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Category Archives: Patch Notes

Review Patch 3.3: Looking For Dungeon

One of the most frequently talked about subjects here of late in the World of Warcraft community is the new Looking for Group (or Looking for Dungeon) mechanic that was added in Patch 3.3. A lot of people love the new system and can’t see how they ever manged to level without it. Other people completely hate the system and refuse to use it ever again.

A lot of bloggers happen to be talking about it right now on their own blogs as well, but rather than reading their posts and then essentially responding them in my own post, I am going to simply post my own thoughts here and then any responses I have to them will be left in the form of comments on their blogs.

Initial Impressions
When I first tried out the new LFG I absolutely fell in love with it. Groups were fast, people were nice and cooperative, people who didn’t know the dungeons took advice and guidance from others, people didn’t mind spending a few minutes constantly clicking the icon to teleport into the dungeon after getting smacked around by the “Door Boss” repeatedly with messages of “Additional instances cannot be launched. Please try again.”

For the first week or so I didn’t have a single problem with any aspect of the new system. Sure, I might get thrown into a dungeon I didn’t really feel like running, but even then it wasn’t all that big of a deal. It was about the same as having a friend ask for help in a dungeon I didn’t care for; I might not have the most fun, but at least somebody was enjoying it.

And the loot! Holy cow, when you’re talking about level 15-25 characters the BoP items that drop from the satchel for doing random dungeons are actually Best In Slot gear if you get the right random enchant for your class/build.

Current Impressions
Now that I’ve had more time to play around with the system and have had a chance to do it not only on my low level characters, but also on my mid and high level characters I have a slightly different opinion.

Overall I still very much enjoy using it and any time I’m not caught up in the middle of doing something else you can pretty well count on me either sitting in queue waiting for the next one to pop or already running through one that recently popped for me.

However, I have had my fair share of horrible groups now too. At first they were just small things, like a low level tank that couldn’t hold threat on more than one mob at a time, or a healer that had only a dps spec but was the only one in the group that could heal, or a hunter who thought he was 60 levels higher than he actually was and then blamed the tank/heals for not saving him from his own stupidity.

As time went on though, things got progressively worse and progressively better at the same time. I have found some excellent groups that fit together perfectly and ones that actually stayed together to requeue for another random dungeon after the first. But I’ve also seen a group with a single bad player progress into a group almost entirely made of morons.

The first time I really doubted whether or not this new LFG system would hold out was when we ran into our first ninja looter. Cynwise and I found ourselves in a group with a mage who rolled need on absolutely everything that fell. After the third case of stupidity we kicked the guy from the group and replaced him almost right away. Not long after that though we found the hunter in the group decided that he had to roll Need on a shield because he was “going to use it when [he] level[ed] up”. We went on to other groups finding hunters and mages who thought they could tank, healers who didn’t see any reason in stocking up on drinks to restore their mana, trial accounts who “miss rolled” Need on boss drops and then couldn’t trade them to anyone else in the party, and so on. And I thought that was a bad day, until last night.

I started off last night by queuing up with my 19 twink mage in a few randoms and having a blast. If you care to read about the good times, then please refer to Blastoph: Adventures in SFK which you can find on my twink blog. After a few good runs with him I decided to switch over to my new Rogue Twink for a bit and go for some Deadmines and Wailing Caverns runs to finish off her gear (no luck) and finish leveling her up to 19 (got that one).

The first dungeon that came up was Wailing Caverns and the group had already cleared all but three bosses, and while we were there I got the Armor of the Fang (3rd best in slot) the Leggings of the Fang (1st) and the Gloves of the Fang (1st) so I was pretty happy just from that, and then my satchel for completing it held a belt with “of the Bandit” on it which just happens to be exactly what I was looking for. So it was very much a successful run. The one minor flaw was that Venomstrike dropped and a hunter with a crappy white bow rolled Need on it and I couldn’t bring myself to roll against him. My Throat Piercers are a bit better with their +2 Agility bonus, but Venomstrike is amazing for switching over and dealing damage when you need to.

The next run took me into Deadmines and we had a pretty good time in there. VC dropped the Blackened Defias Armor which is the second best armor for my Rogue. I rolled Need on it of course and watched as other people passed and offered grats, except for one. I noticed the Warrior tank hadn’t rolled yet, and just as I was about to say something I saw him click Need and he got it. So, no luck for me there.

