PTR Patch Notes - September 4. Patch 5. 4 is now available for testing on the Public Test Realms (PTR)! Participating on the Public Test Realms lets you test new content before it's available. This patch includes a brand new Raid, a new area: Timeless Isles, class tuning changes, assorted bug fixes, and more. If you'd like to help test and provide feedback, you can start by copying your character and downloading the PTR client. Once you've had a chance to try things out, be sure to visit our PTR Discussion forum to discuss the patch, and the PTR Bug Report forum to report any issues or errors. Changes since last update to the PTR patch notes are denoted in red. PTR Disclaimers. Please keep in mind that the notes below are not final, and a great deal could change before the release of patch 5. Not all the content listed may be available for testing or may only be available during a limited testing window during the 5. PTR. Keep an eye on the PTR Discussion forum for further details.
Updated September 4. World of Warcraft Patch 5. PTRGeneral. New Raid: Siege of Orgrimmar. Patch 5.2 PTR and Patch Notes – February 25 http:// ! Patch 5.2 PTR and Patch Notes – February 13 http:// ! The tensions stoked by Garrosh Hellscream. This means it's possible to have raids of 1. Difficulty will adjust automatically based on the number of players present with encounters intended to provide a challenge roughly between Raid Finder and Normal difficulty. Flexible Raid difficulty requires a pre- made group to join but has no minimum item level requirements or role restrictions. Bonus rolls and loot specialization will also be supported. Player spells with different target limits depending on raid size will gradually increase their limits based on the number of players in Flexible Raid difficulty. Players will be able to earn raid achievements just like in Normal or Heroic difficulty. Flexible Raid difficulty has a lockout that is separate from Raid Finder and Normal difficulty. To learn more about Flexible Raids, please visit our blog titled: A Raid for All Seasons: Flexible Raid Preview. New Area: Timeless Isle. A mysterious island, lost for millennia to the currents of time, has emerged from the mists off the eastern coast of Jade Forest. Players seeking to explore the Timeless Isle should visit their faction's shrine in the Vale of Eternal Blossoms. The Timeless Isle is inhabited by all manner of strange and powerful creatures that will test the mettle of solo explorers, but great rewards await the brave and skillful: epic loot, bind- to- account gear, Mogu Runes of Fate, pets, mounts, fun toys, and much more. The Isle is filled with secrets and mysteries, many of which dynamically become available to explorers. Keep an eye on your minimap while on the Isle for information on nearby events! The Timeless Isle is home to five new world raid bosses! Players may face each of the four Celestials in a trial of combat. Heroes who have earned the legendary cloak from Wrathion may access the sanctum of the fiery Yaungol demigod Ordos, atop the Timeless Isle. New Feature: Proving Grounds. Proving Grounds is a new feature where level 9. Damage, Tank, or Healer roles to test and improve their combat skills in a safe, controlled environment. To access the Proving Grounds, speak with an NPC in the Temple of the White Tiger in Kun- Lai Summit or a class trainer. Each trial is available in four separate difficulties: Bronze, Silver, Gold, and Endless. Harder difficulties include more difficult and varied enemies. Endless mode allows you to test your mettle against increasingly difficult enemies. Compare your best scores to friends and guildmates! Learn more about this feature in our blog titled Proving Grounds Preview. New Feature: Connected Realms. Connected Realm is a set of two or more standard realms that have been permanently and seamlessly . In certain places, such as chat, the players' home realms will be displayed next to their name. Learn more about this feature in our Patch 5. Feature Preview: Connected Realms. Redesigned Arena System. Players no longer need to create or join an Arena team to compete. Similar to the Rated Battleground system, players in a party of the appropriate size (cross- realm groups are supported) may queue for an Arena bracket of the same size (2v. Each player will have a personal rating that increase or decrease based on victories and defeats against other rated opponents. Opponents will be selected based on the average Match Making Rating of the party. Conquest cap, requirements on gear and enchantments will be based on the player's personal rating. The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, all Arenas will now be region- wide! At the end of an Arena season, the top players in a region will still earn titles and mounts. For more details about