Patch 4.0.6 patch notes update for Jan. 14

Here are some highlights from today's updates:
- Warlocks: Fel Armor has been redesigned. It now surrounds the caster with fel energy, increasing spell power and causing the warlock to be healed for 3% of any single-target spell damage he or she deals.
- Items: The Honor Commodities and Justice Commodities Vendors now sell raw tradeskill materials. These are not intended to be a cost-effective source of these materials, but an option for players with lots of Justice or Honor Points who have already purchased all of the gear that interests them.
- Rogues: Blade Flurry is now a toggle that can be turned off by pressing the button again. In addition, this ability no longer has a fixed duration, but will go on cooldown for 10 seconds after being canceled (similar to Stealth).
Guilds
- Once a guild hits level 23, the daily cap on experience gained is removed.
- The gnomish racial trait Escape Artist now has a 1.5-minute cooldown, down from 1.75. In addition, it is now possible to use and waste this ability when not snared or rooted. This is consistent with other dispels.
- Fungal growth duration has been increased to 20 seconds, up from 10. In addition, it should now be much more responsive when detonating Wild Mushrooms.
- Moonkin Form now grants 15% damage reduction instead of increased armor.
- Starfall will no longer strike targets that are not in combat and will now drop stars at a slightly faster rate.
- Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 30%.
- Restoration: Disentanglement (new specialization): Causes shapeshifting to remove roots in addition to snares.
- Casting Trap Launcher, Distracting Shot, and Scare Beast now cancel Auto Shot when cast. This is to make it easier to crowd control creatures with Auto Shot while moving enabled.
- Divine Storm weapon damage percent increased from 80% to 100%.
- Hand of Light (Mastery): A percentage of the damage done by Templar's Verdict, Crusader Strike, and Divine Storm is done as additional Holy damage. This Mastery now grants a 2.1% increase to Holy damage per mastery, down from 2.5%.
- Mind Blast damage has been significantly increased. It should be roughly 50% greater than Mind Spike.
- Grace is no longer limited to one target at a time.
- Penance mana cost has been increased by 7%, but healing has been increased by 20%.
- Vampiric Embrace now lasts until canceled.
- Blade Flurry is now a toggle that can be turned off by pressing the button again. In addition, this ability no longer has a fixed duration, but will go on cooldown for 10 seconds after being canceled (similar to Stealth).
- Spiritwalker's Grace duration has been increased to 15 seconds, up from 10.
- Fel Armor has been redesigned. It now surrounds the caster with fel energy, increasing spell power and causing the warlock to be healed for 3% of any single-target spell damage he or she deals.
- Demonic Aegis now increases the healing effect of Fel Armor by 50/100%.
- Slam weapon damage percent (at level 80+) has been increased from 125% to 145%.
- In addition to its current effects, Bloodsurge now also causes the next Slam to deal 20% more damage.
- Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 120%.
- Archaeology: The sell value of all common artifacts has been doubled, while a small subset of common artifacts have had their sell value increased far beyond that.
- Engineering: Mystic Cogwheel is a new Engineering Cogwheel gem which provides resilience rating and can be purchased from the Engineering vendor for 55 Honor Points.
- Engineering: Synapse Springs now increase Agility, Strength, or Intellect (whichever is highest for the character). In addition, the effect now lasts 10 seconds, down from 12.
- The Honor Commodities and Justice Commodities Vendors now sell raw tradeskill materials. These are not intended to be a cost-effective source of these materials, but an option for players with lots of Justice or Honor Points who have already purchased all of the gear that interests them.
- Lich King trinkets with bonus armor values have been adjusted using the new Cataclysm formula, reducing their armor values substantially.
- The PvE hunter 4-piece set bonus has been redesigned. It now reduces the cast time of Steady Shot and Cobra Shot by .2 seconds.
- All PvP 4-piece bonuses have had their flat stat values cut in half. Primary stats are very powerful in Cataclysm, so much so that players were considering using PvP gear in PvE just because of these primary stat bonuses.
- PvP enchants are properly valued and attached to Honor Quartermasters and Tol Barad/Baradin Hold Quartermasters.
- Chief Engineer Scooty, formally of Booty Bay, has packed up his Gnomeregan teleporter and lugged it up to Grom'gol in Northern Stranglethorn to better accommodate his Horde customers.
