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WOW : 2.1 Patch notes - very significant changes

Shivetya

Limp Gawd
Joined
Jan 24, 2005
Messages
245
World of Warcraft 2.1 Patch notes


from improved sap for free to boosts to protection paladins...

to a major nerf to alchemy... to some miscellaneous other crafting changes

--------------- edit below ---------------
New flask stats
Flask of Fortification - 500 HP and 10 Defense Rating
Flask of Mighty Restoration - 25 MP / 5sec
Flask of Relentless Assault - 120 AP
Flask of Arcane Fortification - 35 Arcane Resist 20 HP / 5sec
Flask of Shadow Fortification - 35 Arcane Resist 20 HP / 5sec
Flask of Titans - 400 HP
Distilled Wisdom - 65 Intellect
Supreme Power - 70 Spell Damage
Chromatic Resistance - 25 Resist All
[edit]New elixirs
Elixir of Draenic Wisdom: Intellect and Spirit are increased by 25.
Earthen Elixir: Reduces both spell and physical damage taken by 20.
Elixir of Ironskin: Resilience is raised by 30.
Elixir of Major Fortification: Increases health by 250 and provides 10 health every 5 seconds.
[edit]Elixir categories
Battle elixirs: Elixir of Major Shadow Power, Fel Strength Elixir, Elixir of Major Agility, Elixir of Major Fire Power, Elixir of Major Frost Power, Elixir of Mastery, Elixir of Healing Power, Elixir of Major Strength, Adept's Elixir, Onslaught Elixir
Guardian elixirs: Elixir of Major Defense, Elixir of Draenic Wisdom, Earthen Elixir, Elixir of Major Fortitude, Elixir of Ironskin
[edit]PvP
 
I'm at work and can't view it. If someone doesn't mind, please post the changes here. Thanks!
 
We would but its literally 2 pages of posts. Easily 15 posts within the thread of just changes.

Doh! Ok, then I'll be patient! Maybe I can get con someone in my guild into putting it in a word doc and posting in on our forums. Hmmm, time to go find a sucker.
 
NICE.... looks like I will be ditching my pally for awhile and be going back to my rogue...WOOT!!
 
Doh! Ok, then I'll be patient! Maybe I can get con someone in my guild into putting it in a word doc and posting in on our forums. Hmmm, time to go find a sucker.

What class do you want, I can copy and paste here if you need.
 
Players will no longer be able to use "Charge" types of abilities to port the user up to flying-mounted characters.

Players can no longer be feared when using the Zephyrium Capacitorium during the Test Flight quests out of Toshley's Station.

lol. now I cant get back to Tempest Keep until I get my flying mount..
 
Hunter and Priest are what I play. I appriciate it!

LOL here goes nothing!!!
Hunters



A new "Avoidance" ability can now be taught to hunter pets. This effect reduces the damage they take from area of effect spells and abilities.

A new "Cobra Reflexes" ability can now be taught to hunter pets. This effect increases attack speed but reduces damage.

"Arcane Shot": Casting lower ranks of "Arcane Shot" than your maximum rank will now reduce the bonus you receive from attack power.

"Aspect of the Cheetah/Pack": Wand damage will again correctly daze players with this effect active.

"Clever Traps" now affects "Snake Trap".

"Entrapment" (Survival): Effect duration reduced to 4 seconds and is now subject to diminishing returns in PvP.

"Entrapment": The tooltip has been corrected to indicate it works on "Snake Trap".

"Expose Weakness": The chance for this talent to trigger has increased to 33/66/100% chance at 1/2/3 talent points.

"Ferocious Inspiration": This ability will now trigger "Kill Command" correctly.

"Flare" cooldown increased to 20 seconds, and duration reduced to 20 seconds.

"Frenzy": This talent can now trigger from "Kill Command".

"Frost Trap": This trap no longer breaks stealth from its slowing effect.

"Go for the Throat" no longer causes additional threat.

"Hunter's Mark": This ability now becomes stronger each time the target is struck by a ranged attack.

"Improved Hunter's Mark": Adjusted the tooltip to indicate this talent only grants melee attack power equal to the base ranged attack power on the "Hunter's Mark".

"Kill Command" has been removed from the global cooldown. The shout animation has been removed.

"Readiness": Now resets the cooldown on "Misdirection".

"Revive Pet": The tooltip has been adjusted to indicate the pet returns with a percentage of its base health. It will not get an increased percentage of the bonus health it receives from a percentage of its master's stamina.

