Showing posts with label Paladin. Show all posts
Showing posts with label Paladin. Show all posts

Saturday, December 11, 2010

Getting out the Cataclysm starting block

Wasn't quite that easy trying to clean up all my character bags and bank before the starting bell to at least start doing some things in Cataclysm. It took quite many hours to clean things up a bit on all 5 of my lvl 80 characters. And as well having to clean up and clean out the guild bank for my guild which as a job as well. It was like cleaning out a garage on and then trying to liquidate things by selling them all on the auction fairly cheap. Took quite a very long time where dumping it all to a vendor could of being easier, less time and less gold as well.

Most of the stuff I wanted sold got sold in 24hrs. Some I had to put back up on the AH to resell in 24hrs again and got sold. Wasn't much that didn't get sold, but some didn't and i just vendor the rest of everything that didn't. The hardest thing was trying to figure out what to do with a bag full of epic gear and gear sets for Galo. In the end after cleaning out personal bank I couldn't figure what to do with all my lvl 8o epic gear so I threw it all back into the bank till I could decide sometime later.

Made a few thousands selling all the stuff on each character on the AH where everything suddenly seem so expensive. Was happy at least got something vs straight junking everything to a vendor.

Next thing had to do as figure out how to spec my characters since everyone of then has no spec and all untalented points. That was too hard a task to do for each character since barely have any idea of class changes with everything being so new. I hadn't really decided which character I was going to play. However which character to play was a easy choice of which character I can remember how to play the easiest at lvl 80 first straight off the top of my mind. That was my paladin! It was easier to at least try to spec my paladin. So sat in the Inn in Org for a few hours trying to figure out a spec as well as trying to work at configuring the default UI.

Took a while and finally realize how much my paladin had changed as well as spells and skills. Didn't realize how much less points as well now have to talent a lvl 80 character. All this stuff was now new to me remembering how things used to be. I was amazed at how much talents had been moved around and shifted trees. As well as gone was the bloated talents. I was surprised only had 36 points, I was wondering where the rest of the points went.


Anyway was at least not so hard to figure out a Protect Spec for Galo. Figuring out where to put talent points in protection didn't seem that hard after doing a dry run of talents the first time. Seems like almost everything but a few places. Hardest part of making a decision talent points wise having no clue of how things had changed and not having no clue how new spells work with each other came down to deciding where to spend 3 extra points. After really reading the talents and again looking over the spec it was easy to put 3/3 in Crusade in the retribution tree. Was easy as well considering had Crusade in the old spec and re-reading the new talent description. So went ended up 0/33/3 at lvl 80.

What I couldn't figure out reading the Crusade spell was why it said Crusader Strike and had no idea what Templer's Verdict was. I had no idea that Crusader Strike was now a skill usable in the protection tree even though I clearly saw it in the spell book. I had just overlooked it since I knew it was always a retribution talent. So much so I leveled to lvl 81 without it. It wasn't till hit lvl 81 that went back to trainer and picked up the new Inquisition spell that looked again back through spell book and kept looking at the Crusader Strike skill. Moved it to see if it went on UI bar. And it did, I was surprised at that point.

Then had to spend a little bit of time trying to configure using the default WoW UI as well as look for them old macro's I had and minor update a few.

It was interesting seeing the new Glyph tree and the changes to how many and the types of glyph category. Had some empty slots to fill in for glyphs so after deciding a bit had my DK Alithas make me a few extra glyphs and was at least now set to go see the world.

At least best I can figure that's what I went with so far. In the end worked out a protection paladin spec and also spec my secondary retribution spec as well for 3/2/31 best I could figure things out.

Hearted to Dalaran since that's where my heartstone was set at and met a ghost city. Funny the place was packed the last time I was there, but that was months ago at last log in. There was no one to be found in Dalaran but maybe one or two players but a ghost city to say the least. Dropped by the trainers and updated training for all of Galo's professions to be able to train for the new skills. Stopped by the flight master and picked up the new flight training for Azeroth whatever it called can't remember.

Then was heading back to Orgrimmar. Umm where did all the portals go? Didn't realize all the portals in Dalaran are now gone. So took the flight master and flew to Borean Tundra and took the boat back to Orgrimmar.

Decided to do the first quest I had picked earlier up and actually did the first quest for "The Eye of the Storm" which i didn't realize is right there at the quest giver. Which eventually sent me off to Vashj'ir though at the time I had no idea that's where I was going. Being away from the game for so long everything was just so new that had no idea that's where I was going. I did know the other new lvl 80 starter zone was to Mount Hyjal but I had no clue where to find that so Vashj'ir at the time was just fine.

By the time did the first quest in Vashj'ir zone was about 0150 am. The zones looked quite impressive and had fun doing the new quests. Loosing track of time I played several hours and eventually hit lvl 81 that was now about 0800 or so. was too sleepy at that point to stay awake.

Monday, January 11, 2010

Icicle DPS Tanking Toy


Lucky Lucky me. I picked this up this morning just doing a H HoR run. Just the luck of all things I was able to win it with no real melee in group and have it to use as a dps/threat weapon toy. At least another weapon to add to my collection for gear swapping as a dps/threat weapon. Can easily maintain above 540 defense as well with it equipped so all good.

Not if my Shaman can only be so Lucky to pick up a pair of those let alone just one. Anyway I can have fun with it when I need to do dps tanking with SoComm (Seal of Command). A Shaman probably get heartburn seeing someone dps tank with it lol.

