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Ask the Devs #10: Damage Dealing
2011/06/24 at 11:37 AM
Another couple of weeks have rolled by, and another set of questions has been answered by the Blizzard developer team. Last time it was all about tanks, but this week DPS specs and characters can rejoice, because they are in the spotlight. Some of the more interesting questions cover things like DPS warriors and Frost Death Knights building up threat too quickly and whether this will be addressed in the future; ingame damage meter similar to Recount and Skada; positional requirements for some abilities, and whether they are a mechanic that has no place in the Cataclysm raiding environment. Read the full post for even more interesting questions!
The new "assist" pet stance added in 4.2 would work very well with fire totems - is there any reason why totems were specifically excluded from that functionality? – Korghal (NA/ANZ)
We'd love to have Searing Totem use the new assist stance, but we felt it was too risky to just flip that switch without a great deal of testing. True pets have a control bar so it's possible to override their behavior if the default behavior is something you don't want. That's not the case for Searing Totem. We've just recently been able to get the totem to behave fairly predictably in a wide variety of situations – it has a lot of special case code designed to make it do what players want it to do. (Making an AI behave consistently isn't that hard; making an AI read players' minds is the hard part!) If assist works out well for pets, and some of the temporary guardians like Guardian of Ancient Kings, we'll turn it on for Searing Totem.
The Fire Elemental is even more complicated than Searing Totem because the totem is the master of the elemental, not the shaman. It generally works pretty well focusing on the Flame Shock target, but we plan on rebuilding the spell so that the totem summons the elemental (and killing the totem could still despawn the elemental), but the shaman is considered the master, which will solve some of the problems that arise.
Have you considered reincorporating Windfury as the shaman's main DPS ability? Lava lash is their best ability (Cataclysm), but it feels nerfed and feels far too predictable. – Saverhagen (LA)
Every Enhancement shaman loves seeing numbers fly across the screen when a huge multi-crit Windfury occurs, reinforced by our recent change to allow Windfury Weapon to trigger three additional attacks, rather than merely two. Windfury is ultimately a passive ability, though, and serves as an extension (albeit an awesome one) of your auto-attacks. In Burning Crusade, Windfury was prominent because shaman had very few active buttons to press, and long periods of downtime between them that some would fill by "twisting" totems. Not the most compelling gameplay. In Wrath of the Lich King, they arguably inherited the opposite problem, having so many buttons to press that there was never a free global cooldown, while no single ability felt particularly impactful or meaningful. For Cataclysm, we attempted to pare down the rotational complexity of the Enhancement shaman (removing the need to manually refresh Lightning Shield, removing Fire Nova from single target rotations, etc.) and at the same time created synergies that allow Lava Lash to do impressive damage.
As an aside, there were several questions that we didn't answer about whether Enhancement DPS is too low overall. It is, and we buffed it for 4.2: (
Currently, Enhancement benefits greatly from mastery, but poorly from crit and haste; what solutions have you considered (aside from the previously mentioned possibility of 200% crits) to make these stats more attractive to Enhancement shaman, especially since the spec has such a high requirement for hit rating and expertise rating, making it harder to reforge into more mastery? – Wickedpissah (NA/ANZ)
As we've discussed in the past, any time a class has a meaningful portion of its damage only receiving 50% bonus critical damage, it's going to be difficult for crit rating to be an attractive stat. We'd certainly prefer if haste were a more attractive stat for Enhancement shaman. For many other melee classes, the great value of haste lies in its ability to increase resource generation. Enhancement shaman are not generally limited by any resource, so aside from more auto-attack damage and Windfury/Flametongue procs, haste currently yields more Maelstrom Weapon charges. We've thought about taking steps to make Maelstrom Weapon a more central mechanic for the Enhancement shaman spec, which would in turn make haste potentially much more valuable, but don't currently have any firm solution to announce.
Is anything ever going to be done to decisively end Enhancement's usage of spell power weapons? – Ragnarok (NA/ANZ)
Part of what makes the Enhancement shaman feel like a true hybrid is their even mix of melee attacks and magical ones, and changing the way spells like Lightning Bolt or Flame Shock work might have a serious impact on how Elemental shaman play. We do want Enhancement shaman using melee-oriented Agility weapons, though, and one solution we're considering is a mechanism that would make Enhancement shaman spells all scale from attack power, similar to what we did with Flametongue procs. In the meantime, we've taken steps (and will continue to take them) to ensure that while spell power weapons might at times, with certain gear setups, remain an interesting alternative, they aren't the strictly superior route.
DPS Warriors and Frost DKs can generate threat very quickly, even if they are trying to be very careful, letting the tank build up threat, etc. Are there any plans for these 2 classes who seem to have threat issues? – Snooptrogg (NA/ANZ), 용소랑 (KR)
For a long time we've resisted the temptation to add threat-reduction abilities to warriors and death knights because we don't want every class to have the mirror images of the same abilities. Class homogenization is a complex and philosophical discussion and probably worthy of a developer blog soon. In some cases, we realized that preserving flavor among classes was just holding classes back – reliable interrupts are a great example of this, where we finally just gave one to every melee and tank spec. But we feel like we have to remain vigilant about this sort of thing. While it might feel like a nice band aid if you are currently the character lacking what seems like a must-have ability, in the long term it can do harm to the game. You see a lot of players today who would rather trade some of their utility and possibly even game balance in order to have classes behave more differently from each other. You can disagree with that point, but it's hard to completely dismiss it and we certainly don't. Getting back to the original point, this may be one of those cases where we just need to give in and make sure all DPS specs have some sort of personal threat dump. We'd definitely want to do it as an active button that requires player interaction and not just a passive modifier that lets you just ignore threat as a game mechanic.
Will we ever see an in-game damage and healing meter to replace Recount? – Sinthìa (NA/ANZ), Hemodynamic (EU-EN)
We'd dearly love to do this, and it's been something we've been working on, off and on for some time. The problem is that increasingly players place a really high and occasionally unhealthy emphasis on meters, and once there is an official Blizzard-supported meter, then that situation is only going to get worse. Anything that isn't portrayed in our meters with a great degree of accuracy is going to be misinterpreted and cause forum drama. For example, it's easy for DPS to inflate their meters on some fights by attacking targets that don't matter. How do we handle those situations -- trust players to know the difference? That's tricky, especially when the community has a penchant for distilling lots of fights down into a single measurement of DPS. As another example, the Restoration druid Tranquility is intended to fill a role similar to Power Word: Barrier or Spirit Link Totem. Yet the druid cooldown is an actual heal, which greatly inflates their meters to the extent that we see a lot of players complaining about how Resto druids are overpowered. Do we not show Tranquility on healing meters?
On the other hand, one benefit of having easy-to-use Blizzard meters would be getting players to focus on their own personal DPS instead of what the best players in the world are capable of. It makes developers cry when we see a good Fury warrior go Arms and do lackluster DPS just because they read that Arms DPS is higher. (Now, if that player just likes Arms or wants to try something different, more power to them.)
Also consider that damage and healing meters are valued by a pretty small set of the playing population as a whole. New UI features like the quest and equipment systems we added not so long ago, and even the upcoming Dungeon Journal, would be more widely used overall.
So the short answer is that it would be a very useful tool and we suspect we'll do it eventually, but we have an enormous responsibility to get it right, and even then it could do bad things to the community as a whole.
