World of warcraft mists of pandaria trial faq


















Shrouded in fog since the world was sundered more than ten thousand years ago, the ancient realm of Pandaria has remained unspoiled by war. Its lush forests and cloud-ringed mountains are home to a complex ecosystem of indigenous races and exotic creatures — including the enigmatic pandaren. All but the bravest pandaren explorers have been hidden from the world for thousands of years.

The pandaren are an enigmatic race native to the long-hidden continent of Pandaria. Honorable and filled with a love of good company, good food — and every now and then, a good friendly brawl — the pandaren have been content to live in seclusion, allowing their culture to flourish and thrive away from the influence of the outside world. While the pandaren are predominantly a peace-loving race, their history is marked with turmoil and strife. After years of living under the oppressive rule of the cruel mogu, who banned the use of weapons as a means of control, the pandaren developed the martial arts that would become the hallmark of their monk caste and used their skills to free themselves from the mogu rule.

Terrifying natural forces and strange indigenous enemies — such as the voracious mantid, who emerge every few years to consume everything in their path — have also had a hand in shaping pandaren culture over the centuries.

At what point do you choose which faction to side with? Pandaren who strike out to explore the world outside their homeland begin their journey on the Wandering Isle a new starting zone for pandaren characters level 1 to 10 , where they face a number of trials — and meet with a number of characters from both the Alliance and the Horde — before arriving in Kalimdor or the Eastern Kingdoms.

Pandaren remain neutral through most of their Wandering Isle quests, but before they leave, players will need to make a decision whether to permanently side with the Alliance or the Horde.

After that decision is made, the character will be treated just like any other member of their chosen faction in cities, on quests, and in character interactions. As with most classes in the game with the exception of death knights , monks begin their journey at level 1.

Monks have a number of unique mechanics and resources that set them apart from other classes. For example, the class is being designed with a more active approach to combat than other classes; every kick and punch is performed with the press of a key, so they will not have a default auto-attack.

Currently, every race except goblin and worgen can learn the ways of the monk. Currently, pandaren can choose to be hunters, mages, priests, rogues, shaman, warriors, and — of course — monks. Log in. Try Free. New WoW Classic. Play WoW Free to Level Download WoW. Learn more about the Free Trial. Short Stories. The Story of Warcraft. New to WoW New. Returning Players New. Realm Status. Recruit A Friend. Many generations ago, a particularly bold pandaren named Liu Lang set out to see what was beyond the mists by setting sail upon the back of a giant sea turtle.

Chen Stormstout is a native of the Wandering Isle, as are any players who choose to create pandaren characters. They are a rare breed, on the whole far more adventurous than their land-locked and long-lost relatives on mainland Pandaria. Only those who are convinced these factions are the key to healing Azeroth would even consider pledging their allegiance to one faction or the other. The decision to join a faction comes at great personal cost, as any fellow pandaren who join the opposite faction — including friends or relatives — will likely never be heard from again.

Pandaren who choose to align themselves with the Alliance or Horde do so because of shared values and personal beliefs regarding their overall worldview and the best way to move forward after the Cataclysm. Guiding the decision to join a faction are two competing pandaren disciplines that are prominent on the Wandering Isle. Those who follow the path of the Houjin are impulsive, quick to action, and practical.

Houjin disciples feel that the ends can justify the means, and they may find like-minded compatriots in the Horde. In opposition, followers of the path of the Tushui are more contemplative, focused on abstract ideals of justice and morality. Students of Tushui believe that a principled life is the only one worth living, and may find that the stalwart Alliance aligns more closely with their beliefs.

Every pandaren player will need to make this difficult decision early on in their adventure. The vast majority of the pandaren population, however, will continue to follow the traditional path of isolationism and neutrality. After the climactic events on the Wandering Isle, two pandaren monks will travel with players to the rest of the world to spread the wisdom of the pandaren. Aysa Cloudsinger is a follower of the path of Tushui.

She believes in living a venerable life through meditation, rigorous training, and moral conviction. Described as graceful and poised, Aysa has attained impeccable form and a refined intellect through diligent practice.

To Aysa, to follow the way of Tushui is to defend what is right above all else. She believes that success in any endeavor never justifies dishonorable deeds. While the Alliance contains a diverse mix of cultures, Aysa is attracted to the high ideals and values that cement the Alliance together. Ji Firepaw, a follower of the more direct Houjin philosophy, is adamant that inaction is the greatest injustice.

Outgoing, passionate, and not one for deep thought, he is always the first into the fray. Ji finds himself attracted to the scrappy practicality that defines the Horde. Although it will cost him dearly, he will decide to carry the Horde banner when he leaves the Wandering Isle.

