4.3 Patch Notes

by Craze // November 28, 2011

Patch 4.3 is just around the corner so let us have a look at the most significant changes that will affect you in PvP.

General

  • Wound Poison now reduces the target’s healing received by 25%, up from 10%.
  • Mortal Strike now reduces the target’s healing received by 25%, up from 10%.
  • Furious Attacks now reduces the target’s healing received by 25%, up from 10%.
  • Widow Venom now reduces the target’s healing received by 25%, up from 10%.

Thoughts

One of the bigger things happening to PvP this patch is that rogues, warriors and hunters get their MS buffed from 10% to 25%. This change will be especially hard on resto druids who also are getting one of their strongest hots nerfed by 20% while they already struggle with throughput in arenas. It will be somewhat better for priests since our shields are not affected by MS, although we do have to cast a fair amount outside shielding and our healing output is not on par with the one of a shaman or paladin.

This buff is alot more warranted for shamans and paladins and it would make more sense to adjust their healing rather than buffing MS.



General

  • Transmogrification – This new feature allows players to customize their gear like never before. You’ll find Transmogrification, Void Storage, and Reforging vendors in Cathedral Square, Stormwind and The Drag, Orgrimmar. The costs associated with this service are not yet final.

Thoughts

I’m sure no one has escaped that transmogrification gets introduced in patch 4.3 and that this feature will allow you to change the looks of your gear. In PvP this might cause for some confusion when you can’t tell what kind of gear someone is wearing just by looking at them, and the fact that PvE gear in Cataclysm comes with about the same amount of stamina their healthpools might not give them away either even if they are wearing alot of PvE pieces.

However, with a majority of players using this feature to transmog their gear into everything from questing greens to oldschool vanilla gear to last seasons gear to T6 and everything inbetween I think people will quickly get used to this and realize that we cant possibly tell how well or badly geared someone is judging by how their gear looks.



Classes General

  • All raid and party buffs which grant group members 10% increased attack power have been changed slightly. They continue to provide 10% increased ranged attack power, but now provide 20% increased melee attack power.
  • Abomination’s Might: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.
  • Blessing of Might: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.
  • Runescroll of Might: The melee attack power bonus from this consumable has been increased to 16%, up from 8%. The ranged attack power bonus remains 8%.
  • Trueshot Aura: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.
  • Unleashed Rage: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.
  • Vengeance for Protection warriors, Protection
  • All raid and party buffs which grant group members 10% increased attack power have been changed slightly. They continue to provide 10% increased ranged attack power, but now provide 20% increased melee attack power.Abomination’s Might: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.Blessing of Might: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.Runescroll of Might: The melee attack power bonus from this consumable has been increased to 16%, up from 8%. The ranged attack power bonus remains 8%.Trueshot Aura: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.Unleashed Rage: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.Vengeance for Protection warriors, Protection

Thoughts

A buff to melee attack power coupled with the new 25% MS and some DK buffs are going to make melee cleaves very powerful, and especially when looking at the trinkets and gear available from next tiers raid I think that these changes will make the human variety of these comps beyond retarded. If you thought necrotic stacking was bad before, healing through it with a stronger MS and the higher damage is going to be really painful.


Classes General

Spells which have an effect broken by taking damage past a threshold (Entangling Roots, Fear, Frost Nova, etc.) now count damage that was prevented by damage absorbs or other damage reducing effects.

Thoughts

Joy! This change is very welcomed and it is long overdue. No longer will you essentially be locking your partner down if you shield him when he is stuck in UA roots or ensuring their CC to last longer when you can’t dispel it.

It will prevent us from things like manaburning someone who is sitting in a ring of frost with a shield up without having it break, but this change is most definitely a good change and it should have been implemented long ago.


Paladin

  • Holy Radiance now has a 3.0-second cast time, no cooldown, and requires a player target. That target is imbued with Holy Radiance, which heals them and all group members within 10 yards instantly, and continues to heal them by a smaller amount every 1 second for 3 seconds.
  • Seal of Insight, when Judged, no longer returns 15% base mana to the paladin. Judging Seal of Insight still causes damage, and melee attacks will still restore 4% of base mana
  • Seal of Truth, when Judged, now benefits from a multiplier of 20% per stack of Censure, up from 10%.
  • Talent Specializations
    • Holy
      • Clarity of Purpose now also reduces the cast time of Holy Radiance.
      • by 20%.

      • Illuminated Healing (mastery) now also applies to Holy Radiance.
      • Infusion of Light now applies its cast time reduction from Holy Shock critical effects to Holy Radiance, in addition to its current effects.
      • In addition to providing haste, the effect from Judgements of the Pure now increases mana regeneration from Spirit by 10/20/30% for 60 seconds.
      • Light of Dawn now affects 6 targets (base effect), up from 5.
      • Paragon of Virtue now lowers the cooldown of Divine Protection by 15/30 seconds, up from 10/20 seconds.
      • Speed of Light no longer triggers from Holy Radiance and no longer lowers the Holy Radiance cooldown. Speed of Light now only triggers from Divine Protection.
      • Speed of Light no longer triggers from Holy Radiance and no longer lowers the Holy Radiance cooldown. Speed of Light now only triggers from Divine Protection.
      • Tower of Radiance, in addition to its current effects, now also causes Holy Radiance to always generate 1 charge of Holy Power at all times.
      • Beacon of Light is triggered by Word of Glory, Holy Shock, Flash of Light, Divine Light and Light of Dawn at 50% transference and Holy Light at 100% transference. It does not transfer Holy Radiance, Protector of the Innocent or other sources of healing.
    • Retribution
      • Sanctified Retribution now increases the critical hit chance of Hammer of Wrath by 2/4/6%, down from 20/40/60%.
      • Two-Handed Weapon Specialization (passive) now increases damage by 25%, up from 20%.

