Jump to content
FORUMS
Sign in to follow this  
Starym

Holy Paladin in the Shadowlands: Spec Highlights and Class Recommendations

Recommended Posts

9c8WUHo.jpg
 

Update: the Holy pre-patch guide is ready and you can check it out here:
Holy Paladin Shadowlands Guide

We have another big one today, as Holy Paladins have received some really big changes, with the return of Holy Power being pretty close to a reword of the spec. There's also Aura changes on top of the usual Talent changes, Covenants, legendaries and more, as Mytholxgy takes us through the new state of Holy Paladins.

Exciting Changes for Holy Paladin in Shadowlands

Heading into Shadowlands, Paladins have one of the biggest changes of any class which is the reintroduction of Holy Power. This will completely alter our healing as we will transition back to a playstyle of generating holy power, and then spending it on powerful single-target or AOE heals in the form of Word of Glory Word of Glory and Light of Dawn Light of Dawn. On top of just class changes, Covenants will be introduced and they provide both a class-specific and generic ability depending on which you chose. Some classes aren't too impacted by their Covenants, but luckily for Paladin, we have some exciting options that will make an impact not only on your base rotation but also your talent choices. In this article we will go through some of the new changes and how they impact Holy Paladin.
 

xeSE15n.png?1

Holy Power Reintroduction

As previously mentioned, Holy Power has been brought back to Holy Paladin which greatly impacts how we play. Many of our core abilities have been turned into Holy Power generators. Holy Shock Holy Shock,  Crusader Strike Crusader StrikeHammer of Wrath Hammer of Wrath, and healing directly into your Beacon of Light Beacon of Light target with Holy Light Holy Light or Flash of Light Flash of Light will generate 1 Holy Power. These abilities have been a core part of the Holy Paladin kit for some time now, and with them generating Holy Power, this will stay the case in Shadowlands. So we know how to generate Holy Power, now the question is how do we spend it?

Light of Dawn Light of Dawn was changed from being a cooldown-based ability to one that now requires 3 Holy Power. On top of that, two abilities were given back to Holy with minor reworks to make them better suited for the kit.
Word of Glory Word of Glory
returns in the form of a powerful 3-cost single target heal.
Shield of the Righteous Shield of the Righteous
unfortunately is our only damage spender and given its focus on AOE damage, it is underwhelming when used for single-target.

Overall, the changes to Holy Paladin are what's needed to breathe some life back into what turned into a stale spec for most players at the end of BFA. It brings decision-making back which Holy Paladin has significantly lacked for the last few raid tiers. And it was implemented in a way that keeps the spec flowing nicely and generating/spending Holy Power feels good.

Aura Reworks 

Arguably the next biggest change to Holy Paladin would be the changes made to Auras. Aura of Sacrifice Aura of Sacrifice and Aura of Mercy Aura of Mercy were both removed from the game. Ultimately, removing these two was a good decision because the Talent row that contained them had become a bit stale with you never picking either of them. In their place we gained Crusader Aura Crusader Aura Concentration Aura Concentration Aura, and Retribution Aura Retribution Aura , All of which are pretty disappointing and have very limited use in PvE situations. Retribution Aura Retribution Aura can potentially be strong when swapping to it if you know someone is in danger, giving you 12 seconds of wings. However, swapping Auras is on the Global Cooldown which causes it to feel incredibly awkward when trying to switch in the middle of combat. Auras have the potential to be incredibly useful and impactful but they have consistently been underwhelming abilities that you never really think about. Devotion Aura Devotion Aura has been the staple choice throughout BFA and now that it has become baseline, in a group with Crusader, Concentration, and Retribution. You will pick Devo and then never think about it again unless the rare circumstance to swap to Retribution without losing throughput/damage presents itself. I really wish more thought was put into Auras and we had some interesting alternatives to Devotion that would provide actual benefits in PvE situations. 
 

xeSE15n.png?1

Talent Changes

Level 15 TalentsCrusader's Might Crusader's Might / Bestow Faith Bestow Faith Light's Hammer Light's Hammer

Level 25 Talents: Saved by the Light Saved by the Light Judgment of Light Judgment of Light / Holy Prism Holy Prism

Level 30 Talents: Fist of Justice Fist of Justice / Repentance Repentance / Blinding Light Blinding Light

Level 35 Talents: Unbreakable Spirit Unbreakable Spirit / Cavalier Cavalier / Rule of Law Rule of Law

