Category Archives: Patch Notes

Heirloom Updates

Patch 7.3 introduced an undocumented change to heirlooms, which is that they now change primary stats to match your spec just like all of the other armor does. For example if you’re in a healing spec on your Paladin, the primary stat on your ‘looms will be Int, and if you swap over to a melee spec, then the primary stat will swap over to Str without you having to change your gear at all.

If you’ve been playing this game for a long time and already have a full collection of the heirlooms, then this change means almost nothing, except that you don’t have to bother with carrying around multiple sets of heirlooms while you’re leveling if you’re one who swaps to one spec for questing and another for dungeons/PvP. If you’re new to the game and haven’t completed a collection yet, then this change means you just saved yourself a small fortune in heirloom and upgrade item purchases. Potentially.

Secondary Stats
This is the part that doesn’t change, so technically if you want to be optimized to the teeth in all situations then you would still need to buy all of the various heirlooms to make sure you can cover that for the different specs. How anal you want to be about optimization is up to you. If you’re trying to save gold and don’t want to buy a full set of heirlooms, then the secondary stat that I suggest you focus on most often is Haste. If you want to be optimized all the time, then buy all of the armor pieces out there.

The other half of the class-specific heirloom guides are nearly done and will be coming out soon™.


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New Heirlooms in 4.3

In Patch 4.3 the Darkmoon Faire is going to get a nice little revamp (details here). I’ve never been too big on the faire beyond abusing the vendors there to get high selling mats for cheap vendor prices that I could toss on the AH for a quick, easy profit. My lack of interest almost made me ignore the information regarding the faire, but I was bored anyway (and about to leave work for the day) so I figured I might as well take a look.

Most of what the notes mentioned weren’t bad, but nothing that would get me otherwise interested in the DMF, until I stumbled onto this:

“We have adorable companion pets inludin’ a fez-wearing monkey, a plethora of profession recipes, toys, balloons, souvenirs, delectable carnival snacks and beverages, heirlooms for the little ones, and even replicas of long-lost suits of armor that we’re offering for your Transmogrification needs.”

Unfortunately for us, there’s no more mention of heirlooms in the article, so we don’t know for sure what it refers to. It could be new heirlooms, it could be existing heirlooms, or it could be other items all together that they simply used the word to describe. Without the details, one can only hope and imagine.

But wait… we do have details!
Turn the page to find out more…


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Call to Arms: Update

According to Wowhead there was some clarification made by Blizzard last night in regards to Call to Arms, particularly about the extra incentive reward.

The extra items and such that you get come in the Satchel of Exotic Mysteries, which is similar to the satchels you get for running random dungeons while you level. Except for one very key point – these satchels are BoA, meaning you can farm randoms on your tanking alt and send the rare mounts or pets to your main. If you get your hands on the Baron’s mount, but you’ve already got one, just send it over to another one of your alts.

There was also false information put out in relation to the flasks and elixirs. Rather than being suited to the spec of the tank/healer that you get the satchel on they will be randomly generated so that you have a variety of flasks to send to different characters (or sell on the AH if you don’t have one that can use it).

They also clarified that the drop rate of the rare mounts is going to be exactly the same as the actual mount drop rate from the bosses that drop them, which addresses one of my concerns that I hadn’t vocalized yet.

I think making these items BoA does give it a lot more potential to be successful as players will be more likely to switch to their alts when they don’t have anything pressing to do and queue up for a random at a chance to win those mounts for their main. It also has the potential to overcome the problems I mentioned yesterday about tanks getting the items they’re interested in and then not using the Dungeon Finder anymore. Being able to send them to other toons is a pretty big deal in my opinion.

As for whether or not this will help it be more than just a band-aid fix, I think this will definitely add some more longevity to it, but I’m not convinced this is the definitive answer. As far as mounts are concerned, as they’re the major draw here, I don’t know how long a series of ground mounts is really going to thrill people in a world we can now fly in, but at least they did pick some of the more sought-out mounts to use for it.

I do think that this was a big step in the right direction for being such a small change, and at this point I’m ready to kick back and watch to see how it all turns out. Making them BoA may very well encourage a large number of players to tank on their alts to win mounts for their mains, which may prove to be just the kind of response that Blizzard is looking for.


Posted by on April 8, 2011 in Patch Notes, World of Warcraft


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Dungeon Finder: Call to Arms

In case you’re behind on your 4.1 information, like I was, there’s a new drama queen in town called Call to Arms. Before I get into it, lets have a look at it:

In patch 4.1 we’ll be introducing Dungeon Finder: Call to Arms, a new system intended to lower queue times. Call to Arms will automatically detect which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.

Any time the Dungeon Finder queue is longer than a few minutes for level-85 Heroics, the Call to Arms system kicks in and determines which role is the least represented. In the case of tanking being the least represented role, the “Call to Arms: Tanks” icon will display in the Dungeon Finder UI menu where class roles are selected, and will also display on the UI when the queue pops and you are selected to enter a dungeon. Regardless of your role, you’ll always be able to see which role currently has been Called to Arms, if any.

Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you’ll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Parrot Cage (Cockatiel), and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magisters’ Terrace, and Deathcharger’s Reins from Stratholme.

This system is meant to address the unacceptable queue times currently being experienced by those that queue for the DPS role at max level. The long queue times are, of course, caused by a very simple lack of representation in the Dungeon Finder by tanks, and to some extent healers. We don’t feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little. While this system gives tanks and healers something extra, the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.

While the gold, gems, flasks, and elixirs are OK incentives, we knew we needed something more substantial. We had briefly considered Valor Points and epics, but decided that wouldn’t be working toward the goal of helping DPS players progress, and ultimately wouldn’t keep tanks and healers in the Dungeon Finder system for very long. We settled on pets and dungeon-found mounts as they’re cosmetic/achievement items that players tend to try to get on their own, so why not change that up and offer them a chance to get some of those elusive pets and mounts in a way that also helps other players? Even if they don’t get a pet or mount, or get one they already have, the gold and other goodies still feel rewarding enough that it won’t feel like a waste of effort.

We think it’s a pretty solid incentive to get tanks and healers queuing, give max-level players another way to collect the pets and mounts they so desire, and above all, to improve wait times for DPS players sitting in queues. In the case of lower level dungeons, it’s actually not uncommon for DPS to be the least represented role, and so if this new system works out and we’re pleased with the results, we may consider applying this same mechanic to lower level dungeons as well.

So to sum that up, tanks and healers potentially receive extra rewards for solo-queuing for random heroics. If you’re DPS then you’re basically screwed out of the deal. The rewards are some extra gold (no amount mentioned), a low chance of rare gems or flasks/elixirs suited to your spec, a good chance at receiving vanity pets, and a rare chance at a mount.

The idea is to shorten queue times for DPS by offering more rewards to the tanks and healers who are in shorter supply and in essence the reason for your DPS queue taking so freaking long. When there’s 50 of you waiting to team up with 8 of them, you’re going to have to wait your turn.

The primary point of drama on this is that it’s statistically impossible for DPS to ever get anything out of this deal, so four of the game’s ten classes which are pure DPS classes (no tank or healing spec) are given the inverted hybrid tax by never even having the option of changing spec to benefit from this. The next point of drama comes in which items are being rewarded, particularly the mounts, as people in many cases dedicated a great deal of time to farming those mounts and now people are theoretically getting them “for free”.

I love the irony in looking at my feed reader this morning looking for people who posted about Call to Arms and found that Cold had a new post on Opportunity Cost of Free Items, which applies quite well to the current situation. So remember here, DPS, they aren’t actually getting these items “for free”, they’re having to do the same content that you are. Granted, DPS get nothing but a theoretical faster queue time, but the DPS wouldn’t get anything at all if those tanks/healers hadn’t queued in the first place.

Now seems like a good time to mention that while I’m an obsessive altoholic, I am a DPS. My main during BC/Wrath was a Mage and my main right now is a Shadow Priest. Sure, I can heal on the Priest, but I suck at it and it’s not what I like or want to do on her. I do have six level 85 toons, two of which are tanks and one that’s a healer, but they don’t get any play time.

To give you a little bit of hope at least, this does give me at least a small stirring of interest in actually playing my Paladin again. I don’t think I’ll bother taking my healers out, but I might do some tanking for another chance at that stupid Baron’s mount that I’ve tried to farm over 300 times and still never even seen it drop.

Visible Problems
The major problem with the system is that it doesn’t actually address the issue of queue times, it simply puts a band-aid on it that will last for a short while and then fall off as the PUG tanks claim the items they want and then stop queuing. Several people have written about problems they see with the system, but the one that I felt was the best read without being over the top ranty or dismissive was Kurn with Why Bribery Won’t Help – Much.

There are always new toons to be leveled and new players joining the game, so the tank and healing pools do get refreshed all the time, but it’s not like every tank out there is going to spend a few hours in LFG every night for the next two years. Basically, the pool is going to constantly dwindle down even though it won’t disappear completely, but we will eventually get back to the point where we are right now.

Another good post I saw on the matter came from Thisius at DoTs and ‘Locks who pointed out that the real issue with people not wanting to queue as tanks and heals is more often the actual community, the people running with them that feed them nothing but criticism and insults or who do stupid crap to make their jobs harder and thus turn them off of tanking all together or at least turn them off of using LFG as opposed to guild runs. Though I would expand the suggestion of giving the tank the ability to kick people to instead give it to whichever of the tank/healer it is that got the Call.

For many people this band-aid will work great for the time that it’s useful, and then things will slide back to how they are right now once all of the special items have been collected. Eventually those tanks and healers are going to get the pets and mounts they want and then they’ll have no more reason to bother with heroics. Not to mention they’ve likely ran enough of them in trying to get those mounts that they’ve got every possible gear upgrade twice over.

Going back to Thisius’s post, we may very well see even more bad attitudes in LFG thanks to this once the dungeon is finished and the DPS see the tank score a rare mount. While some people like myself might congratulate the tank on their new mount, this may very well piss off the DPS to the point that they become dickish where perhaps they weren’t before. And I’m sure you’ll have tanks/healers that will flaunt it and do their best to piss you off even if you didn’t mind before. Just keep in mind that this particular problem is with the players, not something Blizzard has or hasn’t done.

Hidden Issues
This is where I go ahead and turn the tables a little bit to point out some of the things that not everybody thinks about or is aware of. And for this I’m going to quote one of my friends on twitter, @Feisttherogue, “Fact: the DPS role in WoW has the highest skill cap, fiercest competition, and most objectively measurable performance. The new system takes those players most able to ensure a new tank or healer succeeds OUT of the system, by denying them incentives. All while making it easier for those least prepared to take part to flood the matchmaking system and lower the quality of everyone’s run.”

It’s a simple truth that you cannot get through dungeons at the proper character/gear level without a tank and healer. They are vital roles and even more vital at this early point in the expansion. But good DPS is just as vital and potentially even more so with the recent changes to healing. The point here is that every single person in that group plays an important part in the outcome of any dungeon run. If you don’t have the DPS then those bosses aren’t going down. If you don’t have a tank then your healer’s going to die, and if you don’t have a healer then you’re all going to die. Round and round we go, everyone does their job and we all win, do it not and we all fail.

Feist makes an excellent point here that many people don’t understand or don’t take the time to consider. A somewhat poor tank can still perform well overall if the DPS can throttle their agro and use CC, and if the healer knows how to work within their mana budget, and a somewhat poor healer can still keep everyone alive if the tank is especially good or well geared and your DPS are strong enough to kill the mobs before they pose a major threat and can avoid unnecessary damage like standing in bad stuff. Tanks and healers can’t compensate for fail DPS, though.

So there’s the biggest “hidden” issue, that we’re denying rewards to what are potentially the most important factor in overall success/failure. In defense of this particular problem, at least Blizzard made the rewards mostly vanity items and that all of them can be obtained outside of the Call to Arms system. But, I think they would be better served by giving additional rewards to those dealing with the long queues than by giving them to those with instant queues.

My Thoughts
I applaud Blizzard in acknowledging that there’s a problem and making steps to overcome it. I don’t think this system is the answer, but it will serve as a decent short term band-aid. As a DPS, I really don’t care what rewards other people get if it really does result in shorter queues for me.

Blizzard, “..the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.” They hope to accomplish that by rewarding tanks and healers to speed up queues for DPS. I haven’t sat down long enough to say “this” is what they should have done, as it will work better because of x, y and z. I have thought about it and gotten a couple of ideas, but I haven’t sat to think about the drawbacks of those suggestions.

I think they could better address the issue of gearing if they simply increased the amount of DPS gear that dropped. My point really is that rather than rewarding tanks and healers for queuing, they should reward DPS for enduring the longer queue times. Granted, that might make some tanks/healers queue as DPS instead, thus lengthening the queues, but at least it’s more directed at the real problem which is gearing up DPS.

By giving the DPS more gear you’re potentially addressing both issues at once. If you drop more DPS gear in dungeons then the DPS get geared faster and then stop running LFG because they already have the gear they need from them, thus lessening the DPS pool and increasing queue rates for the others. If you reward more Justice Points to the DPS then those who can spec into a tank/healing role are more likely to do so once they’ve earned the points to purchase their gear to fill that other role. Pure DPS of course wouldn’t benefit from it beyond purchasing heirlooms or professions mats, but Pure DPS are used to being screwed like that as their reward is (supposedly) higher DPS values than Hybrid DPS. Not that I’m justifying the screwing of the pures, that’s a whole other blog post all it’s own.

