Patch 4.2 PTR notes for May 10

Patch 4.2 is looking pretty promising on the content front, what with new raids, new dailies -- and oh yes, a legendary staff on the horizon. Today we've got some updates to the Patch 4.2 PTR notes, courtesy of Zarhym over on the official Warcraft blog. Included are a ton of notes for druids, paladins and shaman, among other classes, some changes to the way buffs are applied and some changes to the guild leveling system.
- All class abilities that place a buff on friendly targets no longer generate threat, with the exception of buffs that directly cause healing or damage, such as Thorns or Renew.
- When interrupted while casting a single-spell school, players will now be able to cast dual-school spells. In other words, if you're interrupted casting Frostbolt, you'll still be able to cast Frostfire Bolt despite being locked out of the Frost school.
- The daily guild experience cap and weekly guild reputation cap have been increased by 25% -- and the guild experience cap is now removed at level 20 instead of level 23.
Follow after the break for the full list of patch notes.
Classes: General
- All healing critical strikes now heal for 2 times a normal heal (+100%), up from 1.5 times a normal heal (+50%).
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Buffs
- All class abilities which place a buff on friendly targets no longer generate any threat. This goes for raid-wide buffs like Mark of the Wild and Power Word: Fortitude, as well as triggered effects such as Blessed Resilience or Fingers of Frost, and single-target buffs like Dark Intent and Hysteria. The exception is buffs which directly cause healing or damage, such as Thorns or Renew. Abilities such as these still generate normal threat.
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Pets
- The Aggressive pet stance has been removed and replaced with the Assist stance. This stance will cause the player's pet to attack the player's target. The pet will not change targets unless the master attacks a new target for a few seconds.
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Spell Interrupts
- When interrupted while casting a single-school spell such as Mind Flay or Frostbolt, players will now be able to cast dual-school spells such as Mind Spike (Frost and Shadow schools) or Frostfire Bolt (Frost and Fire schools). However, being interrupted while casting a dual-school spell will still interrupt all respective schools as intended.
- Obliterate base damage has been reduced to 150% weapon damage, down from 160%.
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Talent Specializations
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Frost
- Annihilation now increases Obliterate damage by 12/24/36%, down from 15/30/45%.
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Unholy
- Unholy Might now increases Strength by 10%, up from 5%.
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Frost
- Ferocious Bite damage has been increased by 15%. In addition, its base cost has been reduced to 25 energy and it can use up to 25 energy, for up to a 100% damage increase.
- Mangle (Cat) damage at level 80 and above has been increased to 530% weapon damage, up from 460%.
- Omen of Clarity clearcasting buff from now lasts 15 seconds, up from 8 seconds.
- Ravage damage at level 80 and above has been increased to 975% weapon damage, up from 850%.
- Shred damage at level 80 and above has been increased to 520% weapon damage, up from 450%.
- Swipe (Cat) now deals 600% weapon damage at level 80 or higher, down from 670%.
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Talent Specializations
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Balance
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Insect Swarm now generates 8 Lunar Energy for Balance druids. -
Moonfire now generates 8 Solar Power for Balance druids. -
Sunfire now generates 8 Lunar Energy for Balance druids. - Earth and Moon's duration has been increased to 15 seconds, up from 12.
- Fungal Growth spell visual effect has been updated to be less visually intrusive and more aesthetic.
- Lunar Shower has been redesigned. When casting Moonfire, the druid gains Lunar Shower. Lunar Shower increases the direct damage done by Moonfire by 15/30/45%, and reduces the mana cost by 10/20/30%. This effect stacks up to 3 times and lasts 3 seconds. While under the effects of Lunar Shower, Moonfire generates 8 Solar Energy, and Sunfire generates 8 Lunar Energy. The amount of Lunar/Solar Energy gained does not change based on the number of points spent in the talent, or stacks of Lunar Shower. Those druids who wish to delay transition in or out of an Eclipse state should now cast the one of their two basic attacks which will not move the Eclipse bar (either Starfire or Wrath).
- Solar Beam has a new spell effect.
- Wild Mushroom: Detonate can now also trigger Earth and Moon, in addition to Starfire and Wrath.
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Restoration
- Symbiosis (Mastery) has been removed and replaced with Harmony. Harmony increases direct healing by an additional 10%, and casting direct healing spells grants an additional 10% bonus to periodic healing for 10 seconds. Each point of mastery increases each bonus by an additional 1.25%. Healing Touch, Nourish, Swiftmend, and the initial heal from Regrowth are considered direct healing spells for the purposes of this Mastery. All other healing from druid spells is considered periodic.
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Balance
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Glyphs
- Glyph of Berserk duration increase is now 10 seconds, up from 5.
- Multi-shot damage has been reduced. It now deals 120% weapon damage at level 80 or higher, down from 137%.
- Traps now scale with hunter stats such as hit, expertise, spell penetration and attack power as intended.
- Spellsteal now has a 6-second cooldown.
- Divine Light mana cost has been increased to 35% of base mana, up from 30%.
- Flash of Light mana cost has been increased to 31% of base mana, up from 27%.