Level 40 Talents: Divine Purpose Divine Purpose / Holy Avenger Holy Avenger / Seraphim Seraphim

Level 45 Talents:Sanctified Wrath Sanctified Wrath / Avenging Crusader Avenging Crusader /Awakening Awakening

Level 50 Talents: Glimmer of Light Glimmer of Light / Beacon of Faith Beacon of Faith / Beacon of Virtue Beacon of Virtue

Holy Paladin has two major talent changes heading into Shadowlands. Glimmer of Light Glimmer of Light was added to the final row and Holy Avenger Holy Avenger was reworked. In order to put Glimmer in line with the rest of the talents on its row, it's spell coefficient was nerfed significantly to be not even half as good as three of the Azerite traits were. Despite that, it currently remains a strong choice given Virtue's clear weaknesses in raid and Faith requiring two targets with high amounts of damage taken per second. 

Holy Avenger Holy Avenger was transformed from being a steroid giving Haste to Holy Power. When using the ability, every ability that generates Holy Power will generate 3 HP instead of 1. Given that Paladin is reliant on Cooldowns for most of it's healing, Holy Avenger will help this by just giving us another cooldown like it did throughout BfA. It also remains incredibly flexible given you can use the Holy Power generation on either damage or healing.  

The only other notable change would be Saved by the Light Saved by the Light being added to the Level 25 row. Unfortunately, this talent's design is very poor and will likely never be used in any form of content besides potentially PvP. Having a talent only affecting one player is not ideal, when you add in the fact the player must be below a certain HP threshold, it makes the talent extremely undesirable. It reminds me of the druid talent Cultivation Cultivation, but Cult can apply to anyone with your HoTs. With Saved by the Light only affecting one player, I am not entirely sure how Blizzard intended this talent to be viable. 
 

NyDNAFw.jpg?1

New Covenant Abilities

Night Fae Ability - Blessing of the Seasons Blessing of the Seasons

By far the most interesting Covenant, Night Fae provides 4 different abilities in one. 

  • Blessing of Spring Blessing of Spring  - Provides your target with 10% increased healing and 20% increase to healing received. Spring is the best blessing by far because you can pair this with your cooldowns or one of your co healers cooldowns to provide a strong increase to throughput. 
  • Blessing of Summer Blessing of Summer Summer causes your target's abilities to have a chance to proc Holy damage. Not very interesting but it is a damage increase to your party so it still is beneficial. 
  • Blessing of Autumn Blessing of Autumn  - Another interesting blessing. This one causes your target's cooldowns to recover faster. Very similar to the Ineffable Truth Ineffable Truth corruption. Ideally, you would use it on someone who wanted higher cooldown up-time (Rogues, Holy Paladins, Disc Priests, etc). 
  • Blessing of Winter Blessing of Winter - Reduces the attack speed and movement speed of enemies within its range, as well as doing some damage (less than summer). The extra damage is nice but given that it is only impactful outside of raid it's usefulness is limited. 

Spring, Summer, and Autumn are definitely very strong and if used at the right time can be very good. You'd want to line up Spring during high damage events and Summer/Autumn during lust or when cooldowns are being used. However, it isn't always easy to line up the right Blessing when you want it given their cooldowns. Each blessing has a 45 second CD and they follow a set rotation. Upon entering combat you will be reset back to Summer. After using it, you will be given Autumn, then Winter, and finally Spring. Each buff lasts 30 seconds which is quite noticeable, but with a 45 second CD, it leaks to pretty low up-time on the spell. In its current iteration, Night Fae will likely never see playtime until it can get improved up-time. If Blizzard were to reduce the cooldown of each blessing, the Covenant could definitely skyrocket to being the top choice. Regardless, it isn't worth considering in its current iteration.
 

Necrolord Ability - Vanquisher's Hammer Vanquisher's Hammer

Throws a hammer at your target dealing (170% of Spell power) Shadow damage, and empowering your next Word of Glory to automatically trigger Light of Dawn.