the change to Arenas, please see the blog titled: Patch 5. Arena Update. The Legendary Quest Continues. Wrathion. As such, the Battlefield: Barrens weekly quest will no longer be available once the invasion on Orgrimmar begins in 5. Ravika, the Darkspear Rebellion Quartermaster, will no longer be available. Latent Kor'kron armor tokens will no longer drop or be available for purchase. Players who still have a Radical Mojo will continue to be able to combine it with existing Latent Kor'kron armor tokens. Gahz'rooki's Summoning Stone and Raptorhide Boxing Gloves are now available as a rare drop from Kor. Each additional target grants progressively less Vengeance. So as not to affect Challenge Mode leader boards, the above Vengeance changes will not apply there. For Challenge Modes, Vengeance will continue to work as it did in patch 5. Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 1. This new category applies to: Fellash, Gorefiend. If the target is below 3. Shadow Damage dealt has been increased by 2. Unholy Presence now grants a flat 1. Haste to all things, up from Haste for melee (attack speed and Rune regeneration) only. The movement speed buff remains unchanged. Fixed a bug that caused Improved Blood Presence and Runic Corruption to incorrectly increase activation rates of some trinkets and effects. Blood. Riposte is a new passive ability learned by Blood Death Knights at level 7. When the Death Knight dodges or parries any attack, they gain 7. Parry and Dodge as additional bonus to Critical Strike for 2. Dancing Rune Weapon no longer costs Runic Power. Sanguine Fortitude no longer reduces the cost of Icebound Fortitude. Scent of Blood now also has a chance to activate when the Death Knight dodges or parries a melee attack. Frost. Frost Strike now deals 1. Howling Blast now deals 1. Might of the Frozen Wastes now increases all melee attack damage by 3. Obliterate now deals 2. Unholy. Master of Ghouls now reduces the cooldown of Raise Dead by 6. Ghoul's Leap and Gnaw abilities are no longer on a global cooldown, and no longer cost Energy. Unholy Might now increases the Death Knight's Strength by 2. Talents. Anti- Magic Zone has been redesigned. The talent now reduces magic damage taken in the area- of- effect by 4. Death Siphon had its damage increased by 1. Plague Leech now tries to convert 2 fully- depleted runes (up from 1) into a Death Rune based on specialization. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. Genesis targets all party or raid members within 6. Druid's Rejuvenation effects, causing them to heal and expire at 4. Costs the same amount of mana to cast as Rejuvenation. Living Seed effects can now stack, up to 5. Druid's maximum health, and will no longer be consumed if the target is already at full health. Swiftmend's area- of- effect healing effect is now called Efflorescence. Wild Mushroom: Bloom is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 1. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony. Talents. Astral Communion now defaults to generating Lunar energy towards a Lunar Eclipse when used after being resurrected or zoning into a new area (used to default to generating Solar energy). Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now vary by specialization. Casting Healing Touch increases the damage bonus of the Druid's next Eclipse by 2. Feral: Increases the amount healed by Healing Touch by 2. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 3. Guardian: Increases the amount healed by Healing Touch by 2. Increases the critical strike chance of Mangle (Bear) by 1. Mangle (Bear) have a 4. Healing Touch or Rebirth instant, free, and castable in all forms. Instant cast version of Healing Touch now benefits from Attack Power instead of Spell Power. Restoration: Causes Wrath to deal 2. Force of Nature. Feral: Treant summoned by the Feral version of this talent now deals less melee damage, but will cast Rake and Entangling Roots on their target instead of Bash. Guardian: Guardian Druids now gain Vengeance when their Treant takes damage. Heart of the Wild when activated, now also provides a 2. Restoration Druids. Mass Entanglement no longer has a limit on the number of targets that could be affected, up from 5. Nature's Swiftness is no longer a talent, and is now an ability learned by Balance and Restoration Druids at level 3. Ysera's Gift replaces Nature's Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead. Nature. This is in addition to the existing effect where it damages a nearby enemy target for 2. Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids. Proportionately, more damage has been removed from the initial damage than the periodic effect. Hunter's Mark now has a duration of 2. Pv. P combat (down from 3. Readiness has been removed.
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