Entries in Patch (45)

3.3: Icecrown Citadel Boss List, (Some) Achievements Revealed

Some of the first unofficial information coming out of the new build of Patch 3.3 includes a preliminary list of achievements associated with the Icecrown Citadel raid and 5-man dungeons. The breakdown and running analysis follows:

Icecrown Citadel 10-man Stand-Alone Achievements

These are the achievements associated with individual events and/or bosses. This is most certainly a cursory list, as they do not cover every encounter in the raid as past achievements have. The early inclusion of these, specifically, may indicate that these bosses will be available for testing soon, as they are all included in the first section of the dungeon.


  • It's a Trap! - Survive the Ice Jets in Icecrown Citadel.

  • Unboned - Defeat Lord Marrowgar without anyone taking damage from Bone Cyclone.

  • Thirty One - Defeat X (-this is a placeholder variable-) of Lady Deathwhisper's adds with her bombs and the defeat Lady Deathwhisper.

  • I'm on a Boat - Claim victory in the Gunship Battle in which every raid member visits the enemy gunship only once.

  • I've Gone and Made a Mess - Defeat the Deathbringer with fewer than X (-this is a placeholder variable-) raid members suffering from Garrote.


Icecrown Citadel 10-man Completion Achievements

These are the achievements awarded for completing different wings of the raid. By looking at each individual feat, we can see the full list of boss encounters for Icecrown Citadel.


  • Storming the Citadel - Defeat the first four bosses in Icecrown Citadel: Lord Marrowgar, The Deathbringer (could it be Saurfang or Bolvar?), Lady Deathwhisper, Claim victory in the Gunship Battle.

  • The Frostwing Halls - Defeat the bosses of The Frostwing Halls in Icecrown Citadel: Rescue Valithiria Dreamwalker (sounds like a friendly member of the Green dragonflight being turned), Sindragosa (you'll finally get to go toe-to-toe with that Frost Wyrm you see every time you log into the game).

  • The Plagueworks - Defeat the bosses of The Plagueworks in Icecrown Citadel: Festergut, Rotface, Professor Putricide.

  • The Crimson Hall - Defeat the bosses of The Crimson Hall in Icecrown Citadel: Defeat the Blood Prince Council, Queen Lana'Thel.

  • The Frozen Throne - Defeat the Lich King in Icecrown Citadel: The Lich King.

  • Fall of the Lich King - Defeat every boss in Icecrown Citadel.


.

Icecrown Citadel, from the bottom. Icecrown Citadel, from the bottom, up.

For those of you keeping score, that brings the list of boss or primary encounters in Icecrown Citadel to 12. To reiterate:

Lord Marrowgar

The Deathbringer

Lady Deathwhisper

Gunship Battle

Valithiria Dreamwalker

Sindragosa

Festergut

Rotface

Professor Putricide

Blood Prince Council

Queen Lana'Thel

The Lich King


Icecrown Citadel 5-man Dungeon Achievements:

These achievements are associated with the three 5-man dungeons that lead up to the raid: Forge of Souls, Pit of Saron, and Halls of Reflection. Unlike the raid achievements, this is probably a comprehensive list.


  • Icecrown: The Forge of Souls - Defeat the bosses in The Forge of Souls: Bronjahm, Devourer of Souls.

  • Icecrown: The Pit of Saron - Defeat the bosses in The Pit of Saron: Forgemaster Garfrost, Ick and Krick, Scourgelord Tyrannus and Rimefang.

  • Icecrown: The Halls of Reflection - Defeat the bosses in The Halls of Reflection: Falric and Marwyn (Arthas' closest confidants in the Third War), Survive the encounter with the Lich King (could this be a Metroid-style escape sequence?).

  • I Feel Good - Defeat Bronjahm in The Forge of Souls on Heroic Difficulty without letting him cast his big spell.

  • The Faced - Defeat the Devourer of Souls in The Forge of Souls on Heroic Difficulty after having interrupted his big nuke.

  • Don't Let It Go to Eleven - Defeat Forgemaster Garfrost in The Pit of Saron on Heroic Difficulty before he gets 11 stacks.

  • Don't Look Up - Clear the hallway before Scourgelord Tyrannus in The Forge of Souls on Heroic Difficulty without anyone taking icicle damage.

  • We're Not Retreating; We're Advancing in a Different Direction. - Escape from the Lich King in under two hours and eleven seconds.


Don't be alarmed by that last one. It's undoubtedly one of Ghostcrawler's "let's give the our players a heart attack" placeholder numbers. The encounter will not take two hours and eleven seconds!

Feats of Strength

There's only a single new Feat of Strength listed, but boy is it a doozy!


  • It's Over Nine Thousand! - Earn more than 9000 achievement points.


I'm only at 5130 myself, and I don't see that number increasing significantly anytime soon. It may not seem impossible, but the closer you get to the maximum, the thinner the margin, since you'll have done most of the achievements you knew you were capable of.

What say you of these achievements, friends? Cool? Uncool? Hard? Easy? The boss-related ones give us some hints about how those encounters might work. What do you think of their potential capabilities?

Keep in mind that the 10-man stuff isn't complete and the text is not final. Not to mention that there are likely 25-man versions of each one, as well.

