Patch 3.3

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fanto
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Patch 3.3

Post by fanto »

Zeit über den nächsten Patch zu reden ...
I don't know that I would say we want tanking niches. I ultimately am agreeing with what you're saying, but once we say "tanking niches" players have visions of the DK who parks outside of Icecrown until boss 4, 17 and 31 (yes, IC is that big).
Hihi
Heck, the IC trash is mostly Kael pulls. Different long speech for each one too.
:clown:
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Gefjun
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Post by Gefjun »

GC zu den 31 Icecrown Citadel Bossen:
I was the person who set the original Kill Yogg achievement to 22 minutes too. Just sayin'.
For tanks, having fun generally entails actively getting punched in the face. They're weird like that.
Akurus
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Post by Akurus »

Nicht ein, NEIN! 30 Jormungars :>

Edith:

Oder gleich die ganze Jormungarfamilie?
Jormuttar, Jorvatta, Jortochta, Jorbruda, Joropa, Joroma, Jortante, Joronkel, Jorstiefvatta usw :D

Edith2: Typo ausgebessert ^^





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"When a Paladin is in a fight, they dont just fight the enemy, they strengthen and rally their allies." Ornyx
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fanto
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Post by fanto »

Icecrown Citadel will feature a massive five-player dungeon sprawling across three wings of the citadel's foundation. While the Lich King's attention is focused on the Argent Crusade and the Knights of the Ebon Blade ripping through the front gates, players will be tested as they assist Jaina Proudmoore (Alliance) and Sylvanas Windrunner (Horde) in infiltrating the citadel through an alternate entrance.

An epic quest line will present adventurers with the task of weakening Icecrown Citadel's forces, requiring that players defeat the challenges in each dungeon wing before venturing into the next one. Normal and Heroic versions of the dungeon will be accessible to players, although each wing will be considered a separate instance; therefore, on Heroic difficulty, each wing will have its own separate lockout timer. All-new rewards -- including item level 219 (normal) and level 232 (Heroic) loot -- will be offered to those who destroy some of the Lich King's most formidable allies.

The Forge of Souls
Serving as the first wing in this expansive dungeon, the Forge of Souls will quickly put players to the test of carving through the Scourge stronghold into deeper, more treacherous locations. Jaina will command Alliance forces, and Sylvanas will direct Horde forces. The goal is to ruin the twisted engines known as soul grinders found in this portion of the citadel, and then players can advance -- that is, if the Horde and Alliance forces can overcome the foes who confront them.

Bosses

* Bronjahm, the Godfather of Souls: An instrument of reckoning, Bronjahm watches over the engines in the Forge of Souls. He must be killed if the soul grinders are to be destroyed.
* The Devourer of Souls: As the chief operator of the engines found in this wing, the Devourer stands guard over the souls stolen by the Lich King.


Pit of Saron
Accessible only to those who have laid waste to the Forge of Souls' unholy operations, the Pit of Saron will bring Horde and Alliance forces deeper into the Lich King's domain. Players who venture here will immediately be confronted by the lord of this lair, Scourgelord Tyrannus. But defeating him will not be as easy as it seems. Before they can present a threat to Tyrannus, the adventurers, instructed by their leaders, will need to free enslaved allies who have been trapped by the Scourge. Until that happens, Tyrannus will leave all adversaries to his minions, workers of the citadel's mines. Perhaps the challenges here will lend clues as to the whereabouts of the Lich King's private chambers outside of the Frozen Throne, deep within the Halls of Reflection.

Bosses

* Forgemaster Garfrost: A master of Scourge weaponry, the forgemaster hauls stocks of saronite ore and other precious materials to the cold forges where the mechanisms of death are born. With a host of rime weapons and exotic alloys at his disposal, it could get cold in here.
* Krick and Ick: Zombies serve as mindless muscle in the Pit of Saron's mines, stockpiling metals for Forgemaster Garfrost, and Krick -- a devious leper gnome -- supervises the operations from atop Ick, Krick's ghastly means of transportation.
* Scourgelord Tyrannus: Tyrannus is a terrible force who will no doubt demonstrate his powers to those brave enough to enter the Pit of Saron. The scourgelord must die if players hope to make their way into the third and final wing of this dungeon.


