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Posts with tag Taunt

Taunt and Growl to be increased to 20 yards

Warriors, Druids, and Death Knights are going to be creating their own version of a very happy dance soon. The range on Taunt, Growl, and Dark Command will be increased to 20 yards.

This is a big change. Now the other tanking classes will have equal ability to ranged taunt mobs off other players, pulling the mob to them. Often times warriors and druids have to either Intervene or Charge around in order to taunt a mob, and that can lead to a whole kaboodle of mobs following the tank. It often is not the ideal situation, especially if the mobs cleave or otherwise do AoE damage.

Now the whole process is simplified immensely and made much more efficient. Quite an awesome change, and one that has put a smile on my face today.

Skill Mastery: Army of the Dead

Ever since we first heard about the spell, I have been without a doubt drooling over Army of the Dead. This level 80 Death Knight spell allows you to summon an army to your beck and call. In specific, it's a 6 second channel spell that summons several weak undead to taunt and fight your enemies. In addition, you take less damage equal to your dodge plus parry chance. It costs one of each basic rune type, and has a 10 minute 20 minute cooldown (You see how swiftly things change in the Beta?).

You can see the spell in action above (video found on Deathknight.info). You may notice some problems. For example, some the ghouls stand around and do nothing. In addition, the damage reduction on channeling does not seem to be working. Still, it's pretty cool seeing all those ghouls decend on the enemy, even if they are lowbie scarlets.

Continue reading Skill Mastery: Army of the Dead

Scattered Shots: Pet talent trees in the Wrath Beta

Welcome to another edition of Scattered Shots, the other WoW Insider weekly Hunter column. Daniel Whitcomb is your guest host again this week.

So, we theorized about talented pets a bit quite a few installments of Scattered Shots ago, but now we have the actual trees live and testable on the Wrath Beta, and they seem to be firming up nicely. There's a few promised changes yet to come, such as the removal or lowering of focus costs on many major abilities and talents, and it's still very possible that Blizzard may make changes here and there before live, but I think they're solid enough at this point that we can look at each tree and make some solid predictions about how people will use them and how various talent builds might look.

Continue reading Scattered Shots: Pet talent trees in the Wrath Beta

Hunter pet aggro may be fixed in Wrath

The story of Hunter pets and aggro in Burning Crusade, especially since patch 2.4.2 or so, has been a very stormy one. Even deep Beastmastery Hunters have had to learn to kite, as pet aggro grows worse and worse. Growl in 2.4.2 was supposed to scale, but almost every Hunter that tested it said it didn't, despite Hortus' insistence that it did.

Luckily, it looks like there may finally be some real relief coming in Wrath of the Lich King.

Continue reading Hunter pet aggro may be fixed in Wrath

WWI '08 Death Knight Demo: Unholy spells and talents


Unholy was originally touted as the PvP DPS tree. What it appears to do rather well, though, are diseases and minions. If your vision of a Death Knight is close to a Diablo 2 Necromancer type, leading an army of undead minions and spreading plague and exploding corpses across the land, Unholy is probably going to be the tree for you. Of course, your crowd control is probably going to be a little peeved at you with all those DoTs, but that's what AE spells like Death and Decay and Unholy Blight are for, right?

Unholy also seems to include quite a bit of utility, including the ability to resist lots of spells and status effects, and some debilitating debuffs, so it could be called a utility tree of sorts as well. Here's a list of some of the Unholy spells and talents available in the WWI Demo:

Unholy Spells:

Death Gate
Requires level 55
Costs 1 Unholy Rune
10 second cast, 15 minute cooldown
Description: Returns you to Ebon Hold (Note: Since Ebon Hold is not yet implemented, in the demo it returned you to Tirion Fordring).

Death Grip
Requires level 55
Costs 1 Unholy Rune
Instant cast, 35 second cooldown.
30 yard range
Description: Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 3 seconds.

Plague Strike
Requires level 55
Costs 1 Blood Rune and 1 Unholy Rune
Instant cast
Melee range
Description: A vicious strike that deals weapon damage plus 37 and plagues the target, dealing 350 shadow damage over 12 seconds.

Raise Dead
Requires level 56
Costs 2 Unholy Runes
Instant cast
30 yard range
Description: Raises a ghoul from a corpse to fight by your side. if the target corpse is not humanoid, Corpse Dust must be supplied to complete the spell.

Death Strike
Requires level 58
Costs 1 Unholy Rune
Description: A deadly attack that deals 60% weapon damage. if the target dies within 6 sec and yields exp or honor, Death Strike heals the Death Knight for 406 damage.

Death and Decay
Requires level 60
Costs 1 Unholy Rune, 1 Blood Rune, 1 Frost Rune.
30 second cooldown
30 yard range
Description: 100 shadow damage modified by Attack Power is inflicted every 2 seconds to all targets in the affected area for 10 seconds. Has a chance to cause affected targets to cower in fear

Degeneration
Requires level 62
Costs 1 Unholy Rune
Description: Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing 91 damage over 21 seconds. Any existing heal over time spells on the target become corrupted, dramatically increasing the damage done by the disease and removing the healing effect. Stacks up to 3 times.

