The 1.6 patch is now on the test realms
#1
The 1.6 patch is now on the test realms, so we finally have some official patch notes to look at (which look remarkably like the leaked ones).

Some things I heard mentioned in raid chat (no accounting for accuracy on these):

1. The CTF battlemaster is also in Ironforge rather than Darnassus as the leaked patch notes had stated. (Yay! Maybe Alliance on Tichondrius will want to CTF more if they don't have to travel so far).

2. Someone was hacked the mpq's and saw something about a +1000 health fortitude. No idea if that's something that is implemented or that a player can get.

3. Some warriors were complaining about a talent that gives at rank 4 for level 60's only 20 health back per swing for the next five swings.

4. There's a +major int and +major spirit enchant for weapons now. Plus, bracers can be enchanted with +healing power and mana regen.

More to come, I'm sure.
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#2
Quote:* Resurrection spells should now check range properly when used on targets that have released their spirit.

Oh sh*t. This is a major change. There is absolutely no reason to release in PvE now, because if someone loots while you're released, you cannot loot yourself. Good organization helps prevent this, but all encounters are now globally more difficult.

Maybe there'll be a increased ressurrection range talent eventually.

Quote:* Reincarnation will no longer be an option on death when a Soulstone effect is active on the Shaman. The Soulstone will be used as the higher priority effect.

Finally!

Quote:* Phase Shift (Imp) - While phase shifted, the imp is now targetable but will remain an invalid target for all spells and attacks except self-cast spells.

* Phase shifted imps are no longer hit by Magmadar’s Lava Bomb.

Confirmed Bug on test server by warlock forums. Cannot Dark Pact while imp is phase shifted. This is nasty, not as bad as the first, but definitely :angry: for DP locks.

Quote:* Master Conjuror - Talent replaced with a new talent called Master Demonlogist.

Even though Master Demonology is so much better, I'll miss master conjurer. There are times I created HS/SS mid-battle.
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#3
The Test Realm 1.6 Patch Notes (compare them to the leaked ones ;)):

Quote:--------------------------------------------------------------------------------
- World of Warcraft Client Patch 1.6.0 (2005-??-??)
--------------------------------------------------------------------------------

Blackwing Lair Released!
  Nefarian's sanctum, Blackwing Lair, can be found at the very height
  of Blackrock Spire. It is there in the dark recesses of the
  mountain's peak that Nefarian has begun to unfold the final stages of
  his plan to destroy Ragnaros once and for all and lead his army to
  undisputed supremacy over all the races of Azeroth.  Blackwing Lair
  is a max-level, 40-player raid dungeon, with many new encounters and
  tempting rewards awaiting the intrepid adventurer that dares enter
  its halls.

Darkmoon Faire!
  A gathering of the exotic from around the world and beyond, Silas
  Darkmoon has brought together the Darkmoon Faire as a celebration of
  the wondrous and mysterious found in Azeroth.  While the Faire spends
  most of their time in parts unknown, they do stop from time to time
  in Mulgore and Elwynn forest.  When the faire is on its way barkers
  will stop by Ogrimmar and Ironforge to announce its arrival.

Battlemasters!
  There is a new way to enter the battleground queues.  Battlemasters!
  Located in some of the cities, right-clicking on a battlemaster will
  allow your character to enter a battleground queue just like you
  normally would if you touched that battleground’s entrance portal. 
  The functionality is exactly the same, so when it’s your character’s
  time to enter the chosen battleground, you will be teleported
  directly in.  Glordrum Steelbeard stands in the Hall of Arms in
  Ironforge, serving as the Alliance battlemaster for Alterac Valley. 
  Aethalas of the Silverwing Sentinels stands ready in Darnassus, next
  to the warrior trainers, to send Alliance characters into Warsong
  Gulch.  And in the Hall of the Brave, located in Orgrimmar’s Valley
  of Honor, Brakgul Deathbringer serves as the Horde’s battlemaster
  for Warsong Gulch, while Kartra Bloodsnarl will send you to bring
  glory to the Horde in Alterac Valley. Guards in their respective
  cities can give you directions on how to find them.

General
- There is a new option upon the login screen.  If you click the
  "Remember Name" checkbox on the left side of the screen, the game
  will automatically fill in your account name when it starts up.
- Will of the Forsaken (Undead Racial) - duration of the lasting
  immunity effect decreased to 5 seconds.

- Cannibalize (Undead Racial) - Regeneration increased to 35% of a
  character's total health over 10 seconds.
- Stoneform (Dwarf Racial) - can now be used to cancel self-inflicted
  poison effects.
- Fist Weapons will now have the normal chance to parry that all
  weapons use.
- It will no longer be possible to swap any equipment while stunned.
- Pets will now enter passive/follow mode when their masters mount.
- The Dazed effect caused by NPCs will now stack with all other
  movement slowing effects.  Note that the movement slowing effects
  will not stack, but the debuff icons will remain to ensure the full
  duration of these effects persist.
- Damage caused by environmental effects will now cancel stealth (e.g.
  swimming in lava).
- Several creature spells that silenced players are now properly
  flagged as silence effects, which will allow talents such as
  Unbreakable Will to provide a higher chance to resist the effects.
- Spells that drain mana will now properly report the amount of mana
  gained in the combat log.
- Clarified the error message when no corpses are available for the
  Cannibalize ability.
- Clarified the error message when trying to attack while mounted.
- Resurrection spells should now check range properly when used on
  targets that have released their spirit.
- Spell reflection effects have greatly improved visuals and
  functionality.
- Knockback effects are now synchronized with any associated missile
  impacts.
- Special abilities which are parried will correctly activate abilities
  which are usable after parrying.
- Damage shield spells no longer damage you if you use spells that
  damage both you and your enemies.
- Fixed graphical anomalies when using channeled abilities in a group
  with a grounding totem.
- Fixed the duration of Frostbite on pets which are dismissed and then
  recalled.
- Fixed a bug where broken off-hand fist weapons would prevent main-
  hand dagger abilities from being usable
- Health leech effects no longer give you health while you are a ghost.
- You no longer spout profanity when talking about sitting while drunk.

