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by Published on 2011-04-27 03:11 AM

Are you feeling weird? Are you scared of not logging back in every time you leave the game? Good news! It means your server is patched to 4.1! Blizzard is working hard to fix all the annoying bugs as soon as possible.

Upcoming Hotfixes
Originally Posted by Bashiok (Blue Tracker)
We have a hotfix in which should correct outstanding Retrieving Character List hangs, game logins, and instance disconnects related to the new Optimize for Network Speed option that some people are experiencing.

It will take realm restarts to pick up the hotfix which aren't currently scheduled until off-peak tonight.

If you haven't already, please refer to the sticky thread for some possible fixes and/or to continue discussion on this topic.

http://us.battle.net/wow/en/forum/topic/2416207628

Stuck at Retrieving Characters
Originally Posted by Daxxarri (Blue Tracker)
We are aware that some players are becoming stuck at the Retrieving Character List screen. If you are experiencing this issue, please click the Options button on your log in screen, then go to Network and ensure that the 'Optimize Network for Speed' box is checked.

This temporary workaround should allow you to play, but you may experience increased latency. We are currently working to resolve this issue and we will provide further updates and information as soon as they are available.

Note: Some players who remain able to log in successfully are experiencing connectivity issues, particularly in instances. Those players may experience fewer issues if the 'Optimize Network for Speed' box is unchecked.

Blue Posts
Originally Posted by Blizzard Entertainment
Authenticator box missing from the login screen
Aye, we're aware of it and it is being looked into. I'm afraid there aren't any updates at the moment though. (Source)

Character stuck after dying in Zul'Gurub
As with any other stuck issue, Lokio, the best solution would be to log into an alternate character and submit a petition with the phrase "stuck" within the text. Our Game Master department will do their best to assist you as quickly as possible. (Source)

Bind to Battle.net Account items
The change in 4.1 allows the item to be sent to another character, on the same realm, on another account, that's contained within the same Battle.net account. So if you have two WoW accounts on the same Battle.net account, you can now send items between accounts to characters that exist on the same realm (including cross faction).

It's admittedly pretty limiting. We still want BoA items to truly be BoA, it's just something that will take quite a bit more development time and technical hurdles to overcome. This is one step in the right direction, though. (Source)

Blizzard Insider Interview with Scott Mercer
Originally Posted by Blizzard (Blue Tracker)
In patch 4.1: Rise of the Zandalari, the devastation wrought by the Cataclysm drives the troll tribes of Zul'Aman and Zul'Gurub into a renewed frenzy that threatens to escalate into outright war.

To learn more about this troll onslaught, the Blizzard Insider recently sat down with World of Warcraft Lead Encounter Designer Scott Mercer. Read on to get the behind-the-scenes details of the upcoming content patch, which will bring back the legendary raid dungeons of Zul'Aman and Zul'Gurub as 5-player Heroic instances.


How did Rise of the Zandalari come about?

Scott Mercer: Well, it's always a good time for trolls! No, just kidding, there's more to it than that. The idea first came up after the launch of 4.0 when we reintroduced 5-player versions of Shadowfang Keep and Deadmines. The classic dungeons ended up being a big hit with players, so we knew we wanted keep the momentum going by remaking more dungeons. Zul'Gurub was an obvious choice as it was a long-time player favorite, and many people were sad to see it go when Cataclysm launched. We started revamping it as soon as we could. Much later, when work on Zul'Gurub was nearing completion, we decided to add Zul'Aman to the lineup as well. The team felt Zul'Aman was one of our best raid dungeons of all time, but that it launched late in the Burning Crusade expansion cycle, so not that many players got a chance to experience it when it first came out. It was really the "hidden jewel" of Burning Crusade raiding. We're hopeful that bringing it back as a 5-player Heroic will open it up and allow a much larger portion of the player base to try out the encounters.


Can you give us any indication of the how the major bosses and features of Zul'Aman and Zul'Gurub will be updated for the patch?

Scott Mercer: Zul'Aman was ahead of its times in a lot of ways, and it actually adheres pretty closely to the encounter design philosophies we use today. For that reason, we didn’t feel the need to change the encounter mechanics too much aside from a few tweaks here and there needed to retune it for 5 players instead of 10 or 20. On the other hand, Zul'Gurub needed to change a lot to bring it in line with our current thinking on encounter design. For starters, we simplified the dungeon layout by closing off some of the wings with doors or fallen debris. This should make progression through the dungeon more streamlined and obvious. We're also completely redoing the non-boss NPCs in the dungeon to make them easier to clear with a 5-player group. A lot of the Zul'Gurub boss lineup is changing as well, and players can even expect to see some new faces in the crowd.


Were there any specific challenges in taking a 10 or 20-player raid instance and revamping it for 5 players?

Scott Mercer: Knowing that there will only be five players at an encounter introduces some constraints that aren't there for larger raid encounters. For example, you can't use tank switching mechanics when you know that most 5-player groups are only going to have one tank. In the same vein, events that require a lot of crowd control aren't going to work either; there just aren't as many players available for crowd control as you would have in a 20-player raid. We also had to be careful to limit encounter mechanics that could potentially disrupt or lock down the healer. These kinds of mechanics tend to be much more devastating in 5-player groups, mostly because there are no other healers available to pick up the slack. Of course, I'm not saying players aren't going to see any disruptive mechanics at all, I'm just saying we had to use them much more carefully than we would with larger raid encounters.


You discussed how several of the encounter mechanics are changing for the revamp. Can you give us any specific examples?

Scott Mercer: Sure, take Akil'Zon, the eagle boss in Zul'Aman. He used to interrupt players by launching them straight into the air, which could be devastating in a 5-player encounter if he chooses the healer or the tank, so we changed this mechanic slightly. Now his summoned eagles pick players up and try to fly off with them instead. The player that gets picked up can still act and cast normally, even while being carried away. So the group just has to make sure the eagle dies before it carries the player away. This works better, because the eagle mechanic still creates a sense of urgency without completely disrupting the targeted player.


Let's talk phat loot! What kinds of rewards can players expect from the new versions of Zul'Gurub and Zul'Aman?

Scott Mercer: The bosses drop epic quality item level 353 loot, which we hope will help players gear up for Cataclysm raiding. We also reworked the Edge of Madness event as an optional boss encounter which requires the archaeology profession to activate. At a certain point, an archaeologist can release one of four randomly chosen troll spirits, each with unique loot. We're also releasing new versions of the special mounts that used to be found in Zul'Aman and Zul'Gurub. Players who successfully complete a timed run of Zul'Aman can get the new version of the war bear. Anyone who has the old version of a mount can still get the new version. Also -- though this isn’t really part of the dungeon itself -- we're adding a new mini-raptor pet for people who do the Stranglethorn Vale lead-in quests. Oh, and of course, Mojo the toad can still be found in Zul'Aman.


Going forward, can we expect more raid dungeons from past expansions and patches to be revamped as 5-player Heroic dungeons?

Scott Mercer: We definitely want to, but there are a few technical limitations we will have to solve first, especially with some of the older dungeons. That said, we know players like the classic dungeons and we’re open to updating just about any instance that has memorable encounters, especially if the dungeon as a whole meshes well with our current philosophy of encounter design. Several dungeons in particular keep coming up as potential candidates for 5-player Heroics. I've heard Scarlet Monastery and Scholomance discussed a few times. We also think it would be cool to revamp Blackrock Spire and Blackrock Depths given their obvious tie-ins for the storyline of Cataclysm. Nothing's been ruled out yet, so I guess we'll have to wait and see which ideas rise to the surface and we move further into Cataclysm.

Dev Watercooler -- Number of Abilities
Originally Posted by Blizzard (Blue Tracker)
‘Dev Watercooler’ is a blog series that provides an inside look into the thoughts and discussions happening within the World of Warcraft development team. In our first entry, Lead Systems Designer Greg "Ghostcrawler" Street laid down a few ground rules:


  • No promises.
  • Don’t read too much between the lines.
  • No whining about the choice of topics we cover.


How Big Is Your Spellbook?

How many abilities should a max-level class have? This is something I ponder at least once a day and is a regular topic in nearly all of our class design meetings. Even if you pick a magic number, how many of those should be core rotational abilities versus abilities that are used rarely?

Each class has a lot of spells and abilities -- the hunter has over 60, including the various forms of tracking. Despite our pruning abilities for many classes, there are still probably too many overall. In vanilla, most classes had one ability they used much of the time for damage or healing. Other abilities were situational or, to be honest, not used at all. In more recent expansions, we’ve tried to develop actual rotations for all 30 talent trees so that you’re hitting more than one button most of the time.

When we talk about class “rotations” we’re just using that term as shorthand for the abilities you tend to use often, as opposed to situational abilities. In this context “rotations” aren’t limited just to classes who cycle through buttons A, B, and C in that order. It just means “stuff you use a lot.”

Kidney Shot is a situational ability. You wouldn’t want to use it every time it was off cooldown. Envenom is a rotational ability. You might not want to use it the moment it’s off cooldown, depending on what else is going on, but you’ll still get around to it pretty quickly. Cold Blood straddles the fence. It’s rotational in that your DPS will drop if you ignore it, but you can’t spam it because it has a cooldown. All three buttons require space on your action bar. You might scoot Kidney Shot off to the side if you’re a raiding rogue, but it probably commands a prominent hotkey if you PvP a lot.

What's the Magic Number?

There isn’t a magic number for how many rotational abilities a class needs, but we find that about four is the sweet spot. (Warning: four is not a magic number. Please don’t “helpfully” point out classes with more than four abilities as candidates for immediate design overhauls.) Elemental shaman, for example, get most of their damage from Lightning Bolt, Lava Burst, Flame Shock, and Earth Shock.

Many more abilities than four and it’s hard for us to carve off niches for them. Fewer than that, and the characters can become boring to play. We’ve tried to make it clearer about which are your rotational abilities (e.g. Overpower is for Arms warriors, not generally for Fury or Protection warriors), and we’ll try to get even better about this in the future.

We generally think of rotations as mechanics for DPS classes, but they apply to tanks as well and to a lesser extent, healers. Protection warriors use Shield Slam, Revenge, Devastate, and Heroic Strike as their single-target threat abilities. They also use Demoralizing Shout, Thunder Clap, and Shield Block, pretty much on cooldown. Given the number of situational abilities warriors also have, and that they prioritize different abilities when attacking multiple targets, you can argue that Prot warriors have too many abilities. To my mind, Demoralizing Shout is the least interesting one and the first candidate to cut. (We would have to cut the equivalent debuffs from all sources in order to prevent this from just being a warrior nerf of course.) We could also have Devastate completely replace Sunder Armor (i.e. Sunder Armor vanishes from your Spell Book) so there is no confusion about whether Sunder should ever be used again. That would help to get a few buttons off the bar.

Healers have less of a rotation, since much of what they are doing is always highly situational. However, Holy paladins do have builders and finishers, and other healers want to get their HoTs up before switching to cast-time heals, etc. All healers still have a group of core spells though. For a Holy priest healing a single target, these are Heal, Flash Heal, Greater Heal, Renew, and Holy Word: Serenity. If we gave healers a new healing spell, it would need to distinguish itself from those spells in some meaningful way, else it or one of the existing spells risks getting crowded out. Flash Heal is often the heal that risks getting crowded out most often, since so many of the healer talents give them more situational-ish emergency buttons, such as Penance and Power Word: Shield for priests.

It's Complicated

I’ve stuck with long-ish single target rotations -- the kind you’d use against a dungeon or raid boss -- for the most part, but of course it isn’t always that simple. As you’re leveling, you’re killing things very quickly, so applying long DoTs isn’t always worth the effort. A Feral druid could stealth behind every quest mob and open with Shred (or even Ravage), but for the most part it’s easier just to Mangle targets down and spend combo points on Savage Roar or possibly Ferocious Bite, since the target won’t live long enough for Rip to really do its job. These “quick kill” rotations can also come into group play where you’re dealing with adds that can’t be AE’d down for whatever reason (such as the risk of breaking CC). A Shadow priest might use Mind Spike in these scenarios rather than their full dot and Mind Flay rotation.

On the topic of AE, some specs have some fairly interesting AE rotations, such as Fire mages (Flame Orb, Flamestrike, Combustion, Living Bomb) and Survival hunters (Serpent Spread, Explosive Trap and Multi-Shot). Other specs have really simple rotations, such as channeling a targeted spell over and over. Boring. Going forward, we’re going to make more of an effort to make sure everyone has a reasonable AE rotation that at least involves more than one button. Part of the reason we don’t want groups just AE’ing down everything in dungeons that they don’t yet overgear is because we think the gameplay is less compelling. Adding a little more depth than just channeling Blizzard would encourage us to add more situations where AE is the right thing to do.

