Patch 2.0.10 - Printable Version +- The Lurker Lounge Forums (https://www.lurkerlounge.com/forums) +-- Forum: Lurker Games (https://www.lurkerlounge.com/forums/forum-6.html) +--- Forum: World of Warcraft (https://www.lurkerlounge.com/forums/forum-16.html) +--- Thread: Patch 2.0.10 (/thread-3326.html) Pages:
1
2
|
Patch 2.0.10 - Kevin - 03-06-2007 -------------------------------------------------------------------------------- - World of Warcraft Client Patch 2.0.10 -------------------------------------------------------------------------------- The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/ General - Some logic was fixed in the "Natural Remedies" quest so that Pathaleon the Calculator's Image will always spawn during the ritual. - Goliathon and his shardlings can no longer be pulled to nearby areas that have guards. - More fixes implemented in the "It's a Fel Reaver, But With Heart" quest to keep the Scrapped Fel Reaver from breaking. - The Orb of the Blackwhelp and Hallowed Wands can no longer be used in combat, and the transformation will be canceled if the player receives damage. - The Scrap Reaver in Netherstorm repairs reduced from 10,000 health to 8,500 health over 10 seconds. - Battle of the Crimson Watch Illidari Mind Breaker has been weakened. Illidari Highlords can now be CC'ed but not Charmed. PvP - Arenas The cost of the "Gladiator's Slicer" has been increased to 2625 arena points. The cost of the "Gladiator's Quickblade" has been decreased to 1125 arena points and changed to offhand only. The cost of the "Gladiator's Cleaver" has been increased to 2625 arena points. The cost of the "Gladiator's Hacker" has been decreased to 1125 arena points and changed to offhand only. The cost of the "Gladiator's Pummeler" has been increased to 2625 arena points. The cost of the "Gladiator's Bonecracker" has been decreased to 1125 arena points and changed to offhand only. The cost of the "Gladiator's Right Ripper" has been increased to 2625 arena points. The cost of the "Gladiator's Left Ripper" has been decreased to 1125 arena points. The cost of the "Gladiator's Shanker" has been increased to 2625 arena points. The cost of the "Gladiator's Shiv" has been decreased to 1125 arena points and changed to offhand only. The cost of the "Gladiator's War Edge" has been decreased to 1000 arena points and the speed changed to 1.9. The cost of the "Gladiator's Spellblade" has been increased to 3150 arena points. The cost of the "Touch of Defeat" has been decreased to 1000 arena points. The cost of the "Gladiator's Endgame" has been decreased to 1125 arena points. The cost of the "Idol of Tenacity" has been decreased to 1000 arena points. The cost of the "Libram of Justice" has been decreased to 1000 arena points. The cost of the "totem of the Third Wind" has been decreased to 1000 arena points. Druids - When the duration of "Cyclone" ends, area buffs such as "Leader of the Pack", "Tree of Life", and "Moonkin" will now be correctly resumed. - "Bear Form" now grants 25% increased stamina instead of 25% increased health. - "Dire Bear Form" now grants 25% increased stamina instead of 25% increased health. In addition, the armor bonus has been reduced from 450% to 400%. - The multiplier on base weapon damage for "Mangle (Bear)" ability has been changed from 130% to 100%. In addition, the bonus damage has been reduced by the same ratio. - "Savage Fury" no longer affects "Mangle (Bear)". - "Savage Fury" no longer applies to "Maul" or "Swipe". - The critical damage bonus on "Predatory Instincts" reduced from 3/6/9/12/15% to 2/4/6/8/10%. - "Improved Leader of the Pack" can no longer get critical heals. - The armor bonus from "Moonkin Form" has been increased from 360% to 400% (to match Dire Bear Form). - The rage normalization equation has been adjusted to grant more rage. Paladins - The slowing affect from "Avenger's Shield" is now considered a snare, so snare removal and immunity affects will now work on it. Priests - The base healing percent from "Vampiric Embrace" has been reduced to 15% from 20%. In addition, this ability can no longer get critical heals. - "Silent Resolve" no longer reduces threat generated by Shadow spells. - Mass Dispel will now target immunity effects first. - Prayer of Mending now has a 10 second cooldown. - Circle of Healing mana cost reduced by 25%. - The effectiveness of "Fade:Rank 7" has been increased by approximately 25%. - The damage absorption of "Power Word: Shield" added