If you would like to see the full notes, I refer you to the following pages:
Latest Patch Notes: http://www.worldofwarcraft.com/patchnotes/
Latest Test Realm Patch Notes: http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
The information found in the above links will remain updated as any further changes are made.
With so many patch notes, I’m not about to comment on every single one of them. However, I will talk about some of them below that have particularly caught my eye. Some of these changes I have already discussed and you can find by reading other articles I have posted over the last week or two.
I welcome you all to share your thoughts on the patch here as well. Feel free to comment on the specifics I point out here, or any other portion of the patch notes that I do not specifically cover.
The following points will be broken down into the same category they fall under within the patch notes.
For the individual class notes, there are many classes that I do not have enough experience playing to give an honest opinion on the changes, so I may skip over some of the specific classes. Nearly every class received at least some form of update though, so if you would like to get more details on those changes then I suggest you look at the patch notes yourself for the details.
The local Postal Service has grown tired of walking so far each day to collect mail and have decided to install a large number of new mailboxes to Stormwind, Undercity, Darnassus and Orgrimmar.
This is the only thing I want to point out in the General section that I have not already covered. The lack of mailboxes in many of the towns drives me crazy. Including “a large number of new mailboxes” in cities is an excellent change that I welcome with open arms. Tons of mailboxes and double bank and auction house locations are the one thing that I love about Silvermoon, and the lack thereof is the one thing I hate about everywhere else.
This change holds a lot of potential. Finally we see something from Blizzard aimed directly at twinks. While I’m not a hardcore twink, I do enjoy doing it. Giving players the ability to shut off their experience gain is excellent. You can now power level your twinks to the desired level, turn off their experience gains, and then go farm all the items and achievements you want without having to worry.
It’s also worth noting the 4th bullet there. If you turn off your experience gain, you will only participate in battlegrounds with other players who also have it turned off. So basically we have an opportunity have have twink vs twink and non-twink vs non-twink battlegrounds, so those of use who do like PvP but don’t like going up against players who live solely for that reason might actually stand a chance.
Now, there’s nothing stopping those twinks from turning their experience gain back on before a BG so they can face non-twinks instead, but they have to fork over 10g every time they want to make the change back and forth.
Axe Specialization (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes.
Orcs are now able to apply their racial specialization to fist weapons. Shamans and Rogues are the only classes I ever see using fist weapons, and shamans far more than rogues. Not a big deal in my opinion, but it might bring a little more attention to the orcs.
Increased bonuses to block value is a pretty big deal. It doesn’t double from the shield itself, nor from your Strength score, but all other equipment that grants you bonus Block will be increased. My Prot Paladin readers should love this one.
After posting this the thought occurred to me to actually look at some gear out there, and after having done that I’m really not entirely sure that this is going to be that big of a deal. There aren’t all that many options for increasing your Block, and the ones that do aren’t necessarily worth taking over other pieces that don’t. For now I’m going to jump over to being neutral on this one until I’ve had a chance to do some more looking. Extra block value is always good, but the change itself might not have all that much impact.
A lot of people threw fits about Mana Regeneration nerfs in the previous patch. I don’t know that this is going to solve any of those opened wounds, but at least we’re seeing a little bit of an increase in mana regen.
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.
This change might be nothing, and it might be a life saver. Being able to use them as spell interrupts even against targets that are immune to silence can be a very welcome addition to your arsenal if you happen to play a race/class that has these abilities.
Due to significant talent changes, all death knight talents will be reset for players.
Death Knights are the only class mentioned as receiving all of their talent points refunded. If you have a build that you like and don’t want to forget it then I suggest you copy it down somewhere before the slates are wiped clean.
I make no claims towards being knowledgeable about Death Knights. Since I don’t know how significant the impact of these changes are going to be, I will leave it to others who know more about the subject to give details concerning them.
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.
This is the main update that interests me in the mage. There’s nothing worse than knowing that you have to flee in order to survive, popping invisibility, and then immediately finding it disrupted right in the middle from some random hit.
