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View Full Version : Patch Day - 3.02



Parkbandit
10-14-2008, 08:38 AM
Yea, it's going to be a filthy mess... but I'm far too lazy to edit out to make it pretty for you fuckers.


General

All players will have their talent points reimbursed and will have access to new talents throughout their trees; this includes the 51-point talents. Several new spells and abilities have been added for all classes. Players will need to visit their class trainer to learn new spells.
The Kirin Tor have made their move and so has Dalaran.Please watch your step around the crater that has been left behind!
The Barber Shop has been implemented and you can now visit one of the Barber Shops in the major cities to change your appearance. Be sure to get your Shave and a Haircut!
The all new Achievement System has been implemented and the Achievement panel can be accessed via the interface. While many achievements are not retroactive, we have done our best to credit as many as possible. Gamemasters will not be able to grant achievements for past accomplishements.
Stormwind Harbor is now open for business.
New towers have been added outside Of Orgrimmar and in Tirisfal Glades. Crews are currently at work to establish a new Zeppelin route to Northrend for your travel pleasure. Please no /spit off of the towers.
A new entrance is now viewable in the Caverns of Time.
Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells.
Spell casting and spell channeling pushback has been changed to the following:
When casting a spell:
The first and second hit will add .5 secs each to the cast time.
All hits after the second will have no effect.
When channeling a spell:
The first and second hit reduces current duration by 25% of total duration each.
All hits after the second will have no effect.[/u][/b]
Spellpower:
All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant "increased spell damage and healing" such as on typical Mage and Warlock itemization.
For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.
Druids

Brambles (Balance): Now increases the damage done by your Treants, and also damage caused from your Treants and Barkskin has a 5/10/15% chance to Daze the target for 3 sec.
Celestial Focus (Balance): The stun proc now works with Starfall. This talent no longer has Wrath pushback protection, but instead increases your total spell haste by 1/2/3%.
Challenging Roar now has a 3 minute cooldown, reduced from 10 minutes.
Control of Nature (Balance) has been removed.
Entangling Roots: Can now be used indoors.
Faerie Fire (Feral): Now an 11-point talent, down from being a 21-point talent.
Feral Charge (Feral) is now a 21-point talent, up from being a 11-point talent.
Feral Charge (Feral): Can now be used in Cat form.
Feral Instinct (Feral) no longer increases threat generated in Bear form, but now increases damage done by your Swipe ability by 5/10/15%.
Feral Swiftness: The movement speed buff can now be used indoors.
Focused Starlight (Balance)is now Nature's Majesty (Balance): Increases the critical strike chance of your Wrath, Starfire, Starfall, Nourish, and Healing Touch spells by 2/4/6%.
Force of Nature (Balance): Cooldown reduced to 2 minutes, down from 3.
Furor (Restoration): Now increases your total Intellect while in Moonkin form by 2/4/6/8/10%.
Hurricane: No longer has a cooldown (was 1 minute).
Improved Faerie Fire (Feral): Now also works with spell hit, in addition to ranged and melee hit %.
Improved Mark of the Wild (Restoration): Now a 2-point talent, down from a 5-point talent.
Improved Tranquility (Restoration): Now also reduces the cooldown of your Tranquility spell by 25/50%.
Mangle (Feral): Now increases the damage done by Maul in addition to Shred.
Moonglow (Balance): Now also works with Starfall. Moved to tier 2, up from tier 5.
Moonkin Form (Balance) no longer increases your attack power or causes you to regenerate mana off melee attacks, but now has a chance to cause you to instantly regenerate 2% of your total mana every time you critically hit with a spell.
Nature's Focus (Restoration): Now a 3 point talent, down from a 5-point talent. Also moved to Tier 1, up from Tier 2. Now also includes Nourish, Entangling Roots, Wrath, and Cyclone.
Nature's Grace (Balance): Now also reduces the global cooldown of your Wrath spell by 50% while in effect.
Nature's Grasp (Balance): Can now be used and can proc indoors. This is now a base ability at level 11 and has a 100% chance to proc.
New Talent- Protector of the Pack (Feral): Increases the bonus attack power for Bear Form and Dire Bear Form by an additional 20/40/60% for each friendly player in your party, damage taken is reduced while in Bear Form and Dire Bear Form by 1/2/3%.
Nature's Reach (Balance): Now also reduces threat generated by Balance spells by 15/30%.
Nature's Splendor now increases the duration of Lifebloow by 2 secs, (down from 3.)
New Spell: Revive - Returns the spirit to the body, restoring a dead target to life with health and mana. Cannot be cast when in combat. (Ranks 1-7 added)
New Talent - Genesis (Balance): Increases the damage and healing done by your periodic spells by 1/2/3/4/5%.
New Talent - Improved Insect Swarm (Balance): Increases your damage done by your Wrath spell to targets afflicted by your Insect Swarm by 1/2/3%, and increases the critical strike chance of your Starfire spell by 1/2/3% on targets afflicted by your Moonfire spell.
New Talent - Mother Bear (Feral): Increases the bonus attack power for Bear Form and Dire Bear Form by an additional 20/40/60%, and for each friendly player in your party, damage you take is reduced while in Bear Form and Dire Bear Form by 1/2/3%.
New Talent - Natural Reaction (Feral): Increases your dodge chance while in Bear Form or Dire Bear Form by 2/4/6%, and you regenerate 1/2/3 rage everytime you dodge while in Bear Form or Dire Bear Form.
New Talent - Nature's Splendor (Balance): Increases the duration of your Moonfire, Insect Swarm, Rejuvenation, Regrowth, Lifebloom and Flourish spells by 10/20/30%.
Omen of Clarity (Restoration): Now a passive spell. Now also works for spells (healing and damage). Proc rate is roughly 6% with a 10 second internal cooldown.
Primal Tenacity (Feral) now reduces damage while stunned by 5/10/15%, and reduces the duration of fear effects by 5/10/15%.
Rake: The damage for this ability has been increased.
Remove Curse can now be used in Tree of Life form.
Soothe Animal can now be used on Dragonkin as well as Beasts.
Soothe Animal is now instant cast.
Subtlety (Restoration): Now a 3-point talent, down from a 5-point talent. Also moved to Tier 2, up from Tier 3. Also now only reduced threat for Restoration spells, and reduces the chance that your healing over time spells (Lifebloom, Regrowth and Rejuvenation) will be dispelled, rather than all Druid spells. Threat management for Balance can now be found in the Balance tree, within Nature's Reach.
Survival of the Fittest (Feral): Increased to 2/4/6%, up from 1/2/3%.
Swipe now affects targets within a range.
The mana regeneration penalty when in Bear Form, Dire Bear Form and Cat Form has been removed.
Tranquil Spirit (Restoration) now also includes Nourish.
Tree of Life (Restoration): 30% snare penalty has been removed.
Tree of Life (Restoration): Can now cast Dispel Curse.
Tree of Life (Restoration): You can now cast all Restoration spells (Healing Touch) in the form, but Tree of Life now only reduces the mana cost of your healing over time spells (Rejuvenation, Lifebloom, Regrowth and Flourish) by 20%.
Vengeance (Balance): Now also works with Starfall.
Hunters

