Posts Tagged patch notes
If you’re like me, you looked at the patch notes and noted the tweaks and didn’t really pay a whole lot of attention to it. I mean, I raided on Wednesday and Thursday and did more DPS than I had been and didn’t think too much of it*…
…and then someone said “Hey Amber, did you know were were supposed to DPS in unholy presence now?”
Cue me going “What?”
So if, like me, you only JUST optimized your gear a week ago and hadn’t really thought about having to DO IT ALL OVER AGAIN, and TOTALLY MISSED THIS SHIT, here are the chages to DW frosty goodness as spewed forth by the people who like doing math more than I do:
- No more Blood Strike! (nooo now my bars are uneven!)
- DPS in Unholy Presence (wat)
- Stat priority changed to hit > expertise > haste > mastery > crit
Haste over mastry?!?!?
Um, okay, if you say so!
And yes, I realize I’m late to the party. Derp derp…
*The change to rocket boots (boosts, whatever) also went mostly unobserved and ended up killing me when I tried to rocket back from a wipe. Thanks, Blizz. I was staring at my screen trying to figure out why they were on CD but I hadn’t blown up or anything, and then I died. From a fuel leak. Awesome.
* Icebound Fortitude now breaks stuns when used, in addition to providing immunity to them. FUCK YOU ROGUES.
* Necrotic Strike’s absorption effect is now reduced by the target’s resilience.
* Talent Specializations
+ Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.
+ Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap’s cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.
+ Howling Blast now deals 40% less damage to all targets other than the primary target of the spell. Howling Blast: now less likely to make your warrior tank hate you.
+ Might of the Frozen Wastes now also increases all melee damage by 4/8/12% while wielding a two-handed weapon. $5 says 2h Frost is still balls.
+ Desecration is now also triggered by Necrotic Strike. Does anyone else miss the arms? I kind of miss the arms.
+ Runic Corruption procs while the aura is already active now add 3 seconds to the existing aura duration, instead of simply refreshing/overwriting the existing aura.
+ Unholy Might (passive) has been reduced to a 5% Strength increase, down from 10%.
o Glyph of Death’s Embrace no longer refunds Runic Power when self-healing via Lichborne
If for some reason you want the full, un-annotated patch notes, you can go here. I threw it up on GDocs for people who can’t get around IT blocks like I can. \o/
World of Warcraft Client Patch 3.3.3
Squishy Priest does not give a shit. Squishy priest has not PvP’d since maaaybe the second season of arenas for a REASON…okay, reasonS. Namely, rogues and warlocks. THIS IS WHY I HATE ARRENS. TIMES TWO.
Dungeons & Raids
Hellscream’s Warsong and Strength of Wrynn now provide their bonuses to player pet health and damage, as well as the absorption amounts of Power Word: Shield and Sacred Shield.
Thank you for ungimping me. On two toons. Omnomnom moar bubbles!
World Event Bosses
The previous summoning criteria for these bosses have been removed. Players can queue up for and fight each World Event boss as many times as they want for any standard loot that they may drop.
All rare holiday items (such as The Horseman’s Reins) will have a chance of being found in holiday-themed loot troves which will drop once for each player in the party no more than once per day, in the same manner that doing the Random Dungeon daily quest will provide a specific reward the first time it is completed in a day.
I would care more if I could actually be arsed to do those bosses. But I can’t. But I’m sure for those who do it’s…good?….yes?
Several raid buffs have had their ranges increased to 100 yards, up from 45 yards, to prevent select buffs from repeatedly getting applied and removed during highly mobile encounters. Some buffs, such as paladin auras, totems, shouts and Blood Pact are intentionally meant to have shorter ranges and remain unchanged.
WARNING. DEATH KNIGHTS RECIEVED BUFFS. I REPEAT, BUFFS. THE END OF THE WORLD IS NIGH. Or that’s what I was told, anyway, I couldn’t be arsed to actually read/make sense of all that.
Something something feral druids creamed their pants something something.
Ferocious Inspiration: This ability is now an aura and provides 1/2/3% damage to all party or raid members within 100 yards and boosts the damage of Steady Shot by 3/6/9%.
Heart of the Phoenix: Cooldown reduced to 8 minutes, down from 10 minutes.
And we’re still the mockery of many hunters because people are twatwaffles. But, while they are still twatwaffles, we are now somewhat less fail. \o/
something something Frost is still boring to level with and my mage will be level 57 until WoW shuts down.
Renewed Hope: now has a 60-second duration, up from 20 seconds, but a 15-second cooldown.
Oh look, the one pertinent part of this whole thing and I just stare blankly at it. Yay, more duration? I…don’t think the cool down will be an issue, really. I mean if it was someone would have QQ’d about it already, so I’ll smile and nod and be on my merry way.
