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World of Warcraft PTR Patch 4.3.2 Notes

The first World of Warcraft: Cataclysm patch of the year is in development and now available for testing on the Public Test Realms. This minor patch includes several updates that we were unable to apply via hotfixes, including the recently announced cross-realm raids, assorted class balance fixes, and more. If you'd like to help us test out this patch and provide feedback, you can start by copying your character over to a test realm. Once you've had a chance to try things out, be sure to visit our Public Test Realm forum to discuss the patch.

Classes: General

Vengeance is no longer triggered by receiving damage from other players.


  • The Tier 13 Balance Druid 4-piece bonus now also increases the damage of Starsurge by 10%, in addition to its current effect.


  • Aspect of the Hawk now grants roughly 35% more attack power.
  • Deterrence now also reduces damage taken by 30% while active.
  • Black Arrow now ticks every 2 seconds for 20 seconds, as opposed to every 3 seconds for 15 seconds. The total damage dealt by the ability is unchanged.
  • Land Load no longer benefits Arcane Shot, nor is it consumed by Arcane Shot.


  • Fireball damage has been reduced by roughly 6%.
  • Pyroblast damage has been reduced by roughly 6%.


  • Holy Radiance now costs 40% of base mana, up from 35%.


  • Mass Dispel should again prefer dispelling targets that have magic effects that can be dispelled.

Dungeons & Raids

  • You can now form same-faction raids with Real ID friends, allowing you to enter Raid Finder in groups larger than 5, run older normal or heroic raids, or participate in Battlegrounds. You will not yet be able to run normal or heroic Dragon Soul with cross-realm raids of Real ID friends.
  • Several typo fixes and clarified descriptions have been added to the Dungeon Journal entries for Dragon Soul.
  • Players can no longer win multiple copies of the same item on a single Raid Finder boss kill. For example, a player who chooses Need on two set piece tokens or two weapons and wins the first, will not be eligible for the second on that particular boss.


Patch 4.3.2 on Public Test Realm

A new Patch 4.3.2 is being deployed on test realms as we speak, this is a "minor bug fix patch." according to the official notes but we do not have more details for the moment.

World of Warcraft Optimization

World of Warcraft Optimization

The launcher now optimizes your game folder and tries to improve game performance/reduce the size of the install on your hard drive.

64 Bit Game Client

The 64 bit client might appear in this patch, the current test build is tagged as "test x86", which implies that a 64 bit version is available somewhere.

Client Strings Changes

  • ERR_PARENTAL_CONTROLS_DISCONNECT_WARNING = "You will be disconnected due to parental controls in %d |4minute:minutes;.";
  • ERR_PARENTAL_CONTROLS_DISCONNECT_WARNING_SOON = "You will be disconnected due to parental controls in less than 1 minute.";
  • TIME_PLAYED_ALERT = "You have been playing for %s. Excessive gameplay can cause inconvenience in your daily life.";

Achievements Changes

  • Glory of the Dragon Soul Raider now properly shows the Reins of the Twilight Harbinger as a reward.
  • Ruthless Gladiator's Twilight Drake Obtain the Ruthless Gladiator's Twilight Drake from Arena Season 10 of Cataclysm.

Spell Changes


  • Feldrake Summons and dismisses a rideable feldrake. This is a flying mount. 1.5 sec cast
  • Eye of the Legion Right Click to summon and dismiss an Eye of the Legion. Instant


  • Item - Druid T13 Balance 4P Bonus (Starsurge) now also increases Starsurge damage by 10%


  • Lock and Load no longer affects Arcane Shots.
  • Bombardment now lasts 5 secs instead of affecting your next multi shot only.


  • Item - Paladin T13 Holy 4P Bonus (Holy Radiance) now increases healing done by Holy Radiance by 5%, down from 20%.

