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A blog to collect random info about the World of Warcraft Death Knight class.
With the final showdown against Deathwing approaching, we've been keeping a close eye on players' progress through the current Firelands raid content. Before patch 4.3 is released, we want groups who are working on Heroic-difficulty content to be able to get as close to Ragnaros as possible, and we want players who are tackling normal progression to be able to experience as many of the encounters as they can. To achieve these goals, we'll be toning down the difficulty of both normal and Heroic raids through hotfixes in the coming weeks. In general, we plan to reduce health and damage of all raid bosses in both normal and Heroic Firelands by around the same percentage we brought difficulty down for the original Cataclysm raids when Rage of the Firelands (patch 4.2) was released.
We're looking forward to seeing more groups of players face off against the Fire Lord in the weeks ahead. However, before we make these changes, we want to give everyone a final shot at the bosses at their current difficulty level -- so this is a heads up that we're planning to apply the difficulty hotfixes beginning the week of September 19. Stay tuned to the Patch 4.2 Hotfixes blog for these and other live updates to the game as they happen.
GeneralThese new dailies will eventually reward item level 365 gear, in the ring, trinket slots plus one other, depending on whether you are tank or DPS. So there is a lot of grinding to be done (around 31 days to unlock one vendor and thus some rewards but not all), but the rewards are there if you are into soloing or just running 5 mans. Raiders may not bother.
* New Daily Quests: The Regrowth and Molten Front
o A large assortment of all-new daily quests and rewards are now available in Hyjal, where players can help the Guardians of Hyjal push back the allies of Ragnaros and establish a forward operating base in the Firelands! In order to partake in the Regrowth and Molten Front daily quests, players must have at least completed Mount Hyjal up to and including the quest Aessina's Miracle. Once this quest has been completed, players should speak with Matoclaw in the Sanctuary of Malorne to take part in the Regrowth efforts.
New Quest Chain: Elemental BondsLore-tastic, but also for the loot whores among us, the quest rewards an item level 365 cloak at the end, with a choice of tank or DPS item. So this one is well worth doing. Even maybe for raiders!
* A New quest line is now available to level-85 Horde and Alliance characters, bringing brave adventurers to Thrall's aid. The Call of the World-Shaman, the quest which will point players toward Thrall and The Nordrassil Summit, can be obtained at the Earthshrines in Stormwind or Orgrimmar.
Classes: GeneralNow this, if you are a tank, should make heroics easier, if you bother with crowd control at all. Certainly I've seen that no one does bother with crowd control in 5 mans, and I hear not even in the new Troll instances. If you are DPS, move along, we have no crowd control to apply anyway.
Crowd Control
* Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.
PetsNow for those Unholy Death Knights with their Ghoul pet, this change has potential. Assist sounds lovely for instance work, and no more Aggressive means no more pet running off aggroing everything.
* The Aggressive pet stance has been removed and replaced with the Assist stance. This stance will cause the player's pet to attack the player's target. The pet will not change targets unless the master attacks a new target for a few seconds.
* The Defensive pet stance will now only cause the player's pet to attack enemies which attack the pet or the master.
StatsThis means you should never use Agility on anything, Strength all the way. It also looks like a small buff to parry rating.
* Death knights, paladins, and warriors no longer receive any bonus to their chance to dodge from Agility. Their base chance to dodge is now a fixed 5%.
* Death knights, paladins, and warriors now receive 27% of their Strength bonuses as parry rating, up from 25%. This conversion still only applies to Strength above and beyond their base Strength.
Death KnightsThe Frost patch notes have already been hot fixed, so are just included for reference. However the Unholy change to buff the strength increase of Unholy Might by 15% is new for 4.2. What this means is that maybe Unholy is back to being the "best" DPS spec, maybe Frost is. The Elitist Jerks threads seem to indicate that its either Frost Dual Wield or Unholy 2 Handed, but only raid logs will tell.
# Obliterate base damage has been reduced to 150% weapon damage, down from 160%.
# Talent Specializations
* Frost
o Hungering Cold now has a 1.5-second cast time.
o Might of the Frozen Wastes now increases two-handed weapon damage by 3/7/10%, down from 4/8/12%.
* Unholy
o Unholy Might now increases Strength by 20%, up from 5%.
# Glyphs
* Glyph of Dark Succor has been redesigned. Rather than placing a 15% maximum health floor on Death Strike healing while in Frost or Unholy Presence, it causes the next Death Strike within 15 seconds after killing a foe that yields experience or Honor Points to heal for at least 20% of the death knight's maximum health (still requires Frost or Unholy Presence).
# Death Knight Bug Fixes
* The talent Killing Machine can now properly be triggered from off-hand attacks as well as main-hand attacks.
