Mists of Pandaria Beta: Temple of the Jade Serpent overview

The Temple of the Jade Serpent is the first of many dungeons we'll be encountering in Mists of Pandaria, and it's currently the only one open and available on the beta servers. The dungeon is fine at level 85, and if you've managed to level through the Jade Forest and hit level 86, there's a wonderful guy at the front entrance (pictured above) who will sell you a variety of items. These include higher-level bandages, any glyphs you might be missing, and Tome of the Clear Mind, Mists of Pandaria's version of Dust of Disappearance for those level 86 or higher.
If nothing else, I'd recommend popping in here just to visit Flaskataur, say hello, and purchase a few things. But that wouldn't be anywhere near as fun as running this starter dungeon. Fast, precise, and to the point, Temple of the Jade Serpent is nothing like the sheer length of Zul'Gurub, and much more like the shortened length of dungeons like Vortex Pinnacle, minus the travel time. In short, it's perfectly ... well, short!
If nothing else, I'd recommend popping in here just to visit Flaskataur, say hello, and purchase a few things. But that wouldn't be anywhere near as fun as running this starter dungeon. Fast, precise, and to the point, Temple of the Jade Serpent is nothing like the sheer length of Zul'Gurub, and much more like the shortened length of dungeons like Vortex Pinnacle, minus the travel time. In short, it's perfectly ... well, short!

A story woven throughout the content
Temple of the Jade Serpent contains four bosses total, and the story of the Temple is told throughout the course of leveling through The Jade Forest. To recap, with minimal spoilers: While questing, you royally mess things up in the most horrific manner imaginable. In the Temple, it's up to you to put things back to right as best you can. Much like Zul'Gurub, you actually enter the Temple as part of the leveling experience throughout the zone. I am hoping this means that zone completion, or at least completion of the main storyline, will be a requirement for entering this dungeon. It isn't right now, but the dungeon itself makes much more sense once you've completed the main Jade Forest storyline.
The first boss in the zone is Wise Mari, a jinyu who resides in the Temple and works with the water spirits. He's now kinda corrupted and making a mess out of things. His fight is relatively simple; you fight through three waves of adds while staying out of the water in the area by standing on various platforms. Phase 2 starts when the adds die, and fans of The Lurker Below from Serpentshrine Caverns in The Burning Crusade will immediately recognize Mari's main attack. The boss goes down relatively easily as long as you remember to stay the heck out of any water. Water here is bad.
Temple of the Jade Serpent contains four bosses total, and the story of the Temple is told throughout the course of leveling through The Jade Forest. To recap, with minimal spoilers: While questing, you royally mess things up in the most horrific manner imaginable. In the Temple, it's up to you to put things back to right as best you can. Much like Zul'Gurub, you actually enter the Temple as part of the leveling experience throughout the zone. I am hoping this means that zone completion, or at least completion of the main storyline, will be a requirement for entering this dungeon. It isn't right now, but the dungeon itself makes much more sense once you've completed the main Jade Forest storyline.
The first boss in the zone is Wise Mari, a jinyu who resides in the Temple and works with the water spirits. He's now kinda corrupted and making a mess out of things. His fight is relatively simple; you fight through three waves of adds while staying out of the water in the area by standing on various platforms. Phase 2 starts when the adds die, and fans of The Lurker Below from Serpentshrine Caverns in The Burning Crusade will immediately recognize Mari's main attack. The boss goes down relatively easily as long as you remember to stay the heck out of any water. Water here is bad.

I didn't notice any particularly interesting tactics in the boss fight itself; really, the scenery up to the boss fight was far more entertaining to me than the end of the encounter. All of these encounters are of course still in beta stage, though, and they'll probably be tweaked and adjusted as time goes on.
Completing the library means you can head to the second-to-last boss in the area.

