Patch 4.2 PTR updates for June 7

Another interesting point of fact is that during the valor point conversion for the new tier of raiding, all existing justice points above the 4,000 point cap will be turned into 47 silver per point. Any valor points you had will be reset to zero and will either be added to your justice point totals or turned into silver, depending on how much overage you have. All in all, it will be nice to see how the first point reset works. I am a big fan of point resets and am glad Blizzard went this route with the new point system
Hit the jump for all of the changes.
General
Professions
Death Knight
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New Daily Quests Available
- A large assortment of all-new daily quests and rewards are now available in Hyjal, where players can help the Guardians of Hyjal push back the allies of Ragnaros and establish a forward operating base in the Firelands. In order to partake in the Regrowth and Molten Front daily quests, players must have at least completed up to and including the quest Aessina's Miracle. Once this quest has been completed, players should speak with Matoclaw in the Sanctuary of Malorne to take part in the Regrowth efforts.
- All existing Valor Points in the Currency tab have been converted to Justice Points. Any points above the Justice Point cap will be converted into gold at a rate of 47 silver per point and mailed to characters.
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Zul'Gurub
- All cauldron buffs are now usable while mounted.
- High Priest Kilnara's death now turns off the flaming tiki mask gauntlet.
- High Priest Venoxis's death now removes the poison from the plants at the start of the dungeon.
Professions
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Engineering
- D.E.H.T.A. has recently placed a great number of critters under their protection, especially rabbits and squirrels. Because of this, Flintlocke's Woodchucker has been re-fitted to use wild chickens until an "agreement" can be reached.
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Battlegrounds
- Warsong Gulch has been added back into the Rated Battleground rotation.
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Gladiator Weapons
- Season 10 Conquest Point weapons will only be purchasable once a required minimum sum of Conquest Points has been reached during the current season. For example, Ruthless Gladiator's Pike costs 3400 Conquest Points to purchase. However, players must first earn a total of 11650 Conquest Points during Season 10 before they are able to purchase it.
- Season 9 Honor Point weapons will only be purchasable once a required minimum sum of Honor Points has been reached during the current season. For example, Vicious Gladiator's Pike costs 3400 Honor Points to purchase. However, players must first earn a total of 18500 Honor Points during Season 10 before they are able to purchase it.
- Once the minimum sum of points required to purchase weapons is reached, all available weapons can be purchased for their listed costs. The point requirement is not reset once a purchase is made.
- Weapon tooltips from the vendor will let players know how many more Conquest or Honor Points must be earned in the current season before the item can be purchased.
Death Knight
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Frost
- Might of the Frozen Wastes now increases two-handed weapon damage by 3/7/10%, down from 4/8/12%.
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Druid Bug Fixes
- It is no longer possible in some encounters to use Feral Charge when closer than its minimum range.
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Survival
- Black Arrow damage done has been increased by roughly 40%.
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Pets
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810 new rare tamable beasts have been added, each of which provides a unique taming challenge.
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Glyphs
- Glyph of Soul Swap now applies a 30-second cooldown to Soul Swap, up from 15 seconds.
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Warrior Bug Fixes
- It is no longer possible in some encounters to use Charge when closer than its minimum range.
The news is already rolling out for the upcoming WoW Patch 4.2! Preview the new Firelands raid, marvel at the new legendary staff, and get the inside scoop on new quest hubs -- plus new Tier 12 armor!





Reader Comments (Page 1 of 3)
shadcroly Jun 7th 2011 10:56PM
Those little fixes to Zul'Gurub, while not any significant change to the overall difficulty, are gonna be really nice headache fixers.
Shirubia Jun 7th 2011 10:56PM
The two new rare pets are an obsidian cat and a jeweled crab, more information in the Petopia forums.
Tirrimas Jun 7th 2011 11:10PM
Cat: http://forums.wow-petopia.com/viewtopic.php?f=36&t=12302
Crab: http://forums.wow-petopia.com/viewtopic.php?f=36&t=12305
MusedMoose Jun 7th 2011 11:31PM
Thanks for the info and links, Shirubia and Tirrimas. All I know is that I'm getting both of those pets, no matter what. I've wanted the obsidian cat for a long, long time, and damn if that crab isn't frickin' awesome. ^_^
Fletcher Jun 7th 2011 11:33PM
Yay for kitty cat! Super yay for the obsidian kitty cat model from Ulduar! I've wanted one of those for ages.
The crab is kinda cool looking too.
Fatherskull Jun 7th 2011 11:06PM
Besides the Black Arrow and Might of the Frozen Wastes adjustments, it looks like they are pretty happy with where 4.2 is right now. I hadn't put much stock in this dropping before early next month but perhaps we'll be seeing this drop within the next few weeks.
