AT World of Warcraft Thread (WotLK, where do you play, General BS and all that)

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RyanPaulShaffer

Diamond Member
Jul 13, 2005
3,434
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Originally posted by: chitwood


Originally posted by: RyanPaulShaffer
It wouldn't make sense for 3.2.2 to come out so soon, since the big deal is the revamped Onyxia in celebration of the five year anniversary of WOW. WOW's anniversary is in November...

Every Tuesday, there are always people saying "patch today!" :p

Text

patch today!

Wow...I stand corrected. Blizzard does...whatever the heck Blizzard wants to do! :laugh:

Can someone post the patch notes? Some of us can't view WOW-related sites at this time. ;)
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Originally posted by: chitwood


Originally posted by: RyanPaulShaffer
It wouldn't make sense for 3.2.2 to come out so soon, since the big deal is the revamped Onyxia in celebration of the five year anniversary of WOW. WOW's anniversary is in November...

Every Tuesday, there are always people saying "patch today!" :p

Text

patch today!

Can you post the text please. I can't view the link at work. Strange they would patch now though.
 

chitwood

Golden Member
Aug 21, 2008
1,208
59
91
Originally posted by: smackababy
Originally posted by: chitwood


Originally posted by: RyanPaulShaffer
It wouldn't make sense for 3.2.2 to come out so soon, since the big deal is the revamped Onyxia in celebration of the five year anniversary of WOW. WOW's anniversary is in November...

Every Tuesday, there are always people saying "patch today!" :p

Text

patch today!

Can you post the text please. I can't view the link at work. Strange they would patch now though.

I can't view it either. Internet here is miserable. We need to find someone who can!
 

Beev

Diamond Member
Apr 20, 2006
7,775
0
0
Originally posted by: Soccerman06
Originally posted by: Beev
Heroic Anub'Arak is dumb. Too much random crap. We went into that fight with all 50 attempts and ended up using 12 on him. And very nearly every death was the result of the spikes going HURRDURR CHANGE DIRECKSHUN. At one point it changed targets 4 times in about 2 seconds.

Its not random, everything has a root to the problem. If a priest uses fade in p1 and he gets targeted in p2, the threat will be changed once face is up. Complete agro drops/immunes like ice block and bubble do the same thing. BoP is ok but every other ability will cause him to target another person and once that ability is over it will go back to that person.

oh and destro is better, aff is ok but you need to keep all dots and haunt up and keep spamming sb as filler. Its not very good on fights where you need to keep reapply dots tho.

Changed between a priest, a druid, a dk, and a paladin. I can think of excuses for the priest and paladin, but not the other 2. No they were not on ice. This was all during the middle or end of a submerge phase. No the spikes didn't kil the person then switch. They just switched without any provocation.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
The Brood Mother Returns
After years of lurking in her lair battling the many brave adventurers who travelled from afar to challenge her, Onyxia returns stronger than before to commemorate World of Warcraft?s five-year anniversary.

* Onyxia has been scaled to offer new challenges to level 80 players and is now available for testing in 10- and 25-player modes.
* Adjusted for modern raiding, but with the fundamental experience of fighting the Brood Mother still in effect, including the horrors of her Deep Breaths!
* Onyxia will now drop level 80 item versions of some classic loot items from the level 60 encounter.
* Brood of Onyxia, a very rare 310%-speed mount modeled after Onyxia herself will be available for the luckiest of challengers.


General

* Armor Penetration Rating: The amount of armor penetration gained per point of this rating has been reduced by 12%.
* Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.


PvP
Battlegrounds

* Players level 11 and higher will now always see a daily Battleground quest, as the quest giver will only offer daily quests for a Battleground in which a player is eligible to participate according to level bracket (i.e. players levels 11-20 will always be offered a Warsong Gulch daily quest, while players levels 11-50 will be offered either an Arathi Basin or a Warsong Gulch daily quest, etc.).


Death Knight
Pets

* Gnaw: This death knight ghoul ability now has a 1-minute cooldown.


Blood

* Heart Strike: Secondary targets of Heart Strike now take half as much damage.
* Subversion: Now also increases the critical strike chance of Scourge Strike by 3/6/9%.
* Vampiric Blood: Cooldown reduced to 1 minute and duration reduced to 10 seconds.


Frost

* Threat of Thassarian now also causes Rune Strike to use both weapons when dual-wielding.
* Unbreakable Armor: Cooldown reduced to 1 minute and changed back to granting 25% additional armor while active instead of flat damage reduction based on armor. The amount of strength granted has been reduced to 10%.
* Frost Presence: The damage reduction granted by this ability has been increased from 5% to 8%.


