Advertisement
If you have a new account but are having problems posting or verifying your account, please email us on hello@boards.ie for help. Thanks :)
Hello all! Please ensure that you are posting a new thread or question in the appropriate forum. The Feedback forum is overwhelmed with questions that are having to be moved elsewhere. If you need help to verify your account contact hello@boards.ie

WotLK Beta is Live - Patch Notes

Options
«1

Comments

  • Closed Accounts Posts: 12,401 ✭✭✭✭Anti


    And here it is so copy and the others on locked down mode can see it ;)


    World of Warcraft: Wrath of the Lich King: Beta


    Welcome to the World of Warcraft: Wrath of the Lich King Beta Test. The list below contains information on the current available content for testing and general information. This information is subject to change. Alpha testers should note that your characters have been temporarily locked out. In a few weeks time, we will unlock these characters and you will be able to continue to level them. Please visit the Beta forums to submit feedback and discuss the expansion development with others.

    General

    The continent of Northrend is now available! To travel there, visit one of four transportation masters in either Orgrimmar, Undercity, Stormwind Harbor,or Menethil Harbor.
    The floating magical city of Dalaran is now available!
    The Barber Shop has been implemented and you can now visit one of the Barber Shops in the major cities to change your appearance.
    The all new Achievement System has been implemented.
    Transportation between Howling Fjord and Borean Tundra can be found at the Tuskarr villages in those zones.
    The level cap is currently set to 77.
    Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells.
    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.
    NPC Transportation Locations
    Horde:
    Undercity to Vengeance Landing (Howling Fjord)
    Orgrimmar to Warsong Hold (Borean Tundra)
    Alliance:
    Menethil Harbor to Valgarde (Howling Fjord)
    Stormwind Harbor to Valiance Keep (Borean Tundra)

    Known Issues

    The current patch notes are incomplete, but will be more progressively more comprehensive in each patch.

    World Environment Zones

    The following zones are available for testing: Howling Fjord, Borean Tundra, Dragonblight, and Grizzly Hills, Sholazar Basin, and Zul'Drak.

    Dungeons

    The following dungeons are available for testing:
    Howling Fjord: Utgarde Keep (70-72)
    Borean Tundra: The Nexus (70-72)
    Dragonblight: Azjol-Nerub (72-74)
    Grizzly Hills: Drak’Tharon Keep (74-76)
    Storm Peaks: The Halls of Stone (77-79)

    Classes

    All Classes are available for play. Spells and talents will be available for testing past 70.
    The Death Knight Hero class is now available for play.
    Death Knights will now start with 0 talent points at level 55.
    Creating a new Death Knight will start you at level 55 in Eastern Plaguelands.
    The Death Knight start zone, Acherus, the Ebon Hold, is fully implemented and is located in the Eastern area of Eastern Plaguelands.

    Druid

    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.
    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%.
    Focused Starlight (Balance): Now also works with Starfall.
    Force of Nature (Balance): Cooldown reduced to 2 minutes, down from 3.
    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.
    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.
    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.
    Nature's Reach (Balance): Now also reduces threat generated by Balance spells by 15/30%.
    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)
    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%.
    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%.
    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.

    Hunter

    All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
    Aspects now no longer cost mana.
    Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
    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."
    Concussive Barrage (Marksmanship) - Can now proc from Volley attacks.
    Deterrence (Survival) - Cooldown reduced to 3 minutes, and now also increases your chance to resist spells by 60%. Now has a new spell effect.
    Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
    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 than the hunter's level, then the pet jumps to five levels beneath than the hunter's level.
    Improved Feign Death (Survival): Now also reduces damage taken during Feign Death by 15/30%.
    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.
    Master Tactician (Survival) - Chance to proc increased to 10%, up from 6%.
    Monster Slaying (Survival) and Humanoid Slaying (Survival) has been combined into "Improved Tracking".
    New Talent - Improved Tracking (Survival) - Increases all damage done to targets that are being tracked 1/2/3/4/5%.
    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.
    Surefooted (Survival) now reduces the duration of movement impairing effects by 10/20/30% (instead of resist % chance).
    Trap Mastery (Survival) has been removed.

