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Showing posts with label patch notes. Show all posts
Showing posts with label patch notes. Show all posts

February 8, 2008

2.4 Patch Notes Officially Released

For anyone who hasn't seen it yet, the official 2.4 patch notes are now up.

Here's the new stuff that caught my attention at first glance:

  • Players will no longer require an attunement quest to enter Hyjal.
  • Players will no longer require an attunement quest to enter the Black Temple.
  • You may now fight Prince Kael’thas and Lady Vashj without first killing all the other bosses in their respective dungeons.
  • When both flags are held in Warsong Gulch, the flag carriers will receive 50% increased damage done to them after approximately 10 minutes and 100% increased damage after approximately 15 minutes.
  • Players that have the resurrection sickness debuff will be worth no honor.
  • Frostbite: When a frost spell is reflected back at a Mage, it is now possible for the Mage to suffer from the Frostbite effect.
  • Weapon Skill: Points will be gained faster in weapon skills for levels 1 through 59.
  • Three jewelcrafting recipes to cut gems with spell haste from Dawnstones, Talasite, and noble Topaz.
  • Herbalism: Increased the chance that Felweed, Dreaming Glory, Ragveil, and Flame Caps will contain a Fel Lotus.
  • Mining: Increased the skill up potential for most smelting recipes.

November 7, 2007

2.3 Hypothermia Nerf Recalled

With another build up on the PTR (is this the last before the patch goes live in a week?), there's another last-minute bit of good news for frost mages, especially those who play arena. The patch change for hypothermia has been recalled in the latest build, restoring the duration to 30 seconds between ice blocks instead of the previously proposed 45 seconds.

World of Raids has the info on this and other changes as they're being discovered up in this thread. With any luck, we'll soon have news on whether the /stopcasting "fix" is still triggering the GCD all the time with imperfectly timed casts, as well. If not, I'll test it myself in the morning. I'd really like to start getting my new spec playstyle all ready for next week.

October 23, 2007

Mad Alchemist's Pots Pacify Potion-Makers

The latest update on the PTR patch notes page suggests that Blizzard's heard the complaints of angry alchemists dissatisfied with only getting a new unique sound for cauldrons in 2.3. We alchemists were mad, and we weren't going to take it anymore!

The developers' response? Mad alchemist potions, a super rejuvenation potion for alchemists only which promises some mysterious "other side effects." As always, MMO-Champion has the latest, but so far my priest hasn't been able to located the recipe on the test server. Still, it's cheap, it's trainable, and it finally gives us a use for ragveil. Suddenly I'm not feeling so mad after all.

October 16, 2007

Stopcasting in 2.3: A Return to Button-Mashing

New readers, please note! This post was based on theorycrafting from an old build of the patch 2.3 PTR. Button mashing is not viable in WoW 2.3. Instead, remove /stopcasting from your old macros, keep Quartz, and continue to try to start your next cast as soon as you enter latency phase. If you hit your button too early, it will not cause your current cast to fail (as it did in 2.2), but it may cause you to incur a global cooldown penalty.

GMW readers know I've talked about using /stopcasting macros with Quartz before, but with the PTRs up, it's time to take a look forward at how spell casts will be changing in patch 2.3. Here's the relevant portion of the patch notes:

"Client spell cast requests are now sent to the server even if your player is already casting another spell. This eliminates the need for /stopcasting in macros to compensate for latency."

How is this different from how casts in WoW work now?
Right now, casters who aren't using /stopcast macros lose cast time to lag on any spell which takes longer than the global cooldown to cast. Quartz is a cast bar mod with a built-in latency indicator which can currently be used to time when to hit a macro so that the client (your end) will let you force-stop your old spell and begin casting a spell before it heard back from the server saying that the spell was complete. Timed correctly, spell #1 would complete and spell #2 would start with minimal time lost due to your own lag or server latency. This requires a caster to carefully watch her cast bar and then hit her macro one time once the cast reaches the safe zone.

What does this mean for casters after the patch?
The change in 2.3 means that your client won't have to wait for a “go ahead” from the server in order for you to be able to start casting a new spell. The client will no longer lock you out of starting a new cast, which means that you'll be able to repeatedly hit your cast button until the server knows your last cast has finished. The first attempted cast which reaches the server after it registers your last cast as completed will go through. In essence, the effect will be like having v2.2 /stopcasts already macroed into all your spells. In practice, it means that we'll all get to go back to mashing our buttons instead of perfectly timing a single tap of our macros.

In spite of this change, Quartz will remain a useful tool, because it gives you a visual readout of when your spell should be finished. You can use the Quartz cast bar to spam your cast button just before the cast bar reaches the “safe zone.” Here's a look at the difference in the two approaches:

Summary
In 2.3, /stopcast macros will only be useful for interrupting spells (i.e., stopping your fireball cast to counterspell your target), and not for decreasing cast lag. Old macros which served the second function may now cancel your casts if used, so you should delete or alter them accordingly to remove /stopcast. To maximize your spell casts in 2.3 and beyond, get a cast bar with a latency indicator, and spam the button for your next spell when your cast bar approaches the latency phase.

