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Author Topic: 1.9 Patch  (Read 15360 times)
Rasix
Moderator
Posts: 15024

I am the harbinger of your doom!


on: January 03, 2006, 09:55:36 AM

Patch is up, all 76 MB of it.

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- World of Warcraft Client Patch 1.9.0 (2006-01-03)
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The Gates of Ahn'Qiraj
  The Gates of Ahn'Qiraj will house two massive, unique dungeons -- the
  Ruins of Ahn'Qiraj, a 20-man raid dungeon, and the Temple of
  Ahn'Qiraj, a 40-man raid dungeon. As players delve deeper into the
  mysteries of Ahn'Qiraj, they will discover revelations of the
  Silithid infestation and their shadowy masters, the Qiraji. Players
  will have to complete a world event of massive proportions before
  they can open the Gates of Ahn'Qiraj on their realm.
  ***During the public test of Ahn'Qiraj, the world event to open the
  gates will be accelerated to allow testing of the dungeon content.***

Linked Auction Houses
  Players will now be able to buy and sell goods with greater
  effectiveness using the Linked Auction House system. Auction
  Houses in Orgrimmar, Undercity, and Thunder Bluff will now share the
  same pool of Horde player-created auctions, and Alliance players will
  find the same to be true when visiting Ironforge, Stormwind City, and
  Darnassus Auction Houses. This system has been expanded to support
  the neutral Auction Houses as well. Tanaris, Everlook, and Booty Bay
  will all be linked for players of both factions to access. In
  addition, the "Looking for Group" and "Trade" channels have been
  unified among the corresponding cities, meaning, for example, that
  you can trade your goods or look for groups in Ironforge while in
  Stormwind.

Multiple Battlegrounds Queues
  Players will be able to enter multiple battleground queues. No longer
  must you make the hard decision of which queue to join -- when queued
  for all three, you can join the first one available or hold out for
  that particular battleground which you've really got your heart set
  on. Should a queue open while you are already in a battleground, you
  may switch to the new battle or remain in the current on.

Soul Shard Bags
  Tailors now can make soul bags to hold soul shards. The smallest is a
  20-slot bag, the recipe for which can be purchased in Gadgetzan. The
  recipe for a larger bag can be found in Scholomance, and one for an
  even larger bag can be found in Molten Core. In the main UI, these
  soul bags will display how many shards they contain. So long as the
  soul bags have room, any soul shards a warlock creates will
  automatically go into the bag.

Raid Calendar System
  The raid-lockout system has undergone a significant change. The new
  system will have all instances reset at a certain server time,
  regardless of when you were actually saved to the instance. The reset
  schedule is as follows:
  Molten Core: Every 7 Days, resetting during weekly maintenance.
  Blackwing Lair: Every 7 Days, resetting during weekly maintenance
  Onyxia: Every 5 Days
  Zul'Gurub: Every 3 Days
  Temple of AhnQiraj (40-man): Every 7 Days, resetting during weekly
  maintenance
  Ruins of AhnQiraj (20-man): Every 3 Days
  All resets will occur during off-hours, when the least amount of
  raids are active.

Important Note for Mac OS X Users
  The minimum supported Mac OS X revision for WoW will be changed in a
  post-1.9.0 patch, from 10.3.5 to 10.3.9. If you are running 10.3.5 -
  10.3.8 and need to get the free update, you can use Software Update
  or you can go to the Apple website. This change will make
  it easier for us to release future updates to the game, for example
  to support upcoming Mac models based on Intel processors.

General
- All Disorient effects have been renamed Incapacitate effects. This
  includes Gouge, Sap, etc.
- All Confusion effects have been renamed Disorient effects. This
  includes Blind, Scatter Shot, etc.
- Food and Drink are now in separate categories, so you can only have
  one food effect and one drink effect on you at a time. The only
  effect should be that foods that used to stack with each other (you
  could have two food effects on you at once) no longer will stack.
- On-next-swing abilities will no longer cause multiple weapon procs
  on a single swing.
- It is now possible to change the games priority and processor
  affinity through Task Manager.

PvP & Battlegrounds
- The Defiler's Talisman and Talisman of Arathor are now available at
  Friendly reputation.
- Level 48, 38, and 28 versions of the Defiler's Talisman and Talisman
  of Arathor have been added.
- Two new rewards have been added for reaching Friendly reputation
  level with the Silverwing Sentinel and Warsong Outrider factions.
- New caster ring reward added for reaching Exalted status with the
  Stormpike or Frostwolf factions.
- When a player leaves a battleground before it concludes, they will
  be unable to re-enter any battleground queue for 15 minutes.
- Several civilian NPCs, who previously would assist non-civilians,
  will no longer do so.
- A bug has been fixed with the Warsong Gulch reward vendors that were
  allowing items achieved at reaching Friendly reputation to be
  purchased at lower reputation levels.
- Reputation rewards for the PvP Battlegrounds have been adjusted:
  - Superior Health Draughts, Superior Mana Draughts, and Battleground-
    specific bandages are now available uniformly at Friendly
    reputation.
  - Major Health Draughts and Major Mana Draughts are now available
    uniformly at Honored reputation.
  - Warsong Gulch and Arathi Basin now offer Battleground-specific
    rations at Friendly reputation.

Druids
- Bear and Dire Bear form - Effects that lower armor will now lower
  armor by a percentage of the druid's full armor, rather than just
  base (caster form) armor. However, Enrage will still only remove 75%
  of base armor.
- Omen of Clarity - Special attacks will no longer consume their own
  clearcasting state. All melee attacks will now be able to trigger the
  clearcasting state.
- Nature's Grasp - This spell can now trigger from special melee
  attacks. It will no longer be possible to cast Entangling Roots at no
  mana cost immediately after Nature's Grasp procs.
- Nature's Grace - The Nature's Grace buff will now appear on the
  player upon completion of casting, before the travel time of the
  spell. So, Wrath crits will now benefit the casting time of the next
  spell cast.
- Insect Swarm - New icon.
- Improved Starfire - The stun effect's duration no longer diminishes
  or is diminished by controlled stun abilities and spells (e.g. Cheap
  Shot, Hammer of Justice, Charge etc.).
- Omen of Clarity - This spell now works correctly with Bash, Rip,
  Ferocious Bite, and Demoralizing Roar, granting a decrease in the
  cost of the ability. Ferocious Bite will still use the entire energy
  bar to generate additional damage.
- Cat Form - Feline Swiftness will now regain its speed increase when
  moving from indoors to outdoors.
- Cure Poison - Mana cost now based on a percentage of base mana.
- Remove Curse - Mana cost now based on a percentage of base mana.
- Abolish Poison - Mana cost now based on a percentage of base mana.

Hunters
- Arcane Shot  Will no longer trigger two Judgement of Wisdom effects
  with one shot.
- Aspect of the Pack and Aspect of the Cheetah - Periodic damage will
  no longer trigger the Dazed effect.
- Aspect of the Wild - Radius increased. Tooltip updated to display
  radius.
- Improved Concussive Shot - The stun effect's duration no longer
  diminishes or is diminished by controlled stun abilities and spells
  (e.g. Cheap Shot, Hammer of Justice, Charge etc.).
- Tame Beast - The hunter will now turn to face the target during the
  taming process.
- Bestial Wrath - Damage bonus reduced, duration increased.  In
  addition, while enraged, the beast will be immune to Disorient
  effects (e.g. Scatter Shot, Blind, etc.)
- Unleashed Fury - Damage bonus increased.
- Pet Changes
  + Base pet speed is now standardized for all pets, including legacy
    pets. Pet speed can still be modified through the talent Bestial
    Swiftness and pet abilities such as Charge, Dash, etc.
  + All hunter pets will now always deal Physical damage for their base
    attack.
  + Turtles can now eat raw and cooked fish.
  + Turtles can now learn Shell Shield, allowing them to reduce all
    damage taken by 50% for 10 sec.
  + Hunters can now tame Sons of Hakkar. Sons of Hakkar are in the Wind
    Serpent family and will know Lightning Breath (Rank 6).
  + Boars can now learn Charge, an ability that allows them to charge
    to an enemy, immobilize that enemy for 1 second, and add a large
    amount of Attack Power to the boar's next attack.
  + Gorillas can now learn Thunderstomp, an ability that causes high
    threat area Nature damage.

