Update - Added a couple of blue posts at the bottom of the thread.

Patch 4.0.6 PTR Notes Update - January 12
The patch notes for the upcoming Patch 4.0.6 have been updated once again! Check out the new changes below. If you're looking for a complete list of the changes, please check the Public Test Realm Patch 4.0.6 Notes - Updated Jan. 12.

Originally Posted by Blizzard (Blue Tracker)
  • Human Illusion: This affect is no longer applied to worgen who travel into the Caverns of Time.

  • We have redefined the definition of a Guild Group for 5-player dungeons.
    • If 3 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 50% of the normal rate.
    • If 4 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 100% of the normal rate.
    • If 5 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 125% of the normal rate.
    • Also note that Heroic dungeons offer a 1.5x multiplier on all guild experience earned.

Dungeons & Raids
Blackwing Descent
  • The Dwarven Golem Council will now go berserk after 10 minutes in Heroic difficulty.
  • Atramedes will now go berserk after 10 minutes in Heroic difficulty.

  • Foe Reaper 5000's health has been reduced slightly. In addition, he now enrages at 40%, up from 30%.
  • While in Helix's Nightmare during the Vanessa VanCleef encounter, Helix is now larger a little easier to see.
  • The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
  • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated.

Shadowfang Keep
  • Lord Godfrey should now face a random target when casting Pistol Barrage.

The Stonecore
  • Ozruk
    • He now does more melee damage.
    • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
    • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
    • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.

Throne of the Tides
  • Commander Ulthok now does more melee damage.
  • Gilgoblin Poisoned Spear impact damage has been reduced slightly.

Tol Barad
  • The weekly PvP quest "Victory in Tol Barad" now awards 200 Honor Points and 3 Tol Barad Commendations.
  • Players can now see the status of Tol Barad on the World Map no matter where they are. The time to the next battle is displayed by zooming into the Tol Barad section of the map. The current controlling faction can be seen on the Eastern Kingdoms map.

Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Death Coil damage has been reduced by roughly 10%.

  • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
  • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.


  • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.

  • Typhoon mana cost has been reduced by 50%.


Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
  • Arcane Shot damage has been increased by 15%.
  • Hunters can now use Auto Shot while moving.
  • Cobra Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)
  • Steady Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Beast Mastery
  • Animal Handler now provides a passive 25% bonus to attack power, up from 15%.



Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

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

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

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Garrote now costs 45 Energy, down from 50.

  • Blade Flurry is now a toggle that can be turned off by pressing the button again.


  • Glyph of Garrote now increases the duration of Garrote by 1.5 seconds, down from 2.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)


  • Earth Shield can no longer be dispelled.
  • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide.

  • Glyph of Hex now reduces the cooldown by 10 seconds, down from 15.

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
  • Slam change reverted (waiting on code change to make haste scaling more consistent with spell haste)

  • Three new enchants are available. They increase Agility by 50, Strength by 50, or Intellect by 50 respectively. Item level 300 or higher required. These new recipes are rare world drops.
  • Enchant Off-Handed - Superior Intellect now increases Intellect by 40, down from 100.

  • The Heat-Treated Spinning Lure buff duration has been increased to 15 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite with the Electrostatic Condenser.

  • Illusionary Bag now has 26 slots.

  • Daybreaker Helm stats have been reallocated, lowering Strength and increasing parry rating.

Blue Posts
Originally Posted by Blizzard Entertainment
Various classes boost/nerfs
We're currently in a position on the PTR where we can test and see how changes are affecting the various classes. We're still working to make changes that benefit the game without suddenly putting things into full tilt. The decisions being made are about what we see as being potentially more beneficial without being "too much". That includes whether or not the mana regen really matters in comparison to being able to do more healing etc. The question becomes, if you're able to put out a bit more healing for the mana cost than you were doing before, is the mana regen boost worth it or is it just adding "too much?"

As this is on the PTR currently, the answers will be found there with testing. I highly suggest loading it up and providing constructive feedback on your experiences there so that we can take a look at your experiences, match them with what others are experiencing, and then take a look at our own numbers and experiences to see where they line up or go off kilter.

We're still in the process of making changes and adjustments (and will continue to do so even after it's live as necessary) and really like getting the constructive feedback now while we can still make these adjustments. We may not always agree with you, but please don't doubt that we're not at least rolling the ideas and thoughts you all have around in our heads a bit before saying, "no." (Source)

Haste affecting skills (This change has been reverted in today's notes)
It looks like the haste change either didn't make it into the PTR build or is bugged. Steady Shot, Cobra Shot and Slam don't appear to be affected by the haste change. Some hunters might be noticing more focus, but that's more than likely from the Hunting Party bug fix. We're still investigating.

