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Excellence is a talent or quality which is unusually good and so surpasses ordinary standards. It is also used as a standard of performance.
[edit]- The Good of man is the active exercise of his soul's faculties in conformity with excellence or virtue, or if there be several human excellences or virtues, in conformity with the best and most perfect among them.
- Aristotle, Nicomachean Ethics (1934 translation by H. Rackham), book 1, chapter 7, section 15, p. 33. President John F. Kennedy often paraphrased this idea. On May 8, 1963, he said to a group of foreign students: "The ancient Greek definition of happiness was the full use of your powers along lines of excellence". The Public Papers of the Presidents of the United States: John F. Kennedy, 1963, p. 380.
- We can lift ourselves out of ignorance, we can find ourselves as creatures of excellence and intelligence and skill.
- Richard Bach, Jonathan Livingston Seagull, (1970).
- Excellence is an art won by training and habituation: we do not act rightly because we have virtue or excellence, but we rather have these because we have acted rightly; 'these virtues are formed in man by his doing the actions'; we are what we repeatedly do. Excellence, then, is not an act but a habit: 'the good of man is a working of the soul in the way of excellence in a complete life... for as it is not one swallow or one fine day that makes a spring, so it is not one day or a short time that makes a man blessed and happy'.
- Will Durant, The Story of Philosophy (1926), p. 76. The quoted phrases within the quotation are from the Nicomachean Ethics, Book II, 4; Book I, 7.
- Zahlreich sind die Lehrkanzeln, aber selten die weisen und edlen Lehrer. Zahlreich und groß sind die Hörsäle, doch wenig zahlreich die jungen Menschen, die ehrlich nach Wahrheit und Gerechtigkeit dürsten. Zahlreich spendet die Natur ihre Dutzendware, aber das Feinere erzeugt sie selten.
- Numerous are the academic chairs, but rare are wise and noble teachers. Numerous and large are the lecture halls, but far from numerous the young men who genuinely thirst for truth and justice. Numerous are the wares that nature produces by the dozen, but her choice products are few.
- Albert Einstein, "On Academic Freedom," Ideas and Opinions (1954)
- Numerous are the academic chairs, but rare are wise and noble teachers. Numerous and large are the lecture halls, but far from numerous the young men who genuinely thirst for truth and justice. Numerous are the wares that nature produces by the dozen, but her choice products are few.
- An excellent plumber is infinitely more admirable than an incompetent philosopher. The society which scorns excellence in plumbing because plumbing is a humble activity and tolerates shoddiness in philosophy because it is an exalted activity will have neither good plumbing nor good philosophy. Neither its pipes nor its theories will hold water.
- John W. Gardner, Excellence: Can We Be Equal and Excellent Too? (1961), p. 86.
- How miserable is the condition of men when the better a thing is, the further it recedes from our sight and the less it is recognized.
- Philip Melanchthon, "In Praise of Eloquence," as translated by C. Salazar, in Orations on Philosophy and Education (Cambridge University Press: 1999), p. 62
- The excellent man is he who condemns what he finds in his mind without previous effort, and only accepts as worthy of him what is still far above him and what requires a further effort in order to be reached.
- José Ortega y Gasset, The Revolt of the Masses (1929), p. 63
- Warren has a saying, "Intensity is the price of excellence."
- Alice Schroeder, (September 6, 2016)"The Snowball: Warren Buffett and the Business of Life". Microsoft Research, YouTube. (quote at 17:16 of 56:05)
- Difficult, say you? Difficult to be a man of virtue, truly good, shaped and fashioned without flaw in the perfect figure of four-squared excellence, in body and mind, in act and thought?
- Simonides of Ceos, The Oedipus Tyrannus of Sophocles (1920 translation by J. T. Sheppard), Introduction, p. xxxi.
- If not excellence, what? If not excellence now, when?
- Tom Peters, Co-Author of In Search of Excellence
See also


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Manipur International University partners with Coursera
New Delhi, March 10: Manipur International University (MIU) has announced a long-term strategic partnership with Coursera, one of the largest online learning platforms in the world, to provide its students and faculty with unlimited free access to 8,500+ world-class, job-relevant certificate courses, hands-on projects and case studies from more than 250 leading university and industry educators worldwide, including Yale University, University of Michigan, Google, IBM, and Microsoft.
The partnership will drive student employability by incorporating multidisciplinary, industry-endorsed in-demand skills, which will help to fill the gap between academia and industry. The MIU-Coursera initiative aims to equip the students with interdisciplinary skills and provide hands-on learning experiences in addition to the current curriculum. It includes essential to advanced courses in almost all disciplines, including upcoming areas like data science, cloud computing, digital marketing, IoT, AI, ML, Analytics and blockchain.
Integrating Coursera's content into the academic curriculum will allow the University to expand its learning and teaching beyond the classroom, offer job-relevant specializations, improve job readiness before the students graduate, and step into reality. The partnership spans various domains, including Research, Technology, Computer Applications, Management, Psychology, Law, Social Sciences, Physical Science, Linguistics, Life Sciences, and Healthcare.
Through Coursera for Campus, the University, its students, and faculty will have access to the world's latest and most essential skills. "Access to new-age quality content helps students future-proof their skills and prepares them to leverage new opportunities for success in the fast-changing world," said Raghav Gupta, Managing Director, India and APAC, Coursera. "We are thrilled to partner with Manipur International University (MIU) to deliver high-quality learning and equip their students with industry-aligned digital and human skills."
"This partnership will help in bridging the industry-academia gap by giving access to best quality interdisciplinary research-driven content. It will support students towards having the latest knowledge and skills which boosts their confidence for facing challenges of the world along with the additional benefit of employability," said Dr. Harikumar Pallathadka, Chancellor of the University. "We feel proud to be partnering with Coursera, and It shows our commitment towards bringing quality education to the masses."
It is one of the first University tie-ups for Coursera in the entire northeastern region of India except the State of Assam. Coursera has more than 92 million learners as of Sep 2021. MIU is an autonomous and aspirational research-oriented University. It has been declared an International University of Excellence, Institution of State Importance, and State Research Institute. It intends to develop the State of Manipur with much-needed quality educational infrastructure across the tribal areas under the unique PPP mode. It is helmed as one of the achievements of the present Government.
MIU is also the first University from India to sign a Memorandum of Affiliation (MoA) with the prestigious Council of Higher Education Accreditation / International Quality Group (CHEA/CIQG) of the USA, which is designed to affirm, support, and promote fundamental principles for higher education quality with another signatory from India being the National Assessment and Accreditation Council (NAAC), Bengaluru.

subset: commoncrawl


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Guest commentary by Matt King, Michael Bentley and Pippa Whitehouse
Determining whether polar ice sheets are shrinking or growing, and what their contribution is to changes in sea level, has motivated polar scientists for decades. Genuine progress began in the early 1990s when satellite observations started to provide (nearly) spatially comprehensive sets of observations. Three very different, and hence complementary, approaches are now employed, although each has a particular limitation:
- Satellite altimetry: measurements of ice sheet volume changes from laser or radar altimeters (e.g. IceSat) can be converted to mass changes through correction of spatially- and temporally-varying surface density together with spatial extrapolation to unsampled regions. The main limitation lies in the models used to correct for surface density changes.
- Input-minus-output: calculating the difference between the mass of snow accumulated and that of the ice (and meltwater) being discharged gives the mass imbalance. The snow accumulation is normally estimated from numerical models and the discharge is computed using the multiple of measured velocity at the edge of the ice sheet with its measured or inferred ice thickness and density. Thus, uncertainty in accumulation models and sub-glacial topography at the grounding line propagate into mass balance uncertainties.
- Satellite gravimetry: changes in Earth's gravity field can be measured from satellite (e.g. from Gravity Recovery and Climate Experiment, GRACE) and used to determine changes in ice mass but only after accounting for mass-change effects that are not due to ice mass redistribution – in particular the glacial isostatic adjustment (GIA).
Our recently published Nature paper (King et al, 2012), used GRACE gravity data to infer the ice mass trends as in previous work, but with an updated estimate of the GIA correction.
What is GIA? Changes in ice loading during the last hundred thousand years or so, and particularly since the Last Glacial Maximum (LGM), combined with the mantle's relatively high viscosity, produce ongoing deformation within the solid earth as it seeks gravitational equilibrium – that basically means that the more ice that is on top of the crust, the more the crust around it deforms. Because the density of the solid earth is approximately three-times greater than ice, 3 km of ice deforms the crust by about 1km. When ice melts, the crust slowly moves back up and this creates a mass (and hence gravity) trend for many thousands of years.
Subtracting the GIA signal from GRACE data would not be a problem if we knew exactly the history of the evolution of the ice sheets and the rheology and spatially varying structure of the solid Earth. However, we don't. The greatest impediment is the uncertainty in reconstructing the post-LGM Antarctic ice sheet. Unlike the formerly-glaciated parts of the Northern Hemisphere, 98% of Antarctic bedrock remains covered by ice and the ice sheet periphery is covered by extensive ice shelves; together these introduce substantial uncertainty in reconstructions. Indeed, previous estimates of the extra volume of Antarctic ice at LGM, compared to present-day, ranging from 3 to >30m of equivalent sea level (Bentley, 2010).
Previous models of GIA, based on ice sheet history constraints such as the ICE-5G reconstruction, have implied that corrections to the GRACE-derived ice mass loss around 100-200 Gt/yr are required, which is large compared to the expected present-day rate of ice-mass change.
Over the last ten years, there has however been a big increase in field measurements that provide more constraints on both the ice history and present-day bedrock uplift, particularly in West Antarctica. For instance, constraints on LGM ice extent and elevation have been obtained based on new geomorphological mapping combined with cosmogenic isotope dating of boulders left behind as the ice sheet retreated. These data consistently show that the LGM volume of West Antarctica was much less than previous data suggested and less than that were used in ICE-5G. In East Antarctica, ice core data show increased accumulation following the LGM until the last few thousand years. The long time required to discharge this extra snow means much of the East Antarctic ice sheet must be thicker now than at LGM, with the exception being the coastal perimeter where retreat of the ice edge was widespread.