Still kill me in PvP and become floor smears in PvE, so since the patch notes weren’t “all die in a fire” I don’t care.
Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.
My baby ele shaman might think this is kind of awesome. Maybe. Some day. When she is at the point where gear has haste on it.
Elemental Oath: This ability is now always on as a passive aura.
“Fixed soul shatter so that it doesn’t completely blow” was not, sadly, on this list.
Prot “DPS” now slightly less lol.
Brief Tanky Ramblings
Normal ToC decided to like me and cough up my tanking trinket. Woo! …now to run it some more for the DPS trinket. Pffft. And then some more to get said trinket for ME, because Josh wants said trinket as well on his DK.
Thankfully I had enough defense to drop my Seal of the Pantheon for it, and keep the dodge trinket. I’m also now FINALLY over 30k health in 5 man buffs. Yay! Hopefully she’ll get some more goodies in the Naxx25 run tomorrow (that I’m leading? What? NO! *hands to Josh*). Then I can set her back into her primary alt slot and…
…work on my hunter? Alas, no. Jamethera is stuck as the bastard red headed stepchild of my alts. No, friends, I want to work on my shadow priesting some more.
Stolen from Duct Tape and a Prayer because I can’t access the official crap:
- Glyph of Mind Flay now Increases the damage done by your Mind Flay spell by 10% when your target is afflicted with Shadow Word: Pain.
- Glyph of Shadow Word: Pain changed to – The periodic damage ticks of your Shadow Word: Pain spell restore 1% of your base mana.
- Glyph of Shadow now increases your spell power by 30% of your spirit for 10 sec. (Up from 10%) (Here’s the current version.)
- Improved Devouring Plague: This spell now deals 10/20/30% of its total periodic effect instantly, up from 5/10/15%.
- Shadowform: This talent also now causes Devouring Plague, Shadow Word: Pain, and Vampiric Touch to benefit from haste. Both the period length and the duration of these spells will be reduced by haste. In addition, the mana cost has been reduced from 32% to 13% of base mana.
- Vampiric Embrace: This ability is now provides a 30-minute buff that cannot be dispelled, instead of a target debuff.
Lookit! Lookit! Buffs! Tasty things! Oh my god! I’m so excited!
…granted I still do less DPS than most of our other shadow priests (HOW? MUST FIX) but YAY! Now we get to cross our fingers and hope these changes don’t get nerfed back into the ground by release time.
Also, I find it terribly ironic that spirit is well-nigh useless to me as a disc priest but…it appears that I want some as shadow. What? Damn you. blizzard, for complicating my two sets of gear!
Oasic, how do you beat me as shadow deeps? I MUST KNOW.
…oh they also made it possible for you to bubble nonraid/party members. Sweet! Thanks Blizz! Now I can run circles around Dalaran randomly bubbling people! YAY!*
*I may or may not be genuinely excited by this development.
So I’m all reading Banana Shoulders this morning, because I loves me some Banana Shoulders. And I’m all…new mounts, cool…new dailies, cool…wait, what the fuck is this nonsense?
There are a number of changes to existing quests. As a general rule, the dailies will now send you further afield, and you will no longer be able to “double up” and complete the Valiant and Champion versions of a daily by killing a single set of mobs.
- A Valiant’s Field Trainingused to require you to kill 10 Scourge in Icecrown. Now it specifies 10 Converted Heroes, north of Corp’rethar.
- Taking Battle to the Enemyused to require you to kill 15 Scourge in Icecrown. Now it specifies 15 Cult of the Damned members anywhere in Icecrown.
- Battle Before the Citadelused to require you to kill 1 Boneguard Commander, 3 Boneguard Lieutenants, and 10 Boneguard Scouts (which overlapped nicely with the Valiant version of the quest, At the Enemy’s Gates). This now requires you to kill 3 Boneguard Commanders; the Valiant quest remains unchanged.
Oh, die in a fucking fire, Blizzard. Do you know how much trouble I have killing one Commander? I mean, seriously? Let me explain how things go just in case you don’t understand:
-Approach Commander only to have someone else grab it
-Get a Lt out of the way and…have someone else grab the Commander
-Grab a Commander
-Have everything else respawn on top of you while you are kiting it away
-Rez and grab new mount
-Clear to Commander
-Run frantically in circles trying to kill it and only get one or to scouts on you
-Kite it into the camp, lose your horse, and kill it with Smite spam just before it kills you
-Die to a Scout
-Yell for Josh to do the mother fucking Commander killing for me even though I can do the rest of the god forsaken dailies by my own fucking self
…three? Three? Really?