All aspects now have a 1 second global cooldown, down from a 1.5 global cooldown.
All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
Stablemasters can now accommodate two additional pets.
Pets now have their own trees. These can be accessed via the talent panel.
Aimed shot mana cost has been reduced from 11% of base mana to 8%, casting time reduced from 2.5 sec to instant. Cooldown increased from 6 seconds to 10 seconds and damage reduced.
Animal Handler (Beast Mastery): No longer increases speed while mounted, but now reduces the cooldown of your Master's Call ability by 5/10 sec.
Arcane Shot: No longer dispels magic effects.
Aspects now no longer cost mana.
Aspect of the Beast: Now increases melee attack power by 10% for the hunter and the hunter's pet.The hunter can't be tracked while using this Aspect. Only one Aspect can be active at a time.
Aspect of the Viper - The hunter takes on the aspect of the viper, causing ranged attacks to regenerate mana but reducing total damage done by 50%. Mana is gained based on ranged weapons speed. Only one Aspect can be active at a time.
Aspect of the Wild (Rank 4) now increases Nature resistence by 130, (up from 70.)
Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
Bestial Swiftness is now a pet talent tree talent, and has been removed from the Beast Mastery Hunter tree.
Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump.
Clever Traps (Survival) has been renamed "Trap Mastery."
Combat Experience (Marksmanship): Now grants 3/6% Agility, up from 1/2%.
Concussive Barrage (Marksmanship): Can now proc from Volley and Multi-shot attacks.
Counterattack: Damage increased by 20%, and now also scales with your Ranged Attack Power.
Deterrence (Survival): Cooldown reduced to 3 minutes, and now also increases your chance to resist spells by 60%. Now has a new spell effect.
Disengage: This ability has been re-designed. Now leaps the Hunter backwards up to 13 yards. 30 second cooldown. Disengage now also only has one rank (rank 1).
Distracting Shot: This shot now "taunts" the target onto the Hunter. The taunt effect will last 6 seconds. Distracting Shot now only has one rank (rank 1).
Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
Focused Aim no longer affects Aimed Shot and now increases chance to hit by 1/2/3 %.
Focused Fire (Beast Mastery): Now increases the critical strike chance of your Kill Command by 10/20/30% while Kill Command is active. This effect can stack up to 3 times, but diminishes for each charge of Kill Command.
Freezing Arrow now breaks on damage.
Freezing Trap now breaks on damage.
Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels.
If a hunter tames a pet that is more than five levels beneath their own level, the pet will then have their level increased to five levels beneath the hunter's own level.
Improved Arcane Shot (Marksmanship): Now increases the damage done by your Arcane Shot by 5/10/15%.
Improved Feign Death (Survival): This talent has been replaced with Survival Tactics.
Improved Hunter's Mark (Marksmanship): Now a 3-point talent, and now increases the amount of attack power granted by your Hunter's Mark ability by 10/20/30% and reduces the mana cost of your Hunter's Mark ability by 33/66/100%.
Improved Stings (Marksmanship): Now a 3-point talent, down from 5-points.
Kill Command: This ability now increases the damage done by your pet's special abilities by 60%. Each attack will reduce the damage bonus by 20%. 1 minute cooldown.
Kill Shot damage slightly reduced.
Kindred Spirits will no longer stack with other movement enhancing buffs.
Lock and Load now has a chance to proc periodic damage by 2/4/6% (down from 5/10/15%.)
Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels.
Marked for Death now increases damage done by ranged and by pets special abilities by 4% on marked targets (down from 8%.)
Master Tactician (Survival): Chance to proc increased to 10%, up from 6%.
Mongoose Bite: No longer requires you to dodge in order to use this ability.
Monster Slaying (Survival) and Humanoid Slaying (Survival) has been combined into "Improved Tracking".
Multi-shot mana cost has been increased slightly to 9% base mana (up from 8%.)
New Talent - Aspect Mastery (Beast Mastery)
New Talent - Hunter vs. Wild (Survival): Increases you and your pet's attack power and ranged attack power equal to 10/20/30% of your total Stamina.
New Talent - Improved Tracking (Survival): Increases all damage done to targets that are being tracked 1/2/3/4/5%.
New Talent - Lock and Load (Survival): You have a 33/66/100% chance when you trap a target and a 10/20/30% chance when you sting a target to cause your next 3 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo.
New Talent - Survival Tactics (Survival): Reduces the chance your Feign Death ability and all trap spells will be resisted by 2/4%, and reduces the cooldown of your Disengage ability by 2/4 sec.
New Talent - T.N.T. (Survival): Your Immolation Trap, Explosive Trap and Explosive Shot have a 5/10/15% to stun targets for 2 sec when they deal damage, and increases the critical strike chance of your Explosive Shot and Explosive Trap by 5/10/15%.
Pathfinding (Beast Mastery): Now also increases the movement speed while mounted by 5/10%.
Point of No Escape reduced to a 2 point talent and now affects Freezing Arrow. The critical strike chance has increased to 3/6% (up from 2/4/6%.)
Rapid Killing (Marksmanship): This will now proc off Chimera Shot, but no longer works with auto-shot.
Readiness (Marksmanship): Cooldown reduced to 3 minutes, down from 5 minutes, and has been moved to Tier 5 of the Marksmanship Tree from the Survival Tree.
Savage Strikes (Survival): Now includes Counterattack.
Scattershot has been moved from the Marksmanship Tree to Tier 3 of the Survival Tree.
Silencing Shot (Marksmanship): This spell will now interrupt the current spell being cast on the target and lock out that school for 3 sec if the target is immune to silence effects.
Spirit Bond (Beast Mastery): Also increases healing done to you and your pet by 5/10%.
Steady Shot now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use.
Steady Shot: Now has a 2.0 cast time, up from 1.5.
Surefooted (Survival) now reduces the duration of movement impairing effects by 16/25/50% (instead of resist % chance). Moved from tier 4 to tier 2 and no longer increases hit chance.
Survival Instincts (Survival): This has been moved to tier-2, up from tier 6.
Survivalist (Survival): Now increases your total Stamina, instead of your total Health.
The arming time has been reduced to 1 second, from 2 seconds for all traps.
T.N.T. has been moved from Tier 2 to Tier 4.
Tranquilizing Shot: Cooldown reduced to 15 seconds (down from 20), and now dispels Enrage and Magic effects.
Trap Mastery (Survival) is now an 11-point talenttalent and has been moved from tier 3 to tier 9 and increases the duration by 30% fo both Freezing Trap and Frost Trap.
Trueshot Aura - This aura is now raid-wide and now increases all ranged and melee attack power by 10%. In addition, this spell now only has one rank. All other ranks have been removed.
Wingclip: No longer does damage.
Mages

Arcane Blast effect duration reduced to 3 seconds, and now increases damage by 25/50/75% instead of reducing cast time.
Arcane Focus (Arcane) is now 3 ranks and increases chance to hit and reduces mana cost of Arcane spells by 1/2/3%.
Arcane Fortitude moved to tier 2, increased to 3 ranks, now increases armor equal to 50/100/150% of Intellect.
Arcane Impact renamed Spell Impact and now affects Blast Wave, Fire Blast, Cone of Cold, and Ice Lance.
Arcane Potency now applies when Presence of Mind is active, talent prerequisite changed to Presence of Mind.
Arcane Subtlety now reduces the chance your spells will be dispelled by 15/35%, and no longer reduces the resistance of targets.
Arctic Reach now also affects Deep Freeze.
Blast Wave now knocks all affected targets back.
Conjured mana gems no longer disappear from your backpack after being logged out for more than 15 minutes. Higher ranks of Conjure Mana Gem will recharge an existing mana gem to maximum charges.
Counterspell now costs 9% of base mana.
Deep Freeze will no longer do damage, and will now stun the target for 5 seconds.
Elemental Precision moved to tier 2.
Empowered Arcane Missiles renamed Arcane Empowerment and no longer increases mana cost. It now also increases damage caused by Arcane Blast.
Empowered Fireball renamed to Empower Fire, reduced to 3 ranks, now increases damage by 5/10/15% of spell powerand now affects Frostfire Bolt.
Empowered Frostbolt reduced to 2 ranks, increases damage by 5/10% of spell power and increases critical hit chance by 2/4%.
Evocation has had its cooldown reduced from 8 minutes to 5 minutes.
Flame Throwing moved to tier 3.
Frost Armor, Ice Armor, Mage Armor and Molten Armor are no longer Magic effects and cannot be dispelled.
Frostbite relocated from Tier 2 to Tier 1.
Frost Channeling now reduces mana cost of all spells by 4/7/10%.
Frost Warding now increases armor and resistances of Frost/Ice Armor by 25/50%, now gives Frost Ward and Fire Ward a 15/30/5 chance to negate damage caused and restore mana equal to damage caused by the warded spell.
Hot Streak will now also affect Fire Blast.
Ice Floes renamed Cold as Ice, now reduces cooldown of Cold Snap, Ice Barrier, Summon Water Elemental, and Deep Freeze by 10/20%.
Impact moved to tier 3, reduced to 3 ranks for 4/7/10% chance to trigger, now triggers from any damaging spell (Fire, Frost or Arcane).
Improved Blink now also reduces mana cost by 25/50%.
Improved Counterspell now always silences the target for 2/4 seconds.
Improved Fire Blast moved to tier 1, reduced to 2 ranks, reduces the cooldown by 1/2 seconds.
Improved Flamestrike moved to tier 2, renamed World in Flames, now increases the critical hit chance of Flamestrike, Blast Wave, Dragon's Breath, Living Bomb, Blizzard, and Arcane Explosion by 2/4/6%.
Improved Frost Nova renamed Ice Floes, moved to tier 1, increased to 3 ranks, now reduces cooldown of Frost Nova, Cone of Cold, Ice Block, and Icy Veins by 7/14/20%.
Improved Mana Shield has been renamed to Arcane Shielding, reduces mana lost per damage absorbed by 17/33%,and now also increases resistances granted by Mage Armor by 25/50%.
Improved Scorch now increases Fire, Frost, and Arcane damage done to the target by 2/4/6/8/10%.
Incineration moved to tier 1, increases the critical hit chance of Fire Blast, Scorch, Arcane Blast, and Cone of Cold by 2/4/6%.
Invisibility now makes the caster invisible after 3 seconds, reduced from 5 seconds.
Living Bomb will no longer knock all targets into the air.
Magic Absorption reduced to 2 ranks, increases resistances by .5/1 point per level, and restores 1/3% of total mana on a resist.
Magic Attunement (Arcane) now also increases the range of your Arcane spells by 3/6 yards.
Mana Shield now drains 1.5 mana per damage absorbed.
Master of Elements now affects all spell criticals.
Mind Mastery reduced to 3/6/9/12/15%.
Missile Barrage will now affect Arcane Barrage and the (R5) proc chance has been adjusted from 12% to 20%.
Molten Shields now gives Fire Ward and Frost Ward spells a 15/30% chance to reflect the warded spell.
Polymorph now costs 12% of base mana.
Portal spells now cost 18% of base mana.
Prismatic Cloak (Arcane) increased to 3 ranks for 1/2/3% and now also reduces the fade time of Invisibility by 1/2/3 seconds.
Pyroblast cast time has been reduced to 5 seconds.
Remove Lesser Curse has been renamed to Remove Curse.
Shatter no longer has a prerequisite.
Slow Fall now costs 6% of base mana.
Slow mana cost reduced.
Summoned Water Elemental's Waterbolt range increased, mana cost reduced, Freeze range increased, mana cost increased.
Teleport spells now cost 9% of base mana.
Winter's Chill reduced to 3 ranks, Frost damage spells have a 33/66/100% chance to trigger the effect and the effect increases chance to crit with Arcane, Fire and Frost spells.
Paladins

