World of Warcraft

WoW 3.2 PTR Build 10072

3.2 PTR Build 10072 Changes

A new PTR build is being deployed today. Stay tuned for the changes as well as anything once the PTR comes up! It's possible we'll see testing of Crusaders' Coliseum start, so don't forget to refresh your memory with the raid encounter preview.

Achievements

Dungeons & Raids

  • A Tribute to Dedicated Insanity - In the Trial of the Grand Crusader, reach a Tribute Chest with 50 attempts remaining in 10-player mode, without any raid member ever having equipped, at any point during the boss encounters for that raid lockout, an item more powerful than those obtainable in the 10-player Trial of the Grand Crusader. (Title Reward: Argent Defender)
  • Earth, Wind & Fire (10 player) - Defeat Archavon the Stone Watcher, Emalon the Storm Watcher, and Koralon the Flame Watcher within 60 seconds of each other in 10-player mode.
  • Earth, Wind & Fire (25 player) - Defeat Archavon the Stone Watcher, Emalon the Storm Watcher, and Koralon the Flame Watcher within 60 seconds of each other in 25-player mode.
  • The Trator King (10 player) - Use Pursuing Spikes to kill 25 Swarm Scarabs within 60 seconds in 10-player mode.
  • The Trator King (25 player) - Use Pursuing Spikes to kill 25 Swarm Scarabs within 60 seconds in 25-player mode.
  • Three Sixty Pain Spike (10 player) - Defeat Lord Jaraxxus while at least two Mistresses of Pain are alive in 10-player mode.
  • Three Sixty Pain Spike (25 player) - Defeat Lord Jaraxxus while at least two Mistresses of Pain are alive in 25-player mode.

Feats of Strength

  • A Tribute to Immortality - In the Trial of the Grand Crusader, reach a Tribute Chest with 50 attempts remaining and without allowing any raid member to die during any of the boss encounters in 25-player mode. (Mount Reward: Crusader's Warhorse)
  • A Tribute to Immortality - In the Trial of the Grand Crusader, reach a Tribute Chest with 50 attempts remaining and without allowing any raid member to die during any of the boss encounters in 25-player mode. (Mount Reward: Crusader's Warhorse)
  • Realm First! Grand Crusader - Participated in the realm first conquest of the Trial of the Grand Crusader with 50 attempts remaining in 25-player mode. (Title Reward: The Grand Crusader)

Tier 9 Set Bonus Changes

Death Knight

  • Tank
    • 2 piece: Decreases the cooldown on your Dark Command ability by 2.0 sec and increases the damage done by your Blood Strike and Heart Strike abilities by 5%.

Druid

  • Balance
    • 4 piece: Increases the damage done by your Starfire and Wrath spells by 4%.
  • Feral
    • 2 piece: Decreases the cooldown on your Growl ability by 2.0 sec, increases the periodic damage done by your Lacerate ability by 5%, and increases the duration of your Rake ability by 3.0 sec.

Paladin

  • Tank
    • 2 piece: Decreases the cooldown on your Hand of Reckoning ability by 2.0 sec and increases the damage done by your Hammer of the Righteous ability by 5%.

Warrior

  • Tank
    • 2 piece: Decreases the cooldown on your Taunt ability by 2.0 sec and increases the damage done by your Devastate ability by 5%.

3.2 PTR Patch Notes Updated

PvP

  • Wintergrasp
    • Wintergrasp factories can no longer be damaged or destroyed.

Dungeons and Raids

  • Dungeon and Raid ID extensions
    • In order to allow for parties and raids to progress through instances at their own pace, players can now extend a dungeon or raid ID on an individual basis.
    • Existing or recently expired IDs can be extended via the Social tab under Raid by clicking on Raid Info.
    • The ID of any instance to which a player is saved can be extended. Doing so will extend the lockout period by the same amount of time as the original lockout (i.e. extending an Ulduar raid ID will add 7 days, a Heroic: Halls of Lightning dungeon ID will add 24 hours, and a Zul’Gurub raid ID will add 3 days to the lockout time).
    • An ID can be extended more than once.
    • An extension can be reversed on an individual basis provided the player does not do anything in the instance during the extended lockout period that would save that player to the instance.

Items: General

  • Agility: The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
  • Dodge Rating: The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
  • Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.

Druid

  • Enrage: This Bear Form ability now generates 20 rage initially, and 10 rage over the next 10 seconds. The armor penalty is unchanged.
  • Talents
    • Feral Combat
      • King of the Jungle: This talent now reduces the mana cost of Bear Form, Cat Form, and Dire Bear Form by 20/40/60%.
      • Primal Tenacity: This talent no longer reduces the mana cost of Bear Form, Cat Form, and Dire Bear Form.