Filed under: News items






Reader Comments (Page 1 of 4)
Realtyem Jan 15th 2011 1:09AM
Sweet changes to archaeology
Metalupis Jan 15th 2011 1:09AM
Not really sure what to think about the blade flurry change, seems needlessly complicated, but will give it a shot
Snuzzle Jan 15th 2011 6:59AM
Seems like a nerf to me, while levelling a lowbie rogue this was basically a "pull a bunch of mobs and win" button when it was off cooldown.
Not an unNEEDED nerf, per se, but still a nerf nonetheless...
Ventismith Jan 15th 2011 9:37AM
This is actually a buff... a toggle with no duration and a 10 second cd when deactivated (like stealth), vs what is now: a 15 second duration attack on a 30 second cd.
Resident Horrible Jan 15th 2011 10:21AM
It works like stealth, as mentioned. If you are fighting more than one enemy, click the Blade Flurry and when you kill all but one, click it again to turn it off. This is a MASSIVE buff not a nerf. You basically get to decide whether you want to hit a bunch of mobs at the same time, or just the one. It lasts as long as you want it to last, and when you stop using it, it can be used again in only a short 10 seconds.
SR Jan 15th 2011 11:17AM
Snuzzle didn't read the post properly.
Think of your combat rogue as a cleavadin, but you're now a cleavarogue. When activated, it'd have the benefit of cleaving an extra target at the cost of 80% damage reduction.
In other words, when there's only one mob left, pop it off and you're a regular combat rogue.
This is a SIGNIFICANT buff, and I welcome it.
thedoctor2031 Jan 15th 2011 1:12AM
Does
"Once a guild hits level 23, the daily cap of experience gained is removed." mean that once ANY guild hits level 23 ALL guilds can get unlimited experience in one day, or does it mean that only THAT guild gets unlimited experience in one day?
smartazjb0y Jan 15th 2011 1:51AM
When a guild gets to level 23, that guild no longer has a daily experience cap.
Avan Jan 15th 2011 7:42AM
I love how a question was downrated. And yet we wonder why people don't ask questions more when playing WoW...
Somner Jan 15th 2011 8:26AM
@Avan
I know people say that there is no such thing as a dumb question, but come on. Common sense should have answered his question for him. In fact, the three of us probably just got trolled. =/
Kilseker Jan 15th 2011 9:33AM
We all have our occasional brainfarts but alas... no edit button.
Methuus Jan 15th 2011 12:52PM
I have to agree a bit with the OP in that I don't understand the puprose of the change.
There's only 25 guild levels, so what's the point of letting a guild get through the last 2 levels faster?
It seems very arbitrary and pointless. So like the OP I wonder if I'm missing something.
solidus.obscura Jan 15th 2011 2:00PM
It is so guilds can compete for realm first 25. Otherwise every guild hits 25 the same day.
thawedtheorc Jan 15th 2011 1:16AM
"Restoration: Disentanglement (new specialization): Causes shapeshifting to remove roots in addition to snares."
That is a relief!
Jorges Jan 15th 2011 9:23AM
But is it necessary? They can just leave it as it is right now.
Mitawa Jan 15th 2011 6:48PM
"But is it necessary? They can just leave it as it is right now."
You missed the previous set of patch notes where it was revealed that druids will no longer be able to break roots with shape-shifting, only movement reductions.
This is a way of making Resto into a PvP spec, giving them an ability other specs will no longer have innately.
Jenks Jan 15th 2011 1:18AM
"Restoration: Disentanglement (new specialization): Causes shapeshifting to remove roots in addition to snares."
As a resto druid, all I can say is thank god Blizzard decided to exempt us from this MASSIVE nerf intended for feral druids.
Continuous Jan 15th 2011 1:34AM
As I resto druid too, I wholeheartedly agree although I am a but curious about why Balance didnt get this too, they need the mobility more than us resto druids.
Continuous Jan 15th 2011 1:35AM
Edit: I meant bit not but in the sentence, "... a bit curious about..."
Xesar Jan 15th 2011 2:46AM
The loss of being able to remove a root in PvE as a Balance Druid is the second to last straw (along with the convoluted Eclipse/Mastery changes - having to now re-gem and re-enchant for Mastery versus Crit - and possible loss of immunity to polymorph - or did Blizzard enable this nerf already) that I actually stopped playing my Druid(s) and started to level my DK and Pally instead. Right now, being a Balance Druid is so out of balance that it doesn't feel fun to me anymore. It bothers me that PvP mechanic balancing affects PvE so much when I don't PvP.