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Just a buy cheap wow gold transactions

1 What numbers need to use coins to trade on what number.Some of the guests pretending smart, get with the need to use large G trumpet different account to trade, and then traded to use large G G ‘s.In fact, more than an increase in the trading process, will only increase the risk of abnormal game data.

2 Do not talk about the game trading gold, trading gold like the topic.When GM found you need to change the gold anomalies, it is possible to call up a chat, so in the game to talk about trading in G will greatly increase the risk.When trading, you can pretend to be a friend, talk among those speaking friends, greetings and the like, should not say : I bought G ‘s, the next time I find you to buy that kind of thing.

3 After the union deal, if there is no particular reason, please do not withdraw immediately, in order to stay a day or two in the trade unions is appropriate.

4 After the transaction, the different roles coins can then flow under the same account, but please do not frequent transactions with other accounts of the role, this will increase the risk of being sealed.

5 Make the same day that you try not to buy cheap wow gold in different websites. If you are on other sites blocked because of illegal gold coins to buy, because the related transactions will make the role is also Feng Ting.

Golden Lotus Reputation Guide of WoW I

The Golden Lotus is a new faction in the mists of Pandaria extension. Who are they, how do you want to earn reputation with them, and perhaps most importantly, what awards have for you? All this and more is contained in this guide to the Golde Lotus faction.The Lotus Or is a faction whos main purpose is to try to deal with the Mogu threat that has arisen. They are looking for information on the reasons for the threat arose at all, and what they can do to resolve this issue once and for all. This is where you come because they need help to find a solution to the problem.You Mogu begins enter the Pandaren faction mysterious after level 87 and traveled across the top Kun-Lai. You learn of their existence and start a few minor quests. You will then not really learn much more about them until you reach level 90 and can begin to complete their quests.
The Golden Lotus scenario played during your quests in the Valley of the area eternal flowers. While most of the quests will be daily quests that you can do every day to gain his reputation there are also the key scenario quests that can be completed wow gold sale . These quests are usually a time quests that help advance your understanding of what is happening, and you guide to the next part of the story.
These quests start at level 87 Kun Lai Summit with the quests in a heavenly experience, witness to history, in the Valley, and the sanctuary of the seven stars or the sanctuary of Two Moons. From this point, you can not do something else until you reach 90.Once level you are level 90 and have the ability to purchase flight, you can return to the Valley and take the quest of the ruins of Guo Lai and complete. From there, you should complete finish with the Scouts, locking except killing the Quilen and stones of power. This leads to leave and turned the gold pagoda in opening. Once completed, you will have access to daily quests there.
When you get to the honour you will be given the quest the secrets of Guo Lai – what you have to learn more about the Mogu and Guo – Lai room. In addition to learn more, you are also rewarded by a 440 ring iLevel.When you reach revered you are sent into a series of quest to collect the battle bar battle spear and axe of Thunder King. Once you collect the three items you will be given an iLevel 463 chest piece. There are 9 different boxes to choose from so there is one for everyone.When and if you finally reached exalted, you will be rewarded with access to the quest that will take you to confront Zhao Jin – the Reaper on the quest for the final power. Once you have defeated, you will receive your choice of an epic iLevel 489 piece of the neck, which there are 5 different to choose from. In addition, you will earn implementation eternally in the Valley.
While you are doing reputation gain through quests offered time measurement as you progress through them, there is no way to advance significantly without doing the daily quests buy wow gold us . As such, there are many quests different platforms and quests that can be completed to gain reputation with the faction Golden Lotus. Remember thought that before access to, you will need to complete the initial quests thread of the story, as described above. Once this is done, you will be able to work on the acquisition of reputation with Clan Golden Lotus by completing daily quests described here. 

