Patch 3.3 - Live on the PTRs

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Patch 3.3 - Live on the PTRs Empty Patch 3.3 - Live on the PTRs

Post by Anyyx on Fri Oct 02, 2009 8:35 am

Lots of information is coming in about this patch now that it is live on the PTRs.

Weekly raid quests? New 5 man dungeons? Icecrown raids? New recipes for professions?

Check out this link for more information: MMO Champion -- 3.3

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Patch 3.3 - Live on the PTRs Empty T10 Set Bonuses

Post by Anyyx on Thu Oct 08, 2009 7:31 am

Tier 10 Set Bonuses

Death Knight

Death Knight T10 Tank 2P Bonus - Increases the damage done by your Death and Decay ability by 20%.
Death Knight T10 Tank 4P Bonus - When you activate Blood Tap, you gain 12% damage reduction from all attacks for 10 sec.
Death Knight T10 Melee 2P Bonus - Your Obliterate, Scourge Strike, and Death Strike abilities deal 10% increased damage.
Death Knight T10 Melee 4P Bonus - Whenever all your runes are on cooldown, you gain 3% increased damage done with weapons, spells, and abilities for the next 15 sec.


Druid T10 Restoration 2P Bonus - The healing granted by your Wild Growth spell reduces 0% less over time.
Druid T10 Restoration 4P Bonus (Rejuvenation) - Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
Druid T10 Balance 2P Bonus - When you gain Clearcasting from your Omen of Clarity talent, you deal 10% additional Nature and Arcane damage for 6 sec.
Druid T10 Balance 4P Bonus - Reduces the cooldown on your Eclipse talent by 6000.
Druid T10 Feral 2P Bonus - Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
Druid T10 Feral 4P Bonus - Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.


Hunter T10 2P Bonus - Your Auto Shots have a 5% chance to cause you and your pet to deal 15% additional damage for until cancelled.
Hunter T10 4P Bonus - Your Shot abilities deal 4% increased damage to targets afflicted with Viper Sting, Serpent Sting, or Wyvern Sting.


Mage T10 2P Bonus - Your Mirror Image ability also causes you to deal 15% additional damage for 10 sec.
Mage T10 4P Bonus - Your Hot Streak, Missile Barrage, and Brain Freeze talents also grant you 12% haste for 3 sec when the effect of the talent is consumed.


Paladin T10 Holy 2P Bonus - The cooldown on your Divine Favor talent is reduced by 60 sec.
Paladin T10 Holy 4P Bonus - Your Holy Shock spell causes the next Holy Light you cast within 10 sec to have 0.3 sec reduced cast time.
Paladin T10 Protection 2P Bonus - Your Hammer of the Righteous ability deals 20% increased damage.
Paladin T10 Protection 4P Bonus - When you activate Divine Plea, you gain 12% dodge for 10 sec.
Paladin T10 Retribution 2P Bonus - Your Seals and Judgements deal 10% additional damage.
Paladin T10 Retribution 4P Bonus - Your melee attacks have a 4% chance to reset the cooldown on your Divine Storm ability.


Priest T10 Healer 2P Bonus - After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.
Priest T10 Healer 4P Bonus - Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.
Priest T10 Shadow 2P Bonus- The critical strike chance of your Shadow Word: Pain, Devouring Plague, and Vampiric Touch spells is increased by 5%.
Priest T10 Shadow 4P Bonus - Reduces the channel duration and period of your Mind Flay spell by 51%.


Rogue T10 2P Bonus - Gives your melee finishing moves a 13% chance to add 3 combo points to your target.
Rogue T10 4P Bonus - Your Tricks of the Trade ability now grants you 15 energy instead of costing energy.


Shaman T10 Restoration 2P Bonus - Your Riptide spell grants 20% spell haste for your next spellcast.
Shaman T10 Restoration 4P Bonus - Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over until cancelled.
Shaman T10 Elemental 2P Bonus - Your Lightning Bolt spell reduces the remaining cooldown on your Elemental Mastery talent by 1 sec.
Shaman T10 Elemental 4P Bonus- The cooldown on your Lava Burst ability is reduced by 15 sec.
Shaman T10 Enhancement 2P Bonus - When you activate your Shamanistic Rage ability you also deal 12% additional damage for 15 sec.
Shaman T10 Enhancement 4P Bonus - Each time the beneficial effect of your Maelstrom Weapon talent reaches 5 charges, you have a 15% chance to gain 20% attack power for 10 sec.


Warlock T10 2P Bonus - The critical strike chance of your Shadowbolt, Incinerate, and Corruption spells is increased by 5%.
Warlock T10 4P Bonus - Each time your Immolate and Unstable Affliction spells deal periodic damage, you have a 15% chance to gain 12% spell haste for 10 sec.


Warrior T10 Protection 2P Bonus - Your Shield Slam and Shockwave abilities deal 20% increased damage.
Warrior T10 Protection 4P Bonus - Your Bloodrage ability no longer costs health to use, and now causes you to absorb damage equal to 20% of your maximum health. Lasts until cancelled.
Warrior T10 Melee 2P Bonus - When your Rend and Deep Wounds abilities deal damage you have a 2% chance to gain 20% attack power for until cancelled.
Warrior T10 Melee 4P Bonus - You have a 20% chance for your Blood Surge and Sudden Death talents to grant 2 charges of their effect instead of 1 and for the duration of the effect to be increased by 100%.

Also, T10 Models are available. Check them out here and here (HD).

