Lords of War Part Three - Durotan

Update (7:30 PM EDT): Added tonight's PTR notes update.

Patch 6.0.2 PTR Notes Update - September 12
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Itemization Changes
New Secondary Stats Added
  • Stats that are not useful to the current class specialization will be grayed out in the tooltip rather than green, and will not be counted on the character stat sheet.
    • These stats include:
      • Spirit for non-healing specializations
      • Bonus Armor for non-tanking specializations
      • Strength for Agility/Intellect-users
      • Agility for Strength/Intellect-users
      • Intellect for Strength/Agility-users
    • For example, Intellect on a cloak will be greyed out for all Warrior specializations and they will not receive an increase to Intellect if the cloak is equipped. However, if the same cloak is equipped by a Mage; Intellect will show up in green and they’ll receive the increase to their Intellect.

In an effort to reduce the physical mitigation of some classes, we've modified the amount of Armor provided by some armor types.
  • Plate, Mail, and Shields now have less Armor relative to Cloth and Leather armor.

Player Health and Resilience
Doubling player health gave us room to reduce Resilience and Battle Fatigue, but our goal was to be able to remove them entirely. In order to achieve that, we’re also reducing PvP spike damage across the board by lowering Critical Damage and Critical Heals against players in PvP to 150% of their normal effect (down from 200%). The changes have allowed us to reduce base Resilience to 0%, and Battle Fatigue to 20%. Our hope is that these changes allow us to reduce Base Resilience and Battle Fatigue to 0%. It’s possible that we’ll still find a need for some minor amount of Base Resilience and/or Battle Fatigue, and we’ll be testing these changes extensively and adjusting as needed.

Changes to PvP
  • Battle Fatigue has been reduced to 20% (down from 60%). removed. PvP combat no longer reduces the amount of healing received by participants.

Racial Traits
  • Dwarf
    • Stoneform now also removes magic and curse effects in addition to poison, disease, bleed effects, and reduces physical along with reducing damage taken by 10% for 8 seconds (down from all damage taken). It remains unusable while the Dwarf is under the effects of crowd control.

Tank Vengeance, Resolve, and PvP
  • General
    • Vengeance has been removed and replaced with a new passive ability, Resolve.
      • Resolve: Increases self-healing and absorption based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds. Without Resolve, Tanks now deal significantly less self-healing and absorption. Resolve has been made much stronger to counteract this, and it increases the amount of self-healing and absorption as appropriate for the fight.

Glyphs

Class Changes

Death Knight
Ability Consolidation and Refinement

Blood Changes
  • Blood Presence now increases Stamina by 20% (down from 25%), and armor by 30% (down from 55%).
  • Bone Shield charges can now be consumed at a rate of once per second (up from once every 2 seconds).
  • Rune Tap has been redesigned. It now reduces all damage taken by 40% 50% for 3 seconds. It also now has 2 charges, with a 40-second recharge time.
  • Veteran of the Third War now increases Multistrike chance, and haste, and Stamina by 10% (instead of up from 9% to Stamina), reduces the chance for attacks to be parried by 3%, increases the damage of Death Strike by 100%, and grants 1 Runic Power per second while in combat.

Druid
Ability Pruning
  • Might of Ursoc has been removed. no longer automatically activates Bear Form and is now available only to Guardian Druids.

Ability Consolidation and Refinement
For consolidation of abilities, we merged several passive abilities. One notable change is the merging of the Ravage into Shred, and Pounce into Rake; saving a couple keybinds that were only used in conjunction with Prowl. The loss of Symbiosis primarily impacted Druid survivability, as many of the abilities received through Symbiosis were defensive cooldowns. To compensate for that, we improved Barkskin (for non-Feral Druids) and Survival Instincts (for Feral and Guardian Druids).
  • Barkskin cooldown has been reduced to 30 seconds.
  • Survival Instincts no longer requires or forces the Druid into Cat or Bear Form, and now lasts 6 seconds (up from 12 seconds) reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3 minutes), and can have up to 2 charges (up from 1 charge).
  • Thick Hide has been removed and its effects have been incorporated into Bear Form.
    • Bear Form now increases armor by 180% 330% for all Druid specializations (down from 330% for Guardian Druids, but up from 120% for non-Guardian Druids), no longer increases Haste and Critical Strike from items by 50%, but instead causes Haste to reduce the global cooldown, increases Stamina by 20% (down from 40%), and reduces magic damage taken by 10% (down from 25%).