Hunter

  • Pets
    • Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the hunter pet takes 20% of all damage taken by that friendly target. Cooldown is now 1 minute, up from 30 seconds.

Mage

  • Talents
    • Frost
      • Empowered Frostbolt: Instead of increasing critical strike chance by 2/4%, this talent now reduces the cast time of Frostbolt by 0.1/0.2 seconds.
      • Permafrost: In addition to its existing effects, this talent now also causes the mage’s Chill effects to reduce healing received by the victim by 7/13/20%.

Paladin

  • Talents
    • Protection
      • Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin’s defense rating (example: a paladin with defense equal to only 5 times his or her level will receive no healing from the talent, while a paladin who is immune to critical strikes from boss creatures through defense will receive the maximum amount).
      • Guarded by the Light: This talent will no longer cause Divine Plea’s duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light.
    • Retribution
      • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant. In addition, this talent now provides notification in the floating combat text when it activates.

Priest

  • Psychic Horror: This spell no longer has an invisible missile, so there is no travel time before the spell takes effect.
  • Talents
    • Shadow
      • Dispersion: Cooldown reduced to 2 minutes, down from 3 minutes.
      • Improved Mind Blast: Redesigned. Now, in addition to reducing the cooldown of your Mind Blast spell by .5/1/1.5/2/2.5 seconds, while in Shadowform your Mind Blast also has a 20/40/60/80/100% chance to reduce all healing done to the target by 20% for 10 seconds.
      • Vampiric Touch: The amount of damage done when this spell is dispelled has been doubled.

Shaman

  • Chain Heal: Jump distance increased by 25% to 12.5 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.

Warlock

  • Shadowflame: The angle of the cone effect on this ability was inadvertently very small, making it difficult to use. Its cone is now the same size as similar spells, such as Cone of Cold.

Warrior

  • Bloodrage: This ability now generates 20 rage initially, and 10 rage over the next 10 seconds. The health cost is unchanged.
  • Execute: This ability now never costs more than a total of 30 rage. The tooltip for Sudden Death has been revised to remove reference to that maximum, since the ability now behaves that way even when untalented.
  • Shield Block: Shield Slam no longer benefits from the increased block value granted by this ability. However, while Shield Block is active, Shield Slam generates 100% additional threat.

Professions

  • Engineering
    • Added a new Mind Amplification Dish attachment for helmets, allowing engineers to control other humanoid targets. Some restrictions apply: does not work in Arenas, dish sometimes reverses targets, unable to stack with other stat-improving head enchantments and makes your helmet look... stylish? This attachment provides a passive bonus of 45 stamina.
    • Gnomish Engineers and Goblin Engineers can now switch profession specializations for a fee.
    • The Spynocular belt attachment has been changed to a Frag Belt. The Frag Belt periodically produces a Cobalt Frag Bomb that can be used from the belt every 6 minutes (never runs out!).
    • World Enlarger: Cooldown reduced to 15 minutes, down from 1 hour.

Items

  • Glyphs
    • Paladin
      • Glyph of Righteous Defense: Now also increases the chance for Hand of Reckoning to hit.
    • Shaman
      • Glyph of Healing Wave: The amount of healing the shaman receives is now based on the entire healing amount, including over-healing.
  • Mage Tier-7 2-Piece Bonus: Now grants 25% additional mana from mana gems, down from 40%.

Bug Fixes

  • Druid
    • Druids should no longer be removed from a form after using any engineered bombs.

Class Skills & Talents

Death Knight

  • Blood
    • Scent of Blood - Now generates 10 runic power with every hit. (Up from 5)
  • Frost
    • Frost Fever - Damage increased by 15%.
  • Unholy
    • Blood Plague - Damage increased by 15%.

Druid

  • Feral
    • Enrage - Now instantly generates 20 rage, and an additional 10 rage over 10 sec.
    • King of the Jungle - Now also reduces mana cost of Feral forms by 60%.
    • Primal Tenacity - Mana cost reduction on Feral forms removed.

Hunter

  • Beast Mastery
    • Animal Handler - Expertise bonus changed to increase attack power by 5/10%.

Mage

  • Fire
    • Living Bomb - No longer limited to a single target at any given time.
  • Frost
    • Cone of Cold - Base mana cost reduced to 25%. (Was 29%)
    • Empowered Frostbolt - Reduces the cast time of Frostbolt by .1/.2 sec instead of crit chance.
    • Frostbolt - Base mana cost reduced to 7%. (Was 11%)
    • Frost Nova - Base mana cost reduced to 7%. (Was 8%)
    • Frost Ward - Base mana cost reduced to 14%. (Was 16%)
    • Ice Armor - Base mana cost reduced to 24%. (Was 28%)
    • Ice Barrier - Base mana cost reduced to 21%. (Was 25%)
    • Ice Lance - Base mana cost reduced to 6%. (Was 7%)
    • Permafrost - Now also reduces the target's healing received by 7/13/20%.

