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Posts with tag wow-patch-4.1-news

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

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

Totem Talk: An enhancement view of Patch 4.1

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. On Saturdays, Josh Myers tackles the hard questions about enhancement. Can we tank? Can we DPS with a two-hander? How does one shoot web? The answer to the first two is "no," and roll a hunter for the third!

There are two things on everyone's mind this week. First, it's time for the royal wedding (Thrall and Jaina, if I recall correctly?). Second, patch 4.1 hit. With patch 4.1, we've seen some pretty awesome things. For instance, the Zandalari are back and dedicating their purpose to trolling all of Azeroth; queuing as a DPSer for a random heroic now takes one-fifth of the time; and frost mages got a damage buff.

Unfortunately, enhancement was barely a footnote in the greater scheme of patch 4.1, receiving a grand total of three changes. These changes range from "complete and utter nerf" to "slight AoE buff." To be honest, I'm actually not bitter about 4.1 for enhancement, as we were already competitive in PvE, where our main concern was our abysmal and complex AoE DPS. For people who play primarily enhancement PvP, this patch was considerably more of a letdown.

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Filed under: Shaman, (Shaman) Totem Talk, Cataclysm

The Queue: Peter Petrelli, you are the bomb

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.

Presented without comment.

Twowolves asked:

So, how long until the next expansion is announced? I don't think Blizz will sit on it for long. They want to keep our attention as GW2 and TOR roll towards release.

It'll be announced at this year's BlizzCon. That's just the way these things work.

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Filed under: The Queue

Patch 4.1 hotfixes for April 29

Hotfixes! Get your hotfixes here! Spicy hot and right off the grill. Don't be shy, ma'am!

Notable changes:
  • Akil'zon, the eagle boss in ZA, will be summoning Amani Kidnappers less frequently, but they have more health.
  • Nitro Boosts won't kill you any more.
  • Satchel of Exotic Mysteries will have a greater chance of dropping a companion pet for players.

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Filed under: News items, Cataclysm

WoW Rookie: Patch 4.1 for rookies and casual players

New around here? WoW Rookie has your back! Get all our collected tips, tricks and tactics for new players in the WoW Rookie Guide. WoW Rookie is about more than just being new to the game; it's about checking out new classes, new playstyles, and new zones.

Patch 4.1 landed this week. While there is tons of information on WoW Insider and other locations, it helps to get down to the basics to figure out what pieces of the patch affect casual players.

Did you see the trailer? If you didn't see the trailer, you should check it out now. It's right above this text, just to be clear. The trailer's pretty cool. It does continue the legend that all trolls are inevitably and irrevocably evil, but a lot of folks already knew that. The opening dialogue kind of puts you on the Zandalari's side for a bit, but then the trolls all go butterfly-chasing insane.

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Filed under: WoW Rookie

Patch 4.1 hotfixes for April 27

We've got a new list of hotfixes this evening from Community Manager Zarhym, fresh off the official Warcraft blog. Today's list of hotfixes addresses a few issues with Zul'Gurub and Zul'Aman, a welcome tweak to conquest point accumulation and a few class tweaks as well.
  • In Zul'Aman, the range on Amani'shi Flame Caster's Fireball Volley has been reduced to 35 yards.
  • In Zul'Gurub, High Priest Venoxis' Toxic Link now has a 100-yard range, instead of being infinite.
  • BoE items obtained in Zul'Gurub can now be mailed, traded, sold, and bought back as intended.
  • Players will now receive 180 conquest points for an Arena win up to the weekly cap and 400 conquest points for a rated battleground win up to the weekly cap.
Follow after the break for the full list of hotfixes.

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Filed under: News items, Cataclysm

Ask the Devs round 6 Guild Advancement Q&A now up

Ask the Devs has landed again with Blizzard answering questions about Guild Advancement. Round 6 of this long-running Cataclysm feature on the official site has gathered a variety of questions from folks about the new guild systems and how they're working so far, as well as what they'll be doing in the future. I was particularly interested in the following excerpt.



Q: Leveling guild speed varies depending on the amount of players. Have you considered tweaking the system so that guilds with fewer members get more experience per player and bigger guilds get less to even it out? Are there plans to allow smaller guilds to level their guild faster? – 信蜂 火星小喵喵 [Taiwan], Sergan [Latin America], Jardar [Europe, German], Паладиа [Europe, Russian], Amasisa [Europe, Spanish], Shory, 부너맨/노대현혹, Meltdown, 치킨아고마워/유진님 [Korea]

A: Guild Challenges coming in patch 4.1 are designed to help address this issue. Obviously we already enforce a cap on the amount of XP that can be gained per day to keep the disparity from being too large, but it's clear that smaller guilds still need some help. We'll monitor the impact of Guild Challenges and see if any further changes need to be made.


The rest of the entire Q&A session is after the break.

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Filed under: Analysis / Opinion, Guilds, Cataclysm

Patch 4.1 hotfixes for April 26

A brand new patch means a brand new list of hotfixes. The first round of hotfixes for patch 4.1 have arrived courtesy of Zaryhm on the official Warcraft blog. These first few hotfixes address a few class bugs, as well as a couple of tweaks to Zul'Gurub and Zul'Aman, including the following:
  • In Zul'Aman, the Plucked debuff applied during the Akil'zon encounter should no longer persist after he's killed.
  • In Zul'Gurub, Zanzil's cauldrons will remain active once he's been defeated, allowing the party to survive the Zanzil's Graveyard Gas phase.
  • Players shouldn't be getting stuck on the retrieving character list or be unable to enter instances when the Optimize Network for Speed option is disabled anymore.
Follow after the break for the full list of hotfixes.

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Filed under: News items, Cataclysm

Lichborne: A quick patch 4.1 primer for death knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

By the time you read this, there is a very good chance that patch 4.1 will be live, or the servers will be down while patch 4.1 is being implemented. If it's not this week, chances are that we'll see it next week. With that in mind, today seems like the perfect chance to get in one more quick rundown of patch 4.1's features for death knights. We'll discuss all the latest class changes, as well as look at a couple of other general changes that will affect death knights.

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Filed under: Death Knight, (Death Knight) Lichborne

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