwing having his elementium plates being put on, then we end the expansion with those very same plates being torn off. It gives some real closure to storyline.
Mists of Pandaria
, we will continue to provide new dungeons and raids while also presenting interesting new types of content in the form of challenge modes and scenarios. Players will also be introduced to new enemies in the Sha, Mogu, and Mantids. Making those creatures come to life will be a lot of fun.
Q. Do you have a favorite dungeon or encounter from Cataclysm?
There are so many. The Conclave of Wind was a great one. Working out interesting mechanics that allowed players to go from platform to platform was a lot of fun and the environment felt really epic. A fight like that was a goal of the encounter team for a very long time.
was another favorite and working out the mechanics for the
fight gave us a lot to think about. How do you create an encounter with a blind dragon that fights? So we gave him sonar and showed the interaction with a sound meter on the player’s UI.
Bastion of Twilight
, we really got to sell the corruption angle on
which made for another really interesting fight.
Q. Is there a certain mechanic that you always wanted to do but couldn’t do prior to Cataclysm?
Not really. There are so many cool ideas to work with that I never feel held back. It’s easy to be creatively inspired by the people around you and their energy. It’s never a problem of coming up with ideas. It’s usually deciding which ones we want to go with next, but the possibilities are endless.
Q. Do you have a “dream” dungeon or encounter that you’d like to create if you had the opportunity?
I’ve never felt that I haven’t been able to do the things I want to do. Everyone on the team is completely dedicated to giving us unlimited opportunities to make epic and awesome experiences. But, if I have to mention something, it would be huge giant death robots. We had
in Ulduar, but you just can’t have too many death robots.
Q. Thank you for your time, Scott.
Discuss the latest Cataclysm Post Mortem here.
Challenge modes remain similar to what BlizzCon said about them. However, they have hinted to having realm first achievements tied to them. It's possible this will be scrapped, but if it remains, expect a lot of controversy--and competition!
There are three levels of rewards:
: Special transmog armor--example was gilded rogue armor with asymmetrical dragon shoulders.
: Access to a mount with unique look.
Once players have beaten all the gold achievements, they have access to a
allow players to filter by instance, time, and by guild.
Inspiration for challenge modes: timed Stratholme runs and the original Zul'Aman run for the Amani War Bear.
Intended to be
competitive PvE without confrontation
, and a way to foster community within guilds.
Player's UI will show medal tabulation, record times, rewards, and how much time mid-run until you hit the next bracket.
Several achievements for Challenge Modes were available on press servers. There were achievements at all levels for completing the instance, as well as 'Full' achievements for obtaining a medal in every instance. There were also
Realm Firsts for Gold and Full Silver challenges
(subject to change).
Are you yawning at the idea of more five-player dungeons? You may be interested in Challenges. This is a new time trial system coming in Mists of Pandaria for level-90 dungeons. The challenge itself may not always be difficult, but ranking will be. Do well and you'll earn a bronze, silver, or gold medal. Completing the Challenge on gold will incur a stacking debuff on future attempts: it’ll start with a 5% debuff, but if you manage to finish with a gold medal time on that run you’ll receive a 10% debuff on your next run, and so on.
In addition to realm-wide bragging rights, completing Challenges will award you with unique Transmogrification items and other vanity rewards. Oh, did we forget to mention that your gear will be normalized? Sorry, no gearing up or stacking items to get the best times -- your item level will be normalized so that even when the next raid encounter comes out and new gear drops, your world-record will stand until some other group of chumps actually has the em to beat it.
Challenges will be enabled during any dungeon run that supports them, including those joined through the Dungeon Finder. To help get people together that are looking to achieve the same goals, a special flag will be available to only match you with others looking to do Challenges if you do use the Dungeon Finder.
The difficulty at which we pegged our heroic dungeons and raids was controversial. They were designed to be about as tough as the dungeons were back in Burning Crusade, but the game has changed since then. Coming out of Lich King, we’d gotten the message loud and clear from players that they wanted tougher challenges. They liked the convenience of Dungeon Finder, but they missed using their crowd control and survival abilities and having to strategize about how to beat a given encounter. We designed the Cataclysm heroics with that in mind, and the players who wanted challenging content were thrilled.
The problem was that we had this whole group of players who felt like they couldn’t make any progress on their characters. Even if they wanted to end up raiding with their friends, they couldn’t earn the gear they needed to get into those raids (especially in the absence of Raid Finder). I don’t believe that the instances were too hard; it’s obvious there are players who enjoy that content. I believe the problem was that there were no alternatives. With such a diverse community, the goal is to have experiences that players from all over the spectrum can enjoy. We don’t want to shut anyone out. So, we’re addressing that with Challenge Modes in Mists. You’ll have normal and heroic mode dungeons, and then Challenge Modes, for players who are looking to prove their mettle. Likewise, you’ll have normal and heroic raids, and Raid Finder for players who don’t enjoy wiping on a boss week after week until they can master it.
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.
will be new heroic dungeons in 5.0, similar to
was talked about at length during the press event. It's obvious they want to give it the Deadmines treatment, but avoid the disappointment many fans felt when they remade other instances such as Zul'Gurub.
Goal of Scholomance is to
keep the flavor of old instances
while removing weaker sections.
Updates are clear from the start in animated heads that appear on the wall, with eyes that follow you.
Layout was strengthened
: for example, everyone skipped the first room, so now its a focal point with a boss.
The central classroom was updated to have more benches, classrooms, candles, and creepy pictures--feels like a classroom instead of empty space.
Jancice Barov keeps her flavor
and numerous shades, but her trash is less lethal with the toxic clouds, and it's easier to see around corners.
Similarly, the early room with the skeletons summoned from piles keeps that mechanic--but instead of trash packs, it's more interesting.
Lilian Voss is fighting Darkmaster Gandling
as skeletons spawn.
Darkmaster Gandling is still the final boss, but he's "really into fire now." Fire spins around the entire central room on both floors. The mini-bosses weren't previewed, but in fighting Gandling, you'll be ported to various rooms like you were in the original fight.
Intended to be more focused and quicker experience than the original dungeon.