"Scatter Shot": This ability will now trigger "Kill Command" when it critically strikes.

"Survival Instincts" now also increase attack power by 2/4%.

The quest creature, Death Ravager, is no longer able to be tamed.

The Razorfang Ravager can now be tamed.

Hunter "Mend Pet"/"Improved Mend" Pet Changes:



Replaced the current "Mend Pet" channel spell with an instant cast heal over time.

No combat reset, resets global cooldown

The mana cost has been reduced and the heal value increased.

Duration on Heal Over Time increased to 15 seconds in 3 second increments.

Changed the graphic to better represent the Heal Over Time effect on the pet.

The "Mend Pet" heal over time buff is now able to be dispelled.

Bonus healing gear will no longer effect "Mend Pet".

Added a 10% and 20% reduction to the mana cost of "Mend Pet" in "Improved Mend Pet" talent (Beast Mastery).

Pets



Abilities and items that are triggered when you kill a target are also now triggered when your pet kills a target.

Fixed the amount of happiness lost when you dismiss a Nether Ray pet.

Voidwalkers will stop while they are consuming shadows.

Warlock and Hunter pets will now be automatically dismissed when you summon a mount. These pets will return on dismount. This does not affect pet happiness for Hunters.

Warlock and Hunter pets will now be automatically dismissed when you untalent.
 
Priests



"Binding Heal": The mana cost has been reduced by 32%. The tooltip has been adjusted to indicate it is a low threat spell, which was already the case.

"Circle of Healing" (Holy) effect increased.

"Empowered Healing" and "Holy Concentration" now affect "Binding Heal".

Focused Power (Discipline) now also increases the chance to hit with Mass Dispel, reduces the cast time of Mass Dispel but no longer increases the damage against feared targets.

"Holy Fire": The rank 9 tooltip has been corrected to indicate it does Holy damage.

"Holy Nova": Rank 2 will no longer receive double the intended increase in range from "Holy Reach".

"Mind control" no longer has a 100 yard range limitation in instances.

"Pain Suppression" now reduces damage taken by 65% and increases resistance to Dispel mechanics by 65% for the duration.

"Power Word: Shield": The "Weakened Soul" effect will no longer sometimes be re-applied while zoning with this buff on.

"Prayer of Fortitude": The range on rank 3 has been changed to match all other ranks of this spell.

"Prayer of Fortitude", ranks 1 and 2, are now available on trainers.

"Prayer of Mending": This spell is now affected by "Silent Resolve", "Amplify Magic", and "Dampen Magic".

"Prayer of Shadow Protection", rank 1, is now available on trainers.

"Reflective Shield": When this effect is triggered, the priest will no longer be forced to stand up.

"Shadowfiend": This pet will now come into the game with full health and mana, including that gained from a percentage of its master's stamina and intellect.

"Shadow Weaving" (Shadow): Effect reduced by 1% per rank.

"Shadow Word: Death": Cooldown increased to 12 sec.

"Silent Resolve": Some priest spells were unaffected by this talent. They should now all be affected.

"Spirit of Redemption" and "Spiritual Guidance" now work while the priest is in "Shadowform".

"Spirit Tap": This ability will no longer be triggered by killing some creature-cast totems.

"Surge of Light": "Smite" spells triggered by this talent will no longer sometimes critically strike. In addition, the free "Smite" granted will not consume the effect of "Inner Focus". "Holy Nova" heals can now trigger "Surge of Light" as well.

"Symbol of Hope": amount of mana regained increased.

"Touch of Weakness": This spell can now activate "Surge of Light".

"Vampiric Touch": This spell now consumes the "Inner Focus buff".
 
Anything big for Druids, apart from the oh-so-tasty epic flying form?

Ask and ye' shall receive!!

Druids



The "Druid Epic Flight Form" is now available through a series of quests.

"Barkskin" now reduces all damage taken, with its duration reduced to 12 seconds and cooldown reduced to 1 minute. The tooltip has been adjusted to indicate this ability can be used while frozen, incapacitated, or cowering in fear. That functionality was already present, but not listed in the tooltip.

"Bear Form" and "Dire Bear Form": The bonus health from shapeshifting into these forms will again be removed correctly when shifting out of these forms.

"Cyclone": This ability will no longer work on hunters with "The Beast Within" active or hunter pets with "Bestial Wrath" active.

