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Fat Tire
10-01-2009, 05:33 PM
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, 05:35 PM
Some one beat me on general, but I will let the mods decide if they want them moved.

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.





This looks pretty cool even though we lose the stun now

Multibocks
10-01-2009, 06:07 PM
Losing stun is super bad!

Clovis
10-01-2009, 08:09 PM
Maybe, but right now in 5s I use my thunderstorm as a finishing move on melee (since a lot of times lava burst will miss on one or two due to LOS -- this will let me save TS for when I need the knock back :)

Ogloo
10-01-2009, 08:24 PM
/woot
this is like aoe for shammies finally! (other than our really long CD of TS)
this is really nice!

BobGnarly
10-01-2009, 10:53 PM
Ya, I just wish there was a talent or glyph to restore the stun. I'm guessing 3s CD aoe stuns for 2s would be a little OP tho :)

Naysayer
10-02-2009, 03:41 AM
6 second fire nova? holy crap.

That's going to get nerfed quick.

Naysayer
10-02-2009, 03:46 AM
Ya, I just wish there was a talent or glyph to restore the stun. I'm guessing 3s CD aoe stuns for 2s would be a little OP tho :)

The glyph will be changed. There's no way they'll allow 3 second cd novas.

5fingersofdoom
10-02-2009, 08:54 AM
Great another kick in the nuts for Enhancement Shaman,v Rogues dammit!!

asonimie
10-02-2009, 09:05 AM
The glyph will be changed. There's no way they'll allow 3 second cd novas.

Really? Remember FOK for 6 months?

Naysayer
10-02-2009, 09:38 AM
Really? Remember FOK for 6 months?

Well if they don't I'll be ecstatic. For the solo shaman this could be considered a huge pvp nerf slash pve buff, but stacked 5 shammy deep this will have a snowball effect of QQ.

Also, why are we ok with this, yet as a community we cry about FOK's? Bias is lame.

ElectronDF
10-02-2009, 10:04 AM
I don't mind if mages can do AOE every second they are alive. I don't mind locks/hunters/warrior/etc doing AOE. It is the interrupt that sucks. It is the AOE spreading of poisons (might not have been, just seemed that way). It is the coming out of stealth and you having no warning. It is the cloak (spell immunity) so you can't stop them (yeah, warriors had that too, which I wish was gone). You want to do AOE, I don't mind, you want to do it without drawbacks, that isn't quite as fair. Drawback for shammies is placement, just don't come up and melee shammies and you are safe from their AOE.

mrmcgee21
10-02-2009, 12:57 PM
This is a huge nerf, not sure why anyone is excited about it. Losing that 2 sec stun that we can do back to back to back 4 times is a massive nerf, fire nova will add a small amount of burst but its similar to TS dmg which isnt anything to rely on for finishing people off. I probably get 50% of my melee kills by stunnning that melee in place and doing a quick LvB combo while he is standing still and not doing figure 8's around my shamans.

heyaz
10-02-2009, 01:35 PM
Losing the stun sucks... but not having to swap my fire totems and like 8k+ aoe damage every 3 seconds could be just brutal

I think it should also interrupt all spell casting, snare the target, and reducing healing by 50%

oh wait only rogues get stuff like that

Slats
10-02-2009, 01:47 PM
I think this change is amazing. Sure dropping 1 nova every few seconds to stun someone and nuke was OK but it really was hard to co-ordinate. This way you drop totems, you heal or dps and if a bunch of melee sit in you you AoE.

We are looking at Magma + Nova btw. Any fire Totem. Never have to worry about which fire totems I'm dropping. Means I can drop 4 Fire Elementals and STILL AoE on top of their crazy AoE.

asonimie
10-02-2009, 03:27 PM
Well if they don't I'll be ecstatic. For the solo shaman this could be considered a huge pvp nerf slash pve buff, but stacked 5 shammy deep this will have a snowball effect of QQ.

Also, why are we ok with this, yet as a community we cry about FOK's? Bias is lame.

Not thinking before talking is lame.

FOK:
Highest aoe DMG
AOE MS
AOE POISON
AOE SPELL INTERRUPT

Nova:
Aoe dmg.

Thats why.

Altsoba
10-02-2009, 04:37 PM
I can't wait to try 4*this aoe + 1 TS on melee... it's two GCDs and a lot of damage... Well maybe we don't even need rr on TS anymore and it'll be a LOT of damage.

I don't think I'll miss the stun tbh. It's now that tauren shaman can make a good combo ^^

Stomp - 4 times fire - stomp is gone - TS Kaboom!

offive
10-02-2009, 05:45 PM
Hmm 4x Magma totem with Fire Nova spells every 3 seconds followed by a TS? Sounds a bit too fun, so yeah I bet they nerf something. (Burn, Boom, Burn, Boom, Burn, Boom... BLAMO!) Must see this on PTR. The /click just got more complicated.