Check out the official Blizzard trailer
Temple of the Jade Serpent:
first dungeon encountered while leveling from 85 to 90.
Lore from Tankspot and Krelumian were able to run most of the Temple of the Jade Serpent--it seemed pretty cool watching them across the room! This instance was a
shrine built for the last emperor
, who defeated the Shaw ("similar to the slime from Ghostbusters 2") and bound them until heretic pandaren set them free to feed on emotions.
The first boss is surrounded by pools of water in a circular drainage and irrigation pattern.
In the first phase, the boss will periodically blow up random pools.
The second phase is mostly a tank and spank. There is a beam-style spout and the water ignites.
The second boss has three stances.
Fire Stance: AoE, sends waves of fire around the room.
Jade Stance: AoE, waves of fire now leave lingering trails.
Jade Dragon Stance: Fire breath ignites floor under players.
Another boss places a dot on the player which can be dispelled. It also summons shades which link to the player--when their energy bar hits full, it detonates and will heal the boss/damage the player.
There was another boss that seemed pretty tricky--it AoEd the party for a ton of damage and had an uninterruptible nasty ability.
Check out the official Blizzard previews
reclaim Chen Stormstout's brewery and beer, defeating Virmen and Hozu inside.
Stormsout Brewery will be a
where players fight hozen (monkeys) that have broken into the brewery. Notably, there are several interactive items that you can pick up and equip to add flavor to the instance.
hozen have invaded the brewery
and are extremely drunk. Some are asleep and some are fighting because "monkey knife fights are amazing."
For the initial trash and rooms, players have to break up the party--tapping kegs, blowing up brews. There's
fireworks, bouncers, and hone with party hats.
After players clear enough of the room, the first boss encounter starts.
The second segment focuses on the
. The trash drop hammers, which players can pick up and equip for fun animations and more damage. The boss here is
, a gigantic evil bunny with themed abilities.
In the last section, you
fight angry beer spirits that have come to life
as beer elementals--"Alementals"--sudsy, bubbling, etc. The final boss is a very upset spirit--
Yan-zhu the Uncasked
Check out the official Blizzard trailers
the evil Sha have been set free and threaten the
Shadow-pan's Clan's mountain retreat
Check out the official Blizzard preview
Click to read the official preview of Mists dungeons from BlizzCon:
Three new dungeons were shown out of the nine total planned in the initial release of the expansion, starting with
Temple of the Jade Serpent
, the first dungeon you’ll encounter while leveling from 85 to 90. In this dungeon you’ll be tasked with defeating the Sha of Doubt, one of the elemental enemies threatening the shrouded continent and sacred pandaren ways.
The second dungeon previewed was the
. Chen Stormstout of WarCraft III fame is a revered figure within pandaren culture, and his brewery has been overrun by the Verming and Hozu, a couple of the less-than-savory races that also inhabit Pandaria. You’re tasked with reclaiming his family heritage… and his beer.
The third dungeon previewed at BlizzCon was the
. Located in Kun-Lai Summit, this mountain retreat serves as the home and training grounds of the mysterious Shado-pan Clan, a ninja-like pandaren faction dedicated to protecting Pandaria. Again, the Sha have been set free and threaten the Shado-pan’s base of operations, and you’re tasked with dispatching them.
In addition to the three new dungeons that were shown, two classic dungeon crawls are getting the Deadmines treatment and will return in level-90 Heroic fashion. While they'll still be accessible in their lower-level form for those leveling their new pandaren, both
will be buffed up, spit-shined, and made relevant to max-level characters with new, challenging encounters and equally high-level drops. Scholomance is returning with a more streamlined layout and the Scarlet Monastery, too big to return as one dungeon, is being split up into two wings. The Graveyard and Cathedral are being combined into one level-90 Heroic dungeon, and the Library and Armory into another. Whitemane's Chapeau for everyone!
Raiding in 5.0
There will be three new raids at the start of Mists of Pandaria:
14 bosses total
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.
Legendaries will be harder to acquire
in future raiding tiers.
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
six-boss raid--explore the hidden secrets of the Mogu empire.
One of the three new raids launching with Mists of Pandaria was also unveiled:
. This six-boss raid is located in the Vale of Eternal Blossoms, and invites you to explore the hidden secrets of the elusive Mogu empire, one of the new indigenous Pandarian races.
Pushing a big red button for Mimiron was very cool, and again is fondly remembered. We have created something like 40 raid bosses since the creation of those encounters however, and we cant help but think that it would start to feel really gimmicky and forced if every raid encounter had its difficulty set by pushing a button, (or not killing adds, or changing the order you kill the bosses, or the other mechanics we used in Ulduar). We think Mimiron would feel less special if there were six more bosses in the game with big red buttons, and we’re just not sure the design space is there to have a near infinite variety of means by which players launch a heroic mode in game.
Nonetheless, because there are so many requests for those style mechanics, we are considering doing a few bosses with optional modes (in the same way Mimiron, Freya or Sartharion had them) in Mists of Pandaria.
I feel like I should mention Abyssal Maw again. As with many cancelled features, it somehow took on a life of its own in the minds of players. Believe me, though -- you just don’t cancel things that you think are going to be awesome. It was three bosses inside Nespirah, with no unique art. The reason it was originally appealing to us was because we had so many Vashj’ir assets that we could use. But by the time it was time to do the work, we felt like we (and many players) had Vashj’ir fatigue. Now don’t get me wrong -- I loved Vashj’ir. I was an oceanographer, remember? Vashj’ir delivered on the promise of an underwater zone, but we feel like most players were ready to be done with it by the time they had quested through that. (Individuals will feel differently -- it’s that diverse player base thing again.) Firelands received a lot of new art, from bosses to environments, and we just didn’t feel like Abyssal Maw was going to compete. Who knows, though! We haven’t totally given up on the idea of cool underwater experiences, so maybe there’s potential we’d visit it again someday. (For my money, the zone I am personally saddest about cancelling is not Abyssal Maw; it was the Azjol-Nerub quest zone in Wrath of the Lich King.)
