A fresh set of 2.0.10 patch notes
Another day, another set of revisions to the 2.0.10 patch notes! The only change in these appears to be the addition of the note on crit breaking mage's freezing effects, which is worded as Nethaera reported on the forums today (suggesting that frozen targets have a chance to break free on a crit), which is a little differently than Tseric phrased it this weekend (suggesting that frozen targets will always break free on a crit from anyone, not just the mage). Does new patch notes indicate that we'll be seeing a patch release tomorrow? Impossible to predict, but we'll find out soon enough.Full patch notes are below, with changes (just the one!) indicated in bold. There's the chance that I may have missed something, though, so if you see any changes I missed, please leave a note in the comments!
General
- Some logic was fixed in the "Natural Remedies" quest so that Pathaleon the Calculator's Image will always spawn during the ritual.
- Goliathon and his shardlings can no longer be pulled to nearby areas that have guards.
- More fixes implemented in the "It's a Fel Reaver, But With Heart" quest to keep the Scrapped Fel Reaver from breaking.
- The Orb of the Blackwhelp and Hallowed Wands can no longer be used in combat, and the transformation will be canceled if the player receives damage.
- The Scrap Reaver in Netherstorm repairs reduced from 10,000 health to 8,500 health over 10 seconds.
- Battle of the Crimson Watch
- Illidari Mind Breaker has been weakened.
- Illidari Highlords can now be CC'ed but not Charmed.
- Arenas
- The cost of the "Gladiator's Slicer" has been increased to 2625 arena points.
- The cost of the "Gladiator's Quickblade" has been decreased to 1125 arena points and changed to offhand only.
- The cost of the "Gladiator's Cleaver" has been increased to 2625 arena points.
- The cost of the "Gladiator's Hacker" has been decreased to 1125 arenapoints and changed to offhand only.
- The cost of the "Gladiator's Pummeler" has been increased to 2625 arena points.
- The cost of the "Gladiator's Bonecracker" has been decreased to 1125 arena points and changed to offhand only.
- The cost of the "Gladiator's Right Ripper" has been increased to 2625 arena points.
- The cost of the "Gladiator's Left Ripper" has been decreased to 1125 arena points.
- The cost of the "Gladiator's Shanker" has been increased to 2625 arena points.
- The cost of the "Gladiator's Shiv" has been decreased to 1125 arena points and changed to offhand only.
- The cost of the "Gladiator's War Edge" has been decreased to 1000 arena points and the speed changed to 1.9.
- The cost of the "Gladiator's Spellblade" has been increased to 3150 arena points.
- The cost of the "Touch of Defeat" has been decreased to 1000 arena points.
- The cost of the "Gladiator's Endgame" has been decreased to 1125 arena points.
- The cost of the "Idol of Tenacity" has been decreased to 1000 arena points.
- The cost of the "Libram of Justice" has been decreased to 1000 arena points.
- The cost of the "totem of the Third Wind" has been decreased to 1000 arena points.
- When the duration of "Cyclone" ends, area buffs such as "Leader of the Pack", "Tree of Life", and "Moonkin" will now be correctly resumed.
- "Bear Form" now grants 25% increased stamina instead of 25% increased health.
- "Dire Bear Form" now grants 25% increased stamina instead of 25% increased health. In addition, the armor bonus has been reduced from 450% to 400%.
- The multiplier on base weapon damage for "Mangle (Bear)" ability has been changed from 130% to 100%. In addition, the bonus damage has been reduced by the same ratio.
- "Savage Fury" no longer affects "Mangle (Bear)".
- "Savage Fury" no longer applies to "Maul" or "Swipe".
- The critical damage bonus on "Predatory Instincts" reduced from 3/6/9/12/15% to 2/4/6/8/10%.
- "Improved Leader of the Pack" can no longer get critical heals.
- The armor bonus from "Moonkin Form" has been increased from 360% to 400% (to match Dire Bear Form).
- The rage normalization equation has been adjusted to grant more rage.
- Increased the chance Frozen effects are broken when the target is critically struck by a spell.
- The slowing affect from "Avenger's Shield" is now considered a snare, so snare removal and immunity affects will now work on it.
- The base healing percent from "Vampiric Embrace" has been reduced to 15% from 20%. In addition, this ability can no longer get critical heals.
- "Silent Resolve" no longer reduces threat generated by Shadow spells.
- Prayer of Mending now has a 10 second cooldown.
- Mass Dispel will now target immunity effects first.
- Circle of Healing mana cost reduced by 25%.
- The effectiveness of "Fade:Rank 7" has been increased by approximately 25%.
- The damage absorption of "Power Word: Shield" added by the caster's bonus healing has been increased to 20%.