Like I said, I don’t think this is a bad short term fix for the issue at hand, but I don’t think it’s worth anywhere near the amount of drama that it’s caused so far. I do think that this is the wrong approach overall though, I feel that the DPS should be more rewarded for their longer queues instead of giving even more rewards to those with already near instant queues. I wouldn’t mind giving an extra 10 minutes to the queue if it meant I was going to get extra items, though I also wouldn’t mind cutting 10 minutes off of my queue if it meant someone else gets extra items.

[EDIT: Forgot the section below.]
Speculative Problem
What most people are speculating will happen is that people will stay in their DPS gear, swap over to a tank/healing spec, and expect you to carry them through the dungeon so that they can get their freebies while you do all of the work. I can see some people trying to do this, I certainly wouldn’t put it beyond some of the players I’ve seen in my day, but this kind of reaction always provokes and eyeroll from me.

This situation is just like any other – there’s potential for both bad and good. There are dicks in the world, the system will be abused. But, there are still plenty of good players out there who will take advantage of the system as well. We all have different experiences with different aspects of this game, we find parts that we love and parts that we hate. We can both do the exact same content, maybe even in the same guild/group, and both come to different conclusions as to how enjoyable it was or was not. My experience with LFG for example has been very positive; I don’t run into morons or dickheads very often, but it does still happen even to me. Other people have had little-to-no good experiences in LFG at all and refuse to use it.

The fact is you’re not going to get a decent supply of good new tanks and healers if they’re never given an opportunity to try it out and succeed. Some of them are going to fail, you’ll have tanks that leveled in a DPS spec and have mostly DPS gear, but they’re working towards getting a decent set of tank gear and they’re looking for some practice. With any luck they’ll start in non-heroics, but some of them will not. The same applies to healers, of course.

Keep in mind that with the stat changes in Cataclysm it is significantly easier for someone who doesn’t have “tank” gear to step into the tanking role because Defense no longer exists as a stat. He’s probably lacking some Stamina and his avoidance stats could probably use some help as well, but his DPS gear will also give him better threat generation (in theory) so at least the healer should be able to focus primarily on him. Most of the healers (non-Paladin) can make a fairly smooth transition from DPS spec to healing spec while still using their caster DPS gear.

That doesn’t really get across the point I was trying to make…

Alright, let me put it this way – don’t jump to extreme conclusions. Yes, it’s going to happen, but you’re not going to have DPS-tanks in every single heroic you ever run. If you only run a handful, then yeah you might have a handful of them and thus assume that they’re all like that, but that’s just your particular experience up to that point. Give the little guy a chance before you shoot him in the head and leave his body to rot, he just might grow up to surprise you.


Posted by on April 7, 2011 in Patch Notes, World of Warcraft


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Patch Notes: 4.1

Here are the patch notes for 4.1 as of today, 02/24/2011. Posting here primarily for those people who cannot view official sites while at work. Taken from MMO-Champion.

Yep guys, the first major content patch of World of Warcraft: Cataclysm is almost completed it’s development stage and we are getting ready to push some early updates onto the Test Realms. So you may ask: What will be there in 4.1 Test Realms (I believe you will do so right?)? So, here it comes!

Remnants of the Gurubashi Tribe
Originally released in Patch 1.7, the classic 20-man raid Zul’Gurub will open its gate once again, bringing new stories, new encounters and fully refined items! Zul’Gurub is now a level-85 Heroic 5-man dungeon, to help the Cataclysm dungeons provide a higher tier of contents. Players may find level 353 epic items in this Heroic dungeon. You have to meet a mininum average item level of 346 to enter it.

The Return of Zul’Aman
The fan-favorite level 70 10-man raid Zul’Aman is also reborn as a level-85 Heroic 5-man dungeon. Zul’Aman and Zul’Gurub will both appear in the Heroic Dungeon list in the LFD tool, providing level 353 epic loot. You also have to meet a mininum average item level of 346 to enter.

Since Zul’Aman is back, you might be curious on whether the rare mounts will be back? Yes, we’re proud to annouce that new rare-drop Raptor, Tiger and Warbear mount will be available, while the old mounts still have their unique beauty in hand. We will share a lot more on obtaining the new mounts.

Class Design
Though we only hope to do a small mount of balance changes in Patch 4.1, you can still expect multiple updates. The following are the ones we currently can share with you. Keep in mind these changes do not reflect all changes in Patch 4.1, and are not promised to be in the early Test Realm updates.

First we want to balance the area attack potentials between different damage dealing talents, you can expect changes regarding this one in the testing phase.

Inner Rage is now trainable at level 56. Originally it was given to solve the rage overflow problems, but it’s not an issue to Warriors these days. We have implemented Warriors a new level 83 ability: Rallying Cry.

Colossus Smash now ignores 70% of target’s armor, down from 100%. We’ll buff the damage of other Fury and Arms damage dealing abilities to compensate that.

Word of Glory: We hope Retribution and Protection Paladins occasionaly do the right healing to others, but as we know Paladins sometimes feel that Holy Power is only for the healing. We rather like these specs use more Holy Power on damage abilities, and occasionally heal.

More to Come
We are still developing more features, updating balace changes and fix bugs for Patch 4.1. We will update the Test Realms in the upcoming days and weeks, and bring you more information on this.

Achievement Changes
Dungeons & Raids
Cataclysm Dungeon
It’s Not Easy Being Green Do not get hit by Bloodvenom, Pool of Acrid Tears, or Venomous Effusion in the High Priest Venoxis encounter in Zul’Gurub on Heroic difficulty.
Gurubashi Headhunter Defeat Gub, Mortaxx, Kaolema, Mor’Lek, the Florawing Hive Queen, a Lost Offspring of Ghaz’Ranka, and the Gurubashi Master Chef in Zul’Gurub on Heroic difficulty.
Tunnel Vision Defeat Halazzi in Zul’Aman on Heroic difficulty without killing any of his totems.

Explore Vashj’ir no longer requires to explore Fireplume Trench

Eastern Kingdoms
Explore Hillsbrad Foothills no longer requires to explore Lordamere Internment Camp, requires Brazie Farmstead instead.

Petting Zoo Collect 100 unique companion pets.
Menagerie Collect 125 unique companion pets.
Vial of the Sands Learn how to transform into a dragon and carry an ally.
Cataclysmically Delicious Sample 100 different kinds of food.
Drown Your Sorrows Drink 50 different types of beverages.
Thirty Tabards Equip 30 unique tabards.

Player vs. Player
Strand of the Ancients
Steady Hands now requires you to disarm 2 seaforium charges in a single battle, down from 5.

The Limnologist now requires you to catch 45 different fishes, down from 48.
The Oceanographer now requires you to catch 31 different fishes, down from 33.

2500 Daily Quests Complete Complete 2500 daily quests.
Justly Rewarded Make 30,000 gold from quest rewards.

Bloodmyst Isle Quests now requires 60 quests, down from 65.
Stonetalon Mountains Quests now requires 55 quests, down from 60.

40 Exalted Reputations now rewards “The Exalted” title
50 Exalted Reputations now properly requires 50 reputations, no longer rewards “The Exalted”

Dungeons & Raids
Tracking statistics have been added for all Cataclysm encounters. (Mostly used by addons)

Spell Changes
Companion Pets
Landro’s Lichling Right Click to summon or dismiss Landro’s Lichling. Instant
Landro’s Lil’ XT Right Click to set down or pick up your Landro’s Lil’ XT action figure. Instant
Nightsaber Cub Right Click to summon and dismiss your Nightsaber Cub. Instant
Panther Cub Right Click to summon and dismiss your panther cub. Instant
Winterspring Cub Right Click to summon and dismiss your Winterspring cub. Instant

Armored Razzashi Raptor Summons and dismisses a rideable Armored Razzashi Raptor. 1.5 sec cast
Beryl Fire Hawk Summons and dismisses a rideable Beryl Fire Hawk. This is a flying mount. 1.5 sec cast
Crimson Fire Hawk Summons and dismisses a rideable Crimson Fire Hawk. This is a flying mount. 1.5 sec cast
Flameward Hippogryph Summons and dismisses a rideable Flameward Hippogryph mount. This is a flying mount. 1.5 sec cast
Mottled Drake Summons and dismisses a rideable Mottled Drake. 1.5 sec cast
Savage Raptor Summons and dismisses a rideable Savage Raptor. 1.5 sec cast
Swift Zulian Panther Summons and dismisses a swift Zulian panther. 1.5 sec cast

Blacksmithing: Elementium Earthguard now gives +170 Strength, down from 190. now gives 117 Mastery Rating, down from 127. now gives 117 Hit Rating, down from 127. Now has a Blue Socket (Socket Bonus: +15 Stamina)
Blacksmithing: Elementium Stormshield now gives +170 Intellect, down from 190. Now gives +122 Spirit, down from 127. Now gives 112 Haste Rating, down from 127. Now has a Red Socket (Socket Bonus: +10 Intellect)

Engineering: Cardboard Assassin can now be used once every minute, down from 5 minutes.
Engineering: Synapse Springs now increases your highest primary statistic instead of Intellect.

Inscription: Dust of Disappearance now requires 1 Blackfallow Ink, down from 2.

Leatherworking: Assassin’s Chestplate now gives +321 Agility, down from 341. Now gives 173 Hit Rating, down from 183. Now gives 243 Critical Strike rating, down from 253. Now has a Red Socket (Socket Bonus: +10 Agility)
Leatherworking: Belt of Nefarious Whispers now gives +233 Agility, down from 253. Now gives 174 Hit Rating, down from 184. Now gives 134 Mastery Rating, down from 144. Now has a Red Socket (Socket Bonus: +10 Agility)
Leatherworking: Corded Viper Belt now gives +233 Agility, down from 253. Now gives 159 Critical Strike rating, down from 169. Now gives 159 Mastery rating, down from 169. Now has a Red Socket (Socket Bonus: +10 Agility)
Leatherworking: Dragonkiller Tunic now gives +231 Agility, down from 341. Now gives 249 Haste rating, down from 259. Now gives 163 Mastery rating, down from 173. Now has a Red Socket (Socket Bonus: +10 Agility)

Death Knight (Forums / Cataclysm Talent Calculator / Skills/Talents)
Blood of the North now Permanently transforms your Blood Runes into Death Runes. Death Runes count as a Blood, Frost, or Unholy Rune.

Dark Transformation now has a 100 yards range, up from 60.
Death’s Advance now prevents movement-impairing effects from reducing you below 60/75% of normal movement speed, down from 75/100%.
Shadow Infusion now increases Ghoul damage by 6%, down from 8%.

Druid (Forums / Cataclysm Talent Calculator / Skills/Talents)
Mangle now deals 260% normal damage plus 754, up from 235% plus 682.
Maul now scales from 26.4% of Attack Power, up from 24%.
Thrash now deals [202 + 12.8% of AP] to [249 + 12.8% of AP] damage instead of [202 + 15.4% of AP] damage. Bleed damage now scales from 6.51% of AP, down from 7.8%.

Moonfury now increases Arcane and Nature spell damage by 10%, down from 15%.

Hunter (Forums / Cataclysm Talent Calculator / Skills/Talents)
Beast Mastery
Aspect of the Hawk now increases ranged attack power by 2000, up from 637.

Mage (Forums / Cataclysm Talent Calculator / Skills/Talents)
Arcane Blast now costs 5% of base mana, down from 7%.

Ignite now procs from non-periodic Fire damage spells.

Frostburn now increases your damage against Frozen targets by 5%, down from 20%.

Paladin (Forums / Cataclysm Talent Calculator / Skills/Talents)
Divine Light now costs 30% of base mana, down from 33%.
Flash of Light now costs 27% of base mana, down from 30%.
Walk in the Light (Mastery) now removes the cooldown on your Word of Glory.
Word of Glory now has a 20 sec cooldown.
Aura Mastery now improves the effect of Devotion Aura, Resistance Aura, and Retribution Aura instead of all auras.
Conviction now procs from non-periodic spells.

Divine Guardian now has a 3 min cooldown, up from 2 min.

Divine Storm now grants a charge of Holy Power if it hits 4 or more targets.
Sacred Shield now cannot occur more than once every 60 sec, up from 30 sec.

Priest (Forums / Cataclysm Talent Calculator / Skills/Talents)
Absolution (Mastery) *New* – Enables your Dispel Magic spell to be cast on friendly targets to remove 2 harmful magical effects.
Dispel Magic can now only be casted on yourself to remove harmful effects, and now only removes 1 beneficial spell from enemies, down from 2.
Power Word: Shield now costs 34% of base mana, up from 25%. Now lasts 15 sec, down from 30 sec.
Divine Aegis now lasts 15 sec, up from 12 sec.

Absolution (Mastery) *New* – Enables your Dispel Magic spell to be cast on friendly targets to remove 2 harmful magical effects.
Body and Soul now increases the target’s movement speed by 12/25%, down from 30/60%.

Shadow Power now increases Spell damage by 15%, down from 25%.

Rogue (Forums / Cataclysm Talent Calculator / Skills/Talents)
Recuperate now restores 3% of maximum health, up from 2%.
Improved Recuperate now increases Recuperate’s ability to restore by an additional 0.5/1% of your maximum health, down from 1/2%.

Stealth now has a 4 sec cooldown. Apparently no longer reduces your speed.
Tricks of the Trade now has a 100 yards range, up from 20 yards.
Nightstalker now increases your speed while stealthed by 5/10%, down from 7/15%. Now reduces the cooldown of Stealth by 2/4 sec, down from 3/6 sec.