Speaking of raids, we also weren’t particularly happy with how accessible legendary items became in Cataclysm. Multiple characters in a single raiding guild were getting, and worse, expecting a legendary weapon. Legendaries are supposed to be rare and exciting, not a bar you fill up like some reputation grind, and certainly not something you feel entitled to get because it’s “your turn.” Dragonwrath in particular was usable by a large variety of class specs, which coupled with the guarantee to completion, just made them too ubiquitous. In the future, legendaries will be more legendary, perhaps so much so that not every raiding guild will have one. In that model, there might be those who almost, but not quite, complete one, but there will also be those who finish one and feel truly honored.
Looking for Raid
Looking for Raid will be fully functional at the start of Mists of Pandaria,
for all 14 bosses.
LFR looting will be reworked--
individual-based rolls like in Diablo
. Zarhym answered a bunch of questions about this and Ghostcrawler wrote a dev blog (see below), here are some highlights:
The item you win will be “useful” in the sense that it’s
potentially usable by your current spec
It won’t matter whether you killed the boss with 1 player or 25 players, and it won’t matter what the spec or class is of those players.
The loot is per person and not per raid
Completing additional objectives in WoW--such as a number of daily quests--will give players a
buff allowing them an additional roll
(that does not impact other players).
When choosing to cash in on your bonus roll, you will always win something
, but it may only be gold.
Players aren’t asked to roll.
The game just “makes the roll” behind the scenes.
The game then picks appropriate loot for each of the winners.
Both Valor Points and the new bonus roll design are intended to
partially offset the potential for just having really bad luck
Many players found this new system confusing, so Ghostcrawler wrote a dev blog on it:
Hey, how about that landslide of Mists of Pandaria information? It has taken a few days, and will probably take a few more, for the nuance of everything to really sink in. One of the topics we've been getting lots of questions about is the crazy new loot model we're introducing in Mists. We've answered several related questions in the forums, but thought it might be prudent to just put all the information in one place.I should clarify that the systems we're introducing are actually pretty simple in practice. I'm only going into a fair amount of detail because those are the kinds of questions we are getting. You don't have to understand all the particulars to participate, and we're certain that it will just all make sense once you are experiencing it in-game instead of hearing it described (that whole "show, don't tell" thing). Let's begin:
Here is how looting works in today's Raid Finder groups:
The boss dies.
The game randomly decides which items off of the boss's loot table drop.
The group rolls Need, Greed, or Pass on each item.
If you were raiding with a group of friends, you might discuss who should get each item. Even if you ultimately lost, hopefully you are happy that a friend got an upgrade and that your group as a whole is now a little bit stronger.
But if you're in Raid Finder, you are quite possibly alone with a bunch of strangers.
So, if you can Need, you probably do, because there's no time for discussion, some of the rollers may be AFK, and even if you piss someone off, you aren't likely to have to pay the social cost of doing so since you'll never see them again.
The highest roll wins.
Here's how the new Raid Finder system will work in Mists of Pandaria:
The boss dies.
The game automatically decides who won some loot, and gives those players a spec-appropriate item.
Some players may still get mad, but hopefully they are mad at the laws of probability and not at the rest of the raid.
So, realistically, that's really all you need to know to understand how it'll play out in-game. For those looking for more detail, here's what's happening behind the scenes:
The boss dies.
Each player has a chance to win loot, independent of the other players.
For each player who wins loot, the game randomly assigns them a spec-appropriate item from that boss's loot table. This subset contains only items that the game (meaning the designers in this case) thinks are appropriate for your class and current spec.
Notice that you aren't rolling Need or Greed. You don't have an option to Pass. The game just says "Take this."
You can't trade this item, or that would defeat the purpose of removing the social pressure on groups of strangers. If you don't want the item, you are free to vendor, delete, or disenchant it.
The big difference here is that instead of kill -> loot -> roll, the new system uses kill -> roll -> loot. The loot is not determined until the winners are determined. It's all automatic, and you're under no obligation to pass or roll — these choices no longer exist. The game decides who gets loot, not the players. The end. Nobody is going to be a callous jerk and take the item that you rightfully deserve. Nobody is going to try to talk you into trading an item to them because they are down on their luck and can't ever win a weapon. No DPS dude is going to ninja the tanking shield that you need for your guild to progress.We understand some players are interested in off-spec or transmogrification loot, and we will consider future changes to the system to accommodate those desires. However, we're not sure fundamentally that Raid Finder is the best avenue for acquiring that loot. You would either need to take it from another player who actually desires it for their main spec, or a conversation would have to take place to make sure nobody else needed it more than you do. In other words, you would have to stop people from just rolling Need whenever they could. I've seen some suggestions that we allow an option for essentially "I'm happy to get loot beyond just what my main spec can use," and maybe that's the kind of approach we could take, but let's make sure the basic design works first. For now, there are other avenues, such as dungeons, faction gear, normal raids or older content to provide off-spec or cosmetic gear.Here is a model I've seen some people say they want:
The boss dies.
I get the exact item or items I want.
I never have to come back and kill this boss again.
I politely ask Blizzard when there will be new content for me to run.
I added that, somewhat tongue in cheek, to point out that the intent of the new system is not to make killing bosses or getting loot more efficient, or to let you choose buffet-style which items you get. We like random loot being random, as long as it isn't so frustratingly random that you stop enjoying the experience. The intent of the new loot system is really to relieve social pressure on a group of random and anonymous strangers. We think it is reasonable for groups of friends, such as the typical raiding guild, to have a discussion about how to divvy up loot. That discussion is a tried and true RPG tradition going back to D&D or earlier. We don't think that is a reasonable expectation for Raid Finder, though.The personal loot system will initially be used for Raid Finder and for world bosses. We want to use it for world bosses because we want it to be fairly easy to form PUGs to take down these bosses when they're up. If my raiding guild is about to take on a world boss, and some lonely hunter is asking to join the group (it's always a lonely hunter, isn't it?), it would be nice to be able to bring him on without worrying about that jerk taking loot away from me or my friends. We want to foster a "the more the merrier" attitude with world bosses.This is why it's so important to us that the size of the group shouldn't matter. We don't want guilds to try to kill a world boss with the smallest number of players necessary in order to maximize loot per player. When everyone has their own chance at loot, why not make the group as large as you can? Note that you still have to be a member of the group that taps and kills the boss. We want to have a little bit of competition for world boss kills, especially between the Horde and the Alliance. We think that is part of the fun of world bosses; otherwise, why not just stick the gronn in a cave? (That sounds dirtier than I intended.) We don't want everyone in the zone to get credit just by lurking around. We want you to cooperate with other players, and we're trying to remove barriers to cooperation by eliminating loot drama.