Guide Easier to Defeat Enemies

The acquired bear at level 10 and the aquatic form at level 16, but the shape of the cat at level 20, it is when the Druid really starts to surpass themselves and even leveling becomes easier. While in the normal form of the Druid is able to run offensive or damaging spells like wrath, Moon fire, Star fire and spells of control such as entangling roots, soothe the animals and more. Truly a great character at all levels. As mentioned earlier, at level 20, the Druid receives the form of chat capacity that is really free break-point for the Druid because they will get increased speed kill, damage over time, attacks in raffle and DPS Druid capabilities.
If tanking is more your style then check the Taren who get a bonus of 5% for the total health that makes them much better as a tauten Druid tank Druid. Night is also very likely to sneak around the use of the Prowl fate that makes them effective scouts and wow gold cheap in the game. The also martial that when used properly can be very effectively stun the Druids that makes it much easier to defeat enemies. The night elf is very stealth with an increase to dodge making it very efficient to get out of the fray when the fighting gets a too small Elves rough.
The is one of a few classes of characters which in my opinion is pretty much equal when it comes to playing solo or in a group. Wow war craft alliance-horde leveling guide Druid is a very capable solo character, but at the same time and wow gold us in the game, Not only a Druid is one of the new races (Worsen), but the troll people are now available to play as a Druid well. the Druid is very beneficial to all group abilities. With change of shape can be adapted to the speed, agility, strength and tenacity. With the addition of the Cataclysm expansion pack the Druid is more limited to be a night elf or a Taren.
Depending on different circumstances. Just in case you are too new to know what is a beginner, it is simply someone who is a new incoming for else. If World of Warcraft or any that you are a beginner, these capabilities allow the Druid to be very offensive or defensive, and then welcome in the world of War craft website you’ll ever need as a beginner or a player and fast wow gold delivery in the game. As a Druid I encourage to play solo most of the time, but go ahead and teaming up with a group, if for no other reason than to enjoy the multiplayer experience online. 

Guide to Earn Achievement

If at any time you feel overwhelmed by the crowds of Ponte, there are 5 switches on walls throughout the room that will do damage to all the mobs currently upon 18th portal you’ll face Cyanogens, the final boss and the dragon in charge of the attack on the prison. If you fail, you must fight loot normally patterns across all waves, including new patterns. The heroic bosses but which have already been defeated will be replaced by crowds that will give you the reputation, not loot. On the 6th portal and the unassailable 12 a dragon will appear. The dragon will then randomly open one of the prison cells in anticipation of release of a boss in. After defeating the boss, you’ll have a little break to drink up!
This success is based largely on the chance that the bosses in the instance are random. If you can clear purple fort with no problems, then it becomes just a waiting game and cheap fast wow gold in the game. Continue to run the purple fort every chance you get and possibly (probably when you don’t expect) you will finally killing all bosses and earn this achievement. If only a single player (or two) dies, just enter the instance again and talk with Sinclair which teleport players to the Interior. Lockdown may not be placed in any boss here because it forces you to kill the entire boss inside the instance, with the exception of Cyanogens.
The boss will throw lightning bolts from time to time, has a fury attack, a rapid earth flow care chain, and can Bloodlust… All spells are interruptible Reeked. Overall, a very simple tank and spank. Giant floating eye located on the right side of the hold. This boss is primarily a tanker, with the majority of the damage out to the tank and cheap wow gold in the game. It should be noted both the radius of the pain and suffering Ray can be reflected on the boss by a warrior, which makes the fight faster and easier. All DPS should be on the boss, ignoring the Rafts. If the Rafts are killed first that it will apply the rebuff Strom strike who will do tons of damage to your tank.
The boss becomes active once more when all these elements have been put to death, or if one of the elementals to reach it. If a basic manages it, it restore part of his State of health, they should be killed quickly. Keep in mind the elemental does Aloe damage when they are killed, to gather them and kill is not a good idea. Each attack he hit will remove a load of the ecru and fast wow gold delivery in the game. Once removed Acheron will collapse and a water elementals spawn shortly. For easy prey just use the levers around the room when the RFAs are invoked. Acheron will be released with a bubble of protection with approximately 35 loads on it which must be eliminated. 

World of Warcraft (Part II)

During my initial tour of World of Warcraft, it was the game’s Associate Designer, Jeff Kaplan, who had control of the keyboard and mouse. He was using his own characters to take me around the different lands of Azeroth as he explained the ins and outs of the game’s content, item, and quest systems. Thank goodness I had my trusty digital voice recorder with me, because I’d never have been able to remember any of it. Put simply, even while Kaplan was regaling me with the wonders to come, all I wanted to do was get my hands on the game and actually play.

