A lot of people overlook the importance of battlegrounds when trying to get better at a class. The truth is, almost all problems with your play style
can be worked on without tanking arena rating. A lot of people unde
restimate the skill level of other players in battlegrounds but,
“it’s like walking into a subway in New York, you don’t know who you are going to meet” (Azzamat).
Let uneven match ups benefit you. If you can, this is probably the best way to get valuable practice. A lot of people in BG’s are only there to gear up alts, this is why having an uneven battle will benefit you more. Some common problems to focus on would be:
Survivability vs. mana conservation: I know this was a big reason I went back into battlegrounds on my shaman. The situation Earth Shield vs. Water Shield. Obviously tanking with Earth Shield will give you a lot more survivability but you will eventually go oom. As a Paladins you can work on the same issue of timing your Diving Plee after their cooldowns.
Healing Multiple Targets: If you only play 2v2 this usually isn’t as important for you, but finding a cast rotation that will allow you to keep 2 targets up will usually help against lock teams.
Doing damage while taking damage: A lot of casters have the problem of not being able to do any damage with melee on you. Learning to juke Kicks or Mind Freeze while still setting up your shatter combos or burst is important in arena. Just remember, you do less damage locked out then spamming instants.
Crowd control under pressure: In arena, most mage/lock combos rely on CC. If your main role is to CC you should still be able to control 1 target with DPS on you. Practice setting up teleports to get off a fear or sheeping focus targets after a blink.
Being patient: For rogues, making sure you have almost full energy before the full kidney shot on the kill target. DK’s/Warriors build ruinic power or rage to use with your interrupt to provide a nice burst.
Don’t miss: If you are going to use the energy to kick or the rage to pummel. Make sure you
don’t miss. If you are going to miss the interrupt it would be better to let the heal go through and get the next one.
Blizzard’s Perspective on Healing
My point was more that when it all comes down to it, healing is generally limited by one of three things: 1) Running out of mana, 2) Running out of GCDs, and 3) Just doing the wrong thing in the wrong situation.
The type 3 fights are generally the most interesting for a healer, but you’re also not going to find every fight like that, and it might be exhausting if they were. I am generally referring to fights where you shouldn’t heal at a certain time, or you need to move at a certain time, or you need to heal the right person at exactly the right time.
Currently we think the game has strayed too far towards the type 2 style of healing, where if you miss a single global, your target might die. This may not be the case if you are on Naxxramas milk runs, but it was certainly the case in Sunwell and other more challenging content. Since you must heal for your max amount every GCD, and the penalty for failing that heal (i.e. wiping) is probably worse than the penalty for overhealing, the healing game feels very spammy. More situational or efficient heals lose out compared to heals that maximize throughput. Coordination among healers doesn’t feel particularly necessary because overhealing isn’t a big deal. Paying attention to what is going on in the fight is a luxury because you need to keep those max casts coming.
However, part of backing out of that means carving enough bandwidth out so that players can make decisions about who to heal and which spell to use. The key word is “decisions.” A rogue makes a decision about when to blow cooldowns or pop a Healthstone. A warrior tank makes a decision about when to blow Last Stand or sometimes even Taunt. If all a priest is doing is using CoH and PoM on every cooldown and filling in the space with Flash Heal, or if all a paladin is doing is spamming HL and using DP every cooldown, those aren’t interesting decisions — in fact they are the kind of thing that can be macroed and macros are often (though not always) a warning sign that the player isn’t or doesn’t have to decide which ability to use next.
There will always be some simple “gear check” style fights. Those have their place, particularly to communicate to your group that perhaps you aren’t yet ready. But they don’t all have to be that way.
[...] Here is a great paladin decision: “Should I heal that guy who likely won’t die in the next couple of seconds or does that dependable druid have hots on him already?”
Currently the answer is: “I can afford to waste the mana, so who cares?”
Note that I am not saying you need to necessarily look at the target’s active spells to know the answer. If you heal with the same people for very long, you form a good idea of what they are doing. In pugs you might need more explicit rules for who heals whom, but again, you can currently afford to be so sloppy with your mana that it’s not worth the effort.
Dual Specs and Sub-80 Characters
With new features we have learned that players tend to be much more forgiving if we are too stringent at first and relax requirements over time, than if we give away too much and end up having to “nerf” a feature that turned out to be overly generous. Make sure to ready the complte Q/A with Ghostcrawler regarding Dual Specs.