Mages
- Impact - The stun effect's duration no longer diminishes or is
  diminished by controlled stun abilities and spells (e.g. Cheap Shot,
  Hammer of Justice, Charge etc.).
- Netherwind Regalia - The 8-piece set bonus will now proc immediately
  upon completion of casting the spell, before travel time on the
  spell. This will allow the proc to affect the next spell cast as
  intended.
- Arcane Concentration - Blizzard will now be able to gain a
  Clearcasting state from this talent.
- Arcane Missles - Will now be able to trigger procs based on dealing
  damage.
- Remove Lesser Curse - Mana cost now based on a percentage of base
  mana.
- Blast Wave - Will now show spell data in the talent page.
- Conjure Water (Rank 7)  Will now create ten waters instead of four.
- Pyroblast  Damage bonus from + spell damage items increased.

Paladins
- Due to significant talent changes, all Paladins' talent points will
  be refunded and can be respent. Training costs for all talent
  spell/ability replacements have been significantly reduced.
- Paladins can now learn Greater Blessings for the following spells:
  + Blessing of Might
  + Blessing of Wisdom
  + Blessing of Kings
  + Blessing of Sanctuary
  + Blessing of Salvation
  Greater Blessings will cast the associated blessing on all raid
  members that share the same class as the target. For example, if you
  cast Greater Blessing of Might on a warrior in your raid, all
  warriors in the raid party will receive Blessing of Might from you.
  Additionally, Greater Blessings have an increased duration of 15
  minutes. These blessings require twice as much mana as the single
  target version, as well as a reagent. Paladins can purchase these new
  Greater Blessing spells from their class trainers.
- Seals and Judgements - Added or increased damage per level so that
  these spells keep pace between replacements.
- Judgements - Judgements that place a debuff on their victim will now
  all have their duration refreshed when the judging paladin strikes
  the victim with his or her melee swings. All these debuffs have had
  their duration decreased to 10 seconds. In addition, Judgements that
  place debuffs can no longer be resisted.
- Seal of Righteousness - Now does holy damage on every swing. It can
  now proc correctly as well. The Judgement effect has been renamed
  "Judgement of Righteousness" to differentiate it from the Seal damage
  in the combat log.
- Judgement of the Crusader - The holy damage bonus has been decreased
  as part of rebalancing paladin damage (which is still increased
  overall).
- Seal of Command - The proc will occur more often, but will only do
  70% of weapon-swing damage.
- Judgement of Command - Instead of placing a debuff on the victim,
  this spell now does immediate damage. If the victim is not stunned,
  they only take 50% of the total damage. The damage on this Judgement
  was increased significantly.
- Judgement of Wisdom - Arcane Shot will no longer cause this to proc
  twice on one shot. Channeling spells can now trigger this proc as
  well.
- Vengeance - Special ability critical hits can now trigger Vengeance.
- Judgement of Righteousness - The damage of this judgement was
  increased significantly. This judgement can now trigger procs.  The
  bonus from spell damage items has been increased slightly.
- Holy Shock - Now heals friendly targets and damages enemy targets.
  Mana cost reduced. Bonus from spell damage and healing items
  increased.
- All Seals and Judgements have had their bonus coefficient from plus
  spell damage re-evaluated. Some holy damage effects had no
  coefficient before and now have a coefficient.
- Vengeance - Clarified the tooltip to indicate procs will not trigger
  Vengeance.
- Summon Warhorse - Mana cost reduced.
- Summon Charger - Mana cost reduced.
- Consecration - No longer displays a debuff icon on targets in the
  area of effect.
- Updated Aura tooltips to be more clear (include radius, fix
  grammatical errors etc...).
- Judgement - Range increased, cooldown decreased, mana cost decreased.
  Using Judgement will now initiate melee combat.
- Exorcism - Now usable on Demon targets in addition to Undead targets.
- Holy Wrath - Now usable on Demon targets in addition to Undead
  targets.
- Seal of Justice - Mana cost slightly increased. The stun effect's
  duration no longer diminishes or is diminished by controlled stun
  abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge,
  etc).
- Seal of Righteousness - The damage bonus from +Holy damage has been
  reevaluated on this seal.  Since the damage is delivered on every
  swing, the bonus has been reduced.  However, paladins attacking with
  faster weapons should see an overall increase in the bonus from
  + spell damage gear.  Mana Cost slightly increased.
- Seal of Command - Damage bonus from +Holy damage items slightly
  increased.
- Seal of the Crusader - Mana cost slightly increased.
- Seal of Fury - The seal and judgement have been removed and replaced
  with a new self-buff, Righteous Fury, which will increase threat from
  Holy damage.
- Seal of Light - Mana cost slightly increased.
- Seal of Wisdom - Mana cost slightly increased.
- Seal of Command - Mana cost slightly increased.
- Hammer of Wrath - Missile speed of the flying hammer increased.
- Divine Protection, Divine Shield and Blessing of Protection - Targets
  of these spells will now receive the "Forbearance" effect,
  preventing another of these three spells from being applied to that
  target for one minute.
- New Spell: Righteous Fury (level 16) - Increases the threat generated
  by the Paladin's Holy attacks by 60%. Lasts 30 minutes.
- Blessing of Sanctuary - Now causes Holy damage to the attacker when
  the blessed target blocks an attack in addition to the current
  effect.
- Hammer of Justice - Is now a Protection spell.
- Repentance - Is now considered an Incapacitate effect.
- Blessing of Wisdom - Mana regeneration over time will no longer
  generate threat.
- Purify - Mana cost now based on a percentage of base mana.
- Cleanse - Mana cost now based on a percentage of base mana.

Priests
- Martyrdom - This talent will now trigger on melee special abilities
  as well as on melee swings. The tooltip has been clarified to
  indicate this ability only works on melee strikes.
- Dispel Magic - Mana cost now based on a percentage of base mana.
- Cure Disease - Mana cost now based on a percentage of base mana.
- Abolish Disease - Mana cost now based on a percentage of base mana.
- Mind Blast - Threat raised on ranks 7, 8, and 9. Incorrect data had
  been entered in those spells, resulting in less threat generated than
  designed.
- Blackout - The stun effect's duration no longer diminishes or is
  diminished by controlled stun abilities and spells (e.g. Cheap Shot,
  Hammer of Justice, Charge, etc).

Rogues
- Sword Specialization - Special attacks such as Sinister Strike, and
  Mortal Strike now properly trigger the chance to gain an extra
  attack.
- Mace Specialization - The stun effect's duration no longer diminishes
  or is diminished by controlled stun abilities and spells (e.g. Cheap
  Shot, Hammer of Justice, Charge etc...).
- Slice and Dice - This finisher can now trigger the Ruthlessness
  talent.

Shaman
- Lightning Shield - This spell will now proc when the shaman is struck
  by elemental attacks.
- Stormstrike - Earthbind and Stoneclaw totems will no longer use up
  charges of Stormstrike.
- New Spell - Tranquil Air Totem. Creates a totem that reduces the
  threat caused by nearby party members by 20%.
- Grounding Totem - This totem will no longer absorb the spell from
  Crippling Poison or Deadly Poison.
- Purge - Mana cost now based on a percentage of base mana.
- Cure Poison - Mana cost now based on a percentage of base mana.
- Cure Disease - Mana cost now based on a percentage of base mana.
- Poison Cleansing Totem - Mana cost now based on a percentage of base
  mana.
- Disease Cleansing Totem - Mana cost now based on a percentage of base
  mana.
 
