A new patch has been deployed, and with it the Firelands Raid instance.
I have updated the Firelands Tactics page with all the info and bosses tactics.
Have fun, and good luck!
The Firelands Bosses tactics guides:
It's been a while since I update the Cataclysm Raiding guides, but that's changing as more and more information revealed about Cataclysm second raiding Tier: The Firelands.
The Firelands will include at least 3 (known) bosses, and you can check out the Firelands Tactics page to learn more.
As some of you may already know, the final boss of the instance will be Ragnaros Himself.
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Patch 4.2 will bring with it the Fireland instance, which will be the next tier of raiding for the Cataclysm expansion.
It is never too soon to start preparing, so as soon as it hit the PTR I will update the Firelands Tactics page with useful info and bosses tactics.
Interesting note: The last boss of the Firelands instance is Ragnaros, so we should expect some massive fun there.
Patch 4.1 is the first major content patch after the release of Cataclysm.
This means Patch 4.1 will bring with it 2 new dungeons: Zul'Gurub, and Zul'aman, which are in fact old world content dungeons that were rebuilt to be suited as level 85 heroic dungeons.
They will have better loot then the "average" level 85 heroics (offering level 353 items as rewards).
There will also be a lot of class changes, though they should not be as radical as the ones we experienced recently with all the 4.0.X patches.
Below is the list of the main class changes as released by Blizzard:
General Class Changes:
All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Shield Bash, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.
Death Knight
- Dark Simulacrum now works on numerous additional spells in dungeon encounters.
- Death Strike self-healing no longer generates threat.
- Blood of the North (passive) now permanently converts both Blood Runes into Death Runes. There is no longer any proc interaction with Blood Strike required to activate Death Runes.
Druid
- Efflorescence has a new spell effect.
- Solar Beam is now more responsive when enemies move into or out of it.
Hunter
- Explosive Trap now has a new spell effect.
- Master's Call now has a new spell effect.
- Tame Beast now tames pets to match the hunter's level, rather than 5 levels below.
Mage
- Ignite is no longer triggered from periodic critical effects.
Paladin
- Word of Glory now has a 20-second cooldown.
- Walk in the Light (passive) removes the cooldown of Word of Glory.
- Divine Guardian cooldown is now 3 minutes, up from 2.
- Divine Storm now generates 1 point of Holy Power if it hits (i.e. successfully lands on) 4 or more targets.
- Sacred Shield's internal cooldown has been increased to 60 seconds, up from 30.
Priest
- Divine Aegis duration has been increased to 15 seconds, up from 12.
- Dispel Magic can only be used on the casting priest as a baseline effect.
- Holy Word: Sanctuary has a new spell effect.
- Power Word: Shield duration has been reduced to 15 seconds, down from 30.
- Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.
- Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.
Rogue
- Recuperate base effect now heals 3% per tick, up from 2%.
- Stealth base cooldown has been reduced to 4 seconds, down from 10, and the movement penalty from being in Stealth has been removed.
- Tricks of the Trade now has a 100-yard range, up from 20.
- Improved Recuperate now adds 0.5%/1% to the health restoration effect of Recuperate, down from 1%/2%.
- Nightstalker now reduces the cooldown of Stealth by 2/4 seconds, and instead of negating the movement penalty from Stealth, it adds a 5/10% movement speed bonus (stacking with other effects) while Stealthed.
Shaman
- Fire Nova has been redesigned and decoupled from shaman Fire totems. Instead, it now pulses that same area-of-effect from each target that is afflicted by the shaman's own Flame Shock debuff. It now damages all enemies except the target hit by Flame Shock. The ability's cooldown has been reduced from 4 seconds, down from 10.
- Stoneclaw Totem's area-of-effect threat pulse no longer affects critters.
- Earthquake is no longer a channeled spell. It now has a 2-second cast time, lasts for 10 seconds, and has a 10-second cooldown. Its damage has been reduced by 40% from its channeled version.
- Improved Fire Nova has been redesigned and replaced by a talent called Seasoned Winds. When an enemy spell cast is successfully prevented with Wind Shear or Grounding Totem, the shaman gains magical resistance (in an amount equal to what a protection totem/aura would grant, stacking with such buffs) to the spell school(s) of the interrupted spell (except for Holy spells), lasting 10 seconds.
Warrior
- Charge and Intercept no longer have diminishing returns on their stun effects.
- Colossus Smash now ignores 70% of an opponent's armor, down from 100%.
- Inner Rage is now available at level 56.
- Intercept now has a 1.5-second stun, down from 3 seconds.
- Overpower damage has been increased to 140% weapon damage, up from 125%.
- Rallying Cry (new ability) is available from trainers at level 83. It temporarily grants the warrior and all party or raid members within 30 yards 20% of maximum health for 10 seconds. After the effect expires, the health is lost. It has no cost, no stance requirements, and is not on the global cooldown. It has a 3-minute cooldown, but also shares a cooldown with Last Stand.
- Whirlwind now has its cooldown reduced by 6 seconds when it deals damage to 4 or more targets. The Whirlwind effect caused by Bladestorm remains unchanged.
- Improved Hamstring now reduces the global cooldown on Hamstring by 0.5/1 seconds in addition to its current effects.
- Improved Slam increases Slam damage by 20/40%, up from 10/20%.
- Juggernaut no longer adds 2 seconds to the Charge stun, but instead lowers the cooldown of Charge by 3 seconds (to 12 seconds total).
- Mortal Strike damage has been increased to 175% weapon damage, up from 150
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