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Where to fish!
Oct 18, 12 5:22 AM
Oct 1, 12 5:26 AM
How to make gold on WOW
Sep 27, 12 3:39 AM
Interview with Cory Stockton about Pandria
Sep 22, 12 4:18 PM
WOW Lore
Sep 10, 12 5:36 AM
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Where to fish!

Cloudspirit9, Oct 18, 12 5:22 AM.

Where to reel in Pandaria's delicious fish
by Megan O'Neill Oct 17th 2012 at 7:00PM


There are a few purposes for fish in Mists of Pandaria. You can cook them to eat for a Well Fed buff or to give to a Tillers NPC for personal reputation. There's a fish for alchemy oils and even the "vendor fish" this expansion is pretty useful. You can bag extra stacks of fish together for a currency.
The catch is (pun intended) that many raiders aren't used to fishing their own Well Fed buffs. This leads to many questions on where to find which fish. Jump behind the cut and I'll summarize for you the pools and catch rates of open water fishing in Pandaria.
There's only thing the casual fishertoon needs to remember about fishing skill. Ever since Ulduar, open water requires a certain skill to never catch any junk, but pools can be fished with a skill of 1.
Emperor Salmon can be used to make Steamer feasts and the 300 intellect food. Pair it with a quintet of Scallions to give to Tina Mudclaw. The salmon is an inland fish, and you can find its pools in the Vale of Eternal Blossoms, Valley of the Four Winds, and Krasarang Wilds. The best places to find the salmon in open water are the rivers of the Valley or the Wilds.
Giant Mantis Shrimp can be used to make Wok feasts and the 300 strength food. Cook it alone to give to Ella. The shrimp is a coastal crustacean, so you can find its pools all over Pandaria. The coasts are equal in open water catch statistics.
Golden Carp can be used to make dishes for leveling to 525 Cooking, for completing one daily for the Order of the Cloud Serpent, and one of Nomi's Master Cook dailies. Carp don't swim together in pools, but you can find them in any open water. In coastal waters, you'll catch carp a little over a third of the time. The inland waters range from one fifth of the time in the Dread Wastes to about half the time in the Vale, but it's over three-quarters of the time in Kun-Lai Summit!
Jade Lungfish can be cooked alone to give to Gina Mudclaw or paired with a quintet of Striped Melons to give to Sho. If you guessed that the lungfish's pools are only in Jade Forest, you'd be correct! You'll catch it almost a fifth of the time in open inland water in Jade Forest.
Jewel Danio can be used to make Pandaren feasts and the 300 spirit food. It is only found in the Vale, whether in pools or a quarter of the time in open water.
Krasarang Paddlefish can be used to make Oven feasts and Fish Fellreed's favorite food. The paddlefish is an inland fish like the salmon and often shares the same waters. Its pools and best open water catches are in the Valley and the Wilds, though you can also catch it in open Vale water.
Redbelly Mandarin can be used to make Grill feasts and the 450 stamina food. Its pools can be found in the Vale and Jade Forest, but you won't find it in open water in the Vale. There can be pools in Townlong Steppes' few lakes, but you'll find it a quarter of the time in the lakes' open waters.
Reef Octopus can be used to make Pot feasts and Chee Chee's favorite food. Reef Octopus shares the same coastal waters for pools with Giant Mantis Shrimp, and you'll find it the same percent of the time as the shrimp.
Spinefish can't be cooked, but alchemists can use it to make Darkwater Potions with Desecrated Oil. You'll only find Spinefish in sha-touched waters, such as anywhere in inland Dread Wastes or southern Kun-Lai Summit.
Tiger Gourami is only cooked for the 300 agility food. Its pools and open water catches are found best in northern Kun-Lai Summit, though you can find some near Binan Village.




a related note, there's a quest in Marista, on the islands south of the Temple of the Red Crane in Krasarang Wilds, that allows you to Build Your Own Raft (that's the quest name). The raft is not an item, but a 60-minute buff, which you can renew by going back to Marista and clicking the assembled raft again. It's basically water walking with a 100% speed boost, as long as you stay in the zone. You can even fish while standing on the raft. If you like having your own secluded fishing spot, or if you're hopping from pool to pool fishing for Paddlefish, Shrimp, and Octopi, it's not a bad way to get around. Once you get Revered with the Anglers, you can buy your own raft to use anywhere.


I did not know about the Darkwater Potion. That is awesome.





















Cloudspirit9, Oct 1, 12 5:26 AM.

