Tag Archives: patch 3.1

Pulling Patch 3.1 – Part 3: Professions

There are a few notable profession changes I want to cover, but I’m not going to take long on this.  I have more interesting news.

Alchemy

  • All flasks now last 1 hour. To compensate, all flask recipes will provide 2 flasks for the same material cost.
  • Flasks now stack to 20, and their vendor sell prices have been reduced to lower the Auction House deposits.
  • Increased the health granted by the Flask of Stoneblood.
  • Northrend flasks will be converted to mixtures. This includes the Flask of Stoneblood, Flask of Pure Mojo, Flask of Endless Rage, and Flask of the Frost Wyrm. Mixtures can create 2 flasks of the corresponding type. This allows players who stockpiled Northrend flasks to convert them to the new system without any loss.
  • The Mercurial Stone is no longer required as a tool for alchemists. It is instead an uncommon quality bind-on-equip trinket.
  • You can now sometimes find Alchemist’s Caches from bosses in Ulduar. Only players with an Alchemy skill of 425 or higher can loot these secret caches.

I’ve already heard people complaining about 1 hour flasks, but remember first of all that you still get 2 hours worth of flask for the price of one, and this will prevent you from wasting flasks.  There have been several nights I’ve left a Malygos, Archavon, Sarth night with lots of time left on my flask; I’d much rather have to drink every hour (well for me, 2 hours) and save that flask time for Ulduar.

I can confirm the mixture note–when I logged in for the first time, the two flasks I already had in my bags had become mixtures, and when I clicked on them, they became two flasks.

I had a Mercurial Stone in my JC’s bag, so here’s the new trinket:

Blacksmithing

  • Added a new recipe for the Titansteel Spellblade, an epic one-handed caster dagger, available from trainers.
  • Added new recipes for epic gear, found rarely on Ulduar bosses. These recipes are unbound and can be traded.
  • Most of the recipes in the 1-300 skill range of blacksmithing have received major stat updates to make them more useful.
  • Added a new recipe for the Titansteel Spellblade.
  • The Titanium Plating shield enchantment now reduces the duration of disarm effects by 50% as well as increasing your block value.

I don’t have any BS’s or plate-wearers, so I don’t really have much to say about this.  That’s an interesting dagger, though.

Cooking

  • A new recipe has been added to cooking trainers for making Black Jelly, using several Borean Man ‘O War as ingredients. While it looks disgusting, it restores more health and mana than the highest level food.
  • Flint and Tinder is no longer necessary for creating a campfire. You’re just that resourceful!
  • Grub now sells the Dig Rat Stew recipe to players who completed the quest.
  • Ingredients such as Spices, Apples, and the like have been removed from most cooking recipes.
  • Players no longer need to complete the Clamlette Surprise quest to gain Artisan cooking. The quest now offers the unique recipe, Clamlette Magnifique. If you already completed the quest, you can visit Dirge Quickcleave in Gadgetzan to learn this recipe (for free).
  • Prospector Khazgorm, found in Bael Modan in southern Barrens, now sells the recipe for Dig Rat Stew to the Alliance.
  • Several Northrend recipes were given greater skill up ranges to make it easier to reach 450 cooking skill.
  • You no longer need to learn cooking from books. The trainers have finally done their reading and are able to teach you the same thing.

I picked up the Black Jelly recipe yesterday, but I haven’t made it yet.  I’m sure I will, though; as I can’t guarantee my mageboy will be on to give me strudel whenever I want it.

As far as making fire goes; well, I guess I’m glad to have the bag slot back.  I didn’t realize I was that clever, though.

I will say that I’m kind of irked over the Clamlette quest.  Must we really make it that easy for the new players?  That quest was notable; when you got to it, it felt like you were on the home stretch.  If you’re leveling while you’re doing this, it takes a little bit of running around, but darn it, that’s good for you.  If you’re going back at 80 to pick up cooking, this is no big deal.  I’m getting tired of everything being dumbed down.  /end soapbox.