We have one other new system that will use part of the personal loot model. This is what we're calling the bonus roll.Once upon a time, raiders had to invest a lot of time and effort every week preparing for a raid. This felt kind of cool in the abstract because it built anticipation, rewarded players who prepared for raid night, and otherwise just added a little more ceremony to the act of entering the dragon's lair to seek glory and treasure. The reality is that you spent your time killing mobs to farm flask materials or gathering Whipper Root Tubers. The reality didn't match the fantasy and we eventually greatly minimized the need to farm consumables altogether. Of course, that led to another problem, as raiders would log on for raid nights, finish, and then have nothing to do the rest of the week. The bonus roll is intended to give those players something to do that is hopefully more enjoyable than grinding elementals or Blasted Lands boars. We want to see players out in the world doing stuff, and we want that stuff to be a little more interesting (if not downright fun) than farming mats.The way it works is like this: We have two major Pandaren factions, the Elders and the Craftsmen. Completing daily quests and scenarios for each group earns you one of two currencies. The Craftsmen tokens are spent mostly on cosmetic items. The Elder tokens are spent mostly on power items. The intent here is to let players who want some optional content to be able to devote time to both Craftsmen and Elders, while more min-max focused players or players who don't want such a time commitment can stick to Elders. The Elder tokens can be used to purchase head enchants, some nice purple items, and the kind of gear you've come to expect from factions. However, they also sell an item called a Charm of Good Fortune. Imagine you can complete a quest once a week to buy one Charm for 25 Elder Tokens. You also might be able to save up a few charms, but you won't be able to hoard them until the next tier of content.If you have one or more Charms of Good Fortune, then whenever you kill a raid boss (in Raid Finder, normal or heroic) then a new UI window will pop up asking if you want to spend your Charm on a bonus roll. If you click yes, then you'll instantly get another shot at that boss's loot table! You will always win something from the bonus roll, such as a pile of gold, gems, or flasks. However, you also have a small (but not miniscule) chance of receiving a piece of epic loot. As with the personal loot system, the item will always be something designed for your current spec. Also, just as with personal loot, the game doesn't analyze if you already have the item, if the item would be an upgrade for you, or if you prefer axes to swords or anything like that.Most importantly, winning a bonus roll has no effect on what other players win on their bonus rolls or what the boss drops normally. If you have saved up several Charms (this will probably happen when you play but don't raid every week) then you can use one per boss, but you can't cash in multiples on a single boss kill. If you want to save up all of your Charms for the final boss because he (or she in the case of the mantid raid) drops weapons or whatever, that is your prerogative, but you'll only be able to spend one per kill. If you want to save up your Charms for heroic bosses, go for it.Here is an example of per-person loot and the bonus roll in action:
Stan is a death knight.
Jim Bob is a warrior.
Naomi is a hunter.
The three friends run Raid Finder together and tackle Mogu'shan Vaults. They get matched with a bunch of random folks from across their region. On the fourth boss, the Council of Kings, the game decides that Jim Bob wins an item. Jim Bob is a Fury warrior, so the game is either going to give him a two-handed Strength axe or a Strength bracer, because those are the two Fury-appropriate items on the Council of Kings loot table (in this theoretical example). Regardless of what Jim Bob wins, Stan might also win the same items. Naomi won't ever be offered those items, because they aren't appropriate hunter loot. If she had gotten lucky and earned loot for the kill, it would have been hunter appropriate.
Let's say Naomi is frustrated because Bob and Stan both won loot and because the trinket she wants won't ever drop. So, she decides to use a Charm of Good Fortune. Let's say she gets lucky and the game decides that she won an item instead of gold, flasks, etc. (Thanks, game!) She might get the trinket she wants, or she might get an Agility neckpiece that is also on the Council of Kings loot table. Her winning an item doesn't affect Stan or Jim Bob or anyone else, even if they use their Charms as well.
Okay, we're almost done here, but I did want to mention two other relevant changes.
Area of Effect Looting
doing area looting. After killing a group of enemies, you may have a bunch of corpses lying around (perhaps because you went all Bladestorm on a bunch of hozen). If you loot one of the corpses, the loot window will include items from all of the nearby corpses for which you have loot rights. Some recent games have incorporated a similar feature, and it's one of those things that players just want in their MMO these days. It's already in and it works fine.
The Future of Valor
The second change I want to mention is that we plan to adjust the role of Valor points. Valor (or the various other names that the currency has had over the years) was originally added to WoW for two reasons: it helped to mitigate really bad luck, for those times when the boss just refused to drop the item you wanted, and it helped encourage players to stay with the group even if they didn't need anything off the next boss.Over time, we have felt like Valor has taken on too prominent a role, to the point that it risks becoming more important than actual boss loot. This is particularly the case when the tier sets are available on the Valor vendors. We think killing dragons and ransacking their hoard is more epic than shopping at the magic armor store, so we want to shift back toward boss kills being the primary source of epic PvE gear.In Mists of Pandaria, Valor will be used to power a new feature that allows you to increase the item level of your existing epic items. This means that each week, you can become a little more powerful, hopefully allowing you to kill that boss that has eluded you thus far. There will be a bit of a game in trying to decide when to upgrade your gear versus hoping for a new piece to drop from a raid boss, but our plan is that even heroic gear can be upgraded slightly in this way.We won't allow you to upgrade Raid Finder gear so much that it becomes better than normal gear, but imagine if you can increase your item level by around eight points. At this time, we're thinking there won't be gear on the Valor vendors at all, but we'll see how that shakes out. Valor will come primarily from dungeons (including challenge modes) and scenarios. You might earn a little from daily quests and raiding as well, but that won't be as efficient.
