Ready Check: Get ready for raiding changes in patch 4.1

Signs are pointing to the release of patch 4.1 soon. While there's a lot going on in the first content patch of Cataclysm, there are no new raids. The reason for that is that general progression hasn't sufficiently conquered contemporary content; it's still a little too soon for a whole new raid tier.
But as with most things in the delicate ecosystem of WoW, you can't make many changes without those changes impacting other arenas of gameplay. There aren't new raids, but there are more than enough changes in patch 4.1 that raiding will be affected.
The biggest impact on raiding probably comes from valor point changes. If you're like me, you probably have trouble logging in every single day to accrue valor points. As of patch 4.1, you'll be able to run your daily random dungeons in batches. You can manage your play time without being forced to do a dungeon every day, as if it were some household chore.
This is a huge benefit to raids, since many raid members will now be able to pick up their full allowance of weekly valor points. More points translates into more gear, which will also translate into more progression. This is a change I've been hoping to see since Wrath, and I'm incredibly thankful to Blizzard for making random dungeon life more manageable.
Entry barrier reduction
While most raids try to maintain a stable roster of characters (and players), many folks still have to regularly deal with getting new characters into raids. When a new character hits 85, you've then got to deal with reputations, crafted gear, heroics, and sundry other things to make that new character raid-ready.
The two new instances will help smooth that entry. The gear's quality is somewhere between heroic and raid drop. Since the new instances are for 5-man groups, it'll be relatively quick to get new characters into them. It's a small, subtle benefit, but it'll definitely make life easier. Check out the retribution paladin gear for an example of how these new items can fill gaps before you pick up raid gear.
Also new: The dungeon finder will attempt to avoid putting classes with the same armor type in the same group. While it's a subtle thing, this makes it much more likely that people running heroics to prep for raiding will get important gear when it does drop.
Mechanics changes
While there are relatively few non-class mechanics changes, many of the changes that do appear will make overall player quality of life much better.
- You can resurrect characters using raid frames, even if the character has already released. This will make a huge difference to battle resurrection, saving the time it takes to find corpses on the ground.
- Interrupts that don't do damage will now always hit the target. This will be amazing for tank classes, who don't really gear for hit. While interrupts rarely missed, it was just incredibly frustrating when misses did happen.
- Battle resurrection is being given to death knights and warlocks, making it much easier to get a rez mid-fight. Even if you have a druid in your raid, you're hosed if the druid happens to die. Seeing this key ability spread out a little more will be helpful.
Class changes
The class changes are where you'll see a lot of your new raiding benefits. While going through and analyzing the list of adjustments is the province of WoW Insider's class specialists (read their thoughts in the columns listed in the Class category at the far left of the drop-down menu at the top of the site), these are some of the differences that raid leaders will pick up on immediately.
- Desecration will no longer occur when used against bosses. It's a small quality of life improvement, but it will help declutter effects-heavy fights.
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Enrage no longer increases damage taken by your bear tank. This will make your bear tank's life much easier on initial pulls. Bear tanks are also getting other improvements, increasing their AoE threat and damage capability as well as buffing their defense capabilities. - Protection and retribution paladins won't be throwing Word of Glory around quite as universally, since it now has a cooldown. That cooldown isn't terribly arduous though, so you may never notice.
- Rogues who are willing to give up a little DPS to use Recuperate will find themselves with a little more survivability; the effect is being increased from 2% to 3% health healed.
- Rogues will also be able to use Tricks of the Trade 100 yards away from the tank, instead of just 20.
- Warriors will be able to shout a Rallying Cry, providing raid members a temporary boost to their health. This will give the healers a little more buffer during big raid damage effects but won't decrease the amount of incoming damage.
You will now be able to buy Maelstrom Crystals with honor or justice points. If you're like many guilds, you've been selling the shards for cash. The gravy train is unfortunately over; sell those off now!
Overall, patch 4.1 doesn't bring huge changes for raiding. However, there are quite a few little quality of life improvements, and bear tanks are being made even a little more viable. It's all pretty subtle stuff, but I think most raid leaders will appreciate the patch.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Ready Check (Raiding), Raiding






Reader Comments (Page 1 of 2)
pongmo Apr 15th 2011 6:03PM
Spirit Link Totem isn't worth mentioning at all, of course.
Joe Perez Apr 15th 2011 7:37PM
few posts can contain the awesomeness that is a restoration shaman's raid wall. *nod*
Sally Bowls Apr 15th 2011 10:37PM
Well, it's not worth putting in the game.
Finnicks Apr 16th 2011 1:58AM
No mention of the massive cooldown reduction on Tranquility for Resto druids, either.