Enchanting

  • Added two new recipes for enchanting staves with spell power, available from Vanessa Sellers in Dalaran City.
  • Greatly increased the drop rate of recipes found in pre-Lich King dungeons and raids.
  • Several recipes in the 250-300 skill range have been rebalanced, and the reagent requirements have been reduced.
  • Some enchants now have level restrictions. Note: the enchant is never removed from the item to which it’s applied, however, players no longer receives its benefit until they reach the required level. Any enchants modified in this way have had their tooltips updated.
  • The enchanting interface now correctly sorts grey recipes by skill difficulty.

I don’t see anything majorly affecting us here.  The staff enchants are cool, but I haven’t carried a staff in forever.  I know that there are a lot of new enchanters (death knights, anyone?!) who will be glad to see that the recipes drop more and that the 250-300 range should be a little easier.

Engineering

  • Added a new Reticulated Armor Webbing engineering enchant that increases the armor on plate gloves.
  • Added a new Springy Arachnoweave engineering enchant that grants passive spell power in addition to turning your cloak into a parachute.
  • Engineers can now obtain the schematics for Lil’ Smoky and the Pet Bombling from certain creatures found in Gnomeregan. Specialized Gnomish or Goblin engineers can obtain both schematics equally. The repeatable quest that used to randomly grant these schematics has been disabled.
  • Flexweave Underlay now grants passive agility in addition to its normal effect.
  • Gnomish X-Ray Specs have a new model.
  • Nitro Boosts now grant passive critical strike rating in addition to their speed boost.
  • Nitro Boosts now make you drop PVP flags when used, as well as preventing you from picking them up while the effect is active.

I support anything that turns your cloak into a parachute.

Fishing

  • A new (and very rare) special mount can now be caught from Northrend fishing pools.
  • New fishing dailies are now offered from Marcia Chase in Dalaran City!
  • Players are no longer required to do the Nat Pagle, Angler Extreme quest to gain Artisan fishing. The quest now offers a special superior-quality fishing pole instead. If you already completed the quest, you can visit Nat Pagle in Dustwallow Marsh to receive this new fishing pole.
  • The time needed to catch fish has been reduced.
  • You can now fish anywhere, regardless of skill. Every catch has the potential for fishing skill gains, but you are likely to catch worthless junk in areas that are too difficult for your skill.
  • You can now fish in Wintergrasp, and the fishin’ is good!
  • You no longer need to learn fishing from books. The trainers have finally done their reading and are able to teach you the same thing.

TURTLE MOUNT!  I want it, I want it, I want it!  Which means, of course, that I will never ever see it, but Ultra will get it in his first ten Northrend casts.  Mark my words.

5 Dalaran Fishing Dailies

note:  you will need very high fishing skill for some of these, the highest being 575, achievable with skill and lures.  I’d suggest taking the time to max out your skill before trying most of these.

Blood is Thicker:  Go to Borean Tundra and kill an animal near water.  You’ll get the “Animal Blood” debuff (you know the one…).  Jump into a pool of water and a pool of blood will appear.  Fish in the pool of blood to catch 5 Bloodtooth Frenzies.

Dangerously Delicious:  Fish in Wintergrasp for 10 Terrorfish.  As if you didn’t realize this, I don’t recommend doing it in the middle of an active battle.  Your faction does not have to control WG to complete this quest.

The Ghostfish:  Fish in Sholazar (preferably River’s Heart) and catch a ghostfish.  Eat it.  Tada.

Jewel of the Sewers:  You know where you went to try to catch your sewer rat?  Go back and fish until you get some jewelry.

Monsterbelly Appetite:  Catch a bloated Monsterbelly to get a severed arm you must return to the first aid trainer in Dalaran.  You must fish in the Frozen Sea to get this.  I’ve fished in the Frozen Sea before, and I usually go to an iceberg off the coast of Howling Fjord.

(Thank you, El’s ExtremeAnglin for filling in the details!)

Obviously, I have the same feeling about Nat Pagle’s quest as I do the Clamlette quest, so I’ll leave the soapbox where it is.  As for fishing anywhere…meh, okay.  I liked it the way it was, but I guess this is all right.

Gathering Skills

  • Toughness, Master of Anatomy, and Lifeblood now have level requirements equal to the level required for the corresponding skill rank: Apprentice (1), Journeyman (1), Expert (10), Artisan (25), Master (40), Grand Master (55).
  • You can no longer fail when Mining, Herbing, and Skinning.

