Holyssa Posted June 18, 2009 Share Posted June 18, 2009 (edited) Once again, take it with a grain of salt: some of these changes (with the obvious exception of old news like druid art, mount changes etc) will need to be taken with a grain of salt and may not be final. Actually, screw the grain: take it with a bucket, because this post is so big, it's....well, just read. For those of us in the TLDR crowd, I underlined what I felt was the really...fascinating stuff. Take the term as you may. >.> http://www.worldofwarcraft.com/patchnotes/...patchnotes.html General * Construction of the Crusaders' Coliseum is complete. Testing not yet available. New raid normal and heroic modes for the Crusaders' Coliseum can be toggled using the Dungeon Difficulty setting. This applies to 10 and 25 player versions. 10 player (normal), 25 player (normal), 10 player (heroic) and 25 player (heroic) all share separate raid lockout timers. o Trial of the Champion + 5 player (normal and heroic mode) dungeon. + Daily quest added to the heroic daily dungeon quest giver. o Trial of the Crusader + 10 and 25 player (normal mode) raid dungeon. o Trial of the Grand Crusader + 10 and 25 player (heroic mode) raid dungeon. + Crusaders' Tribute: Active on heroic difficulty only, the tribute system will limit players on the number of attempts the raid is allotted each week. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated. * Isle of Conquest, the new 40 vs. 40 player siege-style battleground is now available for testing. o Two level brackets are available: 71-79 and 80. o Defend the walls of your keep and protect your general by killing enemy players and destroying their siege vehicles. o Capture the Docks, Airship Hangar, or Siege Workshop for access to destructive siege vehicles or strategic attacks on your enemy's base. o Capture the Oil Derrick or Cobalt Mine for their resources to garner reinforcements and a steady flow of bonus honor. o To claim victory, bust through the enemy's keep walls (or find other ways to get inside) and kill their general, or obliterate your opponents until their reinforcements are depleted. * The Argent Tournament Expands o All new Argent Crusader daily quests and rewards have been added for players with the Crusader title. Rewards include a new Argent Crusader banner and tabard (which can port players to the tournament grounds), a mounted squire (can periodically run bank, mail or vendor errands for the player), a paladin-exclusive Argent Crusader Charger mount, and new heirloom items. o All new Silver Covenant and Sunreaver daily quests and rewards have been added for players exalted with these factions. Rewards include tabards, new ground and flying mounts, and a new pet. o The Black Knight returns. Follow the continued story line as the saga unfolds before you. * New druid art for cat and bear forms has been added. There are now five unique color schemes for each form and faction. Changing hair color (night elves) or skin tone (tauren) via the barbershop will change the look of one's cat and bear forms. * Portals from Orgrimmar and Stormwind have been added leading players to the Stair of Destiny at the Dark Portal. Once there, players can access a flight path directly from the Stair of Destiny to Shattrath. * A new zeppelin docking ramp has been added to Thunder Bluff allowing Horde players easier transport to and from Orgrimmar. * The local Postal Service has grown tired of walking so far each day to collect mail and have decided to install a large number of new mailboxes to Stormwind, Undercity, Darnassus and Orgrimmar. * Northrend Children's Week has arrived in Dalaran! Players can find out more by visiting the Eventide District. * Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process. PvP * Arenas o The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5 player team rating. Rating requirements from 2 player teams can still be used to purchase the previous season of gear. o Dalaran Sewers + The entire Arena has increased in size by 25%. + Mounts can now be used in this Arena. + The position and collision of the crates on the central platform has been modified. o Ruins of Lordaeron + Alcoves have been removed from the starting chambers. + Two line-of-sight tombstones have been added to the slime pool on the southern side of the map. + The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often. * Battlegrounds o Battleground experience has arrived! + Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included). + Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold. + Disabling experience gains will prevent a player from gaining experience through any means available in the game. + Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off. + Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were not turned off cannot be recovered. o Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends. o When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest. o Arathi Basin + The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds. + The game now ends when one team reaches 1600 victory points, down from 2000. o Eye of the Storm + The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds + The game now ends when one team reaches 1600 victory points, down from 2000. o Strand of the Ancients + The faction starting on attack/defense will now be randomized at the start of each match. o Warsong Gulch + There is a now a 20 minute timer on this battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie. Races: General * Axe Specialization (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes. * Tauren now have the option of changing skin tone by visiting the barber shop. Items: General * Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength. * On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier 8 paladin Shield of Righteousness bonus, the tier 5 paladin Holy Shield bonus, and the tier 5 warrior Shield Block bonus. * Emblem System Changes o Both the 10 and 25 player instances of the Crusaders' Coliseum drop a new Emblem of Triumph. o Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism. o The heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph. o The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable. o New achievements have been added to collect various amounts of any combination of emblems. * Mounts o The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds. o Apprentice Riding (Skill 75): Can now be learned at level 20 for 4 gold. Mail will be sent to players who reach level 20 directing them to the riding trainer. o Journeyman Riding (Skill 150): Can now be learned at level 40 for 50 gold. Mail will