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Starym

Valdihr of Classic Journey Interview + Unique Icy Veins Art Piece

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We were all extremely impressed by Vlad "Valdihr" Harabagiu's Classic Journey series and the way it perfectly transports Classic WoW into the animated series medium, without even having to be animated! And so we just had to have a chat with the man and find out how he does it all, where he gets his inspiration from, how he started and much more. He was also kind enough to create a unique piece for us, featuring a certain firelord and his quest to get certain people to stop waking him too soon.


We’ve all come to know you from your Classic Journey series, but when did your own artistic journey begin?

It’s funny because the most vivid memory I have from kindergarten is my mom leaving me in on the first day. After she sat me at a table, I just grabbed some crayons and started drawing a Parasaurolophus dinosaur. Of course, it probably looked derpy af, but it’s odd to me that I actually remember that, haha. So yeah, since I was a little runt I terrorized my parents with drawings.
 

What made you start this classic art journey of yours?

I started playing Horde on Classic and I reached The Crossroads. After completing the quest “Lost in Battle” I was like “Hey, it would be so cool, and likely heartbreaking, to see Mankrik’s reaction to hearing the news of his beloved’s demise”. And seeing that I freshly started doing some pieces in that style (with letterbox and subtitles) a week before, it was the perfect format to represent that moment in. So I did. And I loved it. After that I said to myself that I have to give this treatment to all moments that stayed with me while playing so I went back and retraced my steps with “Sarkoth”, “Slaying the Beast” and “Echeyakee”.

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One of the pieces from the series that inspired the style.
 

You have a very unique art style that really hasn’t been used for WoW fanart in the past, is this just your personal style or did you pick it because it fit WoW so well?

This style really stuck with me after starting an Anime watchlist and, of course, watching a lot of anime. The style itself was pretty far from my usual “wannabe-Hearthstone” style (link), so it was so refreshing and out of the comfort zone for me. Especially the simple, thin line.


The instant I saw your first Classic Journey image I felt it was taken straight out of a WoW animated series - how do you do that? Do you envision the pieces themselves as animated at first while you’re making them?

Yesss! It’s funny because sometimes after I just finish a piece, I feel like it doesn’t really look right, because when tunnel vision takes its toll, I see it just as a static illustration. After I take a break and come back to it, and just imagine the animated shot it would be taken from, that’s when I get to really love it. “Lost in Battle” is such an example. It’s just a character bust. But when I imagine the cloth of the tent flapping in the wind, covering his face in shade and leaving only the glitters of a few tears to be seen, oh boy, that’s then the magic kicks in. Also his voice line “I understand. Thank you, friend” breaking juuust a little bit in the end.

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The one that started it all.


Do you think an actual WoW animated series would do well ? What would be your choice for a starting point and storyline, both from a narrative perspective and a visual one?

Haha, I guess that’s the million dollar question. Do you take important lore moments and transpose them in animation from the point of view of those characters? Like Arthas, Illidan, Thrall and so on? Or do you put the viewer in the shoes of some no-name characters and let them experience the WoW journey as adventurers all over again? I, for one, think that the second answer is the correct one. And yes, I really think that WoW has precious material for an animated series and actually would do really good, if not even blowing up. Also, taking the route of the main characters discovering the world (of Warcraft) just like we did while playing, solves the everlasting problem of choosing between fans and casual audience, in my opinion.


How do you choose which quests/moments to make into a picture? Is it based on what would look best as an art piece or is it more your own personal favorites in your WoW journey?

I’d say both, but more the latter than the former. I’m not really that interested in creating mind blowing illustrations that look good as static shots, but more to create something that would look like a screenshot from the animated series. And that medium is really versatile. Ultimately, it’s based on my own experiences and which ones stayed with me after going through them.


The quotes you choose for your pieces are very much a part of their impact, they immediately evoke the feeling of the quest much better than the actual event in-game (the Mankirk and quillboar ones in particular). Do the quotes/moments come first or the images?

I decide on the shot and then read the quest text or the characters’ quotes all over again and see which one works best and would make sense for the given shot.

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One of the more striking pieces from the Classic Journey.


The scope of the moments you choose for your pieces is pretty small compared to the huge events of the game nowadays (or even the bigger ones in classic). Was that something you decided to do on purpose, or was it simply due to the fact that you were going chronologically through the quests?

Well, after all, it is a chronology driven series. But I am in love with low-key fantasy. A gargantuan titan stabbing a planet is cool and all but I kinda feel more at home with the small, dramatic stories. This is probably why Classic got me creating these series while Retail didn’t. Also, Retail has its cinematics and cut scenes. Classic has text.


Are you looking forward to getting to the “big” events in Classic with your art? Is something like a Ragnaros or Onyxia raid appealing to you or do you prefer these smaller moments from earlier in the game?

Although Classic goes into higher fantasy as well towards the end, besting a dragon or an elemental lord still feels like the old school fantasy to me. Yes, I can’t wait for us to get to see Onyxia in the series. But we have a plethora of beautiful stories on the way which will form the main body of the whole. It’s about the journey, not the destination. Hence the name of the series.


You’ve recently received a lot of attention, opened up a patreon and generally really pushed your art to the forefront. How has this impacted you?

The feedback astonished me. I expected to get a Thumbs Up and a “Uhm, that’s cool.” after posting. But when the pieces exploded on Reddit, I felt fueled and energetic. Although this is a personal passion project, the fact that so many players look forward to the next piece gives me drive to keep going. I think it's a dream for every artist to have an audience for their passion projects. The Patreon page was also incredible because it kinda gave me the feeling that, in the future, I might fully commit to this series and more ambitious projects. Like the goal I have now of starting a web comic series based on WoW Classic. Although most of the people, including myself, would want an animated series, I think that a comic book is the next best thing that I could tackle on my own, haha.
 

