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4.0.6 updated patch notes

Shiflet

1/12/2011 3:47:00 AM

General
a.. Guild bank vouchers that players unlock as guild rewards now correctly
state that they can only be used by Guild Leaders.
b.. Many rare creatures that went into hiding upon Deathwing's emergence
into Azeroth have made a return! In addition to finding new homes in a
post-Cataclysm world, they drop new, improved loot, provide a healthy
experience bonus, and respawn much more quickly when killed. Happy hunting!

Dungeons & Raids
a.. Level 85 players can now choose any normal dungeon via the Dungeon
Finder. Choosing Random Dungeon will still not add Blackrock Caverns or
Throne of the Tides into the rotation.

Blackrock Caverns
a.. Beauty now spawns with only two pups in Heroic difficulty. Not to
worry though, the missing pup has been adopted by a wonderful, if not insane
family.

Grim Batol
a.. Faceless Corruptors now move 10% more slowly.
b.. Players may still use spell and abilities while afflicted by
Forgemaster Throngus's Impaling Slam.
c.. Valiona's Devouring Flame damage has been reduced by 20%.

Halls of Origination
a.. The duration of the Flame Wardens' Raging Inferno has been reduced by
80%.
b.. Anraphet's Nemesis Strike now does 75% of weapon damage, up from 50%.
In addition, the damage-over-time effect applied by this ability does 15,000
damage every 2 seconds, up from 9,000.
c.. Earthrager Ptah's Flame Bolt now deals more damage per second on
Heroic difficulty.
d.. Setesh seeks a portal every 25 seconds, up from 20.

Lost City of the Tol'vir
a.. Lockmaw no longer tolerates fighting in his treasure room.

Shadowfang Keep
a.. Baron Ashbury
a.. Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
a.. Lord Walden
a.. Conjure Poisonous Mixture now deals more initial damage.
b.. Frost Mixture is now area-of-effect damage.
c.. Toxic Catalyst now deals less damage over time.

The Stonecore
a.. Stonecore Earthshapers' Dust Storm does slightly less damage.
b.. Corborus
a.. The warning time for Thrashing Charge has been increased by 1
second. In addition, Thrashing Charge now happens 4 times, down from 5.
b.. The visual for Rock Borers spawning during the submersion phase is
now different from the Thrashing Charge visual.
a.. High Priestess Azil
a.. She grew! She's now 175% the size of a human, up from 125%.
b.. Gravity Wells should kill Devout Followers more quickly.
c.. The cast time of Force Grip is now 1.5 seconds, up from 1.
d.. The size of the warning visual for Seismic Shard has been increased
to more accurately reflect the area it affects.
b.. Slabhide
a.. The ground phase lasts longer and has fewer stalactites.
c.. Ozruk
a.. There is now a precast visual on the ground to make it clear how far
away a player must get to be clear of Shatter.
b.. The cast time of Shatter has been increased to 3 seconds, up from
2.5.
c.. Shatter damage is now reduced by armor, but has been increased by
33.3% (repeating, of course) as a result.
d.. Bug Fixes
a.. Fixed a bug that made Ozruk's Shatter knockback component 10-yard
range while the damage had a 15-yard range. Both are 15 yards now.

Throne of the Tides
a.. The damage done by Lady Naz'jatar's Shock Blast and Naz'jar Tempest
Witch Chain Lightning has been reduced.
b.. Tainted Sentries Swell damage has been reduced.
c.. The damage of Blight of Ozumat has been reduced by 25% per stack.

The Vortex Pinnacle
a.. Creatures
a.. Desperate Speed cast by Temple Adepts has had its duration reduced
significantly.
a.. Altairus
a.. The visual effects in this encounter have been adjusted to make the
wind direction easier to read.
b.. Cyclones now knock players straight up, and players hit by a cyclone
cannot be hit again for a few seconds.
b.. Asaad
a.. Skyfall Stars are now summoned to help him defeat players.
b.. Static Cling has had its cast time increased to 1.25 seconds, up
from 1.
c.. Grand Vizier Ertan
a.. His health has been reduced slightly.
b.. He now knocks away players standing too close to him when he
retracts his Cyclone Shield, which now inflicts Nature damage if it touches
players.
d.. Bug Fixes
a.. Fixed a bug that made Ozruk's Shatter knockback component 10-yard
range while the damage had a 15-yard range. Both are 15 yards now.

PvP
Tol Barad
a.. Players will now be teleported out of the Tol Barad micro dungeons 15
minutes before the beginning of the next battle.

Classes
Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Necrotic Strike's absorption effect is now reduced by the target's
resilience. In addition, its debuff duration has been reduced to 10 seconds,
down from 15.
b.. The spell hit bonus previously given by Virulence (Unholy) has been
rolled into the Runic Focus passive effect that all death knights possess.

Blood
a.. Bone Shield now has 4 charges, up from 3.
b.. If Death Strike is used while a Blood Shield is already active, the
new absorb will stack with the old one instead of replacing it.
c.. Scarlet Fever now applies via Blood Plague, rather than Blood Boil.

Frost
a.. Chilblains now also causes Chains of Ice to root the target for 1.5/3
seconds.
b.. Hungering Cold now has a PvP duration of 8 seconds.

Unholy
a.. Blightcaller (Mastery) has been redesigned and renamed Dreadblade. It
increases all Shadow damage by 2.5% per point of mastery.
b.. Death's Advance (new talent): While both Unholy Runes are depleted,
movement-impairing effects cannot reduce the death knight below 75/100% of
normal movement speed.
c.. Sudden Doom is now triggered only from main-hand auto attacks, and is
normalized according to weapon speed rather than having a fixed percentage
chance.
d.. Virulence has been redesigned. It now grants 10/20/30% additional
disease damage.

Glyphs
a.. Glyph of Dark Succor (new talent) raise the minimum healing done by
Death Strike from 7% to 20% of maximum health, but only while in Unholy or
Frost Presence.

