OK folks, the game changes again today with Patch 3.2 dropping today. Some major changes in the way the game is played, but nothing really earth shattering. To read up on all the changes please check out WoW Insiders Guild to Patch 3.2.
There are significant changes to just about every class please follow the link above and read the notes for changes to your class.
I will hit some of the general highlights.
Raid can now be Extended.
Some great changes for small/casual guilds like us is the ability to extend a raid.
In order to allow for parties and raids to progress through instances at their own pace, players can now extend an instance ID on an individual basis.
Existing or recently expired IDs can be extended via the Social tab under Raid by clicking on Raid Info.
The ID of any instance to which a player is saved can be extended. Doing so will extend the instance lock period by the same amount of time as the original lock (i.e. extending an Ulduar instance ID will add 7 days, a Heroic: Halls of Lightning instance ID will add 24 hours, and a Zul'Gurub instance ID will add 3 days to the instance lock time).
An ID can be extended more than once.
An extension can be reversed on an individual basis provided the player does not do anything in the instance during the extended instance lock period that would save that player to the instance.
Emblem System Changes
Both the 10 and 25-player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Conquest.
New achievements have been added to collect various amounts of any combination of emblems.
25-player raids will no longer be referred to as Heroic versions of a raid, as there is a new distinction between normal and Heroic modes for both 10 and 25 player versions of the Crusaders' Coliseum. New raid normal and Heroic modes for the Crusaders' Coliseum can be toggled using the Dungeon Difficulty setting. This applies to 10 and 25-player versions. 10-player (normal), 25-player (normal), 10-player (Heroic) and 25-player (Heroic) all share separate raid lockout timers.
New Dungeon Loot Feature
Players will now be able to trade soulbound items with other raid or group members that were eligible for the loot. This system will work like the Item Buy Back system and allow 2 hours for players to trade an item after it has been looted. Players who choose to enchant or add gems to the item will get one last confirmation before losing the ability to trade the item.
New 5, 10 and 25 man Instances
Construction of the Crusaders' Coliseum is complete.
Trial of the Champion - 5-player (normal and Heroic mode) dungeon.
Daily quest added to the Heroic daily dungeon quest giver.
Trial of the Crusader - 10 and 25-player (normal mode) raid dungeon.
Trial of the Grand Crusader - 10 and 25-player (Heroic mode) raid dungeon.
Crusaders' Tribute: Active on Heroic difficulty only, the tribute system will limit players on the number of attempts the raid is allotted each week. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated.
New PVP Battleground
Head to the new 40 vs. 40-player siege-style Battleground, the Isle of Conquest, to vie for control of a strategic location with a host of resources sought by the Horde and Alliance.
Two level brackets are available: 71-79 and 80.
Defend the walls of your keep and protect your general by killing enemy players and destroying their siege vehicles.
Capture the Docks, Gunship Hangar, or Siege Workshop for access to destructive siege vehicles or strategic attacks on your enemy's base.
Capture the Refinery or Quarry for their resources to garner reinforcements, a steady flow of bonus honor and a 15% increase to siege vehicle damage for each of these capture points your team controls.
To claim victory, bust through the enemy's keep walls (or find other ways to get inside) and kill their general, or obliterate your opponents until their reinforcements are depleted.
New Druid Forms
New druid art for Cat Form and Bear Form has been added. There are now five unique color schemes for each form and faction. Changing hair color (night elves) or skin tone (tauren) via the barbershop will change the look of one's cat and bear forms.
Other Battleground Changes
Battleground experience has arrived! Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included).
Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold.
Disabling experience gains will prevent a player from gaining experience through any means available in the game.
Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.
Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were enabled cannot be recovered.
Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends.
When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest.
Please see the patch notes for more changes to specific battlegrounds, such as the time it requires to capture a base in Arathi Basin has been reduced to 8 seconds, down from 10 seconds and the battle now ends when one team reaches 1600 victory points, down from 2000.
Wintergrasp
To provide players with a more transparent notification of when Wintergrasp battles occur, as well as better control zone population and stability, several changes have been made.
Players now have the option to queue for Wintergrasp from a Wintergrasp Battlemaster in any capital city or by simply entering the Wintergrasp zone.
Queuing will begin 15 minutes before each battle. If chosen, you will automatically be teleported to the zone. Any players in the zone who have not been chosen from the queue will be teleported out when the battle begins. The queue system remains active for the entire battle. As soon as a player leaves, a new one will be chosen from the queue.
Trying to enter Wintergrasp during an active battle for which you have not been chosen will teleport you out. Please note that, as you are now able to fly over Wintergrasp, you will only be teleported out if you try to land and join the battle.
Level 80 players get higher priority in the queue than lower level players. In addition, a random selection of queued players will be taken from both the Battlemasters and the zone itself.
The queue will accept up to 120 players from each faction, resulting in a maximum battle of 240 players at a time.
Mounts
The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds.
Apprentice Riding (Skill 75): Can now be learned at level 20 for 4 gold. Mail will be sent to players who reach level 20 directing them to the riding trainer.
Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground.
General
Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.
Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.
Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.
There is much more please see the patch notes at WoW Insiders Guild to Patch 3.2.