Warlocks
- Searing Pain  Reduced mana cost by 10%.
- Infernal and Doomguard - Increased armor 10% and damage 30% on both
  pets.
- Soul Link - This spell can no longer be partially dispelled off the
  warlock. In addition, Soul Link can no longer be used on non-demon pets.
- Hellfire - Victims of Hellfire are now able to resist properly.
  Warlocks continue (as designed) to be unable to resist their own
  damage.
- Curse of Shadow and Curse of the Elements - These curses can no
  longer cause resistance to become negative. To compensate, both
  curses now increases the damage taken from the appropriate schools by
  a percentage.
- Summon Felsteed - Mana cost reduced.
- Summon Dreadsteed - Mana cost reduced.
- Pyroclasm - The stun effect's duration no longer diminishes or is
  diminished by controlled stun abilities and spells (e.g. Cheap Shot,
  Hammer of Justice, Charge, etc).

Warriors
- Execute - Improved Execute and other discounts to the Execute ability
  will now correctly convert the resulting extra rage into damage.
- Retaliation - This ability will no longer lose charges when the
  attacker is behind the warrior.
- Sword Specialization - Special attacks such as Sinister Strike, and
  Mortal Strike now properly trigger the chance to gain an extra
  attack.
- Sweeping Strikes - Whirlwind and Retaliation will now correctly
  consume the charges from Sweeping Strikes.
- Bloodthirst - The damage component has been increased to 45% of
  attack power.
- Enrage - The talent will now grant 5/10/15/20/25% extra damage when
  enraged, instead of 8/16/24/33/40%.
- Mace Specialization - The stun effect's duration no longer diminishes
  or is diminished by controlled stun abilities and spells (e.g. Cheap
  Shot, Hammer of Justice, Charge, etc).
- Improved Revenge - The stun effect's duration no longer diminishes or
  is diminished by controlled stun abilities and spells (e.g. Cheap
  Shot, Hammer of Justice, Charge, etc).
- Unbridled Wrath - Only normal melee swings will trigger the rage
  generation from this ability.

Racial Traits
- Troll Racial Abilities
  Troll Berserking
   + New functionality: Berserking is now an activated ability that
     increases your melee, ranged, and casting speed by 10% to 30%.
     The value scales upwards towards 30% depending how low your health
     is when you activate the ability.
   + Now lasts 10 seconds.
   + Now requires a small amount of mana, rage, or energy (depending on
     your class) to activate.
   + No longer requires being struck by a critical to activate.
   + Now has a three minute cooldown, up from two minutes.
   + No longer has a global cooldown.
  Throwing Mastery
   + Trolls now also receive a bonus to Bow weapons in addition to
     Throwing weapons.
- Orc Racial Abilities
  Blood Fury
   + Now applies a healing effectiveness debuff on the user instead of
     the attack power penalty. The healing debuff is applied
     immediately upon using the ability.
  Hardiness
   + Resistance is now applied to just Stun mechanics.
- Gnome Racial Abilities
  Escape Artist
   + Casting time lowered.
- Dwarven Racial Abilities
  Stoneform
   + No longer snares the user.
   + Armor bonus increased.
   + Duration lowered.

Items
- All of the Tier 2 Class Armor sets have been updated with new art.
- The following weapons and shields have been updated with new art:
  Perdition's Blade, Obsidian Edged Blade, Gutgore Ripper, Core Hound
  Tooth, Aurastone Hammer, Drillborer Disk, Staff of Dominance.
- Many of the pieces from the Tier 2 Armor sets have received updated
  statistics. The armor sets with the most extensive changes include
  the Netherwind, Nemesis, and Judgement sets. Other sets received
  fewer revisions, or none at all.
- Slimes have been latching on to more valuable items and they will now
  be dropping better loot than they used to, including coin drops and
  special bags.
- Drop rates of Darkmoon Cards 2-8 (Portals 2-8, etc..) have been
  reduced. Ace drop rates have been increased.
- The drop rate of Shadowcat Hides has been increased.
- The Lifestealing enchantment now does shadow damage rather than
  fire damage.
- Manna Biscuits now have two separate spell effects so they stack
  correctly with other food and water.
- Well Fed buffs from special foods will no longer stack with each
  other.
- The enchanter-made wands are now correctly flagged as Bind on Equip.
- Silithus air elementals have a slightly increased chance of dropping
  essence of air
- Stormshroud Shoulders have been fixed to be a superior item and have
  had the stamina on them slightly increased as well.
- Whistle of the Black War Raptor was changed to Bind on Acquire.
- The Runed Stygian Belt is no longer Unique.
- Bandages will now appears as "Consumable" in the auction house.
- Jaedenar humanoids and demons in Felwood and Winterfall Furbolgs in
  Winterspring can now drop Runecloth.
- Winterfall Furbolgs will not drop Winterfall Firewater as often.
- The Seal of Wrynn, Nogg's Gold Ring, and Talvash's Gold Ring have
  been improved to be superior items.
- All Giants in Azshara now drop cash and items appropriate for an elite
  creature.
- The attack speed slowing effect from Thunderfury has been reduced,
  and no longer stacks with other such effects such as Thunderclap. The
  rate at which the weapon procs has also been lowered.
- The Reckless Charge ability of the Goblin Rocket Helmet and Horned
  Viking Helmet is now considered an incapacitating effect instead of a
  sleep effect.
- Flamewaker Legplates and Sash of Whispered Secrets improved to have
  the proper stats of an epic item.
- Broken Silithid Chitin is now marked as a poor item.
- Albino Crocscale Boots now has the appropriate geometry attached.
- Darkshore Grouper now has an appropriate sound when moved in your
  inventory.
- The effect of the Freezing Band is now considered a Freeze effect.
- The Force Reactive Disk's and Cloak of Fire's effects will no longer
  gain a benefit from effects that increase spell damage.
- The Insightful Hood and Southsea Head Bucket will now cover hair
  properly.
- The proc ability of the Halberd of Smiting can no longer cause
  another proc.
- The Glimmering Mithril Insignia will no longer make a player immune
  to Death Coil.
- The Goblin Mortar's stun effect now has a description.
- Six Demon Bag tooltip changed to note that the target must be in
  front of the caster.
- The Fiery War Axe is now in fact, Fiery.
- The Abyssal Plate Gauntlets are now Bind on Equip.
- Items with the Frost Blast ability will now deal the correct damage
  listed.
- Gauntlets of Shining Light is now spelled correctly.
- The Pure Elementium Band now has a sell price.
- The Mendicant's Slippers now have the proper amount of stamina for
  the level of the item.
- Arcanist's Bindings had more resistances than proper for the item,
  and these were removed.
- Alcor's Sunrazor is now Bind on Equip.
- Transforming Thunderstrike and Shadowstrike will no longer consume
  additional copies of the item that might be in the inventory.
- Added a note to the tooltip for the Healing and Mana Draughts
  available in Alterac Valley that informs the player they are only
  usable in Alterac Valley.
- Incorrect amounts of abilities such as Attack Power, Increased Fire
  Damage, or Increased Healing Damage were being applied to all random
  item property world drops. Two handed weapons such as Staves had much
  lower amounts of these abilities, while ranged and one handed weapons
  had too much. All further drops of these items will have the correct
  amounts, but previously dropped items will not be affected by this
  change.
- The Shardtooth Meat quest item can no longer be fed to a Hunter pet.
- Blue Dragon Card - This trinket will no longer proc from non-combat
  abilities.
- Shield Spikes - Shield Spike damage will no longer occur on ranged
  blocks.
- The Gnomish Death Rays backfire will now affect players even if they
  have an immunity effect, such as Divine Shield.
- The Zandalarian shoulder enchantments now properly display their
  effects on the item enchanted.

