Showing posts with label Builds. Show all posts
Showing posts with label Builds. Show all posts

August 13, 2009

WoW Patch 3.2 Release Patch Notes

Tips: WoW Patch 3.2, World of Warcraft patch 3.2 release, WoW 3.2 Release, WoW 3.2 Guides, WoW patch 3.2 Guides, WoW Patch 3.2 Notes

Included with the patch update is a fresh copy of the WOW patch 3.2 patch notes. These notes come directly from the updater that you'll download to update your game.

Please be aware that Blizzard has lately been releasing an updated version of these later in the day. We'll update these notes, in this post, if that happens.

There are some major highlights to WoW patch 3.2 that we've known about for awhile. They include:


  • A new battleground in the Isle of Conquest

  • A new 5, 10, and 25 person dungeon/raid in the Crusaders' Coliseum

  • Significant changes to mounts requirements

  • Class changes

  • A major update to the Argent Tournament

  • Arena Season 7 (which will begin sometime soon)


The full patch 3.2 patch notes are after the break, and don't forget to check out WoW.com's Guide to Patch 3.2 for all our patch coverage.

World of Warcraft Client Patch 3.2.0

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html


The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

Call of the Crusade


  • Since the opening of the Argent Tournament in northeastern Icecrown, adventurers have journeyed from across Azeroth and beyond to prove their worth in the heart of the Lich King's domain. Under thundering skies the tournament's participants hone the arts of war and face off in bone-shattering jousting matches to earn the right to be called champions. Yet these heroes have yet to face the greatest challenge of all: the Crusaders' Coliseum. Formidable Horde and Alliance champions, ferocious beasts, and Scourge lieutenants are just some of the opponents awaiting adventurers in this gladiatorial arena. Few will survive the coliseum's perils, but the Argent Crusade is confident that the worthy heroes who do emerge victorious will be ready to join the offensive against Icecrown Citadel and end the Lich King's reign of terror.


Isle of Conquest


  • Off the coast of Northrend, Horde and Alliance forces are locked in an epic struggle for a tiny island rich in resources. Known as the Isle of Conquest, this rocky battleground's proximity to Icecrown makes it a highly prized base in the war against the Lich King. Both factions have deployed devastating weapons to drive each other from this strategic location. Day and night the ground trembles under lumbering siege vehicles while monstrous airships pummel enemy positions with fiery cannons. The bloody conflict spreads to every corner of the island as new heroes arrive to aid their factions. It remains to be seen whose banner will wave triumphantly over the Isle of Conquest and at what cost victory will be achieved.


General


  • Construction of the Crusaders' Coliseum is complete. New raid normal and Heroic modes for the Crusaders' Coliseum can be toggled using the Dungeon Difficulty setting. This applies to 10 and 25-player versions. 10-player (normal), 25-player (normal), 10-player (Heroic) and 25-player (Heroic) all share separate raid lockout timers.

    • Trial of the Champion

      • 5-player (normal and Heroic mode) dungeon.

      • Daily quest added to the Heroic daily dungeon quest giver.

    • Trial of the Crusader

      • 10 and 25-player (normal mode) raid dungeon.

    • Trial of the Grand Crusader

      • 10 and 25-player (Heroic mode) raid dungeon.

      • Crusaders' Tribute: Active on Heroic difficulty only, the tribute system will limit players on the number of attempts the raid is allotted each week. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated.

  • Head to the new 40 vs. 40-player siege-style Battleground, the Isle of Conquest, to vie for control of a strategic location with a host of resources sought by the Horde and Alliance.

    • Two level brackets are available: 71-79 and 80.

    • Defend the walls of your keep and protect your general by killing enemy players and destroying their siege vehicles.

    • Capture the Docks, Gunship Hangar, or Siege Workshop for access to destructive siege vehicles or strategic attacks on your enemy's base.

    • Capture the Refinery or Quarry for their resources to garner reinforcements, a steady flow of bonus honor and a 15% increase to siege vehicle damage for each of these capture points your team controls.

    • To claim victory, bust through the enemy's keep walls (or find other ways to get inside) and kill their general, or obliterate your opponents until their reinforcements are depleted.

  • The Argent Tournament Expands

    • All new Argent Crusader daily quests and rewards have been added for players with the Crusader title. Rewards include a new Argent Crusader banner and tabard (which can port players to the tournament grounds), a mounted squire (can periodically run bank, mail or vendor errands for the player), a paladin-exclusive Argent Crusader Charger mount and new heirloom items.

    • All new Silver Covenant and Sunreaver daily quests and rewards have been added for players exalted with these factions. Rewards include tabards, new ground and flying mounts and a new pet.

    • Just when you thought you had seen the last of the Black Knight, he makes his astonishing return to the tournament. Wait, didn't you kill him?

  • New Dungeon Loot Feature

    • Players will now be able to trade soulbound items with other raid or group members that were eligible for the loot. This system will work like the Item Buy Back system and allow 2 hours for players to trade an item after it has been looted. Players who choose to enchant or add gems to the item will get one last confirmation before losing the ability to trade the item.

  • New druid art for Cat Form and Bear Form has been added. There are now five unique color schemes for each form and faction. Changing hair color (night elves) or skin tone (tauren) via the barbershop will change the look of one's cat and bear forms.


PvP

  • Arenas

    • Beginning with season 7, players will no longer have access to the newest season's weapons or shoulder armor and will not qualify for the Gladiator title/rewards with ratings from the 2v2 bracket alone. Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season's items will remain available to players in all brackets (standard rating restrictions still apply).

    • Dalaran Sewers

      • The entire Arena has increased in size by 25%.

      • Mounts can now be used in this Arena.

      • The position and collision of the crates on the central platform has been modified.



    • Ring of Valor

      • The flame wall has been removed.



    • Ruins of Lordaeron

      • Alcoves have been removed from the starting chambers.

      • The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often.


  • Battlegrounds

    • Battleground experience has arrived!

      • Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included).

      • Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold.

      • Disabling experience gains will prevent a player from gaining experience through any means available in the game.

      • Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.

      • Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were enabled cannot be recovered.

    • Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends.

    • When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest.

    • Arathi Basin

      • The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds.

      • The game now ends when one team reaches 1600 victory points, down from 2000.

    • Eye of the Storm

      • The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds

      • The game now ends when one team reaches 1600 victory points, down from 2000.

    • Strand of the Ancients

      • The faction starting on attack/defense will now be randomized at the start of each match.

    • Warsong Gulch

      • There is a now a 20-minute timer on this Battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.

  • Wintergrasp

    • Against the Odds: This achievement has been removed and converted to a Feat of Strength.

    • Industrial Warfare: This achievement has been removed.

    • To provide players with a more transparent notification of when Wintergrasp battles occur, as well as better control zone population and stability, several changes have been made.

      • Players now have the option to queue for Wintergrasp from a Wintergrasp Battlemaster in any capital city or by simply entering the Wintergrasp zone.

      • Queuing will begin 15 minutes before each battle. If chosen, you will automatically be teleported to the zone. Any players in the zone who have not been chosen from the queue will be teleported out when the battle begins.

      • The queue system remains active for the entire battle. As soon as a player leaves, a new one will be chosen from the queue.

      • Trying to enter Wintergrasp during an active battle for which you have not been chosen will teleport you out. Please note that, as you are now able to fly over Wintergrasp, you will only be teleported out if you try to land and join the battle.

      • Level 80 players get higher priority in the queue than lower level players. In addition, a random selection of queued players will be taken from both the Battlemasters and the zone itself.

      • The queue will accept up to 120 players from each faction, resulting in a maximum battle of 240 players at a time.

    • Wintergrasp factories can no longer be damaged or destroyed.

Dungeons and Raids


  • Dungeon and Raid ID Extensions

    • In order to allow for parties and raids to progress through instances at their own pace, players can now extend an instance ID on an individual basis.

    • Existing or recently expired IDs can be extended via the Social tab under Raid by clicking on Raid Info.

    • The ID of any instance to which a player is saved can be extended. Doing so will extend the instance lock period by the same amount of time as the original lock (i.e. extending an Ulduar instance ID will add 7 days, a Heroic: Halls of Lightning instance ID will add 24 hours, and a Zul'Gurub instance ID will add 3 days to the instance lock time).

    • An ID can be extended more than once.

    • An extension can be reversed on an individual basis provided the player does not do anything in the instance during the extended instance lock period that would save that player to the instance.

  • Emblem System Changes

    • Both the 10 and 25-player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.

    • Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.

    • The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Conquest.

    • New achievements have been added to collect various amounts of any combination of emblems.

  • 25-player raids will no longer be referred to as Heroic versions of a raid, as there is a new distinction between normal and Heroic modes for both 10 and 25 player versions of the Crusaders' Coliseum.

