World of Warcraft Patch 3.3 PTR Patch Notes

The PTR is not up yet. You'll hear it here when it is. These notes come a day after the information and pictures of Icecrown were released.
Some of the highlights from the patch notes released thus far:
- The Forge of Souls, the first wing of the 5-player dungeon, is currently available for testing.
- Additional Icecrown Citadel dungeon and raid content will be made available in future test builds
- Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.
- Rogue Vanish: For the first second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.
- Shaman Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.
- Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster's target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.
This post is currently being edited.
World of Warcraft PTR Patch 3.3.0
The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/
General
- Icecrown Citadel
- The Forge of Souls, the first wing of the 5-player dungeon, is currently available for testing.
- Additional Icecrown Citadel dungeon and raid content will be made available in future test builds.
- Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
- Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.
Classes: General
- Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
- Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
- Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player's level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
- Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.
Races: General
- Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.
Death Knights
- Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.
- Talents
- Unholy
- Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.
Druids
- Pets
- Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
Hunters
- Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.
- Talents
- Beast Mastery
- Intimidation: If the hunter's pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet's next swing or attack.
- Pets
- Avoidance: Now reduces the damage your pet takes from area-of-effect damage by 30/60/90%, but no longer applies to area-of-effect damage caused by other players.
Mages
- Talents
- Arcane
- Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage's party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.
- Pets
- Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
Priests
- Pet
- Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
Rogues
- Dual Wield: Rogues now know this ability upon logging into the game at level 1.
- Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
- Vanish: For the first second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.
Shamans
- Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.
- Talents
- Elemental Combat
- Improved Fire Nova Totem: Renamed Improved Fire Nova. This talent now provides an additional 10/20% damage to the spell and reduces the cooldown by 2/4 seconds.
Warlocks
- Pets
- Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
- Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.
Warriors
- Victory Rush: This ability is now trainable at level 6.
- Talents
- Protection
- Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.
User Interface
- Quest Tracking Feature
- This system is currently under development and is not fully functional.
- Looking For Group System
- This feature is undergoing several improvements and is not available for testing at this time.
- For additional notes on Lua and XML changes please visit the UI & Macros forum.
Graphics
- A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum.
Professions
- Enchanting
- Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster's target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.
Items
- Glyphs
- Death Knights
- Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.
- Shamans
- Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.
Bug Fixes
- Druids
- Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds.
- Mages
- Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time
Filed under: Patches, News items






Reader Comments (Page 1 of 8)
Paultab Oct 1st 2009 4:30PM
Yay! Arcane Mages will finally be able to bring buffs to a raid group.
Lidodger Oct 1st 2009 5:25PM
Yay that means I (dk) can get in your party and get your buffs while giving you mine!
SamFisher Oct 1st 2009 5:33PM
Arcane Intellect much?
Paultab Oct 1st 2009 5:37PM
If only those darn Fire Mages didn't always beat me to it.
Eturyu Oct 2nd 2009 12:29AM
But u only get your 3% increase for 10 sec after a crit? that blows, ret get theirs as long as their aura is on (all the time).
So Arcan gets somthing that mimics what ret has been given, but its actually a "Your not doing it right" situation.
nicki-frederiksen Oct 2nd 2009 9:27AM
Eturyu: Raid geared arcane mages should very well be able to crit more than every 10 seconds (mind you, Missile Barrage shoots 5 attack, plus the 4 Arcane Blasts you cast before that = 9 casts = a great chance of a crit in ~10 seconds).
chriscab7 Nov 23rd 2009 12:45PM
So what happens to all of the leveling guide businesses after they add the new quest tracking feature(that is better than any mod from any leveling guide.) Considering the number of giants making a living off guides - joana, zygor, elite wow, ultimate, brian kopp, team ideamise, warcraft scrolls, dugi, and nhym - just to name a few :) You think this new patch will make these guides useless?
Heanthor Oct 1st 2009 4:31PM
Wow the arcane mage changes...now (or when 3.3 hits) I can't decide between arcane or fire D:
Aigarius Oct 1st 2009 4:52PM
Arcane is great - you just need to stack speelpower and haste, loose a bunch of hit rating (lower hit cap) and get someone else to be a scorch(or imp.shadowbolt)-bitch for you. Also you might want to write a few macros to better manage all the cooldowns you have as arcane.
Heanthor Oct 1st 2009 5:39PM
Yeah, I have sets for both arcane and fire, and honestly I like the arcane playstyle a lot more. This is making it easier to justify going arcane in a raid (I'm the only scorcher in our 25 man, lol)
woez Oct 1st 2009 4:32PM
Playing a druid and a rogue, this sounds good to me. I hope vanish works well, and I guess that druid pet change will mean my trees are a little tougher. Gotta love those trees.
Deevan Oct 1st 2009 4:32PM
Sweet, Druids finally get pets!
Or treants get epic avoidance. meh
Deevan Oct 1st 2009 4:34PM
In response to:
Druids
Pets
Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
For whenever that gets fixed.
woez Oct 1st 2009 4:34PM
hmm yeah maybe it is a little meh. I only really like popping those trees on other players, which isn't affected.
norcallights Oct 1st 2009 4:37PM
Nope... Hunters can now train druids!
Mau Oct 1st 2009 5:32PM
lol druid pets FTW!
Dastra Oct 1st 2009 4:33PM
cool
alpha5099 Oct 1st 2009 4:34PM
Interesting change with Fire Nova. Might actually be worth using for some extra damage from my Magma Totem.
Also, auto-DW for rogues. Wonder if you'll start out with two weapons now, or have to track one down.
Adam H. Oct 1st 2009 4:36PM
"Classes: General
Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon."
Brian Jason Eland Oct 1st 2009 4:37PM
"Rogues now start with a pair of daggers equipped."