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Posts with tag death-grip

Lichborne: New Mists of Pandaria talent updates for death knights

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.

As I'm sure you've heard by now, Blizzard treated us to a nice new chunk of news this past week with an update to the Mists of Pandaria talent calculator. Death knights received some new talents and new skills as well as adjustments to old ones that definitely deserve some analysis. We'll start by looking at the talent tiers, then move on to some of the new modified skills we're seeing in this build.

Level 15 begins our journey with a couple pieces of very welcome news. Outbreak is back to a general class skill, once again taking its place at level 81 for all three specs. In its place for tier 1 talents is the old-school Unholy Blight, in all its AoE glory. That's right, you can once again have that awesome semi-permanent damage aura. Alas, this welcome change is accompanied by the similar removal of Corpse Explosion in favor of Vile Spew, an ability that will explode an undead minion for AoE damage and disease infection.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: 5 common death knight mistakes

A blood elf death knight outside molten core
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.

A guide that tells you how to play is pretty helpful, don't get me wrong. But just reading that and following along often isn't enough. Sometimes, we make mistakes anyway. If it were simple as reading a guide, we'd all be in heroic raid groups never doing any less than 40,000 DPS on Madness of Deathwing and/or never dying due to our constant chain of Blood Shields while tanking. But human error will always enter into things.

Of course, realizing what mistakes you're making and getting them fixed is easier said than done, especially when they're being yelled at you by an irate guild leader or that especially grumpy member of your Raid Finder group. This week, we'll look at some of the most common mistakes death knights make and offer some short and sweet commonsense tips to avoiding them.

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Filed under: Death Knight, (Death Knight) Lichborne

Encrypted Text: My rogue wish list for Mists of Pandaria

stealth mount
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.

We learned a lot of information about Mists of Pandaria at BlizzCon 2011. The early talent trees were released, and so we have a rough idea of what we'll see at level 90. We don't know exactly what abilities we'll receive as part of choosing a talent specialization, but it's assumed that we'll see most of our former talents returning.

While we do have some information, we're still missing pieces of the puzzle. It's likely that we'll receive new abilities in Mists of Pandaria in addition to the talent system revamp. Any predictions about what might happen are purely speculation, but there's no harm in talking about what we'd like to see. I have a list of abilities and ideas that I think fit with the rogue theme, and I'm hoping that I might see one of them implemented in Mists of Pandaria.

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Filed under: Rogue, (Rogue) Encrypted Text

Lichborne: You can tank your way to level 70 as a death knight

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.

I've actually seen more than a few questions lately about tanking as a lowbie death knight. People want to know if it's possible, how to gear, and if there's any special tips or tricks you should watch out for. Combine this with Alison Robert's resurrection of her lowbie tank project, and I have to admit, lowbie tanking has been on my mind. There's no denying that tanking at level 60 is an entirely different beast than tanking at level 85, but there are enough similarities that practicing at 60 can help you develop a lot of the tools you'll need to soldier through those level 85 heroic PuGs on the way to those Satchels of Exotic Mysteries.

This week, we'll take a look at the average level 58 death knight (58 being the level your average death knight is upon leaving the starting experience), and figure what you can do to get in gear and get yourself tanking all the way through to level 70.

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Filed under: Death Knight, (Death Knight) Lichborne

Spiritual Guidance: Priest changes in build 12984 and Life Grip video

Do draenei dream of space travelling sheep?
Every Sunday at WoW Insider, you'll find Spiritual Guidance, a guide to healing as a discipline or holy priest. Priestess Dawn Moore will bring you the latest in news, discussion and advice for priests in the World of Warcraft while simultaneously battling her shadow priest rival, Fox Van Allen. This week, Dawn has been training an infantry of super-perceptive aerial assault sheep to counter the Dark Shrine she spotted Fox warping into WoW Insider HQ earlier.

The latest build for the Cataclysm beta was the big news yesterday, thanks to ol' B at MMO-Champion. The news hit sometime in the night while most priests were nestled all snug in their beds, but High Priest Matticus and I were up late drinking chocolate malts and playing wall ball, so we got a head start on the information ... which we promptly used to write about pets and shaman.

