Thursday, April 30, 2009

Cashing In: Vanity Pets

Vanity Pets have long been a nice seller on the Auction House. You could take your faction pets and sell them on the neutral AH to the Horde and vice versa. Some of the very rare pets for for a nice chunk of change. For example, the protodrake whelp is going for over 500 gold on my server, while the other rare pets (whelplings, ooze, etc.) are going for several thousand.

With the addition of the Argent Tournament, this is you opportunity to get into the pet scalping business. I have found very few of these pets on the AH and they must be going quickly as they are not up for that long. The prices I have seen have ranged anywhere from 4.5k to 6k gold. You can basically get a pet if you do the dailies for 8 days in a row. If you have multiple character doing it, all the better.

Now is the time to get in on this market. These should be in high demand for a bit as collectors will be busy buying pets for themselves, not to mention the mounts, banners, and tabards.

Have any of you sold these pets?

Wednesday, April 29, 2009

Argent Tournament: Proof that Teamwork Prevails

You can do pretty much all of the dailies by yourself. The group quests would be the only one that would be a pain. However, it is a ton easier if you get some of your like minded friends together. I do all of my Argent Dailies in groups. The other day I got two of my good in game friends together and we knocked out all of the dailies together.

Jousting (Grand Melee etc.): For the jousting at the tournament grounds, only one person on their mount can attack the opposing rider. That doesnt mean that friends cant help! We each took turns taking down our 4 champions, but the two not riding helped kill the rider on foot. It took about 10 minutes for all three of us to finish all of our jousting. This included one where my Rogue friend DCed, and before he could be killed, I taunted the rider and tanked him for the rest of his heath.

Threat From Above: This is the second place we head in the circuit of quests. I tank everything and they burn it down. Remember to kite around if you can because the bombadiers throw a lot of bombs that hurt. This quest takes about a minute to complete.

Kill a Bunch of Scourge: We do the scourge killing quests next. A bit south of Threat From Above, there are large groups of shackled baddies walking around. Two AOE pulls later and you are done. I can solo the packs, but a group makes it so much easier. This takes about another two minutes.

Jousting with Baddies (aka quit tagging my fucking commanders): This is the daily quest where you have to go down and kille a commander, 5 lieutenants, and 10 scouts. With help this is ridiculously easy. One person pulls, anyone else charges. Charge will one-shot most things other than the Commander. If you do this right, it takes maybe 5 minutes.

From there, you head back to camp. The most time consuming part of this whole process it the flying here, there, and everywhere.

Pro Tip: You can knock out Valiant and Champion Dailies at the same time.

Get together with some friends....or like minded pugs, and get this out of the way so you can enjoy the rest of your play time.

Tuesday, April 28, 2009

The Auction House for Dummies

As we all know, there is an Auction House in WoW. It is the best place to make money. It is also where some of the dummies ruin it for the rest of us. I am going to go over a few helpful tips to help you not be one of these dummies.

Install Auctioneer: Seriously. There is not reason not to have this. Ever. Auctioneer is probably the single best addon for manipulating the AH. It practically does all of the work for you.

The first thing you will need to do after installation is scan. The scan take all of the prices of all of the items on the AH and saves them. You will want to do this at least once a day and preferably twice a day for the first week. This will help weed out the harmful for noob auctions such as the spring water that was 1000 gold for 2 days and then 50 gold after that. That is not a deal. That is people messing with your scans.

The easiest way to scan with the new version of auctioneer is the little blue fast forward button on top of the AH screen. You used to have to type /aadvgetall. Now you just click the pretty blue button. And click it again when it says to click it again.

Look for Deals: There are many different kinds of deals you can look for. There are several Auctioneer options where you can set parameters for what you are looking for. You can set up a snatch, which will buy the item you specify at or below the prices you specify automatically. You can also search for items that will sell for a profit to the vendor. Yes, there are some dummies that put items up for less than the vendor price.

If you are low on cash, I would recommend looking at the safe bets. Usually in the form of herbs and ore. Auctioneer will give you a percentage. This percentage is the percent of the actual market price the item is going for. You want to look mainly at blue percentages which means someone put it up for less that 50 percent of market price. Buy these items and resell them.

Post Your Auctions: Dont be "that guy". You are trying to maximize your profit. If you see that there are several stacks of saronite ore on the AH for 20 gold a stack, dont post your 20 stacks at 10 gold a stack. Sure you will sell, but the dummies will come out of the woodword. You flooded the market with low price materials which causes the other impatient people to undercut you. Before you know it, Saronite is going for 5 gold a stack and you have lost a money making possibility.

Only post a few of each thing at a time to avoid flooding the market. If the prices are way down, hold onto it for a bit. If there are only a few at the ridiculous low price, buy them out and repost them at your price. Notice I said a few. This leads me to my next bullet.

Avoid Trying to Create a Monopoly: It is OK to find you nich market. There are little markets out there that can make you a nice chunk of gold with little competition. Dont try to monopolize any large markets. You will only get burned. A market is usually large for a reason. There is profit to be had. Say you want to corner a part of the enchanting market and buy out all of the high level dust. You buy out all of the dust and repost it for 4 times the market amount. The smart businessmen undercut you by half. They know one of two things will happen. People will buy at their price first, or you will buy at their price to hold your monopoly. Your items will not sell and you will be broke.

Remember, despite this being a Blizzard game, Zerging does not work when it comes to AH effectiveness.

Monday, April 27, 2009


Fiancee with Mechanopeep is a happy fiance!

Megs running OOM

Looks like we may be losing another biggun. Megs over at Out of Mana looks like she is hanging up the gloves. This is another huge Mike Tyson like uppercut to the blogging community.

OOM was one of the first blogs that I really enjoyed. It had its share of useful WoW info as well as a lot of good humor. I am going to miss it a lot.

Next thing you know, BBB and Matticus are gonna announce they are outro.

Apparently, Yogg-Saron has not only poisoned Northrend, but also our fellow blogger.

Phaelia, BRK, and Megs should be new boss mobs fighting alongside the other fallen titans of Ulduar.


Weekend Update

Sadly, the weekend is over. There was a lot of WoW over the weekend, and a lot of fun.....except for Noblegarden.....boring grinds are boring. Now lets get down to.

Raiding: Not a whole lot of raiding over the weekend. I still havent been into VoA since 3.1 due to people not wanting to get saved without downing Emalon. I went into a partially cleared Naxx 25 with my Warrior, and it actually went quite well. They had already cleared Spider and Plague the night before. We one shotted Patch, more or less one shotted Grobbulus (wipe when Totems pulled him when we were still explaining the fight, one shotted Gluth, and ended up 3-4 shotting Thaddius. The first 2 attempts we had about 6-8 DPS die immediately on the first charge. Seriously, this fight is not hard if you dont fail at life. We spent way too much time on him due to constant AFKs. AFKs are the biggest killed of pug raids IMO. We then went on and one shotted the first two bosses of Millitary before calling it a night. We are supposed to go back in tonight and finish the clear.

On a personal note, I set a new personal best for DPS no Thaddius at 3.1k on our last attempt.

Special Events: I continue to do the Argent Tournament Dailies every single day. I am two Seals away from being able to get my fiancee the mechanopeep. Shhhh.....she doesnt know how close I am to getting it :) I have found that grouping up makes things sooooo much easier. 5 manning all of the annoying crap is quick and painless.

Also starting up this weekend was Noblegarden...where very few are Noble. Gathering chocolates is an annoying grind. I cant wait until Childrens week where I wont have to be fighting for spawns. I got the Spring Rabbit and the Bunny Ears on Darraxus. I only really wanted the pet, but I had a bunch of chocolate leftover and decided on the Ears. I also farmed up the pet for my fiancee. She also had the boquet of flowers and the twig that turns me into a bunny drop.

Leveling/Questing: Besides my Argent Dailies, I finished the Hodir chain on my Paladin and have already done a few days worth of dailies. Over the weekend I dinged 78,79, and 80! I hit 80 in Zul'Drak. I will most likely be headed to Icecrown to unlock the Shadowvault and the Knights of the Ebon Blade quarter master. Since she ran out of Twilight books, I actually got to play with my fiancee over the weekend. She did not get another level, but is inching closer to 75. We are currently running around in Grizzly Hills, and have just started the Ursoc chain. While unlocking my Hodir dailies, I got an epic trinket drop. It is called the Super Simian Sphere. It basically turns you into a Monkey in a bubble for 5 minutes every hour. I dont know that it has any real benefit, but it is fun.

Hope everyone had a good of a WoW weekend as I did!

Sunday, April 26, 2009

QQ Garden

Somewthing about the Holliday events seem to bring out the dickwad in some people. Apparently, if they farm an area of eggs they are the only one allowed to pick up said eggs because it is "common courtesy".

I went to pick up eggs outside the Exodar very early in the morning. There was already quite a few people there. One guy was camping fgor close together eggs spawns. I decided to get in on the action of two of those eggs and was called a douchebag. A few other times while running around the town and picking up eggs, I was told to "GTFO" or "WTF" as if the people who were being lazy and sitting there owned that spawnpoint. This isnt fucking Everquest where there is spawn courtesy. This is a Holliday that everyone and their mom is going to want to get a piece of.

While you are out frustratingly trying to gather eggs, remember......those egg spawns belong to nobody. Swooping in and picking it up is not ninjaing the node. The same rules do not apply to eggs as mining or herb nodes. If someone gives you crap, greet them with a hearty "Eat a bowl of dick" and move on......or get on your mammoth and stand on their spawn point.

I got my Spring Rabbit out of an egg and purchased the Bunny ears. Im not going to do anything else with the Holliday if I can help it.

Saturday, April 25, 2009

Saturday Screenshot

Who need a turtle mount when you can have a swimming motorcycle?

Friday, April 24, 2009

Recycling Instances

With the announcement that they are going to be coming out with another 5 man dungeon, it made me think. Wouldnt it be really cool if they tuned some of the old world dungeons to have level 80 Heroic Modes?

Back when I first started playing WoW, 5 mans were the meat and potatoes of the instance game. I knew very few raiders, and all of my in-game friends ran 5 mans constantly. In BC, you had to run a bunch of regular 5 mans to get geared for Heroics and then Raids. In Wrath, you could pretty much go from questing to Raids if you wanted to, and pretty much skip one of the most fun parts of the game.

Some of these re-tooled instances would be absolutely amazing. I still think that the Deadmines was one of the best made Dungeons. It had a kinda Goonies/Pirates of the Carribean feel. There was a long quest chain that led you to kill Edwin Van Cleef, and all of the other bosses were just icing on the cake. Remember the first time you blew the door away and saw the shipe docked there? EPIC.

The great thing is that you could more or less choose what kind of dungeon you want. Zul'Farrak for example had tons of different bosses. It was large and had a very fun gauntlet event towards the end. Not to mention how epic Gahzrilla felt at the appopriate level.

This would also give a lot of people incentive to visit the old places that they may have skipped on the way up. Not everyone leveled when the old content was new. Many people came in new during BC and beyond, which means they probably did not get to see a lot of what was offered. Dire Maul, Scholomance, Strat Live and Dead, BRD were all very nice instances. BRD was one of those things that you set an entire evening aside for. If they redid that one, I think they should take out some of the trash.

Re tuning these instances would also make it so that people were spread across the world and not neccesarily sitting in Dalaran and making Northrend so lag-tastic. I went into Stormpeaks last night to start the Hodir Chain on my Pally and the lag was intense....thank you Ulduar.

Using old content is not a bad thing, especially considering for some people that it really would be new content. I will admit that there are still a few old dungeons I never did. I never finished Wailing Caverns or Mauradon (whichever side has Princess). Not only would this bring in new content for the newer players, it would possibly bring out the people who missed the "Good Ole Days".

I really hope Blizzard takes this into consideration at some point. How hard could it be to change them? Recode the hitpoints and damage on the mobs, and some new abilities to bosses, and update the loot tables. Maybe just do 3-5 each patch. I would visit the Dungeons even if I didnt need any gear from them. How about you?

Thursday, April 23, 2009

Heroic Pugs: The Bare Minimums

(Yoda Pug is the master of all Pugs)

There is a bare minimum for Heroics. You should at the very least try to obtain these minimums before you step into them and drag you fellow puggers down. Obviously guild and friend runs may give a little, but not too much. You dont want to be "That Guy".

"That Guy" is the guy (or girl) who comes to your pug run with mid 70 greens with no gems or enchants. They make everyone else work that much harder and generally speak mostly in leet speak.

Here are some minimum guidelines for a few different roles in Heroics.

Tank: The very bare minumum a pug tank should be running is 21-23k health and 535 defense. At this point, being below defense cap is not really an option. Heroic mobs hit somewhat hard, and getting crit a few times on a group pull will quickly kill a tank with so few hitpoints. These numbers are recommended for the easy Heroics. Some of the harder ones will have a bit steeper requirements. This threshold should be incredibly easy to get. If you have been doing instances on the way up and picking up the gear, then you should be in pretty good shape once you hit 80.

Once you hit 80, there are several very nice crafted pieces for you to pick up. The three Titansteel tanking pieces (Shield, head, and boots) are a great start for a Warrior tank. Replace the shield with the two handed mace for a DK. As soon as you hit 80, start grinding the Wyrmrest Rep (if you are a plate tank). They have very useful rewards that will help you achieve your beginning heroic goals.

I stepped into Heroics at 23k health. Do not be afraid to ask for a little bit of CC. When I first started hitting the Heroics, I made good use of my buddy's repentance spell. Do what you have to do to make it smooth.

