***Official Wrath of the Lich King Thread***(Contains spoilers)***

Next patch is up on the PTR - lots of changes. Mostly nerfs it seems.

Professions Changes
Alchemy

* All flasks recipes will now create 2 flasks for the same amount of ingredients but now last 1 hour instead of 2.


Achievement Changes
I will only list the major changes here, a lot of stuff is still being moved around with temporary Ulduar achievements.

Ulduar

* Glory of the Ulduar Raider now rewards Rusted Proto-Drake
* Heroic: Glory of the Ulduar Raider now rewards Ironbound Proto-Drake
* The Undying, Part Two has been renamed to "Champion of Ulduar" and now require you to kill each boss without dying, but not necessarily during the same reset (Source). Title Reward: Champion of Ulduar.
* The Immortal, Part Two has been renamed to "Conqueror of Ulduar" and now require you to kill each boss in Heroic difficulty without dying, but not necessarily during the same reset (Source). Title Reward: Conqueror of Ulduar.
* Realm First! Death's Demise - Participated in the realm first defeat of Yogg-Saron without the assistance of any Keepers on Heroic Difficulty. Title Reward - Death's Demise
* Realm First! Celestial Defender - Participated in the realm first defeat of Algalon the Observer on Heroic Difficulty. Title Reward - The Celestial Defender


Fishing

* Turtles All the Way Down - Fish up a Sea Turtle mount from any fishing pool in Northrend. (Video, this is recorded in WALKING speed, the running speed is 60% just like any lvl 30 mount, swimming speed is 133%)


Glyph Changes
Death Knight

* Glyph of Dancing Rune Weapon -- Increases the duration of Dancing Rune Weapon by 5 sec. (Down from 10 sec)


Mage

* Glyph of Improved Scorch -- The Improved Scorch talent now generates 5 (up from 3) applications of the Improved Scorch effect each time Scorch is cast.


Paladin

* Glyph of Seal of Blood -- When your Seal of Blood, Seal of the Martyr, Judgement of Blood, or Judgement of the Martyr deals damage to you, you gain 11% of the damage done as mana. (Old - Glyph of Seal of Blood -- Your Seal of Blood or Seal of the Martyr increases the mana received from Spiritual Attunement by 10% while active.)


Priest

* Glyph of Hymn of Hope -- Your Hymn of Hope lasts an additional 2 sec. (Old - Your Hymn of Hope provides 3 times the normal amount of mana per time, but its duration is 50% shorter.)


Warlock

* Glyph of Siphon Life -- Increases the healing you receive from your Siphon Life talent by 25%. (Old - Increases the effect of your Siphon Life spell by 20%.)
* Glyph of Immolate -- Increases the periodic damage of your Immolate by 10%. (Old - 20%, but decreased its initial damage by 10%)


Tier 8 Bonus Changes
Druid

* Druid T8 Balance 2P Bonus (Class: Druid) -- Increases the bonus granted by Eclipse for Starfire and Wrath by 15%. (Up from 6%)


Paladin

* Paladin T8 Protection 2P Bonus (Class: Paladin) -- Increases the damage done by your Seals of Vegeance, Corruption, and Righteousness by 10%. (Old - Increases the damage done by your Seals by 10%.)
* Paladin T8 Protection 4P Bonus (Class: Paladin) -- Shield of Righteousness now increases your shield block value by 225 for that attack and for 3 sec afterward.
* Paladin T8 Holy 4P Bonus (Class: Paladin) -- Your Sacred Shield can now trigger its effect every 4 sec instead of every 6. (Old - Increases the damage absorbed by your Sacred Shield by 10%.)


Priest

* Priest T8 Shadow 4P Bonus (Class: Priest) -- Your Mind Blast also grants you 240 haste rating for 4 sec. (Old - 15 Haste, bugged)
* Priest T8 Healer 4P Bonus (Class: Priest) -- Casting Power Word: Shield also grants you 250 spell power for 5 sec. (Old - 15 spell power, bugged)


Warlock

* Warlock T8 2P Bonus (Class: Warlock) -- Increases the damage done by your Unstable Affliction by 20% and your Immolate by 10%. (Old - Increased both UA and Immolate by 20%)


Undocumented Class Changes
Quote from Blizzard staff
Death Knight (Skills List / Talent + Glyph Calc.)
Unholy

* Anti-Magic Shell now absorbs absorbing 75% of the damage dealt by harmful spells (up to a maximum of 50% of the Death Knight's health).
* Ghoul Frenzy now casting cost is now 1 Unholy Rune.

