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  • Lian Li

    Lian Li's first standing desk is also a computer

    by 
    Daniel Cooper
    Daniel Cooper
    04.20.2016

    Lian Li is no stranger to building desks with computers crammed into them, but this is the first time it's playing to the standing desk crowd. After all, you can justify more of those late night raids if you're also standing up and, therefore, kinda exercising. Much like its predecessors, the DK-04 is a large chassis that'll let you build your dream water-cooled PC with support for eight expansion slots. It also has an electronically-controlled motor that'll let you push the table to heights between 67.5 and 116 centimeters. The other big change is to the underside of the chassis, which now tapers to provide bigger and better legroom than the originals. If this is the desk of your dreams, you can pick it up in Europe in early may for £1,269.99 and in the US for $1,499.

  • Death Knight one-per-realm restriction lifted

    by 
    Olivia Grace
    Olivia Grace
    05.24.2013

    WoW Insider received an email this morning about a small change that has us all a'fluster. Saruya sent us a notification that the restriction preventing players from having more than one death knight per realm has been lifted. We immediately logged into WoW to check this out, and as the eagle eyed among you will be able to see, this is definitely the case. I was able to make six death knights on Argent Dawn, with no issues whatsoever, and many more on other realms. What's got us a little confused, though, is that we're not entirely sure when the restriction was lifted. Nethaera posted on the official US forums on April 14th, after the release of patch 5.2, that there was no update on when it would be lifted. This implies to us that it's a recent change, but it is conspicuously absent from the patch notes! Funny enough, when you assume there is not the possibility to create more than one DK per realm, you don't often try. So, we thought we'd post this here to clarify: you can now have all the DKs your cold, frostbitten heart desires.

  • DK Online begins closed beta testing

    by 
    Elisabeth
    Elisabeth
    11.14.2012

    If you were just thinking that it's been too long since you last got your hands on a new Aeria Games title, you're in luck! DK Online enters closed beta today. Players in DK Online take on the role of Dragon Knights to fight off the terror of the ancient dragon Kharvag. When they're not busy duking it out with an ancient menace, players can hone their skills by beating each other senseless in one of the game's PvP modes. With the launch of closed beta, a new PvP mode has been opened up: Castle Siege is a contest between several guilds, with total domination as the ultimate goal. Skip below the cut for a video preview of Castle Siege. Aeria Games is promising an "avalanche of special events" during closed beta. The game can be downloaded from the official site. [Source: Aeria Games press release]

  • Google Wallet reaches the web, reminds most of us that it exists

    by 
    Jon Fingas
    Jon Fingas
    10.04.2012

    Unless you happen to be using the right phone on the right carrier, you might not know that Google Wallet is even a reality: the close association with NFC-based mobile payments on one network has largely kept it out of the public eye. Many more are about to see Wallet in action now that Google has quietly introduced it to the web. No, you won't tap your phone against your computer screen; the web version is mostly targeted at microtransactions and gives readers more than a few ways to buy without getting burned, such as long and blurred-out previews, a narrow price range between 25 to 99 cents and an Instant Refund option that gives no-questions-asked credit within half an hour. Only Oxford University Press as well as Pearson's DK and Peachpit publishing wings are known to be testing Wallet at this stage, but Google is already soliciting new partners for the e-commerce service before the customary blog post is active -- a sign that Mountain View is eager to get Wallet on the web rolling a little faster than its slow-moving mobile counterpart.

  • Reader UI of the Week: Ozmorgius' UI and simplicity for tanks

    by 
    Mathew McCurley
    Mathew McCurley
    04.26.2011

    Each week, WoW Insider brings you a fresh look at reader-submitted UIs as well as Addon Spotlight, which spotlights the latest user interface addons. Have a screenshot of your own UI that you'd like to submit? Send your screenshots along with info on what mods you're using to readerui@wowinsider.com. Since Reader UI of the Week is written before (obviously) the date of publication, my opening remarks about the present are actually predictions from a past devoid of clairvoyance. However, today (yesterday), I can say with the utmost confidence and fact (prediction) that patch 4.1 went off without a hitch, children are playing in the streets (of Azeroth), and sunshine and rainbows (of the double variety) have graced our presence. Truly, we live in an age of kings and men. Speaking of that, I need to watch the second episode of Game of Thrones. Enough of this! Enough, I say. You're here on business, aren't you? A stalwart soldier in the fight against UI clutter and an investigator of all things creative. This week's Reader UI of the Week comes from reader Ozmorgius, whose bottom bar-based user interface is simple enough to take care of clutter but advanced enough to be an effective death knight tanking user interface that facilitates rather than hinders. Let's take a look, shall we? %Gallery-19902%