You dont want to be the guy I kicked from group the other day. He tried to tank a Heroic with 18k health and 480 defense. I had about that much at level 70. That is absolutely not acceptable for a Heroic. 18K health is acceptable for DPS....not a tank.

Healers: Healers just starting Heroics should have somewhere in the area of 1200 spellpower minimum. This is not incredibly difficult to obtain. My level 70 Warlock has over 1000 as does my Paladin in his level 70 gear. It may be possible to do the Heroics in under the minimum, but you will be having a very rough time of it and probably run out of mana somewhat quickly.

Crafter items are the easiest way to get to this minimum. When I hit 80 on my Druid, I had the leather healing pants and boots as well as the cloth healing chest and gloves waiting for me. I had the Titansteel Guardian made shortly after that. These items are easy to obtain if you have a bit of cash (or the required material. If you pick up these items, make sure to enchant them. They dont have to be best in slot enchants, but they should be useful. Firey is not useful for your weapon 0_o. The easier it is the heal these Heroics, the easier it is for you to obtain new gear, and the less wipes you will have.

Ranged DPS: I believe that most spell casting ranged dps (mage,warlock, boomkin) should have somewhere in the neighborhood of 1000 spellpower, and should be actively working towards the hit cap. These should be pretty easy to obtain since the Ebonweave gear gives nice big chunks of hit on it. If you are a class that uses a decent amount of crit (mages, destro locks, Boomkins), you should probably be around 20 percent to start. With talents and gear this should also be very obtainable.

Hunters are physical DPS and obviously dont want spellpower gear (No, you can not use it for a mend pet set, and yes I have actually heard this before). You should be starting out at aroun 2k AP, working towards the hit cap, and 20 percent crit. You should also pick up a nice weapon since it is really the single biggest upgrade a Hunter can get to their DPS. I recommend the Nessingwary 4000 since it is craftable. If you dont like the bang bang of the guns, you can always try to run Heroic UK a bunch of times for the bow (since it really is the easiest Heroic).

Melee DPS: Melee DPS should be following the same rules as Hunters pretty much as far as requirements go. Obviously the gear will be different from class to class. Follow the same rules as above for gearing. Make sure you have the questlines completed that you need (aka Hodir and Ebon Blade). Enchant your gear. Profit.

Guilds: I brought up Guilds earlier for a reason. Guilds often help their people gear up. It is one of the perks of being in a guild. They will often bring along overgeared players to help you. You can nix most of the requirements above if your guild is helping you steamroll. The only one I would be wary on is the tanking requirements. Tanks take the brunt of the damage and no matter how good a healer is, they can get gibbed without appropriate stats.

If you go into pugs and have obtained these minimums, you will save yourself from looking like a fool. Getting Outdpsed by the tank is not a fun experience, and should frankly be embarassing. Get your stats, then get your Heroic on.

Wednesday, April 22, 2009

Champion of Ironforge (Argent Tournament)

Darraxus is now a Champion of Ironforge after completing the valiant dailies and turning in the quest. I picked up the new dailes and did each one beside the group quest as apparently nobody else was doing it.

I also defeated the Black Knight, who is a complete joke. He rode his mount faster, but that just meant more charges and shield breakers for me.

I really like the new dailies as it gives you the currency you need to buy the pets and other cool items. It also give you a Champions Writ or Cache. The Writ is valuable as you can turn it in to any faction you are Championing with to get 250 rep for that city.

Once you pick up Champion of your home town, you can start doing the Valiant stuff again to obtain a new city to Champion for. I am working on Gnomeregan next so that I can get my lady the mechanopeep.

I would advise teaming up for all of the quests to make them that much easier. It is pretty much required for the group quest, but the other ones are soloable with little problem.

One of the great things about all of these dailies it the cash. I do all of the Argent Tournament Dailies I can as well as the Fishing Daily. I will throw in a cooking daily if I have time.

Each rank you move up in the tournament, your opposing jousters get "harder". And by harder I mean they actually refresh their shield more often and perhaps get a bit faster. I have not lost a joust since the first couple of days of the tournament when I was being frustrated to no end. A good strategy includes getting all three shields up before yo start. Stand behind the person you are challenging and issue the challenge. As they run towards the center of the circle, charge. As you run past, spin and hit them with a shield breaker. Close range and start pummeling them with your melee attack. When they try to get some distance, hit them with a shield breaker and close the distance before they can turn. Whack away with melee, rinse and repeat to victory. I very rarely lose a shield with this method which makes it extremly easy.

The only problem I see with these dailies is how boring they will get. I am already sick of jousting. These could become an even more tedious grind than the Hodir dailies. The Argent Tournament was a great idea to keep extreme casuals motivated while the Raid content got harder.

Tuesday, April 21, 2009

Warrior Tanking 101: Gearing for Success

Gear is huge for tanks. An undergeared one may not cut it despite being an amazing tank, and an overgeared one may be able to get by despite being a Failtank. As you go along, you should pick up different pieces of gear for different situations.

Obviously as you are first gearing yourself, some pieces are just going to be wonderful upgrades all around. Gearing for success really comes in once you have the ability to switch out a few pieces of the puzzle to make yourself a different kind of tank. I am going to go over some of the differnt sets of gear and what they are good for.

Effective Health Set: The ole EH set is the one that will give you the most stamina and armor so you can take bigger hits and survive. This is the set that will often be used while progression raiding. It really is pretty simple. Stack stamina, stamina, stamina. You will want to enchant for stamina and gem for it as well. Make sure you still keep your 540 defense (and your meta socket working).

Avoidance Set: This is the set that makes it so you potentially take less hits, although your health pool will be smaller. The priority stats in this set are defense, dodge, and parry. Defense Rating is a wonderful stat for avoidance as it provides dodge, parry, and even some block. You will want to stack Dodge and Defense until the diminishing returns starts to become too great. I would not recommend geming for parry ever. It is just not as effective as dodge or parry. The Avoidance set has a lot to do with the RNG. There will be strings of parry, parry, dodge, dodge, dodge, dodge from time to time. There will also be times when you get hit 5 times in a row. These moments is when having the smaller health pool is rough.

Boss Threat Set: If you are looking a maximizing threat, the two best stats to stack are expertise and hit. Expertise is better than hit until it is capped. Once you are expertised capped, start going for hit capped as well. After hit cap, strength is a very nice threat stat as it gives you block value and attack power. The reason the expertise and hit are so important is that misses, dodges, and parries by the boss do no damage. Hitting him every time will make your threat jump through the roof.

Block/Trash Set: Block Sets are exactly what they sound like. They maximize your block for some nice mitigation. The nice thing about block is that you can stack it all day long and not worry about diminishing returns. Block sets are often used for those big AoE trash pulls for a few reasons:

a) Blocking a lot of incoming damage makes it much easier on the healers.

b) Damage shield will proc A LOT, which will help out enormously with your AOE threat.

Gearing the right way for the right encounter is very important. It can mean life or death for the whole raid. Please tank responsibly.

Check out Veneretio at Tanking Tips for someone who does this much better than I can. He has some wonderful articles, and should be on top of any tanks browser list.

Monday, April 20, 2009

Weekend Update

Yet another weekend came and went, and once I again I am left wondering how it went by so fast. Here is the round up of what went down this weekend.

Raiding: I really did not do very much raiding this weekend at all. No VoA, No OS, no Naxx 25. The only raid I did was a Naxx 10 on my Warrior. It was a Pug one night clear. We only wiped on two bosses the entire time, which oddly enough didnt include Thaddius, Patchwerk, Sapph, or KT. I got my T7 DPS chest, which upgraded a blue. With the emblems I picked up, I also got a DPS emblem belt (which replaced a level 70 belt). Probably the highlight to me was getting my sister into the run after we had already cleared Contruct and up to the second boss in the Millitary Quarter. She got tons of drops for both her Ret and Holy sets.

Instances: I got into my fair share of instances of the weekend, but none with my Druid. I did a few Heroics on my Warrior including the Mage ninja debacle posted about yesterday. I also go to DPS my first instance as a Fury Warrior. Overall, I was not too impressive only clocking in at around 1600 DPS. I think that not having my weapon skills not maxed out did not help. I also need to get into the habit of being behind mobs instead of infront of them. One problem I was having was rage generation. I even respecced a bit to provide some more rage regeneration after the run.

I ran two Violet Holds and a Drak'Tharon Keep on my Paladin. Both of the VH runs were complete and utter fail. In the first one, we got the Ethereal Boss. I told the tank to kite him up the ramp to stay away from the orbs. Instead he tanks him right at the bottom, lets the orbs get to him and causes a wipe. I left group immediately after. I dont have time for people who dont know what the fuck to do. The second one was also fail. The tank was always extremly slow to get to portals and aggro was yo-yoing through the group. We downed the Beholder boss and then got Zuramat. I told everyone to DPS the adds, and of course they didnt. Then the DK yells at me to Heal while he is busy not killing the adds. We wipe and I leave that group as well. Dont try to shit on the healer when you are being a fucktard. DTK went very well, and I almost out dpsed a level 80 DK on the run.

Questing: Much of my time was spent doing the fishing daily and the Argent Tournament dailies. I am 10 marks away from the next rank. So far, the dailies have been somewhat annoying. The Great Melee or whatever it is called pissed me off to no end when I first attempted it. After several tries, I have a nice method down that works very well. It is a conservative approach where I melee until they run away, then shield break, close the gap so they cant do the same and back to melee. Takes a bit longer, but is a sure victory. Just make sure to have all of your shields up at all times. I am also really enjoying the new fishing dailies. Besides your gold reward, you also get a bag of rewards. It has random items inside including vendor trash. I sold a piece of vendor trash called a tower key yesterday for almost 17 gold.

Leveling: I spent a good chunk of time on my Paladin yesterday and hit 77, which means I can fly again. I also maxed out his herbalism in the process and am sitting at about 420 Mining. I got the achievement for completing Dragonblight and think I am going to move to Zul'Drak next instead of Grizzly Hills. The first reason is because I will need the Argent Crusade Rep and the starting Ebon Blade Rep. The second reason is that I need to leave an area open to quest with my fiance, and Grizzly Hills seems like a nice option. I am itching to get him to 80 so that I can start running heroics and Raids with him. I plan on keeping him mostly Ret, but will do some Holy as needed. I should also probably unlock the Hodir Dailies ASAP.

Misc.: The glyph market has offically dried up. Most of the glyphs have gone down even lower that they were before the patch. People are undercutting left and right. I made about 3k gold, but could have made much more had I been more prepared on patch day (and able to log on). I did a bit of fishing in hopes of getting the turtle mount, but no luck there. Wintergrasp is now an awesome place to fish. Besides the large clams you can fish up, you can get each fish needed to make Fish Feasts. This is your one stop raid fishing area. I have still not seen Ulduar. My guild headed in this week and killed flame Leviathan, but did not down a second boss.

Sunday, April 19, 2009

Inscription Tomes: The New Ninja Item

Long story short, I went into a Heroic UK yesterday and a tome drops. The mage says he needs it as he is an inscriptionist. I say that we should all roll greed so that everyone has a shot at it. He says "Why should other people get to roll when I am an inscriptionist". He rolls need and gets it. A little later in the run, the DK who is running with us pisses the mage off by calling him a ninja. I look at the mage's armory and discover he is JC and Miner. After much hooing and hawing, we get him to agree to a greed roll for everyone. He wins the book anyways.

With the value of these books, this seems like an obvious ninja item. I would suggest that everyone roll need on it if you are in a pug. This will take away any ninja element of last second needing over the other greeders.

Have you guys had any recent ninja trouble?

Saturday, April 18, 2009

Saturday Screenshot

Beautiful carnage. This is my summoning stone.

Friday, April 17, 2009

Guns for Hire

The idea of Mercenaries in WoW has intrigued me for a long time. You really dont see a lot of Mercenary activity in WoW. The closest thing I have seen is Hijacking a Raid I.D. when the original group did not feel like going on that night. This is not about Ninja looting etc. This is about getting paid gold to use your skills.

I have had this idea to start a Mercenary guild for several years. It would basically be a group of skilled players who would hire out their services to PuGs. Obviously, you could not have a bunch of scrubs because you would quickly get a bad reputation, and who would pay for crap. You could charge X amount per instance plus repair bills. The players would be contracted out and give a small percentage back to the guild bank. You could charge different amounts for different things. For a run thru of a low level Dungeon, you could charge X amount plus all of the cloth drops or the non-useable green drops. For higher level instances, a flat fee plus a number of blue or green drops.

With content the way it is, it would be fairly difficult to get something like this running. I would imagine that much of the usiness would come from running lower level people through old istances. A small guild may need a little help with Naxx. Charge them a flat rate, or a BoE epic drop.

In this guild, there would be no guild runs. There would only be free-lancing. You could do whatever instance you wanted, assuming you got a share of the loot.

Like I have already said, I am not sure how this would work. The idea just intrigued me. Would people be willing to pay for these kinds of services? In the real world, there are places that will pay for heavily aremed mercenaries to get what they want. We could probably have something like that in WoW as well.

The second idea I had for a Mercenary Guild would mostly have to do with a PvP server. It would be sort of a Bounty Hunter type thing. Someone from your faction puts a bounty on someone and pays you the appropriate amount. You then go kill that person and screenshot it as truth. Extra money involved for multiple gankings. Say you are leveling out in STV and some player several levels higher keeps on ganking you. Call in the A-Team. You get in touch with one of the mercenaries, set up a price and conditions, and enjoy the carnage as several people come to your aid and smash the ganker to bits over and over again.

