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Feb. 8th, 2011 @ 11:18 am [OOC] Patch Notes!
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Okay, here we have a shortened list of the patch notes that I found of interest. Keep in mind that I am currently playing an arcane/frost mage, a shadow priest, a demonology warlock and a beastmastery hunger. I have left out notes on other classes because I don't know enough to comment on them. So, anyway, enjoy!

 

 

Hunters

  • Arcane Shot damage has been increased by 15%.
  • Hunters can now use Auto Shot while moving.
  • Concussive Shot duration has been increased to 6 seconds, up from 4.
  • Kill Command's damage has been increased by 20%.
  • Kill Shot's attack power scaling has been increased by 50%.
  • Animal Handler (Beast Mastery) now provides a passive 25% bonus to attack power, up from 15%.
  • Pets now have 70% of the master's armor, rather than a different value based on which type of pet they are.

What?! No Tailspin fix?! "Working as intended, blah blah blah"? :P That "working as intended" shit got my party killed twice in LBRS this weekend. >.<

 

I'm cool with the rest of it - it's mostly buffs for my level 62 Beast Master.


Mages

  • Arcane Barrage mana cost has been reduced by 8%.
  • Arcane Blast mana cost has been reduced by 12%.
  • Flame Orb now ignores critters. Oh, sure, we fix Flame Orb, but we can't do the same for Tailspin?!
  • Frostfire Bolt mana cost has been reduced to 9% of base mana.
  • When a mage uses the Invisibility spell, it will now also cause their pet Water Elemental to become invisible. Amusing, though it was never an issue for me. When I need to use invisibility, it's to drop agro after I've started a CC-pull. I polymorph a mob, go invisible and run back to our DK's D&D where he picks up the other mobs. In these situations, I tell Ike to stand in the back and wait for me to return. :)
  • Deep Freeze damage done has been reduced by 20%.
  • Fingers of Frost can no longer be dispelled and now also increases Ice Lance damage by 15%.
  • 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%.
  • Evocation was returning less mana than the tooltip stated it should. This has been corrected. Good to know that Blizzard has been gypping me of my mana all this time! >.<

Okay, my honest thoughts, here...

 

Frost first. I feel as though Frost is seeing some not insignificant nerfs. Most of those are for PVP, but not all. The nerf to Deep Freeze damage, for example, is only when applied to mobs that are permanently immune to stuns, so that's a boss-fight nerf. Several of the other changes will also translate into a nerf to frost dps. That said, I'm not going to shed any tears. Though I love frost, it has been doing very well in pve meters recently, and I think it can handle the nerfbat. My biggest concern is actually...

 

Arcane. I can't say enough about how I love these changes. Arcane needed TLC, everyone knew that, but HOW Blizzard applied that boost... I approve. Seriously. Arcane has always been pretty good about pumping out the dps short-term, but when the mana gets flowing, Arcane begins to get nervous. It's the long fights that can be a challenge for Arcane mages. This is a brilliant buff from Blizzard because it won't make Arcane over-powered in the short fights or in PVP, but it will make the build more capable of standing up in the longer fights. Once again, I approve.


Priests

  • The duration of Levitate has been increased to 10 minutes, up from 2. Um.... really Blizzard? I'm curious what the point of that was? LOL
  • Mind Blast now does 18% more damage than Mind Spike.
  • 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%. Yesssssssssss... Not sure if this will be enough to save Mind Sear, but here's hoping!
  • Shadow Orbs benefit from mastery has been increased by approximately 16%.
  • Vampiric Embrace now lasts until canceled. Thank God.
  • Glyph of Mind Flay no longer requires Shadow Word: Pain to be on the target.

All in all... some decent buffs. Nothing earth-shattering, but I'm content.

Warlocks

  • Demon Armor and Fel Armor no longer cost mana and last until canceled. In the name of convenience, I thank you!
  • Demonic Aegis now increases the healing effect of Fel Armor by 50/100%.
  • Felstorm (Felguard) damage has been reduced by 20%. Boo! :(
  • Immolation Aura damage has been reduced by roughly 30%.
  • Inferno no longer increases the radius of Hellfire, but instead increases the duration of Immolate by 6 seconds in addition to its existing effect. The problem with these talents is that I keep getting them before I ever get high enough to learn Immolate! WTF, Blizzard?