Runeforging
a.. Swordbreaking and Swordshattering now reduce disarm duration by 60%,
up from 50%.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Entangling Roots now has a PvP duration of 8 seconds.
b.. Hibernate now has a PvP duration of 8 seconds.
c.. Moonfire mana cost has been reduced from 18% to 9%.
d.. Nature's Grasp now has a PvP duration of 8 seconds.
e.. Prowl is no longer broken by enemies using Demoralizing Shout or
Demoralizing Roar.
f.. Skull Bash's lockout time has been reduced to 4 seconds, down from 5.
g.. Soothe is now instant cast, down from 1.5 seconds.
h.. Worgen and troll druids now have new art for Swift Flight Form.

Balance
a.. Sunfire mana cost has been reduced from 18% to 9%.
b.. Total Eclipse (Mastery) benefit from mastery increased by
approximately 33%.

Feral
a.. Infected Wounds now has a PvP duration of 8 seconds.

Restoration
a.. Empowered Touch now also affects Regrowth. In addition, after Tree of
Life is no longer active, this talent will only refresh the most recently
cast or refreshed Lifebloom, and will not refresh other copies of Lifebloom.
b.. Natural Shapeshifter has been reduced to a 3/6-second increase to Tree
of Life's duration, down from 5/10.
c.. Symbiosis (Mastery) benefit from mastery increased by approximately
16%.
d.. Tree of Life no longer grants immunity to Polymorph. In addition, its
duration has been reduced to 25 seconds, down from 30.
e.. Wild Growth healing has been increased by 30%, and the cooldown has
been reduced to 8 seconds, down from 10.

Glyphs
a.. Glyph of Entangling Roots redesigned. It now reduces the cast time of
Entangling Roots by 0.2 seconds, rather than making it instant cast.

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Cobra shot cast time is now affected by haste.
b.. Concussive Shot duration has been increased to 6 seconds, up from 4.
c.. Freezing Trap now has a PvP duration of 8 seconds.
d.. Master's Call now has a 35-second cooldown, down from 1 minute, and
its range has been increased to 40 yards, up from 25. In addition, the
visual effect is more obvious.
e.. Steady Shot cast time is now affected by haste.
f.. Wing Clip now has a PvP duration of 8 seconds.

Marksmanship
a.. Wild Quiver (Mastery): Chance for this to trigger per mastery has been
increased by approximately 17%.

Survival
a.. Black Arrow damage has been reduced by 25%.
b.. Explosive Shot damage has been reduced by 25%.
c.. Hunter vs. Wild has been increased to 5/10/15% Stamina, up from
4/8/12%.
d.. Serpent Spread can now only affect up to 4 targets per Multi-Shot,
down from unlimited.

Glyphs
a.. Glyph of Concussive Shot redesigned. It now limits the maximum run
speed of the target while Concussive Shot is active.

Bug Fixes
a.. Cobra Shot now properly increases the duration of the Serpent Spread
Serpent Sting.

Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Arcane Barrage mana cost has been reduced by 8%.
b.. Arcane Blast mana cost has been reduced by 12%.
c.. Counterspell lockout duration reduced to 7 seconds, down from 8.
d.. Fireball mana cost has been reduced by 25%.
e.. Polymorph now has a PvP duration of 8 seconds.
f.. Ring of Frost: Radius shrunk to 8 yards, and inner "safe" radius is
now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of
Frost will now make the target immune to being refrozen for 3 seconds. If a
second Ring of Frost is cast by the same mage while the first is still
active (via Cold Snap), the first will now disappear and cease functioning.
In addition, Ring of Frost now has a PvP duration of 8 seconds.
g.. When a mage uses the Invisibility spell, it will now also cause their
pet Water Elemental to become invisible.

Arcane
a.. Slow now has a PvP duration of 8 seconds.

Fire
a.. Firestarter now allows the mage to cast Scorch while moving
(regardless of which armor spell is used), and no longer eliminates Molten
Armor's critical strike chance reduction.
b.. Flashburn (Mastery) benefit per mastery has been increased by 12%.
c.. Living Bomb mana cost has been reduced by 22%.

Frost
a.. Deep Freeze damage done has been reduced by 20%.
b.. Fingers of Frost can no longer be dispelled and now also increases Ice
Lance damage by 15%.
c.. Frost Specialization now only grants 2 base points of mastery (instead
of 8), reducing all Frost damage to frozen targets by 15% from previous
values. However, Frost Specialization now increases base Frostbolt damage by
15%.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Forbearance
a.. The duration has been lowered to 1 minute, down from 2.
b.. Lay on Hands now causes Forbearance on the target. It used to only
cause it when cast on the paladin.
c.. This was an old design from when Divine Protection caused
Forbearance and the paladin didn't want to prevent a tank from using their
defensive cooldown.
d.. Lay on Hands cannot be a critical effect and will not be affected by
most abilities which modify healing (such as Beacon of Light).
e.. Since only Divine Shield, Lay on Hands and Hand of Protection cause
Forbearance, the tooltips have been adjusted to better explain the mechanic.
b.. Holy Wrath no longer counts nearby critters when dividing damage among
its targets.
c.. Seal of Truth: All single target attacks (including Judgement, Hammer
of Wrath, Exorcism, and Templar's Verdict) can now trigger this seal.

Holy
a.. Protector of the Innocent heals for 30% less.

Protection
a.. Vindication no longer allows Hammer of Justice to interrupt
stun-immune targets. With Rebuke baseline, this functionality is no longer
necessary.

Retribution
a.. Act of Sacrifice will no longer cause Cleanse to remove movement
impairing effects from vehicles the paladin is riding.

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Mind Control now has a PvP duration of 8 seconds.
b.. Mind Sear can now be channeled on friendly targets in addition to
enemy targets. In addition, Mind Sear's damage has been increased by roughly
15%.
c.. Prayer of Healing effectiveness has been reduced by 15%.