The Human Factor

Rotations are very different in PvP as well, where uninterrupted time to sit there and do max DPS is in very short supply. On the other hand, all of those situational abilities (crowd control, dispels, cooldowns etc.) are at a premium in PvP and very often have an even bigger effect on the outcome of a fight than the core abilities do. It is tempting, and to be fair sometimes appropriate, to solve class balance problems by handing out new abilities to make a particular class or talent spec more attractive to a team or at least more viable overall.

We can do this sometimes by tweaking existing abilities, but there is also a risk of “kitchen sinking” an ability. If a button does too many things, then you’re sometimes asked to say use an offensive ability for defensive utility or apply a debuff you don’t really want to mess with in order to get an ancillary benefit. We can cut down on potential confusion by giving similar or even identical abilities to multiple classes (now you only need to learn the name, icon and spell effect of one ability instead of a half-dozen), but too much of that risks class homogenization as well.

Because there are so many different scenarios (PvP, AE, quick kill, and long kill), classes end up with a lot of different rotational and situational abilities that you all are asked to manage and master. Your action bars fill up. Now add in potions and other consumables, mounts, trinkets, professions, and a potential host of macros, and your action bars get very full. Designers also feel a lot of pressure to fix neglected abilities rather than cutting them, even though pruning is often the wiser (but unpopular!) solution. An additional complication is that players expect (and rightfully so!) to gain a new ability or two whenever we increase the level cap. Very powerful situational abilities can serve this role, such as Ring of Frost, but players often react more positively when they gain a new rotational ability that changes up their second-to-second play style, like say Colossus Smash or Unleash Elements.

Too Many to Handle?

So when do we cross over from having “enough” cool abilities to “too many” cool abilities? The depth that comes from lots and lots of content can feel cool to a veteran player, but even for them, the intended role and nuance of every ability can become blurred. For the new or returning player, it just becomes incomprehensible.

A warrior who took some time off after Lich King and then came back to Cataclysm recently would have to relearn her rotation. Raging Blow? What’s that about? Yeah, it might be more interesting than just spamming Bloodthirst, Heroic Strike, and Whirlwind (even on single targets) like Fury warriors did in Icecrown Citadel, but it’s also just one more thing to learn. Even if the new rotation itself isn’t all that complicated, the fact that the design changed over time makes it feel more confusing than it really is at any one moment in time.

Also remember, that to be the best that you can be, you need to understand the abilities of every class, not just your own. Yikes. We designers have to be vigilant to keep complexity at a manageable level, not just for veterans who are active on the forums, but for returning players who want to see what changes Cataclysm brought to the game.


Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He prefers Greek mythology over Roman. Cooler names.

Remote Guild Chat Now on Android, iPhone, and iPod touch
Originally Posted by Blizzard (Blue Tracker)
Remote Guild Chat is now available for Android™ mobile devices, iPhone®, and iPod touch®! The Remote Guild Chat feature lets you stay in touch with your guildmates wherever you go:


  • Read and contribute to your guild’s in-game chat channel in real time

  • Participate in one-on-one conversations with members of your guild

  • View the members of your guild who are currently online

For a limited time, both Android and iPhone/iPod touch users can access the Remote Guild Chat feature without a subscription to World of Warcraft Remote. This free preview is currently available on all North American, European, and Korean World of Warcraft realms.

After the free preview period ends, players will need to have a subscription to World of Warcraft Remote in order to continue using the feature. We'll announce the end of the free preview period in the near future -- keep an eye on the official World of Warcraft website for further details.

To access Remote Guild Chat, players will need to download the free World of Warcraft Remote app for Android (formerly known as the Remote Auction House app) or the free World of Warcraft Mobile Armory app for iPhone and iPod touch.

To learn more about World of Warcraft Remote, which also grants you full access to the Remote Auction House, visit the World of Warcraft Remote page, or go here to subscribe. You can also share feedback on Remote Guild Chat in this thread our Website Feedback forums.

Trading Card Game Art Gallery Update
The Trading Card Game Art Gallery has been updated with 10 new artworks.


by Published on 2011-04-26 06:49 PM

Update - The Blizzard CMs are waiting for an update on the update.

Patch 4.1 on US Realms - Extended Maintenance
Originally Posted by Nethaera (Blue Tracker)
11:00 a.m. PDT-

We will be extending maintenance for all realms for 1 hour 30 minutes and anticipate they will be available for play at 12:30 PDT. We will provide additional updates as necessary.
by Published on 2011-04-25 08:13 AM

Update - The official trailer appeared on Youtube.



Patch 4.1 on Live Servers this Week
The patch is now available in weird places of the internet and we reached the point where we can pretty much confirm that the patch will be deployed on live realms this week. The "pretty much" is only here if an apocalypse happens and Blizzard has to postpone the patch (but it never happened).

It's time for the super-giant recap of the patch features, with highlights on the most interesting stuff. Enjoy!


Patch 4.1 Dungeon Call To Arms Interface/Mechanics
The new Dungeon Call to Arms feature allows you to get extra rewards if you are one of the most needed role in the LFD dungeon system. If the screenshots below aren't enough, check out the official posts!



The Call to Arms work as follow:








New Valor Points and Daily Dungeons gains in Patch 4.1
One of the fairly awesome change of this patch is the change to daily dungeon bonus rewards. You no longer have to run the daily dungeon every day to get your valor points, there is now a weekly cap of 7 dungeons that you can run at any time: You can run 7 dungeons on sunday and get all your valor points for the week!
Originally Posted by Lylirra (Blue Tracker)
Right now, you receive 70 VP for the first random Cataclysm Heroic dungeon you complete each day. In 4.1, you'll receive 70 VP for the first seven random Cataclysm Heroic dungeons you complete each week. Similarly, you'll receive 140 VP for the first seven random Rise of the Zandalari Heroic dungeons (the new Zul'Aman and Zul'Gurub instances) you complete in the week, too. Collectively, you'll be able to earn up to 980 VP exclusively from Heroic dungeons, which in turn will count towards your weekly 1250 VP cap.

By transitioning random Heroic dungeon rewards from a daily format to a weekly one, we'll be able to give players more control and flexibility over how they can earn VP -- which is cool! -- but this also means that we've a lot more bookkeeping to do in terms of where those points are coming from. To help with that, we're adding a "Valor Point bar" (similar to an XP bar) to the top of Dungeon Finder UI that will track your weekly cap, as well as how many Heroics you can still run for VP during the week.

We're going to be writing up a pretty big blog about that system since it's somewhat complicated, but here's what you can take away right now:


  • In 4.1, running random Heroic dungeons for VP is now something you can do on your own schedule. Feel like spending your entire Saturday queuing up as random? No problem!

  • The first seven random Rise of the Zandalari Heroics you run for the week will award 140 VP each. This is double the VP that you’ll receive from your first seven random "tier 1" Cataclysm Heroics, since the dungeons are considered a "step up" in difficulty.

  • You'll be able to randomly queue for the Rise of the Zandalari Heroics separately from the tier 1 Cataclysm Heroic dungeons.

  • Each week you can earn up to 980 VP just by running random Heroic dungeons. If you want to maximize your VP gains, you can still reach the overall weekly cap of 1250 by defeating raid level content.

This isn't yet on the PTR for testing. We'll let you know when it is, though, and will continue to provide more information as the development of 4.1 progresses.

New Dungeons - Zul'aman and Zul'gurb (Heroic 5-Man)
Zul'aman and Zul'Gurub are back as heroic-only dungeons! You can check out the video previews from OMFGCata and the Yogscast, the official preview from the link below, and the loot list (with screenshots)!












Heirloom Tanking Items introduced in Patch 4.1
A new set of tanking heirloom has been added in this patch, this set is available from your regular sources of heirlooms (vendors, guild rewards, etc ...). I also included the legs part of this set but it is not available in game yet.



Maelstrom Crystals and Honor/Justice conversion in Patch 4.1
In this patch you can buy Maelstrom Crystal from your honor and justice reward vendors. You can also convert your Honor Points into Justice Points and vice versa.



Patch 4.1: Guild Challenges
Originally Posted by Blizzard (Blue Tracker)
In addition to updating Zul’Gurub and Zul’Aman for level-85 players, we're also excited about another patch 4.1 feature: Guild Challenges. Built into the Info panel of the guild user interface, Guild Challenges will be weekly tasks guild groups can tackle for additional guild experience, achievements, and gold.

This feature has been designed and implemented to be quite simple. At the top of the guild user interface Info pane, a new Guild Challenges section will be displayed and broken into three categories: Dungeons, Raids, and Rated Battlegrounds. Any guild group will qualify for Guild Challenges credit and there is a set number of times each challenge can be completed per week. There’s no need to add a quest to your Quest Log or anything of that nature. Just grab a guild group eligible for any of the challenges and go.

Completing a Guild Challenge will result in a popup to confirm credit has been awarded, similar to achievement popups (or “toasts”). The participating guild members will then earn experience for their guild. In addition, a gold reward will be deposited directly to the Guild Vault. The gold and experience rewarded varies for each challenge type, but you won’t have to worry about receiving reduced rewards if, say, you happen to be in a guild group that completes a raid or dungeon on normal difficulty. Since there is a limited number of times each challenge type can be completed per week, we want to make sure guilds don’t feel set back if a guild group of level-18 players receives credit for completing Deadmines, versus a level-85 guild group completing Heroic Deadmines. The same applies to normal and Heroic difficulty raid progression. Provided the content is level-appropriate for your guild group, you’ll earn experience and gold for your guild.

To earn Guild Dungeon Challenge credit, the 5-player party must be composed of at least 3 guild members. Raid and Rated Battleground Challenges require that 8 out of 10 players be guild members, while 20 guild members are required to earn credit for 25-player raids. To earn gold for Guild Challenge rewards, a guild must be level 5 or higher and the participating members must have earned honored reputation with the guild. For example, 3 out of 5 guild members in a 5-player party must be honored to earn gold for the guild. If those three guild members have only reached friendly reputation, they would still receive credit and earn guild experience, but the guild would not receive gold.

So, let’s say your guild has been regularly hitting the daily experience cap. You might be wondering how beneficial it’d be to do Guild Challenges. Well wonder no more, amigos: Guild Challenges award guild experience above the cap. Think of it like rested experience. The guild experience cap will extend itself relative to the guild experience earned by completing these challenges. It’s a great way to get an extra edge on your guild leveling! Not only that, if your guild reaches the level cap, continuing to partake in Guild Challenges will yield a much more substantial sum of gold deposited directly into the Guild Vault.

We’re very happy with Guild Challenges and feel that they’re a fun way to continue expanding upon all of the new guild features added in World of Warcraft: Cataclysm. Your feedback regarding this system is always appreciated, as you can be sure we’ll be looking for ways to beef it up in future patches.


Patch 4.1 Archaeology Rewards
Patch 4.1 adds a couple of Archaeology rewards to the game. The Fossile and Troll branches are getting some love and you should be able to find these new rare items after the patches.

Artifact Project Type Branch Fragments
Extinct Turtle Shell Extinct Turtle Shell Shield Fossil 150
Pterrordax Hatchling Pterrordax Hatchling Companion Pet Fossil 120
Voodoo Figurine Voodoo Figurine Companion Pet Troll 100
Vrykul Drinking Horn Vrykyl Drinking Horn Misc. Vrykul 100
Ancient Amber Ancient Amber Misc. Fossil 100
Haunted War Drum Haunted War Drum Misc. Troll 100




Poseidus and Reins of Poseidus on PTR 4.1
ChaosStorm posted on the forums during PTR testing and confirmed that the Reins of Poseidus now drop from Poseidus in the Abyssal Depths (Vashj'ir). According to his post the mount is usable in other water environment, the mount has a 270% speed in Vashj'ir and 108% speed in other areas.

Also, all the group rare elites spawning in Cataclysm zones got new ilvl 359 Bind on Equip epic items in Patch 4.1




Winged Guardian Video Preview
The Winged Guardian is included in the game files and could be available shortly after the release of the patch. The mount will be available from the Blizzard store at some point after the release of Patch 4.1 and includes a very nice light effect on the wings, check out the video!






Target position on Minimap in Patch 4.1
Patch 4.1 adds a very useful feature to the game, anything you target will now have its position displayed on the minimap! It's obviously very useful when you're looking for a NPC after using the /target command and I'm sure it will make a couple of rare elite hunters happy. (Unless you have NPCScan, in this case you're probably already happy)



Patch 4.1 Cooking and Fishing Daily Quests
New Cooking and Fishing Dailies have been added to Darnassus, Ironforge, Thunder Bluff, and Undercity in this patch.



