Update - The patch notes have been updated once again with the resilience changes and more class changes. New additions have been marked in the notes below!

World of Warcraft PTR Patch 4.1 - Updated February 28th
Originally Posted by Blizzard (Blue Tracker)
  • x - Notes added in the 2nd notes update of the day.

General
  • Flying mounts can now be used in Ghostlands.
  • x Resilience scaling has been modified for linear returns, as opposed to increasing returns. Under the new formula, going from 30 resilience to 40 resilience gives players the same increase to survivability as going from 0 to 10. Resilience now scales in the same way armor and magic resistances do. A player with 32.5% damage reduction from resilience in 4.0.6 should see their damage reduction unchanged in 4.1. Those with less than 32.5% will gain slightly. Those with more will lose some damage reduction, increasingly so as their resilience climbs.

Classes

Death Knight (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • x Raise Ally has been redesigned to be a battle resurrection, analogous to Rebirth. It is instant cast, but costs 50 Runic Power to use, and has a 10-minute cooldown. It shares the same global battle resurrection cap with Rebirth and Soulstone.

Blood

Frost
  • x Frost Strike now deals 130% of weapon damage, up from 110%.
  • x Howling Blast damage has been increased by 20%. To compensate, the area-of-effect splash now does 50% of the single-target damage, down from 60%. The net result of this change leaves the area-of-effect damage roughly the same as 4.0.6 numbers.

Glyph

Druid (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Cyclone duration has been reduced to 5 seconds, down from 6.
  • Lifebloom's bloom effect has been reduced by 20%. In addition, it now costs 11% of base mana, up from 7%.
  • Stampeding Roar's duration has been increased to 8 seconds, up from 6. The movement speed effect has been increased to 60%, up from 40%.
  • x Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6.

Balance

Restoration
  • x Gift of Nature (passive) also reduces Tranquility’s cooldown by 2.5/5 minutes.

Paladin (Forums / Cataclysm Talent Calculator / Skills/Talents)
Holy
  • Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.

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

Discipline

Warlock (Forums / Cataclysm Talent Calculator / Skills/Talents)
Affliction
  • Haunt damage has been increased by 30%.
  • x Shadow Mastery (passive) has been increased to 30%, up from 25%.

Demonology
  • Mana Feed now restores more mana (four times as much) when the warlock is using a Felguard or Felhunter.

Pet
  • Doomguard's damage has been increased by 50%. The Doomguard is intended to be the best guardian for single-target damage, and the Infernal the best when there are multiple targets.
  • x Shadow Bite (Felhunter) damage and effect has doubled.

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

Arms
  • Juggernaut no longer adds 2 seconds to the Charge stun, but instead lowers the cooldown of Charge by 2 seconds (to 13 seconds total without the glyph).
  • Lambs to the Slaughter now causes Mortal Strike to refresh Rend in addition to its current effects.

Fury
  • Flurry haste bonus has been doubled to 16/32/50%.

Protection
  • Shield Mastery no longer affects the cooldown of Spell Reflection, however, it now allows Shield Block to reduce magic damage as well.
  • Gag Order now only affects Heroic Throw.

Glyphs

Dungeons & Raids
  • The gold amounts on the following encounters have been substantially reduced: Flame Leviathan, Magtheridon, Gruul the Dragonkiller, Doom Lord Kazzak, and all encounters in Karazhan.

Items
Item Sets
  • x The current damage-dealing death knight 4-piece raid set bonus now also grants increased attack power when Killing Machine triggers, as well as when the death knight gains Death Runes).
  • x The current Holy paladin 4-piece raid set bonus now grants 540 Spirit for 6 seconds after casting Holy Shock.

