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3.2 Patch Notes
Author Post #1440330 Jun 18, 2009 @ 03:20PM
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Arenas
  • The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5-player team rating. Rating requirements from 2-player teams can still be used to purchase the previous season of gear.
  • Dalaran Sewers
    • The entire Arena has increased in size by 25%.
    • Mounts can now be used in this Arena.
    • The position and collision of the crates on the central platform has been modified.
  • Ruins of Lordaeron
    • Alcoves have been removed from the starting chambers.
    • Two line-of-sight tombstones have been added to the slime pool on the southern side of the map.
    • The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often.


Battlegrounds
  • Battleground experience has arrived!
  • Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included).
  • Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold.
  • Disabling experience gains will prevent a player from gaining experience through any means available in the game.
  • Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.
  • Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were enabled cannot be recovered.
  • Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends.
  • When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest.
  • Arathi Basin
    • The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds.
    • The game now ends when one team reaches 1600 victory points, down from 2000.
  • Eye of the Storm
    • The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds
    • The game now ends when one team reaches 1600 victory points, down from 2000.
  • Strand of the Ancients
    • The faction starting on attack/defense will now be randomized at the start of each match.
  • Warsong Gulch
    • There is a now a 20-minute timer on this Battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.

Races: General
  • Axe Specialization (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes.
  • Tauren now have the option of changing skin tone by visiting the barber shop.

Items: General
  • Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
  • On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus.

Emblem System Changes
  • Both the 10 and 25 player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
  • Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
  • The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph.
  • The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.
  • New achievements have been added to collect various amounts of any combination of emblems.

Mounts
  • The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds.
  • Apprentice Riding (Skill 75): Can now be learned at level 20 for 4 gold. Mail will be sent to players who reach level 20 directing them to the riding trainer.
  • Journeyman Riding (Skill 150): Can now be learned at level 40 for 50 gold. Mail will be sent to players who reach level 40 directing them back to the riding trainer.
  • Expert Riding (Skill 225): Can now be learned at level 60 for 600 gold from trainers in Honor Hold or Thrallmar. Faction discounts now apply (Honor Hold for Alliance; Thrallmar for Horde). Flight speed at this skill level has been increased to 150% of run speed, up from 60%.
  • Artisan Riding (Skill 300): Faction discounts now apply (Honor Hold or Valiance Expedition for Alliance; Thrallmar or Warsong Offensive for Horde).
  • In order to further equalize the number of purchasable mounts available to each race, a new 60% speed ground mount has been added for night elves, and a new 100% speed ground mount has been added for the undead.
  • Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground.

Mana Regeneration
  • All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.

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. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

Classes: General
  • All pets now receive 40% of their master's resilience and 100% of their master's spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums.
  • Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech). Silence, Strangulate, Silencing Shot, and Arcane Torrent: These abilities will also apply a 3-second interrupt effect against non-player controlled targets, making them more versatile against creatures immune to silencing effects.

Death Knights
  • Due to significant talent changes, all death knight talents will be reset for players.
  • Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
  • 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.
  • Frost Presence: 10% bonus health reduced to 6% bonus stamina.
  • Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
  • Icebound Fortitude: Cooldown increased to 2 minutes.
  • Talents: Blood
    • 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.
    • Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
  • Talents: Frost
    • 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.
    • 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.
    • 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.
  • Talents: Unholy
    • 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.
    • Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
    • 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.
    • 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.

Druids
  • Flight Form: Can now be learned at level 60. Flight speed increased to 150%.
  • Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often.
  • Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient.
  • Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.
  • Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.
  • Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.
  • Savage Defense: The animation for gaining this buff will no longer make the bear stand upright
  • Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.
  • Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%.
  • Travel Form: Can now be learned at level 16.
  • Talents: Balance
    • Balance of Power: Now reduces all spell damage taken by 3/6%, rather than reducing the chance to be hit by spells by 2/4%.
    • Eclipse: The Starfire and Wrath buffs from this talent are now on separate 30-second cooldowns. In addition, it is not possible to have both buffs active simultaneously.
    • Owlkin Frenzy: Now also restores 2% base mana every 2 seconds for the duration (10 seconds) in addition to its current effects.
  • Talents: Restoration
    • Empowered Touch: Now also increases the amount of bonus healing effects for Nourish by 10/20%.
    • Improved Barkskin: No longer provides dispel resistance to all effects on the druid, but now reduces the chance your Barkskin is dispelled by an additional 35/70%.