  • Cataclysm: Reaching uncrittable

    by 
    Gregg Reece
    Gregg Reece
    07.02.2010

    For those of you who don't know much about tanking, we're going to talk quickly about a stat that won't exist in Cataclysm. This lowly stat is called defense rating, and it's something that tanks need quite a bit of. The nice thing is that it's on just about everything that tanks wear, which means at higher gear levels, we've got it coming out of our ears. The primary point of this stat is to reduce the critical strike ability for incoming melee hits from the standard of 6% to 0%. Druids currently don't need this stat, as they've got a talent called Survival of the Fittest, which means that bosses don't need to drop defense leather. All in all, the stat is kinda boring, as while it does still do nice things after you reach the defense cap of 690 rating (or 540 skill), most people don't bother with it and stack stamina or other avoidance. So Blizzard decided that they're going to get rid of it. Around BlizzCon 2009, we were told that the crit reduction we formerly got from defense rating was going to be tied into things that were available to all members of each tanking class. Examples used were baking it into Bear Form for druids, Righteous Fury for paladins, Defensive Stance for warriors and Frost Presence (or rather, Blood Presence in Cataclysm) for death knights. That means that if a retribution paladin or arms warrior wanted to tank, all he'd need to do was swap to vaguely appropriate gear (or just over to a sword and shield), pop his respective abilities, and away he'd go. That's not how it appears things went down, though.

  • Wrath Retrospective: What we learned from death knights

    by 
    Tyler Caraway
    Tyler Caraway
    06.23.2010

    With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in Wrath Retrospective. Wrath of the Lich King is coming to an end, and with it one of the largest experiments that Blizzard has ever done in the history of WoW. At the onset of this expansion, we were all introduced to a new class; the death knight. The addition of a new class has major complications on the game as a whole: how they fit into PvE, how they work in PvP, what buffs and debuffs they bring, what roles they fill, what unique utility that they provide. All of these things have changed the face of the game as we know it. though fairly new arrivals, death knights have been integrated into the game almost seamlessly; the craters that they made when they first arrived, however, are still highly visible to those that know where to look. There were a lot of misconceptions about death knights when they were first released. Once they were announced, Blizzard classified them as being a hero class, not to be confused with your ordinary, run-of-the-mill class. To many people, this caused worry that death knights would be grossly overpowered and far superior to all of the others. Blizzard was quick to point out that this was not the case, but it did little to assuage many of the fears that players had. Still, death knights have had their ups and their downs all throughout this expansion, and if that is not a case for removing then from hero status then I don't know what is. What can we learn from death knights? What has all of the work done with the significant re-balancing changes and the major talent changes taught us about WoW in general? How can we apply that knowledge to all of the other classes in the game? That is what I wish to explore to day, and I hope that you will join me.

  • Crimson and Azure Deathchargers: where do they come from?

    by 
    Michael Sacco
    Michael Sacco
    02.09.2010

    Boubouille over at MMO-Champion uncovered two new recolors of the stock deathcharger mount in Patch 3.3.2; one red one, one blue one. There's a summon spell for one of them, the Crimson Deathcharger, corresponding to the red recolored Crimson Deathcharger creature, and while there isn't a spell for the blue one, the files also contain an Azure Deathcharger creature. There's little information on where these come from, and judging from the state of the various spells involved, it's likely that they're simply not fully implemented yet. We can speculate, though! BB notes that Blizzard has said that there'll be at least one more patch before 4.0, and these could be a faction- or quest-based reward involving Icecrown or the Ashen Verdict. I got a little antsy about making the iconic death knight amount available to the general public, if that's even happening, but then my brain turned on and I remembered that the forsaken, human, dwarf, tauren, night elf, blood elf, and troll mounts have been available to other races in one way for a very long time. Of course, no other class can get the paladin charger model, for example, so maybe I'm approaching it all wrong. Either way. We'll likely see these bony ponies pop up again at a later date, and we'll keep you posted.