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Patch 3.3 - Live on the PTRs Empty Re: Patch 3.3 - Live on the PTRs

Post by Anyyx on Thu Oct 08, 2009 7:51 am

^^^^check out above for info on T10.

New Achievements Added:

Looking for More - Use the Dungeon tool to finish random heroic dungeons until you have grouped with 10 random players total.
Looking for Many - Use the Dungeon tool to finish random heroic dungeons until you have grouped with 50 random players total. (Rewards: Title - the Patient)
Looking for Multitudes - Use the Dungeon tool to finish random heroic dungeons until you have grouped with 100 random players total.

Proof of Demise - Changed to a Feat of Strength.
Timear Foresees - Changed to a Feat of Strength.

Ack! Must do Oculus!!!

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Patch 3.3 - Live on the PTRs Empty Re: Patch 3.3 - Live on the PTRs

Post by Anyyx on Fri Oct 09, 2009 8:26 am

T10 set bonuses have been updated: MMO Champion

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Post by Thorel on Tue Oct 13, 2009 7:30 pm

Wow frost mages with a permanent pet makes me want to play my mage when 3.3 hits. Smile

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Patch 3.3 - Live on the PTRs Empty Re: Patch 3.3 - Live on the PTRs

Post by Anyyx on Tue Oct 13, 2009 7:48 pm

Eric wrote:Wow frost mages with a permanent pet makes me want to play my mage when 3.3 hits. Smile


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Patch 3.3 - Live on the PTRs Empty More Updates

Post by Anyyx on Wed Oct 14, 2009 9:40 am

Check this our for more updates for all classes: WoW Insider


Gift of the Earthmother: now increases your total spell haste by 2/4/6/8/10%
Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas. Glyphs

Glyph of Rapid Rejuvenation - Your haste now reduces the time between the periodic healing ticks of your Rejuvenation spell

Druid T10 Relics:

Balance - The periodic damage from your Insect Swarm and Moonfire spells grants 44 critical strike rating for 15 sec. Stacks up to 5 times.

Feral - The periodic damage from your Lacerate and Rake abilities grats 44 Agility for 15 sec. Stacks up to 5 times.

Restoration - The periodic healing from your Rejuvenation spell grants 32 spell power for 15 sec. Stacks up to 8 times.

Also, in 3.3..anyone in the party will be able to mark raid targets annnd "Tentative" status added for calendar responses. cheers

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Post by Samboni on Wed Oct 14, 2009 10:41 am

Morning Anyyx and guild!!!!

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Patch 3.3 - Live on the PTRs Empty Some interesting things to note in 3.3

Post by Anyyx on Wed Oct 21, 2009 2:18 pm

Completed Quest List Function
Over on the WoW LJ community, poster Honem has pointed out something that made me sort of squeal with glee when I first read it: The latest PTR build includes a couple very interesting new functions, as reported by official forum MVP Iriel:

NEW - QueryQuestsCompleted() requests that the server send the client a list of completed quest ids. Once the list is received the QUEST_QUERY_COMPLETE event is fired. (There is a limit on how frequently this can be called) NEW - tbl = GetQuestsCompleted([tbl]) populates a table (creating one if necessary) with the ids of completed quests.

That's right, you can now get a list of every quest your character has completed. Testers on the MMO Champion forums report that it's only the quest IDs themselves that get sent, but addons such as Lightheaded and Questhelper, one would assume, can probably take care of the rest as long as they get those quest IDs.

The ability to recall completed quests should be a good boon to mod makers and questers. Those looking to grab Loremaster will appreciate being able to figure out where to head next, and those that have had a handful of quests left for the title and no idea where to find them will finally find some relief. Here's to all the mod authors already working hard on using these new commands to get us squared away in Patch 3.3. Many a Loremaster will owe you a debt come Cataclysm.

Artic Fur Bought from Vendors
Here's a nice little find from official forums poster Whut of Cenarion Circle: Arctic Furs, those impossibly hard to farm rare skinning drops that are needed for everything from Leg Armor to Motorcycles, will be a lot easier to get in Patch 3.3. Namely, Braeg Stoutbeard, the recipe vendor outside of Legendary Leathers in Dalaran, is selling them for the low price of 10 Heavy Borean Leather on the PTR.

If you've been farming and selling Arctic Furs, I suppose you might be a bit bummed that your cash cow is going away, but for the most part I think most of us are pretty happy with it. For example, if you're like yours truly, you have a stack of 20 Frozen Orbs sitting in the bank just begging to be made into something useful if you could just skin more than 1 Arctic fur every couple months. Then again, at 60 total Borean Leathers before you can actually buy one, you'll still have to put in some overtime with the skinning knife.

Overall, though, this is one more nice little thing for professionals (and any tanks or physical DPS upgrading to tier 9 or tier 10 legs) to get excited about in Patch 3.3.

New Achievements and Trinkets
Kalu'ak Fishing Derby
A new fishing contest is available, the Kalu'ak Fishing Derby (Every Wednesday) - "The Kalu'ak hold a fishing derby every few days in Northrend. Be the first to catch a Blacktip Shark and win respect with the Kalu'ak, and an amazing prize!"

