This article lists all of Patch 3. See the main article for the official list of documented changes. Engineering, Tailoring, Leatherworking, and Blacksmithing all have new plans available from the Ashen Verdict. WoWWiki Explore. WoW info. Gathering Production Secondary. Allied races. Useful macros What are addons? More WoW info. Events Ongoing Seasonal Micro-holidays World. Instances Raids Scenarios Sanctuaries Worlds. According to 3. We'll see what we end up with. This goes to RottweilerCP aswell: Im guessing you 2 are miners or skinners or something.
What you seem to have spectacularly missed in the midst of your respective rants and slagging off of the enchanting community, is that proffessions are there to earn people gold!
I mean seriously, would you go to work every day knowing that all the effort you put into doing your job and the time you spent trying to get that promotion, essentially just put your money in your customers pockets? I seriously doubt it! Its all very well for you guys who sell your arctic furs and your uncut gems for g each on the auction house, you have no competition! By making it easier for people with other proffessions to obtain enchanting mats, gold is being taken directly out of the pockets of enchanters.
Every time a non-enchanter posts enchanting mats on the AH, the enchanting community gets a little poorer. This is completely unacceptable for what is arguably the most important proffession out there!
Wouldnt get very far if none of your gear was enchanted would you? If its ok to spend g for a gem, why isnt it for an enchant? Those of you who take enchanting for granted will soon be sorry when people start dropping enchanting for skinning or herbalism and drive down the price of your wares! And I never farm herbs on my alt except to make flasks.
Did you miss the part where I said I agree that this will lower income for Enchanters? It's the only argument I agree with, although I don't believe this will be a problem for any good Enchanter.
Yes, there is money to be made selling mats, but that's not the only way. Cheaper mats will mean more people getting more Enchants more often. If you're good at your profession this change will keep your income balanced at the least and probably make you more money since Enchants, scrolls or direct, sell for more than mats.
But everyone else is just not using their head when they come up with these bad excuses. Enchanters should be able to control the feature. Sure, I don't mind. Let a-hole Enchanters not DE for their group. The group could just as easily found someone else, especially with the new LFD please stop calling it the new LFG system, there will be two different systems system, gone without an enchanter, and sold the loot. I guarantee it's not that big of a deal to them because they're running for Emblems anyway.
If anything your enchanting will allow you into more groups because of the now ease of getting the shards, but not if you don't DE of course. Though like someone said above, most likely that will not change. Very few people actually need stuff from instances now.
It's nice to roll at the end and get a semi-sure drop. This way, one person could win all the shards from an instance. While the overall probability is the same, I prefer the old way. The easier thing to do, imo, would be to let enchanters DE through the trade window, with the stipulation they can only DE BoP items if they are eligible to have the item traded to them.
Works out nicely. Of course, it would also be nice if you could DE BoE items through the trade window as well I have to agree with all the naysayers. I get most of my mats from running 5mans, and now being forced to DE for everyone else is horrible. We don't get to roll on their cloth or their ores in dungeons. My issue with this is, that I don't like my profession being taken for granted. Dual Wield : Rogues now know this ability upon logging into the game at level 1. Stealth : This ability no longer has multiple ranks.
Subtlety Preparation : The cooldown on this ability has been reduced to 8 minutes, down from 10 minutes. Filthy Tricks : The cooldown reduction this talent provides for Preparation has been reduced to 1. Earth Elemental Totem : The cooldown for this totem has been reduced from 20 minutes to 10 minutes. Fire Elemental Totem : The cooldown for this totem has been reduced from 20 minutes to 10 minutes. Existing characters will automatically learn this new spell in place of the totem.
With a Fire Totem active, shamans will be able to use Fire Nova fire magic to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem. Reincarnation : The cooldown on this spell has been lowered from 60 minutes down to 30 minutes. Reincarnation cannot be used in Arenas.
Create Soulstone : The cooldown on this spell and duration of its buff have been lowered from 30 minutes down to 15 minutes. Demonology Decimation : Redesigned.
Soul Fires cast under the effect of Decimation cost no shards. Molten Core : Redesigned. Molten Core now has a new spell effect. Destruction Conflagrate : Redesigned.
This talent now consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 9 seconds of Immolate or 8 seconds of Shadowflame, and causes additional damage over 3 seconds equal to 3 seconds of Immolate or 2 seconds of Shadowflame. In addition, the periodic damage of Conflagrate is capable of critically striking the afflicted target.
Inferno : The cooldown on this summoning spell has been reduced from 20 minutes to 10 minutes. Summon Imp : This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.
Victory Rush : This ability is now trainable at level 6. Talents Protection Damage Shield : This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages. Many of the default Interface Options settings have been changed for greater ease of use by new players. Existing players who create new characters may want to review the Interface Options in the event that the default settings feel different.
Selecting a quest and pressing this button will open the map for the zone in which the quest objective is located displaying the associated area of interest. Any other active quests in a player's Quest Log for that zone will also be displayed. Map The map interface has been separated into four separate panes: a map pane left , a pane listing active quest names for the zone being viewed right , a pane listing the full quest text for any highlighted quest bottom left , and a pane listing the quest rewards for any highlighted quest bottom right.
