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Old 02-06-2009
 
#1
United States Waffen
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Default 3.1 Patch Notes (1/3)

http://forums.worldofwarcraft.com/th...10422662&sid=1
http://forums.worldofwarcraft.com/th...10002204&sid=1

We are planning a lot of exciting content for snatch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the first in the series: Priests, Rogues, and Shaman. Please keep in mind, that this list is not at all comprehensive, and subject to change.

PRIEST
# Divine Spirit – this spell is now a core ability available to all priests.
# Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
# Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your RAIIIIID party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
# Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
# Penance – this spell can now be targeted on the priest.
# Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
# We are also working to give Holy additional PvP utility.

ROGUE
# Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.
# Adrenaline Rush – the cooldown on this ability has been lowered.
# Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.
# Killing Spree – while this ability is active, the rogue does 20% additional damage.
# Savage Combat – now causes 2/4% physical damage done.
# Mace Specialization – this talent now grants haste in addition to armor penetration.

SHAMAN
# Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
# Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
# Spirit Weapons – now reduces all threat, not just melee threat.
# Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
# Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
# We are also working on giving Enhancement and Elemental more PvP utility.

We are planning a lot of exciting content for snatch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the second in the series: Warlocks, Druids, and Warriors. Please keep in mind, that this list is not at all comprehensive, and subject to change. To

WARLOCK

# Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).
# Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)
# Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
# Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
# Curse of Recklessness and Curse of Weakness have been combined into one spell
# Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.
# Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.
# Additional new talents have been added.

DRUID

# Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.
# Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
# Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
# Thorns and Nature’s Grasp can be cast in Tree of Life form.
# Survival Instincts now works in Moonkin form.
# Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
# We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.

WARRIOR

# Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.
# You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
# Blood Frenzy now causes 2/4% physical damage done.
# Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.
# We are also adding increased damage to Arms, possibly through Overpower or Slam.
# We are also looking at granting rage when the warrior blocks, dodges or parries.

We are planning a lot of exciting content for snatch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the third in the series: Mages, Paladins, Hunters, and Death Knights. Please keep in mind, that this list is not at all comprehensive, and subject to change.

MAGE

# Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
# We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.
# We are also working on more survivability for Fire spec in PvP.
# We are also working on making Spirit a more useful and interesting stat for all mages.

PALADIN

# Blessing of Kings – this spell is now a base ability trainable by all paladins.
# Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
# Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
# Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
# Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
# Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

HUNTER

# Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
# A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
# Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
# Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
# Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
# We are also looking to add additional trap functionality to Survival.

DEATH KNIGHT

# Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased.
# Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
# Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
# The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
# Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.
# Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
# Blood Gorged now grants armor penetration instead of expertise.
 



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Old 02-06-2009
 
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Default Re: 3.1 Patch Notes (1/3)

:O

rage through bubbles...baseline kings...this is forming up to possibly be good. I'll hold judgement tho until they release more warlock stuff, 1 destro 'buff' (which any destro lock could care less about) does not make deep destro better. I need more reasons to convince my guild I'm not a tard for doing it

EDIT: zomg healing/mana stream combined?! disease/poison?! yays for lessening totem decisions, more likely to actually drop them on non-elites now.
 

Last edited by Blackhand; 02-06-2009 at 12:45 PM. Reason: bleep bleep bleep WTF

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Old 02-06-2009
 
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Default Re: 3.1 Patch Notes (1/3)

What they aren't showing is the HUGE nerfs that are incoming as well.
 
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Old 02-06-2009
 
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Default Re: 3.1 Patch Notes (1/3)

From what I can see they're moving away from nerfs. They're moving more towards collective buffs, and if you aren't buffed, you were in effect nerfed. ^^
 
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Old 02-06-2009
 
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Default Re: 3.1 Patch Notes (1/3)

And people have been screaming at them to do that for how many years now? :eyeroll:

I wonder if Chilton still works there.
 

