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9Jan/120

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.

Druids

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

Hunters

  • 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.

Mages

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

Paladins

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

Priests

  • 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.

12Dec/110

Shadow Priest PvE Glyphs Patch 4.3

Shadow Priest PvE Glyphs Patch 4.3

Prime Glyphs

Glyph of Mind Flay
Glyph of Shadow Word: Death
Glyph of Shadow Word: Pain

Major Glyphs

Glyph of Fade
Glyph of Inner Fire
Glyph of Mass Dispel
Glyph of Psychic Scream
Glyph of Spirit Tap

Minor Glyphs

Glyph of Fading
Glyph of Fortitude
Glyph of Levitate

You might also want to consider Glyph of Shadow which essentially alters the looks of your Shadowform.

Glyph of Shadow
Minor Glyph
Classes: Priest
Requires Level 30
Item Level 30
Use: Permanently teaches you this glyph.

Alters the appearance of your Shadowform.

Glyph of Shadow

Glyph of Shadow

glyph of shadow, glyph of shadow form, shadow form glyph, wow glyph of shadow, shadow priest, shadow glyph, wow shadow priest, shadow Priest wow, priest glyph of shadow, glyph of shadow appearance
10Dec/110

Priest Holy Nova Changes

Originally Posted by Blizzard
We are exploring the possibility of Holy Nova being Discipline’s AE and Prayer of Healing being Holy’s AE. Divine Aegis would be changed to work with Holy Nova and we would make other changes that make sense to support this change.

Our intent is to make the healing styles between the two as different as possible, while cutting down on the number of rarely-used-yet-core spells that each spec has. By that, we mean that some spells are designed to be situational, such as Fade or Leap of Faith. When you look at Holy Nova in 4.3, it feels like a spell you should use a lot, but the situations just don’t come up often where another spell isn’t better.

In 4.3, Holy Nova doesn’t have a really strong niche, and priests have so many AE heals that we’re not convinced the right call is to make Holy Nova used in X situation and Prayer of Healing used in Y situation. It might just be that priests have too many AE heals.

As with nearly all of the talent design though, this might very well change before we go live.

8Dec/110

Discipline Priest Atonement Removed in Mists of Pandaria

Discipline Priest Atonement Removed in Mists of Pandaria

Is Atonement really gone from Disc? Two versions now, but still no mention of it in the calculator. Did you all remove that from the game?

If smite healing is gone, why bother even having smite/holy fire? So someone can dps for 1/3 the dps of a dps class?

Originally Posted by Kaivax
Our current plan is to make Atonement a major glyph, but that decision is not set in stone.

It could be a Discipline spec spell or a talent.

8Dec/111

Priest Talent Update in Mists of Pandaria

First thing I noticed is that our Level 87 skill is a little redundant-- we have fade already, AND we have dispersion for shadow, and now we can go invisible... very briefly? If anyone can come up with a cool use for this, please help me out here.

If anybody has any ideas for what would belong here instead, let's put some down.

"Hymn of Shadows: (10s channeled) All party or raid members souls are cast into shadow, giving them shadow form, X% resistance to damage, X% increased haste and X% increased damage. All of the priest's damage or healing over time effects are refreshed every 2 seconds of the cast". It would be great to have an ability that lets us share our temporary durability and also help out the raid-- it would have to be on a big CD, obviously.

Speaking of Hymns, Shadow loses the two hymns it used to have access to, and Disc loses Divine Hymn. No more emergency healing for shadow, and Disc is screwed out of another AOE heal. This is worse for Disc, but makes shadow priests less useful.

Still missing:

Shadow still missing Devouring Plague. Also, dark archangel no longer restores mana, removing one of our best mana CDs. :'( Otherwise shadow is looking mostly the way it was before, though it is missing most of its passives, and only kept shadowy apparition and pain and suffering.

Disc still looks like a work in progress-- no references to atonement, and it lost its only spammable AOE heal (and its healing CD). Before anybody mentions "Holy Nova" lets try and imagine what life would be like healing with only that to cover raid/AOE damage. Go ahead, try it. Did you have a stroke yet?

Disc also lost Binding Heal, so we can't heal ourselves and someone else anymore, and Desperate Prayer is supposedly an "optional" choice, so we are being asked to possibly go without that as well.

