Possible 2.4 patch notes
The patch notes are listed below (far below). MMO Champion is the source, and these are definitely not official. There is a significant chance that these are fake, but they lead to good discussion.
In my opinion, these changes are real. I don’t see any change that isn’t called for. Resto druids do need to be nerfed so it is not required that you have one in order to be a top team in 2v2 and extremely strong in 3v3. Yes, they are weak in 5v5, but dominating 2/3 brackets is good enough for any class.
In this posting I want to discuss other notes, and not purely if resto druids need a nerf or not, so I’ll go on to the other changes. There is defintely much more to say regarding resto druids and their viability in the different arena brackets.
Some changes that will affect my moonkin are the treants buff and the cyclone nerf. I like both of these. Cyclone is extremely strong and I don’t mind a bit of a nerf. 20 yards is still plenty long and it’s still a very usable form of CC. I’m not sure what the point of 15% entangling roots from a treant is. With three of them hitting extremely quickly it will be on the target in no time. This will make moonkin build, as opposed to a 27/0/34, more viable. One question that immediatly comes to mind is if the treants entangling roots counts as yours. If I have a warrior rooted, and I summon treants on a shaman, and those treants root the shaman, does that mean the warrior is automatically free? That would be bad…
For moonkins, mana back on spell crit is a huge buff. Owl’s have been complaining about the melee restoration of mana for a long time. It was practically useless. Who is going to go hit a boss and risk AoE effects or pulling aggro (I’m not sure about the aggro part, but if you have higher threat than the tank but are ranged then you get a buffer zone of like 30%… if you step into melee range then you may have the same threat and become the automatic target… not sure about this at all).
Hunters: I would like to see a bit of a nerf to BM specs but they suffered for a long time so might as well give them a few more months as a super strong class.
Mages: I really don’t see why they continue to buff mages since they are already plenty viable in arena. Increased blink range is not needed and they already have enough escape mechanisms. However, I’ll admit I don’t know much about them and the mages are calling the new notes a nerf. Every class complains when they get a small nerf, regardless of how needed it is (which bugs the hell out of me… go play a game where you can put in a cheat code for god mode if you don’t want the challenge).
Priests: why oh why do they keep trying to make lightwells good? Maybe top raiding guilds use them, but in my TK/SSC experience I have yet to see one. The mana burn buff/nerf is good. Reduce the time to cast to avoid interruption, but stop making it so damn powerful. Mana drain teams need a nerf, and this includes hunters.
Paladins: they need some love and this is a good buff against warlocks.
Shaman: sounds like a pretty big nerf to elemental shamans which is good. Talk about a relatively skill-less class to play in 5v5 that is very strong. Resto shamans, on the other hand, got a buff. I’m happy about this. Resto shammys are usually a bit easy to kill and with the hunter arcane shot on their shield they really need some added survivability.
Warlocks: good, more nerfs. Keep em coming. I’m tired of seeing shitty warlocks win. I remember pre-BC a warlock could beat me naked (I was a warrior). But that was a good lock. They have all the same tools now and it’s time to stop letting the 8 year olds be overpowered and let the skilled players shine.
Warrior: endless rage buff is good. No warrior was getting their 41 point arms talent and maybe this will allow some diversity in arena. Plus, MS warriors are a bit more viable in raiding although fury should still shine.
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MMO Champion:
Druid
* Cyclone range reduced to 20 yards, down from 30.
* Lifebloom healing coefficient reduced by $
* Natural Perfection now reduces damage by 2/3/4% down from 1/3/5%
* Tree of Life: You may now cast any Restoration spell in this form.
* Improved Tranquility: Now also reduces the mana cost of Tranquility by 10/20%.
* Moonkin Form no longer gains 150% attack power or mana returned from melee hits, but now refunds 2% of your total mana every time you critically hit with a spell.
* Force of Nature: Treants now have a 15% chance to proc Entangling Roots on the target.
* Nurturing Instinct: Increases your healing spells by up to 50/100% of your Agility, and increases healing done to you by 25/50% of your Attack Power.
Hunter
* Improved Mend Pet now has a 50/100% chance to remove one Curse, Disease, Magic or Poison effect, up from 15/30%.
Mage
* Blink mana cost reduced roughly 40%
* Improved Blink now increases the distance you Blink by 15/30%, and you have a 15/30% chance to reduce the cast time of your next Fireball, Frostbolt, or Arcane Blast spell by 50% after you Blink. (Might just do one of these effects…)
* Prismatic Cloak now reduces damage taken by 3/6%, up from 2/4%
* Mana Cost of Slow reduced roughly 40%
* Arcane Fortitude now increases your armor by an amount equal to 100% of your Intellect, up from 50%.
* Mana Shield now scales with spell damage. (Max rank with full S3/best gear will absorb around 1Kish, added damage absorb doesn’t cost/consume mana to the shield, it will always cost what the tooltip says)
* Improved Fire Ward is now Molten Shield
* New Talent: Molten Shield – Reduces all damage taken by 2/4% while using Molten Armor, and causes your Fire Ward to have a 25/50% chance to reflect Fire spells while active.
* Frost Warding: Chance to reflect Frost spells while Frost ward is active by 25/50%, up from 10/20%.
* Icy Veins no longer increases the chance your chilling effects Freeze the target, but now reduces pushback by 100% for 20 sec.
* Icy Veins spell haste bonus no longer stacks with Bloodlust.
* Ice Flows now gives you a 15/30% chance to avoid interruption caused by damage while casting any Frost spell.
Priest
* Mana Burn effect reduced roughly 50%.
* Mana Burn cast time reduced by 1 second.
* Improved Mana Burn: Now increases the amount of mana burned from your Mana Burn spell by 10/20%.
* Focused Will now reduces damage by 2/3/4% down from 1/3/5%
* Lightwell: Charges increased to 15, up from 5.
Paladin
* Turn Undead no longer fears the target, and now incapacitates it.
* Turn Undead now works on demons. (Prob will be renamed to a diff spell)
* Turn Undead is now subject to diminishing returns.
* Turn Undead now lasts 10 sec. in PvP.
Rogue
* Envenom no longer consumes the Poison applications.
Shaman
* Lightning Bolt: Spell coefficient reduced by $
* Lightning Overload can no longer proc on instant cast spells. (aka NS+CL won’t proc it)
* Lightning Overload can no longer critically hit.
* Tremor Totem and Poison Cleansing Totem now pulse every 3 seconds, down from 5.
* Earth Shield mana cost reduced by 50%
* Earth Shield now has 6 charges, down from 10.
* Healing Grace: Now also reduces the chance your spells will be dispelled by 10/20/30%
Warlock
* Life Tap: Spell coefficient reduced by $
* Life Tap now consumes toughly 10% more health when used.
* Demonic Knowledge now increases your spell damage by an amount equal to 4/7/10% down from 5/10/15%
* Improved Shadowbolt: Now only works for the Warlock.
* Improved Shadowbolt: Now increases Shadow damage by 3/6/9/12/15%, down from 4/8/10/14/20%
* Incinerate spell coefficient increased by $
Warrior
* Endless Rage now properly generates 25% more rage from damage dealt (previously only 12% cause of a bug)
* Improved Hamstring: Now has a 10 second cooldown.
Items
* Mystical Skyfire Diamond now reduces the next spell cast by 20%, down from 50%. (It also might just be changed to straight stats, still in debate. Don’t be surprised if this metagem just gets added stats with the current effect in the initial 2.4 notes, it’s still being worked on.)
* Shaman Gladiator 4-set bonus now reduces pushback by 30%, down from 70%.