World of Warcraft

World of Warcraft 3.3 Patch Notes Released!

World of Warcraft has announced the 3.3.0 Patch and World of Raids has posted the full details of the patch notes which includes Icecrown Citadel updates and changes to classes and races.

Visit the World of Raids 3.3.0 Patch Notes article for the latest information and banter on the changes, and read below for the official notes from Blizzard:

General

  • Icecrown Citadel
    • The Forge of Souls, the first wing of the 5-player dungeon, is currently available for testing.
    • Additional Icecrown Citadel dungeon and raid content will be made available in future test builds.
  • Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
  • Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

Classes: General

  • Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
  • Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
  • Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player's level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
  • Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.

Races: General

  • Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.

Death Knights

  • Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.
  • Talents
    • Unholy
      • Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.

Druids

  • Pets
    • Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Hunters

  • Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.
  • Talents
    • Beast Mastery
      • Intimidation: If the hunter's pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet's next swing or attack.
  • Pets
    • Avoidance: Now reduces the damage your pet takes from area-of-effect damage by 30/60/90%, but no longer applies to area-of-effect damage caused by other players.

Mages

  • Talents
    • Arcane
      • Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage's party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.
  • Pets
    • Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Priests

  • Pet
    • Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Rogues

  • Dual Wield: Rogues now know this ability upon logging into the game at level 1.
  • Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
  • Vanish: For the first second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.

Shamans

  • Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.
  • Talents
    • Elemental Combat
      • Improved Fire Nova Totem: Renamed Improved Fire Nova. This talent now provides an additional 10/20% damage to the spell and reduces the cooldown by 2/4 seconds.

Warlocks

  • Pets
    • Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
    • Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.

Warriors

  • Victory Rush: This ability is now trainable at level 6.
  • Talents
    • Protection
      • Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.

User Interface

  • Quest Tracking Feature
    • This system is currently under development and is not fully functional.
  • Looking For Group System
    • This feature is undergoing several improvements and is not available for testing at this time.
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Graphics

  • A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum.

Professions

  • Enchanting
    • Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster's target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.

Items

  • Glyphs
    • Death Knights
      • Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.
    • Shamans
      • Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.

Bug Fixes

  • Druids
    • Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds.
  • Mages
    • Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.
  • Comments

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  • ids said 
    Sat, Oct 31 2009 2:42 PM ()

    when will the patch come to the game??\

  • Tue, Oct 27 2009 7:07 AM ()

    Jasyluz you must have been beat down many times from a rogue. i have a DK, Pally, and a Rogue. The rogue is the the easiest to play because you just go out and kill and go unseen doing it. As for priest having a bird. i have never seen any priest with a bird. i've seen Blood Elfs with a bird as a mount.

  • jasyluz said 
    Sun, Oct 25 2009 2:39 PM ()

    pallys are great. nothing wrong with them. DKs, Paladins and Warriors are the greatest Chars there is in the game. Rogues are abominations.  

  • jasyluz said 
    Sun, Oct 25 2009 2:32 PM ()

    Is easy to say stay in your roll when you are well armor, well weapons equipped and well protected by lethal hit but the priest is very vulnerable to be kill and then all stronger classes as you call them, want to duel them to make achievements at their expense, that's easy. Besides since the stronger classes decided to leave the priests unprotected in the dungeons and instances they can only go for other resources as to survived in the game. As you may know the healer is the main target besides the tank but tanks have armor and weapons the priest don't and the players use to leaved them in the dungeons alone after they heal every one at the mercy of the creatures there. And the priest armors cost to repair. No one pays a priest to heal and the strong classes did not share the good loot only the scraps were left for the priest. Well they learn to fight back and now you complaints cause priests know how to fight too. Look in Scarlet Monastery they are mostly priests and they defend themselves very well that makes the game more interesting. One thing they should give the priest the fast horse too. Its not fair that they have to be stuck with that bird. Its so embarrassing. A horse is not much to ask for. The stronger classes can buy anything they want and the priest is stuck with a bird not fair, not fair at all.

  • ghsd said 
    Sun, Oct 18 2009 11:07 AM ()

    what about fucken pallys

  • marblex said 
    Tue, Oct 13 2009 12:47 PM ()

    I think all classes should be allowed to wear plate mail.  Now that fury warriors, ret pallys and DKs can do assloads of damage, 3 hit anything on the field, there is no longer any rationale for armor class distinctions.  Pallys can hit like rogues, heal, bubble, stun, etc. for instance.  Since the armor class was originally intended to compensate and BALANCE (i.e. harder hitting burst damagers wear lighter armor, heavily armored players don't hit as hard but can last longer in combat) and the WOW plate classes are now totally overpowered, it is time to let EVERYONE wear plate.  

  • gunlatem said 
    Thu, Oct 8 2009 9:37 PM ()

    alright rogues are actually getting some awesome beneifts

  • Radyor said 
    Tue, Oct 6 2009 1:28 PM ()

    EDIT my last: 5th sentence, 2nd to last word, replace 'DPS' with tank.

  • Radyor said 
    Tue, Oct 6 2009 1:26 PM ()

    You're taking 'Balancing" the game way out of context.  What made the game attractive to 'most' anyone is the OPTIONS.   Pretty soon everyone will be a druid.  Blizz sux at class developement.  Notice there are pure DPS classes, but no pure healing or DPS class?  Thats because Blizz couldnt figure out how to make those classes fun. So now we have classes that were intended to be mainspec healing or tanks and now they are trying to be something they're not so Blizz can keep you playing.  Just as an example, in any other game if you roll a priest and dont heal you'd get laughed at and booted from group.  Balancing the game should keep the different classes with in their own intended Job Title and just L2make the class fun or if you want to dps roll a dps class, if you wanna heal roll a friggin healer class. its that easy.  dont get mad that you leveled a holy priest to 50 and realized to late that you wanna dps but dont wanna reroll.

  • Sat, Oct 3 2009 7:56 PM ()

    "So with this patch we are at the first step of making every class and every  race the same from level 1 to 85"

    Umm lol? Where'd you get this idea? All this is doing is making it so a certain race doesn't have an advantage over another for their class choices.

    As for damage, its called BALANCING THE GAME!!

  • Sat, Oct 3 2009 12:33 AM ()

    So with this patch we are at the first step of making every class and every  race the same from level 1 to 85 we will all do the same damage what ever weapon/armor type/spell etc you are using or have equipped and in turn take the same damage...

  • Fri, Oct 2 2009 1:03 PM ()

    sweet now its less painful for mana users when you're leveling woot!

  • heyallo said 
    Fri, Oct 2 2009 7:57 AM ()

    Ahahahahahahah

    No Paladin nerfs yet =p

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