Yeah, well a new patch came out today, but it is like 800 mb and it's gonna take a while to download.
Taken from:
http://www.worldofwarcraft.com/patch...-8-17-04.shtml
Hunters
The Hunter Class is now available to test! Hunters track, tame, and slay all manner of animals and beasts found in the wild. Whether they rely on bows or firearms, Hunters consider their weapons and pets to be their only true friends. Races allowed to become Hunters are the Night Elf, Dwarf, Orc, Tauren, and Troll races.
Hunters are great for pulling monsters as they are able to set traps that hinder monsters that the Hunters pull to attack. Hunters are also able to use various beast-related special abilities, take on bestial traits that allow them to do things that they could not do normally, use a wide variety of ranged attacks complimented by a few melee abilities, and the ability to control and tame beasts.
Hunters are closely related to their pets and must remember to always keep their pet's happiness in mind. When using a pet, Hunters will notice an icon in the top left corner of their screen that depicts their pet's level of happiness. The more Hunters use their pets, the lower their pet's level of happiness will become. Hunters should always remember to feed their pets to raise their pet's level of happiness or worry about their pet abandoning them or even attacking the Hunter! Hunters are also the only class able to name their pets.
The Hunter can use the following weapons: Axes, Daggers, Guns or Bows, Crossbows (with training), Fist Weapons (with training), Spears (with training), Staves (with training), Swords (with training), Thrown (with training), Two-Handed Axes (with training), Two-Handed Swords (with training). The Hunter can use the following: armor: Cloth, Leather, Shields, and Mail (at level 40, with training).
Boats and Zeppelins
Our first pass at Boats and Zeppelins have been added to the world in two locations. A boat has been added between Booty Bay and Ratchet, and a Zeppelin has been added between Orgrimmar and Tirisfal. A second zeppelin has also been added between Grom'gol and Orgrimmar. The round trip on all three of these new transports is around five minutes, with a pause at each destination of one minute each. If you do miss a transport, you will have a very short wait before it returns. If you log out or crash during your journey, you will log back in on the same transport as you logged out on, though you will likely be at a different location along its path. Because this was the original intention for our world travel, the instant teleport NPC's have been removed. Please do not jump off of Boats and/or Zeppelins when riding them. Keep in mind that the Goblin Transit Authority is not responsible for accidents of this nature and you may land in a place where you cannot reach your corpse.
Talent System
Talents are now available for the Priest and Rogue classes! Priest and Rogue players can now utilize the talent interface by using the "Talents" button which resides next to the "Spellbook and Abilities" button, or by pressing the "N" default hotkey.
Talents for other classes will continue to be added as the beta progresses. Please note that all Mages and Warriors have had their talent points refunded. You will now start earning talent points at level 10.
Finally, for the duration of the beta, you will be able to find an NPC in each city that will allow you to reset your talent points and experiment with different talent paths. (Note: this option is ONLY available in the beta).
Level Cap Raised
The level cap has been increased to 55. New zones, quests, items and content have been added to accommodate the level increase.
Item Stats Changed
Items have had a major overhaul. Armor values, damage, stats and resists have been modified to reflect current play balance. Some items have also had their level requirements changed. Items that were subjected to this change and that were equipped on a character prior to the patch have been placed in the character's bag. If a character did not have space in its bags, please make room in that character's bags and re-login. Below are additional changes to items in general.
Several axes, swords and maces were changed from main hand only to either hand for dual-wielding purposes.
Horned Viking Helmet has been updated with a new effect.
Cursed Eye of Paleth has had its Shadow requirement removed.
Eye of Paleth has had its Holy requirement removed.
Witch Doctor Zum'rah should always drop something good now.
First Mate's Hat can now drop off any pirate in Stranglethorn instead of just from Pretty Boy Duncan.
Quivers and ammo pouches have been modified. They now have more slots and will increase attack speed when using a gun or bow.
Stoneslayer is no longer Warrior only.
Deathblow is no longer Warrior only.
