Mists of Pandaria: Guild Preview and News Round Up

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Mists of Pandaria: Guild Preview and News Round Up

Post by Warr's奧默 on Fri 08 Jun 2012, 1:32 pm

Guilds have been getting new perks, rewards, and achievements on beta this past month. A few small things have been added each beta patch, so we rounded up all the changes in one place in case you missed them before! We also found some odd items like Member's Guild Shirt and Initiate's Guild Shirt which are currently generic brown shirts, but might be customizable with a guild logo or have other perks in the future.

Here's what we know so far.

General Information

Five new levels will be added for guilds in Mists of Pandaria.
Three Guild Challenge Mode Dungeons can be completed each week for guild experience beyond the daily cap. Each one rewards 10000 guild experience and 250.
Five Guild Scenario Challenges can be completed each week for guild experience beyond the daily cap. Each one rewards 10000 guild experience and 125.
Some guild perks like Have Group Will Travel have been removed.

Guild Vendors
Guild vendors have some new items for sale on beta:
Reins of the Thundering Cloud Serpent for 3,000
Thundering Serpent Cloud Hatchling--vanity pet, no price yet.
Guild Shirts: Initiate's Guild Shirt,Member's Guild Shirt, Officer's Guild Shirt
Binds-on-Account pants datamined in 4.1 are now available for free. These pants increase experience by 10% from 1-85:


Polished Legplates of Valor
Tarnished Leggings of Destruction
Mystical Kilt of Elements
Stained Shadowcraft Pants
Preened Wildfeather Leggings
Tattered Dreadmist Leggings
Burnished Legplates of Might

Guild Perks

New Level 10 The Doctor Is In: Increases healing received from bandages by 25%. Does not work in battlegrounds and arenas.
New Level 20: For Great Justice: Increases Justice points gained by 20%.
New Level 21: Ride Like the Wind: Increase flight path travel speed by 25%.
New Level 22: Working Overtime: Increases the chance to gain a skill increase on tradeskills by 20%.
New to Mists, Level 27: Time Off: Increases rest gained by 100%.
New to Mists, Level 30: Otherworldly Discounts: Reduce Void Storage and Transmogrification costs by 10%.
Guild Achievements
Dungeons and Raids
Guild Glory of the Pandaria Raider: Complete the Pandaria raid achievements listed below while in a guild group.
Guild Pandaria Dungeon Hero: Complete the heroic Pandaria dungeon achievements listed below while in a guild group.
Heart of Fear Guild Run: Defeat the bosses in Heart of Fear while in a guild group.
Heroic: Gate of the Setting Sun Guild Run: Defeat Raigonn in Gate of the Setting Sun on Heroic Difficulty while in a guild group.
Heroic: Grand Empress Shek'zeer Guild Run: Defeat Grand Empress Shek'zeer in Heart of Fear on Heroic difficulty while in a guild group.
Heroic: Mogu'shan Palace Guild Run: Defeat Xin the Weaponmaster in Mogu'shan Palace on Heroic Difficulty while in a guild group.
Heroic: Scarlet Halls Guild Run: Defeat Flameweaver Koegler in Scarlet Halls on Heroic Difficulty while in a guild group.
Heroic: Scarlet Monastery Guild Run: Defeat High Inquisitor Whitemane in Scarlet Monastery on Heroic Difficulty while in a guild group.
Heroic: Scholomance Guild Run: Defeat Darkmaster Gandling in Scholomance on Heroic Difficulty while in a guild group.
Heroic: Sha of Fear Guild Run: Defeat the Sha of Fear in Terrace of Endless Spring on Heroic difficulty while in a guild group.
Heroic: Shado-Pan Monastery Guild Run: Defeat Taran Zhu in Shado-Pan Monastery on Heroic Difficulty while in a guild group.
Heroic: Siege of Niuzao Temple Guild Run: Defeat Wing Leader Ner'onok in Siege of Niuzao Temple on Heroic Difficulty while in a guild group.
Heroic: Stormstout Brewery Guild Run: Defeat Yan-Zhu the Uncasked in Stormstout Brewery on Heroic Difficulty while in a guild group.
Heroic: Temple of the Jade Serpent Guild Run: Defeat the Sha of Doubt in Temple of the Jade Serpent on Heroic difficulty while in a guild group.
Heroic: Will of the Emperor Guild Run: Defeat the Will of the Emperor encounter in Mogu'shan Vaults on Heroic difficulty while in a guild group.
Mogu'shan Vaults Guild Run: Defeat the bosses in Mogu'shan Vaults while in a guild group.
Salyis's Warband Guild Run: Defeat Salyis's Warband in Valley of the Four Winds while in a raid with at least 8 guild members.
Sha of Anger Guild Run: Defeat the Sha of Anger in Kun-Lai Summit while in a raid with at least 8 guild members.
Terrace of Endless Spring Guild Run: Defeat the bosses in Terrace of Endless Spring while in a guild group.