Caster Trinkets
Item - Icecrown 10 Normal Caster Trinket - Each time you deal spell damage to an opponent, you gain 18 spell power for the next 10 sec, stacking up to 10 times.
Item - Icecrown 10 Heroic Caster Trinket - Each time you deal spell damage to an opponent, you gain 20 spell power for the next 10 sec, stacking up to 10 times.
Item - Icecrown 25 Normal Caster Trinket 1 Base - Your harmful spells have a chance to increase your spell power by 32 and an additional 32 every 2 sec for 20 sec.
Item - Icecrown 25 Normal Caster Trinket 2 - Each time one of your spells deals periodic damage, you have a chance to gain 918 spell power for 10 sec.
Item - Icecrown 25 Emblem Healer Trinket - Your spell casts have a chance to grant 100 mana per 5 sec for until cancelled.
Item - Icecrown 25 Normal Healer Trinket 2 - Each time your spells heal a target you have a chance to cause another nearby friendly target to be instantly healed for 5550 to 6450.

Tank Trinkets
Item - Icecrown 10 Normal Tank Trinket - Each time you dodge an attack, you gain 24 stamina for the next 10 sec, stacking up to 10 times.
Item - Icecrown 10 Heroic Tank Trinket - Each time you dodge an attack, you gain 27 stamina for the next 10 sec, stacking up to 10 times.

DPS Trinkets
Item - Icecrown 10 Heroic Melee Trinket - When you deal damage you have a chance to gain 1250 attack power for 15 sec.
Item - Icecrown 25 Normal Melee Trinket - Your attacks have a chance to awaken the powers of the races of Northrend, temporarily transforming you and increasing your combat capabilities for 30 sec.
Item - Icecrown 25 Heroic Melee Trinket - Your attacks have a chance to awaken the powers of the races of Northrend, temporarily transforming you and increasing your combat capabilities for 30 sec.
Strength of the Frost Giants - Grants the form and strength of the Frost Giants for 30 sec.
Agility of the Wolvar - Grants the form and agility of the Wolvar for 30 sec.
Power of the Taunka - Grants the form and attack power of the Taunka for 30 sec.
Precision of the Iron Dwarves - Grants the form and precision of the Iron Dwarves for 30 sec.
Aim of the Tuskarr - Grants the form and aim of the Tuskarr for 30 sec.
Speed of the Gorloc - Grants the form and speed of the Gorloc for 30 sec.

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Post by Lilu on Wed Oct 21, 2009 2:35 pm

Awwww, casters won't get transformed with their trinkets? Oh well, I guess in boomkin form I wouldn't get transformed anyway, but how cool would that be? I wanna be a wolvar!!

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Patch 3.3 - Live on the PTRs Empty Kalu'ak Fishing Derby details

Post by Anyyx on Mon Oct 26, 2009 3:00 pm

Blizzard has just released the details of the Kalu'ak Fishing Derby that's coming with patch 3.3. The full announcement after the break.

Some of the major points of the announcement:
The derby happens at 8:00pm Server Time every Wednesday. You have to be the first person to catch the Blacktip Shark and turn it in to win the Derby.
The quest giver, Elder Clearwater, is located in Dalaran. Two item rewards (detailed after the break). One is a BoA +5% XP ring, and one is a BoP pair of boots that teleport you to Booty Bay. Winning the Derby increases Kalu'ak rep by 5000. The full details after the break.

From Slorkuz:

Coming in patch 3.3.0, the esteemed Tuskarr of the Kalu'ak are proud to introduce to Northrend the Kalu'ak Fishing Derby, a test of fishing skill with a healthy dash of luck! Every Wednesday beginning at 8 PM players can try to catch the elusive Blacktip Shark. Elder Clearwater sits in Dalaran for one hour awaiting the return of the quickest, most experienced fisher to bring him the first catch of the night. This champion fisher will be rewarded in-kind for his or her fishing expertise. Those who aren't able to return with the first catch will still receive just reward for getting the Blacktip Shark to Elder Clearwater before he takes his leave.

It is said that these sharks' favorite meal are the bite-sized Pygmy Suckerfish. Perhaps a hook in their waters will do the trick. Because of the increased concentration of fish, you have an increased chance to catch a shark from fishing pools. Don't forget, in patch 3.3.0 you never catch trash from fishing pools, regardless of skill.

The derby winner will receive a substantial chunk of experience (or money at maximum level) and gain 5000 reputation with the Kalu'ak. In addition, the champion will be given a choice between two unique rewards:

Dread Pirate Ring
Binds on Account
+34 Stamina
Requires level 1 to 80 (80)
Equip: Improves critical strike rating by 53.
Equip: Improves hit rating by 29.
Equip: Experience gained from killing monsters and completing quests increased by 5%.

Boots of the Bay
Binds When Picked Up
Requires Fishing (200)
Equip: Increased Fishing +15.
Use: Whisks you away to the finest drinking establishment in Booty Bay. (1 Day Cooldown)

To keep it interesting, the Achievement "Master Angler of Stranglethorn" has been changed to "Master Angler of Azeroth." This can be earned by winning either the Kalu'ak Fishing Derby or the Stranglethorn Fishing Extravaganza.

Please bear in mind this feature will be undergoing testing on our Public Test Realms and is subject to change prior to the release of patch 3.3.0. WoW Insider

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Post by Popimpin on Tue Oct 27, 2009 3:20 pm

Quote from Blizzard staff
The Race Change service lets you change a character's race to another race within their faction. The full range of customization options offered by the Character Re-Customization service is included as well. Each race change costs $25.00 USD.

Things to know before you start:

Under normal conditions, a race change should be ready immediately after rendering payment and completing the steps in this process.
You can select a new character race only from those in the same faction that have the character's class available. You cannot change a character's class.
A character's current home city reputation level will switch values with their new home city, and their home city racial mounts will convert to those of their new race. Refer to the Race Change Translation Table for more details.
A realm transfer is not included in a race change.
A character can change races once every 3 days.
Please refer to the Character Race Change FAQ for answers to common questions about this service.