Again, this is just an idea I had. There may already be something out there like this in WoW. Let me know what you think. Would this be a feasible business or would it be a complete failiure. Would you pay for low level boosting or high level help in places you may be stuck?

Thursday, April 16, 2009

Useful links for 3.1 (shout outs)

Just wanted to give some link love to the community and some of the better posts out there.

Kadomi at Tank Like a Girl Discussed Prot Dual Spec (not to be confused with Prot Duel Spec, which would probably be a UA build)

Markco at Just My Two Copper reminds us to keep selling those Glyphs because they are HOT HOT HOT.

Ferraro at Paladin Schmaladin has updated her Paladin PvE specs.

The Doctor at WTFspaghetti has posted a map of Ulduar with boss locations.

Forever a Noob posted about how to beat Emalon the Stormwatcher.

Check them out and get your grove on.

3.1 First Impressions (lots of gold to be made)

Edit: Enisidia already downed Yogg-Sarron? WTF!!!!

I got some unexpected playing time last night to try out the new 3.1 goodies (note: If your fiancee complains about the food you got her for dinner, throwing it away in front of her is probably not going to be received well 0_o). The first thing that I did was get dual spec on my Warrior. As perviously stated, I decided to go Deepwounds Prot and Fury as my two specs. I went and grabbed all of my crappy DPS gear out of the bank and equipped it.....DOH, Polearms are not covered under Titan's Grip. Sell polearm and buy Titansteel mace. Oh look at that, my Two Hand Mace skill is at 200.

I headed off to Crystalsong to beat up some of the tress guys who walk around out there. I actually had to run from the first one as my weapon skill was too low to kill it. I sat around doing that for a while before heading up to the Argent Tournament to see what all of the hubub was about. I picked up the first set of dailies and completed them. I got the frog kissing daily which required a lot of kissed frogs. Afterwards, Occeleta and I picked up the daily fishing quest and headed over to Horde controlled Wintergrasp to complete it. We went to the south/east lake which had no Horde resistance. Occeleta threw on his fishing clothes and broke out the fishing chair. I said "Feeling cocky eh?" to which he replied "If Horde come I will just vanish and let you deal with it." LOL.

Following that, I decided to get dual spec on my Druid and Paladin. My Druid is now a Resto/Crit Chicken. I have pretty much 0 hit on my Druid (I think I have a nice hit trinket in the bank though). I tried out the Heroic Dummy and put out about 1750 DPS. A bit of hit will certainly help. I then dual specced my pally to Ret/Holy. My favorite thing about the new Dual Spec is that you can fill more roles and get into more groups.

Now on to the money. I bought three dual specs yesterday and just about broke even. The Glyph market has become INSANE IN THE MEMBRANE. Almost all of them were going between 20-35 gold. I even sold a glyph of Heroic Strike for 25 gold. It usually goes for under 1! I wish I had picked up some more Ethereal Ink (from Outlands Herbs) pre patch because people are price gouging with them now. There is also a pretty decent market for gems, and I would imagine that enchant selling is through the roof. I still dont have any enchants on my DPS gear besides the Hodir shoulder enchant. If you have the materials, get to selling Glyphs now. I would expect another big boom over the weekend for the more casual players just logging in.

Overall, I have been pretty pleased with the patch. I have yet to run any dungeons or Raids, but that is right around the corner. What are your first impressions of the new patch?

Wednesday, April 15, 2009

Dual Specs in the Tanking Community

Dual Specs has been a very hot topic in the tanking community. There has been a lot of talking about taking two tank specs vs a tank spec and a dps spec (or healing if you are a Druid or Paladin). I think a lot of this discussion has mostly come from the warrior tanking community and Veneretio at TankingTips.

Personally, I do not think that there is a right or wrong answer. I think that the decision should be based on what you are going to be doing in most fights. If you are going to be the main tank for every single fight, then by all means, take two tank specs. Now if you have decided on two tank specs, what do you choose? Do you keep the thread oriented Deep Wounds Spec, which is a very nice threat spec and very good for trash as well? Keep in mide with Deep Wounds that you can cause problems if CC comes back into play in Ulduar. If you are looking for an adventure, a very situational tanking spec would be the Unrelenting Assault Spec. If a tank is taking two tanking specs, then he will be certain to have a survivability spec.

On the other hand, if you are mostly off tanking, then you make do as I do and keep Deep Wounds for good trash/threat and pick up a nice fury build for the times you will be needed to DPS. Spinks has a very nice post on Fury for Begginers for those of you who have been tanking all expansion long and would like to get in on some DPS action. I will be going with a standard Fury Raid build for my second spec to help out with DPS when my tanking is not needed. This would be the recommended set-up for most tanks.

All of this depends on the situation you are in. If you are the best geared tank and expected to tank all of the bosses, then dual tank specs is not a bad idea. I dont think that anymore than one tank per guild should have two tank specs. If the fights are going to be much tougher in Ulduar and DPS is going to be a big deal, then fights that only need one tank are going to be gimped by a bunch of tank DPS.

Check with your guild to see what is needed. If they dont have an opinion, then go with what you want. Tanks rejoice, you now dont have to suck at DPS......unless you still want to of course :)


Couldnt log on last night before I went to bed because they kept extending the maitenance. Log on this morning to check my new shinies.....doing more maitenance between the time I wake up and the time I need to be at work.....eff you. I will have a more serious post once I get to work :)

Tuesday, April 14, 2009

3.1 Patch Notes (for those who cant see them at work)

Note: This is the biggest patch ever and a lot of reading.Sorry that it looks like a giant lump. Enjoy. Edit: Fixed to make a little more readable.

Secrets of Ulduar
Since discovering Ulduar in the Storm Peaks, adventurers have journeyed to the titan city to learn more about its mysterious past. Further exploration has revealed that the magnificent complex is above all a prison, intended to permanently confine the Old God of death, Yogg-Saron. This ancient horror has corrupted its guards, and now it is breaking through the last of its restraints. Faced with the peril of Yogg-Saron’s imminent freedom, a band of mortals has made preparations for a sweeping assault on the city. Overcoming the legions of iron minions and towering defenses at the city’s entrance will take tremendous strength, but even that great victory may not be enough to overcome the madness that dwells below.

The Argent Tournament Begins!
As the might of the Scourge wanes under the pressure of Azeroth’s heroes, the Argent Crusade have taken a foothold in Arthas’s back yard. Off the northeastern coast of Icecrown, the Argent Crusade have sounded the call for the most bold and brave adventurers of the Horde and Alliance to take part in the Argent Tournament. Representatives of all ten faction capitols, from Undercity to Exodar, have traveled to the tournament grounds to find champions among their heroes who will prepare for the inevitable battle against the enemy of all living beings, the Lich King.

Due to significant talent tree revisions, all players will have their talent points reimbursed. Several new spells and abilities have been added for select classes. Players will need to visit their class trainer to learn new spells.
The Argent Tournament, a permanent in-game event, has come to Icecrown. Players interested in taking part in this event should visit the Argent Pavilion located on the west side of the tournament grounds. Features include:
New ways of gaining reputation with capitol cities.
All new daily quests, achievements and titles.
New rare and epic items, tabards, pets, banners, faction shirts and mounts.
Mounted combat, and much more to come!

All Ground Mounts may now swim without dismounting the rider. Flying Mounts still may NOT, and will dismount the rider upon entering water.
Players level 40 and higher will now be able to visit their trainer to pay a one-time fee and access the dual talent specialization feature.

The achievement Brew of the Year has been removed from the Brewmaster meta-achievement. The achievement Brew of the Month has been added in its place.

Noblegarden has been redesigned into a week-long holiday with new items, quests, and more. Various achievements have been added, including the meta-achievement Noble Gardener, which is now required for the meta-achievement
What A Long, Strange Trip It’s Been.

Applying a glyph no longer requires a Lexicon of Power. The same rules for switching between dual talent specializations now apply to switching glyphs and cannot be performed while in combat, Battlegrounds (except when Preparation is up), or Arenas (no exceptions).

Enemy Unit Frames: This feature is only available while in Arenas, with several options in the Interface Options.
Battleground quests “Concerted Efforts” (Alliance) and “For Great Honor” (Horde) now require an Alterac Valley Mark of Honor in addition to the current requirements. These quests now award more honor upon completion.
Players will now be able to queue for battlegrounds from any location. Leaving a battleground will return you to the location from which you entered.
Seaforium Barrels can now be looted while mounted, seen from anywhere in the zone, and found at the Central Graveyard.
Teleporters can now be used while mounted and can now be seen from anywhere in the zone.
Alterac Valley
Drek’Thar, Vanndar Stormpike, the tower Heralds and Warmasters have received a hit point and damage upgrade in the level 80 version of Alterac Valley.
Strand of the Ancients
Capturing the Southern Graveyard will now automatically capture both the East and West Graveyards.
Lake Wintergrasp
All players who attack a siege vehicle should now get credit if it is destroyed.
Daily quests “Slay Them All!” (Horde) and “No Mercy for the Merciless” (Alliance) have had their PvP kill requirements reduced to 10 from 20. NPCs defending the fortress and south towers now count toward these dailies as well.
The number of NPCs defending fortress has been increased.
Siege Engines now have Steam Pressure as a resource type (replaces energy).
Siege Engines now have the Steam Rush ability from Ulduar.
The southern Siege Factories can be captured.
The time between battles will be saved should a realm shut down. If Wintergrasp is active when a realm shuts down, the game will restart from the beginning when the realm is once again live.
Towers in Southern Wintergrasp now have more defensive cannons.

Races: General
Command (Orc Racial): Applies to shaman pets, and now correctly applies to death knight pets.

Gift of the Naaru (Draenei Racial): The heal has been changed to an instant-cast heal-over-time.

Stoneform (Dwarf Racial): No longer makes you immune to poison, disease and bleed effects for 8 seconds. Instead, using Stoneform will clear those effects when cast. Cooldown reduced to 2 minutes from 3 minutes.

Classes: General
Armor Penetration Rating: All classes now receive 25% more benefit from Armor Penetration Rating.

The damage threshold for Fear, Psychic Scream, Hex, Intimidating Shout, and Turn Evil to break early has been significantly reduced.

Haste Rating: shamans, paladins, druids, and death knights now receive 30% more melee haste from Haste Rating.

Hysteria, Tricks of the Trade, Enrage, Wrecking Crew, Death Wish, Arcane Power, Owlkin Frenzy, Beast Within, and Avenging Wrath damage bonuses no longer stack together.

Mana Regeneration: The amount of mana regeneration derived from intellect and spirit has been reduced by 40%; however, talents that allow for mana regeneration while in combat have been increased. As a result, in-combat regeneration for classes with those talents will stay the same, while out-of-combat regeneration will be lower.

The shaman’s Fire Elemental and Spirit Wolves, mage’s Water Elemental and Mirror Images, and druid’s Treants have all gained avoidance from area-of-effect damage similar to what warlock and hunter pets already have.

Taunts: All player or pet-generated taunts now have a shared diminish category. In addition, Taunt-type effects from pets and from classes other than death knight, druid, paladin, and warrior have been set such that bosses can be made immune to them while still affected by death knight, druid, paladin, and warrior taunts.

Death Knights
Anti-magic Shell: The amount of damage this ability can absorb is now limited to 100% of the death knight’s health.
Blood Boil’s damage increased to make up for Pestilence no longer doing damage.
Blood Boil now does some damage to undiseased targets and extra damage to diseased targets. Its radius has been decreased.
Blood Plague: Now lasts 15 seconds untalented.
Blood Strike: Bonus damage for diseases is now a multiplier rather than a flat bonus.
Death Pact: This heal cannot be critical.
Death Strike: The amount of healing per damage done has been reduced by 20%.
Frost Fever: Now lasts 15 seconds untalented.
Frost Presence: Now grants 5% damage reduction instead of 15% magic damage reduction.
Obliterate: Bonus damage for diseases now increases damage done by a percentage rather than a flat amount.
Pestilence does no damage and has only 1 rank.
Plague Strike and Blood Plague no longer remove heal-over-time effects. Plague Strike’s damage increased quite a bit to compensate.
Raise Ally now has a cooldown greater than 15 minutes and can no longer be used in Arenas.
Raise Dead: Duration lowered to 60 seconds and cooldown lowered to 3 minutes. The cooldown on this ability now begins when the pet dies rather than when it is summoned.
Rune of Cinderglacier now procs per minute instead of a 5% chance.
Rune of the Fallen Crusader: This weapon enchant now provides only 15% strength, but its chance to proc is doubled.
Rune of Razorice now affects Frost damage done by the death knight only, but stacks up to 10%.
Strangulate no longer does damage and has been reduced to 1 rank.

