Today's in-game fixes
Another day, another round of fixes...This daily list doesn't really seem to be getting any smaller. While some might call this patch "extremely buggy" or "unbalanced," I think the reason we're seeing all these small notes about the encounters is that Blizzard is being more transparent with their in-game updates. Three years ago there was not nearly as much public scrutiny on the launch of AQ40 as there is on the launch of Ulduar.
And being that we all clamor for more information in greater detail, I think what we're seeing is Blizzard meeting our needs in some ways.
Nonetheless, today's in game fixes after the break.
My favorite is a fix to Sethekk Halls (yes, you read that right): Killing Anzu in Sethekk Halls will properly save you to the instance.
- General Vezax's Shadow Crash ability will no longer benefit non-caster classes.
- Mother Shahraz's Fatal Attraction ability will once again hit only 3 people at a time.
- Players can no longer use the Fetch Ball or Rope Leash on the Argent Gruntling.
- Players who are exalted with the Argent Crusade will no longer be able to complete the quest "Contributin' To The Cause" in the Argent Pavillion.
- The level requirement for the following quests has been appropriately set to level 65: Shipment: Wicked Sun Brooch, Infused Mushroom Meatloaf, Mustard Dogs!, and Cheese for Glowergold.
- The enrage timer on XT-002 Deconstructor has been increased.
- The rating requirement for Furious Gladiator's Armwraps of Salvation has been changed to bring them in line with other items of this type.
- The Feral Essence on the Feral Defender in the Auriaya encounter will decrease anytime one is killed as intended.
- The Stone Nova ability cast by Rubble in the Kologarn encounter has had it's damage decreased, will now be mitigated by armor, but can no longer be blocked, dodged, or parried.
- The Thunderfall Totem will no longer increase the casting time of Healing Wave or Lesser Healing Wave when Tidal Waves is active.
- Killing Anzu in Sethekk Halls will properly save you to the instance.
Patch 3.1 is live and it takes us into Ulduar, delivers us dual specs, and brings significant changes to all the classes! We've got you covered from top to bottom with our Guide to Patch 3.1 and the official patch notes!Filed under: Bugs, News items






Reader Comments (Page 1 of 4)
AShadowPriest Apr 23rd 2009 2:34PM
Sethekk Halls? lolwut?
outlier Apr 23rd 2009 2:47PM
druids were stealthing to the end and farming the mount boss while not being saved so they just kept resetting.
Sean Apr 23rd 2009 2:36PM
Wait a minute, you mean to tell me that all this time, if I had skipped over Darkweaver Syth, I could have farmed Anzu multiple times in a row? AArrrrgggghhh.....
AShadowPriest Apr 23rd 2009 2:39PM
Jesus christ, you're right. I had a brain fart and couldn't think for the life of me why they would fix that now. Then I remembered he drops a mount. Duhhh...
Well that sucks. I wish I had known that before, I would have snagged a druid buddy and farmed our little hearts out. :(
romiress Apr 23rd 2009 3:05PM
Only druids who soloed and ONLY killed Anzu could do it. No doin it with a buddy, even with a druid buddy.
BillDoor Apr 23rd 2009 3:09PM
Only since 3.1. Prior to that killing Anzu saved you.
Trust me, I killed Anzu daily for about 3 months.
Draelan Apr 23rd 2009 3:13PM
Not quite true, actually. For one, rogues could stealth along with the druid, so 2-manning it would be simple for them. As for other classes... With a bit of work, and liberal use of aggro-wipe tactics (such as feign death) I can see other classes getting through. And as for classes without aggro wipe abilities? Death run. So long as the druid stays out of the fight and can find a good spot to unstealth and rez from, not that difficult. Could always clear some of the trash for easier passage, too. May not be as quick as completely stealthing through, but theoretically it'd be doable.
romiress Apr 23rd 2009 3:28PM
But, you would be saved if you had a group at all.
Cataca Apr 23rd 2009 4:29PM
@romiress
Nope, you can have a group so long as you don't engage any of the other bosses.
Just being in a group does not get you saved. Engaging bosses does.
And that is why they fixed that boss, because he did not act like any other of the bosses. When you engaged him, you didn't get saved like you were supposed to.
Doesn't matter if your in a group.
Thander Apr 23rd 2009 4:42PM
@Draelan
You can't death walk in dungeons. When you enter the dungeon you always start at the beginning. To get to later bosses you must survive the whole way.
aybond Apr 23rd 2009 5:06PM
Actually, he said you could death run if the druid was in a safe enough spot to rez you.
tatsumasa Apr 23rd 2009 2:36PM
"Players can no longer use the Fetch Ball or Rope Leash on the Argent Gruntling. "
they just gotta take the fun outta everything...
once the novelty wore off people wouldn't be doing this anymore lol
Kakistocracy Apr 23rd 2009 5:08PM
I wonder if the biscuits that enlarge pets work on them...
nyctef Apr 23rd 2009 7:35PM
The biscuits work.
Supernaut Apr 23rd 2009 2:37PM
Oh how I loved leashing my gruntling. I wish I'd screenshotted it the first time I successfully roped it with my rid ribbon leash :(
Jadrie Apr 23rd 2009 2:38PM
Noooo! Curses! why didn't I know about that bug beforehand?! =(
that woulda made grinding for Anzu supereasy, just sneak around Darkweaver Syth.
BunnyGirl Apr 23rd 2009 3:10PM
Actually they did about four-ish weeks ago. A mage in our guild had the summoning item because, at a certain point in the druid quest chain, you could share it with a party and they could accept - druid or not! I don't recall which stage but he was ticked off by a GM.
Denso Apr 23rd 2009 2:40PM
Sekketh Halls huh, why can't they just make it so I don't need a freaking druid to get my mount! THAT would be nice.
Malyse Apr 23rd 2009 3:31PM
I guess no more leading my child along on a leash :(
WoWie Zowie Apr 23rd 2009 2:41PM
i'm glad they're lowering the dmg from kologarn's rubble.
maybe i'll be able to survive a tick or two from them now.