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Patch 3.3 - Live on the PTRs Empty Re: Patch 3.3 - Live on the PTRs

Post by Popimpin on Thu Oct 29, 2009 3:51 am

Quote from: Blizzard (Source)In the upcoming content patch there are many new additions and improvements. Perhaps one of the largest changes is the introduction of the new dungeon system. This new system will be available for all dungeons. A “Dungeons” button will replace the Looking For Group feature currently available in-game, and provides additional benefits to those who use it.

System Highlights:

Join as a Group or Solo
Cross-Realm Instances/Grouping
Instance Teleporting
Smarter Group Matching
Daily Random Dungeons
Repeat Random Dungeons
Choose Multiple Dungeons
Vote Kick system
Lovin’ the PUG Bonuses
Looking For Raid
Need Before Greed Updated
Group Disenchanting

Join as a Group or Solo
Much like the current Looking For Group system, players will be able to join the dungeon system and choose the role they would like to fill within groups: Healing, DPS, or Tank. In addition, once roles have been identified, they will be applied to all dungeons chosen. Players will now be able to choose multiple dungeons and will no longer be limited to three. The system has also improved group creation and matchmaking capabilities and will create more balanced groups when assessing the selected roles of players.

The LFG channel has been disconnected from the dungeon tool and can be used by anyone in a major city, much like the trade channel currently available.

Cross Realm Instances
When joining the dungeon system as a solo player or with a partial group, additional random players can be found within the same Battlegroup via cross-realm instancing.

While the new system offers the ability to group with player from other realms within your Battlegroup, you won’t be able to use this to manually invite specific players to groups.

Instance Teleporting
When you use the dungeon tool to find a dungeon, you’ll get ported to the inside of the dungeon, much like the current Battleground system. When you leave the instance, you will be returned to your previous location. If you need to leave temporarily, such as for repairs or to purchase reagents, you can teleport back to the dungeon again. This feature can be used both by groups looking for other players and by premade groups of five who use the dungeon tool.

Smarter Group Matching
The new system will now work to match at least one experienced player for the assigned dungeon with less experienced players in the group. It will more carefully match class types, and will more consistently match players of equal levels for the dungeon chosen. The interface will also allow players to see how many players are looking for groups as well as the average wait time of groups that the tool has formed.

Daily Random Dungeons
Players or groups can choose specific dungeons or they can instead take their chances with a random Heroic or random normal dungeon. Picking randomly conveys some additional benefits. If you defeat the final boss in a dungeon, you receive 2 Emblems of Frost for Heroic dungeons and 2 Emblems of Triumph for normal dungeons. In addition, after players have received 2 Emblems of Frost for the first Heroic dungeon they do in a day, they will earn 2 Emblems of Triumph for each additional random Heroic dungeons in that day. These random rewards replace the current daily dungeon and daily Heroic dungeon quests. The current NPCs who offer those quests will offer weekly repeatable raid quests instead. You can also earn level-appropriate rewards for running random pre-Wrath of the Lich King dungeons while you are leveling up.

Lovin’ the PUG
Players who take part in groups with one or more members who have been matched with them randomly from within the dungeon system will receive extra rewards, including the coveted Perky Pug non-combat pet. The more random players you group with, the faster you could get your new pet!

Vote Kick
Players who use the system to find additional random members for their party will be afforded a couple of extra conveniences to help them perform well. The loot option is fixed to the updated Need Before Greed option (and unalterable by any member) and players can vote to remove another party member from the group. It will take four votes in order to remove someone, however, so consider this newfound power carefully.

Looking for Raid
There will be a new option available to players that can be accessed via the raid information screen in the interface or by typing /lfr. Players will also be able to take part in raid-specific weekly quests and will be able to browse the system manually for any other players looking for a raid dungeon group.

Need Before Greed Updated
Need Before Greed will now recognize gear appropriate for a class in three ways: the class must be able to equip the item, pure melee will be unable to roll on spellpower items, and classes are limited to their dominant armor type (for example, plate for paladins). All items will still be available via greed rolls should no member be able to use the item as well as the new disenchant option will be available for all parties.

Group Disenchanting
Players in a group with an enchanter will now have the option to automatically disenchant any items that are not claimed by a player from within the loot window. Players will have this option available to them in both premade groups and in randomly matched groups. This option is available in any loot system, even if players don’t use the new dungeon tool.

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Post by Popimpin on Thu Oct 29, 2009 3:55 am

Disenchanting in Dungeons in Patch 3.3

Quote from: Bornakk (Source)As we mentioned in the recent post explaining the new Dungeon System, disenchanting will work a little differently in all 5 player and raid dungeons when patch 3.3 is released. We have seen a consistent pattern where players eventually need very few items from dungeons and they result to disenchanting as much of the loot as possible since those materials that can be obtained continue to have a lot of worth.

When the new Dungeon System is launched, the default user interface will give players the option to automatically disenchant items that they obtain in 5 player and raid dungeons. This option will avoid the hassle of having items picked up by an enchanter first to redistributed later and overall will make the process much smoother.