Spirit shell could be cool, and is clearly Disc's new "heal"... except for its name-- I feel like "spirit" references belong more in Shaman abilities.

Originally Posted by Kaivax
We are exploring the possibility of Holy Nova being Discipline’s AE and Prayer of Healing being Holy’s AE. Divine Aegis would be changed to work with Holy Nova and we would make other changes that make sense to support this change.

Our intent is to make the healing styles between the two as different as possible, while cutting down on the number of rarely-used-yet-core spells that each spec has. By that, we mean that some spells are designed to be situational, such as Fade or Leap of Faith. When you look at Holy Nova in 4.3, it feels like a spell you should use a lot, but the situations just don’t come up often where another spell isn’t better.

In 4.3, Holy Nova doesn’t have a really strong niche, and priests have so many AE heals that we’re not convinced the right call is to make Holy Nova used in X situation and Prayer of Healing used in Y situation. It might just be that priests have too many AE heals.

As with nearly all of the talent design though, this might very well change before we go live.

disc priest mists of pandaria, mists of pandaria disc priest
7Dec/110

Popular PvP Comps To Play

Question:

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.

Answer:

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

wow pvp comps
3Dec/110

Profession Guide – Priest

Profession Guide - Priest

The Priest class is a caster healing or dps class. A Priest wears only cloth which makes the choice of primary professions quite easy.

Tailoring and Enchanting

Usually Priests take tailoring - enchanting combination. Why? It’s very simple. Because they are able to craft their own gear and on higher levels even epic gear which is really good pre-raiding gear. A good tailor can also make embroidery for pants which will save him some gold and also improve his stats. No matter if a Priest chooses to be a shadow or a healing Priest tailoring will suit him since he or she can craft both dps and healing gear. Enchanting is the only profession that fits tailoring perfect because of the disenchanting skill one gets with it. Enchanting for Priests is also a very nice profession. Priests can enchant their gear while they are leveling which makes their performance better, and on higher level it’s very useful because of the nice enchants one can put on the gear. There are also some enchants that only enchanters can do on themselves, like ring enchants. With this performance of the Priest will be increased compared to other Priests that don’t have enchanting as one of their primary professions.

Alchemy and Herbalism

These two professions could be also good for a Priest. By becoming a pot or elixir master you will be able to make nice and useful potions, elixirs and flasks. Especially if your character is PVE based that likes to raid and do instances, this two professions will prove very useful and will make you and save you a lot of gold. Another good reason to level up Alchemy is the Alchemist stone, a trinket that one could get even on level 70 with the Alchemy skill on 350, and with The Sha'tar reputation raised to Revered. With the Wrath of the Lich King expansion this trinket could be upgraded to few better trinkets depending on your class and spec. For Priests Mercurial Alchemist stone is a great trinket because it gives the wearer 40% increased effect of the mana and healing potions. It also increases the wearers spell power by 59 and improves haste rating by 50. Before the WOTLK expansion pots had only 2 minutes cooldown and depending on the fight length could be taken few times, which was especially nicer for the healing classes. Now pots per fight have been cut down to one. With this trinket a Priest can benefit greatly no matter if he or she is a healing or dps Priest. With Herbalism also comes a new buff called Life Blood which heals you for 2000 over 5 seconds. Priests have a lot of healing spells already but still one more could prove useful.

Other

These two combination pairs are great for a Priest. Except these profession combinations Priests have the freedom to take anything they would like. If they would choose to take Jewelcrafting they could benefit from making soulbound gems which have a bit more stats then the ones another Jewelcrafter could craft for them or they could buy on the Auction House. If they would take Engineering there is also a benefit of making the special kind of goggles and other head gear and mana and healing potion injectors to save some spaces in the bags.

World of Warcraft Gold Guide

priest professions
29Nov/110

Shadow Priest Guide for 4.3 Normal Modes

This is a shadow priest guide for Dragon Soul normal modes. We won't be focusing on the rotation or theorycraft part of the class. We rather take a look at how the encounters look like as a whole, and what kind of things our fellow shadow priests should keep in mind when going to pull the boss for the first time. I (xenophics) and Kyy wish that this guide will help you with the upcoming raids starting on next Tuesday/Wednesday.