  • Upcoming tier 10 tank armor stat changes

    by 
    Michael Sacco
    Michael Sacco
    01.25.2010

    With Icecrown Citadel's unpopular Chill of the Throne debuff, or as we like to call it, "Getting out of Dodge," tanks have had to re-prioritize in terms of avoidance and mitigation stats to the point where tier 10 gear might not be as desirable as Blizzard intended. Thankfully, they appear to have realized this, and change is coming! To tier 10 tank gear, anyway. Blizzard CM Zarhym posted a note on the official forums announcing their plans for said gear: "We recognize that many plate tanks are making their gear choices based on the amount of armor they're provided, as this is currently the most preferred stat. In order to make the tier-10 plate tanking sets more desirable, we will be adjusting the stats on the gloves and chest pieces in order to inflate the amount of armor they provide in the next minor patch. This will apply to all item levels of the tier-10 death knight, warrior, and paladin tanking gloves and chest pieces." He also noted that Emblem gear will continue to be comparable to the tier gear in terms of stats and, for those concerned about Feral tanks, they'll be keeping an eye on gear scaling on druid tank gear as well.

  • Ashen Verdict strength ring in minor content patch

    by 
    Allison Robert
    Allison Robert
    01.18.2010

    Bornakk popped onto the forums late Thursday to confirm that Blizzard is planning to add a +strength version to the Ashen Verdict rings in an upcoming mini-patch. The appearance of the four current rings with patch 3.3 caused a minor furor on the forums, with plate DPS being left out in the cold. While there are +strength DPS rings available elsewhere in Icecrown Citadel, there's no replacement for a reputation ring's valuable proc. One of the interesting things about the +strength ring's initial absence wasn't its absence per se, but the reason for omitting it. Apparently the Ashen Verdict choices were a reproduction of older reputation-linked quest items (e.g. Violet Eye and Scale of the Sands rings) that allowed only four choices, and Blizzard wasn't able to get past the programming issues to add a fifth option before 3.3 went live. Well, that's going to get fixed in the upcoming mini-patch, which will also see a few other class-related changes. The date of the patch is still anyone's guess, but we'll keep an eye out for you.

  • Armor penetration being nerfed in 3.2.2

    by 
    Matt Low
    Matt Low
    09.05.2009

    Ghostcrawler has announced that armor penetration (ArP) is being nerfed in the upcoming Patch 3.2.2. It's an early notice to players who plan on investing in armor penetration gems. Many raiding melee players (along with Marksman hunters apparently) have begun focusing exclusively on armor penetration without caring about other stats. While the mechanics of ArP can be complicated to understand, the basic understanding is the more ArP you have the more damage you deal. Heck, a Feral Druid in my guild has been known to pass on upgrades here and there primarily because it lacked ArP. Again, this is mainly a nerf to PvE raiding but it could end up affecting PvP slightly as well. It's not expected to completely rock the arena world or anything. The worst thing that could happen is Priests (or other soft targets) like myself will survive a few seconds longer against melee heavy teams, or people like Rogues have it worse against Plate. I guess from my perspective it could be viewed as a buff! Note that in Cataclysm, armor penetration will be removed as a stat as it has been deemed confusing in regards to its use.