Hunters
  • Aspect of the Cheetah: Can now be learned at level 16.
  • Deterrence now has a new visual spell effect.
  • The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.
  • Traps now have separate 30-second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time.
  • Talents: Beast Mastery
    • Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds.
  • Talents: Survival
    • Entrapment: This talent no longer works with Immolation Trap or Explosive Trap.
    • Lock and Load: Now has a 22-second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used.
  • Pets
    • Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the hunter pet takes 20% of all damage taken by that friendly target. Cooldown increased to 2 minutes.

Mages
  • Arcane Blast: Mana cost reduced by 12%.
  • Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3-second fade time, however an invisible mage can still be stunned or silenced.
  • Talents: Fire
    • Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 1% of base mana each time the Ignite talent deals damage.

Paladins
  • Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
  • Charger: Can now be learned at level 40.
  • Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
  • Hand of Reckoning: Redesigned. Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
  • Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
  • Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor.
  • Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
  • Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
  • Seal of Blood: This ability has been removed.
  • Seal of the Martyr: This ability has been removed.
  • Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
  • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
  • Warhorse: Can now be learned at level 20.
  • Talents: Holy
    • Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
    • Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
    • Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
  • Talents: Protection
    • 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.
  • Talents: Retribution
    • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
    • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown.
    • Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
    • Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.

Priests
  • Prayer of Healing: The percentage of spell power this spell gains in healing (per target) has been reduced from 80.7% to 52.6%.
  • Talents: Discipline
    • Penance: Cooldown increased to 12 seconds, up from 10 seconds.
  • Talents: Holy
    • Inspiration: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.

Rogues
  • After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes.
  • Talents: Combat
    • Sword Specialization: This talent is now called Hack and Slash and applies to axes as well as swords.
  • Talents: Subtlety
    • Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds.

Shaman
  • A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
  • All Shocks now have a default range of 25 yards, up from 20 yards.
  • Base health increased by approximately 7% to correct for shamans having lower health than other classes.
  • Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
  • Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
  • Talents: Enhancement
    • Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman's attack power, down from 30%.
  • Talents: Restoration
    • Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.
    • Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
    • Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
    • Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%.
    • Mana Tide Totem: Totem health now equal to 10% of the shaman's health.
    • Nature's Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman's maximum health by 3/6/9/12/15% for 10 seconds.
    • Nature's Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
    • Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
    • Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.

Warlocks
  • Banish: Effect will now be cancelled if Banish is recast on a banished target.
  • Dreadsteed: Can now be learned at level 40.
  • Felsteed: Can now be learned at level 20.
  • Soulshatter cooldown reduced to 3 minutes, down from 5 minutes
  • Talents: Affliction
    • Pandemic: Now also increases the critical damage bonus of Haunt by 100%.
  • Talents: Demonology
    • Fel Domination cooldown reduced to 3 minutes, down from 15 minutes.
  • Talents: Destruction
    • Empowered Imp: The warlock's critical hit chance is increased to 100%, up from 20% for the next spell cast after the Imp critically hits a target.
    • Fire and Brimstone: Reduced to 2/4/6/8/10% increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate, down from 3/6/9/12/15%.

Warriors
  • Talents: Fury
    • Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.

User Interface
  • Character name auto-completion for the chat frame, pop-ups, and mail interface can be enabled through an interface option in the Development settings.
  • Character names can now be colorized according to class in the chat frame through an interface option in the Development settings.
  • Casting bars under a target's portrait will now indicate whether or not the cast can be interrupted.
  • Druids will now be able to see their mana bars when shape-shifted.
  • Item Comparisons: Holding the shift key while hovering over an item will now display the stat differences with the item currently equipped in the relevant slot.
  • Macros and scripts will no longer be able to target totems by name.
  • Quest creatures and objects will now show on the player's world map.
  • The quest log is now double-paned for more easily viewing quest information.
  • Vendor prices will now be listed on items whether or not players are at a vendor.
  • For additional notes on Lua and XML changes please visit the UI & Macros forum: http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11114

Quests
  • The ravasaur trainer Mor'vek has returned to Un'Goro and will offer to help Horde players raise and train a Venomhide Ravasaur as a mount... if they can survive the creature's deadly poison.