"Feral Charge" now suppresses all Slowing effects while charging the target.

Fixed a data error that caused "Swiftmend" to generate more threat than intended.

"Force of Nature": These pets will now come into the game with full health, including that gained from a percentage of their master's stamina.

"Gift of the Wild", ranks 1 and 2, are now available on trainers.

"Gift of the Wild": Rank 3 of this ability now has the same range as ranks 1 and 2.

"Improved Leader of the Pack": This ability will no longer generate threat.

"Lacerate": The tooltip has been adjusted to indicate it does initial bleed damage when the ability first lands.

"Lifebloom": Each additional application of this spell will now include the full bonus from effects which increase healing. The final heal, however, is still unaffected by stacking multiple applications of this spell.

"Mangle(Bear)": Damage increased by 15%, but bonus threat reduced so that overall threat generation will be unchanged.

"Nature's Grace": This talent is now triggered by "Swiftmend" and "Lifebloom", and is triggered by and affects "Cyclone".

"Nature's Grasp": The mana cost has been removed from all ranks as intended.

"Omen of Clarity": This spell is no longer castable in "Tree of Life Form" or "Moonkin Form".

"Prowl"will now be broken correctly by damage shields such as "Oil of Immolation".

"Rake": The tooltip has been adjusted to indicate the initial damage done is bleed damage. In addition, "Rake" can now always be re-applied, even when "Mangle" is active.

"Shapeshifting" will no longer remove the "Rotting Putrescence" creature debuff.

"Subtlety"(Restoration Talent) now applies to all spells, not just healing spells.

"Swiftmend": This ability will now be correctly penalized for casting low rank "Rejuvenations" and "Regrowths" just as other healing spells are penalized.

"Teleport: Moonglade": This spell is no longer castable in "Tree of Life Form".

"Tree of Life Form": The tooltip has been corrected to indicate "Nature's Swiftness" and "Rebirth" are castable in this form.
 
Rogues



Added a new double-attack animation for "Mutilate".

"Cloak of Shadows": The tooltip has been adjusted to indicate this ability removes hostile effects, rather than dispels them. "Cloak of Shadows" does not count as a dispel, and will not interact with dispel resistance or effects triggered by dispelling. This ability no longer removes the "Weakened Soul" debuff.

"Deadly Throw": This ability will now damage hunters and their pets when they are affected by "The Beast Within" or "Bestial Wrath". Those targets will still be immune to the movement impairing portion of "Deadly Throw".

Fixed a data error that caused "Ghostly Strike" and "Riposte" to generate more threat than intended.

Fixed a bug where the "Silence" effect on "Garrote" was getting resisted too often.

"Insignia of the Alliance/Horde" and "Medallion of the Alliance/Horde" now remove "Fear", "Stun" and "Polymorph" effects and no longer remove "Charm" effects.

"Improved Sap" (Subtlety) renamed "Dirty Tricks": Increases the range of your "Sap" and "Blind" abilities by 2/4 yards and reduces the energy cost of your "Sap" and "Blind" abilities by 25/50%.

Increased the frequency and amount of "Blinding Powder" found in pickpocketed junk boxes.

"Mutilate": This ability will now always consume the "Cold Blood" buff when it strikes an opponent.

Poisons: The difficulty of dispelling these is now based off the level of the player, not the level of the weapon the poison is applied to.

Reduced the reagents required to create most poisons.

"Remorseless Attacks" (Assassination): "Hemorrhage" added to the buff tooltip. This ability will no longer trigger from killing totems.

Rogue poisons no longer have charges.

"Sap" no longer removes you from stealth when used.

"Shadowstep" (Subtlety): The cooldown has been reduced to 15 seconds.

"Stealth" will now be broken correctly by damage shield such as "Oil of Immolation".

"Surprise Attacks" (Combat): This talent now correctly prevents "Envenom" from being dodged.


OH DEAR GOD!!!!! *pants explode*
*very feabily* Does anyone have a cigarette I can have.
 
I'm more excited about the changes to glancing blows than any of the direct changes to rogues. Imp sap is okay I guess.

I do suppose it will be nice not needing to farm even a 1/4 of the mats that I used for raiding.
 
Wow they nerfed Fury again? Glad I quit months ago :D

Used to be 40%...dropped to 30%...now its 25% lol...

Fucken retarded.
 
