Showing posts with label Paladin. Show all posts
Showing posts with label Paladin. Show all posts

August 6, 2010

Raid Rx: Is that DPS gear or healing gear?

Got an email this week from a reader. We'll call him G. I'm sure it's a question that many raid leaders or loot masters had to struggle with over the years.

[...] When cloth item A drops, our caster DPS and healers always /roll on it; the caster DPS doesn't seem to mind if it's MP5 or spirit. Let's take an example of the Cord of the Patronizing Practitioner. Our warlock says spirit is good for him and he /rolls; our priest says it's healer gear [because] of the spirit [as] regeneration for him; and our mage of course wants this also.

The healer complains the caster DPS gets to roll not only on items like this but also on cloth stuff with +hit, effectually rolling on everything cloth in ICC. I can kinda see what he means. My question is what's an easy way to differentiate "healer" gear from caster "DPS" gear, or is it all rolled into one big pot now?

Thanks for any help you can give me, I am not the guild leader but I am the full time loot master, the guild leader has given it to me to decide, as he's never played any caster at all.
Well, G, I don't have a lot of DPS toons myself, but I'll do my best to explain it. The loot system I use is loot council for my raiding guild, and this is a situation we deal with in an ongoing basis as loot drops from bosses.


  • Paladin loot is self-explanatory.

  • MP5 is generally a healing stat.

  • Crit and haste are beneficial for both roles.

As always, whom you ultimately decide to hand loot over to is going to depend on a number of factors such as:

  • attendance

  • performance

  • gear needs

  • level of content

  • seniority in guild or raid group

  • spec

And there are probably more things to consider than that. If we omit the above factors, though, there are a few guidelines we can use if we base our decisions purely on stats. So here we go!

If you're deciding gear on the fly, then use the following purely as a rule of thumb.
  • Hit If it has hit rating, it's generally used for DPS players. They need that hit rating to hit mobs. Contrary to whatever you may hear in trade chat, you don't need hit gear to heal people. If a healer says to you he needs the hit in order to heal, get yourself a new healer right now.

  • Spirit Usually, the healers will want to claim priority on it first. But I believe mages and warlocks have abilities that convert spirit into a desirable stat, such as Molten Armor and Fel Armor.

  • MP5 If you see this on gear, option it to your healers first. I can see situations where extremely undergeared DPS would want it since it could possibly be an upgrade no matter what.

  • Crit It's universal for both roles. It's not necessarily wrong for a healer to take a crack at it. It's an item that will benefit either.

  • Haste Like crit, haste is also beneficial. Having more haste means you can do stuff way faster, the more haste rating you have. Who doesn't want to do things faster? DPS players want haste so they can fire off more spells. Healers want more haste so they unload heals more quickly.

WOW: Gear for paladins

This is fairly straightforward. Protection- and retribution-specced paladins want nothing to do with spell power. Holy paladins can't seem to get enough of it. Your gear will have varying amounts of MP5, haste and crit depending on the level of content you're doing. Since you don't have any competition, feel free to go nuts.

For stuff like trinkets and weapons, if mana isn't a problem for you, then you'll typically want to lean toward something with haste and crit over MP5. A perfect example would be Belt of the Lonely Noble.

Don't let me catch you going after spirit weapons (until Cataclysm, at least).

Gear for shaman

Unlike paladins, there are two shaman specs that both utilize spellpower. Elemental and restoration shamans want spellpower, but the wishes of the preferred secondary specs are going to vary. Follow the same outline as above. At higher levels when mana isn't an issue, it's not uncommon for a resto shaman to want mail gear with haste and crit rating. If you're the loot master, keep in mind that both will benefit from an item like a Split Shape Belt. There's no hit rating on it, so it doesn't scream "DPS," but there is a ton of haste and crit.

An item like the Mail of Crimson Coins is going to garner more interest from a resto shaman than anyone else.

WOW: Gear for druids

While spirit isn't entirely useless for balance druids, you may wish to pass it off to a resto druid first in case they need extra regeneration. While I admit I'm not as well versed with healing druids as I should be, from what I understand, they value haste more than crit. Get that global cooldown all the way down, right?

WoW: Gear for priests

Last but not least, this is the trickiest, as there is an abundance of cloth-wearing classes. There always seems to be some type of feud going on, especially when it comes to gear drops. Follow the same rules as outlined above.

Let's use the item that was mentioned in the original question. A belt like the Cord of the Patronizing Practitioner will benefit a mage, a warlock or a priest. It does have spirit on it, and normally that would go straight to a healer. But don't forget that those DPS classes have talents which convert spirit into an offensive friendly stat.

Hope that helps with the gear resolution!

September 16, 2009

WoW Tanking the Northrend Beasts

The Argent Crusade has assembled a number of trials for champions, crusaders, and grand crusaders alike to fight through as they decide what forces they will take in their assault against Icecrown Citadel itself. Today, we'll take a look at the first of the events in Trial of the Crusader which is the Northrend Beasts encounter. They've assembled Magnataur, Jormungars, and Yeti (Oh My!) to test the mettle of those wishing to compete. We'll take a look at tanking each of these beasts after the break.

In the first phase, you've got a large and very nasty Magnataur named Gormok the Impaler. As his name implies, he will be throwing down a debuff called Impale which will stack up to ten times if you let him keep beating on you. This means that you'll be taking 1750 to 2250 damage every two seconds per application in the 10-man version or 2188 to 2812 in 25-man. Being that it will last 30 or 40 seconds depending on your raid size and it gets refreshed with each application, you will have to use two tanks in order to stay alive. As a tank, this will feel a lot like the Gluth fight from Naxxramas.

After accumulating anywhere from 2-6 stacks depending on both your gear and your healer's skill, you'll swap tanks to let the debuff dissipate. As a paladin, you can use some tricks to help make this easier. Hitting Divine Shield on yourself will instantly clear the debuff once the other tank has taken over. You should make sure to clear your bubble immediately though. A good macro for doing this is:

/cancelaura Divine Shield
/cast Divine Shield

Clicking this macro once will cast Divine Shield and clicking it again will then cancel your Divine Shield. This is a great macro for tanking as it can occasionally save your shiny, armored butt if you accidentally stand in Bad Stuff (tm) or just need to clear debuffs (other uses include: Hodir's Flash Freeze and Razorscale's Fuse Armor before you've completely become a statue).

Now that you have your debuff cleared and the other tank has taken their appropriately deep stack of Impale, it's time to taunt and start the process back over again. One thing you can do to help out the healers is after taunting, you can cast Hand of Protection on the other tank to clear their Impale stack. I'm sure the healers will love you for it. Just make sure you let the other tank know you're doing this in case you die for some unexplained reason and they can't figure out why the boss is ignoring their threat.

After a couple swaps back and forth and hearing people in Vent complaining about Snobolds and patches of fire (neither of which should really affect you tanking), Gormok will die and your next two challenges will appear.

The second phase has Acidmaw and Dreadscale as your opponents. They're a pair of highly agitated Jormungars (aka: worms) that the Argent Crusade dug up from somewhere. Each worm must be tanked separately, so each tank should designate their target. At the start, Dreadscale will be slithering across the surface while Acidmaw will be sticking its head up through the floor of the coliseum and will be stationary. Every so often, they'll both duck underground and change positions. There is a little cloud of dust on the surface that you can follow to see where they're going. After they pop back up, the opposite worm will then be mobile while the originally mobile one will be stationary.

Acidmaw uses nature based attacks and Dreadscale uses fire based attacks so make sure that you or another Paladin swaps over to Fire Resistance Aura. Both worms have a spew area effect when stationary and a spray cone effect they do mobile. Acidmaw's spray leaves a Paralytic Toxin debuff which reduces movement speed by 10% in addition to 3k nature damage every 2 seconds. The only way to remove Paralytic Toxin is to find someone who has been attacked by Dreadscale and gotten the Burning Bile debuff from his spray or bite. Burning Bile causes 3238 to 3762 fire damage every 2 seconds to all allies within 10 yards. This means that unless you're fixing someone who has Paralytic Toxin, you should keep your distance from your fellow raid members. As the Dreadscale tank should often be the only one with the Burning Bile debuff, they'll occasionally need to go over and help remove the Paralytic Toxin from the Acidmaw tank and melee dps.

The most important part of this fight is to keep both the worms facing away from the raid to prevent the debuffs above from hitting them. You can organize this ahead of time that you'll always have them face a certain direction (ie: north, east, etc) or you can play it by ear and call out the direction over chat.

When you're tanking the mobile worm, it's a bit like Grobbulus where you have to kite the boss around while keeping it facing away from the raid. Every so often, the worm will drop a Slime Pool on the ground which inflicts around 2k nature damage every second. Definitely not something you want to stand in while tanking.

Unless you're going for the Not One, But Two Jormungars achievement that requires killing the two within ten seconds of each other, the DPS should be concentrating primarily on Acidmaw during this fight and then swapping over to Dreadscale when Acidmaw is down. As soon as you have killed one worm, the other will enrage and start doing 50% more damage than he was earlier. If you still have some people affected by Paralytic Toxin at this point, you may want to swap tanks on Dreadscale and have the other tank unsticking people.

Once Acidmaw and Dreadscale are both worm food themselves, a giant Yeti will lumber into the arena.

As far as third phase goes, it can either be very easy or a spectacular amount of suckage depending on how well your raid group moves. Icehowl looks like a massive and extremely scary yeti, but he's a pushover if people just stay out of his way.

Feel free to tank Icehowl where ever you like, because he'll be moving soon anyways. During the tankable phase, the only major attack you need to watch out for is his Ferocious Butt attack that hits for between 60k-70k on 10-man and 70k-80k on 25-man as well as stunning you for a little under 3 seconds. All of that damage is before mitigation so don't panic too much as that comes down to around 22k or so. While one tank can do this fight, it is safer to have a second tank taunt when the headbutt hits and tank him while you're stunned. Switch back accordingly or as cooldowns permit. That said, as a Paladin with the Ardent Defender talent, you can take a substantial amount of damage during the short time you're stunned if your healers are on their game.

He'll also occasionally pick a raid member and do a cone attack called Arctic Breath that freezes everyone in it's path for five seconds as well as doing 3000 to 4000 damage per second. This is a pain, but you can get out of it with that little Divine Shield macro I mentioned earlier and back to tanking. As this is a channeled spell, if you do get caught in it you don't have to worry about Icehowl rampaging through the raid eating all healers and rogues in his wake.

The part that everyone should be looking for is Icehowl's Massive Crash followed by his Trample. This is where he knocks everyone in the raid back against the walls, stuns them for a moment, and then picks one raid member to charge. This includes a nice little emote message to let you know who he's going to pounce. After you get knocked back to the walls, you'll get a speed buff called Surge of Adrenaline for 8 seconds. Use that speed buff to get the heck out of Icehowl's path. This whole section is telegraphed by his movements and there is plenty of time for everyone to get clear as well as see which direction he is going to charge.