Professions
- An Alchemy recipe to Transmute Heart of Fire into three Elemental
  Fires has been added at the Friendly level of the Thorium Brotherhood.
- Epic items that are level 51 and above will now disenchant into a
  Nexus Crystal. Also items that normally disenchant into Large
  Brilliant Shards have a very small chance of disenchanting into a
  Nexus Crystal. New more powerful enchanting recipes that require
  these Crystals can be found in the new Ahn'Qiraj content.
- Enchanters can now turn some of their dusts and shards into magical
  oils. These oils when applied to weapons add a temporary bonus to
  magical damage or mana regeneration that stacks with permanent
  enchantments. The lower levels of these recipes are found on normal
  enchanting vendors. The higher level versions are found on special
  vendors and are rewards for high Zandalar faction.
- The Enchanting Trainer in Cenarion Hold in Silithus sells some of
  both new types of enchanting formulae.
- Schools of fish have appeared around the world that can be fished
  from a few times before being fished out. These schools tend to
  contain valuable fish types such as Oily Blackmouth or Firefin
  Snapper. In some places, wreckage can be fished from for even better
  rewards.
- The cooking trainers around the world sell the recipe for Sagefish
  and Greater Sagefish. These two fish types can be found in schools in
  inland areas and provide health and mana regeneration as well as
  additional mana regeneration for 15 minutes after eating.
- Engineers with skill 250 or greater, who have completed Umi
  Rumplesnicker's 'Are We There Yeti?' quest line, should seek her out
  again in Everlook.

Quests & Reputation
- The Timbermaw Furbolgs have received a faction revamp!
   + The Timbermaw Furbolg faction is now named "Timbermaw Hold."
   + Certain named Deadwood and Winterfall Furbolgs are now giving more
     positive Timbermaw Hold faction when killed.
   + Old quests have been revised, and several new quests involving the
     Timbermaw Furbolgs have been added.
- Reputation caps for killing monsters now happen at the end of a
  level, rather than in the middle of it. For example: if reputation
  gains for killing a monster were previously capped at the middle of
  the range for Friendly on a monster, then they are now capped at the
  end of Friendly.
- Reputation is now its own category in the chat window; you can change
  the color of reputation gains and losses as reported in chat without
  it affecting other miscellaneous information.
- All Alliance versions of the quest "Heeding the Call" now give
  uniform reputation increases.
- Warlock quests that teach imp summoning now all uniformly award
  reputation increases for respective racial factions.
- Spells now may have a casting requirement of current reputation with
  a faction.
- All versions of the quests "A Donation of Wool," "A Donation of
  Silk," and "A Donation of Mageweave" have had the level of the quest
  raised so that higher level characters performing them will be able
  to receive the full reputation gain. The minimum level requirement
  for the quests have not changed, though the amount of XP gained when
  completing any of these quests will be different than from before.
  Mageweave will continue to give more XP than Silk, and Silk more XP
  than Wool.
- The quests "Morrowgrain to Darnassus" and "Morrowgrain to Thunder
  Bluff" now give increased reputation per turn-in to be in line with
  the amount given with "Morrowgrain to Feathermoon Stronghold."
- The Alliance version of the quest "Centaur Bounty" now gives
  Stormwind faction for completion.
- The Horde version of the quest "Centaur Bounty" now gives the same
  amount of XP as the Alliance version (which means it was increased).
- The quest "Zaeldarr the Outcast" now gives an Argent Dawn reputation
  increase upon completion.
- A bug with the reputation system has been fixed that was preventing
  some awards to Horde and Alliance factions from being shared properly
  amongst all member factions of the team.
- The quest "Ledger from Tanaris" now gives a reputation reward for
  Gadgetzan upon completion.
- The quest "Supplies for Nethergarde" now has an additional reward of
  increased Stormwind reputation.
- Fixed typos in both quest versions of "All Along the Watchtower".
- Fixed typos in both quest versions of "Lessons Anew".
- A kobold has been moved away from Piznik so that it won't keep
  evading in the quest "Gerenzos Orders".
- Fixed typos in the quest "Signets of the Zandalar".
- Fixed typos in the quest "Rotten Eggs".
- The cleansed plants of Felwood have been modified:
   + There is no longer a gossip option to interact with them; simply
     right click on the plant to receive your buff or fruits.
   + The amount of items you get from plants has been adjusted.
   + A corrupted whipper root plant was bugged to require one fewer
     plant salves than intended to be cleansed; its now fixed to
     require the salves just like the other whipper roots.
- Fixed two bugs where Pratt McGrubben in Feathermoon Stronghold was
  not offering to re-teach Wild Leather Shoulders and where he was not
  properly teaching Wild Leather Leggings.
- Fixed typos in both quest versions of "Power over Poison".
- The level of the quest "Piercing the Veil" has been increased from 3
  to 4, bringing it in line with similar quests.
- Sayges Dark Fortune of Damage buff now only increases damage from a
  randomly determined range of 1-10%.
- A coin reward has been added to the quest "Worth Its Weight in Gold".
- Vahlarriel in the second part of the quest series "Vahlarriel's
  Search" now has something to say when returning with the pendant.
- The level for the quest "Parts for Kravel" has been raised to bring
  it in line with the other quests of the Kravel series.
- You now need fewer Scorpashi Venoms to complete the second quest of
  the "Reagents for Reclaimers Inc." quest series.
- Baron Revilgaz now should be a little more vociferous.
- Fixed a bug with the Horde Hallows End quest "Ruined Kegs" that
  allowed the Alliance to interact with the keg.
- Hallows End Pumpkin Treats should no longer be on the same timer as
  combat-oriented potions. Really.
- Xabraxxis Demon Bag will now last slightly longer in the world once
  he is killed (3 minutes, up from 2).
- The reward for the quest "An Audience with the King," "Seal of
  Wrynn" - has been improved.
- The reward for the quest "Gnome Improvement," "Talvashs Gold Ring"
  has been improved. XP and reputation rewards for the quest have also
  been increased.
- The reward for the quest "Noggs Ring Redo," "Noggs Gold Ring" has
  been improved. XP and reputation rewards for the quest have also
  been increased.
- The Horde Quest "Material Assistance" should no longer auto-launch an
  incorrect (deprecated) quest.
- The quest "Galen's Escape" now gives an additional coin reward upon
  completion, as well as an increase of reputation amongst the players
  factional team.

Raids & Dungeons
- Noxxion in Maraudon now has the correct immunities.
- Noxxion is now social and will bring friends if pulled past other
  creatures.
- Abyssal Templars are no longer marked as Humanoid.
- Twilight Stonecallers in Silithus should now aggro properly.
- Gordok Reavers and Warlocks now have a slightly larger radius for
  detection and "call for help."
- Drop rate of Dark Runes in Scholomance has been reduced.
- The Altar of the Deeps in Blackfathom Deeps will now give players
  the Blessing of the Deeps.
- The abomination event in Stratholme was been reworked with new
  technology to insure there are no more premature resets.

