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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 – Rogue

Profession Guide - Rogue

In World of Warcraft, Rogues are a pure melee dps class. Their performance and spec depends on what kind of game play they choose, PVE or PVP. They are leather wearers.

Leatherworking and Skinning

Leatherworking and Skinning are two professions that suit Rogues perfectly since they wear leather. Skinning is a profession which is easy to level up and matches leatherworking really good. If a Rogue chooses to pair Leatherworking and Skinning he/she won’t be sorry. With leatherworking Rogues can craft their armor while leveling and also nice epic armor sets on higher levels. A leatherworker Rogue can craft Armor Kits as well. These are used to boost the stats of one’s armor ad could be also sold on the Auction House. Icescale Leg Armor will be one of the interesting things for you as a Leatherworker Rogue. This is improvement which could be attached to your pants to improve your stats like attack power and critical strike rating, which are very important for a Rogue. If you prefer to play PVP, Earthen Leg Armor would be nice for you since it will boost your Rogue with 28 Stamina and 40 Resilience rating.
Leatherworking is fairly easy to level up since all you need are the skins from the beasts which are obtainable by skinning of course. It is said that Skinning and Leatherworking are the two fastest professions one can level up. Another thing Rogues will love is the Master of Anatomy buff that gives +32 on the critical strike rating and comes with Skinning as one of your primary professions.

Engineering and Mining

Engineering is also a commonly used profession by Rogues. Mining however accompanies it and makes its leveling faster. There is a nice benefit that you will get from mining, a buff called Toughness. This buff will increase your Stamina by 50. With Engineering a Rogue could make Weakness Spectralizers a nice head piece with Meta socket and a lot of stats. Healing injector kits are also nice to save up some space in your bags. Gnomish Army Knife is one of the things your party or raid members will love you for. With this you could return a dead player back to life. It cannot be used while in combat but since a Rogue can go into stealth if his/her group is about to wipe, he/she can try to resurrect a dead healer and save the group and also some time the group would waste corpse running.


Herbalism and Alchemy are always nice to have since one can make various elixirs, potions and flasks usable for PVE game play, if one chooses to raid or do instances. Also there is a buff that Herbalism gives called Life Blood which heals you for 2000 over 5 seconds and can be used while you are invisible or stealthed. Sounds good for a rogue that can only use bandages to regain health back, doesn’t it? Blacksmithing is nice as well if for Rogues that choose to become Weapon Masters so they can create weapons for themselves. Even though this profession fits better the plate wearers, on higher levels it can suit Rogues just fine. Jewelcrafting could be nice too because you could craft various gems that are unique and that only you could equip which will boost your gear with nice stats.

World of Warcraft Gold Guide


Fangs of the Father Questline Guide

Rogues get two new legendary daggers with this patch and will be able to get them through a series of quests started by Lord Afrasastrasz in the Wyrmrest Temple.

Fangs of the Father Questline Guide
Golad, Twilight of Aspects
Tiriosh, Nightmare of Ages

Fangs of the Father

Fangs of the Father

Your melee attacks have a chance to grant Shadows of the Destroyer, increasing your Agility by 17, stacking up to 50 times. Each application past 30 grants an increasing chance to trigger Fury of the Destroyer. When triggered, this consumes all applications of Shadows of the Destroyer, immediately granting 5 combo points and cause your finishing moves to generate 5 combo points. Lasts 6 sec.


Proving Your Worth -- Bring the ring to Lord Afrasastrasz at Wyrmrest Temple within the Dragon Soul raid encounter.

Hello, ! You've earned a reputation among the flight as having - shall we say - 'nimble fingers'.
We need someone of your skills for a matter of utmost delicacy. Before I reveal more, we need to know you're the right for the job.
When the course of battle takes you to the Eye of Eternity, I need you to pickpocket Hagara the Stormbinder to retrieve a cryptomancer's decoder ring. Are you up to the task?

A Hidden Message -- Deliver the Solved Cipher to Corastrasza at the Vermillion Redoubt in Twilight Highlands.

Corastrasza, currently stationed at the Vermillion Redoubt in the Twilight Highlands, has intercepted a coded message of grave importance. I'll let her explain the full situation, but we need your expertise to unravel the cipher!
Take your decoder ring to an ethereal thaumaturge in your capital city - he should know how to charge it. Acquire the encoded cipher from Corastrasza and use the ring to decode it for her. Hurry! Time is ticking...

To Ravenholdt -- Talk to Mostrasz within the cave just outside of Ravenholdt Manor in the Hillsbrad Foothills.

If the egg is in Ravenholdt Manor, we can't risk torching it in an all-out assault. I'll need someone slippery to get in there and find out for sure. That's you, .
Mostrasz will help you infiltrate the compound. Speak to him just outside and fly to Ravenholdt together. Good luck!

To Catch a Thief -- Follow Wrathion upstairs and speak with him at Ravenholdt Manor in the Hillsbrad Foothills.

Just beyond this cave lies Ravenholdt Manor. You need to get inside without being seen!

There - now I'll be able to keep an eye on you and communicate as you venture into the compound. Now sneak into that manor, locate the egg, and don't get caught...

Our Man in Gilneas -- Seek out Zazzo Twinklefingers near the ruins of Gilneas City in Gilneas.

If you wish to join my cause and slaughter the black dragons in hiding, prove yourself by taking down Hiram Creed. He's amassing an army in Gilneas.
We haven't been able to slip past his defenders, but we've got a man on the scene keeping an eye on him. Zazzo Twinklefingers, a very crafty arcane mage, is waiting for us to contact him just outside of the ruins of the Gilnean capital.
Find him and he'll direct you to the target.

Our Man in Karazhan -- Report to Zazzo Twinklefingers in the ruins just southeast of Karazhan.

Your next target is the Black Dragon Nalice, who is engaged in some sort of arcane debauchery beneath the ruined tower of Karazhan.
Your primary mission is to destroy her, but if you can bring me back a vial of her blood, I'll be able to use it to augment the power of the daggers I've given you. Your accomplice Zazzo has already been dispatched to the scene and awaits you there. He'll have more details.

Blood of the Betrayer -- Take the vial to Zazzo Twinklefingers at Karazhan in Deadwind Pass.

I've pinpointed Nalice to the Master's Cellar, an extended basement you'll find in the ruins up ahead.
Dragon cultists are everywhere, and Nalice has set up some strange arcane storage devices throughout the area. Perhaps you can use those to your advantage?
Sneak past the cultists, obliterate Nalice, and grab a vial of her blood for Wrathion.
I'll keep my eyes on you and pull you out if you get into any trouble. But I'm NOT coming in there with you!

Victory in the Depths -- Take the Vial of Preserved Dragonsblood, along with your daggers Fear and Vengeance, to Wrathion at Ravenholdt Manor in Hillsbrad Foothills.

Done! You'll want to get this back to Wrathion as soon as possible, along with those two daggers of yours.
I don't know what he plans to do with this stuff. Between you and me, sometimes that little dragon kid creeps me out. Good luck!

Assassinate Creed -- Talk to Zazzo Twinklefingers northeast of Gilneas City in the Ruins of Gilneas.

The city has been in chaos for days now. Hiram Creed, disguised as a Gilnean, has infected the lot of those dogs with his own draconic blood. Even the Forsaken are having trouble routing him out.
Only a surgical assassination can end this!
The bridge behind me is relatively unguarded. Slip in through merchant's square and head south - you'll find Creed in the middle of the military district.
I'll keep an eye on you and pull you out if there's any trouble.
...There Will be trouble!

