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kiwibob
10-01-2009, 05:28 PM
Are up! The fire nova totem change looks like it could be pretty awesome.

http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

General


Icecrown Citadel

The Forge of Souls, the first wing of the 5-player dungeon, is currently available for testing.
Additional Icecrown Citadel dungeon and raid content will be made available in future test builds.


Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

Classes: General


Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player's level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.

Races: General


Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.

Death Knights


Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.
Talents

Unholy

Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.





Druids


Pets

Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.



Hunters


Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.
Talents

Beast Mastery

Intimidation: If the hunter's pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet's next swing or attack.




Pets

Avoidance: Now reduces the damage your pet takes from area-of-effect damage by 30/60/90%, but no longer applies to area-of-effect damage caused by other players.



Mages


Talents

Arcane

Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage's party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.




Pets

Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.



Priests


Pet

Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.



Rogues


Dual Wield: Rogues now know this ability upon logging into the game at level 1.
Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
Vanish: For the first second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.

Shamans


Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.
Talents

Elemental Combat

Improved Fire Nova Totem: Renamed Improved Fire Nova. This talent now provides an additional 10/20% damage to the spell and reduces the cooldown by 2/4 seconds.





Warlocks


Pets

Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.



Warriors


Victory Rush: This ability is now trainable at level 6.
Talents

Protection

Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.





User Interface


Quest Tracking Feature

This system is currently under development and is not fully functional.


Looking For Group System

This feature is undergoing several improvements and is not available for testing at this time.


For additional notes on Lua and XML changes please visit the UI & Macros forum. (http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11114)

Graphics


A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum. (http://forums.worldofwarcraft.com/board.html?forumId=11572&sid=1)

Professions


Enchanting

Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster's target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.



Items


Glyphs

Death Knights

Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.


Shamans

Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.





Bug Fixes


Druids

Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds.


Mages

Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.

Fat Tire
10-01-2009, 05:36 PM
Lost stun, but probably better aoe burst potenial?

Fat Tire
10-01-2009, 05:41 PM
Can you say... claymore charges?

Problem is macroing into a rotation? 3 sec CD glyphed, 1.5 gcd

Pocalypse
10-01-2009, 05:41 PM
Shamans

Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.
Talents

Elemental Combat
[LIST]
Improved Fire Nova Totem: Renamed Improved Fire Nova. This talent now provides an additional 10/20% damage to the spell and reduces the cooldown by 2/4 seconds.

Shamans

Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.


Does this mean we get an AoE fire nova on a 3 sec cooldown? That's insane.

mmcookies
10-01-2009, 05:50 PM
Sweet Jeebus magma totem + fire nova spam on trash with 4 shammies.

Multibocks
10-01-2009, 06:10 PM
Wow I didnt notice that cooldown, I thought it was going to be 30secs. Mad deeps!

David
10-01-2009, 06:13 PM
This is pretty insane. Now I can pull even more packs at the same time in heroics :-), burn baby burn!

Eggy
10-01-2009, 06:13 PM
Hmmm, lost stun on fire nova? What's the point then? =\

Volch0k
10-01-2009, 06:19 PM
I can only dream. Try imagine 4 shamans, 3 magna down, all spamming fire nova with 3 sec cd with chain lightning in-between.
Oh well, I'm not gonna get that excited just yet - As i have been disappointed to many times from the first patch note releases.

But as it is now, it looks lovely. I wouldn't mind a couple more changes regarding paladin tho!


Hmmm, lost stun on fire nova? What's the point then? =\

I really don't understand how you could relay on a 2 sec AE stun for whatever situation, but i haven't tried it that much...

defactoman
10-01-2009, 06:24 PM
Thats going to be some nice damage. I usually used it as a way to lay on burst more then the stun.

Multibocks
10-01-2009, 06:31 PM
Arena people used Nova totems to stun melee on them. That's why they dont like it. Although Im sure this amount of burst (4shaman) slightly makes up for it.

Ridere
10-01-2009, 06:46 PM
I was thinking about respeccing and dropping my Fire Nova talents, but now I'm reconsidering. I'll need to think about things now, since I do need to change things around to get that increased Hit Rating talent in the Elemental tree. I'd hate to have to give up my Ghost Wolf talent for PvP, though.

Hmmm.... :D

Eggy
10-01-2009, 06:51 PM
I really don't understand how you could relay on a 2 sec AE stun for whatever situation, but i haven't tried it that much...

What Multibocks said, we're going back to having no stun as a class now =\

Clovis
10-01-2009, 07:10 PM
Wow, so I'm seeing this correctly in 5v5 we can drop 1 totem of wrath and 3 magma totems (what I currently drop) and have all 4 of them pulse fire nova?? No stun, but hey that's a lot of AOE damage!

Pocalypse
10-01-2009, 07:13 PM
The totems don't pulse fire nova. With a fire totem down, the shaman can cast fire nova (it's now a regular spell, think of it like blast wave).

Eggy
10-01-2009, 07:14 PM
Wow, so I'm seeing this correctly in 5v5 we can drop 1 totem of wrath and 3 magma totems (what I currently drop) and have all 4 of them pulse fire nova?? No stun, but hey that's a lot of AOE damage!

No you're reading it wrong, you can drop 4 totems of wrath, or whatever fire totem you want, and cast Fire Nova via that totem.

Simulacra
10-01-2009, 07:14 PM
my first thought on this is are they going to make it a targetable aoe like mage blizzard? hope not.

defactoman
10-01-2009, 07:17 PM
Sounds like its going to use your exsisting fire totems insteed of dropping its own.

Eggy
10-01-2009, 07:22 PM
shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem

Wont be targetable AOE.

wrs
10-01-2009, 07:54 PM
Wont be targetable AOE.

I would have to agree. Otherwise, why the totem distance requirement.

wrs
10-01-2009, 07:56 PM
I would have to agree. Otherwise, why the totem distance requirement.


And after rereading:




...from the active Fire Totem, ...

Twyman
10-01-2009, 07:56 PM
ya i hate to see the AoE Stun go... but at least we are gaining AoE DPS. With it triggering the GCD... its not going to be any help to single target DPS.

Redbeard
10-01-2009, 09:41 PM
For those of you quoting the 3 sec cooldown.. do you think you can keep that up, the fire totems have always had a hefty mana cost.

Redbeard
10-01-2009, 11:05 PM
Ah. From what I read, people are making assumptions based on the current spells damage etc... I figured it would be the same, theyd just remove the totem mechanic.

I guess we'll see soon.

Pocalypse
10-01-2009, 11:49 PM
The notes say it will have 'the same area of effect damage as the old fire nova totem'.

HPAVC
10-02-2009, 12:17 AM
I think the best part of this is the 'from the totem', so for me on trash I would be consecrate/~holy wrath, on the shaman magma/nova.

On boss fights where magma don't last the length of the fight or you don't want your shaman that close to the mob. You have the opportunity to drop totems, back off and remotely aoe the mobs/boss.

So then I would be dropping wrath/searing totems and then backing off and then pulling the boss to the totems. During the fight the shaman's rotation would include some sort of nova if there adds summoned from the boss or what have you.

This is sort of true of the fire elemental totem, in that the elemental won't be the emitter of the nova, but the totem will be.