Six Demon Bag has been revamped.
Look for new attributes on items with random properties.
Wolfshead Helm changed to give AE silence instead of taunt.
Sharing Quests
You can now share your quests with your entire party. In order to utilize this option, you need to open your quest log, select a quest and press the "Share Quest" button. All members of your party will now be presented with the quest like you were the quest giver NPC.
Some restrictions:
You can only share with party members
Party members must be nearby when you share
Party members must meet the pre-requisites of the quest itself. For example, if you are on step 2 of a quest and your friend is still on step 1, you could not give him a "short-cut" to step 2.
Quests generated from items cannot be shared.
New Micro-Dungeon Designs
The Level Designers have gone in to the game and redesigned some of the Goldmine and Mushroom Cave Micro-Dungeons. Players can now find these redesigned Micro-Dungeons in both Alliance and Horde lands.
Goldmines in Hillsbrad, Mulgore, and Blasted Lands have been redesigned.
Mushroom Caves in Searing Gorge, Wetlands, Western Plaguelands, Felwood, Hinterlands, Swamp of Sorrows, Arathi Highlands, Ungoro Crater, Deadwind Pass, Stranglethorn and Redridge have been redesigned.
Be sure to visit all of these areas to see exactly which Micro-Dungeons have been redesigned!
Other Changes
General:
Hunters and Rogues gain attack power based on AGI and STR. All other classes gain attack power based on STR.
With the addition of the Hunter class, Tracking has been removed from general trainers in the world. It is now available to Hunters only; they may train in it at Hunter class trainers.
Tracking of all types now works until canceled, but you can only have one type of tracking working at a time (Herb Finding, Mineral Finding, Sense Undead, etc)
Wand use is no longer prevented when silenced. They are now prevented in all the same situations melee is prevented.
All instant cast, non-channeled spells can now be cast while moving.
Pet commands should now feel more responsive in many situations. For example, if you command your imp pet to go into passive mode it will stop casting firebolt and enter passive mode.
Wand damage should now be reduced by resistance in the appropriate school.
Spell casting now has diminishing interrupt time. Each successful hit after the first will set the spell being cast back less each time to a minimum of .2 seconds. First hit 1 second, second hit .8 seconds, third hit .6 seconds, fourth hit .4 seconds, fifth and all successive hits .2 seconds.
Interrupt spells/abilities (e.g. Kick, Shield Bash, Counterspell) will now interrupt channeled spells.
All pets should now use player combat formulas rather than monster combat formulas.
A new "Ammo Slot" has been added to the character screen. Ammo must be placed in this slot in order to use a ranged weapon (bow, gun, and crossbow). Only ammo placed in this slot, and any like it in your bags, will be used. Other types of ammo will not be used.
Ammo will be fired from a quiver, ammo pouch or any other bag. Quivers and ammo pouches are no longer required.
When you right-click ammo in your bag/quiver, it will place the ammo in the "Ammo Slot".
You can no longer eat or drink while in combat.
You are now considered "in-combat" if any nearby monster is engaged with you.
Found and fixed a bug where some channeled spells were fully interrupted by the first hit (e.g. Arcane Missiles, Drain Soul, and Health Funnel).
You are automatically flagged for PvP when you enter enemy cities.
All totems should now be immune to area effect spells once again.
Slow spells affect creatures immediately instead of stopping them.
Summons and pets no longer attack their last target after they die.
Holy Resistance has been replaced with Arcane Resistance.
Smoothed out Health and Mana levels for all classes.
Level 40 Armor Proficiencies are now available on class trainers for a monetary training cost. They no longer cost skill points.
Lock picking secondary skill removed.
Spell Interruption spells/abilities will now interrupt the entire school of magic for the duration. For example, using Kick against a mage casting Fireball will prevent Fireball, Fireblast, Scorch and all other fire spells from being cast for the Kick's duration.
I took out the specific balance changes because they are long, and you don't really need to care about them.
You can always check the link.