Are there any plans to reduce ramp-up times and RNG for certain specs? IE shadow orbs can not proc for quite a while sometimes, hindering our DPS. – Xista (NA/ANZ), Whitewnd (KR)
We generally introduce ramp-up time for two reasons. The first and most important is so players have a decision about when to switch targets. If there was zero cost for target swapping, then it would always be the right thing to do. We want to reward players, modestly, when they know when they should swap targets versus sticking with the original. The second issue is that ramp-up time helps us reduce burst in PvP.
The intent for Shadow Orbs was that procs weren't guaranteed so that there is some unpredictability involved to add gameplay. We could easily make it less random, but then they wouldn't be something you think about or factor in your rotation. Sometimes you won't get Shadow Orb procs and your DPS will be lower than it could be if you get really lucky. Shadow Priest DPS is balanced around the average of those two extremes. If you get lucky and get good procs, that's an unexpected bonus.
There's a thin line between something that's frustratingly random and something that is boring and has no gameplay. We have learned that when percent chances are too high, then rather than feeling like a bonus when it happens, it becomes very frustrating when it fails to happen.
If encounters are not being designed with positional requirements and or other abilities (Shred, Backstab, Feral Charge on Al'akir, Killing Spree in general) in mind, why do we still have those requirements? It seems unfair in a competitive PvE environment to allow those very limiting requirements to exist if the encounters are going to be heavily punitive towards classes that have them. – Foxlore (NA/ANZ)
The main reason we have the positional requirement is to have a different vector along which to design abilities. Backstab without a directional requirement could probably just be folded into Sinister Strike. It's a way to make abilities different from each other, in the same way we have ranged attacks vs. melee attacks, instant spells vs. cast time spells and physical damage vs. magic damage. Also consider that all melee should want to get behind a target, and it hurts all of their DPS when they cannot. We have also made the alternatives to the positional requirements much less of a DPS loss than they used to be. If you go into your Mangle rotation instead of your Shred rotation, your DPS will drop, but not catastrophically. Now there are some encounters where the positional penalty is just too extreme. In 4.2 we have the ability to make the "back" of a boss encompass 240 degrees, and we have done so for bosses like Magmaw, Sinestra and Ragnaros. Furthermore, there are fights where Killing Spree and Feral Charge just kill you. That obviously isn't acceptable. We have manually added some safeguards to try and manually solve a few encounters, such as Magmaw, but even that isn't bulletproof and we are investigating more robust and global solutions. But it's technically challenging given the diversity of our encounters.
What do you consider when looking at whether a class is doing too much or too little damage? – Merovin (LA)
As you probably suspect, we have a simple counter that measures the number of forum posts on a given class and we buff or nerf accordingly.
Seriously though, we look at a lot of different measurements, which becomes the full-time job of several designers. Our three most powerful tools are doing predictive modeling for how classes will perform under various scenarios and with various levels of gear, actually testing these numbers using characters in the game world, and then measuring the numbers generated by actual players on PTR or live servers.
Remember that we have access to a number of tools not available to players. While theorycrafters have gotten very good at reverse engineering how our damage calculations work, there are still a few opportunities where they get it wrong while we can just peek under the hood to remind ourselves how a calculation is made. Secondly, it's very easy for us to create a lot of characters with whatever gear we want and have them beat on whatever kinds of targets we want in a very controlled environment. We can also change any of the numbers to empirically test the outcome. Furthermore, we can automate character damage rotations to a much greater degree than macros can accomplish, which gives us an idea of the delta between theoretical maxima and more typical player performance (which includes things like human reaction speed, decision making and good old Internet lag).
The specific situation that the character is in matters enormously. Maximum sustained DPS is almost irrelevant in PvP when applying burst in controlled windows is king. Yet both numbers have a huge impact on the game and neither is more important than the other. In PvE, the specifics of an encounter can trump almost everything. We have very few Patchwerk-style fights these days, and sometimes we even buff or debuff characters directly as part of the encounter. Some specs are good on movement fights. Some do better when there is a lot of incoming damage. Some benefit from spreading dots. Some can shoot flying dragons. We tend to focus a lot of our balance effort on the current tier of raiding content, because that is what is most important to players, but even then we have to look at a wide variety of skill sets. We do look at scaling into future content, but we tend to obsess over it a lot less than players do, because we adjust classes quite often these days. We actually do read the forums a lot too, our own and all the others out there that you probably read, just to make sure there is nothing we're missing. Our community team helps enormously in this endeavor, particularly in helping to funnel the feedback from players from Latin America, Europe and Asia. We're in contact with expert gamers from around the world. We also all play the game a great deal and very often we personally catch a bug or something else that isn't working quite right.
As an aside, this is the kind of question we were really hoping to get more of with this series. It's open-ended, potentially interesting to a lot of different players, and not just a thinly veiled demand for buffs.
Rogue is the only pure melee damage dealer class, however their overall damage is lower to compare with other pure DPS classes (like mages, warlocks and hunters) due to obsolete mechanics. We lose a lot of DPS while switching between targets, which happens rather often in Cataclysm encounters. Redirect ability is useful of course, however its cooldown is way too long and at the same time you can't redirect poisons and some other effects from one target to another. Taking this in mind, do you have any plans to change rogue mechanics in the nearest future? – Луксурия(EU-RU)
One of the defining elements of rogue gameplay is the feeling of building up potential against a single opponent, and then unleashing that power. Redirect allows rogues to "cheat" on these mechanics once per minute (or more often with Restless Blades), but if we removed these ramping elements entirely, rogues would lose a large piece of what makes them unique. We recognize that at the end of the day, however, many players would rather be powerful than unique. Ideally, we'd like you to be both. Having to build up combo points to operate at maximum effectiveness is a disadvantage compared to being able to just do maximum damage from the outset, and having to move to melee range to attack a new target is a disadvantage compared to being able to switch instantly from range. There's nothing inherently wrong with disadvantages, as long as they are counterbalanced by equally powerful strengths. Rogue damage recently has been lower than we'd prefer, even on fights with low movement and no target-switching, which should be absolutely ideal for rogues. We've taken steps in 4.2 to increase rogue damage output across the board, and we will continue to make adjustments until we feel that rogue performance is where we'd like it to be.
Could you find a way to give a sense of responsibility to damage dealers as much as tanks and healers already have in instances? – Raghnar (EU-FR)
First off, DPS often do have important roles in fights, whether it's banging gongs for Atramedes or interrupting during the Nefarian encounter, or just knowing to run out of the dragon breath in the Drahga Shadowburner encounter in Grim Batol (since the healer can't possibly keep you alive through all of that). On any given encounter, we tend to give responsibility to a few DPS players instead of all of them, and we think that's ultimately a good thing. Not every player wants a ton of responsibility and we don't think it would be good for them, or the game, for us to force those players into high-pressure situations. It is a game after all – it's supposed to be fun. If challenging is what's fun for you, well, that's what Heroic modes are for. We think most players understand that taking on the healing or tanking roles is going to come with more responsibility, and those roles in turn tend to attract players comfortable or interested in having more responsibility.
Going even further, we'd say that one of the reasons our current raid encounters are considered so difficult is that the failure mechanics are fairly steep. We have a lot of "you're the bomb!" spells where if you fail to run out of the group, you can kill not only yourself, but the entire raid. That makes it harder to bring along inexperienced players or new recruits to see a boss encounter. Maybe those type of mechanics should stick to the Heroic modes of the fights, where everyone is presumably signing up for a lot of individual responsibility.
