Showing posts with label Warlock. Show all posts
Showing posts with label Warlock. Show all posts

February 2, 2010

WoW Patch 3.3.2 patch notes Release


If there were any doubts left that today was the day of wow Patch 3.3.2's release, dismiss them now because the official patch notes have been released. These notes are more or less identical to the Korean patch notes that were posted last week, except without our less-than-desirable translation job. A few highlights:

  • Halls of Stone: Brann Bronzebeard has been getting into shape and now feels comfortable walking faster when escorted.

  • Concussion Blow: The damage done by this ability has been reduced by 50%, but its threat generation will remain approximately the same.

  • Violet Hold: The time between a boss being defeated and a new portal opening has been decreased.

  • Season 8 has officially begun featuring all-new rewards!


Check behind the cut below for the full WOW Patch 3.3.2 patch notes.

Dungeons & Raids



  • Icecrown Citadel

    • Frostwing Halls, the final stronghold of the Scourge and their Lich King, has been added.

  • Halls of Stone
    • Brann Bronzebeard has been getting into shape and now feels comfortable walking faster when escorted.
  • The Forge of Souls

    • The Devourer of Souls will now cast Mirrored Souls less often.

    • The Spell Reflect ability has been altered on several creatures. It now has a cast time, only has 2 charges, and has a 75% chance of reflecting spells.

  • The Nexus

    • Anomalus will now use the Create Rift ability only once, down from 3 times.

  • The Old Kingdom

    • Elder Nadox now only gets one Ahn'Kahar Guardian during the encounter.

    • Jadoga Shadowseeker now only ascends once during the encounter.

    • Several enemies between the Befouled Terrace and The Desecrated Altar have been removed or had their pathing altered.

  • Pit of Saron

    • Players can now zone back into the instance if they are dead while encounters with Krick and Ick or Forgemaster Garfrost are in progress.

  • Utgarde Pinnacle

    • Skadi the Ruthless can now be removed from his drake with 3 harpoon strikes, down from 5.

    • Svala Sorrowgrave now casts Ritual of the Sword 1 time during the encounter, down from 3.

  • Vault of Archavon


    • Toravon, the latest boss to join the Vault's giants and masters of the elements, is now accepting challengers in 10- and 25-player formats.

  • The Violet Hold


    • The time between a boss being defeated and a new portal opening has been decreased.
PvP


  • All healing abilities (including items such as potions) will be decreased in effectiveness by 10% when in Battlegrounds, Arenas, or Wintergrasp.

  • Arenas


    • Season 8 has officially begun featuring all-new rewards!
Druids


  • Talents

    • Balance

      • Earth and Moon: This talent now increases the druid's spell damage by 2/4/6%, up from 1/2/3%.
Shamans


  • Talents

    • Elemental Combat

      • Shamanism: This talent now provides 4/8/12/16/20% extra spell damage to Lightning Bolt/Chain Lightning, up from 3/6/9/12/15%, and 5/10/15/20/25% to Lava Burst, up from 4/8/12/16/20%.
Warlocks


  • Talents

    • Affliction

      • Shadow Embrace: This effect can now stack up to 3 times, up from 2. However, the periodic healing reduction effect has been reduced from 3/6/9/12/15% to 2/4/6/8/10% per application.

    • Demonology

      • Demonic Pact: The damage bonus granted the warlock by this talent has been increased from 1/2/3/4/5% to 2/4/6/8/10%. The buff granted to a raid or party by this talent remains unchanged.

    • Destruction

      • Conflagrate: The damage-over-time effect of Conflagrate has been increased to 40% of the spell's total damage, up from 20%.

      • Empowered Imp: The pet bonus damage provided by this talent has been increased to 10/20/30%, up from 5/10/15%.

      • Improved Shadow Bolt: Damage done by Shadow Bolt increased by 2/4/6/8/10%, up from 1/2/3/4/5%.
Warriors

  • Talents

    • Protection

      • Concussion Blow: The damage done by this ability has been reduced by 50%, but its threat generation will remain approximately the same.

      • Devastate: This ability now deals 120% of weapon damage, up from 100% of weapon damage.

      • Shield Slam: The damage scaling from block value for this ability now diminishes faster and diminishes starting at a lower block value. The difference should be negligible for players in high-end tanking armor. In addition, the threat caused by Shield Slam has been increased by 30%.

      • Warbringer: This talent no longer allows Charge and Intercept to break roots or snares. Intervene remains unaffected.
User Interface


  • The party leader is now referred to as Guide in chat when a group is formed via the Dungeon Finder.

  • Fixed a bug where players with Raid Assist capabilities were unable to perform a Ready Check.

  • Fixed a bug where the first couple of tutorials were not displaying upon logging into the game.


Items
  • New strength-based melee DPS rings are now available from representatives of the Ashen Verdict.

  • Tier-9 Sets: The Aspirant vendors at the Argent Tournament grounds have worked out a deal with merchants in Dalaran so that all item level 232 set pieces will now be available on armor vendors in the city. Set pieces which require trophies will still be available for purchase only from vendors at the Argent Tournament grounds.

  • Tier-10 Balance Druid 4-Piece Bonus: Fixed a bug to allow for this bonus to properly trigger.

  • Tier-10 Elemental Shaman 4-Piece Set Bonus: Redesigned. Successful Lava Burst casts now increase the duration of Flame Shock on the target by 6 seconds.

  • Tier-10 Tank Sets: The gloves and chest pieces for warrior, death knight, and paladin tanks have had their stats adjusted slightly to provide additional armor value.

  • Tier-10 Warlock 4-Piece Bonus: This bonus should now correctly be applied to the warlock's pet.