All active quests listed in the right pane for the zone being viewed on the map will be assigned a number. These numbers will be displayed on the map according to the areas of interest for each quest. Highlighting a quest name in the right pane will highlight the corresponding area of interest on the map in the left pane, show its quest text in the lower left pane, and list the quest rewards in the lower right pane.
Given that some quest objectives can be achieved in multiple locations within a given zone, highlighting such a quest will highlight an area of interest closest in proximity to the character's current location.
This feature can be disabled by un-checking the Show Quest Objectives box in the bottom right corner of the new map interface, restoring the map to its standard full-screen display. Clicking on the arrow in the top right corner of the new map interface will hide all but the map pane, bringing the map out of full-screen mode and allowing players to leave it open while navigating a zone or engaging in combat.
Objectives Tracking This frame has been improved to offer new functionality and can be used with the new shrunken map option. The Objectives frame is now docked below the mini-map next to the right 2 action bars and will track up to 10 quests for a zone. Numbers have been added next to each quest name and objective corresponding with those areas of interest displayed on the map.
If a quest objective has been completed, the number will be replaced with a yellow question mark symbol. The arrow button in the top right corner of the Objectives frame can be used to toggle between minimizing and maximizing the quest objective display. Quest Difficulty Tracking This feature is off by default and can be enabled in the Objectives window from the Interface Options menu. Turning this feature on will color-code all quest names displayed in the map interface according to difficulty grey, green, yellow, orange, and red.
This feature has replaced the Looking For Group tool and provides all-new dungeon party creation functionality. Players can join as individuals, as a full group, or a partial group to look for additional party members.
Groups using this tool will be able to teleport directly to the selected instance. Upon leaving the instance, players will be returned to their original location. If any party member needs to temporarily leave the instance for reagents or repairs, they will have the option to teleport back to the instance. Players can choose the Random Dungeon option. Daily Heroic and normal dungeon quests have been removed. Level-appropriate rewards will be offered to players who choose the Random Dungeon option for pre-Wrath of the Lich King dungeons.
Players can be placed in a group for a random dungeon no more than once every 15 minutes. Random Dungeon rewards will be placed in each player's inventory automatically upon completion of the dungeon final boss killed. A pop-up notification will display any rewards earned through the Dungeon Finder. Instead of choosing a random dungeon, players can also choose specific dungeons appropriate for their level range. Multiple instances can be selected at one time.
The feature no longer limits the choice to look for only 3 dungeon groups at one time. Pick-Up Groups Cross-realm instances are now available and use an improved matchmaking system to assist players in looking for additional party members. As with Battlegrounds, the realms in each Battlegroup are connected.
As part of the matchmaking system, some of the more difficult dungeons will have a minimum gear requirement. Players also need to meet the requirements for dungeons that require attunement, such as keys or quests.
If a player does not meet the requirements for a particular dungeon, a lock icon will be displayed next to that dungeon. Hovering over this icon will display the requirements which have not been met.
Only conjured items and loot dropped in a dungeon for which other party members are eligible can be traded between players from different realms. A Vote Kick feature will be available in the event a member of a party is not performing to the expectations of the other members.
Players who leave the group prematurely are subject to a Deserter debuff preventing them from using the Dungeon Finder for 15 minutes. If an existing group loses a member, the leader will be asked if he or she wants to continue the dungeon.
Choosing to continue will automatically place the group back into the Dungeon Finder queue. A Player will not be placed in a group with people on his or her Ignore list. Players who take part in groups who have one or more members who have been matched with them randomly from within the Dungeon Finder will receive extra rewards, up to and including the coveted Perky Pug non-combat pet. The more random players with whom one groups, the faster the pet can be obtained. The Need Before Greed loot system will be the unalterable default looting system for pick-up groups in the Dungeon Finder and has been updated.
All items will still be available via Greed rolls as well as the new Disenchant option should no member be able to use the item. Players will be able to roll on items with a required minimum level higher than a player's current level. The crown is the Leader Role representing a raid group with 2 or more people.
Players can left-click on this header to sort the list with groups at the top or at the bottom. Hovering over players listed in LFR will display their name, class, level, roles and comments. The Looking For Group chat channel has returned and can be accessed in all major cities similar to the Trade chat channel without the use of the Dungeon Finder interface.
Players may only be queued or listed in one of the following systems at a time: Dungeons, LFR, Battlegrounds, or Arenas. Ignore List: The amount of characters a person can ignore has been increased to In addition, players on other realms can be placed on the Ignore list.
This is a new section added to Interface Options. New option - Castable Debuffs: Enabling this will cause only debuffs you have cast on an enemy target to appear. New option - Consolidate Buffs: Enabling this adds a buff consolidation box near the mini-map.
Very short term buffs e. Replenishment and very long term buffs e. Prayer of Fortitude are filtered into the buff box. The icons are stacked here, but they can still be seen by moving the mouse cursor over the buff box. Long term buffs will move out of the box when they are about to expire. Buffs such as important procs e. Art of War, Maelstrom Weapon , cooldowns e. Tutorial System: The tutorial pop-ups are now larger, contain images, and better try to direct players to the relevant locations or user interface elements on the screen.
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