PTR 4.0.6 Patch Notes - January 24 Update
The PTR Patch 4.0.6 Patch Notes have been updated once again with a couple of interesting changes to dungeons and classes.
Originally Posted by Blizzard Entertainment

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

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)

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

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

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.
This article was originally published in forum thread: PTR 4.0.6 Patch Notes - January 24 Update started by Boubouille View original post
Comments 210 Comments
  1. Galith's Avatar
    Quote Originally Posted by Garuk View Post
    Yes, because devour is an autocast that costs no mana. It requires no thought. This is balanced against other classes which have to select the spell to cast, and dispose of 3k+ mana.
    Agreed. Auto-spam devour from free was rediculous. When you're a holy paladin in a 2v2 vs an affliction warlock you just give the hell up on blessings because the pet will just eat the damn thing every 8 seconds.
  1. DiscoGhost's Avatar
    Quote Originally Posted by Snorri View Post
    It seems they are doing less and less significant changes to the PTR. I guess that means 4.06 will be ready for release next week then.
    i hope not.
  1. mmoc9f45ef5820's Avatar
    Looks like PvP balance in this game goes from pathetic to ... even more pathetic?

    More skill lance buffs please. Seems what this game really needs is a class that will win duells, even when played by a blind quadruple amuptee duelling while enduring an epileptic seizure.
  1. mmoc348563f3d3's Avatar
    Blade Flurry nerf, how unexpected. Not a big one though thankfully.
  1. Demonidze's Avatar
    more nerfs for warlocks .... great ..
  1. cogzwell's Avatar
    'These Justice point changes are dumb, they're dumb and my gosh don't you know it!'

    Getting gear for things you didn't actually do, welcome to the wrath token system.
  1. Typhus's Avatar
    I would hardly call 346 great gear, its still painful to try and buy 359 without raiding so I dont see an issue with the changes.
  1. Yougra's Avatar
    I'm fine with the healing nerf, because from what I heard, we deserved it. And to admit, heroics were getting a little cruisy. Not running out of mana unless I'm with a quest green tank.

    But the thing that really annoys me is that I DIDN'T EVEN KNOW ABOUT CRUSADER AURA AND AURA MASTERY.

    OH MY GOD.

    WHY.

    EDIT: and not having to find the dungeon anymore? Why?
  1. skylla05's Avatar
    Quote Originally Posted by bunnyhat View Post
    How does nerfing healing spells make ret better?
    The same way a beta for a different allows someone to stop playing a game they apparently don't like, but are too addicted to quit on their own.

    (It doesn't)
  1. lyom's Avatar
    I see all skills were reduced ...

    ... TO THE GROUND!
  1. Huntingbear_grimbatol's Avatar
    Priest greater heal 5500 mana cost roughly.
    Paladin "greater heal" after patch 7800 mana.

    Am i the only one smelling the hurt?
    I admit that paladins do last longer than the other healers. but in no way is paladins out of place when it comes to raiding vs priests and druids when it comes to throughput. My guild is 11/12 and only in a few encounters do i as a Hpaladin have mana left at the end of a fight where i spend my cooldowns right and get the most out of every single mana break i can fetch. Making mana cost higher per spell does not = less paladin dominance, just = more wiping because mana will be even more of a struggle.

    Now im not a Druid expert but with the restodruids going around with the feral talent which gives them 15% max mana and a resto talent which gives them 6% int. we can surely make that to atleast be true that resto druids got 115%+ mana from int. Holy paladins next patch effectivly got 90% mana from int because of the nerf. Why? obviuslly healing is too hard for druids, priests and shamans so they decide to bring down paladins to the same shit instead of buffing the other healers to the same "op" level.
    And of pvp? do we really need to open the hate thread from healers where a dps can do 60k damage in 2 globals where as a healer can max heal 40k in 2sec cast time? i mean seriuslly... this game is not fun in pvp anymore as a healer and now they're trying their best not to make pve any better.
  1. mmoc2c87439113's Avatar
    Mages -- working as intended!
  1. bonovoxpsu's Avatar
    Quote Originally Posted by Huntingbear_grimbatol View Post
    Priest greater heal 5500 mana cost roughly.
    Paladin "greater heal" after patch 7800 mana.

    Am i the only one smelling the hurt?
    I admit that paladins do last longer than the other healers. but in no way is paladins out of place when it comes to raiding vs priests and druids when it comes to throughput. My guild is 11/12 and only in a few encounters do i as a Hpaladin have mana left at the end of a fight where i spend my cooldowns right and get the most out of every single mana break i can fetch. Making mana cost higher per spell does not = less paladin dominance, just = more wiping because mana will be even more of a struggle.

    Now im not a Druid expert but with the restodruids going around with the feral talent which gives them 15% max mana and a resto talent which gives them 6% int. we can surely make that to atleast be true that resto druids got 115%+ mana from int. Holy paladins next patch effectivly got 90% mana from int because of the nerf. Why? obviuslly healing is too hard for druids, priests and shamans so they decide to bring down paladins to the same shit instead of buffing the other healers to the same "op" level.
    And of pvp? do we really need to open the hate thread from healers where a dps can do 60k damage in 2 globals where as a healer can max heal 40k in 2sec cast time? i mean seriuslly... this game is not fun in pvp anymore as a healer and now they're trying their best not to make pve any better.
    stop. crying. paladin healing is ridiculous right now. best pve and pvp healer.
  1. mmocacdb5fa7df's Avatar
    Quote Originally Posted by Markanis View Post
    Why that? My Guild has that little Pup unlocked
    Been grinding the cave in the plaguelands as well? :P
  1. blahssat's Avatar
    Quote Originally Posted by Azshira View Post
    There's NO need to nerf holy palas... They just need to buff the other healers to meet us. Mana can be a problem on some fights, but I'm sure we won't notice the change much.
    Remember when tank druids were so OP (mastery and stamina) on the PTR that no other tank was used? Yeah. Druids got nerfed, not every other tank got buffed.

    Paladins are not fine, they need a nerf.
  1. mmoc9e2fc074b9's Avatar
    Holy
    •Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.


    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  1. Theholypally's Avatar
    Lol

    The 10% wont mean anything, besides it won't even get to live servers. Why don't you fix some shit instead of trying your fantasy nerfs
  1. CaptainArlong's Avatar
    So what exactly was the point of having to discover instance entrances? One patch later and it's removed completely.
  1. Bombkirby's Avatar
    Holy
    •Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.

    WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY????? XD
  1. bigjenk's Avatar
    Quote Originally Posted by Jeeyoker View Post
    Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.

    Explain this one blizzard, please.

    Does this somehow effect PVP? PVE? WHAT, FARMING??

    Get lost.

    Also, suck on my 10%, aint gonna mean crap. You still have us stacked way too high. And no, I won't stop spamming divine light and radiance.
    It affected rated bgs and capping nodes first.

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