The Necrolord covenant ability is a 30-second CD that provides a free Light of Dawn Light of Dawn after using Word of Glory Word of Glory. While the free healing from the Light of Dawn is nice, it does not provide nearly large enough throughput to justify taking it over some of the other options. Necrolord has two main issues, the first being its cooldown, the second being it costing Holy Power. Ideally, the covenant would generate on-use instead of costing Holy Power which would make it significantly more desirable. If Necrolord wants a chance of being viable, it will likely need to become a generator instead of a spender. Reducing the cooldown of the ability would also be nice. Only providing a light of dawn simply isn't enough to justify a 30-second CD. If Necrolord manages to get either of these changes between now and Shadowlands release, it could see some play, but currently, it isn't worth thinking much about.
 

Venthyr Ability - Ashen Hallow Ashen Hallow  

Hallow the target area for 30 sec. Enemies in the area suffer up to [(55% of Spell power) * 30 / 2] Shadow damage, and allies are healed for up to [(42% of Spell power) * 30 / 2], reduced if there are more than 5 targets.Within the Hallow, you may use Hammer of Wrath on any target, and its damage is increased by 100%.

Originally unusable, Ashen Hallow has since been reworked to be a strong covenant choice. However, it does have some very noticeable strengths and weaknesses.

I believe the easiest way to breakdown Ashen Hallow is to start off by looking at its weaknesses. It has a very long cooldown which is the opposite of what you want from healers, currently sitting at 4 minutes. It also is an ability you place on the ground (similar to Healing Rain Healing Rain from shamans or Efflorescence Efflorescence from Druids) and then you are unable to move it again. This is normally not an issue for Shamans or Druids because they can easily replace it. With Ashen Hallow you are unable to reposition it if you make a mistake or the raid has to move given its long cooldown timer. If you are forced to move out of it early, you are going to lose very high amounts of healing and effectively waste your Covenant ability. If you are also interested in other aspects of the game besides just Raiding (Mythic+ and Arena), Ashen Hallow will likely not be a strong choice because it is significantly worse than its Covenant counterparts in those aspects of the game. 

Looking at its strengths, it does fairly strong healing and will perform extremely well on encounters with extended damage periods. For example, when facing raid-wide ticking damage (think G'huun last phase / Jaina) Venthyr will be extremely impactful and useful. Especially if you are in an encounter where the raid is able to stay stacked and doesn't have to move very frequently. On top of its healing, it gives a noticeable damage increase from not only its passive ticking damage, but from Hammer of Wrath Hammer of Wrath casts as well.

Final Verdict: Under the right circumstances in Raid, Venthyr will be very strong and impactful. But if you are unable to meet the positional requirements or the damage pattern is more burst heavy than sustained, Venthyr will suffer. Because of this, it's hard to recommend as a strong generic pick when other Covenants are more well-rounded. Don't be surprised if you see some top Holy Paladin players selecting it purely for raid.
 

Kyrian Ability - Divine Toll Divine Toll

Instantly cast Holy Shock, Avenger's Shield, or Judgment on up to 5 targets within 30 yds (based on your current specialization).

Currently the most well-rounded Covenant, Kyrian is a no-brainer if you are looking for something that will excel in all aspects of the game. On a 1-minute cooldown, Divine Toll will fire off 5 Holy Shock Holy Shocks which will all generate holy power. If you end up selecting Glimmer of Light Glimmer of Light, each Holy shock from the Kyrian ability will trigger the Glimmers, resulting in very strong healing in 5-mans and Raid. You combine that with the Sanctified Wrath Sanctified Wrath talent, and you find yourself playing a playstyle very similar to what we saw throughout the second half of BFA. With a short cooldown, solid burst, and strong talent synergies, Divine Toll makes Kyrian an exceptional covenant choice. 
 

xeSE15n.png?1

Legendary Effects

Looking at only Paladin specific legendaries, we, unfortunately, have relatively uninteresting and weak options. I will only highlight specific ones 

