PTR Notes: Patch note watch 3/5
Welcome back to another installment of Patch Note Watch, the show where we go through the PTR patch notes in meticulous detail and show you everything that's changed since the last version! Much of this has been covered already here on WoW Insider, including rollbacks on Life Tap and Flametongue, some multi-target effects no longer breaking CC, and a nice new recipe for jewelcrafters. But I am a completist. I must post every detail, so let's begin. As usual, any change that we haven't covered on the site that looks interesting will be bolded.- Blizzard Entertainment would like to dedicate the patch in memory of Gary Gygax. His work on D&D was an inspiration to us in many ways and helped spark our passion for creating games of our own. As avid D&D players and fellow game developers, we were all saddened by the news of his passing; we feel we've lost a true adventuring companion. Thanks for everything and farewell, Gary. You will be missed.
- Players will now be able to create level-70 characters with epic equipment and compete on special tournament realms in a new global arena tournament. For more information, details and entry requirements, please visit the official tournament pages .
- [Druid] Swipe: This ability will no longer strike any secondary targets which are under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
- Hunter:
- Multi-Shot: This ability will no longer strike any secondary targets which are under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
- Track spells will now persist after death.
- [Mage] Icy Veins no longer increases the chance your chilling effects will Freeze the target, but now increases the chance to avoid interruption caused by damage while casting any spell by 100%.
- Paladin
- Avenger's Shield: This ability will no longer jump to secondary targets which are under the effect of crowd-control spells that break on taking damage. I.e. Polymorph, Sap, etc.
- Crusader Strike: This ability will no longer refresh the Healing Way buff from the Shaman talent.
- Sense Undead- Now persists after death.
- [Rogue] The combat log will now almost always be accurate in displaying the amount of damage done to a rogue when under the effects of Cheat Death.
- Shaman
- Chain Lightning: This ability will no longer jump to secondary targets which are under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
- Removed: Flametongue Weapon damage effects for rank 3 and above now also reduce healing done to the target by 50%
- Flametongue Weapon: Having different ranks of this enchantment cast on two different weapons will no longer cause the enchantments to trigger multiple times per swing.
- Toughness's new effect phrasing changed: used to say that it reduced the duration of movement-impairing effects; now says it reduces the duration of movement-slowing effects to clarify that it does not apply to roots.
- Warlock
- Removed: The whole Life Tap nerf business. Current LT on the PTR is identical to how it is on the live realms.
- Felguard Cleave: This ability will no longer strike any secondary target which is under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
- Sense Demons now persists after death
- Warrior
- Cleave: This ability will no longer strike any secondary target which is under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
- Improved Hamstring (Arms) effect is now subject to diminishing returns when used in PvP.
- PvP
- Removed: Matchmaking: If a queued player has a personal rating higher than their team rating, the matchmaking system will now use the highest personal rating of a queued member of that team for matchmaking purposes, instead of the team rating. In addition, when making a calculation for rating gains and losses at the end of a match, the calculation will use the higher of the personal or team ratings on the opposing team.
- Personal Rating: The amount a player's personal rating can climb above his or her team's rating is now limited.
- Professions
- Removed the level requirement from the expert fishing book, The Bass and You.
- A new jewelcrafting recipe has been added to transform many green quality gems into a single random blue quality gem. This recipe is available from grandmaster jewelcrafting trainers.
- The daily quest Escape from Skettis has had its reward tuned down.
- Items
- Justicar Raiment: The 2 piece bonus will now always give the correct amount of bonus healing to the Judgement Light effect.
- Masterwork Stormhammer: The Chain Lightning cast by this item will no longer jump to secondary targets which are under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
- Thunderstrike: The Chain Lightning cast by this item will no longer jump to secondary targets which are under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
- World Environment
- Critters: Ambient level 1 creatures will no longer be picked as subsequent targets by chaining spells and abilities.
- Doomwalker: This creature will no longer sometimes cause a player's Darkmoon Card: Vengeance to trigger and put the player in combat with the Doomwalker.
- Removed: Mobs no longer regenerate health during the stun effect from the Goblin Rocket Launcher.
Filed under: Patches, Odds and ends, News items
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Reader Comments (Page 3 of 3)
Eternalpayn Mar 6th 2008 7:44AM
It is all secondary target effects, blade flurry just wasn't listed. :) The other article said it was all, then listed a few.
Also, I never played D and D, but that's because I never had a chance. :P I know the influence it had, and this guy was incredible. Honestly, if not for him, I would think that a necromancer was some sort of doctor. I can think of every game I actively or at one point actively played, and at least half of them were influenced by his incredible works. Maybe they could turn the barrens memorial into a full graveyard?
Eliah Hecht Mar 6th 2008 7:47AM
Actually, sorry to disappoint, but as far as I know Blade Flurry isn't included in the change. It just hadn't occurred to me when I made the "every non-AoE multitarget effect" generalization. Whirlwind also does not seem to be included.
Unholyzerg Mar 6th 2008 7:46AM
"Critters: Ambient level 1 creatures will no longer be picked as subsequent targets by chaining spells and abilities."
well this is sad...
blackwolf675 Mar 6th 2008 9:47AM
I love that part! =D
Izbay Mar 6th 2008 10:01AM
I loved chain lightninging two of em and having it leap and crit on a critter, proccing clearcast >.<
But I agree it would suck to chain lightning 3 and have a critter killed instead of hitting the 3rd.