The Deed is Done -- Report your success to Prince Wrathion at Ravenholdt Manor in Hillsbrad Foothills.

Prince Wrathion will be pleased to hear that you've succeeded. You should report back to him at Ravenholdt Manor.
The Prince has been known to be extremely generous to those who help him.

Cluster Clutch -- Bring the Shadowy Gems to Prince Wrathion at Ravenholdt Manor in Hillsbrad Foothills.

The daggers I have given you are lifeless shells. They can do great things, once they are given a means to contain the power I have in mind.
I need for you to acquire Shadowy Gems for me. The facets of these unusual stones are like windows into the infinite. They are often used by minions of the Twilight's Hammer to control the most powerful of elementals.
A great battle is raging around Wyrmrest temple. Collect Elementium Gem Clusters from Deathwing's minions and bring the gems to me.

fangs of the father, golad twilight of aspects, go lad twilight of aspects, tiriosh nightmare of ages, fang of the father, gold twilight of aspects, wow fangs of the father

Rogue PvP Macros Assassination/Combat/Subtlety

Rogue Macros Assassination/Combat/Subtlety

Step stun macro with timer showing DR

This is a good macro to avoid getting dodged when you want to stun Its gonna shadow step and then cheap shot if you are in shadow dance / vanish or in stealth, but its gonna kidney shot incase you are out of stealth And the timer ingame is gonna count down from 25 so you know when the DR on your stuns are over

/cast Shadowstep
/cast [stance:3] cheap shot
/cast [stance:1] cheap shot
/cast [stance:2] cheap shot
/cast [stance:0] Kidney shot
/sw 25
/sw play

Shadowdance+Premed+On Use

Casts Shadow Dance followed by Premeditation and your on use trinket or engy gloves. If your on use trinket is on CD, it will use engineering glove enchant.

#showtooltip Shadow Dance
/cast Shadow Dance
/cast Premeditation
/use "trinket name here"
/use "engy gloves here"

Focus Shadowstep+Kick/Gouge

Shadowsteps to your focus target and kicks/gouges it.

/castsequence [target=focus] reset=24 Shadowstep, Kick

/castsequence [target=focus] reset=24 Shadowstep, Gouge

Focus Macros

Casts on your Target if no modifier is pressed. Casts on your focus target if (in this case) shift is pressed. You can also use "ctrl" or "alt" instead of shift, or swap Blind, Kick Sap for any other ability.

/cast [modifier:shift, target=focus] Blind; Blind

/cast [modifier:shift, target=focus] Kick; Kick

/cast [modifier:shift, target=focus] Sap; Sap

/cast [modifier:shift, target=focus] Gouge; Gouge

/cast [modifier:shift, target=focus] Dismantle; Dismantle


Cast Premeditation and then uses those combo points to cast Recuperate. Useful one button bind for self heals in stealth.

#show tooltip Premeditation
/cast Premeditation
/cast Recuperate

Tricks of the Trade

Casts Tricks of the Trade on a specific party member of your choosing.

/cast [target=partymembernamehere] Tricks of the Trade

Focus Redirect -> Kidney Shot

Simple focus redirect with Kidney Shot

/castsequence [@focus] reset=20 Redirect, Kidney Shot

2-in-1 Sprint before Prep

This will use sprint before you use Preparation.

#showtooltip Preparation
/castsequence reset=10 !Sprint,null
/cast Preparation

Opening Premeditation

Uses Premeditation in your opener. You can also macro Prem. into your Ambush if you like. #showtooltip Ambush /cast Premeditation /cast Ambush

#showtooltip Garrote
/cast Premeditation
/cast Garrote

Mashable Combo point builder

Will turn on your autoattack and backstab the target. If you are mashing stealth and your bars change, it will not backstab or start attacking if you manage to stealth (or vanish). For added usefulness, you can put a BoP cancelling macro if you play with a Paladin and use BoP to remove assorted CC's.

#showtooltip Backstab
/startattack [nostealth]
/cast [nostealth] Backstab

/cancelaura Hand of Protection

All-in-one Poison Macro

Applies poisons with a simple mouse click. Left click to apply to mainhand, and right click to apply to offhand. Clicks alone will apply wound poison. Holding shift with either click will apply Mind-numbing, while holding ctrl will apply Crippling.

/use [nomodifier] Wound poison; [modifier:shift] Mind-numbing poison; [modifier:alt] Deadly Poison; [modifier:ctrl] Crippling Poison
/use [button:1] 16; [button:2] 17

Deadly throw / throw / shoot one button

Will cast Deadly throw if you have combo points. If no combo points and you remain still, it will Shoot or Throw at the target instead. Useful for any situation where you need to keep a ranged target in combat.

#showtooltip Deadly throw
/cast Deadly throw
/cast Shoot
/cast Throw
/script UIErrorsFrame:Clear()

Tricks of the Trade

Tricks macro. Will tricks a target based on priority. First it will check for a friendly target. If no friendly target, it will check for a friendly focus target. If no focus, target of target. If none of the above work, it will check for a friendly mouseover target. You can substitute friendly player names in place of "@target", "@focus", "@targettarget", or "@amouseover" to create a tricks priority macro as well.

#showtooltip Tricks of the trade
/cast [@target,help,nodead][@focus,help,nodead][@targettarget,help,nodead][@mouseover,help,nodead]Tricks of the Trade

#showtooltip Tricks of the trade
/cast [@Warriorqt,help,nodead][@Dklol,help,nodead][@Mageheh,help,nodead][@Warlockpnad,help,nodead]Tricks of the Trade

Blind Focus / Mouseover

Blinds your mouseover target (if alive, enemy). Shift modifier to blind your focus target (alive, enemy).

#showtooltip Blind
/cast [mod:shift, @focus] Blind
/cast [@mouseover] Blind

Safe Stealth

Feel Free to spam stealth when your trying to go for a reset with less worry of spamming it so much that it unstealths you!

#showtooltip Stealth
/cast [nomodifier] !Stealth
/cancelaura [modifier] Stealth


Uses recuperate and when shift is held down it uses SnD

#showtooltip [nomodifier] Vanish; [modifier:shift] Slice and Dice
/cast [nomodifier] Recuperate; [modifier:shift] Slice and Dice
/script UIErrorsFrame:Clear()

weapon switch

Switches off-hand. Make sure you put the second off-hand in the right bottom corner of your first bag.

#showtooltip [mod] 0 16; 17
/equipslot 17 0 16


Shiv with no modifier and feint when shift is held down. Shift can be replace by ctrl and alt ofc.

#showtooltip [nomod] Shiv; [mod:shift] Feint
/cast [nomod] Shiv; [mod:shift] Feint
/script UIErrorsFrame:Clear()

Vanish/Focus Sap

I love this macro. Its a normal vanish macro but when Shadow Dance is up it saps my focus target without wasting vanish.

#showtooltip [nomodifier] Vanish; [modifier:shift] Vanish
/cast [stance:3,target=focus] Sap
/cast [nomodifier,stance:0] Vanish
/script UIErrorsFrame:Clear()

Vanish Stop Attack

Make sure that you stop attacking right after your vanish so you dont get yourself hit out of stealth that easy.

#show Vanish
/cast Vanish

Tott party 2&3

will tricks party frame two or three depending on what you want to give tott to.