Feats of Strength
Realm First! Grand Empress Shek'zeer: First guild on the realm to defeat Grand Empress Shek'zeer in Heart of Fear on Heroic difficulty while in a guild group.
Realm First! Guild Level 30: First guild on the realm to reach guild level 30.
Realm First! Sha of Anger: First guild on the realm to defeat the Sha of Anger in Kun-Lai Summit while in a guild group.
Realm First! Sha of Fear: First guild on the realm to defeat the Sha of Fear in Terrace of Endless Spring on Heroic difficulty while in a guild group.
Realm First! Will of the Emperor: First guild on the realm to defeat the Will of the Emperor encounter in Mogu'shan Vaults on Heroic difficulty while in a guild group.
Realm First! Working as a Better Team: First guild on the realm to obtain 600 skill points in all professions and secondary professions.

General
Challenge Mode Dungeon Challenges: Complete 50 guild challenge mode dungeon challenges.
Classy Pandaren/Classy Pandaren: Reach level 90 on each of the Pandaren classes listed below.
Scenario Challenges: Complete 50 guild scenario challenges.


Player vs Player

Pandaren Slayer/Pandaren Slayer: Get an honorable kill on a level 85 or greater Pandaren of each of the classes listed below.

Quests

Daily Anticipation: Complete 150,000 daily quests.

Reputation

Pandaren Embassy/Pandaren Embassy: Earn Exalted with all of the pandaren reputations listed below.

Challenge Modes
Challenge Conquerors - Guild Edition: Complete every Challenge Mode dungeon while in a guild group.
Challenge Conquerors: Bronze - Guild Edition: Complete every Challenge Mode dungeon with a rating of Bronze or better while in a guild group.
Challenge Conquerors: Gold - Guild Edition: Complete every Challenge Mode dungeon with a rating of Gold while in a guild group.
Challenge Conquerors: Silver - Guild Edition: Complete every Challenge Mode dungeon with a rating of Silver or better while in a guild group.
Guild Hardware - Bronze: Complete 50 Challenge Mode dungeons with a rating of Bronze or better while in a guild group.
a href="http://mop.wowhead.com/achievement=6643" class="icontiny">Guild Hardware - Gold: Complete 50 Challenge Mode dungeons with a rating of Gold while in a guild group.
Guild Hardware - Silver: Complete 50 Challenge Mode dungeons with a rating of Silver or better while in a guild group.

Professions
Get Some Chopsticks: Cook 7,500 Mists of Pandaria cooking recipes.
Master Pandaria Crafter: Craft 500 Epic items with an item level of at least 476.
Pandaren Angler: Catch 25,000 fish from fishing pools.
Pandarian Mix Master: Create 2,000 Mists of Pandaria flasks.
Working Better as a Team: Obtain 600 skill points in all professions and secondary professions.

We've also got a round up of recent blue posts covering class changes on beta after the cut.

[break]

Paladin: Judgments of the Pure Removed

Originally posted by Blizzard (Official Post | Blue Tracker)


Ghostcrawler
In our most recent tests and instance runs, Holy paladin longevity was much longer than other healers, even without Judgments of the Pure. We need to get Holy to the same level as the other healers. It may be at that point that all healer mana income is too low or that damage in dungeons is too high and well have to adjust accordingly.

Paladin: Glyph of Inquisition

Originally posted by Blizzard
(Official Post | Blue Tracker)



Ghostcrawler

This glyph isn't supposed to be a no-brainer for DPS. Hopefully none of the glyphs are. :)

At the risk of sounding more patronizing than I intend, a common mistake I see some players make is to look at maximum possible theoretical DPS and assume that is the DPS they can achieve. We have the numbers we think every class can achieve under ideal situations (meaning no movement or distractions, etc.). The best players in the world can deliver on these numbers while executing very complex boss fights. That's a little mind boggling for us, but it's true. Very few players are capable of such feats however.

