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Posts with tag mind-control

Hearthstone upcoming changes

As Hearthstone: Heroes of Warcraft marches slowly towards its open beta stage and eventual release, further tuning is taking place. Community Manager Aratil has posted today on the Hearthstone forums about the full set of changes, and you can see that post after the break. Several outlying cards have been altered to ensure that they are not problematic, including the much beloved reviled Priest Mind Control.

What's more, there's been a cap of 100 added for gold earned via Play mode. The cap does not apply to gold earned via Arena, Questing or Achievements, but from simply winning in Play mode. Aratil asserts that this is to "combat certain methods of gold acquisition that violate our Terms of Service", implying that there could have been some exploitation taking place, potentially win-trading or similar. Hopefully they will work out a way to combat that without capping gold, as it seems like players should be able to grind out more than 100 via Play mode per day, if they wish to.

Hit the break for the full changes.

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Filed under: Hearthstone Insider

Spiritual Guidance: Choosing the best priest talents for you, pt. 1

Spiritual Guidance Choosing the best priest talents for you, pt 1
WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Dawn Moore is a discipline priest by reputation, but still enjoys melting faces as shadow and bugging her raid to click the Lightwell as holy.

One of the most interesting things about the new talent system added in Mists of Pandaria is that it encourages priests (and all classes) to choose which talent is best for them at almost every turn. No longer is one talent clearly better than another when examining them in a bell jar. Now instead you have to look at how and where the talent will be used; one talent might shine brightly in certain scenarios but be so utterly awful in others that it's practically unusable. The result of all this? We're now adjusting our talent builds more than ever.

Of course, this isn't a new thing for DPS, who frequently swapped to alternative talent builds on each encounter to get the best possible damage (got to beat those 'locks!) but for healers it's more of a change. In the past, a healing priest might have considered switching between disc or holy, but rarely did that involve altering individual talents in our trees. Usually healers had an all-purpose build that was good for everything; changing around talents was only done on the rare occasion. That makes this new talent system a bit of a shake up for us, since the majority of priests are healers (two healing specs and all). So today I thought we'd look at the new priest talents as thoroughly as we could so it's easier to decide which one you want.

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Filed under: Priest, (Priest) Spiritual Guidance

Spiritual Guidance: Shadow priests react to patch 4.1, look forward to 4.2

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Every Wednesday, shadow priesting expert Fox Van Allen takes you down the only road he's ever been down. You know, the one that takes you to the places where all the veins meet, yeah.

Shortly after patch 4.1 went live last Tuesday, I got the chance to raid Bastion of Twilight. I tried out Mind Sear on the first pull, and the numbers were absolutely luscious. Instead of weak, ugly, sub-2,000 ticks, I was seeing ticks twice that size. Before long, I was gaming my trash rotations, trying to proc Empowered Shadow and keep it up through the pulls. It was terrific practice for Cho'gall -- I finally felt like my AoE was making an impact on that encounter.

Overall, I got praise for the improved numbers I was putting out (thanks, Mind Sear!). But that praise got me thinking -- how is the rest of the shadow priest community faring in the post-4.1 world? And with patch 4.2 around the corner ... is there anything about shadow priests that Blizzard still needs to fix?

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Filed under: Priest, (Priest) Spiritual Guidance

Spiritual Guidance: A Monstrous Compendium for the mind-controlling shadow priest

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Each Wednesday, while Dawn Moore is busy handing out sparkle-covered hugs and cupcake-flavored shields, Fox Van Allen takes the helm of Spiritual Guidance to practice the fine art of Mind Control and all other things shadow. This week: How to get former Angels outfielder Reggie Jackson to assassinate Queen Elizabeth II, all with the push of a button.

Two weeks ago, we discussed the basics of the incredibly powerful priest ability Mind Control. It's crowd control taken to the next level -- you get to turn the bad guys friendly, dish out giant gobs of damage, blow the bad guys' cooldowns, and start out every pull with an effortless enemy death. In a world of cruelly difficult heroics, Mind Control is nothing short of a game-changer.