Warrior Tanking Issues
We still are not convinced that warrior tanks are operating at some huge deficit compared to other tanks. There are going to be situations where one or the other classes are going to feel easier as tanks, just because the abilities and mechanics are still different despite all of our homogenization (and we really don’t want to homogenize any more).
I think there are some quality of life issues we can improve for warriors. Heroic Strike is definitely one of them. It does its job in letting you convert excess rage to threat without consuming a global cooldown, but it requires a lot of extra button pushes. It is something we are discussing.
Warlock Voidwalker Tanking
I would not expect the Voidwalker to continue to be an excellent tank for challenging raid content.
The health boost was largely for PvP reasons and the damage avoidance was to make up for limitations in pet AI and master control, not to let you opt out of having to manage tons of incoming damage on your main tank.
Death Knights Removing HoTs
This (the hot removal of Blood Plague) is something we are definitely taking a hard look at for 3.1. Plague Strike is intentionally weak because of this ancillary effect, but that also leads to DKs not wanting to use a core ability except when doing PvP against hot-based healers (which pretty much means druids). DK survivability and utility in PvP are definitely not something we are overly worried about at the moment. [...] I meant that DKs have plenty going for them in PvP even if they could no longer remove a whole stack of Lifebloom.
Mutilate Nerf Explained
An Overkill change would have required more redesign of the talents and abilities than we were willing to make for a small patch like this. We’re also unconvinced it would have fixed the problem alone.
Basically, it might have helped stealth burst, but wouldn’t have helped with unstealthed burst, which was still too high in our opinion. Two Mutilates and a Cold Blood Eviscerate within one Kidney Shot duration is a ton of damage, and is possible with unglyphed Vigor and no Overkill. Add a partner or an interrupt or whatever and it can mean death for most players in very few GCDs.
Overkill and glyphed Vigor are something we will probably look at for 3.1, depending on how the current changes shake out.
Mutilate / Dirty Deeds Bug
There did seem to be a bug with Dirty Deeds affecting Mutilate damage, and I believe it was hotfixed yesterday (13 Feb). Mutilate should now be doing lower damage vs. poisoned targets in all cases.
Rogue poison damage had at least two bugs in the system when Lich King launched. When we fixed those bugs, rogue damage dropped significantly. There is speculation that the same thing is true of Dirty Deeds — that because Dirty Deeds was inflating poison damage more than we realized that rogue damage will drop too much with the Mutilate changes and Dirty Deeds bug fix.
We do not have that concern at this time. We are happy with Mutilate’s extra damage to poisoned targets to be 20% with or without Dirty Deeds. We plan to increase rogue PvE damage in other ways, such as through the announced (but not finalized) Hunger for Blood, Killing Spree and Lightning Reflexes changes in 3.1.
I suspect the Dirty Deeds bug was introduced at the same time as the Mutilate nerf in 3.09, but can’t know for sure without a lot of digging. (I say that because I suspect the Dirty Deeds talent had to recalculate bonus damage and we neglected to change this calculation when we changed Mutilate itself.) I’ll report back when and if I have time to investigate or if someone else at Blizzard knows the answer off the top of their head.
We are skeptical that the Mutilate change and Dirty Deeds hotfix will be the death knell for rogues in PvP, but we will keep an eye on what happens with these changes in place.
Arcane Mage Barrage Nerf
A last minute change was made to the mage Arcane Barrage spell which reduced its spell power coefficient. This change did not make it into the 3.0.9 patch notes. We will be carefully evaluating this change and its effects on game balance in both PvE and PvP. If you have constructive feedback to provide, please do so in this thread.
Hunter Ammo Changes
In our 3.1.0 class updates post, we had announced plans to remove consumable ammunition from the game upon the release of the next major content patch. Our original plans were to change ammunition so that hunters would no longer need to utilize bag space, while adding some new functionality that would continue to make ammunition a compelling element of gameplay. Unfortunately, this intended change will not be completely ready in time for patch 3.1.0.
We still fully intend to move forward with this change when the additional functionality becomes available, and for 3.1.0 we still intend to remove the need for pouches/quivers by greatly increasing the stack sizes on arrows and bullets, and the haste bonus from the bags will be preserved in another fashion. We’ll be sure to inform our players with further updates once they become available.
Druid’s Savage Defense
It isn’t intended as a buff or nerf per se.
