Thursday, November 5, 2009

3.3 Patch Notes Updated

Was browsing through the patch notes for 3.3 and figured I'd post the ones worth mentioning on here (aka the economic based ones).

  • Changed! (11/03): Group Disenchanting Option: In addition to rolling Need or Greed on items, players now have the option to elect for an item to be disenchanted if an enchanter of the appropriate skill level is in the group. Disenchant works exactly like Greed except if a player wins the Greed roll, they will receive the disenchanted materials instead. Players who choose Need will always win the item and will always beat those that choose Greed or Disenchant.

  • Unit nameplates are now subject to line-of-sight limitations in certain situations (this does not pertain to objects like Arena pillars or bridges). (Not sure if this will change the SW auction house trick or not)

  • Enchanting

    • Enchant Weapon - Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster's target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.

    • Enchant Weapon - Unholy Weapon: This enchantment now inflicts Shadow damage in addition to its original effect.

  • Mining

    • Enchanted Thorium: This ability now uses the Mining skill and is learned from trainers at a skill level of 250.

  • Reputation

    • The Sons of Hodir quests now give more reputation overall.
    • The following reputations have been sped up by roughly 30%: Argent Crusade, Alliance Vanguard, Horde Expedition, Kirin Tor, Knights of the Ebon Blade, The Sons of Hodir, The Wyrmrest Accord
    • Top-level helm and shoulder faction-related enchants are now available as Bind-on-Account items that do not require any faction to use once purchased (they still require the appropriate faction level to purchase).

  • Glyphs

    • Death Knight

      • Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.

    • Druid

      • Glyph of Rapid Rejuvenation: This glyph allows for the druid’s haste to reduce the time between the periodic healing effects of Rejuvenation.

    • Mage

      • Glyph of Eternal Water: This glyph allows for a summoned Water Elemental to last indefinitely, but it can no longer cast Freeze.

    • Priest

      • Glyph of Mind Flay: This glyph now increases the damage done by Mind Flay by 10% when the target is afflicted with Shadow Word: Pain.
      • Glyph of Shadow Word: Pain: The periodic damage ticks of Shadow Word: Pain now restore 1% of the priest's base mana with this glyph.
      • Glyph of Shadow: While in Shadowform, this glyph causes non-periodic spell critical strikes to increase spell power by 30%, up from 10%, of the priest's total spirit for 10 seconds.

    • Shamans

      • Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.

    • Warlock

      • Glyph of Life Tap: The effect of this glyph now has a chance of activating when Dark Pact is used.
      • Glyph of Quick Decay: This glyph allows for the warlock's haste to reduce the time between periodic damage effects of Corruption.

    • Warrior

      • Glyph of Victory Rush: This glyph now increases the critical strike chance of Victory Rush by 70%, regardless of the percentage of the target’s remaining health.

    Hatchlings: Leaping Hatchling, Darting Hatchling, Razormaw Hatchling, and Ravasaur Hatchling no longer drop from their associated rare creatures. Instead, there are now rare nests that spawn which contain these hatchlings. For example, the Leaping Hatchling can now be found in Takk’s Nest rather than as a drop from Takk the Leaper.

    Bug Fixes

      Glyph of Immolation Trap: Now properly increases damage by 100%.

My thoughts about the patch notes so far. With the change of rep being quicker to grind AND the head enchants now being BOA there is a possibility less people will run heroics to grind rep. What does this mean exactly? The possibility of less enchanting mats on the AH. People will still farm for badges but you can farm for badges quicker then you can farm for rep. Esp if its for a hybrid class such as a paladin or druid.

Also Sons of Hodir rep is becoming easier to grind. Quests will now grant more rep (whether or not this applies to dailies I'm not sure) so its a safe assumption that relic prices will drop as people need less overall. However on the counter to this argument is that since its easier you may have people grinding the rep who haven't yet and you may see a price increase.


  1. I'm thinking about the price of relic of uldaur in response to this.

    On the one hand, the demand for relics comes strictly from people grinding rep.

    On the other hand, some of the *supply* of relics comes from people grinding rep. I mostly did not use relics for my hodir rep on my first two characters because they were selling for 3-4g at the time, and if you considered the rep generated by the dailies as worth the cost of relics for equivalent rep + daily rewards, plus all that dropped from the mobs doing the dailies, it was the one grinding area that gave gold/hr close to my normal auction house activity. Plus there was enough variety to be more fun than pure grinding. So I chose to do dailies and not turn in relics, which meant I was selling the relics that dropped for me. Between my two raiding characters, I believe I generated around 1k relics while grinding to exalted all of which sold on the ah.

    If the quests give more rep but the relic turn-ins stay the same, then more people will make this choice even though relic prices are much lower now.

    The question is how much of the relic supply is produced by people in activities unrelated to grinding Onan rep.

    hm. probably enough to drive the price down, but OTOH, the price is already low enough (often under 1g ea.) that turning in relics looks decent relative to doing the dailies for a goblin or gnome at least. This is one place where demand is probably fairly elastic, since it's a *huge* purchase to do all your rep as relics so people will really be figuuring either whether they can afford it, or how much gold/hr they would make by eschewing turn-ins, and small price differences will tip the balance for people on the fence. I think that keeps the price from going too low, which means that if it crashes really hard, I think it's a good bet to buy up a few dozen stacks in the hopes that they will come back up into 50-75s territory. At 50s that's only 700g to save a week's worth of doing dailies for an hour or so. It's hard to believe the price will go below that until everybody has a char with hodir exalted and people are still getting relics as a side effect of other activity.

    We'll see, it'll be interesting.

    I've talked myself into believeing that the price will go down though.

  2. price will drop like a rock.
    since shoulder enchant is ow bind on acct and not bop, and most players have one char exalted already