Once you get past the basics, though, Mind Control can be a challenging ability to master. With most spells, once you press a button, you're done. With Mind Control, casting the initial spell is just the beginning. Knowing your own abilities is no longer enough -- you need to know your enemies' abilities as well. Some enemies aren't worth mind-controlling. Some have unbelievably powerful abilities. With a little bit of knowledge, you'll be able to exploit every last one of those 30 seconds Mind Control gives you.

What follows is what I hope you'll find to be the ultimate Mind Control resource: a list of all the mind-controllable enemies in Cataclysm heroics, complete with their special abilities you can exploit for your own personal gain. It's our own version of a Monstrous Compendium. Turn your foes into crabs! Summon a meteor! Triple your tank's health and reduce the damage he takes by 90%! And that, as they say, is just the beginning.

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Filed under: Priest, (Priest) Spiritual Guidance

Spiritual Guidance: A guide to Mind Control for shadow priests (and tanks)

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. The shadow-specced Fox Van Allen returns every Wednesday to denounce the evils of truth and love (and healing) in an overwrought effort to extend his reach to the stars above. And yes, that makes our healing priest columnist Dawn Moore Jessie.

Cast Mind Blast on targets afflicted with Vampiric Touch. Keep Shadow Word: Pain refreshed by casts of Mind Flay. Cast Shadow Word: Death as a finishing move. Rinse and repeat.

I love shadow priesting, but it can get a little repetitive at times. It doesn't have to be, though -- shadow priests hands down have access to more abilities than any other class in the game.

How is that possible? Through Mind Control. It opens up an entire world of new abilities to shadow priests. By controlling our enemies, we can control what they do. Sure, you've cast Devouring Plague. But have you ever cast Disease Breath? You've boosted your tank's maximum health through Power Word: Fortitude, but have you ever done it through Renegade Strength? Like some kind of shadowy blue mage, we have access to hundreds of our enemies' abilities through Mind Control.

Mind Control is the most misunderstood crowd control ability in the game. It's also the most powerful, hands down. Shadow priests and tanks, take notice -- if you're not utilizing Mind Control, the way you run Cataclysm heroics is about to change forever.

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Filed under: Priest, (Priest) Spiritual Guidance

Cataclysm Talent Preview: Shadow priests

On Thursday, Blizzard released brand new information regarding talent builds in Cataclysm. Surely, all of us World of Warcraft addicts are grateful for the slow tease of information.

Of course, a lot of the "new" information was already data mined and leaked from the alpha over a month ago. I covered a lot of the changes to the shadow tree in a previous column, Ghostly aspects of our shadowy hatepower. Shadowy Apparitions, Shadow Orbs, getting rid of Shadow Focus, spirit contributing to our hit rating -- it's all in there. I won't bore you with all the details I covered already.

But it's not all old news, of course. There's some new stuff in there, and there is stuff to be excited about. I'm getting more optimistic about shadow priesting in Cataclysm with each drop of new information, and it feels like Blizzard might actually be listening to us. Seriously.

Listen, the standard caveats apply here -- it's really early to talk about this stuff and this could all change. But it'd be really quiet and boring around here today if we didn't.

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Filed under: Priest, Cataclysm

Spiritual Guidance: 12 Reasons why you don't want to play a Priest

You know, I'm normally a huge proponent of my class. Don't get me wrong, I love my Dwarf Priest. There's all these great healing spells we have at our disposal. No one's ever going to turn down a Priest from joining a raid or a guild. I have to admit, we have it pretty easy. I'm used to giving newer players advice about Priests and reasons for selecting that class.

Every once in a while, I get extremely bitter about being a Priest. For those of you that want to roll a Priest, let me introduce some second thoughts.

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Filed under: Priest, (Priest) Spiritual Guidance

Insider Trader: Patch 3.2 updates and Engineering analysis

Insider Trader is your inside line on making, selling, buying and using player-made products.

Over the past few weeks, Insider Trader has been discussing and analyzing the changes to professions set to go live with patch 3.2:
This week's column will be devoted to updating you on some of the newer changes, clarifying as many details as possible, and analyzing some of those juicy Engineering changes.