Unholy

* Bone Shield: This ability now has 3 charges instead of 4. Cooldown reduced to 1 minute.
* Dirge: This talent no longer grants additional runic power from using Obliterate.



Druid
Balance

* Moonkin Form: This form now also reduces the damage the druid takes while stunned by 15%.
* Typhoon: The daze duration has been increased from 3 seconds to 6 seconds.


Feral Combat

* Infected Wounds: The debuff generated by this talent no longer stacks and instead causes the full effect with a single application.
* Predatory Strikes: This talent now also causes the druid?s finishing moves to provide a 7/13/20% chance per combo point to make the next Nature spell with a cast time below 10 seconds instant cast.


Hunter
Beast Mastery

* The Beast Within: The duration of this talent has been reduced to 10 seconds. In addition, hunters with this talent will do 10% additional damage at all times.
* Bestial Wrath: The duration of this talent has been reduced to 10 seconds.


Mage
Arcane

* Arcane Blast: The buff from using this ability now stacks up to 4 times instead of 3, and each application increases mana cost by 175% instead of 200%. In addition, the duration of the buff has been reduced to 6 seconds.
* Arcane Missiles: Casting this spell while both Missile Barrage and Clearcasting are active will cause only Missile Barrage to be consumed.
* Missile Barrage: The effect from triggering this talent now removes the mana cost of Arcane Missiles. In addition, the chance for Arcane Blast to trigger this talent is now 8/16/24/32/40%. All other listed spells continue to have a 4/8/12/16/20% chance to trigger it. This talent no longer has a chance to be triggered when spells miss.


Fire

*Combustion: This talent now also increases the critical strike damage bonus of Fire spells by 50% while it is active. In addition, Living Bomb periodic ticks will no longer interact with the count or the charges on the talent.

Paladin
Protection

* Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.
* Ardent Defender: This talent now reduces damage taken below 35% health by 7/13/20% instead of 10/20/30%.
* Blessing of Sanctuary: This blessing now grants 10% strength in addition to its current effects. Also, the strength and stamina bonuses from this blessing will no longer be lost when Blessing of Kings is removed.
* Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.
* Touched by the Light: This talent now provides 20/40/60% of the paladin?s strength as spell power instead of 10/20/30% of the paladin?s stamina.


Retribution

* Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack that can only strike a single target.
* Seal of Corruption and Seal of Vengeance: These seals will now only use the debuff stacks generated by the attacking paladin to determine the damage done by the seal and by the judgement.


Priest
Shadow

* Improved Spirit Tap: Mind Flay periodic critical strikes now have a 50% chance to trigger this talent.
* Twisted Faith now grants spell power equal to 4/8/12/16/20% of spirit, up from 2/4/6/8/10%.


Rogue

* Envenom?s scaling has been increased from 7% to 9% of attack power per combo point.
* Fan of Knives: The damage done by this ability has been reduced by 30%.


Assassination

* Master Poisoner: No longer increases the Deadly Poison application rate following a successful Envenom and instead now provides a 33/66/100% chance of preventing Envenom from consuming Deadly Poison.


Combat

* Throwing Specialization: This talent no longer causes Fan of Knives to interrupt spellcasting.


Subtlety

* Honor Among Thieves: A 1-second cooldown is now enforced on how often a rogue can gain combo points from his party via this talent.


Shaman

* Cleansing Totem: No longer pulses instantly when dropped.
* Flame Shock: The duration of all ranks has been increased by 6 seconds.
* Lava Burst: This ability no longer ever consumes a Flame Shock debuff off of the target.


Elemental Combat

* Shamanism: Your Lightning Bolt and Chain Lightning spells gain an additional 3/6/9/12/15% and your Lava Burst gains an additional 4/8/12/16/20% of your bonus damage effects.


Enhancement

* Earthen Power: No longer causes Earthbind to pulse a persistent snare immunity aura. It does still remove snares from allies as an instant pulse, but there is no lingering immunity. Earthen Power now also brings Earth Shock?s melee attack speed reduction up to -15%/-20% (with 1 or 2 points in it, respectively).


Warrior
Arms

* Sword Specialization: Now has a 2/4/6/8/10% chance to proc an extra attack, up from 1/2/3/4/5%.


Protection

* Critical Block: This talent now grants a 20/40/60% chance to block double the normal amount instead of 10/20/30%.


Dungeons & Raids
Shadowfang Keep

* Wailing Guardsman: Screams of the Past will no longer have multiple applications on a target. Recast time has been increased.


Ulduar

* Increased the cooldown on Immortal Guardians' Drain Life ability in the Yogg-Saron encounter.