Attack Power and Spell Power scaling on all Seals and Judgements other than Command and Blood has been reduced.
All Auras now affect all party and raid members within the area of effect.
Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%.
Avenger's Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds.
Avenging Wrath no longer causes Forbearance, damage increase reduced to 20%, now increases healing done by 20%.
Blessing of Freedom renamed Hand of Freedom. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
Blessing of Light and Greater Blessing of Light removed. Their effects have been folded into all relevant abilities.
Blessing of Protection renamed Hand of Protection. Only one Hand spell can be on the target per paladin at any one time. All ranks now cost 6% of base mana.
Blessing of Sacrifice renamed Hand of Sacrifice, is now only 1 rank and transfers 20% of the damage taken to the caster, duration reduced to 12 seconds, cooldown increased to 2 minutes. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
Blessing of Sanctuary reduced to 1 rank, now reduces all damage taken by 3% and generates rage, mana or runic power when a parry/dodge/block occurs.
Consecration now scales with attack power and spell power.
Conviction (Retribution) now increases critical chance with all spells and melee attacks.
Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%.
Divine Intervention cooldown reduced to 20 minutes.
Divine Plea will now fall within the school of Magic and reduces healing output by 20% (from 100%.)
Divine Protection and Divine Shield now cost 3% of base mana.
Divine Protection now reduces all damage taken by 50% and increases time between attacks by 100%.
Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%.
Divine Strength (Holy) moved to tier 1 in the Protection tree.
Exorcism mana cost reduced and now scales with attack power and spell power.
Eye for an Eye now reflects 10/20% damage from all critical hits.
Fanaticism now increases chance to critically hit by 5/10/15/20/25%.
Forbearance duration increased to 3 minutes.
Greater Blessing of Salvation removed.
Hammer of Justice now costs 3% of base mana.
Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, now instant cast, global cooldown increased to 1.5, missile speed increased, now usable on targets below 35% health and now scales with attack power and spell power.
Healing Light (Holy) moved to tier 2.
Holy Shield (Protection) cooldown reduced to 8 seconds, charges increased to 8.
Holy Shock (Holy) range changed to 20/40 yards when used on enemies/friends respectively, cooldown reduced to 6 seconds.
Holy Wrath is now instant cast, causes a 3 second stun, cooldown reduced to 30 seconds, radius reduced to 10 yards.
Illumination (Holy) moved to tier 3.
Improved Blessing of Might increased to 10/20/30/40/50%.
Improved Concentration Aura (Protection) moved to the Holy tree.
Improved Concentration Aura moved from the Protection tree to tier 4 in the Holy tree.
Improved Devotion Aura (Protection) moved to tier 4, reduced to 3 ranks, now increases armor of Devotion Aura by 17/34/50% and increases all healing done to units affected by Devotion Aura by 1/2/3%.
Improved Hammer of Justice (Protection) now reduces cooldown by 10/20/30 secs.
Improved Holy Shield removed.
Improved Righteous Fury (Protection) threat bonus folded into base spell, talent still reduces all damage taken by 2/4/6%.
Improved Sanctity Aura (Retribution) renamed Sanctified Retribution, now causes all units affected by Retribution Aura to cause 2% more damage.
Improved Seal of Righteousness (Holy) moved to tier 1, renamed Seals of the Pure, now affects Seal of Righteousness, Seal of Vengeance and Seal of Corruption.
Improved Seal of the Crusader (Retribution) renamed Heart of the Crusader and the effects now apply to all Judgement spells.
Infusion of Light now reduces the cast time of Holy Light by .5 second/1 second (instead of 1.2.5 second /2.5 seconds.)
Judgement has been replaced with 3 new spells; Judgement of Light, Judgement of Wisdom, and Judgement of Justice. All Judgement spells are considered ranged attacks for purposes of how they hit and how they critically hit. All cause damage based on attack power and spell power.
Judgement of Light now heals based on the Paladin's attack power and spell power, the effect can not trigger more than once ever 4 seconds.
Judgement of Justice will no longer prevent Fear effects, but will only prevent NPCs from fleeing (e.g. at low health).
Judgement of Wisdom now restores mana based on the Paladin's attack power and spell power, the effect can not trigger more than once every 4 seconds.
Judgements of the Pure will now last for 1 minute (up from 30 seconds.)
Judgements of the Wise will now grant 33% of base mana instead of 20% of maximum mana.
Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.
One-Handed Weapon Specialization now increases damage by 2/4/6/8/10%.
Precision has been removed.
Pure of Heart (Holy) reduced to 2 ranks, now reduces duration of Curse and Disease effects by 25/50%.
Pursuit of Justice reduced to 2 ranks for 8/15% movement increase and 1/2% less chance to be hit by spells.
Redoubt (Protection) moved to tier 2, reduced to 3 ranks, increases block chance by 10/20/30%, now also increases block value by 10/20/30% at all times.
Repentance (Retribution) mana cost changed to 9% of base, duration increased to 1 minute (10 second PvP duration), now usable against Demons, Dragonkin, Giants, Humanoids and Undead.
Retribution Aura damage increased and now gains damage based on Holy spell power.
Righteous Defense no longer costs mana and the global cooldown has been removed, cooldown reduced to 10 seconds.
Righteous Fury now increases threat caused by Holy damage by 90%.
Sacred Duty now also reduces the cooldown of Divine Protection.
Sanctified Light (Holy) now also increases the critical chance of Holy Shock.
Sanctity Aura (Retribution) removed.
All Seals have been reduced to 1 rank and now cost 14% of base mana. The duration has been increased to 2 minutes and are no longer consumed when a Judgement spell is cast. The effects can be triggered from all weapon based special abilities.
Seal of Blood now increases Judgement damage by 45% of weapon damage.
Seal of Command now increases Judgement damage by 30% of weapon damage, 60% on stunned targets.
Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.
Seal of Righteousness deals damage based on weapon speed plus an amount based on attack power and spell power, increases Judgement damage by 25%.
Seal of Vengeance now applies its effect on every swing, causes damage based on attack power and spell power, increases Judgement damage by 10% per stack of the damage over time effect.
Shield Specialization removed, effects merged with Redoubt.
Spiritual Focus (Holy) moved to tier 1.
Stoicism (Protection) moved to tier 2, now reduces duration of Stun effects by 10/20/30% and reduces chance your spells will be resisted by 10/20/30%.
Summon Warhorse and Summon Charger mana cost removed and no longer causes a global cooldown.
Toughness (Protection) moved to tier 3 , now also reduces the duration of movement slowing effects by 10/20/30/40/50%.
Turn Undead (ranks 1 and 2) removed. Turn Evil now granted at level 24, mana cost changed to 9% of base.
Unyielding Faith (Holy) moved to tier 2.
Vengeance (Retribution) now stacks up to 2 times, reduced from 3.
Vindication reduced to 2 ranks for 10/20% attribute reduction.
Priests

Absolution: This talent has swapped positions in the talent tree with Improved Inner Fire.
Circle of Healing (Holy): Now works on any targets in the caster's raid, and is now a "smart" heal and chooses the lowest health targets to heal first within its range. Also now has a 6 second cooldown. Also no longer will heal summoned Snakes from Hunter's Snake Trap.
Enlightenment: Increases your total Stamina, Spirit and Spell haste by 1/2/3/4/5%.
Focused Will (Discipline): Now increases healing effects on you by 3/4/5%, down from 4/7/10%.
Force of Will (Discipline): This talent now increases your spell damage by a flat amount, rather than increasing your spells by a %. (Now increases school %, rather than selected spells damage %). In other words, your spell damage gained from this talent is now reflected on your character sheet, rather than the skill tool-tips.
Focused Power: Increases your total spell damage and healing done by 2/4%, but no longer increases your chance to hit with Mind Blast, and Mass Dispel.
Guardian Spirit will now heal the target 50% of their maximum health.
Holy Fire: Cast time reduced to to 2 seconds, down from 3.5. Damage increased roughly 60%. Duration for the damage over time effect reduced to 7 seconds, down from 10. Holy Fire now has a 10 second cooldown.
Holy Nova mana cost reduced.
Improved Inner Fire (Discipline) - Now also increases the effect of Inner Fire spell by 20/40/60% (Includes the +spell power on higher ranks, as well as total number of charges).Moved from tier 3 to tier 2.
Improved Power Word: Fortitude moved from tier 3 to tier 2.
Improved Shadow Word: Pain (Shadow) - Now increases damage done by your Shadow Word: Pain by 5/10%, but no longer increases the duration of your Shadow Word: Pain.
Levitate now costs 3% of base mana.
Lightwell (Holy): Cast time reduced to .5 sec, down from 1.5 sec. Charges increased to 10, up from 5. Now breaks from any attack that hits you for 30% or more of your total health. Cooldown reduced to 3 minutes, down from 5.
Mind Control now has only one rank and costs 12% of base mana.
Mind Flay can now periodically critcally hit. The spell coefficient has been increased approximately 30%.
Mind Soothe now has only one rank, costs 6% of base mana and has no max target level.
Mind Vision now costs 3% of base mana.
New Talent: Improved Spirit Tap (Shadow) - Gives you a 50/100% chance to gain a 50% bonus to your Spirit after gaining a critical effect chance from your Mind Blast or Shadow Word: Death spells. For the duration, your mana will regenerate at a 25% rate while casting. Lasts 8 sec.
New Talent: Twin Faiths (Discipline) - Increases your damage and healing by 1/2/3/4/5%.
Pain Suppression (Discipline): Cooldown increased to 3 minutes, up from 2.
Power Infusion (Discipline): Cooldown reduced to 2 minutes, down from 3.
Prayer of Mending - This spell can now critically hit.
Psychic Scream now costs 15% of base mana.
Searing Light (Holy): Now also increases the damage of your Holy Nova and Penance spells.
Shackle Undead now costs 9% of base mana.
Shadow Focus (Shadow): Now a 3 point talent, down from 5. Now also reduces the mana cost of your Shadow spells by 2/4/6%.
Shadow Resilience (Shadow): Now reduces physical damage taken by 2/4%, but no longer reduces the chance to be critically hit by spells.
Shadowform (Shadow): Now has an innate 30% threat reduction. Now has a shapeshift UI.
Silence (Shadow) global cooldown removed.
Silent Resolve (Discipline): Now a 3 point talent, down from 5 points.
Spirit Tap (Shadow) - Talent reduced to 3 points, down from 5. Now also leads into "Improved Spirit Tap"
Twisted Faith will now work when the target is afflicted by Shadow Word: Pain (instead of Mind Flay.)
Wand Specialization (Discipline) has been removed.
Rogues