Abomination’s Might: This effect can now also be caused by Death Strike.
Blade Barrier: Now grants 1/2/3/4/5% damage reduction instead of 2/4/6/8/10% parry.
Blood Aura: Replaced with Improved Blood Presence. This allows the death knight to keep the healing-from-damage-done bonus of Blood Presence in any presence, and increases healing received while in Blood Presence.
Blood-Gorged now grants armor penetration instead of expertise.
Bloody Strikes: The bonus damage this talent grants to Blood Boil has been reduced to 10/20/30%.
Bloodworms now heal more.
Dancing Rune Weapon: Damage done by, and duration of this pet is reduced by 50%, but the cooldown is reduced to 90 seconds. Attack speed of pet increased from 2.0 to 3.5.
New talent: Improved Death Strike: Increases Death Strike damage by 10/20%, and critical strike chance by 3/6%.
Heart Strike: Bonus damage for diseases is now a multiplier rather than a flat bonus. No longer affected by Glyph of Blood Strike.
Hysteria: This ability now causes the target to lose health rather than take damage.
Might of Mograine: No longer affects Obliterate.
Scent of Blood: Will now proc on a dodge, parry or when taking damage, and now grants 10 runic power per charge. Internal cooldown removed.
Spell Deflection: This talent has been increased to 15/30/45% damage reduction from a direct damage spell.
Sudden Doom now procs a free Death Coil instead of requiring you to push the button. Ranks reduced from 5 to 3.
Vampiric Blood: Cooldown increased to 2 minutes from 1 minute.
Will of the Necropolis: This ability now has a 15 second cooldown on how often it can occur.

The following talents have moved in the Frost tree: Runic Power Mastery, Glacier Rot, Killing Machine, Chilblains, and Endless Winter.
Black Ice: This talent now provides a 2/4/6/8/10% bonus to Frost and Shadow damage instead of 4/8/12/16/20% to Frost.
Blood of the North: Now also increases damage dealt by Frost Strike by 3/6/9/12/15%.
Chillblains: Now a 15/30/50% movement speed debuff up from 30%. Can no longer be dispelled.
Frost Aura: Replaced with Improved Frost Presence. Allows the deathknight to keep the health bonus of Frost Presence in any presence, and decreases magic damage taken while in Frost Presence.
Glacier Rot: 3rd rank added, and damage bonus increased to 7/13/20%.
Howling Blast: Base damage and scaling doubled. This ability no longer deals bonus damage to targets with Frost Fever. 8-second cooldown. Swapped positions with Hungering Cold in the talent tree.
Icy Talons and Improved Icy Talons: These talents now have new icons.
Improved Icy Touch: Now increases Icy Touch damage by 5/10/15% instead of by 10/20/30%.
Lichborne: No longer improves your chance to be missed. Now correctly grants immunity, and will break all effects to which Lichborne makes you immune.
Rime: When this talent triggers, it also resets the cooldown on Howling Blast.
Runic Power Mastery: Moved up to tier-1 and reduced to 2 ranks (15/30%).
Tundra Stalker: Now increases the damage on abilities by 3/6/9/12/15% instead of 2/4/6/8/10%.
Unbreakable Armor: Now grants damage reduction instead of physical damage reduction. Cooldown increased to 2 minutes from 1 minute.

Bone Shield: Cooldown increased to 2 minutes from 1 minute.
Desecration: This talent now has a 100% chance to be triggered, works with Scourge Strike, and instantly snares targets within the Desecration area. Additional points in the talent increase the damage bonus and snare magnitude instead of increasing the chance it will be triggered.
New Talent: Ghoul Frenzy: Grants 25% melee haste to your pet and heals it for 30% of its maximum health. Costs 1 Unholy Rune. Requires at least 30 points in the Unholy tree.
Impurity: This talent is reduced to 4/8/12/16/20% bonus to attack power scaling.
Magic Suppression: Now has 3 ranks (down from 5) for 2/4/6% magic damage reduction.
Master of Ghouls: Now also reduces the cooldown on Raise Dead by 60 seconds. This talent now requires at least 25 points in the Unholy tree, and has Night of the Dead as a prerequisite.
Night of the Dead: Redesigned to grant a flat reduction on cooldown to Raise Dead and Army of the Dead instead of a reduction from using abilities. Requires at least 15 points in the Unholy tree; prerequisite for Master of Ghouls.
Outbreak: No longer increases Blood Boil damage. Now gives a 7/13/20% damage bonus to Scourge Strike. Plague Strike Bonus lowered to 10/20/30%.
Reaping: Now procs on Blood Strike and Pestilence instead of Blood Strike and Blood Boil.
Scourge Strike: Damage increased. Bonus damage for diseases now increases damage done by a percentage rather than a flat amount.
Shadow of Death: This talent has been removed.
Unholy Aura: Replaced with Improved Unholy Presence. Allows the death knight to keep the movement speed bonus of Unholy Presence in any presence, and increases rune regeneration rate while in Unholy Presence.
Unholy Blight and Gargoyle have swapped places in the Unholy tree. Gargoyle is the new 51-point Unholy talent.
Vicious Strikes: This talent no longer affects Death Strike.

Abolish Poison: Now ticks every 3 seconds, up from every 2. Now lasts 12 seconds, up from 8.
Faerie Fire and Faerie Fire (Feral): Now decreases armor of your target by 5%. Has a 5-minute duration, and a 40-second PvP duration.
Feral Faerie Fire: The damage generated by this ability in Bear Form and Dire Bear Form has been increased substantially.
Innervate: This spell no longer costs mana.
Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
Maim: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage. Duration lowered to 1 second per combo point.
Pounce: No longer affected by diminishing returns with other stuns, however, it now shares a diminishing return with Cheap Shot (Rogue).
Savage Defense: Trainable at level 40 with Dire Bear Form as a prerequisite. When the druid deals a melee critical strike, it gains a physical damage shield equal to 25% of its attack power. The next hit completely consumes the shield, regardless of how much damage was done. Only active in Bear Form.
Starfall: Cooldown reduced to 90 seconds.
Swipe: The Bear Form and Dire Bear Form version of this ability no longer has a targeting requirement and hits targets behind the druid and to the sides.

Celestial Focus redesigned: Reduces the pushback suffered from damaging attacks while casting Starfire, Hibernate and Hurricane by 23/46/70% and increases your total spell haste by 1/2/3%.
Eclipse: The benefit to Wrath triggered by casting Starfire has been increased to 30% bonus damage.
Insect Swarm: The bonus damage from spellpower on this damage-over-time ability has been increased significantly to match similar spells on other classes.
Mark of the Wild and Gift of the Wild can now be cast while in Moonkin form.
Moonkin Form: Mana cost reduced.
Nature’s Grace redesigned: All spell critical strikes have a 33/66/100% chance to grace you with a Blessing of Nature, increasing your spell casting speed by 20% for 3 seconds.
Owlkin Frenzy is now properly considered an Enrage effect. Now also does not trigger from spell hits, only physical ranged and melee attacks.
Typhoon: Now causes a 3-second daze.

Heart of the Wild: Stamina bonus changed to 2/4/6/8/10%.
Predatory Strikes: This talent no longer works when in Moonkin form.
New Talent: Primal Gore: Grants the periodic damage from your Lacerate and Rip abilities the chance to critically hit.
Primal Tenacity: The damage reduction while stunned effect now only works in Cat Form.
Rend and Tear: The critical strike bonus for Ferocious Bite reduced to 5/10/15/20/25%, down from 10/20/30/40/50%.
Savage Roar is now considered an Enrage effect and now increases physical damage done by 30% instead of increasing attack power.
Survival of the Fittest: Bonus armor reduced to 11/22/33% instead of 22/44/66%.

Living Seed: This talent now accounts for total healing including overhealing.
Improved Mark of the Wild: Now also increases all of your total attributes by 1/2%.
Intensity: Now grants 17/33/50% of mana regeneration while casting.
New Talent: Improved Barkskin: Increases the damage reduction granted by your Barkskin spell by 5/10%, and increases your resistance to Dispel mechanics by an additional 30/60% while under the effect of Barkskin.
Improved Regrowth: This talent is renamed Nature’s Bounty. Increases the critical effect chance of your Regrowth and Nourish spells by 5/10/15/20/25%.
Replenish: This talent is now re-named Revitalize and also works with Wild Growth.
Tree of Life: Now receives 240% increased armor. You can now use Nature’s Grasp and Thorns while within this form. In addition, the discount on heal-over-time spells from this talent is now active at all times, whether or not the druid is in Tree of Life form. Mana cost reduced to match the cost of Travel Form.

Ammunition: All types of gun and bow ammunition now stack to 1000. All quivers and ammo pouches no longer provide haste. 15% ranged haste is now built into the hunter’s Auto Shot.
Aspect of the Pack is now raid wide, and radius increased from 30 yards to 40 yards.
Call Stabled Pet: This new ability lets the hunter remotely access the stable. 30-minute cooldown.
Cunning, Ferocity and Tenacity pets now all have +5% damage, +5% armor and +5% health bonuses. This should make more pet families feel viable, while additional talents have been added to distinguish a pet’s abilities based on its specializations.
Disengage: Cooldown increased by 5 seconds.
Frost Trap: If the target who triggers Frost Trap is immune to its effect, the Frost Trap area effect will no longer be triggered. Now reduces speed by 50% (previously 60%).
Pets now inherit more spell hit from the hunter. Pets with magic attacks should not require a player to stack additional hit compared to pets with physical attacks.
Viper Sting redesigned: Stings the target, draining 4% of mana over 8 seconds (up to a maximum of 8% of the caster’s maximum mana), and energizing the hunter equal to 300% of the amount drained. Only one Sting per hunter can be active on any one target.

Beast Mastery
Animal Handler: No longer reduces the cooldown of Master’s Call, but instead increases the duration of the Master’s Call effect by 3/6 seconds.
Improved Aspect of the Hawk now has a new spell effect.

Chimera Shot: Mana cost reduced from 16% to 12%.
Concussive Barrage redesigned: 2-point talent. Now causes your Multi-Shot and Chimera Shot to have a 50/100% chance to daze the target for 4 seconds.
Efficiency: Increased to 3/6/9/12/15% up from 2/4/6/8/10%.
Piercing Shots redesigned: Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of the damage dealt over 8 seconds. The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage.
Ranged Weapon Specialization: Points reduced from 5 to 3, 1/3/5%.
Rapid Recuperation redesigned: You gain 2/4% of your mana every 3 seconds while under the effect of Rapid Fire, and you gain 1/2% of your mana every 2 seconds for 6 seconds when you gain Rapid Killing.
Silencing Shot: No longer on the global cooldown.
Wild Quiver: Chance increased to 4/8/12%, up from 4/7/10%. Damage increased from 50% of an Auto Shot to 80%.

Entrapment redesigned: When your Frost Trap, Immolation Trap, Explosive Trap and Snake Trap are triggered, you entrap all afflicted targets, preventing them from moving for 2/3/4 seconds.
Explosive Shot: Base damage lowered by 10%. Attack power scaling reduced by 12.5%. The periodic damage from this ability no longer triggers Judgement of Wisdom and Judgement of Light.
Hunting Party: This talent has been reduced to 3 points, and now increases your total agility by an additional 1/2/3%.
Lock and Load redesigned: You now have a 33/66/100% chance when you trap a target with Freezing Trap, Freezing Arrow or Frost Trap and a 2/4/6% chance when you deal periodic damage with your Immolation Trap or Black Arrow to cause your next 2 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo. This now has a new spell effect and sound.
New Talent: Black Arrow: Fires a Black Arrow at the target, increasing all damage done by you to the target by 6% and doing periodic shadow damage for 15 seconds. 30-second cooldown. Shares a cooldown with all other traps.
T.N.T.: Increases damage done by Explosive Shot, Immolation Trap, and Explosive Trap by 2/4/6%.
Trap Mastery: This talent has been moved up to tier-2, up from tier-9, and is now a 3-point talent.
Trap Mastery, Resourcefulness and T.N.T. now all affect Black Arrow.
Improved Wing Clip: This talent has been removed.
Wyvern Sting: Duration increased from 12 seconds to 30 seconds. PvP duration reduced from 10 seconds to 6 seconds.

Bullheaded now adds 20% damage reduction for 12 seconds along with its current CC-removal effect.
Cornered: The critical strike reduction when this ability is active has been increased.
Feeding Frenzy increased to 8/16% damage up from 6/12%.
Furious Howl (wolf special ability) now stacks with Battle Shout and Blessing of Might, however, it only affects the wolf and hunter. Its effect and cooldown have been doubled so that it provides the same benefit but isn’t up 100% of the time.
Gorillas now have a new family ability, Pummel, which works like the warrior ability and has a single rank.
Grace of the Mantis and Roar of Sacrifice are now also available to Cunning pets.
Great Resistance increased to 5/10/15% magic damage reduction, up from 3/6/9%.
Roar of Recovery cooldown decreased to 3 minutes, down from 6 minutes.
New Talent: Shark Attack: This new 2-rank talent is available to Ferocity pets. It increases pet damage.
New Talent: Silverback: This new 2-rank talent is available to Tenacity pets. It heals the pet when Growl is used.
Roar of Sacrifice can be used on the hunter only.
Stampede (rhino) only affects 1 target, but adds a 25% bleed damage debuff (that does not stack with Mangle etc.) in addition to its knockback.
Thunderstomp is no longer a gorilla-specific family ability and is now available to all Tenacity pets. It has been reduced to one rank.
Turtles and Crabs now dwell in waters of and off Eversong and the Ghostlands, giving Blood Elf hunters access to local Tenacity pets.
New Talent: Wild Hunt: This new 2-rank talent is available to all 3 pet trees. Increases the contribution your pets get from your stamina by 20/40% and attack power by 10/20%.

Arcane Blast stacking effect is no longer considered a Magic effect and will not be dispelled.
Mage Armor: Now grants 50% of mana regeneration while casting.
Mirror Image: The images no longer cast Polymorph.
Molten Armor: Chance to critically strike is now increased by a percentage of the mage’s total spirit.

Arcane Meditation: Now grants 17/33/50% of mana regeneration while casting.