Do you have any plans to improve Frost mages in PvE? Currently, Frost isn't considered a viable tree, as a fair number of players spec either Arcane or Fire, but they rarely consider Frost. – Tenecto (LA)
This is one of those interesting phenomena you observe when you do game design. According to our testing, Frost does comparable DPS today, and remains competitive in Heroic Firelands gear. Yet, Frost is much less popular than Fire or Arcane in the current raiding environment. Some of that could be tradition. Some of that could be that the DPS is close enough that players pick whichever mage rotation they enjoy the most. It's also possible that some aspect of our testing doesn't catch some factor that ends up suppressing Frost damage in the "real world" compared to our internal servers. That certainly happens sometimes.
It's hard to just look at logs and get an accurate picture of the mage DPS situation. When the best mages in the world are playing Fire and Arcane, it's natural to expect that there are a lot of huge DPS averages for Fire and Arcane mages. That might not mean that Frost damage is low, only that the best players aren't playing Frost. We see this sort of thing over and over again. As we mentioned recently, you can see Unholy DPS drop in 4.1 not because Unholy's DPS was nerfed, but because so many good DKs switched from Unholy to Frost. While it's ideal that all DPS specs are viable in all aspects of the game, and that remains our goal, it's a lofty goal. Frost remains the mage spec of choice in PvP, which is a better situation than if it were just a dead spec.
While some specs may do slightly higher damage than other specs within a given class, the differences aren't so great that you'd really be holding your group back if you played your favorite talent tree instead of the one with the highest DPS logs. In almost all cases, individual skill, gear, encounter specifics and Internet lag will have a bigger effect on your DPS than your spec choice (and often your class). Seriously, try Frost mages. Try Subtlety rogues. Their DPS is honestly pretty competitive.
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Patch 4.2: Achievement Guide for the New Dailies
2011/06/12 at 1:32 PM
Similarly to the
Call of the Crusade
patch during the last expansion, 4.2 introduces a big and unique ingame event, full of quests, dailies, achievements, and rewards. And while many players remember the Argent Tournament with dread because of its numerous dailies and boring jousting, the Regrowth and Molten Front experience bear only a small bit of resemblance with the Icecrown event.
Most notably, the Firelands invasion achievements are greater in number and better in quality than the Tournament ones, the rewards are more useful and fun, and the dailies are more versatile. This is Wowhead's guide to them, for those who like to get their achievements done quickly and painlessly when patches hit!
This is the very first stage of the dailies and it takes place strictly in the Regrowth. You need to be eligible to start the dailies' prerequisites (i.e. to have completed
Aessina's Miracle
), and you need to do the short pre-req chain terminating with this quest.
And the Meek Shall Inherit Kalimdor
Requires (quest):
As you do your dailies, you will notice that the fire elementals are pretty mean and are attacking the poor wittle cute critters of Azeroth. You, as a true defender of this shattered world, will need to kill those mean elementals. You probably wouldn't need to go out of your way to get this achievement, but here are the locations of the four types of critters anyway:
Angry Little Squirrel
: In the area where you do
Between the Trees
. You'll need to be near one of the squirrels as it throws an
Angry Little Acorn
at one of the fire elementals around it.
Alpine Songbird
: In the area where you do
Call the Flock
. Simply complete
Wings Aflame
Child of Tortolla
: In the area where you do
Punting Season
. Punt the turtle at a fire elemental instead of in the lake.
Hyjal Bear Cub
: In the area where you do
Those Bears Up There
. Toss the bear at a core hound instead of at the trampoline.
Infernal Ambassadors
Requires (quest):
Echoes of Nemesis
Nature's Blessing
The Call of the Pack
The Power of Malorne
Wings Aflame
The bad news about this achievement is that you will need to rely on RNG to assign you each one of the quests, so it could take you weeks before you see that last quest that you need. The good news is that those quests will be available in later phases as well, so there is no rush. Here's what you need to do and how you need to do it:
The lava spider is pretty easy and his poison doesn't do a whole lot of damage. Burn a few cooldowns, and you should get credit easily.
Another easy one. The fire hawk will cast
Gout of Flame
every now and then; you can avoid it by moving away from your location every time she does it.
The core hound's
Lylagar's Breath
is a frontal attack with 3 seconds cast. You should have plenty of time to move behind him and avoid the damage completely.
This one is best done with a few other players. Wait for Malorne to weaken him and then go all out.
Antlers of Malorne
lasts 10 seconds, so you will need to pull some major DPS to kill him. You can do it though!
There is no reason for you not to get this one. Without even trying. Just hide under Tooga's protective shell when Nemesis'
Molten Fury
cast is about halfway done. The cast is long enough to give you plenty of time to get under the shell, but if you want to play it safe you can just keep dragging Nemesis close to Tooga, to minimize the run distance.
Ludicrous Speed
Requires (quest):
Call the Flock
This one's pretty tricky. You may be better off trying it during one of the later phases when there will be fewer people, and therefore more birds around. Still, the idea is that you need to gather your entire flock without letting the Soar debuff fall off. You should probably start with the Songbirds and keep an eye out for bigger ones, since they are easier to spot. If you see your debuff falling to dangerous levels, fly to an Owl or Eagle quickly and refresh it. It may take a little while to get it right or get lucky, so be prepared to abandon the quest a few times and retake it. Remember, you don't get Soar stacks for birds you no longer need for the quest (so if you get your two Eagles, you won't be able to get any stacks off additional Eagles).
This is the stage the follows the first one linearly and takes place mostly in the Molten Front. The Regrowth receives a small update as well as a new quest that takes you to Sethria's Roost where some achievements lead to. The majority of the quests and achievements will be in the Molten Front however. You'll need 0
Mark of the World Tree
to unlock this stage.
Flawless Victory
Requires (quest):
You will find a few
Molten Behemoth
s in the northern parts of the Molten Front - the Magma Springs. If you are on
The Harder They Fall
, you can even see them attacking Malfurion's Breach which makes this normally easy achievement even easier. If your dailies do not include this one, you can just venture a little further north.
Both abilities required for the achievement are very easy to avoid.
Molten Stomp
has a short range (3 yards) and its 2.5 seconds cast time give you plenty of opportunities to get away from the giant. This will be cast only if you are in melee range. The other spell,
Fiery Boulder
, will be cast only if you are away from the Behemoth. You will see a shadow on the ground where the boulder will fall - just get away from it. Rinse and repeat, and you are done!
Gang War
Requires (quest):
The Protectors of Hyjal
No traps here - just go Sethria's Roost where the daily takes place, find another player, and
them. Oh, and win the duel, of course.
Have... Have We Met?
Requires (quest):
The Protectors of Hyjal
This one can be more than a little annoying. The way this works is as follows. Every time you go to Sethria's Roost and have the daily on you, you will get a squad of four druids to help you defeat the elites in there. Sometimes - in my experience, about half of the time - one of the druids will be replaced by one of the notable NPCs listed
. As you can see with your own eyes, there are a
of NPCs fighting for a chance to quest with you - and you have to
only at very specific six. Since the daily stays with you forever once unlocked, and since you can see other players' companions, you may have a chance to complete this sometime before the year 2015.
The Fiery Lords of Sethria's Roost
Requires (quest):
Next to all of the elite fire elementals and molten giants in Sethria's Roost, you will occasionally find one of the four rare elites. Defeating them gives you no reward other than some gray items (including the useless, but beautiful
Lava Ruby
), so avoid killing them for fun once you have credit for the achievement. Note that you will likely need at least 2-3 people to kill one of those - including a healer, or at least a hunter / warlock whose pet can tank. Here are some details about each fiery lord:
- The fire hawk can be found flying over the entire area. The best way to pull her is roughly
- the mountain side that separates the northernmost area of the Roost from the next one south. Andrazor herself spams Fireball and occasionally casts knockback (watch the edge!) and
Shower of Flame
. Don't get knocked off the edge and keep moving out of the Shower of Flame and this fire hawk will be yours before long!