Thoughts

Holy paladins are getting reworked quite abit and it is all aimed at PvE. One thing worth noticing is that they are losing out on their second sprint and now only have one which is tied to Divine Protection, DP in its turn got a 10 second CD increase making them only have one sprint every 50 seconds. Chasing paladins for fears just got a little bit easier.

Hammer of Wrath is getting nerfed in an attempt to shift some of their burst into other abilities for more sustained damage. Even though it is a step in the right direction I doubt that the buffs they are given to compensate for losing out on so much damage during their biggest burst are enough.



Mage

  • Fire
    • Pyroblast’s initial damage has been increased by approximately 26%, and its damage over time has been increased by approximately 100%.
    • Fireball damage has been increased by approximately 17%.

Thoughts

A few buffs to fire is inc in an attempt to keep it on par with arcane in PvE. PvP wise I doubt that these changes will make fire more appealing to someone who isnt a die-hard fire mage or was already intending to try it out.  The fireball buff is devalued when it is not something you’ll be able to freecast in a PvP scenario and the pyroblast buff alone isnt a big enough change to have an impact on higher level arena. Perhaps it might increase fire’s popularity at lower ratings or make us see more of them in both non rated and rated bgs.



Shaman

  • Flametongue Weapon no longer increases spell damage. It now increases all non-physical damage done by the wielder by 5%.
  • Lightning Bolt has a new spell effect.
  • Wind Shear’s base cooldown has been adjusted to 15 seconds, up from 6 seconds.
  • Talent Specialization
    • Elemental
      • Call of Flame no longer causes Fire Nova to extend the duration of Flame Shock.
      • Earthquake damage has been increased by roughly 75%.
      • Elemental Fury now removes the cooldown from Chain Lightning.
      • Reverberation now reduces the cooldown of Wind Shear by 5/10 seconds, up from 0.5/1 second.
      • Shamanism now increases the spell power benefit to Lightning Bolt, Lava Burst, and Chain Lightning by 36%, up from 32%.
    • Restoration
      • Ancestral Healing now also causes the shaman’s heals to increase the target’s maximum health by 5/10% of the amount healed, up to a maximum of 10% of the target’s maximum health, for 15 seconds. This effect does not stack if multiple Restoration shaman are present, and does not apply to heals from procs.
      • Riptide’s periodic healing coefficient has been increased by 50%. The initial direct heal is unchanged.

Thoughts

A very good and much needed change. Wind shear was initially intended to be a way for shamans to deal with CC’s preventing it from landing in the first place in order to compensate for their lack of a defensive dispel and it is incredibly overpowered in the current state of the game.

The short CD Wind Shear will still be available through talents for elemental and enhance while resto will have to give up instant ghostwolf in order to get it.



Warrior

  • Charge (and related abilities) should now correctly path to a target even if the target moves during the Charge. This change should decrease the likelihood of the warrior Charging to a different location than the target.

Thoughts

Fair enough, it is worth noting though that we will no longer be able to jump charges.



Priest

  • Divine Hymn now affects 5 targets, up from 3.
  • Discipline
    • Divine Aegis has a new spell effect.

Thoughts

Hope you were sitting down for this one.



Overall Thoughts

Resto druids continues to get no love while melee, minus ret, might have gotten sightly too much coupled with the gear 4.3 brings. Pretty uneventful patch for the rest of us from a PvP point of view. The most significant things happening to PvP this patch that you should take note of are; the MS buff, Wind Shear nerf and CC’s with damage thresholds breaking as they should through absorptions and damage reductions.

When more often than not buffs and nerfs are handed out accordingly to how we preform in PvE it is always nice to see changes made specifically for PvP and I hope we will see many more of them soon.

  • -1
    Swigs
    33 months ago
    What the fck is up with Prot pallies and Blood Dk's in pvp. When dueling these two as a warrior they are unkillable and put out just as much damage as a dps. In 2v2 they are a pain in the aswell. I say there op, people say put bleeds on the OP dk and try to kite, but that sht is hard to do as a warrior.
  • 1
    Sneakypete
    33 months ago
    wut about destro?????

    Destro's buff still leaves them short on Aff in pvp......still dots dots dots
  • 0
    Lemonsquare
    33 months ago
    what do you think about the other resto shaman buffs? the 10% extra hp is maintainable through riptide, should make then slightly more tanky against melee cleaves.
  • 0
    Mykeene
    33 months ago
    Just a small correction:
    Paragon of Virtue: Reduces the cd of DP by an additional 10 sec, so holy paladins will be able to sprint every 30 seconds.

    But your point is still correct, holy paladins will be easier to catch.
  • 0
    epaR
    33 months ago
    "Hope you were sitting down for this one."

    Just brilliant Craze. Though i really need you to release some videos fast when the season begins on various comps featuring disc priests. Thanks mate for carrying the disc priest section on this website.
  • 0
    distiled
    33 months ago
    nice notes however i think fire will be better in arena than what you make it out to be i have been trying it out and the dot damage you can get is pretty insain, mix that up with an aff lock for the dispell protection and i think you could have a very viable set up
     
    • 0
      Craze
      33 months ago
      Maybe, I can see gimmicky comps like fire/frost/disc maybe getting high.
  • 1
    Raistlin
    33 months ago
    wut about destro?????
  • 0
    Squidge
    33 months ago
    Nice summary!
 
Powered by Olark