Ignite: The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage.
Improved Scorch: Increased critical strike chance is now 1%, down from 2% per application of the Improved Scorch effect. In addition, the critical strike chance of Scorch, Fireball, and Frostfire Bolt is increased by 1/2/3%.
Pyromaniac: Now grants 17/33/50% of mana regeneration while casting.

Improved Water Elemental: Renamed Enduring Winter. Instead of the Water Elemental increasing mana regeneration for the mage’s party, casting Frostbolt now has a 33/66/100% chance to provide the Replenishment buff to up to 10 people in the mage’s party or raid.
Winter’s Chill: Increased critical strike chance is now 1%, down from 2% per application of Winter’s Chill. In addition, the critical strike chance of Frostbolt is increased by 1/2/3%.

Auras will now persist through death and affect a 40 yard radius.
Blessing of Kings is now trainable at level 20. Removed from talent trees.
Divine Plea can once again be dispelled.
Exorcism: Now can be used on any target and has a 100% chance to be a critical strike when used on Undead and Demons.
Hand of Sacrifice: The damage transferred by this ability is now capped by the paladin’s health.
Forbearance reduced to a 2-minute duration.
Sacred Shield: This effect cannot be cast on more than one friendly target at a time.
Seal of Blood/Seal of the Martyr: The damage done by these two seals has been increased but the damage done by their judgements decreased. The balance is now roughly 60% from either seal and 40% from a judgement on total damage done. The total damage done should be roughly the same. Please note that the 3.0.9 tooltips had incorrect values for the damage done, but the tooltips should be much more accurate in 3.1.0.
Shield of Righteousness: Base damage and scaling factor increased by 30%.
Spiritual Attunement: Removed from trainers. It is now available deep in the Protection tree for 2 ranks at 5/10%.

Aura Mastery: Now grants anyone affected by Concentration Aura immunity from Interrupt and Silence mechanics, and increases the effectiveness of all other auras by 100%. Lasts 10 seconds. 2-minute cooldown.
Blessed Hands: Now reduces mana cost of Hand of Freedom, Sacrifice and Salvation by 15/30%, and improves the effectiveness of Hand of Salvation by 50/100% and Hand of Sacrifice by an additional 5/10%. Moved to tier-4.
Enlightened Judgements: No longer increases the range of Judgement of Justice. Moved to tier-10.
Improved Concentration Aura: The resistance to Silence and Interrupt mechanics granted by this talent now becomes active when any Aura is used, not just Concentration Aura.
Infusion of Light: Now increases the critical chance of your next Holy Light by 10/20% instead of reducing cast time. Moved to tier-10.
Judgements of the Pure moved to tier-9.
Pure of Heart: Now reduces duration of all curse, disease, and poison effects by 15/30%.
Purifying Power: Now reduces the cooldowns of Exorcism and Holy Wrath by 17/33% instead of increasing critical strike chance.
Sacred Cleansing moved to tier-8.

Ardent Defender: Reduced to 3 ranks for 10/20/30%.
Avenger’s Shield: Base damage and scaling factor increased by 30%.
Blessing of Sanctuary: Now only grants mana on dodge/parry/block. In addition, will only grant mana if that is the active power type of the friendly target (Bears and Cats won’t gain mana).
Improved Devotion Aura: The additional healing granted by this talent now becomes active when any Aura is used, not just Devotion Aura.
Divine Guardian: Now increases the effectiveness of Divine Sacrifice by an additional 5/10%, and increases the duration of Sacred Shield by 50/100% and the amount absorbed by 10/20%.
Divine Protection: Cooldown reduced to 3 minutes.
New Talent: Divine Sacrifice: Causes all party/raid members affected by one of the paladin’s auras to transfer 30% of all damage taken to the paladin (maximum of 150% of the paladin’s max health). Lasts 10 seconds. 2-minute cooldown.
New Talent: Divinity: Increases healing done by and to you by 1/2/3/4/5% (tier-1).
Guarded by the Light: Now makes Divine Plea 50/100% less likely to be dispelled.
Improved Hammer of Justice: Reduced to 2 ranks for 10/20-second cooldown reduction.
Holy Shield: Base damage and scaling factor increased by 30%.
Judgements of the Just: Now also reduces the cooldown of Hammer of Justice by 10/20 seconds, and increases the duration of the Seal of Justice stun effect by .5/1 second.
One-Handed Weapon Specialization: Reduced to 3 ranks for 4/7/10%.
Sacred Duty rank 1 now increases stamina by 4%.
Shield of the Templar: No longer increases the damage done by Holy Shield, Avenger’s Shield, and Shield of Righteousness. Now grants 33/66/100% chance to silence your Avenger’s Shield targets for 3 seconds.

Benediction now affects Hand of Reckoning.
Divine Purpose: Moved to Improved Retribution Aura’s position.
Divine Storm: Damage increased.
Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
Judgement of the Wise: The immediate return of base mana from this spell has been increased to 25%, up from 15%.
Repentance no longer resets the paladin’s melee swing timer.
Improved Retribution Aura: This talent has been removed.
Righteous Vengeance reduced to 3 ranks for 10/20/30%. The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage. Now triggered by Crusader Strike as well.
Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.
Sanctified Seals: Renamed Sanctity of Battle. Now also increases damage done by Exorcism and Crusader Strike by 5/10/15%.
Swift Retribution: Now grants its haste bonus while any aura is active.

Abolish Disease: Now cleanses a disease every 3 seconds, down from 5. Duration reduced from 20 seconds down to 12 seconds.
Devouring Plague: This spell now has a new icon.
Divine Hymn redesigned: You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest-health friendly party or raid targets for 4960-5208 every 2 seconds for 8 seconds, and increases healing done to them by 15% for 8 seconds. Maximum of 12 heals. The Priest must channel to maintain the spell. Cooldown increased to 6 minutes, up from 5.
Divine Spirit is now trainable at level 31.
Holy Nova: Mana cost reduced approximately 20%.
Improved Holy Concentration removed.
Hymn of Hope redesigned: You recite a Holy hymn, restoring hope to those in despair. Restores 3% mana to 3 nearby low mana friendly party or raid targets every 2 seconds for 8 seconds, and temporarily increases their total maximum mana by 20% for 8 seconds. After the effect expires, the mana is lost. Maximum of 12 mana restorations. The Priest must channel to maintain the spell. Cooldown increased to 6 minutes, up from 5.
Mental Agility, Inner Focus, Shadow Reach, Shadow Focus and Shadow Affinity now all affect Psychic Horror.
Prayer of Healing: This spell now heals the target’s party, rather than being limited to just your direct party.
Shadowfiend: Health scaling increased. Now receives 30% of the master’s spell power. Mana return increased to 5%, up from 4%. The Shadowfiend now returns mana when its melee attacks land, rather than when it deals damage. No longer has a 75% reduced chance to be hit by melee, ranged and spells. Movement speed normalized to player movement speed. Tooltip revised. New Shadowfiend ability, Shadowcrawl, teleports the Shadowfiend to an enemy target and increases its damage done by 15% for 5 seconds.

Divine Aegis: Divine Aegis effects will now stack, however the amount absorbed cannot exceed 125*level (of the target). It will also now take into account total healing including overhealing.
Improved Divine Spirit: This talent has been removed.
New Talent: Improved Flash Heal: Reduces the mana cost of your Flash Heal by 5/10/15%, and increases the critical effect chance of your Flash Heal by 4/7/10% on friendly targets at or below 50% health.
Grace: This talent no longer decreases damage done to the target, but the duration has increased to 15 seconds and the healing bonus has increased from 2% to 3%. This affect now cannot be applied to more than one target at a time.
Improved Power Word: Fortitude: Now also increases your total stamina by 2/4%.
Meditation and Improved Power: Word shield have changed locations with each other.
Meditation: Now grants 17/33/50% of mana regeneration while casting.
Mental Agility: Reduced to 3 points (4/7/10%), down from 5.
New Talent: Soul Warding: Reduces the cooldown of your Power Word: Shield ability by 4 seconds, and reduces the mana cost of your Power Word: Shield by 30%.
Power Infusion: This effect now has a new spell effect.
Renewed Hope: This talent also now allows you to proc the Renewed Hope buff on all party/raid members every time you cast Power Word: Shield, reducing damage taken by 3%. Lasts 20 seconds.
Unbreakable Will:Increased from 3/6/9/12/15% to 6/12/18/24/30%.

New Talent: Body and Soul: 2-point talent. When you cast Power Word: Shield, you increase the target’s movement speed by 30/60% for 4 seconds, and you have a 50/100% chance when you cast Abolish Disease on yourself to also cleanse 1 poison effect in addition to diseases.
Circle of Healing: Healing increased by approximately 40%.
Holy Concentration redesigned: Mana regeneration is increased by 16/32/50% for 8 seconds after you critically heal with Flash Heal, Greater Heal, Binding Heal or Renew.
New Talent: Empowered Renew: Your Renew spell gains an additional 5/10/15% of your bonus healing effects, and your Renew will instantly heal the target for 5/10/15% of the total periodic effect.
Serendipity redesigned: When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 4/8/12%. Stacks up to 3 times. Lasts 20 seconds.
Test of Faith: No longer increases critical effect chance of your heals, but healing done on targets lower than 50% health is increased from 2/4/6% to 4/8/12%.

Blackout: This talent has been removed.
Darkness: This talent is now in tier-1, moved up from tier-6.
Dispersion: Now clears all snare and movement-impairing effects and makes you immune to them while dispersed.
New Talent: Improved Devouring Plague: Increases the periodic damage done by your Devouring Plague by 5/10/15%, and when you cast Devouring Plague you instantly deal damage equal to 5/10/15% of its total periodic effect.
Mind Melt: Now also increases the periodic critical strike chance of your Shadow Word: Pain, Devouring Plague and Vampiric Touch spells by 3/6%.
Psychic Horror: Has been redesigned and is now a 1-point talent. You terrify the target, causing them to tremble in horror for 3 seconds and drop all weapons (disarm effect: including bows) for 10 seconds. 2 minute cooldown. Instant cast. The horror effect can be dispelled, but the disarm cannot.
Improved Spirit Tap: Now grants 17/33% of mana regeneration while casting.
Shadow Affinity: Now also causes you to receive 5/10/15% of your base mana when your Shadow Word: Pain or Vampiric Touch spells are dispelled.
Shadowform: Now reduces all damage taken by 15%, not just physical damage. Bonus damage from critical strike chance removed and replaced by the ability of those periodic damage spells to generate critical strikes.
Silence: Range increased to 30 yards.
Spirit Tap: Now grants 83% of mana regeneration while casting.
Vampiric Embrace duration increased to 5 minutes, up from 1 minute. PvP duration is now 60 seconds. Cooldown removed.
Vampiric Touch: When dispelled, Vampiric Touch will deal damage to the afflicted target.

Deadly Poison: The amount of damage this poison generates from the rogue’s attack power has been increased from 8% per application to 12%.
Deadly Throw: Missile speed increased.
Instant Poison: Redesigned to have its chance to be applied based on the speed of the weapon (frequency-based).
Shiv: This ability can no longer generate a critical strike, and the poisons it applies cannot be critical strikes either.
Tricks of the Trade: Will now begin following the first damaging attack.
Wound Poison: Redesigned to have its chance to be applied based on the speed of the weapon (frequency-based).

Hunger For Blood: No longer stacks. Damage bonus changed to 15% for a single application. Requires a bleed effect active on the rogue’s target. No longer removes bleeds from the rogue. Now costs 15 energy and lasts for 60 seconds.
Master Poisoner: Now also increases the bonus to apply Deadly Poison when Envenom is used by an additional 15/30/45%.

Adrenaline Rush cooldown reduced to 3 minutes.
Killing Spree: Now also increases all damage done by the rogue while active by 20%.
Savage Combat improved to 2/4% increased damage against poisoned targets.
Lightning Reflexes reduced to 3 ranks for 2/4/6% dodge and 4/7/10% melee haste.

Shadow Dance now opens a new action bar when used.

Bloodlust/Heroism: Cooldown reduced to 5 minutes, but Sated and Exhausted now last 10 minutes.
Earth Elemental Totem: The summoned Earth Elemental should now have significantly more health and slightly more armor.
Fire Elemental Totem: The summoned Fire Elemental should now have moderately more health and mana, and its damage scaling has been increased. In addition, the Fire Elemental’s spells now cost less mana.
Flametongue Weapon: Bonus damage from spell power now based on weapon speed. Slower weapons will benefit more from spell power.
Frostbrand Weapon: Damage increased by approximately 20%.
Mana Spring Totem: This totem has been redesigned. It now provides the same mana benefit as Blessing of Wisdom to the entire party or raid, but is exclusive with that effect.
Poison Cleansing Totem and Disease Cleansing Totem have been merged into Cleansing Totem. Cleansing Totem pulses every 3 seconds, down from 5.

Earthen Power redesigned: Your Earthbind Totem has a 50/100% chance to also remove all snare effects and make you and nearby friendly targets immune to them for 5 seconds when it pulses.
Flurry: Now provides 5/10/15/20/25% haste instead of 10/15/20/25/30%.
New Talent: Frozen Power: Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash and Shock spells by 5/10% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 50/100% chance to root the target in Ice for 5 seconds when used on targets at or further than 15 yards from you.
Lava Lash now has a new icon.
Spirit Weapons: Now reduces all threat generated by 30%, not just physical attacks.
Stormstrike charges have been increased by 2, and cooldown reduced by 2 seconds.
Toughness: No longer increases your armor. Instead, this talent now increases your total stamina by 2/4/6/8/10%.
Unleashed Rage: Reduced to 3 points, down from 5. No longer increases agility, but instead increases your total expertise by 3/6/9%.

