Patch 3.0.9 to go live this week

- Paladin seals now last 30 minutes and are no longer dispellable
- The Divine Plea nerf is pushing through, with the heal penalty raised to 50% but no longer dispellable
- Hunger for Blood was buffed, and Mutilate was nerfed
- Curse of Tongues, Slow, and Mind-Numbing Poison were nerfed to a maximum of 30% casting speed penalty
- The void fissures in the Obsidian Sanctum have been recolored to make the encounter easier
Druid
- Ferocious Bite: This ability now only uses up to 30 energy in addition to its base cost.
- Kindred Spirits (Beast Mastery): This talent now grants 20% pet damage at max rank.
- Serpent's Swiftness (Beast Mastery): This talent now grants 20% pet attack speed at max rank.
- Lava Breath now reduces the target's casting speed by 25%, down from 50%.
- Poison Spit now reduces the target's casting speed by 25%, down from 50%.
- Arcane Power now increases damage and mana cost by 10%, cooldown reduced to 1 minute.
- Arcane Power and Presence of Mind now share a category cooldown. Arcane Power causes a 15 second cooldown. Presence of Mind, once consumed, causes a 1.5 second cooldown.
- Arcane Flows now reduces the cooldown of Presence of Mind, Arcane Power and Invisibility by 15/30%.
- Presence of Mind: The cooldown has been reduced to 2 minutes, (down from 3.)
- Slow (Arcane): now increases cast time by 30%, down from 60%.
- Glyph of Arcane Missiles -- Increases the critical strike damage bonus of Arcane Missiles by 25%.
- Glyph of Mana Gem -- Increases the mana recieved from using a mana gem by 40%. (Up from 10%)
- Glyph of Arcane Blast -- Increases the damage from your Arcane Blast buff by 3%. (Down from 5%)
- The duration on all Seals has been increased to 30 minutes and can no longer dispelled.
- Divine Plea: The amount healed by your spells is reduced by 50% (up from 20%) but the effect can no longer be dispelled.
- Sanctified Seals: This talent no longer affects dispel resistance, but continues to affect crit chance.
- Glyph of Holy Light -- Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 8 yards of the initial target. (Down from 20 yards, Tooltip text fix, was already hotfixed to 8 yards in game)
- Glyph of Seal of Righteousness -- Increases the damage done by Seal of Righteousness by 10%. (Old - Reduces the cost of your Judgement spells by 10% while Seal of Righteousness is active.)
- Inner Fire duration has been increased to 30 minutes and can no longer dispelled.
- Hunger for Blood (Assassination): Now increases damage 5% per stack, (up from 3%.)
- Mind Numbing Poison now reduces cast time by 30%, down from 60%.
- Mutilate damage will now do 20% increased damage against poisoned targets, down from 50%.
- Slice and Dice: This ability now increases melee attack speed by 40%, up from 30%.
- Glyph of Windfury Weapon -- Increases the chance per swing for Windfury Weapon to trigger by 2%. (Down from 5%)
- Curse of Tongues: Now increases the casting time of all spells by 25% (Rank 1) and 30% (Rank 2), down from 50% and 60%.
The Obsidian Sanctum
Changed the color of the fissure in the Obsidian Sanctum to be more visually distinct.
User Interface
- The "GM wishes to speak with you" alert/button, at the top of the screen, has been changed so that addons do not obscure it.
- A clickable chat message has been added that duplicates the GM alert/button.
- When a GM wishes to speak with you the Help Request minibar button will glow.
- For additional notes on Lua and XML changes please visit the UI & Macros forum .
- Fixed an issue where players using nVidia 3D glasses were unable to see spell cooldowns.
- Fixed a software mouse cursor bug that was causing the mouse curser to disappear from view when over certain UI elements.
- Fixed a player movement error in which other players were appearing to move erratically when traveling beside them.
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Reader Comments (Page 5 of 8)
chad Feb 9th 2009 11:50AM
Unfortunately for Mutilate Rogues, mmo-champion is about the best WoW source you're going to find.
Doc X Feb 9th 2009 11:40AM
"Inner Fire duration has been increased to 30 minutes and can no longer dispelled."
Combine this with making Divine Spirit a baseline spell and I just have to say "Blizzard developers, welcome to the Priest Forums from 3 years ago. Enjoy your stay. While you're at it, maybe you'd like to make our spells equivalent to other classes heals (our HoTs as good as Druid HoTs; our AOE heals as good as Chain Heal; our single target heals as good as Pally heals)."
Angus Feb 9th 2009 1:24PM
Nah,
No sense doing that.
Why not make your spells put buffs on toons that grant bonuses on the next heal that lands?
Put a renew on a person, the next quick heal (LHW, FoL, FH, Nourish) does X% more and the buff is consumed, doing an extra tick of renew from you.
Shield someone and the next emergency heal that hits (Penance, Swiftmend, Holy Shock) also adds a HoT that does X amount of their heal over 5 seconds. Your buff is consumed doing X% of the shield's absorbing amount.
Do a big heal and the next small heal on them gives them a small heal from you and the other heal is given X% more.
