Patch 4.0.6 hotfixes for March 24

- In the heroic Cho'gall encounter, Fester Blood will no longer sometimes cause Cho'gall to stop consuming fire elementals.
- In Blackwing Descent, Magmaw will no longer cast Tantrum as long as he has a target in melee range.
- In Blackwing Lair, Razorgore does not evade when attacked immediately after being released from the orb. He should also no longer reset when the orb controller is interrupted.
-
Dungeons & Raids
- Using Mind Control on the final creature of any dungeon gauntlet event should no longer cause the event to reset.
- Creatures no longer evade and reset after Mind Control effects wear off.
-
The Bastion of Twilight
- On Heroic difficulty, Fester Blood will no longer sometimes cause Cho'gall to stop consuming fire elementals.
-
Blackrock Caverns
- Aura of Arcane Haste is now removed when leaving the dungeon.
-
Blackwing Descent
- Magmaw will no longer cast Tantrum as long as he has a target in melee range.
-
Blackwing Lair
- Razorgore does not evade when attacked immediately after being released from the orb. He should also no longer reset when the orb controller is interrupted.
-
Halls of Origination
- The achievement Faster Than The Speed Of Light should now immediately be awarded upon completion.
-
Items
- Drums of Forgotten Kings resistance does not stack with Shadow Protection, Resistance Aura, Elemental Resistance Totem, or Aspect of the Wild. It chooses the highest value for each resistance.
- Shadow's Edge is no longer able to be disenchanted.
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.
Filed under: News items, Cataclysm






Reader Comments (Page 1 of 2)
Necromann Mar 24th 2011 9:08PM
You could DE shadows edge?
Jeff Mar 24th 2011 9:14PM
What I like about Shadow's Edge is that you can destroy and then just ask the NPC for another one. Obviously I understand why it's necessary in game terms. I just think it's funny for some reason...
pancakes Mar 25th 2011 1:02AM
So you remember that massively powerful unique weapon i forged from Arthas' own hammer? I kind of broke it, so I need another one.
Sleutel Mar 24th 2011 9:12PM
What, exactly, is Tantrum? I can't find it on Magmaw's abilities in Wowhead, nor can I find any ability simply called "Tantrum." I really hope it's the thing where he randomly one-shots people during transitions...
Sunaseni Mar 24th 2011 9:22PM
Molten Tantrum. He does about 70k every second to the raid if no one is within melee range, since he is sorta stuck to that place. If he's one shotting people during your transitions, tell them to get out of the smoke and get him impaled faster, cause that's a different thing.
Sleutel Mar 24th 2011 9:27PM
No, this is *after* the head phase. He's a cakewalk farm boss on regular--we just sometimes lose somebody because he randomly melees them for no apparent reason during the transition away from a head phase.
1.) I've had people tell me that this is because the tank isn't picking him up again after he gets spat out; I don't think this is correct. IIRC, Magmaw has even attacked our ranged add kiter with this random melee attack.
2.) I've had people tell me that it can't be a one-shot from a random melee attack; I myself have been one-shot by him, in Plate, and even pulled up the relevant log for it the last time I mentioned it here.
Zinn Mar 24th 2011 9:28PM
As far as I figured he will smack whoever is standing closest to him of the melee after a "down phase". He has sort of a aggro reset when he rises again, and since melee move in to dps they sometimes will stand closer than the tank. We solved it by simply making sure the tank was always the closest target.
Sleutel Mar 24th 2011 10:21PM
@Zinn:
I'm pretty sure I've seen it hit ranged targets, though, which wouldn't explain that. It also doesn't happen every time.
Tarbaros Mar 24th 2011 11:09PM
There is no aggro reset or anything like that. What happens is that the head and body share threat tables, as well as health tables. When the head phase happens and DPS goes all out, threat goes through the roof and suddenly someone else is at the top of the list, since people blow all cooldowns during that phase. Just before the phase ends, the tank needs to taunt at the right moment or the person gets whacked. Or you could just have the rogues/hunters tricks/misdirect to the tank at the end.