Also, with the inclusion of cross-realm-instancing in the dungeon system, there will be restrictions on trading items similar to the restrictions that are currently active in Battlegrounds. If the Dungeon System is used to complete a group for a dungeon then non-temporary items will not be able to be traded in the instance. This makes it so items like enchanting materials will not be able to be traded in the dungeon and using the new user interface option will be the only way to distribute disenchants. There will be some exceptions to this restriction though as Bind-on-Pickup items will continue to be trade-able to those present for the kill for a short duration and completely pre-formed groups that don’t use the Dungeon System to form the group will still allow trades.

To maintain the importance of the profession itself, the disenchanting UI option will only be available for groups that have a character with the necessary level of Enchanting to disenchant the items that are obtained.

Quote from Blizzard staffEmblems in 3.3
The Daily Random Heroic will award two Emblems of Frost upon completion (can be done once a day). The Daily Random normal dungeon will award two Emblems of Triumph upon completion (can be done once a day). If players continue to select "Random" via the Dungeon System when running Heroic dungeons after the Daily Random Heroic dungeon has been completed, they will receive two additional Emblems of Triumph for each random Heroic dungeon completed.

Emblems of Frost will drop in the 10- and 25-player Icecrown Citadel raid... and perhaps if another boss stumbles into the Vault he'll drop them as well. (Source)

[...] If you complete the Daily Random Heroic dungeon for the day to earn two Emblems of Frost in addition to the Emblems of Triumph which drop off of each Heroic boss, you can continue to select the "Random" option for Heroics in the Dungeon System. Doing so will award you with two Emblems of Triumph upon completion of each dungeon in addition to the Emblems of Triumph which drop off of each Heroic boss. (Source)

Healing has always been challenging and to some extent thankless in WoW. I don't think LK fundamentally changed that.

When I heal, I like to be challenged. Just buffing healing overall, or taking some of the challenge away from the healers, I don't think makes the game more fun for them. It might be fun for a week as everyone thanks you for doing such an amazing job all the time, but playing any game in godmode typically gets old after the initial rush.

What I mean is that one of the most boring experiences I can have in the game is to be a healer for a milk run in which a wipe is unlikely and nobody is going to take much damage. By contrast, you can still have fun in that situation as a DPS spec. You can see how fast the boss dies. You can see how much damage you can do. It can even be fun as a tank, because you can usually afford to drop some of your defenses in order to improve your dps and try and make the fight shorter. At the very least, you can try and see how much damage you can mitigate. It's possible to do some pulls and even weaker bosses with almost no incoming damage. All a healer can really do is try to heal as little or efficiently as possible, which really just means you're standing around a lot. Maybe you're tossing the occasional Wrath or SW:Pain or something, but that dps contribution is pretty trivial even compared to the trying-to-DPS-a-little tank.

Where I will agree we need to improve healing in WoW is in relationship to how much damage the tank is taking (or even a teammate in PvP). Damage to health is too high in almost all scenarios, such that only the really big, really fast, or really broad (group-based) heals count for much. Things that are fun for a healer, such as trying to be mana-efficient or matching the right heal to the right damaged character go away when you're just spamming like mad. None of this should come as news to readers of this forum, because it's the kind of thing we've said before.

What I would like to see in Cataclysm is higher health pools but also lower heals (and tank avoidance) overall. Hopefully everyone won't be on the verge of almost dying, yet the risk of overhealing will be more real such that you can't just madly spam all of the time if you want to make it to the end of the encounter.

A similar thing is true for PvP. If health pools are larger, but heals smaller, then you see folks with health in between 100% and 0% more often. (Source)

Designing Raid encounters around heals
While that sounds good on "paper," my fear is that you would see groups just swapping all their healers out for paladins on boss 1 and then for shaman on boss 2. If you look at all of the mechanics of an encounter, you'll notice that the designers spend a lot of attention on trying not to prop up any single class or role too much. For example, there are not many LK encounters that scream "replace all your casters with melee" or "drop all of our melee for three more tanks."

To be honest, I'd much rather it go the opposite direction and players stop approaching raid invites as "They'll want me because my class is so awesome," and instead "They'll want me because I'm good." (Source)

Dungeon System
Need Before Greed and caster items
We knew this change was going to be controversial, and we totally understand that e.g. cloth can be an upgrade for a Balance druid or leather can be an upgrade for a shaman.

Looting to some extent is always going to have a heavily social component. There's only so much we can do (or should do) to try and "solve" that problem for players. On the other hand, the new LFG system also removes some of the social checks and balances (not that those are huge to begin with) by potentially grouping you with folks you may never see again. On my server, perennial ninjas and jerks earn a reputation. That's going to be harder when you're talking about a battle group. Overall we expect players to just pug a lot more often, because the new system really is that good. So overall the drama over who gets the healing shoulders might arise more often.

Ultimately, our logic went like this: If a Holy paladin loses a great non-plate upgrade to another player, one out of five players might feel bad. If a Holy paladin rolls Need on every type of armor that drops, then four out of five players might have a bad experience. The jerk potential seemed worse than the lost-an-upgrade potential as far as whether or not players buy into using the new dungeon tool.

You can still Greed a potential upgrade item. You can still talk to your group and explain that X is an awesome item for you and would they mind passing on it or even trading it? (You can trade BoP items for a short period of time following the same rules that apply today.) (Source)

[...] Yes. I'm not sure if everyone realizes that. Need Before Greed is forced when you add random players to a 5-player group. You can use whatever loot system you choose when you use /invite to form the group.