Finally, an hour into our discussion, Kaplan moved out of the way and said those magic words, “Are you ready to play?” I believe I broke a land speed record getting my butt into the chair, as did our own Managing Editor, John Keefer – better known as Warrior. Kaplan restarted the game with a new account and walked me through the character set up process. At this writing, the team is currently stress testing the undead, loading the servers with up to 400 players using undead content at the same time. So far, according to Kaplan, the test has gone remarkably well from both a stability and gameplay point of view.
That, however, meant that I would only be able to create an undead character. That was no problem for me, as it was what I would have picked regardless. I clicked my way through the character selection screen, eventually settling on an undead mage named (what else?) “Delsyn.” The game’s character selection screen allows some level of customization. Players can choose hair and skin colors, hair (or horn) styles, and can select from a large number of different faces. This was actually rather disappointing. I told Kaplan that I felt like there just weren’t enough character customization options; at the least, I should be able to tweak the design of my face. Kaplan said that that was the most common complaint about the game so far and the team was looking into adding new features.
Still, I wasn’t going to dwell on it. According to Kaplan, once you get in the game, World of Warcraft does have a number of cosmetic items that players can use to distinguish themselves. They range from guild tabards to armor, weapons and clothing that are functionally identical but visually different. I eventually settled on an appearance, as did the esteemed Warrior, playing a female undead priest named …”Puspuss” (aargh!). I apologized to Blizzard for my colleague and started up the game.

All undead characters begin in a tomb in the small town of Tirisifal Glades. The town, like many of the above-ground undead cities, is actually a ruin, a relic of the now-destroyed human nation of Lordaeron. When my companion and I ran out of the tomb, we were confronted by another walking corpse named Mordo who informed us that we were now members of the Forsaken — self-willed undead who are struggling for their freedom against the Lich King. He also offered me my first mission: explore the town a bit and find the Shadow Priest Sarvis, who would explain to me what was going on.
Sarvis wasn’t that hard to find — the town’s not that big. Besides, where else would you expect to find a zombie priest but in the ruins of a temple? When I reached him, Sarvis explained that Tirisifal Glade was under a constant state of low-level siege by Mindless Ones — basically some of the Lich King’s cannon fodder. He offered me a new mission: kill 10 of the Mindless Ones for a fee of 10 copper pieces. I accepted.

While I moved toward the crude fortifications I spoke with a few other NPCs in the town. It wasn’t hard to figure out which ones had missions — they were the ones with a gold exclamation point over their heads. Characters with a gold question mark were those who had business with me (usually to complete a quest), and a silver exclamation point meant that they would have a mission for me when I had gained some experience. On my way I acquired two more missions, a mage asked me to get her three bat wings and four scavenger paws for a spell she was working on, and the local garrison commander asked me to help clear a local gold mine of night spiders so the Forsaken could get it working again. 

World of Warcraft (Part I)

Blizzard is a really difficult company to find. It sits in an unremarkable office park in a bland Southern California suburb and doesn’t even have a sign on the front door to help you find it. It isn’t until you get inside and see the enormous Warcraft III banners, statues of orcs and humans, and see the huge notebook full of fan mail in the reception area that you understand why. Blizzard is a company that focuses inward. It’s not terribly interested in fancy trappings, showing off its talents, or putting on a show for the public — Blizzard’s games speak for themselves. And its latest, the hotly anticipated MMO, World of Warcraft, looks like it’s going to speak volumes.

“Why an MMO?” was the first thing I asked Jeff Kaplan, the game’s associate designer, as we sat down for my tour of the World of Warcraft alpha. The obvious answer, of course, was that Azeroth (Warcraft’s fictional universe) is a world with an incredibly rich history, filled with fascinating characters, monsters, and places. Blizzard has created that world through a series of well-received real-time strategy games and that’s great, but RTS games don’t give the chance to do the kind of open-ended, intimate exploration of the world that an MMO
would.
What do you mean “You’re dead, Jim.”
Kaplan laughed, “The truth is, though, that Blizzard has a large contingent of MMO fanatics. A lot of us worked on MMOs in the past, and a lot more of us played them and had plenty of lunchtime conversations about what was right and wrong with them. Eventually, we realized that as a game company, we didn’t have to just talk. We could create the MMO that we wanted to play.”
As Kaplan fired up the game and ran me through the character creation process, he went on about Blizzard’s gaming philosophy and how they’re specifically applying it to World of Warcraft. Apparently, according to Kaplan, Blizzard’s game philosophy has always been that it’s all about the player experience, not the designer’s ego. Throughout the development process of any of their titles, they’re constantly asking themselves the same questions: ‘Am I having fun now?’ ‘Am I getting angry at the game?’ ‘Am I bored and watching the clock?’ In World of Warcraft’s case it’s, ‘Am I just grinding experience levels?’

