Siege of Orgrimmar Ending Cinematics Revealed

Thrall n Varian

THE FOLLOWING POST CONTAINS HEAVY SPOILERS AND ME LORE-NERD-ING ABOUT THEM. YOU HAVE BEEN WARNED.

First of all, I must give credit to Availed on Anvilmar-US for the world first Garrosh defeat, Apophasis for the first horde Garrosh defeat, and Silencer for uploading the following videos.

Now, in a first for Blizzard, upon defeating Garrosh, the raid receives a different cinematic depending on their faction. Each version has a scene unique to the Horde/Alliance showing their perspective on what should happen after Garrosh’s defeat.

Patch 5.4: Siege of Orgrimmar Trailer Released

Blizzard has just released the trailer for Patch 5.4: Siege of Orgrimmar and it is amazing! Probably my favorite patch trailer they’ve ever done. We see exactly how the Vale of Eternal Blossoms became corrupted, and a showdown between Taran Zhu and Garrosh that’s been a long time coming. Let’s just say it doesn’t end too well for one of them.

 

Now that you’ve watched it, lets discuss something I found interesting about this trailer: Garrosh’s reason for destroying the Vale. He claims “the heart thirsts”, and this along with several quotes datamined from the actual Garrosh fight allows us to draw the conclusion that the heart of Y’Shaarj is directly telling Garrosh what to do. This of course opens a can of worms in regards to what is really going on here, and who exactly is in charge. Dave Kosak has been adamant that Garrosh is not corrupted, he is fully in control of his actions here, and yet the heart is giving him directions.

What can we take from this? There is of course the idea that yes, Garrosh is corrupted if he’s taking instructions from an old god, but there’s another, perhaps more chilling idea. Could Garrosh be listening to Y’Shaarj and fulfilling the hearts will for his own gain, of his own free will? In other words, is he the one controlling Y’Shaarj? Y’Shaarj is in a state of existence we haven’t seen any old gods in before, a “dead dead” state according to Blizzard. Perhaps he is weaker, unable to corrupt someone as strong-willed as Garrosh, allowing the Warchief to use an old god as a tool. The idea of a mere mortal controlling an old god is a tantalizing one, and assuming this is what Blizzard was going for, I’d love to see it explored further.

Blizzplanet Interview: Cory Stockton Discusses Patch 5.4 Siege of Orgrimmar

Blizzplanet and several fansites had the opportunity to interview the World of Warcraft: Mists of Pandaria developers. In our case, I interviewed lead content designer Cory Stockton to talk about the Siege of Orgrimmar, and the Timeless Isle.

Some of the questions came from members of the Scrolls of Lore forums, including The RedShirtGuy (known as Insane Guy of Doom).

Note: Uploading video # 1 of 2 in about an hour from now.

Interview – Part 1

I added subtitle captions directly into the YouTube video. Click the (cc) icon in the embeded video to enable it. Transcript can be found below after the video. There are potential spoilers in the video (gameplay and a couple quests in the Timeless Isle), thus watch at your own discretion. Otherwise, the transcript is available.

Hi everyone! I am Tomas Hernandez also known as Medievaldragon from Blizzplanet.com

Today I have the honor to interview Cory Stockton, the lead content designer for World of Warcraft: Mists of Pandaria

Hi Cory, welcome to Blizzplanet!

Cory: Hi, How are you doing?

 

Fine. My first question will likely make you sweat a little bit.

I’m beginning with two questions submited by the Red Shirt Guy. Uh-oh! (laughs)

Cory: Great!

 

So here we go. In Patch 5.2 there was a ton of build up for the Throne of Thunder outside the raid dungeon itself. There was a server effort going from Stage 1 to Stage 5. What was the reason behind this direction of not building up toward the Siege of Orgrimmar in Patch 5.4?

Cory: We’ve been planning Throne of Thunder and Lie Shen and that concept for a long time and we really felt like there was a ton of value in explaining the background story behind the mogu.

The mogu were one of the key enemies that we’ve created for Pandaria. We just felt like there is a ton to exploit there a lot of great opportunity to do unique boss fights that really fit with the kit that we were shooting for.

And I think in general it all played in to the concept that of what Garrosh was trying to do with the Horde, with him trying to gain control — essentially he was trying to gain control of the mogu as well, to use them. He didn’t succeed, obviously, but I think — be able to explain these concepts behind that was all valuable stuff to us. We really feel like it was one of the greatest raids that we’ve made along with — you know — the island and everything that went along with it.

We learned a ton … from the questing and the style of stuff that we did there — but we really felt like that was, at that time, that was the direction we really thought like that was the right way to go.

I don’t think we have any regrets about choosing to focus on the Thunder King.

 

Why aren’t the worgen nor the draenei involved in the Siege of Orgrimmar? Both have involved in the Siege of Orgrimmar? Both have their own reasons to drop the hammer on Garrosh.

Cory: I mean, in theory, everyone have their own reasons why they want to take out Garrosh. If he’s able to complete the plans that he is, as you has seen, what he is building up to do … Basically, Garrosh could destroy all of Azeroth if he’s got the power that he’s trying to get.

So I think that’s generally what we’re trying to get across. Obviously, some people have more personal vendettas against him (what he is doing), but in general all the races of Azeroth really should feel like he’s a giant threat that they need to take him out.