Discipline
a.. Divine Aegis: Critical effects from Prayer of Healing now award a
bonus amount in addition to the default, always-proc Divine Aegis effect.
b.. In addition to Strength of Soul's existing effects, when Power Word:
Shield is placed on oneself, the priest becomes immune to silence,
interrupt, and dispel effects for 2/4 seconds.

Holy
a.. Chakra
a.. Binding Heal and Holy Word: Serenity now refresh the duration of
Renew on the target, in addition to the other direct heals.
b.. Binding Heal, Flash Heal, Greater Heal can now trigger Chakra:
Serenity.
c.. Mind Spike can now trigger Chakra: Chastise.
b.. Circle of Healing effectiveness has been increased by 30%.
c.. Guardian Spirit: The absorb/heal from this ability can now never
exceed 200% of the maximum health of the target.

Shadow
a.. Shadow Orbs benefit from mastery has been increased by approximately
16%.

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Blind now has a PvP duration of 8 seconds.
b.. Crippling Poison now has a PvP duration of 8 seconds.
c.. Sap now has a PvP duration of 8 seconds.
d.. Stealth is no longer broken by enemies using Demoralizing Shout or
Demoralizing Roar.

Assassination
a.. Deadly Momentum critical strike bonus now lasts for 15 seconds, up
from 10.

Combat
a.. Main Gauche (Mastery) now provides a chance to deal an attack for 100%
of main-hand damage. This attack can trigger Combat Potency.
b.. Restless Blades now also reduces the cooldown of Redirect.
c.. Vitality now increases attack power by 25%, up from 20%.

Subtlety
a.. Executioner (Mastery) has been increased from 2% to 2.5% per point.
b.. Find Weakness now grants 35/70% armor reduction, up from 25/50%.
c.. Preparation no longer resets the cooldown of Evasion.
d.. Sanguinary Vein now gives a rogue a 50/100% chance for their own Bleed
effects to not break their Gouge.
e.. Shadowstep's cooldown has been increased to 24 seconds, up from 20
seconds.
f.. Sinister Calling now grants 30% Agility, up from 25%, and increases
Backstab and Hemorrhage damage by an additional 40%, up from 25%.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Chain Heal's effectiveness has been increased by approximately 10%.
b.. Hex now has a PvP duration of 8 seconds.
c.. Purge now dispels a single effect instead of two.
d.. Tremor Totem has been redesigned. The totem is now usable under Fear,
Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds
and has a 1-minute cooldown.

Elemental Combat
a.. Earthquake damage has been increased by approximately 10%.

Enhancement
a.. Flametongue Weapon damage now scales from attack power instead of
spell power (for Enhancement shaman only).
b.. Purge no longer has its mana cost reduced by Mental Quickness.

Restoration
a.. Cleansing Waters no longer fires its heal effect twice when a shaman
removes a Magic and a Curse debuff with a single cast.
b.. Deep Healing (Mastery) has been increased to 3% per point, up from
2.5%.
c.. Greater Healing Wave mana cost has been increased by 10%; healing done
has been increased by 20%.
d.. Mana Tide Totem has been redesigned. The totem no longer multiplies
the Spirit of those affected by it. It instead gives a flat amount of Spirit
equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit
buffs affecting the shaman when the totem is dropped.

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Curse of Exhaustion now reduces movement speed by 30%, down from 50%.
Its range has been increased to 40 yards, up from 30.
b.. Demon Armor and Fel Armor no longer cost mana and last until canceled.
c.. Fear now has a PvP duration of 8 seconds.
d.. Fel Armor now increases the warlock's maximum mana by 10% instead of
regenerating health.
e.. Seduction (Succubus) now has a PvP duration of 8 seconds.

Affliction
a.. Unstable Affliction's silence effect has been reduced to 4 seconds,
down from 5.

Demonology
a.. Demon Soul: Imp redesigned. It now increases the critical strike
chance of all non instant cast Destruction spells by 30%, rather than
increasing critical strike damage. Duration reduced to 20 seconds.
b.. Felstorm (Felguard) damage has been reduced by 20%.
c.. Immolation Aura damage has been reduced by roughly 30%.
d.. Inferno no longer increases the radius of Hellfire, but instead
increases the duration of Immolate by 6 seconds in addition to its existing
effect.
e.. Master Demonologist (Mastery) benefit from mastery increased by
approximately 33%.

Destruction
a.. Burning Embers damage has been reduced by 15%.
b.. Fiery Apocalypse (Mastery) benefit from mastery increased by
approximately 8%.
c.. Improved Soul Fire now increases Fire and Shadow damage done by 4/8%,
rather than 7/15% spell haste. In addition, this talent has been moved to
tier-3 Destruction, switching places with Aftermath.

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
a.. Hamstring now has a PvP duration of 8 seconds.
b.. Inner Rage has been redesigned. It now reduces the cooldown on Heroic
Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute
cooldown. It still cannot be used during Deadly Calm. This ability was
originally designed to help warriors with rage capping, but the Heroic
Strike and rage normalization changes seem to have solved that problem on
their own. This new design will still allow warriors to burn off excess rage
faster, at their discretion.
c.. Slam cast time is now affected by haste.

Fury
a.. Bloodthirst damage has been increased by approximately 30%.
b.. Raging Blow weapon damage percent (at level 80+) has been increased
from 110% to 145%.

Protection
a.. Charge's stun continues to not trigger diminishing returns for
Protection warriors who have the Warbringer talent.
Professions


a.. Find Herbs, Fish, and Minerals are no longer canceled upon entering an
Arena or rated Battleground.
b.. A socket has been added to all crafted epic armor pieces that did not
already have one.

Alchemy
a.. Alchemist's Stones for Agility, Strength, and Intellect have been
added.
b.. The number of herbs required to create flasks has been reduced, while
the Volatile Life needed has been increased slightly.
c.. The drops from Tiny Treasure Chests have been improved slightly.