YES!  Seriously, how do you fail picking flowers?!  At this, I am forced to share with you a comic by one Volvulus:


Herbalism

  • Find Herbs no longer tracks Glowcaps.
  • Northrend herbs now yield more herbs on average.
  • The herbalism requirement for gathering Tiger Lily has been reduced to 375.
  • The time it takes to gather herbs has been reduced.

Yes, yes, yes, and yes.  I only wish they had implemented the Glowcap thing about a year ago.

Inscription

  • Added a recipe to trainers for creating a level 70 superior-quality off-hand item.
  • Added a recipe for creating a different level 70 superior-quality off-hand item. Scribes will find the recipe is dropped from residents of Silverbrook.
  • Added around 50 new glyph recipes. These new recipes can be obtained from Books of Glyph Mastery found as world drops on Northrend monsters. Reading a Book of Glyph Mastery randomly discovers one of the newly-added recipes.
  • Glyph icons have been updated so it is easy to distinguish between classes.
  • Players will now learn 3 recipes the very first time they perform Northrend Inscription Research. This does not apply to players who have already discovered recipes from Northrend Inscription Research (sorry).

I know getting the books has been a pain for some of our scribes so far, which is a shame.  I really want the Glyph of Nourish for my healing spec.  I like the change to the graphic, too; they all looked the same before.

Jewelcrafting

  • Added a new recipe to cut black diamonds.
  • Added a recipe for Shifting Twilight Opal to the daily jewelcrafting vendor.
  • Added recipes for superior-quality PVP rings and necklaces to Northrend jewelcrafting trainers.

Here are the four new PvP items I picked up from the trainer on my JC this morning (all of them have either attack/spellpower, crit, and resilience):  Emerald Choker (melee neck), Scarlet Signet (melee ring), Runed Mana Band (caster ring), Sky Sapphire Amulet, (caster neck).

Leatherworking

  • Added a recipe for combining Borean Leather Scraps into Borean Leather. You can still use Borean Scraps from your inventory to combine them.
  • Added new recipes for epic gear, found rarely on Ulduar bosses. These recipes are unbound and can be traded.
  • Several lower-level items crafted by leatherworkers have received major changes to make them more appealing.
  • Shadowskin Gloves and Dusky Boots no longer require Shadowcat Hide to create, but instead require an equal quantity of Shadow Silk. Shadowcat Hides can no longer be obtained from skinning.

There’s not a lot here that appeals to me directly except the new Ulduar recipes.  I hope we’ll see some drop soon; there’s a few pieces I wouldn’t mind acquiring unless something better drops first.

Mining

  • Northrend deposits now despawn 1 minute after mining them. This change was made to speed up respawning when nodes were partially looted.

Miners everywhere are thankful for this.  It’s really annoying when people don’t fully loot a node, and you come along and waste your time getting rocks.

Tailoring

  • Added new recipes for epic gear, found rarely on Ulduar bosses. These recipes are unbound and can be traded.
  • Added recipes for superior-quality PVP cloaks to Northrend tailoring trainers.
  • The Lightweave tailoring enchant now sometimes grants a temporary spell power bonus instead of dealing direct damage to your target.
  • Several lower-level items crafted by tailors have received major changes to make them more appealing.

The two new PvP cloaks have similar stats to their jewelcrafted cousins and are: Frostguard Drape (melee) and  Cloak of Crimson Snow (caster).

I like the Lightweave change.  Typically, things that grant spellpower are more useful than an item that does its own damage.

There ya go, all of the profession changes laid out for 3.1.  I’m already working on my next blog–our first two Ulduar kills.  Stay tuned.

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Pulling Patch 3.1 – Part 2: Excitement

I was going to do an in-depth post about the profession changes, but I’ve got to tell you all about the things that I’m excited about first.

Well, right off the bat I have to tell you that though my math was right on Nature’s Grace, I completely missed the fact that it’s going from a charged affect to a 3 second buff, which means you theoretically can get two casts of at least Wrath, or perhaps a SF and Wrath, with the buff, instead of it only affecting the next cast.  Thank you Lykos, for pointing this out on my last post.  Pity, though; I was so proud of my math.