Gracandrea Apr 15th 2011 6:07PM
Let's add in the change to Righteous Fury. That is HUGE if you're a pally and suddenly there's an "oops we wiped and I forgot to put it up again"
I can't count the times where I've wondered "Why is ______________ pulling off me?" and suddenly someone in my guild goes "Righteous fury Grace?"
whoops. But one of our OT's is a pally too and has the same issue.
mozzarrella Apr 15th 2011 6:59PM
@Stella
I actually like having the choice of whether or not I use RF while soloing. It's not a big deal, and maybe a little selfish, but when I'm doing my dailies in a close place with a lot of other people (basically anything in TB) I don't want to take damage for other people, since they're getting the credit for the kill I don't want to run around with a bunch of other people's aggro'd mobs on me, especially if I'm done and ready to mount up and go turn it in. More often than not people see that they tagged the mob, they will get credit for it, see I have aggro on it and leave it for me to deal with and loot it on their run back out. Sure I could just be more careful with my AoE but that makes me lose more of my (already low) dps.
Toggle Apr 15th 2011 7:02PM
There are times when soloing when you wouldn't want Righteous Fury on. For example, the Hyjal quest where Tortolla helps you kill the lava giant. He will absolutely kill you if he's on you, even as a tank. Tortolla is supposed to tank him.
AutumnBringer Apr 15th 2011 7:35PM
In the meantime, if you don't mind installing another addon, PowerAuras can be set up to visually alert you when a certain buff isn't on. Just figured I'd let you know in case it helps :)
Noyou Apr 15th 2011 8:19PM
Soloing. Also if you gather. ESPECIALLY if you gather. You don't want some chump getting your herbs/ores because you aggro a mob. It would be nice if it automatically went on when you click Devotion Aura but still able to take it off when you want to. If you happen to be OT you don't want it on either ;)
jacksworth Apr 15th 2011 9:50PM
make a power aura or something for it.
you want to be able to click it off, for when you have tank swaps. festergut anyone?
Finnicks Apr 16th 2011 2:03AM
Every tank in the game currently has the ability to turn off their "high threat" mode.
Warriors change out of Defensive Stance.
Druids shift to Cat Form.
Death Knights switch to Frost or Unholy presence.
Paladins click off Righteous Fury.
Why? Because some fights require insane amounts of DPS, and having your offtank capable of going balls-to-the-walls without pulling aggro off the main tank is a valuable tool.
Prime example: Festergut. The tank got a stacking debuff that increased all damage by 90%. After the tank swap, if a paladin is stuck with Righteous Fury on permanently, they are then screwed. They cannot use that 90% damage buff to their advantage because they'd yank threat right off the other tank and wipe the group.
TL;DR: Making Righteous Fury "automatic" or "passive" is a terrible idea.
Better idea: Make it so that when Righteous Fury is on, "recasting it" removes the buff.
massiveyam Apr 16th 2011 1:22PM
Not to QQ about pallies, well a little QQ since I am a bear tank; but they are the only ones who take ZERO negative effects to their defensive capabilities when "turning off" their agro gain. Kitteh, one boss hit and you are dead; dropping into frost presence as a DK, one hit and you are dead; battle stance, take 10% more damage and lose access to some abilities. And to that I say, you should have to tank my mobs when doing dailies =p
Sleutel Apr 15th 2011 6:09PM
1.) Another raiding bonus to the new dungeons dropping epic gear is *more Maelstrom Crystals*. This, in addition to the point purchasing you mentioned, should make the top-end enchants much more affordable.
2.) The Desecration change doesn't just help with ground clutter--it will also be useful on Cho'gall, where having a DK with the talent MC'd is a giant pain in the ass (to the extent that we made our DK spec out of it for that fight).
mazca13 Apr 15th 2011 6:20PM
Has the warlock soulstone battle-rez actually been implemented on the PTR now? I know they said it was non-trivial compared to the DK one, I wanted to confirm it's actually in this patch.
Minstrel Apr 15th 2011 6:23PM
"Interrupts that don't do damage will now always hit the target. This will be amazing for tank classes, who don't really gear for hit. While interrupts rarely missed, it was just incredibly frustrating when misses did happen."
It's a good change. In fact, I like all the changes Blizzard is implementing here. I just wish they also made CCs not dependent on hit rating. It's painful to be a healer with a CC (like a shaman with hex and bind elemental) and see "Miss" when called upon to CC a key opponent.
Worldworstretadin Apr 15th 2011 6:33PM
I'm very excited about maelstrom crystals being purchasable. The going rate for the top-end melée DPS enchant is currently 14k - 20k gold on Aman'Thul - which hurts.
Eridian Apr 15th 2011 6:45PM
Spirit Link Totem!
Joyous.
incoming00 Apr 15th 2011 6:45PM
they should let us do 175 repeatable (blue) quests in weekly batches as well with some being given a weekly cap on completions.
DarkFinch Apr 15th 2011 7:08PM
^ this plz
Amanda A. Apr 15th 2011 7:07PM
@Stella-- There's a few situation where turning it off makes sense. I've run a few leveling dungeons as dps!prot on my new paladin. (Prot does more damage than ret in the 40s and 50s, anyway, so I'd ticked all roles in the RDF.) And in Wrath I tanked an achievement run of Naxx in mostly tier 10, against a DK alt in tier 8 and ToC5 gear who hadn't been touched in close to a year. I had to turn off righteous fury at times to control my threat relative to his on the fights that required a tank swap. It was interesting.