Archaeology
a.. Archaeology finds now grant a guaranteed skill point up to 50 skill,
and then no longer grant skill gains, as opposed to granting up to 100 skill
very slowly.

Engineering
a.. The Electrified Ether recipe now creates 2 to 3 Electrified Ether
instead of 1.
b.. The Heat-Treated Spinning Lure buff duration has been increased to 20
minutes, up from 5. In addition, the recipe now creates 2 at a time.
c.. Synapse Springs now increase Agility, Strength, or Intellect
(whichever is highest for the character).
d.. Volatile Air now has an increased chance of dropping from rich mining
nodes and Pyrite.

Jewelcrafting
a.. Vivid Dream Emerald (new gem) provides resilience/spell penetration
and can be purchased for 3 Illustrious Tokens.

Leatherworking
a.. The 500 to 510 skill-up range for Leatherworking has been improved.

Tailoring
a.. Darkglow Embroidery (Rank 2) now increases Spirit instead of restoring
a flat amount of mana.

Items
a.. Left Eye of Rajh: Chance of triggering increased.
b.. The PvE warlock 4-piece set bonus (Fel Spark) now increases the damage
done by the next 2 Fel Flame spells by 300%, rather than increasing the
critical effect chance of one by 100%.
c.. The PvP hunter 4-piece set bonus has been increased to 10% Focus
regeneration, up from 5%.
d.. The PvP warlock 4-piece set bonus has been redesigned. It now reduces
the cooldown of Death Coil by 30 seconds.
e.. The PvP warrior 4-piece set bonus has been redesigned. It now reduces
disarm duration by 60% (does not stack with any Weapon Chains).
f.. PvP trinkets will now clear disarm and silence effects.
g.. Right Eye of Rajh: Chance of triggering increased.
h.. Weapon Chains now reduce disarm duration by 60%, up from 50%.

Quests & Creatures
Tol Barad Peninsula
a.. Spawn rates at Rustberg Village have been increased.


28 Answers

Shiflet

1/12/2011 4:20:00 AM

0


"Shiflet" <rshiflet@charter.net> wrote in message
news:vA9Xo.532$Am1.510@newsfe07.iad...

> b.. The spell hit bonus previously given by Virulence (Unholy) has been
> rolled into the Runic Focus passive effect that all death knights possess.

Yay, now as long as we're melee hit capped, we're basically spell hit capped
as well, without having to spend 3 talent points to do so.

> Blood
> a.. Bone Shield now has 4 charges, up from 3.
> b.. If Death Strike is used while a Blood Shield is already active, the
> new absorb will stack with the old one instead of replacing it.
> c.. Scarlet Fever now applies via Blood Plague, rather than Blood Boil.

I assume tanks like all these.

> Unholy
> a.. Blightcaller (Mastery) has been redesigned and renamed Dreadblade. It
> increases all Shadow damage by 2.5% per point of mastery.

Yay, now mastery isn't basically worthless for Unholy.

> b.. Death's Advance (new talent): While both Unholy Runes are depleted,
> movement-impairing effects cannot reduce the death knight below 75/100% of
> > normal movement speed.

PvP talent, though still of questionable use...

> c.. Sudden Doom is now triggered only from main-hand auto attacks, and is
> normalized according to weapon speed rather than having a fixed percentage
> chance.

I suspect this was to ensure dual wield unholy was dead.

> d.. Virulence has been redesigned. It now grants 10/20/30% additional
> disease damage.

Had to be changed since it's old effect was rolled into our passives.
Suppose this works, the disease spec still gets increased disease damage,
and is less important for other DKs.

> Glyphs
> a.. Glyph of Dark Succor (new talent) raise the minimum healing done by
> Death Strike from 7% to 20% of maximum health, but only while in Unholy or
> Frost Presence.

Well, for whoever it was who was having issues with Frost DK survivability,
here's an answer. Although not noted here, the glyph is a major glyph, and
considering the somewhat limited major choices for Unholy and Frost, you
won't lose anything by taking it.

> Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
> a.. Mind Control now has a PvP duration of 8 seconds.
> b.. Mind Sear can now be channeled on friendly targets in addition to
> enemy targets. In addition, Mind Sear's damage has been increased by
> roughly > 15%.

Yay. Mind Sear was way too weak in it's current state, much moreso than
other AoEs.

> Shadow
> a.. Shadow Orbs benefit from mastery has been increased by approximately
> 16%.

I won't turn down a buff to shadow priests, but this one is still a bit
underwhelming.

> Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
> a.. Blind now has a PvP duration of 8 seconds.
> b.. Crippling Poison now has a PvP duration of 8 seconds.
> c.. Sap now has a PvP duration of 8 seconds.

Yep, looks like Sap did indeed get the same treatment as Polymorph.

> Combat
> a.. Main Gauche (Mastery) now provides a chance to deal an attack for
> 100% > of main-hand damage. This attack can trigger Combat Potency.
> b.. Restless Blades now also reduces the cooldown of Redirect.
> c.. Vitality now increases attack power by 25%, up from 20%.

My friend who plays combat will be happy, especially with the mastery
change.

> Enhancement
> a.. Flametongue Weapon damage now scales from attack power instead of
> spell power (for Enhancement shaman only).

I presume this is part of their efforts to ensure Enhance shamans are not
using caster mainhands with double Flametongue.

> b.. Demon Armor and Fel Armor no longer cost mana and last until
> canceled.

Cool, though minor.

> c.. Fear now has a PvP duration of 8 seconds.
> d.. Fel Armor now increases the warlock's maximum mana by 10% instead of
> > regenerating health.

Bleh, crappy change. Mana isn't an issue for locks with Lifetap, but the
passive healing was a nice bonus.

> b.. Felstorm (Felguard) damage has been reduced by 20%.