In our paper, we used our own ice-sheet reconstruction for the GIA correction (Whitehouse et al., 2012a; 2012b). It is based on a numerical ice sheet model, tuned to fit the new geological data, and estimates the post-LGM Antarctic contribution to sea level of ~8m – near the lowest estimates previously published (Bentley, 2010). The resulting GIA model (called W12a) shows much lower rates of uplift in West Antarctica than previous models. In East Antarctica it shows inland subsidence and coastal uplift.
These results can be tested directly against global positioning system (GPS) measurements of how the Antarctic bedrock is moving vertically. The spatial distribution of sites is limited at present – because they need to placed directly on rocky outcrops – and there are only a few such sites in East Antarctica. In addition, some of the West Antarctic GPS records are campaign-based rather than continuous and hence are less precise than we would like – although this is being tackled through the POLENET programme. Nevertheless, GPS sites have systematically lower rates of uplift than previously predicted and our new GIA model (W12a) has much closer agreement than other models (King et al, 2012).
So how does applying W12a affect estimates of ice mass change? The GRACE observations over Antarctica suggest a near-zero change in the combination of ice and solid earth mass redistribution; the magnitude of our GIA correction is substantially smaller than previous models have suggested and hence we produce a systematically lower estimate of ice mass change from GRACE data: we estimate that Antarctica is losing 69±18 Gigatonnes per year (Gt/yr) into the oceans over 2002-2010 – equivalent to +0.19mm/yr globally-averaged sea level change, or about 6% of the sea-level change during that period. Our result still falls within the range of estimates produced from the other two independent techniques outlined above, but is distinctly toward the lower end of the mass-loss range. Our estimate is about half to a third of the most recent estimates based on GRACE data (Velicogna, 2009; Chen et al, 2009. West Antarctica appears to be losing mass about twice as fast, but this is partially offset by East Antarctic ice sheet accumulation.
Despite the better fit to observations in the GIA model, significant uncertainties remain. We used an ensemble of ice sheet model runs and plausible Earth models to place bounded constraints on our mass change estimate. The East Antarctic rate of growth spans +7 to +89 Gt/yr – ranging between being effectively in balance to growing substantially. We need further field data from key areas of East Antarctica to reject some of the ice model scenarios – although there are fewer rock outcrops to sample geologically and geodetically in this region, there are still large regions where no, or few, data have been collected and/or results have been published. The bounds in West Antarctica (loss of between 128 and 103 Gt/yr) reflect a much smaller GIA uncertainty together with a much small surface area. Substantial ice sheet changes that occurred during the last hundreds to few thousands of years remain poorly quantified and are not included in our model. These may be particularly important in parts of West Antarctica, and particularly the Antarctic Peninsula, where mantle viscosity is estimated to be lower and hence more responsive to recent fluctuations in ice volume (Nield et al, 2012).
GRACE data are still being collected but the mission has now begun to rundown. With a much-needed GRACE follow-on mission expected to launch around 2017, observation and modelling of the Antarctic GIA will continue to give us insights into the ice sheet history – from LGM through to the present – and hence provide the context for any future changes.
- M.A. King, R.J. Bingham, P. Moore, P.L. Whitehouse, M.J. Bentley, and G.A. Milne, "Lower satellite-gravimetry estimates of Antarctic sea-level contribution", Nature, vol. 491, pp. 586-589, 2012. http://dx.doi.org/10.1038/nature11621
- M.J. Bentley, "The Antarctic palaeo record and its role in improving predictions of future Antarctic Ice Sheet change", Journal of Quaternary Science, vol. 25, pp. 5-18, 2009. http://dx.doi.org/10.1002/jqs.1287
- P.L. Whitehouse, M.J. Bentley, and A.M. Le Brocq, "A deglacial model for Antarctica: geological constraints and glaciological modelling as a basis for a new model of Antarctic glacial isostatic adjustment", Quaternary Science Reviews, vol. 32, pp. 1-24, 2012. http://dx.doi.org/10.1016/j.quascirev.2011.11.016
- P.L. Whitehouse, M.J. Bentley, G.A. Milne, M.A. King, and I.D. Thomas, "A new glacial isostatic adjustment model for Antarctica: calibrated and tested using observations of relative sea-level change and present-day uplift rates", Geophysical Journal International, vol. 190, pp. 1464-1482, 2012. http://dx.doi.org/10.1111/j.1365-246X.2012.05557.x
- M.A. King, M. Keshin, P.L. Whitehouse, I.D. Thomas, G. Milne, and R.E.M. Riva, "Regional biases in absolute sea‐level estimates from tide gauge data due to residual unmodeled vertical land movement", Geophysical Research Letters, vol. 39, 2012. http://dx.doi.org/10.1029/2012GL052348
- I. Velicogna, "Increasing rates of ice mass loss from the Greenland and Antarctic ice sheets revealed by GRACE", Geophysical Research Letters, vol. 36, 2009. http://dx.doi.org/10.1029/2009GL040222
- J.L. Chen, C.R. Wilson, D. Blankenship, and B.D. Tapley, "Accelerated Antarctic ice loss from satellite gravity measurements", Nature Geoscience, vol. 2, pp. 859-862, 2009. http://dx.doi.org/10.1038/ngeo694
- G.A. Nield, P.L. Whitehouse, M.A. King, P.J. Clarke, and M.J. Bentley, "Increased ice loading in the Antarctic Peninsula since the 1850s and its effect on glacial isostatic adjustment", Geophysical Research Letters, vol. 39, 2012. http://dx.doi.org/10.1029/2012GL052559


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Install AWFFull web server log analysis application on ubuntu 17.04
Sponsored Link
AWFFull supports CLF (common log format) log files, as well as Combined log formats as defined by NCSA and others, and variations of these which it attempts to handle intelligently. In addition, AWFFull also supports wu-ftpd xferlog formatted log files, allowing analysis of ftp servers, and squid proxy logs. Logs may also be compressed, via gzip.
If a compressed log file is detected, it will be automatically uncompressed while it is read. Compressed logs must have the standard gzip extension of .gz.
Changes from Webalizer
AWFFull is based on the Webalizer code and has a number of large and small changes. These include:
o Beyond the raw statistics: Making use of published formulae to provide additional insights into site usage.
o GeoIP IP Address look-ups for more accurate country detection.
o Resizable graphs.
o Integration with GNU gettext allowing for ease of translations.Currently 32 languages are supported.
o Display more than 12 months of the site history on the front page.
o Additional page count tracking and sort by same.
o Some minor visual tweaks, including Geolizer's use of Kb, Mb etc for Volumes.
o Additional Pie Charts for URL counts, Entry and Exit Pages, and Sites.
o Horizontal lines on graphs that are more sensible and easier to read.
o User Agent and Referral tracking is now calculated via PAGES not HITS.
o GNU style long command line options are now supported (eg --help).
o Can choose what is a page by excluding "what isn't" vs the original "what is" method.
o Requests to the site being analysed are displayed with the matching referring URL.
o A Table of 404 Errors, and the referring URL can be generated.
o An external CSS file can be used with the generated html.
o Manual performance optimisation of the config file is now easier with a post analysis summary output.
o Specified IP's & Addresses can be assigned to a given country.
o Additional Dump options for detailed analysis with other tools.
o Lotus Domino v6 logs are now detected and processed.
Install awffull on ubuntu 17.04
sudo apt-get install awffull
Configuring AWFFULL
You have to edit awffull config file at /etc/awffull/awffull.conf. If you have multiple virtual websites running in the same machine, you can make several copies of the default config file.
sudo vi /etc/awffull/awffull.conf
Make sure the following lines are there
LogFile /var/log/apache2/access.log.1
OutputDir /var/www/html/awffull
Save and exit the file
You can run the awffull config using the following command
awffull -c [your config file name]
This will create all the required files under /var/www/html/awffull directory so you can access your webserver stats using http://serverip/awffull/
You should see similar to the following screen
If you have more site and you can automate the process using shell script and cron job.


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Working with Pictures in PowerPoint 2016
In this chapter, you will learn about inserting and formatting pictures. Specific topics in this chapter include the following:
- Inserting pictures
- Cropping and resizing pictures
- Formatting pictures
- Compressing pictures
- Creating a photo album
PowerPoint makes it easy to insert pictures both from your computer and from online locations. You can format inserted pictures in dozens of ways in PowerPoint. Apply a picture style to get a complete look with one click. Add a color tint to a series of random pictures to help them look more cohesive. Crop to fit your slide, drop out backgrounds, correct fuzziness—the list goes on and on....
Images can help tell your story and engage your audience, but you want to be careful when sourcing them. Make sure that the picture tells the story you're trying to tell and that it's appropriate for the audience.
Especially when searching online, you must be careful not to violate copyright laws. Just because an image is on the Web doesn't mean you have the right to use it in your presentation. Although PowerPoint searches by default for images available for use through Creative Commons licenses, in many cases, you're better off purchasing inexpensive royalty-free stock photos.
Inserting Pictures
There are quite a few ways to insert pictures onto a slide. You can use the picture tools on the Insert tab, you can use content placeholders, and you can use picture placeholders. We'll discuss all of these methods and more in this section.
Insert Pictures from Your Hard Drive
If you've already downloaded a picture to your hard drive, here's how to insert it.
Insert a new slide into your presentation. Choose a layout that uses a content or picture placeholder.
Click the Pictures icon in the placeholder. Alternatively, click the Pictures button on the Insert tab of the Ribbon.
- Find the picture on your computer. Select it and click Insert.
Insert Online Pictures
With Online Pictures, you can search for pictures online or insert them from OneDrive and other online storage.
- Insert a new slide into your presentation. Choose a layout that uses a content or picture placeholder.
Click the Online Pictures icon in the placeholder.
- Alternatively, click the Online Pictures icon on the Insert tab of the Ribbon.
- If the picture is stored on OneDrive, click the Browse button to see your files and folders on OneDrive.
- If the picture is stored on Facebook or Flickr, click the icons at the bottom of the Insert Pictures dialog box to connect to your account.
If you don't already have an image, you can search for pictures using Bing Image Search. Enter the search terms and press Enter to begin.
- Note that the initial search results in images that are available to use under Creative Commons licensing, as explained in the informational banner. Specifics about the image appear in the lower-left corner of the Insert Pictures dialog box. Click that link to go to the image site and double-check for any license restrictions or attributions you must include when you use the image.