Paladins have the longest list of changes in this patch, and they really covered a lot of different points. All specs are going to feel the effects of this patch in one way or another.
Since I have recently devoted much of the blog to Protection Paladins I am going to discuss more of their points than others.
Blessing of Sanctuary not giving +10% Stamina is HUGE. This effect is in addition to the effect that it already has. Not only are you gaining more hit points, which is always good for a tank, but you are also increasing your spell power (assuming you’ve spent the talents points for it) which in turn will increase the amount of threat that you are able to generate.
I really don’t like the change to Exorcism. I do like that you will be able to use it on players again for when I do happen to need to PvP, but adding a cast time completely removes it as a viable option for being included in my tanking rotation or as a form of taunt to get stray mobs to turn their focus back to me. If there was anything I would be willing to do a little QQ over, it would be this. But, it’s not essential in any way, so overall I dislike it but really don’t care at the same time.
Lay on Hands provided a damage reduction buff rather than bonus armor makes this an even more effective tool for use in grinding and farming, as well as tanking in general.
After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes.
Giving rogues more options for better weapons is sure to thrill the rogues out there. I’m not a huge fan of the class myself, but it seems like a good change to me and I’m sure most rogue players will be pleased with it.
The shaman is also receiving quite a few changes in this patch, so I would suggest you go take a look at the full notes if you happen to play one.
The new totem bar options are going to be a huge benefit to shamans everywhere. Being able to drop all four totems at once, on a single cooldown is huge. You have three customizable options for each spec, thus dual spec players can have up to 6, so you can get different groups of totems set up for different occasions.
The increase in base hit points for shamans is something that is definitely overdue. In articles read prior to full patch notes being released an interview revealed that nobody on the current team remembers why shamans had the lowest health pools in the game and that they would fix it in 3.2.
I think the most profound impact form this patch is going to be right here in the user interface. Many of these changes are going to do away with the need for existing addons.
The first four items on the list probably hold the least impact, but there are existing mods that provide this same functionality.
Being able to see whether or not it is possible to interrupt a spell will save some players the hassle of wasting their interrupts, or perhaps it might prompt them to use them more frequently depending on the situation.
The Item Comparisons may very well take the place of the RatingsBuster addon as it performs nearly the exact functionality. The one benefit that RB still holds over this is that it does it for you automatically where the new option requires you to hold the Shift key in order to see the information.
Macros/Scripts not being able to target totems is going to make pvp against shamans a bit more of a struggle, which is actually a very good thing for those of us who like playing shamans. Macros that do this completely defeat one of the prime resources that shamans have to offer.
Quest Creatures/Objects showing up on maps, along with the changes to quests in the previous patch almost completely defeats the need for addons such as QuestHelper and Carbonite. Whether the new changes will work as well as these addons still remains to be seen, but there is potential now to see these addons sent to their graves.
Vendor prices listed on items will help you select your quest rewards if you wish only to sell the item instead of using or disenchanting it. I use an addon for this very purpose right now. I don’t remember the name of the one I use right off the top of my head, but it’s another addon being replaced by new in-game options.
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.
Since this is mentioned as a “return” I will assume that this is something that was available before I started playing the game as I do not remember ever hearing his name even mentioned. But the addition of another mount, and a horde-only one at that (For the Horde!) is good news in my book.
There is quite a list of profession changes. I only have a firm grasp on the workings of a few professions, and those happen to be the ones receiving the fewest number of updates.
I will leave the details of these changes for someone else to go over since I know that my own knowledge is lacking. From what I can tell, Jewelcrafting is going to receive the biggest change from this update.
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.
For those pet lovers out there, and you all know who you are, there are now eight more for you to rush out and collect. While I do get a few pets on all of my characters, I’m not really into collecting things that have no real impact on the game itself, so I’m certainly not a pet collector myself.
Similar to professions, there are quite a few updates in the item category, so I suggest you take a look at the information at the actual patch notes if you are interested.