The next queue took me back into Wailing Caverns, and that’s where things really went to crap. I filled in for a DPS that they kicked out of the group so I went to join them where they were. I saw as I was running to their location that most of the mobs on the top ring were still alive on both sides, but I just shrugged and assumed the tank wanted to save Lady Anacondra for the last. I also saw that the group was split up with the tank and hunter on the west side and the healer and warlock on the east. From that I assumed that the healer had gone to resurrect the warlock so I went for the tank.

When I got there I found the tank fighting mobs while the hunter yelled at him not to fight the serpents. I saw people dying so I jumped up there and started killing things off so the tank would live. The hunter yelled at me then too. To make a long story short, the hunter had been dragging the group to various places in the instance for the sole purpose of taming a serpent that he didn’t know where to find and had caused multiple wipes. Eventually he got his pet and the group formed up to actually run through the instance. I thought it particularly fitting that the hunter would fire a single shot at a mob, let the mob come to him, engage in melee combat, and then have his pet join in and never leave melee himself.

With that group and that moronic huntard as the group leader, we went through three tanks and four healers before I convinced everybody to just break the group and requeue. Luckily I managed to put the hunter on ignore and will never have to see his stupidity on my screen ever again. He was a perfect example of one person blackening the good reputation of the LFG system for several different people though.

I had such a horrible time in that last run through WC managing to kill only a single boss that I absolutely had enough with LFG for the night and had to go into WSG to kill people. I imagined every horde toon was that stupid dwarven hunter and went on a killing spree completely ignoring the whole concept of WSG all together. People had to die, and they had to die as soon as possible and in as large a quantity as possible. I didn’t do all that great in that run, but at least I got to vent some frustration.

Desired Improvements
The biggest issue I have with the new LFG system is the same as so many other people out there – I want to be able to queue for both Dungeons and PvP at the same time and take whichever one comes up first. I don’t mind getting kicked out of one queue if I accept an invite to the other, I just don’t want to sit there waiting for 30 minutes in one queue while the other is popping every 5 minutes.

Next up has to be more uses of Vote to Kick. When you’ve got a real bad player in the group you either have to deal with them or vote to kick them out of the group. But you can’t kick anyone else out after the second or third use of VtK. Instead you just get stuck with whoever you have there with you and your only option then is to deal with them or leave the party yourself. I don’t mind running with people that don’t know what they’re doing, are new to their spec, are new to the game, have never been to the dungeon before, or anything else so long as they are willing to accept advice on how to do things. If you suck and you refuse to let people help you not suck, then I make no hesitation in voting you out of the group. Come on Bliz, there are more than 3 people in each level bracket that suck, give me more chances to get rid of the morons.

And finally, I’d like for them to retool the Dungeon Deserter debuff (I can’t remember it’s actual name right off) . In fact, I’d like to see them get rid of the thing all together. I’ve only had it applied to me once and that was when the tank and one of the dps rushed right into combat before the healer had even zoned in, died, and then refused to run back and the healer hadn’t bothered to learn how to resurrect people yet. None of the votes to kick would pass for some reason so I had no choice but to leave them behind and I got flagged to not be able to queue again until the debuff went away. It was a whole new level of annoying.

 
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Posted by on December 28, 2009 in Patch Notes

 

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LFG: (Ab)Using the System

I must say that so far I absolutely love the new LFG tool. With a couple of minor exceptions I’ve had almost nothing but pure win with using it. Granted, I’ve only done lower level instances with it since I haven’t touched any of my high levels in quite some time, but it’s been great. My wife and several people I talk to on twitter have come across the darker side of it where you would have been better off condemning yourself to a known fail-pug, but as with anything else that’s done “randomly” you never know what you’re going to get out of it.

There are a few things that I want to talk about in particular concerning the LFG though, one which should be obvious but may not, and two which are presented as a question about the LFG quite a bit both on twitter and in game.

Recruit A Friend
Here’s the one that should be obvious to you. Using LFG in conjunction with RAF is a new level of awesome. My wife and her brother are doing RAF right now since they have similar sleep schedules where I do not, and they consistently gain 2-3 levels per dungeon run.

The biggest problem that people faced with RAF was outleveling their gear, where you found yourself in your 30s or 40s still wearing white gear that you picked up back in your starting zone because things just haven’t dropped for you. The next big problem was that people had a tendency to never bother learning how to play their class because it was just so darn easy to level.

The first problem there is easily addressed simply from the gear that drops inside the instances. Generally speaking, the best gear you’ll find for your level will come from instance. You can generally find better pieces that are rare world drops, and you’ll stumble across the occasional crafted item as well, but mostly the good gear will be in dungeons.