Achievements

* The Achievement "Iron, Dwarf Medium Rare (25 player)" now requires 25 kills, down from 50.
* The Frostwolf Howler and Stormpike Battle Charger Achievements will now be awarded when a player learns the respective mount spells.


Professions

* The blacksmiths of Orgrimmar grew tired of running to the rear of the city to craft items and have installed a new anvil & forge at the General Store in the Valley of Strength.


Engineering

* The Mind Amplification Dish no longer changes the appearance of your helmet.


Inscription

* Added a recipe for Runescroll of Fortitude. This item grants a stamina buff equal to the highest rank of Power Word: Fortitude (untalented) to all players in the raid. The effect of this runescroll is exclusive with other stamina scrolls and Power Word: Fortitude.


Leatherworking

* Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. The effect of these drums is exclusive with Blessing of Kings.
* Added a recipe for Drums of the Wild. These drums grant a buff equal to the highest rank of Mark of the Wild (untalented) to all players in a raid. The effect of these drums is exclusive with Mark of the Wild.


Items

* The Black Heart: This item?s animation has been changed and no longer resembles Hand of Protection.
* Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.
* Druid Tier-8 Healer 4-Piece Set Bonus: The amount of healing this set bonus grants on the initial cast of Rejuvenation has been reduced by 50%. In addition, this set bonus no longer has strange interactions with Harold?s Rejuvenating Broach.
* Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.
* Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.
* Relics: All buffs provided by relics (idols, librams, totems and sigils) now share an exclusive category such that gaining a buff from one of these items will remove all other buffs gained from items in this category.
* Totem of Quaking Earth: Attack power value increased to 400.


Glyphs

* Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.
* Glyph of Flame Shock: Redesigned. This glyph now makes Flame Shock periodic damage able to be critical strikes.
* Glyph of Mind Flay: This glyph no longer reduces the magnitude of the movement reduction on the Mind Flay victim.
* Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
* Glyph of Typhoon: This glyph now increases the range on Typhoon by 10 yards in addition to its current effects.
* Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%.
* Glyph of Vampiric Blood: The glyph now increases the duration of Vampiric Blood by 5 seconds instead of 10.


User Interface
Battleground Queuing

* Players may now only queue for no more than two Battlegrounds at a time.
* The dialog box for entering a Battleground match has been changed to reflect the following options: ?Enter Battle,? ?Leave Queue,? and ?Minimize.?
* The time a player has to enter a battle when selected has been reduced to 40 seconds when not already in a Battleground and 20 seconds when in a Battleground.
* Players already in a Battleground can now choose ?Enter Battle? for a new Battleground under any circumstance (i.e. while dead, in combat, falling, etc.).
* A new Battleground will not launch until the maximum number of players on each side are in the queue (i.e. 40 players per side for Alterac Valley).
* The size of the Focus Frame can now be adjusted via the Interface Options menu.


Mail System Auto-Complete Feature

* The inline auto-complete feature for the mail system has been added back into the game. The mail system will now have both the pre- and post-3.2.0 auto-complete features available.
* Added a label to notify players that the Tab key will allow players to navigate through the character names listed via the auto-complete feature.


For additional notes on Lua and XML changes please visit the UI & Macros Forum: http://forums.worldofwarcraft....id=1&forumId=11114

Bug Fixes

* Coliseum Trinkets: Some spells that should have triggered these trinkets will now trigger them (such as Holy Nova and Fel Armor).
* Death Knight Tier-9 DPS 4-Piece Set Bonus: Now grants the correct chance for disease damage ticks to be critical strikes.
* Hunter Tier-9 2-Piece Set Bonus: Critical damage from Serpent Sting will now work properly with the Mortal Shots and Expose Weakness talents.
* Lightweave Embroidery: This tailoring item enhancement will no longer trigger from the periodic healing granted by the warlock spell Fel Armor.
* Mote of Flame: Corrected a typo in the tooltip.
* Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.
* Shard of Flame: Corrected a typo in the tooltip.
* Val?anyr, Hammer of The Ancient Kings: Healing from Prayer of Mending now triggers the shield from this item. In addition, a bug was corrected which would cause the shield points to be overwritten rather than stack up as intended.


Death Knight

* Rune of Razorice: The frost vulnerability granted by this enchantment will now increase the damage done by Frost Fever as intended.


Druid

* Balance of Power: Misleading tooltip reworded. The tooltip previously reported an incorrect value for the increased chance to hit with spells. The actual benefit of the talent is unchanged.