Patch 4.1: Rise of the Zandalari Features
Last but not least, the official preview and patch notes!
Originally Posted by Blizzard (Blue Tracker)
Patch 4.1 will soon be upon us, and it’s high time we dig into the meat of this patch to digest the new content, features, and official patch notes. The rise of the Zandalari is happening soon on a realm near you, so make sure you’ve read up on the new level-85 Stranglethorn quest line, as well as the updated dungeons of Zul’Gurub and Zul’Aman -- now suitable for five level-85 players with an average item level of 346 or higher. All-new epic gear, rare mounts, pets, and other interesting treasures await you, should you be able to rise to the challenge of the Zandalari!

If you’ve found yourself waiting in dungeon queues longer than you’d like, we have a new system, Dungeon Finder: Call to Arms, you should know about. The Dungeon Finder will be offering an additional incentive to players of underrepresented class roles. With this feature we hope to get you into the action faster.

We’ve also built a new Guild Finder feature into the game interface and plan to expand upon its functionality in upcoming patches. Whether you’re a player looking for a guild, or a guild leader looking to recruit, this system facilitates those activities. We’re continuing to update, improve, and adjust the Guild Advancement system and want to make sure you’re given the tools to find and maintain a fun guild.

If you’re already tackling content with your guildmates, you’ll probably be interested in the upcoming Guild Challenges. By completing dungeons, raids, and Rated Battlegrounds in guild groups, you’ll attain new achievements, accrue gold for the Guild Vault, and earn guild experience above the current daily cap. We plan to introduce more Guild Challenges in future updates.

Now, without further ado, here are the official 4.1 patch notes.

World of Warcraft Client Patch 4.1

Notes for all World of Warcraft patches can be found here.

Rise of the Zandalari

The days when great troll empires stretched across ancient Kalimdor are long past. Millennia of war and internal strife have stripped these nations of their power, lands, and glory. As Azeroth recovers from the destruction of the Cataclysm, the world's divided troll populations face a bleak future. These dark times have spurred the trolls of the Zandalar, the historically wise and scholarly tribe from which all trolls originated, to take drastic action. They have embarked on a bold crusade to save their race by uniting trolls into a single mighty empire. With the Zandalari's aid, the fallen capitals of the Gurubashi and Amani nations—Zul'Gurub and Zul'Aman—are already rebuilding, replenishing their forces for a bloody campaign to expand their territories.

Yet Vol'jin and his Darkspear trolls are not aligned with the Zandalari. They have sworn to stand with their Horde comrades—and even work with the Alliance—should the trolls ignite a new war on Azeroth. Soon, Vol'jin might be forced to act on his promise, for if the Gurubashi and Amani are left to their own devices, the world will know the legendary strength and savagery of the ancient troll empires once again.

Guild Challenges

Built into the Info panel of the guild user interface, Guild Challenges are weekly tasks guild groups can tackle for additional guild experience, achievements, and gold. At the top of the guild user interface Info pane, a new Guild Challenges section is displayed and broken into three categories: Dungeons, Raids, and Rated Battlegrounds. Any guild group will qualify for Guild Challenges credit and there is a set number of times each challenge can be completed per week.

Guild Finder

Guild Finder is a new system designed to enable easier and faster guild recruitment. Guild leaders and players who are looking for a guild to call home will use the Guild Finder to meet one another and begin communications that can lead to a prosperous membership. Whether you're a guild leader looking to fill your ranks or a player looking for a guild that meets your strictest requirements, the Guild Finder provides an easy way to make new friends!

Dungeon Finder: Call to Arms

A new system intended to lower queue times, Dungeon Finder: Call to Arms offers additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you'll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/potion, a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount.

General


  • Conquest Points are now purchasable from the Valor Quartermasters at 250 Conquest Points per 250 Valor Points.
  • Honor Points are now purchasable from the Justice Trade Goods vendors at 250 Honor Points per 375 Justice Points.
  • Justice Points are now purchasable from the Honor Trade Goods vendors at 250 Justice Points per 375 Honor Points.
  • 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.
  • A dead player can now be resurrected by targeting them using the Party or Raid Frame even if they have released. No more hunting for corpses.

Achievements


  • A new feat of strength with an associated title, "the Camel-Hoarder", has been added for players that have bested Dormus and obtained the Reins of the Grey Riding Camel -- because there must always be a Camel-Hoarder.

PvP
  • The following Battleground achievements have been permanently removed from the game, as they do not function correctly with the achievement tracking system: Guild Gankin' in Gilneas, Guild Gulch, The Peak of Perfection, The Perfect Guild Storm, Storming the Beach.

Rated Battlegrounds
  • The achievements to win 100 rated Battlegrounds have been renamed to "Veteran of the Alliance" and "Veteran of the Horde", and now award those titles.
  • Achievements to win 300 rated Battlegrounds have been added, awarding the "Warbound" and "Warbringer" titles to the Alliance and Horde respectively.

Arathi Basin
  • The achievement "We Had It All Along *cough*" now requires the player to win Arathi Basin by 50 points or less, up from 10 points or less.

The Battle for Gilneas
  • The achievement "Jugger Not" now requires the player to win The Battle for Gilneas by 100 points or less, up from 10 points or less.
  • The achievement "Out of the Fog" requires the player to defend 2 bases in a single battle, down from 3.
  • The achievement "One Two Three You Don't Know About Me" requires the player to assault 2 bases in a single battle, down from 3.
  • The achievement "Not Your Average PUG'er" now requires 10 total flag defenses, down from 50.
  • The achievement "Battle for Gilneas All-Star" now requires a single flag assault and flag defense in a battle, down from 2.

Achievements Bug Fixes
  • The guild rated Battleground title achievements should now properly be awarded.
  • Valor and Conquest Points are displaying the correct values when tracked for achievements.

Classes: General


  • All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.
  • Several persistent ground effects now display different visuals for hostile and friendly players. The following spells have the same visual effects for friendly players, but new alternate visuals for hostile players: Ring of Frost, Consecration, Desecration, Wild Mushroom, Flare, Ice Trap, Power Word: Barrier, Smoke Bomb, and Hand of Gul'dan. As a general rule, the alternate effects have a red tint or hue indicating they are created by an enemy player.

Death Knight (Forums / Talent Calculator / Skills/Talents)
  • Dark Simulacrum now works on numerous additional spells in dungeon encounters.
  • 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
  • Blood Shield now only works while in Blood Presence.
  • Death Strike self-healing no longer generates threat.

Frost
  • Blood of the North (passive) now permanently converts both Blood Runes into Death Runes. There is no longer any proc interaction with Blood Strike required to activate Death Runes.
  • Frost Strike now deals 130% of weapon damage, up from 110%.
  • 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. In addition, Howling Blast now has a facing requirement.

Unholy
  • Desecration no longer triggers when an applicable strike hits a snare-immune target. This is primarily to avoid unnecessary spell effect clutter during boss encounters.
  • Rage of Rivendare again applies 15/30/45% additional damage to Plague, Scourge, and Festering Strike, up from 12/24/36%.

Glyphs
  • Glyph of Raise Ally is now Glyph of Death Gate, and makes Death Gate cast 60% faster.

Death Knight Bug Fixes
  • Runeforging no longer displays a skill-up UI element.

Druid (Forums / Talent Calculator / Skills/Talents)
  • Lacerate bonus threat has been removed and replaced with increased initial damage done.
  • Efflorescence has a new spell effect.
  • Enrage no longer increases physical damage taken.
  • Lifebloom's bloom effect has been reduced by 20%.
  • Prowl has a new icon.
  • Savage Defense has been redesigned slightly. Instead of a single charge absorption, it now places an absorption effect on the druid absorbing up to 35% of the druid's attack power (modified by mastery, if applicable) in damage and lasting 10 seconds. There are no longer any charges on the effect.
  • 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% and is no longer cancelled by cancelling shapeshift form.
  • Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6, and is now on trainable at level 18 (training cost has been reduced). In addition, the bonus threat from this ability has been removed and replaced with increased damage done.
  • Swipe (Cat) damage has been doubled.
  • Thrash bonus threat has been removed and replaced with increased damage done.
  • Druids now innately have 100% pushback protection from damage while channeling Tranquility.

Balance
  • Starsurge damage has been reduced by 20%.
  • Solar Beam is now more responsive when enemies move into or out of it.

Feral
  • Berserk is no longer on the global cooldown.
  • Feral Swiftness now also causes Dash and Stampeding Roar to have a 50/100% chance to instantly remove all movement impairing effects from the affected targets when used.

Restoration
  • Gift of Nature (passive) also reduces Tranquility's cooldown by 2.5/5 minutes.
  • Efflorescence has been redesigned. It creates a healing zone at the feet of a Swiftmend target, but this healing zone now restores health equal to 4/8/12% of the amount healed by Swiftmend to the three most injured targets within 8 yards, every 1 second for 7 seconds. This periodic effect now also benefits from spell haste, but the individual ticks cannot be critical effects. In addition, Living Seed is no longer a prerequisite talent for Efflorescence.
  • Malfurion's Gift now reduces the cooldown of Tranquility by 2.5/5 minutes.
  • Nature's Swiftness now also increases the healing done by the affected nature spell by 50%.

Glyphs
  • Glyph of Rake is now Glyph of Pounce, which increases the range of Pounce by 3 yards.

Druid Bug Fixes
  • The troll druid models for Flight Form and Swift Flight Form has slimmed down to be more in scale with other druid flight forms.
  • Druids should no longer have UI issues after leaving a vehicle.

Hunter (Forums / Talent Calculator / Skills/Talents)
  • Deterrence no longer requires a melee weapon to be equipped.
  • Explosive Trap now has a new spell effect.
  • Master's Call now has a new spell effect.
  • Multi-Shot damage has been increased by 250%.
  • Tame Beast now tames pets to match the hunter's level, rather than 3 levels below.

Pets
  • The Feed Pet ability now instantly heals 50% of the pet's health. Cannot be used in combat. Requires diet-appropriate food.
  • The Happiness/Pet Loyalty System has been removed. Hunters will no longer have to manage Happiness for their pets, and the previous damage bonus for pets being happy will now be baseline for all tamed pets.
  • Bloodthirsty no longer generates Happiness.
  • Carrion Feeder no longer restores Happiness.
  • Guard Dog no longer causes Growl to generate additional Happiness.
  • Summoned pets now start with 100 focus, up from 0.

Glyphs
  • Glyph of Mend Pet is now Glyph of Lesser Proportion, which decreases the size of the pet slightly.

Hunter Bug Fixes
  • Hunters will no longer automatically acquire a new target if the current target dies in the middle of a cast.
  • Aimed Shot and Steady Shot should no longer start casting Auto Shot on a new target when the "Stop Auto Attack" option enabled.
  • Auto Shot now automatically turns off until reactivated once Freezing Trap is cast on an enemy player.
  • Deterrence: The area damage of the paladin ability Hammer of the Righteous will no longer hit hunters with Deterrence active.
  • Distracting Shot and Multi-Shot are now properly 40-yard range.
  • Intervene (Tenacity pet ability) range has been increased so that the pet will properly intercept attacks.
  • Multi-Shot now properly has a 1-second global cooldown.
  • Scatter Shot's disorient effect should no longer sometimes be broken by the hunter's Auto Shot.

Mage (Forums / Talent Calculator / Skills/Talents)
  • Arcane Blast cast time has been reduced to 2.0 seconds, down from 2.35 seconds. In addition, the stacking effect of Arcane Blast now increases the damage done by Arcane Explosion, and Arcane Explosion does not consume that effect.
  • Arcane Explosion damage has been increased by 30%.
  • Arcane Missiles damage has been increased by 13%.
  • Blizzard damage has been increased by 70%.
  • Frost Armor has been reworked:
    • It now reduces physical damage taken by 15%, instead of providing 20% additional armor.
    • The Chilled proc from Frost Armor can no longer proc Fingers of Frost.
    • The attack speed slow from the Chilled proc is now 20%, down from 25%, but it also affects ranged attack speed.
    • Frost Armor also no longer increases Frost resistance.
  • Frostbolt damage has been increased by 10%.

Arcane
  • Arcane Barrage damage has been increased by 13%.
  • Improved Arcane Explosion now also reduces the mana cost of Arcane Explosion by 25/50%.

Fire
  • Combustion no longer has a global cooldown.
  • Ignite is no longer triggered from periodic critical effects.