Technical Support

  • The cvar 'processAffinityMask' controls which CPU cores are available for the World of Warcraft client to use. Previously the game client was limited to 2 cores as a default which players could override in the configuration file. In the past this provided a performance boost on some CPUs and operating systems. We have identified several systems that are experiencing severe performance issues with this restriction and have removed it. Players who would like to restore the old behavior can do so by updating the Config.WTF file by adding: SET processAffinityMask "3".

January 17, 2010

Warlocks to get a new pet in Cataclysm?

Coming out of the Twitter developer chat tonight was this question and following answer, given by Ghostcrawler and J. Allen Brack:

Q. With the new skins for druid forms, what is the chance that warlocks might see race/faction specific demon skins or maybe a new one?

A. When you look around, there are a lot of say imp or voidwalkers we could use. It's something we talk about quite a bit. As for new demons, I hear warlocks are going to be getting some new spells for the next expansion...


While it's not a direct confirmation that warlocks will be getting a new pet in Cataclysm, I think it's safe to read into this and maybe get a bit excited about this one. I doubt they'd mention warlocks getting "new spells" in relation to getting a new demon if such an addition to the warlock class wasn't planned.So, new demons for warlocks? Probably. My guess is that it'll be a pet lava monster or something related to the elemental plane. Just the perfect kind of thing to pop up into the evil hands of warlocks from the sundered land in Cataclysm.

October 10, 2009

Patch 3.3 PTR: Warlock pets bite back

I was pretty under-whelmed by the 3.3 PTR patch notes when they first came about, even going so far as to say on the podcast that I was more interested in the hunter changes. The removal of the Imp quest and the pet avoidance change made for some pretty slim pickings. The latest version of the notes is a whole other story though -- now this is interesting.

Affliction

This is a spec that needs some love. It had some fun times early on in Wrath with some big numbers and a lot of people flocking to its door. Not all were successful however, this was a powerful build but one that took some mastering. Many decided it wasn't worth the effort and went a hybrid demo/destro route to simpler, but slightly lower DPS scores.

These days the complexity of affliction is still there, it's a fiddly build to get right -- this is both a draw for many and a turn off for others. However, the numbers just don't make it as raid viable as destruction; if you can do well with Haunt, you can probably do better with Chaos Bolt. Affliction used to be a utility build but no more, other classes and builds are either doing it better or easier. So yes, affliction needs some love and it's getting it -- puppy love.

Wrath initially seemed to be sharing the pets out amongst the trees: Felguard for demo, Imp for destro, and Felpuppy for affliction. These days, however, affliction gets it's best DPS from the Doomguard or Succubus. This isn't a bad thing, but instead of putting points into a nice affliction talent they go over to Demonic Power for more Lashes of Pain (or a faster imp, if you're into that kind of thing). Now Improved Felhunter is getting an outright buff -- each point in it will reduce the cooldown on Shadow Bite by 2 seconds. Bear in mind that Demonic Power doubled the casts of Lash of Pain, this change triples the number of Shadow Bites your little doggie can do in the same amount of time!

Ok, we like that, it's good, but Shadow Bite doesn't do enough damage to make this anything to jump up and down or chase your tail about. There's more. Remember the 5% damage bonus Shadow Bite get from your DoTs? That's going up to 15%; another flat-out buff.

All of that makes the Felpuppy much more attractive, but it's not the only pet change affliction locks can look forward to. The Doomguard is a beast, he really puts out some damage, anyone looking at warlocks might think he would be ideal for demonology locks. This isn't the case of course; demonologists can get far more out of a Felguard. Similarly destro locks make good things happen with an imp around. It falls to the affliction warlock, with his inability to make best use of a pet, to look to a Doomguard.

Some fights are simply not safe for a Doomguard though, currently they don't benefit from the same protection Avoidance gives our other pets. This is also true of Infernals. Patch 3.3 is extending the warm glow of AoE survivability to both these guys so not only will Avoidance work for them it will also be bumped up to 90%. This is only for PvE though -- AoE damage from players will no longer be mitigated by Avoidance at all.

It remains to be seen whether these changes make affliction more desirable but it's certainly moving in that direction. It's not going to change the minds of anyone who just didn't like the fiddlyness of the spec but if you moved away from affliction because the damage went away, it might just be coming back for you.

Demonology

Now I'm sure you all read the last Blood Pact article about the playing a demonology lock providing the Demonic Pact buff. Essentially sacrificing personal DPS for improved raid DPS. In the comments it was pointed out that plans were afoot to ensure that people weren't just brought for their buff but for their own damage capability. For deep demonology this would mean two things -- one, preventing the Demonic Pact buff from making Totem of Wrath redundant, and two, making demonology personal DPS better.

Well, still no sign of a nerf to the Demonic Pact effect but there are two damage buffs incoming for demonologists.

The first is for those who have gone down to Demonic Pact. The talent will now convey an extra 1% spell damage per talent point. Again, this isn't a reworking this is a straight addition to the talent giving up to 5% extra spell damage. This will work out at less than a 5% DPS increase (as your pet makes up for a good chunk of your total) but I think it will come in at around 3%. Very nice.

Decimation received a reworking though and I like it. Two things to note about the change, first off the Decimation buff will be triggered not just from Shadow Bolt but also by Incinerate and Soul Fire. "What's that?" I hear you say, "I can now weave Soul Fire with Soul Fire?" No-no, you can also forget about weaving.

For those who are unsure what I mean by weaving, it's the practice of trying to get a one-to-one cast ratio between Shadow Bolt and Soul Fire when the target is below 35% health. Since the Decimation effect only activates once the Shadow Bolt has hit your target, and dissipates when you cast Soul Fire, you need to complete your cast of SF in the time it takes your Shadow Bolt to travel. This means standing a long way from the target, which isn't always practical. It appears to have been removed in patch 3.3, the tooltip reads as such:


"When you Shadowboltm Incinerate or Soul Fire a target that is at or below 35% health, the cast time of your Soul Fire spell is reduced by 60% for 10 sec. Soul Fires cast under the effect of Decimation cost no shard."


