Patch 4.3 hotfixes for Dec. 20, 2011

Blizzard has released a new set of hotfxies for today, bringing a lot of nerfs to Zul'Aman, Zul'Gurub, and some heroic dungeon content. There are also some changes and fixes to the Dragon Soul raid that everyone who's running it should be aware of.
Some of the highlights include:
Some of the highlights include:
- When an Amani'shi Scout is alerted, he now idles for 1 second before running to summon reinforcement.
- Amani'shi Flame Casters' Fireball Volley now inflicts less damage.
- Jin'do's Shadows of Hakkar now inflicts less damage.
- Morchok's Double Stomp damage should now only come down on the heads of the two players closest to the boss.
- Yor'sahj's health and damage have been reduced by up to 10% on 25-player heroic difficulty, bringing the difficulty of the encounter closer to that of 10-player heroic difficulty.
General
- Algaefin Rockfish no longer swim in schools, and schools of Deepsea Sagefish have taken their place along many coastlines.
Hunters
- Multi-Shot, modified by the talent Serpent Spread, should now properly spread Serpent Sting to other targets that are within range when a nearby player is affected by Serpent Sting.
- Horde Paladins should find that Judgement of Truth now properly triggers item procs that it is intended to trigger.
Deadmines
- Helix Gearbreaker's Stickybomb should no longer break Stealth.
- Vanessa VanCleef's Vigorous VanCleef Vindicator achievement should no longer break Stealth.
- Minister of Air
- The knockback for Lightning Nova has been reduced from roughly 12 yards to 8 yards on normal difficulty, and from18 yards to 12 yards on Heroic difficulty.
- Mannoroth -- Felhounds, Doomguard Devestators, and Felguards are no longer capable of dealing critical hits.
- Amani'shi Warbringer's damage has been reduced by 12%.
- Amani'shi Medicine Man's summoned Protective Ward health has been reduced by 60%.
- When an Amani'shi Scout is alerted, he now idles for 1 second before running to summon reinforcement.
- Amani'shi Reinforcement's damage has been reduced by 15%.
- Amani'shi Flame Casters' Fireball Volley now inflicts less damage.
- Jana'lai's Flame Breath ability now inflicts less persistent fire damage.
- In Dragonhawk form, Daakara's Flame Whirl spell increases fire damage taken by a lesser amount.
- Daakara's Creeping Paralysis now inflicts less damage.
Zul'Gurub
- Berserking Boulder Roller's Boulders now inflict less damage.
- Bloodlord Mandokir's Decapitate cooldown has been increased by 5 seconds.
- Gurubashi Shadow Hunters are now immune to Disarm.
- Gurubashi Shadow Hunter's Shadowed Shot ability now inflicts less damage.
- Gurubashi Blood Drinker's Blood Leech ability now inflicts less damage.
- Lesser Priest of Bethekk's Shadowflame ability now inflicts less periodic damage.
- High priestess Kilnara's Wave of Agony now deals less damage.
- Jin'do's Twisted Spirit health has been reduced.
- Jin'do's Twisted Spirit damage has been reduced.
- Jin'do's Shadows of Hakkar now inflicts less damage.
Morchok
- Double Stomp damage should now only come down on the heads of the two players closest to the boss.
- Ice Waves will not spawn until Hagara finishes casting Frozen Tempest.
- Spell immunity mechanics such as Ice Block and Divine Shield should now temporarily block damage from Watery Entrenchment, but should not remove the debuff.
- Ice Tomb can no longer be avoided by a raid of players all standing within a smokebomb.
- Yor'sahj now deals triple melee damage to player-controlled pets and targets them with Void Bolt.
- The Firebloom heal triggered by the Druid tier-12 should no longer cause Deep Corruption.
- Yor'sahj's health and damage have been reduced by up to 10% on 25-player Heroic difficulty, bringing the difficulty of the encounter closer to that of 10-player Heroic difficulty.
- Spine of Deathwing
- A Safe Fall aura has been added to the start of the encounter, preventing players from taking falling damage, should their parachutes end early.
- Corrupted Bloods now use Burst regardless of crowd control conditions, including silence.
- Deathwing should no longer fire two Elementium Meteors when a limb tentacle is destroyed at the same time that Deathwing is casting Elementium Meteor.
- Timepiece of the Bronze Flight has been given an additional red socket.
- Players on the quest Patricide can no longer receive the Fragment of Deathwing's Jaw while in a Raid Finder group.
- Graham Van Talen should no longer incorrectly offer Gnome Engineering and Goblin Engineering once the player has sufficient Engineering skill level.
- Pelturas Whitemoon should now be quite willing to complete the quest Orendil's Cure for multiple players.
- Players are now able to complete the quest Trial of the Naaru: Mercy by beating the 55-minute timer.






Reader Comments (Page 1 of 3)
Nacirema Dec 20th 2011 1:35PM
And where is the fix to Improved Blood Presence. The work around to prevent a blood tank from being critically hit is annoying - bliz needs to fix this.
Shinae Dec 20th 2011 6:20PM
OMG YES!
My raid group has wiped so many times in Dragon Soul just because our main tank is a DK and got critted before we heard about the bug.
scherbaddie Dec 20th 2011 8:01PM
Griftah (http://www.wowhead.com/npc=19227/griftah) has some nice +Defense gems for you
Shadowwind Dec 20th 2011 8:36PM
Wait, what?! Is THAT why my tank alt's been so squishy lately?! (So what's the workaround?)