- The clearcasting effect from "Elemental Focus" now triggers on all spell critical strikes, rather than a chance on any spell hit.
- The shaman will no longer generate additional threat when "Unleashed Rage" triggers.
- The free Lightning spell cast from "Lightning Overload" will now cause reduced threat.
- "Stoneclaw Totem" now has a 50% chance to stun attackers for 3 sec. when struck.
- The bonus of the "Wrath of Air" totem now applies to healing spells as well.
- "Demonic Tactics" now grants increased critical strike chance to you and your demon pet, instead of increased damage.
- The rage normalization equation has been adjusted to grant more rage.The typical warrior should see an increase of 15% to 20% in their rage generation.
- All warriors had their critical strike chance adjusted upward slightly (about 1%).
- "Thunder Clap" is now useable in Defensive Stance. In addition, the tooltip has been adjusted to indicate it causes additional threat.
- The cooldown on "Victory Rush" has been removed, and it can now be used up to 20 seconds after killing an enemy.
- "Unbridled Wrath" has been modified so that rather than a fixed chance to grant rage, it has an increased chance when using slower weapons.
- Increased the health bonus from "Commanding Shout" by 50%.
- "Improved Battle Shout" talent renamed to "Commanding Presence" and now increases the health bonus from "Commanding Shout" in addition to increasing the melee attack power from "Battle Shout".
- The threat generated from the spell effect on "Thunderfury" has been substantially reduced.
- The bonus to "Swipe" from the "Idol of Brutality" has been reduced from 50 to 10.
- "Alchemist's Stone" will no longer increase healing and mana gained from items which are not potions.
- The cost of sockets in high end items has been adjusted slightly, the result is that most high end epic items should see an increase in stats.
- Corrected many items that had incorrect stat values assigned to them.
- The rewards from the "Fel Embers" quest are now superior items as intended.
- Reduced the damage dealt by "The Lightning Capacitor".
- Corrected the level requirement of the "Fist of Reckoning".
- "Necklace of Trophies" has been corrected to increase Hit Rating instead of Hit Avoidance.
- "Burnoose of Shifting Ages" can now be disenchanted.
- "Nethershrike" now has the proper sell value and can be disenchanted.
- Corrected the level of "Marksman's Bow" to be in line with other epic reputation rewards.
- The "Marksman's Bow" now has the proper damage range.
- "Hourglass of the Unraveller" will now properly increase ranged attack power.
- Corrected the socket bonus for "Soul-Collar of the Incarnate".
- Corrected a typo in the set bonus of "Warbringer Armor".
- "Ruby Slippers" now properly have a cast time.
- Corrected the min use level of "Terokk's Shadowstaff".
- "Warpscale Leggings" have had their Crit Rating updated to the intended Dodge Rating.
- "Warmaul Slayer's Band" no longer has critical strike rating. However, its agility and attack power have been increased.
- "Ancient Draenei War Talisman" now shares a cooldown with all trinkets that temporarily increase damage done.
- "Ancient Draenei Arcane Relic" shares a cooldown with all trinkets that temporarily increase damage done.
- "Aldor Guardian Rifle" now has a range correctly set on it.
- The effect on "Void Star Talisman" was incorrectly set to On Use. It is now set to On Equip.
- The critical strike rating on "Cilice of Suffering" has been changed to spell critical strike rating.
- The cooldown for "Glimmering Mithril Insignia" has been increased from 10 minutes to 20 minutes.
- The slowing affect from the "Mug 'O Hurt" is now considered a snare, so snare removal and immunity affects will now work on it.
- The "Mark of Conquest" trinket now correctly triggers the mana regen effect.
- Creatures in Tempest Keep:Botanica, Tempest Keep: Mechanar, and Tempest Keep:Arcatraz no longer respawn as rapidly.
- Hellfire Citadel:Shattered Halls
- Removed a problematic chest.
- The "Resist Shadow" spell cast by Shadowmoon Acolyte's in Shattered
- Halls will now be removed if a player leaves the zone.
- Shattered Hand Gladiators will no longer break players' stealth when engaged in combat.
- Serpentshrine Cavern
- Boss creatures have received additional tuning and polish.
- Tempest Keep:Arcatraz
- Warder and Defender Corpses are now immune to spell effects that could cause the Protean Spawn to not spawn.
- Protean Spawn now deal less damage.
- The damage dealt by Wrath-Scryer Soccothrates' "Immolation" and "Knock Away" abilities has been reduced.
- Auchindoun: Shadow Labyrinth
- Cabal Zealots are now more threatening while under the effect of Shape of the Beast.
- Reduced the chance of a Cabal Assassin ambush.
- Tempest Keep: Botanica
- Sunseeker Gene-Splicers' Death and Decay now deals significantly less damage and casts less frequently.