    Mage

    Arcane Focus (Arcane) is now 3 ranks and increases chance to hit and reduces mana cost of Arcane spells by 1/2/3%.
    Counterspell now costs 9% of base mana.
    Frost Armor, Ice Armor, Mage Armor and Molten Armor are no longer Magic effects and cannot be dispelled.
    Invisibility now makes the caster invisible after 3 seconds, reduced from 5 seconds.
    Magic Attunement (Arcane) now also increases the range of your Arcane spells by 3/6 yards.
    Polymorph now costs 12% of base mana.
    Portal spells now cost 18% of base mana.
    Prismatic Cloak (Arcane) now also reduces the fade time of Invisibility by 1/2 seconds.
    Slow Fall now costs 6% of base mana.
    Teleport spells now cost 9% of base mana.

    Paladin

    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 Forebearance, 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.
    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 Protection and Divine Shield now cost 3% of base mana.
    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.
    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, missile speed increased, now usable on targets below 35% health.
    Healing Light (Holy) moved to tier 2.
    Holy Shield (Protection) cooldown reduced to 8 seconds.
    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 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 cooldwon by 10/20/30 secs.
    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 XXX, 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.
    Judgement of Justice will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health).
    Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.
    Pure of Heart (Holy) reduced to 2 ranks, now reduces duration of Curse and Disease effects by 25/50%.
    Redoubt (Protection) moved to tier 2.
    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 Fury now increases threat caused by Holy damage by 90%.
    Sanctified Light (Holy) now also increases the critical chance of Holy Shock.
    Sanctity Aura (Retribution) removed.
    Seal of Justice/Judgement reduced to 1 rank with all the effects of the previous rank 2, the Judgement effect no longer prevents Fear.
    Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.
    Seal of Vengeance damage over time effect duration increased to 18 seconds.
    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%.
    Toughness (Protection) moved to tier 3.
    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.

    Priest

    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 it's range. Also now has a 6 second cooldown. Also no longer will heal summoned Snakes from Hunter's Snake Trap.
    Enlightenment (Discipline): Now also gives 1% spell damage and 1% heal per point.
    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.
    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.
    Improved Inner Fire (Discipline) - Now also increases the bonus healing on your Inner Fire spell by 10/20/30%.
    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 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 regenreate 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.
    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.
    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"
    Wand Specialization (Discipline) has been removed.

    Rogue

    Blade Twisting (Combat) now cause all damaging melee attacks to have a 10% chance to daze for 4/8 seconds.
    Deadened Nerves (Assassination) now reduces all damage taken by 1/2/3/4/5%.
    Fleet Footed (Assassination) now reduces duration of movement impairing effects by 25/50% rather than increasing resist chance.
    Gouge is now only 1 rank and causes damage based on attack power.
    Kick is now only 1 rank and no longer causes damage.
    Nerves of Steel (Combat) now reduces the duration of all Stun and Fear effects by 15/30%.
    Pick Lock and Disarm Trap no longer require Thieve's Tools.
    Premeditation (Subtlety) duration increased to 20 seconds.
    Riposte (Combat) now slows the target's melee attacks by 20% instead of disarming them.
    Setup (Subtlety) chance to gain a combo point increased to 33/66/100%.
    Vanish no longer requires the reagent Flash Powder.
    Vile Poisons (Assassination) reduced to 3 ranks, now increases damage of poisons and Eviscerate by 7/14/20% and increases dispel resistance by 10/20/30%.

    Shaman

    All totems are now considered on the "Physical" school, and no longer magical spells.
    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.
    Earth's Grasp (Elemental) is now a tier-1 talent, up from tier-2.
    Elemental Detestation (Elemental) is now a tier-2 talent, up from tier-4.
    Elemental Focus (Restoration): 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.
    Flametongue Totem is now a flat spell damage totem. All ranks have been modified.
    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)
    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 Elemental Shields, and is in Tier-1.
    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.
    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.
    Shield Specialization (Enhancement) - Now a 2-point talent, and increases the chance to block with attacks by 10/20%, and increases the amount blocked by 5/10%.
    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%.
    Strength of Earth Totem now also increases agility.
    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.
    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.
    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.
    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.
    Demon Armor - Now increases healing done by spells and effects by 20%, but no longer has in-combat health regeneration.
    Demon Skin, Demon Armor and Fel Armor are no longer Magic effects and cannot be dispelled.
    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%.
    Fel Stamina (Demonology) has been merged with Fel Intellect into Fel Vitality.
    Howl of Terror now costs 15% of base mana.
    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 – 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%.
    Master Demonologist (Demonology) - Most effects have been altered.
    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: 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.
    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.
    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.

