By Blizzard Aug 7, 2013
5.4 PTR Patch Notes - August 7

Patch 5.4 is now available for testing on the Public Test Realms (PTR)! Participating on the Public Test Realms lets you test new content before it's available. This patch includes a brand new Raid, a new area: Timeless Isles, class tuning changes, assorted bug fixes, and more.

If you'd like to help test and provide feedback, you can start by copying your character and downloading the PTR client. Once you've had a chance to try things out, be sure to visit our PTR Discussion forum to discuss the patch, and the PTR Bug Report forum to report any issues or errors.

Changes since last update to the PTR patch notes are denoted in red.

PTR Disclaimers

  • Please keep in mind that the notes below are not final, and a great deal could change before the release of patch 5.4.

  • Not all the content listed may be available for testing or may only be available during a limited testing window during the 5.4 PTR. Keep an eye on the PTR Discussion forum for further details.

Updated August 7

World of Warcraft Patch 5.4 PTR


New Raid: Siege of Orgrimmar

  • More information coming soon.

New Feature: Flexible Raid Difficulty

  • This is a new raid difficulty designed for pre-made groups of 10 to 25 players or any number in between. This means it's possible to have raids of 15 or 22 players! Difficulty will adjust automatically based on the number of players present with encounters intended to provide a challenge roughly between Raid Finder and Normal difficulty.

  • Flexible Raid difficulty requires a pre-made group to join but has no minimum item level requirements or role restrictions. Both BattleTag™ and Real ID friends are eligible to participate.

  • Loot quality will be between Raid Finder and Normal difficulty and awarded through a personal loot system (similar to Raid Finder). Bonus rolls and loot specialization will also be supported.

  • Player spells with different target limits depending on raid size will gradually increase their limits based on the number of players in Flexible Raid difficulty.

  • Players will be able to earn raid achievements just like in Normal or Heroic difficulty.

  • Flexible Raid difficulty has a lockout that is separate from Raid Finder and Normal difficulty.

  • To learn more about Flexible Raids, please visit our blog titled: A Raid for All Seasons: Flexible Raid Preview.

New Area: Timeless Isle

  • A mysterious island, lost for millennia to the currents of time, has emerged from the mists off the eastern coast of Jade Forest.

  • Players seeking to explore the Timeless Isle should visit their faction's shrine in the Vale of Eternal Blossoms.

  • The Timeless Isle is inhabited by all manner of strange and powerful creatures that will test the mettle of solo explorers, but great rewards await the brave and skillful: epic loot, bind-to-account gear, Mogu Runes of Fate, pets, mounts, fun toys, and much more.

  • The Isle is filled with secrets and mysteries, many of which dynamically become available to explorers. Keep an eye on your minimap while on the Isle for information on nearby events!

  • The Timeless Isle is home to five new world raid bosses! Players may face each of the four Celestials in a trial of combat.

  • Heroes who have earned the legendary cloak from Wrathion may access the sanctum of the fiery Yaungol demigod Ordos, atop the Timeless Isle.

New Feature: Proving Grounds

  • Proving Grounds is a new feature where level 90 players can test their mettle and undertake trials designed for Damage, Tank, or Healer roles to test and improve their combat skills in a safe, controlled environment.

  • To access the Proving Grounds, speak with an NPC in the Temple of the White Tiger in Kun-Lai Summit or a class trainer.

  • Each trial is available in four separate difficulties: Bronze, Silver, Gold, and Endless. Harder difficulties include more difficult and varied enemies.

  • Endless mode allows you to test your mettle against increasingly difficult enemies. Compare your best scores to friends and guildmates!

  • Learn more about this feature in our blog titled Proving Grounds Preview.

New Feature: Connected Realms

  • Connected Realm is a set of two or more standard realms that have been permanently and seamlessly “linked.” Players on the same Connected Realm will be able to trade, send and receive mail, join the same guilds, access a single Auction House, run the same Raids and Dungeons, and join other adventurers to complete quests.

  • To make Connected Realm feel seamless, player’s home realms won't be indicated in the game world. In certain places, such as chat, the players' home realms will be displayed next to their name.