Expected but...really bad. As it stands, Succubus is a bigger DPS boost for
demo locks than Felguard(which itself is a really poor design) except on AoE
fights. And now the Felguard's AoE gets nerfed, but no changes to Succubus
DPS?

> c.. Immolation Aura damage has been reduced by roughly 30%.

Also expected.

> d.. Inferno no longer increases the radius of Hellfire, but instead
> increases the duration of Immolate by 6 seconds in addition to its
> existing effect.

Oh, good. In it's current state, if your timing is slightly off, you'll miss
Hand of Gul'Dan refreshing Immolate. With the increased duration though, you
should only need to cast Immolate once.

> e.. Master Demonologist (Mastery) benefit from mastery increased by
> approximately 33%.

Good, though not mindblowing.

> Destruction
> a.. Burning Embers damage has been reduced by 15%.

Wasn't aware that IT was that powerful, but okay.

> b.. Fiery Apocalypse (Mastery) benefit from mastery increased by
> approximately 8%.

Cool.

> c.. Improved Soul Fire now increases Fire and Shadow damage done by 4/8%,
> rather than 7/15% spell haste. In addition, this talent has been moved to
> tier-3 Destruction, switching places with Aftermath.

Expected. In it's current form, Imp Soul Fire was considered a mandatory
talent for all 3 lock specs. With it being moved, it gives aff and demo a
little more freedom in spec choice.

> b.. Inner Rage has been redesigned. It now reduces the cooldown on Heroic
> Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute
> cooldown. It still cannot be used during Deadly Calm. This ability was
> originally designed to help warriors with rage capping, but the Heroic
> Strike and rage normalization changes seem to have solved that problem on
> their own. This new design will still allow warriors to burn off excess
> rage faster, at their discretion.

Good, in it's current form, Inner Rage was considered a BIG no-no for
warrior DPS.

> c.. Slam cast time is now affected by haste.

I assume this was to make Haste a more attractive stat for Arms, but I still
don't think it's gonna be enough.

> Fury
> a.. Bloodthirst damage has been increased by approximately 30%.
> b.. Raging Blow weapon damage percent (at level 80+) has been increased
> from 110% to 145%.

Cool for Fury warriors.


nuts

1/12/2011 8:29:00 AM

0

Shiflet wrote:

>> Blood
>> a.. Bone Shield now has 4 charges, up from 3.
>> b.. If Death Strike is used while a Blood Shield is already active, the
>> new absorb will stack with the old one instead of replacing it.
>> c.. Scarlet Fever now applies via Blood Plague, rather than Blood Boil.
>
> I assume tanks like all these.

Definitely. Now the incoming DS nerf (healing reduced to 15%) will make
more sense. And mastery will still be more valuable than stamina.

nuts

1/12/2011 8:29:00 AM

0

Shiflet wrote:

> Dungeons & Raids

A general dunegon nerf was called for.

> Blackrock Caverns
> a.. Beauty now spawns with only two pups in Heroic difficulty. Not to
> worry though, the missing pup has been adopted by a wonderful, if not insane
> family.

Was able to kill her on hc only once, quite an epic and loooong fight
with me kiting the boss + two adds around the room for like 30 minutes
(ok, it was less, but it seemed a lot at the time:P)

> Shadowfang Keep
> a.. Baron Ashbury
> a.. Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.

lol. Takes all the pathos away from the fight.

> The Stonecore
> c.. Ozruk
> a.. There is now a precast visual on the ground to make it clear how far
> away a player must get to be clear of Shatter.
> c.. Shatter damage is now reduced by armor, but has been increased by
> 33.3% (repeating, of course) as a result.

Thank god!

> Throne of the Tides
> a.. The visual effects in this encounter have been adjusted to make the
> wind direction easier to read.

Is there a visual effect at all? I just watch the debuff frame to know
if I'm upwind or not.

> b.. Cyclones now knock players straight up, and players hit by a cyclone
> cannot be hit again for a few seconds.

No more cyclones ping-pong? Good!

> b.. Asaad
> a.. Skyfall Stars are now summoned to help him defeat players.
> b.. Static Cling has had its cast time increased to 1.25 seconds, up
> from 1.
> c.. Grand Vizier Ertan
> a.. His health has been reduced slightly.
> b.. He now knocks away players standing too close to him when he
> retracts his Cyclone Shield, which now inflicts Nature damage if it touches
> players.

Nice. These two boss are too easy imo.

Catriona R

1/12/2011 8:48:00 AM

0


On Tue, 11 Jan 2011 21:47:19 -0600, "Shiflet" <rshiflet@charter.net>
wrote:

> h.. Worgen and troll druids now have new art for Swift Flight Form.

Yay! Gotta lvl my troll druid soon :-P

> a.. Glyph of Entangling Roots redesigned. It now reduces the cast time of
>Entangling Roots by 0.2 seconds, rather than making it instant cast.

Guess that glyph's going in the bin then. Not that there's much else
inspring for soloing balance druids in the major glyph front.

> b.. Mind Sear can now be channeled on friendly targets in addition to
>enemy targets. In addition, Mind Sear's damage has been increased by roughly
>15%.

Nice! Always thought it should be castable on a friendly target, all
through WotLK I'd wanted to cast it on the tank when I didn't need to
heal :-P

> a.. Binding Heal and Holy Word: Serenity now refresh the duration of
>Renew on the target, in addition to the other direct heals.

Can't complain there.

> b.. Binding Heal, Flash Heal, Greater Heal can now trigger Chakra:
>Serenity.

Nice if you want to get the chakra up in the middle of a fight where
the tank's taking a load of damage and you really rather cast a big
heal than a weak one.

> b.. Circle of Healing effectiveness has been increased by 30%.

Think this was needed, it feels extremely weak currently, to the point
where it's a bit of a waste of mana. Might be alright for raid healing
still but in parties, hmm.

> a.. Main Gauche (Mastery) now provides a chance to deal an attack for 100%
>of main-hand damage. This attack can trigger Combat Potency.