And, hopefully, we made that clear through the patch cycle leading up to this.

 

Is the Mogu Rune of Fate going to work on Siege of Orgrimmar, or will players use a new type of token for free loot roll? Actually, I found Mogu Runes of Fate in the Timeless Isle in the PTR.

Cory: I believe the current plan is to keep Mogu Runes of Fate. I don’t think that’s changing. We can confirm that, but I’m pretty sure that’s not changing them that’s why you are seeing them drop on the Timeless Isle.

Last minute changes: Mogu Runes of Fate can be found on the Timeless Isle, but Warforged Seals will be the new currency for bonus rolls in Siege of Orgrimmar. As with previous tiers, Lesser Charms of Good Fortune will be used to obtain Warforged Seals from the weekly quest NPC. For players still running Throne of Thunder for loot in patch 5.4, we’ve added several new ways to obtain Mogu Runes of Fate for bonus rolls, including throughout the Timeless Isle.

 

Are we going to see new recipe loot for professions in Siege of Orgrimmar? Like a new shield from Blacksmiths, new inscriptions — or something like that?

Cory: Yea, there is new recipes all across the patch and lots of different areas. There are stuff that drops from the raid.

There’s stuff that you can find as outdoor world drops. There’s things that you can buy. There’s a pretty massive selection of new stuff that is coming in 5.4; and spread across a lot of places, but yea, you’ll definitely get some out of the raid.

 

Currently in the PTR, Vereesa and Aethas Sunreaver seem to have placeholder armor. Are they getting a new model or new armor for the Siege of Orgrimmar?

Cory: At this point, I do not think, most of the art that is in for patch 5.4 is in at this point. I don’t think we’ll be seeing any — there might be some late updates that are coming but mostly what you see now should be what the final art is going to be.

 

What’s the reasoning for the developers to go with Gamon as part of Siege of Orgrimmar, and not have Alliance NPCs for Alliance players, specificly like Admiral Taylor vs Nazgrim, or Varian and players versus Garrosh.

Cory: I mean, I don’t think we’ve a specific reason necessarily other than the fact that we thought that character really fit as far as like what we were trying to get across for players for what they are doing.

I don’t think we have any sort of agenda that we’re trying to say, we are trying to say, you know, we’re building something specificly for Horde, or specificly for Alliance. We try to make sure that our content is appealing
to both factions.

Obviously, we’re raiding Orgrimmar here so there’s going to be some stuff that’s more unique to that, but in general — you know — we try to take these things into account to make sure that we’ve things that players from both factions can enjoy and feel that they fit into the game for them.

 

Each raid usually has a brand-new boss mechanics. Something new that you consider exciting in this patch?

Cory: There’s way too many brand-new raid mechanics to even pick. One unique fight – I mean there are a massive amount of bosses in this raid and a ton of new artwork.

Gameplay-wise, we are doing a lot of new stuff here but that’s going to be for players to figure out when they get in there and actually fight the fights.

 

Are there any drastic permanent changes to happen to Orgrimmar after the Siege — considering Theramore is a crater? Or even a new Horde capital to replace Orgrimmar?

Cory: You are not going to see anything dramaticly right away. We might end up doing some changes to Orgrimmar over time.

As things move forward and the story develops. There’s still a lot of things to be figured out when 5.4 comes out, and the story plays out for players.

I think then we’ll have a better sense of what we want to do; but there isn’t going to be any dramatic changes to Orgrimmar right away.

 

There is no particular daily quest hubs in the Timeless Isle. Some are found through exploration. What purpose the development team has for the Timeless Isle from its early concept to its current state?

Cory: The reason why you’re seeing that is because our big concept there is “discovery.” And allowing players to discover and find things on their own on the Timeless Isle that’s why there’s so many rares, there’s unique treasure chests, there’s tons of stuff all over the island for players to find and we very intentionally did not direct players to these things by daily quests and stuff like that, because we wanted to really explore the option of doing things that are much more exploration for the players.

It feels like a sense of discovery we do have a few simple quests there to kinda introduce people to the island, and guide them around and encourage them to check out the new places. But those are just single one time quests. We don’t have a daily quest chain. That’s very much specificly on purpose to try this new kind of style out.

 

Should fans bother exploring under the water?

Cory: There is some stuff … I mean, the majority of the content is on the island proper, but there are definitely things to be found off the shore around the island.

 

I found some stuff underneath the water, near boats. So it was cool.

Cory: Yea, I know. There are definitely some stuff in the water; but we know that water doesn’t always provides the best gameplay experience for WoW.

But in some cases, we just love the fact that it changes the environment up a little bit, and it let us ### that we can’t do elsewhere like for example the sunken ships

 

Is the Timeless Isle content aimed as an intro to patch 5.5? Or even the next expansion?

Cory: No. I mean, the Timeless Isle is really its own unique piece of content. Obviously, we’re offering the raid for our raiding players while in the Timeless Isle is single-player all the way up to raid content.

There’s tons of things you can solo in the island; but there’s also things that require a group, that require all the way up to like huge world bosses that require tons and tons of people. So really that’s kind of like we see it as the plate of content. We’ve got stuff for our raiding more hardcore of players, and then we’ve got stuff for solo players as well.