Been thinking of what to put on it and did a bit of research over at Maintankadin boards. And I probably end up putting Berserking on it. DPS tanking fun times with a Icicle toy for awesome dps. Someone else probably get heartburn thats been trying to pick that up in Heroics.

Friday, December 18, 2009

In Case You Missed This: Seals & Shield Cleaving

If your a Paladin in the Maintankadin community or one that frequently reads the forum over there and keep up to speed on the very latest things then your already most likely well aware of some recent change affecting Protection Paladins having to do with our Seals and Shields use. I'm just going to point you with a little bit of redirect link love to a few of our fellow Tankadins in the community that has already covered some aspect of these latest findings already and this is really worth reading.

Honorscode now moonlights a little bit from his well written Paladin blog and has a really good article piece over at Paladin Schmaladin: I'm No Expert, But This Is Important. Its really worth reading if you haven't been keeping up on latest in Tankadin news and on the tip changes affecting Tanking.

And then I turn you to Rhidach who also has two added piece over at his blog Righteous Defense with: Shoring up Expertise. This effect leads into his other piece Second Look at Seal of Command. All of those blog article pieces which have been well analyzed by Theck over at Maintankadin the math genius who's numbers always make my head ache in searing pain is so well tied together by Wrathy who writes a really awesome blog over at Avenging Wrathy with this piece: SoComm versus Vengeance/Corruption.

This is really good reading and worth reading if your a Tankadin or moonlight as one and not always keeping up like some of us that do on the latest news from the tip of the blade which often changes suddenly and very fast. All those blogs are really worth reading if you haven't been there before but follow the links and get the low down on the changes to Shield of Righteousness, Expertise and Seal of Command as well Shield of Seal of Righteous Cleaving. Its fun finding out just what that is and all about.

Follow the links and be informed. Enjoy!

Saturday, November 7, 2009

Reflections on 1000 Emblems

Some days you just going playing the game and something happens that make you reflect on how you've played the game. I've never quite like chasing Achievements. I like when things happen naturally and unexpectedly doing stuff as a surprise for doing whatever it is you were doing. And BAM it happens!

But the other day I hit a 1000 Emblems and I was totally surprised when it happened.
A guildie needed help with a Daily Heroic and couldn't find a tank. He knew I had one, and I didn't want to tank either for him the Heroic. I just didn't want to have to tank anything period! I didn't want to have to log on my Paladin and roll into a Heroic which I haven't stepped foot into for months. I was reluctant to tank to say the least. Ever been there? He was a good guildie and told his to see if he can find someone else since I was playing or leveling one my dps characters and it was what I played daily. So I said if you cant find any tank for Heroic in LFG or Trade I could tank it for you. Most reluctantly really!

Logging on to my Paladin felt a bit wired. I barely recognized my UI, I barely recognized my spells. I had to think for a while what they really did even though I knew what they did in general. But I had to reacquaint my mind with things. I though to my self, its been a while since I've been here. Hope i can remember how to swing a sword and shield. Sounds funny, but really it happened. I felt rusty beyond belief. Numerous reasons why I was reluctant to tank even for a guildie. Ever hate when someone ask you to do something you don't even want to do?

Anyway the guildie just needed me to tank for his group in Heroic DTK for the daily. I could of cared less about the Heroic, I just didn't want to have to play my Paladin. I'm still on vacation from sword and board. I still remember how to tank, but my tank reflexes were slow, i felt rusty going through the motions of things and thinking what this and that spell do and what to use. I could barely remember my macro's and how I had them set up to use. I had to think vs things been a reflex action to things. To most other people on the run I don't even think they could tell the difference though the run went fast. But I knew the difference in my performance.

So tanking Novos the Summoner I saw a flash on the screen for a Achievement. I barely noticed what it said since it was so sudden. But it said Achievement for 1000 Emblems. At that point I started reflecting on things. I thought wow 1000 Emblems really? Big deal some people got 2000+ Emblems since WotLK, most are really progression raiders on content with that much Emblems. WotLK dungeons been open a year now, so allot of time to rack up lots of Emblems/gear for players playing endgame content.

I kept thinking the whole time and reflecting on the achievement. For the most part none of my achievement really mean that much to me, I just don't care that much about them that much. But some do make me thing or reflect on things playing my character. This one made me reflect on my time up to now even though I was just taking my Paladin out for a spin to help a guildie out most reluctantly.

And when I really though about things with the Achievement, my total time playing WotLK on my Paladin is just 3 months including the time going from lvl 70-80. Sometimes Achievements alone don't always tell the whole story of a character or why or how you got to that point in time.

After coming back from my long hiatus since WotLK launched, my first Northrend Dungeon starting leveling from 70-80. I was right at lvl 70 then.

That was my first Heroic at lvl 80 while working on my gear. My guild at the time was busy running Naxx 25. They offered to help me gear up or come to Naxx and get somewhat easy gear. Our ubar Holy Priest Jimmy at the time even offered to heal my Heroic runs to help me out. Wasn't my style to get gear like that in raid, I like working for what I have. So I ran Heroic and geared up on my own while my guild ran Naxx 25 at the time for lots of Emblems.

Fairly geared up as one of our guild tank core that was my first time in Naxx and it was a Naxx 25 Raid. I was OT with my former guild buddy and GM our Warrior and another Paladin. A few more Emblems.

My first Northrend 10 man raid. Just a few Emblems.

On our weekly Naxx 25 guild raid progression we finally downed Sapphiron to some degree of effort on our third try or so it was. But raiding was taking a bit of toll on the guild and our GM in the effort. A few more Emblems though. Much drama went down after that raid and the guild fell apart soon after. Was a sad time playing WoW and for raid progression.

