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  • Raid Rx: What druid and shaman cooldowns would you like to see?

    by 
    Matt Low
    Matt Low
    02.18.2011

    Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand pooh-bah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. If you're looking for more healing advice, check out the Plus Heal community and the new healing, raiding, and guild management podcast, Matticast. No beating around the bush today. There were some upcoming healer changes that were announced earlier in the week. I can tell you as of right now, I'm worried about the Power Word: Shield change -- not because I think discipline priests will remain overpowered, but because holy might go the route. I'll explain that later on in the post. The main focus of today's post is defensive cooldowns for shaman and druids. I'm sure a number of players don't believe there's a need for the two classes to get defensive cooldowns, but in order to compete for utility, I think druids and shaman would benefit greatly from having those spells available. The argument here is that since the four healers are approximately the same across the board (from a throughput perspective), the edge might be given to paladins and priests because of the additional cooldowns they have to offer. Shaman and druids might end up being even more attractive in 10-player raids.

  • Lichborne: Major patch 4.0.6 changes for death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    02.15.2011

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. Join World of Warcraft's first hero class as we head into a new expansion and shed the new kid on the block label. Patch 4.0.6 was surprisingly busy for death knights. While we did cover some of the specifics back when the first patch notes came out, how it's all played out is a little different, especially with some additional hotfixed nerfs that dropped for death knights. That said, despite the nerfs, we're really not in that bad a place, and for certain death knights, there's even good news. This week, we'll take a look at some of the most important changes that came with patch 4.0.6 and how they affect your playstyle and gearing decisions.

  • WoW Insider's guide to patch 4.0.6

    by 
    Michael Sacco
    Michael Sacco
    02.08.2011

    World of Warcraft patch 4.0.6 is upon us, and WoW Insider has all the information you need to take advantage of what the patch has to offer. Check out all of our patch 4.0.6 coverage below, organized into sections for ease of reading. Official patch notes Official patch notes released News and discussion Luck of the Draw getting buffed in 4.0.6 Justice point trade good prices 2,200 rating PvP weapons removed temporarily General thoughts on healing in patch 4.0.6 Ghostcrawler on heroic dungeon difficulty PvP The PvP perspective on 4.0.6 Tol Barad changes in 4.0.6

  • The Care and Feeding of Warriors: Arms and the 4.0.6 patch notes

    by 
    Matthew Rossi
    Matthew Rossi
    01.15.2011

    Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host. Last week, we saw patch notes for the PTR and patch 4.0.6. Since then, we've seen updates to these notes. These updates mean that some of the things we talked about no longer apply. And then they went and updated them again. It would be fair to say I kind of groaned when I saw Blizzard do this, knowing I'd most likely have to basically spend another week talking about the notes. I was especially annoyed because I finally have my tank set to the point where I can tank in a raid or a heroic without feeling painfully undergeared, and I've gotten my DPS up to where I think it should be at the current gear level and talent spec design. In general, I think warriors are almost where they should be right now. We may be slightly weaker than I'd like as tanks, and arms is frankly pretty bad as a DPS spec right now. It's still good for PvP, although that's mostly due to its ability to chain stuns, which it will be losing somewhat in 4.0.6. With Slam still not scaling at all with haste, arms is going to need flat-out DPS increases to go along with the nerfs it's taking. Fury will probably be all right -- not the absolute top DPS, even among hybrids, but it will deliver in fights where melee is unduly punished for being melee. So let's go take a look at the cards we're going to be dealt in patch 4.0.6 as of the most recent update. If I had to sum up the entirety of the remainder of this post, it would be, "Okay, but why not buff arms for PvE?"

  • Arcane Brilliance: News and notes for mages from PTR patch 4.0.6

    by 
    Christian Belt
    Christian Belt
    01.15.2011

    Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week, a magical journey awaits ... a fantastic voyage through a mystical realm. I speak, of course, of the Public Test Realm, and the wondrous patch notes that dwell therein. Now before we begin, I should make it clear that mages aren't getting anything even remotely earth-shattering in patch 4.0.6. It's not like Blizzard is letting us autofire while moving or anything. But a patch is still a patch. Things are going to change, and though mages have been left largely un-fiddled-around-with (at least in comparison to many other classes), we do have some incoming alterations to be aware of. So with our expectations in an appropriately subdued state, let's peek beyond the jump for an annotated look at what be happening, yo.

  • Raid Rx: Patch 4.0.6 healing thoughts

    by 
    Matt Low
    Matt Low
    01.14.2011

    Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand pooh-bah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. If you're looking for more healing advice, check out the Plus Heal community and the new healing, raiding and guild management podcast Matticast. Even though I wasn't responsible for it, its nice to believe that my little story in last weeks column might have influenced the Mana Tide change. What is the change, you ask? Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide. It won't be an overpowered mana reset ability anymore. I have to admit, I do miss having that synchronizing aspect that all the healers share. Having a shaman give a 3-second warning that he is going to drop a Mana Tide cued the rest of the healers to activate their spirit trinkets. I thought that was a neat little interaction. I wouldn't mind seeing more of it somehow later on -- little ways that help promote (but not so much require) healing coordination would be a cool addition. I'm just not sure what other ways methods can be explored. On the bright side, I don't need to figure out which players have the lowest mana regeneration in order to stack them into the healing group. But hey, enough about resto shaman already! Some additional healing changes (both nerfs and buffs) will be coming soon. No idea if any of this stuff is going to stick. Tell me what you think.