Argent Tournament.  Okay, business aside, I love the Argent Tournament.  It’s the first PvP I’m good at.  Yes, the dailies that send you to Grizzly Hills, Storm Peaks, and Crystalsong are a little meh, but at least you get to kiss frogs and blow up rocks.  And it’s all worth it for the moments you spend dueling a mounted friend.  I don’t even care that it sounds dirty, although I don’t mind spending two seconds to acknowledge it.  I’m happy to say that I completed all the dailies and got my Tilted! achievement this morning.  Tips:  Keep your defend up as much as possible and use shield breaker constantly.  Charge and Thrust when those two are not a concern.

Talent Preview.  I am notorious for accidentally clicking into the wrong talent and paying 50g for a respec fix.  No longer!  With this display change, you can assign your talents and take a good hard look at them before confirming it.  Turn this on by going to Interface > Display > Preview Talent Changes.  Tada!  No more 50g respec repairs.

New LFG.  Don’t you hate when you’re putting a group together, and you come across the Paladin (it really is always a Paladin) who didn’t bother to put in their LFG notes which spec they are?  And then, when you whisper them, they act put off that you didn’t automagically know they’re ret (because they aways are)?  Screw that, now we have built-in class role options in our LFG system.

Saved Instance Warning.  About a month ago I joined a group for 10-man Vault of Archavon.  When the warrior and I walked into the instance (we were there from WG), we both got the “You are now saved to this instance” message.  The raid leader assured us he was not saved, so we decided to stick it out and hope that it was a bug.  We got to the end of the trash and…no Archavon.  Talk about wasted time.  Now, if you walk into a instance with a Raid ID, you will be warned that you are about to be saved, and you will be given the option to continue the instance or be teleported to the nearest graveyard.

Autoloot Emblems & Badges.  How long does your guild usually spend looting after the Four Horseman or Malygos?  It takes a good long time to give everyone a chance to get the Emblems, especially when someone invariably forgets to close the loot window until 45 seconds after 17 people all spam raid chat about it.  Well, that’s how it used to be.  Now, when the first person loots the boss, Emblems will be automatically distributed to the rest of the raid, providing they haven’t left the instance.

Clams.  No, I don’t really care about clams.  But I do love that they got their very own spot in the patch notes:

Clams

  • A new clam, the Giant Darkwater Clam, can be obtained by fishing in Wintergrasp. This mighty clam has a greatly increased chance to drop pearls, and yields up to five times the regular amount of clam meat.
  • Loot from clams now stacks correctly!
  • Changed the icon for Succulent Clam Meat so it doesn’t look quite as disgusting. Now 100% more succulent!

I promise I will get back to you with profession changes soon, but right now, I have dueling to do!

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Pulling Patch 3.1 – Part 1: Balance Druids

Apparently I have more influence than I thought, as not long after I posted yesterday’s blog, the PTR shut down in anticipation of patch 3.1 going live today.  I will still take screenshot submissions for the previous post, though; because it will still give me a good chuckle to see your guildies scratching their heads.

One of our insomniac priests posted the patch notes going live today.  I’ve singled out the relevant druid ones to discuss:

Druid (3.1 Skills List / 3.1 Talent + Glyph Calc.)

  • Abolish Poison: Now ticks every 3 seconds, up from every 2. Now lasts 12 seconds, up from 8.
  • Faerie Fire and Faerie Fire (Feral): Now decreases armor of your target by 5%. Has a 5-minute duration, and a 40-second PvP duration.
  • Innervate: This spell no longer costs mana.
  • Starfall: Cooldown reduced to 90 seconds.Balance
  • Celestial Focus redesigned: Reduces the pushback suffered from damaging attacks while casting Starfire, Hibernate and Hurricane by 23/46/70% and increases your total spell haste by 1/2/3%.
  • Eclipse: The benefit to Wrath triggered by casting Starfire has been increased to 30% bonus damage.
  • Insect Swarm: The bonus damage from spellpower on this damage-over-time ability has been increased significantly to match similar spells on other classes.
  • Mark of the Wild and Gift of the Wild can now be cast while in Moonkin form.
  • Moonkin Form: Mana cost reduced.
  • Nature’s Grace redesigned: All spell critical strikes have a 33/66/100% chance to grace you with a Blessing of Nature, increasing your spell casting speed by 20% for 3 seconds.
  • Owlkin Frenzy is now properly considered an Enrage effect. Now also does not trigger from spell hits, only physical ranged and melee attacks.
  • Typhoon: Now causes a 3-second daze.Feral
  • Improved Mark of the Wild: Now also increases all of your total attributes by 1/2%.
  • Intensity: Now grants 17/33/50% of mana regeneration while casting.
  • New Talent: Improved Barkskin: Increases the damage reduction granted by your Barkskin spell by 5/10%, and increases your resistance to Dispel mechanics by an additional 30/60% while under the effect of Barkskin.