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Filed under: Alchemy, Blacksmithing, Engineering, Patches, Analysis / Opinion, Features, Insider Trader (Professions)

Blizzard's success with equalizing content

Kinless Chronicles talks about something I think Blizzard has done exceptionally well with the latest expansion: "equalized content." Their story is about taking control of a Blightblood to finish off Drakuru, but there are countless examples of this in Northrend, from the last fight of Drak'theron to the encounter in Eye of Eternity with Malygos. World of Warcraft (and MMOs in general) has always been about levels and gear -- get better gear or level up, and you can cast more spells, swing an axe harder, and move on to more epic encounters. But Blizzard's "equalizing content" means that gear isn't always an issue -- by putting you in control of something else, whether that be a mind-controlled Troll or a siege vehicle, you can have extremely epic encounters without worrying about whether you're powerful enough for them or not. The limiter becomes not gear but skill (and/or the knowledge of how to use those skills).

Obviously they can't do nothing but equalized content, otherwise we're all just playing the same game (and, under pressure from players, they've even moved on to a mix of both, where gear does affect how you play in a vehicle). But Blizzard has really hit on something brilliant with what we're calling "equalized content" here, and used in a balanced way, it can allow players of all kinds of different skill levels to do even more epic things than they'd normally be able to do.

Filed under: Analysis / Opinion, Fan stuff, Blizzard, Instances, Expansions, Bosses, Wrath of the Lich King

Patch 3.1 PTR Priest glyph changes thus far

One of the things Patch 3.1 is supplying in spades is glyphs and glyph changes. Every class is getting a ton of them, and it's really hard to keep up with them there are so many. Priests are coming out alright so far through the whole process, with a lot of our current glyphs being improved and our new glyphs being legitimately useful, if situational. Let's see what's new, shall we?

Glyph of Fade - Reduces the cooldown of your Fade spell by 9 sec. (Old: Increases the duration and cooldown of your Fade spell by 50%.)

This is massively better than what it was previously, and I suspect that this will become a popular Shadow Priest glyph in PvP. Two points in Veiled Shadows plus this glyph means a 15 second cooldown on Fade. Every 15 seconds, a Shadow Priest will be able to clear all movement impairing effects, assuming they have Improved Shadowform. That's pretty friggin' sweet.

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Filed under: Patches, Analysis / Opinion, Wrath of the Lich King, Inscription

Ready Check: Guide to Naxxramas (Kel'Thuzad)


Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau, everyone can get in on the action and down some bosses. Tonight, we finish off Naxxramas, check our watches, and ask, "What else is left to kill around here?"

Out of all the forum posts written concerning raid content back in Burning Crusade, I remain fondest of a guide to Tier 6 written by Gragnarth of Andorhal, who I assume must be a deeply cynical person by nature. Within you'll find expert tips on Illidan ("If YOU get demoned you say something to the effect hey I got demoned, and then hope that you are well liked"), Shade of Akama ("I play a fury warrior, and as a result i have no clue what the strategy for this boss is"), and Rage Winterchill ("Make sure you have at least 1 person bandaging the Main Tank every minute"). But the comment that seemed to get the most mileage was one concerning Illidari Council, which was colorfully described as "THE SUPER BOWL OF NOT STANDING IN THINGS!" This phrase subsequently entered the parlance of many a raiding guild, and I'm reminded of it whenever I look at AoE-intensive fights.

Kel'Thuzad isn't a fight with the kind of AoE damage you'll see on (for example) Malygos, but I rather like to think of him as being the Super Bowl of spreading out. For every time you've heard your raid leader howl at the raid to "Spread the ^*#% out!" before, you'll be hearing it five times more here, and with good reason.

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Filed under: Analysis / Opinion, How-tos, Features, Raiding, Bosses, Guides, Wrath of the Lich King, Ready Check (Raiding), Achievements

All the World's a Stage: So you want to be a Death Knight

This installment of All the World's a Stage is the eighteenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

Originally I had planned to write about death knights only after I had written about all the other classes, as a way of wrapping up and rounding out this whole series of articles about the lore behind the playable races and classes of World of Warcraft. But then ZuWho posted a comment on my last article specifically requesting me for my thoughts on death knights -- and even used the word "pleeeaase!" So of course I'm always a sucker for such polite requests, especially comments like this with really insightful questions. Today we'll look specifically at these questions and see what possible answers come to mind.

