Author Topic: More patch notes 1.24.11
Ferrydust 
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Subject: More patch notes 1.24.11
http://www.mmo-champion.com/content/

Guilds

* The guild reward Armadillo Pup now requires revered faction instead of exalted.
* The guild faction requirement on the Guild Herald has been lowered to Revered reputation.


Dungeons & Raids

* Level-85 dungeon bosses in Lost City of the Tol'Vir, Grim Batol, and Halls of Origination now drop 30 Justice Points each when killed.
* The daily Random Dungeon reward on normal difficulty has been increased to 140 Justice Points, up from 70.
* Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder.


Druid
(Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

* Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost is now 20% of base mana.


Balance

* Moonkin Form now grants 15% damage reduction instead of increased armor. In addition, shapeshifting in or out of this form now breaks roots. Note this is not stated in the tooltip.


Feral

* Blood in the Water: Timing on this effect has been improved so that Ferocious Bite will immediately refresh Rip, rather than be slightly delayed (which gave a chance for the Rip to expire despite being refreshed).


Paladin
(Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

* Divine Light mana cost has been increased by approximately 10%.
* Flash of Light mana cost has been increased by approximately 10%.
* Holy Light mana cost has been increased by approximately 10%.
* Lay on Hands now causes Forbearance on the target. It used to only cause it when cast on the paladin. This was an old design from when Divine Protection caused Forbearance and the paladin didn't want to prevent a tank from using their defensive cooldown.
* Lay on Hands cannot be a critical effect and will not be affected by most abilities which modify healing (such as Beacon of Light). In addition, Lay on Hands is no longer on the global cooldown.


Holy

* Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.


Protection

* Eternal Glory: The chance to not consume Holy Power from this talent now also applies to not consuming the clearcasting effect generated by Divine Purpose.


Priest
(Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

* Mind Blast now does 18% more damage than Mind Spike.


Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Combat

* Blade Flurry is now a toggle that can be turned off by pressing the button again. In addition, this ability no longer has a fixed duration, but will go on cooldown for 10 seconds after being canceled (similar to Stealth). In addition, Blade Flurry now reduces energy generation by 30% while active, up from 20%.


Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

* Healing Rain now has a 40-yard radius, up from 30, to be consistent with other shaman heals.


Elemental

* Elemental Overload (Mastery) procs of Lightning Bolt or Chain Lightning can now generate Rolling Thunder charges.


Warlock
(Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

* Devour (Felhunter) cooldown has been increased to 20 seconds, up from 8. Devour is no longer able to be auto-cast.


Affliction

* Soul Swap can no longer be dispelled (the aura given to the warlock between swapping).


Warrior
(Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Fury

* Single-Minded Fury bonus has been increased to 20%, up from 15%.


Items


* The PvP Balance druid 4-piece set bonus effect has been increased to 20 Solar Energy and 13 Lunar Energy, up from 5 and 13. The effect will also now be more intelligent at choosing whether to give the druid Lunar or Solar Energy (it checks the Balance Power to determine which to give depending on which energy is higher at the time).


Quests & Creatures

Tol Barad

* Rusty Rifles will now spawn more frequently at Farson Keep.
* Players should now always receive 6 daily quests in Tol Barad Peninsula as intended, rather than sometimes only getting 5.

 

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Elaok 
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Subject: More patch notes 1.24.11
40% base mana Divine Light .. my big heal that i have to use in raids



RIFT YOU CANNOT COME SOON ENOUGH

 

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heiromancerdrackus 
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Subject: More patch notes 1.24.11
Elaok posted:
40% base mana Divine Light .. my big heal that i have to use in raids



RIFT YOU CANNOT COME SOON ENOUGH


You have to use it. You aren't supposed to be able to spam it. If you have to spam it, then something is wrong.

 

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-MrBean- 
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Subject: More patch notes 1.24.11
* Divine Light mana cost has been increased by approximately 10%.
* Flash of Light mana cost has been increased by approximately 10%.
* Holy Light mana cost has been increased by approximately 10%.



F U!!!

 

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Elaok 
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Subject: More patch notes 1.24.11
heiromancerdrackus posted:
Elaok posted:
40% base mana Divine Light .. my big heal that i have to use in raids



RIFT YOU CANNOT COME SOON ENOUGH


You have to use it. You aren't supposed to be able to spam it. If you have to spam it, then something is wrong.




when in a 10 man raid its either spam that or people die



Hardmode Halfus is going to be even harder now if i'm using up so much mana

 

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--Syrus-- 
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Subject: More patch notes 1.24.11
Elaok posted:
heiromancerdrackus posted:
Elaok posted:
40% base mana Divine Light .. my big heal that i have to use in raids



RIFT YOU CANNOT COME SOON ENOUGH


You have to use it. You aren't supposed to be able to spam it. If you have to spam it, then something is wrong.




when in a 10 man raid its either spam that or people die



Hardmode Halfus is going to be even harder now if i'm using up so much mana


It is your job as the healer to know which people to let die. wink

I'll start you off, Hunters go first. grin

 

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DrMarkS 
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Subject: More patch notes 1.24.11
And don't forget, Mages always have priority.. even over the tank.. happy

 

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Jyiiga 
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Subject: More patch notes 1.24.11
I have no idea how things go in raids. In pvp currently, paladins mana battery lasts longer than just about any other healing class. That is my personal experience.