#showtooltip Tricks of the Trade
/cast [nomod,@party2] Tricks of the Trade
/cast [mod:alt,@party3] Tricks of the Trade


Spammable Distract without losing your target area.

#showtooltip distract
/cast !distract


The macro uses premeditation+ambush when you're in stealth or shadow dance, otherwise it backstabs. The macro denies "bar lag" and binds 2(3) skills into one keybind. The keybind itself will also show the cooldown of premeditation and will use the tooltip of ambush in stealth or shadow dance, otherwise it will show backstab.

/cast [stealth] [stance:3] Premeditation;
/cast [nostance] Backstab; [stance:2] [stealth] [stance:3] Shadow Dance; Ambush

Blind Arena Target Macro

Swap the "X" with 1,2,3 and you have a effectiv "Arena Blind" macro without targeting or focusing that arena target you want to blind. you can also add /focus after the "cast [@ArenaX] Blind" command to set your blinded target as focus, so you can see if he use his trinket or when you've dance/vanish for a resap. You have to make 3 Macros! One macro for every arena target.

/cast [@ArenaX] Blind

Shiv/Throw Macro

Easy macro for shiving your melee target or use a throw to crip a target who isn't in your melee range.

#show Shiv
/cast Shiv
/use Throw

Target nearest enemy sap

Targets the nearest enemy and saps them if in range, will clear target to search for other rogues, or druids in stealth.

#showtooltip Sap
/cast [harm, nodead] sap

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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


Rogue Guide for 4.3 Normal Modes

This is a guide for the 4.3 patch Dragon Soul raid instance specifically for rogues. Each fight will be gone through invidually but the emphasis is on how a rogue can play optimally and not as much on how the specific fights work overall. All of the information is based on the PTR raids and are still subject to change in the release.

As a general note, this instance is filled with all kinds of AOE damage. Almost every boss has something that will try to rip you and your friends apart at the same time, most even have 2 or more abilities to accomplish that. What this means is that when the instance run is over, you will probably be good friends with Feint. When you take damage, it's often a good rule of thumb to feint when that ability is going to happen again as it might just save your life.

Tier pieces:
There hasn't been any accurate research on how much the new tier bonuses are actually worth but by the best estimates they both are pretty great. The thing is that tier 12 also has some great stuff. For Subtlety it might be beneficial to get 2 pieces of the Looking For Raid pieces (but not all 4 pieces, Burning Wounds is amazing) to replace the 391 heroic tier 12 stuff. This is because the LFR items seem to be almost always over the normal item budget and the estimates for 2pc tier 13 are around 700 DPS which is around the same as the tier 12 4pc. It's mostly about what you want to use as the tier 13 2pc is always guaranteed damage whereas the tier 12 4pc might proc something you don't really want.

The tier 12 4pc bonus is so good for Combat and Assassination that it might not be a huge upgrade to go from 391 to 397. Could be wrong though, so it's best that you wait for the spreadsheets to get updated.





Nightmare of every melee in the raid with the exception of you. Depending on your tactic you might need to run a lot in this fight when there are Crystals or Black Bood on the ground. However, Sprint, Shadowstep, Rocket Boots and even Killing Spree provide good options on how to battle this.

All specs are viable, but Subtlety rises above everything else. If you're playing anything other than Sub, you should definitely be using Assassin's Step enchant on your boots. Shadowstep is the definite tool to get to melee range as fast as you can and provides a huge boost in DPS when used correctly. Also, if you want to push it you could drop Initiative, Premeditation and Preparation and pick up Enveloping Shadows with those 3 points (2 is probably enough if you want to keep Preparation). This way you retain your 90 second CD CloS and also gain a longer Feint which enables you to stay on the boss during the Black Blood phase. More on this in the next section.

The fight and tips:


                              Feint all the things! - It works pretty much on anything here so it's probably a good idea to spam it.

Crystals: If you are assigned to the crystals, try timing it so that it's still on when the crystal explodes but make sure that you are close enough to the crystal before the explosion happens.

Black Blood of the Earth: What you need to remember is that the boss will most likely go down if you and everyone else stay alive long enough so in reality none of the optimization is necessary. However, if you want to try staying alive in the Black Blood you will want to use Feint straight away when the first tick is coming, CloS the debuff right before your Feint is ending and then Feint again just as you get the first debuff. This can be done every time if you have Enveloping Shadows and Elusiveness. If you decide that risking it is not worth it and stick with the regular build, you can still Feint right as the blood starts pouring out and Sprint out right before Feint ends. Few seconds after the debuff ends you can just Shadowstep back in and soak the last few stacks of the debuff with Feint.



Target switch central. You'll be swinging those weapons at every direction and don't have time to focus a single guy much at all. Rogues don't shine here but they are by no means bad either. Hope you're in a good shape as you'll be sprinting like a madman. There's also an AOE aspect to this fight and thus guilds can use different strategies on how to handle that.

Target switches call for Combat (how ironic is that with Bandit's Guile?) as low CD Redirect is great here. Other specs don't really have that redirecting luxury in their arsenal and suffer a bit more on that field.

Movement specialization however, is tied between Subtlety and Combat. Shadowstep and low cooldown Sprint both are decent contenders for this fight.

If you're on AOE duty your only(?) option here is playing Assassination which in turn is pretty horrible in dealing with switching and movement. You might want to use the glyph for Fan of Knives for this. It's your call, but you might want to have someone else AOE those adds. Combat cleaving works but is nothing compared to a good AOE guy.

The fight and tips:

The encounter is pretty simple and feinting everything works like a charm.

Globule movement: Use Sprints to get to the Globule. On the PTR you could get Sprint for each spawn even without being Combat. This means that it's possible to save your Shadowstep to get to back the boss. As Assassination and Combat it is imperative that you have boss timers so that you won't waste a large portion of your cooldowns running from target to target. Subtlety's low cooldown/duration abilities are much easier to optimize.

Mana void switching: When the Mana Void is up, you need to kill it as fast as possible. Steering your camera top-down so that you can see above the head of the boss can help when trying to figure out where the Mana Void will be landing as you can see it swirling there for a few seconds before it gets thrown.


On normal this one is the most straightforward Patchwerk style fight in the instance, you are even able to hit his back! So get ready to execute that rotation of yours.

As this boss is all about single target damage, you should definitely go with Subtlety. If Subtlety isn't really your cup of tea ( which it should be ) Combat is a lot more competitive on single than Assassination.

The fight and tips:

The fight doesn't have too much going for it on normal as he only has few abilities that concern your survival

Void of the Unmaking ( the ball ): Feint works on the damage that is spread around when it hits so remember to hit that bind when you are going to soak it. Also make sure that you are not in the way of it when your raid decides to let it go through to the boss.

Disrupting Shadows ( the debuff ): you can remove it with CloS which also makes you immune to the damage but you still get knocked back. Not such a big deal, you can use Shadowstep ( or Killing Spree if it happens to be ready ) to make sure you don't get knocked away from melee range.

Black Blood of Go'rath: Feint obviously works on the AOE damage. Zon'ozz starts to take increased damage taken from the start of this phase so usage of cooldowns here is optimal.


Cleaving, fast movement and not hitting the boss seems to be the name of the game here. A large portion of the fight you'll either be running away from a wall of spikes, running to a lightning conductor or running back to the boss.

Both Combat and Subtlety seem to be the top contenders here, Assassination is probably a bit behind. If you plan on doing some cleaving, Combat will be your spec of choice but if the tombs die fast you're probably better off just focusing the boss, and this is where Subtlety shines.