  • From Dusk till Dawn IconFrom Dusk till Dawn - While this legendary seems okay on paper, it unfortunately flows very poorly and can make the rotation very clunky. In general, you don't want to have to sit on holy power in order to get the healing buff, you want to spend your Holy Power as you need to keep people alive. Having to delay healing your allies in order to gain the buff can lead to potential deaths or unnecessary defensive cooldowns being used in extreme cases. 
  • Inflorescence of the Sunwell IconInflorescence of the Sunwell - By far the biggest question mark when it comes to the legendaries. It can be good in situations where you are casting a lot and making use of your Infusions. At the moment though, I believe infusions are in a similar spot to BFA where we will never really be using them. If we do start using infusions again, this legendary could be good.
  • Maraad's Dying Breath Maraad's Dying Breath Maraad's is currently the strongest legendary available for raiding. It provides very strong single-target healing which lines up well with damage patterns in Castle Nathria. It has the obvious drawback caused by using Light of the Martyr Light of the Martyr more frequently, which is the increased damage intake. We just don't unfortunately have many options for raiding.
  • Shadowbreaker, Dawn of the Sun IconShadowbreaker, Dawn of the Sun Shadowbreaker is one of my favorite legendaries. It, unfortunately, has the same problem as the rest of the paladin legendaries - it isn't very good. While the healing bonus is nice, the buff is only applied to whoever the Light of Dawn Light of Dawn actually healed. In mythic+ this is a nice constant 20% healing bonus which could be very important in tough healing situations. It just isn't as beneficial in raid due to the lack of targets it covers. If it was changed to buff everyone hit by the cone, it would be incredibly good. But in its current design, it leaves a lot to be desired.
  • Shock Barrier IconShock Barrier - At the start of beta, Shock Barrier was extremely powerful and would've been the easy choice. Even with the loss of some of the Glimmer of Light Glimmer of Light synergies, you are still casting a lot of Holy Shock Holy Shocks causing Shock Barrier to have insane value early on. However, it has since been nerfed. Just like Glimmer of Light, it also received a target cap. Currently it only affecting 3 targets, so it doesn't do enough to justify being a good choice.  All it will take for Shock Barrier to rise will be a removal of the target cap or increasing it to more targets. 
  • Vanguard's Momentum IconVanguard's Momentum - A flexible legendary that can provide both damage and healing increases and I am for the most part a fan of this one. Gaining an extra charge of Hammer of Wrath Hammer of Wrath just gives you an extra Holy Power. It is more noticeable in mythic+ when you can make more use of the extra charges and I expect it to see a decent amount of playtime there. For raiding, it likely will not be used as it's up-time will just bee significantly lower without constant targets being low health.
  • The Mad Paragon IconThe Mad Paragon - Primarily a Retribution legendary, it is still usable as Holy Paladin similar to how the Ret Azerite trait Light's Decree Light's Decree was used with the Glimmer of Light Glimmer of Light build throughout BFA. While I don't see this legendary being popular, it is worth noting because of just providing a damage increase as well as a couple more free GCDs during wings. Hammer of Wrath Hammer of Wrath becomes "free" in a sense because the GCD spent using it will not punish you since you get that second back. Could be useful in mythic+ or PvP but it still is very early and we won't know for sure until we get closer to release. 
     

xeSE15n.png?1

Conclusion

Holy Paladin received quite a few changes going into Shadowlands, with Holy Power being the most noticeable. The downfall of the Glimmer playstyle might frustrate some players, but Holy Power has reintroduced much-needed decision making back into the spec. If you fell out of love with Holy Paladin because of what Glimmer did to the spec, now might be the time to give it another try. We won't be sitting in range only castingHoly Light Holy Lights still, instead we will be using our casts much more frequently than we did in BfA. Even with all the changes and playstyle differences, Holy Paladin will still remain a top-tier healer that every guild will want to have. 

 

TpnZpKP.jpg?1

Other Spec Highlights:

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Blizzard has added Glyph of Jab for Monks in the War Within, making Tiger Palm strike your target with your equipped weapon!
      We've got some great news for all Monk players out there. In the War Within expansion, Blizzard has added Glyph of Jab that makes Tiger Palm strike your target with your equipped weapon, instead of your fists.

      In the past, Glyph of Jab was a minor glyph used by monks, designed to ensure that the Jab ability was executed with hands and fist animations even when non-fist weapons were equipped. You will find more details here.
    • By Stan
      We've looked at the number of chapters of the War Within level-up campaign and compared it to Dragonflight.
      War Within Level Up Campaign
      The level-up campaign in each zone consists of 3 chapters, so you will end up with a total of 12 level-up chapters in the new expansion. You will spend roughly an hour completing the main storyline in each zone.