Blood

* Dancing Rune Weapon now lasts 5 sec plus 1 sec per 10 runic power. (Down from 10 sec plus 1 sec per 5 runic power)


Druid (Skills List / Talent + Glyph Calc.)
Balance

* Typhoon now also dazes the target for 3 seconds.

Restoration

* Tree of Life - Reduces the mana cost of your healing over time spells by 20% and grants the ability to shapeshift into the Tree of Life. While in this form you increase healing received by 6% for all party and raid members within 45 yards, and you can only cast Restoration spells in addition to Innervate, Barkskin, Nature's Grasp and Thorns spells.


Hunter (Skills List / Talent + Glyph Calc.)
Marksmanship

* Hunter's Mark now lasts 5 min. (Up from 2 min)

Survival

* Black Arrow shares a cooldown with Trap spells.
* Entrapment now prevent target from moving 2/3/4sec. (Down from 2/4/6sec)
* Trap Mastery now increases the number of snakes summoned by Snake Trap by 3/6/9. (Down from 30/60/90, typo)


Mage (Skills List / Talent + Glyph Calc.)
Fire

* Frostfire Bolt will now deal damage based on the resistance of the target: This spell will be checked against the lower of the target's Frost and Fire resists.
* Improved Scorch now also Increases your chance to critically hit with Scorch by an additional 3/6/9%.


Paladin (Skills List / Talent + Glyph Calc.)
Holy

* Divine Plea now only reduces the amount healed by your Flash of Light, Holy Light, and Holy Shock spells.
* Aura Mastery tooltip has been modified to properly reflect its 10 seconds duration.

Protection

* Divine Sacrifice tooltip has been modified to properly reflect its 10 seconds duration.

Retribution

* Divine Storm now causes 110% of weapon damage to up to 4 enemies within 8 yards.
* Righteous Vengeance now also affects Crusader Strike.
* Crusader Strike is now An instant strike that causes 110% weapon damage. In addition, if you strike a player while they are casting, their magical damage and healing will be reduced by 50% for 6 sec. (That is not an official change. It is something we were experimenting with, but not a change we are going to make for 3.1. Source)
* Judgements of the Wise now immediately grant you 25% of your base mana. (Up from 15%)


Priest (Skills List / Talent + Glyph Calc.)
Holy

* Divine Hymn mana costs has been increased from 35% of base mana to 63% of base mana. Cooldown increased from 6 min to 10 min. Now Heals 3 nearby lowest health friendly party or raid targets for 4320 to 4774 every 2 sec for 8 sec, and increases healing done to them by 15% for 8 sec.

Shadow

* Psychic Horror cooldown has been increased from 1 minute to 2 minutes.


Shaman (Skills List / Talent + Glyph Calc.)
Elemental

* Totem of Wrath range has been reduced from 40 to 30 yards.
* Storm, Earth and Fire now reduces the cooldown of your Chain Lightning spell by 0.75/1.5/2.5 sec. (Up from 0.75 on all 3 ranks)


Warlock (Skills List / Talent + Glyph Calc.)

* Chaos Bolt damage has been increased, now deals 1429-1813 fire damage at max rank. (Up from 1243-1577)


Warrior (Skills List / Talent + Glyph Calc.)
Arms

* Rend (Rank 1) and Rend (Rank 2) had their damage slightly increased.
* Juggernaut has been changed to : Your Charge ability is now usable while in combat. Following a Charge, your next Slam ability has an additional 100% chance to critically hit if used within 10 sec.
* Taste for Blood now give you a chance to allow the use of your Overpower ability for 9 sec. (Up from 5 secs)

Fury

* Intimidating Shout range has been reduced from 10 to 8 yards.
* Improved Berserker Stance now increases strength by 3/6/9/12/15% instead of increasing attack power by 2/4/6/8/10%

Protection

* Warbringer now also affects Intercept and Intevene
* Improved Spell Reflection now works on the 2/4 closest party members within 20 yards.
 
