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Posts with tag cooldowns

Lichborne: Possible new death knight glyphs and trinkets in patch 5.4

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

Over the past couple of weeks, Blizzard added a few interesting new items to the patch 5.4 PTR in the forms of new glyphs and possible trinket drops for the Seige of Orgrimmar raid. Now, in both cases, these are pretty tentative. The trinkets don't have proper names yet, and the glyphs are all marked as NYI (Which stands for not yet implemented). This means they may not make it to live servers, or may not make it in the same form. Still, the information's intriguing enough that it's worth taking a look at it.

New beglyphings

Glyph of Regenerative Magic is looking like a very strong choice that may make it into a lot of glyph slots. If you misfire your Anti-Magic Shell and it doesn't completely absorb all possible damage, this glyph gives you a second chance by reducing the cool down. I can see this being useful on magic-damage-heavy boss fights and PvP for sure.

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Filed under: Death Knight, (Death Knight) Lichborne

Encrypted Text: Cat and mouse in rogue PvP

rogue pvp
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here.

Rogues deal maximum damage when in melee range of their opponents. The new Shuriken Toss is potent, but it's still no substitute for melee uptime. Ranged classes want to keep rogues at bay, while rogues want to close the gap as soon as possible. Rogues will beat a warlock that stands still, but a slippery mage can defeat us. When it comes to PvP, it's all about location, location, location.

Mobility has become a back-and-forth battle between rogues and ranged classes. We compensate for their slows and snares with our Crippling Poison, while they counter our stuns with their teleports and trinkets. Rogues can use Shadowstep to close the gap, only to be rooted in place and left out in the open. Rogue PvP has become a mobility cooldown dance, as we try to snuggle up to our targets and they try to play hard-to-get.

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Filed under: Rogue, (Rogue) Encrypted Text

Encrypted Text: It's time to eat cake

preparation
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here.

Preparation
has always been our most controversial ability. From the early episodes of The World of Roguecraft, to the chart-topping AR/Prep days of BC, to our recent Prep vs Step conundrum, Preparation has always been the focal point of rogue cooldown discussion. Many rogues have advocated removing Preparation altogether and adjusting our cooldowns to be potent without it. Several other classes don't see the ability as a fair technique, lending itself to our image as a cooldown-reliant class.

Blizzard clearly has other thoughts on the matter, as the ability will become baseline and available to all rogues at level 68 in the upcoming 5.2 patch. If I was making a list of rogue talents that might become baseline abilities, Preparation would've been all the way at the bottom. Many vocal rogues have been asking for Shadowstep to be added to every rogue's repertoire to resolve the Prep vs Step debate, but I don't think anyone saw the reverse happening. The decision to baseline Preparation is a clear buff for rogues everywhere.

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Filed under: Rogue, (Rogue) Encrypted Text

Addon Spotlight: Cooldown tracking

Addon Spotlight Raiding Addons
I'm certainly not going to pretend even for a second that this is a comprehensive list of raid cooldown tracking addons, encompassing every addon that exists with this purpose. I'm starting off today's column with an addon suggested to me via email. If you want to suggest any addon for review, do email me with download links, a brief description, and why you think I should test it out!

Today's topic is the start of a set of raid-related Addon Spotlights. I'm really hoping that our commenters will provide more addons that they consider vital for raiding, with links and all, and that I can have a look at them so we can do this again next week. Inevitably, you'll have raiding addons I don't use, or maybe ones that I don't even know about. Tell me about them in the comments! And, of course, today's addons could also be really, really handy for PvP!

Anyhow, a while back in late October, Frego of The Wyld Hunt on The Sha'tar (EU-H) sent me an email regarding an addon he thought I should take a look at.

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Filed under: Add-Ons, Raiding, AddOn Spotlight

Encrypted Text: The 4 unspoken laws of rogue duels

dueling
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here.

I used to read a rogue blog called World of Ming, where a rogue named Ming would explore our class' capabilities in the world of high-end PvP. My favorite posts were his deep-dives into dueling. Ming had the belief that the rogue class should be able to defeat any other class in a series of duels. If you wanted to fight Ming, you just needed to log onto the PTR servers to find him dueling outside of a major city.

Blizzard has often claimed that WoW simply isn't balanced around 1v1 combat. In fact, even the 2v2 Arenas are considered to be a lower tier of competition -- complete with lower compensation. The 3v3 and 5v5 Arenas are heralded as the truly balanced PvP platforms. In spite of Blizzard's disclaimer, the fact is that many people consider duels to be the ultimate form of PvP. The rogue-vs.-rogue duel has long been held as the truest test of skill between two brothers of the shadows. If you ever plan to engage in a rogue duel, you need to know about the sacred code of dueling conduct that every rogue should follow.

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Filed under: Rogue, (Rogue) Encrypted Text

Lichborne: 3 quick tips to step up your death knight's game

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

So you know your rotations. You know your gear priorities. You know what to reforge, which buttons to hit, and how to stay out of the fire. These are all good things. Yet still, you feel like you're missing something. Maybe you feel like you could crank out another 1-2k DPS on some fights. Maybe you feel like your health keeps dropping a little low when you tank.