That's a lot of information to absorb all at once I know, and I'm sure it will lead to dozens of questions. It'd be more helpful to us if you were to focus your discussion on how things will feel, and the basic rules of the system, instead of immediately leaping to the conclusion that you've figured out some exploit and ergo the whole thing is doomed to failure. We've stitched up a lot of the egregious loopholes already and the system is a little more complicated behind the scenes than I figured was worth getting into here.Check it out in beta if you get the chance. Let us know how it feels. We have time to iterate and refine this stuff. Good luck on getting the loot you want, too... but not too quickly.
Greg "Ghostcrawler" Street is the lead systems designer of World of Warcraft. The first epic item he can recall getting was the Drillborer Disk.
Zarhym also answered a bunch of questions about LFR on the forums. Click to read his replies in full.
A few salient points here:
First, other players will not affect your loot in any way. Another player winning will not cause you to lose. Another player winning a mace will not mean that she took your mace. If there are many rogues in the raid, your chance of winning a rogue item is not diminished. We may decide that each player has an X% chance to get loot, or we may decide that X number of players get loot, and then randomly determine who those lucky players are.
Second, the item you win will be “useful” in the sense that it’s potentially usable by your current spec. This does not mean that warriors will get leather because warriors can equip leather (at a huge stat loss). It also does not mean that the game will always give you an item you want or an upgrade for the items you have. It just looks and says “You are a Holy priest, so here is a random item chosen from the Holy priest-appropriate items that this boss can drop.”
This system is a different feature from the “bonus roll.” When choosing to cash in on your bonus roll, you will always win something, but it may only be gold. If you win an item, the game again looks at your spec and only awards you an item appropriate for your current spec (using the priest example above).
Finally, this loot system will only be used in Raid Finder, and possibly for world bosses. We might consider using it for Dungeon Finder depending on how it works out. However, we still like the basic design of organized groups of guilds or friends deciding who should get loot. We will also no doubt iterate and refine the system once players can try it out in beta.
This sounds far too complicated for the average player.
That isn’t our intent. We’re providing details here because players want to understand them. In the game, the experience will just be “You won this.” You will either be happy because it’s an item or really happy because it’s a big upgrade for you. You may be jealous of other players who won great items, but you hopefully won’t hate them since they didn’t take an item away from you.
The main reason that they need to "fix" the way loot is gained is because people are too greedy/stupid and roll need on things they don't really need.
There’s probably some of that, but overall it’s not strictly a problem of players being malicious or uninformed. Raid Finder just feels different from a normal or heroic raid. The experience a lot of us have in Raid Finder is an item pops up, but the raid may already be pulling the next boss, and there isn’t time or inclination to sit down and discuss who should get the item, so you just hit Need if the game lets you. Often times you don’t even realize which items you won until the run is over. We think Raid Finder is a streamlined way to raid so it needs a more streamlined loot system. Reducing loot drama among strangers isn’t a bad goal either, but it wasn’t our only concern.
Sounds good so far.
On that note however, if the tech is being added to determine specs and rolls in raid to that detail though, can that system at least be used to have a boss not drop rogue items for a group that has no rogue, 8 weeks straight? WTB a system that doesn't drop holy plate when you hava resto shaman and resto druid, etc. You get the idea :) Something for guild/normal mode groups to at least filter so many wasted drops that are useful to no one.
Perhaps, but our concern was that if players have too much control over what loot dropped, it invites a lot of group engineering. You might be able to force the game to drop druid items if you formed a raid of nothing but druids. Both Valor Points and the new bonus roll design are intended to partially offset the potential for just having really bad luck.
It also does not mean that the game will always give you an item you want or an upgrade for the items you have.
one of the other big questions is since this is a random item...how is it handling duplicate items..
Boss drops Tier chest token..Bob wins it, next week boss drops same token and bob wins again...is it possible for him to get the chest token again, even though he is wearing the one from last week.
Same idea but with weapons... say souldrinker, Bob wins it this week, is it possible for the loot system to give it to him again next week if he wins his roll?
The new system won't have a record of your loot history or check your inventory. In your example, Bob might win the same item off of the boss every week (assuming he's running as the same spec each time).
The only thing the system looks at is 1) if you are eligible for loot (have you killed this guy already this week?), and 2) what your current spec is.
so how does someone save up on gear to change spec?
I mean if an arms warrior wanted to respec prot, how can he get a decent shield before respecting? I mean if all shields are tank items and since he's not tank specced, does he have to respect to tank and then get run through an instance and contribute next to nothing as a prot warrior due to not being able to use alot of key abilities and doing less damage than with his arms spec?
Before this I would try and keep an eye out for good items for my off-spec assuming no one else needed the item in the group. When you do the same instance several times you're bound to get a tank that already has that item and so on
Ideally, you would gear up through dungeons or other sources of loot and enter as main spec. One of the sources of current loot frustration is when a player who isn’t in a role earns gear for that role. We also don’t want to give DPS players a bunch of tanking items that they don’t want. In Mists, the one way you can communicate to the game what gear you want is through the role you're filling in the raid.
So you can win the same item over and over? Doesn't this seem like a waste of loot?
Loot gets wasted today if someone needs it who already has it (probably because they need everything), or if the game just keeps dropping the same stuff over and over. Some amount of loot wastage is okay -- we don't actually want loot accrual to be too efficient or players finish the content too quickly. On the other hand, we don't want it to be so frustrating that players give up. Slot machines need to pay off once in awhile, but not every time. :)
We're confident there are enough alternate means to obtain viable loot for your off spec in Mists that you'll be adequately equipped to perform in that role when you want to.
There seems to be a fair amount of confusion about this system, so let me clarify some of what I'm seeing. Before jumping into it, just know we have plans to do a developer blog on Mists of Pandaria looting soon. We'd like to cover some of the larger questions/concerns in a more visible way, rather than further burying them in responses here.
Will the items that we win be trade-able?
You can’t trade loot if the game assigns it to you in LFR. That would defeat the whole purpose. Imagine it works like completing a quest – here is your personal, soulbound reward. If you enter with a full pre-made group, then you can use Master Looter or the loot system of your choice (just like today) and can trade items as normal.
You have a personal slot machine to play, and so do each of the other 24 raid members, and no ones personal slot machine affects the outcome of anyone ELSE'S slot machine.
