- 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.
- 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.
- Mining
- Enchanted Thorium: This ability now uses the Mining skill and is learned from trainers at a skill level of 250.
- 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).
- The Sons of Hodir quests now give more reputation overall.
- Glyphs
- Death Knight
- Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.
- 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.
- 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.
- 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.
- 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.
- Shamans
- Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.
- 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.
- Glyph of Life Tap: The effect of this glyph now has a chance of activating when Dark Pact is used.
- 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.
- 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%. - Death Knight
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.