  • Class Q&A: Death Knight

    by 
    Eliah Hecht
    Eliah Hecht
    06.25.2009

    Third in the class Q&A series is Death Knight. I thought it was going to be Warlocks, but I guess plans change. So far Shaman and Mage have been covered, and in each post the Ghostcrawler has been talking about the developer vision for the class past and future, as well as answering popular questions from the forums. What do they have to say about WoW's first hero class? Read on. Introducing a new class to a game that didn't really have an empty niche was tricky, but they think they have succeeded - "perhaps too well." They like that there's a lot of room for variation in player skill. In patch 3.2, they wanted to reduce DK AoE and defensive cooldowns, which they definitely did. The resource system (runes and runic power) is a large part of what makes Death Knights unique. They also have a lot of medium-length cooldown (able to be used a few times per fight), and there's a lot of skill involved in knowing when to use them. DKs are also especially well-rounded, with a lot of versatility and a lot of tricks, which makes them at risk for being over-powered in PvP.

  • Patch 3.2 Death Knight changes

    by 
    Eliah Hecht
    Eliah Hecht
    06.18.2009

    Death Knights are among the most-changed classes in the first PTR version of patch 3.2, which is not terribly surprising for such a young class. Because of such significant changes, all DKs will receive a free respec. Blood Strike will scale more from disease (up to 50% per disease), while Frost Strike is receiving significant nerfs: it can now be dodged/blocked/parried, and only gets a 55% bonus from weapon damage, instead of 60%. On the tanking front, one of our major cooldowns was nerfed, although DKs are still probably the king of tanking CDs (disgustingly powerful new Ardent Defender aside). Icebound Fortitude's CD was doubled to 2 minutes. Veteran of the Third War's Stamina bonus was cut in half, and Toughness was cut by a third.

  • Reader UI of the Week: Kraayliis of Azuremyst

    by 
    Eliah Hecht
    Eliah Hecht
    06.05.2009

    Reader UI of the Week is back! Each week WoW.com will bring you a fresh look at reader submitted UIs. Have a screenshot of your UI you want to submit? Send your screenshots, along with info on what mods you're using, to readerui@gmail.com. After a bit of a break, Reader UI returns with a nice set-up from Kraayliis, a Death Knight on Azuremyst-US (view large). Here's what he had to say: I've just been working on setting up a clean UI that still retains the look and feel of a full UI while still minimizing the amount of clutter on-screen. I'm currently running WoW @ 1920x1080 resolution. This is my first shot at designing a UI so I just wanted to toss this out there to see what people would think. I started using Btex for the background a few weeks ago and couldn't find what I wanted so I decided to draw my own.

  • Glyph of Icebound Fortitude bug fix incoming

    by 
    Eliah Hecht
    Eliah Hecht
    05.16.2009

    Tanking Death Knights, don't buy those Glyphs of Icebound Fortitude just yet. The glyph is meant to make Icebound Fortitude a little more potent in PvP, where a DK is unlikely to have much defense on. But apparently (and this is news to me), there was a bug where it was giving benefits even to def-capped DKs, and thus many people were picking it up for PvE use. As always happened eventually, Blizzard has spotted the bug, and they're going to be hotfixing it soon. The glyph will still keep its intended effect; PvP DKs will not see a change, most likely. But now I'm curious: what was the glyph doing for tanks? Was it adding 10% onto IBF at all times, or something?

  • Death Strike healing no longer based on damage

    by 
    Eliah Hecht
    Eliah Hecht
    04.21.2009

    Death Strike is a bit of a strange skill in the Death Knight arsenal. Leveling, you use it in place of Scourge Strike/Obliterate when you need healing. In a raid, likewise, although you may be significantly less likely to need healing. In patch 3.1 this changed a bit, with Death Strike becoming the default UF ability for Blood builds, whether or not they needed healing at the time. However, this beefed-up Death Strike for Blood meant that Blood players were getting huge heals from DS without having to pay a damage penalty, which was an issue both in PvP and, apparently, while tanking. So after a brief period of being hotfixed to provide an unspecified amount less healing, DS now heals for a flat 5% of the DK's health per disease on the target, up to a maximum of 15%. The amount healed is no longer based on how much damage Death Strike does. Among other things, this means Unholy DKs, with their third disease, will actually get more healing from DS than Blood DKs who have talents to boost DS's damage. I'm not sure this is a problem, especially given Blood's other health-generating abilities, but it does feel slightly strange. I haven't played Blood since early leveling, though - do current Blood players have any opinions on the change?

