Your mileage may vary – 3.3 around the corner

Since Bouboille posted this on MMO-Champion on Wednesday, the whole community started buzzing and talking, getting back to life (which was greatly described by Larísa). It seems 3.3 is coming. And if not after the weekend, then soon for sure! Although I feel like even today is not soon enough. Anyways, I briefly mentioned the LFG system overhaul that I am looking for, let’s take a closer look on that and on the changes that us restos are anticipating.


Nothing much for us this patch, really, but hey, last patch was kind to us. Let’s see what does Blizzard have in this early Christmas box for us:

  • Earth Elemental Totem: The cooldown for this totem has been reduced from 20 minutes to 10 minutes. Cannot be used in Arenas.
  • Fire Elemental Totem: The cooldown for this totem has been reduced from 20 minutes to 10 minutes. Cannot be used in Arenas

Oh yes please! Finally I don’t have to hold off whole evening for THE try that seems most promising. Thank you very much for fixing this ability for us. It may be powerful cooldown, but twenty minutes was just TOO much.

  • 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.

I actually want to see this one. I can definitely see uses of this new system against old system (First boss in AN comes to mind – magma + fire nova can do some deeepezet to those buggers eating you), but overall I am interested how will this change play out.

  • Reincarnation: The cooldown on this spell has been lowered from 60 minutes down to 30 minutes.
  • Restoration Talents
    • Improved Reincarnation: This talent now reduces the cooldown of Reincarnation by 7/15 minutes, down from 10/20 minutes. Reincarnation cannot be used in Arenas.

No kidding, after every other class got these abilities with sensible cooldowns (Rebirth, DI), it’s our turn. I am personally gonna try and talent it, depending mostly on how hard progressing ICC hard modes will be. I can dig those 2 spare points somewhere and well, being able to ress every other attempt (presuming fight lengths and tactic adjusts here) is pretty much made of win. Go shamans, go!

  • Glyph of Earthliving Weapon: Now updates the tooltip for Earthliving Weapon.
  • Glyph of Lesser Healing Wave: Tooltip and functionality corrected to ensure this glyph will cause extra healing from Lesser Healing Wave regardless of which shaman cast Earth Shield on the target.
  • Mana Tide Totem: The tooltip on this spell will now be modified properly by the Glyph of Mana Tide Totem.

These bug fixes seem quite nice. Nothing game-breaking, but will make you better orient in the game. I really hate when I talent or glyph some ability, just to find out tooltip is not updating properly and I have to calculate the output or benefit on my own.

I am not really familiar with Elemental or Enhancement theorycrafting, all I can say is that I belive the crit to haste change for elemental shamans seems like a nice trade-off for me (they do benefit more from haste than crit, right???) and on the enhancement change – I didn’t even know what that ability or whatever is (watch me go elemental offspec now!).

And don’t forget the sweet looking tier armor that we got. It has tentacle-thingies too! Go us Blueberries! Muahahaha!


Now on the change I am looking forward the most. The new LFG tool:

Dungeon Finder

  • Groups using this tool will be able to teleport directly to the selected instance. Upon leaving the instance, players will be returned to their original location. If any party member needs to temporarily leave the instance for reagents or repairs, they will have the option to teleport back to the instance.

As much as this is pretty much ruining everything in game, I like it. Let’s face it, although this reagent shopping change will only raise many more irresponsible people, there is far too many of those around already. At least now they don’t have the excuse of not buffing for lack of reagents – just get on the speedtrain and get reagents, twat. We will wait the 30 seconds. Thank you.  As for instance porting, I am all in. Nothing is worse than flying to summoning stone, asking for one more when I get there and getting four (4) answers of “summon plz lol”.

  • Players can choose the Random Dungeon option.
      • The Heroic Wrath of the Lich King Daily Random Dungeon option will award two Emblems of Frost no more than once a day.
      • The normal Wrath of the Lich King Daily Random Dungeon option will award two Emblems of Triumph no more than once a day.
      • Continuing to complete Wrath of the Lich King Heroic instances using the Daily Random Dungeon option will award players two additional Emblems of Triumph each time.

So, the badges will drop from everywhere. As you may know, my old guild fell apart. This week I moved to a much more populated server and got into a guild that raids 10M again, but not strict anymore, which means I can pug 25M now, if I want to. Not that I’d wanted to, but still – if I am ever in need of Frost badges, I can go and farm them. So this change that I was looking for before is a bit void now. Then again, with my legions of alts, all of them can be geared in no time in case I want a break or just different kind of fun.