I found it amusing that they should spell Shadow Bolt incorrectly (never mind the comma that morphed into an 'm') when the current tooltip also uses the incorrect "Soulfires". Typo silliness aside there's an important change in the phrasing of this tooltip. Currently the Decimation effect applies to "your next" Soul Fire. This specification of the next cast has gone which indicates that it will dissipate only after 10 seconds. What that means is if you land another Shadow Bolt, Incinerate or Soul Fire within 10 seconds you will maintain the buff. No more weaving.

While this is a buff to the deep demonology builds it is also for the hybrids (0/41/30 and 0/40/31). Soul Fire already plays a big part in their DPS chart and it's about to get a whole lot easier to apply. It's early days but demonology is looking set to be the top DPS build in patch 3.3.

Destruction

I guess 'buffs all round' would make for a nice story, but that's not the patch 3.3 story. Destruction has been nerfed. I presume that it's in response to seeing destruction being the de facto build in raids these days. An effort to allow warlocks to choose what spec they are comfortable with and want to play -- not what they have to play to do some damage. That said, it's not a big nerf, but next to the other trees being buffed it's gonna feel big.

The change is to Conflagrate. Currently it consumes (unless glyphed) an Immolate or (potentially) Shadowflame effect and hits instantly for the same damage as those spells would have done with their DoTs. Now though Conflag will leave a DoT of it's own for 3 seconds which will, over that time, do the same damage as one quarter of the consumed spell's total DoT damage.

That sounds like a buff, but wait, they are taking away one quarter of the instant damage when the spell consumes Immolate. So Shadowflame/Conflagrate seems to be buffed by this, but frankly I still can't see it being used except at the edge of need. Immolate/Conflagrate is the norm and while the total damage is seemingly the same the burst quality has dropped. This is certainly not going to please the PvPers but it's also not great for PvE, especially as the effect of crit if likely going to be less because of it.

Faster DoTs

You might also have seen Ghostcrawler's post about having haste applied to DoTs. This is obviously something that Affliction locks are going to get the most out of but depending how much it is liked it could become more pervasive.

As it stands they're looking to add glyphs that modify some "over time" spells so they tick faster. For warlocks the spell they are trying this out on is Corruption. Now, the big downside to having more haste is faster mana usage through recasting. Well, that what the other classes tell me, anyway. This isn't even a thought for your affliction lock as once it's cast, that's it; let Everlasting Affliction deal with it from there.

The one slight concern is that this might introduce a new soft haste cap for affliction locks where Corruption ticks come so fast that it fell off the target before you could refresh it with Haunt. This seems unlikely to happen though as Corruption normally runs for 18 seconds and the cooldown on Haunt is 8 seconds. My scrap of paper maths tells me that would need over 4000 haste rating to become soft capped.

This is very much a theory in trial, the reasoning for doing this with a glyph is so it's not as entrenched in the class as a talent change would be. However it shakes out, it looks like affliction now has a very nice glyph to look forward to and another buff incoming.

What about PvP?

Well, I think the world of the raiding lock is about to be shaken by all these changes. PvP playing warlocks can let their mouths hang open gapingly for a little while. It's been talked about, requested, cried and ranted over for so long now I think most had almost given up hope. But here it is, on the PTR:


Pet Resilience: All player pets now get 100% of their master's resilience.


I'll let you just enjoy that for a little while.

August 13, 2009

WoW Warriors: Patch 3.2 General Impression

Once more into the breach with The Care and Feeding of Warriors, WoW.com's column devoted to the warrior profession. This week, Matthew Rossi talks about the latest patch and how it's unfolding.

Well, we've had four days now with patch 3.2. There have been some bugs, of course. I personally experienced bugs on both Flame Leviathan (wait, did we leave four towers up? Why does he have the Freya buff?) and XT - 002 (adds, all the colors of the rainbow!) this week, while also sticking a toe into Trial of the Crusader, tanking the heck out of Trial of the Champion and its Heroic version, running oodles of new quests for Champion's Seals now that you can buy heirloom items for them, and so on. So I'm going to spend this week talking about what 3.2 has done for us warriors.

Tanking Changes

To be honest, I haven't even noticed much in the way of changes for my warrior, despite knowing that they're out there. The changes to Dodge, Parry and Block Value exist, to be sure. I took a screenshot of my current values before realizing they were so low because I'd forgotten Anticipation in my current tank spec. My block rating is practically unchanged and my block value is up to about 1450 or so, while my parry seems to have gone up a point. If I'd taken Anticipation properly, I'd actually have well rounded stats all in about the 23 to 24% range.

I think part of the reason warriors haven't really felt much of the effect is that we don't really stack agility for dodge the way druids do and we don't get parry from strength like DK's do, so we generally have what's on our gear and while that was affected to, we're not getting the double effect of the base stat and the rating changes at once. It's also possible that I just have a weird tank set, as it's not my main spec so I basically pick up what I can when I can.

However, I've actually been running 5 man normal Trial of the Champion almost non stop looking to get one of these. This is why I've been in my tanking set so much and have been checking to see how tanking felt this patch. No, of course the trinket didn't drop, which is why I'm still using Essence of Gossamer and the Royal Seal of King Llane. (I really regret passing on the Heart of Iron the other week right about now.) The reason the Black Heart is such a great trinket in my opinion isn't just the high stamina, but the fact that it has a proc instead of a use. I already have to keep track of a fair amount while tanking so having to babysit a trinket annoys me.

Bloodrage (especially improved) and Shield Specialization have made me happy. There's nothing like Bloodraging, charging into a pack, hitting Shield Block and having a temporary surge of near-infinite rage. You can TC, Shield Slam, Shockwave and spam-tab Devastate to your heart's content. You don't feel punished for having higher Dodge or Parry than block now since those too generate rage, it's a very positive alteration to the talent in my opinion. Nothing to complain about here.