Moving forward
Liu Flameheart is very angry, and she's got every right to be. She's also just a little possessed, which makes her a pretty formidable encounter. She does a series of wave attacks, and anyone who's played through End Time has already been taught by Jaina Proudmoore that standing in waves is a pretty terrible place to be. All you have to do is avoid the waves and beat on her, and she's eventually move to phase 2.
Phase 2 includes a pretty neat transformation and a lot of clouds of things that you really shouldn't be standing in. It's all pretty standard WoW dungeon boss abilities and attacks. I kind of appreciate this, in a way -- as you progress through the dungeon, you remember these abilities from other dungeons, and you know how to avoid them in order to stay alive. Thankfully, the same applies to the Temple, which means less beating your head in frustration trying to figure out what the boss is doing and more fun playing through a really gorgeous dungeon.
Liu Flameheart is very angry, and she's got every right to be. She's also just a little possessed, which makes her a pretty formidable encounter. She does a series of wave attacks, and anyone who's played through End Time has already been taught by Jaina Proudmoore that standing in waves is a pretty terrible place to be. All you have to do is avoid the waves and beat on her, and she's eventually move to phase 2.
Phase 2 includes a pretty neat transformation and a lot of clouds of things that you really shouldn't be standing in. It's all pretty standard WoW dungeon boss abilities and attacks. I kind of appreciate this, in a way -- as you progress through the dungeon, you remember these abilities from other dungeons, and you know how to avoid them in order to stay alive. Thankfully, the same applies to the Temple, which means less beating your head in frustration trying to figure out what the boss is doing and more fun playing through a really gorgeous dungeon.

The last boss in the dungeon is the Sha of Doubt. Man, right now he has the PH in place by his name, indicating that he's a placeholder model, but even that placeholder model looks really, really cool. And the Sha of Doubt has some pretty awesome tricks up his sleeve. Partway through the fight, he will summon shadowy versions of each member in the party, and those shadows must be defeated to move on. Over time, the shadows will grow in size and do more damage, so killing them sooner rather than later is advised. He also throws some nasty stuff on the ground to be avoided, but other than that, it's a pretty standard fight.
Striking a perfect balance
What I really like about this dungeon isn't just the scenery, which is gorgeous, or the story, which is compelling -- it's the overall flow of the zone and length of the dungeon. It's just long enough without being too short to count as a real dungeon. Each wing is clearly marked, and each trash mob has a unique ability of some sort or another that definitely discourages just running in and randomly AoEing everything in the room.
As a DPSer, the fights weren't bad at all, although Wise Mari had me fairly frustrated in phase two as a rogue, mainly because I couldn't really afford to stop and just DPS the boss.
However, the events themselves were delightful, and the dungeon worked really well in terms of integrating with everything presented in Jade Forest. One of the things I didn't really care for in Cataclysm was that so many dungeons (such as Grim Batol and Vortex Pinnacle) were in the right places but didn't feel as if they had enough backstory that tied them to their respective locations. With Temple, the dungeon itself is the result of quests played through in Jade Forest, and that really adds to the overall flavor of the dungeon in a good way.
If you're on the beta and frustrated with trying to level through zones that are clogged with many, many beta testers, you should give Temple of the Jade Serpent a try. While I do recommend trying it out after finishing Jade Forest for story's sake, there's really nothing stopping you from giving it a play-through prior to completing the zone if you're not all that concerned with story coherency. I hope that this trend of fairly quick and really fun dungeons continues into future zones. It was a lot of fun!
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!
Striking a perfect balance
What I really like about this dungeon isn't just the scenery, which is gorgeous, or the story, which is compelling -- it's the overall flow of the zone and length of the dungeon. It's just long enough without being too short to count as a real dungeon. Each wing is clearly marked, and each trash mob has a unique ability of some sort or another that definitely discourages just running in and randomly AoEing everything in the room.
As a DPSer, the fights weren't bad at all, although Wise Mari had me fairly frustrated in phase two as a rogue, mainly because I couldn't really afford to stop and just DPS the boss.