Dungeons and raids

  • 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. My thoughts are 3-fold. 1. Yay for Dungeonmaster achievements! 2. Why can't they do this for heroics, too? I need my OLs Hero Achievement! And 3. I can't wait to be the 85 who zones into Scarlet Monestary to the surprise of 4 40-level youngun's. *cackle!*
  • Level-85 dungeon bosses in Lost City of the Tol'vir, Grim Batol, and Halls of Origination now drop 30 Justice Points each when killed.
  • The daily Random Dungeon reward on normal difficulty has been increased to 140 Justice Points, up from 70. Gooooooooood!
  • Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder. Keleili says: THANK YOU! (Okay, so if I got off my ass and got her geared, it wouldn't be an issue......)

The Bastion of Twilight

  • Halfus Wyrmbreaker
    • Shadow Nova is now cast less frequently in 10-player modes to account for fewer available interrupts there.
    • The captured drakes in this encounter now apply Dragon's Vengeance when they are killed instead of when they are freed. To account for this change, the health and damage of the drakes has been reduced, and the damage bonus gained from Dragon's Vengeance has been increased.

I don't know when we'll go back to Halfus, but I do like both of these changes. Especially the first one. The shadow nova kicked our asses.

Blackrock Caverns

  • 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. All I want to say is... I'm waiting for there to be a Hagrid NPC in a tiny cabin somewhere.... with this pup.

The Deadmines

  • Ripsnarl
    • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated. Considering how many times most groups will wipe on this fight.... definitely a good fix.

Grim Batol

  • Faceless Corruptors now move 10% more slowly. Yay! This might make the achievement easier, too.

Halls of Origination

  • Setesh seeks a portal every 25 seconds, up from 20. Ugh. Hard fight. Good change. :D

Lost City of the Tol'vir

  • Lockmaw no longer tolerates fighting in his treasure room. ...what does this mean?!

Shadowfang Keep

  • Baron Ashbury
    • Sadly, in his hubris he has forgotten how to Mend Rotten Flesh. At least it's clear what this means. Sometimes, Blizzard, you frighten me.
  • Lord Godfrey
    • He should now face a random target when casting Pistol Barrage. I wondered if it was my imagination. He always seemed to cast it at the tank.

The Stonecore

  • Corborus
    • The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
    • The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual.
    • YES YES YES YES. I approve of both these changes. Contrary to what a lot of people say, I do not think these kind of changes are trivializing heroics, but making it easier to do what you are supposed to do. I approve.
  • High Priestess Azil
    • She grew! She's now 175% the size of a human, up from 125%.
    • Gravity Wells should kill Devout Followers more quickly.
    • Again... good changes are good. Make the fight effective without being enough to make you bang your head against a concrete embankment.
  • Ozruk
    • He now does more melee damage.
    • 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.
    • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
    • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.
    • Repeating... of course.... *facepalm* Okay, so basically.... I don't know. I'll have to see this in action before I decide. I assume that Blizzard is trying to fix the encounter, but they went about it some odd ways. We'll see.

The Vortex Pinnacle

  • Altairus
    • The visual effects in this encounter have been adjusted to make the wind direction easier to read.
    • Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
    • And again we say Hallelujah! These aren't trivializing the encounters, they are making them more effective for people to understand and work with them.
  • Asaad
    • Skyfall Stars are now summoned to help him defeat players. ...LOLWUT? *boggle*
    • Static Cling has had its cast time increased to 1.25 seconds, up from 1.
  • Grand Vizier Ertan
    • His health has been reduced slightly.
    • 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. THIS... isn't nice. :( My guess is that the players found a strategy to this fight that Blizzard hadn't counted on. And Blizzard decided it wasn't a strategy they liked. Still... *sigh* Blech.
  • Players who enter the dungeon through the instance portal are now given a means to exit after defeating Asaad. Good fix is good.

Caverns of Time

  • Human Illusion: This effect is no longer applied to worgen. So... like.... they WANT werewolves running around Old Azeroth? *boggle*

Guilds

  • The guild reward Armadillo Pup now requires revered faction instead of exalted. I know a lot of guildies who are dancing right now. Me? I have so many alts I'm playing that I'm not yet close to revered on any of them, much less the one I am collecting pets on. But I'll get there eventually. :)
  • Additional animations have been added to the Armadillo Pet guild reward. Okay, this may get me to push my way to revered sooner rather than later.... ;)
  • All guild banners now reward bonus reputation in addition to honor and experience.
  • The guild faction requirement on the Guild Herald has been lowered to Revered reputation.
  • We have redefined the definition of a Guild Group for 5-player dungeons.
    • If 3 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 50% of the normal rate.
    • If 4 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 100% of the normal rate.
    • If 5 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 125% of the normal rate.
    • Also note that Heroic dungeons offer a 1.5x multiplier on all guild experience earned.
  • All of these are good changes. I like them. :D