Know Your Lore: Who are the Mogu?
by Matthew Rossi Sep 30th 2012 at 4:00PM

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.
Warning - this entire post is going to be full of spoilers for Mists of Pandaria.
They are the usurped rulers of Pandaria. Even the name of the land has been stolen from them, as their slaves rose up and dragged down the most perfect empire ever seen under heaven. The mandate was tramped upon by illiterate savages, unskilled even in the arts of war, who used numbers and trickery to throw down the kingdom of those destined to rule all they surveyed. And using stolen grandeur, the slaves built a mock kingdom on the ruins of the true empire, and installed their own like children playing at adult matters.
But even after ten thousand years, the kings remember what they lost. Once, the Thunder King ruled. He saw the mantid, and drew from them inspiration. He saw the mogu, and brought to them unity through fear, and strength through unity. The Thunder King Lei Shen stretched out his hand and inspired his people to build a wonder, and the Serpent's Spine rose up. Such is the will of the Mogu. This land belonged to the Thunder King and his people once. And it will again. You will kneel to the true kings as they reclaim the mandate of destiny stolen from them by unworthy hands, or you will die. And when you die, your death will only be the beginning of your sorrow, for flesh is their plaything, and souls their tools.
So who are the mogu?
The mogu story sounds familiar if you've heard of the kaldorei, or night elves. A race of huge, brutish entities, the mogu stumbled upon the magical waters of the Vale of Eternal Blossoms and were changed forever. They grew in size, strength and also became far, far more intelligent, capable of feats of magic unlike anything seen before. So altered, they began their rise to dominance over the area today known as Pandaria, at that time still a part of the great continent of Kalimdor well before the Sundering of the original Well of Eternity.

 Now, we're left with various questions. Are the waters of the Vale of Eternal Blossoms related to those of the Well of Eternity? What were the mogu before they became advanced by the waters? Do any of the precursor people who were so changed by the waters still exist? How long did the mogu rule before the pandaren uprising, and how close to the Sundering was that uprising, exactly? Why do the mogu seem to have an alliance of sorts with the ancient Zandalari trolls? We do know that the Zandalari alliance with the mogu was strong enough that the trolls assisted the mogu during the pandaren revolt, and in so doing were driven out of the lands the pandaren claimed when they built their own empire. Still, Zandalari trolls remained allies to the mogu even to the present day.

You will know them by their works

 We know that mogu warlords, such as the first mogu Emperor Lei Shen, ruled for untold thousands of years. Their works dot the continent, vast and enduring such as the titanic statues of mogu with crossed weapons that dominate the Vale of Eternal Blossoms. Lei Shen's rise to power was littered with the corpses of his enemies, and apparently began with his discovery of some sort of artifact, perhaps of Titanic origins. (This would dovetail nicely with the idea that the waters of the Vale of Eternal Blessings 'evolved' the mogu into their current state.) Whatever this device or artifact was, it may have been involved in the Titans' destruction of Y'Shaarj, the god of the mantid. It is whispered that Lei Shen had the Mogu'shan Vaults constructed to hide this great secret, the power that made him ruler of all mogu. Lei Shen is known to have taken the inspiration for the first empire of the mogu from observation of the nearby mantid people. Being as intelligent as he was powerful, Lei Shen used his people's distrust and suspicion of the Mantid and their dread master to good effect, marshaling their fears to inspire the creation of a vast wall that sealed the mantid away from mogu lands. It was this construction project, one of the greatest ever undertaken by mortals, that was the foundation upon which the empire Lei Shen left to his descendents was modeled upon. When he died, Lei Shen's helmet was taken to the Guo-Lai Halls while his body laid to rest in the Tomb of Conquerors atop Kun-Lai Summit, because of the unique mogu approach to life and death, flesh and spirit.

Death doesn't matter when life is your tool
To the mogu, death is seen as trivial, and the bodies of the dead are raw material that can be altered and restored through mogu magics. The mogu did not have magical professions we recognize today - no mages or warlocks or priests, for example - but instead their magical power, gained from their exposure to the waters of the Vale, gave them insight into how the flesh and the spirit coexist. The mogu could alter flesh, warp its shape, even transform it from flesh to unliving stone.
If you just said "Hey, wait a minute, it's like they could do the exact opposite of the Curse of Flesh" then you're exactly right. Whether it came from their study of Titan artifacts or their expose to the poten magic of the Vale's waters, the mogu could turn flesh to stone, and back again, or take unliving stone and infuse it with life and spirit, making it live in a manner far superior to the crude golems we know of in other parts of Azeroth. To the mogu, the dead were simply dormant, and could be brought back to life in various ways. Both the saurok and grummle were created by mogu fleshcrafting, and the stoneborn servants of the mogu were made by infusing unliving jade and other materials with life. Mogu spirits can be infused into unliving clay and reborn as terracotta statues as well.

