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Some patch info


Odenn

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Figure some of this might be handy. One of the guys stuck it on our forum.

* Jewelcrafting: The cooldown times on Earthstorm and Skyfire Diamond transmutes have been reduced to one day.

* Herbalism: The chances to find a Fel Lotus while picking an herb have been increased.

* Tailoring: The Spellfire and Shadoweave tunics have been changed to robes.

* Primal Nethers may now be puchased from G'eras for Badges of Justice. <- LOL LEGIL

Trinkets: New Darkmoon cards

You will now have the chance to find additional Darkmoon cards (Lunacy, Storms, Furies and Blessings) on high level creatures in Outlands, which you can turn in to the Darkmoon Faire to make powerful new Darkmoon card trinkets.

New Graveyards

Two new graveyards have been added to Blade's Edge Mountains.

New Flypaths

New flight points:

Felwood, Emerald Sanctuary (Both)

Ashenvale, Forest Song (Alliance)

New flight paths:

Stormwind <-> Thorium Point

Grom'gol Base Camp <-> Flame Crest

Ratchet <-> Gadgetzan, Astranaar, Brackenwall Village

Brackenwall Village <-> Ratchet, Camp Taurajo, Freewind Post

Thunderbluff <-> Zoram'gar Outpost

Evergrove <-> Toshley's Station

Honor Hold <-> Shattrath

In addition, many flight paths have been adjusted to be shorter, faster flights.

Within Raids:

Lots of the creatures have fewer hitpoints

Lots of the creatures are no longer immune to CC (The female naga in SSC can be poly'd, Skeletal Ushers in KZ can be shackled)

Lots of bug fixes

Regarding the Elixir change and flasks:

* By allowing players to use any number of elixirs it was necessary that we balance raid and dungeon encounters with the idea that all players in the group had the potential of having all available elixirs on them. In many cases this resulted in the spectrum of elixirs being necessary for dungeon and raid attempts as they were balanced to be more difficult. This put a large strain on guild alchemists and their need of materials for the elixirs they would then distribute throughout the guild. With fewer elixirs being allowed, fewer elixirs will be expected on raids, and less herb and material collection will be needed when attempting raid or dungeon encounters. In turn this change allows us to design and balance encounters around it, keeping the difficulty in line with a clearer limitation of what each group member has at their disposal.

* Since the number of elixirs is now limited, we can also now allow them to stack with class buffs, so intellect elixirs will actually matter since they will now stack with arcane intellect. As mentioned previously we’ll be introducing some new recipes that would have simply been left unused before as they wouldn’t have been allowed to stack with class buffs.

* We’ve seen many requests for new recipes, and to some extent it was necessary that we limit how and when we introduce new recipes as any new elixir added in-turn resulted in a potential power increase for every member of a raid or group. With the number of elixirs on any one player now limited we can add more recipes than we would have been able to in the past.

* Flasks will work in this new system by taking up both the offensive and defensive elixir slots. We of course recognize this as a reduction of total effect of flasks, but as mentioned we will be balancing to take into account the use of a single flask on each player in an encounter.

* Potions (rather than elixirs) will not be affected at all by this system

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Profession patch notes(blue posted)

Due to popular demand, we are revealing all of the current notes for professions in the upcoming content patch. Please remember, all notes may be subject to change.

Alchemy

The chance of a discovery occurring while making potions has been substantially increased.

Elixirs now stack in two categories, Battle (Offensive) and Guardian (Defensive) Elixirs. You can only have one of each type of Elixir up at a time. As a result Elixirs now stack with class abilities such as "Arcane Intellect."

Elixirs now stack to 20.

Four new defensive elixirs have been added. Two are on trainers, one is in Halaa and one is in Cenarion Expedition.

"Flask of Petrification" can no longer be turned off during its duration, but it now will clear all threat from all monsters for the duration of the effect. Though monsters may reacquire you after the effect ends.

Cooldown time on "Earthstorm" and "Skyfire Diamond" transmutes has been reduced to 1 day.

"Invulnerability" potions now stop the first 120 damage per hit for 8 seconds, rather than making the imbiber physically immune.

The major protection potions made by Alchemy now require more "Mana Thistle" and vials, but create 5 potions instead of just one.

"Fel Strength" elixirs now work correctly with elixir mastery.