Unholy Presence
Requires level 70
Description: Imbues the Death Knight with unholy fury, increasing attack speed by 15% and reducing the global cooldown on all Death Knight abilities by 0.5 seconds.

Anti-Magic Shell
Requires level 75
Costs 1 Unholy Rune
20 second cooldown
Description: Surrounds the Death Knight in an anti-magic shell, absorbing 75% of the damage dealt by the next harmful spell. Damage absorbed by anti-magic shell energizes the Death Knight with additional runic power. Lasts 5 seconds.

Army of the Dead
Requires level 80
Costs 2 Unholy Runes
10 minute cooldown
Description: Summons an entire legion of your best ghouls to fight by your side.

Unholy Talents:

Lichborne
Requires 10 talent points
Instant cast, 5 minute cooldown
Description: Draw upon unholy energy to become undead for 30 seconds. While undead, you are immune to charm, fear, and sleep effects, and your horrifying visage causes melee attacks to have an additional 25% chance to miss you (Will of the Forsaken, eat your heart out!).

Corpse Explosion
Requires 20 talent points
Requires Runic Power
Instant cast
20 yard range
Description: Unleashes all available runic power to cause a targeted corpse to explode for 3.6 nature damage per 10 runic power to all enemies within 20 yards.

Improved Corpse Explosion
Requires 25 talent points, Corpse Explosion
Costs up to 2 talent points
Description: Exploded corpses cause 25% additional damage and have a 50% chance per point to cast a disease on enemy targets that deals 36% of the explosion Damage over 9 seconds.

Magic Suppression
Requires 25 talent points.
Costs up to 5 talent points
Description: You take 1% less damage from all magic per talent point. In addition, your anti-magic shell absorbs an additional 5% of spell damage.

Anti-Magic Zone
Requires 30 talent points, 5 points in Magic Suppression
Costs 1 Unholy Rune
Instant cast, 2 minute cooldown
20 yard range
Description: Places a large, static, anti-magic zone which can protect any party members inside it. The anti-magic zone absorbs 75% of the damage dealt by the next harmful spell. absorbs up to 10000 damage. lasts 30 seconds.

Crypt Fever
Requires 35 talent points
Costs up to 5 talent points
Description: Your diseases also cause crypt fever, which reduces an enemies attributes by 1% per talent point. Crypt Fever lasts for 18 seconds and can stack up to 3 times

Ebon Plaguebringer
Requires 40 talent points, 5 points in Crypt Fever
Costs up to 3 points.
Description: Your Crypt Fever morphs into Ebon Plague, which increases vulnerability to magic by 1% per talent point in addition to reducing attributes by 5%. Ebon Plague lasts for 18 seconds and can stack up to 3 times.

Summon Gargoyle
Requires 40 talent points
Requires Runic Power
Instant Cast, 5m cooldown
30 yard range
Description: A gargoyle flies into the area and bombards the target with shadow damage modified by the Death Knight's attack power. Persists for 1 second per 8 runic power up to 1 minute.

Unholy Blight
Requires 50 talent points
Requires Runic Power
Instant Cast, 1 minute cooldown
Description: A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. all enemies caught in the swarm take 34 damage and are plagued with a disease that can stack up to 3 times. persists for 1s per 10 runic power.

Playing with your mouse

Lots of us purchase these nifty mice from the local computer store. Be they a fancy new Logitech mouse with a dozen keys placed strategically around the unit, or a slick new beauty from Apple, the mouse is a strategic part of your game play.

At least, it should be.

All too often people don't utilize what they have in front of them. Today we're going to look at how you can increase your game play by using your mouse more effectively. In particular, the buttons.

However before we look into buttoning strategies, lets just quickly cover moving with the mouse. It's pretty simple, right? Push both buttons down, move forward. Right click and hold to turn your character. Left click and hold to look around without moving. Mike Schramm covered this in a post about a month and a half back, and it's a pretty good read for those interested more in the topic of mouse moving.

So now that that's out of the way, let's look at basic mouse buttoning techniques. I own two Logitech MX5000 cordless optical mice. They work very well and have a battery life of a couple days; but even then I recharge them both every night just so I don't have disaster strike me in the middle of a raid when the battery goes out.

Continue reading Playing with your mouse

Omen meet Orgrimmar, Orgrimmar meet Omen


The Lunar Festival is in full swing, and every once in a while Omen is no where to be found. I talked about killing him earlier in the week, but there is another strategy that's been popping up. Have you ever wondered what it's like to kite something across half a continent? Well, now's your chance!

I've tried this with a few friends, and the trick is to keep Omen moving along with as many movement-impairing effects up on him as possible. We had a mage there slinging Frostbolts at him, a shaman shocking him with Frost Shock, and of course a hunter laying down his Concussive Shots and Frost Traps. I was there on my warrior issuing the occasional Taunt just in case one of the DPS made a mistake and got too close (this was never a problem).

