PDA

View Full Version : Leaked V.1.10 patch notes.


Valas Azuviir
26-02-2006, 10:00 PM
No clue how credible this is, but apparently Blizzard has already let the cat out of the bag on the Taiwanese boards. I just picked it up from a site that did the translation, I'd link to it, but unfortunately they got goldselling and power levelling adds plastered across half the screen.


On Saturday, 1.10 changes for every class were revealed on the Taiwanese Official World of Warcraft Forums. There have been several threads going in an attempt to understand these changes and translate them into English. The following is a compilation of forum posts and translations of the Taiwanese forums as well as the links to the original posts. It can be assumed that the English versions of these posts are forthcoming. With the release of these upcoming changes it would seem that 1.10 will be on the test realm very soon. Tuesday perhaps?


Credit for most of this translation goes to


Aegan

Level 60 Night Elf Hunter
Guild: Incandescent Dawn
Realm: Suramar


Warrior:

http://forum.wowtaiwan.com.tw/twow_forums_page3.asp?topic_id=22727&forum_id=10&GoPage=1&lis=

1. Execute - Execute will work with Sweeping Strikes again. If the target of the Sweeping strikes proc has less than 20% health then they will take full execute damage. If they are above 20% they will take a normal swing of your weapon in damage.

2. Whirlwind - When used with Sweeping Strikes, it will only hit one extra person (on top of the 4 from whirlwind) This will only use up a single Sweeping Strikes Charge.

3. Flurry - Fixed a bug where all ranks of this talent were not properly being triggered.

4. Retaliation - Fixed a bug where this skill was not functioning correctly as a melee attack.

5. Intimidating Shout - When it is resisted by the main target, it will no longer apply its fear. The fear is now limited to 5 targets.

6. Flurry - The speed improvement from Flurry will only be applicable for the next 3 swings.

7. Sweeping strikes - The damage from the extra attacks generated by Sweeping Strikes will now take into consideration the armor of the target being hit with the extra attack rather than the armor of the person you are swinging at. (Ie: No more swinging at mages to do massive damage to plate wearers)

Rogue
http://forum.wowtaiwan.com.tw/twow_forums_page3.asp?topic_id=22724&forum_id=6&GoPage=1&lis=

Translation:

1. Slice and Dice: If you attempt to use this skill when your target is dead, you will get an error message. This skill cannot be dodged, parried or missed.

2. Sap: When sap is resisted, Lightning Shield will not break stealth.

3. Remorseless Attacks: This talent will not trigger when you kill a monster that does not yield experience, or a player that does not yield honor points.

4. Distract: this skill will no longer trigger Lightning Shield from Shamans.

5. Blade Flurry: The damages of the extra attacks will now be determined by the armor rating of the secondary target.

6. Blind: Blind is no longer considered a melee attack, and cannot be parried or dodged.

Hunter
http://forum.wowtaiwan.com.tw/twow_forums_page3.asp?topic_id=22719&forum_id=3&GoPage=1&lis=

1. Multishot - The attack power of this skill has been normalized. All ranged weapons will now use 2.8 as the standard multiplier. Weapons that are slower than 2.8 will see their damages reduced slightly, and weapons that are faster than 2.8 will see their damages increased slightly.

2. Aimed shot - (Same as above)

3. Improved Aspect of the Hawk - the duration has been increased from 8 seconds to 12 seconds. The speed improvement will not start until the second shot has landed. This was changed to fix a delay problem in the talent.

4. Hunter's Mark - (this is where I couldn't really understand what it said...something about the caster will not be listed under the mob's "threat list", and something about a debuff...)

5. Claw and Bite - pets using these skills will now gain appropriate amounts of threat depending on the rank of the skill. Previously, only rank 7 and 8 were causing the right amount of threat.