by the caster's bonus healing has been increased to 20%. Shaman - The clearcasting effect from "Elemental Focus" now triggers on all spell critical strikes, rather than a chance on any spell hit. - The shaman will no longer generate additional threat when "Unleashed Rage" triggers. - The free Lightning spell cast from "Lightning Overload" will now cause reduced threat. - "Stoneclaw Totem" now has a 50% chance to stun attackers for 3 sec. when struck. - The bonus of the "Wrath of Air" totem now applies to healing spells as well. Warlock - "Demonic Tactics" now grants increased critical strike chance to you and your demon pet, instead of increased damage. Warriors - The rage normalization equation has been adjusted to grant more rage. The typical warrior should see an increase of 15% to 20% in their rage generation. - All warriors had their critical strike chance adjusted upward slightly (about 1%). - "Thunder Clap" is now useable in Defensive Stance. In addition, the tooltip has been adjusted to indicate it causes additional threat. - The cooldown on "Victory Rush" has been removed, and it can now be used up to 20 seconds after killing an enemy. - "Unbridled Wrath" has been modified so that rather than a fixed chance to grant rage, it has an increased chance when using slower weapons. - Increased the health bonus from "Commanding Shout" by 50%. - "Improved Battle Shout" talent renamed to "Commanding Presence" and now increases the health bonus from "Commanding Shout" in addition to increasing the melee attack power from "Battle Shout". Items - The threat generated from the spell effect on "Thunderfury" has been substantially reduced. - The bonus to "Swipe" from the "Idol of Brutality" has been reduced from 50 to 10. - "Alchemist's Stone" will no longer increase healing and mana gained from items which are not potions. - The cost of sockets in high end items has been adjusted slightly, the result is that most high end epic items should see an increase in stats. - Corrected many items that had incorrect stat values assigned to them. - The rewards from the "Fel Embers" quest are now superior items as intended. - Reduced the damage dealt by "The Lightning Capacitor". - Corrected the level requirement of the "Fist of Reckoning". - "Necklace of Trophies" has been corrected to increase Hit Rating instead of Hit Avoidance. - "Burnoose of Shifting Ages" can now be disenchanted. - "Nethershrike" now has the proper sell value and can be disenchanted. - Corrected the level of "Marksman's Bow" to be in line with other epic reputation rewards. - The "Marksman's Bow" now has the proper damage range. - "Hourglass of the Unraveller" will now properly increase ranged attack power. - Corrected the socket bonus for "Soul-Collar of the Incarnate". - Corrected a typo in the set bonus of "Warbringer Armor". - "Ruby Slippers" now properly have a cast time. - Corrected the min use level of "Terokk's Shadowstaff". - "Warpscale Leggings" have had their Crit Rating updated to the intended Dodge Rating. - "Warmaul Slayer's Band" no longer has critical strike rating. However, its agility and attack power have been increased. - "Ancient Draenei War Talisman" now shares a cooldown with all trinkets that temporarily increase damage done. - "Ancient Draenei Arcane Relic" shares a cooldown with all trinkets that temporarily increase damage done. - "Aldor Guardian Rifle" now has a range correctly set on it. - The effect on "Void Star Talisman" was incorrectly set to On Use. It is now set to On Equip. - The critical strike rating on "Cilice of Suffering" has been changed to spell critical strike rating. - The cooldown for "Glimmering Mithril Insignia" has been increased from 10 minutes to 20 minutes. - The slowing affect from the "Mug 'O Hurt" is now considered a snare, so snare removal and immunity affects will now work on it. - The "Mark of Conquest" trinket now correctly triggers the mana regen effect. Raids and Dungeons - Creatures in Tempest Keep:Botanica, Tempest Keep: Mechanar, and Tempest Keep:Arcatraz no longer respawn as rapidly. - Shadow Labyrinth Reduced the chance of a Cabal Assassin ambush. - Hellfire Citadel:Shattered Halls Removed a problematic chest. The "Resist Shadow" spell cast by Shadowmoon Acolyte's in Shattered Halls will now be removed if a player leaves the zone. Shattered Hand Gladiators will no longer break players' stealth when engaged in combat. - Serpentshrine Cavern Boss creatures have received