Automagical imp sap means 7 more talent points to go to DPS. If you are specced into subtlety you are wrong no matter what you do :cool: The glancing blow mechanic change is beautiful. The alchemy nerf however will be a major hit to our DPS, since in consumables we get a TON of AP.

Fel Strength Elixir - 120ap (-20stam)
Major Agility Elixir - 35agi 20crit (35ap 1.77% crit)
Elixir of Mastery - 15agi 15str 15stam (30ap .375% crit)
Major Strength Elixir - 35str (35ap)
Flask of Relentless Assault - 360ap
Elixir of Demonslaying - 265ap vs demons (situational I know)

Thats a total of 480ap 50agi 20crit 50str -5stam (not counting demonslaying)
-> 580ap 47.625 (2.15%) crit

assuming all my calculations are right. Stacking kings/might on all of that and rogue DPS is insane. I like some of the changes, and I hate a lot of them. Blizzard is nerfing things way too much rather than doing things the right way.

With the alchemy changes, you'll probably at best see 120ap. Hugeeeeeeeeeeee nerf.

*Note that Elixir of the Mongoose partially stacks with Major Agility for an extra 8 crit rating should it be deemed necessary.
 
Did they nerf the effect of potions/flasks then? I just had a bunch of flasks and elixirs made, I really hope they're not worthless now.
 
Wow they nerfed Fury again? Glad I quit months ago :D

Used to be 40%...dropped to 30%...now its 25% lol...

Fucken retarded.

Enrage was nerfed from 40% to 25% a long time ago. This is flurry that got dropped from 30% to 25%. I didn't expect that nerf, but I guess warrior damage was higher than they wanted it to be. The bigger change was making it so that deathwish and enrage no longer stack to reduce warrior burst damage.
 
Wow, I played a rogue back in August in a big raiding guild....

And I would of really enjoyed the rogue buffs back then yup... especially the Sap buff. Fuck, rogues have been asking for that to be 100% chance to restealth since... uh... UBRS was the top notch instance in the game. Yeah, that buff is a little late.
 
Someone please do Mage & Warlock, I'm trapped at work for another three hours!
 
Mages



Added a new rank of "Ice Barrier" to mage trainers.

"Arcane Brilliance", rank 1, is now available from trainers.

"Arcane Brilliance": Rank 2 of this ability now has the same range as rank 1.

"Arcane Missiles": Rank 3-11 will now consistently pulse 5 shots of arcane damage.

"Arcane Missiles": This spell is now affected by "Spell Haste".

"Arcane Missiles": This spell will now obey line of sight restrictions during its entire casting.

"Arctic Winds" (Frost Talent) now also increases all Frost damage caused by 1-5%.

"Cold Snap": The tooltip has been adjusted to indicate it only resets cooldowns caused by "Frost spells". e.g.: "Cold Snap" will not reset the cooldown caused by "Dragon's Breath".

"Conjure Mana Emerald": This spell now triggers a global cooldown as intended.

"Counterspell" duration reduced to 8 seconds, and the cooldown reduced to 24 seconds.

Fixed some data errors that caused "Arcane Blast", "Ice Lance" and "Molten Armor" to generate more threat than intended.

"Frostbite" effect is now subject to diminishing returns in PvP.

"Frostbolt": Damage on rank 12 has been increased slightly to ensure it did more damage than rank 11 at all levels.

"Ice Armor":Rank 5 will now still trigger when all damage received is prevented by a damage shield, such as "Mana Shield".

"Ice Block": This ability no longer makes mages immune to "Weakened Soul" from "Power Word: Shield". However, using this ability now causes "Hypothermia", making the mage unable to cast "Ice Block" again for 30 sec.

"Improved Fire Ward": This talent will now work correctly with rank 6 of "Fire Ward".

"Invisibility": Clarified the tooltip on this ability to indicate any action breaks the invisibility affect.

"Molten Armor": This ability will no longer be triggered erroneously by some non-melee attacks, such as "Feral Faerie Fire". It will also no longer break crowd controlling affects such as "Polymorph".

"Spell Steal": Stolen buffs that affect specific spells from the original target's class will no longer have any effect for the mage.

The "Arcane Blast" debuff can no longer be dispelled.

"Water Elemental": This pet will now come into the game with full health and mana, including that gained from a percentage of its master's stamina and intellect.
 
Warlocks



"Amplify Curse": This ability is now consumed correctly by a "Curse of Doom" casting.

"Create Healthstone": These abilities will now be sorted in rank order in your spellbook.