This sounds far far better. All of a sudden it's worth stacking
mastery instead of avoiding it in favour of pretty much any other stat
lol. Glad that got fixed before I started levelling my rogue; I had a
feeling they'd have to do this sooner or later and I'm glad it's
sooner.

> d.. Tremor Totem has been redesigned. The totem is now usable under Fear,
>Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds
>and has a 1-minute cooldown.

That will take getting used to. I quite like it for one-off breaking
of fear etc but it'll suck on longer fights where it was really nice
to have up the whole time. Bet that's a pvp-caused nerf *sigh*.

> d.. Fel Armor now increases the warlock's maximum mana by 10% instead of
>regenerating health.

Shame, I liked the health regen aspect - suppose this means I'll have
to actually drain life sometimes then!

> a.. Vivid Dream Emerald (new gem) provides resilience/spell penetration
>and can be purchased for 3 Illustrious Tokens.

I'd rather see the lovely haste/spirit and crit/spirit gems we had
through WotLK get added again :-(

> a.. Spawn rates at Rustberg Village have been increased.

As if they didn't already respawn too fast *sigh*. Sure it's fine if
you're a class that can handle 3 mobs at once and others joining the
fight constantly but I'm not... can handle 3 mobs but that's my limit,
if one or more of them respawns before I'm finished with the others,
I'm screwed.
--
EU-Draenor:
Sagart (85 Undead Priest)
Tairbh (83 Tauren Druid)
Balgair (80 Human Rogue)
Buinne (80 Troll Shaman)
Ruire (80 Blood Elf Paladin)

Urbin

1/12/2011 10:51:00 AM

0

On Tue, 11 Jan 2011 21:47:19 -0600, Shiflet wrote:
> General
> a.. Guild bank vouchers that players unlock as guild rewards now correctly
> state that they can only be used by Guild Leaders.

Was wondering about that. My guild page keeps offering me to buy the 7th
guild vault. Though I have enough money, I don't fancy trying it out :-)

> b.. Many rare creatures that went into hiding upon Deathwing's emergence
> into Azeroth have made a return! In addition to finding new homes in a
> post-Cataclysm world, they drop new, improved loot, provide a healthy
> experience bonus, and respawn much more quickly when killed. Happy hunting!

Are they adding new rares? (with a corresponding achievment?) or did they
mess something up so existing rares didn't spawn anymore?

> Blackrock Caverns
> a.. Beauty now spawns with only two pups in Heroic difficulty. Not to
> worry though, the missing pup has been adopted by a wonderful, if not insane
> family.

lol

> PvP
> Tol Barad
> a.. Players will now be teleported out of the Tol Barad micro dungeons 15
> minutes before the beginning of the next battle.

Ok, so at least we won't be stuck behind closed gates with no way out of a
useless zone except by hearthing out. Still don't undersand why this has
to be 15 minutes...

> Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
>
> Feral
> a.. Infected Wounds now has a PvP duration of 8 seconds.

Hm, the nerfs on the bear tanking abilities seem to no longer be in the
patch. Nice.

> Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
> a.. Cobra shot cast time is now affected by haste.

Nice.

> b.. Concussive Shot duration has been increased to 6 seconds, up from 4.

Hardly ever use it these days.

> Survival
> a.. Black Arrow damage has been reduced by 25%.
> b.. Explosive Shot damage has been reduced by 25%.

Ah shucks. I guess we saw this one coming.

> d.. Serpent Spread can now only affect up to 4 targets per Multi-Shot,
> down from unlimited.

Shame.

> Bug Fixes
> a.. Cobra Shot now properly increases the duration of the Serpent Spread
> Serpent Sting.

I hadn't realised it didn't.

> Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
> a.. Divine Aegis: Critical effects from Prayer of Healing now award a
> bonus amount in addition to the default, always-proc Divine Aegis effect.
> b.. In addition to Strength of Soul's existing effects, when Power Word:
> Shield is placed on oneself, the priest becomes immune to silence,
> interrupt, and dispel effects for 2/4 seconds.

I also don't see the changes to PW:Shield that were discussed based on an
earlier version. Has this been discarded again already or am I mixing up
things?

> Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
> a.. Chain Heal's effectiveness has been increased by approximately 10%.

Nice

> c.. Purge now dispels a single effect instead of two.

Bohoo.

> d.. Tremor Totem has been redesigned. The totem is now usable under Fear,
> Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds
> and has a 1-minute cooldown.

Ah cool. So I don't necessarily have to know if a boss/mob fears and
remember to place the tremor totem beforehand. If I understand this
correctly if I forget this, I can still put one down even while feared?
Nice.

> b.. Deep Healing (Mastery) has been increased to 3% per point, up from
> 2.5%.

Nice.

> c.. Greater Healing Wave mana cost has been increased by 10%; healing done
> has been increased by 20%.

Ok, so effectiveness has doubled, which is nice. The question is, did it
heal for too little? Then the boost is great. If it healed enough but was
too expensive, it will just overheal now and cost even more. Don't know, as
my shaman hasn't healed since Cata and is only level 73 anyway.

> Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
> b.. Demon Armor and Fel Armor no longer cost mana and last until canceled.

Nice.

> d.. Fel Armor now increases the warlock's maximum mana by 10% instead of
> regenerating health.

Hm, I liked the self healing. We'll have to see how that plays.

> b.. A socket has been added to all crafted epic armor pieces that did not
> already have one.

Nice.

> Alchemy
> a.. Alchemist's Stones for Agility, Strength, and Intellect have been
> added.

Nice.

> c.. The drops from Tiny Treasure Chests have been improved slightly.

Nice.

> Archaeology
> a.. Archaeology finds now grant a guaranteed skill point up to 50 skill,
> and then no longer grant skill gains, as opposed to granting up to 100 skill
> very slowly.

Oh well, my main is at 227 now and I won't bother with my other characters.