Let's just take a moment here to say what happens if you don't get clear of his charge. Everyone in his path will be hit for 50k damage. Besides that, he goes into a Frothing Rage that increases both physical damage and attack speed by 50% unless a Hunter with Tranquilizing Shot or Rogue with Anesthetic Poison can bring him out of it. This sucks. This is a blow all cooldowns type of tanking moment presuming you weren't the person hit and are now lying dead on the floor (or wall, or ceiling, or where ever you corpse landed). If the person hit was a tank or a healer this may cause a wipe.

Luckily, it's fairly easy to avoid this. In that case, Icehowl runs into the wall and falls into a Staggered Daze during which he's stunned and takes 100% extra damage for fifteen seconds. There is some debate whether damage taken during this time period causes threat or not. Regardless, this is a perfect moment to pop Avenging Wrath and try for some of that non-existent Protection Paladin DPS.

When he wakes back up, he usually seems to do an Arctic Breath and then you tank a while until the process repeats. As long as your raid avoids the tramples and you can survive the headbutts, the fight goes quickly and easily. All that is left is loot at that point.

What types of tank gear can you expect to find in his fuzzy remains besides three Emblems of Triumph? Well, as gear is now segregated by faction even though it has the same stats, we end up with the following.

In 10 man you might find...

Dreadscale Bracers for Horde
Dreadscale Armguards for Alliance In 25 man you could get...

A Trophy of the Crusade which is the universal armor token for the Horde and Alliance armor sets.
Crystal Plated Vanguard for Alliance
Forlorn Barrier for Horde
Chestplate of the Towering Monstrosity for Alliance Hauberk of the Towering Monstrosity for Horde

July 10, 2009

WOW Class Patch 3.2 Q&A: Paladin

Once again, it's time for a Class Q&A with Ghostcrawler! Today Paladins get their chance to shine

(previously: Shaman, Mage, Death Knight, Warlock).

As with the other Q&As, this one starts with a bit on what the idea is behind paladins, with a

glance at their history and at their present.

In the beginning: paladins were a "defensive buffing class...buffs were pretty much the entire

reason you'd want to group with a paladin." End-game classic WoW: paladins were healers only. BC:

paladins could tank, but were still mostly OTs. Wrath: "finally embraced all three specs."

Paladins still have several unique facets: bubbles, strong dispels, plate armor as a healer, and

the Seal and Judgment system.

Itemization: so far in Wrath, MP5 wasn't particularly valuable, and they claim it wasn't inteded

to be. They still think MP5 is undervalued right now, though, hence the buffs coming to it in

patch 3.2. They also think Int/Crit based mana regen is a bit out of control, and furthermore than

in patch 3.2, some Holy pallies might look into taking Haste.

At this point they drop a hint that is interesting for all caster classes: they're considering

collapsing MP5 and Spirit into one stat. This is for the farther future, though.

Paladins can expect to see "other interesting healing spells" later on, but not in 3.2, and don't

expect "something that looks like Prayer of Healing or Wild Growth." Flash of Light should be more

valuable now with the Sacred Shield changes, and the Beacon changes should make paladins "an

exceptional dual target healer" (is that a valuable role?).

Ret PvE DPS is too low right now; they're buffing it with the new Seal of Vengeance/Corruption.

SoV is aimed towards boss fights, since it works best once the pally gets five stacks up; Seal of

Command is for short PvP or PvE fights.

The change to Exorcism (adding a cast time) means Rets have to pay a bit more attention to their

rotation - you want to use Exorcism with Art of War procs, most of the time. To compensate for the

nerf to Prot that his change brings, they also buffed Hand of Reckoning.

On the topic of Avenging Wrath and possible dispel immunity ("possible but not probable"), they

mention again that they want to redo the entire dispelling system. One method they suggest is to

give defensive magic dispelling to all healers, but prevent offensive dispelling entirely, or at

least for most buffs.

They would like to add a "stand-alone interrupt" to pallies, although they need to get Ret burst

down a bit still first before giving them more tools. As far as escape and gap-closer abilities,

Judgment of Justice is meant to be pallies' gap-closer.

Finally, they would like to make Librams visible on the Paladin models, but this might take a

while. The same goes for Shaman totems and Hunter quivers (but I thought they were getting rid of

quivers).

Is it just me, or is this Q&A even fluffier and more content-free than the ones we've gotten so

far? I guess they just don't have a lot of Paladin news to talk about that we haven't already seen

in the patch 3.2 notes.

June 3, 2009

WoW, Casually: Rating the classes for casuals

In my experience, the best class to play as a casual player is one that is easily soloable, with little downtime, but also able to find groups quickly when necessary, particularly at max level. Following is how I rate each class according to those criteria.

Rogue: Sneaking past mobs you don't want to mess with and stunning your enemies so they can't fight back make the Rogue a fun character to solo. They are extremely gear dependent, however, and self-healing is limited to profession-related skills. While rogues make a fight go quickly, there are many of them and you'll have a hard time finding groups while leveling and in the endgame. (Edited to add note: Many readers have pointed out that there aren't as many rogues as there used to be. Perhaps there are more leveling on PvP servers. Ganking me. Like just now. Regardless, there are many DPS classes vying for group spots and rogues still have a harder time finding groups than all tanks, healers and DPS classes who can also heal as necessary.)

Warlock: Warlocks are extremely easy to solo. They have pets, they have self-heals and they have nasty damage. Their spells make downtime pretty non-existent and they can often solo group quests. A skilled Warlock can find groups at max level, but they are not in high demand at this time.

Warrior: Warriors have become much more fun to solo, but are still hampered by a lack of class specific self-heals and therefore require some downtime. If you do make it to the endgame, however, you will find that tanks are in high demand and that a skilled DPS Warrior can also get work.

Shaman: Leveling a Shaman is not difficult. You can blast, melee and heal. If you want to hang out with the big boys in the endgame, however, expect to keep one of your specs Resto, because non-healing Shamans just aren't in very high demand.

Priest: It takes a while to pick up speed when leveling a Priest without a lot of grouping. Shadow Priest soloing is the fastest and gets much easier when you get Shadowform. If you take one to the endgame, you'll be the belle of the ball. They'll want you for your heals and Shadow Priests can even get spots in raids these days.

Mage: Mages are definitely soloable and are very fun to play, but they tend to have a lot of down time for healing and mana regeneration. With no non-profession-related self-heals and nothing but comfy clothes to wear, you really need to be on your toes with your spells and abilities to battle alone. To partially make up for your downtime, your travel time is greatly reduced by the ability to teleport to major cities any time you like (as soon as you're high enough in level, of course). In groups, Mages are in demand for their DPS and crowd control. Don't discount the utility spells as well. The buffs, food and drink and making convenient portals at the end are all highly valued by groupies.

Druid: I've been playing a Druid since open beta. I love the class and have Night Elf droods abandoned across multiple servers -- once I went Horde, I never rarely go back. Druids are great for soloing as either Balance or Feral spec and are usually welcome in any group while leveling. Because of their multiple forms, Druids rarely get boring and make traveling speedy even at low levels. Druids are also extremely versatile at max level. Groups will want you as a healer, tank or DPS. The only drawback to playing a Druid is that they are not easy to just pick up and play (unlike DKs and Pallies). You really need to learn the nuances of all of your options and it can be hard to go back to after a long absence from the game or playing another class. Many don't consider this a negative thing about the class, however, and enjoy the extra brainpower involved in playing.

Death Knight: Death Knights are cake to solo. Not only do they start at level 55, but they are practically indestructible and mow through mobs speedily. They pair up nicely with any other class for those lucky enough to have a quest buddy. DKs also rock the endgame. They make great tanks and are awesome melee DPS. Their main drawback is that they are a dime a dozen. Once you make it to max level, you'll find many others like you competing for instance and raid spots both in your guild and in PuGs. I highly recommend a DK to every casual player as an alt, but you may find getting groups too time consuming for your busy schedule.

Hunter: The Hunter is one of two classes that I have never played past level 11. It's just not my bag. They are, however, arguably the easiest class to solo. The fact that they have no non-profession-related healing abilities is countered by the fact that their pets take most of the damage and the mobs drop quickly due to massive DPS. Hunters are so easy to solo that they tend to be the class of choice for gold-farmers (do they exist anymore or do they just hack and steal now?) as well as children and players new to MMOs. Because their damage dealing skills are so powerful, they are definitely wanted in the endgame. But you have to have the spec, gear and skills to be able to function in groups and raids and 80 levels of soloing isn't going to get you these. Expect to have to work hard on your gear and grouping skills before being invited to the good PvE group activities.

Paladin: Before Blizzard "fixed" Retribution, leveling a Paladin was easy, but kinda boring and with a lot of downtime for mana regeneration. Now that Ret Pallies are OP (which I think is pretty much an uncontroversial statement), leveling is a breeze and a ton of fun. With barely any downtime and usually multiple mobs at once, I tear through content on my formerly boring, previously mana-challenged paladin. Also, when I have to make sudden AFKs due to my main job of taking care of The Spawn, I rarely come back to a dead Blood Elf. (Though I run the risk of being run off cliffs ever since I taught her how to run around in game. "Oops!", she says.) And once you get to the endgame, the world is your oyster. You'll be wanted as either a tank or a healer by everyone and be favored for (though not guaranteed) DPS spots as Retribution.

When making your decision as to what class to play, think about what role you want to fill when you are ready to participate in the harder group activities. Regardless of how you like to play, you are more likely to get into PuGs and scheduled raids if you are speced in a group-friendly way. So if you are unwilling to play certain roles, choose a class accordingly. Are you against both healing and tanking? Then pick a Hunter or other class that is completely unable to do either. Are you willing to tank, but find playing the whack-a-mole heal game a chore? Then choose a Warrior or Death Knight. But if you are happy to be flexible until you are able to get into a group that allows you to play your favorite spec, then a Paladin or Druid is for you. Taking either class to the endgame will allow you more opportunities and faster grouping than any of the other classes. And for the first few encounters, you will probably want to try healing. Groups are much more likely to be lenient on your mistakes (which you will definitely make) and poor gear if you are a healer, more than any other group role.

When it comes right down to it, no one can tell you what your favorite classes are to play. So if you pick a class that is tougher to level, but you enjoy it more then you have made the right decision. If you are torn like me, however, the above guidelines should help. What did I decide? Well, like I said, I'm a proud altaholic, so I picked two. My Pally is working her way through Outland and my Druid is thoroughly enjoying the quests in Northrend. My guild leader has promised me a healing spot in the second string 10 man raids once I hit 80. Of course, the fact that I'm married to him may have biased his decision a bit. But the healing gap helped too. Anyway, I'm off to play with a rejuvenated sense of purpose after my (kinda) decision. May you have as much fun as I'm having.

