When the Sha of Fear invaded the Terrace of Endless Spring, three venerated jinyu protectors were corrupted, and they betrayed the other mortal sentinels, slaying them all. The twisted guardians have now turned their attention to any intruders who might interrupt the sha's attack on the area's last defenses.
In 25 player Difficulty, Elder Regail imprisons 5 players.
Minions of Fear pour from the Terrace of Endless Spring, pursuing the Protector with the lowest remaining health.
In 25 player Difficulty, Corrupted Essences infect the 5 closest players.
Legends speak of a spiraling, golden serpent that can sometimes be seen high in the sky, basking in the sunlight above the clouds. The few who claim to have observed it themselves say the creature is fiercely protective of the terrace.
Tsulong struggles at Night with the Sha's corrupting influence. Bringing Tsulong's remaining health to zero while at Night permanently destroys the Sha's influence over him. When he reaches 100 energy, he temporarily purges the Sha's influence and radiant sunlight turns Night into Day.
During the Day, Tsulong gains the upper hand over the Sha corruption. Players may heal and aid Tsulong during the Day, and bringing him to full health while in the Day permanently destroys the Sha's influence over him. When he reaches 100 energy, the Sha corrupts his emotions and Night descends upon the Terrace.
For countless years, this friendly water spirit frolicked in the Fountains of Endless Spring with childlike wonder and glee. When fighting suddenly broke out in this peaceful place, Lei Shi saw the crystal-clear water turn cloudy and murky, and terror fell over her mind.
The Sha of Fear is the physical manifestation of terror in Pandaria. Imprisoned by the legendary pandaren emperor Shao Hao long ago, the entity has been newly strengthened by rising conflict across the island.
The Sha of Fear looms atop the Terrace, attempting to consume the pure light emanating from its center.
A narrow column of uncorrupted light still projects skyward from the center of the terrace. When a player stands in this light it bends, forming a protective wall that extends back from this Champion of the Light in a 'V' shape. This attracts the attention of the Sha of Fear, who fixates on the Champion.
The group of players transported by Ominous Cackle must defeat one of three Sha possessed crossbowmen. The former terrace guardians Yang Guoshi, Cheng Kang, and Jinlun Kun attack the players.
On heroic difficulty the Sha of Fear retreats to the Dread Expanse at 50% remaining health, dragging players along with him. This watery wasteland is a place of the Sha's making where he has access to a new set of abilities.
The uncorrupted light from the terrace binds itself to the current champion and takes on a new form. It grows stronger, granting the champion immunity to fear and horror effects and reduces their damage taken by 30%.
Amazing buff to fury warriors! Really needed it!.
101% Chance? Will I be getting bonus Wild Strikes every hundredth Bloodthirst then? =P
how did they change? I have yet to find what they did to them
To clarify the DMF 'changes'--the values are not nerfed, this is a display/proc mechanism change to help with scaling.Blizzard changed how trinket procs work in MoP. Before, each ilvl version of a trinket would have separate spell IDs for their procs. (Take the trinket that dropped from Gunship in ICC, which had Normal and Heroic versions. Muradins Handfernrohr ilvl 251 has Item - Icecrown 10 Normal Caster Trinket, Muradins Handfernrohr ilvl 264 has Item - Icecrown 10 Heroic Caster Trinket). For MoP trinkets, there's one spell ID for the proc which is scaled multiple times across items. There's an incentive to do this between the Challenge Mode system of scaling items down to ilvl 463 and the new system in 5.1 that allows players to increase the ilvl of their gear via currency.If we just displayed the raw data for trinkets, you'd see lower procs for most items than what's in game. This is because the default amount shown on a proc spell ID is budgeted for an ilvl 463 version (related to Challenge Modes). We've modified our trinkets in MoP to show how the proc scales (see the stats for the procs on the 'used by' tab: Item - Hits Proc Haste).The new DMF trinkets weren't part of this new scaling system before, but it seems as of this latest PTR patch, they now are. The lower values datamined on the PTR today are what you'd see if you zoned into a Challenge Mode, or if an ilvl 463 version of the trinket existed in theory. We'll make sure that when the DMF trinkets switch to this new proc system on live in 5.1, they'll display the correct (and unchanged from live) proc.
Translation, they aren't nerfed. :)
Would it be possible to be able to see the Challenge Mode stats for all 463+ items on Wowhead, instead of having to zone in to a Challenge Mode dungeon in game?Interestingly, different versions of the same item don't seem to always have the same stats when scaled for Challenge Modes (such as Raid Finder/normal/heroic tier helms).
This is a good idea and something we'll consider including, as we work on features for the items that scale in 5.1.
Nice Job with the bosses and weapon designs , doing a rally good job with patch 5.0 overall
There's no way that Bloodsurge buff is going live. Obviously a datamining error.
wow these are some ugly looking wepons.
Bloodsurge: Your Bloodthirst hits have a 101% chance of lowering the global cooldown to 1 sec and reducing the Rage cost by 20 of your next 3 Wild Strikes.It will never go live. That's really too much @#$%.
so nice... not.....what is up whit Guns for hunters...? and why in Gods name is it only on us realms that will be open first.... goodbuy World first... thx alot blizz... so if ppl wants world first They have to be on a us realm... goddamn and we are paying for this...
and for some reason hunters only get there wep on last bosses.. when ewery one elles is getting on 1-2-3 boss.. im just saying that blizz got to sort out some of there stabs members..