  • Daily Heroic and normal dungeon quests have been removed. These quests have been replaced with weekly raid quests (see the “Quests” section for details
  • Weekly raid quests are now available from Archmage Lan’dalock in Dalaran. Every Tuesday at 3 AM the Council of Six will choose a different strategic target that must die from either: The Obsidian Sanctum, Naxxramas, The Eye of Eternity, Ulduar, Trial of the Crusader, or Icecrown Citadel.

Hooray. 10 badges it was, right? So that’s 10 more badges, chance on offspec loot and some lesser badges for ya right there. From what I read those can be completed either on 10 or 25 setting and should be always starting area bosses (which boss in Naxx is starting area though?)

  • Level-appropriate rewards will be offered to players who choose the Random Dungeon option for pre-Wrath of the Lich King dungeons.

So, you mean my lowbie alts will now finally get their instance groups? And even some money or items for them? Or whatever – potions instead of badges? I am all in on this one Blizzard, love you so much! I already feel my love for Sunken Temple kicking in. Middleright, down the stairs that are around corner, clear the ring, S-N-SE-NE-SW-NW, jump down and clear without pulling, kill boss. Portal quest, back to start, middleright, up to another ring. Run around, count trolls. 6 and six feathers, check. Jump down, survive. Prophet, 2 dragons, summoning, rest of trash, 2 dragons – Eranikus hai. Run back to clear the two packs at the stairs that would eat you alive upon pull. Essence of Eranikus, here I come. Hearth out. No kidding, ST is my most favourite instance of all times. Back in the day when I was young dwarven paladin and the game was… more vanilla. It still brings great memories!

  • Instead of choosing a random dungeon, players can also choose specific dungeons appropriate for their level range. Multiple instances can be selected at one time. The feature no longer limits the choice to look for only 3 dungeon groups at one time.

Sensible change, finally I can hit up more instances and not TotGC25 and “fish” random hc invites and LF heal tells.

  • Pick-Up Group
    • As part of the matchmaking system, some of the more difficult dungeons will have a minimum gear requirement. Players also need to meet the requirements for dungeons that require attunement, such as keys or quests. If a player does not meet the requirements for a particular dungeon, a lock icon will be displayed next to that dungeon. Hovering over this icon will display the requirements which have not been met.

Hm… nice change. At least I will know straight off that I miss attunemets. Oh wait… What attunemets exactly? Fine, I can’t go Outland heroics, I take that. But then again, who’d go there anyways? Why? Maybe a quest or two, but all can be completed on normal anyways. Hm… Think this was a redundant change.

  • Only conjured items and loot dropped in a dungeon for which other party members are eligible can be traded between players from different realms.

Anyone who wasn’t expecting this one?

  • A Vote Kick feature will be available in the event a member of a party is not performing to the expectations of the other members.
  • Players who leave the group prematurely are subject to a Deserter debuff preventing them from using the Dungeon Finder for 15 minutes.
  • If an existing group loses a member, the leader will be asked if he or she wants to continue the dungeon. Choosing to continue will automatically place the group back into the Dungeon Finder queue.
  • A Player will not be placed in a group with people on his or her Ignore list.

Won’t the kick feature get abused? I can imagine some retards running around initiating Kick voting cause “LOL ITZ PHUNZZOR!!!”, don’t you? Really not looking forward to this one, especially if there is some minimum gear requirement tool check. Then again, what is minimum gear requirement? Anyone in i200+ should be more than capable of doing any heroic. Maybe barring ToC heroic, but that’s because people can’t play, not their gear.

  • Players who take part in groups who have one or more members who have been matched with them randomly from within the Dungeon Finder will receive extra rewards, up to and including the coveted Perky Pug non-combat pet. The more random players with whom one groups, the faster the pet can be obtained.

I am sooo getting this pet. Not that I will ever use it (Pandaren Monk for the win!) but I intend to PUG a lot. Way too much! PUG PUG PUG!