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"Olfgrim" - a comissioned piece for redditor kenshin138.


What would your proposed web comic series entail?

At the moment, I have the general background for the comic. Durotar is being tainted by dark forces, Elwynn & Westfall are being raided by gangs wearing red scarfs. The POV characters, six in total (three horde, three alliance) have their own backgrounds, flaws and future arcs that will push them through the plot. It would be tempting to just make a comic book with unnamed characters just for the sake of transposing the quests and dungeons into that medium but I want something more. Therefore I have an overarching plot and subplots in the form of the quests that players know and love. When it comes to original material, I don’t want to muddle the already existing game lore but I would go as far as to meddle with subplot characters if it serves the greater plot in a good way. Also, the comic starts from ground zero: Horde from Valley of Trials, Alliance from Northshire.


What are your plans for the future of your artistic endeavours?

Right now, I’m using the little free time I have after work to continue the series and creating rewards for my patrons. If the sun will shine brighter, I dream about dedicating myself fully to the series, both the individual shots as well as the web comic, without the need of a life-sucking, corporate full time job.


When you start over as Alliance and do their series, do you plan on shifting the style a little, so that Horde/Alliance pieces immediately feel different? Or will the subject matter do that for you (not so many “get me 30 human skulls” quests on Alliance side)?

I don’t want to intentionally change the style, but I won’t guarantee that the style won’t gradually evolve by then. I want to think that with each piece I’m getting just a little bit better at it and maybe that will show when comparing Horde Part I with Alliance Part I. As with the subject matter, Alliance has their fair share of darkness. Can’t wait to get to Duskwood (cough cough Morgan Ladimore cough cough).

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An older and unfinished piece from 3 years ago, set in Stormwind.


And here’s the big question I’m sure everyone is wondering about: after you finish your Classic journey, will you be continuing to take us on this amazing trip through the WoW timeline? Can we look forward to you chronicling the entirety of the WoW lore through small quest moments?

YESSS! I just want to keep on going indefinitely. I want to finish the Horde series with a raid and start over with the Alliance. When Alliance is done, we’ll surely have patches of Vanilla content for me to tackle. I’d love to get to “A Classic Journey: Naxxramas”, “A Classic Journey: Dire Maul” and so on. And after all that is said and done, maybe we’ll get to go on a new journey. One titled “An Outlandish Journey”...


What tools do you use currently to make these?

I draw them using a Wacom tablet and Adobe Photoshop. I also use WoW Model Viewer & JustSketch.me for reference and FotoSketcher for help with backgrounds (I’m really bad at painting backgrounds).


You’ve talked on reddit about how to get into working as an artist and pushing through the initial stages, would you go into it in a little more detail here?

Haha, you have no idea how many people I met, younger than me just starting up with drawing that were sooo confused by this. Well, the gist of it is that developing a drawing style is basically stealing. Every artist steals. But you steal bits and pieces. You steal this particular brush stroke from this artist, you steal the way the eye is drawn from this artist, you steal the way a hand is exaggerated from that artist, and so on. After stealing from many, many artists, what results is called “your style”. Besides that, of course, learning from nature is just as important. Figure drawing, anatomy studies, textures, lighting, etc. I, for one, drooled all over Laurel Austin’s work, Tyson Murphy’s, Ryan Metcalf’s, Garrett Hanna’s and many, many more.


And now on to some game questions! Is Classic your first Vanilla experience? How did you get started with WoW originally?

Yes, sadly I didn’t get to experience the original Vanilla. I started playing on “those kinds of servers that must not be named” in the second half of The Burning Crusade because I got a PC kinda late in my teenage years. After I moved to Bucharest for university, I was able to spend money without my parents’ knowledge, lol, so I finally joined Retail at the very start of Cataclysm.

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It seems Valdihr takes his time to choose a hair style at character creation even when drawing!


Not to spoil anything, but what are some of your favorite WoW moments you'd pick to do a piece on (both from Classic and later)?
From the top of my head, it would be finding Mankrik’s wife (I love it. Fight me), Lillian Vosses storyline in Tirisfal Glades and, probably most of all, the conclusion to Runas the Shamed storyline in Azsuna. I don’t usually get very emotional with stuff but when that moment came it just crushed me. It absolutely broke my heart. The following days I kept showing videos of the final moment to all my friends, but they didn’t play WoW so I just annoyed them. I’m not crying, you’re crying !!!


What’s your favorite WoW activity? Both for Classic and the rest?

Leveling. Always leveling. The journey is the best.


What's your favorite raid/dungeon/expansion/event?

Karazhan - Awesome & diverse encounters. Eerie fantasy. Beautiful organ music.

The Deadmines, Shadowfang Keep and Scholomance are practically interchangeable. Please don’t ask me to choose just one xD

Wrath of the Lich King - Loved the entire leveling experience. Also Howling Fjord. Need I say more?

Not really one for world events. Would’ve loved to be a part of the Pre-WotLK event. Also, can’t wait for the Gates of Ahn’Qiraj event.

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Another commission from kenshin138.


Any final words for the WoW community?

ZUG ZUG and a heartfelt thank you!