Around this point out guild Warrior and GM quit wow due to other guild members lack of dedication and weekly raid progression issues. So sadly guild broke up and I transferred server to a new server starting over. On new server I answered a call for a pugged Ulduar 10 man raid as the OT and got my first Ulduar 10 man progression kill. It felt hollow as it was without my old guild as well. But progression it was and a few more Emblems.

This was my last Heroic ran on my new server even though I was new to the server. I was just loosing all interest to swing my sword and board. The guild break up was rough! But a few more Emblems. Remembering back I didn't really run any more Heroics after since till hitting 1000 Emblems. I was starting over somewhat playing a alt Shaman and more.

Another pug Naxx 25 man raid on the new server. Was finally able to clear Naxx 25. It still felt hollow to complete Naxx 25, as it was in a pug and not with friends. But it was complete the raid dungeon. A bit more Emblems for the effort.

Another random pug on the new server for a Ulduar 10 man run. I was in Dalaran one night with nothing really to do on my new server. Need a OT for Ulduar then gtg. Why not! Hey I'm available. A few more Emblems. Total raid time in Ulduar 3.

After that raid that was the last time I progression raided, ran any heroics or played my Paladin to do anything worth while or just played my Paladin at all up until this point. Its been that long since I've really played my Paladin. So taking him on a around the block tank run I hit a 1000 Emblems for just 3 months of WotLK playtime.

So i reflected on that and things that have transpired since. I would imagine If I had kept raiding or kept at things I could of had double that amount of Emblems/gear and more in raid progression. It just wasn't my focus anymore to raid or stack up Emblems for gear. At some point I just made a choice to just not log in and do anything meaningful on my Paladin for focus. So hence my reluctance as well when the guildie asked me to Tank for his Heroic. I just didn't want to. But eventually I did.

I guess that's the story of my 1000 Emblems where Achievements never tell you the whole story of things or how you got there. I guess i reflected on that and how many patches its been since all that time or how much things have changed as well as class changes. Lots to reflect on as I did. I could of been further along I thought thinking of things and more Emblems and better gear for the count. However I don't have any regrets in the months that has passed since.

In patch 3.3 1000 Emblems can get you a ton of gear. I'm behind much in the gear curve now. I guess I'll need allot more Emblems now and loot luck to catch up. I guess that's something now to think about as well. I guess that Achievement made me reflect on all that. Funny how things are.

Monday, September 14, 2009

Nerf Hammer Strikes

I haven't been playing my Paladin much or have barely played him at all. I haven't really tanked anything significant since before patch 3.2. So all those nice changes we got back then some time ago. I've barely had time to try things out myself since all the changes came due. Now I hear the pendulum has swung to its limits and swinging back with a Nerf.

What? I'm getting nerfed! I haven't even used that shinny ability yet and I'm getting nerfed. Yeah since I haven't been keeping up much on things I was reading up over at pal Honorscode to see whats been up on things and I read for Protect Paladins aka Tankadins Ardent Defender talent is now getting nerfed. So tried to hop over to the Maintankadin Forum to see what was up as well and the site was down, I wonder why.

But really nerfed! I haven't even used it yet since patch 3.2. I haven't even really played my Paladin since before then. I have no idea what people been doing to make AD seem like its OP in some way. Damn Nerf Bat swung back for a nerf and I haven't even used my own ability yet.

Bummer.

I guess I can maybe stick to playing my Shaman and my DK a bit longer so I don't have to worry about this. Not like I been playing my Paladin much anyway. Only thing really done on my Paladin lately was solo Onyxia for the Achievement before patch 3.2.2 comes which was really easy and just doing some World Exploring for all the Achievements on my To Do List.

Back to playing my Shaman and my DK..... I guess its what I been distracted recently playing anyway for a change.

Tuesday, August 4, 2009

My Talent Plans for 3.2

As for 3.2 with all the changes and seal redesign and some minor talent changes I'm pretty much going to go with this for this all around utility spec and will work best for my personal build 0/53/18.

I'm often a PuG player or raid as such often, its what I've always been used to so unlike many with a full guild roster I don't depend on others to have any group utility buffs I need as well. I'm also not all that worried about threat for any the content I'm doing and I'll rather go with a Crusade build again since it will apply to most the content I'll be doing and more dps and threat on Humanoids, Demon and Undead vs going with SotP (Seal of the Pure). Its a personal choice! And with patch 3.2 you have the option of personal choice vs being a cookie cutter. Plus to say the least I really like having Persuit of Justice - PoJ so I'm sticking with it for faster movement speed which i rather have vs not having at all.

That will work for me doing my 5 man for the most past and 10 man content when I have the time or get a change to pick up a 10 man raid since I'm not really in a regular raid rotation at the moment.

As for Glyphs for my personal flavor I have the option of either using Glyph of Judgement or the revitalized and enhanced to much usefulness Glyph of Righteous Defense which will work well to back up the redesigned Hand of Reckoning. I'll have extra glyphs for both as I see the need.

Now that all said and done whys the rest of my plans for 3.2 since its all so hot......... I'm staying Focus and going to finish leveling up my Shaman. Because that is my task at the moment and i'm sticking to it like a hit taunt on boss.

Patch 3.2 Paladin Notes

Just dropping the Patch notes for Paladin specific notes here or other changes to note, especially for people that don't usually keep up on reading stuff or read patch notes.

