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Posts with tag patch-4.1

Gold Capped: Goodbye, level 84 crafting alts

Every week, WoW Insider brings you Gold Capped, in which Basil "Euripides" Berntsen aims to show you how to make money on the auction house. Email Basil with your questions, comments, or hate mail!

When Cataclysm launched, it brought with it a new design for low-level crafting alts. In order to progress to the most desirable items, players had to get access to a "trader" NPC located in a phased area of the Twilight Highlands. This could not be done until level 84. A lot of auctioneers leveled a lot of alts they otherwise wouldn't have just so they could max out professions. I, however, was not one of them. And my laziness (or prescience?) seems to have paid off, because as of patch 4.1, all the previously locked profession content is now available from your friendly local profession trainers!

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Filed under: Economy, Cataclysm, Gold Capped

Cooldown removed on Icy Prism

An undocumented change that probably occurred in patch 4.1 is that the Icy Prism, a source for rare and epic Wrath of the Lich King-era gems, no longer has a cooldown. The highest stat gems that can be inserted into gear with an ilevel lower than 300 (which means all pre-Cataclysm gear) are Wrath gems, and this is likely now the cheapest way to get them.

The main way currently to get Wrath gems is to prospect Wrath ores, usually Saronite. Prospecting a stack will yield an average of about one blue-quality gem, and while other ores may look more attractive, I've had trouble finding them in volume. Now that the cooldown has been removed, any jewelcrafter can make an Icy Prism with nothing more than a Frozen Orb and a couple of cheap Wrath green gems. Each prism will yield a couple of blue-quality gems, rarely a Dragon's Eye, and even more rarely, an epic gem.

The Dragon's Eyes don't look like they'll be usable for much, but considering the price of Frozen Orbs, the blue and epic gems certainly look like they're worth making the prisms for. One thing to note: The prisms are unique, so you need to open one before you can make another. If, like me, you had stockpiled almost a thousand Frozen Orbs in Wrath just in case they ever became worth anything, this means a lot of clicking.

WoW Patch 4.1 is live, and WoW Insider has all the latest news for you -- from guides of the revamped Zul'Aman and Zul'Gurub to new valor point mechanics and new archaeology items.

Tips and workarounds for the bugs and quirks on the patch 4.2 PTR

The 4.2 PTR is up and ready to be tested! There is a new daily quest hub along with a new raid. Unfortunately, the raid itself isn't ready to be tested quite yet. But before you go off trying to break things in this PTR build, I'd like to take a moment and get you prepared for a few things.

Things like:
  • Buggy mounts
  • Instant deaths
  • Crashing addons
There may be some spoilers (like the second quest), but read on if you're not going to be bothered by that too much.

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Filed under: Bugs, News items

Patch 4.1 hotfixes for May 4

Everyone's so excited about the pending PTR for patch 4.2 that we've forgotten all about poor, neglected patch 4.1. Don't worry, Blizzard certainly hasn't -- and today, we've got another round of hotfixes posted by Zarhym (community manager) at the official Warcraft blog. In addition to the usual small fixes, there's a welcome fix to account-bound items, and for characters who have switched factions recently:
  • The issue preventing some players from mailing account-bound items to other characters on the same realm and Battle.net account has been addressed. If you're still experiencing the issue, try logging on to both characters before sending the mail.
  • Players who have recently switched factions should now be able to properly get quests for Children's Week.
  • Call to Arms rewards should now be displayed in the dungeon finder UI while the player is in the dungeon.
Follow after the break for the full list of hotfixes.

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Filed under: News items, Cataclysm, Hotfixes

Spiritual Guidance: Shadow priests react to patch 4.1, look forward to 4.2

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Every Wednesday, shadow priesting expert Fox Van Allen takes you down the only road he's ever been down. You know, the one that takes you to the places where all the veins meet, yeah.

Shortly after patch 4.1 went live last Tuesday, I got the chance to raid Bastion of Twilight. I tried out Mind Sear on the first pull, and the numbers were absolutely luscious. Instead of weak, ugly, sub-2,000 ticks, I was seeing ticks twice that size. Before long, I was gaming my trash rotations, trying to proc Empowered Shadow and keep it up through the pulls. It was terrific practice for Cho'gall -- I finally felt like my AoE was making an impact on that encounter.

Overall, I got praise for the improved numbers I was putting out (thanks, Mind Sear!). But that praise got me thinking -- how is the rest of the shadow priest community faring in the post-4.1 world? And with patch 4.2 around the corner ... is there anything about shadow priests that Blizzard still needs to fix?