additional tuning and polish. - Tempest Keep:Arcatraz Warder and Defender Corpses are now immune to spell effects that could cause the Protean Spawn to not spawn. Protean Spawn now deal less damage. The damage dealt by Wrath-Scryer Soccothrates' "Immolation" and "Knock Away" abilities has been reduced. - Auchindoun Shadow Cabal Zealots are now more threatening while under the effect of Shape of the Beast. - Tempest Keep: Botanica Sunseeker Gene-Splicers' Death and Decay now deals significantly less damage and casts less frequently. Mutate Fleshlashers now deal less melee damage. Mutate Horrors and Fear-Shriekers now have less health. Sunseeker Researchers will now cast shocks less frequently. Sunseeker Chemists are now Paladin type instead of Warrior type. The Blue Seedlings in the High Botanist Freywinn encounter now slow players instead of immobilizing them. High Botanist Freywinn will now plant seedlings at a slightly reduced rate. - Tempest Keep Mechanar Gatewatcher Iron-Hand now wields a Jackhammer. Gatewatcher Iron-Hand is now more vocal when perfoming his Jackhammer attack. Mechanar Drillers, Wreckers, and Crushers in Tempest Keep: The Mechanar may no longer be enslaved when in Heroic mode. - Caverns of Time Captain Skarloc in Caverns of Time: Escape from Durnholde is no longer susceptible to disarm, and does not slow down when wounded. A defeat in the Caverns of Time: Opening of the Dark Portal instance will no longer despawn unlooted bosses with loot. Occasionally after players are defeated in the Caverns of Time: Opening of the Dark Portal encounter on Heroic difficulty, the placeholder versions of the bosses that appear in future attempts that day would not spawn. The proper placeholders will now spawn instead of Rift Lords and Rift Keepers. Boss creatures in Caverns of Time: Opening of the Dark Portal will now dispel all nearby Time Keepers instead of one at a time. - Karazhan Maiden of Virtue's "Holy Wrath" has been slightly retuned to try and allow additional melee attackers to be used against her. Maiden of Virtue's "Holy Fire" has been adjusted to prevent a possible range exploit. Maiden of Virtue will no longer "Holy Fire" players under the effect of "Repentance". Midnight is no longer susceptible to Bleed effects, since he's a skeletal horse. Nightbane's Restless Skeletons are now immune to non-holy magical damage. Restless Skeletons no longer have immolation. Nightbane's Bone Shard Spray can no longer be interrupted by using an immunity effect. Some minor issues with the Library Tomes have been corrected. The use of Divine Shield, Ice Block, or Cloak of Shadows will no longer prematurely detonate the Shade of Aran's Flame Wreath. Restless Skeletons will now summon a player if they are unable to path to that player, and deal more melee damage. The cooldown of Bellowing Roar has been adjusted to be a more consistent value. Bug Fixes - Fixed the credits to display properly. Patch 2.0.10 - Professor Frink - 03-06-2007 Quote:- The cost of sockets in high end items has been adjusted slightly, These are maddeningly vague. Anyone have any examples of changed items? -- frink Patch 2.0.10 - Legedi - 03-06-2007 Quote:These are maddeningly vague. Anyone have any examples of changed items? From this thread: http://forums.worldofwarcraft.com/thread.h...=77587201&sid=1 Quote:ITEMS: Thanks Ekimus for Alphabetizing Patch 2.0.10 - Professor Frink - 03-06-2007 Quote:- Cloak of Entropy (http://www.wowhead.com/?item=31140) -32 ArcaneResist /cry I had one of these up in the AH, it didn't sell. Patch 2.0.10 - nobbie - 03-07-2007 Druid Hotfix: Quote:*Hotfix 3/06/07Source: WoW Forums Patch 2.0.10 - Alrin - 03-07-2007 Quote:These are maddeningly vague. Anyone have any examples of changed items? Now, if they said that they were improving the overall quality of socketed items to match the now increased amounts of available item points derived from a devaluation of actual sockets, now that would be all fine and dandy! But, they said "increase of stats". This can mean anything from "ok we give you +1str grats" to "wow look at this you now can afford 10 more spirit on your plate tanking gloves!". When blue posts go "increased stats" it rarely means what the actual player community is hoping for. I think we have all learned this by now. I suppose we could hope for Blizzard to actually hire some competent itemization teams in the future. Can we get back the crew that did T3 please? For the most part across