Paladins
* Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
* Charger: Can now be learned at level 40.
* Crusader Aura: This ability now also grants its flying speed increase to a druid's Flight Form and Swift Flight Form.
* Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
* Hand of Reckoning: Redesigned. Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
* Judgements: Some of these attacks were considered ranged and some melee. They are all now considered melee attacks that can't be dodged, parried or blocked.
* Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
* Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor.
* Righteous Fury: No longer has a duration, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
* Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
* Seal of Blood: This ability has been removed.
* Seal of the Martyr: This ability has been removed.
* Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. In addition, the damage-over-time effect is now considered a melee attack instead of a spell attack and the effects from these seals can only be triggered by auto-attacks and Hammer of the Righteous.
* Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.
* Warhorse: Can now be learned at level 20.

* Talents
Holy
  • Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
  • Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
  • Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
Protection
  • Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin's defense rating (example: a paladin with defense equal to only 5 times his or her level will receive no healing from the talent, while a paladin who is immune to critical strikes from boss creatures through defense will receive the maximum amount).
  • Guarded by the Light: This talent will no longer cause Divine Plea's duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light.
Retribution
  • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant. In addition, this talent now provides notification in the floating combat text when it activates.
  • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown. Mana cost reduced to 5% of base mana.
  • Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
  • Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.

Important Paladin Class Bug Fixes to Note:
  • Auras: Any paladin aura active at the time of the paladin's death now automatically reactivates when the paladin returns to life.
  • Beacon of Light: Multiple paladins can now have this buff active on the same target. In addition, the beacon target will no longer lose the buff while under the effects of Cyclone or Banish.
  • Blessing of Sanctuary: This talent and Vigilance will now both be able to be cast on the same target without sometimes overwriting each other.
  • Exorcism: Now properly has a 100% chance to be a critical strike when cast on death knights using Lichborne.
  • Eye for an Eye: Now properly triggered by periodic critical strikes. In addition, the tooltip incorrectly stated that 20% damage is reflected, when it is actually 10%. Tooltip fixed.
  • Hammer of Justice: Tooltip now specifies that the Interrupt effect only occurs on non-player targets.
  • Hand of Sacrifice: Casting this spell on a target with Divine Sacrifice active will now generate an error message instead of wasting the cooldown.
  • Heart of the Crusader: The effect from this talent will no longer be removed if a paladin without this talent overwrites the judgement placed by a paladin who does have the talent.
  • Holy Shield: It is no longer possible to have two ranks of this ability active at the same time. (Who Knew!)
  • Judgements: All paladin judgements are now properly considered as melee attacks that cannot be dodged, blocked or parried. Previously Seal of Light, Seal of Wisdom, Seal of Justice and Seal of Righteousness would cause the judgement to be considered a ranged attack.
  • Judgement of the Just: The effect from this talent will no longer be removed if a paladin without this talent overwrites the judgement placed by a paladin who does have the talent.
  • Judgement of Vengeance: Inaccurate combat log tooltip corrected.
  • Judgement of Corruption: Inaccurate combat log tooltip corrected.
  • Pursuit of Justice: This talent will no longer sometimes be deactivated when leaving a battleground.
  • Sacred Shield: This buff will no longer have any effect if the target is another player engaged in a duel. In addition, the heal from this buff will no longer cause the paladin to stand, and it is no longer possible for two paladins to both have the spell active on one target.

Monday, July 27, 2009

Buffed Seal of the Pure changes in 3.2

Haven't had much time to really make a post about the somewhat undocumented changes to Seal of the Pure which will be affecting Paladin tanking seal of Seal of Corruption/ Seal of Vengeance. Since the tanking seals is getting a bit of makeover and buff in 3.2 for added weapons damage on a full stack of corruption/vengeance dot the recent new changes as well to the talent of Seal of the Pure will as a result be affecting the added damage as well. Which as a result will probably shift the way allot of Tankadins spec for their talents as well for more threat or dps with points back in Seal of the Pure. Thus this will affecting how much points you can put in Ret as a result.

Honor's Code has a good write up already about it already and other changes with Vindication and Ardent Defender. Its worth your time to hop over to his awesome blog and read his piece on it if you haven't already being familiar with the changes or discussions over on the Maintankadin forum boards about it as well.

I'm a bit busy leveling my Shaman. I'm half way to lvl 68. So not as much time spent writing stuff.

Tuesday, July 7, 2009

Latest Paladin PTR 3.2 Changes.

These the latest Paladin class changes for PTR build 10072 via MMO Champion.

Official Blue Patch Note Update: Paladin

Protection
  • Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin's defense rating (example: a paladin with defense equal to only 5 times his or her level will receive no healing from the talent, while a paladin who is immune to critical strikes from boss creatures through defense will receive the maximum amount).
  • Guarded by the Light: This talent will no longer cause Divine Plea's duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light.

Retribution
  • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant. In addition, this talent now provides notification in the floating combat text when it activates.

Paladin Glyphs
  • Glyph of Righteous Defense: Now also increases the chance for Hand of Reckoning to hit.



Note spell/talent changes from the last PTR 3.2 Build.

Protection
  • Ardent Defender now heal you up by 30% of your maximum health and the amount healed is based on defense.

Paladin Glyphs
  • Glyph of Righteous Defense - Increases the chance for your Righteous Defense and Hand of Reckoning abilities to work successfully by 8% on each target.
  • Glyph of Seal of Command - You gain 8% of your base mana each time you use a Judgement with Seal of Command active.