Mitch Mar 6th 2008 8:45AM
[Druid] Swipe: This ability will no longer strike any secondary targets which are under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
As a druid tank I definitely welcome this change . . . however, I would rather have swipe attack everything (including CC'ed mobs) in front of me rather than just three non-CC'ed opponents in front of me. Makes more sense that way *shrugs*
Oh well, better than how it was before!
Archex Mar 6th 2008 10:17AM
Yay, it's finally "Goodbye Skettis"!
Malicious Kaliri buff + Escort rewared nerf + tons of new dailies = no more going to Skettis, ever!
Matthew S Mar 6th 2008 10:21AM
Wellllllll.. sucks about the Rogues not having very much included on them lately. It "appears" as though no nerf and no buff can't be that bad - but really if everyone else gets the buff.. why not us too? It's our only useful multi-attack.. I heart breaking sheeps.. not. I've given up caring. If someone wants to sheep near the rogue, it's their fault ;) i'm just trying to kill skull!
What's a rogue got to do to get some love?
Chamual Mar 6th 2008 10:35AM
NO NO NO!!! Why are they changing Avengers Shield? There is nothing wrong with it as it is. It is easy to not break CC if you pull with any ounce of skill, just CC after the pull, or fire your shield on the appropriate mob.
Avengers shield is also a great way to break CC when you actually want to, loading all that threat onto the mob ensures the sheeping mage doesn't get an angry charging monster in his face.
brettbap Mar 6th 2008 12:15PM
You can still pull a sheeped mob with shield.
You just won't jump to a sheeped mob as a secondary hit.
Gimmlette Mar 6th 2008 11:20AM
[heavy sigh]
So hunter multi won't break sheep anymore. How are you going to tell a hun-ter from a hun-tard? Yes, it means more mobs can be CC'd but knowing when and how to use multi generally means you've learned to play your hunter. Is this yet another step in dumbing down this game?
Instead of messing with something like this, work on something more important, like the drop rate of coursair antlers.
Rob Mar 6th 2008 11:40AM
You are missing the point. Multishot is a huge asset to marksmen hunters, which have been ignored in TBC. They simply aren't as viable as BM until T5-T6 level (in terms of dps). By allowing indiscriminate use of MS they are seriously boosting the MM dps in raids and instances. Good change, IMO.
Gimmlette Mar 6th 2008 12:15PM
"By allowing indiscriminate use of MS they are seriously boosting the MM dps in raids and instances."
The operative word there is "indiscriminate". I don't care if you're MM/BM/SV, the ability to know when and how to use Multi separates you from all those who would fire multi into a group of mobs because you can hit up to 3 with one shot, then stand back and wonder why you suddenly have 2 mobs coming after you.
Mages are also rejoicing, I know, because now they don't have to figure out how to tell a guild member kindly for the 15th time, "Don't shoot @*%&$# multi shot when I have sheeped someone, noob!"
I'm not saying it's a bad change. I'm just saying it seems yet another step on the slope toward not having to learn a class at all.
darian Mar 6th 2008 1:57PM
I think you're overreacting. In fact, I think this will help us be less tolerant of bad players.
Breaking CC is only one of a myriad of ways that very bad players identify themselves. Breaking CC with an multitarget ability is only a small subset of the larger category. Genuinely bad players will still target the wrong mobs, sick their pet on the sheep, and trap the MT target.
However, it is these horrifyingly bad players that allow us to tolerate those that are fair, mediocre and even flat out bad. We let many players get away with basic, easy to correct idiocies because they aren't anywhere near as dumb as putting serpent sting on the sheep, or pulling before either the sap's gone off or the tank/healer are ready.
As the number of blatant mistakes are reduced, our attention can turn to the lesser evils and punish them appropriately, rather than letting them slide.
zymry Mar 6th 2008 11:50AM
why oh why would they tone down the rewards for escape from skettis. Given the competition for that silly cage it can be among the most time consuming to finish.
Khanmora Mar 6th 2008 12:19PM
Not to mention this is the 2nd time they have done that. The first time the gold reward went from 11g to 9g, wonder what it's going to be this time. Maybe they have too many volatile healing and mana pots flooding the market?
darian Mar 6th 2008 2:03PM
I have over 70 of the things stacked on an alt, from doing that daily casually (I don't always do my dailies, and when I do it doesn't necessarily include the Skettis dailies, and even then I don't always bother with the escort).
Baluki Mar 6th 2008 2:36PM
"A new jewelcrafting recipe has been added to transform many green quality gems into a single random blue quality gem. This recipe is available from grandmaster jewelcrafting trainers."
Now THIS is nice. I've got so many green gems sitting in my bank that I was considering just vendoring most of them. http://baluki.blogspot.com/2007/12/ways-to-improve-jewelcrafting.html
I wonder if they'll do the same thing with the blue gems, so we can turn them into Purple gems for the BT/Sunwell patterns. That would be nice, but it's not very likely.
WoofABC Mar 7th 2008 1:19AM
So essentially, they are removing the requirement that players discriminate on certain attack usage depending on where active CC'ed targets are.
While it is certainly convenient, it also seems to contribute further to the mass-popularization of WoW in terms of reducing required player skills/attention for any number of roles/tasks. While it is victory for Blizzard to be number one in the MMORPG market, I think an increasing % of the installed player base will feel a bit put out as each simplification of the game is rolled out.