      Isle of Dorn (Zone 1 Level Up Questing)
      Chapter 1: Breaking Point Chapter 2: Earthen Fissures Chapter 3: The First Blow The Ringing Deeps (Zone 2 Level Up Questing)
      Chapter 1: By Candlelight Chapter 2: Dark Revelations Chapter 3: The Monster and the Machine The Hallowfall Arathi (Zone 3 Level Up Questing)
      Chapter 1: The Guiding Start Chapter 2: Gathering Shadows Chapter 3: Hope in Solidarity  Azj-Kahet (Zone 5 Level Up Questing)
      Chapter 1: Friends in the Dark Chapter 2: Unraveling the Trapped Chapter 3: Plans within Plans Dragonflight Campaign Chapters
      When we compare War Within level up chapter numbers with Dragonflight zones, the expansion shipped with a total of 15 level-up chapters spread across 4 zones:
      Waking Shores had 5 campaign chapters. Ohn'ahran Plains shipped with 4 campaign chapters. Azure Span had 4 campaign chapters. Thaldraszus shipped with 3 campaign chapters. Max-Level Campaign
      The War Within (Max Level Questing) consists of 4 chapters. The fourth campaign name is unknown at this time and Blizzard will most likely hotfix it.
      Chapter 1: Against the Current Chapter 2: Ties That Bind Chapter 3: The Machines March to War Chapter 4: Unknown name
    • By Staff
      Blizzard have shared this week's Rogue changes, as well as plans for future adjustments to Fatebound and Trickster Hero trees.
      (Source)
      Greetings Rogues,
      This week’s Alpha build includes many changes to Class and Spec talent trees, including a handful of positional swaps, tuning changes, and a few new and redesigned talents.
      Feedback about these changes is welcome, so please post here with any notable experiences or opinions from your play in the Alpha test.
      More change will be coming over the next few weeks, focused primarily on hero talents. Deathstalker is still lurking in the shadows and will be revealed when it’s ready (sometime in the next few weeks).
      For Fatebound, more completed talents will be rolling in over time, and we have also been following gameplay and written feedback which will be cause for iterations to existing talents.
      For Trickster, we’ve been following all of your feedback, and it has generated significant internal discussion. While the core pieces will remain in place (Unseen Blade, the Fazed debuff, and a grand finish in Coup de Grace), we expect to revisit the gameplay that fuels this engine, and most notably move away from Feint being a primary applicator of Unseen Blade. Unexpected randomly-timed procs of Unseen Blade have also proven to cause trouble and are being similarly reconsidered, in addition to minor updates for other talents.
      Thank you to those who have played the Alpha and spent the time to share experiences and opinions so far. Keep it coming!
      And here are this week's changes:
      (Source)
      ROGUE New Talent: Shadowheart – Leech increased by 3% while Stealthed. Acrobatic Strikes has been redesigned – Auto-attacks increase auto-attack damage and movement speed by 1% for 3 seconds, stacking up to 10%. Developer’s note: Acrobatic Strikes no longer increases the range of melee attacks. We are revisiting increased melee range talents across the game, and most are being removed. Default melee range has increased since these talents were originally created, allowing specs with increased range to attack from well outside where it appears they should be able to. Cut to the Chase moved from Assassination talent tree to baseline all specs, triggering from Envenom/Dispatch/Eviscerate. Vanish’s guaranteed stealth duration now 1.5 seconds in PvP combat (base 3 seconds). Tight Spender now reduces Energy cost of finishing moves by 6% (was 10%). Subterfuge is now a 2-point talent, effect duration 3/6 seconds. Some talents have moved locations. Without a Trace moved from Subtlety to Class tree in capstone location, replacing Shadow Dance. Nightstalker has been removed. Assassination New Talent: Rapid Injection – Envenom deals 10% increased damage while Envenom’s effect is active. Serrated Bone Spike has been redesigned – (Passive) Prepare a Serrated Bone Spike every 30 seconds, stacking up to 3. Rupture spends a stack to embed a bone spike in its target: Deals Physical damage and Bleed damage every 3 seconds until the target dies or leaves combat. Refunds a stack when the target dies. Generates 1 combo point plus 1 additional per active bone spike. Serrated Bone Spike initial damage reduced by 24% and damage over time damage reduced by 9%. Improved Garrote effect duration increased to 6 seconds (was 3 seconds). Indiscriminate Carnage effect duration reduced to 6 seconds (was 10 seconds). Kingsbane damage bonus per poison application now has a stated cap at 1000% from 50 stacks (was 1980% at 99 stacks). Kingsbane base damage over time increased by 6%. Developer’s note: Kingsbane was originally intended to be uncapped, but abilities and talents introduced in the Dragonflight expansion allowed players to reach its previously-unreachable hidden cap. Increasing or removing the cap in the current environment would reinforce poor gameplay outcomes and continue to constrain talent options, so a lower cap is being introduced with the intention of having Kingsbane remain a valuable component of any build that includes it, but not by being required as every build’s all-important main character. Sepsis has been removed. Outlaw Ace Up Your Sleeve now grants 4 combo points when triggered (was 5). Mastery: Main Gauche damage increased by 24%. Adrenaline Rush has been updated: No longer increases global cooldown recovery rate by 25% while active. Now increases global cooldown recovery rate equal to your Haste while active, up to 25%. Now increases Energy regeneration by 50% (was 60%). Count the Odds effect now has base chance 10% (was 8%) and duration 8 seconds (was 5 seconds), but no longer doubled while Stealthed. Underhanded Upper Hand no longer affects Slice and Dice duration and no longer grants 3 seconds of Subterfuge duration (Stealth ability use). Crackshot’s Dispatch effectiveness reduced to 50% (was 75%). Thief’s Versatility now increases Versatility by 3% (was 4%). Some talents have moved locations. Sepsis has been removed. Subtlety Premeditation has been redesigned – After entering Stealth, your next combo point generating ability generates full combo points. Invigorating Shadowdust now reduces cooldowns by 10/20 seconds (was 15/30 seconds). Shadow Dance moved from the Class talent tree to Subtlety talent tree. Shadow Focus now reduces costs by 5%. Some talents have moved locations.
    • By Staff
      This week's War Within Alpha Build adds a void airship mount. Check it out!
      This mount is a Full Transformation for the plane mount from the Delves, taught through Airship: Void.
      Here is the mount model from all perspectives.