  • The Need Before Greed loot system will be the unalterable default looting system for pick-up groups in the Dungeon Finder and has been updated.
    • Need Before Greed will now recognize gear appropriate for a class in three ways: the class must be able to equip the item, pure melee will be unable to roll on spell power items, and classes are limited to their dominant armor type (ex. paladins for plate). All items will still be available via Greed rolls as well as the new Disenchant option should no member be able to use the item

Question here – who or how will ensure nothing gets ninja’d? I mean, if I am clothie enchanter (and scrub person) I can “need” roll on every piece of cloth that drops in the instance, while no one else but clothies can compete. See the difference? Although nowadays the person can do it, the next roll will be needed by everyone to prevent this. I dislike the “limited to their dominant armor type” – there are plenty “armor downgrade” upgrades around there to be picked up. This change sucks in my opinion. Big time.

  • Players will be able to roll on items with a required minimum level higher than a player’s current level.

At least something. Given the previous blue lines, I’d expect you to be allowed to roll only on gear that you outgear by 5 levels, and at least 2 letters of it’s name can be found in yours. Or something like that.


My altoholic self is looking forward to the new changes, while my raider and “proper” player self screams out loud. Nerfing Northrend reputation gains like this? Are you for real? Come on. What will be left in this game then, epics and reputation served to us on a silver plate as soon as we hit 80 (I am NOT saying this is wrong move overall, but this is taking it a bit too far in my opinion)? I leveled three characters to 80 and farmed all Northrend reputations with them to exalted (the main ones anyways, sorry Walrus and Racoon people), I grinded Hodir reputation two times to full (Inscription yay!) and bought the third with relics (Jewelcrafting Ahoy!) – it was not that hard. Sure, it could’ve been better, but at least it got you to do the great questline (one of the very few long questlines left) and it showed who actually wants to put an effort into the whole raiding thing. I am really rather against the game being nerfed this much. It wasn’t THAT hard before. Sure, could’ve been smoother, but this is too much, sorry.

I am looking forward to the new 1-20 level character ability and whatnot revamp – tried leveling a mage, never made it past level 13. Those glasscannons are just always oom and too fragile. Same with locks. Or priests. Though the latter two never made it over 11. So hooooo, here my alting passion will bloom and I will have more and more fun! And I can get free epics on 80 and all rep for free. Do not want. I want to earn something in the game – as in having a sense of some personal goal or advancement of my character. I want to build and enhance my character, not just open the wrapped up box with raider costume in it.


Overall, the patch looks fine. Some bugs and class fixes went through, after the boring and dull 3.2 content there is finally something new, a diverse tier armor sets. The game is made more friendly for new players and pretty much nerfed for the level 80 players that never wanted to put any effort into it. But after the hiatus we’ve been living in for last month or two, this is definitely welcome and hugely expected patch.

So, what are your general opinions on this patch? And what about the shaman changes – reincarnation in particular? Worthy change or not?

About Rahana

Long time player, former hardcore now casual raider. Talks into everything, does not pay attention to exact theorycraft numbers. View all posts by Rahana

3 responses to “Your mileage may vary – 3.3 around the corner

  • Charles

    I almost feel like too much of this expansion has been – well – sort of incomplete, a bit disconnected and unpolished – and that patch 3.3 is the last chance to keep people interested until Cataclysm ships with all its highly anticipated promised-land features.

    Not that I don’t enjoy WotLK – because I really do – it’s just been a very odd expansion: very experimental and daring, even more so than TBC, and yet simultaneously very limited by the fact that there’s only so far they can go with their new ideas within the framework of the release.

    Anyway, I really like where restoration is since 3.2, so I can’t say I feel like this patch owes us anything – if anything I’m pleased that they’re leaving resto be! For elementals, though, it’s rather disappointing – because we’ve finally had confirmation that all of the remaining major issues we face will not be addressed until Cataclysm at the earliest.

    • Rahana

      Well, I can’t get rid of the feeling that Wotlk as whole was shipped early to match and counter competition. The talk about WotLK was still going on, then BAM! We got 3.0 at about the same time Warhammer shipped. Then 3.1, a well thought and well made patch came. Aion release – countered by 3.2.

      I generaly think 3.2 was one of the worse patches in WoW history, content wise. It was just too much gear for the time you needed to progress content, the gap between ilevels got even higher and well, too much of everything. While I understand they were trying new concept, the conceptual difference between Ulduar and ToC was abysmal. I really do hope all the experience will make ICC the best instance of the patch.

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