Jul 10th 2009 2:42PM Welcome to America! Here's an English lexicon, an bottle of all-in-one body wash/shampoo/conditioner, some speed stick and a razor. Great great grandpas Franz and O'Brien had to do it and it served them well. Pro-tip: you'll pick up more ladies smelling like Old Spice than old socks.
Oct 16th 2008 9:46PM These changes will render Retribution crap in arenas at level 80. Burst damage will be destroyed once the Righteous Vengeance and Art of War changes go through, and burst is all Ret really has going for it now. The spec still will lack a snare or intercept or healing debuff or some other crucial melee class PvP ability. We'll be able to fight longer now, thanks to JotW, but we'll still be chasing those Resto Druids around in bear form, unable to outdamage their HoT's. Death Knight isn't really an option anymore, as their PvP spec is next on the chopping block.
I canceled my account and will be heading to Game Stop to get a refund on my WotLK pre-order within the week.
Mar 20th 2008 2:14AM Keeping the requirements on the shoulders makes absolutely no sense. It was put there purely for e-peen enhancement among the top players in the current season. Leaving it on last-season's clearance rack goods is retarded. The weapon I can understand, as it can be a substantial gear improvement - particularly for melee classes.
Nov 15th 2007 10:57AM I have a hunter as my primary alt (they're fun, a nice change from playing a melee class as a main, and make great miners with several ways to keep adds busy while you plink away).
I don't really see this as a nerf. First of all, the change supposedly on affects FD-drink on boss fights. It still works on trash. As for mana regen, Hunters in any raid situation should have a lot of help with this. Between Aspect of the Viper, Blessing of Wisdom and Judgement of Wisdom (assuming your raid leader isn't too proud/stubborn/stupid to bring a Ret Paladin along to keep multiple judgements up), there's a substantial amount of in-combat mana regen available.
Yes, it will be inconvenient as people come to adapt to the changes, but Hunters more than made up for it in the way of buffs for 2.3 - especially in PvP.
Nov 15th 2007 10:23AM I don't know. I've actually thought about this, and considered what it would be like to name a son Vaelin. Being somewhat of a linguistic geek as well as a gamer, I've even worked out a tie to my own name - Glenn - which means "from the valley" in Gaelic. A number of languages utilize various prefixes or suffixes to denote things like possession or derivation, so it's not too much of a stretch to imagine a language where words ending in -in exhibit this. "Vael" is also close enough to the actual English word vale, meaning valley. Anyone who has dabbled in lingustics and/or etymology knows that over time, words are warped and modified based on the local environment and speaking tendencies. J.R.R. Tolkien drew on this tradition when he developed his languages for his now legendary works of fantasy. The elven language, in particular, draw heavily on Welsh mechanics.
As with anything of a highly personal nature - be it a child's name or a tattoo - one should spend a significant amount of time considering the facets of their choice. In the end, ensure that it is meaningful and be prepared to offer a plausible explanation to those who will undoubtedly ask about something as unique.
Oct 14th 2007 2:48PM @Fletch (%41)
Holy Light was instant-cast and had a cooldown. During said cooldown, you could do one of a few things. You could stand around and pick your nose, or you could hit stuff. With a 2H mace. While providing an aura. If things really got hairy, you could battle rez a number of them and keep fighting. The WC3 Paladin was a melee-support hero, but he was still a melee archetype.
You say, "I'm not sure why you believe that Blizzard should design this game around your preferences when there are plenty of DPS class options available for you to roll." I say I'm doing no such thing. Rather, I believe they should design this game in line with what they've been promoting for years for various classes. What they did with the WoW Paladin was the equivalent of making the WoW mage into a class that melees most of the time.
You also state, "Blizzard has been very open about what they feel the role of paladins to be since the very beginning of the game." If this were the case, then the class would not have been completely gutted of its melee mechanics two weeks before the end of Beta, only to replace them with a clunky and ineffective "enhanced auto-attack" system that underwent no wide-scale testing prior to release. I rolled the class at release, when all of the strategy guides still listed abilities like Holy Strike and Healing Aura.
