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  • rinc
  • Member Since Jul 25th, 2007

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Ghostcrawler talks about Paladin nerfs {WoW}

Oct 27th 2008 2:54PM Hi, I've been playing pally for 3 years now.
Mostly I played Holy ret builds (31/0/20, 40/021) with short or longer visits to standard healing/tanking/ret builds.

I think one of the issues that should be fixed is the change of spell coef. Making them influencing spells for such a low %, meant the gear wouldn't make much difference. The only reason I saw for that to happen was for Blizzard to be able to fine tuning dmg output of every spell, but... 20% nerf is hardly a "fine Tuning".
Also I ve seen them nerfing ret tree talents and moving them up the tree for holy pallys not to be able to have it. And now they are nerfed again. It seems to be a reactive decision making instead of careful planning.
At the holy side of the story, I ll use the example of deep tree talent, called holy power ( i think) giving you 5% holy spell crit for 5 points, and nothing else.
It was there for years now, unchanged, and now you have far better talent (conviction) at much lower tier.

My opinion was, and is, that they fixed ret and prot spell power problems with deep tree conversion talents and that the additional nerf of spell coef. was pointless. It only gave retadins double for their money - hence inciting the current nerf, while holy/prot pallies got nerfed before, and they are nerfed now as well as ret with this changes.
It looks like killing an amaeba with a .... "big mace" :p
*Idea: put sanctity aura back in Holy tree like it was pre 1.9 patch, with additional effect of reinstalling the old spell power coef. from TBC.

I've been recently leveling ret pally on opposing faction and .. well lets just say i never carried any food or water :) I have fun with it, and hopefully will be able to level it up before the nerf comes live.

The Light and How to Swing It: Something's gone terribly wrong {WoW}

Oct 27th 2008 9:19AM Hi, I've been playing pally for 3 years now.
Mostly I played Holy ret builds (31/0/20, 40/021) with short or longer visits to standard healing/tanking/ret builds.
I think one of the issues that should be fixed is the change of spell coef. Making them influencing spells for such a low %, meant the gear wouldn't make much difference. The only reason I saw for that to happen was for Blizzard to be able to fine tuning dmg output of every spell, but... 20% nerf is hardly a "fine Tuning".
Also I ve seen them nerfing ret tree talents and moving them up the tree for holy pallys not to be able to have it. And now they are nerfed again. It seems to be a reactive decision making instead of careful planning.
At the holy side of the story, I ll use the example of deep tree talent, called holy power ( i think) giving you 5% holy spell crit for 5 points, and nothing else.
It was there for years now, unchanged, and now you have far better talent (conviction) at much lower tier.

My opinion was, and is, that they fixed ret and prot spell power problems with deep tree conversion talents and that the additional nerf of spell coef. was pointless. It only gave retadins double for their money - hence inciting the current nerf, while holy/prot pallies got nerfed before, and they are nerfed now as well as ret with this changes.
It looks like killing an ameba with a .... "big mace" :p
*Idea: put sanctity aura back in Holy tree like it was pre 1.9 patch, with additional effect of reinstalling the old spell power coef. from TBC.

I've been recently leveling ret pally on opposing faction and .. well lets just say i never carried any food or water :) I have fun with it, and hopefully will be able to level it up before the nerf comes live.

The Light and How to Swing It: Maximizing Paladin DPS, Part 2 {WoW}

Oct 31st 2007 7:11AM Hi, Its a very nice description.
I have full season2 arena shockadin gear, mace and shield, and It seems to be a great way to spend your time in wow. Not limited to just one kind of gameplay, decent + healing and great spell crit insures the potency of your heals, while all your offensive spells are maximized.
Coming 2.3 changes your proposed 40 0 21 build would be ideal for pure spell dmg purpose, tho, you would need to transfer soc point to vindication in ret tree.

Pre 2.3 build might even benefit more from 5 points in Conviction instead of vindication /PoJ, since it will give your finishing strike more chance to crit, and those other 2 talents are crap for now anyway.
Soc/Joc is not a good choice for spending talent points in. while yes it might give you slightly better damage on stunned target, if it crits, it also means that, in order to use it you cast soc over already up sor, and then judge it.. takes time, global cooldown, and by the time you judge it, the target might not be stunned anymore. I had it in the build similar to yours, but found myself never using it.

Spell hit would be important only when doing instances/raids, and even then arena mace and head enchant gives you some from the start.

Also, if you check damage distribution after a heroic instance or raid with this build, you can see that non critable spells do more then half of your damage, meaning consecration + sor.

For the build named "shockadin" holy shock goes usually third, after consecration and jor.

Kara raids with this build are great fun, helps if mt is a pally, where he can easier have more aggro then you, use sanct aura, and both can use jotc and jow on target.
As long as you have super mana pots around for boss fights, you wont be in serious mana problem.