Hunter

* Master's Call: This ability now correctly removes the snaring component of Infected Wounds, Frostfire Bolt, and Slow.
* Trap Mastery?s (Survival) tooltip now states the correct amount of snakes summoned.


Mage

* Arcane Missiles: Ranks 12 and 13 will now properly cause players to enter combat.


Paladin

* Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.


Priest

* Divine Aegis: Ranks 1 and 2 will now work with Holy Nova.
* Glyph of Power Word: Shield now correctly uses the Priest?s spell critical chance instead of the target?s.


Rogue

* Vanish: This ability now correctly removes the snaring component of Frostfire Bolt.
* Honor Among Thieves: This talent will now work properly again if two rogues with different ranks of the talent are in the same party.


Shaman

* Grounding Totem will now properly protect against the Death Grip spell.
* Lava Burst can no longer deal critical damage to targets who are immune to critical strikes (due to, e.g. Roar of Sacrifice, Blessed Resilience).
* Lightning Shield: This spell will no longer set off some trinkets when it is cast.
* Stoneclaw Totem's pulses will no longer break stealth on nearby hostile units.
* Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated.


Warlock

* Demonic Circle: This ability now correctly removes the snaring component of Frostfire Bolt.
* Fel Armor: This spell was unable to set off trinkets and other effects. That has been corrected.
* When using Shadowbolt or Incinerate while having Backlash and Backdraft active, only Backlash will now be properly consumed.

EDIT:

Replaced the line items with asterisks since they won't show for some reason :eek:.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I find it amusing... now to do a level 60 raid boss (Nefarian) you must do a level 80 raid boss (Onyxia) :p.

The gear is pretty shitty though (since Blizzard still doesn't realize that random +resistances are useless), so I doubt we'll waste our time with it since there aren't any sort of silly "server firsts" for it nor do I think it will count as progression.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Found this posted by someone on the main forums.




World of Warcraft Client Patch 3.2.2

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

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

General
The Brood Mother Returns
After years of lurking in her lair battling the many brave adventurers who travelled from afar to challenge her, Onyxia returns stronger than before to commemorate World of Warcraft's five-year anniversary. Onyxia has been scaled to offer new challenges to level 80 players in 10- and 25-player modes. Adjusted for modern raiding, but with the fundamental experience of fighting the Brood Mother still in effect, including the horrors of her Deep Breaths! Onyxia will now drop level 80 item versions of some classic loot items from the level 60 encounter. Brood of Onyxia, a very rare 310%-speed mount modeled after Onyxia herself will be available for the luckiest of challengers.

Armor Penetration Rating: The amount of armor penetration gained per point of this rating has been reduced by 12%.

PvP Battlegrounds Players level 11 and higher will now always see a daily Battleground quest, as the quest giver will only offer daily quests for a Battleground in which a player is eligible to participate according to level bracket (i.e. players levels 11-20 will always be offered a Warsong Gulch daily quest, while players levels 11-50 will be offered either an Arathi Basin or a Warsong Gulch daily quest, etc.).

Death Knights
Frost Presence: The damage reduction granted by this ability has been increased from 5% to 8%.
Pets Gnaw: This death knight ghoul ability now has a 1-minute cooldown.

Talents
Blood Heart Strike: Secondary targets of Heart Strike now take half as much damage.
Subversion: Now also increases the critical strike chance of Scourge Strike by 3/6/9%.
Vampiric Blood: Cooldown reduced to 1 minute and duration reduced to 10 seconds.
Frost Threat of Thassarian now also causes Rune Strike to use both weapons when dual-wielding.
Unbreakable Armor: Cooldown reduced to 1 minute and changed back to granting 25% additional armor while active instead of flat damage reduction based on armor. The amount of strength granted has been reduced to 10%.
Unholy Bone Shield: This ability now has 3 charges instead of 4. Cooldown reduced to 1 minute.
Dirge: This talent no longer grants additional runic power from using Obliterate.

Druids
Talents
Balance
Moonkin Form: This form now also reduces the damage the druid takes while stunned by 15%.
Typhoon: The daze duration has been increased from 3 seconds to 6 seconds.

Feral Combat
Infected Wounds: The debuff generated by this talent no longer stacks and instead causes the full effect with a single application.
Predatory Strikes: This talent now also causes the druid's finishing moves to provide a 7/13/20% chance per combo point to make the next Nature spell with a cast time below 10 seconds instant cast.

Hunters
Talents
Beast Mastery
The Beast Within: The duration of this talent has been reduced to 10 seconds. In addition, hunters with this talent will do 10% additional damage at all times.
Bestial Wrath: The duration of this talent has been reduced to 10 seconds.

