Update - Added today's blue posts!

Patch 4.0.1 - PTR Build 13156
A new build is being deployed on PTR realms. Also, don't miss today's announcement:



Spell Changes
Originally Posted by Blizzard Entertainment

Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Blood

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Feral
  • Bear Form now increases threat by 200%, up from 125%.

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Survival

Pet Abilities

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy

Protection

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Destruction
  • Improved Soul Fire effect now has a 15 sec cooldown, down from 30 sec.
  • Conflagrate now deals fire damage equal to 60% of your Immolate's periodic damage on the target, down from 100%.

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Protection

Costs of Heirlooms in 4.0.1
Originally Posted by Bashiok (Blue Tracker)
The current cost of 1-80 hierlooms on the PTR is much higher then it should be. Teir 10-251 gear costs 695/1100 JP, whereas the heirlooms cost 2700/3500 JP.

Can you confirm that we can still do the ToC dailies in ice crown for those badges and buy heirloom items with them after 4.01/cata is released?
They'll still be available and purchased using Justice Points, and Justice Points will be the currency that drops from ... pretty much everything. Anything that dropped any emblem or badge anywhere will drop Justice Points (as long as you're of the correct level range). (Source)

On the current PTR build, they still cost Champion's Seals at the Argent Pavilion.
Yes, and they will continue to. Confirmed that there are no planned changes for the Argent Tournament heirlooms prices or otherwise.

Blue Posts
Originally Posted by Blizzard Entertainment
Level 80 Balancing in 4.0.1
Here's the deal: level 80 is going to be a little crazy. There is a reason we're going to end the PvP season before the next patch goes live. There is a reason we had to make PvE adjustments, such as Chill of the Throne. Critical new abilities aren't available until higher level. Combat ratings are much higher than they will be once everyone starts leveling, and likely higher than they ever will be again. Health ratios are much lower than they will be with higher level gear.

We're not totally throwing up our hands at level 80, but it's also far less of a concern than level 85. If there is truly broken stuff going on, we'll fix it, but some things will also fix themselves once you can level again.

The "lame duck session" before a new expansion goes live is always a little odd and exciting. My advice is to chill a little, sit back, and watch Deathwing destroy your world. (Source)

Tank Threat buff in latest build
We did recently buff the threat generated by Defensive Stance and its equivalents.

Note that with this change, the threat generated by tanks will be about the same as it is on live, which is that a tank can generate about three times as much threat as a dps class.

On live, remember that classes like rogues have an innate threat reduction, warriors have reduced threat in Battle or Berserker Stance, and mages had talents to reduce threat generated. We removed all of those. Until this recent change, that left tank threat slightly low relative to live. We hoped Vengeance would have made up for the loss of Tricks, Misdirect and (to a lesser extent) Vigilance, but in retrospect we think we were still underestimating how much they were buoying tank threat.

If you never used Tricks or Misdirect, then threat should feel about the same in Cataclysm as it does on live. If you use Tricks and Misdirect on live, then you might need Vengeance stacked before you feel the same, but at the same time Tricks and Misdirect still work just fine for establishing initial aggro before Vengeance has a chance to stack anyway. (Source)

AE Tanking and Crowd Control
it seems like Blizzard wants to take tanks back to the Vanilla days of "Tank 1 mob and CC the rest".
We think doing that sometimes and AE'ing sometimes is preferable to the world of AE'ing everything all the time. If all you are doing is trying to process dungeons as fast as possible to get to the badges, then I can understand that mentality, but it's not one we want to foster. (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Retribution and Crowd Control
We think there is a risk that Ret is overly susceptible to spammed snares or roots. One idea we are trying (standard no promises) is to let Cleanse remove snares or roots when a Ret paladin uses it on himself. That implementation would keep one of the most important uses of Cleanse, without letting Ret strip away buffs and debuffs, which is something we're really trying to clamp down on (for everyone).

We also discussed the oft-suggested idea of making Freedom not dispellable when used on yourself, but our concern there was a Ret would never ever Freedom anyone else and face the dispel risk, so something that was once group utility just becomes a self buff. (As I have referenced before, one of our goals around Ret PvP is to make the spec more of a team player and less of a guy who has an answer for everything.) We still think undispellable Freedom, even for Ret only, is just too powerful. (Source)

Single Target/AE Healing
My point, and maybe it was said a little too tersely, is that Pallies are BY DESIGN supposed to have slightly weaker AoE heals than everyone else, with the counter-balance that their single-target (tank) healing is slighly stronger than everyone else. If you don't like that, then you will be much happier in the longer term rerolling a different healer, since Blizz does not seem like they are budging on this viewpoint.
It's not that we want paladins to be single target healers. It's that we felt like we had to give the healers very similar single target spells (a decision that many healers object to, I should point out) so we are loathe to just give paladins Chain Heal or Circle of Healing. Yes, Holy Radiance and Ray of Light (and even Beacon) are pretty unusual spells. That doesn't mean they have to be terrible by definition. We understand that it's pretty common for the community, upon finding something wanting in their class, to look across the aisle at another class and say "Ooh, I want that!" It's a challenge to keep the 5 healing specs unique, but it's also very important to us. The OP calls those gimmicks. We call it trying to avoid homogenization. (Source)

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Conflagration change in latest build
We added the dot back when the burst was too high, but it was always kind of weird to consume a dot to cause a dot, and we figured now was a great time to fix that.