User Interface
- The Guild UI has been significantly improved. Now when you click on
  a guild member, it will open up a side panel with all the information
  about that member including their note and officer's note.
- There is now a Guild Info panel for each guild. That panel allows a
  guild to enter long term information and messages about the guild
  that is too long for the message of the day. The guildmaster can use
  the guild control panel to determine who has access to change the
  text in this panel.
- Options have been added that allow raiders to not display their base
  party UI when the Raid UI is up. Also, you can choose to only display
  effects on players that you can dispel or ones you can cast. This is
  all in the interface options pane.
- A "tip of the day" feature has been added to loading screens within
  the game.
- Under Video Options there is now a slider to control the detail of
  spell effects. Lower settings can help to improve performance.
- Auction buyers/sellers will now receive a detailed invoice of the
  transaction.
- The casting bar has been brightened back up, it was appearing darker
  than intended due to a bug.
- A new option has been added to Interface options, "Sticky Targeting."
  When this is turned on, you will not deselect your current target when
  you click on empty space.
- A new interface option, "Detailed Loot Information" has been added
  that defaults to 'on.' If you turn it off you will only see the roll
  and Need/Greed option of the player who won the item rather than
  information for every player.
- Open bags that are in your bank will now have a bluish background to
  them to allow easy differentiation between inventory bags and bank
  bags.
- The Friends List and Guild UI will now display when a person is AFK.
- It is now possible to use the dressing room UI to model items that
  are being rolled for in the Group Lood/Need Before Greed Popup window.
- Add-ons, Macros and Keybindings can now be saved on a per character
  basis, so you can have different characters load different add-ons/
  macros/keybindings.
- The Ignore command will now ignore emotes.
- The Interface Options Pane has been split up into a normal panel
  and an advanced panel.
- In the initial loading screen there will be a tip displayed. This
  can be turned off from the interface options menu.
- Any time an item is distributed using the "Master Looter" system and
  the item is quality epic or above there will be a confirmation
  dialogue to confirm that the item is going to the correct person.
- Key bindings can now be saved either globally or on a per character
  basis.
- Add-ons can now be saved either globally or on a per character basis.
- In addition to the set of macros shared by all characters, each
  character gets an additional 18 macros available to them.
- Added the ability to link enchanting recipes in chat.
- Optimized UI event handling in raid situations.
- Optimized UI layout engine to improve loading times.
- The game will no longer accidentally load UI files that are dropped
  loose into the top level installation directory.
- The EquipCursorItem() script function uses slot numbers consistent
  with the rest of the inventory functions. Any macros which use this
  function should be updated by adding one to the slot number used
  currently.
- New TOC entry for dynamically loadable add-ons: ## LoadWith: Addon1,
  Addon2, etc. - Indicates that your add-on should be automatically
  loaded after ANY of the add-ons specified on the LoadWith line are
  loaded.
- The 8th return value from GetItemInfo() is no longer be localized,
  instead is one of a number of INVTYPE_* tokens.
- A new 9th return value from GetItemInfo() is the inventory icon for
  the item.
- debugprofilestop() will now return sub-milisecond (floating point)
  values.
- Added Texture:GetTexture() which returns the filename (without
  extension) of the file for the texture.
- Added FontString:SetNonSpaceWrap(true|false)
- Added Frame:GetFrameType() which returns the type of a frame.
- Added Frame:IsFrameType("typeName") which returns true if the frame
  is of type typeName, or a subtype of typeName.
- New 8-param form of Texture:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy,
  LRx, LRy)
- Parent frame scales are cumulative instead of overrides.
- Textures and FontStrings now have IsVisible() and IsShown() functions
  with the same semantics as the frame functions of the same name.
- Added Button:SetFont(), which works like the equivalent FontString
  function.
- Added ScrollingMessageFrame:SetFont(), which works like the
  equivalent FontString function.
- Special honor awards show up in the combat log.
- Druids can preview different weapons in the dressing room while in
  moonkin form.
- Emotes show up in the chat log file.
- Combat messages no longer show up in the chat log file.
- Resurrection spells will return pets to life with the appropriate
  amount of health and mana.
- Talent improvements to buffs will persist across instance boundaries
  and logging out.

World Environment
- Elven NPCs in Scholomance will now animate properly.
- Players should no longer be able to walk on steep terrain.
- Players should no longer be able to move slowly through some locked
  doors and gates.
- Nida Winterhoof in Thunder Bluff now sells Flowers for the sensitive
  Horde player.
- The Short John Mithril's chest in Stranglethorn Arena will now
  display an effect when it is being opened so its harder to open the
  chest unnoticed.
- Night Elf food vendors have changed their supplies slightly.
- Chests in Maraudon have been disabled for good.
- In Wetlands, Bluegill Murlocs will now be more plentiful and several
  other Bluegill camps have been thinned.
- All mount sounds, when standing and jumping, are now in place.
- Tauren males now use their off-hand attack animation.
- The Zeppelins propeller from Under City should now animate properly.
- Jesper and Spoops should no longer be lingering around once the
  Hallows End holiday period is over.
- The Moonglade Wardens have received an increase in hit points and
  damage dealt, bringing them in line with their Steamwheedle Cartel
  bruiser counterparts.
- Flight Paths
   + New flight paths added between Ironforge and Chillwind Point.
     Also, between Chillwind Point and Light's Hope Chapel.
   + Fixed a problem with the flight paths between The Crossroads in
     The Barrens and Zoram'gar Outpost in Ashenvale.
   + Fixed the flight over Yojamba Isle from Booty Bay in Stranglethorn
     to Sentinel Hill in Westfall.

Bug Fixes
- Fixed a bug that caused Crimson Templar to be doing much more damage
  with it's fireball attack than intended.
- Fixed a bug that could cause Guard Slip'kik to move while trapped in
  ice.
- Fixed a bug that caused Azure Templar, Earthen Templar, and Hoary
  Templar to be resistant to Fire.
- Fixed a bug that would cause Time Lapse to cause hate reduction even
  if the target resisted the effect.
- Fixed a bug that allowed pets to be targeted by "Wild Polymorph"
  during the Nefarian encounter.

-Rasix
Morfiend
Terracotta Army
Posts: 6009

wants a greif tittle


Reply #1 on: January 03, 2006, 10:58:42 AM

Thanks for hosting the patch.

Also, look at those awsome rogue patch notes. Im floored at the great changes to my class. On the other hand, I cant wait to check out my Bloodfang hoods new graphics.
Flood
Terracotta Army
Posts: 538


Reply #2 on: January 03, 2006, 11:03:22 AM


Thanks for hosting the patch Rasix.

Greet what arrives, escort what leaves, and rush in upon loss of contact
Dren
Terracotta Army
Posts: 2419


Reply #3 on: January 03, 2006, 11:37:46 AM

Thanks Rasix.  I'll grab it from home later.

u da best!
bhodi
Moderator
Posts: 6817

No lie.


Reply #4 on: January 03, 2006, 12:09:53 PM

Thanks for hosting the patch.

Also, look at those awsome rogue patch notes. Im floored at the great changes to my class. On the other hand, I cant wait to check out my Bloodfang hoods new graphics.

So did we or did we not get kicked in the crotch with the SnD only being able to be activated within 5 yards of the mob? It was mentioned, but was not in the patch notes.
cevik
I'm Special
Posts: 1690

I've always wondered about the All Black People Eat Watermelons


Reply #5 on: January 03, 2006, 12:18:44 PM

I <3 Rasix.

The above space is available for purchase.  Send a Private Message for a complete price list and payment information.  Thank you for your business.
Rasix
Moderator
Posts: 15024

I am the harbinger of your doom!


Reply #6 on: January 03, 2006, 12:20:23 PM

So, this is all I had to do to get some respect around here?  I'll try to post them from now on since Shockeye and WoW can't seem to agree.  Even if it does mean setting my wireless to a static ip once every 3 months  :-D

I dislike the fact that they chose an air totem for hate reducer.  The rogues enjoy their windfury. They will not be happy.  Casters will like me even more, though.  I'm already their emergency mana bitch.
« Last Edit: January 03, 2006, 12:22:48 PM by Rasix »

-Rasix
Shockeye
Staff Emeritus
Posts: 6668

Skinny-dippin' in a sea of Lee, I'd propose on bended knee...


WWW
Reply #7 on: January 03, 2006, 12:41:56 PM

I dislike the fact that they chose an air totem for hate reducer.  The rogues enjoy their windfury. They will not be happy.  Casters will like me even more, though.  I'm already their emergency mana bitch.

I guess I figured the hate reducer totem should only be used when you're hanging back with the casters and healers. Not something to be used up close and personal.
Shockeye
Staff Emeritus
Posts: 6668

Skinny-dippin' in a sea of Lee, I'd propose on bended knee...