The second part is also somewhat lessened because it takes more effort to work together as a team against mostly elite mobs than it is to fight random mobs out in the world. This is especially true for tanks and healers as their roles at end game.

Can Alliance Queue RFC and Horde for Stocks?
The answer to both of these is yes. You can queue for any instance which you meet the level requirements for. So you can take your level 15 Gnomes into RFC, and you can take your level 20 Orcs into The Stockade.

You are teleported inside the instance, so you don’t have to bother running through an opposing faction’s city. Instances are not specific in which factions can use them, they just happen to be located in areas that are typically off limits to the opposing faction unless you’re willing to brave a run through very hostile territory.

The minimum level to queue for any instance is 15, so while you can enter RFC at level 8 and used to be able to queue for it at level 13, the minimum requirement for instance queues is 15. As long as your level is appropriate for the instance that you want to run then you can queue for it, no matter where it is or which faction supposedly guards the door.

Can I (Ab)Use LFG to Teleport!?!?
Yes, you can.

Now, most likely this is a glitch, so don’t get your hopes up too much just yet as it could be hot fixed at any time. I found in running RFC with my level 15 Mage that after a stupid paladin decided to agro as many mobs as he could and then bubble and laugh as we all died, I had to run back to the instance to get my body and then teleport back to Stormwind. After I died I didn’t want to listen to all the arguing and such so I just left the group. I thought at that point that I might be teleported back to SW the easy way and not have to bother running back to Org from Razor Hill, but no such luck.

When I got back to the instance I jumped inside, the loading screen came up and the progress bar went across the screen, and then I found myself alive and right outside of the instance with Neru Fireblade staring at me (luckily he didn’t agro me). I then used my hearthstone to get over to Dalaran and went about my business.

So if you want to abuse the LFG system to teleport then you have to join the group, get teleported to the instance, die inside the instance, release your spirit, leave the group, and then walk back to the entrance. At that point you can walk back outside and essentially teleport yourself to the zone that the instance is located inside of. Every other method I’ve tried so far has resulted in just being thrown back to wherever you were when you joined the group.

As I noted in the section above, you can only queue for instances that match your level. So don’t expect to have a group of 80s queue for RFC and then go pwn Thrall because it’s not going to happen.

 
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Posted by on December 15, 2009 in Patch Notes

 

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New Druid Forms: Color Charts

We have some further detail on which hair/skin colors will result in which forms for the druids in the upcoming patch. With the possible exception of the change to shaman totems, this is really the 3.2 change that I am most looking forward to. This change is completely full of win on an epic scale.

The source of this information is EpicWins.com. You can check the link there for information on where to find your nearest barbers to getting the job done.

Also, here are some links to the image charts you can use to determine which changes you need to make for the form that best suits your taste. Clicking the image will direct you back to EpicWins’s website.

[EDIT: Alright, EpicWins.com took down their pictures and deleted the post that they were in as well as everything else Warcraft related. As such, I've looked for some other pictures to use here instead. These I'm borrowing from MMO-Champion instead. The small images here I host in my photo-bucket account, but clicking them will link you to MMO Champ instead.]

Tauren




Night Elf

 
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Posted by on July 30, 2009 in Druid, Patch Notes

 

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New BoA Chests: Stats and Costs

Alright, there is a lot of buzz going on right now about BoA Chest pieces coming out in 3.2. As such, I went and did a little research to find the information for you.

I see no reason to waste time with further chatter, so on with the details!

Does Bonus Exp From BoA Chests Stack With BoA Shoulders?
Yes.

It has been confirmed that the 10% experience bonuses offered by the new BoA Chests do stack with the BoA Shoulders.

There you have it, +20% experience when wearing these two pieces together. If you use the Recruit A Friend bonus, then you get 320% experience total. If you do not use RAF, but you do have Rested Experience saved up, then you get +120% experience.

But no, RAF and Rested do not stack themselves, so as of 3.2 you can either do 320% bonus exp with RAF plus both Heirloom pieces, or 120% if you have both pieces and are rested but are not using RAF.

[Update: Apparently the cost plan fell through or something got changed. The cost of all BoA Chests is currently 40 Emblems of Heroism. No information released yet on whether this was an error, intentional, plans to be changed, etc.]