To try and improve the pug experience (at least pugs formed through the tool) we wanted to try and minimize jerkish behavior, and that includes not giving the leader a whole lot of power. I'm not talking about a player who thinks it's funny to pull the entire instance and wipe you. I'm talking about players who legitimately want to run the dungeon but have very non-conventional ideas about leadership or loot distribution. We are trying to impose a little bit of convention on these groups so that everyone has a better pug experience. (Source)

[...] Need before Greed is changed everywhere. From our research, very few groups use this loot system. (I'm sure some do, and you don't need to post to tell us that it's your favorite loot system.) Most groups use some variant of Group Loot (the current default) or Master Looter. If you use Group Loot, you can still Need on anything you want. You just can't use Group Loot on a pug formed with the Dungeon tool. (Source)

LFG Channel in Patch 3.3
The Looking For Group channel will return in patch 3.3. If you wish to run dungeons with players on your realm, you can use the Looking For Group channel in any major city to create the party. [...] It works exactly like the Trade channel currently does. (Source)

Daily Random Heroic Dungeon with people from your realm
That's not true by the way. You can form a group of five players, have the party leader open the Dungeon System and select the Random Heroic option. The pre-made group will be able to port to the selected instance, not be bound by any of the cross-realm restrictions (such as mandatory Need Before Greed, trade restrictions, Vote Kick, etc.), and will receive the daily reward for completing the dungeon. Your pre-made group could continue to select the Random Heroic option again and again to continue running any Heroic that pops up each time -- even if a Heroic dungeon pops up that you've already done -- and you will continue to get loot and Emblems of Triumph from each boss, plus two additional Emblems of Triumph for completing the random Heroic instance. (Source)

Dungeon System and Ignore List
And hey, the Ignore list is being expanded! You can also ignore players on other realms if you have a bad group experience with them. The Dungeon System will not place you in a group with any character on your Ignore list. (Source)

Random Dungeon Group creation speed
If you jump into the new Dungeon System tool, you likely won't have time to do much before finding a group. Groups will be created quite rapidly in most cases, particularly if the Random Dungeon option is chosen. If you don't want to use this system because you might have to play with people not on your realm, you're only restricting yourself. (Source)

Ninjas in random groups
As far as ninjas go, the default loot system will be Need Before Greed and cannot be changed if the group is cross-realm. The Need Before Greed system will be more intuitive as well so a player can't just roll Need on everything to try and ninja items by luck.

Ultimately, if someone's being a huge jerk in the party, Vote Kick them. Ignore them. You won't play with them again. (Source)

Looking for Raid System
The Looking For Raid system is entirely separate from the Dungeon System and is only for your realm. Players are not automatically grouped with this tool and it can be accessed from anywhere. (Source)

Cross-Realms Raid
It's something that has been discussed and is not out of the question, however we have no plans for allowing cross-realm raids in patch 3.3. (Source)

Dungeon System Q&A (Source)
What happens when your group falls apart before the completion of the random heroic? (assume you are saved as a result now)
As it works on the test realms right now, it's no different than if a group were to fall apart mid-run on the live realms today. If anyone leaves the group or gets kicked though, the leader will be asked if he or she wants to continue the instance. If the leader chooses to continue, the group will automatically be put back into the Dungeon System to find more members.

Will the new members be warned, say, that they've been chosen to join a dungeon already in progress with X bosses dead and be given an option to join or wait for a fresh run?

Will a dungeon leader be given the option to continue the raid without adding more members? I've been in more than one pug where a problem child QQs and leaves, and the run goes a lot faster with the 4 than it did with the full 5.
Yes, the leader can choose not to have the Dungeon System fill vacancies.

How exactly do you know what the random heroic is? Or you just get awarded for the first random heroic you run as if it was the daily, no matter what random instance it is?
Yes, you get rewarded for completing the first Daily Random Heroic dungeon you do on any given day. It doesn't work like a quest anymore, so the choice will be random for each group formed through the selection of this option.

Do you get rewards for using the tool within your realm only or must you use the battlegroup search to be rewarded?
You can form a group of five players on your realm and then select the Daily Random Heroic dungeon through the Dungeon System tool. You will be rewarded just the same except for the fact that you will not get credit toward the pick-up group Achievement reward.

On the ptr, there was a gold reward for doing the random the first time along with the frost emblems? Is this still the case? If so, will there be a gold reward for additional random dungeon runs after the first one completed?
We're still discussing this.

Can you decide if you want to look for people in your realm alone or the tool will just mix and match?
If you're looking for party members via the Dungeon System, it will always look for eligible characters queued within your Battlegroup. You will need to use the Looking For Group chat channel in a major city or form a group on your own terms if you want to keep the group confined to players on your own realm. This doesn't make you ineligible for the Daily Random dungeon rewards though.

How is the gear requirement determined? is Blizzard implementing their own Gearscore?
The Dungeon System will make sure players are of the appropriate level, have the appropriate attunements for a dungeon (if applicable), and look at the average item level of each player. The system will put together a group according to the roles (tanking, healing, DPS) players have selected to fill and attempt to match characters as best as possible according to the items they have equipped.

Is there going to be some information released about minimum gear item level requirements, and how to calculate them? I doubt it will be an issue for most characters, but from observation on the PTR it looks like brand new level 80s and some very undergeared alts are going to be unable to queue for both ToC/Icecrown normal instances and all Wrath heroic instances through the new system. More feedback than "get better gear" would be helpful in that case.
We'll look into this.