The Ardent Defender changes seemed a bit wired at first glance from the last PTR build. However requiring the defense rating change this seemed to be somehow related to PvP and gimped Protection Paladin healers with mix gear in PvP benefiting from Ardent Defender and being super hard to kill as healers.. This really has no real effect on PvE Protection Paladin because your already in full tanking gear and should be already critt immune for defense rating and a none issue. If you have 540 Defense Rating and 3/3 AD you should get the full heal from Ardent Defender on proc to 30% as is the talent the way I understand it. Yet always sucks PvP always affecting PvE.

As for the Guarded by Light change which seems to be a bug fix, and wasn't aware that Judgements was refreshing Divine Plea duration. Since I know I usually had Divine Plea up on melee hitting mob never quite noticed that Judgements was refreshing the spell duration as well. Never noticed this.

Righteous Defense Glyph gets a bit more valuable if your gear is low on Hit Rating and need to quit missing on taunts especially with the proposed changes to Hand of Reckoning as well doing more holy damage on successful taunts.

Tuesday, June 30, 2009

Paladin PTR Changes & Ardent Defender v2

Paladin PTR Notes Update via MMO Champion.

  • Judgements: Some of these attacks were considered ranged and some melee. They are all now considered melee attacks that can't be dodged, parried or blocked.
  • Righteous Fury: No longer has a duration, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
  • Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. In addition, the damage-over-time effect is now considered a melee attack instead of a spell attack.

Protection
  • Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health or below is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.

Retribution
  • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown. Mana cost reduced to 5% of base mana, down from 8%.
  • Judgement of Vengeance now Deals [ 14% of AP + 22% of Spell Power + 1 ] Holy damage to an enemy, increased by 10% for each application of Blood Corruption on the target.
(Blue notes are changes from previous PTR notes)



Understanding the Ardent Defender Changes v2:
With credit to testing done by Maintankadin members (Modus) on the PTR.

Previous
Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
  • Ardent Defender reduces damage taken by 30%.
  • Here basically said any attack that actually took the Tank below 35% health whatever the size of the hit taken is reduced (30% reduction). Most in the maintankadin community believed that was somewhat a bit overpowered or would be if it actually went live.
  • You get to cheat death with a guardian spirit like effect once every 2 mins as long as you did not have the Ardent Defender debuff that auto proc and kept you alive previously. 2 mins cooldown on debuff called Ardent Defender. Healer not paying attention watching TV can gib the tank and proc Ardent Defender.
  • The damage reduction component of talent no longer works one you proc Ardent Defender and now while the Ardent Defender debuff is active for the 2 mins cooldown duration.
  • Ardent Defender does seem to takes precedence and proc over Priests Guardian Spirit.

Current
Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health or below is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
  • Basically means that Ardent Defender should now work as it was suppose to all along below 35% health and not getting leap frogged for damage like on live servers currently.
  • Means only the part of the damage hit that actually takes you below 35% health, that part of the entire hit as a whole is actually reduced by 30%. Or any hit size taken below 35% is reduced as well by same if you have enough health left.
  • If the hit can actually result in death then that's when Ardent Defender auto proc kicks in and cheats death for the paladin and heals you back to 30% of maximum health and debuff you for 2 mins.
  • The damage reduction component of the talent will still work if you do take a hit that lands you below 35% as previous stated. But too large a unlucky hit again below the threshold while the debuff is still active for the 2 mins duration can and will be your death sentence.

The propose change seem more in line as what it should be and what the live version never quite was. Even if Ardent Defender proc on some bad timing of damage you cheat death and live with the 2 min debuff and still get to keep the damage reduction component of the talent. Will have to see if this makes it live from the PTR testing or if any more changes takes place to the talent before patch 3.2. Ardent Defender never been more popular!

With a Major Talent like that wonder if Blizzard will implement a Glyph for it like they have for most class abilities I wonder?

Hmm just Musing a bit WTB:
Glyph of Ardent Defender
Major Glyph
Classes: Paladin
Require level 40
Use: Decreases the cooldown of Ardent Defender by X sec.

Musing a bit, too OP probably. Never hurt to dream a bit, its a major talent yet without a Glyph.

Thursday, June 18, 2009

Paladin Changes in Patch 3.2 & Interesting Notes

Saw these from the Blue notes posted today on my Blue Tracker for Patch 3.2. These are important proposed changes to consider and keep ahead of and keep in mind as well. Mostly will be just Paladin class specific post of notes.

 

Upcoming Paladin Changes By Eyonix

We have several big changes coming up for the paladin class in patch 3.2. The paladin class Q&A is still in progress, so rather than making you wait, we wanted to give you a preview of what we’re trying to do with all three paladin talent trees. We thought some of the patch notes might not make sense until you understand the design goals. 

 Caveats: Some of these changes are still in progress and may ultimately end up in a different form or with different numbers. We definitely want to see these changes in action on the PTR and we will iterate on them accordingly based on player testing and feedback. None of this is set in stone. Furthermore, assume that talents, glyphs or set bonuses that affect any impacted abilities will also be changed accordingly. Finally, don’t expect that every class will see this many changes. We are making far fewer changes to class mechanics overall in 3.2, but paladins in particular have some issues we feel are in need of being addressed. 

Protection

Currently, we think paladin tanks are almost there and that they just need slightly better cooldowns to handle some of the tougher boss fights. Rather than add a new ability that felt like a clone of another class’s ability, we decided to buff an existing talent that was no longer cutting it. Ardent Defender has two important changes. The first is that the damage can no longer “skip over” the 35% health level – it will always be reduced. Secondly, it has a new effect that if a blow would kill you, it instead sets you to 30% health. This portion of the ability cannot occur more than once every 2 minutes. Think of it as a Last Stand that you don’t have to push. 

