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PTR 3.3 Daily Blue

Author: inwowgold Source: http://www.inwowgold.com

Pit of Saron - Feedback
Thanks for the feedback so far. We'll get he phasing related issues sorted out for the next push. As some of noted there are sounds, VO, music, and even some creature models that are not final.

Also note from a story perspective that this is the 2nd of the 3 dungeons. We had to disable the Forge of Souls for this initial PTR push due to a last minute crash bug discovered in the zone, and it begins the quest and story for the three Icecrown dungeons.

Removal of spell ranks in Cataclysm
Essentially there will be no ranks. Instead your spell will just grow every time you gain a level. The biggest difference you will notice is not having to train say rank 16 of Rejuv. Your spellbook would just say "Rejuvenation."

Base points can still increase. In fact they will increase every level instead of in big chunks.

Assume for the moment you get Rejuv at level 1 instead of level 4. Then imagine there are 85 ranks of Rejuv and you get a new rank automatically whenever you ding without visiting your trainer. It isn't a huge change conceptually, except that your level 79 Rejuvs would be buffed relative to what they are now. Mostly if just gets players to focus less on rank and more on player level (and then ultimately talents, glyphs and gear).

 Death Knight
Glyph of Icy Touch nerf in 3.3
As several players pointed out, the old glyph was driving too many other decisions with regard to spec and abilities used. We want DKs to be a melee class with some ranged abilities, not a ranged class.

 Druid
Rejuvenation in 3.3
We don't want rank 15 to have that extra tick. It is technically a bug in that we didn't intend for it to have that behavior, but obviously we sat on the change for awhile. However since the popular Resto style has now become Rejuv on as many people as possible, we thought the extra tick had become problematic. Frankly we think druids can absorb the small nerf without hurting their overall healing much.

We're not trying to hide a nerf, and we can certainly change the patch note to not say bug fix if that makes it go down any easier.

We'll look into any discrepancy in numbers between rank 14 and 15 and make sure things are working as intended.

 Hunter
Ghostcrawler on Avoidance prereqs need to be removed
It is likely we will just replace the hunter pet Avoidance talent with one that increases pet dps. It is too situational to have as a talent now. Hunter pets will just take 90% less damage from creature AE the same as other pets do (meaning 'for free'). We offer that avoidance as recognition that Fluffy doesn't have the AI to get out of the fire on boss fights and likes to go in straight lines between you and a target, even if that means crossing fire.

Ninety percent avoidance should be enough to survive almost all boss AE attacks for a second or two -- enough to get a heal or move your wolf (or sporebat). It isn't intended to let your pet just ignore AE completely and stand in void zones. If you're a pet class, you are going to have to manage the pet a little in dungeons and raids.

It was never our intent that pets just shrug off AE in PvP situations. In fact, it's a little goofy if you think about it. We just technically couldn't distinguish between creature and player AE before. We only go to that distinction as a last resort, since we like for PvP and PvE to work similarly. However we thought it was necessary in this case, since the complexity of boss encounters just doesn't always leave pets with a way to avoid the AE damage. We think PvP AE damage often is avoidable (dude isn't literally Bladestorming the entire arena at once), but we still understand that this is a PvP nerf to pets and we may buff them in other ways to compensate.

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