WWW
Reply #8 on: January 03, 2006, 12:43:01 PM

I'll try to post them from now on since Shockeye and WoW can't seem to agree.

Rasix posts one patch and all the love I used to have is gone. The corner calls me. I must bring tissues.
Driakos
Terracotta Army
Posts: 400


Reply #9 on: January 03, 2006, 02:50:25 PM

There is a great love in the air for Rasix.  Thanks for this patch!

Windfury and Grace of Air are my most requested totems.  Sucks to have to give them up to use Tranquil.  Maybe an incentive to bring more Shamans to a raid.

oh god how did this get here I am not good with computer
Fabricated
Moderator
Posts: 8978

~Living the Dream~


WWW
Reply #10 on: January 03, 2006, 03:03:41 PM

I'm not looking forward to Silithus and Tanaris being even more crowded than usual, but I may be able to get into the 20-man raid whenever the Scarab Wall gets opened.

"The world is populated in the main by people who should not exist." - George Bernard Shaw
sinij
Terracotta Army
Posts: 2597


WWW
Reply #11 on: January 03, 2006, 03:16:29 PM

Thanks for host. Too bad paladins got it up the ass with this revision - Blizzard assclowns made Clerics out of the class.

Eternity is a very long time, especially towards the end.
murdoc
Terracotta Army
Posts: 3036


Reply #12 on: January 03, 2006, 03:43:01 PM

Beauty. Thanks again for hosting this mother.

Have you tried the internet? It's made out of millions of people missing the point of everything and then getting angry about it
Xanthippe
Terracotta Army
Posts: 4779


Reply #13 on: January 03, 2006, 03:50:06 PM

Rasix, I love you.  Thanks!

At the rate I was getting the patch, I might have been able to log on tomorrow some time.

El Gallo
Terracotta Army
Posts: 2213


Reply #14 on: January 03, 2006, 04:57:52 PM

I LOVE TEH RASIX!!

This post makes me want to squeeze into my badass red jeans.
KOTW
Terracotta Army
Posts: 1


Reply #15 on: January 03, 2006, 05:01:40 PM

You are the king...thanks for having the patch up!
ribuld
Terracotta Army
Posts: 14


Reply #16 on: January 03, 2006, 05:37:02 PM

thanks for hosting the patch!
Brolan
Terracotta Army
Posts: 1395


Reply #17 on: January 03, 2006, 05:54:30 PM

[Homer voice] MMMMMM.....Patch[/Homer voice]
sinij
Terracotta Army
Posts: 2597


WWW
Reply #18 on: January 03, 2006, 06:05:42 PM

paladins got it up the ass with this revision - Blizzard assclowns made Clerics out of the class.

I just logged in and dueled quite a bit and its A LOT worse than I could ever imagine and I expected BAD.

Eternity is a very long time, especially towards the end.
Phred
Terracotta Army
Posts: 2025


Reply #19 on: January 03, 2006, 06:28:35 PM

paladins got it up the ass with this revision - Blizzard assclowns made Clerics out of the class.

I just logged in and dueled quite a bit and its A LOT worse than I could ever imagine and I expected BAD.

Why they won't give paladins a talent tree for dps like every other class baffles and confuses me.
Alkiera
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Posts: 1556

The best part of SWG was the easy account cancellation process.


Reply #20 on: January 04, 2006, 05:17:53 AM

Blizzard assclowns made Clerics out of the class.

From what people here had said about them, 'like an EQ cleric' was pretty much what they sounded like to me already.  I mean, really:  heavy armor, group/raid buffs, good heals, mediocre melee skills, with perhaps some specials that let them do okay in melee from time to time.  Wins against most anything as long as he can overcome its regen, simply by out-lasting it.  That is word-for-word a description of a 60+ cleric in EQ.  Paladins just start out that way, rather than going from lame caster to incredible meleeing pool of never-ending hp in the late game.

Alkiera


"[I could] become the world's preeminent MMO class action attorney.  I could be the lawyer EVEN AMBULANCE CHASERS LAUGH AT. " --Triforcer

Welcome to the internet. You have the right to remain silent. Anything you say can and will be used as evidence against you in a character assassination on Slashdot.
bhodi
Moderator
Posts: 6817

No lie.


Reply #21 on: January 04, 2006, 11:08:55 AM

its fine. learn2play. Bold emphasis mine.

Rogue vs Paladin (UPDATED 12/06/2005)

Difficulty: Easy To Moderate
Poison Choice: Dual Instant
Spec Favored: Combat

With the 1.9 talent calculator out, I assume paladin will go live in its current form. I can see further tweakings will update this section accordingly. Rogue vs Paladin is my favorite matchup. It is not a cooldown intense fight. It is a long fight which allows both players to come back from bad luck and human errors. There is also a tremendous amount of variety to this fight, with three very different style of play.

The Opener:

With consecration now a 11th talent point and the rise of holy tree, you will see a lot of paladins with this spell. A paladin with end game gear can spam the rank 1 version of this spell non-stop to deny the opener. With seal fate dagger, a gouge->backstab is a very acceptable opener. With combat it takes a bit of work to try to CS them the same time you take damage from consecration. You see unless you were in the area of the AOE when he casts it, you don't take damage immediately walking into it. There is a very short pause before you take damage, which is more than enough for you to land the CS especially if he is standing on the edge of the AOE.

It takes practice and patience to land the CS, but it is still doable. If he hits you out of it, gouge, run away, restealth. He will cast a few more AOEs, just wait until your health regens to full and try again. Be patient.

Part 1: Turtles (One Hand + Shield + Repetence)

This build took a huge hit in 1.9.3. You can no longer get divine favor and repetence in the same build which is a big plus for rogues. The +spell damage bonus for both seal of righteousness and holy shield is also greatly reduced. Unless the paladin is using a thunderfury which can chain proc with reckoning, the rogue should win this fight. Unfortunately, a lot of rogues do not understand what they are supposed to do in this fight, so here is the rundown.

a) Deliver all of your damage with the paladin is stunned.

This really applies to any paladin, but the concept is the same. See the stunlock listed in rogue vs rogue section. But more importantly, you need to control the tempo of this fight. It looks something like this, gouge -> unload, run away, kidney shot -> unload, run away. When we say run away we don't mean run very far away, just outside of his melee range. If he chase after you, keep running away, it is ok if you take a whack or two from his little 1 hander, it does far less damage than you hitting him and getting hit by holy shield.

A paladin with this build will try to activate holy shield as soon as he is out of stunlock, and he would love it if you hit him, with redoubt and holy shield his block is very high and you will take nasty damage. Don't allow him to do this to you. Make him waste mana and run away from him, let your energy recharge, but as soon as he stops, walk back to him, if he heals, go for a kick, repeat. Remember gouge can be blocked but kidney shot being a 0 damage special can not be blocked. Protection paladins have very poor dodge and parry so your kidney shot has a very high chance of landing. Try to save your gouge for when his holy shield wears off, and your kidney shot to stuff his holy shield heads on.

A protection paladin maybe buff, but full energy kidney shot, coupled with instant poison (and lifesteal, maelstrom if you have them), will do massive damage. If you are using seal fate dagger and have extra combo points before your kidney shot is up, don't waste on evis, use on expose armor.

Don't be greedy, it is a war of attrition. You should leave him right before he is out of stun. Don't backpedal, turn around and run away from him but use a hotkey to reverse the camera to see what he is doing. If he is chasing after you, that is an ideal situation. If he stops, turn around and be ready to get back to him to kick his heal. You should never attack him head on unless either he is very low on health or he is gouged/KSed/CSed.