A big thanks for the interview and here's more way to contact and follow Vlad:

https://www.patreon.com/valdihr

https://www.artstation.com/paradidlle

https://twitter.com/VladHarabagiu

https://www.instagram.com/valdihr_art/

https://www.facebook.com/vharabagiu

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Since we started with the firelord, let's end in Molten Core as well. Commision by redditor Kurp.

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      Treants of the Moon- Your treants Grove Guardians cast Moonfire on nearby targets about once every 6 sec. Moment of Clarity- Normal: Omen of Clarity now triggers 50% 30% more often, can accumulate up to [ 1u + 1 ] charges, and increases the damage of your next Shred, Thrash, or Swipe by an additional 15%. Brutal Slash : Omen of Clarity now triggers 50% 30% more often, can accumulate up to [ 1u + 1 ] charges, and increases the damage of your next Shred, Thrash, or Brutal Slash by an additional 15%. Twin Sprouts- When Bloodseeker Vines or Symbiotic Blooms grow, they have a 10% 20% chance to cause another growth of the same type to immediately grow on a valid nearby target. Wildstalker's Power- Rip and Ferocious Bite damage increased by 5%. Rejuvenation healing increased by 10%. Rip damage increased by 6%. Ferocious Bite damage increased by 4%. Rejuvenation healing increased by 3%. Efflorescence and Lifebloom healing increased by 6%. Dreadful Wound- Ravage Massive Attack also inflicts a Bleed that causes [ 20% 25% of Attack Power ] damage over 6 sec and saps its victims' strength, reducing damage they deal to you by 5%. Dreadful Wound is not affected by Circle of Life and Death. Claw Rampage- During Berserk, Shred, Swipe, and Thrash have a 25% chance to make your next Ferocious Bite become Ravage a Massive Attack. Dream Surge- Force of Nature grants 3 charges of Dream Burst, causing your next Wrath or Starfire to explode on the target, dealing [ 156% 124.8% of Attack Power ] Nature damage to nearby enemies. Damage reduced above 5 targets. Entangling Vortex- Enemies pulled into Ursol's Vortex are rooted in place for 30 3 secs. Damage may cancel the effect. Grove's Inspiration- Wrath and Starfire damage increased by 12% 10%. Regrowth, Wild Growth, and Swiftmend healing increased by 6%. Power of the Dream- Healing spells cast with Dream Surge generate an additional Dream Petal. Cenarius' Might increases spell potency by an additional 5%. Control of the Dream- Time elapsed while your major abilities are available to be used is subtracted from that ability's cooldown after the next time you use it, up to 5 15 seconds. Affects Force of Nature, Celestial Alignment, and Convoke the Spirits. Master Shapeshifter- Your abilities are amplified based on your current shapeshift form, granting an additional effect. Bear Form Ironfur grants 30% additional armor and generates 0 Mana. Moonkin Form Wrath, Starfire, and Starsurge deal 30% additional damage and generate 0 Mana. Bear Form Ironfur grants 30% additional armor and generates 0 Mana. Cat Form Rip, Ferocious Bite, and Maim deal 60% additional damage and generate 0 Mana when cast with 5 combo points. Bursting Growth- When Bloodseeker Thorns expire or you use Ferocious Bite on their target they explode in thorns, dealing [ 90% of Attack Power ] physical damage to nearby enemies. Damage reduced above 5 targets. When Symbiotic Blooms expire or you cast Rejuvenation on their target flowers grow around their target, healing them and up to 3 nearby allies for [ 10% of Spell Power ]. Ruthless Aggression- Ravage Massive Attack increases your auto-attack speed by 20% for 6 sec. Killing Strikes- Ravage Massive Attack increases your Agility by 5% and the armor granted by Ironfur by 20% for 6 sec. Your first Mangle after entering combat makes your next Maul become Ravage. a Massive Attack. Root Network- Each active Bloodseeker Vine increases the damage your abilities deal by 2%. Each active Symbiotic Bloom increases the healing of your spells Lifebloom and Wild Growth by 2%. Resilient Flourishing- Bloodseeker Vines and Symbiotic Blooms last 2 additional sec. When a target afflicted by Bloodseeker Vines dies, the vines jump to a valid nearby unaffected target for their remaining duration. Strategic Infusion- Tiger's Fury and attacking Attacking from Prowl increases the chance for Shred, Rake, and Swipe to critically strike by 8% for 6 sec. Casting Regrowth increases the chance for your periodic heals to critically heal by 10% 8% for 6 10 sec. Implant- Swiftmend Feral Frenzy immediately causes a Bloodseeker Vine to grow on the target. Casting Regrowth that is made instant with Nature's Swiftness causes a Symbiotic Bloom to grow on the target for 4 secs. Lethal Preservation (New)- When you remove an effect with Soothe or Remove Corruption, gain a combo point and heal for 4% of your maximum health. If you are at full health an injured party or raid member will be healed instead. Rampant Ferocity (New)- Ferocious Bite also deals [ 33.3% of Attack Power ] damage per combo point spent to all nearby enemies affect by your Rip. Damage reduced beyond 5 targets. Cenarius' Might (New)- Casting Swiftmend increases your Haste by 8% for 6 sec. Evoker