    Warrior

    Anticipation (Protection) now increases chance to dodge by 1/2/3/4/5%, moved to tier 2.
    Challenging Shout cooldown reduced to 3 minutes.
    Death Wish (Fury) no longer makes you immune to Fear effects.
    Death Wish and Sweeping Strikes have swapped locations in their respective talent trees.
    Defensive Stance now increases threat by 45%.
    Defiance (Protection) removed, replaced by Incite and moved to a new location on tier 2.
    Hamstring now only has one rank and no longer causes damage.
    Improved Bloodrage (Protection) now increases rage generation of both the instant and over-time effects by 25/50%.
    Improved Disarm (Protection) now reduces the cooldown of Disarm and Shield Break by 5/10/15 seconds and increases damage taken by disarmed targets by 4/7/10%.
    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.
    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 6 minutes.
    Mace Specialization (Arms) can no longer trigger more than once per 6 seconds.
    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%.
    Pummel now only has one rank and no longer causes damage.
    Shield Bash now only has one rank and will cause damage based on a % of AP.
    Shield Block now increases chance to block and amount blocked by 100% for the next attack. Cooldown increased to 30 seconds.
    Shield Slam is now available to all warriors, starting at level 40.
    Shield Specialization (Protection) moved to Tier 1, now increases rage by 2 on a successful block.
    Sword Specialization (Arms) can no longer trigger more than once per 6 seconds.
    Toughness (Protection) moved to tier 3.


    Professions

    The following tradeskills are available to train up to 425: First Aid, Herbalism, Mining, Skinning, Enchanting, and Leatherworking.


    User interface

    The /cower emote now has an animation.
    Macros and key bindings are now saved server-side so there is no longer a need to reconfigure them when logging in using another computer.
    Shift-clicking to loot mail: You can now hold Shift and click on mail in your inbox to automatically loot any items and gold without opening the mail. This default behavior can be changed via Auto Loot Mail in the Interface Options (Controls).
    Combat Log Changes:
    The combat log now differentiates between a spell failure due to resistance and spell failure due to missing the target. Where once both events reported as a resist; a spell missing the target is now reported as a miss.
    Overhealing is now reported in the combat log.
    When a source of damage is entirely prevented (by a shield block, a full resist, or a damage shield like Power Word:Shield, the prevented amount will now be displayed.


  • Registered Users Posts: 2,420 ✭✭✭WellyJ


    So, anyone lucky enough to receive an invite today?


  • Closed Accounts Posts: 12,401 ✭✭✭✭Anti


    Just checked and no :( But i could have. Just noticed blizz never changed my email account which i lost access to, to the new one :/


  • Registered Users Posts: 4,528 ✭✭✭copeyhagen


    saaaaavage!! thanks for postin mate. awww i wanna go home and check my email. cant do it from work.. grrrrrr

    hunters changes look interesting.

    anyone can give a gestimate of when the expansion might be released now were in beta. how long did beta go on for tbc?


  • Registered Users Posts: 9,255 ✭✭✭anonymous_joe


    Anyone else feel underwhelmed? ^^


  • Advertisement
  • Registered Users Posts: 3,224 ✭✭✭goodlad


    Im just telling myself that those paladin changes will be massively changed before beta is over. Caus at the moment its gonna suck balls.

    The main topic that seems to be going on my guild forum about thie % of base mana cost for most mage spells. And i agree its ****.

    Sheep currently costs about 140 mana?
    Base mana for a lvl 70 is about 6k ish, which means sheep is gonna cost around 700-800 mana per casting.

    Even looking at the new gear which seems to have a lot more mp5 and spirit, imo its still not gonna compensate. So im hoping those percentages get dropped a massive amount.


  • Closed Accounts Posts: 12,401 ✭✭✭✭Anti


    Got any links to this new gear ?


  • Registered Users Posts: 3,224 ✭✭✭goodlad


    I have a link to dragonblights un-official server forums where i seen it.

    http://www.vienas.net/showthread.php?t=16173


  • Registered Users Posts: 2,378 ✭✭✭Krieg


    Yummy, talent tree's updated. Including DK

    http://wotlk.wowhead.com/?talent=c


  • Closed Accounts Posts: 12,401 ✭✭✭✭Anti


    goodlad wrote: »
    I have a link to dragonblights un-official server forums where i seen it.

    http://www.vienas.net/showthread.php?t=16173


    gun_furyoftheragingdragon.jpg

    WANT !!


  • Advertisement
  • Registered Users Posts: 813 ✭✭✭Shazbot


    That gun isn't good enough to deserve a noob enduced "WANT". It's not as good as the current PVP ranged weapons which people can easily obtain. Anyway, I'd give it to a warrior/rogue before a hunter.