most classes they actually had a good vibe on going in the right direction! Sorry for the thread hijack, carry on.:) Patch 2.0.10 - Alrin - 03-07-2007 On a completely unrelated note, I am absolutely LOVING the change to thunderclap. Thank you sooo much. It will see alot more use now that I dont have to waste 2 seconds each time I want to apply it. Much love, much love. On the rage change I haven't seen too much of it. But the instance I ran right after the patch was Arcatraz and I never have a short supply of rage in there anyway. I guess that test will have to go out to the dps specced warriors. Patch 2.0.10 - Kevin - 03-07-2007 Quote:Druid Hotfix: This is good. This should help druid tanks a fair bit after the other nerfs to aggro. Don't know if it's enough and don't know if it's enough to help with multi-mob aggro, they may still have to help swipe a little to get druids back up with warriors and pallies for multi-mob but it looks like druids should line up pretty well if they get the tweaking down. Patch 2.0.10 - Taelas - 03-07-2007 Quote:This is good. This should help druid tanks a fair bit after the other nerfs to aggro. Don't know if it's enough and don't know if it's enough to help with multi-mob aggro, they may still have to help swipe a little to get druids back up with warriors and pallies for multi-mob but it looks like druids should line up pretty well if they get the tweaking down.The band-aid fix should do well enough. Lacerate is actually useful now, even on bleed-immune mobs. Tabbing Swipe+Lacerate on non-bleed immune mobs should work great on multiple-mob-pulls. Mangle... Meh.:mellow:It's all well and good, but basically, now we have "Shield Slam" as a 41 point talent (Mangle), "Heroic Strike" as our main threat-dealer (Maul), and "Sunder Armor" as a rage dump (Lacerate). Yeah, we sure are tanking differently from warriors now.:unsure: Meh, it's a minor issue. I'll be able to tank, that'll be enough for me.;) Patch 2.0.10 - Monkey - 03-07-2007 Quote:The band-aid fix should do well enough. Lacerate is actually useful now, even on bleed-immune mobs. Tabbing Swipe+Lacerate on non-bleed immune mobs should work great on multiple-mob-pulls. Isn't mangle more like devastate? It amplifies threat based on lacerate, etc.? From the empirical-proof-required department, I joined our sister guild's second KZ run last night. Once I got in the group I realized: There were no warriors or rogues. My druid was the "rogue" and two other druids were the tanks. And they did lose aggro on trash under two conditions: 1. I got a string of (un)lucky shred crits (where's that cower button again?) 2. One of the warlocks was spamming searing pain (DPS Monkey) That's pretty reasonable, I must say. Patch 2.0.10 - protoshoggoth - 03-07-2007 Spamming Searing Pain? Em, okay. I know it's an inexpensive spell to cast but c'mon, that's just asking for it. Patch 2.0.10 - Taelas - 03-07-2007 Quote:Isn't mangle more like devastate? It amplifies threat based on lacerate, etc.?Indirectly, it does--by adding a +30% bleed damage debuff. They gave Mangle a +50% flat threat modifier, though. Quote:From the empirical-proof-required department, I joined our sister guild's second KZ run last night. Once I got in the group I realized: There were no warriors or rogues. My druid was the "rogue" and two other druids were the tanks. And they did lose aggro on trash under two conditions:Hehe. Yeah, I suppose so. I tanked a Durnholde run earlier, went pretty smooth. Lacerate+Swipe works wonders, adding in Mauls and Mangles whenever the opportunity arose. Lacerate is actually useful now. Haven't tried a bleed-immune mob, but with Mangle's threat mod, I should do decently, assuming single-targets. Patch 2.0.10 - Tal - 03-07-2007 Quote:I tanked a Durnholde run earlier, went pretty smooth. Lacerate+Swipe works wonders, adding in Mauls and Mangles whenever the opportunity arose. Lacerate is actually useful now. Haven't tried a bleed-immune mob, but with Mangle's threat mod, I should do decently, assuming single-targets. It seems to my lay-person's perspective that one of the big complaints about druid tanking versus a warrior's tanking was addressed with the patch and this fix: not as many aggro generation skills versus what a warrior has. Would this jive with a druid's perspective? Patch 2.0.10 - Taelas - 03-07-2007 Well... My global cooldown is practically on constantly both on my druid and on my warrior, though I still have more to