Fat Tire
10-02-2009, 06:32 PM
Hmm 4x Magma totem with Fire Nova spells every 3 seconds followed by a TS? Sounds a bit too fun, so yeah I bet they nerf something. (Burn, Boom, Burn, Boom, Burn, Boom... BLAMO!) Must see this on PTR. The /click just got more complicated.

Aye I think it does have some burst potential but I wonder what the mana cost will be for the new FN spell.

Multibocks
10-02-2009, 07:45 PM
I was thinking similar to mages Flame Strike, which is about 30% base mana. Not sure what that converts to at 80, but I imagine 1k+ each cast.

5fingersofdoom
10-03-2009, 11:13 AM
I'm skeptical about this change.
I wouldn't be surprised if this is OP at first then gets nerfed back gradually as the QQ levels increase.
So we end up losing Stun, and getting a Totem that can gradually be reduced in effectiveness.
I'd be happy if Blizz got their caps on and let us Glyph for stun at least.
Not to mention how this screws over Enhancement against rogues.

Never Ending Pew Pew
10-03-2009, 01:04 PM
Not thinking before talking is lame.

FOK:
Highest aoe DMG
AOE MS
AOE POISON
AOE SPELL INTERRUPT

Nova:
Aoe dmg.

Thats why.

FOK:
30% reduction (nerfed) -No longer highest AOE DMG....
AOE MS -still true if the poison actually gets applied...but still requires proper pvp Hit cap to achiev
AOE POISON -same as above
AOE SPELL INTERRUPT - stop crying its been nerfed as well... no more interrupt

Fat Tire
10-03-2009, 01:15 PM
Just a wild guess here, but I think a few posters in this thread have rogues and are a little butthurt.

asonimie
10-03-2009, 01:30 PM
Before your only brain cell overheats, see if it can imagine fighting something that aoe's an average of 10k damage every 3 seconds while being able to round robin thunderstorm x4to5. Melee will be a joke for shaman boxers.

They are essentially giving shaman the power of having Arcane Explosion and Blast Wave together. We're not squishy like fire/acane mages, and we can also heal.

Almost OP as you are bias. Almost.

Buuuuuut you're ok with that. NERF FOK THOUGH or you'll quit? roflmao...

I think from an arena standpoint, a high rated one (my one brain cell got me there, wow you're a dick and don't belong here)

If you think you're going to kill ANY serious opponents with 7-8k novas(resilience?), you're not playing arena at my level. And if you think you'll be winning games by thunderstorm, nova, thunderstorm, nova - you're wrong. If it's tricky to kill targets with ~42k instant damage due to player reaction times, I don't think 8k will be a problem for their healers. And btw, see that 1.5sec GCD, that means you won't be doing anything else. All nova will be good for is a finishing move, or aoe only if healers are dead.

And know what? Fok WAS doing 10k every 3 seconds(AR+trinket), except this damage came from 1 rogue, (< 4 shamans). Comparative analysis?

PS, I'm a biochemist in med school.


FOK:
30% reduction (nerfed) -No longer highest AOE DMG....
AOE MS -still true if the poison actually gets applied...but still requires proper pvp Hit cap to achiev
AOE POISON -same as above
AOE SPELL INTERRUPT - stop crying its been nerfed as well... no more interrupt

Welcome to the discussion. We're talking about pre-3.2.2 :)

Never Ending Pew Pew
10-03-2009, 01:31 PM
Just a wild guess here, but I think a few posters in this thread have rogues and are a little butthurt.

LOL, yes I have some Rogues, and not butthurt at all. Just pointing out some corrections since it was nerfed. Honestly I am happy shamans are getting this neat spell, I think it might help some teams really push their way further... yes it sucks that you guys lose the stun but hell an AOE like that every 3 seconds (glyphed and talented of course) is going to be quite nice.

Ive been playing since beta... im used to the nerf bat...

Fat Tire
10-03-2009, 01:36 PM
Maybe they do, maybe they don't, but there's no doubt there's a bunch of shaman groups in here who were butthurt about FOK rogues and would be A-Okay with being OP on their shaman.

I guess kids need time to learn how to be fair about things.

I am confused... Are you saying FOK in its previous form was not OP?