 

I really like what I have seen so far. There’s an exciting, and random way to gear up alt level 90 characters in the Timeless Isle. What motivated you to include these gear in randomly spawned chests rather than using Justice Points or other currency?

Cory: I think it just goes on with our idea where we are trying to try new things on the island and really get a vibe for something that doesn’t feel so grindy, necessarily and can feel like — “oh man, I just found this, this is a super-exciting moment. I found a chest, I don’t know what’s in it. I’m going to open it. It could have something awesome.”

Versus the idea of kind of like looong … sloooww … slug — that you know will end, and it’s a great item for you to get, but the process of going to do that might not be as fun.

 

It was kinda fun, because I was killing some frogs; and suddenly, I saw this chest and I clicked it and “Wow! I have an account-bound gear to send to my alt.” I was like: “Oh, my gah!”

Cory: Yea. It’s a cool feeling. We want to make sure that people get a chance to find — I think WoW over the years has developed to place that is not as much of that sense of awesome discovery, and I know I keep repeating that, but It’s like we’ve lost some of that. There’s always something in the map that tells you where to go.

There’s always a quest that tells you what to do.

It’s not really a cave anymore that you can go and actually think that you are gonna find something cool in there, that is hidden. And I think that’s really the key; and the point of the Timeless Isle is for people to get out there and just explore it. Find out what’s there.

Check it out, and you never know what you are going to find.

 

Interview – Part 2

The second part of the interview deals with Flexible Raid, Connected Realms, PvP and Pet Battles Tournament. Nice description of Pet Battles. Every week random rotation of bosses.

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Ghostcrawler Discusses Patch 5.4 Class Changes in New Dev Watercooler

In the latest “Dev Watercooler” post, Lead Systems Designer Greg “Ghostcrawler” Street explains the thinking behind some of the class changes listed in the Patch 5.4 PTR notes:

 Yeah, I know, long time no watercooler. I’ve been busy.

I wanted to take a moment to provide context for some of the Patch 5.4 class changes that we’ve been making. If you haven’t already, you’ll want to get acquainted with the 5.4 PTR Patch Notes, as this watercooler is going into detail on the changes listed. I’ll discuss the changes to each class, but here are a few things to keep in mind before we get started:

  • The team made a lot of changes to glyphs that weren’t working out well or were just to provide some new choices. There were a lot of changes so to keep this blog manageable, I’m not going to go into them in detail.
  • I’m not going to get into specific damage or healing tuning unless it requires extra explanation for some reason. In general, you can assume that your damage was too low or too high if you see generic buffs or nerfs to abilities.
  • As I write this, Patch 5.4 has not shipped yet, so if there are changes yet to come, I’m obviously not going to be able to cover them!

One final caveat: please don’t consider the number of changes or the size of the paragraphs as an indication of the degree to which we love or hate your class. When players start weighing the number of words we use on each class, the end result is just to make us less likely to want to engage in discussions like this. Paladins and Hunters have a lot of words below because their changes are fairly complex and I felt they required more explanations than other classes.

Druid

We buffed Guardian spec Stamina outright because we felt the spec needed it. Druids have less reliable damage reduction, which isn’t a problem itself, so long as they have the health pool to compensate for it. For Feral Druids, we reverted an earlier nerf to Cyclone’s cooldown but removed Cyclone from Predatory Swiftness. We felt like this ability had become a PvP problem that was too unpredictable to counter. We also lowered the PvP duration of Faerie Fire to make it less of a hard counter to stealthed players. We changed Innervate to scale with Spirit so it would scale with gear better. We also made a few changes to the Restoration healing toolkit. Our change to Efflorescence is an attempt to get Swiftmend back to its original design of being a potent single-target heal. We’re making that change slowly by having the 5.4 Efflorescence glyph move the ground heal from Swiftmend to Wild Mushrooms. We further tweaked Wild Mushrooms for Restoration by limiting it to a single mushroom.

We had several specs whose passive damage reduction we felt was starting to cause balance problems, and Balance’s Moonkin Form was among these. Originally we converted the physical damage reduction to spell damage reduction at a time when the spec needed a PvP buff, but we felt like the fact that Balance required less healing in PvE was causing raids to favor them over other casters.

Most of the changes to Druid talents were because of the situation where certain specs leaned heavily on certain talents in a row and tended to ignore the others—Dream of Cenarius, Force of Nature, Nature’s Vigil, and Soul of the Forest fall into this category. We changed Nature’s Swiftness to be a core Restoration ability because we felt the healers were dependent upon it. We replaced it with a new passive talent, Ysera’s Gift.

Hunter

We had three main issues we wanted to resolve for Hunters this patch: Silencing Shot, Readiness, and Stampede.

The problem with Silencing Shot is it’s just too powerful as a talent. No self-respecting Hunter is going to choose any talent but Silencing Shot, especially in PvP, but in PvE as well. At the same time, we think Hunters, especially Beast Mastery, have proven really powerful in PvP this expansion—and frankly the game has too many blanket silences already, so we didn’t want to just give Silencing Shot to all Hunters. Our decision was to give Silencing Shot to Marksman, who needed a PvP buff anyway. We did give all Hunters a base interrupt with the new Counter Shot, which can interrupt a spell being cast, but can’t pre-silence a caster.