"Elemental Absorption" potions now have a 2 minute duration rather than the 60 min duration they used to have.

Alchemy transmute of "Heart of Fire" to "Elemental Fire" changed to 15 minute cooldown.

Reagent costs and potency of all flasks has been reduced.

The cost of "Imbued Vials" has been reduced.

The chance to find a "Fel Lotus" while picking an herb has been increased.

"Juju Chill" and "Juju Ember" are now considered Guardian Elixirs and do not stack with other resistance buffs.

"Juju Flurry" is now considered a Battle Elixir and has been converted from haste to haste rating.

"Ground Scorpok Assay","Juju Might","Juju Power", "Lung Juice Cocktail", and R.O.I.D.S are now considered Battle Elixirs.

"Crystal Force", "Crystal Ward","Gizzard Gum", "Infallible Mind","Juju Escape", "Juju Guile", "Sheen of Zanza" and Swiftness of Zanza are all now considered Guardian Elixirs.

"Sheen of Zanza" is now considered a Guardian Elixir. Stamina and Spirit bonuses have been reduced to 25.

"Elixir of Fortitude" now correctly displays its name in its buff tooltip.

The "Alchemist's Stone" bonus now works on potions that restore both health and mana.

Enchanting

Enchant Bracer-Spellpower had its primal costs reduced slightly.

Enchanting recipes that increase spell damage now also increase healing as well.

The "Major Defense Bracer" enchantment has been moved from Ethereum Researchers to Ethereum Nullifiers.

Engineering

11 new epic goggles have been introduced at 350 engineering skill and are available from the trainer. They range from cloth to plate, and have a variety of stats to appeal to most talent specs.

A recipe for "Frost Grenades" and the "Icy Blasting Primers" needed to make them are now on engineering trainers.

Engineering recipes can now be placed in engineering bags, as can engineer made fireworks.

Many engineering recipes will now give skillups for longer than the previously did.

An engineering recipe to make "Fused Wiring" can be found in both Everlook and Shattrath.

Engineering Skill required to make the "Felsteel Stabilizer", "Hardened Adamantite Tube" and "Khorium Power Core" have been reduced slightly.

"Adamantite Shells" now require less adamantite and do slightly more damage.

The recipe for "Elemental Blasting Powder" now gives 4 powder when creating it, though it now requires an additional mote of earth.

Engineers now make 3 "Smoke Flares" instead of just one when they create them. Also "Smoke Flares" now have a buy/sell price.

"Seaforium" now opens locked chests as well as locked doors.

The Consortium Vendor Karaaz now sells the engineering recipe for an "Elemental Seaforium Charge" if you are revered with them.

The "Poultryizer" has a smaller chance of getting malfunction effects and is now a superior quality item.

The "Nigh Invulnerability Belt" now has a smaller chance of failure.

"Healing Potion Injectors" and "Mana Potion Injectors" created by engineers now have new icons.

"Goblin Rocket Launcher" now has a 2 minute cooldown, and had its casting time reduced to 3.5 sec.

Fishing

The fishing timer has been reduced from 30 to 20 seconds and it now takes less time to fish.

The fishing timer can no longer run through its duration without a fish biting.

Fishing has been removed from Arathi Basin and Alterac Valley.

You can now fish in Underbog.

Jewelcrafting

The jewelcrafting UI now has gems split up by color so it is easier to find gems of a specific color to create.

A new set of more powerful gems can be found by raiding Hyjal and Black Temple. Their stats exceed those of previous gems that could be found.

A number new gem cuts to existing gems have been added to the game. Included among them are a spell hit gem and more multi-stat gems that have attack power on them.

Jewelcrafters can make two new melee oriented meta gems. One is found randomly as a world drop and the other sold by the reputation vendor.

Thorium Setting only requires 2 thorium bars now

Many Jewelcrafting recipes that required 200-280 skill to learn now have changed/reduced materials required to make them

Mithril filigree has a slightly reduced range that it gives skillups.

A number of jewelcrafting gems now give skill increases for slightly longer than they used to.

"Pendant of Blasting" and "Necklace of Battle" will now grant their click effects to players correctly, previously they only worked on characters higher than level 47.

Jewelcrafting Onslaught ring thorium cost reduced

The vendor value for the raw green gems have been reduced. This will also make these gems cheaper to put up on the auction house (Blood Garnet, Golden Draenite, etc...)

