Mischiefblog
I make apps for other people

WoW patch 3.3’s impact

Posted by Chris Jones
On December 8th, 2009 at 08:09

Permalink | Trackback | Links In |

Comments Off on WoW patch 3.3’s impact
Posted in Games

In World of Warcraft, I’m playing one of two roles lately: tank and healer. Patch 3.3 has been released and here are the big impacts on those roles:

Classes: General

  • 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 1000 damage divided by the number of targets. 20 targets would be hit for 500 damage each in that example.


This potentially hurts my bear, especially when doing Sholazar dailies. The mobs have relative low hit points (~6000) but I may not be able to swipe down all 22 Wolvar quickly enough. This won’t impact Icecrown/Argent Tournament dailies as I’m typically only hitting seven or eight scourge at a time. This will mean low level instance runs need to be handled a little more carefully (no pulling the entire Scarlet Cathedral).

Druids

  • Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%.
  • Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
  • Rejuvenation: The base duration on all ranks of this spell is now 15 seconds.
  • Tranquility: The cooldown on this spell has been reduced to 8 minutes, down from 10 minutes.
  • Talents
    • Balance
      • Eclipse: This effect will not activate again within 15 seconds of either type of Eclipse effect firing, in addition to the existing 30-second cooldown for each type of Eclipse. In addition, Eclipse now grants a 40% critical strike chance to Starfire and 40% increased damage to Wrath, up from 30%.
      • Force of Nature: Health on the treants has been increased.
    • Feral Combat
      • Predatory Strikes: The Predatory Swiftness buff from this talent now has an 8-second duration.
    • Restoration
      • Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% and reduces the base global cooldown of Lifebloom by 2/4/6/8/10% instead of its previous effects.
  • Pets
    • Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

The Prowl change has no impact at level 80. Since I’m not Moonkin spec, Eclipse changes and the treant health buffs don’t directly impact me but I think it will help other raiding druids.

Predatory Strikes isn’t a direct nerf to me like it would be to talented PvPer. Declaring the duration at eight seconds clarifies the buff duration.

The Rejuvenation change won’t really impact how I heal: I would usually really Rejuvenation before it expires on the tank. The Rebirth change is huge for me and my parties and should make encounters like Ony25 or ToC10 easier — I’ll end up losing a DPS on about a quarter of the runs (or a tank on raids) and getting Rebirths in faster will make those encounters a lot easier.

I’m more likely to use Tranquility than before: now, it’s only used for encounters I know will stress Wild Growth. I’m much more likely to pop it on any AOE boss now, not just the ones that were tougher AOEs. Honestly, I can count the times I’ve needed to use Tranquility on one hand (usually in OS25).

Gift of the Earthmother means I will concentrate a little more on Haste when gearing or gemming. I’m constantly using Lifebloom in conjunction with Rejuvenation when running heroics or to keep the tanks topped off on raids, so reducing the cooldown is a little better, although I’d really like to see a reduction in mana cost — I’m not running around in Tier 7. On heroics, when I’m with a good tank and the group isn’t taking heavy damage, mana isn’t usually a problem but on some encounters (ToC 10, for instance) I can blow through my whole bar. I’m more likely, with the lower cooldown, to apply Lifebloom to more than just raid tanks.

Finally, I’ve been looking forward to the dungeon finder. This has the potential to let me complete Heroic Dailies on weekdays (I log in around 8pm PST) and being able to teleport directly to the instance will save a ton of time, and I like that it supports returning to town to repair or buy reagents. I’m not happy about losing the Heroic Daily and Dungeon Daily quests, but understand the new system replaces them. I’ll need to make sure that I always have bag space free to hold onto daily random rewards (yes, this can be a problem at times).

Oh happy day: Looking for Group channel is back by default. 🙂

I’m curious about the rewards for weekly raids. I can be assured my guild will be running those every weekend.

Comments are closed.