Go hop on the PTR. Cast Conflag. You should be happy. (Source)

Conflagration scaling
Conflag behaving a little differently with regard to haste is cool, and certainly better than the alternative, which is that it doesn't care about haste at all.

So then the question is whether it does too much damage with high haste. It might at level 80 and probably won't at level 85. (Source)

Shadowbolt
He's been doing that a lot to us lately.. "Shadow Bolt will be affliction's filler when not refreshing dots etc." But it has been proven that DL is indeed better than SB as afflictions filler on the ptr/beta.
Again, in this case, my information is more up to date, and I predict you'll be using Shadow Bolt. (Source)
This article was originally published in forum thread: Patch 4.0.1 - PTR Build 13156 started by Boubouille View original post
Comments 199 Comments
  1. quras's Avatar
    Quote Originally Posted by Tomhvk View Post
    Can some explain something to the people not playing on ptr/beta.

    When it is said it will be a 'lame duck' after patch 4.0 for pve, does that mean that the game will become easier, or harder, as far as ICC progress goes (currently on LK HC).

    Any information will be welcome
    What I take it to mean is cause things are balanced for 85 toons your going to see tons of balance issues. Your being asked to play a game for the next month and a half that is truely screwed up.

    This balance issue will not only be talent wise between toons but also encounter wise. Nothing will be balanced with each other and your being asked to just pay your money and wait it out in the hopes that the light at the end of the tunnel is bright enough to get you there.

    Other than a screwed up balanced game I'm sure there will be other problems with such a huge change to teh game coming but the balance problem covers so many aspects of the game it's hard to grasp just that one much less the other problems we'll be dealing with.

    Will it make things easier? Not very likely, no.
    Will it make things more difficult? Probably so.
    Will things not work as intended and encounters not work like they were designed to work. Yes, its going to be a headache.
  1. sanchez2673's Avatar
    i am SOOO exited about 4.0.1 !! i cant wait for it to go live next week !! (it will also go live in europe, right? :S)
  1. mrwingtipshoes's Avatar
    Quote Originally Posted by lunaspike View Post
    Expecting someone to do their fcking job is wrong now? Either you are one of two people:
    1. You pull up to a restaurant and order some food. They give you the wrong order, but you say "hey they are busy, they have plenty of orders. I will just take my cheeseburger and leave even though I ordered a big mac combo".

    OR

    2. You are a blizz fanboy that needs to get up off your knees and wipe your mouth.


    As for hunters, they should be buffed but not a joke increase on trap times. While that does help some with pvp, (apparently it's hard to walk around the brightly glowing trap on the ground) I hope they buff bm more. That spec has just been horrible through wrath compared to the other two. I hope they put it at least equal.
    Since when could anyone but rogues, in stealth, see traps?
  1. Maim's Avatar
    What is THE warlock raid spec now in Cata
  1. Myzou's Avatar
    Wait... BLOOD Presence has a threat modifier now?

    Then what are DPS supposed to DPS in, Frost/Unholy? O_o
  1. Hexme's Avatar
    Quote Originally Posted by Kyocere View Post
    You mean after 5 years casters finally have the edge on melee?
    I've been playing since May 25 2005 so i know a great deal about casters ( a lot more than you)

    Pre BC- POM pyro mages enough said and shadow priests had a brief time in the sun

    BC- Locks pretty much only counter class was rogues, seduce chain spam was annyoing as hell and this was the start of frost being mages pvp spec (you got 3 years of melee qqing about frost mages)

    Wrath- During uld lock had a nice little few weeks of being op in pve and bgs, RPM (rouge priest mage) have been the dominate 3s team for majority of arenas life, thats 2 casters to 1 melee.
  1. Snoogle's Avatar
    Quote Originally Posted by Myzou View Post
    Wait... BLOOD Presence has a threat modifier now?

    Then what are DPS supposed to DPS in, Frost/Unholy? O_o
    Yes, they have gotten more useful bonuses. Blood has got the damage reduction and other tanking specific ones now, as it makes more sense if you look at the specs ^^
  1. Olderonous's Avatar
    Quote Originally Posted by Myzou View Post
    Wait... BLOOD Presence has a threat modifier now?