Shaman (Forums / Cataclysm Talent Calculator / Skills/Talents)
Earthquake base damage has been reduced by 40%.
Fire Nova now has a 40 yards range, up from 30 yards. Cooldown reduced from 10 sec to 4 sec. Now Ignites your Flame Shock spell on any nearby enemies, causing each of them to emit a wave of flames that deals 647 to 724 Fire damage to every other enemy within 10 yards.
Improved Fire Nova has been replaced with Seasoned Winds – When you successfully prevent an enemy spellcast with Wind Shear or Grounding Totem, you gain [if (PL<=70) then PL else if (PL<=80) then PL+(PL-70)*5 else PL+(PL-70)*5+(PL-80)*7] resistance to that spell's magical school for 10 sec. (PL = Player Level, and if you're wondering, that's basically the same resist aura as any other spell)

Purification now increases the effectiveness of healing spells by 25%, up from 10%.

Warlock (Forums / Cataclysm Talent Calculator / Skills/Talents)
Nothing! But I have a hug for you!

Warrior (Forums / Cataclysm Talent Calculator / Skills/Talents)
Intercept now stuns for 1 sec, down from 3 sec.
Whirlwind now has its cooldown reduced by 6 sec. if it deals damage to 4 or more targets.

Rallying Cry *New* (Level 83) – Temporarily grants you and all party or raid members within 30 yards 20% of maximum health for 10 sec. After the effect expires, the health is lost. 3 min cooldown, Instant
Colossus Smash now bypass 70% of armor instead of 100%.
Mortal Strike now deals 175% weapon damage, up from 150%.
Overpower now deals 145% weapon damage, up from 125%.
Two-Handed Weapon Specialization (Mastery) now increases damage dealt with 2H weapons by 20%, up from 10%.
Improved Hamstring now also reduces the global cooldown of Hamstring by 0.5/1 sec.
Improved Slam now increases Slam's damage by 20/40%, up from 10/20%
Juggernaut now reduces the cooldown of Charge by 3 sec but no longer increases the stun duration.


Posted by on February 24, 2011 in Patch Notes



Patch Notes: 4.0.6

Taken directly from the Blizzard website:

World of Warcraft Client Patch 4.0.6

Table of Contents

  • Classes
  • Dungeons & Raids
  • Guilds
  • Items
  • Professions
  • PvP
  • Quests & Creatures
  • Races
  • User Interface
  • General Bug Fixes (fixes pertaining specifically to the sections listed above are noted within those sections)

Death Knights

  • Death Coil damage has been reduced by roughly 10%.
  • Icebound Fortitude now breaks stuns when used, in addition to providing immunity to them.
  • Necrotic Strike’s absorption effect is now reduced by the target’s resilience. In addition, its debuff duration has been reduced to 10 seconds, down from 15.
  • The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.
  • Talent Specializations
    • Blood
      • Bone Shield now has 4 charges, up from 3.
      • Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.
      • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
      • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.
      • If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
      • Scarlet Fever now applies via Blood Plague, rather than Blood Boil.
      • Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap’s cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.
    • Frost
      • Chilblains now also causes Chains of Ice to root the target for 1.5/3 seconds.
      • Howling Blast now deals 40% less damage to all targets other than the primary target of the spell.
      • Hungering Cold now has a PvP duration of 8 seconds.
      • Might of the Frozen Wastes now also increases all melee damage by 4/8/12% while wielding a two-handed weapon.
    • Unholy
      • Blightcaller (Mastery) has been redesigned and renamed Dreadblade. It increases all Shadow damage by 2.5% per point of mastery.
      • Dark Transformation now increases pet damage by 80%, down from 100%.
      • Death’s Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.
      • Desecration is now also triggered by Necrotic Strike.
      • The ratio of runic power return from Magic Suppression has been reduced by roughly one third.
      • Rage of Rivendare now increases strike damage by 12/24/36%, down from 15/30/45%.
      • Runic Corruption procs while the aura is already active now add 3 seconds to the existing aura duration, instead of simply refreshing/overwriting the existing aura.
      • Shadow Infusion now increases pet damage by 8% per stack, down from 10%.
      • Sudden Doom is now triggered only from main-hand auto attacks, and is normalized according to weapon speed rather than having a fixed percentage chance.
      • Unholy Might (passive) has been reduced to a 5% Strength increase, down from 10%.
      • Virulence has been redesigned. It now grants 10/20/30% additional disease damage.
  • Glyphs
    • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.
    • Glyph of Death’s Embrace no longer refunds Runic Power when self-healing via Lichborne.
  • Runeforging
    • Swordbreaking and Swordshattering now reduce disarm duration by 60%, up from 50%.
  • Death Knight Bug Fixes
    • Blood of the North is no longer incorrectly increasing Blood Strike damage by 10%.
    • The tooltip for Blood Presence was giving an incorrect value and has been corrected.
    • The amount of bonus damage Blood Strike was receiving per disease was inconsistent with its tooltip and has been amended.
    • Crimson Scourge will no longer proc if Blood Plague is not present on the target.
    • Death Grip has a minimum range requirement of 8 yards against players, but this was not stated in the tooltip. The tooltip has been updated.
    • Desecration should stay in place while on the Alliance Gunship in Deepholm.
    • When a character is raised as a ghoul with Raise Ally, there is no longer a considerable pause after losing control of the ghoul before being returned to the corpse or graveyard.
    • The Scourge Strike tooltip is now correctly augmented by Rage of Rivendare.
    • The shadow portion of Scourge Strike was receiving more than 10% increased damage from Frost Presence and has been corrected.
    • The shadow portion of Scourge Strike no longer incorrectly still receives a 13% spell damage increase from Earth and Moon.
    • Glyph Fixes
      • The Chains of Ice tooltip is now correctly augmented by Glyph of Chains of Ice.
      • Glyph of Raise Ally now correctly affects the risen ally’s health.
      • The Vampiric Blood tooltip became awkwardly worded after applying Glyph of Vampiric Blood. We made the words less awkward.


  • Barkskin is no longer dispellable.
  • Entangling Roots now has a PvP duration of 8 seconds.
  • Healing Touch is now trained at level 78, up from level 3.
  • Hibernate now has a PvP duration of 8 seconds.
  • Lacerate damage has been reduced by approximately 20%.
  • Mangle (Bear Form) weapon damage (at level 80+) has been reduced to 235%, down from 300%.
  • Mangle (Cat Form) weapon damage percent (at level 80+) has been increased to 460%, up from 360%.
  • Maul damage has been reduced by approximately 20%.
  • Moonfire mana cost has been reduced from 18% to 9%.
  • Mount Up: This guild perk now applies to Flight Form and Swift Flight Form as well.
  • Nature’s Grasp now has a PvP duration of 8 seconds.
  • Nourish is now trained at level 8, down from level 78.
  • Omen of Clarity can no longer trigger from helpful spells (aka heals), unless the Restoration talent Malfurion’s Gift is chosen.
  • Prowl is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.
  • Rake damage has been reduced by 10%.
  • Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost is now 20% of base mana.
  • Rip damage has been reduced by 10%.
  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.
  • Shred weapon damage percent (at level 80+) has been increased to 450%, up from 350%.
  • Skull Bash’s lockout time has been reduced to 4 seconds, down from 5.
  • Soothe is now instant cast, down from 1.5 seconds.
  • Worgen and troll druids now have new art for Swift Flight Form.
  • Talent Specializations
    • Balance
      • Fungal growth duration has been increased to 20 seconds, up from 10. In addition, it should now be much more responsive when detonating Wild Mushrooms.
      • Moonkin Form now grants 15% damage reduction instead of increased armor. In addition, shapeshifting in or out of this form now breaks roots. Note this is not stated in the tooltip.
      • The Shooting Stars buff duration has been increased to 12 seconds, up from 8 seconds.
      • Starfall will no longer strike targets that are not in combat and will now drop stars at a slightly faster rate.
      • Sunfire mana cost has been reduced from 18% to 9%.
      • Total Eclipse (Mastery) benefit from mastery increased by approximately 33%.
      • Typhoon mana cost has been reduced by 50%.
      • Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 30%.
    • Feral
      • Berserk (instant Mangle proc) now has a new Spell Alert identifier. In addition, Berserk no longer breaks Fear or makes the druid immune to Fear.
      • Blood in the Water: Timing on this effect has been improved so that Ferocious Bite will immediately refresh Rip, rather than be slightly delayed (which gave a chance for the Rip to expire despite being refreshed).
      • Infected Wounds now has a PvP duration of 8 seconds.
      • Pulverize weapon damage percent has been reduced to 80%, down from 100%.
    • Restoration
      • Disentanglement (new specialization): Causes shapeshifting to remove roots in addition to snares.
      • Empowered Touch now also affects Regrowth. In addition, after Tree of Life is no longer active, this talent will only refresh the most recently cast or refreshed Lifebloom, and will not refresh other copies of Lifebloom.
      • Natural Shapeshifter has been reduced to a 3/6-second increase to Tree of Life’s duration, down from 5/10.
      • Nature’s Bounty no longer affects Swiftmend, but now has a new effect. When the druid has Rejuvenation on 3 or more targets, the cast time of Nourish is reduced by 10/20/30%.
      • Symbiosis (Mastery) benefit from mastery increased by approximately 16%.
      • Tree of Life duration has been reduced to 25 seconds, down from 30.
      • Wild Growth healing has been increased by 30%, and the cooldown has been reduced to 8 seconds, down from 10.
  • Glyphs
    • Glyph of Entangling Roots redesigned. It now reduces the cast time of Entangling Roots by 0.2 seconds, rather than making it instant cast.
    • Glyph of Regrowth now causes the heal-over-time effect to refresh itself on targets at or below 50% health, up from 25%.
    • Glyph of Wrath now increases damage done by Wrath by 10% and no longer requires Insect Swarm on the target.
  • Druid Bug Fixes
    • Druid forms now have an Archaeology Survey animation.
    • Balance of Power’s tooltip now states that spell hit rating is increased only by Spirit gained from items and effects.
    • Druids can correctly cast Barkskin while silenced.
    • Feral Charge: Cat should always turn the druid around to face the back of the target.
    • Hurricane now remains at the same location it was cast at while on a moving transport.
    • The mana return effect of Leader of the Pack is now consistent with its tooltip.
    • Maul and other Feral druid ability tooltips should now show the correct damage.
    • Druids in Moonkin Form should now correctly be able to mount.
    • Rank 1 of Naturalist is now reducing the cast time by what it states on the tooltip.
    • Nature’s Swiftness is no longer consumed when casting Entangling Roots that became instant cast via Glyph of Entangling Roots.
    • The instant Rejuvenation heal from Gift of the Earthmother should no longer gain bonus healing from haste too soon, and should now correctly benefit from Symbiosis.
    • The Thick Hide tooltip should now reflect the new increased values.
    • The tooltip for Thrash’s bleed effect listed the amount of damage per tick rather than the total damage for the effect. This has been corrected.
    • Using Track Humanoids while in Cat Form should no longer cause loot windows to automatically close the first time they are opened.
    • Druids should now make the correct laugh and cry emote sounds while in Tree of Life Form.
    • Wild Mushroom’s tooltip now shows the magic school.
    • Glyph Fixes
      • Glyph of Ferocious Bite now correctly augments the Ferocious Bite tooltip.


  • Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
  • Arcane Shot damage has been increased by 15%.
  • Aspect of the Wild, Aspect of the Hawk, and Aspect of the Fox can now be cast while mounted.
  • Hunters can now use Auto Shot while moving.
  • Casting Trap Launcher, Distracting Shot, and Scare Beast now cancel Auto Shot when cast. This is to make it easier to crowd control creatures with Auto Shot while moving enabled.
  • Concussive Shot duration has been increased to 6 seconds, up from 4.
  • Deterrence now provides 100% chance for melee attacks to miss instead of 100% parry chance. This means that attacks that cannot be parried, notably some rogue abilities, can now be prevented by Deterrence, and the hunter will gain the benefit of Deterrence even if disarmed.
  • Dust Cloud’s cooldown and duration have been modified to make it closer aligned with Tailspin (same effect, different pet).
  • Freezing Trap now has a PvP duration of 8 seconds.
  • Kill Command’s damage has been increased by 20%.
  • Kill Shot’s attack power scaling has been increased by 50%.
  • Master’s Call now has a 35-second cooldown, down from 1 minute, and its range has been increased to 40 yards, up from 25. In addition, the visual effect is more obvious.
  • Wing Clip now has a PvP duration of 8 seconds.
  • Talent Specializations
    • Beast Mastery
      • Animal Handler now provides a passive 25% bonus to attack power, up from 15%.
    • Marksmanship
      • Chimera Shot’s overall damage has been increased by roughly 50%.
      • Wild Quiver (Mastery): Chance for this to trigger per mastery has been increased by approximately 17%.
    • Survival
      • Black Arrow damage has been reduced by 15%.
      • Explosive Shot damage has been reduced by 15%.
      • Hunter vs. Wild has been increased to 5/10/15% Stamina, up from 4/8/12%.
      • Into the Wilderness (passive) has been reduced to a 10% Agility increase, down from 15%.
  • Pets
    • Pets now have 70% of the master’s armor, rather than a different value based on which type of pet they are.
    • Shale Spiders now correctly have a special ability (Web Wrap).
    • Bad Manner (monkey) now properly breaks from damage.
  • Glyphs
    • Glyph of Concussive Shot redesigned. It now limits the maximum run speed of the target while Concussive Shot is active.
  • Hunter Bug Fixes
    • Aimed Shot no longer ignores the Fire! buff when cast by macro.
    • Camouflage is now breaking when the hunter’s traps deal damage to a target.
    • Chimera Shot’s particle effect animations should now display correctly.
    • Cobra Shot now properly increases the duration of the Serpent Spread Serpent Sting.
    • The Focus Fire spell effect is now cooler than your best collection of green rectangles.
    • Wild Quiver’s effect per point of mastery value should now be consistent.
    • Before shooting, male undead hunters will no longer look away from their targets.
    • Pet Fixes
      • Pet families added in Cataclysm should not be missing talents.
      • Pets should fight all underwater creatures, even if the hunter is out of melee range.
      • Ancient Hysteria should not able to affect low-level characters.
      • Ancient Hysteria now correctly affects pets.
      • Embrace of the Shale Spider now provides resistances so that those resistances are not lost if this buff overwrites Blessing of Forgotten Kings.
      • Ferocity-category pets in the dog and fox families now have access to the pet talent Charge.
      • Mobility can correctly be learned by land-based hunter pets.
      • Ravage no longer counts toward stun diminishing returns.
      • Undead hunters now start with Revive Pet on the action bar.
      • The pet Spellbook entry for Serpent Swiftness now shows its rank.
      • Shale Spiders are no longer missing a special ability.
      • The Shell Shield (Terrorpene) visual has been enlarged and should now be seen when cast.
      • The tooltip for the armor value in the Character pane should now be showing the correct amount of armor granted to pets.