PvP
Battlegrounds
  • The Focused Assault and Brutal Assault buffs have changed.
    • After 3 minutes of both teams having the flag, both flag carriers will get Focused Assault, which increases damage taken by 10%.
    • Every minute afterward, an additional stack will be applied to increase damage taken by an additional 10%.
    • After 7 minutes, Brutal Assault will be applied in place of Focused Assault. In additional to the damage debuff, this debuff also caps the player's movement speed at 100%. The damage taken debuff works the same and will add 10% to the debuff up to a maximum of 100% damage taken.
  • The Battle for Gilneas
    • Graveyard Changes
      • Players who die at a control point that they own will now be teleported to the next closest graveyard, instead of the one at which they died.
      • If a player's team owns the Mine and Waterworks, and dies at Waterworks, they will be teleported to the Mine.
      • If an Alliance player's team only owns Lighthouse, and dies at Lighthouse, they will respawn at their base.
      • If a Horde player's team owns Waterworks and Mine, and dies at Lighthouse, they will respawn at Waterworks.

Quests & Creatures
  • A handful of quests have been added to Northern Barrens to provide more level 18-20 content. Look for new quests at Nozzlepot's Outpost and Darsok's Outpost.

User Interface
  • Like the Focus Frame, the character Unit and Target Frames can now be unlocked and moved to one's content.
This article was originally published in forum thread: Patch 4.1 Notes - February 28 Update started by Boubouille View original post
Comments 281 Comments
  1. Azutael's Avatar
    This has to be wrong, 3 warlock buffs in one patch ?!
    I bet we will see a few nerfs soon enough, they just want us to feel a bit better first.

    And i'm annoyed at the lifebloom bloom effect nerf..
  1. Adalwolf's Avatar
    Quote Originally Posted by Netram View Post
    Also, what's with these mad Fury buffs like fury needs it? I'm not gonna complain but I expected nerfs, not buffs.
    Colossus Smash has been nerfed to 70%, down from 100%, to lower the Warrior's burst. The buffs to Raging Blow, Mortal Strike, Overpower and Flurry are meant to revert the DPS loss in PvE, or Warriors would fall behind other classes.
  1. Williamgood's Avatar
    So warriors getting all pvp abilities nerfed... but damage out put is increasing mwhahahah
  1. Sammonoske's Avatar
    Flame Leviathan: 160g
    Magtheridon: 500g
    Gruul the Dragonkiller: 250g
    Doom Lord Kazzak: 500g
    Karazhan: 418+ gold

    Grand Total: 1828+ gold in around 2+hrs

    Like working the AH doesn't make thousands more in the same amount of time.
  1. Cemm's Avatar
    Lifebloom's bloom effect has been reduced by 20%. In addition, it now costs 11% of base mana, up from 7%

    WTF !!!
  1. La's Avatar
    unnecessary warrior changes...unless we`re talking maybe prot warriors in PvP, in which case...thanks.
  1. jdspencer60's Avatar
    I wish they would stop nerfing the old content and removing any reason to go there, it is such a cool dungeon why not encourage people to go check it out?? It seems like there are other things that they could work on than deprecating their own hard work lol
  1. Feorfang's Avatar
    Blizzard needs to go roll a druid ffs
  1. mustangzs2's Avatar
    Quote Originally Posted by Feorfang View Post
    Blizzard needs to go roll an elemental shaman ffs
    Fixed for ya.

    Ehh, any shaman really.
  1. Itismyfirstpostbro's Avatar
    Wow, more druid nerfs. Seriously, I hate feral, and my other two specs are just getting wrecked. I mean what the ...

    x Gift of Nature (passive) also reduces Tranquility’s cooldown by 2.5/5 minutes.

    ...I think I love you, Blizzard. Yeah, you may have nerfed boomkins to the back of the DPS bus, but at least I finally have a CD I can use more than once a fight as resto.
  1. Pumps's Avatar
    They also need to fix the talent frame so it doesn't cause errors with resizing addons (of course they need to add native resizing, its amazing how they continue to discriminate against visually challenged people year in and year out)
  1. mrwingtipshoes's Avatar
    Honestly both. I wonder sometimes if they play either Druids or shamans at all.
  1. mistuhbull's Avatar
    Flying in ghostlands...did they remove the wall between ghostlands and EPL then?
  1. Therec's Avatar
    x Raise Ally has been redesigned to be a battle resurrection, analogous to Rebirth. It is instant cast, but costs 50 Runic Power to use, and has a 10-minute cooldown. It shares the same global battle resurrection cap with Rebirth and Soulstone.