April 25, 2009

Holy Paladins in Ulduar

It's been over a week now since Ulduar was unleashed, and I hope that you've all gone in and had a taste of what Blizzard has emphatically called a "hard" raid. Harder than Naxxramas, at least. Aside from towerless Flame Leviathan, who was cruelly invented to trick players into thinking that Ulduar was puggable, the bosses -- heck, even the trash -- in Ulduar is a return to some good old-fashioned wipefests and headbanging against the wall. Of course, the world's top guilds were well equipped and prepared to clear all the way up to Yogg-Saron, but most guilds will struggle a bit.

Did I say a bit? Some guilds will struggle a lot, actually. While Ulduar still seems easier by far than the so-called guild killers, Blizzard has ramped up the difficultly nicely and many guilds will find it a challenge but eventually conquer it in time. So where do Paladins fit in with all this conquering business? Well, it depends on your spec. Fortunately for us, Patch 3.1 also introduced dual-specs, and if there's anything a Paladin should plunk 1,000 Gold on, it's to learn a secondary spec. Today we'll take a look at how healers fare in Ulduar two weeks in after the jump.


I was wrong. I said that raiding Holy Paladins wouldn't be feeling the pinch of the nerf intended to curb Holy Paladin dominance in Arenas, but apparently the mobility required for the Ulduar fights does make us miss those fast Holy Lights terribly. A Holy Shock crit followed by an instant Flash of Light is nice, but it won't top off anyone in pain-filled Ulduar. The limit of Sacred Shield to a single target also hurts because it always gave us a buffer in mobility fights.

With the renewed focus on single target healing, Holy Paladins are in a slight disadvantage in Ulduar, where many fights have the entire raid taking damage and mobility hampers the casting of our primary nuke heal. Between Ignis casting Flame Jets, having to move out of Razorscale's Devouring Flames, dodging Mimiron's Rocket Strike, or shaking off Hodir's Biting Cold, it's quite a challenge to do old school standing at the back of the raid launching heal bombs like there's no tomorrow.

While other healing classes thrive in this environment, such as Discipline Priests and their phenomenal Soul Warding, Paladin healers will need to step up their game somewhat. A few key ideas behind core abilities should help us with Paladins cope with mobility fights:

Sacred Shield - Although now limited to single targets, it should become second nature to throw a Sacred Shield on our primary healing assignment right before moving. If you're in the middle of casting, cancel it and throw up a Sacred Shield. A /stopcasting macro bound to the spell will make it a little easier and prevent silly "another action is in progress" error messages. If you don't have a major healing assignment, pop it on the nearest raid member with low health. Barring these, the next best target would be yourself.
Holy Shock - This is our clutch spell. Paladins used to be one-dimensional two-button healers, but much has changed since Wrath, and Holy Shock has become a core spell in our toolbox. In Ulduar, it should be cast often and early. It is an even be a better option than either Flash of Light or Holy Light in many situations, and should be bound with /stopcasting, allowing its use as an emergency heal. If you haven't already, prepare a macro that binds Holy Shock and Divine Favor to set up for a big nuke after moving. The Glyph of Holy Shock is an attractive choice -- the sooner you have access to Holy Shock, the more flexibility you'll have to position yourself.
Aura Mastery - It almost seems like Blizzard designed this talent for Ulduar. Although you can theoretically LOS Molten Colossi to avoid Earthquake, this spell comes in handy, anyway. It doesn't activate the GCD so can be cast in conjunction with a Holy Light or Divine Favor+Holy Light. You'll still be tossed up during a Flame Jet, but you won't be locked out of your other spells.

Judgements - In this case, Judgement of Wisdom, probably. You'll want to cast a Judgement enough times to keep up Judgements of the Pure. We want that 15% haste. We need it. In fact, Blizzard is practically begging us to cast Judgement, because it's one of the few spells we can throw when we're on the move. In fact, you shouldn't cast it at any other time because it kills precious GCD when were stationary.
Divine Plea - Cast it on the move. Remember that you don't have to wait for the buff to run its whole course, so be ready with a '/cancelaura Divine Plea' macro that gives you the option to go for bigger heals in place of mana regeneration. Don't worry, it'll be up again in a minute and trust me, you'll have to move then, too. Removing the buff doesn't consume the GCD, so you can bind it with a healing spell if necessary.
The amount of raid damage in Ulduar is going to shock many players who've gotten comfortable in Naxxramas. Unfortunately, there's no easy fix for this. While we can adjust our playstyle to cope with mobility, the class kit is focused on single target heals, Beacon of Light notwithstanding. If you're not healing the tank, it's difficult to do preemptive heals.

What you can do, however, is cast preemptive Sacred Shields. Because Sacred Shield requires that a target take damage before it procs, preemptive casting is the only way to go. It's not like Power Word: Shield, which is cast on low-health targets before a major heal. Sacred Shield cast on a low health target means the target may well die. Although the primary recipient of this spell is usually the main tank, Paladins with the flexibility to cast it on other raid members should do so. Raid members at 50% health are great candidates, any lower than that and you should be using Holy Shock.

Holy Shock is a lynchpin spell that should be cast almost every time it's up. It is a prep spell and an emergency heal at the same time. If you crit with Holy Shock, don't be trigger happy with Flash of Light. The Infusion of LIght buff lasts 15 seconds, so you have some flexibility. You can use the time to move, cast a Holy Light nuke, or wait for Sacred Shield to proc a +50% critical effect chance.

Many raids will find Ulduar hard, with even trash pulls requiring a bit of thinking. It's a challenging raid that makes healing Paladins dig deeper into our bag of tricks. I like it, even though the two notable features of an Ulduar encounter -- mobility and raidwide damage -- are the bane of Holy Paladins. I like it because it pushes us out of our comfort zone. The good news is that we have a few tools that allow us to cope with the situation, we just need to use them.

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.

March 5, 2009

WoW Holy Paladin Talent Guide

We'd like to share the WOW Holy Paladin Talent guide with you!

WoW Holy Paladin Talent Guide

This wow Paladins Holy Talent Guide goes over each of the talents in the Holy Paladin Talent tree. The wow Paladins holy talent tree is for Paladins that want to heal, which is the most viable Paladin Build available. A huge percentage of Paladins focus on the Holy tree at max level. While it does offer some offensive abilities and other options, if you go any depth into it, it is generally to heal others. Even if you focus on another talent tree it is not uncommon to have 20 or 21 points spent here for the main healing abilities. The base healing talents are Divine Intellect, Spiritual Focus, Healing Light and Illumination, with Divine Favor added if you can spare the extra point.

Return to the Holy Paladin Talent Guide . The wow Paladin Talent guide contains the links to the Protection and Retribution Talent guides along with resources to better help you understand wow paladin Talents and the best ways to go about spending your Talent Points.


Tier 1

Tier 1 is available at level ten, when your first talents open up.



  • Spiritual Focus - Max 5 points, reduces the pushback suffered from damaging attacks by up to 70% while casting Flash of Light and Holy Light.

    • A must have talent for all holy paladins. It allows you to keep healing even when being hit.
    • Highly Recommended

  • Seals of the Pure - Max 5 points, Increases the damage done by your Seal of Righteousness, Seal of Vengeance and Seal of Corruption and their Judgement effects by up to 15%.

    • A good talent for Retribution and Protection Paladins that come into the Holy tree.
    • Not very useful for Holy Paladins though as you will not be attacking very much.
    • Skip it as Holy, Take as Retribution or Protection.





Tier 2

Tier 2 talents are available as soon as you have 5 points in that talent tree.


  • Healing Light - Max 3 points, Increases the amount healed by your Holy Light, Flash of Light and the effectiveness of Holy Shock spells by up to 12%..

    • On a max rank heal this adds a significant amount. Max level heals can easily crit for over 14,000 health. That means over 1,000 is being granted by this talent.
    • Must Have for Holy Paladins

  • Divine Intellect - Max 5 points, up to 15% extra intellect.

    • Greatly improves your mana pool
    • Useful for all paladin builds
    • Recommended

  • Unyielding Faith - Max 2 points, reduces the duration of all Fear and Disorient effect by up to 30%.

    • It's always nice to avoid fear and disorientation whether in PvP or PvE encounters. This is especially useful for PvP though.
    • If your into PvP grab it.



Tier 3

Tier 3 talents are available as soon as you have 10 points in that talent tree.



  • Aura Mastery - 1 point, increase aura range to 40 yards.

    • If you want to keep at max distance for fights as a healer, or be in the fight and still provide aura benefits to everyone else, this talent is useful.
    • Grab it if you can spare a point and mainly do instances or raids. Useless for soloing and questing.

  • Illumination - Max 5 points, gives you up to a 100% chance to gain back 60% of the mana of your heals after a critical heal.

    • This ability combines with many of your other holy abilities to offer amazing mana efficiency. At max level with fully holy talents you will be casting roughly 1/4 of your Holy Light heals for 40% mana cost!
    • Must Have for Holy Paladins

  • Improved Lay of Hands - 2 points, increases armour of player by up to 50% and reduces cooldown by up to 4 minutes.


      • The armour is nice, and offers a bit of a reprieve from damage when you use lay of hands as an emergency.
      • The reduced cool down makes a big difference as the 4 minutes takes its time down to 16 minutes, meaning you can use it almost 25% more often. At 16 minutes it should be up for almost every raid boss, and I see most raiders taking it.
      • Situational



Tier 4

Tier 4 talents are available as soon as you have 15 points in that talent tree.



  • Improved Concentration Aura - Increase the effect of your Concentration Aura by up to an additional 15% and reduces the duration of any Silence or Interruption effect used against an affected group member by up to 30%.

    • This is a great casting aura as it allows you to ignore even more of the push back effect of spells.
    • Great for PvP for silence and interrupt effects.

  • Improved Blessing of Wisdom - Max 2 points, up to a 20% increase in the mana generated by blessing of wisdom

    • Again with the % based abilities. 20% sounds like a lot, however its really only about 10 mana per tick at max level. While it is something, its not amazing and can be skipped.






Tier 5

Tier 5 talents are available as soon as you have 20 points in that talent tree.



  • Pure of Heart - Max 2 points, reduces the duration of curses and diseases by up to 50%

    • As with unyielding faith, this is more a PvP talent. While it has some use in high level raids, it doesn't do much else.
    • Pick it up if your into PvP

  • Divine Favor - 1 point skill, Instant cast that makes your next heal automatically critically cast.

    • Combined with Illumination this allows for two big heals, since the first one will auto crit and you will get 60% of the mana back.
    • Allows huge mana efficiency when teamed with other talents.
    • Must Have for Holy Paladins

  • Sanctified Light - Max 3 points, increases the critical strike chance of your Holy Light and Holy Shock spells by up to 6%

    • Another of the great combination of healing abilities. Works well with Illumination to provide additional mana returned.
    • Must Have for Holy Paladins
  • Blessed Hands - Max 2 points, Reduces the mana cost and increases the resistance to dispel effects of all Hand spells by up to 30%.

    • A decent decrease in mana cost, but more importantly your Hands become resistant to dispelling.
    • Great PvP talent as it allows Hand of Freedom to stay active longer.
    • Recommended for PvP




Tier 6

Tier 6 talents are available as soon as you have 25 points in that talent tree.