Last week, I said I'd be finishing my Cataclysm roundup this weekend, but since there were quite a few changes in this latest beta build (which I'm guessing will affect the release of patch 4.0.1), I think it's better if we discuss the details of the changes before we try to summarize them. There was also a super-exciting (though entirely superficial) change with this patch as well ...

Leap of Faith, also known as "Life Grip," got a brand new animation! Check out the video after the jump.

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Filed under: Priest, (Priest) Spiritual Guidance, Cataclysm

Lichborne: Demystifying Death Grip


Welcome to Lichborne, your weekly source for tips, news, guides and opinions on the death knight class.

So recently, as I've been working on trying to get the Loremaster title before Cataclysm hits, I've rediscovered the joy of queuing for the random dungeon as DPS. The 10- to 20-minute queue times offer a perfect little window of opportunity to finish up a good chunk of questing while I wait to get back on the emblem treadmill and allows me to take a break from tanking to get in a little bit of good old hacking and slashing. Of course, all this dungeon queuing has given me a good opportunity to see both some of my fellow death knights in action and to see how other people react to having a death knight DPSer in their group.

Between that and observations from browsing the web and even simply from reading comments on past issues of Lichborne, I've noticed that one skill seems to be the most misunderstood and reviled by non-death knights: Death Grip. Thus, I figured that this week, we'd take a quick look at this much-maligned skill, so that you can understand the best practices to get the most out of this undeservedly hated and unique death knight ability. These tips will mostly apply for 5-man dungeons, but you'll probably find a lot of the basic principles will also apply to PvP and raiding.

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Filed under: Death Knight, (Death Knight) Lichborne

Abilities I usually wish didn't exist in 5-mans

Most tanks are control freaks. As a matter of fact, you should hope that your tank is a control freak, because the ones who shrug off a mob running around loose are the ones you probably don't want tanking your run anyway. With that in mind, there are several player abilities that, while great for soloing or PvP, don't make the transition to a 5-man very well. Either they make life a real nuisance for your group members due to inherent design, or they tend to do so in the hands of a player who doesn't deploy them in a particularly helpful fashion.

Not all tanks will have the same degree of irritation with all of the following skills (for example, I play a druid, and because bears don't have a ranged silence, a knockback on a caster mob is much more likely to annoy me than, say, a death knight tank), but I promise you that they've all been mentioned by my tanking colleagues as abilities with a high chance of blowing a pull.

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Filed under: Analysis / Opinion, Instances

Lichborne: A death knight primer for tanking 5-man dungeons

Welcome to Lichborne, the weekly death knight column. This week, your host is in a bit of a tanking mood. Those Emblems of Frost don't earn themselves!
So when the Dungeon Finder came out, it was pretty cool even for DPS. A 10 minute wait for a DPS slot for a 5-man dungeon is pretty insanely awesome. If nothing else, it was certainly faster than the old way of sitting in Dalaran for 2 hours picking your nose and watching the LFG channel.

Now that the dungeon finder has been around for a while though, things are getting a bit stickier for DPS. My server averages around 15-20 minutes for a level 80, and I've heard some battlegroups are up to 30-45 minutes, even at prime time. To make matters worse, tanks and healers can continue to boast instant or near-instant queues almost everywhere, leaving the poor DPS green with envy.

Now technically, this is how it's almost always worked. Tanks and Healers get groups pretty quick, DPS has to wait around. And all told, the dungeon finder system is still pretty cool, and you still get a group faster than the old way. That said, now that we've had a taste of true power, I'm sure we're all loathe to lose it. Luckily, death knights have an out: We can go tank.

Whether you're a DPS DK considering going tank for shorter queue times, or a 5-man DK tank newbie looking to up their game, this column's for you.