This is correct. The only reason I offered that the game might decide how many players get loot in advance, is we thought it might be weird if sometimes 25 players or 0 players got loot -- that might feel broken to participants. However, for the sake of argument, just assume that other players won’t affect your loot. That is the whole point. It won’t matter whether you killed the boss with 1 player or 25 players, and it won’t matter what the spec or class is of those players. The loot is per person and not per raid.
If you are in a 25-player group, can people "pass" and increase the chance that other players will win, by reducing the number of people rolling in the group?
No. There is no concept of rolling in today’s sense (again, only when using this particular LFR looting system). A boss dies and the game says “You won this,” and gives the item to you… hopefully with a little more ceremony than that. :)
What's going to happen with bows?
In Mists of Pandaria, bows, crossbows and guns would be considered hunter-appropriate weapons. In LFR, a rogue or warrior would never be offered a bow as a loot reward. Rogues and warriors will still be able to equip ranged weapons, but they would be very sub-optimal for doing so (sort of the equivalent of a warrior wearing cloth). We left the ability to equip weapons for role-playing reasons and because some existing rogues and warriors have epic or legendary ranged weapons, and it would be mean if they could no longer equip them at all.
The way I understood it is:
Everyone rolls - after everyone rolls, the top rollers will be eligible for loot - the boss then releases its random loot and whoever the top rollers are (who are able to use the items) wins the item
The new system is more different than that. Players aren’t asked to roll. The game just “makes the roll” behind the scenes. The game then picks appropriate loot for each of the winners. This is an important distinction because you aren’t competing with other players for specific items – all of the Arms and Fury warriors could win the two-handed Strength sword, or two could win the sword and the third could win a plate Strength helm, if that were also on the boss loot table.
Can't you guys just make the obvious: Make all the drop items unique?
Sure, we could do that, but it seems like all you are really asking for is for the loot system to be more efficient so that you have to run the raid fewer times to get the items you want (since you won’t “waste” a roll on a duplicate item). If we need for raiding to be more loot-efficient, there are many ways to do that, but we don’t want players to gear up too quickly or they run out of things to do. (We also don’t want them to gear up so slowly that they could lose interest.) Also consider that some players may want more than one copy of the same item for different spec or gemming purposes.
This still doesn't really address the problem of people rolling when they really don't need anything. What if those top 4 or 5 rollers all don't need anything off the boss and just receive gold? Completely unfair to the other 20 people who could have made use of the boss drops.
There is no roll like you are describing. A boss dies, and some players in the game will receive loot. They don’t have an option to pass or to get gold instead. But that’s okay, because what they do won’t affect what happens to you. Imagine everyone entering the raid gets a lottery scratch off card for each boss, and after a boss dies, everyone scratches off a card. Some players win. Some don’t. The game then pushes loot to the winners. Then you kill the next boss and scratch off another card.
This just seems like a waste of time and energy. There has to be a better way of making it fair.
I don't have a problem with someone winning a role if they can use the item even if it is offspec. I just don't like people being inconsiderate and rolling need when they don't need it or already have it.
We don’t think it’s reasonable to expect a group of strangers who may never play together again to be considerate, especially at the pace at which most Raid Finder groups progress. Often, there is barely time to hit Need or Pass, let alone have a discussion about who gets what loot. The goal of the system isn’t really to be “more fair,” but to make a more streamlined system to match the fast pace of Raid Finder, and to cut down on the number of arguments over loot, because the game will now be making all the decisions about who gets which item instead of the players. Life may still feel unfair sometimes, in that a player who contributed less than you wins a good item, or the player running the raid for the first time gets an item that you spent weeks to get, or someone may have six trinkets to your one. We still want random loot to be random, though the bonus roll system will help a little with being terminally unlucky.
If you have additional questions or concerns we haven't already addressed here, feel free to bring them up in this thread. We'll take your posts into consideration when crafting the developer blog.
As you'd expect, it looks like mounts and
will be in-game at the expansion's launch.
most titles from achievements will be BoA
--your alts can wear titles once they reach the minimum level needed to kill the boss/acquire the achievement. However,
realm-first titles will probably not be BoA
: Bow to the Shadowpan Initiates when they bow to you after being defeated, but before they fully heal during the Master Snowdrift event.
: Trigger 15 explosions within 15 seconds during the Saboteur Kip'tilak encounter on Heroic Difficulty.
: Defeat the Sha of Doubt in Temple of the Jade Serpent while under the effects of Purified Water.
: Gain three stacks of Resin Residue by defeating Mantid Conscripts.
Glintrok N' Roll
: Defeat Gekkan and his Glintrok entourage in Mogu'shan Palace on Heroic difficulty within 5 minutes of being spotted by the Glintrok Scout.
Hate Leads to Suffering
: Defeat Taran Zhu while every party member is at maximum hatred in Shado-pan Monastery on Heroic Difficulty.
Heroic: Shado-Pan Monastery
: Defeat Taran-Zhu in Shado-pan Monastery on Heroic Difficulty.
Heroic: Stormstout Brewery
: Defeat Yan-Zhu the Uncasked in Stormstout Brewery on Heroic Difficulty.
How Did He Get Up There?
: Find a way to get the Hozen Clinger to let go in Stormstout Brewery on any difficulty.
: Smash 100 vermen with a single hammer swing in Stormstout Brewery on Heroic Difficulty.
Keep Rollin' Rollin' Rollin'
: Kill Ook-Ook after assaulting him with 20 Rolling Brew Barrels in Stormstout Brewery on Heroic Difficulty.
Ling-Ting's Herbal Journey
: Collect all 30 Golden Hoplings hidden around the Stormstout Brewery on any difficulty.
: Get a combination of 8 players and Scarlet Defenders caught up in Armsmaster Harlan's Blades of Light on Heroic Difficulty.
: Defeat Wise Mari without touching Corrupted Water in Temple of the Jade Serpent on any difficulty.
Rattle No More
: Defeat Rattlegore without allowing him to gain more than 5 stacks of Rusting in Scholomance on Heroic Difficulty.
Return to Sender
: Defeat Mantid General while he has 20 stacks of Detonate in the Siege of Niuzao Temple on Heroic Difficulty.