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PTR 3.3: Patch Notes Updated

It seems as though the patch notes for 3.3 have been updated once again, meaning that a new build on the PTR should hit sometime within the next couple of days. Here's what's new:

General

  • The existing /welcome emote now greets/welcomes targets (character says “hello”), while the new /yw is for saying "you're welcome."
  • Many of the tail sweeps with knockback effects will no longer hit players’ pets.
frozen-throneIcecrown Citadel
  • The Forge of Souls and Pit of Saron in the 5-player dungeon are currently available for testing.
  • Additional Icecrown Citadel dungeon and raid content will be made available in future test builds. For more information and testing schedules please visit our Test Realm forum: http://forums.worldofwarcraft.com/board.html?forumId=11572&sid=1
Classes: General
  • Area-of-Effect Damage Caps: We’ve redesigned the way area damage is capped when hitting many targets. Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, but with more than 10 targets, each target would take 1000 damage divided by the number of targets. 20 targets would be hit for 500 damage each in that example.
  • Pet Resilience: All player pets now get 100% of their master’s resilience.
  • Taunt Diminishing Returns: We’ve revised the system for diminishing returns on Taunt so that creatures do not become immune to Taunt until after 5 Taunts have landed. The duration of the Taunt effect will be reduced by 35% instead of 50% for each taunt landed. In addition, most creatures in the world will not be affected by Taunt diminishing returns at all. Creatures will only have Taunt diminishing returns if they have been specifically flagged for that behavior based on the design of a given encounter.
Races: General
  • Orc and troll shamans now have their own unique totem art.
PvP Battlegrounds
  • Battleground Experience: Battleground experience gained is now based on the level of the player gaining experience, rather than the highest possible player level in that Battleground.
Death Knight Unholy
  • Scourge Strike: Redesigned. The base ability now deals 50% weapon damage plus an additional amount as physical damage. However, for each disease the death knight has on the target, the target will take additional shadow damage equal to 25% of the physical damage done.
  • Unholy Blight: This talent now deals only 10% of Death Coil damage as a damage-over-time effect on the target.
Druid
  • Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%.

Hunter

  • Call Stabled Pet: Cooldown reduced from 30 minutes to 5 minutes.
  • Deterrence: Now also increases the chance for ranged attacks to miss the hunter by 100% while under its effect.
Pets
  • Avoidance: This talent has been replaced by Culling the Herd. Hunter pets now innately take 90% less damage from area-of-effect abilities like all other class pets. This does not apply to area-of-effect damage caused by other players.
  • Cower: Redesigned. This ability no longer affects threat, and instead reduces damage taken by the pet by 40% for 6 seconds with a 45-second cooldown. While cowering, the pet’s movement speed is 50% of normal speed. Cower now only has a single rank and is available at pet level 20.
  • Culling the Herd: This pet talent has replaced the Avoidance talent in the pet trees (Hunter pets now gain that benefit automatically without expenditure of talent points). Culling the Herd increases pet and hunter damage by 1/2/3% for 10 seconds each time the pet deals a critical strike with Claw, Bite, or Smack.
  • Demoralizing Screech: The attack power reduction from this ability has been increased by 40%, equaling the maximum possible attack power reduction from the abilities of other classes.
  • Improved Cower: Redesigned. This ability now reduces the movement penalty of Cower by 50%/100%.
  • Venom Web Spray: Range increased from 20 yards to 30 yards.
  • Web: Range increased from 20 yards to 30 yards.
  • Wolverine Bite: This talent is now enabled when the pet lands a critical strike rather than from the target dodging the pet’s attacks. In addition, this talent no longer has a prerequisite.
Paladin Protection
  • Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active.
  • Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin’s health multiplied by the number of party members. In addition, the damage transferred to the paladin is now reduced by 50% before being applied to the paladin. Finally, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases.
Priest Shadow
  • Mind Flay: The range of this ability has been increased to 30 yards, up from 20.

Rogue

  • Vanish: For the first half 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.
Warlock Affliction
  • Improved Felhunter: This talent now also reduces the cooldown on the felhunter’s Shadow Bite ability by 2/4 seconds.
Demonology
  • Decimation: Redesigned. When Shadowbolt, Incinerate or Soul Fire hit a target that is at or below 35% health, the cast time of Soul Fire is reduced by 30/60% for 8 seconds. Soul Fires cast under the effect of Decimation cost no shards.
  • Demonic Pact: This talent now also increases the warlock's spell damage by 1/2/3/4/5%.
Destruction
  • Conflagrate: Redesigned. This talent now consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 9 seconds of Immolate or 8 seconds of Shadowflame, and causes additional damage over 3 seconds equal to 3 seconds of Immolate or 2 seconds of Shadowflame.
Pets
  • Doomguard/Infernal: These pets now innately have Avoidance like all other warlock pets.
  • Shadow Bite: This pet ability now provides 15% increased damage for each of the warlock’s damage-over-time effects on the target.
User Interface For additional notes on Lua and XML changes please visit the UI & Macros Forum: http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11114 Enchanting
  • Enchant Weapon - Unholy: This enchantment now inflicts Shadow damage in addition to its original effect.
First Aid
  • The training costs for most bandages have been reduced.
Mining
  • Enchanted Thorium: This ability now uses the Mining skill and is learned from trainers at a skill level of 250.
Quests
  • Weekly raid quests are now available from Archmage Lan'dalock in Dalaran. Every Tuesday at 3 AM the Council of Six will choose a different strategic target that must die from either: The Obsidian Sanctum, Naxxramas, The Eye of Eternity, Ulduar, Trial of the Crusader, or Icecrown Citadel.
  • For the various Icecrown Bomber quests at Aldur'thar: The Desolation Gate, players can now choose to eject from their bomber seats mid-run. If you do so, a rescue vehicle will transport your character back to the safety of your infra-green platform.
  • Azure Drakes and Dragons will now attack back when attacked by characters not riding Wyrmrest Defenders.
Items
  • Death Knight Tier-9 4-Piece Bonus: This set bonus no longer grants Frost Fever a chance to be a critical strike. It still grants that possibility to Blood Plague.
Bug Fixes Items
  • Glyph of Immolation Trap: Now properly increases damage by 100%.
Classes Druid
  • Infected Wounds: This ability is no longer considered to be in the magical defense category; therefore spell hit no longer applies to its activation.
  • Nature's Grace: The tooltip now correctly indicates that it will not be activated from periodic spell critical strikes.
Hunter
  • Concussive Barrage: This ability is no longer subject to spell reflects.
  • Point of No Escape: This ability no longer stacks and now only functions for the hunter.
Mage
  • Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.
Priest
  • Inspiration: The tooltip now correctly indicates that it also functions with Prayer of Mending.
  • Mind Flay: The rank 1 tooltip has been corrected to indicate the accurate damage and snare effect.
Warlock
  • Curse of the Elements: Rank 4 has been increased to 11%, up from 10%.
  • Drain Soul: This spell now deals 4 times the normal damage for all ranks. Previously it was only ranks 6 and above.
  • Suffering (Voidwalker): Ranks 5-8 had the incorrect taunt radius of 5 yards and have all been adjusted to a 10-yard radius.
Looks like there are a lot of changes coming to Hunters and their pets as far as class tweaking goes. And it also seems as though the design team still hasn't settled on how to handle a Rogue's Vanish skill, as it's down to .5 seconds from 1. Feral Druid's Prowl skill has now been modified to stay in line with the changes made to Rogues' Stealth. There's also a confirmation of weekly raid quests, and I do believe that we'll get to test Forge of Souls pretty soon. Looks like they fixed the bugs associated with it (we were supposed to test FoS instead of Pit of Saron last week), so hopefully that means those that prevent people from seeing the instance portals are, as well. You can find the full list of Patch 3.3 changes here. Whether you like the shape of things to come or not, chime in with your thoughts on these latest changes below!

