World of Warcraft PTR Patch 3.3.0The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/
General
- Icecrown Citadel
- All three wings of the 5-player dungeon are currently available for testing.
- Select encounters in the 10- and 25-player raid dungeon are available for limited testing.
- Additional Icecrown Citadel raid content will be made available in future test builds. For more information and testing schedules please visit our Test Realm forum.
- Quel’Delar Quest Chain: The Battered Hilt, the item needed to start this quest line, can now be purchased from all glyph vendors on the public test realms.
- Character Creation: The descriptions for races, classes, and race/class combinations have been improved to provide new players with a better idea of the roles and advantages of each class and race.
- Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
- Knockbacks no longer dismount players. If on a flying mount, you will be knocked back a short distance before being able to resume flying.
- The existing /welcome emote now greets/welcomes targets (character says “hello”), while the new /yw is for saying “you’re welcome.”
- Many of the tail sweeps with knockback effects will no longer hit players’ pets.
- Level 1 characters no longer start with food or water in their inventory.
- Attack is now called Auto Attack. The tooltip has been changed to reflect that the player will continue automatically attacking a target.
- Meeting Stones: To use any Meeting Stone, it is only required that the character’s minimum level be 15. There is no maximum character level requirement for any Meeting Stone.
- Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.
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.
- Attack: Level 1 druids, mages, priests, and warlocks will no longer start with the Attack button placed on their action bars by default.
- Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
- Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
- Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player’s level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
- Pet Resilience: All player pets now get 100% of their master’s resilience.
- Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.
- Taunt Diminishing Returns: We’ve revised the system for diminishing returns on Taunt so that creatures do not become immune to Taunt until after 5 Taunts have landed. The duration of the Taunt effect will be reduced by 35% instead of 50% for each taunt landed. In addition, most creatures in the world will not be affected by Taunt diminishing returns at all. Creatures will only have Taunt diminishing returns if they have been specifically flagged for that behavior based on the design of a given encounter.

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