Mists of Pandaria: Cool class stuff we found

At the press event last week, I got to play around with a few classes during my time on the demo computer -- not all of them, certainly, but enough that I have a few fun or interesting things to report that wouldn't really fit elsewhere. Let's take a look!
Druids
I didn't spend a lot of time actually playing a druid, but I did hear a bit of interesting news while I was playing other classes, so I hopped onto my premade druid to find out for myself. I was able to confirm that, yes, there are some minor glyphs druids are going to absolutely adore. Here they are:
- Glyph of Stars Transforms your Moonkin Form into Astral Form. This glyph essentially makes your character appear as a spirit instead of a moonkin. You look very nearly like you do while dead -- but people can see you this time ... and your armor, for that matter.
- Glyph of the Orca Transforms your Aquatic Form into an orca. This one is pretty straightforward. Remember those orcas in Northrend? Yeah. Much better than your weird, snarling, rubbery seal.
- Glyph of the Chameleon Gives you a random appearance when you shift into Bear or Cat Form. Essentially, this one gives you a random coloring every time you shift. Great for breaking up the monotony of locked-in bear/cat coloring.
- Glyph of the Stag Transforms your Travel Form into a stag that other players can mount. Yes, that's right. Your pals can ride you while you're in Travel Form, and you're also a stag instead of the clearly inferior cheetah.
- Glyph of the Tree Lets you transform into Treant Form.
Shaman
I checked the shaman first because I play a shaman main. I wanted to check to see if the level 90 talents were in, and by golly, they were! Our premade characters were only level 85, so I couldn't test them out, but I did write 'em down for you.
- One supercharges your Unleash Elements to provide a much better bonus for each imbue type.
- Another removes the cooldown on your Fire and Earth Elemental Totems and allows you to control them.
- And the last is a blast of elemental energy in a cone on a 15-second cooldown.
Also of note: Totems are no longer listed as separate spells in your spellbook. There's an expandable button for each kind of totem, and you can pull totems from there if you want to put specific ones on your bar.
Warlocks
I played around with a destruction warlock to try out the new Fel Embers resource system. You get more Fel Embers each time you cast Incinerate on an Immolated target, building up a maximum of (I think) 90. Every 30 Embers you build up, your character becomes more and more covered in flame. You also take damage over time, increasing with each Flame. The flames act as a damage buff but are also used as a resource for some of your other spells. You have to strike a balance between the damage boost, the damage you're taking, and how many Embers you need to use for abilities.
Demonology warlocks can also look forward to Demonic Fury as their new resource. You can turn into a demon with Demonic Fury, and the form persists as long as you still have unspent Demonic Fury. Some abilities in Demon Form use up the Fury, and when you run out, you revert back to your normal form. I didn't get a lot of time with Demonic Fury, but it was certainly cool to walk around as a demon as long as I wanted!
Here are some fun minor glyphs I found as well:
- Glyph of Felguard Equips your felguard with a random two-handed sword, two-handed axe, or polearm when you summon him.
- Glyph of Eye of Kilrogg Your Eye of Kilrogg no longer has stealth, but it can place your Demonic Circle.
Of note for monks is the removal of the dual Light/Dark Force resource system, replaced with the singular Chi system. Reps told us that tracking three resources on top of procs, buffs, etc. was just too much and didn't make for compelling gameplay. I really enjoyed the little bit of monk gameplay I got to try, especially seeing the new monk animations hooked up to older races like the draenei.
Monks now also have auto-attack. Blizzard said it just didn't work.
It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!Filed under: Druid, Shaman, Warlock, Mists of Pandaria






Reader Comments (Page 1 of 6)
Antagony Incorperated Mar 19th 2012 3:17AM
This information is awesome, my brain is seconds from catastrophically exploding, and I am by no means ungrateful to have all this information freshly lied out, but I just feel the need to say...
WHERE ARE THE OTHERS, MAN? WHERE ARE THE OTHERS!?
Twill Mar 19th 2012 4:03AM
YEA REALLY. Where are the others?
And by that I mean, "...seeing the new monk animations hooked up to older races like the draenei."
SO ARE THERE NEW MODELS OR NOT?? o.0
Twill Mar 19th 2012 5:24AM
I'd like to add that while WoW Insider hasn't noted it, all of the Monk skills and talents are also unveiled.
Have fun guys!
ad942 Mar 19th 2012 9:02AM
they are at north of the wall.... but if you wait, winter is coming
Boobah Mar 19th 2012 3:23PM
@Twill:
No new models yet; they mentioned that the dwarf models are closest to done, but none of the redone models will be in for Mists launch.
