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3.3 PTR Patch Notes Now Available

#1 User is offline   WoRBot Icon

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Posted 01 October 2009 - 04:07 PM

World of Warcraft PTR Patch 3.3.0

The latest test realm patch notes can always be found at http://www.worldofwa...patchnotes.html

The latest patch notes can always be found at http://www.worldofwa...com/patchnotes/

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.

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.

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.


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#2 User is offline   Bloodyhealer Icon

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Posted 01 October 2009 - 04:27 PM

Quote

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.


Interesting change, but basically u get a buff for 4 sec, in which u can cast:

either
GCD, ability1
1,5 -> 3,0 (1sec = no ability)
this means only 1 shot benefits from the threat transfer.

or the effect pops up after the gcd and u can pop 2 abilities.

ability1, ability2
1,5 -> 3,0 (1sec left again)

either way, you need to be ready to launch your ability when you actually cast MD, I think this will make the ability more "stressfull". Now you can precast it and wait for the tank to run in or whatever he does for that fight.


I don't know, it's a refreshing change but looks better on paper than it probably is ingame.


Old:

3 charges, one MD up at a target at a time.

New, 4 second buff in which u transfer all your threat to the target, multiple hunters can do this at a time.


you can get some real burst threat with this I think, 4 hunters that all cast MD on the MT and he's settled for a start with heroism?

This post has been edited by Bloodyhealer: 01 October 2009 - 04:34 PM

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#3 User is offline   rhorle Icon

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Posted 01 October 2009 - 04:43 PM

The misdirect change is probaly to stop the double misdirects right at the start of a fight. A hunter can currently time misdirect to get two off back to back. This is something my guild did on hodir to give a bigger threat lead since dps produces a lot of threat with the hodir buffs.
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#4 User is offline   Bloodyhealer Icon

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Posted 01 October 2009 - 04:46 PM

rhorle said:

The misdirect change is probaly to stop the double misdirects right at the start of a fight. A hunter can currently time misdirect to get two off back to back. This is something my guild did on hodir to give a bigger threat lead since dps produces a lot of threat with the hodir buffs.


as far as I see this change, it just makes it easier to get alot of threat in a small time now than before.

as now you can, let's say, bring four hunters and start with 4 MD's at the start which will probably be 8 attacks in 3 seconds where the old was 3 attacks in 4.5 seconds.

so when you only have one hunter, you will lose threat compared to the old system, where 3 or 4 hunters are a big increase.
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#5 User is offline   The green fox Icon

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Posted 01 October 2009 - 04:47 PM

Bloodyhealer said:

either way, you need to be ready to launch your ability when you actually cast MD, I think this will make the ability more "stressfull". Now you can precast it and wait for the tank to run in or whatever he does for that fight.


My guess is that they are going to make it just like tot basic

Rogue cast tot and gains a 30 sec buff called tot:

First attack made removes the buff but give the rogue and the tank a new buff both lasting 6 sec.

So if that is the way and a normal hunter have about 1,2 gcd (guessing have not played my hunter since naxx)then its

0.arcane shot, 1,2 aimed shot, 2,4 chimera shot, 3,9 steadu shot (again guessing dont know the value of haste on an average hunter so im guessing 1,5 steady is pretty normal.

As you see with this amount of haste you can use 4 shots and auto shot but even with 0 haste its still a buff

0. arcane shot, 1.5 aimed shot, 3.0 chimmera shot (1sec unused time)

The same 3 shots as the md we got now but also atleast 2 auto shot hits.
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#6 User is offline   Bloodyhealer Icon

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Posted 01 October 2009 - 04:53 PM

The green fox said:

My guess is that they are going to make it just like tot basic

that would be cool, yes.

Quote

So if that is the way and a normal hunter have about 1,2 gcd


No, it's 1.5 sec (haste doesnt affect our GCD)

Quote

The same 3 shots as the md we got now but also atleast 2 auto shot hits.


Ok, maybe you can transfer the threat 3 abilities if it counts on launch and not on land. And yea forgot about the autoshots also counting now.

So basically we can now cast an aimed, arcane and chimera shot plus probably 2 auto shots (Chimera launched first because of the serpentsting effect (if sting is cast b4 the use of MD, else you might consider using Serpent sting b4 arcane shot).

well PTR will show us :D
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#7 User is offline   lora Icon

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Posted 01 October 2009 - 05:04 PM

meh dont fuss about the notes these are definitely not the final ones
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#8 User is online   Kody Icon

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Posted 01 October 2009 - 05:41 PM

lora said:

meh dont fuss about the notes these are definitely not the final ones


Haha, discussion is always healthy. :P
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#9 User is offline   ryguy Icon

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Posted 01 October 2009 - 07:13 PM

lora said:

meh dont fuss about the notes these are definitely not the final ones


lol, why do you have to be the only downie in this thread. "Meh" is the type of expression the Jonas Brothers and Justin Timberlake say on a regular basis. Stop that trend at once!
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#10 User is offline   Lobex Icon

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Posted 01 October 2009 - 07:59 PM

Well, Fire Nova sounds nice for enhancement shaman...guess ele's still get the short end of the stick, since Blizzard has continued to make us the only ranged class without a ranged aoe. *sigh*

And no, Chain Lightning doesn't count. Only works on three mobs, that's hardly what I'd call an aoe-just a ranged cleave. Better then nothing, but not good enough.
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