October 12, 2007

Patch 2.3 Brings New Badge of Justice Rewards

Those guys at MMO-Champion just keep churning out the patch data. The latest updates include some screenshots from Zul'Aman as well as a long list of new heroic rewards available from badge of justice turn-ins. We've heard talk of of Karazhan and Zul'Aman dropping badges in 2.3, but unless I'm mistaken, it didn't show up in the official patch notes. Hopefully it's still true though, because most of us are going to be wanting a lot more badges soon.

Dps caster items of note:

  • Audacity & Depravity - Two of several PvP-focused trinkets with a Lifegiving Gem type use; +47dmg or +40 spell crit is nothing to sneeze at.
  • Fetish of the Primal Gods - A pretty nice stat-heavy off-hand, with spell haste rating and 37 damage. This is probably an across-the-board upgrade from the spell school specific badge of justice rewards currently in game.
  • Cloak of Subjugated Power - An excellent purchasable PvP cloak, and a possible PvE upgrade from the Shawl of Shifting Probabilities. It has less crit, but more damage, some resilience, and a lot more stamina. For shadow priests, the Cloak of the Black Void will still win out when stacking straight spell damage, but if you're a dps caster who's been PvPing in your Sergeant's Heavy Cape, you're going to want one of these.
  • Runed Spell-cuffs - The Bracers of Nimble Thought are BoE crafted cloth wrists that can be made from a pattern which drops in Black Temple, and uses BT mats. Some guilds have been selling BoE crafted gear from BT, but it looks like they'll be less in demand now, since the cuffs are basically a slightly tuned-down version of them.
  • Studious Wraps - Imagine if your Tier 5 gloves had sockets on them. Good lord, these are going to be nice.
  • Voodoo-woven Belt - It's a nice belt, but it's not socketable like my Spellfire Belt is. It does have spell hit on it, and a lot of crit, but if I went back to fire I'd probably use Fire-Cord of the Magus, a trash drop in The Eye. The Belt of Divine Inspiration off of Maulgar also remains a good option for people not looking for more crit or hit, and is socketable.
  • Carved Witch Doctor's Stick - This is another real winner. It'll be the second socketable wand in the game (along with this quest item), and it's got 18 damage plus stats. Shadow priests will be able to socket it up to 27 dmg, making it better than a Black Temple drop. For my mage, I'd be torn between this and the Wand of the Forgotten Seer (which has no stats), but since Solarian hasn't dropped one of those for me yet, I'll be getting my badges ready anyway.
What does this mean for you, your guild, or the game in general? To start with, people may finally be breaking their tailoring sets without touching Tier 5 or Tier 6. Also, a lot of raiders are now going to be trying to pack in 25-man raiding, Zul'Aman, and heroics for a while, which may stretch us a little thin, but will probably be a good thing for more casual PvE players who've been having trouble finding crafters with primal nethers or people to run heroics with them. Really, I can't scoff at unexpected purchasable upgrades at all, but I'm going to have to find some time to fit in more five mans again.

What's that, you still require more patch loots to drool over? Very well. Have some Zul'Aman weapons.

October 11, 2007

PTRs Are Going Up Tonight!

Hortus drops the bomb on the WoW boards. Looks like I might see some ZA this weekend! Meanwhile, salivate over some new tidbits I've plucked from the official 2.3 PTR patch notes:

Guild Banks

  • Will be accessed through "guild banker" NPCs.
  • Will have 6 "tabs" containing 98 item slots each. Each tab can be given separate access permissions as far as who can view, deposit, or withdraw gold or items, which the guild leader can set up.
  • Will keep a log of the last 50 banking transactions.
Weapon Skill and Expertise
  • Expertise rating appears to be the new weapon skill. Each point of expertise reduces the chance your opponent will dodge or parry your attack by 0.25%.
  • Most items with weapon skill have now been changed to grant expertise rating. Ranged weapon skill has been reitemized to +crit or +hit.
  • Dwarves will now gain +1% crit with guns instead of increased weapon skill.
  • Trolls will now gain +1% crit with bows and throwing weapons instead of increased weapon skill.
Reputation-Based Vendor Discounts
  • A change to the faction vendor system now gives increasing discounts as your rep goes up. 5% for friendly, 10% for honored, 15% for revered, 20% for exalted.
Pets
  • Will try to get behind their targets in melee now.
  • Will not trigger items or abilities that proc "on killing an enemy" when they die.
Auction House
  • Will now allow you to sell items for 12, 24, or 48 hours.
  • Now sports reorganized categories.
Mail
  • Will now let you send up to 12 items in a single message.
  • Right-click will now place an item in the outgoing mail.
Daily Quests
  • Will now show up as blue exclamation points.
  • Have been added to one random battleground each day, and can be picked up by the battlemasters in capital cities.
  • Have been added to Outlands 5-mans, as well as CoT. One random heroic and non-heroic dungeon a day.
  • There are now daily quests for fishing.