- Click the X to minimize the informational banner about Creative Commons search results so you can see more thumbnails in the dialog box.
- Clicking Show All Web Results removes the search filter that shows you only images licensed under Creative Commons. Be careful if you do this! You'll see more results, but you will need to check the copyright and any license restrictions for each image to ensure you're not using it illegally. In most cases, you should purchase the image in order to use it.
- Hover over a thumbnail and click the magnification icon to see a larger thumbnail.
- Click a thumbnail to select it and then click Insert to add it to your slide. Press Ctrl and click thumbnails to select multiple images or use Shift+click to select a contiguous range.
Insert Screen Captures
Use this feature when you want to include a screenshot in your presentation and don't have a screenshot utility handy.
- On the Insert tab, click Screenshot.
- Other open applications appear in the Available Windows gallery. Click a thumbnail to add it to your slide.
Or click Screen Clipping to take a quick snapshot of part of the screen. PowerPoint automatically takes you to a view of the screen as it was just before you switched to PowerPoint and clicked Insert, Screenshot.
- When the screen ghosts and your mouse pointer becomes a crosshair, click and drag to indicate the area of the screen to capture. When you release the mouse button, the screen grab will be inserted onto your slide.
Turn Pictures into SmartArt
Some SmartArt graphics have picture placeholders that you can click to add images from your hard drive or online storage locations. (You'll learn about this topic in Chapter 6, "Creating Diagrams and Tables.") If you already have pictures inserted onto your slide, though, use the following technique to turn them into a SmartArt graphic.
Select the picture(s) on the slide. The Picture Tools Format tab will become available.
- On the Picture Tools Format tab, click Picture Layout and then choose a SmartArt layout from the gallery. Remember that you can point to different selections in the gallery to preview the effect on the slide before you click to apply a SmartArt layout.
- Complete the SmartArt diagram by adding text, changing colors, or even changing to a different Picture diagram layout on the SmartArt Tools Design and Format contextual tabs that appear when you select the SmartArt graphic you just created. To learn more about formatting SmartArt graphics, see Chapter 6.


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Happy 2024!
We are still selling comics!
Check out these great offers!Facebook
Tag Archives: Wonder Girl
The Latest and (Mostly) Greatest #14 By Dan!
I'm going to be completely honest with you people. I am exhausted. Add to that the fact that this was an especially light week and you're gunna get the internet's quickest, yet still strangely, awesome-est (not a word, I know) reviews! Let's Do This! My Top Five (The 5 Best Comics of the Week) Thor the Mighty Avenger #8 Writer: Roger Langridge Artist: Chris Samnee And with this, the best comic that none of you were actually reading comes to a close. I don't even know what to tell you guys. This was probably one of the best books on … Continue reading
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Your tiniest clients will barely be able to keep their eyes open thanks to the cozy sweater vibes in this knitted cap by All 3 Suns. This cap features a green and off-white yarn with a light yarn edge detail and knotted-end detail.
This sleepy cap is stretchy-enough to accommodate newborn heads of different shapes and sizes, while still being soft and gentle so you can slip on and off with ease during a session.
About This Vendor
If you're looking for high-quality, unique bonnets, sleepy caps, wraps, and props all in one convenient place - look no further than all3suns. The owner and designer of all3suns, Sylvia Prochilo, has been making newborn photography props for over 14 years. She understands the needs of photographers and makes magic happen from her business in sunny Palm Beach, Florida.
When we decided to open the shop, we knew we had to carry All3suns products because we know they are:
- Made in the USA
- One-of-a-kind handmade
- Luxury fibers
The custom, small-batch handmade nature of these items ensures you are really investing in a unique product for your studio that will likely stand the test of time. Style your all3suns products in your favorite set and use the hashtag #all3suns to share on social media - Sylvia loves to see her hard work in action!
Find All3suns Online:
Shipping + Returns
We ship all our products on Tuesdays. For example, if you order on Wednesday your item will not be shipped out until the following Tuesday. If you order Monday your package will be shipped the next day. All orders placed on Tuesday will not ship out until the following Tuesday. We cannot guarantee a specific date of delivery on international orders due to customs. Please do not book a session to use your items relying on the tracking date. We do strive to ship all of our items in a timely manner, however, the actual arrival date is not guaranteed.
The Rachel Vanoven Shop is located in Brownsburg, Indiana and all items are shipped from our local post office. If placing an international order, please be aware that your package will arrive anywhere from 4 business days up to 12 weeks depending on border customs and your location. It is rare for a package to arrive any later than 3 weeks from the shipping date, but it can happen. All packages are shipped in the standard way and tracking is not included on international orders unless purchased in the shop. Your tracking number will be emailed to you after the package has shipped. Tracking also ensures that you receive your package within 6-8 business days from the shipping date.
We want you to love your items, that's why we check over all the items before shipping to ensure every single one meets our standard of quality. However, if you find something wrong/defective with your item please send us a message within 48 hours of delivery so we can review/resolve your claim! We are not responsible for items that you ordered in the wrong size or color.
Due to the unique handmade nature of our products, there will be minor unique variates to your products but these tiny differences do not interfere with the quality of your item. No two items are exactly alike but we hope you find the beauty in the unique handmade style these items bring to the table. We do not accept returns simply because you don't like an item or how it fits. Each item is one of a kind and can not be exchanged. We are more than happy to replace defective items!
If you decide you need to cancel your order we accept cancellations up to 24 hours after purchase by email to firstname.lastname@example.com Thank you for understanding!


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Modular Chrome Wire Storage Shelf 180 x 150 x 60cm Steel Shelving
Available with other options:
Product Description
Sometimes, organising your home and workplace can prove to be a difficult task. You always have to consider your storage methods, sorting out the items to be stored, and doing your utmost to keep them organized.
If you're having a hard keeping your things in order , then our Chrome Wire Modular Storage Shelving may be your solution.
The sleek chrome design is bound to fit in any home, office, shop, warehouse, and any other space room that you will need them for. Even the most outlandish of room designs will complement nicely.
Thanks to the modular design, this shelving can be modified and adjusted to meet your storage needs – be it that you need something shorter, or that you want shelving that stretches lengthwise instead of vertical.
Whatever your storage needs may be, this shelving offers a durable, chic, and customisable solution for them.
- Chrome-plated steel
- Adjustable shelves and legs
- Four shelves
- 150 x 60 x 180cm
- Weight limit per layer: 60kg
Our products are typically dispatched from our warehouse within 1 - 3 business days from the time we process your payment.
We will provide an ETA (estimated time of arrival) on checkout, however please note some deliveries may take up to 15 business days (excluding weekends and publicly-recognised holidays) from your order confirmation and payment processing until delivery of your product.
We only deliver to Metro areas. If items are undeliverable due to your area not being a Metro Area you must pickup from the local depot. If the item is returned double shipping will apply plus 15% restocking fee. Rural properties, farms and remote / hard to access areas are classed as non Metro.
For peace of mind, all orders will be provided with a tracking number once shipped..
Please refer to our terms and conditions for more information.
We accept payment via:
This product comes with a 12 month warranty.
FactoryFast.com.au endeavours to provide our shoppers with a pleasant online shopping experience.
For warranty and returns information and policies please refer to our Terms and Conditions.
The product listed above shows a general product picture from the product manufacturer which may vary slightly to what is actually received therefore, reported cases of minor variations and differences to what was shown will not be covered by warranty.
-- David QLD
Great service thanks
-- Russell QLD


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This site makes extensive use of JavaScript.
Classic Theme
Thottbot Theme
Mists of Pandaria: Talent Trees
Mists of Pandaria
Official FAQ
Guild and General Changes
New Race: Pandaren
New Class: Monk
Class Abilities
Talents and Calculator
Dungeons & Raids
Models and Items
Pet Battles
Zones and Questing
Player vs Player
Factions and Lore
As covered in our
Class Changes Overview
, talents will be massively reworked in Mists of Pandaria.
Players will earn talents every 15 levels and no longer spend talent points
--allowing players to "re-talent" with more flexibility.
Talents for Monks
were also previewed for the first time at the March 2012 Press Event--and they're already in our
talent calculator
Talent Calculator and Clarifications
We released a
Talent Calculator
during Blizzcon and have updated it every time there's changes! This calculator shows you all the available talents for your class every 15 levels.
Monks have now been added to our talent calculator.
We've moved our specialization analysis over to the
page, now that our Talent Calculator has been updated with
ability and specialization lists
as well.
If you want to see previous versions of the Talent Calculator and incremental changes, check out our posts from
Death Knight
New talents include
Plague Leech
. Level 90 talents are
Gorefiend's Grasp
, and
Desecrated Ground
Level 15
Plague Leech
Unholy Blight
Level 30
Anti-Magic Zone
Level 45
Level 60
Death Pact
Death Siphon
Level 75
Runic Empowerment
Runic Corruption
Level 90
Gorefiend's Grasp
Desecrated Ground
Blizzard Clarifications
We Loved Corpse Explosion!
Yes. You do. So do we. Unfortunately, requiring a corpse felt like too steep a requirement for a competitive talent. We would like to still add Corpse Explosion in some form as a glyph. In the meantime, hey presto! - Unholy Blight is back.
Tooltip Bugs
The death knight abilities Death Siphon, Soul Reaper, and Necrotic Strike cost 1 Death Rune. They are not free.
The calculator is not currently displaying that cost type (properly).
Patch 15640 Talent Changes
Anti-Magic Zone
Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs 10000 + 2 * AP) spell damage.0+(($STR * 4)) spell damage.
Each damaging Death Coil, Frost Strike, or Rune Strike generates 2 Blood Charges, up to a maximum of 1012 charges. Blood Tap consumes 5 Blood Charges to activate a random fully-depleted rune as a Death Rune.
Death Siphon
Deal 6917 to 80384612 to 5359 Shadowfrost damage to an enemy, healing the Death Knight for 75%100% of damage dealt.
Movement-impairing effects may not reduce you below 75%100% of normal movement speed.
Desecrated Ground
Corrupts the ground in a 8 yard radius beneath the Death Knight, dealing 1614 to 1875 Shadow damage every second for 10 sec. While standing in this corruption, the Death Knight is immune to effects that cause loss of control. This ability instantly removes such effects when activated.