Fah Jarakk
- You can find this molten giant in the middle area of Sethria's Roost, just south of where you pulled Andrazor (if you've killed her before). Fah Jarrak is not much different from his non-rare brothers in the Roost. Like them, he will cast an interruptable Fire Nova that has a knockback component, as well as Fiery Boulder which you need to move away from. His unique skill is
, which he casts when low on health. Like with Andrazor, make sure you don't get knocked off the edge and interrupt as many Fire Novas as you can (he starts spamming them with Fury on), and he should be yours.
- Kelbnar is just a tank-and-spank charhound fight. His only special ability is
Leaping Bite
, but that doesn't do a whole lot of damage. He also does
when low on health, but that's not an issue either. You can find him in the south side of the Roost's northernmost area, again next to the peak where you wait for Andrazor.
- Searris is a fire elemental that can be found in the Roosts southernmost area. Similarly to the other elementals in the subzone, he will summon little adds and attempt to hide himself behind a reflective shield (which you can interrupt). His only unique ability is
, which while not negligible, is more annoying that it is dangerous.
This stage runs in parallel with the Shadow Wardens one. When you unlock Stage 2 and collect another 0
Mark of the World Tree
you can choose to unlock either the Druids or the Wardens. Once you choose one of the "factions" you will gain access to areas and quests required for some achievements, as well as some extra Marks of the World Tree. As soon as you collect
150 Marks, you can unlock the other faction.
Death From Above
Requires (quest):
Fire in the Skies
This is a very straightforward achievement. As you fly over the Firelands to do
Fire in the Skies
, you will occasionally notice a
fire elemental, just sitting there, not really doing anything. Every time you get the daily, the game will select a random named elemental to spawn, so you may need to rely on luck/RNG to get them all - not a very happy thought for some. The good news is, you don't need to
Return to the Furnace
immediately after your last kill, so if you missed your daily elemental, you can just continue to fly around until you spot him. Once you do, just hit him with either one of your fire hawk's abilities - and that's all you need to do. One hit, done.
Master of the Molten Flow
Requires (quest):
This achievement will take you to the underground caves of the Molten Flow. You will have to complete
Into the Fire
the day you decide to work on this achievement. All three Flamewalkers can be found down there fairly easily - the trick is to get them to do what you need them to. Also, make sure you bring a friend and do those in party.
Flamewaker Hunter
- Hunters seem a little reluctant to cast their
Wild Barrage
, so you may need to kill a few before you get one of them to cast it. Try to engage all of them in areas where you have a lot of room to run around. As soon as you see the cast, start running away from the Hunter and then in circles around him. You will have very little time to move out of each marker before it gets hit by one of the Hunter's spears. The hard part here is getting the cast to actually happen and always moving to a clean area.
Flamewaker Sentinel
- Sentinels will occasionally grab a party member (or you, if you go solo) and carry them to the nearest lava pool/river. To maximize your chances for success here, make sure you fight those some distance away from lava pools. Also keep in mind that even if you get grabbed, you can still attack the Sentinel and help kill him before he sends you for a swim.
Flamewaker Shaman
- Shamans will almost always cast
. This leaves a patch of fire on the ground and marks you for a secondary attack. When the Flamewake debuff expires off you, you will get hit by a meteor and take a lot of damage - again. As far as I know, you can use both the fire on the ground and the meteor to kill the Shaman and get credit.
This stage runs in parallel with the Druids of the Talon one. When you unlock Stage 2 and collect another 0
Mark of the World Tree
you can choose to unlock either the Druids or the Wardens. Once you choose one of the "factions" you will gain access to areas and quests required for some achievements, as well as some extra Marks of the World Tree. As soon as you collect
150 Marks, you can unlock the other faction.
King of the Spider-Hill
Requires (quest):
This is, admittedly, my favorite achievement. Once you do
The Forlorn Spire
and wait for the Shadow Wardens to establish a forward base at the Spire, you will notice that the hill-thingy immediately to the north of it is full of
Cinderweb Spinner
s. You will need to use them and their
Entangling Net
ability to get to the top. To do those, you should know how to use all that to your advantage. The trick is, the Spinners won't move when you aggro them - they will cast their Net and drag you to them instead. This way you can start from the ground, hit a Spinner with some ranged attack, get pulled up, and then kill the Spinner. Now you are a little higher and you can look for another Spinner to pull you even higher. Depending on where you start your ascend, you may need to go down once or twice, but as a rule of thumb, always go up or stay at the same level and circle around.
If you have an AoE spell you can cast at a location of your choice (like
Death and Decay
), you can make this even easier on yourself. Sometimes you will be able to use the AoE to aggro a Spinner that would normally be out of line of sight for your targeted spells. If you don't have any spells like that, but have progressed far enough into the Molten Front and have completed
Calling the Ancients
, you can buy and use
Dwyer's Caber
- it tosses a tree at a location of your choice and does damage in a small area.
In this section you will find achievements that require either more than a single stage of the invasion, or no stage at all. Note that the
Ready for Raiding II
achievement can be done with either the Druids of the Talon or the Shadow Wardens, and
The 'Unbeatable?' Pterodactyl: BEATEN.
can be done before you even start your invasion progression.
Fireside Chat
Requires (stage):
Requires (quest):
As you blaze through the dailies of the various stages, you will notice that some of the NPCs have conversation options alongside dailies/vendor/repair ones. You will need to talk to all of those NPCs and inquire about whatever they are interested in sharing. For your convenience, here's a list of all the NPCs, where you can find them, and the stages they require:
Arthorn Windsong
- Requires
Druids of the Talon
. Can be found in the Furnace.
Deldren Ravenelm
- Requires
The Shadow Wardens
. Can be found in the Forlorn Spire.
Dorda'en Nightweaver
- Requires
Through the Gates of Hell
. Can be found in the Sanctuary of Malorne. Cannot be accessed in later stages!
General Taldris Moonfall
- Requires
Through the Gates of Hell
. Can be found in Malfurion's Breach.
Commander Jarod Shadowsong
- Requires
Through the Gates of Hell
. Can be found in Malfurion's Breach.
Malfurion Stormrage
- Requires
Through the Gates of Hell
. Can be found in Malfurion's Breach.
- Requires
The Sanctuary Must Not Fall
. Can be found in the Sanctuary of Malorne
Thisalee Crow
- Requires
Druids of the Talon
. Can be found in the Molten Flow.
Ready for Raiding II
Requires (stage):
Druids of the Talon
The Shadow Wardens
Requires (quest):
Strike at the Heart
Strike at the Heart
The continuation of
Ready for Raiding
requires you put on your game face for the time when you face the Lieutenant of Flame for
Strike at the Heart
Strike at the Heart
. This quest will be your last Druids / Wardens every day, and you can choose to abandon & retake it if you fail to perform flawlessly during the confrontation. Every time you get to this quest, you will have a shot at a different lieutenant (chosen randomly out of five possible NPCs), so you will need a minimum of five days to earn this. Knowing RNG however, it may take you much more. So study the minibosses carefully, and make sure you earn credit for each one before you turn the quest in!
Ancient Charscale
- ???
Ancient Smoldering Behemoth
- The two spells this bad boy has are both fairly standard raid spells.
does damage within 15 yards of the Behemoth, so you should either run away quickly, or use the Shadow Gate/Wind to get away from it.
