World of Warcraft Patch 3.1.3 going live

We posted the patch notes last week when Zarhym released them, and they're after the break so you can become reacquainted with the small changes that'll be happening. If there are suddenly new notes tomorrow we'll let you know.
When a mirror is available for download we'll get a post up; probably sometime early tomorrow afternoon. This patch is also likely a harbinger of maintenance tomorrow, however there has been no official announcement yet.
The patch notes after the break.
World of Warcraft Client Patch 3.1.3
The latest patch notes can always be found at http://w
The latest test realm patch notes can always be found at http://w
Death Knights
- Frost Presence: Armor bonus is now 60% down from 80%.
Druids
- Improved Barkskin: This talent now also grants 80/160% additional armor while in Travel Form or not shapeshifted.
- Improved Tree of Life: The armor bonus to Tree of Life Form from this talent has been reduced to 67/133/200% bonus armor.
Hunters
- Hunter's Mark: The ranged attack power bonus from this ability has been increased from 300 to 500.
- Master Marksman: This talent now also decreases the cost of Aimed Shot and Chimera Shot by 5/10/15/20/25%.
Paladins
- Eye For An Eye: This talent now deals 5/10% of the critical strike damage taken by the paladin back at the attacker.
- Hand of Freedom: The base duration of this buff has been reduced from 10 seconds to 6 seconds.
Rogues
- Overkill: Talent redesigned. Now increases energy regeneration by 30% while stealthed, and for 20 seconds after breaking stealth.
Warlocks
- Chaos Bolt: This spell no longer ignores damage reduction effects of the target.
Warriors
- Blood Frenzy: This talent now provides 5/10% haste instead of 3/6%.
- Bloodthirst: Cooldown reduced from 5 seconds to 4 seconds, and rage cost reduced from 30 rage to 20 rage.
- Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds.
Items
- Death Knight PvP Gauntlets: The chance to refresh a Frost Rune when casting Chains of Ice has been removed. When equipped, these gloves now generate 5 additional runic power whenever Chains of Ice is used.
Dungeons
- Ulduar
- Mimiron
- The flight time of Rocket Strikes has been increased, and Rocket Strikes will try to prefer players at range.
- The Leviathan Mk II component of the V-07-TR-0N will become stunned during Phase 4 when the VX-001 component begins to cast the P3Wx2 Laser Barrage ability.
- Proximity mines now deal less damage and have a lower duration. A small arming time has also been added so proximity mines will not immediately detonate on creation.
- The flight time of Rocket Strikes has been increased, and Rocket Strikes will try to prefer players at range.
- Mimiron
Bug Fixes
- Druid Tier 8 Balance Set: The 4-piece bonus no longer has its effect consumed by Starfire casts in progress when it triggers. The chance for the effect to be triggered has been reduced down to 8%, as it was originally inflated to compensate.
- Ice Layered Barrier: Upgraded to item level 232. In addition, the stats in the tooltip have been correctly adjusted to 78 spell power, 48 haste rating, 16 mana per 5 seconds, 52 Intellect, and 50 Stamina.
- Pulsing Spellshield: The stats listed in the tooltip for this item were incorrect and have been adjusted. This item provides 69 spell power, 34 haste rating, 42 critical strike rating, 45 intellect, and 45 stamina.
Filed under: Patches, Analysis / Opinion, News items






Reader Comments (Page 1 of 5)
OutlandishTrendz Jun 1st 2009 8:36PM
Yes! Another Tuesday that the B.Net accounts are going to get screwed over.
Mulgarath Jun 1st 2009 8:38PM
Good news for MM hunters. ;)
Azhariel Jun 2nd 2009 6:36AM
Doesn't anyone else thinks that this will be OP with full Improved Mark + Glyph?
vwvstarboyvwv Jun 1st 2009 11:22PM
/cricket
who?
Aidan8et Jun 2nd 2009 12:22AM
hey, there are still MM hunters out there that resisted the OP call of Survival. Besides, we give a great buff for the raid with Trueshot Aura.