Nacirema Dec 20th 2011 10:45PM
Basically the work around is to have a DPS spec and always zone in to DS in the DPS spec and with any presence other than blood on. Then switch specs and put on blood presence. This seems to work - no more crits from Zon'ozz
Everclear Dec 20th 2011 1:42PM
Vortex Pinnacle
• Minister of Air
The knockback for Lightning Nova has been reduced from roughly 12 yards to 8 yards on normal difficulty, and from18 yards to 12 yards on Heroic difficulty.
Fixed.
shatnerstorm2 Dec 20th 2011 1:44PM
Sorry Blizzard, but no matter how many hotfixes you do, troll heroics will still be only slightly less pleasant than dental surgery without anesthetic.
Telwar Dec 20th 2011 1:59PM
I dunno, after having a dental procedure without anesthesia*, I would rather have been in a Zul'again.
* - "Hey, let's drain this swelling by pressing really hard on it!"
shatnerstorm2 Dec 20th 2011 2:03PM
Slightly more pleasant then. Either way, the difference is negligible.
Skarn Dec 20th 2011 2:44PM
Huh. It's always interesting and a bit disturbing how different experiences can be. I've never had a problem with the Troll'roics. It might be that my characer, a hunter, is well equipped to deal with most of the stuff that's really deadly in the Zuls. Fleeing Scouts, Dragonhawks on the boss, dispels on the Casters, overall CC, Spirits on Jin'do, etc. I can take care of a lot of the deadly stuff by myself which is obviously going to make the run easier. Hmm.
I would FAR rather run Zuls then get dental surgery with or without anesthesia! :)
Srslyyeswai Dec 20th 2011 2:59PM
Was running ZA on my newly minted 85 rogue. The group was awful, the healer complained about these instances being overtuned. Come on people, just because you can't chain pull an instance doesn't mean it's overtuned. It's easy if you CC or, I don't know, not pull a group with a scout without the rest of your group. I am not one to be an elitist, but you NUBS are ruining the game.
Vschrijen Dec 20th 2011 3:37PM
I'm a relative casual player. And at first the troll heroics were daunting. But after a few runs you knew exactely what to pull, where to run past a group, what to CC and in general how to get through it. Troll Heroics are easy as they were. Just because people don't know how to play doesn't make a dungeon overtuned.
slim1256 Dec 20th 2011 4:15PM
IMO - biggest problem with trollroics was we ran them into the ground, since 4.1 didn't give us anything but them.
In terms of difficulty, they weren't so bad once you got the hang of 'em. Of course - I'm saying this as someone that nearly always is running anything I run with guildees.
-S
Paulio Dec 20th 2011 5:04PM
Ack! There is nothing like dental surgery without anesthesia. I've had dozens of dental procedures, maybe 40-50 lidocaine shots in my life. I can feel it when it merely begins to wear off. I can't imagine having nothing. I'd rather live in a heroic troll dungeon for the rest of my life with a noob tank and Justin Bieber looping on vent if there was no anesthetic for my heroic dentist runs.
MisterRik Dec 20th 2011 5:31PM
When I was a kid, I had a really "old school" dentist who would just go completely overboard with the novocaine. For a single filling, he'd give a shot in the gum on this side of the tooth, one on the other side of the tooth, one under the tongue, one in your cheek, one back where the jaw bends ... I'd end up not even being able to feel my face. By junior high school I'd had enough of that, and on two separate occasions I *insisted* on no novocaine and sat through getting fillings with no anesthesia. It was an improvement.
It turned out that that dentist was in fact so "old school" that he didn't realize that the novocaine had really improved in the decades since he'd started practicing dentistry. He was just using the same number of shots he'd always used, which was probably necessary when he started, but by the time I was his patient it wasn't necessary.
When I was in high school my family moved to a new town and got a new, much younger dentist. I went to him for a filling, and he gave me *one shot* of novocaine, and I didn't feel a thing when he drilled.
Drakkenfyre Dec 20th 2011 8:37PM
Novacaine for fillings? The only time I had novacaine for fillings was when I had a complicated cavity that required drilling deep.
All other times, no novacaine. Is novacaine standard now or something?
goldeneye Dec 21st 2011 7:16AM
My mother in law reacts badly to anesthetics. She's always gone to this tooth-surgeon who did everything up to pulling teeth without. She was never in any pain.
Now he's retired we all go to his apprentice who works in the same way.
rokrangel13 Dec 20th 2011 5:37PM
"Vortex Pinnacle
Minister of Air
The knockback for Lightning Nova has been reduced from roughly 12 yards to 8 yards on normal difficulty, and from18 yards to 12 yards on Heroic difficulty."
I'm honestly a little surprised this hotfix took so long. I remember lots of complaints going around when Cata first went live about being knocked off the tower and living, but not being able to make it back to the platform.
Rhüarc Dec 20th 2011 1:58PM
Omgwtfbbqhax! Sagefish in schools? PREPOSTEROUS!
There goes one of my big money makers. QQ
On an unrelated note... I've got maxed fishing on my DK now. So I guess that's good?
Sols Dec 20th 2011 2:10PM
A welcomed change, to be sure.. but where the hell was it back when I actually gave a damn.