Pandaren wanderers are very rare, but the deeds of a few are recorded in recent times. One brave soul that spirited his way into the annals of Azerothian history was the brewmaster Chen Stormstout. Never one to stay put for long, Chen moved on, always seeking new ingredients for the perfect brew. Players will be able to catch up with him as he resumes his adventures on the pandaren mainland.

Nearly 12, years ago, the empire now known as Pandaria was ruled by a monstrous race of warlords known as the Mogu see below. Mogu taskmasters forbade their slaves to carry weapons. During these dark times, pandaren monks tried to lift the spirits of their beleaguered brothers and sisters. They were the storytellers, the brewmasters, and the healers who helped knit their oppressed society together in the midst of darkness.

As the Mogu empire began to fray, the pandaren saw an opportunity for a revolution. Because they had no weapons, they trained common people to fight with their unarmed fists and feet.

They mastered the use of positive energy — or chi — to empower themselves. The revolution itself was a bloody affair that shattered an empire and left a terrible toll among combatant and civilian alike, but ultimately the Mogu were overthrown and a new empire was founded.

Although pandaren monks have since incorporated weapons into their attacks, they remain focused on chi as a source of power and are still devastating when fighting with open hands. In the wake of events on the Wandering Isle, pandaren monks will travel to key places throughout Azeroth to share their wisdom with young Alliance and Horde trainees.

Looming dangers, new and old, threaten to overwhelm the empire as players arrive. The Mogu are an ancient race of monstrous warlords who founded the first empire through conquest and oppression. They enslaved nearby indigenous races and used their labor to build structures of awe-inspiring majesty, some of which still stand.

Masters of flesh-shaping magic, they assured their dominance through cruel experimentation. Only by mastering unarmed combat were the ancient pandaren able to overthrow this terrible regime. After the mists collapse, the remaining Mogu get together with old allies and attempt to retake the empire that their ancestors founded. The Mantid are an intelligent and highly evolved race of insect-like creatures who have menaced the people of Pandaria since prehistoric times.

Mantid act with individual cunning, making them formidable in single combat and unstoppable when their numbers converge. Every mantid generation, the young hatch in incredible numbers and then swarm toward the rest of Pandaria, devouring anything in their path. Only the strongest return. Although the ancient mogu managed to protect their lands by building a gigantic wall between themselves and the mantid, the generational swarms require an all-hands defense of the wall or the very heart of Pandaria will be lost.

Finally, Sha is a dark energy unique to Pandaria, a legacy left behind by the last pandaren emperor. Fear, doubt, despair, anger, violence, and hatred are all emotions associated with the Sha — emotions that can manifest themselves physically if left unchecked. As with the upcoming patch 4. Expect one difficulty to be roughly equivalent to the current normal mode, one to be about on par with the current Heroic mode, and one to be much more pick-up-group-friendly.

What are the new zones? The continent of Pandaria will consist of five enormous zones for players level 85 and above, and new pandaren players will begin their adventures in a unique starting zone separate from the pandaren homeland. Valley of the Four Winds : Playing home to both farms and rainforests, the Valley of the Four Winds is also where travelers will find the legendary Stormstout Brewery. Vale of Eternal Blossoms : Adventurers from either faction are welcome to share a drink in the central city of the pandaren.

This zone also hosts many daily quests for max-level characters. The Wandering Isle : Pandaren adventurers looking to explore the world outside Pandaria begin their journey here, on a mysterious island that never seems to settle in the same place for too long. What changes are being made to the talent system? We are making a couple of major changes to how class specializations and talents work in Mists of Pandaria. First, your specialization is now completely independent from your talent choices.

When you reach level 10, you will still choose one of three specs e. Discipline, Holy, or Shadow priest to determine your role, play style, and which signature abilities your character has access to.

Secondly, the talent system has been redesigned completely. At regular level intervals at level 15, 30, 45, 60, 75, and 90 , players will now be able to choose between one of three very powerful talents.

For example, level warriors will be able to choose one of three movement-related talents: Juggernaut, which permanently lowers the cooldown of Charge; Double Time, which lets the warrior Charge twice before incurring a cooldown; or Warbringer, which causes the target to be rooted in place following a Charge.

Once you choose a talent in a specific tier, the other two talents are locked out from your talent build, even when you reach the next talent tier. We want players to be able to change their talent build independently of their specialization, and without visiting a class trainer.

Why is the talent system going through an overhaul? We were only partially successful in realizing that goal in Cataclysm, as many talents still felt mandatory to a given specialization, and some talent choices in the trees were still not particularly interesting or exciting. Will you be making any changes to how stats work? At this point, the numbers for health, mana, and so on are threatening to get out of control.

However, this also means the difference between each level between 1 and 85 will be less significant, so you may find that an enemy 5 or 10 levels below your own will be a little tougher to deal with than it was before.



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