Achievements
  • A Brew-FAST Mount: A new Feat of Strength achievement for acquiring any epic Brewfest mount.
  • Have Keg, Will Travel: Now requires either a Brewfest mount or using Brewfest Hops to transform yours into one.

Alchemy
  • All stackable potions now stack to 20.
  • Added a new pattern for Flask of the North, usable by players with a high alchemy skill. The recipe is purchased from Northrend trainers. Flask of the North increases your spell power, attack power or strength for 1 hour and is usable in Arenas. It is not consumed when used.
  • Endless Healing Potion and Endless Mana Potion no longer usable in Arenas. Amount of health and mana has been increased, and the cooldown reduced.
  • Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran.
  • The Mixology benefits from Northrend elixirs and flasks have been increased.
  • Rage potions can now be used by druids.

Cooking
  • Blackened Dragonfin Recipe: Now only requires 1 Dragonfin Angelfish.
  • Chef's Hat is now superior-quality and allows the chef to cook faster.
  • Increased the drop rate for recipes from the Outland Daily Cooking quests.
  • Increased the chance to get a bonus Dalaran Cooking Token from the Spice Bag.
  • The recipe for Captain Rumsey's Lager can now be randomly found in the quest reward Crate, Barrel, or Spice Bag from the cooking dailies.

Enchanting
  • Values on Northrend ring enchants increased.

Engineering
  • Added a schematic for a Goblin Welding Beam that can heal friendly mechanical units.
  • Alarm-o-Bot functionality changed. Materials required reduced.
  • Box of Bombs no longer requires an anvil.
  • Doubled the duration on Nitro Boosts.
  • Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications.
  • Increased the passive bonus provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts.
  • Increased siege damage caused by Saronite Bombs and the Global Thermal Sapper Charge.
  • The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition.
  • Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles.
  • Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased.
  • Significantly reduced the cooldown on MOLL-E.
  • Spynocular belt enchantment changed to a Brassbolt Rebreather, allowing engineers to breathe underwater.
  • Transporter devices are no longer classified as trinkets and can be used directly from your inventory.
  • Reduced the materials needed to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas.

Fishing
  • Players with 300 or higher cooking have a chance to find a Waterlogged Recipe in the Bag of Fishing Treasures awarded by the Northrend fishing dailies. This item can be traded to other players and rewards several Dalaran Cooking Rewards when turned in.

Herbalism
  • Increased healing from Lifeblood (Rank 6).
  • Lifeblood now scales slightly with maximum health. No longer affected by global cooldown.

Inscription
  • Added a new Glyph of Claw for young feral druids who haven't yet obtained Mangle. Inscribers can learn this glyph from the trainer.
  • Master's Inscriptions increased.

Jewelcrafting
  • Dragon's Eye gems stat bonuses increased.
  • New recipes have been added for cutting epic gems and can be purchased using Dalaran Jewelcrafter's tokens.
  • Icy Prism now has a chance of yielding an epic gem.
  • Raw epic gems can be obtained via the following means:
    • Prospecting Titanium Ore
    • Alchemy transmutations
    • Purchased with honor
    • Purchased with Emblems of Heroism


Leatherworking
  • Added recipe for Heavy Knothide Leather to Leatherworking trainers (rather than a vendor recipe). Changed several recipes to use Heavy Knothide Leather instead of regular Leather.
  • Fur Lining values increased.

Mining
  • Toughness (Rank 6) provides more stamina.

Skinning
  • Master of Anatomy (Rank 6) provides more critical strike rating.

Tailoring
  • Embroideries improved.

