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World of Warcraft Cataclysm Collectors Edition

New Age Has Begun... You've toppled the undead armies of the Lich King and brought Arthas to his knees. Now Deathwing, the breaker of worlds, has burst forth from the heart of the Maelstrom and unleashed his rage upon Azeroth.

World of Warcraft Cataclysm Collectors Edition

World of Warcraft Cataclysm Collectors Edition

This limited edition Collector's Set features a wealth of rare and exclusive items to aid you at the dawn of a cataclysmic new era:


  • Over an hour of developer interviews and commentaries, discussing the game's development from early design through finished gameplay.
  • The Cataclysm intro cinematic and major content patch trailers complete with Director's Commentary.
  • A special Warcraft retrospective examining the rich gaming history of the Warcraft universe.


  • Seventeen epic tracks from Cataclysm.


  • 176 pages of art, featuring never-before-seen images from the archives of the Blizzard Film Department and the World of Warcraft development team.
  • Progressive visuals from every stage of development - from early concepts through to finished, detailed art.


  • The full World of Warcraft expansion set on DVD-ROM.


  • One 60-card deck from the new Wrathgate series featuring two extended art cards and visuals from several of fantasy's top creators.
  • Two exclusive hero cards, marking the first appearance of goblin and worgen heroes in the WOW:TCG.
  • One full-sized rule book to teach you how to play.


  • He may not be a breaker of worlds... at least not yet... but Lil' Deathwing will still aid you in your titanic struggle to save Azeroth from his much, much larger counterpart.


  • A special-edition mouse pad depicting Deathwing menacing the ravaged continents of Azeroth.

World of Warcraft Cataclysm System Requirements

Windows XP/XP64/Vista/Vista64/7** OS (with the latest Service Packs or updates)
Intel Pentium 4 1.3 GHz / AMD Athlon XP 1500+
NVidia GeForce FX / ATI Radeon 9500 video card
25 GB
4X DVD-ROM drive (Downloadable Installer also available)
Broadband Internet connection

Mac OS X 10.5.8, 10.6.4, or newer
Intel processor
2 GB RAM or higher
25.0 GB available HD space
4X DVD-ROM Drive
Broadband Internet connection


Blizzard Art Gallery Update


Jedi Consular Balance Sage PvP Guide

Jedi Consular Balance Sage PvP Playstyle

The basic play style involves using your high mobility and huge combination of CC/escape tools to frustrate and kite enemy DPS who are attempting to focus you, taking opportunities when possible to stop dead and DPS your heart out. Below is a list of specific tactical advice to help you with the balance play style.

  • Remember your force shield and try to put it up 5-10s before getting into combat so you don't have to waste a GCD on it during combat, but even in combat it is worth a GCD to reapply it if you are taking damage. You can reapply it every 20 seconds, so just as an example if you put it up 15 seconds before an Operative stabbed you in the back and depleted it without you taking much damage, you'll be able to put it back up almost immediately and sponge 2 full force shields worth of damage in just 5 seconds.
  • Force in balance makes a great aoe interrupt for objective captures or to pop enemies from stealth while delivering a decent burst of damage even to a single target.
  • Mind crush is your best use of Force in Balance procs unless you are going a 0/13/28 spec and have TK wave. You will see me using disturbance a lot in my videos, but that is just because I'm a noob and like giant blue shiny waves of force.
  • Use your dots, but do not go overboard dotting up every enemy in sight to pad your damage output on the leader board. This makes each player you dot incapable of being CC'd with "break on damage" type CC for the entire duration, which can be very bad when a smuggler throws out their flash bang but your dots break them all out of it.
  • Do not forget your interrupt! With only a 12s timer and locking down the spell being used for 4s, I find this especially useful on healers or on other sorc/sages in 1v1s. Wait until you see the healer's cast bar almost done for a long cast big heal, and hit your interrupt right at the end, then continue to focus the target they are trying to heal. As they start to cast the next heal you can CC them. This can often be more useful than you just mindlessly DPSing someone who is being actively healed. Against other classes in 1v1, wait for a channeled move or a long cast time and use it on that.
  • When someone runs from you, don't get completely hellbent on killing them if they manage to LOS you. Start applying pressure to someone else and help your team mates.
  • Positioning is extremely important to a class like this. Look for a place that puts you close to allies, out of immediate sight range of your enemies, but still in a position where you can nuke some. Having LOS/cover near by is always a bonus. In Alderaan middle area for example, the upper platforms and lower areas near the tunnels under the ramps are excellent for this. The faster you can break line of sight, the easier it will be for you to escape focus fire.
  • If you see several melee classes running at you, start off with a snare and begin pre-kiting. Your main objective when kiting like this should be to over extend those melee classes (meaning pull them out of their healer's max range) so that they get pounded and killed in your back lines. If they realize their peril and turn back, you can turn around and nuke them all the way.

