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View Full Version : [WoW] Patch 4.0.1 on live servers this week



Svpernova09
10-12-2010, 08:48 AM
Extended Maintenance today and confirmed by blue (http://forums.worldofwarcraft.com/thread.html?topicId=27189089214&sid=1) they're pushing out 4.0.1 today, Full 4.0.1 patch notes. (http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html)

Extended maintenance will begin tonight at midnight, Tuesday, October 12 for the release of patch 4.0.1. Maintenance will begin at 12:01 AM PDT and conclude at approximately 12:01 PM PDT. During this time all realms and many web services will be unavailable.

Due to the size of the patch we highly recommend you enable your background downloader. If you need assistance doing so please visit http://us.blizzard.com/support/article.xml?locale=en_US&articleId=35274

Here is a brief version of the patch notes:
Patch 4.0.1 will bring about major changes to all World of Warcraft classes, including sweeping talent tree revamps, altered spells, and improved abilities. We wanted to go over some of the more complex changes that are being made. If your class isn't listed here, it does not mean we didn't spend as much time on it -- the class will still receive a broad range of updates to talents, spells, and abilities -- we simply feel that these mechanics merit additional explanation.

Death Knights

Runes


The way in which runes regenerate has been changed. Rather than each rune type (Blood, Frost, Unholy) regenerating simultaneously, they now fill sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. You essentially have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. This allows the death knight rotation to be more forgiving, so that the player can take advantage of things like ability procs or respond to movement. This system makes it a little easier to get back on track without six separate runes now "out of sync" from the standard rotation.


You're a Bloody Tank


The time has come to dedicate a death knight talent tree to tanking, and that is what is in store for the Blood tree. We felt that we could offer a more focused and polished tanking tree rather than having to scatter similar tools throughout the trees. This also allows us to really focus the other trees into more flavorful damage-dealing specializations.


Runic Empowerment


This mechanic allows for runes which were on cooldown to instantly activate, which prevents the rotation from becoming too predictable and boring.



Druids

Eclipse


This is a new mechanic being added for Balance druids. The resource is managed through a new bar near the health and mana bars. As the druid casts Arcane spells, the bar moves towards the sun element until the druid achieves a Solar Eclipse, which buffs Nature damage. The goal is then to cast Nature spells, until the bar moves toward the moon element, which triggers a Lunar Eclipse and buffs Arcane damage. The gameplay becomes trying to quickly move the bar from one end to the other in order to maximize each Eclipse buff.



Hunters

Focus


This is a new resource which has replaced mana. Hunters never felt like they should be casting mana-based spells, and having a resource that lasted for a long time and then was painfully gone didn’t lead to compelling gameplay.


Pets


Hunters can now use Call Pet to choose from among five different pets. They can swap out any of these five pets with other pets they have tamed by visiting a Stable Master. The Stable Master now allows the hunter to store twenty pets total.
Pet families have been updated. Each family can now provide unique buffs to parties or raids, so if a class buff is needed for a raid and that class isn't represented in the group, chances are a hunter can provide a little assistance by calling out a specific pet.


Ammo


Ammo is no more. As a hunter, you're just that good now.
Any quivers or pouches used to store ammo will automatically be converted into a bag of roughly equal value.



Paladins

Holy Power


This is a new resource which works similarly to combo points. Paladins will generally want to build up Holy Power until it shines through with a bright yellow glowing effect. Once Holy Power has been built up, it can be consumed to augment existing abilities. For example, Word of Glory can be used to cast an instant-cast free heal. This gives paladins several options for how to spend their Holy Power, depending on the scenario.



Warlocks

Soul Shards


As items, Soul Shards are going away entirely.
Any shard bags used to store Soul Shards will automatically be converted into a bag of roughly equal value.
Soul Shards are now a new resource for warlocks. Each warlock will have a total of three. These Soul Shards can be expended using a new spell, Soul Burn, which allows the warlock to augment the next spell cast. The augmentation effect will vary depending on which spell is used, and all warlock spells which can be empowered by Soul Burn will have a tooltip listing of the effect it grants. Soul Shards will no longer be necessary for summoning demons or casting any other spell typically used when out of combat.



Warriors

Rage


Rage is being normalized so that its generation is no longer based on damage done by auto-attacks. Each auto-attack will provide a set amount of Rage, with off-hand weapons granting 50% of the rage main-hand weapons do. Haste will allow Rage to generate more rapidly by increasing attack speed. In addition, while taking damage, the amount of Rage generated will now be based on the warrior's health rather than the opponent's level. The essence of this change is to improve the scaling that occurs with warrior gear. With warriors balanced around the top tiers of items, we've found that the class tends to underperform more drastically than others in lower-quality items. These changes should correct that.