To clarify on haste affecting SS and CS - - haste did lower their cast time before but it was a rather old implementation and (although I don't know the technical reasons behind it) there was a desire to update it. The designers wanted to change how Slam works with haste, and getting that code change from the programmers in turn allowed them to handle the hunter shots in a more elegant way as well. Ideally. In retrospect the changes probably shouldn't have even made the patch notes because it was a behind the scenes code change (which happens all the time) and not a meaningful redesign. On the other hand, it's likely some slight differences would be noticed in the shot behavior which might have had some impact on people's DPS and gearing. But, as I said, it's not working correctly and I'm not sure what the next steps are going to be. Whether the fix goes in or doesn't, the effect on SS and CS will be minimal-to-non-existent. (Source)

Classes with too much AE Damage
Frost DKs and Demo Locks were definitely doing too much AE damage on fights. We knew once we got those under control that Serpent Spread might be next. AE abilities of every class were nerfed coming into Cataclysm, yet when some players compare their AE damage to that of DKs, locks, and hunters, they were left scratching their heads. We don’t think Serpent Spread is as big a problem as those other abilities, and if we over-nerfed it, then we’ll back those changes out. If you've actually tested the changes and have feedback we definitely welcome it, or even proper theorycrafting by those with an abacus and slide rule, but just seeing a patch note and commenting on it isn't very helpful for us to get good feedback passed along. (Source)

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Survival Nerfs
The patch isn't finished. Our intent is to bring Survival DPS down to the level of some of the other dps specs while making Marks and BM more attractive in PvE. With pure DPS classes it is probably impossible to engineer a three-way tie on all encounters. However, we think we can make them close enough so that players can choose to play their favorite without feeling like they are a burden on the rest of the group.

For an overall approach, we made a few changes that will buff Survival, or even hunters in general. First, focus generation was lower as a result of a bug with haste buffs such as Hunting Party. We've fixed that bug, so focus generation will be higher now when that buff is present (presumably all the time for Survival). Second, we made Steady Shot scale with haste, which will let hunters get more attacks in overall and have more focus with which to do so. These changes would have been a net buff for Survival without additional nerfs to compensate.

[...] Bottom line is that Survival does too much damage right now on live. The damage needs to come down. We'll be working to make sure the final numbers take into account all the other various changes that are going in to the patch to ensure it remains a viable spec, ensure the other two specs are competitively viable as well, and in-range of what we expect the damage output of the class to be relative to others.

We're evaluating hunter DPS even now, and if it turns out the changes go too far we'll make adjustments. (Source)

PvP changes
On PvP, we don't think high damage is the key to hunter success. The Deterrence and Master's Call changes are intended to help to that end and make some defensive mechanics a little less tricky to use. Again, we'll continue evaluating the changes. The patch isn't going live tomorrow. (Source)

Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Frost "buff"
We did buff Frost Bolt. And we did buff Ice Lance when Fingers of Frost is up. However, we've decreased all Frost damage to Frozen targets by about 15% from previous values. The net result is intended to be that Frost Bolt is a little better against non-Frozen targets, and about the same versus Frozen targets. Ice Lance with FoF is still good, but Ice lance damage against Frozen targets is down a bit.

The intent isn't to nerf PvE frost at all, but instead reward Frost Bolt use in PvP a bit more, and reduce the damage and effectiveness of Ice Lance in PvP.

The important take away here is that datamined changes from pre-release builds and tests are not accurate ways for you to get information on intended game adjustments. Take it with a grain of salt, and approach it with a giant cup of curiosity. (Source)

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Sin and Punishment diminishing returns
Thanks for pointing this out, Ecnad. We're aware of the issue and will be hotfixing this bug with diminishing returns and Sin and Punishment in the near future. (Source)

Lightwell / Priests Changes
This was, indeed, a correction to the tooltip and not a change to Lightwell. It has not been nerfed in the next patch and while there have been some changes done, they should predominantly result in better healing overall (in relation to priests). To check out the hotfixes that were implemented prior to the PTR, you can see them here. http://us.battle.net/wow/en/blog/1232869 You'll notice Lightwell's health was boosted up by 50%.