Those questions informed the entire World of Warcraft design process. One of the biggest issues with the current generation of MMOs isn’t technological, it’s philosophical. An MMO is a game, not a social experiment. Creating a huge arena and expecting the players to generate all your content means you’ve forgotten why people play games in the first place — to have experiences, to challenge themselves. MMOs shouldn’t be about a designer playing god and seeing what all his little ants do in his digital ant farm. To extend the metaphor, MMOs should be a theme park — not a playground. 

From Blizzard’s first entry into the MMO genre.

Spotting so many trench coats, Stormtroopers, and fairy costumes in one place can only mean one thing: Gen Con is back in town! The convention that boasts that it bled the city of Indianapolis dry of Mountain Dew last year was back in full force at the Anaheim Convention Center here in Southern California over the weekend. While there was plenty to see and do at the show, the real action was taking place at NVIDIA’s booth where Blizzard was showing an alpha build of its latest project, World of Warcraft. GameSpy had the pleasure to spend several hours with the game and some of its designers. To say we left impressed would be a drastic understatement.

To begin, it is important to note the sheer amount of polish that already exists in the alpha build that Blizzard demoed at the show. To clarify, I’ve installed retail products on my machine that seemed much buggier than what was shown. The game, which was being demoed on two machines running at 1280×1024, looked incredibly detailed for an MMORPG. The models, scenery, and lighting were quite amazing, indeed. So when Blizzard Level Designer, Joshua Kurtz said, “Oh, why don’t we turn on the pixel shaders?” and I realized the game was capable of looking even better, I was astounded. To be blunt, World of Warcraft is gorgeous.

Each race has its own special abilities.
After recovering from my initial impressions, I set out to find as much information about the state of the game and its mysterious features as possible. I was especially interested to know: how unique and customizable would each of the game’s eight races be? In the character creation menu, each new model comes complete with options for hairstyle, facial features, skin tone, and facial hair. You’ll be happy to note that you’ll be able to create some extremely unique-looking characters complete with the option to add elements like mohawks, braided beards, spikes, and foot-long handlebar mustaches to your avatar. The race you choose also determines which languages your character will be fluent in. I soon found that my Gnomish partner could not understand my Dwarvish drawl, as the word “Hello” merely sounded like “Dur Otar,” to him. In addition, your character’s race will determine its home city.

Each race begins the game with different advantages over the others. For example, Tauren can perform a “bull rush” attack, Gnomes come with frost resistance, Forsaken can breathe water naturally, and Dwarves can use an ability to search for hidden booty called “find treasure.” I asked one of Blizzard’s Associate Designers, John Yoo, how much time it would take a new character to meet up with a friend of a different race? He said that around level ten — approximately five hours of game time for skilled players — will likely be the amount of time necessary before players will first encounter characters of other races.

Each race will also have access to different animals to mount. For example, the Humans will ride horses, the Forsaken will mount beasts called Nightmares, Dwarves will ride rams, and Orcs will travel atop wolves. When I inquired about what type of animal mount would be available to Gnome players, Yoo exclaimed, “We don’t know yet, but I am hoping its bunnies!” 

Will Assassin’s Creed 3 Do Right by its Native American Hero, or Repeat Gaming’s Past Mistakes?

A short time ago we saw Assassin’s Creed 3 for the first time, revealing a dramatically different Revolutionary War setting and a Native American protagonist. It’s well and truly awesome to see the new guy flipping through the trees while efficiently dispatching redcoats with a tomahawk shaped like the Assassin insignia — but given gaming’s track record of depicting Native Americans, I can’t help feeling just a hint of trepidation. When Native characters show up at all, more often than not they’re cliches at best and deliriously offensive caricatures at worst. It’s tomahawks, feathers, fringed jackets, spirit animals, vision quests, and totem poles as far as the eye can see. There’ve been a few good depictions in there, though — here are some of the worst and best on record.
Fighting games in particular seem hellbent on cramming as many of these cliches as possible into a single character. Enter Street Fighter IV’s T. Hawk, a face-painted, fringe-jacketed, arm-circlet and feather-headband-wearing brave wielding “Thunderfoot magic.” Of course, Street Fighter is basically a parade of cultural stereotypes, from the Yoga-ninja Indian to the obese, sumo-wrestling Japanese guy and flag-waving American with ridiculous hair, but that doesn’t make Mr. Hawk here any less absurd.
Other genres games are far from innocent here. The Tauren in World of Warcraft take a grab-bag approach to Native culture, smacking together a plains tribal aesthetic with totem poles and NPCs that actually say “How!” when you click them. It’s not the most offensive — the Tauren are portrayed as a noble people and fierce warriors — but how would you like it if your culture was represented by the cow people?
Meanwhile, Gun was briefly notorious for including natives as simple cannon-fodder enemies that you’d kill by the dozen without so much as a backward glance at the moral event horizon. This one was nasty enough to spark some real-world outrage — the Association for American Indian Development spoke up to call for a boycott.