New Talent: Booming Echoes: Reduces the cooldown of your Flame Shock and Frost Shock spells by an additional 1/2 seconds, and increases the direct damage done by your Flame Shock and Frost Shock spells by an additional 10/20%.
Elemental Mastery redesigned: When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes an instant cast spell. In addition, your Fire, Frost and Nature damage spells have a 15% increased critical strike chance for 15 seconds. Elemental Mastery now shares a cooldown with Nature’s Swiftness.
Elemental Reach: Now also increases the range of your Flame Shock spell by 5/10/15 yards.
Lava Flows: No longer increases the range of your Flame Shock spell, but now increases your casting speed by 10/20/30% when your Flame Shock spell is dispelled for 6 seconds.
Lightning Overload: Reduced to 3 points (7/14/20%), down from 5.
Storm, Earth and Fire: No longer increases the range of your Earth Shock or Wind Shock spells, but now also causes your Earthbind Totem to have a 33/66/100% chance to root all nearby enemies for 5 seconds when initially cast.
Thunderstorm can now be cast while stunned.

Ancestral Awakening: This talent now accounts for your ineffective healing, rather than effective.
Ancestral Healing and Healing Grace have swapped places in the Restoration talent tree.
Cleanse Spirit now has a new icon.
Mana Tide Totem: This spell no longer costs mana.
Restorative Totems: Reduced to 3 points, down from 5. Increases the effect of your Mana Spring Totem by 7/12/20%, and increases the amount healed by your Healing Stream Totem by 15/30/45%.
Riptide: This spell has a new icon.
Tidal Force: Now has a new spell effect.

Banish: Now has a 6-second PvP duration.
Curse of the Elements (Rank 5): Increased to 13% spell damage, up from 10%.
Curse of Recklessness has been removed.
Curse of Weakness: Now also reduces the armor of the target by 5%.
Drain Soul: Each time Drain Soul deals damage to a target which can grant experience, it now has a chance to generate a Soul Shard.
Enslave Demon: Spell haste penalty reduced by 10%. Melee haste penalty reduced by 10%.
Doomguard: Cooldown reduced to 30 minutes, down from 60 minutes. Damage reduced approximately 30%, and health reduced approximately 30%.
Warlocks now innately have an increased 10% spell hit chance on the Enslave Demon spell.
Fire Shield (Imp): You can now cast this ability on raid members, rather than party members.
Ritual of Summoning: The summoning of the initial portal is now instant cast, down from 5 seconds.
Soul Shard: This item now has a maximum count of 32 in inventory.
Voidwalker: The health bonus on this pet has been rduced from 60% to 10%.

Eradication: Whenever you deal damage with Corruption, you have a 6% chance to gain the Eradication effect. The Eradication effect increases your spell casting speed by 6/12/20% for 10 seconds. Internal cooldown removed.
Haunt: Now only increases your shadow damage-over-time spells on the target.
Malediction: No longer increases the effect of Curse of the Elements, but now also increases the periodic critical strike chance of your Corruption and Unstable Affliction spells by 3/6/9%.
Pandemic: This talent has been reduced to a 1-point talent. Now grants your Corruption and Unstable Affliction the capability to critically hit.
Shadow Embrace: Now only increases the damage done by your shadow damage periodic spells.
Siphon Life: The Siphon Life spell has been removed. Siphon Life now causes your Corruption spell to instantly heal you for 40% of the damage done. In addition, the damage done by your Corruption, Seed of Corruption and Unstable Affliction damage-over-time effects is increased by 5%.
Soul Siphon redesigned: Increases the amount drained by your Drain Life and Drain Soul spells by an additional 3/6% for each of your Affliction effects on the target, up to a maximum of 9/18% additional effect.
Suppression: Now increases spell hit for all of your spells.
Unstable Affliction and Immolation are now in the same exclusive category (both damage- over- time effects cannot be present at the same time by the same caster on a target).

Demonic Empathy has been removed.
Demonic Empowerment: This talent now has a unique spell effect.
Demonic Sacrifice: This talent has been removed.
Fel Synergy has been moved to tier-1. No longer increases intellect, stamina and damage of your summoned demon.
Improved Enslave Demon talent removed.
Mana Feed: This talent is now a 1-point talent, down from 3 points. Now is the 21-point talent in Demonology, granting 100% mana return to your pet, up from 33/66/100%.
Master Conjuror: Increased from 15/30% up to 150/300%.
New Talent: Decimation: When you Shadowbolt or Incinerate a target that is at or below 35% health, your next Soulfire cast time is reduced by 30/60% and costs no shard. Lasts 10 seconds.
New Talent: Nemesis: Reduces the cooldown of your Demonic Empowerment, Metamorphosis, Soulstone and Fel Domination spells by 10/20/30%.

Aftermath redesigned: Increases the periodic damage done by your Immolate by 3/6%, and your Conflagrate has a 50/100% chance to daze the target for 5 seconds.
Backlash has been moved up to tier-5, up from tier-7. Now requires Intensity (pre-requisite).
Cataclysm: Now reduces the mana cost of Destruction spells by 4/7/10%. No longer increases the chance to hit.
Chaos Bolt: Damage increased approximately 15%.
Conflagrate: Spell now works similar to Swiftmend, consuming an Immolate or Shadowflame effect on the target and dealing damage based on the strength of that effect. Reduced to a single rank.
Improved Immolate: Now increases the damage done by your Immolate by 10/20/30%, rather than just the direct damage.
Improved Shadow Bolt: Now increases the damage done by your Shadow Bolt spell by 1/2/3/4/5%, and causes your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 1/2/3/4/5%. Effect lasts 30 seconds.
Improved Soul Leech: Now has a 50/100% chance to proc Replenishment.
Molten Core: This talent has been moved to Demonology (tier-8).
New Talent: Molten Skin: Reduces all damage taken by 2/4/6%.
Pyroclasm redesigned: Now increases your Shadow and Fire spell power by 2/4/6% when you critically hit with Searing Pain or Conflagrate. Lasts 10 seconds. Also moved down to tier-7 from tier-5.

Battle Stance: Now increases armor penetration by 10%.
Berserker Stance: Now increases damage taken by 5%.
Charge: Duration of stun effect now lasts 1.5 seconds. This effect no longer has diminishing returns.
Defensive Stance: Now reduces damage caused by the warrior by 5% (previously 10%).
Disarm: This ability now disarms ranged weapons as well.
Heroic Throw missile speed increased.
Intimidating Shout: Cooldown reduced to 2 minutes.
Shattering Throw: This new warrior ability, trainable at level 71, deals damage the same as Heroic Throw, but also causes the victim’s armor to be reduced by 20% for 10 seconds (stacking with Sunder Armor). If the victim is immune, it will remove that immunity instead of dealing damage and reducing armor. Costs 25 rage. Only useable in Battle Stance. 5-minute cooldown.

Blood Frenzy improved to 2/4% increased damage.
Deep Wounds: The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage. The base weapon damage used in the calculation will still be modified by those effects.
Improved Intercept and Weapon Mastery have once again swapped places in the talent tree.
New Talent: Juggernaut: Grants the warrior the ability to Charge while in combat. Critical strike chance of next Slam or Mortal Strike increased by 100% following Charge.
Taste for Blood: Will now proc 33/66/100% of the time with a 6-second cooldown.
Unrelenting Assault: Now also increases the damage of Overpower and Revenge by 10/20%, and causes Overpower (when used to attack a casting target) to decrease the effectiveness of all the target’s non-physical damage and healing by 25/50% for 6 seconds. Tooltip and visual updated.

Improved Berserker Stance: Now increases strength by 4/8/12/16/20% while in Berserker Stance.
Titan’s Grip: While you have a two-handed weapon equipped in one hand, your physical damage done is reduced by 10%.

Last Stand: Cooldown reduced to 3 minutes.
Warbringer: Now also allows Intervene and Intercept to be used in any stance.

All flasks now last 1 hour. To compensate, all flask recipes will provide 2 flasks for the same material cost.
Blackmouth Oil and Fire Oil no longer require a vial.
Elixir of Greater Firepower now grants spell power to all schools of magic.
Flasks now stack to 20, and their vendor sell prices have been reduced to lower the Auction House deposits.
Increased the health granted by the Flask of Stoneblood.
Northrend flasks will be converted to mixtures. This includes the Flask of Stoneblood, Flask of Pure Mojo, Flask of Endless Rage, and Flask of the Frost Wyrm. Mixtures can create 2 flasks of the corresponding type. This allows players who stockpiled Northrend flasks to convert them to the new system without any loss.
The Crazy Alchemist Potion is now correctly increased by Alchemist Stones.
The Mercurial Stone is no longer required as a tool for alchemists. It is instead an uncommon quality bind-on-equip trinket.
You can now sometimes find Alchemist’s Caches from bosses in Ulduar. Only players with an Alchemy skill of 425 or higher can loot these secret caches.

Added a new recipe for the Titansteel Spellblade, an epic one-handed caster dagger, available from trainers.
Added new recipes for epic gear, found rarely on Ulduar bosses. These recipes are unbound and can be traded.
Most of the recipes in the 1-300 skill range of blacksmithing have received major stat updates to make them more useful.
Added a new recipe for the Titansteel Spellblade.
The Titanium Plating shield enchantment now reduces the duration of disarm effects by 50% as well as increasing your block value.

A new recipe has been added to cooking trainers for making Black Jelly, using several Borean Man ‘O War as ingredients. While it looks disgusting, it restores more health and mana than the highest level food.
Flint and Tinder is no longer necessary for creating a campfire. You’re just that resourceful!
Grub now sells the Dig Rat Stew recipe to players who completed the quest.
Ingredients such as Spices, Apples, and the like have been removed from most cooking recipes.
Players no longer need to complete the Clamlette Surprise quest to gain Artisan cooking. The quest now offers the unique recipe, Clamlette Magnifique. If you already completed the quest, you can visit Dirge Quickcleave in Gadgetzan to learn this recipe (for free).
Prospector Khazgorm, found in Bael Modan in southern Barrens, now sells the recipe for Dig Rat Stew to the Alliance.
Several Northrend recipes were given greater skill up ranges to make it easier to reach 450 cooking skill.
You no longer need to learn cooking from books. The trainers have finally done their reading and are able to teach you the same thing.

Added two new recipes for enchanting staves with spell power, available from Vanessa Sellers in Dalaran City.
Greatly increased the drop rate of recipes found in pre-Lich King dungeons and raids.
Several recipes in the 250-300 skill range have been rebalanced, and the reagent requirements have been reduced.
Some enchants now have level restrictions. Note: the enchant is never removed from the item to which it’s applied, however, players no longer receives its benefit until they reach the required level. Any enchants modified in this way have had their tooltips updated.
The enchanting interface now correctly sorts grey recipes by skill difficulty.

Added a new Reticulated Armor Webbing engineering enchant that increases the armor on plate gloves.
Added a new Springy Arachnoweave engineering enchant that grants passive spell power in addition to turning your cloak into a parachute.
Engineers can now obtain the schematics for Lil’ Smoky and the Pet Bombling from certain creatures found in Gnomeregan. Specialized Gnomish or Goblin engineers can obtain both schematics equally. The repeatable quest that used to randomly grant these schematics has been disabled.
Flexweave Underlay now grants passive agility in addition to its normal effect.
Gnomish X-Ray Specs have a new model.
Nitro Boosts now grant passive critical strike rating in addition to their speed boost.
Nitro Boosts now make you drop PVP flags when used, as well as preventing you from picking them up while the effect is active.

A new (and very rare) special mount can now be caught from Northrend fishing pools.
New fishing dailies are now offered from Marcia Chase in Dalaran City!
Players are no longer required to do the Nat Pagle, Angler Extreme quest to gain Artisan fishing. The quest now offers a special superior-quality fishing pole instead. If you already completed the quest, you can visit Nat Pagle in Dustwallow Marsh to receive this new fishing pole.
The time needed to catch fish has been reduced.
You can now fish anywhere, regardless of skill. Every catch has the potential for fishing skill gains, but you are likely to catch worthless junk in areas that are too difficult for your skill.
You can now fish in Wintergrasp, and the fishin’ is good!
You no longer need to learn fishing from books. The trainers have finally done their reading and are able to teach you the same thing.

Gathering Skills
Toughness, Master of Anatomy, and Lifeblood now have level requirements equal to the level required for the corresponding skill rank: Apprentice (1), Journeyman (1), Expert (10), Artisan (25), Master (40), Grand Master (55).
You can no longer fail when Mining, Herbing, and Skinning.
Find Herbs no longer tracks Glowcaps.
Northrend herbs now yield more herbs on average.
The herbalism requirement for gathering Tiger Lily has been reduced to 375.
The time it takes to gather herbs has been reduced.

Added a recipe to trainers for creating a level 70 superior-quality off-hand item.
Added a recipe for creating a different level 70 superior-quality off-hand item. Scribes will find the recipe is dropped from residents of Silverbrook.
Added around 50 new glyph recipes. These new recipes can be obtained from Books of Glyph Mastery found as world drops on Northrend monsters. Reading a Book of Glyph Mastery randomly discovers one of the newly-added recipes.
Glyph icons have been updated so it is easy to distinguish between classes.
Players will now learn 3 recipes the very first time they perform Northrend Inscription Research. This does not apply to players who have already discovered recipes from Northrend Inscription Research (sorry).

