Patch 3.3.3 PTR patch notes [Updated]

Some highlights:
- Death Knights: Icy Touch: This ability now causes a very high amount of threat while the death knight is in Frost Presence.
- Many aura abilities such as Unleashed Rage, Abomination's Might, and Elemental Oath are now passive auras and do no need to be triggered by certain strikes.
- Frozo the Renowned has moved into the Dalaran Magus Commerce Exchange and will be trading your Frozen Orbs for various other trade goods. We do not yet know what these items are, but we'll be sure to look as soon as we get on the PTR.
These patch notes are up to date as of March 10th, 2010.
General
- Copied Test Realm characters are not copied with their achievement history in order to better facilitate the character copy process.
- The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. This change will effectively double the amount of Honor received from Honorable Kills, or for completing Battleground and Wintergrasp objectives; however, the amount of experience gained from completing Battleground objectives and the amount of Honor rewarded for completing each Wintergrasp quest remain unchanged.
- Battleground
s - The Random Battleground system has been added! Similar to the Random Dungeon system in the Dungeon Finder, players can now queue for a random Battleground.
- The Random Battleground option can be found in the Battleground tab of the PvP frame and is only available for level 80 characters at this time.
- If this option is selected, players may not queue for specific Battlegrounds and a random Battleground simultaneously.
- Similar to the Random Dungeon system, players will not know for which Battleground they are chosen when selected from the queue until they zone into the Battleground.
- The Random Battleground option will only allow a group size of 5 players to queue together.
- Bonus rewards will be offered for choosing the Random Battleground option.[ul]
- Winning a Battleground using the Random Battleground option for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
- Winning additional Battlegrounds using the Random Battleground option after the first random win will award players with 15 Honorable Kills worth of additional Honor currency.
- Losing a Battleground using the Random Battleground option will award players with 5 Honorable Kills worth of additional Honor currency.
- The Random Battleground system has been added! Similar to the Random Dungeon system in the Dungeon Finder, players can now queue for a random Battleground.
- Daily Battleground quests have been removed in place of the Random Battleground option.
- Battleground
s will no longer award Marks of Honor. - Players with existing Marks of Honor can still turn them in to their respective faction's quest givers, including individual marks for those who may have more marks for one Battleground than another.
- Items which previously required Marks of Honor will have their costs adjusted to remove these requirements.
- Whenever a Battleground has the holiday bonus active, it will now be referred to as "Call to Arms" in the Battleground tab and Calendar. In addition, Call to Arms Battleground Honor rewards have been changed.
- Choosing a specific Battleground with the Call to Arms bonus active will yield the exact same rewards as when choosing the Random Battleground option.
- Winning a Call to Arms Battleground for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
- Additional Call to Arms Battleground victories after the first win for a player that day will award them with 15 Honorable Kills worth of additional Honor currency.
- Losing a Call to Arms Battleground will award players with 5 Honorable Kills worth of additional Honor currency.
- When using the Random Battleground option, players will not receive additional rewards if the Battleground chosen is under the Call to Arms bonuses. In addition, the rewards for the first victory of the day cannot be earned more than once, regardless of whether or not it is obtained from the Random Battleground system or the Call to Arms Battleground.
- Choosing a specific Battleground with the Call to Arms bonus active will yield the exact same rewards as when choosing the Random Battleground option.
- Wintergrasp
- The internal balance system now only changes when a faction achieves 2 consecutive defenses after an initial capture of Wintergrasp, up from 1. More details can be found on our PvP Discussion forum: http://f
orums.worldofwarcraft .com/thread.html?topi cId=23329393344
- The internal balance system now only changes when a faction achieves 2 consecutive defenses after an initial capture of Wintergrasp, up from 1. More details can be found on our PvP Discussion forum: http://f
- Culling of Stratholme
- Players may now skip the initial introduction dialog to this dungeon once they have completed it at least once.
- World Event Bosses
- Holiday bosses (such as Ahune for the Fire Festival) will now be accessible through the Dungeon Finder.
- Players must use the Dungeon Finder or speak to special holiday NPCs in the world to queue up and access these bosses.
- Upon accepting a queue for any holiday boss, the party will be ported directly to the necessary area for confronting that boss.
- The previous summoning criteria for these bosses have been removed. Players can queue up for and fight each World Event boss as many times as they want for any standard loot that they may drop.
