TellMeWhen: Protection Warrior

TellMeWhen is an addon for the MMORPG World of Warcraft. It provides visual, auditory, and textual notifications about cooldowns, buffs, and pretty much every other element of combat. You can read more and download it at

I created a setup to assist me when playing a Protection-specced Warrior in World of Warcraft.

TellMeWhen: Protection Warrior





Currently it features:

  • Tanking rotation
  • Gladiator rotation (no Sudden Death)
  • Shout watcher
  • Interrupt reminder
  • Teleportation gear reminder
  • Healing cooldowns
  • Defensive cooldowns
  • Deep Wounds AoE tracker
  • Resolve tracker

Download the import string


An angry dwarf, always in for a fight
He walked a path, from dark to light
Serving the Crimson, but now no more
He walked away, along with the core
Now he persists, and uses Fear Ward
But indeed he wished, the tanks played it smart

Crimson No More

A story about my exit from Crimson Alliance, my primary World of Warcraft guild.

We’re all exhausted. We’ve been fleeing all night and only now allow ourselves break from the wild flight. The Paladin is a stoic guardian, keeping our camp safe while the girl sleeps in my arms.

The assassins wearing the Crimson colors keep coming, and had I been alone I might have succumbed to the onslaught. I thank you, my enemies, for opening my eyes and making me realize what I can and what I cannot do. Had this been 800 years earlier, when I was still young and haughty, I would have been dead for sure.

I am surprised nonetheless, for the danger that we face lies in numbers and not ability. No truly skilled assassins like Farha or the Ratcatcher have come to stop us, but maybe it’s because they fear us more than we fear them? No. The Old Priest is smarter than that. He foiled my attack on his life and sent us running, but I worry not, for Solomon’s demise is assured as soon as his God falls.

It’s been over a month since I shed my tabard, but as it is with all those hungry for power, He does not forgive so easily. Or is it fear I sense?

I remember a day so long ago, when I spoke to myself, laying all of my life, my entire world, bare before my eyes. The list was started and ever since, They have tried to stop me. So far it has all been in vain, but several millenniums are still ahead before my revenge is due.

As I promised the Guardian, should he not keep up his part of the bargain, our deal would be ended. And I tire of waiting, so I added yet another to my list. But maybe He knows? Was this nothing but a ruse to keep my mind busy and keep me from gaining more allies? If that’s the case I cannot wonder if He failed, for now the girl and the Paladin fight by my side. But yet again, are they as all before them destined to die in my service?

The Druid girl knows of a portal that will take us away from this realm, but no matter where I go, danger awaits.

Net Surfers Do Ride Alone

An article I wrote for my second semester on the IT University.

In recent years Massively Multiplayer Online Role Playing Games (MMORPGs) have received great attention, especially after the launch of Blizzard’s World of Warcraft (WoW) which helped elevating games and specifically the MMOGs to become more mainstream, by offering a very polished product, even in its early beta stages, that also catered to the casual player, who wasn’t necessarily an expert in playing online games. WoW caters to various groups of people, including the casual players, the hardcore players, the role-players, those that enjoy Player versus Player combat and those that prefer Player versus Environment (scripted content). This diversity ensures that a lot of people can find something to do in the game world, but just like Jakobsson & Taylor (2003) argues regarding Everquest, then WoW (which is similar to Everquest in its social structures) is also best experienced while in the company of others, mixing play and socializing.

The basis for this study was my own experiences in WoW, which initially sparked the thoughts regarding who we play with (and maybe more importantly, who we don’t). I have played WoW on and off in various social environments, including casual and hardcore ranging between zero to thirty hours a week, for about four years, primarily on the United States servers. But after transferring to the European servers, I experienced an event which I had never encountered on the United States servers, where the shared language of choice is English; someone was unwilling to invite me to their group due to the fact that I was unable to speak their native tongue, even though a lot of the more menial tasks and challenges can be overcome with little to no or simple communication. But I couldn’t get angry at being turned down, for pondering further upon the experience I can say that most players I know, and even myself, aren’t that much different. We play with some people over others, all for various reasons. And it is these reasons I find interesting and worth exploring further.

My theory is that “the majority of players in WoW play with those they do due to selfish reasons”. In this study I will delve into my theory and explore the various reasons why we play with those we do, be it obtaining our own goals, gaining social capital or something else, and also why we chose not to play with others.

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