Done properly, you should never take any real hits unless he stuns you or the very few times when you can't get away from him because your gouge is dodged/parried. The proper way to gouge->backstab against a paladin is stand at maximum melee range, backstab and jump away from him at same time. You will backstab him but he won't be able to hit you at all.

b) Restealth 101

It is a common misconception you have to run very far away from a paladin to restealth. You only need to turn off your auto attacks, and 5 second without him hitting you, and you can restealth. Be very smart about restealth especially against a paladin with consecration.

Basically, as soon as he is out of stunlock, you should turn off your auto attacks. Other great times to do so is when he stuns you with hammer of justice or sleeps you with repetence to heal himself. Turn off your auto attacks, as soon as you recover, you can often restealth in his face with a cheapshot. The perfect time to restealth is just when you are re-entering his melee range. Walk toward him, tap the stealth key then CS just as you enter his melee range, mix it up with gouge and kidney shot, you can play a lot of mind games.

A paladin can use seal of righeousness and judge it on you for a little damage to stop the restealth, but even with talent his judgement is on a 8 second cooldown, not enough to stop restealth completely.

c) Beat his mana bar

The paladin has 45 second cooldown HOJs (35 with PVP glove), and 1 minute repetence. He will probably use blessing of wisdom when his mana get low. How do you beat his mana regen?

It takes practice, but the idea is you are running circles around him to let your energy regen. And keep hitting him with full energy cheapshot, full energy kidneyshot. Every time you lose 1250 health, do a jump away gouge, bandage about 1 yard out of his melee range so he has to walk forward to hit you. Done properly, you can get a nice 5-6 ticks of healing, 1250-1500.

Practice with a) and b), and you will be able to do a lot of damage to him while taking very little of your own.

d) Force A Shield

Regardless of what happens, this is your ultimate goal. There are many ways to force a divine shield. When he is at 50% health, a full energy kidney shot with BS BS CB Evis from seal fate dagger. Turn on BF+SND and restealth CS for a big combo with combat sword. Against a turtling paladin, ultimately you need to do enough damage to force him to shield. I would say you need to be able to drop 40-50% of his health off a full energy kidney shot or full stunlock to win. It sounds difficult but it really isn't. Get enough damage that mitigate armor, or apply a expose armor before you restealth for a CS combo with seal fate. Ultimately, you need to force him to shield.

When he is shielded, you want to heal yourself. Depend the amount of health you have left. You can either sprint far far away from him (out of the range of everything, holy shock, repetence, you name it) and get a full bandage, hopefully suckering him to chase you a bit and waste a few seconds from his divine shield, or you can turn off auto attacks, get out of combat and start eating a few steps away from him, stealth after you eat. You want to bait him to chase after you while he is shielded.

If he didn't get the memo that blind breaks blessing of protection and BOPs instead of bubbling, just blind him and you already won (unless he is a dwarf and stoneforms out of it).

e) Kill him in 60 seconds after shield.

A combat build has the easiest time at doing this. A great setup is to build 4-5 combo points, expose armor, blade flurry, slice and dice, vanish CS->AR->SS->Gouge->KS->SSx4->Improved Kick->Evis. Improved kick is awesome at the end of stunlocks which prevents him from being able to HOJ/Repetence, gives you two extra second's worth of white damage. Equal gear, if you set him up with expose armor ahead of the time, AR should take a 1 hand + shield paladin from 65% to 0%, if you still have your blind, blind in the end and extend the stunlock.

Without AR, it is trickier, but basically whatever you did to force him to shield in phase 1, keep doing it. You really need a high damage build for this, seal fate dagger with 5/5 instant poison talent, 3 piece Bloodfang bonus works great, and the BWL class trinket is also a great asset here. Dual lifesteal enchant, maelstrom, heroism, they all work wonders in a long sustained fight like this.

Part 2: Reckoning Bomb Paladins (2 Hand + Command)

The paladin basically let you hit him and build up 5 charges, he stuns you with HOJ, and unleash 5 hits in one shot on you. It does huge damage, expect 2000-2500 from an arcanite reaper, end game weapons can crack 3000 and sometimes as much as 4000 with procs. It is heavily, heavily luck based. The average reckoning bomb by paladins with high end 2-handers in 1.9 is around 2500-3000.

You need high stamina gear for this, 4500 health is minimum to take on a high end paladin with this build, or the heart of hakkar trinket that increases your armor by 2000. Fortunately, in 1.9 a paladin with this build can no longer get vengeance unless he sacrifices repetence. While he can judge you with seal of command for extra damage, he usually won't have enough time for a heal if he does that.

However, the most important thing is to not allowing him to build up those 5 charges easily and don't allow him to HOJ->Reckoning Bomb you comfortably.

Against a paladin that just sits there and wait for 5 charges, flash healing himself, refuse to hit you back until he has his 5 precious charges, do 5 garrotes on him with garrote run away restealth, turn off auto attacks right away. Expose armor. This will waste a bit of mana (not much), but with expose armor, a good stunlock with a high DPS build, dual instant poison, will do tremendous damage. If he is wearing little to no mana gear, consider a rupture kite, garrote rupture repeat, if his mana is going down not up, you are in good shape, force him to hit you with his 2 hander instead of collecting charges.

In 1.9, because you no longer have to save your blind for his BOP (if he divine shields, he can not use BOP for 60 seconds and vice versa), a great new strategy of dealing with reckoning bombs is to blind him right before the stunlock ends. Blind wipes reckoning charges (have not tested vanish->sap, but I believe blind still works in 1.9.3). Rank 14 combat rogue against rank 14 paladin, a stunlock with blind forces them to shield as it is. While they can break the stunlock with PVP trinket, if they break it too early they don't get enough reckoning charges to HOJ with, if they break it late you already wiped his charges.

As soon as your stunlock is ending, run away from him, let him HOJ you but ideally you want to be stunned a few steps away from him, it will waste 1-2 seconds and the new reckoning bomb has a little bit more delay between each hit, I have noticed it is possible to eat a reckoning bomb and kick/gouge his holy light if he hojed you at 8-10 yard. You can also anticipate the hoj and gouge or improved kick him, it will also shave a few seconds off the clock.

As soon as you are out of HOJ, go for a restealth if possible (see Restealth 101), gouge or KS into a small combo if not, and turn on evasion. You are not going to be very high on health at this point, no reason to take extra damage. Make him repetence you to heal himself, it takes 6 seconds out of your 15 second evasion, sprint him down if he runs away to heal. You need to force a shield with your evasion. Refer to "Force A Shield" and "Kill Him In 60 Seconds After Shield".

If you didn't need blind to force him to shield the first time. Use it to wipe his reckoning charges the second time around. A high DPS build is needed. But ultimately, unless he gets some rediculously high damage reckoning bombs via lucky crits/procs, I feel very good about this fight. Yes, you need high stamina, and yes, you need relatively high damage.

If you are dagger specced, consider opening with ambush->gouge->backstab, it does quite a bit of damage and you don't give him nearly as many reckoning charges as a CS stunlock. Apply expose armor and go from there. Gouge backstab, KS backstab, etc. You want the paladin to hit you without HOJ since your dodge/parry applies to his reckoning charges, when he HOJs you all charges are guaranteed to land.

Part 3: The New School Holy/Retrib

The rage on test server at the moment and undoubtly will be one of if not the most popular builds. Finally controlled DPS for paladins! Check out this combo.

Auto attack with weapon -> seal of command proc
HOJ
Consecration
Holy Shock
Seal of Command Judgement
Auto attack x 2

This is a devastating combo, a blue paladin did something like 2000-2500 damage to me with it. It is basically reckoning bomb on demand. Fortunately, a paladin with this build has no repetence. As soon as you are out of hand of justice, turn on evasion and rush him down, you should easily force him to shield by the time evasion is over, he has nothing that stops a rogue with evasion after he blows the HOJ.

Refer to "Deliver all of your damage while the paladin is stunned" and "Restealth 101" for this fight, the difference is evasion is a huge asset, just turn it on after he HOJs and he will be forced to shield.