Do a small heal and the next big heal gets the bonus...
Thing is, your own heals don't trigger these when in a raid.
Basically, imagine if a priest is not equal to anyone in any one field. But every other healer is requesting one because they are X% better themselves. And imagine that since you are causing healing from other folks consuming your heals, you sort of become as good in whatever field they are. You are the best overall healer in a raid when working with other types of healers, as you become as good as they are thanks to their using your buffs to get better.
Baldie Feb 9th 2009 3:15PM
Yup
KilgoreTrout XL Feb 9th 2009 11:42AM
As a rogue, my first thought was "Ooof! Was it something we said?"
;)
Whatever, after the 3.1 changes we should be back in the thick of it. The combat spec is a little boring sometimes though.
Eddie Feb 9th 2009 11:46AM
When the h3ll are they going to fix Malygos? We still had Malygos melee attacking during phase 2. During phase 3 I fell right we got a blast for a new shield right before the floor broke and I got blasted right past my dragon and during phase 1 he came down and kept going down and down and down then breathed thru the floor and killed us all.
Cleric Feb 9th 2009 11:48AM
Why is everyone saying that arcane is getting nerfed again? i dont see how lowering the CD on AP is nerfing, considering that 30% for 3 min CD and 10% for 1 min CD is the same thing! and most raid bosses last way more than 3 minutes so PvE has nothing to worry about. Also the 3% AB glyph instead of the 5% is not THAT much of a big deal. you lose a little dps but cmon, before 3.0.8 i was doing about 2500 dps and now that im an arcane mage i am currently (before this patch drops) doing about 3500 dps on raid bosses. Look at the improvement rather than the numbers themselves. 1k improvement, yeah, i think im happy.
Drak Feb 9th 2009 12:20PM
I think this is a nerf because of the added GCD more than anything.
AP used to be 15 full seconds when properly macro'd into another spell. Now it's a maximum 13.5 seconds of affected spells each time, so I'd say you lose about 10% of the effect. I will grant that my argument doesn't account at all for how this lines up with your final affected spell, so maybe it won't end up as a nerf at all.
A much bigger nerf for Arcane imho would be the apparent loss of an improved Evocation cooldown, but as an earlier poster mentioned that may be misleading due to a lack of earlier updates to the tool tip that MMO Champ is using.
I'm still hopeful it's some PvP nerfs and maybe minor PvE dps nerfs at best.
Arkeband Feb 9th 2009 11:56AM
I'm really upset by the Mutilate change. Although the 'buffs' compensate somewhat for the nerf, they just decreased the damage of the move that we use for *everything* by a whole 30%. It was a little strong in PVP, especially against people who have no resilience (lets not forget that its burst is entirely dependant on crits, and resilience directly mitigates a mutilate rogue's potential.), but what about grinding? What about anything BESIDES raid bosses and/or heroic bosses? Sure, our DPS has gone up in the long run, but who in their right mind would spec HfB for PvP? Who actually wastes the time to use it when grinding against mobs? Whose SnD doesn't drop between mobs or while eating, since we have absolutely no self-healing?
This is what would happen if they nerfed moonkins by reducing Wrath and Starfire damage by 30%, but increased Moonfire and Insect Swarm dot damage by 10%. On paper, on battles that last for a minute or longer? Probably great. In reality, and for every other situation you can think of? Really poor.
Dranaerys Feb 9th 2009 12:08PM
I dont think our ability to grind will be much affected considering how piss weak mobs in northrend are - at level 80 with some decent gear you shuld be able to 2 or 3-shot most stuff while taking mínimum (or no) damage, so 30% less bonus damage on mut isnt going to change that drastically.
In the long run, the other buffs are a great increase in boss/singletarget DPS, both in heroic and in raids, which is our class specialy as its stated on the box. The only people who should be pissed at the reduction of mut burst are those who PVP.
Dranaerys Feb 9th 2009 12:00PM
As a mut PVE rogue I’m quite happy with the changes, the increased haste and HfB damage bonus more than make up for the loss of 30% damage on mutílate, though it means al those slow daggers have been made even more unattractive for PVE tan they already are, while 1.40 and lower daggers will be the only choice for Mut PVE, seing as we’ll be relying on Mut only for building CP. Gue well ahve to roll offspec/PVP for all the slow daggers they put int he game. :p I just hope they get take this in mind when they address dagger itemization in Ulduar, as every mut rogue is gonna need 2 fast daggers to maximize dps with a HfB PVE build.
Arkeband Feb 9th 2009 12:05PM
And just for some number crunching, if you did 2000 damage against someone in pvp, now you do 1400. If you did 4000 damage against a raid boss, now you do 2800. 2800 damage.
They've killed all pvp potential while slightly buffing end-game pve, and in the process, severely weakening all other aspects. (questing, grinding). Let's not forget that they're going to be removing the self-buff portion of HfB in 3.1, so what are the odds that you're going to be using Slice and Dice AND Rupture on normal mobs? Seriously, this change can only be justified by "LOL LOOK AT MY RECOUNT NUMBERS THEY'RE 3% HIGHER!".