be sent to players who reach level 40 directing them back to the riding trainer. o Expert Riding (Skill 225): Can now be learned at level 60 for 600 gold from trainers in Honor Hold or Thrallmar. Faction discounts now apply (Honor Hold for Alliance; Thrallmar for Horde). Flight speed at this skill level has been increased to 150% of run speed, up from 60%. o Artisan Riding (Skill 300): Faction discounts now apply (Honor Hold or Valiance Expedition for Alliance; Thrallmar or Warsong Offensive for Horde). o In order to further equalize the number of purchasable mounts available to each race, a new 60% speed ground mount has been added for night elves, and a new 100% speed ground mount has been added for the undead. o Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground. * Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%. * Resilience: No longer reduces the amount of damage done by damage over time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed. Classes: General * All pets now receive 40% of their master's resilience and 100% of their master's spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums. * Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech). * Silence, Strangulate, Silencing Shot, and Arcane Torrent: These abilities will also apply a 3 second interrupt effect against non-player controlled targets, making them more versatile against creatures immune to silencing effects. Death Knights * Due to significant talent changes, all death knight talents will be reset for players. * Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease. * Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving. * Frost Presence: 10% bonus health reduced to 6% bonus stamina. * Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%. * Icebound Fortitude: Cooldown increased to 2 minutes. * Talents o Blood + Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power. + Veteran of the Third War: Stamina bonus reduced to 1/2/3%. o Frost + Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates. + Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes. + Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike. + Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes. o Unholy + Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent. + Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds. + Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%. + Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power. + Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds. Druids * Flight Form: Can now be learned at level 60. Flight speed increased to 150%. * Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often. * Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient. * Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged. * Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged. * Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged. * Savage Defense: The animation for gaining this buff will no longer make the bear stand upright * Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged. * Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%. * Travel Form: Can now be learned at level 16. * Talents o Balance + Balance of Power: Now reduces all spell damage taken by 3/6%, rather than reducing the chance to be hit by spells by 2/4%. + Eclipse: The Starfire and Wrath buffs from this talent are now on separate 30 second. cooldowns. In addition, it is not possible to have both buffs active simultaneously. + Owlkin Frenzy: Now also restores 2% base mana every 2 seconds for the duration (10 seconds) in addition to its current effects. o Restoration + Empowered Touch: Now also increases the amount of bonus healing effects for Nourish by 10/20%. + Improved Barkskin: No longer provides dispel resistance to all effects on the druid, but now reduces the chance your Barkskin is dispelled by an additional 35/70%. Hunters * Aspect of the Cheetah: Can now be learned at level 16. * Deterrence now has a new visual spell effect. * The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute. * Traps now have separate 30 second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time. * Talents o Beast Mastery + Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds. o Survival + Entrapment: This talent no longer works with Immolation Trap or Explosive Trap. + Lock and Load: Now has a 22 second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used. o Pets + Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the Hunter pet takes 20% of all damage taken by that friendly target. Cooldown increased to 2 minutes. Mages * Arcane Blast: Mana cost reduced by 12%. * Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3 second fade time, however an invisible mage can still be stunned or silenced. * Talents o Fire + Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 1% of base mana each time the Ignite talent deals damage. Paladins * Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings. * Charger: Can now be learned at level 40. * Exorcism: Now has a 1.5 second cast time, but can once again be used on players. * Hand of Reckoning: Redesigned. Now does damage only when target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied. * Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin. * Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor. * Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization. * Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds. * Seal of Blood: This ability has been removed. * Seal of the Martyr: This ability has been removed. * Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. * Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. * Warhorse: Can now be learned at level 20. * Talents o Holy + Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed. + Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%. + Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%. o Protection + Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum. o Retribution + Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant. + Crusader Strike: Damage reduced to 75% weapon damage to match the new 4 second cooldown. + Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage. + Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout. Priests * Prayer of Healing: The percentage of spell power this spell gains in healing (per target) has been reduced from 80.7% to 52.6%. * Talents o Discipline + Penance: Cooldown increased to 12 seconds, up from 10 seconds. o Holy + Inspiration: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor. Rogues * After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes. * Talents o Combat + Sword Specialization: This talent is now called Hack and Slash and applies to axes as well as swords. o Subtlety + Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds. Shaman * A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems. * All Shocks now have a default range of 25 yards, up from 20 yards. * Base health increased by approximately 7% to correct for shamans having lower health than other classes. * Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%. * Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed. * Talents o Enhancement + Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman's attack power, down from 30%. o Restoration + Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor. + Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins. + Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura. + Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%. + Mana Tide Totem: Totem health now equal to 10% of the shaman's health. + Nature's Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30 second internal cooldown, and increases the shaman's maximum health by 3/6/9/12/15% for 10 seconds. + Nature's Swiftness: Cooldown is now 2 minutes, down from 3 minutes. + Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave. + Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent. Warlocks * Banish: Effect will now be canceled if Banish is recast on a banished target. * Dreadsteed: Can now be learned at level 40. * Felsteed: Can now be learned at level 20. * Soulshatter cooldown reduced to 3 minutes, down from 5 minutes * Talents o Affliction + Pandemic: Now also increases the critical damage bonus of Haunt by 100%. o Demonology + Fel Domination cooldown reduced to 3 minutes, down from 15 minutes. o Destruction + Empowered Imp: The warlock's critical hit chance is increased to 100%, up from 20% for the next spell cast after the Imp critically hits a target. + Fire and Brimstone: Reduced to 2/4/6/8/10% increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate, down from 3/6/9/12/15%. Warriors * Talents o Fury + Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor. User Interface * Character name auto-completion for the chat frame, pop-ups, and mail interface can be enabled through an interface option in the Development settings. * Character names can now be colorized according to class in the chat frame through an interface option in the Development settings. * Casting bars under a target's portrait will now indicate whether or not the cast can be interrupted. * Druids will now be able to see their mana bars when shape-shifted. * Item Comparisons: Holding the shift key while hovering over an item will now display the stat differences with the item currently equipped in the relevant slot. * Macros and scripts will no longer be able to target totems by name. * Quest creatures and objects will now show on the player's world map. * The quest log is now double-paned for more easily viewing quest information. * Vendor prices will now be listed on items whether or not players are at a vendor. * For additional notes on Lua and XML changes please visit the UI & Macros forum. Quests * The ravasaur trainer Mor'vek has returned to Un'Goro and will offer to help Horde players raise and train a Venomhide Ravasaur as a mount... if they can survive the creature's deadly poison. Achievements * A Brew-FAST Mount: A new Feat of Strength achievement for acquiring any epic Brewfest mount. * Have Keg, Will Travel: Now requires either a Brewfest mount or using Brewfest Hops to transform yours into one. Professions * Alchemy o All stackable potions now stack to 20. o Added a new pattern for Flask of the North, usable by players with a high alchemy skill. The recipe is purchased from Northrend trainers. Flask of the North increases your spell power, attack power or Strength for 1 hour and is usable in arenas. It is not consumed when used. o Endless Healing Potion and Endless Mana Potion no longer usable in arenas. Amount of health and mana has been increased, and the cooldown reduced. o Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran. o The Mixology benefits from Northrend elixirs and flasks have been increased. o Rage potions can now be used by druids. * Cooking o Blackened Dragonfin Recipe: Now only requires 1 Dragonfin Angelfish. o Chef's Hat is now superior quality and allows the chef to cook faster. o Increased the drop rate for recipes from the Outland Daily Cooking quests. o Increased the chance to get a bonus Dalaran Cooking Token from the Spice Bag. o The recipe for Captain Rumsey's Lager can now be randomly found in the quest reward crate, barrel, or spice bag from the cooking dailies. * Enchanting o Values on Northrend ring enchants increased. * Engineering o Added a schematic for a Goblin Welding Beam that can heal friendly mechanical units. o Alarm-o-Bot functionality changed. Materials required reduced. o Box of Bombs no longer requires an anvil. o Doubled the duration on Nitro Boosts. o Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications. o Increased the passive bonus provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts. o Increased siege damage caused by Saronite Bombs and the Global Thermal Sapper Charge. o The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition. o Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles. o Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased. o Significantly reduced the cooldown on MOLL-E. o Spynocular belt enchantment changed to a Brassbolt Rebreather, allowing engineers to breathe underwater. o Transporter devices are no longer classified as trinkets and can be used directly from your inventory. o Reduced the materials to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas. * Fishing o Players with 300 or higher cooking have a chance to find a Waterlogged Recipe in the Bag of Fishing Treasures awarded by the Northrend fishing dailies. This item can be traded to other players and rewards several Dalaran Cooking Rewards when turned in. * Herbalism o Increased healing from Lifeblood (Rank 6). o Lifeblood now scales slightly with maximum health. No longer affected by global cooldown. * Inscription o Added a new Glyph of Claw for young feral druids who haven't yet obtained Mangle. Inscribers can learn this glyph from the trainer. o Master's Inscriptions increased. * Jewelcrafting o Dragon's Eye gems stat bonuses increased. o New recipes have been added for cutting epic gems and can be purchased using Dalaran Jewelcrafter's tokens. o Icy Prism now has a chance of yielding an epic gem. o Raw epic gems can be obtained via the following means: + Prospecting Titanium Ore + Alchemy transmutations + Purchased with Honor + Purchased with Emblems of Heroism * Leatherworking o Added recipe for Heavy Knothide Leather to Leatherworking trainers (rather than a vendor recipe). Changed several recipes to use Heavy Knothide Leather instead of regular Leather. o Fur Lining values increased. * Mining o Toughness (Rank 6) provides more stamina. * Skinning o Master of Anatomy (Rank 6) provides more critical strike rating. * Tailoring o Embroideries improved. Items * Feral Druid PvP Gloves (seasons 3 and 4): Maim bonus changed from the interrupt bonus used in The Burning Crusade arena seasons to the cost reduction used in Wrath of the Lich King arena seasons. * Glyphs o Death Knights + Glyph of Unholy Blight: Changed to increase damage done by the updated Unholy Blight talent by 40%. o Druids + Glyph of Innervate: Duration reduced to 10 seconds. o Paladins + Glyph of Seal of Command: Redesigned to cause the Paladin to gain 8% of base mana each time the paladin judges Command. + Glyph of Seal of Blood: Changed to Glyph of Holy Wrath, which reduces its cooldown by 15 seconds. o Rogues + Glyph of Shadow Dance: Now increases the duration of Shadow Dance by 2 seconds, down from 4 seconds. + Glyph of Tricks of the Trade: Now increases the duration of the damage bonus effect instead of increasing the damage bonus. o Warlocks + Glyph of Lifetap: Duration of the buff from this glyph increased to 40 seconds. * Idol of the Corruptor: The agility buff from this idol is now exclusive with the agility buff from Idol of Terror. * Non-Combat Pets: 8 new pets have been added (not including Argent Tournament rewards). Raptor Hatchlings can be found on rare and elite raptors throughout the game world. In addition, an Obsidian Raptor Hatchling can be purchased from Breanni in Dalaran. Dungeons and Raids * 25 player raids will no longer be referred to as heroic versions of a raid, as there is a new distinction between normal and heroic modes for both 10 and 25 player versions of the Crusaders' Coliseum. * The Nexus: The Oculus & The Eye of Eternity o Vehicles (drakes) used in these instances now scale with item level. * Ulduar o Players can now use Blink, Shadowstep, and Demonic Teleport while participating in the illusion events in the Yogg-Saron encounter. o Ominous Clouds in the Yogg-Saron encounter are now more vocal about touching players. o Winter Jormungars will no longer put everyone in the zone in combat when they emerge from a Snow Mound. Additionally, Snow Mounds will now disappear when all their jormungars have emerged. Bug Fixes * Corrected a tooltip issue with Pandora's Plea. * Randomly generated uncommon (green) and rare (blue) quality items in Wrath of the Lich King had stat values that were lower than intended. All Wrath of the Lich King uncommon and rare items with random suffixes ("of the Bear") have had their stat values increased significantly. * The leatherworking item Guardian Gloves is now correctly marked as "Good" quality. * Hunter o All ranks of Sonic Blast now properly have an 80 Focus cost. o Black Arrow Ranks 5 and 6 training costs have been lowered significantly. o Lock and Load: The tooltip for this talent has been updated to indicate that it also works with Explosive Trap. o The tooltip for Improved Tracking has been slightly re-written to indicate that it only works on the hunter, and works on melee damage as well. o T.N.T. (Rank 3): Now indicates that the talent works with Black Arrow. * Priest o The heal from Glyph of Power Word: Shield can now cause Divine Aegis. o Mana Burn: Fixed a bug where Mana Burn did not cause fear effects to break when the fear victim had an absorb shield on. * Shaman o Fixed a bug where Frostbrand Weapon (Rank 9) was not scaling properly with a shaman's spell power. Oh mai. Twinks can actually STAY twinks now for a decent fee. Kinda sucks how it limits you to only playing with people using the same toggle switch, which I have a feeling will STILL lead to QQ for people that didn't get the memo. (OH NOES! I dinged 20 in WSG! /liferuined) Axe Rogues. I never thought I'd see the day. Edited June 18, 2009 by Holyssa Quote Link to comment Share on other sites More sharing options...
Eigun Posted June 18, 2009 Share Posted June 18, 2009 Druids * Flight Form: Can now be learned at level 60. Flight speed increased to 150%. * Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often. * Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient. * Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged. * Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged. * Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged. * Savage Defense: The animation for gaining this buff will no longer make the bear stand upright * Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged. * Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%. * Travel Form: Can now be learned at level 16. So, basically, people were once again full of QQ about druid DPS. Wonder what the net effect will actually be... Quote Link to comment Share on other sites More sharing options...
Waldonnis Posted June 18, 2009 Share Posted June 18, 2009 The Bad Bleh, the unholy blight "redesign" is awful. UB was great for extra or even snap AoE threat without burning a bunch of runes. Post-change, it's largely pointless from a tanking perspective and means it's back to a 3-GCD cycle for establishing initial AoE threat outside of DnD's large rune cost. Combine that with yet another armour reduction and a stamina scaling reduction, yeah. Honestly, I'm wondering when we'll get shields, since we seem to lose mitigation, avoidance, and stamina with each patch. We have no way outside of armour and a cooldown (which just got longer too) to reduce or normalise incoming damage that does hit, and yet we keep moving closer and closer to the other tanking classes in terms of mitigation, avoidance, and stamina. I do like that they're doing something with block finally, but I get the feeling we're being moved more in-line with "yesterday's paladin/warrior" instead of tomorrow's. I'm also not fond of the Illumination change, which was an obvious move to make mp5 more valuable than crit for holy paladins. Watching Illumination go from 100% to 50% then to 60% and now to 30% is making my head hurt and might be too much of a hit given current itemisation (and will definitely affect any holy paladin that's raiding already, as they're likely geared for int/SP/crit). 