- Holy Light mana cost has been increased to 12% of base mana, up from 10%.
- Rebuke, Divine Shield and Divine Protection have new icons.
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Talent Specializations
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Holy
- Holy Shock mana cost has been increased to 9% of base mana, up from 8%.
- Speed of Light now increases movement speed when Holy Radiance or Divine Protection are cast. In addition, this talent now reduces the cooldown of Holy Radiance by 13/26/40 seconds, up from 10/20/30.
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Protection
- Ardent Defender has a new spell effect.
- Hammer of the Righteous mana cost has been lowered to 10%, down from 12% to match Crusader Strike.
- Judgements of the Wise now procs on attempt rather than on strike, which means judgements that miss can still grant mana. This is to help ensure Protection paladins are not starved for mana if they aren't capped on hit rating.
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Holy
- Lightning Shield and Water Shield can no longer be dispelled.
- Unleash Elements is now in the Nature school, and thus can no longer be used if a shaman's Nature school has been locked out.
- Water Shield has had its internal cooldown reduced to 3.5 seconds, once again matching other shields. The amount of mana restored when Water Shield procs has been reduced by 50%.
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Talent Specializations
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Elemental
- Lava Flows now grants a 30/60/90% haste buff when a Flame Shock effect is dispelled, up from 10/20/30%.
- Thunderstorm now reduces the movement speed of players it knocks back by 40% for 5 seconds.
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Restoration
- Improved Water Shield has been redesigned and renamed Resurgence. When Water Shield is active, Resurgence causes critical direct heals to restore mana (Resurgence rank 2 is roughly equal to 150% of the old Improved Water Shield value when a Healing Wave or Greater Healing Wave critically hits, and scaled down accordingly for faster or multi-target spells).
- Mana Tide now grants 200% of the caster's Spirit, down from 400%.
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Elemental
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Glyphs
- Glyph of Unleashed Lightning (new Prime glyph) allows Lightning Bolt to be cast while moving.
- Soul Harvest has a new spell effect.
- The daily guild experience cap has been increased by 25%.
- The weekly guild reputation cap has been increased by 25%.
- The guild experience cap is now removed at level 20, down from level 23.
- Darkmoon Card: Hurricane damage done when triggered has been increased by 40%, however, it can no longer deal critical strikes and no longer receives any modifiers to its damage from the equipping player.
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Set Bonuses
- The 4-piece Elemental shaman PvP set bonus (Gladiator's Thunderfist set) has been redesigned. It now causes Lightning Shield to generate an extra charge, rather than consuming one, when it is triggered by receiving damage, up to a maximum of 3 (9 with the Rolling Thunder talent).
Professions
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Skinning
- Players can no longer skin corpses already being actively skinned or looted by other players.
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Conquest Points
- The minimum cap on Conquest Points earned per week is now 1500 at 1500 or less Battleground rating. The maximum cap remains 3000 at 3000 or more Battleground rating. The cap continues to scale non-linearly between those two points.
- The game now separately tracks different Conquest Point caps for Battlegrounds and Arenas. The cap for Arena rating will always be 2/3 of the cap for Battleground rating at any given Arena rating. Players may earn a total number of Conquest Points per week equal to the higher of these two caps, but once players have reached the cap for either Arenas or Battlegrounds, they can no longer earn Conquest Points from that source. Conquest Points from Battleground holidays only count toward the total Conquest Point cap.
- There are no longer oddities in the critical strike and dodge chance of lower-level creatures.
User Interface
- Raid Profiles are in the process of being implemented and are not fully functional. Raid Profiles will allow players to save the raid window user interface layout based on type of content (i.e. 10-player raids, 25-player raids, Battlegrounds, etc.).
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Reader Comments (Page 1 of 6)
cente_ddr May 10th 2011 10:47PM
I have a feeling my feral druid is about to rip some new holes in arena opponent's backsides again.
Eregos ftw! May 10th 2011 10:49PM
Amazing kitty buffs! The way were we going, 4.2 would literally make us completely unviable... Awesome!
Also, huge nerf to MTT makes me sad, new resto druid mastery makes me happy though!
zweitblom May 11th 2011 3:20AM
I think you meant invincible. Unviable means quite the opposite ;). And even being invincible in WoW never lasts long...
Izzak May 11th 2011 5:10AM
Indeed! finally some kitty luv :)
Heroblade13 May 10th 2011 10:51PM
they keep changing feral druids like this and im going to have to consider forging out of mastery!
Corath May 10th 2011 10:52PM
The lunar shower changes look interesting. I'm curious to see how it will pan out.
Touphemia May 10th 2011 10:58PM
At first I was like "yay they changed back the druid changes" then I saw Lunar Shower and now I'm like "oh deary what does this mean?"
Tirrimas May 10th 2011 11:52PM
It looks like a lot of Moonfire/Starfire spam to me. I could be reading it wrong, though.
What good would delaying the switch in Eclipse state when your "big boom" insta-cast spells are the ones that move the bar?
(I'm only now getting the hang of Boomkin playstyle. Forgive the noobish questions.)