> d.. Volatile Air now has an increased chance of dropping from rich mining
> nodes and Pyrite.

Cool

> Leatherworking
> a.. The 500 to 510 skill-up range for Leatherworking has been improved.

I'm far away from there, but this is always good to hear :)

> Quests & Creatures
> Tol Barad Peninsula
> a.. Spawn rates at Rustberg Village have been increased.

Hm, as if we'd needed that :-)

Cheers
Urbin

--
Dun Morogh-EU (PvE) | Juran (65), Druid
Urbin (85), Hunter | Surana (70), Mage | Greeta (62), Rogue
Mymule (80), Warlock | Kordosch (75), Deathknight | Gera (26), Paladin
Sunh (80), Priest | Taalas (73), Shaman | Vargal (14), Warrior

steve.kaye

1/12/2011 11:18:00 AM

0

On Wed, 12 Jan 2011 08:47:48 +0000, Catriona R
<catrionarNOSPAM@totalise.co.uk> wrote:

>> d.. Tremor Totem has been redesigned. The totem is now usable under Fear,
>>Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds
>>and has a 1-minute cooldown.
>
>That will take getting used to. I quite like it for one-off breaking
>of fear etc but it'll suck on longer fights where it was really nice
>to have up the whole time. Bet that's a pvp-caused nerf *sigh*.

Is it really a nerf? I'm almost certain that it's not a PvP nerf but
a buff. The 6 seconds duration makes it something that you think
about when the fear/charm/sleep occurs rather than at the start of the
fight but that just makes it like the other healers have it.

The cooldown is too long for PvE which makes it a bit sucky but it was
rubbish against fear anyway IMO. I don't think that I've ever actually
had Tremor Totem save me from fear in a fight because it pulses too
infrequently - by the time it removes the fear in an instance you've
already pulled another group. The best protection against fear was
always to pull the fearing mob so far away from the next pack that
you're unlikely to run to the next group.

I think that it is probably a PvE nerf with regards to sleep and charm
breaking but I wouldn't call it a nerf with regards to fear breaking.
steve.kaye
--
Ravenholdt-EU (Horde)
Jelan, 85 Priest Jengu, 81 Death Knight Belugar, 76 Warrior
Miho, 82 Rogue Clokk, 81 Druid Mingan, 74 Shaman
Kibbs, 82 Paladin Jaille, 80 Warlock Yopp, 64 Hunter

Mark (newsgroups)

1/12/2011 12:11:00 PM

0

On 12/01/2011 08:28, nuts wrote:
> Shiflet wrote:
>
>> Dungeons & Raids
>
> A general dunegon nerf was called for.

I disagree. With a vaguely competent group, not even in raid gear, the
heroics already feel easier than TBC heroics. I complain a lot about
healing PUGs but it's only *bad* PUGs. Good ones are now easy(ish). Some
fights are still very tough.

>> Blackrock Caverns
>> a.. Beauty now spawns with only two pups in Heroic difficulty. Not to
>> worry though, the missing pup has been adopted by a wonderful, if not
>> insane family.
>
> Was able to kill her on hc only once, quite an epic and loooong fight
> with me kiting the boss + two adds around the room for like 30 minutes
> (ok, it was less, but it seemed a lot at the time:P)

Well, you can skip her, so why was the nerf needed? We need some real
challenges around.

>> Shadowfang Keep
>> a.. Baron Ashbury
>> a.. Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
>
> lol. Takes all the pathos away from the fight.

Again, not need imo. This fight was really easy if players are in any
way competent. As a priest healer, I explain beforehand not to panic on
Asphyxiate, let him tick 2 or 3 times afterwards so everyones health
gets back up. I'll POH maybe twice after that to get people around
30-40% hp, then get the tank up. I always dispel immediately. Someone
just has to interrupt Mend Rotten Flesh and everyone saves cooldowns for
his dark angel form (or whatever it was at 1 million HP). I pop PW:B,
Berserking, and Power Infusion and people don't even get below 80% on
that last phase. That's really it, not tough imo.

>> The Stonecore
>> c.. Ozruk
>> a.. There is now a precast visual on the ground to make it clear how
>> far away a player must get to be clear of Shatter.

Ok, that is nice, not a nerf, just an indication of mechanics.

>> c.. Shatter damage is now reduced by armor, but has been increased by
>> 33.3% (repeating, of course) as a result.
>
> Thank god!

Ok that's also fine.

>> Throne of the Tides
>> a.. The visual effects in this encounter have been adjusted to make
>> the wind direction easier to read.
>
> Is there a visual effect at all? I just watch the debuff frame to know
> if I'm upwind or not.

Yes. Perhaps you have effects turned down, but the wind can be seen
blowing across your screen.

>> b.. Cyclones now knock players straight up, and players hit by a
>> cyclone cannot be hit again for a few seconds.
>
> No more cyclones ping-pong? Good!

Well, yes, I must admit as a healer this fight can become frustrating
depending on how people are moving around. This is a big nerf, will make
it a lot easier, but it was a fight I found either very easy or very
hard depending on the group.

>> b.. Asaad
>> a.. Skyfall Stars are now summoned to help him defeat players.

Wow, those do massive group damage and depending how many are summoned
might be an issue for healing, especially if DPS don't target correctly.
I can find myself nearly oom just on the skyfall trash leading up to the
boss having to spam aoe heals.

>> b.. Static Cling has had its cast time increased to 1.25 seconds, up
>> from 1.

Will make it easier to get the achievment if people remember to jump on
time. Doesn't really matter because a compentent dispeller has no problems.

>> c.. Grand Vizier Ertan
>> a.. His health has been reduced slightly.
>> b.. He now knocks away players standing too close to him when he
>> retracts his Cyclone Shield, which now inflicts Nature damage if it
>> touches players.
>
> Nice. These two boss are too easy imo.

Yes, the last change will make the mechanics quite different, will have
to see how players adjust to that.