Frost
  • Fingers of Frost bonus damage applied to Ice Lance has been increased to 25%, up from 15%.
  • Ice Barrier base damage value has been increased by approximately 120%. In addition, the benefit from spell power has been increased by approximately 8%.
  • The root effect from Shattered Barrier now shares diminishing returns with the root from Improved Cone of Cold.

Glyphs
  • Glyph of Frost Armor (new glyph): Frost Armor also causes the mage to regenerate 2% of maximum mana every 5 seconds.

Paladin (Forums / Talent Calculator / Skills/Talents)
  • Righteous Fury now persists through death.
  • Word of Glory now has a 20-second cooldown.

Holy
  • Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.
  • Illuminated Healing shield duration is now 15 seconds, up from 8 seconds. In addition, Illuminated Healing has been increased to provide 1.5% effect per mastery, up from 1.25%.
  • Walk in the Light (passive) removes the cooldown of Word of Glory.

Protection
  • Divine Guardian cooldown is now 3 minutes, up from 2.
  • Grand Crusader will now generate a charge of Holy Power if the Avenger Shield it procs is used within 6 seconds.
  • Sacred Duty can now be activated by Avenger's Shield in addition to Judgements. The effect now lasts 10 seconds, down from 15.

Retribution
  • Divine Storm now generates 1 point of Holy Power if it hits (i.e. successfully lands on) 4 or more targets.
  • Sacred Shield's internal cooldown has been increased to 60 seconds, up from 30.

Paladin Bug Fixes
  • Avenger's Shield can no longer be blocked.
  • Judgements of the Just debuff can no longer trigger talents and other effects.
  • Seal of Truth: Fixed a tooltip error that stated swings at targets with Censure fully stacked dealt 9% weapon damage. They actually dealt 15% damage and the tooltip has been updated accordingly.

Priest (Forums / Talent Calculator / Skills/Talents)
  • Divine Aegis duration has been increased to 15 seconds, up from 12.
  • Dispel Magic can only be used on the casting priest as a baseline effect.
  • Priests now innately have 100% pushback protection from damage while channeling Divine Hymn and Hymn of Hope.
  • Holy Fire damage has been increased to be approximately 30% higher than Smite.
  • Inner Will and Inner Fire now last until canceled.
  • Mind Sear damage has been doubled.
  • Power Word: Shield duration has been reduced to 15 seconds, down from 30.

Discipline
  • Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.
  • Atonement now works with Holy Fire in addition to Smite.
  • The direct damage portion of Holy Fire can now trigger Evangelism.
  • Power Word: Barrier's cooldown has been increased to 3 minutes, up from 2, and its effect has been reduced to 25%, down from 30%.
  • It is now possible to remove Weakened Soul effects that were a result of another priest's Power Word: Shield through Strength of Soul.

Holy
  • Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.
  • Chakra now lasts until canceled, up from 1 minute.
  • Holy Word: Sanctuary healing done has been increased by 35%. In addition, it has a new spell effect.
  • Surge of Light can now also trigger from Binding Heal.

Glyphs
  • Glyph of Divine Accuracy now also affects Holy Fire in addition to Smite.

Priest Bug Fixes
  • Surge of Light is now being applied to Smite at rank 1.

Rogue (Forums / Talent Calculator / Skills/Talents)
  • Recuperate base effect now heals 3% per tick, up from 2%.
  • Stealth base cooldown has been reduced to 4 seconds, down from 10, and the movement penalty from being in Stealth has been removed.
  • Tricks of the Trade now has a 100-yard range, up from 20.

Combat
  • Improved Recuperate now adds 0.5%/1% to the health restoration effect of Recuperate, down from 1%/2%.

Subtlety
  • Cheat Death now reduces damage taken by 80% while in effect, down from 90%. Its internal cooldown has been raised to 90 seconds, up from 60.
  • Nightstalker now reduces the cooldown of Stealth by 2/4 seconds, and instead of negating the movement penalty from Stealth, it adds a 5/10% movement speed bonus (stacking with other effects) while Stealthed.

Shaman (Forums / Talent Calculator / Skills/Talents)
  • Fire Nova has been redesigned and decoupled from shaman Fire totems. Instead, it now pulses the Fire Nova effect from each target that is afflicted by the shaman's own Flame Shock debuff. It now damages all enemies except the target hit by Flame Shock. The ability's cooldown has been reduced to 4 seconds, down from 10.
  • Grounding Totem cooldown has been increased to 25 seconds, up from 15.
  • Magma Totem now lasts for 60 seconds, up from 21.
  • Stoneclaw Totem's area-of-effect threat pulse no longer affects critters.

Elemental Combat
  • Earthquake is no longer a channeled spell. It now has a 2-second cast time, lasts for 10 seconds, and has a 10-second cooldown. Its damage has been reduced by 40% from its channeled version.

Enhancement
  • Improved Fire Nova has been redesigned and replaced by a talent called Seasoned Winds. When an enemy spell cast is successfully prevented with Wind Shear, the shaman gains magical resistance (in an amount equal to what a protection totem/aura would grant, stacking with such buffs) to the spell school(s) of the interrupted spell (except for Holy spells), lasting 10 seconds.

Restoration
  • Cleansing Waters now has a 6-second internal cooldown.
  • Deep Healing now benefits all heals, not just direct heals.
  • Earth Shield healing done by Restoration shaman has been reduced by 20%.
  • Nature's Blessing has been improved to 6/12/18% bonus direct healing on Earth Shielded targets, up from 5/10/15%.
  • Spirit Link Totem (new talent) reduces damage taken by all party and raid members within 10 yards by 10%. This lasts 6 seconds, and every second it is active the health of all affected players is redistributed among them, such that each player ends up with the same percentage of their maximum health. This counts as an Air totem and has a 3-minute cooldown.

Glyphs
  • Glyph of Grounding Totem: The increased cooldown of Grounding Totem applied by this glyph has been reduced to 35 seconds, down from 45 seconds.

Shaman Bug Fixes
  • The tooltips for shaman healing spells are now displaying correct values when points are distributed into any rank of the Spark of Life talent.

Warlock (Forums / Talent Calculator / Skills/Talents)
  • Dark Intent: The friendly target of this ability now receives 1% (stacking 3 times to 3%) periodic spell damage and healing bonus instead of 3% (stacking 3 times to 9%). The casting Warlock still receives 3% (stacking 3 times to 9%).
  • Rain of Fire damage has been increased by 25%.
  • Seed of Corruption damage has been increased by 20%.
  • Soulstone can now be used in combat to resurrect a targeted dead player.

Affliction
  • Haunt damage has been increased by 30%.
  • Shadow Mastery (passive) has been increased to 30%, up from 25%.
  • Unstable Affliction damage done when it is dispelled has been doubled, but this damage can no longer be critical.

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

Pets
  • 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.
  • Lash of Pain (Succubus) damage now scales with level, reducing the damage done at lower levels such that it will deal 50% damage at level 20, and 100% damage at level 80 and above.
  • Shadow Bite (Felhunter) damage and effect has doubled.

Glyphs
  • Glyph of Soul Swap now increases the cooldown of Soul Swap by 15 seconds, up from 10 seconds.

Warrior (Forums / Talent Calculator / Skills/Talents)
  • Charge and Intercept no longer have diminishing returns on their stun effects.
  • Colossus Smash now ignores 50% of a hostile player's armor (PvP), but continues to ignore 100% of a non-player character's armor (PvE).
  • Heroic Throw is now available from trainers at level 20.
  • Heroic Leap is no longer on the global cooldown, similar to other warrior movement abilities.
  • Inner Rage is now available at level 56.
  • Intercept now has a 1.5-second stun, down from 3 seconds.
  • Pummel is now usable in all stances.
  • 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.
  • Shield Bash has been removed from the game.
  • Spell Reflection cooldown has been increased to 25 seconds, up from 10.
  • 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 0.25/0.5 seconds in addition to its current effects.
  • 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.
  • Strikes of Opportunity value per point of mastery has been increased by 10%.

Fury
  • Precision (passive) now increase auto-attack damage by 40%, in addition to the 3% hit it offers currently.
  • Unshackled Fury now only grants 2 base points of mastery, down from 8.

Protection
  • Shield Mastery no longer affects the cooldown of Spell Reflection, however, it now allows Shield Block to proc a second aura that reduces magic damage by 7/14/20% for 6 seconds.
  • Gag Order now applies to Pummel and Heroic Throw, giving these abilities a 100% chance to silence the target for 3 seconds. In addition, Gag Order lowers the cooldown of Heroic Throw by 30 seconds.

Glyphs
  • Glyph of Spell Reflection reduces the cooldown of Spell Reflection by 5 seconds, up from 1 second.

Dungeons & Raids

Rise of the Zandalari
  • Zul'Aman is now a level-85 5-player Heroic dungeon. Players with a minimum average item level of 346 or higher can access this dungeon via the Dungeon Finder.
  • Zul'Gurub is now a level-85 5-player Heroic dungeon. Players with a minimum average item level of 346 or higher can access this dungeon via the Dungeon Finder.
  • Both Zul'Gurub and Zul'Aman exist in a separate tier in the Dungeon Finder above the current level-85 Heroic dungeons. Players can randomly queue for either dungeon by selecting the Rise of the Zandalari setting.

Dungeon Finder
  • The Dungeon Finder now attempts to avoid putting damage-dealing classes with the same armor type in a group.
  • Players will now get bonus rewards 7 times per week (while earning less than 980 Valor Points) instead of once a day when using Dungeon Finder.
  • When there is only 1 player left in a Dungeon Finder group, they will now be able to queue for replacements as long as they queue within 2 minutes or stay in the dungeon.
  • The Dungeon Finder: Call to Arms will now identify which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.
  • The least represented class icon will show within the Dungeon Finder to indicate the role that is eligible to earn the bonus reward.
  • Players must queue solo with the currently indicated least represented class (by the system) and complete the dungeon up to and including the final boss in order to be eligible for the bonus reward.
  • The bonus reward will be displayed to eligible (system identified as least represented) classes within the UI.
  • Once the dungeon is completed the eligible player will receive a Satchel of Exotic Mysteries (account bound) with various potential rewards including: gold, rare gems, non-combat pets, and (very rare) mounts.

Blackrock Caverns
  • Aura of Arcane Haste now has a clearer visual on the bearer of the aura.
  • Bound Flames in the Karsh Steelbender encounter no longer create Lava Pools when they are killed.
  • The Short Throw ability used by Twilight Sadists has had its range reduced to 10 yards.

Blackwing Descent
  • Atramedes
    • Searing Flames now causes a 6-second cooldown on Modulation.
    • Searing Flames no longer increases Sound on players.
    • Players should no longer be able to avoid the first period damage tick of Searing Flame, and Searing Flame now ticks every 2 seconds. The damage of Searing Flame has been increased to compensate for it ticking less frequently.
  • The Bile-O-Tron 800 in the Chimaeron encounter is now more resistant to being knocked offline many times in rapid succession.
  • Flash Bomb (Golem Sentry ability) now has a more clear warning visual.
  • Magmaw now triggers a raid emote when summoning Lava Parasites.
  • Maloriak
    • Maloriak now has a brief windup before beginning to channel Arcane Storm, slightly increasing the amount of time players have before the spell begins to deal damage.
    • Further improvements have been made in the Maloriak encounter to avoid Flash Freeze targeting the tanks.
  • Nefarian's End
    • The damage of Shadowflame Barrage has been reduced by 15% (10-player normal and Heroic difficulty only).
    • The damage of Tail Lash has been reduced by 20% (10-player normal and Heroic difficulty only).

The Bastion of Twilight
  • Dragon Siblings
    • Blackout can now be dispelled on Heroic difficulty.
  • Cho'gall
    • The health of Blood of the Old God on 10-player Heroic difficulty has been lowered by roughly 20%.
    • The health of Darkened Creations on 10-player Heroic difficulty has been lowered by roughly 20%.
    • The corruption gained from Corruption: Accelerated on 10-player Heroic difficulty has been lowered slightly.
    • Knockbacks and Deathgrip can now be used to interrupt players that are converted by Cho'gall.
  • Sinestra
    • Twilight Slicer is now less likely to target two healers at once.
    • Wrack will avoid jumping to tanks.

Deadmines
  • Ragezone cast by Defias Blood Wizards now only increases damage dealt, no longer increasing damage taken.

Dire Maul North
  • The Gordok Courtyard Key in Fengus's Chest is now replenished after several seconds.