Rain of Flame
targets an area on the ground and does damage to players inside it - but this one is easier to avoid.
Ancient Firelord
- 2 spells you need to watch out for. First, circles of fire will spawn on the ground, and you will have a few seconds to get out of them before they erupt in flames. And second, the lieutenant will face a random direction, spin slowly, and shoot a cone of fire from his hand; simply make sure you are behind him when he starts this cast and move with him so he is never looking at you.
Cinderweb Queen
- Although the giant spider has 2 spells, you are only required to avoid one of them -
Cinder Web
- and you can do that by making sure you are on the move as soon as the cast starts. The other spell,
Writhing Injection
is unavoidable and will merely cause a few small spiders to attack you. They have very little health and should die quickly.
Devout Harbinger
- ???
To help you burn through the 1.5 million health each lieutenant has, you will have
Thisalee Crow
Sira Moonwarden
help you out. If you are doing this quest for the Druids of the Talon, Thisalee will drop
Convalescence of Winds
near the miniboss occasionally - just avoid standing in them when the boss is casting something nasty, so you don't block them out with fire. If you chose the Shadow Wardens that day,
Shadow Gate
s will spawn a pair of Shadow Gates sometime into the fight. You can use them to "blink" between the two and gain
Shadow Gate
for 15 seconds after using one of them.
The 'Unbeatable?' Pterodactyl: BEATEN.
Requires (stage):
Requires (quest):
Vigilance on Wings
Although not strictly part of the Firelands Invasion, the theme is related, so I guess it fits. Regardless, you have seen this quest before - you should have
Beware of the 'Unbeatable?' Pterodactyl
somewhere in your portfolio. Just do the daily jousting quest 10 more times, and you will earn that second
Mini Jouster
pet you couldn't get the first time around.
The Molten Front Offensive
Requires (stage):
Requires (quest):
To get this achievement, simply continue doing your dailies and completing the occasional normal quest you get. The total number of Marks of the World Tree you will need to obtain is 845, which although daunting will actually take you no more than a month if you are diligent about your questing. Note that completing this will award you with the beautiful
Flameward Hippogryph
- which is probably the easiest to earn flame hippogryph.
Veteran of the Molten Front
Requires (stage):
Requires (quest):
The other meta achievement of this patch. Simply complete all the other non-raiding Firelands achievements and enjoy the hot title
the Flamebreaker
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Ask the Devs #9: Tanking, Next Topic to be DPS
2011/06/08 at 12:29 PM
In Ask the Devs #9, Blizzard covers the topic of tanking. The topics addressed a number of practical concerns and provided insights into how Blizzard perceives the strengths and weaknesses for each tank. Topics included: the role of mastery for each tank, aggro-generating abilities for warriors and druids, the decreasing amount of tanks required in a raid, the OP nature of protection paladins, the possibility of new tank classes--and most importantly, when tanking classes will get a legendary weapon.
Stay tuned soon for the answers to
Ask the Devs #10: Damage Dealing.
Continue Reading »
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Ask the Devs #8 Answered, Next Topic is Tanking
2011/05/25 at 12:26 PM
And here comes the latest Ask the Devs rubric we'll see for a long time.
The Firelands
. If you have submitted any questions regarding the new bosses, T12, the daily quest hubs in Hyjal and the Firelands, or just about lore, here's your chance to see them (or ones like them) answered. Some of the more interesting questions inquire after that Abyssal Maw dungeon Blizzard promised us a while back (we are not getting it), raid balance and boss mechanics in the Firelands, and even a little bit of lore to make those of us into that kind of thing very happy.
Ask the Devs #9 was
just announced
, and its topic will be
. The official thread for it will come a little later today, so get your questions ready!
Welcome to the answers thread for our World of Warcraft "Ask the Devs" global Q&A. These answers are in response to the round #8 questions, which can be seen here:
What happened with the Abyssal Maw dungeon that was supposed to come with Firelands? – Maryjanee (EU-EN), Espiritu (NA)
Our initial plan for this raid tier was to have fewer bosses in Firelands and a small number of bosses in the Abyssal Maw. As we looked more closely at Firelands, though, we realized that it deserved more bosses. We also got excited about designing item art (and set bonuses!) that were very fiery in nature, and the Molten Front questing area was turning out to be really cool, so we ended up piling more resources into Firelands. That led to the decision to focus on one strong theme (fire), rather than a more diluted fire-and-water theme.
The case for Abyssal Maw pitch was that we could reuse a lot of existing assets (the fights were to take place in a giant shelled demigod like Nespirah), and while we are willing to do that, we thought Abyssal Maw would just pale in comparison to the magnificence of the Firelands. So, we put all of our eggs into that one basket. We've decided for now that the Vashj'ir quest line along with the Throne of the Tides dungeon does a pretty good job of finishing the Neptulon story.
A majority of the fights in T11 favored having little or no Melee DPS. Are there plans to fix this? – Merissa (NA), Espiritu (NA)
We view this more of a class problem than an encounter problem. It used to be the case that casters really suffered whenever they had to move, which was the penalty they paid in order to make up for the fact that melee took a lot of extra damage. Nowadays, melee classes don't really take that much extra damage, and we've also given casters a number of movement-oriented tools designed to keep their DPS from dropping as much as it used to when they are asked to shoot-and-scoot.
Whenever there are situations in an encounter that encourage grouping, the ranged often move into melee (with the occasional exception for hunters), but melee never move to ranged. Any of the fights that punish clumping also tend to punish melee more. We recognize all of these problems, as do many players, but it's challenging to address them quickly. For example, without compensation, casters would suffer a lot in PvP if their movement tools were suddenly stripped away.
In the meantime, we don't want to over-constrain encounter design, or worse, make it feel very formulaic by getting to the point where players expect the "melee fight" to be followed by the "adds fight," followed by the "Patchwerk fight," then the "ranged fight." We're making sure that melee have some fights where they can shine in Firelands. To use just one example, the Sons of Flame on Ragnaros tend to be better handled by melee than ranged.
When Tier 11 content was first launched, the majority of fights in 25-person were explicitly easier than the 10-person version, such as Nefarian and almost every Heroic encounter. Do you have plans to make content for 25 players more appealing in patch 4.2? – Wynter (EU-DE), Nisana (EU-FR), Espiritu (NA)
The supposition that easier content is less appealing in the question is a bit puzzling given how few guilds have been able to finish the heroic 25 encounters. In any event, it wasn't that we set out to make sure 10s and 25s were different. If anything, we wanted to make sure that 25s weren't significantly harder, since many of the 25-player guilds were convinced we were trying to force them to become 10-player raiding guilds.
There were some fights at launch where 10s were too challenging (and some fights where the opposite was true), but we view those as nails in a board that need to be either beat down or pried up until they are more even with everything else. Progress in NA and EU on the 25-player content was faster than on the 10-player content, but this was probably largely because most progression oriented guilds in those regions were already focused on 25-player raids. This is also a regional difference. In Korea for example, there are a lot of hardcore raiding guilds focused on heroic 10-player content.
Will we see anything of a sympathetic view of why Fandral Staghelm changed allegiances before he meets his demise? – Lorinall (NA)
Not every villain in World of Warcraft gets a chance at redemption. In Firelands, the new majordomo will show you no mercy, so we don't recommend holding back. However, one of the final quest rewards available from the Leyara quest line in the Molten Front daily quest area will give you a chance to see another side of the former archdruid.