 

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Festus_Stundagin 
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Subject: More patch notes 1.24.11

posted:
Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder


Who was the genius dev who though that was a great idea to make it like that in the first place? "Hey guys, after all this time of just being able to queue in to a dungeon where going to make it so you can't do that any more unless you go exploring and find it. ok? great!"

 

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Sprawl-zero1eye- 
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Subject: More patch notes 1.24.11
Festus_Stundagin posted:

posted:
Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder


Who was the genius dev who though that was a great idea to make it like that in the first place? "Hey guys, after all this time of just being able to queue in to a dungeon where going to make it so you can't do that any more unless you go exploring and find it. ok? great!"


It was a (failed) attempt to make it a world again. tongue

 

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Auenwing 
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Subject: More patch notes 1.24.11
Nah, just an assumption that you would stay on the rails and end up doing every single quest in every zone that would lead you to the dungeon entrance.

I'm glad they've removed the arbitrary speedbump at the end of the track.

 

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huldu 
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Subject: More patch notes 1.24.11
Dont vendor gray artifact items yet. Some of them are worth quite a bit more in the next patch...

 

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Sociop 
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Subject: More patch notes 1.24.11

posted:

* Divine Light mana cost has been increased by approximately 10%.
* Flash of Light mana cost has been increased by approximately 10%.
* Holy Light mana cost has been increased by approximately 10%.



I guess this is their way of saying we need more tanks so re-spec!

 

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Groooovechampion 
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Subject: More patch notes 1.24.11

Blizz posted:
* Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder.


Aye, it was probably some "noble idea" that backfired and mutated to a minor nuisance nobody wants. Pretty much the same thing with normal Throne/BRC instances not being available for lvl85 players at first.


/Pally
Good to be tank already grin .
I don`t see the pally nerfage that bad but I agree that it will require some rethinking. I`d say drop hunters first ^^, if you haven`t.
heh, I recall that new oneliner from Duke Nukem Forever.
"Dahhhmn. Why do they always go for the hot ones?"

/DK (although nothing mentioned in patch notes)
Damn, I should`ve called myself Kakashi regard that new Simaculum-whatever spell Blizzard is intending to add. Along with that anti-snare suff in the unholy tree, it`s attractive just for the idea of becoming a mage killer. Not that I would be switching classes just for such changes but atm there is nothing more annoying than frost mages and their trillions of CC. I hope DKs can kick them in the nuts ^^.

/Warlock

plizz posted:
* Devour (Felhunter) cooldown has been increased to 20 seconds, up from 8. Devour is no longer able to be auto-cast.


I don`t play Warlock active anymore but I`d be mad about this one. I suppose balancing is behind this, but the dog munching and healing up by buffs was kinda cool. Also annoyed the crap out of mages.

 

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Pacorra 
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Subject: More patch notes 1.24.11
Ferrydust posted:
* Level-85 dungeon bosses in Lost City of the Tol'Vir, Grim Batol, and Halls of Origination now drop 30 Justice Points each when killed.
* The daily Random Dungeon reward on normal difficulty has been increased to 140 Justice Points, up from 70.
* Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder.


Common sense is slowly coming back to Bliz.

 

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Demorak 
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Subject: More patch notes 1.24.11
Why would you let hunters die first? We currently bring asinine DPS to PvE encounters. sad

 

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Dums 
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Subject: More patch notes 1.24.11
Groooovechampion posted:

I don`t play Warlock active anymore but I`d be mad about this one. I suppose balancing is behind this, but the dog munching and healing up by buffs was kinda cool. Also annoyed the crap out of mages.


Probably one of the worst patches for us in quite a while. We're getting gutted in a lot of different areas.

 

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Errtuu 
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Subject: More patch notes 1.24.11
Sprawl-zero1eye- posted:
Festus_Stundagin posted:

posted:
Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder


Who was the genius dev who though that was a great idea to make it like that in the first place? "Hey guys, after all this time of just being able to queue in to a dungeon where going to make it so you can't do that any more unless you go exploring and find it. ok? great!"


It was a (failed) attempt to make it a world again. tongue


My guess is they wanted to make sure people could find the entrance when running back in ghost form. I remember a few times where people had problems with the ICC 5 mans. I also told my friends they'd take out the requirement in a patch shortly after release, and I was right happy .

 

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Pacorra 
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Subject: More patch notes 1.24.11
Errtuu posted:
My guess is they wanted to make sure people could find the entrance when running back in ghost form.

I guess the BRC designer managed to hide his teleport q from 'them', and at the same time make it the hardest ghost trip to make. happy

 

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