- All rare holiday items (such as The Horseman's Reins) will have a chance of being found in holiday-themed loot troves which will drop once for each player in the party no more than once per day, in the same manner that doing the Random Dungeon daily quest will provide a specific reward the first time it is completed in a day.
- Holiday bosses (such as Ahune for the Fire Festival) will now be accessible through the Dungeon Finder.
- Several raid buffs have had their ranges increased to 100 yards, up from 45 yards, to prevent select buffs from repeatedly getting applied and removed during highly mobile encounters. Some buffs, such as paladin auras, totems, shouts and Blood Pact are intentionally meant to have shorter ranges and remain unchanged.
- Icy Touch: This ability now causes a very high amount of threat while the death knight is in Frost Presence.
- Chains of Ice: The ability now innately applies Frost Fever to a target.
- Rune of Razorice: Now stacks 5 stacks of 2% Frost Vulnerability instead of 10 stacks of 1% Frost Vulnerability. Proc chance changed to 100%.
- Talents
- Blood
- Abomination'
s Might: This effect is now passive instead of being a proc on certain strikes. Rank 1 is 5% attack power and Rank 2 is 10% attack power. The self strength buff remains unchanged. - Will of the Necropolis: There is no longer a cooldown on the frequency at which this talent can be activated. In addition, this ability can now also be triggered by damage which deals less than 5% of your health.
- Abomination'
- Frost
- Endless Winter: No longer causes Frost Fever to be applied by Chains of Ice, but instead grants 2/4% strength.
- Icy Talons: The personal haste benefit provided by this talent is no longer exclusive with other sources of melee haste. This will allow death knights to always swing 4/6/12/16/20% faster when Frost Fever is applied. Windfury Totem and the party/raid component of Improved Icy Talons still do not stack.
- Improved Icy Talons: This effect is now passive instead of being a proc. The self haste buff remains unchanged.
- Nerves of Cold Steel: Now increases off-hand damage by 8/16/25%, up from 5/10/15%.
- Unbreakable Armor: The amount of strength granted is now 20%, up from 10%.
- Unholy
- Scourge Strike: Now deals 70% weapon damage, plus 12% of physical damage done as shadow damage for each of the death knight's diseases on the target. The net result should be larger strikes with no diseases present, while maximum damage with all diseases applied to the target should stay the same.
- Unholy Blight: In addition to its previous effects, this talent now also prevents diseases from being dispelled from victims afflicted by Unholy Blight.
- Blood
- Nature's Grasp: Now has 3 charges, up from 1.
- Talents
- Balance
- Starfall: The damage done by this spell has been significantly increased.
- Typhoon: Mana cost reduced to 25%, down from 32%.
- Feral Combat
- Mangle: The debuff from this talent now lasts 60 seconds, up from 12 seconds.
- Balance
- Talents
- Beast Mastery
- Ferocious Inspiration: This ability is now an aura and provides 1/2/3% damage to all party or raid members within 100 yards and boosts the damage of Steady Shot by 3/6/9%.
- Pet Talents
- Heart of the Phoenix: Cooldown reduced to 8 minutes, down from 10 minutes.
- Beast Mastery
- Frostbolt: Spell power scaling on this spell has been increased by approximately 5%.
- Talents
- Arcane
- Arcane Empowerment: This effect is now passive instead of being a proc off of critical strikes. The self damage buff remains unchanged.
- Incanter's Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage's health on the spell power buff has been removed.
- Fire
- Burning Soul: Threat reduction is now 10/20%, up from 5/10%.
- Combustion: The cooldown on this spell is now 2 minutes, down from 3 minutes.
- Empowered Fire: This talent now also applies to Pyroblast damage.
- Torment the Weak: This talent now also applies to Pyroblast damage.
- Frost
- Brain Freeze: This talent now allows your next Fireball or Frostfire Bolt to be instant and cost no mana. There is a small internal cooldown to keep the Frostfire Bolt from immediately triggering Brain Freeze again.
- Arcane
- Talents
- Discipline
- Renewed Hope: now has a 60-second duration, up from 20 seconds, but a 20-second cooldown.
- Discipline
Rogues
- Rupture: The damage-over-time component of this ability can now produce critical strikes.