For the rest of us, our hope is that it works out like this:

1) Expert player who foregoes the Glyph of Inquisition , executes Inquisition uptime perfectly, and delivers 99% of max possible DPS.

2) Intermediate player who sometimes struggles with maintaining Inquisition, takes the glyph, and delivers 75% of max possible DPS.

3) Player who thinks he is more expert than he is, skips the Glyph of Inquisition because that's what all the cool kids do, finds as a result that he struggles with Inquisition uptime, and delivers 60% of Mac possible DPS.

Don't take my percentage numbers too seriously, but you get the idea. Many classes have similar glyphs. My advice is to measure your DPS (in an actual encounter or PvP) and see whether you benefit or not. The rotations that works for the best players (of any class) may not work for everyone.

Warlock: Mana Costs

Originally posted by Blizzard (Official Post | Blue Tracker)


Ghostcrawler

We think the mana costs for Demonology feel pretty good and of course Destruction's mana works totally differently now. For Affliction, we agree that the mana costs are too high - possibly way too high. As some of the posters above pointed out, there is also a bug with some channeled spells, most notably Malefic Grasp, that charge an extra tick at the end. That isn't helping any.

We think Life Tap as a way of restoring mana works and has been a warlock staple for a long time. We just think Affliction locks on beta right now are spending too much of their time having to do it.

Druid: Balance Concerns

Originally posted by Blizzard (Official Post | Blue Tracker)


Ghostcrawler
If we add Insect Swarm back, it would not be just to have another dot to manage, but to give players some way to interact with solar or lunar power more. There are other ways to do that too, so it may not ultimately be Insect Swarm . The rotation is close to where we want it, but it needs just a little more to play with.

At the 5000 foot view, the point of the Eclipse. However, those tactics did give players some control -- a way to game things so that more clever players could extract a bit more performance out of the mechanic.

We are concerned that we are too far to the other extreme now, where the game UI tells you whether to use your solar buttons or lunar buttons and you really aren't making any strategic decisions. We want to introduce some relatively simple, elegant mechanic to give you more control over how much lunar or solar power you have. Maybe that's Insect Swarm. Maybe it's something else. Try it out over the next few builds, keeping in mind that it may take a bit before we have something we are satisfied with.

Vendor Filters

Originally posted by Blizzard (
Official Post | Blue Tracker)


Ghostcrawler
Some of the vendors have so many items that they literally would not fit in the current UI. There is a max page size that is something reasonable. Now we could expand the number of pages a vendor shows, but honestly that doesn't seem like the best answer just so you could scroll through 22 pages of BoP gear to reach the plate armor that you can actually use.

It is intended that BoE or BoA items are always visible regardless of class. It sounds like that just isn't implemented yet.

We also need to do some additional polish to make sure the vendor remembers what your current filter settings were, at least for the current vendor or play session or something that will feel intuitive.


Death Knight Beta Feedback

Originally posted by Blizzard (Official Post | Blue Tracker)


Ghostcrawler

As promised, here are some responses to some of the more common DK questions we have seen. There are several threads on the topic, and I don't mean to suggest anything by posting here instead of somewhere else. It's also not possible to address every single (often contradictory) point brought up by every player, but hopefully this will give you some idea of where we are coming from.

Q: Every DK is going to take talent X.
A: We haven't been convinced yet that that is the case. Please keep providing feedback on talents you like and don't like and we'll consider it.

Q: Blood's AE threat is too weak.
A: Blood's AE threat should be comparable to other tanks and we'll make sure that that is the case. Remember that AE tank threat is intended to hold aggro against AE DPS threat. That is to say, if you have a DPS going to town on a single-target, your AE buttons are probably not sufficient to hold threat in those cases (otherwise there would be not distinction between a tank single-target and AE rotation). We don't want to buff
Death and Decay for all DKs, but we could for Blood if needed.

Q: I don't want to stance dance.
A: You shouldn't have to. Our intent with the
Glyph of Shifting Presences is largely to make it easier for a DPS DK to go Blood to "turtle up." We don't want Frost and Unholy DKs to shift a lot between Frost and Unholy Presence. If you feel like the right thing to do is swap frequently between the two, that's not intended and something we'd want to fix.