Grim Batol
  • Bleeding Wound damage from General Umbriss has been lowered by 20%.
  • Malignant Trogg now moves more slowly.
  • The Encumbered damage bonus from Forgemaster Throngus has been reduced by 50%.
  • Invoked Flaming Spirits should prefer non-tank targets to fixate on.
  • The Twilight Flame Patch from the Twilight Drake has been removed.
  • The cooldown portion of the Twisted Arcane buff cast by Azureborne Seers has been removed.

Halls of Origination
  • Temple Gardian Anhuur should now properly go into his shield phase at 33% even if he was channeling his 66% shield phase.

Lost City of Tol'vir
  • Soul Fragments that spawn during the High Prophet Barim encounter should now perform an emote when they merge with the Harbinger of Darkness.

The Mechanar
  • The Cache of the Legion now unlocks when Gatewatcher Gyro-kill is gyro-killed.

The Stonecore
  • The patrol path of the Stonecore Bruiser before Ozruk has been reduced.
  • Ground Slam now has a pre-cast visual on the ground in front of Ozruk. In addition, Ground Slam's damage and radius have been reduced.
  • High Priestess Azil's Seismic Shard now has a more obvious warning visual.

Stratholme
  • Postboxes no longer require keys to open, because really, who locks their postboxes anymore when they're all undead? It's just people sending coupons for brains anyway.
  • The Postmaster now spawns when 3 of any postbox are opened.

Throne of the Tides
  • Gilgoblin Hunters' Poisoned Spear direct and periodic damage has been reduced.
  • Gilgoblin Aquamages' Tsunami damage has been reduced.
  • Visual effects during the Lady Naz'jar have been improved for clarity.
  • Blight Beasts summoned during the Ozumat encounter now deal less damage with Aura of Dread.

Uldaman
  • The Staff of Prehistoria is no longer required to open the door in the Map Room.
  • Baelog's chest has been given new loot. If it's grey it's good, right?

Vortex Pinnacle
  • The Air Nova ability triggered when a Gust Soldier is killed has had its knockback effect reduced.
  • Altairus now spawns closer to the center of his platform, away from the edge.
  • Temple Adepts and Ministers of Air now wait 2 seconds before starting a spell cast when they are first engaged.

Wailing Caverns
  • The maze section has been removed to make the overall dungeon more accessible and quicker to complete. Nearby creatures and bosses have been adjusted to compensate.

Zul'Farrak
  • Troll Cages no longer require the Executioner's Key to open.
  • The gold amounts awarded for the following encounters have been substantially reduced: Flame Leviathan, Magtheridon, Gruul the Dragonkiller, Doom Lord Kazzak, and all encounters in Karazhan.

Dungeon & Raid Bug Fixes
  • The tooltip for the Luck of the Draw buff now dynamically updates based on how many stacks are present.
  • The tooltip for Stolen Power during the Nefarian's End encounter now displays the correct bonus percentage.
  • Drake vehicles now properly animate when attacking in the air.

Guilds


  • The criteria on many of the profession-related guild achievements has been significantly reduced.
  • The Guild Perk, Cash Flow, no longer prints out text to the Chat Log. Instead, the daily amount deposited is shown in the Guild Vault Money Log. In addition, players can view the weekly contribution in a new window at the bottom of the Money Log.
  • Two new custom guild tabards have been added as Guild Rewards. The tabards are account bound and offer a bonus to gaining guild reputation.
  • The Reins of the Dark Phoenix, purchased from the Guild Vendor, has had its art improved. It's now less transparent and indisputably more awesome.
  • The amount of guild experience rewarded for rated Battleground guild group wins has been dramatically increased.
  • Players are now rewarded guild experience for Honorable Kills in the field.
  • Players are now rewarded guild experience for Battleground wins in Battleground brackets up to level 80.
  • Arena teams are now awarded guild experience for wins. The entire team must be members of the same guild to earn this experience.

Guild Challenges
  • These challenges can be found in the Info pane of the guild UI.
  • Guild Challenges fall into three categories: Dungeons, Raids, and Rated Battlegrounds.
  • Each challenge can be completed a set number of times per week. Guild groups participating in level-appropriate Heroic or normal difficulty dungeons and raids, or rated Battlegrounds, will automatically qualify for challenge credit.
  • Each time a Guild Challenge is completed, the guild will be awarded experience and gold deposited directly into the Guild Vault, as well as the opportunity to earn all-new achievements. A popup or "toast" will be displayed to confirm a Guild Challenge has been completed (similar to achievement alerts).
  • Guild experience earned via Guild Challenges will be awarded above the daily cap. The experience cap will move forward relative to the amount of experience obtained through completing Guild Challenges (similar to rested experience for characters).
  • Guilds already at the level cap will be awarded substantially more gold in place of guild experience.
  • Gold rewards are deposited into the guild bank once the guild reaches level 5. The text for the Cash Flow guild perk has been updated appropriately.

Guild Finder
  • A new Guild Finder button will now appear on the Micro Menu for guild leaders, as well as players without a guild.
  • A Guild Interests field allows players to form a guild around common interests: Questing, Dungeons, Raids, PvP, and Role Playing.
  • An Availability field allows players to note whether or not weekdays or weekends are better for playing.
  • The Class Roles field allows players to indicate the role or roles they are capable of, and willing to fill.
  • A Comment box is also available for supplying additional information.
  • Once a player has filled out the Guild Interests field, the Browse Guilds tab allows them to find guilds actively recruiting via the Guild Finder. Guilds listed here are displayed according to common interests.
  • The Requests tab tracks all recruitment requests submitted by an unguilded player, or submitted to the leader of a selected guild.

Items


  • The PvP Horde and Alliance trinkets have a new spell effect.

Account Bound Items
  • Many "Account Bound" heirlooms are now labeled as "Battle.net Account Bound", meaning that they can also be traded or mailed to characters that are on different World of Warcraft accounts under the same Battle.net account.
  • Mail sent to characters on the same Battle.net account now arrives instantaneously, as it does for the same World of Warcraft account.
  • Mailing account-bound items to characters of the opposite faction on the same Battle.net account will now correctly translate faction-specific items to their appropriate equivalent.
  • All trade goods available for purchase with Honor or Justice Points from the associated commodities vendors have had their prices reduced by 50%.
  • Maelstrom Crystals are now available for purchase with Honor or Justice Points from the associated commodities vendors.

Item Sets
  • 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).
  • The current Holy paladin 4-piece raid set bonus now grants 540 Spirit for 6 seconds after casting Holy Shock.
  • The current healing priest 4-piece raid set bonus no longer requires a target to be under the effects of Weakened Soul for the priest to receive the Spirit bonus. Instead the benefit will be granted each time the priest's Penance spell heals a target.
  • The caster shaman 4-piece PvP set bonus now reduces the cooldown of Grounding Totem by 3 seconds, up from 1.5.

Item Bug Fixes
  • Players are now properly seated on stone drake and wind drake models.
  • Stone drakes no longer clip into the ground when attacked.
  • Many pieces of crafted epic armor have had sockets added.
  • Furious Gladiator's Greatsword (and other swords with the same model) no longer disappear when wielded.
  • Random enchantment items (of the bear, of the whale, etc.) no longer use obsolete item modifiers such as attack power or spell power.

Professions


  • All major cities will now have every type of profession trainer and their associated trade supply vendors.
  • New Cooking and Fishing Dailies have been added to Darnassus, Ironforge, Thunder Bluff, and Undercity.

Alchemy
  • Flask of Steelskin now grants 450 Stamina, up from 300. The Mixology bonus for alchemists remains at 120 Stamina.

Archaeology
  • Seven new rare items have been added.
  • Players now have a much smaller chance of getting a dig site for a race for which they have completed all rare finds.

PvP


  • The rate at which Honor Points are earned has been doubled.

Arenas
  • Arena matchmaking can now extend beyond a team's Battlegroup.

Battlegrounds
  • Battleground raid leaders can now move players from other realms among raid subgroups.
  • 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.
  • Arathi Basin
    • Arathi Basin is now available as a 10v10-player rated Battleground.
    • Flags should now cap in 7 seconds, down from 8.
  • The Battle for Gilneas
    • Flags should now cap in 7 seconds, down from 8.
    • 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.
  • Twin Peaks
    • Graveyard Changes
      • Players will now only spawn at their base graveyard when they die in the enemy base.
      • Defending players will respawn at the middle graveyard.
      • Midfield players will respawn at the middle graveyard.
      • Attacking players will respawn at their base graveyard.
  • Warsong Gulch
    • The graveyards outside both bases have been lowered in elevation and are no longer on the same plane as the main flag room entrances to either respective base.

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.
  • Loot from the creatures Garr, Julak-Doom, Mobus, Akma'Hat, Xariona, and Poseidus has been adjusted to be commensurate to their rarity and invested effort.

Quest Bug Fixes
  • Agatha is now always present to provide quests for newly created undead characters.
  • Players properly sit on Bastia's back during the quest "To the Cliffs" on the Lost Isles.
  • There should no longer be phasing issues during the quest "Detonation" in Redridge Mountains.
  • "Blackriver Skirmish" in Grizzly Hills now awards Honor Points.
  • The vehicle for the quest "Tailgunner!" in Uldum now aims in the correct direction.

Races


  • The gnomish racial ability, Escape Artist, is no longer affected by the global cooldowns triggered by other abilities.
  • The human racial ability, Every Man for Himself, has a new spell effect.

Race Bug Fixes
  • Worgen females have learned how to laugh out loud.

User Interface


  • Like the Focus Frame, the character Unit and Target Frames can now be unlocked and moved to one's content.
  • Spells bound to a key now start to be cast when the button is pressed down by default, instead of waiting for the key to go up. This is an option that can be turned off in the Interface menu under Combat. Mouse clicking has not changed and operates on mouse click up.
  • Targets and focus targets now display on the mini-map.
  • Moved Video and Sound to a new "Options" screen.
  • Added a network category to the new Options screen and included the two network checkboxes.
  • The Network category contains the options "Optimize network for speed" and "Enable IPv6 when available". "Optimize network for speed" will be enabled by default, and will send packets more frequently at the cost of higher bandwidth. The higher bandwidth may lead to disconnects for some players who have limited bandwidth. Players getting disconnected frequently should try unchecking this box.

Visual Settings Updates
  • Removed the red bar preventing the overall graphics slider from going to ultra based on computer specs.
  • When a player moves the overall slider to a setting that would have previously been prevented, any option that can't go as high as that setting will get the warning icon with a tooltip explaining why it can't go higher. For example: a player sets the overall slider to Ultra and the water setting can only go to Fair. The water setting would automatically switch to Fair.
  • Support for DirectX 11 can now be found in the Advanced tab of the Options screen.

At the login screen:
  • Moved the "Reset User Options" button from the popup window that appears when clicking Options to the actual Options window.
  • Clicking Options now goes directly to the Video tab of the Options screen.
  • Removed the now-unneeded popup.

The New Features (!) Option screen has been updated:
  • Cast action keybinds on key down (Combat)
  • Pick Up Action Key (ActionBars)
  • Nameplate Motion Type (Names)
  • Graphics API (Advanced)
  • Network category
by Published on 2011-04-22 11:59 PM

Patch 4.1: Rise of the Zandalari Features
Blizzard just posted a recap of the Patch 4.1 features, which is basically a "we won't tell you yet, but patch is on April 26/27th".
Originally Posted by Blizzard (Blue Tracker)
Patch 4.1 will soon be upon us, and it’s high time we dig into the meat of this patch to digest the new content, features, and official patch notes. The rise of the Zandalari is happening soon on a realm near you, so make sure you’ve read up on the new level-85 Stranglethorn quest line, as well as the updated dungeons of Zul’Gurub and Zul’Aman -- now suitable for five level-85 players with an average item level of 346 or higher. All-new epic gear, rare mounts, pets, and other interesting treasures await you, should you be able to rise to the challenge of the Zandalari!

If you’ve found yourself waiting in dungeon queues longer than you’d like, we have a new system, Dungeon Finder: Call to Arms, you should know about. The Dungeon Finder will be offering an additional incentive to players of underrepresented class roles. With this feature we hope to get you into the action faster.

We’ve also built a new Guild Finder feature into the game interface and plan to expand upon its functionality in upcoming patches. Whether you’re a player looking for a guild, or a guild leader looking to recruit, this system facilitates those activities. We’re continuing to update, improve, and adjust the Guild Advancement system and want to make sure you’re given the tools to find and maintain a fun guild.

If you’re already tackling content with your guildmates, you’ll probably be interested in the upcoming Guild Challenges. By completing dungeons, raids, and Rated Battlegrounds in guild groups, you’ll attain new achievements, accrue gold for the Guild Vault, and earn guild experience above the current daily cap. We plan to introduce more Guild Challenges in future updates.