A second change to Protection is we want to make sure Blessing of Sanctuary is always the tanking blessing of choice. A likely change here is to have it boost stamina as well. 

We also recognize that block does not provide the mitigation it once did. While we have long-term plans to change the way block works entirely, in the short term we are doubling the effect of bonus block value on items (so jewelry, but not shields)

Holy 

We like that Holy paladins have a niche as single-target healers. The problem is we think this niche is a little too narrow at the moment. Furthermore, paladins don’t have a wide arsenal of healing spells so it’s important that all of them are being used. 

First, we are changing Flash of Light so that it places a heal-over-time effect on any target with Sacred Shield on them (the effect will be similar to Sheathe of Light). This should make Flash see a little more use. 

Second, and more importantly, we are changing the way Beacon of Light works. Currently, it does not count over-healing on the target. We are changing that. In other words, if you place Holy Light on a rogue who is already at full health, it will still have the full effect on a tank with Beacon of Light on them. This is a huge buff, particularly when you consider the Holy Light glyph which allows for a small amount of “splash” healing. This effect isn’t common when you use Holy Light on a tank because the tank is often standing alone. But if you heal the melee, you are likely to get a lot more total healing from this effect (while still healing the tank through Beacon of Light). We are also going to try to allow a target to have more than one beacon (i.e. from different paladins) on them. 

Many players may surmise that this change would make paladins far and away the best healers in the game. This is partially because paladin mana regeneration is so potent. That isn’t an issue when the paladin can generally only heal the tank. With the Beacon of Light change, the paladin can provide a lot more raid or party healing. To adjust for this, we are going to reduce the amount of mana returned by Illumination. If you use Holy Light too recklessly (such as on targets who don’t require that much healing) you do risk burning out of mana too quickly. Of course, they will still have Divine Plea and other mana regeneration mechanics. 

As a footnote, we are also likely to slightly adjust Replenishment and buff the amount of MP5 on gear. 

These changes should lead to healing as Holy being more dynamic – you are going to be targeting a lot more group members than just the tank, while still providing massive healing on the tank. However, you won’t be able to just constantly spam your biggest heals, at least not on the more challenging encounters. There is an opportunity here for skilled players to really do some outstanding healing as paladins, but it’s going to take a little more effort. This is something a lot of players have been asking for so we hope that it delivers without completely changing what some paladins enjoy about their healing style. 

Retribution 

Depending on who you ask, Retribution paladins are either perceived as being in need of improvements to make them stronger or are in need of changes to make them less powerful. We are really happy with the overall changes to the Seal and Judgement system from Lich King. However, Ret still has some problems. There aren’t enough buttons to push and they are all limited by cooldowns, allowing Ret paladins to have a lot of up-front burst without requiring a lot of skill or timing to actually hit those buttons (now after the opening moves of a fight, we think things get a lot more interesting because now the paladin’s defenses, healing and dispelling can come into play). We have other problems to fix as well. Exorcism currently can’t be used on players, which we think is a weak design. We have also become less enamored with the drawback to Seal of Blood / Seal of the Martyr causing damage to the paladin.

Here are the design changes we hope will fix all of these problems: 

First, Exorcism has a cast time of 1.5 seconds but can be used on players again. This will let paladins use it in PvP, but not while moving towards a target. 

Second, we are changing The Art of War to make not only Flash of Light instant, but also Exorcism. Choose healing or damage. Paladins will have to watch for this proc and use Exorcism when it happens. The spell itself is still ranged, but the proc will only occur when the paladin is already in melee. 

Third, we are lowering the cooldown and damage of Crusader Strike to four seconds from six seconds. This accomplishes a few things. It lowers burst, it gives the paladins more buttons to push since they aren’t always waiting on cooldowns, it requires a little more skill since the player will have to choose between Crusader Strike and other attacks more often (such as the new Exorcism procs), and it gives Retribution a chance to get more damage out of their Seals (providing a sustained DPS boost for PvE). 

Fourth, we are removing Seal of Blood and Seal of the Martyr. The damage recoil increasingly felt like a liability in PvE, and wasn’t serving to offset the massive burst damage capable in PvP. We are buffing Seal of Vengeance / Corruption and redesigning Seal of Command with the expectation that these are now the seals of choice for PvP and PvE. Righteousness can remain a tanking seal. 

Finally, we are replacing the current effect of Vindication with an attack power debuff that works like Demoralizing Shout. In PvP, Ret paladins can still debuff melee targets, while in PvE they can provide another necessary debuff in the case that the tank is not a warrior or druid. In addition, the talent may be more attractive to Protection paladins. 

These changes do not close the door on adding additional attacks, PvP utility or even the oft-requested Crusader Strike debuff. If the changes outlined above finally accomplish the goal of balancing Retribution in PvE and PvP, then we can start exploring those other design issues. 

Again, these are our current plans and they may change based on testing and feedback. The changes to all three trees are things we are working on right now. Some of them might not work out quite the way we intended and will have to undergo iteration before finally showing up in 3.2. Even once the patch goes live, we are still likely to have to tweak numbers. This is simply a preview of what may yet come and we hope that it will be viewed as such. 


From Ghostcrawler in same post from above:

We know it's hard to evaluate the Retribution changes without understanding how the Seals now work. Here is how they work. 

Seal of Command

OLD: Gives the Paladin a chance to deal additional Holy damage.

NEW: All melee attacks deal additional Holy damage.