Some of the above are pretty self explanatory, both the good and the bad.  GotW in Moonkin?  About time.  But here are some to consider:

Faerie Fire – If you run in a raid without a Misery-casting shadowpriest or a feral druid, using your Improved Faerie Fire hit bonus just got easier for you.  It now lasts 5 minutes, meaning you can throw it on at the beginning of a fight and either not have to refresh it or only refresh it once.

Innervate – Ever suddenly ran out of mana (this happens a lot to me while hurricaning Naxx trash because we chain pull, and the chain is very, very short) and realize you can’t cast Innervate because…well, you don’t have mana?  Fixed.

Celestial Focus – If you have before used Starfire + Celestial Focus in battlegrounds to stun enemies, you might be a little disappointed.  I admit, I’ll miss the stun when I’m just questing or farming.  However, less pushback is nice, and 3% improved haste is nicer.  I’ll have to play around with working this back into my spec.

Eclipse – Does this mean spamming SF to get Wrath Eclipse is now raid viable?  Probably not.  Does this mean we will be encountering single target trash in Ulduar where this will be awesome?  You bet your sweet moonkin tushy it will.

Insect Swarm – Good DoT made better.  The improvement to the spell coupled with the glyph should return this as valuable dps.

Nature’s Grace – This is an interesting change.  For those of us who have tried to stack haste, it’s a very slight improvement.  Almost negligible.  But for those who are behind on stacking haste, it’s a pretty significant boost.   Let’s use two numbers we can all understand: the base casting time of Starfire and my current casting time with the amount of haste I have.

Let’s start with the pre-3.1 Lich King.  The base Starfire cast time with no haste whatsoever is 3.5 seconds.  Mine is currently 2.54.

3.50 – 0.5 = 3.00 second SF casting time with Nature’s Splendor.
2.54 – 0.5 = 2.04 second SF casting time with Nature’s Splendor.

Now let’s look at the change to 20%:

3.50 x 0.20 = 0.700 second reduction, or 3.50 – 0.700 = 2.80 second SF casting time with Nature’s Splendor.
2.54 x 0.20 = 0.508 second reduction, or 2.54 – 0.508 = 2.03 second SF casting time with Nature’s Splendor.

My casting time has barely changed, while someone with very little haste might see a decent improvement. As I’m pretty much unaffected, I feel kind of so-so on this change.

Typhoon – Still useless for PvE, but for PvP this is a pretty sweet upgrade.  Now you not only pushback your enemy, but stun them as well.  Go go stunned arena healer.

Improved Mark of the Wild – Give it up, guys; you’re not going to get dedicated ferals to spec into IMotW.  But since most of us balance druids  already do: cool, more stats.

Intensity – If you were having serious mana issues, you should have already considered picking up Intensity, although there are a few other options (Dreamstate, OoC) in the talent tree.  If you’re still having mana issues, there’s absolutely no question about it now.  Get Intensityx3, period.

Improved Barkskin – Lumped in with Typhoon as useless for PvE but a change that makes Barkskin way more useful in PvP.

Relevant General Changes

–Applying a glyph no longer requires a Lexicon of Power. The same rules for switching between dual talent specializations now apply to switching glyphs and cannot be performed while in combat, Battlegrounds (except when Preparation is up), or Arenas (no exceptions).