- Mutate Fleshlashers now deal less melee damage.
- Mutate Horrors and Fear-Shriekers now have less health.
- Sunseeker Researchers will now cast shocks less frequently.
- Sunseeker Chemists are now Paladin type instead of Warrior type.
- The Blue Seedlings in the High Botanist Freywinn encounter now slow players instead of immobilizing them.
- High Botanist Freywinn will now plant seedlings at a slightly reduced rate.
- Tempest Keep Mechanar
- Gatewatcher Iron-Hand now wields a Jackhammer.
- Gatewatcher Iron-Hand is now more vocal when perfoming his Jackhammer attack.
- Mechanar Drillers, Wreckers, and Crushers in Tempest Keep: The Mechanar may no longer be enslaved when in Heroic mode.
- Caverns of Time
- Captain Skarloc in Caverns of Time: Escape from Durnholde is no longer susceptible to disarm, and does not slow down when wounded.
- A defeat in the Caverns of Time: Opening of the Dark Portal instance will no longer despawn unlooted bosses with loot.
- Occasionally after players are defeated in the Caverns of Time: Opening of the Dark Portal encounter on Heroic difficulty, the placeholder versions of the bosses that appear in future attempts
- that day would not spawn. The proper placeholders will now spawn instead of Rift Lords and Rift Keepers.
- Boss creatures in Caverns of Time: Opening of the Dark Portal will now dispel all nearby Time Keepers instead of one at a time.
- Karazhan
- Maiden of Virtue's "Holy Wrath" has been slightly retuned to try and allow additional melee attackers to be used against her.
- Maiden of Virtue's "Holy Fire" has been adjusted to prevent a possible range exploit.
- Maiden of Virtue will no longer "Holy Fire" players under the effect of "Repentance".
- Midnight is no longer susceptible to Bleed effects, since he's a skeletal horse.
- Nightbane's Restless Skeletons are now immune to non-holy magical damage.
- Restless Skeletons no longer have immolation.
- Nightbane's Bone Shard Spray can no longer be interrupted by using an immunity effect.
- Some minor issues with the Library Tomes have been corrected.
- The use of Divine Shield, Ice Block, or Cloak of Shadows will no longer prematurely detonate the Shade of Aran's Flame Wreath.
- Restless Skeletons will now summon a player if they are unable to path to that player, and deal more melee damage.
- The cooldown of Bellowing Roar has been adjusted to be a more consistent value.
- Fixed the credits to display properly.
Filed under: Patches, News items






Reader Comments (Page 1 of 2)
Luclan Mar 5th 2007 11:29PM
So frostnova lives through crits, sometimes, :P thank god. Nothing like frostnova'ing a mob when i draw aggro just to have molten armor or a rogue crit and break my nova
Valcor Mar 6th 2007 12:18AM
Sometimes a re-read the druid nerf notes and /cry......
/sigh
Rokza Mar 6th 2007 12:39AM
Wow. Druids take a smack to the face with the nerf bat.
Us Rogues are still safe...for now
Chris Deke Mar 6th 2007 2:31AM
I think youve got an open bold tag there matey! the site is being messed up by it :p
Elizabeth Harper Mar 6th 2007 2:44AM
Sorry, folks -- a cut and paste issue dropped in some color codes that weren't supposed to be there, and for some reason, my usual browser wasn't showing anything amiss.
Felunost Mar 6th 2007 4:13AM
Woot no hunter narfs =D dnam blizz are reading this and looking for ways to kill the class ;p
and I don't use a wind snake so even better.
But poor poor durids...
yotix Mar 6th 2007 8:14AM
WTF "poor poor doods"? They had it coming, and most of them will freely admit it.
Frankly, most of the Druids I know are as fed up as the warriors about all those messages like ...
"LFM Druid ... looking for drood tank ... if we can't find a druid we'll have to use Pally to tank ... or maybe even a warrior" messages :)
Nilthian Vik Mar 6th 2007 4:51AM
The critical damage bonus on "Predatory Instincts" reduced from 3/6/9/12/15% to 2/4/6/8/10%
that's the worst thing about the druid nerf in this patch... it affects Cat and there really is no reason for this. I think i might be able to live with the rest though.
priest Mar 6th 2007 5:25AM
Thanks god druids are getting nerfed. No offense to the (few) decent Druid players out there but it's bad day when a good druid is more use than a good prot tank.
Woodstock Mar 6th 2007 4:42PM
I absolutely agree with the \tears over the druid nerfs. However, since my main is a shaman and my 2 (major) alts are a rogue and a paladin, I'm relatively.
Wrath of Air buffing party heals ftw.
Deafdumbandblind Mar 6th 2007 7:21AM
@#8 You are an idiot.
