There is a stack of new material to read for patch 5.4, and what I’m reading at the moment makes me think that it will be a good patch. Why? Because a lot of the material is further along that what we saw with the early v5 patches, which means I think I am getting a better view of things to come.
Linkage of interest (spoilers and opinions follow):
- wowhead’s build highlights
- wowheads’s Tier Armor preview
- and current patch notes (yup, wowhead guys really do great summaries)
My highlights so far are:
- There are new temporary titles for the people completing the realm best challenge modes, and the character only has the title while they hold the record. To keep the title you need to keep the record. That is so darn cool! i.e. “Darkmaster” for Scholomance. What warlock does not want the title Darkmaster?
- DK have a change to Blood spec where Dancing Rune Weapon does not cost runic power anymore. Cool! I’m going to macro that puppy in now and use it all the time.
- Interesting that Fel Armor for Warlocks, Shadow for priests, and Moonkin form for Druids no longer reduces damage taken, from 15% to 0%. The Hunter talent was reduced from 15% to 10%. Why the difference? Do Hunters still need protection from standing in bad and raid damage, but the casters are meant to know better?
- Pvp Season 14 Armor for Warlocks is awesome looking. I want a t16 Warlock now.
- Pve T16 for Mages is very beautiful. The glasses are a little odd, but the overall effect is stunning.
- Flexible Raid will be interesting and I can see a huge potential for guilds to use this.
- The “virtual servers” acting as realm combinations is a new feature which is interesting. Does this mark the unavoidable merge of low pop realms? It depends on how it is added, and what the effect is. i.e. If I join a guild on a different server using this virtualisation and then that realm becomes high pop, do I get unjoined?
- The new solo content in the Proving Grounds is something I like to read about. Will the rewards be cosmetic (like Brawlers and Challenge modes) or gear-ups like Heroics and Scenarios?
- The Siege of Ogrimar / Garrosh encounter is going the way I didn’t like, but hey – can’t have it all. Garrosh is corrupted/empowered by Y’shaarj who is one of the old gods, and gains all sorts of boosts from it. Reading the summary thus far the end fight in SoO might feel similar to the end of Ulduar. Not a bad thing, I would have preferred that Garrosh was a nasty bastard without having him “corrupted”. Why must our evil villains be corrupted to be evil?
- Apparently support for dedicated sound hardware has been nurfed in WoW, and this makes the shitty chopping sound I’m getting since patch 5.3 make sense. I’ll have to research how to alter my sound config to not stutter now.
- We have new item levels as:
- 521 for Raid finder, 527 for Flex raids, 541 for Normal raids, 547 for Thunderforged, 554 for Heroic raids, and 560 for Heroic Thunderforged gear.
- That means that the Normal mode gear you might have now (522) will be upgraded slightly by Flex, no real upgrade except the Tier bonuses for LFR.
- Unless you’ve also already upgraded your 522 to 530, and then even Flex offers nothing except Tier gear. The numbers seem well thought through.
- The Engineer’s SkyClaw mount might be in this patch.
- Blacksmiths get another new daily transmute – the Balanced Trillium Ingot. I’m still transmuting the other stuff. Hopefully this is a useful waste of Trillium bars.
- Les excited by a new Celestial Tournament, which will likely be the new daily quest hub. Probably also another bloody faction to grind up with. For pitty’s sake.
Lastly we have the Death Knight new Tier bonuses…
T16 PH – Death Knight DPS
2 pieces: Item – Death Knight T16 DPS 2P Bonus – Killing Machine and Sudden Doom grant 500 Haste or Mastery, whichever is highest, for ($hnd * 2 + 4) sec, stacking up to 10 times.
4 pieces: Item – Death Knight T16 DPS 4P Bonus – Death Coil increases the duration of Dark Transformation by 1.5 sec per cast. Pillar of Frost increases rune regeneration speed by 100% while active.
T16 PH – Death Knight Tank
2 pieces: Item – Death Knight T16 Blood 4P Bonus – Dancing Rune Weapon will reactivate all Frost and Unholy runes as Death Runes, and make your next 4 Death Strikes free.
4 pieces: Item – Death Knight T16 Blood 2P Bonus – Every 4 Heart Strikes, Rune Strikes, or Blood Boils will add one charge to your next Bone Shield.
For Blood I can see DRW being a bloody awesome Boom tool. It becomes a burst effect for either recovery or threat/dps. I really like that idea. The 4x set is also clever in terms of quality of life improvement where Tanks need to think about refreshing Bone Shield less.
For DPS the 4x set looks nice in terms of boosting dps on use, which is better than the current 4x set which I think is situationally great or average. Not sure on 2x set as yet.