Beta patch notes for August 1st
The beta client was patched against last night, and the process was nice and smooth. The realms were actually up earlier than their estimate, which was a shocking difference from what we see on Live realms. Of course, Live realms see maintenance at the same time, so maybe that was the difference. The patch wasn't a big one by any means, it was actually quite small compared to the last one.This patch is mostly Mage and Shaman changes, but it also contained the beginnings of Blizzard's built-in threat meter. I can't say its the greatest implementation ever, but it's a start and the information it provides is already proving itself infinitely useful to mod authors such as the fellow behind Omen. More on that another time though, you're here for the patch notes and the patch notes I shall provide. Check behind the cut for the recent changes according to the candlestick.
Mages
- Arcane Fortitude moved to tier 2, increased to 3 ranks, now increases armor equal to 50/100/150% of Intellect.
- Arcane Subtlety now reduces the chance your spells will be dispelled by 15/35%, and no longer reduces the resistance of targets.
- Arctic Reach now also affects Deep Freeze.
- Blast Wave now knocks all affected targets back.
- Elemental Precision moved to tier 2.
- Empowered Fireball reduced to 3 ranks, now increases damage by 5/10/15% of spell power.
- Empowered Frostbolt reduced to 2 ranks, increases damage by 5/10% of spell power and increases critical hit chance by 2/4%.
- Flame Throwing moved to tier 3.
- Frost Channeling now reduces mana cost of all spells by 4/7/10%.
- Frost Warding now increases armor and resistances of Frost/Ice Armor by 25/50%, now gives Frost Ward and Fire Ward a 15/30/5 chance to negate damage caused and restore mana equal to damage caused by the warded spell.
- Ice Floes renamed Cold as Ice, now reduces cooldown of Cold Snap, Ice Barrier, Summon Water Elemental, and Deep Freeze by 10/20%.
- Improved Counterspell now always silences the target for 2/4 seconds.
- Improved Fire Blast moved to tier 1, reduced to 2 ranks, reduces the cooldown by 1/2 seconds.
- Improved Flamestrike moved to tier 2, renamed World in Flames, now increases the critical hit chance of Flamestrike, Blast Wave, Dragon's Breath, Living Bomb, Blizzard, and Arcane Explosion by 2/4/6%.
- Improved Frost Nova renamed Ice Floes, moved to tier 1, increased to 3 ranks, now reduces cooldown of Frost Nova, Cone of Cold, Ice Block, and Icy Veins by 7/14/20%.
- Magic Absorption reduced to 2 ranks, increases resistances by .5/1 point per level, and restores 1/3% of total mana on a resist.
- Master of Elements now affects all spell criticals.
- Mind Mastery reduced to 3/6/9/12/15%.
- Molten Shields now gives Fire Ward and Frost Ward spells a 15/30% chance to reflect the warded spell.
- Prismatic Cloak (Arcane)increased to 3 ranks for 1/2/3% and now also reduces the fade time of Invisibility by 1/2 seconds.
- Pyroblast cast time has been reduced to 5 seconds.
- Shatter no longer has a prerequisite.
- Flametongue Weapon: Now has a passive spell damage.
- Nature's Blessing no longer increases spell damage from Intellect, and the effect has been reduced to 5/10/15% from 10/20/30%. This is in result of the new spell power system. Players should notice little to no change in the power of the spell relevant to healing spells.
- New Talent: Tidal Force- Increases the critical effect chance of your Healing Wave, Lesser Healing Wave and Chain Heal by 60%. Each critical heal reduces the chance by 20% and lasts 20 seconds.
- Stoneclaw Totem: Health of the Stoneclaw totem is increased by 5% of the Shaman's total health.
- The range of all "friendly totems" has been increased to 30 yards, up from 20.
- Totemic Mastery talent removed and replaced with "Tidal Force".
- Buffs that have 30 seconds or less remaining will be removed once the game starts. However, the mage spell "Invisibility" is not affected by this change.
Filed under: Mage, Shaman, Patches, Expansions, Wrath of the Lich King, Arena






Reader Comments (Page 1 of 2)
Gurluas Aug 2nd 2008 7:11AM
Hunters also got 2 additional stable slots according to Mania.
evestraw Aug 2nd 2008 7:23AM
Shatter no longer has a prerequisite.
remove arrows from paladins to
redoubt--- shield specialisation
Procris Aug 2nd 2008 9:24AM
50g for slot 4, 150g for slot 5.