  • The Nexus: The Oculus & The Eye of Eternity

    • Drakes used by players in these instances will now scale in health and damage according to the rider's average item level.

  • Ulduar

    • Players can now use Blink, Shadowstep, and Demonic Teleport while participating in the illusion events in the Yogg-Saron encounter.

    • Ominous Clouds in the Yogg-Saron encounter are now more vocal about touching players and should no longer sometimes appear to be in the wrong place for certain players.

    • An Immortal Guardian targeted for Empowering Shadows in the Yogg-Saron encounter will now become a 'Marked Immortal Guardian' while targeted.

    • Crusher Tentacles in the Yogg-Saron encounter spawn a little slower in 25-player mode allowing a bit more time for players to clear out the Illusion room.

    • Empowering Shadows in the Yogg-Saron encounter now targets a maximum of three Immortal Guardians in 25-player mode.

    • Yogg-Saron's health has been reduced by 20% in the final stage of his 25-player mode.

    • Winter Jormungars will no longer put everyone in the zone in combat when they emerge from a Snow Mound. Additionally, Snow Mounds will now disappear when all their jormungars have emerged.


Races: General


  • Axe Specialization (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes.

  • Tauren now have the option of changing skin tone by visiting the barber shop.


Items: General


  • Agility: The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.

  • Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.

  • On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus.

  • Dodge Rating: The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.

  • Item Buy Back Feature Revised

    • The Item Buy Back time will now expire if the player enchants or sockets an item. Players will see a confirmation dialog box now when they attempt to enchant or add gems to an item giving them a last chance to reconsider.



  • Items with Triggered Effects: These items generally have cooldowns on how often they can be triggered. Those cooldowns are now triggered each time the item is equipped (example: A trinket has a 45-second cooldown on an effect triggered by player attacks; when a player equips that item, the effect will be unable to be triggered for the first 45 seconds it is worn).

  • Mounts

    • The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds.

    • Apprentice Riding (Skill 75): Can now be learned at level 20 for 4 gold. Mail will be sent to players who reach level 20 directing them to the riding trainer.

    • Journeyman Riding (Skill 150): Can now be learned at level 40 for 50 gold. Mail will be sent to players who reach level 40 directing them back to the riding trainer.

    • Expert Riding (Skill 225): Can now be learned at level 60 for 600 gold from trainers in Honor Hold or Thrallmar. Faction discounts now apply (Honor Hold for Alliance; Thrallmar for Horde). Flight speed at this skill level has been increased to 150% of run speed, up from 60%.

    • Artisan Riding (Skill 300): Faction discounts now apply (Honor Hold or Valiance Expedition for Alliance; Thrallmar or Warsong Offensive for Horde).

    • In order to further equalize the number of purchasable mounts available to each race, a new 60% speed ground mount has been added for night elves, and a new 100% speed ground mount has been added for the undead.

    • Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground.



  • Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.

  • Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.

  • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.


Classes: General

  • All pets now receive 40% of their master's resilience and 100% of their master's spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums.

  • Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).

  • Silence, Strangulate, Silencing Shot, and Arcane Torrent: These abilities will also apply a 3-second Interrupt effect against non-player controlled targets, making them more versatile against creatures immune to silencing effects.


Death Knights



  • Due to significant talent changes, all death knight talents will be reset for players.

  • Blood Plague: Damage done increased by 15%.

  • Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.

  • Frost Fever: Damage done increased by 15%.

  • Frost Presence: 10% bonus health reduced to 6% bonus stamina.

  • Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.

  • Icebound Fortitude: Cooldown increased to 2 minutes.

  • Talents

    • Blood

      • Bloody Strikes: This talent now provides 5/10/15% increased damage to Blood Strike instead of 15/30/45%.

      • Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.

      • Veteran of the Third War: Stamina bonus reduced to 1/2/3%.



    • Frost

      • Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 3/6/10%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.

      • Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.

      • Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.

      • Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.



    • Unholy

      • Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.

      • Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.

      • Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.

      • Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.

      • Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 20% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.






Druids



  • Enrage: This Bear Form ability now generates 20 rage initially, and 10 rage over the next 10 seconds. The armor penalty is unchanged.

  • Flight Form: Can now be learned at level 60. Flight speed increased to 150%.

  • Flight Form and Swift Flight Form: Now benefit from a paladin's Crusader Aura.

  • Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often.

  • Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient.

  • Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.

  • Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.

  • Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.

  • Savage Defense: The animation for gaining this buff will no longer make the bear stand upright

  • Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.

  • Swift Flight Form: Druids who have acquired a mount able to go 310% flight speed will now also go that speed while in this form.

  • Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%.

  • Travel Form: Can now be learned at level 16.

  • Talents

    • Balance

      • Balance of Power: Now reduces all spell damage taken by 3/6%, rather than reducing the chance to be hit by spells by 2/4%.

      • Eclipse: The Starfire and Wrath buffs from this talent are now on separate 30-second cooldowns. In addition, it is not possible to have both buffs active simultaneously.

      • Owlkin Frenzy: Now also restores 2% base mana every 2 seconds for the duration (10 seconds) in addition to its current effects.



    • Feral Combat

      • King of the Jungle: This talent now reduces the mana cost of Bear Form, Cat Form, and Dire Bear Form by 20/40/60%.

      • Primal Tenacity: This talent no longer reduces the mana cost of Bear Form, Cat Form, and Dire Bear Form.



    • Restoration

      • Empowered Touch: Now also increases the amount of bonus healing effects for Nourish by 10/20%.

      • Improved Barkskin: No longer provides dispel resistance to all effects on the druid, but now reduces the chance your Barkskin is dispelled by an additional 35/70%.






Hunters



  • Aspect of the Cheetah: Can now be learned at level 16.

  • Deterrence: This ability now allows the hunter to parry spells and attacks from behind as well as in front. Now has a new visual spell effect.

  • The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.

  • Frost Trap: Will no longer "fizzle" on targets immune to snare effects, however Lock and Load will not succeed when using Frost Trap if the target is immune to snare effects.

  • Snake Trap: The Mind-numbing Poison effect has been reduced to a 30% increase in casting time, down from 50% to match similar effects.

  • Traps now have separate 30-second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time.

  • Talents

    • Beast Mastery

      • Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds.



    • Survival

      • Entrapment: This talent no longer works with Immolation Trap or Explosive Trap.

      • Lock and Load: Now has a 22-second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used.



    • Pets

      • Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the hunter pet takes 20% of all damage taken by that friendly target. Cooldown is now 1 minute, up from 30 seconds.






Mages



  • Arcane Blast: Mana cost reduced by 12%.

  • Frost Bolt, Cone of Cold, Frost Ward, Ice Armor, Frost Armor, Frost Nova, Ice Lance, and Ice Barrier: The mana cost on these spells has been reduced by approximately 15%.

  • Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3-second Fade time, however an invisible mage is still vulnerable to Stun and Silence effects.

  • Mirror Image: Images will no longer trigger the death sound when their time expires.

  • Talents

    • Fire

      • Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 2% of base mana each time the Ignite talent deals damage.



    • Frost

      • Empowered Frostbolt: Instead of increasing critical strike chance by 2/4%, this talent now reduces the cast time of Frostbolt by 0.1/0.2 seconds.

      • Permafrost: In addition to its existing effects, this talent now also causes the mage's Chill effects to reduce healing received by the victim by 7/13/20%.






Paladins



  • Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.

  • Charger: Can now be learned at level 40.

  • Crusader Aura: This ability now also grants its flying speed increase to a druid's Flight Form and Swift Flight Form.

  • Exorcism: Now has a 1.5 second cast time, but can once again be used on players.

  • Hand of Reckoning: Redesigned. Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.

  • Judgements: Some of these attacks were considered ranged and some melee. They are all now considered melee attacks that can't be dodged, parried or blocked.

  • Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.

  • Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor.

  • Righteous Fury: No longer has a duration, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.

  • Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.

  • Seal of Blood: This ability has been removed.

  • Seal of the Martyr: This ability has been removed.

  • Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. In addition, the damage-over-time effect is now considered a melee attack instead of a spell attack and the effects from these seals can only be triggered by auto-attacks and Hammer of the Righteous.

  • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.

  • Warhorse: Can now be learned at level 20.

  • Talents

    • Holy

      • Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.

      • Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.

      • Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.



    • Protection

      • Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin's defense rating (example: a paladin with defense equal to only 5 times his or her level will receive no healing from the talent, while a paladin who is immune to critical strikes from boss creatures through defense will receive the maximum amount).

      • Guarded by the Light: This talent will no longer cause Divine Plea's duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light.



    • Retribution

      • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant. In addition, this talent now provides notification in the floating combat text when it activates.

      • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown. Mana cost reduced to 5% of base mana.

      • Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.

      • Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.






