The Life and Times of a Veteran Protection Paladin, sometime's dead and resurrected on his Journey with his band of brothers through World of Warcraft. Can I even remember how to Paladin anymore...
Saturday, December 11, 2010
Getting out the Cataclysm starting block
Monday, January 11, 2010
Icicle DPS Tanking Toy

Friday, December 18, 2009
In Case You Missed This: Seals & Shield Cleaving
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!
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!
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.
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.Monday, September 14, 2009
Nerf Hammer Strikes
Tuesday, August 4, 2009
My Talent Plans for 3.2
Patch 3.2 Paladin Notes
- 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%.
- 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.
- 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.
- 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
Tuesday, July 7, 2009
Latest Paladin PTR 3.2 Changes.
- 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.
- 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.
- Glyph of Righteous Defense: Now also increases the chance for Hand of Reckoning to hit.
- Ardent Defender now heal you up by 30% of your maximum health and the amount healed is based on defense.
- 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.
Tuesday, June 30, 2009
Paladin PTR Changes & Ardent Defender v2
- 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.
- 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.
- 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.
- 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.
- 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.
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.
- 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.
- 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.
Tuesday, June 16, 2009
New Paladin Only Argent Charger Mount
Thursday, May 7, 2009
Divine Sacrifice. How Has It Worked For You?
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!
Saturday, April 18, 2009
5 Reasons For Loving Exorcism in 3.1
Monday, September 8, 2008
WotLK Beta: Updated Patch Notes 8905
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.
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.