Gorefiend's Grasp
Shadowy tendrils coil around all enemies within 20 yards of a target (hostile or friendly), dealing 2493 Shadow damage and pulling them to the target's location.
Draw upon unholy energy to become undead for 10 sec. While undead, you are immune to Charm, Fear, and Sleep effects, and Death Coil will heal you.
Reduces the cooldown of your Death Grip spell by 15 sec and causes your Death Grip to reduce the movement speed of the target by 50% for 6 sec.An unholy pacts grants you the ability to fight on through damage that would kill mere mortals. When you would sustain fatal damage, you instead are wrapped in a Shroud of Purgatory, absorbing incoming healing equal to the amount of damage prevented, lasting 3 sec. If Shroud of Purgatory runs its course, you die. If it is removed through healing before its expiration, you survive. This effect may only occur every 2 minutes.
Surrounds the Death Knight with a swirling tempest of frigid air dealing 366 to 424 Frost damage tofor 8 sec, chilling enemies within 8 yards every 1 sec. for 8 sec. Each time Remorseless Winter deals damage, it reduces enemyEach pulse reduces targets' movement speed by 15% for 3 sec, stacking up to 5 times. Upon receiving a fifth application, an enemy will be stunned for 6 sec.
Druid abilities that activated forms were changed to now be used in all shapeshifting forms--many players were upset about the old versions.
was split into two abilities--one covering movement effects, the other stat boosts. In addition,
Master Shapeshifter
was removed in favor of
in which damage spells buff players' next healing spell and vice versa. Level 90 talents are
Heart of the Wild
, and
Level 15
Displacer Beast
Wild Charge
Level 30
Cenarion Ward
Level 45
Mass Entanglement
Level 60
Soul of the Forest
Level 75
Incapacitating Roar
Ursol's Vortex
Mighty Bash
Level 90
Patch 15662 Talent Changes
ActivatesGrants a superior shapeshifting form appropriate to your specialization for 30 sec. You may freely shapeshift in and out of this form for its durationthe duration of Incarnation. Balance: Chosen of Elune Improved Moonkin Form that gains 25% increased Arcane and Nature damage while Eclipse is active. Feral: King of the Jungle Improved Cat Form that allows the use of all abilities which normally require stealth, and allows the use of Prowl while in combat. Guardian: Son of Ursoc Improved Bear Form that reduces the cooldown on melee damage abilities and Growl to 1.5 sec. Restoration: Tree of Life Tree of Life Form that increases healing done by 15%, increases armor by 120%, and enhances Lifebloom, Wild Growth, Regrowth, Entangling Roots, and Wrath spellcasts.and Entangling Roots spellcasts.
Blizzard Clarifications
There will be art for the cat, bear and moonkin form of Incarnation, but they will likely be adjustments (such as armor perhaps) to the existing forms, not brand new models. Hopefully we'll have something we can show you in a couple of weeks.
Blizzard stated that they are still tweaking hunter abilities, but they did release completely new level 90 talents.
is an AoE ability,
is a distance-based stun, and
Binding Shot
is an interesting form of CC. For Survival hunters, buffs to
stand out as well.
Call Beast
has been renamed to
Dire Beast
Level 15
Narrow Escape
Level 30
Wyvern Sting
Binding Shot
Level 45
Iron Hawk
Level 60
Level 75
Dire Beast
Level 90
Patch 15640 Talent Changes
Rapidly fire a spray of shots forward for 3 sec, dealing a total of 288% weapon damage to the enemy target and an average of 72% weapon damage to each other nearby target.enemy target in front of you.
Dire Beast
Summons a powerful wild beast to assist you in combatattack your target for 12 sec. Each time the beast deals damage, you will gain 2 focus.
You hurl two glaives toward a target, each dealing 1312 to 934 damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 4 times as much damage from each strike. The Glaives will return back to you, damaging and snaring targets again as they return.
You wind up a powerful shot, which deals 100%400% weapon damage to the target and 25%100% weapon damage to all enemies in between you and the target. Enemies hit by Powershot are also knocked back.
A shot that silences the target and interrupts spellcasting for 3 sec.
Mages finally received some interesting level 90 talents and had the redundant polymorph talents removed.
takes away base mana regen in favor of more Evocations and spellpower buffs,
Rune of Power
places a rune that grants increased mana regen and spellpower buffs if you stand in it, and
Incanter's Flow
both absorbs damage and provides a spellpower buff.
Blazing Speed
was also reworked somewhat to grant more movement speed over a shorter period of time.
Level 15
Ice Floes
Level 30
Blazing Speed
Ice Barrier
Level 45
Ring of Frost
Level 60
Greater Invisibility
Level 75
Nether Tempest
Living Bomb
Level 90
Rune of Power
Incanter's Flow
Patch 15662 Talent Changes
Discipline: When you cast Spirit Shell, there is a 40% chance your next Power Word: Shield will both ignore and not cause the Weakened Soul effect. Holy: When you cast Greater Heal, there is a 40% chance your next Prayer of Mending will not trigger its cooldown, and will jump to each target instantly. Shadow: When your Mind Blast deals damage, there is a 40% chance your next Shadow Word: Death will treat the target as if it were below 20% health.Periodic damage from your Mind Flay refreshes the duration of your Shadow Word: Pain on the target.
Surge of Light
Surge of Light You have a 20%15% chance when you Smite, Heal, Spirit Shell, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and have no mana cost. Limit 2 charges. Surge of Darkness You have a 20% chance when you deal damage with Vampiric Touch to cause your next Mind Spike to be instant and not extinguish your Shadow damage-over-time effects from the target. Limit 2 charges.When your Shadow Word: Pain deals damage, there is a 15% chance your next Shadow Word: Death will treat the target as if it were below 20% health.
Blizzard Clarifications
Base Mana Regen and Misc Questions
Question: What is "base mana regeneration"? How does mana regen work for casters (or mages)?
Healers get a significant amount of mana regeneration from Spirit, even during combat. Additionally, all mana users have a small amount of mana regeneration -- currently about 1% of maximum mana per second. With Invocation, that 1%/sec is removed. Things like Innervate will still allow you to regenerate mana, but you won't passively regenerate any with Invocation.
Question: What is the range for Alter time concerning the "moves too far away" part?
Answer: 100 yards. It's mostly just to indicate that it won't reverse taking a portal to Dalaran or something.
Question: Is AM a proc?
Answer: Yes, Arcane Missiles is still activated via a proc from your other direct damage spells.
Question: Does Arcane Bomb have a target limit?
Answer: Currently, no. We're hoping it won't be needed.
Monks are currently in development, and their talents change a lot.
Jinyu Cider
has been renamed to
Black Ox Brew
. Level 30, 45, and 90 talents were changed in build 15662.
Level 15
Tiger's Lust
Level 30
Chi Wave
Zen Pulse
Chi Burst
Level 45
Combat Wisdom
Black Ox Brew
Level 60
Charging Ox Wave
Leg Sweep
Level 75
Healing Elixir
Dampen Harm
Diffuse Magic
Level 90
Rushing Jade Wind
Invoke Xuen, the White Tiger
Chi Torpedo
Patch 15662 Talent Changes
Zen Pulse
Forms a Zen Sphere above the target, healing the target for 1171 every 2 sec and dealing 1 damage to the nearest enemy within 10 yards every 2 sec for 16 sec. Only one Zen Sphere can be summoned at any one time. If Zen Sphere is cast again while active, the Zen Sphere will detonate, dealing 9851971 damage and 1971 healing to all targets within 10 yards.
Paladins had a lot of talent changes recently.
Unbreakable Spirit
are all new talents. The level 90 talents are:
Holy Prism
Light's Hammer
, and
Level 15
Speed of Light
Long Arm of the Law
Pursuit of Justice
Level 30
Level 45
Selfless Healer
Sacred Shield
Level 60
Unbreakable Spirit
Level 75
Holy Avenger
Sanctified Wrath
Level 90
Holy Prism
Light's Hammer
Blizzard Clarifications
Intellect Plate
That passive (and appropriate classes should have an equivalent) gives casters larger mana pools than non-casters of the same class. Mana no longer increases with Intellect, but we still want to make sure that, for example, a Holy paladin can cast more heals than a Retribution paladin.
Patch 15640 Talent Changes
Holy Avenger
Abilities that generate Holy Power will generate 3 charges of Holy Power for the next 2015 sec.
Light's Hammer
Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Holy magicArcing Light for (16 sec.5) sec. The hammerArcing Light Deals 2513 to 3071 Holy damage to enemies within the area and 2513 to 3071 healing to allies within the area every 2 sec.
Selfless Healer
Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 50%35% per stack and improves its effectiveness by 50%35% per stack when used to heal others. Stacks up to 23 times.
In the latest build,
is the new Level 45 talent, and
Spectral Guise
Void Shift
as a level 60 talent.
was also reworked extensively. The new level 90 talents are
, and
Angelic Feather
is a talent added in the latest patch.
Level 15
Void Tendrils
Mind Control
Level 30
Body and Soul
Angelic Feather
Level 45
Surge of Light
Level 60
Desperate Prayer
Spectral Guise
Angelic Bulwark
Level 75
Twist of Fate
Power Infusion
Level 90
Divine Star
Blizzard Clarifications
Healing Model
Our current design direction is this: Holy does AE healing with Prayer of Healing, and Discipline heals with (a much more powerful than today) Holy Nova. Divine Aegis would work with Holy Nova under this model. However, please see the question above. The priest tree is still in heavy development.
Holy vs Disc
We've been following this thread (and others) very closely. Here are a few notes regarding where we currently are in Mists priest development.
Prayer of Healing can be used by Holy and Discipline once again. We realized that the goal of making Holy Nova an effective AE healing tool was problematic. It meant that we would have to change Holy Nova so thoroughly, that it was becoming a second Prayer of Healing. Remember: we aren't even in beta yet, and we want to retain as much opportunity as possible to respond to player feedback throughout the rest of this process. Things will change for priests, and every other class, over the coming weeks.