Svpernova09
10-12-2010, 08:50 AM
Full Patch notes from http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

World of Warcraft PTR Patch 4.0.1
The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html (http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html)
The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/ (http://www.worldofwarcraft.com/patchnotes/)
General



Cataclysm Launcher Update


The new Cataclysm Launcher allows you to stream game data while you play. This will reduce the time you spend downloading, installing, and patching World of Warcraft. We'd like to get your feedback on the toolset and gameplay experience. Please head to the forums here (http://forums.worldofwarcraft.com/thread.html?topicId=26726066731) for additional information.


Reforging


Players can now visit special Reforging NPCs in capital cities located near Enchanting trainers. 40% of any one secondary stat on an item can be can be allocated to add a new secondary stat to the item. The stat being added cannot already exist on the item. An item cannot have more than one reforged stat at a time, though the Reforging of an item can be undone and changed.


Copied Test Realm characters are not copied with their achievement history in order to better facilitate the character copy process.

Dungeons & Raids



Flexible Raid Lock System


All Wrath of the Lich King raids now use the new Flexible Raid Lock system. This system provides the opportunity for a character to defeat each raid zone's encounters once a week. A character may now complete the encounters during the week with different raids of either 10 or 25 players.


Icecrown Citadel


The Chill of the Throne effect has been removed.


Trial of the Crusader now uses the Dynamic Difficulty system found in Icecrown Citadel and The Ruby Sanctum.

Currency



PvE Currency Changes


All Emblems of Frost and Emblems of Triumph have been converted to new Justice Points.
Any dungeon or raid which awarded these emblems will reward Justice Points instead. Anything below Emblems of Triumph, including badges from The Burning Crusade dungeon and raid content, have been converted into gold and sent to players via the in-game mail system.
Any bosses players defeat that are level-appropriate to them award Justice Points.
All items that previously cost emblems or badges of any type now cost Justice Points.
Higher-tier Valor Points will be awarded to players who kill dungeon and raid bosses in the latest tier of PvE content after the launch of Cataclysm.


PvP Currency Changes


All Arena Points, Honor Points, Battleground Marks of Honor, Stone Keeper's Shards, Venture Coins, and Spirit Shards have been converted into new Honor Points.
Honor Points will be awarded instead of these currencies, with the exception of Arena Points.
Higher-tier Conquest Points will be awarded to players competing in each of the latest Arena or Rated Battleground seasons after the launch of Cataclysm.


For more information on the changes to the currencies and conversion rates for each type, please visit our Cataclysm forum (http://forums.worldofwarcraft.com/thread.html?sid=1&topicId=26850245012).

Classes: General



Many class talents, spells, and abilities have been overhauled, added, or removed.
All spell and ability tooltips will now display damage averages rather than minimum and maximum damage potential. This feature is on by default but can be changed via the Display settings under User Interface options.
Ammo has been removed from the game.
The character levels at which classes gain new spells and abilities have changed.
Many item and class stats have been changed or removed.
Mastery rating has been added as a new stat which provides unique benefits for characters based on class and talent specialization. Mastery rating does not currently exist on items in the game, however, Reforging can be used to add Mastery rating as a secondary stat to existing items.
Rage has been normalized.
Spells and abilities no longer have multiple ranks and now scale with character level.
Talent trees have been altered. All player talent specializations have been reset, allowing for free re-specialization.


Each specialization has been reduced to a 31-point talent tree.
Players will now get a total of 41 talent points to spend.
Players will be asked to choose a specialization at level 10. Doing so will result in the unlocking of a spell or ability unique to that specialization, as well as one or more passive bonuses.
Once a talent specialization has been chosen, players may only place points in the primary tree until at least 31 points have been spent there.
The initial announcement regarding these talent tree changes can be found on our Cataclysm forum (http://forums.worldofwarcraft.com/thread.html?topicId=25626290449&sid=1).



Death Knights



A dedicated tanking tree (Blood) has been implemented.
The effects of Blood Presence and Frost Presence have been exchanged.
The way in which runes recharge has changed.

Druids



A new Eclipse mechanic has been added for druids.

Hunters



Five pets can now be stored with the hunter at all times. Any one of these five pets can be summoned via the Call Pet ability.
Focus has replaced mana as a new resource.
Hunters now start with a pet at level 1.
The Stable will now store 20 pets. If a pet is moved into the Stable, its talents are wiped.