  • Purifying Power - Max 2 points, decreases the mana used for cleanse and consecrate by up to 10% and increases the critical hit chance of Exorcism by up to 20%

    • While you will spend a lot of time cleansing if you are healing in raids, the 10% does not add up to a whole lot.
    • If you have points left, it may be worthwhile, but not as a first choice.
  • Holy Power - Max 5 points, increases the chance to critical with all holy spells by up to 5%

    • Another of the great combination of healing abilities. Works well with Illumination and sanctified light to provide additional mana returned.
    • Must Have for Holy Paladin




Tier 7

Tier 7 talents are available as soon as you have 30 points in that talent tree.



  • Light's Grace - Max 3 points, gives a 0.5 second reduction to Holy Light spells cast after the first (for 15 seconds), up to 100% of the time.

    • Improves your ability to heal by reducing your casting time of your main healing spell by 16%.
    • This is needed when you are raid or PvP healing as damage comes so fast that you need the decreased casting time.
    • Must Have for Holy Paladin

  • Holy Shock - 1 point skill, an instant heal or damage spell. You can train in multiple ranks of this spell.

    • Mana inefficient, but provides our only instant heal.
    • Dual purpose as it can be used offensively and does decent finishing damage in a PvP fight.
    • Can get by a bit of burst damage in PvP
    • Recommended for PvP

  • Blessed Life - Max 3 points, gives up to a 10% chance that all attacks against you cause half damage.

    • As a healer you are not likely to take much damage in PvE. However this is very useful as a PvP healer.
    • Therefore, ignore if your PvE and strongly consider if your PvP





Tier 8

Tier 8 talents are available as soon as you have 35 points in that talent tree.



  • Holy Guidance - Max 5 points, increases your spell power by up to 20% of your intellect.

    • This means a big increase to your healing ability and allows you to cast bigger heals.
    • It scales amazingly with gear, as you get more Intellect, you also get more casting power
    • If your this deep into holy it is to heal, take this huge advantage
    • Strongly Recommended
  • Infusion of Light - Max 2 points, Your Holy Shock critical hits reduce the cast time of your next Holy Light spell by up to 1 second.

    • Allows you to cast a faster Holy Light when you are trying to catch up after needing to cast a Holy Light.
    • Especially useful to catch up in PvP healing.
    • Recommended for PVP





Tier 9

Tier 9 talents are available as soon as you have 40 points in that talent tree.



  • Sacred Cleansing - 3 points max, Your Cleanse spell has up to a 30% chance to increase the target's resistance to Disease, Magic, and Poison by 30% for 10 seconds.

    • A solid PvP talent that allows you to provide some resistance to these abilities once you cleanse one off a friend.
    • Recommended for PvP

  • Divine Illumination - 1 point skill, reduces mana cost of all spells by 50% for 15 seconds.

    • A pretty good ability as you are likely to get 5 heals off during that time so it is an improvement and worth if your 40 points this deep into Holy anyway.
    • It's biggest bonus is that mana return from critical heals is based off of normal mana cost, so you actually gain extra mana while critically healing during this time.
    • Recommended

  • Enlightened Judgements - Max 2 points, increases the range of your Judgement spells by up to 30 yards and increases your chance to hit by up to 4%.

    • Allows a Healing Paladin to use judgements even when staying at range healing.
    • You will not be in range however to keep them active, but the extra damage every 10 seconds and the bonus effect is nice.
    • Recommended





Tier 10

Tier 10 talents are available as soon as you have 45 points in that talent tree.



  • Judgments of the Pure - Max 5 points, Your Judgement spells increase your casting and melee haste by up to 15% for 1 minute.

    • Combines nicely with your increased judgement range, as it provides a big speed increase while casting.
    • While it sounds nice you will be using a global cooldown every minute for this rather than healing.
    • Situation and depends on you getting used to it.
    • Skip it






Tier 11

Tier 11 is the top tier talent and is available as soon as you have 50 points in that talent tree.



  • Beacon of Light - 1 point skill, The target becomes a Beacon of Light to all targets within 40 yards. Any heals on those targets will also heal the Beacon for 100% of the amount healed. Only one target can be a Beacon of Light at a time. Lasts 1 minute.

    • Provides what is essentially a multiple heal to the Paladin class.
    • Allows you to heal others while still keeping the tank alive.
    • Great for raid fights with AoE or OT damage spikes as it allows you do do both at once.
    • Takes some serious getting used to so that you learn its proper use.
    • Must have talent for Raiding

So, all about this wow paladin holy talent, more about wow paladin holy talent guide and wow paladin talent guides, we will update the news asap, see you next time.

March 4, 2009

Retribution DPS too low

Ghostcrawler had one line to say about a flood of complaints from Retribution Paladins who are feeling the pinch of a restrictive tree, effectively ending the argument: Blizzard feels that Retribution DPS, particularly in PvE, is lower than how they would want it in 3.1. This comes in light of the changes in the upcoming patch, which on the surface seems like a good thing because of the slimming down of the tree and freeing up talent points.

What many players should understand is that unlike pure DPS trees or even other hybrids, Paladins simply don't have any room to be flexible. Retribution Paladins can pick up every damage-boosting talent already with points to spare, and there's just a DPS ceiling that simply can't be broken through. Whether Ghostcrawler's statement indicates that they'll be reversing the 3.1 nerf to Fanaticism and Righteous Vengeance remains to be seen.

The nerf to Fanaticism is very clearly aimed at PvP burst, but has deep implications to overall DPS considering that Judgement crits also proc Righteous Vengeance. Both changes result in massive performance dip in PvE. The continued nerfs to Retribution -- even in PvP -- no longer make any sense. A healer completely negates a Retadin, and with the upcoming nerf to Improved Hammer of Justice, this weakness will become even more glaring in PvP. The only consolation now is that Ghostcrawler and his team are aware of the problem. Whether that means anything will be done about it, of course, is anyone's guess.

February 28, 2009

Patch 3.1 PTR Patch Notes update

The official patch notes have been updated for the Patch 3.1 PTR. You can see a complete list of changes after the break, or take a look at the fully updated notes.

This update is much more substantial than the one we posted a couple nights ago. Nonetheless, it has been added to our Patch 3.1 patch notes archive. Via the archive you can also view other iterations of the patch notes to see how things have changed.

As always, these notes should be considered incomplete (it's in bold because we can't say it enough). A number of things that are on the PTR are not reflected in the patch notes, and several things that will eventually be on the PTR aren't in the notes either (many of the class changes, for example).

General

  • New high-resolution player textures for Northrend armor sets have been added. Players can enable this feature by setting Player Textures to High in the Effects Panel of the Video Options.

  • Players can now return items purchased with an alternate currency back to the original vendor within 2 hours of the purchase time for the original cost of the item. Stackable items (such as Frozen Orbs and gems) and charged items that can be purchased with an alternate currency are not eligible.

  • Confirmation boxes have been added to purchases over 150 gold.

  • Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

Death Knight

Blood



  • Abomination's Might: This effect can now also be caused by Death Strike.
  • Magic Suppression: Now has 3 ranks (down from 5) for 2/4/6% magic damage reduction.

  • New talent: Improved Death Strike. Increases Death Strike damage by 10/20.

  • Outbreak: Increases the damage of Plague Strike by 15/30/45% and Scourge Strike by 10/20/30%. Scourge Strike: Damage increased.


Druid


  • Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.

  • Maim: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage. Duration lowered to 1 sec. per combo point.
  • Heart of the Wild: Stamina bonus changed to 2/4/6/8/10%.
  • Intensity: Now grants 17/33/50% of mana regeneration while casting.

Hunters


  • Ammunition: All types of gun and bow ammunition now stack to 1000. All quivers and ammo pouches no longer provide haste. 15% ranged haste is now built in to Hunter Autoshot.

  • Call Stabled Pet: This new ability lets the hunter remotely access the stable. 30 min cooldown.

  • Cunning, Ferocity and Tenacity pets now all have +5% damage, +5% armor and +5% health bonuses. This should make more pet families feel viable, while additional talents have been added to distinguish a pet's abilities based on its specializations.

  • Disengage: Cooldown increased by 5 sec.

  • Pets now inherit more spell hit from the hunter. Pets with magic attacks should not require a player to stack additional hit compared to pets with physical attacks.

  • Viper Sting re-designed: Stings the target, draining 4% of mana over 8 sec (up to a maximum of 8% of the caster's maximum mana), and energizing the Hunter equal to 300% of the amount drained. Only one Sting per Hunter can be active on any one target.

  • Explosive Shot: Base damage lowered by 10%. Attack power scaling reduced by 12.5%.
Hunter Pets

  • Bullheaded now adds 20% damage reduction for 12 sec along with its current CC-removal effect.

  • Cornered: The crit reduction when this ability is active has been increased.

  • Feeding Frenzy increased to 8/16% damage up from 6/12%.

  • Furious Howl (wolf special ability) now stacks with Battle Shout and Blessing of Might, however, it only affects the wolf and hunter. Its effect and cooldown have been doubled so that it provides the same benefit but isn't up 100% of the time.

  • Gorillas now have a new family ability, Pummel, which works like the warrior ability and has a single rank.

  • Grace of the Mantis and Roar of Sacrifice are now also available to Cunning pets.

  • New Talent: Shark Attack: This new two-rank talent is available to Ferocity pets. It increases pet damage.

  • New Talent: Silverback: This new two-rank talent is available to Tenacity pets. It heals the pet when Growl is used.

  • New Talent: Wild Hunt: This new two-rank talent is available to all 3 pet trees. It increases the stamina and attack power inherited from the hunter.

  • Roar of Recovery cooldown decreased to 3 min, down from 6 min.

  • Thunderstomp is no longer a gorilla-specific family ability and is now available to all Tenacity pets. It has been reduced to one rank.

Mage

  • Mage Armor: Now grants 50% of mana regeneration while casting.
  • Arcane Meditation: Now grants 17/33/50% of mana regeneration while casting.

  • Pyromaniac: Now grants 17/33/50% of mana regeneration while casting.

Paladin

  • Improved Concentration Aura: The resistance to silence and interrupt granted by this talent now becomes active when any Aura is used, not just Concentration Aura.

  • Improved Devotion Aura: The additional healing granted by this talent now becomes active when any Aura is used, not just Devotion Aura.

  • Divine Protection: Cooldown reduced to 3 min.

  • Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.

Priest
  • Meditation and Improved Power: Word shield have changed locations with each other.

  • Meditation: Now grants 17/33/50% of mana regeneration while casting

  • Renewed Hope: This talent also now allows you to proc the Renewed Hope buff on all party/raid members every time you cast Power Word: Shield, reducing damage taken by 3%. Lasts 20 sec.

  • Psychic Horror: Has been redesigned and is now a 1-pt talent. You terrify the target, causing them to tremble in horror for 3 sec. and drop all weapons (disarm effect: including bows) for 10 sec. 1 minute cooldown. Instant cast. The horror effect can be dispelled, but the disarm cannot.