Seal of Vengeance / Corruption 

OLD: Fills the Paladin with holy power, causing attacks to apply Holy Vengeance which deals additional holy damage over 15 seconds. Holy Vengeance can stack up to 5 times. 

NEW: Fills the Paladin with holy power, causing attacks to apply Holy Vengeance, which deals additional Holy damage over 15 sec. Holy Vengeance can stack up to 5 times. Once stacked to 5 times, each of the Paladin's attacks also deals 33% weapon damage as additional Holy damage.


Ghostcrawler on Paladin Class Buffs & Nerfs:

  • The Stamina from Blessing of Sanctuary will not stack with Kings. If you have Kings and Sanctuary on you, you won't get twice as much Stamina but you will get the damage reduction and mana from BoSanc.
  • We realize Prot paladins sometimes use Exorcism to generate threat at range. While you can technically still do that, we understand that sometimes you might not be able to afford the cast time (say you are already in melee and adds join the battle).
  • To address this, we are going to change Hand of Reckoning to cause a lot more Holy damage. However, it will not cause this damage if the target is already attacking you. This lets you use it at range on adds, but won't turn it into a rotational ability that you have to keep using while something is beating on you.
  • The new Ardent Defender is just different from Last Stand. The former is arguably more powerful, but you don't have as much control over when it happens as Last Stand. On the other hand, you don't have those moments where you say after you're dead "Man, guess I should have blown Last Stand there."


Official Patch 3.2 Paladin PTR Notes:

Paladins

  • Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
  • Charger: Can now be learned at level 40.
  • Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
  • Hand of Reckoning: Redesigned. Now does damage only when target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
  • Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
  • Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor.
  • Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
  • Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
  • Seal of Blood: This ability has been removed.
  • Seal of the Martyr: This ability has been removed.
  • Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
  • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
  • Warhorse: Can now be learned at level 20.

Talents 

Holy

  • Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
  • Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
  • Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.

Protection

  • Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.

Retribution

  • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
  • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4 second cooldown.
  • Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
  • Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.

General Items of Interest from same patch notes (Not complete notes)

  • Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
  • On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier 8 paladin Shield of Righteousness bonus, the tier 5 paladin Holy Shield bonus, and the tier 5 warrior Shield Block bonus.

Emblem System Changes

  • Both the 10 and 25 player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
  • Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
  • The heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph.
  • The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.
  • New achievements have been added to collect various amounts of any combination of emblems.

Mounts

  • The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds.
  • In order to further equalize the number of purchasable mounts available to each race, a new 60% speed ground mount has been added for night elves, and a new 100% speed ground mount has been added for the undead.
  • Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground.
  • Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.
  • Resilience: No longer reduces the amount of damage done by damage over time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

Class General

  • Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch Judgements  of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).
  • Silence, Strangulate, Silencing Shot, and Arcane Torrent: These abilities will also apply a 3 second interrupt effect against non-player controlled targets, making them more versatile against creatures immune to silencing effects.

 

User Interface Interesting Notes (Not Complete Notes)

  • Casting bars under a target's portrait will now indicate whether or not the cast can be interrupted.
  • Item Comparisons: Holding the shift key while hovering over an item will now display the stat differences with the item currently equipped in the relevant slot. 
  • Quest creatures and objects will now show on the player's world map. 
  • Vendor prices will now be listed on items whether or not players are at a vendor.

Haven't had much time to read it all and think about it as yet. Will edit this post as needed.

Update: Color some the text for emphasis on stuff to pay attention to. There really is ALLOT of changes for the class to pay attention to as well with lots of effects. Changes to think about as well and their affects, too much to think about all at once.

Tuesday, June 16, 2009

New Paladin Only Argent Charger Mount

That is full of WIN coming in Patch 3.2 from the new Argent Tournament Rewards and more. And the forums will probably erupt is massive QQ. I haven't been over there to check. I'm staying away for my own sanity.

So GC finally going to deliver us Paladins the pony. 

Hey GC why the pala get to get a pony and we non-pala cant get one. Why they so special. Not fair. QQ more. 

Hey as long as Blizz (Blizzard) makes my new Pony looks really cool and armoured well I'm happy. I personally don't collect mounts, not my thing. The one land mount I use 110% of the time is my Charger. And I can use a upgrade. So thanks Blizz

And can I get it with a big red bow on it too. Probably too much to ask before another nerf or something.

Damn it just when I though I was all done with the Argent Tournament I'm going to have to go back and work (slave) for the Pony I'm sure knowing Blizzard all too well. Well at least I'm already Exalted with the Argent Tournament and have the Crusader title already so a head start at least as well with the new dailies. 

Makes me feel that putting in the effort to get Exalted wasn't a complete waste and at least going to count toward something. In this case something new. I guess time to start earning more Champion Seals for new stuff.

So if you been slacking on the Argent Tournament you been put on notice. Get cracking now for a head start if you haven't started yet.


Update 06/17/09. *New Chest Heirloom coming in 3.2 with 10% XP bonus. Does Stack with other Heirlooms for XP.

Thursday, May 7, 2009

Divine Sacrifice. How Has It Worked For You?

I may write here but I don't always have all the answers but sometime it's just good to ask thy fellow experienced and educated reader and raider a question or two and see what the feedback says.

With our recent new Talents of Divine Sacrifice & Divine Guardian added to the protection tree as talents and interesting talents they are. It's interesting to hear about your experience in "How" have you used it and "How useful" have you found those talents to be on your raids, Instance or adventerous treck through Ulduar so far.