Items
  • Feral Druid PvP Gloves (seasons 3 and 4): Maim bonus changed from the interrupt bonus used in The Burning Crusade Arena seasons to the cost reduction used in Wrath of the Lich King Arena seasons.
  • Idol of the Corruptor: The agility buff from this idol is now exclusive with the agility buff from Idol of Terror.
  • Non-Combat Pets: 8 new pets have been added (not including Argent Tournament rewards). Raptor Hatchlings can be found on rare and elite raptors throughout the game world. In addition, an Obsidian Raptor Hatchling can be purchased from Breanni in Dalaran.

Glyphs
  • Death Knights
    • Glyph of Unholy Blight: Changed to increase damage done by the updated Unholy Blight talent by 40%.
  • Druids
    • Glyph of Innervate: Duration reduced to 10 seconds.
  • Paladins
    • Glyph of Seal of Command: Redesigned to cause the Paladin to gain 8% of base mana each time the paladin judges Command.
    • Glyph of Seal of Blood: Changed to Glyph of Holy Wrath, which reduces its cooldown by 15 seconds.
  • Rogues
    • Glyph of Shadow Dance: Now increases the duration of Shadow Dance by 2 seconds, down from 4 seconds.
    • Glyph of Tricks of the Trade: Now increases the duration of the damage bonus effect instead of increasing the damage bonus.
  • Warlocks
    • Glyph of Lifetap: Duration of the buff from this glyph increased to 40 seconds.

Dungeons and Raids
  • 25-player raids will no longer be referred to as heroic versions of a raid, as there is a new distinction between normal and heroic modes for both 10 and 25-player versions of the Crusaders' Coliseum.
  • The Nexus: The Oculus & The Eye of Eternity
    • Vehicles (drakes) used in these instances now scale with item level.
  • Ulduar
    • Players can now use Blink, Shadowstep, and Demonic Teleport while participating in the illusion events in the Yogg-Saron encounter.
    • Ominous Clouds in the Yogg-Saron encounter are now more vocal about touching players.
    • Winter Jormungars will no longer put everyone in the zone in combat when they emerge from a Snow Mound. Additionally, Snow Mounds will now disappear when all their jormungars have emerged.


Bug Fixes
  • Corrected a tooltip issue with Pandora's Plea.
  • Randomly generated uncommon (green) and rare (blue) quality items in Wrath of the Lich King had stat values that were lower than intended. All Wrath of the Lich King uncommon and rare items with random suffixes ("of the Bear") have had their stat values increased significantly.
  • The leatherworking item Guardian Gloves is now correctly marked as uncommon quality.
  • Hunter
    • All ranks of Sonic Blast now properly have an 80 Focus cost.
    • Black Arrow Ranks 5 and 6 training costs have been lowered significantly.
    • Lock and Load: The tooltip for this talent has been updated to indicate that it also works with Explosive Trap.
    • The tooltip for Improved Tracking has been slightly re-written to indicate that it only works on the hunter, and works on melee damage as well.
    • T.N.T. (Rank 3): Now indicates that the talent works with Black Arrow.
  • Priest
    • The heal from Glyph of Power Word: Shield can now cause Divine Aegis.
    • Mana Burn: Fixed a bug where Mana Burn did not cause fear effects to break when the fear victim had an absorb shield on.
  • Shaman
    • Fixed a bug where Frostbrand Weapon (Rank 9) was not scaling properly with a shaman's spell power.

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Argent Crusade 2.0
In the next major content patch, the construction of the Crusaders’ Coliseum on the Argent Tournament grounds will be complete, and it will hold new challenges for players. We’d like to share some details on the new dungeon, which represents the next tier of content for the game, but keep in mind that this is still in development and subject to change. The Crusaders’ Coliseum will include:
  • New epic 10- and 25-player raid dungeon with five encounters, with each encounter being unlocked one week at a time
  • A more intuitive structure for harder encounters. This raid dungeon will have four different versions: 10-player, 25-player, 10-player Heroic, and 25-player Heroic, with each one using a separate lockout.
  • Introduction of the Crusaders’ Tribute! Each of the Heroic mode instances has a new tribute system that will limit players on the number of attempts they get in the Coliseum each week to present a greater challenge for the most battle-hardened heroes. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated.
  • New 5-player dungeon with three encounters that will include Champion’s Seals as each one is defeated
  • New tier of armor and weapons that are modeled with Alliance- or Horde-specific themes
  • Screenshot Alliance, Screenshot Horde

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Isle of Conquest: New Battleground
Isle of Conquest, a new battleground scheduled to make its debut in the upcoming content patch, Call of the Crusade, will pitch teams of up to 40 players against each other in a massive battle over this small island off Northrend's northern coast. To win, your team will need to make use of the island's unique strategic locations including an oil derrick, a siege workshop, and a fully equipped airship hangar. You will deploy devastating siege weaponry on the field; Light have mercy on anyone caught between you and your ultimate target, the general holed up in the enemy keep.

