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Posts with tag health

Icecrown Citadel raid buffs live

If your guild has been struggling throughout the various bosses in Icecrown Citadel, then struggle no more! Icecrown Citadel raid buffs are now live. For the Alliance, it is called Strength of Wrynn and the Horde version of the buff is Hellscream's Warsong. For now, your health, healing done, and damage done are increased by 5%. It looks like it'll eventually cap out and end at 30% but who knows when that will be. All in all, the buffs will definitely help progression raids out. If your raid doesn't need the buffs, you can simply talk to your faction guy and tell him to go away. He'll ask you once just to confirm, but if you are sure, he'll disappear. We've known that the raid wide buffs would appear at some point but not exactly when.

Be sure to check out's Icecrown Citadel raid strategy and information page!

Filed under: Analysis / Opinion, News items, Raiding

Ghostcrawler on big heals and health in Cataclysm

Ghostcrawler has spoken up in this thread a little bit about the balance of PvE and PvP play that we'll be seeing in the next expansion. Specifically, he says that they're slowing the pace of PvP play down a little bit: "Health pools will be much larger in Cataclysm and healing will be lower." We'll have more health overall, and healing spells will heal less. That will make a difference in PvE as well -- it'll take more hits for the boss to finish off the tank, so heal size is expected not to matter as much as healing coordination. It won't matter if your tank is up to full health as much as it matters whether or not you can help them survive the next hit.

Obviously, this is very early theory for an expansion that's still in development. But what GC is saying is that Blizzard wants healers to strategize a little bit more about which heals they're using rather than depend on big healing to get the job done. Avoidance will matter, he says, because it'll help conserve healer mana. Fights will be more about strategy than overpowering with big heals.

Cataclysm's endgame is a long time away, but that's Blizzard's idea for it right now.

Filed under: Druid, Paladin, Priest, Shaman, Fan stuff, Odds and ends, Raiding, Battlegrounds, Cataclysm

Phat Loot Phriday: Black Jelly

It's the third anniversary of Phat Loot Phriday and in celebration we bring you an item that we can all enjoy. So raise a pint and enjoy the feast before you!

Name: Black Jelly (Wowhead, Thottbot, Real life)
Type: Common FoodDamage/Speed: N/A
  • Why are we featuring a food on Phat Loot Phriday? Because it's only the best food in the game right now -- this baby restores 45,000 health and 38,400 mana in one sitting. For both of those, this is the biggest gain you can get.

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Filed under: Cooking, Items, Virtual selves, Humor, Phat Loot Phriday, Guides

Preparing for BlizzCon: You need good shoes

BlizzCon approaches! Preparing for BlizzCon is your regular source for tips on how best to prepare for Blizzard's gaming extravaganza.

Even if you are taking my advice and training your feet and legs for BlizzCon, you are still going to need good shoes for all of those lines. The Anaheim Convention Center floor is hard and unforgiving, so your shoes will need to provide the appropriate cushion and support to make up for it. In many conventions, companies will put carpet with extra padding in their booths so that people will stand there longer for demos of their products and services. Unless something has changed this year, there is no padding -- no respite for the feet unless you go outside and find a patch of grass.

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Filed under: Events, BlizzCon

Preparing for BlizzCon: Protect yourself against Con Crud

BlizzCon approaches! Preparing for BlizzCon is your regular source for tips on how best to prepare for Blizzard's gaming extravaganza.

Every con I have ever been to, gaming-related or otherwise, has resulted in a bunch of people getting sick afterward -- usually including me. I've heard it called Con Crud, confluenza and the grunge. Whatever the name, it's pretty much the same: cold and flu symptoms that lay you low after attending a convention. As we've discussed before, I'm no doctor, but there are some experts out there with tips on building your immune system in the weeks before BlizzCon.
  • Sleep: Get 7 to 8 hours a night. Sufficient sleep helps us reduce stress on our bodies, which makes them stronger for fighting illnesses. It also helps us maintain a healthy weight. Late night raiding sessions and/or small children make this more difficult, of course, but it's a worthy goal.

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Filed under: Analysis / Opinion, Events, Fan stuff, BlizzCon

Preparing for BlizzCon: Training for the lines

BlizzCon approaches! Preparing for BlizzCon is your regular source for tips on how best to prepare for Blizzard's gaming extravaganza.