    • By Staff
      Blizzard have detailed everything about the new limited time event coming on May 16th! From the zones and raids for each level bracket to the new ability gems, upgradable cloak, transmogs, mounts, details on the Bronze currency system and more, check out all the exciting new content coming soon!
      MoP Remix (Source)
      Relive epic adventures with an all-new event— World of Warcraft Remix: Mists of Pandaria. Experience the wonders of Pandaria anew, but with fresh new loot— and (almost) unlimited power.
      What is World of Warcraft Remix: Mists of Pandaria?
      World of Warcraft Remix is a time-limited event which allows players to re-experience the entirety of the Mists of Pandaria expansion at an accelerated rate from level 10 through 70. All loot has been completely overhauled and has powerful new effects allowing players to shape their experience, power up, and power on. Features include:
      Accelerated Leveling and Content allowing you to take on nearly every quest, scenario, dungeon and raid. Create a new World of Warcraft Remix character starting at level 10 to adventure through the event up to level 70. A mountain of loot: Get powerful items from everywhere— quests, chests, creatures, bosses. Customizable items allowing you to power up as far as you can go to take on tougher content. Convert unwanted items into Bronze which can be used to upgrade items or purchase cosmetics. Keep what you collect: Take your collection of transmogs with you later when The War Within™  goes live. Available to Everyone
      No expansion purchase is needed, but a World of Warcraft Subscription or Game Time is required to begin this fast-paced adventure through Pandaria. This means that Classic players can also participate in a plethora of pandamonium by simply installing the modern (live) World of Warcraft client.
      WoW Trial Accounts will also be able to experience this World of Warcraft Remix without a subscription or Game Time through level 20. Purchase a subscription or Game Time to continue beyond level 20.
      Accelerated Leveling and Content
      With World of Warcraft Remix: Mists of Pandaria there will be no slowing you down and you’ll be able to take on nearly every quest, scenario, dungeon, and raid right out of the gate with accelerated leveling from 10-70. View the chart below for the availability of each type of content.
      Level Range       Zones     Scenarios Dungeons Raids 10-70
      Jade Forest
      Greenstone Village
      Brewing Storm
      Theramore’s Fall
      Temple of the Jade Serpent
      Scarlet Halls
      Scarlet Monastery
      Scholomance
       
      20-70
      Valley of the Four Winds
      Krasarang Wilds
      5.1 Landfall Campaign
      Unga Ingoo
      Domination Point
      Lion’s Landing
      A Little Patience
      |Dagger in the Dark
      Stormstout Brewery
       
      25-70
      Kun-Lai Summit
       
      Arena of Annihilation
      Brewmoon Festival
      Crypt of Forgotten Kings
      Shado-Pan Monastery
       