Sooooo not practical.
Dranaerys Feb 9th 2009 12:32PM
Sorry for nitpicking again but your math is flawed, Mut bonus currently is 50% extra on poisoned targets – not sure how you arrived at your numbers, but 4000/1.5*1.2=3200, so on a 4K mut theres “only” a 800 damage loss, more than sufficiently made up but the extra 10% haste (remember, more energy, more IP procs, etc) and thats without counting the extra 6% from HfB.
As for normal non elite mobs in your dailies, as mentioned earlier, you’ll still be ripping through them like butter. Regarding HfB not being selfbuff in 3.1, I kind of doubt it, youll still need to cast it once when the target is bleeding – dont think Bliz want us running around with a passive 15% damage multiplier.
Ill agree on PVP tho, the nerf will be far more noticable there, particularly coupled with the reduced cast slowing time nerf.
Lienuss Feb 9th 2009 12:38PM
You sir, are an idiot. ;)
For all the previous reasons listed above, this is a pvp nerf and pve buff. Though the pve buff can most be seen in a raiding environment (who uses rupture in a grind / quest situation anyway?), if I am chain grinding then on the first mob I'll pop slice n dice just to take make the others go a 'lil bit faster. Also, with mutilate burst 2 - 3 or 4 shotting most 80 mobs, the decrease to 20% against poisoned mobs will not affect your grinding. The only questing/grinding nerf is that HfB won't help.. which is something I actually consider to be a blessing in disguise, as I (and all other mute rogues i know) do keep HfB up while grinding and now we don't / can't even worry about it. I'll gladly take an extra second or two to kill a quest mob for a 10% direct increase in white damage (our highest proportion of damage), a 6% increase in all boss damage and some trash damage (HfB being at 15% instead of 9%) and I'll take a more forgiving cycle (only having to refresh HfB once if you, like all rogues, do not always run a perfect cycle especially in these movement/gimmick boss fights).
I was going to say that all these rogue changes really only effect burst, but honestly, they don't even effect burst that much. If you're ganking clothies on the outside of an AV turtle, do you think they're gonna already be poisoned? Psshhh... Or how about opening up on the priest (if you ever see one LOL) in an arena? You have to apply the poisons to get the extra damage from Mutilate ANYWAYS.... so I don't really see how this nerfs anything except your mutilate CP builders after your initial opening... maybe we're further nerfed against plate, but then again, you normally shouldn't be up against plate unless you have to be anyway.
Oh, an the mind-numbing poison nerf isn't too big a deal anyway unless you're up against a resilience capped clothie, which I don't see tooooo many of in BGs. I don't do much arena, but still. Meh
Arkeband Feb 9th 2009 12:54PM
My math was off (30% instead of 20%... it was better explained on EJforums. ;p Hasty math makes mistakes.), but I don't think I'm an idiot for seeing this as a step in the wrong direction. I agree with Dranaerys that they have all but killed slow daggers for mutilate rogues. (Remember The Mutilator? What about the offhand pvp daggers that share that epithet? What the fuck?).
I honestly am too lazy to pump up three stacks of HfB for every single mob I'm grinding against, and the fact is, fights are over fast enough where your autoattacks are entirely trivial, so SnD is also worthless there. Maybe now this can be seen as "Yay, now I have to mutilate more to actually make it dead, so now I have time to actually pop these other abilities!", but what's the point if it dies slower?
I guess the worst part is that I *just* got some slow daggers to begin pvp'ing with last night, and now they just kicked Mutilate PvP in the balls. I used to PvP as mutilate since 2.4 (and was Mutilate build ever since I started my rogue) so I guess it can't be any worse than it was then. Just 20% worse than it is currently.
Lycanthro Feb 9th 2009 12:36PM
Great, Ferocious Bite is still worthless. Just freaking make it eviscerate! Still worthless and clunky to use, it's a complete waste of my time trying to fit it into my rotation, especially because the main opportunity I have to use it is during a berserk where that extra energy it's taking up is astronomical.
Jagoex Feb 9th 2009 12:45PM
As a debuff class, one would think that a Warlock's Curse of Tongues would remain stronger than the same or similar abilities spread out through other classes.
Homogenization FTL.
sosei Feb 9th 2009 6:29PM
...but it is the same. Blizzard reduced two other effects; Slow (which is a Mage debuff spell) and Mind Numbing Poison (which is a Rogue debuff effect through poison) to exactly the same percent - 30%. It's not as though either of those were buffed to be past Curse of Tongues at some point, nor was Curse of Tongues more powerful than them. Oh, and one way to solve the homogenization "problem" - how about removing all three?
Every class could be considered a debuff class, by the way. Locks aren't going to have special treatment just because they have more debuffs than the average class, and I say this as a lock.
Ghostmaster Feb 9th 2009 12:53PM
"Fixed a player movement error in which other players were appearing to move erratically when traveling beside them."
YESS Finally! Most annoying bug ever will be fixed.
Wasuremono Feb 9th 2009 12:56PM
I guess they are just skipping the test realm this time since it didn't seem to do much last time...