  • Improved Spirit Tap: Now grants 17/33% of mana regeneration while casting.

  • Spirit Tap: Now grants 83% of mana regeneration while casting.


Rogue

  • Shiv: This ability can no longer generate a critical strike, and the poisons it applies cannot be critical strikes either.

Shaman

Enhancement

  • Unleashed Rage: Reduced to 3 points, down from 5. Each point now also increases your total Expertise by 3/6/9%.


Warlock

  • Drain Soul: Each time Drain Soul deals damage to a target which can grant experience, it now has a chance to generate a Soul Shard.

  • Soul Shard: This item now has a maximum count of 32 in inventory.

Warrior

  • Charge: Duration of stun effect now lasts 1.5 sec. This effect no longer has diminishing returns.
  • Last Stand: Cooldown reduced to 3 min.

User Interface


  • Spell Effect Level setting has been split into Particle Density and Projected Textures. Previously, Spell Effect Level controlled both of these features.

  • Added new Video Mode Ultra (should only be used on the highest-end systems).


Items

  • Hearthstone: Cooldown has been reduced to 30 min. down from 60 min.

Glyphs


Death Knight
  • Glyph of Blood Boil: Now only applies a snare to diseased targets.

  • Glyph of Dancing Rune Weapon: Increases the duration of Dancing Rune Weapon by 10 sec.

  • Glyph of Death Coil: Reduces the cost of Death Coil by 8 runic power.

  • Glyph of Disease: Your Pestilence ability now refreshes disease durations on your primary target back to their maximum duration.

  • Glyph of Howling Blast: Your Howling Blast ability now infects your targets with Frost Fever.

  • Glyph of Hungering Cold: Reduces the cost of Hungering Cold by 10 runic power.

  • Glyph of Plague Strike: Bonus lowered to 20%.

  • Glyph of Unholy Blight: Increases the duration of Unholy Blight by 10 sec.


Druid
  • Glyph of Berserk: Increases the duration of Berserk by 5 sec

  • Monsoon Glyph: Reduces the cooldown of your Typhoon spell by 3 sec.

  • Glyph of Nourish: Your Nourish heals an additional 6% for each of your heal over time effects present on the target.

  • Glyph of Savage Roar: Your Savage Roar ability grants an additional 6% bonus damage done.

  • Glyph of Wild Growth: Wild Growth now affects up to 6 targets.

  • Glyph of Shred: Now increases remaining duration on Rip by 2 sec. each time it is used, up to a maximum of 6 sec.


Hunter

  • Glyph of Chimera Shot: Reduces the cooldown of Chimera Shot by 1 sec.

  • Glyph of Explosive Shot: Increases the critical strike chance of Explosive Shot by 4%.

  • Glyph of Explosive Trap: The periodic damage from your Explosive Trap can now be critical strikes.

  • Glyph of Kill Shot: Reduces the cooldown of Kill Shot by 6 sec.

  • Glyph of Raptor Strike: For 3 sec. after using Raptor Strike, you take 20% less damage.

  • Glyph of Scatter Shot: Increases the range of Scatter Shot by 3 yards.


Mage

  • Glyph of Arcane Barrage: Reduces the mana cost of Arcane Barrage by 20%.

  • Glyph of Deep Freeze: Increases the range of Deep Freeze by 10 yards.

  • Glyph of Ice Barrier: Increases the amount of damage absorbed by your Ice Barrier by 30%.

  • Glyph of Living Bomb: The periodic damage from your Living Bomb can now be critical strikes.

  • Glyph of Mirror Image: Your Mirror Images gain the Winter's Chill talent, granting their Frostbolt spell a 100% chance to apply the Winter's Chill effect, which increases the chance spells will critically hit the target by 1% for 15 sec. Stacks up to 5 times.


Paladin

  • Glyph of Beacon of Light: Increases the duration of Beacon of Light by 30 sec.

  • Glyph of Divine Plea: While Divine Plea is active, you take 3% reduced damage from all sources.

  • Glyph of Divine Storm: Your Divine Storm now heals for an additional 15% of the damage it causes.

  • Glyph of Hammer of the Righteous: Your Hammer of the Righteous hits 1 additional target.

  • Glyph of Hand of Salvation: When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.

  • Glyph of Holy Shock: Reduces the cooldown of Holy Shock by 1 sec.

  • Glyph of Shield of Righteousness: Reduces the mana cost of Shield of Righteousness by 80%.

Priest

  • Glyph of Dispersion: Reduces the cooldown on Dispersion by 45 sec.

  • Glyph of Fade: Now reduces cooldown by 9 sec.

  • Glyph of Guardian Spirit: If you Guardian Spirit lasts its entire duration without being triggered, your Guardian Spirit cooldown is reset to 60 sec.

  • Glyph of Holy Light: Can no longer crit and has had its range updated.

  • Glyph of Hymn of Hope: Your Hymn of hope provides 2 times the normal amount of mana per time, but its duration is 50% shorter.

  • Glyph of Mind Sear: Increases the radius of effect on Mind Sear by 5 yards.

  • Glyph of Pain Suppression: Allows Pain Suppression to be cast while stunned.

  • Glyph of Penance: Reduces the cooldown of Penance by 2 sec.


Rogue

  • Glyph of Backstab: Now increases remaining duration on Rupture by 2 sec. each time it is used, up to a maximum of 6 sec.

  • Glyph of Cloak of Shadows: While Cloak of Shadows is active, you take 40% less physical damage.

  • Glyph of Fan of Knives: Increases the damage done by Fan of Knives by 20%.

  • Glyph of Hunger for Blood: Increases the bonus damage from Hunger For Blood by 3%.

  • Glyph of Killing Spree: Reduces the cooldown on Killing Spree by 45 sec.

  • Glyph of Mutilate: Reduces the cost of Mutilate by 5 energy.

  • Glyph of Shadow Dance: Increases the duration of Shadow Dance by 4 sec.

  • Glyph of Sprint: No longer reduces the duration.

  • Glyph of Tricks of the Trade: Your Tricks of the Trade grants an additional 10% bonus damage to your target.


Shaman

  • Glyph of Earth Shield: Increases the amount healed by your Earth Shield by 20%.

  • Glyph of Feral Spirit: Your spirit wolves gain an additional 30% of your attack power.

  • Glyph of Hex: Increases the damage your Hex target can take before the Hex effect is removed by 20%.

  • Glyph of Riptide: Increases the duration of Riptide by 3 sec.

  • Glyph of Stoneclaw Totem: Your Stoneclaw Totem also places a damage absorb shield on you, equal to 4 times the strength of the shield it places on your totems.

  • Glyph of Thunder: Reduces the cooldown on Thunderstorm by 7 sec.

  • Glyph of Totem of Wrath: When you cast Totem of Wrath, you gain 30% of the totem's bonus spell power for 5 min.


Warlock

  • Glyph of Chaos Bolt: Reduces the cooldown on Chaos Bolt by 2 sec.

  • Glyph of Demonic Circle: Reduces the cooldown on Demonic Circle by 4 sec.

  • Glyph of Haunt: The bonus damage granted by your Haunt spell is increased by an additional 3%.

  • Glyph of Life Tap: When you use Life Tap, you gain 20% of your spirit as spell power for 20 sec.

  • Glyph of Metamorphosis: Increases the duration of your Metamorphosis by 6 sec.

  • Glyph of Shadowflame: Your Shadowflame also applies a 70% movement speed slow on its victims.

  • Glyph of Soul Link: Increases the percentage of damage shared via your Soul Link by an additional 5%.


Warrior

  • Glyph of Bladestorm: Reduces the cooldown on Bladestorm by 15 sec.

  • Glyph of Enraged Regeneration: Your Enraged Regeneration ability heals for an additional 10% of your health over its duration.

  • Glyph of Last Stand: Now reduces the cooldown of Last Stand by 90 sec.

  • Glyph of Shield Wall: Reduces the cooldown on Shield Wall by 3 min, but Shield Wall now only reduces damage taken by 40%.

  • Glyph of Shockwave: Reduces the cooldown on Shockwave by 3 sec.

  • Glyph of Spell Reflection: Reduces the cooldown on Spell Reflection by 1 sec.

  • Glyph of Vigilance: Your Vigilance ability transfers an additional 5% of your target's threat to you.


Bug Fixes

  • Leaving a group while in an instance will now port you to the nearest graveyard rather than your Hearthstone location.

  • Mace of Unending Life is correctly a 2H weapon.

Death Knight
  • Dancing Rune Weapon: Fixed a bug making it trigger an unusual number of effects from the weapon equipped by the Death Knight. In addition, it will now only echo Death Knight spells whose primary purpose is dealing damage. Also corrected a bug making the effect last 8 seconds longer than intended.

Hunter
  • Savage Rend (raptor special ability): Fixed a tooltip error to correctly note this ability boosts damage rather than attack power.

February 26, 2009

WoW Patch 3.1 PTR Build 9626 Patch Notes Changes

A new Patch 3.1 PTR build is out tonight, build #9626. This build adds some changes and brings a few undocumented changes into their proper documented status.

And with this new build, we're going to try something new here at WoW Insider. Each time the patch notes change, we'll bring you a listing of significant changes to them.

What's a significant change?

Non-grammatical, there are grammar and spelling errors in the patch notes. While people might like to make fun of them, they're not of any consequence. Non-contextual, sometimes the context of a note changes but doesn't really make any difference. Something like a Shield Bash change moved from the Arms tree (where it was mistakenly placed) to the Protection tree (where it belongs). Non-formatting, often times the format of the patch notes will change. This includes things like using ":" or "-" in the appropriate places. These don't concern us. Sometimes the new changes to the patch notes will just be undocumented things becoming documented. But that's important to know too.
So after the break you'll see our first go at this. A complete list of the changes from the initial Patch 3.1 PTR build to PTR build #9626. You can also view the fully updated notes, and view an archive of previous iterations of the patch notes.

Enjoy!

Removed

Death Knight:

New talent: Improved Death Strike. Increases Death Strike damage by 10/20.
Please note that while it is removed in the patch notes, it is reportedly still on the PTR.

Added:

Death Kngiht:

Outbreak: Increases the damage of Plague Strike by 15/30/45% and Scourge Strike by 10/20/30%.

Druid:

Maim: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage. Intensity: Now grants 17/33/50% of mana regeneration while casting.

Hunter:

Disengage: Cooldown increased by 5 sec.

Mage:

Mage Armor: Now grants 50% of mana regeneration while casting. Talents
Arcane
Arcane Meditation: Now grants 17/33/50% of mana regeneration while casting.
Fire
Pyromaniac: Now grants 17/33/50% of mana regeneration while casting.

Paladin:

Improved Concentration Aura: The resistance to silence and interrupt granted by this talent now becomes active when any Aura is used, not just Concentration Aura. Improved Devotion Aura: The additional healing granted by this talent now becomes active when any Aura is used, not just Devotion Aura. Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.