To a certain extent, we already covered a number of possibilities for death knight characters about 6 months ago. However, while most of those possibilities are still valid, there was so much we didn't know about the player-character death knight lore at that time, and there are definitely some points that need updating.

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Filed under: Lore, Guides, RP, Classes, Death Knight, Wrath of the Lich King, All the World's a Stage (Roleplaying)

Blizzard releases preview of World of Warcraft comic #9

If you're a Lore Nerd like Alex and I are, you've probably at least been following the storyline of the World of Warcraft Comic, and you know it's likely going to have a pretty big impact on WoTLK lore, as King Varian Wrynn returns and we finally get an end to the Missing Diplomat Storyline.

Issue #9 continues the journey of Lo'gosh and his companions as they travel toward Ironforge and brings a familiar old villain into the light as well. Blizzard has posted the first few pages of the issue on the official WoW site.

I have to admit, I have one major reservation about the story.

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Filed under: Alliance, Odds and ends, News items, Lore, Comics

"We're going to need a montage."


I hate arena.

I'm pretty sure I realized I wasn't going to like it right around the time in Season 2 when I hit a nasty Priest/Warlock combo. They outgeared my own little team massively and knew it. Six of our ten games that week were versus this charming pair, and they reached a point somewhere around the fourth game where they'd kill my partner, Mind Control me, heal me to full, and then Fear me around endlessly while reducing my health inch by agonizing inch. A lot of PvP has the potential be extremely frustrating (she said, eyeing another Arathi Basin match with 4 Horde versus 15 Alliance), but that night was one of the few that has left me wondering whether bursting into tears or just going AFK for a sandwich while they amused themselves were the better option.

So you might say that arena and I have had an uneasy relationship. I need arena for some PvE gear and to get people off my back about doing arena (it's a vicious cycle). Arena quite patently does not need me. And yet -- it remains the last great challenge before Wrath hits. It is the part of the game that I have yet to conquer, or even do anything other than suck horribly at. I'm a Druid, right right? Isn't there some sort of vague, hazy strategy involving HoT's and Travel Form and possibly Cyclone that makes us never, ever die? Some crap like that. And I owe it to the rest of my class to put a badly-played Druid back in arena to see if we can convince people to stop screaming for nerfs.

So. I'm going to commission someone to write some compelling montage music for me, I'm going to BG every day for Season 2 gear, and I'm going to find me a partner with a (um) generous approach to what constitutes "advancement." There's a lot of talk around the forums about the gear gap being too horrible to overcome and the ratings requirements being a barrier to newbie entry. I'll play your game, you rogues. Let's see whether a total scrub still stands a chance.

Ratings Watch: 1500

Filed under: Druid, Priest, Warlock, Analysis / Opinion, Odds and ends, PvP, Humor, Classes, Battlegrounds, Arena

Shifting Perspectives: PvP as a moving target


Every week, John Patricelli of Big Bear Butt presents a well-researched, educational, and entertaining look at the state of the Druid class in WoW today. This week we said, "Screw that," and got someone off the street.

Veronica: Look at you, all helpful.
Logan: Your peskiness being unleashed on Connor brings me joy. Annoy, tiny blonde one! Annoy like the wind!
-- Veronica Mars, "An Echolls Family Christmas"

With apologies to Diane Ruggiero, the writer of the episode quoted above, but I find Logan's snarky comment (did he even have another kind?) to be a perfect, albeit general, means of describing successful Druid PvP.

Let us be frank; I am not, nor am ever likely to be, a hardcore PvPer, and to a great extent this post is directed mostly at people like myself. If you're one of those Druids carrying a 2K+ rating in full Vengeful, then I invite (nay, implore) you to leave comments and corrections based on your own experience, but the article's mostly for regular folks like me, who may not even particularly like PvP but recognize that it is desirable or perhaps necessary, given our ingame goals. As such, most of this applies to battlegrounds, and on a later date we're going to get into arena. Today, we are simply going to talk about how to avoid letting your PvP experience turn you into a miserably unhappy player who would rather undergo an appendectomy via Roto-Rooter than set foot in another EOTS.

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Filed under: Druid, Analysis / Opinion, Tips, Tricks, PvP, Guides, Classes, (Druid) Shifting Perspectives, Battlegrounds, Arena

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