There are five points of interest on the Isle of Conquest for the factions to battle over. Each one offers its own benefits and strategic value. Which one will you claim for your side, and will it be enough to ensure victory?


Capture Locations
  • Consider your options before storming out of your keep to confront the enemy head-on. Spread throughout the Isle of Conquest are several capturable locations (as seen on the map), each granting a unique strategic advantage to your team.
  • The Oil Derrick: Located on the northwestern end of the island, this smudge in the Frozen Sea produces enough black gold to run a thousand siege engines. Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it.
  • The Cobalt Mine: This snow-covered assembly, located on the southeastern end of the island, hides untapped supplies that must be harvested. Taking this resource grants reinforcements and a continuous flow of honor to the side that controls it.
  • The Docks: The western shore's docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep, or launch your invading party over the walls to assault the keep from within.
  • The Airship Hangar: This sturdy steel structure stands on the peak of Mt. Conquest overlooking the eastern side of the island, allowing players to board the airship docked there. This devastating weapon of war is capable of raining death upon the heads of your enemies and destroying enemy defenses. Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above.
  • The Siege Workshop: Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep’s walls to dust and ashes.
  • Graveyards: There are five graveyards in the Isle of Conquest that are attached to different points of interest on the map: the Horde base, the Alliance base, an oil spill island in the center of the map (attached to the siege workshop), the northeast corner (attached to the airship hangar), and the southwest corner (attached to the docks).
  • The Keeps: The Horde and Alliance keeps sit at opposite ends of the island. These citadels host four easily accessible defensive cannons set on the ramparts, capable of unleashing hot fury onto oncoming attackers. Additional explosives sit safely stowed in the base of the keep along the back wall. At least, they’re safe as long as they don’t fall into enemy hands. If they do, though, they can be employed to bring the stone walls down from within.
  • The General: Holed up behind the keeps' massive walls, the generals command their forces from a position of relative safety. Should the keep fall and the general be slain, the Isle of Conquest will fall to the victor.
  • Reinforcements: Isle of Conquest uses a reinforcements system similar to that of Alterac Valley. The clock is ticking and every individual counts. If too many of your comrades fall to the enemy the battle will end in defeat. Killing enemy players will reduce their reinforcements by one for each kill, Once your faction’s reinforcements reach their limit, so too does your bid for control of the island and the wealth of resources you’ve fought so hard over.
  • Screenshot 1 | Screenshot 2 | Screenshot 3 | Screeenshot 4


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Wintergrasp
To provide players with a more transparent notification of when Wintergrasp battles occur, as well as better control zone population and stability, several changes have been made.
  • Players now have the option to queue for Wintergrasp from a Wintergrasp Battlemaster in any capital city or by simply entering the Wintergrasp zone.
  • Queuing will begin 15 minutes before each battle. If chosen, you will automatically be teleported to the zone. Any players in the zone who have not been chosen from the queue will be teleported out when the battle begins.
  • The queue system remains active for the entire battle. As soon as a player leaves, a new one will be chosen from the queue.
  • Trying to enter Wintergrasp during an active battle for which you have not been chosen will teleport you out. Please note that, as you are now able to fly over Wintergrasp, you will only be teleported out if you try to land and join the battle.
  • Level 80 players get higher priority in the queue than lower level players. In addition, a random selection of queued players will be taken from both the Battlemasters and the zone itself.
  • The queue will accept up to 100 players from each faction, resulting in a maximum battle of 200 players at a time.
Edited by Phaye 9 months ago
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Author Post #1440396 Jun 18, 2009 @ 03:38PM
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I am 100% with you on this Sestah. This is Bull shit
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Author Post #1440400 Jun 18, 2009 @ 03:40PM
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Ya that conquest shit is retarded.. absolutely. I thought we were getting away from this shit where you can just farm Karazhan and buy yourself some Sunwell level gear.