How the mogu fell, how the pandaren rose
Despite their physical and mental gifts, their terrible magic, and their vast empire, the mogu grew complacent after Lei Shen's death. Cruel and petty kings like Emperor Dojan II would squander power oppressing their own subjects, fighting rebellious saurok driven against their creators by their rapacity and greed, and the mogu way of rulership based entirely on personal might and repression made them few allies aside from the Zandalari. After the saurok rebelled, the pandaren were left as the main slave people of the empire, and they greatly outnumbered their putative masters. The mogu responded to this by decreeing that no pandaren could learn to use or bear arms and then fell back into their games of assassination and dominance, each petty warlord and trivial king seeing himself as master of all he surveyed.
 The mogu were blind to the qualities of those under their rule. They saw the Serpent's Spine as the solution to the mantid problem, the saurok who hadn't fled to Krasarang had their souls torn out of their bodies for their disobedience, and the pandaren were incapable of fighting them without weapons. The saurok had been created as warriors, trained with weapons, and they had failed to do more than assassinate an emperor and plunder a few tombs. What could the unarmed, untrained, agreeably pliant pandaren do against the relentless might of the mogu?
This fatal undervaluing of their subjects led to the end of the Mogu'shan Empire. The pandaren were everything the mogu were not - patient, compassionate, socially oriented, and capable of cooperating among each other. The mogu waged war on each other as incessantly as they oppressed everyone else. It never occured to them that the pandaren could learn to fight without weapons, using their bodies as their means of warfare. They didn't expect pandaren courage, or pandaren armies working together to defy their masters. And so, the pandaren drove the mogu inexorably from their seats of power until only a few lost fastnesses were left to them, and the land entire was ruled by the unarmed slaves that could not possibly pose a threat to the mighty twisters of flesh, engineers of souls.
The king rises in thunder
Yet not all is lost for the mogu. Xin the Weaponmaster, the current king of the mogu (who have bided their time over the thousands upon thousands of years since their defeat) has begun the process of uniting his people. Yet it is not Xin who is the most dangerous force galvanizing the mogu. Zandalari agents have recovered the body of Lei Shen the Thunder King, and it's whispered that the first emperor of the mogu walks the world again. If so, the mogu finally have a leader capable of bringing unity through fear again, the one who built the Serpent's Spine, whose will left the monuments that dot the face of modern Pandaria.
The mogu rise. Can they be stopped, or will the Mogu'shan Empire conquer the usurpers and restore the mandate of destiny?

How to make gold on WOW

Cloudspirit9, Sep 27, 12 3:39 AM.

WOW Insiders
Gold Capped:
Six tips to make gold in the first month of MoP
by Basil Berntsen Sep 26th 2012 at 8:00PM

Every week, WoW Insider brings you Gold Capped, in which Basil "Euripides" Berntsen and Fox Van Allen aim to show you how to make money on the Auction House. Check out Basil's re-reboot of Call To Auction, and email Basil with your questions, comments, or hate mail!
Every new expansion brings with it two things: more ways to make gold, and more ways to spend it. Making gold can be a very rewarding and engaging way to play the game on its own, but it's not for everyone. Here are a few tips that can help anyone make gold in the first few weeks of an expansion.
Pay later
A huge part of how much gold you have is actually how much you spend. Most people neglect this part of the equation, allowing their subconscious to choose when to splurge. A very simple way to have more money to spend on even more cool stuff is to avoid buying something until you absolutely need it.
For example, if you decide to powerlevel that engineer or leatherworker, you have a choice: either pay now, or choose to wait a few weeks and level your profession when the mats go down in price. The only difference is the order you do things in, but waiting will save you thousands of gold in materials.
Spend less
Another hugely under-appreciated tip is to watch where you spend your gold. I'm not here to tell you what to spend your money on, but focusing your buying power to achieve a bigger bang for your buck can involve forgoing things.
For example: let's say you want to collect combat mini-pets, mounts, level professions, and get into end-game PvE crafted gear. On a fixed budget, you may only be able to really do one of these things well. If you just spend your money as you get it on whatever you see first (without prioritizing), you'll feel like you did less than if you prioritized your goals and focused your attention and money on one. Maybe one that will help you achieve the other goals: leveling and reselling Minipets is expected to be a very good money-maker that you could use to subsidize, for example, raiding gear or crafting professions.
Farmed materials are worth way more in the beginning of an expansion than after a few weeks. If you have a miner, skinner, herbalist, or fisher, you'll be able to make as much money as you want with surprisingly little work for the first few weeks. Everyone will be needing gathered goods in massive quantity while they level their crafting professions, and even though a lot of people will be farming for themselves, there will be a huge amount of demand on the AH.
The trick is to find a price where everything you list gets sold in 48 hours. This price should not be the lowest price on the AH; in fact, you probably want to overcut instead of undercutting. Pick a price where you're lower than any really large batches posted, and ignore the really low auctions. They'll get bought out immediately. In fact, one perfectly legitimate plan I've seen work is to post all your stock at a very high price -- like 50% above average, and simply wait for someone vying for a realm first achievement or something to come in and clean out the AH.
If you have a crafting profession, resist the urge to farm for yourself. You will do well to completely separate the decision to farm from the decision to use farmed goods. If you decide to use herbs, ore, leather, or fish in the first month on your professions, remember that even if you farmed it yourself, you could have sold it for a lot of gold, which means it essentially "cost" you what you could have sold it for.
Think of it this way: you can farm 30 stacks of leather on week one and use it to level your leatherworker part-way to the new cap. Or you could sell those stacks, hold the gold for 4 weeks, and buy 50, maybe even 100 stacks with it once the price goes down. There's a huge incentive for you to farm early and craft later.
Actually play
Getting from level 80 to level 85 made me almost 10k gold, without touching the AH. Quest rewards, vendoring trash, selling cloth on the AH, and disenchanting or vendoring unused quest reqards played a huge part of that. Playing the game is something that generates a lot of gold, and since all these sources are inflated every expansion, you can expect even larger sums getting to 90. Many people don't notice these gains because they spend it as fast as they earn it, but it's there.
Additionally, playing the game will generate Spirits of Harmony, which can be used for personal profit by granting additional profession cooldowns or materials once you do get a crafting profession maxed. These items are random drops from killing things, and are not tradable.
Actually farm
The Tillers are a new faction that will allow you to keep your own little farm that you can collect goodies from. One of the plants you can plant is the Songbell Seed, which will allow you to harvest a Mote of Harmony (a ninth of a Spirit of Harmony) a day from it. If you have the means to turn those motes into gold with a max level crafting profession, 16 motes a day at exalted (with The Tillers) will be a significant amount of gold.
Rep up
You should start doing reputation building activities as soon as possible, because most of the really awesome stuff players can craft is going to be sold by faction vendors to players with a high reputation. â– Klaxxi reputation is good for blacksmiths
1.Golden Lotus reputation is good for tailors and leatherworkers
2.August Celestials reputation is good for tailors (for a bag) and enchanters