Paladin

  • Protection
    • Ardent Defender - Changed so the amount the Paladin is healed on "death" is based on Defense, up to a maximum of 10/20/30%.

Priest

  • Shadow
    • Devouring Plague - No longer has a cooldown, but can only affect one target at a time.
    • Dispersion - Cooldown reduced to 2 minutes.
    • Improved Mind Blast - While in Shadowform your Mind Blast has a 20/40/60/80/100% chance to reduce all healing done to the target by 20% for 10 sec.
    • Vampiric Touch - Damage from Vampiric Touch being dispelled increased by 100%.

Warrior

  • Fury
    • Execute - The extra rage converted into damage is now capped at 30.
  • Protection
    • Blood Rage - Now generates 20 rage. (Was 10)
    • Shield Block - Block value increase no longer contributes to Shield Slam damage, but now increases threat generated by Shield Slam by 100%.

 

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  • Mon, Jul 13 2009 9:38 AM ()

    it may be a big deal for a combat rogue but assasination and sub rogues get no benifit at all as all there talents are geared towards daggers so to me rogues are once again given nothing still are the most ignored class and if we are the perfect class then there must be lots of nerfing to the rest which is definately not happening just look at patch nots

  • Fri, Jul 10 2009 5:17 PM ()

    Yep, its kind of stupid to say that rogues are finished when the patch is still building. For 3.2, Arms warriors were saying the patch notes were done once fury notes were put in and there was only 1 change for arms, HEROIC THROW MISSLE SPEED INCREASE! /swoosh! However at the end of 3.2, Arms had a crap load of changes.

    What I am trying to say, is just because there are currently no changes, there is always a high chance something will change. And btw, using axes is a big deal, no more constantly waiting for swords / daggers to drop.

    Also, blizzard has said that rogues are where they want everybody to be. So if you dont get any changes, you are the perfect class and everybody else is OP or UP.

  • Fri, Jul 10 2009 5:01 PM ()

    oopomopoo take a look at the official patch notes m8 and you will see rogues are done once again there will be no changes for rogues as usual except we now can use 1handed axe's

    / note my sarcasm

  • Wed, Jul 8 2009 9:36 PM ()

    Yep. Gary, these are indeed the final patch notes. Patch is next tuesday.

    /sarcasm if you could not tell.

  • Wed, Jul 8 2009 7:38 PM ()

    yet again like every patch rogues are lrft to suck hind tit to rest :(

  • Otaka said 
    Wed, Jul 8 2009 7:26 PM ()

    rather put it 15 minute time for em. so people would have to go 1 by 1 and nuke em down very fast.

  • Wed, Jul 8 2009 3:52 PM ()

    @TopTop18 LOL no. It's impossible. 10 man? One tank, one healer, one dps for each boss? 5 min enrages? As someone suggested on WoWHead, it's probably a placeholder until Blizz decides what time frame is appropriate.

  • Wed, Jul 8 2009 3:10 PM ()

    I wanna get the title "the grand crusader". It would go great with my main, because his name is Dethcrusader. LOL

  • TopTop18 said 
    Wed, Jul 8 2009 4:22 AM ()

    Shirvington, have awesome, Colliseum geared players, split the group into 3 let every group kill one boss.

    It IS hard, but not undoable as those bosses are designed for normal PvP geared players

  • Tue, Jul 7 2009 10:43 PM ()

    Interesting Mage changed.

    Also, how are you supposed to kill the three bosses in VoA within 60 SECONDS of each other?? Is that supposed to read 60 minutes?

  • Tue, Jul 7 2009 9:27 PM ()

    Magick, i agree. This was purely a hit to feral druids and not the Warrior or Paladin tanks, whom have too much dodge as it is. It was obviously a nerf to the weakest, and not the strongest, right?

  • Tue, Jul 7 2009 8:32 PM ()

    As if they haven't nerfed bears enough, here comes some more,  lowering dodge and agility?? How dumb can they get???  We already take the most damage of any tank, have low amounts of cooldowns, and our HP and armor advantage was taken away last patch?  What's next?

  • Tue, Jul 7 2009 6:57 PM ()

    Yay for patch notes. Sad about adding the execute cap.... i loved executes damage. :/

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