Aggression has been moved up 1 tier and now adds 3/6/9/12/15% damage to Sinister Strike, Backstab, and Eviscerate.
Anesthetic Poison now also dispels one Enrage effect on the target.
Blade Twisting (Combat) now cause all damaging melee attacks to have a 10% chance to daze for 4/8 seconds movement speed reduced by 70%, also adds 5/15% dmg to Sinister Strike and Backstab.
Camouflage (Subtlety) reduced to 3 ranks for 5/10/15% speed and 2/4/6 secs off the cooldown of Stealth.
Cloak of Shadows cooldown increased to 1.5 min.
Crippling Poison reduced to 1 rank, slowing movement by 70%.
Dagger Specialization (Combat) renamed Close Quarters Combat, moved to tier 3, now increases critical strike chance with Daggers and Fist Weapons by 1/2/3/4/5%.
Damaging poisons now scale with attack power.
Deadened Nerves (Assassination) reduced to 3 ranks, now reduces all damage taken by 2/4/6%.
Deflection (Combat) reduced to 3 ranks, increasing parry by 2/4/6%.
Disarm Trap range increased to 20 yards, cast time reduced, now requires stealth.
Dual Wield Specialization (Combat) moved to tier 1.
Elusiveness (Subtlety) moved to Tier 3, now reduces cooldown of Vanish and Blind by 30/60 sec and Cloak of Shadows by 15/30 sec.
Energy regeneration should now be smoother.
Endurance (Combat) now reduces cooldown of Evasion and Sprint by 30/60 secs.
Envenom now also increases your chance to apply poisons by 25% for 2-6 seconds (based on combo points).
Evasion, Sprint and Vanish cooldowns reduced to 3 min.
Find Weakness (Assassination) is now a passive talent, reduced to 3 ranks, increases damage of offensive abilities by 3/6/9%.
Fist Weapon Specialization (Combat) removed.
Fleet Footed (Assassination) now reduces duration of movement impairing effects by 25/50% rather than increasing resist chance.
Focused Attacks now gives 2 energy regardless of rank.
Gouge is now only 1 rank and causes damage based on attack power.
Improved Ambush (Subtlety) moved to Tier 4, reduced to 2 ranks for 25/50%.
Improved Eviscerate (Assassination) now increases damage by 7/14/20%.
Improved Expose Armor (Assassination) now reduces the energy cost by 5/10, no longer increases duration.
Improved Poisons (Assassination) now increases chance to apply poisons by 5/10/15/20/25%.
Improved Slice and Dice (Combat) reduced to 2 ranks, increases duration by 25/50%.
Improved Sprint (Combat) moved to Tier 4.
Initiative (Subtlety) moved to Tier 4, increased to 33/66/100% chance.
Kick is now only 1 rank and no longer causes damage.
Lethality (Assassination) now also affects Riposte.
Lightning Reflexes (Combat) moved to tier 4.
Mace Specialization (Combat) no longer stuns enemiesnow ignores 3/6/9/12/15% of target's armor.
Master of Deception (Subtlety) reduced to 3 ranks.
Mind-Numbing Poison reduced to 1 rank, slowing casting speed by 60%.
Murder (Assassination) moved to tier 6, increases damage by 2/4%.
Mutilate (Assassination) no longer requires you be behind the target.
Nerves of Steel (Combat) now reduces damage taken while Stunned or Feared by 15/30%.
Opportunity (Subtlety) reduced to 2 ranks for 10/20%.
Pick Lock and Disarm Trap no longer require Thieve's Tools.
Poisons skill removed. All finished poisons are available on vendors rather than created by the rogue.
Precision (Combat) now also increases chance to hit with poison attacks by 1/2/3/4/5%.
Premeditation (Subtlety) duration increased to 20 seconds, cooldown reduced to 20 seconds.
Preparation (Subtlety) no longer refreshes the cooldown of Premeditation.
Relentless Strikes (Assassination) moved to Tier 1 Subtlety, made 5 ranks for 4/8/12/16/20% chance.
Riposte (Combat) now slows the target's melee attacks by 20% instead of disarming them, awards one combo point.
Serrated Blades (Subtlety) moved to Tier 3.
Setup (Subtlety) chance to gain a combo point increased to 33/66/100%.
Shadowstep (Subtlety) is no longer usable while rooted.
Surprise Attacks (Combat) now also increases Hemorrhage damage.
Vanish no longer requires the reagent Flash Powder.
Vigor (Assassination) moved to Tier 3.
Vile Poisons (Assassination) reduced to 3 ranks, now increases damage of poisons and Envenom by 7/14/20% and increases dispel resistance by 10/20/30%.
Vitality now regenerates 8/16/25% energy.
Wounding Poison no longer stacks, reduces healing by 50%.
Shaman

All totems are now considered on the "Physical" school, and no longer magical spells.
Anticipation (Enhancement): Now is a 3-point talent, down from a 5-point talent and now reduces the duration of disarm effects on you by 16/25/50%.
Ancestral Awakening and Improved Water Shield will now affect Riptide.
Ancestral Knowledge (Enhancement): Now increases your Intellect by 2/4/6%, instead of increasing your total Mana by 2/4/6/8/10%.
Call of Flame (Elemental): Now also increases the damage of your Lava Burst spell by 2/4/6%.
Call of Thunder (Elemental) now also increases the critical strike chance of your Thunder spell.
Concussion (Elemental) now increases the damage of your Thunder and Lava Burst spells.
Convection (Elemental) is now a 3-point talent, down from a 5-point talent. Now lowers the mana cost of Thunder and Lava Burst.
Dual Wield Specialization will now increase the chance to hit while dual wielding by an additional 1/2/3%.
Earth's Grasp (Elemental) is now a tier-1 talent, up from tier-2.
Elemental Devastation (Elemental) is now a tier-2 talent, up from tier-4.
Elemental Focus (Elemental): Now also can proc off Lesser Healing Wave and Healing Wave, and can be used on all healing spells.
Elemental Fury (Elemental) now requires Elemental Focus as a pre-requisite
Elemental Precision (Elemental): Chance to hit reduced to 1/2/3% from 2/4/6%, but threat reduction increased to 10/20/30% up from 4/7/10%.
Enhancing (Enhancement) Totems is now a Tier 1 talent, up from Tier-2.
Fire Resistance Totem will now increase fire resistance by 130 and lasts for 5 minutes.
Flametongue Totem is now a flat spell damage totem. All ranks have been modified.
Flametongue Weapon: Now has a passive spell damage.
Flurry now increases attack speed by 5/10/15/20/25% for your next 3 swings after dealing a critical strike.
Frostbrand's snare effect has been increased to 50%, up from 25%.
Ghost Wolf's mana cost is now 13% base.
Grace of Air Totem has been removed. (Agility has been rolled over into Strength of Earth Totem)
Healing Grace (Restoration): Healing Way and Ancestral Fortitude are now affected by the dispel resistance portion of this talent.
Maelstrom Weapon proc chance reduced to 3/6/9/12/15% on critical hit when you deal damage with a melee weapon. Now affects chain heal.
Improved Fire Totems (Elemental) is now (again) Improved Fire Nova Totem. It now has a 50/100% chance to stun all targets for 2 sec.
Improved Lightning Shield (Enhancement) is now Improved Shields, and is in Tier-2.
Nature's Blessing no longer increases spell damage from Intellect, and the effect has been reduced to 5/10/15% from 10/20/30%. This is in result of the new spell power system. Players should notice little to no change in the power of the spell relevant to healing spells.
New ranks have been added of Water Shield, starting at level 20. (Level 20, 27, 34, 41, 48, 55, 62, 69)
New Spell: Earthliving Weapon - Imbue the Shaman's weapon with earthen life. Increases healing done by x and each heal has a 20% chance to proc Earthliving on the target, healing an additionaly over 12 sec. Lasts 30 minutes.
New Talent: Cleanse Spirit (Restoration) - Cleanse the spirit of a friendly target, removing 1 poison effect, 1 disease effect, and 1 curse effect.
New Talent: Elemental Shields (Enhancement): Increases the damage done by your Lightning Shield orbs by 5/10/15%, increases the amount of mana gained from your Mana Shield orbs by 5/10/15% and increases the amount of healing done by your Earth Shield orbs by 5/10/15%.
New Talent: Mental Dexterity (Enhancement) - Increases your Attack Power by 33/66/100% of your Intellect.
New Talent: Tidal Force(Restoration): Increases the critical effect chance of your Healing Wave, Lesser Healing Wave and Chain Heal by 60%. Each critical heal reduces the chance by 20% and lasts 20 seconds.
Rockbiter ranks 5 through 9 have been removed. Windfury Weapon is intended to replace Rockbiter at level 30.
Shapeshifting will no longer cancel Water Walking.
Stoneclaw Totem: Health of the Stoneclaw totem is increased by 5% of the Shaman's total health.
Stoneskin Totem now increases armor instead of reducing physical damage.
Storm Reach (Elemental): Now also increases the radius of your Thunder spell by 10/20%.
Stormstrike will no longer affect Fire or Frost damage.
Strength of Earth Totem now also increases agility.
The range of all "friendly totems" has been increased to 30 yards, up from 20.
Tidal Focus (Restoration): Now works with Earth Shield.
Totemic Mastery talent removed and replaced with "Tidal Force".
Totem of Wrath will now last 5 minutes.
Tranquil Air Totem has been removed. (Threat is being addressed by modifications to the base threat of players and/or "baked" into tanking abilities.)
Unleashed Rage is now raid wide and increases melee and ranged attack power within 45 yards.
Windfury Totem is now a flat 20% melee haste totem. All ranks have been modified.
Windwall Totem has been removed.
Wrath of Air is now a flat 10% spell haste totem.
Warlock