Interview with Cory Stockton about Pandria

Cloudspirit9, Sep 22, 12 4:18 PM.

Posted by Blizzard Entertainment

Mists of Pandaria Interview With Cory Stockton
 We recently had the chance to speak with Cory

Stockton (lead content designer) about upcoming

content in Mists of Pandaria. A very short summary is

below, but you should read or watch the entire thing!

Q: Mists of Pandaria is releasing in a few days, how

do you feel about the expansion and what are you the

most excited about?

A: We are super stoked! All of us have a vibe that this

is going to be super awesome. I think for a lot of us it

brings back a vibe of what Northrend felt like. There

is a lot of anticipation and a ton of content in the

game that people didn't get to see in beta. There are

so many little things that I think people are going to

be hyped about, so we have a really good vibe about

it. It feels great to have a continent again. One

continent that we can talk about, something we were

missing in Cataclysm and it feels great to have it


Q: It was mentioned a couple of times that the

objective was to release patches faster for this

expansion, does it mean smaller patches and a better

organization of content to keep players busy? What

can we expect from Patch 5.1 and 5.2 for example?
A: We want to deliver patches as quickly as possible,

but every patch can't be a gigantic 4.3 type patch. We

still want to be able to deliver something to players

as quickly as possible. We are looking at a method

where we can deliver a patch that might have a set of

daily quests, scenarios, and some new content very

quickly while at the same time the entire team is

working on a raid patch. A little bit of time after that

the raid patch would come out, and we would

continue with another patch that had some scenarios,

daily quests, a battleground and then that would be

followed in that same space of time by another raid

patch. The idea being that we are always updating the

content for players and we would create spaces in

between patches that allow for players to consume

the amount of content coming in the raid patches.

Releasing a raid and then releasing another patch two

months later doesn't make a lot of sense. It doesn't

give people enough time to actually be able to

experience everything there is in a raid. There is a

minimum time frame that you need but we are

already working like crazy on Patch 5.1 and 5.2.

Those patches are already far along in progress.
As far as what you will be seeing, Patch 5.1 will

continue the Alliance and Horde conflict, which we

are really going to push home. Alliance and Horde

are going to land on the shores of Pandaria and

transform the area they land in. There will be a

number of daily quests and scenarios to go with it.

That is what we are planning, obviously it is still in

progress, but we want to get that out to players very


Q: With the war between the Horde and Alliance as

the main focus of the expansion, will it affect

upcoming PvE content in any way? Is it possible to

see faction specific bosses for dungeons and even

possibly raids?
A: Faction specific bosses is something we have

talked about a bunch. The main issue about that is

that it means that everyone gets less. If we make four

faction specific bosses, everyone only will see two. So

that is what we are trying to fight against. What we

are looking at doing in the patch is adding faction

specific scenarios. Each faction would get their own

scenario and possibly some shared objectives. They

wouldn't be the exact same, but they would be

similar, using different characters and things like

that. So that is one thing we are looking to do on that

end. For raiding, we probably are not going see that

because of the amount of time we spend on a raid

boss means we want everyone to see it.