Macintosh
- Some optimizations for terrain loading and rendering were added for
  the Macintosh build.
- Enabled multisample support in the video options.
- Fixed an issue where inspecting crafted items on other users could
  potentially show attributes that those items did not have.
- Updated the Mac sound code to use memory more efficiently.

PvP
- Honor System
  There is now a progress bar on the Honor tab of your character
  window that displays how close you are to your next rank.
  There is a new "This Week" section of the Honor tab, which will
  display PvP accomplishments of the current week.
  The honor screen now displays a bar indicating how far along
  your current rank you are (Scout, Private, etc). This will
  let you know whether you are moving towards your next rank or
  falling back towards your previous rank.
  The "This Session" section of the Honor tab has been changed to
  "Today", and will now display the entirety of your accomplishments
  for the day instead of the most recent session.
  Players rank 11 or higher can now chat in the WorldDefense channel.
  The WorldDefense and LocalDefense channels will now display your
  rank as well as your name when chatting.
  Battleground scoreboards now display the time elapsed in a
  battleground.
- Warsong Gulch
  Warsong Gulch has new item rewards at the appropriate faction vendor
  near the entrances to the zone. These are available starting at
  Honored faction.
  Friendly flag carriers are now displayed on the overhead map in
  Warsong Gulch.
  Both the Warsong Outrider Supply Officer and the Silverwing Sentinel
  Supply Officer of Warsong Gulch now offer distinct tabards for
  purchase.  Those heroes who are of Exalted status with one of these
  factions may purchase the tabard for 5 gold (discounts not included).
  Players now receive a faction bonus for completing the repeatable
  Warsong Gulch quests.
- Alterac Valley
  Each team will now gain additional bonus honor if their towers are
  not destroyed by the end of the map.  The more towers that remained
  intact, the more honor received.
  If you manage to keep your faction's Captain alive for the duration
  of a battle, you will be granted extra points upon victory.
  Several Alterac Valley vendor items are now bind on acquire.
  The respawn time for tower guards (assuming the tower has not been
  destroyed) has been greatly increased.
  Korrak the Bloodrager has gained immunities to many different spell
  and ability effects.
  The minimum reputation needed to send a cavalry charge has been
  reduced to Honored.
  Players of Revered or higher reputation may now call offensive air
  strikes if they have managed to rescue their respective Wing
  Commanders.
  Alterac Valley's guard spawn is now controlled via a more intuitive
  mechanism. Please check the Officer Supply vendors for your faction
  to read up on the changes.
  Fixed a bug that sometimes prevented the Alliance team from
  receiving honor for destroying towers.
  Fixed a bug that was not awarding Horde credit for owning a mine at
  the end of a game.
- Dispel Magic can no longer be used on players participating in a duel
  unless the caster is in the duel.
- You are considered in combat for the entire duration of a duel.
- You can’t assist players which are engaged in free-for-all PvP unless
  you are also in free-for-all PvP.
- If you have PvP combat toggled on, it will no longer be cleared when
  taking a flight.
- Hunter traps work properly in duels if the target is flagged for PvP
  and the hunter is not.
- Removing an insignia in PvP no longer marks both players as being in
  combat.

Druids
- Shapeshifting will now counteract the slowing effects of frost-based
  spells (Frostbolt, Frost Shock, Cone of Cold, etc.).
- Feral Charge - Targets that are immune to immobilizing effects will
  no longer be affected by Feral Charge's immobilizing effect.  The
  interrupt will still affect the target.
- Shadowmeld (Night Elf Racial) - Now reports the correct error message
  when attempted in shapeshift form.
- Druid shapeshift form buttons are no longer dimmed while under the
  effects of Polymorph.


Hunters
- Counterattack - Will now cause damage to targets immune to
  immobilizing effects.
- Wing Clip - Will now cause damage to targets immune to immobilizing
  effects.
- Explosive Trap - Fixed a bug where the trap's effects suffered
  inappropriate damage reduction against high level targets.  In
  addition, damage caused by this trap should no longer kill opponents
  in duels.
- Aspect of the Cheetah/Pack - Non-damaging spells and abilities will
  no longer cause the dazed effect.  In addition, when switching
  between Pack and Cheetah, you should no longer receive the "A more
  powerful spell is already active" error message.
- Beast Lore - Will no longer flag you for PvP or cause guard
  retaliation when used on an enemy faction target.

Mages
- Frostbolt - Targets that are immune to movement slowing effects will
  no longer be affected by Frostbolt's movement slowing effect.  Damage
  will still be caused.
- Frost Nova - Will now cause damage to targets immune to immobilizing
  effects.
- Blast Wave - Will now cause damage to targets immune to immobilizing
  effects.
- Cone of Cold - Targets that are immune to movement slowing effects
  will no longer be affected by Cone of Cold's movement slowing effect.
  Damage will still be caused.
- Detect Magic - will no longer cause guard retaliation in Goblin towns.
- Ignite - Can now be dispelled by any effect that dispels magic
  effects. 
- Frost Armor/Ice Armor - Targets that are immune to movement slowing
  effects will no longer be affected by the Chill's movement slowing
  effect.  Targets will still have their melee attack speed reduced.
- Arcane Instability - Fixed a bug where rank 3 of this talent was not
  increasing the periodic damage of various spells by the correct
  amount (was increasing by 2% and should now properly increase by 3%).