      Fan the Flames- Engulf reignites Enkindle, extending its duration and effectiveness by 100%. Trailblazer- Hover and Deep Breath travel 50% 30% faster, and Hover travels 50% 30% further. Time of Need- When you or an ally fall below 20% 30% health, a version of yourself enters your timeline and heals them for [ 418% of Spell Power ]. Your alternate self continues healing for 8 sec before returning to their timeline. May only occur once every 60 sec. Reversion- Repair Reverse an ally's injuries, healing them for [ 205.2% of Spell Power ] over 12 sec. When Reversion critically heals, its duration is extended by 2 sec, up to a maximum of 12 sec. Animosity- Casting an empower spell extends the duration of Dragonrage by 4 sec, up to a maximum of 16 sec. Mage
      Explosive Ingenuity- Your chance of gaining Lit Fuse when consuming Hot Streak is increased to 10%. 20%. Living Bomb damage increased by 50%. Codex of the Sunstriders- Summoning your Arcane Phoenix grants you a Spellfire Sphere. Over its duration, your Acane Phoenix will consume each of your Spellfire Spheres to cast an exceptional spell.  Your Arcane Phoenix can now cast Greater Pyroblast and Arcane Surge when casting an exceptional spell. Arcane Battery- Consuming Clearcasting grants increased spell damage by 1% for 25 30 sec, stacking up to 5% 4%. Pyromaniac [Not Yet Implemented]- [ Not Yet Implemented] Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness. This effect counts as consuming Hot Streak. Invocation: Arcane Phoenix- When you cast Arcane Surge, summon an Arcane Phoenix to aid you in battle. Arcane Phoenix Your Arcane Phoenix aids you for the duration of your Arcane Surge, casting random Arcane and Fire spells. Over its duration, your Arcane Phoenix will consume each of your Spellfire Spheres to cast an exceptional spell. Leydrinker- Every 6 5 times you consume Nether Precision, your next Arcane Blast echoes, repeating its damage at 25% effectiveness to the primary target and up to two nearby enemies. Fevered Incantation- Each consecutive critical strike you deal increases critical strike damage you deal by 2%, 1%, up to 8% 4% for 6 sec. Mirror Image- Normal: Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 20%. 15%. Taking direct damage will cause one of your images to dissipate. Reabsorption : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 20%. 15%. Taking direct damage will cause one of your images to dissipate. You are healed for 5% of your maximum health whenever a Mirror Image dissipates due to direct damage. Reduplication : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 20%. 15%. Taking direct damage will cause one of your images to dissipate. Mirror Image's cooldown is reduced by 10 sec whenever a Mirror Image dissipates due to direct damage. Explosivo- Casting Combustion grants Lit Fuse. While under the effects of Combustion, your chance of gaining Lit Fuse is increased to 30%.  Your chance of gaining Lit Fuse is increased to 40% while under the effects of Combustion. Ice Barrier- Normal: Shields you with ice, absorbing [ 22% 24% of Total Health ] damage for 60 sec. Melee attacks against you reduce the attacker's movement speed by 50%. Glacial Insulation : Shields you with ice, absorbing [ 22% 24% of Total Health ] damage and increasing your armor by 0% for 60 sec. Melee attacks against you reduce the attacker's movement speed by 50%. Aether Attunement- When you gain 5 4 stacks of Arcane Battery, consume all stacks of Arcane Battery and gain Aether Attunement. Aether Attunement : Your next Arcane Missiles deals 150% increased damage to your primary target and fires at up to 4 nearby enemies dealing 100% increased damage. Imbued Warding- This also affects your Mass Barrier. Lit Fuse- Consuming Hot Streak has a 5% 10% chance to grant you Lit Fuse. Lit Fuse : Your next Fire Blast turns up to three nearby targets into a Living Bomb that explodes after 2 sec, dealing [ 60% of Spell Power ] Fire damage to the target and reduced damage to all other enemies within 10 yds. Up to five enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Lessons in Debilitation- Your Arcane Phoenix now has a chance to cast Gravilty Lapse or Supernova as exceptional spells and will periodically Spellsteal buffs from nearby enemies.  Memory of Al'ar- While your Arcane Phoenix is active under the effects of a casted Arcane Surge, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Barrier Diffusion (New)- Whenever one of your Barriers is removed, reduce its cooldown by 4 sec. Monk
      Courageous Impulse- The Blackout Kick! effect also increases the damage of your next Blackout Kick by 175% 125%. Heart of the Jade Serpent- Consuming causes your next Storm, Earth, and Fire to call upon Yu'lon to decrease the cooldown time of by 75% for 8 sec. Invoke Xuen, the White Tiger- Summons an effigy of Xuen, the White Tiger for 20 sec. Xuen attacks your primary target, and strikes 3 enemies within 10 yards every 1 sec with Tiger Lightning for [ 25.7% of Attack Power ] Nature damage. Every 4 sec, Xuen strikes your enemies with Empowered Tiger Lightning dealing 10% 8% of the damage you have dealt to those targets in the last 4 sec. Glory of the Dawn- Rising Sun Kick has a chance equal to 100% of your haste to trigger a second time, dealing [ 135% 100% of Attack Power ] Physical damage and restoring 1 Chi. Fists of Fury- Pummels all targets in front of you, dealing [ 750% 625% of Attack Power ] Physical damage to your primary target and [ 405% 337.5% of Attack Power ] damage to all other enemies over 4 sec. Deals reduced damage beyond 5 targets. Can be channeled while moving. Spirit of the Ox- Rising Sun Kick and Blackout Kick have a chance to summon a Healing Sphere. Healing Sphere : Summon a Healing Sphere visible only to you. Moving through this Healing Sphere heals you for [ 300% 330% of Attack Power ]. Fury of Xuen- Your