Mages
Arcane Blast: The buff from using this ability now stacks up to 4 times instead of 3, and each application increases mana cost by 175% instead of 200%. In addition, the duration of the buff has been reduced to 6 seconds.
Arcane Missiles: Casting this spell while both Missile Barrage and Clearcasting are active will cause only Missile Barrage to be consumed.

Talents
Arcane
Missile Barrage: The effect from triggering this talent now removes the mana cost of Arcane Missiles. In addition, the chance for Arcane Blast to trigger this talent is now 8/16/24/32/40%. All other listed spells continue to have a 4/8/12/16/20% chance to trigger it. This talent no longer has a chance to be triggered when spells miss.

Fire
Combustion: This talent now also increases the critical strike damage bonus of Fire spells by 50% while it is active. In addition, Living Bomb periodic ticks will no longer interact with the count or the charges on the talent.

Paladins
Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.
Seal of Corruption and Seal of Vengeance: These seals will now only use the debuff stacks generated by the attacking paladin to determine the damage done by the seal and by the judgement.

Talents
Protection
Ardent Defender: This talent now reduces damage taken below 35% health by 7/13/20% instead of 10/20/30%.
Blessing of Sanctuary: This blessing now grants 10% strength in addition to its current effects. Also, the strength and stamina bonuses from this blessing will no longer be lost when Blessing of Kings is removed.
Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.
Touched by the Light: This talent now provides 20/40/60% of the paladin's strength as spell power instead of 10/20/30% of the paladin's stamina.

Retribution
Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack that can only strike a single target.

Priests
Talents
Shadow Improved Spirit Tap: Mind Flay periodic critical strikes now have a 50% chance to trigger this talent.
Twisted Faith now grants spell power equal to 4/8/12/16/20% of spirit, up from 2/4/6/8/10%.

Rogues
Envenom's scaling has been increased from 7% to 9% of attack power per combo point.
Fan of Knives: The damage done by this ability has been reduced by 30%.

Talents
Assassination
Master Poisoner: No longer increases the Deadly Poison application rate following a successful Envenom and instead now provides a 33/66/100% chance of preventing Envenom from consuming Deadly Poison.

Combat
Throwing Specialization: This talent no longer causes Fan of Knives to interrupt spellcasting.

Subtlety
Honor Among Thieves: A 1-second cooldown is now enforced on how often a rogue can gain combo points from his party via this talent.

Shamans
Flame Shock: The duration of all ranks has been increased by 6 seconds.
Lava Burst: This ability no longer ever consumes a Flame Shock debuff off of the target.

Talents
Elemental
Combat Shamanism: Your Lightning Bolt and Chain Lightning spells gain an additional 3/6/9/12/15% and your Lava Burst gains an additional 4/8/12/16/20% of your bonus damage effects.

Enhancement
Earthen Power: No longer causes Earthbind to pulse a persistent snare immunity aura. It does still remove snares from allies as an instant pulse, but there is no lingering immunity. Earthen Power now also brings Earth Shock's melee attack speed reduction up to -15%/-20% (with 1 or 2 points in it, respectively).

Warriors
Talents
Arms
Sword Specialization: Now has a 2/4/6/8/10% chance to proc an extra attack, up from 1/2/3/4/5%.
Protection
Critical Block: This talent now grants a 20/40/60% chance to block double the normal amount instead of 10/20/30%.

Dungeons & Raids
Shadowfang Keep
Wailing Guardsman: Screams of the Past will no longer have multiple applications on a target. Recast time has been increased.

Ulduar
Increased the cooldown on Immortal Guardians' Drain Life ability in the Yogg-Saron encounter.

Achievements
The Achievement "Iron, Dwarf Medium Rare (25 player)" now requires 25 kills, down from 50.

The Frostwolf Howler and Stormpike Battle Charger Achievements will now be awarded when a player learns the respective mount spells.


Professions
The blacksmiths of Orgrimmar grew tired of running to the rear of the city to craft items and have installed a new anvil & forge at the General Store in the Valley of Strength.

Engineering
The Mind Amplification Dish no longer changes the appearance of your helmet.

Inscription
Added a recipe for Runescroll of Fortitude. This item grants a stamina buff equal to the highest rank of Power Word: Fortitude (untalented) to all players in the raid. The effect of this runescroll is exclusive with other stamina scrolls and Power Word: Fortitude.

Leatherworking
Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. The effect of these drums is exclusive with Blessing of Kings.
Added a recipe for Drums of the Wild. These drums grant a buff equal to the highest rank of Mark of the Wild (untalented) to all players in a raid. The effect of these drums is exclusive with Mark of the Wild.