The fight and tips:
Ice Tombs: In normal modes it's possible to cleave all the Frost Tombs right away but it's probably safer to leave atleast one of them standing for the storm phase. Usually it's worth it to gather the players who will become encased either next to the boss or in a small stack somewhere in the playing field. If there's no hurry with killing the tombs, you can wait for the tank to move Hagara but in most cases it's wiser to Sprint to the tombs as soon as they land.

Ice phases: You will want to hit the 4 spawning crystals as much as you can, so using Sprint / Shadowstep to get to them is advised. The thing you need to remember is that when either the Ice or Lightning phases end, Hagara will be taking a lot of extra damage for a short time. This means that you should have your Sprint / Shadowstep ready for when the phases end. This is where Subtlety comes in as you can use Shadowstep on the crystals atleast once, Sprint once and still instantly Shadowstep back to the boss for the full duration of the damage buff.

Patchwerk with a twist, press that button in the middle of your screen. This fight is purely about DPS and your ability to follow debuffs and cast bars.

Considering Subtlety seems to be the current top single target DPS spec for the class, it would be logical to go with that spec, right? Wrong. You have to hit this guy in the face and there's really no way of hitting him from any other direction. At one point in the PTR it was possible to Backstab him, but this was changed. Also there's the problem of Shadowstep killing you every time you use it so Subtlety is pretty much out of the question. A good chunk of Assassination's damage comes from Backstabbing a boss under 35% so going as Combat is pretty much our only option here. That's what we call great boss design.

The fight and tips:
The Button: This fight is really simple, but you still need to use the tools given to you for it. Both Fading Light and Hour of Twilight will kill you if you don't use the button. Hour of Twilight can be cloak immuned though. What you want to do here is to CloS immune every Hour cast and whenever you get hit by Fading Light or cannot cloak press the button just before the damage would come. This way you won't be stunned for longer than you absolutely need to be.

Also to help the healers, you should feint whenever it doesn't hinder your DPS. Especially in the later stage of the fight when the damage output of the boss goes up by a ton.



Captain! multiple targets to dot sighted around the ship! - What you say!! Take off every 'zig'!! For great justice.

So.. jokes aside things might a bit bad for melees in general in this fight, many targets to multidot,lots of running around off melee range to soak the blasts and also catching those little sappers. But luckily the second part of the fight is pure single target burn where ranged guys need to move and stop DPS from time to time and you just get to hit the boss in the back, not so bad after all.

It's gonna be a choice between Combat and Subtlety once again. If your raid tanks the ground adds in phase 1 next to each other so that you are able to cleave, combat should be the better choice.

The fight and tips:
Twilight Barrage & Onslaught: Feint works on the blasts, you can also cloak immune the damage. You should always go and soak the small blasts if you have Feint ready and they aren't too far away from you.

If a Sapper is low hp and close to the cabin, you can try to finish it off with Feint activated so that you won't die if you fail to kill it in time.

As mentioned earlier ask your tanks to keep the melee adds next to each other for BF cleave. If there aren't any ground adds around, it's good to remember that the drakes might be at melee range so you could go and DPS them instead while waiting for new adds.

Feint works on the charge of the melee adds but of course it is ideal to just dodge them all together.

Phase 2: just make sure to be behind the boss and you are safe to tunnel DPS. Judging from earlier experience it's probably not a good idea to be Killing Spreeing in middle of his model when he casts Shockwave.



FUS RO DAH ..Ahem. Nope it's not the time to kill the dragon yet. Just chilling on his back and killing some adds etc. Rogues are quite good at this because: single target DPS and Feint! Who would have thought.

We prefer Subtlety on this fight but Combat is also viable. The only things you should ever be cleaving are the Corrupted bloods and that isn't a big part of the fight. The important thing in the fight is (burst) single target damage.

The fight and tips:
You should use Feint to reduce the AOE damage from: When Corrupted bloods start dying, Amalgamation gets 9 stacks and pulses damage every 3 seconds before killed, right before going in to the Grasping Tendrils hole when Deathwing is about to do a barrel roll.

Otherwise you just burn things down in single target, most of the time it's the Amalgamations you are hitting.

Remember to save cooldowns for after the Nuclear Blast goes off and the Burning Tendons come targetable. With combat you should try to save up a Moderate Insight on the Amalgamation and redirect it to the Burning Tendon, so you get a deep insight for most of the duration, you should also have Adrenaline Rush ready for it. With subtlety you should have Shadow Dance and Vanish ready to get Find Weakness for the whole duration.



For some finishing words: We would like to say that rogues are in a really nice position now, so enjoy it. We are the best melee class in almost all of the fights because of our good single target damage and great survivability. Heard we also get some shiny new daggers this tier.

In other news, if you have just played Assassination and Combat for all of your rogue career you should really consider taking up Subtlety as an alternative to use. It's not really that complicated as some people make it out to be and it is ( from our experience ) doing the best and most consistent DPS of the three specs.

So you should definitely check up on a Subtlety guide somewhere (Elitist Jerks for example). Another good thing to remember is to set up your UI correctly as Subtlety has more things to track than the 2 other specs. One really good addon is Auracle. Auracle combined with Power Auras is everything you need for tracking buffs and debuffs effectively.

Good luck with Dragon Soul and getting those legendary daggers of yours!


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:
Tellmewhen, tellmewhen 4 3, diminishing returns addon 4 3, setup tellmewhen for wow warlock video, tell me when 2 4 3, tellmewhen addon cata

Mists of Pandaria Class & Talent Changes

Full credit to guys over at MMO-Champion, this is some piece of work.

Bashiok on the talent calculator and changes.

Originally Posted by Bashiok
We wanted to take a moment to give some context to why the calculators were posted, and the permanence of the data shown. A lot of times we say things like "not final" and "may change" as verbal wiggle room should we decide we need to go a different direction, or are unable to complete something in time. In this case of the Mists of Pandaria calculator data is essentially pre-alpha, and will absolutely change in many ways.

It was important for us to get this stuff in front of you as soon as possible though (and as a work in progress as it is) to get your feedback, which will in no small part influence that change. We also wanted to present everything on a single page to give you a fuller context for the initial talent changes we announced at BlizzCon, and to see how the overall structure of core abilities, spec abilities, and talents will function, with concrete examples.

The calculator contains elements that are experimental, still in the process of implementation, or in some cases outright failed experiments that we already intend to revise or replace. Odds are good that if it looks like we’ve forgotten some critical piece of a particular class toolkit, it’s either accounted for elsewhere, or simply a data glitch (e.g., Prayer of Healing is currently absent from the calculator – we are not taking Prayer of Healing away from priests, and Devastate for warriors probably won't sunder armor 453%). Our hope is that revealing the calculator in this state will shed light on the philosophy behind our talent overhaul, and let you get a sense of how pieces of your core rotational gameplay, such as Hot Streak, Riptide, or Sudden Doom, fit into the new system.

The different classes are also at very different stages of design and implementation, and the fact that some mechanics changes we discussed at BlizzCon and in recent Q&As are not yet present does not mean that we have abandoned those ideas.

Mists of Pandaria Class & Talent Changes

Death Knight

  • On a Pale Horse is now a trainable passive ability and is available to all Death Knights at level 61.
  • A new ability, Control Undead, is now available for all Death Knights. Control Undead dominates an undead creature, placing it under your control for up to 5 minutes. While controlled, the creature attacks 30% slower and casts 20% slower. It has a 30 yard range, costs 1 Unholy rune, and has a 1.5 sec cast time.