6. Beastial Wrath - will not generate any threat for the caster.

7. There will be new wild boars showing up in EPL with Rank 6 Charge.

Shaman
http://forum.wowtaiwan.com.tw/twow_forums_page3.asp?topic_id=22725&forum_id=9&GoPage=1&lis=

1. Lightning shield - Environmental Damaging effects (campfires) will no longer eat charges of Lightning shield.

2. Grounding Totem - this totem will no longer absorb the following effects: Frostguard, Hammer of Titans, Annihilator, The Chief's Enforcer, The Judge's Gavel, Blacklade of Shahram, and Bonereaver's Edge.

3. Flurry - the speed bonus will only exist for the next 3 attacks.

4. Healing Wave - mana cost reduced by 9%.

5. Shamans will now be able to use equipped items in ghostwolf form.

Priest

http://forum.wowtaiwan.com.tw/twow_forums_page3.asp?topic_id=22716&forum_id=7&GoPage=1&lis=


My translation with others feedback. (updated up to Moirain's post on page 2)

=-=-=-=-=1.10 Priest Change posted on WoW Taiwan offical forum=-=-=-=-=
Translation by Drenden, Kallistae, Jediah, and Moirain, and a druid (hehehe).

1. Free Respec.

2. Decrease cost on all training skills.

3. Prayer of Fortitude has an increased range and area effect.

4. Holy Fire is now a non-talent trainable skill. First obtainable at level 20.

5. Mind Soothe is now an instant spell.

6. Shadowform: reduce physical and ranged damage. See talent trees for more info.

7. Feedback (Human): See Eyonix's post for details. When using Feedback, the human priest will surround himself with anti-magical energy. Any successful spell cast against the priest will burn mana from the attacker and deal Shadow damage.

8. Elune's Grace (Night Elf): The ranged damage reduction from Elune's Grace will be increased, both its duration and mana cost will decrease, and the spell will also increases the priest's chance to dodge. This spell now has a cooldown.

9. Shadow Guard (troll): will become an instant cast ability. The tooltip will also be updated to reflect that damage caused by the spell causes no threat. Such is already the case, however, is not currently documented.

10. Inner Fire: (see Eyonix's post) Inner Fire will provide more armor than before. The duration will also be increased to 10 minutes but now the effect will be removed when the caster endures twenty successful damaging melee or ranged hits. mana cost is increased.

(11-14, see Eyonix's post)
11. Desperate Prayer (Human and Dwarf): Reduce cooldown time.

12. Touch of Weakness (Forsaken): will become a 10 minute self buff which is triggered when the caster become struck by a melee attack. The effect will otherwise remain the same. mana cost greatly reduced.

13. Hex of Weakness (Troll): will apply a -20% healing modifier in addition to its normal effect. The healing debuff does not stack with the warrior's Mortal Strike ability, although the damage penalty will stack with either Touch or Curse of Weakness. mana cost greatly reduced

14. Star Shard (Night Elf): Starshards has been redesigned to work similar to Curse of Agony, dealing lower initial damage which increases as the duration continues. The mana cost will drop substantially for all ranks, approximately 30%. and the spell damage will be increased aproximately 17%. All ranks of this spell will have a 6 second channeling duration.
15. Lesser Heal: mana cost reduced by ~9%.

16. Heal - Rank 2, 3, and 4 reduce casting time to 3 seconds and more (see notes by Moirain and Jediah).

17. Greater Heal: reduce casting time to 3 seconds. (see notes by Moirain and Jediah)

=-=-=-special note by Jediah=-=-=-=
#16 and 17 both include a part about them being reduced in mana cost by 10%, and also, since the cast time has been reduced, they won't benefit with +healing or +dmg/healing gear as before.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-special note by Moirain=-=-=-=
the translation about "heal" seem to be saying about mana/heal efficiancy increase and also that Greater heal, since cast time is lower than 3.5 seconds , no longer receives the entire +healing effect from gear. :(
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

18. Vampiric Embrace: traget resisted the damage will not have healing effect. (nothing new)

19. Power Word: Shield: "now getting 10% of dmg/heal gear." (Thanks to Kallistae)

20. Holy Nova: increase mana cost and no cooldown time.

Mage

http://forum.wowtaiwan.com.tw/twow_forums_page3.asp?topic_id=22721&forum_id=11&GoPage=1&lis=

_________________________________________

Im guessing...