Thanks to

feldrake mount, 4 3 2 patch notes, patch 4 3 2 notes

Patch 4.3 Hotfixes, December 12

Patch 4.3 Hotfixes, December 12

Originally Posted by Blizzard

Hour of Twilight

  • Archbishop Benedictus

    • Thrall should no longer despawn when no players are near him after the gauntlet has been completed.

Throne of the Four Winds

  • Al'Akir

    • Wind Burst should no longer knock players back too far.

Dragon Soul

  • Morchok

    • Earthen Soldiers, Ancient Water Lords and Earthen Destroyers now move faster.
    • Morchok's Resonating Crystals should now always target the closest players when they explode.
  • Yor'sahj the Unsleeping
    • Damage done by Forgotten Ones, Void Bolt AOE, and Searing Blood has been reduced on 25-person, Heroic difficulty.
    • Yor'sahj's health has been reduced by 10% on 25-person, Heroic difficulty.
  • Hagara the Stormbinder
    • Hagara’s Frost Shield can no longer be broken by Shattering Throw to avoid her Frozen Tempest phase.

  • Warlord Zon'ozz
    • Disrupting Shadows no longer deals AoE damage or knockbacks when the duration is reduced with Mage Armor on Heroic raid difficulties.
  • Warmaster Blackhorn
    • Shockwave can now be broken by trinkets and other effects that cancel stuns.
    • Blackhorn's Vengeance now accrues at a rate of 1% per 2% of missiong HP on Raid Finder difficulty.
    • After Warmaster Blackhorn is killed, the deck fire on upper decks is no longer present on Heroic difficulty.
    • Warmaster Blackhorn, the Twilight Elite Slayers, and the Twilight Elite Dreadblades are no longer able to attack players while mounted.
  • Spine of Deathwing
    • Blood Corruption: Earth will no longer morph into Blood Corruption: Death when dispelled.
    • Blood Corruption: Earth now applies two stacks of Blood of Neltharion when it expires on 25-player heroic difficulty.
    • The health pools for Burning Tendon, Corrupted Blood, Corruption, and Hideous Amalgamation have been reduced by 6 to 11% for 25-person raids on both normal and Heroic difficulty.
    • Hideous Amalgamations with the Superheated buff no longer pulse their AE damage after being thrown from Deathwing's back.
  • Madness of Deathwing
    • Damage done by Elementium Blast, Corrupted Blood, and Blistering Heat have been lowered on Raid Finder difficulty.
    • This encounter should now complete when all players die after Deathwing has been defeated.


  • Darkmoon Zeppelin should no longer be converted to a Horde Balloon during an Alliance to Horde faction change.


  • Pounce should now apply its Bleed to targets beyond its normal range when used with the Glyph of Pounce.
  • The Mass Regeneration effect from the Druid Tier 13 bonus now heals 25% of the healing received by the Druid from Frenzied Regeneration, down from 50%. The tooltip will be updated in a later patch


  • Holy Radiance should now stack properly with Holy Radiance, with all valid targets nearby being properly healed.


  • Bladestorm will now properly apply its immunities to spell effects that are in flight when Bladestorm is activated.


Blood Legion vs World First 25 Heroic: Ultraxion Video

Blood Legion have posted a video on their strategy/kill for Heroic: Ultraxion, the world's first went to Exodus (although, it was a 10Man), followed by Blood Legion 25Man shortly.

Feral PoV (Point of View)

heroic ultraxion 25

Popular PvP Comps To Play


I know this might be really really really obvious, but I'm just now getting into PvP with some friends and I was just wondering if someone could explain all the names of comps and what they mean.