Paladins
- Blessing of Freedom - Will now counter the movement impairing effects
  of Frostbolt, Cone of Cold, Frost Shock.  It will no longer prevent
  the damage taken by Frost Nova, Hamstring, Wing Clip, Mind Flay,
  Counterattack, or Blast Wave or the melee and ranged attack speed
  slowing effects of Cripple.
- Consecration - No longer resets weapon timer when cast.
- Improved Seal of Justice - Tooltip updated to be more clear.
- Seal of Command - Should now correctly report damage in the overhead
  display and the combat log.
- Summon Charger - New icon.
- Fixed a bug where the Paladin did not always die when using the
  Divine Intervention spell.

Priests
- Mind Flay - Will now cause damage to targets immune to movement
  slowing effects.
- Shadowform - Changed so all spells except Holy can be cast rather
  than only Shadow and Discipline spells.  Tooltip updated.  This fixes
  several bugs that prevented various actions (creating tradeskill
  items, mining, summoning a mount, using a hearthstone and many more).
- Spirit of Redemption - Tooltip updated to be more clear.
- Touch of Weakness - Stronger versions of this effect on enemy targets
  will no longer be replaced by weaker versions.

Rogues
- Riposte - Targets immune to disarm effects will now take damage from
  Riposte.
- Disarming an enemy faction hunter's trap will now flag the rogue for
  PvP.
- Ghostly Strike - no longer deals damage to you when you use it.
- Premeditation - Fixed a bug where the combo points gained using the
  ability were not properly removed after the duration expired.  Also
  increased range and duration.
- The UI now properly shows that Preparation does not clear a Cold
  Blood setup.

Shaman
- Frost Shock - Targets that are immune to movement slowing effects
  will no longer be affected by Frost Shock's movement slowing effect.
  Damage will still be caused.
- Reincarnation will no longer be an option on death when a Soulstone
  effect is active on the Shaman. The Soulstone will be used as the
  higher priority effect.
- Frostbrand Weapon - Targets that are immune to movement slowing
  effects will no longer be affected by Frostbrand Weapon's movement
  slowing effect.  Damage will still be caused.
- Call of Flame - Fixed a bug where the damage bonus did not always
  increase various totems.
- Chain spells cast on PvP targets by an unflagged Shaman will now
  properly bounce to other PvP targets.
- The tooltip for Fire Nova Totem now correctly reflects the damage the
  totems deal.

Warlocks
- Due to significant talent changes, Warlocks will have all talent
  points refunded and can be respent.
- Cripple (Doomguard) - Targets that are immune to movement slowing
  effects will no longer be affected by Cripple's movement slowing
  effect.  Melee and ranged attack speed slowing effects will still
  affect these targets.
- Demon Skin/Demon Armor - Now increases health regeneration at all
  times, as was always intended.  Previously, the health regeneration
  only occurred out of combat.  Tooltips updated.
- Demonic Sacrifice - The sacrifice effects for the Voidwalker and
  Felhunter have changed.  The Voidwalker will now regenerate 3% of
  your total health every 4 seconds.  The Felhunter will now regenerate
  2% of your total mana every 4 seconds.
- Demonic Sacrifice now works properly on banished summons.
- Summon Dreadsteed - New icon.
- Dark Pact - Fixed a bug where the combat log was reporting an
  incorrect value of mana gained by the caster when there wasn't enough
  mana to drain from the pet.
- Phase Shift (Imp) - While phase shifted, the imp is now targetable
  but will remain an invalid target for all spells and attacks except
  self-cast spells.
- Improved Healthstone - The increased effect from this talent should
  now properly apply to other players that use the Warlock's
  Healthstones.
- Ritual of Summoning - Fixed a bug where players could be summoned
  from outside the same instance as the warlock in some cases.
- Unholy Power - No longer requires the Fel Stamina talent.  Is now a
  tier 4 talent and is a prerequisite for the new Master Demonologist
  talent.
- Master Conjuror - Talent replaced with a new talent called Master
  Demonlogist.
- New Talent (Demonology): Master Demonologist - Grants both the
  Warlock and the summoned demon an effect as long as that demon is
  active.  The effect granted depends on the type of demon summoned.
- Unholy Power - No longer requires the Fel Stamina talent.  It now
  requires the Master Demonologist talent.
- Ritual of Doom - Should now display the cooldown.

Warriors
- Due to significant talent changes, Warriors will have all talent
  points refunded and can be respent.
- Hamstring - Will now cause damage to targets immune to movement
  slowing effects.  Movement slowing effect improved.
- Improved Hamstring - Design changed.  No longer improves the movement
  slowing effect.  It is now a 3 point talent that gives a 5/10/15%
  chance to immobilize the target for 5 seconds.
- Booming Voice - In addition to increasing duration, this talent will
  now increase the area of effect of Battle Shout and Demoralizing
  Shout by 10/20/30/40/50%.
- Battle Shout - Tooltip updated to display area of effect (in yards).
- Demoralizing Shout - Tooltip updated to display area of effect (in
  yards).
- Improved Berserker Rage - No longer increases the duration of the
  effect.  The talent will now generate 5/10 rage when Berserker Rage
  is used.
- Improved Demoralizing Shout - Effectiveness increase from talent
  increased to 8/16/24/32/40%.
- Piercing Howl - No longer has a prerequisite (Improved Demoralizing
  Shout).
- Deathwish - Is now usable while under a Fear effect, which will also
  remove the Fear effect.
- Bloodthirst - Design changed.  Bloodthirst is now an instant melee
  attack that causes damage equal to 30% of the warrior's attack power.
  In addition, the next 5 successful melee attacks will restore health.
- Concussion Blow - No longer requires purchase of the Improved Revenge
  talent.
- Shield Discipline - Removed and replaced by the new talent Shield
Slam.
- New Talent: Shield Slam - Slam the target with your shield, causing
  damage and has a 50% chance to dispel 1 magic effect on the target. 
  Also causes a moderate amount of threat.  Requires the purchase of
  the Concussion Blow talent.
- Heroic Strike/Sunder Armor/Revenge/Mocking Blow - Tooltips updated
  to indicate the additional threat caused by these abilities.  There
  have been no changes to the amount of threat caused.