Q: Why are Alliance and Horde trying to take over


A: As far as affecting the world, the general concept

of why we are going to Pandaria is the Alliance vs

Horde fight. Garrosh wants to claim it as his own and

paint it red, whereas Varian initially is going to save

his son. Once he finds out that Garrosh wants in

Pandaria, Varian realizes that he can't let him have it,

so that conflict erupts. That is what plays out through

the entire patch cycle. You are definitely going to see

an impact on Pandaria in Patch 5.1 when it changes

some of the landscape. We have a lot of story to tell in

the launch about what Pandaria is, what its history is,

and giving players a chance to absorb all of that.

Then we will be continuing with the Alliance vs Horde


Q: Will we see any changes to the world outside of

Pandaria other than Theramore and possibly the

Orgrimmar raid? Is the war going to affect the

Eastern Kingdoms and Kalimdor too?
A: There is a possibility that in a later patch you could

see something that could happen to possibly set up

what is going to happen in Orgrimmar. Orgrimmar is

in a final raid with Garrosh that we have talked about.

Obviously you will see changes to Orgrimmar, but

we are talking about possibly doing something before

that to set it up, so that when it happens it doesn't feel

like something that hit you by surprise. The majority

of what you are going to see is focused on Pandaria

though. Anything that you see that might reference

the existing world will probably come through

scenarios, which is a great way for us to use


Q: The challenge armor sets introduced new visual

procs on armors for all classes, is this something we

can expect to see regularly? Is there any plan to

update the challenge armor sets or include new

rewards after the first set of dungeons and raids?
A: Possibly. It is the first time we have ever done

armor sets that don't have stats on them which are

made just for transmogrification. The concept behind

those is that if someone sees you in a set of challenge

mode gear, they know that you are a badass and you

are able to do the hardest five man content that we

could create. That is before you even get into the

leaderboards for servers and guilds. Players are

going to be able to get lower times on the leaderboard

than you would need just to earn the armor. We are

going to have to see how it plays out. We put a lot of

time and effort into those sets. If you aren't giving

people item levels, you have to give them something,

which is where coming up with the spell effects came

from. The effects are linked to animations, so when

you play the animation you will see them. It is

something new for us, so we will have to see the

reaction and see how it plays out. If they are popular

and challenge modes end up being something where

we do seasons, then you could totally expect to see

something similar to what we have done with other

stuff where we create a new set of gear for each

season. I think it is too early to tell, but it is

something we are definitely hoping happens. We are

pretty stoked on the whole challenge mode concept.
Q: Regarding tier sets, some classes have only one

set of tier gear, while others have multiple sets

tailored to each of their specs. Have you ever

considered making one set for each class that would

have it's stats and set bonuses change based off of the

players spec?
A: We talked about that a little bit, but it has mostly

come down to who we felt needed that specifically

and if it felt like they were at a disadvantage if they

didn't get that. In general, we are trying not to change

stats dynamically because it creates confusion for

players more than anything in the long run. That is

something you will see minimized going into the

future, but in certain cases we feel like we need it

because of where the classes are and the way their

specs fit together. In general that is something we

want to minimize though.
Q: Have you thought about adding raid quests that do

not involve a legendary item? Something like the

Champion of Naaru and Hand of A'dal quest chains

that could reward a title or transmogrification gear?
A: That idea has totally come up. In Icecrown we did

the weekly raid quests, which was a tiptoe into doing

questing within raids. That was a little different

because it was randomized. Every time you went in

there was a different thing for you to do and the

rewards were completely different. In general we

liked some of the concepts from how that worked, and

that is what sparked the conversation, especially with

transmogrification. It gives us a whole new set of

rewards. That is a really cool idea and something that

we can hopefully expand upon. We have a history of

trying questing in raiding before, so it is definitely

something we could look at again.

Q: Any plans on making secondary professions

account wide? Not making primary professions

account wide makes sense, but Fishing and Cooking

are tedious to level on all characters and don't

provide any powerful character specific rewards like

primary professions.
A: That is a really awesome idea. I think you

probably have seen us doing things going towards

that. If you look at Fishing, we moved Nat Pagle out

to Pandaria and he is using one of our new friendship

reputation systems. If you become friends with him,

he will sell you Nat's Fishing Journal, which will

teach Fishing skill to your alts. You can buy multiple

journals and teach them Fishing all of the way up to

300 or 450, I think it is 450 (The tooltip says 600). If

you have one fisherman, you can use that fisherman

in Pandaria to buy the book and hand it to other alts to

level up.

We have a very similar thing with cooking with

catchup mechanisms. If you have one character that

has high level Pandaria cooking, you can buy recipe

books to hand down to lower level characters to raise

their skill quickly. You are seeing what you are

talking about already. We haven't paid a lot of

attention to First Aid; there isn't a ton of gameplay in

First Aid to expand upon, but that general core

philosophy is something that you can see in some of

the things that we are already doing.