Show Me The Goods!
Without further delay, here are the new Heirloom Chest pieces:

NAME TYPE VENDOR LOC COST NAMESAKE
Tattered Dreadmist Robe Cloth Icecrown 60 cs* Dreadmist Robe
STATS: +16 Stamina, +16 Intellect, +21 Spirit, +25 Spell Power
Preened Ironfeather Breastplate Spell Leather Icecrown 60 cs* Ironfeather Breastplate
STATS: +16 Stamina, +16 Intellect, +21 Spirit, +25 Spell Power
Stained Shadowcraft Tunic Leather Icecrown 60 cs* Shadowcraft Tunic
STATS: +32 Stamina, +21 Hit Rating, +43 Attack Power
Mystical Vest of Elements Spell Mail Icecrown 60 cs* Vest of Elements
STATS: +16 Stamina, +16 Intellect, 10 MP5, +25 Spell Power
Champion’s Deathdealer Breastplate Mail Icecrown 60 cs* Deathdealer Breastplate
STATS: +21 Agility, +21 Stamina, +14 Intellect, +43 Attack Power
Polished Breastplate of Valor Plate Icecrown 60 cs* Breastplate of Valor
STATS: +24 Strength, +24 Stamina, +21 Critical Strike Rating




cs*: Champion’s Seal



All of the new chest pieces will be found in Icecrown, and all of them will cost 60 Champion’s Seals. The link above will give you information on the seals themselves. [Update: People on the PTR say the cost is currently 40 rather than 60, and that the cost is in existing emblems rather than Champion Seals. Right now who knows what's right? I will keep this updated as more information is presented to me.]

All of these chest pieces have Equip: Experience gained from killing monsters and completing quests increased by 10%. (Just thought I would throw that in there before the question was asked.)

Item Level Calculations
You can follow this link to find a calculator to help you find the stats at various levels. I do not know how accurate it is, but this is the best I could find.

The site gives you two drop down boxes and two buttons to click. The first drop down and its associated button will look at whatever item you have selected and tell you what type of item it is at various levels. For instance, if there is a Leather Chest that becomes Mail at level 40, then it will tell you at which levels those changes are made.

The second drop down and it’s associated button will look for all heirloom items for whatever level you selected from the drop down list.

The one issue I have with the site is that it will not let you look for a single item of a single level to get all of the stats from just that item. You either see only what type of armor it is and at which levels it changes its type, or you will see every heirloom item in the game for the level that you picked. It’s not a bad site, and it does work fairly well, it just has not been optimized at this time.

Sources
All of the information you see here was gathered from either WoWWiki or WoWHead.

 
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Posted by on July 27, 2009 in Patch Notes

 

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Patch 3.2: Full Notes Revealed

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.

Psynister’s Thoughts
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.

New BoA Chests
New Portals and Zeppelins
Mount Changes
New Druid Cat and Dire Bear Forms

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.

General

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.

PvP

  • Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included).
  • Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar – both located near the Battlemasters in either city – and turn off all experience accumulation for the cost of 10 gold.
  • Disabling experience gains will prevent a player from gaining experience through any means available in the game.
  • Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.
  • Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would’ve been accumulated if experience gains were not turned off cannot be recovered.


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.

Races: General

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.

Items: General

  • Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
  • Mana Regeneration: All items that provide “X mana per five seconds” have had the amount of mana they regenerate increased by approximately 25%


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.

Classes: General

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.

Death Knights

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.

Mages

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

  • Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
  • Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
  • Hand of Reckoning: Redesigned. Now does damage only when target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
  • Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target’s armor.


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.

Rogues

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.

Shamans

  • A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
  • Base health increased by approximately 7% to correct for shamans having lower health than other classes.


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.

User Interface

  • Character name auto-completion for the chat frame, pop-ups, and mail interface can be enabled through an interface option in the Development settings.
  • Character names can now be colorized according to class in the chat frame through an interface option in the Development settings.
  • Casting bars under a target’s portrait will now indicate whether or not the cast can be interrupted.
  • Druids will now be able to see their mana bars when shape-shifted.
  • Item Comparisons: Holding the shift key while hovering over an item will now display the stat differences with the item currently equipped in the relevant slot.
  • Macros and scripts will no longer be able to target totems by name.
  • Quest creatures and objects will now show on the player’s world map.
  • The quest log is now double-paned for more easily viewing quest information.
  • Vendor prices will now be listed on items whether or not players are at a vendor.


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.

Quests

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.

Professions
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.

Items

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.

 
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Posted by on June 18, 2009 in Patch Notes

 

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