Sometimes, the problem with problems like these is that it's not a big glaring thing you're forgetting (nor is it forgetting to drop your favorite lucky vanity item). Sometimes, it's just that you need to tighten up your play just a little bit. This week, we're going to take a look at a few simple tricks that hopefully a lot of you can use just to shore up your play and go the extra mile.

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Filed under: Death Knight, (Death Knight) Lichborne

Spiritual Guidance: Macros for healing priests

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Dawn Moore covers healing for discipline and holy priests, while her archenemy Fox Van Allen dabbles in shadow. Dawn also writes for LearnToRaid.com and produces the Circle of Healing Podcast.

Some time last year on Spiritual Guidance, I wrote an article on macros for healing priests. Overall, it was a simple approach to the topic, touching on some basics like binding consolidation, communication, and a couple of utility macros. The article generated a lot of discussion, and several readers submitted some quality macros for their fellow priests.

Since a few of those macros are now outdated and I've added a few new macros to my spellbook in the interim, I thought now would be a good time to revisit the topic and look at what I've dug up in the past few months. Since these were accumulated over time, I haven't kept track of all the original authors of these macros, so if you see something in here you wrote, feel free to shake your fist at me.

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Filed under: Priest, (Priest) Spiritual Guidance

Raid Rx: How to determine healing spell priorities

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related.

Following up from last week's piece on when to wipe, I want to take a closer look at healing priority in Cataclysm. Last year, I wrote an article discussing the different factors to consider when choosing your healing targets.

I guess the question to ask is: Have things changed since then?

Here are all the factors to consider:
  • Inbound heals
  • Cooldowns used
  • Imminent damage
  • Key players
  • Accessibility
There are bound to be others, but that's the main idea. Target priority hasn't changed much in Cataclysm. The question I continue to receive is what a player should actually do in terms of spell use. Let's do some healing analysis, and I'll walk you through what I do. Just do keep in mind that healing can have multiple right answers. Figure out what works for you and is effective for your raid group.

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Filed under: Raid Rx (Raid Healing)

Blues explain nature of archaeology cooldowns

Several players and Community Manager Lylirra shared some discussion today on the official World of Warcraft forums about the cooldowns of novelty items crafted through the archaeology profession.

In the thread, the original poster suggested that the cooldowns of certain novelty items were too long in comparison to others and that Blizzard should consider fixing the discrepancies. The poster used Pendant of the Scarab Storm and Bones of Transformation as an example, noting that both items have a vanity effect that lasts 20 seconds but a cooldown difference of 90 minutes.

Lylirra responded, explaining that the cooldowns, though seemingly random, were chosen with specific issues in mind. She explains that with the Pendant of the Scarab Storm specifically, developers were concerned that the item's effect might strain certain players' computers.

Archaeology Items' Cooldowns
The current cooldown was chosen deliberately, but I can see why you might think otherwise (100 minutes is kind of strange for a cooldown time).

Anyway, summoning a harem of scarabs can be pretty taxing on some systems, so there were some initial concerns about putting the pendant on a short cooldown. Based on the feedback we've received, though, we're looking into reducing it. We agree that the effect is pretty cool and would be nice to use it more frequently.


Personally, a little lore logic behind the items might be nice as well. How is it that my character can summon a god every 3 minutes, but it takes 10 minutes to round up some sassy dwarven ladies?

Filed under: News items, Archaeology

Totem Talk: Restoration gets buffed edition

Every week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration, brought to you by Joe Perez (otherwise known as Lodur from World of Matticus and co-host of the Raid Warning podcast), shows you how.

Last week, we talked about healing post patch 4.0.6. I shared with you my experiences healing after our initial tweaks, and you were kind enough to share your experiences as well. It was interesting to see how everyone is handling the changes and how their healing has changed, if at all.

This week, I was going to go back into our normally scheduled posts, but as seems par for the course lately, Blizzard has seen fit to throw at us another set of changes. We're a healing class in flux right now, there is no denying it, and we're going to be going through a lot of changes in the weeks to come. Now, while Matt Low already discussed some of our changes and I've talked about it a bit elsewhere, I thought this week we could take some time and talk about it a little further and get your opinions on it from the one place it really counts: the shaman!

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Filed under: Shaman, (Shaman) Totem Talk

Raid Rx: What druid and shaman cooldowns would you like to see?


Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand pooh-bah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. If you're looking for more healing advice, check out the Plus Heal community and the new healing, raiding, and guild management podcast, Matticast.

No beating around the bush today. There were some upcoming healer changes that were announced earlier in the week. I can tell you as of right now, I'm worried about the Power Word: Shield change -- not because I think discipline priests will remain overpowered, but because holy might go the route. I'll explain that later on in the post.