RMP - rogue/mage/priest
RLS - rogue/warlock/shaman
MLS - mage/warlock/shaman
KFC - warrior/hunter/healer
LSD - warlock/eleshaman/rdruid
LSD2 - warlock/moonkin/rshaman
FMP - feral/mage/priest
TSG - warrior/dk/paladin
PHD - paladin/hunter/dk
HLP - hunter/warlock/paladin
HLD - hunter/warlock/druid
WLS - warrior/warlock/shaman
WLD - warrior/warlock/druid
RLD - rogue/warlock/druid
Shatterplay - spriest/mage/rshaman
Shattreeplay - spriest/mage/rdruid
Shadowplay - spriest/warlock/shaman
Shadowcleave - dk/warlock/shaman
Junglecleave - hunter/feral/shaman
Beastcleave - bm hunter/enhshaman/paladin
Kittycleave - warrior/feral/paladin
Liberty cleave - dk/mage/priest
Thugcleave - hunter/rogue/healer
Mancleave - warrior/paladin/warrior
Unholyplay - dk/spriest/druid
Ebola Cleave - dk/feral/paladin
African Turtle Cleave - prot warr/hunter/druid (or paladin)
Double Healer - holypaladin/priest/warrior


Profession Guide – Druid

Profession Guide - Druid

Depending on the spec the Druid class could play a tank, healer, caster or melee dps. A Druid is mainly leather wearer but could also wear cloth armor. Depending on the spec a Druid wants to play he/she should choose the professions.

Leatherworking and Skinning

We can surely say that these two professions go well with a Druid since he is primary a leather wearer. Skinning is very easy to level up and we can say the same for leatherworking if you choose to pair these two professions. Skinning will also give you a special buff called Master of Anatomy which will increase your critical strike rating by 32. With Leatherworking Druids can craft parts of the armor while they are leveling and also on higher levels they can craft nice epic armor items. A leatherworker can also craft Armor Kits which could be sold on the Auction House and also used to improve the stats of the wearer. Icescale Leg Armor and Frosthide Leg Armor will improve your stats if you are a Druid tank or a Druid melee dpser. Leatherworking and Skinning are two professions from which Feral Druids - tanks and melee dpsers, could benefit the most, but there are also some nice armor sets that caster or healer Druids Leatherworkers can make for themselves.

Alchemy and Herbalism

Alchemy and Herbalism could also be very nice for a Druid. Whatever spec they choose they would always have the ability to make useful flasks, pots and elixirs. The advantage of being a Druid and having Herbalism as one of your primary professions is definitely the flying form. Herbs are easy to spot from above and if you were any other class you would need to fly down and dismount, pick up the herb and then mount again, and so on… Druids do this much easier, they don’t need to dismount since their flying form is instant cast and also they could pick up herbs even while in flying form. This makes the herb farming quite easy and really fast! Herbalism will also give you a skill called Life Blood which heals you for 2000 over 5 seconds. You can use this skill even while being invisible or stealthed.


Tailoring and Enchanting are nice if your Druid is Resto (healer) or Balance (dps caster) Druid. Since a Druid can wear cloth as well you could make nice armor sets for these two specs. Cloth armor is definitely poorer in armor and base stats but it does have a lot of spell damage and mana regeneration.
Enchanting however is always nice to have since you can enchant your own gear and disenchant items you can’t or don’t want to use into more valuable items like shards, dust and essences. Jewelcrafting is nice because of the unique equipped soulbound gems you could craft that will boost your stats. Engineering as well has few useful items you could craft. In example, if you are a Feral Druid Weakness Spectralizers, a leather head piece would blow your mind! Greensight Gogs will definitely be your favorite head item if you are a Moonkin (Balance Druid).

World of Warcraft Gold Guide

warcraft skinning pairs with

Restoration Druid PvP Tips & Tricks

In the current state of the game, the following comps are "tier 1", in order:

  1. Druid/spriest/mage
  2. Druid/warrior/enh
  3. Druid/mage/lock
  4. Druid/dk/lock
  5. Druid/warrior/lock

There are several more comps that can shoot to the top, but those are the 5 best, statistically.

You will require a few addons to perform optimally:

  • Gladius
  • Some sort of DR tracker
  • An interrupt cooldown tracker
  • A HoT tracker (pitbull is awesome)


Lifebloom is very efficient. Spam it. Remember you can only have it on 1 target. Rejuvenation is quite efficient as well. Don't cast it on yourself if you're just about to dip under 50% (a talent does this for free). Use regrowth when you get a free casting proc (Omen of Clarity). This is optimal for mana. Don't use Nourish, it sucks.. Most druids wont use healing touch. Use nature's swiftness to cast a cyclone, not a heal. It's higher net health gain.