There is some speculation that Discipline is intended only as a PvP spec or only as a tank-healing spec. Neither of those is our design intent. Both Holy and Discipline should be effective at group healing or single-target healing, and if we do our jobs right, both can have a role in PvP. The main difference between them is that Discipline relies more on absorption mechanics, such as Power Word: Shield, Power Word: Barrier, Divine Aegis and the new Spirit Shell. Holy priests should place more emphasis on heals over time and have more area healing mechanics (e.g. Circle of Healing, Holy Word: Sanctuary), but those are intended to offset the incredible benefit of absorbs and not to make Holy the only option for handling AE damage. We see both in use a lot in PvE in Cataclysm, and we intend for that model to continue.
"Amputation" is a strange word in this context. Is it the new gutted? :)
I think you guys can tell what we're trying to do with Spirit Shell. We want Disc to have a spammable absorb that isn't as powerful as the instant Power Word: Shield. Spamming an instant absorb is just really hard to balance, which is why we have constantly had to nerf it over the years. We want a model where Disc can cast Spirit Shell often, and use PW: Shield for more critical cases... much like a Flash Heal. Currently on beta, Spirit Shell is lackluster because it's trying to fill the Heal role, but that's never going to be a really exciting role for a spell. We are going to try letting it fill the Greater Heal role instead. It should absorb for a lot, and if the absorb expires or is dispelled, then the heal will still kick in.
We agree that Rapture was a cool mechanic for Discipline, and we'd like to add it back, but have it scale with Spirit, so that Disc priests don't neglect Spirit on their gear (or worse, get mad at us when priest gear that they share with Holy has Spirit on it).
We have already changed PW:Barrier to have a mana cost similar to Divine Hymn. We want to lower the mana cost of Mass Dispel, but it is so potent with the new dispel model that it may require a cooldown to compensate. Mana costs as a whole are something we are going to continue to adjust. I said last week that we thought heal costs were in a good place, but then folks running through dungeons and raids told us they couldn't cast their big heals, so something isn't quite right. Remember the goal is for mana management to be more forgiving than it was in early Cataclysm, but not be irrelevant in later tiers. If it doesn't feel that way yet, then it is just because we still have more work to do.
We still have some other changes to make. We're not happy with some of the priest talents yet, and the glyphs aren't finished. The glyph of Penance is pretty unappetizing.
Patch 15662 Talent Changes
Discipline: When you cast Spirit Shell, there is a 40% chance your next Power Word: Shield will both ignore and not cause the Weakened Soul effect. Holy: When you cast Greater Heal, there is a 40% chance your next Prayer of Mending will not trigger its cooldown, and will jump to each target instantly. Shadow: When your Mind Blast deals damage, there is a 40% chance your next Shadow Word: Death will treat the target as if it were below 20% health.Periodic damage from your Mind Flay refreshes the duration of your Shadow Word: Pain on the target.
Surge of Light
Surge of Light You have a 20%15% chance when you Smite, Heal, Spirit Shell, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and have no mana cost. Limit 2 charges. Surge of Darkness You have a 20% chance when you deal damage with Vampiric Touch to cause your next Mind Spike to be instant and not extinguish your Shadow damage-over-time effects from the target. Limit 2 charges.When your Shadow Word: Pain deals damage, there is a 15% chance your next Shadow Word: Death will treat the target as if it were below 20% health.
Rogues had many changes--unsurprising, as they hadn't been extensively reworked in early talent Talent Calculators. For level 90 talents, there's
Shuriken Toss
, a ranged attack,
, which removes the cooldown on
, and
, which helps deal with additional combo points on targets that already have 5.
Improved Recuperate
was also swapped out for
Level 15
Shadow Focus
Level 30
Deadly Throw
Nerve Strike
Combat Readiness
Level 45
Cheat Death
Leeching Poison
Level 60
Burst of Speed
Level 75
Deadly Brew
Dirty Tricks
Level 90
Shuriken Toss
Blizzard Clarifications
Shiv applies concentrated effects of the active utility poison. Those effects are not included in the poison tooltips currently available in the calculator. They are as follows:
Crippling Poison
reduces the target's speed by 70% for 12 seconds.
Poison increases the casting time of an enemy's next spellcast within 8 seconds by 100%.
Wound Poison
reduces the target's healing received by 50% for 6 seconds.
Leeching Poison
instantly restores 5% of the Rogue's health.
Paralytic Poison
roots the target in place for 4 seconds.
Totemic Recall
is a new talent, and other talents saw cooldown reductions or totem buffs like
Healing Tide Totem
now having 10% of the caster's HP instead of 5 HP. The Level 90 talents were also revealed at the March 2012 press event:
Primal Elementalist
Elemental Blast
Level 15
Nature's Guardian
Stone Bulwark Totem
Astral Shift
Level 30
Earthgrab Totem
Windwalk Totem
Level 45
Totemic Recall
Totemic Persistence
Totemic Projection
Level 60
Master of the Elements
Echo of the Elements
Level 75
Healing Tide Totem
Ancestral Guidance
Level 90
Primal Elementalist
Elemental Blast
Talents and Specialization
Earthgrab Totem
Summons an EarthgrabEarth Totem with 100 health at the feet of the caster for 20 sec. The totem pulses every 2 sec, causing roots to ensnare the legs of all enemies within 10 yards for 5 sec, preventing movement. Enemies that have already been rooted once by the totem will instead have their movement speed reduced by 50%. Replaces Earthbind Totem.
Elemental Blast
Harness and direct the raw power of the elements towards an enemy target, dealing 3734 to 4339 Elemental damage and increasing the caster's Critical Strike, Haste, or Mastery by 5%0 for 8 sec.
Stone Bulwark Totem
Summons a Stone Bulwarkan Earth Totem with 5 health at the feet of the caster for 30 sec that grants the caster a shield absorbing (cond($gt(AP * 0.625, $SP), AP * 0.625 * 0.7, $SP * 0.7) * 3) damage, and up to an additional (cond($gt(AP * 0.625, $SP), AP * 0.625 * 0.7, $SP * 0.7)) every 5 sec thereafter.
Warlocks were extensively reworked in previous Talent Calculators. The level 90 abilities had some elaboration:
, and
was replaced by the PvP talent
and the defensive talent
Dark Pact
underwent some changes. The level 75 talent
has some amazing looks for warlock demons as well.
Level 15
Dark Regeneration
Soul Leech
Level 30
Howl of Terror
Mortal Coil
Level 45
Soul Link
Dark Pact
Level 60
Burning Rush
Level 75
Grimoire of Service
Grimoire of Sacrifice
Level 90
Blizzard Clarifications
Tooltip Updates
Archimonde's Vengeance has a 1 minute cooldown.
Grimoire of Sacrifice grants a 30% boost for 15 sec, which drops to 15% for the remaining duration.
Blood Fear replaces Fear.
Soul Link replaces Health Funnel.
Harvest Life does not hit polymorphed targets.
Demon Soul is not listed at this time, but this is just an error in the calculator.
How does Destruction's Ember system work?
Basically, you build embers with some spells, and then spend those embers with Soul Fire, Ember Tap, or Fire and Brimstone.
Internally, this is how it works:
Immolate – DD + DoT on the target
Incinerate – generates 1/10th ember, or 2/10ths if it crits an immolated target.
Fel Flame – generates 1/10th ember, or 2/10ths if it crits an immolated target.
Conflagrate – triggers Backdraft and has a 12 second cooldown.
Soul Fire – consumes one ember instead of mana.
Fire and Brimstone – costs 1 ember and has no cooldown.
Ember Tap – costs 1 embers.
Each full ember costs 0.33% of your maximum health per second. If you stay below 1 ember, you take no damage.
How does chaotic energy work?
We are experimenting with a resource-driven, rather than time-limited, caster model on the Destruction warlock.
In a nutshell, Destruction warlocks are not GCD locked. In fact, chain-casting spells as a Destruction warlock is less important than spending all of your resources.
Keep in mind this is all subject to change, but here is how Destruction flows at the moment:
• Start of Fight: Full mana bar, Empty Ember bar
1. Immolate the target
2. Conflagrate to trigger emberstorm
3. Incinerate to generate embers
4. Continue until you are low on mana
• Middle of Fight: Empty mana bar, ~2 Embers
1. Soul Fire
2. Soul Fire
3. Mana bar is mostly full (Soul Fire costs embers, so your mana refills during the Soul Fires)
In addition to increasing your base mana regen, Chaotic Energy increases mana regen even more with Haste. This means the ability to cast spells scales smoothly with gear.
As long as the warlock never lets her mana bar fill up and burn her embers, she's maximizing damage. This is very different from the standard caster model where priority is placed on casting at all times and ordering spells based on cooldown.
Our hope is that the Destruction Warlock will attract players who are interested in a playstyle that rewards spending resources at the right time, rather than constantly casting.
How does Destruction's Mastery work?
Emberstorm increases the effectiveness of all Ember consuming spells. Soul Fire deals more damage. Fire & Brimstone deals a higher % of the base spell's damage. Ember Tap heals for more.
Patch 15662
Instantly strike fear in the enemy, causing it to run in fearflee for up to 20 sec. Replaces Fear.
You command stronger demons, replacing your normal minions. These demons deal 10% additional damage and have more powerful abilities. Spells Learned: Summon Fel Imp Summon Voidlord Summon Shivarra Summon Observer $?c2Summon Abyssal Summon Terrorguard
Soul Leech
Your Shadow Bolt, Soul Fire,$?116858$?c0, Incinerate and Malefic Grasp spells heal] heal]10%$?c0]
Warriors get three new level 75 talents, as well as many other talents that were retuned and reworded.
is another party cooldown,
removes movement effects and reduces a party member's damage taken, and
provides unlimited taunts and protects a party member. In addition,
now provides a 4% physical damage debuff. The level 90 talents are
, and
Storm Bolt
Level 15
Double Time
Level 30
Second Wind
Level 45
Piercing Howl
Level 60
Dragon Roar
Level 75
Level 90
Storm Bolt
Blizzard Clarifications
Thunder Clap is free for Protection warriors, and it applies a dot.
Shield Slam and auto attack to generate rage for Shield Block.
Most other offensive attacks are free (for Protection), except for Heroic Strike and Cleave, which are intended to be used only in times of excess rage (which should be less common than today, but still occur with reasonable frequency).
Improving tanking rotations is always challenging. If tanks have too many abilities to manage, then they are overwhelmed in fights that require a lot of boss positioning or add management. If tanks have too few abilities or a very simplified resource, then they get bored on single-target boss fights with limited movement.