- Talents
- Subtlety
- Filthy Tricks: Now Reduces the cooldown by 5/10 seconds and energy cost by 5/10 of Tricks of the Trade, Distract and Shadowstep abilities, and reduces the cooldown of Preparation by 1.5/3 minutes.
- Ghostly Strike: If the rogue has a dagger equipped, this ability now deals 180% weapon damage instead of 125%.
- Hemorrhage: If the rogue has a dagger equipped, this ability now deals 160% weapon damage instead of 110%.
- Serrated Blades: This talent now allows the rogue to ignore up to 3/6/9% of the target's armor, rather than a fixed amount of armor ignored per level of the rogue.
- Slaughter from the Shadows: Now adds 1/2/3/4/5% damage to all attacks and reduces the energy cost of Backstab and Ambush by 4/8/12/16/20, up from 3/6/9/12/15.
- Waylay: The debuff from this talent can now be caused by Backstab in addition to Ambush and can be triggered by all hits from these abilities rather than just critical strikes, but the snare component is now 50%, down from 70%.
- Subtlety
- Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.
- Talents
- Elemental Combat
- Elemental Oath: This ability is now always on as a passive aura.
- Enhancement
- Unleashed Rage: This ability is now always on as a passive aura.
- Elemental Combat
- Immolate: The damage-over-time component of this spell can now produce critical strikes.
- Life Tap: This spell no longer scales with spirit, and instead scales with spell power.
- Talents
- Affliction
- Dark Pact: This ability no longer requires line-of-sight with the summoned demon, and the range has been increased from 30 yards to 100 yards.
- Demonology
- Demonic Pact: This effect now has a 45-second duration, up from 12 seconds, and a 20-second internal cooldown.
- Affliction
- Revenge: Damage done by this ability (base and scaling) increased by 50%.
- Thunderclap: This ability now counts as a ranged attack, granting it double damage on critical strikes instead of 150% and ranged miss chance, and still cannot be dodged or parried.
- Talents
- Arms
- Bladestorm: Warriors can now be Disarmed while under the effects of this ability.
- Trauma: The debuff from this talent now lasts 60 seconds, up from 15 seconds.
- Fury
- Rampage: This effect is now passive instead of being a proc from critical strikes.
- Protection
- Improved Revenge: This talent can no longer trigger a stun, and instead causes Revenge to strike an additional target for 50/100% of Revenge's damage.
- Vitality: Now boosts Stamina by 3/6/9%, up from 2/4/6%. Strength and expertise benefits have not changed.
- Arms
- Frozo the Renowned has moved into the Dalaran Magus Commerce Exchange and will be trading your Frozen Orbs for various other trade goods.
- Glyphs
- Death Knights
- Glyph of Disease: When this glyph causes Frost Fever to be refreshed, it will now also trigger a refresh of Icy Talons.
- Druids
- Glyph of Focus: Now increases the damage done by Starfall by 10%, down from 20%.
- Glyph of Mangle: This glyph now provides 10% increased damage done by Mangle instead of increasing the duration of the debuff.
- Mages
- Glyph of Fireball: No longer increases critical strike chance of Fireball. Instead, it now reduces the cast time of Fireball by 0.15 seconds.
- Death Knights
- Mechanostrid
ers: Summoning any of these mounts is now perfectly mechanical-sounding! - Priest Tier-10 4-Piece Healing Set Bonus: Redesigned. This bonus now increases the effectiveness of the caster's Power Word: Shield and Renew spells by 5%.
- Shaman Tier-10 4-Piece Elemental set Bonus: This bonus has been slightly adjusted to account for the fact that haste now modifies Flame Shock's periodic damage ticks. The bonus now makes the shaman's Lava Burst cause Flame Shock to tick at least two additional times before expiring.
- Runed Orbs: Recipes which require this item have had their material requirements significantly reduced.
- Engineering
- The Pet Bombling and Lil' Smoky non-combat pets are no longer Bind-on-Pickup.
- Fishing
- The "Monsterbelly Appetite" daily fishing quest has changed so it now takes place outside the Violet Hold in Dalaran. The quest still requires a Severed Arm and has been renamed to "Disarmed!"
- The "Monsterbelly Appetite" daily fishing quest has changed so it now takes place outside the Violet Hold in Dalaran. The quest still requires a Severed Arm and has been renamed to "Disarmed!"