Aftermath (Destruction) - Now a 2-point talent, down from 5.
All demon abilities and spells will automatically be learned as pets gain levels. Demon Master trainers will be removed.
Avoidance (Felguard): Now reduces damage taken from area of effect attacks by an additional 80% and is automatically learned for the Succubus, Imp, Voidwalker, and Felhunter at level 10.
Bane now reduces the cast time of your Haunt spell.
Blood Pact now works raid-wide (not just in party).
Cataclysm (Destruction) - Now also increases your chance to hit with Destruction spells by 1% per point.
Chaos Bolt now does Fire damage instead of Chaos damage.
Conflagrate can now only be cast on targets afflicted by Shadowflame.
Consume Shadows (Voidwalker): Duration reduced to 6 seconds, and effect increased 66%. Now also greatly increases all nearby allies' stealth detection while channeled.
Curse of Doom will now only summon a Doomguard if the target yields experience or honor.
Curse of Recklessness will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health).
Dark Pact: Tooltip updated to be more consistent with other similar effects and now restores 200% mana leeched from your summoned Demon, up from 100%.
Demon Armor - Now increases healing done by spells and effects by 20%, but no longer has in-combat health regeneration.
Demonic Circle now lasts for 6 mins.
Demonic Pact will no longer work on enslaved demons.
Demon Skin, Demon Armor and Fel Armor are no longer Magic effects and cannot be dispelled.
Demonic Sacrifice: Succubus effect reduced to 10% increased shadow damage, down from 15%. Imp effect reduced to 10% increased fire damage, down from 15%. Felguard effect now increases Fire and Shadow damage, instead of just Shadow.
Doomguard: Health increased 20%, mana increased 24%.
Drain Soul will now cause four times the damage if the target is at or below 25% health.
Everlasting Affliction will no longer affect Shadow Bolt and affects Haunt instead.
Emberstorm now reduces the cast time of your incinerate by 0.1/0.2/0.3/0.4/0.5 seconds.
Fel Armor - Now increases your spell damage equal to 30% of your total Spirit, but no longer increases healing done by spells and effects by 20%.
Felguard: Health increased by 10%.
Felhunter: Paranoia and Tainted Blood have been replaced with Fel Intelligence and Shadow Bite.
Fel Intelligence (Felhunter): Increases total Intellect and Spirit of party and raid members by 3%. Lasts until cancelled.
Fel Stamina (Demonology) has been merged with Fel Intellect into Fel Vitality.
Haunt will now heal for 100%.
Howl of Terror now costs 15% of base mana.
Infernal: Cooldown reduced to 15 minutes, down from 1 hour. Duration reduced to 1 minute, down from 5 minutes+. Health increased by 30%, damage increased by 60%, and armor increased by 30%.
Inferno now summons an Infernal which lasts for 1 minute.
Imp: Health increased by 20% , Armor increased 16%, mana regeneration increased 200%.
Improved Curse of Weakness (Affliction) is now "Frailty" - Increases the amount of attack power reduced by your Curse of Weakness spell by 10/20%, and increases the amount of armor reduced by your Curse of Recklessness by 10/20%.
Improved Enslave Demon (Demonology) is now a Tier 5 talent, up from Tier 4.
Improved Lash of Pain (Destruction) and Improved Firebolt (Destruction) have been merged into one talent, Demonic Power.
Improved Shadow Bolt (Destruction) - Now increases damage by your next Shadow damage spells by 3/6/9/12/15%, down from 4/8/12/16/20%.
Mana Feed: Tooltip updated to be more consistent with other similar effects.
Master Demonologist (Demonology) - Most effects have been altered.
Master Demonologist – Felguard (Demonology) - Now increases all damage by 1/2/3/4/5%, and reduces all damage done to you by 1/2/3/4/5%.
Master Demonologist – Imp (Demonology) - Now increases Fire damage by 1/2/3/4/5%, and critical hit chance with Fire spells by 1/2/3/4/5%.
Master Demonologist – Succubus (Demonology) - Now increases Shadow damage by 1/2/3/4/5%, and critical hit chance with Shadow spells by 1/2/3/4/5%.
Nether Protection has been reworked. It now has a 10/20/30% chance when you're hit with a spell to reduce all damage by that spell school by 60% for 10 seconds.
New Talent: Demonic Empowerment (Demonology) - Grants your Summoned Demon power for a short time.
New Talent: Eradication (Affliction) - Your Corruption, Siphon Life and Curse of Agony ticks have a 5/10/15% chance to increase your spell haste by 20% for 8 sec. This effect has a 10 second cooldown.
New Talent: Improved Felhunter (Affliction): Your Felhunter gains mana equal to 50/100% of the damage done by its Shadow Bite ability, and increases the effect of your Felhunter's Fel Intelligence by 1/2%.
New Talent: Molten Core (Destruction) - Your Shadow spells and damage over time effects have a 5/10/15% chance to increase the damage of your Fire spells by 10% for 6 sec.
Pyroclasm (Destruction) - Now also includes Conflagrate.
Rain of Fire (Doomguard): A bug has been fixed which caused each tick of Rain of Fire to consume its mana cost.
Ritual of Souls: Charges increased to 25, up from 10.
Shadow Bite (Felhunter): Deals Shadow damage plus an additional 5% Shadow damage over time effect on the target. 6 second cooldown.
Shadowfury (Destruction) - Can now be cast while moving. Stun duration increased to 3 seconds, up from 2.
Soul Link (Demonology) is now an 11-point talent (used to be a 31-point talent), but the 5% bonus damage from this talent has been removed. In addition, the damage absorbed by Soul Link is now 15%, down from 20%.
Soul Siphon (Affliction): Now also increases the damage of your Drain Soul.
Soulstone now generates a log entry indicating who casted and received a soulstone.
Spell Lock (Felhunter) global cooldown removed.
Succubus: Health increased by 20%, armor increased 22%.
Summon Dreadsteed/Felsteed: Mana cost removed, global cooldown removed.
Suppression (Affliction) is now a 3-point talent, down from 5. Now increases your chance to hit with Affliction spells by 1/2/3%, down from 1/2/3/4/5%.
Unstable Affliction (Affliction): Silence effect reduced to 3 seconds, down from 5.
Voidwalker: Health increased by 20%, Damage increased by 16%. The amount of attack power the Voidwalker gains from its master's spell damage has been increased by 45%.
Warrior

Armored to the Teeth now increases attack power by 3 for every 180 Armor value.
Anticipation (Protection) now increases chance to dodge by 1/2/3/4/5%, moved to tier 2.
Battle Shout attack power has been slightly decreased.
Berserker Rage is now usable in all stances.
Blood Craze (Fury) now regenerates 2/4/6% of total health over 6 seconds.
Blood Frenzy (Arms) moved to Tier 9, now increases physical damage caused by 1/2%.
Bloodthirst (Fury) now restores health based on a % of total health.
Challenging Shout cooldown reduced to 3 minutes.
Concussion Blow (Protection) now causes damage based on attack power.
Death Wish (Fury) no longer makes you immune to Fear effects.
Death Wish and Sweeping Strikes have swapped locations in their respective talent trees.
Deep Wounds (Arms) now requires Impale, causes 16/32/48% of weapon damage over 6 seconds.
Defensive Stance now increases threat by 45%.
Defiance (Protection) removed, replaced by Incite and moved to a new location on tier 2.
Disarm rage cost reduced to 15.
Enrage (Fury) now increases damage done by 3/6/9/12/15%, limitation on number of attacks removed.
Hamstring now only has one rank and no longer causes damage.
Impale (Arms) moved to Tier 3, no longer requires Deep Wounds.
Improved Berserker Rage (Fury) now generates 10/20 rage.
Improved Bloodrage (Protection) now increases rage generation of both the instant and over-time effects by 25/50%.
Improved Charge (Arms) now generates 5/10 rage.
Improved Defensive Stance (Protection) reduced to 2 ranks, now reduces spell damage taken by 3/6% and any block/parry/dodge has a 50/100% chance to enrage the warrior causing 5/10% more damage for 12 sec.
Improved Disarm (Protection) reduced to 2 ranks, now reduces the cooldown of Disarm by 10/20 sec and increases damage taken by disarmed targets by 5/10%.
Improved Disciplines (Arms) removed.
Improved Mortal Strike (Arms) now increases damage by 2/4/6/8/10%, no longer reduces cooldown.
Improved Rend (Arms) reduced to 2 ranks for 25/50%.
Improved Revenge (Protection) now increases damage Revenge causes by 10/20% and gives a 25/50% chance to stun.
Improved Shield Bash (Protection) now also increases the damage of your Shield Slam ability by 5/10%.
Improved Shield Block (Protection) now has 2 ranks and reduces cooldown of Shield Block by 5/10 secs. It no longer increases the number of blocks.
Improved Shield Wall will now increases the damage reduction by an additional 5/10% and reduces cooldown by 30/60 seconds.
Improved Slam (Fury) moved to Arms.
Improved Sunder Armor (Protection) renamed Puncture ,reduced to 2 ranks for 1/2 rage cost reduction.
Improved Taunt (Protection) removed, effect made baseline.
Improved Whirlwind (Fury) now increases damage of Whirlwind by 10/20%, no longer reduces cooldown.
Iron Will (Arms) now has only 3 ranks, reducing the duration of Stun and Charm effects by 10/20/30%.
Last Stand (Protection) cooldown reduced to 5 minutes.
Mace Specialization (Arms) now ignores 3/6/9/12/15% of target's armor.
Mocking Blow now only has one rank and causes weapon damage, cooldown reduced to 1 min and can now be used in Defensive Stance.
Overpower now only has one rank and no longer causes any bonus damage (i.e. weapon damage only).
Poleaxe Specialization (Arms) now also increases critical damage done by Axes and Polearms by 1/2/3/4/5%.

Atlanteax
10-14-2008, 11:23 AM
Did they still implement the decision to not allow people to get Champion of Naaru or Hand of A'dal titles with the patch?

I know there were Blue posts hinting at that. I'm hoping it's not the case, as it'll be nice for some people to still obtain it (my main has it) before WotLK, even if Raid content is nerfed a bit.

Since Titles will be rampantly available in WotLK with all the other ones.

TheEschaton
10-14-2008, 11:28 AM
wtf, this is the patch for today?

Jayvn
10-14-2008, 11:30 AM
I jumped in to tank nightbane last night for a few guildies who only had that left.. I'm glad I got my title a few months ago..cause that would suck.
I wont know wtf to do with the tank now =/
I did see the frost tree for the aoe grindin mage though and I like...
and mah huntard is def going to get a new pet soon

TheEschaton
10-14-2008, 11:39 AM
So if they're introducing the 51 point talent trees, are they upping the level cap now? Or are we just gonna have to lower our talents in off-spec trees for now, if we want that new talent?

-TheE-

Jayvn
10-14-2008, 11:42 AM
lower off spec for now.. 80 is for those of us who shell out the monies again...

Kyra231
10-14-2008, 01:18 PM
Did they still implement the decision to not allow people to get Champion of Naaru or Hand of A'dal titles with the patch?

I know there were Blue posts hinting at that. I'm hoping it's not the case, as it'll be nice for some people to still obtain it (my main has it) before WotLK, even if Raid content is nerfed a bit.

Since Titles will be rampantly available in WotLK with all the other ones.

http://www.mmo-champion.com/index.php?topic=19142.0



Hand of A'dal title after Patch 3.0.2
The titles "Hand of A'dal" and "Champion of the Naaru" will be removed come patch 3.0.X. You can still turn in the quests and receive the rewards but you will not receive the titles.
This is true

You have to be level 70 to gain the title. Hit 71 your opportunity is gone.
This is not true.

AnticorRifling
10-14-2008, 01:36 PM
It will be like it was the patch before TBC, everyone is going to be ZOMG overpowered with the new talents that are greater than the stam pool on current gear. PvP will be who 2 shots who first, PvE will be cake. Less than a month of this and the wrath will be out.

I've been playing on the death knight on beta more and more and I'm loving that. I'll probably be on live tonight to see the new ret stuff and new druid goodies.

Alfster
10-14-2008, 01:37 PM
Yah, I'll be on live with my mage...arcane spec is looking nice now.

Sean of the Thread
10-14-2008, 01:44 PM
Ooo lemmie know asap on the druid goodies.

Even though you suck at druid.

AnticorRifling
10-14-2008, 01:46 PM
Ooo lemmie know asap on the druid goodies.

Even though you suck at druid.


The druid talents that I saw look pretty good. Moonkin looks pimp, resto looks good and feral has last stand and berserking as well as some seriously increased damage.

I have more loot than you do that means I'm a better druid by definition, druids being loot whores that we are.

Sean of the Thread
10-14-2008, 01:50 PM
I ROLL NEED ON EVERYTHING!

TheEschaton
10-14-2008, 04:06 PM
I'm downloading the patch right now - 1.2 gig. I don't know if this is it, or if there's more to it after this, but it says 3.02.