There are going to be lines at BlizzCon -- long, long lines. There will be lines to get badges, lines for the store, lines for gameplay, lines for food, etc. There will also be some walking, as the Anaheim Convention center is big. And sitting will take place, if you can get a seat for the more popular events. But mostly there will be standing... in lines.

Standing hurts, as anyone who has to stand all day for work can tell you. I don't recommend standing around as practice for the lines, because it really isn't healthy. But there is another exercise that is good for you and will help you prepare for all that standing: walking.

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Filed under: Analysis / Opinion, BlizzCon

Totem Talk: Is Enhancement too squishy?

Yes, that's Thoralius the Wise from the Howling Fjord starting quests. When I saw him get up and start zoning out to his smoke brazier, the look on his face just meshed too well with today's subject matter, which is the health of shamans in melee. We talked about shaman health in PvP a while back, now it's PvE's turn.

I don't play my shaman in a melee role in raids right now, because I basically don't have the gear for it. My resto set's a lot better so that's what I go as, but that only means I often notice how difficult it is to keep enhancement shamans on their feet. There are several possible culprits for the disparity, although in most cases I believe the killer to be aoe damage, so wearing mail really isn't the issue: rogues aren't nearly as hard to keep up as shamans, for instance, because rogues have cooldowns and abilities that allow them to avoid or escape damage. (If you've ever seen a rogue go sprinting through several mines on a Mimiron kill you'll know what I mean.) No, excepting those giant whirlwinding maniacs in Razorscale and Thorim, what's generally killing shamans in melee is AoE damage, and the problem here is twofold in my experience.

  1. Most enhancement shamans who are not in Tier gear are wearing hunter mail, which is not tuned to higher stamina values. Even shaman tier gear lacks in stamina, however.
  2. In order to take talents that would reduce incoming damage, shamans are asked to not take talents that would allow them to produce meaningful DPS.

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Filed under: Shaman, Items, Analysis / Opinion, Odds and ends, News items, Instances, Raiding, (Shaman) Totem Talk

15-year-old collapses after playing Wrath for hours on no sleep or food

Reader Danny sent us this article from Holland Sweden, where apparently (a rough translation of the piece, thanks to Google, is after the break), a young boy of 15 was taken to the hospital after collapsing while playing Wrath of the Lich King. He reportedly had played the game for fifteen hours straight, and because he'd only gotten two hours of sleep and had almost nothing to eat the entire time, felt cramps and apparently collapsed from exhaustion.

Obviously, it's a stretch to blame this on the game -- doing anything for 15 hours straight with no sleep or food won't be good for your health. There were millions of people who played this very same game this weekend (some probably even for the same amount of time or more) and had no problems at all -- they realize that to stay healthy, you take breaks, get sleep, and eat healthy. But this kid (and his parents) didn't do things correctly, and as a result, he ended up in the hospital.

Hopefully the kid's all right, and the parents have learned their lesson: they have decided to limit his time in front of the computer, which is exactly what they should do if he can't limit it himself. The article ends by saying that "teenagers" around the world are playing the new expansion, except that the average age of gamers is now up to just under 30, and the average World of Warcraft player is actually older than that. Fortunately, the vast majority of them know how to enjoy the game and stay safe and healthy at the same time.

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Filed under: Analysis / Opinion, Fan stuff, Virtual selves, Odds and ends, Leveling

Lichborne: Death Knight Tanking

Welcome to the first post-Wrath installment of Lichborne, the weekly Death Knight column. Join Daniel Whitcomb on the bleeding edge of a new and untried class.

So Wrath is upon us, and we can finally start leveling our Death Knights on the live servers. That's right, this time it's for keeps. I'm pretty excited about that. One thing, though, that I haven't gotten to do yet on live servers is tank a dungeon. It's not that I don't want to, it's that 98% of the people leveling through Outland right now are Death Knights, so finding a healer is a bit difficult. Still, I did my fair share of tanking on Beta servers, and I played a Druid tank for years, and I'm figuring I'll do my fair share of tanking again at 80. Thus, I decided that this week is the perfect time to start getting ready to tank, even if Utgarde may be the first instance most Death Knights will get a group for.