  • Arcane Barrage mana cost has been reduced by 8%.
  • Arcane Blast mana cost has been reduced by 12%.
  • The mana costs of Arcane Brilliance and Dalaran Brilliance have been reduced by approximately 16%, making them roughly equal to the cost of Mark of the Wild.
  • Counterspell lockout duration reduced to 7 seconds, down from 8.
  • Fireball mana cost has been reduced to 9% of base mana.
  • Flame Orb now ignores critters.
  • Frostfire Bolt mana cost has been reduced to 9% of base mana.
  • Mage Armor now reduces the duration of magic effects by 35%, down from 50%.
  • Molten Armor, Frost Armor, and Mage Armor no longer cost mana.
  • Polymorph now has a PvP duration of 8 seconds.
  • Ring of Frost: Radius shrunk to 8 yards, and inner "safe" radius is now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of Frost will now make the target immune to being refrozen for 3 seconds. If a second Ring of Frost is cast by the same mage while the first is still active (via Cold Snap), the first will now disappear and cease functioning. In addition, Ring of Frost now has a PvP duration of 8 seconds.
  • When a mage uses the Invisibility spell, it will now also cause their pet Water Elemental to become invisible.
  • Talent Specializations
    • Arcane
      • Slow now has a PvP duration of 8 seconds.
    • Fire
      • Firestarter now allows the mage to cast Scorch while moving (regardless of which armor spell is used), and no longer eliminates Molten Armor’s critical strike chance reduction.
      • Flashburn (Mastery) benefit per mastery has been increased by 12%.
      • Living Bomb mana cost has been reduced by 22%.
    • Frost
      • Deep Freeze damage done has been reduced by 20%.
      • Fingers of Frost can no longer be dispelled and now also increases Ice Lance damage by 15%.
      • Frost Specialization now only grants 2 base points of mastery (instead of 8), reducing all Frost damage to frozen targets by 15% from previous values. However, Frost Specialization now increases base Frostbolt damage by 15%.
  • Mage Bug Fixes
    • Arcane Power now has its tooltip updated when Glyph of Arcane Power is active.
    • The attachment point of Cone of Cold was too far left and has been adjusted on male troll models.
    • Evocation was returning less mana than the tooltip stated it should. This has been corrected.
    • Flame Orb’s tooltip should now state how much damage it will explode for after the Fire Power talent is chosen.
    • Rank 1 Frostfire Orb is no longer applying a debuff that incorrectly states that it snares its target.
    • The Hurricane weapon enchant should no longer proc when Polymorph is cast.
    • Molten Armor tooltips now display the correct information.
    • Nether Vortex was causing Arcane Blast to yield a string error when Arcane Blast was reflected. It shouldn’t do that.
    • When Presence of Mind was active, Conjure Mana Gem was not becoming an instant cast spell if used to refresh a stack of 2 or less Mana Gems. This has been fixed.
    • Presence of Mind is no longer consumed when Flame Orb is cast.
    • Ring of Frost can now be cast and works properly on transports (this includes elevators, trapdoors, etc.).
    • Glyph Fixes
      • Glyph of Arcane Power should correctly reduce the global cooldown of Blink, Mana Shield, and Mirror Image to 0.
      • Ice Barrier’s tooltip is now correctly updated by Glyph of Ice Barrier.


  • The mana costs of Blessing of Might and Blessing of Kings have been increased by approximately 217%, making them roughly equal to the cost of Mark of the Wild.
  • Crusader Strike weapon damage percent has been increased to 135%, up from 115%.
  • Divine Light mana cost has been increased by approximately 10%.
  • Divine Plea now lasts for 9 seconds, down from 15. It grants 4% mana per tick, instead of 2%, for a total of 12% mana, up from 10%.
  • Flash of Light mana cost has been increased by approximately 10%.
  • Forbearance
    • The duration has been lowered to 1 minute, down from 2.
    • Lay on Hands now causes Forbearance on the target. It used to only cause it when cast on the paladin. This was an old design from when Divine Protection caused Forbearance and the paladin didn’t want to prevent a tank from using their defensive cooldown.
    • Lay on Hands cannot be a critical effect and will not be affected by most abilities which modify healing (such as Beacon of Light). In addition, Lay on Hands is no longer on the global cooldown.
    • Since only Divine Shield, Lay on Hands and Hand of Protection cause Forbearance, the tooltips have been adjusted to better explain the mechanic.
  • Holy Light mana cost has been increased by approximately 10%.
  • Holy Wrath no longer counts nearby critters when dividing damage among its targets.
  • Inquisition is no longer dispellable.
  • Rebuke can now be trained by all paladins at level 54. Existing characters will need to visit their trainer, even if they had talented Rebuke before.
  • Seal of Truth: All single target attacks (including Judgement, Hammer of Wrath, Exorcism, and Templar’s Verdict) can now trigger this seal.
  • Talent Specializations
    • Holy
      • Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.
      • Denounce now has a spell overlay.
      • Protector of the Innocent heals for 30% less.
    • Protection
      • Eternal Glory: The chance to not consume Holy Power from this talent now also applies to not consuming the clearcasting effect generated by Divine Purpose.
      • Vindication no longer allows Hammer of Justice to interrupt stun-immune targets. With Rebuke baseline, this functionality is no longer necessary.
    • Retribution
      • Act of Sacrifice will no longer cause Cleanse to remove movement impairing effects from vehicles the paladin is riding.
      • Divine Purpose: The chance for applicable abilities to generate Holy Power has been reduced to 7/15%, down from 20/40%, but instead of generating 1 Holy Power, the next applicable ability used consumes no Holy Power and acts as if the paladin has 3 Holy Power.
      • Divine Storm weapon damage percent increased from 80% to 100%.
      • Hand of Light (Mastery): A percentage of the damage done by Templar’s Verdict, Crusader Strike, and Divine Storm is done as additional Holy damage. This Mastery now grants a 2.1% increase to Holy damage per mastery, down from 2.5%.
      • Repentance is no longer broken from damage done by Censure (Seal of Truth).
      • The Rebuke talent has been replaced with a new passive talent, Sacred Shield. Paladins who had Rebuke before will automatically have Sacred Shield. Sacred When reduced below 30% health, paladins gain the Sacred Shield effect. The Sacred Shield absorbs X damage and increases healing received by 20%. Lasts 15 seconds. This effect cannot occur more than once every 30 seconds. Undispellable.
      • Seals of Command will no longer trigger twice on each swing with Seal of Truth.
      • Zealotry is no longer dispellable.
  • Glyphs
    • Glyph of Divine Plea now adds 6% mana, for a total of 18% over 9 seconds.
  • Paladin Bug Fixes
    • The Silence debuff from Avenger’s Shield was using the Dazed visual effect, and its Daze debuff did not have a visible effect. This has been remedied.
    • The damage bonus from Communion is no longer applied even when the paladin has no paladin auras active.
    • Divine Storm no longer incorrectly highlights when Hand of Light procs.
    • Exorcism no longer re-targets whomever it does damage to when it finishes casting.
    • The healing amount in the buff tooltip for Holy Radiance is now accurate.
    • Pursuit of Justice is now providing Holy Power when the paladin gets stunned by the Fire mage talent Impact. Conversely, Pursuit of Justice is no longer granting Holy Power when the Paladin is hit by Holy Wrath.
    • Repentance tooltip now states that it does not break Censure damage.
    • Rank 1 of Shield of the Templar was reducing the cooldown of Guardian of Ancient Kings by 45 seconds, which is inconsistent with the scaling of ranks 2 and 3. This has been adjusted.
    • The tooltip for Tower of Radiance indicated that Holy Light would generate a charge of Holy Power. This has been fixed.
    • Word of Glory no longer resets the swing timer.
    • Glyph Fixes
      • The damage-over-time effect of Exorcism added by Glyph of Exorcism is now correctly affected by Exorcism’s damage.
      • The tooltip for Holy Wrath is now updated to reflect changes when Glyph of Holy Wrath is active.
      • The Glyph of Light of Dawn is now updating the tooltip for Light of Dawn.
      • The Glyph of Seal of Insight now requires level 32 to be consistent with when Seal of Insight can be learned from the trainer.
      • The Glyph of Templar’s Verdict is now updating the tooltip of Templar’s Verdict.


  • The duration of Levitate has been increased to 10 minutes, up from 2.
  • The mana cost of Power Word: Fortitude has been reduced by approximately 68%, making it roughly equal to the cost of Mark of the Wild.
  • The mana cost of Power Word: Shield has been increased by approximately 31%, but its effect has been increased by 208%.
  • The mana cost of Renew has been reduced by 24%.
  • The mana cost of Shadow Protection has been reduced by approximately 65%, making it roughly equal to the cost of Mark of the Wild.
  • Mind Blast now does 18% more damage than Mind Spike.
  • Mind Control now has a PvP duration of 8 seconds.
  • Mind Sear can now be channeled on friendly targets in addition to enemy targets. In addition, Mind Sear’s damage has been increased by roughly 15%.
  • Prayer of Healing effectiveness has been reduced by 15%.
  • Talent Specializations
    • Discipline
      • Divine Aegis: Critical effects from Prayer of Healing now award a bonus amount in addition to the default, always-proc Divine Aegis effect.
      • Grace is no longer limited to one target at a time.
      • Focused Will now procs when the priest is critically hit, in addition to its current effect.
      • Pain Suppression is no longer dispellable.
      • Penance mana cost has been increased by 7%, but healing has been increased by 20%.
      • Strength of Soul now occurs when the priest casts Inner Focus on oneself, rather than Power Word: Shield. In addition, Strength of Soul now also causes the priest to become immune to silence, interrupt, and dispel effects for 2/4 seconds after using Inner Focus.
    • Holy
      • Blessed Resilience will now proc when the priest is critically hit, in addition to its current effect.
      • Chakra
        • Chakra states now last 1 minute, up from 30 seconds.
        • Binding Heal and Holy Word: Serenity now refresh the duration of Renew on the target, in addition to the other direct heals.
        • Binding Heal, Flash Heal, and Greater Heal can now trigger Chakra: Serenity.
        • Mind Spike can now trigger Chakra: Chastise.
      • Circle of Healing effectiveness has been increased by 30%.
      • Desperate Prayer now heals the priest for 30% of their total health, up from a very subpar value.
      • Guardian Spirit: The absorb/heal from this ability can now never exceed 200% of the maximum health of the target.
      • Holy Concentration now increases the amount of mana regeneration from Spirit while in combat by an additional 15/30%, down from 20/40%.
      • Holy Word: Chastise now has a 30-second cooldown, up from 25. In addition, it properly breaks from damage.
      • Lightwell’s health has been increased by 50% (for PvP purposes).
      • Serendipity now has Spell Alert and Floating Combat Text feedback support.
      • Surge of Light can now also proc from Flash Heal and Greater Heal, and can now also critically hit.
    • Shadow
      • Shadow Orbs benefit from mastery has been increased by approximately 16%.
      • Vampiric Embrace now lasts until canceled.
  • Glyphs
    • Glyph of Mind Flay no longer requires Shadow Word: Pain to be on the target.
    • Glyph of Pain Suppression has been renamed Glyph of Desperation and now allows Guardian Spirit to be cast while stunned, in addition to Pain Suppression.
    • Glyph of Psychic Horror now reduces the cooldown of Psychic Horror by 30 seconds, down from 60.
    • Glyph of Spirit of Redemption has been converted into Glyph of Prayer of Mending, which increases the healing done by the first charge of Prayer of Mending by 60%.
  • Priest Bug Fixes
    • Atonement now has the correct healing range listed in the tooltip.
    • Blessed Resilience rank 1 and 2 tooltips are now consistent with the amount of increased healing.
    • Dispersion should no longer allow priests to become permanently invisible when mounting.
    • Dispersion correctly reduces the damage dealt by Deep Wounds and Piercing Shots.
    • Focused Will rank 1 and 2 tooltips are now consistent with the amount of damage reduced.
    • Heal, Flash Heal, Greater Heal, and Binding Heal effects are now consistent with their tooltips.
    • Holy Concentration now has correct percentages listed in the tooltip.
    • Holy Word: Serenity now correctly grants healing spells cast by the priest an extra 25% chance to critically hit.
    • Inner Fire no longer consumes mana after learning Inner Sanctum.
    • Inner Will now correctly reduces the mana cost of Power Word: Barrier.
    • Lightwell healing now matches its tooltip description.
    • Undead and blood elf priests are no longer gaining aggro from friendly guards when casting Mind Control on enemy NPCs.
    • Unnecessary string errors should no longer occur when casting Power Word: Barrier.
    • Prayer of Mending will now properly return an error when cast on a target with a more powerful Prayer of Mending active.
    • Rapture’s tooltip now has the correct percentages listed.
    • Shadow Orbs’ tooltip showed a 0% increase in damage and did not give an increase of damage until additional mastery rating was added. This has been corrected.
    • Sin and Punishment will no longer fear players that are not flagged for PvP.
    • Surge of Light is no longer consumed without benefit if it triggers while a Flash Heal is being cast.
    • Glyph Fixes
      • Critical heals from Glyph of Dispel Magic properly proc Divine Aegis.