It can be anticipated that mana regeneration and maximum mana will increase from gearing up with the new Firelands equipment. Isn't there a possibility that healers can spam big heals again (and more quick heals) just like in WotLK? If so, is there any plan to handle this without class nerfs? – Whitewnd (KR)
As damage increases, healers will need to use their largest, most inefficient heals more regularly to keep up. That's fine and was all part of the design. We just didn't want players to opt out of mana regeneration too early in the content because then Spirit (and mana-related procs) on gear wouldn't be attractive, and because we'd have to balance difficulty by making the tanks die in a couple of GCDs if not healed continually. Most progression-oriented healers still want large amounts of Spirit, often in every single slot. As they get more comfortable with their mana, they'll be able to replace some of that Spirit with other stats, but the Spirit will still be valuable; more Spirit on a set piece for example might mean being able to use a different enchant or reforge on another piece.
This is still a much better place to be than we were with Lich King content, where mana stopped mattering in the first raid tier. Aside from the mana changes we've already made to Innervate, Mana Tide Totem and paladin heals, we don't think an overall regen nerf is necessary.
Do we have any plans to include events similar to the Wrath Gate? – Mushik (LA), 잔메르 (KR)
We have a short cinematic or two, but nothing on the scale of the Wrath Gate cinematic for 4.2. We enjoy that kind of epic spectacle and we'll do it when it makes sense; however, we also received plenty of feedback from the Cataclysm questing experience that we occasionally took control away from players too often, especially in Uldum, in order to tell the story, so we want to be very careful when we do that in the future. That said, there are some very cinematic moments in 4.2 such as watching the druid trees on the Molten Front grow or seeing the bridge form to Sulfuron Keep.
Will there be weekly missions in the Firelands similar to Icecrown Citadel in where the players were required to alter the dynamics of each encounter in order to complete them and receive rewards such as promordial saronite and gold? – Orisai (LA)
We aren't doing these types of quests for the Firelands raid, but that doesn't rule out us doing them again in some future tier of content.
In Cataclysm, it has been hard to find unique raid mounts such as Siege Engines in Ulduar or Drakes in The Eye of Eternity. Can we expect to see battles using unique mounts or other objects among the Firelands raids? – 빛그리고사제 (KR)
We were worried players might be suffering from a little bit of encounter vehicle fatigue. We'll do it when it makes sense for an encounter, but we don't want players to get sick of seeing fights on vehicles.
There are several fight mechanics in Firelands that depart from usual "don't stand in the fire" or "interrupt important spells" routine. For example, you can fly during part of the Alysrazor encounter, you climb webs during the Beth'tilac encounter, and you steer Lord Rhyolith around in a manner very different from standard kiting. (
Is Ragnaros gonna have a speech about setbacks? – Gerox (NA)
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An Epic Anniversary
2011/02/09 at 11:27 PM
There isn't much I can say about this - the title is self-explanatory. Our lovely Blizzard is no longer a teenager company, and is only one year away from legal age (in the US). I am not sure what the implications of that are, nor am I sure whether all of them can be considered legal, but the facts are here. And, as it's starting to become common, Blizz did a mini-site for the anniversary - you check it out along with the big announcement below:
In 1991, three guys fresh out of UCLA decided to start their own game company. Their goal: make cool games and have fun doing so. Twenty years later, the company has become a world-renowned game developer and publisher, with offices across the globe and millions of players enjoying its games in more than a dozen languages.
In 2011, Blizzard Entertainment marks its 20th anniversary. Over the course of the year, we'll be celebrating two decades worth of games along with you, the community of players who made it all possible through your passion, enthusiasm, and support. Join us for a stroll down memory lane on this anniversary site: revisit the history of our games; participate in our global community contest; check out the photo gallery to witness how our epic hairstyles have evolved over the years; and much, much more.
We hope you enjoy this look back at the past 20 years of Blizzard Entertainment, and we look forward to bringing you even more epic entertainment experiences in the 20 years to come.
Blizzard fans should be sure to keep your eyes on the new special mini-site as fresh new content is made available!
On a side note, am I correct? Did they turn 20 already, or will that happen sometime later this year? :P
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Tol Barad Official Preview
2010/11/16 at 1:12 PM
The Cataclysm draws near, but Blizzard still has a few zone previews to entertain us with. Tol Barad joins the rest, as the European WoW site narrates the story of of the Battleground-like world PvP zone and daily quests hub.
Read the preview snippet below and follow the link to the real deal!
Blizzard Entertainment
An island off the coast of the Eastern Kingdoms, Tol Barad is a historic land now sought-after by the leaders of the Horde and the Alliance. Its strategic, isolated location makes it an ideal stronghold from which to conduct military strikes. In World of Warcraft: Cataclysm, a battle will be waged to seize control of this prized territory. Should you triumph, unique rewards await you. Read more about this all-new world PvP and questing zone here.
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Moonkin Hatchlings & Lil' Ragnaros Preview
2010/11/09 at 12:53 PM
: The latest Beta build introduced an interesting uncategorized spell - . Its effect is to cast once every 3 minutes, which in turn summons . Just sayin'...
Remember the () Blizzard announced back during BlizzCon? Well, they are not here yet, but we have a sneak preview on the brand new community site. One of the cool things about this new pet is that is has different models for Alliance and Horde players - just like the Moonkin Form is different for the two factions. Oh, and they are oh-sooo-cute, and I am not one to buy this cuteness stuff easily!
Also, the pet also made it into the preview, and let me tell ya - it is
Check out the images below and the official announcement after the break:
Continue Reading »
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The Days Before Cataclysm
2010/11/02 at 9:46 PM
I've been itching to post a blog about the different events that will take place in the 5-6 weeks before the release of Cataclysm, but Zarhym beat me to it! Since I can't really shed any more light than he did, I will summarize his post and then just give you the blue. Basically the plan from here until December 7 is:
Patch 4.0.1
: The Twilight's Cult & The Elemental Invasion events take place.
Patch 4.0.3
: All of the Cataclysm data is being introduced to your installation folder, no changes to the actual in-game experience (other than some balance issues possibly).
Patch 4.0.3a
(a.k.a. The Shattering): Deathwing emerges from Deepholm, and boy, is he mad! Azeroth shatters and takes on the shape all those Cataclysm maps and guides have been teasing you with.
: Comes out on December 7, and introduces the 80-85 zones and skills, 450-525 professions, Archaeology, goblins & worgen (and everything else not yet introduced).
Zarhym's post is after the break!
Continue Reading »
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Emblems to Justice Points Conversion Update
2010/09/29 at 1:42 PM
Another short news post, folks. Some week ago Blizzard published the planned conversion rates for the current Wrath emblem currencies to the new Cataclysm points. The post listed Emblems of Triumph and Emblems of Frost as being worth 2.75 Justice Points each. This number has been updated, as well as the 2g per Emblem if you are above the cap. The
original blog
has been updated to reflect those changes, and Bashiok's post on the official forums has been included below:
We've revised the Justice Points conversion rate for Emblems of Triumph and Emblems of Frost. When the upcoming 4.0.1 patch goes live, these emblems will be converted into 11.58 Justice Points (up from the previously planned 2.75 Justice Points per emblem). Justice Points accrued above the soft cap of 4,000 will be converted to gold at a rate of 47.5 silver per point (down from 2 gold per point) when patch 4.0.3 goes live.
The original explanation thread (
) and the subsequent conversion math update (
) have been updated to reflect these changes.