  • Dark Command is now exclusive to Blood.
  • Rune Strike is now exclusive to Blood.


  • Obliterate is now exclusive to Frost.


  • Festering Strike is exclusive to Unholy.


  • Maul [updated] Now deals 20% more damage to bleeding targets, instead of dealing more damage if the target has a debuff which increases bleed damage.
  • Swipe [updated] Now deals 20% more damage to bleeding targets in addition to it's previous effect.
  • Barkskin [updated] is no longer avaliable to Restoration Druids and is replaced with Ironbark (see below)
  • Might of Ursoc [new] Increases max health by 30% and increases health to 30% (if below that amount)
  • Stampeding Roar [updated] Now removes all roots and snares on affected targets and automatically shifts you into Bear Form if you are not in Bear or Cat Form, in addition to its previous effect.
  • Symbiosis [new] Creates a symbiotic link which grants the Druid one ability belonging to the target's class, varying by the Druid's specialization. In exchange grants the target one Druid ability based on their class and combat role. Lasts one hour and persists through death.


  • Insect Swarm [updated] The enemy target is swarmed by insects, increasing all damage taken by your Wrath, Starfire, and Starsurge spells by 30%. Limit 1 target.
  • Killer Instinct [new] Grants 100% of your Intellect as Agility when you shapeshift into Bear Form or Cat Form.
  • Wild Mushroom [updated] Now also states that other Wild Mushroom abilities can target these Mushrooms for additional effects.


  • Mangle [updated] No longer states that it boosts bleed damage.
  • Tiger's Fury [updated] Now restores 60 energy upon use in addition to its original effect.
  • Savage Roar [updated] Now increases damage done by 30%. Lasts longer per combo point.
  • Thrash [updated] Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form


  • Mangle [updated] No longer states that it boosts bleed damage.
  • Savage Defense [updated] Now simply an ability that reduces all physical damage taken by 60% for 3 sec.
  • Lacerate [updated] Now grants a 30% change to reset the cooldown on Mangle.
  • Thrash [updated] Now states that damage varies by shapeshift form in addition to its original effects.
  • Survival Instincts [updated] Now reduces damage taken by 60% and is only usable in Bear Form.
  • Skull Bash [updated] Now increases mana cost of all spells from the interrupted spell school by 10% for 10 sec in addition to its previous effects.
  • Frenzied Regeneration [updated] Converts up to 2 rage per second into health for 10 sec. Each point of rage is converted into 2% of max health.


  • Regrowth [updated] Now exclusive to Restoration.
  • Ironbark [new] The target's skin becomes as tough ironwood, reducing all damage taken by 20%. Lasts 12 sec.
  • Wild Mushroom [new] Grow a magic Mushroom with 5 health at the target location. After 6 seconds, the Mushroom will become invisible. Other Wild Mushroom abilities can target these Mushrooms for additional effects. Only 3 Mushrooms can be placed at one time.
  • Wild Mushroom: Bloom [new] Causes all of your wild mushrooms to bloom, healing all allies within 6 yards for X.


  • Wild Charge [updated] Grants a movement ability that varies by shapeshift form:
    Non-shapeshifted: Fly to an ally's position and your next healing spell costs no mana.
    Bear Form: Charge to an enemy, immobilizing them and granting you 30% haste.

    Cat Form: Leap behind an enemy and cause your next Ravage to cost no energy, not require stealth, and have no positioning requirement.
    Moonkin Form: Bound backward and gain 20 lunar or solar energy, whichever is more beneficial to you.
    Travel Form: Leap forward 20 yards and take 20% reduced damage for 10 sec.
    Flight Form: Increases flight speed by an additional 20% for 30 sec.
    Aquatic Form: Increases swim speed by an additional 200% and take 20% reduced damage for 10 sec.

  • Incarnation [updated] Activates a superior shapeshifting form appropriate to your specialization for 30 sec. You may freely shapeshift in and out of this form for its duration.
    Balance: Chosen of Elune Improved Moonkin Form that increases Arcane and Nature damage by 20% and reduces all damage taken by 15%.
    Feral: King of the Jungle - Improved Cat Form that allows the use of all abilities which normally require stealth, and allows use of Prowl while in combat.
    Guardian: Son of Ursoc Improved Bear Form that reduces the cooldown on all melee abilities to 1.5 sec.
    Restoration: Tree of Life Tree of Life Form that increases armor by 120% and enhances Lifebloom, Wild Growth, Regrowth, Entangling Roots, and Wrath spellcasts
  • Heart of the Wild [updated] Dramatically improves the Druid's ability to serve combat roles outside of normal specialization for 45 sec.
    Balance: Healing spells generate Lunar or Solar Energy and benefit from Lunar and Solar Eclipse. In addition, grants 50% of Intellect as Agility, 100% of hit rating as expertise rating, and increases armor by 95% while in Bear Form.
    Feral: Grants 50% of Agility as Intellect, increases hit rating by 100%, and increases armor by 95% while in Bear Form. In addition, regenerates 2% of maximum mana every 5 sec.
    Guardian: Grants 50% of Agility as Intellect, increases hit rating by 100%. In addition, regenerates 2% of maximum mana every 5 sec.
    Restoration: Grants 50% of Intellect as Agility and 100% of Spirit as hit rating and expertise rating, and increases armor by 95% while in Bear Form. In addition, damage spells cost no mana.



  • Counterattack has been removed.
  • Hunting Party (Passive) no longer increases your Agility by 2%.


  • Shatter (Passive) [updated] Is now trainable by all specs.
  • Improved Blink (Passive) [updated] Is now trainable by all specs.
  • Burning Soul (Passive) [updated] Is now trainable by all specs.
  • Improved Counterspell (Passive) [updated] Is now trainable by all specs.
  • Living Bomb [updated] Is now trainable by all specs.
  • Deep Freeze [updated] Is now trainable by all specs.
  • Alter Time [new] Alter the fabric of time, causing the caster to return to their current location, health, mana, and conditions after 4 sec. Effect negated if the caster dies within the 4 sec before the effect occurs.


  • Arcane Blast [updated] Is now exclusive to Arcane.
  • Arcane Missiles [updated] Is now exclusive to Arcane.
  • Arcane Orb [new] Launches an Arcane Orb forward from the Mage's position, dealing 302 Arcane damage every second to all nearby enemy targets for 15 sec.


  • Fireball [updated] Is now exclusive to Fire.
  • Pyroblast [updated] Now states that your direct damage critical strikes have a chance to make your next pyroblast instant cast and cost no mana, in addition to its previous effects.
  • Flame Orb[updated] Is now exclusive to Fire.


  • Frostbolt [updated] Is now exclusive to Frost.
  • Brain Freeze (passive) [updated] Your direct damage spells have a 15% chance to cause your next Frostfire Bolt spell to be instant cast and cost no mana.
  • Frost Orb [new] Launches a Frost Orb forward from the Mage's position, dealing 302 Frost damage every second to the closest enemy target for 15 sec. Targets damaged by the Frost Orb are slowed by 40% for 2 sec.


Level 15

  • (Level 15) New - Ice Ward replaces Cone of Cold. "When an enemy strikes the target, all enemies within 10 yds will become frozen in place for 5 sec. 1 charge. lasts 30 sec."
  • (Level 30/60) All Level 30 talents have been swapped with Level 60 talents.
  • (Level 75/90) All Level 75 talents have been swapped with Level 90 talents.