    Does this mean that the person is not resurrected as a ghoul? If it's a true battle-rez, then that's awesome for groups that don't have a druid. If it's just resurrecting them as a ghoul however, and counts for one of the few rezzes you get in a raid, then the spell just became even more useless. Plus I'll have to kill any dk who pops it.
  1. Belkin's Avatar
    Shield Bash has been removed from the game. WTF!! not only did we lose the daze but the 6 seconds that went with it for what? "Pummel" a berserker stance stun that is only 4 seconds....Damit Blizz what re you thinking....Gag Order now only affects Heroic Throw. So now instead of having one item to use to silence and stun (Shield Bash) we have to you use two Gag Order and Heroic Throw) to do the same thing.....?? This makes no sense. Quit messing with the warriors, you get it right then have to go and change it. Seriously you've made more changes to the warrior class in the last month than i've seen in 2 expansions......

    * Charge and Intercept no longer have diminishing returns on their stun effects.
    * Colossus Smash now ignores 70% of an opponent's armor, down from 100%.
    * Inner Rage is now available at level 56.
    * Intercept now has a 1.5-second stun, down from 3 seconds.
    * Overpower damage has been increased to 140% weapon damage, up from 125%.
    * Rallying Cry (new ability) is available from trainers at level 83. It temporarily grants the warrior and all party or raid members within 30 yards 20% of maximum health for 10 seconds. After the effect expires, the health is lost. It has no cost, no stance requirements, and is not on the global cooldown. It has a 3-minute cooldown, but also shares a cooldown with Last Stand.
    * Whirlwind now has its cooldown reduced by 6 seconds when it deals damage to 4 or more targets. The Whirlwind effect caused by Bladestorm remains unchanged.
    Arms
    * Improved Hamstring now reduces the global cooldown on Hamstring by 0.5/1 seconds in addition to its current effects.
    * Improved Slam increases Slam damage by 20/40%, up from 10/20%.
    * Juggernaut no longer adds 2 seconds to the Charge stun, but instead lowers the cooldown of Charge by 3 seconds (to 12 seconds total).
    * Mortal Strike damage has been increased to 175% weapon damage, up from 150%.

    Fury
    * Intercept now stuns for 1 sec, down from 3 sec.
    * Whirlwind now has its cooldown reduced by 6 sec. if it deals damage to 4 or more targets.
    Arms
    * Rallying Cry *New* (Level 83) - Temporarily grants you and all party or raid members within 30 yards 20% of maximum health for 10 sec. After the effect expires, the health is lost. 3 min cooldown, Instant
    * Colossus Smash now bypass 70% of armor instead of 100%.
    * Mortal Strike now deals 175% weapon damage, up from 150%.
    * Overpower now deals 145% weapon damage, up from 125%.
    * Two-Handed Weapon Specialization (Mastery) now increases damage dealt with 2H weapons by 20%, up from 10%.
    * Improved Hamstring now also reduces the global cooldown of Hamstring by 0.5/1 sec.
    * Improved Slam now increases Slam's damage by 20/40%, up from 10/20%
    * Juggernaut now reduces the cooldown of Charge by 3 sec but no longer increases the stun duration.
    Two-Handed Weapon Specialization (Arms passive) now gives 20% bonus damage with two-handed weapons, up from 10%

    And finally this brilliant explination to changing the warrior .....(might as well make a DK and get it over with)

    Warrior (Forums / Cataclysm Talent Calculator / Skills/Talents)
    Juggernaut Nerf
    2. Why the Nerf seems so harsh.
    Warriors had gotten used to having extremely high mobility. Arms warriors were so mobile that kiting wasn't very effective against them, and their uptime was very high as a result. In fact, we'd arrived at a place where melee in general just had too much up-time on casters, especially healers. Conditions were prompting a move toward more instant cast spells and casting on the move, when we wanted to take PvP back to a place where cast time spells could still have a place on the battlefield. We feel this approach introduces more choices in PvP both for the casters and melee in terms of what abilities to use, when to close the gap, when to make space, what to interrupt, etc. Rather than give casters yet more tools to generate breathing space and perpetuate that arms race, it made sense to take a second look at melee mobility instead.

