World of Warcraft Patch 3.1.2 PTR Patch Notes
The PTR Patch Notes for Patch 3.1.2 are out today, and we have them for you in their full glory. Everyone loves themselves some notes!We found out yesterday that there was a PTR up and running now, along with a bunch of premade characters for everyone to play on. Earlier in the week we also learned that the mounts of the Argent Tournament were getting a revamp.
Some of the highlights from the patch notes today:
- Vehicle health and damage output in Strand of the Ancients and Lake Wintergrasp now scale with the item level of the operator's gear. Power scaling is now 1% damage and 1% health per average item level.
- Mirror Images: The images summoned by this spell will now target the creature that most hates the Mage, and should no longer cast Fire Blast or Frostbolt on targets that are affected by crowd control debuffs that break immediately on damage unless they are already casting these spells when crowd control is applied. (Which Alex talked about earlier today.)
- Equipment Manager
World of Warcraft PTR Patch 3.1.2
General
- New art textures have been added for Argent Tournament mounts. Any mounts already purchased from the Argent Tournament vendors will be updated automatically. Argent Tournament mounts with the old textures will still be available for purchase from the Argent Tournament vendors for a small Champion's Seal and gold cost (standard faction requirements apply).
- Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.
PVP
- Vehicle health and damage output in Strand of the Ancients and Lake Wintergrasp now scale with the item level of the operator's gear. Power scaling is now 1% damage and 1% health per average item level.
Death Knights
- Improved Death Strike: This talent now also increases the healing from Death Strike by 25/50% and the tooltip has been adjusted to reflect the actual functionality after the hotfix in 3.1.0.
- Ghoul Frenzy: Now has a 10-second cooldown.
Druids
- Innervate: This ability has been redesigned to grant 450% of the casting Druid's base mana pool to the target over 20 seconds.
Mages
- Mirror Images: The images summoned by this spell will now target the creature that most hates the Mage, and should no longer cast Fire Blast or Frostbolt on targets that are affected by crowd control debuffs that break immediately on damage unless they are already casting these spells when crowd control is applied.
Priests
- Divine Hymn: Healing and healing scaling reduced by 30%. Buff on affected players changed from 15% to 10%.
- Renewed Hope: Effect can no longer be dispelled.
- Soul Warding: Mana cost reduction is now 15% down from 30%.
Warlocks
- Nether Protection reduced to 30% damage reduction, down from 60%.
- Shadow and Flame: Now also includes Shadowburn.
- Fire and Brimstone: No longer increases the damage of your Immolate spell, but now increases the bonus damage your Incinerate deals to targets afflicted by your Immolate by 6/12/18/24/30%.
- Conflagrate updated: Consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 12 seconds of your Immolate, or 8 seconds of your Shadowflame.
Items
- Darkruned 2-Piece Set Bonus: The bonus critical strike chance for Frost Strike and Death Coil has been increased from 5% to 8%.
- Glyphs
- Glyph of Conflagrate redesigned: When you use Conflagrate, the damage done by your next 3 Destruction spells is increased by 10% for 15 seconds if the Immolate on the target has 5 or fewer seconds remaining.
- Glyph of Innervate: Has been adjusted to grant the Druid 90% of his or her base mana pool over 20 seconds.
- Glyph of Mass Dispel: Now only decreases Mass Dispel cost by 35%.
- Glyph of Penance: Now increases critical strike chance by 5% instead of its old effect.
- Guise of the Midgard Serpent: The base attack power on this item has been lowered to balance it against items of a similar quality.
- Nightsong 4-Piece Set Bonus: Chance for Insect Swarm to trigger an instant Starfire changed to 15%.
- Scourgeborne 4-Piece Set Bonus: The runic power gain has been reduced to 5 runic power from 10 runic power.
User Interface
- Equipment Manager
- When enabled from the Interface Options menu, this feature will allow players to store sets of equipment, easily swap between saved sets using hotkeys, and pull items directly from backpacks or bank slots (must be at the bank to equip inventory from the bank).
Bug Fixes
- Death Knights
- Anti-magic Shell: Tooltip error corrected.
- Blood Boil: If no target is available for Blood Boil to hit, the spell will now cast and consume a blood rune but generate no runic power.
- Druids
- Maim: Rank 2 of this ability is properly considered a stun and can be escaped by Blink.
- Hunters
- Go For The Throat: Explosive Shot critical strikes now trigger this talent.
- Rabid: This Hunter pet talent no longer lists a percentage chance to be triggered, as that chance varies by the attack speed of the pet.
- Paladins
- Divine Sacrifice: Damage done to the Paladin while this is active will no longer cause the effect to break early, and if it is dispelled or cancelled early, the damage counter will reset correctly the next time the spell is cast.
- Rogues
- Shadow Dance: Issues with action bars and ability use arising from using Stealth while Shadow Dance is active have been fixed.
- Warlocks
- Demonic Sacrifice: This spell will no longer appear in any Warlock's spellbook.
- Dungeons and Raids
- Players can no longer become saved to a raid instance when they aren't in the raid during a boss kill.
- Ulduar
- The Spark of Imagination: Characters that release in part of the boss room will no longer be ported to Westfall or The Barrens.
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: Patches, News items






Reader Comments (Page 1 of 4)
Eyllena May 1st 2009 10:07AM
Huh, well, looks like my DK isn't gonna care much about losing his 4-piece now, 5RP instead of 10 isn't gonna be enough to keep me from breaking it for better gear.
And what's up with the blood boil change? Did we do something to deserve this?