Readiness has been another problematic ability for us to solve. It started as a talent, but was too good compared to the other choices. We ended up giving Readiness to all Hunters, but we were never happy with this implementation. For PvP, it made Hunters really difficult to balance with the ability to reset so many offensive and defensive abilities. For PvE, we felt like Readiness wasn’t doing anything interesting besides making the opening attack sequence twice as complicated as it needed to be. If Readiness was an ability that a clever Hunter would bust out at a clutch moment, then you could argue it would be an interesting ability, but of course it was never actually used that way. Given that Hunters already have a lot of cooldowns, situational abilities, and just buttons in general, we didn’t think Readiness was worth saving. We did make small buffs to Deterrence and Disengage and we will make sure DPS is where it needs to be (which, if I had to guess, will be relatively higher than it was in Patch 5.3).

We felt like Stampede had been nerfed too much in PvE for PvP reasons. It’s the intent that Stampede is a potent cooldown for Hunters, so we increased its damage back to an exciting level and just had it do less damage in PvP. Finally, we made a change that some (though to be fair not all) Survival Hunters had asked for a long time, to remove Explosive Trap from Lock and Load (and therefore from the shared cooldown with Black Arrow) so that they could use Explosive Trap (typically with the knockback glyph) without interfering with Black Arrow/Lock and Load.

Hunter talents were in a pretty good spot overall after a bit of iteration throughout MoP. We did nerf Aspect of the Iron Hawk, because as with Shadow Priests and Balance Druids, we felt like the damage reduction was just too potent. We changed Narrow Escape to be dispellable as a PvP nerf. We buffed Spirit Bond, which has felt particularly weak, and we buffed A Murder of Crows.

Paladin

Most of our core changes were to Holy Paladins. Specifically, we felt like the healing style of blanketing a group with Eternal Flame to proc absorbs from Illuminate Healing had become too widespread, and didn’t fit the healing style we wanted for Paladins. When some Paladins choose to use a heal-over-time spell, that’s the kind of diversity we want the talent tree to deliver. However, when every Paladin uses heal over time spells, then it’s just the way Paladins work.

In this case, we didn’t want to make Eternal Flame a core ability. Unlike Restoration Druids, Mistweaver Monks, and to a lesser extent Holy Priests, we don’t think every Paladin should be extensively using heal-over-time spells. The only change we made was to have Eternal Flame’s periodic heal not proc the Illuminated Healing absorb. It can still be used the way any HoT is used, to provide a buffer that can be layered with other heals, but it will no longer be an efficient way to blanket many targets with long-lasting absorbs. We made significant changes to Sacred Shield and Selfless Healer as well to help offset this nerf, which I’ll discuss below.

We also felt like Seal of Insight had a design problem. When Holy Paladins could melee targets, they had no mana problems at all, but when they had to heal at range (which we wanted to at least be an option, if not the default healing style), they suffered for mana. We thought it best to unshackle Holy Paladins from the pressure of having to stand in melee, so we removed the mana return from Seal of Insight and buffed Divine Plea. We had to provide more mana to Protection Paladins as well, since they typically tank using Seal of Insight. We also buffed Guardian of Ancient Kings for Holy, because we felt like it was too focused on single-target healing at a time when most healers are required to do a lot of area healing. Finally, we allowed the Sanctity of Battle passive to also affect Holy Shock, with the intent of making Haste slightly better for Holy.

Aside from the mana buff mentioned above, we changed Crusader Strike to also provide Weakened Blows as a quality of life improvement. We also changed Grand Crusader to proc from avoidance instead of attacks. We aren’t trying to make Dodge or Parry a Paladin’s best tanking stats, but those stats are going to appear on tanking gear, so we want to make sure they can tie into active mitigation. We’re happy with how active mitigation is working out overall and we want to put even more emphasis on it, for all tanks, in the future.

Retribution didn’t need much attention overall in our minds, but we did make Inquisition require less maintenance overall, and we reduced the cooldown and strength of Guardian of Ancient Kings, so that Retribution could use the cooldown more frequently. Retribution players had concerns that their damage was too tied to long cooldowns.

For Paladin talents, we tried to improve Selfless Healer for Holy by allowing Judgment to provide Holy Power, and we tried to improve Sacred Shield by removing the target cap and having a cooldown and charges instead. We’ve come to the conclusion that the same talent choices for healers and other specs just won’t always work, which is why you increasingly see talents work slightly different for healers in the case of Paladins, Priests, and Druids in particular. We replaced Burden of Guilt as a talent (and made it a slightly weaker glyph) with the ability to use Turn Evil on players. We hope that this will open up some PvP comp choices for Paladins, since fears are not always easy to get. We buffed Hand of Purity so that it will still have some benefit on boss abilities that can’t be prevented from immunities. We buffed Sanctified Wrath for Holy and Protection. We also simplified Unbreakable Spirit by just having it apply the cooldown all the time rather than having to be “driven down.”