Ask The Reader: How Useful Has Divine Sacrifice Been To You?

Monday, April 20, 2009

The Retribution Primer!

Here is a very good link and read over at Eye For An Eye to all the Retribution FAQ you want to read if you do in a very solid listing. Its worth the link it it helps someone out. Enjoy!

Saturday, April 18, 2009

5 Reasons For Loving Exorcism in 3.1

Have being playing around just like you with all the new good stuff from the recent patch 3.1 and for the most trying to get used to some the new Paladin class changes as well. But I have to say with the change of Exorcism now working on "any" mob and critical hit on Undead & Demons I'm really loving the change. I feel like i'm now doing more dps as well. Let thy mob feel your righteous wrath.

Five Reasons to Love Exorcism.

1. Its more usable as a spell "now" than previously. Before it only worked on undead and demons. Now after patch 3.1 you can now use Exorcism on "any mob" and feel real righteous doing it. Thumbs up on anything undead or demon which now goes critical on hit. 

2. Its a DPS boost as well for the Paladin. If you have the spell glyph for Glyph of Exorcism its 20% extra damage for dps and threat as well.

3. Its on a 15 sec cooldown so you can use it quite often with the short cooldown. Running around questing and farming I pull ever single thing with exorcism. Allows much easier flow to get HS up and then Shield Slam with ShoR.

4. You can use Exorcism to range pull "any mob" or any single target you like  with high dps and initial threat.

5. Using Exorcism now gives you another single range pulling tool (30 yards) in your bag of spell trick on "any mob" without always having to rely on Avengers Shield (AS) which is on a 30 sec cooldown for a range pull. Nor do you have to rely on Judgement pulls either at 10 yards when AS is on cooldown before your trigger happy dps starts blasting before you even hit the mob. And if your range pulling Undead/Demon its pure goodness again. 

Bonus: Exorcism has a much lower mana use cost at 8% of base mana vs  Avengers Shield at 26% of base mana. It makes a noticeable  difference.

Extra: You can fire Avengers Shield away at a pack of mobs and then fire Exorcism right behind it for even more goodness on "any mob" for a pull and more initial threat if you like.

Now you can feel more righteous as a Paladin and purge all those mobs with a bit of Exorcism goodness. Hot sauce if its Demon or Undead.

On another note: My guild will take a shot of a peak inside Ulduar this weekend. Too bad i'll be busy working the night shift at work all weekend :( 

I also cleared the week so far since patch 3.1 up over 2500g from AH (Wall Street for me) just selling Glyphs on my lvl 58 DK with inscription 360. Good Week! Guess I can buy a dual spec with the extra funds :)

Monday, September 8, 2008

WotLK Beta: Updated Patch Notes 8905

Here are some updated Blue Updated Patch Notes for Beta Patch 8905 dated today 09/08/08. Some were previously undocumented changes as well.

Paladin Highlights:
Attack Power and Spell Power scaling on all Seals and Judgements other than Command and Blood has been reduced.

Blessing of Sanctuary reduced to 1 rank, now reduces all damage taken by 3% and generates rage, mana or runic power when a parry/dodge/block occurs.

Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced,now instant cast, global cooldown increased to 1.5, missile speed increased, now usable on targets below 35% healthnow scales with attack power and spell power.

Righteous Defense no longer costs mana and the global cooldown has been removedcooldown reduced to 10 sec.

Saturday, September 6, 2008

WotLK Beta: Shield Spec & Tanking Gear Re-Itemization.

Have tried to constantly long on since the new Beta Patch and have barely being able to stay logged on longer but a min or so before it crashed. Three mins if I'm that lucky to see changes among other things. I gave up after trying for quite a while. Good thing I'm working today anyway. But several changes are now live, some are quite big.

For Paladins, Hammer of Wrath is now a instant cast spell. Great news there.

Shield Specialization now DOES increase BV gained from increasing Strength stat (2 Strength = 1BV). So it's now useful again to increase BV from gear stat especially for WotLK.

Judgements are again currently bugged in Beta. Will have to wait another week for a fix I imagine as before.


Tanking Gear Re-Itemized:
All Epic tBC Tanking gear which includes T4 - T6, Vendor Badge Gear has been re-itemized. Items changed to either add Strength as a Tanking stat which affects Tanks and Tankadins gear. I'm unsure if the change also affects Heroic gear as well, but I can only assume it probably did as well if needed.

Spell Power & Intellect has been removed and some stats adjusted and Strength added as new stat. Spell Hits as well has been removed also given changes for WotLK. This change affects All tBC "Tanking Gear". Some crafted BS Epic gear with Intellect has remained unaffected for example "Belt of the Guardian". Items such as Trinkets, Rings, Neckpieces, Cloaks seem to remain unaffected by the itemization change. These changes DOES NOT affect Holy Paladin gear in tBC. I'm sure these changes will probably go live in Patch 3.0 as well.

Will try to screenshot some the gear changed tomorrow since currently not at home or on a PC.

Wednesday, September 3, 2008

WotLK Beta: Paladin Protection Tree Next to be Passed Over.


Paladin Tree is next to be Reviewed in Beta and Protection Tree will be getting looked at hard by the Devs as they have also acknowledge we are indeed bloated and need a diet as well as great improvement. So if you are in Beta you need to be on the the Forum threat making a difference before that thread gets very very long. We know it will. Feedback Thread Here.

So hopefully the Maintankadin Community is well represented there for Protection Tree feedback with improvements we need. And if you are a Protection Paladin in Beta you need to voice your concerns there in that thread as well.