Guardian Changes
  • Ursa Major is a new passive ability for Guardian Druids.
    • Ursa Major causes Multistrikes from auto attacks, Lacerate periodic damage, and Mangle to grant the Druid the Ursa Major effect. Ursa Major increases maximum health by 2% for 25 30 seconds. When the effect is refreshed, the remaining portion is added to the new effect.
  • Primal Fury now generates 5 Rage (down from 15 Rage) from when you dodge or non-periodic critical strikes (up from only Auto Attacks and Mangle).
  • Savage Defense can now accumulate 2 charges (down from 3 charges), and regenerates a charge every 12 seconds (up from 9 seconds).

Monk
Ability Consolidation and Refinement

Healing Sphere

Brewmaster Changes
  • Stance of the Sturdy Ox now increases Stamina by 25% 40% (up from 20%), reduces magic damage taken by 10% (down from all damage taken by 25%), and grants a 50% increase to Armor, but no longer increases Energy regeneration.
  • Shuffle now increases Stagger and Parry by 10% (down from 20%).

Paladin
Ability Consolidation and Refinement
  • Divine Protection now lasts 8 seconds (down from 10 seconds).
  • Guardian of Ancient Kings now lasts 8 seconds (down from 12 seconds).
  • Judgment is now naturally free for Holy Paladins, and naturally generates 1 Holy Power for Protection and Retribution Paladins.

Protection Changes
  • Mastery: Divine Bulwark now increases damage reduction from Shield of the Righteous by 6% (scaling with Mastery, down from starting at 8%), and causes Bastion of Glory to increase healing received from Word of Glory by 6% (scaling with Mastery, down from starting at 8%).
  • Sanctuary now reduces damage taken by 10% (down from 15), and no longer increases Armor.
  • Guarded by the Light now increases Stamina by 15% (down from 25%), and increases Block chance by 5% (down from 10%).
  • Shield of the Righteous now reduces physical damage taken by 20% (down from 25%).
  • Bastion of Glory now increases Word of Glory’s healing by 6% per stack (down from 10% per stack).

Rogue
Ability Consolidation and Refinement

Warrior
Ability Consolidation and Refinement

Stance Changes

Protection Changes
  • Mastery: Critical Block now increases critical Block chance by 12% (down from 17.6%).
  • Shield Block now regenerates a new charge every 12 seconds (up from every 9 seconds).
  • Unwavering Sentinel no longer increases Armor, but now also reduces the chance for attacks to be parried by 3%. (See also: Hit and Expertise Removal.)

Patch 6.0.2 Preview - User Interface
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As players testing Patch 6.0.2 on our Public Test Realm (PTR) have already seen, we’re making a number of changes to the WoW user interface—changes that are designed to eliminate clutter, free up more of your inventory space, help you find your stuff more easily, and improve your quality of life in-game.

Map & Quest Log
In Patch 6.0.2, we’ve made a brand-new UI to bring together the Map and the Quest Log with everything you need to manage multiple ongoing adventures. Now when you browse by zone in the Map & Quest Log, you’ll find all of the associated quests you’re on, your progress, and relevant cartography.

In addition to intelligently ordering your quests, the new window (default hotkeys: M or L) gives you more information about your objectives right on the map. It also features scroll-wheel zooming, click-and-hold panning, and a handy View All Quests button—plus, if you leave it open while you’re moving, it fades so that you can see both the map and the landscape you’re venturing into.


Toy Box
All of the fun “toy” items that you’ve accumulated over the course of your travels now have a new home in the Toy Box. As with mounts and pets, you’ll right-click on eligible toy items in your inventory to send them to your Toy Box. Once learned, the toy will be accessible by all characters on your account.

