World of Warcraft

WotLK -- Beta Build 8788

Rewards for the Amphitheater of Anguish questline (similar to Ring of Blood) have been added to the game.


Violet Citadel (Dalaran) populated with new npcs (Rhonin, leader of the Kirin Tor)

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Jewelcrafting: 18 New Epic Gems

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Blacksmithing: The 1-handed epic weapons have been buffed & Titanium Weapon Chain

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Major changes to mana cost on spells and downranking

Almost every class specific spell had their mana cost changed, they now have a % instead of a flat amount. "This is base mana cost, not total modified by int cost".

Furthermore, major changes to downranking of spells have been put into the game, lower ranks of spells now almost always cost as much as your highest rank.

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Two new tailoring embroiders

  • Master's Spellthread - Permanently embroiders your pants with master's spellthread, increasing spell power by 50 and Stamina by 30.
  • Sanctified Spellthread - Permanently embroiders your pants with sanctified spellthread, increasing spell power by 50 and Spirit by 20.


Brand new Icecrown Map

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Login screen revamped again

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Undocumented Class Changes

Death Knight

Blood

  • Bloodworms: 3/3 Your weapon hits have a 12% chance to spawn 2-4 Bloodworms. Bloodworms attack your enemies, healing you as they do damage for 20 sec or until killed. (Healing amount remains the same)
  • Sudden Doom now lasts 15 seconds (was 10 seconds).

Frost

  • Chains of Ice cooldown has been removed.
  • Icy Talons description changed: You leech heat from victims of your Frost Fever (old: your Icy Touch), so that when their melee speed is reduced, yours increases by 20% for the next 20 sec.
  • Lichborne cooldown lowered from 5 minutes to 1 minute. Duration reduced from 30 seconds to 10 seconds.
  • Aneurysm has been removed.
  • Endless Winter has been reworked and moved to Aneurysm's position, it now requires Chillblains: Your Chains of Ice has a 50/100% chance to cause Frost Fever and the cost of your Mind Freeze is reduced to 20/0 runic power.
  • Frigid Dreadplate changed: Enemies who hit you in melee have a 30/60/100% chance to become unsettled, decreasing their chance to hit for 5% for the next 12 sec. (old: decreasing their attack speed)
  • Runic Power Mastery stats changed: Scaling runic power abilities behave as if you had an additional 20% runic power. (old: 2% runic power)
  • Acclimation now affects the whole raid.

Unholy

  • Anti-Magic Shell: Runic Power cost increased from 10 RP to 20 RP.
  • Morbidity moved to Tier 1 in unholy
  • Virulence moved to Tier 2 in unholy
  • Blood-Caked Blade: Your autoattacks have a 5/10/15% chance to cause Blood-Caked Strike, which hits for 50% weapon damage times the number of your diseases on the target. (Was 60%)
  • Night of the Dead: Hitting a target with Plague Strike or Scourge Strike reduces the cooldown of your next Raise Dead and your next Army of the Dead by 30 sec / 1 min. This effect stacks up to 5 times. (was bugged to be 1 min for both ranks)
  • Desecration range component increased from 2 yards to 7 yards around the target.


Druid

Feral

  • Savage Roar: Attack power increased from 25% to 35%.


Hunter

Nothing reported or discovered just yet. Keep checking back.


Mage

Arcane

  • Torment of the Weak description changed: All damage you cause to Ensared targets is increased by 2/4/6%. (old version: All damage done to slowed targets is increased by 2/4/6%.)

Frost

  • Fingers of Frost description/duration changed: Gives your Frost damage spells a 5/10% chance to apply the Fingers of Frost effect, which treat your Frost spells cast on the target as if the target were Frozen. Lasts 4 sec. (old version: Gives your Frost damage spells a 5/10% chance to apply the Fingers of Frost effect, which treat your next 2 Frost spells cast on the target as if the target were Frozen. Lasts 10 sec.)


Paladin

Protection

  • Divine Shield wording change: Protects the paladin from all damage and spells for 12 sec, but increases the time between his or her attacks (old: your attacks) by 100%. Once protected, the target cannot be made invulnerable by Divine Shield, Divine Protection or Hand of Protection again for 3 min.


Priest

Nothing reported or discovered just yet. Keep checking back.


Rogue

Nothing reported or discovered just yet. Keep checking back.


Shaman

Nothing reported or discovered just yet. Keep checking back.


