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Patch 6.2 PTR Patch Notes

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11881-patch-62-ptr-patch-notes.jpg

 

The 6.2 PTR patch notes are starting to be released! We'll be raiding Hellfire Citadel, finishing the legendary ring quest line, and seeing new Mythic dungeon difficulty! There will also be naval Garrison missions and more. Take a look at the notes!

 

Notes as at the time of posting:

 

New Content

 

Zone Unlocked: The Invasion of Tanaan Jungle

  • It's time to take the fight back to The Iron Horde in Tanaan Jungle!
  • Access to the zone is unlocked by constructing a Shipyard (available to characters with a level 3 Garrison). To begin your journey, report to your Garrison and accept the “War Council” quest.
  • New daily quests are available in Tanaan to acquire shipyard resources and more.
  • Open-world questing with rare creatures and hidden treasures scattered throughout the zone.
  • More information will be added as development continues.

 

New Garrison Feature: Shipyard and Naval Missions

  • Shipyard
    • Characters with a level 3 garrison can now construct a Shipyard.
    • To begin the path to construct a Shipyard, report to your Garrison and accept the “War Council” quest.
    • Build ships in your Shipyard and dispatch them on new Naval Missions.
    • More information will be added as development continues.
  • Naval Missions
    • Naval Missions are still early in development. More information will be added as it becomes available.

 

New Raid: Hellfire Citadel

  • Assault the Hellfire Citadel, mighty fortress of the Iron Horde, torn asunder by fel energies unleashed by Gul’dan, and stop the impending invasion of Azeroth!
  • Hellfire Citadel stands at the heart of Tanaan Jungle, where 13 deadly bosses await you, including Kilrogg Deadeye, the monstrous Gorefiend, a reanimated Mannoroth, and Archimonde himself.
  • Keep an eye out for more information on testing dates and times!

 

New Dungeon Difficulty: Mythic

  • Draenor Dungeons now have a new difficulty level designed to challenge even the most hardened adventurers with a befitting increase in reward. Mythic difficulty is geared towards players that enjoy tackling difficult content in smaller groups and is designed to provide an alternate progression path.
  • Mythic Dungeons are on a weekly lockout, and drop gear that's item level 680 with a chance for boss at the end to drop loot that's item level 700.
  • More information will be added as development continues.

 

Adventure Guide

  • An evolution of the Dungeon Journal, the Adventure Guide provides a wealth of information on what to see or do for the character.
  • More information will be added as development continues.

 

Legendary Ring Quest Line

  • Finish the Legendary Ring!
  • More information will be added as development continues.

 

General Changes

 

SW7JQRNIKK8A1288055993735.gifCreatures and NPCs

  • Spirit of Harmony Vendors no longer offer Restored Artifacts for sale.

 

QLAO8B9H5EPA1288780623292.gifWorld Environment and Events

 

Darkmoon Faire

  • New Darkmoon Potions: A new set of Darkmoon potions can be purchased for one Darkmoon Prize Ticket from the Draughts and Tinctures vendor, Faldar Willowshade at the refreshments table.
  • Darkmoon Fishing: The elusive Darkmoon Daggermaw can now be caught off of the shores of Darkmoon Island. Return them to Galissa Sundew at the docks for a variety of prizes.

 

80LIMPDIQEGU1288055862457.gifRaids and Dungeons

 

Raids

  • A brand new raid, the Hellfire Citadel awaits you with 13 new bosses. More information about the new raid can be found under New Raid: Hellfire Citadel.

Challenge Mode

  • Completing a Challenge Mode daily quest now awards item level 680 gear (up from item level 660).

 

LZUR1I7TWKB21288055964704.gifPvP

  • All level 100 characters engaging in PvP combat now have a item level base and cap for non-PvP items.
    • Non-PvP gear between item levels 560 and 690 will now scale up to 690 in PvP combat.
    • Non-PvP gear above item level 715 will now scale down to 715 in PvP combat.
    • PvP gear remains unaffected and will not be capped in PvP combat.

 

22R7411AHTXM1288055954239.gifCollections

 

Heirlooms

  • New Lightforge Heirloom plate armor pieces have been added for helm, chest, and legs to complete the Intellect plate set.
  • Two new PvP-centered heirlooms have been added to the arena chests in Gurubashi Arena in Stranglethorn Vale and the Deathmatch Pavilion on Darkmoon Island. Master Pit Fighters or Arena Grand Masters, hop into the arena and defend your title for a chance to loot these new prizes!