Q: The character selection screen now features

different sets of armor on each class. Most of them

look like high-resolution version of old gear. Does it

mean Blizzard is planning to go back to improve

older sets of armor now that transmogrification is in

A: They are definitely based on what we felt were

player's favorite original sets. It's actually

interesting, a lot of what we based the sets on is what

characters are wearing in the original WoW

cinematic. The hunter set is based on what the dwarf

was wearing when he shoots the gun and sends his

bear out in front of Ironforge. The idea is when you

see that, you get the iconic look of this is what my

class will be. From that, we tasked all new art. To the

eye it might look like they are higher res versions,

but they are definitely all brand new art. They aren't a

texture that is higher res; we had them made

completely new. As far as bringing back other sets, it

depends on if things are popular. If it something that

players want and we have a cool way to give it out as

a reward, we are definitely going to do it. A question

we have seen often is, "Am I going to be able to get

those sets that are in the previews". Currently the

sets aren't available in game, but when we made

them we designed them to be actual armor, so it is

just a matter of us finding a cool spot to give those out

and we certainly could.

Q: Are there any plans to let players use other unused

and no longer available color variations of gear

through transmogrification? When will there be any

updates to the transmogrification system?
A: Transmogrification is it's whole entire thing, it's

awesome. We held out so long on doing a feature like

this and we actually didn't know what the reaction

would be. We had a lot of reservations about it, but we

loved the concept behind it. That is why you see

transmogrification limited; we don't want certain

parts of WoW to look ridiculous. We don't want you to

turn your sword into a 17 Pound Catfish and run

around with it. There are limitations on that kind of

thing, but we are seeing how popular

transmogrification is and how some of our limitations

are getting in the way of things that would offer more

customization. Maybe changing colors or things like

that to let players feel more unique is something we

are totally open to. Now that we have wrapped up our

work on the Mists of Pandaria launch we can start to

look at some of our existing features and look for

ways that we can offer that customization. In general

the answer is yes, we want to do more of that, but we

still want to be careful to make sure that WoW doesn't

come off looking ridiculous through things that we

have allowed people to do through

transmogrification. We are super stoked about how

popular the feature is and have been blown away by

the popularity. It is the reward structure for

Challenge Modes, so clearly it has become

something big.

Q: Is there any plan to add other sources of

transmogrification gear in Raids, PvP, or even daily

A: Yes, for sure. I don't think we can share those right

now, but we definitely want to give out more

transmogrification gear in other ways. It can't be a

floodgate though. We want to do it in ways that makes

it feel awesome to get the gear. Challenge modes are

a great example of how we can get that gear out and

let people use it in a way that means something.
Another example would be not leaving old PvP gear in

when we added the transmogrification system. We

didn't want people to have easy access to the gear

from the original PvP honor system, because we felt

like that gear looks great and is meaningful, so we

want to find another way for players to get it. It is

definitely something we want to do and something

you will probably see us doing throughout the


Q: Have you given any thought to making old raids

available with normalized gear and stats, similar to

Challenge Modes? This would make old content more

fun and relevant again. Maybe even with LFR to

make it easier to find groups.
A: That has come up a number of times, but it always

comes up against the battle of "Do we want to spend

time turning Blackwing Lair into a LFR and offering

gear, or do we want to create six new raid bosses for

the next patch?". That is always what it comes down

to; everything comes at a cost of content. We can't

just take Blackwing Lair and throw it in the LFR

system. We would have to redo the majority of the

fights. Going back and changing something is

sometimes much more difficult than starting from

scratch. It doesn't mean that you won't ever see it, but

if we ever did something like that it would be along

the lines of what you see with out classic heroics. We

tiptoed into that by doing Deadmines and

Shadowfang; they have been very popular. We had an

awesome response to Scholomance and Scarlet

Monastery, but we have only done four of them in the

five years since we introduced that concept. If we did

something like that, it would be in a similar way. You

would see a whole new raid which is accompanied by

something old and smaller. It is definitely an idea

that we like.

Q: Moving from realms to realms is getting cost

prohibitive for players now that a lot of them have a

lot of alts. Are there any plans to allow a one-time

transfer of all characters from one realm to another at

a lower price?
A: I wouldn't be the person to answer that question, so

I don't really know. When we offer new pricing and

new features that involve real world money the

designers generally aren't too up to date on that. I see

the idea though. When guild transfers happened that

was because a lot of us were moving our entire guilds

and it seemed that there was an easier way to do it,

Within the team we were moving. We have the ability

here to move a number of people and that seemed

like something players would want, so that is how

that turned in to a paid feature. It is probably

something that falls along those same lines.

Q: Is there anyone already working on the next

expansion at Blizzard?
A: Yes. 100%. We are already working on new stuff.

As long as players love the game, are invested, and

are going to keep playing, we are going to continue to

make expansions.




WOW Lore

Cloudspirit9, Sep 10, 12 5:36 AM.