Jedi Consular Balance Sage PvP Damage Output

The Sage is capable of moderate burst damage when you have a presence of mind proc up by casting Project > Mind Crush (or disturbance) > Force in balance or TK channel. Project has more than a 1s delay at max range and mind crush hits instantly, so these 2 abilities can hit within less than half a second of each other. However, this burst is still less than pretty much any other DPS out there.

The trade off for not so much burst is that your DPS is very consistent, very sustainable (force efficient), and gives the highest mobility out of any nuker class I've played in a MMO. You do stop to channel TK throw, but you can stop channeling at any time without any drawback aside from more force spent per point of damage. In my videos you will see me stop TK throw early on a regular basis to either move, CC someone, or to use a presence of mind proc in conjunction with project to deliver a quick burst of damage. With no cooldown on TK throw, you can start channeling right away when you are ready again.

Since your DPS is based more around consistency than burst, you will be applying pressure moreso than getting every killing blow on the battlefield. Making an enemy run away due to your damage/snare pressure is almost as useful as killing them outright during an even fight. They often aren't putting out any damage or healing while fleeing and this can give your side the edge it needs.

It must also be remembered that TK throw is a channeled snare, so using it on enemy melee DPS or kiters can really help out your team mates whether they are running away or chasing. Sometimes it's better to focus your firepower on a lone sniper/sorc who is pewpewing away than to join the main assist train because often this will cause them to leave their position, stopping their damage output while attempting to LOS or out range you.

When you are very low on force, you can fall back on just spamming TK throw and will actually regenerate force faster than you use it. After 2-3 full TK throw channels, you will have regenerated enough force to start throwing out some of your other nukes. Efficient management of force will normally mean using nukes whenever they are needed, but primarily relying on TK throw for your damage output.

Jedi Consular Balance Sage PvP Specs

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Grand Moff Kilran – The Butcher of Coruscant

Grand Moff Kilran

Grand Moff Kilran

Homeworld: Dromund Kaas
Accomplishments: Hero of the Battle of Coruscant, Pacifier of Togruta Uprising
Personality Traits: Patriotic, Charismatic, Genius-Level Intellect, Oenophile

Cultured, cunning and utterly ruthless, Rycus Kilran may be the greatest naval strategist the Empire has ever seen. Born to a wealthy family with a proud military tradition, Kilran proved himself (to no one’s surprise) a capable right-hand man to the Sith during the Empire’s early assaults on the Brema Sector. When his Sith superior died during the Battle of Ord Ibanna, however, Kilran showed that he was more than an able tactical advisor—he assumed command of the ragged Imperial fleet and led them to a swift and decisive victory.

In the years that followed, Kilran’s authority grew with his list of triumphs, and both the Sith and the Minister of War learned respect for his unorthodox strategies. His brutally effective strikes during the final days of the war earned him the nickname “the Butcher of Coruscant” among Republic civilians (a name he adopted with characteristic irony), and his heroic stand against a Jedi boarding party earned him his scars. After the war ended, he was granted the honorary title “Grand Moff” in recognition of his contributions.

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Darth Malgus – Destroyer, Discoverer, Diplomat

Darth Malgus

Darth Malgus

Homeworld: Dromund Kaas
Birth Name: Veradun
Most Famous Kill: Jedi Ven Zallow

In the modern history of the Sith Empire, Darth Malgus stands out as a curiosity. As a fierce frontline warrior in his early years, Malgus took an alien lover, treating her more as a wife than a slave. She served at his side during his most successful campaigns, including the destruction of the Jedi Temple on Coruscant. He employed mercenaries from species long thought untrustworthy and learned dozens of languages.

Most unusually, Darth Malgus walked away from the power games of the Empire after the Treaty of Coruscant. As top-ranking Sith fought to control the armies and resources that traditionally lead to seats on the Dark Council, Darth Malgus led military expeditions into the Unknown Regions, claiming new territories and furthering the influence of the Empire as a whole.