Combo Strikes grant a stacking 1% chance for your next Fists of Fury to grant 5% 3% critical strike strike, haste, and mastery and invoke Xuen, The White Tiger for 10 sec. Dual Threat- Your auto attacks have a 20% chance to instead kick your target dealing [ 230% 80% of Attack Power ] Physical damage and increasing your damage dealt by 5% for 5 sec. Revival- Heals all party and raid members within 40 yds for [ 325.45% of Spell Power ] and clears them of 3 harmful Magic, all harmful Magical, Poison, and all Disease effects. Healing increased by 100% when not in a raid. Gift of the Ox- When you take damage, you have a chance to summon a Healing Sphere. Healing Sphere : Summon a Healing Sphere visible only to you. Moving through this Healing Sphere heals you for [ 300% 330% of Attack Power ]. Brawler's Intensity- The cooldown of Rising Sun Kick is reduced by 1.0 sec and the damage of Blackout Kick is increased by 10%. 15%. Windwalker Monk- Windwalker Monk core passive Increases damage/healing by 26%: Blackout Kick, Rising Sun Kick, Tiger Palm Increases damage/healing by 22%: Chi Wave and Rushing Jade Wind Increases damage/healing by 150%: Tiger Palm Increases damage/healing by 188%: Spinning Crane Kick Increases damage/healing by 26%: Fist of the White Tiger and Tiger Palm Increases damage/healing by 20%: 40%: Rising Sun Kick Increases damage/healing by 20%: Fists of Fury Decreases damage/healing by 5%: Spinning Crane Kick Increases damage/healing by 150%: Vivify Increases damage/healing by 25%: Chi Burst and Chi Wave Increases damage/healing by 8%: 30%: Blackout Kick Increases damage/healing by 100%: Expel Harm and Reverse Harm Flurry of Xuen- Your spells and abilities have a chance to activate Flurry of Xuen, unleashing a barrage of deadly swipes to deal [ 300% of Attack Power ] Physical damage in a 10 yd cone. cone, damage reduced beyond 5 targets. Invoking Xuen, the White Tiger activates Flurry of Xuen. Jadefire Harmony- Enemies and allies hit by Jadefire Stomp are affected by Jadefire Brand, increasing your damage and healing against them by 8% 6% for 10 sec. Acclamation- Rising Sun Kick increases the damage your target receives from you by 4% 3% for 12 sec. Multiple instances may overlap. Dance of Chi-Ji- Spending Chi has a chance to make your next Spinning Crane Kick free and deal an additional 300% 200% damage. Revolving Whirl- Whirling Dragon Punch has a 100% chance to activate Dance of Chi-Ji. Chi-Ji and its cooldown is reduced by 5 sec. Efficient Training- Energy spenders deal an additional 15% damage. Every 50 Energy spent reduces the cooldown of Storm, Earth, and Fire, Serenity, and Weapons of Order by 1 sec. Empowered Tiger Lightning- Xuen strikes your enemies with Empowered Tiger Lightning every 4 sec, dealing 10% 8% of the damage you and your summons have dealt to those targets in the last 4 sec. Pool of Mists (New)- Your Renewing Mist spell now has 3 charges and reduces the remaining cooldown of Rising Sun Kick by 1.0 sec. Your Rising Sun Kick spell now reduces the remaining cooldown of Renewing Mist by 1.0 sec. Paladin
      Light of the Titans- Word of Glory heals for an additional 20% [ 131.2% of Attack Power ] over 15 sec. Increased by 50% 100% if cast on yourself while you are afflicted by a harmful damage over time effect. Bulwark of Order- Avenger's Shield also shields you for 8 sec, absorbing 30% 50% as much damage as it dealt, up to 30% 50% of your maximum health. Radiant Glory- Wake of Ashes activates grants you Avenging Wrath for 10 sec. Your other damaging abilities have Each Holy Power spent has a chance to activate grant you Avenging Wrath for 5 sec. Valiance- Consuming Shining Light or Infusion of Light extends the duration of any active armaments by 3.0 sec, or reduces the cooldown by 3.0 sec if none exist reduces the cooldown of Holy Armaments by 3.0 sec. Crusader's Resolve- Enemies hit by Avenger's Shield deal 2% 10% reduced melee damage to you for 10 sec. Multiple applications may overlap, up to a maximum of 3. Avenger's Shield- Normal: Hurls your shield at an enemy target, dealing [ 66.31% of Attack Power ] Holy damage, interrupting and silencing the non-Player target for 3 sec, and then jumping to 2 additional nearby enemies. Bulwark of Order : Hurls your shield at an enemy target, dealing [ 66.31% of Attack Power ] Holy damage, interrupting and silencing the non-Player target for 3 sec, and then jumping to 2 additional nearby enemies. Shields you for 8 sec, absorbing 30% 50% as much damage as it dealt. Sanctuary- While in your Consecration, your damage taken is reduced by an additional 5%.  Consecration's benefits persist for 4 seconds after you leave it. Solidarity- If an ally picks up an Armament, you also gain its benefits. If you pick up an Aramement, a narby ally also gains its benefits. If you bestow an Armament upon an ally, you also gain its benefits. If you bestow an Armanent upon yourself, a nearby ally also gains its benefits.  Strength in Adversity- For each target hit by Avenger's Shield, gain 2% 5% parry for 15 sec. Bastion of Light- Your next 3 5 casts of Judgment generate 2 additional Shield of the Righteous or Word of Glory cost no Holy Power. Priest