Parkbandit
10-14-2008, 04:17 PM
I'm downloading the patch right now - 1.2 gig. I don't know if this is it, or if there's more to it after this, but it says 3.02.

Download the patch, then it installs. I did mine before work today.

Kyra231
10-14-2008, 04:18 PM
Download the patch, then it installs. I did mine before work today.

Install was longer than the download & it seemed to hang up a bit at 98%, just give it time.

Shifted
10-14-2008, 05:12 PM
Just bought the game yesterday (I know, i'm behind the times) but installing the patch now, as i'm at work. should be ready by the time i get home.

Ignot
10-14-2008, 05:14 PM
Just bought the game yesterday (I know, i'm behind the times) but installing the patch now, as i'm at work. should be ready by the time i get home.

Yeah I just started to. I chose a RP realm expecting some RP. My expectations of "some" were set to high...

Shifted
10-14-2008, 05:31 PM
I joined a RPPvP realm. my expectations aren't being met at the moment

Parkbandit
10-14-2008, 05:39 PM
There is no roleplaying in wow folks. You play on a RP server to avoid getting ganked. That's it.

Kyra231
10-14-2008, 05:47 PM
There is no roleplaying in wow folks. You play on a RP server to avoid getting ganked. That's it.

Sorry but Ravenholdt where my main is (rp/pvp server) is not gank free. Regular pve rp servers are for...erp? There's a large number of rp guilds also :shrug: you just have to know where to look & find them I guess.

AnticorRifling
10-14-2008, 05:50 PM
Patch was fast for me as well, I usually DL patches after I log off and I let my pc stay on overnight though. I'll get a chance to take a deep dive into the changes after the kids and wife have gone to bed.

TheEschaton
10-14-2008, 05:56 PM
The patch keeps on freezing my comp around 97%.

Shifted
10-14-2008, 06:03 PM
Today will only be my second day, i'm not expecting a whole lot out of the RP side. was a last minute 'I'm bored.... i'm going to go out and buy wow'

Parkbandit
10-14-2008, 06:07 PM
Sorry but Ravenholdt where my main is (rp/pvp server) is not gank free. Regular pve rp servers are for...erp? There's a large number of rp guilds also :shrug: you just have to know where to look & find them I guess.


I would love to see examples of this roleplay. I spent about 3 months on a RP server (Ardent Dawn) and roleplaying was the exception, not even close to the rule. It's not enforced at all.

I don't equate roleplaying with people using the /emotes here and there and then saying "GO TAMPA BAY RAYS!"

Kainen
10-14-2008, 06:09 PM
I would love to see examples of this roleplay. I spent about 3 months on a RP server (Ardent Dawn) and roleplaying was the exception, not even close to the rule. It's not enforced at all.

I don't equate roleplaying with people using the /emotes here and there and then saying "GO TAMPA BAY RAYS!"


That was your mistake. Argent Dawn is a dying RP server. I play on Moon Guard and I see and RP all the time *shrugs*. The starting areas are a nightmare, but once you get beyond those, you can pretty much find RP anywhere.

RichardCranium
10-14-2008, 06:13 PM
16% install now.

Parkbandit
10-14-2008, 06:16 PM
That was your mistake. Argent Dawn is a dying RP server. I play on Moon Guard and I see and RP all the time *shrugs*. The starting areas are a nightmare, but once you get beyond those, you can pretty much find RP anywhere.

I'll roll up a character on Moon Guard this weekend and see. I'll be completely surprised.

RichardCranium
10-14-2008, 06:17 PM
PB run me through SFK

Kainen
10-14-2008, 06:19 PM
I'll roll up a character on Moon Guard this weekend and see. I'll be completely surprised.


Just remember that the starting areas are a nightmare. Um.. and Silvermoon isn't much better. Although a bunch of people do RP there, some of it get's lost in ((OOC)) brackets from hell, and the vampire/catgirl/slave/demon crowd. We are trying to thin those out, but it's damned near imposible.

RichardCranium
10-14-2008, 08:22 PM
No seriously, somebody take pity on me and run me trhough sfk or wc.

Sean of the Thread
10-14-2008, 08:23 PM
If you're on dunemaul horde I'll do it.

Insodus
10-14-2008, 08:23 PM
I'm on Kirin Tor (RP), and also had some people on Argent Dawn at one point.

In general I've seen no decent RP to speak of.

Once you get to lvl 40ish and you are completely addicted, it won't matter anymore.

Some Rogue
10-14-2008, 08:25 PM
Argent Dawn may be dying now...but it was very high pop back when he was playing on it.

Sean of the Thread
10-14-2008, 08:28 PM
I had some toons on AD and it was high pop back in the day.

I think everyone figured out that the pve servers suck balls and moved on.

Kainen
10-14-2008, 08:32 PM
I had some toons on AD and it was high pop back in the day.

I think everyone figured out that the pve servers suck balls and moved on.

Hey tell that to some of the people on MG so they will leave. :D Also I meant, nothing nasty towards Argent Dawn.

Ignot
10-14-2008, 08:42 PM
I thought WoW would be working by now, just tried it but I guess they are having trouble even though it says everything is working. Wait a minute...is Blizzard Simu?!

Kainen
10-14-2008, 08:47 PM
I thought WoW would be working by now, just tried it but I guess they are having trouble even though it says everything is working. Wait a minute...is Blizzard Simu?!

That depends on which class you play :P

oldanforgotten
10-14-2008, 09:08 PM
rejoice for 3.0, where bads can now see the sunwell!

oldanforgotten
10-14-2008, 09:14 PM
coming soon 3.0.3, when bads can get gladiator and the top 99% can buy shoulders

AnticorRifling
10-14-2008, 09:19 PM
It doesn't matter this close to xpac where green is the new purple for awhile. :)

Holy God ret is sexy.

Feral I'll tell you after the server restart.

Some Rogue
10-14-2008, 09:20 PM
And people who wasted their lives playing to be "special" can QQ.

Methais
10-14-2008, 09:21 PM
rejoice for 3.0, where bads can now see the sunwell!


coming soon 3.0.3, when bads can get gladiator and the top 99% can buy shoulders

http://i287.photobucket.com/albums/ll154/spinarooni226/Care-1950sGossip.jpg

Kyra231
10-14-2008, 09:26 PM
It doesn't matter this close to xpac where green is the new purple for awhile. :)

Holy God ret is sexy.

Feral I'll tell you after the server restart.

Server restart = unable to connect for anyone else?

Methais
10-14-2008, 09:29 PM
Server restart = unable to connect for anyone else?

http://bp1.blogger.com/_KJOQsgvGWVo/RtrvGT-oAeI/AAAAAAAABcQ/cKysU9sShmo/s400/Pheebs+raise+hand.JPG

Parkbandit
10-14-2008, 09:30 PM
rejoice for 3.0, where bads can now see the sunwell!

Seriously.. get the fuck over yourself chump.

http://www.w3bdevil.com/forums/BooHoo-Cry_baby.jpg

Sean of the Thread
10-14-2008, 09:33 PM
pwnt

Kyra231
10-14-2008, 09:33 PM
I would love to see examples of this roleplay. I spent about 3 months on a RP server (Ardent Dawn) and roleplaying was the exception, not even close to the rule. It's not enforced at all.

I don't equate roleplaying with people using the /emotes here and there and then saying "GO TAMPA BAY RAYS!"

Of course it's not enforced, it's wow not gs with a 500 player base & gms with nothing to do but monitor/spy on players. Policies are reactive not proactive.

The rp & people I've seen engaging in it were very IC, not /emote spamming with ooc crap after. Your mileage may vary by who you roll with & what you put into it I guess. :shrug:

I could give 2 shits either way about the rp, just saying there IS rp on the server I'm on if you bother to find it & be part of it.

~K.

Sean of the Thread
10-14-2008, 09:39 PM
I still can't log into WoW and it's 9:38 EST. :(

oldanforgotten
10-14-2008, 09:39 PM
Seriously.. get the fuck over yourself chump.





I apologize, congraultations in advance for your new sunwell loot, its a nice step up from the stuff you couldnt even down gruul for.

Methais
10-14-2008, 09:46 PM
http://i287.photobucket.com/albums/ll154/spinarooni226/nerdgod.jpg

Fixed.

Some Rogue
10-14-2008, 09:50 PM
rejoice for 3.0, where bads can now see the sunwell!


coming soon 3.0.3, when bads can get gladiator and the top 99% can buy shoulders

Oh hai, I'm a schizo...

http://forum.gsplayers.com/showthread.php?t=36574

Methais
10-14-2008, 10:05 PM
Oh hai, I'm a schizo...

http://forum.gsplayers.com/showthread.php?t=36574


You still have your trophy on your nightstand saying "I JUST PWNED SUNWELL - 2008" though, right? I just want to make sure they won't take that from you, since it was a very important part of your life.

Hahaha pwnt.

Sean of the Thread
10-14-2008, 10:06 PM
ahahahahah

Alfster
10-14-2008, 11:16 PM
I still can't log into WoW and it's 9:38 EST. :(

Dunemaul's been packed today, fucking weird.

Speaking of which, wtf, HOR's back?

Sean of the Thread
10-14-2008, 11:17 PM
I dunno I still can't log in.

Alfster
10-14-2008, 11:18 PM
Laggy as fuck though.

Methais
10-14-2008, 11:23 PM
Eredar's up and running. Got my addons straightened out and all that good shit.

Here's a bunch of 3.0 compatible addons for those looking:

http://wow.curse.com/downloads/wow-addons/tags/wotlk/default.aspx

I used to use TrinityBars for my action bars, but I'm using Bartender4 now and it rocks.

EDIT: It seems that some of them (like Bejeweled) don't work. 99% of them do though.

Alfster
10-14-2008, 11:24 PM
Nice. Thanks MEthais.

AnticorRifling
10-15-2008, 08:35 AM
Ret paladins are the new shadow priests, I was keeping everyone's mana topped off. The damage output is sexy, Art of War is pimp, etc, etc. Haven't tried PvP yet though. The one thing I didn't like is the combining of mana tap and arcane torrent, no more pulling that way.


Feral druids got a version of shadow step, feral charge (cat). Leap behind the enemy it's fun. Damage was ramped way up, swipe is OP once again. Armor went down because they changed the modifier but other than that pretty cool.

Moonkin looks cool, the eclipse talent and the talent that acts like Curse of Elements on crack are both cool shit.