As many players have surmised, we want to make gearing as a bear tank more interesting, yet we don’t have a lot of room to expand on stamina, dodge or armor. In this case the specific numbers are not as important as the general idea, though we also think the specific numbers are a really good place to start.
Priest Hymn Changes
Keep in mind that the changes we listed as a possible for the future patch are just a short list. I believe Ghostcrawler did say that Hymns are something we’d like to look at, but I couldn’t say specifically if anything is planned for them just yet.
Warlock Pet Buffs
We’re looking into making further improvements (though there is no current ETA) for these pets, however, specifics haven’t been locked down. We’ll let you know when more information becomes available on this subject.
Raid ID Changes
We did speak with some of the developers about this recently. While I’m unable to comment on your specific suggestions, I’ll say we were all in agreement that something needs to change with raid IDs. On the one hand, we are happy that pick-up groups have a wider array of options at their disposal, whether it be 5, 10, or 25 man content. On the other hand though, it’s currently too easy to end up saved to an instance that’s been cleared, or close to it, without knowing ahead of time this will happen.
We’ve been looking at player feedback in this regard, and are working to develop a better interface to warn players that will be saved to an instance that’s been partially, or completely cleared. This is something that might not happen in 3.1, but we’ll be discussing this further internally in the near future.
The 2009 blizzard arena tournament has now been officially announced! Check out the initial blue post regarding the tournament below.
We’re pleased to announce that the 2009 World of Warcraft Arena Tournament is nearly here. Starting next week (February 17, 2009), players will be able to sign up to compete in this year’s exciting competition. The tournament will feature an online qualifier played on our special tournament realms. Top teams will proceed to their respective regional finals and compete for a chance to reach the global world championship – with cash prizes totaling over $200,000.
These realms have been outfitted with level 80 character templates and the latest epic gear from Wrath of the Lich King. As an added bonus, we have included exclusive rewards that players can earn by participating in the tournament, including an Armored Murloc in-game pet. Top teams will also contend for a chance to achieve the “Vanquisher” title for their live characters.
If you would like to demonstrate your arena prowess, or simply want a chance to earn the exclusive loot, please check back next week for more details – including eligible countries – and register!
Yet another hilarious death knight bug, once again affecting the death grip ability. I don’t want to ruin the surprise so I’ll let you check out the video and see for yourself what you’ve been missing out on.
On a brief sidenote, do be aware that game masters are aware of this bug and have given warnings to players who they felt were exploting the bug. Never the less, it’s still pretty damn funny.
Brief blue post regarding new season 6 arena gear with associated rating requirements.
There’s still plenty of room for some items to be pretty hard to get without causing most players to be left out of good gear. As I mentioned earlier, with the start of the next season we expect new teams and personal ratings to start much lower than they have before (not 1500). That way, everyone’s experience is to climb toward the rating they’re successfully playing at. So, knowing that, here’s what our current thinking is on rating requirements for season 6.
Disclaimer: all of this is subject to change!
- Items with no rating listed would have no rating requirement
- It won’t be quite as easy to get deadly items via emblems of conquest as hateful items currently are via emblems of valor
- The new Archavon boss (a new boss located in another wing of the Vault of Archavon), will have slightly different drops than the current Archavon (he can drop Furious Gloves/Legs, or any possible random honor item in addition to tier 8 pve set items similar to Archavon’s t7 pve set drops, but cannot drop the Furious Chest piece)
- Honor/Arena costs aren’t listed but Hateful costs would be similar to current Savage, Deadly costs similar to current Hateful, and Furious costs would be similar to current Deadly
- You might note that the Furious weapon is still at a high requirement, 2k, the thinking being that most players are encouraged to get their weapon upgrade through pve, although hardcore arena competitors have an outlet to get an equivalent weapon through arenas (if you’re hardcore enough for 2k, you can forego raiding for a weapon)
- Additional note, “deadly trinket” refers to the current battlemaster’s trinkets, “furious trinket” refers to an upgraded medallion of the alliance/horde
1300+: Deadly Relics/Idols/Librams/Totems
1350+: Deadly Gloves
1400+: Deadly Legs
1450+: Deadly Chest
1500+: Deadly Helm
1550+: Deadly Shoulders
1400+: Furious Bracer (honor)
1450+: Furious Belt (honor)
1500+: Furious Boots (honor)
1550+: Furious Neck (honor)
1600+: Furious Gloves
1650+: Furious Ring (honor)
1700+: Furious Legs
1750+: Furious Chest
1800+: Furious Trinket (honor)
1850+: Furious Helm
1900+: Furious Cape (honor)
1950+: Furious Wands/Relics/etc
2000+: Furious Weapon
2100+: Furious Shoulders
2300+: Furious Tabard (purely cosmetic and awesome looking)
Finally, an explanation of the new arena match making system has arrived.