Priest:

Meditation and Improved Power: Word shield have changed locations with each other. Meditation: Now grants 17/33/50% of mana regeneration while casting Improved Spirit Tap: Now grants 17/33% of mana regeneration while casting. Spirit Tap: Now grants 83% of mana regeneration while casting.

Changed:

Druid

Savage Roar is now considered an Enrage effect and now increases physical damage done by 30% instead of increasing attack power.

Hunter:

T.N.T. re-designed: Increases the damage done by your Explosive Shot, Explosive Trap and Immolation Trap by 2/4/6%.

Priest:

Divine Aegis: Divine Aegis effects will now stack, however the amount absorbed cannot exceed 125*level (of the target). It will also now take into account total healing including overhealing.

February 25, 2009

WoW Patch 3.1 PTR Paladin glyphs

Delicious new glyphs and some rework of old ones in this massive content Patch 3.1. In the midst of all the excitement, let's try to look at the Paladin glyphs and what they mean for the class.

Glyph of Exorcism - Increases damage done by Exorcism by 20%. (Old: Your Exorcism also interrupts spellcasting for 2 sec.)
You really didn't think they'd let us keep the interrupt now that it can be cast on any target, did you? Of course not. However, this glyph is a solid choice for the third glyph slot for every Retribution Paladin, who will have Exorcism firmly in their rotations. While we pine for the loss of a possible spell interrupt, the DPS increase is pretty solid.

Glyph of Divinity - Your Lay on Hands grants twice as much mana as normal and also grants you as much mana as it grants your target. (Old: Your Lay on Hands also grants you as much mana as it grants your target.)
The mana returns are great, but there are better glyph choices out there, specially the new ones introduced in Patch 3.1, particularly the next one...

Glyph of Lay on Hands -- Reduces the cooldown of your Lay on Hands spell by 5 min.(Old: Increases the mana restored by your Lay on Hands spell by 20%)
Now this is an awesome glyph. Without talents, this allows the use of one of the best emergency buttons ever every 15 minutes. With Improved Lay on Hands, that gets cut down to 11 minutes. It still won't be usable in Arenas, of course, but the change makes it excellent for raiding. We'll probably need to use it a lot in Ulduar, anyway. Also, expect Blizzard to change the 4-piece set bonus of the Tier 3 Redemption set, designed during a time when Lay on Hands was on a one-hour cooldown.

More glyphs of pure win after the jump...


Glyph of Beacon of Light *new* - Increases the duration of Beacon of Light by 30 sec.
Okay, so not all the new glyphs are pure win. This isn't so bad, though, it's a mana conservation glyph that effectively shaves off about a third of the cost of the Beacon and also eases micromanagement.

Glyph of Hammer of the Righteous *new* - Your Hammer of the Righteous hits 1 additional target.
This is a solid DPS increase with no downside. It's excellent threat generation for multiple targets -- not that Paladin tanks really needed help in that regard -- but if you see the other glyphs available you probably wouldn't give this one a second look.

Glyph of Divine Storm *new* - Your Divine Storm now heals for an additional 15% of the damage it causes.
Raiding Retribution Paladins, who currently struggle to find the optimal third glyph, now have another option in addition to the redesigned Glyph of Exorcism. While not contributing to raw DPS, this is decent raid utility which might help during progression where raids generally take a beating. It's also an option for Arena PvP for more team healing.

Glyph of Shield of Righteousness *new* - Reduces the mana cost of Shield of Righteousness by 1 to 6%.
What does 'by 1 to 6%' mean, exactly? Aside from being vague, a mana cost reduction to an already cheap spell (it costs 6% of base mana) that's used mostly by a spec that should have very few mana problems (thanks to the reworked Guarded by the Light) is just rubbish. Alright, so much for pure win.

Glyph of Divine Plea *new* - While Divine Plea is active, you take 3% reduced damage from all sources.
Try to wrap your head around this one for a moment... the change to Guarded by the Light allows Divine Plea to be up virtually all the time. With this glyph, that translates to a near permanent 3% damage reduction. That makes this glyph arguably the best tanking glyph ever. See? There are some pure win glyphs.

Glyph of Holy Shock *new* - Reduces the cooldown of Holy Shock by 1 sec.
If you're a Holy Paladin these days and you're not using Holy Shock, you're doing it wrong. With this glyph, Holy Shock becomes even more of a staple spell. Everywhere around the world, we just heard the sound of all Shockadins soil their pants. Thank you very much.

Glyph of Hand of Salvation *new* - When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.
The PvE implications are pretty simple... if you accumulate threat, you can buy yourself some time while those mobs beat on you. On the other hand, the new feature means Paladins get a 20% damage reduction every two minutes on a Hand spell. It doesn't activate Forbearance, doesn't prevent the use of Avenging Wrath or anything like that. It turns Hand of Salvation into a straight up survivability spell on a relatively short cooldown. PvP glyph, anyone? I only wish it could be used on tanks.

There you have it. The new batch of glyphs in Patch 3.1. If our glyph choices were limited to a few, they've certainly expanded them. It should be a really fun time for Paladins when the patch finally makes it live.

January 31, 2009

WoW Patch 3.1 notes leaked

Somebody says there are the official patch notes for WoW 3.1 from an early internal build. And WoW Insider are talking whether Those WoW Patch 3.1 legit or not.

WoW 3.1 Patch Notes

World of Warcraft PTR Patch 3.1.0

The Mysteries of Ulduar

For many years, the ancient titan city of Ulduar has been a home to the Storm Giants of Northrend, where they have remained hidden from the Lich King and his Scourge Army. Recently, Ulduar has been taken over by the Iron Dwarves, who are being lead by a mysterious entity that is becoming a growing threat to Northrend and the rest of Azeroth.

Brann Bronzebeard and the Explorer's League have setup a new camp in The Storm Peaks in order to serve as a base of operations for the Ulduar investigations. Chester Copperpot and his goons, longtime enemies of the Explorer's League, also have a vested interest in Ulduar.

The Ruby Sanctum


For thousands of years, the Chamber of Aspects was used as a secret meeting place for the five great Dragon Aspects. Since the formation of the Wyrmrest Accord and the war on Malygos, the portals leading to the dragonflight sanctuaries remained dormant...until now. Trouble has arisen within the Red Dragonflight's Ruby Sanctum! Queen Alexstrasza and the Red Dragonflight are seeking able bodied adventurers to find out what lies within.

General

• Ulduar is now available in both Heroic and Normal Difficulty, players can find this raid dungeon in The Storm Peaks.

• The Ruby Sanctum is now available in both Heroic and Normal Difficulty, players can find this raid dungeon in the Dragonblight, beneath Wyrmrest Temple in the Chamber of Aspects.

• The Nexus War Continues! The Blue Dragonflight is attempting to harness the energy surrounding Crystalsong Forest. The Silver Covenant and The Sunreavers are preparing for a full offensive, but they need your help! Many new daily quests are available at Windrunner's Overlook (Alliance) and Sunreaver's Command (Horde).

• Dual Talent Specialization: Players can now visit their class trainers to learn a second Specialization. Specializations may be switched at any time as long as the player is not in combat, this will also change your character's Glyphs, Action Bars and Talents. Specialization options can be found in the talent menu.

• Potency Rating: Haste Rating, Armor Penetration Rating and Spell Penetration have been merged into a single stat. Each percent of Potency will decrease the enemy's spell resistances and armor; it will also increase the player's cast speed and melee attack speed.

• Replenishment: Now grants 0.5% of base mana every second and can effect up to 25 raid members.

• A new bank slot is now available for purchase!

Achievements

• Removed "Brew of the Year" as criteria for the "Brewmaster" meta achievement.

• The number of cooking recipes needed for the "Chef De Cuisine" achievement has been lowered to 150.

• Several Dungeon & Raid Achievements related to The Ruby Sanctum and Ulduar have been added!

• Several World Event Achievements related to Noble Garden have been added!

PvP

• Battlegrounds

o Players may now accumulate up to 100,000 Honor Points and 7500 Arena Points.

o Players can now queue up for Battlegrounds anywhere in the world! New queuing options are available in the PvP menu.

o Players can now queue up for all 5 battlegrounds at once.

o Reputation gains from winning battles in Alterac Valley, Warsong Gulch and Arathi Basin have been significantly increased.

o Alterac Valley Marks of Honor, Warsong Gulch Marks of Honor and Arathi Basin Marks of Honor may now be exchanged for reputation gains with their associated factions.

o Lake Wintergrasp

 The Battle for Lake Wintergrasp will now occur every 2 hours.

 After winning a Wintergrasp Match all players of the opposite faction will be teleported to their respective faction's camp.

 Many optimizations have been made to the Lake Wintergrasp zone, players should experience significantly less visual latency when fighting in densely populated areas.

o Strand of the Ancients

 Players carrying Seaforium charges cannot exceed 100% run speed.

 Seaforium charges now take more time to disarm.

 Turrets now deal slightly more damage to vehicles.

 The honor gained while fighting in the Strand of the Ancients has been slightly increased.

Death Knights

• Icebound Fortitude now scales much better with defense (50% at 540 defense).

• Shadow of Death: Cooldown reduced to 10 minutes.

• Death Grip: Cooldown reduced by 10 seconds.

• New Spell: Unholy Grip, 20 Runic Power, 3 min cooldown – Harnesses the unholy energy that surrounds and binds all matter, drawling all targets within a 30 yard radius towards the death knight and forcing all enemies to attack the death knight for 6 sec.

• Unholy Command: Reduces the cooldown of your Unholy Grip ability by 15/30 seconds.

• Magic Suppression: Also causes your Anti-Magic Shell to restore runic power equal to 3%/6%/9%/12%/15% of the damage absorbed.

• Obliterate: No longer consumes diseases.

• Merciless Combat: All abilities now deal 10%/20% additional damage to targets below 35% health.

• Annihilation: Increases critical strike chance of all weapons, spells and abilities by 1%/2%/3% and reduces the amount of spell damage taken when in frost presence by an additional 1%/2%/3%.

• Heart Strike: Can now hit up to 4 targets.

• Will of the Necropolis: Now reduces damage that would take you below 35% health by 10%/20%/30%.

• Bloody Vengeance: This effect now stacks up to 5 times.

• Desecration: Damage bonus now applies to other death knights.

• Virulence: Now grants both melee and spell hit.

• Unholy Blight is once again considered a disease.

Druids

• Shapeshifting no longer costs mana, but there is now a 3 second cooldown.

• Wild Growth: Cooldown reduced to 5 seconds.

• Entangling Roots: No longer deals damage.

• Swipe: This ability has been reworked; it will now hit all targets within a 5 yard radius of the druid. Damage dealt by Swipe has also been slightly increased.

• Infected Wounds: Swipe can now trigger this ability.

• Berserk: Also reduces the rage cost of all your Bear Form abilities by 50%.

• Master Shapeshifter: Bear Form – Reduces all damage taken by 2%.

• Improved Regrowth: Critical strike chance reduced to 5%/10%/15%/20%/25%.