40% may have been a better reduction if they wanted to go in that direction and would've at least allowed for a less substantial clobbering to any paladin that geared with 3.1.x's Illumination in mind (all). The Good Judgment of Light/Wisdom look good now and finally it's no longer an issue with overwriting or making sure the "right people" judge (at least for Light). Of course, it may/may not end up being as good as some top-end paladins' current Light judgments, but at least it's not a freaky AP/SP combo scaling deal now. Rogues getting the ability to use axes is long overdue (although shaman vs. swords is still outstanding) and the orc racial change is welcome as well. Overall, the shaman changes are a good start, although it won't fix things entirely. Chain heal needed the range boost, given all of the "spread out" fights in Ulduar, but I still doubt it's a big enough range boost. Since most of the debuffs that require spreading out are 10yds minimum, that doesn't leave any distance buffer, so you may not get a hop if someone else is just slightly farther. I also don't think the changes overall will boost shaman healing output significantly enough to motivate truly min/max guilds to bring resto into Ulduar, but that remains to be seen. Either way, the totem system change is nice and will be very helpful and some of the other stuff looks neat too. Elemental still needs some love, so I hope they're not done yet. Mage changes are minimal, but good generally. Fire needed a little more in terms of mana gaining, and arcane needed a way to not be such a mana hog...both of which happened. Ravasaur mount??? They finally finished this??? IT'S ABOUT TIME! Staring at that inactive trainer for years and years, knowing that my old paladin had started (and quit) the wintersaber mount grind years ago always irritated me. The So-So and Not-Well-Thought-Out Potion stacking is great...but removes entirely the already-tiny market for injectors that engineers had. In fact, all of the engineering changes leave something to be desired, considering the state of the profession. They keep making tiny steps in odd directions when a really big step needs to be made before engineering becomes fun and interesting again. I particularly laughed at the dragonling changes, since the best ones we can make are still awful, so they would hardly be tide-turners in Arena. Altering bombs that never get made/used won't help much either, since the materials are so costly to make them that many of the remaining engineers don't bother (including me). I do appreciate adding a glyph for younger druids as well....but what about the other classes that don't have defining abilities available at lower levels and with no glyphs to shore them up in some roles? Should we expect more glyphs to come? *insert yet another "shaman vs. swords" comment here* Enhance and elemental would benefit greatly if they could gain the ability to use some of the swords out there, as has always been the case. Rogues getting the ability to use axes is nice and overdue, but it's only half of a long-standing gripe regarding weapon restrictions. Of course, this also begs the question of why every class can't use two fist weapons (especially those that can use a single one, but not two)...but that's another argument. Maybe Some Day... Some of the PvP/BG changes look...okay, but not great. After being in lower-bracket AV a bit recently, I've come to think fondly of the idea of raising the queue minimums. Almost every match was so horribly imbalanced that it wasn't worth playing (40 vs. 11-14) and ended up with Alliance inside the Horde cave farming kills without a care in the world (*cough* buff cave guards *cough*). This has been a constant irritation for many, but I've never seen it so pronounced and "the norm" before in our battlegroup. It's a difficult problem to solve, though, since numbers can change quickly. Maybe a "difference/locking" system would work, where the difference in numbers couldn't exceed a certain percentage...but would require a bit of tinkering for those times where there aren't enough numbers to complete the objectives (mostly AV). Who knows, but if they're finally getting around to putting experience gains in battlegrounds, it may be time to look at making the matches more evenly matched that way. 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Kadi Posted June 18, 2009 Share Posted June 18, 2009 (edited) Oh wow.... *looks at the pally changes* *head explodes* Even with Blizz "thinking about" buffing replenishment and adding more Mp5 to Pally gear, the combined nerfs to illumination and divine intellect make me cry bitter bitter tears. It's pretty obvious that they want us to go back to being flash of light (small heal) spammers instead of striving to try to get enough regen to use holy light (big heal) on a regular basis. Still no medium heal to help with mana management. Now, instead, we'll have to choose between mana and underhealing most likely. Sure, it's nice they're giving us a "HoT"... provided we blow 500 mana and a Global Cooldown to replenish Sacred Shield every 30 seconds. It's going to go from a 'occasionally to block a large hit or to be able to go to flash of light to regen mana during a lull' spell to a 'refresh it all the time. Oh, and keep beacon up too' spell. *sigh* I'm not too surprised, though, since the 4 piece bonus on our T8 pretty much seemed to be going that way, and I had to planned to use it more myself once I got the bonus. And what's with them taking out the indicator for those in range of the beacon? Sure, it's going to 60 yards, but in some fights were people spread out, someone still may be out of range, and I'd sure hate for a tank to die because I didn't know that their heal wasn't going to go through... I guess I'll have to wait and see. There are some other nice changes in the patch notes, but all in all, I think I have to agree with V. Edited June 18, 2009 by Kadi Quote Link to comment Share on other sites More sharing options...
Waldonnis Posted June 19, 2009 Share Posted June 19, 2009 (edited) And what's with them taking out the indicator for those in range of the beacon? Sure, it's going to 60 yards, but in some fights were people spread out, someone still may be out of range, and I'd sure hate for a tank to die because I didn't know that their heal wasn't going to go through... I think they just removed the aura display element for it, or at least that's how I read it. From a programming perspective, we'll likely still be able to detect it, which means we can still add indicators to Grid or such for it. Edit: The increased range and reversion to the more beta-ish version of Bacon is good, at least. I'm sure the Arena QQ will be endless if that goes live, though. Edited June 19, 2009 by Waldonnis Quote Link to comment Share on other sites More sharing options...