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PTR 3.3: Inside The Pit of Saron

Despite the fact that the official patch notes clearly state that the Forge of Souls would be the first wing of the new 5-man Icecrown Citadel instance available for exploring, players on the test server can only currently access the the second wing, Pit of Saron. Even if it does seem a bit odd to kick off testing with the middle of this epic story instead of the beginning, I was still hungry for any bone Blizzard was going to throw us, so I gathered up a war party and ventured deep into the unfortunately-acronymed dungeon. If you're not afraid of spoilers (and there will be some), continue reading below! A word of warning to those who might seek entrance to the Pit of Saron before I begin: while the servers themselves seem to have been largely stabilized, many characters are having trouble seeing the instance portals. This appears to be a bug associated with phased content, meaning that anyone who has completed certain Icecrown quests (the exact culprits haven't been nailed down just yet) will not be able to see, let alone use, them. In that case, you'll have to either transfer another, less developed character, use a premade, or hope there's a Warlock in the group that can summon you in. I, for instance, have been stuck using my under-geared Elemental Shaman, Nuggnuts, instead my pimped out Rogue, Amatera. This will no doubt be fixed in upcoming builds, but those are the only options for now. If you're not cool with that, feel free to join the rest of the players out there using the dungeon's abbreviation as a fun pejorative for describing their current experience! That aside, let's get on with it! The first thing I noticed when I entered the Pit is that the bulk of it consists of a wide-open outdoor area. This means two things: mounts and the ability to skip trash. There also may be some choice regarding which order you tackle the first two bosses in. The dungeon map for Pit of Saron. The dungeon map for Pit of Saron. The second thing I noticed was the big, bad frostwyrm called Rimefang hovering overhead, with Scourgelord Tyrannus, the mine's overseer in the saddle. After taking a few steps in, Lady Sylvanas appeared from the portal behind us (well, if you're Horde, she will), with two of her Dark Rangers, and a small battalion of troops in tow. The redshirts of the group charged right for Tyrannus, who clearly doesn't like people interfering with his operations. A little bit of the old Darth Vader stranglehold and they all dropped to the ground, dead. Tyrannus flew off, leaving the remainder of his undead minions for us to deal with.

Sylvanas' forces attempt to crush Tyrannus... Sylvanas' forces attempt to crush Tyrannus...

...and are subsquently destroyed. ...and are subsquently destroyed. From here, the path split off to the left or the right around the eponymous Pit, where tired slaves are busy digging out Saronite while a giant, floating skull watches from above. Each one leads to a different boss encounter, and as I mentioned before, it doesn't seem particularly important which you decide to fight first. We chose to go to the right, which included offing some giant skeletons, necrolytes, and vrykul -- in other words, the usual Icecrown rogue's gallery. The Pit of Saron *The* Pit of Saron Along the way, just passing by slaves working the ore freed them, and they had all sorts of reactions to their saviors, from just plain old running away to thinking that they're hallucinating when they first saw you. It adds a nice little touch to the proceedings. Eventually, we reached the platform where Forgemaster Garfrost resided, who was essentially a giant vrykul crossed with an abomination. He looks a lot like the Pustulent Horrors you might see wandering around Mord'rether, but with a sack of giant Saronite boulders on his back, which he evidently thought was a good idea to toss at us during the fight. His other primary ability seems to be an AoE pulse that stacks a debuff on you, increasing Frost damage taken. This means you'll need to take him down quickly before it builds up and his regular attacks start doing too much to handle. Garfrost's ugly mug. Garfrost's ugly mug. Though we downed him on the first attempt, I won't say it went cleanly. I was killed due to one of the boss' ranged attacks and so were the Hunter and Resto Druid (aka the healer), leaving the two Paladins in our group to finish the job (I should mention here that loot hasn't been implemented yet, on trash or bosses). A previously enslaved Orc named Gorkun Ironskull appeared to retake the forge, along with all the other laborers we had previously relieved of their bonds. He promised that they would take the opportunity to gear up and help us in our final assault. After rezzing everyone and buffing back up, we traversed the Northern edge of the Pit towards the second boss, a corrupted leper gnome named Krick and his hideous companion/mount, Ick. This wasn't a particularly hard fight either, but it was fun and definitely tested our movement skills. For a majority of the encounter, Ick tossed globs of slime, which created poisonous, green pools on the ground where they landed. These came slowly and were easy to dodge. But at some point during the fight, Krick decided that it simply wasn't doing the job on its own and started conjuring time bombs on the ground. Represented by expanding, purple domes, they started popping up all over the place and quickly became difficult to completely avoid. All the while, Ick continued to throw bolts of his fetid bile at the party, dealing direct damage this time. Unfortunately, I bit the dust again, but we still managed to pull off a victory on our first attempt. Krick gets his throttled by Sylvanas. Krick gets throttled by Sylvanas. Sylvanas appeared to take the vile gnome's life, but before he perished, he let slip that the Lich King's blade, Frostmourne, could be found in the 3rd wing of the instance, the Halls of Reflection. Sylvanas questioned Krick's admission, citing that she thought Arthas always had it by his side, but he continued to insist that he was telling the truth. With the second boss down, Tyrannus showed his ugly mug once again. He taunted us from the skies, provoking us to burst through the ranks of his most powerful undead lackeys and challenge him on the platform above. Several more powerful packs of trash stood before us on the slope, five or six to a number. Trash on the way to Tyrannus. Hey, look! A cave! Trash on the way to Tyrannus. Hey, look! A cave! Embarassingly, we wiped on the first set, but picked back up and made it through the rest more or less unscathed. The cliffside eventually lead to a cave, which I can now admit is probably my favorite part of the dungeon. The trash inside isn't terribly difficult, but you'll have to fight them through falling blocks of ice. If you've ever fought Hodir in Ulduar, you should already be familiar with this mechanic, as glowing blue circles on the ground will show you where icicles are about to drop. This looks awfully familiar... This looks awfully familiar... On the other side of the cave we met Tyrannus for the final time. He had nowhere left to run or hide. Gorkun and his men appeared to back us up, distracting the Scourgelord's undead army so that we could face him and his frostwyrm alone... In the interest of at least keeping some things a secret, I'll end my recount of the events here. As for what I thought of it when it all was said and done? Well, if you were expecting a challenge, I don't think you'll find it here. The Pit of Saron, at least, isn't much more difficult than any of the other Heroic 5-man dungeons out there. But it does flow better, and the integrated story elements allow the instance to have a sort of "rhythm" you just don't get in other parts of the game. With each boss down, you feel like you're actively working towards an end goal instead of just more loot, and the inclusion of important NPCs like Sylvanas adds some extra fun, even if you never fight directly by her side. I'm reminded somewhat of the dungeons in Lord of the Rings Online, and I hope that, at least in terms of pushing the narrative, this is a path Blizzard continues to tread in the future. Facing down Tyrannus, once and for all! Facing down Tyrannus, once and for all!