"Create Spellstone": These abilities will now be sorted in rank order in your spellbook.

"Curse of the Elements" and "Curse of Shadow" now have a duration of 2 minutes when used on PvP targets.

"Curse of Tongues" now has a 12 second duration when used on PvP targets.

"Demonic Knowledge": This ability will now work with enslaved demons.

"Enslave Demon": The health bar and mana bar for enslaved demons will no longer appear to go down when they become enslaved.

Fixed some data errors that caused "Soul Leech" and "Conflagrate" to generate more threat than intended.

"Improved Drain Soul": This talent will no longer trigger when a creature other than the one you are draining dies.

"Insignia of the Alliance/Horde" and "Medallion of the Alliance/Horde" now remove "Fear", "Stun" and "Slowing" effects and no longer remove "Charm" and "Polymorph" effects.

New art added for "Ritual of Souls" channeling focus and "Soulwell" created by the spell.

"Ritual of Souls" no longer consumes a "Soul Shard" when cast in arenas.

"Shadowfury" now properly benefits from the Intensity talent.

"Spell Lock" (Felhunter) duration reduced to 5 seconds (rank 1) and 6 seconds (rank 2), and cooldown reduced to 24 seconds.

"Soulwell" now plays a sound and visual effect when you create a "Healthstone" through using it.

"Soul Link": Adjusted tooltip to explain that the damage transferred to the pet cannot be prevented. The functionality remains unchanged. This ability will now work with enslaved demons.

"Unholy Power": The tooltip has been corrected to indicate it works with the Imp's "Firebolt".
 
Yes they are changing how elixirs work.
Basically an elixir is one of two types:
Offensive
Defensive

You can only have one of each type up at any given time. A flask counts as both an offensive and a defensive. They are also making flasks super-nerfed. Restoration is 75mp/5 -> 25mp/5 and Relentless Assault is 360ap->120ap. I have yet to hear about fortification, but I'm going to bet its useless just like the rest.

Apparently when they said they wanted "alchemy to be a critical and important part of raiding" they meant making it pretty much useless. I'm not even sure how I'll handle consumables right now, but I probably won't bother for anything but stuff not on farm status since it isn't even worth the effort. Before I'd usually pop one right before the first boss in Kara, and it'd usually last at least till the third boss.

Armory for those interested: http://armory.worldofwarcraft.com/#character-sheet.xml?r=Dark+Iron&n=Grizl
 
Crap just noticed that this information is in the PTR.... Can anyone confirm that this is LIVE!!!!!
 
i dunno bout you guys, but ive been starin at the rogue pvp trinket now, for an UD rogue, REMOVING STUN IS AWESOME

however, i would still just like VANISH FIXED!
 
i dunno bout you guys, but ive been starin at the rogue pvp trinket now, for an UD rogue, REMOVING STUN IS AWESOME

however, i would still just like VANISH FIXED!

Won't happen, Vanish will always be broke. Lets see, it's been retardedly messed up for years now... it'll never get fixed.
 
Won't happen, Vanish will always be broke. Lets see, it's been retardedly messed up for years now... it'll never get fixed.

No its not messed up, they have always said "working as intended"

<--still a firm believer WoW devs hate rogues!!!
 
]|[ Mar']['in ]|[;1030906954 said:
I sitll love my rogue though :D...and my #1 spot on the meters.

armory listing? Im still at 63 trying to lvl quickly to catch up with my buddies
 
Well I will let you know that wait on hemo until you are atleast 55 or so. Hemo was not effected by the weapon speed normalizations so you want the slowest MH weapon you can find. Also, it is very dependent on AP, so when you take it you will want to go DEEP into the Sub tree. let me know when you start getting up there and I can land you some pointers.....!:D
 
Well I will let you know that wait on hemo until you are atleast 55 or so. Hemo was not effected by the weapon speed normalizations so you want the slowest MH weapon you can find. Also, it is very dependent on AP, so when you take it you will want to go DEEP into the Sub tree. let me know when you start getting up there and I can land you some pointers.....!:D

I know how to use it, and I understand about the itemization. I just never bothered with it, and never will on my main because it sucks for PvE and arenas.

Actually I think the only thing it's good for is 1v1 pvp, heh.
 
Actually I didnt do to badly for PvE as I was normally withing the top3 for my guild runs. But I had my timing down pat for regen. Its fun and the CP generation is crazy fast if your not used to it.
 
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