And then you’ve got an endless parade of minor, throwaway characters like Raven Speaker from Champions Online, who talks like he has a concussion and refuses to wear anything warmer than a loincloth and ribbons while hanging out in a blizzard.

Most of these are relatively harmless, and the developers who created them almost certainly meant no offense. The portrayal of Native Americans as one-dimensional cliches doesn’t necessarily ruin a game, but it does make me cringe a bit as I play.

  

MOBAholic: You Know More About How to Play MOBAs Than You Think

One of the most common criticisms I’ve heard about MOBAs, often from people who I suspect would thoroughly enjoy them if they’d only jump in and try, is that they’re too intimidating. There’s too much of a learning curve, too much new stuff to wrap one’s head around, and too many opportunities to terminally botch things for the rest of the team. But that fear shouldn’t deter you, because the reality is you probably know a lot more about how to play MOBAs than you think. Here are five sets of training wheels that lots of potential MOBA-lovers have been using for years without even knowing it.
1: Diablo (and Other Action-Role-Playing Games)
MOBAs are so similar to action-RPGs that I wouldn’t be shocked if Riot announced a co-op League of Legends adventure mode at some point. The two genres are superficially similar in a lot of ways: They’re both played from isometric viewpoints, you guide a single avatar around a battlefield, and you click around and use your abilities to accomplish cool-looking stuff.

Of course, Diablo is the go-to action-RPG staple — and even the upcoming Diablo III was initially set to include a very MOBA-ish team-based versus mode until Blizzard recently announced that it wouldn’t make the cut in time for the launch. In any case, anyone who digs action RPGs already has a pretty good reference point for what MOBAs are all about.
2: StarCraft II (and Other Real-Time Strategy Games)
Seeing as how MOBAs are offshoots of real-time strategy games, this one’s a no-brainer. In fact, the two mods that every modern MOBA is descended from — Aeon of Strife and Defense of the Ancients — were based on StarCraft and Warcraft III, respectively. On more than one occasion, I’ve succinctly explained MOBAs to curious parties as “They’re like a five-on-five Warcraft III, except you control a single hero, and the AI controls the cannon fodder.”

Of course, it’s more complicated than that, but the basic idea of controlling terrain and resources, tailoring your build order (or in the typical MOBA’s case, your item build) to counter your enemy’s strategy, and toppling a deeply entrenched command center are all very much rooted in real-time strategy games. And if you’re any good at games like StarCraft II, those skills are very portable to League of Legends, Heroes of Newerth, or pretty much any MOBA you take a shine to.
3: World of Warcraft (and Other Massively Multiplayer Online RPGs)
You’re probably sensing a “MOBAs are like every Blizzard game ever” theme unfolding here, but the truth is that Blizzard just pumps out some outstanding examples of each genre in question. Case in point: World of Warcraft. Or, more specifically, World of Warcraft’s player-versus-player battlegrounds. Or, even more specifically, the Alterac Valley and Arathi Basin battlegrounds.

Let’s look at Alterac Valley. Two heavily defended bases? Check. Critical waypoints to take down along the way? Check. Branching paths between the two command centers? Check. In practice, this battleground tends to play out as a bit of a mad Zerg rush — as opposed to the average MOBA’s drawn-out laning phase — but the basic idea is very similar, and much more intimate given the drastic difference between a 40-man team and a five-man one. And if you’re familiar with Arathi Basin’s control-point system (wherein you try to capture and hold as many of the map’s five nodes as you can, slowly accruing points until time runs out), you know just about everything you need to about League of Legends’ Dominion mode.