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Patch 3.3 Could Be Coming Soon To PTR

With 3.2.2 finally out of the way, the Patch Test Realm is clear for the arrival of 3.3, which should be bringing with it Icecrown Citadel, if nothing else. Though not a peep has come out of Blizzard yet, it appears that the Character Copy service is currently available. If you've never used it before, it allows you to take a character from the server you normally play on and reproduce one with its exact stats and equipment on one of the test realms. Sindragosa in Icecrown Citadel Sindragosa in Icecrown Citadel If you think this the timing seems too soon, might I remind you that, at BlizzCon, it looked like they had already put a lot of work into Icecrown Citadel, even detailing some of the events that might occur as you progress through it (like the airship battle between the Horde and Alliance). Even though we've heard little about the encounters, populating a raid with bosses and trash is often one of the last things to actually happen when creating a dungeon (that's not to say they haven't already charted things out in some no-doubt-extensive design documents). Likewise, the freshly released information regarding the new three-wing, 5-man instance accompanying the raid leads us to believe that at least some of the forthcoming content is close to being ready for public consumption. Not to mention, Blizzard keeps talking about that Vanish fix like it's right around the corner. Quoth the Ghostcrawler:

"We have a change for Vanish in place for 3.3. You will get to try it out soon (tm)."
Even if 3.3 is expected to hit the PTR in the next couple of weeks, don't think that you'll be able to go toe-to-toe with Arthas just yet. Previous experience shows that, whenever they choose to start showing off the raid, they'll probably cycle individual bosses in and out on a testing schedule. And in order to preserve the secrecy of key fights, like that against the Lich King, they'll likely leave some out altogether. So feel free to go ahead and copy your character (I've verified it, it works), but be aware that if the real thing isn't coming just yet, they'll likely wipe all of the current transfers before 3.3 actually lands for testing. Can you guys sense it? That excitement? The final conflict of Wrath is right around the corner!