Eloxy
10-03-2009, 01:40 PM
I think from an arena standpoint, a high rated one (my one brain cell got me there, wow you're a dick and don't belong here)

If you think you're going to kill ANY serious opponents with 7-8k novas(resilience?), you're not playing arena at my level. And if you think you'll be winning games by thunderstorm, nova, thunderstorm, nova - you're wrong. If it's tricky to kill targets with ~42k instant damage due to player reaction times, I don't think 8k will be a problem for their healers. And btw, see that 1.5sec GCD, that means you won't be doing anything else. All nova will be good for is a finishing move, or aoe only if healers are dead.

And know what? Fok WAS doing 10k every 3 seconds(AR+trinket), except this damage came from 1 rogue, (< 4 shamans). Comparative analysis?

PS, I'm a biochemist in med school.





Welcome to the discussion. We're talking about pre-3.2.2 :)

Im fully with asonimie on this one.

@ Naysayer: Dont take stuff so personal, this is a forum and are meant to let people have a place to show their opinnion. Not calling eachother tasteless names and stuff.
The least thing i want to see is d-b.com turning into a flame forum like blizz forums.

Leave it

Never Ending Pew Pew
10-03-2009, 01:44 PM
And know what? Fok WAS doing 10k every 3 seconds(AR+trinket), except this damage came from 1 rogue, (< 4 shamans). Comparative analysis?

PS, I'm a biochemist in med school.



Welcome to the discussion. We're talking about pre-3.2.2 :)

LOL yes it was totally OP pre nerf, the only reason I posted my comment is since the nerf has already happened bringing up the fact that FOK is OP is pointless now... granted if you blow all cool downs with every buff possible and procs with it, ive managed to pull 7-8k dps post nerf but thats raid buffed with a crap ton of mobs.... IMO I highly doubt you will see numbers close to that in arenas anymore...

asonimie
10-03-2009, 01:45 PM
LOL yes it was totally OP pre nerf, the only reason I posted my comment is since the nerf has already happened bringing up the fact that FOK is OP is pointless now... granted if you blow all cool downs with every buff possible and procs with it, ive managed to pull 7-8k dps post nerf but thats raid buffed with a crap ton of mobs.... IMO I highly doubt you will see numbers close to that in arenas anymore...

Correct there's no way. We tested numbers on my full pvp shamans after 3.2.2, and rogues were only hitting me for 500ish with FOK

Anastasiya
10-03-2009, 02:55 PM
WOW

Wow

wow

i'm just amazed that there are people here that would turn things in to a flame fest over a bunch of nothing.

i'm shamed that i read this post at all.

asonimie
10-03-2009, 03:24 PM
Now.. if they'll just get rid of the Blood Elf racial.. then we'll talk.

Many a night have I dreamed of this.

Ualaa
10-03-2009, 03:58 PM
I think Naysayer's point was to this effect...

If they gave the full pre-nerf FOK effect to shammies, a lot of shammy teams would be happy with this.
Rogue's can be extremely annoying when you're not a rogue, and they can sap one of your team over and over.
A lot of players hate rogues, because they don't like being attacked from stealth or stunned.

When the other guy has something you regard as OP, you're not happy with it.
When you get something which is OP, you're happy you have it.
I'm the same, pretty sure we all are.

Fat Tire
10-03-2009, 04:40 PM
The game isnt made(balanced) around muti boxing.

Fat Tire
10-03-2009, 08:58 PM
The three points I made have nothing to do with multiboxing and effect all players of the game.

Thats why I didnt quote your post. ;p

I was speaking in general terms.

asonimie
10-03-2009, 09:07 PM
I think Naysayer's point was to this effect...

If they gave the full pre-nerf FOK effect to shammies, a lot of shammy teams would be happy with this.
Rogue's can be extremely annoying when you're not a rogue, and they can sap one of your team over and over.
A lot of players hate rogues, because they don't like being attacked from stealth or stunned.

When the other guy has something you regard as OP, you're not happy with it.
When you get something which is OP, you're happy you have it.
I'm the same, pretty sure we all are.

I disagree. I enjoy a balanced game and have pulled the plug on my own class in the past because of imbalanced abilities.

Naysayer
10-03-2009, 10:42 PM
I think Naysayer's point was to this effect...

If they gave the full pre-nerf FOK effect to shammies, a lot of shammy teams would be happy with this.
Rogue's can be extremely annoying when you're not a rogue, and they can sap one of your team over and over.
A lot of players hate rogues, because they don't like being attacked from stealth or stunned.

When the other guy has something you regard as OP, you're not happy with it.
When you get something which is OP, you're happy you have it.
I'm the same, pretty sure we all are.

Yes, thank you that was spot on.

Naysayer
10-03-2009, 10:46 PM
The game isnt made(balanced) around muti boxing.

Not specifically multi-boxing, but it is partially balanced around group pvp and we are considered group pvpers even as single people playing 2-3-4-5-10-32 characters.