Urbin

1/12/2011 12:12:00 PM

0

On Wed, 12 Jan 2011 11:17:58 +0000, Steve Kaye wrote:
> On Wed, 12 Jan 2011 08:47:48 +0000, Catriona R
> <catrionarNOSPAM@totalise.co.uk> wrote:
>
> >> d.. Tremor Totem has been redesigned. The totem is now usable under Fear,
> >>Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds
> >>and has a 1-minute cooldown.
> >
> >That will take getting used to. I quite like it for one-off breaking
> >of fear etc but it'll suck on longer fights where it was really nice
> >to have up the whole time. Bet that's a pvp-caused nerf *sigh*.
>
> Is it really a nerf? I'm almost certain that it's not a PvP nerf but
> a buff. The 6 seconds duration makes it something that you think
> about when the fear/charm/sleep occurs rather than at the start of the
> fight

Yes, the old way had the risk that you forgot to put it up and then once you
were feared it was no good, now you should be able to put it up even if you
forgot. In fact, with its short duration you'll only want to put it up once
the fear has started.

> The cooldown is too long for PvE which makes it a bit sucky

It makes it very sucky, those fights I used to put it up usually have the
boss/mob fear more than once, and certainly further apart than 6 seconds and
closer together than 1 minute. As far as I can tell it will be good to break
one fear but you'll still get the consecutive fears (unless you have a
trinket in which case you'll at least be able to keep healing).

> but it was rubbish against fear anyway IMO. I don't think that I've ever
> actually had Tremor Totem save me from fear in a fight because

Actually, it has saved me from fear in fights many times (though I'm talking
instances only here). It might not break the whole group out of the fear but
at least me (as the healer) and the ranged dps stood close enough to be
protected and the main thing was that I could continue healing while those
not protected were running around like headless chickens and being beat on.

Cheers
Urbin
--
Dun Morogh-EU (PvE) | Juran (65), Druid
Urbin (85), Hunter | Surana (70), Mage | Greeta (62), Rogue
Mymule (80), Warlock | Kordosch (75), Deathknight | Gera (26), Paladin
Sunh (80), Priest | Taalas (73), Shaman | Vargal (14), Warrior

Catriona R

1/12/2011 12:12:00 PM

0


On Wed, 12 Jan 2011 11:17:58 +0000, Steve Kaye
<nospam@giddy-kippers.co.uk> wrote:

>On Wed, 12 Jan 2011 08:47:48 +0000, Catriona R
><catrionarNOSPAM@totalise.co.uk> wrote:
>
>>> d.. Tremor Totem has been redesigned. The totem is now usable under Fear,
>>>Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds
>>>and has a 1-minute cooldown.
>>
>>That will take getting used to. I quite like it for one-off breaking
>>of fear etc but it'll suck on longer fights where it was really nice
>>to have up the whole time. Bet that's a pvp-caused nerf *sigh*.
>
>Is it really a nerf? I'm almost certain that it's not a PvP nerf but
>a buff. The 6 seconds duration makes it something that you think
>about when the fear/charm/sleep occurs rather than at the start of the
>fight but that just makes it like the other healers have it.
>
>The cooldown is too long for PvE which makes it a bit sucky but it was
>rubbish against fear anyway IMO. I don't think that I've ever actually
>had Tremor Totem save me from fear in a fight because it pulses too
>infrequently - by the time it removes the fear in an instance you've
>already pulled another group. The best protection against fear was
>always to pull the fearing mob so far away from the next pack that
>you're unlikely to run to the next group.
>
>I think that it is probably a PvE nerf with regards to sleep and charm
>breaking but I wouldn't call it a nerf with regards to fear breaking.
>steve.kaye

Hmm well I always found it pulsed plenty often enough after it was
last changed to pulse more often, anyway, and to not have it available
on bosses who fear more than once in an encounter would appear a heavy
nerf to me.
--
EU-Draenor:
Sagart (85 Undead Priest)
Tairbh (83 Tauren Druid)
Balgair (80 Human Rogue)
Buinne (80 Troll Shaman)
Ruire (80 Blood Elf Paladin)

Mark (newsgroups)

1/12/2011 12:17:00 PM

0

On 12/01/2011 12:12, Catriona R wrote:
>
> On Wed, 12 Jan 2011 11:17:58 +0000, Steve Kaye
> <nospam@giddy-kippers.co.uk> wrote:
>
>> On Wed, 12 Jan 2011 08:47:48 +0000, Catriona R
>> <catrionarNOSPAM@totalise.co.uk> wrote:
>>
>>>> d.. Tremor Totem has been redesigned. The totem is now usable under Fear,
>>>> Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds
>>>> and has a 1-minute cooldown.
>>>
>>> That will take getting used to. I quite like it for one-off breaking
>>> of fear etc but it'll suck on longer fights where it was really nice
>>> to have up the whole time. Bet that's a pvp-caused nerf *sigh*.
>>
>> Is it really a nerf? I'm almost certain that it's not a PvP nerf but
>> a buff. The 6 seconds duration makes it something that you think
>> about when the fear/charm/sleep occurs rather than at the start of the
>> fight but that just makes it like the other healers have it.
>>
>> The cooldown is too long for PvE which makes it a bit sucky but it was
>> rubbish against fear anyway IMO. I don't think that I've ever actually
>> had Tremor Totem save me from fear in a fight because it pulses too
>> infrequently - by the time it removes the fear in an instance you've
>> already pulled another group. The best protection against fear was
>> always to pull the fearing mob so far away from the next pack that
>> you're unlikely to run to the next group.
>>
>> I think that it is probably a PvE nerf with regards to sleep and charm
>> breaking but I wouldn't call it a nerf with regards to fear breaking.
>> steve.kaye
>
> Hmm well I always found it pulsed plenty often enough after it was
> last changed to pulse more often, anyway, and to not have it available
> on bosses who fear more than once in an encounter would appear a heavy
> nerf to me.

I agree.