The change we are making are a little bit like balancing scales. We trim a little on one side and add to the other. If you look through the PTR notes ( http://us.battle.net/wow/en/blog/2011384 ) closely, you'll see this within them.

Currently, Holy has a lot of mana on live, but to counter the change we're making to Prayer of Healing, we're buffing Circle of Healing. We’re making Chakra easier to use. We’re also giving you the option to make Prayer of Mending a little better. Holy on live is pretty strong overall.

As we said in the Wow, Dungeons are Hard blog, ( http://us.battle.net/wow/en/blog/2053469 ) any Holy priest with 1700 to 1800 Spirit shouldn’t have mana problems. If they do, something else is going on such as dps being too low or players taking too much avoidable damage. You can reach those numbers without ever stepping into a raid. Finish Twilight Highlands. Get the Cord of the Raven Queen epic belt from being Exalted with the Guardians of Hyjal – you’ll be Revered just by completing the Hyjal quests. Max out your Tailoring and make yourself some better gear or just buy some from another player. Get the Mandala of Stirring Patterns trinket from Tol Barad (the quest area – it doesn’t require setting foot in the PvP area). Look for Sprit enchants. Reforging is your friend. Reforge everything to Spirit until you feel that you won’t run out of mana.

Keep in mind, you're not alone in the dungeon and the dps and tanks also need to take responsibility for what they are doing and how much of your mana they are requiring you to use. You also don't need to keep everyone topped off. You just need to anticipate the damage and adjust accordingly.

We want people to pick and choose the spells and abilities they need to use in correlation to the events going on in the game. If someone still has Prayer of Mending on them and they haven't taken damage yet, do you need to recast it? Does someone need a shield or renew vs. a full heal? Can you use something else in your bag of tricks that you normally would just bypass as "useless" that would instead by useful in a certain situation? Can you use binding heal? You may just need to cast a high expense spell to get the job done, but if you have the mana to do so, why not? Those spells are meant to have use.

I've also looked into Discipline in light of the change to Prayer of Healing. In general, there shouldn't be a time that there is so much AoE damage that everyone is going to need it immediately. Raids may be a little different, but you should have plenty of support from other healers as well at that point.

The cost of shield may have gone up, but so has the damage mitigation for it, though in light of Cataclysm, damage mitigation isn't all a Discipline priest needs to do anymore. They need to be in there, mixing it up and healing versus just using a few spells. Don't forget you also have Power Word:Barrier if you can convince people not to run away from the glow y dome of goodness.

Divine Aegis was also buffed a bit and with Inner Fire should help with Prayer of Healing.

Keep in mind, this is just a short list of changes, and the rest can be found on the PTR notes and more are being added practically daily at this point. Changes are still ongoing as well. Continuing to provide constructive feedback on these changes and how you've been experiencing them (for those that go on the PTR) is always very helpful. (Source)

Cataclysm LP Now Available on iTunes
Originally Posted by Blizzard (Blue Tracker)
Want to bring the music from the latest World of Warcraft expansion with you anywhere you go? The World of Warcraft: Cataclysm soundtrack is now available as an iTunes LP from the iTunes Store, featuring 17 eminently epic tracks as well as special bonus content including artwork, liner notes, and behind-the-scenes interviews. If you previously purchased a copy of the Cataclysm soundtrack album from iTunes prior to the release of this special LP version, don't worry -- you'll be able to receive the bonus content at no additional charge.

For more information or to purchase the Cataclysm soundtrack LP, visit the iTunes Store.
This article was originally published in forum thread: Patch 4.0.6 PTR Notes Update - January 12 started by Boubouille View original post
Comments 185 Comments
  1. F-Minus's Avatar
    What should I tailor to get spirit? There is no spirit on any patterns but the belt and the one from Hyjal is better as he said himself. Tailoring is in a shitter.
  1. Losullus's Avatar
    Well... after that change, druids will feel more like how it is to play against a mage as an assa rogue. They still got more mobility though. No strong life savers as cloak, smoke bomb or vanish to survive the caster 100% sure, but they are at least able to pillar against a mage. With a dispeller as mate you still won't have THAT much trouble, because you can shift out of movement debuffs, which at least against a mage makes it easier to dispell the nova and other magic effects.
  1. Ralaros's Avatar
    Quote Originally Posted by Kalx View Post
    # Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.

    this is a HUGE buff for PvE, but makes it insanely dangerous in pvp with the increased damage taken lasting for full 12 seconds, instead of being dropped in 2 gcd while the enemy is stunned from charge/intercept
    #showtooltip Recklessness
    /cast Recklessness
    /cancelaura Recklessness

    just dont spam it.
  1. Theholypally's Avatar
    Still waiting for you to get your heads out of your asses and post something about the elementium stormshield graphic fix.