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Filed under: Priest, (Priest) Spiritual Guidance

Patch 4.1 hotfixes for May 2

Tonight, we've got another round of hotfixes courtesy of Zarhym (community manager), who posted them to the official Warcraft blog. Along with what should be a welcome change to Zul'Aman for healers, there are a handful of class changes related to one particular raid encounter:
  • In Zul'Aman, Akil'zon's Static Disruption will no longer chain if players are more than 5 yards apart. Not only that, but he'll only cast it every 12 seconds, up from 5. Healers rejoice!
  • Death Knights can now cast Death and Decay correctly on Cho'gall's trapdoor.
  • Druids will note that Efflorescence's effects will now heal targets standing on Cho'gall's trapdoor.
  • Paladins can now cast Consecration on Cho'gall's trapdoor.
We've really got it in for Cho'gall's trapdoor. Follow after the break for the full list of hotfixes.

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Filed under: News items, Cataclysm

Official patch 4.1 notes updated for May 2

Blizzard has released an update for the patch 4.1 official patch notes. Most of these notes confirm changes already in game, including the presence of portals to Stormwind and Orgrimmar in Dalaran and Shattrath, which should be good news for people leveling through the 60s and 70s. In addition, the art update to Reins of the Dark Phoenix was stricken from the patch notes. That change will be coming in patch 4.2.

Read on after the break for all the new changes.

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Filed under: News items

Ol' Grumpy's first week with Patch 4.1

Hi, kids. It's me, Ol' Grumpy. You may remember me from my guide to Cataclysm instance protocols or perhaps from when I explained that you'd have to relearn some old bad habits from the previous expansion.

This time, I'm here to explain how to adjust to the new realities of patch 4.1, our two new heroic instances Zul'Gurub and Zul'Aman, and our Call to Arms feature in the dungeon finder. I've noticed some weeping, some wailing, and some gnashing of teeth over these new introductions with the passing of our first week with patch 4.1, and I'm here to help.

First off, calm down already. The Call to Arms feature didn't trap you in a deserted old house outside of town and murder everyone from the camp but you and that cute guy you've always liked from the other camp. It didn't steal your dog, kick your car, or write nasty things about your ma and pa on the back of the barn, either. And while both ZA and ZG provide more challenge than the previous tier of heroics, they didn't steal your cattle or set your grave on fire, either. In short, the level of consternation and yes, even whining about this has been entirely over the top. These instances are puggable with a little luck and some work, and CTA has shortened queue times, which was its only real goal.

So what should you do? Well, being an irascible old curmudgeon, I will happily tell you what to do. Especially if it keeps you off of my lawn. My wife just planted roses! Stay off!

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Filed under: Analysis / Opinion, Cataclysm

Blood Pact: Patch 4.1 analysis for warlocks

Every week, WoW Insider brings you Blood Pact for affliction, demonology and destruction warlocks. For those who disdain the watered-down arts that other cling to like a safety blanket ... For those willing to test their wills against the nether and claim the power that is their right ... Blood Pact welcomes you.

While the patch may have been out for almost a week now, I get the fortunate/unfortunate position of writing on Mondays. It's awesome, really; I love Mondays, and I love having Blood Pact on Mondays. It's like a bright ray of sunshine on an otherwise dreary day -- assuming your sunshine is also dark, bloody, demonic, and encourages slavery. Sadly, Blizzard doesn't seem to like Mondays; in fact, I'm quite sure that it has started a campaign to have Monday officially removed, but everyone else just calls me crazy.

The patch may have been out for a while, but that doesn't mean it still isn't worth mentioning, yeah? After all, there were quite a few major changes for warlocks, and most importantly, those around us. Day late, dollar short, all that jazz -- nothing can stop a rampaging demonic lord, and that's kind of what we are.

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Filed under: Warlock, (Warlock) Blood Pact

Spiritual Guidance: The aftermath of patch 4.1 for holy and discipline priests

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Dawn Moore covers healing for discipline and holy priests, while her archenemy Fox Van Allen loiters around the drugstore, drinking chocolate malted Falcons and giving away free high school. Dawn also writes for LearnToRaid.com and produces the Circle of Healing Podcast.

Patch 4.1 went live last week, and with a long list of buffs and nerfs in the patch notes, it looked like it was going to be a big event for priests of all specs. Now, almost a week later now, Fox Van Allen still appears to be alive the impact of the changes seems to have varied. Have you acclimated to the changes yet? Are you wondering why hunter pets are acting like they've been chomping on mood stabilizers even when you heal them? Do you want a cookie? Then let me direct you to all the important things you need to know in a post-4.1 patch world.

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Filed under: Priest, (Priest) Spiritual Guidance

The Light and How to Swing It: Holy paladin patch 4.1 roundup

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, or catch me weekly on the Matticast.

