Possible 1.11 patch notes?

If you’re like me, you like to speculate wildly about the wild speculation about future patches. Recently someone posted to my guild‘s message board about some possibly leaked patch notes for the 1.11 release. Supposedly this was tracked down on a foreign users general forum, so it’s been translated (sometimes badly) from another language.

Being a hunter (yeah, I know, all girls play hunters – don’t make me Aimed Shot your ass), I found it interesting they were making Scatter Shot a trainable skill, instead of a talent. I’ve built my spec around getting just enough points in Marksman to get Scatter Shot, and the rest in Survival so I have the flexibility of playing PvP in Battlegrounds as well as raiding. Maybe hunters would get a(nother) free respec outta that.

Anyway, here’s the notes:

Within Eastern Plaguelands, there will be a new 40 man instance. The entrance may be found deep within Stratholme. You will be able to find the gates to this new instance (which I can’t translate the name to) on the left side of Baron Rivendare’s Slaughterhouse. This new instance will be a city floating in the air.

There will be 4 areas. A hatred zone, death magic zone, death rider zone, and a spider zone. There will be 18 monster bosses. Prepare your frost resistance.

There will be a new set of epic gear for each class. By completing a series of quests for this new instance, players will have access to this 8 piece set.

-All debuff removal spells will have the mana cost reduced. Lower rank skills will have less mana requirements than a higher rank of the same skill. However, lower rank skills may not remove higher level debuffs. For example, rank 1 of a priest’s dispel magic ability can only remove buffs/debuffs that are up to level 50.
-Fixed a bug where players will not be able to use their abilities after being MC’ed.
-A lot of tool tips are updated.
-Hakkar’s sons no longer yield Zandalar Rep.
-Fixed a bug where under special circumstances a spell is cast, if the target leaves the range of the spell, the spellcaster will be stuck in the spellcasting motion.
-Damage from passive skills now generate the correct amount of threat and will receive the proper threat buffs from talents and items. (guessing they mean thorns)
-The guards in Silithus will no longer put players who are ooc into combat when they use their aoe skills (i.e. cleave attack and demoralizing shout). Casting redemption, resurrection, etc. will no longer cause these guards to attack you.
-All flightmasters throughout the world have been slightly buffed. The flightmaster’s guardians can no longer be crowd controlled.
-Totems will now correctly generate threat. A certain shaman skill will no longer cause the threat of totems to raise the shaman’s threat.
-Corrected certain water zones that allowed breathing despite not having air bubbles.

PVP Battle Grounds
The amount of honor acquired from winning or losing the game will greatly decrease. However, whenever a point is scored, the amount of honor gained will be greatly increased. If there aren’t enough players for a game, there will be no rep or honor gain from this game at all.

Druids
Abolish Poison – Mana cost slightly decreased. But will no longer be able to cure poisons above level 50.
Destroy – Fixed a bug where this move will be dodged, parried, or blocked. (no clue what this skill is – direct translation)

Hunter
Feign Death – Fixed a bug where a Damage of Time will cause the FD to be resisted
Distracting Shot – This shot will not have a mocking effect as opposed to generating a high amount of threat.
Viper Sting – Will now correctly receive a bonus from spell damage.
Multi-Shot – Will now correctly receive a bonus from spell damage.
Scatter Shot – Is now a skill available to all hunters at level 30.
New Talent – Calm – will replace scatter shot. Using this skill will instantaneously reset the cooldown for aimed shot, multi-shot, and arcane-shot. 10 minute cooldown

Mage – Due to the many changes, all talent points will be refunded. Blah blah blah
– Evocation trainable at lvl 20.
– Arcane explosion instant without talents, talent removed.
– Mana shield redesigned, now reduces damage taken by the mage, but
has a 30 charge limit. While mana shield is up, mage is not affected
by mana burn or mana drain, but those attacks will destroy mana shield
very fast.
– Frost chills will now suffer from the 15 second diminishing effects.
– Frost spells will now correctly receive damage bonus from curse of elements.
– Lower ranks of polymorph will not affect higher level targets.
– Counterspell cooldown lowered.
– Flamestrike direct damage increased, DoT lowered, total damage
remains the same.
– Arcane power now creates a cooldown equal to its duration,
preventing it from being used together with trinkets like ToEP and
ZHC.
– Dampen Magic and Amplify magic now will decrease or increase magic
and healing effects by percentage.
– Detect magic duration increased.
– Ice armor wnow reduces all physical damage taken, increases frost
resistance, and reduces damage taken from frost spells. While ice
armor is in effect, chill effects on the mage is reduced, all melee
attacks against the mage will cause the attacker’s attack and movement
speed to be reduced.
– Mage armor now reduces all spell damage received, increases all
magic resistances. While mage armor is up, all hostile spells have a
chance to be reflected. Mage armor can’t be dispelled or purged.
– Fire ward will now absorb a higher amount of fire damage. While fire
ward is up, mage will not be affected by impact or blastwave slowing
effect.
– Frost ward will now absorb a higher amount of damage. While frost
ward is up, mage will not be affected by frost nova or frostbite, and
will be immune to freeze traps.
– Frostbolt’s chill effect will now slow less, but will last longer.
– Lower rank spells have a lower chance to proc frostbite, ice armor
will no longer proc frostbite.
– New spell: Steal magic. When activated, next non-AoE spell cast on
the mage can be stolen, and its effects canceled, but if the spell is
resisted, it can’t be stolen. If the spell is stolen, the mage can
cast that spell once, damage will be equal to damage received by the
mage, not affected by damage gear or effects, but can be affected by
arcane power. Holy spells can’t be stolen.
– Clearcasting can no longer be dispelled or purged. Fixed bug where
clearcasting would not be used up.