      Entropic Rift- Mind Blast tears open an Entropic Rift that follows the enemy for 10 8 sec. Enemies caught in its path suffer [ 80% of Spell Power ] Shadow damage every 1 sec while within its reach. Void Empowerment- Summoning an Entropic Rift empowers your next Power Word: Shield to be 80% more effective  extends the duration of your 5 shortest Atonements by 1 sec. Darkening Horizon- Void Blast increases the duration of Entropic Rift by 1.0 sec, up to a maximum of 5 3 sec. Shadow Crash- Hurl a bolt of slow-moving Shadow energy at the destination, your target, dealing [ 63.11% of Spell Power ] Shadow damage to all enemies within 8 yds. Generates 6 Insanity. Depth of Shadows- Shadow Word: Death has a high chance to summon a Shadowfiend for 5 sec Chance is increased against lower health targets. when damaging targets below 20% health Rogue
      Mean Streak- Fatebound Coins flipped by Envenom multiple times in a row are 33% more likely to match the same outcome face as the last flip. Threads of Fate [NYI]- Fate Intertwined duplicates 15% of Dispatch critical strikes duplicate 20% of their damage as Cosmic to 2 additional nearby enemies. If there are no additional nearby targets, duplicate 20% 15% to the primary target instead. Delivered Doom- Damage dealt when your Fatebound Coin flips tails is increased by 35% while Blade Flurry is not active  21% if there are no other enemies near the target. Inevitability [NYI]- Cold Blood now benefits the next 2 two abilities but only applies to Dispatch. Fatebound Coins flipped by these abilities are guaranteed to match the same face as the last flip. Assassination Rogue- Assassination Rogue core passive Increases damage/healing by 7%: Ambush, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Feint, Gloomblade, Improved Shiv, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mind-Numbing Poison, Poison Bomb, Secret Technique, Shiv, System Shock, Wound Poison Increases periodic damage/healing by 7%: Ambush, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Feint, Gloomblade, Improved Shiv, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mind-Numbing Poison, Poison Bomb, Secret Technique, Shiv, System Shock, Wound Poison Decreases Increases damage/healing by 3%: Ambush, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Feint, Gloomblade, Improved Shiv, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mind-Numbing Poison, Poison Bomb, Secret Technique, Shiv, System Shock, Wound Poison Decreases Increases periodic damage/healing by 3%: Ambush, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Feint, Gloomblade, Improved Shiv, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mind-Numbing Poison, Poison Bomb, Secret Technique, Shiv, System Shock, Wound Poison Hand of Fate- Flip a Fatebound Coin each time a damaging finishing move consumes 5 or more combo points. Heads increases the damage of your attacks by 5%, lasting until you flip Tails. Tails deals Cosmic damage to your targets target. struck. Each effect is increased by 20% each time your Fatebound Coin flip matches the same outcome as the last flip. Shaman
      Primordial Capacity- Increases your maximum mana by 5%. Tidal Waves can now stack up to 4 times. Enhancement Shaman- Enhancement Shaman core passive Increases damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Decreases damage/healing by 21%: Chain Lightning, Elemental Blast, Lightning Bolt, Ride the Lightning Increases damage/healing by 47%: Earth Shield Decreases damage/healing by 4%: Swelling Waves Increases damage/healing by 25%: 40%: Swelling Waves Increases damage/healing by 25%: Chain Heal Increases damage/healing by 43%: Earth Shield Decreases damage/healing by 9%: Elemental Blast Increases damage/healing by 10%: Elemental Blast Swift Recall (New)- [NYI] Successfully removing a harmful effect with Tremor Totem or Poison Cleansing Totem, or controlling an enemy with Capacitor Totem or Earthgrab Totem reduces the cooldown of the totem used by 5 sec. Cannot occur more than once every 20 sec per totem. Whirling Elements (New)- Elemental motes orbit around your Surging Totem. Your abilities consume the motes for enhanced effects. Water: Your next Healing Wave or Healing Surge also heals an ally inside of your Healing Rain at100% effectiveness. Air: The cast time of your next healing spell is reduced by 40%. Earth: Your next Chain Heal applies Earthliving at 150% effectiveness to all targets hit. Wind Barrier (New)- [NYI] If you have a totem active, your totems grant you a shield absorbing damage for 30 sec every 30 seconds. Earthsurge (New)- [NYI] Allies affected by your Earthen Wall Totem, Ancestral Protection Totem, and Earthliving effect receive 10% increased healing from you. Supportive Imbuements (New)- [NYI] Learn a new weapon imbue, Tidecaller's Guard. Can only be applied to shields. Increases your healing done by 2% and increases the duration of your Healing Stream Totem and Cloudburst Totem by 3 sec. Pulse Capacitor (New)- [NYI] Increases the damage and healing of Surging Totem by 25%. Oversurge (New)- While Ascendance is active, Surging Totem is 150% more effective. Amplification Core (New)- While Surging Totem is active, your damage and healing done is increased by 3%. Reactivity (New)- [NYI] Your healing spells cause your Healing Stream Totems to heal a nearby ally immediately at 50% effectiveness. Cloudburst Totem stores 25% additional healing. Imbuement Mastery (New)- Increases the duration of your Earthliving effect by 6 sec. Totemic Coordination (New)- [NYI] Chain Heals from your totems are 30% more effective. Surging Totem (New)- N/A Lively Totems (New)- [NYI] Your Healing Tide Totem, Healing Stream Totem, Cloudburst Totem, Mana Tide Totem, and Spirit Link Totem cast a free, instant Chain Heal when you summon them. Oversized Totems (New)- [NYI] Increases the size and radius of your totems by 15%, and the health of your totems by 30%. Totemic Rebound (New)- [NYI] Chain Heal now jumps to a nearby totem once it reaches its max targets, causing it to bounce an additional time to a nearby injured ally. Warlock