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Patch 3.2.2 Live

OMG Patch Today!
The new content patch hits the live servers today. Players can download the patch by running the World of Warcraft launcher. The patch for OSX clocks in at 40.5MB, and the Windows counterpart is likely comparable. Patch 3.2.2 is a mixed bag for me. Fan of Knives is receiving a huge 30% damage nerf and it no longer receives the interrupt effect from Throwing Specialization. This means my days of sweeping the DPS are likely over on multi-target fights, and fights like Yogg-Saron and Faction Champions are going to be much harder. I may no longer keep a combat spec since a lot of the benefits of slow weapons like axes and swords are gone with FoK losing a lot of its utility. No ones likes getting nerfed, but perhaps its for the best. Additionally, I've just started on the Scepter of the Shifting Sands questline, and who knows if killing Onyxia in her new level 80 version will still give me the quest item? On the bright side, Envenom and Master Poisoner got some pretty good buffs, so Rogue single-target DPS should see a few hundred DPS increase for Mutilate specs. Heirloom items that give an XP boost now affect Battleground experience, and everyone will see daily Battleground quests regardless of level, so my Death Knight should be seeing level 80 even sooner. Not to mention, I'm very excited to try out the new Onyxia! It is still uncertain if the new level 80 Onyxia will be raidable tonight. She could not be spawned yet like Emalon, or her addition by not occur until November to coincide with WoW's 5th Anniversary. I'm ready to start farming her for that awesome 310% move speed mount Brood of Onyxia to add to my collection. Here are the notes for the live realms: The Brood Mother Returns After years of lurking in her lair battling the many brave adventurers who travelled (Heartbourne's note: Really Blizzard, run a spell-check on the patch notes!) from afar to challenge her, Onyxia returns stronger than before to commemorate World of Warcraft's five-year anniversary.
  • Onyxia has been scaled to offer new challenges to level 80 players and is now available for testing in 10- and 25-player modes.
  • Adjusted for modern raiding, but with the fundamental experience of fighting the Brood Mother still in effect, including the horrors of her Deep Breaths!
  • Onyxia will now drop level 80 item versions of some classic loot items from the level 60 encounter.
  • Brood of Onyxia, a very rare 310%-speed mount modeled after Onyxia herself will be available for the luckiest of challengers
General
  • Armor Penetration Rating: The amount of armor penetration gained per point of this rating has been reduced by 12%.
PvP Battlegrounds
  • Players level 11 and higher will now always see a daily Battleground quest, as the quest giver will only offer daily quests for a Battleground in which a player is eligible to participate according to level bracket (i.e. players levels 11-20 will always be offered a Warsong Gulch daily quest, while players levels 11-50 will be offered either an Arathi Basin or a Warsong Gulch daily quest, etc.).
Death Knight
  • Pets - Gnaw: This death knight ghoul ability now has a 1-minute cooldown.
Blood
  • Heart Strike: Secondary targets of Heart Strike now take half as much damage.
  • Subversion: Now also increases the critical strike chance of Scourge Strike by 3/6/9%.
  • Vampiric Blood: Cooldown reduced to 1 minute and duration reduced to 10 seconds.
Frost
  • Threat of Thassarian now also causes Rune Strike to use both weapons when dual-wielding.
  • Unbreakable Armor: Cooldown reduced to 1 minute and changed back to granting 25% additional armor while active instead of flat damage reduction based on armor. The amount of strength granted has been reduced to 10%.
  • Frost Presence: The damage reduction granted by this ability has been increased from 5% to 8%.
Unholy
  • Bone Shield: This ability now has 3 charges instead of 4. Cooldown reduced to 1 minute.
  • Dirge: This talent no longer grants additional runic power from using Obliterate.
Druid Balance
  • Moonkin Form: This form now also reduces the damage the druid takes while stunned by 15%.
  • Typhoon: The daze duration has been increased from 3 seconds to 6 seconds.
Feral Combat
  • Infected Wounds: The debuff generated by this talent no longer stacks and instead causes the full effect with a single application.
  • Predatory Strikes: This talent now also causes the druid's finishing moves to provide a 7/13/20% chance per combo point to make the next Nature spell with a cast time below 10 seconds instant cast.
Hunter Beast Mastery
  • The Beast Within: The duration of this talent has been reduced to 10 seconds. In addition, hunters with this talent will do 10% additional damage at all times.
  • Bestial Wrath: The duration of this talent has been reduced to 10 seconds.
Mage Arcane
  • Arcane Blast: The buff from using this ability now stacks up to 4 times instead of 3, and each application increases mana cost by 175% instead of 200%. In addition, the duration of the buff has been reduced to 6 seconds.
  • Arcane Missiles: Casting this spell while both Missile Barrage and Clearcasting are active will cause only Missile Barrage to be consumed.
  • Missile Barrage: The effect from triggering this talent now removes the mana cost of Arcane Missiles. In addition, the chance for Arcane Blast to trigger this talent is now 8/16/24/32/40%. All other listed spells continue to have a 4/8/12/16/20% chance to trigger it. This talent no longer has a chance to be triggered when spells miss.
Fire
  • Combustion: This talent now also increases the critical strike damage bonus of Fire spells by 50% while it is active. In addition, Living Bomb periodic ticks will no longer interact with the count or the charges on the talent.
Paladin Protection
  • Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.
  • Ardent Defender: This talent now reduces damage taken below 35% health by 7/13/20% instead of 10/20/30%.
  • Blessing of Sanctuary: This blessing now grants 10% strength in addition to its current effects. Also, the strength and stamina bonuses from this blessing will no longer be lost when Blessing of Kings is removed.
  • Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.
  • Touched by the Light: This talent now provides 20/40/60% of the paladin's strength as spell power instead of 10/20/30% of the paladin's stamina.
Retribution
  • Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack that can only strike a single target.
  • Seal of Corruption and Seal of Vengeance: These seals will now only use the debuff stacks generated by the attacking paladin to determine the damage done by the seal and by the judgement.
Priest Shadow
  • Improved Spirit Tap: Mind Flay periodic critical strikes now have a 50% chance to trigger this talent.
  • Twisted Faith now grants spell power equal to 4/8/12/16/20% of spirit, up from 2/4/6/8/10%.
Rogue
  • Envenom's scaling has been increased from 7% to 9% of attack power per combo point.
  • Fan of Knives: The damage done by this ability has been reduced by 30%.
Assassination
  • Master Poisoner: No longer increases the Deadly Poison application rate following a successful Envenom and instead now provides a 33/66/100% chance of preventing Envenom from consuming Deadly Poison.
Combat
  • Throwing Specialization: This talent no longer causes Fan of Knives to interrupt spellcasting.
Subtlety
  • Honor Among Thieves: A 1-second cooldown is now enforced on how often a rogue can gain combo points from his party via this talent.
Shaman
  • Cleansing Totem: No longer pulses instantly when dropped.
  • Flame Shock: The duration of all ranks has been increased by 6 seconds.
  • Lava Burst: This ability no longer ever consumes a Flame Shock debuff off of the target.