As for the Hunter buffs this time around, this might actually make Glyph of Hunter's Mark consistantly better than Glyph of Serpent Sting (read when there's only 1 or 2 hunters in a group). Looks like I'm going back to rework my theorycrafting tables...
sylectris Jun 2nd 2009 6:42AM
woot woot! they are bringing us back up from the floor after nerfing BM hunters down so far, this will be a welcome addition to the 400 some odd ap i get from dragonhawk. and yes, i said BM because if you are BM and dont dump points into MM...i dont have anything to say to you
Rilgon Jun 2nd 2009 8:14AM
Yeah, I can already feel my mana pool rejoicing. \o/
Clbull Jun 2nd 2009 12:11PM
Imho, slightly good news for MM Hunters, and not so good for other Hunters. The lower mana costs of Chimera and Aimed Shot will be a bit of good news for the MM Hunter's already low mana efficiency.
As for the added Attack Power to Hunter's Mark, an extra 200AP (Not including the added percentages of Improved Hunter's Mark or Glyph of Hunter's Mark) could be good for other specs, especially MM.
However, I still think this hasn't sorted out the underlying problems with the Hunter class, particularly in pvp (e.g. low burst damage in all specs except Survival (where Explosive's burst is still quite low considering its based on 3 ticks.), and the fact that we find it very hard to get out of melee range, meaning melee can just faceroll us.)
megamogx Jun 1st 2009 8:37PM
Good to see mages getting the same lack of changes as in pretty much every patch....
RogueJedi86 Jun 1st 2009 8:40PM
Why fix what ain't broken?
Michael Jun 1st 2009 11:11PM
/cough
Shaman
/cough
Sinthar Jun 2nd 2009 6:38AM
Im a mage, and yeah as a class were about right overall. I have only a few very small issues id like to see resolved (but not gonna mention - as i said - their very small issues) and one bug that i, and every mage would love to see fixed, Blink. Please for the love of god Blizzard, please fix it. 5 years is a sodding long time for a known bug to STILL be in the game, and it really does gripe at me.
Apart from that i think mages are in a good position now, better than anytime ive played before (i started in TBC).
Josin Jun 2nd 2009 8:11AM
I suspect Blink will get fixed around the same time as Vanish.
Yeng Jun 2nd 2009 9:39AM
Maybe you would like to trade for yet another warlock nerf?
Ricohardt Jun 2nd 2009 11:17AM
I've finally given up on raiding as frost. They admit it's broken, but can't fix it because of the damn PvP side :(
Karilyn Jun 1st 2009 8:45PM
"Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds. "
*sigh* It's like, warriors aren't allowed to have anything cool without it having a penalty on it :/
danawhitaker Jun 1st 2009 9:08PM
Yes, I'll be re-speccing tomorrow to get rid of this now completely-useless talent. I won't ever have a need to use charge in regular combat again with the 5-second increase. Seriously.
Matt Jun 1st 2009 9:32PM
ok think about...without that talent a fight (PvP) would go like this
fight person gets to far away...intercept...fight...runs off...now ur screwd
with ur talent...
fight...runsoff...charge...runs...intercept...runs... i mean its a small penalty for what you get for it...im still keeping it. its worth it
danawhitaker Jun 1st 2009 9:53PM
The premise of supplementing Charge with Intercept assumes that you are PVPing in Berserker stance. I don't. I'm an Arms warrior, and I tend to do PVP in Battle Stance because that's where most of the attacks I need to use are. Since Intercept can only be used in that stance, it's not an option for me. Charge is *it*. Here's my recent PVP experience in Alterac Valley.
Charge > Attack > Kill > Wait for charge to cool down > Charge next target > Kill > Wait for charge again. Adding five seconds to that wait each time? Useless.
In PVP, for regular level 80 mobs, it's like this: Charge > Attack > Kill > Wait even longer for charge to cool down because PVE stuff goes down like candy > Get impatient and use my arrow to pull the next target > Kill next target > Charge > repeat cycle.
I admit it - I mainly use charge as a way to move around a little faster when I'm killing mobs. The bonus from Juggernaut, damage-wise, was nice. Being able to use it in combat to aggro more mobs at once was what I really wanted to use it for. But charge doesn't regen fast enough, even pre-nerf, to make it worthwhile. Now with the damage nerf combined with the 5 second addition, I just don't see any point in keeping it. I'm sure I can find something else to invest a talent point in that will increase my DPS or do something more useful.
Oh, and I rarely PVP. I'd say 95% of my playtime is spent on PVE content.
Eli Jun 2nd 2009 5:51AM
Personally, I like it. It balances out the PvP game vs. Warriors, while not hurting their PvE threat-holding ability.
Know how annoying it is to have a warrior charge you every time you get range on him as a hunter? My disengage has a 15 second CD, so a warrior can basically "unrange" me as soon as i get out of his melee range.
/cheer
:D