Know Your Lore: Of Elune, naaru, and night elves
by Anne Stickney Sep 9th 2012 at 4:00PM

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how, but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

 Before we begin, I feel I should point out that the screenshot above is one that I created for the purposes of an article I wrote detailing the possible wind-chime origins of everyone's favorite kaldorei deity. It was not real then, and it is no more real now, over two years later. That article pointed out the possible correlations between the goddess Elune, the holy Light, An'she, and what might have been naaru intervention instead of divine, as the night elves would have everyone believe.

 And while it connected a lot of dots, it was not true. It was simple theory and speculation. However, recent Ask a Cdev answers have once again brought the question of Elune's origins into play, and player reaction has been less than enthusiastic about the supposed confirmation. Most complain that making Elune a mere naaru is basically homogenizing night elf culture and history, something that plenty of players are apparently really passionate about.

 To which I say two words: don't panic.

Ask Creative Development II
The Ask Creative Development threads give players the opportunity to get lore questions answered. Everything from the creation of the universe to the specific lore points of particular classes has been addressed in prior threads. Thousands of questions are submitted, and out of those thousands, a handful are chosen to be answered. But the answers may or may not be guaranteed information -- sometimes they are simply hints or answers that aren't answers at all.
I discussed this the last time we saw an Ask Creative Development thread, and pointed out the various types of answers we see. The last type of answer was what I like to call "deliberate obscurity," in which a question isn't really answered directly, it's just shuffled to the side. In Ask Creative Development II, someone asked if Elune was a naaru. The response was delightfully unclear, yet wholly appropriate.



Q: Is Elune a naaru?

 A: During a recent visit to Darnassus by Velen, he explained that the kaldorei's description of Elune, as well as the demonstrated powers of the goddess, matched his experiences with powerful naaru. He began to offer advice regarding how to commune with powerful naaru, but Tyrande thanked him for his opinion, then cordially requested that he refrain from making such outlandish claims when in Darnassus or in the presence of Elune's priesthood.

This wasn't a clear answer at all. All it pointed out was that the night elves had no interest what so ever in pursuing Velen's theory. In fact, the idea of Elune's origins being tied to the naaru is something that could be considered downright offensive to the majority of kaldorei culture. I suspect one would get the same kind of icy-yet-cordial reaction if one were to speak to a devout Catholic friend and politely suggest that God is a delicious croissant.
Belief systems and structure are one of those things that have been present on Azeroth for thousands upon thousands of years. Having an alien from another world point out what may be a logically sound explanation for a treasured deity is not really anything the natives of that world are about to take seriously, regardless of whether or not it is true. And in their answer, the Creative Development team neither confirmed or denied the original question -- but they did subtly point out that regardless of Elune's origins, it wouldn't really do anything to sway night elf culture in a substantial fashion.


Ask Creative Development III
With Ask Creative Development III, the question itself was brought up again, albeit in a slightly different fashion. And the answer once again has players in an uproar over the implications.



Q: What is Elune? Is she tied to any other beings (Naaru, Titans, Loa, Elementals, An'she, etc.) in the setting's cosmology?

 A: See the final answer in Ask Creative Development, Round 2. Velen has been a prophet of the naaru for many thousands of years, and it's unlikely that he would propose such a theory without significant evidence and consideration.

This is a slightly less obscure answer, which may be why people are in such an uproar. By confirming that Velen would be unlikely to suggest a theory like that without significant evidence, players assume that this means an absolute confirmation that Elune is without a doubt a naaru, no further questions needed. Except that once again, this isn't a real answer at all.
Velen may not suggest theories like this without significant evidence and consideration, but even with all the evidence, even with all the consideration, even with all the dots lined up, there is still one thing we are forgetting. Sometimes, Velen is wrong. No being in the Warcraft universe is exempt from the possibility of just being incorrect about something, not even the Prophet. Even the origins of the draenei proved that the assumptions made about Sargeras' corruption were wrong.
Just as we did with Ask Creative Development II, we need to look at this answer as something that is essentially a non-answer. Velen might be right or he might be wrong. But the fact of the matter is that the kaldorei are not interested nor are they willing to try and untangle the puzzle of Elune's origins, divine or otherwise. That unwillingness means that regardless of Elune's origins, it's not really something that is going to come into play in game at any point in the near future. It's just not a factor to the overall story of WoW at the moment, and who knows if it will ever be?