  • Blind now has a PvP duration of 8 seconds.
  • Combat Readiness now lasts for 20 seconds, down from 30 seconds, but the Combat Insight stacking buff lasts 10 seconds, up from 6 seconds.
  • Crippling Poison now has a PvP duration of 8 seconds.
  • Garrote now costs 45 Energy, down from 50.
  • Sap now has a PvP duration of 8 seconds.
  • Smoke Bomb now lasts for 5 seconds, down from 10 seconds.
  • Stealth is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.
  • Talent Specializations
    • Assassination
      • Deadly Momentum critical strike bonus now lasts for 15 seconds, up from 10.
    • Combat
      • Blade Flurry is now a toggle that can be turned off by pressing the button again. In addition, this ability no longer has a fixed duration, but will go on cooldown for 10 seconds after being canceled (similar to Stealth). In addition, Blade Flurry now reduces energy generation by 30% while active, up from 20%.
      • Main Gauche (Mastery) now provides a chance to deal an attack for 100% of main-hand damage. This attack can trigger Combat Potency.
      • Restless Blades now also reduces the cooldown of Redirect.
      • Revealing Strike now increases finisher effectiveness by 35% (45% glyphed), up from 20% (30% glyphed).
      • Vitality now increases attack power by 25%, up from 20%.
    • Subtlety
      • Elusiveness now reduces the cooldown of Cloak of Shadows by 10/20 seconds, down from 15/30 seconds.
      • Executioner (Mastery) has been increased from 2% to 2.5% per point.
      • Find Weakness now grants 35/70% armor reduction, up from 25/50%.
      • Preparation no longer resets the cooldown of Evasion.
      • Sanguinary Vein now gives a rogue a 50/100% chance for their own Bleed effects to not break their Gouge.
      • Shadowstep’s cooldown has been increased to 24 seconds, up from 20 seconds.
      • Sinister Calling now grants 30% Agility, up from 25%, and increases Backstab and Hemorrhage damage by an additional 40%, up from 25%.
  • Glyphs
    • Glyph of Garrote now increases the duration of Garrote by 1.5 seconds, down from 2.
  • Rogue Bug Fixes
    • Cloak of Shadows now functions properly to protect the rogue from the following boss and creature abilities: Gravity Well (Terrastra, The Bastion of Twilight), Burning Corruption (Crimsonborne Seer, Grim Batol), Lava Fissure (Slabhide, The Stonecore), Geyser (Lady Naz’jar, Throne of the Tides), Noxious Mire (Naz’jar Sentinel, Throne of the Tides).
    • Cheat Death was activating by a warlock’s Chaos Bolt but not working. Chaos Bolt will still trigger Cheat Death, but will not kill the rogue.
    • Eviscerate was showing reduced energy cost at low levels, even though the cost should remain 35 energy. This has been corrected.
    • Feint correctly reduces Quake damage from Rom’ogg Bonecrusher (Blackrock Caverns).
    • The Honor Among Thieves buff icon is now correctly displayed for the rogue, and not just for the rogue’s party members.
    • Ruthlessness has the correct chance to proc when Envenom is used.
    • Glyph Fixes
      • Blade Flurry’s tooltip is now correctly augmented by Glyph of Blade Flurry.
      • The Hemorrhage tooltip is now correctly updated to reflect the bleed effect when Glyph of Hemorrhage is applied.
      • The Preparation tooltip is now augmented by Glyph of Preparation.


  • Chain Heal’s effectiveness has been increased by approximately 10%.
  • Flametongue Weapon procs now deal roughly 20% less damage.
  • Healing Rain now has a 40-yard range, up from 30, to be consistent with other shaman heals.
  • Hex now has a PvP duration of 8 seconds.
  • Purge now dispels a single effect instead of two.
  • Spiritwalker’s Grace duration has been increased to 15 seconds, up from 10.
  • Tremor Totem has been redesigned. The totem is now usable under Fear, Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds and has a 1-minute cooldown.
  • The Windfury Weapon proc can now trigger 3 additional attacks, up from 2.
  • Talent Specializations
    • Elemental Combat
      • Earthquake damage has been increased by approximately 10%.
      • Elemental Overload (Mastery) procs of Lightning Bolt or Chain Lightning can now generate Rolling Thunder charges.
      • Lava Burst’s damage has been increased by roughly 10%.
    • Enhancement
      • Flametongue Weapon damage now scales from attack power instead of spell power (for Enhancement shaman only).
      • Purge no longer has its mana cost reduced by Mental Quickness.
    • Restoration
      • Cleansing Waters no longer fires its heal effect twice when a shaman removes a Magic and a Curse debuff with a single cast.
      • Deep Healing (Mastery) has been increased to 3% per point, up from 2.5%.
      • Earth Shield can no longer be dispelled.
      • Greater Healing Wave mana cost has been increased by 10%; healing done has been increased by 20%.
      • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman’s Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide.
  • Glyphs
    • Glyph of Hex now reduces the cooldown by 10 seconds, down from 15.
  • Shaman Bug Fixes
    • Ancestral Resolve correctly reduces the damage done by Chaos Bolt.
    • Earthquake’s mana cost is now correctly reduced by Elemental Focus’ clearcasting proc.
    • Elemental Oath properly increases the damage of Earthquake.
    • Player movement speed cannot be reduced below 100% while in Ghost Wolf if the player is or has been in an indoor environment.
    • Healing Rain shouldn’t fail to complete casting if a low-level player or NPC is within its targeted location.
    • Reincarnation can now correctly be used after Soulstone Resurrection or Rebirth has already been used on the shaman during a boss encounter.
    • Glyph Fixes
      • The tooltip for Elemental Mastery now updates after applying the Glyph of Elemental Mastery.
      • The spell buff icon for Ghost Wolf now updates when Glyph of Ghost Wolf is applied.
      • The spell tooltip for Grounding Totem now updates when Glyph of Grounding Totem is applied.
      • The tooltip for Healing Stream Totem now updates to reflect the additional spell resistance benefits granted by Glyph of Healing Stream Totem.
      • The spell tooltip for Healing Wave now updates when Glyph of Healing Wave is applied.


  • Curse of Exhaustion now reduces movement speed by 30%, down from 50%. Its range has been increased to 40 yards, up from 30.
  • Demon Armor and Fel Armor no longer cost mana and last until canceled.
  • Devour (Felhunter) cooldown has been increased to 20 seconds, up from 8. Devour is no longer able to be auto-cast.
  • Drain Mana has been removed from the game.
  • Fear now has a PvP duration of 8 seconds.
  • Fel Armor has been redesigned. It now surrounds the caster with fel energy, increasing spell power and causing the warlock to be healed for 3% of any single-target spell damage he or she deals.
  • Seduction (Succubus) now has a PvP duration of 8 seconds.
  • Talent Specializations
    • Affliction
      • Soul Swap can no longer be dispelled (the aura given to the warlock between swapping).
      • Unstable Affliction’s silence effect has been reduced to 4 seconds, down from 5.
    • Demonology
      • Demonic Aegis now increases the healing effect of Fel Armor by 50/100%.
      • Demonic Rebirth now highlights summoning spells when active.
      • Demon Soul: Imp redesigned. It now increases the critical strike chance of all non instant cast Destruction spells by 30%, rather than increasing critical strike damage. Duration reduced to 20 seconds.
      • Felstorm (Felguard) damage has been reduced by 20%.
      • Immolation Aura damage has been reduced by roughly 30%.
      • Inferno no longer increases the radius of Hellfire, but instead increases the duration of Immolate by 6 seconds in addition to its existing effect.
      • Master Demonologist (Mastery) benefit from mastery increased by approximately 33%.
    • Destruction
      • Burning Embers damage has been reduced by 15%.
      • Fiery Apocalypse (Mastery) benefit from mastery increased by approximately 8%.
      • Improved Soul Fire now increases Fire and Shadow damage done by 4/8%, rather than 7/15% spell haste. In addition, this talent has been moved to tier-3 Destruction, switching places with Aftermath.
      • Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
  • Warlock Bug Fixes
    • Rank 2 of Backdraft should no longer have charges consumed when casting Immolate.
    • The spell animation for Demon Circle: Summon no longer persists through death.
    • Demon Leap should no longer cause players to pass through the environment at the entrance/exit of Orgrimmar.
    • Drain Life cast when under the effects of Soulburn no longer has higher damage than the normal version of Drain Life.
    • Empowered Imp can no longer proc if the warlock does not have the talent.
    • Hellfire will not proc the Muradin’s Spyglass buff without hitting an enemy target.
    • Warlocks with the Jinx talent who have an active Curse of the Elements on a target should no longer be interrupted while eating or drinking.
    • Nether Protection should now proc properly from all associated abilities.
    • Rain of Fire now remains at the same location it was cast at while on a moving transport.
    • Ritual of Summoning should no longer yield graphical issues with the created portal.
    • Casting Soulburn during the global cooldown of a Soulburn ability, and while under the effects of another self-buff, was sometimes causing Soulburn abilities to be non-functional. This has been corrected.
    • The UI fly-out for a warlocks’ summoning spells now updates in real time based on the warlock’s available mana.
    • The tooltip for the armor value in the Character pane should now be showing the correct amount of armor granted to pets.
    • Glyph Fixes
      • Glyph of Voidwalker’s tooltip has been updated to the new pet scaling system.


  • Charge now shares diminishing returns with stun effects.
  • Cleave damage has been reduced by 20%.
  • Hamstring now has a PvP duration of 8 seconds.
  • Heroic Strike damage has been reduced by 20%.
  • Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. This ability was originally designed to help warriors with rage capping, but the Heroic Strike and rage normalization changes seem to have solved that problem on their own. This new design will still allow warriors to burn off excess rage faster, at their discretion.
  • Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
  • Slam weapon damage percent (at level 80+) has been increased from 125% to 145%.
  • Talent Specializations
    • Arms
      • Drums of War no longer lowers the rage cost of Piercing Howl.
      • Juggernaut no longer increases the cooldown on Charge, but instead increases the duration of the Charge stun by 2 seconds. In addition, Charge is usable in all stances, however, the talent now causes Charge and Intercept to share a cooldown.
      • Lambs to the Slaughter: Instead of granting 10/20/30% damage to the next Mortal Strike, Overpower, or Execute, it now grants a 10% buff to any Mortal Strike, Overpower, Slam, or Execute that stacks 1/2/3 times.
      • Mortal Strike cost has been reduced by 5 rage.
      • War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.
    • Fury
      • In addition to its current effects, Bloodsurge now also causes the next Slam to deal 20% more damage.
      • Bloodthirst damage has been increased by approximately 30%.
      • Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 120%.
      • Single-Minded Fury bonus has been increased to 20%, up from 15%.
      • Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
    • Protection
      • Charge’s stun continues to not trigger diminishing returns for Protection warriors who have the Warbringer talent.
  • Glyphs
    • Glyph of Rapid Charge has been changed from a 7% reduction to Charge’s cooldown, to 1 second off of the cooldown. This change is primarily to clarify the exact cooldown reduction this glyph provides.
  • Warrior Bug Fixes
    • Warrior abilities which were incorrectly assigned the sound effect for Mangle have been updated.
    • Battle Shout’s buff tooltip should not show incorrect values when the recipient is higher level than the warrior.
    • Heroic Leap and Thunder Clap no longer incorrectly scale damage with both Strength and Agility.
    • Forceful Deflection passive aura is now properly applying to warriors beginning at level 1.
    • The Victorious buff can no longer proc before the warrior learns Victory Rush.
    • The wording in the tooltip for Vigilance was inconsistent with other abilities and has been updated.