Trickshots Mar 25th 2011 12:18AM
Replying to this thread in reference to Magmaw's threat table. I tanked this for a couple weeks before figuring it out: When Magmaw picks the tank up during Mangle, the threat table for the "up phase" (non Exposed Head) resets. The tank is completely erased from it. Fortunately, your tank can Taunt the boss while in his mouth, reappear on the threat table, and ensure that he works his/her way back up to the top of the tps chart by casting some abilities and spamming Taunt. When the tank gets spat out, wherever he/she is on the threat table will be the beginning point of aggro for the next up-phase. This makes the encounter drastically less risky. Enjoy! :)
Sleutel Mar 25th 2011 8:30AM
Hrm. I always assumed the tank for this fight was doing that, 'cause he's very good, but I guess I'll double-check.
Zandrok Mar 25th 2011 10:05AM
I too was perplexed with the random one-shotting. Here is what happens: When Magmaw sets half the room on fire (Ignition?) he will fall down in the area on fire, then stand back up. When he stands back up, he'll melee exactly once whoever is highest on his threat list and also in range. Keep in mind that the tank, who is being mangled, and the two folks trying to spike him down are completely off the threat list at this point. If you use Omen, you can tell who is going to be melee hit that one time and have them use a defensive CD to survive it.
As others have mentioned, the other time you'll see melee hits on non-tanks is after the tank has been spit out and the spike phase ends. I'll have to try out Trickshot's suggestion to taunt while being mangled, and therefore be at the top of the threat list at the end of the spike phase.
Skarn Mar 25th 2011 12:36PM
We've seen those random melee hits almost exclusively when he's coming out of the "down/spiked" phase. They've largely been solved by making sure everyone is out of melee range. Actually, you don't want to be near any part of the boss, even the head that's down on the spike. He seems able to hit anyone along his body when he comes up, not just those that are on the edge of his pit. We move our raid (including melee) towards the wall a couple seconds before Magmaw comes "up/loose." Give the tank a couple seconds to taunt and get aggro, then the raid can move back in. We almost never get those random melee hits any more.
Trickshots Mar 25th 2011 2:33PM
Allow me to clarify this threat issue. My previous post is correct, yet perhaps less than clearly worded. The fight begins as the tank pulls, taking initial aggro, then setting threat and remaining at the top of the threat table. At this point, the group is fighting Magmaw's Body; his head will be fought separately during Exposed Head. The fight commences as normal until Mangle. As soon as the tank is consumed by Mangle and lifted up off the ground, he/she is erased from the threat table completely. However, for a long few seconds, your Raid is still DPS/healing Magmaw's Body. The tank will already have the Body targeted, and be able to perform ALL RANGED abilities on same. In this way (I taunt, then cast any and all ranged abilities, and sometimes need a 2nd Taunt) the tank can re-establish Threat for the Body phase. When the tank is spat out, Exposed Head phase begins, and whoever was at the top of the Threat table at the END of Mangle will be at the top of the Threat table after Exposed Head ends and the next Body phase begins. Again: When the tank is in Mangle, he/she is STILL tanking the Body, simply from a distance (the distance between Mag's mouth and main body.)
Hope this helps. This philosophy completely eliminated those mysterious, seemingly random one-shots. :)
razion Mar 24th 2011 9:13PM
Confused on the Shadow's Edge change to not be Disenchantable. I understand that they might not want the Legendary reagent to not be tossed away so easily, however if people are doing ICC with any intent of getting the Legendary, they will most undoubtedly be using Master Looter to handle loot--and even if they weren't, it's usually common practice to ask to Need roll for OS so that the item can be used if no one would take it for main spec.
It seems this is just going to hurt those groups who are doing ICC for achievement-runs with no goal of grabbing Legendary reagents for anyone, who just intend to shard the epics that aren't wanted...
Amanda A. Mar 24th 2011 9:27PM
As I understand, Shadow's Edge isn't a drop; you trade a bunch of quest items and primordal saronite for it. Then, as noted above, if you lose it you can just get a second without having to pay again. Hence, infinite abyss crystal loop. Not that getting them is hard, anymore; any class that can get Shadow's Edge is probably capable of soloing the ICC 5 mans at 85. (Not sure about warriors, but paladins and DKs without question.)
Sleutel Mar 24th 2011 9:28PM
Amanda is correct. Shadow's Edge is gained by doing a quest chain; it's not a drop.
razion Mar 24th 2011 9:32PM
Well now I just feel silly.
Kaylin Mar 24th 2011 9:32PM
If what Jeff said is true, and you could ask the NPC for another if you destroyed it, it was likely to prevent players from creating enormous amounts of cheap abyss crystals.
thedoctor2031 Mar 24th 2011 9:52PM
Thank you for razorgore bug fix. THANK YOU!