commanding-shout

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  • New Hearthstone warrior card revealed

    by 
    Sarah Pine
    Sarah Pine
    05.15.2013

    Blizzard has been steadily tossing us tidbits of information on the upcoming Hearthstone game. Earlier this month they gave us a preview of the Void Terror warlock minion card and some instruction on when and how to use it effectively during a game. Yesterday they posted the warrior ability Commanding Shout, which makes your minions impossible to kill for the duration of your current turn. I'm sure there are approximately a bazillion different situations in which this could come in handy, but what makes it extra appealing for the warrior is how it can be paired with mechanics that depend upon a minion receiving damage in order to reach their full potential. Got a berserker minion who gets +3 to attack after being hurt? Toss him Commanding Shout and you don't have to worry about him dying that round. Got your opponent's minions on the brink of death, but not sure you'll survive the next attack? Pair Rampage's +3/+3 with Commanding Shout and watch the other player squirm with impotent rage as you annihilate all their best-laid plans. What could possibly be more satisfying? Check out WoW Insider's Hearthstone coverage for further information, and we all look forward to Hearthstone's release!

  • Lichborne: Death knight group utility in Mists of Pandaria

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.11.2012

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. Death knights are not always the first class you think of when you think group utility. They don't have a long-term crowd control method, they can't summon food or Healthstones, and they don't have one of those long term castable stat buffs like Mark of the Wild or Power Word: Fortitude. That said, you shouldn't sell them short. We have a lot of little things we contribute to a group in a ways people may not think of. This week, we're going to look at some of the buffs, debuffs, and group utility moves death knights contribute, with an emphasis on things that or new or significantly changed in Mists of Pandaria. Bringing the Buffs Horn of Winter has long been a valuable buff that you should never neglect, and it's changed in some interesting ways in Mists. Instead of a flat buff to strength and agility, it now adds 10% attack power to you and your group. This ends up being pretty handy since it should scale as gear levels increase.

  • The Queue: Keeping it classy

    by 
    Alex Ziebart
    Alex Ziebart
    03.09.2010

    Welcome back to The Queue, WoW.com's daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Alex Ziebart will be your host today. We haven't kicked off The Queue with reading music in awhile, so let's change that. Once upon a time I posted some Rhett and Link for you, an internet-based musical comedy duo, and people seemed to enjoy it. So here's more! Behold, the T-Shirt War. T-Shirt War was actually my second choice behind the far more hilarious Butt Drugs, but perhaps Butt Drugs aren't as safe for work. Still, funny stuff. Butt Drugs. The Queue is actually a bit short today, since a majority of the questions we've been receiving require rolling bones and gazing into a crystal ball to answer. If you have a non-Cataclysm question for us, please ask in the comments below! busuan asked... "Why is there almost no sound effect for a warrior's shouts? In Diablo II, the similar shouts come with awesome sound effects. But in WoW, warrior shouts merely generate a visual cue. If Blizzard though effect were annoying to other people, they could have restricted the effects as self-only."

  • Group buffs as solo buffs and when to use them

    by 
    Mike Schramm
    Mike Schramm
    04.24.2008

    Rufus over on WoW LJ brings up Commanding Shout, the Warrior group buff that increases maximum health of party members for two minutes within 20 yards, and comments that it doesn't work so well in solo play. Which isn't necessarily true-- there are cases when you need as much health as you can get. And he got me thinking about other buffs like that -- buffs that are really meant for group play, but that can sometimes help in solo play.The first one that jumped to my Shaman mind is the Mana Spring Totem -- it's really meant for group play, but every once in a while I'll pull too many, need some extra mana, and drop that to pick up a little blue. Also in the Shaman's Resto tree is Earth Shield, which can be helpful in solo play, too. And while Power Word: Shield is really too mana intensive to regularly be used in solo play (it's really meant to be used in groups), there are lots of times when it's helpful with solo priests.Usually, you should only use these things when absolutely necessary (and when you've got the resources to use them -- Commanding Shout, for example, doesn't actually give you any health, so using it in the middle of a fight doesn't help). But Blizzard has made sure we don't just have group buffs and solo buffs -- some group buffs are occasionally really useful in solo play. Can you think of any others?