Priests



  • Prayer of Healing: The percentage of spell power this spell gains in healing (per target) has been reduced from 80.7% to 52.6%.

  • Psychic Horror: This spell no longer has an invisible missile, so there is no travel time before the spell takes effect.

  • Talents

    • Discipline

      • Penance: Cooldown increased to 12 seconds, up from 10 seconds.



    • Holy

      • Inspiration: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.



    • Shadow

      • Dispersion: Cooldown reduced to 2 minutes, down from 3 minutes.

      • Improved Mind Blast: Redesigned. Now, in addition to reducing the cooldown of your Mind Blast spell by .5/1/1.5/2/2.5 seconds, while in Shadowform your Mind Blast also has a 20/40/60/80/100% chance to reduce all healing done to the target by 20% for 10 seconds.

      • Vampiric Touch: The amount of damage done when this spell is dispelled has been doubled.






Rogues



  • After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes.

  • Talents

    • Combat

      • Sword Specialization: This talent is now called Hack and Slash and applies to axes as well as swords.



    • Subtlety

      • Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds.






Shamans



  • A customizable totem bar will now be available for shamans allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.

  • All Shocks now have a default range of 25 yards, up from 20 yards.

  • Base health increased by approximately 7% to correct for shamans having lower health than other classes.

  • Chain Heal: Jump distance increased by 25% to 12.5 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.

  • Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).

  • Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.

  • Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.

  • Talents

    • Enhancement

      • Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex.

      • Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman's attack power, down from 30%.



    • Restoration

      • Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.

      • Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.

      • Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.

      • Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%.

      • Mana Tide Totem: Totem health now equal to 10% of the shaman's health.

      • Nature's Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman's maximum health by 3/6/9/12/15% for 10 seconds.

      • Nature's Swiftness: Cooldown is now 2 minutes, down from 3 minutes.

      • Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.

      • Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.






Warlocks



  • Banish: Effect will now be cancelled if Banish is recast on a banished target.

  • Dreadsteed: Can now be learned at level 40.

  • Felsteed: Can now be learned at level 20.

  • Shadowflame: The angle of the cone effect on this ability was inadvertently very small, making it difficult to use. Its cone is now the same size as similar spells, such as Cone of Cold.

  • Soulshatter cooldown reduced to 3 minutes, down from 5 minutes

  • Talents

    • Affliction

      • Pandemic: Now also increases the critical damage bonus of Haunt by 100%.



    • Demonology

      • Fel Domination cooldown reduced to 3 minutes, down from 15 minutes.



    • Destruction

      • Empowered Imp: The warlock's critical hit chance is increased to 100%, up from 20% for the next spell cast after the Imp critically hits a target.

      • Fire and Brimstone: Reduced to 2/4/6/8/10% increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate, down from 3/6/9/12/15%.






Warriors



  • Battle Shout: Radius increased to 30 yards.

  • Bloodrage: This ability now generates 20 rage initially, and 10 rage over the next 10 seconds. The health cost is unchanged.

  • Commanding Shout: Radius increased to 30 yards.

  • Execute: This ability now never costs more than a total of 30 rage. The tooltip for Sudden Death has been revised to remove reference to that maximum, since the ability now behaves that way even when untalented.

  • Shield Slam: The benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.

  • Talents

    • Fury

      • Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.

      • Bloodsurge: Notification that Slam has become instant now appears in floating combat text.



    • Protection

      • Devastate: Weapon damage and bonus per Sunder Armor on the target increased by 100%. This ability now requires a shield to be equipped.

      • Shield Specialization: Now provides 5 rage on a block, dodge or parry instead of 2 rage on a block.






User Interface



  • The quest log is now double-paned for more easily viewing quest information. The list of all quests a player has will show in one pane, while the quest details of any highlighted quest will display in the next.

  • Character name auto-completion for the chat frame, pop-ups, and mail interface is now active

  • Character names can now be colorized according to class in the chat frame. This feature can be enabled through the chat settings by right-clicking on a chat window.

  • Casting bars under the target frame, focus frame and nameplates will now display as shielded if the cast cannot be interrupted.

  • Druids will now be able to see their mana bars when shape-shifted.

  • Item Comparisons: Holding the shift key while hovering over an item will now display the stat differences with the item currently equipped in the relevant slot.

  • Item Level: A new option has been added under Display in the Interface Options to show the item level on item tooltips.

  • Macros and scripts will no longer be able to target totems by name.

  • New Feature Icons: Options recently added to any of the options menus will now display a yellow exclamation point next to them to indicate that they are new features.

  • Vendor prices will now be listed on items whether or not players are at a vendor.

  • For additional notes on Lua and XML changes please visit the UI & Macros forum.


Graphics



  • The frame rate for those with Shadow Effects enabled under the Ultra Video settings has been improved.


World Environment



  • Wolvar and Gorloc orphans have arrived in Dalaran and need your help! Players can find out more by visiting the Eventide District (completing the quests being offered for this event will not count toward any Children's Week achievements). Players have a limited amount of time to care for these orphans before they take their leave. They will then return again for the regularly-scheduled Children's Week next year.

  • Portal areas in all major cities now offer a portal to the Blasted Lands near the Dark Portal.

  • Once crossing through the Dark Portal, players can access a flight path directly from the Stair of Destiny to Shattrath.

  • A new zeppelin docking ramp has been added to Thunder Bluff allowing Horde players easier transport to and from Orgrimmar.

  • The local Postal Service has grown tired of walking so far each day to collect mail and has decided to install a large number of new mailboxes in Stormwind, Undercity, Darnassus and Orgrimmar.

  • Mathiel in Darnassus has finally earned himself enough money from your repair bills that he was able to buy himself an anvil.


Quests



  • The ravasaur trainer Mor'vek has returned to Un'Goro and will offer to help Horde players raise and train a Venomhide Ravasaur as a mount... if they can survive the creature's deadly poison.


Achievements



  • A Brew-FAST Mount: A new Feat of Strength achievement for acquiring any epic Brewfest mount.

  • Have Keg, Will Travel: Now requires either a Brewfest mount or using Brewfest Hops to transform yours into one.


Professions



  • Alchemy

    • All stackable potions now stack to 20.

    • Added a new pattern for Flask of the North, usable by players with a high alchemy skill. The recipe is purchased from Northrend trainers. Flask of the North increases your spell power, attack power or strength for 1 hour and is usable in Arenas. It is not consumed when used.

    • Endless Healing Potion and Endless Mana Potion no longer usable in arenas. Amount of health and mana has been increased, and the cooldown reduced.

    • Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran.

    • The Mixology benefits from Northrend elixirs and flasks have been increased.

    • Rage potions can now be used by druids.



  • Cooking

    • Blackened Dragonfin Recipe: Now only requires 1 Dragonfin Angelfish.

    • Chef's Hat is now superior quality and allows the chef to cook faster.

    • Increased the drop rate for recipes from the Outland Daily Cooking quests.

    • Increased the chance to get a bonus Dalaran Cooking Token from the Spice Bag.

    • The recipe for Captain Rumsey's Lager can now be randomly found in the quest reward Crate, Barrel, or Spice Bag from the cooking dailies.



  • Enchanting

    • Values on Northrend ring enchants increased.



  • Engineering

    • Added a new Mind Amplification Dish attachment for helmets, allowing engineers to control other humanoid targets. Some restrictions apply: does not work in Arenas, dish sometimes reverses targets, unable to stack with other stat-improving head enchantments and makes your helmet look... stylish? This attachment provides a passive bonus of 45 stamina.

    • Added a schematic for a Goblin Welding Beam that can heal friendly mechanical or vehicle units.

    • Alarm-o-Bot functionality changed. Materials required reduced.

    • Box of Bombs no longer requires an anvil.

    • The Cobalt Frag Bomb now incapacitates enemies within a 3-yard radius. A short cast time was added, but they are usable while moving. This change applies to any Cobalt Frag Bombs already created. The existing recipe now makes 3 at a time.

    • Engineers can now learn to create a portable Wormhole Generator for Northrend. The Wormhole allows them to travel to different locations in Northrend, although the locations are sometimes in dangerous places.

    • Flying Machine: The level requirement needed to learn how to build and use this machine has been reduced to level 60, down from level 70, and the engineering skill level reduced to 300, down from 350. Material costs reduced.

    • Gnomish Engineers and Goblin Engineers can now switch profession specializations for a fee.

    • Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications.

    • Increased the passive bonuses provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts.

    • Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles.

    • A new repair bot has been added, and his name is Jeeves. He is the ultimate gentleman robot butler, able to perform all the mundane tasks of repairing, selling and buying junk for your entire raid. Additionally, he can open bank boxes for skilled engineers (350+). Jeeves is not destroyed when used, but due to pressing engagements, can only be summoned once an hour. The schematic for this handsome robot was said to be hidden within the parts of another robot - hoping to be found by an engineer one day.

