World of Steezecraft

A Mage Blog by Steezey!

Patch 3.3 in more Focus! 1

03:36 by , under




Hey guys!




Like promised the next few enteries will be about the upcoming 3.3.0 patch, this patch will include the new Icecrown Citadel raid aswell as its three 5 man instances in the Frozen Halls (explained in yesterdays blog entry).

This is going to be the last major patch before the Cataclysm expansion, which i will be covering in depth in the upcoming weeks!



General Class changes:

Area-of-Effect Damage Caps: We've redesigned the way area damage is capped when hitting many targets. Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, but with more than 10 targets, each target would take 10,000 damage divided by the number of targets. 20 targets would be hit for 500 damage each in that example.

Attack: Level 1 druids, mages, priests, and warlocks will no longer start with the Attack button placed on their action bars by default.

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.


Pet Resilience:
All player pets now get 100% of their master's resilience.

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.

Taunt Diminishing Returns: We've revised the system for diminishing returns on Taunt so that creatures do not become immune to Taunt until after 5 Taunts have landed. The duration of the Taunt effect will be reduced by 35% instead of 50% for each taunt landed. In addition, most creatures in the world will not be affected by Taunt diminishing returns at all. Creatures will only have Taunt diminishing returns if they have been specifically flagged for that behavior based on the design of a given encounter.

General Race changes:

Orc and troll shamans now have their own unique totem art.

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.

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Will of the Forsaken now shares a 45-second cooldown with similar effects, including the all pvp trinkets and Titan-Forged runes.

Thats about it for todays wall of text :D My mage is current level 45 because im slacking hard :( If you have any questions just leave a comment below any blog entry!

Peace!



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1 Reply to "Patch 3.3 in more Focus!"

Jakk Bloggs on 6 December 2009 at 05:56

Love the logo on your post. Keep doing that :P

 

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