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Posts with tag patch-4.0.6-class-changes

Totem Talk: Elemental shaman buffs in patch 4.0.6

Every week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. Get some Fulmination with your Lightning Bolts! Sort the shocks from the flames with Totem Talk: Elemental, brought to you by Sarah Nichol, otherwise known as Pewter from The 'mental Shaman, co-host of the Obscurecast, and founding member of TotemSpot.

As ever, when I logged in to patch 4.0.6 (on the EU servers, of course), I spent a good amount of time cooing over the little changes. Even with the PTR, there is a lot that goes unremarked or unnoticed simply because I'm so focused on the theory changes. I bid farewell to a large pot of archaeology grays and was uncommonly happy about the appearance of the Elementium Stormshield graphic and the ability to mount up next to the Stormwind flight master. I am ecstatic about the graphic changes to healing spells. The watery hands effect on Greater Healing Wave, Healing Surge and Healing Wave has turned me into a smug shaman. The spell effect is a small change, but it adds a great deal to the flavor of the shaman class -- even if many people on my Twitter don't like the sound effects.

A couple of weeks ago, I was not impressed by the changes to our spells as they were on the PTR at that time. In the end, the changes have been a little more substantial and subtle, but the overall fragility of our DPS in heavy movement fights will remain an issue for those of us that raid. What has this patch wrought for us? Stronger AoE, a more powerful flame nuke, increased efficiency and a change that will have us shocking our socks off. Let's talk about some of the changes, after the jump.

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Filed under: Shaman, (Shaman) Totem Talk

Spiritual Guidance: Top 7 shadow priest questions about patch 4.0.6

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Wednesday's shadow-specced version of Spiritual Guidance was taped before a live studio audience.

Shortly before patch 4.0.6 went live, I took a glance at the final version of the patch notes. There were hundreds of changes, spread out across each and every class. And yet, with all those changes, there were really only four of major consequence to the practicing shadow priest. Taken from yesterday's official patch notes:


Patch 4.0.6 Official Notes
  • The mana cost of Power Word: Shield has been increased by approximately 31%, but its effect has been increased by 208%.
  • Mind Blast now does 18% more damage than Mind Spike.
  • Mind Sear can now be channeled on friendly targets in addition to enemy targets. In addition, Mind Sear's damage has been increased by roughly 15%.
  • Shadow Orbs benefit from mastery has been increased by approximately 16%.


No, shadow priests, your eyes do not deceive you -- that is indeed four consecutive buffs without a single nerf. Together (especially the last three), they add up to a solid DPS increase. That's clearly good news for us, but it doesn't tell the whole story of 4.0.6 -- there are still some yet-to-be-resolved questions. Is haste still our best secondary stat, or should we gem for something else? Do the changes mean we should now be hit-capped? How do the changes in 4.0.6 affect rotations?

If you still have questions about patch 4.0.6, then today's column is for you -- it's all about answers.

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Filed under: Priest, (Priest) Spiritual Guidance

WoW Insider's guide to patch 4.0.6


World of Warcraft patch 4.0.6 is upon us, and WoW Insider has all the information you need to take advantage of what the patch has to offer. Check out all of our patch 4.0.6 coverage below, organized into sections for ease of reading.

Official patch notes News and discussion PvP

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Blood Sport: The PvP perspective on 4.0.6, part 3

Every week, WoW Insider brings you Blood Sport for arena enthusiasts and The Art of War(craft) for fans of battlegrounds and world PvP. Want to crush your enemies, see them driven before you and hear the lamentation of their women? C. Christian Moore, multiple rank 1 Gladiator, examines the latest arena strategy, trends, compositions and more.

Welcome to Friday's special edition of Blood Sport! Today we'll be discussing all the classes we didn't get around to last time. Enjoy!

Hunters

Hunters can now use Auto Shot while moving.
I have been petitioning for this change for longer than I can remember. This absolutely 100% the most needed change on this entire list of patch notes and the greatest quality of life increase to hunters since the ammunition change.

If the minimum range requirement is removed, I think I will be able to enjoy playing the class again in PvP. I'm pretty sure if someone was standing on me in real life, I could shoot them in the face with a bow and arrow.

Deterrence now provides 100% chance for melee attacks to miss instead of 100% parry chance. This means that attacks that cannot be parried, notably some rogue abilities, can now be prevented by Deterrence, and the hunter will gain the benefit of Deterrence even if disarmed.
Needed. If you think getting disarmed was frustrating as a warrior ...

Master's Call now has a 35-second cooldown, down from 1 minute, and its range has been increased to 40 yards, up from 25. In addition, the visual effect is more obvious.
Needed. Master's Call is an incredibly important ability for hunters and this will improve their arena representation by a good deal, especially when combined with the other hunter changes (which are almost entirely beneficial in PvP).

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Filed under: Analysis / Opinion, PvP, Blood Sport (Arena PvP)

Patch 4.0.6 PTR notes updated for Jan. 12

Blizzard has released updated patch notes for patch 4.0.6, currently testing on the public test realms. Of note are the new guild group changes that award multipliers for guild experience gained, loads of new crafting tidbits, lots of new class changes, and a good amount of heroic dungeon nerfs and buffs to some bosses who felt like pushovers. Also, hunters: do you like to Auto-Shot while moving? If so, do we have some notes for you.

Hit the jump for the full notes.
  • Many rare creatures that went into hiding upon Deathwing's emergence into Azeroth have made a return! In addition to finding new homes in a post-Cataclysm world, they drop new, improved loot, provide a healthy experience bonus, and respawn much more quickly when killed. Happy hunting!
  • Human Illusion: This affect is no longer applied to worgen who travel into the Caverns of Time.

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Filed under: Cataclysm

Patch 4.0.6 PTR: Positive changes for warlocks

After the first round of patch 4.0.6 patch notes went up last week, warlocks were left feeling disheartened. While a slight utility buff was given in allowing Shadow and Flame to proc the 5% spell crit debuff through Incinerate casts, the majority of announced changes were nerfs. Zarhym, Blizzard community manager and everyone's favorite floating skull, took a journey to the warlock forums last night to announce a few changes to the posted patch notes. Please note that none of the changes he's mentioned are actually on the PTR for testing yet.

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Filed under: Warlock, News items

Looking at death knight changes testing in PTR Patch 4.0.6

There are changes on the upcoming 4.0.6 PTR for death knights. Actually sorting through them may prove a little difficult, as the official patch notes and the datamined information sometimes say two different things. In short, though, we can say that blood has received a bit of a survivability hit, but a nice threat boost; unholy has both become a more solid 2H damage tree and received a sizeable (but expected) DPS nerf; and 2H frost has gotten a nice boost that may actually make it viable in endgame raiding, depending on how the numbers hold out.

Remember, though, that this is the PTR, and things may (and probably will) change before this thing goes live. With that in mind, let's take a look at what the changes say.

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Filed under: News items, Death Knight

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