Mages



There is now a new spell fly-out UI feature for mage portals. Clicking on the Teleport or Portal buttons will expand the list of choices available.

Paladins



Paladins now have a new resource bar.

Warlocks



There is now a new spell fly-out UI feature for warlock pets. Clicking on this single button will open up the list of available pets to summon.
Soul Shards have been removed from the game as items. Instead, they now exist as a resource system necessary for using, or altering the mechanics of certain spells.

Items



Resilience no longer reduces the chance a player will be critically hit by an opponent.
Durability: cloth, leather, and mail now have as many points of durability as plate, making the repair cost on death much closer to equal for all classes

Svpernova09
10-12-2010, 08:51 AM
Full patch notes continued:

Professions


The glyph system has been updated to now feature three different types of glyphs. Many class glyphs have been added, altered, or moved to different glyph types.

User Interface


Spell Alerts have been added to notify players when procs on select spells and abilities occur. A visual notification will display around the character and the activated ability will be highlighted on the action bar.
The Arena Teams pane has been improved.
The Character pane has been redesigned. Character stats can now be shown or hidden via the Show All Details/Hide All Details button on the bottom left. When shown, all character stats will be visible in a window to the right of the pane. Stat sections can be reorganized by clicking and dragging them up or down the pane.
The Professions panes now have more filtering and search functionality, as well as buttons to easily link recipes in the chat frame.
A Professions screen has been added to the Spellbook to better display the details of a character's primary and secondary professions.
Many of the yellow System Messages that would display in the chat frame when leveling up have been removed.
New text animations now alert players as they level up, also providing information on when new talents, spells and abilities are available.
Professions and Class Trainers windows have been altered to more clearly display available and upcoming purchases.
New Raid frames are now. They can also be used in place of the standard 5-player party interface via the User Interface options.
The Spellbook interface has been improved for greater ease-of-use and visual appeal.
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


Improved water and lava rendering system (Video Options - Liquid Detail on the Graphics Panel)
Dynamic Sunshafts effect (Video Options - Sunshafts on the Graphics Panel)
Multi-monitor support (Video Options - Monitor on the Graphics Panel)
OpenGL Hardware Cursor support for Windows (Video Options - Hardware Cursor on the Advanced Panel)
Experimental support for DX11 (enabled by passing '-d3d11' on the command line or adding SET gxApi "d3d11" to the Config.WTF file)

Oatboat
10-12-2010, 11:23 AM
Looks good. Now we just have to get a poll going about when servers will be up!

*BELOW ARE MY GUESSES*

Servers will be up around 2:00 p.m. But buggy... brought back down around 3:30 after the login server crashes.

My guess is servers up and stable tomorrow at 10:00 a.m.

Heres to hoping I'm completely wrong and blizzard gets a patch right! :)

ILikeTwins
10-12-2010, 11:57 AM
Full patch notes continued:

Professions




The glyph system has been updated to now feature three different types of glyphs. Many class glyphs have been added, altered, or moved to different glyph types.


Does anyone know if the changes here mean we are going to need to do Northrend Inscription Research again to get the "added glyphs" or will we have the same glyphs as vbefore but just moved around?

I have all the glyph recipes in game but with the change I wasn't sure if the added glyphs were the ones tor higher than 450 skill or if they have a bunch of new ones for the current content.

Apologies if this is out on the web somewhere but I am at work and couldn't look it up.

Ualaa
10-12-2010, 03:34 PM
Not sure either.
I'd assume, I had every glyph in the game (excluding the not yet implemented Cataclysm glyphs) and that I will still have everything except for those Cataclysm glyphs.

I'd imagine most of those will be a research type thing, which won't be an option until the expansion arrives.

ILikeTwins
10-12-2010, 04:33 PM
I'll probably do a research just to see if it comes up with anything new. Would be nice if they just changed the names of some of the ones that you know already and moved them to the category that they are in now (Prime, Major, Minor). Especially since they are changing and removing a bunch I believe.

F9thRet
10-12-2010, 04:57 PM
Looks like servers are still down until 4PM PST.

I think I'm ready though, Have my macros planned out for all but shadow priests, although I may have to do some tweaking.

Stephen

Danica
11-23-2010, 06:05 PM
I'm dying to play. too bad I have to work. Hopefully the servers will be up when im home again. Im so glad they gave hunters disengage at a lower level again. That was annoying.