Halls of Reflection
With Jaina and Sylvanas leading the way, adventurers who make it as far as these frigid halls will quickly recognize the weapon that lies ahead: Frostmourne, the corruptive, legendary device of the Lich King himself. The Lich King's private chambers are within reach, although they may be the death of anyone who ventures there.

Bosses

* Falric and Marwyn: Captains for Arthas Menethil in life, Scourge commanders for the Lich King in death, Falric and Marwyn will be summoned to the Halls of Reflection for one purpose: destroying all intruders.
* The Lich King: Sylvanas, thirsty for vengeance against the corrupted prince who sentenced her to an existence as an undead monstrosity, and Jaina, eager to find a flicker of Arthas's soul locked somewhere within the Lich King, have brought their hand-picked allies to this final confrontation. Arthas's true power may only now be discovered. Is there any hope in this mission, or does only death await?
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fanto
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Post by fanto »

World of Warcraft PTR Patch 3.3.0

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnot ... notes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

General
Icecrown Citadel

* The Forge of Souls, the first wing of the 5-player dungeon, is currently available for testing.
* Additional Icecrown Citadel dungeon and raid content will be made available in future test builds.
* Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
* Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.


Classes: General

* Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
* Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
* Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player's level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
* Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.


Races: General

* Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.


Death Knight

* Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.


Unholy

* Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.


Druid
Pets

* Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.


Hunter

* Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.

Beast Mastery

* Intimidation: If the hunter's pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet's next swing or attack.

Pets

* Avoidance: Now reduces the damage your pet takes from area-of-effect damage by 30/60/90%, but no longer applies to area-of-effect damage caused by other players.


Mage
Arcane

* Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage's party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.

Pets

* Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.


Priest
Pet

* Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.


Rogue

* Dual Wield: Rogues now know this ability upon logging into the game at level 1.
* Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
* Vanish: For the first 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.


Shaman

* Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.

Elemental Combat

* Improved Fire Nova Totem: Renamed Improved Fire Nova. This talent now provides an additional 10/20% damage to the spell and reduces the cooldown by 2/4 seconds.


Warlock
Pets

* Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
* Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.


Warrior

* Victory Rush: This ability is now trainable at level 6.

Protection

* Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.


User Interface
Quest Tracking Feature

* This system is currently under development and is not fully functional.

Looking For Group System

* This feature is undergoing several improvements and is not available for testing at this time.
* For additional notes on Lua and XML changes please visit the UI & Macros forum.


Graphics

* A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum.


Professions
Enchanting

* Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster's target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.


Glyphs
Death Knight

* Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.

Shaman

* Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.


Bug Fixes
Druid

* Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds.

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.
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nacht
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Post by nacht »

Spektakulär sieht anders aus, aber vielleicht kommt ja nochwas nach.
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Estios
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Post by Estios »

* Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
JUHU :D
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Zoppi
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Post by Zoppi »

Estios wrote:
* Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
JUHU :D
gnarf :motz:
Si vis pacem, para bellum
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"Politik ist wie ein PUG raid, nur ohne Tank oder Heiler!" - Ädin
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fanto
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Post by fanto »

Erklärung zu den AoE-Petänderungen:
It is likely we will just replace the hunter pet Avoidance talent with one that increases pet dps. It is too situational to have as a talent now. Hunter pets will just take 90% less damage from creature AE the same as other pets do (meaning "for free"). We offer that avoidance as recognition that Fluffy doesn't have the AI to get out of the fire on boss fights and likes to go in straight lines between you and a target, even if that means crossing fire.

Ninety percent avoidance should be enough to survive almost all boss AE attacks for a second or two -- enough to get a heal or move your wolf (or sporebat). It isn't intended to let your pet just ignore AE completely and stand in void zones. If you're a pet class, you are going to have to manage the pet a little in dungeons and raids.

It was never our intent that pets just shrug off AE in PvP situations. In fact, it's a little goofy if you think about it. We just technically couldn't distinguish between creature and player AE before. We only go to that distinction as a last resort, since we like for PvP and PvE to work similarly. However we thought it was necessary in this case, since the complexity of boss encounters just doesn't always leave pets with a way to avoid the AE damage. We think PvP AE damage often is avoidable (dude isn't literally Bladestorming the entire arena at once), but we still understand that this is a PvP nerf to pets and we may buff them in other ways to compensate.