Other Stuff:

  • Use innervate asap. LoS (line of sight) any dispeller and druids when doing so. Otherwise you will get dispelled or cycloned (which negates the mana gain).
  • Always stand near a Line of Sight object. This allows you to Line of Sight fears, sheep, charges, etc etc. I like to constantly dance in and out of LoS while throwing out Heals over Time. Makes it very difficult to control a druid outside of instant fears, death-coils etc. You can also shift to anything to avoid sheep. Tree of life breaks sheep.
  • Speaking of instant fears, always be aware when a priest of warlock beelines it for you. Ask your partners to peel them off. Travel form away.
  • Versus enhance shamans, locks and mages, you need to bait and fake interrupts. Cast a heal/cyclone and cancel it immediately. See if you can get them to throw an interrupt at you. Once you've "juked" their interrupt, cast your spells. Keep an eye on its cooldown.
  • If you're getting tunneled by melee, travel form behind a pillar and cast nature's grasp. Casting this spell pre emptively really messes around with people. You can use this spell to Line of Sight warlock pets as well.
  • Soothe fury warrior enrages.
  • Instant hibernate anything that has fur (behind a pillar).
  • Monitor rogues and IS/faerie fire them before they restealth.
  • Bind 1/2/3 to a macro that cyclones arena1, arena2, arena3 (requires gladius).
  • Make innervate macros. You dont want to accidentally innervate the wrong person.
  • Use 2 wyrmhide, 3 kodohide for the extra resil (or 3 and 2).
  • Use glyph of swiftmend, rejuvination, lifebloom.
  • Feral sucks, play restoration, lol.
  • You cant cyclone a target that is already cycloned. You must let off the cast just as the first cyclone ends. This makes cycloning challenging.
  • If you land a clutch cyclone and the enemy's trinket is up, he will probably trinket. Cast another cyclone immediately after the first, you might land a cyclone as he trinkets the first. This costs no extra mana if you land an "immune" cyclone.
  • Use bear form bash when chasing someone you want to cyclone badly. Skull bash is useful too.
  • Prowl > dash > pounce > cyclone is not a bad opener against comps with no rogue, feral or ample AoE.
  • Don't mash your cooldowns when you get swapped to. One cooldown should do the job. Get your partners to peel! Otherwise you die on the next switch.
  • Night elfs can shadowmeld to get pets off them. Ideal for dropping felhunters and cycloning.
  • Be wary of priest teams dispelling your hots. This is the nastiest thing you have to deal with.
  • Mana burn is also nasty. Line of sight it.
  • Cyclone can be used offensively. Has your melee facerolled a mage to 20%? Cyclone him if he blinks away, plenty of good things can happen here, you might even watch his healer cast a big important heal into the cyclone.
  • Cyclone blessing of protection, pain suppression, shield wall, or weak targets when possible. Cycloning when triple lifebloom is about to bloom is also key.
  • Cyclone other druids' innervates. Do the same for shield wall, bop, and dispersion.
  • Make use of your melee swing to kill totems. Mana spring, tremor, grounding. These are important totems. Call out if you see a mana tide and RAPE it.
  • Abilities to watch out for (all classes really): Shadow Dance, Recklessness, Wings (ret), Bestial Wrath, Spirit Wolves, Arcane Mages, Dark Transformation, Metamorphosis, Berserk. These abilities = incoming heavy damage. Be prepared.
  • Versus comps that can switch hard (most cleaves), leave a rejuv on anyone who steps into a vulnerable spot.
  • Versus rogues keep an eye on the cooldown of kidney shot. Cyclone the rogue as he uses it. This will prevent heavy damage from the rogue during KS.
  • In terms of strategy, it depends on the comp really. I like starting the match with an instant cyclone. I suggest reading some arenajunkies.