- Inscription
- Most recipes that required 2 inks now only require 1.
- Mining
- Titansteel Bar: Creating this item no longer results in a cooldown.
- Tailoring
- Glacial Bag: Creating this item now invokes a 7-day cooldown.
- The cooldown and location requirements have been removed from creating Moonshroud, Spellweave and Ebonweave.
- Many quests which require vehicles have had their vehicle mechanics updated and improved in the interest of fun
- All Alert pop-ups now have new and fresh Alert icons.
- Auction House
- If the Auction House on a realm is unavailable for any reason, an alert will pop up informing players who attempt to access it.
- Players can now Right-Click to place an item in the Auction frame.
- Entire stacks of a specific item type can be placed in the Auction frame and several options have been added for choosing how to list auctions.
- Stack Size: If a stack of items has been added to the Auction frame, players can select the size of the stack they wish to sell. If an invalid stack size is entered (i.e. a stack of 21 Saronite Ore), the Create Auction button will be grayed out.
- Number of Stacks: In addition to selecting the size of a stack, players can select how many stacks of an item they wish to sell (i.e. if a player has a total of 43 Saronite Ore in the Auction frame, they can choose to list 2 stacks of 20, 4 stacks of 10, 8 stacks of 5, 43 stacks of 1, etc. If the number and amount of stacks listed results in a remainder, the left-over items will be placed back in the player's bags automatically).
- Stack Size and Number of Stacks are linked mathematically so that altering the variables of one may automatically calculate the amount of the other (i.e. if a player puts 20 in the Stack Size field and 43 Saronite Ore are in the Auction frame, the Number of Stacks field will change to 2 by default. If a player only wishes to sell one stack of 20 Saronite Ore, the Number of Stacks field can be manually changed to 1).
- Price: Players can now choose to input the price of an item Per Stack or Per Item by selecting either option from a pull-down. If Per Item is selected and a player is selling a stack of that item, the Auction House will multiply the selected Per Item price by the amount of that item in the stack. If Per Stack is selected, the player can enter the total price he or she wishes to charge for each stack of that item being listed.
- Auction Post Completion Bar: If multiple items or stacks of items are being listed at once by a player, a Posting completion bar will appear showing the total progress of each individual auction being listed once the Create Auction button is selected. The greater the number of individual listings being made in a single press of the Create Auction button, the longer this process will take. Players can still browse the Auction House while the Posting completion bar is in progress, but moving around will interrupt the progress, similar to moving while attempting to create multiple bandages with First Aid. Just as with creating bandages, auctions that were completed prior to the character moving or otherwise canceling the action will successfully be listed.
- Dungeon Finder
- The Deserter debuff given to players who leave a dungeon prematurely when queuing via the Random Dungeon option has been increased to 30 minutes, up from 15 minutes. The cooldown for using the Random Dungeon option remains 15 minutes.
- The Random Dungeon cooldown is no longer displayed as a debuff. Instead, players will see the cooldown time remaining displayed in the Dungeon Finder window when Random Dungeon or Random Heroic Dungeon is selected from the pull-down.
- If a player in your party has the Deserter debuff, or is on cooldown from the Random Dungeon option, his or her character name will be displayed in the Dungeon Finder window listed as "On Cooldown," preventing the group from queuing.
- Anyone in a dungeon party can now re-queue their group for a dungeon, as players will still be prompted whether or not to accept their chosen role.
- Players who use the Vote Kick option will now be prompted to provide a reason for kicking a party member. This reason will be presented to everyone in the party except for the person voted to be kicked.
- When joining as a group, more generous level requirements will be used instead of Random Dungeon level requirements so that players of different levels joining together will be eligible for a greater number of dungeons.
- Parties randomly created via the Dungeon Finder will always be arranged in the party interface from top to bottom in the following order: tank, healer, damage, damage, damage.
- If a random party is created via the Dungeon Finder and a player cannot roll Need on an item, a reason will now be provided.
- Authenticato
r Frame: If a player has a Battle.net Authenticator attached to his or her account and selects Remember Account Name at the login screen, the next time that player logs into World of Warcraft, a field to input the Authenticator code will be displayed below the password field. - The World Map will now provide an option to display different levels of a multi-layered dungeon, zone, or city (i.e. players can view the map of the Dalaran Sewers without having to be in that location).