Overall shadow priest will be one of those stronger classes in Dragon Soul. With (or even without) a legendary in hand we provide nice AOE, dot, and single target damage. We also have a lot of passive mitigation through shields, spec, and shadow form so we won't be the ones draining healer's mana. The instance will have a lot of movement heavy bosses, so be prepared to get married with your Devouring Plague button.

Spec: the basic 10/0/31 cookie cutter spec works great on all the bosses. You can move the talent points around a bit more in discipline tree though. 2/3 Inner Sanctum (spell damage taken reduced by 4%) is a must have in Dragon Soul. Also, if you feel like you aren't going OOM and you are one of those who rather spend a global cooldown on a shield can move 2 talents from Mental Agility (Reduces mana cost of instant spells by 7%) to Improved Power Word: Shield (+10% more absorption to shield).

Glyphs: Glyph of Dispersion might come handy on some bosses, as a dead shadow priest does 0 DPS (at least after dots fall off :-D). This choice depends on your play style and your healers. If you have trouble staying alive, there are many things you can do to assist them. Kyy and me will be running with the DPS glyphs.

Tier 12 vs tier 13: We were blessed with very good set bonuses in t12, and now the blessing has become a curse. T 13 2 set bonus won't be affecting most of the fight, as casting mind flay or devouring plague will be better above 25%. The 4 bonus is also a lot weaker than the t 12 one, even when it fixes some of the problems with orb lottery. So don't rush it with normal mode tier at least, and focus on the off pieces in the beginning.

 

Introduction: Our class is very good on this boss because we are ranged and we have a lot of mitigation. Morchok will make you want to move that booty of yours so have your Devouring Plague in a good bind. There will also be a lot of spiky incoming damage, so shields might be useful.
Spec: 2/3 Inner Sanctum, if needed 2/2 Improved Power Word: Shield
Glyphs: Glyph of Inner Fire rocks at Morchok.

The fight and tips: As the fight requires lots of movement try to learn timing between those movement periods, so that you'll have a fresh Vampiric Touch ticking on the boss when you start running. Knowing when the movement comes also makes sure that you don’t waste your cool downs just to find out you'll be only spamming Devouring Plague for the next 5 seconds. During the black blood phase try to find a good spot where you are able to keep DPS’ing but don’t risk it too much. There is a high chance of dying if you don’t pay attention.

A big portion of the fight's damage comes from the stomp Morchok keeps doing. Since it’s physical, the damage will be greatly reduced by Inner Fire. Also, be prepared to shield yourself if needed.

 

Introduction: Shadow priest is again a good class for a couple of reasons. Even when running around without being able to DPS is frustrating, other parts of the fight make up for it. Vampiric Embrace is nice extra healing, and the class has a lot of cooldowns that restore mana. Again, spec and glyphs don't make much difference here and it's all up to you and your playstyle.

The fight and tips: Fairly”easy” fight DPS wise even while it might have a lots of components in it. Basically it all comes down to having dots running as close to 100% uptime as possible on boss and dealing with the incoming adds. Don’t forget to refresh dots even while Mind Searing down the small adds! We still want to kill the boss as well. Your Hymn of Hope might get called at some point, so be ready for it.

 

Introduction: Shadow priests do quite well here. Again, the fight contains a lot of movement and special burn phases, so you'll need to be aware of saving the cooldowns for the right time. Spec and glyphs don't really matter that much here; mitigation is always mitigation so you can spec more of it if healers start having troubles.

The fight and tips: Being aware of your position is a key part on this fight, so once again try to refresh VT so that it won’t get dropped during movement.

And remember as shadow priest is one of the more versatile specs in game; it can be worth to shield and dispel yourself if you get Disrupting Shadows.

You should be using all your major cooldowns when the boss gets hit by the orb as he takes extra damage during the AOE damage phase. Just keep in mind you might need to help your healers out with Divine Hymn in this phase also.

 

Introduction: Again, a lot of movement and great possibilities for a shadow priests to show why it's great to have them in the raid. Spec and glyphs you can choose for yourself, but we'll run with 2/3 Inner Sanctum for sure.

The fight and tips: The normal phases with the boss in the middle are pretty simple. Just follow your normal priorities on DPS’ing and pay attention on ice shards and frost tombs.