Prospecting now always yields at least 1 gem.

Grand Master Jewelcrafters Hamanar (Shattrath City), Jazdalaad (The Stormspire), Kalaen (Thrallmar) and Tatiana (Honor Hold) may teach all levels of Jewelcrafting.

The recipe for "Figurine - Golden Hare" no longer requires a "Cut Citrine". It now requires copper bars.

Leatherworking

"Knothide Armor" kits now require less leather to make and give skill increases for longer.

Leatherworking made primalstrike set now has an attack power set bonus rather than a strength set bonus.

Additional snakes that drop cobra scales are in the highlands of nagrand as well as in shadowmoon valley.

Leatherworker made "Drums of Restoration" had their health/mana effects reduced slightly.

"Nethercobra Leg Armor" and "Nethercleft Leg Armor" have been slightly improved.

"Heavy Clefthoof Boots", "Heavy Clefthoof Leggings",and "Heavy Clefthoof Vest" have had their armor increased at the expense of some stamina and defense rating.

Additional Profession Changes

Skinning higher level creatures will give more leather; you will no longer get a single leather scrap.

Gathering skills no longer fail when you have reached the maximum skill possible.

The "Stoneforged Claymore" model has been updated.

"Fel Iron Bars" now have an icon unique from "Felsteel Bars".

"Felsteel Bars" are now good quality (green items).

The Tailoring recipe "Ebon Shadowbag" no longer drops on Spirit Walkers.

Profession recipes that had 24 hour or longer cooldowns, have had their cooldowns reduced by 1 hour.

Added Warped Flesh to high level warpstalkers.

Alliance Cooks can now purchase the "Mok'Nathal Shortrib" and "Crunchy Serpent" recipes at Toshley's Station.

Monsters will now attack players who are mining mineral nodes near to them, even if they didn't notice them previously.

Golden Spellthread and Runic Spellthread have been slightly improved.

Enchant Weapon- "Major Spellpower" enchant has been stolen from the Razaani spell thieves by the Bash'ir spell thieves. The Bash'ir are more likely to have the recipe than the Razaani previously did, however.

"Imbued Netherweave Tunic" and robe recipes are vendor purchased so are now white instead of blue.

"Nightmare Seed" found with herbalism now requires level 60 to use.

The location of many of the Outland mineral nodes have been adjusted both to put them in locations that are more traveled and to make them more likely to be near creatures.

Essences (Earth, Fire, Air, Water, Living) have had their drop rates significantly increased. Also Outland creatures that dropped motes will now have a chance of dropping essences as well.

Materials required to make the Blacksmithing Adamantite plate armor have been reduced.

The Epic bind on equip Blacksmith weapon recipes now require more materials to make.

[ Post edited by Nethaera ]

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Wait... so you can't have, for instance, the 70 mana per 5 FLASK stack with the ELIXIR of major mageblood (also a mana per 5 dealy)?

Nope, but don't worry. Because the point of all these changes to alchemy is to reduce the need to farm so much to tackle end-game content, they're reducing the potency of flasks in addition to their material requirements, so that people won't be as tempted respond to the MASSIVE NERF by flasking where they would have just stacked elixers.

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Some hunter changes. Good news for me from http://forums.worldofwarcraft.com/thread.h...21178&sid=1.

Here are the notes for the Hunter changes in the current PTR patch. Please take note, these changes are subject to further review, additions, and edits based on testing and feedback in the Test Realms.

To visit the Test Realm Forum click here- http://forums.worldofwarcraft.com/board.ht...p;forumId=11572

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

Hunters

A new "Avoidance" ability can now be taught to hunter pets. This effect reduces the damage they take from area of effect spells and abilities.

A new "Cobra Reflexes" ability can now be taught to hunter pets. This effect increases attack speed but reduces damage.

"Arcane Shot": Casting lower ranks of "Arcane Shot" than your maximum rank will now reduce the bonus you receive from attack power.

"Aspect of the Cheetah/Pack": Wand damage will again correctly daze players with this effect active.

"Clever Traps" now affects "Snake Trap".

"Entrapment" (Survival): Effect duration reduced to 4 seconds and is now subject to diminishing returns in PvP.