Mounts

  • Argent Warhorse should now display correctly in the Mount Journal.

 

KLQQ6E1DJ7Q31305014608234.gifItems

  • Apexis Crystals no longer have a cap.

 

R51WZLNXS8VS1288055884550.gifAchievements

  • Exploration Mission Master achievement no longer requires completing treasure map Garrison Missions.

 

Classes

 

FALKFMBBEMHW1288055837785.gifDeath Knight

 

General

  • Anti-Magic Shell now absorbs 100% of all magical damage (up from 75%). However, damage absorbed no longer causes Resolve.
Frost
  • Frost Strike now deals 20% more damage.
  • Howling Blast now deals 20% more damage.
  • Obliterate's damage has increased by 20%, but deals only 80% of normal damage against player-controlled targets.
Unholy
  • Necrosis now deals 17% less damage.
Glyphs
  • Glyph of Ice Runes has been removed.

 

NRBEX3PV0KPH1288055857693.gifDruid

 

General

  • Frenzied Regeneration now refunds a proportional amount of excess healing dealt back to the Druid as Rage.
  • Thrash now deals 10% more damage.
Balance
  • Mastery: Total Eclipse has reduced in effectiveness by 5%.
Feral
  • Rake now deals 10% more damage.
  • Rip now deals 10% more damage.
Guardian
  • Bear Form now increases armor by 285% (up from 250%) for Guardian Druids.
  • Healing Touch no longer cancels Bear Form for Guardian Druids.
  • Savage Defense now also reduces physical damage taken by 25%.
Talents
  • Dream of Cenarius' effect can now be stored for up to 40 seconds (up from 20 seconds) for Guardian Druids.
  • Force of Nature's summoned Treant now deals 100% more damage.
Glyphs
  • Glyph of Untamed Stars is now automatically learned at level 75.

 

75SC9Y9ZUYHL1288055895690.gifHunter

 

General

  • Aspect of the Fox has been removed.
Marksmanship
  • Aimed Shot now deals 15% more damage.
Survival
  • Mastery: Essence of the Viper has increased in effectiveness by 19%.
  • Explosive Shot now deals 15% less damage.
  • Serpent Sting no longer deals an initial "tick" of damage when the periodic effect is first applied.
Talents
  • A Murder of Crows now deals only 80% of normal damage against player-controlled targets.
  • Barrage now deals only 80% of normal damage against player-controlled targets. Additionally, the ability no longer hits invisible or stealthed targets.

 

WJR71RF90Z181288055909966.gifMage

 

General

  • Amplify Magic has been removed.
Arcane
  • Mastery: Mana Adept has reduced in effectiveness by 6%.
  • Arcane Missles now deals 10% more damage.
Frost
  • Mastery: Icicles is now 13% more effective.
  • Brain Freeze now has a 15% increased chance to trigger on each multistrike (down from 25%).

 

YIFDLG3IMMT91348557272988.pngMonk

 

General

  • Blackout Kick now deals 30% less damage.
  • Provoke now has a 30 yard range (down from 40 yards).
  • Tiger Palm now deals 30% less damage.
  • Tiger Strikes no longer triggers from multistrikes, but now provides a 40% increase to Multistrike chance while active.
Brewmaster
  • Blackout Kick no longer increases the Stagger amount for Brewmaster Monks.
  • Stance of the Sturdy Ox now increases armor by 125% (up from 75%) and provides a 10% base Stagger percentage. Additionally, the Stagger effect no longer works against attacks which ignore armor.
Windwalker
  • Fists of Fury now deals 30% less damage.
  • Hurricane Strike now deals 30% less damage.
  • Tigereye Brew now increases damage dealt by 10% per charge consumed (up from 6%).
Talents
  • Chi Explosion now deals 30% less damage for Windwalker Monks.
  • Serenity now lasts 5 seconds for Brewmaster Monks (down from 10 seconds).

 

GQP563QMH24P1288055940834.gifPaladin

 

Retribution

  • Mastery: Hand of Light has reduced in effectiveness by 6%.

 

1X9TKHDKKG5Q1288055947053.gifPriest

 

Shadow

  • Mastery: Mental Anguish has been reduced in effectiveness by 10%.
  • Shadowform no longer applies its visual effect to the Priest's mount.
Glyphs
  • Glyph of Shadowy Friends now extends Shadowform's visual effect to the Priest's mount in addition to non-combat pets.