Items
- Sets
  Felheart, Cenarion, Giantstalker's and Earthfury item sets now have
  updated art. The Felheart Skullcap is now also called something more
  appropriate to the new art.
  Grand Marshal and High Warlord PvP Honor rewards have been updated
  with improved statistics and new unique art.
  The Alliance Mail and Horde Leather and Mail Epic PvP Honor reward
  armor sets have received art updates.
  The stealth detection bonus on the Druid PvP set gloves has been
  changed to work in all forms, including caster form.
  The set bonus for The Champion's Earthshaker has a revised tooltip
  to more clearly state that all Shock spells have an increased spell
  critical chance.
  The 8 piece set bonus for Dreadmist will now appropriately affect
  shadow spells.
  The tooltip for the improved feint effectiveness set bonus of the
  Bloodfang armor set has been corrected to show the actual percentage
  increase.
  When worn by female characters, the Beaststalker's Tunic had a
  missing texture piece last patch. This has been corrected.
  Set items which are broken no longer contribute to set bonus
  listings in the item tooltips.
- The Horde and Alliance PvP Battle Standards may now only be used
  inside PvP Battlegrounds, but the cooldown has been reduced to 10
  minutes.
- The Rank 3 Stormpike Insignia now has the correct health regeneration
  effect.
- You can now only have one Flask affecting you at a time.
- The Seal of the Dawn trinket now counts as though you were also
  wearing an Argent Dawn Commission trinket.
- The Goblin Sapper Charge can now be used while moving.
- Dark Iron Bomb tooltip text and stun effect radius has been corrected
  to be the appropriate 5 yards.
- Librams are now considered to be Books when searching for these items
  in the Auction House.
- The Discombobulator Ray's effect has been changed: it now reduces
  movement speed to 80% of normal and reduces the target's damage with
  both spells and melee by 40.  The range is now 20 yards.
- Snowblind Shoes are now properly marked as an Epic item.
- Band of Sulfuras is now unique.
- Fireguard Shoulders now have a graphic.
- Flask of Forest Mojo can now be sold.
- The Bloodseeker crossbow's firing animation has been corrected.
- The damage from Smokey's Lighter will now show up appropriately in
  the combat log.
- The water breathing ability of the Hydrocane will now continue to
  work if the player is shapeshifted.
- Both helpful and harmful effects from the Deviate Fish will remain
  after logging out.
- Dark Iron Bracers have been changed to Bind on Equip.
- Set bonus for Stormshroud armor improved.  It should be more
  compelling for rogues and druids now.
- Winter’s Might recipe now displays the correct +7 to spell damage
  instead of +5.
- Fixed a typo in the item tooltip for the Alliance's Rune of Recall.
- Several lootable items in Alterac Valley have had their stack limit
  changed.

Professions
- Thorium Brotherhood now offers several new recipes. Additionally,
  several of the old recipes now have different faction requirements.
- Additional Smithing/Leatherworking/Tailoring/Enchanting Recipes added
  to Timbermaw at Honored Reputation.
- Additional Smithing/Leatherworking/Tailoring/Enchanting Recipes added
  to Argent Dawn at Honored and Revered Reputation.  Also new First Aid
  recipe added to Argent Dawn at Honored.
- Lokhtos Darkbargainer in Blackrock Depths now has many additional
  recipes that can be learned at Honored, Revered and Exalted           
  reputation. Recipes are available for Enchanting, Tailoring,
  Leatherworking (all three specialty types), Blacksmithing
  (Armorsmithing, and Weaponsmithing (all three specialty types).


Quests
- There is now an access quest to gain entry to Blackwing Lair. Happy
  Hunting!
- Shadow Priest Vandis at the Bulwark should now properly buff players
  who complete any step of the "Return to the Bulwark" quest in Western
  Plaguelands.
- Fixed a typo in the Horde version of the quest "Reclaimed Treasures".
- Imps during the Warlock Mount Ritual in Dire Maul will no longer get
  stuck at their spawn-in portals.
- Using the Collectronic Module on frozen rookery eggs for the quest
  "Egg Collection" will correctly consume them.
- Obtaining a set of Thieves’ Tools in the quest "Tools of the Trade"
  no longer flags you for PvP.

Raids and Dungeons
- Several spawns removed from Scholomance.  This should make for a more
  enjoyable 5 player experience.
- Several spawns removed from Stratholme.  This should make for a more
  enjoyable 5 player experience.  Also, you will now be able to make
  additional attempts at Ramstein and/or Baron Rivendare should your
  initial attempt fail.
- The trapped chests in Stratholme will now show up for Detect Traps
  and can be disarmed. In addition, the number of creatures that come
  out of the trapped chests has been reduced.
- Many creatures in Stratholme have gained Detect Invisibility/Stealth.
- The loot tables in Molten Core have been revised slightly.
- Characters that die and release in the Molten Core will now receive a
  minimap corpse marker and arrow that will lead them to the window
  next to Lothos Riftwaker in Blackrock Mountain.
- Phase shifted imps are no longer hit by Magmadar’s Lava Bomb.
- Damage and resist messages from Magmadar’s Lava Bomb shows up in the
  combat log.
- Fixed a bug that was causing the Cache of the Firelord (Majordomo
  Loot chest), the Chest of the Seven (Blackrock Depths seven dwarves
  chest) and the Gordok Tribute Chest (Dire Maul) from despawning too
  soon.
- The chance for an Epic quest item dropping from the Majordomo's chest
  has been increased to 100%.
- The Corrupted Forces of Nature in Maraudon will now pursue correctly.
- Dire Maul has had several spawn locations changed and a slight
  increase in population.
- Crystal Fang, the rare spawn in Blackrock Spire, will now potentially
  appear.