Q: What Presences should Frost and Unholy use then?
A: Dual-wield Frost should use
Frost Presence. 2H Frost and all Unholy DKs should use Unholy Presence . Our thinking goes that a DK using a 2H will be flooded with more resources than they can spend unless they are in Unholy.

Q: Unholy DKs lack burst AE.
A: There are numbers we worry about and there are numbers we don't. We want all specs to have comparable AE damage (and single target damage too). AE damage in particular is very sensitive to combat length. Different specs do better on short AE cycles than long AE cycles, and we're okay with that. If you aren't AE'ing for very long, then Frost DPS will probably beat Unholy. We're okay with that. We aren't trying to guarantee DPS to be identical in all situations, or else the classes and specs really start to blend together. Overall, Unholy's damage is designed around lots of abilities, including managing diseases, so none of those abilities are going to hit super hard on their own.

Q: Why doesn't the Gargoyle scale with mastery?
A: Because it ultimately doesn't need to. We want mastery to affect portions of damage (or healing) and not just be a +10% damage stat that scales perfectly no matter what you do. If the Gargoyle does more damage for DKs with comparatively low mastery, we don't think that's a problem. Now if the Gargoyle damage isn't high enough across the board (especially in PvE -- it's still useful in PvP) then we can buff it.


Q: I don't like that Killing Machine devalues crit and that I can waste it on Frost Strike instead of Obliterate.
A: We make abilities guarantee crit when they hit for really hard damage. The alternative is their damage is unpredictable, which can cause balance problems especially in PvP. We think there are plenty of tuning knobs to make sure crit (and haste and mastery) are all relatively valuable for Frost. As far as
Obliterate goes, using Killing Machine the most efficient way is one of those mechanics we put in to elevate some players or rotations over others. The most interesting rotations (for any class) carry some risk of failure (and by “failure” I mean inefficiency not a total collapse of your DPS). There are times when you may want to Frost Strike on a Killing Machine. If you really want to Obliterate instead, you can hold the attack for a second or two. If you “fail” and “waste” a Killing Machine on the occasional Frost Strike, your DPS won't drop that much.

Q: Soul Reaper needs to do Shadowfrost damage.
A: We made a couple of talents do Shadowfrost damage because we want them to be of relatively equal value for both Frost and Unholy. That's not necessary of core abilities, because there is no risk of a given player not taking the ability. We're fine with Shadow doing more damage in execute-range, so long as Frost's damage is higher the rest of the time to make up for it.

Q: Army of the Dead feels weak.
A: That's entirely possible. It's on a long cooldown so there's no reason it should feel wimpy. There is probably plenty of room to buff it.

Q: Runeforging is boring.
A: We agree that this feature has not lived up to its potential. We still have plans to address it, though it's not on our "must fix" list for Mists. The current system works fine and we'd rather not monkey with it unless we have a system that we are certain will be an improvement. We don't want to cause a lot of confusion about which runeforges various DKs are supposed to use.

Q: I hate casting Unholy Frenzy on Fury warriors.
A: I'm not quite sure I understand the issues with this concern. Unholy Frenzy is haste (not attack speed, but actual resource-generating haste). There should be plenty of classes who like haste. Even today we see a lot of guilds just use it on their highest DPS player, which often is not the Fury warrior. We'd like to keep the design as a buff you can put on someone else, just because that's what it was back in the Warcraft RTS days.

Q: Why is Plague Leech a dps increase compared to the other talents?
A: It isn't intended to be. All of those talents are rune conservation talents.
Roiling Blood gives you free Pestilence. Unholy Blight likewise saves you disease runes.

EDIT: I switched Frost and Shadow in execute above.


I think you have this backwards, right now Unholy will do much higher execute damage because they have 25% strength and Master effects Soul Soul Reaper because it's Shadow damage. This would be fine if Frost still had Merciless Combat but they lost that ability.


Yeah, you're right. I just typed too fast and switched them. Fixed.

Also Unholy Frenzy isn't that useful when it's optimal for the class to stack Haste already, plus Fury gets the large Mastery bonus from it being an Enrage

Hmm, that's not intended.
Enrage eans an awful lot of warriors for now. It's probably not necessary that Unholy Frenzy needs to be dispelled in PvP anyway so we can just make it not an Enrage.

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