  • Seal of Command is back and trainable at level 3.
  • Judgement has a 6 second CD, down from 8.
  • Word of Glory now has no cooldown for Protection and Retribution instead of just Holy.
  • Supplication, a new version of Crusade, is a passive ability that increases the effect of your Flash of Light if cast within 15 seconds of killing a target that yields experience or honor.
  • Blessing of Kings no longer increases magical resistances.
  • Seal of Insight increases your healing done by 5% in addition to it's current effect.
  • Heart of the Crusader is a new passive ability that increases your mounted speed by 20%.
  • Blessing of Might increases mastery instead of attack power/restoring mana.
  • Blinding Light Emits a dazzling light in all directions, blinding enemies within 10 yards, causing them to wander disoriented for 6 seconds. 3 minutes cooldown, instant cast, 20% base mana


  • Speed of Light
    1 minute cooldown, instant cast

    Increases your movement speed by 60% for 6 seconds, in addition:
    Reduces damage taken by 20% for 12 seconds.
    Increases damage done by 10% for 12 seconds.
    Radiates 1000 healing to allies within 10 yards for 12 seconds.

  • Long Arm of the Law now lasts for 2 seconds, down from 4.
  • Burden of Guilt Your Judgement hits fill your target with doubt and remorse, reducing movement speed by 50% for 12 seconds.


  • Divine Plea is now exclusive to Holy.
  • Divine Light is now exclusive to Holy.
  • Holy Light is now exclusive to Holy.
  • Holy Radiance is now exclusive to Holy.
  • Devotion Aura is now "Inspire all party members within 40 yards, granting them immunity to Silence and Interrupt effects and reducing all Fire, Frost and Shadow damage by 20%. Lasts 6 seconds. 2 minute cooldown."
  • Holy Wrath is now "Sends bolts of power in all directions, causing 2727 Holy damage divided among all targets within 10 yds and prevents targets from causing critical effecs for the next 6 seconds. 1.5 sec cast, 6% base mana."


  • Hammer of the Righteous Hammer the current target for 39% weapon damage, causing a wave of light that hits all targets within 8 yards for 1192 Holy damage and reduces their physical damage done by 10% for 30 seconds. Grants a charge of Holy Power. Exclusive to Protection and Retribution.


  • Judgments of the Bold (Passive) is now "Your Judgement hits grant one charge of Holy Power and increase the physical damage taken by your target by 4% for 12 sec."
  • New - Crusader's Zeal (Passive) is now "Your normal melee attacks have a chance to increase your attack speed by 25% for your next 3 melee swings."
  • Seal of Justice Fills the Paladin with Holy Light, causing direct attacks to reduce the target's movement speed by 50% for 6 sec and deal 12 additional holy damage.
  • Exorcism Causes 3250 Holy damage to an enemy target and generates a charge of Holy Power. Your auto attacks have a 20% chance to activate Exorcism. Instant cast. Exclusive to Retribution.
  • Sanctity of Battle (Passive) Haste effects lower the cooldown and global cooldown of your Judgement, Crusader Strike and Hammer of the Righteous.
  • Divine Storm An area attack that consumes 3 charges of Holy Power to cause 100% weapon damage to enemies within 8 yards. Exclusive to Retribution.
  • Hammer of the Righteous Hammer the current target for 39% weapon damage, causing a wave of light that hits all targets within 8 yards for 1192 Holy damage and reduces their physical damage done by 10% for 30 seconds. Grants a charge of Holy Power. Exclusive to Protection and Retribution.


  • New - Dark Thoughts - Level 10 Gives 70% pushback reduction for Shadow abilities. Passive.
  • New - Holy Focus - Level 10 Gives 70% pushback reduction for Discipline and Holy abilities. Passive.
    *Probably intended to be spec specific passives.


  • Holy Fire is now exclusive to Discipline & Holy.
  • Greater Heal is now exclusive to Discipline & Holy.
  • Prayer of Mending is now exclusive to Discipline & Holy.
  • Hymn of Hope is now exclusive to Discipline.


  • Holy Fire is now exclusive to Discipline & Holy.
  • Greater Heal is now exclusive to Discipline & Holy.
  • Prayer of Mending is now exclusive to Discipline & Holy.
  • Renew is now exclusive to Holy.
  • Heal is now exclusive to Holy.
  • Binding Heal is now exclusive to Holy.
  • Divine Hymn is now exclusive to Holy.


  • It would appear Mind Blast & Devouring Plague have been removed completely - talents affect the former though so potentially just a typo.


  • Restless Strikes is now available to all Rogues.
  • Quickening is now available to all Rogues but no longer increases healing received.


  • Backstab replaced with Dispatch - Level 70 Deals 200% weapon damage + 766 damage. Requires dagger in Main Hand. Awards one combo point. 30 Energy. Melee Range. Only useable on targets below 35% HP.
  • Envenom is now exclusive to Assassination.


  • Backstab is now exclusive to Subtlety.

Level 75

  • Deadly Brew changed to trigger from any poisons, up from Mind-Numbing, Instant and Wound Poison.


  • Call of the Ancestors has been removed.
  • Call of the Elements has been removed.
  • Call of the Spirits has been removed.
  • Healing Stream Totem has been removed.
  • Magma Totem has been removed.
  • Purge has been removed.
  • Rockbiter Weapon has been removed.
  • Stoneclaw Totem has been removed.
  • Water Breathing has been removed.


  • Lava Burst is now exclusive to Elemental.


  • New - Healing Focus (Passive): "Reduces the cast time of Healing Wave and Greater Healing Wave by 0.5 sec and reduces the pushback suffered from damaging attacks while casting any Shaman healing spell by 70%."
  • Healing Wave is now exclusive to Restoration.
  • Greater Healing Wave is now exclusive to Restoration.
  • Improved Cleanse Spirit replaces Cleanse Spirit for Restoration.


  • New - Curse of Enfeeblement - Level 17 "Combines and replaces Curse of Weakness and Curse of Tongues to cause the target to deal 30% less physical damage and cast 30% slower for 30 seconds. Less effective on dungeon and raid bosses. Instant. 4% of Base Mana."
  • New - Unending Resolve - Level 64 "Hardens the Warlocks skin causing them to take 50% reduced damage and prevent spells from being interrupted for 12seconds. 3 Minute Cooldown. 10% of Base Mana."
  • New - Demonic Portal - Level 88 "Creates a demonic gateway between two locations. Stepping into the gateway causes any party member to be instantly teleported to the other gateway. Limit 5 charges, grants 1 charge every 15 seconds. 5 Second Cast. 70 Yard Range. 10% of Base Mana."
  • Shadow Ward is being replaced with Twilight Ward. Twilight Ward is learned at Level 34 and absorbs 4026 Shadow or Holy damage, lasting 30seconds. Instant. 30 Second Cooldown. 4% of Base Mana.
  • Fel Flame has been changed and now no longer increases the duration of Unstable Affliction or Immolate. Fel Flame now deals 311 Shadow damage to an enemy. Instant Cast. 40 Yard Range. 2% of Base Mana.
  • Dark Intent has been changed and is now a raid wide 6% spell power buff lasting 1 hour. Instant. 30 yard range.
  • Drain Life is now under the effects of Empowered Channeling. Empowered Channeling increases the duration of a channeling effect if the effect is recast before the initial one expires. 40 Yard Range. 2% Base Mana.
  • Demon Armor has been removed.
  • Fel Armor has been changed and now partially includes the current Demon Armor. Increasing Armor by 2603, Stamina by 10% and health generated through spells and effects by 10%. Passive.
  • Health Funnel is now under the effects of Empowered Channeling. Empowered Channeling increases the duration of a channeling effect if the effect is recast before the initial one expires. 45 Yard Range.
  • Demonic Circle: Teleport now removes all snares as a baseline effect.