 

2I4XJW6A6UZY1288055986502.gifRogue

 

Assassination

  • Envenom now deals 10% more damage.
  • Eviscerate now deals 10% more damage.
  • Mutilate now deals 10% more damage.
  • Sinister Strike now deals 10% more damage.
Combat
  • Mastery: Main Gauche has increased in effectiveness by 10%.
  • Killing Spree no longer prevents the Rogue from being targeted or grant immunity from crowd-control ffects. Additionally, the effect is now cancelled if the Rogue is crowd-controlled.
Subtlety
  • Mastery: Executioner has decreased in effectiveness by 8%.
  • Backstab now deals 20% more damage.
  • Sanguinary Vein now causes the Rogue to deal 30% more damage to targets affected by Rupture (up from 25%).
Talents
  • Shuriken Toss now deals 53% more autoattack damage. Additionally, fixed a bug that caused hits made with offhand weapons to deal 15% more damage than intended.

 

PGMZEQJORZPG1288056015531.gifShaman

 

Elemental

  • Elemental Overload now increases multistrike damage by 20% (down from 35%).
Restoration
  • Chain Heal now heals for 25% more.
  • Riptide no longer increases Chain Heal's effectiveness by 25% on the primary target.

 

YRBGSL7DIECD1288056063119.gifWarlock

 

General

  • Corruption now deals 12% more damage.
  • Shadow Bolt now deals 25% less damage.
Affliction
  • Agony now deals 12% more damage.
  • Unstable Affliction now deals 12% more damage.
Demonology
  • Mastery: Master Demonologist has decreased in effectiveness by 4%.
  • Chaos Wave now deals 25% less damage.
  • Doom now deals 25% less damage.
  • Hand of Gul’dan now deals 25% less damage.
  • Soul Fire now deals 25% less damage.
  • Touch of Chaos now deals 25% less damage.

 

H8GHR7PJKXKQ1288056067274.gifWarrior

 

General

  • Defensive Stance now decreases damage taken by 25% (up from 20%).

 

 

Massive changes incoming! What do you think?

 

Patch 6.2 PTR patch notes came out today!

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RiP Demonology Locks, Survival Hunters, Windwalker Monks, and Brewmaster Monks.  Farewell to Aspect of the Fox and Amplify Magic.  

 

Mythic dungeons sound interesting, should be fun.  Archimonde and Mannoroth as raid bosses will be interesting, can't wait to see the lore behind this.

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Finish the legendary ring.  So assuming that means the 2 full tiers are confirmed?  Anyone else worrying about how long this tier will last?  I thought Dragon Soul and SoO were bad.

 

Happy to be proven wrong though.

 

But - as an expansion (and the cost of buying an expansion) I feel a little underwhelmed.  I understand they said they want patches / expansions rolled out a lot sooner but the price should reflect this.

 

Mythic dungeons seem quite interesting.  But other than that and the new raid - these early notes don't really give us much to do.

 

New zone + daily hub should have been added in 6.1 in my opinion.

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Finish the legendary ring.  So assuming that means the 2 full tiers are confirmed?  Anyone else worrying about how long this tier will last?  I thought Dragon Soul and SoO were bad.

 

Happy to be proven wrong though.

 

But - as an expansion (and the cost of buying an expansion) I feel a little underwhelmed.  I understand they said they want patches / expansions rolled out a lot sooner but the price should reflect this.

 

Mythic dungeons seem quite interesting.  But other than that and the new raid - these early notes don't really give us much to do.

 

New zone + daily hub should have been added in 6.1 in my opinion.

 

Yeah Full two tiers are already confirmed. Some of the set bonuses have already been data mined and they are....... interesting. Waiting for the DK ones to pop up since Tier 17 was so underwhelming. Also the final legendary ring forms have been found, very strange effects that I think is going to make pugging even more of a pain then it already is XD

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Yeah Full two tiers are already confirmed. Some of the set bonuses have already been data mined and they are....... interesting. Waiting for the DK ones to pop up since Tier 17 was so underwhelming. Also the final legendary ring forms have been found, very strange effects that I think is going to make pugging even more of a pain then it already is XD

The legendary rings have already been determined that the procs are placeholders from an old design.

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The legendary rings have already been determined that the procs are placeholders from an old design.