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End of Season 8 and Testing for Season 9
2010/09/28 at 7:10 PM
Hey, guys, a quick news post coming. Our local Bashiok just posted something exciting on the WoW forums: the next arena season is available for testing on the Cataclysm Beta and you should all go test it provide extensive bug reports and feedback! The official announcement doesn't tell much more than what I just gave you:
Arena Season 9 is now running and available for testing in the Cataclysm beta.
To help facilitate testing we'd like to ask that those interested in providing bug reports and feedback focus on playing arena games, but also participating in the rated battlegrounds. Please let us know if you find any issues or have any feedback. Thanks.
EDIT: Another blue post, this one about arena season 8 ending. It is by the lovely floating skull, Zarhym:
We are currently planning to end Arena Season 8 as early as October 12. At that point we will go through our normal process to determine who is eligible for the end-of-season rewards. This process should take approximately one week. It's very important for players who feel that they may be eligible for the Arena-specific titles and/or the Wrathful Gladiator's Frostwyrm to refrain from transferring their character to another realm until after Arena Season 8 ends.
The next Arena Season will begin for level-85 players approximately one week after the official launch of World of Warcraft: Cataclysm. During the break between seasons, all rated matches will be turned off and only skirmishes will be available. All Team Ratings, Personal Rating, and Arena Points will be wiped when Arena Season 9 begins, but Matchmaking Rating and Honor Points converted to the new currency system will remain.
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© 2014 ZAM Network LLC


text:
May 25, 2015
Gainesville, FL--To college ball and more from the matchup between 'bama and Florida in the Swamp Saturday night. It's safe to say it's paramount the Gators get a good game out of John Brantley and that he be confident the entire night. As for his part, he's trying not to get too jacked up in advance of this one.
John Brantley
Florida Quarterback
"This one's big but we're gonna treat it like any other game. Every game means the same to us, if we come out with the "w" then it means we gotta a win. That's all it means to us. And we're gonna prepare as hard as we can this week, as if it's any other game. Preparation throughout the week, watch all the film you can watch. Try to get their tendencies and everything, you just go out there and try to execute what you've been doing since day one here."
It helps Brantley big time to have two horses like Rainey and Demps to dish the ball to. It will be interesting to see how Kirby Smart and that Tide defense schemes to stop those two. Game time just after 8 eastern.
Click Here to access the online Public Inspection File
Viewers with disabilities can get assistance accessing this station's FCC Public Inspection File by contacting the station with the information listed below. Questions or concerns relating to the accessibility of the FCC's online public file system should be directed to the FCC at 888-225-5322, 888-835-5322 (TTY), or firstname.lastname@example.com.

subset: commoncrawl


text:
Health briefs for April 4
CARING CALLS: The Tri-City Hospital Auxiliary at Tri-City Medical Center offers a free non-medical calling service called Tele-Care, for seniors or those who live alone, spend extended time alone or just need some extra support. Auxiliary members will make calls between 8 and 10 a.m. daily. Seniors or children of elderly parents can register them for the service by calling 760-940-3125 or emailing to firstname.lastname@example.com. Also, an Auxiliary member will collect the name and phone number of a neighbor who can serve as a back-up in case of an emergency.
Clinical trials
INCONTINENCE: UC San Diego Health Systems is recruiting participants for a clinical trial of how effective Botox can be for treating severe urinary incontinence. Botox injections are most often used for cosmetic purposes, but the toxin has also been approved for use to treat migraines, excess underarm perspiration and now, neurological conditions that result in an overactive bladder. The trial will compare the effectiveness of Botox versus sacral nerve stimulation. Patients in the clinical trial are required to have already tried two drugs that failed to solve their incontinence issues. Contact JoAnn Columbo at 858-657-6827 or email@example.com.
SENSORY STORYTIMES: To mark National Autism Awareness Month, the Oceanside Public Library invites families to S.P.L.A.SH., Special People Learn at Story Hour at 2 p.m. April 14 at the Civic Center Library, 330 N. Coast Highway, or at 6 p.m. April 23 at the Mission Branch Library, 3861 Mission Ave. The sensory storytimes are designed for children on the autism spectrum and with special needs. They will include participatory stories, repetition, interactive songs with movement, and hands-on activities. Children, parents, and caregivers will also have the chance to meet the Library's starfish mascot, Splash. The whole family is invited to this free program for children of all ages. Call 760-435-5600 or visit www.oceansidepubliclibrary.org.
HEALTHY LIVING FESTIVAL: Learn about eating healthier, finding a healthy weight, getting into healthy activities and keeping a healthier home at the free Healthy Living Festival coming up Oct. 13-14 at the Del Mar Fairgrounds. Hear experts share ideas about lifestyle changes to help prevent disease and lower stress. Guests can also take part in free medical testing and screening. Area chefs will be preparing healthy and ultra-tasty dishes with take-home recipes. Or take in a belly dancing show, join a yoga class, receive a massage, or climb the rock wall.More than 150 exhibitors will be on hand to offer samples of organic foods and beverages, skin care and green living products. Show hours are: 10 a.m.-7 p.m. Oct. 13 and 10 a.m.-5 p.m. Oct. 14. Visit www.healthylivingfestival.com or call 805-461-6700. CORRECTION: This brief originally ran with an incorrect date and has since been corrected.
WELLNESS FAIR: Vista Farmers Market hosts its second Wellness Fair from 8 a.m.-noon April 28 at the 300 block of South Melrose at the county courthouse parking grounds. Experts in dentistry, chiropractic care, yoga, pediatrics and much more will be on hand.s spring event will also feature the Kidney Trust, which will be on-site offering free kidney screenings for diabetes and high blood pressure and giving on-site results. The test, which would cost more than $100 at a doctor's office, is being offered free for up to 2,000 guests.


text:
The centre faces severe staff shortage, doctors rue lack of cleanliness
Set in isolation in Moodushedde, the 58-year-old District Tuberculosis sanatorium which shows signs of a once-bustling past, now struggles for relevance.
Though modern medical techniques – ensuring faster recuperation and discarding isolation – has led to a reduced occupancy of around 45 per cent in the 100-bed centre, doctors say the centre is critical in the fight against the disease.
"Many poor patients, suffering from drug allergy, complications or malnutrition, stay here for weeks to recuperate," said Dr. Vidya, doctor and medical in-charge at the centre.
However, it seems destined for obsolescence, with official apathy and staff shortage severely crippling its functioning.
Of the four medical posts sanctioned, only two are filled – a general medical doctor and one surgeon – with the post of TB specialist, surprisingly, remaining vacant. "One doctor does day shift and the other night shift. If one takes leave, the other has to work 24 hours. And if there is a long leave, the doctor has to work till the other returns," she said.
In all, out of 50 people needed to run the sanatorium, only 22 have been deputed. The severest shortages lie in office clerical staff – all six posts are vacant – and among Group D workers – just 9 out of 29 posts filled. Even the post of pharmacist remains unfilled.
This means that the doctors and nurses have to procure medicines, order food supplies, handle accounts and tax filing, among others. "After the LPG cylinder was cut, we had to pay Rs. 33,000 from our pockets to ensure that the gas connection is not cut here. It took six months for the government to respond to this need," said Dr. Vidya.
Hygiene concerns
The purpose of the isolation at the sanatorium was to ensure clean air and space to the patients, who often come with severe breathing problems.
However, with no maintenance allowance in more than a decade and shortage of cleaners, mould growth on walls and dust accumulation on roofs has an adverse impact on patients, said a nurse there.
Attempts to revive
In 2007, there was a proposal to convert the sanatorium into a General Hospital, which was brought up by Health Minister U.T. Khader recently.
Doctors there, however, express reservation on the status of the TB programme.