Warlock

Because Warlocks had so many changes coming into Mists of Pandaria, we had to iterate on a lot of these new mechanics throughout the expansion and tried to not change things too much for Patch 5.4. We did nerf Fel Armor for the same reasons we lowered the passive damage reduction of Balance Druids, Shadow Priests, and Hunters. We increased Fel Flame’s damage but removed its DoT extension, which had become a liability for Fel Flame in PvE rather than letting it provide damage on the move as it was intended. For Affliction, we shifted more damage to DoTs and away from Malefic Grasp. Malefic Grasp is a cool spell, and we like channeling it to increase DoT damage, but we felt like too much damage had been shifted away from DoTs, which hurt Affliction in PvP and made all Affliction locks have difficulty moving. We also simplified the Soul Swap mechanic slightly by removing the glyph and the initial damage component. For Destruction, we changed Rain of Fire to not be so essential to the single-target rotation by reducing its Ember generation. We made Howl of Terror baseline for all Warlocks because we thought they had lost too much of their fear-based control package.

Our biggest challenge with Warlock talents was the level-90 tier, where most Warlocks chose Kil’jaeden’s Cunning (often to the frustration of raid leaders forced to deal with slow-moving Warlocks). We removed the snare from KJC but reduced the number of spells it affected. The talent should help with movement but not guarantee characters never need to stop moving. We buffed Mannoroth’s Fury by allowing it to increase the damage as well as radius of area-effect spells, but on a cooldown so the Warlock has more control over the effect and so it’ll feel more potent when active. We decided we could not safely balance Archimonde’s Vengeance in its “damage reflection” kit, so we redesigned and renamed the talent to emphasize the Dark Soul cooldowns (with the intent that one talent needed to be attractive in fights with no movement or area damage).

In addition to these substantial changes to the level-90 row, we wanted to buff several unattractive talents. Harvest Life never had a strong niche, so we made it improve Drain Life rather than act as an area-effect Drain Life. We replaced Howl of Terror (now baseline) with a talent inspired by the Cataclysm version of Shadowflame that many players asked for. Demonic Breath is a cone-based snare. Soul Link was also returned to an older design which is easier to use and more powerful.

 

Visit Ghostcrawler’s original post for additional information and insight on class changes in the Patch 5.4 PTR.

Patch 5.4 – Proving Grounds (Videos) | World of Warcraft: Mists of Pandaria

The Proving Grounds is a new feature Blizzard Entertainment is introducing in World of Warcraft: Mists of Pandaria Patch 5.4.

The Proving Grounds allow players at level 90 to test their mettle as either Tank, DPS or Healer.

There are three types of Proving Grounds: Bronze, Silver and Gold. Each type increases the difficulty level and each one reduces the countdown time.

Some of these tests are truly insane and require a lot of concentration, skills, and swiftness. Overall, a lot of patience too as you might have to start all over again if you fail.

To start go to the Golden Terrace (Shrine of the Two Moons|Horde) or to the Summer Terrace (Shrine of the Seven Stars|Alliance) in the Vale of Eternal Bloosoms, and look out for Trial Master Rotun. It’s the same NPC on both factions. Horde and Alliance players may queue with this NPC to enter the Proving Grounds scenario.

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Proving Grounds Instructor

Trial Master Rotun: Are you ready to begin the trials?

Bubble option: (Enter the Proving Grounds)

Note: Clicking this option queues the player to enter the Proving Grounds scenario. It is a round room, and mobs are static, standing still on the same spot — there is an exception at Gold trials.

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The player is teleported into the Proving Grounds scenario where Trial Master Rotun can begin the trial once the player is ready to start the event.

TIP: Before you start the Proving Grounds trial, take a look near Trial Master Rotun. You will see Nadaga Soulweaver. Click the fountain next to her to loot a Healthstone. Near her is Mystic Quillstar – a grummle who provides Arcane Reforger services. Finally, players will find Furnisher Echoroot – a grummle who provides Training Supplies. Among these supplies are Tome of the Clear Mind which is used to reset specific talent tree’s talents. He also sells water and food. Some of these with buff properties.

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If you have one of the Celestial Offering coins, the Blessing of the White Tiger buff will automatically benefit you once you enter the Proving Grounds. The Proving Grounds scenario is within the Temple of the White Tiger.

Select the links below to open the page for each type of trial: contains transcripts, images and videos. Each Wave has a separate video to facilitate pin pointing the wave you are looking for.

 

Work in Progress — Adding Proving Grounds DPS Silver Trial videos throughout Monday.
Gold Trial on Tuesday.

World of Warcraft Patch 5.4 – The Burdens of Shaohao Prelude: The Vision

Blizzard Entertainment released an interesting oriental-art-styled animation by Blizzard concept artist Laurel Austin featuring the moment the last emperor of Pandaria, Shaohao, consulted the Great Waterspeaker elder about his future as emperor.

The waterspeeker peered into the future and saw the arrival of the Burning Legion during the War of the Ancients — 10 milennia ago.

Blizzard mentioned this is but the first of a series of six dramatic shorts we will see in YouTube. Read below my personal speculation.

The Burdens of Shaohao – Prelude: The Vision

In a new series of six dramatic shorts, we travel back to the time of the last pandaren emperor, a golden age before the land was enveloped by mist.