    Taking way too long for a simple fix.
  1. Argroth's Avatar
    These survival nerfs while still awful are much more acceptable, especially the serpent spread going back to how it should be.

    Also for enchanting 50 stat to what slot?

    Also looks like its a general "buff" to dungeons but I doubt all the elitist whining babies will ever be happy that regular non-loser people would like to be able to do heroics too.

    now if only they decided to get rid of that putrid troll flight form too...
  1. Cardolan's Avatar
    Quote Originally Posted by Brokensavior View Post
    ok , is it just me being tired and stupid or is it really unclear what the new enchanting enchants are?
    The Leatherworking bracer enchants provide 130 in Agility, Strength and Intellect. The other profession bonuses are, generally, an increase of 80 in Agility, Strength or Intellect. It's a relatively safe bet that these enchants are intended to be for non-Leatherworkers on bracers. I was surprised that these enchants didn't exist at launch, so I guess they're correcting that oversight now - Leatherworking was just far and away better than most other professions in terms of the benefit it gave for a lot of classes. Even more glad that I switched to Alchemy rather than Leatherworking now.
  1. LolphDundgren's Avatar
    Cool changes! Looks like a great patch. New alchemist stones are very welcome for example
  1. Naylol's Avatar
    Was already expecting the recklessness nerf. With warriors at less than 10% crit, it was really powerfull.
  1. enzi's Avatar
    Quote Originally Posted by Suggs View Post
    nice to see nerfs across the board especially druids, bout time they took some things away from you, maybe now some druids will stand and fight rather than trying to run away.....dam pussys.
    That's what you do when you don't have things other healers have, like shields, high armor, etc... Biggest problem was the instant root glyph imo which was completely op for every spec. With that gone I don't see any need to nerf shapeshifting even more. It's a class defining ability. That's like taking away frost nova or charges. (which they did to some degree, poor warris)
    I just hope this doesn't go live like this. As I mainly play resto I can break roots with travel form of with a dispel but that's really not why I play druid in the first place. Shapeshifting is fun, don't take it away because some people whine about feral mobility (I guess this is where the nerf is coming from). Or just take the root breaking effect from cat form if the mobility is really such a huge problem. Shifting into travel form and then in cat form wastes precious GCD which would smooth out the dmg a little bit. Or just fix the damn dots. No feral, especially ferals who played more than just in cata to be a FOTM class wants that dots are so high. Especially when things like shred hits and crits like a wet noodle. They are trying to fix this but lets see how this really turns out. Shred needs to be at around 30% of your dmg and rip/rake at around 15%. This is how it was, this is how it worked. Feral was about positioning and complex rotation not a nub-fest where you rake, mangle, mangle, rip run away. That's bullshit and everyone knows this.