However, the events themselves were delightful, and the dungeon worked really well in terms of integrating with everything presented in Jade Forest. One of the things I didn't really care for in Cataclysm was that so many dungeons (such as Grim Batol and Vortex Pinnacle) were in the right places but didn't feel as if they had enough backstory that tied them to their respective locations. With Temple, the dungeon itself is the result of quests played through in Jade Forest, and that really adds to the overall flavor of the dungeon in a good way.
If you're on the beta and frustrated with trying to level through zones that are clogged with many, many beta testers, you should give Temple of the Jade Serpent a try. While I do recommend trying it out after finishing Jade Forest for story's sake, there's really nothing stopping you from giving it a play-through prior to completing the zone if you're not all that concerned with story coherency. I hope that this trend of fairly quick and really fun dungeons continues into future zones. It was a lot of fun!
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: Mists of Pandaria






Reader Comments (Page 2 of 2)
jfofla Apr 2nd 2012 2:54PM
The last three Instances of Cata were perfect Models for how all Heroics should be.
Shinae Apr 2nd 2012 2:55PM
I enjoy cavernous, sprawling dungeons for raids, which are done on a weekly basis. I prefer compact and concise dungeons for 5-mans, which are often done on a daily basis.
BRD has a good design for a raid, but not for a 5-man.
(cutaia) Apr 2nd 2012 2:34PM
"I am hoping this means that zone completion, or at least completion of the main storyline, will be a requirement for entering this dungeon. It isn't right now, but the dungeon itself makes much more sense once you've completed the main Jade Forest storyline."
I hope not.
Remember in Cataclysm when you wanted to run Throne of the Tides with a friend's alt? And instead of just queueing, you had to wait for him to finish the questline to discover the entrance? Or barring that, swim out there with a friend to summon them over?
Even with account wide achievements coming -- which could technically solve the "alt" problem -- I still don't want to be barred from running a dungeon with a friend who did a different set of quests and doesn't care about the story as much as I do.
Jackwraith Apr 2nd 2012 2:58PM
I'm really conflicted on that. I loved the idea of having to discover the dungeons before queuing for them in Cat. I think the fatal flaw to that idea was them placing a starter dungeon (TotT) at the very end of the zone, rather than closer to the beginning where people could more easily find it. The first thing I did when Cat dropped was fly to the entrance of every dungeon I could reach so I could queue when I wanted. I think that emphasizes the exploring nature of the game, rather than the "stand in Ogrimmar and wait for the chime."
OTOH, I understand the frustration of not being able to queue.
I honestly hope that the dungeons are about the same length as Cat. I thought that was solid. I thought Grim Batol carried an immense feeling of history, though.
Anne Stickney Apr 2nd 2012 3:01PM
This isn't quite the same as that. The zone design in Jade Forest is nowhere near as linear as any of the zones in Cataclysm -- so the "main" storyline is actually not too terribly long. I got through the whole thing in a couple of hours, and that was reading all the quests and figuring out what was going on. (Keep in mind, this does not count the time spent doing all the side quests I found here and there, which easily tacked another few hours onto the experience. Jade Forest is huge.)
But the entire concept of the dungeon itself literally does not make sense unless you've completed the main storyline of Jade Forest. It just doesn't. However -- really the solution to this problem is to simply tune the dungeon for level 86. You don't ding 86 until you're done with a large chunk of the entire zone anyway.
Kuro Apr 2nd 2012 3:39PM
"This isn't quite the same as that. The zone design in Jade Forest is nowhere near as linear as any of the zones in Cataclysm -- so the "main" storyline is actually not too terribly long. I got through the whole thing in a couple of hours, and that was reading all the quests and figuring out what was going on."
So... my 5th alt that got leveled by herbing doesn't care that it's just a "few quests and won't really take that long".. And Flasktaur help me if I wanna take some of my ultracasual friends through the dungeon on a whim one night. it turns a quick dungeon run into annoying ordeal of an attunement process. "Sorry dude, you gotta do a couple hours of questing before we can play together..." Yeah... No thanks!