Regarding pally "roles" ... When you are playing arenas with warrior or warlock, you will, either go with them into a dps first combos, with spec like this... or respec to the usual healbot build and do the endurance games.
We play a hybrid class, and this is a true hybrid build inside the hybrid class, also probably the best healing/damage ratio for a pally

The 2.3 changes will give holy pallys in healing gear, 1/3 of it in spell damage, yet its rather questionable, when would you use it. since even with added 500 ish spell dmg, you can't kill much on your own, it might be the opposite you ll drain your mana that way, and end up being a better target afterwards.

@12 Though the #13 answers you best, I am yet to see a hunter above me in either 5 men heroics or Karazhan raid. From BM to MM, doesn't really matter.
And when I see a hunter in BG-s... I add one more HK soon after :p

@13 Agreed - thats why one doesn't do pug-s

@16 Hammer of the Naruu, from Gruul, fully spell dmg buffed can give 100 spell dmg, and makes for a nice 2her for your purpose, but compared to s2 spell dmg mace/shield, you would be losing around 200 of spell dmg, 6k armor, some stamina, intelect, spell hit, resilience... It will give you highest amount of sor due to the slow speed of the mace.

And now for this skill testing... instance? {WoW}

Sep 21st 2007 4:25AM @19
Thats easy. Mages use pyroblast for opening because its a 6 sec cast and they can start casting it before the tank engage the target. (since they really want to prove to that rogue next to them who s THE dps power in the group) If they are elemental specced, they can even live trough it. (iceblock)

Anyway learn to be a protadin. A good prot pally can have enough aggro in few sec before pyro lands :)

The Light and How to Swing It: Must-have and must-miss talents {WoW}

Sep 11th 2007 12:14PM The talents can be divided for their usefulness in pvp or pve. Prot tree is the best example with great talents, half of which are more useful for pvp and half for pve. (dev aura and weap exp not being among them; and in mind of limited points you can spend to make a holy prot or pure prot tanking build)
Improved HoJ = great for pvp and with 4 set pvp gear bonus

Best prot talent not mentioned: Blessing of kings

Seal of command is the single most important talent in ret tree and the base of it (alliance)

Prot: imp concentration aura is a great talent. Even if its more useful in pvp, it has its uses in pve aswell.

Phat Loot Phriday: Soul Cleaver {WoW}

Sep 1st 2007 3:31AM @7

:D its clearly a "+40 spell dmg" weapon.

The Light and How to Swing It: Building a better Paladin {WoW}

Aug 22nd 2007 8:39AM Nice informative post.
The part about gear is a bit misplaced though. The pvp/arena gear for retribution is a really nice and balanced gear for what retribution pally should be.
Melee crit, AP, deep mana pool, decent spell dmg, melee dps hybrid. The sad thing is, that none of the instance/ raid loot are clearly designed for this ( same thing goes for "shockadin offspec).
In most cases it misses most important thing - melee crit. And to finish, no retadin would taky pally gear without Strength in it (which is what one would call "shockadin" gear)

Rinc

The Light and How to Swing it: The BlizzCon 2007 edition {WoW}

Aug 8th 2007 8:17AM Let me get the old herald out of bank :p

@7
to paladin retribution set set

Enter to win a Spectral Tiger Mount from WoW Insider! {WoW}

Jul 26th 2007 12:54PM I would really really really really like to get one.
He is shiny! And pretty! Did I say shiny?

The Light and How to Swing It: Shockadins! {WoW}

Jul 25th 2007 7:19AM @15

Just like ret dps is on 3.8 sec weapon cd, 8sec judge cd and 10 sec cs cd. And just as ret uses auto attack with soc up, shockadins use autoattack, + sor, + consecration.
It is a hybrid build inside a hybrid class. Its raid viable, as much as ret one. It gives a raid an option like with feral druids to use you in 2 roles, depending on the setup, boss etc.

And as ret build's soc, joc and melee attacks can all be blocked, parried, dodged... I wouldn't say it is in any kind of better position.
Just like + melee hit for ret armor, +spell hit is easily accessible with spell dmg enchants, spell dmg weapons/rings/capes/trinkets
All our dmg is holy which means we hit warrior as much as we hit mage or priest, which is one of the main advantages for shockadins over ret, next to superior healing capabilities, and bigger manapool.

If equally geared, ret build should produce better dmg burst, but over time, shockadin would win.

And thats main reason why i didn't stay ret. Yes when soc procs, and crits all is nice but when you need to actually survive, all other pally builds are far more useful.
Comparable to some extent with mage's full fire and full frost builds. Or full feral and feral/resto hybrid.

And at the end of the day, everyone should play what he/she prefers instead of theorycrafting most of the day.