Dungeons & Raids

  • Level-85 players can now choose any normal dungeon via the Dungeon Finder. Choosing Random Dungeon will still not add Blackrock Caverns or Throne of the Tides into the rotation.
  • Level-85 dungeon bosses in Lost City of the Tol’vir, Grim Batol, and Halls of Origination now drop 30 Justice Points each when killed.
  • The daily Random Dungeon reward on normal difficulty has been increased to 140 Justice Points, up from 70.
  • Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder.
  • The Bastion of Twilight
    • Halfus Wyrmbreaker
      • Shadow Nova is now cast less frequently in 10-player modes to account for fewer available interrupts there.
      • The captured drakes in this encounter now apply Dragon’s Vengeance when they are killed instead of when they are freed. To account for this change, the health and damage of the drakes has been reduced, and the damage bonus gained from Dragon’s Vengeance has been increased.
  • Blackrock Caverns
    • Beauty now spawns with only two pups in Heroic difficulty. Not to worry though, the missing pup has been adopted by a wonderful, if not insane family.
  • Blackwing Descent
    • The Dwarven Golem Council will now go berserk after 10 minutes in Heroic difficulty.
    • Atramedes will now go berserk after 10 minutes in Heroic difficulty.
    • Maloriak
      • Increased the cast time of Release Aberrations.
      • Heroic: Decreased the health of the Vile Swill by 15%.
      • Heroic: Dark Sludge can now only target players.
  • Deadmines
    • Foe Reaper 5000
      • Foe Reaper 5000’s health has been reduced slightly. In addition, he now enrages at 40%, up from 30%.
      • When enraged, Molten Slag spawn 33% faster.
    • Ripsnarl
      • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated.
    • Vanessa VanCleef
      • While in Helix’s Nightmare during the Vanessa VanCleef encounter, Helix is now larger and a little easier to see.
      • The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
      • Some boat fires will now go out when Vanessa VanCleef is defeated, making it easier to get back onto the ship from the cavern entrance.
      • Vengeance of VanCleef has been redesigned. It is now a stacking buff that increases damage dealt, size, and attack speed, and stacks up to 40 times. Vanessa will begin casting this as soon as she jumps back onto the boat after detonating charges.
  • Grim Batol
    • Faceless Corruptors now move 10% more slowly.
    • Players may still use spell and abilities while afflicted by Forgemaster Throngus’s Impaling Slam.
    • Valiona’s Devouring Flame damage has been reduced by 20%.
  • Halls of Origination
    • The duration of the Flame Wardens’ Raging Inferno has been reduced by 80%.
    • Anraphet’s Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
    • Earthrager Ptah’s Flame Bolt now deals more damage per second on Heroic difficulty.
    • Setesh seeks a portal every 25 seconds, up from 20.
  • Lost City of the Tol’vir
    • Lockmaw no longer tolerates fighting in his treasure room.
  • Shadowfang Keep
    • Baron Ashbury
      • Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
    • Lord Godfrey
      • He should now face a random target when casting Pistol Barrage.
    • Lord Walden
      • Conjure Poisonous Mixture now deals more initial damage.
      • Frost Mixture is now area-of-effect damage.
      • Toxic Catalyst now deals less damage over time.
  • The Stonecore
    • Stonecore Earthshapers’ Dust Storm does slightly less damage.
    • Corborus
      • The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
      • The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual.
    • High Priestess Azil
      • She grew! She’s now 175% the size of a human, up from 125%.
      • Gravity Wells should kill Devout Followers more quickly.
      • The cast time of Force Grip is now 1.5 seconds, up from 1.
      • The size of the warning visual for Seismic Shard has been increased to more accurately reflect the area it affects.
    • Slabhide
      • The ground phase lasts longer and has fewer stalactites.
    • Ozruk
      • He now does more melee damage.
      • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
      • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
      • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.
  • Throne of the Four Winds
    • Al’ Akir
      • Al’Akir’s Electrocute can no longer be interrupted by Spell Reflection.
    • Conclave of Wind
      • Heroic: Slicing Gale debuff reduced from 10% per stack to 5%.
  • Throne of the Tides
    • Commander Ulthok now does more melee damage.
    • The damage done by Lady Naz’jatar’s Shock Blast and Naz’jar Tempest Witch Chain Lightning has been reduced.
    • Gilgoblin Poisoned Spear impact damage has been reduced slightly.
    • Tainted Sentries Swell damage has been reduced.
    • The damage of Blight of Ozumat has been reduced by 25% per stack.
  • The Vortex Pinnacle
    • Creatures
      • Desperate Speed cast by Temple Adepts has had its duration reduced significantly.
    • Altairus
      • The visual effects in this encounter have been adjusted to make the wind direction easier to read.
      • Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
    • Asaad
      • Skyfall Stars are now summoned to help him defeat players.
      • Static Cling has had its cast time increased to 1.25 seconds, up from 1.
    • Grand Vizier Ertan
      • His health has been reduced slightly.
      • He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players.
  • Dungeon & Raid Bug Fixes
    • Many dungeon maps with display issues or missing sections have been updated.
    • Several bosses and creatures were awarding no, or too little, reputation when killed. Conversely, some creatures were awarding too much reputation, or should not have been awarding reputation at all. These inconsistencies have been corrected.
    • Error messages for characters unable to enter a Heroic raid dungeon should be more clear.
    • Players level 83 and higher should be able to correctly queue for holiday dungeon bosses.
    • Players above level 80 can no longer queue for Wrath of the Lich King Heroic dungeons.
    • Level 68-79 Wrath of the Lich King dungeons again award reputation.
    • If a spell is cast which provides items for players (i.e. Soulwell), members of the party or raid should still be able to access the items after the caster leaves the dungeon.
    • The minimum level requirements for many level 1-60 dungeons were too high and have been appropriately adjusted.
    • Ahn’Qiraj
      • If one of the bug trio bosses is tamed, the encounter can again be completed normally.
    • Baradin Hold
      • Players in the raid dungeon will correctly be given a 15-minute warning before Tol Barad will be in contention again.
    • The Bastion of Twilight
      • There should no longer be a significant performance drop when entering the Bastion Antechamber.
      • Several items dropping in the Heroic version of Bastion of Twilight which did not have the Heroic tag in their tooltip have been updated.
      • Cho’gall should no longer look awkward when he is Distracted while sitting on the Throne of the Apocalypse.
      • The voice-over text now matches the voice-over for Cho’Gall’s speeches.
      • Cho’gall shouldn’t Evade and despawn if pulled too close to the door at the entrance to the Throne of the Apocalypse.
      • Cho’gall shouldn’t despawn if tanked close to his door when he gains Twisted Devotion.
      • If a Fire Elemental is spawned while Cho’gall is standing on the hidden elevator, they will no longer spawn in the wrong location for the remainder of the encounter.
      • The overhead arrow spell animation caused by Valiona’s Twilight Meteorite ability shouldn’t clip into the affected character while animating.
      • The corpses of Valiona and Theralion will adhere to the laws of gravity and fall to the ground if killed during phase transitions.
      • The Cache of the Broodmother (from Sinestra) will no longer despawn if dungeon difficulty is changed in the interface.
      • Static Overload used in the Twilight Ascendant Council encounter no longer deals full damage to pets.
    • Black Morass
      • Sa’at again has a dialog option for players to obtain a Chrono-Beacon, even if they have not completed the quest chain that begins with the quest "The Caverns of Time."
    • Blackrock Caverns
      • Karsh Steelbender’s targeting reticule no longer changes size when he catches fire.
      • Raz the Crazed no longer returns to his Shadow Prison if Blackrock Caverns is reset, which was preventing players from finishing the dungeon.
      • Players shouldn’t experience a move enforcement error or be pushed under the world if they are standing near lava when affected by Chains of Woe during the Rom’ogg Bonecrusher encounter.
      • Twilight Obsidian Borers in Blackrock Caverns resume channeling of Bore after being under the effects of a rogue’s Sap.
    • Blackwing Descent
      • Ancient Dwarven Shields used while Atramedes is entering or exiting his air phase should correctly be destroyed.
      • There is no longer a dead zone void of Sonic Pulses on the Heroic version of the Atramedes encounter.
      • Arcanotron can no longer be pulled further than intended via a death knight’s Death Grip.
      • Lightning Shield shouldn’t trigger the shields of all Omnotron Council bosses.
      • Clicking the character name displayed in the raid warning for Lightning Conductor during the Omnotron Defense System encounter no longer brings up the tooltip for the spell Lightning Conductor.
      • Maloriak’s Magma Jets correctly have a cast time.
      • The effect of Maloriak’s spell Consuming Flames should no longer be inconsistent with its combat log tooltip.
      • Maloriak will no longer interrupt himself when speaking during transition phases.
      • The voice-over text now matches the voice-over for Lord Victor Nefarius’ post-Maloriak kill speech.
      • Corpses of Animated Bone Warriors no longer float above the lava during phase 2 of the Nefarian’s End encounter.
      • Nefarions voice-overs should always be audible when standing in the Vault of the Shadowflame.
      • Chimaeron shouldn’t enter phase 2 prematurely.
      • Chimaeron thought he had 3 heads, resulting in 3 separate sleeping animations. He now knows he only has 2 heads.
    • Blackwing Lair
      • The gate at the entrance of Blackwing Lair correctly opens after Chromaggus is tamed as a pet.
    • Caverns of Time
      • Human Illusion: This effect is no longer applied to worgen.
    • The Deadmines
      • Admiral Ripsnarl can no longer be pulled off the top of his ship without resetting the encounter on Heroic difficulty.
      • Defeating Captain Cookie should no longer despawn his cooking pot or leave his corpse floating in mid-air.
      • Foe Reaper 5000 should no longer arbitrarily reset the encounter.
      • The achievement criteria for Prototype Prodigy correctly resets after a wipe.
      • It is no longer possible to avoid detonated charges without leaving the boat during the Vanessa VanCleef encounter.
      • The buff aura applied with random internal information in the tooltip when players access the ropes during the Vanessa VanCleef encounter has been amended.
      • Fixed a bug where players would sometimes have mounting issues after engaging Helix Gearbreaker in any incarnation.
    • Grim Batol
      • The Twilight Beguiler’s ability Deceitful Blast no longer ignores line of sight.
      • It is no longer possible for Forgemaster Throngus to not choose a static direction to channel Flaming Shield.
    • Halls of Origination
      • Spatial Anomaly now drops loot.
      • Multiple Heroic items dropping in the Halls of Origination had level requirements that were too low and have been updated.
      • Players should correctly receive the achievement Faster Than the Speed of Light if they die prior to the party meeting the criteria.
      • Setesh’s Chaos Burn void zones should now be viewable by players with projected textures disabled.
      • The Setesh encounter will now fully reset properly, even if his minions are more than 300 yards from him when he resets.
      • Curse of the Runecaster debuff now deals damage as its tooltip states it will.
      • The Sun-Touched Spritelings and Sprites will no longer retain the Pyrogenics buffs after death.
      • Sun-Touched Servants and Sprites will no longer die without spawning creatures if they are stunned right after they cast Disperse.
      • The Celestial Familiars summoned during the Isiset encounter are no longer classified as humanoids.
    • Icecrown Citadel
      • Kinetic Bombs used during the Blood Prince Council fight will no longer behave oddly if they spawn near the door at the entrance to the room.
    • Lost City of the Tol’vir
      • Characters hit with General Husam’s Hard Impact ability should now always slide down the pillar they are flung into.
      • Lockmaw shouldn’t Evade and despawn if pulled onto the steps directly behind his starting location.
      • Several line-of-sight issues have been corrected around the Sanctum of the South Wind.
    • Scarlet Monastery
      • The courtyards in the Library, Armory and Cathedral wings should no longer have portal errors.
    • Sethekk Halls
      • The door leading out of Talon King Ikiss’s room should always properly open.
    • The Stonecore
      • Fixed a bug that made Ozruk’s Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.
      • Earthwarden Yrsa has been reminded she’s a dwarf and now speaks like one (instead of using a draenei voice).
      • Crystal Shards spawned by the Crystalspawn Giant should now immediately despawn after a wipe.
      • The particle effects used when Corborus submerges below the ground should no longer cause performance issues.
      • Players shouldn’t receive a random error during the High Priestess Azil encounter.
      • High Priestess Azil shouldn’t be able to Force Grip players through the altar.
      • Killing a Stonecore Earthshaper that transforms into a Force of Earth now correctly awards loot.
    • Stratholme
      • Archmage Angela Dosantos’s portal at the end of the dungeon should no longer suffer from functionality issues.
      • Willey Hopebreaker no longer plays extraneous "I’m dying" sound variations simultaneously when a Scarlet Cannon is fired.
    • Throne of the Four Winds
      • A client assertion issue which could occur during the Al’Akir encounter has been corrected.
      • Ravenous Creepers should now all despawn if the raid wipes while they’re spawning.
    • Throne of the Tides
      • Players can no longer bypass the tentacle knockback area by being super sneaky with their abilities.
      • Ozumat’s Blight of Ozumat can be partially resisted, but can no longer miss players.
      • Al’Akir’s Electrocute can no longer be interrupted by Spell Reflection.
      • Lady Naz’jar’s Geyser should no longer potentially knock players outside the boss room above the geometry of the dungeon.
      • Commander Ulthok’s Dark Fissure effect should now display correctly when projected textures are disabled.
      • Poisoned Spear: The impact of this damage has been reduced.
    • The Vortex Pinnacle
      • Players who enter the dungeon through the instance portal are now given a means to exit after defeating Asaad.
      • Cyclone used by Wild Vortex should no longer be removing some aura abilities.
      • Minister of Air’s Lightning Lash is now properly cast even if a player is not in line of sight.
      • Skyfall Star now leashes and no longer keep players in combat throughout the dungeon if engaged and not killed.


  • The guild reward Armadillo Pup now requires revered faction instead of exalted.
  • All guild banners now reward bonus reputation in addition to honor and experience.
  • Guild bank vouchers that players unlock as guild rewards now correctly state that they can only be used by Guild Leaders.
  • Once a guild hits level 23, the daily cap on experience gained is removed.
  • Additional animations have been added to the Armadillo Pet guild reward.
  • The guild faction requirement on the Guild Herald has been lowered to Revered reputation.
  • We have redefined the definition of a Guild Group for 5-player dungeons.
    • If 3 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 50% of the normal rate.
    • If 4 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 100% of the normal rate.
    • If 5 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 125% of the normal rate.
    • Also note that Heroic dungeons offer a 1.5x multiplier on all guild experience earned.


