In the short time that I’ve maintained this blog, the most popular post in terms of views has been Patch 3.0.3, Find Out What it Means to Me. With the official PTR patch notes dropping for 3.0.8 earlier this week, I figured we’d return to the same format. But this time around, I’m interested in more than just the Mage-lovins. Without further delay, the patch notes that interest me the most.
Racial restrictions on mounts have now been lifted. Night elves on mechanostrider? Tauren on raptor? You’re not seeing things.
Oh… snap! I’ve gotta get Raulduke to level 30 with a quickness. I can’t imagine anything funnier than a male Draenei on a Mechanostrider. Hells yes! On a serious note, this will make it easier for Devv to get the Leading the Calvary achievement and the Albino Drake reward. That’s six additional mounts that I didn’t have access to before. I’m already halfway there without some of the home faction mounts and none of the PvP mounts. This is gonna be cake! Onto the Death Knight goodies.
All multi-rune abilities generate 15 runic power.
I treat my runic power like a mana pool. There’s nothing cooler than seeing Death Coil light up when the ol’ runic power battery gets recharged.
Blood Presence now grants 2/4% instead of 1/2% healing.
Predatore barely dies as it is. I thought this was supposed to be the great DK nerf that everybody was whining about. So far, so good.
Dark Command: Range increased to 30 yards.
Well, this will certainly make pulls a little easier. I just recently acquired this skill, so I’m still learning how to use it effectively. Sounds good to me though.
Death Knights have access to unique death-knight only facial textures and skin tones. These can be selected at the character creation screen.
Uh… OK. I was pretty sure that Death Knight facial features and skin tones were unique to them to begin with. I guess we’ll see what this means soon enough. But it seems a little late to implement this feature at this point. With millions of DK’s already created, the character creation screen is well into the rear view mirror.
Horn of Winter now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.
So far, nothing but good news on the DK front. I could care less about the CD. Zero cost plus additional runic power equals badass!
Pestilence no longer has a 10 seconds cooldown.
That one never made sense to me to begin with. This seems more like a correction to an oversight rather than an adjustment to gameplay.
Raise Dead has now been split into two spells:
- Raise Dead now raises a ghoul or pet ghoul (if talented). Requires corpse dust if no humanoid corpse is nearby.
- Raise Ally now raises a fallen party member as a ghoul and has no reagent. Available at level 72. This should now last for 4 minutes.
I hate to say it, but I’m really looking forward to seeing a party member die after 3.0.8 is released just to see the new Raise Ally spell. I’m just curious what the implications will be on that party member’s ability to release and rez. In other words, will raising your ally as a ghoul prevent him from releasing until the effect is over? If you’re standing right next to a GY, will it be possible for your ally to release, rez, and fight right alongside the ghoul created from his corpse? This could be interesting. Onto the limited Mage changes.
Evocation: Cooldown reduced to 4 min.
As if the glyph that added health regeneration to Evocation wasn’t cool enough, we now get this gem. This will be the change that affects me the most. As it stands, I no longer conjure food and water when I log on. Ever since applying the glyph, I’ve survived on the food and water that I’ve acquired from drops and the Evocation spell. I may never conjure food and water in a solo PvE setting again!
Slow Fall is now castable on others.
Yet another spell made even cooler with a glyph. This would have come in quite handy last week. I wonder if your target needs to be friendly. If not, it might be worth installing Fraps again if I could cast Slow Fall on an unsuspecting mob, then Blast Wave them off the edge of a cliff. Speaking of Blast Wave…
Glyph of Blast Wave — The mana cost of your Blast Wave spell is reduced by 15%, but it no longer knocks enemies back.
Both parts of this new glyph seem to benefit raiders. It grants a reduced mana cost and adds more control over a decent AoE. PvP and solo PvE players will have to consider the trade-off. What’s more important? The impact on your mana pool or the separation that the knockback gives you?
Players can now open clams while riding a vehicle, sitting, mounted, stealthed, and invisible.
As dumb as this “improvement” sounds, it’s actually very cool. It says to me that nothing is too mundane for Blizzard to correct. I’m sure it’s only a couple lines of code, but it’s good to see they’re willing to make tiny little adjustments like this to satisfy their player base.
All in all, it sounds like a pretty solid patch. It’s not as game-altering as 3.0.3, but there are still some golden nuggets to be had. Evocation continues to become more and more useful to the Mage class and Death Knights haven’t been nerfed to the ground… yet. I think a lot of people might be disappointed that we’re not getting dual-spec yet, but I’m not. Why? Because there’s a lot of kinks to work out before this miracle of modern science becomes part of our daily lives. Will our action bars and key-bindings automatically switch when we toggle between specs? Will we be able to swap out armor sets as quickly as we can switch specs? How much will re-specs cost given the ability to carry two? There’s a lot to consider and I’d rather Blizzard get it right than get it done quickly. And rest assured, it’s coming.