Saying a good druid is better than a prot warrior is like saying philadelphia cheese causes more damage than soft ice cream when thrown in someone's face.
The prot warrior is crap. The feral druid - pre TBC - was worse at tanking than a hunter. Now the feral druid can tank reasonably well.
The answer is NOT to nerf the druids but buff the warriors (which they are doing to some degree).
So now we are back to where we were before TBC.
It's like car manfacturer with 2 models of car: the Executive Saloon and the Luxury sports. One year they upgrade the Executive model and then realise that the Luxury model is only slightly better if at all. Do you think the car manufacturer says "Alright, lets make the Executive saloon more shit to compensate"? No, they improve the Luxury model as well.
Blizz devs are complete retards.
Mats Mar 6th 2007 7:39AM
@9
Please. Druids now not only could tank better then any other class, they where on top of the DPS meter, miles ahead of the mages. (We are talking about the druid who was tanking) The threat generated was perhaps as much as 2-3 times the amount of Threat generated by the top 2 DPS'ers.
We had two druids who tanked for us in Karazhan, and they both nod in agreement to the Druid nerf, they could see how imbalanced there class was. However, all the level pre70 druids in our guild is crying faul.
Deafdumbandblind Mar 6th 2007 8:03AM
"Miles ahead of the mages"
You, sir, are clearly lying or your mages need to L2P.
I have a 65th level feral druid and my guild mate has a 64th level frost mage. We're both wearing Quest equipment and his DPS FAR outstretches mine. He is critting for 1800 hits quite regularly. Frosties don't even do as much damamge as fire mages so that should tell you alot about the relative DPS.
Tanking and DPS are two different things. I agree that swipe and the bear form itself generate alot of aggro and that could be one thing that is diluted. After all a feral druid is supposed to be an off-tank/off-healer/off-dps so he shouldn't generate more aggro than a warrior.
I would however question peoples skillz. A party should give the warrior time to get off 3 sunders before laying on the dps. He should use a shield, he should be defensive stance and he should be proc'ing shield bashes, revenges, shouts and sunders regularly to keep aggro. Even now it would be difficult for my bear to pull aggro from our guild prot warrior who does the aforementioned well.
Like I said the prot warrior is far from even average but that is no reason to nerf the druid. Although most warriors moan about lack of dps capability and blizz have always said the warrior is not supposed to be a dps merchant. A tank generates threat and takes a beating. The onyl wrong with the bear form is that it does seem to pull more aggro without even trying than a warrior.
Randomdruid Mar 6th 2007 8:21AM
I'm just glad us balance druids are getting a buff (from 360% armor bonus to 400% armor bonus in moonkin form) I love playing a balance druid but we need some buffs. This is a good start, now how about reducing the cast time on starfire just a pinch and make entangling roots hold as well as other movement impairing spells that other classes have.
Gill Mar 6th 2007 6:50PM
I just started a Druid and was truly enjoying it. Nerfs don't really mean that much to me since I found that I spent most of my time in cat form.
And finally, I can dust off that lvl 60 warrior.
Kragragh @ Undermine Mar 6th 2007 11:54AM
@#9 - what's an "Executive Saloon"?
apavluck Mar 6th 2007 8:40AM
This druid nerf is a small start in the right direction. Call me old school but I remember a day when we had to go 31 in resto so that we could cast a certain spell on the priests - and we liked it. I have long proposed that 2 things happen to return druids to the glory days:
1) make intervert a top talent point
2) remove mangle
Also, hunters your day will come. :)
Have nice day.
Mats Mar 6th 2007 8:59AM
@Deafdumbandblind
Wow, really a level 65 and 64? You sure know how stuff is at end-game with those levels.
Im talking about Karazhan and Gruul's Lair here, where people are fully buffed up and flasked up where needed. The problem is that Druids scale far to well in endgame.
stapleboy Mar 6th 2007 9:11AM
@ apavluck - So what you're saying is druids should spec full resto... or suck. Sounds like fun.
I agree with Deafdumbandblind; I've never played a warrior but if they're hurting that much, tweak some things to fix it. I wouldn't even mind minor nerfs to bear-mangle or armor... ruining bear form DPS (WHILE reducing our armor) and nerfing cat form a little at the same time is just crap. Unless Blizzard actually does want feral druids to suck, which I doubt, I expect further adjustments down the line.
Prauche Mar 6th 2007 9:15AM
I'll say what I said yesterday without all the extraneous stuff I said yesterday: Boomkin should NOT have the same armor buff as Dire Bear form. I'm sorry, but a pure CASTER form should NOT have the same armor buff as a pure TANKING form. That baffles me. Every other damage caster in the game has shite for armor.