      Mogu’shan Vaults
      30-70
      Townlong Steppes
      Assault on Zan’vess
      Siege of Niuzao Temple
       
      35-70
      Dread Wastes
       
       
      Heart of Fear
       
      40-70
      Vale of Eternal Blossoms
       

      Battle on the High Seas
      Blood in the Snow
      Dark Heart of Pandaria
      Secrets of Ragefire
      Mogu’shan Palace
      Gate of the Setting Sun
       
      Terrace of Endless Spring
      45-70
      Isle of Giants
      Timeless Isle
       
       
       
      50-70
      Isle of Thunder
       
       
      Throne of Thunder
      60-70
       
       
       
      Siege of Orgrimmar
      70
       
       
       
      Heroic Raids
      Creating Your New Identity
      Create a new modern World of Warcraft character to undertake your adventures in Pandaria, collect a variety of powerful new items and transmogs, then take your transmogs with you when you continue your adventures in World of Warcraft®:The War Within™. All Remix characters created during the event will convert to a standard character to play within modern World of Warcraft at the end of the event.
      From the realm Character Selection screen, players will be given the option to create a new World of Warcraft Remix character, beginning at level 10, which will only be able to play with characters taking part in the event.
      Characters in the selection screen which are only available to play in the World of Warcraft Remix event will have an icon next to the character name so they can easily be identified when choosing which mode of World of Warcraft you intend to play through.
      Once you’ve created your character, you’ll begin your new journey in the Timeless Isle and meet up with the infinite dragonflight and Eternus who will set you on your path.
      New Loot, New You
      In World of Warcraft Remix, players have the opportunity to collect a variety of items from just about anywhere: quests, chests, creatures, bosses, and more. New customizable items will be yours for the taking and each item slot has their own unique identity with spell gem sockets. These sockets come with exciting turbo-charged new effects similar to trinkets.
      Each time you loot new items, you’ll have the chance for powerful new upgrades allowing you to push the limits further and faster than ever before with uncapped progression. As you progress, you’ll gradually become more and more powerful as items also grant increased permanent stats.
      Don’t worry if you slot a gem into a slot and want to remove it, you’ll be able to add and remove gems easily. You’ll also be able to use Unraveling Sands to transform unwanted items to bronze.
      You’ll find a few different types of gems to slot into your gear as you adventure through Pandaria including Meta Gems, Tinker Gems, and Cogwheel Gems. Here are a few examples of what you could find:

      Cloak of Infinite Potential
      You’ll also be able to earn an Artifact cloak that gains permanent power increases as you play when you loot various threads of time. Infinite Power achievements you earn on your strongest character will grant alternate characters a more powerful starting cloak — making leveling even faster!
        Earn titles, a variety of transmogs, previously unreleased color variants of older mounts, and more simply by completing World of Warcraft Remix: Mists of Pandaria specific achievements during the Remix event. These achievements will become Feats of Strength when the event ends.
      August Phoenix
      Astral Emperor's Serpent
      Players will also be able to ride their dragonriding mounts throughout Pandaria and if you haven’t learned this skill yet, don’t worry, trainers are standing by.
      Welcome to a New Bronze Age
      There’s no such thing as a bad drop and any drop you get can be converted into a new currency— Bronze. You’ll be able to use this currency to purchase upgrades and World of Warcraft account-bound cosmetics.
      Head to a bazaar in any zone to purchase everything from class transmogs, to Mists of Pandaria mounts, toys, and more. This allows players to purchase items that were previously unable to obtain or difficult to obtain as random drops by simply spending this new currency to add them to their account’s collection.
      Inifnite bazaars can be found at the following locations:
       
      Location
      Zone
      Tian Monastery
      Jade Forest
      Halfhill Market
      Valley of the Four Winds
      Temple of the White Tiger
      Kun’Lai Summit
      Niuzao Temple
      Townlong Steppes
      Kor’vess
      Dread Waste
      Star’s Bazaar (Alliance)
      Shrine of the Seven Stars
      Golden Terrace (Horde)
      Shrine of the Two Moons
          Players won’t be able to use the Auction House in World of Warcraft Remix: Mists of Pandaria.
      World of Warcraft Remix: Mists of Pandaria goes live May 16 at 10:00 am PDT worldwide. We’ll see you in Pandaria!
×
×
  • Create New...