    • Nitro Boosts: Now have a 5-second duration.

    • Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased.

    • Reduced the materials needed to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas.

    • Significantly reduced the cooldown on MOLL-E.

    • The Spynocular belt attachment has been changed to a Frag Belt. The Frag Belt periodically produces a Cobalt Frag Bomb that can be used from the belt every 6 minutes (never runs out!).

    • A Steam-Powered Auctioneer has been added to the Dalaran Like Clockwork engineering shop, allowing access to one's faction Auction House. The Steam-Powered Auctioneer was programmed with a superiority chip, and will only interact with Grand Master engineers.

    • Transporter devices are no longer classified as trinkets and can be used directly from your inventory.

    • The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition.

    • World Enlarger: Cooldown reduced to 15 minutes, down from 1 hour.



  • Fishing

    • Players with 300 or higher cooking have a chance to find a Waterlogged Recipe in the Bag of Fishing Treasures awarded by the Northrend fishing dailies. This item can be traded to other players and rewards several Dalaran Cooking Rewards when turned in.



  • Herbalism

    • Increased healing from Lifeblood (Rank 6).

    • Lifeblood now scales slightly with maximum health. No longer affected by global cooldown.



  • Inscription

    • Added a new Glyph of Claw for young feral druids who haven't yet obtained Mangle. Scribes can learn this glyph from the trainer.

    • Master's Inscriptions increased.



  • Jewelcrafting

    • Dragon's Eye gems stat bonuses increased. In addition, these gems are no longer prismatic and must be matched to the appropriate colored socket to activate an item's socket bonus.

    • New recipes have been added for cutting epic gems and can be purchased using Dalaran Jewelcrafter's tokens.

    • Icy Prism now has a chance of yielding an epic gem.

    • Raw epic gems can be obtained via the following means:

      • Prospecting Titanium Ore

      • Alchemy transmutations

      • Purchased with honor

      • Purchased with Emblems of Heroism





  • Leatherworking

    • Added recipe for Heavy Knothide Leather to leatherworking trainers (rather than a vendor recipe). Changed several recipes to use Heavy Knothide Leather instead of regular Leather.

    • Fur Lining values increased.



  • Mining

    • Toughness (Rank 6) provides more stamina.



  • Skinning

    • Master of Anatomy (Rank 6) provides more critical strike rating.



  • Tailoring

    • Embroideries improved.




Items



  • Feral Druid PvP Gloves (seasons 3 and 4): Maim bonus changed from the Interrupt bonus used in The Burning Crusade Arena seasons to the cost reduction used in Wrath of the Lich King Arena seasons.

  • Glyphs

    • Death Knights

      • Glyph of Unholy Blight: Changed to increase damage done by the updated Unholy Blight talent by 40%.



    • Druids

      • Glyph of Innervate: Duration reduced to 10 seconds.



    • Paladins

      • Glyph of Righteous Defense: Now also increases the chance for Hand of Reckoning to hit.

      • Glyph of Seal of Command: Redesigned to cause the Paladin to gain 8% of base mana each time the paladin judges Command.

      • Glyph of Seal of Blood: Changed to Glyph of Holy Wrath, which reduces its cooldown by 15 seconds.



    • Rogues

      • Glyph of Shadow Dance: Now increases the duration of Shadow Dance by 2 seconds, down from 4 seconds.

      • Glyph of Tricks of the Trade: Now increases the duration of the damage bonus effect instead of increasing the damage bonus.



    • Shamans

      • Glyph of Healing Wave: The amount of healing the shaman receives is now based on the entire healing amount, including over-healing.



    • Warlocks

      • Glyph of Lifetap: Duration of the buff from this glyph increased to 40 seconds.





  • Idol of the Corruptor: The agility buff from this idol is now exclusive with the agility buff from Idol of Terror.

  • Mage Tier-7 2-Piece Bonus: Now grants 25% additional mana from mana gems, down from 40%.

  • Non-Combat Pets: 8 new pets have been added (not including Argent Tournament rewards). Raptor Hatchlings can be found on rare and elite raptors throughout the game world. In addition, an Obsidian Raptor Hatchling can be purchased from Breanni in Dalaran.

  • Tome of Cold Weather Flight: New heirloom item. Players who have reached level 80 can now purchase this book for 1,000 gold from Hira Snowdawn, the Cold Weather Flying Trainer in Dalaran. Similar to other heirloom items, this item can be mailed to other characters of the same realm, account and faction. The book is consumed when read training the character in Cold Weather Flying. Requires level 68.

  • Val'anyr, Hammer of Ancient Kings: This item's stats and level have been increased to match the power level of healer weapons coming from the Coliseum 25-person normal difficulty instance. In addition, each time Val'anyr is equipped, Blessing of Ancient Kings will be placed on a 45-second cooldown before it can occur.


Bug Fixes



  • Death Knights

    • Anti-Magic Shell: The tooltip for this ability will now reflect modifications from the Magic Suppression talent.

    • Blood-Caked Blade: The damage from this talent is no longer normalized to weapon speed.

    • Chilblains: Icy Clutch can no longer miss when Frost Fever hits, however, when Frost Fever is dispelled Icy Clutch will also be dispelled.

    • Dancing Rune Weapon: The rune weapon will no longer cast Corpse Explosion.

    • Desecration: No longer causes unnecessary combat logging.

    • Horn of Winter: Learning rank 2 of this ability caused players to unlearn rank 1, such that it no longer appears in their spellbook. It is now possible to relearn that rank, and death knights will no longer "forget" rank 1 when they learn rank 2.

    • Lichborne: The buff from this ability can now be cancelled.

    • Raise Ally: Using the Gnaw ability while under the effects of this spell will now initiate auto-attack. In addition, the damage done has been changed from a flat value to a percentage of weapon damage.

    • Raise Dead: This spell will no longer give two errors when the casting player lacks the reagent to cast it.

    • Rune of Razorice: Each death knight can now have his or her own copy of this debuff on the target.

    • Rune of Spellbreaking: Tooltip now indicates the effect from this enchantment does not stack with other effects which reduce the duration of Silence effects (including not stacking with a second copy of this enchantment). In addition, now reduces damage from Holy spells.

    • Rune of Spellshattering: Now reduces damage from Holy spells.

    • Summon Gargoyle: Corrected the inaccurate tooltip which claimed a Gargoyle could last up to 40 seconds, when in fact 30 seconds has always been the maximum.

    • Rune of Razorice: Corrected a bug where this applied to frost damage done by others.


  • Druids

    • Bash: Tooltip now specifies that the Interrupt effect only occurs on non-player targets.

    • Bear Form, Cat Form, and Dire Bear Form: Mana energizes that occur while in these forms will now appear in the combat log and floating combat text.

    • Cyclone: Victims of Cyclone can no longer receive healing from health drain effects such as Devouring Plague while they are affected by Cyclone.

    • Dash: Druids who have not learned Track Humanoids will now retain the benefit of Dash while shifting out of and back into Cat Form.

    • Druids should no longer be removed from a form after using any engineered bombs.

    • Maim: Tooltip now specifies that the Interrupt effect only occurs on non-player targets.

    • Natural Perfection: Now properly triggered by periodic critical strikes.

    • Nature's Grasp: This talent will no longer be triggered spuriously by some ranged abilities such as Heroic Throw.


  • Hunters

    • All ranks of Sonic Blast now properly have an 80 Focus cost.

    • Black Arrow Ranks 5 and 6 training costs have been lowered significantly.

    • Furious Howl: Ranks 1-5 will no longer give slightly more attack power than is listed in their tooltips.

    • Lock and Load: The tooltip for this talent has been updated to indicate that it also works with Explosive Trap.

    • Roar of Sacrifice: Damage transferred to pet is now considered Nature damage.

    • The tooltip for Improved Tracking has been slightly re-written to indicate that it only works on the hunter, and works on melee damage as well.

    • T.N.T. (Rank 3): Now indicates that the talent works with Black Arrow.


  • Mages

    • Arcane Instability: Tooltip reworded to clarify design intent.

    • Burning Determination: Some Silence and Interrupt effects that did not trigger this talent will now trigger it properly, including Shield of the Templar, Garrote and Gag Order.

    • Combustion: Fire spell misses will no longer trigger this talent.

    • Conjure Refreshment: Rank 1 food will no longer overwrite the drink buff from rank 2 food.

    • Fireball: Periodic damage from this spell can no longer trigger Combustion.

    • Living Bomb: Periodic critical strikes from this ability can now trigger Ignite and Hot Streak.

    • Mirror Image: The mirror images will no longer complete casts of Frostbolt on targets which are Polymorphed at the time their Frostbolt channel finishes.