Paladin
Hammer of Justice – Effect upgraded, can no longer be resisted.
Divine Favor – fixed a bug where the buff would not disappear
Judgement of Crusader – Now properly receives bonus from spell damage
Judgement – When a target is being judged, he cannot vanish or stealth. (WTF!!!!!!!!!!!!!)
Redemption – You will no longer be able to use lower ranks of this skill once higher ranks are learned.
Divine Intervention – Can no longer be used on MC’ed units (Razorgore???)

Priest
Touch of Weakness – Different ranks of this skill will no longer stack.
Blessed Recovery will now 5/10/15% healed over time instead of the original 8/16/25%.
Feedback – The shadow damage that this skill does will now slightly increase.
Desperate Prayer – Will not properly receive bonus from +healing items and talents.
Ressurection – You will no longer be able to use lower ranks of this skill once higher ranks are learned.
Mind Control – When the target takes damage from the caster, there will be a chance that the mind control will break.

Rogue
Rupture – Fixed a bug where this skill was dodged, parried, or blocked.
Sap – Fixed a bug where lightning shield will break stealth when the rogue casts sap.
Blind – can now be properly resisted (WTF!!!)
Adrenaline Rush – while the amount regenerated will not change, the matter of regeneration will change (meaning not 40 every tick).

Shaman – Due to the many changes, all talent points will be refunded.
untranslated at time of post. Shaman are getting a rebuild in 1.11 as well as mages.

Warlock
Summon – When the target is “too close” to the warlock, he/she may not be summoned
Shadowburn – Fixed a bug where the warlock would not receive a soul shard when the target receives too much damage from shadowburn.
Soul Link – When your pet takes damage, the warlock will now appropriately take a portion of the damage.

Warrior
Whirlwind – Corrected so that the next 3 attacks will receive the +hit bonus
2h Specialization- Now increases the chance to hit by 1/1/2/2/3% and damage increased by 1/2/3/4/5%.
Enrage – This talent has been redesigned. When enraged, the warrior’s damage will increased by 8/16/24/32/40%. Each successful hit will reduce this by 1/2/3/4/5%. Effect lasts 12 seconds.
Bloodrage – This talent has been redesigned. When the warrior is victim to a crushing blow, his maximum life will increase by 2/4/6%.
Duel Wield Specialization – In addition to the damage gain, the warrior’s chances to hit will also be increased by 1/2/3/4/5%.
Charge – Fixed a bug where the warrior can charge a target who is out of range. In addition, charge will now remove all movement impairing effects on the warrior.
Intercept – Fixed a bug where the warrior can intercept a target who is out of range. In addition, charge will now remove all movement impairing effects on the warrior.
Berserker Rage – The warrior is immune to fear but is still susceptible to damage
Death Wish – The warrior is immune to fear but is still susceptible to damage
Recklessness – The warrior is immune to fear but is still susceptible to damage
Mortal Strike – Will now properly affect life-leeching abilities (i.e. shadow embrace).

7 Comments so far

  1. Emily Jane (unregistered) on April 14th, 2006 @ 1:54 pm

    yeah, I know, all girls play hunters – don’t make me Aimed Shot your ass

    So not true!! Where the heck did that stereotype come from? I don’t know a single girl that plays a hunter.


  2. Lex (unregistered) on April 14th, 2006 @ 2:10 pm

    I’ve no idea where that comes from. I have heard guys say that it’s the pet thing. Chicks dig pets, so chicks play hunters… or somesuch stilted logic.

    I’m the only female hunter in my guild, although most of the hunters are female Night Elves.


  3. Christy (unregistered) on April 14th, 2006 @ 2:12 pm

    Yeah… I’m also going to have to go ahead and disagree with you about the hunter thing. It’s actually the only class I *haven’t* played.


  4. Lex (unregistered) on April 14th, 2006 @ 2:17 pm

    I’m not stating that all women play hunters, just that I’ve been told that’s the case. Like I said above, I’ve no idea where the stereotype came from.

    While my hunter is my main, I’ve also got a couple mages, a priest and a druid. I picked a hunter because I came over from the FPS world, and it’s the closest to a sniper I could get. =)


  5. Jason D- (unregistered) on April 14th, 2006 @ 2:40 pm

    I only know one person who plays a hunter and yeah, it’s a chick :-)


  6. Fogarty (unregistered) on April 14th, 2006 @ 4:56 pm

    Did a rogue write the commentary, perchance?

    “Blind – can now be properly resisted (WTF!!!)”

    Heh…that would be pretty funny, considering I think they made it non-resistable as of the last patch.

    And when I say “pretty funny,” I mean “a load of hooey.” Fadeleaf (which is needed to make blinding powder) is usually freaking expensive! If I’m going to waste materials on something that can be resisted (and has been in the past), I’m not sure I should bother.

    And don’t even get me started on how poisons are wasted every time a rogue enters/exits an instance. I shudder to think how much gold I’ve wasted on poisons (especially in battlegrounds that have to be cancelled because there aren’t enough players) and blinding powder that gets resisted. Sigh.


  7. Kimberly (unregistered) on April 15th, 2006 @ 8:38 am

    Girl here. My main’s a rogue (fun, though that no stealth/no vanish Judgement change has me worried) and my secondary’s a priest. I couldn’t play a hunter past 20.

    Let’s bring the sterotype one insulting step further and say that all girl player have hunters and pets named “Baby.”

    BTW…I love the idea behind this site! Thank you!



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