      Abyssal Dominion- Cataclysm summons an Overfiend that casts Chaos Bolt 2 times at 80% effectiveness before departing.  Summon Infernal becomes empowered, dealing 40% increased damage. When your Summon Infernal ends, it fragments into two smaller Infernals at 50% effectiveness that lasts 10 sec. Vile Taint- Unleashes a vile explosion at the target location, dealing [ 93.75% 117.19% of Spell Power ] Shadow damage over 10 sec to 30 enemies within 10 yds and applies Agony and Curse of Exhaustion to them. Oblivion- Unleash wicked magic upon your target's soul, dealing [ 798% 997.5% of Spell Power ] Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Doom- Inflicts impending doom upon the target, dealing [ 104.41% of Spell Power ] Shadow damage immediately and [ 104.41% 581.86% of Spell Power ] Shadow damage to enemies within 10 yards after 20 sec. Damage is reduced beyond 8 targets. Consuming a Demonic Core reduces the duration of Doom by 3 sec. Rain of Fire- Normal: Calls down a rain of hellfire, dealing [ 164.9% of Spell Power ] Fire damage over 8 sec to enemies in the area. Inferno : Calls down a rain of hellfire, dealing [ 164.9% of Spell Power ] Fire damage over 8 sec to enemies in the area. Rain of Fire has a 10% chance to generate a Soul Shard Fragment. Soul Flame- When you kill a target, its soul bursts into flames, dealing [ 40% 48% of Spell Power ] Shadowflame damage to nearby enemies. Deals reduced damage beyond 8 targets. Touch of Rancora- Diabolic Ritual Demonic Art increases the damage of your next Soul Shard spending ability by 100% and reduces its cast time by 50%. Pact of the Imp Mother- Hand of Gul'dan has a 8% 15% chance to cast a second time on your target for free. Chaos Bolt- Unleashes a devastating blast of chaos, dealing a critical strike for [ 369.2% 380.3% of Spell Power ] Chaos damage. Damage is further increased by your critical strike chance. Conflagrate- Triggers an explosion on the target, dealing [ 128.56% 134.99% of Spell Power ] Fire damage. Reduces the cast time of your next Incinerate or Chaos Bolt by 30% for 10 sec. Generates 5 Soul Shard Fragments. Umbral Blaze- Hand of Gul'dan has a 8% 15% chance to burn its target for [ 48% 96% of Spell Power ] additional Shadowflame damage every 2 sec for 6 sec. If this effect is reapplied, any remaining damage will be added to the new Umbral Blaze. Pact of the Ered'ruin- When Doom expires, is removed, you summon a Doomguard that casts 5 Doom Bolts before departing. Each Doom Bolt deals [ 149.09% of Spell Power ] Shadow damage. Fel Invocation- Soul Strike deals 20% increased damage and generates a Soul Shard. Reduces the cast time of Summon Vilefiend by 0.5 sec and your Vilefiend now deals [ 9.06% of Spell Power ] Nature damage to nearby enemies every 1 sec while active. Diabolic Ritual- Spending a Soul Shard grants Diabolic Ritual for 60 20 sec. While Diabolic Ritual is active, each Soul Shard spent reduces its duration by 1 sec. When Diabolic Ritual expires you gain Demonic Art, causing your next Soul Shard spending ability to summon an Overlord, Mother of Chaos, or Pit Lord that unleashes a devastating attack against your enemies. Imp Gang Boss- Summoning a Wild Imp has a 5% 15% chance to summon a Imp Gang Boss instead. An Imp Gang Boss deals 50% additional damage. Implosions from Imp Gang Boss deal 50% increased damage. Doom Blossom- When Seed of Corruption deals damage to a target suffering from your Unstable Affliction they explode, dealing [ 68.03% 74.84% of Spell Power ] Shadow damage to all enemies within 10 yards. Doom Eternal (New)- Demonic Cores reduce the duration of Doom by an additional 2 sec and when Doom is removed its cooldown is reset. Fiendish Oblation (New)- Damage dealt by Grimoire: Felguard is increased by an additional 10% and you gain a Demonic Core when Grimoire: Felguard ends. Mark of F'harg (New)- Your Summon Vilefiend becomes Summon Charhound and learns the following ability: Infernal Presence Cloaked in the ever-burning flames of the abyss, dealing [ 47.96% of Spell Power ] Fire damage to enemies within 10 yards every 1 sec. Blood Invocation (New)- The cooldown of Power Siphon is reduced by 5 sec and Power Siphon increases the damage of Demonbolt by an additional 20%. Foul Mouth (New)- Increases Vilefiend damage by 20% and your Vilefiend's Bile Spit now applies Wicked Maw. Mark of Shatug (New)- Your Summon Vilefiend becomes Summon Gloomhound and learns the following ability: Gloom Slash Tooth and claw are drenched in malignant shadow magic, causing the Gloomhound's melee attacks to deal [ 1,029.14% of Spell Power ] Shadow damage over 6 sec. If this effect is reapplied, any remaining damage will be added to the new Gloom Slash. Impending Doom (New)- Increases the damage of Doom by 30% and Doom generates 1 Soul Shard upon expiration. The Houndmaster's Gambit (New)- Your Dreadstalkers deal 50% increased damage while your Vilefiend is active. Warrior