• Living Spirit: Also reduces the chance that all of your heal over time abilities will be dispelled by 5%/10%/15%.

• Empowered Touch: Healing bonus increased to 25%/50%.

• Gift of the Earthmother: Also reduces the cooldown of your Nature's Swiftness by 6/12/18/24/30 seconds.

• Improved Faerie Fire: Now grants melee and spell hit.

• Lunar Guidance: Spell power bonus increased to 5%/10%/15%.

• Force of Nature: Treants summoned by this spell are now immune to area of effect spells. They may now also cast Moonfire and Rejuvenation.

• Owlkin Frenzy: Your attacks now have a chance to trigger frenzy.





Hunters

• Mortal Shots: Critical strike damage bonus increased to 10%/20%/30%/40%/50%.

• Kindred Spirits: Now increases pet's damage by 4%/8%/12%/16%/20%.

• T.N.T: Stun chance reduced to 3%/6%/9%.

• Arcane Shot: Base damage increased slightly.

• Steady Shot: Base damage increased slightly.

• Ferocious Inspiration: Increases the damage dealt by Arcane shot by 5%/10%/15%.

• Aspect of the Dragonhawk: Dodge chance reduced to 10%, attack power bonus increased to 330.

• Aspect of the Monkey: Dodge chance reduced to 10%

• Beastial Wrath: Duration increased to 20 seconds.

• The Beast Within: Duration increased to 20 seconds.

• Cobra Strikes: Also increases the damage dealt by you and your pet by 2%/4%/6%.

• Readiness: Now works with Beastial Wrath.

• Chimera Shot: Mana cost reduced.

• Silencing Shot: Now interrupts the enemy's spellcast, preventing any spell from that school of magic from being cast for 8 sec.

• Disengage: Mana cost removed.

• Explosive Shot: Deals a small amount of damage to targets within 5 yards.

• Pets

o Exotic pets have had their health increased slightly.

o Exotic pets can no longer be dodged or parried.

o Most boss abilities will no effect pets.



Mages


• Conjure Mana Gem (Rank 6) now restores 4200 to 4400 mana.

• Torment of the Weak: Damage bonus reduced to 3%/7%/10%.

• Student of the Mind: The amount of Spirit granted has been increased to 5%/10%/15%.

• Netherwind Presence: Spell haste bonus reduced to 1%/2%/3%. Also reduces the mana cost of all Arcane spells by 4%/7%/10%.

• Spellsteal: The maximum duration of stolen buffs increased to 3 minutes.

• Molten Fury: Damage bonus increased to 10%/20%.

• Combustion now increases the critical strike chance of all fire spells by 25%. Lasts 20 sec.

• Burnout: Removed penalty on spell critical strikes.

• Ignite: Now deals its damage over 6 seconds.

• Living Bomb: Will now explode upon the target's death.

• Fiery Payback: Damage reduction increased to 12%/25%.

• Shatter: Critical strike chance increased to 20%/40%/60%.

• Improved Frostbolt: Also reduces the global cooldown of your Ice Lance spell by 0.1/0.2/0.3/0.4/0.5 seconds.

• Cone of Cold: Damage for all ranks increased significantly.

• Improved Cone of Cold: Increases the radius of your Cone of Cold ability by 5/10 yards.

• Frozen Core: Spell damage reduction now requires Frost Armor to be active. Also increases all frost damage dealt by 1%/2%/3%.

• Brain Freeze: Can now trigger a free Fireball of Pyroblast.

• Empowered Frostbolt: Critical strike chance increased to 3%/6%.

• Deep Freeze: Can now be used on targets with a movement slowing effect.



Paladins

• All paladin auras are now off the global cooldown.

• Divine Plea: Now scales with spell haste, cooldown increased to 2 minutes, healing penalty removed.

• Enlightened Judgements: Chance to hit increased by 3%/6%.

• Holy Shock: Cooldown reduced to 5 seconds.

• Judgement of Light, Judgement of Wisdom, Judgement of Justice: Duration increased to 30 seconds.

• Infusion of Light: Also has a 10%/20% chance to finish the cooldown of your Holy Shock spell.

• Healing Light: Also increases the amount healed by your Judgement of Light.

• Beacon of Light: Will now transfer 100% of all healing done to the beacon, instead of just effective healing.

• Judgements of the Wise: Now grants 30% of base mana if the Judgement crits.

• Crusader Strike: Now Instantly causes 125% weapon damage as holy damage and increases all holy damage done to the target by 2% for 6 seconds, stacks up to 5 times.

• Exorcism can now be cast on any target.

• Righteous Vengeance: Now triggered by Seal of Command, Seal of the Martyr and Seal of Blood critical strikes.

• Sheath of Light: Heal over time effect reduced to 8 seconds.

• Hammer of the Righteous: Gains a small benefit from your attack power.

• Holy Shield: Whenever Holy Shield is active, all spell damage taken is reduced by 2%.

• Divine Guardian has been moved down to Tier 3.

• New Talent: Improved Divine Guardian – Increases the damage absorbed by Divine Guardian by 10%/20%.



Priests


• Surge of Light: Also reduces the cast time of your next Greater Heal by 0.5 seconds.

• Circle of Healing: Cooldown reduced to 5 seconds.

• Divine Providence: No longer reduces the cooldown of your Prayer of Mending Spell, but now increases the amount healed by your critical heals by 10%/20%/30%/40%/50%.

• Mass Dispel: No longer has a target limit.

• Misery: Now grants melee and spell hit.

• Renew: Mana cost reduced slightly.

• Greater Heal: Mana cost reduced slightly, cast time reduced by to 2.5 seconds.

• Divine Fury: No longer reduces the cast time of Greater Heal, but increases the critical strike chance of Greater Heal, Penance and Flash Heal by 1$/2%/3%/4%/5%.

• Test of Faith: Also increases the duration of your Guardian Spirit spell by 1/2/3 seconds.

• Desperate Prayer: Instantly restores 30% of the caster's health and reduces all damage taken by 30% for the next 5 seconds.

• Divine Aegis: The absorption effect can now stack up to 3 times.

• Penance: Channeling this spell will give the priest 3% additional chance to crit for the next 5 seconds.

• Reflective Shield: Also decreases the chance that your Power Word: Shield can be dispelled by 15%/30%/45%.

• Mental Strength: Also increases armor contribution from items by 5%/10%/15%.

• Mind Melt: Critical strike chance increased by 3%/6%.

• Blackout: Mind Sear can no longer proc this stun effect.

• Twisted Faith: Damage bonus for Mind Flay and Mind Blast now requires the target to be afflicted by Vampiric Touch.

• Improved Shadow Word: Pain: Now increases damage by 5%/10%.



Rogues

• Adrenaline Rush is now available to all Rogues at Level 30.

• New Talent: Focused Combat, 25 Energy, 3 min cooldown – When activated, the rogue goes into a focused state of combat, increasing all damage done by 30%, changing targets will cancel this effect. Lasts 15 sec.

• Envenom: Damage for all ranks increased slightly.

• Expose Armor: Now reduces the enemy's armor by a percent value instead of a flat value.

• Improved Expose Armor: No longer reduces the energy cost of Expose Armor. Now increases the armor reduced by 2%/4%.

• Tricks of the Trade: Duration reduced to 5 seconds.

• Prey on the Weak: Critical strike damage now increased by 5%/10%/15%/20%/25%.

• Close Quarters Combat: Increases your chance to get a critical strike with all weapons.

• Kick: Damage dealt significantly increased.

• Throwing Specialization: Also increases damage dealt by Fan of Knives by 15%/30%.

• Surprise Attacks: Damage bonus increased to 15%.

• Savage Combat: Now increases attack power by 4%/8%.

• Fan of Knives: Now causes 75% weapon damage with all weapons.

• Killing Spree: All damage dealt while this ability is active is increased by 20%.



Shaman

• The health of all totems has been increased significantly.

• A new quest is available from all Shaman trainers at level 70!

• Mana Spring Totem now affects all raid and party members, but no longer stacks.

• Ancestral Knowledge: Increases total Intellect by 3%/6%/9%/12%/15%.

• Shamanistic Focus: Mana cost reduction increased to 50%.

• Maelstrom Weapon: Cast time reduction now applies to any spell with a cast time.

• Searing Totem: Now receives a small bonus from the shaman's total attack power.

• Mental Dexterity: Also increases critical strike chance of all shock spells by 2%/4%/6%.

• Weapon Mastery: Damage increase reduced to 2%/4%/6%.

• Healing Wave: Base cast time reduced to 2.5 seconds.

• Unleashed Rage: Also reduces the mana cost of your Lightning Bolt, Chain Lightning and Lava Burst abilities by 5%/10%/15%/20%/25%.

• Feral Sprit: The health of the Spirit Wolves summoned by this ability has been increased slightly.

• Improved Healing Wave: Now increases Healing Wave's chance to critically strike by 1%/2%/3%/4%/5%.

• Lava Lash: Now deals 125% off-hand weapon damage, damage is no longer affected by Flametounge.

• Healing Way: Bonus healing effect reduced to 15%, now effects all shaman healing spells.

• Improved Earth Shield: Your Earth Shield can no longer be dispelled.

• Ancestral Awakening: Range increased to 100 yards.

• Riptide: Heal over time component gains a larger benefit from your spell power.

• Earthliving Weapon: Heal over time component gains a larger benefit from your spell power.

• Lesser Healing Wave: Mana cost reduced slightly.



Warlocks

• Everlasting Affliction: Drain Life, Haunt and Shadow Bolt spells now have a 25% chance to refresh the duration of Corruption and Siphon Life spells on the target.

• Chaos Bolt: Cooldown reduced to 8 seconds, base damage increased slightly. Also pierces through immunity effects such as Divine Shield and Ice Block.

• Pandemic: Now takes into account critical strike debuffs on the target.

• Fire and Brimstone: Immolate spell power bonus now increased by 4%/8%/12%/16%/20%.

• Molten Core: Shadow spells and damage over time effects now have a 10%/20%/30% chance to increase damage done by all Shadow and Fire spells by 10% for 10 sec.

• Pyroclasm: Also gives your Rain of Fire a 5%/10% additional chance to crit.

• Shadowflame: Initial effect now deals fire damage, the damage over time component now deals shadow damage.

• Haunt will now do additional damage for each of the warlock's damage over time effects on the target.

• Improved Demonic Tactics: Increases your summoned demon's critical strike chance by 2%/4%/6%.

• Fel Vitality: Increases maximum stamina and intellect instead of health and mana.

• Demonic Embrace: Stamina bonus reduced to 1%/2%/3%/4%.

• Demonic Resilience: Reduces all damage taken by you and your pet by 1%/2%/3%/4%/5%.

• Metamorphosis now has a 1 second cast time.

• Demonic Pact: The spell power of all party and raid members is now increased by 4%/8%/12%/16%/20% of your spell damage.

• Pandemic: Now works with Siphon Life.