We did some MC last night to get a few hunters some core hounds. The exotic pets are interesting. Expect to see some changes, Blizzard didn't take away the annoying aspects of them so they are pretty fucking annoying. Booming and earthquaking the screen while they walk, and when they charge it's monitor seizure time.

Parkbandit
10-15-2008, 09:23 AM
Dunemaul's been packed today, fucking weird.

Speaking of which, wtf, HOR's back?


Yea.. I reorganized the guild after leaving The Establishment. Too many children in the position of officer to deal with their childish antics.

If you are back, send me a tell. We're still organizing and basically fucking around. I think there's maybe 15 or so people in the guild currently.

Parkbandit
10-15-2008, 09:26 AM
Ret paladins are the new shadow priests, I was keeping everyone's mana topped off. The damage output is sexy, Art of War is pimp, etc, etc. Haven't tried PvP yet though. The one thing I didn't like is the combining of mana tap and arcane torrent, no more pulling that way.


Feral druids got a version of shadow step, feral charge (cat). Leap behind the enemy it's fun. Damage was ramped way up, swipe is OP once again. Armor went down because they changed the modifier but other than that pretty cool.

Moonkin looks cool, the eclipse talent and the talent that acts like Curse of Elements on crack are both cool shit.

We did some MC last night to get a few hunters some core hounds. The exotic pets are interesting. Expect to see some changes, Blizzard didn't take away the annoying aspects of them so they are pretty fucking annoying. Booming and earthquaking the screen while they walk, and when they charge it's monitor seizure time.


Yea.. I tried looking for an Iron Devilsaur last night.. I found a dead one that another hunter couldn't tame so he killed it so no one else could tame it. I decided to try again when the idiots are less populated.

Then went to AQ20 to tame a bug... yea, um, that ain't happening solo. I could do it.. but without a pet to tank, it's impossible to get the 15K health ads that burrow away AND tame the blue one. I'll get that bug and a corehound tonight.

AnticorRifling
10-15-2008, 10:04 AM
We went in to MC with 6 of us for shits and giggles. Just cleared everything to the core hound(s) we needed. I made 100g by bringing a lvl 65 pug hunter in so he could grab one. I was supposed to share with the raid but my connection acted up if you can pick up what I'm puttin down.

Trouble
10-15-2008, 10:05 AM
We went in to MC with 6 of us for shits and giggles. Just cleared everything to the core hound(s) we needed. I made 100g by bringing a lvl 65 pug hunter in so he could grab one. I was supposed to share with the raid but my connection acted up if you can pick up what I'm puttin down.

Wow, so there's no limit on the types of monsters you can tame now? Cool. I wonder how long that will last.

AnticorRifling
10-15-2008, 10:07 AM
There are certain restrictions for it, and you have to have 51 points in beast mastery to have the option. It should last it doesn't seem to be a bad thing. Get on Krandok I'll run you through whatever to get a pet.

ElanthianSiren
10-15-2008, 10:47 AM
Anyone have time to play their capped shaman and check out the changes?

Also, I don't suppose you're elemental spec?

Atlanteax
10-15-2008, 11:12 AM
My Shaman is Elemental, but wasn't able to get in yesterday.

Monkeysnarf
10-15-2008, 12:16 PM
Enhance Shaman 8/53/0:

I wasn't able to get on yesterday, but this morning I jumped on for about 20 minutes before work.

It looks like my AP went up about 200 points and crit rating stayed about the same. I'm still gemmed and enchanted for mostly strength though, so if I was to regem/chant, I should get a little more boost. My spell crit went from about 5% to around 27%. Basically, stat wise it looks like a solid buff.

I only had time to fight a few mobs in tero forrest. I basically just wanted to see what shit looked like.

Who let my dogs out?? I did. Dogs were pretty cool. It's hard to tell, but looking at the combat log they would have healed me for a decent amount. It seemed like their damage was alright too.

Maelstrom was solid. I had a full stack about the time the mobs died. They died very fast because they're only level 66 or whatever. The 30 second durration was nice and seems like it would be easy to use a chain lightning pull on the next mob; probably best for raiding ZG... Will be useful for leveling up to 80 too I guess. With the high proc rate and the choice of healing or damage, Maelstrom has serious pvp implications.

Lavalash, only hit the button once. I didn't have FT on my offhand, so it did what I expected it too. This seems like a raid and possibly 5-man ability. I don't really see me using it if I'm leveling, too many other buttons to hit and focus isn't always 100%.

Glyph of Windfurry was cheap on the AH so I scooped it. I don't expect much out of it until level 80, even then it might only be so-so.

Glyph that adds 1% crit to str/agl totem seems OMG so good for raids, 5-mans and maybe even makes dropping that 1 totem worthwhile while farming or leveling. With 5-min totems, 30 yrd range, 1s GCD and only 1 button to hit for all 3 buffs, it might be the new hotness.

I don't have any minor glyphs yet. I'm looking for the 1% healing while in dog form, 1 extra water shield and no regs for water walking.

Still seems like so much to sort out.

Shifted
10-15-2008, 01:04 PM
Server keeps going down. up for 5 minutes, down again.

Parkbandit
10-15-2008, 01:17 PM
Servers are never stable after a large patch like this.

As for the new talents.. I'm extremely under-impressed with the priest ones. Hunters, especially BM ones got a pretty sizable nerf, so I'm pretty sure I'll be leveling up a deathknight upon release.

I DID make about 2k from selling most of my low level herbs last night though. 20-25g a stack.. Especially when they were going for less than a gold a week prior makes me happy. :)

AnticorRifling
10-15-2008, 01:19 PM
I DID make about 2k from selling most of my low level herbs last night though. 20-25g a stack.. Especially when they were going for less than a gold a week prior makes me happy. :)

I might sell off my supply, not sure if I want to go inscription or not and I've got a guild bank full.

Kyra231
10-15-2008, 01:26 PM
Server keeps going down. up for 5 minutes, down again.

I was having a lot of trouble in Kalimdor with the random punts & 'world server down' while everyone else in OL & eastern kingdom were fine, switched over to eastern & gtg(maybe if its localized you could switch areas & not get punted to much?).

Monkeysnarf
10-15-2008, 01:29 PM
I might sell off my supply, not sure if I want to go inscription or not and I've got a guild bank full.

Yeah I was going to do the same thing. I've got a shit ton of herbs. You never know, maybe Arthis Tears might now be worth something. I was thinking about 1 gold per herb might be a decent price. I can't really see someone wanting to farm a stack when they could just spend 20g and get it now.

Tisket
10-15-2008, 02:05 PM
We did some MC last night to get a few hunters some core hounds. The exotic pets are interesting. Expect to see some changes, Blizzard didn't take away the annoying aspects of them so they are pretty fucking annoying. Booming and earthquaking the screen while they walk, and when they charge it's monitor seizure time.

I love my core hound. I'm pissed that I can't name both heads though.

Hopefully, if blizzard does take away the special effects, they do so via the interface so those who like it can still enjoy the booming.

Some Rogue
10-15-2008, 02:16 PM
Please tell me you're not a night elf hunter....

Tisket
10-15-2008, 02:28 PM
Please tell me you're not a night elf hunter....

Horde baby!

Methais
10-15-2008, 02:56 PM
Please tell me you're not a blood elf hunter....

Tisket
10-16-2008, 01:03 AM
Please tell me you're not a blood elf hunter....

Shut up. I LIKE THEY WAY THEY JUMP. OK?!?

Methais
10-16-2008, 03:06 AM
Shut up. I LIKE THEY WAY THEY JUMP. OK?!?

http://i287.photobucket.com/albums/ll154/spinarooni226/WoWScrnShot_101608_020020.jpg
http://i287.photobucket.com/albums/ll154/spinarooni226/WoWScrnShot_101608_020026.jpg
http://i287.photobucket.com/albums/ll154/spinarooni226/WoWScrnShot_101608_020431.jpg

Tisket
10-16-2008, 03:13 AM
I have an undead priest and an orc warlock. I'm not all about the pretty face.

My priest jumps like a frog though /sad

Tisket
10-16-2008, 03:17 AM
What's the name of the addon in your screenshot that tells you onscreen if there are any alliance players detected?

Methais
10-16-2008, 03:21 AM
I have an undead priest and an orc warlock. I'm not all about the pretty face.

My priest jumps like a frog though /sad

Undead frog jumps are the best. That and gnome jumps.

And this addon that plays a BOING sound everytime you jump:


..................

Fuck. Upload keeps failing on here and filefront won't load. IM me if you want it.

Tisket
10-16-2008, 03:23 AM
I don't have AIM. Dammit. Is it up on Curse?

Methais
10-16-2008, 03:24 AM
What's the name of the addon in your screenshot that tells you onscreen if there are any alliance players detected?

Paranoia.

http://wow.curse.com/downloads/wow-addons/details/paranoia-enemy-player-alert.aspx

Methais
10-16-2008, 03:24 AM
I don't have AIM. Dammit. Is it up on Curse?

No I couldn't find it anywhere, I just still have it in my hard drive. Bah PM me an email or something.

EDIT: Nevermind I thought you were talking about the bouncer addon. Which is the best addon ever I might add.

Tisket
10-16-2008, 03:25 AM
Yay, upped your rep, thanks Methais.

Kyra231
10-16-2008, 06:15 AM
No I couldn't find it anywhere, I just still have it in my hard drive. Bah PM me an email or something.

EDIT: Nevermind I thought you were talking about the bouncer addon. Which is the best addon ever I might add.

What addon are you using for your bars in the ss(assuming thats post patch)? Looking for a replacement of Trinity bars & yours was set up almost exactly how I had mine.

Inscription is pretty nice, levelling herbing all over again this time on my shaman is..meh. Major glyphs are going for 25-30g each so I'm saving a bit by making my own.

~K.

RichardCranium
10-16-2008, 07:38 AM
Thats Bartender4.

AnticorRifling
10-16-2008, 08:35 AM
I'm using dominos right now for my bar setup but it doesn't change color on range or show the cooldowns like I'm used to which sucks.

Parkbandit
10-16-2008, 08:38 AM
I might sell off my supply, not sure if I want to go inscription or not and I've got a guild bank full.


You missed the high demand/low supply = super high prices. I was selling all beginning herbs for 20g a stack. I only have 7 stacks that didn't sell in the first 2 hours of the server coming up.

Now the prices are back to 6-7g a stack.. and they continue to drop.