1. Frost Ward will now automatically be used when it becomes refreshed if already activated.
2. Fire Ward will now automatically be used when it becomes refreshed if already activated.
3. Detect Magic had a problem where it increased the aggro levels of mages. It has been reduced to not cause so much hate anymore.
4. Ignite now only stacks with criticals from the original mage. It does not stack together with other mage's Ignite criticals.
5. Increased the range of Arcane Brilliance.

Paladin:

http://forum.wowtaiwan.com.tw/twow_forums_page3.asp?topic_id=22723&forum_id=12&GoPage=1&lis=

1. Blessing of Light - different ranks are no longer stackable - the ability for this to stack was not intended.

2. Judgment of Righteousness - Accuracy Increased (note: i want to say 100%, but i am not quite sure how it works)

3. Righteous Fury - Wil now cause appropriate extra threat with all holy damage.

4. Holy Shock - Can now be used with Divine Favor and Illumination.

5. Holy Shield - Mana cost reduced by 15%, and +spell items will now affect this spell.

6. Eye for an Eye - Can be triggered while mounted.

7. Blessing of Sacrifice - This blessing can no longer be used to save the target from dying due to other spell effects. (eg. You can no longer Blessing of Sacrafice a Warlocks Pet and have him use 'Demonic Sacrafice' to have both Master Demonologist and Demonic Sacrafice buffs enabled at the same time)

8. Seal of Command - Can now properly trigger when the paladin is silenced.

9. Improved Seal of Righteousness - Tooltip updated to reflect actual usage. This talent increases 3-15% damage for both seal of righteousness and judgment of righteousness

10. Lay on hands - range increased.

11. Divine Intervention - range increased.

12. Holy Shield - tooltip updated to reflect extra damage done.

13. All improved blessings have their ranges increased.

14. Holy Shock - mana cost reduced.

15. Monsters that are immune to scorpid sting will now be immune to vindication as well.

Warlocks:

1. Curse of Agony - No longer interrupts spell casting.

2. Soul Fire - Returns a soul shard to the warlock if a target that yeilds experience or honor dies within 5 seconds of the cast.

3. Rain of Fire - Now correctly triggers Pyroclasm.

4. Master Demonologist - Is now applied when a minion is banished or not under the warlock's control.

5. Curse of Doom - Can no longer be cast on targets who are Mind Controlled.

6. Shadowburn - No longer returns a shard if resisted or from targets that do not yield experience or honor.

7. Curse of Weakness - Mana cost reduced.

8. Curse of Recklessness - Mana cost reduced.

9. Mobs that are immune to Fear effects are now also immune to Death Coil. (Note: This does not say 'Players are able to break the effect of Death Coil with Fear Breaking Effects.' It says that mobs (NPCs) that are not fearable, will no longer be affected by Death Coil)

10. Suffering (Voidwalker) has an increased radius. The tooltip has been updated. New warlock talent calculators will be on the site soon.

Druid:
http://forum.wowtaiwan.com.tw/twow_forums_page3.asp?topic_id=22720&forum_id=8&GoPage=1&lis=

1. Healing Touch Mana cost reduced by 9%.

2. Ferocious Bite: cannot be parried, dodged, or resisted?

3. No cure poison in Moonkin.

4. Gift of the Wild - Now has an increased range

5. Rip - now a bleed effect.

6. Druids in shape-forms can now use any Equipped item

7. Soothe animal and Rebirth are now affected by Nature's swiftness.

8. You can no longer die from shifting out of bear at low health (MoTW bug).

9. Pounce no longer causes its DoT if missed or blocked.

10. No idea.

11. Players will no longer be immune to snares for 1 second when performing a shapeshift.


Some chaps offered corrections on the translations, reproducing them in italics.