Finally, the new Devastate and Shield Block Value changes. Frankly, the new Devastate is pure win, and it makes me seriously consider picking up a slow tanking weapon (perhaps a threat fist, since I've always loved fist weapons, although I don't want to make my shaman brothers have a stroke) just to get as much damage per Devastate as possible. However, as long as Heroic Strike is such a staple of warrior tanking I'll probably also keep a fast tanker around for that. My Shield Slams don't seem to have been adversely affected and my threat per second seems to be holding roughly steady in both five mans and raids, but I don't stack block value. In fact, I avoid it as much as I possibly can. (I'm still up on block because several of my highest stam pieces have block rating or value on them, not much I can do about that.)

The Trial of the Champion itself is a pretty easy instance to tank, the main difficulty coming after the mount phase of the first fight is over. It can be difficult to get your weapon equipped and gather up three mobs (especially if you get unlucky and more than one is ranged) in time to keep one of them from turning your healer into a fine paste. There also seems to be a random aggro component to the fight: oft-times I've been 4k TPS ahead of anyone else after a shockwave - TC - Cleave combo and yet the rogue peels off of me anyway. In general, TotC and its hard mode feel like the Magister's of this expansion, but at least this time they put the trinkets on the farmable version of the instance.

DPS changes

My DPS is up so slightly that I had to go back and look at old parses to be sure. I believe the new AP from Armored To The Teeth is translating to about 20 DPS but it could vary depending on the fight. As always, Ulduar's not really a great place to benchmark your DPS and the Northrend Beasts encounter still contains enough kiting, tank switching, and weird "Sprint away now before the big Yeti headbutts you" mechanics that it's hard to really get a sense as a warrior of how much you're putting out when you actually get to stop and hit things. Still, even so I have to admit I'm seeing more damage, although that could be due to the fact that I specced out of Imp Demo now that the Paladins all have it baked in to their tanking specs. (This did make Vezax interesting this week as the Druid who tanked him didn't have it either, so one of the prot pallies had to stand around whacking Vezax in the back rather than switching specs to ret - I admit I was a trifle gleeful to see his consternation.)

Bloodrage's buff was a positive boon - I expect the combination of the new Bloodrage and Improved Berserker Rage has netted me another 50 or so DPS just due to my being able to repeatedly use one or both during lulls in my DPS rotation. I can use HS much more freely now without worrying about draining all my rage, and although I do miss execute crits in excess of 10k (I once got a 20K execute crit on a shattered, exposed Vezax) I do like that I can just treat Execute like another instant attack rather than the destroyer of all rage. I don't think it's really effected my DPS that much one way or another. I still do the best damage in fights where I can remain stationary and go to town like Kologarn, XT hard or phase 2 Thorim.

There's no DPS gear for me in TotC/Heroic TotC but that's just because I'm a raiding fury warrior with Ulduar 25 gear. If you're just hitting 80 or are a more casual player, the gear in regular TotC is as good as anything you'll see in Naxx 10 before Sapphiron/Kel'Thuzad, and the heroic drops loot on par with them, Maly 10 and the majority of Naxx 25 drops. There's a polearm and axe worth looking at for both arms and fury. Well, okay, fury's only going to want the axe, but if you're only in Naxx 10 gear that axe is worth considering as superior even to Death's Bite off of KT, although that may be too close to call. There's also lots of DPS plate (and tanking plate as well) in both regular and hard, a nice tanking sword, trinkets, etc... in general it's worth your time even if you're fairly geared.

To sum up, warriors came out of this patch relatively unscathed. We didn't get the buffs other classes did, but we didn't get nerfed either, so it's generally business as usual for us this time around.

June 8, 2009

The Colosseum: Ogc the Warlock

And now for something completely different. Ogc is a Warlock. Specifically, he's the team captain for one of the highest rated 5v5 teams in the world. We've been hoping for a Warlock for the Colosseum for a little while, so we were thrilled with this opportunity.

Check out what Ogc had to say after the cut.
WoW Insider: What comps do you run? Why Warlock? What is it about the class's toolbox that appeals to you for competitive Arena?

Ogc: Before our warrior recently transferred, we were running Affliction Warlock / MS Warrior / Holy Paladin in 3s, and we run a cookie cutter 2346 setup in 5s. 2346 stands for Disc Priest / Holy Paladin / MS Warrior / Elemental Shaman / Warlock (Destruction for now). I don't have a 2v2 nailed down, although I was doing 2s at around 2600 rating with a Discipline Priest. But I have recently gotten out of that to help powerlevel people for gold.

Warlock has always been my favorite class. I've tried to get into several other classes since I've gotten into competitive arena, but always come back to my demons and DoTs. I enjoy the playstyle of a utility class with a ton of buttons and lots of role shifting in different positions and situations.

On my Warlock, I feel like I make a significant difference in every game, unlike when I played my healer. I just felt like I was keeping my partners up and they were doing all the work. I got Brutal Gladiator on a 5v5 running a three-healer comp as Felguard spec, and it was one of the most fun experiences I've had playing WoW.

Competitive arena is not friendly to warlocks right now. According to SK-100 we have approximately 2% representation in terms of all three brackets, which drops lower than that in 2s and 3s, but is considerably higher in 5s. The three different Warlock specs all offer vastly different tools in PvP. The toolbox that we bring to the table could be considerably improved,even though I definitely like it as is.

With Affliction, you get high consistent damage, a unique protecting debuff in Unstable Affliction, and lots of multi-target damage that doesn't require the opposing team to bunch up. Unfortunately, Affliction suffers from survival problems, long games which will hurt you because of pet survivability, and virtually no burst capability whatsoever.