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Old 02-06-2009
 
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Default Re: 3.1 Patch Notes (1/3)

Dont forget about the changes to mana regeneration which has me righteously pissed off since it slaps druids in the face twice since we also use innervate to regen mana, which is based on spirit again. I understand that paladins can not go OOM at all, and its understandable that they want to change them (divine plea is pretty insane since raiding paladins have like a 23k+ mana pool)... but druids/priests both can quite easily run out of mana if shit hits the fan.

Quote:
Originally Posted by http://forums.worldofwarcraft.com/thread.html?topicId=14910422908&sid=1
As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.
  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.
  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

 

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Old 02-06-2009
 
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Default Re: 3.1 Patch Notes (1/3)

But can't you agree with the direction they are moving in? Essentially they are saying they don't just want you stacking mana regen gear and being sloppy while healing but instead carefully thinking out your build and being very careful with what rank heal you throw as well.
 
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Old 02-06-2009
 
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Default Re: 3.1 Patch Notes (1/3)

Quote:
Originally Posted by KP View Post
But can't you agree with the direction they are moving in? Essentially they are saying they don't just want you stacking mana regen gear and being sloppy while healing but instead carefully thinking out your build and being very careful with what rank heal you throw as well.
Not really. Healing just gets more stressful if you have to worry about mana lasting for the duration of the fight. You also cant pick what rank of heals you use anymore, since they changed spell costs to a flat % (and if you use a rank too low, it actually costs MORE mana), so max rank is essentially the only rank you can use. If you could still downrank and choose from more than 2-5 heals (depending on class) then I might have less of an issue with it... but you cant.
 

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Old 02-06-2009
 
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Default Re: 3.1 Patch Notes (1/3)

Yeah the down ranking thing is really annoying. I'm finding myself helping lowbie friends and having to cast max rank spells is just really lame.

Quote:
Originally Posted by Changes
MAGE

# Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
# We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.
# We are also working on more survivability for Fire spec in PvP.
# We are also working on making Spirit a more useful and interesting stat for all mages.
where's the fucking nerf to arcane mages? it must be nice to play a class that what's-his-name plays, since mages seem to be getting buffed in all the right places.

25k+ burst damage within like 2-3 GCDs is just complete bullshit.

feral druid change is sort of aggravating. if they just gave us bears a fucking parry it would be fine. hope they include alternative skins for forms as well.
 
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Old 02-07-2009
 
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Default Re: 3.1 Patch Notes (1/3)

are they gonna fucking refund druid talent points?
 
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Old 02-07-2009
 
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Default Re: 3.1 Patch Notes (1/3)

why bother. i respec as a feral like twice a week as it is and i don't even play that often.

the theory-crafting currently going on in regards to "savage defense" indicates it could be done well, or it could be done personally i figure it's going to be done badly. What bothers me is that instead of simply giving ferals this new mechanic, sort of like a bonus to having high dodge and high armor, they're actually nerfing our armor instead.

So it's like, what the hell? First you claim that "bears need something else/more" then instead of giving us that "something extra" you simply nerf our armor again so that our mitigation basically doesn't change.

The spirit/mana regeneration stuff also seems sort of... like... unnecessary? Why not just tack on some diminishing returns or something after a certain limit? Is there really some particular reason blizzard feels the need to bend caster druids over a barrel?

also really worried how they're going to look at feral cat dps in pvp. the truth is that the only skill that needs to be modified is Ferocious Bite, and it really only needs a minor change to the energy coefficient or whatever (honestly people who even bitch about getting crit by a feral for 10k+ probably deserved it, considering the setup requiring SR be up, full energy, and 5 combo points on the target).
 