If you want to expand and complete your collection of toys (or mounts or pets!), you can see each of the ones that you have not yet unlocked, along with information on how they can be obtained. As you might expect, any toy that you’ve learned can be dragged from the Toy Box and placed on a toolbar for fast access.


How to Randomize Your Dragon
There is now a Summon Random Favorite Mount button at the top-right of your Mounts collection (default hotkey: Shift-P). This smart button selects randomly from among the mounts that you’ve marked as favorites, and chooses a mount that is suitable for your current zone and situation. For example:
  • In a zone where you can’t fly, it will choose from among your favorite ground mounts.
  • If you’re swimming on the surface of a body of water and you have a Water Strider favorited, it will be chosen.
  • If you’re submerged and you’ve favorited your Sea Turtle, the button will summon it.

Right-click and select Set Favorite on your favorite mounts to get started.


Bags, Bags, Bags
In Patch 6.0.2, bags can be given designations for particular types of items. These include:
  • Equipment – Your armor and weapons
  • Consumables – Food and drink, potions, etc.
  • Trade Goods – Items that are used in professions (herbs, cloth, ore, skins, etc.)


When you go to your main backpack and click the Clean Up Bags button in the top-right, your belongings are sorted into your bags based on the designation you assigned to each bag, with overflow going into the backpack. Furthermore, there are now borders around the icons of all items that are colored to indicate item quality; recently looted items glow so that you can quickly spot them; and gray (junk) items have a gold coin icon when you visit a vendor.

Reagent Bank
You now have additional storage space in your bank! The new 98-slot Reagent Bank tab offers up extra slots for your profession materials, and an option to deposit every reagent that you’re currently carrying in your bags. We’ve also increased the maximum stack size for many materials and reagents, and when you craft anything—from anywhere—you’ll now use materials that are stored back in the bank.


But Wait, There’s More!
  • We’ve added a new tab to the Void Storage system. That’s an extra 80 slots for your long-term storage needs.
  • The dropdown menus you access when you right-click on a player portrait have been improved.
  • You can now manage your add-ons without having to log out.
  • The Dungeon Journal (default hotkey: Shift-J) has been updated with Warlords of Draenor entries.






To get a closer first look at all of the changes coming in Patch 6.0.2, please join us on the Public Test Realm (now live).
This article was originally published in forum thread: Patch 6.0.2 Preview - User Interface started by chaud View original post
Comments 97 Comments
  1. Denizly's Avatar
    Quote Originally Posted by Yavamar View Post
    About the reagent bank: Is there a cost to unlock it or do you always have it?
    There is, i think 500g.
  1. frymastermeat's Avatar
    Quote Originally Posted by moveth View Post
    The Reagent bank is honestly one of the best ideas they have had this expansion. It's something small that really does a lot.
    "It's something small that really does a lot" describes a hundred things in this expansion and that's why small brains have trouble understanding the big picture and make posts about "no new features".
  1. Anzaman's Avatar
    Quote Originally Posted by Yavamar View Post
    About the reagent bank: Is there a cost to unlock it or do you always have it?
    From BETA server:



    No additional costs after first purchase.
  1. ColbaneX's Avatar
    Dev Team: Welp, sorry Blood you are too good at being self sufficient.
    Blood Dks: No...please god.
    Dev Team: Sorry, this is for the health of the game *takes out nerf mallet*
    Blood Dks: NO GOD PLEASE NO!
    *murder sounds ensue*
    In all serious though sounds like they must have been overperforming relative to other tanks to warrant getting nerfed harder than the rest. They are going to be even worse in PvP now though.
  1. Chickat's Avatar
    Quote Originally Posted by Lora View Post
    at this rate they will make burst of speed 100 energy >.>
    Id still use it up to about 40 energy. After that I would take Shadowstep.
  1. Taojnhy's Avatar
    So now some glyphs are automatically learned at level 50. Why was this necessary? If the abilities the glyphs provided are so critical, then they should have been baked into the respective baseline skill instead of screwing with the market for Inscription.
  1. Velerios's Avatar
    Quote Originally Posted by Taojnhy View Post
    So now some glyphs are automatically learned at level 50. Why was this necessary? If the abilities the glyphs provided are so critical, then they should have been baked into the respective baseline skill instead of screwing with the market for Inscription.
    Simply because it is awkward for new player to not be able to use a glyph even when they get the glyph slots at 25+50 because they simply do not have the gold to get them. And new player mostly doesn't know how to make money over the auction house. And because they never used the glyphs because they simply didn't have one, there are then a lot of max-level-player who didn't even have all major glyph slots equiped.