I'll reiterate - designing a class to be exclusively "healing/tanking" is setting that class up for player attrition and obscurity. Such a design may work in a game with no PvP whatsoever, but that hardly describes WoW. If you're so afraid of losing your pocket healer, then go roll a class that can heal instead of trying to gimp other players.
Oct 14th 2007 1:58PM Let me break it down for you.
Healing + Tanking = boring, thankless jobs. Speccing and gearing for them mean that you're severely gimped when it comes to solo grinding or being able to hold your own and take out an opponent in PvP.
There's a reason why LFG chat is flooded with "LFM , need HEALER/TANK!."
There's also the little matter of lore and general feel for what a class should be. Blizzard set themselves up for this fight when they hyped up the essence of "Paladin" as a 2H-wielding melee character in WC2/3 that throws the occasional instant-cast offheal, but failed to deliver in WoW. Instead, they gave Paladins a couple spammable cast-time heals and flooded endgame with healing plate.
They're finally getting around to correcting this mistake, and it's about damn time. It is the essence of a hybrid class to offer variety of roles to a player. Many players prefer hybrids for this reason. In good game design, damage-dealing should always be one of those options available, even if it means one must spec and gear with a very narrow focus to achieve (and trust me, Ret suffers unless you start to accumulate epic gear, and then you're pulling aggro and can't heal yourself for jack).
Designing a class to be a "healing/tanking (but not DPS capable)" hybrid is setting up failure, and a slow bleed of players out of said class.
Oct 12th 2007 1:55PM The buffs coming in 2.3 will definitely be nice, and long overdue in the case of some (undispellable seals, CS back at 6 seconds, etc.). As someone who sees different Paladin specs as encompassing their own, entirely different playstyles (Holy does little, if any meleeing, while Ret is all about melee and very little casting), and as one who prefers to melee, I've set myself on an almost exclusively PvP path. This means I set my Paladin in a small, relatively inactive guild with friends where I have no pressure to spec in a way I would dislike. That being said, we almost never do any PvE content together.
The new PvP system has treated me well. I'm nearly at the point where I'm in all-epics again, and I can pump out the damage numbers in certain situations to back it up. On the rare occasion that I do run a dungeon, the threat cap becomes abundantly clear. Those saying threat is not an issue with Ret are either poorly/improperly geared (lolspelldamage), lack skill in playing the spec, or have never been around a Ret Paladin worth his salt.
Suggesting that Ret Paladins wait until the expansion for a number of their more pressing issues is a poor solution. By then, the Death Knight class will be available and many (probably myself included) will have rerolled.
I wouldn't go all doom and gloom yet. The PTR hasn't even been up for a full day, and things are always subject to change. As I said in a forum post, people need to give it time. Copy your characters when you can. Go and run dungeons. Pull aggro and wipe horribly. Use the PTR suggestion UI to point out this still-gaping flaw. Take screenshots.
Worst case scenario, 2.3 goes live as-is and I'll lop more heads off than usual in PvP.
Sep 13th 2007 5:36PM The only problem I have with the 5-piece sets is that visually, you always lack matching boots. I realize that for many sets there are boots/bracers that are skinned to match the sets, but usually only one stat setup. For example, the boots/bracers/belt that match Crystalforge armor have healing stats - hardly a good match for a Prot or Ret Paladin.
I'd like to see a compromise reached, and future sets composed of 6 pieces - helm, chest, gloves, pants, shoulders, and boots - with all 6 pieces available in the various "off-spec" versions as well.
Aug 2nd 2007 12:15PM The Death Knight is Blizzard being lazy about buffing Retribution, IMO. If it's available to Human Paladins at level 70 (and I'd be shocked if it wasn't, seeing as how the major Death Knight figure in WC3 was Arthas), you can bet I'll be flipping off the Holy Light that had forced me to be a healbot through the 40 man raids.