HPal / War - 3/10

This matchup is much easier than it was in WotLK. Warriors can kill paladins with more ease than ever, and should tunnel the paladin the entire match. As a druid it's your job to control the warrior, instant roots/cyclone/bash should do the job. To fill in the DR gaps, deadzone the warrior or jump his charge. Throw insect swarm / moonfire / roots / wraths onto the paladin when possible to force a kill.

Rogue / Mage - 7/10

The opener is everything vs this comp. I found more success running in mounted, and popping tree of life immediately. This allows me to avoid sap while my warrior gets in combat. Avoiding polymorph is extremely important once ToL fades. They will most likely attempt to blow up the warrior while CC'ing you. NS cyclone is pretty clutch vs these teams, allowing you to take control of the game with good CC on the rogue or mage. Since recuperate pretty much outheals warrior damage (particularly at low hp), it's more advisable to kill the mage. Keep in mind, this isn't WotLK and switching targets often is very helpful. An ideal match would start with a good opener, a cycloned/rooted/faerie fired rogue. If and when the rogue cloaks, your warrior should be quick to charge + bleed him. This should make the rogue much easier to handle while your warrior works on the mage.

Resto Shaman / Warlock - 10/10

Insanely hard to beat (haven't beat one of these teams yet). The damage throughput of affliction warlocks is nuts and cannot be dispelled due to UA. Killing the pet has not worked, this team has too much CC and resummoning is far too easy for them. I think the best strategy is to sit on the warlock and mitigate as much damage as possible. The druid needs to play flawlessly and do the following:

  • Position himself to avoid fears and summoning circle (due to teleport + howl)
  • Root and LoS felhunter due to spell lock
  • Knock down mana spring when it's used (mana tide with the warrior's help)
  • Knock down grounding totem, bash + cyclone the healer while avoiding the felhunter

Resto Druid / Warlock - 11/10

Somehow harder to beat than shaman / lock. There is no viable kill target, and you might as well just leave this one. Luckily this comp is fairly rare.


Patch 4.3 Live This Week

Patch 4.3 is definitely going to drop this week, November 29th. PTR has been on Release build for a while now, blue's have been silent as well. It's happening.

Here is a list of articles you might be interested in,

Patch Information:

World of Warcraft Patch 4.3: Hour of Twilight


Morchock Strategy / Guide (10M / 25M)
Ultraxion Strategy / Guide (10M / 25M)
Hagara the Stormbinder Strategy / Guide (10M / 25M)
Spine of Deathwing Strategy / Guide (10M / 25M)
Madness of Deathwing Strategy / Guide (10M / 25M)
Warlord Zon'ozz Strategy / Guide (10M / 25M)
Yor'sahj the Unsleeping Strategy / Guide (10M / 25M)
Warmaster Blackhorn Strategy / Guide (10M / 25M)

Best in Slot Gear Guide:

Protection Warrior Best in Slot Gear List Patch 4.3
Hunter Best in Slot Gear List Patch 4.3
Moonkin Best in Slot Gear List Patch 4.3
Rogue Best in Slot Gear List Patch 4.3
Shadow Priest Best in Slot Gear List Patch 4.3
Protection Paladin Best in Slot Gear List Patch 4.3
Enhancement Shaman Best in Slot Gear List Patch 4.3
Resto Shaman Best in Slot Gear List Patch 4.3
Holy Paladin Best in Slot Gear List Patch 4.3
Feral Druid BiS (Best in Slot) for Dragon Soul


Madness of Deathwing Loot Table – LFR/10M/25M
Spine of Deathwing Loot Table – LFR/10M/25M
Warmaster Blackhorn Loot Table – LFR/10M/25M
Ultraxion Loot Table – LFR/10M/25M
Hagara the Stormbinder Loot Table – LFR/10M/25M
Yor’sahj the Unsleeping Loot Table – LFR/10M/25M
Warlord Zon’ozz Loot Table – LFR/10M/25M
Morchok Loot Table – LFR/10M/25M
Trinkets / Weapons obtained from Dragon Soul


Valor / Conquest Point Changes
Dragon Soul Mounts


Moonkin Guide for 4.3 Normal Modes

This guide only includes some tricks and tips for the bosses in Dragon Soul normal mode, and some info about the spec, glyphs and tiers. There is nothing about the tricks and tips concerning our rotation, and you can check it out from another site.