The main focus of today's post is defensive cooldowns for shaman and druids. I'm sure a number of players don't believe there's a need for the two classes to get defensive cooldowns, but in order to compete for utility, I think druids and shaman would benefit greatly from having those spells available. The argument here is that since the four healers are approximately the same across the board (from a throughput perspective), the edge might be given to paladins and priests because of the additional cooldowns they have to offer. Shaman and druids might end up being even more attractive in 10-player raids.

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Filed under: Druid, Priest, Shaman, Raid Rx (Raid Healing)

Encrypted Text: Maximize your rogue's cooldowns

Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to suggest a topic you'd like to see covered!

Rogues are the cooldown class. You've heard it before. For the entire lifetime of World of Warcraft, rogues have been defined by their cooldowns. Vanish and Blind were the key ingredients to the infamous Roguecraft videos, while Shadowstep and Adrenaline Rush defined an entire expansion's worth of arena matches. Preparation, the cooldown-eliminating cooldown, has been considered to be the most powerful ability in a rogue's arsenal.

Aside from the low-level ability Recuperate, all three of our new Cataclysm abilities are cooldowns. We have a plethora of both defensive and offensive cooldowns, and knowing when to use them becomes key in defining the difference between a good rogue and a great one. While it may seem simple to pop CDs as soon as they're ready to be used again, defensive cooldowns are much more complex. Offensive CDs can be coordinated with external effects to increase their potency significantly. Many cooldowns ride the line between the offensive and defensive categories, as they're viable for each purpose.

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Filed under: Rogue, (Rogue) Encrypted Text

Insider Trader: Tailoring in Cataclysm

Insider Trader is a column about professions by Basil "Euripides" Berntsen, who also writes Gold Capped about how to make money using the auction house. Email Basil your questions.

The state of all the professions in Cataclysm is still in a bit of flux, but at least most of the recipes have been added to the beta now. Like most professions, tailoring post-Cataclysm is going to look very similar to the way it looks now. Sure, all the numbers are higher, but the structure of the profession is basically the same.

One of the key differences, however, is that while tailoring has historically required mostly cloth and vendor trash for recipes, it is now a serious consumer of "volatile" elementals. Look through the recipes you start doing in Wrath of the Lich King and you'll see mostly bolts of Frostweave. You still need the new type of cloth (Bolt of Embersilk Cloth); however, virtually every single recipe you'll want to train on, as well as most of the actually useful (and valuable) recipes, are going to involve Volatile Water, Volatile Fire, Volatile Life, and Volatile Air. This is also true of the other gear-crafting professions, leatherworking and blacksmithing; however, tailoring had one thing going for it that other professions didn't: Unraveling.

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Filed under: Economy, Insider Trader (Professions), Cataclysm

Raid Rx: A rock and a hard place


Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand pooh-bah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. If you're looking for more healing advice, check out the Plus Heal community.

Stop me if you've heard this one. You're taking on some dragon. Some really powerful spell is about to hit you and the rest of the raid. You don't have any cooldowns to use because you had to pop them earlier. The tank who is busy yelling obscenities at said dragon just took a massive fireball to the face and is down in the red. You know for a fact that the next blow is going to be lethal and you have maybe 2 seconds to react.

If you move, you may well have condemned your tank to death. If you stay and heal, you'll end up taking some damage which could be lethal.

Normally, this isn't that big of a deal, but we're in an age where we have so many informative addons that tell us which attacks successfully hit a player and when it happened. What's worse is that this data means the difference between staying and getting cut from a raid (or a guild).

This is a topic of one of the emails that I received from a healing shaman.

So what is a healer to do? Is he wrong for making the decision to take avoidable damage to keep the raid or the tank alive? Is he better off just taking the damage so that he doesn't look bad? Either way, you're damned if you do and you're damned if you don't. Lots of players don't understand that these are some of the decisions that have to be made.

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Filed under: Analysis / Opinion, Raid Rx (Raid Healing)

Addons 101: The other essentials


Addons 101 is a four-part series for beginners dedicated to understanding what an addon is, how they enhance the gameplay experience of World of Warcraft, some popular addons in certain categories, and popular venues in which to research, download and find addons.

Addons 101 has covered a lot of ground for new players looking to get into addons for the first time. We have discussed what addons are and why you would want them, and we have gone over some of the basic elements of the World of Warcraft user interface and how they can be improved upon. I hope that some people have gained some knowledge into addons and have had their fears alleviated somewhat -- addons won't hurt you, I promise!

This week, Addons 101 looks at what I call the other essentials. These are interface elements that have become important over the lifetime of WoW but are not intrinsically understandable just by looking at the user interface the game presents you with. Before I start, let me say that Blizzard has taken steps in the right direction on many of these items, but addons still do the job better, for the most part. We will discuss terms, recommend certain addons and hopefully give some good explanations for any questions that might be had. As always, if you're an interface and addon newbie, I'm more than happy to field questions at mat@wow.com (remember the one "t").

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Filed under: Add-Ons

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