Added a new recipe to cut black diamonds.
Added a recipe for Shifting Twilight Opal to the daily jewelcrafting vendor.
Added recipes for superior-quality PVP rings and necklaces to Northrend jewelcrafting trainers.

Added a recipe for combining Borean Leather Scraps into Borean Leather. You can still use Borean Scraps from your inventory to combine them.
Added new recipes for epic gear, found rarely on Ulduar bosses. These recipes are unbound and can be traded.
Several lower-level items crafted by leatherworkers have received major changes to make them more appealing.
Shadowskin Gloves and Dusky Boots no longer require Shadowcat Hide to create, but instead require an equal quantity of Shadow Silk. Shadowcat Hides can no longer be obtained from skinning.

Northrend deposits now despawn 1 minute after mining them. This change was made to speed up respawning when nodes were partially looted.
Added new recipes for epic gear, found rarely on Ulduar bosses. These recipes are unbound and can be traded.
Added recipes for superior-quality PVP cloaks to Northrend tailoring trainers.
The Lightweave tailoring enchant now sometimes grants a temporary spell power bonus instead of dealing direct damage to your target.
Several lower-level items crafted by tailors have received major changes to make them more appealing.

The fight event for the “Grim(oire) Business” quest at Vim’gol’s Circle in the Blade’s Edge Mountains now only requires one character to stand within a fire circle in order to summon Vim’gol the Vile. However, it still takes five characters, one in each of the fire circles, in order to interrupt Vim’gol the Vile’s Unholy Growth cast.
Horde characters may now obtain the quest “CLUCK!” from Chickens. While Farmer Saldean won’t be selling Special Chicken Feed to the Horde, perhaps “Westfall” William Saldean in Brill might…

Dungeons and Raids
New dungeon maps have been added for all Wrath of the Lich King dungeons.

Eye of Eternity
Malygos will now properly delay before breathing after a Vortex on Heroic difficulty.

The Chains of Kel’Thuzad will no longer reset the raid’s threat.
The Portal of Shadows created by Shade of Naxxramas will only persist for a maximum of one minute.
Players with pets who attempt to use the Obedience Crystals in Naxxramas will have their pets dismissed automatically so they may possess an Understudy.

Vault of Archavon
Archavon, Emalon, and their allies will now banish themselves 10 minutes prior to the beginning of a Lake Wintergrasp battle. A warning will be given 15 minutes prior to the start of Wintergrasp. They will not banish themselves if in combat.

User Interface
New Advanced features for quest tracking are now available. Players will need to activate this option within the Interface panel.
A new Color Blind option is available under the Interface panel.
Spell Effect Level setting has been split into Particle Density and Projected Textures. Previously, Spell Effect Level controlled both of these features.
Added new Video Mode Ultra (should only be used on the highest-end systems).
Shadow Quality has a new higher level of detail. The slider for adjusting Shadow Quality remains the same, though there is an additional step at the high end of the spectrum.
A new feature has been added allowing players to allocate talent points before confirming they’d like to spend them. This feature must be turned on in the Interface Options.
A new Equipment Manager feature has been added. This feature can be turned on from the Interface Options, and will enable managing up to ten separate sets of equipped items.
New high-resolution player textures for Northrend armor sets have been added. Players can enable this feature by setting Player Textures to High in the Effects Panel of the Video Options.
Players can now return items purchased with an alternate currency back to the original vendor within 2 hours of the purchase time for the original cost of the item. Stackable items (such as Frozen Orbs and gems) and charged items that can be purchased with an alternate currency are not eligible.
Confirmation boxes have been added to purchases over 150 gold.
The calendar now supports a guild-wide sign-up sheet, allowing the event organizer to invite his or her entire guild.
Class roles (i.e. damage, tanking, healing) have been added to the Looking For Group feature. Class roles will be displayed when sorting through the Looking For More section.
Quest and Achievement tracking are now combined in a new Objectives Tracking window. Advanced features can be activated from the Objectives Options panel.
On-Use items will display in the Objectives Tracking when tracking a quest that uses them. No more searching through your bags for that on-use quest item!
Health and Fuel/Ammo bars have been added to the vehicle interface whenever operating a vehicle.
The mini-map has been optimized for better performance. Displays for vehicles, class colors, and off-map pings have been added as well.
Players first entering any dungeon that will result in a lock-out timer will be warned if they are going to be saved to the instance. This warning will include an option to port to the nearest graveyard before being saved.
New elite mob frames have been added for V-Key frames.
For additional notes on Lua and XML changes please visit the UI & Macros forum.

Arena Grand Master Trinket: Dodge rating has been replaced with stamina.
Badges and Emblems looted off of any dungeon bosses by a member of the party or raid will automatically be given to all eligible party or raid members. Party or raid members must still be inside the instance to receive Badges or Emblems.
A new clam, the Giant Darkwater Clam, can be obtained by fishing in Wintergrasp. This mighty clam has a greatly increased chance to drop pearls, and yields up to five times the regular amount of clam meat.
Loot from clams now stacks correctly!
Changed the icon for Succulent Clam Meat so it doesn’t look quite as disgusting. Now 100% more succulent!
Enhancement Shaman PvP Set Bonus: The cooldown reduction of Stormstrike has been increased to 2 seconds, up from 1 second.
Existing crafted resilience armor sets now offer additional stamina and resilience ratings through set bonuses.
Gift of Arthas: Now considered a curse instead of a disease.

Death Knight
Glyph of Blood Boil: This has been replaced with Glyph of Heart Strike, which adds a snare effect to Heart Strike.
Glyph of Dancing Rune Weapon: Increases the duration of Dancing Rune Weapon by 10 seconds.
Glyph of Dark Death: Increases the damage done by Death Coil by 15%.
Glyph of Death Strike: This glyph now increases Death Strike damage by 1% per 2 runic power, but has a limit of 25% increase.
Glyph of Disease: Your Pestilence ability now refreshes disease durations on your primary target back to their maximum duration.
Glyph of Howling Blast: Your Howling Blast ability now infects your targets with Frost Fever.
Glyph of Hungering Cold: Reduces the cost of Hungering Cold by 10 runic power.
Glyph of Icebound Fortitude: Icebound Fortitude now grants at least 30% damage reduction, regardless of defense skill.
Glyph of Plague Strike: Bonus lowered to 20%.
Glyph of Strangulate: This glyph has been changed to reduce the cooldown by 20 seconds.
Glyph of Unbreakable Armor: Increases the amount of damage absorbed by Unbreakable Armor by 20%.
Glyph of Unholy Blight: Increases the duration of Unholy Blight by 10 seconds.

Glyph of Barkskin: Reduces the chance you’ll be critically hit by melee attacks by 25% while Barkskin is active.
Glyph of Berserk: Increases the duration of Berserk by 5 seconds.
Glyph of Monsoon: Reduces the cooldown of your Typhoon spell by 3 seconds.
Glyph of Nourish: Your Nourish heals an additional 6% for each of your heal-over-time effects present on the target.
Glyph of Rebirth: Target now returns to life with full health.
Glyph of Savage Roar: Your Savage Roar ability grants an additional 3% bonus damage done.
Glyph of Shred: Now increases remaining duration on Rip by 2 seconds each time it is used, up to a maximum of 6 seconds.
Glyph of Starfall: Changed to reduce the cooldown by 30 seconds.
Glyph of Survival Instincts: Increases the percentage of your maximum health received from Survival Instincts to 40%.
Glyph of Wild Growth: Wild Growth now affects up to 6 targets.

Glyph of Aimed Shot: Now reduces cooldown by 2 seconds.
Glyph of Chimera Shot: Reduces the cooldown of Chimera Shot by 1 second.
Glyph of Explosive Shot: Increases the critical strike chance of Explosive Shot by 4%.
Glyph of Explosive Trap: The periodic damage from your Explosive Trap can now be critical strikes.
Glyph of Kill Shot: Reduces the cooldown of Kill Shot by 6 seconds.
Glyph of the Monkey: This glyph has been converted to Glyph of Mending, which increases the healing done by Mend Pet by 40%.
Glyph of Raptor Strike: For 3 seconds after using Raptor Strike, you take 20% less damage.
Glyph of Scatter Shot: Increases the range of Scatter Shot by 3 yards.
Glyph of Snake Trap: Now reduces damage taken by snakes from area damage by 90%.
Glyph of Wyvern Sting: Now reduces the cooldown by 6 seconds, down from 15 seconds. No longer reduces the damage done by Wyvern Sting’s effect.

Glyph of Arcane Barrage: Reduces the mana cost of Arcane Barrage by 20%.
Glyph of Deep Freeze: Increases the range of Deep Freeze by 10 yards.
Glyph of Ice Armor: Now increases resistance and armor by 50%.
Glyph of Ice Barrier: Increases the amount of damage absorbed by your Ice Barrier by 30%.
Glyph of Living Bomb: The periodic damage from your Living Bomb can now be critical strikes.
Glyph of Mirror Image: This glyph has been redesigned and now increases the number of copies of the mage to 4.

Glyph of Beacon of Light: Increases the duration of Beacon of Light by 30 seconds.
Glyph of Divine Plea: While Divine Plea is active, you take 3% reduced damage from all sources.
Glyph of Divine Storm: Your Divine Storm now heals for an additional 15% of the damage it causes.
Glyph of Divinity: Now Lay on Hands grants 100% bonus mana, and that amount of mana is granted to the paladin and their target.
Glyph of Exorcism: Changed to 20% bonus damage.
Glyph of Hammer of the Righteous: Your Hammer of the Righteous hits 1 additional target.
Glyph of Holy Light: Can no longer critically strike and has had its range updated.
Glyph of Holy Shock: Reduces the cooldown of Holy Shock by 1 second.
Glyph of Lay on Hands: Now reduces the cooldown of Lay on Hands by 5 minutes.
Glyph of Salvation: When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.
Glyph of Seal of Blood: When your Seal of Blood, Seal of the Martyr, Judgement of Blood, or Judgement of the Martyr deals damage to you, you gain 11% of the damage done as mana.
Glyph of Seal of Righteousness: Increases damage done by this seal by 10%.
Glyph of Shield of Righteousness: Reduces the mana cost of Shield of Righteousness by 80%.

Glyph of Dispersion: Reduces the cooldown on Dispersion by 45 seconds.
Glyph of Fade: Now reduces cooldown by 9 seconds.
Glyph of Fear Ward: Now reduces duration and cooldown by 1 minute.
Glyph of Guardian Spirit: If your Guardian Spirit lasts its entire duration without being triggered, your Guardian Spirit cooldown is reset to 60 seconds.
Glyph of Hymn of Hope: Now increases the duration of Hymn of Hope.
Glyph of Inner Fire: Increases bonus armor by 50%.
Glyph of Mind Control: Increases duration by 30 seconds.
Glyph of Mind Sear: Increases the radius of effect on Mind Sear by 5 yards.
Glyph of Pain Suppression: Allows Pain Suppression to be cast while stunned.
Glyph of Penance: Reduces the cooldown of Penance by 2 seconds.
Glyph of Psychic Scream: Increases duration by 2 seconds, but increases cooldown by 8 seconds.

Glyph of Adrenaline Rush: Now increases duration by 5 seconds.
Glyph of Backstab: Now increases remaining duration on Rupture by 2 seconds each time it is used, up to a maximum of 6 seconds.
Glyph of Cloak of Shadows: While Cloak of Shadows is active, you take 40% less physical damage.
Glyph of Crippling Poison: Poison chance bonus increased to 20%.
Glyph of Deadly Throw: Increases the movement reduction by 10%.
Glyph of Fan of Knives: Increases the damage done by Fan of Knives by 20%.
Glyph of Hunger for Blood: Increases the bonus damage from Hunger for Blood by 3%.
Glyph of Killing Spree: Reduces the cooldown on Killing Spree by 45 seconds.
Glyph of Mutilate: Reduces the cost of Mutilate by 5 energy.
Glyph of Pick Lock: Now reduces cast time by 100%.
Glyph of Sap: Increases duration by 20 seconds.
Glyph of Shadow Dance: Increases the duration of Shadow Dance by 4 seconds.
Glyph of Sprint: No longer reduces the duration.
Glyph of Tricks of the Trade: Your Tricks of the Trade grants an additional 10% bonus damage to your target.

Glyph of Earth Shield: Increases the amount healed by your Earth Shield by 20%.
Glyph of Feral Spirit: Your spirit wolves gain an additional 30% of your attack power.
Glyph of Hex: Increases the damage your Hex target can take before the Hex effect is removed by 20%.
Glyph of Riptide: Increases the duration of Riptide by 6 seconds.
Glyph of Stoneclaw Totem: Your Stoneclaw Totem also places a damage absorb shield on you, equal to 4 times the strength of the shield it places on your totems.
Glyph of Thunder: Reduces the cooldown on Thunderstorm by 7 seconds.
Glyph of Totem of Wrath: When you cast Totem of Wrath, you gain 30% of the totem’s bonus spell power for 5 minutes.