Now, without further ado, here are the official 4.1 patch notes.

World of Warcraft Client Patch 4.1

Notes for all World of Warcraft patches can be found here.

Rise of the Zandalari

The days when great troll empires stretched across ancient Kalimdor are long past. Millennia of war and internal strife have stripped these nations of their power, lands, and glory. As Azeroth recovers from the destruction of the Cataclysm, the world's divided troll populations face a bleak future. These dark times have spurred the trolls of the Zandalar, the historically wise and scholarly tribe from which all trolls originated, to take drastic action. They have embarked on a bold crusade to save their race by uniting trolls into a single mighty empire. With the Zandalari's aid, the fallen capitals of the Gurubashi and Amani nations—Zul'Gurub and Zul'Aman—are already rebuilding, replenishing their forces for a bloody campaign to expand their territories.

Yet Vol'jin and his Darkspear trolls are not aligned with the Zandalari. They have sworn to stand with their Horde comrades—and even work with the Alliance—should the trolls ignite a new war on Azeroth. Soon, Vol'jin might be forced to act on his promise, for if the Gurubashi and Amani are left to their own devices, the world will know the legendary strength and savagery of the ancient troll empires once again.

Guild Challenges

Built into the Info panel of the guild user interface, Guild Challenges are weekly tasks guild groups can tackle for additional guild experience, achievements, and gold. At the top of the guild user interface Info pane, a new Guild Challenges section is displayed and broken into three categories: Dungeons, Raids, and Rated Battlegrounds. Any guild group will qualify for Guild Challenges credit and there is a set number of times each challenge can be completed per week.

Guild Finder

Guild Finder is a new system designed to enable easier and faster guild recruitment. Guild leaders and players who are looking for a guild to call home will use the Guild Finder to meet one another and begin communications that can lead to a prosperous membership. Whether you're a guild leader looking to fill your ranks or a player looking for a guild that meets your strictest requirements, the Guild Finder provides an easy way to make new friends!

Dungeon Finder: Call to Arms

A new system intended to lower queue times, Dungeon Finder: Call to Arms offers additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you'll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/potion, a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount.

General


  • Conquest Points are now purchasable from the Valor Quartermasters at 250 Conquest Points per 250 Valor Points.
  • Honor Points are now purchasable from the Justice Trade Goods vendors at 250 Honor Points per 375 Justice Points.
  • Justice Points are now purchasable from the Honor Trade Goods vendors at 250 Justice Points per 375 Honor Points.
  • 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.
  • A dead player can now be resurrected by targeting them using the Party or Raid Frame even if they have released. No more hunting for corpses.

Achievements


  • A new feat of strength with an associated title, "the Camel-Hoarder", has been added for players that have bested Dormus and obtained the Reins of the Grey Riding Camel -- because there must always be a Camel-Hoarder.

PvP
  • The following Battleground achievements have been permanently removed from the game, as they do not function correctly with the achievement tracking system: Guild Gankin' in Gilneas, Guild Gulch, The Peak of Perfection, The Perfect Guild Storm, Storming the Beach.

Rated Battlegrounds
  • The achievements to win 100 rated Battlegrounds have been renamed to "Veteran of the Alliance" and "Veteran of the Horde", and now award those titles.
  • Achievements to win 300 rated Battlegrounds have been added, awarding the "Warbound" and "Warbringer" titles to the Alliance and Horde respectively.

Arathi Basin
  • The achievement "We Had It All Along *cough*" now requires the player to win Arathi Basin by 50 points or less, up from 10 points or less.

The Battle for Gilneas
  • The achievement "Jugger Not" now requires the player to win The Battle for Gilneas by 100 points or less, up from 10 points or less.
  • The achievement "Out of the Fog" requires the player to defend 2 bases in a single battle, down from 3.
  • The achievement "One Two Three You Don't Know About Me" requires the player to assault 2 bases in a single battle, down from 3.
  • The achievement "Not Your Average PUG'er" now requires 10 total flag defenses, down from 50.
  • The achievement "Battle for Gilneas All-Star" now requires a single flag assault and flag defense in a battle, down from 2.

Achievements Bug Fixes
  • The guild rated Battleground title achievements should now properly be awarded.
  • Valor and Conquest Points are displaying the correct values when tracked for achievements.

Classes: General


  • All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.
  • Several persistent ground effects now display different visuals for hostile and friendly players. The following spells have the same visual effects for friendly players, but new alternate visuals for hostile players: Ring of Frost, Consecration, Desecration, Wild Mushroom, Flare, Ice Trap, Power Word: Barrier, Smoke Bomb, and Hand of Gul'dan. As a general rule, the alternate effects have a red tint or hue indicating they are created by an enemy player.

Death Knight (Forums / Talent Calculator)
  • Dark Simulacrum now works on numerous additional spells in dungeon encounters.
  • 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
  • Blood Shield now only works while in Blood Presence.
  • Death Strike self-healing no longer generates threat.

Frost
  • Blood of the North (passive) now permanently converts both Blood Runes into Death Runes. There is no longer any proc interaction with Blood Strike required to activate Death Runes.
  • Frost Strike now deals 130% of weapon damage, up from 110%.
  • 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. In addition, Howling Blast now has a facing requirement.

Unholy
  • Desecration no longer triggers when an applicable strike hits a snare-immune target. This is primarily to avoid unnecessary spell effect clutter during boss encounters.
  • Rage of Rivendare again applies 15/30/45% additional damage to Plague, Scourge, and Festering Strike, up from 12/24/36%.

Glyphs
  • Glyph of Raise Ally is now Glyph of Death Gate, and makes Death Gate cast 60% faster.

Death Knight Bug Fixes
  • Runeforging no longer displays a skill-up UI element.

Druid (Forums / Talent Calculator)
  • Lacerate bonus threat has been removed and replaced with increased initial damage done.
  • Efflorescence has a new spell effect.
  • Enrage no longer increases physical damage taken.
  • Lifebloom's bloom effect has been reduced by 20%.
  • Prowl has a new icon.
  • Savage Defense has been redesigned slightly. Instead of a single charge absorption, it now places an absorption effect on the druid absorbing up to 35% of the druid's attack power (modified by mastery, if applicable) in damage and lasting 10 seconds. There are no longer any charges on the effect.
  • 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% and is no longer cancelled by cancelling shapeshift form.
  • Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6, and is now on trainable at level 18 (training cost has been reduced). In addition, the bonus threat from this ability has been removed and replaced with increased damage done.
  • Swipe (Cat) damage has been doubled.
  • Thrash bonus threat has been removed and replaced with increased damage done.
  • Druids now innately have 100% pushback protection from damage while channeling Tranquility.

Balance
  • Starsurge damage has been reduced by 20%.
  • Solar Beam is now more responsive when enemies move into or out of it.

Feral
  • Berserk is no longer on the global cooldown.
  • Feral Swiftness now also causes Dash and Stampeding Roar to have a 50/100% chance to instantly remove all movement impairing effects from the affected targets when used.

Restoration
  • Gift of Nature (passive) also reduces Tranquility's cooldown by 2.5/5 minutes.
  • Efflorescence has been redesigned. It creates a healing zone at the feet of a Swiftmend target, but this healing zone now restores health equal to 4/8/12% of the amount healed by Swiftmend to the three most injured targets within 8 yards, every 1 second for 7 seconds. This periodic effect now also benefits from spell haste, but the individual ticks cannot be critical effects. In addition, Living Seed is no longer a prerequisite talent for Efflorescence.
  • Malfurion's Gift now reduces the cooldown of Tranquility by 2.5/5 minutes.
  • Nature's Swiftness now also increases the healing done by the affected nature spell by 50%.

Glyphs
  • Glyph of Rake is now Glyph of Pounce, which increases the range of Pounce by 3 yards.

Druid Bug Fixes
  • The troll druid models for Flight Form and Swift Flight Form has slimmed down to be more in scale with other druid flight forms.
  • Druids should no longer have UI issues after leaving a vehicle.

Hunter (Forums / Talent Calculator)
  • Deterrence no longer requires a melee weapon to be equipped.
  • Explosive Trap now has a new spell effect.
  • Master's Call now has a new spell effect.
  • Multi-Shot damage has been increased by 250%.
  • Tame Beast now tames pets to match the hunter's level, rather than 3 levels below.

Pets
  • The Feed Pet ability now instantly heals 50% of the pet's health. Cannot be used in combat. Requires diet-appropriate food.
  • The Happiness/Pet Loyalty System has been removed. Hunters will no longer have to manage Happiness for their pets, and the previous damage bonus for pets being happy will now be baseline for all tamed pets.
  • Bloodthirsty no longer generates Happiness.
  • Carrion Feeder no longer restores Happiness.
  • Guard Dog no longer causes Growl to generate additional Happiness.
  • Summoned pets now start with 100 focus, up from 0.

Glyphs
  • Glyph of Mend Pet is now Glyph of Lesser Proportion, which decreases the size of the pet slightly.

Hunter Bug Fixes
  • Hunters will no longer automatically acquire a new target if the current target dies in the middle of a cast.
  • Aimed Shot and Steady Shot should no longer start casting Auto Shot on a new target when the "Stop Auto Attack" option enabled.
  • Auto Shot now automatically turns off until reactivated once Freezing Trap is cast on an enemy player.
  • Deterrence: The area damage of the paladin ability Hammer of the Righteous will no longer hit hunters with Deterrence active.
  • Distracting Shot and Multi-Shot are now properly 40-yard range.
  • Intervene (Tenacity pet ability) range has been increased so that the pet will properly intercept attacks.
  • Multi-Shot now properly has a 1-second global cooldown.
  • Scatter Shot's disorient effect should no longer sometimes be broken by the hunter's Auto Shot.

Mage (Forums / Talent Calculator)
  • Arcane Blast cast time has been reduced to 2.0 seconds, down from 2.35 seconds. In addition, the stacking effect of Arcane Blast now increases the damage done by Arcane Explosion, and Arcane Explosion does not consume that effect.
  • Arcane Explosion damage has been increased by 30%.
  • Arcane Missiles damage has been increased by 13%.
  • Blizzard damage has been increased by 70%.
  • Frost Armor has been reworked:
    • It now reduces physical damage taken by 15%, instead of providing 20% additional armor.
    • The Chilled proc from Frost Armor can no longer proc Fingers of Frost.
    • The attack speed slow from the Chilled proc is now 20%, down from 25%, but it also affects ranged attack speed.
    • Frost Armor also no longer increases Frost resistance.
  • Frostbolt damage has been increased by 10%.

Arcane
  • Arcane Barrage damage has been increased by 13%.
  • Improved Arcane Explosion now also reduces the mana cost of Arcane Explosion by 25/50%.

Fire
  • Combustion no longer has a global cooldown.
  • Ignite is no longer triggered from periodic critical effects.

Frost
  • Fingers of Frost bonus damage applied to Ice Lance has been increased to 25%, up from 15%.
  • Ice Barrier base damage value has been increased by approximately 120%. In addition, the benefit from spell power has been increased by approximately 8%.
  • The root effect from Shattered Barrier now shares diminishing returns with the root from Improved Cone of Cold.

Glyphs
  • Glyph of Frost Armor (new glyph): Frost Armor also causes the mage to regenerate 2% of maximum mana every 5 seconds.

Paladin (Forums / Talent Calculator)
  • Righteous Fury now persists through death.
  • Word of Glory now has a 20-second cooldown.

Holy
  • Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.
  • Illuminated Healing shield duration is now 15 seconds, up from 8 seconds. In addition, Illuminated Healing has been increased to provide 1.5% effect per mastery, up from 1.25%.
  • Walk in the Light (passive) removes the cooldown of Word of Glory.

Protection
  • Divine Guardian cooldown is now 3 minutes, up from 2.
  • Grand Crusader will now generate a charge of Holy Power if the Avenger Shield it procs is used within 6 seconds.
  • Sacred Duty can now be activated by Avenger's Shield in addition to Judgements. The effect now lasts 10 seconds, down from 15.

Retribution
  • Divine Storm now generates 1 point of Holy Power if it hits (i.e. successfully lands on) 4 or more targets.
  • Sacred Shield's internal cooldown has been increased to 60 seconds, up from 30.

Paladin Bug Fixes
  • Avenger's Shield can no longer be blocked.
  • Judgements of the Just debuff can no longer trigger talents and other effects.
  • Seal of Truth: Fixed a tooltip error that stated swings at targets with Censure fully stacked dealt 9% weapon damage. They actually dealt 15% damage and the tooltip has been updated accordingly.