    Leave class defining skills untouched and think of something better Blizz!
  1. LastBlood's Avatar
    Quote Originally Posted by Nymrohd View Post
    Raid wide mana tide? Is this wise? Do we really want to promote resto shaman stacking? The value of healer mana pressure as a mediator of encounter difficulty can be lessened severely by stacking such mana tides.
    If it comes to that I assume they would rather add a debuff to it (like the Sated/Exhausted debuff)
  1. ilo's Avatar
    These survival nerfs while still awful are much more acceptable
    The problem lies not in SV tree - that didn't change that much since 3.3.5 - but in MM and BM. SV pulls 20k dps easily while MM struggles to break 15k. Why? Because of crap changes in talent trees - for example - where are old good iterations of Marked for Death or Master Marksman? Those were straight dps increases, really good ones. You knew you can't go wrong with them. And now? They are joke - free GCD that you don't spend on putting HM and ability to shoot Aimed once a year sure are helping to pump some good looking numbers, not like those lousy 5% pet and shot damage along with increased crit damage. Piercing shots are losing way too much due to lack of that boosted crit chance below 80% hp and Aimed shot being now 'proc' shot and not actual part of rotation. MM wil never recover if the tree will be flooded with talents like RiF, Bombardment, Concussive Barrage or weak and powerless incarnations of MfD and MM. Mastery and tree special perks don't look good to. Good way to start would be to change 15% increased auto shot damage to physical damage, so Steady shot will get some oomph and procced Aimed critting for 7k won't make hunters /facepalm each time they see it.
  1. winzi's Avatar
    Quote Originally Posted by Throrion View Post
    Originally Posted by Blizzard (Blue Tracker)
    • Human Illusion: This affect is no longer applied to worgen who travel into the Caverns of Time.
    Err, why not? Worgen certainly didn't roam around Lordaeron at the time :S
    I bet it is because of their "mount" Running wild. They would have to make animations for Humans running on all 4 or do some extra programming to make sure it doesn't break the illusion and just adds the mount buff and speed increase.
    They just took the easy way out I guess.
  1. enzi's Avatar
    Quote Originally Posted by Nymrohd View Post
    Raid wide mana tide? Is this wise? Do we really want to promote resto shaman stacking? The value of healer mana pressure as a mediator of encounter difficulty can be lessened severely by stacking such mana tides.
    Yeah, I thought the same. Mana gaining spells are problematic nowadays as they really can trivialize an encounter. With hymn of hope for 3 people, divine plea for the pala alone and innervate for the druid alone, 2 glyphed you really wonder why Mana tide is so strong. It always was a class defining ability but is should be at least on par to the other skills especially when it scales like crazy with spirit/spirit trinkets and everyone else scales with int. Otherwise you're screwed if you don't have a shaman in a group which goes completely against the design philosophy of bring the player not the class.

    Some sort of change for divine plea, innervate and hymn of hope would be nice so that it scales with spirit too.
  1. zeusthabomb's Avatar
    You must be fuking kidding me. Im OK with the bleeds dmg as far as we get the same dmg from other spells. The roots glyph was way to op i agree. Now we cant remove the fuking frost novas, roots or improved hamestring? Are you fuking kidding me? i dont stand a change vs a good frost mage what will i do now? not even start a duel? Isnt there anything else you want to nerf? Now the druids are the problem, on lvl 70 it was warlocks now the druids getting nerfs every single patch. How about nerf the mages also? huh? this is ridiculous, if you give the classes stuff and 2 weeks later you nerf/remove why do you give it in first place? Thats why there is PTR Learn to do your fuking work propely ffs
  1. Wobo101's Avatar
    would be nice if they could actually work on fixing the PTR copy before they add any more changes. So you know.... people can actually test them.
  1. bengaltd's Avatar
    With the change to Guild Experience from 3, 4, or 5 guild members in a heroic, does that also change guild rep? Do you earn more guild rep per boss kill if you have 5 guild members in a heroic than if you have only 4?
  1. zeusthabomb's Avatar
    lol nw you give hunter autoshot while running? they could allready kite to dead what will they do now? run with aspect of the monkey using only autoshot, omg im stuned/whatever decterence, then disengage oh look im doing dmg again while running oh look the target is dead becose now i can kite to dead even better then last patch. Is this a fuking joke? For example what can i warrior do vs this? A BM speced hunter ( while unrage: Immune to everysingle shit ) what can a warrior do in this situation? charge? immune! intercept? immune! slow? immune! what will hunter do? kite to dead while pet does as much dmg as he does and taking no dmg at all.... how nice blizzard, you are fuking ridiculous some times.... sorry, must of the times
  1. Azalu's Avatar
    Interesting. People complaining about bosses being nerfed and a few have had damage increases. I guess they're leveling out the damage to be less spiky rather than actually nerfing it.
  1. Nikioz's Avatar
    Quote Originally Posted by Thermidor View Post
    There's an option in the Interface that you can turn on, that makes you stop attacking when you switch targets.
    It works for autoattacking, I'd assume it would work for hunters aswell.
    Press F1 if your running and not wanting to auto shot an accidentally tabbed target.
  1. Amaunator's Avatar
    So i know its been over a month from the release and things are a bit wiggly but, i feel like we are living an eternal patch/hotfix/nerf/buff period that becomes well lets say a bit much; honestly i dont recall the other expansions and their walls of text of patching so troll me now if it was the same but, i think players start to feel "sore" from all this crazyness.

    Im not saying balancing is bad, mkay? Its good but this looks like some RPG char hitting a monster: Crit (Cataclysm) - Miss (patch) - Dodge (hotfix) - Miss (patch) - Dodge (hotfix) - Miss (patch)

    If you get what im saying, the monster is customer dissatisfaction and if they continue missing and dodging attacks the char might be killed by the one hit point left in the monster.

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