Player choice: if you want to quest, quest. If you want to farm dungeons, farm dungeons. If you want to herb and archeologize.... do that.
PLEASE... Stop advocating for blocking alternative progression paths.
Boobah Apr 2nd 2012 3:56PM
Because Hellfire Ramparts made sense the instant the Dark Portal opened? Or any of the new expansion starter dungeons? Not likely.
Add in that for some people the only PvE content they do are instances and its less likely to require an out-of-dungeon quest to unlock the place; additionally, the debacle of dungeon finder + unlocking locations from Cataclysm to avoid certain dungeons makes it even less likely.
Me? I'm going to want the whole story. But there are lots of folks playing the game that don't actually care; there's internet dragonz to slay and lootz to be had, and red is ded. And hey, as (cutaia) mentioned, there's alts to consider (and, quite frankly, alts are one of the things that lead to folks who run JUST the dungeons because how many times can one player stand to rescue Corki, anyway?)
Michael Apr 2nd 2012 5:34PM
Beyond the issue of simply resulting in gating, there was another very serious issue that they wound up having with restricting people, or imposing requirements on people to keep them out of instances...
People chose not to fulfill those requirements in an effort to limit what dungeons they got from the random dungeon queue.
Maybe the instance won't make sense without the quests...but undoubtedly there are people that just don't CARE if it makes sense or not.
zackwbrandon Apr 2nd 2012 6:32PM
Doing the quests results in a stacking buff. +1% to your primary stat for each member of the party that has completed the 'attunement' quests. Quests incentivized - check; dungeon free to all comers regardless - check. Problem solved.
TonyKP Apr 2nd 2012 3:20PM
Sounds like the developers learned a lesson from one of Cataclysm's larger failures - the length of the opening dungeons. Between that and the difficulty level of the heroic versions it put Cata's PvE progression behind the 8-ball, and it never really recovered. Good to hear that the lessons has sunk in.
Richard Merrick Apr 2nd 2012 3:54PM
I really hope that at some point in the future that we see something like the Herald Volazj fight, separating everyone from one another and fighting counterparts, only rejoining team members when we get our respective fights done.
However, it need not even be shadow copies of us, the players, as it could be any sort of personal mini-trial, if you will. Darkmaster Gandling is another example of how it could be implemented.
I understand many people hated this concept because they weren't as suited to handle things solo as well as others (healers, for example). At the same time, with all the changes coming in MoP, perhaps some of this disability will be negated?
Ilmyrn Apr 2nd 2012 4:09PM
I agree. And it's not like it needs to be every other fight.
Jebediah54 Apr 2nd 2012 4:25PM
There's a boss in Scholomance that does that. Since they're making heroic Scholo in Mists, you can expect there to be the same mechanic (it's still in the beta, at least from the videos I've seen). Like you mentioned though, it's killer on healers, but I could see them check your spec to decide who goes in.
Richard Merrick Apr 2nd 2012 4:50PM
@Jebediah54
Darkmaster Gandling *is* the Scholomance one. =P
And heroic-version Scholomance, eh? Hee hee, I am definitely a lot more pumped up for Mop. Not that I wasn't already but huzzah, every day I keep reading about more and more things to be altogether awesome come release!
Jebediah54 Apr 2nd 2012 7:24PM
Yeah, I realized that right after I posted that... I guess I should look things up before I say things, not after.
Starlin Apr 2nd 2012 3:54PM
You guys do great write ups. How about a video? Get a group of five of you and go through the whole instance in real time with Mumble chatter. I'd watch that and share it with my guild.
Forward Apr 3rd 2012 3:55AM
Wow! So i'm dumb just because I've not been in the beta so I wouldn't know about placeholder npc's. Bit harsh really but I guess keyboard-warrior skills are all the rage these days.