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Saturday, September 18, 2010

ptr patch notes

This is basically the exact same build as Cataclysm Beta, just without all the Cataclysm-only stuff. Old world changes, new quests, etc ... are NOT AVAILABLE, but will be available on live realms for people without the expansion after it's deployed.

Basically, on the test realms:

  • Classes changes are up, new talent builds, new glyphs (not fully implemented yet), etc ...
  • Revamped old zones are NOT available
  • New graphics (textures, water effects) are NOT available
  • Archaeology is NOT available
  • Guild leveling is NOT available
  • Flying in Azeroth is NOT available
  • New content is NOT available

I think that's enough to answer 95% of the questions about this.


PTR 4.0.1 Patch Notes
Originally Posted by Zarhym (Source)
World of Warcraft PTR Patch 4.0.1

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/
The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patch...atchnotes.html

General
  • Copied Test Realm characters are not copied with their achievement history in order to better facilitate the character copy process.

Classes: General
  • Many class talents, spells, and abilities have been overhauled, added, or removed.
  • All spell and ability tooltips will now display damage averages rather than minimum and maximum damage potential. This feature is on by default but can be changed via the Display settings under User Interface options.
  • Ammo has been removed from the game.
  • The character levels at which classes gain new spells and abilities have changed.
  • Many item and class stats have been changed or removed.
  • Rage has been normalized.
  • Spells and abilities no longer have multiple ranks and now scale with character level.
  • Talent trees have been altered. All player talent specializations have been reset, allowing for free re-specialization.
    • Each specialization has been reduced to a 31-point talent tree.
    • Players will now get a total of 41 talent points to spend.
    • Players will be asked to choose a specialization at level 10. Doing so will result in the unlocking of a spell or ability unique to that specialization, as well as one or more passive bonuses.
    • Once a talent specialization has been chosen, players may only place points in the primary tree until at least 31 points have been spent there.
    • The initial announcement regarding these talent tree changes can be found on our Cataclysm forum: http://forums.worldofwarcraft.com/th...26290449&sid=1



Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • A dedicated tanking tree (Blood) has been implemented.
  • The effects of Blood Presence and Frost Presence have been exchanged.
  • The way in which runes recharge has changed.

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • A new Eclipse mechanic has been added for druids.

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Five pets can now be stored with the hunter at all times. Any one of these five pets can be summoned via the Call Pet ability.
  • Focus has replaced mana as a new resource.
  • Hunters now start with a pet at level 1.
  • The Stable will now store 20 pets. If a pet is moved into the Stable, its talents are wiped.

Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • There is now a new spell fly-out UI feature for mage portals. Clicking on the Teleport or Portal buttons will expand the list of choices available.

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Paladins now have a new resource bar.

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • There is now a new spell fly-out UI feature for warlock pets. Clicking on this single button will open up the list of available pets to summon.
  • Soul Shards have been removed from the game as items. Instead, they now exist as a resource system necessary for using, or altering the mechanics of certain spells.

Items
  • Resilience no longer reduces the chance a player will be critically hit by an opponent.
  • Durability: cloth, leather, and mail now have as many points of durability as plate, making the repair cost on death much closer to equal for all classes.

Professions
  • The glyph system has been updated to now feature three different types of glyphs. Many class glyphs have been added, altered, or moved to different glyph types.

User Interface
  • Spell Alerts have been added to notify players when procs on select spells and abilities occur. A visual notification will display around the character and the activated ability will be highlighted on the action bar.
  • The Arena Teams pane has been improved.
  • The Character pane has been redesigned. Character stats can now be shown or hidden via the Show All Details/Hide All Details button on the bottom left. When shown, all character stats will be visible in a window to the right of the pane. Stat sections can be reorganized by clicking and dragging them up or down the pane.
  • The Professions panes now have more filtering and search functionality, as well as buttons to easily link recipes in the chat frame.
  • A Professions screen has been added to the Spellbook to better display the details of a character’s primary and secondary professions.
  • Many of the yellow System Messages that would display in the chat frame when leveling up have been removed.
  • New text animations now alert players as they level up, also providing information on when new talents, spells and abilities are available.
  • Professions and Class Trainers windows have been altered to more clearly display available and upcoming purchases.
  • New Raid frames are now. They can also be used in place of the standard 5-player party interface via the User Interface options.
  • The Spellbook interface has been improved for greater ease-of-use and visual appeal.
  • For additional notes on Lua and XML changes please visit the UI & Macros Forum: http://forums.worldofwarcraft.com/bo...&forumId=1111