I'm pretty sure that the Druid change says "Druids in shape-forms can now use any EQUIPED item". That's different from your translation. This means that they can use an item which has a use. It does not mean that they can use potions and weapon procs.

Ferocious Bite: cannot be parried, dodged, or resisted?

i think this means combo points will no longer be lost when it is parried, dodged, or resisted.

bwirum
26-02-2006, 10:05 PM
Hopefully not so credible..

Nosaj
26-02-2006, 11:30 PM
As far as I can tell, the warrior changes are true. >:(

Kirkburn
27-02-2006, 12:26 AM
Not exactly leaked, since the changes are from blizzard posts on the forums. (For confirmation, people, you can use Google to translate)

New warlock talent calculators will be on the site soon
Eh?

Lexann
27-02-2006, 12:56 AM
Eh?Umm.. yeah. We did 'locks already, didn't we?

I'm really interested in seeing what they come up with for mages.

Cloaksheed
27-02-2006, 07:51 AM
That just shows the class changes, what about everything else?

Valas Azuviir
27-02-2006, 09:11 AM
That just shows the class changes, what about everything else?

No idea, I simply posted what they had available, and the above was it.

Kirkburn
27-02-2006, 03:51 PM
They posted the changes in each of the TW class forums, so the other changes weren't included.

Astayanax
27-02-2006, 04:13 PM
Well the mage review sounds typical enough. It is all about 1.11 :p

chelate
27-02-2006, 07:27 PM
10. Inner Fire: (see Eyonix's post) Inner Fire will provide more armor than before. The duration will also be increased to 10 minutes but now the effect will be removed when the caster endures twenty successful damaging melee or ranged hits. mana cost is increased.

That better be freaking wrong, or the whole 10 minute thing is pointless.



I was hoping for Holy Form too :p Have they not realized no serious priests use shadow after 55?

/edit: WTF, where's my smite improvement? I thought they were going to make it even approach the damage/mana ratio of Mind Blast?

Raistlin Majere
27-02-2006, 07:37 PM
I was hoping for Holy Form too :p Have they not realized no serious priests use shadow after 55?
I take it you don't PvP much.

chelate
27-02-2006, 07:43 PM
I take it you don't PvP much.

OK, PVP is the one area and I do totally agree, there is all shadow there. But, there are also a lot more people more regularlly running instances who could benefit from a damage reducing/holy increasing form. Yes I say this knowing full well shadowspec's basic idea is to kill things and holy isn't. However I was hoping for the priest to become more flexible and for bliz to kind of push both holy and shadow as being usable in PVP or instances (then again, ss can pretty much stop healing save for vamp embrace, which you must admit can do a decent job).

I'm just ranting at this point. Sorry, I didn't really note shadow as being PVP. I just want holy to become PVP too.

Hateblade
27-02-2006, 07:44 PM
I'm just ranting at this point. Sorry, I didn't really note shadow as being PVP. I just want holy to become PVP too.

If Holy was PvP AND healing, wouldn't there be no need for Shadow?:ponder:

Sounds like balence

Astayanax
27-02-2006, 07:46 PM
I think it is balanced. If you look closely, Shadow lowers physical damage by 15% (or was it 10%? bah) and now Holy will lower spell damage by 10%. As for increased holy output, that is what gear is there for.

chelate
27-02-2006, 07:59 PM
If Holy was PvP AND healing, wouldn't there be no need for Shadow?:ponder:

Sounds like balence

Blah I cant even come up with something after this, you've your mind set that way and I've set mine. Basically I think holy is the best damage type and I just wish it could get some buffs to how good it really can be, it kind of sucks that you ARE a healer so youre running instances, or you ARE shadow so youre pvp, but you're not that great trying something else.

chelate
27-02-2006, 08:00 PM
I think it is balanced. If you look closely, Shadow lowers physical damage by 15% (or was it 10%? bah) and now Holy will lower spell damage by 10%. As for increased holy output, that is what gear is there for.