Let's get down to the basics:

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Filed under: Tips, Raiding, Bosses, Guides, Talents, Death Knight, Wrath of the Lich King, (Death Knight) Lichborne

Bear armor woes in Wrath to be addressed

You may recall a while back that we covered the problem with bear tanks in Wrath of the Lich King. In short, the new shared gear itemization between Rogues and Feral Druids is leaving bear Druids incredibly starved for armor and stamina. Extra stamina and armor is wasted on rogues, but is mandatory for Bears. Bears, therefore, have suffered.

Ghostcrawler has now let us know that the dev team has noticed the problem. The justification, of course, is as usual: They want less useless stuff to drop. Ideally, itemization should be tight enough that there is a high chance of people getting stuff they can use off a boss, even if that means 12 other people in the raid can use it as well.

Filed under: Druid, Items, Analysis / Opinion, News items, Instances, Expansions, Leveling, Wrath of the Lich King

Death Knight Gameplay Movies: Unholy and Blood trees

Jadefury, also known as Leiah, writer of the World of Feedback blog, has fast become one of the most recognizable names in Deathknighting of those following the Wrath Beta. Among his contributions have been 2 videos that showcase the leveling playstyle of Unholy and Blood trees. They're definitely worth a watch for anyone who's seriously thinking of playing a Death Knight in Wrath of the Lich King.

The Unholy video, shown above, uses this spec. It actually relies quite heavily on two Blood talents: Butchery and Vendetta. Those 2 talents provide the Death Knight with health and runic power after every mob death, which helps power Corpse Explosions and allows the Death Knight to stand up to lots of monsters at once. Jadefury also shows the power of Death and Decay, Lichborne, and Bone Armor, and even throws in an exploding Ghoul or two, following it all up with a showcase of the awesome Death Gate animation.

I have to admit that I have some concern that this style of AE farming won't be viable for Death Knights everywhere, since in this video, he relied extensively on getting Runic Power via Vendetta due to quick kills on the low HP slimes in the Pools of Aggonar. On the other hand, it looks like a lot of fun, and solidifies my personal resolve to try an Unholy build first.

After the break, we'll watch the Blood video.

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Filed under: Analysis / Opinion, Machinima, Expansions, Leveling, Death Knight, Wrath of the Lich King

WWI '08 Death Knight Demo: Blood spells and talents

The Blood tree was originally designated as the primary DPS tree, and a lot of the talents still reflect that, such as Dark Conviction, the ever-present critical strike talent, and Dancing Rune Weapon, the 51 point talent.

However, it's also worth noting that the Blood tree provides quite a few healing skills and talents which may end up making it a useful type of tanking tree via allowing the Death Knight to keep himself healed and keep a bit of grief off his healers: for example, Death Pact will be useful for finishing off a ghoul who's about to die anyway and getting a bit of health back. Below is a selection of some of the spells and talents available to Death Knights in the WWI demo.

Blood Spells:

Blood Presence:

Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Description: Strengthens the Death Knight with the presence of blood, increasing damage done by 15% and healing the Death Knight by 4% of damage dealt. Only one presence may be active at a time.

Blood Strike:
Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Melee range
Description: Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target.

Blood Tap:
Requires level 64
Description: Immediately activates a blood rune and temporarily converts it into a death rune. this rune counts as a blood, unholy, or frost rune. lasts 10 seconds.

Death Pact:
Requires level 66.
Description: Sacrifice an undead minion, healing the Death knight for 1200 health

Blood Talents:

Rune Tap
Requires 10 talent points
Instant cast, 1 minute cooldown.
Description: Converts 1 Blood Rune into 10% of your maximum health.

Dark Conviction
Requires 10 talent points
Costs up to 5 talent points
Description: Increases your chance to get a critical strike with melee weapons by 1% per talent point.

Improved Rune Tap
Requires 15 talent points, Rune Tap
Costs up to 3 talent points
Description: Improves Rune Tap's health gain by 15% per talent point

Requires 15 talent points
Costs up to 2 talent points
Description: Heals you for 3% of your total health per talent point whenever you kill a target that yields experience or honor

Scent of Blood
Requires 20 talent points
Costs up to 3 talent points
Description: After being struck by a ranged or melee critical hit, you gain the Scent of Blood effect, causing your next 2 melee hits to steal life from the enemy. lasts for 12s. this effect can not occur more often than once every 12 seconds (Note: the effect of putting more than one talent point in this skill is not yet listed in the description).

Blade Barrier
Requires 20 talent points
Costs up to 3 talent points
Description: Whenever you have no runes active, your parry chance increases by 5% per talent point for the next 8 seconds.