User Interface
- Raid UI has been significantly improved. You can now open the raid UI
  and drag the name of a class to your gamefield to have a listing of
  all players of that class be displayed on the game field. Likewise
  you can drag a group name to your playfield to have the players in
  that group displayed on your gamefield. In either case the display
  will show the health, mana and limited buffs or debuffs on each
  player in the group or class and you can click on a player listed
  this way to target that player.  You can then right-click on the
  class or group UI element to make some modifications to how the UI
  displays or to remove the UI element.
- If you cycle through targets with the Tab key, manually select a
  different target using another method, then quickly hit Tab again,
  your last Tab-selected target will be re-selected and you can
  continue Tab-selecting where you left off.  Clearing your target will
  restart the Tab selection process.
- Items on the action bar now remain there even after they are consumed.
- If you shift-click on an item link while you are entering chat text,
  the item link will now be pasted into your text.
- Mail recipient auto-completion will now use names from your guild as
  well as your friends list.
- Hitting Escape will now cancel ranged weapon auto-shots.
- The pet UI will now be greyed out while you are mounted to reflect
  the fact that you can't command your pet.
- NPCs which give dishonorable kills have the rank of Civilian and show
  up with a white title background in the targeting frame.
- The effect of damage resistance and vulnerability is now displayed in
  the combat log.
- Combat abilities which are fully blocked show up correctly in the
  combat log.
- Crushing and glancing blows show more information in the combat log.
- Damage from poisons and curses now shows up in the UI after the
  caster has been killed.
- Players now receive an error message if they try to join a meeting
  stone queue and are in a raid or are not the party leader.
- TargetUnitsPet() is obsolete and has been removed from the scripting
  system.
- Added UnitInRaid(), TargetLastTarget() and TargetNearestRaidMember()
  to the scripting system.
- The GetPlayerMapPosition() script function will only work for you,
  your party and raid.
- Fixed an issue where chat window positions may not be restored to the
  correct positions when re-entering the world.
- Fixed occasional crash when speech bubbles are enabled around NPCs
  that talk a lot.
- Fixed occasional crash when listing a chat channel with a large
  numbers of players.
- Fixed temporary lockup experienced by spell casting players when they
  are kicked.