  • New - Soulburn: Health Funnel - Level 27 "Grants Soulburn empowerment to your Health Funnel causing it to instantly heal your pet for 36% and reduce all damage they take by 30% for 10 seconds. Passive."
  • New - Malefic Grasp - Level 42 "Deals 1052 Shadow Damage over 3 seconds, in addition all damage over time abilities tick 100% faster whilst the target is affected by Malefic Grasp. Recasting Malefic Grasp before it expires increases the duration of the channel by 3 seconds, stacking 5 times. Channeled - 40 Yard Range. 2% Base Mana"
  • New - Soulburn: Fear - Level 47 "Grants Soulburn empowerment to your Fear causing it to instantly horrify the target, making them run in horror for 4 seconds. Passive."
  • Nightfall has been changed slightly, it now causes Corruption and Drain Life ticks to have a 4% chance to make your next Malefic Grasp instantly deal damage and increase the tick rate of all damage over time abilities on the target by 100% for 9 seconds.
  • Soulburn: Demonic Circle: Teleport now removes all stuns and snares from the Warlock, increasing their movement speed by 50% for 8 seconds and making them immune to all snares and roots for the duration.
  • Soulburn is now exclusive to Affliction.
  • Drain Soul is now exclusive to Affliction.
  • Seed of Corruption is now exclusive to Affliction.
  • Bane of Agony is now exclusive to Affliction and lasts 1 minute, up from 24 seconds.
  • Haunt has been removed.


  • New Resource - Demonic Fury - Level 10 "Shadowbolt, Corruption, Soul Fire, Drain Life and demon attacks grant Demonic Fury. Demonic Fury increases the damage you deal by up to 10% (Affected by Mastery)"
  • New - Wild Imps - Level 32 "Summons one Wild Imp that casts five Firebolts at the target. The cost and number of imps increases as your Demonic Fury increases. Each Firebolt grants 10 Demonic Fury. Instant. 30 Second Cooldown. 40 Yard Range."
  • New - Metamorphosis: Carrion Swarm - Level 86 "Whilst under the effects of Metamorphosis your Shadowflame ability costs Demonic Fury and knocks back targets infront of you. Passive."
  • Metamorphosis: Immolation Aura has been slightly changed. "Whilst under the effects of Metamorphosis your Hellfire ability costs Demonic Fury however no longer requires channeling and no longer deals damage to the Warlock. Passive."
  • Hand of Gul'dan has been significantly changed. Hand of Gul'dan no longer refreshes the duration of Immolate, however Hand of Gul'dan is now an instant ability with a unique spell cost.
    Hand of Gul'dan now summons a meteor at the targets location dealing damage after 2.5 seconds within a 6 yard area. Anyone hit by the meteor is then affected by Curse of Gul'dan.

    Curse of Gul'dan decreases the movement speed of the target by 35% for 10 seconds, stacking 3 times.
    If the target isn't affected by Curse of Gul'dan already the Warlock will gain 25 Demonic Fury.
    Charges for Hand of Gul'dan are passively gained once every 15 seconds and cap at 3 charges. Instant. 40 Yard Range. 5% Base Mana.

  • Decimation has been changed. It now flat out reduces the cast time of Soul Fire by 2 seconds, however when dealing damage with Soul Fire to a target above 25% HP the cast time of Soul Fire is doubled for 30 seconds.
  • Demonic Freedom has replaced Demonic Empowerment and causes your pet to regain 25% of its HP, remove all snares, stuns, fears, banishes, horrors and movement impairing effects for 15seconds. Instant. 1.5 Minute Cooldown. 50,000 Yard Range.
  • Demonic Leap no longer requires Metamorphosis, however it will activate Metamorphosis. Instant. 10 Second Cooldown.
  • Hellfire is now exclusive to Demonology.
  • Shadowflame is now exclusive to Demonology.
  • Bane of Doom is now exclusive to Demonology.


  • New Resource - Infernal Embers - Level 42 "Infernal Embers is a hidden aura that gives you an alternative resource bar. Infernal Embers are obtained by casting Incinerate on targets affected by Immolate and consumed by Conflagrate and Soul Fire. Consuming Infernal Embers causes your Conflagrate or Soul Fire to deal more damage based on the amount of Infernal Embers obtained."
  • New - Fire and Brimstone - Level 62 "Fire and Brimstone empowers your next Immolate, Incinerate, Conflagrate or Soul Fire causing it to hit all enemies within 15 yards of the target. Instant. 10 Second Cooldown."
  • New - Destructive Influence - Level 86 "Your demons attacks reduce the cast time of your Soul Fire by .1 second, stacking 40 times. Passive."
  • Rain of Fire has been changed and now deals an additional 50% damage if the target is affected by Immolate.
  • Bane of Havoc has been changed and now banes the target for 15 seconds causing the next 4 single target spells cast on another target to affect the baned target also. Instant. 2 Minute Cooldown. 40 Yard Range. 4% Base Mana.
  • Shadowburn has been changed. Shadowburn is now only useable on a target below 20% health and if the target dies within 5 seconds of the cast and yields experience of honor the Warlock gains 5 Infernal Embers. Instant. 15 Second Cooldown. 40 Yard Range. 5% Base Mana.
  • Immolate is now exclusive to Destruction.
  • Rain of Fire is now exclusive to Destruction.
  • Incinerate is now exclusive to Destruction.
  • Chaos Bolt has been removed.


Level 15

  • Dark Regeneration now heals the Warlock for 50% of their HP over 20 seconds, down from 25 seconds. In addition, it now also increases healing received by 25% for the duration.
  • Soul Leech now heals the Warlock for 15% of the damage caused by Shadowbolt, Incinerate and Malefic Grasp, down from 25%.
  • Harvest Life is no longer affected by the Empowered Channeling effect.

Level 30

  • Howl of Terror cooldown is now reduced by 1 second every time the Warlock is struck by a damaging ability.

Level 45

  • Hour of Twilight has been removed and replaced with Spell Drain.
  • Spell Drain has been moved and is now a Level 45 talent.
  • Sacrificial Pact now deals 50% of your demons health in damage to your demon in exchange for 10 second damage immunity, down from 100% of demons health. Cooldown is now 3 minutes, down from 5minutes.

Level 60

  • New - Blood Fear "Your Fear is now an instant cast however costs 10% of your maximum health to cast."
  • New - Burning Rush "Your Life Tap now increases your movement speed by 25% for 8 seconds."
  • New - Dark Bargain "Absorbs damage equal to 20% of the Warlocks maximum health, lasting 30 seconds. Any shield still remaining when the spell expires is dealt as damage to the Warlock. Instant Cast. 30 Second Cooldown."
  • Bloodstone has been removed.
  • Nether Ward has been removed.