    Back on topic, I haven't received an invite either but don't expect to. I can happily wait till the release date if I'm still interested in WoW. With Warhammer coming out soon it might just take me away from WoW for good.

    I like the changes to the hunter's pet system, long overdue and could work out very well. But if it's an attempt to broading the hunters horizons then I don't think it will work. Just like all talent trees, the best combination will be found soon enough and everyone* will stick to it

    *not everyone, we know some people like to be unique.


  • Registered Users Posts: 2,420 ✭✭✭WellyJ


    Pretty nice tank gun


  • Registered Users Posts: 4,560 ✭✭✭Ivan


    Rogue gun all the way, imho. Looks pretty nasty though, I think I'd let a hunter take it :p


  • Moderators, Computer Games Moderators Posts: 23,188 Mod ✭✭✭✭Kiith


    Pretty bad placement in fairness....if one had a dirty mind, they might think it was some sort of attachable...unit D


  • Closed Accounts Posts: 16,339 ✭✭✭✭tman


    Think I've just managed to secure a beta key for myself... Happy days!


  • Closed Accounts Posts: 12,401 ✭✭✭✭Anti


    Shazbot wrote: »
    That gun isn't good enough to deserve a noob enduced "WANT". It's not as good as the current PVP ranged weapons which people can easily obtain. Anyway, I'd give it to a warrior/rogue before a hunter.

    Back on topic, I haven't received an invite either but don't expect to. I can happily wait till the release date if I'm still interested in WoW. With Warhammer coming out soon it might just take me away from WoW for good.

    I like the changes to the hunter's pet system, long overdue and could work out very well. But if it's an attempt to broading the hunters horizons then I don't think it will work. Just like all talent trees, the best combination will be found soon enough and everyone* will stick to it

    *not everyone, we know some people like to be unique.


    Yeah, your right. I just like the look of it. Am bored with the current models/skins.


  • Registered Users Posts: 3,204 ✭✭✭Kenny_D


    tman wrote: »
    Think I've just managed to secure a beta key for myself... Happy days!

    Can I ask how?


  • Closed Accounts Posts: 16,339 ✭✭✭✭tman


    I used to work with a guy who is now a GM...

    Can't seem to copy my character to the test realm though, keep getting a "Sorry, but there has been an error with your request." message:(
    All of the beta forums seem to be for US players, not EU so I can't get any help there...


  • Registered Users Posts: 2,798 ✭✭✭Funky


    some quality talents there

    really like shaman spirit link, sup 3s teams immune to CC


  • Closed Accounts Posts: 1,165 ✭✭✭Hanza


    They said that they didnt like the look of the items on that forum you posted the armor image links from, but I LOVE the Nordic/Celtic influence. Really really want I wanted :D

    I dont like the space-man look of TBC. When I see people running around glowing green and pink and blue I get flash backs of Visionary's. Knights in space, never good.

    Im a bit confused about this spellpower stuff, what is wrong with bonus healing and damage? Took me long enough to get mine as high as it is.


  • Advertisement
  • Moderators, Computer Games Moderators Posts: 3,183 Mod ✭✭✭✭Dr Bob


    I could be wrong , but It looks like they're really pushing druid viabilty thing:

    Druid as main Healer :
    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) (plus rebirth as well , unless its been removed?).One thing druids were Really lacking was a proper party res .
    Improved Tranquility (Restoration): Now also reduces the cooldown of your Tranquility spell by 25/50%. (not as good as PoH , but it'll make a difference)

    Druid as DPS:now have 2 viable Aoe
    Hurricane: No longer has a cooldown (was 1 minute).
    Starfall (top balance tier AOE)

    Druid as Crowd control :
    Entangling Roots: Can now be used indoors.
    Nature's Grasp (Balance): Can now be used and can proc indoors.


    I've never played one as a tank , so I'm not sure how that'll be affected by the new talents...


  • Registered Users Posts: 4,560 ✭✭✭Ivan


    Melee druids/tank druids get a fear break which is very powerful and a stacking disease snare is very powerful for melee pvp. Both very good changes but I'm not sure how necessary they are ;)

    Also Flourish is hella powerful as healers. However, I question your assertion that druids arent currently viable. They are insane PvP healers and very valuable PvE caster dps AND solid tanks.