Priest (Forums / Talent Calculator)
  • Divine Aegis duration has been increased to 15 seconds, up from 12.
  • Dispel Magic can only be used on the casting priest as a baseline effect.
  • Priests now innately have 100% pushback protection from damage while channeling Divine Hymn and Hymn of Hope.
  • Holy Fire damage has been increased to be approximately 30% higher than Smite.
  • Inner Will and Inner Fire now last until canceled.
  • Mind Sear damage has been doubled.
  • Power Word: Shield duration has been reduced to 15 seconds, down from 30.

Discipline
  • Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.
  • Atonement now works with Holy Fire in addition to Smite.
  • The direct damage portion of Holy Fire can now trigger Evangelism.
  • Power Word: Barrier's cooldown has been increased to 3 minutes, up from 2, and its effect has been reduced to 25%, down from 30%.
  • It is now possible to remove Weakened Soul effects that were a result of another priest's Power Word: Shield through Strength of Soul.

Holy
  • Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.
  • Chakra now lasts until canceled, up from 1 minute.
  • Holy Word: Sanctuary healing done has been increased by 35%. In addition, it has a new spell effect.
  • Surge of Light can now also trigger from Binding Heal.

Glyphs
  • Glyph of Divine Accuracy now also affects Holy Fire in addition to Smite.

Priest Bug Fixes
  • Surge of Light is now being applied to Smite at rank 1.

Rogue (Forums / Talent Calculator)
  • Recuperate base effect now heals 3% per tick, up from 2%.
  • Stealth base cooldown has been reduced to 4 seconds, down from 10, and the movement penalty from being in Stealth has been removed.
  • Tricks of the Trade now has a 100-yard range, up from 20.

Combat
  • Improved Recuperate now adds 0.5%/1% to the health restoration effect of Recuperate, down from 1%/2%.

Subtlety
  • Cheat Death now reduces damage taken by 80% while in effect, down from 90%. Its internal cooldown has been raised to 90 seconds, up from 60.
  • Nightstalker now reduces the cooldown of Stealth by 2/4 seconds, and instead of negating the movement penalty from Stealth, it adds a 5/10% movement speed bonus (stacking with other effects) while Stealthed.

Shaman (Forums / Talent Calculator)
  • Fire Nova has been redesigned and decoupled from shaman Fire totems. Instead, it now pulses the Fire Nova effect from each target that is afflicted by the shaman's own Flame Shock debuff. It now damages all enemies except the target hit by Flame Shock. The ability's cooldown has been reduced to 4 seconds, down from 10.
  • Grounding Totem cooldown has been increased to 25 seconds, up from 15.
  • Magma Totem now lasts for 60 seconds, up from 21.
  • Stoneclaw Totem's area-of-effect threat pulse no longer affects critters.

Elemental Combat
  • Earthquake is no longer a channeled spell. It now has a 2-second cast time, lasts for 10 seconds, and has a 10-second cooldown. Its damage has been reduced by 40% from its channeled version.

Enhancement
  • Improved Fire Nova has been redesigned and replaced by a talent called Seasoned Winds. When an enemy spell cast is successfully prevented with Wind Shear, the shaman gains magical resistance (in an amount equal to what a protection totem/aura would grant, stacking with such buffs) to the spell school(s) of the interrupted spell (except for Holy spells), lasting 10 seconds.

Restoration
  • Cleansing Waters now has a 6-second internal cooldown.
  • Deep Healing now benefits all heals, not just direct heals.
  • Earth Shield healing done by Restoration shaman has been reduced by 20%.
  • Nature's Blessing has been improved to 6/12/18% bonus direct healing on Earth Shielded targets, up from 5/10/15%.
  • Spirit Link Totem (new talent) reduces damage taken by all party and raid members within 10 yards by 10%. This lasts 6 seconds, and every second it is active the health of all affected players is redistributed among them, such that each player ends up with the same percentage of their maximum health. This counts as an Air totem and has a 3-minute cooldown.

Glyphs
  • Glyph of Grounding Totem: The increased cooldown of Grounding Totem applied by this glyph has been reduced to 35 seconds, down from 45 seconds.

Shaman Bug Fixes
  • The tooltips for shaman healing spells are now displaying correct values when points are distributed into any rank of the Spark of Life talent.

Warlock (Forums / Talent Calculator)
  • Dark Intent: The friendly target of this ability now receives 1% (stacking 3 times to 3%) periodic spell damage and healing bonus instead of 3% (stacking 3 times to 9%). The casting Warlock still receives 3% (stacking 3 times to 9%).
  • Rain of Fire damage has been increased by 25%.
  • Seed of Corruption damage has been increased by 20%.
  • Soulstone can now be used in combat to resurrect a targeted dead player.

Affliction
  • Haunt damage has been increased by 30%.
  • Shadow Mastery (passive) has been increased to 30%, up from 25%.
  • Unstable Affliction damage done when it is dispelled has been doubled, but this damage can no longer be critical.

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

Pets
  • 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.
  • Lash of Pain (Succubus) damage now scales with level, reducing the damage done at lower levels such that it will deal 50% damage at level 20, and 100% damage at level 80 and above.
  • Shadow Bite (Felhunter) damage and effect has doubled.

Glyphs
  • Glyph of Soul Swap now increases the cooldown of Soul Swap by 15 seconds, up from 10 seconds.

Warrior (Forums / Talent Calculator)
  • Charge and Intercept no longer have diminishing returns on their stun effects.
  • Colossus Smash now ignores 50% of a hostile player's armor (PvP), but continues to ignore 100% of a non-player character's armor (PvE).
  • Heroic Throw is now available from trainers at level 20.
  • Heroic Leap is no longer on the global cooldown, similar to other warrior movement abilities.
  • Inner Rage is now available at level 56.
  • Intercept now has a 1.5-second stun, down from 3 seconds.
  • Pummel is now usable in all stances.
  • 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.
  • Shield Bash has been removed from the game.
  • Spell Reflection cooldown has been increased to 25 seconds, up from 10.
  • 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 0.25/0.5 seconds in addition to its current effects.
  • 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.
  • Strikes of Opportunity value per point of mastery has been increased by 10%.

Fury
  • Precision (passive) now increase auto-attack damage by 40%, in addition to the 3% hit it offers currently.
  • Unshackled Fury now only grants 2 base points of mastery, down from 8.

Protection
  • Shield Mastery no longer affects the cooldown of Spell Reflection, however, it now allows Shield Block to proc a second aura that reduces magic damage by 7/14/20% for 6 seconds.
  • Gag Order now applies to Pummel and Heroic Throw, giving these abilities a 100% chance to silence the target for 3 seconds. In addition, Gag Order lowers the cooldown of Heroic Throw by 30 seconds.

Glyphs
  • Glyph of Spell Reflection reduces the cooldown of Spell Reflection by 5 seconds, up from 1 second.

Dungeons & Raids

Rise of the Zandalari
  • Zul'Aman is now a level-85 5-player Heroic dungeon. Players with a minimum average item level of 346 or higher can access this dungeon via the Dungeon Finder.
  • Zul'Gurub is now a level-85 5-player Heroic dungeon. Players with a minimum average item level of 346 or higher can access this dungeon via the Dungeon Finder.
  • Both Zul'Gurub and Zul'Aman exist in a separate tier in the Dungeon Finder above the current level-85 Heroic dungeons. Players can randomly queue for either dungeon by selecting the Rise of the Zandalari setting.

Dungeon Finder
  • The Dungeon Finder now attempts to avoid putting damage-dealing classes with the same armor type in a group.
  • Players will now get bonus rewards 7 times per week (while earning less than 980 Valor Points) instead of once a day when using Dungeon Finder.
  • When there is only 1 player left in a Dungeon Finder group, they will now be able to queue for replacements as long as they queue within 2 minutes or stay in the dungeon.
  • The Dungeon Finder: Call to Arms will now identify which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.
  • The least represented class icon will show within the Dungeon Finder to indicate the role that is eligible to earn the bonus reward.
  • Players must queue solo with the currently indicated least represented class (by the system) and complete the dungeon up to and including the final boss in order to be eligible for the bonus reward.
  • The bonus reward will be displayed to eligible (system identified as least represented) classes within the UI.
  • Once the dungeon is completed the eligible player will receive a Satchel of Exotic Mysteries (account bound) with various potential rewards including: gold, rare gems, non-combat pets, and (very rare) mounts.

Blackrock Caverns
  • Aura of Arcane Haste now has a clearer visual on the bearer of the aura.
  • Bound Flames in the Karsh Steelbender encounter no longer create Lava Pools when they are killed.
  • The Short Throw ability used by Twilight Sadists has had its range reduced to 10 yards.

Blackwing Descent
  • Atramedes
    • Searing Flames now causes a 6-second cooldown on Modulation.
    • Searing Flames no longer increases Sound on players.
    • Players should no longer be able to avoid the first period damage tick of Searing Flame, and Searing Flame now ticks every 2 seconds. The damage of Searing Flame has been increased to compensate for it ticking less frequently.
  • The Bile-O-Tron 800 in the Chimaeron encounter is now more resistant to being knocked offline many times in rapid succession.
  • Flash Bomb (Golem Sentry ability) now has a more clear warning visual.
  • Magmaw now triggers a raid emote when summoning Lava Parasites.
  • Maloriak
    • Maloriak now has a brief windup before beginning to channel Arcane Storm, slightly increasing the amount of time players have before the spell begins to deal damage.
    • Further improvements have been made in the Maloriak encounter to avoid Flash Freeze targeting the tanks.
  • Nefarian's End
    • The damage of Shadowflame Barrage has been reduced by 15% (10-player normal and Heroic difficulty only).
    • The damage of Tail Lash has been reduced by 20% (10-player normal and Heroic difficulty only).

The Bastion of Twilight
  • Dragon Siblings
    • Blackout can now be dispelled on Heroic difficulty.
  • Cho'gall
    • The health of Blood of the Old God on 10-player Heroic difficulty has been lowered by roughly 20%.
    • The health of Darkened Creations on 10-player Heroic difficulty has been lowered by roughly 20%.
    • The corruption gained from Corruption: Accelerated on 10-player Heroic difficulty has been lowered slightly.
    • Knockbacks and Deathgrip can now be used to interrupt players that are converted by Cho'gall.
  • Sinestra
    • Twilight Slicer is now less likely to target two healers at once.
    • Wrack will avoid jumping to tanks.

Deadmines
  • Ragezone cast by Defias Blood Wizards now only increases damage dealt, no longer increasing damage taken.

Dire Maul North
  • The Gordok Courtyard Key in Fengus's Chest is now replenished after several seconds.

Grim Batol
  • Bleeding Wound damage from General Umbriss has been lowered by 20%.
  • Malignant Trogg now moves more slowly.
  • The Encumbered damage bonus from Forgemaster Throngus has been reduced by 50%.
  • Invoked Flaming Spirits should prefer non-tank targets to fixate on.
  • The Twilight Flame Patch from the Twilight Drake has been removed.
  • The cooldown portion of the Twisted Arcane buff cast by Azureborne Seers has been removed.

Halls of Origination
  • Temple Gardian Anhuur should now properly go into his shield phase at 33% even if he was channeling his 66% shield phase.

Lost City of Tol'vir
  • Soul Fragments that spawn during the High Prophet Barim encounter should now perform an emote when they merge with the Harbinger of Darkness.

The Mechanar
  • The Cache of the Legion now unlocks when Gatewatcher Gyro-kill is gyro-killed.

The Stonecore
  • The patrol path of the Stonecore Bruiser before Ozruk has been reduced.
  • Ground Slam now has a pre-cast visual on the ground in front of Ozruk. In addition, Ground Slam's damage and radius have been reduced.
  • High Priestess Azil's Seismic Shard now has a more obvious warning visual.

Stratholme
  • Postboxes no longer require keys to open, because really, who locks their postboxes anymore when they're all undead? It's just people sending coupons for brains anyway.
  • The Postmaster now spawns when 3 of any postbox are opened.

Throne of the Tides
  • Gilgoblin Hunters' Poisoned Spear direct and periodic damage has been reduced.
  • Gilgoblin Aquamages' Tsunami damage has been reduced.
  • Visual effects during the Lady Naz'jar have been improved for clarity.
  • Blight Beasts summoned during the Ozumat encounter now deal less damage with Aura of Dread.

Uldaman
  • The Staff of Prehistoria is no longer required to open the door in the Map Room.
  • Baelog's chest has been given new loot. If it's grey it's good, right?