Aranyszin Mar 19th 2012 4:58PM
Let's talk for a second about why dwarf models being referenced here is a good thing.
According to the data I was able to find, Dwarfs are among the least played races, representing, in varying reports, 5-8% of the total racial makeup of the game. Compare that to Humans (18%) Night Elves (13%) Blood Elves (14%), etc.
If they are starting with one of the least played races, it stands to reason that they intend to revamp them all. They probably just want to start with a race that will impact the fewest number of players (in case there are problems).
Keep the faith. Looks like we'll be getting new race models before we can teach them new dances. >.
cloudhopper013 Mar 19th 2012 3:18AM
"Of note for monks is the removal of the dual Light/Dark Force resource system, replaced with the singular Chi system."
Aww, for some reason that got me real depressed. I really liked the light/dark idea. I guess I can see their reasoning, and it's glad to hear that the gameplay is still very compelling at least.
devilsei Mar 19th 2012 11:36AM
It's no surprised, heck as soon as they mentioned "hey Monk have no auto-attack" I said that was only going to be the first of the announced "features" of Mists to be redacted.
Also, its not gonna be long until that "self-damage" aspect of fel embers is removed.
Scunosi Mar 19th 2012 1:28PM
I wasn't too interested in it anyway, so I can't say I'm too surprised they slimmed things down.
I can't even level a Death Knight due to their dual resource systems, I'd never be able to get a Monk of the starting zone...
kaminari Mar 19th 2012 2:56PM
@Devilsei I agree with you, as a healer I see a lot of potential for frustraiting game time with the self damage mechanic (for both warlocks and healers).
I think it will be removed or changed.
Boobah Mar 19th 2012 3:28PM
I wouldn't count on the self-damage going away; destruction warlocks regenerate mana faster than other warlocks, too, so they'll be life-tapping less often. In normal play, I'd expect the self damage to be fairly close, with the advantage that for destruction it's a more even self-inflicted damage than it is for destro and aff.
silentbob1125 Mar 19th 2012 4:59PM
Regarding the destruction warlocks self damage it is strongly pushing them to take the soul leach and soul link tallents to help reduce level they actually hurt themselves
dodgeballer2005 Mar 20th 2012 1:04AM
They could've just went with just Force/Chi. But no.
I See What I Did There Mar 19th 2012 3:28AM
"Glyph of the Tree: Lets you transform into Treant Form."
Does this mean we're getting perma tree back? Or is it still the same old glyph?
Jeff (Not that one ^ ) Mar 19th 2012 3:34AM
What I read on another site said, "lets you transform into Treant Form to break snares".
Twill Mar 19th 2012 3:59AM
I'm 99% sure that it gives you a new form that does a few things:
-Applies to talents like Disentanglement. Also lets you shift out of snares.
-Allows you to cast any mana-spell (no feral spells).
-Is 100% cosmetic. Aka you can heal in, or out of it, according to preference. Feral, Guardian, and Balance specs will need to use their respective forms to remain competitive. Restoration will still have the Tree of Life cooldown. This Treant form can be used merely as a cosmetic choice when not using other forms.
My response: WOOT. I miss treant healing, yet I still like the new ToL model too! Best of both worlds!
Lissanna Mar 19th 2012 4:01AM
This is perma-tree back as a glyph. I believe it slows your movement speed when you are healing, but you can have the old-school perma-tree back (with no stats - just cosmetic) if you really want. Confirmed by Blizzplanet. I would never lie about such serious things.
Pyromelter Mar 19th 2012 4:09AM
ALL of those druid glyphs/shapeshifts are awesome.
As a moonkin-type, that astral glyph looks cool, I can't wait to see a screenshot of what it would look like. (Algalon looking tauren? Yes please!)
Evelinda Mar 19th 2012 5:16AM
GIVE ME ALL OF THE DRUID GLYPHS RIGHT NOW I HAVE TO HAVE THEM IMMEDIATELY.
goldfish_girl99 Mar 19th 2012 11:38AM
OMG perma tree form back! This is the best news Blizz could have given me.
I wish that they would just update aquatic form to the Orca as standard so we wouldn't have to use a glyph spot for it. They could offer a glyph to turn it back into an ugly seal if they really felt that anyone could possibly prefer the old form.
Also, looks like I'll be paying more for MotW and carrying around reagents again because there's no way I'm passing up the form glyphs! :D