Items The Black Heart: This item's animation has been changed and no longer resembles Hand of Protection.

Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.

Druid Tier-8 Healer 4-Piece Set Bonus: The amount of healing this set bonus grants on the initial cast of Rejuvenation has been reduced by 50%. In addition, this set bonus no longer has strange interactions with Harold's Rejuvenating Broach.

Glyphs Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.
Glyph of Flame Shock: Redesigned. This glyph now makes Flame Shock periodic damage able to be critical strikes.
Glyph of Mind Flay: This glyph no longer reduces the magnitude of the movement reduction on the Mind Flay victim.
Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
Glyph of Typhoon: This glyph now increases the range on Typhoon by 10 yards in addition to its current effects.
Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%
 

RyanPaulShaffer

Diamond Member
Jul 13, 2005
3,434
1
0
Originally posted by: Aikouka
Paladin
Protection

* Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.
* Ardent Defender: This talent now reduces damage taken below 35% health by 7/13/20% instead of 10/20/30%.
* Blessing of Sanctuary: This blessing now grants 10% strength in addition to its current effects. Also, the strength and stamina bonuses from this blessing will no longer be lost when Blessing of Kings is removed.
* Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.
* Touched by the Light: This talent now provides 20/40/60% of the paladin?s strength as spell power instead of 10/20/30% of the paladin?s stamina.


Retribution

* Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack that can only strike a single target.
* Seal of Corruption and Seal of Vengeance: These seals will now only use the debuff stacks generated by the attacking paladin to determine the damage done by the seal and by the judgement.

Aikouka delivers! :thumbsup:

So, how much of a threat loss will the average Protection Paladin lose? RF nerf is 10% off the top...how big is the TbtL nerf?

Seal of Command Cleave change is full of win...this will help Rets greatly against trash, and is actually a great tanking tool for Prots against trash as well. I'm probably going to glyph Command instead of Vengeance for my Prot spec for the mana return.

So now with the SoC Cleave, that is three of my five Prot rotation that hit multiple targets: Judge Command, HoR and Consecrate. :D

I wonder though...should I remove my Agi/Stam gems in my red slots and gem for Str/Stam instead? Hmm...
 

Beev

Diamond Member
Apr 20, 2006
7,775
0
0
So is the 12% ArP nerf going to bring physical dps in line with magic dps now? Because magic dps can't even hold a candle (assuming equal skill and ~equal gear) to physical dps. It's not even close.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
We can only hope. And I remember hearing some of the melee types in my raid group talking about gemming out of pen once this change was announced.
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
4
81
Originally posted by: Beev
So is the 12% ArP nerf going to bring physical dps in line with magic dps now? Because magic dps can't even hold a candle (assuming equal skill and ~equal gear) to physical dps. It's not even close.

I think it's more a token charge to bring Arp below primary stats so that people don't fill all their gem slots with arp. Why arp is a red stat but if it starts exceeding other red stats it needs a nerf I don't know.

I have a good bit of arp, but I never gemmed for it and from what I hear they added death strike to the virulence sigil, which pretty much counteracts the nerf for me.
 

BassBomb

Diamond Member
Nov 25, 2005
8,390
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Does spell power scale rogue poison damage?

Also, the new onyxia weapons do not look so impressive

They have nice dps but no stats! I am in the need for an OH :(
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
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Originally posted by: RyanPaulShaffer
Aikouka delivers! :thumbsup:

So, how much of a threat loss will the average Protection Paladin lose? RF nerf is 10% off the top...how big is the TbtL nerf?

Seal of Command Cleave change is full of win...this will help Rets greatly against trash, and is actually a great tanking tool for Prots against trash as well. I'm probably going to glyph Command instead of Vengeance for my Prot spec for the mana return.

So now with the SoC Cleave, that is three of my five Prot rotation that hit multiple targets: Judge Command, HoR and Consecrate. :D

I wonder though...should I remove my Agi/Stam gems in my red slots and gem for Str/Stam instead? Hmm...

The Touch by the Light change wasn't meant to nerf Protection Paladins. It was meant to nerf "Proly" (Protection/Holy) Paladins in Arena. Arena gear has a lot of stam, so paladins would wear holy gear but spec Protection as Touch by the Light would give them even more spellpower. Even paladins in PVE would do this because we all know that plate is full of stamina.

Also, I would not switch to SoC because it will only proc on your melee swings. SoV will still proc on your Hammer of the Righteous.

Also, I'd just gem avoidance+stam if you had to... but generally red sockets should be used for stam unless you're filling a meta requirement (which the 32 stam one requires one red gem).