 

Yup, there is already a new design out which is even believed to be a place holder. I hope their ideas change though, I don't like this ring chaining design. Will change pugs to "no ring no raid" but I guess that's how pandaland was with the cloak

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      Stellar Flare suffers from a very heavy cost. A Starfall that costs 60, plus the Stellar Flare (10), plus the fact we aren't casting a filler (8), means Stellar Flare costs a bit too much.
      Stellar Flare requiring a Starfall to be down to get a large portion of its damage felt bad – it’s a kind of weird negative synergy with both being Astral Power spenders. We’ve removed the Stellar Empowerment portion of it, and instead its damage is increased by Balance mastery (the portion that increases Astral Power spender damage), and kept its 10 Astral Power for now.
      One use case for Stellar Flare was that it can be a spender for targets that can’t all be covered by a single Starfall (even though Stellar Drift covers the entire world and pulls the floor above), and this use case pointed even more toward removing the Stellar Empowerment requirement portion of it. I think Stellar Flare is still looking for its place on the spec - we’ll continue to look for opportunities to improve/change it.
      05/01/2018 12:21 AMPosted by Cyouskin
      AOE gameplay is too reliant on Shooting Stars. Other talents do not come close to the         performance of Shooting Stars.
      Shooting Stars looks/feels cool, but provided just a little too much Astral Power. Especially considering that the talent row it’s now on (with Stellar Drift and Stellar Flare) provides no other resources generation, reducing its Astral power proc makes sense.
      05/01/2018 12:19 AMPosted by Cyouskin
      Force of Nature suffers from scaling issues. The other talents have a notable effect on Astral Power generation.
      Agree that summoning some Treants on a long cooldown doesn’t bring much in terms of mechanical interaction. It now generates some Astral Power over its duration.
      05/01/2018 12:21 AMPosted by Cyouskin
      The current rate of Astral Power generation is pretty low.
      Starsurge’s cost hasn’t been changed, but some amount of Astral Power generation has been added to a few places – Warrior of Elune, Force of Nature, Fury of Elune (now a generator instead of spender), Nature's Balance (new design). Additionally, the average cast speed of your two generators has been meaningfully sped up, with Starlord’s 15% cast time reduction becoming baseline. Definitely will be keeping an eye on pacing feedback.
      05/01/2018 05:50 AMPosted by Maruul
      And for the love of god remove Nature's Balance, I have never seen a talent that makes me more depressed. I dread the day I have to pick it because it's the best, it is horribly unexciting and makes the rotation even more wrath spam. Don't make it baseline, don't buff it, just delete it.
      Agree here. The bonus it provided ended up making the single-target rotation less engaging, even if it was sometimes nice to have in multitarget situations.
      The new/redesigned version of Nature's Balance is: While in combat, you generate 2 Astral Power every 3 sec. While out of combat, your Astral Power rebalances to 50 instead of depleting to empty. It's a combination of the live Blessing of An'she talent (which has been removed and one half folded into this one) and the new effect which removes out-of-combat Astral Power degeneration while below half, allowing you to enter combat with up to 50 Astral Power, which allows a Starsurge or Starfall on the opener.
      05/08/2018 05:18 PMPosted by Gärzen
      Welp the new build came out today and another nerf in the form of Soul of the Forest only reduces the cost of starfall by 10 down from 20. Thats the nail in the coffin right there, destroyed the rest of our niche. This was the build we were looking forward to.
      Starfall’s base Astral Power cost has been reduced to 50. We probably should have waited to make that change to Soul of the Forest along with the rest of the changes to the spec. Overall, that reduction to Soul of the Forest is still the right thing (I think many of you agree) - 1/3 off the cost of Starfall for a talent is pretty overboard – but without the context of the rest of the changes it’s understandable that it doesn’t look right.
      05/13/2018 03:53 PMPosted by Comfybundles
      Please give us a way to spread Moonfire on multiple targets.
      Twin Moons is a new talent that causes Moonfire to deal additional damage and also hit a second nearby enemy within 20 yds of that target. (a.k.a legendary shoulders) This was useful functionality that helped with ramp in multitarget situations and was also visually satisfying.
      One other change is to Celestial Alignment/Incarnation: Chosen of Elune. Instead of providing +50% Astral Power generation on Lunar Strike/Solar Wrath, they now provide 15% Haste (and their damage bonus has been tuned down slightly for now). The spec’s resource is a bit of a not-super-stable balance of Astral Power and Lunar/Solar Empowerment generation/consumption, and Celestial Alignment/Incarnation: Chosen of Elune sometimes caused resource/Empowerments overflow, a problem that a Haste bonus doesn’t have.
      Thanks for all the well-written and constructive feedback, especially from the original poster.