15%, and increases its damage by 15%. Still, 10% lower spell if you buff a talent isnt as good, IMO. Just me I suppose. All over this discussion :p

Let it die, it's early.

Raistlin Majere
27-02-2006, 08:06 PM
I've been ranting about similar situations for Druids as well. But that is off topic.

Astayanax
27-02-2006, 08:39 PM
15%, and increases its damage by 15%. Still, 10% lower spell if you buff a talent isnt as good, IMO. Just me I suppose. All over this discussion :p


The casters will disagree. But anyway though, consideration have to be given that this is very low in the holy tree whereas the shadow version is the last talent on the shadow tree. Another thing that would greatly help holy priest survivial is the 25% damage of crits received over 6 seconds. Stuff like that is huge. Then the fact that Power Word shields if you put points into it will absorb even more damage, which then gets buffed again by the +dam/healing gear you have.

Last but not least, there is no holy resistance gear in the game so it would be unbalanced if holy damage capabilities of priests get improved too much. I think it is reasonable right now as certain builds can give you +10% crit to holy damage spells among other things.

Kirkburn
28-02-2006, 03:55 AM
Good point about the lack of holy resistance .. but then, you wouldn't want to start resist heals :)

construct
28-02-2006, 04:28 AM
I was hoping for Holy Form too :p
Looks like the new Spirit of Redemption is the closest thing we'll get to a holy form. That will be pretty interesting to see it in action.

Fizzles
28-02-2006, 09:17 AM
10. Inner Fire: (see Eyonix's post) Inner Fire will provide more armor than before. The duration will also be increased to 10 minutes but now the effect will be removed when the caster endures twenty successful damaging melee or ranged hits. mana cost is increased.

That better be freaking wrong, or the whole 10 minute thing is pointless.



I was hoping for Holy Form too :p Have they not realized no serious priests use shadow after 55?

/edit: WTF, where's my smite improvement? I thought they were going to make it even approach the damage/mana ratio of Mind Blast?

About inner fire you are absolutely right; better to leave it 3 minutes and keep the cost the same as it is now.
Shadow priests could get a place in the endgame. When everybody told me to make a holy priest after all that hard labor to fine tune my shadow priest, or not be asked for any stuff my guild did, I was so pissed I didnt play my priest for months.
Mark my words; in raids shadow priests will stand next to locks! (they can increase eachothers damage and heal their party for 30% of their damage output)

And holy damage is increased in such a way that if you dont have any serious healing to do, you can do reasonable damage, and not outdamage mages. (and be kind to those poor bastards, they are having a rough time)

opex
28-02-2006, 02:17 PM
Have they not realized no serious priests use shadow after 55?

Actually I have managed to convince my guild a shadowpriest dps is an advantage to the raid due to very high dps and a lot of utility to raid both as shadow dps, VE heal tapping locks, emergency tank healing takeover or just heal when a fight requires more healers.

I am on test period but already have recieved good comments. I can keep warlocks full hp and they can dps all the time thanks to the embrace and usually end up any fght with mana full.

My dps is 10th in the entire raid and that includes healing on AoE places, dispelling on lucifron, healing on bad lavapack pulls when I shifted out of shadow to retake a dead healer's place. Healing on Golemagg offtank and healing mages on Majordomo.
Now think how much higher I could get when not healing. Never underestimate a shadowpriest singletarget dps. It does not match that of dmg specced locks, but on the other hand they are not a hybrid (yes, shadow priest is a hybrid, an off dps and offhealer... decent in both).

I will have to collect ZG gear until I get the BWL one as MC doesnt offer anything except anathema and a few nonclass items to a shadowpriest but I accept this. I currently base on my pvp items and some mana/5sec items (some epics already). I get oom on Garr at about 30% of his hp due to the weakness of my gear.