• Conflagrate: Can now be cast on targets afflicted by Shadowfury.

• Searing Pain: No longer causes a high amount of threat. Damage increased for all ranks.

• Improved Searing Pain: Your damaging Searing Pain spells have a 33%/66%/100% chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 2% and lasts 30 sec. Stacks up to 5 times.



Warriors

• Bladestorm: Rage cost reduced slightly.

• Whirlwind can now be used in any stance.

• Bloodrage: While active, all damage taken is increased by 10%.

• Sweeping Strikes: Rage cost reduced slightly.

• Death Wish: Duration reduced to 20 seconds, damage bonus increased to 25%.

• Improved Berserker Stance: Increases total Strength by 1%/2%/3%/4%/5%.

• Bloodsurge: Chance to proc decreased to 5%/10%/15%.

• Rampage: Range increased to 100 yards.

• Shield Wall: Damage reduction reduced to 50%.

• Vigilance: Now transfers 20% of target threat to the warrior, but no longer reduces damage taken.

• Sunder Armor: Now reduces the enemy's armor by a percent value instead of a flat value.

• Intervene: No longer reduces total threat.

• Safeguard: Damage reduction reduced to 10%/20%.

• Improved Defensive Stance: Now reduces all spell damage taken by 5%/10%. Duration of enrage effect reduced to 10 seconds.

• Warbringer: Reduces the rage cost of your Charge, Intercept and Intervene abilities by 100%.

• Critical Block: Chance to block double the amount is now equal to your critical strike chance.

• Devastate: Rank 5 damage increased slightly.





Professions



• Alchemy

o Slightly reduced the materials required to make Flask of the Frost Wyrm, Flask of Stoneblood, Flask of Endless Rage and Flask of Pure Mojo.

o Runic Mana Potions now only require one Lichbloom to make.

o Runic Healing Potions now only require one Icethorn to make.

o The Alchemists of The Sunreavers and The Silver Covenant have created a new, more powerful Alchemist Stone.

o New Alchemy Daily Quests! Visit Alchemist Fendril at Windrunner's Overlook and Alchemist Duros at Sunreaver's Command.

• Inscription

o Several new epic Inscription recipes are available from the Explorer's League Quartermaster and from within Ulduar.

o Glyph of Improved Scorch: Gives your Fireball and Frostfire Bolt spells a 20% chance to refresh the duration of your Improved Scorch effect.

o Glyph of Holy Light: Range increased to 10 yards.

o Glyph of Crusdader Strike: Your Crusader Strike ability now generates 3 applications of the Crusader Strike effect.

o Glyph of Searing Pain: The Improved Searing Pain talent now generates 3 applications of the Improved Searing Pain effect each time Searing Pain is cast.

o New Glyphs may be discovered by performing Minor Inscription Research and Northrend Inscription Research.

o Added Glyph of Holy Shock, Glyph of Greater Heal, Glyph of Chaos Bolt and Glyph of Incinerate have been added to all Grand Master Inscription Trainers.

o Milling now only requires 4 herbs.

• Enchanting

o Powerful new ring enchants can be obtained from within Ulduar.

o Enchanters may now use materials placed in the trade window to enchant other player's equipment.

o Added a new recipe to create spheres that grant spell resistance and fit in any color gem socket.

o Enchant Weapon – Executioner: Now grants Potency rating.

o Enchant Cloak – Speed: Renamed Enchant Cloak – Potency, now grants potency rating.

o Enchant Cloak – Greater Speed: Renamed Enchant Cloak – Greater Potency, now grants potency rating.

o Disenchanting high level epic items may now have a chance to yield an additional Abyss Crystal.

• Engineering

o Mekgineer's Chopper and Mechano Hog no longer require an Elementium-plated Exhaust Pipe to create.

o Plans for a new and improved Scrapbot are rumored to be kept hidden by the Iron Dwarves in The Storm Peaks.

o Several new epic belt patterns have been added to all Grand Master Engineering Trainers.

o Hyperspeed Accelerators now stack with other enchants, duration increased to 15 seconds.

• Blacksmithing

o Several new epic blacksmithing plans have been added to the game, these may be found on various reputation vendors throughout Northrend.

• Mining

o Saronite Deposits will now yield more ore.

o Saronite Deposits can now contain blue quality gems.

• Herbalism

o The drop rate on Frost Lotus has been slightly increased.

o Reduced cast time on the Herbalism skill.

• Cooking

o All cooking daily quests will now give the player a choice of 5 Northern Spices or 5 Baby Spices in addition to a Dalaran Cooking Award.

o A new recipe for Pygmy Delight has been added to all Grand Master Cooking Trainers.

o Many cooking recipes requiring northern spices have had their materials reduced slightly.

• Jewelcrafting

o A new set of more powerful gems can be found by raiding Ulduar. Their stats exceed those of previous gems that could be found.

o Icy Prisms now also have a small chance to contain an epic quality Northrend gem.

o Icy Prisms no longer require a frozen orb, but now require more uncommon quality Northrend gems.

o The Explorer's League has unlocked the secret behind many ancient titan gems. Visit Archaeologist Mezton at the Explorer's League Base Camp to see what you can learn!

o Prospecting now only requires 4 ore.



Dungeons and Raids



• Many creatures in heroic 5 man dungeons have had their hit points increased slightly.

• Players will no longer be teleported out of a raid instance after logging back in.

• The Eye of Eternity

o The damage on Malygos' Vortex has been slightly reduced in both heroic and normal difficulty.

o Players will no longer suffer fall damage when falling from Vortex.

o Pets are no longer affected by Malygos' Arcane Breath.

• The Obsidian Sanctum

o Reduced the effect of Twilight Torment in normal difficulty.

o The duration of Twilight Residue has been increased.



User Interface

• Raid Unit frames have been redesigned and are now completely customizable via interface options.

• Player Unit frames have also been redesigned and are customizable via the interface options.

• Many parts of the default UI can now be moved to any location on your screen.

• The Auction House UI has been changed, players will now see up to 200 auctions per page, more detailed information such as purchase history and average price has been added.

• When zoning into a partially completed raid instance, a confirmation dialogue will appear asking if you want to get saved to the instance.

• The built in threat meter has been expanded upon, it will now show the threat of up to 10 other players in relation to yours.

• There is now an option to display your bank and character inventory as one large bag.

• Players can now track multiple types of resources provided they have the skills required.

• New tips of the day have been added!

• Several new types of currencies have been added to the currency tab.

• Players can now turn in Netherweave Cloth and Frostweave Cloth to increase their standing with all major cities.

• New interface options have been added that will allow you to customize combat log recording.

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



Items

• All items that granted haste, armor penetration, or spell penetration have been updated to grant potency rating instead.

• New vendors have been added to The Silver Enclave and Sunreaver's Sanctuary, bring them your Emblems of Honor to trade for items of magnificent quality!

• You may now trade 10 Emblems of Heroism for 1 Emblem of Valor, see your faction's Emblem of Heroism vendor!

• Several epic quality items obtained from Heroic instances have had their stats updated to reflect their intended power.

• Damnation: Stats updated to reflect its intended power.

• Greatstaff of the Nexus: Stats updated to reflect its intended power.

• Dying Curse: Now shares an internal cooldown with other similar effects.

• Soul of the Dead: Now shares an internal cooldown with other similar effects.

• Forge Ember: Now shares an internal cooldown with other similar effects.

• Sundial of the Exiled: Now shares an internal cooldown with other similar effects.

• Forethought Talisman: Passive spell power reduced, healing over time effect now gains a small benefit from the caster's spell power.

• Frostweave Bag is now a 22 slot bag.

• Glacial Bag is now a 24 slot bag.

• Dragon Hide Bag is now a 24 slot bag, no longer considered unique.



World Environment

• Named NPC's will now respawn at a much quicker rate.

• All beasts in Northrend now have an increased chance to drop Chilled Meat.

• The items involved in Troll Patrol: The Alchemist's Apprentice can now be instantly looted.

• Corrected several herb spawns in Icecrown.

• Herb spawns in Borean Tundra and Howling Fjord will now respawn faster.

• NPC's in The Storm Peaks now have a higher chance to drop a Relic of Ulduar.

• Players wishing to increase their standing with the Steamwheadle Cartel should visit Gazlowe in Ratchet.

• Southsea Pirates, Wastewander Bandits and Bloodsail Buccaneers will all now give increased reputation gains.

• Creatures in The Barrens now have an increased chance to drop the recipe for Savory Deviate Delights.



Bug Fixes

• Death Knight: The Lichborne ability will no longer return you to your normal form during the Prophet Tharon'ja encounter in Drak'tharon Keep.

• Death Knight: Blade Barrier will no longer count Death Runes.

• Death Knight: Shadow of Death will no longer cause the player to run back as a ghoul after releasing.

• Death Knight: Lichborne and Fear Ward no longer share a cooldown.

• Paladin: Sacred Shield will now properly gain benefit from the spell power granted by Sheath of Light.

• Paladin: Fixed a bug where Judgements sometimes dealt no damage.

• Paladin: Hammer of Wrath will no longer reset the paladin's swing timer.

• Paladin: Righteous Vengance will no longer break Repentance.

• Mage: Focus Magic will now properly trigger from melee critical strikes.

• Mage: Mage Armor will now properly decrease the duration of magical damage over time effects.

• Warrior: Armored to the Teeth no longer considers Berserking in its armor calculation.

• Warlock: Pandemic will no longer trigger Focus Magic.

• Warlock: Corrected several typos with the Ritual of Summoning Spell.

• Priest: Devouring Plague will no longer be spread by Pestilence.

• Priest: The Surge of Light buff will no longer be consumed upon cast.

• Priest: Fixed a bug where Guardian Spirit will sometimes fail to prevent a killing blow.

• Hunter: Frost Trap now correctly triggers the 30 second cooldown on Lock and Load.

• Hunter: Wyvern Sting's sleep effect will no longer break from area of effect spells.

• Achievements: Corrected the tooltip for "Gotta Go!"

• Players will now appear properly mounted on the Amani War Bear.

• The Alliance Vanguard reputation will now properly count towards total exalted factions.

• Corrected many graphical bugs along the coast of Sholazar Basin.

• When a guild is disbanded, gold will now also be mailed to the Guild Master.

• The Thaddius encounter will no longer generate an extreme amount of latency.

• Elixir of Water Walking will now properly gain a benefit from Mixology.

• Bandit's Insignia: Damage dealt will be properly increased by the target's debuffs.

• Ring of the Fated: Now properly grants potency rating.

• Players will no longer fall through the well in Dalaran without getting teleported to the sewer.

• The forge in K3 will now function properly.

• Players who die during the Prophet Tharon'ja encounter will still receive credit for his death.

• Fixed a typo for the Convention at the Legerdemain daily quest.

• Fixed various bugs in Naxxramas that would cause player to fall through the world.

• Multiple characters can now loot the Heart of Magic from Alexstrasza's Gift (Malygos Encounter)

• Players will no longer randomly get stuck in combat.