World Environment
- Flight Paths
  Added a Wind Rider Master to Camp Taurajo in The Barrens.
  New Horde Flight Paths --
&nbsp; &nbsp; Camp Taurajo in The Barrens <-> Crossroads in The Barrens
&nbsp; &nbsp; Camp Taurajo in The Barrens <-> Thunder Bluff in Mulgore
&nbsp; &nbsp; Camp Taurajo in The Barrens <-> Freewind Post in Thousand Needles
&nbsp; Fixed several problems with the flight path from Undercity to
&nbsp; Hammerfall while passing through the Ruins of Andorhal.
&nbsp; Fixed some problems with the Ironforge to Stormwind flight path.
&nbsp; The Darkshire <-> Booty Bay flight paths no longer fly over the
&nbsp; Gurubashi Arena in Stranglethorn Vale, and therefore no longer
&nbsp; flag fliers as being in Free-for-All PvP. Also, they should no
&nbsp; longer fly through the zeppelins coming in and out of the Grom'Gol
&nbsp; Base Camp.
- Graveyards
&nbsp; Feralas, Durotar, Mulgore, Darnassus, Tirisfal Glades (excluding
&nbsp; the Bulwark graveyard), Elwynn Forest & the Eastern Plaguelands
&nbsp; have now all been converted over to the new graveyard system.
&nbsp; The system will place your character's spirit at the closest
&nbsp; allowed graveyard in the zone. For example, an Alliance character
&nbsp; dying closer to the new Darnassus graveyard, detailed below,
&nbsp; will use that graveyard rather than the one located at Dolanaar.
&nbsp; Starting area graveyards are still reserved exclusively for
&nbsp; characters of similar faction that die within their confines.
&nbsp; For example, the spirit of a Horde character dying right outside
&nbsp; of Deathknell will not use Deathknell graveyard, but will instead
&nbsp; go to the next closest Tirisfal Glades graveyard.
&nbsp; A Horde-only graveyard has been added in the northern section of
&nbsp; Durotar, just to the south of Orgrimmar.&nbsp; In addition to serving
&nbsp; northern Durotar, Horde characters dying in Orgrimmar, The Hall
&nbsp; of Legends and Ragefire Chasm will use this new graveyard.
&nbsp; Alliance characters dying in Durotar will continue to only
&nbsp; use the Razor Hill graveyard.
&nbsp; A Horde-only graveyard has been placed at the northern base of
&nbsp; Thunder Bluff in Mulgore. Horde characters dying in Thunder Bluff
&nbsp; will also use this new graveyard.&nbsp; Alliance characters dying in
&nbsp; Mulgore will continue to only use the graveyard at Bloodhoof
&nbsp; Village.
&nbsp; An Alliance-only graveyard has been added at the eastern end of
&nbsp; Darnassus.&nbsp; Alliance characters dying in Darnassus will use this
&nbsp; new graveyard.&nbsp; Horde characters dying on Teldrassil will still
&nbsp; only be able to use the graveyard at Dolanaar.
&nbsp; An Alliance-only graveyard has been added just outside of Ironforge,
&nbsp; around the side of the mountain.&nbsp; It is only for use by Alliance
&nbsp; characters that die inside Ironforge and in the Gates of Ironforge
&nbsp; sub-area of Dun Morogh.&nbsp; Horde characters dying therein will
&nbsp; continue to only use the Kharanos graveyard.
&nbsp; The Ruins of Lordaeron above Undercity now has a Horde-only
&nbsp; graveyard.&nbsp; Horde characters dying inside the Undercity will use
&nbsp; this new graveyard. Alliance characters will continue to solely use
&nbsp; the Faol's Rest graveyard.
&nbsp; A neutral graveyard has been added at the Eastvale Logging Camp
&nbsp; in Elwynn Forest.&nbsp; The graveyard at Goldshire is now for use by
&nbsp; the Alliance exclusively. Horde characters dying in Elwynn Forest
&nbsp; and its sub-areas, as well as in Stormwind, The Stockade and the
&nbsp; Deeprun Tram, will have their spirits travel to the new graveyard
&nbsp; at the Eastvale Logging Camp.
&nbsp; A neutral graveyard has been added on the island of Caer Darrow
&nbsp; in Western Plaguelands.&nbsp; It will serve characters who die on
&nbsp; Caer Darrow and in Scholomance.
&nbsp; A neutral graveyard has been added in the Eastern Plaguelands
&nbsp; near the northwestern shore of Blackwood Lake.&nbsp; Characters that
&nbsp; die in The Fungal Vale will continue to use the Darrowshire
&nbsp; graveyard due to the mountains between it and the new graveyard.
&nbsp; Additionally, characters dying in Stratholme will now use the
&nbsp; new Blackwood Lake graveyard.
&nbsp; A neutral graveyard has been added in Feralas, just to the
&nbsp; southwest of Dire Maul. Characters dying in Dire Maul will use
&nbsp; this new graveyard.
- Darkmoon Cards have been seen dropping from high level Humanoids
&nbsp; around the world. Collect a set of them and bring them to the
&nbsp; Darkmoon Faire when it is in town!
- Several NPCs that were not marked as Civilians are now correctly
&nbsp; labeled.
- The "Human, Theramore" faction is now the "Theramore" faction.&nbsp; This
&nbsp; faction is allied with the Alliance and is at war with the Horde.
- High Elves now have their own distinct faction – "Silvermoon Remnant".
&nbsp; This faction is allied with the Alliance and is at war with the Horde.
&nbsp; Not all High Elves are a part of this faction.
- Several NPCs around the world are now associated with the proper
&nbsp; faction.
- Dimetradons in Un'Goro Crater should be found more regularly now.
- Fire Elementals in Searing Gorge should be easier to find.
- The pair of gryphons guarding the entrance to the Hinterlands have
&nbsp; finally decided to stop staring at one another and will now wander
&nbsp; around the entrance to the pass.
- Rashona Straglash was moved to be with other cloth-centric citizens
&nbsp; in Orgrimmar.
- Dark Strand Cultist and Enforcers are now correctly labeled Humanoid.
- Morbent Fel’s level was slightly reduced to better fit the level
&nbsp; range of Duskwood.
- Brinna Valanaar in Azshara now sells higher level arrows.
- Hadoken Swiftstrider of Camp Mojache, Feralas and Dinita Stonemantle
&nbsp; in Ironforge received promotions; they are now significantly tougher
&nbsp; than before.
- Certain floating herbs, minerals, and chests should now be more down
&nbsp; to earth.
- The Barrens should now feel more alive.
- Sickly Gazelles now have a sickly look to them.
- Jarven Thunderbrew in Kharanos warns players in Common now, and not
&nbsp; in Dwarvish.
- The Wastewander Scufflaw of Tanaris now spells his own name
&nbsp; correctly.
- Swift Green Raptor has been renamed to Swift Olive Raptor for clarity.
- An icon has been added at the Kalimdor continent map level for
&nbsp; Revantusk Village.
- Revantusk Village will now have an arrow pointing in its direction
&nbsp; on the mini-map when you get close enough to it.
- Fixed some typos in Gilnid's text in The Deadmines.
- Fixed some typos in Supervisor Raelen's text in Elwynn Forest.


And, of course, this was just a rumor when it leaked ;) :

Quote:- Will of the Forsaken (Undead Racial) - duration of the lasting
&nbsp; immunity effect decreased to 5 seconds.
"Man only plays when in the full meaning of the word he is a man, and he is only completely a man when he plays." -- Friedrich von Schiller
Reply
#4
I would love for some Lurker with high faction to tell us what Timbermaw, Thorium Brotherhood and other recipes were added.
-MB
-< You can only be young once, but you can be immature forever >-
Reply
#5
Drasca,Jun 28 2005, 07:48 AM Wrote:Oh sh*t. This is a major change. There is absolutely no reason to release in PvE now, because if someone loots while you're released, you cannot loot yourself. Good organization helps prevent this, but all encounters are now globally more difficult.

Maybe there'll be a increased ressurrection range talent eventually.

Ehh, you mind clarifying what you mean and how it works to someone who doesn't understood anything of what you said? :blush:
There are three types of people in the world. Those who can count and those who can't.
Reply
#6
Drasca,Jun 28 2005, 01:48 AM Wrote:Oh sh*t. This is a major change. There is absolutely no reason to release in PvE now, because if someone loots while you're released, you cannot loot yourself. Good organization helps prevent this, but all encounters are now globally more difficult.
[right][snapback]81832[/snapback][/right]
The issue that they fixed is if you are standing on the player's corpse, but they released, if you try to res by portrait instead of clicking on the body it gives a "too far away" error. There are some cases where the player corpse is surrounded by so many critter corpses that you can't target the corpse and if they've released, you can't res them by portrait either with how things are setup now.