  • Addon Spotlight: DKIRunes/Diseases

    by 
    Eliah Hecht
    Eliah Hecht
    04.09.2009

    Addon Spotlight takes a look at the little bits of Lua and XML that make our interfaces special. From bar mods to unit frames and beyond, if it goes in your Addons folder, we'll cover it here. This mod is strictly for Death Knights. Fortunately, I figure at least half of the WoW population has a Death Knight at this point, so a post like this isn't so much of a problem. What is a problem is Blizz's official rune UI (at right). I love Blizzard to tiny pieces, but they dropped the ball there, in my opinion. Aside from the icons being a bit ugly and inscrutable, it's flat-out difficult to tell the state of your runes at a glance on the default display. The little rotating line that is supposed to tell you when your runes is ready again is also hard to read, at least for me. And watching critical debuffs on the default target frame is less than pleasant. Fortunately, DeathKnight.Info Runes and Disease are here to give us all that vital information in readable and flexible form. The default state of the addon (as seen at the top right of this post) has way too much artwork for me; any pixels that don't contain information don't have a place on my screen. There's too much info I want to keep track of. But that's alright, because DKi Runes is extremely customizable.

  • DK to publish official Halo Encyclopedia

    by 
    Richard Mitchell
    Richard Mitchell
    04.07.2009

    Reference publisher DK announced today that it has partnered with Microsoft to publish the Halo Encyclopedia. As its title suggests, the Halo Encyclopedia is a reference guide to everything in the Halo universe including "characters, weapons, vehicles, equipment, and locations" from every Halo game all the way up to Halo 3: ODST. The press release notes that Microsoft approached DK after the San Diego Comic-Con last year after seeing its reference guides to subjects like Star Wars and Marvel comics.The book will span 352 pages and will feature a foreword by Halo franchise development director (and former Bungie community guru) Frank O'Connor. The encyclopedia, which marks DK's first reference based on a game, is expected to be published in several territories and in different languages. It's scheduled to hit retail this November, and while no price is specified in the press release, Amazon is offering pre-orders for $27.34, which is apparently 32% off its list price of $40.The real question, of course, is whether the encyclopedia has an entry on what happened to the frakking pistol.

  • Death Knight changes in WoW Patch 3.1 PTR build 9733

    by 
    Eliah Hecht
    Eliah Hecht
    03.27.2009

    Although this wasn't the biggest PTR patch in the world (they're coming smaller and faster now, perhaps suggesting that 3.1 is near), there were still some notable changes for my new favorite melee class. The changes for Death Knights are as follows: Frost Howling Blast cooldown has been reduced from 10 sec to 8 sec. Rime now resets the cooldown on Howling Blast when it procs, in addition to its previous effects. These Frost changes are a clear buff to deep Frost DPS builds. Which was needed, because nobody plays Frost 2h.

  • Sartharion sings the blues

    by 
    Alex Ziebart
    Alex Ziebart
    02.07.2009

    Once you start throwing multiple drakes into the mix, I love the Sartharion encounter. It's very frantic, and takes everyone performing. What I don't love is how hard it is to see the shadow fissures that spawn in the encounter when there's a lot going on. Red on red is awful, and then when you throw a Death Knight's Death and Decay into the mix if you're using one? It's pretty much an orgy of red, and you can't really tell which red is from what source.I quite literally leapt for joy when Daelo, lead encounter designer, mentioned that they'll be turning blue in a future patch. It's a minor tweak to the encounter, but it will seriously help those moments when you have a void zone beneath a Death and Decay and you have a tank who is tanking loads of whelps and elementals which are already obscuring their vision. The hardest part of the fight isn't the movements, the hardest part is being able to see.This does make me wonder what they'll do with future, similar things. The terrain alone makes the void zones hard to see during Sartharion, but the largest issue (I think) is Death and Decay. It's big, fluffy, and extremely red. Will they simply not be able to use red ground effects anymore? My raid doesn't do it, but there are raids out there that forbid Death Knights from using Death and Decay for the specific reason that it hides AOEs beneath it, so I have to wonder if there's a better solution to the problem than changing colors without removing the 'cool factor' of the DnD particle effect.