I don't see this build as a major problem for a rogue. While it has the offense, without repetence they really have no answer for evasion.
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Reply #22 on: January 04, 2006, 11:40:34 AM

its fine. learn2play. Bold emphasis mine.

Rogue vs Paladin (UPDATED 12/06/2005)

I don't understand the mentality of some players.  My Rogue friend spends endless hours telling me that DoTs are WAY TOO OVERPOWERED ZOMFG THERE IS NOTHING THAT CAN BE DONE ABOUT THEM.

I tell him ways that he can overcome DoTs but nothing makes him happy:

Me:  "Listen, my DoTs, even when they are all stacked, do not do enough damage to kill you, if you don't like them run away"
Him:  "Do you know how infuriating it is to have someone hit you and then you have to run away without killing them?"

Me:  "Okay then, my DoTs do enough damage for one Pot.  When you get hit by Warlock dots, sprint at them, kill them (they can do nothing at close range, and he is undead so WoTF + Grunt Trinket for the win against Seduction/Fear), then pot."
Him:  "Pots are on a two minute timer, I don't want to drink a Pot."

Me:  "I don't understand your beef anyways, you should be able to school a Warlock."
Him:  "Sure, I kill every warlock, but the other day my 52 rogue fought a 60 warlock and after the battle was done I still died because of those overpowered DoTs."

From what I get of the above pally shit, there are two pally builds that are fucking hard to kill as a rogue, and take a lot of time effort and epic gear.  Then there is the "new hot" pally build that is easy to kill as a rogue and you are shouting "ZOMFG!!!!1! SOMETHING CAN KILL A PALLY!!!1!  NUUUUUUUUURRRRFFFFFEEEEDDDD!!!"

*shrug*..

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No lie.


Reply #23 on: January 04, 2006, 11:59:25 AM

From what I get of the above pally shit, there are two pally builds that are fucking hard to kill as a rogue, and take a lot of time effort and epic gear.  Then there is the "new hot" pally build that is easy to kill as a rogue and you are shouting "ZOMFG!!!!1! SOMETHING CAN KILL A PALLY!!!1!  NUUUUUUUUURRRRFFFFFEEEEDDDD!!!"

*shrug*..
I definately wasn't clear. What I'm trying to say is that Pally DPS is fine. The combo in bold is absoloutely devistating, and, as you can see, it takes a lot of nimble footwork and a skilled rogue to 1v1 a pally. Just like all of the other classes, pally has it's niche and specc'd appropriately is a match for nearly any situation. The problem is the speccs changed, and people now have to play their pallies different than they did before. The patch changed them around a bit and the concensus in my guild is extremely positive.

pallys are fine, learn2play.
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Reply #24 on: January 04, 2006, 12:03:23 PM

Yeah, the complaint I never understood but see from everyone but most notably rogues is, "OMFG  u noob, u have 2 use a timer 4 that."

My response is, if you're always holding-off on that timer, you never use it so you may as well not have the god damned ability/ bandage/ potion. Go play a different class or game if you can't adjust to the mechanics of this one.   Too many pvpers in WoW are from some strange school of thought where timers = "u sux cuz now someon kan kill u cuz ur timer is dwn."

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Reply #25 on: January 04, 2006, 12:03:51 PM

I definately wasn't clear. What I'm trying to say is that Pally DPS is fine. The combo in bold is absoloutely devistating, and, as you can see, it takes a lot of nimble footwork and a skilled rogue to 1v1 a pally. Just like all of the other classes, pally has it's niche and specc'd appropriately is a match for nearly any situation. The problem is the speccs changed, and people now have to play their pallies different than they did before. The patch changed them around a bit and the concensus in my guild is extremely positive.

pallys are fine, learn2play.

Ahh I got sarcasm out of the learn2play.. :)  Good I get sick of the bitching I hear on the boards about how every class it both underpowered (by those that play it) and overpowered (by those who do not). 

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No lie.


Reply #26 on: January 04, 2006, 12:14:31 PM

Yeah, the complaint I never understood but see from everyone but most notably rogues is, "OMFG  u noob, u have 2 use a timer 4 that."

My response is, if you're always holding-off on that timer, you never use it so you may as well not have the god damned ability/ bandage/ potion. Go play a different class or game if you can't adjust to the mechanics of this one.   Too many pvpers in WoW are from some strange school of thought where timers = "u sux cuz now someon kan kill u cuz ur timer is dwn."

It's becuase subelty rogues suck if their 30m premed timer isn't up and it's a virtual auto-win with it up... that duality highlights their thinking like no other and they feel other classes are the same. Timers up = win, Timers used = lose. Of course, alll of the rogue abilities in general are extremely timer based, the key to a good rogue is knowing when to use them... and you get really bitter when you slam the vanish key and it's got 2m remaining or you want to blind that second guy and you used it on the last push.
cevik
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Reply #27 on: January 04, 2006, 12:16:32 PM

Yeah, the complaint I never understood but see from everyone but most notably rogues is, "OMFG  u noob, u have 2 use a timer 4 that."

My response is, if you're always holding-off on that timer, you never use it so you may as well not have the god damned ability/ bandage/ potion. Go play a different class or game if you can't adjust to the mechanics of this one.   Too many pvpers in WoW are from some strange school of thought where timers = "u sux cuz now someon kan kill u cuz ur timer is dwn."

That's the number one thing about PvP in WoW that I love.  It's not wether or not I can kill the other guy, but a matter of how many timers I need to burn on him.  If I'm willing to blow every timer I have on any of my characters, I can probably kill anyone, but then I'm useless.  Most of the time I'm MORE useless than if I took a death, because if I died I would rez 30 seconds later (vs. multiple 1, 2, and 5 minute timers).   So the fights become "how tough is this guy, do I want to blow everything and kill him, or do I want to hold back and risk death?"

For example, if I blow my 1 minute focus casting timer on a rogue (someone who I should not have to use it against), I'm toast if I see a hunter in the next minute.  If I use my trinket to blow a polymorph, I can be stunlocked by rogues for the next 5 minutes.  If I Devouring Plague this warrior and he dies fast, I won't have DP if I need hps in the next 3 minutes.

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Reply #28 on: January 04, 2006, 12:30:55 PM

I suppose my view is skewed being a PVP Marksman hunter. (OMG not beast?!)  I have one timer I'll use once in a while, Rapid Shot.  Volley I only toss if a flag is in danger and I need to stop a whole bunch of folks from trying to cap it at once.  For me it's all about the Aimed/ Serpent/ Multi stuff. 

Of course I'm also a much more suicidal PVPer than most and always have been. Death doesn't bother me nearly as much as losing the battle, which is why my K/D ratios always suck ass in FPS respawn games like BF2.

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Reply #29 on: January 07, 2006, 10:25:52 AM

As much as I despise hunters, (play a mage) Volley always seemed to me to be about the most worthless ability a hunter has. The dps on that is just sad. On the other hand, getting hit by a multi shot sucks giant bear ass.

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Reply #30 on: January 07, 2006, 02:28:59 PM

hehe, be glad you dont have too many hunters decked out in full BWL epic gear on your server (or maybe you do)

Sandradee's Multishot crits you for 1723 damage.........WTF..........

Always fun to know that some hunters can 2 shot most cloth classes, from 41 yards, in 3 seconds, from stealth........

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Reply #31 on: January 07, 2006, 02:46:16 PM

Crits like that don't require anything from MC, much less BWL.    Using Carapace Spine Crossbow a crossbow off of Nerub'enkan and I can hit cloth for 2200 on an aimed shot crit or 1700 on a multi-shot crit.

It's all in the mechanics.  Remember how they normalized warriors Mortal Strike and their other instants because they were getting an inordinate amount of attack power added to slow weapons? Well, it didn't happen to Hunter's ranged attacks, so a good slow crossbow with high base damage numbers simply pwns if you spam multishot and aimed shot.

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