Ametrine Aug 2nd 2008 7:18AM
Stoneclaw Totem: Health of the Stoneclaw totem is increased by 5% of the Shaman's total health.
Can this PLEASE be adapted to ALL totems? Maybe altered to 5% of base and not total, to balance? Getting totems oneshotted is a real pain for PVE and levelling.
Matt Aug 2nd 2008 7:31AM
I agree that totems getting killed while pve/levelling/grinding is a total pain, but I don't think that the solution is to increase their health (as that would have serious repercussions in pvp which might be difficult to balance). It seems to me that there's a much easier solution: Totems don't cause *any* threat at all (i.e. not even "proximity" threat). Perhaps this would just apply to defensive totems, as the ones that do damage could presumably still cause threat thereby.
Seamus Aug 2nd 2008 7:31AM
"Shatter no longer has a prerequisite."
Welcome to raiding, Frost mages. :-D
Strangwayes Aug 2nd 2008 10:00AM
Uh, what does that exactly mean?
Shatter
Increases the critical strike chance of all your spells against frozen targets by 50%.
So... people don't have to be frozen? Frost Mages just do 50% more crit chance always?
crispy Aug 2nd 2008 10:25AM
No, it means you no longer have to put the 2 points in improved frost nova to get shatter.
Terrant Aug 2nd 2008 10:43AM
I think it means to take Shatter, you don't have to take Improved Frost Nova.
Cetha Aug 2nd 2008 10:49AM
no, all it means is that you don't have to get imp frost nova to get shatter now, shatter itself remains unchanged
CaffeineRage Aug 2nd 2008 7:40AM
The range of all "friendly totems" has been increased to 30 yards, up from 20.
I think... I'm in love... I promised myself I wouldn't cry.. *sniffles* Damn dust!
Now I have no reason to go into resto (Main spec Enhancement)... Hello Elemental!
Zarkharaan Aug 2nd 2008 8:21AM
Nature's Guidance, Totemic Mastery... one by one, all my reasons to put remaining points in Resto have been obliterated, leaving me free to boost by DPS by 1% with Elemental talents. Whee.
Not having to spend a talent on proper totem range is awesome.
Mediator Aug 2nd 2008 9:09AM
To me, the tidal force talent seems designed for enhancement shamans in raids... since I believe maelstrom weapon effects all spells again, that means every 20 seconds you could do an instant +60% crit chain heal, considering how much AE healing is being handed out, I think we're going to see a lot more AE damage in WOTLK and being able to shoot out a solid AE heal every once in a while should make you much more valuable (if you're not healing the melee, why not just bring a death knight for his strength buff/group heals and let the resto shaman drop windfury for the raid?)
Ramz Aug 2nd 2008 7:53AM
Buffs that have 30 seconds or less remaining will be removed once the game starts. However, the mage spell "Invisibility" is not affected by this change.
Wolftech Aug 2nd 2008 8:25AM
Is it just me or do a lot of the changes seem to centering on balancing PVP?
If that is the case, then it looks like the next thing to be called a "WoW Killer" will be WoW, having inflicted a fatal wound on itself.
Kepod Aug 2nd 2008 8:51AM
"Blast Wave now knocks all affected targets back."
Welcome to PvP, Fire mages. :-D
Havitech Aug 2nd 2008 9:51AM
It's a much welcomed buff, but we still need more. Living Bomb is a joke.
Todd Aug 2nd 2008 8:52AM
Is this a list of wishful thinking? I just hopped onto the Beta and I see no such changes. :(
former customer Aug 2nd 2008 11:30AM
Wolftech wrote: "Is it just me or do a lot of the changes seem to centering on balancing PVP?
If that is the case, then it looks like the next thing to be called a "WoW Killer" will be WoW, having inflicted a fatal wound on itself."
No offense or anything, but Wolftech sounds to me like either a warrior or rogue. They are the classes who would have a beef with properly balanced PvP in WoW. Because true PvP balance would disrupt warriors' and rogues' utter dominance in PvP.
Mediator Aug 2nd 2008 11:50AM
Or Wolftech's a dumb raider who doesn't understand this is a Warcraft game, and PvP balance is one of the major focuses of developer time