Fizzyl May 11th 2011 12:09AM
If I'm not mistaken - and I probably am - it ALMOST looks like Lunar Shower is no longer being used as a buff to DPS while moving. Instead, it simply causes Moonfire/Sunfire to stack increasing amounts of damage by being cast whether you're moving or not, and balances that by making it move your Eclipse bar.
The latter part of the statement implies that instead of hitting Solar Eclipse and staying there spamming Sunfire and Insect Swarm and Wild Mushroom during AOE phases or in PVP, you must cast the off-Eclipse attack that will not move the bar if you wish to sustain Eclipse.
i.e., you enter Solar Eclipse and gain Sunfire. 3 Sunfires will stack to ludicrous damage, but will also generate 24 Lunar energy, moving you slowly out of Solar Eclipse. Wrath or Starsurge will also move the bar, so if you wanted to sustain the Solar Eclipse - say, for a phase change on a boss with an AOE component, like the black vial phase on h. Maloriak, you would instead cast Starfire since that won't provide Lunar energy.
Tirrimas May 11th 2011 12:38AM
@Fizzyl
Thanks for explaining it that way. THAT makes sense.
Is this mechanic more hellishly complex than any other DPS'? Seems my Surv Hunter is much easier...
jeppe0311 May 11th 2011 3:47AM
I sporadically play my boomkin in raids, and I think the playstyle is getting increasingly difficult to master, and the constant changes doesn't make it any easier.
All through this patch we've had to find work-arounds to maximize our AoE dps, sunfire spamming + mushroom planting while moving all over the place, is clearly not our intended AoE rotation. These changes seems to end this and force us to do our intended AoE rotation, but without buffing any of our AoE abilities, which would be a nerf.
Singletarget dps is probably not going to change, which is sad because I have seemed to take a hit from the Starsurge nerf. My retri pally in similar gear is always in the top 3 dps-wise, while my boomkin struggles in the lower half of the raid. Maybe I just suck at playing boomkin, but there seems to have been changes in this expansion which made it worse.
sporkwind May 11th 2011 9:55AM
Yeah...Lunar Shower is making my head hurt.
They make a talent that says "we want you to spam the hell out of moonfire" and then they change it to a "we'll penalize you if you spam the hell out of moonfire...but please put talent points here"
Shrike May 11th 2011 4:44PM
Lunar Shower, live, works in one of two ways:
* Normal Eclipse Play: Casting Wrath (and Starsurge) while in Solar Eclipse and after, then casting Starfire (and Starsurge) while in Lunar Eclipse and after (only refreshing Moonfire/Sunfire once or twice per Eclipse)
* Solar Spam Play: Get to Solar Eclipse. Never cast Wrath or Starsurge, spam Sunfire while moving, and refresh Insect Swarm as needed. This is a dps loss over Normal unless you're moving, at which point it lets you sustain *okay* (but not great) dps.
Lunar Shower, on 4.2, works in one of two ways:
* Normal Eclipse Play: Casting Wrath (and Starsurge) while in Solar Eclipse and after, then casting Starfire (and Starsurge) while in Lunar Eclipse and after (only refreshing Moonfire/Sunfire once or twice per Eclipse)
* Crying Moonkin Play: Get to Solar Eclipse. Spam Sunfire while moving, and refresh Insect Swarm as --oh, crap, you're out of Solar Eclipse, and your dps just tanked.
In other words, they're screwing moonkin.
Priestess May 10th 2011 10:59PM
Hunters, or more particularly their compatriots, rejoice!
And my Ele shaman definitely raised an eyebrow over the implications of that Lightning Bolt glyph.
This is sounding like another great patch. It's nice to see how far the game has come in so many good ways since Vanilla.
Zakarii May 10th 2011 11:03PM
R.I.P., Spellsteal PvP utility.
Shade May 10th 2011 11:21PM
Combine with the nerf to Ring of Frost. I can't wait for people to turn around and find ways to construe these changes as making frost mages more broken.
Andrew May 11th 2011 12:42AM
I gotta say, this hurts a little of spellsteal's PvE utility as well. Imagine fighting Jaraxxus as a mage not being able to spam steal his damage debuff.
lesicor.caerlon May 11th 2011 12:44AM
ANYONE who says Frost Mages will be broken by those two changes alone should be taking out back and flogged.
Frost Mages had to know that they weren't going to keep getting OP buffs all expansion... at least these are a couple of very small steps in the right direction to knocking them down a few pegs so that they are only 10 pegs higher than the next instead of 20.
MazokuRanma May 11th 2011 1:51AM
This just makes Spellsteal completely useless instead of nearly useless. Considering how much mana it sucks out, it was already kind of crappy as you often had to spam it 6 times to remove that one buff you actually cared about. Unless they significantly adjust the mana cost in exchange, I imagine it will only be useful for specific buffs in PvE now.
Sunaseni May 11th 2011 3:02AM
6 second CD is pretty freakin' harsh. 3-4 seconds, maybe. Upping the mana cost to 5k-6k, maybe. A 6-second CD screws up the dispel game in PVE very, very badly. Unless they make Spellsteal steal more than 1 stack/buff in PVE. (4 per spellsteal?)