Further evidence
It doesn't mean that we need to dismiss the theory outright, either. The naaru are fascinating largely because we know little to nothing about them. We don't know where they came from, we don't know what they're made of, we don't know whether or not they really are out for universal harmony and good as they claim. We also know very little about Elune other than the few tales told by night elves -- but there has been some evidence that Elune is alive and well in Cataclysm.
In the Ashenvale quest A Trip to the Moonwell, Alliance players must take Elune's Tear to the Moonwell of Purity and cleanse it. After doing so, something interesting happens -- the player is bathed in light, and a voice speaks to them.
You seek to cure a child, but know that all things come at a cost. To the east lies Raynewood Tower. Standing outside the tower, next to my moonwell, is one who has fallen into corruption.
 Just in case you were wanting confirmation on the origin of that voice, if you abandon the next step in the chain, He Who Would Be Forgiven, and return to Ashenvale to speak to Pelturas Whitemoon, he will give you the next step in the chain. But he will also confirm outright that you were speaking to none other than Elune.
The voice of the goddess spoke to you at the moonwell, . The cure for Relara lies to the east at Raynewood Tower. The one who has fallen into corruption.
 Take a long, hard look at that description of Elune's voice. Now think of every naaru you've ever spoken to. Both have one thing in common -- an ability to bring a perfect sense of peace, calm and contentment to those they choose to speak to. In addition, Elune uses her powers to save a satyr from death and return him to kaldorei form, something that sounds like an awfully naaru thing to do.
This quest is evidence. The article I wrote is evidence. The lone piece of black and white official art we have of Elune -- Elune's crown, so similar to naaru architecture. It's all evidence. We have all the evidence in the world needed to point to the fact that Elune is a naaru, and it's more than enough for an ancient, wise draenei like Velen to suggest that Elune might very well be.
However, evidence does not equal proof. And until Elune deigns to show us once and for all exactly what she is, we don't have any proof. All we have is evidence, and a neat correlation to play with.


Quelling objection
But let's look at the main objection to the naaru theory -- the thought that making her a naaru homogenizes night elf culture. That's something that simply isn't true. As it has been pointed out, the night elves are not interested in pursuing whatever crazy theories Velen happens to have. Their culture is steeped in thousands of years of beliefs, and one draenei pointing out that their deity isn't really a deity isn't about to sway those beliefs.
Regardless of whether or not Elune is a naaru, it will not change anything that has happened before. It will not change whatever miraculous acts she may have performed over the course of history, and it will not change how the kaldorei view their goddess. To the kaldorei, Elune is simply Elune, beloved and treasured. If Elune turns out to be a naaru, that is not going to change their beliefs or their devotion one whit.
We know nothing of the naaru. For all we know, they could be gods of a sort -- gods on a level that we cannot fathom. They are not any less extraordinary simply because they speak and make themselves known to the draenei and others. They appeared from nowhere and proceeded to save an entire chunk of draenei civilization out of benevolence and kindness, with no real reason to do so.
We don't know the extent of their powers, but we do know that the death of a naaru is a very rare thing indeed. They can be killed, but it takes unusual circumstances to do so. They are as immortal as the draenei themselves -- they age, but they rarely ever die. They can be killed, but it is highly unlikely you'll ever see that come to pass. The fact that two naaru died over the course of Burning Crusade was an anomaly, one that was pointed out in the first Ask a CDev.
That said, there is something to be said about keeping massive stories tidy.


Loose ends
WoW is a massive story that spans thousands of years, has countless defined characters all with their own stories, has countless races with their own histories and cultures, and has a timeline that is slightly more convoluted than Nozdormu's everyday thought patterns. Think of it as a giant tapestry that is continually being woven, and it won't end until the final day when there are no more expansions and there is no more story to tell.
But within that tapestry there are patterns and connecting threads ... and then there are the loose threads that stick out. Threads like what exactly happened to Gallywix and why he hasn't been removed. Or what happened to Koltira. Or why the humans worship the Light as a belief, but don't really have a deity to speak of. Or why the Titans left the world behind and haven't shown an ounce of interest in it since.
Or why, in this mangled, beautiful mess of a universe, there is exactly one society that has a singular god, and why that god has chosen to ignore every other race on the planet in favor of one of its own creation.
These little threads here and there may be interesting, but they are also distracting from the main story. Eventually, these threads have to be woven back into that story, or we're just going to end up with a jumbled mess of events that makes no rational sense. We're going to end up with a lot of loose ends and no real resolution to any of them. While WoW is not a story in a traditional published book sense, it's still a story -- and it needs to be treated as such to keep it a cohesive and enjoyable game, from a lore standpoint.

Does this mean Elune has to be a naaru? No. Does it mean it will be all right if she is? Yes. The people behind WoW's story have been writing it for a very, very long time. Do you really think they're going to deliberately wreck something that they've got so much time invested in? Something that so many people love?
That's what makes Warcraft so unique. It was an RTS game that suddenly got an injection of story, and that story made it beloved. It's that story that causes people to get so passionate about things like lore, and without that story, the passion would simply be absent. It's that story that ultimately makes us care, that makes us delighted or upset.
Blizzard's development team is well aware of this. They're reminded of it every time they have an Ask Creative Development thread. They're reminded at every lore panel, on the forums, on Twitter. They can't help but be aware of it. What we as players have to realize is that while we love that story the writers have given us, they love it just as much, if not more so than we do. And they aren't about to ruin something so many people treasure.

While you don't need to have played the previous Warcraft games to enjoy World of Warcraft, a little history goes a long way toward making the game a lot more fun. Dig into even more of the lore and history behind the World of Warcraft in WoW Insider's Guide to Warcraft Lore.



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