Part of our design intent is to have tank resources tie into survivability instead of threat, since we (and tanks) place more emphasis on the former.
...And More Tanking
We are iterating a lot on tank rotations right now. We want rage (and all tank resources) to be something players actually use for mitigation, because we think that will be more fun than having a resource that gets ignored. Under this model, Protection warriors can't have many DPS abilities that cost rage, because rage will be too valuable for Shield Block and Shield Barrier on fights where survival is a challenge. An ability with no resource cost needs some kind of cooldown or it will just be macro'ed and / or spammed, which isn't a lot of fun.
Prot warriors have a lot of abilities to manage: Shield Slam, Revenge, Devastate, Thunder Clap, Shield Block and so on, as well as several emergency buttons to handle situations such as streaming adds. We're okay with melee specs having an occasional free GCD, as long as it doesn't happen with frustrating regularity.
Patch 15662 Talent Changes
Sends a wave of force in a frontal cone before you, causing ((75 / 100 * AP))68m3/100*AP*1.15 (75 / 100 * AP) damage and stunning all enemy targets within 10 yards for 4 sec.
Starting with Mists of Pandaria, players will
no longer spend talent points
There will be a single talent tree per class in which players will
earn talents every 15 levels
Each talent opens up one of
three different available options
within the tree for further specialization within the chosen spec.
For each set of three talents players unlock, they will get to choose one talent to activate, for a total of
six active talents at level 90
No mandatory talents
or cookie cutter specs.
Talent ranks have been completely removed
A big benefit of removing talent points is that it allows us to
let players "re-talent" with more flexibility
After players have activated their talents,
they won't be completely locked into their choices
as they are now.
Talents can be changed out when switching specs
, as well as when running dungeons, raids, and battlegrounds.
Players will be able to
choose a specialization at level 10
. This gives them a new spec ability and opening up new options within that spec.
Additional spec abilities will become available as characters level.
Some of these may be existing talents, while others may be older core abilities that are more situational.
Changing talents will require items, like glyphs currently.
Every player should not have the same talents
at the same time, with the new talent design--or else their vision has failed.
You will access stuff you never could before and
create new combinations
. It's a mix-and-match system at the crux of it.
Blue Posts
Talent Tree Post Mortem
While choosing a spec at level 10 felt great, we weren't very happy with the rest of the talent tree overhaul. We definitely pruned some dead wood from the trees and got rid of some talents that weren't a lot of fun, but players felt like they weren't getting anything out of the bargain. Having simpler trees is a good goal, but it would have felt better if players felt like they got something cool in return for losing some boring fluff. Unfortunately, as is the case with many compromises, this one didn't fully solve the original problems it was intended to solve, while it created new ones.
Fundamentally, taking into account what we've learned about talent trees over the years, we've come to the conclusion that the talent tree model where you pick up tiny performance increases here and there (and where there's, mathematically, nearly always a 'right' answer and a 'wrong' answer) is not a great model. The Mists talent design is a major revamp that should fix this problem once and for all. Talents should be meaningful game-changers. At absolute worst a given talent may be the right one only situationally, and at best, players will have a lot more customization to make their play-style stand out. Furthermore, the fact that you'll have more flexibility to change your talents should help keep gameplay fresh, even with that character that you play most often.
It's cool if you found a lot of interesting choices in the 4.3 talent builds. I just want to make sure you understand that you're in the minority.
I think you mentioned paladin, so I'll throw out a few examples.
100% of Retribution paladins on live in North America have Zealotry. I couldn't find a single one without. It makes sense. Zealotry is decently fun and a definite DPS upgrade.
2% of Retribution paladins have the Eternal Glory talent. One can argue that some of those may just be user error. Maybe a few of them found the talent really useful though.
75% of Retribution paladins have Repentance. Okay, that starts to get a little interesting. One can assume that most paladins find the talent useful, but some find other choices more compelling. Unlike Zealotry or Eternal Glory, I would argue that Repentance is an interesting choice. Incidentally, we left it as a choice in the 5.0 talent trees.
20% have Selfless Healer, though if you look at players who PvP a lot, it jumps up to over 90%. Here is another interesting talent (by which I mean not a no-brainer) and it's also a talent we left in 5.0 in a modified form.
So here is another talent tree model we could have used: we could have given you 12 or more talent rows, and left some of them as no-brainers. Maybe we put Art of War up against Reckoning. I bet most Ret paladins would take Art of War. So we saved you having to make a button click and just gave it to you.
(Aside: I've said before that we do think there is room in the game for some safe choices. Sometimes clicking a button that you're 100% certain you are going to click is still fun. That kind of "choice" has its place. We just don't think the talent trees are the best place for that design, given that some of the rows are supposed to be real choices and some would just be "feel good about yourself" choices.)
There is yet another model where we somehow make Reckoning just as competitive as Art of War for Ret paladins. That might be an exciting model, but it's also pretty overwhelming both for us to develop and for you to learn and master. The combinatorial effects for even a six tier talent tree are enormous.
We aren't done with the new talent trees, but you also shouldn't assume that everything is so in flux that it isn't worth giving feedback. If you feel there are no-brainers, let us know specifically which choices you're talking about and why. Is it just a manner of number tuning? Is it a case of just your play style and that others might disagree?
(Please don't do that in this thread though -- we have a whole forum for beta class feedback, and we read all of the posts.)
With spells, glyphs, and talents being so far spread out (as well as automatically being granted spells), folks who are leveling new toons in beta aren't feeling as though their character is improving over time
Note that you're probably getting about the same number of spells as you level up (or ideally a few less because most classes have some bloat). You are getting fewer talent choices, but as I tried to explain above, we feel like many of those weren't real choices.
The talent system was originally implemented way back in vanilla beta to give players some ability to customize their character. We'd rather it serve that purpose than being an interesting level up mechanic. Leveling up is generally pretty rewarding on its own. It is at max level where players often find themselves getting bored. There are many reasons for that and we're trying to address the problem in multiple ways in Mists, but letting two Fire mages standing next to each other have different talents is a good start.
I totally agree with this. There are a few interesting choices in there, but for the most part I felt like it didn't matter. I could have clicked anything and it would have made no difference.
I see this opinion sometimes, but it's sort of a catch 22. The argument goes that if there is one obvious choice from three, then the choice isn't interesting. I'm with you so far. But if all three choices are valid, then the argument is that the choice still isn't interesting because there isn't a wrong answer. I don't think that ultimately holds water though – saying there are valid choices isn't the same as saying the choice is irrelevant.
Let's assume that housing prices and average pay are similar between Austin and Milwaukee. (I have no idea if that is true, but let's assume I took the time to Google average housing prices and pay scales in two USA cities and found two suitable examples.) Moving to either city might be a valid choice. There isn't a "right" answer. But you would certainly notice the difference! Decisions don't become irrelevant just because there are multiple valid options.
I have respecced 5 times on the beta. That is 5 more times I have respecced my unholy spec on live in a year.
I think the biggest issue, and the one you never seem to grasp in all of your silly replies, is that if I am a holy paladin, I want to make choices related to healing. If I am a ret paladin, I want to make choices related to DPS. If I am a prot paladin, I want to make choices related to tanking.
If we give you a tanking, healing and DPS choice and you are a Holy paladin, then you're going to pick the healing one. It seems like we should just make that automatic rather than require you to pick it manually.
Or as Malis says below:
When I go to a lobster buffet I still want them to serve me rice, baked potatoes,fries, and salads that I'm not going to eat.
If you're asking for a Holy paladin specific talent tree with 3 good choices per tier, that gets back into the issue I mentioned before, where the number of talents in the game would be insane (612 I think). Probably you'd just see a lot of +5% crit talents again.
Besides, things like survivability and crowd control are mechanics that are useful to virtually every character. One of the cool things about scenarios is that they often don't have a tank, so stuff is attacking you more, so you have to deal with it. Survival, control and escape buttons are really useful for those.
Even in very hardcore raiding situations, the healer that worries only about healing and nothing else (including their own survival) isn't a great contributor to the team.
and who gives a damn about the trash before said bosses
Tragically, trash do kill players and any time you spend there is less time you have to focus on bosses that night. Bosses often have adds as well. :)
I was unaware of any poll to back up this statement.
Miscomm. My comment wasn't about how much players like or dislike the system. My comment was that players who come up with builds that are creative yet effective in the live game are in a very small minority. The overwhelming number of players use the same builds, which should be a pretty good indication that the system isn't meeting its goals of offering choice.
I don't need to poll players to figure out that data, because we can just look at the data. :)
This example makes no sense- OF COURSE 100% of ret paladins have Zealotry, because you're forced to put 31 points in a tree to access the other two. Many players used to use mixed specs such as SL/SL or reckadin specs back when that was an option, and probably still would if it was actually possible.
I have a lot of confidence that 90%+ of Ret paladins would take Zealotry if it was in the first tier of Holy. The only reason players historically went halfway down two trees is when they found degenerate builds that were so brokenly overpowered that it was worth giving up the core abilities that we assume they have in order to function. On the other hand, if you were a Ret paladin who liked to be able to heal a little, the new talent trees should help you do that.
You're absolutely right, Mr Crab, Cataclysm talents were horrible. Instead of stripping away even more character customization and experimental playstyles, how about you go back to the perfectly functional talent system we had in WOTLK and before?
Now that data I don't have in front of me, but I'm fairly confident that the kinds of percentages I offered above would look the same for LK or BC. There might have been more variation in vanilla, but that was probably because you got worse results from Googling "Combat raiding spec" back then.
Take these new talents but put them at the bottom of talent trees. To get to the bottom of these trees, we have to click some colored boxes that do nothing. Now people will feel like they're choosing these new talents because they're clicking more boxes just like the good old times! So much customization!
Lol. We debated a system where players could choose the order they earned spells or even combat stats like haste, so long as everyone ended up with the whole package at max level. We ultimately decided that enough players would ask "Why offer a choice with so little impact?" and weren't sure we'd get enough bang for the buck out of such a feature.
I wonder, when mop rolls out, and every fire mage has the same spec, will you admit failure? Theory crafters will figure out which combination of talents and glyphs provides the best dps given a situation. We call those situations boss fights. Look back at your data, and tell me how many fire mage specs where used on ragnaros.