Holyssa Posted June 19, 2009 Author Share Posted June 19, 2009 (edited) Had to read those notes a few times to get a grasp on things. Grr @ Blizz for the Tower of Text. There is a now a 20 minute timer on this battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie. Probably one of the nicest PvP changes aside from the XP toggling. Turtles will still occur, but at least WSG isn't a big grassy twilight zone players can't escape from anymore while the other team is hiding. Speaking of XP toggling, this will probably give rise to "Classic" guilds now: people who wish to remain at L60 (including blood elves and squid-men) and farm the old 40-man content for fun and not accidentally ooze to L61, and it saves Blizzard the trouble of having to calm the cries for "Vanilla" servers....which people will probably STILL whine for. lol Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism. The logic behind this is weird. This does not smell like a temporary PTR change either, or else Blizzard might as well hand stuff out for free on those realms (Say "Rawr" for Flaskataur! ). Yea, it "hands out" epics to folks for just a day of chain-farming 5-mans. But on the other hand, it's NOT top Tier gear like you'd see from Ulduar hard modes or Vezax/Yoggy/Al. Ulduar items still blow away a good chunk of badge loot for many classes/specs, and new raiders must still do their homework to get the good stuff. All the QQers on MMO-Champ & the official forums fails to see this logic, and it's amusing to watch the super hardcore folk whine that "their" epics are easily acquired. There's more to raid loot than just Tier sets! /facepalm On the bright side, it will help hybrids and alts gear faster and make catching up to help your fellow raiders less of a chore. Although...I have this gut feeling that by doing this, it's like they want people to rush by the content... /shrug A better idea would be kinda like what somebody suggested on MMO-Champ: Heroism = Normal 5-mans (Northrend) Valor = 10-man Raids. Maybe even drop 2x per boss or more if Hard Mode requirements were met (not sure if Sarth+3D already does this). Conquest = Naxx/Sarth/Maly 25 and Archavon. Ulduar-10 too for normal modes. Again, probably increase their quantity? Triumph = Ulduar-25 & the Colosseum. Exorcism: Now has a 1.5 second cast time, but can once again be used on players. SHOOP DA WHOOP! I'MMA CHARGIN' MAH EXORCI-- *AxeRogue's Kick silences you* ...still a nice pulling tool that won't force Avenger's Shield onto the cooldown, and now rets will stop whining about one less form of "burst". I can live with the SotR damage nerf...if it can even be called a nerf due to Block Value changes. The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5 player team rating. Rating requirements from 2 player teams can still be used to purchase the previous season of gear. Ouch. Even Blizzard's box-based minigame got kneecapped. So much for simply buddying up with a 2nd player and trying to earn gear Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. GADZOOKS! Edited June 19, 2009 by Holyssa Quote Link to comment Share on other sites More sharing options...
Corellon Posted June 19, 2009 Share Posted June 19, 2009 I see some good things and I see some not so good things. All in all looks to be . . . wait a minute!! They ignored the warrior tank class again. . . *gets his tranquilizers ready to sedate Smedlock for another few months* But I do see Clanger's survivability to be getting better *soul shatters every 3 min just in case* but on the down side he will go through more shards faster. What will happen to the 29 twinks? I think we need to try them out and see. If it's worse than the way it's been, I may just level mine and be done with the bg's and twinking. With that being said, the changes being made have to be done in order to remain in perspective for new players still coming into the game for the first time. It can be very overwhelming to grind to 80. The shammy changes look promising, I won't know till I try them out. Then the hunter changes . . . well. . . I'll not comment on them, I always seem to get a lot of "hate" tells when I make comments about hunters . . . *hopes that Mali don't hear this*. Good stuff coming for everyone to enjoy!! That is all!! *Dives back into the shadows* Quote Link to comment Share on other sites More sharing options...
Kadi Posted June 19, 2009 Share Posted June 19, 2009 Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism. A better idea would be kinda like what somebody suggested on MMO-Champ: Heroism = Normal 5-mans (Northrend) Valor = 10-man Raids. Maybe even drop 2x per boss or more if Hard Mode requirements were met (not sure if Sarth+3D already does this). Conquest = Naxx/Sarth/Maly 25 and Archavon. Ulduar-10 too for normal modes. Again, probably increase their quantity? Triumph = Ulduar-25 & the Colosseum. I agree with that MMO-Champ suggestion. It would make things 'easier', but not 'too easy' The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5 player team rating. Rating requirements from 2 player teams can still be used to purchase the previous season of gear. Ouch. Even Blizzard's box-based minigame got kneecapped. So much for simply buddying up with a 2nd player and trying to earn gear I missed that the first time I read through the original wall of text. This actually makes me pretty mad because I was just starting to have some fun on a 2v2 arena team, and my PVP spec is set up for 2's not larger groups. And yes, you phrased it pretty well, Holy... 'buddying up with a 2nd player and trying to earn gear' is EXACTLY what I was doing, and it was darn fun too! *grumps* So much for that! I have a feeling that almost all 2v2 teams will disappear now. Quote Link to comment Share on other sites More sharing options...