The section of the patch 4.1 notes dedicated to holy paladins was particularly sparse this cycle. The only significant change was the buff to our Illuminated Healing mastery, as the Aura Mastery / Crusader Aura interaction was supposed to be changed some time ago. Some holy paladins may have been concerned with the note about Word of Glory receiving a 20-second cooldown, but luckily that's neutralized by an addition to Walk in the Light, one of our passive mastery bonuses.

The bulk of new content in patch 4.1 comes from the revamped troll instances of Zul'Gurub and Zul'Aman. New dungeons means new gear, and that includes several new epic items that are of interest to holy paladins. Guild challenges also introduce sizeable rewards for running dungeons in a guild group, and so you'll be dragged into healing these new 5-mans in no time. There's also the possibility that the new Call to Arms feature could yield bonus loot for healers volunteering to pug a heroic, but I haven't seen the little bag icon move from the tank icon since the patch's release.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

The Queue: Tanks

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Mike Sacco will be your host today.

I'm tired. I've been tanking all weekend. Let's do this Queue so I can sleep and do it all over again tomorrow.

Crispn asked:

Is it me or are the new Zandalari fights way too healing intensive? The eagle boss in Zul'Aman for example, I had 17.8k hps that fight, just to keep us alive. This is a little much, no?

While the new instances are definitely on a higher difficulty level than current heroics and they do require more healing output, most fights are types of brain checks as opposed to heal checks (Nalorakk and Halazzi excepted). For Akil'zon, as I discovered tanking the place yesterday, he only gives one person the Static Disruption debuff at a time, but it'll chain to people who're within 12 yards of his target. So if everyone is spaced out 12 yards, only one person will get hit with it, guaranteed. You then have until the next Electrical Storm phase (or until it expires) to deal with the debuff.

Also, though this has nothing to do with healing, you can melee, stun, and slow the white eagles.

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Filed under: The Queue

Patch 4.1 dungeon finder change places players from realms together

There was an interesting change slipped into the 4.1 patch notes a few days ago, and players may or may not have noticed it. The dungeon finder, which pulls from the combined battlegroups of all servers, has been tweaked to place players from the same realm together first, and if it can't find players from the same realm, it will move on to a wider pool of players. What does this mean for the dungeon finder? Very little -- you'll still be getting a group. But it's the motives behind the change that are interesting, as posted by Zarhym on the official forums:

Zarhym
That isn't just a coincidence. Many players have stated since the release of the Dungeon Finder that they like the convenience of being matched for a group automatically, but they miss the feeling of community when they're paired with strangers from other realms with whom they might never speak again. So we made a slight change in the way the Dungeon Finder sorts through the queue matching players for a dungeon.

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Filed under: News items, Cataclysm

Arcane Brilliance: Assorted patch 4.1 thoughts

Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week, we take a break from slaughtering trolls and digging up ancient relics long enough to discuss our early impressions of patch 4.1. My first impression: Cobraaaaaa!

The days and weeks following a major content patch are always an adventure. Suddenly Azeroth becomes the Wild West, with unexplored frontiers awaiting over every mountain, untamed vistas as far as the eye can see, and far, far too many people wandering around who haven't bathed in months.

Patch 4.1 has been no exception. Logging in on patch day is a bit like going to sleep in one world and waking up in another, one where up is down, left is right, Olivia has brown hair and wears tight shirts, and Walter Bishop has an intact brain and is sleeping with some Asian chick. You never know when you're going to discover some random new nugget of craziness that wasn't in the patch notes. You also never know when you'll be disconnected in the middle of a boss fight, but hey, patch days are patchy.

It's only been a few days, but undoubtedly you've noticed some good, some bad, and some weird new things lurking about the fringes of this digital world we spend time in. Let's take a look at some of the more mage-specific tidbits, shall we?

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Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance

The Care and Feeding of Warriors: Arms tears off limbs in 4.1

Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

I promised it last week. This week, I deliver: How is arms doing in patch 4.1?

Pretty darn well. I raided as arms Tuesday night and did respectable DPS (I was third for the evening, spiking between 17k and 19k DPS, depending on the pull), although I still fell short of my fury DPS. (I even managed about 17k DPS in a ZA run that same night.) For a 10-man raid, it was certainly a valid showing. On a dummy, arms seems also to come in second, but a close second to fury for me, with averages of around 14 to 15k.

What does this all mean? Well, it means if you're more comfortable as fury (which I am), you'll probably want to stick to it. But if someone who does not fully feel at ease with arms and the rotation can still put out valid raid and heroics DPS numbers, then for those of you who prefer the arms playstyle, I can't see a reason you shouldn't be able to do better. This means to me that arms is definitely raid-viable in patch 4.1 as of right now.

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Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm

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