  • Bell of Enraging Resonance can now trigger from any damage spell instead of only critical strikes.
  • Daybreaker Helm stats have been reallocated, lowering Strength and increasing parry rating.
  • The Fury of Angerforge internal cooldown has been drastically reduced so this trinket will build up charges much faster.
  • The Honor Commodities and Justice Commodities Vendors now sell raw tradeskill materials. These are not intended to be a cost-effective source of these materials, but an option for players with lots of Justice or Honor Points who have already purchased all of the gear that interests them.
  • The cooldown on the Horde Battle Standard has been adjusted to 10 minutes to be consistent with the Alliance version.
  • Left Eye of Rajh: Chance of triggering increased.
  • Lich King trinkets with bonus armor values have been adjusted using the new Cataclysm formula, reducing their armor values substantially.
  • Mandala of Stirring Patterns now grants Intellect instead of Mastery.
  • Item Sets
    • Normal PvE helms (item level 359) no longer have a chance to drop from Nefarian or Cho’gall on Heroic difficulty. Instead, the Heroic PvE helm and shoulder pieces (item level 372) only require their associated Crown/Shoulders of the Forlorn tokens to purchase, and do not require players to obtain the normal helms or shoulders first.
    • The PvE hunter 4-piece set bonus has been redesigned. It now reduces the cast time of Steady Shot and Cobra Shot by .2 seconds.
    • The PvE warlock 4-piece set bonus (Fel Spark) now increases the damage done by the next 2 Fel Flame spells by 300%, rather than increasing the critical effect chance of one by 100%.
    • All PvP 4-piece bonuses have had their flat stat values cut in half. Primary stats are very powerful in Cataclysm, so much so that players were considering using PvP gear in PvE just because of these primary stat bonuses.
    • The PvP Balance druid 4-piece set bonus effect has been increased to 20 Solar Energy and 13 Lunar Energy, up from 5 and 13. The effect will also now be more intelligent at choosing whether to give the druid Lunar or Solar Energy (it checks the Balance Power to determine which to give depending on which energy is higher at the time).
    • The PvP priest 4-piece set bonus has been redesigned. When Power Word: Shield is cast on the priest, movement speed reduction effects are temporally suppressed for 4 seconds.
    • The PvP warlock 4-piece set bonus has been redesigned. It now reduces the cooldown of Death Coil by 30 seconds.
    • The PvP warrior 4-piece set bonus has been redesigned. It now reduces disarm duration by 60% (does not stack with any Weapon Chains).
  • PvP enchants are properly valued and attached to Honor Quartermasters and Tol Barad/Baradin Hold Quartermasters.
  • PvP trinkets will now clear disarm and silence effects.
  • Right Eye of Rajh: Chance of triggering increased.
  • Weapon Chains now reduce disarm duration by 60%, up from 50%.
  • Item Bug Fixes
    • Several items obtained during the 1-60 leveling experience had incorrect level requirements (particularly dungeon items) and have been corrected. This includes multiple plate armor pieces which had level requirements below level 40.
    • Many items with inconsistent stats (including Intellect on hunter items) or stat values have been updated. This includes items which were lacking a vendor sell price.
    • Many items or item set bonuses which referenced stats or abilities that no longer exist have been updated.
    • Several item procs and set bonuses were not functioning as stated and have been corrected.
    • Some Cataclysm trinket procs or activation graphics shared effects with common player spells and have been updated.
    • Items specific to Dragonmaw Clan and Wildhammer Clan reputation now translate properly after a Paid Faction Change.
    • The new high-level reputation tabards are no longer using the Ramhaken tabard art.
    • The Disgusting Oozeling no longer applies a debuff which reduces defense, a deprecated stat.
    • Shirts no longer add to the average item level used to determine eligibility for Heroic dungeons.
    • The Golden King mount will now properly translate to the Annihilator mount if a player initiates a Paid Faction Change.
    • Clicking the Reforge button multiple times before the reforge is complete should not cause players to be charged for each click.
    • Dungeon & Raid Item Fixes
      • Several dungeon items have been updated so that the appropriate classes can roll Need.
      • The Crossfire Carbine (The Bastion of Twilight) no longer incorrectly has the Heroic tag.
      • Normal and Heroic versions of Willowy Crown (Blackrock Caverns) have updated icon, texture, and model art.
      • Using Corrupted Egg Shell (Grim Batol) on a player who is eating or drinking shouldn’t interrupt them. In addition, the Egg shell buff will now be removed when the Corrupted Egg Shell trinket is unequipped after being used on a party member.
      • The Forge Ember (Halls of Stone) can no longer proc from non-healing/damaging spells.
      • The socket colors for the normal and Heroic versions of Blood-Soaked Saronite Stompers (Icecrown Citadel) were inconsistent and have been updated.
      • Oggleflint’s Inspirer (Ragefire Chasm) now binds when picked up.
    • Profession & Enhancement Item Fixes
      • Arcanum of Burning Mysteries is now consistent with its healing counterpart, Arcanum of Blissful Mending.
      • Enchant Cloak – Dodge can no longer be cast on capes below the character level 35 requirement.
      • Enchant 2H Weapon – Mighty Agility required Runed Elementium Rod, which is learned at a higher skill level. This has been addressed.
      • Flask of Oil is now obtainable to craft Goblin Jumper Cables and Gnomish Universal Remote from using Engineering to mine Harvest Reapers.
      • Frost Oil should now correctly proc as intended.
      • Guardian Stones correctly drop from Stone Guardians.
      • Goblin engineers can now learn the schematic for the Mechano-Hog.
      • Worgen engineers can now learn the schematic for the Mekgineer’s Chopper.
      • The Mighty Alchemist’s Stone and Indestructible Alchemist’s Stone are properly able to be reforged.
      • Mixology now correctly provides the duration increase to Elixir of Camouflage.
      • The Origami Rock, Origami Slime, and Scroll of Protection IX can correctly be placed into inscription bags.
      • Parachute Cloak can no longer be used when the character is already on the ground.
      • Runescroll of Fortitude II was applying Fortitude, which only provides 165 Stamina instead of the 468 Stamina listed in the tooltip. This is fixed.
      • Scroll of Intellect VI is now available to train from Inscription trainers.
      • Spider’s Silk was too difficult to obtain and should now drop more frequently.
    • PvP Item Fixes
      • Horde and Alliance Battle Standards now have consistent cooldowns.
      • Firelord’s Draught can only be used in Battlegrounds, as advertised, and no longer incorrectly increases spell power instead of Intellect if that is the highest stat.
      • Cataclysm Gladiator relic tooltips no longer states they can be used by priests.
      • Merciless Gladiator’s Spellblade had inconsistent damage with the rest of the set and has been updated.
      • Vicious Gladiator’s fist weapons should not be using placeholder art.
    • Item Display Fixes
      • Enchant and weapon trail animations and effects should now be properly displaying on many items which were not correctly displaying them previously.
      • Many item and armor display issues which affected select races have been corrected.
    • Tooltip Fixes
      • Many tooltips have been updated to reflect any changes made via recent hotfixes.
      • Several flying mount tooltips have been updated so they no longer say these mounts can be summoned in Outland and Northrend only.
      • Several typos found in various item tooltips have been corrected.


  • Find Herbs, Fish, and Minerals are no longer canceled upon entering an Arena or rated Battleground.
  • A socket has been added to most crafted epic armor pieces that did not already have one.
  • Alchemy
    • Alchemist’s Stones for Agility, Strength, and Intellect have been added.
    • The number of herbs required to create flasks has been reduced, while the Volatile Life needed has been increased slightly.
    • The drops from Tiny Treasure Chests have been improved slightly.
  • Archaeology
    • Archaeology fragments now have a hard cap of 200 per race. Players will not be able to collect additional fragments until they complete artifacts to take them down below 200 fragments. Players with more than 200 fragments will not lose additional fragments in 4.0.6, but in a future patch we may remove any fragments above 200.
    • Archaeology finds now grant a guaranteed skill point up to 50 skill, and then no longer grant skill gains, as opposed to granting up to 100 skill very slowly.
    • The sell value of all common artifacts has been doubled, while a small subset of common artifacts have had their sell value increased far beyond that.
  • Cooking
    • Multiple spawn locations now exist for the Confectioner’s Sugar (daily quest item) in Stormwind.
  • Enchanting
    • Three new bracer enchants are available. They increase Agility by 50, Strength by 50, or Intellect by 50 respectively. Item level 300 or higher required. These new recipes are rare world drops.
    • Enchant Off-Handed – Superior Intellect now increases Intellect by 40, down from 100.
  • Engineering
    • The Electrified Ether recipe now creates 2 to 3 Electrified Ether instead of 1.
    • The Heat-Treated Spinning Lure buff duration has been increased to 15 minutes, up from 5. In addition, the recipe now creates 2 at a time.
    • Mystic Cogwheel is a new Engineering Cogwheel gem which provides resilience rating and can be purchased from the Engineering vendor for 55 Honor Points.
    • Synapse Springs now increase Agility, Strength, or Intellect (whichever is highest for the character). In addition, the effect now lasts 10 seconds, down from 12.
    • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite with the Electrostatic Condenser.
  • Fishing
    • Rare fishing poles now have a chance to be found in the Bag of Fishing Treasures earned via the Stormwind and Orgrimmar Fishing daily quests.
  • Jewelcrafting
    • Meta gems with the Chaotic and Relentless prefixes now have a requirement of 3 red gems.
    • New meta gems have been added: Agile Shadowspirit Diamond (Agility/3% critical damage), Reverberating Shadowspirit Diamond (Strength/3% critical damage), and Burning Shadowspirit Diamond (Intellect/3% critical damage). These new recipes are unbound and can drop from any Cataclysm creature. The new meta gems have a requirement of 3 red gems equipped.
    • Vivid Dream Emerald (new gem) provides resilience/spell penetration and can be purchased for 3 Illustrious Tokens.
    • Wrath of the Lich King purple, green, and orange gems have been increased in cost to match red, blue, and yellow epic gems (220 Justice Points). Burning Crusade epic gems have been increased in cost to match the most expensive Wrath of the Lich King gems.
  • Leatherworking
    • The 500 to 510 skill-up range for Leatherworking has been improved.
  • Tailoring
    • Darkglow Embroidery (Rank 2) now increases Spirit instead of restoring a flat amount of mana.
    • Illusionary Bag now has 26 slots.
  • Profession Bug Fixes
    • See the fixes listed under the Items section.


  • Arenas
    • Bloodlust, Heroism, Time Warp and Ancient Hysteria can no longer be cast while in Arenas.
  • Battlegrounds
    • The Battle for Gilneas
      • The time it takes to capture a flag has been reduced to 5 seconds, down from 8.
    • Strand of the Ancients
      • The damage done by Antipersonnel Cannons has been doubled.
      • The missile speed of Rocket Blast (Antipersonnel Cannons) has been increased by roughly 50%.
      • Some Antipersonnel Cannons could shoot the platform they were spawned on. These spawn locations have been fixed.
      • The Battleground Demolisher no longer has two additional seats and now only has room for the driver.
      • A PvP duration flag has been added to Battleground Demolishers. This should make it so crowd control effects cast on unmanned demolishers does not last an extended amount of time.
      • There should no longer be a discrepancy in time when the Battleground Demolishers spawn at the start of each round.
      • The Battleground Demolishers spawned on the docks no longer despawn when the north graveyard is taken by the offense.
      • Massive Seaforium Charges should now be useable in rated Battleground matches.
      • The duration of the Teleport debuff has been lowered to 10 seconds, down from 20.
      • The radius of the Seaforium Blast has been lowered to 10 yards, down from 20.
      • The Teleporters on defense will now teleport players based on which line of gates have been destroyed, rather than directly behind that gate. For example, if a player clicks the Teleporter at the Blue gate when one of the beach gates has been destroyed, it will put the player behind the Red gate.
  • Tol Barad
    • Attacking forces will receive a 200% capture speed bonus when they control 2 keeps.
    • Defending forces will receive a 200% capture speed bonus when they control all 3 keeps.
    • Daily quest creatures, herbs, minerals, etc. will only spawn when Tol Barad is in the quest phase between battles. There will be 5-minute and 1-minute warnings before the quest phase ends. The quest phase ends 15 minutes before the battle for Tol Barad begins and queuing is made available. At that time any players in the daily micro dungeons will be ported just outside. This does not apply to Tol Barad Peninsula or the daily quests there.
    • The weekly PvP quest "Victory in Tol Barad" now awards 200 Honor Points and 3 Tol Barad Commendations.
    • Players can now see the status of Tol Barad on the World Map no matter where they are. The time to the next battle is displayed by zooming into the Tol Barad section of the map. The current controlling faction can be seen on the Eastern Kingdoms map.
  • PvP Bug Fixes
    • Players are again able to report other players as AFK from the maps and chat interfaces in Tol Barad and Wintergrasp.
    • Arena Fixes
      • Entering an Arena should no longer sometimes cause a client crash.
      • It is now possible to disband an Arena team from the Arena Team management page of the PvP tab.
      • The Join Battle button on the PvP pane should now function when a team captain attempts to queue.
      • It should no longer be possible for players to get their pets stuck on the large pillars in the Orgrimmar Arena.
      • Players joining late to an Arena match will now count for the win condition and will have enemy unit frames.
    • Battleground Fixes
      • Players should no longer receive a client crash by going AFK in a Battleground.
      • There should no longer be a slight delay when returning a flag in Battlegrounds.
      • The Battleground Rating and Rating Change categories on the Score Screen are now sorting properly.
      • Arathi Basin
        • The buff located at the Blacksmith should now always apply when players run through it.
        • The Goldmine flag no longer counts as two base assaults when captured by the Horde.
      • Eye of the Storm
        • Players with only the classic World of Warcraft license attached to their accounts should now be able to access this Battleground.
      • Isle of Conquest
        • The Horde gates no longer become large pink cubes when they are destroyed.
        • The Alliance Keep entrance should not start open at the beginning of the battle.
        • Vehicle damage now better matches the tooltip.
        • Using a catapult’s Launch should no longer cause players to sometimes get stuck inside the geometry of the Horde Keep.
      • Strand of the Ancients
        • It should no longer be possible for the Alliance boats to not phase out upon the start of round 2.
        • Move enforcement failures shouldn’t occur while on the ships for either faction.
      • Twin Peaks
        • Boots of Speed power-ups were unevenly placed relative to the flags in each base and have been adjusted.
        • The interface should now properly track the final flag capture for the Horde.
    • Tol Barad Fixes
      • The status and timer on the map should now be working correctly.
      • The Abandoned Siege Engines now make sounds when moving.