"Some days, we have around 70 patients here. If a general hospital comes up, the TB ward will be allocated only a handful of beds, and that won't be enough," said Dr. Vidya.
She suggests that the proposed MDR (Multi-Drug Resistant) TB treatment facility at District Wenlock Hospital be instead integrated into the sanatorium.
Despite agreeing that the isolation of the sanatorium would be conducive for an MDR centre, an official at the District Tuberculosis Office said: "Though it is more congested at Wenlock, TB patients here can receive better treatment from the plethora of government and private doctors there."
Keywords: Government District Tuberculosis sanatorium, Moodushedde, TB treatment, hospital facilities, U.T. Khader, TB sanatorium staff shortage


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Posts Tagged "senate"
Former Amtrak chair (and our current chair) on the derailment and need for investment
As former Amtrak Board Chairman, my thoughts and prayers are with the crew, passengers and their families after last night's derailment in Philadelphia.
With GOP victories, SAFETEA-LU team in line to chair Senate committees
With last night's election, both the Senate and House will see leadership changes in key transportation committees. With the nation's transportation funding source running near empty and the current law, MAP-21, expiring in the spring, these new committee leaders will have an opportunity to make an impact in the very near term.
Bipartisan Senate bill introduced today would give local communities greater access to federal funding
Five Senators from both parties just introduced a bill this afternoon that would give local communities more access to, and control over, a share of the federal transportation dollars that flow to their states. Urge your Senators to sign on as a cosponsor of this bill by clicking here and sending them a message today. […]
Budget battles leave a cloud over transportation funding as lame duck session looms
Same story, different year. Once again, we're nearing the beginning of a new (fiscal) year on October 1, and Congress has failed to pass a budget to fund the government for the upcoming year. Even if Congress passes a temporary budget to avert a shutdown —which is looking likely — important transportation programs could still be put on hold on until Congress passes a full budget.
T4America statement in response to Senate adoption of stopgap to avoid Highway Trust Fund insolvency
The Senate today approved a House-passed measure to transfer $10.8 billion from the general fund to cover the looming shortfall in the Highway Trust Fund until next spring. The stopgap bill, which now heads to President Obama's desk, comes one day before a deadline to avoid significant funding cuts during the height of construction season. James Corless, director of Transportation for America, issued this statement in response:
Senate passes plan to postpone transportation insolvency to the end of the year, sends it to House
Late Tuesday evening, the Senate modified and approved a measure transferring about $8 billion from the general fund to keep the Highway Trust Fund solvent until the end of the year. But because two amendments were made, it'll return to the House for further action before any final deal can be approved on postponing insolvency of the nation's transportation program. The House will have to act fast: the long August recess is scheduled to begin in just three days.
House proposes a trust fund Band-aid through May, 2015, with key differences from Senate
A House proposal to shore up the transportation trust fund through May, 2015, is a good news, not-so-good news proposition. Late yesterday, House Ways and Means Chairman Dave Camp (R-MI) proposed a $10.8 billion infusion to cover a looming deficit in the Highway Trust Fund. The money for the next few months would come mostly […]
Senate Finance Committee considers a trust fund stopgap, with long-term funding unclear
The Senate Finance Committee Thursday will take up a proposal from Chairman Ron Wyden (D-OR) to keep the Highway Trust Fund solvent through Dec. 31 with a $9 billion transfer from the general budget. The needed revenue would be raised by increasing the allowable tax on heavy trucks and four accounting maneuvers unrelated to transportation.
Favorable responses and coverage for the bipartisan Senate plan to raise the gas tax
As soon as Senators Murphy and Corker introduced their bipartisan plan yesterday to raise the gas tax by 12 cents, supportive statements starting flowing in and media outlets quickly picked up the news.


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Cornerstone University offers those who serve Christ through ministry careers the opportunity to deepen their commitment. Our degree programs in ministry for adult learners have been developed to provide both spiritual and professional development.
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Dallas Fears Lack of Strippers Will Ruin Super Bowl
Will the Super Bowl be postponed? Well, no. But Dallas Texas is worried.
This post was created by a user and has not been vetted or endorsed by BuzzFeed's editorial staff. BuzzFeed Community is a place where anyone can post awesome lists and creations. Learn more or post your buzz!
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Deadline approaches for 2015 Chip Shop Awards
Posted by Roger Darnell · Leave a Comment
About a dozen years ago, the UK's most visited marketing news publication The Drum launched a very special awards program which has done much more than just stand up over time; with each passing year, it is proving to be of increasing importance. Well known as the only creative awards scheme with neither rules nor boundaries, the submission window for the 2015 Chip Shop Awards will close on April 2. Here's what you should know. Read more


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Zinc Or Aluminum Anodes On Mid Chessie
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Re: Zinc Or Aluminum Anodes On Mid Chessie
Originally Posted by
We may very well have this boat a long time, I just want to do whats best for it. Nowhere do I read any technical articles that zinc is better in brackish water, I read just the opposite, the only promotion of zinc over aluminum are the arguments like "that's what we always have done". I've heard of different anodes before but never concerned myself with them but our present boat cost more than all my previous boats combined. I've had some real adventures trying to disassemble old outdrives and lower units, I wonder how much easier some of those jobs might have been if they were protected with aluminum alloy.
To put it another way many cars were produced without oil filters way back when, those kind of caught on too.
I'm pretty sure your C320 doesn't have an outdrive to worry about, so that's not a particularly accurate analogy, and neither is the cars without oil filters.
The facts I see in evidence are there are thousands and thousands of 30+ year old sailboats on the Chesapeake that have had no issues using zinc anodes.
@Faster, cheaper they may be, but I know it would take time and effort for me to find them and I'd most likely have to pay shipping to get them, so being that I have no problems "doing it the way they've always done it" I guess I'll keep doing it, and not look for a better mousetrap.
Finally, I agree with Chef, that if I saw evidence of stray current (or was just worried about it) at my marina, I'd invest in a galvanic isolator, especially if I planned to keep my boat plugged in.
s/v Palmetto Moon
1991 Catalina 36
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Check Out the Red Carpet from the 2015 Billboard Music Awards view
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Mo'Nique glows on the red carpet. "I'm wearing Badgley Mischka, face by Derrick...
Mo'Nique glows on the red carpet. "I'm wearing Badgley Mischka, face by Derrick Rutledge and hair by Lena Palm," she says of her winning look.
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Results for expectation
Waiting Faithfully
Originally Posted: 11/03/2014 - 3:35pm | Type: Blog
Faithful readiness must be active readiness. It means saying that even though the wedding banquet hasn't yet begun, together we will act as if it has. To live otherwise is to be exposed as unaware, perhaps rev ...
The New Commonwealth of God
Originally Posted: 01/23/2015 - 5:39pm | Type: Magazine Article
Joy J. Moore Reflections on the Revised Common Lectionary, Cycle A A PROFOUND SENSE of expectation launches a ...
The Feast of the Immaculate Conception
Originally Posted: 01/23/2015 - 5:38pm | Type: Magazine Article
Philip Metres If Advent is a time / of waiting, of joyful anticipation, why are we / so often troubled? The c ...
A Prayer For The Christmas Season
Originally Posted: 11/25/2011 - 11:53am | Type: Blog
Lord God, I want to stay for a while in Christmas where hope is something I can cradle to my chest. I want to dwell here where music sings the promise of love, reminding me of those Mary moments in my life whe ...


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*ismp.org/QuarterWatch/pdfs/2012Q4.pdf, ISMP, October 17, 2013
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