And, ya know, the really successful battlegrounds teach an important lesson for any team-based competitive game: If you don’t communicate and cooperate with your teammates, you’re gonna be fighting an uphill battle.
4: Plants vs. Zombies (and Other Tower Defense Games)
This is a bit of an oddball comparison, but tower defense games teach a very important lesson that’s applicable to MOBAs: No matter what happens, nothing is more crucial than preventing the enemy from invading your command center. Sure, it sucks if one of your lanes gets shredded, but the absolute worst thing you can do is allow your enemies access to the heart of your base. If it’s a choice between that and letting some of your outer defenses get absolutely devastated, go for the latter.

At their hearts, both game types are more or less about spinning plates — or, in other words, putting off Very Bad Things for as long as possible, in as many places as possible. If you’re especially savvy (and, in a MOBA’s case, matched with equally savvy teammates), you might even figure out how to address problems before they get really serious.
5: Super Street Fighter IV: Arcade Edition (and Other Fighting Games)
Finally, we get down to something a bit more nitty-gritty. Fighting games are, of course, one of the most heated competitive genres out there. If you’ve played Street Fighter, Soulcalibur, Tekken, or any other fighter competitively for very long, then you probably know that “counterpicking” your opponent (choosing a fighter who’s strong against his) is an effective and sometimes necessary strategy.

This overlaps a bit with RTS build orders, but MOBAs share some common ground with fighting games in this respect, since (at least in a MOBA’s draft mode) you’re playing something of a chess game against the opposing team’s lineup before the round even starts. Suddenly, things like “match-up charts” and “team synergy” and “hard counters” become important watchwords. And really, if you’re inclined toward this kind of competitive spirit, MOBAs have all you can handle.

  

10 Things Learned From 4 Hours in World of Warcraft: Mists of Pandaria

I know a few of you will hate me for saying this, but I think I like Blizzard’s Pandaland. After the chaos of Cataclysm, such a bright and welcoming landscape feels like coming back to a remodeled home. My concern instead lies not with the Pandaren or their Asian-themed wonderland, but rather with a return of a sense of easiness and accessibility that was the hallmark of the Wrath of the Ling King expansion. This could work two ways: it could bring back the millions of subscribers that expansion brought to Blizzard, or it could chase away players already dissatisfied by similar moves toward the end of Cataclysm.

1: Pandaria is Beautiful

After slogging through a whole expansion that featured destruction of beloved landmarks, the vibrancy and sheer detail of Pandaria is staggering. Every square foot of the Jade Forest (the only open high-level zone) dazzles with color, and each new turn reveals Pandaren quietly at work or monks training in ancient courtyards. On occasion, such as your first encounter with the Temple of the Jade Serpent, new vistas took my breath away. Here, the doom and gloom of Cataclysm steps aside for a lush world of waterfalls, mists, and groves of cherry trees, and the expansiveness begs you to get lost and find little surprises waiting around each corner. And best of all, it’s all done tastefully. If you were expecting some bouncy, cutesy world of panda silliness, you won’t find it here.
2: It’s Good to Be Grounded

Being able to fly while leveling from 80-85 in Cataclysm seemed cool at first, but it wasn’t long before you realized how much that approach took away from the simple joys of exploring the landscape. In most cases, you might as well have just been looking at a map. Blizzard’s decision to remove flying mounts until players hit the level cap allows us to appreciate the surprise of coming across a quest hub that you didn’t see until you were almost right on top of it, and unforgettable landmarks such as the Dawn Bridge have a visual impact that would be lost if you just flew over them.
3: Pandaria has a Sense of Coherence

Unlike Cataclysm, which had zones spread all throughout the world that you could flit between with convenient portals, Pandaria is a complete landmass akin to Wrath of the Lich King’s Northrend or Burning Crusade’s Outland. While many of us love the old Azeroth of WoW’s first few years, returning to it and its increasingly outdated models and textures reminded far too many players of the age of the game itself. Pandaria is different. I wouldn’t dare compare its visuals to those of, say, Guild Wars 2, but the models mark a noticeable advancement over previous content. Better yet, almost all of them are new. Exploring Pandaria brings back that old desire to see what’s over the next horizon, and to go running through zones before you’re the right level for them. Unlike the hodgepodge zones of Cataclysm that demanded that you finish your quests and leave, Pandaria invites you to stay and enjoy it.
4: The Available Dungeon Is Beautiful, Too