The only saving grace here is that the Conquest gear is absolutely horrible and terribly itemized. But still.....

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Author Post #1440409 Jun 18, 2009 @ 03:42PM
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{deleted post} Sestah wrote:

The Replenishment change will make it easier



It's a nerf dude.

Patch notes:
1% every 5 seconds (or)
0.20% every second

Currently it's:
0.25% every second (or)
1.25% every 5 seconds

It's a 0.25% nerf... doesn't sound like much but it's going to add up when you consider these boss fights are getting longer and longer. Mimiron, for example is almost a 15min fight.
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Author Post #1440434 Jun 18, 2009 @ 03:51PM
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Some neat things i noticed:

- There's a new mount available to horde only which is a Ravasaur! (woot)
- Holy Paladins are getting a HoT
- Shaman Healing is getting a huuuuge buff
- Retadins seem to be getting nerfed pretty bad
- Rogues can use axes now!
- 8 New non-combat pets
- All pots can stack up to 20 now
- All professions are buffed
- Replenishment is nerfed
- Seems like the brewfest mount is no longer part of the meta, since it's a FoS
- Quest objects appear on the map now
- Quest log is now double-wide
- Can't figure out if resto druids are nerfed or buffed
- Ground mounts are a 1.5sec cast time
- Naxx/Heroics now drop Conquest badges (WTF?!)
- Block value objects have double
- MP5 stat objects have increased by 25%
- Shit ton of BG changes
- Players have the option to disable experience gains
- XP is now granted for objective completions in BGs
- Arena gear only purchased with 3s & 5s ratings
- 2s ratings only used for the previous season's gear.
Edited by Phaye 9 months ago
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Author Post #1440494 Jun 18, 2009 @ 04:11PM
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Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead.





The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.


No more trapping two targets at the same time..as if anyone trapped anymore
Edited by Polarshift 9 months ago
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Author Post #1440878 Jun 18, 2009 @ 06:50PM
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I wanted to share something Inhu and Mondren said since in relation to the Badges/Emblems changes.

Inhu brings up an excellent point when he says there has to be a reason for the badge changes. They don't just change shit for the sake of changing it. There has to be a greater plan in motion here we're unaware of. Think of BC when they gave us that super awesome sunwell gear. It was to boost us up to the WOTLK level.. this may be preparation for an announcement at Blizzcon or level the playing field for Icecrown. Either way, we have to take a wait and see approach.

Mondren brings up an excellent point in the overall view of the emblems. In a nutshell, it doesn't really affect us at all. Does it make any difference what so ever if someone brand new to Naxxramas gets to run around with Conquest badges? It doesn't lessen the gear we're wearing, it doesn't really affect us at all. If you were to take the stance that "well it cheapens my accomplishments" then we'll have to take a page from the TG book here and just smile, knod and keep on going forward. I'm sure they're not overly happy that we get to run around in the same stuff they do when they're clearly above and beyond our skill levels.

Food for thought.
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Author Post #1441891 Jun 19, 2009 @ 06:32AM
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Well said Phaye, I would also like to point out the new Emblems from new instances. I'm sure the gear bought with them will be another step forward. They are easier to get then conquest is currently, but real raiders will have them items much sooner !

Also even tho it looks like Ret is getting the crap kicked out of it, Ive talked to a few people who say its alittle buff just a new system to learn. So thats nice i guess lol.
Author Post #1442377 Jun 19, 2009 @ 11:00AM
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It certainly will help alts/new toons/new players catch up a little faster so perhaps they can join the new content. A new 80 would have to pug naxx 10/naxx 25 quite a bit in order to get gear to compete at all in Ulduar, not even to mention Icecrown. It doesnt really affect our mains at all, but 25 man naxx on a well geared alt would be fun, and that alt would actually be able to use the badges. just a thought.
Edited by Weapyn 9 months ago
Author Post #1442463 Jun 19, 2009 @ 11:39AM
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Officers hate my alts already!!!