  • Learn more about this feature in our Patch 5.4 Feature Preview: Connected Realms.

Redesigned Arena System

  • Players no longer need to create or join an Arena team to compete.

  • Similar to the Rated Battleground system, players in a party of the appropriate size (cross-realm groups are supported) may queue for an Arena bracket of the same size (2v2, 3v3, or 5v5).

  • Each player will have a personal rating that increase or decrease based on victories and defeats against other rated opponents. Opponents will be selected based on the average Match Making Rating of the party.

  • Conquest cap, requirements on gear and enchantments will be based on the player's personal rating.

  • The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, all Arenas will now be region-wide!

  • At the end of an Arena season, the top players in a region will still earn titles and mounts.

  • For more details about the change to Arenas, please see the blog titled: Patch 5.4 Arena Update.

The Legendary Quest Continues

  • More information coming soon.


  • All fear and horrify effects can no longer cause targets under the effects of a movement speed buff to move faster than normal run speed.

  • All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.

  • Vengeance has received several changes.

    • Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%).

    • Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before).

    • Vengeance gains from being critically hit have been reduced by 50%.

    • There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.

    • So as not to affect Challenge Mode leader boards, the above Vengeance changes will not apply there. For Challenge Modes, Vengeance will continue to work as it did in patch 5.3.

  • Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 10 seconds. This new category applies to: Fellash, Gorefiend’s Grasp, Glyph of Explosive Trap, Thunderstorm, Typhoon, Ursol’s Vortex, and Whiplash.

Death Knight


  • Death Gate now returns the Death Knight to a location near their original departure point when the spell is cast while in Ebon Hold.

  • Icebound Fortitude no longer costs Runic Power.

  • Unholy Presence now grants a flat 10% Haste to all things, up from Haste for melee (attack speed and Rune regeneration) only. The movement speed buff remains unchanged.

  • Fixed a bug that caused Improved Blood Presence and Runic Corruption to incorrectly increase activation rates of some trinkets and effects.


  • Riposte is a new passive ability learned by Blood Death Knights at level 76. When the Death Knight dodges or parries any attack, they gain 75% of their Parry and Dodge as additional bonus to Critical Strike for 20 seconds.

  • Dancing Rune Weapon no longer costs Runic Power.

  • Sanguine Fortitude no longer reduces the cost of Icebound Fortitude.

  • Scent of Blood now also has a chance to activate when the Death Knight dodges or parries a melee attack.


  • Master of Ghouls now reduces the cooldown of Raise Dead by 60 seconds.

  • Ghoul's Leap and Gnaw abilities are no longer on a global cooldown, and no longer cost Energy.


  • Anti-Magic Zone has been redesigned. The talent now reduces magic damage taken in the area-of-effect by 40% for 3 seconds, there is no longer a cap on total damage absorbed, and the ability no longer scales with strength.

  • Death Siphon had its damage increased by 10%.

  • Plague Leech now tries to convert 2 fully-depleted runes (up from 1) into a Death Rune based on specialization.

    • Blood: Restores 1 Frost Rune, 1 Unholy Rune

    • Frost: 1 Frost Rune, 1 Unholy Rune

    • Unholy: 1 Blood Rune, 1 Frost Rune


  • New Major Glyphs

    • Glyph of Festering Blood: Makes Blood Boil treat all targets as if they have been infected with Blood Plague or Frost Fever.

    • Glyph of Regenerative Magic: If Anti-Magic Shell expires after its full duration, cooldown for the ability is reduced based on the amount of damage absorbed.

    • Glyph of Swift Death: Haste effect granted by Soul Reaper now also increases the Death Knight's movement speed for the duration.

    • Glyph of the Loud Horn: Horn of Winter now generates additional Runic Power, but the cooldown is increased.

  • Major Glyphs

    • Glyph of Enduring Infection now reduces damage dealt by diseases by 15% (down from a 30% reduction).

    • Glyph of Mind Freeze now reduces the cooldown of Mind Freeze by 1 second, and raises its cost by 10 Runic Power (down from 2 seconds and 20 Runic Power).

    • Glyph of Outbreak now causes Outbreak to cost 30 Runic Power (down from 40).

