May 3rd hotfixes

Ivo

Dedicated Guide Author
Hunter

  • Beast Mastery
    • All damage abilities increased by 4%.
      • This change does not apply to PvP combat.

Monk

  • Windwalker
    • All damage abilities increased by 4%.
      • This change does not apply to PvP combat.

Rogue

  • Outlaw
    • All damage abilities increased by 3%.

Warrior

  • Arms
    • All damage abilities increased by 4%.

Warlock

  • Affliction
    • All damage abilities increased by 4%.
 
And here are some from 26th which you might have missed. Buffs to hpal and rsham, nerfs to fire and holy priest.

Player versus Player

  • Mage
    • Fire
      • Blazing Barrier’s absorb is reduced by 25% when engaged in combat with enemy players.
  • Paladin
    • Holy
      • Divine Favor (PvP Talent) now increases the healing of Flash of Light or Holy Light by 40% (was 50%).
      • Holy Light now heals for an additional 40% when engaged in combat with enemy players (was 20%).
      • Flash of Light now heals for an additional 25% when engaged in combat with enemy players (was 15%). Retribution and Protection Flash of Light unchanged.
  • Priest
    • Holy
      • Miracle Worker (PvP Talent) now reduces the cooldown of Holy Word: Serenity by 10% (was 20%).
  • Shaman
    • Restoration
      • Healing Surge now heals for an additional 25% when engaged in combat with enemy players, up from 15%. Enhancement and Elemental healing unchanged.
 
Healing Surge now heals for an additional 25% when engaged in combat with enemy players, up from 15%. Enhancement and Elemental healing unchanged.
That's Interesting buff, I wonder if Undulation talent could be on par with unleash life now
 
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Warrior

  • Arms
    • All damage abilities increased by 4%.
bum-yum.gif
 
thanks for the 20fied patchnotes
 
As far as numbers go, our Holy Light now heals the same as if we had picked Light's Grace before 9.1-ish.

So HPals can really experiment with other PvP Talents without losing basic throughput.
 
As far as numbers go, our Holy Light now heals the same as if we had picked Light's Grace before 9.1-ish.

So HPals can really experiment with other PvP Talents without losing basic throughput.

wouldn't that be the reason to pick light's grace even more than before? (as PvP is all about "stacking")

i tried light's grace before and it didn't impress me, the loss of hallowed ground meant anyone with half a brain could snare me and i become a sitting duck, the additional damage reduction from light's grace wasn't good enough to offset that.

but maybe with this change, light's grace will finally be worth it for a vers stacker like myself.
 
wouldn't that be the reason to pick light's grace even more than before? (as PvP is all about "stacking")

Not necessarily, 'cause new https://www.wowhead.com/spell=216327/lights-grace doesn't increase the healing of Holy Light (the damage reduction is cool, but the cast is long and we don't much Holy Power to heal when not casting). I guess the increased buff of Flash of Light might make it a bit reduntant.

I agree with most that https://www.wowhead.com/spell=210294/divine-favor is definitely the overall best choice (can be used for throughtput, quick saves or to avoid an interrupt).

I wonder if https://www.wowhead.com/spell=199441/avenging-light can be viable now, as it got two indirect buffs: increased healing in Holy Light increased its damage; and the stronger Flash of Light somewhat reduces the need for other PvP Talents.

Also, https://www.wowhead.com/spell=216868/hallowed-ground#comments still requires lvl 20 and is usable by my twink.
 
IMO, with the improvement to flash of light, hpllys mana efficiency has improved. I find that running either [fist of stone] or [price of progress] is enough. Previously, both were required for long fights, as flash of light was not cost efficient. Currently, It's still not mana efficient...but I like this change, as the output increase implies we need to cast a little bit less. This opens up the possibility of reducing some of our haste stacking with verse? I feel the 1.1s flash of light is not worth anymore, the 1.2s would be enough.

I tried to experiment with Avenging light, but I find that most fights are around range classes, the 10yrd range is crippling its potential. I'd rather stick with Light's Grace as it fits my playstyle.
 

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