CurrencyIs someone trying to drag out Tier 12, by limiting how quickly people can gather Valor? Looks like it, doesn't it? If you are over 4k Justice + Valor, best spend some before the patch drops.
Valor & Justice Points
* All existing Valor Points in the Currency tab have been converted to Justice Points. Any points above the Justice Point cap will be converted into gold at a rate of 47 silver per point and mailed to characters.
* The maximum number of Valor Points which can be earned in a week from any and all applicable dungeons and raids is now 980, down from 1250.
o The maximum number of Valor Points awarded for completing Rise of the Zandalari dungeons remains at 980.
o The maximum number of Valor Points awarded for completing Heroic dungeons remains at 490.
o The number of Valor Points awarded for killing a boss in the Firelands is 120 in 10-player mode, and 140 in 25-player mode.
o The number of Valor Points awarded for killing Occu'thar in Baradin Hold is 120 in 10-player mode, and 140 in 25-player mode.
o The number of Valor Points awarded for killing a boss on Heroic difficulty in The Bastion of Twilight, Blackwing Descent, and Throne of the Four winds is 35 in 10-player mode, and 45 in 25-player mode.
Dungeons & RaidsA new boss to pug in Baradin Hold, plus all Tier 11 nerfed by 20% means grinding this content in PUGs has become easier. Sadly Tier 11 normal now only drops Justice points, so you are better off using the Dungeon Finder to run some heroics.
Baradin Hold
* Occu'thar has broken free from his cage and presents an all-new boss challenge to players in 10- and 25-player arrangements who control Tol Barad.
* All Tier 11 raids nerfed by 20% (my words)
ItemsSo no more needing on BoEs to sell on the Auction House, now the only place you'll be selling them is the vendor.
# If a player wins a Need roll under the Need Before Greed system on a Bind on Equip item, the item will become Soulbound to that player. The item will remain unbound if won via a Greed roll.
# Applicable tier 11 items now cost Justice Points.Rendering all the changes to crowd control utterly pointless, soon everyone will be in 3 piece Tier 11 (I assume the token pieces are not applicable) and associated boots, cloaks, trinkets, etc. Thus crowd control is no longer needed in instances, and we can face roll everything! (This is sarcasm). Still, now there is once again a reason to run heroics, plus the JP I stock piled beforehand can be spent on something shiny and epic.
# The Keyring bag slot has been removed to make room in the user interface for new features.
* Keys which no longer serve a purpose in the game will be removed from player inventories. Compensation for the keys will be automatically provided in the form of each key's vendor sell price in gold.
* Keys which are obsolete quest items will be removed from player inventories.
* Keys which may still be of use to players will be transferred to regular inventory space. If a player's bags are full, these keys will sit in a backlogged inventory until sufficient space is made available. Once space is opened, the keys will appear in regular inventory upon the player logging out or switching zones.
Races/ flex!
* All character races now have a /roar sound.
User InterfaceBest feature of the patch, right there.
* The order in which characters are listed at the Character Selection screen can now be rearranged and saved.
We added the cast time to Hungering Cold for PvP reasons. It is one of the most powerful forms of crowd control in the game, especially in Battlegrounds, and yet was impossible to prevent.Unfortunately this is a direct nerf for PvP which annoys in PvE, even though it wasn't needed in PvE. Still, I guess we can get used to a small cast time, right?
The nerfs to Obliterate and Howling Blast were made because Frost damage was too high in both PvP and PvE. Note that these values were hotfixed -- you shouldn’t see damage drop further when 4.2 goes live.They nerfed the self-healing from Death Strike, but sadly this again stops it doing self-healing in PvE too. Given the heroics these days involve the DPS not taking any damage, this change is a pain because at the moment I can get some health back using Death Strike, using it instead of Obliterate.
The Glyph of Dark Succor change was to keep Death Strike from providing so much healing in PvP.
The Might of the Frozen Wastes change was a small tweak to help keep one-handed Frost relatively competitive with two-handed style.This is intriguing, DW was better in 4.1, however in 4.2 it will be interesting to see if 2 Handed Frost is better or not, given equal weapon item levels. I'll keep my eye on the Elitist Jerks thread.
The Unholy Might buff was to help catch Unholy up to Frost in PvE. Interestingly, we didn’t nerf Unholy damage at all in 4.1, but you can still see a small drop in their DPS because so many talented DKs went Frost. I’d love to have the discussion some time about how close two similar specs need to be before players will play the one that is most fun for them and not the one that does theoretical higher damage. Is it 5%? 1%? 0%?Well, if you continue to design the game to be unforgiving of mistakes, the answer would be 0%. Otherwise more DPS is always better, given that Frost and Unholy both have their play style issues, I'm fine playing either. Plus I get to dual wield in Frost, and that is cool.