Glyph of Banish: This glyph has been replaced with Glyph of Incinerate, which increases the damage of Incinerate by 5%.
Glyph of Chaos Bolt: Reduces the cooldown on Chaos Bolt by 2 seconds.
Glyph of Demonic Circle: Reduces the cooldown on Demonic Circle by 4 seconds.
Glyph of Haunt: The bonus damage granted by your Haunt spell is increased by an additional 3%.
Glyph of Immolate: The bonus damage provided by this glyph to Immolate’s periodic damage has been reduced to 10%, down from 20%. The 10% reduction to Immolate’s initial damage has been removed.
Glyph of Imp: Increases your Imp’s Firebolt damage by 20%.
Glyph of Life Tap: When you use Life Tap, you gain 20% of your spirit as spell power for 20 seconds.
Glyph of Metamorphosis: Increases the duration of your Metamorphosis by 6 seconds.
Glyph of Shadowflame: Your Shadowflame also applies a 70% movement speed slow on its victims.
Glyph of Siphon Life: Redesigned to increase the healing received from the Siphon Life talent.
Glyph of Soul Link: Increases the percentage of damage shared via your Soul Link by an additional 5%.
Glyph of Succubus: Redesigned to remove all damage-over-time effects from the target of Seduction.

Glyph of Barbaric Insults: Increases threat on Mocking Blow by 100%.
Glyph of Bladestorm: Reduces the cooldown on Bladestorm by 15 seconds.
Glyph of Enraged Regeneration: Your Enraged Regeneration ability heals for an additional 10% of your health over its duration.
Glyph of Last Stand: Now reduces the cooldown of Last Stand by 60 seconds. The penalty on maximum health gained has been removed.
Glyph of Overpower: Now provides 100% chance on all parries.
Glyph of Shield Wall: Reduces the cooldown on Shield Wall by 3 min, but Shield Wall now only reduces damage taken by 40%.
Glyph of Shockwave: Reduces the cooldown on Shockwave by 3 seconds.
Glyph of Spell Reflection: Reduces the cooldown on Spell Reflection by 1 second.
Glyph of Sweeping Strikes: Now makes Sweeping Strikes cost 0 rage.
Glyph of Vigilance: Your Vigilance ability transfers an additional 5% of your target’s threat to you.
Hearthstone: Cooldown has been reduced to 30 minutes down from 60 minutes.
Darkmoon Cards of the North will now take three seconds per card to create.
Divine Hymn will now trigger Illustration of the Dragon Soul.
Frozen Scepter of Necromancy now sounds like other maces.
Heavy Junkboxes will no longer have deprecated poison materials.
Libram of the Sacred Shield: Increases block value.
Magic Dust now has a 10-second PvP duration.
Old Naxxramas Shoulder Enchants will now soulbind items.
Outrider’s Lammellar Legguards and Sentinel’s Mail Leggings have had their costs reduced to the correct value.
Pack of Endless Pockets can now be mailed.
Paladin Healer PvP Set Bonus: The bonus for Holy Shock healing has been reduced to 10%.
Patroller’s Pack now sounds like a bag.
PvP Trinkets will now break Shackle Undead.
Several beverages missing from the “Beverages Consumed” statistic have been added.
Several foods missing from the Food Eaten statistic have been added.
Sigil of Awareness: Now provides bonus damage to Death Strike as well.
Sigil of the Frozen Conscience: The bonus to Icy Touch from this relic has been reduced to a value appropriate to the item’s level.
Sprite Darter Eggs: May now (very rarely) drop from Sprite Darters in Feralas. Note that only Horde characters can attack and kill Sprite Darters.
Three new mounts are available from Horde mount vendors, equalizing the number of purchasable normal and epic mounts: the Black Wolf, the White Kodo, and the Black Skeletal Horse (in Orgrimmar, Bloodhoof Village, and Brill respectively).
Thunder Capacitor again requires four charges.
Tiny Emerald Whelplings: May now (very rarely) drop from Adolescent Whelps in the Swamp of Sorrows.
White Tickbird Hatchling is now classified as a Pet.
Support for Logitech G-15 and G-19 keyboards with LCD displays has been added.
A number of performance and smoothness enhancements have been implemented.
The new high-res player textures are supported on dual processor systems running OS X 10.5.
A crashing bug involving chat channel commands has been fixed.
A problem involving window focus and foreground/background status has been fixed.
Movie recording feature has had some user interface improvements.
Bug Fixes
Leaving a group while in an instance will now port you to the nearest graveyard rather than your Hearthstone location.
Yaaarrrr! now has a detailed tooltip.

Death Knight
Acclimation: This talent will no longer sometimes grant nature resistance while fighting Sapphiron.
Anti-magic Zone: This ability will no longer cause strange absorb messages in the combat log and floating combat text.
Dancing Rune Weapon: Fixed a bug making it trigger an unusual number of effects from the weapon equipped by the death knight. In addition, it will now only echo death knight spells whose primary purpose is dealing damage. This pet will no longer break stealth on nearby targets and attack them. Also corrected a bug making the effect last 8 seconds longer than intended.
Death Coil: This spell will no longer sometimes cause the death knight to animate a swing twice.
Death Grip: This spell will no longer automatically cast on the nearest enemy when no valid target is selected.
Death Runes: Fixed a bug where it was possible when using two abilities with the same rune cost to not get correctly granted a second Death Rune when appropriate.
Ebon Plaguebringer: Multiple death knights can now use this debuff against a target without overwriting each other.
Howling Blast: Each rank now properly shares a cooldown with the other ranks.
Necrosis: The damage from this ability will no longer benefit multiple times from damage increasing effects.
Pestilence: This ability will now spread disease centered on a position between the death knight and its target, rather than the target’s center position (for very large creatures, this used to cause no disease spread at all).
Raise Ally: The buff from this ability can no longer be right clicked to cancel. In order to end the effect, the player controlling the Risen Ghoul must right click on the unit portrait and dismiss the pet. In addition, using this ability on a player whose level is too low will now give a “Target is too low level” error message instead of “You have no target.”
Raise Dead: This pet now despawns instantly when it dies. In addition, this ability can no longer be used while riding any type of vehicle. The Risen Ghoul is also now properly immune to Charm, Fear, Sleep, and Horror.
Rune of Cinderglacier: Charges of this will now only be used if the target actually took damage from the attack.
Scent of Blood: This talent can no longer be triggered by environmental damage.
Scourge Strike: The tooltip incorrectly stated it did 60% weapon damage increased by 9% from diseases, when it was actually 45% increased 11% from diseases. The tooltip has been corrected, but the damage done is unchanged.
Sigil of Awareness: The tooltip on this incorrectly indicated it added much more damage than it actually did. The tooltip has been corrected to show the actual bonus.
Summon Gargoyle: The Gargoyle will no longer re-attack rogues after they Vanish, or night elves who use Shadowmeld. Monsters will stop trying to chase a Gargoyle after it flies away. The debuff on the target indicating he or she is being pursued by a Gargoyle will no longer display the duration, and will be removed when the buff is removed from the death knight. Max duration in the tooltip changed to 40 seconds.

Bash: This ability will now still interrupt casting even if the victim is immune to the stun due to diminishing returns.
Feral Attack Power: Heirloom weapons now correctly grant the amount of attack power in Cat, Bear, and Dire Bear Forms that is stated on the weapon tooltip. In addition, the attack power bonus will now work properly for druids below level 60.
Lifebloom: Corrected some bugs with the new blooming functionality and dispels.
Predatory Strikes: This talent now properly affects the attack power gained from weapon enchants.
Swipe: Now properly affected by area-of-effect damage caps.
Thorns: This spell will now properly use the druid’s spell power to determine its scaling instead of the target’s spell power.
Wild Growth: Fixed a bug that sometimes prevented Wild Growth ranks from overwriting each other.

Cower: This pet ability will now display its cooldown correctly.
Disengage: This ability can no longer be used while riding any type of vehicle.
Froststorm Breath: This pet ability will now display its cooldown correctly.
Heart of the Phoenix: Can no longer be set to autocast (which did not work).
Hunter traps will no longer be able to be set off by totems.
Rake: This pet ability will now always refresh when used by the pet.
Savage Rend (raptor special ability): Fixed a tooltip error to correctly note this ability boosts damage rather than attack power.
Spirit Strike: This pet ability now has its damage increased by Prowl as intended.
Spore Cloud: This pet ability will now autocast properly at all ranks.
Steady Shot: Now does correct damage with heirloom weapons.

Arcane Potency: Fixed a bug where sometimes the benefit was consumed before altering the critical strike chance of the mage. In addition, will no longer benefit the critical strike chance of Molten Armor’s damage.
Deep Freeze: Floating combat text will now display when this ability is able to be used.
Focus Magic: When spell-stolen, this buff will no longer grant the originally casting mage a buff when critical strikes occur.
Frostbite: Fixed a bug preventing this from overwriting the effect from the Frostbite talent.
Ignite: The debuff from this talent now benefits properly from Arcane Subtlety. In addition, effects which modify damage done will no longer be applied a second time to the damage from this talent.
Master of Elements: Now refunds the correct amount of mana when used with Arcane Missiles.
Mirror Image: Mirror Images will now appear with maximum health and mana. In addition, this ability can no longer be used while riding any type of vehicle.
Slow Fall: Can no longer be cast on NPCs.
Torment the Weak: Now properly increases damage when used against victims of the snare from Hunter Frost Traps.

Beacon of Light: This spell no longer duplicates the heal on yourself if your target is currently immune to being healed due to being on a vehicle. It will simply not duplicate the heal. In addition, Divine Plea will only penalize the original heal instead of applying the penalty a second time on the duplicated heal.
Blessing of Sanctuary: This spell can now overwrite a Greater Blessing of Sanctuary that has less than 10 minutes duration remaining.
Blessing of Wisdom: It is no longer possible to have the icon for this spell and Greater Blessing of Wisdom active at the same time (which didn’t give any benefit, but was confusing).
Combat Expertise: This talent will now properly increase spell critical strike chance.
Hammer of Justice: This ability will now still interrupt casting even if the victim is immune to the stun due to diminishing returns.
Hammer of the Righteous: Now does correct damage with heirloom weapons.
Holy Shield: Damage from this ability now increases properly from attack power.
Judgement of Command: Fixed incorrect combat log tooltips.
Righteous Vengeance: Effects which modify damage done will no longer be applied a second time to the damage from this talent.
Sacred Shield: Now scales properly from spell power granted by Sheath of Light.
Seal of Vengeance/Corruption: The bonus damage applied a target which already has the maximum stack of debuffs is now properly affected by Judgements of the Pure. In addition, fixed some missing tooltips in the combat log.
Sheath of Light: Critical heals from Lay on Hands will now trigger this talent.

Inner Fire: Charges of this buff will now be consumed properly if the priest is attacked while using emotes.
Mind Control: This spell can no longer be cast while it is already active.
Misery: The tooltip on this talent was badly worded and implied a bonus much larger than it actually gave. The tooltip has been rewritten to be more clear.
Prayer of Mending: This spell will no longer fail from “A more powerful spell is already active” errors. It will now always cast, including overwriting a weaker Prayer of Mending. In addition, trinkets which are triggered from casting a healing spell will now be triggered properly by Prayer of Mending.

Master of Subtlety: The amount of time remaining on the damage bonus for this talent is now displayed.
Cleanse Spirit is now properly in the Nature spell school.
Tremor Totem: Now correctly pulses every 3 seconds, up from 1 seconds.
Dark Pact: Can no longer be cast when the warlock has an enslaved demon pet that does not have mana.
Demonic Circle: Summon: This spell can no longer be cast while on a transport or other moving object.
Fel Synergy: This talent will no longer heal vehicles the warlock is riding.
Ritual of Summoning: This spell can no longer be cast while on a transport or other moving object.
Unstable Affliction: Feedback damage from dispelling this debuff will no longer be modified by effects on the victim which modify the damage the victim does.

Concussion Blow: Now properly triggers a 1.5 second global cooldown.
Damage Shield: Fixed a bug which caused this ability to benefit from Recklessness.
Enrage: This ability can no longer be triggered by environmental damage.
Enraged Regeneration: While this is active, the warrior is blocked from using abilities that trigger being enraged (which would do nothing and waste the cooldowns).
Improved Revenge: This talent will now increase the damage done by Revenge by the proper amount.
Rend: Now does correct damage with heirloom weapons. In addition, low ranks of this ability will no longer incorrectly gain a damage bonus against targets above 75% health.
Slam: Slam will no longer sometimes show 2 miss messages.
Dartol’s Rod of Transformation has had its tooltip corrected.
Glyph of Mocking Blow: Correctly increases damage of the ability by 25%.
Glyph of Rejuvenation: Effects which modify healing done will no longer be applied a second time to the healing granted by this glyph.
Glyph of Shocking: Tooltip has been corrected.
Heirloom Items: The bonus spell power granted by these items has been redesigned to provide substantially more benefit for players lower than level 58.
Hook of the Master Angler: Using this item to shape-change into a fish now cancels Shadowform.
Justicar (T4) Retribution Set: The bonus to seals now works properly on Seal of Blood and Seal of the Martyr.
Mace of Unending Life is correctly a two-handed weapon.
Many Northrend maces now make correct noises when sheathed and unsheathed.
Many items with 110 attack power now correctly grant 110 ranged attack power.
Oracle Talisman of Ablution’s spell data has been clarified.
Personal rating requirements for off-hand Deadly Gladiator items should now display correctly.
Several Hateful and Deadly plate helms have had their stats correctly reduced.
Several Naxxramas items with block values were not providing the correct stat amounts and have been fixed.
Sigil of Arthritic Binding: The tooltip was incorrect for this item and overstated the bonus to Scourge Strike. This has been fixed.
Thunder Capacitor’s cooldown functions.
Wall of Terror, Fleshless Girdle, and Inexorable Sabatons have had their stamina values adjusted to the proper levels.
Blood Fury: The tooltip on the attack power version of this ability will now tell how much attack power it grants to the orc.
Shadowmeld: Using this ability will no longer cause friendly players to deselect the night elf.