Spec: Along these lines, you can play around with it a bit, but that is generally what you'll want for Dragon Soul

Glyphs: Glyph of Wrath, Glyph of Insect Swarm and Glyph of Moonfire are the Prime glyphs you'll generally want. There are some bosses where you can use Glyph of Starsurge over Glyph of Wrath.
There is two Major glyphs you'll want, Starfall and Rebirth. The third one is your own choice.

Tiers: Tier 12 4-set bonus is really strong and I suggest you to stick with it unless you're going to get a huge item level boost from Tier 13 (for instance if you get a new haste breakpoint with those items). Tier 13 2-set bonus is a static DPS increase, its stronger than than Tier 12 2-set, but weaker than Tier 12 4-set.
Tier 13 4-set has its uses in a very simplified rotation, but when using the tricks moonkins have in their rotation, its value very small (couple hundred DPS).


Introduction: A single target fight which involves a lot of movement, simply put a nightmare for moonkin DPS. However, your utility is probably enough to guarantee a spot in the raid.

Tips: Movement is big part of the fight, so wise usage of Travel Form, Stampeding roar, Dash and Wild Mushrooms will increase your personal DPS and your raid's DPS by quite a lot.

Trolls save your second or third (depends on your raid DPS so you just have to go and see it yourself) Berserking for the last phase which starts at 20% .
Also remember to use barkskin almost on every CD to mitigate as much damage as possible.


Introduction: Another single target fight with a little bit of movement and random knockbacks. Just another not so moonkin friendly fight, but our utility once again gives us a raidspot.

Tips: Stampeding Roar when the ping pong ball is going in somewhat weird direction helps the raid movement and thus increases the raid DPS.
Barkskin and passive mitigation during ping pong ball and phase two are awesome and helps the healers.
Tranquility during phase two, and the healers will thank you (and you'll get a good excuse for doing so "lousy" DPS).

Introduction: A single target fight with some random adds (Finally!). The on demand AOE damage together with your damage reduction and utility makes the boss a good one for moonkins.

Tips: The boss consist of colored globules, and each one has different tricks you can use.
The globules spawn on sides, so using Stampeding Roar on every CD will help the raid to reach their kill target faster.

Glowing Globule - Tranquility and Barkskin are your tools for this globule.

Cobalt Globule - this one is a bit tricky as it drains your mana. However there is two ways to get mana back, one of the two obviously being innervate. The other one is keeping yourself one spell away from eclipse, once the mana drain has ended you can just cast the missing spell and get all the mana you need from euphoria.

Crimson Globule - Random damage is random, you can use your Barkskin here if you want.

Dark Globule - The awesomest globule there is (moonkin DPS wise). All you need to do is to make sure you're in solar eclipse and spam mushrooms together with dots.

Acidic Globule - Stampeding Roar can be used here if you have the cooldown for it, same with Barkskin and Tranquility.

Shadowed Globule - Just remember to NOT HEAL.


Introduction: Mostly a single target fight with a lot of movement, some adds, on demand damage and damage mitigation. All in all not the best fight for a moonkin, but definitely not the worst either.

Tips: Normal phase is pretty simple, just nuke the boss while soaking Ice lances and multidotting Ice Tombs.

Frozen Tempest phase: Running around the platform dotting and nuking Binding Crystals. Stampeding Roar will once again help your fellow raid members to get a few extra casts. You however won't have much trouble staying in front of the ice, use travel form and Dash when needed. Just remember to keep all you movement DPS abilities (starfall and mushrooms) on CD.