Ten thousand years ago in the ancient empire of Pandaria, Emperor Shaohao asked the Great Waterspeaker to peer into his future. What did the rippling waters foretell? Journey into Pandaria’s history in “The Burdens of Shaohao Prelude: The Vision.”

 

Speculation-Mode On

“Six dramatic shorts” … Now that’s certainly a curious thing. I will tell you why. Players who delved into the Lorewalkers faction’s reputation scavenger hunt for scrolls of lore know [the story] of the Emperor of Shaohao — follow the link to read Blizzplanet’s compendium.

One might argue Blizzard is going to showcase that entire story in this six-part dramatic shorts. It is certainly a possibility. It’s official each short will be posted once a day for the next five days.

Patch 5.4 is in PTR right now, and might hit live servers in September. Patch 5.4 Siege of Orgrimmar features the Timeless Isle — off the southeastern coast of the Jade Forest.

The Bronze Dragonflight are bunching up at the Timeless Isle because it is an enigma to them. A dangerous one. Prince Anduin and Wrathion are there too. I recently [posted] video and a transcript of the dialogues.

According to Timekeeper Kairoz the Timeless Isle might be a byproduct of the first invasion of the Burning Legion upon Azeroth:

Time Keeper Kairoz: Time is frozen in perpetuity. Cause and effect – rendered all but meaningless.

Prince Anduin: What could create such a thing?

Time Keeper Kairoz: I should like to find out! Perhaps it is related to the mists? Or the power that was unleashed in the sundering ten thousand years ago? We must investigate!”

 

To me the Timeless Isle sounds like the trigger for the next expansion. Usually there is a world event a week or two prior to the next expansion. We are still at least a year away from that, but the Timeless Isle seems to be the prelude to the return of the Burning Legion.

Even more intriguing is the fact that Emperor Shaohao is at the Timeless Isle too. Those who missed the return of Emperor Shaohao, he appears in an achievement quest introduced in Patch 5.3 Escalation. Check out Blizzplanet’s Patch 5.3 Escalation compendium for the quest The Old Seer.

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Why is Emperor Shaohao at the Timeless Isle?

It is unknown at the moment, but maybe listening to his last words in Patch 5.3 Escalation might shed some light.

Shaohao: Beware of Pride! Be humble! The world is plunging into chaos. Old enemies must work together. Proud races must admit they need help. Things are going to get worse before they get better. Only by working together can we overcome the darkness. All that stands in our way… is pride.

 

Blizzard Entertainment doesn’t spend time and resources on a short animation for giggles. The previous short was Diablo III: Wrath (May 8, 2012) released 7 days before the launch of Diablo III.

Thus, it is possible this shaohao six-part short is leading up to something in the near future as a sort of countdown to something Blizzard Entertainment wishes to reveal.

The Timeless Isle is obviously involved somehow with the Burning Legion. To put it simple, the Timeless Isle is stuck in time exactly as it was ten thousand years ago. Some demons might be in the Timeless Isle, or maybe the Timeless Isle might become as a bridge between the present and the past — which is a no good thing. Something might happen there that might lead up to the world event before the next expansion.

the-burdens-of-shaohao-short

It is no longer a secret the next expansion deals with the return of the Burning Legion. Wrathion has openly announced his vision in the Legendary Questline – “A Legend in the Making”. Watch the video showing his vision of the future.

World of Warcraft Patch 5.4 – Blizzard on RPPM Change Table

We have got official data from Blizzard Entertainment concerning the new Patch 5.4 RPPM changes made to several Throne of Thunder iLevel 528 quality items, Legendary Crown of Heaven Meta Gems, Trinkets, Wrathion’s Legendary Questline Cloaks, and these RPPM changes even affect (permanent) Enchanting proc/stats for weapons.

The list below shows the RPPM changes. “Budget” in this list is definted as accounting for the item budget difference between a standard ilevel and the ilevel of the item in question. The standard ilevel for Throne of Thunder trinket is 528. The standard ilevel for the legendary cloak is 600.

