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Patchinfos 3.3.0

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Patchinfos 3.3.0

so ich mach den Beitrag mal zu einen Info Posting

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Quote:
World of Warcraft PTR Patch 3.3.0

Letztes Update: 1. Oktober 2009


Test Patch Notes Disclaimer: The test realm patch notes only apply to features that exist on the public test realms. We provide these patch notes to players who wish to know what features and changes exist in the test environment in order to more effectively test these features.

To learn more about the Public Test Realm, visit our Test Realm Page.

The latest test realm patch notes can always be found at


The latest patch notes can always be found at


General

* Icecrown Citadel
*
o The Forge of Souls, the first wing of the 5-player dungeon, is currently available for testing.
o Additional Icecrown Citadel dungeon and raid content will be made available in future test builds.
* Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
* Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

Classes: General

* Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
* Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
* Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player’s level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
* Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.

Races: General

* Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.

Death Knights

* Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.
* Talents
*
o Unholy
o
+ Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.

Druids

* Pets
*
o Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Hunters

* Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.
* Talents
*
o Beast Mastery
o
+ Intimidation: If the hunter’s pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet’s next swing or attack.
* Pets
*
o Avoidance: Now reduces the damage your pet takes from area-of-effect damage by 30/60/90%, but no longer applies to area-of-effect damage caused by other players.

Mages

* Talents
*
o Arcane
o
+ Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage’s party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.
* Pets
*
o Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Priests

* Pet
*
o Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Rogues

* Dual Wield: Rogues now know this ability upon logging into the game at level 1.
* Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
* Vanish: For the first second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.

Shamans

* Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.
* Talents
*
o Elemental Combat
o
+ Improved Fire Nova Totem: Renamed Improved Fire Nova. This talent now provides an additional 10/20% damage to the spell and reduces the cooldown by 2/4 seconds.

Warlocks

* Pets
*
o Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
o Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.

Warriors

* Victory Rush: This ability is now trainable at level 6.
* Talents
*
o Protection
o
+ Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.

User Interface

* Quest Tracking Feature
*
o This system is currently under development and is not fully functional.
* Looking For Group System
*
o This feature is undergoing several improvements and is not available for testing at this time.
* For additional notes on Lua and XML changes please visit the UI & Macros forum.

Graphics

* A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum.

Professions

* Enchanting
*
o Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster’s target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.

Items

* Glyphs
*
o Death Knights
o
+ Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.
o Shamans
o
+ Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.

Bug Fixes

* Druids
*
o Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds.
* Mages
*
o Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.
Quote:
Wir haben ein neues experimentelles Feature für die D3D Grafikengine hinzugefügt, um das Management von Texturen, insbesondere für Windows XP, zu verbessern. Diese Änderung ist derzeit standardmäßig auf den PTRs aktiv und kann durch das Hinzufügen folgender Zeile in die Config.WTF-Datei rückgängig gemacht werden:

SET gxApi “d3d9”

Mit dem neuen Backend wird außerdem die Konfigurationsvariable ‘textureCacheSize’ nicht länger genutzt. Ihr könnt die ‘gxTextureCacheSize’-Variable anpassen, um die Cachegröße des neuen Backends festzulegen. Um zum Beispiel 128 MB des GPU-Speichers für Texturen bereit zu halten, fügt folgende Zeile in die Config.WTF-Datei hinzu:

SET gxTextureCacheSize “128”

Falls ‘gxTextureCacheSize’ auf 0 gesetzt wird, versucht der Client einen vernünftigen Standardwert für eure Einstellungen zu finden.



dRon is offline  
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OCH nööö nich schonwieder nen Neuer Patch^^
trozdem danke


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und hier ein teil auf deutsch
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Dankeschön. Hoffentlich ändern sich die Offsets nicht schon wieder...


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Jo das mit den Lowlevelzeug find ich nicht grad schlecht
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so noch was neues vom ptr

Quote:
Wir haben ein neues experimentelles Feature für die D3D Grafikengine hinzugefügt, um das Management von Texturen, insbesondere für Windows XP, zu verbessern. Diese Änderung ist derzeit standardmäßig auf den PTRs aktiv und kann durch das Hinzufügen folgender Zeile in die Config.WTF-Datei rückgängig gemacht werden:

SET gxApi “d3d9”

Mit dem neuen Backend wird außerdem die Konfigurationsvariable ‘textureCacheSize’ nicht länger genutzt. Ihr könnt die ‘gxTextureCacheSize’-Variable anpassen, um die Cachegröße des neuen Backends festzulegen. Um zum Beispiel 128 MB des GPU-Speichers für Texturen bereit zu halten, fügt folgende Zeile in die Config.WTF-Datei hinzu:

SET gxTextureCacheSize “128”

Falls ‘gxTextureCacheSize’ auf 0 gesetzt wird, versucht der Client einen vernünftigen Standardwert für eure Einstellungen zu finden.
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Bilder

Shadowmourne new model


New Totems

Zwerge


Trolle


Orc


Neues Model

Terenas Menethil


5 Mann Dungeons





quelle: mmo-champion.com - alle bilder hier zu finden
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neue klassenbeschreibung auf dem testserver (erstmal nur englische version)

Quote:
Todesritter
Death knights are former champions of the Lich King who have allied themselves with the Alliance or Horde. Death knights are a hero class, which means they start at high level. Death knights use runes as their primary resource. Each of the three types of rune is used for different abilities. Death knights wear plate armor and do much of their damage with melee weapons. However, they have more ranged capabilities than most melee classes with an emphasis on causing diseases and doing damage with their undead pets. Their primary stat is Strength and also Stamina if tanking.