Quests & Creatures

  • Many rare creatures that went into hiding upon Deathwing’s emergence into Azeroth have made a return! In addition to finding new homes in a post-Cataclysm world, they drop new, improved loot, provide a healthy experience bonus, and respawn much more quickly when killed. Happy hunting!
  • Stranglethorn Vale
    • Chief Engineer Scooty, formally of Booty Bay, has packed up his Gnomeregan teleporter and lugged it up to Grom’gol in Northern Stranglethorn to better accommodate his Horde customers.
  • Tol Barad Peninsula
    • A new achievement, Just Another Day in Tol Barad, has been added for completing all of the Tol Barad daily quests.
    • Crazed Guards now drop Rusty Rifles.
    • The spawn rate of Alliance and Horde Infantry for the quest "The Leftovers" has been increased.
    • The Magnetized Scrap Collector for the quest "Magnets, How Do They Work?" will now be correctly removed from players’ bags upon completing the quest.
    • Both the Baradin’s Wardens and Hellscream’s Reach Commendations are now Bound to Account items.
    • Quest turn-in NPCs have been added to Baradin Base Camp and Hellscream’s Reach in Tol Barad Peninsula for the Tol Barad bonus quests. This will allow players to turn in these quests if the original quest givers in Tol Barad are not available.
    • Kill credit for the Tol Barad bonus quest bosses will now be granted to players who have helped attack them, even if they are not in the same group. These bosses include Problim, Archmage Galus, Warden Silva, and Svarnos.
    • The Farson Keep Prisoner summoned for the quest "Walk A Mile In Their Shoes" will now only be visible to the player who summoned him.
    • Spawn rates at Rustberg Village have been increased.
    • Rusty Rifles will now spawn more frequently at Farson Keep.
  • Quest & Creature Bug Fixes
    • Goblin Zeppelin Masters who are marked as Horde faction will no longer cause Alliance players to lose neutral goblin reputation if killed.
    • Corehounds in Mount Hyjal cannot be tamed by hunters without the required Beast Mastery talent.
    • Darkwood Lurkers and Broodmothers in Tol Barad Peninsula can now be skinned.
    • Players should now always receive 6 daily quests in Tol Barad Peninsula as intended, rather than sometimes only getting 5.


  • The draenei racial trait Gift of the Naaru now heals 20% of the target’s health over 15 seconds, rather than a scaling value.
  • The dwarven racial trait Stoneform now reduces all damage taken by 10%, rather than increasing armor by 10%. It also increases the dwarf’s size when used.
  • The gnomish racial trait Escape Artist now has a 1.5-minute cooldown, down from 1.75. In addition, it is now possible to use and waste this ability when not snared or rooted. This is consistent with other dispels.
  • The human racial trait Every Man for Himself has been reverted back to a 2-minute cooldown, down from 3 minutes.
  • The night elf racial trait Shadowmeld can now be used while shapeshifted.
  • The tauren racial trait War Stomp can now be used while shapeshifted.
  • The worgen racial trait Darkflight now has a 2-minute cooldown, down from 3, and is no longer on the global cooldown. In addition, the movement speed bonus now stacks with existing bonuses, but cannot be activated while Sprint or Dash is active (and they cannot be activated while Darkflight is active).
  • Race Bug Fixes
    • Goblin Rocket Barrage damage is no longer inconsistent with its tooltip.
    • Goblin characters can now participate in the Argent Tournament via the Orgrimmar delegation.
    • The tooltip for the orc racial Blood Fury now shows the correct amount of attack/spell power boosts.
    • Attempting to use the worgen ability Two Forms while under the effects of a druid’s Shapeshift should no longer cause an incorrect error message.
    • Worgen characters can now participate in the Argent Tournament via the Darnassus delegation.

User Interface

  • For opening cinematics there is now a streaming option interface in the login screen for play-on-demand.
  • Players can now individually remove raid world markers.
  • The Reputation Pane now saves which reputation categories are expanded or collapsed.
  • Character Info Window
    • The Character Info window (C) now saves the order and expand/collapse state of stat categories separately for each talent specialization.
    • Character movement speed is now displayed on the Character Info window (C) with all other stats.
    • The Haste display on the Character Info window (C) now shows the total haste percentage, rather than only haste from haste rating.
  • Archaeology
    • There are now number displays on the summary page and dropdown menu.
    • Ready Flash has been added to the race icons.
  • Guild Interface
    • A View All button has been added to the profession display regardless of whether Show Offline Members is checked.
    • Online members can now be sorted to the top of the View Crafters list.
    • The guild reputation cap is now displayed in the tooltip.
  • Real ID & Chat
    • Real ID login notifications now include character and game icons.
    • Players can now right-click close a chat window tab even if it’s not the current tab.
    • There is now an option to auto-pop whispers into a new tab.
    • Popped out whisper windows now show online/offline status messages.
  • Unit Frames
    • Predicted healing (previously only available for Raid Frames and raid-style Party Frames) has been added to the following unit frames: Player Frame, Party Frame, Target Frame, and Focus Frame.
  • User Interface Bug Fixes
    • Many tooltips have been updated to reflect any changes made via recent hotfixes.
    • Several typos found in various item and spell tooltips have been corrected.
    • The Combat Log was displaying a lot of incorrect or inconsistent information pertaining to select player, creature, and boss abilities. These issues have been addressed.
    • Many quests with missing or incorrect Wanted portraits have been updated.
    • Several quests missing objective points of interest on the map have been updated for proper tracking.
    • Cooldown countdowns on tooltips should now update properly when mousing over an ability on cooldown on a secondary action bar.
    • Worgen characters now work properly in the Barbershop.

General Bug Fixes

  • Many holiday decorations have been updated to better align with the post-Cataclysm world. In addition, decorations should be visible in all Stormwind quest phases, and have returned to Gadgetzan. Party on, dudes!
  • Lunar Festival Sentinels anti-PvP guards have had their level and health/damage modifiers adjusted for Cataclysm.
  • Corpses now properly drop to the ground if a player is killed in midair.
  • Dying while using a Charge ability will no longer leave the player’s corpse suspended in the air.
  • Spells with attachment point effect visuals should now display correctly.
  • Many spell effects which were no longer displaying properly have been corrected.
  • Players’ pets should now properly benefit from Mana Spring Totem.
  • Players will now receive an error when attempting to spend talent points while dead or a ghost.
  • Sound Fixes
    • Sound shouldn’t become de-synced during encounters with large amounts of sound effects.
    • Sound shouldn’t cut out when there are a large amount of sound effects being played at once.
    • There should no longer be delays on some sounds in select situations.

Posted by on February 8, 2011 in Patch Notes, World of Warcraft



Overlooked Features: Professions Window

With so much being thrown at us at once it’s no wonder that some changes have gone unnoticed. I already mentioned a few of those changes last week a few weeks ago, but today we’re going to take a close look at one overlooked feature in particular – the Professions Window.

I don’t remember what all was said in the patch notes and such regarding the professions window, but I’m pretty sure that out of all of the changes this one most likely wasn’t at the top of your list for things to pay attention to. If you’ve done anything with your professions (and you don’t use an addon to replace the built in window) then you know just from looking at it that there are some new features there.

I’m going to mention a couple of them here, and if you’ve noticed any other new features your self feel free to share them with us in the comments.

Commonly Known Features
The most commonly known and recognized features of the new professions window are the two new buttons up at the top right corner.

The first (top) of those new buttons allows you to link your profession to any channel that you’re currently a part of, including ones like Party and Raid chat, and it also allows you to put in a few words of text either before or after the link in case you’re advertising for business in Trade chat or the like. I’ve used macros for this for a long time so this particular feature didn’t really give me anything new, but it did allow me to delete those macros to make more room for others.

The second button in that corner is the filter button. It allows you to filter your recipes to show only the ones that meet the criteria that you specify. You can have it show only the ones that you’re carrying the mats for right now or you can have it show you only the ones that have a chance to give you a skill point when you make it. You can also sort by equipment slots, item types, and so on depending on which profession you’re looking at.

I really like the filter feature because I’m a pretty serious professions power leveler; As soon as my toons reach the right character level to train the next skill level of their professions I learn it and then power level the profession back to the top again. This feature allows me to skip over all of the useless recipes that I can’t skill up on and only look at what’s available. It also helps me find gear upgrades for specific slots in Leatherworking and Blacksmithing where before my best filters were strictly armor type (cloth, leather, mail, plate) where I needed more specific (plate chest, mail legs, etc).

Overlooked Features
There’s also another component of the new professions window that’s overlooked, or perhaps misunderstood, and that’s the search window. At the very top of the professions window, spreading across the center, is a search box that you can type in to narrow down a search. That’s easy enough to understand, and something you’ve likely already had access to if you’ve used professions addons before.

But that’s not the only thing that search window can do. The addon that I used before 4.0 had a search feature, but it only looked at the names. It saved me a lot of time, especially with Enchanting which was such a beast to sort through otherwise, but names don’t always cut it. This new search window doesn’t just look at the name, it looks at everything. By “everything” I mean it looks at the name, the mats, and the stats or abilities.

Search Window: Stats
Take a look at Enchanting. What if someone asks you, “What enchants do you have that give Agility?” Can you answer that one? Do you know which enchants they are and which equipment slots they go to? Do you know the names of all of them? Enchanting doesn’t hold a strict naming convention, nor does it hold to equipment slots; heck, enchanting doesn’t even stay consistent in which enchants progress across level ranges and which do not. Not every enchant that grants Agility actually has the word Agility in their name. Some have words you could associate with it, like Stealth, but others don’t and might not catch your eye if you’re just scrolling through looking for a specific stat. Mongoose gives Agility, Crusader gives Strength, Ice Walker gives Crit, but the names themselves don’t tell you that if you’re not familiar with the profession.

How about if you’re looking for crafted gear for your freshly dinged level 85 tank. It’s a lot easier to find gear you need if you put Dodge or Parry into the search box. For a Healer, you might want to search for Spirit, Intellect, or Spell Power instead. Caster DPS might be more interested in Critical Strike Rating, or perhaps they’re short on Hit or looking for Haste. Melee DPS might need more Expertise. If you’re getting ready for some PvP it might be a good idea to hit up the local crafters and search for Resilience, or “speed” if you’re looking for new enchants with a speed bonus but don’t know the names for all of the new ones.

The search feature is fantastic for finding specific stats on gear, enchants, and gems because it looks at more than just the name.

Search Window: Materials
If you have a lot of mats sitting around in your bank or spread across your alts, it helps to know what you can do with them. One of your options is to use the built in filter to show only the recipes you have the mats for. While that feature is handy it’s not entirely accurate for getting rid of mats if you don’t have all of the mats on hand, for instance there may be a vendor item you don’t have on hand, or maybe it requires you to craft one other item that you have mats for but haven’t made yet (the wires and settings and such for JC is a good example).

If you use the search feature instead though, then you can see every recipe that uses that particular material. You can also use both a search and a filter at the same time to find an even more focused result, but again the filters like “have mats” or “gives skill ups” will remove recipes that do not fit those categories.

Using the search for a mat allows you to go down your list and see what other mats you might be missing to get rid of some of your stock so that you can either craft items to put on the AH, give/sell to other players, craft to disenchant, or whatever else it is you feel like making. It can also help you decide to get rid of the mats themselves if you see that it only goes into recipes you’re never going to use or ones that are great for leveling and could bring in a lot of profit if you sold the mats raw instead of trying to craft with them. It might also open your eyes to the fact that you don’t even have the recipe that the mat is used for.

If someone in your guild sends a message out to gchat saying, “Hey, can anybody do anything with [random mat]?” You can shift-click that while you have your professions window open to see what all you can make with it and then link the items back if they want something made for them, or if they’re just looking to give it to someone that can do something with it then you’ll know whether or not you can. Remember, mats are rarely restricted to being used in only a single profession, so doing a quick search might even reveal a mat that you didn’t realize (or forgot) that you could use.

There’s only one drawback I’ve seen to new professions windows so far and it’s really just a minor hassle that’s easy to get around. The problem with it is that it takes priority of your shift-clicks. So if you have the window open at your bank and you want to break one of your stacks of mats in the bank because you know you only need 2-3 of them to craft something and you go to shift-click the stack to take a smaller portion it’s always going to assume you really meant to use the search feature with that shift-click instead. So you can’t break stacks into smaller stacks while you have the professions window open, but all you have to do is close it and then break your stacks as you please, then open it again when you’re ready to craft.

That’s really the only drawback I’ve seen with the new windows. I have experienced a few glitches when using filters where the filter gets applied, then I make something, and then the filter glitches or something and several other recipes pop up in the window (sometimes all of them) even though it shows the filter still in place. But that’s not a drawback so much as it’s just a bug in the system thanks to the expansion.


Posted by on December 29, 2010 in Guide, Patch Notes, Professions


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