And I'm really not sure what you are talking about for the looting. On bosses if you release before the big guy dies, yeah, you get screwed out of kill credit and loot credit, but you can still loot the regular bodies after release in dungeons, regardless of if other people looted while you are released. I just don't see how this changes it into an "oh crap" change. I consider this a great change.
Intolerant monkey.
Reply
#7
Treesh,Jun 28 2005, 06:31 AM Wrote:The issue that they fixed is if you are standing on the player's corpse, but they released, if you try to res by portrait instead of clicking on the body it gives a "too far away" error.&nbsp; There are some cases where the player corpse is surrounded by so many critter corpses that you can't target the corpse and if they've released, you can't res them by portrait either with how things are setup now.&nbsp;

[right][snapback]81858[/snapback][/right]

The down side is, previously you could res a released corpse from an infinite distance if you could establish line of sight. Now, released or unreleased you are limited to 30 yards.

This could make wipe recovery, especially in the core, much more tricky. If you die on the far side of a battle, it may be impossible to res you without the resser aggroing the boss.
Reply
#8
First note Oldmandennis's comment on infinite resurrection range via release with line of sight.

Sorry jarulf for speaking in wow code to someone who may not have encountered this effect. The idea 'range has no meaning when you release' from healers has simply been impressed on me so much it has become assumed.

Treesh,Jun 28 2005, 09:31 AM Wrote:On bosses if you release before the big guy dies, yeah, you get screwed out of kill credit and loot credit, [right][snapback]81858[/snapback][/right]

Try to imagine a 30 minute boss battle, with potentially several of hours of effort before-hand, then being unable to even touch the boss until a week later. Even a smaller scale, such as going to strat baron and suddenly not being able to loot the boss. Then tell me you aren't angry you aren't able to loot the boss because you released.

I think you of all people should understand that loot drops aren't very good for particulars. If your particular desired loot drop comes, and you're bugged out of credit, you're going to be angry and frustrated until utterly despondant.

Oh treesh, side-bar on Dwarf Priest stoneform and reduced movement speed. Being slow is a good thing if you're about to be feared. You move less into enemy mobs and damaging environmental effects. Its also why guild hunters want to keep aspect of the pack on during such encounters as onyxia's phase 3.
Reply
#9
Drasca,Jun 28 2005, 12:47 PM Wrote:Then tell me you aren't angry you aren't able to loot the boss because you released.[right][snapback]81893[/snapback][/right]

It's their own fault for releasing, just like when I misclicked and released at the end of Gnomeregan when Aleri was young. Was I pissed? Yes, but I knew beforehand if I released I wouldn't get credit. No one to blame but myself.

Drasca,Jun 28 2005, 12:47 PM Wrote:I think you of all people should understand that loot drops aren't very good for particulars. If your particular desired loot drop comes, and you're bugged out of credit, you're going to be angry and frustrated until utterly despondant.[right][snapback]81893[/snapback][/right]

Not a bug. Working as intended. Blizzard has stated that many, many times now.

Drasca,Jun 28 2005, 12:47 PM Wrote:Oh treesh, side-bar on Dwarf Priest stoneform and reduced movement speed. Being slow is a good thing if you're about to be feared. You move less into enemy mobs and damaging environmental effects. Its also why guild hunters want to keep aspect of the pack on during such encounters as onyxia's phase 3.
[right][snapback]81893[/snapback][/right]
I have no idea why you are making this comment here and why you are addressing it to me personally. I really don't recall saying one word either for or against stoneform.
Intolerant monkey.
Reply
#10
So most of the warriors were wondering about shield slam. Well, here is the info on it.

Rank 1
30 Rage
5 yard range
Instant
6 second cooldown
Slam the target with your shield, causing 288 to 352 damage and has a 50% chance of dispelling 1 magic effect on the target. Also causes a moderate amount of threat.


Rank 4 is the same but it does 450 to 550 damage.


The improved Dem shout talent can now drop attack power by 205. Howerver since you don't need it for piercing howl you have the option of unbridled wrath for better rage generation in def stance.

I'm actually playing with a build that doesn't have piercing howl at all, but gets anger management and 4 points in unbridled wrath for the 32% chance to get extra rage on a melee attack. It also means that if you don't get anger management you still have an option for some better rage generation as well on a protection build.



edit:

Some more info:
- Armor affects the slam. Easy to see by slamming something and seeing the damage then putting a few sunders on it and slamming it again. Same with different mob types. Spiders got hurt a lot more than rock elementals.
- It is affected by defensive stance, the damage drops by 10%.
- Shield spikes don't add to the damage (tested with 2 shileds one with slam one without several trials)
- It can crit.

---
It's all just zeroes and ones and duct tape in the end.
Reply
#11
oldmandennis,Jun 28 2005, 10:32 AM Wrote:The down side is, previously you could res a released corpse from an infinite distance if you could establish line of sight.&nbsp; Now, released or unreleased you are limited to 30 yards.
[right][snapback]81870[/snapback][/right]
Even with this, I'm glad the bug is getting fixed. I've still never had to res someone from farther away than 30 yards until the fight is over anyway. Now, the pallies that are told to sit out of combat just for ressing purposes may feel differently, but for me, it really won't change a thing.