Item bug fixes

  • Several items obtained during the 1-60 leveling experience had incorrect level requirements (particularly dungeon items) and have been corrected. This includes multiple plate armor pieces which had level requirements below level 40. Reread that if you didn't understand it. "Multiple plate armor pieces with level requirements below 40". Think about it. And LOL with me. XD
  • Many items with inconsistent stats (including Intellect on hunter items) or stat values have been updated. This includes items which were lacking a vendor sell price. Dude... my hunter needs that int! I R Dum!
  • The Disgusting Oozeling no longer applies a debuff which reduces defense, a deprecated stat. ... really? No... really? You didn't remove it because it's a debuff and makes it an annoying pet that turns you green so that your healers try to heal you of a debuff that they can't remove and chaos reigns through your raid...? No... you fixed it because "defense" is no longer a stat. *facepalm* Thanks. Just... thanks.

Dungeon and raid item fixes

  • Several dungeon items have been updated so that the appropriate classes can roll Need. I am at work dancing down the hallway singing Joy to the World right now. I am so sick and tired of healer paladins rolling need on cloth robes with +hit and ninja-ing them from my warlock. (No, I'm NOT kidding - it happened on Sunday. Pissed me off).

Profession & Enhancement Item Fixes

  • Enchant 2H Weapon - Mighty Agility required Runed Elementium Rod, which is learned at a higher skill level. This has been addressed. ...PML! (New phrase I learned from icanhascheezburger today - "Peed Myself Laughing"). No, really, LOL!! I noticed this when I was leveling my enchanter. You train the recipe, but it turns grey LONG before you can ever make the rod you need to have to use the recipe. LOLWUT? Just the other day, a guildy commented on the same thing when leveling her enchanter. So, yeah... At the time, our GM shrugged it off with "it's how Blizzard keeps you from leveling too fast." Yeah... no. It makes no sense whatsoever. I'm glad Blizzard agrees.

Archaeology

  • 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. I... don't think I like this change. But... then again, I think I understand it. I just leveled my second archeologist and that 1-100 grind is PAINFUL. It becomes strangely more fun once you can actually start making stuff. Maybe that's what Blizzard is trying to address. It will make archeology take longer to max out, but it will shorten that painful grind a little.
  • The sell value of all common artifacts has been doubled, while a small subset of common artifacts have had their sell value increased far beyond that. Now THIS... this is GOOD. And I have several bags of these grey items ready to sell!

Enchanting

  • Three new bracer enchants are available. They increase Agility by 50, Strength by 50, or Intellect by 50 respectively. Item level 300 or higher required. These new recipes are rare world drops. How rare?
  • Enchant Off-Handed - Superior Intellect now increases Intellect by 40, down from 100. Boooooo!

Fishing

  • Rare fishing poles now have a chance to be found in the Bag of Fishing Treasures earned via the Stormwind and Orgrimmar Fishing daily quests. Hmm... that's cool!

Quests and creatures

  • 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! So... where's Hagrid again?


Tol Barad Peninsula

  • A new achievement, Just Another Day in Tol Barad, has been added for completing all of the Tol Barad daily quests. Good to know, good to know........ if I ever get off my ass and get my achievement whore geared and running again.
  • Quest turn-in NPCs have been added to Baradin Base Camp and Hellscream's Reach in Tol Barad Peninsula for the Tol Barad bonus quests. This will allow players to turn in these quests if the original quest givers in Tol Barad are not available. THIS is nice. I know I'm not the only guildy who has picked up quests but not finished them before Alliance lost Tol Barad. Knowing that we can finish them and then turn them in is pretty awesome.
  • Kill credit for the Tol Barad bonus quest bosses will now be granted to players who have helped attack them, even if they are not in the same group. These bosses include Problim, Archmage Galus, Warden Silva, and Svarnos. Also, awesome. :D

User interface

  • Players can now individually remove raid world markers. Elenios (our GM) was complaining about this just the other day. I'm glad Blizzard listened to him!
  • The Reputation Pane now saves which reputation categories are expanded or collapsed. And this! More dancing and more celebrations to be had! *shoots off fireworks*

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WoW-Bolvar
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