Old PPM & Mods

New PPM & Mods

Breath of the Hydra

0.53

Haste

0.55

Bad Juju

0.55

Haste

0.55

Wushoolay’s Final Choice

0.59

Haste

0.61

Renataki’s Soul Charm

0.62

Haste

0.70

Fabled Feather of Ji-Kun

0.62

Haste

0.70

Cha-Ye’s Essence of Brilliance

0.81

Haste+Crit

0.85

Crit

Gaze of the Twins

0.83

Haste+Crit

0.72

Crit

Primordius’ Talisman of Rage

3.30

Haste

3.50

Talisman of Bloodlust

3.30

Haste

3.50

Spark of Zandalar

5.50

Haste

5.50

Rune of Re-Origination

1.00

Haste+Budget

1.10

Budget

Unerring Vision of Lei Shen

0.53

Haste+Budget

0.58

Budget

Horridon’s Last Gasp

1.05

Haste

0.96

Haste

Inscribed Bag of Hydra-Spawn

1.79

Haste

1.64

Haste

Stolen Relic of Zuldazar

3.15

Haste

2.89

Haste

Lightning-Imbued Chalice

6.30

Haste

5.78

Haste

Haromm’s Talisman

0.50

Haste

0.46

Kardris’ Toxic Totem

0.50

Haste

0.46

Nazgrim’s Burnished Insignia

0.50

Haste

0.46

Black Blood of Y’Shaarj

0.61

Haste

0.51

Skeer’s Bloodsoaked Talisman

0.61

Haste

0.51

Ticking Ebon Detonator

0.61

Haste

0.57

Dysmorphic Samophlange of Discontinuity

0.61

Haste

0.51

Haste

DPS Warrior 2T15

1.00

Haste

1.10

DPS Death Knight 2T15

1.00

Haste

1.15

Hunter 2T15

1.00

Haste

1.00

Haste

Hunter 4T15

3.00

Haste

3.00

Haste

Enchant: Colossus

6.00

Haste

5.50

Haste

Enchant: Elemental Force

10.00

Haste

9.17

Haste

Enchant: Windsong

2.00

Haste

2.20

Enchant: Jade Spirit

2.00

Haste

2.20

Enchant: Spirit of Conquest

2.00

Haste

2.20

Enchant: Dancing Steel

2.30

Haste

2.53

Enchant: Bloody Dancing Steel

2.30

Haste

2.53

Enchant: Flowing Water

4.00

Haste

3.67

Haste

Capacitive Primal Diamond

21.00

Haste

19.27

Haste

Sinister Primal Diamond

1.18

Haste

1.35

Courageous Primal Diamond

1.40

Haste

1.61

Indomitable Primal Diamond

1.40

Haste

2.57

Xing-Ho, Breath of Yu’lon

3.00

Haste+Budget

3.00

Haste+Budget

Fen-Yu, Fury of Xuen & Gong-Lu, Strength of Xuen

1.50

Haste+Budget

1.50

Haste+Budget

Jina-Kang, Kindness of Chi-Ji

1.00

Budget

1.00

Budget

Garrosh Hellscream - Siege of Orgrimmar

Time Keeper Kairoz – World of Warcraft Patch 5.4 – Timeless Isle

Time Keeper Kairoz

Watcher Alundra: You have found your way to the Timeless Isle, (class). The Bronze Dragonflight is keen to investigate the mysteries of this place, but the island is dangerous, and we will need your help.

Mid-way down this beach, you will find a paved path to the east.

It will lead you to the ancient Celestial Court. You will find Kairoz there, one of the Keepers of Time that we are working with.

Kairoz will answer any questions you might have. Be careful: The way may not be safe.

patch-5-4-timeless-isle-journey-to-the-timeless-isle-1

Objectives

Speak with Kairoz on the Timeless Isle.

Completion

Time Keeper Kairoz: Ah! Well met, (name)!

I was told you would be coming, but had not expected you so soon.

… or has it been a long while? It is difficult to tell, here.

So! Shall we begin?

Dialogue

Prince Anduin: What IS this place?

Time Keeper Kairoz: A pandaren enigma, my young prince! A mystery in the mists.

patch-5-4-timeless-isle-journey-to-the-timeless-isle-4

Prince Anduin: I’ve been here for hours and the sun hasn’t moved…

Time Keeper Kairoz: Exactly. Time is frozen in perpetuity. Cause and effect – rendered all but meaningless.

Prince Anduin: What could create such a thing?

Time Keeper Kairoz: I should like to find out! Perhaps it is related to the mists? Or the power that was unleashed in the sundering ten thousand years ago? We must investigate!

Prince Anduin: Is it dangerous?

Time Keeper Kairoz: Indeed. This place overturns our very notion of time, and how it shapes the universe. Stranded on this island you will find the most dangerous creatures in all of Pandaria. Explore if you must, Prince Anduin. But be cautious.

Prince Anduin: I will.

 

Journey to the Timeless Isle – World of Warcraft Patch 5.4

Journey to the Timeless Isle

Chromie: The Bronze Dragonflight has discovered a most unusual pandaren phenomenon, (class). Emerging from the mists, far off the coast of the Jade Forest – an island that was lost in time!

It is a dangerous place, perhaps the most perilous in all of Pandaria. But we are determined to unravel its mysteries.

Here, take this timepiece. A single click will whisk you to the island. Get yourself established, and speak with Watcher Alundra. She will guide you to our chief investigator.

patch-5-4-timeless-isle-journey-to-the-timeless-isle-2

Objectives

Speak with Watcher Alundra on the Timeless Isle, off the coast of the Jade Forest.

patch-5-4-timeless-isle-journey-to-the-timeless-isle-1

Completion

Watcher Alundra: I see Chronormu has made good on her promise! You are right on time.

 

Blizzplanet Preview: PTR 5.4 – Siege of Orgrimmar – Kor’Kron Dark Shamans

The Dark Shamans encounter in the Siege of Orgrimmar 10-players Normal Raid testing took place yesterday. These two bosses and their mounts can be found inside the Grommash Hold. However, fighting inside the Grommash Hold is not recommended at all.

The two wolves: Darkfang and Bloodclaw die pretty fast. Focus fire on them while the tanks build aggro on the bosses. That encounter felt really hard with the Wavebinder Kardris summoning tornadoes and oozes. Healers have to really spam heals and be on their toes ready to run out of the way of the tornadoes if they wish to survive.