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Filed under: Analysis / Opinion, Tips, Instances, Guides, Talents, Death Knight, (Death Knight) Lichborne

Lichborne: Death Knight tips for Trial of the Crusader, Part I

Welcome to Lichborne, your weekly foray into the news, strategy, and zen of being a Death Knight, with your host, Daniel Whitcomb.

So. You've conquered Ulduar and Naxxramas. Or maybe you've just collected a lot of badges and got some nice shiny gear. Either way, you're ready to go humor that old codger Fordring and fight and die in his silly little Arena. Even if the whole thing is obviously a waste of good time that could be spent killing the Scourge, the Ebon Blade's agreed to cooperate, so you'd better be ready too, death knight. So today, we'll give you a few tips about surviving the first few bosses of the Trial of the Crusader the death knight way.

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Filed under: Analysis / Opinion, Tips, Tricks, Instances, Raiding, Bosses, Guides, Death Knight, (Death Knight) Lichborne

The lost art of crowd control

The emblems changes are driving traffic back to the Heroics, and I love it -- 5-mans are my favorite thing to do in the game, and there's nothing more fun to me than sitting down with a group and trouncing a Heroic, reeling in all of the gold and loot we can carry. But there's something missing, still, even in these glory days of achievements and Stone Keeper's Shards and Emblems of Conquest. Yes, it's crowd control. Groups are still gung-ho on AoEing everything in their way, and Blizzard hasn't shown any indication, even in the design of the new instances, that crowd control is anything they want to keep around. I can't remember the last time I trapped something in a group on my Hunter, and I'm sure that the last time I did, some Death Knight broke it right open, Death Grip-ped it back into the group, and then AoE'd it down to nothing.

Bornakk actually replies in the thread that we're just being nostalgic for nostalgia's sake, and that even when CC was required, people whined that they needed to have certain classes in their groups. But what class doesn't have CC these days? Even Shamans got their CC, just as it wasn't actually needed any more. Crowd control added some semi-serious strategy even to trash fights in instances, and while we originally heard that it would come back at some point, Blizzard certainly seems to be done with it.

But we can be patient. The new instances in 3.2 are light to completely empty on trash, so maybe they're waiting for Icecrown to really put our CC skills and coordination to the test. I play a Hunter at endgame currently, so I might be biased, but I do love 5-mans, and I do miss the extra coordination and teamwork that a big CC-required pull provided. Hopefully they can find a way to mix that back in without requiring certain specs or classes to be along for the ride.

Filed under: Hunter, Mage, Analysis / Opinion, Blizzard, Instances, Raiding

Breakfast Topic: How would you be honored ingame?


Being honored ingame with an NPC or an item is, I think we can all agree, the height of player cool. Not that this will ever happen to me, mind you. Realistically, the only thing I expect to get from Blizzard is a letter bomb, or possibly a bloodstained horse head for going live with that article on the Death Grip bug, and perhaps I deserve it. To this day I feel kind of bad, or at least I do until I remember my guild leader's Death Knight sending a goblin NPC flying off the dock, and then I laugh and laugh, and realize that I am a terrible person who should probably be locked up somewhere.

It's fun to wonder, though, and I've settled on two wishes. The first would be making my beloved main into a Thunder Bluff NPC among the Druid trainers, kitted in full Tier 6 with an Origin of Nightmares. She would be friend and counselor to all young Druids and full of unsolicited advice for them, most of it incorrect. The second, less dignified, and perhaps more realistic legacy I would leave to the game is a series of cow-shaped impact craters at the bottom of various Northrend cliffs and in Crystalsong under the Dalaran sewers' exit pipe, in tribute to the several falling deaths incurred while mindlessly jumping from heights without the benefit of Cold Weather Flying. Little signs could be posted below informing players of the sites' historical significance, although I'm not sure how Blizzard could squeeze the phrase "Oh shiiiiiiiiiiiiiiiiii.........." onto the flavor text.

On the chance that Blizzard ever decides to honor your august self ingame, what would you want honored and how?