Vortex Pinnacle
  • The Air Nova ability triggered when a Gust Soldier is killed has had its knockback effect reduced.
  • Altairus now spawns closer to the center of his platform, away from the edge.
  • Temple Adepts and Ministers of Air now wait 2 seconds before starting a spell cast when they are first engaged.

Wailing Caverns
  • The maze section has been removed to make the overall dungeon more accessible and quicker to complete. Nearby creatures and bosses have been adjusted to compensate.

Zul'Farrak
  • Troll Cages no longer require the Executioner's Key to open.
  • The gold amounts awarded for the following encounters have been substantially reduced: Flame Leviathan, Magtheridon, Gruul the Dragonkiller, Doom Lord Kazzak, and all encounters in Karazhan.

Dungeon & Raid Bug Fixes
  • The tooltip for the Luck of the Draw buff now dynamically updates based on how many stacks are present.
  • The tooltip for Stolen Power during the Nefarian's End encounter now displays the correct bonus percentage.
  • Drake vehicles now properly animate when attacking in the air.

Guilds


  • The criteria on many of the profession-related guild achievements has been significantly reduced.
  • The Guild Perk, Cash Flow, no longer prints out text to the Chat Log. Instead, the daily amount deposited is shown in the Guild Vault Money Log. In addition, players can view the weekly contribution in a new window at the bottom of the Money Log.
  • Two new custom guild tabards have been added as Guild Rewards. The tabards are account bound and offer a bonus to gaining guild reputation.
  • The Reins of the Dark Phoenix, purchased from the Guild Vendor, has had its art improved. It's now less transparent and indisputably more awesome.
  • The amount of guild experience rewarded for rated Battleground guild group wins has been dramatically increased.
  • Players are now rewarded guild experience for Honorable Kills in the field.
  • Players are now rewarded guild experience for Battleground wins in Battleground brackets up to level 80.
  • Arena teams are now awarded guild experience for wins. The entire team must be members of the same guild to earn this experience.

Guild Challenges
  • These challenges can be found in the Info pane of the guild UI.
  • Guild Challenges fall into three categories: Dungeons, Raids, and Rated Battlegrounds.
  • Each challenge can be completed a set number of times per week. Guild groups participating in level-appropriate Heroic or normal difficulty dungeons and raids, or rated Battlegrounds, will automatically qualify for challenge credit.
  • Each time a Guild Challenge is completed, the guild will be awarded experience and gold deposited directly into the Guild Vault, as well as the opportunity to earn all-new achievements. A popup or "toast" will be displayed to confirm a Guild Challenge has been completed (similar to achievement alerts).
  • Guild experience earned via Guild Challenges will be awarded above the daily cap. The experience cap will move forward relative to the amount of experience obtained through completing Guild Challenges (similar to rested experience for characters).
  • Guilds already at the level cap will be awarded substantially more gold in place of guild experience.
  • Gold rewards are deposited into the guild bank once the guild reaches level 5. The text for the Cash Flow guild perk has been updated appropriately.

Guild Finder
  • A new Guild Finder button will now appear on the Micro Menu for guild leaders, as well as players without a guild.
  • A Guild Interests field allows players to form a guild around common interests: Questing, Dungeons, Raids, PvP, and Role Playing.
  • An Availability field allows players to note whether or not weekdays or weekends are better for playing.
  • The Class Roles field allows players to indicate the role or roles they are capable of, and willing to fill.
  • A Comment box is also available for supplying additional information.
  • Once a player has filled out the Guild Interests field, the Browse Guilds tab allows them to find guilds actively recruiting via the Guild Finder. Guilds listed here are displayed according to common interests.
  • The Requests tab tracks all recruitment requests submitted by an unguilded player, or submitted to the leader of a selected guild.

Items


  • The PvP Horde and Alliance trinkets have a new spell effect.

Account Bound Items
  • Many "Account Bound" heirlooms are now labeled as "Battle.net Account Bound", meaning that they can also be traded or mailed to characters that are on different World of Warcraft accounts under the same Battle.net account.
  • Mail sent to characters on the same Battle.net account now arrives instantaneously, as it does for the same World of Warcraft account.
  • Mailing account-bound items to characters of the opposite faction on the same Battle.net account will now correctly translate faction-specific items to their appropriate equivalent.
  • All trade goods available for purchase with Honor or Justice Points from the associated commodities vendors have had their prices reduced by 50%.
  • Maelstrom Crystals are now available for purchase with Honor or Justice Points from the associated commodities vendors.

Item Sets
  • 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).
  • The current Holy paladin 4-piece raid set bonus now grants 540 Spirit for 6 seconds after casting Holy Shock.
  • The current healing priest 4-piece raid set bonus no longer requires a target to be under the effects of Weakened Soul for the priest to receive the Spirit bonus. Instead the benefit will be granted each time the priest's Penance spell heals a target.
  • The caster shaman 4-piece PvP set bonus now reduces the cooldown of Grounding Totem by 3 seconds, up from 1.5.

Item Bug Fixes
  • Players are now properly seated on stone drake and wind drake models.
  • Stone drakes no longer clip into the ground when attacked.
  • Many pieces of crafted epic armor have had sockets added.
  • Furious Gladiator's Greatsword (and other swords with the same model) no longer disappear when wielded.
  • Random enchantment items (of the bear, of the whale, etc.) no longer use obsolete item modifiers such as attack power or spell power.

Professions


  • All major cities will now have every type of profession trainer and their associated trade supply vendors.
  • New Cooking and Fishing Dailies have been added to Darnassus, Ironforge, Thunder Bluff, and Undercity.

Alchemy
  • Flask of Steelskin now grants 450 Stamina, up from 300. The Mixology bonus for alchemists remains at 120 Stamina.

Archaeology
  • Seven new rare items have been added.
  • Players now have a much smaller chance of getting a dig site for a race for which they have completed all rare finds.

PvP


  • The rate at which Honor Points are earned has been doubled.

Arenas
  • Arena matchmaking can now extend beyond a team's Battlegroup.

Battlegrounds
  • Battleground raid leaders can now move players from other realms among raid subgroups.
  • 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.
  • Arathi Basin
    • Arathi Basin is now available as a 10v10-player rated Battleground.
    • Flags should now cap in 7 seconds, down from 8.
  • The Battle for Gilneas
    • Flags should now cap in 7 seconds, down from 8.
    • 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.
  • Twin Peaks
    • Graveyard Changes
      • Players will now only spawn at their base graveyard when they die in the enemy base.
      • Defending players will respawn at the middle graveyard.
      • Midfield players will respawn at the middle graveyard.
      • Attacking players will respawn at their base graveyard.
  • Warsong Gulch
    • The graveyards outside both bases have been lowered in elevation and are no longer on the same plane as the main flag room entrances to either respective base.

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.
  • Loot from the creatures Garr, Julak-Doom, Mobus, Akma'Hat, Xariona, and Poseidus has been adjusted to be commensurate to their rarity and invested effort.

Quest Bug Fixes
  • Agatha is now always present to provide quests for newly created undead characters.
  • Players properly sit on Bastia's back during the quest "To the Cliffs" on the Lost Isles.
  • There should no longer be phasing issues during the quest "Detonation" in Redridge Mountains.
  • "Blackriver Skirmish" in Grizzly Hills now awards Honor Points.
  • The vehicle for the quest "Tailgunner!" in Uldum now aims in the correct direction.

Races


  • The gnomish racial ability, Escape Artist, is no longer affected by the global cooldowns triggered by other abilities.
  • The human racial ability, Every Man for Himself, has a new spell effect.

Race Bug Fixes
  • Worgen females have learned how to laugh out loud.

User Interface


  • Like the Focus Frame, the character Unit and Target Frames can now be unlocked and moved to one's content.
  • Spells bound to a key now start to be cast when the button is pressed down by default, instead of waiting for the key to go up. This is an option that can be turned off in the Interface menu under Combat. Mouse clicking has not changed and operates on mouse click up.
  • Targets and focus targets now display on the mini-map.
  • Moved Video and Sound to a new "Options" screen.
  • Added a network category to the new Options screen and included the two network checkboxes.
  • The Network category contains the options "Optimize network for speed" and "Enable IPv6 when available". "Optimize network for speed" will be enabled by default, and will send packets more frequently at the cost of higher bandwidth. The higher bandwidth may lead to disconnects for some players who have limited bandwidth. Players getting disconnected frequently should try unchecking this box.

Visual Settings Updates
  • Removed the red bar preventing the overall graphics slider from going to ultra based on computer specs.
  • When a player moves the overall slider to a setting that would have previously been prevented, any option that can't go as high as that setting will get the warning icon with a tooltip explaining why it can't go higher. For example: a player sets the overall slider to Ultra and the water setting can only go to Fair. The water setting would automatically switch to Fair.
  • Support for DirectX 11 can now be found in the Advanced tab of the Options screen.

At the login screen:
  • Moved the "Reset User Options" button from the popup window that appears when clicking Options to the actual Options window.
  • Clicking Options now goes directly to the Video tab of the Options screen.
  • Removed the now-unneeded popup.

The New Features (!) Option screen has been updated:
  • Cast action keybinds on key down (Combat)
  • Pick Up Action Key (ActionBars)
  • Nameplate Motion Type (Names)
  • Graphics API (Advanced)
  • Network category
by Published on 2011-04-22 04:23 AM

Patch 4.1: Guild Finder
Originally Posted by Blizzard (Blue Tracker)
In patch 4.1 we'll be introducing the Guild Finder, a new system designed to enable easier and faster guild recruitment. Guild leaders and players who are looking for a guild to call home will use the Guild Finder to meet one another and begin communications that can lead to a prosperous membership.

The Guild Finder is intended to act as an in-game bulletin board for guilds that are actively recruiting. Previously in World of Warcraft, your options were limited. You would have to publicly post on your realm forum message board, or speak to other players directly via private messages or the chat channels. That can be a time consuming process. Guild Finder will allow your “looking for new members” message to work 24 hours a day, accessible to all of the characters in your faction, from anywhere in the game.

A new Guild Finder button will now appear on your Micro Menu if you're either a guild leader or currently unguilded.

As a guild leader, you will indicate one or more of the common guild interests (such as PvP, Raids, or Role Playing), a general time of the week availability you’re looking for (Weekdays or Weekends), and which class roles you seek from new members (Tank, Healer, Damage). The Comment field is where you can say anything you like about your guild and/or the sort of members you seek. Do you only accept female orcs? Is your guild slowly transitioning from 10-person to 25-person raiding? Perhaps you’ll only accept new members who are available to play on Thursdays at noon? This is the place to say so, and help potential recruits determine whether your guild is what they’re looking for.

From the perspective of an unguilded player, the Guild Finder allows you to browse through a list of the guilds currently looking for new members. Just launch the Guild Finder, tell it about your availability, class role, and the sorts of guild activities you’re looking for, and then click “Browse Guilds.” This will take you to the second tab, where you’ll see a list of recruiting guilds that fit your profile. Here you can read about them, and if you like what you see, submit a request to join.

Requests submitted to recruiting guilds appear in the Requests tab. From this third tab, guild leaders can examine potential recruits and proceed with the final steps toward new membership.

Whether you’re a guild leader looking to fill your ranks or a player looking for a guild that meets your strictest requirements, the Guild Finder provides an easy way to make new friends!




Heroic Nefarian down? Want to work for Blizzard?
Originally Posted by Blizzard (Blue Tracker)
You have Heroic Nefarian on farm, Cho'gall is a two-headed joke, Al'Akir is a bag of hot wind, and you have detailed documents on how all of these encounters could have been improved. If you're looking for the next great challenge, have you ever though about working for Blizzard?

We have Quality Assurance (QA) positions open and we're specifically looking for those with high-end raiding experience to join our teams, test future content, and provide feedback on Heroic raids, class balance, and general game experiences.

http://us.blizzard.com/en-us/company...tml?id=100008C

Only full-time positions at our headquarters in Irvine, California are available, so if you're serious about applying be aware that no telecommuting is possible for employment. But with the Blizzard campus offering an on-site cafeteria, library, volleyball and basketball courts, gym, multiple arcades, and movie theater, (not to mention we're 30 minutes from the beach) why would you want to?

Good luck!

Blizzard Art Gallery Update
The World of Warcraft: Cataclysm and Leaders Art galleries has been updated with three pieces representing the Warcraft universe.



New Warcraft Fan Art
The Blizzard Fan Art Section has been updated with seven new pieces of fan artwork set within the Warcraft universe. (Higher resolution of the first one taken from the author's deviantart page)






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