When is the particular dungeon determined and is it fixed if you degroup? Say you find yourself assigned Oculus and you have no desire to do that. If you degroup (taking the deserter debuff) and jump back into LFG 15 minutes later, are you locked into having Oculus once it has been assigned once even though you haven't completed it?
The dungeon is determined once the group is filled. If the group does not like the instance that's been selected, they can leave, get the Deserter debuff, and try again to get a different random dungeon once the 15-minute debuff dissipates.

Are the random dungeon emblem rewards independent based? By this I mean, say I join a group where a few members already did their first random dungeon for the day, but I have yet to do a reward. Will I still get my 2 Emblem of Frost or will I get 2 Emblem of Triumphs.
As long as you select to do a random Heroic dungeon and it's your first for the day, you will be given the daily reward for completing that dungeon.

Is a character still limited to doing each dungeon in heroic mode once per day? That is, if one continues to use the "Random" option, is it possible to get the same heroic dungeon more than once in a day? I'd assume not; that is, the list of available heroic dungeons would be reduced each time you complete one, until (if you were really keen and fast!) the list would be empty until the daily reset.
If the Random option is repeatedly selected, players can run the same Heroic dungeon more than once a day. If a specific dungeon is chosen through the Dungeon System, that specific dungeon cannot be chosen more than once a day.

You could technically be given, say, Heroic Culling of Stratholme repeatedly when choosing the Random option and be eligible to repeatedly run that Heroic dungeon in one day. You cannot, however, repeatedly choose Culling of Stratholme in the Dungeon System.

If you run Heroic Culling of Stratholme through the Random option, you cannot select that Heroic instance specifically again in the Dungeon System. If you choose to run Heroic Culling of Stratholme rather than pick the Random option, there is a chance you will be selected to run Heroic Culling of Stratholme again if you pick the Random option later that same day.

What should be the medium for deciding if someone is competent for a PuG raid anymore?
Performance, Achievements, gear, etc. I don't see how the Dungeon System changes this. The LFR system will afford players who want to raid additional options for finding the best group and raid leader. Nothing is fundamentally changing with regards to expected performance in a pick-up raid. We're just giving players more tools to find a raid (realm-only) or dungeon (cross-realm) group. Each player is still accountable for his or her performance.

When you say that the random group system matches item levels with other players, does this mean that it tries to group people with a similar item level, or of an average item level?
It's going to try to group people with similar gear together, similar to the Arena system attempting to match teams with relatively equivalent ratings against each other.

You sort of answers this before, but if I got put in a dungeon that I -really- didn't want to do as my first random heroic of the day, and I drop group, wait the 15 minutes and join a new one, do I still get the 2 Frost Emblems? Or do I -have- to take the first random heroic that is presented to me to earn my Frost?
No, you will still be eligible for the daily loot even if you don't complete the first random Heroic dungeon you enter.

Paladin healing
We think paladins would feel fine too if they really used their full arsenal. But since cost is almost irrelevant (you can afford the mana and can't afford to not have the big heal) and since Holy Light can be hasted so much and crits all the time, everything looks like a job for Holy Light. I think Beacon and Sacred Shield have done a lot for paladins and maybe there is room for one or two more heals, but I don't think the size of the toolbox is really the problem here. Druids have a big toolbox, yet some druids can go through a whole raid with almost nothing but Rejuv and Wild Growth. If we nerfed Holy Light -- hard -- then other paladin spells would look more attractive. But that would be a big change with a lot of ramifications, and not one we're going to make for 3.3. (Source)

Dual Wield at LVL 1 in Patch 3.3
This is pretty much the answer. While other classes can viably dual wield, it's a core part of the rogue class. As one aspect of the many changes we're making in patch 3.3 to improve the learning curve for brand new players, we're making it so that rogues, by default, know how to dual wield. (Source)

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Patch 3.3 - Live on the PTRs Empty Random Dungeon Runs in 3.3

Post by Anyyx on Fri Oct 30, 2009 9:28 am

Blizzard's new Dungeon System is a pretty huge overhaul of the social and gameplay experience of getting an instance group together, and we're all pretty excited about it here. On top of the hassle-free daily random dungeon selection and the great new matchmaking features, you even get teleported to the random dungeon.

But as it turns out, there's even more cool stuff hiding below the surface. If you're like me, chances are good you've spent a day or two chain-running heroics to gear up an alt or to get instant gratification on that badge item you want. The issue with chaining heroics at this point in time is that eventually you hit a wall: do instances you hate (Oculus) or stop running instances because of your 24-hour heroic lockouts.

Well, in patch 3.3, everything's a-changin'. While heroic lockouts aren't going away, they will not affect your random dungeon selections. What this means is that if you and four guildies do a timed Culling of Stratholme run, and then you join the queue for a random heroic, you may be assigned Culling of Stratholme a second -- or third, or fourth -- time, depending on your luck, as your random dungeon. And you'll get two extra Emblems of Triumph for completing the random dungeon each time, even if you've run the dungeon already that day. The only way that your lockout will affect you is that you cannot create a group with /invite for that same dungeon again that day.

Basically, as long as you're choosing the Random Dungeon option, you can run as many heroics as you want, every day.
With increased rewards for, easier access to, and the trivialization of lockouts for heroics, Patch 3.3 is the perfect time to dust off that neglected level 80 alt of yours and take him or her on a tour of Northrend's most dangerous places.

WoW Insider

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Patch 3.3 - Live on the PTRs Empty Re: Patch 3.3 - Live on the PTRs

Post by Lilu on Fri Oct 30, 2009 4:02 pm

Good stuff!! cheers

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Patch 3.3 - Live on the PTRs Empty Re: Patch 3.3 - Live on the PTRs

Post by Anyyx on Fri Nov 06, 2009 12:43 am

You no longer have to clear Naxxramas to get to Sapphiron's lair. That means that raids will now be able to go directly to Sapphiron, and (presumably) subsequently Kel'Thuzad.