Elemental Combat
  • Shamanism: Your Lightning Bolt and Chain Lightning spells gain an additional 3/6/9/12/15% and your Lava Burst gains an additional 4/8/12/16/20% of your bonus damage effects.
Enhancement
  • Earthen Power: No longer causes Earthbind to pulse a persistent snare immunity aura. It does still remove snares from allies as an instant pulse, but there is no lingering immunity. Earthen Power now also brings Earth Shock's melee attack speed reduction up to -15%/-20% (with 1 or 2 points in it, respectively).
Warrior Arms
  • Sword Specialization: Now has a 2/4/6/8/10% chance to proc an extra attack, up from 1/2/3/4/5%.
Protection
  • Critical Block: This talent now grants a 20/40/60% chance to block double the normal amount instead of 10/20/30%.
Dungeons & Raids Shadowfang Keep
  • Wailing Guardsman: Screams of the Past will no longer have multiple applications on a target. Recast time has been increased.
Ulduar
  • Increased the cooldown on Immortal Guardians' Drain Life ability in the Yogg-Saron encounter.
Achievements
  • The Achievement "Iron, Dwarf Medium Rare (25 player)" now requires 25 kills, down from 50.
  • The Frostwolf Howler and Stormpike Battle Charger Achievements will now be awarded when a player learns the respective mount spells.
Professions
  • The blacksmiths of Orgrimmar grew tired of running to the rear of the city to craft items and have installed a new anvil & forge at the General Store in the Valley of Strength.
Engineering
  • The Mind Amplification Dish no longer changes the appearance of your helmet.
Inscription
  • Added a recipe for Runescroll of Fortitude. This item grants a stamina buff equal to the highest rank of Power Word: Fortitude (untalented) to all players in the raid. The effect of this runescroll is exclusive with other stamina scrolls and Power Word: Fortitude.
Leatherworking
  • Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. The effect of these drums is exclusive with Blessing of Kings.
  • Added a recipe for Drums of the Wild. These drums grant a buff equal to the highest rank of Mark of the Wild (untalented) to all players in a raid. The effect of these drums is exclusive with Mark of the Wild.
Items
  • The Black Heart: This item's animation has been changed and no longer resembles Hand of Protection.
  • Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.
  • Druid Tier-8 Healer 4-Piece Set Bonus: The amount of healing this set bonus grants on the initial cast of Rejuvenation has been reduced by 50%. In addition, this set bonus no longer has strange interactions with Harold's Rejuvenating Broach.
  • Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.
  • Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.
  • Relics: All buffs provided by relics (idols, librams, totems and sigils) now share an exclusive category such that gaining a buff from one of these items will remove all other buffs gained from items in this category.
  • Totem of Quaking Earth: Attack power value increased to 400.
Glyphs
  • Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.
  • Glyph of Flame Shock: Redesigned. This glyph now makes Flame Shock periodic damage able to be critical strikes.
  • Glyph of Mind Flay: This glyph no longer reduces the magnitude of the movement reduction on the Mind Flay victim.
  • Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
  • Glyph of Typhoon: This glyph now increases the range on Typhoon by 10 yards in addition to its current effects.
  • Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%.
  • Glyph of Vampiric Blood: The glyph now increases the duration of Vampiric Blood by 5 seconds instead of 10.
User Interface Battleground Queuing
  • Players may now only queue for no more than two Battlegrounds at a time.
  • The dialog box for entering a Battleground match has been changed to reflect the following options: "Enter Battle," "Leave Queue," and "Minimize."
  • The time a player has to enter a battle when selected has been reduced to 40 seconds when not already in a Battleground and 20 seconds when in a Battleground.
  • Players already in a Battleground can now choose "Enter Battle" for a new Battleground under any circumstance (i.e. while dead, in combat, falling, etc.).
  • A new Battleground will not launch until the maximum number of players on each side are in the queue (i.e. 40 players per side for Alterac Valley).
  • The size of the Focus Frame can now be adjusted via the Interface Options menu.
Mail System Auto-Complete Feature
  • The inline auto-complete feature for the mail system has been added back into the game. The mail system will now have both the pre- and post-3.2.0 auto-complete features available.
  • Added a label to notify players that the Tab key will allow players to navigate through the character names listed via the auto-complete feature.
For additional notes on Lua and XML changes please visit the UI & Macros Forum: http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11114 Bug Fixes
  • Coliseum Trinkets: Some spells that should have triggered these trinkets will now trigger them (such as Holy Nova and Fel Armor).
  • Death Knight Tier-9 DPS 4-Piece Set Bonus: Now grants the correct chance for disease damage ticks to be critical strikes.
  • Hunter Tier-9 2-Piece Set Bonus: Critical damage from Serpent Sting will now work properly with the Mortal Shots and Expose Weakness talents.
  • Lightweave Embroidery: This tailoring item enhancement will no longer trigger from the periodic healing granted by the warlock spell Fel Armor.
  • Mote of Flame: Corrected a typo in the tooltip.
  • Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.
  • Shard of Flame: Corrected a typo in the tooltip.
  • Val'anyr, Hammer of The Ancient Kings: Healing from Prayer of Mending now triggers the shield from this item. In addition, a bug was corrected which would cause the shield points to be overwritten rather than stack up as intended.
Death Knight
  • Rune of Razorice: The frost vulnerability granted by this enchantment will now increase the damage done by Frost Fever as intended.
Druid
  • Balance of Power: Misleading tooltip reworded. The tooltip previously reported an incorrect value for the increased chance to hit with spells. The actual benefit of the talent is unchanged.
Hunter
  • Master's Call: This ability now correctly removes the snaring component of Infected Wounds, Frostfire Bolt, and Slow.
  • Trap Mastery's (Survival) tooltip now states the correct amount of snakes summoned.
Mage
  • Arcane Missiles: Ranks 12 and 13 will now properly cause players to enter combat.
Paladin
  • Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.
Priest
  • Divine Aegis: Ranks 1 and 2 will now work with Holy Nova.
  • Glyph of Power Word: Shield now correctly uses the Priest's spell critical chance instead of the target's.
Rogue
  • Vanish: This ability now correctly removes the snaring component of Frostfire Bolt.
  • Honor Among Thieves: This talent will now work properly again if two rogues with different ranks of the talent are in the same party.
Shaman
  • Grounding Totem will now properly protect against the Death Grip spell.
  • Lava Burst can no longer deal critical damage to targets who are immune to critical strikes (due to, e.g. Roar of Sacrifice, Blessed Resilience).
  • Lightning Shield: This spell will no longer set off some trinkets when it is cast.
  • Stoneclaw Totem's pulses will no longer break stealth on nearby hostile units.
  • Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated.
Warlock
  • Demonic Circle: This ability now correctly removes the snaring component of Frostfire Bolt.
  • Fel Armor: This spell was unable to set off trinkets and other effects. That has been corrected.
  • When using Shadowbolt or Incinerate while having Backlash and Backdraft active, only Backlash will now be properly consumed.