We recently introduced a new Arena matchmaking system with the intent of better matching up players against opponents of similar skill level, and to address potential abuses under the old system. We realize that many players have questions regarding the new system, and as such, we would like to provide more insight into the new matchmaking system.
- First and foremost, the primary goal of the new Arena matchmaking system is to match players against opponents of similar skill, regardless of your or your opponents’ team rating. This means that once an estimated skill level is determined, you will more likely be matched against other players of a similar skill level. Please note that the estimated skill level is constantly being evaluated and will adjust based on each team’s continual performance. Ratings that are won or lost also take into account skill level, so that you will not suffer a high penalty if you lose against a team that is much better than their actual team rating.
- Another important aspect of this new Arena matchmaking system is a smaller range of maximum rating that can be won or lost. Because of the differences between how the new system assigns rating points at the end of a match, we are still tweaking rating gain versus loss per match to improve the experience.
- If you were previously ranked with a high skill level and decide to create a new team, it should now be much easier to reach your team’s correct rating. This ensures that players will not feel penalized for moving between teams, and high ranked teams will not feel penalized for trying out new players without much risk to the team rating itself.
- Finally, the core and fundamental reason for the new Arena matchmaking system is for players to participate in Arena games that are fun. We feel that with this new system, higher ranked players will most likely find the challenges that they seek, newer players will no longer feel that Arenas are closed to them, and players will not feel as penalized for trying new things in the Arenas.
We like the way that matchmaking works in the new system and feel that it is working as expected. However, we acknowledge that there are some aspects of the way rating is calculated under the new system that could use some tweaking. As with all things, your enjoyment of the game and its systems are very important us, and this system was implemented in an effort to further promote the enjoyment of the Arenas. As always, we welcome your feedback and would constantly be striving to make this system even better.
Additional explanations added.
- Team rating: Team rating is the primary measure of a team’s skill during the course of its existence. Titles and arena points are based on team rating.
- Personal rating: Personal rating only exists to ensure that a player has participated enough on a team to deserve the benefits of being on that team. When personal rating gets close enough to team rating, we judge it is likely the player deserves the benefits of the team.
- Matchmaking rating: This rating exists to ensure quality match-making despite players changing teams. In addition, the theoretical mathematical foundations of the new matchmaking system allows this rating to adapt much faster than team rating and personal rating, making the entire system more correct. In our measurements to date, this rating has been quite precise in predicting the outcomes of future matches.
- The matchmaking rating is separate for each bracket, and the matchmaking ratings do not interact between brackets in any way.
- Each bracket has a seperate matchmaking rating.
- Team rating currently converges towards the average of the matchmaking ratings on the team. Personal rating currently converges towards each individual’s matchmaking rating. As such, the team rating currently ends up in the middle of the personal ratings of each member of the team, usually around the average personal rating of the team. As mentioned above, we will be adjusting this to keep personal ratings in line with team ratings.
Free character moves.
All PvP, RP, and RPPvP transfers are scheduled to close on Tuesday, February 3, at 5:00 pm PST provided our transfer goals are not reached prior to this time.
You can begin your transfer by visiting the Character Move page located here: https://www.worldofwarcraft.com/account/character-move.html
Source A Realms (PvP):
Bloodscalp (Horde transfers only)
Cho’gall (Horde transfers only)
Destination A Realms (PvP):
Source B Realms (RP):
Destination B Realm (RP):
Source C Realms (RPPvP):
Destination C Realms:
Wyrmrest Accord (RPPvE)
We will be offering free character moves from select PvE realms below beginning on Thursday, January 29, at 6:00 p.m. PST. These transfers are scheduled to close on Monday, February 2, at 6:00 p.m. PST provided our transfer goals are not reached prior to this time.
You can begin your transfer Thursday evening by visiting the Character Move page located here: https://www.worldofwarcraft.com/account/character-move.html
Source D Realms (PvE):
Destination D Realm (PvE):
Playing a priest in WoW is no easy task, but a few simple priest focus macros and traditional priest macros can dramatically improve your overall game play. Using these priest focus macros we’ll be able to consolidate and optimize multiple spells and abilities, once you have these mastered you should see a vast improvement in the fluidity of your game play.