- Quest Tracking Feature
- The Quest Tracking Objectives Frame can now be widened via the Interface Options menu.
- The short description for a tracked quest is now displayed on the Map in the quest pane.
- Quest items in a player's inventory which begin quests now each have an exclamation point overlaid on their icons to make them more easily identifiable.
- If a players selects Track Low Level Quests, the quest objectives will no longer appear dim on the Map, nor will the exclamation points appear dim over NPC heads or on the Mini-Map.
- Objectives Frame
- The Objectives Frame will now list the number of quests displayed at the top. In addition, players can now click on the word "Objectives"
at the top of the Objectives Frame for a list of sorting and filtering options which will determine how quests are ordered. Any quests or achievements filtered or sorted out of the Objectives Frame are still being tracked and are simply hidden in this frame. - Sorting[ul]
- Sort by most difficult quests.
- Sort by least difficult quests.
- Sort by quests closest in proximity to the player (this will automatically update as players travel around).
- Manual sorting: This allows players to Right-Click on each quest name in the Objectives Frame and determine in what order they should be placed.
- Filtering
- Toggle achievement tracking.
- Toggle completed quest tracking.
- Toggle tracking quest objectives in other zones.
- The Objectives Frame will now list the number of quests displayed at the top. In addition, players can now click on the word "Objectives"
- Players can now Shift + Click on a quest objective or check the Track Quest box on the Map to track a quest in the Objectives Frame.
- For additional notes on Lua and XML changes please visit the UI & Macros Forum: http://f
orums.worldofwarcraft .com/board.html?sid=1 &forumId=1111 4
- Frame Rate: A maximum capacity of 200 frames per second has been added. To disable the frame rate limit, the following line should be added to the Config.wtf file: SET maxFPS "0".
- When speaking to an NPC for which a player has 2 or more quests and not all of them are complete, the incomplete quests will now correctly show as a gray question marks in the dialog box. In addition, repeatable quests will be properly colored as blue exclamation points or question marks in the dialog box for NPCs with multiple quests available, or for which the player has multiple quests in progress or completed.
Filed under: News items, Wrath of the Lich King
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Reader Comments (Page 5 of 9)
Sayis Feb 19th 2010 5:46PM
Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.
Talents
Elemental Combat
Elemental Oath: This ability is now always on as a passive aura.
Very cool. This basically opens up a glyph for every Elemental Shaman, and having the ticks affected by haste will further increase DPS.
Edge Feb 21st 2010 2:52AM
This will be a nice little buff for enhancement as well, I use a flame shock in every rotation.
Belna Feb 23rd 2010 7:32AM
It frees a Glyph slot, meaning another one for more dps.
Elemental Oath = Your non-periodic spell critical strikes grant your party or raid members within 100 yards Elemental Oath, increasing spell critical strike chance by 5%. In addition, while Clearcasting from Elemental Focus is active, you deal 10% more spell damage. Lasts 15 sec.
Up allways means bringing a Elemantal Shaman to the Raid will give you +5% spell crit for every caster (including priest). Not depending if the Shaman spells crit (they do most of the times), but from the start of the fight, for every spell.
Same for Clearcasting procs, because EO will be up allways, every CCP will allways give 10% more spell damage for the shaman.
Any idea how much more damage that is with a 10 / 25 man Raid?
That's a double buff.
And whyle the Elemantal Shaman would buff our spell casters, bring an Enhance Shaman for your melee.
Increases your expertise by 9, and causes your critical hits with melee attacks to increase all party and raid members' attack power by 10% if within 45 yards of the Shaman. Lasts 10 sec.
Forget about the 10 sec, it's allways up.
10% more AP for the whole raid during all the fights.
While any Raidleader would understood the value of both buffs, Shamans will be even more valuable to take along.
Although Restoration has some good Raid talents (mana tide totem, AA), compared to Ele / Enh they miss a kind off Raid wide aura. It made sense if they would have a x% more healing aura for the whole Raid, so every shaman tree would bring their own unique aura.
Azizrael Feb 19th 2010 5:46PM
Sell your blue cloth and titansteel now, because their scarcity and price is about to go through the floor. On the other hand, demand for eternals should go up.
No changes to Affliction! Immolate crits should be a nice little buff to Destro DPS, while the number of bored players spamming shadowbolt waiting for their Felguard to proc Demonic Pact because their raid leader requires it might drop a little.