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Blizzcast 10 Released

It's been about four months since the last one, but the latest edition of the Blizzcast, Blizzard Entertainment's official podcast, has finally arrived! The good news (at least for our readers) is that it focuses exclusively on the World of Warcraft, namely the events of Patch 3.2. The bad news? It's all stuff that we've more or less heard before (and it's a bit on the short side to boot, clocking in around 22 1/2 minutes). Nevertheless, it doesn't hurt to expand upon your knowledge of all the new content. Remember, knowledge is half the battle! blizzcastEpisode 10 is hosted by WoW Community Team member Zarhym and his guests are Lead Encounter Designer Scott Mercer and Senior Game Designer Dave Maldonado. Topics covered include the new 5-man instance and raid zones, dailies associated with the Argent Tournament, the questionable mortality of the Black Knight, and even the new Battleground, Isle of Conquest. Likewise, they go out of their way to show you how all of the 3.2-related gameplay elements are incorporated into the lore. It's all capped off with some brief talk about how pumped up they are to be attending Blizzcon. Unfortunately, there are no specific details about what they will or will not be showing beyond the fact that they are pants-wettingly excited to unveil something (to quote Mercer: "We’re of course showing off a lot of really, really, REALLY cool stuff"). It certainly wouldn't be Blizzcon without some really cool WoW-related stuff, now would it? If you care to listen to or download Episode 10, head on over to the official page of the Blizzcast. A full transcription is also available for those who would rather just skim the contents. Once you're done listening, come on back here and discuss! Any interesting points you'd like to comment on? Did you learn something? Or was it just boring? Would it be better if they had teased us with forthcoming content or a more extensive Blizzcon preview? Chime in below.

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Failure to Apply Patch 3.2 Fix for Windows Vista and 7

Band-Aid
This morning while trying to login (fruitlessly, of course), I ran into a small error that seems to be pretty common. The WoW Launcher would download Patch 3.2, but would then give an error, "Failure to Apply Patch," or "Unable to Apply Patch." After trying the repair utility, a quick search reveals the steps to fix the problem:
  • Go to the folder where WoW is installed. I find the easiest way to get there is simply right clicking the shortcut I use to launch WoW and choosing "Open File Location"
  • Right Click on Launcher.exe
  • Choose Run as Administrator
  • If a UAC window pops up, choose continue
  • Let the patching commence
I know this issue caused me some frustration during the time we are all waiting for the latest version of WoW to become active, so I hope this helps you out! Anyone else have any issues or solutions for the newest patch?

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Preparing for Patch 3.2: Emblems and Gear

A different type of emblem...With patch 3.2 on the horizon, this will be the last post in the Preparing for Patch 3.2 series. Be sure to check out the posts on Tradeskills and Battlegrounds as well! One thing you should be aware of in patch 3.2 is that all dungeons and raids outside of the Crusader's Coliseum will be dropping Emblems of Conquest. You can buy Emblems of Valor at the cost of 1 Emblem of Conquest, and you can buy Emblems of Heroism at the cost of 1 Emblem of Valor. Emblems of Heroism will still be useful for a variety of things, such as epic gems, heirlooms, and mounts. Emblems of Valor will not be useful; they already buy hardly anything useful. I suggest that if you have any leftover Emblems of Valor or Emblems of Heroism, you start looking saving these for epic gems if you need some cash or other non-gear rewards. Emblems of Conques will be easy to come by, and that sweet BoE bracer you get will not only be easily replaceable in patch 3.2, but also worthless. Who would drop hundreds of gold on gear when you can do a couple dozen heroics or a Naxxramas run in a few hours and get something much better? If you need to gear up for patch 3.2, my suggestion is simple: wait! The patch will be upon us any day now and with Emblems of Conquest being so easily accessible, crafted and BoE gear will bottom out in price, and if you are willing to put in some time, Ulduar 25 level gear will be yours from heroics. In addition to Emblems of Heroism and Valor no longer being accessible, the achievements associated with looting lots of them will be removed and likely made Feats of Strength. If you are a few Emblems away from any of the Emblem-related achievements, go grab them now, before it's too late! What are you doing with your excess emblems, and what is your gear situation for patch 3.2?

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New Changes in the Latest 3.2 Patch Notes

wow-test-realm-patch-notesBlizzard just updated the PTR patch notes to include some changes made in the lastest build of their latest patch, 3.2. Included are some minor but extremely welcomed changes to my class of choice along with a few of the lesser classes. Following are the changes from the previous version of the notes from MMO-Champion:

Arenas
  • Beginning with season 7, players will no longer have access to the newest season's weapons or shoulder armor and will not qualify for the Gladiator title/rewards with ratings from the 2v2 bracket alone. Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season's items will remain available to players in all brackets (standard rating restrictions still apply).
Items: General
  • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.
Death Knight
  • Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 3/6/10%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
Druid
  • Swift Flight Form: Druids who have acquired a mount able to go 310% flight speed will now also go that speed while in this form.
Hunter
  • Snake Trap: The Mind-numbing Poison effect has been reduced to a 30% increase in casting time, down from 50% to match similar effects.
Mage
  • Mirror Image: Images will no longer trigger the death sound when their time expires.
Paladin
  • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.
Shaman
  • Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).
  • Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.
  • Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex.
Warrior
  • Shield Slam: The benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.
Engineering
  • Flying Machine: The level requirement needed to learn how to build and use this machine has been reduced to level 60, down from level 70, and the engineering skill level reduced to 300, down from 350. Material costs reduced.
Items
  • Tome of Cold Weather Flying: New heirloom item. Players who have reached level 80 can now purchase this book for 1,000 gold from Hira Snowdawn, the Cold Weather Flying Trainer in Dalaran. Similar to other heirloom items, this item can be mailed to other characters of the same realm, account and faction. The book is consumed when read training the character in Cold Weather Flying. Requires level 68.
  • Val'anyr, Hammer of Ancient Kings: This item's stats and level have been increased to match the power level of healer weapons coming from the Coliseum 25-person normal difficulty instance. In addition, each time Val'anyr is equipped, Blessing of Ancient Kings will be placed on a 45-second cooldown before it can occur.
As I said, the changes to the way Wind Shock (now Wind Shear) behaves is welcomed in the Shaman community - this change will at the very least allow me to do a full DPS rotation while still concentrating on interrupts, as most other melee classes with interrupts (Rogues, Death Knights, Warriors) are able to do. I can't wait to try it out on Vezax. Additionally, Maelstrom Weapon + Hex should be extremely useful in PvP. The other changes that caught my eye were the Druid Flight Form increasing to 310% if the character has a 310% mount and the Val'anyr upgrade. I can only hope they upgrade with my Headless Horseman's Mount the same as the Swift Flight Form. It would be great to be able to keep flying on it once I get my Violet Proto Drake. The Val'anyr change will at the very least make healers still want to run Ulduar once the patch drops (as if they wouldn't anyway). What do you guys gather from the lastest patch notes?