    • Molten Armor: Critical strikes from the effect on this armor will no longer trigger Ignite.


  • Paladins

    • Auras: Any paladin aura active at the time of the paladin's death now automatically reactivates when the paladin returns to life.

    • Beacon of Light: Multiple paladins can now have this buff active on the same target. In addition, the beacon target will no longer lose the buff while under the effects of Cyclone or Banish.

    • Blessing of Sanctuary: This talent and Vigilance will now both be able to be cast on the same target without sometimes overwriting each other.

    • Exorcism: Now properly has a 100% chance to be a critical strike when cast on death knights using Lichborne.

    • Eye for an Eye: Now properly triggered by periodic critical strikes. In addition, the tooltip incorrectly stated that 20% damage is reflected, when it is actually 10%. Tooltip fixed.

    • Hammer of Justice: Tooltip now specifies that the Interrupt effect only occurs on non-player targets.

    • Hand of Sacrifice: Casting this spell on a target with Divine Sacrifice active will now generate an error message instead of wasting the cooldown.

    • Heart of the Crusader: The effect from this talent will no longer be removed if a paladin without this talent overwrites the judgement placed by a paladin who does have the talent.

    • Holy Shield: It is no longer possible to have two ranks of this ability active at the same time.

    • Judgements: All paladin judgements are now properly considered as melee attacks that cannot be dodged, blocked or parried. Previously Seal of Light, Seal of Wisdom, Seal of Justice and Seal of Righteousness would cause the judgement to be considered a ranged attack.

    • Judgement of the Just: The effect from this talent will no longer be removed if a paladin without this talent overwrites the judgement placed by a paladin who does have the talent.

    • Judgement of Vengeance: Inaccurate combat log tooltip corrected.

    • Judgement of Corruption: Inaccurate combat log tooltip corrected.

    • Pursuit of Justice: This talent will no longer sometimes be deactivated when leaving a battleground.

    • Sacred Shield: This buff will no longer have any effect if the target is another player engaged in a duel. In addition, the heal from this buff will no longer cause the paladin to stand, and it is no longer possible for two paladins to both have the spell active on one target.


  • Priests

    • Blessed Resilience: Now properly triggered by periodic critical strikes.

    • Divine Aegis: This talent will now work properly if the priest moves out of range of his or her target as the effect is resolving.

    • Divine Hymn: This spell now works correctly with the trinket Illustration of the Dragon Soul. Mana Burn: Fixed a bug where Mana Burn did not cause fear effects to break when the fear victim had an absorb shield on.

    • Mass Dispel: This spell now triggers some types of trinkets it did not trigger before (such as Flow of Knowledge).

    • Pain Suppression: No longer can be cast while under the effects of Incapacitate or Cyclone.


  • Rogues

    • Honor Among Thieves: Periodic critical strikes now grant combo points for rogues with this talent.

    • Killing Spree: Error message when no targets are in range has been changed to "Out of Range."

    • Master of Subtlety: Being under the effects of Cyclone when the buff from this talent is about to expire will no longer make it last indefinitely.

    • Overkill: Being under the effects of Cyclone when the buff from this talent is about to expire will no longer make it last indefinitely.

    • Shiv: Deadly Poison will now apply properly when Shiv is the attack used to break a Gouge.

    • Tricks of the Trade: Using this ability on a target affected by Cyclone or Banish will no longer place the ability on permanent cooldown and will instead give an error message.

    • Turn the Tables: Rank 2 of this talent will now work properly with raid members, and not just party members.



  • Shamans

    • Elemental Devastation: Tooltip revised to indicate it does not work with critical strikes from periodic damage.

    • Elemental Focus: Tooltip revised to indicate it does not work with critical strikes from periodic damage.

    • Elemental Oath: Tooltip revised to indicate it does not work with critical strikes from periodic damage.

    • Flametongue Weapon: Fixed tooltip error.

    • Frostbrand Weapon: Fixed a bug where rank 9 was not scaling properly with a shaman's spell power.


  • Warlocks

    • Demonic Circle: The visual for this spell should now despawn when the warlock dies or when the warlock otherwise loses the aura that allows transport to the circle.

    • Immolate and Unstable Affliction: All ranks of these two spells will now overwrite each other.

    • Improved Imp: Each time an Imp is summoned it will recast Blood Pact (if autocast is on), forcing it to benefit from this talent, even if the Imp was not summoned at the time the talent was learned.

    • Improved Shadow Bolt: Redesigned slightly. Instead of a 100% chance to apply a 1/2/3/4/5% critical strike increase on the target, it now has a 20/40/60/80/100% chance to apply a 5% critical strike increase.


  • Warriors

    • Berserker Rage: Tooltip clarified to indicate this ability breaks existing Fear, Sap, and Incapacitate effects.

    • Bladestorm: Now properly removes the Snare effect of Desecration in all cases.

    • Blood Craze: Now properly triggered by periodic critical strikes.

    • Execute: Focused Rage and the Dreadnaught Battlegear set bonus will now properly reduce the cost of Execute.

    • Slam: The combat log tooltip will no longer list which rank of Slam was used. Previously it incorrectly listed rank 8 for all ranks of Slam.

    • Vigilance: This talent and Blessing of Sanctuary will now both be able to be cast on the same target without sometimes overwriting each other.


  • Items

    • Adamantite Scope: Attaching this scope to an item will now cause it to become soulbound as intended.

    • Badge of the Swarmguard: Will no longer cause a weapon swing animation when it triggers.

    • Cenarion Set: No longer reduces the (nonexistent) cooldown on Hurricane. Instead, the set bonus increases the damage done by Hurricane by 15%.

    • Commendation of Bravery: No longer useable when player is already at the maximum honor allowed.

    • Deadly Gladiator's Dreadplate: The set bonus will now trigger properly from Crippling Poison.

    • Death Knight PvP Glove Bonus: The runic power gain no longer appears in the combat log.

    • Death Knight Tier-7 Set: Fingers of the Damned now has a detailed combat log tooltip.

    • Frostweave Net: Using this item no longer causes the user to break shapeshifts.

    • Glyphs

      • Glyph of Beacon of Light: This glyph will no longer grant its duration increase twice when Beacon of Light is cast on self.

      • Glyph of Corpse Explosion: This glyph will no longer cause the model on target dummies to change.

      • Glyph of Death Strike: Tooltip typo corrected.

      • Glyph of Disease: Blood Plague will now last its correct full duration when refreshed by this glyph.

      • Glyph of Freezing Trap: The effect from this glyph will now log properly.

      • Glyph of Healing Wave: The heal from this glyph will no longer benefit twice from the Purification talent.

      • Glyph of Overpower: Fixed a bug where sometimes parries would not trigger the glyph. In addition, this glyph will now only make Overpower available for 6 seconds after a parry, instead of indefinitely.

      • Glyph of Power Word: Shield: The heal from this glyph can now cause Divine Aegis.

      • Glyph of Shadow: This glyph can now be triggered by critical strikes from periodic damage.

      • Glyph of Shocking: Fixed tooltip error on Macintosh game client.

      • Glyph of Shadowflame: The effect from this glyph will now work properly when multiple Warlocks use Shadowflame on the target.



    • Gnomish Mind Control Cap: Paladins who break the harmful effect from this item by using Divine Shield will now properly gain the Forbearance debuff.

    • Goblin Dragon Gun: This item will no longer spam the combat log with cast messages.

    • Heavy Netherweave Net: Using this item no longer causes the user to break shapeshifts.

    • Major Arcane Protection Potion: Vendor price lowered to match other similar potions.

    • Nightsong Battlegear: The 2-piece set bonus will no longer sometimes be triggered by other periodic damage other than those listed in the tooltip.

    • Pandora's Plea: Corrected a tooltip issue.

    • Randomly generated uncommon (green) and rare (blue) quality items in Wrath of the Lich King had stat values that were lower than intended. All Wrath of the Lich King uncommon and rare items with random suffixes ("of the Bear") have had their stat values increased significantly.

    • Reins of the Icemaw Matriarch: This vehicle will now leave bear footprints instead of barefoot footprints.

    • Reticulated Armor Webbing: Tooltip corrected to no longer claim that this item only works on plate items.

    • Saronite Bomb: This item will no longer cause threat against nearby targets just outside the targeting circle.

    • Scrolls: Scrolls which grant agility, intellect, spirit, strength, or stamina will now report an error message and no longer consume and waste the scroll when the target has a more powerful buff to that stat.

    • Sif's Remembrance: Sound and animation added to trinket effect.

    • Sigil of Arthritic Binding: The bonus damage from this relic is now added after diseases have increased damage by a percentage, instead of before.

    • Trinkets: Various trinkets which did not work properly with channeled area-of-effect spells will now work with those spells. This includes (but is not limited to) Illustration of the Dragon Soul, Darkmoon Card: Greatness, and Egg of Mortal Essence.

