Patch 4.1 and the little things that make WoW better

Patch 4.1 has some big things.  It has troll heroics and the Call to Arms for LFD.  But it also has some little things that just make the game better.

  • Flying mounts can now be used in Ghostlands.

Lets hope they work their way through all of the TBC Azeroth areas.

  • A dead player can now be resurrected by targeting them using the Party or Raid Frame even if they have released. No more hunting for corpses.

Win.  Often players release immediately, only to discover someone managed to survive and could res the group quicker.

  • All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Shield Bash, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.

My husband the tank/raid leader has been looking forward to this one for weeks now.  In 10 man it negates the need to lose a dps from where you need them, or put them in a difficult spot just because you need to interrupt.  The first phase of the Council fight in BoT is a prime example.  Unless you have an elemental shaman you lose a melee from a boss where you need to focus all your dps at one point, and that melee has to run in and out or die instantly to Glaciate.

  • Several persistent ground effects now display different visuals for hostile and friendly players. The following spells have the same visual effects for friendly players, but new alternate visuals for hostile players: Ring of Frost, Consecration, Desecration, Wild Mushroom, Flare, Ice Trap, Power Word: Barrier, Smoke Bomb, and Hand of Gul’dan. As a general rule, the alternate effects have a red tint or hue indicating they are created by an enemy player.

If you’ve ever come across a mage frost circle thing on the ground in a BG or in Tol Barad and thought ‘hmmm can I step on that or not?’ then this is a change you will welcome.

  • Righteous Fury now persists through death.

If you’ve ever mashed Judgement as you ran in only to be one shotted and hear the tank go ‘damn, forgot RF’ then this is a change you will welcome.

  • Honor is now purchasable from the Justice Commodities Vendor at 250 Honor per 375 Justice.
  • Justice is now purchasable from the Honor Commodities Vendor at 250 Justice per 375 Honor.
  • Conquest is now purchasable from the Valor vendor at 250 Conquest per 250 Valor.

Gotta love this one.  Heres the thing.  Conquest points are quite easy to get each week up to the cap.  But theres a LOT to buy with those points (theres two whole sets of gear if you want the prestige pretty gear).  Valor is gained more slowly, but you run out of things to buy sooner.  So the last bullet is a win.  Then, Honor is painfully slow to get compared to Justice IMO.  If you play solo, or prefer BGs sure its probably not so much of a grind.  But to run a BG and get only 50-100 Honor and get a slew of abuse into the bargin is not my idea of fun.  I have a limited amount of WoW time and this is not how I want to spend it.  On the other hand you can get at least 280 Justice from a four boss heroic (more with guild perks and even more if you have already done your Valour run).  Morrighan still needs some PvP gear so I will be taking her back into heroics once this patch hits to farm PvP gear.

  • Targets and focus targets now display on the mini-map.

I can think of at least two valuable uses for this. Finding that female dwarf rogue for a holiday achievement and finding a rare elite you’ve been looking for.  And thats before you even get to its use in raids and BGs.

Things that make me want to cackle madly

  • Dark Simulacrum now works on numerous additional spells in dungeon encounters.

Mwhahahahahaha.

Ret Paladin changes
Note this is not a complete list, just the highlights (or lowlights depending on your point of view).

  • Word of Glory now has a 20-second cooldown.

This is obviously a nerf for retribution.  In PvE I doubt it will be noticed.  If you notice it in PvE as ret then really you need to look at your healing strategy some more (prot is a different matter all together, but still…).  In arena it will be, and especially in 2s.  I will notice it in 3s if our healer dies.  But I can understand the philosophy behind it and support that.  If you cast WoG more than every 20 seconds you aren’t really doing a lot of dps because it takes a big chunk of that time just to get up to 3 points of Holy Power!

  • Divine Storm now generates 1 point of Holy Power if it hits (i.e. successfully lands on) 4 or more targets.

This makes DS usable.  I haven’t really used it much in PvE at the moment.  Its useful when you have a group of very little, low health adds and thats it.  And even then Consecration is better.  DS without HP generation is a huge dps loss.  I also had the feeling it needed a boost in dps itself, but maybe not.  We’ll see.

  • Sacred Shield’s internal cooldown has been increased to 60 seconds, up from 30.

Well of course I don’t like it.  But I can see why they did it.  I was glad to see Sacred Shield back and can understand that in PvP all the other classes don’t feel that way.

  • Selfless Healer: The damage bonus from this talent now has a 30 sec duration instead of 10 sec.

Again supporting the use of WoG as an occasional heal.  This means you at least get the debuff for long enough to get your Holy Power back, and then a bit longer.  I think you’ll see more WoG in PvE with this and it will make the cooldown less painful in PvP.  If I save the mage with a WoG I then get more of a dps boost to help burn our enemies.

Holy/Shadow Priest changes
Note this is not a complete list, just the highlights (or lowlights depending on your point of view).

  • Dispel Magic can only be used on the casting priest as a baseline effect.

Booooo.  I know it brings us in line with the other healers.  I wonder if this also affects Mass Dispel?

  • Priests now innately have 100% pushback protection from damage while channeling Divine Hymn and Hymn of Hope.

Cheer.  Theres nothing more irritating than channelling one of these only to have some adds spawn and interrupt it.

  • Holy Fire damage has been increased to be approximately 30% higher than Smite.

Good.  I know its rare to use it and you could just use something else.  But I always felt this was wrong.

  • Inner Will and Inner Fire now last until canceled.

Another point in the ‘helping forgetful raiders’ column.

  • Mind Sear damage has been doubled.

Needed.  Much needed.  Mind Sear is terrible right now.

  • Power Word: Shield duration has been reduced to 15 seconds, down from 30.

Although its a nerf I don’t think its a huge change other than were you pre-cast shields.  You’d only really notice it in PvE when your shield wasn’t needed anyway.

  • Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.

This is confusing as I’m not clear if its a talent or a part of choosing to be Holy.

  • Chakra now lasts until canceled, up from 1 minute.

Useful for pre-casting.  Or if you cast it and then get distracted and don’t use it.  The problem with both of those is you often end up with the wrong Chakra state because you need to cast a different type of heal anyway.

  • Holy Word: Sanctuary healing done has been increased by 35%. In addition, it has a new spell effect.

Needed.  Once I realised how underpowered this was for how much mana it cost, especially in constrast to the instant heal from the other Chakra state, I stopped using it.  Which is a shame because its pretty.

  • Surge of Light can now also trigger from Binding Heal.

Nice.  I use Binding Heal quite a bit.

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