: Defeat a Krastinovian Carver that has 99 stacks of Boiling Bloodthirst in Scholomance on Heroic Difficulty.
: Defeat Taran-Zhu in Shado-pan Monastery.
Show Me Your Moves!
: Defeat the Terracotta Army in Mogu'shan Vaults on Normal or Heroic difficulty without any member of the raid being hit by Devastating Arc, Stomp or Energizing Smash.
: Defeat Lilian Voss without allowing Lilian's Soul to reach 24% health in Scholomance on Heroic Difficulty.
: Defeat Yan-Zhu the Uncasked in Stormstout Brewery.
The Obvious Solution
: Eliminate the remaining Sha imprisoned in the Sealed Chambers and then defeat the Sha of Violence in Shado-pan Monastery on Heroic Difficulty.
: Take a ride with Armsmaster Harlan's Blades of Light for at least 10 seconds and live to tell the tale on Heroic Difficulty.
Challenge Conqueror: Bronze
: Achieve a Bronze Challenge in every Mists of Pandaria dungeon. Title:
Challenge Conqueror: Silver
: Achieve a Silver Challenge in every Mists of Pandaria dungeon.
Challenge Conqueror: Gold
: Achieve a Gold Challenge in every Mists of Pandaria dungeon. Reward:
Guardians of Mogu'shan
: Defeat the bosses in Mogu'shan Vaults.
Ossirian kills (Ruins of Ahn'Qiraj)
Settle Down, Bro
: Defeat the Sha of Anger in Kun-Lai Summit.
Dungeon and Raid Previews
Familiar faces like
are back with updated mechanics, but some other bosses like
and the six-minibosses that dropped armor sets are removed. Plus, fan-favorite
is seeking revenge on Darkmaster Gandling, who taunts her throughout the instance.
All NPCs models are updated as well to show off new Forsaken models created in Wrath. Heroic loot drops found
You also get a potion that lasts sixty minutes upon drinking that turns you into Professor Slate's model.
All bosses have been reworked--some new, some familiar:
: A lich in the reworked first room, two-part fight. After fighting his soul, he retreats into the phylactery and summons hostile books and explosions.
: Now in the second large room, instead of the crypts. She periodically vanishes and summons shadowy versions of herself around the room--before, she summoned many more duplicate copies in close range.
: Rattlegore is no longer located in the basement. Instead, he spawns after you defeat piles of skeletons and watch a dialogue between
. He casts
which players can protect themselves from by clicking on piles of bones around the room for a buff.
Doctor Theolen Krastinov
: He is probably back--there's a room full of Krastanovian Carvers and Flesh Horrors. However, these mobs were bugged and healed to full every minute, so that room was left untouched.
: Gandling tries to bend her will--you put her out of her misery. If you damage her quickly enough, she will regain strength and end the encounter by significantly wounding Gandling. If not, her dark side will spawn and drain health from her.
: He's the potion master in the reworked classroom, in front of Bored Students! Turns into a Flesh Horror halfway through the encounter.
: In theory, he should port you to the various mini-boss rooms, but this encounter didn't look finished yet. The spell effects are amazing though.
If you're interested in the matching armor sets for transmog--better do it now. It looks like those six mini-bosses are removed.
The art has been tweaked to be even creepier in this version of Scholomance--eerie ghostly faces appear on the walls, fel green candelabras, fancier spell effects. The Viewing Room is like a real classroom now, with bored students, desks, creepy picture, and potions.
The instance is more compact now--no special basement areas for Rattlegore, Jandice, and Ras Frostwhisper now.
Scholomance: Video Overview
Darkmaster Gandling says: My dear, it appears we have visitors! Friends of yours, Voss?
Lilian Voss: You there! Make yourselves useful and deal with these summoners!
Darkmaster Gandling says: Their deaths only serve to empower my summons further! Behold!
Darkmaster Gandling says: What's the matter, Voss, getting tired?
Lilian Voss says: I'll never stop hunting your kind, necromancer. NEVER.
Darkmaster Gandling: You, too, are beautiful, Voss. Have you looked in a mirror recently?
Darkmaster Gandling: My dear, you should embrace this gift that has been bestowed upon you.
Lilian Voss says: I will not let you curse another soul with this nightmare.
Lilian Voss says: Run...necromancer..your life ends once I catch my breath.
Darkmaster Gandling says: Come, Voss, your fate awaits you.
Darkmaster Gandling yells: Did you forget, girl? I am the darkmaster! I command the undead!
Lilian Voss yells: I...won't let you..nnggaaaahhh!!
Darkmaster Gandling yells: Now turn your lovely runeblades on our guests, and fetch me their bones!
Lilian Voss says: I can't...fight him...
Darkmaster Gandling says: I can feel her will breaking...her soul burns so brightly.
Darkmaster Gandlight says: Now, Lilian, it is time for your transformation.
Lilian Voss yells: END IT! NOW! Before he can...NNNNHHHHAAHHHHHH!
Darkmaster Gandling yells: YOUR SOUL IS MINE!
Lilian's Soul says: ...
Darkmaster Gandling yells: What?!
Lilian Voss yells: DIE, NECROMANCER!
Darkmaster Gandling yells: The bones! You wretch!
Those poor Troggs. What did they do to anyone? I mean, besides killing and maiming low level Horde players?
In short, Ragefire Chasm is redone
. Trogg corpses litter the molten floors of the instance--they aren't the enemies anymore. Instead it's a new cult, former members of the Horde called the Dark Shaman. Garrosh has ordered you to clear out Ragefire before they can become another Twilight's Hammer and it's a pretty obvious lore point calling to Garrosh's eventual overthrow.
He was, after all, revealed to be the final "boss" of Mists of Pandaria.