Friday, September 17, 2010

World of Warcraft Cataclysm patch 4.0.1 available, currency conversion detailed

World of Warcraft Cataclysm patch 4.0.1 available, currency conversion detailed

hunters

Blizzard is releasing class changes for the Hunter, Druid and Mage today. I will begin with the Hunters, or Huntards as I prefer to call them. Hunters will receive a major overhaul when Cataclysm hits. Don’t worry, you will still be able to recognize them, as they’ll still be rolling on every weapon. The full detailed list can be found on the forums.
Hunter Changes for Cataclysm:
First, let’s begin with the biggest change. Whoa, where did all the Mana go? Hunters will be using Focus instead. Focus will be very similar to how energy works for both Rogues and Druids in catform. Intellect will have no effect on it, although haste will improve its generation. It will generate at about 6 Focus per second. Personally, I never played a Rogue because of the Energy resource…I don’t think I’m going to be a fan of Hunters anymore. One good part is that both Steady Shot and Cobra Shot will be costless abilities and will generate 9 Focus per shot. Blizzard further listed an approximate ability and cost list:
Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
Aimed Shot/Multi-Shot: 60 Focus.
Concussive Shot/Tranquilizing Shot: 35 Focus.
Rapid Fire/Master’s Call/Disengage: 30 Focus.
Now back to the new abilities that Hunter’s will be gaining in Cataclysm. Some of them are actually pretty sweet.
Cobra Shot, available at level 81, is an all new ability that will deal Nature damage instead of physical. It will share a cooldown with Steady Shot and is intended to be used on heavily armored targets.
Freezing Shot, available at level 83, will allow for a hunter to shoot a trap to any location within 40 yards. Since this will work with all traps, Freezing Arrow will be removed. It will have a 1-minute cooldown and it won’t have a global cooldown.
Camouflage, available at level 85, looks to be a Hunterized version of the Rogue’s Smoke Bomb. Hunters cannot be targeted by ranged single target attacks. Both AoE and melee attacks will break them out of Camouflage, as well as if the Hunter deals damage. The Hunter will be able to set up traps while under the effects and will receive a damage bonus when he breaks it with an attack.
In Cataclysm, Hunters as well as other ranged class will no longer need to buy or craft ammunition. Left over ammunition will become grey sellable items, and 1 quiver per hunter will get changed into a large bag. All new Hunters at level 1 will start off with a race specific pet and then be able to tame a second or new pet starting at level 10.
The capacity of pets will also increase. The hunter may have 2 active pets, up to 5 as Beast Mastery, and a large amount in storage. Hunters can switch between the active pets at any time outside of combat. This will coincide with the change that pets will all be able to put up important buffs or debuffs. Wind Serpents have a weaker version of Curse of the Elements, Ravagers will provide a weaker version of the Blood Frenzy debuff from Warriors, and Hyenas provide a weaker version of a Druid’s Mangle.
All periodic damage abilities will scale with haste, just like the DoTs from Warlocks and Priests. To reinforce Hunters as a ranged class, Blizzard will be removing some melee abilities and giving level 1 Hunters more ranged attacks. Viper Sting, working with the new Focus, will regenerate 9 Focus every 3 seconds.
For once, Blizzard is actually listing a whole bunch of new talents and reworking of talents for the Hunter class. Beast Mastery will gain a new talented ability called Careful Aim, which will increase the damage and cost of the next Steady Shot or Cobra Shot. It is intended to be used as an opener. Beast Mastery will also gain Longevity, which will reduce the casting time of Cobra Shot to 1.5 seconds. Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and cause Rapid Killing to generate 3 Focus every second. Efficiency is being changed to reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot. Thrill of the Hunt will grant Hunters Focus whenever a critical strike is scored. More and more classes are gaining Paladin abilities. I don’t like this. Last but not least, Hunter Vs. Wild will increase the Hunter’s Focus generation when their pet becomes snared, stunned, or rooted.
Across all three specs Hunters will gain increased damage as a passive talent. Beast Mastery will gain additional haste as well as Pet Damage, which as its name says, will increase your pets damage done. Marksmanship will gain additional armor penetration and Double Shot which gives the Hunter a small chance to shoot a second time off of a global cooldown. Survival gains an increase to ranged critical strike and Elemental Damage, which make all appropriate traps, Black Arrow, and Explosive Shot do elemental damage. I’m sure Blizzard will explain this more thoroughly soon.
That wraps up the Hunter class changes.
Next up for review is the Druid class. I’m sure Druids will be getting many more changes that aren’t listed here because of the diversity across all three and a half specs. The detailed list from Blizzard can be found on the forums.

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