    I think there are few other classes that are as viable with all their specs, as druids are ;)


  • Moderators, Computer Games Moderators Posts: 3,183 Mod ✭✭✭✭Dr Bob


    Ivan wrote: »
    Melee druids/tank druids get a fear break which is very powerful and a stacking disease snare is very powerful for melee pvp. Both very good changes but I'm not sure how necessary they are ;)

    Also Flourish is hella powerful as healers. However, I question your assertion that druids arent currently viable. They are insane PvP healers and very valuable PvE caster dps AND solid tanks.

    I think there are few other classes that are as viable with all their specs, as druids are ;)

    i suppose MORE viable is a better way of putting it .

    A 'lock or a mage is in some cases more preferable for that last dps spot in a 5 man for some instances due to the druids current lack of AOE damage or decent crowd control*.
    A priest/holy paladin is going to have an advantage going for a main healer spot in that they can allow a group to res.A druid currently has 1 res on cooldown every 20 mins.
    With the expansion , that advantage is going to be gone.

    *Actually they're going to be capable of cc'ing up to 3 mobs at once in some specific cases (hibernate-roots-cyclone), not counting natures grasp here as well.


  • Registered Users Posts: 4,528 ✭✭✭copeyhagen


    the druid cc sounds good, atm there is very few dps druids on my realm, if any.


  • Closed Accounts Posts: 954 ✭✭✭DarthWraak


    copeyhagen wrote: »
    the druid cc sounds good, atm there is very few dps druids on my realm, if any.

    http://www.youtube.com/watch?v=FdX8YwtLilw


  • Closed Accounts Posts: 1,165 ✭✭✭Hanza


    Read the notes on WoWInsider and they go into great detail on the pally abilities.

    Finally we get a HoT spell that causes the main tank to generate even more threat. Happy day for the Holy Paladin's out there.

    At first when I glanced through the changes I was unhappy, but the paladins are now more useful then ever. Now Im even more excited about WotLK


  • Registered Users Posts: 3,224 ✭✭✭goodlad


    Hanza wrote: »
    Read the notes on WoWInsider and they go into great detail on the pally abilities.

    Finally we get a HoT spell that causes the main tank to generate even more threat. Happy day for the Holy Paladin's out there.

    At first when I glanced through the changes I was unhappy, but the paladins are now more useful then ever. Now Im even more excited about WotLK

    Any chance you can link that?
    Ive been pking around since i read your post and cant find anything mentioning
    the new pala spells helping the MT generate aggro. Im not saying your wrong, i just cant find info on it.


  • Registered Users Posts: 2,630 ✭✭✭Einstein


    ooh...might have to re-spec my lock to demonology...metamorphosis baby...oooh yea!!


  • Closed Accounts Posts: 1,165 ✭✭✭Hanza


    goodlad wrote: »
    Any chance you can link that?
    Ive been pking around since i read your post and cant find anything mentioning
    the new pala spells helping the MT generate aggro. Im not saying your wrong, i just cant find info on it.

    I''l post the url, cos its a 6 page report! The new ability at the end of the Holy tree is A HoT that can be cast on anyone within range. So they claim if its cast on the MT, it will cause him to generate more hate.

    Very sweet IMO, here is the link to the paladin report, its a long read, enjoy:
    http://www.wowinsider.com/2008/07/18/wrath-beta-patch-notes-paladin-part-i/


    [EDIT]:
    Here is the write up on the new ability, from the 3rd page of the report:

    Beacon of Light
    Requires 51 points in Holy
    The target becomes a Beacon of Light, healing all party or raid members within 10 yards for 2000 over 15 sec.
    Blizzard didn't want to give Paladins a Heal-over-Time. They didn't want to give them a group heal. No, Blizzard wanted to give them both. Why settle for anything less? Beacon of Light is a strange hybrid healing spell that's like the bastard love child of Tranquility and Holy Light. It's a targeted group HoT that has a cast time. Confused? Essentially, you select a target to become the eponymous Beacon of Light -- probably the Main Tank -- and put an HoT that emanates healing rays of love and warmth.

    What's the big deal? The big deal is that the HoT generates threat -- but for the target, not the caster. Every tick of the Beacon of Light will count as threat for the target, because it's considered to be their healing spell. So yes, Paladins got a much-needed HoT and a much-needed group heal... but once again the class cements itself as the best single-target healer in the game by proactively generating threat for the main tank.


  • Advertisement
  • Registered Users Posts: 4,528 ✭✭✭copeyhagen


    nice..


Advertisement