Check out WoW Insider's awesome video preview
It remains a low level instance--there is no heroic mode
Completely new bosses and trash mobs
: A large elemental hound (name is different in quest text than in-game)
Dark Shaman Koranthal
: One of the cult's leaders
: Magmaw's little cousin
Lava Guard Gordoth
: The final boss, a giant Fel Orc that breaks out
Completely new quests
Many areas were trimmed, it is much more linear than it was before
Fewer trash mobs than previously
Largely unfinished, no voice acting for the bosses or loot tables
Updated Ragefire loot
New quests from the redesigned
, in which former members of the Horde form the cult of the
The Dark Shaman
The Dark Shaman
Adventurers Wanted: Ragefire Chasm
A New Enemy
A New Enemy
No Man Left Behind
No Orc Left Behind
The Scarlet Crusade is having a war and they're losing it pretty badly in the remnants of what many players referred to as
the Graveyard side
. Undead pour in and corpses burn in large, decaying piles throughout the somber scene. The area has also been pruned of
and his torture scene as well as trash mobs.
This is now part of Scarlet Cathedral
. It transitions seamlessly into where the Cathedral area was.
High Inquisitor Whitemane
is there and the encounter is similar to what it was before, with the exception that
Scarlet Commander Mograine
is replaced by
is gone and has instead merged with the
It is now called the Scarlet Halls
. Chained mastiffs attack you and archers wait at the ready to snipe you. You have to pick up a practice target and use it as a shield, deflecting the wave of arrows that follow. Both bosses
have been replaced with newer NPCs that keep their looks but are different characters.
After you make it through the Armory portion, instead of ending, it continues on to what was the end of the Library. Mobs drop gold piles you can loot for extra gold. At the end, you fight
--a replacement for
The levels remain the same for normal mode
There is a level 90 heroic version
Largely unfinished, no voice acting for the bosses or loot tables
Instead of four separate areas, it's two, and they were merged together
Graveyard and Cathedral
(Changed to "Scarlet Cathedral")
is the first boss--
You can no longer go into the mausoleum behind Thalnos where a rare mob--
--used to spawn sometimes
Instead of fighting the undead, you fight the Crusade who are fighting them
Special Crusade mobs carry explosives which you can detonate to blow up undead and inflict damage on their comrades
The Cathedral area connects to this, bringing you to a courtyard
High Inquisitor Whitemane
is there and the encounter is similar to what it was before, with the exception that
Scarlet Commander Mograine
is replaced by
Just so you know...yes, all the mobs pull when you pull the boss
Library and Armory
(Changed to "Scarlet Halls")It uses the Library's beginning but segues into more courtyards and ends in the Armory's final room before becoming the Library again
Two new bosses,
You have to at one point pick up targets and crouch behind them to fight off waves of flaming arrows
The Crusade attempts to use cannons to push you out of the inner Armory, much like in Stratholme
You can no longer loot fireworks from the Armory's crates
The rooms before where Herod used to reside are removed, making it significantly shorter
encounter has been redesigned--his spinning now creates a tornado that encompasses the whole room. Mobs run out to give him an armor buff
s no longer swarm you after Herod's replacement dies, meaning that perhaps
Tabard of the Scarlet Crusade
will be removed in Mists of Pandaria
The instance does not end with Herod's replacement, it continues on and becomes the end of what was formerly the Library area
Special trash mobs called treasurers drop gold upon their death
Scarlet Halls: Video Overview
Temple of the Jade Serpent
The instanced version of the
Temple of the Jade Serpent
looks practically identical to the outdoor quest version--except it's been corrupted by the Sha. The library and water wings are accessible, as is the central area where questgivers and monks trained formerly. After questing through The Jade Forest, it's intriguing to find out how the temple ended up in such a state.
Corrupted Living Water
elementals scatter the hallway by the Fountain of the Overseeing, along with dead Jinyu. When they die, they leave a harmful pool with
Sadly, Wise Mari has become corrupted. The fight is in two phases:
Phase 1: Wise
is encased in a
and cannot be attacked. The boss periodically casts
which churns up the corrupted waters, and
summons Living Water Elementals. After four have died, the fight moves onto phase 2.
is cast on the transition, knocking all players away. Phase 2 cannot be tanked, as the boss keeps rotating with
, similar to The Lurker Below's
Throughout the fight, standing in the water is bad: you'll suffer from
Upon defeat, Wise Mari is purified, returning to its original form with its treasured staff.
's sacred library has been taken over by the Sha, who are destroying the lore of the Pandaren.
The trash is named after references to Chinese New Year folktales--The Twin Jugglers, The Talking Fish, etc.
has been infested by the Sha in the center of the library. Upon killing it, you have a chance to get one of two scenarios, Zao Sunseeker or the Yaungol. The Zao Sunseeker one is as follows: "According to the legend, long ago, there were five suns that burned brightly in the sky. When the winds blew, their intense heat caused great wildfires. Crops wilted, villages burned, and families wandered endlessly to seek refuge from the flames..."
Unfortunately, this brings the story to life as well as the protagonist,
, and your party must defeat the five suns, which then turn into Sha and corrupt Zao. Lorewalker Stonestep begs you to fight him with dignity.
Phase 1: The Suns will cast
, and when killed, will
Phase 2: When all Suns and
have been defeated, Zao Sunseeker will become corrupted and quickly continually fire
None of my run-throughs spawns the
encounter, but it seems the Yaungol must balance conflicting emotions of strife and anger--ignoring one aspect will lead to additional debuffs:
Either path you take will bring you back to the central courtyard, which has three groups of trash: a
Minion of Doubt
, surrounded by spawns and friendly
is a 3 phase fight, transitioning at 70% and 30%:
Jade Dragon Dance:
Jade Serpent Strike
Jade Serpent Wave
The Jade Serpent: In the last phase, she gains
, which turns her into a serpent that casts
Quotes: Serpent Warrior: They are too Strong! We can never defeat the Sha! Run while you still can! The Jade Serpent has abandoned us!
Liu Flameheart: Your forces are weak! The heart of the Great Serpent will not fall into your hands.
Jade Serpent grant me strength! The cycle must continue, the Jade Serpent must be reborn!
The haze has been lifted from my eyes...forgive me for doubting you...
Sha of Doubt
Sha of Doubt
Touch of Nothingness
on random enemies.
Every 30 sec or so, the Sha casts
Figment of Doubt
on the party. This summons shadowy apparitions that must be killed before
These dungeons and raids were not able to be tested on live yet, but we were able to datamine select fights from the Encounter Journal.
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