    • Warrior PvP Glove Bonus: Tooltip reworded slightly.

    • Wintergrasp Commendation: No longer useable when player is already at the maximum honor allowed.

  • Professions

    • Enchant Weapon - Black Magic: This enchantment can now be triggered by some spells it did not previously work with, including Curse of Agony, Blizzard, and Typhoon.

    • Guardian Gloves: Now correctly marked as uncommon quality.

  • Events

    • Hallow's End: Putting out fires for this event will no longer trigger effects from items, talents and set bonuses.

    • Noblegarden: Loot windows will no longer periodically close while the looting player is transformed into a rabbit.

  • Technical

    • There is a known UI rendering issue with the Intel 965 Mobile Express chipset drivers on Windows Vista prior to version 7.15.10.1559 (December 2008). Please contact your laptop manufacturer for an updated driver if you are experiencing difficulties. In case of continued problems, add the following lines to the Config.wtf file as a workaround: SET fixedFunction "1".

July 8, 2009

Patch 3.2 PTR: Priest changes in build 10072

A new build for patch 3.2 hit the PTR recently, and all of the related Shadow Priest changes are things that the recent Q&A hinted toward or straight out told us to expect. Let's not waste any time here and dig right into the changes.

Vampiric Touch now deals more damage when dispelled. (Max rank deals 1360 damage, previously 680) Definitely not a surprise here. I've been saying for a long time that this component of the spell needed a significant buff, Ghostcrawler agreed, and doubling its base damage can probably be considered that. We'll still need to see it in action to determine if it's enough. If it's not enough, at least it's closer, and that's something.

Devouring Plague cooldown removed, can now only be applied to one target at a time. This is a change I long expected, and despite Ghostcrawler initially seeming iffy on it in the Shadow Priest Q&A, the simple fact that it was mentioned made me more hopeful that it would happen. And it is happening! So I'm pretty happy about that. There isn't much more to say. It'll make playing a Shadow Priest much less frustrating when it comes to encounters where you're swapping targets a lot. Yogg-Saron, I'm looking at you.
Dispersion's cooldown has been lowered to 2 minutes. This is a good change for the arena, and probably PvP in general. For all of our grievances with it, it does do its job in the arena. Buying you time while your partner heals or peels, stopping an assist train dead. It doesn't do anything for our grievances with it in PvE, though, which is unfortunate.

Improved Mind Blast now has a 20/40/60/80/100% chance to reduce healing done to the target by 20% for 10 seconds when used in Shadowform. Eh. Eh. It's a buff, a pretty useful one, but I'm pretty... unexcited about it. I mean, really? Another MS effect? And they gave one to Frost Mages in this build, too. The same one Shadow Priests get, but built into Permafrost. Whatever happened to, 'If we give everyone MS, we might as well put a healing debuff aura on everyone when they enter the arena.' We're getting pretty close to saying screw it and putting up that aura, aren't we?

Is Mortal Strike the mechanic they default to when they notice a class has PvP problems? Mortal Strike, Aimed Shot, Wound Poison, then they tried it out on Flametongue (which didn't make it live), and now they're spreading the debuff to Shadow Priests and Frost Mages? Of course, they're probably not spreading the debuff around because people need MS as a class, but rather because arena teams need the debuff. They're enforcing the "bring the player" mantra that I've grown so tired of hearing* on PvP now, rather than just PvE. Still, 'throw MS at it until we have another idea' is pretty old at this point. Yeah, yeah, I know. I'm complaining about an undeniable buff and something likely needed for arena balance. I shouldn't be, but come on now. Whatever happened to creativity?

*I don't hate the design philosophy, it's a good one that I appreciate. I hate the phrase being used ad nauseum for whatever agenda someone is pushing at that particular moment.

April 15, 2009

Warrior builds 3.1 PTR 9658 changes

Matthew's caught up in the tangle of this thing called RL, so don't be surprised to have a different voice going over the Warrior changes this Warrior builds 3.1. Don't worry, though, it looks as though most of the changes this round are aimed squarely at PvP, so I'm covering for him in the meantime. I'd like to call this build the Brown Pants Edition for PvP Warriors. Are you ready? Get a pair of brown pants, because you'll need them.

Battle Stance - Increases the armor penetration of all your attacks by 10%.
This is a straight up buff, and because Armor Penetration is a better PvP stat now than it is for PvE, this is clearly going to help. Considering armor reduction effects are now percentage-based, this buff is going to help quite a bit. Nothing exciting yet, right? Right. I hope you've got those brown pants on, because the next one is downright insane.

Shattering Throw *New Skill* - Throws your weapon at the enemy causing [ 50% of AP + 12 ] damage (based on attack power), reducing the armor on the target by 20% for 10 sec, and removing any invulnerabilities. 25 Rage, 30 yd range, 1.5 sec cast, 5 min cooldown
I just had to put that in bold letters and underline it. Aren't you glad I told you to wear brown? Warriors are now one of only two classes that can break a Paladin's Divine Shield or a Mage's Ice Block. It's a baseline ability, which means that all Warriors will have access to it. This improves Warrior viability in a Paladin-dominated Arena environment substantially. It's on the same cooldown as the aforementioned invulnerabilities, as well. This means that every time Paladins or Mages put them up, a Warrior can demolish it. Just in case you missed it -- Shattering Throw also deals damage and reduces armor (and it's likely used when in the armor penetrating Battle Stance!). Not only do you remove their precious invulnerabilities, you spank and strip them, too. That's just naughty.

Berserker Stance - Now increases all damage taken by 5% (Down from 10%)
Warriors are primary targets for an instagib in Arenas because Berserker Stance is just too painful. As the recent matches in the ESL Arena Tournament show, sitting on a Warrior throughout the match yields excellent results. Blizzard isn't having any of that. This buff should tone down Warrior vulnerability a tiny bit.

Intimidating Shout - Cooldown has been lowered from 3 min to 2 min.
What is there to say? This is one of the best peels a Warrior has in Arenas, and lowering the cooldown is a great way to improve their viability and survivability. Straightforward buff. Good times.

Defensive Stance - Now reduces damage caused by 5%. (Down from 10%)
This took us at WoW Insider some time to digest, but Eliah pointed out that this buffed Warrior damage while in Defensive Stance (we initially read it to mean that damage reduction was nerfed to 5%). It wasn't a necessary buff but Blizzard gave it, anyway. It turns out even Protection gets some love in this build.

Disarm - Now disarms the enemy's main hand and ranged weapons.
The new version now works similarly to Dismantle, and should help Warriors dominate Hunters even more. With Hunter representation in Arenas at an all-time high, and Warriors becoming more and more scarce, abilities like this contribute to evening things out. Ghostcrawler makes no secret about the changes this build -- they're aimed at PvP. He points out that Paladins are "extremely powerful in PvP right now", and that Warriors "are weak". A Disarm that also removes ranged weapons won't be needed against Paladins, but it sure as heck doesn't hurt.

Blizzard seems extremely serious about balancing things for PvP, and these changes -- every single one of them a buff -- all work together towards that goal. They also have some minor impact on PvE, but for the most part these just mean that Warriors should find themselves a little less gimped in PvP. Most of the Warrior builds 3.1 changes are just baby steps, but Shattering Throw is a giant leap forward. Enjoy this moment and hope that these changes (and more) make it live. Now run along and change those pants...

Shaman builds 3.1 9637 changesPTR

So, my fellow shamans, we come to yet another PTR build. What changes are in store for Shaman builds 3.1? Well, if you're elemental or resto... not much as yet. What's in store is two changes for enhancement shamans.

* Stormstrike now lasts 12 sec (Up from 10 sec), cooldown lowered to 8 sec (Down from 10 sec)

* Unleashed Rage now properly increases the expertise by 3/6/9 instead of the agility.

The Stormstrike changes are just plain buffs: more time to use the debuff properly and less time waiting for it to cool down. The only concern will be in fitting it properly into a rotation with Lava Lash, which has a six second cooldown. Frankly, it won't be that big a deal, it's still better to have access to it quicker.

The change to Unleashed Rage has me on the fence. On the one hand, expertise is not terribly common on physical DPS mail. You want to get roughly 26 expertise as fast as you can, and with this talent you'll be able to push dodges off of the attack table faster. (You'll not that with two pieces of valorous earthshatter you'll still be very short of that goal, leaving you to get your expertise from other sources like amulets, rings, trinkets,cloaks, etc etc or stepping down to leather.) So it fills a nice hole in enhancement itemization. On the other hand, I was really excited about 3% of my agility from the talent. So like I said, on the fence.

Edited to add: when comments are right, they're right. This is a much bigger change for the better than I made it sound in that paragraph. I was desperate enough for expertise to roll on a Ruthlessness tonight, so ultimately, I can't pretend it's not huge. Chalk this one up to me just plain underselling it.