If you’re looking for standard priest macros make sure to check out my compiled priest macro guide. Additionally, if you aren’t familiar with how to use / setup priest focus macros you should check out my complete focus macro guide.
Focus Silence Macro
/cast [target=focus] Silence
Will cast silence on your focus target. An absolute must for PvP shadow priests.
Focus Silence Macro, Advanced 1
/cast [target=focus] Silence; Silence
Will cast silence on your focus target if you have a focus, if you don’t it will cast silence on your target like normally.
Focus Silence Macro, Advanced 2
/cast [target=focus,modifier: shift] Silence; Silence
Will cast silence on your focus when you hold shift down or cast a regular targeted silence when no modifier is used.
Focus Shackle Macro
/cast [target=focus] Shackle
Will cast shackle on your focus target. Useful for shackling death knight ghouls in addition to PvE application.
Focus Dispel Macro
/cast [target=focus] Dispel Magic
Will cast dispel magic on your focus target. Useful for dispeling future switch targets while still healing.
Focus Dispel Macro, Advanced
/cast [target=focus,modifier:shift] Dispel Magic; Dispel Magic
Will cast dispel magic on your focus target if you are holding shift down, will cast a regular targeted dispel with no modifier engaged.
Dispel Macro on Party Member by Number
/cast [target=party1] Dispel Magic
Will cast dispel on a specified party member. Simply change the numerical value for each party member. Note, I know this macro isn’t focus specific, but it is still along the same lines.
Dispel Macro on Target by Name
/cast [target=NAME] Dispel Magic
Will cast dispel on specified target. Change “NAME” to the name of the target you’d like to dispel, generally a team mate. Note, I know this macro isn’t focus specific, but it is still along the same lines.
Focus Damage Bomb with Mind Blast
/castsequence [target=focus] Mind Blast, Shadow Word: Death
Ideal for quick switches, particularly in arena, allowing you to continue to heal and switch to drop a bomb on a focus target with a single button click.
Focus Damage Bomb with Smite
/castsequence [target=focus] Smite, Shadow Word: Death
Ideal for quick switches, particularly in arena, allowing you to continue to heal and switch to drop a bomb on a focus target with a single button click.
Focus Mana Burn Macro
/cast [target=focus] Mana Burn
Simple focus mana burn macro.
Focus Mana Burn Macro, Advanced
/cast [target=focus,modifier:shift] Mana Burn; Mana Burn
Will cast mana burn on your focus target when you hold shift down or cast a regular targeted mana burn with no modifier.
- Racial Resistances: These can now be mitigated against by gaining additional chance to hit.
- All Silence spells now have diminishing returns. This includes: Arcane Torrent, Garrote silence effect, Improved Counterspell effect, Improved Kick effect, Silence, Gag Order, Silencing Shot, Spell Lock, and Strangulate.
- Dispel Resist talents have changed to protect only beneficial spells and damage over time effects.
- Shield Wall, Barkskin, Guardian Spirit, and Divine Protection are now off the Global Cooldown.
- Reputation rewarded for killing mobs will no longer automatically deprecate. This means trivial mobs will continue to give out their full amounts of reputation on kill for the majority of cases in the game (level 70 creatures in Stratholme, for example, will continue to award the full amount of rep to level 80 players seeking to boost their Argent Dawn faction).
- World of Warcraft now supports 3-D imaging. Visit http://www.nvidia.com/object/GeForce_3D_Vision_Main.html for more information.
The Darkmoon Faire vendors have new items now that trade routes into Northrend have been better established.
- Vehicles can now be affected by most player spells, except CC, snares and roots.
- Anti-Magic Zone: This ability’s duration has been cut to 10 seconds.
- Killing Machine: Instead of a chance to be triggered on critical strike, this talent now has a chance to be triggered on each swing based on the swing time of the weapon (slow weapons more likely, fast weapons less likely).
- Mark of Blood: The total amount of healing this can grant is now capped based on a percentage of standard creature health at the target’s level.
- Shadow of Death: The duration has been changed from 45 seconds to 25 secondsseconds and now has a 15 minute cooldown.
- Summon Gargoyle: Damage dealt by the Gargoyle reduced by approximately 20% and maximum duration cut to 30 seconds.
- Wandering Plague will now properly reset after being castand now considers the resilience of the target in determining its chance to be triggered.