Yep, we would admit failure if every Fire mage still takes the same talents. We don't think the theorycrafters will be able to solve the problem as easily as you describe though. Does Greater Invis or Cauterize provide the higher dps? Both can save your life, depending on you and the situation. Maybe Nether Tempest or Living Bomb might have a marginally higher dps than each other for some fights, but still, it's much easier for us to balance two abilities against each other than it is to balance a 33/5/3 build against a 34/3/4 build.
As to your Ragnaros question, the answer as you can imagine is that the talent builds were virtually identical. That's what we we're trying to fix. However, if you look at glyphs, the situation is much more diverse. The new talents are more akin to Major glyphs, in that they aren't just passive dps increases. About 30% of mages had Glyph of Dragon's Breath and about 30% had Glyph of Blink. Which was the higher dps? Apparently there was disagreement, or nobody knew, or it didn't matter.
You didn't remove traps either. Look at warriors. Yep blade storm tanking sounds boss.. until you realize that dodge, parry and block do not function while channeling an ability. Don't worry, I had to look that up on a third party website, because blizzard refuses to document their own games basic mechanics.
We want Bladestorm to be attractive to tanks. It would be a flaw in the tree if one of the talents was a no-brainer to skip. In 5.0, Bladestorm does not prevent dodge, block or parry, and it even allows shouts, of which Last Stand is included.
I sympathize with the problem that our tooltips can't explain all of the nuance, depth and exceptions for the abilities. At times we have tried to be more complete, but the tooltips ended up reading like legal documents and of course grew very long. It's a problem we'll continue to try and solve though.
The issue is you are asking us to ignore the fact it's you that designed the 4.x system and you also similary tried to "sell us" that system as a net positive back in the pre-4.0 days. It's a matter of trust and prior performance.
Hey, we're happy to admit our mistakes and try to improve the game for the future. I suspect you'd probably prefer that than if we stubbornly clung to failed experiments. Our sincere hope is that new talent system fixes the problem of player choice and customization once and for all. I think it has a strong chance of doing so. But I've been in this business long enough to know that I might be wrong.
If for an example in a raid I am a healer who "never has to move" or that the "movement I do doesn't really need any fancy augmentation from a talent" then offering me three "movement" talents won't seem interesting. That's why throughput "increasers" seem more interesting to people because at least they can see the utility because for the most part
I'm not trying to nitpick through all these examples. I just want to communicate that the system would be a lot less compelling if there were obvious choices or non-choices like this. But please keep telling us of any you think fall into that category. We have time to fix them.
We do some Patchwerk-style fights still (Ultraxion was pretty close), but there are plenty of fights with many moving parts as well. Maybe we're arguing semantics here, but I don't think "increasers" are interesting. They may be useful, perhaps even mandatory, but that works against their being interesting. You don't have to think about them much. You don't have to experiment. You don't have to be a clever player to benefit from them. They just kind of sit there, making your numbers bigger.
Deciding "will I use this talent?" is interesting (in my definition anyway, which is the definition commonly used in game design, so maybe I'm just slipping into industry jargon). Deciding how to use the talent is interesting. I love the thought that a mage who has killed the Sha of Fear a dozen times might decide to switch from Rune of Power to Incanter's Ward, just to keep things interesting.
As an example from Mage Tier 4, Cold Snap screams Frost. It does not reset any Fire or Arcane ability, want to take a guess how often any Fire or Arcane mage takes that? Or flip it around, want to take a guess how often any Frost mage doesn't take it?
Cold Snap doesn't reset Frozen Orb though, which would make it too attractive to Frost and not attractive enough for Fire. It resets spells like Frost Nova, which all mages have and will likely use. It also restores your health, making it useful even if you don't have a spell on cooldown.
Agreeing with this sentiment more and more as I peruse the new warrior tree. None of the talent choices are exciting at all relative to the other two choices in the tiers. It really does feel like I can just pick whatever without any real impact on my performance.
You *should* be able to pick whatever you want without any impact on your performance. If one talent increased your performance more than the others, we would all just take that talent (unless some of us didn't care about performance, which is always possible).
Bladestorm, Shockwave and Dragon Roar all have different cooldowns. That alone will give them a different feel -- do you want to hit weaker buttons more frequently or more powerful buttons more rarely? But your overall DPS can be the same (unless the fight length makes the length of the cooldowns relevant, but even that is interesting in that you need to consider it). If Dragon Roar did the highest damage in most situations, then the other two choices are boring and won't get used a lot.
This attitude 'use cookie cutters or your bad' annoys me to know end, in vanilla, TBC I not ONCE used a cookie cutter spec and on my NE priest I was second tank healer in Molten core at 58
If that's the case, that's awesome. That's what we want. But most players aren't in your situation. They take virtually the same talent choices as everyone else. You would probably be sad too if you felt like that was your only real option. We want every player to feel like they can choose whether they like A instead of B or C.
GC you take so much heat. Props to you man, for weathering a very turbulent storm daily.
It's cool, man. They just want the game to be fun, which is exactly what we want.
Optimum Builds in Mists
The difference is that right now there's a way you spec your character, and then there's maybe a handful of "Ok now you can do whatever you want with these 4 leftover points." Those points are leftover because they ultimately don't matter. You don't really even need to spend them to do well. It's not a good system, and the few leftover 'choices' don't feel awesome because... well they aren't, they aren't awesome, which is why they're unimportant points.
With the new system we give you everything you really need automatically, and talents are going to be more interesting 'style' and utility choices than a bunch of stat and damage increases. The choice comes, hopefully, from choosing talents that appeal to how you like to play or what you think would be particularly useful for a specific boss, fight, or encounter, and the ability to swap around points freely while out in the world help reinforce that.
We still fully expect for people to devise optimum builds for specific situations, but there's a difference between optimum and no choice at all.
We think once you see the majority of talent choices you'll understand a bit more why these choices aren't really going to be bombarded by optimum build mentality. The choices just don't have a clear optimal because most of the choices don't lead to direct output increases.
If that doesn't seem to be the case then we need to work on it more.
Talent Calculator Overview
World of Warcraft Game Director Tom Chilton, and Lead Systems Designer Greg Street took to the stage this morning to discuss the direction of class balance for World of Warcraft, as well as the new talent system coming in
Mists of Pandaria
. Their panel focused on the philosophies and goals of this new system, what's changing, and what expectations players should have as they level up in Pandaria and beyond.
Philosophies and Goals
, we made some pretty radical adjustments to the talent trees. Some of those changes worked out really well, while others didn't really help us achieve the goals we set out to reach. We really liked offering players a choice of class specialization at level 10, for example, and how streamlining each of the talent trees made room for meaningful choices and greater character customization. We didn't like that there was still a lot of "bulk" left in the talent trees despite our clean-up efforts, though, and that it remained possible for players to "miss" really important performance talents. Looking back, we feel that the Cataclysm talent trees are roughly 80% composed of class role-defining talents that are crucial to rotations and performance, while the other 20% are interesting utility talents, and that's where the real choices were happening.
Mists of Pandaria
, we want to move toward something that feels more flexible, yet eliminates many of the flaws of the old system at the same time. More importantly, we want players to gain access to important class performance abilities easily while ensuring that the more engaging utility abilities, where all the choices a player makes are meaningful, are front and center. Getting there will take some major changes.
The New Class Talent System
Perhaps the most exciting of these changes is the removal of the old talent tree system. Rather than each class having three separate trees, one for each specialization, players will now choose talents from individual sets which are awarded every 15 levels. Each class will have its own selection of talents, and the entire list will be available to all characters of that class regardless of specialization.
Each talent set is comprised of three talents which fall into a clear "theme." Some sets will offer utility such as movement speed increases and boosts to survivability, while others will reduce the costs of certain situational abilities. Currently, the goal is to avoid making any particular talent mandatory or to have them play a role in ability rotations directly. Instead, they're intended to give players interesting ways to customize their characters according to their preferred playstyle.
In total, there will be six talent sets, with players unlocking a new set every 15 levels. This means that there will be fewer talents overall, but each talent you choose has the potential to have a much more dramatic effect on your gameplay.
Examples of possible talents for paladins in Mists of Pandaria
Another big change being made is how talents are selected. Instead of "purchasing" talents with a predetermined number of points (earned as you level), talent selection will be toggle-based. For each set of three talents players unlock, they will get to choose one talent to activate, for a total of six active talents at level 90. (Talent ranks have been completely removed.)
Similar to current functionality, talents selections will be finalized by clicking "Learn" at the bottom of the talent pane; however, a big benefit of removing talent points is that it allows us to let players "re-talent" with more flexibility. Even after players have activated their talents, they won't be completely locked into their choices as they are now. If at any point a player feels that another talent may be more appropriate or fun, he or she can simply select that talent from their tree and click "Learn" again. This can be done on a talent-by-talent basis or, if the situation demands it, all talents can be changed out at once.
As a result, talents can be changed out when switching specs, as well as when running dungeons, raids, and battlegrounds. While re-talenting will most likely be disabled during combat and will incur a small fee (either in the form of gold or a reagent), it will still give players more opportunities to adapt their characters to better meet the challenges they expect to face while playing.
Examples of possible talents for rogues in Mists of Pandaria
Class Talents vs. Specialization Abilities
So what does this mean for important spec-based spells and abilities like Hammer of the Righteous and Circle of Healing?
At level 10, players will still select a specialization and unlock an iconic class specialization ability. As players level up, they will then automatically learn both class-based and specialization-specific abilities at set intervals. The specialization abilities you learn will be largely comprised of old talents we feel players should have, as well as core class abilities that not every spec needs.
For example, for a level 25 Protection paladin, his or her training list may look a little something like this:
Level 10:
Avenger's Shield
(Protection ability)
Judgments of the Wise
(Protection ability)
Level 12:
Rightous Fury
(Class ability)
Level 13:
(Class ability)
Level 14:
Flash of Light
(Class ability)
Level 15:
Hand of Reckoning
(Class ability)
Level 16:
Lay on Hands
(Class ability)
Level 18:
Divine Shield
(Class ability)
Level 20:
Hammer of the Righteous
(Protection ability)
Level 22:
(Class ability)
Level 24:
(Class ability)
Explanation of Talent Calculator Changes
One of the problems we're specifically trying to address with the new talent system is getting back a little to the sense that there are 10 classes in the game (soon 11) instead of 30 (soon 34). A common complaint we saw about the Cataclysm talent design was that hybridization was greatly downplayed. Now it's easy to dismiss going down two trees as never really having worked out, but it's clear that many players are in love with the idea of doing so.