choose from on my warrior. Warrior: Shield Slam, Revenge, Shield Bash (rarely), Sunder Armor/Devastate on the GCD, Heroic Strike/Cleave (rarely) on next melee, Shield Block on its own cooldown. Druid: Mangle, Lacerate, Feral Faerie Fire, Swipe, Bash (rarely) on the GCD, Maul on next melee. So I'd say no. Oh, and warriors got Thunderclap added as well, another GCD ability. Of course, that's without considering the new spells the warrior got from 60-70, as I only played my warrior to 62 so far. Patch 2.0.10 - Monkey - 03-07-2007 Quote:It seems to my lay-person's perspective that one of the big complaints about druid tanking versus a warrior's tanking was addressed with the patch and this fix: not as many aggro generation skills versus what a warrior has. Would this jive with a druid's perspective? Druids still have fewer aggro generation and mitigation skills than a warrior. What the hotfix changed was making lacerate somewhat useful on undead or elemental targets that couldn't bleed--it's still not as good as Sunder Armor on those targets, though. And they made sure that Mangle(bear) kept its snap aggro applications as they nerfed its damage. Patch 2.0.10 - lemekim - 03-07-2007 Quote:Druids still have fewer aggro generation and mitigation skills than a warrior. What the hotfix changed was making lacerate somewhat useful on undead or elemental targets that couldn't bleed--it's still not as good as Sunder Armor on those targets, though. And they made sure that Mangle(bear) kept its snap aggro applications as they nerfed its damage. Actually, it produces essentially the same amount of aggro - 295 threat from the initial landing and damage tick, plus any extra threat from bleed damage, versus 301 threat for Sunder Armor. Combined with 50% threat bonus on Mangle (there are no Warrior abilities that get a percentage bonus like that), I'm sure your aggro will be fine. As for mitigation, Blizzard is promising actual Druid tanking itemization, which will significantly boost your damage reduction, as currently most of the epic and high-end blue feral gear is in the perpetual state of identity crisis. Just think how big of an upgrade you can get if you could replace those green items you use for tanking now with actual tanking epics. Druids will be fine. Patch 2.0.10 - Taelas - 03-07-2007 Actually, according to recent numbers, the innate threat from Lacerate (before bear form and Feral Instinct modifiers) are 285 + 0.2*damage_done... which essentially means the dot is almost worthless. Lemekin, heh, you posted at the same time. Revenge is the highest warrior threat move, not Sunder Armor. It has around 485 threat, I believe. Patch 2.0.10 - Lissa - 03-07-2007 Quote:Spamming Searing Pain? Em, okay. I know it's an inexpensive spell to cast but c'mon, that's just asking for it. I agree, that's a Warlock that needs to be slapped upside the head. I've pulled aggro plenty just with Immolate/Incinerate spam, I can just imagine how much worse it would be spamming Searing Pain. IMO, Searing Pain has two uses...for tanking mobs that should be tanked by a caster like Vek'lor or in PvP (there's not much use for it in a solo in a mode where you're taking the hits as you want to use a bigger hitting spell to get the mob down sooner when solo). Patch 2.0.10 - Monkey - 03-07-2007 Quote:Actually, it produces essentially the same amount of aggro - 295 threat from the initial landing and damage tick, plus any extra threat from bleed damage, versus 301 threat for Sunder Armor. Combined with 50% threat bonus on Mangle (there are no Warrior abilities that get a percentage bonus like that), I'm sure your aggro will be fine. Hmm? Sorry if it seemed like I thought they wouldn't be. I was just addressing Tal's question of the number of tanking skills had by a warrior vs. a bear druid. That's some nice analysis that EJ did, though. Thanks for the link.:) As for mitigation, we still won't have additional mitigation skills from improved itemization, and that's OK, too. I prefer to do more-with-less, as long as I can actually do it. Patch 2.0.10 - Artega - 03-08-2007 Quote:Actually, according to recent numbers, the innate threat from Lacerate (before bear form and Feral Instinct modifiers) are 285 + 0.2*damage_done... which essentially means the dot is almost worthless. I was under the impression Shield Slam was the highest-threat move we have, especially as our gear levels increase. I think Revenge is the most Rage-efficient, however. |