    • Glyph of Pillar of Frost now reduces movement speed by 70% instead of freezing the Death Knight in place.

  • New Minor Glyphs

    • Glyph of the Long Winter: The Horn of Winter ability now lasts for 1 hour.

    • Glyph of the Skeleton: The Death Knight's Raise Dead spell now summons a Skeleton instead of a Ghoul.



  • Bear Form now increases Stamina contribution from cloth and leather items by 40% (up from 20%).

  • Cyclone no longer has a 20-second cooldown for Feral Druids.

  • Faerie Fire now has a duration of 20 seconds while in PvP combat (down from 40 seconds).

  • Innervate now restores mana based on the Druid’s Spirit.

  • Teleport: Moonglade now returns the Druid to a location near their original departure point when the spell is cast while in the Moonglade area.

  • Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing.

    • A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.

    • The amount of healing stored on a Wild Mushroom is now reduced by Battle Fatigue.

    • Wild Mushroom and Wild Mushroom: Bloom now have a shared 3-second cooldown.

  • Wrath has its mana cost increased by 50%.


  • Eclipse now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.

  • Moonkin Form now increases the Druid's armor by 60%, but no longer reduces all damage taken by 15%.

  • Starfire has its mana cost increased by 50%.

  • Starsurge has its mana cost increased by 50%.


  • Predatory Swiftness no longer has a chance to make Cyclone instant, free, and castable in all forms.


  • Genesis is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid's Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.

  • Living Seed effects can now stack, up to 50% of the casting Druid's maximum health, and will no longer be consumed if the target is already at full health.

  • Swiftmend's area-of-effect healing effect is now called Efflorescence.

  • Wild Mushroom: Bloom is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 100%, down from 150%. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.


  • Astral Communion now defaults to generating Lunar energy towards a Lunar Eclipse when used after being resurrected or zoning into a new area (used to default to generating Solar energy).

  • Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now vary by specialization.

    • Balance: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage bonus of the Druid's next Eclipse by 10%.

    • Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 25%.

    • Guardian: Increases the amount healed by Healing Touch by 20%. Increases the critical strike chance of Mangle (Bear) by 10% and critical strikes of Mangle (Bear) have a 40% chance to make the next Healing Touch or Rebirth instant, free, and castable in all forms. Instant cast version of Healing Touch now benefits from Attack Power instead of Spell Power.

    • Restoration: Causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.

  • Force of Nature

    • Feral: Treant summoned by the Feral version of this talent will now cast Entangling Roots instead of Bash.

    • Guardian: Guardian Druids now gain Vengeance when their Treant takes damage.

  • Heart of the Wild when activated, now also provides a 25% bonus to healing for Restoration Druids.

  • Mass Entanglement no longer has a limit on the number of targets that could be affected, up from 5.

  • Nature's Swiftness is no longer a talent, and is now an ability learned by Balance and Restoration Druids at level 30.

    • New talent: Ysera's Gift. Ysera's Gift replaces Nature's Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead.

  • Nature’s Vigil when activated, causes healing spells now trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.

  • Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.

    • Balance: Wrath, Starfire, and Starsurge casts have a 8% chance to cause Astral Communion to grant 100 Lunar Power or Solar Power instead of activating the next Eclipse.

    • Guardian: Increases Rage generation from Mangle (Bear) by 30% instead of an additional 3 Rage, and this talent now also applies to the Rage generated by Mangle (Bear) when it triggers Primal Fury.

    • Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.


  • Major Glyphs

    • Glyph of Fae Silence will now cause Faerie Fire to interrupt when used on targets that are immune to silence effects.

    • Glyph of Ferocious Bite now causes Ferocious Bite to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%).

    • Glyph of Frenzied Regeneration now increases Frenzied Regeneration's cost to 50 Rage (down from increasing Rage cost to 60).

    • Glyph of Innervate now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it's cast on a target other than the Druid.

    • Glyph of Lifebloom's effect is now baseline and has been replaced with Glyph of Efflorescence.

      • Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.

    • Glyph of Master Shapeshifter now reduces the mana cost of all shapeshifts by 100% (up from 90%).