Holyssa Posted June 19, 2009 Author Share Posted June 19, 2009 The new heirlooms, or at least the ones Blizz has spoken publicly of, are officially *drumroll* ...chests! http://forums.worldofwarcraft.com/thread.h...=2&sid=1#36 One thing I can tell you is that chest piece heirlooms will be available in the next content patch. They will provide a 10% experience bonus that stacks with the shoulder bonus. Rawr. Quote Link to comment Share on other sites More sharing options...
Waldonnis Posted June 19, 2009 Share Posted June 19, 2009 I think the big problem with Arena seasons lately is that 2's teams were stupidly numerous, while 3's and 5's were becoming extinct. Part of this is because some of the more popular classes are strong in 2's, but weaker in 3's and 5's, so doing 2's exclusively was becoming the norm (especially for burst classes DPS-wise and paladins on the healing front). I'm not fond of that change, since it seems like it's another band-aid to fix a larger participation and balance problem, but it could've been worse. Thinking about the emblem changes more, it makes some sense to go in the direction that they're going in. In the past, we've seen several different approaches that weren't really ideal and introduced new problems. The Isle vendor was one such approach and worked out better for some classes than others, introduced high-quality items that were purchased with a single badge type that was incredibly quick to build up, and caused many guilds to just entirely skip tiers entirely. I'd venture to guess that wasn't good in their eyes and I would have to agree. Unlike the overly simplistic Badge of Justice system, the current system is overcomplicated. Heroisms can be redeemed for loot that is comparable to or worse than items found where you can obtain the emblems, Valors are in largely the same boat from a "what can I get with these?" standpoint, but can only be obtained in a combo of 10/25-man raids and makes any real gathering of them into a disjointed venture (e.g. PuG 25's and try for an organised 10-man Ulduar). Conquest items continue to be strange (some classes have maybe one item that's even close to worthwhile) and the gathering rate is comparatively slow, with so few ways to obtain them. The entire system currently does not encourage "gaming with friends" at all, which is a stated goal at this stage of the game. In all, the badge/emblem vendors were always supposed to supplement raid loot rather than supercede or replace it. It allowed for alternate means to gather a couple of tier pieces, and provide another avenue to introduce items at raiding tiers without adding to existing loot tables or require another instance introduction. I like the idea, but the implementations so far haven't been received as planned from what I can tell, so they keep trying different things. Streamlining the emblems is a good start to this and may lead to widening the offerings on the vendors (*cough* DK pants and a tanking belt that isn't worse than the Valor one *cough*). I'd like to see where this idea goes and, if things work out better this time around, we might finally see a badge/emblem system that helps players move to new tier levels rather than offering things comparable to (or worse than) their current tier level. As for the cries for vanilla servers, those will never go away and the ability to turn off experience gains won't help things that way. The introduction of experience from battelgrounds doesn't appear to be a solution for the oft-claimed "twink problem", but rather seems to be an alternative to questing for PvP-focused players. It's a popular concept in other games (Warhammer, notably) and has been a gap in WoW for quite some time. If you wanted to level, you had to quest or run instances...and some people just don't enjoy that kind of thing. This gives them alternatives. The "vanilla WoW NOW" crowd wants EVERYTHING from vanilla, including talents and so forth, not just a stop to experience gains (many who twink at 60 or 70 AV transferred their twinks to accounts that aren't BC/Wrath-enabled, which halts their experience regardless). I hate the idea of vanilla servers, personally. The spec choices were much narrower than they are now and many classes were forced into roles that weren't even remotely fun. A good example of this were druids, which were forced into resto 99% of the time. This wasn't done because of their healing abilities (common misconception), but rather because innervate was a resto talent. Paladins likewise were forced to heal and, more often than not, were even relegated to "stay out of combat so you can rez during the fight" duty (protection was awful and ret was even worse). There were many other classes in the same boat and, really, every class suffered from "only one halfway-decent spec" syndrome. I certainly would not want to go back to those days and I think many of the proponents of doing so are wearing their Gnomish Rose-Coloured Goggles when looking backwards in time. Quote Link to comment Share on other sites More sharing options...