Often a dissenting voice on policy issues, Malgus nevertheless can be counted on to take orders and has no power base to speak of. This combination has kept even those Sith who hate his constant calls for change from moving against him.

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Keeper – Director of Operations, Imperial Intelligence



Homeworld: Dromund Kaas
Projects Overseen (Suspected): Operation Morning Crest, Operation Starbender
Real Name: Classified

The man codenamed "Keeper" is the ultimate spymaster in the Empire. Charged with overseeing the Operations Division of Imperial Intelligence, Keeper approves every infiltration into enemy territory, every execution of an enemy of the state. He is responsible for the actions of his agents... and if he fails in the eyes of the Minister of Intelligence or the Sith on the Dark Council, he can be swiftly replaced.

The current Keeper has been at his post for almost a decade, balancing sublime skill at the game of espionage with equal affinity for politics and Imperial bureaucracy. He maintains his power by knowing when to obey orders and when to take initiative, and through ruthless weeding of his agents--those who show promise are treated harshly, but fairly, while anyone not up to standard is quickly removed.

Little is known about Keeper's pre-Intelligence background, though Republic counterintelligence believes he was once posted inside the Imperial Navy. Any military idealism he may have had is gone now--he's more dedicated to pragmatism than to honor, and beneath the guise of this unassuming administrator lurks one of the Empire's most dangerous men.

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Darth Jadus – The Cryptic Lord

Darth Jadus - The Cryptic Lord

Homeworld: Dromund Kaas (presumed)
Age: Records unavailable
Flagship: The Dominator (Imperial dreadnaught)

Darth Jadus is reclusive and enigmatic, even among the Sith. He is cold, seething, and brilliant, and of all the members of the Dark Council is the least prone to rage, to laugh, to show any sign of the passions that fuel the dark side. Whatever passion Jadus has, whatever fuels him, only he knows. His humanity has long since been purged.

Since his ascension to the council, Jadus has remained removed from the power struggles of his peers, instead concentrating his influence on Imperial Intelligence. Although other Sith control their own spy networks, it is Jadus who oversees the galaxy’s largest espionage organization (albeit primarily through advisors and intermediaries). Jadus’s servants are never Sith; instead, his favored agents are ordinary citizens uplifted to greatness, terrified of their lord but possessed of an almost religious zealotry.

There can be no doubt that Jadus is playing a long game, and the other Dark Lords observe him warily. Until he makes a move, however, there’s little to be done.

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Khem Val – The Sleeping Monster

Khem Val - The Sleeping Monster

Khem Val - The Sleeping Monster

Age: Centuries old; precise birthdate unknown
History: Devoured over a thousand Jedi at the battles of Yn and Chabosh.
Psychological Profile: Seems to be unaware of time's passage.

Centuries ago, Khem Val was the proud servant of Tulak Hord, one of the greatest Dark Lords of the Sith to ever live. His people, the Dashade, thrived. A powerful species of Force-resistant killers, they drew strength from feeding on Jedi and Sith alike. Khem Val was called Shadow Killer and Devourer. As his master conquered, he feasted, and the unusual bond between the Sith Lord and the Shadow Killer grew stronger.

But that was centuries ago. The Dashade have all but disappeared from the galaxy, and the details of Khem Val’s legend have faded to formless, creeping fear. Deep in the tomb of Naga Sadow on Korriban, Khem Val sleeps, suspended in a stasis field guarded by crackling electric energy. No one knows how he got there, or how to wake him. Even the greatest Sith Lords do not dare try. For when he wakes, he is sure to be hungry...

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Corellian Defender-Class Light Corvette

Corellian Defender-Class Light Corvette

Corellian Defender-Class Light Corvette

Corellian Defender-Class Light Corvette

Developed at the height of the Great War, the Defender was custom-built for the Jedi Order. The Jedi Council commissioned the starship after determining that Republic military vessels were not well-suited to the Jedi’s more specialized missions. The Defender’s exterior design is based on the consumer model corvette, but it has been outfitted with countless customized upgrades. The starship includes two levels. The formal upper level features diplomatic meeting rooms and an elegant conference room at the ship’s center. The conference room contains a unique Holocom system for secure communications with the Jedi Council. The Defender’s lower level includes a cargo hold, a medical bay, and a small private space in which the Jedi can retreat for meditation. Despite the Jedi Order’s commitment to peace, the ship is battle-ready. If circumstances warrant, the Defender is engineered with high-powered shields and twin turbo lasers to engage the enemy.

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