Originally posted by: AyashiKaibutsu
I think it's more a token charge to bring Arp below primary stats so that people don't fill all their gem slots with arp. Why arp is a red stat but if it starts exceeding other red stats it needs a nerf I don't know.

I have a good bit of arp, but I never gemmed for it and from what I hear they added death strike to the virulence sigil, which pretty much counteracts the nerf for me.

They want people to stop gemming just ArP which actually makes no sense. Ghostcrawler even said they don't want people gemming all one type... but all people gem now is Strength! So okay GC... now instead of gemming Armor Penetration, they'll just go back to gemming pure Strength :confused:.

Originally posted by: BassBomb
Does spell power scale rogue poison damage?

Also, the new onyxia weapons do not look so impressive

They have nice dps but no stats! I am in the need for an OH :(

I'm pretty certain that spellpower doesn't scale them at all. They are buffed by buffs or debuffs that increase spell damage dealt/taken. Like Curse of the Elements helps you as well as Moonkin Aura.

I agree with the Onyxia items. Blizzard must be too busy doing God knows what to realize that they had a chance to create good items, but instead they wanted some sense of "nostalgia." The problem is, any of the people that played in pre-BC WoW know that a lot of items were very poorly itemized and if anything, they should be redone. Hell, Blizzard knows this because they state that one of the goals of redoing Azeroth in Cataclysm is to redo quest rewards and such!

I want to get the new Vis'kag on my rogue because he still has the old one, but it still has the same stupid proc effect that deals damage and nothing else :(.
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
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Originally posted by: Aikouka

Originally posted by: AyashiKaibutsu
I think it's more a token charge to bring Arp below primary stats so that people don't fill all their gem slots with arp. Why arp is a red stat but if it starts exceeding other red stats it needs a nerf I don't know.

I have a good bit of arp, but I never gemmed for it and from what I hear they added death strike to the virulence sigil, which pretty much counteracts the nerf for me.

They want people to stop gemming just ArP which actually makes no sense. Ghostcrawler even said they don't want people gemming all one type... but all people gem now is Strength! So okay GC... now instead of gemming Armor Penetration, they'll just go back to gemming pure Strength :confused:.

Yea, I kind of meant to make the point that they just went from people gemming all arp to people gemming all str, but it didn't come out when I typed it : (

Originally posted by: BassBomb
Does spell power scale rogue poison damage?

Also, the new onyxia weapons do not look so impressive

They have nice dps but no stats! I am in the need for an OH :(

I'm pretty certain that spellpower doesn't scale them at all. They are buffed by buffs or debuffs that increase spell damage dealt/taken. Like Curse of the Elements helps you as well as Moonkin Aura.

That's how Death coil works I would assume poisons work that way too.

I agree with the Onyxia items. Blizzard must be too busy doing God knows what to realize that they had a chance to create good items, but instead they wanted some sense of "nostalgia." The problem is, any of the people that played in pre-BC WoW know that a lot of items were very poorly itemized and if anything, they should be redone. Hell, Blizzard knows this because they state that one of the goals of redoing Azeroth in Cataclysm is to redo quest rewards and such!

I want to get the new Vis'kag on my rogue because he still has the old one, but it still has the same stupid proc effect that deals damage and nothing else :(.

I think ony is just meant as a little something extra for fun and not meant to be gone to for serious upgrades unless you're undergeared.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: AyashiKaibutsu
I think ony is just meant as a little something extra for fun and not meant to be gone to for serious upgrades unless you're undergeared.

The gear is ilevel 245 or 232... it's the exact same as Trial of the Crusader. So in other words, they want us to do it so we can fill our bank with useless nostalgia gear? :p
 

RyanPaulShaffer

Diamond Member
Jul 13, 2005
3,434
1
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Originally posted by: Aikouka
The Touch by the Light change wasn't meant to nerf Protection Paladins. It was meant to nerf "Proly" (Protection/Holy) Paladins in Arena. Arena gear has a lot of stam, so paladins would wear holy gear but spec Protection as Touch by the Light would give them even more spellpower. Even paladins in PVE would do this because we all know that plate is full of stamina.

Also, I would not switch to SoC because it will only proc on your melee swings. SoV will still proc on your Hammer of the Righteous.

Also, I'd just gem avoidance+stam if you had to... but generally red sockets should be used for stam unless you're filling a meta requirement (which the 32 stam one requires one red gem).