Level 90

  • New - Mannoroth's Fury

    "Passive: Your Shadowbolt, Incinerate and Malefic Grasp deal 10% splash damage to all enemies between the Warlock and their target.
    Active: Splash affect is increased to 100% splash damage for 20 seconds, however the passive is dropped after this until the cooldown is reset. Instant. 2 Minute Cooldown."


  • Battle Stance no longer restricts which abilities can be used and now only increases damage done by 10%.
  • Defensive Stance no longer restricts which abilities can be used and now only decreases damage taken by 10% and significantly increases threat generation.
  • Berserker Stance no longer restricts which abilities can be used and now only increases damage done by Whirlwind and Cleave by 20%.
  • Heroic Strike's cooldown has been decreased to 1.5 sec, down from 3 sec.
  • Charge now generates 20 rage, up from 15, and stuns for 1.5 sec, up from 1 sec. Additionally, it can now always be used in combat.
  • Heroic Throw's cooldown has been decreased to 30 sec, down from 60 sec.
  • Thunder Clap now reduces enemy damage done by 10% instead of increasing the time between their attacks by 20%.
  • Battle Shout now increases grants a percent-based Attack Power buff to the entire raid instead of granting Strength and Agility.
  • Shield Wall no longer requires Shields.
  • Intimidating Shout now costs 10 rage, down from 25, and its cooldown has been decreased to 1 minute, down from 2 minutes. However, all enemies affected by it now cower in terror instead of the 5 non-targeted enemies fleeing in terror.
  • Meat Cleaver, a new passive ability, increases damage done by Cleave or Whirlwind by 10% for 10 sec when you use Cleave or Whirlwind. It stacks up to 3 times.
  • Spell Reflection no longer requires Shields.
  • Intervene no longer reduces the target's threat.


  • Two-Handed Weapon Specialization is now called Seasoned Soldier and also increases the damage of any of your bleeds by 20%.
  • Mortal Strike's cooldown has been increased to 6 sec, up from 4.5 sec.
  • Slam is now exclusive to Arms and has a 0.5 sec cast time, down from 1.5 sec.
  • Overpower is now exclusive to Arms. A cooldown of 1.5 seconds was added, but this seems mostly cosmetic unless they plan to take Overpower off the global cooldown.
  • Colossus Smash is now exclusive to Arms and its rage cost has been increased to 80, up from 20.


  • Dual Wield Specialization and Precision have been combined into Crazed Berserker but the increased chance to hit has been removed.
  • Bloodthirst's cooldown has been increased to 6 sec, up from 3 sec, but now generates 10 rage instead of costing 20 rage.
  • Wild Strike has been added. It is an attack using your offhand weapon that applies the Mortal Strike healing debuff and costs 30 rage. It has no cooldown.
  • Raging Blow now costs 30 rage, up from 20.
  • Bloodsurge is now affects Wild Strike instead of Slam. When it activates, it also reduces the global cooldown to 1 sec after Wild Strike is used.


  • Sentinel is now called Unwavering Sentinel and now only increases Stamina by 15% but also decreases your chance to be critically hit by 6%.
  • Shield Slam now generates 10 rage, instead of consuming it.
  • Shield Block is now exclusive to Protection and has no cooldown, down from 1 minute, but costs 80 rage, up from 0. It also now increases your chance to block by 25% for the next incoming melee attack instead of for the next 10 seconds.
  • Revenge is now exclusive to Protection and costs no rage but has a 10 sec cooldown, up from 5 sec.
  • Last Stand now has no cooldown, down from 3 minutes, but costs 80 rage, up from 0.
  • Devastate now costs no rage, down from 15, but has a 3 sec cooldown, up from 0.
  • Bastion of Defense has been heavily modified and contains a combination of the Toughness, Shield Mastery, and the old Bastion of Defense.
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Rogue Best in Slot Gear List Patch 4.3

Rogue Tier13 2Pieces Bonus:

After triggering Tricks of the Trade, your abilities cost 20% less energy for 6 sec.

Rogue Priest Tier13 4Pieces Bonus:

Increases the duration of Shadow Dance by 2 sec, Adrenaline Rush by 3 sec, and Vendetta by 9 sec.

For more trinkets, visit the Dragon Soul Trinket List.

Assassination Rogue Best in Slot Gear List Patch 4.3

Item Slot Item Name Item iLvl
Weapon Blade of the Unmaker 416
Head Blackfang Battleweave Helmet 410
Shoulders Underdweller's Spaulders 410
Chest Blackfang Battleweave Tunic 410
Legs Blackfang Battleweave Legguards 397
Gloves Blackfang Battleweave Gloves 410
Feet Molten Blood Footpads
Waist Belt of Hidden Keys 410
Wrist Shadow Wing Armbands 410
Back Batwing Cloak 410
Neck Cameo of Terrible Memories 410
Finger1 Seal of Primordial Shadow 410
Finger2 Emergency Descent Loop 410
Trinket1 Wrath of Unchaining 416
Trinket2 Starcatcher Compass 410
Off-Hand Electrowing Dagger 410
Ranged Windslicer Boomerang 410

Combat Rogue Best in Slot Gear List Patch 4.3

Item Slot Item Name Item iLvl
Weapon No'Kaled, the Elements of Death 416
Head Blackfang Battleweave Helmet 410
Shoulders Underdweller's Spaulders 410
Chest Blackfang Battleweave Tunic 410
Legs Blackfang Battleweave Legguards 397
Gloves Blackfang Battleweave Gloves 410
Feet Molten Blood Footpads
Waist Belt of Hidden Keys 410
Wrist Shadow Wing Armbands 410
Back Batwing Cloak 410
Neck Cameo of Terrible Memories 410
Finger1 Seal of Primordial Shadow 410
Finger2 Emergency Descent Loop 410
Trinket1 Wrath of Unchaining 416
Trinket2 Starcatcher Compass 410
Off-Hand Electrowing Dagger 410
Ranged Razor Saronite Chip 410

Subtlety Rogue Best in Slot Gear List Patch 4.3

Item Slot Item Name Item iLvl
Weapon Blade of the Unmaker 416
Head Blackfang Battleweave Helmet 410
Shoulders Underdweller's Spaulders 410
Chest Blackfang Battleweave Tunic 410
Legs Blackfang Battleweave Legguards 397
Gloves Blackfang Battleweave Gloves 410
Feet Molten Blood Footpads
Waist Belt of Flayed Skin 410
Wrist Shadow Wing Armbands 410
Back Batwing Cloak 410
Neck Cameo of Terrible Memories 410
Finger1 Signet of Grasping Mouths 410
Finger2 Emergency Descent Loop 410
Trinket1 Wrath of Unchaining 416
Trinket2 Vial of Shadows 410
Off-Hand Electrowing Dagger 410
Ranged Horrifying Horn Arbalest 410
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Mists of Pandaria Talent Calculator Now Available

Mists of Pandaria Talent Calculator

Mists of Pandaria Talent Calculator

Blizzard has finally release their own Mists of Pandaria Talent Calculator,

Originally Posted by Blizzard
As previously announced at BlizzCon 2011, class talents are undergoing some significant changes in the next World of Warcraft expansion. Learn more about these changes and test out different builds for all your favorite classes with our new Mists of Pandaria Talent Calculator.

We’re excited to be able to provide players with the opportunity to explore this new talent system and look forward to hearing your feedback. As with all previews, we ask that you please keep in mind that Mists of Pandaria and its class talents are still under development. This means that many of the spells and abilities you see in the Talent Calculator are not yet final and may change before release.

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