WoWScrnShot_062413_195947

The storm places a dot that last a bit over 20 seconds in which time the healers need to constantly spam heals on the raid. Three healers might be needed for this encounter.

For my first three attempts, the raid wiped as soon as the tornadoes covered the entire area. I kept wondering if some kiting might be needed to reduce the amount of tornadoes slaughtering raid players. The area around the Grommash Hold has no obstacles preventing players from kiting.

Something fans might have overlooked is that these two Siege of Orgrimmar bosses were actually Shaman trainers. Haromm was located at Stonard in Swamp of Sorrows. Kardris Dreamseeker was found in Orgrimmar at the Valley of Wisdom next to the campfire.

Disclaimer: My main is a Holy Paladin. In PTR I use a shadow priest for the mind vision spell (used in some videos for close ups). I don’t know Shadow Priest rotations and whatnot. Please, focus on the bosses and their abilities before commenting about how horrible the shadow priest is. Thank you.

Blizzplanet – closeup preview

Kor’kron Dark Shamans (Kill)

Dungeon Journal

  • Spell Icon Spirit Link: Damage dealt is shared between Earthbreaker Haromm and Wavebinder Kardris.

  • Spell Icon Bloodlust: When the Dark Shaman reach 30% health remaining, they will go into a blood frenzy, incresing all damage dealt by 30% and haste by 30%.

Darkfang and Bloodclaw:

The riding wolves of the Dark Shaman, Darkfang and Bloodclaw will visciously defend their masters.

  • Spell Icon Swipe: Inflicts 185000 to 215000 Physical damage to targets in a 5-yard cone in front of the caster.

  • Spell Icon Rend: Visciously rends a player, causing them to bleed for 20000 Physical damage every 1 sec. for 15 sec. This effect stacks.

Totems

The Dark Shaman will drop Totems during the fight that grant them new abilities.

  • Poisonmist Totem: Poisonmist Totem grants Earthbreaker Haromm the Toxic Mist ability, and grants Wavebinder Kardris the Toxic Storm ability. The Dark Shaman drop Poisonmist Totems upon reaching 90% health.

  • Foulstream Totem: Foulstream Totem grants Earthbreaker Haromm the Foul Stream ability, and grants Wavebinder Kardris the Foul Geyser ability. The Dark Shaman drop Foulstream Totems upon reaching 80% health.

  • Ashflare Totem: Ashflare Totem grants Earthbreaker Haromm the Ashen Wall ability, and grants Wavebinder Kardris the Falling Ash ability. The Dark Shaman drop AshflareTotems upon reaching 70% health.

  • Rusted Iron Totem: Rusted Iron Totem grants Earthbreaker Haromm the Iron Tomb ability, and grants Wavebinder Kardris the Iron Prison ability. The Dark Shaman drop Rusted Iron Totems upon reaching 60% health.

Earthbreaker Haromm

  • Spell Icon Darkstorm Strike: Strikes a player with charged weapons, inflicting 200000 Nature damage and causing the player to take 100% additional Nature damage for 1 min.

  • Spell Icon Toxic Mist: Injects several players with a toxic mist, inflicting 150000 Nature damage every 3 sec. for 30 sec and causing growing Toxicity. Due to the internal nature of the corruption, Toxic Mist pierces all immunities. This ability is granted by Poisonmist Totem.

    • Spell Icon Toxicity: Increases Nature damage taken by 10% per stack.

  • Spell Icon Foul Stream: A stream of foul liquid inflicts 300000 Nature damage to all enemies on a line. This ability is granted by Foulstream Totem.

  • Spell Icon Ashen Wall: Summons a line of stationary Ash Elementals that will attack any nearby enemies. This ability is granted by Ashflare Totem.

  • Spell Icon Iron Tomb: Inflicts 500000 Physical damage to players within 3 yards and creates an Iron Tomb. This ability is granted by Rusted Iron Totem.

Wavebinder Kardris

  • Spell Icon Darkstorm Bolt: Fires a bolt of ionized lightning, inflicting 600000 Nature damage.

  • Spell Icon Toxic Storm: Summons a powerful toxic storm that inflicts 200000 Nature damage to players within 9 yards every 2 sec. and periodically creates Toxic Tornadoes. The storm will move around and lasts for 1 min. This ability is granted by Poisonmist Totem.

    • Spell Icon Toxic Tornado: Toxic winds inflict 200000 Nature damage to players within 5 yards every 1 sec. and knock them up.

  • Spell Icon Foul Geyser: Conjure foul water that inflicts 300000 Nature damage to players within 3.5 yards every 0.5 sec. for 8 sec. Each splash creates a Foul Slime. This ability is granted by Foulstream Totem.

    • Foul Slime: Foul Slimes are coated in Foulness.

      • Spell Icon Foulness: Inflicts 100000 Nature damage to players within 3 yards every 1 sec.

    • Spell Icon Falling Ash: Summons a core of smouldering ash that will fall over 30 sec. Inflicts 999999 Fire damage to players within 10 yards and 200000 Fire damage to all players on impact. This ability is granted by Ashflare Totem.

    • Spell Icon Iron Prison: Encases the player in a prison of iron that slowly asphyxiates them, inflicting 100% of maximum health as Physical damage after 1 min. This ability is granted by Rusted Iron Totem.

 

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