Lightning Storm phase: Damage mitigation is a bit part of this phase so use your Barkskin and Tranquility here. You can dot both Bound lightning Elementals and use your Stampeding Roar to help the raid spread  Lightning Conduit to Crystal Conductors.

Trolls save your Berserking for the end of both phases, as the boss takes double damage for a short period of time.

Glyphs: Glyph of Starsurge can be used here over Glyph of Wrath to gain potential DPS in the burn phases and multitarget situations.


Introduction: a Single target fight with lots of incoming damage, even when moonkin is not the best single target DPS spec, this specific fight is actually pretty great for us. Owlkin Frenzy is the key, 10% extra damage having very high uptime is something others don't have.

Tips: make sure you have Owlkin Frenzy in your spec and barkskin on cooldown + use Tranquility whenever your healers call for it. You need to focus on one thing only (besides your rotation), the usage of Heroic Will, so have it in a good bind.


Introduction: As the ship reaches the sky, moonkins are in heaven.

Tips: Multidot is the word for phase one, having pretty much constantly four targets that you can dot is just awesome, nothing more i can say about that.
Movement in this fight hurts our DPS very little, if at all, which just makes the fight even better for us.

Soaking Twilight Barrages and Twilight Onslaughts with Barkskin helps the healers and Stampeding Roar helps the raid to get there in time.

Phase two: Multidot both, Gariona and Warmaster Blackhorn. Save your CD's for this phase (yes, I'm generally speaking to trolls) and just nuke the boss (and Gariona as long as she is up there) while avoiding Shockwaves.

Spec: Twilight Sappers can be pre-slowed with mushroom slow (if you want to have it in your spec). However there are better classes for this job.

Glyphs: Glyph of Starsurge can be used in this fight for potential gain in AOE DPS in phase one (and phase two when Gariona is still there)

Introduction: While still being on the sky, the platform is a little bit shaky, which perfectly reflects moonkins' performance on this boss. Awesome AOE while still having some not so moonkinish on demand damage situations.

Tips: multidot everything you're allowed to, mushrooms can be used on Corrupted Bloods whenever you're allowed to kill them.
Barkskin should be used when Amalgation die, when you're doing Barrel Roll and when you get gripped by the tentacles.

Trolls save berserking for Burning Tendons.

Glyphs: Glyph of Starsurge can be used to get more Starfalls, however it all depends on your tactic.


TellMeWhen WoW Addon 4.2 (4.3)

TellMeWhen is a system of icons and notifications for displaying vital information about various elements of combat.


Icons can track any of the following things:

  • Cooldowns
  • Buffs/Debuffs
  • Reactive abilities
  • Multi-state abilities
  • Temporary weapon enchants
  • Totems/Wild mushrooms/Ghouls
  • Rune cooldowns
  • Internal cooldowns
  • Others' cooldowns
  • Diminishing returns
  • Spell casts
  • ...And any combination of over 110 other things with easy-to-use conditions.


  • Icons can be set to show or hide based on the status of their basic element and their usability based on range, duration, stacks, and resources.
  • All icons can show the standard cooldown animation to display their status, and are compatible with OmniCC.
  • There are over 110 conditions that can be configured to make an icon show only under very specific or very general circumstances.
  • You can set a sound to play when important attributes of an icon change.
  • You can also set text to be announced/displayed when an icon's attributes change.
  • Icons can show at different transparency levels based upon the usability/existence of what they are checking.
  • Icons can show status bars on top of them, indicating the required resources and their remaining cooldown/duration in a different way.
  • Icons can be skinned with Masque (formerly ButtonFacade).