In Demonology, the warlock gets a great pet that can take a good amount of hits as well as a large amount of sustained survivability and consistent damage with some burst. The down sides are that you have to pass up the Felhunter (which gimps you a dispel and a spell lock), and you don't really have anything special about the spec. If you go deep enough to get Metamorphosis, the 51 point talent can actually hurt you more than it can help you due to opposing Turn Evil and Banish. This tree is my personal favorite, and I really wish it would bring more unique crowd control components to the table. Currently the Felguard is missing a slot on his pet bar (no joke!), giving him something simple like a hamstring would go a long way to making this spec arena-viable.

Destruction offers ridiculously high burst damage currently (I expect a heavy nerf soon), and a lot of different kinds of CC (thanks to Shadowfury stun, and Succubus Seduce, if you choose to use her). Unfortunately, Destruction is the easiest warlock spec to 'lock down' with melee as so much of its damage is dependent on cast times. Melee can interrupt, silence, or cause a fair amount of spell pushback on the warlock to prevent Incinerate spam. Also, Destruction suffers from not having any Immolate protection, which is fundamental to virtually all of our burst spells. Dispel the Immolate and our Chaos Bolt and Incinerate spells drop in damage by a ridiculous margin, and we're not even able to use our Conflagrate.

Overall, I enjoy being able to completely dominate an arena game when we're winning via CCing healers with spell lock,shadowfury, Death Coil, and of course Fear. I also enjoy dispelling teammates or opponents and either putting out lots of multi-target damage or bursting like crazy. That's easier said than done since the opposing team has ways to limit both my CC and my damage, but we seem to make it work alright.

WoW Insider: So, given the state of the Arena right now, what's your analysis of this season's dynamics?

Ogc: I'll try to answer this question more generally than specifically, as we could talk about the differences not only between 2v2, 3v3, and 5v5, but also between different successful comps. Burst is still very high. Ghostcrawler has gone on what seems to be a personal tirade lately, trying to assure everyone that burst is much better than it was in S5, but I'm not so sure it is. I mean, if I'm left to free-cast, wearing full PvP gear and Demon Armor, I can still take out someone in a global pretty easily if my Chaos Bolt, Incinerate proc (or Searing Pain) and Conflagrate all crit at the same time. I've heard of other classes doing things just as (or nearly as) ridiculous, and it's just kind of disheartening to die in a global based on RNG crits.

WoW Insider: There's obviously concerns about melee domination of the ladder, about 2v2 maybe being a lost cause. Additionally, Ghostcrawler did just say they're not happy with Warlock representation. What do you think's going on to make things this way?

Ogc: Melee are very good right now, for reasons I could probably spend 12 pages listing and analyzing. However, I think an eloquent way to summarize some of the problems warlocks is the following...

Pyrilus (a Brutal Gladiator Warlock like myself) wrote the following post on the Melee vs. Caster imbalance:

"Speaking from a warlock's perspective, the one thing that I knew for sure while leveling my warlock was that a warlock was an anti-caster caster, and that mages were anti-melee casters. I absolutely enjoyed the dichotomy and really believed in my role as a caster-controller. As the patches have been pushed through, many changes were made to warlocks to make them less of an anti-caster, especially against mages. Magic resistance was removed (but subsequently given to mages) and Tongues was toned down (as well as all other cast time increasing effects). Other side-effects include the fact that many healers that relied solely on casted heals were given castable options and many classes were given anti-fear abilities and effects.

Some things still in place that give warlocks an anti-caster edge are things like Unstable Affliction, Soul Link being a consistent mitigating ability for both magic and physical, and Nether Protection. But these aren't as potent in some respects as many of the things other classes now have. Cloak of Shadows, AMS, AMZ, the plethora of silence and interrupts that almost every class has access to. The disconnect is that there aren't as many disarms, pacifications, or immunities available to the rest of the casters, and CC has become so much less a part of the game than it used to be. Warlocks used to have the ability to tank melee and had the highest HP pools among anyone, all gear being equal (besides PvE tanks).

Simply put, the game has evolved into an arms race (as was mentioned) that, from a warlock's perspective, has not been kind to warlocks or casters. It's a mess that I frankly don't envy the developers of having to fix.

However, I don't agree that casters need more escapes. Or rather, I don't think that's the only solution. I think the whole caster/cloth defense system needs to be rethought, because as items continue to inflate in power, physical damage classes will continue to have an easier time of pushing damage out and generally being able to "cleave" their opponents with greater and greater efficiency.

Not only that, but facing requirements in a game where melee classes are generally on top of their targets really does not allow for a very viable mechanism in a game that punishes casts either by interrupting them or completely negating their effects after a successful cast."

WoW Insider: Will the Hand of Freedom and Juggernaut nerf really make a difference?

Ogc: No. These are specific changes to certain classes (and only Paladin / Warrior at that) that don't address the true issue of the Melee vs. Caster imbalance. The true problem lies in the instant-cast immunity-type defenses that melee classes get and the plethora of interrupts that the physical DPS classes get.

In addition to this, melee has infinite resource mechanics while offensive casters need to sacrifice something to get mana back, whether it's time (Evocation), health (Life Tap), or damage (Aspect of the Viper), and yes I'm lumping hunters in there. I mean, when's the last time you saw a rogue take a second out of his busy day to 8 second channel adrenaline rush?

WoW Insider: What can reasonably help Warlock representation?

Ogc: Pets. Warlocks' #1 issue is pet scaling. It needs to exist. Right now, Felhunters are basically level 74 Enhancement Shamans in full greens. They need to scale with spell penetration and resilience on a 1:1 ratio basis. In fact, they need to scale everything on a 1:1 basis. If you need to make the base Hit Points of the pets worse in order to adapt, so be it.