AnticorRifling
10-16-2008, 08:59 AM
You missed the high demand/low supply = super high prices. I was selling all beginning herbs for 20g a stack. I only have 7 stacks that didn't sell in the first 2 hours of the server coming up.

Now the prices are back to 6-7g a stack.. and they continue to drop.

That's fine, I might take up inscription on a toon later on so I'm not sweating it either way.

AnticorRifling
10-16-2008, 10:32 AM
Nerf bat has been swung already for ret paladins. Hot fix to change divine storm from magical to physical damage so armor now mitigates.

TheEschaton
10-16-2008, 11:29 AM
Was running a friend's capped ele shammy, thunderstorm seems pretty decent, it kind of makes the tauren shammy war stomp obsolete, as it gives a 20yd knockback, if you have an earthbind down (and really, what other kind of earth totem do you need as an ele shammy?) it's more than enough time to rock off a chain and start frost shocking. It has a 45 sec CD, so rarely used more than once a pull.

(I was using my friend's shammy to actually run my lvl 50 enh shammy thru ST).

-TheE-

Alfster
10-16-2008, 12:45 PM
I got knocked the fuck off the middle platform in EOTS yesterday.

Fuck shamans.

Methais
10-16-2008, 01:02 PM
What addon are you using for your bars in the ss(assuming thats post patch)? Looking for a replacement of Trinity bars & yours was set up almost exactly how I had mine.

Inscription is pretty nice, levelling herbing all over again this time on my shaman is..meh. Major glyphs are going for 25-30g each so I'm saving a bit by making my own.

~K.

Bartender4.

Also, here's that Bouncers Anonymous addon. It's the best addon ever created and still works with 3.0.

http://files.filefront.com/BouncersAnonymouszip/;12073201;/fileinfo.html

Monkeysnarf
10-16-2008, 03:23 PM
Nerf bat has been swung already for ret paladins. Hot fix to change divine storm from magical to physical damage so armor now mitigates.
Speaking of Nerf bats, someone needs to nerf McCain. Last night McCain's chin never once lost aggro on Joe the Plumber's NUTS!!

Oh yeah, the news is now reporting that Joe the Plumber doesn't have a license... really?? The media doesn't have anything better to do??

Keller
10-16-2008, 03:25 PM
Speaking of Nerf bats, someone needs to nerf McCain. Last night McCain's chin never once lost aggro on Joe the Plumber's NUTS!!

Oh yeah, the news is now reporting that Joe the Plumber doesn't have a license... really?? The media doesn't have anything better to do??

There is an entire section of this forum dedicated to politics.

Dare ye enter.

Parkbandit
10-16-2008, 03:38 PM
Nerf bat has been swung already for ret paladins. Hot fix to change divine storm from magical to physical damage so armor now mitigates.

I think there will be more nerfs done to paladins. We went to karazhan with a tank paladin last night.. he was the top damage dealer.

I'll try and get some new pets on my hunter tonight (Ironhide devilsaur, corehound and a bug from AQ20) and take a look at his damage. They nerfed BM hunters pretty hard..

Monkeysnarf
10-16-2008, 03:55 PM
There is an entire section of this forum dedicated to politics.

Dare ye enter.
Meh, I just wanted to bring up the concept of Nut-tanking again. It'd been a while.

Methais
10-16-2008, 04:30 PM
I got knocked the fuck off the middle platform in EOTS yesterday.

Fuck shamans.

Yet Blizzard felt it necessary to remove the knockback effect on Blastwave.

Kyra231
10-16-2008, 11:51 PM
Nerfbat for ret incoming, no more 5-6k insta-gibs :rofl:

http://forums.worldofwarcraft.com/thread.html?topicId=11296670044&sid=2000

As I stated yesterday, we are happy with Ret's PvE damage and sustatined damage in PvP, but were concerned that the burst damage in PvP could be too high. We discussed this for literally hours yesterday, which was certainly not the first time we have discussed the issue. Thus I hope these changes are not perceived as a knee-jerk reaction, but I am sure that will depend a great deal on which class you play. :)

Divine Storm -- the damage was changed from Holy to Physical. As you know, Holy damage is almost never mitigated and this talent could pack a lot into a very short time. This is a nerf to the ability's damage. This change is now active on Live.

Repentance -- this ability now lasts for only 6 seconds in PvP (down from 10). Obviously this is also a nerf. This change is also active on Live.

Art of War -- now affects all damage done by Judgements, Crusader Strike and Divine Storm (instead of critical strike damage). Net dps should be about the same but less bursty. This change will be made before Nov 13.

Righteous Vengeance -- now applies a dot affect similar to Deep Wounds (instead of critical strike damage). This ends up being a significant buff to the ability to make up for the damage lost to Divine Storm, but is also less bursty. This change will be made before Nov 13. EDIT: The dot will NOT break Repentance.

Glyph of Crusader Strike -- now reduces mana cost (instead of increased damage on stunned targets.) We thought paladins could stack too much damage vs. stunned targets. This change will be made before Nov 13.

We also fixed a bug with Seal and Judgement of Light that could sometimes result in too much healing.

In our tests, Retribution dps remains the same over longer periods of time, but they can't do quite so much damage in the initial few seconds of a PvP encounter.

I know Ret pallies feel a little picked on since we've made this mistake before of having them come out the gate too strong and then had to correct them. For that I do apologize. It's a difficult spec to balance since part of its design is to have large crits and stuns, which have obvious PvP implications. We are pretty confident this will not nerf pallies into the ground as I facetiously promised yesterday, but if we overdid it, we'll be happy to back off some of the changes.

On the other hand, maybe we'll see fewer BGs with 20 paladins on the opposing side and can get some reasonable feedback on all the other classes in the game.

EDIT: To clairfy the new dot will not break Repentance.

Garnet Doyle
10-17-2008, 02:31 AM
I thought I was done with wow for the time being, but reading this forced me to comment.



Hunters getting instant cast aimed shot? When you, by definition, aim at something before shooting, doesn't that involve taking some time? Fuck this instant cast, snap shot, shoot from the hips bullshit. Doubly so that it acts like a mortal strike from 50 yards away.

RichardCranium
10-17-2008, 08:25 AM
WoW is pretty much the most realistic game I've ever played. That sounds like some gay shit they would implement in Gemstone.

Kyra231
10-17-2008, 08:37 AM
I thought I was done with wow for the time being, but reading this forced me to comment.



Hunters getting instant cast aimed shot? When you, by definition, aim at something before shooting, doesn't that involve taking some time? Fuck this instant cast, snap shot, shoot from the hips bullshit. Doubly so that it acts like a mortal strike from 50 yards away.

My hunter arena partner was telling me the dmg done by a.s. is now a lot lower so it seems to even out a bit ::shrug:: Past that everyone is getting some awesome buffs. Assume it all scales at 80 from the beta forums at least, yay buffs (unless you're a holy priest then you can just train your dog to spam the coh button thru raids til oom, die rinse & repeat).

Keller
10-17-2008, 09:16 AM
Why not just add a new "Mortal Strike shot" and keep Aimed shot?

I understand wanting to make it easier for hunters too apply a healing debuff, but they Blizzard needs to think outside of the box ffs.

Kyra231
10-17-2008, 09:19 AM
Why not just add a new "Mortal Strike shot" and keep Aimed shot?

I understand wanting to make it easier for hunters too apply a healing debuff, but they Blizzard needs to think outside of the box ffs.

Then the true huntards would have to have another button to use & who can keep up with it all!!11!!

Seriously they just keep dumbing the game down for casuals & bads, I'll stay for wrath to check it out at least, hell maybe it will surprise people & be fun :)

AnticorRifling
10-17-2008, 09:29 AM
WoW is pretty much the most realistic game I've ever played. That sounds like some gay shit they would implement in Gemstone.

LULS

Alfster
10-17-2008, 09:34 AM
The beta's been fun.

Nieninque
10-17-2008, 10:45 AM
Why not just add a new "Mortal Strike shot" and keep Aimed shot?

I understand wanting to make it easier for hunters too apply a healing debuff, but they Blizzard needs to think outside of the box ffs.

If they were thinking outside of the box, they wouldnt feel the need to give every class every other class' abilities.

Keller
10-17-2008, 12:39 PM
If they were thinking outside of the box, they wouldnt feel the need to give every class every other class' abilities.

Good point.

Nieninque
10-17-2008, 12:53 PM
Give me rep and tell me that.
Tosser.

Kyra231
10-17-2008, 08:53 PM
Hrm anyone else having bartenders keybinds reset everytime you log in or out? I'm not sure what the issue is since my in game sound resets every time & my stopcast macro isn't saving either(did it before i reinstalled any addons too).

Sean of the Thread
10-19-2008, 12:33 PM
Arghhhhh this game is giving me a headache. I'm so undecisive as it is and now I've got to figure out all these new fucking talents and builds on all my f'n toons.

Methais
10-19-2008, 06:46 PM
Hrm anyone else having bartenders keybinds reset everytime you log in or out? I'm not sure what the issue is since my in game sound resets every time & my stopcast macro isn't saving either(did it before i reinstalled any addons too).

I haven't had that problem at all, but I did have that problem constantly (but only on my undead mage, none of my other toons) with TrinityBars, but only on my main bar, the others stayed normal.

The only problem I've been having is Xperl has a few bugs. Buff icons on targets are all crazy, and each time I log in I have to open the Xperl menu and then close it if I want my target box to show up on the screen.

Other than that though it's been pretty painless so far.

And for those that haven't gotten it yet, go download that Bouncers Anonymous addon I linked somewhere in this thread. It's the best addon ever and I won't stfu until everyone has it. YOU DOWNLOAD NOW!!!!!1

Kyra231
10-19-2008, 08:40 PM
I haven't had that problem at all, but I did have that problem constantly (but only on my undead mage, none of my other toons) with TrinityBars, but only on my main bar, the others stayed normal.

The only problem I've been having is Xperl has a few bugs. Buff icons on targets are all crazy, and each time I log in I have to open the Xperl menu and then close it if I want my target box to show up on the screen.

Other than that though it's been pretty painless so far.

And for those that haven't gotten it yet, go download that Bouncers Anonymous addon I linked somewhere in this thread. It's the best addon ever and I won't stfu until everyone has it. YOU DOWNLOAD NOW!!!!!1'

I did a little searching & found it was the patch installing a wtf folder under 'users/public/games'. Merging it with the regular wow wtf folder cured the resetting problem.

Slightly bummed cartographer might not be coming back though.

What does the bouncer addon do?