The frost phase (Frozen Tempest) can be challenging if you want to max your DPS. Try getting Vampiric Touch and Shadow Word: Pain running on Binding Crystals before Ice Waves spawns. Recast Vampiric Touch and other casted spells to keep your buffs (5xEvangelism, Empowered Shadow) up only if you are certain you won’t end up hit by Ice Wave. Or at least have your dispersion finger ready! Spam your instants while moving but keep an eye for your mana. Only spamming devouring plague can OOM you. If you have any doubts about being able to keep up with the Ice Wave, change to Inner Will to gain speed. When this phase is about to end, make sure that you have an orb ready (or enough time on Empowered Shadow) and a long duration on 5xEvangelism stacks to be able to burn the vulnerable boss.

Lightning phase doesn’t have much to DPS for. While running around keep in mind that there is also this thing called caster form, and you have healing spells in it. Throwing a Prayer of Mending or two together with some shields, Flash Heals and Renews won't hurt anybody. Try to save shadow orb(s) for next phase switch so you can get your damage going soon as Hagara becomes vulnerable again.

After each frost and lightning phase Hagara gets stunned and takes some extra damage. This is where you want to pop those trinkets and wings to burn her as much as you can.

 

Introduction: The new Patchwerk with a twist. Spec at least 2/3 Inner Sanctum and you could go for 2/2 Power Word Shield, but keep in mind that each global cooldown "wasted" on shielding is less DPS, and here you need to perform as good as possible. They will be taking logs!

The fight and tips: Nothing too special on this one. Just keep your dots running and line up cool downs so that you won’t need to use that fancy special ability given in this fight during them. You might get called to use both of your Hymns, so do it even if it hurts your soul and the meters.

 

Introduction: It’s all about the dots in this one. There will be spiky damage coming in form of the bombs (small and the big ones). Keep your shields and dot buttons ready and enjoy the Alliance Warship raid across the sky. Glyphs and spec you can again choose for yourself, but you shouldn't go eating too much on the Mental Agility if you have any fears about going oom.

The fight and tips: You should pretty much just dot everything you can and keep 5xEvangelism and Empowered Shadows up while you are at it. As most raids aren’t filled with just ranged, try to focus more on the drakes coming to sides, and let melee finish of the adds on deck. When any of the adds go low consider using a couple of Shadow Word: Deaths to get a good chunk of mana back. If you have done Ryolith in Firelands, Warmaster Blackhorn will be a bit similar mana usage wise without the need to Mind Sear. This time you just need to stand in the shadows and not dodge volcanoes.

The sapper adds need to be dealt with very fast after they spawn. If your raid DPS is slow at changing to adds like this you should dot them and DPS them normally. If your DPS is fast though you might want to consider going in with Mind Spike, Mind Blast, and Shadow Word: Death only.

When the boss comes down it's usually Heroism/Bloodlust time, so make sure you have all your cooldowns waiting for it.

 

Introduction: A dragon that does a barrel roll in the sky? You won't even notice it before it's too late and you are going down together with the adds. Shadow priest is fairly good here, and our mitigation truly helps in many situations. I'd advice in speccing all the damage mitigation we have, so 2/3 Inner Sanctum and 2/2 Power Word: Shield. You shouldn't be going OOM.

The fight and tips: Be fast with target switching. Sometime you'll need to DPS the biggest tentacles to release their grip on the unlucky raid members, so have your Mind Spike prepared. When the Amalgation dies the whole raid will take massive damage, so all the shadow priests that love their healers will naturally be dispersed.

When your raid is ready to tear off the armor plates and the Burning Tendon spawns you should have all your cooldowns ready.

Paragon

28Nov/110

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

Strategies:

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

Loot:

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

Other:

Valor / Conquest Point Changes
Dragon Soul Mounts

26Nov/110

TellMeWhen WoW Addon 4.2 (4.3)

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

Flexible

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.

Customizable

  • 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).

Examples

  • 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.


Instructions

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

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.

Groups

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.


Troubleshooting

PLEASE DIRECT ALL FEEDBACK/BUGS/SUGGESTIONS HERE

  • 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: www.wowhead.com/spell=53351
  • 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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