We also just want to keep the total number of talents under control, since the intent is that they have pretty big effects. If you're facing a Frost mage in PvP in Mists of Pandaria, you'll have even less of an idea of what is in their toolbox than you do today. If you're a raid leader, you won't be so certain what abilities your Discipline priest has to deal with the upcoming boss. A little of that keeps gameplay feeling fresh, but too much of it can be overwhelming. If each of the three mage specs, for example, had different talent choices, then we would have 612 total talents in the game instead of 198. Even 198 is a lot to learn. We also have the suspicion that coming up with 612 really awesome talents will be much more challenging. One of our design philosophies is concentrated coolness: have a few awesome things instead of a lot of mediocre things.
Now in some ways we are strengthening the concept of a spec by really pushing rotations and some other signature spells to specific specs. Immolate is Destruction only. Backstab is Subtlety only. Given that, talents are a great vehicle to make sure that your character still feels like a warlock or a rogue at the end of the day.
We really want to avoid talent synergies where only one talent on a tier makes sense for your character. This would be the case if say Fire mages did bonus damage with only Fire spells, or there was one healing talent on a tier competing against two DPS talents for your priest. Please continue to bring up concerns you have in this regard (though not necessarily all in this thread) and we will try to address them.
Experimenting with Talents
We wanted to take a moment to give some context to why the calculators were posted, and the permanence of the data shown. A lot of times we say things like "not final" and "may change" as verbal wiggle room should we decide we need to go a different direction, or are unable to complete something in time. In this case of the Mists of Pandaria calculator data is essentially pre-alpha, and will absolutely change in many ways.
It was important for us to get this stuff in front of you as soon as possible though (and as a work in progress as it is) to get your feedback, which will in no small part influence that change. We also wanted to present everything on a single page to give you a fuller context for the initial talent changes we announced at BlizzCon, and to see how the overall structure of core abilities, spec abilities, and talents will function, with concrete examples.
The calculator contains elements that are experimental, still in the process of implementation, or in some cases outright failed experiments that we already intend to revise or replace. Odds are good that if it looks like we've forgotten some critical piece of a particular class toolkit, it's either accounted for elsewhere, or simply a data glitch (e.g., Prayer of Healing is currently absent from the calculator – we are not taking Prayer of Healing away from priests, and Devastate for warriors probably won't sunder armor 453%). Our hope is that revealing the calculator in this state will shed light on the philosophy behind our talent overhaul, and let you get a sense of how pieces of your core rotational gameplay, such as Hot Streak, Riptide, or Sudden Doom, fit into the new system.
The different classes are also at very different stages of design and implementation, and the fact that some mechanics changes we discussed at BlizzCon and in recent Q&As are not yet present does not mean that we have abandoned those ideas.
Any and all feedback is very welcome, but please keep all of the above in mind when considering the information in the talent calculator, and please keep feedback consolidated in the Mists of Pandaria forum:


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US: Gains and Disappointments on Women's Rights
"This bill dramatically improves a woman's chance to fight pay discrimination," said Meghan Rhoad, researcher in the women's rights division at Human Rights Watch. "And it greatly improves the fairness of the system for everyone."
However, with President Obama's support, members of Congress removed provisions of the economic stimulus proposal that supported access to contraceptives. Human Rights Watch understands that the provisions, which would have allowed states to expand access to contraceptives under Medicaid, were taken out after protests from some congressional members. However, a 2007 Congressional Budget Office analysis of an almost identical proposal estimated that such funding for contraceptives would save $200 million over five years, including money Medicaid would otherwise have spent on services related to unintended pregnancies.
Access to contraceptives enables women and their families to make considered decisions about the number and spacing of their children. These decisions carry profound financial and other implications for families, and the decision not to expand access to contraception under Medicaid means that fewer families will be able to make those decisions, Human Rights Watch noted.
"Ensuring access to contraception is not only the right thing to do, it makes economic sense," said Rhoad.
30 January 2009
Source: Human Rights Watch
US Women Also Have Human Rights Issues
On October 10, 2003, after years of abuse at the hands of her former partner, a 35-year-old woman in Hungary decided to seek intervention in a way American women can currently only wish for. The woman, identified as A.T., filed a petition with a United Nations body on women's rights. The body promptly asked her government to prevent further harm while they considered her case. Subsequently, it directed Hungary both to take measures to guarantee her physical and mental health and to ensure protection and justice for all the nation's victims of domestic violence.
The petition, was filed with the UN Committee on the Elimination of Discrimination against Women, known as CEDAW. It diligently analyzed Hungarian law and court proceedings, and concluded that available remedies both in A.T.'s case and in general were too weak, too slow, and too begrudgingly implemented.
Women living in the United States cannot appeal to CEDAW, though, when their rights are inadequately protected by US law. Why? Because the United States still, almost 30 years after it came into force, has not agreed to be bound by the provisions of the Convention on the Elimination of All Forms of Discrimination against Women, which created the committee.
The Convention is a global treatise on women's equality. It reflects the consensus of the international community on what specific protections and actions states must take to ensure equality between men and women. The treaty has been ratified by 185 UN Member States, placing the United States in the dubious company of Iran, Nauru, Palau, Qatar, Somalia, Sudan, and Tonga as the last states that have not ratified it. The convention was signed by President Carter in July 1980, but was not considered by the Senate Foreign Relations Committee till 1990. It was favorably voted out of the Foreign Relations Committee twice: once in 1994 and once in 2002. The convention has been awaiting comments from the Justice Department ever since. Senate rules require the treaty to be taken up in Committee again before it goes to full Senate vote.
Opponents of ratification cite a general opposition to international treaties as infringing upon national sovereignty. But they also contend that the convention includes provisions that are offensive to "American" culture. They contend that ratification would force the United States government to provide abortion on demand, to intrude in family situations and to legalize sex work.
The first argument is sometimes used to oppose the very concept of international human rights. Such arguments maintain that every nation is free to pursue whatever policies it wants, even slavery and apartheid. Such arguments are hard to defend in the context of modern international relations. Perhaps more to the point, the very act of ratifying a treaty, and thereby agreeing to uphold universally recognized standards, is a classic exercise of national sovereignty - a declaration that a nation believes in and will uphold these standards. With regard to the clash between US culture and the specific provisions of the Convention, the opposition is also wrong:
Abortion. The CEDAW Convention protects a woman's equal right to life and health, and to decide on the number and spacing of her children. The full protection of these rights will in some cases require access to abortion services, and will also require the state to provide such services to some. The United States is already bound by international human rights commitments in this regard through its ratification of the International Covenant on Civil and Political Rights, and through its membership of the Organization of American States. The ratification of the CEDAW Convention would not substantively alter existing obligations. Intrusion of privacy. The CEDAW Convention requires the nations to end practices based on the idea of the inferiority of either of the sexes. This provision is key, and indeed Human Rights Watch research shows that even the best policies are not effective if they are undermined by existing prejudices. Moreover, US federal law on violence against women, education, and other issues, already includes the need for government oversight of what at some point was seen as private matters.
Sex work. The CEDAW Convention contains a provision requiring states to take all measures "to suppress exploitation of prostitution of women." Human Rights Watch's research on this issue indicates that the criminalization of women involved in sex work tends to expose them to specific types of exploitation--including extortion by police. Various countries have fulfilled this particular CEDAW obligation in many ways, including decriminalizing sex work while clamping down on trafficking, providing health care options for sex workers and investigating police abuse.
Back in Hungary, since A.T.'s case was filed in 2003, the government has both held awareness-raising sessions for police officers about domestic violence and developed a more stringent mandate for police to deal with domestic violence. Moreover, the CEDAW Committee's analysis and recommendations have provided much needed fuel to domestic groups seeking to reform the law. Women in the United States should be able to benefit from this kind of support too. The Obama administration and the US Senate should make ratification of the Convention on the Elimination of All Forms of Discrimination against Women a priority.
28 January 2009
By: Marianne Mollman
The Huffington Post


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Lezyne's Power Tire Levers are winning the fight against stubborn tires. They're made of a high-strength composite material for excellent strength and durability. Their thin hook ends easily slip under tight beads, while the large handle gives you the leverage needed for tire removal. On the backside, there is a hook to attach the lever to a spoke for added versatility.
Part Numbers
Option | UPC | MPN |
Black | 4712805970926 | 1-TL-POWR-V1NL04 |


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The Basic Ingredients of Beer
The basic ingredients of beer are water; a starch source, such as malted barley, able to be fermented (converted into alcohol); a brewer's yeast to produce the fermentation; and a flavouring, such as hops, to offset the sweetness of the malt.
A mixture of starch sources may be used, with a secondary saccharide, such as maize (corn), rice, or sugar, often being termed an adjunct, especially when used as a lower-cost substitute for malted barley. Less widely used starch sources include millet, sorghum, and cassava root in Africa, potato in Brazil, and agave in Mexico, among others. The amount of each starch source in a beer recipe is collectively called the grain bill.


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Bernstein Liebhard LLP is investigating whether the Board of Directors of Cubist Pharmaceuticals, Inc. ("Cubist" or the "Company") (NASDAQ: CBST) breached its fiduciary duty to its shareholders in agreeing to sell Cubist to Merck.
Under the terms of the agreement, Cubist shareholders will receive $102 in cash for each share they own. The investigation is focused on the potential unfairness of the price to Cubist shareholders and the process by which the Cubist Board of Directors considered and approved the transaction.
If you are interested in discussing your rights as a Cubist stockholder, with no obligation or cost to you, please contact U. Seth Ottensoser at (877) 779-1414 or email@example.com.
Bernstein Liebhard LLP has pursued hundreds of securities, consumer and shareholder rights cases and recovered over $3 billion for its clients. It has been named to The National Law Journal's "Plaintiffs' Hot List" in each of the last twelve years.


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