  • A druid could display an icon when a clearcasting buff procs (link)
  • A mage could display an icon when Arcane Blast has sufficient mana to be cast and is in range of the target (link), and have a Polymorph icon appear when the mob they've set to focus becomes unsheeped (link)
  • A death knight could have icons appear to show when Freezing Fog procs (link), when Rune Strike is usable (link), and when Horn of Winter drops and needs to be refreshed (link)
  • A rogue could monitor their own stack of Deadly Poison on a mob (link), and have icons appear when they need to reapply poisons to their weapons (link)
  • An elemental shaman could set an icon to show when they have more than 6 stacks of Lightning Shield (link)
  • A retribution paladin could show an icon for Templar's verdict when they have 3 holy power (link)
  • A hunter could show icon to help facilitate aspect swapping (link), and an icon for mend pet when their pet's health is below 50% (link)
  • A balance druid could show an icon when they are out of combat and one of their mushrooms is not placed (link)
  • A priest could set an icon to monitor all of their chakra states in one icon (link), or set an icon to watch the cooldown of Rapture (link)

While these examples may help you get started, the best way to use TellMeWhen is to use your imagination! The possibilities are virtually limitless, so download TellMeWhen now and see what it can do for you!

For more examples, visit the TellMeWhen examples forum.


To lock and unlock TellMeWhen, type "/tmw" or "/tellmewhen".

When you first log in with TellMeWhen installed, you will see one group of four icons in the center of your screen. To begin using TellMeWhen, right-click on one of these icons, and the icon editor will appear. You need to select an icon type from the dropdown menu and enable the icon, and then configure the icon to suit your needs based on the settings that are available. An explanation of what most settings do can be found in the tooltip displayed when you mouse over a setting.

You can also drag spells from your spellbook, your pet's spellbook, or items from your inventory to quickly set up a cooldown icon for that spell/item. Icons can be spatially manipulated by holding down the right mouse button and dragging them around. When they are dropped on another icon, a menu will appear asking you what you want to do with the icon - Options include Move, Copy, and Swap.

General settings can be accessed via '/tmw options', the Blizzard interface options, or the 'Group Settings' tab of the icon editor.


Conditions are a very powerful feature of TellMeWhen that allow you to set custom circumstances under which an icon should show that range from very general to very specific. To configure conditions for an icon, click the condition tab on the icon editor. Conditions can check an incredibly wide variety of things, and I highly recommend that you explore the condition type dropdown and its sub-menus in order to see what is available to you. Once you have selected a condition type, there are several settings you need to configure that vary between types, but most are fully explained in the in-game tooltips. You can add multiple conditions to an icon, and you can group different conditions together for use with the logical operators AND and OR by clicking the parenthesis between each condition.

Meta icons

Meta icons are one other feature of TellMeWhen that makes it so powerful and versatile. Meta icons allow you to specify a list of other icons to check within the meta icon, allowing you to have a large number of icons for different situations show in the same location on your screen. You could also set up an icon to display any debuffs that you should be keeping up, all on one place, and show any that are missing.


All TellMeWhen icons belong to a parent group. Each of these groups can have several settings customized for them, some affecting their appearance and size, while other affect their functionality. The options for a group can be accessed by typing "/tmw options", or by clicking the group settings tab on the icon editor. Groups can also have conditions set to govern when they are shown and hidden - accessed through the Group Conditions tab of the icon editor, they are configured exactly the same way as icon conditions. I'm not going to go into too much detail here, as most of the settings are self-explanatory.



  • Make sure that TellMeWhen is not in configuration mode. Type '/tmw' to toggle configuration mode on and off.
  • The most common problem people encounter is caused by not entering the name correctly during configuration. Make sure you enter names EXACTLY as they are named when you mouse over them. For buffs this is often different from the ability/totem/trinket/enchant/talent which casts the buff, so be sure to check. Known buffs and debuffs are shown as a dark purple or a warrior brown color in the suggestion list.
  • If the name of the ability does not work properly, use the SpellID. SpellIDs can be found by looking at the suggestion list that pops up as you begin typing in the name, or by finding the ability on a site such as Wowhead. The spellID is in the url, for example:
  • Check the settings of the icon's group.
  • Check the icon's settings in the other tabs of the icon editor.
  • Try some of these video guides, created by users of TellMeWhen:
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