Mark of Blood

Requires 20 talent points
Costs 1 Blood Rune, 1 Unholy Rune
Instant cast
30 yard range
Description: Place a mark of blood on an enemy. whenever the marked target is healed, all party members receive 5% of that healing (up to a maximum of 5% of the Death Knight's health). if a marked target that grants experience or honor is killed, all party members are healed for 10% of their total health. Lasts 3 minutes.

Requires 30 talent points
Costs 1 Blood Rune, 1 Unholy Rune
Instant cast, 2 minute cooldown
30 yard Range
Description: Induces a friendly unit into a killing frenzy for 30s, increasing their physical damage by 20% but causing them to suffer damage equal to 1% of their total health every second.

Heart Strike
Requires 40 Talent Points
Costs 1 Blood Rune
Requires melee weapon
Next Melee
Description: A debilitating attack that lowers the target's total health by up to 20% for 30 seconds.

Dancing Rune Weapon
Requires 50 talent points
Requires Runic Power
Requires melee weapon
Instant, 1 minute cooldown
Description: Unleashes all available runic power to summon a second rune weapon that fights on its own for 1s per 5 runic power, doing the same attacks that you do.

Filed under: Analysis / Opinion, News items, Expansions, Talents, Death Knight, Wrath of the Lich King, Worldwide Invitational

World of WarCrafts: Super potions

Every Thursday, Shelbi Roach of The Bronze Kettle guides you in creating WoW-inspired crafts using real world mats with World of WarCrafts.

If you ever find yourself low on Health or out of Mana, or you're in need of an innovative gift idea for a hardcore WoW fan, then try your hand at crafting these nifty potions. Minimal alchemy skills required. One of these pots is guaranteed to add +10 geek appeal to any players WoWspace.

Here is what you will need:
  • Candle Gel Wax
  • Candle Dye (Gel Safe)
  • Glass Potion Bottle (any shape)
  • Funnel
  • Corks (unless your bottle comes with one)
Extra Supplies:
  • Ribbon (go for the gold)
  • Scissors
  • Super Glue

Click on the images below to view a gallery of step-by-step instructions.
DISCLAIMER: If you are under 18, please make sure that you are supervised by your parents or an adult. Do not attempt to consume.

Filed under: How-tos, World of WarCrafts

Maximum stamina

If you want to live through any boss fight as a tank, the one thing that you need above all else is health. Stamina, which gives ten health for every one point of stamina, is by far the most important stat that a tank needs in order to do their job well. No matter if you have reached the armor and defense cap, or if you're producing more threat than your DPS can keep up with, you won't live for a lick if you don't have enough health.

Defining minimum health is an important concept in end game raiding and groups. For most instances, a minimum of 10,000 to 11,000 unbuffed is needed. This will at least let you take a few blows from a boss before dying, hopefully enough blows that the healer will be able to get off a few heals on you. For more entry level raiding environments, it's necessary to have unbuffed health between 11,000 and 12,000. If you've got 11,500 hit points going into Kara, you'll probably be able to reach 13,000 health fully raid buffed. This will let you survive a good portion of Kara, which means you can get more gear, which begets more health in the long run.

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Filed under: Druid, Paladin, Warrior, Analysis / Opinion

Kael'thas bugged, hotfix not incoming

Daelo is saying over on the forums that the Kael'thas event is bugged. After a player reported that the shield (one of the magical weapons that you first have to defeat and then can fight Kael'thas with) has tons more health than expected, Daelo confirmed that if Kael'thas resurrects his advisors while weapons are "alive" their health will be increased, making the fight much harder and throwing most guilds off of their pacing.

So if you're headed to Kael'thas this week, beware. Unfortunately, Blizzard says they can't hotfix the issue, which means it'll have to be fixed in a content patch. Fortunately, however, 2.2.2 is due this week, so if Blizzard can sneak it in yet on that one, raiders will be able to take Kael on as of Tuesday. If 2.2.2 is already too far along in the process for the code to be added, however, Blizzard will either have to create a patch just for this fix (2.2.3), or wait until 2.3 releases (which could be a matter of weeks, severly hampering guild progression past Kael).

We'll have to wait and see what they do. This is a confirmed bug, so hopefully we'll see a fix for it with 2.2.2, hopefully on Tuesday.

Filed under: Patches, Analysis / Opinion, Bugs, Blizzard, Raiding

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