All in all, not a huge PTR patch for Shaman builds 3.1. Certainly not like the previous PvP focused one, but not every build can have huge changes for every class.

April 4, 2009

More emergent builds on the 3.1 PTR

The builds and changes and tweaks seem to be coming faster and more furious, but at the same time seem to have settled down to changing things in a very final and deliberate way, if that makes sense. Whether we're a week or a month from 3.1 going live though, things are likely to change a little bit.

Still, my gut tells me that most of the major tree shifts and mechanics changes are probably out there, and it's just a matter of tweaking numbers. So it may be a good chance to take a look at what newish builds are getting some buzz in the Death Knight community for being the new hotness in 3.1. In specific, let's look at a Blood Build that reacts to some of the latest changes for that tree, and a stacked Unholy build.

44/0/27

Blood has seen a few major changes since we last talked about it. Specifically, people have been getting antsy about a few Dancing Rune Weapon changes, namely that it only does 50% damage and that it takes more Runic Power to keep active. In addition, the permaghoul has now been placed a few tiers deeper in the Unholy Tree, making it impossible to grab for a 51-point Frost or Blood build. Now honestly, I'm not too concerned about the latter issue. Fact is, since they moved Night of the Dead up to tier 4, it's really an overall buff. After all, a permaghoul won't do you much good if he gets destroyed by a stiff breeze. The AE avoidance of Night of the Dead should make up for the loss and then some.

That said, these two factors have created the perfect excuse for a few people to try to come up with a build that keeps the permaghoul and drops the now supposedly underpowered Dancing Rune Weapon. 44/0/27 is the most promising result of that experimentation. It's nice in that it keeps most of the heart of Blood intact, with most of the major hard hitting physical talents. It skips some of the health recovery talents, but you won't really need those as much for group PvE. In addition, it also grabs a lot of the iconic stuff from the Unholy tree, both Unholy Blight and the perma-ghoul, and plays to Blood's strengths with talents such as Necrosis and Morbidity.

Preliminary reports from the PTR suggest it's at least competitive with full Unholy and Frost 2-hand DPS builds, although I haven't seen enough data to be completely sure. Still, on paper, it looks like it should work. The biggest issue with this build has to do with the fact that Death Strike has been nerfed again. Now that it's back to 60% weapon damage, there may be some argument for returning to 13 Frost for Annihilation, especially now that Black Ice buffs Shadow Damage again.

Overall, I'm almost hopeful that this build proves viable regardless. The combination of some of the best parts of Blood and Unholy looks amazing on paper, but the question remains as to whether it will stand up to extended testing.

Honestly, I expect Death Strike and Dancing Rune Weapon to be bumped back up in damage a bit, if the numbers reported by some Death Knights that put 51 Blood back to 300 DPS below other specs are true. We have a few more builds to go before the patch, I'd guess, and I think Blizzard will balance it. Still while you're considering your 51/2/18 or 51/0/20 builds, this one might end up deserving a second glance, if only for the fun of it.

0/10/60

Speaking of Black Ice, the fact that it buffs Shadow Damage has inspired some Unholy Death Knights to test out a 0/10/61 DPS build. It would, in theory, seem a little iffy to stack so many talent points in one tree, but it works. The new shadow damage enabled Black Ice is just one more tool in this build to push shadow damage to ludicrous levels, since Unholy does plenty of it between Scourge Strike and Unholy Blight and so on.

This build is nice in that you get almost all the cool toys of Unholy without sacrificing DPS. Improved Unholy Presence, Desecration, Wandering Plague, they're all there. Plus, Frost is finally in a position where it doesn't feel like a complete waste to spec into as a secondary tree. Runic Power Mastery and Black Ice are both incredibly useful for an Unholy DPSer who does lots of shadow damage and chugs down runic power like a frat bro on spring break in cancun chugging down cheap beer.

There is some thought that this build could eventually fall behind on scaling. Since it doesn't take Bladed Armor, which provides extra attack power which works for physical damage as well as shadow and frost damage, it's possible that as we get into more powerful gear, the damage boost from bladed armor will overtake the shadow damage boost from Black Ice. The other concern with this build is that it does miss out on Dark Convinction, which means a few fewer Wandering Plague procs. However, it's worth noting that the only real reason Unholy Death Knights need critical strike is said Wandering Plague, and when you're AEing stuff down, you'll get so many individual chances for Wandering Plague to proc that that 5% proc chance difference will slip into almost nothing.

That said, A good solid 18/2/51 build will probably still be a completely viable build in 3.1, so we'll probably see a bit of both, depending on how the final DPS totals shake out.

Closing Thoughts

As I said, We still probably have a build or two to go before 3.1 is final. I get the feeling things are about where they'll be skill and talent wise, and all that remains is a few tweaks in damage totals. We'll probably see either a buff to Death Strike and Dancing Rune Weapon or a slight nerf to Gargoyle in order to bring Blood, Frost, and Unholy all in line with each other in the DPS department. Between that and dual specs, it should be fun to see how everything shakes down when the patch goes live. We'll be working on keeping up with it here at Lichborne.

March 10, 2009

Aotona tameable on the PTR

Aotona tameable on the PTR - Just a little tidbit (and possibly a bug) for Hunters on the PTR from our friend Mania. Aotona, a parrot-esque Bird of Prey rare in Sholazar Basin, is apparently tameable in the latest 3.1 build. It's not that big a deal -- apparently the bird is just a bird, with the usual skills of that family, but it makes a parrot sound instead of the other birds that you can tame right now (not to mention that it's got some striking coloration that's pretty cool and unique).

There is a chance this may be a bug -- we all know it's not the first time that something has appeared tameable on a PTR when it isn't on the live realms. And the parrot sounds could be placeholders or simply just an option that's not toggled the right way. But Hunters could have a new friend to make if Aotona keeps the tamable flag up until the patch drops.

March 6, 2009

WoW Patch 3.1 PTR build 9658 Paladin changes

So the new PTR build dropped, and it doesn't look very pretty for Holy Paladins. Before we get into the grim side of things, it looks like Aura Mastery has been made baseline. Does this mean a new talent will be popping up in the Holy tree? That seems likely, but don't bet on it yet. Now on to the bad stuff...

Holy

Sacred Shield - Cannot be on more than one target at any one time.

Ouch. So much for raid damage mitigation. Back to single target healing, the lot of you!

Infusion of Light - No longer has a chance to reduce the casting time of Holy Light, but increases the the critical chance of your next Holy Light by 10/20% instead.

Double ouch. This seems to be a PvP nerf to me, and others are crying out the same on the forums. Without addressing it directly, Ghostcrawler states that "several of those changes were made for PvE reasons". He was, of course, referring to Sacred Shield , considering that one of Blizzard's concerns was the increasing number of mitigation abilities going into Ulduar. Losing half-a-second Holy Lights will be severely palpable to Holy Paladins in Arenas.

Protection

Hand of Sacrifice - Lasts 12 sec or until the caster has transfered 100% of their maximum health.

This is another effective nerf although will scale excellently with Protection Paladins. It's just not as effective when used by other specs, and seems to be part of Ulduar tuning which seems to be toning down mitigation abilities.

Targets affected by Divine Shield, Hand of Protection or Divine Protection can no longer be affected by any of these spell for 2 minutes. (Down from 3 minutes)

We're probably never going to see Forbearance return to one minute, but at least Blizzard seems to realize that three minutes is just plain silly.

Divine Sacrifice *New Talent* (Tier 3) - 30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin (up to a maximum of 150% of the Paladin's health). Instant, 2 min cooldown.

Finally, some good news! This is an extremely attractive talent to pick up and oddly seems counter to the whole mitigation ability nerfs. Coupled with Divine Guardian, this translates to a 60% damage soak albeit scaling with health. Considering it affects all party or raid members, that cap will be reached rather quickly during those 'oh $#!+' moments and looks very attractive for PvP, as well. So much love going Protection's way in Patch 3.1, it almost makes up for Holy going through the crapper. Almost.

WoW Patch 3.1 PTR build 9658 Warrior changes

WoW Patch 3.1 PTR build 9658 Warrior changes - Matthew's caught up in the tangle of this thing called RL, so don't be surprised to have a different voice going over the Warrior changes this build. Don't worry, though, it looks as though most of the changes this round are aimed squarely at PvP, so I'm covering for him in the meantime. I'd like to call this build the Brown Pants Edition for PvP Warriors. Are you ready? Get a pair of brown pants, because you'll need them.

Battle Stance - Increases the armor penetration of all your attacks by 10%.