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Old 02-07-2009
 
#12
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Default Re: 3.1 Patch Notes (1/3)

hi, welcome to tanking. i have been doing it for 4 years now. now i am about to educate you. sit back and absorb my holy words, from a tank that has tanked EVERYTHING this game has to offer(when it was difficult too!)

you have gained what warriors like to call, "block". over the years, especially the past 2 with the introduction of feral tanking, feral druids have always had more armor than warriors. it was the nature of the beast(hehe, get it?) though, because we had block, which scales it out. the armor difference was moot because we had block. if you truly think bears would be able to keep that 75%(85% with protector of the pack), then you are a moron. plain and simple. you do not have a grasp on how tanking works, and the strengths of your class compared to the other tanks. as somebody that has been running guilds and raids, i understand the things that you quite simply do not. your block mechanic would make great use of the str that so far, is just being ignored for anything other than threat generation. under the current circumstances, why would a druid even bother with str, when agility is the obvious state of choice? simply put, you cannot have it all and eat your cake too. you want the highest physical mitigation of all the tanks? fine, you can. but you do not get your new block mechanic, nor do you get parry. something has to change about how you currently do things.

you speak of the need for parry as well, which further underlines the fact that you do not understand the mechanics of your class. you do realize that out of all the classes that are tanks, you are the only one that does not require defense to tank, because of the way your talents work? to make maximum use of parry, you would have to have a ton of defense or parry gems. your stat allocation would go right down the shitter. all the things that you enjoy right now, like not having to worry about defense at all would go away. also,

now unfortunately, all this tank equalizing is giving other classes a bad case of envy. druids want more forms of mitigation and aoe threat like pallies/warriors. pallies want spell reflect and sunder armor, warriors want even more aoe threat options like cleave working like swipe. consequently, i expect that somewhere down the line thunderclap will work exactly like consecrate. this will ultimately lead to tank homoginization. i have played all 3 of the classes in their tanking roles, and let me tell you this: the pictures on my buttons changed, but the order in which i clicked them didn't change all that much. ultimately however, if you want everything the other tank classes have, might i suggest the propigator of the species, the warrior. only then shall your dreams of tanking come true.
 
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Old 02-08-2009
 
#13
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Default Re: 3.1 Patch Notes (1/3)

Druids want more forms of mitigation because of scaling and DR on defensive stats. Dodge has an effective cap, as does armor. This leaves us with just stamina. Considering druids are already at the dodge DR cap, and at 70% armor reduction, the next two tiers of armor can only give us stamina to improve our ability to tank. Druids had the same issue in TBC, we start out as REALLY strong tanks in early content because we are effectively capped at that point, while warriors/paladins have tons of room to improve (block/dodge/parry/miss/stamina/armor), and consequently start out a little weaker.

Block is one thing druids want because it is obscenely powerful against tons of weak mobs (felmyst air phase for example, if we get another boss with tons of adds a paladin/warrior is far and away a better option than a druid, just because of block), and is an additional stat we can stack for mitigation to avoid the DR cap on our only other tank stat (some druids want parry, but I would much rather have block, a more consistent form of mitigation). The new ability we gain is similar to block, but it is only effective against single mobs.

I like the new ability, but I think it needs to have some form of stacking involved. Maybe make it so that it has a cap of maybe 5 stacks so that when you are AE tanking you can mitigate 5 hits, assuming you manage to get 5 crits from what you are tanking. Block would still be better for significantly more weak mobs, but at least a 5 stack wouldnt make it worthless when AE tanking (1 attack mitigated each GCD isnt that great when warriors/paladins can mitigate 70% of their hits).

EDIT: I think druid AE threat is fine. Swipe + maul glyph is pretty wicked threat imo.
 

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Old 02-08-2009
 
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Default Re: 3.1 Patch Notes (1/3)

warriors and pallies have the same caps as druids. our parry/dodge combined cannot surpass something like 50%(been a few years since i checked on this number) and we very rarely surpass 65% or so armor reduction. our extra reduction comes from the fact that we have shields to block with. that is what caught us up to druids. now, you lose armor and gain a block mechanism, and it balances out to a basic tank normalization.
 
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Old 02-08-2009
 
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Default Re: 3.1 Patch Notes (1/3)

druids need a mortal strike effect to balance shit out.
 
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