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Death Knight Changes in Patch 3.2

tyranisIn the upcoming patch, death knights will be the only class to receive a talent point refund because, once again, they are getting an overhaul. Some of these changes are nerfs, some are buffs and others are redesigns of how the spells and abilities function. The death knight community is already analyzing all of the data and surmising why these changes have occurred. Let's explore some of these changes, but keep in mind that all of this is subject to change before this patch goes live.

Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
This change is creating quite a stir in the death knight community. That's a huge buff to that ability and some folks are speculating that it's a typo and they meant to say "increased by 50% per disease", which would mean it increases from 12.5% to 18.75% per disease and not 50%. If the change does remain as written, then blood strike could replace heart strike in the blood rotation and some of the scourge strikes in the unholy rotation. The blue post found here seems to indicate that it's not a typo, however, it's already been reduced on their latest internal build, which would make it different than the patch notes.
Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
This is a change for pvp and will probably come as a relief to many hardcore pvpers. However, I don't see DKs making much of a stink over it. Chains of ice is still amazing and has the same basic function.
Frost Presence: 10% bonus health reduced to 6% bonus stamina. Icebound Fortitude: Cooldown increased to 2 minutes. Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes. Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
Ouch! The death knight tanks take another heavy blow with the nerf bat. In patch 3.1.3 frost presence armor bonus was reduced by 20%. Now we see a 4% nerf to the stamina bonus and the doubling of the cooldown on the death knight's main survival ability. In addition, the armor and stamina talents in the blood and frost trees are also taking a hit. It seems that they are trying to make death knight tanks more like the other tanks. The original design felt like death knights would have more frequent cooldowns to push to offset the fact that they do not have a shield and cannot block. These changes, however, make them feel more like the other tanks and icebound fortitude is now more in line with other tank talents like last stand. If I'm being objective, I think the icebound fortitude change can solve some issues. Recently, my guild took down General Vezax using a paladin main tank. It was a little obnoxious knowing that we could survive the surges of darkness easier if our main tank was a death knight solely because icebound fortitude had a one-minute cooldown. Much of the screaming from the DK tank community seems to revolve around the fact that paladin tanks are getting a decent amount of buffing, including this hard to believe change:
Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
If I'm reading that correctly, that's a passive guardian spirit every two minutes? I'm sure glad my guild often runs with two protection paladins!
Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
Frost strike hits hard and it was probably viewed as too much burst in pvp especially considering it couldn't be mitigated. The slight reduction of damage is probably going to be a wash considering that blood strike is getting buffed. The blue post here, seems to indicate that the frost dps is being spread out a bit more and not consolidated on just one ability.
Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power. Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
These are the 51 point talents for blood and unholy specs. The jury seems mixed on these changes. While I'm not sure if it's an overall buff or nerf to the damage of these spells, what I do know is these spells will be a lot easier to use now that they have a fixed runic power cost and duration. Currently, the timing of when you use these abilities can drastically affect the amount of extra dps they give you. Pop them at the wrong time and you have just wasted a precious cooldown. So I'm eager to see these changes in action.
Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
Dual-wielding used to be one of the top approaches to take for a dps death knight. Recently, however, many of the changes have all but killed it. So in patch 3.2, the dual wielding death knights might make a comeback with this new talent in the frost tree.
Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent. Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
Interesting. So the current desecration is being split into two separate talents. Desecration is now mostly a pvp ability. The good news is, the infamous desecration graphic will now be much less prominent in pve, which will make most raid leaders happy. However, the speculation is desolation may not be worth taking because the 12 second duration may mean that it is not active at all times with the current rotations. We'll have to see if this new talent gets modified at all before it releases.
Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates. Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
There isn't much to comment on here. The talent points saved on blood of the north are probably meant to make room for the new dual-wielding talent in frost. The lichborne change makes it more dynamic since you can use it more often, but need to be more exact on the timing.
Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%. Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
Last but not least, some big changes to the unholy tree. Scourge Strike is the bread and butter for the unholy DK. The nerf in damage seems partly pvp related. Since scourge strike deals shadow damage, it is not reduced by armor and can be a wrecking ball. Blizzard doesn't seem to like large amounts of burst coming from a single ability. The reduction in damage on scourge strike is offset by the buff to blood strike, which should see more use. This may also be a push for unholy DKs to get more benefit out of armor penetration. Items with armor penetration are rife in Ulduar and currently it's not a stat that does too much for unholy DKs who spend most of their time scourge striking shadow damage. The unholy blight redesign is one of the biggest changes for death knights in this patch. Unholy blight is the signature spell of the unholy tree and the main reason that this spec is normally associated with AOE damage. Well that all changes in 3.2. Unholy blight no longer deals AOE damage at all, in fact, it is not even a spell, it is a passive ability that adds a bleed effect to your death coils. This change really alters the flavor of the unholy death knight and I'm not sure how I feel about it. Don't get me wrong, this change may turn out to be powerful, but I thought it was interesting how each of the three dps specs for death knights felt unique. Blood was the heavy hitting single target crusher, frost seems to be evolving once again as the dual-wielding spec and unholy was the master of AOE damage. Well I guess we'll have to wait and see how unholy feels after the changes go live. In summary, death knights are looking at some tanking nerfs and a reduction to burst and AOE damage in 3.2. On the other hand, some abilities will be easier to use, dual-wielding should be viable again and raid members should no longer die by standing in fires that are obscured by spell effects. What do you think of the death knight changes coming in 3.2? Is there anything you're particularly excited or angry about?

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