The cost of losing a pet to a Warlock in incredibly devastating. Not only do they lose key abilities from the pet (usually Devour Magic and Spell Lock), the ability to keep an opposing class in combat, and a meager amount of damage, but warlocks lose Soul Link which is currently what their survivability is based on. They can use a ridiculously long cooldown to get a summon on a new pet, but that one dies just as easily as the first. The opposing team is not CCing itself to kill the warlock's pet (contrary to the developer's belief), they're destroying his survivability and utility by killing it. If you don't want to use Fel Domination to get a new pet out, you have to sit there for 5.5 seconds trying to get a new pet out,then Soul Link it with another global cooldown afterwards.

Compare this to the Death Knight pet. Not only does it have better abilities than the Felhunter, (Gnaw, Huddle, Leap), but it's instant-cast, and much more easy to recast with Night of the Dead. The Death Knight also doesn't depend on the pet for his survivability.

I'm not saying that Warlocks should have Death Knight pets, or that Death Knights should even have Death Knight pets. But the fact that Warlocks are a pet class, yet have to go through all this red tape just to get a key part of our class into the game (and if we don't have it we're probably subsequently dead as our survivability is tied up with our pet) is just kind of ridiculous. It can get very depressing when comparing Warlock pets (or Hunter pets for that matter) to DK pets, so I think I'm going to stop here. DK pets need to get toned down, but all pets need to scale with all stats on a 1:1 basis to solve these problems.

All other issues for Warlocks are secondary. In 5v5, we're actually a fairly survivable class because of Nether Protection (melee doesn't dominate in 5v5 like it does in 2v2 and 3v3, although lots of high-end PvPers will probably tell you that a Mortal Strike class is completely necessary, but that having a melee on the team to lock down the opposing [insert caster class here] is extremely beneficial).

Warlocks can benefit from overall survivability increases (and not depending on Soul Link for it), as well as some interesting changes to the Demonology tree that I would really like to see. Immolate protection would be nice, as would removing frontal requirements on spells. Shaman and Warlocks both could really benefit from an immunity-type instant cast spell like Ice Block, AMS, Cloak of Shadows, etc, that works vs. physical damage.

WoW Insider: In terms of casters, who do you think the worst off would be? I'd guess Boomkin and maybe Shadow Priests, but I don't seem to see a lot of Elemental Shaman in there either.

Ogc: It depends on bracket. Elemental Shamans are exceptional in 5v5, just absolutely fantastic. This doesn't come from their survivability, it comes from the ability to put out enormous amounts of damage while retaining some totems for some cool buffs and Shocking when they need to.

In 2v2 and 3v3 they are much worse because their class mechanics are not as important. Shocking is not good when they have to sacrifice DPS to do it (the other two people can pick up on DPS in a 5v5 if they're going to interrupt a heal), and the totems affect less players.

As for Boomkins and S. Priests, I don't have much experience with playing with either, in any bracket recently. If I had to pick an absolute worst caster, I would go with either Demonology Warlock or Fire Mage, just because they have better options available to them and don't really ever try to make it work.

I've seen some Shadow Priest / Rogues in 2v2, but it's much better for the shadow priest to just go Disc for that team, so you rarely see that as well.

I'd really like to see every class of every spec equally viable in arena, but realistically that's probably never going to happen (too many rainbows), and I kind of like Blizzard's philosophy of making sure that a class is represented fairly well in arena rather than worrying about specs first.

WoW Insider: What would you say to new Arena fighters?

Ogc: Find partners who are willing to do lots of games with you. Try to find a good "popular"comp and play it, don't worry about losses that much, you're just learning. Focus on what you're doing well. Ask people on your server for advice. Try to always see the 'big picture' of what's going on. A lot of times you'll die and you'll have no idea what happened. Other times, you'll know it's because they chained a Fear into a Blind into a Sap into a Mind Control. It's not a big deal, figure out what you can do to make it better and move on. Most of all, if nothing else, try to have fun and do what you enjoy doing.

WoW Insider: Where's the best resource for a new player, and how long should they wait before thinking "Maybe I'm not cut out for this"?

Ogc: www.arenajunkies.com is by far the best resource on the web for arena advice and research. As for the "Maybe I'm not cut out for this," it takes time. Think of when you started playing the game and how much more you know now. It's a lot. In the same way, when you take your first steps into an arena, you're going to get dominated. If you stick with it and really enjoy your class, you're bound to get better with every arena game. You'll soon find yourself vanishing Death Coils or spell locking Fel Dominations in no time.

WoW Insider: Serennia recently suggested abandoning the 2v2 bracket, instead pushing for the creation of a 4v4 bracket. But others suggest that would simply make 3v3 "the" bracket, and may or may not be better. What's your thuoghts on this?

Ogc: 4v4 is without a doubt the worst thing that could happen to Arena. The games would be most similar to 2v2. I'll explain this really quickly. The differences in arena brackets are usually due to healer to dps ratio.

2v2: Most teams are 50% healer (1:1)
3v3: Most teams are 33% healer (1:2)
5v5: Most teams are 40% healer (2:3)

Based on this data, you would naturally assume what practice has shown us over 5 seasons of arena play. 2v2 is primarily the outlast bracket, 3v3 is the bursty bracket, and 5v5 can be either but normally tends to be a bit more bursty than normal. Of course, if you go up vs. a two healer 3v3 or three healer 5v5, you're probably going to be in there a while, especially if the opposing team is good at healing but bad at doing dps.

4v4 would be almost unanimously 2 healer, 2 dps with a MS class and a high damage class. Consider already that 5v5s caneasily be healed by 2 healers in most regards. Sometimes, my burst-comp 5v5 can go for 4-5 minutes versus a similarly stacked team just because of how defensive cooldowns work when you put them on your teammates at the right time.