*takes a deep breath*
I don’t do numbers, as you all well know by now-I failed Algebra 2 twice, okay? I don’t like them-but luckily, there’s some paladin folks around here that do. So if for some reason you haven’t picked up Siha’s post via your feedreader already, then get thee here, my paladin friends.
Interestingly, I’m half-toying around with the idea of dual speccing holy for a bit. My gear was already more mp5 heavy than the Crit Era days preferred, so…hmmmm. Hmmmmmmmmmm. Of course I’m still afraid that if I dual spec holy I’ll end up heal bitching far more than I intend, and honestly, I think a DPS spec is more useful for a tank. I don’t think we need a 7th or 8th healer for some of those Naxx25 fights with single tanks, you know?
…what it comes down to is I’m still waffling mssively over Ambrosyne’s dual spec for no good reason. And still talking about it here for reasons I’m not sure of, either, so…moving on!
I got my warrior to 77, was all excited to get Cold Weather Flying, and then remembered how much not having an epic flyer sucks balls. I flipped over to level my hunter and remembered how much not being able to fly at all sucks balls, too, which generally leaves me longing for the patch to hit.
Since my warrior is lonely on Sentinels, I think I’m going to try some of Kyr’s AH game with herbs and flasks, the better to fund her money-eating ass. I think that the herb/alch combination is very nice for warriors not supported by another toon-they ARE so gear reliant and expensive…and not only do you make your own pots and flasks this way, but they sell well! I’m also plodding through the AT dailies with her already, though I cry a little inside at the thought of doing them on two toons.
Why, naturally I have an opinion [expressed thusly]. Text below:
We like that Holy paladins have a niche as single-target healers. The problem is we think this niche is a little too narrow at the moment. [No shit?] Furthermore, paladins don’t have a wide arsenal of healing spells so it’s important that all of them are being used [see: previous comment].
First, we are changing Flash of Light so that it places a heal-over-time effect on any target with Sacred Shield on them (the effect will be similar to Sheathe of Light). This should make Flash see a little more use [sweet...I think. But will the tank still die if we dare to do something other than Holy Light?].
Second, and more importantly, we are changing the way Beacon of Light works. Currently, it does not count over-healing on the target. We are changing that. In other words, if you place Holy Light on a rogue who is already at full health, it will still have the full effect on a tank with Beacon of Light on them. This is a huge buff, particularly when you consider the Holy Light glyph which allows for a small amount of “splash” healing. This effect isn’t common when you use Holy Light on a tank because the tank is often standing alone. But if you heal the melee, you are likely to get a lot more total healing from this effect (while still healing the tank through Beacon of Light). We are also going to try to allow a target to have more than one beacon (i.e. from different paladins) on them [Oh...oh my god, this might be good. Seriously, this will do a lot to alleviate the many many deaths of DPS because a paladin dare not take heals away from the tank for a second. I do, however, remain concerned about this and the integration of FoL considering the type of blows that tanks can take in some Ulduar encounters. I haven't done much actual tank healing MYSELF to really judge-I've been disc raid healing (haha)-but it seemed awfully frantic at times. I'll have to see what Kyr thinks].
Many players may surmise that this change would make paladins far and away the best healers in the game. This is partially because paladin mana regeneration is so potent. That isn’t an issue when the paladin can generally only heal the tank. With the Beacon of Light change, the paladin can provide a lot more raid or party healing. To adjust for this, we are going to reduce the amount of mana returned by Illumination. If you use Holy Light too recklessly (such as on targets who don’t require that much healing) you do risk burning out of mana too quickly. Of course, they will still have Divine Plea and other mana regeneration mechanics [if you give us the Beacon candy, I'll accept this without much bitching].
As a footnote, we are also likely to slightly adjust Replenishment and buff the amount of MP5 on gear.
These changes should lead to healing as Holy being more dynamic – you are going to be targeting a lot more group members than just the tank, while still providing massive healing on the tank. However, you won’t be able to just constantly spam your biggest heals, at least not on the more challenging encounters. There is an opportunity here for skilled players to really do some outstanding healing as paladins, but it’s going to take a little more effort. This is something a lot of players have been asking for so we hope that it delivers without completely changing what some paladins enjoy about their healing style.
[Oh Blizzard, are you trying to tempt me back?]
Holy Pally: AMG all I do is spam Holy Light! This is boring! FIX ME!
GC: Here, have a pony.
Holy Pally: OOOOH A PONY! ….wait a minuite…
You will not get me to do these dailies on two toons! You will not get me to…
OOH A PONY!
…and the acutal hippogriff I wanted!
…it’s gonna be like, eleventy billion badge thingeys, ain’t it?
Glyph of Smite — Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire. (Old – Reduces the pushback suffered from damaging attacks while casting Smite by 100%.)
For those of us are crazy enough to level holy/disc!