Druiden
Druids are shape-shifters with an affinity for the plant and animal kingdoms. There are three types of druids: Balance druids who cast Nature or Arcane spells at range, Feral druids who can take on the form of a cat or bear to fight in melee, or Restoration druids who can heal their allies with an emphasis on heal-over-time spells. All druids can shift into a variety of forms for travel or defense. Druid stats depend on their role. Healers desire Intellect and Spirit. Casters desire Intellect. Cats like Agility. Bears like Strength and Stamina.

Jäger
A hunter’s favorite weapon is a bow, crossbow or gun. They are at home in the wilderness and have a special affinity for beasts. A hunter gains a pet at level 10 that acts as a lifelong companion and can protect him/her and help him/her in combat. Hunters also specialize in setting traps for enemies and getting out of combat quickly when an enemy enters melee range. Hunters are effective even when solo and one of the easiest classes to level. Hunters use mana as a resource. Their primary stats are Agility and Intellect.

Magier
Mages are the iconic wizards of Azeroth. They learn their craft through intense research and study and can specialize in dealing Fire, Frost or Arcane damage. Mages are lightly armored but make up for it with a potent array of offensive and defensive spells. Mages are known for being able to polymorph opponents into non-threatening animals, freezing enemies to the ground, conjuring food or water, or teleporting to major cities around the world. Their primary stat is Intellect.

Paladin
Paladins are heavily-armored fighters who use Holy magic to heal wounds and combat evil. Protection paladins are the tanking arm of the class and they excel at using their shield or reflective abilities to cause damage. Holy paladins are the healers and specialize in single-target heals. Retribution paladins deal out damage with two-handed weapons and Holy magic. Paladins are relatively self-sufficient and have many abilities targeted at death prevention. The primary stat for damage-dealing paladins is Strength. Tanking paladins also desire Stamina. Healing paladins desire Intellect.

Priester
Priests are casters who use Holy or Shadow magic to heal or harm. In the role of healer, a priest can focus on the versatile Holy tree or the Discipline tree that emphasizes single-target heals and damage prevention. As a damage-dealer, a priest sacrifice some of healing potential to deal Shadow damage, typically as damage-over-time spells. Within society, priests act as the spiritual leaders of their respective races. The primary stats for a priest are Intellect and Spirit (if healing).

Schurke
Rogues emphasize stealth, control and poisons as ways to avoid taking damage while being able to dish it out. Rogues often serve as assassins or scouts, though many are lone wolves as well. Rogues specialize in dual-wielding a variety of weapons, though the iconic rogue weapon is the dagger. Rogues deal damage by building up 5 combo points with their attacks and then unleashing devastating finishing moves. They use energy as a resource, which regenerates quickly over time. Rogues can often sneak around enemies or attack an opponent from behind to try and finish them off quickly. Their primary stat for a rogue is Agility.

Schamane
Shaman invoke the power of the four elements to enhance their weapon damage or spells. The most important feature of the shaman class is the totem, a small object that is summoned in combat to buff, heal or cause damage to the shaman’s enemies. There are three types of shaman. Enhancement shamans favor dual-wielding weapons such as axes or fists. Elemental shamans deal damage at range with their Lightning Bolts and Lava Bursts. Restoration shamans call upon water magic to heal themselves and their allies. Shaman often act as spiritual leaders in tribal communities. They value Agility if melee fighters or Intellect if casters or healers.

Hexenmeister
Warlocks are casters who do much of their damage through curses, drains, damage-over-time spells, or damage from their demonic pets. Warlocks deal Fire or Shadow magic and a special resource called a Soul Shard to power some of their spells. Warlocks can convert their health into mana or summon group members to their locations. They gain their first demonic pet, the imp, at level four. Warlocks are feared in some Alliance societies while considered great leaders in some Horde societies. As casters, the warlock primary stat is Intellect.

Krieger
Warriors are plate-wearing fighters who strive for perfection in armed combat. As warriors deal or take damage, they generate rage, which is used to power their special attacks. Warriors learn 3 unique stances in which they can fight, each with their own benefits and abilities. Warriors can choose to focus on using a single two-handed weapon or dual-wielding weapons while Protection warriors emphasize using their shields to deal damage as well as absorb it. Warriors have several abilities that let them move quickly around the battlefield. Their primary stat is Strength, though tanking warriors desire Stamina as well.
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sieht gut aus
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Quote:
Originally Posted by Pexus View Post
Dankeschön. Hoffentlich ändern sich die Offsets nicht schon wieder...
Die Offsets werden immer verändert ._. nach jedem Patch (keine Hotfixes).


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