Patch 3.2 upcoming Engineering changes
The complete list as announced by Zarhym:
- Added a new Mind Amplification Dish attachment for helmets, allowing engineers to control other humanoid targets. Some restrictions apply: does not work in Arenas, dish sometimes reverses targets, unable to stack with other stat-improving head enchantments and makes your helmet look… stylish?
- Added a schematic for a Goblin Welding Beam that can heal friendly mechanical or vehicle units.
- Alarm-o-Bot functionality changed. Materials required reduced.
- Box of Bombs no longer requires an anvil.
- The Cobalt Frag Bomb now incapacitates enemies within a 3-yard radius. A short cast time was added, but they are usable while moving. This change applies to any Cobalt Frag Bombs already created. The existing recipe now makes 3 at a time.
- Engineers can now learn to create a portable Wormhole Generator for Northrend. The Wormhole allows them to travel to different locations in Northrend, although the locations are sometimes in dangerous places.
- Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications.
- Increased the passive bonuses provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts.
- Increased siege damage caused by Saronite Bombs and the Global Thermal Sapper Charge.
- Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles.
- A new repair bot has been added, and his name is Jeeves. He is the ultimate gentleman robot butler, able to perform all the mundane tasks of repairing, selling and buying junk for your entire raid. Additionally, he can open bank boxes for skilled engineers (350+). Jeeves is not destroyed when used, but due to pressing engagements, can only be summoned once an hour. The schematic for this handsome robot was said to be hidden within the parts of another robot – hoping to be found by an engineer one day.
- Nitro Boosts: Now have a 5-second duration.
- Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased.
- Reduced the materials needed to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas.
- Significantly reduced the cooldown on MOLL-E.
- The Spynocular belt attachment has been changed to a Frag Belt. The Frag Belt periodically produces a Cobalt Frag Bomb that can be used from the belt every 10 minutes (never runs out!).
- A Steam-Powered Auctioneer has been added to the Dalaran Like Clockwork engineering shop, allowing access to one’s faction Auction House. The Steam-Powered Auctioneer was programmed with a superiority chip, and will only interact with Grand Master engineers.
- Transporter devices are no longer classified as trinkets and can be used directly from your inventory.
- The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition.
Resilience Changes in 3.2
Dots do receive a slight relative buff since they are no longer taxed more than other forms of damage.
In all seriousness though, I’m curious about the reasoning behind this change. You’ve mentioned before that you’d like to slow fights down, where players go from 1-2 global cooldowns to 3-4. Is this change an attempt to achieve that goal?
That is the intent. We want to lower damage so that players don’t die quite so quickly and have a chance to do something to respond. This should help lower the “burst damage” problem, along with some changes to specific classes. It does nothing for, or perhaps exacerbates, the “burst healing” problem. To attempt to counter this, we lowered the healing done by Penance and Lifebloom and hit some of the mana sustainability of Holy paladins (through Illumination) and druids (through Innervate and Improved Barkskin). Shamans were not heavily respresented in Arenas so we didn’t think their healing output needed to be nerfed. It’s possible healing may still be too good and that is something we’ll need to keep a close eye on.
We changed the way dots were affected by resilience (or to be more specific, we started treating all player damage the same way) because Shadow priests and warlocks were also not performing at the level we wanted them to see them, and obviously they do a lot of damage through dots. Dots were not lowered the way other forms of damage were lowered, so dot classes by comparison will do more damage in PvP than other forms of damage than they do today.
Changing resilience to affect player damage is an attempt to make it unattractive to tanks and make it less useful for PvE in general. Note also that resilience becoming a more important stat in PvP means that damage (and to a lesser extent healing) will also likely go down, since wearing PvE gear in PvP will be even riskier.
We understand this change can affect rage generation. We have found however that rage is a notoriously difficult number to predict based on math and simulations alone (that’s kind of an understatement given the history of the mechanic) so we need to see some more PvP tests to know what the actual effects will be and what changes are needed.
I should add that this is a pretty major change for PvP and will no doubt require additional iteration going forward. It is also not a panacea that obviates the need for additional PvP balance changes as needed. We ask that you be patient and try and direct your feedback towards constructive comments that will help improve the game. We think we can get PvP, and Arenas specifically, into a place that is more fun for everyone.
We are recruiting!

We are progressing through Ulduar 10 and 25, and for this we need a few more dedicated Raiders to fill raiding spots 3-4 times a week.
Currently we are looking for:
1x Druid (Resto)
1x Priest (Disc)
1x Paladin (Holy)
2x Ranged DPS
So that said, if you:
- Are older than 18 years,
- Are open-minded,
- Agree with our guild and loot rules,
- Have a good grasp of English (communicative writing skills and oral skills if you intend to use mic),
- Are open to constructive criticism,
- Want to be part of a team, and willing to invest in the gear you have, to be the best you can be (enchants, gems etc.),
- Have the neccesary add-ons for raiding,
- Are already Naxxramas geared
- Have Teamspeak access (having a microphone is optional but a useful bonus),
- Have experience in WotLK endgame (or is willing to learn by checking tactics and movies prior to encounters),
- Have a sense of humor,
don’t hesitate to leave us an application or whisper Coughar/Daliah or one of the officers in game.
We will offer you a trial to see how do you fit in with the guild, and for you to see if we are what you expect. If all goes well we will offer you a permenant raid spot along side our group of core raiders. Additionaly every raider has access to guild bank at half AH price, forum, TS server, and is guaranteed a spot by a warm fire, in friendly company next to a barbecuing gnome ![]()
Upcoming Epic Gems and Profession Changes
When the next major content patch launches we will be introducing epic quality gems and updating the perks for each profession. Please keep in mind that any of this information may see further changes before the patch launches.
The design recipes for cutting epic gems will be made available for purchase with Dalaran Jewelcrafter’s Tokens and there are several ways to obtain raw epic gems:
- Prospecting Titanium Ore
- Alchemy transmutations
- Purchased with Honor
- Purchased with Emblems of Heroism
Coinciding with the implementation of epic gems and the gain that Blacksmiths will receive through their perk from these new gems, we have gone through all of the perks in every profession and increased their values to match up accordingly.
Alchemy
- The Mixology benefits from Northrend elixirs and flasks have been increased
- Added a new pattern for Flask of the North, usable by players with a high alchemy skill. The recipe is purchased from the honor potion vendor. The Flask of the North increases your spell power, attack power, or Strength for 1 hour, and is usable in arenas. It is not consumed when used.
- Endless Healing Potion and Endless Mana Potion no longer usable in arenas. Amount of health and mana has been increased, and the cooldown reduced. They are still usable everywhere else.
Blacksmithing
- No changes will be made to this profession; it will continue to have the 2 additional prismatic sockets (which can hold the new epic gems)
Enchanting
- Values on Northrend ring enchants increased
Engineering
- Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket, and Reticulated Armor Webbing glove modifications
Herbalism
- Increased healing from Lifeblood (Rank 6)
- Lifeblood now scales slightly with maximum health
- Lifeblood no longer affected by global cooldown
Inscription
- Master’s Inscriptions increased
Jewelcrafting
- Dragon’s Eye gems stat bonuses increased
Leatherworking
- Fur Lining values increased
Mining
- Toughness (Rank 6) provides more Stamina
Skinning
- Master of Anatomy (Rank 6) provides more critical strike rating
Tailoring
- Embroideries improved
UL25 Progression
Hey!
Were moving slowly into UL25 and start progression: Razorscale and XT-002 down.


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