PVP 4 serious in 3.2 tho!

The fall of the pvp resto druid, the rise of the shaman, a dark cloud above the skys of Azuroth.

New resilience major buff to locks, maybe help nerf rogues?

Sounds interesting nonetheless.
Author Post #1442499 Jun 19, 2009 @ 11:54AM
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Boo at priest nerf! Sad priest is sad sad

Interesting interface changes though, along with profession tweaks. And I also gotta get into Argent Tournament dailies so I don't fall behind for whats coming up..ugh
Edited by Naritha 9 months ago
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Author Post #1442603 Jun 19, 2009 @ 12:27PM
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"the rise of the shaman"

level my shaman through bgs? hrmm..
Author Post #1442703 Jun 19, 2009 @ 12:57PM
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{deleted post} Quenji wrote:

New resilience major buff to locks, maybe help nerf rogues?



Resilience: No longer reduces teh amount of damage done by damage-over-time spells but instead reduces the amount of ALL DAMAGE done by players by the same proportion.


I'm still a little confused on this resilience change. It's a buff in the aspect that it's not just Dots & Crit reduction but instead a percentage of all damage is completely negated through resilience.

However, if all damage is negated, then dot damage should be mitigated too, but it says it doesn't reduce dot damage, so thus it can't reduce "ALL DAMGE" as they claim.

AHHHHH DIVIDE BY ZERO!
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Author Post #1442746 Jun 19, 2009 @ 01:12PM
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• Added Argent Tournament 2.0 and the new battleground information to the Patch notes, complete with screenshots.

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Author Post #1443449 Jun 19, 2009 @ 06:53PM
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Yup all things aside the token thing is horrid but they have to keep their player base of nubs.....
IMO it just going to create more people who have absolutely no clu how to play their toon
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Author Post #1443464 Jun 19, 2009 @ 07:11PM
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{deleted post} Greane wrote:

Yup all things aside the token thing is horrid but they have to keep their player base of nubs.....
IMO it just going to create more people who have absolutely no clu how to play their toon



How is this going to "Create" players who have no clue? All it's going to do is gear players who have no clue, which is no different, in reality, than what they've been doing since Epics were handed out like candy in TBC.

Another prime example of the worthlessness of WoW-Heroes or any attempt to judge a player without actually playing with them. Blah blah blah, we can get into a huge debate about it, but truth of the matter is, the clueless players existed long before the change to emblems and they'll exist long after.

Hell, I'm sure the Ensidia type folks think we're clueless morons too.
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Author Post #1444689 Jun 20, 2009 @ 02:16PM
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Added Wintergrasp changes
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Wintergrasp
To provide players with a more transparent notification of when Wintergrasp battles occur, as well as better control zone population and stability, several changes have been made.
  • Players now have the option to queue for Wintergrasp from a Wintergrasp Battlemaster in any capital city or by simply entering the Wintergrasp zone.
  • Queuing will begin 15 minutes before each battle. If chosen, you will automatically be teleported to the zone. Any players in the zone who have not been chosen from the queue will be teleported out when the battle begins.
  • The queue system remains active for the entire battle. As soon as a player leaves, a new one will be chosen from the queue.
  • Trying to enter Wintergrasp during an active battle for which you have not been chosen will teleport you out. Please note that, as you are now able to fly over Wintergrasp, you will only be teleported out if you try to land and join the battle.
  • Level 80 players get higher priority in the queue than lower level players. In addition, a random selection of queued players will be taken from both the Battlemasters and the zone itself.
  • The queue will accept up to 100 players from each faction, resulting in a maximum battle of 200 players at a time.
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Author Post #1444874 Jun 20, 2009 @ 04:40PM
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it all sounded good till they got to the limits. i can't imagine that a cap of 200 is going to do anything to control the lag in WG.
Author Post #1445161 Jun 20, 2009 @ 09:49PM
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Above.. significantly above. Same with Dalaran.
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Author Post #1493304 Jul 14, 2009 @ 03:14AM
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just read on wowinsider that the hot streak buff will now only need 2 crits... not 2 in a row so there will be a lot more instant pyros out there :-D
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