This is a straight up buff, and because Armor Penetration is a better PvP stat now than it is for PvE, this is clearly going to help. Considering armor reduction effects are now percentage-based, this buff is going to help quite a bit. Nothing exciting yet, right? Right. I hope you've got those brown pants on, because the next one is downright insane.

Shattering Throw *New Skill* - Throws your weapon at the enemy causing [ 50% of AP + 12 ] damage (based on attack power), reducing the armor on the target by 20% for 10 sec, and removing any invulnerabilities. 25 Rage, 30 yd range, 1.5 sec cast, 5 min cooldown

I just had to put that in bold letters and underline it. Aren't you glad I told you to wear brown? Warriors are now one of only two classes that can break a Paladin's Divine Shield or a Mage's Ice Block . It's a baseline ability , which means that all Warriors will have access to it. This improves Warrior viability in a Paladin-dominated Arena environment substantially. It's on the same cooldown as the aforementioned invulnerabilities, as well. This means that every time Paladins or Mages put them up, a Warrior can demolish it. Just in case you missed it -- Shattering Throw also deals damage and reduces armor (and it's likely used when in the armor penetrating Battle Stance!). Not only do you remove their precious invulnerabilities, you spank and strip them, too. That's just naughty.

Berserker Stance - Now increases all damage taken by 5% (Down from 10%)

Warriors are primary targets for an instagib in Arenas because Berserker Stance is just too painful. As the recent matches in the ESL Arena Tournament show, sitting on a Warrior throughout the match yields excellent results. Blizzard isn't having any of that. This buff should tone down Warrior vulnerability a tiny bit.

Intimidating Shout - Cooldown has been lowered from 3 min to 2 min.

What is there to say? This is one of the best peels a Warrior has in Arenas, and lowering the cooldown is a great way to improve their viability and survivability. Straightforward buff. Good times.

Defensive Stance - Now reduces damage caused by 5%. (Down from 10%)

This took us at WoW Insider some time to digest, but Eliah pointed out that this buffed Warrior damage while in Defensive Stance (we initially read it to mean that damage reduction was nerfed to 5%). It wasn't a necessary buff but Blizzard gave it, anyway. It turns out even Protection gets some love in this build.

Disarm - Now disarms the enemy's main hand and ranged weapons.

The new version now works similarly to Dismantle , and should help Warriors dominate Hunters even more. With Hunter representation in Arenas at an all-time high, and Warriors becoming more and more scarce, abilities like this contribute to evening things out. Ghostcrawler makes no secret about the changes this build -- they're aimed at PvP . He points out that Paladins are "extremely powerful in PvP right now" , and that Warriors "are weak" . A Disarm that also removes ranged weapons won't be needed against Paladins, but it sure as heck doesn't hurt.

Blizzard seems extremely serious about balancing things for PvP, and these changes -- every single one of them a buff -- all work together towards that goal. They also have some minor impact on PvE, but for the most part these just mean that Warriors should find themselves a little less gimped in PvP. Most of the changes are just baby steps, but Shattering Throw is a giant leap forward. Enjoy this moment and hope that these changes (and more) make it live. Now run along and change those pants...

WoW Patch 3.1 PTR build 9658 Druid changes

As far as druids are concerned, WoW Patch 3.1 PTR build 9658 Druid changes is a Balance build. Sure, there are a few token changes for the other two trees, but Boomkins get by far most of the attention here. I'll get the lesser builds out of the way first:

  • Faerie Fire and Faerie Fire (Feral) now reduces the armor of the target for 5 min. (Up from 40 sec) I am actually really pleased with this. Having my FFF fall off the mobs is simply irritating, and I don't always have space in my rotations to re-apply it.

  • Restoration: Tree of Life mana cost has been changed from 28% of base mana to 13% of base mana. Can't complain about that.

On to the main substance of the Druid changes: Balance .

  • Starfall cooldown has been lowered from 3 min to 1.5 min. "Please use Starfall more often."
  • Eclipse now gives you a 33% chance of increasing damage done by Wrath by 30% (up from 20%) when you critically hit with Starfire. Eclipse has had what I think is called a "checkered past," which means it's been everywhere from in the gutter to sky-high. Buffs are buffs; no complaining from me here.

  • Owlkin Frenzy now affects all attacks. (Old - Physical melee and ranged attacks only) That will significantly increase PvP defense against casters, I expect.
  • Celestial Focus now reduces the pushback suffered from damaging attacks while casting Starfire, Hibernate and Cyclone by 23/46/70% and increases your total spell haste by 1/2/3%. Less offensive, more defensive. It will now be more attractive for soloing; the previous stun was pretty much PvP-only.

  • Nature's Grace now increasing your spell casting speed by 20% for 3 sec. (Old - Reduced the casting time of your next spell by 0.5 sec.) This is slightly difficult to interpret for me. I guess it makes spells with long casting times easier to cast; if you're casting for three solid seconds after you gain the buff, you gain 0.6 seconds instead of 0.5.


They've also altered the re-worked Glyph of Starfall; the previous PTR build had it at a 90-second reduction to Starfall's cooldown. The new one is a 30-second reduction. But do note that the base cooldown of Starfall has been lowered from three minutes to 1.5 minutes, so the previous glyphed cooldown is the new base cooldown, and the new glyphed cooldown is a mere one minute. It seems they really want to push a 51-point talent that is often skipped - but is a talented AoE worth it in a world where "trash doesn't matter?"

WoW Patch 3.1 PTR build 9658 Warlock changes

WoW Patch 3.1 PTR build 9658 Warlock changes - A new build went up on the PTRs today, and there's a little bit of good news for Warlocks . Some lingering questions are answered and some fears are put to rest. Most of the changes this patch were to Affliction, so expect more changes to the other trees in later builds. Let's have a look:

Affliction

Pandemic - Grants the periodic damage from your Corruption and Unstable Affliction spells the ability to critically hit for 100% increased damage.

The talent was simplified to enable Corruption and Unstable Affliction to crit, but could have been interpreted as a nerf because spells normally just crit for 50% more damage. The new build should quell those apprehensions. The spell is effectively the same for one point instead of three. That, my friends, is a buff.

Malediction - Increases your spell damage by 1/2/3%, and increases the periodic critical strike chance of your Corruption and Unstable Affliction spells by 3/6/9%.

With the bonus to Curse of the Elements made baseline, Malediction became a vanilla spell damage increase. The build 9658 version makes it a mandatory talent that will do crazy, sexy things to Affliction DPS. Send some donuts to Irvine. Let's make sure this makes it to the live realms.

Eradication - When you deal damage with Corruption, you have 6% chance to increase your spell casting speed by 6/12/20% for 10 sec.

This is a reversion and an effective nerf. An earlier build redesigned the talent to increase Shadow Bolt crits, but this change nerfs the talent by forcing players to invest three points (most builds currently put only one) to get the full effect but with a lower proc rate. Hold those donuts.

Siphon Life - When you deal damage with your Corruption spell, you are instantly healed for 40% of the damage done. In addition, the damage done by your Corruption, Seed of Corruption and Unstable Affliction damage over time effects is increased by 5%.

In an effort to simplify Affliction's rotation, the Siphon Life talent was changed so that it was no longer a spell but a heal effect tacked on to Corruption. That means the life drain component was lost, which is a net loss in DPS. Ghostcrawler admitted as much , but felt that the minor nerf was offset by the fact that not casting Siphon Life freed up some GCD. Not really. The damage boost in this latest build should probably even it out, though.

Soul Siphon - Increases the amount drained by your Drain Life and Drain Soul spells by an additional 3/6% (up from 2/4%) for each of your Affliction effects on the target, up to a maximum of 9/18% (down from 24/60%) additional effect.

Napkin math indicates that this is a nerf. There are less Affliction effects to stack in 3.1 and more importantly, Warlocks can now only get the bonus from their own Affliction effects. Not that there ever was a problem with Warlock stacking, but this greatly lowers theoretical potential by a huge margin.

Demonology

Ritual of Doom - Cooldown lowered from 1 hour to 30 minutes.

Send those donuts anyway, because this is all sorts of awesome. The Doom Guard is the highest DPS pet Warlocks have right now, and the more times we can bring out this big boy, the sexier our DPS gets.

Destruction

Decimation effect added - Soulfires cast under the effect of Decimation cost no shard.

This is just a technical change, as the Decimation talent already allowed Soul Fires to consume no shards. Excellent talent, although a bit buggy the last time I tested it, as it didn't always reduce the cast time of Soul Fire.

There are just a few changes for WoW Patch 3.1 PTR build 9658 Warlock changes, but it's enough to whet the appetite. I wouldn't get so worked up with the nerfs just yet, as there's a lot of time for things to change. The buffs are good enough that I'm inclined to let Blizzard tinker with everything some more before throwing any kind of fit. I mean, Doom Guards every thirty minutes! Those guys are on to something.