Consider also that the opposing team has 5 people to try to lock down my healers, but they often can't because of the additional people (DPS) on my team preventing them from doing such, in addition to the double healing / double defensive cooldowns that we have.

A three DPS / one healer team vs. a double healer / double DPS team would find itself in a very bad position. Not only does the double healer team have 4 people to lock out that single healer if they want to go for a burst kill, but they also have enough adequate DPS and healing to sustain themselves through the opposing three dps (just like they do in 5v5).

Because mana efficiency is so important on this 4v4 setup, a Mortal Strike class would be 100% necessary. This means that you would need to have a Warrior, Rogue, or Hunter. You would also probably want a priest for mana burn, but I can see shaman-paladin or paladin-druid working as the healers, even though I think priest-paladin or priest-druid would work best.

The other DPS class that you would need would most likely be something that already goes well with a mortal strike class in 3v3 that has an infinite resource (because remember, these games are long). Death Knights and Ret Paladins, because of their large damage output in addition to utility would be fantastic additions to a 4v4 team like this, Affliction Warlocks would be fine in theory too, but you'll probably be going up vs. Warrior-DK, Warrior-Ret, Rogue-Ret, Rogue-DK, etc, so you might want to rethink that Warlock. :P

Overall, the 4v4 bracket would be the penultimate outlast bracket that would go to time far more often than 2v2 matches, and would be in general incredibly annoying to play for most teams. I believe at high levels you would see incredibly small variance in team composition compared to the other three (current) brackets, even less variance than 2v2.

I could mention some good things about the 4v4 bracket, but I could make the same arguments for 3v3 and 5v5 and nothing good would really be unique to 4v4 as I see it. It seems that the trend in these later seasons has been the larger the bracket, the better the balance. Whether that's good or bad, I don't know.

WoW Insider: Before we finish up, is there anything in particular you'd really like people to know, or think about?

Ogc: Our warrior recently transferred because he wanted to move to a better BG (we're currently on one of the worst ones). He was with us for all of our 187 games in 5v5, and was holding #1 spot just like the rest of us, but he wanted to move on to greener pastures. Arena isn't just about winning, it's about having fun, and in my experience most high-rated players feel this way. I'm sure many readers are probably telling themselves "Why would he leave a #1 5v5? He was gonna get Furious Gladiator!?"

Sure, but the important thing was him having fun the way he wanted to. He thought transferring to another server would make him happier and I think he's probably accomplished that. So I just hope everyone continues to have fun with the game, especially in PvP, because at the top you can really get focused on just winning-winning-winning instead of having a good time.

And uhh... yeah, for a plug, WE NEED ANOTHER AMAZING WARRIOR FOR 5v5. Please make a character on Tortheldrin-Alliance or PM me on Arena Junkies if you wanna apply.

WoW Insider: What do you wish people would keep in mind more about the Arena?

Ogc: The big picture. Arena is all about figuring out what's going on at that time for your team vs. their team. A lot of that has to do with the positioning of the players and what cooldowns are being popped. If the opposing team is LOSing you defensively, then you might not wanna rush around that corner, especially if you're at low health or vulnerable because you popped defensive cooldowns. They might be setting you up to kill you by LOSing your healer. That's just one example. Always try to keep the big picture in mind, and always try to keep having fun.

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.

March 6, 2009

WoW Patch 3.1 PTR build 9658 Warlock changes

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

Affliction

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

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

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

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

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

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

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

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

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

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

Demonology

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

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

Destruction

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

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

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

March 4, 2009

Ghostcrawler reiterates the DPS hierarchy

I don't want to invoke BTPNTC again, but it's a common perception that one of the goals in class balance in Wrath has been to bring the damage various DPS specs more in line with each other. This, in turn, has raised questions like "if a feral druid does as much damage as a rogue, what's the point of the rogue?" This question is arguable, but fortunately, that lovable crustacean Ghostcrawler has laid bare the developers' goal for how the classes should be positioned relatively in terms of DPS.

Here it is:

Hunters, mages, rogues, and warlocks.
Everyone else.
It's important to note that the gap between 1 and 2 is meant to be quite small, and that it will probably be swallowed up by gear, player skill, and the particulars of individual encounters in most cases. As GC puts it, "If you know your class cold, I mean really know it, then there is no reason you can't be topping meters."

I think this is a good design goal. The pure classes have a slight edge, but skilled players of any class should do well. Of course, we're not quite there yet, class balance being a perennially moving target, but they're working on it.

March 1, 2009

Warlock soul-shard farming a thing of the past?

Yesterday, a couple new 3.1 changes for warlocks surfaced:

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. Upon reading the first change, my initial thought was something along the lines of, "aw man, now I get to spend half the raid throwing soul shards away!" Then I read the second change, and my QQ was nipped in the bud. I need to read faster!

This change is not yet on the test realms, so I have no first hand knowledge of how it will actually function. Fortunately, Ghostcrawler elaborated on what it will be like. Based on his commentary, it appears that this change is designed to keep warlocks from needing to meekly inform the raid leader that -- after so many wipes -- they need to head down to Dragonblight for some shard farming if they're to continue summoning pets and health stones.

Given the obtuse nature of this infernal reagent, I'm surprised this change was so long in coming. Warlocks have been complaining about how difficult it is to manage soul shards since before I rolled my first 'lock. I'm looking forward to seeing this change up on the PTR, where I can get a better idea of just how awesome it's going to be.

Updated: There's been a lot of talk about this being an unsatisfactory change to the soul shard situation. I think it's important to note that Ghostcrawler mentioned two changes would be coming for drain soul. One will be a very large change that will significantly alter gameplay, and the other is more of a minor tweak. A stopgap measure while the larger change is worked on. I think it's safe to say that the above changes announced for 3.1 fall into the latter category, and we can look forward to more significant alterations later on.