Kaphik Jun 7th 2011 11:18PM
I believe it was stated that Season 9 ends no earlier than the 21st, and Season 10 starts one week later, so I'm going with June 28th for the patch.
Sleutel Jun 7th 2011 11:35PM
Booooo for the Charge fix. It was really nice having infinite Rage on certain encounters when you weren't actively tanking.
Shinae Jun 8th 2011 10:18AM
Which encounters are those (for now)?
Sleutel Jun 8th 2011 6:57PM
Off the top of my head, Cho'gall, Chimaeron, Nef.
The WAG in my guild is that it's due to the removal of the minimum range requirement for those fights so that Hunters can stack with the group. So pretty much anything where everyone's expected to be in melee range of the boss at some point.
Amanda A. Jun 8th 2011 12:46AM
Blizz:
When people asked you to nerf frost, they meant MAGES. You know, the ones that can single-handedly keep an entire team locked down perpetually?
I admit we have way too much burst and needed some adjustment, but our sustained damage over the course of a single-target PvE fight is middle of the road, especially considering that we're melee and a lot of fights are not melee-friendly. So nerfing death knights this broadly, just to diminish our PvP burst seems like overkill. I'm mostly worried that the current changes will change us from huge burst, low sustained to low burst, lower sustained, which means our DPS overall will be... hopefully somewhat higher than frost mages and beast master hunters. It might be a good idea to revert the frost death rune buff from last patch, instead of keeping that and nerfing almost all our attacks and damage increasing talents. (And we are still one of the two classes with no PvE crowd control whatsoever; druids are also so limited they may as well not have CC. )
Revnah Jun 8th 2011 3:23AM
Beast Master hunters are actually incredibly strong right now.
Wanderlust Jun 8th 2011 3:41AM
"druids are also so limited they may as well not have CC."
Cyclone, entangling roots, hibernate. Surely it must be useful for something.
Lemons Jun 8th 2011 4:46AM
I doubt this change was made for the sake of PvP... in PvP a 2% damage reduction on melee attacks is pretty much inconsequential. I'm guessing this is more for the sake of PvE. Perhaps they felt frost's PvE damage was too good or is going to become too good with scaling in Firelands. That would be my guess.
Darkfreak Jun 8th 2011 9:28AM
For what it's worth, frost death knights are probably the most OP spec in PvP right now, much moreso than frost mages.
nikdaheratik Jun 8th 2011 2:45PM
"FWIW" you're wrong about them being OP or even the "most" OP class or spec. They're good against casters like priests, mages, and warlocks (by design) and against rogues and cats. Pallies, Warriors, Shamans other DKs and hunters (if they can kite) all do well against them. So if you're running a RMP or a spell cleave you don't want to see a frost or unholy DK, but if you're running a cleave team you don't care as much. No news there.
arkhan Jun 8th 2011 1:08AM
Glyph of Soul Swap now applies a 30-second cooldown to Soul Swap, up from 15 seconds.
A Soul Swap nerf again? Why? Going from 10 to 15 seconds felt punishing already, but 30?
Fataliaa Jun 8th 2011 6:48AM
it actually removes most usefullness of this glyph in pve. why bother with soulswap at all and devote some cooldown-watch attention to it when it requires 2 gcd + 1.5 sec (less haste) to apply dots to a second target?
the way we were using SS was mostly to keep dots up on 2 different targets which worked great in some fights like halfus and the twin dragons. now, it's back to it's original intended design, e.g. save you a bit of time when transferring the dots from one target to the next.
thing is, with all the other timers of the dots, plus the fact that in order for SS to be efficient you need to active the "pull" portion of it while all dots are active on the source target, we most likely will end up not using it anymore. i'd rather change my rotation slightly and keep bane of agony on one target and bane of doom on the other and cast individual dots, than have to worry about that 30 sec cd.
the trade just doesnt seem fair - why sacrifice 15 secs of dots to the destination target, to save the remaining 5 secs on the source?
vocenoctum Jun 8th 2011 4:14PM
This isn't a deal breaker for me, but it was so fun with soulswap, now it seems to be getting more and more pointless.
They should just make it like the rogue talent if that's what they want. "If a target dies with active dots, this spell lets you apply those dots to your next target. Must be used within 5 seconds of the first targets death." sort of thing.
david Jun 8th 2011 9:42PM
Couldn't agree more, basically makes the glyph worthless, and for PVE and at least Aren's makes dotting up a second target much more painful. Won't be using this post nerf as 30 seconds is far to long to be useful, and just have to manage both sets of dots ourselves or use it to swap targets once one is nearly dead *sigh*