Continue reading Omen meet Orgrimmar, Orgrimmar meet Omen

Taunting in PvP

Drito brings up an interesting question on the forums: Why no taunting in PvP? I really don't think Blizzard will ever implement any form of taunt in PvP, because at this point the general direction seems to be headed away from players losing control of their characters (as in, all the fear nerfs), and no matter what form taunt appears in, it'll likely mean losing control of the taunted character, no matter for how long.

But it is interesting to try and think the dev's thoughts through as to why they didn't include it in the first place. We've heard all along that Blizzard is aiming to make the same spells usable in both situations (so it's not a completely different game when you head into PvP). A Taunt spell in PvP obviously wouldn't create aggro, but it might make the player's next spell or attack target the taunter, or give the taunted player a debuff that lets them only attack the taunter (no other actions for the duration). Distract definitely doesn't work the same way in PvP that it does in PvE, but it does at least work. It's not hard to see Taunt being the same way.

Of course, it's hard to see the devs giving any more cool abilities to Warriors, either-- they're doing just fine as is. But putting in an ability like this would definitely spice up group PvP, and add some extra tactics to taking on human enemies.

Boy attacked by moose "feigns death," thanks WoW

A Norwegian news site is reporting that a young boy and his sister were attacked by a moose (same thing happened to my sister once), and the boy reportedly "taunted' the moose away from his sister, and then feigned death, causing the moose to lose aggro and leave. "Just like you learn in level 30 in World of Warcraft," the boy is reportedly quoted as saying.

Cynic that I am, I find it hard believing any of this is true at all-- maybe one of our Norwegian readers (and I know we have them, because I met two at BlizzCon) can let us know whether "Nettavisen" is to be trusted as a source or not. But even if it is true, I'm just as hesitant to jump to praise WoW for supposedly helping as I am to condemn it for supposedly hurting.

Still, I'm glad the kid came out of it OK, and if WoW is to thank, all the better. Now if only he'd been able to control his DPS in the first place, he'd never have aggroed at all.

[Via TN]

Sticks and stones...

Yesterday a player on the WoW forums pointed out that the Warrior skill Demoralizing Shout would be interesting to see in action. According to Undamian's interpretation, essentially, the skill involves insulting your opponents to throw them off balance in combat. Taunt, Challenging Shout, Piercing Howl and Intimidating Shout could also be viewed in a like manner. Unlike similar skills in other classes, warriors aren't considered magic users, so they must have an extensive vocabulary and a lot of creativity in order to affect their foes with mere words and body language.

The original poster's idea, of course, led to a slew of suggestions as to what it is that warrior's actually say when they use these abilities. Community Manager Nethaera even proffered a suggestion, and as the thread progressed, other skills, such as Commanding and Battle Shout were included. Some players even posted catch phrases that they have bound to their abilities in game via macros. What do you imagine your character would say when using these skills? Please keep it clean.

The Care and Feeding of Warriors: Aggro!



The Care and Feeding of Warriors is brought to you by the letters A, G, G again, R and O. It is supported by a grant from Wowinsider, and the support of readers like you. Matthew Rossi would like to thank his trusty iPod for helping him grind his way through another day's respec money.

Am I the only one who ever wonders what, exactly, I am saying when I taunt a mob?

Is there a school somewhere in Azeroth that teaches you exactly how to insult, say, a mindless undead? The other day, while running yet another Black Morass to try and get my Burnoose of Shifting Ages I started wondering how my tauren knows the draconic phrase that gets the mob to turn back and attack me instead of the dude who just set him on fire for 8000 damage. I mean, what could I possibly have said to that guy?

"Your ass looks really fat today."

"I heard that your mom is sexually attracted to iguanas."

"You are a total poopy head."

It's a mystery. How do all my warriors manage to assemble a list of catchphrases guaranteed to irritate all but a select few of the vicious denizens of Azeroth and Outland? Do we get together with Paladins and Druids and Hunter pets and discuss just how to attack the self-esteem of even the most self-confident foes? I imagine a wizened old gnome in full plate resting against a stump somewhere and reading from The Big Book of Bitching Out Beasts while I take furious notes on the inside of my shield.

"...I had no idea Belan shi karkun was so offensive! That's the last time I feed a netherdrake. Gotta make sure I remember that for Aeonus..."

At any rate, the facts remain the same. If you're interested in running PvE content, sooner or later you'll probably have to tank it. You may end up being just one of many tanking options in your guild (if you're guilded) or you may be called upon to be one of the primary tanks for most runs you do. Either way, you need to know how to tank. Part of the job of tanking is knowing how to mitigate damage, and part of it is holding threat. We've talked about the basics of tanking before so now I'll just go into a little more detail on generating hate.

Continue reading The Care and Feeding of Warriors: Aggro!


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