The applications for this are easy to see, and both awesome and scary:  healer drops out mid-raid, now you can respec and reglyph on site, assuming you have raid-worthy healing gear.  And if you don’t, you might want to consider getting some 25-man PuGs in for healing gear.  It’s nice to have options.

–Mana Regeneration: The amount of mana regeneration derived from intellect and spirit has been reduced by 40%; however, talents that allow for mana regeneration while in combat have been increased. As a result, in-combat regeneration for classes with those talents will stay the same, while out-of-combat regeneration will be lower.

Am I the only one who doesn’t understand the need for this change?  Explain, please.

–The shaman’s Fire Elemental and Spirit Wolves, mage’s Water Elemental and Mirror Images, and druid’s Treants have all gained avoidance from area-of-effect damage similar to what warlock and hunter pets already have.

Amber like.  This change makes sense, unlike some others…

I want to go into more about some of the less class-specific things, but I don’t want to be verbose in one post, and this one is already over 1000 words.  I’ll probably have time to whip up Part 2 in the midst of the inevitable server crashes tonight.

Happy Patch Day to you all, and to keep you entertained until it’s over, I highly recommend The Ulduar Cinematic.

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Patch 3.1 (or the only reason I would do two posts in one day)

How can you chew over my underseasoned, overcooked last post if I post again already? It’s a travesty to serve the second course before the first is finished, but I suppose you’ll have to set the brick wall that is CCT vs. Sarth 3D aside for now. Dessert is here!

The Good

  • Ulduar – All serious raiders have been waiting for this since the first time we cleared through Naxx and 25 people all typed /raid Was that supposed to be a challenge?! at once.  Were there sticky moments in Naxx?  Sure, but nothing you couldn’t get through in two nights.  Remember what getting through SSC was like back in BC?  Exactly, no comparison.  Ulduar is our hope of real progression, and I can’t wait.  My biggest concern is that they’ll goof around too much with new items.  I love the idea of an epic battle with the siege tanks, but I don’t want that to be the entire raid.  I’m hoping for a nice balance of new and old raiding dynamics.
  • Dual Spec – Oh sure, other classes are excited about this.  Mages can go frost for farming or can PvP spec and also have their raiding spec.  Death Knights can have a tank spec and dps spec simultaneously.  But druids – oh, how long we’ve waited for something like this!  No more “oh, I’m sorry, we need a healer” when you’re moonkin, only to be followed by, “LFM DPS” once you jump into a resto respec.  Now we can satisfy two parts of our split personality at the same time!

The Bad

  • Dual Spec Cost – I’m a stingy, gold-grubbing chicken, so I have enough gold to pay for this, but I’m not going to like laying another 1000g.  Of course, this is totally worth it, and I’d pay more in a heartbeat (but please don’t make me, Blizz).
  • When? – Of course there’s no guess as to when 3.1 will go live.  The good news is that you can visit it in the PTR.

The (Mostly) Indifferent

  • Balance Ability Changes – Really, out of all the things Blizz had to work with, they chose to alter Faerie Fire (now 5% armor increase instead of a set amount), and to nerf Owlkin Frenzy, a wasted raid talent but a fair enough PvP talent (it only procs off of ranged and melee attacks now, so you won’t get it by being hit with an arcane barrage anymore).  Super.
  • Glyph Changes – Glyph of Starfall now reduces the cooldown by 90 seconds instead of increasing the duration by 2 seconds.  Woop-de-doo, Starfall is just not useful enough in a raid to justify dropping any of my other major glyphs.  If you’re a AoE farming or PvP moonkin who likes knocking people off of the edge of the lumbermill in Arathi Basin, you might like the Typhoon glyph, reducing the cooldown by 3 seconds.  Glyph of Barkskin might also be useful in PvP, reducing the chance you’ll be critically hit by melee attacks.  As you can see, though, there aren’t any useful glyph changes for raiding.

So there you have it.  3.1 Patch incoming…someday.  Ulduar is calling, and I’m answering.  I’ll be doing a character copy as soon as the queue goes down, so hopefully I’ll be on the PTR under some obnoxious alias soon for a personal preview.  I’m disappointed that there isn’t more for us in this patch, but I’ll settle for Ulduar for now.  It had better be good.

For full patch notes and picture previews, check out the patch information at MMO-Champion.

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