February 28, 2009

Warlock item: The soulblade

We said we'd do a Warlock item: the soulblade this week, so here you go.

Name: The Soulblade ( Wowhead, Thottbot, WoWDigger)

Type: Epic Main-hand Dagger

Damage/Speed: 87-258 / 1.80 (96.0 DPS)

Attributes:

  • +39 Stamina, +44 Intellect, +42 Spirit

  • And yes, that Spirit makes this about as Warlock as daggers come, nowadays.

  • Since all of the spellpower changes, caster and healer loot seems to be mixed up quite a bit -- almost anyone can use almost any of the nicest loot at the top. But Warlocks need Stamina, which this knife has, to Life Tap life away from, and they're also big fans of Spirit as well. You might have to make the case on a roll for this one, but combined with the name of the item, this is a Warlock dagger.

  • Improves hit rating by 30, which doesn't hurt either, especially for Affliction Warlocks.

  • Increases spell power by 481. 'Nuff said.

  • And provides 576 Feral Attack Power. Which doesn't matter much to Druids -- this is not a weapon you'd actually want to go feral with -- but just shows that Blizzard is covering their bases with Feral AP.

How to Get It: Drops from KT, and not Kael'thas (remember him? I'm kind of surprised he hasn't made another reappearance in Wrath yet). Nope, it's Kel'thuzad, at the very end of 10-man Naxxramas. Roll your guild up through all of the bosses, make it past the Safety Dance and Sapphiron, drop the original big bad of vanilla WoW , and with a 15% or so chance, this dagger is yours.

To roll on, anyway. Like I said, you'll probably have to fight off a few other casters. But that's what that Fear spell is for, right?

Getting Rid of It: Disenchants into, you guessed it, an Abyss Crystal. Sells back to vendors for 21g 73s 15c.

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 25, 2009

WoW Patch 3.1 PTR Warlock glyphs

So many goodies in Patch 3.1, I don't know where to start. Okay, I do know where to start... we looked at some class changes. Now, though, it's time to examine the glyphs of the new patch. We've got some gems here...

Glyph of Incinerate - Increases the damage done by Incinerate by 5% (Old: Glyph of Banish Increases the duration of your Banish by 5 sec.)
A no-nonsense increase in DPS to replace a glyph that nobody ever took? Why not? Considering Incinerate spam is part of Destruction's deal, this is a pleasant glyph to have.

Glyph of Imp - Increases the damage done by your Imp's Firebolt spell by 20%. (Old: 10%)
This significantly packs more punch into an Imp's firepower. A solid choice of glyph for Destruction Warlocks who already invest points in Improved Imp, Demonic Power, and Empowered Imp. It's like having a machine gun. A very talkative, smart-lipped machine gun.

Glyph of Haunt *new* - The bonus damage granted by your Haunt spell is increased by an additional 3%.
Although Haunt was nerfed to apply exclusively to shadow damage, this glyph is hands down the best glyph choice for Affliction Warlocks.


Glyph of Metamorphosis *new* -- Increases the duration of your Metamorphosis by 6 sec.
Speaking of glyphs of choice, this one is a no-brainer. This extends the duration of the spell by a solid 20%, which when coupled with the new Nemesis talent means that Metamorphosis would be up for 36 seconds every 126 seconds. That's a 28.6% uptime to a 20% DPS increase. I don't even need to get into the PvP implications of this. It's just too scary.

Glyph of Chaos Bolt *new* - Reduces the cooldown on Chaos Bolt by 2 sec.
Another straight up DPS increase. If you're speccing deep enough into Destruction to pick up Chaos Bolt, there's no reason not to have it in your rotation and no reason not to have this glyph. It may be vanilla, but it's great tasting vanilla.

Glyph of Demonic Circle *new* - Reduces the cooldown on Demonic Circle by 0.4 sec.
There just has to be one trash glyph, doesn't there? I'm sure there's a typo somewhere but I can't test it right now because my PTR client keeps crashing on me. 0.4 seconds is a joke cooldown for a spell with a 30 second cooldown. Heck, even 4 seconds off the cooldown won't make this glyph -- likely a major one -- worth putting in. Maybe a longer range or a CC-removal effect would've been more desirable. I'm almost certain this will change in the future.

Glyph of Shadowflame *new* -- Your Shadowflame also applies a 70% movement speed slow on its victims.
An 8 second 70% snare just screams PvP glyph to me. If there wasn't much reason to use Shadowflame in PvP then, there's certainly a reason to now. This should help improve Warlock survivability in PvP. Baby steps.

Glyph of Soul Link *new* - Increases the percentage of damage shared via your Soul Link by an additional 5%.
Didn't I just say baby steps? Here's another glyph mostly useful for PvP and almost brings Soul Link to its old levels. Still, with the number of wonderful glyphs out there, I'm not sure this 5% buff is enough to merit it a slot. Not a bad choice for total survivability, though.

Glyph of Life Tap *new* - When you use Life Tap, you gain 20% of your spirit as spell power for 20 sec.
Man, here's another glyph that's pure win. If you didn't have Life Tap in your rotation, even with the 4-piece Plagueheart set, this glyph should be all that's needed to convince you. More than ever, Spirit has become a beautiful stat for Warlocks. Because we don't have to concern ourselves with the nerfs to Spirit-based mana regen, it's more valuable to us because of Life Tap's spirit coefficient. With this glyph and Fel Armor up, that's essentially 50% of our Spirit converted directly into Spell Power. Do I even need to explain how awesome that is? No. So get this glyph if it makes it live and put that Life Tap squarely into your rotation.

Nice, isn't it? A lot of these glyphs are extremely solid choices for glyph slots and translate directly to DPS or survivability, which address a lot of current Warlock concerns. This patch is shaping up rather nicely for Warlocks, so keep posted for more news as they come.

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.