TbtL nerf is still going to hit PVE threat; it's just a matter of how much. It might be a lot...it might be a little, that's what I'm trying to find out. There have been discussions about it on the Tanking forums ever since 3.2.2 hit the PTR. The numbers have been...all over the place. :p

The swing speed on my weapon is like 2.00, while HoR has a 6 second cooldown...that means for every HoR, I would get 3 SoC "Cleaves". That means hitting 6 targets. Also, as discussed before, even with Judging Wis, Blessing of Santuary, SA and DP up, I still have crazy mana problems, especially on trash. The 8% mana return on each SoC judgment would be very helpful; the "Cleave" damage is just gravy. SoV isn't really good until you hit 5 stacks anyway, and come on...with trash, you shouldn't have the packs last to 5 stacks. ;)

There was a thread in the tanking forums not too long ago that a Agi + Stam gem is better than a Dodge/Parry + Stam gem. Agi gives you slightly less Dodge than straight up Dodge, but Agi also gives you some AP + Crit.
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
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81
Originally posted by: Aikouka
Originally posted by: AyashiKaibutsu
I think ony is just meant as a little something extra for fun and not meant to be gone to for serious upgrades unless you're undergeared.

The gear is ilevel 245 or 232... it's the exact same as Trial of the Crusader. So in other words, they want us to do it so we can fill our bank with useless nostalgia gear? :p

I'm using edge of rune I'm either 1st or 2nd maybe even third inline to get the axe in ToC, but it hasn't happened yet. I'll be doing it in desperation for a very needed upgrade : p I think it was meant for ToC people to do it for nostoglia/mount/sidegrades and for people struggling to get into pug ToCs it'll be a good way to get some upgrades.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
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tbqhwy.com
Originally posted by: Beev
So is the 12% ArP nerf going to bring physical dps in line with magic dps now? Because magic dps can't even hold a candle (assuming equal skill and ~equal gear) to physical dps. It's not even close.

no it wont, every class that stacks ARP is just gonna stack more of it to get back to their hard caps
 

Beev

Diamond Member
Apr 20, 2006
7,775
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Originally posted by: Anubis
Originally posted by: Beev
So is the 12% ArP nerf going to bring physical dps in line with magic dps now? Because magic dps can't even hold a candle (assuming equal skill and ~equal gear) to physical dps. It's not even close.

no it wont, every class that stacks ARP is just gonna stack more of it to get back to their hard caps

Sounds like we're boned until Cataclysm. Unless they fix it in 3.3.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Soccerman06
Originally posted by: Beev
Heroic Anub'Arak is dumb. Too much random crap. We went into that fight with all 50 attempts and ended up using 12 on him. And very nearly every death was the result of the spikes going HURRDURR CHANGE DIRECKSHUN. At one point it changed targets 4 times in about 2 seconds.

Its not random, everything has a root to the problem. If a priest uses fade in p1 and he gets targeted in p2, the threat will be changed once face is up. Complete agro drops/immunes like ice block and bubble do the same thing. BoP is ok but every other ability will cause him to target another person and once that ability is over it will go back to that person.

oh and destro is better, aff is ok but you need to keep all dots and haunt up and keep spamming sb as filler. Its not very good on fights where you need to keep reapply dots tho.

In beevs defense the encounter is not exactly bug free.
 

BassBomb

Diamond Member
Nov 25, 2005
8,390
1
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Originally posted by: RyanPaulShaffer

There was a thread in the tanking forums not too long ago that a Agi + Stam gem is better than a Dodge/Parry + Stam gem. Agi gives you slightly less Dodge than straight up Dodge, but Agi also gives you some AP + Crit.

I was under the impression that you do not get AP from Agi on a Paladin
 

RyanPaulShaffer

Diamond Member
Jul 13, 2005
3,434
1
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Originally posted by: BassBomb
Originally posted by: RyanPaulShaffer

There was a thread in the tanking forums not too long ago that a Agi + Stam gem is better than a Dodge/Parry + Stam gem. Agi gives you slightly less Dodge than straight up Dodge, but Agi also gives you some AP + Crit.

I was under the impression that you do not get AP from Agi on a Paladin

It's only 1 AP per AGI point, as opposed to the 2 AP per STR point.

AGI is a bad stat for plate wearers, especially DPS, and it's awesome that so much of our loot is loaded with it. :|

For a tank, however, gemming AGI is a slightly better option than gemming straight Dodge.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: BassBomb
I was under the impression that you do not get AP from Agi on a Paladin

You don't... only rogues, hunters and shamans get AP from agility.
 

BassBomb

Diamond Member
Nov 25, 2005
8,390
1
81
Originally posted by: Aikouka
Originally posted by: BassBomb
I was under the impression that you do not get AP from Agi on a Paladin

You don't... only rogues, hunters and shamans get AP from agility.

I knew it!!! I've always went for Str or AP on my pally (hes 61)
 
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