Kirkules Feb 19th 2010 5:47PM
Ferocious Inspiration a buff up all the time? *swoon*
Luthvian Feb 19th 2010 5:48PM
Incanter's Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage's health on the spell power buff has been removed.
what. just... what?
Kuro Feb 19th 2010 6:16PM
Incanter's + Disc Priest + Twin Valkyr AoE = OP, no?
There was a blue post (GC?) where it was mentioned that this was likely getting nerf'd a while ago.
Sunaseni Feb 19th 2010 6:16PM
I don't know whether this is a nerf or a buff. It's a definite nerf for gimmick fights like Twin Val'kyrs where we can no longer stack the buff to full for the entire fight, but it's a buff for most other fights if your Frost Ward completely negates a monster frost attack. But it definitely hurts that Power Word: Shield no longer provides procs it.
I'll have to see what the theorycrafters say.
DeathPaladin Feb 19th 2010 6:19PM
If I recall correctly, they changed Incanter's Absorption to limit the spellpower increase when a mage continually Spellstole the Bone Armor from Death Knight Cavaliers in Naxx and used it to solo the entire raid.
Blizzard wanted to remove the restriction, but didn't want another scenario like that, so they changed the talent to only proc off of absorptions triggered by the mage's own abilities.
Nizari Feb 19th 2010 6:20PM
Don't you love when a talent goes from awesome to useless overnight?
Daethar Feb 22nd 2010 2:28PM
@Nizari
Except now, with no limit on how much SP you gain, it isn't exactly useless on fights where your Frost Warding procs and absorbs all the damage. Since boss magic damage is always so high, that 5% really was a limiting factor before.
The way I see this, they are trying to take a function of the current arcane spec and make it into a more skill/fun implementation, rather than "Bring disc priest kthxlol". I am sad that the pre-potting strategies won't work any more, but for any fight where we COULD use our frost/fire ward (or even magic shield), it now no longer becomes a choice between whether we should waste a GCD or not, because with no damage cap you WILL ALWAYS WANT TO. They're making this a clear preference talent: you either take some other pure dps talents, or take IA and situationally rock out with tons of extra spellpower from standing in fire on purpose.
David Feb 19th 2010 5:53PM
You can now copy your characters on to PTR. So should be up soon.
and yay for IT for DK's.
Kia Feb 19th 2010 5:59PM
"The Deserter debuff given to players who leave a dungeon prematurely when queuing via the Random Dungeon option has been increased to 30 minutes, up from 15 minutes."
Because I totally like being punished for not wanting to stick around with:
Tanks in DPS gear
Undergeared tanks/healers that cause 3+ wipes without even a hint of progress
etc
Sure, there's vote-kick...when the debuff time is up anyway. Way to fucking fail, Blizz.
Donhorn Feb 19th 2010 6:03PM
Holly flipping Tauren jumping over the moon reading this had me shouting "YES!" over and over! Allot of the changes I've been wishing for for a looooong time now.
I'm so glad I've been hoarding all those Frost Orbs that I had no use for and didn't feel like selling. Random BG FTW! And better Authenticator input section! I really can't wait to see how this turns out!
threetoehoek Feb 19th 2010 6:14PM
Someone make sure and come back soon to let us know what the items we will be trading frozen orbs for!
thanks
Janne Feb 19th 2010 6:17PM
"If a random party is created via the Dungeon Finder and a player cannot roll Need on an item, a reason will now be provided."
Great. Can't wait to see my "Because you are a priest"-text in every green item being rolled.
Jason P Feb 24th 2010 7:11PM
I have wondered why there were times I couldn't roll Need on things that looked like they were improvements over what I had.
Does Blizzard have reasons now?
adam Feb 19th 2010 6:21PM
interesting changes lots of nice needed buffs for many classes. I hope to see some druid ones coming soon. Particularly allowing balance's moonfire and/or insect swarm dots ticks to crit.
Zhiva Feb 19th 2010 6:33PM
# The cooldown and location requirements have been removed from creating Moonshroud, Spellweave and Ebonweave. #
All tailors of Azeroth REJOICE!
Frank Feb 19th 2010 7:16PM
totally. my jaw hit the floor on that one.
WHOOHOOO!