    Then what are DPS supposed to DPS in, Frost/Unholy? O_o
    blood is the sole tanking tree in cata, and thus blood presence is the new tanking presence
  1. Knirps's Avatar
    This doesn't make any sense. They say that the argent stuff will cost JP, then they say that it costs badges, and will not be changed. ...wut?
  1. Sambaria's Avatar
    Hmm.. gonna be really interesting to see if patch releases next week
  1. mordras's Avatar
    Quote Originally Posted by Knirps View Post
    This doesn't make any sense. They say that the argent stuff will cost JP, then they say that it costs badges, and will not be changed. ...wut?
    If you read the original post it is obvious that Bashiok misunderstood the question. People questioned him about it and he then asked someone and clarified it. This is one of the problems with just reading the front page of MMO Champion, you don't see the full context of the conversation. In this case I think it would have been best to not even include the first part as it wasn't accurate.
  1. Kuja's Avatar
    Quote Originally Posted by Olderonous View Post
    ... and thus blood presence is the new tanking presence
    This change must have been made solely for the mentally challenged Death Knights who tank (or at least attempt to) in blood presence :P
  1. mmoc03c3c715b6's Avatar
    Quote Originally Posted by Nindoriel View Post
    200% up from 125% is a LOT
    Will tanking be easier than in WotLK now?

    thats possible ?
  1. mmocb7baca7691's Avatar
    Guys, I've got a quick question. Should I save my frost now to trade them in for Justice Points later on, or will you be able to collect enough JP on your way to level 85 or before catalysm comes out by farming dungeons?

    I can buy some nice gear upgrades for my alt but I don't know if it's worth it.
  1. Duster505's Avatar
    Blizzard are welcome to give holy paladins all sorts of diffrent working healing spells.. but... those spells need to work with the content and the encounters that are produced. Thats is NOT the case atm. Holy palas scale terribly.... Thats because BLizzard STILL wants to make holy palas AOE be raidwide. So.. what is good for 25 man content.. is MORE than twice as bad for 10 mans...

    Still they ignore everything that is beeing said. Every person can see how stupid it will be...
  1. Laguna's Avatar
    Quote Originally Posted by Senaelanna View Post
    Laff like Paladins even needed more buffs. Honestly so sick of all those children who play that easymode class getting ridiculous buffs every single patch. It's beyond ridiculous. Ret/Holy back to vanilla wow status plz.
    You don't know what you're talking about so stfu, okay? They needed to change ret but this is very frustrating cause
    a lot of new problems appear with the changes in Cata.. and they're far away from fixing ret. (The same goes for a
    couple of others speccs.)
  1. vazar_da_priest's Avatar
    yay super tanks googoo
  1. Devanti's Avatar
    Quoting Lunaspike:

    Nope, I get my money back. I don't want you to fix it, you had your shot at my cash. Now someone else will get it. It's that simple.
    ----

    --To Luna:

    Actually I used to work at those sort of Fast food joints. I dealt with a couple people like you before, and here's what I said when a customer tried to return food. (usually already eatten or half eatten food)

    "Thank you for your patronage, We hope you enjoyed your meal and apologize that it did not measure up. Feel free to fill out a survey if you like. Good day."

    Once and only once was I threatened for ignoring the so-called tough guy bluster, and that chap was arrested for it. It really never is smart to throw a fit in a place frequented by cops, as for all the flexing of percieved power, the guy with the badge trumps all.
  1. Baderade's Avatar
    Quote Originally Posted by Imreallybadwithnames View Post
    I'm confused. Bliz said tanks are doing about 75% of the damage dps are, because of vengeance...

    They also removed all of the threat reductions from classes and put all the different sources of threat increases into one spell(blood presence, bear form, defensive stance, righteous fury)..so...shouldn't 125% be more than enough(75% increased by 125% is 168.75%)? 200% means tanks are doing like 225% more threat than dps. 75% increased by 200%=225% dps' threat..
    Unless I'm really mistaken or WoW uses some very odd equation for their percentages, that was some bad math with you're percentages. 125% of 75% is not 168.75% it's 93.75% and 300% of 75% is 225%, but 200% of 75% is 150%. 150% shouldn't make tanks sweat hard to hold aggro, but at the same time the way tanks will reach that inherent 75% of damage as a dps is through a passive ability that is constantly stacking and non-linear. It won't be at it's full potential at the pull so the overthreat will allow a little time for vengeance to reach the full ap bonus for tanks. They're trying to keep tanks from generating a ton of aggro at the beginning of the fight and then being able to hold aggro while doing little in the more stable parts of the fight which is truly how the aggro system works currently. On a boss that doesn't aggro wipe of have any special multipliers on aggro there is very little trouble for a tank aggro-wise during the bulk of the fight. Only during a lot of movement or the pull when the boss is getting nuked by fully cd popped dps is aggro even a true concern for a tank in my experience. They're trying to make the game fun for people and hopefully they're succeeding with this new patch

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