- Vampiric Blood (DK) changed from 20% health / 50% healing to 15 % health / 35% healing.
- Will of the Necropolis will now reduce the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded. It no longer affects the cooldown of Anti-Magic Shell and retains the current damage reduction bonus.
- Hunter Aspects are now off the Global Cooldown again. They still have a shared 1 second cooldown.
- Ferocious Inspiration: This talent now also increase the damage the Hunter does with Arcane Shot by 3/6/9%.
- Lock and Load: Now has a 30 second cooldown.
- Tranquilizing Shot (Hunter): Cooldown increased to 8 sec, up from 6. Mana cost reduced to 8%, down from 12%.
- Rake: This hunter pet ability has had its damage adjusted to prevent unreasonable scaling with attack power.
- Scorpid Poison: No longer stacks. The damage has been adjusted to prevent unreasonable scaling with attack power.
- Spirit Strike (hunter pet ability) now has an initial attack (which can crit) and then a single dot. Damage overall is higher.
- Incanter’s Absorption: The amount of spell damage a Mage can gain from this ability is now capped at 5% of the mage’s health.
- Mirror Image: The Mirror Image Polymorph ability now has a range of 8 yards. In addition, Mirror Images will no longer have excessive threat values assigned to them when they are created.
- Cheap Shot: This ability no longer has diminishing returns against anything other than itself.
- Kidney Shot: This ability now has diminishing returns against all other stuns.
- All shaman talent points have been refunded. Please visit your trainer to learn spells and abilities.
- Curse of Agony will now scale better when used with the [Glyph of Curse of Agony]. Ticks beyond the original duration will do 33% more damage than the ticks that preceded them. i.e. 74 -> 145 -> 217 -> 290.
- Sudden Death: The amount of rage spent on an Execute while Sudden Death is active is now capped at 30 rage. Improved Execute and the [Glyph of Execution] will still increase the damage done by increasing the amount of rage able to be converted into damage.
- Increased the amount of healing from the Lifeward enchantment.
- Increased the amount of damage caused by the Icebreaker enchantment.
- Added a new recipe to enchant bracers with Stamina. You can buy this recipe from Vanessa Sellers in Dalaran.
Added a new recipe to enchant a weapon with Stamina. You can buy this recipe from Vanessa Sellers in Dalaran.(This was removed entirely)
- The engineering Scrapbot can now repair.
- Inscription (Note: Glyph changes moved to Items)
Glyph of Death Decay has been changed to grant 20% additional damage instead of its current effect.
Glyph of Invisibility duration has been increased.
Glyph of Deterrence: Now -10 seconds instead of -20.
Glyph of Holy Light now affects friendly targets in a larger radius.
Glyph of Horn of Winter now increases the duration by 60 sec.
- [Emblems of Heroism] can now be purchased at a 1 to 1 rate using [Emblems of Valor].
- The Darkmoon Faire exotic vendors have been updated with new items.
- Druid Feral Tier 7 Set: The 4 piece bonus now also decreases the cooldown on Tiger’s Fury by 3 seconds.
- Glyphs (Note: Glyph bug fixes moved to Bug Fixes -> Items)
- [Glyph of Conflagrate] now makes it so your Conflagrate spell no longer consumes the Immolate or Shadowflame spell from the target.
- [Glyph of Death and Decay] has been changed to grant 20% additional damage instead of its current effect.
- [Glyph of Hammer of Justice]: Now increases range by 5 yards instead of increasing stun duration.
- [Glyph of Invisibility] duration has been increased.
- [Glyph of Deterrence]: Now -10 seconds instead of -20.
- [Glyph of Holy Light] now affects friendly targets in a larger radius.
- [Glyph of Horn of Winter] now increases the duration by 60 sec.
- [Glyph of Spirit of Redemption]: Now increases the duration of the effect by a fixed amount of 6 seconds.
- [Glyph of Turn Evil] now also increases the cooldown of your Turn Evil spell by 8 sec.
- Death Knight
- Shadow of Death: This ability will no longer cause tracking abilities to become inactive when the death knight becomes a ghoul.
- Warlock Pets: Some pets were not properly classified to receive correct creature scaling for Wrath of the Lich King. Their health and damage done will now be higher.
- Bladestorm: Fixed a bug where sometimes stuns and roots would not be removed properly when this ability is used.
- Gronstalker Set: The Aspect of Viper bonus from this set has been changed to work correctly with the redesigned Aspect of the Viper.