Filed under: Blizzard, Breakfast Topics, Humor

Death Grip wormhole is a bad, bad thing


As much as we enjoyed watching what is arguably the most phenomenally fun bug ever, it should come as no surprise to anyone that exploiting it is a very bad thing. In particular, GMs have been alerted to the bug and are on a keen watch for players who attempt to do it. After Elizabeth Harper's experimentation -- all done in the name of journalistic investigation, we promise -- resident killer Rogue Chase Christian attempted it, too. He was very swiftly messaged by a Game Master informing him that he would be banned if he ever did it again.

The boys over at DeathKnight.info confirm the same thing, not only because it is under close watch by GMs, but because it has serious repercussions for players who are 'pulled' into the wormhole. Players with the temerity to try it out have reported getting stuck in limbo and had to submit tickets to get their characters unstuck. No doubt a deluge of tickets describing suspiciously similar circumstances was more than enough to raise alarms over at Blizzard. So while we enjoyed showing that video of the Death Grip bug, we hope you didn't follow such bad examples. I mean, you didn't, right? Of course not. Good boys and girls.

Filed under: Bugs, Humor, Death Knight

Breakfast Topic: Bugging out

There are bad bugs, and there are good bugs. Bugs like Wintergrasp crashing the continent every time someone wins? That's bad. Bugs like Death Grip giving players a psychedelic free trip around the world? That's good. Well, as good as bugs go, anyway. I know, Blizzard's developers would probably freak out at the mention of 'bugs' and 'good' in the same sentence, but there are just some fun ones that have popped up over the years.

At WoW Insider, we try to make it a point not to report on exploitable bugs that can break the game or give players an unfair advantage over other players. But I have to confess that there are just some bugs that are too fun to ignore. There was once this bug in Shattrath involving potions and vanity pets that probably put an unnecessary strain on the server -- but I thought it was cool that there was at least one way to have all your pets out at once.

In your time playing the game, what kind of bugs have you encountered or seen that struck you as more fun than flawed? Small orc shoulders were certainly not fun for all the orc players, but I can just imagine Alliance having a good laugh at their expense. Oh, and for the sake of not getting ourselves banned and all that, let's talk about bugs that are no longer in the game. Except, well, for the best bug ever. Don't do it! But man... it's just too darn cool.

Filed under: Bugs, Breakfast Topics

Best. Bug. Ever.



We received the above video from tipster Jimmynorden (better quality video on Vimeo here) about an absolutely amazing bug with the Death Knight ability Death Grip. If you initiate a duel with a Death Knight who's aboard the ship in Booty Bay while you're standing on the dock, Death Grip will pull you -- not to the ship itself, but all the way across and through the world. Elizabeth Harper has just tried this on live servers ("You get PvP flagged from flying through the arena in Stranglethorn!") and her character finally landed on a random ship in what the map insists is the Alterac Mountains, southeast of where Dalaran used to be.

Death Grip is described as harnessing the unholy energy that surrounds and binds all matter. They certainly got that part right. I don't have a Death Knight online in my guild right now and I'm really curious to see if this just works in Booty Bay, or if it works wherever there's a ship or zeppelin docked. I'm assuming it's the latter; from my admittedly limited understanding of the game's plumbing, once you're on a ship you're not actually where the map "thinks" you are but rather in some nebulous area without real coordinates before the ship transfers you between servers.

UPDATE: A few guildies and I tried this; you'll find additional results and notes behind the cut.

Elizabeth had time to take a few screenshots, which you'll see below:

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Filed under: Analysis / Opinion, Bugs, Humor, Death Knight

The Queue: Punching our way to greatness


Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft.

Yesterday we were talking about the Bros Before Ho Ho Ho's achievement a bit. Specifically, do you need to be level 77 to get it if you're a Horde player? Most of us thought yes, you do, but stacy (one of our readers) popped in with some pretty creative instructions on how to do it. Check that out, then we'll get on with the Q&A!

Classy asked...

Anyone know a good place to fall to get the "Going Down?" achievement?

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Filed under: Analysis / Opinion, Wrath of the Lich King, Achievements, The Queue

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