      Steadfast as the Peaks- Stamina increased by 5%. Victory Rush increases your maximum health by 10% for 5 sec. When this health increase expires, you heal for any amount of the original Victory Rush that healed you in excess of your full health. Mountain of Muscle and Scars- You deal 5% more damage and take 5% 2.5% less damage. Size increased by 5%. Lightning Strikes- Damaging enemies with Thunder Clap, Revenge, Raging Blow, or Execute has a 25% chance to also strike one with a lightning bolt, dealing [ 60% of Attack Power ] Nature damage. Lightning Strikes occur 50% 30% more often during Avatar. Burst of Power- Lightning Strikes have a 20% 15% chance to make your next 2 Shield Slams or Bloodthirsts have no cooldown. Dominance of the Colossus- Colossal Might now stacks up to 10 times. If you would gain a stack of Colossal Might and are at max stacks, the cooldown of Demolish is reduced by 2 sec. Enemies affected by Demolish take up to 10% more damage from you and deal up to 10% 5% less damage to you for 10 sec based on the number of stacks of Colossal Might consumed by Demolish. Keep Your Feet on the Ground- Armor increased by 8%. Thunder Blast reduces damage you take by 8% for 5 sec. Thunder Blast- Shield Slam and Bloodthirst have a 35% chance to grant you Thunder Blast, stacking up to 2 charges. Thunder Blast Your next Thunder Clap becomes a Thunder Blast that deals Stormstrike damage. damage and generates 5 Rage. Practiced Strikes- Mortal Strike and Cleave Shield Slam damage increased by 20%. Frenetic Flurry- Overpower has a chance to cause you to unleash an empowered partial Bladestorm, striking all enemies around you once for 250% additional damage. You can no wuse Pummel and Storm Bolt while Bladestorming a flurry of steel, striking all nearby enemies for [ 157.5% of Attack Power ] damage applying Overwhelmed. Deals reduced damage beyond 8 targets. Rally- Taking damage has a chance to give you a Second Wind for 2 sec.  When your health is brought below 35%, you gain a Second Wind, healing you for 12% of your max health over 2 sec. This effect cannot occur more than once every 60 sec. Demolish- Unleash a series of precise and powerful strikes against your target, dealing [ 778.8% of Attack Power ] damage to it, and [ 519.2% of Attack Power ] damage to enemies within 8 yds of it. Deals reduced damage beyond 8 targets. While channeling Demolish, you take 10% less damage and are immune to stuns, knockbacks, and forced movement effects. You can block, parry, dodge, and dodge while using this ability use certain defensive abilities while channeling Demolish. Imminent Demise- Sudden Death's chance to reset the cooldown of Execute and make it usable on any target, regardless of health is increased. Using Sudden Death accelerates your next full Bladestorm, striking 1 additional time (max 3). Bladestorm's total duration is unchanged. Flashing Skies- Chance for a Lightning Strike to critically strike is increased by 5% and their critical strike damage is increased by 10%. Thunder Blast calls down a Lightning Strike on an enemy it hits. Colossal Might- Colossal Might increases damage dealt by your next Demolish by 10%. Mortal Strike and Shield Slam grant grants a stack of Colossal Might, stacking up to 5 times. Tunnel Vision- Each strike of Bladestorm deals an additional 20% damage evenly split across all targets.  Your auto attack speed increases by 2% every 3 sec while you are in combat up to a max of 20%. Changing targets resets this effect. Constant Pressure- Cooldown of Overpower reduced by 10%. When Tactician resets Overpower's cooldown, your next Overpower deals 10% additional damage and 10% additional critical damage.  Tide of Battle- Colossal Might increases the damage of your Overpower and Revenge by 5% per stack. One Against Many- Shockwave, Cleave, Whirlwind, and Revenge Whirlwind deal 5% more damage per target affected up to 5. Precise Might- Mortal Strike and Shield Slam critical strikes grant an additional stack of Colossal Might. Unrelenting Onslaught- When you Execute a target that you've Marked for Execution, you both reduce the cooldown of Bladestorm by 5 sec and apply 2 stacks of Overwhelmed to the target per stack of Marked for Execution consumed. You can now use Pummel and Storm Bolt while Bladestorming. Death Drive- You heal for 50% 15% of damage dealt by Sudden Death. Thorim's Might- Lightning Strikes generate 5 Rage. Revenge, Raging Blow and Execute damage increased by 15%. Thrill of the Kill- Execute increases your attack speed by 30% for 10 sec.  Your next Mortal Strike after Bladestorm ends deals 50% additional damage Strength of the Mountain- Shield Slam damage increased by 20% 10%. Bloodthirst and Rampage damage increased by 10%. Snap Induction (New)- Activating Recklessness grants a charge of Thunder Blast.
    • By Stan
      Super Squirt is up on EU servers today, allowing you to level battle pets to max level very quickly with just a few battles.
      The so-called "Super Squirt Day" has arrived on European realms today! 
      You will find Squirt in the Garrison Menagerie, but you will need a Level 3 Garrison. Anyway, use your Garrison Hearthstone toy to get to Draenor if own it.
      Combined with the buff from this week's bonus event (Sign of the Critter) and items like the Safari Hat toy and pet treats (Lesser Pet Treat / Pet Treat), you can level your pets to max in as little as two battles.
      Our friends at Petopia have plenty of strategies on how to defeat Squirt!

    • By Stan
      The world apparel vendor in your faction shrine now sells Recruit's Shirt and Guild Tabard in MoP Remix.
      If you're looking to finish your transmog in MoP Remix, you can buy Recruit's Shirt and Guild Tabard for 5 Bronze each at your faction's Pandaria capital! Alliance players will find the vendor in the Shrine of Seven Stars. For the Horde, the vendor's located in the Shrine of Two Moons.
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