At the time of writing, the only dungeon available is the Temple of the Jade Serpent, which easily counts among the most beautiful instances WoW has seen to date. The same level of detail that awes in the world outside continues inside the instance, and likely with greater effect since the technical demands of dealing with dozens of players in one area aren’t an issue here. Each row of scrolls and codices seems individually designed, and each boss room has its own ambiance that does much to contribute to a sense of working your way through an important religious landmark.
5: But It’s Also Short and Only Moderately Challenging

Remember how challenging Cataclysm’s dungeons were when they first came out? Remember how many players welcomed the renewed need to use crowd-control abilities and think before each pull? If the Temple of the Jade Serpent is at all representative, those days are over. The Temple instance contains only a smattering of “trash” NPCs, and most of the instance is a rush from one of the four bosses to another. If you remember the Azjol-Nerub instance from Wrath of the Lich King, you have some idea of what to expect here in terms of length. I only ran this dungeon through the group finder (and thus with people I didn’t know), but even then we were out in no more than 30 minutes on each try. There is, of course, a possibility that later dungeons will be longer, but for now it looks like short and simple is the norm.

6: Bosses Aren’t Hard, But They’re Not Quite Easy, Either

The bosses in the Temple of the Jade Serpent require a smidge of thought if you’re completely new to the game, but they shouldn’t pose a problem if you’re familiar with bosses from previous expansions. The first one, for instance, harkens back to the Burning Crusade’s “Lurker Below” in Serpentshrine Cavern, and another requires juggling damage between two enemies while the other one is immune. All in all, the dungeon itself is hardly tank-and-spank (since the first one required my warrior to try to damage the boss while constantly moving), but, as my dungeon group shows, it’s nothing that a few random players can’t finish together.
7: Questing Is Much the Same

Or, at least, much the same as it was in Cataclysm. That means that many of the quests still revolve around killing a specific amount of wasps and bringing back a specific amount of stingers, but with fun little touches that spice up the grind. In one case, for instance, Alliance players dig around a shipwreck and find clues about its owner and its cargo, and then they plant bombs around it in order to hide the evidence. In another case, you’ll heal some wounded soldiers with some animations other than the “crafting” one used for similar quests in the past. In short, quests follow the same pattern that has always worked for the game, although a touch of dynamism would have marked a welcome improvement.
8: Well, Except for a Few Unique Story Quests

One of the better breaks from the grind is a series of quests that allows you to live experiences from characters other than your own. Cataclysm’s revamped leveling process featured a couple of quests like this, and it’s good to see them here so close to the beginning of the long journey to 90. Here, you’ll relive the actions of three characters who recount how one of their members came to lie dying in a camp filled with cautious natives. While none of them are exactly challenging, it’s somewhat fun to play as a rogue in one fight and target tigers for a sniper in another. Not only do they kind of give you an idea of what it’s like the play another class, but they also relieve tedium of going through your own rotations over and over.
9: New Talents Get Rid of the Clutter

I’ve heard some concerns that Blizzard’s redesign of the talent trees “dumbed things down” to the point that players will only have a few abilities (as in The Secret World), but rest assured, my action bars are still largely full. Instead, Blizzard removed or redesigned some elements that seemed redundant after seven years of patches and expansions. The need for Warriors to use a separate “Rend” ability to start a bleed effect on enemies, for instance, has been removed because abilities because other abilities apply a similar effect automatically. And since all specs can now choose certain abilities that used to be bound to a particular specialization, Mists of Pandaria allows for such uncommon sights as Fury and Protection warriors with the AoE ability Bladestorm. It all seems refreshing right now, but I’ll reserve any judgment until we can see how it works at the level cap.
10: The Beta Has a Long Way to Go

Normally I wouldn’t even bother bringing this up, but the current build for Mists of Pandaria still has a lot of bugs and placeholders. That’s been true of previous closed betas, but Blizzard’s decision to let a huge chunk of their playerbase see such a rough draft may be a bad move. Some quests require multiple resets before they work, the new area of effect looting results in all the creatures you’ve slain turning to look at you (which is more than a little creepy), and portals won’t work unless you happen to have a Rune of Transportation in your inventory. I have little doubt that Blizzard will release a polished game as they’ve done with every expansion since Classic, but the hundreds of complaints in chat from players who’ve obviously never been in a beta before indicate that such an open look at a work in progress could lead them to believe the final product will be much the same.