Flying Carpet - now requires 300 Tailoring skills instead of 410. Now created with Bolt of Netherweave x 6, Golden Draenite x 4, Arcane Dust x 4, Heavy Silken Thread x 5 (Old - Bolt of Imbued Frostweave x 4, Sun Crystal x 4, Green Dye x 4, Yellow Dye x 2, Iceweb Spider Silk x 2)

Death Knight
Raise Ally now has a 10 min cooldown. (Down from 15 min)
Army of the Dead now has a 10 min cooldown. (Down from 20 min)
Night of the Dead now reduces the cooldown of Army of the Dead by 2/4 min. (Down from 5/10 min)

Tranquility now has a 8 min cooldown. (Down from 10 min)

Divine Intervention now has a 10 min cooldown. (Down from 20 min)

Divine Hymn cooldown has been lowered from 10 to 8 min.

Filthy Tricks now reduces the cooldown of Preparation by 1.5/3min. (Down from 2.5/5min)
Preparation cooldown has been lowered from 10 to 8 min.

Fire Elemental Totem now has a 10 min cooldown. (Down from 20 min)
Earth Elemental Totem now has a 10 min cooldown. (Down from 20 min)

Inferno now has a 10 min cooldown. (Down from 20 min)

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Patch 3.3 - Live on the PTRs Empty Re: Patch 3.3 - Live on the PTRs

Post by Lilu on Fri Nov 06, 2009 1:28 am

Woot for cooldown reductions!

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Patch 3.3 - Live on the PTRs Empty Icecrown Citadel Raid Access Progression

Post by Anyyx on Wed Nov 18, 2009 12:40 pm

Icecrown Citadel testing has been progressing very well over the last few weeks, and this has been a huge help to the encounter design team. We want to thank everyone who has logged onto the PTR and tried the encounters there.

As we're now getting closer to the release of 3.3.0, we wanted to talk about our plans for access progression within Icecrown Citadel. Icecrown Citadel is going to be broken up into four distinct sections: The Lower Spire, Plagueworks, Crimson Hall, and Frostwing Halls. We plan on releasing these four sections of Icecrown Citadel over time and not all immediately when patch 3.3.0 goes live. At this point we can't give precise dates for these release dates as they are determined by when patch 3.3.0 goes live. Once dates are known with more certainty, I'll update the community so they can plan appropriately.

The first section that opens will include the Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Deathbringer Saurfang encounters. Progress beyond that point will be prevented for several weeks. Then the Plagueworks will open with Rotface, Festergut, and Professor Putricide becoming available. After another period of time, the Crimson Hall will open and you can then fight the Blood Princes and Blood-Queen Lana'thel. The final Frostwing Halls unlock then occurs after that, making Valithria Dreamwalker, Sindragosa, and the Lich King available. We believe a staggered release of the content will allow players to experience Icecrown Citadel at a sustainable, measured, and ultimately more enjoyable pace.

There are other elements that gate access along the way. Players may not attempt any Heroic versions of 10 player encounters until they have defeated the Lich King in a 10 player raid. Similarly, players must defeat the Lich King in a 25 player raid before they can attempt a Heroic 25 player encounter. So players must master every normal difficulty encounter in Icecrown Citadel before attempting Heroic difficulty.

The Lich King may not be attempted until Professor Putricide, Blood-Queen Lana'thel, and Sindragosa are defeated. Furthermore, the Heroic difficulty of The Lich King encounter may not be attempted in any week unless the three aforementioned encounters have been defeated in Heroic difficulty that week.

The Ashen Verdict provides reinforcements and material for players to assault Icecrown Citadel, but this support is not endless. Raids will have a limited number of attempts total each week to defeat the four most difficult encounters in Icecrown Citadel: Professor Putricide, Blood-Queen Lana'thel, Sindragosa, and the Lich King. As these boss encounters are unlocked, the number of attempts available per week will increase. The initial number of attempts provided for defeating Professor Putricide is only five. When Blood-Queen Lana'thel unlocks, the amount of total attempts remaining will increase to 10. Then when Sindragosa and the Lich King unlock, 15 total attempts will be available to defeat all four bosses. After a raid has exhausted their attempts for the week, the Ashen Verdict must withdraw their support and the four most difficult bosses all despawn and become unavailable for the week. The limited attempt system is a feature of both Normal and Heroic difficulty.

There will be no explicit rewards for defeating the Lich King with a specific number of attempts remaining as there was with Trial of the Grand Crusader. There will also not be an achievement to complete Icecrown Citadel without being defeated by a boss encounter, or letting a raid member die. (i.e. A Tribute to Insanity).

In the weeks and months after all twelve encounters are unlocked, additional attempts against the final four boss encounters become available. This represents the Ashen Verdict growing more powerful and gaining a stronger foothold in Icecrown Citadel. To further help raids, Varian Wrynn and Garrosh Hellscream will begin to provide assistance by inspiring the armies attacking Icecrown Citadel. This is represented as an additional zone wide spell effect applied to all players that will increase their hit points, damage dealt, and healing done. This effect will also increase in effectiveness over time. Players may opt out of the spell's effect if they so wish.

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Patch 3.3 - Live on the PTRs Empty Re: Patch 3.3 - Live on the PTRs

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