    Also because a lot of old profession mats got hit with the nerf-bat really bad in WoD, it is even harder to make gold in WoD with them. So they decided to give Player some Glyphs to let them see how they works and what they can do with them.

    In the end this is a good addition, especially when most glyphs that player get are simply leveling glpyhs that don't have that much value on max-level.
  1. Salech's Avatar
    Quote Originally Posted by FrankLampard View Post
    More catering for the casuals...

    I won't be subbing.

    Dude, i love you so much, getting so many to fall into the trap <3
  1. Packing an i5's Avatar
    Burst of speed is now 30 energy. Last rogue change for warlords. Lol so much too look forward too.
  1. melodramocracy's Avatar
    Apparently actually fixing the PTR so folks can get on wasn't a high priority change.
  1. netgamer's Avatar
    The Toy Box will display information on not yet unlocked mounts. This will help for mounts achievements: from Stable Keeper to Mount Parade
  1. morfraen's Avatar
    Reagent bank totally screws over tailor and other crafters that make gold selling bags. It should have been more bag slots you unlock rather than just giving out 98 free storage slots... with the stack size increase it's just insane. Profession bags are now worthless.
  1. Thrackerzod's Avatar
    Can we add "unique" items to Void Storage now, like legendaries or things like Benediction?
  1. exosion's Avatar
    Quote Originally Posted by ColbaneX View Post
    Dev Team: Welp, sorry Blood you are too good at being self sufficient.
    Blood Dks: No...please god.
    Dev Team: Sorry, this is for the health of the game *takes out nerf mallet*
    Blood Dks: NO GOD PLEASE NO!
    *murder sounds ensue*
    In all serious though sounds like they must have been overperforming relative to other tanks to warrant getting nerfed harder than the rest. They are going to be even worse in PvP now though.
    as it godamn should be, balancing one spec out of the 3 of each class to perform in pvp in all aspects is already hard and taxing, balancing the tank spec to be usuable in pvp should never be suggested, pvp arena is about killing the opponnent, not tanking him if you have the dps and mobility of a dps spec even without vengeance whats the point.

    I am so tired of all those tank spec who are able to 2 shot my boosted character in isle, EVEN IN 'SAFE ZONE' while tanking 5 guards like they are trash in Naxxrammas, while if I retaliate I get instakilled.
  1. Stormykitten's Avatar
    Nothing to complain about here, great work with the interface.
  1. arf's Avatar
    One additional tab in void storage is too low, need more. At least 4 or 5, i'm ready to spend some ##k gold for this.
  1. Alayea's Avatar
    Quote Originally Posted by morfraen View Post
    Reagent bank totally screws over tailor and other crafters that make gold selling bags. It should have been more bag slots you unlock rather than just giving out 98 free storage slots... with the stack size increase it's just insane. Profession bags are now worthless.
    Are you kidding me? Bags are still going to be in demand for self-sufficient hoardies like me who hang on to current mats plus those of yesteryear. I probably might even be able to get away with changing house-cleaning from an annual event to biennial!

    And that's just for profession bags. I can guarantee you that there'll be plenty of players who'll fill the second Void Storage tab to the brim and then are back at square one of needing to buy 28-slot bags or whatever.

    Now, I suppose I ought to temper my excitement a bit and note that it will in all likelihood have a noticeable effect on the market where bags are concerned. BUT I don't believe it's going to be as dreadful as you make it out to be.

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