Flask change is good I guess, dont like finishing a raid with still 1 hour+ left on flask.

The Immortal and Undying changes are lame though. It was something hard to try and do but now every man and their dog is going to get it.
 
I had no idea people still used Flasks for raiding tbh. Dont think we have used them since the start of WOTLK, or buff foods.

They're dirt cheap. If you haven't been using them you're not exactly making a smart decision and instead of being all bravado about it you just look silly. Choosing not to use flasks and food signifies a poor player. The flasks and food buffs are pretty vital, especially on Sartharion3 and the like.
 
Im leveling my shadow priest upto 80 for some HC mabe some small raids, what's the min stats i will need for decent dps? hit/crit/spelldmg ect.

75ish atm with mostly quest items.
 
I'm getting close to quitting WoW - for a while at least. I have my DK and my Rogue at lvl 80, my Priest and Warlock aren't far behind, however levelling now feels like a bit of a grind - I miss the feeling of exploring new turf that computer games used to be all about for me.

If I was brave enough I would delete all my characters and start again.
 
I'm getting close to quitting WoW - for a while at least. I have my DK and my Rogue at lvl 80, my Priest and Warlock aren't far behind, however levelling now feels like a bit of a grind - I miss the feeling of exploring new turf that computer games used to be all about for me.

If I was brave enough I would delete all my characters and start again.
Select new server and Bobs your uncle surely? =\
I'm back and playing since last night :)
 
They're dirt cheap. If you haven't been using them you're not exactly making a smart decision and instead of being all bravado about it you just look silly. Choosing not to use flasks and food signifies a poor player. The flasks and food buffs are pretty vital, especially on Sartharion3 and the like.

Exactly, anyone not using flask + food in a raid would get slated for slacking whether it was easy content or not. Poor show indeed.
 
I must admit, now we have naxx on farm most of us don't bother with flasks. It is easy enough now with our gear levels that we don't worry about it too much.

However, new stuff like when we do Ulduar and the like will be different, and of course I will buff up and whatever.

I always buy the best enchants for my character, and gem the best... but when we already murder 10 man naxx without much difficulty (using one tank for example even on kel) the flask isn't gonna help much :p

It does bug me though in new content and people dont use flasks, get enchants that kind of thing though.
 
Im leveling my shadow priest upto 80 for some HC mabe some small raids, what's the min stats i will need for decent dps? hit/crit/spelldmg ect.

75ish atm with mostly quest items.
About 2000 spell power, unbuffed. 250 hit seems more then enough with the +hit talents in the shadow tree. As much crit as possible, and as much haste as possible. I have 0.944~s mind blast casts with blood lust.
 
Hmm, this seems the tread to ask a few WoW questions, I've played before like so I know its good stuff.

How long do people think Blizzard can keep it going for? Its been 5 years now, and subscribers are still growing fairly rapidly. I does amaze me to think that in another 5 years its very likely to still be here.

Do you think anything really can topple it from its throne?
 
Is that one of the new servers?

yeah the new PVE server

currently working my way through warcraft 1 & 2, then ill do warcraft III. Want to fully understand all the lore before i start again so i can appreciate everything.
 
About 2000 spell power, unbuffed. 250 hit seems more then enough with the +hit talents in the shadow tree. As much crit as possible, and as much haste as possible. I have 0.944~s mind blast casts with blood lust.

You're totally off the mark. 2000 spell power unbuffed is something reserved for only the most hardened raiding shadow priests, most guys just coming up to their first raids typically have 1700-1800 as a good starting point, and 289 spell hit which is the cap with misery included. 250 isn't anywhere near enough, shadow priests with that amount will miss a fair bit. Sure it's only a low miss chance, but if that devouring plague misses, it's a substantial amount of DPS lost. Getting to the spell hit cap is much more important than increasing spell power.

Shadow priests aspiring to start the endgame should aim for 289 spellhit, then work on their spell power if they want a good foundation.
 
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