Warlock

Affliction

  • Improved Felhunter description changed: Your Felhunter gains mana equal to 100/200% (old: 50/100%) of the damage done by it's Shadow Bite ability, and increases the effect of your Felhunter's Fel Intelligence by 1/2%.
  • Dark Pact: Drains 700 of your summoned demon's Mana, returning 200% (old: 100%) to you.
  • Haunt description changed: You send a ghostly soul into the target, dealing 645 to 754 Shadow damage and increasing all damage done by your damage-over-time effects on the target by 20% (old: 0%) for 12 sec. When the Haunt spell ends or is dispelled, the soul returns to you, healing you for 20% of all damage done to the target.


Warrior

Nothing reported or discovered just yet. Keep checking back.

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  • Panmunda said 
    Thu, Aug 14 2008 2:58 PM ()

    hmm, that Downranking would be way to bad, i will force you allways to wait till a surtain amount of dmg done on your target to heal it up to his max, or take the loss and overheal bigtime

  • Thu, Aug 14 2008 2:58 PM ()

    The point of the matter is down ranking was given the shaft in tbc, anyone who downranks notices that they get a fraction of their spell damage/healing. It was something that they implemented once bc was brought out, this is just the death of down ranking

  • Zyuu said 
    Thu, Aug 14 2008 2:58 PM ()

    Indeed, downranking is bad, glad they are killing it off.

  • Thu, Aug 14 2008 2:58 PM ()

    Is warlock's haunt healing ability based on every1s dmg, or just yours? Cause if its every1 then thats an insane amount of healing.

  • Zeriphal said 
    Thu, Aug 14 2008 2:58 PM ()

    It does say "all damage" so I would think it counts everyone's damage.

  • Thu, Aug 14 2008 2:58 PM ()

    icied barbed spear hehe

  • ephydias said 
    Thu, Aug 14 2008 2:58 PM ()

    Sorry but for certain use it was very helpful.

    On my Shaman I was using the Rank1 of my shocks to interrupt, slow down to save up mana and using Rank1 healing wave to keep the healing bonus on my target.

    I don't know why they keep all the ranks if they don't want us to use then...

    And now they are completely useless...

  • Jahover said 
    Thu, Aug 14 2008 2:58 PM ()

    Why is down ranking bad? The only people it was hurting was people who weren't doing it = morons in most of those cases, why balance it around them?
    In arena I always use Entangling Roots Rank 1, because the damage it does is pathetic anyway + breaks fast, who hurts from that other then druids who uses max rank?
    I also use down ranking on my paladin when grinding, rank 1 crusader gives the +3% crit + rank 1 SoCommand gives the same damage on proc as max rank, so of course I use those instead, who did that hurt?
    The down ranking change is ***, it is a change who only helps people who are to stupid to figure out when to do it...

  • hamor said 
    Thu, Aug 14 2008 2:58 PM ()

    You just answered exactly why downranking needed to be removed. True, it was a nice thing for healing and the like to preserve a bit of mana, but there was desperate need to change things like shaman's being able to interrupt you every 4.5 seconds for 2 seconds at a cost of 25 mana. You also gave excellent examples like the entangling roots and seal of command. Shaman ancestral healing (spam rank 1 3 times then a max rank) is another good one.

    I would prefer if they still allowed partial downranking for healing/damage spells that have no extra effect, but this way everything gets simplified and certain classes can't exploit it.

  • Thu, Aug 14 2008 2:58 PM ()

    "What is this?!?! MY INFINITY MANA IN ARENA, NOOOOOO!!!!"
    ..!.,

  • Rukien22 said 
    Thu, Aug 14 2008 2:58 PM ()

    Insane either way.

  • Thu, Aug 14 2008 2:58 PM ()

    all spells cost a defined % of your base mana - ???
    This means with every lvl you "pay" more mana for the SAME spell - does this makes sense?????
    That means (not included gear effects): e.g. You can only cast a defined NUMBER of spells.

    What is intended with this modification and what was so bad on the former mechanic?
    I always thought getting more proficient with a skill should make it easier to use - in quality AND quantity.

  • Thu, Aug 14 2008 2:58 PM ()

    Ya this is a little messed up.

    No more rank 1 consecration to try to find stealthy's in BG.

    But also no more use a spell that does 500dmg to save mana when a mob has 500HP left. Might as well just burn them for the big dmg big mana spell.

    So there goes a pvper/arena guy bitchin' and pve gettin' screwed again. And that is exactly what it is ...there's 2 pvp whiners in here alone.

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