Morgram May 1st 2009 10:18AM
Think of PVP, rouge stealthed, you know there is one, cast this, boom, there he is. Stuff like that is what caused it. Generating no runic power may be a bit much, maybe 5 runic if no target is hit, but thats just my opinion
mortis2600 May 1st 2009 11:32AM
Well, I was using it while questing in highly populated quest areas (Argent Tournament) to tag respawns before my competition. So I can see where this would be warranted between my use and PVP uses.
Durandal May 1st 2009 1:41PM
me thinks the blood boil change was to stop people from using BB before a fight to generate RP.
the nerf kinda specifically tells me that anyway.
Ezlo May 1st 2009 10:08AM
Dieing in the Spark of Imagination could potentialy ported you to Westfall?? Man am I glad we haven't reached that boss yet, rezzing would become such a pain for Warlocks if they had to summon every other pull.
Drow May 1st 2009 11:45AM
Lol...you would have had nothing to worry about. On both 25-man and 10-man since the first week of Ulduar we were on him. That was before the nerfs to the mines and their AoE and damage and them being invisible, along with the noob cannon redirecting and aiming at people on a whim lol...still downed him once, but there were about 3-4 hours of wipes.
Not once did anyone end up in Westfall or Barrens. The only thing I've seen, is dying and coming back alive at the graveyard outside with full HP and MP.
Karilyn May 1st 2009 10:11AM
# Dungeons and Raids
* Players can no longer become saved to a raid instance when they aren't in the raid during a boss kill.
This...
Is...
AMAZING!!!!!
This beats the ever loving crud out of the "Oh let's put up a warning message" idea.
I love you Blizzard.
vazhkatsi May 1st 2009 11:53AM
this is more for the oh shit i got DCed, and now i' saved to a raid that i've been kicked from.
jfofla May 1st 2009 12:42PM
Hey WOWInsider wake up and have some coffee! This should have been a 3 inch high headline! This change in how we are saved to raids may be the biggest change for the better Blizz has ever instituted.
How can you possibly bury this earthshattering change on page two?
machoflaco May 1st 2009 10:14AM
Wow, nerfing Nether Protection again??? What's the point?
Balius May 1st 2009 10:16AM
Yay for the Innervate change! 3.1 made the spell worthless (unintentionally?), 3.2's making it worth using again.
Fightstar May 11th 2009 2:36AM
3.1.2*
sagist May 19th 2009 2:27PM
The Innervate is not better after 3.2 since:
-- As Magresda said... on 5-01-2009 @ 10:30AM
"... According to WoWWiki the base mana of a level 80 druid is 3496.
450% of 3496 = 15 732 mana... " - 16k mana will not make the mana pool full if his/her intellect is high
-- With Innervate before 3.2 (as 3.1 now) and high Spirit, the mana regen should be much more than 20k. I ensure that because my mana pool is 16k; I have used it when I'm out of mana; even when using healing spells on raid, it refunds about 12-15k mana. It mean the mana regen has to be much larger than that. I'm not so good at calculating the exact amount of mana regen on Spirit-based, but my feeling on my mana pool is not wrong for sure.
Hasjarl May 1st 2009 10:18AM
lol wow. Conflag just took it up the rear.
Richard May 1st 2009 11:22AM
...again. Along with the Glyph. Warlocks really are getting the sh*t beat out of them with the nerf bat these past few months.
Toliman May 1st 2009 11:45AM
all of the other changes, i could understand. well, perhaps.
i tend to think that there's real warlock envy going on with the destro nerfs going left, right, center, up, down and backwards.
glyph of conflag ? it only works on the tail end of the immo DoT. if you time it right each time. so, having to use 3rd party rotation guides/meters for the 3% dps increase, for a 'less complicated rotation in 3.1', priceless.
removing destro warlocks from pve, pvp, raiding, that's business as usual.
the change to argent tourney mount textures, and scaled damage/resists on PVP vehicles, just bizarre. so if you have a avg ilvl of 220 for ulduar25'ers, is that 220% health/220%dmg on the vehicles, and for quest-green lv80's, 130-160% health/dmg ?
it's so stupid. you may as well add in some new resist value like sanity and use it in PVP environments to make it seem more practical. is it the intern's day to step in and put up ideas for the PTR ?
if so, and it is really crazy time may madness, how about martin fury as a legendary drop item on the PTR. i.e. from one of the lv20 instances, etc. see how popular the PTR will be if you give people the idea that it's in the RNG pool.
Naix May 1st 2009 1:47PM
Another Warlock nurf. This is one of the reasons why I quit WoW yesterday. Warlock nurf after warlock nurf. This must be on the devs whitebords. to do list.
Nurf fear - Check
Nurf damage - Check
Give warlocks zero escapes - Check
Give warlocks a reverse blink for 10 yards - Check
Make every warlock reroll a DK - Check
Mitawa May 1st 2009 10:20AM
"Innervate: This ability has been redesigned to grant 450% of the casting Druid's base mana pool to the target over 20 seconds."
There goes the feral druid last minute hero innervate on a healer. They won't even notice it now. Ah, well.
Magresda May 1st 2009 10:30AM
Correct me if I'm wrong, but isn't the base mana of a class the same regardless of spec and gear?
According to WoWWiki the base mana of a level 80 druid is 3496.
450% of 3496 = 15 732 mana. That sounds pretty amazing to me, and since base mana is what you have BEFORE gear, enchants and talents, this number will stay the same regardless of spec/gear.
Cataca May 1st 2009 10:30AM
Actually it will restore the same amount of mana if a resto or a feral druid did it.
450% of the casting Druid's ***base*** mana pool
That is your mana pool as if you didn't have any gear on. That way, it will restore the same amount no matter what spec you are.