    We understand that you need to be on your target to do your jobs, but it didn’t really make sense to allow close to 100% up time either. On the other hand, we understand that without high up-time warriors might not bring as much to an Arena or Rated Battleground team, and we're adding new utility in a future patch to help address that, though we’re not yet ready to share details.

    Going back to the point though, we didn't want to funnel warriors into speccing into Fury, and that was never the intention. While it would be nice if both specs were equally viable for PvP and PvE, we realize that's a tough goal to meet. On the other hand, if Fury is the best spec for both PvP and PvE and Arms is left with nothing, then that's not a great place to be either.

    As for some general notes, we do think Arms damage is a little low in both PvP and PvE, and we might adjust that soon. This isn't a solution to current PvP viability issues, and we understand that. I'm just mentioning it because we're on the subject of Arms and it's worth noting. While we’re on the subject of stuff ‘worth noting’, we also don’t like jumping to avoid Charge, so we're examining some potential solutions for that too.

    We're not looking at changing the talent trees at the moment, since we’re very happy with both the Arms and Fury trees as well as the results of some of our core mechanics changes, such as normalizing rage, redesigning Heroic Strike and changing stance penalties.

    1. The Usefulness of Heroic Leap.
    Heroic Leap involves a lot of movement code, which is among the most challenging things we can do in our engine. We wouldn't have included it if we believed that it was useless, or wasn't usually effective. We think it's a cool ability that does offer greater mobility on the battlefield, even if it isn't as useful specifically for closing with a target as intercept or charge are.

    It doesn't help us, or you, to just say that it's useless or almost never works on the forums. Heroic Leap functionality is something we're actively working to improve, so if you find yourself consistently unable to find a path to the jump target, when you submit a report let us know when it didn't work, where you were, and what you were trying to do. The more specific and detailed you are, the more tools you give us to make your tools work better. (Source)

    State of Warrior Talent Trees
    We're happy with the talent trees themselves in terms of their current structure and content. That's not the same as saying we're completely happy with the current state of warriors in general. "Broken" is also an exaggeration that I prefer to avoid, because it occludes more than it reveals. (Source)
  1. haticK's Avatar
    Looks like Aff might go back to using the Felhunter again. Double damage plus 15% from Dark Arts has to be better than glyped Succubus. Also 30% more Haunt damage is win.
  1. Firebyrd's Avatar
    Okay, I get why they're nerfing the gold on things like Magtheridon. 500g for 12 minutes of kiting infernals around does seem a bit silly. But Kara? They already nerfed the gold there. It's 50g per boss. Why is that too much to get once per week? And FL doesn't drop hardly anything considering where in the content he lies, it's nothing like the 500g for no work that Mag is. I haven't even been bothering to solo stuff for gold mostly because I can get more for the same time investment at the AH, but it was a nice bonus to pay for repairs when I was doing my extreme soloing.
  1. mmoc3863ce14c0's Avatar
    Seems my hunters traps are still gona be missing for a while...
  1. mmoc657df7e136's Avatar
    Quote Originally Posted by Therec View Post
    x Raise Ally has been redesigned to be a battle resurrection, analogous to Rebirth. It is instant cast, but costs 50 Runic Power to use, and has a 10-minute cooldown. It shares the same global battle resurrection cap with Rebirth and Soulstone.

    Does this mean that the person is not resurrected as a ghoul? If it's a true battle-rez, then that's awesome for groups that don't have a druid. If it's just resurrecting them as a ghoul however, and counts for one of the few rezzes you get in a raid, then the spell just became even more useless. Plus I'll have to kill any dk who pops it.
    I really don't know how you can get confused with this one. It says it's going to be a battle res. It says it's going to be the same as the other battle res in the game ("analagous to rebirth"). It says it will share the battle res cap with the other battle resses.

    I think DKs are getting a battle res.
  1. Subbversion's Avatar
    I like the holy paladin change as having holy radiance active was usually situational, the spirit increase is definitely more static now because Holy shock is almost always in my rotation regardless of situation.

Site Navigation