    • Glyph of Nature’s Grasp now reduces the cooldown of Nature’s Grasp by 60 seconds (up from 30 seconds).

    • Glyph of Pounce now increases the range of Pounce by 8 yards (up from 3 yards).

    • Glyph of Skull Bash now increases the duration of Skull Bash's interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown).

    • Glyph of the Moonbeast's effect is now baseline and has been replaced with Glyph of Guided Stars.

      • Glyph of Guided Stars causes Starfall to only hit targets affected by the Druid's Moonfire or Sunfire.

  • New Minor Glyphs

    • Glyph of One With Nature: Grants the Druid the ability to teleport to a random natural location.

    • Glyph of the Sprouting Mushroom: Allows the Wild Mushroom spell to be placed on the ground instead of underneath a target.



  • The following Hunter pet abilities no longer cost Focus to use: Dash, Dive, and Charge.

  • Arcane Shot had its damage and focus cost increased by 50%.

  • Counter Shot is now a baseline interrupt ability learned by all Hunters at level 22.

  • Deterrence now has a 3-minute cooldown (up from 2 minutes) but has 2 charges.

  • Disengage now has a cooldown of 20 seconds (down from 25 seconds).

  • Explosive Trap had its overall damage decreased by 30%. Proportionately, more damage has been removed from the initial damage than the periodic effect.

  • Hunter's Mark now has a duration of 20 seconds while in PvP combat (down from 30 seconds).

  • Readiness has been removed.

  • Revive Pet no longer requires the Hunter to have line-of-sight to their pet.

  • Stampede damage dealt by pets when the ability is used outside of an Arena or Battleground is no longer reduced by 75%


  • Binding Shot is no longer a Marksman Hunter ability and is once again a talent.


  • Explosive Trap no longer shares a cooldown with Black Arrow but can no longer activate Lock and Load.


  • A Murder of Crows now deals 40% more damage.

  • Aspect of the Iron Hawk now reduces all damage taken by 10%, down from 15%.

  • Glaive Toss no longer initiates auto-attack.

  • Narrow Escape's root effect is now a nature spell (was a physical spell).

  • Silencing Shot is no longer a talent and is now an ability that replaces Counter Shot for Marksman Hunters.

  • Spirit Bond now regenerates 3% of total health every 2 seconds while the Hunter's pet is active (up from 2%).

  • Wyvern Sting now has a range of 40 yards (up from 35 yards).


  • New Major Glyphs

    • Glyph of the Lean Pack: Reduces the range of Aspect of the Pack to 7 yards.

    • Glyph of Enduring Deceit: Camouflage also reduces spell damage taken by 10%

  • Major Glyphs

    • Glyph of Mend Pet now has a 100% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the Hunter's pet on each tick (up from 50% chance).

    • Glyph of Mending now speeds up the periodic effect of Mend Pet to restore health to the pet every 1 second doubling the total amount healed over 10 seconds.

    • Glyph of No Escape now increases the ranged critical strike chance against targets affected by the Hunter's Freezing Trap by 100% (up from 20% chance).



  • Mastery: Frostburn has been replaced by Mastery: Icicles. When the Mage damages an enemy with their Frostbolt, and Frostfire Bolt (14% + 1.75% per Mastery) of the damage done is stored as an Icicle for 15 seconds. Mastery: Icicles also increases the Water Elemental’s Water Bolt damage by (14% + 1.75% per Mastery). Up to 5 Icicles can be stored at once. Casting Ice Lance launches all stored Icicles at the target.

  • Frostbolt no longer increases the damage of any spells. The damage for those spells have been increased instead.

  • Ice Lance damage has been increased by 48%.

  • Water Elemental

    • Waterbolt damage has been increased by 25%.


  • Frost Bomb now deals 70% damage to players (up from 60%).

  • Ice Floes now has 3 charges (up from 2 charges), and has a 20-second cooldown (down from 45 seconds).

  • Living Bomb now deals 85% damage to players (up from 70%).

  • Nether Tempest now deals 85% damage to players (up from 70%).

  • Rune of Power now has an increased effective range. The Mage
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