Ofcourse You need to spec shadow with an intention of pve, so drop a few pvp utility talents (silence and scream) to get the agro reduction. (45% base from talents + paladin's salvation). I only got agro once so far when nuking the hell ou of an ancient core hound with too many mind blasts when he had only 1 sunder (was a dps noob back then ;) )

For the gear, I am allowed to roll any item I want (guild rules). I did however state that I will not roll over a healer on a healing gear as I know it benefits the guild a lot more for him to take it. Thats partly why I am waiting for Anathema for a bit longer then I would were I holy specced.

Btw, You dont want to ask what it took me to convince the guild to accept this. It was a big and heated discussion and we lost 1 warlock who was too angry about this. Overall it ended up with 1 shadowpriest and 1 feral druid spots in our raids. The feral druids (2 right now) can roll on any items they want and actually tank great (one of them got the dark iron ring over a warrior).

Overall, never treat any class as 1 sided. Each class can have many utilities, jusst takes an open minded guild to find and test them. I found one and am a one bloody hell happy dwarf. ;)

Cheers to all other priests who dared to oppose the stereotypes. :smiley:

Astayanax
28-02-2006, 03:37 PM
Alot of people underestimate Shadow Priests in PvE. I would take 4 holy priests and 1 shadow priest any day of the week over 5 holy priests.

pliggers
28-02-2006, 04:01 PM
Dont think these are valid basically down to this fact

16. Heal - Rank 2, 3, and 4 reduce casting time to 3 seconds and more (see notes by Moirain and Jediah).

17. Greater Heal: reduce casting time to 3 seconds. (see notes by Moirain and Jediah)

=-=-=-special note by Jediah=-=-=-=
#16 and 17 both include a part about them being reduced in mana cost by 10%, and also, since the cast time has been reduced, they won't benefit with +healing or +dmg/healing gear as before.

They could not do more to annoy as many priests. in a patch made for them to nullify the gear they've spent months running MC, ZG etc to obtain. If they removed the +healing etc I for one would be rerolling a mage or rogue

kayuhui
28-02-2006, 04:53 PM
Correction on Druid changes: As far as I can check with the official chinese translation of skill names, the skill in question for number 2 is Ravage. So ravage can no longer be parried, dodged or blocked. This makes sense it's a stealth attack.

Gaelan
28-02-2006, 05:48 PM
Dont think these are valid basically down to this fact

16. Heal - Rank 2, 3, and 4 reduce casting time to 3 seconds and more (see notes by Moirain and Jediah).

17. Greater Heal: reduce casting time to 3 seconds. (see notes by Moirain and Jediah)

=-=-=-special note by Jediah=-=-=-=
#16 and 17 both include a part about them being reduced in mana cost by 10%, and also, since the cast time has been reduced, they won't benefit with +healing or +dmg/healing gear as before.

They could not do more to annoy as many priests. in a patch made for them to nullify the gear they've spent months running MC, ZG etc to obtain. If they removed the +healing etc I for one would be rerolling a mage or rogue


What? They aren't removing any benefit of +healing. All your current heals you use, flash heal etc, will still benefit the same exact way. Greater heal will now benefit slightly less than before because the reduction in speed. But nobody ever used GHeal anyway, so it doesn't really matter. No spell fully makes use of +healing/damage unless its 3.5 speed or slower in pre-talent cast time. Now that its 3 seconds pre-talent, it'll still use 86% of the +healing amount.

Your flash heals are 1.5 speed un-talented so currently they only make use of 43% of your +healing/damage total. They set the system up this way so you can't stack a ton of + healing gear and make the very fast/low HP heals just as powerful as the slow/big HP heals. They scale like Attack Power scales to weapon speed. Faster the weapon, the less damage per hit AP grants you. Slower the weapon, more damage per hit AP grants you.

Another example is that 2 flash heals get the same benefit from +healing as 1 new 1.10 GHeal as 2 flash heals = 1 GHeal in time cast. Also if you notice the numbers I mentioned above, 1 flash heal is 43% of +healing, so 2 flash heals is 86% of +healing, or the same % as 1 GHeal.