Earlier today, Salthem posted updated patch notes on the European WoW site and Teza has reposted them at World of Raids with all the changes highlighted. From my quick scan of the list, it appears that resto druids are getting nerfed, mages' Mana Emeralds as well as rogues' Hemorrhage ability are receiving some rather neutral changes, and rogues' Shadowstep is getting buffed.From my understanding, tree druids are currently able to maintain a high level of healing per second through careful upkeep of Lifebloom on their targets. This is due to the fact that a druid can pop all his trinkets to maximize his +healing and then cast the spell. As long as he keeps refreshing the HoT before it "blooms", it will maintain that maximized level of +healing, thus making for a very efficient and powerful spell. As I understand the new patch notes, this will no longer be possible since the incoming Lifeblooms will overwrite the +healing value of the previous ones. I don't play a tree druid, but I'm sure some of my guild mates will be ranting over this in tonight's raid.
Additionally, mages' mana gems are receiving a further change. Basically, the range of the possible amount of mana returned is getting narrowed. The current values, 1136-1364 mana returned, had already been increased on the PTR up to 1800-3000 mana returned and will now be changed again to 2340-2460. If I've done my math correctly, the average amount of mana gained is staying the same between the two newer values, but the shorter range will create a more consistent performance for the gem. Overall, it's difficult for me to judge the value of this change since it's not really a buff or a nerf.
While I do play a rogue, I've never used Shadowstep, but it seems like it's getting a clear buff. According to the notes, the core ability is remaining unchanged aside from the fact that it now grants a combo point. It's hard to imagine that anyone could complain about this change.
Undoubtedly, the real controversy for rogues will come from the changes to Hemorrhage. This ability seems to be loved by a certain section of the rogue populace, although it has been much maligned in the past for its low DPS output. Patch 2.3 greatly improved the damage of the ability, making it viable for rogues of all types. Now we learn that the direct damage of the ability is being decreased while the +physical damage debuff it places on its target is getting increased. This likely means that the individual rogue's damage will be decreased while increasing the damage of his rogue, feral druid, warrior and hunter allies. Not enough information is provided in the notes to do an analysis of whether this will end up being a buff or nerf, but I'd speculate that rogue's will dislike the tampering with their new toy.
What are your thoughts on these changes?
For the full patch notes, click on the "Read" link below.

















Reader Comments (Page 1 of 1)
11-30-2007 @ 3:46PM
Buckshot said...
All needed, all good!
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11-30-2007 @ 6:15PM
johnthorpe said...
Now just let my pally dump every bit of spelldamage forever and ever, and i will take my welfare epic weapon and be quiet...till 2.4.
11-30-2007 @ 3:51PM
Cribley said...
Ouch for collectors:
The various Hallow’s End broom mounts now have their proper real-time (rather than game-time) duration of 14 days.
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11-30-2007 @ 4:11PM
Jellodyne said...
They fix the snake trap exploits?
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11-30-2007 @ 4:32PM
Doomilias said...
bah. what is the purpose of reducing weapon damage by 15%? i dont like this change at all. as stated, we need to wait and see what the debuff damage is increased to...
...but still. sucks.
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11-30-2007 @ 4:37PM
Kadaan said...
The mana gem change is a buff. To get the best use of your gems, you pop them as soon as you can to start the cooldown. On the PTR, you have to wait till you're down 3000 mana before using the gem to ensure you don't waste any. After the change you can pop it at 2500 and start the cooldown earlier! :)
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11-30-2007 @ 4:43PM
Baluki said...
I don't think you should call the druid one a nerf, since it's really a bugfix. It was obviously never intended to work that way.
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11-30-2007 @ 5:11PM
Cowgomoo said...
I dont remember if they fixed this one or not, been awhile since last reading it but remember Hunters scorpid sting. Pop all your attack trinkets and that first sting was insane but it stayed that high as long as the pet kept the stinging up putting your pet in the middle of the dmg chart. Same principle as life bloom sept i
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11-30-2007 @ 5:24PM
makabak said...
As a mage, I'm disappointed to see the buff to Shadowstep (and really, its inclusion whatever patch that was). Just further homogenizing of the classes. :-(
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11-30-2007 @ 5:40PM
soap said...
Shs change is a nerf to shs in arena, becuse in arena the move is comonly used to SHS kick a healer than continue beating the last target, nowthat it adds a combo point, you loose all your combo points on your last target. This may be a slight buff to the spec in duels, but it is still widly excepted as a horrible pvp spec when you copmpare it to AR/prep or Combat maces.
@8 Wow, I heard mages QQ a lot, but thats bad, your mad about a buff to a spec, that about 5% of rogues use. It's not even a buff more as a Nerf, as I explained other than for dueling. Blizzard has stated several tiems already this game is NOT based on 1v1.
About the Hemo nerf, this really makes me mad, I thoughourPVP tree was finally startign to be as good for PVP as our PVE tree, but now it looks like 99% of rogues are going to go back to PVE spec(combat) for arena, and PVP.
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11-30-2007 @ 5:40PM
cap said...
Current patch notes are also stating that Mana emeralds will have 3 charges to them.. If that's not a buff, I don't know what is!!
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11-30-2007 @ 6:11PM
Blake said...
Yeah, that's a huge buff. Only the mana emerald (the highest gem) will have three charges, but still. It's on the same cool down, but instead of having to go from Emerald to Ruby to Citrine, you can use the Emerald three times. On top of the three charges, they restore a larger pool. It's a great and much-needed buff for us mages. http://wowtid.com/
11-30-2007 @ 7:43PM
Calardren said...
Both of my trinkets have been static so I've never really worried about the lifebloom/+trinket combo. Yeah, it's a nerf; but really it's more about timing and layering and paying attention then just raw numbers.
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11-30-2007 @ 8:01PM
Cowgomoo said...
@10 who the fawk are you talking to? Did i mention rogues at all in my post dont think i did. I think someone needs to get some new glasses or l2read better. My post = hunters, and droods........your post = lame shit about 5% of rogues and QQ mages. /sigh kids these days.
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11-30-2007 @ 8:24PM
T-4 said...
Actually, the biggest problem with the newest changes is making Earth Shield have a 30 second cooldown. It's already dispellable, which is frustrating enough, and now you can't even re-apply it until 30 seconds after you've cast it.
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11-30-2007 @ 8:52PM
andyjay220 said...
Yeah, the earth shield CD is crappy. Does anyone know if the water shield change is a buff or a nerf? I can't really tell.
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12-01-2007 @ 4:07AM
Joe P said...
Boo for the lifebloom nerf. It's hard enough keeping HoTs live as it is. But I suppose things could be worse.
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12-01-2007 @ 7:19AM
thatquietgamerdude said...
The Earth Shield nerf needs its own freaking article...
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12-01-2007 @ 11:05AM
Brasson said...
@3
Noooooooooo!
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