Edit: Well, it will change the annoyance of not being able to res via portrait. So one thing will change anyway. ;) But resurrecting by hitting the body instead will still be the same for me.
Intolerant monkey.
Reply
#12
Treesh,Jun 28 2005, 02:04 PM Wrote:Even with this, I'm glad the bug is getting fixed.&nbsp; I've still never had to res someone from farther away than 30 yards until the fight is over anyway.&nbsp; [right][snapback]81919[/snapback][/right]

Yeah, but you guys don't 40man much, if I recall. Not that I'm an expert, but I can think of a few places it really hurts. Any fight where the boss is stationary, especially if they have a lot of adds (I'm definatly thinking of MajorDomo here), it is very possible that a corpse will be at their feet and unressurectable. It seems harsh to make people run back, and if you are low on shards it is a killer.

Reply
#13
Magicbag,Jun 28 2005, 09:43 AM Wrote:I would love for some Lurker with high faction to tell us what Timbermaw, Thorium Brotherhood and other recipes were added.&nbsp;
-MB
[right][snapback]81846[/snapback][/right]

The Amazon Basin WoW section has this information linked up.
http://www.theamazonbasin.com/wow/forums/i...?showtopic=6397

http://www.theamazonbasin.com/wow/forums/i...?showtopic=6398

Some nice items and enchants from some if you have enough faction.
Reply
#14
Ruvanal,Jun 29 2005, 12:31 AM Wrote:The Amazon Basin WoW section has this information linked up.
http://www.theamazonbasin.com/wow/forums/i...?showtopic=6397

http://www.theamazonbasin.com/wow/forums/i...?showtopic=6398

Some nice items and enchants from some if you have enough faction.
[right][snapback]81925[/snapback][/right]

Dagger to die for there:

Plans: Black Amnesty
300 Weaponsmith
Dagger Epic BoP One-handed
53-100 damage 1.6 speed
47.8 dps
Proc: Reduce threat against target
Requires: 6 lava core, 12 fiery core, 12 arcanite bar, blood of the
mountain, 4 dark iron bar
Reply
#15
Brista,Jun 28 2005, 03:47 PM Wrote:Dagger to die for there:

Plans: Black Amnesty
300 Weaponsmith
Dagger Epic BoP One-handed
53-100 damage 1.6 speed
47.8 dps
Proc: Reduce threat against target
Requires: 6 lava core, 12 fiery core, 12 arcanite bar, blood of the
mountain, 4 dark iron bar
If every rogue carried that in their Offhand (too fast for a Mainhand I would think), the world would be a better place. :D
Reply
#16
Quote:The down side is, previously you could res a released corpse from an infinite distance if you could establish line of sight.&nbsp; Now, released or unreleased you are limited to 30 yards.

You didn't need line of sight, either. I resurrected people using Mind Vision around various curves, hills, and corridors many a time.

Treesh,Jun 28 2005, 03:04 PM Wrote:Even with this, I'm glad the bug is getting fixed.&nbsp; I've still never had to res someone from farther away than 30 yards until the fight is over anyway.&nbsp; Now, the pallies that are told to sit out of combat just for ressing purposes may feel differently, but for me, it really won't change a thing.

I'm glad they changed it, too, but I recognize it for what it is: A massive change for large raids. It's standard procedure for our guild to have an out-of-combat rezer sit out during difficult Molten Core boss fights and rez people from a distance as they die. Removing this ability will make those boss fights much much harder. (It's effectively removing it, because it's likely that the oocr will likely get hit by something if the person had to get that close to the dead body). I'm glad for that, though, because I never liked the oocr concept. It always seemed like a bandaid for sloppy play.
Reply
#17
Olon97,Jun 28 2005, 08:28 PM Wrote:If every rogue carried that in their Offhand (too fast for a Mainhand I would think), the world would be a better place. :D
[right][snapback]81928[/snapback][/right]

You're right that it's too fast mainhand, but in truth I don't know how usefull it would be offhand. Obviously it depends on the proc rate, but I've already got the aggro thing down pretty well. Having this offhand would only serve to mess up my timing, especially considering the time I'm most likely to get aggro is right after I get off my first Backstab, at the most 2 seconds after my Ambush. That doesn't give much time for the offhand weapon to proc.

The DPS is great for an offhand, but for my offhand dagger I worry more about what it can do for my mainhand -> does it add more crit, hit, +dagger, or attack power? These are things that can affect my skills, and a Dagger rogue gets most of his damage from skills, not normal+offhand hits.

Mind you, this is all academic if Blizzard's "internally fixed" bug that makes the dagger BoP isn't in place in time for the patch. No Rogue in their right mind is Blacksmithing, and this thing has an ingredients list from hell for non-hardcore raiders.
Trade yourself in for the perfect one. No one needs to know that you feel you've been ruined!
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#18
nobbie,Jun 28 2005, 01:19 PM Wrote:The Test Realm 1.6 Patch Notes (compare them to the leaked ones ;)):
And, of course, this was just a rumor when it leaked ;) :
[right][snapback]81841[/snapback][/right]

I stand corrected. Still, I fail to see what the big deal about this change is.
Old age and treachery will always overcome youth and enthusiasm!
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#19
Quark,Jun 29 2005, 02:43 AM Wrote:You're right that it's too fast mainhand, [right][snapback]81938[/snapback][/right]

How can something be "too fast"?
There are three types of people in the world. Those who can count and those who can't.
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#20
Jarulf,Jun 29 2005, 08:18 AM Wrote:How can something be "too fast"?
[right][snapback]81951[/snapback][/right]

Here is an explanation I did on it before. It might be time for us to gather up inane information like this and put it in a FAQ to more easily point to ...

If a game mechanic can't be grasped easily, it was probably designed wrong <_<.
Trade yourself in for the perfect one. No one needs to know that you feel you've been ruined!
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