That is by design. Before we added the bottom row of pet talents, BM hunters felt that their 51-point talent wasn't attractive because they couldn't actually improve pet dps with those points. If we made it too easy to cherry pick the dps talents, I fear we'd be in the same situation again.

You can have 5 different pets now, so even if you find a talent somewhat situational, you can probably find a pet to give it to.

Besides, judging from these responses, most pets already had the points in Avoidance, so you should just see pet dps increase with the current build (assuming we stick with this plan).
lionking17288
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Post by lionking17288 »

Die Warteschleife der vorgefertigten Charakterkopien ist zur Zeit voll.

Bitte versucht es zu einem späteren Zeitpunkt erneut. Wir möchten uns für die dadurch entstandenen Unannehmlichkeiten entschuldigen.

Bitte warten Sie, bis der Charakterkopier-Vorgang abgeschlossen ist, bevor Sie sich auf dem Testrealm anmelden.
Überprüfen Sie unten die durchschnittliche Wartezeit.
wartezeit 4 tage oO :motz:
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nacht
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Post by nacht »

Das Gute ist, es gibt eh noch nichts zu sehen :D
Wer Quests in Icecrown gemacht hat, sieht nicht mal den Instanzeingang.
Bitte gehen sie einfach weiter.
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Estios
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Post by Estios »

(dude isn't literally Bladestorming the entire arena at once),
8)
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Tovi
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Post by Tovi »

* Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
Das sind unglaublich gute Neuigkeiten. Also doch wieder Rüstungspatches auf die Klamotten und Attack Power sammeln. Tovi wird Melee bzw. Tank Mage!
SC2 - Eve - WoW hab ich auch mal gespielt...
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fanto
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Post by fanto »

Icecrown Citadel Preview

Mal wieder etwas größer, d.h. es wird wieder 'ne Menge Trash geben ... jipiee.
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Bahkauv
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Post by Bahkauv »

We are trying to make haste a slightly more attractive stat for classes that utilize a lot of damage or healing over time spells, specifically Shadow priests, warlocks (though especially Affliction) and Resto druids. We realize other classes use hots and dots too, but I think we can all agree that it's a bigger problem for the ones I mentioned.

I'm going to share with you an idea that the class and item designers came up with for 3.3. This is a work in progress so it's possible we'll end up going a different way after we see how it plays. However I also wanted to explain our logic here in case it wasn't obvious.

We have new tech that will allow specific hots and dots to tick faster -- the time between ticks would decrease. This means more damage or healing per time but also having to refresh those spells more often. Since there is a trade-off, we're not sure the change is a no-brainer, especially in the healing case.

Because of this, we are planning on introducing the concept through glyphs. Glyphs represent a great test bed for new ideas because they are easier to change (and easier on the players when we do change them) compared to core spell functions or even talents. If we like the way it feels and players like the way it feels and the glyphs prove popular or fun, then this may be the kind of thing that shifts from glyphs over time -- not unlike the way some favorite set bonuses eventually become talents.

For 3.3 we are talking about introducing three new glyphs for Shadow Word: Pain, Corruption and Rejuvenation that would allow these spells to tick faster with the more haste you have. There are glyphs of Corruption and Rejuv already, and we're not sure how we're going to resolve those yet. For Shadow Word: Pain, we are likely to rename the current glyph to Glyph of Mind Flay, remove the old Glyph of Mind Flay, and increase Mind Flay by 10 yards in the base spell.

Again, these are not promises (nor ponies). For a variety of reasons, you may see these changes on the PTR or you may not. If you do see any or all of the three glyphs implemented however, we wanted you to have some idea of what we were trying to do. Feedback is certainly appreciated, especially if you get to try them out.
Coole Änderung, auch wenn sie erstmal nur angedacht ist.

Aktuelle PTR-Änderungen laut EJ-Forum:
Improved Felhunter: This talent now also reduces the cooldown on the felhunter’s Shadow Bite ability by 2/4 seconds.

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%.

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.

Shadow Bite: This pet ability now provides 15% increased damage for each of the warlock’s damage-over-time effects on the target.
Demo-Änderung ist top, Destro vermutlich eher eine PvP-Änderung und affliction... mal sehen.

komplette Patchnotes
"If you think this has a happy ending, you haven't been paying attention…"

Ramsay Bolton, S3E6
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