"Entrapment": The tooltip has been corrected to indicate it works on "Snake Trap".

"Expose Weakness": The chance for this talent to trigger has increased to 33/66/100% chance at 1/2/3 talent points.

"Ferocious Inspiration": This ability will now trigger "Kill Command" correctly.

"Flare" cooldown increased to 20 seconds, and duration reduced to 20 seconds.

"Frenzy": This talent can now trigger from "Kill Command".

"Frost Trap": This trap no longer breaks stealth from its slowing effect.

"Go for the Throat" no longer causes additional threat.

"Hunter's Mark": This ability now becomes stronger each time the target is struck by a ranged attack.

"Improved Hunter's Mark": Adjusted the tooltip to indicate this talent only grants melee attack power equal to the base ranged attack power on the "Hunter's Mark".

"Kill Command" has been removed from the global cooldown. The shout animation has been removed.

"Readiness": Now resets the cooldown on "Misdirection".

"Revive Pet": The tooltip has been adjusted to indicate the pet returns with a percentage of its base health. It will not get an increased percentage of the bonus health it receives from a percentage of its master's stamina.

"Scatter Shot": This ability will now trigger "Kill Command" when it critically strikes.

"Survival Instincts" now also increase attack power by 2/4%.

The quest creature, Death Ravager, is no longer able to be tamed.

The Razorfang Ravager can now be tamed.

Hunter "Mend Pet"/"Improved Mend" Pet Changes:

Replaced the current "Mend Pet" channel spell with an instant cast heal over time.

No combat reset, resets global cooldown

The mana cost has been reduced and the heal value increased.

Duration on Heal Over Time increased to 15 seconds in 3 second increments.

Changed the graphic to better represent the Heal Over Time effect on the pet.

The "Mend Pet" heal over time buff is now able to be dispelled.

Bonus healing gear will no longer effect "Mend Pet".

Added a 10% and 20% reduction to the mana cost of "Mend Pet" in "Improved Mend Pet" talent (Beast Mastery).

Pets

Abilities and items that are triggered when you kill a target are also now triggered when your pet kills a target.

Fixed the amount of happiness lost when you dismiss a Nether Ray pet.

Voidwalkers will stop while they are consuming shadows.

Warlock and Hunter pets will now be automatically dismissed when you summon a mount. These pets will return on dismount. This does not affect pet happiness for Hunters.

Warlock and Hunter pets will now be automatically dismissed when you untalent.

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Finally, frost traps won't take us out of stealth! Maybe it's time to go back to assaulting the Dun Baldar bridge. They've finally broken down and made imp. sap trainable, too. Warlock/rogue battles just got nastier for us, though. We can't pvp trinket out of seduce anymore, and they can now trinket out of stun. That's going to smart.

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warlocks will be able to trinket outa stun! ? /crai

/whine

/diealittleinside

how the dsf;alkjjas; asjdf;lasdfjks;dfk ;aslkfkasjjklfksd nevermind.

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WTH is the Cloak of Shadows nerf! :innocent:

Cloak of Shadows A) doesn't need a nerf, and B) is the only thing that keeps rogues in shouting range of other classes in the face of current focus-firing tactics. We've got very little mitigation and with the way Blizzard distributed the points in our itemization, damn few classes end up with lower hit points. *hell, just look at Waldy and I. He's well on his way toward having double my health*

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Scryll, don't forget, Rogues are the BIG DPS class, so it's blizzards way of maintaining class balance. Next in line are mages and locks, but they can't really take hits as they don't have the dodge that Rogues do. Rogues can vanish, Mages can go invisible, but Warlocks dont' have an agro wiping ability. Hunters have lower DPS, but have better armor, and have more agro management abilities. Again, it is all about balance.

Finally the nerf on flare makes it now totally useless for PvE content, and as for PvP content it didn't really make any difference to a good rogue anyways, as they could just sap the hunter anyways.

Edited by Kailand
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WTH is the Cloak of Shadows nerf! :nub:

*hell, just look at Waldy and I. He's well on his way toward having double my health*

If it was dispellable that would be great, and yeah rolling my lock now Ive seen E-peen posts on the forums with locks breaking 20k hp with food and buffs pots etc.

so it's blizzards way of maintaining class balance.

Never mention class balance around a Druid :innocent::0

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