Holyssa Posted June 24, 2009 Author Share Posted June 24, 2009 (edited) PTR is up for playing! Many news sites are spewing forth info at a crazy rate, but each one has different stuff. Among them... - http://www.worldofraids.com has artwork posted for the Alliance/Horde exclusive weapons used in the new Colosseum raid. - http://wotlkwiki.info/index.php/Main_Page lists SOME new BoE epic items which are craftable. Take the material list with a grain of salt. - http://www.mmo-champion.com has a list of the new Emblem of Triumph items. - There's a bunch of sites listing art and set bonuses for Tier 9 gear. FYI: the artwork is not done and is currently using Ulduar Art as a placeholder. - New raid tier means new VoA boss: Koralon the Flame Watcher. - They finally added holiday achievements for Day of the Dead, Pirate's Day (Talk Like a Pirate Day FTW) and Thanksgiving (Pilgrim's Bounty). My dream of owning a brave little turkey pet has finally come true... World Events* Dead Man's Party - Dance with Catrina to become a skeleton during the Day of the Dead. * The Captain's Booty - Drink with the Dread Captain Demeza to join her crew during Pirates' Day. * Pilgrim - Complete the Pilgrim's Bounty achievements listed below. (Reward: Pilgrim Title & Plump Turkey Pet) * Pilgrim's Bounty o Pilgrim's Paunch - Acquire the Spirit of Sharing from a complete Bountiful Table feast at every Alliance capital. o Pilgrim's Paunch - Acquire the Spirit of Sharing from a complete Bountiful Table feast at every Horde capital. o Sharing is Caring - Pass one of every dish at a Bountiful Table. o Turkey Lurkey - Blast those dirty, sneaking Rogues with your Turkey Shooter. o Now We're Cookin' - Cook up one of every Pilgrim's Bounty dish. o The Turkinator - Hunt enough Wild Turkeys quickly enough to gain Turkey Triumph. o 'FOOD FIGHT!' - Bounce food off a fellow feaster's head at a Bountiful Table. o Pilgrim's Peril - While wearing either a Pilgrim's Dress, Robe, or Attire, take a seat at each enemy capital's Bountiful Table. o Terokkar Turkey Time - Defeat Talon King Ikiss while wearing a Pilgrim's Hat and either a Pilgrim's Dress, Robe, or Attire. o Pilgrim's Progress - Complete each of the Pilgrim's Bounty dailies. EDIT: Footage of the new Vault boss. He's a palette swap of Ignis: This is the 10-man version, so he dies incredibly fast. There isn't much info out there yet, but it looks like yet another "stay out of the fire" fight with flame patches, another big AoE to heal through (fire spin?), and a fusion-punch ala Steelbreaker. Some pics of the new weapons to make you chuckle: Horde PvE staff: What the f*ck is that? This is definitely the kind of professional craftsmanship that screams "Orcala Weapon". Horde PvE fists: I can't help but think of one of the endings from Twisted Metal Black...very sick art. I'd love to see these on a tauren. Horde PvE Gun: A canon. On a stick. With guns getting bigger & bigger, you figure Blizzard would make the sound effects louder to compensate... Horde PvE Shield: A coffin lid complete with hinges. WIN. Edited June 24, 2009 by Holyssa Quote Link to comment Share on other sites More sharing options...
Holyssa Posted July 7, 2009 Author Share Posted July 7, 2009 More Heirlooms incoming! Now you don't have to farm Majordomo or some rare mob for the coolest mace model in the game! And yea, it's currently bugged. A slow weapon for enhancement shammies? Neat! Quote Link to comment Share on other sites More sharing options...
Holyssa Posted July 8, 2009 Author Share Posted July 8, 2009 http://www.mmo-champion.com/index.php?topic=72361.0 A new build is out. I won't go over the specific class/glyph changes, but here's a few highlights: Mounts* All 310% speed flying mounts now have "extremely fast mount" in their description instead of "very fast mount". * Sea Turtle now has - Due to her calm and steady nature, swim speed is not affected by effects that increase or decrease mount speed. * Crusader's Black Warhorse (New) - Summons and dismisses a rideable Crusader's Black Warhorse. This is a very fast mount. * Crusader's White Warhorse (New) - Summons and dismisses a rideable Crusader's White Warhorse. This is a very fast mount. PvP Lake Wintergrasp * Wintergrasp factories can no longer be damaged or destroyed. Dungeons and Raids Dungeon and Raid ID Extensions * In order to allow for parties and raids to progress through instances at their own pace, players can now extend a dungeon or raid ID on an individual basis. * Existing or recently expired IDs can be extended via the Social tab under Raid by clicking on Raid Info. * The ID of any instance to which a player is saved can be extended. Doing so will extend the lockout period by the same amount of time as the original lockout (i.e. extending an Ulduar raid ID will add 7 days, a Heroic: Halls of Lightning dungeon ID will add 24 hours, and a Zul'Gurub raid ID will add 3 days to the lockout time). * An ID can be extended more than once. * An extension can be reversed on an individual basis provided the player does not do anything in the instance during the extended lockout period that would save that player to the instance. Items: General * Agility: The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount. *Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. * Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge. Professions Engineering * Added a new Mind Amplification Dish attachment for helmets, allowing engineers to control other humanoid targets. Some restrictions apply: does not work in Arenas, dish sometimes reverses targets, unable to stack with other stat-improving head enchantments and makes your helmet look... stylish? This attachment provides a passive bonus of 45 stamina. * Gnomish Engineers and Goblin Engineers can now switch profession specializations for a fee. * The Spynocular belt attachment has been changed to a Frag Belt. The Frag Belt periodically produces a Cobalt Frag Bomb that can be used from the belt every 6 minutes (never runs out!). Oh, there's a new Heirloom: sick of pissing off mages on an alt for a port to Dalaran? Spend 1000g, and voila. You get to fly nine levels earlier. More fun ways to make alt grinding less of a...well, grind. And while I don't know where this mount comes from, it just screams "Zuworty". Quote Link to comment Share on other sites More sharing options...
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